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Old 10-19-2008, 05:53 PM   #1 (permalink)
 
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Spell Ideas Needed

What's all this about?~
I'm currently making a map called Era of Ninja, it is over 50% complete and i am in need of some spell ideas. The most important thing to note is this game is one shot kill, so all spell ideas must bare this in mind!

Players have the abilities to dodge(1sec invuln), flash step(a very fast burst movement to the target point) and jump(can leap right over projectiles etc) to avoid these spells(and other threats) with.

Spells come in 4 elements: fire, air, water, earth, and also the 6 combinations of these (you cannot combine more than 2 elements)
Red=Done

Current Spells~
Fire

-Flare: Fires a bolt of flame at the target, exploding on collision and killing enemies in a small radius.

-Searing Flash: A giant flare of fire bursts from the caster, searing a blinding white over nearby enemies vision, lasts 1 second and fades over a further 2 seconds. ~Zinive

-Ember: Shoots out streams of fire that remain burning for a short time, any enemies that pass through the flames will be injured. ~Zack1996

-Needed (powerful indirect killing spell)

-Dragon Roar: Releases a giant wave of flaming dragon spirits that destroy all enemies in their path.


Air

-Surge: A surge of electrical energy bursts forth from the caster's finger tips at an alarming speed, killing the enemy on collision.

-Typhoon: A huge tornado expands outwards from the caster's hands, throwing all enemy units flying backwards. Enemy units that collide with obstacles will be injured, reducing movement speed, if an enemy collides with another enemy, then both enemies will be injured. ~Zack1996

-Shock: Charges up a huge amount of electrostatic energy in the casters hand over 5 seconds. Once the caster has fully charged they can release the energy in a sudden pulse through the ground killing all enemies in a small radius around the caster.

-Cyclone: Generates a huge cyclone that throws nearby enemies in random directions when they come too close, if an enemy is thrown into any obstacle it will be killed. If the enemy thrown collides with another enemy, both will be injured. ~Zack1996

-Lightning: Channels thunderous energy for 2 seconds before releasing a bolt of lightning that sears through enemies in its path.


Water


Note: Those who abide by the teachings of the water element can run on water.

-Aqua: Swirls water droplets in the air creating a small vortex of water which is hurled toward the enemy, killing them on collision.

-Heavy Mist: The caster increases the water density in the air making a chilling fog descend over the area, obscuring the caster from sight. ~Kajotex

-Needed (AoE)

-Dry: Dries the target of its bodily fluids by transporting it to the caster. Reduces the enemies move speed by 1% per second, and increases the caster's by 1%, if the enemy does not get far enough away from the caster for the spell to be broken before 20 seconds are up, they will be killed. ~GrandEnder

-Tidal Wave: A powerful wave of water rises at the caster's feet and surges forth a short distance, crushing any enemies in it's wake.


Earth

-Stoning: Tears a huge stone from the earth and hurls it at the enemy, killing them on collision.

-Stone Wall: Creates a huge wall of stone at the caster's feet, can be used to defend from projectiles or block off the enemy.

-Stone Circle: Creates a ring of stone at the caster's feet that expands outwards, dragging enemy units with it. Enemy units caught by the stone circle cannot make any actions until the end of the stone circle's movement. If an enemy unit being dragged collides with another enemy unit they will both be injured, and should a unit being dragged get crushed between the stone and an obstacle they will be killed. ~Blaxor

-Mold: The caster molds their body with the very earth istelf, slowly sinking into the ground and becoming dirt and rock over 5 seconds. Once fused with the earth the caster can lay in wait and ambush enemies by leaping from the earth in a surprise attack.

-Expanding Earth: Creates a terrain deformation that moves quickly to the target point, killing everything it touches and leaving an unpassable cliff behind. ~doom sheep


Fire+Air

-Steam Cloud: A cloud of hot steam is created at the targeted point. All units inside it will be slowed by 40% and if they stay inside it for more than 5 seconds they will be killed. ~terradont

-Steam Jet: Causes the ground to rupture from the pressure of steam underground, eventually exploding out and throwing any nearby enemy units flying into the air, the closer the enemy is to the jet the higher it is thrown. If thrown over a certain height the enemy will be injured on ground impact, and if thrown even higher the enemy will be killed on ground impact. ~Zinive

-Exploding Gas: Creates a large cloud that is near invisible, the next fire spell that passes through it causes it to ignite, killing any enemies caught by the flame. ~terradont


Fire+Water

-Needed

-Vaporize: The caster releases droplets of water into the air around him, periodically vaporizing some. Nearby enemies are thrown backwards and injured. ~Lestat(br)

-Hot Blooded: The caster heats their own blood, increasing the flow speed and dramatically increasing their movement speed, if left activated for too long the caster's blood will evaporate, killing them.


