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Goblin's tale!

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Level 17
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Jul 15, 2009
Messages
632
It's a game in which the players each take on a role of a hero, and fight through waves of computer controlled creeps (CCC :D), that seek to kill the heroes / reach a certain point. The heroes must then, of course, try to fend off the creeps.

Dota and AoS is a sub genre to hero defense. it's more or less competitive hero defense.

You might recognize games from this genre by seeing some names:
Enfo's, X-hero siege or the like. It's a vast genre. Quite popular as well.

No, aos is a genre.
 
Defend you (your) village against terrible waves of angry murlocs. Survive their annihilation in 12 difficult waves. Discover new tactics with your team. Learn how to use items and spells to increase your damages, and have fun in this epic adventure.

Dynamic Enemis (Enemies)

I hate myself for not seeing these errors... thanks mate
 
Level 11
Joined
Feb 11, 2010
Messages
199
Hehe thanks.. Caedrus almost killed me, because for 3 hours, each songs he showed me I went = No.. it's not right, it doesn't work. :\

and that's for 3 songs ^^ hehe
Eh, that's how it usually is. I tend to go through a coupla hundred songs in my oversized library before picking something out. It's got to be just right. :thumbs_up:

Anyways, I now have all 3 songs compressed to maximum efficiency with a fancy shmancy professional sound editing tool (thanks to my friend Renegade Paladin) without losing any quality (that a human can notice, at least). So they're now less than half the size that songs normally take up in a map.

For example, got this little number down to 515kb (before map compression) for a boss theme, sounds just like the original: http://www.hiveworkshop.com/forums/pastebin_data/qs3pgu/_files/Alestorm_-_No_QuarterLoop%2864kbps%29.mp3. That version of "Monster's Round Dance - Rondo" was also compressed.
 
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Level 4
Joined
Jan 3, 2009
Messages
102
Wow, this is honestly pretty epic, you have a story for every character. that's pretty amazing if you ask me, sooo much work went into this map im definably going to play this.
 
Wow, this is honestly pretty epic, you have a story for every character. that's pretty amazing if you ask me, sooo much work went into this map im definably going to play this.

youhou! an other fan!..

thanks for following us!

Spread the good word!.. to your friend!...family!...doggy! more active this thread is and more actively we will work.. cause that's the best motivation, to know that people care about your work.

P.S: sF.ThisIsGay, change your avatar before getting some (-)negative reputation.
 
The multi talented son of Old Grammy and Ol’Edgard. This respected goblins made out his reputation by himself, without the help of his parent’s background. A few years before being given control over the village, he managed to halt a dangerous Jungle Troll tribe that attemplted (Attempted) to capture the village for its tactical position. With a few explosives, a small crew and a brilliant strategy, he killed every single troll one by one, taking advantage of them scattering. Nazzran was elected as the leader of the village following that courageous and outstanding act. Also, being the son of Ol’Edgard, the previous Chief, the leadership was handed to him reluctantly.

The story of Robert is quite outstanding; his parents were part of the group who founded the village, they were sailors and were the two who discovered this special place, where the village is now establish (established). Bobby was born pretty much the same year as the three goblin engineers and the Golddigger children. Even though he enjoyed his childhood, his love for discovering the sea and new lands awakened with the two parents he had. When he got old enough, he left the village, and through a matter of circumstances became a pirate after meeting the wrong kind of people. His surname came from his high sense of direction on the sea, which made people think he could actually see the lands from that far. You can find him [...].

This strange goblin, by his words, came from the Southern village. He’s easily recognised by his height, his dirtiness and his massive black dress he wears, even during the day in this tropical country. He calls himself an adventurer but everybody knows he doesn’t have the spirit of one or the look of one. His story and his reasons why he came to the village is unknown, but it surely involves some degree of crime which might have ended as banishment from his homeland. If you seek him, he has some artefacts (artifacts) to sell you. You can find him [...].

How TF did you make those BBCodes like that, man? Gotta Quote your post and study it. Now! :smile:
 
How TF did you make those BBCodes like that, man? Gotta Quote your post and study it. Now! :smile:

I managed to pull it off, but took me A LOT! of time... it can be confusing when there's THAT much BBcode.. but since their simple to use, it's no bid deal...

and thanks a lot for pointing those errors out <3 (you shall have a cookie!)

