• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

FBF Hero Idea Contest

Status
Not open for further replies.

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,219
Welcome to the FBF Hero Concept contest. Participants have to create a playable hero concept for our map Forsaken Bastion's Fall. There are no restrictions in theme or affiliation, except that the hero has to useful in an AoS-style map.

Rules

  • Your submission has to consist of at least the following: Hero Name, Affiliation, Main Attribute, Ability Concepts, Model. Anything less is not enough for us to work with.
  • The submission will be judged in the categories listed below, the final score calculated as sum of the points from every category.
  • An entry scoring less than 20% on any category (except Cookies) is excluded from the final judgment.
  • Any entry violating the site rules, especially offensive, sexual or racist content, is disqualified.
  • FBF heroes have 3 abilities with 5 levels and 1 ultimate ability with 3 levels. Slight deviations from this rule might not be disqualified, but serious deviations will be.
  • Every person can submit only one hero concept. If you have submitted multiple, state clearly which one you want to be your final entry. Otherwise we'll just pick the first one.
  • During the submission phase of the contest, no one from the judges and the FBF team will comment on or critize any hero concepts, not even when asked per PM. It is however encouraged that you ask for feedback from the community.
  • It is not allowed to suggest models ripped from games other than WC III.
  • The hero idea must be submited before January the 8th.

Judgment Categories

CategoryDescriptionJudgesMax. Score
UniquenessCreativity of Concept, Distinguishability from FBF heroes and notable DotA, LoL and HoN heroesTBA10
Story ConceptPossibilty of Hero background within FBF lore, Plausibility of Abilities in light of story, Biography quality DZerpic / Doomlord10
GameplayInherent Balance of Skill Set, usefulness of game style, over/underspecialisationsAlien@System / drunken jackal30
ImplemetabilityEase to trigger hero skills, expected time needed to implement.Pred198030
SizeScore decreases with sum of all needed import file sizes. Using only ingame ressources nets full points.A@S' Calculator5
CookiesBonus Points for concepts we like well, but can't rate higher in the above criteriaWhole Team+5

Tips and Guidelines

These are rules we'd like you to follow, but if you break them, you won't be disqualified outright. Try to keep them in mind when designing your hero.
  • Game concept is more important than flavor text. We're speaking from experience when we tell you that remodeling a hero to a different background is easy, but when the skill set doesn't work in gameplay term, a nice biography won't save it.
  • FBF has a lot of lore surrounding the map, which does limit the possibilities for hero backstories. When writing the bio, focus more on personality and key elements instead of a detailed life's story.
  • Game Balance is a fickle thing, so you won't loose many points if you're unsure about some numbers for the abilities and give estimates. Every number changes at least once during Beta testing anyway.
  • If you can't find any good images for the abilities, don't fret. Just use a placeholder, and we'll go ahead and search for ourselves should that hero win. We'll however add the usual size of an import icon to your File Size sum in advance. (Don't worry about that, every hero in the map got at least one import icon.)
  • Try to keep the hero pictures beneath 200x200 pixels for ease of viewing.
  • Try to aim high, not low, with your hero stories. Those guys are supposed to be the champions of their factions, and therefore heroic. Some random peasant who lost his brother to the undead and thus picked up his pitchfork won't be invited to join the final assault, neither will a mad dentist or a master psychologist.
  • FBF uses the following Hero Roles:
    • Defender: Hero able to soak up a lot of damage.
    • Slayer: Strength or Agi Hero good at dishing out large amounts of damage to many targets.
    • Magician: Intelligence Hero with a focus on offensive spellcasting.
    • Supporter: Hero with a focus on supportive skills, like healing and buffing.
    • Hunter: Hero specialised in targeting and finishing off single enemy heroes.
    • Anti-Mage: Hero specialised in neutralising and harming enemy spellcasters.
  • Do not force spell combos. It is always nice when there is interaction between hero spells, but every spell has to be useful on its own.

Crypt Lord

General Information

Abilities

Explanation


cryptlord.gif
icons_14828_btn.jpg
Dark and fearsome warrior, interested only in destruction. Fights for the side that promises the greatest slaughter.

Affiliation: Undead
Role: Defender
Race: Bug
Gender: Male
Strength = 26 + 3.2 (Primary)Agility = 14 + 1.2Intelligence = 14 + 1.6

Movement Speed: 270 (Average)
Attack Range: MeleeAttack Cooldown: 1.9 s

spikedcarapace.gif

Chitinous Carapace:
Ability Type: Active, No Target
The Crypt Lord hardens his shell, reducing all incoming damage to 10 until his shield is destroyed by the absorbed hits. The attack breaking the shield is not reduced.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
120 s30 s120N/AN/ASelfShield with 150 HP

2
120 s30 s120N/AN/ASelfShield with 250 HP

3
120 s30 s120N/AN/ASelfShield with 350 HP

4
120 s30 s120N/AN/ASelfShield with 450 HP

5
120 s30 s120N/AN/ASelfShield with 550 HP
icons_13062_btn.jpg

Burrow Strike:
Ability Type: Active, Area Target
Burrows to the target area, damaging and stunning all targets upon arrival
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A10 s100800200Ground, Enemy, NeutralDeals 75 Damage, 1 s stun

2
N/A10 s100800200Ground, Enemy, NeutralDeals 125 Damage, 1.5 s stun

3
N/A10 s100800200Ground, Enemy, NeutralDeals 175 Damage, 2 s stun

4
N/A10 s100800200Ground, Enemy, NeutralDeals 225 Damage, 2.5 s stun

5
N/A10 s100800200Ground, Enemy, NeutralDeals 275 Damage, 3 s stun
impale.gif

Crippling Blow:
Ability Type: Active, Unit Target
Smashes the target, reducing its attack damage and attack speed
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
10 s8 s50200N/AGround, Enemy, Neutral10% attack speed and damage reduction

2
10 s7 s50200N/AGround, Enemy, Neutral15% attack speed and damage reduction

3
10 s6 s50200N/AGround, Enemy, Neutral15% attack speed and damage reduction

4
10 s5 s50200N/AGround, Enemy, Neutral20% attack speed and damage reduction

5
10 s4 s50200N/AGround, Enemy, Neutral20% attack speed and damage reduction
locustswarm.gif

Grub Horde (Ultimate):
Ability Type: Channeled, No Target
The Crypt Lord begins to summon his children, which eat the flesh of nearby enemies, slowing them, and return it to the Lord to refill his health. When his shield is active, it is refilled as well and can be supercharged to 150% max HP.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
15 s90 s200N/A700Ground, Enemy, Neutral2 Grubs per second, 10% slow for 5 s and 50 HP per Grub

2
15 s90 s200N/A700Ground, Enemy, Neutral3 Grubs per second, 15% slow for 7 s and 60 HP per Grub

