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Left 2 Die - Arena

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:cidea: I am recruiting people to this brand new project.
The basic idea is to put on a 5v5 hero fight where zombies will spawn and attack both teams. There will be special zombies sometimes. The last team alive is the winner.
I have a few heroes ready to go and I need people that will contribute with fully developed heroes.
Heroes should be Dota-Like heroes. Many of you are contributors to PD forums, so you must have fully ready heroes.

The heroes's skills must be already done aswell as the triggers for them.

Map - Beautifications - Plot - Testers: in need.

Thank you all. Let's kill all those zombies.
 
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I'll be able to write hero background stories, much like those in Diablo III (if you've ever played it, if not check here), and possible descriptions of heroes, or anything else related to writing. I may also be able to write some background lore. For example, if you have many different types of zombies I can write small paragraphs detailing their power, fighting tactics, etc.

P.M me or reply here if you are interested.
 
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Well, well, project is going forward, regards no team yet gathered.
I've done several heroes and all the skills for them. Also, done the zombie units and its skills.
Here's the actual list of heroes:

Earth Monk - Strenght - Tanker
Fire Warrior - Agility - Carry/Nuker
Master of Death - Intelligence - Support
Chronomancer - Intelligence - Support
Vampire Lord - Carry/Tanker
The Dealer - Agility - Carry
Space Pirate - Agility - Ganker
Blade Mistress - Intelligence - Carry
Water Spirit - Intelligence - Support
Balance Spirit - Intelligence - Support
Sheriff - Strenght - Carry
Lightning Revenant - Intelligence - Support/Nuker

There are other heroes on the queue and all of them are creations of mine (some, by the way, suggested in DotA forums by me).

Regards.
 
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Heroes and their skills:

Earth Monk - Strenght - Tanker

A - Runic Stone: Throws a stone on the target area, slowing and reducing armor and damage on the targets.
A - Earth Stand: Stands ground gaining health, health regen and damage reduction, but has limited area of effect. Leaving the area will finish the effect. Long duration.
P - Monk Path: Increases defenses for allied units within the AoE and gives the Monk a chance to avoid spells.
A - The Core Stone: Transforms himself into a Stone Elemental, gaining Attribute bonus, bonus movespeed. Also, it will activate a protectional effect everytime he receives a certain ammount of damage. This effect returns 30% of the damage received and protects him from all harm for a few seconds. Can be activated more than once while under the transformation.

Fire Warrior - Agility - Carry/Nuker

A - Ashes to Ashes: Gives bonus damage for a few seconds, giving the Fire Warrior a chance to deal additional damage in AoE.
P - Flame Blades: Gives a chance on hit to increase attack and movespeed for a few seconds.
P - Scorching Trail: Leaves a trail of fire that deal damage to those that step in it.
A - Fire Storm: Creates a storm of fire that explodes randomly around the Fire Warrior, dealing damage. Also increase his max health for a certain time.

Master of Death - Intelligence - Support

A - Desecrate: Empowers the dead created by Will of the Dead, giving them bonus damage. Increase its spawn chance by a certain ammount and burns mana from living enemies within the area every second.
A - Cursed Skull: Hurls a cursed skull on the target, dealing damage and cursing. Cursed units will get doubled mana burn from Desecrate and will be silenced for half the duration.
P - Will of the Dead: Every time a unit dies within the area, there's a chance for them to return as a Restless Dead, under Master of Death will. Enemy units that die within the area has two thirds the chance to return and the chance isn't increased by Desecrate. Bonus damage will apply normally to all units spawned from this.
A - Life Wither: Charges a powerful spell upon a target, channelling for 1 second. Then, release this power dealing damage for every Restless Dead, corpse and mana drained from Desecrate. If the target dies from this spell, releases a wave of destructing darkness, refreshing Desecrate's duration and Cursing all enemies within the area.

