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Hero Contest #2 - HQ Hero

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Level 9
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@ Yearight, the sword is half the level of hero.
@ Everyone: What name would suit my hero better/sounds better: Argent Vanquisher, Argent Duelist, or Divine Duelist
 
Level 11
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BETA STAGE

This hero is now in BETA STAGE and under major construction ...

His abilities may be deleted .... so just i wanted to give some...


WIP !

Tell me what you think :wink:

Wow, your passive ability is great! However, the ulti seems to be... useless? Also I dislike this moving by back to the front and rotating while moving. I hope, you got it? It's not realistic and spoils the view.

Bane said:
@ Everyone: What name would suit my hero better/sounds better: Argent Vanquisher, Argent Duelist, or Divine Duelist

I think, that Vanquisher will be okay, but Urgent doesn't suit it. Think of something... well... how to explain... Someone, who was by the light side first, but then moved to another. :)
 
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Read Billy's tootltips, and checked Rmx's... you two working hard! :) Keep it up!


@ Rmx:
The ulti, exactly what Aspard said, and one thing about the passive:
Let's say the unit's default speed is: 255
When his speed is like 350 (due to the passive) it carries Boots of Speed, the speed becomes 400. Wouldn't it then set back to 255? and sort of fuck up the whole movement speed system?
And you set it to "Default speed" (as I noticed, I didn't read trigger so I might be wrong) then won't that be also ignoring all speed items by disabling their effect?

Get my point eh?
 

Rmx

Rmx

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@ Rmx:
The ulti, exactly what Aspard said, and one thing about the passive:
Let's say the unit's default speed is: 255
When his speed is like 350 (due to the passive) it carries Boots of Speed, the speed becomes 400. Wouldn't it then set back to 255? and sort of fuck up the whole movement speed system?
And you set it to "Default speed" (as I noticed, I didn't read trigger so I might be wrong) then won't that be also ignoring all speed items by disabling their effect?

Get my point eh?

I get your point.

The hero is ...
This hero is now in BETA STAGE and under major construction ...

Like i said, it is just BETA and therefor testing the hero still, about the passive it may not make it to the final release, the Ultimate is getting heavy fixed and nurfed, the hero attributes is now agility, many changes will be made.

Thnx SEED :p
 
Level 11
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Ah exelent. Cuz I can work it out to be some sort of spell or somth. I thryed that spell I told ya about. Stormbollt + explozion on hit target. Didnt work. All was nice but I had trouble fixing targets :p
No time to thry and fix it. Will practise later, after contest is over ;)
 

Rmx

Rmx

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Ah exelent. Cuz I can work it out to be some sort of spell or somth. I thryed that spell I told ya about. Stormbollt + explozion on hit target. Didnt work. All was nice but I had trouble fixing targets :p
No time to thry and fix it. Will practise later, after contest is over ;)

You seem to be having trigger problems, or you just don't know how to trigger. :p

Anyway. the is something called PERMENANT IMMOLATION .. i think it is passive or some kind ? ?S?!
 
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Rmx said:
Like i said, it is just BETA and therefor testing the hero still, about the passive it may not make it to the final release, the Ultimate is getting heavy fixed and nurfed, the hero attributes is now agility, many changes will be made.
That's exactly why I give you all that stuff on what's bad with your spell, since it's beta and you need to fix it =D
 
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Aspard said:
All mana-consuming spells can be treated like passive, I think.
You realize that this statement made no sense? This would mean that any spell to be considered active would have to cost no mana. =P

But you have to choose when to use an "activated passive" or else there will be some negative side effect, such as mana or health loss, move speed reduction, etc. A passive never has a negative effect, as it HAS to be working at all times.
 
Level 11
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Well I was talking about normal Immolation. Cant use permanant cuz I already have passive ability.
I want normal immolation cuz its simmular to passive skill, and I can work thos triggers out.

Oh, and Rmx, I can trigger, well not like a pro, but I can do stuff.
Problem is that I newer made a Triggered spell, so I am having trouble now, and with a deadline, its not the smartest thing to learn em now ^^
 
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Sabertooth said:
But you have to choose when to use an "activated passive" or else there will be some negative side effect, such as mana or health loss, move speed reduction, etc.

