| 03-04-2009, 11:54 PM | #1 |
This thread is intended for posting final submissions for the 1st Race-Building contest. Any posts not containing a submission will be deleted, so please post any such comments in the main contest thread instead. |
| 03-08-2009, 03:22 PM | #2 | ||
Attached is the Bandit race that I worked on. It has been tested ingame, and I couldn't wait to show it off. The race contains only two units that can hit fliers, though it seems to do better against buildings. Siege weapons need to be researched before they can be used, and mounted characters are only available when there is a stable. There was a map with an AI up here, but I removed it just in case I couldn't have both. (AI map and non-AI map).
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| 03-08-2009, 04:01 PM | #3 | |
Here is my submission Swarm and make good use of the units with swarming abilities, every kobold except the scavenger auguments itself with a bonus to attack. The hero is speciallized in augumenting, so make good use of his lantern aura.
This is the final submission, everything is finished, and the race is a down to earth kobold race, no fancy triggering, just a perfect kobold race as it should be. |
| 03-20-2009, 02:22 PM | #4 | |
Submission completed! What you must know: 1. To play using this race your race must be "Humans" 2. This race is not intended for multi-player playing, period. 3. Here is the Techtree 4. All about the Maiden Inn, here and here 5.
6. I'll still be in the main thread for suggestions, bug report, how to remove existing bugs and hotkey problems report Updates: (20-03-09) - Added True Sight to the Amazon Sentinel - Reduced mana cost and cooldown of Life Brew (21-03-09) - Fixed Enslaved Man tooltip typo - Tweaked a pair of Upgrade requirements - Fixed a bug on the Templar Maiden unit abilities - Another typo fixed (Scout) (22-03-09) - Fixed Hero Spells lags - Reduced initial lag - Found and solved a buff duration bug on Love Potion - Destroying some triggers just to prevent some lags in long games (23-03-09) - Fixed and modified Fascination Ward, now it works as it should - Coloured "F"... XD (24-03-09) - Demoness sound set for the Charming Damsel - Sorceress sound set for the Templar Maiden - Added a couple of names in the credits... see for yourself :P (25-03-09) - Cut 2 now-useless lines from the Victory/Defeat trigger - Fixed a typo in the "Cunning Inspiration JASS credits" line - Fixed an Upgrade bug made when fixing the Fascination Ward (-.-) (28-03-09) - New trigger line to assure that no bugs come from the Nailclippers' upgrade (30-03-09) - Love Potion won't target high level creeps anymore |
| 03-20-2009, 11:32 PM | #5 | |
Here is my "submission"... id forgotten about it... Hmm... ive built a few races since i uploaded this, they are actually.. like, cool... but, i wont change my shit up Techtree
Your harvesters are also your basic warriors. Hole up in a well defended base and ambush enemies with small, fragile, hard hitting fast moving armies. expand often and early with the Warren I havnt added an enemy in to fight, i will if that is preferred |
| 03-22-2009, 04:43 AM | #6 |
Here it is, the Arcanist race: Sry.. its in spanish... but i know you can understand how use the race. (i made it in spanish because is more esay for me to work in the language i better know) I going translate the map later. i upload it now because i dont want to be out of this for not upload the map... I going to upload some photos later. |
| 03-24-2009, 08:31 PM | #7 | |
the Experimentals Gold is harvested by zombies. Lumber is harvested by building refineries. Units can be mutated from the basic unit: Slimes Please report bugs/typos/balance stuff/etc so I can fix it
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| 03-29-2009, 03:28 AM | #8 | ||
the Black Ice Clan (Ice Trolls + Magnataurs + Other Northrend Guys) Drudges (the workers) are created in twos by Seneschals (early game scouts). Credits are in a Trigger
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| 04-01-2009, 05:00 AM | #9 |
Skullz n Booze (Skeletons/Faceless) Credits are in Kartenbeschreibung (no idea), if you start map from ingame not from editor. To Play choose undead EDIT: Uncoutable changes, but now I'm ready |
| 04-01-2009, 10:17 AM | #10 |
Heres my submission. For the techtree, check this. Shadowgrin Clan: EDIT: Tooltips updated. EDIT2: Map updated, fear fixed. |
| 04-10-2009, 05:10 AM | #11 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I'm not as 100% done as I would have liked, but they are fully playable, so I am submitting them already, just to prevent being raped by the deadline. I'm missing a few credits, but hopeuflly I'll be able to fix that in time. edit: added some credits. Without further ado:
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| 04-10-2009, 05:18 AM | #12 |
The Magic Race is a genus of animate spells which originate from the Twisting Nether. Though it remains unknown if it is led by a more powerful entity, its forces are invariably observed under the command of the chaotic Harbingers. |
| 04-10-2009, 06:38 AM | #13 |
This is my submission - the Murlocs. The credits are in the map description. I will be away for a couple of days, so I may be late into the marking/ judging etc. Good luck to all! |
| 04-11-2009, 05:12 AM | #14 |
This is my submission. Effectively, it's a specific facet of the Goblin race; the ones heavily associated with mechanical things (for the most part). (I say this because it could've been Alchemy-based, Explosive-based, or Greed-based, and I want to differentiate between what people might think as "obvious" for Goblins). Anyway, that was a bit wordy. Enjoy! :P --EDIT-- 2,500th post! What a coincidence. :P |
| 04-11-2009, 07:06 AM | #15 |
Done a little hurriedly, Hero skills arent exactly finished (some of them have been replaced with generic skills). Jungle race, has no theme... |
