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Project Development: Aeon Of Three Kings

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I wanted to make it most like regular SC2. he already ahs an ability like that. Warplightning.

Power (strength stanima endurance effects hp health and armor?)
Agility ( dex speed effects speed, atk, atk rate, doge? ect.)
Energy (int. spell pwr. wisdom ect? effects spells power. effects energy, energy regain...)
Charisma?
'
or an attribute uniqe to each race for each race??? if we can???
 
Level 4
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UPDATED

Naube:
Zealot of the Void

Naube Was seperated from the Khala by Terran Scientists who captured him and several others. he was the only survivor of the brutal experiments. they also did many genetic and psy experiments on him. he has been changed beyond recognition. he was able to free himself from the Terran lab when an experiment of theirs went wrong... He was able to warp time, space, and the void, to a small degree...

1.
Precognition:
Passive
By being able to acually BE in two times at once, Naube is able to forsee the actions of opponents, to a degree, and react accordingly. This allows him to deal more damage, and give him a fair chance to dodge attacks. Chance increases with level.

2.
Warplightning:
Fires a blast of Warped lightning lightning in a line. the lightning deals a large amount of damage to units it hits directly, and sends out a burst of lightning bolts that can strike nearby units. (like forked lightning coming out of the units he hits?) every time the lightning strikes a target, it adds more distance aswell.

3.
Charge:
Naube charges towards an enemy at breakneck speeds. his blades cutting down any enemies in his path. when he reaches his target, he unleashes a psionic burst that both deals damage in a small sphere, causing knockback, but also amplifes his psi-blades to deal enormus damage. to the charge target.

4.
Heart of the Void:
Pulls energy into Naube that causes his energy and shields to regain much faster than normal. When he reaches maximum energy he unleashes a burst of psi energy that heals nearby allies by half of how much energy he regained.


Thinking on more....
What do you think?

OMG that looks fuck!ng awesome!!!
 
Level 16
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Messages
2,073
I Have another Idea.
How about making some Heroes so that they only have 1 Ultimate, but they can pick more than three Normal Skills? This would make some twist to the game.
 
Level 11
Joined
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642
Got Dibs on roach. And his ultimate should be something like increased agility?


Stats:
toughness: affects max hp, hp regen, armour
Agility: affects attack speed, dodge percentage,
intellegence: max mana, mana regen,

Each race is specialized-ish to one stat. Eg, Protoss will have shields as a skill, and intellegence will affect the power of the shield.
Terran, iunno yet, same with Zerg :/


Thor: Arnold the "Tank"
skills: shoots rockets at target area aft:ahug:er charging for 2 seconds. Stuns target area and deals damage per rocket.

2. Hardened neo-steel: increases armour and max hp per level.

3. Hardened exo skeleton: increases health regen.

4. Slam: slams target at close range. Deals low damage and stuns.

5. Battle standard: passively increases the armour of nearby allied units, in addition, Thor gains small bonus to armour for each affected unit. Small armour bonus lasts as long as allies are in range of his battle standard aura.

6. Mark of the bear: with the extinct bear as his god, Thor employs the speed and strength to become a killing machine. Increases the power and speed of many of his spells
7. Battle roar: increases the damage of nearby units for 30 seconds (ultimate) requires battlestandard, hardedned exo skeleton or hardened neo steel.

8. Ultimate. Terminator: charges for 3 seconds and shoots super charged rockets at each enemy hero visible. Requires first skill
 
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Level 2
Joined
Aug 14, 2007
Messages
13
I wanted to make it most like regular SC2. he already ahs an ability like that. Warplightning.

Power (strength stanima endurance effects hp health and armor?)
Agility ( dex speed effects speed, atk, atk rate, doge? ect.)
Energy (int. spell pwr. wisdom ect? effects spells power. effects energy, energy regain...)
Charisma?
'
or an attribute uniqe to each race for each race??? if we can???

does it make any sense for a Thor or a Battlecruiser to have "agility"?
 
Got Dibs on roach. And his ultimate should be something like increased agility?


Stats:
toughness: affects max hp, hp regen, armour Toughness means defense.
Agility: affects attack speed, dodge percentage,
intellegence: max mana, mana regen, intelligance means how good you are at processing information, it has nothing to do with psi or batteries.

