- Joined
- Oct 31, 2017
- Messages
- 129
I'm unfortunately too lazy to edit the whole post again since I've made a lot of changes! I was working on another custom race so I didn't exactly get to finish what I started with the Nerubians.
Well, I don't think I have to say anything else. If you want to see the changes, just go ahead and download the map posted below. Feedback and criticism is much appreciated as I'm always looking for ways to improve this race.
Major Changes:
- Renamed some units
- Addition of the Ambusher unit with the Abduct ability
- Heroes are all functional and have useful abilities now! (Thanks to MogulKahn)
- Map is changed from Lost Temple to Stone Cold Mountain (Might change again)
- Made Nerubians start with 6 workers to compensate for the fact that workers are sacrificed when building
- Added Web Ward
- Trigger fixes
- Added victory & defeat condition
The Nerubians are currently in a state of imbalance and are probably full of bugs (pun intended), but I just wanted to upload a test map for people to see the current progress. There's a whole lot of things to do and I barely have any time to do the maps. I'm just slowly adding content as the days go by during my free time, but don't let that stop you guys from replying with ideas and suggestions.
T'was bored, so I decided to make myself a custom race.
I'm not very well versed in Nerubian lore, so forgive me for any inaccuracies. My Nerubians are based on the concept of overwhelming combat units that have low health and armor, but can be backed up by powerful spellcasters to support them and improve their combat capabilities.
The player has the choice of either amassing weak Tier 1 units or making use of the powerful but expensive Tier 2 and Tier 3 units.
Techtree - Buildings
Haven - Main hall structure. Hatches Workers. Can hatch up to 3 units at the same time similar to how the Zerg produces units. Can be upgraded to unlock additional units, upgrades and structures.
Spawning Pit - Tier 1 Barracks. Hatches Workers, Arachnids, Webspinners, and Stingers. Can hatch up to 3 units at the same time. Units are not cheap, but can quickly reinforce your army if you have the funds for it.
Colony - Food structure. Provides 10 food. Able to spew Hatchlings out to attack move towards a target point. Hatchlings last for a few seconds only and cost mana. Serves as both a food supplier and defensive structure.
Altar of Wrath - Altar structure. 'nuff said. Trains the Guardian, Ancient One, Chancellor and Wraith.
Reliquary - Lumber mill slash upgrade structure. Contains various upgrades for Nerubian units. Has a frost attack to fend off enemy invaders.
Silkenspire - Tier 2 Hall. Unlocks various units, structures and upgrades.
Twilight Council - Trains Viziers, Widows, and (Insert Third Spellcaster here). Also contains spellcaster upgrades. Trains units normally.
Ancient Lair - Trains Horrors, Brood Hosts and Glacial Reavers. Also contains upgrades for them.
Darkweb Bastion - Tier 3 Hall.
Foundation - Produces the powerful Obsidian Disruptor. Also contains upgrades for it.
Techtree - Basic Units
Worker - Standard worker unit. Can be Disposed to refund gold if not needed anymore. Hatched from main structure.
Arachnid - Light melee unit with Burrow. Can be upgraded with Resilient Carapace, Poison Sting, Hunter Instincts and Regenerative Skin. Hatched from Spawning Pit.
Webspinner - A weaker Crypt Fiend. Originally going to be something that spits acid, but I figured that wasn't Nerubian enough. Learns Web, Regenerative Skin and Hunter Instincts. Hatched from Spawning Pit.
Stinger - Highly mobile air unit. Has Cling, which causes it to cling to a target enemy air unit and leech life from it. Can be upgraded with Metabolic Wings.
Techtree - Spellcaster Units
Vizier - Essential spellcaster. Can cast Insight, which allows it to give a friendly unit True Sight and increases their maximum hit point by 100. Trained from Twilight Council. Can also cast Focus Magic, which dispels magic and gives units in an area 2 armor. Lastly, Forced Evolution, which increases damage drastically but heavily damages the target.
Widow - Versatile spellcaster. Can cast Infest, which allows a friendly unit to spawn Spiderlings periodically but take damage from it. Can cast Transfusion, which heals Nerubian units around the Widow. Lastly, Spin Web, which creates a large web that slows all enemy units inside.
??? - Need ideas. Preferably something like a Spell Breaker or Obsidian Statue.
Techtree - Advanced units
Horror - Flying siege unit. Weaker than most siege units, but it being able to fly is definitely a bonus. Can learn Acidic Corrosion to be able to poison e\ structures. Hatched from Spawning Pit.
Brood Hosts - Specialist unit similar to a Kodo Beast. Does not regenerate mana but gets mana from eating corpses. Has Fleshmite Swarm to cause a swarm of Fleshmites to attack enemy units. Can learn Blinding Fog.
