- Joined
- Jan 9, 2016
- Messages
- 1,487
My race is done. You can download it or preview it's description here:
TC15 Chen Stormstout
Any feedback is welcome.
TC15 Chen Stormstout
Any feedback is welcome.
Very cool stuff. What will the rest of his army be based on?View attachment 358276
Antonidas is a master wizard of the Kirin Tor. When he goes into battle, he brings with him a potent magical
arsenal, one of which is the Anchor Spires. These summoning towers will bring forth deadly constructs and
elementals, powerful mages, and a mystical menagerie, among other things, and bind them to it. Should the
Spire fall, their charge will be killed, but while connected, they cannot truly die.
Apologies for not posting any updates on my entry for some time now...
Now this is not a WIP but just some stuff... you know.
Since I realised ships should be rather complimentary, and not a core part of the tech-tree, Kul Tirans will use strong Artillery instead.
Now that doesn't mean this map won't have ships, but Artillery should be a replacement on land maps, in regard of balance.
The idea is to have a simple ass Cannon with some upgrades, as well as a T3 Bombard (not yet modelled).
It will be much more powerful than any classic siege weapon. Not simply in OP damage, but rather the use of special artillery shells, against single target / AoE or buildings of course.
I plan the Kul Tirans to be generally sturdier than Easter Kingdom Humans, so their stats and food cost should be higher (thicc-boys like to eat a lot, if you played WoW).
There will be a light user support caster, as well as a sea magic Tide Sage attack caster. And perhaps a very special Kirin Tor T3 caster, still loyal to Jaina.
Of course as always you can expect models and skins for the entry... so yep, I'm still in the race!
View attachment 357849
Grom's abilities
Icon Ability Description ![]()
Juggernaut [Innate ability] - When Grom receives or deals damage, it has a 18% chance of get 1 Juggernaut's charge. Each charge increases damage by +1, critical chance by 3% and critical damage by 10%. When Grom casts any of his abilities, all charges collected will be expended to improve the ability used. A maximum of 15 charges can be reached. Each charge lasts 20 seconds or until Grom casts an ability. ![]()
Deadly Spin Grom swings his mighty axe in circle to deal damage to 4 nearby enemies.
[Juggernaut] - Each charge increases base damage by +5, critical chance by 3% and critical damage by 10%. Critical damage is individual for each target. At 10 charges or more, Grom will spin twice, causing half of the base damage. This second spin will not benefit from Juggernaut's charges.
- Level 1: 40 base damage.
- Level 2: 70 base damage.
- Level 3: 100 base damage.
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Intimidating Shout Shouts with great ferocity, stunning nearby enemies for 2 seconds. Grom's attacks inflict additional pure damage to the targets.
[Juggernaut] - Applies Confusion to affected enemies, slowing their movement speed by 30% and causing them to have a 25% chance to miss on attacks when the stun ends. Confusion lasts 0.3 seconds for each charge. At 10 charges or more, Grom improves his shout, stunning for 3 seconds in a larger area.
- Level 1: 10 additional pure damage on attacks.
- Level 2: 16 additional pure damage on attacks.
- Level 3: 22 additional pure damage on attacks.
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Howling Axe Gorehowl, the axe of Grom Hellscream, has sown terror across hundreds of battlefields. Each attack gives a chance of cause Confusion on target. Confused enemies have their movement speed slowed by 30% and have a 25% chance to miss on attacks. Confusion lasts 7 seconds.
[Juggernaut] - Each charge gives a 0.4% chance of instantly kill the target. At 10 charges or more, Grom will not lose his current Juggernaut's charges when insta-killing an enemy. Cannot kill Heroes, buildings or units above level 7.
- Level 1: 6% chance of cause Confusion.
- Level 2: 12% chance of cause Confusion.
- Level 3: 18% chance of cause Confusion.
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Warmonger Grom's presence increases the attack damage of nearby friendly units by 20%. Increases duration for all new gained Juggernaut's charges to 30 seconds. Deadly Spin and Intimidating Shout now have a 15% chance to not reduce Juggernaut's charges.
