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Zephyr Contest #11 - My aura, Your aura

Discussion in 'Contest Archive' started by Pharaoh_, Jul 1, 2014.

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  1. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    I hope not exactly "just like" XD

    Edit: Though I can't help but notice, if the ability creates a summoned unit, is it not a summon unit spell, rather than an aura spell? (seeing as the hero does not have it, which is unlike all wc3 auras on a base level) granted yes the unit has an AOE effect (think of the ability tornado), but by that definition over half my submitted spells would count as auras

    SallyAnna, Looking really great, nice and original
     
    Last edited: Jul 5, 2014
  2. Kingz

    Kingz

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    The clarification of "aura" is vague. Basically any AoE ability can qualify if you follow strictly the given guidelines.

    At least i read it as:
    passive/active/toggle ability which affects enemies or allies.

    Edit:

    I am considering to join given the time.
    Ideas so far:

    Luminosity

    A burning aura creates scorched ground around the bearer (random patches of ground (algorithm will favor positions closer to enemy units to prevent total uselessness)). Units afflicted take X damage per second and lose Y armor.
    Active: Intensify - Burns the life force of the caster to intensify the flame. Burns up to 33/44/55% of current hp as additional flame over 5 seconds. Unit's caught in intense flame keep on burning after moving away from the ground for additional 2 seconds. Units that die under this effect create scorched ground.

    Desparation

    An aura of decay surrounds the bearer causing up to X nearby enemies to rapidly decay. Decaying enemies lose Y% of their max hp per Z seconds and move and attack slower.
    Active: Pestilence - Grants control over the decaying units if their current hp is under a certain threshold. Units controlled still decay uncontrollably but will spread decay to nearby units upon death.

    I really cannot decide, feel like both are solid ideas.
     
  3. Chaosy

    Chaosy

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    Can I add a second ability? basically my aura has one passive and one activate effect, I know it states passive/active/toggle but I want confirmation so I don't create something that isn't allowed.
     
  4. Tank-Commander

    Tank-Commander

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    your Aura can have an active and a passive effect, just provided they apply onto the same ability, afaik
     
  5. Pharaoh_

    Pharaoh_

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    At least one of the abilities has to be the aura. Of course, you could summon something with the main ability and activate/deactivate its aura with the sub-ability. There are many possibilities.
     
  6. Quilnez

    Quilnez

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    it's still counted as "aura" I guess. Just like yours, but the aura ability is on the summoned unit for mine :)
     
  7. Tank-Commander

    Tank-Commander

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    Yeah that's fair enough, just try not to make it too similar - would kind of suck to have two entries look/feel like they're the same XD
     
  8. Empirean

    Empirean

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    Thank you.
     
  9. GywGod133

    GywGod133

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    okay... i started now my Darkness Spell Entry
    so I called it Dark Circle

    i dunno if this aura or not lol

    its active, and create a circle in targeted point, the circle deal a damage....
     
  10. Kyrbi0

    Kyrbi0

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    I see a lot of questions about the exact meaning of "Aura" and how to interpret it.

    Before getting too excited about shoving all sorts of alternate/sidelong/inverted/summon-type effects into your spell, though, consider that we already drastically broadened the definition of "Aura" for the purposes of this contest, to keep things from being too boring (i.e. if we went with what we all normally called Auras (Devotion/Brilliance/Unholy/Vampirism/Endurance/Trueshot/Thorns/Command/War Drums/etc), the scope of the contest would be way too tight). Widening the scope to include examples such as Big Bad Voodoo, Starfall, Locust Swarm, Immolation... There's lots of room there. Or at least there should be.
     
  11. Quilnez

    Quilnez

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    @TankCommander:
    Second thought, I will change my concept, don't worry ;)
     
  12. Mythic

    Mythic

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    I'm thinkng of changing my aura to;

    Gives nearby units 20% movement speed and 20% attack damage bonus. When enemy heroes drop below 40% near the caster, the aura also provides 20% lifesteal.

    Does it sound OP? It's an ultimate btw. Are ultimate auras allowed? Just checking, if I would get minus points for it. Imo my auras are too OP for a normal three level ability.
     
  13. Chaosy

    Chaosy

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    nope.
     
  14. Empirean

    Empirean

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    good luck everyone
     
  15. IcemanBo

    IcemanBo

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    Both concepts sounds good to me! I especially like the idea of Luminosity's active, that dying units again will create scorched ground.

    In Desparation, you have a slower effect. Speed manipulation will be used more often in the contest, but that decay aspect is new.

    I think both sounds good, but if you need help to decide me intuitively would prefer Luminosity. :)

    Yes, good luck to everyone!
     
  16. Mythic

    Mythic

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    Aura Changed. Tooltip:

    Nearby allies gain movement speed and attack damage. When an enemy hero within 700 range of the Marshal drops below 40% health, such enemy is marked and the aura also grants lifesteal.

    Statistics
    Area of Effect: 600
    Attack Damage Bonus: 25%
    Lifesteal: 15%
    Movement Bonus: 25%


    Credits:
    Preview
    [​IMG]
     

    Attached Files:

  17. rulerofiron99

    rulerofiron99

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    I've left my spell a little bit too long, now it's no longer fresh in my mind. Might have to remake it.

    I need to make my own movement detection anyhow. Well that was easy. Back to debugging!

    Nice auras so far.

    EDIT: Imported it into a melee map (attached), seems to work well. I've managed to fix it so that you can attack move with the aura and still have units retain the speed when the do that mini-pause when acquiring a target.
     

    Attached Files:

    Last edited: Jul 6, 2014
  18. BlueSaint

    BlueSaint

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    I will do something for UD Lich, I think he need his own aura :D

    Guess I make something simple, winning is not my thing anyway lol...
     
  19. Mythic

    Mythic

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    Don't worry. Tank Commander automatically wins so it's the same for all of us. :p
     
  20. rulerofiron99

    rulerofiron99

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    Rigorous March
    Tooltip:
    [​IMG]
    Screenie:
    [​IMG]
    The footman on the left is dealing his charge damage.
    The footman on the right hasn't run long enough to gain the charge effect.
    The paladin is charging, and will deal bonus damage to the peasant above.

    Specification:
    • GUI.
    • Uses unit custom value.
    • MUI - Works for multiple units having the aura. If a unit is under the effect of two auras, it will pick the highest level aura for effects.

    Configurables, constant:
    • Loop time, level detect time, aura detect time (for performance ~/ smoothness)
    • Damage buff duration
    • SFX for top speed, damage
    • Scale speed - whether or not march speed is affected by slows
    • Scale damage - damage bonus based on marching speed

    Configurables, level-variable:
    • Acceleration, top speed
    • Turn loss, turn window. When you turn around too sharply, speed is lost.
    • Aura range
    • Damage
    • Damage speed threshold - how fast you must go to deal damage

    Requirements:
    • Unit indexing system

    Conflicts/issues:
    • Knockback will be detected as unit movement. Add your own conditions to check for knockback.
    • Custom move systems (e.g. that system that allows a higher max speed) will probably conflict.
    • Starts getting wonky at very high movement speeds (~1000). Units naturally auto-correct around corners, which in this case will cause them to spin around like ballerinas.
    • Group speed auto-correct not yet implemented.
     

    Attached Files:

    Last edited: Jul 6, 2014
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