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Demon Defence

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Level 17
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Apr 3, 2010
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1,101
Sanquine lust: Enthralls the beast and its minions into a state of dark frenzy.
Effects:
Note Effects happen in Major for the hero and minor for the minions.
Thus the lesser blood hounds have a reduced effect on these abils/ So less Heal on dmg less speed increase and less drain etc


The energy within the beast become unleashed into a gunge of matter that strikes out nearby foes draining life energy. And adding it to the beast - =Heal and Dmg / Like the Ultimate of Crypt lord."

The beasts state of frenzy causes an X% move and attack speed increase-
During in this state the beast cannot hold its Vir and so looses Y hp/s.

Also the energy causes an P% of gaining Critical strikes and E% of dodging attacks.
As it is in a supersonic state.


Abillity 2:
Dark revival:
The Blood hound roars the dead into action with arcane forces and spirits which in kinders.

Every 3 seconds a minor minion is raised to aid the great blood hound from a random corpse surrounding it in 750 range.

Every 10 seconds a major minion is raised to aid the greay blood hound from a random corpse surrounding it in 750 range.

However only X corpses can be sustained.

Level increase= More corpses can be sustained.
Level increase= Minor corpses gain cleave or crit abils.
Major corpses gain the abillity to blood rush (Beserk) sending them into a 300% attack speed frenzy for 5 seconds.
Roar of the haunted: Decreases enemy armour by 1 (Is stackable)
Uncontested rebirth: Every Y seconds a leap of dark vir jumps out of it into the enemys dealin Z dmg.






Note: may be hard to balance. Weaker is better than op. As they should be more reliant on hero and the Corpses simply aid in cross aggro taking some fire and using the handy abillities to guerilla warfare/ Harrass enemy forces, while the main hero deals with other forces.
 
hmm i like your ideas just be hard to add i have had an idea for an ultimate the blood hound roars decreasing nearby enemy units attack and def and it creates a lesser minion from each skeleton that is nearby up to 10 lessers may be spawned

EDIT: ok guys starting from now im going to give an update every Tuesday when i get home from college

Firsts update:
- Created hero demon hound and its higher tier evolution
- Finished making all units for Blood Hound ability and made it for all ranks
- Finished adding Dark Pulse to the game changing it a bit
 
Level 3
Joined
Feb 4, 2010
Messages
45
New Skill (Ultimate) Passive & Active:
(Gauge = 10 |'s ||||||||| [EmptyGauge] |||||||||| [FullGuage])
Name:Magia Erebia/Blood Thirst/Undying Thirst/Eternal Hunger
(Pick one you like)
Passive:5% Lifesteal, Custom Critical System(Criticals deal 250% instead of 200%)
Cooldown:5seconds
Restrictions:Is not allowed to purchase ANY critical bonus or lifesteal items.Is not affected by Lifesteal Auras.
Info:
Every custom critical hit on an ORGANIC unit increases gauge by 1 |.
Gauge will drop down by 1 every game time hour.
Each gauge level gives a completely unique and different skill/bonus/ability upon activation.
Each usage of blood thirst removes ONE gauge usage and costs 10% of maximum hp to use.

