• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Legacy] Modders Idea Factory

Status
Not open for further replies.
Level 11
Joined
Jul 9, 2009
Messages
927
Here is the str.





Medantia - Dullahan Omega (Setter) - STR[r]
Abilities:


Omega Blade - Point Target
Medantia swing his blade to generate a shockwave which will approach the targeted point rapidly. Any unit who gets hit by the shockwave will then be stunned and will receive damage.


Blade of Destruction - No Target
Medantia activates the destructive power of his blade which will give him massive strength and will give him the ability to pushback every opponent who is near him everytime he attacks. He may only swing the blade of destruction for 5 times.


Allied Strength - Passive
Everytime Medantia attacks, he deals bonus damage depending on how many allies he has around him. He receives 8 bonus damage for every ally who is around him. Any unit who goes near Medantia will also receive half of the bonus damage Medantia has.

Ultimate:

Dullahan's Force - No Target
When Medantia activates this ability, all units who are presently stunned and knockbacked within 1000 range of Medantia will be pulled onto where Medantia is currently at. While getting pulled, they will be unable to cast spells. Once they are pulled onto where Medantia is, They will receive damage multiplied to the number of units that was pulled. They will then be pushed away from Medantia after the damage has been dealt.



Owners of the Icons used in this post :
bigapple90
Dentothor
Destructor [DoR]
kola
 
Level 11
Joined
Jul 9, 2009
Messages
927
Here is the int.




Shadow Raven - Faceless One Sorcerer (Setter) - INT[r]
Abilities:


Ionic Blast - No Target
Shadowraven covers all allied units within 800 range of him with an Ionic Shield. After 3 Seconds, the shield will burst dealing damage to any unit who was near a unit with an Ionic Shield.


Gravitational Push - No Target
Shadowraven pushes all enemy units within 800 range of him back to the position where they were the last 3 seconds. All units which were pushed back to their current position will receive damage and will receive 200% bonus damage from spells.


Staff of the Faceless One - No Target
This skill can only be casted if Shadowraven casted at least one of his other 3 spells. Effects may vary depending on the last ability which was casted.
Ionic Blast - Bursts the shield disregarding the 3 second wait.
Gravitational Pull - Units will be pushed back to the place where they were pushed away.
Time Travel - Transports all units back to where they were transported from.

Ultimate:

Time Travel - Point Target
Shadowraven brings all allied units within 800 range around him to any place in the map as long as their are allied units nearby the targeted point. Any unit that was transported using Time Travel will then be immune to spells for a short duration once they arrive at the targeted point.



Owners of the Icons used in this post :
67chrome
Anachron
NFWar
OgeRfaCes

@Drunken Jackal, Ok then. I shall use your suggestions on all of the future requests I will take. :) Thanks by the way. +rep
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Mymy, Saif you are good and has a good sense of icons :D But on a technical note, Gravitational Push - No Target is hard to achieve in game. I think it should rather be like this:

ShadowRaven marks all enemies within 800 units. After 3 seconds every marked unit will return to the point they were when the spell was cast and take X damage and Y% additional bonus damage from spells for the next Z seconds.

Cheers ^^
 
Level 11
Joined
Jul 9, 2009
Messages
927
thank you for the compliment. But it can be achieved as long as you have a wide imagination. Anything we can think of is possible as they say :)

for example, create a trigger which runs every 3 seconds. Pick all units around the map and set Point(GravitationalPushLimit) = position of picked unit. set 3secondsUnit(GravitationalPushLimit) = Picked Unit, set GravitationalPushLimit = Gravitational Push Limit + 1.
and when Shadowraven casts the ability, For each integer between 1 and Gravitational Push Limit. pick all units within 800 range of shadow raven matching matching unit belongs to an enemy of the owner of triggering unit, is alive, not equal to magic immune, Matching unit is equal to 3 seconds unit(Integer A).
After checking use paladon's knockback system then check if 3 seconds unit (Integer A) is within 128 range of Point (Integer A) :)

The trigger would only be turned on if there is a Faceless one Sorcerer on the map :)

+rep by the way for visiting the thread :D
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
l0l... for visiting the thread... :D I'm visiting it every day, just dont have the time to write :p Yea, you can do it like that, but imagine a map which *only* has 200 units on it... Now, you have to save the coordinates of 200 units at least every half seconds (else it will be inaccurate), and save them for another 3 seconds while making another saves... That calls for a hashtable with 1 value being the unit ID and the other being the time, but this way you have to rearrange the hashtable every time u make a new save, so the 1st value is the last position on the last value is the one 3 seconds ago...

Also, imagine that when u want to clash with the enemy he just casts that spell and both armies are pushed back 3 seconds ago... Now imagine he has some serious artillery. Or in case of DotA, he casts it and you cant chase him anymore... So a 3 seconds debuff is more fair and more simple. ^^

EDIT: DJ, I'm working every day from 7:30AM to 2:05 or 2:55PM (school), then I get home and work until 8:00PM (programming for a company)... as soon as I finish the work, it will be better.

