redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
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Post by redquill on Jul 15, 2013 19:14:19 GMT -5
Format and theme doesn't matter; this is the place for your map ideas. The only requirement it that there's some kind of visual aid; mostly text and a basic drawing is fine. Keep in mind that static build zones have been removed for the most part. Things like the Catapult, Doors, and Boulders will still have a set location and will not require a Blueprint to build.
From Aeolus (edited a little =o):
C - catapult W(x) - warp, mark linked warps with the same number (x) M - metal T - tree G - gate B - boulder/breakable wall O - outpost, indicate in writing any special effects such as the lava bridges in Hot Sauce H(x) - hazard, describe in text E(x) - extra element, describe in text
Also in place of a base, a large rectangle could be used.
That's all you need for the graphical element, leave it to our Art Team to jazz it up for you! A little overall description will help them create something closer to what you envision, and be sure to include in writing any stage spanning elements such as earthquakes, sandstorms, or the more familiar raising and lowering water/lava levels.
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redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
|
Post by redquill on Aug 26, 2013 12:22:37 GMT -5
Having a rough time getting a solid design for a map that isn't affected by theme, so rather than focusing on the layout of the map I think it would be better to present new and altered map elements, at least until we've settled on a theme.
Falling: Dropping from high up could cause a brief stun (no damage) as your character rolls out of or absorbs impact. Ninja would be immune.
Sand: Slows acceleration, instant stops and turns. Falling onto it from high up doesn't cause a stun. Possibility of hiding Gnomes and Items under it.
Quicksand: Slows all movement, weakens jumps. Slowly covers the body, possibly disabling commands as you get deeper: no jumping once your legs are covered, no attacking once your arms are covered, rapid (somewhere between water and lava) damage when head covered.
Shiftsand: Operates like sand but with momentum. Basically conveyor belts but with more a more fluid pull.
Water: Some classes able to swim/hold floating items to reduce speed reduction and avoid drowning damage, Ninja able to water walk while Cloaked. Possibility of flowing water.
Hiding: Areas where you can keep your name hidden and be off the enemy map if you keep still.
Lava: Some manner of lavaproofing yourself for a short time? Likely created by the Blacksmith.
Creep: General term for actively hostile terrain. Potential elements: sparks/arcs of electricity, swarms of rats, aggressive vines, spreading thorns, exploding objects (grow slowly then explode when someone is near), cursed ground (lowers stats).
Haven: General term for actively helpful terrain. Potential elements: blessed ground (boost stats), healing zone, warded ground (neutral when empty, prevents opposite team from entering when someone is inside), duelling area (will only allow one person from each team in at a time, may give reward to winner of duel.)
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redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
|
Post by redquill on Oct 21, 2013 22:20:18 GMT -5
This is not getting enough attention, so I'll take it on. Starting tomorrow I'm going to be looking at each of the classes we've set and set to conjouring where they live. Expect too many ideas when the day is out!
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redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
|
Post by redquill on Oct 24, 2013 23:47:09 GMT -5
Nearly have a habitat for each class. Once I have that sorted, I'll start with the layout using the simplified method Aeolus proposed to get my head around hazards and build zones and such. Thinking about maps more has lead me to realize that some objects should be set to one area because they're too complex to do otherwise. Bridges for example... if they can be built anywhere, how are they transported to a place that makes sense? You'd need a lot of escorts to move something that heavy. Some objects make more sense linked to useful locations. Another thought is outpost flavouring. With so many different environments, outposts should look a little different in each. A shield instead of a door in the Alien's map, a thatched roof on the Shaman's, a fusebox in the Robot's... things like that. It doesn't need to apply to things Robots build, since those are brand new, but objects that have been there a while should fit the scene.
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Post by JRooster76 on Oct 25, 2013 13:57:02 GMT -5
I think certain structures like bridges and doors will have to be statically placed. Having build zones makes it easier for the player to learn the game. It also makes it easier on the programming/testing side since you do not have to account for bridges appearing in awkward places.
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redquill
Administrator
BLU (r)Mage
Where do you live, Monster?
Posts: 186
|
Post by redquill on Aug 27, 2014 14:41:22 GMT -5
Still need someone for this... I'm way too busy with class balance and general revival duties at the moment. Maybe I should like it to the Volunteer Pool?
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