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Hero Contest #6 - The First Invasion

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Troll Death Speaker - AGI (summoner/healer)
Preview:

attachment.php

Backstory:
These dark priestesses have come forth from the shadowy jungle cities of the trolls to join in the fight against the Burning Legion. Masters of life and death, the Death Speakers straddle the boundary between this world and the next.

While some frown upon their use of necromancy, the Death Speakers know that the time for squeamishness is past. Whether drawing strength from the enemies they slay or raising fallen allies outright from the dead, they employ any means necessary in order to ensure their people's survival.

Still, rumors abound that the priestesses are not all they seem, and that some dark bargain has been struck in order to grant them their uncanny powers...


Abilities:


BTNTrollBatRider.png

Summon Bats
The Death Speaker summons 2 Bat Minions to aid her for 60 seconds.
If you've learned Blood Runes, Bats have a chance to drop healing runes when they die.
Level 1 - Summons 2 Vampire Bats with 200 HP / 11-12 damage / life steal attack.
Level 2 - Summons 2 Shadow Bats with 300 HP / 16-17 damage / Evasion.
Level 3 - Summons 2 Killer Bats with 400 HP / 21-22 damage / Rend ability.


bloodlust.gif

Blood Runes - autocast
Curses a target enemy with Blood Runes, reducing its movement and attack speeds by 25%
and causing it to take damage over time.
If the target dies while under the effect of Blood Runes, it will drop a rune that heals nearby friendly units.
Level 1 - Deals 150 damage over 30 seconds. Runes heal 75 damage.
Level 2 - Deals 300 damage over 30 seconds. Runes heal 150 damage.
Level 3 - Deals 450 damage over 30 seconds. Runes heal 225 damage.


BTNForestTrollShadowPriest.png

Revive Troll - no target
Raises a nearby troll corpse from the dead.
Level 1 - Troll revives with 50% of its hit points. 30 second cooldown.
Level 2 - Troll revives with 80% of its hit points. 25 second cooldown.
Level 3 - Troll revives with 100% of its hit points. 20 second cooldown.



Ultimate: Sacrifice
Invokes the powers of life and death. Using this spell kills the Death Speaker instantly,
but summons a brutally powerful creature to fight her enemies. Lasts 30 seconds.


[tr][TD]
Blood Viper - ultimate summon
[/TD][/tr][tr][td]
The Blood Viper is a massively powerful avatar of dark magic.

Blood Viper Abilities:

BTNRegenerationAura.png

Dark Aura - passive
Deals 25 damage to nearby enemies every second.

BTNVampiricAura.png

Blood Pact - passive
Heals 25 hit points to the Blood Viper and all nearby allies every time the Blood Viper is struck in combat.
Occurs no more than once every second.

BTNGenericSpellImmunity.png

Spell Immunity - passive
The Blood Viper is immune to spells.
[/td][/tr]

[tr][TD]
Credits:
[/TD][/tr][tr][td]

Hero model by Tarrasque
Hero icons by CRAZYRUSSIAN
Bat model by GreyArchon
Blood Viper model by -Grendel
Blood Viper icons by Parrothead
[/td][/tr]
With the deadline drawing nearer, I'm forced to admit my RPG for the Death Speaker won't be done on time. I'm still working on it and I'll be posting it once it's finished.

For my contest entry, I've mocked up this sample map allowing you the use the Death Speaker in a normal melee scenario. The map is modified from Blizzard's "Circumvention" (TFT). I've added the Death Speaker as a trainable Orc Hero at the Altar of Storms. To best showcase the Revive Troll ability, I've replaced the Taverns on the map with Mercenary Camps where you can hire Forest Trolls.

I may or may not post another update during the week; if not, this will be my final entry. Enjoy!
 

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Level 7
Joined
Aug 14, 2006
Messages
122
Work in progress:



Description:

BTNMortarTeam.png

The Dwarven Engineers combine extensive knowledge of defenses and fortification with a long-ranged attack damaging multiple enemies, making them adept at static-defense of bases and can customize their towers to deal with a wide variety of enemies, although they have specialized in dealing with the demonic hordes of the Burning Legion.


Abilities:


Build Tower
Constructs a basic tower that can be upgraded to a wide variety of different defensive towers.
Level 1 - Can have a maximum of two dwarven towers at a time, 180 second cooldown.
Level 2 - Can have a maximum of three dwarven towers at a time, 120 second cooldown. Unlocks new towers.
Level 3 - Can have a maximum of four dwarven towers at a time, 60 second cooldown. Unlocks new towers.


Place Land Mines
Lays a land mine at a designated location which explodes when enemies come near.
Level 1 - Deals 200 damage to close targets and 75 damage to nearby targets. 50 second cooldown, 8 second casting time.
Level 2 - Deals 400 damage to close targets and 150 damage to nearby targets. 40 second cooldown, 6 second casting time.
Level 3 - Deals 600 damage to close targets and 225 damage to nearby targets. 30 second cooldown, 4 second casting time.


Structural Improvements
The Dwarven Engineers increases the damage of all friendly buildings in a wide area.
Level 1 - Increases damage by 15%.
Level 2 - Increases damage by 30%.
Level 3 - Increases damage by 45%.


Ultimate: Magic Missiles
Increases the Dwarven Engineers' range, attack area of effect and changes damage type to Chaos. Also enables Towers to upgrade to Magic Towers.
 

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Level 7
Joined
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Messages
122
And, a new WIP fixing some things and amending others. Dwarven Engineers are recruitable from the human Altar of Kings.



Description:

BTNMortarTeam.png

The Dwarven Engineers combine extensive knowledge of defenses and fortification with a long-ranged attack damaging multiple enemies, making them adept at static-defense of bases and can customize their towers to deal with a wide variety of enemies, although they have specialized in dealing with the demonic hordes of the Burning Legion.


