Since any offical new maps seems like pipe dream right now i'm going to put some mone on the modders of this communitee. this map for instance would be a very complex, highly time consuming project so anyone who wants to take this on be my guest (i can build some 3ds models for it if you want, but .lua is still out of my league)
Map Idea: Clock Tower
# of Players
6-8 Players (3v3 or 4v4)
Modes
All Modes (might be best for somethig like Slaughter where chasing Demigods becomes important)
Basic
(and yes i know that there are now paths leading to each side but that's where the gear paths come in... so keep reading)
Size
i'm not 100% of the size but i was thinking some where around the size of Exile or maybe a bit smaller.
Appearance
as the name suggests this map would be based around a clock (the tower part is not important). basicly you play on the gears of a large clock. there is a solid base to the level where the citadel sits as well as moving paths in the shape of huge gears which rotate around creating and breaking paths leaving island and new escapes/ambush paths. the colour and background of this would be low lighting with the sound of a ticking clock and the cluncking of gears. maybe periodicly a chime of bell toll would also be nice.
the gears would move is diffrent directions some rotating smoothly and some rotating in a mechanical ticking motion. to the side are two pictures of gears as well as rusted textured gears that would be make an amazing visual for the map.
Gears
like mentioned there are gears that rotate around the map creating paths to the enemy citadel. bellow is a picture of what the gear paths (in black) would look like):
since arrows and center points are really hard to see since most of the gears overlap here is a gif of the full animation:L
confusing isn't it. to break it down here are the 3 main sets of gears:
Middle Wheels:
Here we have the 3 middle set sof gears. the outter and middle paths rotate clockwise with the middle paths rotating counter clockwise. the middle wheel also roates faster than the outer two allowing for more path combinations.
these would move smoothly around with the middle wheel ticking in the oposite direction.
Large Gear:
Over laping the middle wheels are two large gearsthat spin near the citadel on the top and bottom of the map. they rotate fairly fast and joing up with the center wheel to create a large path into the middle from the outter edges.
these would move in a ticking motions pobably doing 1/16th turn every 2 muntes or so
Small Gears:
Off to the side are four smaller gears that sit under all the rest. these rotate the slowest in altinating conter and clockise manners.
Again ticking however at a much slower and larger intival. say 1/8th every 8 minutes
Timing:
so how fast do these rotate? well this is up for debate but i was thinking something like 1 sec being equal to around 5-8 minutes. this means the fastest rotating ones would take around 20 mintues to do a full turn. this would also mean that it would take almost a full hour for the gearsa to fall back into their original posision keeping teams on their toes the whole game. but again open to suggestions.
Here is a complete animation with the correct timing:
currently the timeing is this: Centre Wheel - 1Sec (15 Degrees) Middle Wheel - 1 Secs (-15 Degrees) Outer Wheel - 1 Sec (10 Degrees) Large Gear - 3 Sec (22.5 Degrees) Small Gear - 2 Sec (22.5 Degrees)
If the file doesn't work cause it might be too big then you can downloaded it (HERE)
the whole sequence takes about 144 secs meaning if each sec is 5 min then it would take around 12 hours... so making it a bit faster might be needed.. like 2 min per sec... up for suggestions
Grunt Pathing
there would be 3 portals on each side (one in base and 2 on each outter ring) which would send out grunts which would take the shortest route to the enemy citadel. from staring at the gif for about 20 minute si don't think there is ever a time where the bases are seperate so pathing shouldn't be a problem. for an example here is the pathing for the grunts when the gears are in default posision:
Building
flags are up for debate with the center done probably housing an artifact shop or maybe a few gold mines.
Creating
I'm up for suggestions on how to create this map... i know a problem comes from the pathing and such... here is what i had so far:
i actually did some thinking about how the pathing and collision would work for this map and its actually quite simple. the model would have to be animated but the engine should be able to handle that since some of the maps already have animations (like water). the collision on the other hand is handles by a seperate script so the script needs to be set you can't move too? no?)
as you can see in this picture the red is what the collision would be scripted in as which would match the gears and paths as they move. rather than move the colision around the match the pathing all you need to do is have all the possible collision (red and black) and then just change where you can't move in rather than where you can.
