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Topic Subject: Project: Nomadican
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posted 09 November 2009 03:17 AM EDT (US)   
Story-Gameplay Features-Startup Selection-Playable Units-Shaman System-Buildings-Nomad Stages-Screenshots-Bottom

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Story

Simpokumai, a people that never halt. They spend anywhere from months to years in a single location. They pack and unpack, rebuild and move on. The cycle continues years upon years. Their ways of life span and encompass their entire being, passing down through generations. It was not always this way. The Simpokumai once had cities of their own. They lived for decades undisturbed within their cozy dwellings without a care in the world. This changed many years ago, before Lurgez or even Dazer. No, that was in the beginning of time.

Not before long, many other nations became jealous of the Simpokumaian comfortable living conditions, but one country in particular, Hekarion, took a liking to the lands. Without forces of their own, the Simpokumaian had no chance. As the armies of Hekarion swept through their homes, slaughtering lives and razing buildings with utterly merciless hate, the remaining survivors of Simpokumaian fled their city, from fear of death, and determination to stay alive. The Simpokumaian had lacked a decent military faction for years, having never needed one. They were driven from their homelands, and then forced to adapt to the life of a Nomad, living off of the land around them.

Many years later, the young new generations of Simpokumaian , unaware of their dark past, heard tales of the once rich and bountiful homeland of which their predecessors had once dwelled upon. They wanted to live life as their ancestors did, carefree and happy. They slowly traversed over vast expanses of the earth; through thick jungles, across freezing tundras, past fiery streams of lava, and slowly, but steadily, made their way back to the place they had lost. Now, they were armed, and ready. The Simpokumaian had arrived back unto their ancestral grounds, and would go to whatever lengths they had to, to take back what was rightfully theirs. This time, they were going to win.
Gameplay Features

  • Large 500x500 size Map
  • Beautiful Nature Map Design
  • Complex Trigger Setups
  • Five Difficulty Levels
  • Four Gameplay Types
  • New Names and Stats for Units
  • Different Base Building Techniques
  • Inventive Twist from God Powers
  • Much, Much More
    Gameplay in Nomadican is very different from other scenarios you see today. For one, units are completely different in stats and have different names. But a major difference is the way you build your base. Instead of building on a settlement and expanding around it with your base, you take your buildings with you! Another big difference is the way you collect resources. Instead of tasking your villagers on animals and farms, you make caravans which carry food, wood and gold. They slowly generate the resources you need. The more caravans you have, the faster you gain resources. And caravans have a lifespan of 240 seconds, so you have to keep making new ones.



  • Startup Selection

    Nomadican has and is being designed with a major goal in purpose. To mimic the style and re playability of random maps. Of course, in a scenario, it is not possible directly. The map design is very good though, and as it is such a large map, and all nature, it is easy to forget any landmarks in the game and set it newly every time you play. Triggers, however, will be the tool that creates Nomadican into an engine of fun, with re playability and creativity, new to you for each and every experience. A feature triggered into will be the startup selection system. When you start the map, you will get several choice dialogues asking you how you would like to play. This makes for many combination's.

    First: Do you want to see the tutorial cinematic? You can choose whether or not to see a tutorial cinematic that teaches and shows you how to use the nomad systems for playing the game.

    Second: What gametype do you want to play? Here, you can choose which of the four gameplay types to play Nomadican in for your current play. These are the four gametypes and how they work:
    Anhilliation - Kill all enemy buildings and units to win. No holds barred. Normal playing.

    King of the Hill - Reach and hold a KOTH point on the map for eight minutes to win. You must have the majority of units at the spot to win, if enemy takes control, and you get it back, it restarts. The KOTH points randomly change continuously, and the enemy is persistant with sending troops to take the hill. The enemy city is blocked from gameplay.

    Time Attack - The enemy has many small basecamps scattered in the area. You must destroy them all within 45 minutes or you lose the game.

    Stronghold - Defend against the opponents increasing attacks for 45 minutes or you lose. The enemy city is cut off from attacking, and they are very aggressive.

    Third: Which difficulty setting do you want? This sets the difficulty of the map. You can choose whatever you want in the scenario menu before loading the map, but that will not matter there, you choose the difficulty setting here:
    Easy - A simple setting for beginners, you start with maximum resources and the enemy has no troop upgrades.

