1. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  2. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  3. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  4. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  5. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  6. The results are out! Check them out.
    Dismiss Notice
  7. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  8. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  9. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Hero Contest #6 - The First Invasion

Discussion in 'Contest Archive' started by Pharaoh_, Nov 1, 2012.

Thread Status:
Not open for further replies.
  1. Adiktuz

    Adiktuz

    Joined:
    Oct 16, 2008
    Messages:
    9,674
    Resources:
    23
    Models:
    2
    Packs:
    1
    Maps:
    1
    Spells:
    16
    Tutorials:
    1
    JASS:
    2
    Resources:
    23
    @Orcnet - I mean I need a full snow storm model because it was supposed to be just placed one time and rest there until the spell ends, so no individual model/unit spam... anyway I settled for a blink thingy spell instead...

    This will be my final entry for now... :)


    Jack Frost, Guardian of Ice

    During the first invasion of the Burning Legion in Azeroth, the Elves were pretty much sure that they won't be able to fend off the legion using their powers alone. Then they remembered the stories about the guardians chosen by the moon. Using their deep connection to the moon, the elves prayed for help. It was then that the moon sent one of it's prized Guardians, Jack Frost.



    Jack Frost was a master of ice. He can easily conjure ice in any form. He can move between nearby areas in the blink of an eye. Even his mere presence renders his enemies shivering. That is Jack Frost, the guardian sent by the moon, and his powers will turn off the heat of the legion.




    Screenie

    [​IMG]


    Spell Codes


    • Code (vJASS):

      library ChillBuff requires T32,Table
         
          private module init
              static method onInit takes nothing returns nothing
                  local integer i = 0
                  set thistype.t = Table.create()
                  loop
                      exitwhen i > 15
                      call SetPlayerAbilityAvailable(Player(i),ABIL_ID,false)
                      set i = i + 1
                  endloop
              endmethod
          endmodule
         
          struct Chill extends array
              static Table t
              static constant integer ABIL_ID = 'A000'
              static constant integer ULTI_ID = 'A003'
              static constant integer BUFF_ID = 'B000'
              private static integer instanceCount = 0
              private static thistype recycle = 0
              private thistype recycleNext
              unit u
              real duration
             
              method clear takes nothing returns nothing
                  set this.duration = 0.0
                  set t[GetHandleId(u)] = 0
                  call UnitRemoveAbility(this.u,ABIL_ID)
                  call UnitRemoveAbility(this.u,BUFF_ID)
                  set this.u = null
                  call this.stopPeriodic()
                  set .recycleNext=recycle
                  set recycle=this
              endmethod
             
              method periodic takes nothing returns nothing
                  set this.duration = this.duration - T32_PERIOD
                  if this.duration <= 0.0 or GetWidgetLife(this.u) < .405 then
                      call this.clear()
                  endif
              endmethod
             
              implement T32x
             
              static method new takes nothing returns thistype
                  local thistype this
                  if (recycle == 0) then
                      set instanceCount = instanceCount + 1
                      return instanceCount
                  else
                      set this = recycle
                      set recycle = recycle.recycleNext
                  endif
                  return this
              endmethod
             
              static method add takes unit u, real duration, boolean overwrite returns nothing
                  local integer id = GetHandleId(u)
                  local thistype this = t[id]
                  if this == 0 then
                      set this = new()
                      set t[id] = this
                      call UnitAddAbility(u,ABIL_ID)
                      call this.startPeriodic()
                  endif
                  set this.u = u
                  if overwrite then
                      set this.duration = duration
                  else
                      set this.duration = this.duration + duration
                  endif
              endmethod
             
              implement init
          endstruct
         
      endlibrary
       

    • Code (vJASS):

      library TriFrost requires Nova,ChillBuff,SpellEffectEvent
         
          private module init
              static method onInit takes nothing returns nothing
                  call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
                  call NovaSystem.RegisterOnDamage(ABIL_ID,function thistype.chill)
              endmethod
          endmodule
         
          struct TriFrost extends array
              static constant integer ABIL_ID = 'A001'
              static constant string NOVA_FX = "ShivasWrath.mdx"
              static constant attacktype at = ATTACK_TYPE_MAGIC
              static constant damagetype dt = DAMAGE_TYPE_COLD
              static constant real chillDuration = 2.00
             
