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

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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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Re: Fate Map overview

#11

Post by Blink » Mon Apr 22, 2019 6:59 am

Kraft wrote:
Sun Apr 21, 2019 9:44 pm
Why not use Fuyuki as the city? It's the most iconic battlegrounds for Fate after all

I could also try helping you out by ripping more fate models for use but converting them is out of the question for me
That would really be appreciated! I'm currently lacking master models and I actually considered ripping from games, I just dont know what games to rip from.
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Re: Fate Map overview

#12

Post by Kraft » Mon Apr 22, 2019 7:39 am

I suggest Fate/Extra and CCC
It has 14 different male master models and 16 for the females. Also a few major NPC masters and two Hakunos.

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Re: Fate Map overview

#13

Post by Blink » Mon Apr 22, 2019 1:14 pm

Kraft wrote:
Mon Apr 22, 2019 7:39 am
I suggest Fate/Extra and CCC
It has 14 different male master models and 16 for the females. Also a few major NPC masters and two Hakunos.
I am planning on only taking major Masters. Can you rip those models for me? @orc17@
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Re: Fate Map overview

#14

Post by MagaRa » Mon Apr 22, 2019 5:14 pm

Looks great! I love that system.
P.S.
I'm also happy to see someone's finally using some of those doodads/props from DMO.
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Re: Fate Map overview

#15

Post by Kraft » Mon Apr 22, 2019 11:22 pm

Blink wrote:
Mon Apr 22, 2019 1:14 pm

I am planning on only taking major Masters. Can you rip those models for me? @orc17@
I only have the ones from CCC so Dan and Li'l Ronnie aren't here
https://www.mediafire.com/file/1c61y62matp0078/

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Re: Fate Map overview

#16

Post by Blink » Wed Apr 24, 2019 11:58 pm

Kraft wrote:
Mon Apr 22, 2019 11:22 pm
I only have the ones from CCC so Dan and Li'l Ronnie aren't here
https://www.mediafire.com/file/1c61y62matp0078/
Thank you so much for this! @onion24@
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Re: Fate Map overview

#17

Post by Rheiko » Tue Apr 30, 2019 3:33 am

This is just an idea but can't you just use single unit targetting for precision? So players must actually click on the target to cast the abilities but the abilities themselves can just be an area damage or anything you like.

I think this should work fine unless there's too much fog of war in your map. What do you think?

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Re: Fate Map overview

#18

Post by Blink » Tue Apr 30, 2019 12:42 pm

Rheiko wrote:
Tue Apr 30, 2019 3:33 am
This is just an idea but can't you just use single unit targetting for precision? So players must actually click on the target to cast the abilities but the abilities themselves can just be an area damage or anything you like.

I think this should work fine unless there's too much fog of war in your map. What do you think?
I have abilities that are single unit target (which I will show in Kiyohime's abilities). I dont favor those too much tho since I like the way a user fully controls his abilities so it depends on him whether he makes a good play or not. Kinda like the way how league works.
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Re: Fate Map overview

#19

Post by ShiroN3K0 » Thu May 02, 2019 11:22 am

Damn looks really smooth so far, seen a few fighting maps like this before but i would say this looks like the smoothest i've seen, and that parkour system looks like it could be really interesting, good work so far

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Re: Fate Map overview

#20

Post by Blink » 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.
ShiroN3K0 wrote:
Thu May 02, 2019 11:22 am
Damn looks really smooth so far, seen a few fighting maps like this before but i would say this looks like the smoothest i've seen, and that parkour system looks like it could be really interesting, good work so far
Thanks dude! @onion26@
MagaRa wrote:
Mon Apr 22, 2019 5:14 pm
Looks great! I love that system.
P.S.
I'm also happy to see someone's finally using some of those doodads/props from DMO.
Thanks! @orc6@
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