Gauge 0:
Stats:+5%Critical Chance,-50% Movespeed,-50% Attackspeed,-50% Damage,-5HP regen
Ability:Moves instantly to the most damaged unit within a 1200 radius.
Gauge 1:
Stats:+5%Critical Chance,-40% Movespeed,-40% Attackspeed,-40% Damage,-4HP regen
Ability:Instantly deals PrimaryAttribute X 2 to a target and healing self for half the damage dealt(NOT primary attribute but the actual damage dealt including the armor reductions)
Gauge 2:
Stats:+5% Critical Chance,-30% Movespeed,-30% Attackspeed,-30% Damage,-3HPregen
Ability:Charges up a roar for 2 seconds, then unleashes a massive shockwave stunning all units hit by it for 4 seconds and teleports the hero to the last unit hit by the shockwave. For each unit hit by the shockwave, the hero is healed by 100xUnitsHit.
Gauge 3:
Stats:+4% Critical Chance,-20% Movespeed,-20% Attackspeed,-20% Damage,-2HPregen
Ability:All organic units within a 600AOE are instantly exploded and a storm of blood starts encircling the hero, dealing PrimaryAttribute x 4 in Damage per second for 10 seconds.The hero is healed UntsIn600AOE X 10 per second for 10 seconds.
Gauge 4:
Stats:+4% Critical Chance,-10% Movespeed,-10% Attackspeed,-10% Damage,-1HPregen
Ability:The hero boosts his primary attribute by 5 and heals himself by his new Primary Attribute X 10.
Gauge 5:
Stats:+4% Critical Chance
Ability:The hero sacrifices 50% of his HP to create a powerful support Devil that has 1500HP and 15HP regen.This Devil has 4 powerful abilities.Lasts 60 seconds.
Ability1.Blood Bonds; The Devil links itself to a friendly hero, recieving ALL the physical damage it takes.Lasts 30 seconds.
Ability2.Blood Cage;(Channeling) The Devil creates a cage around a friendly hero, the hero gains a +15HP regen and +15Armor.Lasts 15 Seconds.
Ability3.Blood Shield; Provides a spell shield to all nearby units giving them a 500 DMG Spell Shield and +50Armor.Lasts 30seconds.Cooldown 60 Seconds.
Ability4.Blood Sacrifice; The Devil begins charging up a spell for 10 seconds. Upon completion the Devil heals a friendly hero for 2000HP, in turn the Devil is destroyed.
Gauge 6:
Stats:+3% Critical Chance,+10 Attack Speed,+10%Movespeed,+10% Damage,+1HPregen
Ability:The Triple 6 Attack;
A floating text appears with the first 6 which lasts for 6 seconds.
During this duration the hero obtains +6HP Regen,+6MP Regen,+6%Attack Damage,+6% Damage,+6% Critical Chance,+6%Attack Speed,+6%Movespeed.
After the first 6 the second 6 appears next to the first six which also lasts for 6 seconds.
During this duration the hero's attacks are given cleave of 66% and +66% AttackSpeed, +66% Attack Damage,+66% Movespeed,+66HP Regen,+66MP Regen,+6%Critical Chance.
After the second 6 the third 6 appears next to the second six which lasts for 6 seconds.
During this duration the hero is given +666% Damage,66% Cleave and 6 seconds of complete invulnerability to all physical damage.
After the spell is complete, if the gauge meter is less than 7 the hero is killed.
Gauge 7:
Stats:+3%Critical Chance,+20%Attack Speed,+20%Movespeed,+20% Damage,+2HPregen
Ability:The hero stuns all enemies within a 700 AOE burning all enemies for 7 X Primary Attribute per second.The hero is healed 7 X UnitsIn700AOE.
Gauge 8:
Stats:+2%Critical Chance,+30%Attack Speed,+30%Movespeed,+30% Damage,+3HPregen
Ability:The heros undying lust for blood fuels him into a endless rage preventing his health from dropping under 1% of his maximum.Lasts 8 seconds. During this duration he cannot die and obtains +88% Damage,+88%Attackspeed,+88%Movespeed,-88HPregen
Gauge 9:
Stats:+1%Critical Chance,+40%Attackspeed,+40%Movespeed,+30% Damage,+4HPregen
Ability:The hero sacrifices itself to create a High Class Demon General(HCDG) that is a hero unit and is removed upon death.The HCDG has immeasurable power and 4 unique abilities that can be leveled.Does not expire unless killed.9000HP,90HP regen,90Damage.
Ability1:Trample(immolation); Due to the immense size of the HCDG the unit crushes all units that wander near its feet dealing 50/100/150/200/250 damage to ALL units including friendlies.
Ability2:Demonicism; Boosts all nearby demons attackspeed,damage,movement by 5/10/15/20/25% and HP regen by 2/3/4/5/10 while decreasing all humans attackspeed,damage,movement by 5/6/7/8/10% and HP by 1/2/3/4/5.
Ability3:Rupture; Sends out multiple shockwaves in every direction to all nearby units dealing 500/600/700/800/900.
Ability4:Tribute; Sacrifices itself to create 1/2/3/4 Devils and increasing the gauge meter by 2.When sacrificed it deals 900 damage to all nearby units including friendlies.
ONLY ONE HCDG CAN EXIST AT ANY ONE TIME
Gauge 10:
Stats:+10%Critical Chance,+50%Damage,+50%AttackSpeed,+50%Movespeed,+5HPregen
Ability:Transforms into a hellish blood fiend that has a burning ranged attack.The fiend has the same skills as the original hero but they are 2x stronger.If the hero dies while as a hellish blood fiend the hero will be reborn in their original state while spawning a Devil.
Lasts 60 Seconds.
Secret Gauge 11
(Only obtainable if you activate tribute with gauge 9, Gauge color becomes orange)
Stats:+20%Critical Chance,+60%Damage,+60%Attackspeed,+60%Movespeed,+6HPregen
Ability:Devlish Blood Fiend same as Gauge 10 but skills are 3x Stronger.Upon dieing as a Devlish Blood Fiend the hero becomes a hellish blood fiend.Lasts 60 Seconds.Use of this gauge forces you to lose 3 Gauge's.
Secret Gauge 12
Stats:+30%Critical Chance,+70%Damage,+70%Attackspeed,+70%Movespeed
Ability:Transforms into the Blood Mistress.Your abilites become 4x Stronger.Obtain a 20% Cleave and 20% Dodge however you suffer a -100HP regen and upon death your allies are given a buff that provides them +120%Attackspeed,+120%Movespeed,+120%Damage,+120%HP regen,+120Armor.