              static method getDamage takes unit caster, integer level, integer which returns real
                  return (100.0 + 50*(level-1))/(which)
              endmethod
             
              static method getAOE takes unit caster, integer level, integer which returns real
                  return 125.0*which
              endmethod
             
              static method getScale takes unit caster, integer level, integer which returns real
                  return which*0.5
              endmethod
             
              static method new takes nothing returns nothing
                  local unit u = GetTriggerUnit()
                  local integer level = GetUnitAbilityLevel(u,ABIL_ID)
                  local real x = GetSpellTargetX()
                  local real y = GetSpellTargetY()
                  local integer i = 1
                  loop
                      exitwhen i > 3
                      call NovaSystem.SimpleCreateDelay(u,x,y, 0.5*i, 0.0, getAOE(u,level,i), 0.0,/*
                      */
      getDamage(u,level,i), getScale(u,level,i), NOVA_FX, at, dt,ABIL_ID)
                      set i = i + 1
                  endloop
                  set u = null
              endmethod
             
              static method newEx takes unit u, real x, real y returns nothing
                  local integer i = 1
                  local integer level = GetUnitAbilityLevel(u,ABIL_ID)
                  loop
                      exitwhen i > 3
                      call NovaSystem.SimpleCreateDelay(u,x,y, 0.5*i, 0.0, getAOE(u,level,i), 0.0,/*
                      */
      getDamage(u,level,i), getScale(u,level,i), NOVA_FX, at, dt,ABIL_ID)
                      set i = i + 1
                  endloop
              endmethod
             
              static method chill takes nothing returns nothing
                  if GetUnitAbilityLevel(NovaSystem.data.caster,Chill.ULTI_ID) == 0 then
                      return
                  endif
                  call Chill.add(NovaSystem.filter,chillDuration,true)
              endmethod
             
              implement init
          endstruct
         
      endlibrary


       

    • Code (vJASS):

      library TremblingFrost requires ImpaleSystem,ChillBuff,SpellEffectEvent
         
          private module init
              static method onInit takes nothing returns nothing
                  call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
                  call JumpInPlace.registerStopEvent(ABIL_ID,function thistype.chill)
              endmethod
          endmodule
         
          struct TremblingFrost extends array
              static constant integer ABIL_ID = 'A002'
              static constant string HIT_FX = "Crystal Impale Hit.mdx"
              static constant string IMPALE_FX = "Crystal Impale.mdx"
              static constant attacktype at = ATTACK_TYPE_MAGIC
              static constant damagetype dt = DAMAGE_TYPE_COLD
              static constant real chillDuration = 3.00 //Added 1 second to account for the stun duration
              static constant real aoe = 150.0
              static constant real distperwave = 150.0
              static constant real scale = 1.0
             
              static method getDamage takes unit caster, integer level returns real
                  return (100.0 + GetHeroInt(caster,true)*(level+GetUnitAbilityLevel(caster,Chill.ULTI_ID)))
              endmethod
             
              static method getDistance takes unit caster, integer level returns real
                  return (200.0*(level+1))
              endmethod
             
              static method new takes nothing returns nothing
                  local unit u = GetTriggerUnit()
                  local integer level = GetUnitAbilityLevel(u,ABIL_ID)
                  local real x1 = GetUnitX(u)
                  local real y1 = GetUnitY(u)
                  local real x2 = GetSpellTargetX()
                  local real y2 = GetSpellTargetY()
                  local real angle = Atan2(y2-y1,x2-x1)
                  call Impale.createFireCID(u, level, IMPALE_FX, HIT_FX,/*
                      */
      angle, scale, aoe, getDistance(u,level), distperwave,/*
                      */
      getDamage(u,level), ABIL_ID)
                  set u = null
              endmethod
             
              static method chill takes nothing returns nothing
                  if GetUnitAbilityLevel(JumpInPlace.tmpCauseUnit,Chill.ULTI_ID) == 0 then
                      return
                  endif
                  call Chill.add(JumpInPlace.tmpFlyUnit,chillDuration,true)
              endmethod
             
              implement init
          endstruct
         
      endlibrary


       

