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Ascendency

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Ascendancy

Ascendancy


This thread is about project

Ascendancy

A new type of map from a genre we created called Labyrinth Wars.

Link to original 10pg brainstorming thread: A New Generation of Maps

Map Outline
Team Members
Development Progress
Lore
Traps
Screenshots
[self="http://hiveworkshop.com/forums/showthread.php?p=244650#post244650"]Progress Update[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=245500#post245500"]New Heroes[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=247851#post247851"]Dreadlords[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=249532#post249532"]Barbarian Tyrant[/self]
[self="http://hiveworkshop.com/forums/showthread.php?p=277243#post277243"]Ascendancy Evolution[/self]



Map Outline

(10 players)



Ascendancy is a AoS-type map with a massive twist, it is based in a maze, and the teams constantly change objectives and sides. With two bases located on opposite sides of the map, the main section is dominated my a massive maze of traps and neutral enemies. The center of the maze has the most deadly traps, the traps gradually decrease in fatality the farther away from the center. So while the middle is the shortest route, it is the hardest, and the edges are practically clear of obstructions.



While the main fighting is hero-based, you also control a small barracks with which to build several non-combat units (ex. healers, tower builders, and maybe supporting spell casters [ex.shamen/witch doctors/sorceresses]). The tower builders can be used to construct defensive structures atop parts of the maze, adding a TD-ish element to the defensive side, the assaulting side will have a siege constructor instead of a tower builder, allowing for the making of offensive buildings (ex. trebuchets, ballista turrents, mortar cannons).

The game is round-based, so if the assaulting team manages to accomplish it's objective (ex. kill the king) then then every player on that team is given one point. The same is true for the defending team, if they hold out for that round, they are given a point. At the end of the round, the strongest player on the winning team trades alliances with the weakest player on the losing team, allowing for a balancing effect and more diversity in objectives. At the start of the next round, the teams change places, so the assaulting team defends, and the defending team attacks. All player units will be destroyed, and all buildings will be restored to full health, all traps reset, as if the game had started anew. The heroes will keep their experience, items, gold and score. After 5 rounds the game comes to and end, and the players are ranked according to the amount of points they have (offensive and defensive sides will also be ranked according to the number of successes on that side.)




Team Members

The team members and roles are:


Ratherion [Team Leader]
1. Decision making and workload organizing
2. Hero Development and ideas
3. Moderation and perfection of terrain
4. Partial Item development and Triggering role

Kixer [Trigger Leader]
1. Gameplay Triggering
2. Trap ideas, development and triggering
3. Item development and fusion triggering
4. Partial Hero development and idea role

Hit [Terrain Leader]
1. Major Terraining development
2. Ability and Spell triggering
3. Partial unit development role
4. Hero balancing

Scyth-Master [Testing Leader]
1. Gameplay testing
2. Hero testing and balancing
3. Item testing and balancing
4. Trigger testing

Deathell [Unit Leader]
1. Creep development
2. Non-combat player unit development
3. Player structures development
4. Neutral unit development


THE_END [Skining Leader]
1. Total skin development



Testers
Wolverabid

The_Ephy
1)ark_NiTe
PurplePoot
Palin_Twinblade



Development Progress

The map is currently is Alpha Development, with the basic terrain and most of the doodads done. 35/45? of the heroes have also been planned out but have yet to be created. Overall the map is about at 20%, as we have much to do.


Development Chart- Overall 21%

-Terrain/Doodads: Complete for Beta-level development, will change with testing.
-Heroes: 15%
  • Palin - 90% - Requires PVP testing.
  • New heroes will be posted upon development completion
-Items 10% - Generic Item Dump Compiled, Combos and Testing required.
-Triggers: 12% - Main gameplay triggers near completion, specifics in-development.
-Gameplay: 4% - Yet to be tested and revised, waiting on Creep AI and Heroes.
-Units: 35% - Developed but in need of testing and balancing, along with a few revisions.
-Traps: 20%


Lore



The summoning of Archimonde by Kel'Thuzad left a massive disturbance in the gate energies. These ripples where caused by the traces of the "anti-undead" shield that the archmages erected. This divine barrier clashed with the huge demonic energy of Archimonde's home world, thus displacing a large section of the city to the demonic plane. The frightened citizens where enslaved immediately, and many executed. The dreadlords, however, saw this a a waste of life, why just kill them when you can have fun watching them kill their own allies and comrades? So the dreadlords decided to construct an arena for their sick game, placing within it a huge number of fatal traps and the deadliest of the native demons. Now a prime source of entertainment for all members of the Burning Legion, the arena has become a place for the greater demons to enjoy themselves. Featuring imported races of every size and level of power, only the strongest (and smartest) live through the game and then only to slaughter their friends and family in order to survive.




Traps



Here is a chart of the traps we are going to use:

  1. Totem Pole: Warstomps, dealing damage and stunning.
  2. Activated by attacking, has a % chance to activate.
  3. Lightning Rod: Sends a lightning bolt at every nearby unit, damaging and purging.
    Activated by casting a spell, has a % chance to activate.[/color]
  4. Mana Stick: Steals % of all units mana and deals total mana stolen divided by units in area. e.g. 100 damage, 2 units = 50 damage per unit.
    Activated by casting a spell. Works EVERY TIME.
  5. Saviors Banner: Summons several holy warriors to aid the defenders.
    Activated by defenders, has a cooldown.
  6. Proxy Mine: will periodically create a mine in a random place. Mine explodes when unit enters range.
    Mine activated by entering range.
  7. Entrapment ward: binds the soul of a unit to the ward. If that unit leaves a certain radius he will be pulled back to the pole. If unit is a certain distance away ( like 3000 or more ) the unit is killed, to avoid teleportation exploits.
    Activated by killing a unit.
  8. Resurrection ward: Resurrects a defender creep on death.
    Activated when unit dies, % chance, Cooldown.
  9. Conversion Banner: Converts a random creep to the other team
    Activated on cast, random chance.
  10. Soul Dispersion ward: When a unit dies its soul heals all allies. Amount healed = max health / allied units in range.
    Activated on death, random chance.
  11. Stop Sign: Slows all units in range of x's movespeed.
    Activated constantly.
  12. Redemption Ward: When a unit dies its friends are motivated to redeem him. Units gain damage and regen.
    Activated on unit death.
  13. Burning Totem: Sets unit on fire. nuff said...
    Activated when unit enters range.
  14. Soul Channeler: Steals a % of a creeps hit points and transfers it to an allied hero.
    Activated on cast.


Screen Shots




Ascendency's Terrain:
One of the main healing fountains.
Screenshot 1.jpg








A bottlenecked defensive spot.
Screenshot 2.jpg

Hill overlooking a main pathway.
Screenshot 3.jpg

Components of the maze.
Screenshot 4.jpg

Runed (and ruined) courtyard.
Screenshot 5.jpg





Please give us feedback about the map and what you think of it, any and all suggestions will be considered and are likely to be implemented.

Thanks in advance for your support.
 

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Level 8
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Messages
542
@Team TNG: here is my progress on the heroes so far, (it's not much because i've been revisiting StarCraft). I'm going to start a list of the Hero abilities i need triggered but can't (or don't want to) do. The hero data for the ones you have not seen before is attached.

Devouring One - 75% - need Frenzy and Famine, hero outline is attached
Tarrasque - 60% - need Consume, Havoc Toss, and Hostile Spines, hero outline is attached
Imperial Templar- 45% - need Surgical Precision and Steelreaver
Warmonger- 45% - need Sanctioned Bloodlust and Fallen Favors
Raging Lange- 60% - need Pin and Lance of Longinus
Chaos- 20% - need Reap/Sow and Primordial Choas

On second thought i'm just going to type up the new abilities here as kixer can't access .rft from his phone, and i can get feedback

Consume -
  • (Devour, while gaining health based on dmg dealt to victim) (no hereos)
  • Lv.1- 10 dps, 15% dmg conversion <no cool, 80 mana> (1 at a time)
  • Lv.2- 30 dps, 30% dmg conversion <no cool, 85 mana> (1 at a time)
  • Lv.3- 50 dps, 45% dmg conversion <no cool, 90 mana> (1 at a time)
  • Lv.4- 70 dps, 60% dmg conversion <no cool, 95 mana> (1 at a time)
  • [U]Havoc Toss[/U] - [trigger] (close rng storm bolt, tosses unit into air and deals area dmg to all units when he lands)
  • Lv.1- 75 target dmg, 80 area dmg <18 cool, 65 mana>
  • Lv.2- 110 target dmg, 160 area dmg <18 cool, 65 mana>
  • Lv.3- 145 target dmg, 240 area dmg <18 cool, 65 mana>
  • Lv.4- 170 target dmg, 320 area dmg <18 cool, 65 mana>
  • [U]Hostile Spines[/U] - [trigger] (spiked carapace with a change to dummy cast impale on attackers)
  • Lv.1- +4 armor, 15% return, 5% to cast impale for 75 dmg <passive>
  • Lv.2- +6 armor, 20% return, 7% to cast impale for 125 dmg <passive>
  • Lv.3- +8 armor, 25% return, 9% to cast impale for 175 dmg <passive>
  • [U]Famine[/U] - [trigger] (rng immolation w/ healing aura as well)
  • Lv.1- 10 dps, 2 hp regen <no cool, 40 activate mana, 13 mana per second>
  • Lv.2- 20 dps, 4 hp regen <no cool, 40 activate mana, 13 mana per second>
  • Lv.3- 30 dps, 6 hp regen <no cool, 40 activate mana, 13 mana per second>
  • Lv.4- 40 dps, 8 hp regen <no cool, 40 activate mana, 13 mana per second>
  • [U]Frenzy[/U] - [trigger] (passive ability with chance to go berserk for 15 seconds per attack)
  • Lv.1- +10 dmg, 4% to go berserk for +30% attack speed <passive>
  • Lv.2- +10 dmg, 5% to go berserk for +40% attack speed <passive>
  • Lv.3- +10 dmg, 6% to go berserk for +50% attack speed <passive>
  • Lv.4- +10 dmg, 7% to go berserk for +60% attack speed <passive>
  • the rest of the abilites are posted on the origional thread here:[url]http://www.hiveworkshop.com/forums/showthread.php?t=31771&page=8[/url]
  • thanks guys!
 
