Holy Grail War is a Warcraft 3 custom map that aims to simulate Fate's Holy Grail War, wherein 7 pairs of servant and master battle each other for the holy grail. HGW brings unique Warcraft 3 mechanics and custom attack system that is never seen before from other custom maps.
I will explain here the mechanics and gameplay of my map
Gameplay
7 pairs will fight each other until the last pair remains. If you are a fan of the Fate series then you probably already know about this.
There are 7 masters and 7 servant of different classes. If a master or servant dies, their pair will automatically lose.
If all of a master's command seal is spent, their pair will lose the game except if that command seal is used to win the game. For example, there are only two pairs remaining, if a command seal is used to kill the other master or servant, the command seal is used to win the game.
Mechanics
There will damage bonus/reduction depending on the servant you are against.
An attack will critically strike if that attack is used to interrupt another attack.
Masters are weaker than Servants.
If a Servant has no more mana, He/She will use the Master's mana
Only the master can decide to use a command seal
A command seal can be used to teleport the Servant near the master, use a Servant's noble phantasm and amplify it, Boost and heal a Servant
For a servant, There are 3 types of attack, Buster, Arts, Quick
Quick Attacks are the fastest attack, boosts critical chance and doesn't cost any mana, but has the weakest damage.
Art Attacks boost mana regeneration. Among the three, Art Attacks are the most balanced and it also does not require mana.
Buster Attacks are the slowest attacks and costs mana, however among the three, its damage cannot be blocked and has the highest damage output
other mechanics will be discussed in the future.
On progress...
Terrain
Hero Selection
Any reaction/criticism are greatly appreciated.
Sample Video showing Musashi Miyamoto's (Saber Class) Quick and Buster Combos:
[youtube]BWR3xZ3Rs_0[/youtube]
I added collision system and wall rush system. Wall rush system makes unit damaged if it is knocked against a wall. Collision System for parkour because...why not?
EDIT: I'm planning to upload my systems once they are polished and bugless in case you want these features.
Sample Vid:
[youtube]XYyq29Tj2JI[/youtube]
Last edited by Blink on Sun Apr 21, 2019 12:33 pm, edited 1 time in total.
Not really, you just need to use "dodge" skill at a location then it automatically jumps at the required height. You still need to estimate the distance tho, that's why in the vid I have so many wall bumps lol
Very interesting. Love the parkour mechanic. So players may want to avoid projectiles kind of attack and jump to a building nearby but bumping onto the wall instead if their distance estimation is wrong. That's very lovely.
Add more buildings and lessen the open space! I think that's going to be interesting! Nice project.
Rheiko wrote: Sun Apr 21, 2019 8:49 am
Very interesting. Love the parkour mechanic. So players may want to avoid projectiles kind of attack and jump to a building nearby but bumping onto the wall instead if their distance estimation is wrong. That's very lovely.
Add more buildings and lessen the open space! I think that's going to be interesting! Nice project.
Yea dude, I am planning on doing that. The problem is occlusion. If a servant went behind those skycrapers, they wont be able to see what's happening behind. Another problem is the targetting of spells, for example, if I want my serant to cast a spell and they are behind the building how are they going to cast the spell properly? If I want to cast a spell at the ground, since they're behind the building, it will be cast on the building instead. Currently solving these problems for the moment. Oh yeah, another thing is the map design... I currently have no idea what the city will look like