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[Campaign] Xar'aysian campaign - Idea thread

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I have to admit i'm tried with the html code but fail.
Don't worry i'm not feeling my self forced i'm just wanted to help you while you need
And of course i don't help you for reward,not even care about taking reward,i'm doing this because i like to help people where i can and if they want of course
But if you don't want to help you anymore just post a message.
Thanks.
 
Level 17
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Creeps for the Forest: (Use these only for Shinay-fight please)


Name of the Creep :
"Timber Wolf"
Stats :
Hit points: 300
Damage: 12 - 21
Abilities :
Might of the Alpha Wolf : The Wolf gains +12 attack, +300 Hit Points and +2 Armor when near The Alpha Wolf.
Model :
Units\Creeps\TimberWolf\TimberWolf




Name of the Creep :
"Elfear Wolf"
Stats :
Hit points: 600
Damage: 21 - 32
Abilities :
Might of the Alpha Wolf : The Wolf gains +12 attack, +300 Hit Points and +2 Armor when near The Alpha Wolf.
Model :
Units\Creeps\WhiteWolf\WhiteWolf
Tinted (RGB: 120, 150, 255), Scaled 1.2





Name of the Creep :
"Alpha Wolf"
Stats :
Hit points: 900
Damage: 32 - 45
Abilities :
Might of the Alpha Wolf : Activates a Certain ability for Other Non-Alpha Wolves When near them.

Howl of The Pack :Summons 2 Timber Wolves after 5 seconds of Channeling. The Wolves are Permanent.
Model :
Units\Creeps\TimberWolf\TimberWolf
Tinted (RGB: 50, 50, 50), Scaled 1.5





Name of the Creep :
"Teran'ef Spider"
Stats :
Hit points: 100
Mana points: 100
Damage: 5 - 5
Abilities :
Poison of Pain : Each attack of the Spider deals 100 damage over 10 seconds. Each attack costs 20 Mana, who's mana won't regenerate.
Model :
Units\Creeps\SpiderBlue\SpiderBlue




Name of the Creep :
"Inkasian Hawk"
Stats :
Hit points: 100
Damage: 12 - 13
Abilities :
Inkasian Evasion : Normal attacks don't affect the Hawk, but spells do.
Model :
Units\Creeps\WarEagle\WarEagle
Tinted (RGB: 50, 50, 50), Scaled 0.8

 

Item List

Spell List

Boss List

Creeps List

Icycle Ring

Name of the Item : Icycle Ring

Background : A frozen ring that chills the bearer energies and emotion, allowing them to be very calm and their powers become less noticed. Sennie has this ring given by her mother, which is passed with every generation of her family.

Class : Mystical, Unique


Attributes / stats : +10 All Stats, +1,125 Mana, +Nullifies Emotion Spells

Active Usage : Frozen Chill
Deals 500 damage to a single enemy, and 111 damage to enemies in 400 radius from the target, freeze (slow) them all for 8 seconds. 55 seconds cooldown.

Extreme Wall

Cold Zero

Firedawn

Power Zero

Name of the Spell : Extreme Wall

Description : Cover an allied unit or self with enhanced barrier, blocking all incoming damage for {8+Hero Level} seconds or {750+{1.5*Intelligence} total damage. Doesn't block over 400 damage, only reduces it by 400 and accounted for shield's health.

Classification : Defensive


Manacost : 75 mana

CoolDown : 60 seconds
Name of the Spell : Cold Zero

Description : Froze an enemy for 3 seconds and deals {85+{2*Intelligence}} damage.

Classification : Offensive, Ice


Manacost : 50 mana

CoolDown : 70 seconds
Name of the Spell : Firedawn

Description : Engulf a radius of {500+{5*Strength}} with flames, dealing {999 + {1.1*Strength}} damage to all enemies. Deals {2*Strength} damage per second for 4 seconds afterward.

Classification : Offensive, Ultimate


Manacost : 190 mana

CoolDown : 130 seconds
Name of the Spell : Power Zero

Description : Inflicts all enemies within {300+{1.6*Agility}} of hero with a debuff that increase damage they take by {15+{0.2*Agility}}%

Classification : Utility, Ultimate


Manacost : 150 mana

CoolDown : 180 seconds

Sennie {Female Elite Mage}

Name of the Boss : Sennie {Female Elite Mage}

Background / Story : After the fall of Xar'aysia, Sennie had to left the once her pride as it turned into ashes by Zel'Quarosh. She resides in one of the Xar'aysia's hidden areas to ensure her survival. She vowed that when she had the chance, she will make her revenge for the empire. About herself, she's pretty much not talkative, but she prefers to do things instead of talking how to do it, and she's very objective, as she rarely involves emotion when making decisions. Adept at arcane magic, she can use her wide array of abilities to disrupt foes or dealing unexpected amount of pain to enemies that's far away.

