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STFU Arena -=Ideas Needed!=-

07-08-2003, 07:34 PM#1
Dead-Inside
PLEASE READ TROUGH THE LAST POST MADE BY ME BEFORE POSTING.

A part from my last post:
People, I've begun work again, with the trigger which got trown away.
For this project to be a success, I need good spells, good skins, good items and nice gameplay funny thingys. I'm planning on doing a semi-serious humor map, but since noone gives me ideas, I might just make a "regular" map with 80% new features.

Please give me more ideas, of all kinds. If you need a screenshot of the map, please look at the STFU Arena forums (link is in my sig). There is a screenshot posted.

Regards
Dead-Inside
Founder, runner, main programmer and leader of the STFU Arena project.


Yes, it's STILL time for ideas!

Let me just begin by saying this,
if we use your idea, whatever it is, you will get your credits in the map in some way or form (you can request this too if you wish).

Remember something, THIS IS NOT JUST ANOTHER HERO ARENA.

The maps forums are currently down so I don't have anything more to show you of the features, and my already done triggers were forced to be trashed after the patch, so I need to rebuild it.
It wasn't much anyway but it's almost a days worth of work.

Now, we need this currently:
- Hero spells
This includes abilities and anything regarding heros. There are 4 races, the regular ones. 5 to 6 heros per race. Please type a detailed list, for example a spell, to how it looks, what it does, tool tip and levels of the spell.
- Item ideas
This includes anything regarding items. We have no clue on how we should handle items at this time. There will be NO TOMES! If you have something funny we can do with items, please say so. Items will be rewards and bough.
- Quest ideas
We have two quest areas. They are not connected. Look at the areas, they are posted by DEMANUFACTURE further down, and think up two seperate ideas for what type and what you should do on the quests.
- Other ideas and features of the map!
If you feel you want to see something (Like the stock system that I will let you know more about later), add it under this. Also any other sick, honest and twisted ideas goes here. Also constructive critisism.

Thank you and Regards
Dead-Inside
07-08-2003, 07:48 PM#2
Pirogen
Transfer (channeling)
Periodically steals X amount of life from all enemy units in the target area and gives that life to the caster.

Retaliation (passive)
Gives a small chance to perform a counterattack whenever struck by a melee attack.

Crippling Blow (ultimate?)
Melee attack that deals X amount of damage, and reduces armor, attack and speed on the target.

By the way, I have a question: Will this hero arena have tomes? If yes, will they be cheap and/or easy to come by?
07-08-2003, 07:48 PM#3
Quilamar Frost
names of places, people, things, names for anything quest ideas, story stuff, im your man :D ill start wenever
07-08-2003, 07:53 PM#4
Electricall
It's Night Elf Sentinels. Also, having that many heroes with new spells... You'll probably never get finished. I know, because they all need careful balancing and such, plus it takes lots of time just creating them and getting them to fit for the character... I hate it. I have 10 heroes, and it feels impossible. 4 spells each and all the levels, tooltips, art, etc, etc...

Perhaps a quest: (Edited out since you'll just flame me for it... :( )
07-08-2003, 07:57 PM#5
Panto
Ward-only heros (healing, stunning, de-pantsing, whatever)

Bouncing-spell only heros (a al chain lightning, healing wave, dispelling wave)

Maybe a builder hero, but something crazy, like he can only build in shallow water, or somesuch. You should be able to make it such that, as his level increases, the number of buildings he can make increases and the hero ability button goes away.

A summoner hero that eats his summons to get different buffs.
07-08-2003, 08:01 PM#6
Mech-Sheep
UNDEAD MAGE (any):

ULTIMATE: Dark Fearmancer

When the hero start the spell, it will create 10 units. Each letter of Fearmancer is placed on top of each of the units, and only invisibility detectors can see them afterwards. When the units die, it will summon Dark Spirit of the Underworld on the last unit that dies out of the 10. By any chance the units died in the order of F E A R M A N C E R, it will summon "Dark Fearmancer", on the death place of letter "F". Mana: 300 Cooldown: 240

