- Joined
- Jul 24, 2008
- Messages
- 294
Raiders of the Ravenwood
Creators - Blackcrown
Creators - Blackcrown
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Prologue:
The Green Dragon of Ravenwood-
"Come close my children of this forest, come close to your earth mother, accept these gifts I leave here before you. These gifts you will need, before anything more can be done, this beautiful valley full of luscious green forests and blooming meadows, your home, and mine. will be shrouded in violence, death and destruction."
"You my children, you must take up in arms and assemble yourselves in preparation, for an invasion from across the northern most mountains. These invaders will devourer these lands and consume all in their passing. You are all that can defend these woods now."
"The fate of these ancient woods is in your hands, I cannot aid you against these invaders any more than I already have. I must travel south and seek council with the elder drakes on this matter. You must remember though, if my shrine is to remain unclaimed these lands will remain barren and rot."
Gameplay:
Summary: Raiders defend the Shrine of Ravenwood while forced to harvest massive amounts of lumber ultimately clear cutting the forest. Builders retreat into the forest and establish a base-town to coordinate the capture of the Ravenwood Shrine before the Raiders get a chance to attack their base.
Builders: The objective of the builder is to survive the onslaught of the raiders, construct a base to conduct a counter-attack to capture the Shrine of Ravenwood from the raiders, declaring the builders victor. The player is allowed to choose one of seven different builder races, each with its own strengths and weaknesses. Then the player can control this builder-hero who will act as the players "Main character".
Without this builder-hero the player cannot construct any new structures and ultimately loses the game.
(Gathers Wood from trees and Gold from taxes, generated by structures)
Selectable builder races:
Orc(+ogres)
Troll
Elf(+ents)
Murloc
Centaur(+kobolds)
Gnoll
Furbolg(+ents)
Raiders: The objective of the raider is to unleash an unrelenting slaughter upon the inhabitants of Ravenwood, establish their base and hunt down the builders before they can regroup and retaliate. Then the player can control the builder-hero who will act as the players "Main character". The raiders have to defend the Shrine from the builders as-well as defend it from creeps spawned to attack the raiders base.
Without this builder-hero the player cannot construct any new structures and ultimately loses the game.
(Gathers Wood from trees(x3) and Gold from killing enemy units)
(Raiders can only be human)
Heroes:
Summary: Heroes will be one major focus points of gameplay; each race will have a rich selection of abilities to choose from, a variety of Area of Effect, Knock-back, Stunning and Silencing abilities as-well as Auras, Buffs and Healing abilities. The idea is to make as many of these abilities multi-target as possible without over balancing the game one way.
Builders: The player is allowed to choose one of seven different builder races at the beginning of the game, once chosen the game will spawn a "Blank" builder-hero, this allows the player to choose three out of six available abilities, with every ability uniquely designed for each race. Depending on the chosen race, the types of abilities available change. Some races are "Shamanistic" and cannot cast combative spells such as fireball, or thunder-chain. While other races are "Mystic" and are unable to cast summoning or nature spells, such as summon spirit wolf and root entangle.
Spell Examples:
Bash (Push back, AoE,) Orc
Throw Blinding Powder (Stun, AoE) Troll
Rain of Arrows (AoE, Stun,) Elf
Tidal Push (Knock back, AoE) Murloc
Release Caged Rats (Summoning) Centaur
Static Armor (Aura) Gnoll
Root Entangle (Stun, AoE) Furbolg
(Each race will have at least one unique AoE, Stun, Buff and a Aura to choose from)
Raiders: The player is allowed to choose one of three main hero-types before selecting abilities. The player must choose between The Call of the Warrior, The Call of the Magician, The Call of the Hunter. depending on which of these is selected, determines what abilities are available for the "Blank" builder-hero. There will be a selection of eight abilities to each hero-type for ability customization.
Summon Wolves; Wolf-Lord Summons (1/2/3/4) wolves for 60 seconds. Cooldown: 120 seconds.
Summon Den Mother; Wolf-Lord Summons one large and strong wolf. Only one allowed at a time, last until death. Has flee ability. Cooldown: 360 seconds.
Bash; Wolf-Lord bashes ground, damanges and stuns units withen range. Stun lasts (2/3/4/6). Cooldown: 120 seconds.
Heavy Strike; Wolf-Lord targets one unit and deals moderate damage with a 10% chance to critical strike. Slows target for (1/2/3/5) seconds. Cooldown: 90 seconds.
Throw Hammer; Wolf-Lord throws a projectile that strikes and bounces between targets (2/3/4/6) weakening after each strike. Cooldown: 120 seconds.
War Howl; Increases nearby units damage and movement speed, each level increases Damage# and Movement#. Cooldown: Aura
War Cry; Increases nearby units health and armor, each level increases Health# and Armor#. Cooldown: Aura
Sprint; Wolf-Lord goes into a frenzy and movment increases (4% 8% 12% 20%) faster for 10 seconds. Cooldown: 30 seconds.
---Coming ASAP---
Rain of Arrows; Ranger shoots arrows over an area, causing damage and slight movement speed on affected targets (3% 6% 10% 15%) speed decrease for 5 seconds. Cooldown: 120 seconds.
Multi-Shot; Ranger shoots a wave of arrows causing damage with a (3% 6% 9% 12%) chance to critical strike on affected units. Cooldown: 120 seconds.
Pulverizing-Shot; Ranger fires at a single target, dealing moderate damage and stunning the target for (2/4/7/12) seconds. Cooldown: 90 seconds.
Snaring Trap; Ranger places down a trap that when walked over activates and decreases affected units movement speed by 6% for (4/6/8/12) seconds. Cooldown: 120 seconds. Traps duration: 60 seconds.
Ambush; Ranger vanishes for 30 seconds during the day, or night; along with (2/4/7/10) nearby allied units. Vanished units cannot move or attack without order, when ordered to attack out of ambush their first attack damage is double, with 5% chance critical strike. Cooldown: 180 seconds. Vanish Duration: 90 seconds.
Moon Song; Ranger sings a soothing song that restores (10% 15% 20% 30%) of overall HP along with (20% 25% 30% 40%) overall MP. Cooldown: 240 seconds.
Keepers Grace; Ranger and allied units gain beneficial aura that increases HP and MP regeneration rates by (2% 4% 8% 12%). Cooldown: Aura.
Rush; Ranger and nearby allied units in range, reviece 25% movment speed for (5/8/12/16) seconds. Cooldown: 60 seconds.
---Coming ASAP---
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