- Joined
- Dec 6, 2007
- Messages
- 2,228
Hello again.
The work on my AoS project Shires at War [SaW] comes to an end soon, the BETA version is going to be released then.
I can post screenshots and more informations soon but let me first explain my request.
The only thing to do now is finishing every hero.
15/18 heroes are already totally complete.
The max. level is 20.
80/90 spells are done.
No spell is used twice.
Every hero has 5 different spells.
There are 3 "normal" abilities, they have 5 levels each, and you can learn them when you are level 2 or higher.
Reaching level 6 allows you to learn your first ultimate spell, 3 levels.
Reaching level 20 (max) allows you to learn the second ultimate spell, 1 level.
The three "normal" abilities consist of two active spells and one passive spell.
The first active spell is always oriented to deal damage in any way.
The second active spell may be offensive or defensive, mostly a spell that deals damage but not as directly than the first one.
(Read the hero examples below to understand it better^^)
The third spell is always passive and may has an offensive or defensive effect depending on the other first spells.
If the both other spells are very offensive, this spell should be more defensive oriented.
The first ultimate has 3 levels, you can learn the first level of the spell when you reach level 6.
This spell may should be active, and is mostly a mix of an offensive part and a defensive effect. The emphasis depends on the three "normal" spells.
The last learnable spell may be active OR passive, offensive OR defensive, mostly furnished with superb effects.
Every spell is hopefully unique, of course triggered, NO simple effects.
I dont copy spells from other bnet maps.
If theres any spell explicit used for another map, i wont take over that one.
This means: Dont suggest any DotA spells or some *** like that.
Firstly, they are already explicit used and known.
Secondly, most of them are simple low quality.
So what i need are some good ideas for high quality spells. It is a strange coincidence that every now shown passive "normal" spell is an aura.
This passive spell may also work only on the hero.
--------------------------------------------------------
The first hero to complete is the Druidess[Int].
She uses the sorceress model with the following skin: Druidess by Leopard
She is finished now, thank you.
(1)
This spell is called Magical Birds. Summons 5 birds from the sky which fly around the caster. Each bird deals some damage per second to nearby enemies. While theyre flying around her, the druidess can send them to a targeted enemied unit to let them explode upon contact (deals damage of course).
(2)
This is simply called Roots. The Druidess plants a netting of roots at the target location. The roots last some seconds depending on the level. They are only visible to enemies one second after plantation. After this they turn invisible. Each enemied unit standing above the roots has a chance per 1/2 second of some percent to get rooted. This deals minor initial damage but roots only a random time between a half and a three quarter second. Units can be rooted more than one time.
(3)
Its called Seedling Aura. There is a chance (only if there are some nearby trees) to spawn a seedling next to a tree which grows up. Its time to become grown up depends on how much allied and enemied units are near.
If the seedling is grown up (takes not less than 3 seconds and not more than 10) it becomes a little treant fighting for the druidess. The treant lasts not more than 20-30 seconds.
(4)
Got a nice spell idea via PM, thx.
The spell is called Vitriolic Venom.
Works fine, already made.
(5)
Its called Emerald Rain. The Druidess targets an area and summons a green, odoriferous rain there. The rain heals allied units per second depending on their current hp and let some special trees spawn. The Seedling Auras chance to spawn a seed at one of these trees is three times higher than normal and their seeds grow faster (This spell isnt channeling^^). When the rain stops after some seconds (forgot how much, sry) the summoned trees die and the seedlings are going to become treants.
--------------------------------------------------------
The second hero to complete is the Phantom of Destiny[Agi].
She uses the sylvanas model with a skin made by me( a bit looking like this sylvanas with bloody runes).
She needs three spells.
(1)
----
(2)
Rain of Death
Shoots an arrow shrouded by evil energy into the sky which splits into a rain of deathly arrows, each arrow deals # damage.
~By BlackShogun~
----
(3)
----
(4)
----
(5)
Destiny Swap
Creates a beam of green life force between the target enemy and the Phantom of Destiny, dragging them together, through and past each other until they stand in each other's original positions (do this at quite a fast rate though), and their Health and Mana percentage is swapped.
-if you can: make their health/mana percentages change over time as they swap positions
-dont forget to turn off colision if u use this spell otherwise could end up a mess
-i thought this would look more awesome for a "second ultimate" and would emphasise the fact that their destinies have swapped
~By BlackShogun and dark fyre~
--------------------------------------------------------
The third hero to complete is the Arch Templar[Str].
He uses the contested model: Angel by Expresso/Tranquil
Important: I may change the model.
He needs the second "normal ability" ,5 levels, and his first ultimate spell, 3 levels.
--------------------------------------------------------
The last hero to complete is the Samurai Bear[Str].
He uses this skin by Black Stan.
He already has the two offensive "normal" abilities.
Useful suggestions will be rewarded. If you have further questions post here or pm me.
