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Zergling Frenzy - Create your own hero!

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I've been thinking about this, and i believe it's better for the people to think of what the heroes should be. So here we are.
Legend
Red=Changed
Blue=Might change
Normal= Not sure if will change
Green = Will never change
Create your own Hero!

Now, before begining, you must keep in mind that you need your hero to have 4 main abilities.
The hero is going to have 3 talent trees, like in wow.

  • Single Target/Shockwave/ Similar targeting ability (1 for each kind of tree)
  • Aura (1 for each kind of tree)
  • AOE (1 for each kind of tree)
  • Ultimate (1 for each kind of tree)
The 3 first must have 7 levels of abilities.
The Ultimate must have 4 levels.


Heck, not only abilities are needed!

You need to specify your hero's main attribute (ranging from Strength, Vitality, Agility, Intelligence and Psi) and include a Hero Buff Tree!
Main Attribute will recieve +8 from level 1.

The Buff Tree will be like a Talent Tree that will allow players to select Buffs for their hero.

25 Points will be usable out of 35 total Upgrades, and 25 for all abilities.
The player will able to pick 8 abilities, of 2/3 trees.
Thus, the player will get 1 point per level for each tree, and 5 attributes to spend each level-up!

We have decided that the heroes will be based in only 4 trees per race.

Here are the Trees

Code:
[COLOR=Purple]Zerg[/COLOR] Small units will have
[COLOR=Lime]-MAIN- Mutation
Speed[/COLOR]
[COLOR=Lime]Massive[/COLOR]

Big units will have
[COLOR=Lime]-MAIN- Mutation
Melee
Ranged[/COLOR]
Code:
[COLOR=Red]Terran[/COLOR] small units will have
[COLOR=Lime]-Main- Arms
Mutation
Psionic[/COLOR]

Big units will have
[COLOR=Lime]-MAIN- Arms
Massive
Explosives[/COLOR]
Code:
[COLOR=RoyalBlue]Protoss[/COLOR] small units will have
[COLOR=Lime]-MAIN- Psionic
Dark
Light[/COLOR]

Big units will have
[COLOR=Lime]-Main- Psionic
Protection
Assault[/COLOR]
Try to include lore as well.


Original Thread @WorldCraft (HordeStudio)
Link to main Forum @WorldCraft's Zergling Frenzy
Status of the map @WorldCraft's Zergling Frenzy

Here is a preview of what we made with TheTerran's idea!
Reaper

1) Jetpack Boost
The Reaper uses his jetpack to dash through enemy lines, creating a shockwave in his path.
2) Power Shot
The Reaper uses his P39 Experimental Scythe Gauss Pistols' charged fire, to shoot at an enemy, creating an explosion at his location.
3) Speed Enhancer
The Reaper uses his Speed Enhancer, increasing the speed of all allied units near him.
4) Ion Strike
The Reaper calls for an Ion Strike from the air, shooting at a designated location. AOE

Main Stat- Agility (+8 boost)

Buffs

(Normal) Enhanced Thrusters 0/2
The Reaper upgrades his Thrusters, having an increased speed throughout the battlefield.

(Normal) Long Range Scope 0/5
The Reaper upgrades his P39 Experimental Scythe Gauss Pistols, having an increased range.

(Normal) Jet Pack Boost 0/3
The Reaper upgrades his Jet Packs, having a random boost of speed in the battlefield.

(Normal) Experimental D98 Infantry Flexibility Suit 0/5
The Reaper wears a flexibility suit under his armor, giving him enhanced evasion.

(Psi Base) Psi Powers 0/3
The Reaper obtains Psi Powers, similar to a ghost's, allowing him to create a small protective shield on his armor, decreasing damage dealt from attacks.

(Psi) Electron Shield 0/5
The Reaper uses his Psi Powers to harden his armor, decreasing damage dealt to him to minimum.

(Psi) Detection 0/1
The Reaper uses his Psi Powers to locate hidden enemy units.

(Psi) Stun Bolts 0/5
The Reaper uses his Psi Powers to enhance his bullets to cause occational short stuns on enemy units.

(Psi) Body Injection 0/1
The Reaper injects himself with his own Psi Powers, increasing evasion, and increasing health.

(Infection Base) Zerg Mutation 0/3
The Reaper infects himself with Zerg Mutagens, increasing his flexibility, and has more accurate attacks.

(Infection) Mutagen Injection 0/5
The Reaper injects himself with Zerg Mutagens, increasing his health, and allowing him to recover quickly.

(Infection) Infected Fire 0/3
The Reaper adds parasites on each of his rounds, poisoning his target with a Damage Over Time effect.

(Infection) Savagery 0/3
The Reaper evolves into a savage beast, having increased hit points, increased regeneration, increased damage, but decreased armor and attack speed.

