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this is basicly my first map I have ever worked on. The concept is to combine a generic hero defense with rpg elements.
Story:
The whole world is divided into different areas: the north is the frost continent, the east is the forest continent, the south is the demon continent and the west is the undead continent. So one continent is facing it´s opponent.
But there is a small orc outpost in the center which is the last defense of the village. But scouts saw that villain troops are recruiting because they are seeking to conquer this friendly place.
That´s why the villagers asked a group of mercenaries for help.
Your task will be to defend their village and gain glory.
Gameplay:
- 30 waves. Every 5th wave will be a boss level.
- Every wave is at a single area. The reason is that it is supposted to boost teamplay.
- Some waves will be divided into up to 3 stages. Stage 2 will spawn another kind of creep(example: stage 1 were ghouls, stage 2 will be ghouls+ ncromancers). Stage 3 will contain some elite creeps which might even drop items
- But sometimes the next wave will start before the previous wave has ended. The team has to split then.
- At the beginning of each wave you will be supported by some soldiers.
- Different difficulties
- The fountain will change it color based on % of life left. This will not only look fancy, but will also affect the gameplay. 100%= purple= 100% of X regen, 75%= blue= 75% of X regen, 50%= green= 50% of X regen, 50%= red= 25% of X regen.
- There will be a selecion of critters that represent the different fractions you have to fight against. But you will be able to catch 1 and use it as an item carrier. And each of those critters will have 1 or 2 unique abilities which might help your team even in battles.
- A quest system for the village which will allow to get unique items(which won't be saveable) for your hero or which will improve the power of the aiding troops
maybe:
- Save codes for items. -->bosses will drop stronger items based on the difficulty.
Heroes:
status: making concepts
Right now I´m planning to add 9 heroes.
You will find information about their skillls in this album once I have finished the design.
summons 1 of 3 powerful summons on an area:
- Treant: casts entangle on random enemies
- Dryad: casts a spell on random enemies which reduces their damge, attack speed and armor for some seconds
- Keeper: cast a spell on random allied heroes which heals them and adds a stacking armor bonus
when activaded it will improve the other spells for some time:
- treant will entangle all enemies around him when he is summored and will have a normal attack,
dryad´s spell will also adds a chance to miss on the enemies,
keeper will get an armor aura and heals 2 units at the same time
- heals based on max mana and int
- orb effect will have a 100% chance to heal
puts a fire shield on a target. On an enemy: adds a debuff on the target & around every enemy unit around the target that reduces their armor, deals dmg to them as long as they are under the effect of the debuff when when they are hit by a spell of the SalamanderWarrior they will be hurted for 0.X *str addition dmg every second for 4 seconds.
On an ally: will add additional armor on the target and will have a 15% chance to deal 1.x * str of the Salamander around them
throws a big missile on the ground which will split into 2 smaller ones to a random area around the bigger one which will deal dmg based on the str. Enemies that are hit by the big missile will be pushed back
a channeling spell which will fire out many small missiles to random areas around your hero. While active enemies that attack you will have a chance to put themself on fire, reducing their dmg for some secondsl
creates a nova around the hero. Every enemy that gets hit by it will get the "toxic" debuff which´s starting lvl will be based on the distance to the hero. Whenever the enemy attacks now, it will loose some hp. Will become stronger and stronger for every attack. Can stack up to X times and lasts for Y seconds
creates a void at a target area which will suck some enemies into it an which will disappear for Y seconds * int/100. Will deal X dmg* sconds of disappearing
eats a target enemy just to use it as a target aoe missile. Will have a debuff based on the terrain it was from. Ice: slows attack and movement speed, nature will deal some dmg over time based on agi, demon will reduce armor and dmg, undead will have a chance to miss and will get more dmg from magic
iwill run to a target or point and will deal dmg and create some minor knockback, but your attack speed and movement speed will be reduced for some seconds after that
channels a meteor that will deal dmg based on the channeling time. Will have a minor knockback effect at max channeling time that deals some extra damage based on your str
channels his flame thrower to damage enemies and giving a chance to miss an attack to them in a short line.The longer the enemy is in this line the stronger the damage and the effect will be
summons a cannon that shoots missiles into the sky.On its highest point it will explode and many small shatters fall to the ground on random areas around the cannon. deals aoe dmg and slightly knocks enemies back. enemies that are too near at a shatter will be dizzy, disabling their attack for some seconds. Lasts for X waves
deals aoe damage on dead. If the enemy is under the effect of 1 of the CyborgDwarf´s debuffs, it will get additional damage over time.
