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[Legacy] Modders Idea Factory

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Level 15
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Incorrect... We dont create modifications for Warcraft but maps. Modifications are where you change the game's basic behaviour, often by extending the base engine. JNGP is a modification, while a map... Is a map. It does not have an effect on regular gameplay and is 100% unrelated to anything else apart from itself. Belive me, what we do is not modding :p
 
Level 19
Joined
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Well Modder is a better word for Mapper. Mapper could be loosely interpreted as a Cartographer.

Map, in my point of view, is another term for Mod in Warcraft. What may be Warcrafts "basic behaviour"? An RTS. I do see a lot of RTS styled maps here, but there are also a lot of RPG's. This changes its basic behaviour, from a building an army and killing the enemy to a play a game about your character in a story that revolves around them, where mostly the fate of the world is in their hands.

Lets halt this discussion here and not go off topic now, shall we?
 
Level 19
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I see what you did there :D

Taken to the poll.

EDIT

@kanadaj
Thats your point of view and what I and sonofjay said earlier is our point of view.
Lets halt it now. Everyone of us would have different point of views. Even though it may be similar, im sure 0.01% would be not similar on their opinions.

Also, I dont get the thing with local and global variables and their relation here.
 
Level 19
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Messages
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Your sacrifice will be honored by mankind. Let you be known from this day forward as "The Guy Who Broke His 666th Post But Eventually Has 123 Rep For Breaking It". You are a true legend and an inspiration to us all.

tumblr_m1kmxw5EaV1qjro7b.gif
 
So ty guys. But that sacrifice was necessar thing. Only way to have 1337 posts (and being immortal ?).
Also, i should w8 for the Devil's Rep too (then the 1337rep).

You should add a Pros/Cons thing when you do hero requests (for example : Weak hero if alone but powerful with some tankers or healers.)

(That was to come back on the thread.)
 
Level 28
Joined
Oct 28, 2011
Messages
4,758
Sure just let the items flowing I think you know that they will be on a good use.

EDIT:
I'll request a map lore :psmile:
I'll edit this after I made the code.

EDIT:

Little Map Info/Name: Chaos Arena
Map Theme: Warcraft
Map Kind: Arena
Map Setting: Medieval
Map Lore: Uhmm its up to you since you already know the map
Additional Info: same as the other one
Small Lore: same as the other two
Restrictions: Since you already know the project I'll give you permission to make the lore according on how you see the map, since I'll only add this on the loading screen and on the map thread.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Corawyn, the Sword Wizard - Intelligence
Suggested Model(s): http://www.hiveworkshop.com/forums/models-530/warmage-47419/?prev=search=mage&d=list&r=20
Description: The Order of Swords incorporates all manner of folk and skill into their guild, including magi. Corawyn is testimony to this fact. Born as a noble kingdom of elves, Corawyn had always shunned the isolated stance taken by the upper echelons of his people. Instead, he defied their creeds and helped the poor and needy, using his innate talents to aid them and give them food and shelter. As time passed, he decided to leave his home and find his own way – one which led him to the Order of Swords. One of the first of the sword wizards, Corawyn mixed swordsmanship with magic in a fluent song of blade and arcane, proving to be beyond effective in the field of war.

Battle Stats:
Attack : 31 - 40
Range: 320
Armor : 4
Agility : 14 + 1.25
Inteligence : 24 + 2.95
Strength : 20 + 1.6
Speed:
Attack Speed: Mediocre
Movement Speed: Mediocre

Swords of Light - Self-Cast
Corawyn surrounds himself with a shield of x swords for y seconds. When a foe strikes him, one sword will sacrifice itself to absorb 50% of the damage done.

Illuminate - Target Point
Corawyn channels for x seconds, launching a massive ball of light which deals y damage to each foe until it reaches its destination.

Flickering Lights – Corawyn teleports to the ball of light, dealing x damage to all foes around it.

Flash of Light - No Target
Corawyn flashes the area with light, causing each foe’s next x attacks to miss indefinitely for y seconds.

Aurora - Target Point
Corawyn evokes a line of flashing colour and light for x seconds, stopping all foes from passing it. If Illuminate is cast through this, it instantly explodes.

Purge - Target Enemy
Corawyn channels on his target over x seconds, dealing y damage per second at close-range. If your target dies by Purge, a Flash of Light will occur.

Technical Difficulties:
  • timing and positional awareness is key when playing
  • you're a close-range caster
  • management of mana is important
  • use of Flash of Light and Swords of Light are imperative for your survival

Advantages/Specialties:
  • you can push, gank or solo enemy heroes
  • your abilities have good synergy
  • you have an innate which can mean life and death
 
Number of Heroes: 2
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 1
Number of Heroes with Agility Primary Attribute: 0
Map Theme: Fantasy
Map Kind: RPG
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero: 4
Number of Ultimates Per Hero: 1
Models:
For int:
http://www.hiveworkshop.com/forums/models-530/man-o-war-215353/?prev=d=list&r=20&t=2
For str:
http://www.hiveworkshop.com/forums/models-530/dolomeros-fallen-angel-215263/?prev=d=list&r=20&t=2
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Altiyan Dancaster, the Hand of Judgment - Agility
Suggested Model(s): http://www.hiveworkshop.com/forums/...r-147330/?prev=u=Frankster&r=20&d=list&page=3
Description: Not all who dwell in the shadows bring malice and death. Altiyan Dancaster, revered as the ‘hand of judgment’, is a master inquisitor whose methods have been perfected over the decades he has served in the name of the innocent. Originally a confessor of the Crusade, Altiyan broke away and became part of his own sect, one which only included himself. He dedicates his life to hunting down darkness and destroying it.