3
105 s90 s200N/A700Ground, Enemy, Neutral4 Grubs per second, 20% slow for 8 s and 70 HP per Grub

The Crypt Lord is meant as straight-up Tank, who can survive severe punishment and prevent the attackers from advancing. His main survivability skill is his shield, which basically gives him free HP as long as he can keep affording the mana cost. It makes him especially more resilient against heavy hitters, as all attacks are reduced to a fixed value. However, nukes can still be dangerous, due to the piercing effect of the damage breaking the shield.
Burrow strike allows him to get deep into the fray quickly, thus increasing the threat posed, even to heroes hiding a bit further back, forcing them to try and take him down first. Similarly, the third skill is an annoying debuff that gives him a bit more survivability and can hinder enemy heroes. As he can spam the Crippling Strike due to the low cooldown and mana cost, the enemy heroes have either to avoid his skill range, or try to deal with him quickly to prevent loss of their damage output.
His Ultimate increases the threat potential even further, by both healing the Crypt Lord and dealing nasty AoE debuff. By activating his shield, burrowing to the enemy and beginning to channel the Grub Horde, the Crypt Lord can quickly endanger a sizeable portion of the attacking force. If he isn't interrupted, he'll be nigh invulnerable afterwards, thanks to full health and a supercharged shield.

Credits
BTNcrHspida by CrazyRussian
BTNcrBurrowStrike by CrazyRussian




[h2]Crypt Lord - Example Hero[/h2]
[tabs]
[tab=General Information][stable]
[table][img]Hero Model Image[/img][c][img]Hero Icon[/img][/table]
[c]Short Bio / Personality / Story[r]
Affiliation:
Role:
Race:
Gender:
[c][table]Strength = x + x (Mark Primary)[c]Agility = x + x[c]Intelligence = x + x[r]
Movement Speed: x (x)[c]Attack Range: x[c]Attack Cooldown: x s[/table]
[/stable][/tab]
[tab=Abilities]
[stable][img]Ability Icon[/img][c]
[b]Ability Name[/b]:
Ability Type: X
Ability description[/stable]
[table]Level[c]Duration [c]Cooldown [c] Mana Cost [c] Range [c]Area of Effect[c] Allowed Targets [c]Effect[r]
1[c]x s[c]x s[c]x[c]N/A[c]N/A[c]Self[c]x[r]
2[c]x s[c]x s[c]x[c]N/A[c]N/A[c]Self[c]x[r]
3[c]x s[c]x s[c]x[c]N/A[c]N/A[c]Self[c]x[r]
4[c]x s[c]x s[c]x[c]N/A[c]N/A[c]Self[c]x[r]
5[c]x s[c]x s[c]x[c]N/A[c]N/A[c]Self[c]x[/table]
[stable][img]IMGLINK[/img][c]
[b]Ability Name[/b]:
Ability Type: X
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx[/stable]
[table]Level[c]Duration [c]Cooldown [c] Mana Cost [c] Range [c]Area of Effect[c] Allowed Targets [c]Effect[r]
1[c]N/A[c]x s[c]100[c]x[c]x[c]x[c]x[r]
2[c]N/A[c]x s[c]100[c]x[c]x[c]x[c]x[r]
3[c]N/A[c]x s[c]100[c]x[c]x[c]x[c]x[r]
4[c]N/A[c]x s[c]100[c]x[c]x[c]x[c]x[r]
5[c]N/A[c]x s[c]100[c]x[c]x[c]x[c]x[/table]
[stable][img]IMGLINK[/img][c]
[b]Ability Name[/b]:
Ability Type: X
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx[/stable]
[table]Level[c]Duration [c]Cooldown [c] Mana Cost [c] Range [c]Area of Effect[c] Allowed Targets [c]Effect[r]
1[c]x s[c]x s[c]x[c]x[c]N/A[c]x[c]x[r]
2[c]x s[c]x s[c]x[c]x[c]N/A[c]x[c]x[r]
3[c]x s[c]x s[c]x[c]x[c]N/A[c]x[c]x[r]
4[c]x s[c]x s[c]x[c]x[c]N/A[c]x[c]x[r]
5[c]x s[c]x s[c]x[c]x[c]N/A[c]x[c]x[/table]
[stable][img]IMGLINK[/img][c]
[b]Name of Ultimate (Ultimate)[/b]:
Ability Type: X
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
[/stable]
[table]Level[c]Duration [c]Cooldown [c] Mana Cost [c] Range [c]Area of Effect[c] Allowed Targets [c]Effect[r]
1[c]x s[c]x s[c]x[c]N/A[c]x[c]x[c]x[r]
2[c]x s[c]x s[c]x[c]N/A[c]x[c]x[c]x[r]
3[c]x s[c]x s[c]x[c]N/A[c]x[c]x[c]x[/table]
[/tab]
[tab=Explanation]
Explanation of Gameplay role, intended playstyle, strengths, weaknesses, your thoughts about the ability choices.
[hr]50%[/hr]
[b]Credits[/b]
[url=link]Name[/url] by Creator
[/tab]
[/tabs]


Rewards

Winner+15 repThe submited hero idea will be added ingame

Everyone
+2 rep
 
Last edited:
  • Like
Reactions: ILH
Level 6
Joined
Mar 9, 2013
Messages
189
First!


Just kidding c:
Anyway, below is my hero submit. I would like to hear from the Community what they think about it. I will make changes if needed.
Good luck on the project!

Dreadbark - The Daemonwood

General Information

Abilities

Explanation

Biography and Cookies :3


corruptedent.gif
BTNCorruptedEnt.png
Human tales and legends tell about eerie disappearances in the faraway forests, caused by mysterious tree-like creatures known as the Daemonwoods. These legends are none other than true, as there are indeed Daemonwoods that stalk the Dark Forests. Dreadbark was once an Ancient tree that became the first Daemonwood, after being cursed by the Heart's energies. It is said that all creatures that he has slain in the woods, became cursed and are now the other Daemonwoods. Now, Dreadbark has ventured out of the Dark Forests, in search of prey and power for himself.