Notes:
Probably overbalanced by alot...
Custom critical system because the default one stops working at about 2-3% and has some weird bugs in it...
And if possible i would like this on my hero >:)
 
Level 17
Joined
Apr 3, 2010
Messages
1,101
Trigger when crit has done?

If by that you mean a custom crit. "unit attack= Unit of type-Unitx - Set integervar=rndint between 1 -100, if integervar <=X deal attacking units dmg * y to attacked unit. *Create floaiting text* etc.
 
Level 3
Joined
Feb 4, 2010
Messages
45
maybe hero respawn is conflicting with it?
----------------------------------------------
Just calculated the chances of getting to Gauge10
Its big alright.
1/694444444444444444
1/694,444,444,444,444,444
^~Six hundred and ninety-four Quadrillion
Double check for me if you want.
But it actually seems kind of balanced since the chance of critical is so low and the abilities are strong enough to make up for it
----------------------------------------------
Maybe the blood hound roar has a defective unit selection and selects all units and revives them
----------------------------------------------
Human Bosses:
Muradin Bronzebeard:
Type: Caster, DPS
Abilities:
Roar of the Mountains; Stuns all nearby units and knocks them backwards into other nearby units which also take damage. All units are slowed and have reduced armor for the next 30 seconds.
Ancestors Lightning;Nearby units are stunned by lightning and purged of all buffs while having a major damage reduction applied.
Storm Frenzy;The mountain kings works himself into a deadly frenzy where his attacks chain to both enemies and allies dealing immense damage and having his hammer charged with the power of the storm he is able to discharge a powerful hit on his main target stunning them while all enemies hit by the chain lightning suffer a slow.
King of the MountainA large artificial mountain is created where the mountain king is, he stops there and calls upon the power of the mountain and the element of lightning which he fuses together to create Rolling Thunder(floating text!) which is a mass lightning attack on a single target that shocks them continously for large amounts of damage. Then the mountain king sends a shockwave knocking them high into the sky while the lightning is still shocking away at him dealing immense damage and stunning.Upon casting King of the Mountain he instantly gains Storm Frenzy and Ancestors Lightning, his normal attacks can trigger Roar of the Mountain. As long as he stays upon his mountain all spells have no effect on him and instead fuel his power giving him a permanent stat bonus.

Robo-Muradin:
Type: Tank, Caster
Abilities:
Electrical Discharge;Creates an electrical shock that jumps to nearby enemies stunning them and leaving a major slow.
Electrical Shield;Each time Muradin is attacked the enemy is gradually slowed until they are stunned. All nearby enemies are passively shocked by lightning pulses that deal massive magical damage to all units.
Thousand Volts;A barrage of lightning is thrown upon a large area instantly stunning all enemies within the region.Thousand Volts leaves units with a major slow and massive damage reductions.
Dwarven ContraptionMuradin transforms into a flying machine of doom. His basic attacks can attack up to 5 enemies, while his main attack can chain to more enemies along with the power to stun his main target.During this form he gains +100 Armor and becomes nearly impervious to all physical damage ignoring 100 physical damage. During this period Muradins basic attack is infused with Electrical Discharge, and can activate Thousand Volts without any cooldown.
 
