- Joined
- May 19, 2004
- Messages
- 267
I assume it's time to put this up here aswell.
Dark Chants
TE Cooperation
Dark Chants
TE Cooperation
Summary:
Alrighty then, I'm back into wc3 modding with a small and very basic project.
The rules are simple, each player picks one out of four fighting classes with its own unique skill set and fighting-style. Navigation for picking class is made using the arrowkeys. Currently there are only four classes planned, where only one will be made for alpha and two for beta. There will be four different modes where only the one called "Domination" will be made for alpha. All classes has rather low hp(even the melee one) and most skills make rather high damage giving a fast-paced game. Levels does not increase your health and/or damage. It only changes spells cooldown/cost/effect. Therefore a skilled lvl 3 player stand a chance against a lvl 16 player (Of course higher level is somewhat of an advantage).
This game could be called somewhat "Arena-like". The difference though is that it concentrates on making a few number of heroes excellent rather than having 60 crappy heroes. Neither are there any tomes, and the set-up is also of a different type. I'm not even sure about adding items. There's a extremely small chance I might throw in my equipment system someday when it's done, but that's not in my current interests.
The rules are simple, each player picks one out of four fighting classes with its own unique skill set and fighting-style. Navigation for picking class is made using the arrowkeys. Currently there are only four classes planned, where only one will be made for alpha and two for beta. There will be four different modes where only the one called "Domination" will be made for alpha. All classes has rather low hp(even the melee one) and most skills make rather high damage giving a fast-paced game. Levels does not increase your health and/or damage. It only changes spells cooldown/cost/effect. Therefore a skilled lvl 3 player stand a chance against a lvl 16 player (Of course higher level is somewhat of an advantage).
This game could be called somewhat "Arena-like". The difference though is that it concentrates on making a few number of heroes excellent rather than having 60 crappy heroes. Neither are there any tomes, and the set-up is also of a different type. I'm not even sure about adding items. There's a extremely small chance I might throw in my equipment system someday when it's done, but that's not in my current interests.
Modes:
Modes are selected by the host using the arrowkeys.
- Domination:
Starting Level: 20
Progress: 100%
Each kill made decreases your level by 1. First one to reach level 1 wins. - Rune Carrier:
Starting Level: 20
Progress: 0%
Be the first one to reach level 1. The runecarrier has his movementspeed slightly reduced. Each 15 second he will loose a level. The rune glows lightly and drops upon death increasing the carriers level by 2(Max 20). Every 5 second it'll ping where the carrier were 5 seconds ago for all the other players. - Deathmatch:
Starting Level: 20
Progress: 70%
First one to reach 30 kills wins. Killing 3 players without dying triggers "Tiredness". Each kill made with the Tiredness buff decreases level by one. Level is reset to 20 upon death. - Warlord:
Starting Level: 20
Progress: 0%
One random player is selected as Warlord, the rest of the players are "Rebellions". The Warlord will have his hp slightly increased and his hpreg greatly increased (Making it (almost) impossible to take him on 1 by 1, so teamwork between the rebels will be needed). When either the Warlord or atleast 2 of the rebellions are dead, a new Warlord is selected. When each player has played as a Warlord, it'll start over. First one to winning 10 rounds as either Warlord or Rebel wins.
Team:
Credits:
- Dead_Man - Terrain
- Rao_Dao_Zao - Tooltips
- Griffen - Game Design
- Toink - Hero Design
- Vexorian - Script Support
- (private)Alpha: 100%
- (clan)Beta: 15%
- (official)First Release: 0%
- To do:
- Release a (clan)beta for feedback and fixes.
- Final Release.
- Finish and balance Hunter, Necromancer and Skeleton.
- Finish and balance Rune Carrier, Deathmatch and Warlord modes.
- Balance the Sentry.
- Add proper credit in the map before release.
- Get some new icons for the spells.
Arena Size: ~32x32
Actual Map Size: 64x64
Terrain: 100%
Number of Players: 2-4
Classes:
Necromancer: (Final Release)
Type: Micromanagement class
Progress: 0%
Description:
Hailing from the coldest valleys of the north, the Necromancer's lonely existance has led him to hate all warm beings; now, he has only the dead for company. The chill winds have suffused his very being, and he will let no life stand in his way.