    Moderate & Hard - The two mid level difficulties, for the average player. Your resources and the enemy troop upgrades are all in the mid range. You might not be a complete newbie or expert to AoM, so try in between.

    Titan - The experts challange, titan will be sure to take you for a hard match. You start with minimum resources, and the enemy has full troop upgrades.

    GodForm - Aye, there is a fifth difficulty level, but it is not one step harder than titan. The real kick of GodForm is that your two strongest Nomad Units are unavailible during gameplay, forcing you to use different tactics and play strategically. The starting resources and enemy troop upgrades are set between moderate and hard, aspiring to be perfect in that aspect.

    Fourth: What tribe do you want to play as? You can choose to play as a north or south nomad tribe. Besides visual differences, there are many others between the tribes. You can win or lose depending on your style of playing matching up with the nomad tribes' strengths and weaknesses.

    Fifth: Where do you want to start from? Here, you can choose to start in the east or west. You always start out near the edge of the map, and in the north or south depending on your tribe choice. But here, you can start out in a position farther left or right in the map.

    As you can see from the choices, there can be an entirely different experience in Nomadican each and every time you play. Where will you start out? What tribe will you play as? What gametype do you want to play? Difficulty level? Its completely your choice, and is designed to make you like it so much that you keep coming back for more and more, just like a random map.



    Playable Units

    As said already, Nomadican will be vastly different to any other gameplay features that you have experienced before in Age of Mythology. The units are a large part of the new factors, and are amazing and original, making them a large part of Nomadican. Here, there is information for the units you can play with in Nomadican. The first image is a template for you to know what each picture means.








    Shaman System

    Nomadican has various differences that set it apart from normal Age of Mythology game play. The absence of god powers in the map is one of them, however, there is a new original factor that makes up for that. The shaman system uses the shaman, a main regenerating unit in game, which you only ever have one of at a time. A shaman is a nomadic, or tribal witch doctor type unit. In game, it is bestowed an array of powers which you can use to change battles to your favor. Most of the powers are accompanied by cool aesthetic sfx's when they are used. These three classes of powers are what there are, and the north and south tribes' have variations of the powers in terms of what they do and the sfx's that animate them.

    For every 9 seconds that the shaman is alive, you gain 1 favor. Favor is what you need to activate the shaman powers. To use a shaman power, you must have the shaman selected, type something into the chat that corresponds with the power (##), and have enough favor to afford the power ($$).

    ~-North Tribe~-


    Passive Powers
  • Fierce - The shaman shoots 2 arrows and can turn enemy units into stone.
  • Time Sphere - Every 180 seconds, all enemy units within 44 radius of the shaman become slower for 30 seconds.

    Defensive Powers
  • Whisper Wind - For 40 seconds, the shaman gains 9 range of attack and 9 line of sight. $4 Favor$ #d1#
  • Sacrilege - Your shaman is killed, and 20% health is restored to all allied units. $7 Favor$ #d2#
  • Pack Mentality - For 95 seconds, all of your general, cavalry, and infantry units gain armor and health. $13 Favor$ #d3#

    Aggressive Powers
  • Ruin Strike - Your shaman is immobilized for 5 seconds, then all enemy units within 12 radius of it lose 341 health. $18 Favor$ #a1#
  • Chaos Hammer - All enemies 5 radius of the shaman immediately die. $21 Favor$ #a2#

    -~South Tribe-~


    Passive Powers
  • Heal - The shaman has the ability to heal allied units.
  • Drain - Every 4 seconds, all enemy units within 44 radius of the shaman lose 1 health.

    Defensive Powers
  • Cast Aura - For 40 seconds, the shaman gains 9 range of healing and 9 line of sight. $4 Favor$ #d1#
  • Sacrilege - Your shaman is killed, and 20% health is restored to all allied units. $7 Favor$ #d2#
  • Tribal Thoughts - For 95 seconds, all of your general, cavalry, and infantry units gain attack and speed. $13 Favor$ #d3#

    Aggressive Powers
  • Soul Burst - Your shaman is immobilized for 4 seconds, then all enemy units within 12 radius of it lose 341 health. $18 Favor$ #a1#
  • Spirit Mace - All enemies 5 radius of the shaman immediately die. $21 Favor$ #a2#

    Here is a preview. This is what the south tribe defensive power Sacrilege looked like in game. There are sounds accompanying it of course. But believe me, it's nothing compared to the ingame experience.
    SELECT HERE


  • Buildings

    There are of course, buildings in Nomadican. Unlike normal, there are not many buildings, instead focusing more on the units, but there are enough to have fun and enjoy the game. This is what my nomadic town looked like in the game.