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Level 3
Joined
Feb 4, 2010
Messages
45
Guinsoo:
Type: Caster
Abilities:
Hexmoligy;Guinsoo's basic attacks converts any unit temporarily into a chicken removing armor and slowing movement speed.
Ancient Summoning;Guinsoo calls upon the elements of nature creating 4 golems each with a specialty.Fire; deals immense damage to nearby enemies with a powerful splash attack along with fast attack speed and high damage. Water; a supportive golem that maintains permanent ethereal form ignoring physical damage but taking 100% extra magical damage. Ground; a powerful tank that can trick enemies into focusing their fire onto him, ground also reduces incoming attacks by 10 and returns 10% of incoming damage back to the attacker. Lightning; a powerful golem that has the abilities of all 3 golems, it deals moderate damage but its attackspeed is unrivaled, and chains lightning upon its basic attack.Lightning can switch between ethereal form that takes 100% damage from spells and physical form that has a shield of electricity covering it, shocking any enemy that attacks it while also giving it a damage reduction.
Elemental Assault;Guinsoo quickly launches a lightning attack that stuns the enemy, then fires a barrage of meteors upon them setting them aflame, upon which he creates a magical pillar to stab into his enemy stunning them and launching them into the air while also being knockbacked. Next he calls upon water which rushes into his enemy silencing a large area and drowning them dealing large amounts of damage.Lastly, he rains down a barrage of arcane magic giving nearby enemies a massive armor reduction and damage reduction, while causing major damage.

ULTIMATE
Ancients Presence;The most powerful magic of nature it self is called upon, crating typhoons,tsunamis,volcanic eruptions,earthquakes, and the roots of the world tree are binded upon nearby enemies draining their life continously and feeding it to Guinsoo and all nearby allies.

-------------------------------------
I am being FLOODED with ideas....
 
Level 3
Joined
Feb 4, 2010
Messages
45
Its your map >:)
And sure if you want
-----------------
You'll need to make 12 different items and make sure they are replaced at the right time else it could glitch and you have lots of gauges and becomes really annoying, also becomes OP UBER POWERED GODLIKE when u fuse it with lifesteal even if u dont use the custom crit(removes lifesteal chance and more random crit system then wc3 <-- it uses this strange one thats really not that accurate to %'s and stops working at 2-3% read this somewhere...)
----------------
Cha..o..s... P..oin...t..s...
Whats that?
EXPLAIN IN DETAIL >:)
 
Level 3
Joined
Feb 4, 2010
Messages
45
but the stats at the start are -%'s making it not really worth it to get later in the game(when you get those 500 "Chaos Points") when you need every hit to burn those son of a humans.
 
Level 3
Joined
Feb 4, 2010
Messages
45
im guessings its going to be a one only item caz i dont think u cud run multiple gauge's as they wud probably collide.(Put it in the middle of the enemies base with super towers surrounding it >:D)
 
Level 3
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Feb 4, 2010
Messages
45
Human Boss
Archangel (Hard)
Type:Tank, Support
Abilities:
Hand of God;Blasts a large area with blinding light. Allied units are healed and given bonus HP regen. Enemy units are silenced and damaged.
Wall of Light;Creates wall of light that only burns demonic units that enter dealing 2X damage to demonic units. Units entering are silenced and slowed.Allied units that enter the wall of light are healed and given bonus damage and HP regen.
Purify;Fires a beam of holiness in the direction the archangel is facing knocking all enemies caught in the main beam to the back and taking the maximum damage possible and stunned for a long period of time. Units that are near the beam are also knockbacked and stunned but are dealt less damage. Allied units caught in the beam are greatly healed and given bonus HP regen.
Heavens Blessing;Nearby allied units are given immense HP regen preventing them from dieing from any minor injury.Allied units are given incredible bonuses in all areas armr/dmg/atkspeed/ms/hpregen. Enemy demonic units are burnt for 2% of their maximum hp every second. During the duration Heavens Blessing is active, the archangels basic attacks cause Hand of God on the target unit and is constantly surrounded by Wall of Light. Also, Purify has no cooldown during this period and the archangel is given a spell shield.