Chronomancer - Intelligence - Support

A - Forget: Makes the unit forget its actual order. If the unit has been targeted by Time Distortion last proc, it will take a little bit more time to continue its action and removes all positive buffs from it.
A - Never Existed: After 1.5 second casting, will send the unit to a time when it did not exist. If the target is a creep, it will be removed from the game. If the target is a hero, it will be removed from the game for a while and damaged.
P - Time Distortion: A powerful aura that distort the time around the Chronomancer. Everytime the Chronomancer is attacked, there's a chance to slow down all the enemies within the AoE. Everytime the Chronomancer is targeted by a spell, there's a chance to hasten all allies within the AoE.
A - Rewind: Casts a powerful spell on an area, sending back all the heroes withing it to a previous moment in space and time, returning them to that position and restoring mana and health to its previous values. Affects allies and enemies.

Vampire Lord - Carry/Tanker

A - Darkness Minions: Summons a horde of unholy bats that surrounds the Vampire Lord, dealing damage to the enemies within the AoE. If the Vampire Lord kills a unit, it will summon a little ammount of bats for free.
P - Immortality: Its hard to kill an already dead being. Passively increases magic resistance and armor. Everytime the Vampire Lord reaches a certain health treshold, he will assume his Gaseous Form, fleeing from battle and becoming damage immune for a few seconds and will be silenced and phased, so he cannot attack. This only works at night. At day, if he reaches the treshold, he will be destroyed intantly.
P - Vampirism: Everytime the Vampire Lord kills a unit, he will gain a certain percent of the unit's max HP as health regen. If he kills a hero, he will also steal 1 Strenght Point permanently. Max charges: 3. Hero charges are not replaced by creeps ones.
A - Blood Drain: Leaps forward and grabs the target hero, starting to suck its blood. Will deal damage per second proportional to his Strenght. Damage dealt will be sucked by as health recovering. Health recovered this way will be removed after a certain duration. If the target dies, will steal additional 2 Strenght Points permanently.

The Dealer - Agility - Carry

A - Henchmen: Summons some thugs as henchmen to attack the target. The thugs will appear after 2 seconds delay. The skill is paid with gold, in the end of the duration. If The Dealer cannot pay, the fees are doubled. If the fees go further then 450 gold, The thugs will cause wounds according to the ammount of debt.
P - Whim of Destiny: Gains magic resistance when there's no allied hero within 350 AoE. The bonus increases by 50% for each enemy hero within the same distance. Also gives evasion when kills an unit. Passively grants a little evasion bonus. New kills refreshes the duration.
P - Success Attracts Success: Gives a chance to critical strike. Each critical strike raises the chance to critical strike. Maximum 5 stacks. Stack duration 5 seconds. New stacks refreshes duration. Has a cooldown.
A - Deal: Deal with luck and tosses a coin. If his next attack kill a unit, gains bonus gold. If don't, take 150 damage and 2 seconds stun. Passively increases attak damage.

Space Pirate - Agility - Ganker

A - Starship Bombardier: Call out a bombardier from his spaceship, dealing damage and burning foes in the AoE for a few seconds after the hit. Enemies hitten by the bombs also get microstunned on hit. Damage, burn damage and microstun duration increases per level. It has Global cast range but takes 3 seconds to bombs hit the ground.
A - Jet Boots: Every space pirate worth his salt should own this. Levitates for a short period of time, avoiding attacks already incomming and projectile skills, like "Elune's Arrow" and "Meat Hook", for example, that is already on its way. Attacks made against the Space Pirate while using this skill does not automatically misses, only the ones already on their way upon activation.
P - Space Suit: A suit that provides everything a spaceman requires to survive. Increases movement speed with extra power input when moving, HP and Mana regeneration while holding position, recharging with sunpower. Only one benefit can be active at a time. There's a little time gap while switching between this bonuses. Only regenerates at sunlight (day time).
A - Warp Gate: After a short delay according to the distance where it is cast, summons one portal at the target position of this ability and another in front of the Space Pirate. The portals teleports a limited number of units that step inside them. Teleportations happens in both ways. Every unit can be teleported once per cast.

Blade Mistress - Intelligence - Carry

A - Animate Blades: Throws a blade in a line, dealing damage to all those that collide with the blade and reducing their armor for a few seconds.
A - Blade Barrier: Spins her blades with high speed, dealing damage per second to all the enemies within melee range. Drains mana per second while active.
P - Wise Blows: Each attack has a chance to add a certain multiplier of the Agility to damage, and if so, will steal hp.
A - Returning Blades: Hurls one of her blades on a target. The blade will fly over the ground fast and latch on the taget, dealing damage and pulling him back to the Blade Mistress and activate Blade Barrier.

