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Mercenaries

Discussion in 'Map Development' started by Gekigengar, Oct 12, 2011.

  1. Gekigengar

    Gekigengar

    Joined:
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    Mercenaries Released!
    [​IMG]

    --------------------------- Gekigengar Presents ---------------------------

    [​IMG]
    Created by Gekigengar
    [​IMG]
    Mercenaries is a Multiplayer Co-op Arcade Zombie Survival,

    As professional mercenary, you work as a hired gun, but this time,
    your target is a bit different, they are already dead.

    An outbreak has occurred due to an incident that happened in a
    hidden laboratory nearby the village disguised as a mining field.
    Map Preview
    [​IMG]

    Your mission is to wipe out the whole village, including survivors.

    Be it yourself or with 3 others, slaughter as many as possible.

    [​IMG]

    Chaining Combos
    The game-play revolves around scores and chaining combos.
    Chaining Combos
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    The top left corner displays your current combo and the combo level.

    The higher your combo is, the more you will score by killing.

    Combo lasts for 7 seconds after each kill, failing to score another kill within 7 seconds will end your combo chain.

    Your team-mate can contribute to chaining your combos, a great team-work will result to a more satisfying combo.

    Game Modes
    Currently, there are 2 game-modes available.
    Survival Mode, and Versus Mode.

    Survival is a PvM Arcade game, on where you will fight hordes of zombies alone, or together with a team.

    Versus is a semi-PvP game, on where you fight in a team of 2v2, or 1v1v1v1, there will be half zombie count in this game, and the team who scores the most within the time limit wins. While normal enemies won't drop item supplies, in this mode, each team are expected to fight for the supply drops that are signaled every 3 minutes. In versus mode, each member are given the option to choose different classes of mercenary soldiers.
    Mercenary Vocations
    Coming Soon

    Zombies
    Coming Soon

    Night Time
    In both of game modes, players are tested with a "Night Time", on where the horrors of the zombies are at its peaks.

    Zombies are highly more aggressive during Night Time, not only that, player's visions are limited to the amount of "Light Sources" available in the middle of a deserted village.

    In Night Time, this is where each team is tested to the end of their wits, whether or not the team will survive to see the next sunrise, depends on the team-work of all members of the team.

    Some item may provide light-sources, such as Flashlight, Grenades, and Signal Flares. You can also provide light by using the muzzle of your guns, it is recommended to stay together as a team in Night times, to ensure the safety of your back.
    Night Time
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    Weapons
    The main weapon can be switched into 3 different modes :
    • Rapid Mode - High rate of fire, accuracy falls as you keep shooting. Consumes 1 ammo.
    • Burst Mode - Spread fire, while slow, it deals high fire power to enemies which are close. Extremely effective against big targets. Consumes 4 ammo.
    • Sniper Mode - A high precision mode, deals high damage, and accurate targeting. Consumes 3 ammo.
    Each mode have different statistics and targeting system.
    Each mode has different piercing and damage, piercing indicates how much enemies or walls you could pierce through, and will stop when piercing reaches 0.
    Piercing reduces damage and critical rate of your bullet.
    Reloading

    [​IMG]
    [​IMG]
    Reloading, spam the reload click button to increase reload speed (How fast reload is depends on your clicking speed or hot-key spamming speed.)
    Movement is disabled during reload, but you can cancel reload any-time.


    Melee Combat

    There are 4 combo strikes in melee combat, with its own specialty.
    You can change direction within each combo, or freely move, as the unit is not paused on melee animations.

    • 1 is a Frontal Stab, while leaping forward (Within 2.3 second of casting this, pressing melee again will cause you to go into 2nd combo strike)
    • 2 is a Slash, leaps a "little" forward, while slashing enemy, wide area, but lower range compared to stab. (Within 2.1 second after casting this, pressing again leads to 3rd Combo strike).
    • 3 is a double stab, doesn't leap, but takes one step forward, deals damage twice if striked twice by the tip of the weapon. (Within 1.1 second of casting this, pressing again leads to 4th combo strike).
    • 4 is the same as 3, but cooldown a 5 second cooldown is triggered.

    if you didn't cast another melee hit within 2 second, the combo reverts into its 1st combo strike.

    Item Combining

    Various item can be stacked and combined!

    Items are dropped by enemies or special zombies, and some spawn by events or supply jets.

    Some item can be stacked by right clicking on one, and right clicking on the other of the same type, there are different stack limit for items.

    Some items can be "Combined" !, By right-clicking on one item with the other, Experiment on to find more combinations!.

