Vampirism

Vampirism

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Vampirism from Warcraft 3 remade for SC2

Features in this remake which will differ from the warcraft 3 version:

  • Vampire will be chosen/randomed ingame. You can opt to be human or vampire. Number of vampires is (currently) tied to the number of players (humans) in the game.
  • Vampire spells will work a bit different.
  • Slayer resurrection because doing it like it was in warcraft 3 looks terribly complicated to me atm. I will probably change it to an autoressurect after x seconds (maybe with a penalty for losing him).
  • Vampires cannot upgrade their stats/attributes (research). That is because the editor doesn't allow it (yet). Is replaced by other things.

I added some images to show some progress. check by clicking on images or this link

Alpha planning & goals:

Goals:

  • Playable early game (15min)
  • Find big bugs
  • Get basic balancing

I primarily want to test alpha version with other mappers/experienced tester that know how a bad trigger can be exploited etc. (as possible ;) )

Planning:

Done:

  • Trees like in Warcraft 3 (Harvestable, blocking LOS etc)
  • Terrain
  • Triggers complete - setting teams, vamp income, vamp choice ingame with dialogs, little tutorial to vampirism, turning humans etc
  • Vampire hero (basic for alpha)
  • Vampire hero custom spells
  • Slayer (basic for alpha)
  • Slayer pool
  • Slayer custom spells
  • Slayer revive trigger/mechanic
  • Item/Shop/Inventory system
  • Item combine system
  • Human walls for early game

Now being developed:

Halted for the moment. :(

I will continue to add content to the map occasionally. But as vampire mechanics revolve around RPG elements ,which aren't supported very well, I will wait for the updates that come along with Blizzards custom maps (announced @ blizzcon).

Yes that may be lazy, but in the end, it will make it easier for me and better for you :)

To be done:

  • Vampire items (for first 15min, 9 of x done)
  • Vampire upgrades (halfway done)
  • Human towers
  • Human research & economy buildings
  • Human units: different harvesters (3 to 5)
  • Human upgrades (early game)
  • Mercenaries
  • Turned humans (lesser vampires/vampire minons whatever their name will be) -> unit
  • Evaluate balanced values for all units hp/kill gold reward/kill xp reward/attrubute scaling/spell scaling/harvest speed ... (duh)

Beta planning & goals:

Anyone is welcome to help test, balance, hunt bugs and enjoy the map. It will not be released to the public yet however.

Goals:

  • Fully playable, all content is implemented.
  • Eradicate all bugs (as possible)
  • Focus on balance. Huge balance changes should not be needed after this.
  • Optimize triggers etc

Planning:

  • bug hunting!
  • balance early/midgame
  • bug hunting!
  • Add lategame buildings/items (Slayer items + higher tier vamp items)
  • bug hunting!
  • make terrain look better

I will need testers (EU) for when I reach alpha/beta stages. I will not publish alpha/beta versions for public as that will make people only think of this map as buggy/uncomplete (stupid popularity system :/ )

Release goals and planning

Goals:

  • Fully playable
  • No huge balance flaws or bugs (many players are likely to find bugs that come out of nowhere)
  • Public release!
  • Make the map fun and popular!

Planning:

  • Solve all issues that were brought up by testers
  • Publish -> public :)
  • See how players do and adjust balance
  • Find trustworthy and competent uploaders for NA and SEA region
  • Create new content to add twists and new stuff for veterans
Thanks to the people that made Vampirism (all versions) for Warcraft 3!

This page is currently a help for me and you can check out how the map is progressing ;)