Water Spirit - Intelligence - Support

A - Bubble: Creates a bubble of water around an enemy, giving it physical damage protection, but disabling attack. If any enemy comes near him the bubble will grow and engulf him in another bubble. Slightly slows movement speed.
A - Healing Fluid: The healing properties of certain types of water are widely known. The Water Spirit sends forth a flow of fresh and special water to heal an allied unit, while putting it in ethereal form for the second half of the duration. Any damage received will break the effect instantly.
P - Watery Splash: Splashes an unit with water, drowning it slowly, making it move slower. Stackable. At a certain number of stacks the unit will be Bubbled as the skill.
A - Swirl: The Water Spirit grows in power, expanding and becoming a giant swirl of water. While in this form he can't cast spells, and deals damage per second in an area around him. Also places a Water Remnant on the targets catch by the swirl after the duration ends. The Water Remnants will latch on the target and drown them for a while, blocking spell casting and amplifying all damage taken by a certain amount.

Balance Spirit - Intelligence - Support

A - Balance [Innate]: An innate skill that changes the Balance Spirit's current aspect. Switches between Yin and Yang. When Yin is active, all her abilities will be set for the Yin's verison of them, the model will become darker and the hero's voice will change to a woman's voice. When Yang is active, all his abilities will be set for the Yang's version of them, the model will become lighter and the hero's voice will change to a man's voice. Also, Balance Spirit will only gain Intelligence stats all the levels. Strenght and Agility will be earned according to the current aspect of the hero. +2 Strenght points will be gained with a level up while in Yang aspect and +2 Agility points will be gained with a level up while in Yin aspect. Starts the game in a random aspect. No cooldown. No manacost.
A - Energy Remnant: Creates a remnant from the energy of the Balance Spirit. The remnant created will be Light Remnant or Darkness Remnant, according to the Balance Spirit's aspect. Light Remnant will heal HP to the allies nearby for its duration. Darkness Remnant will drain health from enemies nearby for its duration. Effects are empowered by Day/Night cycle.
A - Equilibrium: Passively restores hp or mana according to the current active aspect. Hp will be healed while in Yang's aspect and mana while in Yin's aspect. Also, can be activated to gain hp or mana, according to the current active aspect at the cost of the other property, this way, heals health at the cost of mana while in Yang's aspect and mana at the cost of health while in Yin's aspect.
A - Pulse: The Balance Spirit sends out a pulse of energy that grows stronger with each Energy Remnant that it hits. The effects varies according to the Balance Spirit's aspect. Yin aspect will enable the Negative Pulse, reducing movement speed of affected enemy units for the duration and damaging their mana. Yang aspect will enable the Positive Pulse, increasing attack speed of affected allied units for the duration and healing mana.
A - Universal Balancing: Gather all the energy stored on Energy Remnants all over the map to create a powerful beam of energy that enfuses an unit, embalacing it as whole. Purges all positive and negative buffs and set target's hp and mp to 50%.

Sheriff - Strenght - Carry

A - Handcuff: Engages a target Hero at melee range handcuffing him. The target gets silenced and cannot attack for the duration. Also, both the Sheriff and the target loses the ability to move. The duration is increased if the difference between Sheriff and his target's strenght is positive. Sheriff can move only if his strenght is greater than his target's. While moving, he drags his target with him.
P - Shoot to Kill: Sheriff uses special bullets for dangerous targets. After a successful attack on a Hero that has a kill streak, the Sheriff gains bonus damage and splash attack type. If the Sheriff attacks a different target, the bonus will be removed/replaced.
P - I am the Law: The Sheriff is the Law itself. Everytime a Hero is killed within the range, the killer will be revealed for a short period of time. Sheriff gains truesight and bonus movespeed. If the killer Hero is killed within the range, while under this skill's effects, the Sheriff gains bonus XP.
A - Wanted: Low an ordinance against the target Hero, putting him on a criminal status. The target is slowed and will grant bonus gold for every Hero killing or assisting the kill. If an enemy Hero assists the target, the Wanted will extend its effects to the assisting Heroes but with half the duration.