Lettered units: 600 HP, no attack, unarmed

Dark Spirit of the Underworld: 1750 HP, Spell Immune, No timer, 45-62 damage

Dark Fearmancer: 3000 HP, Spell Immune, No timer, 70-97 chaos damage, Immolation, Attacks land and air

ORC ELEMENTAL HERO (any):

ULTIMATE: Catastrophe

The hero creates an uncontrollable, mad flying beast that is summoned at the center of the large targetted area. After 10 seconds, it will begin its destruction. Air units within the range will be shocked with an aerial nova attack that does 200 damage, which is casted in an interval of 10 seconds. Ground units in the range is shocked with a 5 damage attack with no cooldown. Catastrophe lasts 60 seconds, and the hero must be channeling it. If by any chance the hero cancels Catastrophe, the god is released to an anger state where it becomes a neutral hostile flying unit. It has 2000 HP, 45-61 splash chaos damage, and attacks all the teams with no ally.

Spell: Aerial nova every 10 seconds = 200 damage
Ground damage every 0 cooldown = 5 damage per attack

RELEASE: 2000 HP, 45-61 splash chaos damage with no team
07-08-2003, 08:03 PM#7
DEMANUFACTURE
well there are 2 side quests so here is the first 1
07-08-2003, 08:06 PM#8
DEMANUFACTURE
and here is the second
07-08-2003, 08:39 PM#9
zotax
Seeing as I cant think up anything better right now (will edit later if I think of something). Anyway here goes:
Sheepomancer (possible secret hero, boss or human hero)

Sheep Coil
Conjures up a negative energy sheep, then propells it at the enemy, damaging any non sheep units. (yes its death coil with a few changes, not the most original thing, but sure looks funny in game).

Silence of the Lambs
A chanelling spell, it prevents units in an AoE from casting spells. Units must either stop the channeling or move out of the way in order to cast again. AoE goes up with levels.

Sheep Swarm : (based of locus swarm, this looks extremely funny in game, if the locust model is changed to a flying sheep)
Releases many midget sheep, who search out enemies and abosrd their life force, then returning it to thier master. Duration goes up each level.

Sheep of Trinity (Ultimate)
Splits the hero into 3 sheep (cold, fire and dark) with (frost nova, firebolt and death coil).

If you want something more serious, feel free to use this http://www.warcraftstrategy.com/fantasy/030224.asp
07-08-2003, 08:44 PM#10
Electricall
Starlord (Human, Elf)

Starshard: Summons a comet at the target. Requries three seconds of channeling then it can chrashing down dealing 300/450/600 damage to all units in a medium area.

Open Sky: A Activated skill that consumes mana as it's used, but grants a bonus to Intelligence, Damage, and Speed.

Echo among the Stars: Calls a Alien Monolith to aid the Starlord. It's stationary and has a large range and chaos damage. Medium health, Heavy Armor, Same duration(~30 sec) as Cooldown. mana cost is like 150...

Mist: Shrouds the area around the Starlord, making him and all allied units in a small area invulnerable. Does not require channeling. The effect wears off if they leave the area.

---------

Jade Troll (Orc, Troll)

Vile Concoction: Throws a potion at the target, poisoning and stunning it. Poison is 5/7/10 dmg/sec for 10/20/30 secs. Stun is 3/4/5 sec.

Barbed Weaponry: Gives the Jade Troll a chance to poison a target on hit. 35/45/60% chance, 10/15/20 dmg per sec for 10 seconds

Summon Helper: Summons a small (size:0.05) unit that moves very fast and has a unit inventory. It has 5 hp.

Breakthrough: Gives the Jade Troll +10 to all skills, and +100 to attack range.

----------

Lord of the Seas (Undead, Naga)

Wave: Summons 1/2/3 waves. Each deals 150 damage and the first wave hits the target, the next two hits randomly off target(not too much off)

Drain Mind: The target gains -5 to his mana regen. Lasts for 20 seconds and also gives the Lord a +5 bonus to mana regen.

Tooth and Claw: Rips the target in a ferocious melee attack. Decreases it's armor by 2/4/6, and deals 75/150/250 damage.

