New map ideas?

So it seems like people have been coming up with a lot of demigods, why not maps? Here's two I've thought up:

Forest:  A big, lush forest with three, really long paths to the enemy base.  However, there's a bridge not far to the north of your citadel.  If you hold the flags on both sides, it raises, saving you a ton of time.  If anyone captures just one of the flags the bridge lowers again, killing all units that were on it.

Sea:  Your team starts out on an island.  There's enough space north of the island to contain space for fighting and ships.  You can control these ships and transport both you and your minions to one of multiple islands in the area that contain flags.  (Some flags will gain you more ships, give ships special upgrades, etc.) There's different flags on different islands, and should you meet an enemy ship, your army may either engage them using ranged attacks, or run.  (Note, these are really large ships, you be able to control all units that are on the deck, as well as demigods)  A ship has the same movespeed as a demigod, and ships will count as citadel upgrades for minion attack and armor.  Also, there will be a flag on both islands near the citadel that controls ship production.  If a ship should fall, it will undergo the same respawn time as a demigod.  Each team will start with two ships, but once again certain flags will increase that number.

Blizzard:

A large arena with multiple paths, (can't really think of a unique design) with random blizzards that completly cover your field of vision.

Also, it'd be interesting to see some new flags.  Bridges would be an interesting choice, but at the moment nothing else comes to mind.  Anyone else think of some new maps?

1,724 views 9 replies
Reply #2 Top

I believe demigod is trying to get away from the thousand micro management of loading units into ship and xfer to location. But Flags controling how fast you get from here to there (Maybe via portal from a to long point b) could be useful tactical and fun and overpowerd for those controling. Terrian on 2/3 paths slow down movment speed so chooseing the fastest path would usaly end up with traffic and multi demigods to fight. Add if you got ideas :)

Reply #3 Top

Quoting Rustie_the_dog, reply 1
the forest map is DotA the sea map just sounds stupid and blizzard is zikurat or w/e without the blizzards

Thank you for your valuable contribution... XD

Anyways, I agree the Sea map is very unrealistic with ships and probably not possible, however I like your portal idea, that'd be cool for a new map.

Reply #5 Top

No ships.

Reply #6 Top

something i would liek to see would be a map where the paths twist in and over each other.   rather than a very 2D map that if drawn on a napkin we have very 3D maps with bridges and tunnels going up and around. (if i get a chance to pull out my tables it'll draw up a few designes later today)

Reply #7 Top

I'd like to see more uniqueness to the maps; some variation on the basic model that the different game modes failed to deliver. For example, I'd like to see a Map where there is more seperation in the lanes so you really have to think hard about which lane you want to tackle as, currently, you're too easily able to swap lanes and simply team steam roll as long as you've got some + speed items or such.

I'd also like to see more maps designed around smaller teams - 3v3 is obviously the most popullar choice as it's a fair balance between team size and difficulty of getting the game running thanks to the connection issues.

Different flags as well, such as one to remove the Fog of War or at least reveal more of it, would help make new maps more interesting as opposed to slightly different lay outs with a different background.

Reply #8 Top

On the flagidea, I think it could be neat if there was a "random flag option". This option would randomly change the types of flags on the map, with a few rules: The Valor flag is always in its same spot, and there's never another, and there won't be more than one type of flag on the map at the same time (to prevent 3 celerity flags from appearing, or etc.)

 

This could help adapt some new strategies on the fly, and help change up games some on the limited amount of maps. suddenly an oft ignored section of map becomes important to control because its flag is particularly useful this game.

Reply #9 Top

i said in my last reply that i would draw up some designs for a more 3D map.  well its up now  so check out the post

 

Map: Knot