Well, that's the type of the spells I was exactly talking about. :p
Nevermind, if you all thing opposite way, I have only to agree with you.

Rmx said:
PERMENANT IMMOLATION is not an active ...

We all get your idea after the first post ;))))
 
Level 11
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Well I figured out what is messing up my spells.
Ability lvl condition.
Made same ability, 1 with only 1 lvl, other with 3. Second one didnt work. First was perfict.
Well, time to go throo tutorials :p

EDIT: Also condition that makes spell from units picked in an aeria doesnt work.

Did I mentioned I hate conditiones?
 
Level 9
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if you click on it its active, if you dont its passive, not that hard to understand.
 
Level 18
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Ok I made some changes to my first spell.
On level 1 it now works every 6 seconds (it would drain 3 times anyway and other values are still 3 and 2) and drain maximums are set at 120, 200 and 280 in total. The mana cost has been lowered to 45 and the cooldown is now 15 seconds (same as my second spell).
Makes it a bit more spammable at the start, instead of just owning huge non-chaos armies.
Values were based on the fact that it drains 3, 5, 7 times before being killed so the limit per drainwave is about 40 (equal to 10 units targeted). It can still drain from, for example, 15 units the first few times, but it will stop draining after a while.

icons_5526_btn.jpg

Alchemist's Stone
45 Mana - 15 Seconds Cooldown
Creates an Alchemist's Stone at the target location.
Every few seconds this stone will drain 3 Gold and 1 Lumber from nearby enemy units. When the stone is killed all resources gathered by the stone will be given to it's owner.
The stone has 100 hit points and Divine Armor.
The stone will store only a limited amount of resources.
Lasts 15 seconds.

Level 1 - Drains resources every 6 seconds, 120 maximum.
Level 2 - Drains resources every 3 seconds, 200 maximum.
Level 3 - Drains resources every 2 seconds, 320 maximum.
Now I just hope the judges won't think it's imbalanced because they see that it drains every 6, 3, 2 seconds. Could look kinda weird on first sight to have it go from 6 to 3 seconds. :0
 
Last edited:
Things are going pretty well here :grin:
So true! 33 posts pages halfway through the contest!
@ Yearight, the sword is half the level of hero.
@ Everyone: What name would suit my hero better/sounds better: Argent Vanquisher, Argent Duelist, or Divine Duelist
I'll go for something like "Heaven's Blade" XD
Let me dare to agree with Rmx, I think that Immolation (permanent or not - doesn't matter) - is kinda a passive ability, not active. All mana-consuming spells can be treated like passive, I think.
Lets come to a conclusion: Anything that can trigger when you're afk is passive, anything that can't is active, assuming that there's no AI playing for you. :D

@yearight
Your spells somewhat remind me of the Water Spells I have in my spellpack. The concept is roughly the same but meh, I guess they should be quite common ideas :)

Good luck everyone, I'm not leaving this contest but am stuck with the passive. My hero is too ownage ATM. He can deal 150 hero, fire damage and 250 hero, universal damage at level 6 (if he doesn't learn ultimate) for 230 mana XD

@Rmx
Your hero doesn't really have much synergy. Why? Because he has no mana to combo -_- Please reduce the mana cost of his abilities.
Also, it would make sense that his Madness does damage based on his movement speed * something. Then his Red Rage thing would be more effective. And maybe make an AoE effect kind of damage too, when you hit something.
 
Level 17
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My new hero concept! It's a water elemental hero. (Not ice in any way.)


Name: Mist
Attribute: Intelligence
Model: http://www.hiveworkshop.com/forums/...ord-48381/?prev=search=ice%20lord&d=list&r=20

Spell 1 [Channeling]
Draw Water
Mist will draw the water around him over time. Making him draw the water out of the air and earth which will heal him by a base of 5 per second. He will be healed for each tree in range each second and he will be healed for each unit in range and draw them toward him as he draws the water out of them.

Spell 2 [Active]
None Yet

Spell 3 [Passive]
None Yet

Spell 4 [Ultimate]
Liquid Accumulation
Mist will tap upon his own water blowing himself up like a bubble amd grow bigger. When activated he will grow by 1% of his current life per second as accumulated water. If attacked he will lose a percent of his water making him lose 1% of the damage he took as the accumulated water. When he is healed he will gain 1% of the healed life as accumulated water and when reaching 100% accumulated water he will burst dealing his max life in a little area around him. Done


Do you see the synergy between the spells?

