Warcraft III resources & community, 2003–2006 · archived

Chains of Fate Map Project (directed by Qaenyin/Drain Pipe)

88 posts
#1

Chains of Fate Map Project (directed by Qaenyin/Drain Pipe)

Recently, i was on a team that (as far as i know) has been disbanned and now i'm left with an unfinished map project that i would like to finish. However, i have lost contact with my team and now since i have the most advanced map, am seeking out new team members to work on the map.

It alone is based off of legend of dragoon, and it is an AOS, but it, unlike many AOS games contains a multitude of triggered abilities, far greater than what any other AoS maps have come to realize so far. most of the concepts have already been created, character wise as well as abilities for the most part. The good team has already been completed and i had been triggering the evil team. I'm looking for anyone who might, not at the moment, but in the near future, want to sign on with this map project.

Anyways, i'm looking:

-a/multiple skinner(s)
-a/multiple modeler(s) (either capable of geomerging or making new models from scratch)
- a terrein designer (we currently have the terrain from the DOTA outlands game but i wish to change it)


That's about it. Now what needs to be done

-spawn triggers
-terrain redoing
-hero selection system
-items
-item system

fixes and other AOS triggers not mentionned are also needing to be worked out.

so yeah if anyone is interested in joining, please post on this thread. I'll PM you if your assistance is requested.

Bear in mind that i'm not 100% sure of the maps stopping, but i have no way of verifying.

I'll post if the origional team gets back together (we'll still continue with this team, just add the others on.)

If the origional site is down, then the project will continue here.
#2
once you seen one AOS, you seen dem all.
*thumbs down* :evil: :evil: :evil: :evil: :evil:
#3
yeah i have yet to see any AoS (besides ToB) that was actually balanced...not to mention there just no fun! id help but i would rather poke up my eyes and eat the fluids :P

thumbs down
#4
Ic, AoS hasn't remained very popular. Oh well, it's still going to be different from the two.

- Items weapon system to keep from item whoring
-stamina system (perhaps this will be integrated) to also contribue to item whoring (depending on your type of hero, you won't be able to wear certain armors/ use certain weapons because it's too heavy and you would lose stamina too fast and be very unaffective in battle)
-completely triggered abilities (well triggered no bugs, just need to make leak proof)
- Each ability has secrets to controling it's effectiveness (most anyways)

-completely not before seen models that aren't just reskins but completely different from what has already been created.

That's what i can think of off the top of my head that's going in. In all the AOS's i've played i've never seen abilities like what we've triggered (yes that may sound biased but it's true as not many AoSes have used triggered with their abilities)

for example, one of the abilities, the hero points out his weapon, and thrusts through his enemies, pushing them aside as well as damaging them. However, the more direct your attack, the longer you're impaling your enemy and the more damage it takes. Another one is an ultimate where the hero charges up and then blasts his opponents with a constant wave of enegy (it looks like a beam of energy) that completely engulfs and gravely damages his enemies for the duration of the beam spell. That's just a couple examples. This map will only be rivalled by TOB (DOTA has nothing on this as most of their abilites simply involve editing spells that already exist. and "borrowing or mimicking" spell ideas from others)

So yeah I know I have to defend this map, but yeah, the abilities will be like no other (I don't mean that other maps don't do what we do (ie spells that make it look like hero is jumping) I mean that there haven't been spells like these EVER in any of the current AOSs) I know that AoS can be considered as boring but at least wait until you see the map before you judge it.

Now, if anyone would like to join, then don't post about how AOS sucks or how it is boring, post if you would consider joining the team.

thanks.
#5
I can help. juz pm me and everything u want will be done
#6
what sorts of things do you specialize in?

