- Icarusmk3
- Level: 22 (83%)
- Rank: Blaster Master
- Member since: Mar 2, 2006
- Last online: 08/07/09 4:34 pm PT
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All About Icarusmk3
Recent Blog Posts
My blog for maps that I am currently making and other rants.
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9May 07
Warcraft III Mapping: Current Map - Gates of Oblivion
I'm currently working on a new map based on my prior release LotR: War of the Ring IV (TFT map) for ROC (Reign of Chaos). Currently I've been working with Clan RoE (US East) and Clan VoV (US West) on unit creation, balance, and other ideas. If you have any suggestions, it will be greatly appreciated.
Story:
The Humans of Eona have been grown from meagre beginnings into a fledging empire, now they are threatening the other races (in particular the Light and Dark Elves of Eona). In a desperate bid to control the growing threat, the Elves hoped that by forging an alliance with the other races, they may be able to the over zealous humans. However because of malcontent between the Orcish horde and the Dwarves of Eona, the elves pretty much sends them right into the human's open arms, resulting in a great a tense standoff between the races that has lasted for nearly a hundred years.
Map Specifics:
The map consists of multiple cities/zones that are controlled by the different races (10 different locations) which can be taken over once the opposing team takes over the main building/city hall (the largest building in the area). By taking over a city/subjugating it the occupying force will gain additional tax income as well as the ability to conscript/train the local population for their war.
Each team will spawn forces at their primary city, whose composition will depend on the amount of lumber they have available. Lumber will be an important commodity in the game, as it will be required for the construction of all elite units, such as air, siege, and magical units. The only way you can gain lumber is through killing enemy forces, this prevents teams from turtling in their base indefinitely.
For map balance purposes, a strict 120-100 unit variable spawn cap will be in place to prevent a team from being too overwhelming. The units themselves can be bought to allow the teams with a strong economy to get a better stronghold in each zone.
Predominantly the Humans will have units are average, with good weapon damage and health, but no spectacular abilities other than for Human Mages (who deal less damage than their elven counterparts).
The dwarves while basically impotent in the magical arts, have been endowed with their strong background in technology and thus have a primarily technology based weaponary.
The elves are the magically gifted but nimble creatures, relying more on distanced attacks and magics. They will have the weak health but with deal excellent damage with their magics and weapons. Their ranged units have the longest range and their melee units will do more damage than humans, but they will all have less health.
The orcs are the strongest of the races, with the highest health and do excellent damage. But their ranged units are also the weakest and will not have access to any magic oriented abilities.
The undead have the weakest health amongst all the races, since basically all of their units are just the animated dead. However their necromancers and summon an entire legion of forces at will and can quickly turn the tide of battle.
- Posted May 9, 2007 11:16 am PT
- Category: Games
- 0 Comments
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