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View Full Version : [Map]Conquest style map



tchackie
01-17-2011, 04:24 PM
The idea for this map is pretty simple, fight for control over some points and hold them for some time to win.

What i have so far:


Control Point Mechanic - you gain influence on a Control Point if your close to it. The more players from one team are close to a Control Point the faster its captured.
Win Condition - Each controled point deals damage to your enemy teams main structure. Since this is the only way to deal damage to that building you will win if you're able to control more points then your enemy.

Ideas:


Make the shared Glyph ability work on Control Points, to get some time if your enemy tries to take control of them.
Create some sort of Gold/Exp mechanic. The more Control Points you have, the more exp/gold you'll get.
Make creep camps that depend on the status of a Control Point - you can only attack that camp if your in control of a close Control Point.

http://dl.dropbox.com/u/5910713/conquest.s2z

If you have more ideas what might benefit this kind of map please leave a comment. (and please ignore the crappy terain, i was focused on getting the mechanics done first ;) )

Hot_To_Go
01-17-2011, 08:51 PM
This sounds really cool, with the control of a control point, could you have a separate section of the map which is spawning creeps and neutrals etc all clashing together in a big warfront (similar to a lane)? Your control of the various control points will give your team extra creeps to tip the scale and they start pushing the enemies base. The game can end when your enemies base is destroyed, the only way to stop this is to take back control points so that your team spawns a certain wave of creeps not your enemy.

Just an idea, it would be cool to have a sort of movie/war going on next to you which is reliant on your captures, a sort of video game in a video game.

Kalium
03-11-2011, 08:26 PM
That'd be great.
I think it should be similar to a normal game, but when a control point is captured, you gain a tower at that location and an extra creep or two spawns in it when the wave passes by.

Ankkastorm
03-13-2011, 03:55 AM
how does it work with heros like nh and scout who can just go invis to the control point and win you the game?

BrighTide
03-13-2011, 07:42 AM
how does it work with heros like nh and scout who can just go invis to the control point and win you the game?
ward of sight

The map should be like a wheel, with the lanes along all the spokes and the rim, and control points where all the spokes meet the rim. The center should be a fountin that heals which ever team has the least control points, as whom ever has the most control points obviously will get a large advantage though loads of creeps

stat1ck_
03-13-2011, 07:13 PM
teamfortress2 style, i love it!

Nubcaeks
03-13-2011, 08:29 PM
The idea for this map is pretty simple, fight for control over some points and hold them for some time to win.

What i have so far:


Control Point Mechanic - you gain influence on a Control Point if your close to it. The more players from one team are close to a Control Point the faster its captured.
Win Condition - Each controled point deals damage to your enemy teams main structure. Since this is the only way to deal damage to that building you will win if you're able to control more points then your enemy.

Ideas:


Make the shared Glyph ability work on Control Points, to get some time if your enemy tries to take control of them.
Create some sort of Gold/Exp mechanic. The more Control Points you have, the more exp/gold you'll get.
Make creep camps that depend on the status of a Control Point - you can only attack that camp if your in control of a close Control Point.

http://dl.dropbox.com/u/5910713/conquest.s2z

If you have more ideas what might benefit this kind of map please leave a comment. (and please ignore the crappy terain, i was focused on getting the mechanics done first ;) )

I like the idea of it, but I can't see it working just because the same heroes will be used nonstop. Defiler/polly/plague come to mind as they're ults can be used really well in defensive situations. I can't see carries and gankers being so useful unless super farmed/ Curious to see how it'd work out tho

emKill
03-15-2011, 06:24 PM
I like the idea of it, but I can't see it working just because the same heroes will be used nonstop. Defiler/polly/plague come to mind as they're ults can be used really well in defensive situations. I can't see carries and gankers being so useful unless super farmed/ Curious to see how it'd work out tho

sd/ar, exclude heroes that don't fit the map