    • Code (vJASS):

      library PhasingFrost requires TriFrost

          private module init
              static method onInit takes nothing returns nothing
                  call RegisterSpellEffectEvent(ABIL_ID,function thistype.new)
              endmethod
          endmodule
         
          struct PhasingFrost extends array
              static constant integer ABIL_ID = 'A004'
              static constant string NOVA_FX = "ShivasWrath.mdx"
              static constant attacktype at = ATTACK_TYPE_MAGIC
              static constant damagetype dt = DAMAGE_TYPE_COLD
             
              static method getDamage takes unit caster, integer level returns real
                  return GetHeroInt(caster,true)*(level*2.0)
              endmethod
             
              static method getAOE takes unit caster, integer level returns real
                  return 125.0 + 25.0*level
              endmethod
             
              static method getScale takes unit caster, integer level returns real
                  return 0.5 + level*.2
              endmethod
             
              static method new takes nothing returns nothing
                  local unit u = GetTriggerUnit()
                  local integer level = GetUnitAbilityLevel(u,ABIL_ID)
                  local real x = GetSpellTargetX()
                  local real y = GetSpellTargetY()
                  local real x2 = GetUnitX(u)
                  local real y2 = GetUnitY(u)
                  call NovaSystem.SimpleCreate(u,x,y, 0.0, getAOE(u,level), 0.0,/*
                  */
      getDamage(u,level), getScale(u,level), NOVA_FX, at, dt,ABIL_ID)
                  call SetUnitX(u,x)
                  call SetUnitY(u,y)
                  call NovaSystem.SimpleCreate(u,x2,y2, 0.0, getAOE(u,level), 0.0,/*
                  */
      getDamage(u,level), getScale(u,level), NOVA_FX, at, dt,ABIL_ID)
                  if GetUnitAbilityLevel(u,Chill.ULTI_ID) > 0 and GetUnitAbilityLevel(u,TriFrost.ABIL_ID) > 0  then
                      call TriFrost.newEx(u,x,y)
                      call TriFrost.newEx(u,x2,y2)
                  endif
                  set u = null
              endmethod
             
              implement init
          endstruct

      endlibrary


       



    Credits

    -Kobas- for the Terrain
    Vexorian for dummy.mdx
    Jesus4Lyf for T32
    Bribe for Table and SpellEffectEvent
    Magtheridon96 for RegisterPlayerUnitEvent
    Ayanami for Stun system
    Nestharus for WorldBounds
    Sellenisko for Malygos model
    levigeorge1617 for Aura of Frost model
    Marcelo Hossomi for Crystal Impale and Crystal Impale Hit models
    JetFangInferno for Shiva's Wrath model
     

    Attached Files:

  2. Almia

    Almia

    Joined:
    Apr 24, 2012
    Messages:
    4,856
    Resources:
    35
    Spells:
    30
    Tutorials:
    4
    JASS:
    1
    Resources:
    35
    ^Lol,that was -Kobas- terrain for his entry :D
     
  3. Adiktuz

    Adiktuz

    Joined:
    Oct 16, 2008
    Messages:
    9,674
    Resources:
    23
    Models:
    2
    Packs:
    1
    Maps:
    1
    Spells:
    16
    Tutorials:
    1
    JASS:
    2
    Resources:
    23
    I thought he said that it was okay to use his terrain?
     
  4. Meepo-

    Meepo-

    Joined:
    Nov 26, 2011
    Messages:
    33
    Resources:
    0
    Resources:
    0
  5. Luorax

    Luorax

    Joined:
    Aug 7, 2009
    Messages:
    1,301
    Resources:
    1
    Maps:
    1
    Resources:
    1
    I see - then I think I'll just wait. Thanks for the info!
     
  6. Mythic

    Mythic

    Joined:
    Apr 24, 2012
    Messages:
    7,727
    Resources:
    102
    Models:
    87
    Icons:
    4
    Maps:
    3
    Spells:
    6
    Tutorials:
    2
    Resources:
    102
    Final Entry

    Final Entry(maybe):
    Description and Credits
    Since her childhood, Cyrisse Moongrove already had an affinity with all that is arcane. Upon growing up, through the years she has become a strong priestess. The magic that empowers her comes not from the Well of Eternity but from the light of Elune herself,
    making her a most dangerous adversary. Wild glaives come at her command, endlessly bouncing from her enemies to the last.The Burning Legion would regret the day they ever laid waste upon the lands of Kalimdor, for the Arcane Priestess has come to extract her revenge in the name of Elune.