Difficulty : Easy


Spells List :
1. Arcane Release
Deals 225 damage to all enemies in outside of 550 radius of herself
Cooldown : 30 seconds
Condition : N/A

2. Arcane Pain
Deals 800 damage to a single enemy, 10% chance to deal double damage and 20% chance to miss
Cooldown : 45 seconds
Condition : N/A

3. Ice Bolt
Deals 605 damage and stuns an enemy for 2.5 seconds
Cooldown : 50 seconds
Condition : N/A

4. Frozen Chill
Deals 500 damage to a single enemy, and 111 damage to enemies in 400 radius from the target, freeze (slow) them all for 8 seconds
Cooldown : 55 seconds
Condition : >75% Hp

5. Arcane Essence
Next arcane spell deals 200% damage
Cooldown : 60 seconds
Condition : >75% Hp

6. Energy Ward
Summons a ward that restores 30 health per second for Sennie (essence of blight style), has 500 hit points and no abilities
Cooldown : 70 seconds
Condition : >50% Hp

7. Arcane Explosion
Explodes an entire field, dealing 850 damage to all enemies in 450 radius from the explosion, damage includes self. Doesn't use this ability within 450 range of her vicinity.
Cooldown : 80 seconds
Condition : 25<x<50% Hp

8. Arcanus Centrium
Deals 250 damage to all enemies in 400 radius of Sennie, and then deal 1,000 damage to all enemies outside of 400 radius. The delay between damage is 2 seconds.
Cooldown : 120 seconds
Condition : <25% Hp

9. Last Arcane : Endless Energy
Inflict entire party with arcane energy, dealing 50 damage per second for 120 seconds
Condition : 1x cast, <25% Hp


Power Element : Arcane, Ice

Unique Quality :
Model : Jaina (add some aethistic as you prefer)
Teleport : Teleports to random spot within boss area every 120 seconds automatically.
Gameplay : Straightforward one, and should be easy to defeat. Keeping all characters within 400 range instantly keep the battle going in your favor as long as you heal as necessity. The only problem is her Last Arcane : Endless Energy which deals lots of damage per second which will screw everything up. Quickly knock her out once her health drops below 25% and she will be defeated in no time.
Reward : Icycle Ring, 1,250 Golds

Walking Dead

Elite Swordsman

Name : Walking Dead

Model : Zombie, 1.5x Scale

Statistic : 1,050 Health, 20-20 Normal Attack, 2 Unarmored Armor


Spells List :
Plague (Passive) : Deal 5% counter damage whenever attacked in melee range.

Name : Elite Swordsman

Model : Swordsman, 1.3x Scale

Statistic : 3,250 Health, 200 Mana, 120-150 Hero Attack, 8 Heavy Armor


Spells List :
Crushing Blade (Active, 30 Mana) : Deals 325 damage to an enemy
Defend Position (Active, 100 Mana) : Repels (block and deal 100% of dealt damage back to attacker) all attack for 2 seconds
 
Last edited:

Deleted member 242951

D

Deleted member 242951

I will be a little inactive on the hive till 30th september due to exams but now I want to gather as many ideas as I can so I request u all keep posting in case u had stored some ideas and wanted to suggest later. :as:
 

Boss List

Unexpected tab 2

Kolriaztrok (Grand Angel)

Unexpected tab 2

Name of the Boss : kolriaztrok (Grand Angel)

Background / Story : The leader of Angels that guards Xar'aysia. Kolriaztrok has been trained in art of all forms of warfare, from physic to magic types. His powers extends to a point enough to oppose the army led by Zel'Quarosh himself. However, his kin wasn't aware of Xar'aysia attack until the cataclysm has over. He regretted his failure and decided to find a way to restore Xar'aysia. He now seeks the one who will save the world, to see if he's truly worthy.