Spartan (Hard)
Type: Tank,DPS
Javelin;(Innate)Has a chance of throwing a spear to a random nearby enemy every time he attacks. The spear is tipped with legendary poison, slowing the enemy and applying powerful poison damage.
Phalanx;(Passive)Makes the Spartan impervious to all damage, reducing physical damage by 300 and reducing magical damage by 50%. 75% of incoming damage is returned back to the attacker.
Enraged;Increases attackspeed and movespeed by 100% also providing bonus 300 damage.During this period the spartan has a chance of bashing the enemy knocking them back and mini-stunning them.
Leaping Thunder;The Spartan launches himself into the air and comes down onto an enemy stunning it and nearby units while knocking nearby units backwards.The target unit is stunned for a long duration on which each attack the Spartan attacks powerful lightning strikes are called down onto the target.
Glory;The Spartan jumps high into the air and lunges down onto a nearby enemy hero dealing immense damage, knocking the target and nearby units away and stunning them.The Spartan is granted immunity from all physical damage. The Spartan is Enraged for the duration of Glory, also each consecutive attack increases his damage and attack speed. If the Spartan takes fatal damage during the period of Glory he is revived and knocks nearby units away stunning them and gaining boosted damage. After Glory ends, the Spartan unleashes a roar blasting nearby units away and reducing their damage and speed.

Knight (Easy)
Type: Tank
Abilities:
Blessing;Heals nearby allied units and gives them bonus armor and HP regen.
Charge;Launches himself into the midst of combat knocking nearby units away and giving himself bonus damage and attack speed.
Battle Cry;Buffs all nearby units giving them increased power.
Honour;Obtains a powerful aura that stuns all units that come close to him and knocking them back.His basic attacks reduce armor and damage of the enemy as well as slowing them down.Blessing and Battle Cry are constantly active during this period.
 
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is there a threat system in this?

WHat do you mean threat system

UPDATE TIME:

-heroes have all 3 ranks
-abilities are being worked on to get to all 3 ranks just a few left
-reworked start of wave system to make settingup easier
-added rankup at level 15 (there is bug for some reson)
and if i can remember anything else on what i have done i will post
 

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Level 3
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Feb 4, 2010
Messages
45
Testing >:D
actually is it possible if u and me did a coop test of it?
what realm etc..

Results:
Wave timer isnt correct.
Units get stuck abit.
Theres a flying outland rocks things in the middle of nowhere and it looks glitchy caz you cant see all of it.
When you rank up, you deselect the hero, make it add hero to your current selection
Demon Knight guy Rank1 doesnt have enough mana to support more then 2 charges at level 14...

Good things. IT LOOKS A DA EPICZ >:D
*Presses the Like button"
 
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Level 3
Joined
Feb 4, 2010
Messages
45
I thought i had a trigger that selected all units in WaveGroup every 60 seconds to attack-move to RegionX to stop the buggy spawn :O. Whats this i hear of catacombs of chaos o_O???
 
Level 3
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Feb 4, 2010
Messages
45
A fourth one? ORPG(open rpg), go where you want choose whether you side with the humans or the demons doing different quests that benefit each side, and have raids continously on towns etc..
Fourth One=Constantly updated, more bosses,more dungeons etc, save/load codes.
---
The chaos points are carried over to each of the maps giving you special bonuses, etc.
 
Level 3
Joined
Feb 4, 2010
Messages
45
>:D, So in Demon Defence you HAVE to lose like an epic Cinematic? or an impossible battle that rewards lots of chaos points for how long you can hold out (like in SC2 when your the protoss)
And in CoC, some demonic heroes have escaped the demonic citadel fall and are doing something?
----------
Going to have to get some smart AI for the humans in that rts
 
Level 3
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Feb 4, 2010
Messages
45
So, all the heroes go back to rank one level one? and you have to train them all again because they lost their demonic energies because it was supported by the demon citadel and now they fight like a kitten agenst a troll?(or something like that?)
 
