- Joined
- Dec 22, 2008
- Messages
- 207
Enter The Pit v.1.1 Pre-Release
Offensive: Attack (Q)
Causes the footman to attack dealing normal damage equal to 40% of this units' health.
Special: Charge (W)
Charge at a target location dealing 50 siege damage to any unit obstructing your path and knocking them back. Will additionally stun units for 3 seconds on collision.
Defensive: Defend (E)
Raising shield enables the use of 'Charge', but disables the use of your normal attacks and slows you by 50%. Projectiles can be deflected off the shield.
Offensive: Attack (Q)
Shoot an arcane bolt at the target point. Deals 50 magic damage and an additional 30 magic damage for each enemy in a 600 unit range.
Special: Implode (W)
Deals 75 magic damage in a 300 unit area, and pulls any victims to the center.
Defensive: Polymorph (E)
Turns an enemy into a random critter for 2 seconds.
Offensive: Attack (Q)
Throws a spear at the target point dealing 40 pierce damage.
Special: Headshot (W)
Throws a spear harder, passing through and dealing 90 pierce damage to enemy units.
Defensive: Hunt Down (E)
Gives the headhunter 50% bonus movement speed for 10 seconds.
Priest
Offensive: Attack (Q)
Casts a holy missile at a target location. Deals 50 magic damage, and an additional 30 magic damage for every ally in a 400 unit area.
Special: Heal (W)
Heals a target friendly non-mechanical wounded unit for 50 hit points.
Defensive: Divine Shield (E)
An impenetrable shield protects the priest from all damage for 5 seconds.
Offensive: Attack (Q)
Causes the demon to attack dealing 95 normal damage and healing himself for 35% of that.
Special: Unholy Beckoning (W)
Pulls a unit to the demon dealing 75 magic damage.
Defensive: Camouflage (E)
Blend in with the skeletons lying around the battlefield.
Offensive: Attack (Q)
Shoots the gunman's long-range rifle dealing 75 piercing damage.
Special: Snipe (W)
Take a split second to aim after which the gunman shoots a high caliber bullet which deals 250 piercing damage to an enemy.
Defensive: Shock Trap (E)
Place a trap that activates when approached, electrocuting all enemies in a 300 unit area and stunning them for 4 seconds. Destroys other traps caught in the blast radius.
Offensive: Attack (Q)
Shoot a firey missile at a target location. Deals 70 magic damage.
Special: Artillery (W)
Bombards a location with a molten rock. When it impacts, it deals 180 siege damage in a 200 unit area.
Defensive: Kindling Warmth (E)
Throws ray of soothing warmth at a target enemy unit, putting it to sleep for 5 seconds. Sleeping units will awaken once they take damage.
Offensive: Attack (Q)
Causes the ghost to attack dealing 75 normal damage. Causes 300% siege damage on back attacks.
Special: Nightmare (W)
Puts a target enemy unit to sleep for 3.5 seconds. Sleeping units will awaken once they take damage.
Defensive: Stealth (E)
Turns the ghost invisible.
Offensive: Attack / Bombard (Q)
Uprooted: Crush the enemy dealing 120 normal damage. / Rooted: Bombard the enemy with a boulder dealing 105 siege damage on impact.
Special: Shake Off / Launch (W)
Uprooted: The Fallen Protector shakes off some lose branches and summons 4 Fallen Treants to aid him in battle. / Rooted: Picks a random unit in a 200 area to throw at the target location dealing 50 siege damage. If this unit is a Fallen Treant, it explodes upon impact dealing 150 magic damage instead.
If an enemy is launched, he will deal damage to the Fallen Protector's allies instead of his enemies.
Defensive: Root / Uproot (E)
Roots and uproots the Fallen Protector. Rooted protectors can not move, but gain the fortified armor type.
Offensive: Attack (Q)
Causes the stalker to attack dealing 80 piercing damage.