Dark Ascension: The Spirit of The Naga rises from the depths to aid the Lord. The Lord get's a +5 bonus to armor and +10 to damage, and summons 2 Naga Myrmidon.
07-08-2003, 08:56 PM#11
Guest
Palasade Champion -

Wall of Defiance (aura) - Enhances defense of nearby units and shortens spell duration.

Barbed Armor (passive) - Gives back 10% damage and 5/10/20% stun to attacker.

Glorious Light - Sends forth a beam of hot light that destroys enemy defenses completely.

Titan (Ultimate) becomes an invulnerable but attackless titan that increases nearby units defense by 40. Lasts 20 seconds.
07-08-2003, 08:56 PM#12
Mech-Sheep
Demon Hunter v1.0 (HUMANS)

History: The Dwarfs has done it again! Using knowledge from fights from the past, they have been able to create a more powerful Demon Hunter. They called it the Demon Hunter v1.0 (Pronounced DEMON HUNTER 1 Point Oh)

Stats:

Strength: 15 + 1.5
Agility (Base): 20 + 3
Intelligence: 11 + 1

HP: 475 + 25/50 per level
Intelligence: 265 + 15 per level

SPELLS:

Immolation Failure

When this is activated, between 2-5 seconds, the Demon Hunter v1.0 will take an amount of damage, but deal more damage around the Demon Hunter v1.0. Doesn't hurt ally units! Mana: 100 Cooldown: 10 seconds

Level 1: 50 damage to self, 125 damage around
Level 2: 100 damage to self, 235 damage around
Level 3: 150 damage to self, 375 damage around

Tri-Warp Slash

On the targetted area, the Demon Hunter v1.0 will speed around to make a triangle. Any units within the triangle or in the path while the Demon Hunter v1.0 is speeding through will take damage. Mana: 50 Cooldown: 5 seconds

Level 1: 50 within the triangle, 50 on the path
Level 2: 60 within the triangle, 80 on the path
Level 3: 80 within the triangle, 110 on the path

Skyfall

Using powerful jet engines, the Demon Hunter will fly for 5 seconds. Then, he will drop onto the selected area, dealing massive splash damage and extremely great damage on the unit that is right below him. Cooldown: 20 seconds

Level 1: 125 mana, 75 splash damage, 125 target damage
Level 2: 100 mana, 100 splash damage, 200 target damage
Level 3: 100 mana, 130 splash damage, 325 target damage

ULTIMATE: Transformer

Using this ultimate, the Demon Hunter v1.0 will activate the Transforming mode. There are three forms; Tank, Robot, Submarine. The ultimate will require a lot of mana at first, but the Demon Hunter v1.0 doesn't need to use mana afterwards unless going back to normal mode. Mana: 250 Cooldown for going back to Transforming mode: 180 seconds

Tank: 120% of the Demon Hunter v1.0's HP, 200% of the damage, seige damage, attacks land and air

Robot: 80% of the Demon Hunter v1.0's HP, 50% of the damage, chaos damage, 100% faster attack speed, attacks land and air

Submarine: 200% of the Demon Hunter v1.0's HP, 300% of the damage, seige damage, 150% less attack speed, 30% of the walking speed/200% for going through water, attacks land.


================================


Thunder Master (ORC)

Stats:

Strength: 9 + 1 per level (very weak)
Agility: 18 + 1.5 per level
Intelligence: 20 + 1.5 per level

INTELLIGENCE BASED

History: Using one of the most popular quote "Storm, Earth, Fire", this hero mastered the Storm completely. Using the skies as his main weapon, he is specialized to destroy armies. But due to the power of the Thunder Master, it was known to destroy HIS army.

Spells:

Arena of Light

Creating a circle of light, any units fighting within the circle will take 50% of what they dealt. Lasts for 15 seconds. Cooldown is 20 seconds.