Battlefury | The Warsong earned their name from their fearsome battle cries and hymns. To represent this, the Battlefury ability, shared by all the Warsong combat units, enhances their offensive capabilities in battle, increasing their power when they fight side by side. | |
Skirmishers | The lack of aerial units is not a disadvantage for this faction. Javelineers can be upgraded so that they can eliminate flying enemies with less effort. | |
Specialized siege weaponry | Warsong's siege weapons require to be operated by Pathfinders so they can attack. In exchange, with more operators, they can attack much faster than other siege units. |
Unique tier system | Their tier system resembles the original but with some differences. Instead of upgrading their main building, they must research 2 levels of "Mobilization" at the War Halls. Each Mobilization also increases the hit points for War Halls. | |
Pathfinders | Secondary workers and good early explorers and defenders. Their labor is required for construction and repair. As game progresses, they will be in charge of operating the siege weapons. | |
Supply Kodo | Mobile resource depot, but slow and vulnerable. Its use is optional, but has a notable strategical importance. |
Mannoroth's Blood | By drinking the Blood of Mannoroth, the Warsong Clan binds their will to the Burning Legion in exchange for enhanced demonic powers. Transforms Warsong Orcs into Chaos Orcs. Spiritual Guides and Elder Sages will be transformed into Bloody Tricksters and Demonists. | |
Chaos Orcs | Chaos Orcs have increased damage, attack speed and hit points than their normal counterparts. They can be upgraded further with other specialized upgrades at the Black Shrine. | |
Chaos Spellcasters | Bloody Tricksters and Demonists have enhanced versions of their original shamanistic abilities. |
Tier 1
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Gatherer Basic worker unit. Can harvest gold and lumber. ![]()
Pathfinder Secondary worker unit and early explorer and defender. Can build structures and Repair. Can also go inside Warsong Siege Machines to give they an attack. Has the Battlefury ability. ![]()
Supply Kodo Cargo beast. Serves as a mobile drop-off point for harvested resources but is slow and vulnerable. ![]()
Marauder Hardened Orc warrior. Has the Battlefury ability. Can learn War Trance. ![]()
Javelineer Spear-thrower orc combatant, very effective against air units. Has the Battlefury ability. Can learn the Skirmish Tactics.
Tier 2
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Spiritual Guide Primary spellcaster. Can initially cast Nature's Seal, which heals an allied unit. Can also learn Rock Shield and Inner Beast. ![]()
Elder Sage Disruptive spellcaster. Can initially cast Cleansing Ward, which summons a ward that can dispel buffs. Can also learn Natural Order and Spirit Mark. ![]()
Mangonel Long-range siege weaponry. Effective against buildings but slow and vulnerable. It must be operated by Pathfinders to attack.
Tier 3
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Invader Highly mobile melee rider. Has the Battlefury ability. Can learn the Enraged Wolves ability. ![]()
Ram Slow and lumbering siege weapon, used to reduce enemy buildings to ruins. It must be operated by Pathfinders to attack.
Chaos Spellcasters
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Bloody Trickster Primary spellcaster. Can initially cast Blood Mantle, which heals an allied unit. Can also learn Stygian Cuirass and Bloodrage, and the Shadow Mastery and Empowered Corruption upgrades. ![]()
Demonist Disruptive spellcaster. Can initially cast Spellhunter Ward, which summons a ward that can dispel buffs. Can also learn Jinx and Soul Affliction, and the Shadow Mastery and Empowered Corruption upgrades.
Are you planning on uploading those Pandaren buildings and units onto this site?
Hey guys so I've had a couple of updates for my entry adding a couple of new units and changing up some of the abilities, so I hope some of you will give it a play and give some feedback.
Looking forward to hearing what you guys think!
THW.TTC15 Kirin Tor Offensive
They're not entirely mine. It was edited from existing models, so I feel reluctant to uploading them.
