Fate Map overview

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.

Moderators: Blink, Zero Two, Ragnara-Sin

Blink
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Fate Map overview

#1

Post by Blink » Fri Apr 12, 2019 12:30 am

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. @orc1@


Sample Video showing Musashi Miyamoto's (Saber Class) Quick and Buster Combos:
[youtube]BWR3xZ3Rs_0[/youtube]
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Killerwatts
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Re: Fate Map overview

#21

Post by Killerwatts » Fri May 03, 2019 8:08 am

From the look of these videos, are you planning on adding ai?

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Re: Fate Map overview

#22

Post by Blink » Fri May 03, 2019 8:23 am

Killerwatts wrote:
Fri May 03, 2019 8:08 am
From the look of these videos, are you planning on adding ai?
Maybe... The rules of the map is too complex (Like mana collecting, I'm planning to create objectives so the map will be more than just fight and that's it) so creating an AI will be hard. No problem with their combat AI tho (I haven't been able to defeat the AI I created lol).
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ShiroN3K0
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Re: Fate Map overview

#23

Post by ShiroN3K0 » Fri May 03, 2019 1:21 pm

Kiyo x_x ily dude

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Re: Fate Map overview

#24

Post by Blink » Sun May 05, 2019 11:20 am

I am planning to name the map Holy Grail War... cos its about the holy grail lol. If any of you guys want to suggest a name, feel free to do so, just keep it simple and related to the Fate series. I am planning to recruit members for this project and will contact the admins for a Forum section in the Hosted Projects section. I will also create a discord server for the members. I am planning to create a map as high quality as possible in preparation for reforged, and since I am not an expert in many fields, I'm hoping for members to help me.

I am currently on the... ehem... endgame of the semester in a university and I am planning to go all out once the semester is finished.

For those who have not seen the updates yet...
Blink wrote:
Fri May 03, 2019 6:22 am
UPDATES
  • Optimized Missile System
  • Blocking System
  • Kiyohime (Berserker)
Sample Vids:
I had 2 Musashi's fight each other to test the blocking system and look for bugs.
[youtube]1aAD7CXOkDA[/youtube]
Skills inspired from FGO.
[youtube]TONyeyHQlv8[/youtube]

Warcraft 3 1.31 PTR brought some interesting updates so I thought I should wait for it before creating UI and Hero Selection System.
I updated kiyohime's flames and made it cleaner and with lights
[youtube]lxk3lSGpP5M[/youtube]
ShiroN3K0 wrote:
Fri May 03, 2019 1:21 pm
Kiyo x_x ily dude
ily too bro... no homo
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Ragnara-Sin
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Re: Fate Map overview

#25

Post by Ragnara-Sin » Sun May 12, 2019 9:51 am

I approve this map project.
I really like the parkour system looks unique, haven't seen something like that yet at Warcraft 3. Might even consider to help you out if it's needed.

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Re: Fate Map overview

#26

Post by lucabibble » Tue Jun 11, 2019 8:00 pm

Blink wrote:
Sun Apr 21, 2019 12:23 pm
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 @onion13@
Isnt that a good thing? because I fail to see a way a servant like hans can win against karna without running and hiding while applying as much debuffs as he possibly can. As to arena design is there any reason to do something other then a generic city with buildings radiating out from a central point on the map and growing smaller and lest clustered together as they go? We certainly dont have enough detail on fuyuki for it to be recreated.

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Re: Fate Map overview

#27

Post by Blink » Tue Jun 18, 2019 3:33 am

I see, thanks for the suggestions! We have already decided how we'll solve these problems with the occlusion so no worries. And about the terrain design, I'll definitely consider that.
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Rheiko
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Re: Fate Map overview

#28

Post by Rheiko » Mon Jul 01, 2019 10:36 pm

Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!

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Re: Fate Map overview

#29

Post by Blink » Thu Jul 04, 2019 11:18 pm

Rheiko wrote:
Mon Jul 01, 2019 10:36 pm
Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!
thanks brother! @orc1@
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Zero Two
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Re: Fate Map overview

#30

Post by Zero Two » Thu Jul 04, 2019 11:54 pm

Rheiko wrote:
Mon Jul 01, 2019 10:36 pm
Damn, the progress so far looks so dope. I'm rooting for this project to finish. Keep up the good work!
@infernal@ @infernal@
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