Level 9
Joined
Jul 27, 2006
Messages
652
Its new

You havnt heard of the genre because its new.
The best description is in the first post, but here are some points:
1. There are creeps that run through the maze for both teams.
2. Players can control heros, creeps and builders.
3. The game is point orientated.
@Rath - iv just thought of something. The two teams could be owned by two dreadlords who give team members different bonuses?
 
Level 8
Joined
Mar 6, 2007
Messages
542
Meh, here you are THE_END: The Spellshaper (feel free to character and class name)

Lorthemar: Spellshaper (re-skinned Blood Mage)

Intelligence Based
Str: 12+2.4
Agi: 8+1.6
Int: 15+5

Leak
  • (abolish magic with dmg based on intel
  • -Lv.1- 1xInt in dmg to target <50 mana, 3 sec cool>
  • -Lv.1- 1.75xInt in dmg to target <50 mana, 3 sec cool>
  • -Lv.1- 2.5xInt in dmg to target <50 mana, 3 sec cool>
  • -Lv.1- 3.25xInt in dmg to target <50 mana, 3 sec cool>
  • Disrupt [trigger] (chance that targeted unit redirects spells to any nearby unit)
  • -Lv.1- 16% chance to redirect <100 mana, 10 cool, lasts 15 seconds>
  • -Lv.2- 24% chance to redirect <110 mana, 10 cool, lasts 18 seconds>
  • -Lv.3- 32% chacne to redirect <120 mana, 10 cool, lasts 21 seconds>
  • -Lv.4- 40% chance to redirect <130 mana, 10 cool, lasts 24 seconds>
  • Mana Void [trigger] (aura that increases cost of enemy spells, "set cost of XXX to var, remove var mana from unit" in ex.) {passive}
  • -Lv.1- 40% extra cost
  • -Lv.2- 60% extra cost
  • -Lv.3- 80% extra cost
  • -Lv.4- 100% extra cost
  • ULTIMATE
  • Energy Bomb [trigger] (drains all mana, then dealsdmg in area for a % of that mana)
  • -Lv.1- 35% mana to damage <all mana, 90 sec cool>
  • -Lv.1- 70% mana to damage <all mana, 90 sec cool>
  • -Lv.1- 105% mana to damage <all mana, 90 sec cool>
  • Character Biography-
  • Previously one of the Spellbreaker captians under Kael'thas, Lorethmar was trapped in the trans-dimensional rift during the summoning of Archimonde. Left in a cell for the 3 years it took to build the arena, he spent all of his time refining his control over magic. Now that the arena is complete, he has moved past the need for physical weapons, and is a master at controlling spellcasting all over the field of combat.
 
Level 8
Joined
Mar 6, 2007
Messages
542
All good

Alright
Now is there anything you want me to change on the skin to suit this hero?

Nope, he fits fine. Color theme fits the effects and icons perfectly. great job.

here is the skin for all of you who have not seen it=
 

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Level 8
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Messages
542
Hero idea

I just got hit with a great hero idea and i'm posting 4 feedback.

Lucretia : Psionisist (Jaina w/ effects attached to staff)

Intelligence Based
Str: 12+2
Agi: 11+2
Int: 12+4

Reverse Gravity
  • (enemy unit floats into the air, unable to do anything for duration of spell <1/4 as long on heroes>)
  • -Lv.1- 8 second float <100 mana, 20 sec cool>
  • -Lv.2- 12 second float <100 mana, 20 sec cool>
  • -Lv.3- 16 second float <100 mana, 20 sec cool>
  • -Lv.4- 20 second float <100 mana, 20 sec cool>
  • Force Pulsar [trigger] (pushback warstomp)
  • -Lv.1- 130 dmg, 1.5 sec stun <110 mana, 10 cool>
  • -Lv.2- 180 dmg, 2 sec stun <130 mana, 10 cool>
  • -Lv.3- 230 dmg, 2.5 sec stun <150 mana, 10 cool>
  • -Lv.4- 280 dmg, 3 sec stun <170 mana, 10 cool>
  • Enhanced Intertia (non-stacking, no dmg poison attacks slow enemies) {passive}
  • -Lv.1- 25% slow, 5 seconds
  • -Lv.2- 40% slow, 7 seconds
  • -Lv.3- 55% slow, 9 seconds
  • -Lv.4- 70% slow, 11 seconds
  • ULTIMATE
  • Lethal Kinetics [trigger] (nearest unit (allies as well) becomes a living missile that smashes into the target)
  • -Lv.1- 300 damage to target, 100 dmg to missile <200 mana, 60 sec cool>
  • -Lv.1- 450 damage to target, 200 dmg to missile <250 mana, 60 sec cool>
  • -Lv.1- 600 damage to target, 300 dmg to missile <300 mana, 60 sec cool>
  • Character Biography-
  • None yet..
  • The ulti has HUGE creative potential (ex. throwing allies over walls and creeps to ambush enemy heroes) and an overall fun hero to play.
 
Level 8
Joined
Mar 6, 2007
Messages
542
Hero

Just checking up on hero status

str based:
-Techtonic Terror
-Geozealot
-Warmonger
-Centurion
-Tarrasque
-empty

agi based:
-Raging Lange
-Steelreaver (imperial templar changed name, cause ulti is now Rose of War)
-Devouring One
-empty
-empty
-empty

int based:
-Tinker of Time
-Psionisist
-Spellshaper
-Magma Creeper
-Dire Convoker
-Archon of Ice

Another hero, feedback plz. I have large amounts of time tonight so i think i will be able to post all of the heroes

Alia: Deadshot (drow model)

Agility Based
Str: 12+2
Agi: 15+3.25
Int: 8+2.75

UBER SHADOW ARROW-no name- (shockwave with arrow and blood effects, trails shadow)
-Lv.1- 110 dmg, short range <60 mana, 5 sec cool>
-Lv.1- 160 dmg, medium range <80 mana, 5 sec cool>
-Lv.1- 210 dmg, long range <100 mana, 5 sec cool>
-Lv.1- 260 dmg, huge range <120 mana, 5 sec cool>

Mark (area reduce armor with trueshot aura effects on enemies, takes a while to cast)
-Lv.1- -2 armor, 4 second casting time <100 mana, 20 cool, lasts 15 seconds>
-Lv.2- -5 armor, 3 second casting time <100 mana, 20 cool, lasts 15 seconds>
-Lv.3- -8 armor, 2 second casting time <100 mana, 20 cool, lasts 15 seconds>
-Lv.4- -11 armor, 1 second casting time <100 mana, 20 cool, lasts 15 seconds>

Nail
  • (shots powerfull arrow that pushes the unit backwards, if they hit a tree/wall/building they are pinned for X time)
  • -Lv.1- 50 bonus dmg, tiny carry range, .8 sec stun if pinned <150 mana, 15 cool>
  • -Lv.2- 80 bonus dmg, small carry range, 1.2 sec stun if pinned <150 mana, 15 cool>
  • -Lv.3- 110 bonus dmg, medium carry range, 1.6 sec stun if pinned <150 mana, 15 cool>
  • -Lv.4- 140 bonus dmg, large carry range, 2 sec stun if pinned <150 mana, 15 cool>
  • ULTIMATE
  • Ranged Mastery [trigger] (% chance that an arrow will crit and peirce through to enemy units behind) {passive}
  • -Lv.1- 12% chance to crit for 1.8x dmg, minor peirce range
  • -Lv.1- 13% chance to crit for 2.2x dmg, medium peirce range
  • -Lv.1- 14% chance to crit for 2.6x dmg, big-medium peirce range
  • -Lv.1- 15% chance to crit for 3x dmg, major peirce range
  • There you go, feedback plz
 
Level 8
Joined
Mar 6, 2007
Messages
542
models

-Infernal
-Spiritwalker
-Dreadlord
-Import: Unbroken
-Crypt Lord
-Import: Skullsplinter (troll blademaster)
-Import: BloodElf Rogue
-Zergling
-Import: High Elf Warlock
-Jaina
-Blood Mage
-Nerubian Mage
-Necromancer
-Import: Dragon Titan (realy small)
 
Level 8
Joined
Mar 6, 2007
Messages
542
Thats mostly it, mixer and hit want to keep the map underneath 2mb but i think it would be ok if we pushed that a little.