    Cyrisse Moongrove, Arcane Priestess
    Base Damage:23-31
    Base Armor: 2
    Starting Agility: 18
    Starting Intelligence: 18
    Starting Strength: 18

    Credits
    MoonPriestess- Hexus
    Succorbenoth- Kuhneghetz
    Town Center- Rightfield
    Dragonmaiden- dipEX!
    Dismounted Huntress- GreyArchon
    MoonHuntress- Hexus
    Arcane Glaive- Infrisios
    Arcane Missile- Weep
    Night Elf Well- Sin'dorei 300
    Demon Well- Sin'dorei 300
    Arcane Wave- Pyritie
    Demon Knight- Tarrasque
    BatKing- -Grendel
    ChaosCitadel- HappyTauren
    Lantern- Hexus


    A half altered map with edited units.
     

    Attached Files:

    Last edited: Dec 1, 2012
  7. TwoVenomous

    TwoVenomous

    Joined:
    Sep 11, 2011
    Messages:
    1,174
    Resources:
    1
    Skins:
    1
    Resources:
    1
    thanks for the feedback, that's really depth explanation. can't say anything :/ i'm not good at all when it comes to something like this. i think i'll pass. good luck to everyone :D

    and btw, i got the name from a label of Detergen @_@
     
  8. defskull

    defskull

    Joined:
    Mar 27, 2008
    Messages:
    7,978
    Resources:
    17
    Spells:
    17
    Resources:
    17
    What is the time now (for this forum) ?
    Is it 11:25AM November 30 ?
     
  9. Lordkoon

    Lordkoon

    Joined:
    Oct 6, 2008
    Messages:
    700
    Resources:
    0
    Resources:
    0
    ARCH BISHOP
    The hero is a priest who focuses on healing allies and dealing periodic damage by summoning vortexes of pure light that damage enemies and buff allies as well as using a powerfull spell that creates a well of light that both heals allies around it and damage enemies close to its center.
    As all heroes there is a sticky situation escape way. The bishop will blast an enemy with light and become invisible and immortal for a very short time, allowing him to move trough units and obstacles.
    Ofcorse no hero is complete without his ultimate. The Bishop can turn an ally unit into a supportive ward itself, granting it health regeneration, spell immunity and the abbility to be a living Light Vortex - spawning vortex missles to damage enemies.

    SPELLS
    [​IMG]


     

    Attached Files:

  10. Imadori

    Imadori

    Joined:
    Oct 8, 2012
    Messages:
    139
    Resources:
    9
    Icons:
    5
    Spells:
    2
    Tutorials:
    2
    Resources:
    9
    Okay, I think this is the best I can do.
    Final Entry
    Credits
    • The Weird Human
    • Thrikodius
    • JollyD
    • 4eNNightmare
    • SkriK


    Edit: Updated!
     

    Attached Files:

    Last edited: Nov 30, 2012
  11. SirNikolas

    SirNikolas

    Joined:
    Jan 31, 2012
    Messages:
    41
    Resources:
    1
    JASS:
    1
    Resources:
    1
    Unfortunately, I can't finish my hero in time. 10 days for me is not enough. :(
    Could you tell me when the next contest will be opened?
     
  12. defskull

    defskull

    Joined:
    Mar 27, 2008
    Messages:
    7,978
    Resources:
    17
    Spells:
    17
    Resources:
    17
    Is it end already ?
     
  13. Lordkoon

    Lordkoon

    Joined:
    Oct 6, 2008
    Messages:
    700
    Resources:
    0
    Resources:
    0
    In a few hours yes.
     
  14. defskull

    defskull

    Joined:
    Mar 27, 2008
    Messages:
    7,978
    Resources:
    17
    Spells:
    17
    Resources:
    17
    Now, it's 4:28PM, there's like 8 hours more, I can do this..
     
  15. HammerFist132

    HammerFist132

    Joined:
    Mar 22, 2012
    Messages:
    1,314
    Resources:
    17
    Models:
    11
    Icons:
    2
    Maps:
    2
    Spells:
    2
    Resources:
    17
    I am sry but cannot upload becuas of my shity internet, I have finished, u see how much life FUCK ME, I have swea god damn it. Do u know how much is annoying this problemm, second contest After boss fight mapping I finish my job but cannot upload it.
     