Affiliation: Forsaken
Role: Slayer
/Defender
Race: Daemonwood
Gender: Male
Strength = 27 + 2.7 Primary Attribute Agility = 19 + 2 Intelligence = 13 + 1.2

Movement Speed: 265
Attack Range: Melee (128) Attack Cooldown: 1.6s

BTNEntanglingRoots.png

Ability Name: Overgrowth
Ability Type: Active, Area of Effect, No Target
Ability description: "Dreadbark can force rapid growth, entangling his prey for a quick and silent kill"

All enemies around Dreadbark are trapped in thorns. They cannot move, take damage every second and have their armor reduced for the duration. Lasts slightly shorter on heroes.
LevelDuration Cooldown Mana Cost RangeArea of EffectAllowed TargetsEffect

1
1.4 (1.2) s16 s100 N/A250EnemiesTrapped in place, 50 DPS, -2 armor

2
1.8 (1.4) s16 s110 N/A250EnemiesTrapped in place, 60 DPS, -3 armor

3
2,2 (1,6)s16 s120 N/A250EnemiesTrapped in place, 70 DPS, -4 armor

4
2.6 (1.8) s16 s130 N/A250EnemiesTrapped in place, 80 DPS, -5 armor

5
3 (2) s16 s140 N/A250EnemiesTrapped in place, 90 DPS, -6 armor
BTNOrbOfDeath.png

Ability Name: Desecration
Ability Type: Active, Area of Effect, No Target
Ability description: "Those that dare enter the Dark Forests will soon sense their life drained by those which they think are lifeless: the trees."

Desecrates the ground around where Dreadbark walks for a short period. Enemies within the desecration will suffer damage per second. Dreadbark will be healed by a percentage of all damage dealt.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
8 s22 s125N/A300EnemiesDesecrates ground, dealing 12 DPS to units in it. Heals for 50% of the damage done.

2
8 s20 s125N/A300EnemiesDesecrates ground, dealing 16 DPS to units in it. Heals for 50% of the damage done.

3
8 s18 s125N/A300EnemiesDesecrates ground, dealing 20 DPS to units in it. Heals for 50% of the damage done.

4
8 s16 s125N/A300EnemiesDesecrates ground, dealing 25 DPS to units in it. Heals for 50% of the damage done.

5
8 s14 s125N/A300EnemiesDesecrates ground, dealing 30 DPS to units in it. Heals for 50% of the damage done.

icons_14783_btn.jpg

Ability Name: Defiled Shield
Ability Type: Passive, Toggle On/Off
Ability description: "Dense thorns on the outside and thick layers of defiled bark on the inside provide the Daemonwoods with outstanding defenses against small attacks, yet it leaves them very vulnerable to heavy blows."
Dreadbark's shield reduces all damage taken by a certain amount, but greatly reduces his base armor. Damage from attacks cannot be reduced below 3. Can be toggled on and off, but has a cooldown time between toggles.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A40N/AN/AN/ASelfReduces damage from all attacks by 9, but reduces base armor by 5.

2
N/A35N/AN/AN/ASelfReduces damage from all attacks by 13, but reduces base armor by 7.

3
N/A30N/AN/AN/ASelfReduces damage from all attacks by 17, but reduces base armor by 8.

4
N/A25N/AN/AN/ASelfReduces damage from all attacks by 21, but reduces base armor by 9.

5
N/A20N/AN/AN/ASelfReduces damage from all attacks by 25, but reduces base armor by 10.
BTNOrbOfCorruption.png

Name of Ultimate: Forest's Curse
Ability Type: Active, Unit Target
Ability description: "When a Daemonwood shows its most ferocious form, the Dark Curse will be spread, and another Daemonwood will soon walk the earth."
Dreadbark will ferociously attack the target hero for a short time. During this period, Dreadbark is forced to chase and attack the enemy hero, but will gain a great increase in movement and attack speed. If the targeted hero dies during this, a Daemonwood, under control of Dreadbark, will spawn from its corpse after a short delay. No orders can be given to Dreadbark for the duration, with the exception of canceling the spell and its effects.

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
5 s80 s200500N/AEnemy HeroesForced to attack target with 30% increased attack and movement speed. Spawns a Daemonwood with 400 HP, a 25-47 attack, and level 1 Defiled Shield ability if the target dies during the curse The spawned Daemonwood has a timed life of 40 seconds.

2
6 s70 s250500N/AEnemy HeroesForced to attack target with 40% increased attack and movement speed. Spawns a Daemonwood with 600 HP, a 35-57 attack, and level 2 Defiled Shield ability if the target dies during the curse. The spawned Daemonwood has a timed life of 40 seconds.

3
7 s60 s300500N/AEnemy HeroesForced to attack target with 50% increased attack and movement speed. Spawns a Daemonwood with 800 HP, a 45-67 attack, and level 3 Defiled Shield ability if the target dies during the curse. The spawned Daemonwood has a timed life of 40 seconds.

Explanation of Gameplay role, intended playstyle, strengths, weaknesses, your thoughts about the ability choices.

Dreadbark is very powerful at taking out large amounts of creeps. Using his Defiled Shield ability, he can tank big creep waves, take minimal damage, quickly take all of them out using Overgrowth and Desecration, and survive with almost full health due to Desecration's healing effect.
If needed, Dreadbark can also take the Defender role, by equipping the appropiate items and charging into battle using Forest's Curse on a powerful 'carry' hero and soaking up all the damage, then disabling and damaging the team with Overgrowth and Desecration to allow allies to jump in for the kill.
Defiled Shield can both be your best strength, and your greatest weakness. Because of your very low natural armor, you need to be careful when fighting as the Slayer role, and to get a lot of armor bonuses as the Defender role. Defiled Shield increases in efficiency (armor reduction per attack damage reduction decreases) when leveled, so it should be maxed quickly.
Another point that should not be overlooked is your mobility. All of Dreadbark's spells are only effective at close range, and although Forest's Curse could be used to quickly enter melee range, a total of five seconds of any disables will shut your curse down, remove the possiblity of getting a Daemonwood spawn, mess up the aligning of Overgrowth and Desecration, and put you in a weak spot to get killed by focus fire because of your super low armor.


Summed up:
Strengths
+ High Strength value and gain
+ High Agility value and gain for a Strength class hero
+ Tanky against large amounts of enemies
+ Versatile
+ Can disable
+ High DoT capability
+ Has summons


Weaknesses
- Slow without ultimate skill
- Even with ultimate skill, easily disabled and killed
- Very low base armor (can reach negatives with Defiled Shield)
- Bad intelligence value and gain
- Spells are mana intensive (you'll need INT items to get a proper combo off)
- Very dependant on items (needs lots of armor, movespeed, intelligence and damage only to reduce weaknesses)



Credits
http://www.hiveworkshop.com/forums/...9830/?prev=search=living%20shield&d=list&r=20 by PeeKay



Biography:

Formerly an Ancient tree, Daemonwood is a very powerful being. Due to the curse that made him his current form, he lost all his Ancient wisdom and traded it for a dark, evil power over nature. He can force nature to its will, and does so with pleasure.

Dreadbark has only entered the battlefield for his own causes and those of his kind, the Daemonwood. He seeks to hunt and consume the creatures of the Infidel. He will make alliances with the Forsaken heroes if he has to, but he will gladly have them die to save himself if needed.

