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(Closed) Undead Custom Chapter - DELAYED

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TheSpoon

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The 2-Player Campaign
Undead Custom Chapter Plans

I am currently working on plans for the Undead Custom Chapter, (Chapter 9)
Just thought I'd enlight some of you the with plans I've made so far.

BACKSTORY:
The chapter takes place following Chapter 8.
The Burning Legion has been summoned to Azeroth, and is about to obliterate Dalaran and all of its inhabitants.
However; the remaining members of the Kirin Tor have summoned a powerful shield around Dalaran as a last defense to protect themselves.
This shield can repel any effects from otherworldly creatures.
Archimonde and the Legion decide that the Scourge can do one last useful task; infiltrate Dalaran and disable the shield.

GAMEPLAY:
The chapter will be based mostly in underground maze below Dalaran. The players will need to explore 4 areas (Dungeons, Living Quarters, Labs and the Caves) to unlock the great door in the Atrium. To progress into the 'The Great Dungeon' and then onto the Final Battle.

The players will vs many new creeps, 4 mini bosses, and 2 final bosses.

The 2 players will need to utilise 4 heroes; Arthas, Falric, Kel'Thuzad and Sylvanas. In the Atrium the players will be able to swap their characters, buy items etc, all 4 heroes will need to be equipped for the final battle.

Different combinations of the heroes will be necessary to progress through the game, as each of them will have an ability to help progress, and some may need to be used in combination.
Arthas - Death Volt (used to power Dalaran energy generators)
Falric - Blade Slam (used to destroy Debris)
Sylvanas - Feeble (used to transform into a small critter, allowing to fit through small gaps)
Kel'Thuzad - (Passive) Can float across water
All spells can also be used in combat. (Except Kel's)
 
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And so do you need some extra ideas or you're just letting us know what you've planned so far and see the reaction?

Also, will all heroes be level 10? I'm wondering about how that works out with Sylvanas.
And what happens to Dark Ritual and Death Pact? Or are you planning on creating some custom Mercenary Camp with undead ladder units?

Btw, Death Volt, lol. Gotta love that Easter Egg. :D
 
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Four Flesh Golems on the Living Quarters and/or Lab could make a great challenge. Maybe force players to utilize their special abilities to kill these abominations?
 
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Yes Spoon, I remember you mentioned this in the Development Thread. Great idea.

I was also wondering if you're going to add some Optional Quests. Here's an idea I suggested earlier.

Woah! nice idea, you can also flavor things up by adding some kind of optional quest of why/how the slain Archmages' souls came to being tormented.

Don't worry about the place they were found (Dalaran Dungeons), they weren't killed there. So, I don't know, maybe add a little twist of some sort to show what happened to these Archmages. Some pics:..

untitledjj.jpg
kael.jpg
 
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Oh and I was also wondering if you can keep Kel'thuzad and Captain Falric for player 2 since we're used to them. (with appropriate team color too, green/gray.)

This would also keep the players' hero power balanced.

Str + Agi = Str + Int.
 
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I don't think it's a bright idea to limit heroes to one player, as it would cut in half the amount of scenarios Spoon can use. So for example you would be unable to use Kel'thuzad and Falric together to go through some obstacle.

No, I believe you should be able to use any hero, expect for the one your ally is currently using.
 
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Oh, you must have misunderstood something.
...In the Atrium the players will be able to swap their characters...
You can control one character at a time. You can swap characters in your 'base area'.
So, for example I can choose Arthas and you can choose Falric, Sylvanas or Kel'thuzad.
If I choose Falric, you get to choose between Athas, Sylvanas or Kel'thuzad.
The two of you won't be able to control all four heroes all the time but only at most two heroes.

Knowing this, I though you meant that player 1 should only be able to choose Arthas or Sylvanas and player 2 should only be able to choose Falric or Kel'thuzad.
That's why I said that it would limit the amount of scenarios where two certain heroes are required, because you wouldn't have been able to use Falric and Kel'thuzad at the same time.
 
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Aha, sweet. Now I understand what was meant. Before I thought that it was like simply sharing all 4 heroes.

I just came up with this idea now. Since you'll be able to switch between 4 heroes and it would be a real pain to lose if only 1 gets killed, how about adding an altar in this "base area"? Ofcourse it will cost gold or something to revive.
 
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We can't know just how many places you can get gold from.
But, Spoon said you would have to buy your items, so this is not such a serious question.
If you mess up more than a few times and have to revive many times you won't have the items necessary to complete the map.
 

TheSpoon

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Yes I will be using the Dalaran Ruins tileset.

