- Joined
- Jul 19, 2006
- Messages
- 2,307
My alien project is actually a maze and it's almost done. I'd say 95% (Final Touch-ups) But that's not the project I want to talk about.
1. Scenario Footman Wars
I've made 6 different arenas to choose from, all with same size but different terrain. The host chooses which one to play, then chooses the races they'll be playing as. Human, Dwarf, Orc, Fel Orc, Naga, Bloodelf, Nightelf, Undead and demon. The host can choose four different races that the players may use.
Human Race:
Tech 1:
Militia
Abilities: Evasion
Tech 2:
Footman
Abilities: Evasion, Defend (Requires Defend Research)
Tech 3:
Swordsman
Abilities: Evasion, Challenge, Defend (Requires Defend Research)
Tech 4:
Lieutenant
Abilities: Evasion, Challenge, Veterancy, Defend (Requires Defend Research)
Tech 5:
Captain
Abilities: Evasion, Challenge, Veterancy, Command Aura, Defend (Requires Defend Research)
Dwarf Race:
Tech 1:
Clansman
Abilities: Critical Strike, Drunken Rage
Tech 2:
Barbarian
Abilities: Critical Strike, Drunken Rage
Tech 3:
Rifleman
Abilities: Critical Strike, Drunken Rage, Head Shot
Tech 4:
Mortar Team
Abilities: Critical Strike, Drunken Rage, Split
Tech 5:
Warlord
Abilities: Critical Strike, Drunken Rage, Avatar, Reincarnation
Orc Race:
Tech 1:
Grunt
Abilities: Berserk, Bash
Tech 2:
Raider
Abilities: Berserk, Bash, Ensnare
Tech 3:
Troll Berserker
Abilities: Berserk, Bash, Ensnare
Tech 4:
Shaman
Abilities: Berserk, Bash, Ensnare, Spirit Link
Tech 5:
Tauren
Abilities: Berserk, Bash, Ensnare, Spirit Link, Reincarnation
Fel Orc Race:
Tech 1:
Fel Orc Grunt
Abilities: None
Tech 2:
Fel Orc Warlock
Abilities: Fire Bolt
Tech 3:
Chaos Raider
Abilities: Fire Bolt, Ensnare
Tech 4:
Slasher
Abilities: Fire Bolt, Ensnare
Tech 5:
Infernal Contraption
Abilities: Finger of Pain, Web
Naga Race:
Tech 1:
Murloc Stabber
Abilities: Critical Strike
Tech 2:
Murloc Plague-Bearer
Abilities: Disease Cloud, Critical Strike
Tech 3:
Snap Dragon
Abilities: Disease Cloud, Critical Strike
Tech 4:
Murloc Mutant
Abilities: Disease Cloud, Critical Strike, Devour
Tech 5:
Naga Myrimidon
Abilities: Disease Cloud, Critical Strike, Devour
Bloodelf Race:
Not Yet Completed
Nightelf Race:
Tech 1:
Archer
Abilities: Retreat
Tech 2:
Sentry
Abilities: Retreat, Bouncing Blades
Tech 3:
Lesser Ancient
Abilities: Retreat, Critical Strike, Devour
Tech 4:
Ancient
Abilities: Retreat, Critical Strike, Devour
Tech 5:
Greater Ancient
Abilities: Retreat, Critical Strike, Devour
Undead Race:
Tech 1:
Skeletal Warrior
Abilities: Unholy Frenzy
Skeletal Sorcerror
Abilities: Unholy Frenzy
Skeletal Champion
Abilities: Unholy Frenzy, Slam
Joker
Abilities: Unholy Frenzy, Slam, Nightmare
Abomination
Abilities: Unholy Frenzy, Slam, Nightmare
Demon Race:
Tech 1:
Felhound
Abilities: Critical Strike
Tech 2:
Felguard
Abilities: Critical Strike, Cleaving Attack
Tech 3: Overlord
Abilities: Critical Strike, Cleaving Attack
Tech 4: Infernal
Abilities: Critical Strike, Cleaving Attack, Spell Immunity
Tech 5: Doom Guard
Abilities: Finger of Pain, Critical Strike, Cleaving Attack, Spell Immunity
That's my project hope you like it
1. Scenario Footman Wars
I've made 6 different arenas to choose from, all with same size but different terrain. The host chooses which one to play, then chooses the races they'll be playing as. Human, Dwarf, Orc, Fel Orc, Naga, Bloodelf, Nightelf, Undead and demon. The host can choose four different races that the players may use.