Glacial Reaver - A powerful melee and siege unit. Slow and lumbering but is able to take heavy punishment and slow enemy units if upgraded with Frozen Tempest. Also benefits from Resilient Carapace upgrade. Burrowing it will allow it to heal twice as fast and give it Fortified armor.
Obsidian Disruptor - Ultimate unit. Fortified and disruptive flying vehicle. |Has an attack that damages multiple enemies at once. Also has Poison Mist, which can drop a poison mist that damages and silences units in it. Can learn Dark Summoning. Produced from the Foundation.
Techtree - Heroes (Not really thought out yet)
Ancient One - Mystical Hero, effective at using dark magics from the void to assist his allies. Can learn Summon Faceless Servant, Shadow Pulse, Darkness Aura and Forgotten One.
Guardian - Warrior Hero, adept at taking heavy punishment and sustaining himself in battle. Can learn Overwhelm, Intimidate, Hardened Carapace and Adaptation.
Chancellor - Mystical Hero, effective at using ice magic to deal with his opponents. Can learn Frost Bolt, Frost Surge, Usurp Magic and Finger of Death. (Need ideas for this hero)
Wraith - Cunning Hero, good against enemy spellcasters. Can learn Manaburst, Ensnare, Spellbane and Wraith Form. (Pending Hero. Will change in the future)
That's all I have for now. Any thoughts/comments about what you think about this? I've never really seen a Nerubian Race done right, so I'm hoping for some feedback to help me improve this custom race.
Here's a test map. Feedback and criticism is much appreciated.
Changes to V3:
Fixed Worker build time*
Fixed Glacial Reaver attack animation*
Fixed the problem where ESC doesn't cancel Cocoons*
Changed Colony's Spew Hatchling requirement to need a Treasury instead of a Silkenspire to make it more useful*
Added Wraith hero*
Fixed tooltips*
Fixed icons*
Added burrow regeneration*
Increased the duration of Insight*
Fixes to the triggers*
To play as Nerubians, pick Undead when choosing your race.
Another race I'm working on (The Twilight Hammer Clan) is included in the map - which explains why the map size is big) and can be played by picking Orc. I don't really need advice or feedback for the Twilight Hammer Clan as it's just something my friend wanted me to make (which is why it's not 100% completely accurate to the current day Twilight Hammer) but if you want to play it too, it's there.
Well, I don't think I have to say anything else. If you want to see the changes, just go ahead and download the map posted below. Feedback and criticism is much appreciated as I'm always looking for ways to improve this race.
Major Changes:
- Renamed some units
- Addition of the Ambusher unit with the Abduct ability
- Heroes are all functional and have useful abilities now! (Thanks to MogulKahn)
- Map is changed from Lost Temple to Stone Cold Mountain (Might change again)
- Made Nerubians start with 6 workers to compensate for the fact that workers are sacrificed when building
- Added Web Ward
- Trigger fixes
- Added victory & defeat condition
The Nerubians are currently in a state of imbalance and are probably full of bugs (pun intended), but I just wanted to upload a test map for people to see the current progress. There's a whole lot of things to do and I barely have any time to do the maps. I'm just slowly adding content as the days go by during my free time, but don't let that stop you guys from replying with ideas and suggestions.
T'was bored, so I decided to make myself a custom race.
I'm not very well versed in Nerubian lore, so forgive me for any inaccuracies. My Nerubians are based on the concept of overwhelming combat units that have low health and armor, but can be backed up by powerful spellcasters to support them and improve their combat capabilities.
The player has the choice of either amassing weak Tier 1 units or making use of the powerful but expensive Tier 2 and Tier 3 units.
Techtree - Buildings
Haven - Main hall structure. Hatches Workers. Can hatch up to 3 units at the same time similar to how the Zerg produces units. Can be upgraded to unlock additional units, upgrades and structures.
Spawning Pit - Tier 1 Barracks. Hatches Workers, Arachnids, Webspinners, and Stingers. Can hatch up to 3 units at the same time. Units are not cheap, but can quickly reinforce your army if you have the funds for it.
Colony - Food structure. Provides 10 food. Able to spew Hatchlings out to attack move towards a target point. Hatchlings last for a few seconds only and cost mana. Serves as both a food supplier and defensive structure.
Altar of Wrath - Altar structure. 'nuff said. Trains the Guardian, Ancient One, Chancellor and Wraith.
Reliquary - Lumber mill slash upgrade structure. Contains various upgrades for Nerubian units. Has a frost attack to fend off enemy invaders.