Abilities:


Build Tower
Constructs a basic tower that can be upgraded to a wide variety of different defensive towers.
Level 1 - Can have a maximum of two dwarven towers at a time, 180 second cooldown.
Level 2 - Can have a maximum of three dwarven towers at a time, 120 second cooldown.
Level 3 - Can have a maximum of four dwarven towers at a time, 60 second cooldown.


Place Land Mines
Lays a land mine at a designated location which explodes when enemies come near.

Enables Mortar Tower and Mine Layer Tower

Level 1 - Deals 200 damage to close targets and 75 damage to nearby targets. 50 second cooldown, 8 second casting time.
Level 2 - Deals 400 damage to close targets and 150 damage to nearby targets. 40 second cooldown, 6 second casting time.
Level 3 - Deals 600 damage to close targets and 225 damage to nearby targets. 30 second cooldown, 4 second casting time.


Structural Improvements
The Dwarven Engineers increases the damage of all friendly buildings in a wide area.
Level 1 - Increases damage by 15%.
Level 2 - Increases damage by 30%.
Level 3 - Increases damage by 45%.

Enables Sharpshooter Tower and Spotting Tower


Ultimate: Magic Missiles

Enables the Dwarven Engineer to switch between Magic and Mundane Missiles. While firing Magic Missiles the Dwarven Engineer gets additional attack range, increase area of effect and uses Chaos damage, but has reduced total attack.

Enables Magic Tower and Cooling Tower





Towers:


Dwarf Tower

The basic tower that is produced by the Dwarven Engineers, it has no attack or special abilities, but upgrade to all other towers.

Requires: Build Tower

Cost Gold/Lumber: 50/0
Build/Repair Time: 30s
Hit Points: 250
Armour: 5, Small

Damage: N/A
Damage Type: Pierce
Attack Speed: N/A
Range: N/A

Abilities: Upgrade to all other towers.



Attack Tower

The most basic dwarven tower, the attack tower requires no special abilities from the Dwarven Engineers and deal decent damage.

Requires: Build Tower

Cost Gold/Lumber: 80/50
Build/Repair Time: 20s/30s
Hit Points: 400
Armour: 5, Large

Damage: 27-31
Damage Type: Pierce
Attack Speed: 1.2s
Range: 700

Abilities: N/A



Mortar Tower

The Mortar Tower deals splash damage to ground units and is a solid choice for defense against hordes of infantry.

Requires: Place Land Mines

Cost Gold/Lumber: 250/100
Build/Repair Time: 45s/45s
Hit Points: 600
Armour: 5, Fortified

Damage: 96-120
Damage Type: Siege
Attack Speed: 3.5s
Range: 800

Abilities: Deals splash damage.



Mine Laying Tower

The Mine Laying Tower deals no damage of its own, but makes up for this deficiency in being able to create a minefield over time.

Requires: Place Land Mines

Cost Gold/Lumber: 150/50
Build/Repair Time: 45s/45s
Hit Points: 300
Armour: 5, Small

Damage: N/A
Damage Type: N/A
Attack Speed: N/A
Range: N/A

Abilities: Can summon land mines (150/50 damage) in a 800 radius of itself.



Sharpshooter Tower

The Sharpshooter Tower has the longest range of the Dwarves' towers, and deals high damage with the potential for critical strikes.

Requires: Structural Improvements

Cost Gold/Lumber: 200/100
Build/Repair Time: 50s/50s
Hit Points: 400
Armour: 5, Fortified

Damage: 60-60
Damage Type: Pierce
Attack Speed: 2.5s
Range: 1100

Abilities: Critical Strike


Spotting Tower

The Spotting Tower is another tower with no attack of its own, but makes up for it in special abilities. It can detect invisible units in a wide range, has a long sight-range at day and night and can reveal areas of the map.

Requires: Structural Improvements

Cost Gold/Lumber: 50/20
Build/Repair Time: 50s/50s
Hit Points: 200
Armour: 5, Small

Damage: N/A
Damage Type: N/A
Attack Speed: N/A
Range: N/A

Abilities: True Sight (1800 radius), Reveal


Magic Tower

The most powerful tower in the dwarves' arsenal, combining dwarven engineering with stolen magic to create the ultimate defense of the realm.

Requires: Magic Missiles

Cost Gold/Lumber: 400/150
Build/Repair Time: 70s/70s
Hit Points: 800
Armour: 10, Fortified

Damage: 50-50
Damage Type: Chaos
Attack Speed: 1.0s
Range: 900

Abilities: N/A


Cooling Tower

Another tower that deals splash damage, what the cooling tower lacks in pure damage potential it makes up for in its ability to slow down the enemy.

Requires: Magic Missiles

Cost Gold/Lumber: 200/100
Build/Repair Time: 70s/70s
Hit Points: 500
Armour: 5, Fortified

Damage: 15-15
Damage Type: Magic
Attack Speed: 1.4s
Range: 750

Abilities: Splash, Slow down enemies


 

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  • Herocontest(goldshire).w3x
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Level 3
Joined
Jan 31, 2012
Messages
42
Miralissa the Blade Dancer
zoro.jpg


Story
Hero story coming soon...


Abilities
Disarm

The hero strikes a blow with her normal attack, trying to disarm the opponent.
With the chance of 25%/50%/75% the foe loses his possibility to attack for 5 seconds.



"Close up!"
All allies in a small area stand closer to each other.
Every melee unit gains the ability to reduce (by 20%) the incoming physical damage, dealed to the nearby allies.
Miralissa always has this effect.



Fencing
The Blade Dancer makes her thrusts extremely accurately.
Ignores some part of armor on each strike (20%-60%/40%-80%/60%-100%).
If the enemy is disarmed, the armor is reducing maximally.



