- Joined
- Dec 24, 2018
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- 647
think I will attend new contest, but first I have to find new idea and resource for raw materials for it.
The Arcanist
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The Primary caster of the Kirin Tor Offensive, this versatile caster is both mobile and effective at turning the tide of battle.
I designed this unit with the idea of versatility and synergy in mind as such his spells will be useful when combined with other units and their abilities.
Summon Water Elemental - Summons a 300 Hit Point Water Elemental that deals 15 - 20 damage, an Arcanist can only maintain one elemental at a time. The Elemental can be sacrificed by a nearby Spellblade to heal surrounding units.
Mage Armour - Increases the armour of the target unit by 10.
Teleport - Teleports the Arcanist and 3 other units to a friendly unit or building. This ability may be subject to balancing.![]()
This is amazing! I am currently working on a co-op commander project and wouldn't mind some inspiration. If anyone find commander making interesting like me, feel free to message me and join my map-making team.
Questions for the contest: (Havn't tried one of these yet)
Can you have several entires? Can you pick a commander that has already been picked by someone else? Is it classic or reforged?
Again kudos to the admins making this - We need co-op commanders in Warcraft 3 soon!
Hi everyone so like I said in my last comment I am currently working on my last map (and final map),
Like all my maps there will be 3 new races.
-Kul-Tiran=Human 20/30%
-Ice Monsters=Orc 80/90%
-Syndicate= Night Elf 40/50%
My last map was a big failure. So I want to make sure that this map will be a great one.
So if there is anyone that would like to help me pls with (test the map,ideas,) or to become partners/team.
ok my bad sryWhile there isn't anything stopping you from making more than one Techtree, only one would count as the entry and would be judged accordingly. You can pick a commander that has already been chosen, and it can be classic or reforged - it's up to the contestant's discretion which one they choose to do.
I'm not entirely sure... what is going on here, so I feel it might be important to mention that this is a contest thread, not a project recruitment thread.
You can definitely do a lot with Uther and his knights. As a fan of Uther, I can't wait to see what you'll come up with!I pick Uther the Lightbringer
View attachment 356530
I'm afraid I don't have much to show. I spent way too much time fixing a broken system.
Here's the faction's primary melee unit, Brawler. He has an upgrade called Venerable Vintage:
View attachment 356554
I'm afraid I don't have much to show. I spent way too much time fixing a broken system.
Here's the faction's primary melee unit, Brawler. He has an upgrade called Venerable Vintage:
View attachment 356554
In the back we can see the Siege Elemental, serving a similar role to the Siege Engine this Elemental has to be constantly maintained by the Summoner, who if he is killed will disperse the Elemental.
The Soul Spread ability, which sacrifices a summoned unit to heal nearby units
Abilities - Lady Liadrin1st Skill Q
2nd Skill W
3rd Skill(Passive)
Ultimate Skill R
I mean using negative values on abilities opens up a whole new realm of possibilities if you haven't considered that.
Also look at the standard Blizzard races, dispel magic and disenchant are essentially the same spell re-skinned to fulfill a role.
Sigh, having a bit of a creativity crisis over here.
I am simply unsure how ¨unique¨ I have to go with the spells.
On one hand many of vanilla abilities fit quite well, on the other I don't want my entry to be as simple in that department as the last one.
Let's just take good old Blizzard, if I add slow and random freeze (stun or 100% slow) to it, is it still just a reuse of old ability?
In answer to the question of using feedback, you are allowed to use it if the map is uploaded early. That being said, I wouldn't expect a great deal of feedback, but anything you can use in that respect to further your entry is allowed.
Yep, it is classic graphics - and I did try to save it in an older format, but so far no dice unfortunately. I think there's just too many issues on Blizzard's end to pull that off.
I should also clarify that getting testers to playtest the map is also not against contest rules. If you can find the people to do it, go for it![]()
Can you please explain the Hero part of the contest?