Raise Skeleton:
Summons a skeleton to fight for the necromancer. Max 2 at a time.
Bone Prison:
Imprison an enemy unit in bones, disabling its movement for X seconds.
Curse of Blood:
If toggled on, will give summoned Skeletons the Curse of Blood effect when risen by the necromancer. The curse makes them explode on death, dealing 75% of their max hp to an area around them.
Torment:
Makes the target suffer in pain for X damage.
Banish:
Banishes target from the living realms, covering it in darkness and making it unable to see and interact with living beings.
Skeleton:
Type: Summon
Progress: 0%
Summons a skeleton to fight for the necromancer. Max 2 at a time.
Bone Prison:
Imprison an enemy unit in bones, disabling its movement for X seconds.
Curse of Blood:
If toggled on, will give summoned Skeletons the Curse of Blood effect when risen by the necromancer. The curse makes them explode on death, dealing 75% of their max hp to an area around them.
Torment:
Makes the target suffer in pain for X damage.
Banish:
Banishes target from the living realms, covering it in darkness and making it unable to see and interact with living beings.
Skeleton:
Type: Summon
Progress: 0%
Sacrifice:
Kills the Skeleton. If not exploded on death, will leave a wall of bone to keep the necromancers enemies on distance.
Master's Call:
Channeling ability, heals the necromancer each seconds for X health. The Skeleton dies when the channel is finished. Attacks may interrupt the effect.
?:
-Description-
Kills the Skeleton. If not exploded on death, will leave a wall of bone to keep the necromancers enemies on distance.
Master's Call:
Channeling ability, heals the necromancer each seconds for X health. The Skeleton dies when the channel is finished. Attacks may interrupt the effect.
?:
-Description-
Hunter: (Final Release)
Type: Sneaky "Stay-away-from-enemy-and-set-up-trap" class
Progress: 0%
Description:
Calling the deep forest home, the Hunter stalks his prey in utter silence where others would only make noise. His mind is sharp and his aim is true, and once his sights are set, there is no hope for his quarry.
Mark:
Marks target unit, giving sight of it and increasing the damage done by the Hunter to it by X.
Lay Trap:
Lays a trap at target location. The trap will trigger with a random effect when an enemy approaches.
Increases attack speed by X and movement speed by X.
Tracking:
-Description-
Marks target unit, giving sight of it and increasing the damage done by the Hunter to it by X.
Lay Trap:
Lays a trap at target location. The trap will trigger with a random effect when an enemy approaches.
Fire: Does great damage.
Frost: Slows movementspeed.
Confusion: Runs in a random direction for X sec.
Stun: Stuns for X seconds.
Shrink: Decreases size and maxhealth.
Growth: Increases size and maxhealth.
Beastial Bloodlust:Frost: Slows movementspeed.
Confusion: Runs in a random direction for X sec.
Stun: Stuns for X seconds.
Shrink: Decreases size and maxhealth.
Growth: Increases size and maxhealth.
Increases attack speed by X and movement speed by X.
Tracking:
Domination: Pings a random player's location on the minimap when used.
Rune Carrier: Pings the current location of the Rune Carrier.
Deathmatch: Pings a random player's locations on the minimap when used.
Warlord: As warlord, pings the rebellions. As rebellion, pings the warlord.
?:Rune Carrier: Pings the current location of the Rune Carrier.
Deathmatch: Pings a random player's locations on the minimap when used.
Warlord: As warlord, pings the rebellions. As rebellion, pings the warlord.
-Description-
Knight: (Beta)
Type: Proud melee class
Progress: 80%
Description:
A noble fighter from the cities of the east, the Knight seeks glory through battle and vanquishing evil. A strong sword-arm and God on his side make him an unstoppable force on the field.
Holy Light:
Blinds the target unit for X seconds, making it unable to move and attack. Also gives vision of it for X seconds.