Level 3
Joined
Feb 4, 2010
Messages
45
i can have a go at skinning the egg if you really want it

@randomkilla if your free and have nothing to do could you add upgrades for the demon units (not heroes) so damage armour and health need it so when one person upgrades it it works for all
E.g. player red upgrades there damage to level 2 player 2 can then just go from level 2 to level 3 and so on i think 20 levels should be enough

Do you still want me to do the Rabbits VS Sheeps Upgrade system?(totally forgot about it)
I was thinking a command to make it easier (to trigger and use) or a shop where you buy an item (powerup does nothing) but is triggered to make the demons research armor/dmg upgrades. The item will cost 0 gold but it runs an if/then/else to see if you have the money and increases upgradevalue and upgrade number so that it can be bought multiple times and reasearched to level X. <-- Those 2 or just tell me what you would like. Buildings included?
-----------
Anything within my limited brain power that you might want for CoC?
-----------
We claim 15th place for the most views xD!!!!
Are we going to make a new thread on map development for the Trilogy of Darkness(brambleclaw's epic naming skills), or do we still need some more people to help out(more the merrier)
 
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Sorry for late reply yea I still want it to add the upgrades also try using the ability that cost so when you select the shop it picks yours and then just level the ability for everyone

EDIT: yea once demon defence is in beta stage i will make a form for all the maps and about the name of the seriese we cant call it a trilogy if there is going to be 4 maps and Chaos fits better than darkness because demon units are chaotic :p brambleclaw any more ideas for the series

EDIT 2: MAP 4 - ORPG i have had some more ideas for if we go ahead for the orpg adding factions to it so at the start of the game you can choose if you want to become a demon hero or a human hero and i might make the level limit 150 hand keep the 3 stage hero evolution tell me what you think
 
Level 3
Joined
Feb 4, 2010
Messages
45
Dark Master ORPG
Max Level:300(FOR SPARTA)
Story:
Cinemetic to show what happened in the last map(and to also help lag/loading).You begin as a wandering soul after being defeated at the fall of the Demonic Citadel. Thanatos has brought you to Grave Falls the dimension between eternal void and the warcraft world. You take a series of tests(tutorials) to see if you can be revived.Tutorial is skippable but unadvised for newcomers. When you complete the tests(tutorials) you are allowed to pick a hero. Thanatos lets you decide on which side you will take to change the world. You pick either The Hall of Champions or The Citadel of Fiends, and by choosing which one you take, this sets your -repick location. There is a total of X demonic and human heroes.Once you pick a character you are transported to the warcraft world and in the corresponding base. There are lots of *unique* quests and jobs that you have to do to earn XP/ITEMS. Though doing those quests are OPTIONAL, there are a few main quests.

The first main quest is to Capture/Pillage/Burn the enemies towns located in the middle of the map(about 5 towns each side). The second main quest is to destroy/capture the enemies Fortresses(about 3 fortresses each side), upon destroying/capturing all 3 fortresses the enemies Stronghold is open to attack and allied troops are bolstered in stregth with every enemy fortress capture(has to be capture) and weakened with every allied fortress capture/destruction.The third main quest is to destroy/capture the enemies Stronghold, if you choose to destroy the enemies stronghold, all ingame units are paused and you are victorious, save then quit. If you choose to capture the enemies Stronghold, all enemy heroes are teleported to a random "refugee camp" located in the middle(town section). Refugee camps cannot be destroyed, they can only be pillaged for XP and GOLD.More information on main quests later.

There are multiple bosses located throughout the map in special regions that can only be gotten to by first activating the corresponding quest while having the correct requirements (level/gold/etc). There are bosses located all around the map, some even within secret compartments of a Fortress which teleports you to a different location to battle them. There are mutiple secret bosses activated through a multitude of carrying a mystery item to a designated location or doing a specific action (EG. If all 10 towns are burnt and not reconstructed, Ragos the God of Fire is created in the middle of the map).



Main Quests:
1.
After 30 minutes have passed towns can be captured/pillaged/burned other then that they can only be attacked but no action can be done to them.
Level REQ:100+

2.
After 60 minutes have passed Fortresses can be captured/pillaged/burned other then that they can only be attacked but no action can be done to them.
Level REQ:200+

3.
After 120 minutes have passed Strongholds can be captured/destroyed other then that they cannot be attacked even if you control/destroyed all 3 fortresses. Refugee camps are created only if the Stronghold is CAPTURED.
Level REQ:300 ONLY



Definitions:

Capture:
Gain control of Town/Stronghold/Fortress upon which allies obtain faster gold income and bonus rewards/exp.