Each race is specialized-ish to one stat. Eg, Protoss will have shields as a skill, and intellegence will affect the power of the shield.
Terran, iunno yet, same with Zerg :/

ok, but how about also giving them a special stat like agility ect. protoss could be psi ect.


Thor: Arnold the "Tank"
skills: shoots rockets at target area aft:ahug:er charging for 2 seconds. Stuns target area and deals damage per rocket.

2. Hardened neo-steel: increases armour and max hp per level.

3. Hardened exo skeleton: increases health regen.

4. Slam: slams target at close range. Deals low damage and stuns.

5. Battle standard: passively increases the armour of nearby allied units, in addition, Thor gains small bonus to armour for each affected unit. Small armour bonus lasts as long as allies are in range of his battle standard aura.

6. Mark of the bear: with the extinct bear as his god, Thor employs the speed and strength to become a killing machine. Increases the power and speed of many of his spells
7. Battle roar: increases the damage of nearby units for 30 seconds (ultimate) requires battlestandard, hardedned exo skeleton or hardened neo steel.

8. Ultimate. Terminator: charges for 3 seconds and shoots super charged rockets at each enemy hero visible. Requires first skill

umm he has too many passive ability options if you ask me... it doesent seem right for a thor. a thor is a siege unit...
 
that not exactly what i meant. his ability makeup doesent seem right for a massive assault mech... the exo skeleton would be the neo steel by the way. thats what an exo skeleton is.

Slam becomes: Thor's Hammer: fires a massive sige shell at short range that causes massive damage and knockbacks.

Exo-skeleton becomes: Augmented Hydraulic drives: increases power by (2?) per level and increases to speed. also adds a small regain.

and by shoots rockes at a target area after charging,

you mean to say he charges to a point and then blows it up? try this:

Siege Howitzer: fires a long range barrage of shells at a targe location, each knocking enemies away and dealing slight damage. lands randomly in a large area. more levels increase number of shells and maximum range.

TRY these modifications. tell me if you like them... these seem slightly more liek the thor...
 
ok sounds good to me.

btw for clarification:
agility has nothing to do with what somthing is. a tank can be agile if it can move at like 60-70 mps. and its turrets can move quickly. (about the same speed as a cheeta. and they are agile. agility has nothnig to do with size. as a tank can move 6o mph and still be an easy target ect.

now i acually want to do the high templar too so heres what i hve got dibs on:

immortal high templar infestor (and can i do the baneling?)


Umadon "The immortal flame"

Umagon was once a legendary dragoon. he was so skilled and powerful that he finished off entire brigades of terran forces. his dragoon was damaged heavily in a fight where he and his unit was outnumbered ten to one... they barely manage to escape through the gate to shakuras. He was turned into an immortal. it was a special experimental program, called Empryeus... (celestial flame)

Inferno Cannons:
passive
Upgrades Umadon's primary guns to fire balls of psi-flame that add bonus flame damage and add splash.

Immortal Guard:
Active
Activates a massivly more pwoerful version of the shield wich increases shield regain and stops the first 8 points of damage to the shield. lasts 15 seconds. mana cost, length, and stopped damage increas with levels.

Phase field
Active
Activates a pahe field that expands the immortal's shield to cover all allies in a medium area. this block the first 2 damage taken and mitigates 25% of the remaider to Umadon's Shield.

Psiflame:
active
Creates a ring of fire around umadon the expands rapidly. units that go through the ring take a large amount of damage. units instide it take a slow DoT.

Shield Battery:
Passive
His psi power generator that fuels his shield is so powerful that it can increase his and nearby units shield stregth and regain. all units within his sphere of infulence gain (25 or eqivilant) shield bonus. and a constant regain bonus.

Hellfire Burst:
active
fires a massive volly of blasts in a cone infront of him, dealing damage and knocking back any unnit hit, and leaving a small DoT.


UPDATES


can he have 3 ultimates? just for him?

Shield Wave: (shield focus)
Active (requires Immortal Guard, Phase Field, and Shield Battery)
Turns the shield into a weapon. it explodes in a blast of psi-flame. knocking back and causing damage to all neaby. also leaves the area near him burning for a small DoT for 15 seconds.

Empryan Matrix: (fire Focus)
Active (requires Inferno Cannons, Psiflame, and Helllfie Burst.)
Activates a powerful Psiflame Matrix around Umadon. All incoming ranged attacks are turned into flame that is absorbed. every enemy attack gives 35% of its value into mana. the rest is blocked completly. lasts 8 seconds.