Smite:
Enchants the Knight's sword with divine energy. The next attack made with this effect on will do X extra damage and slow the target by X% of it's movementspeed. Also smites nearby undead skeleton for X damage while preventing them from exploding and creating walls if slain.
Reflect:
When used, has a 100% chance to reflect the next damage and/or effect taken using his shield. Effect dissappears after use or after 2 seconds.
Faith:
The Knight gives his whole being in faith to his God. The player slightly looses control of the knight while he gets increased damage, health, armor and movementspeed for X seconds. Faith breaks all negative effects that is currently on the Knight.
Divine Wrath:
Completely fills the Knight's sword with divine powers. Increases attackspeed by X(100%+) and releases a blast of holy energy whenever he strikes his opponent.
Blinds the target unit for X seconds, making it unable to move and attack. Also gives vision of it for X seconds.
Smite:
Enchants the Knight's sword with divine energy. The next attack made with this effect on will do X extra damage and slow the target by X% of it's movementspeed. Also smites nearby undead skeleton for X damage while preventing them from exploding and creating walls if slain.
Reflect:
When used, has a 100% chance to reflect the next damage and/or effect taken using his shield. Effect dissappears after use or after 2 seconds.
Faith:
The Knight gives his whole being in faith to his God. The player slightly looses control of the knight while he gets increased damage, health, armor and movementspeed for X seconds. Faith breaks all negative effects that is currently on the Knight.
Divine Wrath:
Completely fills the Knight's sword with divine powers. Increases attackspeed by X(100%+) and releases a blast of holy energy whenever he strikes his opponent.
Sentry: (Alpha)
Type: Fast short-ranged class adept at finding its prey and annihilate it. aka kill-stealer
Progress: 100% (excluding balance)
Description:
At one with the shadows, the Sentry needs only the dim light of the moon to find her path through the land. And when the way seems impossible, her Hawk companion will lead on through the darkness.
Moonglaive:
Throws a glaive thowards the target and damages anything in its way. When reaching its destination the glaive will explode and divide into three smaller ones, each one taking its own path.
Call Hawk:
Releases Elrai, the all-seeing scouting bird.
Elrai is used to scout the area and locate damaged preys. (aka easy kills)
Sneak:
Makes the Sentry invisible for 5/10/15 seconds and slows movementspeed by 80/75/70%. Any aggressive action will make her visible. All classes(+scoutbird) can detect invisibility on a small radius though, so stay in the shadows.
Nature's Grasp:
Roots emerge from within the mother earth, piercing the target for X damage and holding it in place.
Starfire:
Rains down 20 falling stars at target area for 1 second, each star deal 20 damage.
Throws a glaive thowards the target and damages anything in its way. When reaching its destination the glaive will explode and divide into three smaller ones, each one taking its own path.
Call Hawk:
Releases Elrai, the all-seeing scouting bird.
Elrai is used to scout the area and locate damaged preys. (aka easy kills)
Sneak:
Makes the Sentry invisible for 5/10/15 seconds and slows movementspeed by 80/75/70%. Any aggressive action will make her visible. All classes(+scoutbird) can detect invisibility on a small radius though, so stay in the shadows.
Nature's Grasp:
Roots emerge from within the mother earth, piercing the target for X damage and holding it in place.
Starfire:
Rains down 20 falling stars at target area for 1 second, each star deal 20 damage.
Log:
The first alpha test of Dark Chants commenced 16th of July at 00:10 AM +1 GMT
Participants:
Fixes:
- Accidental tooltip bug on Sentry//Sneak.
[*]Multiplayer desync caused by hiding units fixed.
[*]Sentry//Revenge is replaced by Nature's Grasp.
[*]Global casting time reduced.
New version; Dark Chants 0.1b
Latest news and updates at:
http://www.wc3campaigns.net/showthread.php?t=93673
This site must probably have the stupidest anti-spam system I've ever encountered. I think it recognizes my attached images as spam because of the url length. And so, it marks them as [ url]. So I had to upload them at imageshack to get them working.
Errors like this should immediatly be fixed!
Example: (Short Length)
Example2: (Attached Image Length)
Attachments
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