(Infection) Creep Blast 0/1
The Reaper infects his killer with a Damage over Time effect, dealing lots of damage in very short time.
 
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Level 15
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you are describing a project or asking for ideas?

sorry, can't cath up, it's a bit late here =) *sleepy*
 
Level 22
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I played your map Zergling frenzy. It's a nice footman wars like not like the boring survivals where you wait for some spawns to attack you on waves...

Reaper

Abilities:

1) Jetpack Boost (Line AOE)
Slide fast through enemy army causing damage while flying through them, each level dealing more damage (even killing units) and even longer path of travel per level
2) Power shot - deals a massive amount to 1 unit causing explosion effect on it(Singe target), again more damage each level
3) Speed Aura, increases by levels
4) Ultimate - Ion cannon from above, dealing AOE dmg and big damage , a laser from above

An Agility hero. I dont understand the buff, just throwing ideas.
 
I played your map Zergling frenzy. It's a nice footman wars like not like the boring survivals where you wait for some spawns to attack you on waves...

Reaper

Abilities:

1) Jetpack Boost (Line AOE)
Slide fast through enemy army causing damage while flying through them, each level dealing more damage (even killing units) and even longer path of travel per level
2) Power shot - deals a massive amount to 1 unit causing explosion effect on it(Singe target), again more damage each level
3) Speed Aura, increases by levels
4) Ultimate - Ion cannon from above, dealing AOE dmg and big damage , a laser from above

An Agility hero. I dont understand the buff, just throwing ideas.

HOW? It's not released yet. Besides, the one up on the bnet was put by a noob. With no skills.
 
Level 15
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Messages
1,649
High Priest (based on High Templar model)

1) Spirits of Aiur - single-target - summons a spirit of fallen Zealot, who charges the target, dealing damage and disappears. If target dies while some spirits still remain, they'll pick another target randomly. Further ranks increase number of spirits sumoned.
2) Grace of Khala - aura - increases energy regeneration of nearby friendly units, based on number of those units. Further ranks increase maximum number of units who can contribute to the regene bonus.
3) Maelstrom - AoE - creates a gravity vortex (basically that of Mothership; also slowly drags faraway units to it) and blasts all units caught within with a psi-storm when the vortex ends. Further ranks increase damage and radius.
4) Scion of Twilight - ultimate - the High Priest temporarily transforms into indestructible and invulnerable Twilight Archon, who deals tremendous damage, ignores armor and his attacks also hit nearby enemies. After the spell ends, the High Priest transforms back into Protoss, with just 1 hp, 0 energy, 0 shields. Further ranks increase duration.


Mystic (based on Dark Templar model, with dual scythe)

1) Sands of Shakuras - shockwave - a wave of sand an shadows washes over enemies, moderately amaging them and leaving them blinded (aka stunned). Further ranks increase area of effect and stun duration (not damage)
2) Shadows of Exile - active aura (can be turned on/off; drains energy per second) - all nearby units (except the Mystic) are Cloaked. Further ranks increase range and reduce energy drain
3) Relic of Xel'Naga - AoE - creates an immobile ward that damages and knocks back nerby Zerg. Further ranks increase range and duration. (Uses one of those black-green xel'naga doodad models)
4) Ways of the Void - ultimate - launches a dark construct (using Stalker's model) in target direction. The construct moves for 5 seconds and then teleports to a random point of the map, as far as possible from player's base. Also teleports all nearby enemy units. The construct is invulnerable, but rather slow, so he can be dodged. Further ranks reduce cooldown and increase construct's speed.

Enjoy.

PS: both are "intelligence" heroes.



EDIT:

High Priest Talents:


Warp Focus - reduces energy cost of spells
Phase Disruption - increases damage
Wisdom of the Templar - increases intelligence
Legacy of Aiur - increases amount of mana
Bliss of Khala - spells have a chance to return mana. chance is based on amount of people affected by Grace of Khala


Mystic Talents:

Cold is the Void - Mystics attacks now slow enemies (some kind of chill effect would suit well)
Shadows of Shakuras - Shadows of Exile now Cloaks the mystic too, but drains twice that much mana
Legacy of Xel'Naga - spells cause the Mystic to regain some energy and health over 5 seconds
Eclipse - spells and attacks have a low chance to instantly kill their targets
Warp Ripple - when Mystic's health in combat drops below 25% he instantly slows nearby enemies and blinks in random direction (but away from enemies - he won't blink into an enemy mob). cannot happen more often than once per minute.
 
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Level 15
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Ok, here we go:

(let's say, each talent has 3 ranks. it's all up to you.)

