NAME:
joy in blood (KHORNE VERSION) or
tzeench will play you again (tzeench version)
MAP: ic arena
MECCANIC:
- every kill grant x points
- you win when your team reach 500 pt
- after you die you get ista ressurrected (or 5 sec delay) on spot full life (no respawn wc) for the joy of khorne/tzeench into a eternal slaughter ! ....... or till he get bored ^^ (aka 500 pt).
PLAYERS: your realm can play both vs opposite realm and same realm; khorne dont care from where the blood flow or tzeench wanna have fun ^^
Dev difficulty: easy and short
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NAME:
architect of fate
MAP: CW floating arena 58k, 46k; add ruined walls and intersection like those in cw rvr near south keep etc (remove bracerse and link the 2 door with one another ( so one can escape and reach opposite side in a flash
)
MECCANIC:
-defend yourself while solving puzzle game;
- tzeench will call a side that must solve and another that must block em every x mins ( it get wrote on screen and a flag on mid show the color for the side that must solve the prob)
- when a side solve a puzzle it get reward with points and a buff ( like dmg increase from logrin forge for exemple).
- puzzle consist into click stuff to fix litteral puzzle on walls or ground, while dealing with enemy
- there are several puzzle spread across the sc but you have to find the correct one first while the timer ticking....
Exemple of puzzle: 9 square grind , each square can rotate on spot, you must rotate in the correct way all the 9 square to solve the puzzle. for other puzzle exemple look at D&D online
PLAYERS: destru vs orders
Dev difficulty: easy but long
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NAME:
Swamp boss
MAP: build from scratch based on marsh of madness terrain (because pots off swamp everywhere to slow ppl is fun)
MECCANIC:
- mini siege
- sides try kill the enemy tower door and kill the lord inside (still 12 vs 12 and mini-lord is on bottom floor)
-lord wll stay only inside tower
- it reset to original spot if dragged outside
- when lord reset it dosent regain life (aka rdps from safe distance while it keep reset or hit and run are all fine strategy, it's party job to save him).
PLAYERS: des vs ord
Dev difficulty: easy, tedious to balance (of the 4 would be the only one i would ditch)
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NAME:
Beacons of magic
MAP: build from scratch, build (ideally a bridge with 2 elf-ish wall with a door per side suspended over lava in an enviroments like dw forge
MECCANIC:
- each side try break the 2 door of opponents side and destroy the magic catalyst behind second door
-respanw in wc
-all part of maps are equaly in distance and disposed in immaginary/virtual line/bridge as wrote here
->
wc - catalyst - door 2 - door 1 - empty space - door 1 - door 2 - catalyst - wc <-
PLAYERS: des vs ord
Dev difficulty: easy, but medium in time consuming as it requrie build from scratch the map.
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P.S: i'll add screen screenshot tomorrow for maps