Unfortunately, I cannot open Reforged maps![]()
There are a lot of great models around here, but due to the nature of my techtree I needed some really specific ones.Your other reasons are valid, but the whole "not enough custom models" thing...
Call me crazy, but I really don't feel like people should feel like they can't compete if they don't have enough custom models. That was, like, one of the big things I wanted to keep Contests like this from devolving into and hey, look at that. :<
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There are a lot of great models around here, but due to the nature of my techtree I needed some really specific ones.
I even started writing a block of text explaining what I mean, but nobody really needs to read it.
To sum it up, for more "creative" units (such as the self-banishing worker whom you would sacrifice on the battlefield or the exploding sheep your Heroes could turn him into) I would use my unfinished or original models, while the more common ones, such as the spellcasters would use models from the Hive.
The problem is, it required a lot of work, which I wasn't capable of. I'm less than a mediocare modeler. Maybe I got a bit too ambitious, though I already prepared a lot of spells and mechanics for my Techtree by manipulating the Editor in really, really creative ways.
(One handy thing I discovered, is that you can create a "Unit dies another one replaces it" ability without the triggers + with keeping the unit in the selected units and the shortcut groups by using the fenix egg passive ability, setting the timer to 0)
But yeah, we also surely lack buildings.
And believe me, I'm glad you were able to for a number of reasons. (not the least of which is selfish "helps flesh out my Pandaren faction" reasons ;P)This is the main reason I picked up modelling. There wouldn't be any suitable model for Alementals, Floating Kegs, Tappers, Kegbearers and pretty much the entire building roster, had I not know how to model.
To sum it up, for more "creative" units (such as the self-banishing worker whom you would sacrifice on the battlefield or the exploding sheep your Heroes could turn him into) I would use my unfinished or original models, while the more common ones, such as the spellcasters would use models from the Hive.
The problem is, it required a lot of work, which I wasn't capable of. I'm less than a mediocare modeler. Maybe I got a bit too ambitious, though I already prepared a lot of spells and mechanics for my Techtree by manipulating the Editor in really, really creative ways.
But yeah, we also surely lack buildings.
Sorry for inactivity. I've been sick for a few weeks so I couldn't manage to finish everything in time, but Kel'Thuzad is close to a finished state.
View attachment 359820
Well, on the bright side; here's Kel'Thuzad's complete techtree! A lot of new units have been added. I just have to find the names of the authors whose resources I used so I can credit them properly before I upload the map in a few days. Although I'm rather disappointed in myself that I had to cut a lot of the other things I planned for Kel'Thuzad due to the deadline and my sickness... (*cough* and my unhealthy addiction to Starcraft 2's ladder *cough*)
Glass cannon starting ranged unit. Relying on their allies to keep opponents at bay, their innate passive allows them to pick off targets from afar. They are heavily dependent on positioning, as their low health makes them susceptible to heavy damage from enemy spells. They may sting, but most of their damage disappears in close quarters. They are also weak against mechanicals. | ||
RELENTLESS AIM [Innate] Landing hits on organic units beyond a distance deals bonus damage. Fly height counts toward the threshold. Damage: +12/21/30 (Scales with Javelin Training) Range Threshold: 420 | ||
MARKSMANSHIP [T2] Increases range by 200. | ||
BURNING SPEARS [T3] Each attack burns the target unit. Damage per Second: 7 Duration (Heroes): 3 Duration (Units): 5 | ||
Good job.TC #15 - Kel'Thuzad
Here's my entry! I'll continue to update the map after the contest as I'm not satisfied with what I have at the moment. I originally wanted to give him Demi-heroes, talents, a fourth tier, and so on...
Oh well, can't have everything!
Uploaded my entry to the map section: TC15 - Mythic - Iron Marshal 1.31
A preview for the hero's ultimate, a recurring taunt:
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Uploaded my entry to the map section: TC15 - Mythic - Iron Marshal 1.31
A preview for the hero's ultimate, a recurring taunt:
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He has to hurt their feelings so they'll attack him.Why is it giving the finger xd