foodflare
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Question: In the test maps should the hero be lvl 1 or lvl 10?
Btw: i wanna join.
Btw: i wanna join.
3 questions.
Can you enter more than 1 hero?
What race is this hero supposed to have (are you supposed to give it a race, can you make a custom race, can it be neutral, etc.)?
Also, are extra points awarded for making custom models?
also, should you make it explain in game why you decided to give your hero certain abilities?
Lastly, i'd just like to say I think it would make alot more sense if you made it so that everyone has to enter their hero in a specific map (i.e. say everyone has to enter their hero in a regular melee map such as Lost temple or whatever). It would make it more fair because everyone has the same map to apply their hero to.
Ok, you say you are only allowed 4 abilities. What about things like hide, burrow, heal, repair, etc. Are they allowed to have a 5th or 6th minor ability like that?
Are they allowed to come with additional items or cost an additional amount? Atm, all heroes come with scroll of tp.
Also, if you want heroes to be balanced, maybe you should specify what combination of agi, str, int etc they are allowed to have. (ex. X stats initially and an additional Y per level).
Should balance be tested by dueling them? I.e. if they lose to a strong hero like mountain king but win vs a weak hero suck as warden then it's balanced?
Netherdancer
Mystical Hero, adept assulting enemies with spells. Can learn Netherburst, Voidsap, Manavoid and Nether Plane.
Attacks land and air units.
Netherburst
Causes initial damage to all enemy units in a target area, plus additional damage over 10 seconds. Enemies already under the effects of Netherburst will take slightly more damage than the last time the spell was cast on them. No extra damage after the third cast on the same target.
Level 1 - 40 initial damage, 50 damage over time, 5 extra initial damage and 10 extra damage over time per cast on same target.
Level 2 - 50 inital damage, 75 damage over time, 10 extra initial damage and 20 extra damage over time per cast on same target.
Level 3 - 60 initial damage, 100 damage over time, 15 extra initial damage and 30 extra damage over time per cast on same target.
Voidsap
Steals the strength of a target enemy unit, reducing a target enemy units attack damage, and increasing the Netherdancers by the same amount. Casting this spell while the Netherdancer already has an attack damage bonus from this spell will increase that bonus even further.
Lasts 12 seconds.
Level 1 - Steals 10% attack damage, adds 5% per cast, 30% limit.
Level 2 - Steals 20% attack damage, adds 10% per cast, 60% limit.
Level 3 - Steals 30% attack damage, adds 15% per cast, 90% limit.
Manavoid
Causes the attacks of the Netherdancer to restore a small amount of mana, and drain the same amount of mana from the target if possible. In addition, when the Netherdancer casts a spell, there is a chance for the spent mana to take form, becoming a Nether Minion that lasts 20 seconds.
Level 1 - 4 mana per attack, 25% chance on spell cast to summon a 100 hit point Nether Minion that deals 13 - 21 damage.
Level 2 - 8 mana per attack, 50% chance on spell cast to summon a 200 hit point Nether Minion that deals 18 - 26 damage and has Feedback.
Level 3 - 12 mana per attack, 75% chance on spell cast to summon a 300 hit point Nether Minion that deals 23 - 31 damage, has Feedback, and is Invisible while not attacking.
Nether Plane
Creates a large plane of nether energy around the Netherdancer. Enemies in the plane move and attack 50% slower and take greatly increased damage from spells.
Lasts 30 seconds.
Cool idea hate, but Romek does have a point. Suicidal units would be difficult to use, and in a melee map, would the continuous revival costs/time be worth the kills you would get? And I can't see how any of them would go well together (maybe blow up, and % chance on death damage triggers dealing even more boominess?).
EDIT: Daskunk, could you add a Maybe to my name, I'm unsure if I'll continue with the competition since I don't have alot of time. If I get a chance to complete the hero before contest ends, I'll let you know.
Level one, and a command that levels him up would be nice, but not required..Question: In the test maps should the hero be lvl 1 or lvl 10?
No. You can change which hero you dicide to subbmit, Though..Can you enter more than 1 hero?
Make it whatever you want.What race is this hero supposed to have (are you supposed to give it a race, can you make a custom race, can it be neutral, etc.)?
No, that would be unfair.Also, are extra points awarded for making custom models?
No Need to do that..also, should you make it explain in game why you decided to give your hero certain abilities?
No minor abilities, thats could not be used in melee.Ok, you say you are only allowed 4 abilities. What about things like hide, burrow, heal, repair, etc. Are they allowed to have a 5th or 6th minor ability like that?
For testing puposes they can have items, but not as part of the hero.Are they allowed to come with additional items or cost an additional amount? Atm, all heroes come with scroll of tp.
That would be me balancing the hero for you, you can dicide what the heros like...Also, if you want heroes to be balanced, maybe you should specify what combination of agi, str, int etc they are allowed to have. (ex. X stats initially and an additional Y per level).
That would be A OK test, but as some abilites are AOE and some are heal and such, they should have units as well...Should balance be tested by dueling them? I.e. if they lose to a strong hero like mountain king but win vs a weak hero suck as warden then it's balanced?
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They can be given, But they would be counted as another spell...That was my question. Can extremely minor abilities that are usually allowed in melee (hide, burrow, heal, repair, etc.) be given to the hero?
That sounds like a really cool hero... Im not sure I should allow minor abilties though... Maybe you could fit it in useing a spellbook as a abilitie or somthing?Ok, i'll be specific. I was thinking of creating a giant worm hero with burrow as a basic ability (in addition to hero abilities). His ultimate would be some sort of uber-burrow though.
All but a few night elfs have hide.I'm in.
And about needshelpplz's extra minor abilities - I think they should be allowed.
The Night Elf Warden and the Priestess of the Moon have Hide in addition to their 4 hero abilities. Burrow should be allowed too.
I suck at JASS, am I allowed to look into other codes to learn how to do things from it?
For an example:
I dont know a fuck about JASS, but I want to make an ability that sucks units towards you. Am I allowed to look in a black hole code to see how you suck units towards you?
Sure you can, just dont copy the code exactly...I suck at JASS, am I allowed to look into other codes to learn how to do things from it?
For an example:
I dont know a fuck about JASS, but I want to make an ability that sucks units towards you. Am I allowed to look in a black hole code to see how you suck units towards you?
But that means I have to look through all the pages!how about linking each submitted hero to your first post, so the people dont have to look through all the pages if they want to look what heros have been submitted?