    Town Center
    Name: Village
    From: Ox Cart
    Trains: Build/Repair, Infantry, Cavalry, General
    Units: Villager==Build/Repair, Mercenary==Infantry, Mercenary Cavalry==Cavalry, Priest==General


    Temple
    Name: Shrine
    From: Ox Cart
    Trains: Berserker, General, Symbol Beast, Construct
    Units: Anubite==Berserker, Priest==General, Petsuchos==Symbol Beast, Roc==Construct


    Market
    Name: Silo
    From: Ox Cart
    Trains: Resourses
    Units: Camel Caravan==Resources


    House
    Name: Tent
    From: Build/Repair
    Build Limit: 14
    Purpose: Population


    Obelisk
    Name: Outpost
    From: Build/Repair
    Build Limit: 7
    Purpose: Sentry Lookout


    Nomad Stages

    Within Nomadican, there are certain restrictions and limits. You can't have overpowered units and abilities right from the start, as that would give you an unfair advantage. Similar to ages, there are nomad stages. There are three nomad stages, and each has their own differences.

    Nomad Stage First
    Prerequisites - You are in Nomad Stage First from the start of the game.
  • Ox Carts, Caravans, Berserkers, Build/Repairers, Chieftain, and Shaman units are available
  • Passive Shaman Powers Only
  • Caravans have a build limit of five

    Nomad Stage Second
    Prerequisites - You must reach a population number of 40 to achieve this.
  • General, Cavalry, and Infantry units are now available
  • Defensive Shaman Powers Allowed
  • Caravans have a build limit of ten

    Nomad Stage Third
    Prerequisites - You must reach a population number of 60 to achieve this.
  • Symbol Beast and Construct units are now available
  • Aggressive Shaman Powers Allowed
  • Caravans have a build limit of fifteen


    Screenshots









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    Story-Gameplay Features-Startup Selection-Playable Units-Shaman System-Buildings-Nomad Stages-Screenshots-Top
  •  

    [This message has been edited by JackandWinston (edited 08-08-2010 @ 12:53 PM).]

    Replies:
    posted 09 November 2009 03:25 AM EDT (US)     1 / 162  
    Finally using this system?

    I might need to buy a new disc for this.

    ☭ Long live the Turk ☭
    "Xzy is the worst parts of kman and legion combined, only with proper spelling so you know he's smart enough to act otherwise if he wasn't such an idiot." - theferret
    "Xzy is like all of the terrible Guardian contributors rolled into one person. Proof that you can genetically engineer a humanoid abomination." - Fiindil
    posted 09 November 2009 03:28 AM EDT (US)     2 / 162  
    Yeah, Winston has made it more advanced though. He is a genius, honestly .

    -Jack

    You have no idea how long it took to get the showcase to work, it was two or three edits .
    posted 09 November 2009 03:29 AM EDT (US)     3 / 162  
    Hello everyone! Well, this is the little, (big), (no, huge) project that I have been silently working on for the past month. This is a team project by me, WinstonShnozwick, and JDmino, or Jack D P.

    I am the main triggerer, and JD is the map designer. He really made some good design for nature, and I am happy to say that the project is about 50% done now, with the map design completely finished, well i think. And now its my turn to work, and ill do some truely amazing triggerwork.

    Expect continuous updates on the main post, there is much more parts of gameplay, and screenies to show you people. This will be truely awesome. And the replayability is what will make it so fun, because there are many choices how to play from the start, so each time will be a different experience!