I have a custom model that we are using but need to re-theme it, mostly just a recolor and we also need to remove some particle emmiters. the model is attached (Bloodelf Rogue), and I want to re-skin it to look like the girl in the attached image (at school so can't use image brakets)

tell me what you can do. :thumbs_up:
 

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Level 8
Joined
Mar 6, 2007
Messages
542
Loading Screen

I know this is a bit early but i just found a WICKED picture that fits the Ascendency map PERFECTLY, we can even get Hero-san to compose it and change the colors a bit if he has time.
 

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Level 8
Joined
Mar 6, 2007
Messages
542
New Hero:
Clockwork Madman
Model: Tinker
Icon: Tinker
PA: Intelligence
Abilities:

Clockwork Workshop:
Level 1:
Creates a Clockwork Workshop that creates Clockwork Goblins. The Workshop contains upgrades to increase the damage, defense, etc. of your robotic warriors. Upgrades cost range: 100-200
Level 2:
Creates a Clockwork Workshop that creates Clockwork Goblins. The Workshop contains upgrades to increase the damage, defense, etc. of your robotic warriors. Upgrades cost range: 100-175 (cheaper upgrading)
Level 3:
Creates a Clockwork Workshop that creates Clockwork Goblins. The Workshop contains upgrades to increase the damage, defense, etc. of your robotic warriors. Upgrades cost range: 100-140 (cheaper upgrading)
Level 4:
Creates a Clockwork Workshop that creates Clockwork Goblins. The Workshop contains upgrades to increase the damage, defense, etc. of your robotic warriors. Upgrades cost range: 75-100 (cheaper upgrading)

Demolitions Truck:
Level 1:
Creates a Demolition Truck that can either explode on contact or lay land mines. Deals 250 damage when it explodes. Mine cooldown 30 sec.
Level 2:
Creates a Demolition Truck that can either explode on contact or lay land mines. Deals 350 damage when it explodes. Mine cooldown 20 sec.
Level 3:
Creates a Demolition Truck that can either explode on contact or lay land mines. Deals 500 damage when it explodes. Mine cooldown 13 sec.
Level 4:
Creates a Demolition Truck that can either explode on contact or lay land mines. Deals 650 damage when it explodes. Mine cooldown 5 sec.

Combat Training:
Level 1:
Has a 10% chance of dealing 2x damage on an attack, and a 10% chance of dodging an attack.
Level 2:
Has a 20% chance of dealing 2x damage on an attack, and a 20% chance of dodging an attack.
Level 3:
Has a 30% chance of dealing 2x damage on an attack, and a 30% chance of dodging an attack.
Level 4:
Has a 40% chance of dealing 2x damage on an attack, and a 40% chance of dodging an attack.

Full Scale War: (Ultimate)
Level 1:
Launches a large army consisting of 10 Clockwork Minions, 3 Demolition Trucks (Level 2), and 5 Clockwork Bombers.
Level 2:
Launches a large army consisting of 15 Clockwork Minions, 3 Demolition Trucks (Level 3), and 10 Clockwork Bombers.
Level 3:
Launches a large army consisting of 20 Clockwork Minions, 3 Demolition Trucks (Level 4), and 15 Clockwork Bombers.

That's about it, pretty cool hey?

hmm seems like an upgraded tinker, nice ideas (specialy the ult) but feel free to be custom, as we have good triggerers
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Ogre Lord:
Brutal hero, made for killing.
Model: Ogre Lord

Icon: Ogre Lord
PA: Strength
Abilities:

Decapitate:
Level 1:
Throws a large boulder that deals 500 damage to a non-hero unit. Costs 100 mana and has a 30 second cooldown.
Level 2:
Throws a large boulder that deals 600 damage to a non-hero unit. Costs 110 mana and has a 27 second cooldown.
Level 3:
Throws a large boulder that deals 700 damage to a non-hero unit. Costs 120 mana and has a 25 second cooldown.
Level 4:
Throws a large boulder that deals 800 damage to a non-hero unit. Costs 130 mana and has a 20 second cooldown.

Methane Aura:
Level 1:
A ferocious bit of gas that burns nearby enemy units for 10 damage per second.
Level 2:
A ferocious bit of gas that burns nearby enemy units for 20 damage per second.
Level 3:
A ferocious bit of gas that burns nearby enemy units for 30 damage per second.
Level 4:
A ferocious bit of gas that burns nearby enemy units for 40 damage per second.

Enchanted Snack:
Level 1:
Enchants any unit slayed by the Ogre to turn its body into gold. Gives the owner of the hero +10 gold.
Level 2:
Enchants any unit slayed by the Ogre to turn its body into gold. Gives the owner of the hero +15 gold.
Level 3:
Enchants any unit slayed by the Ogre to turn its body into gold. Gives the owner of the hero +25 gold.
Level 4:
Enchants any unit slayed by the Ogre to turn its body into gold. Gives the owner of the hero +50 gold.

Slayer of Gods: (Ultimate)
Level 1:
The Ogre digs up all of the emotions he's ever had, and turns them into anger. Increases the Ogre's attack damage, attack speed and size to the point where it scares the gods. Costs 250 mana and has a 260 second cooldown.
Level 2:
The Ogre digs up all of the emotions he's ever had, and turns them into anger. Increases the Ogre's attack damage, attack speed and size to the point where it scares the gods. Costs 250 mana and has a 220 second cooldown.
Level 3:
The Ogre digs up all of the emotions he's ever had, and turns them into anger. Increases the Ogre's attack damage, attack speed and size to the point where it scares the gods. Costs 250 mana and has a 180 second cooldown.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
New hero:
Furblog Avatar
Model:
Polar Furblog
Icon:
Polar Furblog
Abilities:

Frost Bitten Enchantment:
Level 1:
Strikes a large area with Frost Biting ice, which slows everybody in its grasp. Mana 160 cooldown 80 seconds.
Level 2:
Strikes a large area with Frost Biting ice, which slows everybody in its grasp.
Mana 120 cooldown 50 seconds.
Level 3:
Strikes a large area with Frost Biting ice, which slows everybody in its grasp.
Mana 80 cooldown 35 seconds.
Level 4:
Strikes a large area with Frost Biting ice, which slows everyboddy in its grasp.
Mana 50 cooldown 25 seconds.

Dark Energy:
Level 1:
Turns the Furblog into a giant Magnataur. The Magnataur deals 100-125 damage on attacks, and has 1500 hit points. Lasts 20 seconds costs 100 mana.
Level 2:
Turns the Furblog into a giant Magnataur. The Magnataur deals 150-175 damage on attacks, and has 2500 hit points. Lasts 20 seconds costs 120 mana.
Level 3:
Turns the Furblog into a giant Magnataur. The Magnataur deals 200-225
damage on attacks, and has 3500 hit points. Lasts 20 seconds costs 140 mana.
Level 4:
Turns the Furblog into a giant Magnataur. The Magnataur deals 250-300 damage on attacks, and has 4500 hit points. Lasts 25 seconds costs 180 mana.

Hawk Feather:
Level 1:
The Furblog enchants himself making him invulnerable for 30 seconds. Costs 10 mana and has a 120 second cooldown.
Level 2:
The Furblog enchants himself making him invulnerable for 60 seconds. Costs 20 mana and has a 120 second cooldown.
Level 3:
The Furblog enchants himself making him invulnerable for 120 seconds. Costs 40 mana and has a 160 second cooldown.
Level 4:
The Furblog enchants himself making him invulnerable for 240 seconds. Costs 80 mana and has a 300 second cooldown.

Finger of Pain: (Ultimate)
Level 1:
Sends a force of energy that turns an enemy unit inside-out. Deals 3000 damage to an enemy unit.
Level 2:
Sends a force of energy that turns an enemy unit inside-out. Deals 4500 damage to an enemy unit.
Level 3:
Sends a force of energy that turns an enemy unit inside-out. Deals 6000 damage to an enemy unit.

That makes 3, how do you like em?
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
New Hero:
Goblin Thieving Trio
Model: Engineer Gazlowe
Icon: Engineer Gazlowe
PA: Agility
Abilities:

Steal:
Level 1:
Steals 50 gold from owner of unit targeted. Costs 25 mana and has an 18 second cooldown.
Level 2:
Steals 100 gold from owner of unit targeted. Costs 25 mana and has an 18 second cooldown.
Level 3:
Steals 200 gold from owner of unit targeted. Costs 25 mana and has an 18 second cooldown.
Level 4:
Steals 400 gold from owner of unit targeted. Costs 25 mana and has an 18 second cooldown.

