• 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.

[Strategy / Risk] War of the Clans

Status
Not open for further replies.
Level 17
Joined
Sep 24, 2009
Messages
1,590
First, that Warrior and Magic classifications are... lame... We already have Strength and Intelligence, whats the point of changing them ?! Second that "Vengeance" hero, needs new name, badly... And I am not impressed whit that Warlock hero for the Direfury clan. I mean idea as idea is great, but he doesn't fit there... maybe some kind of sand mage ? They are clan placed in the desert after all !
 
Level 27
Joined
Feb 19, 2011
Messages
744
First, that Warrior and Magic classifications are... lame... We already have Strength and Intelligence, whats the point of changing them ?! Second that "Vengeance" hero, needs new name, badly... And I am not impressed whit that Warlock hero for the Direfury clan. I mean idea as idea is great, but he doesn't fit there... maybe some kind of sand mage ? They are clan placed in the desert after all !

Well I really don't see the problem with the Warrior and Magic classification names. What if I just use Cunning instead of Agility? It's just a wording preference.

None of the heroes are said in stone. Many might be changed and revamped throughout development.
 
Can i make my own race too ? I want to add Asian Orcs :D

Anyway , here's the terrain Progress , hope ya like it! :D

226575-albums7453-picture89908.png
 
Last edited:
Level 12
Joined
May 11, 2014
Messages
1,257
Nice terrain , also for the direfury a cunning hero will be good , maybe a sand predator ?
 
Level 10
Joined
Oct 16, 2012
Messages
555
First, that Warrior and Magic classifications are... lame... We already have Strength and Intelligence, whats the point of changing them ?! Second that "Vengeance" hero, needs new name, badly... And I am not impressed whit that Warlock hero for the Direfury clan. I mean idea as idea is great, but he doesn't fit there... maybe some kind of sand mage ? They are clan placed in the desert after all !

Those magic, agility and strength classifications just serve us to develop their abilities. Ingame there will be no classifications at all. You will have an option from 3 paths (3 heroes) and each one will lead you to a different chain of events. For example our "strength" hero-type will prefer rough strenght to seize the power or eliminate his foes. Our "intelligent" heroes will rather prefer a peaceful and more passive game. And finally "agility" hero type will try to manipulate and punish his enemies by various dirty methods.

As I said before in comments, Warlock WILL be replaced, but we haven't though about a better hero idea yet. I can say the same about vengeance hero and many others. I like that you're not afraid to say your opinion and I'm thankful for feedback. Maybe you can write your suggestions about new names for heroes and hero replacements. (I don't like Sand Mage, orcs are not mages)
 
Last edited:
Level 12
Joined
May 11, 2014
Messages
1,257
Kasar Sand Predator : Hide ( Kasar become sand itself and it is invisible for enemy ) Trapsus ( Kasar put a sand trap on the ground ) , predator aura (a passive ability who permanently increese hero vision and movement speed ) and ultimate : Terifiant Secret (Kasar transform himself in a monstrosious creature who can devour enemy units )
 
Warlock, revamped or replaced?

If the first, here is an idea.
Q - Flamedart
Summons an agile imp. It deals area damage with its attacks.

Attack: 30/40/50
Health: 300/425/550
Critical Chance (2×): 15/20/25%

W - Call of the Void
Summons a Voidwalker. While alive, it boosts the Warlock's mana regeneration by 1/1.5/2. It also boosts the Warlock's nearby pet damage by 10/15/20%.

Attack: 20/30/40
Health: 300/425/550

E - Inferno
Summons an infernal from the sky, stunning nearby enemies for 1/1.25/1.5 seconds.

Attack: 25/35/45
Health: 350/475/600
Immolation: 20/30/40 DPS

R - Demonic Blessing
Resets basic ability cooldowns. The next ability cast then summons an upgraded version of the corresponding summon (alongside the regular one) with 10 bonus attack, 100 bonus health and an extra ability.

Imp- Gains Berserk, giving 30% attack and movement speed for 3 seconds.
Voidwalker- When it attacks enemies, the Warlock regains 20 mana. (Passive)
Infernal- Gains Taunt ability.


All summons last 10s and have a CD of 25s.
 
Level 10
Joined
Oct 16, 2012
Messages
555
Err...i mean replaced sorry. The only clan who practice dark magics is Dreadfire. They currently have Necromancer hero, but Warlock might be more suitable. Any thoughts? Thanks for nice ideas.

That code with Clans and Heroes is broken again. No idea why.
 
Blood Fanatic

Q - Plasma Blades
(Toggle) Gains 15/25/35% attack speed but drains 10 health per attack.

W - Death Rage
Every attack deals 10/15/20 more damage than the last, and builds up half that amount of critical chance. This resets upon scoring a critical strike (2x).

E - Blood Rush
Dashes towards a target enemy, dealing 100/150/200 damage over 3 seconds and slowing it by 30%.

R - Blood of Vengeance
Loses 20% of max health (cannot die from this), then gains 50% damage and lifesteal for 7 seconds.
 
Level 12
Joined
May 11, 2014
Messages
1,257
Warlock : Rain of Dark Terror ( the warlock create a massive rain of dark meteorites in an area ) Demonic posesion ( transform an friendly unit in a demon ) Death touch ( deal damage to nearby enemy units ) and ultimate : Hunger of The demon lord (all enemy units in an area are transport in the demons world to be devours by them )
 
Yeah, but the way it looks, it's kinda barren compared to the rest of the locale.
lol yes i know , i forgot to add tile variations and some details.
Here's the quick fix.