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    posted 09 November 2009 03:47 AM EDT (US)     4 / 162  
    Two CASTWCRT members teaming up! This will be a great project, I think!

    castwcrt rip 2010-2010
    posted 09 November 2009 03:47 AM EDT (US)     5 / 162  
    Winston: Well, I couldn't have done anything without a map to put the triggers on, and JD is completely responsible for that.
    posted 09 November 2009 03:49 AM EDT (US)     6 / 162  
    As Winston said, the project is huge, we have both worked together over the last month to get it all going. The first two weeks were constant emails going back and forth over the ideas. Altogether there have been roughly 150 emails between us. And that is just emails. We have spent about two hours on MSN figuring everything out.

    Yeah so, I did the map design. Unfortunately, none of my normal epic building stacks are used. But this was an opportunity to train my natural eyecandy skills.

    Winston is also using a variety of custom triggers designed specifically for this map!

    Thanks for checking out the showcase guys.

    "I even heard rumors of a return of the SST (hint, hint..)" - Elrich

    You heard it folks... Spam him until he makes a new SST thread!
    posted 09 November 2009 05:00 AM EDT (US)     7 / 162  
    Gameplay
    # What it features:Great natural eyecandy
    # Amazing triggers
    # Different gameplay types!
    # Much, much moreGameplay in Nomadican is very different from other scenarios you see today. For one, units are completely different in stats and have different names. But a major difference is the way you build your base. Instead of building on a settlement and expanding around it with your base, you take your Town Center and your other major buildings with you! Another big difference is the way you collect resources. Instead of tasking your villagers on animals and farms, you make caravans which carry food, wood and gold. They slowly generate the resources you need. The more caravans you have, the faster you gain resources. The statistics have been balanced by the triggerer of the map, WinstonShnozwick.



    What it features:
    # Great natural eyecandy
    # Amazing triggers
    # Different gameplay types!
    # Much, much more

    Gameplay in Nomadican is very different from other scenarios you see today. For one, units are completely different in stats and have different names. But a major difference is the way you build your base. Instead of building on a settlement and expanding around it with your base, you take your Town Center and your other major buildings with you! Another big difference is the way you collect resources. Instead of tasking your villagers on animals and farms, you make caravans which carry food, wood and gold. They slowly generate the resources you need. The more caravans you have, the faster you gain resources. The statistics have been balanced by the triggerer of the map, WinstonShnozwick.
    Did you mean to write this twice?

    This looks very good, but is it single or multiplayer? I was going on the assumption it was single, until I saw the different tribes.
    posted 09 November 2009 06:05 AM EDT (US)     8 / 162  
    Um, no that is not meant to be in there. I will fix that up tomorrow.

    And yes, it is a singleplayer scenario. The two tribes are selectable. This makes the scenario playable multiple times. That along with some secret features, not to be known by you until the future.

    -Jack
    posted 09 November 2009 09:09 AM EDT (US)     9 / 162  
    posted 09 November 2009 09:19 AM EDT (US)     10 / 162  
    Hehe hail. Well chalie, to answer your question, of course this will be single player! In fact, I am going to be triggering in lots of options. When you start the game, you get choices on what to do to play. There will be four difficulty levels of course, and four different gametypes to choose from to play. Singleplayer of course. Here are the gametypes, which I shall add up there in some time:

    Anhilliation- Simply kill all enemy units to win. No holds barred.

    KOTH- King of the hill, there are 2-3 different KOTH points on your side of the map, every so often, they change position. You hold one to win. If the enemy gets it and you get it back, the timer to win is reset.

    Time Attack- You must kill the enemy within 45 minutes to win, they are very defenseve.

    Stronghold- You must defend from the enemies powerful attacks for 45 minutes to win, they are very aggressive. The enemy city is cut off from attacking.

    Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
    Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
    Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
    Automaton Metals Textures, New Custom Triggers
    Upcoming Projects: Legacy - The Uprising, Destiny
    6/12/1997, a day that will live in infamy.
    posted 09 November 2009 09:39 AM EDT (US)     11 / 162  
    Hey hail, this is where I made my PC triggers from. I actually needed a certain effect to be able to happen, so I made them for my own purposes.

    Dude, I am so truly sorry that you are going to be missing this, vanilla and all. I'm really sorry man.

    -Winston
    posted 09 November 2009 10:46 AM EDT (US)     12 / 162  
    EDIT: Nevermind what I asked here.
    ||
    ||
    \/
    And the end of every line is missing - doesn't fit on the page.