Also, take a look at my icon in the icon section! ^^
 
Level 11
Joined
Jul 9, 2009
Messages
927
you have your point. I have no idea to use hashtables though :/ planning to learn jass instead so that I can improve my typing skills :D

And for the Gravitational Push, only the enemy units will be pushed back to their place, not the allied units. So lets base it in DotA as you say. For example I have Dark Seer and Earthshaker as my team mate. I am using Faceless One Sorcerer and I have a Kelen's Dagger. Lets say our opponents are slark, mirana and morphling. so we start with slark, mirana and morphling pushing, Dark Seer will cast Ion Shell on me. and then Dark Seer will use vaccuum lets say Raigor got delayed and he is still on the middle of the 1st and 2nd tower. So he can reach the opponent with his fissure. All opponents will panic of course and they will try to use their escape skills, pounce, leap and Wave Form. After they use that, I will use my kelens to where they escaped and use gravitational pull, by the time they are pushed back and arrive to where they were 3 seconds ago, Raigor of course will be there at that time. He then casts echo slam the opponents would either die or survive, as they have already used their escape skills.

And for your example of 200 units, its every 3 seconds not half a second :p We can also list the units which can only be pushed back. for example we would only want heroes, that would not take too much memory if we pick around 6 - 10 heroes for every 3 seconds right ? And I only noticed now that I did not mention in the description that Gravitational Pull only affects heroes. :p
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
Well thats a use of it, but lets say you chase him, he stops, hits grav and walks away? Nearly no ability in DotA systems are suited to work on a 3 seconds distance...

Also, if u saveit every 3 seconds and you use it right after save then you wont do a thing... SO you have to save the locations every 0.5 seconds and call the oldest one when the ability is used. Think a bit! :D
 
Level 11
Joined
Jul 9, 2009
Messages
927
You got your point, did not think of those possibilities. Anyway, skills can be triggered anyway they like :p I just cant think of any other thing as I have limitations on my knowledge about triggering. If only I knew more about it and just not GUI but jass, vjass or anything else. I'll take a look at jass because It might be needed in college. (I just graduated by the way ;) )

EDIT:
An extra request from Foronisus.





Zitos, Fel Orce Brutelord (Tank) - STR[r]
Abilities:


Taunt of Strength - No Target
Zitos taunts all enemy units within x range around him. He will then be able to block y damage for z seconds. Once he has blocked y damage, he will then spin in a circular motion for a split second which will then deal an additional y damage to every unit within x range.


Perseverance - No Target
This buff will last for x seconds. For every y damage that Zitos receives, he gains an extra z HP Regeneration and will have a chance to return the damage he receives back to the damage dealer.


Dying Will - Passive
Whenever Zitos loses HP, he becomes more stronger and hard to kill. For every x HP missing, he gains y bonus damage and z armor and HP regeneration. If the Fel Orc Brutelord's HP fall below 10%, all damage that will be further dealt will then be reduced by XX%.

Ultimate:

Point Break - Unit Target
Zitos deals damage to the opponent equivalent to the amount of health points missing multiplied to x. If Zitos casts this while his health is above 50%, he will deal an addtional y damage to the opponent. If Zitos casts this while his health is below 50%, he will reduce the movementspeed of the targeted unit by z%.



Owners of the Icons used in this post :
iPeez
KelThuzad
Mr. Goblin
PeeKay
sPy
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well I wanted to help, so here:

This hero is a dps dealer. He can use his abilities to activate a wide range of effects.

Tactics:
Its all about knowing the right flask and the right chemical.



BTNIceTroll.png

Gurglebreaker, Darkspear Chemist - INT[r]
Abilities:

BTNPatrol.png

Chemical Change - No Target (Default Ability)
Cycles through the chemicals in Gurglebreakers supply. Costs zero mana.

Note: You change chemicals by continuously clicking this ability. Say you have a thick, blue chemical. You click it twice to make it a light, ice-like chemical.

BTNHealingSpray.png

Chemical Spray - Area Target
Sprays a thick cloud of gaseous chemical. The chemicals may be:
- A thick, blue chemical. It disrupts vision. (Level 1 - 5)
- A red, oily chemical. It allows fire to scatter (Level 6 - 10)
- A light, ice-like chemical. Slows all units affected by x percent. (Level 11 - 15)
- A dark blue chemical. It drains mana/health of all units inside it. (Level 16 - 20)
- A chemical that automatically changes depending on what has hit it. (Level 21 - 25)

Note: You gain these effects while leveling up. You may use Chemical Change ability to cycle through the chemicals.

BTNLiquidFire.png

Change Flasks - No Target
Gurglebreaker changes his flask. The flask may be:
- A black flask, which confuses all units nearby its impact.
- A red flask, which burns when contact with the ground. The fires lasts x seconds and deals x damage per second. Fires deal stronger damage and last longer under influence of gas or ice.
- A blue flask containing ice. It freezes the ground when contact and stuns all units near it.
- A green flask. Once it hits the ground, all nearby units are drained of their mana and health. Lasts x seconds. Lasts longer under influence of a green gas.
- A white flask. Its effect depends on the ground it hits or the gas it contacts.