[Terrain Update 4]
WC3ScrnShot_100414_211033_01.png

Stryderzero is one of our most valuable members. His imagination and skills allow him to create the most epic landscapes and terrain.
:> lol

EDIT:

And btw are you sure you want to start with Spiritar next? Spiritar is like on the other side of the map and that swamp/overgrowth will be hard to fit in the rest.
There's no problem for the transition bro :D

Oh i f'in love barrens!
 
Last edited:
Level 12
Joined
May 11, 2014
Messages
1,257
Maybe this Necromancer : Dark Thunder (a wave attack who destroy enemy units in a line ) Death and Agony (the hero release an energy blast who paralise enemy units ) Dark Orderers (a passive ability , enemy units killed by the necromancer are ressurected as scheletons ) and ultimate : Call from the Graveyard (the necromance summon 6 powerfull grunts scheletons )
 
Level 10
Joined
Oct 16, 2012
Messages
555
@kakuzu Not bad, but ultimate ability of warlock is too complicated. Necromancer is cool, but as i said before we will probably remove/merge with Warlock.

@Mythic Also pretty nice :)

@Strydy Map seems a bit too small no? And also it's not an island, south and east should be land not water. When you said that you're moving south, i hope you'll make enough space between each clan, cuz that pic you posted seems to be too close to Norgseer and under Norgseer lies Direfury(sand dunes/desert) not Spiritar which is more to the east. Otherwise good job as always, like it so far :)

Agility heroes are ok though. We need some ideas on warrior/intellingence heroes. For example Far Seer has currently abilities of some human mage and Shaman looks like a Druid. We need to make their abilities more suitable for their class.
 
Level 10
Joined
Mar 7, 2014
Messages
364
Here's an idea for the Far Seer (you should change the name tho)

Mysticism : Passive - The Far Seer's mana regenerates by X %, and mana damage taken is reduced by Y %

Astral Recall : Active - Teleports the Seer X yards away. (A fusion between Blink and Teleport)

Spirit Oath : Active - Shoots an AoE blast of spiritual energy which deals damage and slows enemies in a *** radius (*1-small/*2-medium/*3-large)

Spiritual Insight : Ultimate - Puts the Seer in a state of a Spirit which makes him immune to attacks but decreases the attack damage and attack speed. Lasts X seconds.
 
Level 10
Joined
Oct 16, 2012
Messages
555
Okay then, nevermind my pm.

Direfury seems however to be placed on a hill, but it would be better if it was not. Player should feel that desert feel from playing Direfury :D

Like no cut down trees and not so many hills. (Many clans will probably be located on some hills and this can be an exception since it lies in the desert)


@Wolffman We got one more hero called Spirit Walker, which aims on spirits and shit. Those abilities you posted are pretty cool, but i think they would suit better for that hero. (Abilities of Spirit Walker also need an upgrade so your ideas are very valuable)
 
Did you look at Alpha vers i sent you? We are going to put many events into the map and that size is really important.
I am actually referring to the terrain that you sent me and i am doing exactly the same. :<

---

EDIT

Hey im bloody confused.

Stormfell

Stormfell is an ancient clan bound in mysteries. It is said that its first warchief, Siraf could control unthinkable power to shape the world. His sworn apprentices, Stormcallers, still remember old secrets their master taught them and are able to unleash them upon their foes. Stronghold itself lies to the south-west, protected by mountains from all sides. Impregnable.

Direfury lies to the west-south, situated between two mountains and protected from one side by the sea and from another by a deadly desert called the Red Abbyss. It's warriors are not renowned for their strenght or spells, but for endurance. Even the most strongest creatures or most wisest sorcerers fall into bare sand dehydrated, exhausted, powerless and only Direfury endures. With their poisoned arms and deadly skills they can easily hunt down any intruder and teach him his final lesson: Only the strong will prevail.

Are they neighbors or allies?
 
Level 10
Joined
Oct 16, 2012
Messages
555
I am actually referring to the terrain that you sent me and i am doing exactly the same. :<

Okay then :ogre_hurrhurr:

Just make sure Direfury is not on a hill pls and make it more like flat. It will be surrounded with spiked wooden pellisades.


----

EDIT:

Daaamn man, "mistakes were made" sorry!

Stormfell is south east and direfury should be surrounded by some smaller mountain/cliffs, but the base itself lies between them.
 
Level 10
Joined
Oct 16, 2012
Messages
555
Im not liking those spike palisades from your alpha map (those palisades were too low quality , sucks) , i have more better fences here :D

Alright :DDD

Make Direfury really look empty and not that bright. It's supposed to be camouflaged with the rest of the landscape.

Btw that cinematic preview. Are you going to make a cinematic or what? (It looks too badass) :D
 
Level 12
Joined
May 11, 2014
Messages
1,257
Try again Warlock : Dark Flames (create a dark flames storm in an area ) Hide in Darkness (the warlock become invisible for a set time ) Burning Darkness ( a passible ability , each attack decrese enemy units attack speed ) and ultimate : Abisal Call (summon a frost wrym to crush your enemy )
 
Level 12
Joined
May 11, 2014
Messages
1,257
Yeah it is already a great project , i wonder how many downloads it will take in the first month
 
Level 10
Joined
Oct 16, 2012
Messages
555
@Footman16 Probably not, but it really depends on our map size. If terrain and basic imports take more than 7.5mb then sadly we will have no other option left.

Thanks everyone for your support and activity on this thread. We could never become what we are today without your help.
 
Status
Not open for further replies.
Top