That turtle seems like it's in a HQ modelled
oh really? >.>

do you still need icons for some of those abilities?
No shit sherlock! haha, they'll come in due time when I will have the time to do them.. and I promise that every time I made an icon, I'll upload it to this thread.
 
Level 11
Joined
Feb 11, 2010
Messages
199
I love you. So, do you have an estimated release date? Like, can we expect to see this by next year, or, in a few months?

I hope to be at a beta stage sometime next month. I've already coded about half of the abilities for the six classes, and that's really by far the hardest part of the triggering job. And I'm pretty much done with all of my gameplay designs. And we've picked out the music score. Goblin should be finishing up the terrain/icons, I'll be finishing up my code, though I'm not sure what's going on with the modeler/animator... That could delay things.

As is, some of the models have really blatant glitches, such as the Rogue having attachment points in the wrong places (for example, he doesn't have a "Weapon" attachment, and his "left hand" attachment is kinda in his chest), and I've not heard back from the guy who offered to do models/animations.
 
My best hope for Goblin's Tale beta release would be before the end of the summer.

But again, it might be delayed by events... so I really don't want to pronounce myself on the realease yet, although I can tell you... we are really working hard on Goblin's Tale.

I think making the beta release playable won't take that long, but balancing it and making it enjoyable (polishing) might take a while...

bah, will see. Also Caedrus and I are both helping each other for each other's project. So Goblin's Tale is not always been worked on.. so that might also push back the releasing date.
 
Level 8
Joined
Dec 1, 2006
Messages
342
Do you guys need help with coding?

I know my way around with vJass, so I can code your spells, systems and pretty much everything you need. By using stuff life buff system we can make those spells interact pretty good.
My free time started a few days ago, so I can really be dedicated to this project. Besides, I'm tired of working alone on a map and doing everything by myself, it would be nice to work in a team.
If you wanna test me before you hire me, you can give me some hero(es) to code, and I'll be sure to finish it asap (today?).

I'm just trying to help this project get in a playable state. Let me know.
 
My project is active again! I am ready to compete against you again ! :p

I see you have improvement in your development and it's very interesting :)
[And nice models and icons too...] *envy* xD

go to hell! WE SHALL NEVAH SURENDAH! >:3

in other words.. your bases belongs to us. (sadly this is damn true in a way.. )

good luck mate!

Edit = HyperActive = I don't think we will require your codes, but mostly, if Caedrus needs help and have some questions... than I'm sure you'll help us that way.

because with Caedrus and Gamecrafter_DK we already have 2 codders.
 
Level 11
Joined
Feb 11, 2010
Messages
199
As of now, the Steam Warrior and Rogue are (more or less) completely coded. From initial playtesting, I think they turned out really damn well, and I'm not just talking about the look of the thing or the efficiency of the code. There is definitely an intuitive incentive towards teamwork and team-based combos, and players are forced to be very active and reactive to what's going on around them. I've been working very hard to tweak the "feel" of each attack to be just so.
 
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Awesome, glad to hear everthing's going along great.

Ad: Finally reached the doodad limit on my map, Rentau's Voyage. Released it here on The Hive.


Thanks for your comment, but please don't spam my thread announcing your project release, it has nothing to do with this thread :\

and Caedrus = I'm happy everything is going well... (yeah me and Caedrus haven't been in contact for the past 3 days since I'm at my cottage.)

:p

as soon as I get back, will work on the terrain and try to show you the first screenshots.
 
Goblins, arrrghg!! These mini-green people. They think are enginners... hahaha

A gnome words.

and gnomes think are cool but after all they are damn stupid...

Stay on topic :\

--------------------------------

Goblin's Tale will be slowed down for the next days because I'm competing for the concept-art competition created by Wc4:sc2 and I want a custom chat icon D:

so yeah..
 
Level 49
Joined
Apr 18, 2008
Messages
8,421
Hey Mr.Goblin and Caedrus. I decided I will subscribe to this thread again, and will try to give you feedback and help as much as I can, in general. :p

First of all I'd like to say that I think the project got SO much better in the past months, I actually like it WAY more than the old one, and I even dare say the old one was really sucky compared to what it is now. :p
First of all I ADORE the whole idea of new "Effects", such as "Mini" and "Gas", and the team combos are something EXTREMELY unique and original. I simply love the project so much now!