Fire+Earth

-Needed

-Molten Earth: Lava cracks begin to show through the earth, and torrents of magma shoot upwards, burning nearby enemies. ~Zack1996

-Meteor: Causes a large burning rock to plumet from the sky into the target area, harming all enemies in a wide radius and leaving the ground aflame, burning any enemies that enter the flame.


Air+Water

-Ice Lance: Freezes a strip of water with super-cooled air, creating a lance of ice which can be launched through any obstacles at the enemy.

-Ice Mirror: The caster creates a thin sheet of reflective ice before him, once two mirrors have been constructed the caster can reflect his image between the mirrors, moving instantaneously about the battlefield.

-Ice Prison: Surrounds the enemy with a barrier of ice that must be destroyed to escape. If the enemy doesn't break free within 4 seconds they will freeze to death.~Kajotex


Air+Earth

-Pressure Stone: A javelin made of stone is formed and a poweful air pressure builds up behind it over 1 second. When released it will fly extremely fast towards the enemy, killing them on collision. Also has a 50% chance to pass through any enemies or objects it collides with. ~Zinive

-Desert Rider: The caster rides on a cloud of sand as it is propelled through the air by a powerful wind to the target point, knocking back and injuring any enemy units on the way. ~terradont

-Sand Storm: The caster dissapears in a storm of sand, the caster cannot be hit and cannot attack for 8 seconds, in which time any enemies that get too close to the centre of the storm are injured. ~GrandEnder


Water+Earth

-Cavitation: Water spills into the earth over a wide area, mixing into a thick and sticky mud, enemies in the target area will have their movement speed reduced by 5% every second, this effect can eventually immobilise units. ~Blaxor

-Mud Slide: Creates a huge mud slide that moves forward, taking all enemies with it(just knockback, no damage). The mud slide leaves behind a muddy ground, which slows enemy movement speed by 40%. ~terradont

-Quick Sand: Large volumes of salt water mix with the earth, quickly turning it into quick sand. Enemy units in the quick sand lose 5% movement speed per second, any enemy units that stay in the quicksand for more than 5 seconds will drown under the sand.


As you can see im still missing a few spells, but dont be afraid to share ideas for elements that are already full if you think your idea is better, because i might agree!

If a unit is "injured" this means they have recieved the injured buff which reduces movement speed by 40% for 3 seconds. Injuries do not stack but do reset the injury timer to 3 seconds. The injured movement speed effect stacks with OTHER movement speed reducing effects.

About Hybrid Spells~
-You cannot combine more than 2 elements.
-They are typically stronger than single element spells
-They must make sense, (eg. air+water = ice. fire+water != frostfire)


This is important and people seem to often forget it so i will say it again; this game is one shot kill.


You can find more information about this map here

If you need yet more information to help generate some ideas, then feel free to ask!

Last edited by BlackShogun; 12-19-2008 at 11:30 PM..
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Old 10-23-2008, 02:04 PM   #2 (permalink)
 
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Ok, I will give some suggestions cos no one has responded yet.
Fire->
Quote:
Burst: A ring of fire burst from you, dealing damage.
Fire Blast: Blasts the area with fire, dealing instant damage and stun.
Fire Wall: Summons a fire wall that deals damage to everything it touches.
Heat Wave: Causes a wave of great heat to emit from your hero, reducing the armour of enemy units and dealing slight damage.
Air->
Quote:
Cyclone: Creates a cyclone that causes enemy units to get thrown around and then land on the ground, taking damage.
Air Force: Forces a wave of air to move in a direction, damaging all units hit and knocking them away.
Wind Ball: Concentrates the air into a ball and throws it at the enemy at the speed of wind. Dealing high damage and knocking backthe target and all nearby units.
Water->
Quote:
Check out my spellpack. It has 3 water spells ATM :)
Earth->
Quote:
Avalanche: Causes rocks to fall down at the target point, dealing damage per second for 1.5 seconds and stunning units hit by the rocks.
Tremour: Creates a tremour in the ground, slowing enemy units and dealing damage. The earth will shake in the AoE for a duration, causing slow to the enemy units and dealing further damage.
Earth Slam: Slams the ground, dealing damage to nearby enemy units and causing rocks to fly into the sky. The rocks then hit the ground within a certain AoE of the caster, dealing damage to units hit by it.
Fire+Air->
Quote:
Flame Twister: Summons a tornado engulfed by fire. The tornado will move in a line and deal high damage to units and slow them as well as set the ground below it alight. The burnt ground will damage units who step on it.
Fire+Water->
Quote:
Heat Geyser: By heating the underground water, the hero is able to cause a geyser to appear at the point. The strength of the geyser causes enemy units to be thrown into the sky. They will take damage and lose some armour when they land.
Fire+Earth->
Quote:
Volcanic Eruption: Causes a volcano to erupt below the caster, causing molten rocks to fly from it and hit a random point within an AoE. Fire will also be left at the point where the rocks hit. The fire will deal moderate damage to units.
I'll give more when I have time :)
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Old 10-23-2008, 03:58 PM   #3 (permalink)
 