Pillage:
You and all nearby heroes are teleported to the Fortress Layer, you obtain bonus gold, items and exp. Pillaged towns cannot be attacked within the next 10minutes.

Burn:
Destroys a town completely and returns no reward whatsoever. Towns burnt can be rebuilt at the cost of Chaos Points and Gold.

Refugee Camp:
Invulnerable, spawns in the middle section of the map, random designated refugee camp location(designated to stop glitches, spawns in boss den/forests)

Towns:
Towns provide gold income and are weak control points around the map. Only defence are towers, guards an militia. Each faction controls a "City" which provides bonus income and is more heavily fortified. Each Stronghold has teleports to Fortresses,Towns and Cities which it has control over.

Fortress:
Each Faction controls 3 fortresses which power the Strongholds Impentratable Defense Sphere. Fortresses bolster troops powers and when they are destroyed or captured the corresponding faction loses troop power

Troops
Troops defend the fortresses,cities and stronger versions guard the strongholds. Troops can be bolstered through fortress capture and weakened through allied fortress destruction or capture. Troops steadily patrol paths between towns and protect trading caravans that cross from cities to towns and vice versa.



Commands:
-repick
brings you to the hall of champions or the citadel of fiends or to the location that gives you access to teleport to either of them(restricted in boss fights).
-spawncamp
Kills all nearby enemy heroes near the spawning regions.
-help
Shows helpful information(same as f9)




Heroes:

Level 1-99:
First Rank, basic skills non-stat based.

Level 100-199:
Second Rank, Advanced Stat based skills. Skills can only be leveled once every 30 levels which increases buffeffect/debuff/duration/manacost/statmultiplier. Upon reaching level 100 the xp rate is turned to 0% until the hero can complete a difficult boss quest upon which he retrieves certain items (shard of something,etc) to infuse with his humane/demonic powers that allow him to reach second rank.Advanced Skills are improvements of normal skills and given stat powers(eg. Charge becomes Holy/Demonic Charge which allows him to jump first to his target location then back to his starting location dealing STAT damage and stun/knockback, and healing them for STAT based amount.)

Level 200-300:
Third Rank, EPIC stat based skills, multiple skills that can be leveled but the amount of times they are leveled is left to you so you can have some skills unmaxed when you reach level 300 giving you flexiblity to choose which skills you want/like.Epic skills can do extreme effects and damage.(EG. Holy/Demonic Charge becomes Divine/Chaotic Charge that charges and deals stat damage,stun,knocback, then taunts the enemies, jumps into the air and smashes down dealing stat damage,stun,knockback, upon finishing he gains a temporary boost to armor and unleashes an aoe shockwave that stuns nearby enemies for X seconds)



Dual Quests:

Treasure Island:
Unique quest that require both factions to compete, each treasure quest is a hunt/battle to see who can find the most items/gold/exp, there are also traps such as monstrous beasts that can be unleashed onto enemy heros but could also turn on you as well. This happens on an island not located within the main map.

Battledome:
PvP stadium where people can watch/battle and even take bets o_O

Minotaurs Island:
A labyrinth that is filled with monsters upon which both factions can take part whenever they want(eg. jump in while the other faction is half-way there). Upon reaching the Minotaur an OPEN boss battle takes place upon which the enemy can jump in and take the kill. The kill is depended on whoever gets the LAST hit.
 
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sure you can help will need balancing soon almost beta stage but need ideas for ult and 2 normal ability ideas
these the units that need the ability ideas

Blood Hound
-melee hero
-main stat str
-summoner
-needs ult and normal

Demon Slasher
-main stat agi
-dps hero
-melee hero
-needs 1 normal and 1 ult

if possible somthing i can code in GUI make it more exiting

EDIT:
guys do you want me to create a new thread called the Saga of Chaos SoC we can put all information about all maps in there tell me if u want to keep this thread or make a new one for the whole seriese
 
guys its half term time so i decided to pull it together and work on the map

update:
- added auto debug for waves getting stuck at spawn
- blood hound now has 2 more abilities
~Blood Rush - find information in enclosed map
~Minion Enhancement

and i ran out of ideas and im realy stuck need help here
 

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