I regret my old words. Caedrus in the team just makes the project go up in so, so many ways! Good luck with the project, Mr.G and Caedrus. And I'll always be here to provide you the most help I can. :p

For now, some errors in the text:
The title "Dynamic Enemis" should be Dynamic Enemies.
Some of the references to Murlocs and Goblins do not have a capital letter as they should(since they are names). Minor and might not be so important, but I'm just kinda nitpicking here. :p
In Kawper's introduction, "unkempt appearance seems uninvinting, Kawper" should be "unkempt appearance seems uninviting, Kawper"
In Gilbert's introduction, "Gilbert has been follwing Bobby everywhere" should be "Gilbert has been following Bobby everywhere".
In the reference to Windu's project, "So please go take a look at his thread and folow him as well" should be "So please go take a look at his thread and follow him as well". In said reference, "Also if you were wondering concerning the look alike project's this!might help you." makes really no sense to me. :p The main problem here is the "this!might" thing, should be "this! might" or "this might"(much more correct).
Under "Important Information", "Everything model, icons and other material specialy made for Goblin's Tale, belongs to Goblin's Tale only, beside those ressources uploaded here (at the hive in the ressources sections). If you want any model or texture from Goblin's Tale, You shall contact me and you shall know, that I'm not giving anything before the BETA release." has a lot of errors. "Everything model, icons and other material specially made for Goblin's Tale, belongs to Goblin's Tale only, beside those resources uploaded here (at the hive in the resource sections). If you want any model or texture from Goblin's Tale, You shall contact me and you shall know, that I'm not giving anything before the BETA release." is just a simple spelling correction of the segment in question, but there are a few grammatic errors as well that I wont point out for now, in fear of ruining the point of the text.

That's all I could find, and sorry if I sounded a bit TOO nitpicky. :p
Just trying to help!

OFF-TOPIC:

...I'm glad my work is appreciated. :D
 
Hey Mr.Goblin and Caedrus. I decided I will subscribe to this thread again, and will try to give you feedback and help as much as I can, in general. :p

First of all I'd like to say that I think the project got SO much better in the past months, I actually like it WAY more than the old one, and I even dare say the old one was really sucky compared to what it is now. :p
First of all I ADORE the whole idea of new "Effects", such as "Mini" and "Gas", and the team combos are something EXTREMELY unique and original. I simply love the project so much now!

I regret my old words. Caedrus in the team just makes the project go up in so, so many ways! Good luck with the project, Mr.G and Caedrus. And I'll always be here to provide you the most help I can. :p

For now, some errors in the text:
The title "Dynamic Enemis" should be Dynamic Enemies.
Some of the references to Murlocs and Goblins do not have a capital letter as they should(since they are names). Minor and might not be so important, but I'm just kinda nitpicking here. :p
In Kawper's introduction, "unkempt appearance seems uninvinting, Kawper" should be "unkempt appearance seems uninviting, Kawper"
In Gilbert's introduction, "Gilbert has been follwing Bobby everywhere" should be "Gilbert has been following Bobby everywhere".
In the reference to Windu's project, "So please go take a look at his thread and folow him as well" should be "So please go take a look at his thread and follow him as well". In said reference, "Also if you were wondering concerning the look alike project's this!might help you." makes really no sense to me. :p The main problem here is the "this!might" thing, should be "this! might" or "this might"(much more correct).
Under "Important Information", "Everything model, icons and other material specialy made for Goblin's Tale, belongs to Goblin's Tale only, beside those ressources uploaded here (at the hive in the ressources sections). If you want any model or texture from Goblin's Tale, You shall contact me and you shall know, that I'm not giving anything before the BETA release." has a lot of errors. "Everything model, icons and other material specially made for Goblin's Tale, belongs to Goblin's Tale only, beside those resources uploaded here (at the hive in the resource sections). If you want any model or texture from Goblin's Tale, You shall contact me and you shall know, that I'm not giving anything before the BETA release." is just a simple spelling correction of the segment in question, but there are a few grammatic errors as well that I wont point out for now, in fear of ruining the point of the text.