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Wow thanks! Lots of good ideas there, only problem is the game is ment to be 1 shot kill, pretty sure i mentioned that :P
Although i am of course having thoughts about whether i should leave my game as one shot kill because it will be very hard to balance.
On the other hand my original reason for making this map was because i wanted to create a balanced 1 shot kill map.

Either way i will probably use a fair few of those ideas, just edited to try and make them balanced in a 1 shot kill scenario. Once the map comes to testing i will decide whether it was a good idea or not and change it to not being 1 shot if necessary.

EDIT: have added some of your ideas now Zack1996 and a few more i came up with too, edited most of yours slightly but have of course still credited all the ones based from your ideas :D Also looked at your water spell pack, and unfortunately the spells arent entirely suitable for 1 shot kill, although i may use the water orb if i can configure it to explode as soon as it finishes expanding, so its like a time bomb that you cast near an enemy that they must run from, but its time is less in water-filled places.

Last edited by BlackShogun; 10-23-2008 at 04:51 PM..
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Old 10-23-2008, 05:24 PM   #4 (permalink)
 
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Don't know ifall of thise have to be attack spells but how about

Water ->
Quote:
Ice Prison: Surrounds the victim with ice barriers he has to destroy first
Fog: Altering the the line of sight of the unit for a short period to make them lose orientation and flee
Waterskin: The next spell that is cast on the Ninja will be nullified
Puddle: The Unit morphs into a littlepuddle of water and can merge with the background to materialize again and create ambushes
Water Ball: Shot onto the enemy, pushes him backwardsand disables him for a few seconds (He is caught in the ball or just his hands or something...How about Water Handcuffs?)
Fire + Earth ->
Quote:
Lavagloves: When activated damage your own Ninja but give a humongus amount of damage and knockback aswell as setting the target on fire
Scorched Earth: Burns the ground, setting everyone on fire who walks over it or blocking entire passageways
Burning Dust: Emits a giant cloud of dust, that limits line of sight and adds more and more damage on units inside the cloud
Air + Water ->
Quote:
All sorts Ice eh?
Ice Spikes: Hurl giant spikes at the enemy
Barricade: Create an indestructible wall of ice in front of you
Freeze wave: Freeze everything in front ouf you for a few seconds
Force of Nature: Freeze a tree and use it to smash enemies under its weight
Air + Earth ->
Quote:
Hmm thats tricky.
Of course Dust. flay dust at the enemie, slowing him down as the earth clusters on him. It may go up to a complete stop. He will only be able to moveagain when the dust disappears and he smashes himself out of the earth cage
Boulder: Create a littleStone above a Building or aUnit that draws nearby earth up to cluster on it. You can only destroy the boulder with flying units. It will move with the targetet unit and will smash down on it when it is too big to be held by air. Instakill!
willdo more later
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Old 10-23-2008, 05:31 PM   #5 (permalink)
 
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yet again some good ideas, and no not all spells should be attack, i do need some non attack ones lol. maybe i should revise atleast one fire one, although fire is generally an attacking element

but can i ask, did anybody read the first statement ^^ it does say that the game is one shot kill right? cos 2 people have replied now with several spells that deal damage over time etc ^^ ah well i can still use the ideas

also there are no air units btw, you play as the ninja or the samurai, you can do some really high jumps but not fly ^^
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Old 10-23-2008, 08:35 PM   #6 (permalink)
 
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ok then how about you need a second player to get rid of the boulder? ;)
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Old 10-23-2008, 08:56 PM   #7 (permalink)
 
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Sorry but, although i liked ice prison, fog and dust im not a big fan of the boulder thing, because often players wont be together, you can have up to 6v6, and theres 5 shogun to defend at the start, so until it gets down to like 2-3 shogun, players are often going to be by themselves, this would make the boulder a little too powerful, although i guess it could be an endgame spell but im just not much of a fan of the idea. I am however still pondering over scorched earth and burning dust
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Old 10-23-2008, 09:11 PM   #8 (permalink)
 
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Were just my thoughts on random spells.
I knew about the "one hit kill" restriction but.. well i can't befriend myself with the idea very much.