Difficulty : Very Difficult


Spells List :
1. Angelic Grace (Passive)
Reduces damage taken by 30%

2. Seven Heavens (Active)
Fires seven rays of light at random spots, dealing 450 damage to all enemies in 300 radius of each ray
Cooldown : 30 seconds

3. Ray of Light (Fire Active)
Fires a concentrated beam, dealing 225 damage and stun the target for 6 seconds
Cooldown : 45 seconds

4. Flaming Circle (Fire Active)
Waves his blade, dealing 800 damage to all enemies in 900 radius
Cooldown : 45 seconds

5. Collapse : Burning Sun (Fire Active Channeling)
Burns enemy for 200 damage per second for 12 seconds
Cooldown : 60 seconds

6. Icy Field (Ice Passive)
Slows movement speed by 20% within 400 radius

7. Shattering Ice (Ice Active)
Freeze all enemies in 525 radius for 3 seconds, then shatter them for 875 damage
Cooldown : 90 seconds

8. Wind Nova (Wind Active)
Cause a tornado that slows all enemies within 500 range of it by 30%, lasts 20 seconds
Cooldown : 100 seconds

9. Silent Wind (Wind Active)
Silence all enemies for 8 seconds in a powerful wind silence (default silence based)
Cooldown : 45 seconds

10. Lightning Flash : Fatal Blade (Electric Active)
Blinks behind an enemy, deals 300 damage then stuns for 2 seconds. The damage dealt is increased by 100 with each cast.
Cooldown : 60 seconds

11. Thunder Wrath : Broken Stars (Electric Active)
Cause 4 stars to fall on the ground per second. Each star deals 300 damage to enemies in 250 radius. Lasts 5 seconds.
Cooldown : 70 seconds

12. Heaven Shock : Seven Thunders of Shattered Lights (Electric Active)
Randomly deals 300 damage thunderstorms per 3 seconds to one foe, unavoidable. Flashes of light will appear whenever shock occurs. Lasts for 30 seconds. This spells also create Condensed Energy Balls[/U] at shock spots.
Cooldown : 150 seconds

13. Lightning Charge (Electric Active)
Release a wave of electricity to 1200 radius that deals 200 damage, also release Condensed Energy Balls that deals 300 damage to enemies in 400 radius of it, and shock them, slowing them by 20%.
Cooldown : 120 seconds

14. Light Circle : Energy Bombs (Holy Active)
Create Spirit Balls at random spot that explode upon contact, dealing 450 damage.
Cooldown : 45 seconds

15. Holy Scatter (Holy Active Channeling)
Create rays of light that protects Kolriaztrok from all damage for 5 seconds. Any attack made will result in 30% chance to cause instant death to attacker, but the effect is nullified by Prolonged Life Ring.
Cooldown : 80 seconds

16. Light Ray (Holy Active)
Fires a single ray of light, that has up to 60% chance to instant kill anyone hit. Nullified by Prolonged Life Ring (Item by Daffa the Mage).
Cooldown : 180 seconds

17. Shield of Heaven (Almighty Active)
Blocks all attack from hitting Kolriaztrok, but bypassed by person who equips Sword of Angels (Item by AradMNK).
Cooldown : 45 seconds

18. Almighty Slash (Almighty Active)
Launch a powerful slash energy that deals 825 Hero damage to enemies in 1200 range that is in 135 degree from Kolriaztrok’s facing.
Cooldown : 90 seconds

19. Shield of Guardian (Almighty Active Channeling)
Protects Kolriaztrok from all incoming damage, repelling taken damage back to attacker. Lasts 8 seconds.
Cooldown : 80 seconds

20. Fatal Almighty Slash (Almighty Passive)
Kolriaztrok attacks deals 2x damage.

21. Judgement of Hellfire (Judgement Active)
Disappears from the battlefield, then burns all enemies with violent fire that deals 50 damage per second. Reappears after 30 seconds.

22. Day of Judgement (Judgement Active)
All enemies becomes slowed by 90%, then takes 25 constant damage per second until Kolriaztrok takes damage. Kolriaztrok becomes Invulnerable for the first 5 second and then blinks, afterward he blinks every 3 seconds randomly around the battlefield and can't attack while this is active. Only used once.

23. Judgement Sword (Judgement Passive)
Basic attack deals 4x damage.

24. Judgement Wave (Judgement Active)
Deals 800 damage to enemies in a line of 1200 range.
Cooldown : 45 seconds

25. End of Judgement : Decided (Judgement Passive)
Upon defeat, releases a powerful energy that deals 5k damage to 900 radius. Player is victorious if at least one Hero survived the energy blast.