That's all I could find, and sorry if I sounded a bit TOO nitpicky. :p
Just trying to help!

OFF-TOPIC:


...I'm glad my work is appreciated. :D

if you were next to me right now.. I'll hug you..
 
Level 1
Joined
Dec 28, 2009
Messages
9
and gnomes think are cool but after all they are damn stupid...

Stay on topic :\

--------------------------------

Goblin's Tale will be slowed down for the next days because I'm competing for the concept-art competition created by Wc4:sc2 and I want a custom chat icon D:

so yeah..

Those words are just for fun!

I like your your so much, man! You give us a big support mapping ideias and woks!

Congratulations
 
Level 11
Joined
Feb 11, 2010
Messages
199

Gameplay Design



Here's a few details on some of the design concepts that will make GT fun.


A Goblin's Tale is a Hero Defense / RPG hybrid that will feature a great
deal of active teamwork. This is not merely just to say that it involves
complementary class roles such as "Healer" or "Tank," like just about
everything else does, but indeed the players' abilities will chain together
effectively and intuitively and combine to create new and devastating
combos, such as a Rogue using his Grappling Hook to pull a wayward
murloc into an electric wall created by an Engineer, or a Steamwarrior
spreading an Alchemist's poison gas clouds with the wind force of an
earth-shattering blow. And that's just the start of the possibilities...
skilled players will find it easy and intuitive to string together more
advanced combos consisting of several moves from separate players in
quick succession with devastating results far greater than the sum of
their parts. Each of the abilities are carefully considered and possess a
wide range of synergistic possibilities with the abilities of all the other
classes.



The murlocs of A Goblin's Tale are not merely hp bags of increasing size
with differing models, as is the unfortunate case with so very many Hero
Defense games. Instead, murlocs will use a great variety of units, each
with their own array of special abilities and their own teamwork
strategies that you will have to counter. Each new enemy type will not
simply be a bigger enemy with more hp or more attack damage... it will
add a new layer to the game's strategy!



-The Steam Warrior-


Stemsss.png

(1) Rocket Fist: The Steam Warrior launches his giant steel fist at
enemies, damaging foes in a line and pushing them back a good
distance. Possibly deals extra damage if you push an enemy into a wall.
Useful for putting enemies right where you want them, as well as team
efforts (for example, Rocket Fist can be used to move an Engineer's
turret with its knockback effect)

(2) Pocket Shield: The Steam Warrior tosses a shield generator to a
target ally providing a brief pulse of energy that makes them
invulnerable for a few seconds before the battery shorts out. Useful for
"bouncing aggro," moving enemies off of one target in order to attack
another.

(3) God Hand: The Steam Warrior leaps into the air and slams the
ground with his giant metal hand of doom and squashes murlocs in a
compact area (making them tiny and weak for a short time!).
Additionally, this ability is useful for team combos, and the mighty impact
will disperse ally effects for team combos (making them go out to a
wider area). For example, the wind generated by the shockwave of God
Hand will blow an alchemist's poison clouds all over, affecting more
murlocs!

(Standard) Tenderizer: The Steam Warrior's heavy, blunt blows take
their toll on an enemy, softening up heavily armored targets for the real
DPSers. Each attack from the steam warrior has a chance to lower armor
on a target enemy. Tenderizer can stack with itself.

(Ultimate) Electro-Grasp: Why punch murlocs when you can make the
murlocs come to the punch? The Steam Warrior's fist employs powerful
bioelectric magnets to cause all enemies within range to be pulled
towards a big steel knuckle sandwich at frightening speeds, both pulling
everything to the Steam Warrior and stunning them for a bit (and of
course damage).

_____

-Overall-

The Steam Warrior is a durable tank that is the master of battlefield
control, able to put the enemy right where he wants them, control who
they're attacking, break enemy channelers, and push and pull units
around.

There is a great teamwork dynamic here. The Steam Warrior has to
"prepare" the most heavily armored targets for his allies with
Tenderizer, he can spread area effects and minimize enemies with God
Hand, he can control aggro and save allies with Pocket Shield, he
outright takes on everything for a while with Electro-Grasp, and Rocket
Fist can push enemies right into allied effects or push allied effects (like,
say, a turret) into the range of new enemies. He doesn't do a lot of
damage directly, but by protecting and supporting his allies he is an
invaluable member of any team!