Last stand
All troops under hero's control are blessed with amazing vitality!
When an enemy deals the fatal blow, the target stays alive with 1 HP and has his attack speed drastically increased.
On the next portion of damage he dies. If the damage isn't gain in a second, the aura effect can be used again.
 
Level 7
Joined
Aug 14, 2006
Messages
122
Last WIP before final submission (need to do more balancing, possibly find icons) and would appreciate feedback.

Changes:
- Fixed that it was possible to have multiple Engineers' heroes, fixed that Engineers couldnt attack buildings.
- Improved some towers, reduced upgrade time for all.
- Reduced casting time of Lay Mine, reduced cooldown of Reveal (Spotting Tower) and Lay Mine (Tower).
- Structural Improvements boost HP of Dwarven Towers, attack damage boost somewhat reduced.
- Magical Missiles boost attack speed by 20% both for mundane and magical missiles.


Type 'maginot' to give Dwarven Engineers 1000 XP (can be used multiple times).



Description:

BTNMortarTeam.png

The Dwarven Engineers combine extensive knowledge of defenses and fortification with a long-ranged attack damaging multiple enemies, making them adept at static-defense of bases and can customize their towers to deal with a wide variety of enemies, although they have specialized in dealing with the demonic hordes of the Burning Legion.


Abilities:


Build Tower
Constructs a basic tower that can be upgraded to a wide variety of different defensive towers.
Level 1 - Can have a maximum of two dwarven towers at a time, 120 second cooldown.
Level 2 - Can have a maximum of three dwarven towers at a time, 90 second cooldown.
Level 3 - Can have a maximum of four dwarven towers at a time, 60 second cooldown.


Place Land Mines
Lays a land mine at a designated location which explodes when enemies come near.

Enables Mortar Tower and Mine Layer Tower

Level 1 - Deals 200 damage to close targets and 75 damage to nearby targets. 50 second cooldown, 4 second casting time.
Level 2 - Deals 400 damage to close targets and 150 damage to nearby targets. 40 second cooldown, 3 second casting time.
Level 3 - Deals 600 damage to close targets and 225 damage to nearby targets. 30 second cooldown, 2 second casting time.


Structural Improvements
The Dwarven Engineers increases the damage of all friendly buildings in a wide area.
Level 1 - Increases damage of nearby buildings by 12%, and health of all Dwarven towers by 33%.
Level 2 - Increases damage of nearby buildings by 24%, and health of all Dwarven towers by 66%.
Level 3 - Increases damage of nearby buildings by 66%, and health of all Dwarven towers by 99%.

Enables Sharpshooter Tower and Spotting Tower


Ultimate: Magic Missiles

The Engineers employ experimental magitek to hold the line. Increases attack speed by 20% and enables the Engineers to switch between Magic and Mundane Missiles. Magic Missiles have longer range, wider area of effect and deals Chaos damage, but deals less direct damage.

Enables Magic Tower and Cooling Tower





Towers:


Dwarf Tower

The basic tower that is produced by the Dwarven Engineers, it has no attack or special abilities, but upgrade to all other towers.

Requires: Build Tower

Cost Gold/Lumber: 50/0
Build/Repair Time: 5s/30s
Hit Points: 250
Armour: 5, Small

Damage: N/A
Damage Type: N/A
Attack Speed: N/A
Range: N/A

Abilities: Upgrade to all other towers.



Attack Tower

The most basic dwarven tower, the attack tower requires no special abilities from the Dwarven Engineers and deal decent damage.

Requires: Build Tower

Cost Gold/Lumber: 50/20
Build/Repair Time: 20s/30s
Hit Points: 400
Armour: 5, Large

Damage: 30-35
Damage Type: Pierce
Attack Speed: 1.1s
Range: 700

Abilities: N/A



Mortar Tower

The Mortar Tower deals splash damage to ground units and is a solid choice for defense against hordes of infantry.

Requires: Place Land Mines

Cost Gold/Lumber: 250/100
Build/Repair Time: 30s/30s
Hit Points: 600
Armour: 5, Fortified

Damage: 80-120
Damage Type: Siege
Attack Speed: 3.5s
Range: 800

Abilities: Deals splash damage.



Mine Laying Tower

The Mine Laying Tower deals no damage of its own, but makes up for this deficiency in being able to create a minefield over time.

Requires: Place Land Mines

Cost Gold/Lumber: 150/50
Build/Repair Time: 30s/30s
Hit Points: 300
Armour: 5, Small

Damage: N/A
Damage Type: N/A
Attack Speed: N/A
Range: N/A

Abilities: Can summon land mines (150/50 damage) in a 1000 radius of itself every 30 seconds.



Sharpshooter Tower

The Sharpshooter Tower has the longest range of the Dwarves' towers, and deals high damage with the potential for critical strikes.

Requires: Structural Improvements

Cost Gold/Lumber: 200/100
Build/Repair Time: 40s/40s
Hit Points: 400
Armour: 5, Fortified

Damage: 75-75
Damage Type: Pierce
Attack Speed: 2.5s
Range: 1100

Abilities: Critical Strike (20% to do 2 times damage)


Spotting Tower

The Spotting Tower is another tower with no attack of its own, but makes up for it in special abilities. It can detect invisible units in a wide range, has a long sight-range at day and night and can reveal areas of the map.

Requires: Structural Improvements

Cost Gold/Lumber: 50/20
Build/Repair Time: 30s/30s
Hit Points: 200
Armour: 5, Small

Damage: N/A
Damage Type: N/A
Attack Speed: N/A
Range: N/A

Abilities: True Sight (1800 radius), Reveal (20s cooldown)


Magic Tower

The most powerful tower in the dwarves' arsenal, combining dwarven engineering with stolen magic to create the ultimate defense of the realm.