Boozed Up!:
Level 1:
Deals 60 damage to the hero, the hero moves at 3x normal speed. If the hero is at 100hp or less, the spell is canceled. Lasts 180 seconds.
Level 2:
Deals 60 damage to the hero, the hero moves at 5x normal speed. If the hero is at 100hp or less, the spell is canceled. Lasts 180 seconds.
Level 3:
Deals 60 damage to the hero, the hero moves at 7x normal speed. If the hero is at 100hp or less, the spell is canceled. Lasts 180 seconds.
Level 4:
Deals 60 damage to the hero, the hero moves at 10x normal speed. If the hero is at 100hp or less, the spell is canceled. Lasts 180 seconds.

Snatch Lumber:
Level 1:
Takes 200 lumber from the owner of the targeted unit. Costs 75 mana and has an 40 second cooldown.
Level 2:
Takes 300 lumber from the owner of the targeted unit. Costs 75 mana and has an 40 second cooldown.
Level 3:
Takes 400 lumber from the owner of the targeted unit. Costs 75 mana and has an 40 second cooldown.
Level 4:
Takes 500 lumber from the owner of the targeted unit. Costs 75 mana and has an 40 second cooldown.

Bankrupt:
Level 1:
Takes all of the gold from the owner of the targeted unit and gives it to the owner of the hero. Depending on how much gold the player has is how much you get. Costs 300 mana and has a 380 second cooldown.
Level 2:
Takes all of the gold from the owner of the targeted unit and gives it to the owner of the hero. Depending on how much gold the player has is how much you get. Costs 250 mana and has a 300 second cooldown.
Level 3:
Takes all of the gold from the owner of the targeted unit and gives it to the owner of the hero. Depending on how much gold the player has is how much you get. Costs 200 mana and has a 220 second cooldown.

Now that's four, hope you're happy.
 
Level 9
Joined
Jul 27, 2006
Messages
652
Traps...

Alright i get back home tomorrow and i'll work on the traps...
Should have a few done by tuesday, now should the traps be like wards or should they be invisible/blend in with the terrain?
Im thinking of a mixture, for instance the flame is just a random flame and the saviors banner is a banner outside one of the bases
Im going to be at a LAN on Saterday so im not sure how much work i'l get to do
 
Level 9
Joined
Jul 27, 2006
Messages
652
Ok leave most of the spells to me...
As for the Chemical rage spell, you could do 3 things :
1. Change the tooltip to say it reduces base attack recharge (suggested)
2. Create dummy abilities that increase attack speed of each form.
3. Waste time working out the new base recharge and make it less accurate in game. (not-suggested)
 
Level 8
Joined
Mar 6, 2007
Messages
542
Ok leave most of the spells to me...
As for the Chemical rage spell, you could do 3 things :
1. Change the tooltip to say it reduces base attack recharge (suggested)
2. Create dummy abilities that increase attack speed of each form.
3. Waste time working out the new base recharge and make it less accurate in game. (not-suggested)

i'll reduce bade attack speed and change tooltip..

all in all i am using 4 imported models: Ecclesia, Troll Blademaster, Chaos Spider and Tinker of Time

the total import size is about 1.7 megs... adding a 1k loading screen is 2.7, map compression total = 2.3megs.... best i can do...

I kind of wanted a high quality loading screen with 4 parts but we can skip that...

minimap image will be about 250k
 
Level 8
Joined
Mar 6, 2007
Messages
542
Omw, Rath thats a bit big!
I think a .Mdx (4 part?) loading screen is much smaller...
Glad to see the updates in the first post (and to see we gt a tester), but :
You still need to attach the .W3x terrain.
Maybe use hide tags for the lore?
Give me and hit proper titles ( eg Terrain Leader, Triggering Leader ect )
That last one was a suggestion...

Hmm alright just wanted to leave a little working room on the estimate,
4-part would be nice cauz the base image is 1025-748 (i think) so it's higher detail

Just a FEW more little things to fix on terrain and it will be posted in like 2 hours

And sure i'll change titles.
 
Level 7
Joined
Sep 25, 2006
Messages
284
Hi, I'm wondering if I can join the team of this map :)

I am a unit creator/ability creator, and I am very good at ideas :)

I would just just love to join, so please reply asap!!
 
Level 8
Joined
Mar 6, 2007
Messages
542
Hmm NICE!

You can do the non-hero development (srry but my job is heroes, and kixer is already helping me), but we got loads of non-heroes to make, like the supporting spellcasters, builders, and the wave units, probaly some towers.

Tell me if that sounds fine and I'll sign you up as the developer for that section.
 
Level 8
Joined
Mar 6, 2007
Messages
542
I just realize that the Ascendency team and GEAR team shares a common goal in map making. I hope we can become partners later on when our project is finnished (affliates).

Sounds good to me, kixer and hit will probaly be fine with it to. GL!

Dude, that sounds awesome! :D

I'm in, definatly ^_^

I'll add you to the main post then. Thanks!

Yea Rath I can PM it to ya
But first I gotta offically release it over at Wc3Campaigns
Since there is no skin section here now :(

That would be exellent, your skins are awsome, keep it up!

@Kixer+Hit+Scyth-Master+Deathell: Main post has been updated, I will assign Deathell a more permanent job, and tell us what you think of the terrain Kixer, as hit needs to refine it.

Best of luck.
 
Level 8
Joined
Mar 6, 2007
Messages
542
The terrain looks good, although I would like to see a bit more variation in heights ( platforms ect ).

As most of you know my pc is down so I won’t finish the gameplay for quite a while, but in the mean time ( if Rath doesn’t mind ) I'd like to design the team creeps, bonuses and Lore... I’ve already got a basic idea but only for non neutral creeps ( neutral could be Death's job? )

On the subject of affiliation I think its a great idea! And the hosting would be much appreciated!

@Deathell - Welcome to the Team!

Right, the actual unit production is Deaths job, but you can do a basic layout of the units and hand him the blueprints to flesh out. And about Lore, do you mean character lore? Because I kind of have that figured out and planned with cross-campaign connections... And the factions (ex. Horde/Alliance, Scourge, Titans/God) have a really good backstory. Just tell me what your planning on making and I will see if I already have it done.

Team Creeps and bonuses I'll leave up to you, but let Death create them , as I need you to do spell triggering! :emote_dribble:
 
Level 9
Joined
Jul 27, 2006
Messages
652
Dreadlords -WIP-

These are the two Dreadlord Fractions: -WIP-


The Dreadlords
The Lore:

Vanerath
One of the oldest Dreadlord in the service of the Legion. Vanerath has developed his magical skills to such a point that he radiates magical energies to all of his followers, causing them to have increased mana regeneration and take reduced damage from spells.
Vanerath decided to control one of the fractions to prove to the younger Dreadlords that he must still be respected.
He takes magical beings as his disciples and converts them to the dead by means of magic to preserve their souls.

Natherock
A young Dreadlord who is steadily rising amongst the ranks, he believes the brute force can over come any magical power and decided to prove his theory by taking on Vanerath. Natherock war cries and presence inspire his troops and allow them to deal increased damage and recover quicker.
The strongest humans and orc were slaughtered and reincarnated to make up Natherock's brutal fraction.

I am still working on the basic idea of each fraction units. They will both have the same normal creeps ( mutants and ghouls ) but they will also have their own special units.
Also creeps will enter the maze in pairs or groups of three, group ideas will be added later.

Creeps :

1.
Name : Mutant
Range : Melee
Damage : Low
Health: High
Amour: Low
Spells: Desieased Attack ( Slow Poison)
Lore:
The last disgusting remnant of a once proud Dalaran villager, mutated by the transportation to the maze. His rotting flesh desieases his foes and slows there movespeed.


2.
Name : Crypt Fiend
Range : Medium
Damage : Medium
Health: Low
Amour: Low
Spells: Spell Resistance
Lore:
A nurubian spider bought to the maze because of its long range and resistance to most types of magic.


3.
Name : Ghoul
Range : Melee
Damage : Medium
Health: Medium
Amour: Low
Spells: None
Lore:
Many brave footmen were lost in the attempt to save Dalaran, their body parts were thrown together to create a vast army of ghouls.


4.
Name : Gargoyle
Range : Long
Damage : High
Health: Low
Amour: Low
Spells: Stone Form
Lore:
The ghastly reincarnation of the flying race which was conquered by the legion shortly before coming to Azeroth.


The Dreadlord's Armies : -WIP-
Vanerath's Army :

1.
Name : Necromancer
Range : Medium
Damage : Medium
Health: Low
Amour: Low
Spells: Soul blast ( instant fireball ), reincarnate
Lore:
A dark magician of the Scourge. Once a wizard of Dalaran who was transformed into a semi-dead by Vanerath. Skilled in the ways of reincarnation and corruption.


2.
Name : Obsidian
Range : Medium
Damage : Low
Health: High
Amour: Low
Spells: Feedback, Mana burn
Lore:
A mix between a corrupted magician and a gargoyle, this hideous creature hungers for magic and those who posses it. Skilled in the ways of mana destruction!