Note: These flasks are the missiles of Gurglebreaker. Each costs a certain amount of mana. If Gurglebreakers mana is below x percent, his missiles become normal.

BTNPotionGreen.png

Redo - No Target
The first chargeable item of the Darkspear Chemist inventory heals the Gurglebreaker for x mana/health when used. Heals more under influence of a green gas.

Ultimate:

Acid Rain - Channeling
Gurglebreaker causes acid to fall from the sky. The acid depletes all affected units armor by x percent. It also deals x damage for x seconds. Lasts longer under influence of any gas. The acid also disrupts any channeling type of spell except this spell. All units except Gurglebreaker miss their attacks more often. Lasts x seconds or until Gurglebreaker is attacked.

 
Level 11
Joined
Jul 5, 2010
Messages
779
Primary Attribute: Intelect
Map Theme: Warcraft
Map Kind: RPG
Number of Spells: 4
Number of Normal Spells: 3
Number of Ultimates: 1
Restrictions: The Character is Necromancer... and pls write description(for spells i mean) like you did with the AoS ones :D. Also pls make the spells to be In hive so i can dl them( Also to be Assepted)
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
@DJ:eek:k men i take the other 2 AGI and the 1 STR left, onether one feel free too make the 2 INT.

Name: Naga invader AGI

icons_7458_btn.jpg

[r]

Editor Specific: This creep shouldn´t have hight life stats, it should have a fast atack and movement speed but nothing else.


Model: http://www.hiveworkshop.com/forums/skins-552/nagapredator_by67chrome-blp-126340/?prev=search%3Dnaga%26d%3Dlist%26r%3D20
Difficulty: medium
Attack Type: ranged atack 400 to 600 max distance.

Abilities:


1. Fast atack - unit
Caster moves quickly too targeted unit, dealing X damage too it and reducing target speed in X%.

2. Fly away - no target
When unit life is under X% it will increase fly hightness, when unit is no more visible it turns invulnerable and start healing it self when life is Y them unit return too original hightness.

3. Strong launch - no target
Each X atacks the unit does a: Kritical atack were damage is * X, stun atack were time stuned is Y or both.





Name: Seadragon AGI


[r]

Editor Specific:Hight life, fast atack and movement speed, medium damage and hight defense.


Model: http://www.hiveworkshop.com/forums/models-530/reptilian-scavenger-193595/?prev=c%3D24%26t%3D1%26r%3D20%26d%3Dlist%26page%3D3
Difficulty: Extreme
Attack Type: Ranged 800 to 1000 max distance.

Abilities:


1. bubbles - AoE
Unit launches several bubbles too targeted area, units inside will get X damage. They will also reduce movement speed in X%, they will no atack for X sec and will be poisoned for X sec.

2. water splash - no target
Each X atacks,one will afect an Y large AoE zone, but damaged will be divided by Y.

3. Tidal wave - point
Channel.After X sec, unit launches a tidal wave that afects a Y area and moves a Z distance. Wave does X damage.


Name: Lizard warrior STR


[r]

Editor Specific: Low damage speed, medium movement speed, hight damage and hight defense, if you want, splash damage.


Model: http://www.hiveworkshop.com/forums/models-530/lizardman-193364/?prev=c%3D24%26t%3D1%26r%3D20%26d%3Dlist%26page%3D3
Difficulty: Difficult
Attack Type: Mele

Abilities:


1. Rage - no target
Units enters in rage. It receives X minus damage and does Y more damage, but has a Z chance too miss atacks.

2. Loose spines - no target
When unit atacks, spines will slit from that atack and make X damage.

1. Hard atack - unit target
Makes max. damage atack * X or + Y depending if life is over ir under Z%.








 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Heres my reply:
Please be noted that all of these are made in a boss-like manner.




Earth Colossi - STR[r]
Abilities:

PASBTNResistantSkin.png

Earthen Skin - Passive
Bounces all incoming attacks by x percent back to the attacker. It also reduces the damage taken from all attacks.
This effect makes the caster Magic Immune.


Mud Hole - Area Target
Sinks the target area in mud, making all units immobile and unable to attack. This traps the units at their location in the area. Lasts x seconds.


Rock Bind - Area Target
Hardens the area, making all units immobile. All units in the area cannot attack and take x damage per second, for x seconds. Lasts x seconds.
Deals greater damage under influence of mud/nature/wet areas.




Plague Beast - STR[r]
Abilities:


Wings of Plague - No Target
The caster spreads his wings, causing projectiles made out of plague to hurl forward. Units hit would get x initial damage and x percent armor reduction. After a few seconds, they get x damage per second, which increases x every second. Lasts x seconds.