Battle Stats:
Attack : 32 - 43
Range: 250
Armor : 6
Agility : 26 + 2.95
Inteligence : 19 + 1.6
Strength : 15 + 1.25
Speed:
Attack Speed: Very Fast
Movement Speed: Mediocre

Light in the Shadows - Self-Cast
Altiyan becomes part of the shadows, becoming invisible to all for x seconds. Direct attacks on him or area spells will reveal his location briefly, but he will slip back into the darkness.

Pierce the Dark – Target Point
Altiyan launches a shot from his pistol; entangling all foes it comes in contact with in a line for x seconds and reducing their armour by y.

Blessed Steel - No Target
Altiyan slashes his foe with his blade, dealing x damage and infusing Altiyan’s next four attacks to increase in damage by y.

Darkbane - No Target
Altiyan shuns the darkness, parrying attacks for the next x seconds and striking back for half of his original damage.

Judgment - Target Enemy
Altiyan decides that his foe is fit for judgment and attempts to finish the target off, dealing x damage.

Technical Difficulties:
  • low health
  • relies on his innate to survive
  • your assault must be timed to perfection
  • mediocre movement speed makes for a hard getaway
  • carry hero

Advantages/Specialties:
  • stealthy class
  • high damage
  • if the righteous assault is successful, a guaranteed winner
 
Last edited:
Level 28
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Oct 28, 2011
Messages
4,758
Someone gonna take my request? here it is again.

Little Map Info/Name: Chaos Arena
Map Theme: Warcraft
Map Kind: Arena
Map Setting: Medieval
Map Lore: Uhmm its up to you since, just make it fitting on the map.
Additional Info: none
Small Lore: none
Restrictions: Just make a simple lore for a arena map that can be put on the loading screen and on the map thread.

For further understanding on the map just go here Chaos Arena
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
@sonofjay
Sorry. Accepted.

@paillan
Take BloodElfs.

EDIT
Heres sonofjay's request:




Chaos Arena

Hero Arena

Lore:
We all know that everyone in this world wants riches unspeakable even by man. Thats why our heroes are here. A party of travelers journey into a castle of an old, forgotten king who ruled his kingdom with an iron fist. So brutal, you could even call him Chaos itself. Our party of travelers journeyed into the very bowels of the castle. There, unlimited riches, which stretched as the eye could see was seen by the party. Greed filled these travelers. A greed so enormous, it even awoke the spirit of the fallen king himself.

The king awoke. He filled these travelers in bitter greed that only the humble could resist. In order to lift his curse and escape with the riches, the king trapped these travelers in an unwinding arena, wherein the strongest and the last standing must kill his own allies or Chaos itself to escape the dungeon and fill their lives with riches the world could not imagine.
[tr]

This is rushed. Since its just loading screen text, didn't put effort. Plus, you know what time it is here...
 
Last edited:
Level 9
Joined
Apr 23, 2011
Messages
460
Number of Heroes: 6
Number of Heroes with Intelligence Primary Attribute: 2
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 2
Map Theme: Warcraft
Map Kind: Battle Arena / AoS
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1
Restrictions:
INT Heroes:

1 Intellect hero should be melee, using spells to enhance his attacks and disassemble enemy spellcasters, and be assassin like, having a method of short distance movement, somewhat like 'Kassadin' from League of Legends.

1 Intellect hero should be a ranged, fire mage, burst like damage with 2 AoE spells, an unit target ability, and a self increasing ability, defensive ability, or something else to benefit himself.

STR Heroes:

Both Strength heroes are to be melee.

1 Strength hero should be a tank-like knight (w/o horse) having various abilities that allow him to stun units around him, charge through a group of units and just take damage.

1 Strength hero should be a giant like troll (see model) and have various abilities that knock units backs. However, his abilities will cost health instead of mana.

AGI Herores:

1 Agility hero should be an assassin like hero that when using his abilities, once he uses it, it will give him a second ability in place of that for 5 seconds. The abilities should coincide with each other, I.E if His first q ability jumps at a unit, his second Q ability should do something involving that unit or units around him. He will use energy instead (max of 100), and be capable of healing himself, as well as 1 heavy crowd control and 1 light crowd control.

1 Agility hero should be a ranged carry that uses a rifle, and can deal great amounts of damage, preferred to have an escape ability and a cc.
 
Level 9
Joined
Apr 23, 2011
Messages
460
His int stat will be set to 0 and wont gain any. The reason for this is because in my map I want to create more diverse ways to create heroes that as far as my knowledge, are practically nonexistent in this game, probably because of the mana and intellect. But I assure you, my madness has reasoning.

As for the League of Legends thing, my apologies. They have a decent game, and very good hero concepts (the earlier ones, excluding idiotic ones like Tryndamere) I was just giving you reference in case you want me to give you links to their 'Champion Details' pages, I will do that from now on, sorry.

