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[Strategy / Risk] Boss Fight Map

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Level 2
Joined
Apr 21, 2014
Messages
16
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Map Type
Arena / Boss Fight / Strategy

Category
Midieval / Warcraft

Players & Difficulties
DUNGEONNORMALHEROIC
4 PLAYERS
Boss starts at 80% hitpoints, heroes
gain 40% bonus gold, boss physical
damage is reduced by 20%, spell
damage reduced by 20%
6 PLAYERS
Boss starts at 100% hitpoints, heroes
gain 0% bonus gold, boss physical
amage is reduced by 0%, spell damage
reduced by 0%
10 PLAYERS
Boss starts at 100% hitpoints, each
gain bonus armor started from 2 and
adds 2 each level inceased, heroes
gain 0% gold, boss physical damage
is increased by 20%, spell damage
increased by 20%

Additional Need to Know Information
1) You need to play at least 4 players, less than that then this game will automatically disconnect its players
2) Work as a team in different class classification (dps/healer/tank/spell-caster)

This map is still under development
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World of Warcraft: Icons
WoWHead: Icons
Impossible Bosses: Inspiration, Models

UNITS
Water Tentacles: Champara Bros

EFFECTS
Shockwave: nGy
Earth Nova: JetFangInferno
Ancient EXP: WILL THE ALMIGHTY
Time Aura: JetFangInferno
Green Light: nhocklanhox6
Shockwave: JetFangInferno
ToxicField: UgoUGo
NagaDeath: JetFangInferno
OrbOfVenom: UgoUgo
NecroticBlast: UgoUgo
SpiritDragonMissile: Shyrony
ArcaneExplosion: JesusHipster
Thunder Clap: DCrimson
Rejunevation: Metal_Sonic
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Fight your way and defeat titans of the past with the ancient heroes. Each heroes has unique abilities and spells which is upgrade-able in shop using glyph and items. Forge your weapons and armors with runes to make it stronger. Each level require more time and more team work. Difficulty will increases. Some bosses drops legendary items.
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------------------Synopsis
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A. CHOOSING HEROES

I am able to create unique heroes choosing system. (See these following images)
You can view heroes statistic and abilities at maximum level (Your heroes started with maximum level already). Use RIGHT ARROW and LEFT ARROW to move between heroes. If you have made your choice, then press DOWN ARROW.

This system works by these following ways: The heroes are all already in position. The triggers will lock their facing and lcation so players can't move or make it cast spells. It's owned by neutral passive and during the picking session, neutral passive will share control with players. After it, the permission will be lifted. Camera is on position, so in triggers you just have to determined the unit and the camera.


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B. BOSS COUNTDOWN
Started at: 60 seconds during first pick, 45 seconds while fightning.
After the countdown reaches 0, you'll be teleported to the arena.
If you haven't pick your heroes in mean time, your heroes will be picked randomly.
C. BOSS STATS: Spells, Attack Pattern, Ultimate, Energy
Boss attack pattern for this moment is not unique. I'm still trying to create conditions. What abilities boss gonna use is depends on what I stored in "Spells Queue". Boss attack pattern will same from each phase. After awhile, the boss will deplete his/her own energy (This is used to balance the game, though players can deplete boss' energy trough spells)

Boss has energy. Each spells casted by boss will increases these energies. When it reaches 5000 (Maximum energy of each boss), the boss will be able to cast ultimate). There are 2 type of spells, instant cast and channeling. Instant cast adds major energy but channeling adds minor, but still will become large amount of energy because channeling spells adds the energy for every x seconds or mili seconds.