Conclusion
so that the map. let me know what you think and if there are any talented modders out there who want to be famous they can give me a shout and i'll try help with what i can. and questions or comments feel free to post up
EDIT: Added in complete animation as well as section on ideas for creating this.
I love the idea... but, on top of the Engine issues...
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Pathing.
I would like that map better than originals !
Little mobs dont get to citadel, this map maybe players 5v5, but not less, if gas powered will made new engine for arenas with 6v6 or 10 v 10 that will be great, more player more meat
Just imagine the simspeed issues... But the chaos would be so worth it.
Tower Rook on that map would be absolutely hilarious,I'd love to see it done, but it would sure be difficult.
Rotating towers = hilarity ensues.
OMG MAKE THIS MAP IT IS AMAZING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It could be like a spinning gear of death. Tower, tower, tower, tower, ROOK OMFG HAMMER SLAM, tower....
LMAO... i had it visioned that you'd be chasing some poor QoP into some deadend with 3 other DG buddies on hand just to have the enemy team ambush you from a gear that just came around the corner. serious team would all have to have an autistic genius calculating the math for where the grunts and dg's should be going.
thank for all the possitive feed back, always love to see an idea really take root
Duck...Duck...Duck.....Duck......FIRST BLOOD!
That's some impressive work; I'd love to play on that map!
Wow; absolutely amazing!
awesome map. most awesome idea.
only thing, the name "Clockwork" fits better into demigod. All one word map names, all kinda wierd mystical sounding...
just my opinion.
edit: why does the smiley face look like he is on crack? or speed?
I love the idea. The only problem is that a design like this would encourage an over-reliance on teleport scrolls and the amulet of teleportation favor item.
its about time that favor item got some loving. lol
a teleport map would be more inetersting. there isnt a map that really makes you work to get where you want to.
Well, I think as a level design it is probably Interesting(nose tap). I'm not sure if it would be fun to play on though, but would at least be an interesting arena to create and play around in. Sadly, the DG engine very likely can't support this:
Other than that though, I applaud the thought you put into the piece. I would suspect you'd make a good level Designer if you had 3D skillz.
trig this is a insane idea but by the looks of it it can be pulled of the only problem is the developers
Dynamic pathing isn't too hard. There are lots of algorithms that can quickly determine the shortest path to your destination like A* and Best First. The path calculation could be refreshed every second or so , so that the minions don't fall off the map or something by trying to take a path that was good a second ago, but has since changed. Also, not every creep has to find a path for himself. Only one creep per wave needs to calculate the path, and the others can follow him.
And bugs like that erebus thing can be fixed. All bugs should be fixabile. Like if erebus accidentally teleports off the map, he is teleported to the nearest surface he can stand on, which is not hard to program.
The real problem is the game engine which I am not sure will be able to handle this map without some core modifications. And I'm not sure GPG will be to thrilled about core modifications...
But anyways, great map ideea .
moving map pathfinding...might be tough. but i am sure that some person somewhere on the internet has done it before.
well their are only 144 diffent combos of gears so technicaly it would be a case of making a 144 diffrent paths for the grunts to follow and then set accordingly. even for when a gear moves before the grunts get it, all that means is when they make the 144 diffrent paths some of them have to make sure that they take into consideration future movements of gears.
and thatd the hard way to do it. if someone witha bit of lyua script know-how did it i'm sure they could make pathing pionts and then script in equation for the computer to figure out so they knwo which piont to walk towards. something like:
if distance <= 20 then point 1 elseif 60 >= distance < 20 then point 2 elseif etc etc
but i'm definately no lua genius so someone else wil have to do that thinking
Cool idea! Even if they don't go with the motiff, a map that moves would certainly be welcomed.
Wow, this map concept is amazing. If I had any modding skills I'd be on it right now. Hopefully somebody can pull it off one day. Even if the gears didn't rotate I would still like to see something similar.
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