CC is the abbreviation for Crowd Controls, which are consistent in general of Stuns, slows, binds, knockbacks, and silences. They are then broken up into two categories. Soft CC's are consistent of slows and silences. Hard CC's are consistent of stuns, binds, and knockbacks.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
ok ok, taken BloodElf300 request sorry for the daly.
CENTER]
Hean, Source of dark magic - INT[r]

Model:http://www.hiveworkshop.com/forums/models-530/man-o-war-215353/
Lore:-Magic is foor the weak, dark magics are for the strongs-Hean-He once was a inprisoned in the most big magic jail, but one day, a wizard accidentaly summoned him. Rhe wizard was absorbed and had joined Hean´s body some seconds later, now he seeks renvege against the people who jailed him.

Battle Stats:
atack: 24-27
Armor:3
AGI:15+2.5
INT:30+3
STR:15+2.5
Speed: medium-slow atack and movement speed

Abilities:

Dark trap
Creates a trap at target point. Units will walk X meters away from trap, each trap reduces Y% movement speed in a Z size area, if a unit enters it, it will receive X damage. Can create max X trap, and each one keeps for Y sec.

Dark chains
Chains hero whit target, making target unable too move X meters away from hero and hero too. Chain will pull units that try too move more than X meters away from hero to him, dealing them X damage if this happens chains break, chain ends after X sec.

Dark Mastery
Passive. Each X spells, next atack will do magic damage, heal hero for X, and do Y% bonus damage too target.

Touch of darkness
Next hero atack will do X bonus damage, stun and leave a dark poison buff over target, until X sec, also there is a X% chance that atack makes a bonus damage equal too hero INT after stun and venom ends.

Ultimate:

Absorb power
LONG COOLDOWN AND CHANNEL.Efects depend on target. Unit target:Unit disapear instantly, hero gets permanent INT and mana bonus equal too units life, in a reason of 3:2, were mana gets 3 and INT 2. Hero target: target will loose X life, hero will get the same bonus as in unit, and will have X% bonus speed for Y sec.

Technical difficulties:
- Low or no mana can end in a fast death.
- Bad balanced stats.

Advantages/Specialties:
- Good spell synergy perfect for PvP or fast boss kill.
- evolves pretty good, ulti can make you grow up after max lvl.
[/CENTER]
CENTER]
Ikarus, Corrupted divine guardian - STR[r]

Model:http://www.hiveworkshop.com/forums/models-530/dolomeros-fallen-angel-215263/
Lore:-the divine guardians, no, he is most powerfull than that-Anonymus-Ikarus, was once a divine guardian, who´s mission was the protection of the light pantheon, but one day, ikinos left this life mission, and returned as a dark angel, prepared too consume this world, ¿why he had change? nobody nows.

Battle Stats:
atack: 28-34
Armor:5
AGI:12+2
INT:23+2
STR:34+2.5
Speed:medium-slow atack and movement speed

Abilities:

Dark hand
Next hero atack will deal X bonus damage, add dark defense buff too hero, and leave a track buff over target, also target will loose X% movement speed.
Dark defense adds X dafense for Y sec, if you kill a unit whit track over it, this bonus is permanent (still use it as bonus and not as real number). Track enables target vision until X sec.

Lightless
target X size area will get fulled whit shadows. Each unit in a shadow will loose X life every sec, and won´t be able too cast spells, loosed life will go as defense bonus too hero, this defense bonus keeps for X sec.

Dark armor
Passive.Each X atacks hero gets, he will get that damage as defense bonus for X sec. If he kills atacker, this bonus will be permanent.(still use it as bonus and not as real number)

Magic resist
Passive. Each X spells, hero has X% chance too receive X% less damage from that spell and return the mana cost as damage too caster, also, caster will loose X mana until hero dies.
Ultimate:

Ultra explotion
Hero atacks target dealing X damage, where X is equal too all heros defense, also he will loose all defense buffs, but get X% speed bonus, if he kills target, this power will reduce it cooldown time in X sec.

Technical difficulties:
- He is really slow, and whit not enought mana he can die easly.
- Permanent defense bonus requires a speed that hero doesn´t has.

Advantages/Specialties:
- Each defense bonus can be used by ulti (of course item bonus aren´t loose).
- Hero can be really good for killing bosses alone.
[/CENTER]

that´s it, hope you like.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well here are khamarr's requests:




As you said, stuns, charges and battle redirection. He can effectively manipulate the flow of battle and make it in his favor using his spells. Good at manipulating enemy troops and turning them against themselves.

Abilities:


BTNHeal.png

Repent! - Area Target
Gaspar forces enemy units at the target area to repent, making them stunned by a dazzling light. The light stuns them for x seconds and reduces their armor by a small percent, Lasts y seconds.

Allied units and self are given a small hp regen of z hp for a seconds. Lasts y seconds.
Range: 600
Cooldown: Moderate
Notes: HP Regen should be small, and so as the armor reduction. His Crowd Control or Escape spell.