Boss ultimate is the finish-off ability, able to kill all the players instantly. The first 4.75 seconds is the moment of gathering energy. Then the boss will start channel / unleashes it's energy. Boss is invulnerable during ultimate state. After the ultimate, the energy will reset to 0.
D. DAMAGE AND ELEMENTS
NORMAL: Usually owned by melee boss and heroes. Normal damage is physically strong and owned by tanks.
FIRE: Weak against water. Damage done by fire is most harmful and might cause even instant kill
EARTH: This type of element is physically stronger than normal attack type. Can manipulate terrain and focused on slow enemy units.
NATURE: Just like earth elements, but nature is less lethal. Can manipulate terrain, use teleport, roots and heal self.
LIGHTNING: The destructive power is equal to fire but lightning is the fastest element. Able to teleport and modify gravity.
WATER: Less fast than lightning. Water can modify it's form and able to summon companions.
SHADOW: Master of necromancy. Can summon the dead and mostly use souls. Able to drain life of players or bosses.
HOLY: Low damage but can heal others. Able to ressurect.
DEMONIC: Physically stronger than the others. Able to transform. Damage is chaotic which penetrate all armors. Owned by the final boss and warlock's pet.
ARCANE: Owned by most boss, arcane is combined with other specialization. Focused arcane is fastest in casting spells with less damage. Low in physics but can manipulate mana as shield.
E. IMPROVE SPELLS & ABILITIES
Some explanation
F. IMPROVE WEAPONS & ARMORS
Some explanation
G. RUNES
Some explanation
H. SPELLS MECHANISM
Some explanation
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VIGIANCE the GUARDIAN
First boss that you'll encounter. This is the easiest of all. Using arcane and shadow spells.



Unleash demonic spirits that causes 120 each. Release 15 orb every 0.25 seconds.

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Summon waves of terror in 3 different lines. Each deal 175 damage and decrease armor by 8.

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Summon arcane orb that moves in distance. Deal 240 damage every 0.15 seconds and upon impact the boss will be teleported to target location and summon weave.

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Weave - To defend herself, the guardian summon shadow waves around her. The explosion deals 190 damage each.
Chaos Bolt - Summon dark orb that moves in distance. The orb will explode and deals 450 damage then split into 30 shockwaves. Each waves deals 300 damage.

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Reduce teleportation cooldown by 1 every second until the limit of 0.15 seconds for 5 seconds.
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Destroy anything in front of firelord (300/550/700 distance), deals 750 damage

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Unleash wave of flames around firelord. Deals 500 damage each.

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Create a fireball that moves in distance. The fireball deals 75 dps. Upon explode, it kills anything within its range

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Summon flamestrike around firelord. Each gives 3000 total damage for 5 seconds.

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Firelord calls for fire. Gather the fire power into firelord. Each orb increases firelord attack by 5 for 20 seconds. When the orb is gathered, it will send back into random point around 2000 AOE. Impact deals 400 damage. 50% chance to create flamestrike that deals 3000 total damage for 5 seconds.

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Hey, I'm trying to create the second version of warcraft impossible bosses. I'm a fan to the map because it's simple, cool and enjoyable. Anyway, here's short overview:

NB: 40% of boss spells are not MUI. I made this map full with GUI with no JASS at all. I don't understand and don't wish to learn it either. But heroes spells are MUI.

GENESIS OF DARKNESS

CREATOR
Develyngyr

SYNOPSIS
Those titans have gone mad. They're planning to destroy the land of Ardale. Pick the best heroes and make the best team work to defeat those titans and claim its rewards.

CATEGORY
Boss Fight / Strategy

Heroes & Hero Picking System

I was able to create advance choosing system, where the players can see abilities of each heroes:


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You can use left arrow and right arrow on keyboard to search. There are around 8 eight different heroes. After you made your choice press the down arrow button.

Shops
Buy items before fight the boss. I was planning to create glyph to increases ability effect. I just wanted to make simple items that requires no recipe but can be upgraded using runes.


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Above there are gold, ruby and stats. Gold will be given from each victory or by killing creeps. Ruby will be given each victory and be the one who finish the boss. Stats (The red claw thing) display how many boss you've defeated.

Windows

There are timers, boss energy and boss status windows.