CryptQueen
Skills
Attribute:semi-ranged agi Role:summorer Foreword: this will be a very unique hero, as it will work complety different from the others.
First of all: the base dmg will be 1(!!) and it will have a very slow attack speed. The reason for it is the first spell which is the only learnable spell on lvl 1.
furthermore: most items won´t have any effect on your hero ,but they will have 0.5x its effect on your summons(spell 1).
But the positive thing is that your hero will have a huge str/int gain and also a high base armor and if a buff effect is casted on you, it will also have a chance to be casted on 1 of your summons.
you are able to summon 1 of 3 summons: 1 melee str, 1 melee agi, 1 ranged int. Those will be the key elements on your other spells and on your gameplay. Every level of this spell will give them an additional skill.
Max number of sumons: 2
Runs to a point and attacks enemies X times hurting them based on your damage. After that they will bleed, dealing damage over time and have reduced armor based on the number of attacks on them.
switches into a flying form which gives him a ranged attack and some changes to his other spells:
spell 1:flys in very high speed to a location and after that back to the casting point, dealing X-Y damage to every unit in its path.(up to 2x damage)
Spell 2: totems will have negative effects for your enemy
Spell 3: Summons 2 elemental tornados with different effects on the targeted area
has a XX% chance to flood the ground on a specific area. Enemies movement speed is drastically reduced and they have a chance to be silenced. Max. of Y flooted areas which last for 20 seconds
each attack has the chance to add a debuff to an enemy which will hurt itself for X% of its attack damage on every attack. Additionally if a unit under this debuff is killed by the Storm slasher, Y damage will be dealed to surounding enemies which will be mini-stunned and after that slowed.
Something like:
Clash at the Borders
Worlds Collide
When the Continents Meet
Looks really nice! Especially since it includes so many terrain varieties
I wish you luck! The heroes look nice too, btw. Would all of them be using Custom Models?
Something like:
Clash at the Borders
Worlds Collide
When the Continents Meet
Looks really nice! Especially since it includes so many terrain varieties
I wish you luck! The heroes look nice too, btw. Would all of them be using Custom Models?
uhm...I basicly expect that they should be leak free :>
and as you can see some of my spell concepts could be even based on ingame spells.( like the healing spell)
uhm...I basicly expect that they should be leak free :>
and as you can see some of my spell concepts could be even based on ingame spells.( like the healing spell)
- The Ancient Wars
- Strife at the divine nature
- Strife of the elements
- Aeon of Nature
- Undying Nature
- Magical Conflict
- Natural Conflict
- Conflict of the Earth's essence
- Great War of the Ancients
Well I've much more names I could list here but I think you've enough to choose. >_<
Oh, I could be the guy that makes stories for heroes, and story lines, etc I've a fertile imagination ^^
I could also support the ideas for heroes, spells, etc.
Anyway, seems like a nice map.
EDIT: Also, I've found some misspelled words in your concept thread, you should review it and fix them, it just turns more attractive to reviewers.
- The Ancient Wars
- Strife at the divine nature
- Strife of the elements
- Aeon of Nature
- Undying Nature
- Magical Conflict
- Natural Conflict
- Conflict of the Earth's essence
- Great War of the Ancients
Well I've much more names I could list here but I think you've enough to choose. >_<
Oh, I could be the guy that makes stories for heroes, and story lines, etc I've a fertile imagination ^^
I could also support the ideas for heroes, spells, etc.
Anyway, seems like a nice map.
EDIT: Also, I've found some misspelled words in your concept thread, you should review it and fix them, it just turns more attractive to reviewers.
Exactly, , If you need help with story lines, heroes stories, concepts, spell ideas, heroes ideas, etc, PM me with your question and I'll proudly help you.