PASBTNPlagueCloud.png

Fumes - Passive
There would be an x percent chance that the caster would place poisonous gases on the enemy unit. These fumes greatly reduce their armor by x percent. Lasts x seconds.


Fear - No Target
The caster roars in an immense volume. It strikes fear into the nearby enemy units hearts. This makes them unable to attack all nearby enemy units for x seconds.



Atgeir - AGI[r]
Abilities:


Flock - Passive
A pack of birds surround Atgeir, reducing all incoming damage and giving him an x percent chance to take no damage from an attack.


Gather - Unit Target
Atgeir uses his birds to gather around the target. The birds may:
- Greatly reduce the accuracy of the target for x seconds by x percent.
- Deal x damage per second, for x seconds/


Empower Flock - Passive
The Flock of Atgeir would consume nearby corpses, making them and Atgeir himself stronger. This makes his attacks go up from x percent to x percent and replenish his hp by x percent.




Turtle Sage - INT[r]
Abilities:


Shell Enforce - Unit Target
Hardens the protection of the target unit. This makes the target unit take less damage from attacks. Lasts x seconds.

BTNSeaTurtleGreen.png

Summon Sea Turtle - No Target
Summons x Sea Turtles to call on the aid of the Turtle Sage. They last x seconds and have Spiked Shell and Crushing Wave. They are also Magic Immune.


Flood - Area Target
Causes water to fall out of nowhere above the target area. The water deals x damage to units inside the area. Units inside the area would have reduced armor by up to x percent and movement and attack speed reduction by x percent. Effects last x seconds.

 
Level 11
Joined
Aug 23, 2010
Messages
665
Number of Heroes: 7
Number of Heroes with Intelligence Primary Attribute: 0
Number of Heroes with Strength Primary Attribute: 4
Number of Heroes with Agility Primary Attribute: 3
Map Theme: Warcraft
Map Kind: AoS/Hero Arena
Number of Spells Per Hero: 4
Number of Normal Spells Per Hero 3
Number of Ultimates Per Hero: 1
Restrictions: Make 1 of the agility hero into Carry+Jungler, Make 1 of the strength hero into Tanker+Support, Make 1 of the agility hero into semi-carry+Pusher, and the rest is up to you guys :wink:
 
Level 9
Joined
Apr 23, 2011
Messages
460
Primary Attribute: Int
Hero Theme: Universal Energy
Map Kind: Hero Arena/Semi-AoS
Number of Spells: 4
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: Some things to keep in mind is that this hero should be very focused on ranged assault and power gain. The reason for this is because they are unable to have healing abilities, defensive abilities, or even movement abilities because they put out a high amount of damage at the cost of mobility and the ability to survive longer causing them to pick their items more precariously. The only downfall for this unit is if it is tagged down he can be easily cc'd and ripped to pieces for being a squishy little mage. Think of something like Swain from LoL, but without life support.

Primary Attribute: Str
Hero Theme: Barbarian
Map Kind: Hero Arena/Semi-AoS
Number of Spells: 4
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: This hero is severely based on his passive/active effects. All spells have a unique bonus given to him when his spells are off cooldown and give a short boost when activated, not necessarily the same but more,but they give him a more powerful effect such as one being able to let him leap at a unit and deal damage.
 
Level 11
Joined
Aug 23, 2010
Messages
665
@Error trigger: don´t now wth is carry sorry u.u and have a bit now about what is jungler U_U if you can say my what it is i will make something of this request.

Jungler is like what wolfe said, and carry is hero that is weak at the start of the game, but becoming stronger at the late game. and carry usually has an ability that increase damage / attackspeed.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
@khamarr3524
Could you narrow down the term "Universal Energy"?



This Hero is based on what you said, stronger when no spells are being casted/no cooldowns. This hero heavily relies on its raw damage.



BTNFurbolg.png

Omiz'ragul, Beast Morph - STR (Tank)[r]
Abilities:


Battle Focus - Passive
When spells are not casted/on cooldown, Omiz'ragul gets (x * number of spells not on cooldown/casting) bonus attack damage. When this effect is active, Omiz'ragul's mana is constantly drained by x per second, until a spell is casted.


Axel Boost - No Target
After activation, the xth attack after this ability is casted would be x percent stronger than usual. The attack would knock the unit x units backward and stun it for x seconds after.


Earsplit Roar - Point Target
Lets loose a roar which rushes in a straight line. The roar would temporarily reduce all affected units armor to 0 for x seconds. It would also have an x percent chance of Fear.

NOTE: Fear would just make the unit unable to attack and flees from every damage taken or from nearby enemies.

Ultimate:
BTNRegeneration.png

Mark of the Paw - No Target
Active Effect: When casted, Omiz'ragul shows his true self, a vicious Elder Bear. Omiz'ragul would have x percent bonus attack, attack speed and movement speed, but it would make his armor lowered by x percent. All abilities of Omiz'ragul would be removed, except for Earsplit Roar and Battle Focus. He would get Scavange instead of Axel Boost. (Scavange is Cannibalize, but it prolongs the duration of this ability when casted). Lasts x seconds.