Special: Pounce (W)
Jump to a target location dealing 150 siege damage. The landing causes an implosion which pulls struck units to the stalker.
Defensive: Slam (E)
Slam the ground in a 250 range dealing 50 siege damage, knocking back and disorienting units struck for 8 seconds.
Offensive: Attack (Q)
Causes the risen soldier to attack dealing 80 normal damage.
Special: Brothers in Death (W)
Calls three brothers in arms to join you in combat. These units attack automatically.
Lasts 20 seconds or until killed.
Defensive: Haunt (E)
Throws a haunting missile that induces a struck unit with fear, rendering it immobile for 2 seconds.
Offensive: Attack (Q)
Shoots an arrow at a target location dealing 75 pierce damage.
Special: Brothers in Death (W)
Shower the target location with 50 arrows each dealing 50 piercing damage.
Defensive: Arise (E)
Attempts to dodge an attack by falling apart and arising elsewhere.
Offensive: Attack (Q)
Shoots high-pressured water at an enemy dealing 80 pierce damage. Splits deal 25 pierce damage.
Special: Detonate (W)
Detonates any H20's dealing 50 magic damage in a 150 unit area.
Defensive: Split (E)
Splits into 3 confusing the enemy with sheer numbers. Attacking causes H20's split parts to attack the same location. They deal 31% damage and are detonatable for 50 magic damage.
Offensive: Attack (Q)
Shoots an unholy missile at a target location. Deals 50 magic damage and extra magic damage equal to 25% of the target's missing health. Harvests souls upon killing blows.
Special: Special Spells (W)
1 soul - Grants Life Switch
2 souls - Grants Curse
3 souls - Grants Suffering Chill
4 souls - Grants Sacrilegious Summoning
Defensive: Defensive Spells (E)
1 soul - Grants Senescence Surge.
2 souls - Grants Breathless Slumber.
3 souls - Grants Constrict.
4 souls - Grants Life Siphon
Alternative: Necromancy (D)
Reap the souls you have harvested.
1 soul - Grants Life Switch and Senescence Surge.
2 souls - Grants Curse and Breathless Slumber.
3 souls - Grants Suffering Chill and Constrict.
4 souls - Grants Sacrilegious Summoning and Life Siphon.
Offensive: Attack (Q)
Causes this unit to attack dealing 90 normal damage.
Special: Toss Axe (W)
Toss your axe at a target. On hitting an enemy, cripples it for 3 seconds slowing it for 50%. Also deals 25 piercing damage and does not require picking up the axe. If the target is under 25% health, the axe will execute the unit.
If it misses however, your axe will be left on the ground and you will not be able to use basic attacks until you pick it up.
Defensive: Shield Bash (E)
Bash an enemy with your shield, stunning it for 2 seconds.
Offensive: Attack (Q)
Causes this unit to attack dealing 50 normal damage and receives an additional 0.25 damage for every point of health he is missing. The grunt also gains "War Veteran" experience whenever he kills a unit, giving him 50 max hp for every kill. When he reaches the maximum veteran status, the grunt becomes a War Veteran, mounting a horse which gives him another 50 max hp, increased movement speed, an improved artillery strike and 200% damage on normal attacks.
Special: Siege Attack / Barrage (W)
Order your battlements to fire a demolisher missile at a target location. The missile takes 2 seconds to arrive and deals 80 siege damage to units in a 200 area. (Direct hit +80 siege damage). Causes the Mounted Grunt to call an artillery barrage; 16 projectiles dealing 80 siege damage strike the area around the Mounted Grunt, and stuns struck units for 3 seconds after applying a knockback. (Direct hit +80 siege damage)
Defensive: Battle Rage / Mounted (E) / (Passive)
Turning this on makes the Grunt enraged, causing him to deal 150% damage, but making the grunt vulnerable to pierce and siege attacks. The War Veteran is mounted gaining upgrades and bonuses to aid him in battle.