Daemonwood are very impatient creatures, especially against those of the other races. They are often ill-tempered, and even the least of an insult can send them in a wild rage. The other Forsaken races do not take kindly to this, but they accept it, as the rage of a Daemonwood is not a good thing to experience.



Suggested Items:
Tempest Skull-Gives armor and evasion which is much needed for close-range spells.
Corrupted Icon- Mobility is very important.
Blood Plate Armor-As a Defender, Dreadbark needs a lot of survivability, and Blood Plate Armor gives just that.
Magic Axe-Dreadbark needs a lot of mana, and as his ultimate is based on melee fighting, extra damage and intelligence is useful. Works best if it is gotten early because of the experience bonus.
Raving Sword-Once again, your ultimate depends on damage done, so all damage bonuses are good. The stun can help you to stop heroes from escaping.

Suggested Skill Build:
Desecration is only useful when you have sufficient disables form Overgrowth/Teammates, so it is taken last. Overgrowth at level 1 can help set up a quick kill or an escape from melee opponents. Defiled shield is maxed early, because of the increase in efficiency and the fact that the flat damage reduction from Defiled Shield works best early game, when Heroes don't deal as much damage as later on. Forest's Curse is taken whenever possible, because it's an awesome spell.


1-Overgrowth
2-Defiled Shield
3-Defiled Shield
4-Overgrowth
5-Defiled Shield
6-Forest's Curse
7-Defiled Shield
8-Overgrowth
9-Defiled Shield
10-Overgrowth
11-Overgrowth
12-Forest's Curse
13-Desecration
14-Desecration
15-Desecration
16-Desecration
17-Desecration
18-Forest's Curse
 
Last edited:
Level 16
Joined
Jul 31, 2012
Messages
2,217

Nichilus the Shadow Bringer

General Information

Abilities

Explanation


models_2045_screenshot.jpg
im4pwepyn3wl2kqbm7zf0.jpg
Representing the Shadow by himself, Nichilus seeks happiness and light, irradiating it and leaving darkness behind anywhere he goes.
He likes to deal with mass amount of enemies for his sake

Affiliation: Forsaken - Undead
Role: Slayer
Race: Unknown
Gender: Unknown

Strength = 20 + 1.8Agility = 25 + 2.8(Primary Attribute)Intelligence = 17 + 1.7

Movement Speed: 315 (Fast?)
Attack Range: 600Attack Cooldown: 1.9 s

picture.php

Ability Name: Malixus
Ability Type: Active/Passive , Unit Target
Leeches mana points per attack from the target, purely damaging the target for the amount of mana leeched, if the target's mana is less than the amount that should be leeched, it will create a shadow vein with the level of shadow vein
Can be actively used to burn the mana of a target unit

LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
0 s9 s55650N/AEnemy, OrganicLeeches 3 ManaPoints, Burns 55

2
0 s9 s70650N/AEnemy, OrganicLeeches 4 ManaPoints, Burns 70

3
0 s9 s85650N/AEnemy, OrganicLeeches 5 ManaPoints, Burns 85

4
0 s9 s100650N/AEnemy, OrganicLeeches 6 ManaPoints, Burns 100

5
0 s9 s115650N/AEnemy, OrganicLeeches 7 ManaPoints, Burns 115
pas3rd.png

Ability Name: Shadow Veins
Ability Type: Passive, Unit Target
Passively gives 30% chance in attack to deal a percentageof the damage dealt in 225 AoE, if the target has no allies in the AoE, he will be dealt 2x the normal amount of bonus damage, AoE affected units trigger malixus
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
0 s0 s0N/A225EnemyChance to deal 15% of damage in the AoE

2
0 s0 s0N/A225EnemyChance to deal 30% of damage in the AoE

3
0 s0 s0N/A225EnemyChance to deal 45% of damage in the AoE

4
0 s0 s0N/A225EnemyChance to deal 60% of damage in the AoE

5
0 s0 s0N/A225EnemyChance to deal 75% of damage in the AoE
skill-3.gif

Ability Name: Priscama
Ability Type: Active, Unit Target
Curses a target unit for 12 seconds, while under the effect of the curse, damage it takes will be counted, at the end of the spell duration, the target will be dealt a percentage of the counted damage and will be slowed by 15% for 2 seconds
Can be cast several times on single target to expand the duration of the spell
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
12 s18 s125750N/AEnemyDeals 15% of counted damage at the end

2
12 s15 s125750N/AEnemyDeals 20% of counted damage at the end

3
12 s12 s125750N/AEnemyDeals 25% of counted damage at the end

4
12 s9 s125750N/AEnemyDeals 30% of counted damage at the end

5
12 s6 s125750N/AEnemyDeals 35% of counted damage at the end

skill-0.gif

>>>> Secondary Ability: End Priscama
>>>> Immediately Ends All occurring Priscamas, 10 Manacost, 1s Cooldown

picture.php

Ultimate Name: Shadow Release
Ability Type: Active, No Target
After channeling for a moment, releases immense waves of darkness around Nichilus, each unit caught by the wave will take damage, while getting paralyzed for a little time and also slowed for 5 seconds
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
1 s100 s200N/A600EnemyDeals 200 damage to affected units and slows them by 35% MS, 25% AS

2
1.5 s70 s225N/A1050EnemyDeals 275 damage to affected units and slows them by 35% MS, 25% AS

3
2 s40 s250N/A1500EnemyDeals 350 damage to affected units and slows them by 35% MS, 25% AS

Nichilus is mainly a solo hero, he likes loners as targets, yet can also deal with mass amount of enemies, he can seem actually really powerful, yet he will get really embarrassed if he looses his attack capabilty. His spells are really cool, and mainly unique, i dunno if there was an actual purpose, but i think the result was really cool

Application:
I have made this hero before in my map, so here are some tips on how to create the spells (i am writing this because i got bored)
Malixus: Base with the basic Mana Burn ability, with a DDS, check if the damage is from an attack or physical, and if the level of Malixus for the damager is >0 and then apply the mana burn
Shadow Veins: Any passive base ability, with DDS on damage, check for the chance (30%) and then damage him and other enemies in the AoE then if the unit has no allies near him, double the damage to the unit
Priscama: This may get tricky on the first take, Whenever casted on a unit add him to a group for the spell, you should also attach a timer on the unit, reset the timer if the unit was already in the group, with a DDS, count the damage any unit in the group takes and attach it to him, when a timer ends, deal the % of the counted damage, adding the slow via an ability like cripple also removing the unit from the group
End Priscama: Just end all occurring timers and depending on the way you triggered the timer, it should end all the occurring Priscamas
Shadow Release: This can be easily done with a specific dummy for the spell, that has an impale ability, create multiple dummies (or only one) and let them (him) cast it all around the caster, with 0.01 air time, all units around the caster will only get hit once, and the impale ability has a built in stun (paralyze) which will ease the process, now, with the DDS, checking if the damager is that specific dummy, apply the slow on the target

Suggestions:
Mailxus: Orb of Annihilation (death)
Shadow Veins: Destroyer Missile by JetFangInferno
Shadow Release: Shadow Trap by JetFangInferno

Credits
Shadow Golem by WILL THE ALMIGHTY
Dark Malice by 00110000 (Missile Art)
Malixus icon taken from WoW
Shadow Release icon from Kalimdor?
Shadow Veins icon by Tranes from here

 
Last edited:
Level 4
Joined
Nov 25, 2013
Messages
132
^
Credits and links are missing, and the icons of the spell let me think this is kindof a ripoff (i may be wrong)

uhm yeah credits are still missing(working on it) and those icons are just temporary since they said that you can put icon occupiers or some sort if you don't have any idea what to put on the skill icon.
 
