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An Impossible Dream Project

Blogs > Jinxed
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Jinxed
Profile Blog Joined May 2011
United States6450 Posts
July 04 2015 04:29 GMT
#1
Have had a thought in my head for a little bit of time now that I wanted to get off my chest. Maybe blogs is the best place for it.

I want to make a custom Dota 2 map. Granted there are a shit ton of issues with this idea right from the get go, but right now that doesn't matter. All that matters to me is that I get the base idea out there and down on 'paper.'

The game is an RTS style game. Ideally it will be a mash up between WC3 and Dota 2 in various ways (which we'll get to later) with it being about defending your ancient while revolving around heroes as the main units of your army.

The idea would be that it would be similar to a Dota map where you're trying to take towers to break into the enemy base and then destroy their ancient. As of this moment I like the idea of doing 3v3 as the standard mode, but that hasn't been set in stone as of yet. What I do know is that each team would have a base with a main ancient and then each player would have a smaller main building somewhere close to the ancient, but slightly behind it. The idea is to kill the ancient after all, not kill the enemy main bases.

To start the game you would select a hero. This part is tricky since I'm not sure if I would keep the Dota 2 heroes as they are and balance around them, or if I would modify them to be like the WC3 heroes. I kind of like the idea of using the Dota 2 heroes and working around their limitations, but I may edit them to be based off of the 10 level system instead of the 25 we have now. I think the best way to go about it would be have each player limited to one hero, but I could see an argument for allowing a second hero to be made.

At the start of the game you would have your workers, a few creeps, and your hero. The idea is that your workers go and collect gold/wood while your hero and small group of creeps go out and try to get XP as well as additional resources. The resources that are collected would allow you to upgrade your workers, your creeps (ranged/melee/seige), your buildings, or your hero. As of now I've got a few ideas for upgrades, but that would have to be worked out more. Also I'm not sure how I would handle food supply as I feel that is a pretty tricky concept. Maybe I could make it so that the player could upgrade their ancient for additional food or something... idk.

I don't like the idea of building things for this particular game. Not sure why, but I don't want to make this something that is about managing space as well as everything else. I think doing a lot of the basic RTS functions through an upgrade system is more ideal for this vision, but again it's something that I'd have to actually play around with before I really know what I want.

As a few final notes as I'm sort of running on empty right now.

1) You'd only have the ability to build melee ranged and siege creeps at base. You would have the ability to go out to the jungle and find mercenary camps that would allow you to hire neutral creeps to supplement your army (much like WC3).

2) I'm honestly not sure what to do with items. 80% of me wants to do nothing and see what happens, but I'm not sure how viable that is. Income would certainly have to be balanced around this, and I'm not sure if it would work at all if I capped heroes at level 10.

3) I do know that I don't want expanding in the game. Granted this means you have to get infinite resources from your base, but I think with a well thought out upgrade system I could replace expanding with various upgrades that would do a similar job without actually needing a second base.

Anyways, that's just a series of rough ideas I wanted to get down on paper for now. I doubt that anything will ever come of it, but I think it would be a fun little casual thing to work on. I don't think I could ever turn it into a reality as I have 0 coding experience, but sometimes an idea is nice to have.

Who knows though. Maybe eventually people will come up with tools to help even a serious pleb like me with it.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 04 2015 10:51 GMT
#2
I like the idea! I feel like the creeps that you hire as mercenaries will also be the biggest part of the game!

As for items, maybe start with nothing and then see if it's needed to help put things back in order! Who knows!

It sounds cool!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2015-07-04 21:25:43
July 04 2015 20:36 GMT
#3
Sounds interesting. I agree to torte, add items maybe later when you have a feeling where you want the game to go and feel that the heroes need more customization/focus.

My 2 cent:
If you dont want expanding or other PoIs aside from the towers and have the workers in base anyways, I see little use for workers, just make income static and mb upgradable or increase it over time. Increasing it with killed enemy towers gives players could give players incentives to go out on the map and play aggressive (if you want that).
Same for food supply buildings, mostly a macro (in terms of sc2) aspect that takes away time you spend at the front. Cap food at a certain value or increase it over time if you dont want the player to build supply buildings all the time.

You might want to check the dawn of war 2 rts multiplayer (not the coop fighting stages), cause it sounds kinda similar in terms of reduced base building.
low gravity, yes-yes!
Jinxed
Profile Blog Joined May 2011
United States6450 Posts
July 04 2015 21:17 GMT
#4
I actually had that thought about workers after I posted this. Both of your ideas sound really interesting. I'll check out dawn of war as well.
LiquidDota Staff"LeLoup is a great name pls undo." -Liquid`Nazgul
Archeon
Profile Joined May 2011
3260 Posts
Last Edited: 2015-07-04 21:21:34
July 04 2015 21:20 GMT
#5
On July 05 2015 06:17 Jinxed wrote:
I actually had that thought about workers after I posted this. Both of your ideas sound really interesting. I'll check out dawn of war as well.

Dawn of war 2 has a system where essentially you have one single building for production, that you can upgrade for building other units etc, which sounded similar to what you were planning
low gravity, yes-yes!
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