Special thanks to:
Paladon
Knockback System (Modified)
DoT System (Modified)
Jump System (Modified)
Kingz
Missile System (Modified)
KhaosMachine
Charge System (Modified)
Beta Testers:
Zedra
RussianRambo
PixelWolfy
Mini Mage
CroMoX
Please refer to the following link, as the map is close to its release. Don't be afraid to leave me comments and questions.
http://www.hiveworkshop.com/forums/map-development-202/enter-pit-pre-release-222810/#post2218277
Enter The Pit
Pick one of 16 classes in a fight for your own life!
Enter The Pit is an arena game which focuses on fast killing, team-based play and simplicity.
Pick one of 16 classes in a fight for your own life!
Enter The Pit is an arena game which focuses on fast killing, team-based play and simplicity.
Skill-shots
This game focuses mostly on your testing your twitch reflexes
Competitive Gameplay
Team up against others for a competitive yet short and fun game.
Fame
Gaining fame allows players to 'buy' items and make players stronger. Be careful though, items have durability!
Classes
Pick between 1 of 16 ever-growing classes to decimate your opponent!
This game focuses mostly on your testing your twitch reflexes
Competitive Gameplay
Team up against others for a competitive yet short and fun game.
Fame
Gaining fame allows players to 'buy' items and make players stronger. Be careful though, items have durability!
Classes
Pick between 1 of 16 ever-growing classes to decimate your opponent!
Offensive: Attack (Q)
Causes the footman to attack dealing normal damage equal to 40% of this units' health.
Special: Charge (W)
Charge at a target location dealing 50 siege damage to any unit obstructing your path and knocking them back. Will additionally stun units for 3 seconds on collision.
Defensive: Defend (E)
Raising shield enables the use of 'Charge', but disables the use of your normal attacks and slows you by 50%. Projectiles can be deflected off the shield.
Offensive: Attack (Q)
Shoot an arcane bolt at the target point. Deals 50 magic damage and an additional 30 magic damage for each enemy in a 600 unit range.
Special: Implode (W)
Deals 75 magic damage in a 300 unit area, and pulls any victims to the center.
Defensive: Polymorph (E)
Turns an enemy into a random critter for 2 seconds.
Offensive: Attack (Q)
Throws a spear at the target point dealing 40 pierce damage.
Special: Headshot (W)
Throws a spear harder, passing through and dealing 90 pierce damage to enemy units.
Defensive: Hunt Down (E)
Gives the headhunter 50% bonus movement speed for 10 seconds.
Priest
Offensive: Attack (Q)
Casts a holy missile at a target location. Deals 50 magic damage, and an additional 30 magic damage for every ally in a 400 unit area.
Special: Heal (W)
Heals a target friendly non-mechanical wounded unit for 50 hit points.
Defensive: Divine Shield (E)
An impenetrable shield protects the priest from all damage for 5 seconds.
Offensive: Attack (Q)
Causes the demon to attack dealing 95 normal damage and healing himself for 35% of that.
Special: Unholy Beckoning (W)
Pulls a unit to the demon dealing 75 magic damage.
Defensive: Camouflage (E)
Blend in with the skeletons lying around the battlefield.
Offensive: Attack (Q)
Shoots the gunman's long-range rifle dealing 75 piercing damage.
Special: Snipe (W)
Take a split second to aim after which the gunman shoots a high caliber bullet which deals 250 piercing damage to an enemy.
Defensive: Shock Trap (E)
Place a trap that activates when approached, electrocuting all enemies in a 300 unit area and stunning them for 4 seconds. Destroys other traps caught in the blast radius.
Offensive: Attack (Q)
Shoot a firey missile at a target location. Deals 70 magic damage.
Special: Artillery (W)
Bombards a location with a molten rock. When it impacts, it deals 180 siege damage in a 200 unit area.
Defensive: Kindling Warmth (E)
Throws ray of soothing warmth at a target enemy unit, putting it to sleep for 5 seconds. Sleeping units will awaken once they take damage.
