

Crigges is still busy with triggering/coding stuff. So the main information are given by the homepage and the community sites are the place of contact with the players. We want to keep our presentation thread as minimalistic as possible due to being represented in multible forums and the content management is a little bit hard if the data is spread over the internet. The latest news is that I started working on our homepage. I can't say when there will be a beta phase but we hope to arrange something for July. The development is still an ongoing process. The outcome is that we create a wanted unbalancing for encouraging aggressive gameplay. The only unique feature is that we plan to create a single bigger/stronger minion which spawns with the other minions but only on one lane mirror-inverted to the opponent team.The minions spawn in a certain periodic time.There are two lanes, where the minions will.The planned features of the minion spawn are pretty standard:.

every minion near a capture point looses hit points.It works for World of Warcraft, because it has diffenrent prerequisites like a fixed equipment and a multiple of the number of players that are possible in Warcraft 3.Players are forced to flee from the fight because they must bring the flag to a control point. Capture the flag has the characteristic of reducing aggressive gameplay. We want players to fight against each other.One of the main elements of the first concept (capture the flag) will be replaced by a periodic arena event.Everything that gives points to one team has the effect of removing points from the opponent team. We are aiming for a more dynamic gameplay.Standard Dominion: gain victory points for captured control points per second until one reaches the point limit.Standard AoS: destroy tower one -> destroy tower two -> destroy tower three -> destroy base.Most games have a linear course in case of victory and defeat for example:.We want to integrate the tug-of-war-principle, experimentally.So there are some points in the first post which are now outdated. The concept itself of the project had a huge development during the past months. So, Naze joined as a co-terrainer and is working on the terrain right now. For the reason not shutting down the terrain work for this time, I asked terrainers which I believe are capable of producing good quality terrains. I am going to be inactive in case of terraining for the next three months, because of some personal changes. This is the reason why one writes the triggers in eclipse. I posted this various times before but it's not a totally different world compared to vJass but still different. If a triggerer wants to join us, he or she has to learn WurstScript. We weren't able to integrate chaosy properly into the project because of variuos reasons he can not be blamend for.
#Aeon of strife update
I may update the first post next week-end but I doubt that because I am too busy at the moment.Ĭrigges is really dedicated in case of making a lot of systems so that the hero and ability creation will be very easy in the end and additionally we will have a great visualization. This is a brief update about the current status of the project. You don't have to stick to the traditional amount of spells:Įdit: Here is an example of a hero description:

There is no limitation about the number of abilities. Class:=CLASS=Name:=NAME=Icon:=ICON=PICTURE=Information:=TEXT=NumberNameIconTypeRequirementsDescriptionTarget=NUMBER=NAME=ICON=TYPE=REQUIREMENTS=DESCRIPTION=TARGET=TypeNameCreatorLinkModel=MODELNAME=CREATOR=LINK=Icon=ICONNAME=CREATOR=LINK=Skin=SKINNAME=CREATOR=LINK=Hero Concept by: =YOURNAME=