Silkenspire - Tier 2 Hall. Unlocks various units, structures and upgrades.
Twilight Council - Trains Viziers, Widows, and (Insert Third Spellcaster here). Also contains spellcaster upgrades. Trains units normally.
Ancient Lair - Trains Horrors, Brood Hosts and Glacial Reavers. Also contains upgrades for them.
Darkweb Bastion - Tier 3 Hall.
Foundation - Produces the powerful Obsidian Disruptor. Also contains upgrades for it.
Techtree - Basic Units
Worker - Standard worker unit. Can be Disposed to refund gold if not needed anymore. Hatched from main structure.
Arachnid - Light melee unit with Burrow. Can be upgraded with Resilient Carapace, Poison Sting, Hunter Instincts and Regenerative Skin. Hatched from Spawning Pit.
Webspinner - A weaker Crypt Fiend. Originally going to be something that spits acid, but I figured that wasn't Nerubian enough. Learns Web, Regenerative Skin and Hunter Instincts. Hatched from Spawning Pit.
Stinger - Highly mobile air unit. Has Cling, which causes it to cling to a target enemy air unit and leech life from it. Can be upgraded with Metabolic Wings.
Techtree - Spellcaster Units
Vizier - Essential spellcaster. Can cast Insight, which allows it to give a friendly unit True Sight and increases their maximum hit point by 100. Trained from Twilight Council. Can also cast Focus Magic, which dispels magic and gives units in an area 2 armor. Lastly, Forced Evolution, which increases damage drastically but heavily damages the target.
Widow - Versatile spellcaster. Can cast Infest, which allows a friendly unit to spawn Spiderlings periodically but take damage from it. Can cast Transfusion, which heals Nerubian units around the Widow. Lastly, Spin Web, which creates a large web that slows all enemy units inside.
??? - Need ideas. Preferably something like a Spell Breaker or Obsidian Statue.
Techtree - Advanced units
Horror - Flying siege unit. Weaker than most siege units, but it being able to fly is definitely a bonus. Can learn Acidic Corrosion to be able to poison e\ structures. Hatched from Spawning Pit.
Brood Hosts - Specialist unit similar to a Kodo Beast. Does not regenerate mana but gets mana from eating corpses. Has Fleshmite Swarm to cause a swarm of Fleshmites to attack enemy units. Can learn Blinding Fog.
Glacial Reaver - A powerful melee and siege unit. Slow and lumbering but is able to take heavy punishment and slow enemy units if upgraded with Frozen Tempest. Also benefits from Resilient Carapace upgrade. Burrowing it will allow it to heal twice as fast and give it Fortified armor.
Obsidian Disruptor - Ultimate unit. Fortified and disruptive flying vehicle. |Has an attack that damages multiple enemies at once. Also has Poison Mist, which can drop a poison mist that damages and silences units in it. Can learn Dark Summoning. Produced from the Foundation.
Techtree - Heroes (Not really thought out yet)
Ancient One - Mystical Hero, effective at using dark magics from the void to assist his allies. Can learn Summon Faceless Servant, Shadow Pulse, Darkness Aura and Forgotten One.
Guardian - Warrior Hero, adept at taking heavy punishment and sustaining himself in battle. Can learn Overwhelm, Intimidate, Hardened Carapace and Adaptation.
Chancellor - Mystical Hero, effective at using ice magic to deal with his opponents. Can learn Frost Bolt, Frost Surge, Usurp Magic and Finger of Death. (Need ideas for this hero)
Wraith - Cunning Hero, good against enemy spellcasters. Can learn Manaburst, Ensnare, Spellbane and Wraith Form. (Pending Hero. Will change in the future)
That's all I have for now. Any thoughts/comments about what you think about this? I've never really seen a Nerubian Race done right, so I'm hoping for some feedback to help me improve this custom race.
Here's a test map. Feedback and criticism is much appreciated.
Changes to V3:
Fixed Worker build time*
Fixed Glacial Reaver attack animation*
Fixed the problem where ESC doesn't cancel Cocoons*
Changed Colony's Spew Hatchling requirement to need a Treasury instead of a Silkenspire to make it more useful*
Added Wraith hero*
Fixed tooltips*
Fixed icons*
Added burrow regeneration*
Increased the duration of Insight*
Fixes to the triggers*
To play as Nerubians, pick Undead when choosing your race.
Another race I'm working on (The Twilight Hammer Clan) is included in the map - which explains why the map size is big) and can be played by picking Orc. I don't really need advice or feedback for the Twilight Hammer Clan as it's just something my friend wanted me to make (which is why it's not 100% completely accurate to the current day Twilight Hammer) but if you want to play it too, it's there.
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