Offensive: Attack (Q)
Causes the ghost to attack dealing 75 normal damage. Causes 300% siege damage on back attacks.
Special: Nightmare (W)
Puts a target enemy unit to sleep for 3.5 seconds. Sleeping units will awaken once they take damage.
Defensive: Stealth (E)
Turns the ghost invisible.
Offensive: Attack / Bombard (Q)
Uprooted: Crush the enemy dealing 120 normal damage. / Rooted: Bombard the enemy with a boulder dealing 105 siege damage on impact.
Special: Shake Off / Launch (W)
Uprooted: The Fallen Protector shakes off some lose branches and summons 4 Fallen Treants to aid him in battle. / Rooted: Picks a random unit in a 200 area to throw at the target location dealing 50 siege damage. If this unit is a Fallen Treant, it explodes upon impact dealing 150 magic damage instead.
If an enemy is launched, he will deal damage to the Fallen Protector's allies instead of his enemies.
Defensive: Root / Uproot (E)
Roots and uproots the Fallen Protector. Rooted protectors can not move, but gain the fortified armor type.
Offensive: Attack (Q)
Causes the stalker to attack dealing 80 piercing damage.
Special: Pounce (W)
Jump to a target location dealing 150 siege damage. The landing causes an implosion which pulls struck units to the stalker.
Defensive: Slam (E)
Slam the ground in a 250 range dealing 50 siege damage, knocking back and disorienting units struck for 8 seconds.
Offensive: Attack (Q)
Causes the risen soldier to attack dealing 80 normal damage.
Special: Brothers in Death (W)
Calls three brothers in arms to join you in combat. These units attack automatically.
Lasts 20 seconds or until killed.
Defensive: Haunt (E)
Throws a haunting missile that induces a struck unit with fear, rendering it immobile for 2 seconds.
Offensive: Attack (Q)
Shoots an arrow at a target location dealing 75 pierce damage.
Special: Brothers in Death (W)
Shower the target location with 50 arrows each dealing 50 piercing damage.
Defensive: Arise (E)
Attempts to dodge an attack by falling apart and arising elsewhere.
Offensive: Attack (Q)
Shoots high-pressured water at an enemy dealing 80 pierce damage. Splits deal 25 pierce damage.
Special: Detonate (W)
Detonates any H20's dealing 50 magic damage in a 150 unit area.
Defensive: Split (E)
Splits into 3 confusing the enemy with sheer numbers. Attacking causes H20's split parts to attack the same location. They deal 31% damage and are detonatable for 50 magic damage.
Offensive: Attack (Q)
Shoots an unholy missile at a target location. Deals 50 magic damage and extra magic damage equal to 25% of the target's missing health. Harvests souls upon killing blows.
Special: Special Spells (W)
1 soul - Grants Life Switch
2 souls - Grants Curse
3 souls - Grants Suffering Chill
4 souls - Grants Sacrilegious Summoning
Defensive: Defensive Spells (E)
1 soul - Grants Senescence Surge.
2 souls - Grants Breathless Slumber.
3 souls - Grants Constrict.
4 souls - Grants Life Siphon
Alternative: Necromancy (D)
Reap the souls you have harvested.
1 soul - Grants Life Switch and Senescence Surge.
2 souls - Grants Curse and Breathless Slumber.
3 souls - Grants Suffering Chill and Constrict.
4 souls - Grants Sacrilegious Summoning and Life Siphon.
Offensive: Attack (Q)
Causes this unit to attack dealing 90 normal damage.
Special: Toss Axe (W)
Toss your axe at a target. On hitting an enemy, cripples it for 3 seconds slowing it for 50%. Also deals 25 piercing damage and does not require picking up the axe. If the target is under 25% health, the axe will execute the unit.
If it misses however, your axe will be left on the ground and you will not be able to use basic attacks until you pick it up.
Defensive: Shield Bash (E)
Bash an enemy with your shield, stunning it for 2 seconds.