Level 4
Joined
Nov 25, 2013
Messages
132
Oh so the hero isn't 100% complete, we'll wait then
when i first saw all the icons matching (they were made exactly together for the same hero) i thought there was something.. wrong?

the hero is 100% complete, the thing that is not complete is the icons, since i picked the barbarian class from diablo III as my selected hero and i can't think of a better idea for the skill icons and fortunate or unfortunately i have icons of barbarian skills so i used them. if it's really forbidden to use icons that is not meant for warcraft i'll just edit them to blank. credits fixed(i hope i got them right).
 
Nice to see the suggestions coming in. I think I'll explicitly state a rule I thought implicit: Please don't use ressources you can't accurately give credit for. We won't disqualify if you don't, but it's more work to search for icons that we can use.

If anyone has any concerns about the rules, please state them. I will do my best to remove any remaining clarity ;).

@Nightmare: Guess that works, but make sure that Pastebin entry lives through the month.
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
Nice to see the suggestions coming in. I think I'll explicitly state a rule I thought implicit: Please don't use ressources you can't accurately give credit for. We won't disqualify if you don't, but it's more work to search for icons that we can use.

If anyone has any concerns about the rules, please state them. I will do my best to remove any remaining clarity ;).

@Nightmare: Guess that works, but make sure that Pastebin entry lives through the month.

umm, you mean like playdota.com ? if so will it be ok if we give credit to the guy who posted the icon there?
 
umm, you mean like playdota.com ? if so will it be ok if we give credit to the guy who posted the icon there?

If you're sure it's their own work, which from the look of the icons would guess it isn't, seems more like WoW rips to me (which you are allowed to use). Try to track down their original source.
 
Level 6
Joined
Mar 9, 2013
Messages
189
i made a few changes to my hero. I would like to thank MaTiJa97 for his suggestion.

-Desecrate is now called Desecration
-Living Shield can be toggled on/off (with a cooldown for strategical purposes)
-Forest's Curse can be canceled

I really like the hero ideas getting along. I'll bake some cookies for my hero soon for bonus points :)
 
Level 4
Joined
Nov 25, 2013
Messages
132
Oh so the hero isn't 100% complete, we'll wait then
when i first saw all the icons matching (they were made exactly together for the same hero) i thought there was something.. wrong?

i can't didn't quite get what you said (they were made exactly for the same hero). Should i make a Hero concept and make the spells for other heroes, not the concept hero? like for example my hero and the skills is not for him?
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
i can't didn't quite get what you said (they were made exactly for the same hero). Should i make a Hero concept and make the spells for other heroes, not the concept hero? like for example my hero and the skills is not for him?

ignore what i said :3
i was saying that the icons were drawn to fit each other but nevermind this if you're going to change the icons
 
Level 4
Joined
Nov 25, 2013
Messages
132
ignore what i said :3
i was saying that the icons were drawn to fit each other but nevermind this if you're going to change the icons

@Jad, ok then, oh is there any possible way to upload images? like copy paste of url or some sort, i'm a newbie so i just uploaded the pics in my album and plan on deleting it.

@and i red the plot and it doesn't really specify that much locations, because it's hard to base the origin of the concept hero not knowing much about the locations of the FBF world. i suggest a world map of FBF world, for future uses.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
All right, after half a day wasted on this hero, I am proud to present:-

Hellgor, The Infernal Warrior


General Information

Abilities

Explanation


skins_1997_screenshot_tnb.jpg
icons_3195_btn.jpg

Characteristics
Hellgor is a dreadful bloodthirsty demon that pleases only when causing excruciating pains to other creatures. He is the bane of anyone who had the unluck to meet him. The enormous bloody axe he wields slices and slashes anything struggling to stop his wrath. His robust body and bulky armor provide an impenetrable defense against enemy threats. None may stand on his way unless that creature wants to be chopped brutally and suffer for the last moments of his/her life.

For his aggressiveness, he was exiled from the Black Citadel in Outland. He slaughtered all the lesser beasts which annoyed him and even tried to overthrow the supreme sovereign of the Black Citadel. Before being banished, Hellgor was usually left alone as all the denizens of Outland feared that mighty demon.

Blatantly, Hellgor is very aggressive and violent. In battle, he unleashes all the power and might he has to overcome even vast masses of enemies. He fights without hesitation or fear and only thinks in dealing the greatest agony to his enemies. Mercy doesn't exist for this demon.


Affiliation: Demon
Role: Slayer/Defender
Race: Felguards/Bloodfiends
Gender: Male
Strength = 30 + 3.3 (Primary Attribute)Agility = 13 + 1.0Intelligence = 11 + 1.1

Movement Speed: 240 (Slow)
Attack Range: MeleeAttack Cooldown: 2.30 (Slow)

icons_11107_btn.jpg

Ability Name: Howl of Agony
Ability Type: Active/AoE/Instant
Ability description
Emits a terrorizing and deafening howl which causes enemy units' ears to bleed, dealing damage and causing dizziness to them. Units who heard the howl will have movement and attack speed reduced for a brief duration.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed TargetsEffect

1
3 s12 s90N/A600Enemy, Organic, Neutral Deals 30 damage, 10% attack and movement speed reduction

2
4 s12 s90N/A600Enemy, Organic, Neutral Deals 50 damage, 20% attack and movement speed reduction

3
5 s12 s90N/A600Enemy, Organic, Neutral Deals 80 damage, 30% attack and movement speed reduction

4
6 s12 s90N/A600Enemy, Organic, Neutral Deals 120 damage, 40% attack and movement speed reduction

5
6 s12 s90N/A600Enemy, Organic, Neutral Deals 170 damage, 50% attack and movement speed reduction
icons_10328_btn.jpg

Ability Name: Savage Strike
Ability Type: Active/AoE/Instant/Single Target
Ability description
Unleashes all the power within Hellgor's body into a single attack on an unfortunate enemy unit. The attack is done with such high energy that even nearby units are affected by this brutal attack. Deals DPS to the targeted unit and half that damage to nearby ones.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed TargetsEffect