Requires: Magic Missiles

Cost Gold/Lumber: 400/150
Build/Repair Time: 50s/50s
Hit Points: 800
Armour: 10, Fortified

Damage: 40-100
Damage Type: Chaos
Attack Speed: 0.8s
Range: 900

Abilities: Costs 2 food


Cooling Tower

Another tower that deals splash damage, what the cooling tower lacks in pure damage potential it makes up for in its ability to slow down the enemy.

Requires: Magic Missiles

Cost Gold/Lumber: 200/100
Build/Repair Time: 50s/50s
Hit Points: 500
Armour: 5, Fortified

Damage: 20-20
Damage Type: Magic
Attack Speed: 1.4s
Range: 750

Abilities: Splash, Slow down enemies

 

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  • Herocontest(goldshire).w3x
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Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
How can I not join a Hero Contest? Well, aside from not having any time and needing to focus on life goals... bah, aside from that? :p

S - Nightwalker
models_12024_screenshot_tnb.jpg

The Night Elves have always been the first to call upon the spirits of nature to aid them in times of dire need. However, the Elves also know too well the ferocity and malevolence that those same spirits can be capable of. Nowhere else is such savagery epitomized than in the Nightwalker.

Powerful, rippling muscles covered with dense, shaggy fur, the Nightwalker is both a vicious hunter and dominant pack-leader. Well-suited to the guerrilla tactics of the Night Elves, the Nightwalker stalks his foes from the depths of the forests, then ravenously tears into his enemies. His thistle-sharp claws can Lacerate opposing enemies, leaving wounds that continue to burn; his bone-chilling Howl strikes fear into their hearts. Further, allow him to Shapeshift at night and you run the risk of swift justice. Finally, the Sign of the Bloodmoon inflicts his terrible curse upon his enemies, transforming them into his minions.


Lol, made it yesterday in a couple hours; let's see if I can whip this into a fully-fledged submission by... 3 days from now. xD Good luck, everypony.
 

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  • [THW.Hero6] - Kyrbi0_Nightwalker - v1.0.w3x
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Level 12
Joined
Sep 11, 2011
Messages
1,176
First WIP

Hero's Name : Liquid Beast
Hero's Proper Name : Delta The Twist

Delta The Twist
210329-albums5809-picture63207.jpg

Description

A form of liquid, with weak defences but best at dealing area damages and self support. Can learn Liquid Absorption, None yet , None yet , and None yet .
Attacks land and air units.

Abilities
210329-albums5809-picture63215.jpg

Liquid Absorption

Channels amount of liquids equal to amount of enemies within |cffff0000Ranges|r of caster and pull enemies touched by the liquids for |cffff0000Damages|r per second from each enemy also heal the caster by 1 % of the caster's current lifes. Lasts for |cffff0000Durations|r seconds |n|n|cffffcc00Level 1|r - Ranges of 500 for 25 damages per second and last for 10 seconds. |n|cffffcc00Level 2|r - Ranges of 550 for 30 damages per second and last for 12 seconds. |n|cffffcc00Level 3|r - Ranges of 600 for 35 damages per second and last for 14 seconds.


hope for feedbacks! :D

and hopefully i can finish this things on time.

also an extension of time if possible :p
 

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  • Hero Contest #6 - TwoVenomous.w3x
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Level 12
Joined
Sep 11, 2011
Messages
1,176
Update with a second WIP

Hero's Name : Liquid Beast
Hero's Proper Name : Delta The Twist

Delta The Twist
210329-albums5809-picture63207.jpg

Description

A form of liquid, with weak defenses but best at dealing area damages and self support. Can learn Liquid Absorption, Liquid Burst , None yet , and None yet .
Attacks land and air units.

used to be a slave of Archmage, this creature were banished from human forces for all eternity. The spell it had learned from Archmage were really outstanding. it is able to replenish it's health while causing damage to enemies. it's depth power could enhance all it's spell. it also mastered in pull and push technique.

Abilities
210329-albums5809-picture63215.jpg

Liquid Absorption

Channels amount of liquids equal to amount of enemies within |cffff0000Ranges|r of caster and pull enemies touched by the liquids for |cffff0000Damages|r per second from each enemy also heal the caster by 1 % of the caster's current life. Lasts for |cffff0000Durations|r seconds |n|n|cffffcc00Level 1|r - Ranges of 500 for 25 damages per second and last for 10 seconds. |n|cffffcc00Level 2|r - Ranges of 550 for 30 damages per second and last for 12 seconds. |n|cffffcc00Level 3|r - Ranges of 600 for 35 damages per second and last for 14 seconds.

210329-albums5809-picture63217.jpg
Liquid Burst

Creates a wall of liquids surrounding the caster which thrown all enemy units within 350 range of caster outside the wall and deal |cffff0000Damages|r damages. Lasts for |cffff0000Durations|r seconds |n|n|cffffcc00Level 1|r - 50 damages last for 4 seconds. |n|cffffcc00Level 2|r - 100 damages last for 6 seconds. |n|cffffcc00Level 3|r - 150 damages last for 8 seconds.


still hope for feedback! :D

and hopefully i can still finish this things on time.

still want an extension of time if possible :p
 

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  • Hero Contest #6 - TwoVenomous.w3x
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Level 4
Joined
Sep 1, 2010
Messages
67
@juno Thank you for the feedback. The waits were just a replacement for the loop. I knew someone will notice them. :)

Sorry everyone, I can't post feedbacks, because I barely have time to finish my work. (I hope, I can finish it.)

One question. What does UTM stands for?

Ps: I'm here, so I post an update.
 

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  • Hero Contest #6.w3x
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So people of The Hive, I think I can still make it to the deadline... XD...