    Example :
    (As many Resident Evil fans knows)
    Green Herb + Green Herb = GG Herb
    Green Herb + Red Herb = GR Herb
    and many more!.

    Interactive Terrains
    Each objects can be used to its own advantage, such as bouncing grenades with walls, jumping through sandbags/windows, shattering Molotov glass to bricks/walls.
    Special object colliders
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    [​IMG]
    Terrain Screenshots


    [​IMG]
    Image Description:
    The center view of the village


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    Image Description:
    Special object colliders on terrain data.


    [​IMG]
    Image Description:
    Center of the village.


    Gameplay Screenshots

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    Videos

    Video Description:
    This is a solo game-play video that I made back in 2013, beta version of Mercenaries,
    now there is a lot more variety to the enemies, and of-course, improved game-play.


    https://www.youtube.com/watch?v=IVAVjnUKpKI

    Video Description:
    This is a solo game-play video I made recently, a newer game-play where I managed
    to land off a few combination skills.


    https://www.youtube.com/watch?v=ZtD4zCsMXa0

    [​IMG]
    Change Log

    Version r1.0a

    • First public release


    Version r1.0b

    • Bugfixes
    • Fixed a fatal bug that prevents decoy robot from dealing damage to player units.
    • Fixed a bug that causes zombies to spawn more than intended.
    • Tooltips
    • Re-cleaning buff tooltips.
    • Fixed top right map version indicator to show the correct version.
    • Added more credits that are previously missing.

    Version r1.0c

    • Bugfixes
    • Fixed a fatal bug that sometimes prevents players from getting up after falling.
    • Fixed a small bug with weapon-recoil system not properly working with the first shot of Rapid mode.
    • Game Mode
    • Added Low CPU mode and Normal mode!
    • Low CPU mode is a mode with simpler processing algorithms.
    • Low CPU mode reduces lag significantly by simplifying the AI algorithms from the enemies.
    • Game-play
    • Increased character base HP by 10. (From 160 --> 170)
    • Buffed rapid fire since it is highly outclassed by other weapon modes. (Burst & Sniper mode)
    • Now Rapid mode will trigger Gatling Firing mode.
    • Gatling firing mode :
    • For every rapid firing succession while standing still, an additional bullet will be fired (Stacks up to 9x).
    • Gatling will continue to fire until all its stacks are consumed.
    • On the 8th and the 9th stack, 3 bullets will be fired instead.
    • Moving will reduce the stack to 0. (However, changing unit facing direction does not reduce stack to 0.)
    • Gatling firing does not consume additional bullet.
    • You can change direction using "A" without removing the stacks, hence, you can fire mid-way of turning.

    Version r1.0d

    • Bug Fixes
    • Removed Fatal bug that displays player damage upon taking damage from players.(This is meant for debugging only.)
    • Fixed a bug that causes Gatling firing to be cancelled
    • due to the slight knock-back caused by rapid fire recoils.
    • Cosmetics
    • Re-edited song to make it run better seamlessly.
    • Visual Updates
    • Fixed worm's height jitters at some animations.
    • Lowered worm's height, now half it's body sinks underground to correctly tell its location.
    • Reduced bloater's cloud smoke's speed.
    • Game-play
    • Improved Melee strength multiplier from Dark Assassination. (From 5 --> 7)
    • Now activating Storm-armour will removes negative buffs immediately.
    • Reduced Build-time of turrets (From 6 --> 5)
    • Tool-tip
    • Changed "Quest" into "Informations" and "Missions".
    • Added "High-voltage discharge" to Dark dagger description.
    • Versus
    • Reduced rapid damage to players (Due to the Gatling firing update, it is too strong against players)
    • Added Class-unique abilities!
    • Survivor
    • Unity Temporarily increase nearby allies's armor and restores slight bit of health.
    • Assassin
    • Blocking Negate 1 incoming damage instance within 5 seconds.
    • Scout
    • Sprint Gains temporary bonus movement speed, in exchange of increased incoming damage.
    • Sniper
    • Hiding Gains temporary invisibility as long as user does not move at night.
    • Medic
    • Antibody Booster Gains temporary defense bonus, and life regeneration.
    • Infantry
    • Overload Instantly gains 10 bullet, and increased energy regeneration and defense, during the duration, ammo will not deplete.
    • Engineer
    • Rebuild Rebuild an item in slot 1 into a different item.