Passive Effect: All unit attacked by Omiz'ragul would get a Paw Mark Buff, which lasts x seconds. Paw Mark Buffs increase the probabilty of certain effects to the affected units.




@Paillan
Carry = Damage Dealer
Jungler = Kills creeps
Tank = Soak damage
Support = Self-explanatory
Pusher = Pushes lanes

@Errortrigger
I would do Khamarr's request first, since your request is heavy.

EDIT
Heres Errortriggers request:


A good ranged hero. Bad on one-on-one especially on Tankers an other Carry heroes. Can use his abilities to easily deceive enemies and strike. Abilities rely on terrain.



BTNHeroFarseer.png

Hork Stiffarrow, Jungle Hunter - AGI (Carry/Jungler)[r]
Abilities:


Jungle Tactics - No Target
Active Effect: Can only be casted outside the lanes/inside forests. Hork gets bonus movement speed and attack speed inside by up to x percent. Lasts until he exits the jungle.

Passive Effect: Hork covers himself with bushes to camouflage himself with his surroundings. This increases in evasiveness by up to x percent, making enemy attacks miss. Does not work on unblending environments (snow, blight, volcano, etc.). He is unnoticed when nearby enemy/hostile units when he is blending with the environment.


Volley - Point Target
Fires a volley of x arrows into the target point. This deals x damage to hit units. Units get more damage when they do not see Hork or when they are hit in the back.

Special effects may happen while possessing certain items.

NOTE: These effects would be like burning/cold arrows when carrying say Oil or an object of some sorts.


Call of the Jungle - Unit/Point Target
Unit Target: Strikes an arrow that the target unit that could befriend a Neutral Hostile. Befriending the unit would have an x percent chance of activation, which goes higher as the level goes lower. Only units level x or lower can be befriended. Lasts x second.

Point Target: Summons a random jungle beats to fight for Hork. It may be:
- A Bear, with high attack damage and hp, but low armor. (15%, but becomes 30% when max level of this ability)
- A Hawk, excellent for scouting and killing ground units. Low hp. (30%, but becomes 10% when max level of this abiltiy)
- A Wolf. Balanced unit. (30%, but becomes 15% as the max level of this ability)
- A Boar. Ranged unit, which is good when one-on-one. (20%, but becomes as 30% as the max level of this abiltiy)
- A Dragon. Beast possible unit. Siege unit. (5%, but becomes 15% as the max level of this ability)

Ultimate:

Arrow of the Beast - Unit Target
Fires Horks special arrow, which takes the spirit of his last summoned beast. If:
- A Bear, the arrow deals x damage and gives Fear to the target unit and nearby allied units. Fear makes them run away from attacks and unable to attack or cast spells for x seconds.
- A Hawk, the arrow hits the target unit at unparalleled speed. The arrow deals x initial damage. It then reduces the target units movement and attack speed greatly. Lasts x seconds.
- A Wolf. It deals x initial damage. After, x damage is continuously dealt for x seconds. Lasts x seconds.
- A Boar. Deals x damage. After it hits the unit, spikes fly out from different, random directions. It then flies out until it hits a unit or a debris. Deals x damage upon impact.
- A Dragon. Deals x damage upon impact. After x seconds, explosions burst out nearby the location of the unit. It burns all affected units, which deals x damage per second. Lasts x seconds.


 
Last edited:
Level 9
Joined
Apr 23, 2011
Messages
460
Universal Energy would be like. Magical energy in general, sort of like arcane. As for the fulfilled request, thank you. Some slight modifications will be made to the ultimate, possibly Earsplit, and that should be good! Thank you. +rep and credits will be given for ideas.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
@khamarr
Sorry, It somehow slipped on my mind to place icons. Placing.

EDIT
Done

EDIT 2
Heres more heroes:


As you requested, focused on ranged attacks and power gain. Also, has no defensive/healing/movement spells. Supports allies by mana drain/giving.




Levas Tromu'uh, Dragonkin Arcanist - INT(Support)[r]
Abilities:


Arcane Drain - Unit Target
Fires a bolt of energy which drains the very essence of magic in the target unit, depleting x mana for x seconds. It also temporarily reduces movement speed of the unit by x percent. Lasts x seconds or until the bolt is broken. The bolt breaks when Levas and the target unit are too far from each other.


Energy Pass - Unit Target
Passes x percent of Levas' current mana to the target unit. He fires an orb(make it have a 3d effect, like with trajectory, etc.) which replenishes the mana of the target unit by x percent of Levas' current mana, when the ball hits.


Mana Strikes - Passive
Levas' attacks would be cloaked with his Arcane energy, which would render his attacks stronger. His attacks may deal a small percentage of his mana to the attacked unit. This small percentage is in turn depleted on his mana. Has an x percent chance of activation.

NOTE: Please just edit the border to passive, it was the only icon matching this ability.