This might better help so i know what things you can do that i won't need to worry about.
#7
bump, just keeping this up there as we still need a terrain designer, unless our one volunteer can do that.
#8
I believe Noobie.Mapmaker does terrain...try talking to him if you still need help.
#9
well actually, a map would be nice, so i technically would have to give him the actually map for that to happen. Dunno but yeah, i am afraid that it might leak, but if noodle actually joins, then yes, his help would be nice. Aside from that, i basically need spawn triggers, a fewe towers, the selection sytem and I'll gbe able to release the BETA_A version of the map. I'll go from there but yeah, i still need the map to be terrained. That's about it.
#10
Well I wouldnt mine helping you out. I need a lot of expirience making triggers, but making a terrian is pretty simple and even fun for me. Anyways I got some ideas of my own but Im stuck waiting on a few requested models for my camp, so whatever pm me and im there hopefully ill learn a little something more.
#11
Yo!

I'm Qaenyin, the original project leader. This project has been in progress for the better part of two years, and is now finally near completion.

At the moment I still need some info on DP on how much has progressed since the ToB forums went down, but so far we have nearly every hero finished.

Prior to the crash, the roles were:

Qaenyin:Project Leader, concept design.
Drain Pipe:Triggering, concept design(combat).
Harusame:Modeling, placeholder skinning(she said she could use some help skinning if possible.)

We have almost all the abilities triggered except for a handful of the ultimates. There will be 14 heroes, most using completely never before seen skins and some with brand spankin new custom spells.
#12
Well, so far the combat system has yet to be integrated and i might tone it down to save space. As of yet, we have Melbu Frama and Lloyd Done completely. Doel needs to to be spruced up a bit, but otherwise he's done asw ell. I'm working on leenus and i changed her Rend ability to "throw chakra [left]" and "throw chakra [right]". What happens is she can level up the TC[left] ability but TC[right} is always the same level. Anyways, you basically switch which side you throw from each time you use the ability. Both are meant to be used together for added damage and are good for spawn. I also made them "secret abilities" because they have a secret with them (yeah i've added secrets that either weaken an ability from improper use or strengthen it).

Leenus' Chakras do different things depending on which one you throw as well as where you target. Regularily at far distance, both simply go out twirling and come back (they deal the most damage on the brief pause between going out and coming back) and both are ideal for fleeing heroes. Then i'm also working on developing other techniques to go with them based on what you target, or where you target. For example, (and this is a bit of a spoiler) if you target right on leenus with her left chakra, she'll get it to twirl around her for 5 seconds, also the chakra will deal 50-70% less damage to targets while like this and damage potential is less, however, it's very effective in close combat and allows to deal more damage to units up close.

Another one i was going to work on was making the chakra hunt down an opponent and staying on it for 5 seconds before returning. This would, of course, be only for the right and also deal way less damage, probably 50-80& less damage but coupled with the other ability it could make for an interesting combo, as you could target a unit in the middle of a crowd and set up for big damage.


As for her Serpent Call, I'm not sure a good way to make this, I figure i'd make an uncontrollable hydra to help out Leenus and be unattackable. It would have some helpful abilities that would protect Leenus as well as some damaging ones too.


Also, for doel i wanted to make his blade of darkness, release 5 spinning orbs which circle him for 5 seconds, then split off in separate directions for a distance of 1000 and if they find any unit's close by, they will begin draining that unit's HP and once they are ful life or the unit dies, they return to Doel (this will not be a moddified locust swarm). Each orb would drain up to 30-40-50-60 hp in 3 seconds before returning to Doel. He would not be able to cast it again until all five of the orbs had returned. That's just an idea. Anyways that's all for now

DPO
#13
If that is doable, ok.

What heroes are finished on the Evil team? I have a completed skill list for Zackwell, and am working on skills for freugel. Haven't had the chance to work with Faust yet, hes gonna be a tricky one.
#14
So far i have Melbu Frame and Lloyd are completely done (I might make Lloy'ds ultimate a little more flashy) and Doel is roughly all done (need to mod his abilities) and Leenus just needs here ultimate to be made in a creative way. Dunno but i suppose that we could simply make one giant single wave that had a large stretch and deals around 350 damage and had a low cooldown and small pushback if possible. That would be her attack (it would move unit's back a large distance.