    Version r1.1a

    • Bug Fixes
    • Fixed a bug where turrets cannot be built on brick tiles.
    • Fixed a bug where changing weapon mode does not remove Gatling firing mode.
    • Fixed versus mode class-icons not showing properly.
    • Fixed Versus Mode winner String (Missing space).
    • Game-play
    • Corrected bullet spawn point to be from the gun itself, rather than the center of the unit.
    • Increased all energy-related subjects by 10* multiplier. (Energy cost, Max Energy, Energy Regeneration) (It is still the same overall, but it shows better regeneration progression)
    • Now damage below or equals to 5 will not be lethal to players. (This will spawn a text "Survived!" above the player).
    • Now Dark Dagger costs 1 Energy each.
    • Reduced Trap-detection range. (From 600 --> 500)
    • Versus
    • Reduced predatory instincts bonus movement speed on heroes. (From 44% --> 10%) (Effect is still 44% on units.)
    • Increased predatory instincts AoE on heroes. (From 320 --> 380) (AoE is still 320 on units.)
    • Signal Flare defense reduction now works only half on heroes. (From 10 --> 5) (Effect is still 10 on units.)
    • Signal Flare defense reduction AoE reduced to 400 on heroes. (From 600 --> 400) (Effect is still 600 on units.)
    • Now blocking no longer stops action. (No casting)
    • Reduced blocking duration. (From 5 --> 3)
    • Reduced blocking cool-down. (From 20 --> 19)
    • Increased cool-down of Overload. (From 20 --> 21)
    • Increased defense of Anti-body booster. (From 5 --> 7)
    • Increased cool-down of Anti-body booster. (From 20 --> 21)

    Version r1.1b

    • Bug Fixes
    • Fixed a bug where Morpher could revive itself after transformation even after it is killed during transformation.
    • Fixed lure ability to no longer effects on player characters. (Visually)
    • Fixed a bug where enemies could spam Melee jump attacks even if its on cool-down.
    • Fixed Molotov Slow to now function properly.
    • Fixed issues with bloater's smokes causing too much lag.
    • Game-play
    • Added Cannine Reflex! (They will now try to evade incoming attacks, such as melee, or gunshots.)
    • Now Adrenaline Rush reduces combo tick by half. (0.5 per 1 second during Adrenaline Rush)
    • Improved Onslought, Cannine, & Cannine Alpha's AI on Melee jump attacks, they will no longer spam it before their cool-down is finished.
    • Added stamina on Onslought, Cannine, & Cannine Alpha, they will not use Melee jump attacks if their stamina is depleted, similar to human players's melee. (Onslought 6, Cannine 3)
    • Adder Decay to all zombies, now zombies will automatically dies when inactive.
    • Reduced max player zombies. (From 320 to 296)
    • Increased max-spawn on survival mode. (From 4 to 7)
    • Increased max-spawn on versus mode. (From 1 to 2)
    • Player turn rate is a lot faster. (From 0.60 --> 0.75)
    • Increased score ratio multiplier of Bloaters. (From 400 --> 600)
    • Now its easier to get out of zombie grabs. (From 6% of current life + 20 damage to 10% of Max HP + 25 each struggle)
    • Reduced Morpher HP (When morphing) so its easier to kill while in transformation state. (From 1450 --> 950)
    • Reduced Bloaters HP. (From 1800 to 1400)
    • Reduced Cannine Alpha & Onslought's Sprinting ability speed bonus.
    • Reduced The Runner's Sprinting ability speed bonus.
    • Increased Morpher (Tentacle Form)'s health regeneration rate drastically.
    • Zombies that are idle will now rot and die. (Experimental function, please give me feedback on its performance.)
    • Visual Updates
    • New Disease Cloud Model.
    • Removed a lot of special effects to ensure smoother game-play (Especially on Grenades).
    • New Sniper Bullet by ILH!
    • Versus
    • Molotov will no longer slows against player characters.
    • Reduced duration of burns on player characters. (From 10 --> 7)
    • Now burn damage will lethally kill.