Jack Frost, the Guardian of Ice

During the first invasion of the Burning Legion in Azeroth, the Elves were pretty much sure that they won't
be able to fend off the legion using their powers alone. Then they remembered the stories about the guardians
chosen by the moon. Using their deep connection to the moon, the elves prayed for help. It was then that the moon
sent one of it's prized Guardians, Jack Frost.

Jack Frost was a master of ice. He can easily conjure ice in any form. He can freeze liquids in the blink of
an eye. He can also call forth snowstorms, hailstorms and blizzards. Even his mere presence renders his enemies shivering. That is Jack Frost, the guardian sent by the moon, and his powers will turn off the heat of the legion.



I'm still thinking of one last ability idea but basically the hero will have three active normal abilities + 1 passive ultimate... :)
 
And most probably maggy will end up judging as I am now officially joining this... IDK any other one who likes to judge this HC thing...

I'm finished with the two normals and the ultimate, just need one more spell idea and my entry is finished...

and it's pretty simple really, I don't really like flashy things... especially as I only have around two days to finish this... XD...
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
Here is mine, made a short intro cinematic, will add credits to this post soon


Norinrad - model
Norinrad - icon for model
Praytic - icon
zbc - icon
KelThuzad - icon
CRAZYRUSSIAN - icon
Thrikodius - effect model
Power - effect model
Tranquil - effect model
JesusHipster - effect model
 

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  • Hero contest 6 - Chaosy.w3x
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Level 14
Joined
Oct 6, 2008
Messages
759
Given that the last 20 days I didn't have time to do anything productive I think I will drop out.

Some screenies anyway, mostly terrain untill I toss it at the garbage:
attachment.php


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attachment.php


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It's first invasion, humans wasn't even born as race presented in warcraft 2 or 3, at that time they lived and acted just like troll tribes, it was the high elves (banished night elves) who showed them how to use magic. Humans united during those troll wars and finally defeated trolls with elves help, kingdom was born after.

To make it as simple as possible, there is no logical sense to have both human, high elf, blood elf, dwarf and so on presented here, they don't exist or have no idea what magic is.

So point is create night elf hero, or some ancient like forest creature that will be forgotten over next 10.000 years.
 

Kyrbi0

Arena Moderator
Level 44
Joined
Jul 29, 2008
Messages
9,487
@LordkoonPerhaps part of your problem was focusing on all that other stuff (cool though it may be).
Whatever happened to "Hero" Contest? I mean, your terraining looks beautiful, and all those neat custom units and scenarios are probably cool... But it's just a hero contest...

This is a big part of the reason behind the Wc3C's general policy in terms of Hero Contests. A basic, melee map is provided that everyone must use to build their hero in (which helps standardize things), and no edits are made to the map itself; just create a cool hero, and see how it stands on its' own.
Don't get me wrong, it's nice to show off talents, but we have loads of contests for that. :p

~~~

@En_Tropy - I think the point of the WIP is not to have a finished product, but just to show progress (actually, I'm not sure what the WIP requirement is for... People will do that naturally if they're excited about what they're doing...). If I can't finish mine by the deadline, then I expect to be booted (or graded hilariously harshly xD).

@TwoVenomous - I'll say this, I really love elemental heroes & such, and think you could take that in an interesting direction (as long as you're using jigrael/Tarrasque's "Tidal Lord" model, of course. That's a requirement xD.). However, I'm not so sure about the direction it's taking. First of all, abusing the word "liquid" isn't helping the Theme (also unsure what "Delta the Twist" means & comes from), and the Role is unclear. Where would this character physically be in a battle? What type of combat would he get into?
Further, a suggestion might be to try and pick some aspect of the ocean for this hero to embody. For example, he could be sort of a STR/off-tank/caster hero (~Dreadlord/) embodying "the boundless rage of the ocean"; an AGI/ranged support/tactical hero (~Dark Ranger/Naga Sea Witch/etc) embodying "the ceaseless ebb & flow of the tides"; an INT/support caster/etc (~Lich/Archmage/etc) embodying "the fathomless mysteries of the sea"[/i].
If you pick an outline or a framework to build within/from, then you can create abilities that aren't just "wow splashy cool awexome water sfx", but all that plus meaningful and Role-building.
(Moreover those are just suggestions, and only 3 of the many ways to take such a hero. AGI/INT? More supportive to allies (no damaging abilities)?, etc)

Finally, I might suggest removing the color-code tags for your posts on THW & saving that for the WE; they just make it harder to read online. :p

@Christers - I gotta say, I really like the idea of a Dwarven Engineer (actually was designing something like that as a unit for a Dwarven custom race...), and like several aspects of your hero, but I somehow feel like there's lots of untapped potential.
You've obviously got the "tower building" idea down (and lots (maybe too many?) cool upgrades for them, based on the other abilities you choose), but then... I dunno, maybe it's just me, but it seems like a bit of a let-down. Basic 'mine-laying', a passive that "improves the structure" (defensive, I thought), giving it more damage?? Finally, Magic Missile is a D&D-inspired classic, but I wondered how a analytic engineer turns to magical means all of a sudden.
Perhaps it's a bit much, a bit late. But my mind is already swirling with all the possibilities of a truly 'siege-based hero'; you have Sabotage (like targetted Liquid Fire, perhaps) against enemy buildings, you have Undermine (tunneling under a target building, causing it to collapse), you could have a Siege Weapon +Damage Aura or Summon Siege Weapon (of some creative kind), or perhaps Special Shot (dumb name for a mod. Orb of Corruption ('arrow' on-attack ability, adds AoE & +Damage for mana))... Perhaps creating Roads that speed up your friendly units (passively?), or placing Traps of various sorts, or enhancing the armor of your own buildings... the Tinker's Demolish (+damage to buildings) is a nice simple passive, and could be combined with something else... Maybe a special tower/construct that boosts friendly units but lowers enemy building armor (great for cracking through a turtled base) ("Bastion of Ironforge")...

*pant pant*

Sorry, got a little excited there. Needless to say, there's lots of options, that would really flesh out the idea of a 'Dwarven Engineer', and be incredibly creative. Nice work, though.
 
Level 14
Joined
Oct 6, 2008
Messages
759
It's first invasion, humans wasn't even born as race presented in warcraft 2 or 3, at that time they lived and acted just like troll tribes, it was the high elves (banished night elves) who showed them how to use magic. Humans united during those troll wars and finally defeated trolls with elves help, kingdom was born after.

To make it as simple as possible, there is no logical sense to have both human, high elf, blood elf, dwarf and so on presented here, they don't exist or have no idea what magic is.

So point is create night elf hero, or some ancient like forest creature that will be forgotten over next 10.000 years.

The Legion did visit a Azeroth a few times. I never realized it MUST be an elvish hero due to the restriction of only the first ivasion... altho the damn topic's name is that. Is it so big of a problem? Plus I read this
The lore speaks of the elven cities, but the heroes in the defenses don't necessarily need to be Elves; they can be any race, except the races that were consisting the Legion itself.

Finally, you don't need to acknowledge the lore itself to join this contest. Just create a custom hero and start working on them and their spells.
So I guess it is not much of a issue anyway.

@Kyrbi0 Yes I know I got my attention at the wrong direction, but I had plans to finish the ultimate which is extremely basic and easy , just some real life stuff got on the way very hard. Also no such base-map was presented and I can recall Pharaoh being happy when contestants make some test enviroment.
 
Level 7
Joined
Aug 14, 2006
Messages
122
@Christers - I gotta say, I really like the idea of a Dwarven Engineer (actually was designing something like that as a unit for a Dwarven custom race...), and like several aspects of your hero, but I somehow feel like there's lots of untapped potential.
You've obviously got the "tower building" idea down (and lots (maybe too many?) cool upgrades for them, based on the other abilities you choose), but then... I dunno, maybe it's just me, but it seems like a bit of a let-down. Basic 'mine-laying', a passive that "improves the structure" (defensive, I thought), giving it more damage?? Finally, Magic Missile is a D&D-inspired classic, but I wondered how a analytic engineer turns to magical means all of a sudden.
Perhaps it's a bit much, a bit late. But my mind is already swirling with all the possibilities of a truly 'siege-based hero'; you have Sabotage (like targetted Liquid Fire, perhaps) against enemy buildings, you have Undermine (tunneling under a target building, causing it to collapse), you could have a Siege Weapon +Damage Aura or Summon Siege Weapon (of some creative kind), or perhaps Special Shot (dumb name for a mod. Orb of Corruption ('arrow' on-attack ability, adds AoE & +Damage for mana))... Perhaps creating Roads that speed up your friendly units (passively?), or placing Traps of various sorts, or enhancing the armor of your own buildings... the Tinker's Demolish (+damage to buildings) is a nice simple passive, and could be combined with something else... Maybe a special tower/construct that boosts friendly units but lowers enemy building armor (great for cracking through a turtled base) ("Bastion of Ironforge")...

*pant pant*

Sorry, got a little excited there. Needless to say, there's lots of options, that would really flesh out the idea of a 'Dwarven Engineer', and be incredibly creative. Nice work, though.

Thanks for the feedback and ideas! I have amended the final spells somewhat in the entry-version I'm working on (and replaced the ultimate with something a bit more offensive), and you have given me an idea for something to replace Lay Mines with (as the tower already fulfills that purpose, it got a little redundant in playtesting).
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
@Orcnet - I mean I need a full snow storm model because it was supposed to be just placed one time and rest there until the spell ends, so no individual model/unit spam... anyway I settled for a blink thingy spell instead...

This will be my final entry for now... :)


Jack Frost, Guardian of Ice
During the first invasion of the Burning Legion in Azeroth, the Elves were pretty much sure that they won't be able to fend off the legion using their powers alone. Then they remembered the stories about the guardians chosen by the moon. Using their deep connection to the moon, the elves prayed for help. It was then that the moon sent one of it's prized Guardians, Jack Frost.

Jack Frost was a master of ice. He can easily conjure ice in any form. He can move between nearby areas in the blink of an eye. Even his mere presence renders his enemies shivering. That is Jack Frost, the guardian sent by the moon, and his powers will turn off the heat of the legion.



attachment.php




Chill Buff

Tri Frost

Trembling Frost

Phasing Frost


JASS:
library ChillBuff requires T32,Table
    
    private module init 
        static method onInit takes nothing returns nothing
            local integer i = 0
            set thistype.t = Table.create()
            loop
                exitwhen i > 15
                call SetPlayerAbilityAvailable(Player(i),ABIL_ID,false)
                set i = i + 1
            endloop
        endmethod
    endmodule
    
    struct Chill extends array
        static Table t
        static constant integer ABIL_ID = 'A000'
        static constant integer ULTI_ID = 'A003'
        static constant integer BUFF_ID = 'B000'
        private static integer instanceCount = 0
        private static thistype recycle = 0
        private thistype recycleNext
        unit u
        real duration
        
        method clear takes nothing returns nothing
            set this.duration = 0.0
            set t[GetHandleId(u)] = 0
            call UnitRemoveAbility(this.u,ABIL_ID)
            call UnitRemoveAbility(this.u,BUFF_ID)
            set this.u = null
            call this.stopPeriodic()
            set .recycleNext=recycle
            set recycle=this
        endmethod
        
        method periodic takes nothing returns nothing
            set this.duration = this.duration - T32_PERIOD
            if this.duration <= 0.0 or GetWidgetLife(this.u) < .405 then
                call this.clear()
            endif
        endmethod
        
        implement T32x
        
        static method new takes nothing returns thistype
            local thistype this
            if (recycle == 0) then
                set instanceCount = instanceCount + 1
                return instanceCount
            else
                set this = recycle
                set recycle = recycle.recycleNext
            endif
            return this
        endmethod
        
        static method add takes unit u, real duration, boolean overwrite returns nothing
            local integer id = GetHandleId(u)
            local thistype this = t[id]
            if this == 0 then
                set this = new()
                set t[id] = this
                call UnitAddAbility(u,ABIL_ID)
                call this.startPeriodic()
            endif
            set this.u = u
            if overwrite then
                set this.duration = duration
            else
                set this.duration = this.duration + duration
            endif
        endmethod
        
        implement init
    endstruct
    
endlibrary

JASS:
library TriFrost requires Nova,ChillBuff,SpellEffectEvent
    
    private module init 
        static method onInit takes nothing returns nothing
            call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
            call NovaSystem.RegisterOnDamage(ABIL_ID,function thistype.chill)
        endmethod
    endmodule
    
    struct TriFrost extends array
        static constant integer ABIL_ID = 'A001'
        static constant string NOVA_FX = "ShivasWrath.mdx"
        static constant attacktype at = ATTACK_TYPE_MAGIC
        static constant damagetype dt = DAMAGE_TYPE_COLD
        static constant real chillDuration = 2.00
        
        static method getDamage takes unit caster, integer level, integer which returns real
            return (100.0 + 50*(level-1))/(which)
        endmethod
        
        static method getAOE takes unit caster, integer level, integer which returns real
            return 125.0*which
        endmethod
        
        static method getScale takes unit caster, integer level, integer which returns real
            return which*0.5
        endmethod
        
        static method new takes nothing returns nothing
            local unit u = GetTriggerUnit()
            local integer level = GetUnitAbilityLevel(u,ABIL_ID)
            local real x = GetSpellTargetX()
            local real y = GetSpellTargetY()
            local integer i = 1
            loop
                exitwhen i > 3
                call NovaSystem.SimpleCreateDelay(u,x,y, 0.5*i, 0.0, getAOE(u,level,i), 0.0,/*
                */ getDamage(u,level,i), getScale(u,level,i), NOVA_FX, at, dt,ABIL_ID)
                set i = i + 1
            endloop
            set u = null
        endmethod
        
        static method newEx takes unit u, real x, real y returns nothing
            local integer i = 1
            local integer level = GetUnitAbilityLevel(u,ABIL_ID)
            loop
                exitwhen i > 3
                call NovaSystem.SimpleCreateDelay(u,x,y, 0.5*i, 0.0, getAOE(u,level,i), 0.0,/*
                */ getDamage(u,level,i), getScale(u,level,i), NOVA_FX, at, dt,ABIL_ID)
                set i = i + 1
            endloop
        endmethod
        
        static method chill takes nothing returns nothing
            if GetUnitAbilityLevel(NovaSystem.data.caster,Chill.ULTI_ID) == 0 then
                return
            endif
            call Chill.add(NovaSystem.filter,chillDuration,true)
        endmethod
        
        implement init
    endstruct
    
endlibrary

JASS:
library TremblingFrost requires ImpaleSystem,ChillBuff,SpellEffectEvent
    
    private module init 
        static method onInit takes nothing returns nothing
            call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
            call JumpInPlace.registerStopEvent(ABIL_ID,function thistype.chill)
        endmethod
    endmodule
    
    struct TremblingFrost extends array
        static constant integer ABIL_ID = 'A002'
        static constant string HIT_FX = "Crystal Impale Hit.mdx"
        static constant string IMPALE_FX = "Crystal Impale.mdx"
        static constant attacktype at = ATTACK_TYPE_MAGIC
        static constant damagetype dt = DAMAGE_TYPE_COLD
        static constant real chillDuration = 3.00 //Added 1 second to account for the stun duration
        static constant real aoe = 150.0
        static constant real distperwave = 150.0
        static constant real scale = 1.0
        