1
5 s15 s110128250Ground, Enemy, Organic, NeutralDeals 10 DPS to main target, 5 DPS to nearby ones

2
5 s15 s110128250Ground, Enemy, Organic, NeutralDeals 10 DPS to main target, 10 DPS to nearby ones

3
5 s15 s110128300Ground, Enemy, Organic, NeutralDeals 10 DPS to main target, 15 DPS to nearby ones

4
5 s15 s110128300Ground, Enemy, Organic, NeutralDeals 10 DPS to main target, 20 DPS to nearby ones

5
5 s15 s110128350Ground, Enemy, Organic, NeutralDeals 10 DPS to main target, 25 DPS to nearby ones
icons_13557_btn.jpg

Ability Name: Aura of Terror
Ability Type: Passive/Multiple Units
Ability description
The mere presence of Hellgor frightens any creature, even friendly ones. He can create an aura which generates fear in the heart of the most intrepid creatures, causing their attack damage to be reduced as long as they remain nearby Hellgor.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed TargetsEffect

1
N/AN/AN/AN/A600Enemy, Organic, NeutralReduces attack damage by 10%

2
N/AN/AN/AN/A600Enemy, Organic, NeutralReduces attack damage by 15%

3
N/AN/AN/AN/A600Enemy, Organic, NeutralReduces attack damage by 20%

4
N/AN/AN/AN/A600Enemy, Organic, NeutralReduces attack damage by 25%

5
N/AN/AN/AN/A600Enemy, Organic, NeutralReduces attack damage by 30%
icons_15701_btn.jpg

Ultimate Ability Name: Meteors' Fury
Ability Type: Active/Instant/Multiple Units
Ability description
Causes the sky to scorch, bringing down large fiery meteors, landing on enemy units and crushing them. Every second, meteors spawn from the sky. Each meteor deals high damage.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed TargetsEffect

1
10 s180 s250N/A800Enemy, Neutral25 damage each meteor

2
10 s200 s275N/A850Enemy, Neutral35 damage each meteor

3
10 s220 s300N/A900Enemy, Neutral50 damage each meteor

Here is a short description on Hellgor's weaknesses, strengths and role in the game.
Hellgor is surely adequate for crushing enemy units and absorbing a lot of damage. However, his low movement speed makes him vulnerable to enemy ranged units and the high attack speed makes him too slow in attacks. Despite this, by using a lot Howl of Agony, which decreases movement and attack speed and deals damage, Hellgor can become a tough enemy. In addition, learning Aura of Terror as a first skill will give a great advantage to Hellgor in the beginning. Savage Strike and especially Meteors' Fury could prove to be useful too when many units gather around Hellgor. Unless items which boost mana and/or intelligence are bought, these abilites cannot be used frequently.
To sum up, here are the lists of the GOOD POINTS and the BAD POINTS

[+] Very useful abilites, especially Aura of Terror which immediately gives a priceless advantage in the beginning of the game.
[+] Very high hit points and attack damage at Level 1.
[+] Can become hard to kill if used efficiently.
[+] A decent attacker which can absorb plenty of damage and deal high amounts of it.
[+] Hit points and attack damage soar with level increase.
[+] Can even fight alone against armies.

[-] No appropriate abilities against single units. (Savage Strike is casted on a single unit but it's more suitable to damage multiple units)
[-] Low intelligence and low mana.
[-] Low movement speed and high attack speed.
[-] Hellgor might require some specific items like mana/intelligence and attack/movement speed boosters to be able to use his abilities and fight more efficiently.
[-] Agility and Intelligence increase scarcely each level.

Suggestions for the Abilities
- Howl of Agony ---> Thunder Clap. Use howl of terror effect.
- Savage Strike ---> Acid Bomb. Use any bloody effect to attach to the targeted unit and cast range to 128. Also put the effect sound to "Metal Heavy Slice"
- Aura of Terror ---> Command Aura. Put "Attack Damage Increase" to a negative value and for the aura, use "Aura of Blight"
- Meteors' Fury ---> Starfall. For the effect on the Hero, use Doom or any imported fire effect suitable. For the meteors, use Rain of Fire or any other imported fiery meteor effect.


Credits
- 4eNNightmare - Howl of Agony's Icon
- bigapple90 - Savage Strike's Icon
- Darkfang - Aura of Terror's Icon
- D.ee - Meteors' Fury's Icon
- shockwave - Felguard's Icon
- b17rider - Felguard's Skin
 
Last edited:
should we just submit a concept or with the models, icon, abilities, etc?

You're meant to submit a complete concept, which includes icons, abilities, story cliffnotes and, I can't stress that point enough, the gameplay idea you aim to achieve with that hero. Basically, everything one needs when you want to sit down in front of the editor and implement the hero.
You're free to actually create a map with your hero. Might net you cookies, but it's not what this contest is about.
 
Level 9
Joined
May 14, 2008
Messages
576
Name of the hero : The Book

Preview :
models_3373_screenshot_tnb.jpg


Model : http://www.hiveworkshop.com/forums/models-530/storybook-49672/?prev=c=25&r=20&d=list&page=9

Role : Support

He cannot attack but he can spawn books or transform into a book. If you walk past a book (summoned or the hero), it's considered as "reading" the book. The summoned books are smaller than him ofc and easily distinguishable.
He flies over the ground because he's magic or he's a plane, as you wish.

Abilities :

- Spawn books


You summon a lot of books randomly on the map in a range of 2000 around you. They all grant different minor bonuses or maluses (the opposite of bonus). They activate when walking on it, and any unit can trigger it and gain a buff or a debuff.
The cooldown must be low. Each summoned book lasts 10 sec.
The books are all looking alike (or random colour) but the effect appears only when walking on it.
Some buffs/debuffs apply to an AoE. It depends on the level of this ability which effects will appear.
If an ally walks on a negative book, he will be affected but only 33% of the buff/debuff (or 50%).

- Funny book

You transform into a funny book. You must click (like an AoE spell) where you want to teleport yourself and become a book.
If an enemy reads you, he will laugh so hard he will be stunned for 3 seconds.
If an ally reads you, he will regenerate his life overtime.
Additional effects if he picked up another book before.
When you transform yourself, you just look like one of your summoned book.

- Twilight costum

Transform into a book called Twilight.
You're such a shitty book that when someone reads you, he takes a fair amount of damage and loses 10% intelligence for 20 seconds.
Additional effects if he picked up another book before.
When you transform yourself, you just look like one of your summoned book.

- Page slice (dunno if its the right word)

Sends a page to slice your enemy, and deals more damage to someone who just walked upon a book (read it). Hitting someone twice in a row without missing deals bonus damage and reduce the armour of the enemy.
This is the main attack and it requires to aim a lot. It requires skill and can be avoided.
Very low cooldown, low damage (or medium), well something compared to spells in Warlock where it's hard to aim at.