Power Element : Fire, Ice, Wind, Electric, Light, Almighty, Judgement

Unique Quality :
Elemental Phase Battle (phase end) :
Phase 1 : Fire (90% Hp)
Phase 2 : Ice (80% Hp)
Phase 3 : Wind (70% Hp)
Phase 4 : Electric (60% Hp)
Phase 5 : Light (50% Hp)
Phase 6 : Almighty (45% Hp)
Phase 7 : All except Judgement (20% Hp)
Phase 8 : Judgement (0% Hp)

NOTE :
Seven Heavens and Angelic Grace are used in all phases
Kolriaztrok is weaker than 7 Zeldanian Warlords and isn't one of the Warlords



 

Deleted member 242951

D

Deleted member 242951

Thanks Daffa. I like your idea !
 

Chaosy

Tutorial Reviewer
Level 40
Joined
Jun 9, 2011
Messages
13,182
No one will have the energy to trigger 7 phases with 17 abilities xD
I suppose you could make some of them in the object editor though..

I might make a pasebin with boss ideas as I don't have a list of them, I should have a list of items somewhere though..
edit: found a few.. http://www.hiveworkshop.com/forums/pastebin.php?id=2rgkuo
 
Level 9
Joined
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Messages
1,966

The Bloodscryers are a clan of orc, they are not red like their cousins but red. They practice dark magics and tends to make war with other civilizations...and beware of their machinery...they may look fragile...but destructive
By a villager


Bloodscryer Destroyer
Model: Fel Orc Grunt
Attack Type: Normal
Defense: Large(3)
RBG: no R,B,G
Scale:1
Abilities: Gash(2 dmg per sec on attck)

Bloodscryer Necromancer
Model : http://www.hiveworkshop.com/forums/models-530/orcbonecollector-164004/?prev=search%3Dorc%26r%3D20%26d%3Dlist%26page%3D2
Attack Type:Magic
Defense: Small(2)
RbG:none
Scale:1
Abilities: Raise Skeleton, Dark Gift(damage instant)

Bloodscryer Skeleton
Model:Skeleton Orc
Attack Type: Normal
Defense Type: Large(1)
RBG: 255 R,100 B,100G
Scale:1


Bloodscryer Warmonger
Model: Orc Chieftain(a.k.a Mathog)
Attack Type: Pierce
Defense: Medium
RbG: no RBG
Scale: 1
Abilities: Bloodhunger(1% lifesteal)


Bloodscryer Weaponmaster
Model: Felguard(Red)
Attack Type: Pierce
Defense: Large(3)
RBG: no RbG
Scale; 1
Abilities: Quick Forge(Instantly grants the Weaponmaster one of the boosts of type
-20 attackspeed or
-attack damage increase or
-Defense increase)



Bloodscryer War Engineer
Model: Fel Orc Peon
Attack Type: Normal
Defense; Small
RbG: none
Scale:1
Abilities: Arm(ok.. so this is what happens...place engineers near a war machine[war machines will be labeled on the thread], when you approach him, he will run to a nearby war machine or get killed on the way, if he succeds in getting to the machine.. the machine will activate)



Bloodscryer Big Arm(War machine)
Model: Mechanical Goblin
Attack Type: seige
Defense: Large
RBG: 255red, 50blue, 50 green
Scale: 1.5
Abilities: Crush(area damage on hitring the ground, even if it doesnt hit its target)



Bloodscryer Golaith(War Machine)
Model: War Golem
Attack Type: Seige
Defense: Large
RbG: None
Abilities: Rocket(fires a rocket in the line, if it hits its target, the target will be knocked back and dealt damage)


Bloodscryer BattleSorcerer
Model: Fel Orc Warlock
Attack Type: Chaos
Defense: Medium
RBG: None
Abilities: Bladebane Armor(armor bonus for specific amount of tme, self), Bloodlust(self,20% attackspeed) and Shatter(enemy armor decrease).


Bloodscryer Warbeast
Model: Fel Orc Kodo Rider
Attack Type: Normal
Defense: Large
RBG: none
Abilities:Charge(charges at a straight line, dealing damage and knocking back enemy units) and War Drums(nearby bloodscryers damage increase)





Expect a Bloodscryer Boss(es).... if you like my ideas.. implement it!!
 
Last edited:

Deleted member 242951

D

Deleted member 242951

I love the name, Bloodscryer.
 
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