BTNResurrection.png

Dazzle - No Target
Gaspar sends off a light in a straight line. This makes all units, enemy or ally be confused. The confusion can range from a severity of x percent to y percent. The confusion causes them to attack any unit, either ally, enemy or even a tree.
Range: 0
Cooldown: Above Average
Notes: Confusion makes them treated as Neutral Passive, but attack anyone. The unit they attack will not fight back. Player loses control of the unit, and lasts depending on its severity. Good for battle initiations or defense. Another CC?


Believe! - Passive
Gaspar causes the attacking enemy unit to believe at the Holy Light. There is a success chance of x that the effect would take place, making the unit momentarily join Gaspar, having a severity of y percent to z percent. When the unit joins Gaspar, its armor is reduced depending on the severity, and making their attack speed lower, also depending on the severity. These effects lasts when the unit joins Gaspar and a few seconds after.
Range: None
Cooldown: None


Ultimate:
Holy Cross - Area Target
Gaspar prays for a short amount of time. After, a Giant Cross falls above the target area. The Cross reduces his enemies armor by x percent and their movement speed by x percent. The Cross may induce the following effects:
- Deal heavy damage to units depending on their buffs. The more buffs, the gearter damage. It also removes all negative buffs from allies within the affected radius.
- Activate the spell "Believe!" at the enemy unit.
- Give a 12 second Invulnerability to the friendly unit.
- Convert all positive effects to negative effects for enemy units.
Range: 900
Cooldown: Very High
Notes: The effects vary from every unit. Affects units within a 600 point radius.



No mana. Suicidal unit as you said.
Better you made him have high HP, low AGI, very high ATK, low movement speed.attack speed. Best at one on one, but very slow.

Abilities:


BTNSelectHeroOn.png

Head Bash - Unit Target
Gurlekurr bashes his own head to the target unit. This damages both units, dealing x damage to the target unit and y damage to Gurlekurr. It also knocks the target unit back by z units and has an a percent chance to reduce the armor of the unit by b percent.

Range: 0
Cooldown: Moderate
Notes: Use Stand Channel Animation. Found no appropriate icon for this. Just request one.

BTNExhumeCorpses.png

Flesh Shamble - Unit Target
Gurlekurr uses his weapon then messes up the flesh of the target unit. He deals x initial damage then y damage for z seconds. This also lowers the enemy units armor by a few percent, but stuns Gurlekurr for a few seconds. Damage becomes stronger when the targeted unit: moves, casts a spells, attacks or is issued an order which is not Stop or Hold Position. Casting this uses b energy.
Range: 0
Cooldown: Above Average
Notes: Energy = hp. Dps should be small, but initial damage would be big.


Drag Down - Unit Target
Gurlekurr drags the target unit to him. If he targets an aerial unit, it is slammed to the ground, dealing moderate damage then dragged to him. If its a ground unit, it is just dragged to him. After they are dragged, they are stunned for a minumum time of x seconds and a maximum time of y seconds. The smaller their hp, the longer their stun duration. Costs z hp.
Range: 600
Cooldown: None
Notes: Good for grounding those pesky aerials. Use Flesh Shamble in succession to kill enemy units.


Ultimate:
Ticking-Time Bomb - No Target
Gurlekurr's species are known to detonate themselves and kill any enemies nearby. Gurlekurr sets his body to explode after x seconds. When the timer is finished, he explodes his own body, dealing massive damage upon explosion. Deals y damage, z percent armor reduction to living units, a percent movement speed and attack speed reduction. If Gurlekurr's hp is above 90% before he explodes, he is spared with 1 HP. If not, he dies.
Range: 0
Cooldown: None
Notes: Use only for dire situations. All bad things are high and can affect allies. If another player chooses Gurlekurr for a hero, that hero also explodes. Affects unit/s within a 750 radius.





Name says it all. Period.

BTNHeroDemonHunter.png

Verdakk, Mage Eater - INT(Carry/Ganker) (Demon Hunter Model)
Abilities:



Weapons of Mana - On/Off Target
When casted, the weapons of Verdakk is cloaked with his mana, using up x mana per attack. It is sucked until the turns the ability off. The cloaked weapons has a y percent chance to deal z percent bonus damage and can also deal the same damage to the attacking units mana.

Range: None
Cooldown: None


Mark of Mana - Unit Target
Marks the target hero unknowingly. The mark remains for x minutes and the heroes location is constantly pinged every once in a while. This ability becomes replaced with "Reveal Mark", that when casted, Verdakk warps 600 points from the facing of the target hero.
Range: 450
Cooldown: Near High
Notes: When casting "Reveal Mark" there is a small second interval before Verdakk is warped.

BTNManaDrain.png
[/URL]
Essence Drain - Area Target
Drains the mana of all units at the target area. Verdakk keeps draining the mana of the units until he is hit by a spell/attack. He drains x mana per second and can only drain up to y units. Lasts z seconds.
Range: 600
Cooldown: 18 Seconds


Ultimate:
Limit Break - No Target
Active Effect: Verdakk overloads himself with his own mana, depleting it to zero. This makes every hit deal x percent more damage to the units mana. Each attack also has a y percent chance to Mana Drain the attacking unit. During the period of time, Verdakk's spells cost zero mana.

Passive Effect: There would be an x percent chance that the nearest hero would get a buff called "Limit Lock". The unit's mana would be constantly drained for y seconds until he casts a spell.
Range: 900
Cooldown: Very High



Many spells. Hard to master, doesnt really rely on his mana but his charges for spells.