  16. Garfield1337

    Garfield1337

    Joined:
    Jul 6, 2009
    Messages:
    1,806
    Resources:
    4
    Maps:
    1
    Spells:
    3
    Resources:
    4
    It ends on 1. of December, 23:59 GMT, so there's more than a day left.
     
  17. Christers

    Christers

    Joined:
    Aug 14, 2006
    Messages:
    119
    Resources:
    5
    Maps:
    5
    Resources:
    5
    Entry version for the Dwarven Engineers. Made a small map in order to showcase their defensive abilities.


    Type 'maginot' to give Dwarven Engineers 1000 XP (can be used multiple times).


    Dwarven Engineers

    Description:

    [​IMG]

    The Dwarven Engineers combine extensive knowledge of defenses and fortification with a long-ranged attack damaging multiple enemies, making them adept at static-defense of bases and can customize their towers to deal with a wide variety of enemies, although they have specialized in dealing with the demonic hordes of the Burning Legion.


    Abilities:


    Build Tower
    Constructs a basic tower that can be upgraded to a wide variety of different defensive towers.
    Level 1 - Can have a maximum of two dwarven towers at a time, 120 second cooldown.
    Level 2 - Can have a maximum of three dwarven towers at a time, 90 second cooldown.
    Level 3 - Can have a maximum of four dwarven towers at a time, 60 second cooldown.


    Place Land Mines
    Lays a land mine at a designated location which explodes when enemies come near.

    Enables Mortar Tower and Mine Layer Tower

    Level 1 - Deals 200 damage to close targets and 75 damage to nearby targets. 50 second cooldown, 4 second casting time.
    Level 2 - Deals 400 damage to close targets and 150 damage to nearby targets. 40 second cooldown, 3 second casting time.
    Level 3 - Deals 600 damage to close targets and 225 damage to nearby targets. 30 second cooldown, 2 second casting time.


    Improved Schematics
    The Dwarven Engineers develop improved schematics in order to hold the line, increasing the health of all Dwarven Towers as well as giving the Engineers new abilities
    Level 1 - Gives the engineers the ability to Repair Structures, and increases health of all Dwarven towers by 20%.
    Level 2 - Gives the engineers the ability to Sabotage (stun and damage an enemy building), and increases health of all Dwarven towers by 40%.
    Level 3 - Gives the engineers the ability to Build Medic Centres to heal units, and increases health of all Dwarven towers by 60%.

    Enables Sharpshooter Tower and Spotting Tower


    Ultimate: Juggernaught

    The Dwarven Engineers bring out the finest tool in their arsenal, a mighty siege tank. Increases the Dwarven Engineers' hit points by 500, changes armour to Fortified, makes them Mechanical and removes minimum range. Also reduces total range significantly, removes area of effect damage and removes normal hit point regeneration.

    Enables Artillery Tower and Cooling Tower





    Towers:


    Dwarf Tower

    The basic tower that is produced by the Dwarven Engineers, it has no attack or special abilities, but upgrade to all other towers.

    Requires: Build Tower

    Cost Gold/Lumber: 50/0
    Build/Repair Time: 5s/30s
    Hit Points: 250
    Armour: 5, Small

    Damage: N/A
    Damage Type: N/A
    Attack Speed: N/A
    Range: N/A

    Abilities: Upgrade to all other towers.



    Attack Tower

    The most basic dwarven tower, the attack tower requires no special abilities from the Dwarven Engineers and deal decent damage.

    Requires: Build Tower

    Cost Gold/Lumber: 50/20
    Build/Repair Time: 20s/30s
    Hit Points: 400
    Armour: 5, Large

    Damage: 30-35
    Damage Type: Pierce
    Attack Speed: 1.1s
    Range: 700

    Abilities: N/A



    Mortar Tower

    The Mortar Tower deals splash damage to ground units and is a solid choice for defense against hordes of infantry.

    Requires: Place Land Mines

    Cost Gold/Lumber: 250/100
    Build/Repair Time: 30s/30s
    Hit Points: 600
    Armour: 5, Fortified

    Damage: 80-120
    Damage Type: Siege
    Attack Speed: 3.5s
    Range: 800

    Abilities: Deals splash damage.



    Mine Laying Tower

    The Mine Laying Tower deals no damage of its own, but makes up for this deficiency in being able to create a minefield over time.