3.
Name : Felblog
Range : Melee
Damage : High
Health: Medium
Amour: Medium
Spells: Berserk
Lore:
A corrupted furblog imported from the forests of Ashenvale, this brute is the only real muscle that Vanerath possesses. It is often driven into a frenzy by its necro controller.


4.
Name : Revenant
Range : Medium
Damage : Medium
Health: Low
Amour: High
Spells: Frost Shield, Frost Nova
Lore:
These revenants are the discarded souls of many of the Archmages lost in the battle for Dalaran, their souls have been encased in steel and their frost magic has now been harnessed by the Legion.


5.
Name : Fel Treant
Range : Melee
Damage : Medium
Health: Low
Amour: High
Spells: Return Damage
Lore:
A corrupted treant imported from the Forest of Ashenvale, its tough hide takes little damage and may cause an enemy to injure itself.


6.
Name : Voidwalker
Range : Medium
Damage : Medium
Health: Medium
Amour: Low
Spells: Deaths Presence ( Reduce Damage Aura ), Evasion
Lore:
The soul of a dead magician anchored in this realm by a Necromancers magic, this unit’s frightful presence reduces the confidence of enemy units and has a chance to fad in and out of existence allowing it to dodge an attack. .


Natherock's Army :


1.
Name : Abomination
Range : Melee
Damage : High
Health: High
Amour: Low
Spells: None
Lore:
Brute force has a new name. This disgusting beast is a blend of dead bodies enriched with nercro magic, its strength cannot be matched by any other unit in either Army.


2.
Name : Satyr Magician
Range : Medium
Damage : Low
Health: Low
Amour: Medium
Spells: Mana burn, Fiery Fire
Lore:
One of the few magical beings used by in this army, it may not be very brutal but this unit is capable of ruining an opponents chance at a spell combo. This unit serves the Legion like its forefathers and will fight to its end.


3.
Name : Meat Wagon
Range : Long
Damage : Medium
Health: Medium
Amour: Medium
Spells: AoE damage
Lore:
A brutish creation of the Scourge, this catapult hurls the remains if dead units which explode upon impact. It was engineered by Gnome mercenaries long before the rise of the Scourge.


4.
Name : Zurgling
Range : Melee
Damage : Medium
Health: Low
Amour: Low
Spells: Critical Strike
Lore:
Do not be deceived by its size, this deadly creature can pack a punch when hitting an enemy the right spot. This unit is resurrection of a peaceful creature from a distant dimension it was initially created in a resurrection error by a young necromancer, when ghouls were ordered to put it down it put up a seriously fight and was marked with potential.

Requirements : Dead/decayed skin

Still a WIP ( 2 Natherock unit still required )

I'll keep updating as more ideas come to me!
 
Last edited:
Level 9
Joined
Jul 27, 2006
Messages
652
Points

Ok since i know Raths gonna have questions :)wink:) im just going to clear up some of my ideas for the creeps/fractions:
1. The main type of creeps will be undead, this is because this is an undead tornament.
2. The two fractions have different styles of creeps, this is to add to game diversity.
3. The above plan is just a guideline for Death's job.
4. Creep will move in strategic groups.
 
Level 8
Joined
Mar 6, 2007
Messages
542
Remember its not so much a race as a offshoot of the undead. But yea kixer I realize you are still fleshing out so here is some advice:

-Make the dreadloards actual heros that spawn like supercreeps when their team does something really cool (like a quad hero kill)

-More creeps! (self explanitory)

-Is there a roaming faction of neutral monsters? I think there should be, and if there is remember to give stats to them too

-More dynamic monsters! Give em cool histories, like make the gouls be reincarnated children from dalaran that are killing their fathers or something

-More diversity! You don't have to bend to the label of undead, make the label bend for you! Make undead furblogs and satyrs, undead boars and draeni, definetly use undead trolls and orcs, hell make undead undead (like demons)!
 
Level 8
Joined
Mar 6, 2007
Messages
542
Ok those were just the base creeps, the average undead warriors. Each fraction (not race).
When i start with the Dreadlords army you'll see more dynamic units.
Btw it would be much better if we used skins for things like undead furblogs.
I was thinking the Dreadlords could be the unit the attacker has to kill?

Just want some origionality, i'm absolutely fine with skins although it will increase map size, and I think THE_END wants to do some more as well.

Dreadlord heros sound fine, but the atting side should have a supercreep dreadlord that spawns every 5 min or something, because the assaulting side cannot be attacked realisticly.
 
Level 9
Joined
Jul 27, 2006
Messages
652
I dont think the assult team should have a dreadlord as a super creep, they after all will have more creeps spawning than the other team and i dislike the idea of a hero running to attack the base.
As for creep origionality, i'll try add some to the base creeps, but the origional part will come in with the Dreadlords army.
 
Level 8
Joined
Mar 6, 2007
Messages
542
Yay! hits back! I just entered the Terraining Challenge by Rui, can you give me some advice on my entries?

-Anyway @Team TNG- About heroes, I've typed up almost everything (just finished 3 today) and was wondering what format I should attach the hero data in?

Edit: Good morning everyone! (well its 11pm here and I guess it should be morning over there) :emote_sleepy:
-Finished Heroes!!!!!!!! Thats right all of my 20!!!! :emote_clap: :emote_clap: :emote_clap: :emote_clap: :emote_clap: :emote_clap:
-Kixer I think you have an average of over 75 custom moves to make (ow)
-Hero data is attached for the units I have on this comp, will add the rest when I find the files
-I like how the creeps turned out, they seems better now that we have the specialized units (yay you added undead furblog!).
 

Attachments

  • rael hero information.doc
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  • lucretia hero information.doc
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  • Iname Hero Information.DOC
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  • Ecclesia Hero Information.DOC
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  • annoura hero information.doc
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  • sa'al hero information.doc
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  • ra'zon hero information.doc
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  • ratherion hero information.doc
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  • rancette hero information.doc
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Last edited:
Level 19
Joined
Jul 19, 2006
Messages
2,307
Barbarian Tyrant

Primary Attribute: Strength
Starting Strength: 26
Starting Intelligence: 18
Starting Agility: 22
Strength Gained Each Level: 3.50
Intelligence Gained Each Level: 1.45
Agility Gained Each Level: 2.75
Model Used: Beast Lord (Possibly with a custom Human skin)
Icon Used: Beast Lord (If skin is used, change icon as well)
Scaling Value: 1.00
Selection Scale: 1.50
Tinting Color:
R: 255
G: 200
B: 255
Movement Type: Foot
Movement Speed: 255
Description:
Brutality Specialist, great at killing heroes and units in groups. Specializes in attacks that deal maximum damage to enemy units, and abilities that can easily cut through even the largest armies.
Attacks land units.
Abilities:

Shovel Axes:
Level 1:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 150 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 300 damage to the unit targeted. Costs 100 mana and has a 17 second cooldown.
Level 2:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 250 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 500 damage to the unit targeted. Costs 100 mana and has a 15 second cooldown.
Level 3:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 375 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 750 damage to the unit targeted. Costs 100 mana and has a 13 second cooldown.
Level 4:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 500 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 1000 damage to the unit targeted. Costs 100 mana and has a 10 second cooldown.

Bloody Hands:
Level 1:
While this spell is active, everytime the hero is attacked it temporarily gains +2 damage and +25 health points. Costs 120 mana, has a 30 second cooldown, and lasts 15 seconds.
Level 2:
While this spell is active, everytime the hero is attacked it temporarily gains +4 damage and +35 health points. Costs 120 mana, has a 45 second cooldown, and lasts 25 seconds.
Level 3:
While this spell is active, everytime the hero is attacked it temporarily gains +6 damage and +45 health points. Costs 120 mana, has a 60 second cooldown, and lasts 40 seconds.
Level 4:
While this spell is active, everytime the hero is attacked it temporarily gains +8 damage and +65 health points. Costs 120 mana, has a 80 second cooldown, and lasts 65 seconds.

Hydra Spin:
Level 1:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 7 damage to every unit under the movable tornado. Costs 90 mana, has a 30 second cooldown, and lasts 20 seconds.
Level 2:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 13 damage to every unit under the movable tornado. Costs 100 mana, has a 60 second cooldown, and lasts 40 seconds.
Level 3:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 18 damage to every unit under the movable tornado. Costs 110 mana, has a 120 second cooldown, and lasts 80 seconds.
Level 4:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 25 damage to every unit under the movable tornado. Costs 120 mana, has a 120 second cooldown, and lasts 100 seconds.

Darkfall:
Level 1:
Makes 15 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control for 30 seconds. Costs 150 mana and has a 140 second cooldown.
Level 2:
Makes 25 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control for 45 seconds. Costs 150 mana and has a 140 second cooldown.
Level 3:
Makes 35 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control forever, however, if the unit is a hero it will only be yours for 60 seconds. Costs 150 mana and has a 140 second cooldown.

That's about as custom as I can get. It's definitly the best hero I've posted on this thread.
 
Level 8
Joined
Mar 6, 2007
Messages
542
O joy, I've had problems with tree revival in the past, but if you've got it down thats exellent.