Abilities:



Blaze Charge - On/Off Target
Once activated, Leos gains 1 Blaze Charge every x seconds. Leos can only carry a maximum amount of y Blaze Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Blaze Charges. Blaze Charge gives Leos a chance to burn an attacker, dealing damage for a short period. The duration increases depending on the number of Blaze Charges, but does not cost any Charge.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.


Spark Charge - On/Off Target
Once activated, Leos gains 1 Spark Charge every x seconds. Leos can only carry a maximum amount of y Spark Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Spark Charges. Spark Charge gives Leos a chance to spread his attacks, dealing splash damage by up to a small AoE.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.



Molten Charge - On/Off Target
Once activated, Leos gains 1 Molten Charge every x seconds. Leos can only carry a maximum amount of y Molten Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Molten Charges. Molten Charge melts the enemy units armor every a attacks, treating it as an Unarmored unit.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.


Ultimate:
Charge: Fusion! - Spellbook
Leos uses his charges to create spells to use for his disposal. He combines his Burst(Release!), Spark(Spread!) and Molten(Condense!) Charges for a variety of spells. When opened, a list of abilities are shown, which can be only casted depending on Leos number of charges. Each ability the respective required charges. There are only 3 abilities, but there are a total of 9 combos for the casting of these abilities.

Spells:
1. Release! - Area Target
Leos releases a large amount of flames, engulfing the target area in it. The flames deal damage over time, dealing x damage for y seconds. It can also negate the casting of water/ice based spells. Flames affect a range of 250. Costs z Burst Charges.

2. Spread! - Area Target
Leos spreads the target area with sparks. The sparks burst constantly and deal no damage. The sparks are known to spread flames around the target area. Costs x Spark Charges.

3. Condense! - Area Target
Leos condeses any matter at the target area, making all units at the target area get sucked at its center point. Deals no damage, but units are not condesed under influence of any other charge/s. Costs x Molten Charges.

Combos:

1. Fire Spread
Activates if: Spread then Release is casted or vice versa. Turns all sparks into flames, engulfing any unit within a range of 150. It burns the unit, dealing x damage for y seconds. The flames affect a range of 500. It can also negate the casting of water/ice based spells.

2. Condensing Sparks
Activates if: Spread then Condense is casted or vice versa. All sparks in the target area are sucked to the center of the target area. If a spark collides with another spark, a small explosion is triggered, dealing minimal damage and bursting nearby sparks.

3. Flame Pack
Activates if: Burst then Condense is casted or vice versa. Condenses all flames to a single point, making an explosion of it. The explosion deals x damage to every unit within a radius of y.

4. Last Frontier
Activates if: All spells are casted in succession. Condenses all the flames adn sparks at the center of the target area, creating a hole at the ground. The hole constantly bursts out flames, dealing damage to all nearby every x seconds. It also can burst out pieces of rocks out in the air, dealing y initial damage to nearby units at its impact point and stunning them for a brief moment of time.

Range: None.
Cooldown: None
Notes: Combos automatically happen, while the spells are located at the spellbook. Combos are not needed to be casted. All spells have: 600 range and an 18 second cooldown.





Best an initiation.
He can change his ammunition to three kinds: Explosion Ammo, the tanker and splash damage ammo. For initiation, structures and finishing battles. Power Ammo, the semi-fast and strong ammo. Fairly balanced ammo, but longer cooldown than the Piercing Ammo. Piercing Ammo, the negation and agile ammo. Negates any armor difference and is very fast. Best for finishing heroes.

BTNHeroDemonHunter.png

Mugin Sharpshot, Dwarven Rifleman - AGI(Carry/Ganker/Chaser) (Rifleman Model)[/URL]
Abilities:


BTNHumanMissileUpOne.png
BTNHumanMissileUpTwo.png
BTNHumanMissileUpThree.png

Ammunition Change - No Target (Innate)
Changes the ammunition of Mugin into the his array of ammos, which are Explosion, Power and Piercing Ammo. Explosion deals splash damage and has the longest cooldown. It also decreases his range. Power Ammo has a fairly moderate cooldown and fairly moderate damage. Power Ammo decreases his range, but not as many as Explosion Ammo. Piercing Ammo negates armor and has the shortest cooldown. Piercing Ammo heavily increases his range.

BTNFragmentationBombs.png

Spread Shot - On/Off Target
Mugin spreads his bullets at a wide range, having effects depending on his ammunition. If:
- Explosion Ammo, it deals a wide array of explosions at random areas in front upon collision with a unit. Deals moderate damage and knockback.
- Power Ammo, scatters the bullets at the floor, making all units which enter the area be constantly damaged unless they go out of the area. Deals minimal damage per second.
- Piercing Ammo, a wide array of straight shots which dont stop unless it hits an object/unit. Deals minimal damage.