- Does he(/she) have to be from the WC3 or the Warcraft lore in general?
- If from WC3 can he be modified, or does he have to have the old set of skills?
- If from the general lore, can he be a custom character based around a certain faction/class/race?
- Since the min. amount of Heroes is just one, should the tech-tree focus only on this one with the other being less significant or can the units be based around all of the heroes in general?
This sorta things
I mean using negative values on abilities opens up a whole new realm of possibilities if you haven't considered that.
Abilities - Grand Magister1st Skill Q
2nd Skill W
3rd Skill(Passive)
Ultimate Skill R
There wasn't anything that stood out as an exciting ability or interaction though.
Contrasting the work put into art, sound, and general feel the abilities are mostly reskinned vanilla spells. Hero abilities vary more. It would have been preferable to see the kind of thought put into the Aspects also extended into spells and abilities. This is an incredibly strong base for a more complex custom race. I'd love to see you continue developing it.
I'm in and so is Antonidas
View attachment 356694
One more question, are morphed units counted as a seperate one?
I'm in and so is Antonidas
View attachment 356694
One more question, are morphed units counted as a seperate one?
Since we talk about unique abilities, I also address the fact that using under-utilized abilities (for example Parasite, Spawn Hydra) is a good way to add the score to creativity. Making them communicate with each other (Parasite spawn a healing unit --> the unit can be absorbed for quick heal) is also a way to add further to creativity score. Even if we have tons of highly triggered spells, if they do not cooperate as a whole, it will not yield a high score.
A good way is to incorporate the concept of your faction to the spells.
What's the difference between Duststorm and Duststorm_LV?
That was... quick.
WIP #1
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I'd like to say that I checked out SC2's Co-Op missions, and can attest that the balance there is not comparable to the vanilla T/P/Z, plus they feel somewhat specialised compared to melee game. Now we might want to do it different here, but I would like to suggest to view these entries as a mission or even a campaign tech-tree, instead of a classic fully balanced one that you see on ladder games. I'm not saying that a completely OP hero which one-shots everything is the idea, but rather is balanced against the enemies as they are in the map. That is not for me to decide, but it would allow for some more interesting ideas. With that being said, I still want a feeling of power growth for Jaina. She won't start off much stronger than normal heroes, yet will become truly powerful once her talents are researched. After all, there needs to be a compensation for only one hero in the faction. Right of the bat, she will seem to have fairly standard abilities, however at level 6, with her ultimate, she will be able to amplify and making them mini-ultimates that synergize well together. Her set of talents, for the most part passive abilities, will be researchable, to either improve, or enable them.
I still have ideas brewing, after all, we got time, so just look at those as preliminary.
But those are the ones I have in mind so far: Tier I Chilling Attack - Slow on attack, upgradable for a chance to freeze enemies Arcane Brilliance - Intelligence bonus + mana regen, upgradable for aura effect Ice Barrier - Frost Shield on low health Conjure Food - Creates mana/health restoring items + small, free food supply _________________________________________________________________________ Tier II Gathering Blizzard - AoE slow in Blizzard Area Quickening Mind - Resets the cooldown of other abilities when Arcane Power is cast _________________________________________________________________________ Tier III Ghosts of the Past - Enables the summoning of Kultiran ghosts via her Amulet... her father may appear - Additionally the Ghost ship seen in cinematic become available Arcane Fleet - Gives her the ability to make the naval units fly! (Dalaran style magic, at a lower scale) |
I'd like to say that I checked out SC2's Co-Op missions, and can attest that the balance there is not
comparable to the vanilla T/P/Z, plus they feel somewhat specialised compared to melee game.
Now we might want to do it different here, but I would like to suggest to view these entries as a mission
or even a campaign tech-tree, instead of a classic fully balanced one that you see on ladder games. I'm
not saying that a completely OP hero which one-shots everything is the idea, but rather is balanced
against the enemies as they are in the map. That is not for me to decide, but it would allow for some
more interesting ideas.
