• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Spell Design Challenge Poll - Yddohu/Hindyhat

Which submission was best?

  • HINDYHat

    Votes: 7 58.3%
  • Yddohu

    Votes: 5 41.7%

  • Total voters
    12
Status
Not open for further replies.
Spell Design Challenge
Take a look at the challenge.

Vote for the best submission!

Do not vote for yourself or you will be disqualified!



Download Yddohu's spell here.

Yddohu said:
Randomental Ward

by BaTI (Yddohu)


[pimage=http://www.hiveworkshop.com/forums/resource_images/4/icons_3309_btn.jpg]http://www.hiveworkshop.com/forums/resource_images/4/icons_3309_btn.jpg[/pimage]

Mr Dice, creates a ward which controls random elementals that has random affects on random units they hit randomly in random times. Earth elementals entangle units, air elemantals slow with lightnings, fire elementals create fearie fires to stop units from being invisible and water elements cast frost novas to damage nearby and slow shortly.

Mana costs and effects increase with level, cooldown decreases.


Creates a ward at a targeted location which creates elementals to defeat enemies around it. Every elements has different effect on the targets.

Water: Casts a frost nova that deals <A001,DataB1> damage to a specific target and <A001,DataA1> damage to nearby units.
Earth: Entangles the unit for <A004,Dur1> seconds, dealing <A004,DataA1> damage every second.
Fire: Creates a non-damaging flame around a unit that decreases its armor by <A002,DataA1> for <A002,Dur1> seconds.
Air: Casts a chain lightning that deals <A005,DataA1> damage and slows the primary target.

Closer units to elements has a more chance to be hit. Ward's cooldown for creating elements decreases by level and more agility point your hero has.

[confirm=You believe in random?][attcap=38062]Randomental Ward Download (82.1 KB)[/attcap][/confirm]

Download HINDYhat's spell here.

HINDYhat said:
Requires JassNewGenPack for vJass syntax
NOTE: Mana cost and cooldown are set to 0 for TESTING REASONS


CONVEYANCE WARD
conveyancewardcopyan4.png


Description
Summons a ward which targets close enemy units. A unit who comes in close range of the ward's target will exchange positions with the ward itself and be dealt damage.

Level 1 - Deals 30 damage on contact.
Level 2 - Deals 40 damage on contact. Ward's target is faster. Ward lasts longer. Ward's target has a larger range.
Level 3 - Deals 50 damage on contact. Ward's target is the fastest. Ward lasts the longest. Ward's target has the largest range.

Only works on ground units.
 
Last edited:
Level 4
Joined
Aug 9, 2004
Messages
70
Thanks man, and I liked your spell. It's well balanced and scripted, but IMO it's too basic and easy. Sometimes basic is better I guess.

Edit: Btw, why can't we see who has voted for us? I just wanted to know who has voted for me. :)
 
Level 40
Joined
Dec 14, 2005
Messages
10,532
(lulz lame point system)

Yddohu:

[+] Concept seemed decent.
[+] Tooltip once learned was good.
[?] The icon ingame is not the one provided in the preview.
[highlight][-][/code] The effects looked choppy.
[highlight][-][/code] The spell seemed to randomly glitch.
[highlight][-][/code] The earth, ice, and fire effects did not particularly fit.
[highlight][-][/code] The code had three separate triggers.
[highlight][-][/code] The code was horrendously long.
[highlight][-][/code] Why was your stuff public, and why was a (supposedly private) class encapsulated when you had no bounds?
[highlight][-][/code] Method operators should've at least been used for encapsulation if you wanted it so desperately.

HINDYhat "HindyThat":
[+] Concept seemed decent.
[+] Good name.
[+] Good tooltip.
[+] No major coding complaints.
[?] Decent icon.
[highlight][-][/code] Lightning is not synched with target over water.
[highlight][-][/code] Can be cast on unpathable areas.


I vote HINDYhat.
 
Level 4
Joined
Aug 9, 2004
Messages
70
Thanks for the critique Purple, the thing is I'm not expert enough to understand even some of the criticism you've made. :D But no problem, I'll get used to it.

The code is too long I know, and imo, the most important reason that made the trigger long is the methods that an element has, and easy to add methods to an element. I mean, there is a search method, seek&destroy method, and get back to your master methods for now. I don't know, maybe there are easier ways to do these. Another point I want to ask is, (out of topic maybe but..) is it that bad to have 3 seperate triggers? I mean you can copy and paste it, not a big problem. The only reason to have 3 triggers is that I work easier with them. Maybe I should c&p at last.

Lastly, thanks for the challenge again. Wish we had more voters here, but the best part was the preparation. So I enjoyed it. Gratz "HindyHat".
 
Status
Not open for further replies.
Top