=High Priest=

Khala:
energy regeneration

Legacy of Aiur - increases amount of energy
Bliss of Khala - spells have a chance to return energy. chance is based on amount of people affected by Grace of Khala
Warp Focus - reduces energy cost of spells
Pilon-shard Talisman - spells cast restore small amount of energy to the High Priest and all nearby allies


Holy Science:
damage

Phase Disruption - increases damage by 4/8/12%
Plasma Wreath - while plasma shields are up, they deal damage to attackers
Feedback - attacks have a chance to burn energy to the target, dealing 1 point of damage per point of energy burned. Further ranks increase amount of energy burned.
Fury of Tassadar - when attacking, has a chance to enrage, increasing damage, energy regeneration and shield regeneration by 50% for 12 seconds. Further ranks increase the chance of occurence.
Prismatic Radiance - attacking target(s) for 7 seconds traight, without interrupting, moving, or using abilities, increases damage by 5/10/15% for 7 seconds.


Templar:
survival and passive stats

Wisdom of the Templar - increases intelligence
Ward of the Fallen - has a chance to become invulnerable when health falls below 20%. Further ranks increase duration.
Firstborn of Xel'Naga - gives a chance to resurrect after death.
Immortal - increases health and armor
Retribution - when the High Priest dies, a powerful psi-storm occures on the spot of his corpse.


=Mystic=

Exile:

survival and escape

Fleeing Exile - when health falls below 5%, a Stalker will appear (dummy) and teleport the Mystic to his base. Hs long cooldown. Ranks reduce cooldown.
Warrior Training - gives a chance to evade an attack.
Legacy of Xel'Naga - spells cause the Mystic to regain some energy and health over 5 seconds
Distrupting Shields - while shields hold, large attacks are reduced to 25/20/15.
Rift Shell - attacks done against the Mystic while his shields are up have a chance to teleport the attacker to a random point within moderate range. Further ranks increase chance and range.


Shadows:
stealth and damage

Assassin Training - attacks done by the Mystic while he is Cloaked deal 50% more damage
Wreath of Twilight - while Mystic's shield are destroyed, he is cloaked, unless attacks moves or casts spells
Shadows of Shakuras - Shadows of Exile now Cloaks the mystic too, but drains 100% more energy
Eclipse - spells and attacks have a low chance to instantly kill their targets
Nightfall - while Shadows of Exile is active, it drains 150/125/100% more energy, but disables all Detectors within range


Disruption:
control

Mystical Quicksands - Sands of Shakuras now also slow all targets hit for a long time
Cold is the Void - Mystics attacks now slow enemies (some kind of chill effect would suit well)
Warp Ripple - when Mystic's health in combat drops below 25% he instantly slows nearby enemies and blinks in random direction (but away from enemies - he won't blink into an enemy mob). cannot happen more often than once per minute.
Space Twisting - projectiles launched by enemies affected by Mystic's spells move 20/40/60% more slowly.
Teachings of Zeratul - attacks done by allies affeced by Shadows of Exile now slow enemies briefly. The effects still count as Mystic's spells for Space Twisting's purposes. Further ranks increase duration of slow.


EDIT: only now cared to have a look at your first post =/
feel free just to rename the talent trees as you want
 
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Level 6
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-EDIT-

I rearranged the trees a little.


Ultralisk

Strength Hero
Damage Dealer

Mutation
Offensive Abilities

Frenzied Assault - Increases the Ultralisk's attack damage by 6/12/18 for 15 seconds at the cost of having its health slowly depleted while under the effects of Frenzy.
Impaler Tentacle - Impales a targeted Hero with a tendril that damages them for 50/100/150 and stuns them for 2 seconds.
Head Smash - Passive Ultimate - Attacks deal 50% increased damage against structures.


Destruction
AoE Abilities

Kaiser Blades - Cleaving attack that deals 15/30/45% of the Ultralisk's attack damage to adjacent units.
Baneling Strike - Rolls a Baneling at a targeted point up to a range of 60 (6 in editor range terms), exploding upon reaching the target or the first unit it touches dealing 25/50/75 damage in a small area.
Shockwave - Ultimate - Slams the ground with the Ultralisk's claws. Slows enemy units within a large area by 30% for 5 seconds.


Regeneration
Defensive Abilities

Chitinous Plating - Increases base armor by 2/4/6.
Frenzied Regeneration - Increases the Ultralisk's health regeneration by .5/1/1.5 for 10 seconds.
Anabolic Synthesis - Increases the Ultralisk's unburrowed movement speed by 10/20/30%. Allows the Ultralisk to move while burrowed at all levels.
Burrow - Ultimate -The Ultralisk burrows deep under the ground, enabling it to escape combat. Has a long cooldown.
 
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Level 6
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That's the point. I'm just following the Zerg theme. Use a different ability to make him less cheap if you like. Perhaps give him a Charge move that stuns the target and knocks back nearby units?
 
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