LINK TO THE MAP PRESENTATION
The work on my AoS project Shires at War [SaW] comes to an end soon, the BETA version is going to be released then.
I can post screenshots and more informations soon but let me first explain my request.
The only thing to do now is finishing every hero.
15/18 heroes are already totally complete.
The max. level is 20.
80/90 spells are done.
No spell is used twice.
Every hero has 5 different spells.
There are 3 "normal" abilities, they have 5 levels each, and you can learn them when you are level 2 or higher.
Reaching level 6 allows you to learn your first ultimate spell, 3 levels.
Reaching level 20 (max) allows you to learn the second ultimate spell, 1 level.
The three "normal" abilities consist of two active spells and one passive spell.
The first active spell is always oriented to deal damage in any way.
The second active spell may be offensive or defensive, mostly a spell that deals damage but not as directly than the first one.
(Read the hero examples below to understand it better^^)
The third spell is always passive and may has an offensive or defensive effect depending on the other first spells.
If the both other spells are very offensive, this spell should be more defensive oriented.
The first ultimate has 3 levels, you can learn the first level of the spell when you reach level 6.
This spell may should be active, and is mostly a mix of an offensive part and a defensive effect. The emphasis depends on the three "normal" spells.
The last learnable spell may be active OR passive, offensive OR defensive, mostly furnished with superb effects.
Every spell is hopefully unique, of course triggered, NO simple effects.
I dont copy spells from other bnet maps.
If theres any spell explicit used for another map, i wont take over that one.
This means: Dont suggest any DotA spells or some *** like that.
Firstly, they are already explicit used and known.
Secondly, most of them are simple low quality.
So what i need are some good ideas for high quality spells. It is a strange coincidence that every now shown passive "normal" spell is an aura.
This passive spell may also work only on the hero.
--------------------------------------------------------
The first hero to complete is the Druidess[Int].
She uses the sorceress model with the following skin: Druidess by Leopard
She is finished now, thank you.
(1)
This spell is called Magical Birds. Summons 5 birds from the sky which fly around the caster. Each bird deals some damage per second to nearby enemies. While theyre flying around her, the druidess can send them to a targeted enemied unit to let them explode upon contact (deals damage of course).
(2)
This is simply called Roots. The Druidess plants a netting of roots at the target location. The roots last some seconds depending on the level. They are only visible to enemies one second after plantation. After this they turn invisible. Each enemied unit standing above the roots has a chance per 1/2 second of some percent to get rooted. This deals minor initial damage but roots only a random time between a half and a three quarter second. Units can be rooted more than one time.
(3)
Its called Seedling Aura. There is a chance (only if there are some nearby trees) to spawn a seedling next to a tree which grows up. Its time to become grown up depends on how much allied and enemied units are near.
If the seedling is grown up (takes not less than 3 seconds and not more than 10) it becomes a little treant fighting for the druidess. The treant lasts not more than 20-30 seconds.
(4)
Got a nice spell idea via PM, thx.
The spell is called Vitriolic Venom.
Works fine, already made.
(5)
Its called Emerald Rain. The Druidess targets an area and summons a green, odoriferous rain there. The rain heals allied units per second depending on their current hp and let some special trees spawn. The Seedling Auras chance to spawn a seed at one of these trees is three times higher than normal and their seeds grow faster (This spell isnt channeling^^). When the rain stops after some seconds (forgot how much, sry) the summoned trees die and the seedlings are going to become treants.
--------------------------------------------------------
The second hero to complete is the Phantom of Destiny[Agi].
She uses the sylvanas model with a skin made by me( a bit looking like this sylvanas with bloody runes).
She needs three spells.
(1)
----
(2)
Rain of Death
Shoots an arrow shrouded by evil energy into the sky which splits into a rain of deathly arrows, each arrow deals # damage.
~By BlackShogun~
----
(3)
----
(4)
----
(5)
Destiny Swap
Creates a beam of green life force between the target enemy and the Phantom of Destiny, dragging them together, through and past each other until they stand in each other's original positions (do this at quite a fast rate though), and their Health and Mana percentage is swapped.
-if you can: make their health/mana percentages change over time as they swap positions
-dont forget to turn off colision if u use this spell otherwise could end up a mess
-i thought this would look more awesome for a "second ultimate" and would emphasise the fact that their destinies have swapped
~By BlackShogun and dark fyre~
--------------------------------------------------------
The third hero to complete is the Arch Templar[Str].
He uses the contested model: Angel by Expresso/Tranquil
Important: I may change the model.
He needs the second "normal ability" ,5 levels, and his first ultimate spell, 3 levels.
(1)
This spell is called Orb of Light (Channeling). The Arch Templar starts to collect light particles and forms an orb out of them. Enemied units within a growing AoE of the orb become blinded , causing them to have a chance to miss on attacks. With each light particle collected the orb grows and grows until either the Arch Templar stops channeling or the orb is big enough. If one of this conditions is fulfilled the orb will be released to the desired destination. Enemied units in his path are damaged depending on the size of the orb, friendly units gain an improved life regeneration for some seconds, likewise depending on the orbs size.
