As Someone that has played hero shooters for basically their whole life, I know maybe a thing or two about them so I’ll explain to you what a hero shooter is, and how you, yes you lil rascal, I’ll show you how to make a hero shooter.
Hero-Shooters, one of, if not the MOST popular video game genres, including Team Fortress 2, Overwatch, Marvel Rivals, and my favorite, Roblox PHIGHTING!, here, I’ll show you how to make the Classes, recomended builds, and, your sugestions will be included
But first…
Please do not check for fun.
Please do not press Yes if your voting, and even if your regular, you unfortunately still need my perms, Griefers will be Prosecuted.
Voting System
As to not make my own, go to @Bardy_2913 's guide, here’s a link to it!
How to Make a Voting System for Maps [🟨]
I recommend this one to anyone!.
Classes
A Hero Shooter is nothing if it doesnt have, well, heros or, classes. such as the Scout from TF2, being in the Offensive Class, Winston from OverWatch being a Tank, and MedKit from PHIGHTING!, being in the Support Area, each Class has a job to do, The Scout is meant to deal high burst damage, but in return, it has very low health, making it serve as a tank is a deathwish, and Medkit shouldnt be in the front-lines, he should be healing this teammates, keeping them alive, (sorry for ranting about this but seriously, its important to not make the support class act like a, well, damage-dealer.
Offense
This class should act as the front liners, dealing with high health opponents, but struggles against tanks when support from healers. for them, I recommend.
- High Damage Gadget, with Burst (I Recommend the Pixelator.)
- Low-mid Health/Shield (I recommend around 120 if 150 is your default.)
- Semi-fast speed (1.25-1.50 should work fine.)
And for a Long-range Damage dealer.
- Very Low Health (110- 100 Health.)
- Long Range, High Damage Gadget, (definitely the Slingshot, and the Prickler. (from Apocalyse when it comes out.)
- Normal Speed (1.0)
And if you want a simple ability that could work for a Damage Dealer, I would go for a Damage boost for 5-15-ish seconds.
(also, if you want a melee character, make them use a rare or epic pick, NEVER a legendary.)
Defensive
This Class should also be in the front line. taking hits, and rushing in the point, defending it. for this class. you need them to be tough, but not to tough, so i recommend.
High Health (180-210 Health)
High Damage (low burst DMG, and not spammable) gadget (I would say a Common Quantum Portal, but the Evil eye and Twister, do work better.)
Low Speed (0.75 - 0.50 should work.)
But, if you want a Class to be a mix of the Offense and Defense, I would go for this build.
Mid-High Health (160-180 Health)
High Damage Gadget, Medium Burst and Spamability. (the Evil Eye does work good.)
Mid-low, or Normal Speed( I recommend the normal one, but 1.25 for Mid-Low, and 1.00 for normal.
Now what keeps those tanks alive?, the Support, but not all supports just do healing, but I’ll talk about that in the next one.
Support
The Support Class should be helping their team in any way. not just healing, speeding them up, or even stunning their opponents. They should also able to apply buffs to their teammates. Now as for implementing that into fix however… that’s a different story
For the basic Healer class, I would go for
Low DPS gadget to defend themselves if a sticky situation. they shouldn’t be on front lines, (the Un Common Blaster, Zapper, And Stoneburster should work.)
Mid-High Health (175 should be fine)
Healing items (Med Pack & Shield Can)
Normal Speed (1.0)
Also, while trying to find that could support. I found these guides, these could be modified to fit the hero shooter vibe.
How to Make a Buyable Stun
Map-Making : An Overview
Map-Making, one of the hardest things when making a game, but once under stood, its a walk in the park, I’ll give you a few images and I’ll ask you a question, k?
for a close range class, would they do good here? (the yellow are bushes that make you invis if you walk in them, the brown are walls.)
Answer:Yes, they can sneak up and get close to opponents.
how about this question.
would a long-ranged character do better than a close ranged character.
Yes, the map is more open, meaning that the close ranged character will do worse.
how about this last one.
will this map prefer longer ranged characters of shorter ranged characters?
None!, the map is balanced so no real type is better.
In Competitive Games like Brawl Stars, some maps prefer types of classes than others, like how closer ranged characters have to get close to they’re enemies to knock them out, rather than dodging projectiles that could knock them out. a right amount of cover and flanking paths is what makes a map good, if a map is too closed, it perfers closer ranged or more aggressive characters, but a more open map prefers more longer ranged maps, in Gimkit, no real Gadget is “Short-Ranged”, they all have ranged, which is why in some situations, if you want a melee character, give them the Pickaxe, people prefer more balanced maps than biased maps, Gimkit isn’t really “competitive”, but for players, even in non-competitive games like PHIGHTING! people do complain that maps are biased.
Map-Making : Platforming
Most people will probably make their maps in topdown, but I think platforming deserves a shot in the spotlight too. Now how would we do this? Well, I have a good example for this. SFOTH from Phighting.
Take a good look at it. What do you see that we could take in account for our maps? Well we could make it hybrid. When I say hybrid I mean that both offensive and defensive classes have a chance. You could have a place for the main brawl but also having some space in the back for ranged people. Overall just make it so everyone has a fighting chance no matter what class they are. -Gimtendo
Hey, good idea @Ar3s3nal ! I think having a balanced platforming Hero-Shooter Map would be really cool. Like Super Smash Bros, we can incorporate falling objects, moving platformers, and pot-holes. An Interactive map would make the game a lot more fun.
Oooh! Smart! Adding on to that, some fun things to add into a map would be :
Randomly Opening Sinkholes
Randomly Operating Flame Walls
Trigger-able Powerups
And a Lot more!
-Epi320 & Astral
Balancing
Hi guys, time to balance your map
today my friend Sammy will help me with this
Hi guys!
So, first things first Tip #1 :
DO NOT USE LEGENDARY GADGETS
I know most of you will want to just place down a legendary gadget spawner, but that makes stuff low quality.
Yeah! If you notice, most high quality maps, like “Gim Dungeon : Immersion” use rare and common gadgets. Epic and Legendary gadgets are well, LEGENDARY. You can rarely get them.
Second thing is, Tip #2
The golden rule of balancing.
“If you buff it, you MUST debuff it”
Indeed. If you buff something, like giving them extra speed or extra damage, pair it up with a debuff like lower speed or lower health.
Definently. If you have a OP character, its going to get boring using the same META again and again.
Some Ideas for Debuffs ideas are:
Less Speed
Less Damage
Lower rarity Gadget
Having Debuffs will make the game more interesting,
and have a lot more strategy.
Mhm! Also, try to have effects that complement each other!
Like, a big burly tank would not be fast, instead, it would sit there like a rock and hold the fort. So of course, give it high health, and low speed
Yeah! Good idea! Here is list of effects that complement each other.
High Health - Low Speed
Quick, High Damage Bursts - Sprinting mechanism - Low Health
Heals - Low Damage
Builder - Destructive Properties.
Anyways, that should about conclude this section.
Good Luck Building!
-Epi320 & Astral
Contributers
@Ar3s3nal for the original idea and the map making for platformers
@Epi320 & @Astral for helping me Balance Classes
anyways, that’s all I could find, type in, and research. feel free to give me ideas for classes, abilities, and other stuff.
I’ll also be talking about how to make a good map for them.
and as always.
XIAO HONG SHUuuu~