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Fists of Azeroth - Hero Defense

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Level 7
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Sep 9, 2007
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I actually posted this well over a year ago and for a long time I stopped working on this project, I always intended on finishing it. Now that I'm working on this map again I'm throwing out another cry for help with this project... I can make a dynamic hero defense by myself but I'd like to get other people on board.


Map Description
A small band of heroes known as The Fists of Azeroth has been covertly attacking Verithos's scourge forces. Verithos has grown tired of the annoyance and has sent scouts to find their basecamp.

Verithos is a Scourge champion I created, he will be the final boss.

My aim is to create interesting dynamics to the heroes and their abilities to make the defense more interesting. This will also be achieved through challenging boss fights which require strategy and correct use of skills to overcome, rather than just have all the heroes bash on the unit till it dies. Another focus is to make sure there are no bugs, and to make sure all the tooltips are done properly, seeing maps with these minor bugs in them really makes me cry.

Layout
The Heroes base is located at the bottom of the map with the scourge base located at the top, the scourge creeps make their way down the map. An aura will stop heroes from pushing further than halfway up the lane, the Aura is maintained by the second last boss. When he is killed access will be granted into the scourge base where Verithos (the last boss) can be fought.

Heroes
My aim with the heroes is to give them dynamic stats and abilities which need to be used in certain ways to make the most out of the potential synergies. Currently I'm balancing the first 4 heroes which will be used for alpha testing to balance the heroes against the waves. After this I'd like to create up to 16 heroes for beta testing and a full release. (A preview of one of the support heroes I have created is at the bottom of this post).

Enemy Waves
The enemy waves will be in several different varieties, some with hordes of weak monsters, some with only a few strong monsters, some with special abilities. There will be several bosses throughout the defense, I aim to make these fights challenging and interesting by employing several triggered events to the fights which will mean the heroes need to use their abilities strategically in order to overcome the encounter.

Items
Items will come in many flavours, some sporting different abilities. The structure will be similar to that of DotA with recipes, except that you cant purchase the recipe, you must take the ingredients to an NPC who combines them for you, some recipe's require drops from bosses who will also drop other handy items.

Tie Up
I am definitely looking to get some more people on board but anybody who is interested would need to understand that while I am easy to talk to love your suggestions, it is still my project and I have creative control.

Particularly interested in an accomplished modeler to join me. I believe I can make this map Enjoyable and dynamic with interesting heroes and bosses but new custom models would really make it stand out.

Or if you just want to lend some ideas, thoughts or criticisms... please feel free to PM me.

Cheers.



Example of an already created hero (using Norinrad's spectacular model which I love)


Panderan Seer Intelligence Hero, adept at Supporting
Shindo is not a very well known Panderan despite his travels with other, well known Panderans through Azeroth. He spends his time perfecting his chosen art, as dictated by his culture.

Mend
Heals a target friendly unit, this spell gains bonus healing based off Shindo's current mana.

Level 1 - 100 + 35% of current mana. Costs 60 Mana.
Level 2 - 175 + 40% of current mana. Costs 100 Mana.
Level 3 - 250 + 45% of current mana. Costs 140 Mana.
Level 4 - 350 + 50% of current mana. Costs 180 Mana.

  • PS Mend
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mend PS
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Mend PS for (Casting unit)) Less than 4
        • Then - Actions
          • Set Ability_MEND = ((25.00 + (75.00 x (Real((Level of Mend PS for (Casting unit)))))) + ((Mana of (Casting unit)) x (0.30 + (0.05 x (Real((Level of Mend PS for (Casting unit))))))))
        • Else - Actions
          • Set Ability_MEND = (350.00 + ((Mana of (Casting unit)) x 0.50))
      • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + Ability_MEND)
      • Floating Text - Create floating text that reads (String((Integer(Ability_MEND)))) above (Target unit of ability being cast) with Z offset 0.00, using font size 10.00, color (20.00%, 80.00%, 20.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 32.00 towards 90.00 degrees
      • Set Ability_MEND = 0.00

Siphon Mana
Drains mana from an enemy. Siphon Mana can push Shindo's mana over its maximum value, though excess mana drains off rapidly if not used. Lasts 6 seconds.

Level 1 - 20 mana drained per second.
Level 2 - 40 mana drained per second.
Level 3 - 60 mana drained per second.
Level 4 - 80 mana drained per second.


Searing Light
Summons a pyre of light which causes initial damage and causes the target to burn for 15 seconds.

Level 1 - 75 damage, and 15 damage every 3 seconds.
Level 2 - 150 damage, and 30 damage every 3 seconds.
Level 3 - 225 damage, and 45 damage every 3 seconds.
Level 4 - 300 damage, and 60 damage every 3 seconds.


Infusion (Ultimate)
Gives a chance for Shindo's Mend ability to Infuse the friendly target with godly energy, granting an extra 50% attack speed and damage, as well as 10 Bonus armour for 10 seconds.

Level 1 - 5% chance.
Level 2 - 10% chance.
Level 3 - 15% chance.

  • PS Infusion
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Mend PS
      • (Random integer number between 1 and 100) Less than or equal to (5 x (Level of Infusion PS for (Casting unit)))
    • Actions
      • Sound - Play InfusionPS <gen> at 100.00% volume, attached to (Target unit of ability being cast)
      • Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Add Infusion PS DUMMY 1 to (Last created unit)
      • Unit - Order (Last created unit) to Human Priest - Inner Fire (Target unit of ability being cast)
      • Unit - Create 1 Dummy Unit for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
      • Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
      • Unit - Add Infusion PS DUMMY 2 to (Last created unit)
      • Unit - Order (Last created unit) to Orc Shaman - Bloodlust (Target unit of ability being cast)

Stats (Passive)
adds stats each level (5 levels)
 
Last edited:
For mend spell instead of making several if/then/else
Do this :
  • Events
    • Unit - A unit Starts the effect of an ability
  • Conditions
    • (Ability being cast) Equal to Mend PS
  • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Level of Mend PS for (Casting unit)) Equal to 1
      • Then - Actions
        • Set Ability_MEND = (100.00 + ((Mana of (Casting unit)) x (0.30) + ((0.5) x (level Mend PS for (Casting unit)))
 
Level 7
Joined
Sep 9, 2007
Messages
253
It would have to be...

Set Ability_MEND = ((25.00 + (75.00 x (Real((Level of Mend PS for (Casting unit)))))) + ((Mana of (Casting unit)) x (0.30 + (0.50 x (Real((Level of Mend PS for (Casting unit))))))))

but the fourth level goes up by 100 instead of 75.
 
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