Lightning Revenant - Intelligence - Support/Nuker

A - Eletric Pulse: Creates a pulse of eletric energy that slows enemies or hasten allies.
A - Lightining Rod: Summons a Lightning Rod to conduct lightning bolts to the ground, dealing damage in all enemies in the surroundings. The rod hovers following you until you send it to another direction, slowly.
P - Static Energy: Each attack has a chance to call a lightining bolt upon the target dealing additional damage. If there's a Lightning Rod nearby, it'll damage the area around the target.
A - Lightning Splash: Sends forth a bolt of lightning energy that bounces around the primary target to every target within a short range. Secondary targets can be hit more than once by secondary bolts.

Knight of Light - Strenght - Support

A - Spiritual Healing: Calls a bolt of holy light to heal the target. Also purges the area around himself slowing the enemies for a while.
A - Mount: Mounts over a horse, moving fast and gaining a max life bonus, but cannot cast spells. Has a cooldown.
P - Enlightenment: The holy power is infused in Rondrius hammer, giving a chance to dispell and give additional damage to the target.
A - Infuse Life: The Knight of Light infuses all the nearby allies with a powerful divine energy that heals a percent of its hp overtime for a few seconds. if the target is low hp it will heal more.

Northern Barbarian - Strenght - Tanker

A - Fury: The Northern Barbarian goes enraged gaining health and damage for a while.
P - Hit Me: When hit by an attack, has a chance to gain health regeneration bonus and armor bonus for a few seconds.
P - Killing Machine: Whenever the Northern Barbarian kills an unit it gets 100% increased attack speed for a few seconds.
A - Last Stand: Bravely stands ground battling over the enemy, gains damage reduction, move speed and, if low health, will deal more damage.

Razormane - Strenght - Tanker

A - Quill Shower: Spray spikes around himself dealing damage to all units within the area.
P - Razorback: Bratuu's sharp spikes hurt those that attack him directly, dealing a percent of the damage received.
P - Bash: Gives a chance that an attack will do bonus damage and stun an opponent for few seconds.
P/A - Battle Frenzy: When attacking or getting attacked, all damage dealt and received will sum up until reaching a certain treshold. If so, will enable the active part and passively increase damage for a while. This will be disabled within 5 seconds. Active part will be available only for this 5 seconds to use. Active component gives bonus attack speed and defense for all allies in an AoE.

Air Sage - Intelligence - Nuker

A - Wind Walk: Channels currents of wind that lift the Air Sage in the air, enabling flying movement and increasing movement speed.
A - Air Blade: Slashes a target with high speed winds that cuts it and decrease his Agility, movespeed and turning rate.
P - Fast Winds: Hasten wind speed around herself to gain evasion and reduce enemies magic resistance.
A - Tornado: Creates a Tornado that goes forward until it hit an enemy unit. Then it will change its direction to a random angle. The Tornado deals damage per second and will grow with power proportionally to the distance traveled. It also slows in a small AoE around it.

Shadowy Assassin - Agility - Carry/Ganker

A - Shadow Leap: Teleports within a short distance, gaining evasion and fading from sight for a while.
A - Poison Blade: Hurls a poisoned dagger which deals large initial damage, and then deals damage over time. The poisoned unit has its movement speed slowed for a short duration.
P - Cold Blood: Gives a chance to deal Agility as additional damage on hit. If the target has Poison Blade buff, chance is 100%.
P - Subtlety: The Shadowy Assassin becomes even more deadly and dangerous, allowing her to go invisible at night and deal additional damage with critical strikes.


There are also two more heroes under development, not yet complete. Hope this helps you guys to get an idea on how is this going on.
The above stated heroes are complete and fully working. (It may have some bugs, since i haven't tested them in multiplayer, but all of them interecting together on a long test showed no bug or memory leak by now. And yes, they were all done in GUI!

Regards.
 
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Okay. So now we have 24 complete heroes and nearly balanced waves spawning infinitely. Also added a few surival items to heal/tp etc.

We're open to Beta Testers in order to make the waves and heroes embalanced, also check for bugs and stuff.
Please leave your comment if interested and a way to connect to others in order to play.

Regards.
 
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