Range: 900
Cooldown: 20 Seconds

BTNHumanArtilleryUpOne.png

Hard Hit - No Target
Mugin uses his dwarven knowledge on his rifle, making his next attack stronger than usual. If his ammunition is:
- Explosion Ammo, it deals a small AoE damage. Stuns units hit.
- Power Ammo, it deals heavy damage to a single unit. Knockbacks the unit and slows it.
- Piercing Ammo, it fires numerous bullets at the unit. Deals minimal damage per bullet.
Range: None
Cooldown: 25 Seconds

BTNAmbush.png
[/URL]
Stealthy Tactics - On/Off Target
When casted, Mugin cloaks himself with a bush, making him camouflage at forests. His opponents often miss their attacks when attacking Mugin. But, it gives Mugin a shorter range and decreased attack cooldown, attack speed and movement speed.
Range: 0
Cooldown: None

BTNFlakCannons.png

Ultimate:
True Shot - Unit Target
Mugin does his signature moves with each of his ammunitions. Effect depends on which ammo he is carrying. The effects are:

Explosion Ammo: Mugin calls his friend, Bor the Gyrcopter and barrages the target area with explosives. Deals heavy damage to units, but better to structures.

Power Ammo: Mugin strikes the target unit at a vital part, dealing massive damage to unit and stunning it upon impact.

Piercing Ammo: Numerous bullets are fired at the target unit, dealing minimal damage per shot. Slows the units afterwards.
Range: 1200
Cooldown: Very High



Combo Prince. But, Leos has far better combos.
Uses his Shadow Counters instead of mana.
He is kill driven, to gain Shadow Counters. Kills give better Shadow Counters asides from his mana.

BTNHeroPaladin.png

Fir Shadowsong, Essence of Shadows - AGI(Carry/Chaser) (Demon Hunter Model)
Abilities:


BTNImmolationOff.png

Utilize Shadows - No Target (Innate)
Fir utilizes his Shadow Counters. The non-ability related effects have a 15% chance of activation. The effects are:
- If Fir has more than 3 Counters, he uses 2 to heal either his mana or hp (random)
- If Fir has more than 7 counters, all units within a range of 200 are slowed.
- If Fir is casting Horrific Zoom, has more than 12 Shadow Counters and casted this ability, he leaps up, still in a shadow and crashes to the target point. It deals AoE damage and lowers the nearby units movement speed.
- If Fir is casting Demonic Crush, has more than 8 Shadow Counters and targets a ground unit, the sprayed missiles deal greater agility reduction.
- If Fir is casting Demonic Crush, has more than 14 Shadow Counters and targets an airborne unit, he blasts a meteor below him. The meteor deals AoE damage upon hitting the ground and burns enemy unit/s with shadow energy, taking light damage per second.
- If Fir is casting Shadow Illusion and has more than 18 Shadow Counters, his Illusions get bonus hp and the abilities Mirror Image and Mana Burn.
Range: 0
Cooldown: None

PASBTNSpiritOfVengeance.png

Gasp of Shadows - Passive
Fir absorbs the hatred of his enemy units. When Fir is attacking a unit, he may absorb their hatred, adding a Shadow Counter. Shadow Counters have no duration, until utilize. If a Fir gets a Shadow Counter from a unit, that units Agility is temporarily lowered.

Fir can gain Shadow Counters from attacking, casting spells that successfully hit and killing units. He loses all when he is killed.
Range: 0
Cooldown: None

BTNBlink.png

Horrific Zoom - Point Target
Fir takes the form of a bolt of shadow and zooms to the target point. Units hit are dealt minimal damage and get temporarily reduced Agility.

Requires 9 Shadow Counters.
Range: 900
Cooldown: Above Average

BTNDeathPact.png

Shadow Crush - Unit Target
Fir takes his Demonic Form. If he targets an aerial unit, he flies to it and grounds it. Deals moderate initial damage and damage upon impact to the ground. The aerial unit is stunned for a moderate amount of time and gets reduced movement speed. If Fir targets a ground unit, he sprays a volley of dark projectiles at the target unit. It may hit other units too. Deals moderate initial damage upon hit and reduced the units Agility.

Requires 16 Shadow Counters.Range: 450
Cooldown: 18 Seconds


Ultimate:
Shadow Illusion - No Target
Fir melts into the ground. After, lines of dark energy creep to the nearest unit. Once it hits the unit, an illusion appears in front of the unit. The illusion lasts for a moderate amount of minutes.

Requires 26 Shadow Counters.
Range: None
Cooldown: Very High





EDIT
Phew. Finished.
 
Last edited:
@Paillan
Thx! +rep! :)

Edit:

Number of Heroes: 4
Number of Heroes with Intelligence Primary Attribute: 1
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 1
Map Theme: Fantasy
Map Kind: RPG
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero: 4
Number of Ultimates Per Hero: 1
Models:
For str heroes:
http://www.hiveworkshop.com/forums/skins-552/dwarfwarrior-blp-210923/
http://www.hiveworkshop.com/forums/skins-552/nobleman256-blp-204240/?prev=r%3D20%26page%3D2
For int heroes:
http://www.hiveworkshop.com/forums/skins-552/demoness-blp-206581/?prev=r=20&page=2
For agil heroes:
http://www.hiveworkshop.com/forums/models-530/herodemonhunter-197421/?prev=r=20&page=22
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
EDIT: o_O i saw more that 9000 T_T, yep you´re right there are 1600 or something like that.
now, too bussyness.
BlooDElf300: taken request.




