0ad-moba / dott

Defenders of The Thing (working title)
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Map design #8

Open russnes opened 4 years ago

russnes commented 4 years ago

The map layout for MOBA games are quite well defined, but the exact layout and what characters, shops, creeps, paths, theme, and pretty much anything that comes to mind is something we can be creative with and decide on specifically for this project.

I made a quick draft of the map in the map editor with lanes and a few towers but now that I load it (the map added in f4f78191415937f9db618f049b4ffdfb82b88921), it seems that it wasn't saved after all, and just the name and description of the map persisted.

Anyways, I'm adding here a reference of the basic outline of how MOBA maps usually look, which I think we should base the game on initially. Some MOBA games have added different maps to choose from, which I also thing is great.

Game Play Scenario This map is typically played 5 vs 5. The goal of the game is to destroy the opposite team's Base Tower. You typically start in your base, and move along either of 3 lanes. You can also move freely in the forest, where there may be critters and mobs that you can fight to gain experience and level up.

Each team starts with Defense Towers on their side of each lane. Each team will spawn a group of army in each of their lanes, that start in their respective base and move along the lanes. If anything attacks these units they will fight back, and they will typically move as far along the lane as they can until they encounter a defense tower, which they will proceed to fight until they or the tower is destroyed.

If a hero is killed it will respawn after a set amount of time in the base of the player's team.

The first team to destroy the other's Base Tower wins.

Map outline: dott-map

russnes commented 4 years ago

GIMP file used for creating map added in 93f726384a1865bce618cad09738109527759d80

russnes commented 4 years ago

Basic outline of map added in bcf78de and commits before it

Here is a screenshot of how it looks now:

dott-map

My idea was that the water in the river would be so shallow units could walk in it. A lot of fine tuning will need to be done but I wouldn't want to spend too much time on it yet before some of the basic game mechanics are in place.

Also I'm not sure if the size of the map is going to work. It's now Giant (I used the resize option in the map editor), but compared to the size of the map the units are quite small. If it's a problem it could (possibly?) be solved by 1: shrinking the map, or 2: scaling up unit sizes and increasing movement speed.