Offensive: Attack (Q)
Causes this unit to attack dealing 50 normal damage and receives an additional 0.25 damage for every point of health he is missing. The grunt also gains "War Veteran" experience whenever he kills a unit, giving him 50 max hp for every kill. When he reaches the maximum veteran status, the grunt becomes a War Veteran, mounting a horse which gives him another 50 max hp, increased movement speed, an improved artillery strike and 200% damage on normal attacks.
Special: Siege Attack / Barrage (W)
Order your battlements to fire a demolisher missile at a target location. The missile takes 2 seconds to arrive and deals 80 siege damage to units in a 200 area. (Direct hit +80 siege damage). Causes the Mounted Grunt to call an artillery barrage; 16 projectiles dealing 80 siege damage strike the area around the Mounted Grunt, and stuns struck units for 3 seconds after applying a knockback. (Direct hit +80 siege damage)
Defensive: Battle Rage / Mounted (E) / (Passive)
Turning this on makes the Grunt enraged, causing him to deal 150% damage, but making the grunt vulnerable to pierce and siege attacks. The War Veteran is mounted gaining upgrades and bonuses to aid him in battle.
Screenshots will go up soon.
Any comments and criticism you have is welcome.
Coming soon...
Any comments and criticism you have is welcome.
You will like this game if you like
- MOBA games
- Super Smash Bros.
- Team-based play
- Short, yet competitive and fun gameplay.
- v.0.5
Closed beta
- v.0.9
Closed beta continued
Complete system overhaul, all combat systems are fully functional.
- v.1.0
All known bugs fixed, First release.
-V.1.1
Fame System implemented
Class added: Grunt
[Nerf] Footman damage dealt from 70% of hp to 40% of hp.
[Nerf] Risen Archer basic attack damage from 90 to 75.
[Buff] Split images basic attack damage from 0 to 25.
[Buff] Stalker Slam damage from 0 to 50.
[Buff] Ember Cannon Artillery from 150 siege damage to 180.
[Buff] Headhunter basic attack cooldown from .9s to .75s.
[Change] Headhunter has Headshot instead of Spreadshot: throws one fast spear, deals 90 pierce damage, passes through units, 10s cooldown.
[Change] Necromancer's Life Switch return projectile will now follow him for up to 1.8 seconds.
Items Added: Cheese, Big Cheese, Various Armor and Weapons (all basic and class specific), Movement Speed Boots.
Closed beta
- v.0.9
Closed beta continued
Complete system overhaul, all combat systems are fully functional.
- v.1.0
All known bugs fixed, First release.
-V.1.1
Fame System implemented
Class added: Grunt
[Nerf] Footman damage dealt from 70% of hp to 40% of hp.
[Nerf] Risen Archer basic attack damage from 90 to 75.
[Buff] Split images basic attack damage from 0 to 25.
[Buff] Stalker Slam damage from 0 to 50.
[Buff] Ember Cannon Artillery from 150 siege damage to 180.
[Buff] Headhunter basic attack cooldown from .9s to .75s.
[Change] Headhunter has Headshot instead of Spreadshot: throws one fast spear, deals 90 pierce damage, passes through units, 10s cooldown.
[Change] Necromancer's Life Switch return projectile will now follow him for up to 1.8 seconds.
Items Added: Cheese, Big Cheese, Various Armor and Weapons (all basic and class specific), Movement Speed Boots.
Special thanks to:
Paladon
Knockback System (Modified)
DoT System (Modified)
Jump System (Modified)
Kingz
Missile System (Modified)
KhaosMachine
Charge System (Modified)
Beta Testers:
Zedra
RussianRambo
PixelWolfy
Mini Mage
CroMoX
Please refer to the following link, as the map is close to its release. Don't be afraid to leave me comments and questions.
http://www.hiveworkshop.com/forums/map-development-202/enter-pit-pre-release-222810/#post2218277
Last edited: