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 ;)