- Page storm (ultimate)

You become enraged because of ebooks. You start sending pages everywhere and damaging everybody who gets hit by the pages (can be avoided but pages are fast). You can move while being storming.
High cooldown ofc etc... for an ultimate


I didn't go into details nor respected the template because you will never accept this awesome hero I invented in 20 min lol, if interested hit me up with a PM before I forget about this shit haha
 
Level 4
Joined
Nov 25, 2013
Messages
132

Cygnus - The Juggernaut

General Information

Abilities

Explanation


234239-albums6935-picture76956.jpg


234239-albums6935-picture76954.jpg
Cygnus is heir to the throne of the kingdom of Deathforge, located at the southern parts of Seneca Region. One day, an army of demons stormed the kingdom and slaughtered every living creature they laid eyes on, on that very same day Cygnus is still in his mother's womb and is due in a matter of minutes. the king rallied all the remaining defenses to the castle to protect the queen and yet to be born Cygnus but it's too late. The demon horde stormed at the castle and at that very same moment, Cygnus was born. He saw all his people including his parents get slaughtered by the demons and by the time the demons get to him, a mysterious Wanderer appeared before the demons and killed them all rescuing Cygnus from certain death. The Wanderer took care of the infant Cygnus, raised him well, and when he is of the right age he thought him how to fight. After a long period of time and Cygnus is ready for combat, he swore that he will avenge his parents and his people and rebuild his kingdom.

Affiliation: Human
Role: Slayer/Defender
Race: Human
Gender: Male
Strength = 28 + 3.2(Primary Attribute)Agility = 21 + 1.8Intelligence = 14 + 2.1

Movement Speed: 280
Attack Range: MeleeAttack Cooldown: 1 second

BTNBreakingSmash.jpg

Shatter Defense:
Ability Type: Active/Target Unit
Ability description:The Juggenaut deals damage on targeted unit and decreasing it's armor for a short period of time.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
3 s8 s25N/AN/AGround/Enemies40 damage, 2 armor reduction

2
3 s8 s50N/AN/AGround/Enemy80 damage, 4 armor reduction

3
3 s8 s75N/AN/AGround/Enemy120 damage, 6 armor reduction

4
3 s8 s100N/AN/AGround/Enemy160 damage, 8 armor reduction

5
3 s8 s125N/AN/AGround/Enemy200 damage, 10 armor reduction
BTNHammerCrush.JPG.jpg

Hammer of Destruction:
Ability Type: Active/AoE/Point Target
Ability description:Summons a magical hammer to damage enemies in front of Cygnus and stunning them for a short period of time.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
415 s50N/A200Ground/Enemies25 damage, 4 secs stun

2
415 s100N/A200Ground/Enemy50 damage, 4 secs stun

3
415 s150N/A200Ground/Enemy75 damage, 4 secs stun

4
415 s200N/A200Ground/Enemy100 damage, 4 secs stun

5
415 s250N/A200Ground/Enemy125 damage, 4 secs stun
BTNSHOUT2.JPG.jpg

Force Roar:
Ability Type: Active/AoE/Instant
Ability description:The Juggernaut unleashes a mighty roar that damages nearby enemies and knocking them back a short distance and slowing their MS and AS for a short period of time.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
8 s10 s60N/A150Ground/Enemy50 damage, 5% MS and AS reduction, short knockback

2
8 s10 s120N/A150Ground/Enemy100 damage, 10% MS and AS reduction, short knockback

3
8 s10 s180N/A150Ground/Enemy150 damage, 15% MS and AS reduction, short knockback

4
8 s10 s240N/A150Ground/Enemy200 damage, 20% MS and AS reduction, short knockback

5
8 s10 s300N/A150Ground/Enemy250 damage, 25% MS and AS reduction, short knockback
BTNHot%20Wirlwind.JPG.jpg

Death Blow (Ultimate):
Ability Type: Active/Single Target
Ability description:The Juggernaut focuses and channels all his rage to deal deadly strike to his enemy that even invulnerability can't deflect.
LevelDuration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect

1
N/A30 s200N/AN/AGround/Enemies/Hero/Invulnerable300 damage + primary attribute damage

2
N/A60 s300N/AN/AGround/Enemies/Hero/Invulnerable400 damage + primary attribute damage

3
N/A90 s400N/AN/AGround/Enemies/Hero/Invulnerable500 damage + primary attribute damage

The Juggernaut is an all-rounder hero that can deal fairly strong damage to single or groups of enemies, has high health points and fair defence so this makes him a formidable tanker and also his skill set makes him a good setter for epic clashes.
Advantages:
+has a huge arsenal of AoE damage skills and movespeed reducing/disable effects perfect for different scenarios.
+also has balanced single target skills for 1 on 1 combat.
+AoE Negative movement effects perfect for setting clash or breaking enemy formation.
+high strength and balanced agility for increased survivability.
+late game very strong but still don't go wandering around without an ally.


Disadvantages:
+skills have long cooldown and quite large mana cost so timing of skill executions is needed.
+low starting intelligence.
+early to mid game will be dependent on mana items and help from allies.
+early to mid game will be rough.



Changelog 1.0:
+edited the skills:
-Wrath of the Juggernaut to Shatter Defense
-Rage of the Juggernaut to Hammer of Destruction
-Rend and Tear to Force Roar
+rebalanced mana cost, cooldown and effects of some skills



Credits to:
Kuhneghetz and Mr.Goblin for the DIII Barbarian Model
And also to:
BTNBreakingSmash: PeeKay
BTNSHOUT: Mr.Goblin
BTNHammerCrush: zbc
BTNHotWirlwind: zbc

 
Last edited:
Level 5
Joined
Dec 20, 2012
Messages
164
To answer some doubts about the lore:

  • FBF lore is completely unrelated to WC's. We try as much as possible to distance one from the other. BUT, we are somewhat tied to it by the mod condition, meaning we are force to use night elves and orcs for example.
  • For all purposes, Night Elf, Elf and Dwarf units are ALL HUMAN. While Orc, Tauren, Troll and Ogre units fall into the Bel'Trama faction, Characterised by being a big horde of tribal Clans.
  • "The Forsaken" is a cult of necromancers. They are few in numbers but they make up their army by reviving the dead. The Forsaken are the ONLY undead faction in the world.
  • There is a fairly detailed world map drawn out but we were unable to finish it. One of our latest member in the team, Peter, drew the map you can see in our presentation (Link!).
  • Due to the lore's complexity and how little we've released so far, we decided NOT to ask for background stories for your heroes but for it's 'traits': how he behaves, how he thinks, how do you picture them, etc. Pieces of story are welcomed if it serves to create the character and all of those who wrote stories based on WC lore shouldn't worry, their characters will be analysed through those stories.
    With what info you give us about them we'll create their story that'll fit into the lore.