Ultimate:

Arcane Lock - Area Target
Active Effect: Locks the target area, making all enemy units unable to enter or exit, but allows friendly units to enter or exit. The Arcane Circle lasts x seconds. All units inside are drained by x percent of their mana every second until the lock is gone and are given to nearby friendly units. After the lock is gone, all affected enemy units are given Arcane Buffs.

Passive Effect: All units with Arcane Buffs are drained of their mana when nearby Levas. It can only drain up to x units nearby or if the unit has mana. Drains x percent of their mana until it is depleted.




@Errortrigger
Heres new ones:


This unit is all about mass damage. He has moves which can dish out strong damage and also to large numbers.



BTNTichondrius.png

Darkfire, Devils Incarnate - AGI(Semi-Carry/Pusher)[r]
Abilities:


Dark Infect - Autocast
After casting, Darkfire infects all units he attacks, giving them Infection buffs. These buffs damage them a minimal damage of x. The buff lasts x seconds. Continuously drains his mana by x per second until it is switched off or until his mana drops below x percent.


Dark Swarm - Passive
Swarms of bats gather around Darkfire. These bats would cling on nearby allied units and deal x damage per second until the unit dies or until the unit goes too far from Darkfire.


Dark Zoom - Point Target
Darkfire takes the form of a swarm of bats and zooms into the target location. It deals x initial damage to all units on impact. After, it deals x damage per second to them and drains their life to Darkfire. Lasts x seconds.

Ultimate:

Sparkfire - Area Target
Showers sparks above the target area. These sparks slowly lower down and explode upon impact on units in that area. These sparks are invisible to enemies, but visible to allies. The sparks deal x damage to the units upon initial impact, which causes an explosion. After all sparks have been triggered, another explosion happens at the center. It deals x damage and burns the affected units mana.



This unit is all about killing a single unit and getting away with it. Very squishy and couldn't last a fight when one-on-one.



BTNArachnathidGreen.png

Dunos, Brain Insect - AGI(Carry)[r]
Abilities:


Neurotoxin - Unit Target
Poisons the target units Nervous System, which then deals damage for x seconds. The damage goes higher as the seconds past becomes higher. If the unit dies of this, his body explodes instead.

NOTE: For balancing, it would be better to make the damage low and the seconds too.


Frenzy Rush - Unit Target
Hooks a unit with the strand of fibers and drags that unit in front of Dunos. Dunos then strikes a fury of blows at the target. Each blow deals his normal attack damage, reduced by x percent. May deal a total of x blows and a minimum of x blows.age, reduced by x percent. May deal a total of x blows and a minimum of x blows.


Shrink - No Target
Dunos shrinks into the size of a pickle, making him unseeable and nearly all incoming attacks miss. Lasts x seconds. Dunos dies if he takes an attack from an enemy unit.

NOTE: A great escape ability.

Ultimate:
BTNPandaTaunt.png

Brain Damage - Unit Target
Can only be activated while in Shrink. Dunos jumps into the target and crawls inside them. After, he attacks the targets Nervous System, dealing x damage per second. Lasts x seconds or until the target dies. If the target dies, they explode.


 
Last edited:
Level 11
Joined
Aug 23, 2010
Messages
665
Darkfire abilities are really good but for me he look a lil bit like AoE nuker, but easy to trigger and Dunos shrink sounds interesting, but I have some question :
"Dark Infect - Autocast
After casting, Darkfire infects all units he attacks, giving them Infection buffs. These buffs damage them a minimal damage of x. The buff lasts x seconds. Continuously drains his mana by x per second until it is switched off or until his mana drops below x percent."

I was wondering does this ability deal damage per second or no? If no, what does the infection buffs do?

"Dark Swarm - Passive
Swarms of bats gather around Darkfire. These bats would cling on nearby allied units and deal x damage per second until the unit dies or until the unit goes too far from Darkfire."

So the bats is attacking the allies? Or dealing AoE damage?

Some of Dunos abilities say that if the unit die they will explode. Does the explode deal AoE damage?

That's all my questions. I has a really high curiousity like a cat :3
But THANK YOU SO MUCH! Your ideas are really amazing, and thanks for doing my requests :)
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Darkfire abilities are really good but for me he look a lil bit like AoE nuker, but easy to trigger and Dunos shrink sounds interesting, but I have some question :
"Dark Infect - Autocast
After casting, Darkfire infects all units he attacks, giving them Infection buffs. These buffs damage them a minimal damage of x. The buff lasts x seconds. Continuously drains his mana by x per second until it is switched off or until his mana drops below x percent."

I was wondering does this ability deal damage per second or no? If no, what does the infection buffs do?
The Infection Buffs give dps.

"Dark Swarm - Passive
Swarms of bats gather around Darkfire. These bats would cling on nearby allied units and deal x damage per second until the unit dies or until the unit goes too far from Darkfire."

So the bats is attacking the allies? Or dealing AoE damage?