    [​IMG]
    Credits

    Models
    • Rifleman Elite by TurieL.
    • EliteLightArmor by Sin'dorei300 & NFWar.
    • Lightning Wrath by Callahan.
    • Lightning sphere by PeeKay.
    • Sniper Bullet by ILH.
    • EMP at AlienAtSystem.
    • Darkness Bomb by nGy.
    • Nuke Aura by Frankster.
    • Zombie Dog, Spirit Arrow, Grenade, and High Speed Projectile by Epsilon.
    • Fingolfin for his Flood Carrier.
    • DomoKun for his Sentry Gun.
    • Vestras for his Leap Effect.
    • shamanyouranus for his SignalFlare.
    • Sand Explosion, Blue Wisp Explosion, and Blue War Stomp by JetFangInferno.
    • SandWorm model by Sephiroth_VII.
    • Warhunter for his Desert Bunker.
    • Gab. for his Green Breath.
    • neogaidenx for his Torch Omnilight
    • Vuormalainen for his Sandbags.
    • Dionesiist for his Beard, Hipster Beards, Black & White Hairs, Predator's Axe, and Schyte.
    • anarchianbedlam for his Danger Zone.
    • WhiteDeath for his Infested Zombie.
    • PROXY for his Pickaxe.
    • Thrikodius for his Claws Attachments and Ammo Box.
    • Kitabatake for his baseball bat.
    • Sunchips for his Butcher's Axe.
    • Teaspoon for his Barbed wire and Metal Fence.
    • Canvas Tent by Yayoi.
    • Deolrin for his Crate.
    • ZombieA Skin by Kazzo.
    • Ghoul Skin by Dentothor.
    • communist_orc for his Barrel Remake.
    • Grenade, F/A-22 Raptor, Flak Cannon, A-10 Thunderbolt, Helper Arrow, and M1 Abrams by Illidan(Evil)X.
    • Flesh GIant Skin by halo.
    • Talon_the_Mage for his konstrukt Sniper Missile, Shotgun Missile, SMG Missile, Assault Rifle Missile, and Minigun Missile.
    • Zombie Wolf by The_Silent.
    • RED_BARON for his Hopper Mine
    • Tranquil for his Snipe Target.
    • communist_orc for his table and bench.
    • hortaxman for his chair.
    • WILL_THE_ALLMIGHTY for his explosions (Ground, Massive, Big, Artillery, Dirt), his Ice Spark, and his Rocket.
    • UEP (Urban Environment Pack) by Punisher_x and Illidan(Evil)X
    • Many Weapon Sound Effects by Valve from Half-Life.
    • Theme Song - Resident Evil 5 - Assault Rifle.
    • Garfield1337 for his Pathfinding System.
    • UTM Map and their Team.
    • Vestras for many effects.
    • HappyTauren for his Ammo Clip.
    • Gauss Rifle Icon by The_Silent.
    • Progress Bar by RetroSexual.
    • Bisnar13 for his Parachute and Billboard model.


    • Missing Creator Name :
      [*]Villager Zombie Model Files Created by ??? (Please Contact me at www.hiveworkshop.com user ID "Gekigengar")

      Map Exported Objects :
      [*]Sand Tile, Large Brick, Slam, Shockwave, Shrapnel Explode, all blood effects, their DIII Tent, and Gate. Exported from DIII Borderlands (booody)
      [*]UTM 3.0 Objects on different page.

      [*]Big Beast Scream by Interplay corp from Sounddogs.com
      [*]Monster Scream from soundbible.
      [*]Shutter Camera Sound by Emanuel (Bought)
      [*]Healing Spray from Resident Evil 5
      [*]Jill Voice from Resident Evil 5 (Mercenaries Reunion) by Capcom.
      [*]MGS4 Item Drop & Item Get Sound.

      [*]Anitarf's Vector System.
      [*]Dangerb0y's Easy item Stack & Split.
      [*]pkw's animation (Zombie Dash & Grab).

      [*]Special thanks to Revilo, shamanyouranus, Grievous1, Pyramidhe@d, and -SuPa ! for various help and support.
      [*]Chinese translation project by anby a.k.a anbyno!
      [*]Thanks to my friends Bisnar13, Kellym0, Xiiao, Grievous1, Modox, WaerercraftKillers, Brambleclaw, venger07, rezurect15 (a.k.a Ryune Sign), Son of Jay, and Carlo753 (a.k.a Jake6).
      [*]For being with me, and testing out the beta !.


    [​IMG]
    Translation Projects
    I am really proud to announce my appreciation towards the hard work and dedication of anby!,
    he translated Mercenaries into Chinese, this makes me feel honored as a modder,
    and is the greatest form of appreciation I could receive :p.

    Thank you!


    Mercenaries r1.0b P CN

    [​IMG]

    Please report any bugs that you encountered while playing, I would really appreciate it.
    I strive to create the best game-play experience, if there is any suggestions and criticism,
    feel free to post it below.