Flame of the Khala: (balanced Focus)
Passive (requires Hellfire burst, Immortal Guard, and Inferno Cannons)
Umadon's firey power flows into other protoss through the khala... even dark protoss are affected. this gives them a small fire damage bonus and increases their shield regeneration depending on how close they are.


OK!
 
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well i agree with you. we should make it so that some abilities restrict others.

UPDATED UMADON!

i know i made it so that one of his ultimates requires both of his offensive spells... but i made it a defensive spell os i think it evens it out. and anyway, i don't imagine Psiflame as a really active nuke. its more of a AoE DoT.


Anyway... Next comes the INFESTOR!

Zurgrulag
The Leech

Zurgulag is a special infestor. one of the first infact. his development began before the terrans had even made contact with the zerg... and off him, the infestors that now plauge the terran and protoss aremies... are based. however, he trancends their pidling capeabilites... he has been specially mutated by the queen of blades herself... and send to to the bidding of (name of zerg leader ingame). His manipulative and psi powers are beyond question...
(SPECIAL NOTE: This unit cannot choose burrow as a native ability.)
(SPECIAL NOTE: This unit cannot attack. NOT RECCOMENDED FOR BEGINNERS!)

Master Tunneling:
Active:
Same as burrowing. This unit can move while burrowed. This unit can cast certain spells while burrowed. This units pasive auras can affect enemies while burrowed. This unit regains more quickly underground.

Subterrainian Spine:
Active: (underground only ability)
Releases a spine undergrund towards the target that shoots up to deal damage and stun. This has a very fast cooldown. Can only be used while burrowed.

Fungal Growth:
Active: (surface only ability)
Zurgulag sends fungal tendrils out around him. this severely slow and deals DoT to all units caught within. Lasts ten seconds. Duration, Damage, And Mana Cost increase with levels.

Leeching Fungus:
Active: (surface only ability)
Fires a fungal spore that infests the target for 60 seconds. increases the damage of every attack that hits by 10%. that value is then converted into mana for Zurgulag.

Creep Bomb:
Active: (requires native ability Spread Creep)
Plants a fungal tumor in the creep. if an enemy comes within range it will explode. causeing massive AoE damage in a small area, and spreading an acid that heals nearby zerg.

((===========))


Nydus Wyrmling:
Active: (surface only ability)
Spawns a small Nydus Wyrm that creates a temporary instant passageway to and from any visible area on the map for 15 seconds. at the end of the tunnel 4 Wyrmlings (light melee troops) spawn that guard the far side.

And/Or (which one? or both?)

Subterrainian Hook:
Active: (underground only)
Shoots out a hook that spears an enemy unit and deals damage. that unit cannot move beyond a small circular radius around Zurgulag. if Zurgulag moves, and the unit reach the maximum distance, the unit is dragged. causing damage. lasts for 1- seconds on units and 5 on heroes. duration increases with leve.

((==========))

Infestation Core:
Passive:
Creates a field of fungal growths. if a basic troop comes within a certan didtance of these growths they are caputred and a cocoon is grow around them. each cocoon lasts 15 seconds. if killed during this process the unit will be freed. if not, the unit will pop out as an infested version of itself. this is automatically created when Zurguag is motionless... and continues to get larger until it reaches massive size. it slowly dies if Zurgulag moves.

Spine Core:
Passive:
Zurgulag starts to mutate underground. he grows and spawns spines that will attack any unti that comes near. the longer he goes unmoving and undetected the more powerful and large his spine field becomes... It dies if he moves.

WHAT EDITATIONS NEED TO BE MADE??? HE WILL NEED BALANCING...
 
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Level 11
Joined
Aug 4, 2007
Messages
642
Wow your churning out heroes fast. Wonder when the editor is released?

And yeah it's fine with 3 ultimates. Now we need some counters for your hero. For example, a hero that can pass through that's shield Burst ultimate, which won't get knocked back.

Also I'm not really sure about the infestor.. Looks like his going to be a very annoying hero, which would make players rage quit. Also give him small damage but with a large range. This could inspire builds
 
its nt a caught up. its a discussion. how about soem players can opt out of 'expert' heroes in an ar by typing -opt out? seems the easyest way for me. or give the 'expert' level units the ability to re-randomise, without any loss...