@Scyth- EXELLENT HERO! exactly what I was looking for. I've already used a mass charm move, so we can re-config his ulti, but I like Bloody Hands very much. We will have 2 nerf the throwing axe (1000 dmg!) and vamp tornado (25 dps!) but other than that very good.

@hit- tu es francais?
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Ritualistic Naga

Primary Attribute: Intelligence
Starting Strength: 19
Starting Intelligence: 30
Starting Agility: 16
Strength Gained Each Level: 1.85
Intelligence Gained Each Level: 3.25
Agility Gained Each Level: 1.10
Model Used: Naga Royal Guard (Possibly Naga Incursor)
Icon Used: Naga Royal Guard (Possibly Naga Incursor)
Scaling Value: 1.25
Selection Scale: 1.75
Tinting Color:
R: 255
G: 255
B: 255
Movement Type: Foot
Movement Speed: 315
Description:
Magical hero, adept at destroying the armor and weapon of any enemy opponent. "Take out the body and the head must die," is a perfect to describe the way the Ritualist does his work...
Attack land units.
ABILITIES:

Soul Ritual:
Level 1:
Enchants a target friendly unit's soul, creating an unbeatable aura within the soul of the friendly unit. When the targeted unit dies, it will be transformed into a random creature to avenge his ancestors as well as to revenge itself. The creature's level varies from 1-3, if the creature is not killed before its 45 second life expires, it shall grant you 5 gold to thank you for summoning it once more, and will finnaly dissapear. Costs 75 mana and has a 35 second cooldown.
Level 2:
Enchants a target friendly unit's soul, creating an unbeatable aura within the soul of the friendly unit. When the targeted unit dies, it will be transformed into a random creature to avenge his ancestors as well as to revenge itself. The creature's level varies from 2-5, if the creature is not killed before its 60 second life expires, it shall grant you 10 gold to thank you for summoning it once more, and will finnaly dissapear. Costs 75 mana and has a 35 second cooldown.
Level 3:
Enchants a target friendly unit's soul, creating an unbeatable aura within the soul of the friendly unit. When the targeted unit dies, it will be transformed into a random creature to avenge his ancestors as well as to revenge itself. The creature's level varies from 3-7, if the creature is not killed before its 75 second life expires, it shall grant you 15 gold to thank you for summoning it once more, and will finnaly dissapear. Costs 75 mana and has a 35 second cooldown.
Level 4:
Enchants a target friendly unit's soul, creating an unbeatable aura within the soul of the friendly unit. When the targeted unit dies, it will be transformed into a random creature to avenge his ancestors as well as to revenge itself. The creature's level varies from 5-10, if the creature is not killed before its 90 second life expires, it shall grant you 20 gold to thank you for summoning it once more, and will finnaly dissapear. Costs 75 mana and has a 35 second cooldown.

Mutated Scabies:
Level 1:
Summons a powerful swarm of Scabies to aid you. Scabies can attach themselves to non-hero units and make them forcefully attack enemies of the mutants. Everytime the target enemy unit attack a unit its attack will be reduced by 4. Once the enemy unit's attack damage comes to 0 it will die. Costs 100 mana and has a 60 second cooldown.
Level 2:
Summons a powerful swarm of Scabies to aid you. Scabies can attach themselves to non-hero units and make them forcefully attack enemies of the mutants. Everytime the target enemy unit attack a unit its attack will be reduced by 3. Once the enemy unit's attack damage comes to 0 it will die. Costs 90 mana and has a 60 second cooldown.
Level 3:
Summons a powerful swarm of Scabies to aid you. Scabies can attach themselves to non-hero units and make them forcefully attack enemies of the mutants. Everytime the target enemy unit attack a unit its attack will be reduced by 2. Once the enemy unit's attack damage comes to 0 it will die. Costs 80 mana and has a 60 second cooldown.
Level 4:
Summons a powerful swarm of Scabies to aid you. Scabies can attach themselves to non-hero units and make them forcefully attack enemies of the mutants. Everytime the target enemy unit attack a unit its attack will be reduced by 1. Once the enemy unit's attack damage comes to 0 it will die. Costs 70 mana and has a 60 second cooldown.

Cacti Chamber:
Level 1:
Creates a chamber of man-eating plants around the hero. The hero may not move or attack, but the hero may choose to stop the Cacti Chamber at any time or drain all of his mana into the Cacti Chamber to empower it. Every 50 mana points drained will give the Cacti Chamber +1 damage and +10 health points. While the Cacti Chamber is still alive the hero is invulnerable. When the Cacti Chamber dies it will drain all of its remaining mana into the hero. Costs 140 mana and has a 120 second cooldown.
Level 2:
Creates a chamber of man-eating plants around the hero. The hero may not move or attack, but the hero may choose to stop the Cacti Chamber at any time or drain all of his mana into the Cacti Chamber to empower it. Every 50 mana points drained will give the Cacti Chamber +2 damage and +20 health points. While the Cacti Chamber is still alive the hero is invulnerable. When the Cacti Chamber dies it will drain all of its remaining mana into the hero. Costs 140 mana and has a 120 second cooldown.
Level 3:
Creates a chamber of man-eating plants around the hero. The hero may not move or attack, but the hero may choose to stop the Cacti Chamber at any time or drain all of his mana into the Cacti Chamber to empower it. Every 50 mana points drained will give the Cacti Chamber +3 damage and +30 health points. While the Cacti Chamber is still alive the hero is invulnerable. When the Cacti Chamber dies it will drain all of its remaining mana into the hero. Costs 140 mana and has a 120 second cooldown.
Level 4:
Creates a chamber of man-eating plants around the hero. The hero may not move or attack, but the hero may choose to stop the Cacti Chamber at any time or drain all of his mana into the Cacti Chamber to empower it. Every 50 mana points drained will give the Cacti Chamber +5 damage and +50 health points. While the Cacti Chamber is still alive the hero is invulnerable. When the Cacti Chamber dies it will drain all of its remaining mana into the hero. Costs 140 mana and has a 120 second cooldown.

Hydra:
Level 1:
Summons a Hydra that grows when it kills an enemy unit. Every time it kills at it grows larger and gains +3 attack damage and +100 hit points. Once the Hydra has gained +1000 hit points and +30 attack damage, it is transformed into a Hydra Queen. The Hydra Queen spawns another Hydra when it dies. Once transformed into a Hydra Queen, it will gain +4 attack damage and + 150 health points everytime it kills a unit. Also, once it turns into a Hydra Queen it will only dissapear when killed. When the Summoned unit is a Hydra it lasts 300 seconds. Costs 250 mana and has a 480 second cooldown.
Level 2:
Summons a Hydra that grows when it kills an enemy unit. Every time it kills at it grows larger and gains +4 attack damage and +150 hit points. Once the Hydra has gained +1000 hit points and +30 attack damage, it is transformed into a Hydra Queen. The Hydra Queen spawns another Hydra when it dies. Once transformed into a Hydra Queen, it will gain +5 attack damage and +200 health points everytime it kills a unit. Also, once it turns into a Hydra Queen it will only dissapear when killed. When the Summoned unit is a Hydra it lasts 320 seconds. Costs 270 mana and has a 480 second cooldown.
Level 3:
Summons a Hydra that grows when it kills an enemy unit. Every time it kills at it grows larger and gains +5 attack damage and +200 hit points. Once the Hydra has gained +1000 hit points and +30 attack damage, it is transformed into a Hydra Queen. The Hydra Queen spawns another Hydra when it dies. Once transformed into a Hydra Queen, it will gain +6 attack damage and +250 health points everytime it kills a unit. Also, once it turns into a Hydra Queen it will only dissapear when killed. When the Summoned unit is a Hydra it lasts 300 seconds. Costs 250 mana and has a 480 second cooldown.

This hero is also very custom, I don't know if you will like it is much as my masterpiece the Barbarian Tyrant but it is still pretty good in my book.
 
Level 8
Joined
Mar 6, 2007
Messages
542
Hehe, the tree revival is simple with Jass. :smile:
That hero needs sum serious nerfing!
Have you guys been designing the heros to work well in combos? Because you know thats what makes a good hero orientated game, take dota for example?

Yes Heroes are Designed for teamwork (ex. Lethal Kinetics + Time Skip, Dawn + Reconfigure (REALLY COOL MOVE, will post))

ULTIMATE = Reconfigure
  • (changes places of enemy heroes)
  • Lv.1- Swaps target hero with the enemy hero with the lowest health in a lcolossal (4000) range, 180 dmg to each swapped hero <130 sec cool, 280 mana>
  • Lv.2- Swaps target hero with the enemy hero with the lowest health in a titanic (8000) range, 240 dmg to each swapped hero <130 sec cool, 280 mana>
  • Lv.3- Swaps target hero with the enemy hero with the lowest health on the map, 300 dmg to each swapped hero <130 sec cool, 280 mana>
  • @Scyth- I like the spirit vengance one, and the hydra is really cool for an ulti, swarms I don't quite get, but I guess it could fit. I was thinking of adding a total summon Hero with an aura that makes his summons WAY beefier (ex 120% attack spd, 80% movespd, 30% dmg increase) And we could use these moves for that one.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Barbarian Jumbo

Primary Attribute: Strength
Starting Strength: 25
Starting Intelligence: 20
Starting Agility: 21
Strength Gained Each Level: 3.00
Intelligence Gained Each Level: 2.00
Agility Gained Each Level: 2.10
Model Used: Enforcer (Possibly with hero glow special effect)
Icon Used: Enforcer
Scaling Value: 1.50
Selection Scale: 1.85
Tinting Color:
R: 255
G: 255
B: 255
Movement Type: Foot
Movement Speed: 300
Description:
Especially powerful hero, Jumbo literally means an especially large or powerful person. Great at getting rid of large super-creeps (bosses or powerful enemy units).
Attacks land units.