Timers shows how many second left before you will be teleported to the arena
Energy shows how many more energy that boss required to enter ultimate state
Status shows boss current state​

Fightning Boss
This where the game starts. Enjoy screenshot



HEROES


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(5) Divine Shield - Avoid any kind of damage for 1.5 seconds. During this state, priest restores 150 mana and 1500 hitpoints.
(1) Holy Light - Heals a target friendly wounded unit for 768-1153 hitpoints.
(3) Holy Burst - Causes 325-472 holy damage.
(6) Inner Fire - Heals target unit for 1500 hitpoints over 30 seconds. Meantime, target friendly unit's damage increased by 25% and armor by 5.
(7) Weave - Calls forth a wave of healing energy that bounces up to 6 times, healing 675 damage on the primary target. Each jump heals 10% less damage.
(2) Chakra Magic - Restore 150 mana or deplete boss' energy by 325.
(4) Resurrect - Channel for 3 seconds near the closest death mark left by fallen heroes and raise it from the dead with 50% health and 25% mana. Restores 3000 hitpoint afterwards for 30 seconds.



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1) Soulfire: Causes 387-465 damage and deplete boss' energy by 375-427. Units under the effect of Curse of Agony will take 375 bonus damage in exchange of ability debuff. Gives 2 second stun.
2) Curse of Agony: Summon powerful doom guard to aid warlock in battle. Doom guard has 5000 hitpoints, 1250 mana, 90-112 chaos damage and 8 armor. Doom guard is very vulnurable to spells.
3) Upheaval: Drains boss hitpoints by 175 each seconds. and energy by 125 each seconds. Restores 275 hp and 25 mana. 50% chance to taunt boss. Lasts 10 seconds.
4) Chaos Meteor: Summon meteorite from the sky, causes 725-975 area damage and afffecting impact area with powerful demonic magic. Damage taken increased by 45%, speed slowed by 40%, damage reduced by 50% and armor reduced by 6. Lasts 8 seconds.
5) Gravekeeper's Cloack: Avoid any kind of damage for 1.5 seconds.
6) Summon Doom Guard: Summon powerful doom guard to aid warlock in battle. Doom guard has 5000 hitpoints, 1250 mana, 90-112 chaos damage and 8 armor. Doom guard is very vulnurable to spells.
7) Raise Dead: Instantly raise fallen heroes as a skeleton warrior. Ability varies.


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Other heroes and bosses is in progress. Please give me suggestions :) If you want to donate boss spell pack or heroes I'd be glad hahaha :goblin_yeah:
 

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Last edited:
Level 6
Joined
Jan 17, 2014
Messages
166
A hero with hook-ability. So he will hook a hero towards him.
A hero that does not attack but only cast spells that are dodge-able.
 
Level 14
Joined
Nov 17, 2010
Messages
1,266
Those are some nice looking boss abilities. Loads of eye candy. They remind me of some of the boss fights in The Chosen Ones by Aeroblyctos.
 
Level 2
Joined
Apr 21, 2014
Messages
16
I'm updating the spell list of bosses. Heroes' spells consist of simple spells with nice eye candy too, although it's much simpler that boss' spells.

Upgrading potions won't be possible. It only effect armors, weapons, etc

Which hero is suit the best for a hook ability? The classification is just like WoW. Mages, Druid, Paladin, Ranger, Hunter, etc
 
Level 6
Joined
Jan 17, 2014
Messages
166
I was talking about Bosses instead of hero's. So a Boss that hooks a hero towards him and then unleashes hell on him/her unless they run away
 
Level 2
Joined
Apr 21, 2014
Messages
16
I'd love to give the open source as soon as this project is finished.

@Paulus ohh that's okayy. The hook will be avoidable and usable by butcher boss. But I'm still confused with the ability
 
Level 2
Joined
Apr 21, 2014
Messages
16
One hero done...

PRIEST - Damage Dealer (Weak) / Healer / Spell Caster (Buffer)

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(5) Divine Shield - Avoid any kind of damage for 1.5 seconds. During this state, priest restores 150 mana and 1500 hitpoints.
(1) Holy Light - Heals a target friendly wounded unit for 768-1153 hitpoints.
(3) Holy Burst - Causes 325-472 holy damage.
(6) Inner Fire - Heals target unit for 1500 hitpoints over 30 seconds. Meantime, target friendly unit's damage increased by 25% and armor by 5.
(7) Weave - Calls forth a wave of healing energy that bounces up to 6 times, healing 675 damage on the primary target. Each jump heals 10% less damage.
(2) Chakra Magic - Restore 150 mana or deplete boss' energy by 325.
(4) Resurrect - Channel for 3 seconds near the closest death mark left by fallen heroes and raise it from the dead with 50% health and 25% mana. Restores 3000 hitpoint afterwards for 30 seconds.
 