But its not your map for nothing ;)

But keep in mind that when you implent spells that can hold units in place the game will have to be very very good balanced... otherwise its hold->instakill, hold->instakill, hold->instakill
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Old 10-23-2008, 09:16 PM   #9 (permalink)
 
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yea im putting as much thought into it as possible, but there isnt a single hold spell in my game that doesnt atleast:
-defend you whilst ur being held
-give you a way of easy and quick escape
(most escape methods involve using your jump ability! probably the most useful of all the abilities in my map)

the only spell ive been thinking about that i think might cause people problems is quick sand, i have planned it to be pretty devastating... pretty much you have to run away as soon as the ground starts to collapse or you're gna end up under a few tons of sand... but its not one of the top hybrid spells for nothing, and considering a maximum mana of 320(without items) even at the max level of 25, i dont imagine many will be casting it very often without good reason ^^

well, i guess we will see when this reaches BETA testing :) im even willing to do-over the whole instant kill feature if it doesnt turn out well. although the game will still stay in a field of high damage, maybe 2-3 shot kill.
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Old 10-23-2008, 09:26 PM   #10 (permalink)
 
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How about making quick sands maximum distance to the target very short so it would also endanger the caster?
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Old 10-23-2008, 10:32 PM   #11 (permalink)
 
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that is a possibility, i will wait till it comes to making the spell to see what works best ^^ got quite a few new ones to add now so got lots of work to do hehe, hopefully by the time ive finished making these ones more people will have posted ideas so i can get to work on them
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Old 10-25-2008, 12:59 PM   #12 (permalink)
 
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So is this going to be Like Samurai vs Ninja typed game?
With some cool elements?
I rock in those games :P, my specialty.
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Old 10-25-2008, 01:00 PM   #13 (permalink)
 
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Quote:
Water+Fire spell: Boiling Water, Damages the target, and then each 2 second the spell's damage is reduced (as the water goes cold). If possible, If the target is in water the damage is NOT reduced each 2 seonds, but each 4.
Quote:
Fire spell: Ignite: Each few attacks (maybe 10 or 7 in rank 1, reduced each rank) casts a Soul Burn with short duration at the target. This spell I have created in a map I've got somehwere, and if interested in watching the spell (and 3 other cool fire spells), you can PM me.
~ChildeRoland

Last edited by ChildeRoland; 10-25-2008 at 01:03 PM.. Reason: Added another fire spell
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Old 10-25-2008, 06:19 PM   #14 (permalink)

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Fire + Water = Vaporize:
Becomes invisible, by touching at an enemy he will jump back due to the burning hot vapor. (Really funny, the player will only see the Bubbles Steam path, and he falling back, but won't be able to attack you)

Air => Whirlwind:
Becomes immune to any attack while sucking enemies to you. If any enemy reaches the center of the whirlwind (yourself), K.O.

Water => Waterwalk:
Sinks into the water
, becoming invisible on it and walking at 522 speed. Can teleport to any spot containing water, if this spot contained an unit, K.O for him with cool water effects. If you leave the water, you become visible at a fading delay of few seconds, still being able to do some sneaky attack.

Fire => Ring of Fire:
Creates a ring of fire around you. Any unit who dares leaving the ring dies. Enemies get 30% slow of attack and move on it.

Fire + Water = Blood Control: (very samurai-ish, maybe there is a better name to it)
Rules over the blood of a target, so he will obey you on his movements.
(Doesn't work like 'charm'. But like this: When ordered to move to somewhere, by an opposite polar offset this enemy would move to the opposite side! When ordered attacking you, this player would be ordered to move a little bit on the opposite direction, this would be awesome and very funny!)

Earth => Flesh to Stone
Petrifies a target, so he will be invulnerable to attacks, unselectable, unmovable and blind for 3 seconds. When he comes back to Flesh, he will have a movespees and attack reduction of 50% slighty going back to normal, over 5 seconds.
(Really good spell, until your enemy selects him, because he will be deselected and black mask will be placed there, so he won't be able to see anything, he will be dead as he turns back to flesh.


hope I helped!


@ChildeRoland: Damage per second wouldn't work. Or the spell kills, or it doesn't.
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Old 10-25-2008, 06:57 PM   #15 (permalink)
 
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Quote:
Originally Posted by Lestat(br) View Post
Or the spell kills, or it doesn't.
What you mean with that?
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