Anyway:

Working on the next hero! :D :D
Infestor is done! :D


Janus:
Psi-lord of Mann-ubel.

Janus is perhapse the most powerful High Templar to date. His cabeabilities trancend what the physical body is able to contain. he uses a series of mini-pylons that float around him to contain and channel his power. He has never been beaten, and his psi-powers know no match. but as his power grows, so does his physical forms instaility...

(SPECIAL NOTE: This unit comes pre-eqipped with a unique native ability; Crystal Matrix: Janus' attack starts with one Crystal firing. Over time the second and then third Crystal will release psi-lightning. The damage from each Crystal increases the longer it fires. each additional crystal uses up a small amount of mana. this way, his attack starts out very weak but becomes much more powerful.)

Wellspring:
Passive:
Janus has a nearly endless wellspring of psi-energy. this allows his mana pool to fill up at an incredible rate.

Psiwave:
Fires a single concentrated blast of psi-energy at an ally. this maximises his mana bar. while lowering Janus' by the diffeerence. if janus does not have enough mana, he will take damage of the equivilant.

Agumented Shield.
Passive:
Acts as normal shield. However, the more mana that is in Janus' pool, the less damage to shield will take.

Psi-Storm:
Active:
Causes a massive storm of Psi energy that oblitereates anything caught in its way, dealing massive damage, and stunning mechanical units. even allies cannot be spared. Lasts 5 seconds.

Psidons:
Summons:
Opens a psi-rift that releases monsterous creatures of psi energy. they quickly start to consume themselves... starting with energy, moving on to shields and then finally health. they fire chain-bolts of psi-lightning.

Mana pulse:
Active:
Gives a small burst of energy to all allies in a large radious. very shor cooldown. costs 5 energy, gives 15.

Psi-reave:
Active:
Takes all mana from all units in a small area, firendlies and enemies, and converts it into pure damage. 3/4 of the mana is turned into damage. all units take an even percentile of the total as damage. kockinng them about randomly. the other 1/4 goes back into allies mana bars equally. this uses all mana.

Volcanic Rift:
Active:
Tears a random crack into the ground. its path is random, and it splits off. this pase of the spell lasts 8 seconds. units that come to clode ot these cracks have a 10% chance to fall in, meaning instant death. the rest take sever damage and are kncked backed, and slowed. in the second phase of this spell, gouts of lava pour out and any units too close to the fissures will get burt with a sever DoT. the thrid phase of this spell is the wasting. after a sufficient time, the lava hardens, leaving small burning cracks that occasionally spew lava, but mostly jsuut burn. this spell lasts a total of two minutes. uses all mana, and is channeled. all units cought in it take damage, wether they be allied or enemy. the wastes par of this spell can last up to ten minutes... the spell has a five minute-cooldown.

Void Rift:
Acive:
Opens a massive vortex of energy that pulls anything near it into its gaping maw. projectiles. enemy units. When a unit is pulled in, it is stunned and slowly takes damage that increases over time. the vortex lasts 15 seconds. when it ends, the vortex implodes and the units take a large amount of damage. they are hurled away from the blast zone. the distance is dependant on Janus' mana and his intelligance.

Probably imba, but i thought he turned out well.
 
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as a third ultimate? ok. i'll also do another hero now.

UPDATED

Kellmort
The Vile Banelisk

Kellmort is a massive walking acidic pustule. his vile proes excrete poisions and his venemous acids can melt through neosteel like it was paper. His hulking form contais vile plauges and poisions for any task. he is a pourpouse-build bio-killer. None can survive his scathing acids or his brutal poisions.

Vile cloud:
Passive:
Kellmort leaves a vile trail of acidic posions in his wake. this trail lasts for an enormously long time. if he stands in one spot, his poisionous cloud will spread to massive sizes. deals DoT to anyone inside. and units that leave take DoT for 10 seconds.

Spawn banelings:
Passive:
Kellmort spawns 2 banelings every 20 seconds that last for twenty seconds. these deal moderate damage when they impact. damage and number increases with levels.

Sporebomb:
Active:
Kellmort lays down three spore bombs randomly in an area. if a unit walks over one of these, then it explodes dealing large upfront damage and a DoT. number increases with levels. these last for 120 seconds.

Acid Spew:
Active:
Unleashes a torrent of acid that burns and damages all enemies in a line... PENDING...
 
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