I'm extremely sorry we haven't released any more lore! We are pressed by time currently, but we are releasing bits of it through the heroes' backstories (you can read them in our main thread or our web). If there's anything you don't understand -about the lore- you are welcomed to say it in the presentation or to me trough PM or VM.

We are planning to release a more explanatory .doc or a compendium of short stories. So stay alert for that!

Again, I'm sorry for the lack of info. I wish you all good luck! and Thank You all for submitting your ideas!!
 
Level 4
Joined
Nov 25, 2013
Messages
132
To answer some doubts about the lore:

  • FBF lore is completely unrelated to WC's. We try as much as possible to distance one from the other. BUT, we are somewhat tied to it by the mod condition, meaning we are force to use night elves and orcs for example.
  • For all purposes, Night Elf, Elf and Dwarf units are ALL HUMAN. While Orc, Tauren, Troll and Ogre units fall into the Bel'Trama faction, Characterised by being a big horde of tribal Clans.
  • "The Forsaken" is a cult of necromancers. They are few in numbers but they make up their army by reviving the dead. The Forsaken are the ONLY undead faction in the world.
  • There is a fairly detailed world map drawn out but we were unable to finish it. One of our latest member in the team, Peter, drew the map you can see in our presentation (Link!).
  • Due to the lore's complexity and how little we've released so far, we decided NOT to ask for background stories for your heroes but for it's 'traits': how he behaves, how he thinks, how do you picture them, etc. Pieces of story are welcomed if it serves to create the character and all of those who wrote stories based on WC lore shouldn't worry, their characters will be analysed through those stories.
    With what info you give us about them we'll create their story that'll fit into the lore.

I'm extremely sorry we haven't released any more lore! We are pressed by time currently, but we are releasing bits of it through the heroes' backstories (you can read them in our main thread or our web). If there's anything you don't understand -about the lore- you are welcomed to say it in the presentation or to me trough PM or VM.

We are planning to release a more explanatory .doc or a compendium of short stories. So stay alert for that!

Again, I'm sorry for the lack of info. I wish you all good luck! and Thank You all for submitting your ideas!!

NEXT CONTEST: Forsaken Bastion's Fall - LORE!
just kidding!
 
May i ask what's A@S' Calculator @.@

Shorthand for "I'm going to add up all File sizes and compare to a set upper limit, giving points based on the ratio." That upper limit will be around 200 kb, but it might vary depending on how large the 'average' submission for the contest is. As there is no subjective component involved in that, and "judge" also means "person you have to bribe to get a better rating"*, I put my calculator there instead of myself. Good luck bribing that**!

*This is not a suggestion to try that sort of thing.
**This is neither.
 
Level 4
Joined
Nov 25, 2013
Messages
132
Shorthand for "I'm going to add up all File sizes and compare to a set upper limit, giving points based on the ratio." That upper limit will be around 200 kb, but it might vary depending on how large the 'average' submission for the contest is. As there is no subjective component involved in that, and "judge" also means "person you have to bribe to get a better rating"*, I put my calculator there instead of myself. Good luck bribing that**!

*This is not a suggestion to try that sort of thing.
**This is neither.

all modders i came across here at hive, they are all concerned about file sizes, if it's too high it's not good. And who's bribing?
 
Level 16
Joined
Jul 31, 2012
Messages
2,217
Shorthand for "I'm going to add up all File sizes and compare to a set upper limit, giving points based on the ratio." That upper limit will be around 200 kb, but it might vary depending on how large the 'average' submission for the contest is. As there is no subjective component involved in that, and "judge" also means "person you have to bribe to get a better rating"*, I put my calculator there instead of myself. Good luck bribing that**!

*This is not a suggestion to try that sort of thing.
**This is neither.

100kb+24*5 (if you're not making the icons blp) = 215 so i'm under the 200 if you guys make the icons blp, and over 200 if you make them tga (12kb /icon)
 
Level 4
Joined
Nov 25, 2013
Messages
132
Obviously, the points are counted downwards. So, less than 20% of the maximum is 5/5 points, less than 40% would be 4/5, and so on. We're not endorsing high file sizes.

the file size of the model to be used? shed some light if it's not so much too ask, why is every modder concern about file size? i mean for example, you see a very good model with high quality details, and saw that the file size is large most of the other modders will just ignore it because of the file size.
 
Level 4
Joined
Nov 25, 2013
Messages
132
100kb+24*5 (if you're not making the icons blp) = 215 so i'm under the 200 if you guys make the icons blp, and over 200 if you make them tga (12kb /icon)

uh huh, so the file size he was talking about is the file size you consumed by the resources you used to make the icons and other bits and pieces.
 
Level 6
Joined
Mar 9, 2013
Messages
189
the file size of the model to be used? shed some light if it's not so much too ask, why is every modder concern about file size? i mean for example, you see a very good model with high quality details, and saw that the file size is large most of the other modders will just ignore it because of the file size.

filesizes just take awful amounts of space in the map, which can only be so big to be able to be played multiplayer. Less custom models= more gameplay and such.
 
100kb+24*5 (if you're not making the icons blp) = 215 so i'm under the 200 if you guys make the icons blp, and over 200 if you make them tga (12kb /icon)

We're using blp.

shed some light if it's not so much too ask, why is every modder concern about file size?

There is a limit of 8 Mb for a map to be downloadable via Battlenet. Anything larger than that would have to be downloaded externally before it can be played. We've been skirting dangerously close to that limit once with FBF, before I applied the pruning shears to everything larger than 250 kb. At the moment, we do still have a bit of space, but we don't want to waste it, thus the File Size criterion, which (as the judgment table states), takes every ressource we need to import into account. Hero Model, missile art, spell icons, spell effects, etc.
Yes, the limit is rather tight, I know. But to be honest, many ideas can be brought to life with nearly only ingame ressources, even if it might not look quite as nice then.
 
Level 4
Joined
Nov 25, 2013
Messages
132
We're using blp.



There is a limit of 8 Mb for a map to be downloadable via Battlenet. Anything larger than that would have to be downloaded externally before it can be played. We've been skirting dangerously close to that limit once with FBF, before I applied the pruning shears to everything larger than 250 kb. At the moment, we do still have a bit of space, but we don't want to waste it, thus the File Size criterion, which (as the judgment table states), takes every ressource we need to import into account. Hero Model, missile art, spell icons, spell effects, etc.
Yes, the limit is rather tight, I know. But to be honest, many ideas can be brought to life with nearly only ingame ressources, even if it might not look quite as nice then.

oh i see.
 
Status
Not open for further replies.
Top