Monday, April 21, 2008

Long time, No E

I've been so distracted by the allure of the editor that I've neglected to stop and update the blog. Sorry! Here's a friggin huge update to make up for it.

Revised Map Layout
The big change is the removal of the direct line from to Weirhold to Hopetown. This reduces the branches to 2, which is acceptable for an alternating routing pattern. The terrain change also adds more asymetry, which supports one of the goals of the map.

2 phase, alternating creep routing system
Everything changes when Hopetown is lost. The Demons have established a major foothold and staging area, but have had a lot of pressure put on the Sanguine and Yellow gates. At this point the creep routing effectively mirrors: the sanguine and yellow gates send all forces along the side, while the east and west outposts split their forces to attack Despair.

(scan and insert pics here COMGIN SOON)

Hopetown to Despair phase change
When Hopetown falls, a pair of Demon gates instantly appear and the land is blighted. When props are placed around hopetown they will be destroyed/corrupted appropriately.

Adapted Multiboard from DotA template
A simple leaderboard, but there is a lot to it. For the test map it will suffice, and I should have a good idea of what the final board will when I am done.

Camera restrictions for Hero Arena
Increase usabitity by focusing the player on his first decision. Also hide the hero arena and remove power locations when done.

Warp system for gates and outposts
My first use of a dummy unit, I went for a system like EotA, where each Outpost has a warp button the portals in the hero for a little gold. Ultra mobility is cool.

Tier 2 creep waves
Expanded the creep selection and tried having them spawn in different configurations when the phases changed. That didn't last long though....

Defense systems for gates and outposts
Outposts shoot arrows like towers do and gates let off a periodic aoe attack.

Revised Free People creep spawning system, creep upgrade system
After much agonizing I went ahead an put in a basic creep upgrade system that gained some momentum and evolved into a straightforward new system for spawning free people. Next is demon spawning, then possibly hero abilities and upgrades.

Many new Creeps for the Mix
19 Free people and 17 Demonic creeps so far. The final count is still in flux, as are upgrade pathes, but i can imagine the final count with be somewhere between 15-25 per side.

More Helpful Links
Abilities - Buffs and Spells
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=24502

Masters of Mapmaking - Development FAQ
http://momm.seiken.co.uk/forum/index.php?showtopic=7

Map Drop
Here's the latest