-Rogue-


Rogsss.png


(1) Smoke Bomb: The Rogue throws a makeshift smoke bomb,
causing a smoke screen tocover the targeted area. Enemy units inside
the smoke screen are blinded, causing them to miss frequently on
attacks. Goblins, on the other hand, use their sly nature to disappear in
the confusion, becoming invisible for a few seconds if affected by the
fog. As is so common with goblin creations, the Rogue isn't too careful
with his ingredients, and the smoke is highly flammable.

(2) Fatal Strike: The Rogue employs his most deadly weapon, an
extremely fast acting nerve toxin that dissolves after only a few
moments of being exposed to air. After taking 2 seconds to carefully
apply the deadly toxin to his dagger, the Rogue's next melee attack will
deal a massive damage bonus, as well as dealing very high poison
damage to the enemy over the next few seconds. The toxin fades if no
attacks are made within 7 seconds.

(3) Grappling Hook: The Rogue grabs a target unit with his grappling
hook and pulls it towards himself, dealing damage if it is an enemy unit.
Can be useful for pulling things like turrets or allies out of harms way,
as well.

(Standard) Opportunist: The Rogue fights dirty, and is an expert at
hitting an enemy while they're down. The Rogue's attacks will deal more
bonus damage to enemies for each adverse status effect affecting them,
such as Mini, Poisoned, Blinded, Bleeding, Sleeping, or Armor Cracked.

(Ultimate) Deadly Shadow: The Rogue becomes a living shadow of
death, becoming temporarily invulnerable and moving to a target enemy
and eviscerating them in a series of swift, vicious slashes dealing
massive damage. If the enemy dies before the Rogue has done his full
damage, he will move on to a new target and continue the attacks until
the full damage is dealt.

-Overall-

The Rogue is an exceptionally fragile but deadly combatant who lurks
around the periphery of a fight, darting in (or pulling enemies out) for
swift elimination of vulnerable or high priority targets. He is not just a
damage dealer, however, but also an effective controller, able to blind or
reposition enemies, as well as help allies retreat or make them invisible.

There is a great teamwork dynamic here. For example, the Rogue could
support and cover a tank with Smoke Bomb while enemies are being
worn down, and have an Engineer ignite the smoke with a Napalm Flask
for a finishing blow. With Fatal Strike, combined with abilities like the
Alchemist's Super Serum or the Steam Warrior's Tenderizer, the Rogue
eliminates priority targets in an instant with a powerful combo finisher.
With Grappling Hook, the Rogue can pull enemies right through a Tesla
Wall, only to have a Steam Warrior knock them back again with a Rocket
Fist. With Opportunist, the Rogue maximizes the effectiveness of all of his
ally's debuffs. Though fragile, with the greatest potential for single target
damage in the game combined with useful battlefield control skills, the
Rogue is a valuable asset for any team!

-Alchemist-

Alchsss.png


(1) Poison Gas: The alchemist tosses a flask filled with a thick, noxious
concoction, which shatters upon the ground and spreads a heavy cloud
of toxic gas which will debilitate any murlocs while they are in the area,
lowering their armor and causing them to take damage over time. The
substance is kinda sticky on wet things, and flammable to boot (so your
allies can light it on fire). Fortunately, goblinkind has built up something
of a resistance to radioactive fallout and similar substances, and is not
affected.

(2) Unstable Elixir: Move over 'tussin, windex, and chicken soup,
there's a new miracle drug in town, and the Alchemist's got it! A dose of
this on a target ally will not only fortify their immune systems and boost
their armor briefly, it will heal mortal wounds! How does this work? It's a
miracle drug, that's how! Further, if the Alchemist takes a moment to
shake up his potion before throwing it, it will explode like a soda pop,
splashing multiple allies in an area with its healing goodness!

(3) Mandragora: The alchemist injects a target murloc with a concoction
that causes unwelcome changes inside of a victim murloc's body,
destabilizing their genetic structure and slowing their move and attack
speed. If the injected murloc dies within 15 seconds, the transmuted
blood of the murloc will cause wild growth where it spills on the soil,
raising an immobile, vicious plant monster that can entangle hapless
enemies who wander near, or even devour weaker "minimized" enemies
whole!