Attacks enemies.

Some of Dunos abilities say that if the unit die they will explode. Does the explode deal AoE damage?

Normal death explosion. Small AoE damage.
 
Number of Creeps: 6
Number of Creeps with Intelligence base Attribute: 1
Number of Creeps with Strength base Attribute: 1
Number of Creeps with Agility base Attribute: 4
Map Theme: Fantasy\Warcraft
Map Kind: Dungeon
Number of Spells Per Creep: 3(Agil & Str), 4(Int)
Models for:
Agil Creeps:
http://www.hiveworkshop.com/forums/models-530/dune-scorpion-214308/
http://www.hiveworkshop.com/forums/models-530/brass_borer-214358/
http://www.hiveworkshop.com/forums/models-530/scarlet-needle-207910/?prev=r=20&page=7
http://www.hiveworkshop.com/forums/models-530/toxic-weed-207003/?prev=r=20&page=8
Str Creeps:
http://www.hiveworkshop.com/forums/models-530/behemot-rider-callahan-121928/?prev=r=20&page=8
Int Creeps:
http://www.hiveworkshop.com/forums/models-530/troll-conjurer-208746/?prev=r=20&page=6

Boss Name: Ajakil, The Divine Python
Attribute: Intelligence
Little Info About Boss (Lore/Background): A powerful enchanted python of the sea, standing in a floating device to control it's power. His speciality is to attack enemies with parts of ruined buildings, like stones, etc.
Boss Location: Old Temple
Map Theme: Fantasy\Warcraft
Map Kind: Dungeon
Number of Spells: 4
Number of Ultimates: 1
Number of Phases: 4
Model:
http://www.hiveworkshop.com/forums/models-530/sealed-python-207265/?prev=r=20&page=7

Boss Name: Verip, The Cunning Viper
Attribute: Agility
Little Info About Boss (Lore/Background): Red mutated viper, special to steal. He's cunning, smart and quikly. Master in stealing from enemies and trapping them.
Boss Location: Old Temple
Map Theme: Fantasy\Warcraft
Map Kind: Dungeon
Number of Spells: 4
Number of Ultimates: 1
Number of Phases: 2
Model:
http://www.hiveworkshop.com/forums/models-530/naga-stealthviper-207113/?prev=r=20&page=8

Boss Name: Ajinn, The Djinn
Attribute: Stength
Little Info About Boss (Lore/Background): The legendary Djinn. Very powerful, he controls the ancient powers. When you free him, he becomes hostile and you must fight with him.
Boss Location: Old Temple
Map Theme: Fantasy\Warcraft
Map Kind: Dungeon
Number of Spells: 4
Number of Ultimates: 1
Number of Phases: 2
Model:
http://www.hiveworkshop.com/forums/models-530/djin-202162/?prev=r=20&page=8

Also, i want and background storie for the bosses if you can!:ogre_haosis:
 
Last edited:
Level 11
Joined
Jul 9, 2009
Messages
927
those are a lot of requests, I dont know anything about creep ideas as I am stupid when it comes to that @.@
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
@saif: don�t woory i tkae it
@DJ: don�t worry, be happy (LOL)
@BloodElf300:taken, for now only creeps, bosses later.

Name:planes raider STR


[r]

Editor Specific:medium life,semi fast movement speed, slow atack speed, and splash damage


Model: http://www.hiveworkshop.com/forums/models-530/behemot-rider-callahan-121928/?prev=r%3D20%26page%3D8
Difficulty: medium
Attack Type: mele 100 too 230 splash size.

Abilities:

icons_9228_btn.jpg
http://www.hiveworkshop.com/forums/icons-541/btnmarblemace-146282/?prev=search%3Dmace%26d%3Dlist%26r%3D20

1. mace - unit
Unit hits whit max. strenght the target. Target gets max. damage and is stuned for X sec, when stun stops, it will still miss atacks until X sec.

2. steal - non-hero unit/no target
Passive.Instead of doing max damage, damage is reduced by X%, reduced damage will cost owner of atacked unit gold.(be carefull it will be annoying for invokers)
icons_9015_btn.jpg
http://www.hiveworkshop.com/forums/icons-541/btnprowcharge-144491/?prev=search%3Dcharge%26d%3Dlist%26r%3D20

3. charge - point
Unit moves quickly too target point, dealing X damage too units in that line and stuning them for X sec.




Name: Troll chamage INT


[r]

Editor Specific: little life,medium movement speed, medium-fast atack speed, medium-hight mana


Model: http://www.hiveworkshop.com/forums/models-530/troll-conjurer-208746/?prev=r%3D20%26page%3D6
Difficulty: Medium
Attack Type: rather difficult... you can use what ever you want. I suggest mele

Abilities:

icons_14553_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btnikoncrpatrol-206660/?prev=search%3Dpatrol%26d%3Dlist%26r%3D20
1. Change totem - no target
Changes the power and efect off the next totem that unit puts, totems are:
life steal:afect caster, X% life steal
mana: afect caster, X EXTRA mana
mana regen: afect caster, X% MORE mana regen (NOT the same than mana!)
slowness:afect enemies, X% minus speed
weakness:afect enemies, X% chance too miss atacks.
damage:afect enemies, X damage every X sec.