    Requires: Place Land Mines

    Cost Gold/Lumber: 150/50
    Build/Repair Time: 30s/30s
    Hit Points: 300
    Armour: 5, Small

    Damage: N/A
    Damage Type: N/A
    Attack Speed: N/A
    Range: N/A

    Abilities: Can summon land mines (150/50 damage) in a 1000 radius of itself every 30 seconds.



    Sharpshooter Tower

    The Sharpshooter Tower has the second-longest range of the Dwarves' towers, and deals high damage with the potential for critical strikes.

    Requires: Improved Schematics

    Cost Gold/Lumber: 200/100
    Build/Repair Time: 40s/40s
    Hit Points: 400
    Armour: 5, Fortified

    Damage: 75-75
    Damage Type: Pierce
    Attack Speed: 2.5s
    Range: 1100

    Abilities: Critical Strike (20% to do 2 times damage)


    Spotting Tower

    The Spotting Tower is another tower with no attack of its own, but makes up for it in special abilities. It can detect invisible units in a wide range, has a long sight-range at day and night and can reveal areas of the map.

    Requires: Improved Schematics

    Cost Gold/Lumber: 50/20
    Build/Repair Time: 30s/30s
    Hit Points: 200
    Armour: 5, Small

    Damage: N/A
    Damage Type: N/A
    Attack Speed: N/A
    Range: N/A

    Abilities: True Sight (1800 radius), Reveal (20s cooldown)


    Artillery Tower

    The most powerful tower in the dwarves' arsenal, combining dwarven engineering with stolen magic to create the ultimate defense of the realm.

    Requires: Juggernaught

    Cost Gold/Lumber: 400/150
    Build/Repair Time: 50s/50s
    Hit Points: 600
    Armour: 10, Fortified

    Damage: 40-60
    Damage Type: Siege
    Attack Speed: 2.0s
    Range: 1350

    Abilities: Costs 2 food, Splash


    Cooling Tower

    Another tower that deals splash damage, what the cooling tower lacks in pure damage potential it makes up for in its ability to slow down the enemy.

    Requires: Juggernaught

    Cost Gold/Lumber: 200/100
    Build/Repair Time: 50s/50s
    Hit Points: 500
    Armour: 5, Fortified

    Damage: 20-20
    Damage Type: Magic
    Attack Speed: 1.4s
    Range: 750

    Abilities: Splash, Slow down enemies

     

    Attached Files:

  18. RED BARON

    RED BARON

    Joined:
    Oct 9, 2006
    Messages:
    5,162
    Resources:
    42
    Models:
    37
    Icons:
    3
    Packs:
    1
    Skins:
    1
    Resources:
    42
    Oh joly good :smile: Was just about to request an extension until then anyway :thumbs_up:
     
  19. -Kobas-

    -Kobas-

    Joined:
    Jan 17, 2010
    Messages:
    5,894
    Resources:
    28
    Icons:
    1
    Tools:
    2
    Maps:
    10
    Spells:
    4
    Template:
    5
    Tutorials:
    6
    Resources:
    28
    I have 1 spell left to do :)
     
  20. Kyrbi0

    Kyrbi0

    Joined:
    Jul 29, 2008
    Messages:
    7,882
    Resources:
    1
    Models:
    1
    Resources:
    1
    ~Final Entry~

    Bah humbug. Ran outta time to put that last finishing touch. Well...

    Here it is. The Nightwalker in all his ravenous glory. I realized early on that you can take a 'werewolf' hero one of 4 primary ways: Either STR-based (burly powerful forest beast) or AGI-based (secretive forest slayer), and either A: "Lone Wolf" (capable assassin) or B: "Leader of the Pack" (supportive and group-based). In order to stretch myself, I went away from the obvious/easy (AGI & "Lone Wolf") and tried to make more of a STR-based, "Leader of the Pack" hero.
    Didn't entirely work. :p But still, lots of fun, and a nice simple guy.

    Please play as Red, and as Night Elf (threw him in their altar, though there's a code for summoning him either way), for best results. I left that swarm of Mur'gul Slaves in the middle of the map for testing purposes. With a few tweaks, this guy'll probably go in my "neutral hero additions" thing (always wanted a werewolf).

    Good luck, everypony.
     

    Attached Files:

Thread Status:
Not open for further replies.