I'd like to say that I checked out SC2's Co-Op missions, and can attest that the balance there is not
comparable to the vanilla T/P/Z, plus they feel somewhat specialised compared to melee game.
Now we might want to do it different here, but I would like to suggest to view these entries as a mission
or even a campaign tech-tree, instead of a classic fully balanced one that you see on ladder games. I'm
not saying that a completely OP hero which one-shots everything is the idea, but rather is balanced
against the enemies as they are in the map. That is not for me to decide, but it would allow for some
more interesting ideas.
Also Footman16, holy shit that was quick indeed!
WIP #1
![]()
I'd like to say that I checked out SC2's Co-Op missions, and can attest that the balance there is not
comparable to the vanilla T/P/Z, plus they feel somewhat specialised compared to melee game.
Now we might want to do it different here, but I would like to suggest to view these entries as a mission
or even a campaign tech-tree, instead of a classic fully balanced one that you see on ladder games. I'm
not saying that a completely OP hero which one-shots everything is the idea, but rather is balanced
against the enemies as they are in the map. That is not for me to decide, but it would allow for some
more interesting ideas.
With that being said, I still want a feeling of power growth for Jaina. She won't start off much stronger
than normal heroes, yet will become truly powerful once her talents are researched. After all, there
needs to be a compensation for only one hero in the faction.
Right of the bat, she will seem to have fairly standard abilities, however at level 6, with her ultimate,
she will be able to amplify and making them mini-ultimates that synergize well together. Her set of
talents, for the most part passive abilities, will be researchable, to either improve, or enable them.
_________________________________________________________________________
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Blizzard
Cause periodic damage in an area. This ability is not channelled, allowing for
multiple Blizzards at a time. Talents will add a slow effect in the area.
If amplified, a more powerful Blizzard will appear around Jaina, lasting longer
and dealing damage only to enemies (Star Fall - like).
_________________________________________________________________________
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Glacial Tidebringer
Summons (one) powerful, amphibious water elemental that will fight at Jaina's
side. The elemental's attacks will slow enemies, with talents he also has a
chance to freeze enemies on attack.
Amplified spell will AoE freeze enemies, making for a good synergy with Blizzard.
_________________________________________________________________________
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Polymorph
Transforms an enemy into a mindless sheep, retaining it's health and armor,
but preventing it from attacking or using abilities.
Mass Sheep is the amplified version, and as the name suggests will transform
all enemies in an area, however the duration is much lower.
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Arcane Power
Amplifies the effect of (one) next cast ability.
After researching the according talent, the cooldown of other abilities will be
reset on Arcane Power cast.
I still have ideas brewing, after all, we got time, so just look at those as preliminary.
But those are the ones I have in mind so far:
Tier I
Chilling Attack - Slow on attack, upgradable for a chance to freeze enemies
Arcane Brilliance - Intelligence bonus + mana regen, upgradable for aura effect
Ice Barrier - Frost Shield on low health
Conjure Food - Creates mana/health restoring items + small, free food supply
_________________________________________________________________________
Tier II
Gathering Blizzard - AoE slow in Blizzard Area
Quickening Mind - Resets the cooldown of other abilities when Arcane Power is cast
_________________________________________________________________________
Tier III
Ghosts of the Past - Enables the summoning of Kultiran ghosts via her Amulet... her father may appear
- Additionally the Ghost ship seen in cinematic become available
Arcane Fleet - Gives her the ability to make the naval units fly! (Dalaran style magic, at a lower scale)
Edit:
I'd like to give a special thanks to Uncle for teaching me how to make those spells. In fact, it's pretty
much his spell I asked months ago, but with a few changes here and there.
Also Footman16, holy shit that was quick indeed!
Is the Druid of the Harpy a T1 unit? That health threshold seems like a pretty neat way to power down flying units early on.
Also I would recommend making the gold mine enchanting thing less noisy. I can see that becoming grating after a while.