Broin, Dwarven warrior - STR[r]

Model:http://www.hiveworkshop.com/forums/models-530/dwarfwarrior-49641/
Skin:http://www.hiveworkshop.com/forums/skins-552/dwarfwarrior-blp-210923/
Lore:-I don´t like my king, but it is better than nothing-Broin-He always was the captain of Endor royal guard, now, his kingdoom has fallen, his still serves his king, Groin. But he just really wants too leave him and found his own kingdoom.

Battle Stats:
atack: 34-37 Ranged: 400-550 29-32 (see spells)
Armor:4
AGI:15+2
INT:12+1
STR:25+3
Speed: medium-slow atack and movement speed.

Abilities:


Throw axe
Hero changes his attack type too ranged. Hero attack does X% less damage and has Y% less speed, as bonus, hero gets Z% movement speed. This spell must be deactivated manually.



Axe strike
Depends on type off attack.Channel.Mele attack: after X sec, hero attack target dealing max. damage + Y damage, after that, next Z attacks has +/- damage depending if target is the same or another of the spell.
Ranged attack: After X sec, more than in mele, hero thows a stronger axe, dealing medium damage + X damage, and stuns the target for Y sec, after that, next Z attacks will do - damage.


Jump slash
Can only be launched in mele attack. Channel. After X sec, hero jumps over target, dealing X damage too it, and Y damage too a Z size area around hero. Units in a X distance from target, including target, will get stuned for X sec, units that are in more distance until Z size area will only get bashed (that red stun, i don´t now the name). There is a X% chance that hero deals *STR damage in his next attack after jump.



Multi attacks
Depends on type off attack.Passive. Mele: hero attacks will deal area damage, dealing X% damage too units in T size area, if there are only Z units, damage dealt is double. Ranged: instead of throwing one axe, it throws X axes, that attack a unit inside a Y size area, if Z axes fall over one target, hero will deal kritical damage.

Ultimate:



Dual Axes
When active, each spell you launch will be launched twice over target, and also add a dual axes buff too your hero, each time hero attacks whit this buff, he will launch a random active spell that is not this or first spell, dealing X% less damage , but whit NO mana cost or cooldown, and regain Y% off lost mana, last ends after Z.

Technical difficulties:
- Can be easy kicked down whit less experience.
- only good for bosses or pvp

Advantages/Specialties:
- Good synergis for PvP.
- Boss slasher



Gotren, human temple guard -STR [r]

Model:http://www.hiveworkshop.com/forums/models-530/retributer-48178/
Skin:http://www.hiveworkshop.com/forums/skins-552/nobleman256-blp-204240/

Lore:-I was supose too be on the tempel an not here- Gotren- He once was the guard of the temple of Casiaeia, a godness that protected this world form demons. After the invasion, he joined the resistance not for killing demons as revenge off the destrucction off the temple, only too find the godness, and ask her why she had left them alone.

Battle Stats:
atack: 17-23
Armor:9
AGI:10+0.5
INT:13+1.5
STR:27+4
Speed:slow attack and movement speed

Abilities:



Strengthen armor
Hero adds X too his basic defense, while hero has strengthen defense buff, each attack receive or done will remove defense bost. If buff ends, defense bonus will be permanent until hero dies.



Resistance
While active, each negative buff launched over hero will end a X% faster, and do a Y% less efect, if you get killed by buff, instead off dying you will get X% life bonus, last ends after Y sec.



Power first
Hight mana cost. Autocast whit cooldown. does max. damage *STR too target, also target gets stuned for X sec, and still receives Y damage every sec if it is inside hero sight range. Each attack done after this has X% chance too make target +X damage.



Light rush
Passive. Each X spells, next spell will cost X% less mana, and do +Y damage. Each X attacks, hero get X% mana regeneration bonus until X sec. Every time mana is used in an X range from hero, hero will absorb Y% of used mana.(yhis includes heros mana uses).

Ultimate:

http://www.hiveworkshop.com/forums/resource_images/15/icons_14557_btn.jpg[/img]

Godly armor
Target gets X STR bonus and Y defense bonus, target has X% too get Z% speed bonus, last X sec, if target attacks a unit whit the buff of this spell, it will get a Y% permanent speed bonus until it dies.

Technical difficulties:
- Too slow make it a easy kill when low mana no mana
- disbalanced stat requires some item improvements.

Advantages/Specialties:
- Really exeptional tank.
- Mana can be get back really fast whit the use off spells.





Phantia, Succubus queen - INT[r]

Model:Warcraft III demoness or succubus
Skin:http://www.hiveworkshop.com/forums/skins-552/demoness-blp-206581/

Lore:-I really don´t like my race, but i don´t like the ones that kill it too-Phantia- she was one off the hundred off demons that entered the world too destroy it, unlike others, she did like more harmony than war, one day, she left her queendoom, and joined, whit some problems, the resistance, no one trust her, but at least she haven´t killed or traitioned nobody, for the moment.

Battle Stats:
atack: 17-21
Armor:3
AGI:18+2
INT:25+3.5
STR:12+0.5
Speed:medium-fast attack and movement speed

Abilities:



Drain body
Hero drains energy from nearby X deads,each dead heals herself for X and allies in a Y rage for Z. Also a X% off used mana is recovered while draining. If attacked, stuned or others, drain ends.