Human Race:
Tech 1:
Militia
Abilities: Evasion
Tech 2:
Footman
Abilities: Evasion, Defend (Requires Defend Research)
Tech 3:
Swordsman
Abilities: Evasion, Challenge, Defend (Requires Defend Research)
Tech 4:
Lieutenant
Abilities: Evasion, Challenge, Veterancy, Defend (Requires Defend Research)
Tech 5:
Captain
Abilities: Evasion, Challenge, Veterancy, Command Aura, Defend (Requires Defend Research)
Dwarf Race:
Tech 1:
Clansman
Abilities: Critical Strike, Drunken Rage
Tech 2:
Barbarian
Abilities: Critical Strike, Drunken Rage
Tech 3:
Rifleman
Abilities: Critical Strike, Drunken Rage, Head Shot
Tech 4:
Mortar Team
Abilities: Critical Strike, Drunken Rage, Split
Tech 5:
Warlord
Abilities: Critical Strike, Drunken Rage, Avatar, Reincarnation
Orc Race:
Tech 1:
Grunt
Abilities: Berserk, Bash
Tech 2:
Raider
Abilities: Berserk, Bash, Ensnare
Tech 3:
Troll Berserker
Abilities: Berserk, Bash, Ensnare
Tech 4:
Shaman
Abilities: Berserk, Bash, Ensnare, Spirit Link
Tech 5:
Tauren
Abilities: Berserk, Bash, Ensnare, Spirit Link, Reincarnation
Fel Orc Race:
Tech 1:
Fel Orc Grunt
Abilities: None
Tech 2:
Fel Orc Warlock
Abilities: Fire Bolt
Tech 3:
Chaos Raider
Abilities: Fire Bolt, Ensnare
Tech 4:
Slasher
Abilities: Fire Bolt, Ensnare
Tech 5:
Infernal Contraption
Abilities: Finger of Pain, Web
Naga Race:
Tech 1:
Murloc Stabber
Abilities: Critical Strike
Tech 2:
Murloc Plague-Bearer
Abilities: Disease Cloud, Critical Strike
Tech 3:
Snap Dragon
Abilities: Disease Cloud, Critical Strike
Tech 4:
Murloc Mutant
Abilities: Disease Cloud, Critical Strike, Devour
Tech 5:
Naga Myrimidon
Abilities: Disease Cloud, Critical Strike, Devour
Bloodelf Race:
Not Yet Completed
Nightelf Race:
Tech 1:
Archer
Abilities: Retreat
Tech 2:
Sentry
Abilities: Retreat, Bouncing Blades
Tech 3:
Lesser Ancient
Abilities: Retreat, Critical Strike, Devour
Tech 4:
Ancient
Abilities: Retreat, Critical Strike, Devour
Tech 5:
Greater Ancient
Abilities: Retreat, Critical Strike, Devour
Undead Race:
Tech 1:
Skeletal Warrior
Abilities: Unholy Frenzy
Skeletal Sorcerror
Abilities: Unholy Frenzy
Skeletal Champion
Abilities: Unholy Frenzy, Slam
Joker
Abilities: Unholy Frenzy, Slam, Nightmare
Abomination
Abilities: Unholy Frenzy, Slam, Nightmare
Demon Race:
Tech 1:
Felhound
Abilities: Critical Strike
Tech 2:
Felguard
Abilities: Critical Strike, Cleaving Attack
Tech 3: Overlord
Abilities: Critical Strike, Cleaving Attack
Tech 4: Infernal
Abilities: Critical Strike, Cleaving Attack, Spell Immunity
Tech 5: Doom Guard
Abilities: Finger of Pain, Critical Strike, Cleaving Attack, Spell Immunity
That's my project hope you like it