Wow, my hero doesn't feel very unique anymore. :\
 
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Systems that do most of the work for you are not allowed. This includes things such as "Caster Systems". However, things such as damage detection or Struct attachment systems are fine as long as the author is credited.

What about "Jump System"? Anyway, it's not too hard to create, especially to suite one particular spell, but I'm not about reinventing the wheel. =\
 
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leet.firefox I remade the water draw to whirlpool and reworked the Liquid Accumulation. So they are a bit different from that now. :)
And btw the whirlpool doesn't just draw every enemy in range down. Each of the little water missiles/waves are able to carry one unit. And when they dissappear the unit they carried will be released.
 
Level 11
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This will be my entry:

Pandarean Earthshaker
portrait_kenken.jpg
Main attribute: Strength
Background: The warrior of the snow beorn clan, which had become native to the earth itself. Dared to deepen into an ancient knowledge of the mother earth, he now easily manipulates any aspect of it, like earth, dirt, rocks and other.
Fitting: Should be placed in the neutral tavern among the other heroes and Pandarean Brewmaster.
Abilities:

BTNHardenedSkin.jpg

Pandarean Earthshaker pushes off from the ground and makes three random jumps around the place. After each jump he generates a powerful stomp dealing damage to all nearby enemy units.
Level 1 - 100 damage.
Level 2 - 200 damage.
Level 3 - 300 damage.

(Such a high damage is set due to randomisation of locations, so you never know, will hit even one target or not)

BTNGolemThunderclap.gif

Gives warrior a chance to make a massive stomp and deal a 25 extra damage to the target unit. Also deals minor damage to nearby enemy units.
Level 1 - 7% chance, 15 enemies damage.
Level 2 - 14% chance, 20 enemies damage.
Level 3 - 21% chance, 25 enemies damage.

(Of course provided with the passive one imported icon)
 
Level 18
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Just a little question:

I gave my Stone spell an aura that has no effect on units, but only gives them the buff that shows them they are in range of the gold draining effect. Does this count as decreased efficiency or improved playability? :O
 
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Just a little question:

I gave my Stone spell an aura that has no effect on units, but only gives them the buff that shows them they are in range of the gold draining effect. Does this count as decreased efficiency or improved playability? :O

Definetily, it's a plus. ;)

EDIT: Well, maybe, not a plus itself, but this is a neccesary part of the spell, so the player know, which units are in range. So the mark shouldn't be decreased for that.
 
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This is now the full description (added hero stats and a passive description. I am looking for new ideas for the passive though D:
I also suck at balancing passives.
It's more or less a combination of some edited auras for buildings put in the blender they call Spell Book.
I hope I can get an idea for a passive that uses the fact that my spells are ground targeted.


icons_5732_btn.jpg
Mad Scientist
Name: Zarn Stormhand
Race: Human
Hit Points and Mana Points at Level 10: 1000/570
Attack damage at Level 10: 40 - 50
Attack Cooldown: 2.40
Primary Attribute: Intelligence
Strength: 21 + 1.70 per Level
Agility: 13 + 1.60 per Level
Intelligence: 19 + 2.20 per Level
Defense Base: 3
Speed Base: 240
Collision Size: 16.00

Costs and and Build Time are the normal values.
icons_5526_btn.jpg

Alchemist's Stone
45 Mana - 15 Seconds Cooldown
Creates an Alchemist's Stone at the target location.
Every few seconds this stone will drain 3 Gold and 1 Lumber from nearby enemy units. When the stone is killed all resources gathered by the stone will be given to it's owner.
The stone has 100 hit points and Divine Armor.
The stone will store only a limited amount of resources.
Lasts 15 seconds.

Level 1 - Drains resources every 6 seconds, 120 maximum.
Level 2 - Drains resources every 3 seconds, 200 maximum.
Level 3 - Drains resources every 2 seconds, 320 maximum.
icons_5546_btn.jpg

Short Circuit
105 Mana - 15 Seconds Cooldown
Creates an Electricity Generator at the target location.
Every second the generator will emit a sparkle that damages nearby enemy units.
Eventually the generator will overload and all sparkles will deal a lot of damage at once to nearby enemy units and half the damage to structures.