EDIT *Hero Suggestion*
Hero Preview
Hero Class:Battle Priest
Hero Role:Healer (And exclusively healer)
Hero Attribute:Melee | Intelligence
Hero Story:This Half-Elf creature has been hired by the human army to fight against the scourge, his task was giving healing support to the human tankers, he has been useful for a while, but after the humans started to research medical related technologies a lot more priest have surged, he became just one of the other mighty priests, so, he started to get excluded from conflicts, consequently he left the human towns and leaded ahead to help the magical creatures of the wood fighting against any evil that approaches, he studied natural curative magics and became mighty then ever. Now he fights aside the forces of the nature. New spells he learnt, curative magics he mastered,...
Healing Touch: Instantly heals the target hero by 2x his intelligence. Level increases the intelligence multiplier.
Holy Blessing: Turns the target hero invulnerable for x seconds and heals it over y seconds.
Seal of Protection: Increases the target hero armor for xx and its health regeneration for yy per second (Must be a sightly high value)
Holy Blast (Ultimate Spell): Heals all units around the hero within xxxAoE for 2x Intelligence plus yyy value, xxx, yyy and intelligence multiplier values increases with ability's level.
Hero Role:Damage Dealer / Tanker (Depends on Cat of Bear form)
Hero Attribute:Melee | Agility
Hero Story:The passive druids, that used to protect the nature from any enemies controlling the nature itself to hardly injure the enemy, have changed! Those creatures started to get aggressive and strong at body-to-body fights, they started to train as barbarians but still kept their main shapeshifting spells: Bear Form and Cat Form. Depending the situation encountered they change between the Bear and Cat Forms.
Bear Form: While in Bear Form the hero gains extra strength, health points, health points regeneration and armor turning him in a perfect tanker.
Cat Form: While in Cat Form the hero gains extra agility, attack speed, attack damage and armor turning him in a perfect damage dealer.
Charge: Charges an hero dealing damage based in War Druid's strength and stunning the hero for x seconds.
Quick Strike: Quickly teleports to behind of a target unit and deals damage based on War Druid's agility, also stuns the target unit for x seconds.
sure. Oh and I was planning to change the hero name to Guardian of Nature or something like that. :>
and I should give you some additional information about the first spell:
it was intended to be based on the spell book ability. The summons should have the locust ability and should be slightly transparent.
1. sure. Oh and I was planning to change the hero name to Guardian of Nature or something like that. :>
2. and I should give you some additional information about the first spell:
it was intended to be based on the spell book ability. The summons should have the locust ability and should be slightly transparent.
First I was thinking about random ummons, but as all of them have a total different role, it would be quite silly to get the damaging treant, if you need to heal some1.
DonDustin, sorry I didn't knew exactly how I should have made the hero concepts, I've no idea what you've in mind actually, I can't read minds, so you should place it on the main thread, what you want, what you're planing, etc.
I would like to be the terrainer also, you just have to tell me exactly what you want, give me information about the type of terrain, what kind of doodads you want,... and I can make you a ok terrain, then you should review it, give your opinion, I improve it once again to your wills, and tada! a perfect terrain...
The time of the day when my disponibility is higher is on the morning and at the very afternoon, 10:00h - 12:30h | 19:00h - 23:30h | GMT +0 Greenwich, lisbon, etc
I'm having a problem ..
You might have noticed that there is a big delay between my posts.
This is because of my school 'n stuff.
Yet, I still would like to help with this map.
If you aren't able to create a spell, or you want me to create something then just please let it know.
I'll be checking this thread as much as I can.
omg double post D:
just wanted to tell tht I got back to work on it and finished another hero concept. There will be 1-3 more heroes, but first I'll haveo finish their models =P
And I also already have some ideas for creeps skills and special crep rounds.
maybe will have a few moments to make the lightning storm thingie
but the new hero got so many "hit" spells so I will say that GUI is not meanted for that, creating an event for each and every unit on the map for checking if they get attacked by this unit :/
EDIT
also tell me if there are any good lightning cloud models (A)
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