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Hero Contest #1 - Mighty Hero

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That's good to hear!

The hero you made Dan Van Ohllus is very good. The time stop spell is very efficient, although it does have some side-effects. Like you can't move your screen, I don't know if it's intentional, or side-effect, but... Another thing is, when you keep your cursor over the enemy or press "Alt", you'll end up seeing it's HP-bar far away from the unit. Otherwise, it's apretty sweet hero. I don't know about the balance, though.
 
Level 24
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I think the HP-bar bug has something to do with the blue model appearing everywhere when you cast it, I don't think the game can show HP-bars over another model, I've noticed this bug in other maps aswell.When I come to think about it, the camera-freeze is quite effectful, although it limits your possibilities.


Agreed,it has limited possibilities over a handfull of effects
 
That means that the Custom Gameplay Constants may be specified. The Custom Gameplay Constants is located at the "Advanced" menu at the top of the editor. There you can specify the max level of heroes and many other things. You should also check out the "Game Interface" or something like that at the "Advanced" tab.
 
Level 17
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Thx dude
im probably not gona win but here goes..

ne way wat kind of map does it have to be
aos defence wat???

It doesn't matter what map you make to be honest...

Also, couldn't you PLEASE refrain from text talk? It doesn't save much time at all to type out an extra letter in What, Going to, Any or Thanks... Just a word of advice...
 
Level 24
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Ah are you Refering to Kin,Min and Rin?

Kin is the first skill tree of my hero,who uses Fire-first,second spell and ultimate
Min is the second who uses Ice-first,second spell and ultimate
Rin is the third who uses Venom-3rd spell,second and first and ultimate

1 spell - fires three waves,venom,fire,ice
2 spell - shoots at three targets different orbs effects,poison,fire,ice orb
3 spell - shoots a bile of venom who spawns a three headed ward
ultimate - separates the ''heroes'' into three units who are based on elements


Thats a plan,and it results Fire,Ice and Venom
 
Level 12
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Well I just thought I would post this out there, I am working on my Aether Wraith. Casting class, invisible with powerful spells that only work on banished units, but he has an AoE banish trap spell so its all good. Hes powerful, but most heros will be able to chop him down fast if they find him.

Spells
Aether Wards:
-Level 1: Creates one Aether ward, which will banish enemy units if they stray too close.
-Level 2: Creates two Aether wards, which will banish enemy units if they stray too close.
-Level 3: Creates three Aether wards, which will banish enemy units if they stray too close.

Nether Touch:
-Level 1: Does 70 damage to the target. Only affects banished units.
-Level 2: Does 85 damage to the target. Only affects banished units.
-Level 3: Does 100 damage to the target. Only affects banished units. Will banish the unit if they aren't already.

The passive spell is planned out, but not done yet. Ultimates not been even worked on yet.
 
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Sry to keep posting, but more progress. I finished my passive.

Nether Armor:
-Level 1: Adds 5 armor. When the Wraith is attacked, there is a 10% chance the attacking unit will be slowed, and a 20% chance the attacking will be banished.
-Level 2: Adds 7.5 armor. When the Wraith is attacked, there is a 20% chance the attacking unit will be slowed, and a 40% chance the attacking will be banished.
-Level 3: Adds 10 armor. When the Wraith is attacked, there is a 30% chance the attacking unit will be slowed, and a 60% chance the attacking will be banished.

(Note the banish is a shorter version of banish, lasting either three seconds [not final])
 
Level 27
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A WIP of ideas on my hero:
Storm Shot:
Unleashes a barrage of lightning bolts, each dealing a maximum of 300 damage. Shoots out 1 lightning bolt per 10 agility, minimum 1. Whenever this spell is cast, this hero's agility is increased and other attributes are decreased.
Stats cannot be be lowered to below 5.
Level 1 - 50 damage per bolt. +2 agility per cast, -1 to other attributes.
Level 2 - 75 damage per bolt. +4 agility per cast, -2 to other attributes.
Level 3 - 100 damage per bolt. +6 agility per cast, -3 to other attributes.

Glacier:
Summons a mighty glacier that freezes foes inside of it, dealing twice the hero's intelligence in damage per second. Whenever this spell is cast, this hero's intelligence is increased and other attributes are decreased.
Stats cannot be be lowered to below 5.
Level 1 - Lasts 2 seconds. +2 intelligence per cast, -1 to other attributes.
Level 2 - Lasts 3 seconds. +4 intelligence per cast, -2 to other attributes.
Level 3 - Lasts 5 seconds. +6 intelligence per cast, -3 to other attributes.

