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Skeleton Waves

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Level 14
Joined
Sep 17, 2009
Messages
1,297
Hi Hivers,
I got an uncommon idea request:

Im making a defense map, where the evil are skeletons, and Im having trouble with advanced waves.
I need ideas from weak to strong & bosslike Skeleton units using ONLY blizzard models.
It can be any effect, or model in any formation, it just needs to be from blizzard (available in world editor).

You shall create different classes; melee, ranged, and caster/mage.
 
Level 12
Joined
Sep 11, 2011
Messages
1,176
Melee
- Carrion Beetle
- Ghoul
- Skeleton Warrior
- Corrupted Treant
- Barbed Arachnatid
- Skeletal Orc
- Dire Mammoth
- Flesh Golem

Ranged
- Skeleton Archer
- Crypt Fiend
- Succubus
- Meat Wagon
- Infernal Juggernaut
- Infernal Contraption
- Draenei Demolisher
- Frost Wyrm

Mage/Caster
- Skeletal Mage
- Necromancer
- Lava Spawn
- Death Revenant
- Gul'Dan

Bosses
- Fire Lord
- Kel'Thuzad
- Lich

the above units are just what 'i think' fit with skeletons, pick what you think fit your needs.

and if you want to make a group of Skeletons, i think you'll just need to increase or decrease the scaling value of each skeleton (skeletal mage, skeleton archer, skeleton warrior, and skeletal orc).
 
Level 28
Joined
Apr 6, 2010
Messages
3,108
For minibosses, have the same-but-better skeleton of whatever was in the wave e.g. skeletons are led by Giant / Skeletal Orcs, archers by Burning / Marksmen, priests by liches.

Then have waves where all three types support each other: skeletons provide a screen, the archers focus fire on melee troops, priests heal/buff.
 
Level 14
Joined
Sep 17, 2009
Messages
1,297
Yea, you got the theme pretty good, and thx for listing possibilities.

The thing im more interested about, is which special effects, or model mods/colorizations can be used for skeletons.
For example instead of Dire Mammoth, a mounted skeleton would fit the theme more.

Or what effect to use for enchanting swords, staffs& quivers?

Please share your ideas!
 
Level 14
Joined
Sep 17, 2009
Messages
1,297
Yes, or both the skeleton & mammoth are units, and have own attack, but the skeleton is "sitting" on the mammoth's back, and they move together.

By special effects i mean some corruption or fire effects attached to different parts of the units (or floating around them like Kael's sphere). What do you think would look well, and how?
 
Level 6
Joined
Oct 24, 2012
Messages
242
Melee Units


1. Fire Warrior


Damage: 21-27
Health: 530
Attack Speed: 1.70
Movement Speed: 270
Armor: 2
Ability: Fire Death - Melts and burns a single enemy
unit damaging it by 2% of
its maximum health per second
for 10 seconds. The target is
slowed by 15%.

2. Fallen Knight

Damage: 23-31
Health: 615
Attack Speed: 1.95
Movement Speed: 340
Armor: 3
Ability: Necromancy - Each time this unit kills an enemy,
it has a 30% chance to summon
a skeleton guard with a life of
400 and damage of 15-19.

3. Shredder

Damage: 26-32
Health: 650
Attack Speed: 2.15
Movement Speed: 260
Armor: 2
Ability: Bash - Gives this unit a 20% chance
to bash an enemy unit for 1 second.

Ranged Units

1. Vulture Rider

Damage: 14-19
Health: 435
Attack Speed: 1.45
Movement Speed: 350
Armor: 1
Ability: Bloodlust - Boosts attack speed by 50%
but receives 30% more damage for
5 seconds.

2. Crossbowman

Damage: 16-22
Health: 480
Attack Speed: 1.60
Movement Speed: 300
Armor: 2
Ability: Burning Arrows - Deals 10 bonus damage and
slows the target by 10% for
2 seconds.

Caster Units

1. Marrowmancer

Damage: 13-17
Health: 420
Attack Speed: 1.80
Movement Speed: 290
Armor: 1
Ability: Ressurection - Ressurects allied corpses around
the caster. Maximum of 5 units.

2. Frozen Mage

Damage: 17-24
Health: 450
Attack Speed: 1.90
Movement Speed: 270
Armor: 1
Ability: Chilling Attack - Each attack slows the target
enemy by 15% for 2 seconds.

3. Necromancer

Damage: 21-25
Health: 520
Attack Speed: 2.05
Movement Speed: 300
Armor: 2
Ability: Plague Attack - Each attack slows the target
enemy by 15% for 2 seconds.

Bosses

1. Elathan

Damage: 37-45
Health: 1240
Attack Speed: 1.80
Movement Speed: 320
Armor: 6
Ability: Freezing Stab - Stabs the target for 100 damage
and slows it by 25% for 3 seconds.

2. Manuval

Damage: 40-47
Health: 1350
Attack Speed: 2.20
Movement Speed: 260
Armor: 8
Ability: Heavy Strike - Adds a splash damage of 20%.
 
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