Enfo's Mod (What do you think?)

Ok for all that dont know what enfo's is, here is a link to the warcraft 3 mod:

http://mtteam.proboards.com/index.cgi.

 

I would be interested in starting to mod a version of this into demigod.

Here is the general gist of the game type:

Using cataract the map will be divided into two sides. Heroes cannot cross to the other side of the map (it will be cut off with walls). Portals will be moved to the central flag positions (ie a portal on each side of the wall where the mana and hp flag are) and creeps will spawn every 20 seconds. The number and type of creep will vary with each wave, and health and damage of creeps will increase on each spawn. Creep movement path will alter with the wave from moving down the sides to using the central path.

Effectively the idea of the game is to outlast the enemy team (ie keep your citadel alive. Citadel upgrades will be altered to affect your creeps (ie the ones attacking the enemy heroes) and may include upgrades for your heroes, or abilities to use on the enemy heroes.  Artifact shop will be duplicated and placed on either side of the wall where the XP flag currently resides. I will be using some of the new items/ tower etc created in Favor Mod 1.8.

To ensure that all heroes are effective, i will add new/different creep types that will be particuarlly effective against certain DG's.

Before i start this project (as i can see it will require quite a bit of work). I would like a show of general interest. Any ideas and comments are also very welcome.

Cheers Exx

 

----------------> Enfos V1.0 [Mod] New *Both Solo and Team Survival Modes see here for mod

3,625 views 12 replies
Reply #1 Top

I would LOVE to play that.

Reply #3 Top

i had to go through forgot my password to post for this.

 

I would, and my lan would definately love to see something like this, demigod is a game we play often, and this would really go a long way towards pushing WC 3 off our list

 

imho the brothers would be the perfect map for it, it even has the enfos style  split, join, split.-

Reply #4 Top

This idea sounds crazey good.

Reply #5 Top

now we just need some fire shooting towers, and some ice freezing ones, maybe ones that spawn golems, some towers that speed up the towers around them, make the towers upgradeable, and make some more interesting lanes for the creeps to go down!

 

>.>

Reply #6 Top

Well we (DonDoen, Suicide_Joe and me) already had made a mod like this at december i think.

It was based on the brothers and was only using the old towers and creeps but worked well in the end when we testet it at a lan, even if only mirror matches made sense. (DA for example was completely useless)

We did never load it up, because we were a little bit desillusionated by the "succes" of our cataract and leviathan mod.

But if it would give you maybe a basis for you, feel free to work with it

it now can be downloaded here: http://www.file-upload.net/download-2425425/LineWars.zip.html

Reply #7 Top

I think it be pretty sweet. and I'd totally play it. I was also thinking sometime back that you could probably make a pretty cool TD or TW for demigod to.

Reply #8 Top

I'd like to see a map like this.  Sounds like it would be alot of fun.

Reply #9 Top

This is such a cool game idea dude ^^  

Reply #10 Top

I'm not sure having a central boundary is a good idea.

  • IIRC mrappard found that either minions or reinforcements ignore walls (passing right through them). They only "know" about the voids as defined in the map file. 
  • If a demigod gets on the other side of the boundary, he may not be able to get back.
    • Demon Assassin Warp + teleport Scroll
    • Cloak of Night, Bat Swarm, etc
  • Some demigods can summon units on the other side
    • Oculus Ball Lightning
  • Seems fairly arbitrary
  • Having the option to defend your base, attack the reinforcements, or assault the enemies keep all seem like interesting strategies. Especially considering AA non-AOE demigods are penalized when fighting only reinforcements.

Citadel Upgrades would be relatively straight forward, you can base them on Tower Defense  Upgrades

  • Have separate upgrades for reinforcements and for towers
  • upgrade health, regeneration, speed, attack rate, range, special attacks all separately
  • Give Towers extra attacks, so you could power up your Towers of Light with a slowing attack or your Arrow Towers with exploding arrows, etc.

Add in new reinforcements and creeps

  • You've already created a tremendous variety with the Favormod, but I'm sure you can add more
  • You can also use different skins to provide variety
  • Converting the favor versions of towers to permanent duration consumable items also seems like a good idea.
  • Adding unique reinforcements based upon the demigod you are playing (QoT has Shamblers, Rook has miniRooks, etc)

Consider other balance plans

  • I played a little game a while back that was essentially two-player Galaga. One player played the good guy and one player played the bad guy. The good guy played a normal spaceship kills aliens in waves game. The bad guy had to build an infrastructure and design ships & ship waves to attack the good guy. If the bad guy failed to kill the good guy in X minutes, the good guy destroyed his base. A similar sort of modification could be used in Demigods.

