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Tauren Race

12-06-2003, 11:25 PM#136
Frostigt
i dont think doing panadrens are such a good idea... u know, its many people doing stuff with pandas, do something originall instead, like centaurs, that would be quite cool...
12-06-2003, 11:29 PM#137
Runemane
yea, perhaps everyone is doing pandarens, but if we were to do it, ours would be the best :infth:

Name... hmmmmm..... Deciples of the Earth Mother is all I can think of t the moment
12-06-2003, 11:38 PM#138
Frostigt
Or maybe something in snow.... like er... those tuskars, how they struggle against the local ice-trolls?
well u could do almost anything!:ggani: :ggani:
but then ofcourse, u could just make a kickas, long and awsum campaign with just taurens?
12-06-2003, 11:57 PM#139
TiJiL
I do like the Pandaren, and I admit, the Pandaren could tie in very well with the tauren. However, many people are doing it, and I just don't think they have all that much going for them as a race. They're a hilarious idea, but I just can't imagine a race that is interesting enough. However , perhaps we could make a few of them for the campaign. If we decide to make them, we must be careful and make them as good as possible.

I personally think we should aim for races with a lot of potential, even if they are barely included in the universe at all. Like Goblins! So much could be done with them, and everybody would love them.

However, like I said, that isn't important at the moment. We ought to try to remain dutiful to the tauren until they are almost done, then we could start other races. However, no harm in thinking about them. Who knows? It might gain us some help. Perhaps someone who loves goblins but doesn't like tauren would help us out if we promised to do goblins later?


Yeah, the orc vs tauren thing was the problem that Bhav kept talking about when I mentioned retaining the original races. I agree, to some extent. The tauren would never fight the orcs. I also doubt we could have 8 races work together correctly, so perhaps we will just have to write over the previous ones.
12-07-2003, 12:00 AM#140
Runemane
Ok, just a question, what is everyoneacc ton b.net? (makes it so that we wont ahve to do this later)

mine is Feel-The-Fury, tho I might switch it to Runemane
12-07-2003, 12:04 AM#141
TiJiL
I'm TiJiL. If ever you want to meet me on Battlenet, I'll be either playing or in channel 'twasseccs'.
12-07-2003, 12:22 AM#142
Bhav_88
I'm Tobar. If you want to meet me, I'll probably be playing or chatting with TiJiL in channel 'twasseccs'. (Two s, two c)

I suggest that another race be the satyrs. We mustn't get too far ahead of ourselves, but I think the satyrs are great because;

A. They are basically the opposite of elves. I HATE elves with all the hatred within what remains of my soul.

B. Their design is very neat looking.

C. They are undeveloped by blizzard, so they could be developed by us to be unique.

D. Nobody ever wants to do them, lending more uniqueness to this project.


I do agree that the Goblins must be one of the races, if finished. TiJiL and I made a map (At the very beginning of our modding days, out of courtesy to our reputations we will not divulge this here...) that made new races. The goblins were extremely fun to play, and this was when we sucked at modding, had no new spells or images, and pretty much no concept of balance.


Now... Hero idea!

Tauren Plainstrider

Spell One: Dust Devil (passive) - Summons forth (1,2,3) dust devils that constantly circle the plainstrider and deal damage to those they happen to contact. (Probably need a JASS dude to make it work well, but I could certainly make it work with GUI)

Spell Two: Stealth Formation - Turns all units within a small radius of the plainstrider invisible. Lasts (15,25,35) seconds.

Spell Three: Bovine Resiliance- Allows the Plainstrider to cast 75% reincarnation if the effect is on. (Lasts 5, 7, 10 seconds) Basically, cast the spell, if you die during the duration, you'll reincarnate. Must take lots of mana.

Ultimate: Ancestral Fury- When cast, summons forth an ancestor for every tauren unit within range. The ancestor is basically a clone of the unit but with chaos damage, invisibility, and such.

Possible alternative for spell three: Revival- When killed, the plainstrider will revive 2, 4, 6 dead tauren units around him to 100% HP.
12-07-2003, 12:51 AM#143
Runemane
yea, the third ability aounds more like an ultimate. And teh forth one sounds cool, but it should be lmited, because that would be a REALLY powerful ultimate. (Ancestral fury was one of my scct names on bnet once :P)
12-07-2003, 02:01 AM#144
TiJiL
Yeah, hehe... The good old days, eh Bhav? I love the router! *rimshot* Zeppelin was humorous, too. Oh, and firey guys. They were cool.

Well... It seems now that we won't be retaining the original races... This allows us to make a few major changes to the system. However, I'd like to keep the races superficially like the Warcraft ones. However, we might have hero upgrades, heroes that level past 10, innate hero abilities, and things of that nature. Any ideas for this?

I like your spell ideas, Bhav. I'd like to add one thing to the stealth one, though.
Revise it to this, methinks:

Plains Running - Increases the speed of and makes invisible all nearby units for 15,25,30 seconds. Also affects the Plainstrider

I think Ancestral Fury is cool, but how about it is altered so that it summons a very powerful ancestor, depending on how many of which tauren it has around it?