Ok I've developed the Heroes a little further,
Like the custom Human Chapter, there is a large rework of the heroes' spells. This one is a lot more. Here they are;

Arthas
- Necrotic Charge - Conjures a blast of black lightning at the target. Restoring X health and Y mana to an allied Undead Target, or burning Y mana and X damage to an enemy living target. Can also be used to activate Power Generators.
- Death Lance - Travels forward quickly in a line. Causing X damage to enemies Arthas touches. Arthas will be stunned for 2 seconds if he hits a wall.
- Raise Corpse - Ressurects a nearby corpse with X% of its maximum health. Target's health will degenerate exponentially over time.
- Frostmourne's Aura - Restores X% of each to attack done to Arthas' health, and Y% to other nearby allied units.

Falric
- Runeslam - Slams the ground with his runeblade dealing Falric's attack damage to nearby enemy units. Units currently attacking Falric will be stunned for X seconds. Can be used to destroy debris.
- Soul Wave - Deals X damage to enemies in a line. Falric is then affected by a Soul Shield which damages nearby enemy units. Damage per second increases for each enemy hit by Soul Wave. Lasts Y seconds.
- Blood Pact - Doubles his attack damage but drains X% of his health per second and Y% of his health per attack. Lasts Z seconds.
- Runebreak - Attacks have a X% chance to damage the target's soul directly, reducing their armor by Y. Runeslam can also trigger this. Lasts Z seconds.

Kel'Thuzad
- Deep Freeze - Creates a block of ice freezing all units inside, causing X damage per second to enemies inside, but making them invulnerable otherwise. Lasts Y seconds.
- Ice Shell - Provides X bonus armor to the target. Enemies that attack the target will be slowed. Makes the unit immune to area damage caused by Frost Shatter, and allows the target to walk on water (heroes only).
- Frost Shatter - Deals X damage to a target and Y damage to adjacent units. Can also be used on a Deep Freeze block or an ally with Ice Shell to deal X damage to adjacent targets instead. This will destroy the Deep Freeze block or the Ice Shell buff.
- Absolute Zero - Attacks will slow the target's attack and move speed by X%, reduce the target's magic resistance by Y%. Lasts Z seconds.

Sylvanas
- Cursebreaker Arrow - Adds X bonus damage to an attack, plus X further damage for each negative buffs the target was suffering from. The negative buffs are removed. If the target dies by this arrow a level Y skeleton will spawn at the corpse, additional skeletons will spawn for each negative buff the target was suffering from.
- Shriek - Causes X damage to enemies in a cone. Enemies are silenced and have a chance to be confused for Y seconds.
- Enfeeble - Transforms the target into an Imp for X seconds. Imps are slow and have a low attack. If a unit dies as an Imp all nearby units will become Imps.
- Summon Granthis - Summons her Undead Companion Granthis, restores life to Sylvanas on each attack.
 
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- Frostmourne's Aura - Restores X% of each to attack to Arthas, and Y% to other nearby allied units.

Fix this one's description please. I think it's "Restores X% health for each attack done to Arthas, and Y% to...."

Can you also mark the Ultimates, or are they the final ability between each hero's list respectively? Or are they going to be a randomly chosen one?
 

TheSpoon

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There are no ultimates : >
And ye, I'll fix that.

What I'm gonna do for Ice Shell is:
All heroes are amphibious.
But if they on deep water without the buff they will take some damage and move back to their last known location on safe ground.
This does mean however if they accidently step on deep water they will be hurt.
 
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I have an idea I'm going to suggest.

How about one unique item for all four heroes, just for fun?
Arthas would of course get an item Frostmourne.
Kel'thuzad would hold the Book of Summoning.
Falric could either have the Runeblade or something else. (Like a Speaking Machine?)

I only thought about what the Book of Summoning could do.
It would have a long cooldown and when you use it, a summoning commences. (With that green effect Tichondrius uses.) After a few seconds, a random demon is summoned. Perhaps there could even be an upgrade sequence somehow implented in the map, something like a progress. When you're at the beginning of the map, it will only summon a Level 1 or Level 2 monster. If you beat the first boss (You said there would be 4.) it can summon Level 1 or Level 2 or Level 3. Second boss = 1234 Third Boss = 12345 Fourth boss = 2345 or something along those lines.
It could someone a ...
Level 1 = Fel Guard
Level 2 = Fel Beast
Level 3 = Spirit Beast
Level 4 = Doom Guard
Level 5 = Inferno
 
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Yeah I guessed it would be that.

Anyway I checked and read all the spells, and I think you switched the places of Falric's Soul Wave and Blood Pact icons, right?
 
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