Targeting categories

  • By creating new targeting categories you should be able to have reinforcements ignore other (opposite team) reinforcements, so they won't fight each other
  • You can also use targeting categories to make unattackable towers, making the game more like Tower Defense

Change experience & gold awards

  • You can switch gold from a per kill basis to a per wave basis or drop it entirely and just have a set income per minute
  • Demigods could be modified to either never level, level slowly, or be at max level already

Flags

  • Flags can be switched over to control nonattackable towers (like the Crystals linked to flags)
  • These flags can then be treated as forward bases to fight reinforcements and hidden the other side
  • Flags can provide different bonuses to reinforcements or to control creep summon rate
  • Increase Flag capture time to make capturing one a real commitment instead of a minor detail

Consider drastically changing Demigods

  • Make them have reinforcement like stats to reduce their combat time
  • Change leveling rates
  • Make Generals more Generally, increase the number of minions they summon and the maximum they can summon. Drop physical stats to make them really fragile.
  • Modify Death Penalty Timer
  • Loose a level or reset level to 1 on death

Change pathways

  • You've already suggested one change
  • Another might be to move the citadels to the corners (where the gold mine and portals currently are)
  • Cataract is fairly limited based on its relatively small and simple arrangement. Although in contrast I'm not sure any of the maps have a good layout.

Consider changing Environment Graphics and Effects

  • While it won't be as pretty you can save on system resources by removing environmental effects, the skyline, and the background.
  • Likewise you can get rid of the water fall effects, the flying birds, etc

 

Reply #11 Top

Wow ptarth, well thought through post!

 

i must say that the modified map produced by woodchip has been a good starting point for this mod. Alot of the fiddly stuff with the maps has already been sorted out. Worth downloading and having a look at. Note that the map you need to select is brothers not cateract when in the lobby (the readme says cateract lol).

From this mod i am now starting to add new minion types and add some of the code from the favormod (ie the new item shop, with some of the favor items as consumables such as towers). I am going to aim this game type at a 3v3 to prevent too much lag caused by sim speed problems that occur with the larger games. However the reduction of towers and flags looks like that alot of this problem will be sorted.

I am looking at including some of the code from "The Quite Insane Mod" such as the ability to lvl up to 50. With this i am looking at further extending the abilities of each hero to better match the game type.

I have been thinking about creep types. Some of the creeps with do bonus damage to demigods which have particular active buffs on. Others will be stun immune, increased movement speed or use particular auras which will be activatable by citadel upgrades. Also looking at code to see if i can activate creep abilities when the creeps receive certain debuffs from demigod attacks such as tb frost aura etc (this will increase the effectivity of demigods with little or no aoe).

I will also look at adding items that only effect a particular demigod as a means to further balance the demigods for this game type.

All for now, will post again soon when i have some of the code into the game and maybe put up an open beta for balance suggestions.

Cheers all for your ideas and support!

Exx

 

 

 

Reply #12 Top

Ok here is what has been done so far:

WoodChip123's map was used.

New Shop Tabs have been added. Ability to lvl to 50 has been added.(from quite insane mod). Looking at changing this to 100 in the future.

Planned for addition to the mod:

Hero skills are currently under evaluation:

1. Oaks minions will be changed to be ground based minion types (to prevent citadel attacks by player minions).

2. Long range attacks ie. snipe, batswarm, blast off will be removed and replaced with new skills to prevent heroes directly attacking eachother.

3. Most skills will be streched out over the level cap: for example fire nova will be split into dual skills (one will increase range and one damage) after purchase. This will be applied to most skills to provide more reason to level.

4. Number of minions will be increased for all general demigods to be even and damage adjusted approprately. All minions will be created by wards (not directly summonable or passive as is current). Wards will have health and be attacked by creeps. Demigod health etc will be adjusted appropriately.

 

I am now working on new creeps:

There are 2 ways that this could work.

1. All new creeps are purchasable at the citadel

or

2. Creeps are added at particular waves.

 

I am currently moving towards 1, however this hasnt been implimented yet so i will re-evaluate this strategy as time progresses both by ease of implimentation and feedback from you guys. I personally think that the ability to purchase creeps will add more strategy to the game over automatic addition by the ai at a particular wave number.

Creep types to be added (from favourmod* where indicated)

Albatross* - lightning flying creeps

Crystal Idols* - Shield generating creeps

Commandos* - siege gunners with small Aoe

Babylon Titan* - Large tank unit

Siege Idol II

Monks II

Minotaur II

 

New units planned:

Deathbringer - increase all nearby creep armor (radius 5) by 15% - wont stack

Guardian - Increase creep health regen (radius 5) by +10 - wont stack

Cerberus - Movement and attackspeed slow aura (10%) - wont stack with other cerberius buffs.

 

More to come when i finish coding this in :).

 

Exx