For instance, if it has 3 brawlers near it, it'd summon a melee ancestor with, oh say, 1500 HP and 45 attack. However, if nearby were 5 tauren warriors, it'd summon a melee ancestor with 3250 HP and 75 attack. Or something like that. I just think cloning every unit is too much like the Thaumaturge's ultimate, which fits better, methinks.

Just some more thoughts. As always, please post any ideas you have.


Oh, and I'm working on modeling the Thaumaturge. His torso, shoulder pads, arms, and loincloth are done. I'll post a screenshot when the model is done/nearly done.



Two final notes:

1. Yes, satyrs would be awesome. Their concept just screams out stealth and agility. Too bad the only Blizzard satyrs are pretty badly done.

2. How about, for a name, the Chieftains' Accord? Just making stuff up. We ought to think this up soon.
12-07-2003, 02:28 AM#145
Runemane
Hmmm, perhaps we could use the revenants, tehy seem pretty neglected, or teh wiendigos, they seem like a pretty spiritual race as well, connected to nature, would work well in a campaign. I say this is because there was a littel thing in RoC campaigns taht had a small cinematic with sasquaches in it, talking about protecting nature n stuff...

Another race that has a few units, but is neglected are the Makrura, from the sunken ruins tile set

Possilbe names:
-Deciples of the Earth Mother
-The War Chief's Honored
-more coming, my brain is kicking out today...
12-07-2003, 02:45 AM#146
TiJiL
Well, I think we ought to avoid races that are naturey now that we made the Tauren. We should aim for four unique races. Revenants, wendigos, and Makrura would be very very hard to do. I'm not sure.

(By the way, this is the 23rd post today! Bwahahahaha! The topic flourishes!)
12-07-2003, 05:10 AM#147
Runemane
The Eredar? they're pretty cool looking, and they're a demon kinda evil race. You could combine units from the outland races (well units taht are like the outland creeps, like the voidwalkers, never dragons etc)
12-07-2003, 08:25 AM#148
Frostigt
if u want a non-spiritual race, u allready have choosen it: Goblins, they r greedy, crazy, and makes lots of machines, u know how goblins r? dont u?
12-07-2003, 03:57 PM#149
TiJiL
Aye, yes, the goblins do fit that bill nicely.

Ok, I'm going to start today with my spell ideas for the Battlechief!

Halberd of Fire - The Battlechiefs can draw from the mighty power of the Earth Mother to enchant their polearms with a magical, searing flame. This spell drains mana continuously from the Battlechief while activated, but adds 15/30/45 damage and 75/150/225 splash damage to his attacks.

(Think like Immolation. While it's on, he does more damage, but it drains mana continually)

Obsidian Shield - The Battlechiefs wield enormous shields to protect themselves in battle. While using the shield, the Battlechief moves at 25% normal speed. Shield adds 2/4/6 armor, reduces piercing damage by 25/45/65%, and reflects 0/15/35% melee attack damage back to enemies.

Hew – The Battlechief swings his halberd in a wide arc, heavily damaging all nearby enemy units and neatly chopping trees down. Deals 175/250/325 damage to enemies within a radius of 150. Also destroys all trees. Cooldown is 35/25/15 seconds.

(Would be pretty awesome, methinks, to cut yourself a path into the back of an enemy's base using this power. If we could get a JASS guy to help us, I'd like this spell to only do damage to those in front of the Battlechief.)

Retribution – The Battlechiefs are not only very prevalent in battle, but also devout followers of the Earth Mother. (Not so much as the chieftains, but they definitely have her favor) When the Battlechief's physical form perishes, his soul can endure to wreak havoc among those who destroyed him. When the Battlechief dies, he reincarnates as a spirit with 3500 HP and Chaos damage. He will last in this form for 45 seconds, before his soul, too, has to dissipate away.

(I hope you don't mind me using your idea on this hero, Runemane. I assume you don't.)
12-07-2003, 04:41 PM#150
Bhav_88
Another Hero Idea....

Ardent

- The Ardent is a warrior priest, wielding less powerful magic than the Thaumaturge and more deadly spells than the Battlechief. Similarly, he is more cabable at melee combat than the Thaumaturge, but is dwarfed by the Battlechief. Magic is more focused on summoning powers of the Earth Mother, rather than ancestral spiritual stuff like the Thaumaturge.

(Other possible names for hero: Radical, Zealot, Fervid, etc...)

Fissure- Creates a gap in the earth that deals (15,30,45) damage per second to all units that walk on it (Classified as walkon), and emitting (1,2,3) controllable, wandering flames every five seconds. (Flames hurt only enemies, fissure hurts all)

Stone Shell - Allows the Ardent to become covered in stone, reducing his attack by (50%, 30%, 15%) but increasing his HP by (500,700,1000). (Think Avatar, makes him all stony and durable, but also makes it hard for him to do damage.)

The Earth Mother's Bastion (Passive) - Allows the Ardent to block a hostile spell once every (45,30,15) seconds.

Volcano (Ultimate)(Channeling) - Creates a giant volcano that deals burn damage to all enemies in a large range, shoots off fireballs at random enemies, and subtracts 5 armor from all enemies. (Invulnerable, of course. What are you going to do to a volcano? Image= Earthquake effect, but lots of them. Looks very volcano like.)