(Standard) Super Serum: The Alchemist injects a steroid-stuffed super
serum into a target allied goblin, filling them with vigor and strength! For
a brief few seconds, all of their special abilities and attacks benefit from
a damage multiplier. Great for team combos!

(Ultimate) Sandman: The Alchemist takes a handful of his specially
prepared sleeping sand from his bag and blows it into the midst of the
enemy, lulling into a sleep filled with vivid dreams.

-Overall-

The Alchemist is a capable healer, buffer, and debuffer who always has
to keep an eye on his allies. Not only does he need to pay attention to
their HP or who's taking the hits, but he also needs to pay attention to
combos, offsetting crucial moves with Super Serum to give a massive
damage boost. Additionally, he can cripple enemies with poison gas,
entangling roots, and sleeping sand.

Of course, just as with all the abilities of the previous two classes, all of
the Alchemist's abilities synergize well with the abilities of other classes.
God Hand can be used to spread poison or minimize enemies for the
Mandragora, or Napalm Bombs can use it to create a chain reaction.
Opportunist Rogues can take advantage of it to multiply their normal
attack damage, and the fact that it wears down and lowers the armor of
an area of enemies opens up a big opportunity for the Berserker with
Massacre. And that's just the first ability on the list.

-Engineer-


Image Forthcoming

(1) Makeshift Turret: The Engineer hastily constructs a turret which will
unleash an erratic stream of gunfire on any enemy it acquires. Upgrades
increase the caliber of the bullet, dealing more damage and causing
mini-knockback (just enough to slow enemy movements), and allow the
firing of missiles. Each shot costs 1 mana (or ammo) from the gun, until it
is depleted. The turret is generally immobile, save that allies with
grappling hooks or rocket fists or whatever can knock it around.

(2) Napalm Flask: The Engineer throws a flask of this fearsome liquid
at a target point, lighting enemies in the area on fire! Ignited enemies
not only take damage over time, but deal damage to their own nearby
allies. Additionally, Napalm will ignite any fog clouds, destroying them
and causing a chain reaction of explosions! Kaboom!

(3) Tesla Coil: The Engineer constructs a Tesla Coil at a target point.
The coil itself can launch a connector node to a target point, and create
a wall of lightning between those two points, electrocuting any wet,
conductive murlocs that pass between them. Upgrades increase the
damage dealt, and slow enemies with a paralyzing jolt. The coil
gradually loses mana as it depletes its battery with each electrocution.
The coils are generally immobile, save that allies with grappling hooks or
rocket fists or whatever can knock them around.

(Standard) Handyman: The Engineer's melee attacks with his wrench
will heal and replenish his own machines, as well as give them upgrade
points. Once a turret or coil has enough upgrade points, it will transform
into an upgraded version.

(Ultimate) Nuclear Holocaust: The ultimate expression of not judging
one by their size, the Engineer taps the power of the atom! Warning
klaxons sound as a hidden silo within the goblin village opens its doors
and launches a missile of legendary proportions which will arrive in 5
seconds, dealing massive damage to all units in the target area and
leaving behind radioactive fallout which will sicken murlocs for generations
to come. Goblins have evolved to be immune to nuclear fallout and similar
effects (That is, those that didn't all died out due to the hijinks of their
own kind).

-Overall-

Despite having the weakest normal attack with his trusty wrench, the
Engineer is the ultimate nuker. Able to focus on single targets demolish
large groups, the Engineer is a master of mechanized destruction, but
lacks the battlefield control or support capabilities of the Rogue or
Berserker. As with all of the other classes, teamwork is key. The
Engineer has to carefully consider where to place his tesla coils in order
to maximize the effect of allies knocking enemies around the map in order
to rack up the most hit, pressure the right targets with his turrets, or time
his napalm flasks near the end of fog effects in order to cap off their
effects with a boom! Further, the engineer changes the environment of
the fight and gives his allies extra advantages to consider. Allies can, for
example, throw enemies into tesla walls, or throw a turret at a group of
enemies.