(2)
A glowing ring expands from the Templar damaging and pushing away all undead units it comes into contact with.
(3) This passive aura hasnt a name yet. This aura is only active during the day. There is a small chance that an allied unit receives a holy blessing. This blessing heals a percentage amount of life, depending on the current life of the unit, its damage and armour, and damages nearby enemied units for the amount healed.
(4)
Need an idea for this.
(5)
This spell is called Martyr. Its a passive spell. Whenever the Arch Templar receives damage, all his allies around him will be healed by a maximum of 30% of the damage dealt to him. This depends on what kind of damage it was, for example spelldamage heals a lesser amount.
If the Arch Templar dies, all allied units around him receive a boost of enthusiasm, improving slightly their damage, attackspeed and health regeneration. This boost effect has a cooldown, the heal effect hasnt.
This spell is called Orb of Light (Channeling). The Arch Templar starts to collect light particles and forms an orb out of them. Enemied units within a growing AoE of the orb become blinded , causing them to have a chance to miss on attacks. With each light particle collected the orb grows and grows until either the Arch Templar stops channeling or the orb is big enough. If one of this conditions is fulfilled the orb will be released to the desired destination. Enemied units in his path are damaged depending on the size of the orb, friendly units gain an improved life regeneration for some seconds, likewise depending on the orbs size.
(2)
A glowing ring expands from the Templar damaging and pushing away all undead units it comes into contact with.
(3) This passive aura hasnt a name yet. This aura is only active during the day. There is a small chance that an allied unit receives a holy blessing. This blessing heals a percentage amount of life, depending on the current life of the unit, its damage and armour, and damages nearby enemied units for the amount healed.
(4)
Need an idea for this.
(5)
This spell is called Martyr. Its a passive spell. Whenever the Arch Templar receives damage, all his allies around him will be healed by a maximum of 30% of the damage dealt to him. This depends on what kind of damage it was, for example spelldamage heals a lesser amount.
If the Arch Templar dies, all allied units around him receive a boost of enthusiasm, improving slightly their damage, attackspeed and health regeneration. This boost effect has a cooldown, the heal effect hasnt.
--------------------------------------------------------
The last hero to complete is the Samurai Bear[Str].
He uses this skin by Black Stan.
He already has the two offensive "normal" abilities.
(1)
This spell is called Slammed Roll. The bear rolls up to a frightful ball, crushing through the enemied masses to the desired destination dealing damage and knocking them back. After he reached the targeted position he stands up but slithers some meters more.
(2)
This one is called Eruption. The bear slams the earth with his stone sending a subterrestrial impulse to the targeted point (Visible).
When the impulse reaches the target the impulse erupts from the earth throwing all enemies in an AoE into the air dealing damage to them and knocking them back.
(3)
Concentrated Chi
The samurai bear concentrates his inner Chi, preparing for the enemy to strike. The Samurai Bear instantly counters the next attack made against absorbing all the damage and returning 100% of it to the enemy aswell as stunning them for # seconds
-i really would have liked to say knockback instead of stun but you said that was a nono
~By BlackShogun~
---
(4)
cant think of a good description. but the idea is the samurai bear jumps and rolls into a ball and continuously slams down(bounces) at random locations close to where he originally cast the spell, dealing aoe damage where ever he lands. Higher levels could simply increase the number of bounces, possibly damage too. Each slam could also possibly have a stun effect or effects like thunderclap.
~By BlackShogun~
---
(5)No Knockback if possible.
---
This spell is called Slammed Roll. The bear rolls up to a frightful ball, crushing through the enemied masses to the desired destination dealing damage and knocking them back. After he reached the targeted position he stands up but slithers some meters more.
(2)
This one is called Eruption. The bear slams the earth with his stone sending a subterrestrial impulse to the targeted point (Visible).
When the impulse reaches the target the impulse erupts from the earth throwing all enemies in an AoE into the air dealing damage to them and knocking them back.
(3)
Concentrated Chi
The samurai bear concentrates his inner Chi, preparing for the enemy to strike. The Samurai Bear instantly counters the next attack made against absorbing all the damage and returning 100% of it to the enemy aswell as stunning them for # seconds
-i really would have liked to say knockback instead of stun but you said that was a nono
~By BlackShogun~
---
(4)
cant think of a good description. but the idea is the samurai bear jumps and rolls into a ball and continuously slams down(bounces) at random locations close to where he originally cast the spell, dealing aoe damage where ever he lands. Higher levels could simply increase the number of bounces, possibly damage too. Each slam could also possibly have a stun effect or effects like thunderclap.
~By BlackShogun~
---
(5)No Knockback if possible.
---
Useful suggestions will be rewarded. If you have further questions post here or pm me.
LINK TO THE MAP PRESENTATION
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