    Debug Commands

    This is a list of commands that I created to debug the game.
    • -debug : Activate Debug mode. (Some items such as "Dark" will be unlimited of charge upon activation.)
    • -a : Infinite ammo (Ammo won't drop below 10)
    • -x : Enables selection.
    • -se : Spawns dummy enemy hero infront of you.
    • -nd : Players will not receive any damage.
    • -ncd : No cooldown.
    • -z : Spawns debug test items.
    • -scope : Creates scope item.
    • -e : Counts enemy units on map.
    • -nospawn : Disables enemy spawn.
    • -ams : AI Debug visibility.
    This is not all of the list of commands, but these are the useable ones to either have fun, or help me find bugs :p



    Map Description Template Created by -Kobas-
    Find more here: Map Description - Templates
     
    Last edited: Jul 5, 2014
  2. ZeusLT

    ZeusLT

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    Awesome! We all love something new!
     
  3. Grievous1

    Grievous1

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    Looks interesting... keep it up. :)
     
  4. Orcnet

    Orcnet

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    make it better, and oh have fun doing it :)
     
  5. Gekigengar

    Gekigengar

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    Define "Better",

    so i could make it better xD,

    yeah i have fun doing it up till now. :p
     
  6. Rui

    Rui

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    Reopening on request.
     
  7. Lordkoon

    Lordkoon

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    The button spamming on realod is a bit anoying.
    Where did you find that BLOOOOOD ....

    I can offer you my asistance to improve the playable terrain if you are interested.

    Great map. I guess it does work for multiplayer?
     
  8. Gekigengar

    Gekigengar

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    @Lordkoon
    The reload system is improved now ;))
    don't worry. it will be fun.

    Playable terrain? i appreciate it, send me some examples of your work ;D

    and yes, it is multiplayer. 4 man army. team work is essential.

    There is TONS of improvement since then, ;D

    That video is outdated.

    @Rui
    Thanks Rui, updating now! :D

    I was wondering, whether i should put in various job or not.
     
    Last edited: Jun 12, 2012
  9. Gekigengar

    Gekigengar

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    Woot!

    much update :DD
     
  10. sonofjay

    sonofjay

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    Pretty nice project you got here,
     
  11. Gekigengar

    Gekigengar

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    ^Thanks, i appreciate the comments ;D

    I am happy that you liked my project.
     
  12. Gekigengar

    Gekigengar

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    Updated enemy list
     
  13. How did you manage to get the game to add model collision? Also, don't double post =P
     
  14. Gekigengar

    Gekigengar

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    Trade secret~ ;P

    nah just kiddin, add me up, ill show ya!
     
  15. RiotZ

    RiotZ

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    This is getting downloaded for sure.
     
  16. Gekigengar

    Gekigengar

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    ^I will make sure you all will.
     
  17. HOooDy

    HOooDy

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    Oh Razor21 Hello Mate Can I Suggest Something To You ?

    1. Change The Title Of The Thread Into "The Zombie Slaying Mercenaries" Or Something Like That
    To Change The Title Of The Thread
    Go To - Admin Contact - Next Post The Problem ..

    The Problem About The Title Is
    It Was Pretty Horrible :D

    Btw, GoodLuck Dude! Ill Subscribe This ;)
     
  18. Gekigengar

    Gekigengar

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    NYAHAHA~
    Was it that bad?

    It is a partial Title Port,

    Mercenaries is based on Resident Evil's Competitive Scoring Game,

    So, Comes invading wc3 sounds about right to me.

    WHAT!?!?!#^$!@&*#!*(HORRIBLE!?!? D:<

    IWILLMAKESUREYOUGETNOSLEEPIWILLTEARYOURLIVERANDSELLITTOTHEBLACKMARKETTRANSPLANTINGITFRESHANDLIVINGYOUWILLWITNESSYOURSELFTEAREDOPENWITHOUTANESTHATICBECAUSEITCOSTTOOMOREANDANESTHATICWILLSPREADINTOTHELIVERCAUSINGITTOBENOTFRESHIWILLMAKESUREYOUWITNESSEVERYMOMENTBYTHETIMEYOUFINISHIWILLTHROWYOUINTOTHEMIDDLEOFTHEFORESTUNKNOWNTOMANKINDTHENEXTDAYYOUAREFOUNDBYWANDERINGWOODCUTTERROTTINGANDDISMEMBEREDBYTHEWILDSLEAVINGYOUPOSTEDINTHE"TITLE"OFTHENEWSPAPERASAHEADLINE
     
  19. HOooDy

    HOooDy

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    0
    Sounds .. A Threat :ogre_hurrhurr:
     
  20. Gekigengar

    Gekigengar

    Joined:
    Aug 20, 2009
    Messages:
    1,490
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    Resources:
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    Its more than a Threat ;)