-Berserker-


Image Forthcoming

(1) Massacre: The Berserker surges forward in a flurry of mad slashes,
cutting through anything in the path of his movement, and moving for as
long as he channels the spell. Whenever the Berserker stops
channelling (with a second click), the Berserker stops moving and deals
a particularly powerful finishing blow to all enemies in the surrounding
area. Further, the finishing blow's shockwave will disperse fog effects,
widening their area.

(2) Abattoir: The Berserker becomes a whirling storm of claws, teeth,
and general unpleasantness which catches up all surrounding enemies
and whirls them about himself in a tornado of flayed bodies, dealing
damage as long as enemies are caught in the whirlwind of claws. While
using Abattoir, the Berserker can move slowly and is immune to magic,
except for movement effects like Grappling Hook and Rocket Fist. Try
throwing the Berserker around like a living weapon!

(3) Bestial Roar: The Berserker lets forth a bloodcurdling battle cry,
terrifying the surrounding murlocs and causing them to back away
quickly, and raising the Berserker's melee attack damage. Additionally,
the affected enemies lose their nerve and are stunned briefly.

(Standard) Frenzy: The Berserker flips out, dropping any pretense of
defense and slashing wildly at his foes like a rabid ferret fresh from the
fires of hell. While active, the Berserker takes double damage but
attacks significantly faster and cleaves through enemies, dealing
damage in an area with each melee attack. Further, each successful
attack in this state fuels the Berserker's bloodlust, restoring some of his
mana.

(Ultimate) Rampage: He's the best at what he does, but what he
does... isn't very nice. You wouldn't like him when he's angry. I ask you,
true believers, what is better than a musclebound green giant or a
vicious berserker with adamant claws? That's right, a vicious
musclebound green giant berserker with claws! And that's what this
little guy will turn into, increasing his size, maximum hp, hp
regeneration, attack speed, attack damage, armor, and movement
speed for the duration. Additionally, his attacks can pulverize the
ground, sending nearby murlocs flying like puny ragdolls!

-Overall-

The Berserker is a frenzied, screaming, spiky little green ball of rage
destined to live forever in the racial memory of traumatized murlockind
who barrels through rank upon rank of foes in a mad orgy of blood and
carnage, leaving only a red stain in his wake. If the Rogue is the best at
assassinating powerful single targets, then the Berserker is the best at
dismembering innumerable hordes of relatively innocent, helpless
conscripts.

As with every other class, there is a teamwork dynamic here. The
Berserker can only really open up with Frenzy if he's being protected by
his allies, since it leaves him vulnerable. Further, the Berserker can take
advantage of enemies funneled into lines or close groups or amplify fog
effects with Massacre. The Berserker can slam a few enemies into a
tesla wall repeatedly with just one use of Abattoir, or he can be pulled
about like a living weapon with grappling hook or rocket fist to grab up
more enemies in his deadly whirlwind. And those are just a few of the
possibilities.

So, thoughts on the classes revealed thus far?
 
Last edited:
Level 9
Joined
Feb 3, 2010
Messages
660
Ideas/Edits:---------------

Heroes: _________
--------\/\/\/\/\/\/--------
Engineer: (on a machine)
Main skill:
IQ
Abilities
Flamethrower
Spider Bomb (remote bomb)
Smash-o-Rocket (heavy damage rocket, but slow cooldown)
Enigne Boost (instantly increases the moving speed by 15% and attack speed by 5%)

Comments:----------------

Seems you are working hard and keep it. :infl_thumbs_up:

I hope for you will find a new goblin model with a machine or you maybe have it :cool:

If the idea is been shown in the thread so maybe I gave the abilities ideas.
 
sorry been busy lately with some art stuff.. coudn't focus much on goblin's Tale.

Indeed the terrain is being remade, the new structure works great ''me thinks''.
Beside that, nothing really much, most of the work that have been done for the past week was made by Caedrus, thanks to him.

I really hope to get done as soon as possible with my art stuff (I'm competing for the wc4:sc2 concept art contest)

and as soon as I'm done with that will give a push to goblin's Tale.

Thanks Caedrus for making that media release..:p
 
i didnt telled he is not good but i asked how you make models because i want to learn more for WE i wnat to learn how to make models with wich program and because i wasnt at hive for big time when i take picture from wc3 how can i upload it here? when i click insert picture it says url.

this is not the place for this.. please ask on the chat or.. something..
 
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