Meteor Shower:
Summons meteors to strike in a 1000 AoE area around the caster, stunning and dealing damage in a 200 AoE. Summons 1 meteor per 15 strength, minimum 1. Whenever this spell is cast, this hero's strength is increased and other attributes are decreased.
Stats cannot be be lowered to below 5.
Level 1 - 100 damage per meteor, 1 second stun. +2 strength per cast, -1 to other attributes.
Level 2 - 175 damage per meteor, 1.75 second stun. +4 strength per cast, -2 to other attributes.
Level 3 - 250 damage per meteor, 2.5 second stun. +6 strength per cast, -3 to other attributes.

Haven't done any balancing, and still need to do the passive/ultimate skill.
--donut3.5--
 
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I like the concept of your hero. It looks like something that will really be flexible to work with during the game. I havent really tried to figure out by myself, but is your system of changing the stats balanced so players cant just do some order of those spells which lets them get their stats crazy high? Perhaps a maximum stat amount?
 
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I will probably make a max as I have made a minimum, however the maximum for one attribute is 17 (starting attribute for every attribute) + 2 (each attribute's gain per level)*9 (max level-min level) = 35, so..
35+6*((35-5)/3) = 95.
While this seems powerful, remember if you keep one attribute too high, the others suffer greatly (I tried putting all into agility, and I couldn't even cast any spells my intelligence was so low XD, not to mention my strength; a footman probably could have owned my hero)
--donut3.5--
 
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Lol I like how that sounds :p

Im debating if I need to even out the stats on my hero or not, hes a caster and I want him to be physically weak, but idk where to draw the line. At level 10 he had like 17 strength, 17 agility, and 94 intellect. Meh its just wierd to balance, Ill have to get some people trying it soon...
 
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Im making a panda hero,
Using the strom panda model
Oh and ... umm... how do u spell it... panderern pandaren??
There is a problem.. when strom dies his body doesent go away... i can fix that with a trigger but... will i get judged negatively if the hero doesent dissapate?

I finished 1 spell 8D
Done with 2 spells that dont work.

My triggers are simple...
(when im done i just attach it to a post on this thread, right?)
 
I am not a naruto fan and my hero is kind of different from that shit, hes a magician combined with a rogue, not a ninja, he doesnt throw shurikens or trades body with lumber or something like that.

Current Abilities:

1st Ability: Abyssal Blade
Description: Coats the blade of the dancer with a hallucination-causing poison, gives for 30/45/60 seconds a 25% chance to steal a attacked unit 5% of his mana, if the enemy has 0 mana a image of the dancer is generated, this image lasts 15 seconds and causes 100% damage and takes 500% damage from attacks.

2nd Ability: Prey Mark
Description: Marks the target for 30 seconds, replaces the "Prey Mark" - Ability with the "Hunt" - Ability(non-hero ability, non targeted), when Hunt is casted the Shadow Dancer moves instantly behind the target and causes damage, when the marked unit is a hero half the damage is dealt and the strength of the enemy is reduced by 3 for 5 seconds.

3rd Ability: Shadow Turn
Description: Gives a 3/4/5% chance to evade a attack made and after that switching for 3 seconds in the shadows of the attacker, hunting it and appearing right behind the attacker when the 3 seconds expire.
 
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Level 4
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Burnedevil´s entry to hero contest 1#!

My hero: Lightning Mage - Lepracon

Spells:

Lightning:
Hero gathers electrical energies and creates massive lightning when spell is finished. Damage increases when channeled longer. Also causes minor slow effect on enemies.

Electrical Attraction:
When casting a spell hero manipulates electrical charges giving him x% chance to increase attack speed and movemevent speed or create destructive lightning shield around him or recover mana. Effects are stronger when abilitys level is higher.

Electric Wave: Hero creates electrical balls that hit nearby enemies. The balls deals minor damage and cause the enemy to be slowed by electrical shock. Lasts 3seconds.

Ultimate - Speed of Lightning:
Hero turns himself into electrical charge and jumps forward to enemies dealing 150damage/jump. Hero can somewhat be controlled in speed of lightning but it arcs to nearby enemies.

*Edit* made several fixes. Posting the map later.
*Note* All spells are player mui - spells can be casted same time 1hero/player
*2nd Edit* Changed skin and sphere effect. I dunno if its cool, but atleast more unique. Credits for skin go to Hueter.
 

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Level 12
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DANG!!!

THANKS ALOT REDSCORES!!!!

lolz

THE PANDAREN WEPON MASTER
My Spells so far:

Storm Blade

It summons a develishlly cool blade that will oblitarate your enemies

Devour Energy

It launches a missle at a target.
the target qwill be paused for some time while the orb charges
When its done it will return to you

Release Energy

You dont have to upgarde this spell, it is not a hero spell[pls tell me its allowed]its connected with the Devour energy spell.
The more energy you devour the better results using this ability will behold

Passive Ability

CANT THINK OF ONE :cry::cry::cry: YET!!!

STORM,EARTH,FIRE and WATER

IN PROGRESS
The wepon master chooses one of the four blades each which have different effects.
 
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