Level 1 - 8 sparkles, 6 hit damage, 30 overloading damage, small movement radius.
Level 2 - 10 sparkles, 8 hit damage, 45 overloading damage, medium movement radius.
Level 3 - 12 sparkles, 10 hit damage, 60 overloading damage, large movement radius.
icons_3407_pas.jpg

Craftsmanship
Increases the life regeneration rate, armor and damage of nearby friendly structures. Gives a chance to do 2 times the damage on an attack against an enemy building.

Level 1 - 10% damage, 1 armor, minor regeneration bonus. 20% chance.
Level 2 - 15% damage, 2 armor, moderate regeneration bonus. 30% chance.
Level 3 - 20% damage, 3 armor, greater regeneration bonus. 40% chance.
icons_5527_btn.jpg

Design Plans
170 Mana - 90 Seconds Cooldown
The Mad Scientist sends 2 tanks to the target location.
The tanks will crash and blow up, knocking back units inside the explosion. The explosion will damage units in a small radius for 250 damage and in a large radius for 175 damage. Units inside the explosion will take 25 damage per second.
The explosion lasts 6 seconds.

Also hits friendly units and destructibles!
Credits go to:
Norinrad - Battle Priest
CRAZYRUSSIAN - Ability Icons
WILLTHEALMIGHTY - Special Effect
Paladon - Knockback System
 
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Is it beater to make abiliti with lvl:
1) Make 1 trigger, and use if/then/else multy action to make lvls of spell diferent.
2) Make 3 simmular triggers and just chang condition that states the lvl of abiliti, and change vallues (dmg delt, hp healed, etc.)??
 
Level 11
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Is it beater to make abiliti with lvl:
1) Make 1 trigger, and use if/then/else multy action to make lvls of spell diferent.
2) Make 3 simmular triggers and just chang condition that states the lvl of abiliti, and change vallues (dmg delt, hp healed, etc.)??

The first one. You can use this If/Then/Else at the setting part, but action part leave for all the same.
 

Rmx

Rmx

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@Rmx
Your hero doesn't really have much synergy. Why? Because he has no mana to combo -_- Please reduce the mana cost of his abilities.
Also, it would make sense that his Madness does damage based on his movement speed * something. Then his Red Rage thing would be more effective. And maybe make an AoE effect kind of damage too, when you hit something

Well the hero is in BETA STAGE !!!!

It is still a small WIP, anyway he is now AGI hero, Fixed his Passive to support BOOTS OF SPEED ext.... every increasing movement speed item...

the hero mana pool got higher, but due to his very powerfull skills his mana pool is low, so he cannot spam his Devastating abilities, the ULTIMATE is reworked, added a buff to it so the hero just runs in normal speed, and any units that faces his horn will be knockbacked and deals ( MOVEMENT SPEED * 1.5 ), also Reworked the second ability horn drill, increased the fly distance and added more damage, first ability the same.

This hero is just BETA, the official one will be released at 29/6/2009 !
 
Level 25
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If i remember the unit don't play his animation when charging.
Try to make the rhino play stand animation when charging.
I think you will need to use jass for that as you can't play walk animations normaly :p
EDIT:
This contest is expanding.
Hope to see quality work, not only object editor stuff :p
 

Rmx

Rmx

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If i remember the unit don't play his animation when charging.
Try to make the rhino play stand animation when charging.
I think you will need to use jass for that as you can't play walk animations normaly :p
EDIT:
This contest is expanding.
Hope to see quality work, not only object editor stuff :p

No he plays the Walk Fast animation while charging, 100% sure.
I added some CUSTOM SCRIPTS, and didn't move the hero intantly so i don't
interupt his Walking ext... anyway he plays it :)
 
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Well i commented on the first version :p
Didn't download any recent ones...
EDIT:
I don't know is it good to show off your ideas about the hero.
I mean i will probably just upload the hero completely several days before the end of the contest :p
People tend to get much better ideas when they simply modify yours...
 
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