        static method getDamage takes unit caster, integer level returns real
            return (100.0 + GetHeroInt(caster,true)*(level+GetUnitAbilityLevel(caster,Chill.ULTI_ID)))
        endmethod
        
        static method getDistance takes unit caster, integer level returns real
            return (200.0*(level+1))
        endmethod
        
        static method new takes nothing returns nothing
            local unit u = GetTriggerUnit()
            local integer level = GetUnitAbilityLevel(u,ABIL_ID)
            local real x1 = GetUnitX(u)
            local real y1 = GetUnitY(u)
            local real x2 = GetSpellTargetX()
            local real y2 = GetSpellTargetY()
            local real angle = Atan2(y2-y1,x2-x1)
            call Impale.createFireCID(u, level, IMPALE_FX, HIT_FX,/*
                */angle, scale, aoe, getDistance(u,level), distperwave,/*
                */getDamage(u,level), ABIL_ID)
            set u = null
        endmethod
        
        static method chill takes nothing returns nothing
            if GetUnitAbilityLevel(JumpInPlace.tmpCauseUnit,Chill.ULTI_ID) == 0 then
                return
            endif
            call Chill.add(JumpInPlace.tmpFlyUnit,chillDuration,true)
        endmethod
        
        implement init
    endstruct
    
endlibrary

JASS:
library PhasingFrost requires TriFrost

    private module init
        static method onInit takes nothing returns nothing
            call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
        endmethod
    endmodule
    
    struct PhasingFrost extends array
        static constant integer ABIL_ID = 'A004'
        static constant string NOVA_FX = "ShivasWrath.mdx"
        static constant attacktype at = ATTACK_TYPE_MAGIC
        static constant damagetype dt = DAMAGE_TYPE_COLD
        
        static method getDamage takes unit caster, integer level returns real
            return GetHeroInt(caster,true)*(level*2.0)
        endmethod
        
        static method getAOE takes unit caster, integer level returns real
            return 125.0 + 25.0*level
        endmethod
        
        static method getScale takes unit caster, integer level returns real
            return 0.5 + level*.2
        endmethod
        
        static method new takes nothing returns nothing
            local unit u = GetTriggerUnit()
            local integer level = GetUnitAbilityLevel(u,ABIL_ID)
            local real x = GetSpellTargetX()
            local real y = GetSpellTargetY()
            local real x2 = GetUnitX(u)
            local real y2 = GetUnitY(u)
            call NovaSystem.SimpleCreate(u,x,y, 0.0, getAOE(u,level), 0.0,/*
            */ getDamage(u,level), getScale(u,level), NOVA_FX, at, dt,ABIL_ID)
            call SetUnitX(u,x)
            call SetUnitY(u,y)
            call NovaSystem.SimpleCreate(u,x2,y2, 0.0, getAOE(u,level), 0.0,/*
            */ getDamage(u,level), getScale(u,level), NOVA_FX, at, dt,ABIL_ID)
            if GetUnitAbilityLevel(u,Chill.ULTI_ID) > 0 and GetUnitAbilityLevel(u,TriFrost.ABIL_ID) > 0  then
                call TriFrost.newEx(u,x,y)
                call TriFrost.newEx(u,x2,y2)
            endif
            set u = null
        endmethod
        
        implement init 
    endstruct

endlibrary



-Kobas- for the Terrain
Vexorian for dummy.mdx
Jesus4Lyf for T32
Bribe for Table and SpellEffectEvent
Magtheridon96 for RegisterPlayerUnitEvent
Ayanami for Stun system
Nestharus for WorldBounds
Sellenisko for Malygos model
levigeorge1617 for Aura of Frost model
Marcelo Hossomi for Crystal Impale and Crystal Impale Hit models
JetFangInferno for Shiva's Wrath model
 

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Final Entry

Final Entry(maybe):
Since her childhood, Cyrisse Moongrove already had an affinity with all that is arcane. Upon growing up, through the years she has become a strong priestess. The magic that empowers her comes not from the Well of Eternity but from the light of Elune herself,
making her a most dangerous adversary. Wild glaives come at her command, endlessly bouncing from her enemies to the last.The Burning Legion would regret the day they ever laid waste upon the lands of Kalimdor, for the Arcane Priestess has come to extract her revenge in the name of Elune.

Cyrisse Moongrove, Arcane Priestess
Base Damage:23-31
Base Armor: 2
Starting Agility: 18
Starting Intelligence: 18
Starting Strength: 18

Credits
MoonPriestess- Hexus
Succorbenoth- Kuhneghetz
Town Center- Rightfield
Dragonmaiden- dipEX!
Dismounted Huntress- GreyArchon
MoonHuntress- Hexus
Arcane Glaive- Infrisios
Arcane Missile- Weep
Night Elf Well- Sin'dorei 300
Demon Well- Sin'dorei 300
Arcane Wave- Pyritie
Demon Knight- Tarrasque
BatKing- -Grendel
ChaosCitadel- HappyTauren
Lantern- Hexus


A half altered map with edited units.
 

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Level 12
Joined
Sep 11, 2011
Messages
1,176
Kyrbi0 said:
@TwoVenomous - I'll say this, I really love elemental heroes & such, and think you could take that in an interesting direction (as long as you're using jigrael/Tarrasque's "Tidal Lord" model, of course. That's a requirement xD.). However, I'm not so sure about the direction it's taking. First of all, abusing the word "liquid" isn't helping the Theme (also unsure what "Delta the Twist" means & comes from), and the Role is unclear. Where would this character physically be in a battle? What type of combat would he get into?
Further, a suggestion might be to try and pick some aspect of the ocean for this hero to embody. For example, he could be sort of a STR/off-tank/caster hero (~Dreadlord/) embodying "the boundless rage of the ocean"; an AGI/ranged support/tactical hero (~Dark Ranger/Naga Sea Witch/etc) embodying "the ceaseless ebb & flow of the tides"; an INT/support caster/etc (~Lich/Archmage/etc) embodying "the fathomless mysteries of the sea"[/i].
If you pick an outline or a framework to build within/from, then you can create abilities that aren't just "wow splashy cool awexome water sfx", but all that plus meaningful and Role-building.
(Moreover those are just suggestions, and only 3 of the many ways to take such a hero. AGI/INT? More supportive to allies (no damaging abilities)?, etc)

Finally, I might suggest removing the color-code tags for your posts on THW & saving that for the WE; they just make it harder to read online. :p

thanks for the feedback, that's really depth explanation. can't say anything :/ i'm not good at all when it comes to something like this. i think i'll pass. good luck to everyone :D

and btw, i got the name from a label of Detergen @_@
 
Level 14
Joined
Oct 6, 2008
Messages
759
ARCH BISHOP
The hero is a priest who focuses on healing allies and dealing periodic damage by summoning vortexes of pure light that damage enemies and buff allies as well as using a powerfull spell that creates a well of light that both heals allies around it and damage enemies close to its center.
As all heroes there is a sticky situation escape way. The bishop will blast an enemy with light and become invisible and immortal for a very short time, allowing him to move trough units and obstacles.
Ofcorse no hero is complete without his ultimate. The Bishop can turn an ally unit into a supportive ward itself, granting it health regeneration, spell immunity and the abbility to be a living Light Vortex - spawning vortex missles to damage enemies.

attachment.php


 

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