ABILITIES:

Decapitating Blow:
Level 1:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 5 seconds, and takes 125 damage. Costs 75 mana and has a 25 second cooldown.
Level 2:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 10 seconds, and takes 200 damage. Costs 75 mana and has a 25 second cooldown.
Level 3:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 15 seconds, and takes 275 damage. Costs 75 mana and has a 25 second cooldown.
Level 4:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 20 seconds, and takes 350 damage. Costs 75 mana and has a 25 second cooldown.

In the belly of the beast:
Level 1:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 50% damage of the Jumbo's normal ax attack but stuns any unit hit with the spear for 1 second, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 2:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 60% damage of the Jumbo's normal ax attack but stuns any unit hit with the spear for 2 seconds, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 3:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 70% damage of the Jumbo's normal ax attack but stuns any unit hit with the spear for 3 seconds, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 4:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 80% damage of the Jumbo's normal ax attack but stuns any unit hit with the spear for 4 seconds. You may switch back to your normal ax attack to regain full attack damage.

Pandaren Haze:
Level 1:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a short distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 2:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a reasonable distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 3:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a great distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 4:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport an extreme distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.

Armageddon:
Level 1:
Gives all heroes that have Strength as their primary attribute including the Jumbo +20% attack speed and 10% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.
Level 2:
Gives all heroes that have Strength as their primary attribute including the Jumbo +30% attack speed and 20% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.
Level 3:
Gives all heroes that have Strength as their primary attribute including the Jumbo +40% attack speed and 30% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.

This is another Barbarian hero based around strength and dealing damage, I think they're my best.
 

hit

hit

Level 6
Joined
Feb 15, 2006
Messages
109
Decapitating Blow:
Level 1:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 5 seconds, and takes 125 damage. Costs 75 mana and has a 25 second cooldown.
I think if this power can't touch hero unit then it's good (and nerf 125 damage to 100 or change the cooldown to 30/35 sec)
In the belly of the beast:
Level 1:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 50% damage of the Jumbo's normal ax attack but stuns any unit hit with the spear for 1 second, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Chance to stune and it's perfect (but have 40% to stun any unit hit with the spear for 1 second)
Other are perfect
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Barbarian Jumbo (Balanced)

Primary Attribute: Strength
Starting Strength: 25
Starting Intelligence: 20
Starting Agility: 21
Strength Gained Each Level: 3.00
Intelligence Gained Each Level: 2.00
Agility Gained Each Level: 2.10
Model Used: Enforcer (Possibly with hero glow special effect)
Icon Used: Enforcer
Scaling Value: 1.50
Selection Scale: 1.85
Tinting Color:
R: 255
G: 255
B: 255
Movement Type: Foot
Movement Speed: 300
Description:
Especially powerful hero, Jumbo literally means an especially large or powerful person. Great at getting rid of large super-creeps (bosses or powerful enemy units).
Attacks land units.

ABILITIES:

Decapitating Blow:
Level 1:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 5 seconds, and takes 125 damage. Costs 75 mana and has a 25 second cooldown.
Level 2:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 7 seconds, and takes 175 damage. Costs 75 mana and has a 25 second cooldown.
Level 3:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 10 seconds, and takes 225 damage. Costs 75 mana and has a 25 second cooldown.
Level 4:
Cuts a vulnerable part of the target enemy unit. The unit is weakened severely, thrown into the air, and is knocked unconscious (Sleep Ability: Dreadlord) for 13 seconds, and takes 275 damage. Costs 75 mana and has a 25 second cooldown.

In the belly of the beast:
Level 1:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 50% damage of the Jumbo's normal ax attack but has a 20% chance to stun any unit hit with the spear for 1 second, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 2:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 60% damage of the Jumbo's normal ax attack but has a 30% chance to stun any unit hit with the spear for 2 seconds, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 3:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 70% damage of the Jumbo's normal ax attack but has a 40% chance to stuns any unit hit with the spear for 3 seconds, this does not stack if you attack the same unit again. You may switch back to your normal ax attack to regain full attack damage.
Level 4:
Equips a specially made Barbarian spear, giving the Jumbo a ranged attack that deals 80% damage of the Jumbo's normal ax attack but has a 50% chance to stun any unit hit with the spear for 4 seconds. You may switch back to your normal ax attack to regain full attack damage.

Pandaren Haze:
Level 1:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a short distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 2:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a reasonable distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 3:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport a great distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.
Level 4:
Creates an alcoholic illusion around the hero, giving him invulnerability to spells and the ability to teleport an extreme distance. Lasts 50 seconds, has a 45 second cooldown, and costs 100 mana.

Armageddon:
Level 1:
Gives all heroes that have Strength as their primary attribute including the Jumbo +20% attack speed and 10% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.
Level 2:
Gives all heroes that have Strength as their primary attribute including the Jumbo +30% attack speed and 20% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.
Level 3:
Gives all heroes that have Strength as their primary attribute including the Jumbo +40% attack speed and 30% movement speed. Lasts 120 seconds, has a 200 second cooldown, and costs 160 mana.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
Barbarian Tyrant (Balanced)

Primary Attribute: Strength
Starting Strength: 26
Starting Intelligence: 18
Starting Agility: 22
Strength Gained Each Level: 3.50
Intelligence Gained Each Level: 1.45
Agility Gained Each Level: 2.75
Model Used: Beast Lord (Possibly with a custom Human skin)
Icon Used: Beast Lord (If skin is used, change icon as well)
Scaling Value: 1.00
Selection Scale: 1.50
Tinting Color:
R: 255
G: 200
B: 255
Movement Type: Foot
Movement Speed: 255
Description:
Brutality Specialist, great at killing heroes and units in groups. Specializes in attacks that deal maximum damage to enemy units, and abilities that can easily cut through even the largest armies.
Attacks land units.
Abilities:

Shovel Axes:
Level 1:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 50 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 200 damage to the unit targeted. Costs 100 mana and has a 17 second cooldown.
Level 2:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 100 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 300 damage to the unit targeted. Costs 100 mana and has a 15 second cooldown.
Level 3:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 150 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 400 damage to the unit targeted. Costs 100 mana and has a 13 second cooldown.
Level 4:
Throws an axe that can cuts through any obstacles in the way including trees and enemy units. The axe deals 200 damage to any units that get in the way of the missle, cuts down any trees in the way, and deals 500 damage to the unit targeted. Costs 100 mana and has a 10 second cooldown.

Bloody Hands:
Level 1:
While this spell is active, everytime the hero is attacked it temporarily gains +2 damage and +15 health points. Costs 120 mana, has a 30 second cooldown, and lasts 15 seconds.
Level 2:
While this spell is active, everytime the hero is attacked it temporarily gains +3 damage and +25 health points. Costs 120 mana, has a 45 second cooldown, and lasts 25 seconds.
Level 3:
While this spell is active, everytime the hero is attacked it temporarily gains +5 damage and +35 health points. Costs 120 mana, has a 60 second cooldown, and lasts 40 seconds.
Level 4:
While this spell is active, everytime the hero is attacked it temporarily gains +8 damage and +50 health points. Costs 120 mana, has a 80 second cooldown, and lasts 65 seconds.

Hydra Spin:
Level 1:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 7 damage to every unit under the movable tornado. Costs 90 mana, has a 30 second cooldown, and lasts 20 seconds.
Level 2:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 10 damage to every unit under the movable tornado. Costs 100 mana, has a 60 second cooldown, and lasts 40 seconds.
Level 3:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 13 damage to every unit under the movable tornado. Costs 110 mana, has a 120 second cooldown, and lasts 80 seconds.
Level 4:
Lifts the Tyrant into the air and forms a large tornado. The Tyrant may move over enemy units while on the tornado. Deals 15 damage to every unit under the movable tornado. Costs 120 mana, has a 120 second cooldown, and lasts 100 seconds.

Darkfall:
Level 1:
Makes 15 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control for 30 seconds. Costs 150 mana and has a 140 second cooldown.
Level 2:
Makes 20 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control for 45 seconds. Costs 150 mana and has a 140 second cooldown.
Level 3:
Makes 25 Voodo spirits fall from the sky and land in the targeted area. If a spirit lands on an enemy unit, the unit will be under your control forever, however, if the unit is a hero it will only be yours for 60 seconds. Costs 150 mana and has a 140 second cooldown.
 