That will finish Leenus besides her summon which i still have no idea how to do to make cool.

Doel is done for the most part, except is two blade techniques are a little plain. I might make blade of darkness like him throwing out 5 rings and if they hit an enemy they lock to that enemy and absord X amount of life then return. As for blade of light, Dunno, maybe a piercing attack that sometimes knocks back his opponent. As for cry of madness, i figure it turns all unit's within 300-600 into neutral hostile for 5-10-15-20 seconds and gives the bonus stats as well, but not for himself.

Once these things are done, i will have MF, Lloyd, Leenus and Doel all done. I'm still wondering about dragoon spells though. I haven't heard too much along the ideas for those.

Besides that, most of the abilities are done. I was actually going to give the file to a terrainer to fix up to our liking.

That's all that's happened so far, so yeah, whenever you can, post those hero stats.
#15
The summons should have pretty hi HP, but low DMG, so they cant be used for kamikaze stuffs.

I also suggest giving them a moderate AE(500? 700?)
Taunt, with a large cool(20 secs-30 secs). They should be tanks, thats it. I dont want them used offensively.

Both need one special. I'm looking for ideas on that.

Until then, I will repost my ideas for Zackwell.

Class:Demon Lord
Prime Stat:INT
STR:med-low
AGI:med
INT:Med-High

Skill 1:Shadow Dive
(no description decided yet)
Effect:Gives Zackwell a null model(Same method used for dummy units), so all you see is a shadow. He CAN move in this form, but can NOT attack. He also cannot be physically attacked but takes % bonus damage from spells(both hostile and friendly). If possible, I do not want him to have collision in this shape, but I DO want him to be targetable as normal(otherwise targeted spells wont be able to be used on him).

Lv 1:Costs 100 mana, takes 50% bonus from spells.
Lv 2:Costs 90 mana, takes 42% bonus from spells.
Lv 3:Costs 80 mana, takes 34% bonus from spells.
Lv 4:Costs 70 mana, takes 25% bonus rom spells.


Skill 2:Torment's Embrace
(description undecided)
Effect:Parasite based spell. Anything under the effects of this spell, if killed before the spell wears off, spawns a unit(Tormented Soul). The souls use the banshee model, but cannot attack. They have the Possession ability(as stock ability), which allows them to possess spawnies(not summons or heroes). They also have Shadowmeld(as stock version), until they possess(then they lose all their normal abilities and become the spawnies).

Level 1:Costs 50 mana, lasts 10 seconds, summons have 250 hp and 1 armor.
Level 2:Costs 40, lasts 15 seconds, 320 hp 2 armor.
Level 3:Costs 30, lasts 20, 400 hp 3 armor
Level 4:Costs 20, lasts 30, 450 hp 4 armor


Skill 3:Corrosion Slice
(description undecided)
Effect:Orb of Corruption effect on all attacks(no mana upkeep required), amount of armor lost is based on skill level, as is duration.

Level 1:Loses 1 armor for 3 seconds.
Level 2:Loses 2 armor for 5 seconds.
Level 3:Loses 3 armor for 7 seconds.
Level 4:Loses 5 armor for 10 seconds.

Skill 4:Hour of the Beast
(Description undecided)
Effect:Summons a big demon. For 15 seconds, Shadowstrikes(with a 90% slow movement) are cast at random targets in a 500 AE, then, after they stop, the demon explodes, dealing damage to everything in that AE.

Level 1:SS deals 30 strike damage, 5 damage per sec, explosion does 300 dmg
Level 2:SS deals 40 strike, 10 dps, 400 dmg explosion
Level 3:SS deals 50 strike, 15 dps, 500 dmg explosion
Level 4:SS deals 60 strike, 20 dps, 600 dmg explosion.



Comments? Balance objections? Ideas?