Blood hatch
While active, hero gains X% life steal bonus whit spells, and also heals Y every time she kills whit a spell, also, a Z% off used mana won´t be consumed. Last X sec.



Cure wounds
Hero removes any negative buff over it, heal her and a X size area for Y, and has Z% extra life regeneration, last X sec.



Soul traper
Passive. Each X attacks, hero will lie a trap in a random point in sight range, this trap actives when a unit steps over it, units in a X area around trap, will loose Y life every sec while in hero sight range, also they will lose X% mana instantly. If they have no mana, they will get double damage.

Ultimate:



Demoness eye
Passive. Each X spells, next spell will to a *Y critical, also will deal damage too mana too, an Z% off damaged mana will return too, hero, and target of launched spell will get slowed for X%, last Y sec.

Technical difficulties:
- Too less really combat spells
- Can be easy killed in PvP 1 v/s 1

Advantages/Specialties:
- Really good in large death battles.
- Good against invocations.



- [r]

Model:http://www.hiveworkshop.com/forums/models-530/herodemonhunter-197421/
Skin:Reef, the slasher -AGI

Lore:-Talking is not his speciality-Akinos-Reef, which is not his real name, yust the one his companions give too him, hasn´t good a well now past, because he didn´t talk too others, only whit himself, the only thing they now off him is that he hates demons, and that his blades provocate terror.

Battle Stats:
atack: 27-32
Armor:2
AGI:24+3
INT:18+1.5
STR:20+1.5
Speed:fast attack and movement speed

Abilities:



Blade enchantment
Hero adds X bonus damage, for the next Y attacks, each attack has a X% too stun target, a Y% too do a critical damage and a Z% too convert damage too heros mana.



Call of light
While active, hero looses X life every sec, hero gets X% life steal bonus, his spells cost Y% less mana and do Z more damage. Each X attacks, hero regains all his mana, when life is under X, or Y sec pased, buff turns off.



Nightmare
Target won´t be able too move, and will take X damage each time heros ordet target its the unit. After X sec, a Y size shadow area is created and target will be able too move, any unit inside area, exept hero, will get X damage every sec, this damage will go in Y% too heros life, and in Z% too heros mana, last X sec.



Collision
Passive whit cooldown. Each time hero gets attacked, or receives a damaging spells, he and the caster/damager will be knockbacked too each other. Caster/damager will get X damage, wich will be healed too hero, also caster/damager will get stuned for X sec, and hero will get Y% speed bonus, this can by only done each Z sec.

Ultimate:



Darkness
Hero launches a huge dark energy ball over a X size area. Each unit there will get X damage, and get stuned for Y sec. After ball collition, a big shadow will cover all the area, hero will be able too see all units in that area. Enemies inside there won´t be able too se, adn will lose X damage every sec, that will heal heros life and mana, last X sec.

Technical difficulties:
- Low life is the problem here.
- Some spells are yust usefull in PvP

Advantages/Specialties:
- Great PvP battler.
- Good boss killer.

Luckly ending request. MAGIC WAS HERE!!!!!!!!!!!!! ended request :p
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Hey I just wanna say great ideas, It's just unethical the rangers ultimit and trust me I love rangers but insta kill it quite a strong skill but pls don't take this comment the wrong way.

What are you talking about? You need to check his other abilities first and why somebody put and insta-kill. Insta-kills are good for carry heroes.

oh more than 9000 replies! (it´s over 9000!) yay!

Lol, we just have 900++ replies...

Just a friendly note to keep about spells that I, as a spell developer have found; while giving spells, try to stray from armor reduce to 0 and minimal % armor because as a coder is more difficult to get these values because we don't have the natives for it. :/

Sure. Armor for me is just an important aspect. Taken into suggestion on the next heroes.
 
Level 9
Joined
Apr 23, 2011
Messages
460
The only problem with armor isn't getting armor, well, that's part of it. But we don't have a native like SetArmor() or anything. It's really an issue in the coding. As a coding language, it should have given us access to all necessary values like armor. If only. Perhaps if a WC4 is released or we get a good enough update for WC3, it would work better. Idk about SC2, DSG could extend on that, but it is unknown to me. Sorry :/
 
Level 9
Joined
Apr 23, 2011
Messages
460
The is the substitution we use, but the problem is if multiple armor reductions are used, we can lose values because of multiple instanced level storage, especially on %. Beside, we have to make around 100 levels of - armor and + armor. It's just more complex. And we also need a library system that detects armor from base, plus armor from agility, plus armor from items, and it gets more complex. Workarounds for this are possible, but a hassle to do. I have a script to determine a units real armor but I haven't fixed it yet.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well I wouldn't call it simple. Placing objects in a 3D space without a game engine is hard. Creating/buying one is tasky, but you can always check Irrlicht and check its source code if you want a new game engine. Most game engines nowadays are expensive, but their free versions are for non-commercial use.
 
Level 9
Joined
Apr 23, 2011
Messages
460
@Drunken_Jackal

So far so good. The combo system for Leos will be changed however to make it more compatible. Also, idk if you haven't found them yet or haven't changed them yet, do you have models or suggested models for the INT champions? If not I can find some. I do enjoy your work. I'm almost done coding one of the champions that you submitted to me. Just working out Arcane Lock.
 
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