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Gwy

Gwy

Level 4
Joined
Oct 10, 2008
Messages
134
nice idea, i liked the map too.

overall suggestion: Make it beatable for smaller teams, now lesser people play warcraft. Make Bosses beatable for 4 players minimum and then scaling to max 10 players. That would be great.

And maybe: Look at the boss/ hero design form the map "obsidian depth" (in wc3c.net), one of the best boss fighting maps imo.

Greetings and success!
 
Level 2
Joined
Apr 21, 2014
Messages
16
Thanks :)
The difficulty varies, boss' damage depend on:
1) difficulty
2) player numbers

The damage done by boss' spells will be reduced along with player numbers and difficulty.

I already looked and tested Obsidian depth, I liked the terrain and dugeon system, but I think the boss still needs improvement :) Still vote for IB

----------------------

Priest is completed. Warlock is still 70%. Warlock's ability is complex so this is the hard one.

UPDATE #2


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1) Soulfire: Causes 387-465 damage and deplete boss' energy by 375-427. Units under the effect of Curse of Agony will take 375 bonus damage in exchange of ability debuff. Gives 2 second stun.
2) Curse of Agony: Summon powerful doom guard to aid warlock in battle. Doom guard has 5000 hitpoints, 1250 mana, 90-112 chaos damage and 8 armor. Doom guard is very vulnurable to spells.
3) Upheaval: Drains boss hitpoints by 175 each seconds. and energy by 125 each seconds. Restores 275 hp and 25 mana. 50% chance to taunt boss. Lasts 10 seconds.
4) Chaos Meteor: Summon meteorite from the sky, causes 725-975 area damage and afffecting impact area with powerful demonic magic. Damage taken increased by 45%, speed slowed by 40%, damage reduced by 50% and armor reduced by 6. Lasts 8 seconds.
5) Gravekeeper's Cloack: Avoid any kind of damage for 1.5 seconds.
6) Summon Doom Guard: Summon powerful doom guard to aid warlock in battle. Doom guard has 5000 hitpoints, 1250 mana, 90-112 chaos damage and 8 armor. Doom guard is very vulnurable to spells.
7) Raise Dead: Instantly raise fallen heroes as a skeleton warrior. Ability varies.


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Level 11
Joined
Sep 14, 2009
Messages
284
Great presentation and looks nice, but doesn't it look and sound a little much like impossible bosses? It almost look like some of the bosses' abilities are completely copied from that map. Even the terrain look the same.

One thing that I would like to see in a new boss fight map is new and creative boss tactics.
While the "Touhou" concept used in Impossible Bosses is cool, it's basically just a boss having shitload of abilities which needs to be "dodged". Try mixing this with new and interesting strategies.

Look at old WoW raid bosses to get some inspiration and ideas.

Mind control, crowd control, illusions, adds that need to be "off-tanked" etc. Some unique ones like Twin Emperors from AQ40 (Two bosses, one only take physical damage, one only take magical damage. Have shared health pool) etc. There are so many nice ideas out there.
 
Level 2
Joined
Apr 21, 2014
Messages
16
This is a demo version. Some ability already functional. Use "whosyourdaddy" to make sure you're alive :D

Please review
 

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Level 29
Joined
Apr 6, 2010
Messages
3,139
Having tried it, I would say that it's going to need a bit of work just to make it a testable map.

For example, a first time player is going to want to look at all the classes, see what their spells do (thanks for putting the descriptions in at the start, it's very useful). Having the timer go down isn't going to help since it leaves the player stuck at the shop.

In addition, until you are certain that every boss is bug-free you should make them selectable, the sequence can be be enforced when the map is ready.

Finally, perhaps you could put a big red *NOT YET IMPLEMENTED* on those items and spells that aren't yet in the game (for example, one of the Warlock items that supposed to cast a spell, currently it only gives stat boosts).

That said, I can see there was a lot of work put in already, keep it up.
 
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