2. Place totem - point
Yust places the totem. Totem has X life, and destroys after Y sec.

3.Dragon tooth sickle - no target
Passive.Each atack has X chance too make unit inmune too spells for X sec, or to silence atacked unit for Y sec. If unit has that buff already, it will get double damage.
icons_4786_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btn_cr_amults-58815/?prev=search%3Dpack%2520of%2520javelins%26d%3Dlist%26r%3D20
4.Mistyc gas - unit
Creates a gas in a X size area, units inside there get all bad bonus off totems and if troll enters gets all good buff of totem, gas keeps X sec, but buffs ends Y sec after gas end.



Name:Flesh scorpion AGI


[r]

Editor Specific: medium life, medium damage, medium speed, just medium (xD)


Model: http://www.hiveworkshop.com/forums/models-530/dune-scorpion-214308/
Difficulty: medium (of course...)
Attack Type: mele

Abilities:

icons_9801_pas.jpg

http://www.hiveworkshop.com/forums/icons-541/btnpoisonsting-150431/?prev=search%3Dscorpion%26d%3Dlist%26r%3D20
1. Venom - no Target
Passive.Each atacks leaves vemon buff over atacked unit, unit will start loosing blood and flesh, reducing movement speed in X. Vemon does X damage every Y sec.
2. Fleshless - no hero
Target gets invulnerable but starts becoming invisible, when target is finally invisible, after X sec, it dies without corpse. X sec Coldown.
icons_8464_atc.jpg

http://www.hiveworkshop.com/forums/icons-541/btnpblindeye-138641/?prev=search%3Dinvisible%26d%3Dlist%26r%3D20
3.Blind - area
Creep blinds all units in an area (if he is inside, he will blind too), units inside there will miss all atacks and will not able too launch spells until X sec. Creep instead, will miss X% of his atacks but will do +Y damage.



Name: Men Eater AGI


[r]

Editor Specific: medium-hight life, slow atack and movement speed, hight damage(can change this whit spells)


Model: http://www.hiveworkshop.com/forums/models-530/brass_borer-214358/
Difficulty: Difficult
Attack Type: mele

Abilities:

icons_8558_pas.jpg

http://www.hiveworkshop.com/forums/icons-541/btncannibal-139334/?prev=search%3Dcannibalism%26d%3Dlist%26r%3D20
1. Hungry - no target
Passive. If creep is not atacking a unit, it will get X% speed bost and +Y damage bonus, this keeps until creep does X atacks.

2. Eat - no hero
Just eat. Use X for damage and Y for time.
icons_10779_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btndragonmoltenlick-159765/?prev=search%3Dbite%26d%3Dlist%26r%3D20
3. Bite - unit target
Bites target doing X damage. Target will drain blood, geting X damage and healing caster for Y, target will also slow X%.





Name: Giant Needle AGI


[r]

Editor Specific: flying,fast movement speed, medium fast atack speed, low life, medium-low damage.


Model: http://www.hiveworkshop.com/forums/models-530/scarlet-needle-207910/?prev=r%3D20%26page%3D7
Difficulty: easy/medium
Attack Type: mele

Abilities:

icons_2871_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btndragonfly-56898/?prev=search%3Dfly%26d%3Dlist%26r%3D20
1. Fly form - no Target
Creeps makes itself really small for X sec. While small, its invulnarable, but does -X% damage.

2. Venom bite - no Target
Fly atacks have venom, that does X damage every Y sec.

3. Evolve - no Target
Channel.Creep starts evolving, after X sec it turn bigger, adds X life, Y defense and Z more damage. Evolve is permanent, but can only be done when unit life is under X%.




Name: Death plant AGI


[r]

Editor Specific: medium life, medium movement speed, fast atack speed


Model: http://www.hiveworkshop.com/forums/models-530/toxic-weed-207003/?prev=r%3D20%26page%3D8
Difficulty: medium/difficult
Attack Type: Valuemele

Abilities:


1. Root - no Target
(ancestors ability)Use X for life Y for damage.
icons_4916_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btnnatureattack-58971/?prev=search%3Dnature%26d%3Dlist%26r%3D20%26t%3D13
2. Carnivorous plants - point
creates a plant that does X damage where X is Y% of caster damage, plant disapear only after death, but revives after X sec.

icons_4917_btn.jpg

http://www.hiveworkshop.com/forums/icons-541/btnnatureattackground-58972/?prev=search%3Dnature%26d%3Dlist%26r%3D20%26t%3D13
3. decay - area target
Unit kills it self landing in a X area, doing Y damage too units there, and reviving after Z sec.



done creep part :S
 
Last edited:
Status
Not open for further replies.
Top