    Currently working on:
    A pirate thing. Move the ship with the WASD keys, shoot with Q and E, stop with R. I need some help with bugged conditions and effects or other things I can't do.
    So hurry to the question/trigger thread, because there's probably a question I asked

    [This message has been edited by Lastig4 (edited 11-09-2009 @ 10:49 AM).]

    posted 09 November 2009 12:42 PM EDT (US)     13 / 162  
    Wooooh! Very nice, can't wait to play it. It's the possibility of creating new gameplays that makes AoM so cool - and your approach sounds very promising.
    posted 09 November 2009 02:35 PM EDT (US)     14 / 162  
    Great showcase, and, I hope, great scenario (as from the cool screenies) !

    Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
    RandomMaps || Mad Supremacy Escape Your Mates Escape
    Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
    Games || Bullet Demo Ball Bouncer 3D
    WRP_Beater: "Meglio una gallina oggi che un uovo domani."
    My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
    posted 09 November 2009 03:20 PM EDT (US)     15 / 162  
    Oh, and for updates on any other scenarios we may have going, check our site:
    http://jdandwinston.webs.com/
    posted 09 November 2009 05:36 PM EDT (US)     16 / 162  
    Looks fun, although I can't read te full thing. it breaks the forum table, and for some reason mine won't adjust to show it all

    I'll definitely download it, sounds like one of those few scns with replayability.

    My heavens:

    DoFH
    AoMH

    "Imageshack is the tool of satan. Never use it under any circumstances."~Yeebaagooon
    Visit my first hosted competition at DoFH
    [img]http://elpea.net/hg/upload/upload/1242700941dofh3.jpg[/img]
    posted 09 November 2009 05:39 PM EDT (US)     17 / 162  
    Good luck.

    posted 09 November 2009 07:59 PM EDT (US)     18 / 162  
    My browser does not expand for the photo, i can only see 2/3 of the showcase
    posted 09 November 2009 08:00 PM EDT (US)     19 / 162  
    Use a major browser then?

    ☭ Long live the Turk ☭
    "Xzy is the worst parts of kman and legion combined, only with proper spelling so you know he's smart enough to act otherwise if he wasn't such an idiot." - theferret
    "Xzy is like all of the terrible Guardian contributors rolled into one person. Proof that you can genetically engineer a humanoid abomination." - Fiindil
    posted 09 November 2009 08:09 PM EDT (US)     20 / 162  
    It seems fairly new that HG doesn't have a horizontal scroll bar anymore, so if the width of the thread is wider than your screen resolution, you get clipped.

    edit: Temporary work-around is to look at the post while in the reply screen. Until they change that too.

    [This message has been edited by HailToTheOboe (edited 11-09-2009 @ 08:10 PM).]

    posted 09 November 2009 09:40 PM EDT (US)     21 / 162  
    Neat, but you guys need to run a super duper spell check in there.
    It's petrobolos, to name one. Bolo, as in to throw? The weapon? Petro is Greek for rock, as in Petrified.

    It's Skraeling, not skrealing. In German you pronounce the second vowel of a diphthong, not the first, It's the same here.

    It's also Katapeltes.

    But I'm done with the criticism. I have to say that the bride is by far the best I've seen. I might do something like that. But not quite.

    [This message has been edited by Hammerhands (edited 11-09-2009 @ 09:45 PM).]

    posted 09 November 2009 09:45 PM EDT (US)     22 / 162  
    Arghh, this damn html wont work!! I need help here or something. The new screenshots for the map I wanna put in keep coming up with "http not recognized.

    -Winston

    Oh yeah hammer, ill look through it. And thymole? Use flock, thats what I have.
    posted 09 November 2009 09:49 PM EDT (US)     23 / 162  
    posted 09 November 2009 09:53 PM EDT (US)     24 / 162  
    That is becuase the site does not accept http in a URL. Just delete it all. letters, colon, and double slash.

    [This message has been edited by THYMOLE (edited 11-09-2009 @ 09:53 PM).]

    posted 09 November 2009 09:55 PM EDT (US)     25 / 162  
    Well then how do I put it in so the screenshot will display?
    I really hate html.
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