Last edited:

hit

hit

Level 6
Joined
Feb 15, 2006
Messages
109
Name: Hit'erber
Nam2: Archmage
Type: Melee Hero
Primary Attribute: Intelligence
Starting Strength: 20
Starting Intelligence: 28
Starting Agility: 19
Strength Gained Each Level: 1.50
Intelligence Gained Each Level: 3.80
Agility Gained Each Level: 0.90
Time of recharge : 2.13
Model Used: ??? (Paladin ? Or a ghost)
Movement Type: Foot
Movement Speed: 320

Attacks land units.
Abilities:

Light Rain
  • :
  • A rain of light heal ally(includ himself) and deal damage to ennemi. There is two wawe of heal and one wawe of damage, 700 range, 300 zone.
  • Lv.1- Deal 50 damage and heal 80 life per wawe (160) <12 sec cooldown, 75 mana cost>
  • Lv.2- Deal 75 damage and heal 120 life per wawe (240) <12 sec cooldown, 75 mana cost>
  • Lv.3- Deal 100 damage and heal 160 life per wawe (320) <12 sec cooldown, 75 mana cost>
  • Lv.4- Deal 125 damage and heal 200 life per wawe (400) <12 sec cooldown, 75 mana cost>
  • Concentration [Trigger] :
  • The healer morph a percent of his mana (Not the mana max, including the cost of mana) to psychique damage for ennemi or heal for ally, he don't loose his mana , 700 range.
  • Can be lunch on him.
  • Lv.1- Morph 8% of his mana to damage or heal <60 sec cooldown, 70 mana cost>
  • Lv.2- Morph 16% of his mana to damage or heal <60 sec cooldown, 80 mana cost>
  • Lv.3- Morph 24% of his mana to damage or heal <60 sec cooldown, 90 mana cost>
  • Lv.4- Morph 32% of his mana to damage or heal <60 sec cooldown, 100 mana cost>
  • Divin Protection [Trigger] :
  • Creat a protection on a unit who become invunerable for a laps of time, can be lunch on him, 500 range.
  • Lv.1- Creat a protection who dure 10 sec <30 sec cooldown, 80 mana cost>
  • Lv.2- Creat a protection who dure 16 sec <30 sec cooldown, 80 mana cost>
  • Lv.3- Creat a protection who dure 22 sec <30 sec cooldown, 80 mana cost>
  • Lv.4- Creat a protection who dure 28 sec <30 sec cooldown, 80 mana cost>
  • Holy drink [Trigger] :
  • The healer drain life of one ennemi unit, this life is partage (divide) for all ally unit(Include himself) in a zone 500, drain every second for 10 sec, 500 range-700 max range
  • Lv.1- Drain 50 life per sec, partage the lifeX2(100) for the ally unit <100 sec cooldown, 150 mana cost>
  • Lv.2- Drain 100 life per sec, partage the lifeX3(300) for the ally unit <100 sec cooldown, 150 mana cost>
  • Lv.3- Drain 150 life per sec, partage the lifeX4(600) for the ally unit <100 sec cooldown, 150 mana cost>
  • Sorry for my english if its to hard to read, ..., If you want we can do what say Kixer, he can't do damage but he is invunerable (Juste change the power)
  • -Edit- Added range, zone (I like the non-invulnerable ^^)
 
Last edited:
Level 8
Joined
Mar 6, 2007
Messages
542
ALRIGHT! Thanks a load for the support Wolverabid, it is much appreciated. If you could make a button dropdown table for the Hero Development and Traps, (don't know how...) and freshen it up that would be exellent!

THE_END we can definetly add you, and sure make a skin for the beastie.

I've been REAL busy with school the past while but just got back on track, I already made a non-combat healer (Lucretia) but have you seen her? if not I will add to my massive list of heroes. But we can easily do more than 1 healer!

Edit: it just occured to me at the time of this post me and Scyth-master have the sam postcount...

Edit: ok, srry about delaying heroes for a bit, just have to sort through the 40 different sheets of paper I did the rough drafts on in science. Will have all of 30 (I think thats the total) posted by friday with needed moves)
 
Level 9
Joined
Jul 27, 2006
Messages
652
Update

@ Hit - You mean the creeps ? Ya that would help!


Heros

Ok here are three of my Heros, two are intelligance and one is strength. I dont particularly like agility so i probably will only do one agility hero.

The Heros are :

Palaan , the Blood Savior - Combat Healer/Support
Chieftain Stonebull , the Tauren Chieftain - Tank/Creeper
Torzar , the Tinker - Nuker

Creeps

[self=http://hiveworkshop.com/forums/showpost.php?p=247851&postcount=113]Creeps[/self] Updated - 2 Creeps still required

Creep Count :

Nutral - 5
Vanerath - 6
Natherock - 4
 

Attachments

  • Chieftain Stonebull , the Tauren Chieftain.doc
    41 KB · Views: 109
  • Palaan , the Blood Savior.doc
    39 KB · Views: 86
  • Torzar , the Tinker.doc
    43 KB · Views: 97
Level 8
Joined
Mar 6, 2007
Messages
542
*gasp* I'm ALIVE!

lol, srry for being inactive 4 a few days, kind of got lost in schoolwork.

@everybody on the team- most advanced map is terrain, I think since kixer is doin hero abilities that hit should start on the basic-basic gameplay triggers (just so we can test the heroes on the terrain), then kixer could come back and polish it up.

@kixer- creeps = 3000/10 exellent job GO ZERGLINGS! (maybe add hydralisk for heavy rng supporter/dmg dealer)

@deathell - seeing as your doing units, could you draw up a master unit plan that includes kixer's creeps for us 2 see? that would be awsome

@hit- plz, if you can, just make it so we can play test the heroes at teh most basic level ( like 5 militia from each side every 20 sec, in the center, thats all)

@THE_END- you will get to experience your awsome hero in action as soon as we bagin testing, but until then I would really like it if I could see what progress you have made on Ecclesia, thanks

@scyth- your definetly the lead tester, therefore you have the right to recruit new alpha/beta teters, but don't go overboard, and the project members all have a right to test as well (i'll give the final word on recruits fyi)

@everyone else- thanks 4 support, this thread is really just for development due to time-zone differences that lead to lack of contact, but anything you have to say (in a posistive manner, but constructive critisism is OK, no flaming) would be appreciated,
 
Level 24
Joined
Jun 26, 2006
Messages
3,406
since Ratherion invited us to add ideas, maybe have a bunch of structures around the maze that add bonuses to you wherever you are on the map? like have them start off neutral, put them in out of the way places, and then make it so you can take control of it from whoever has it.
 
Level 19
Joined
Jul 19, 2006
Messages
2,307
New Idea:
Poets:
Taken from one of my earlier projects, they are strange units that have powerful auras, these auras benefit to whoever gets close enough. Though they are powerful, their mightiness may only be controlled if you hire them for a certain amount of money. Once hired, they may not move, are invulnerable, and give bonuses to your troops when they near.
 
Level 8
Joined
Mar 6, 2007
Messages
542
like no control with wanderlust.... sounds interesting!

but anyway

I got hit's hero in the e-mail, but I think I missed the others, no offense but I was kind of lost for a few days, could you send me the link to the post/attacments or the page number of the thread? thnx

@teh ephy- you probaly have not seen the map, It's kind of crowded as-is, being a giant city/maze really there is barely room for the bases, good idea tho

@hit- this is basicly what I need you to do
1. Open terrain map
2. Add spawn regions on each side (in the center of the bases or on the 3 spawnpoints if you wish)
3. have each point spawn 10 gouls every 20 seconds
4. create a trigger for the gouls to attack-through the other side of map
(like- "when unit owned by (player) enters (area), order (triggering unit) to (attack-through) to (reigon)

Thnx, srry about not posting all the heroes i've made, its taking longer than I thought to find-retype them all.
 
Level 9
Joined
Jul 27, 2006
Messages
652
Lets try and keep the map professional for the first few versions, get some people interested / hosting and then add in a few fun modes?

@ Rath - You gonna enter the spell contest?
 
Level 8
Joined
Mar 6, 2007
Messages
542
Im pretty sure Rath would have no problem with that,
On that note i have a little request for the Terrain, could it have several points along each path where Dreadlord Units could set up camp/fortifications. I need this for an extra function iv thought of adding to the creep movement system, its when creeps stop advancing and stay in one location and wait for a push ect. It'll add some dynamics to the game, as well as stratergy ( e.g ranged creeps on higher ground attacking heros/creeps ). Just let me know what you think.
@hit - is that the terrain for Lorderon War? It looks pretty damn sweet! If you need any help with triggering/ideas just ask...

That would be awsome, I think there are already many places like that, you just have to look at it a bit harder
 
Level 7
Joined
Sep 25, 2006
Messages
284
Have any of the heroes been made yet? If yes, then I needa see 'em to balance em out. Caus all it says is:
"Name : Mutant
Range : Melee
Damage : Low
Health: High
Amour: Low
Spells: Desieased Attack ( Slow Poison)"

But I don't know how low "Low" is =/
 
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