Level 1: 125 mana
Level 2: 100 mana
Level 3: 65 mana

Flash Ward

Making the light flash even faster than light, it creates a solid electrical ward that can shock units into doom! It is also spell immune! Cooldown is 70 seconds and Flash lasts for 60 seconds. Mana cost - 125 mana

Level 1: 100 life, 4 damage, 0 cooldown
Level 2: 125 life, 7 damage, 0 cooldown
Level 3: 175 life, 12 damage, 0 cooldown

Reckless Shock

Once activated, it cannot be deactivated until 30 seconds has passed. All units, including allied units, will take damage every 4 seconds. It has no cooldown, no mana cost, but has a cooldown of 30 seconds.

Level 1: 15 damage per 4 seconds
Level 2: 30 damage per 4 seconds
Level 3: 45 damage per 4 seconds

ULTIMATE: Catastrophe

The Thunder Master creates an uncontrollable, mad flying beast that is summoned at the center of the large targetted area. After 10 seconds, it will begin its destruction. Air units within the range will be shocked with an aerial nova attack that does 200 damage, which is casted in an interval of 10 seconds. Ground units in the range is shocked with a 5 damage attack with no cooldown. Catastrophe lasts 60 seconds, and Thunder Master must be channeling it. If by any chance the Thunder Master cancels Catastrophe, the god is released to an anger state where it becomes a neutral hostile flying unit. It has 2000 HP, 45-61 splash chaos damage, and attacks all the teams with no ally.

Spell: Aerial nova every 10 seconds = 200 damage
Ground damage every 0 cooldown = 5 damage per attack

RELEASE: 2000 HP, 45-61 splash chaos damage with no team


=================================


Mystical Beast (NIGHT ELF)

History: Unknown

Stats:

INTELLIGENCE BASED

Strength: 19 + 1.5 per level
Agility: 12 + 1 per level
Intelligence: 20 + 3 per level

Spells:

Tornado Wall

Mystical Beast is able to spin itself so fast, it creates a huge tornado wall that blocks all units from going in a targetted area. Keeps spinning until deactivated, but doesn't use mana. Great for ranged units assault.

Level 1: 100 mana, small area of tornado.
Level 2: 75 mana, medium area of tornado.
Level 3: 25 mana, large area of tornado.

Dark Aid

Using mystical powers of the moon, the Mystical Beast can create a deadly moon beast that can decapitate enemies! It can only be casted at night and the moment the beast is called, it changes the time to 12:00 pm and stops for 60 seconds before resuming regular time. Lasts 60 seconds.

Level 1: 125 mana, 750 HP, 25-34 dmg
Level 2: 100 mana, 1050 HP, 37-52 dmg
Level 3: 75 mana, 1350 HP, 52-64 chaos dmg

Burning Courage (Passive)

Power of the Mystical Beast unleashed within this skill. Everytime he hits a unit, he gains 10% attack speed, and 20% movement speed. It has a limit extended per level. Lasts 10 seconds before reseting to no powerup.

Level 1: Limit - 30% Attack Speed, 60% Movement Speed
Level 2: Limit - 50% Attack Speed, 100% Movement Speed
Level 3: Limit - 80% Attack Speed, 160% Movement Speed

ULTIMATE: F.I.N.A.L. Destiny

Using the power of the moon, the beast charges himself. Every X seconds, a letter of FINAL flashes upon him. He then shoots out what he charged up into a huge beam of power, blasting all that is in front of him. Depending on the amount of letters powered up, the beam damage and width is different. The beam never stops and reaches till the end of the map. Powerup - Every 10 seconds + 5 more seconds per letter. Cooldown - 300 seconds. Mana cost - 300. The beam lasts for 5 seconds before it dissipiates.

F.x.x.x.x. - Very small width of beam, 50 damage per second
F.I.x.x.x. - Small width of beam, 100 damage per second
F.I.N.x.x. - Medium width of beam, 175 damage per second
F.I.N.A.x. - Large width of beam, 250 damage per second
F.I.N.A.L. - Very large width of beam, 400 damage per second
07-08-2003, 09:07 PM#13
Dead-Inside
I appriciate all the responses. But please include tool-tip, visual description and maybe "buff art" or what we should use to make it (It can be anything! Even units running around something... Or something like that, stupid)...

Originality is always good... Remeber that heros does not have to have 4 skills, they can even have only 2 with a lot of levels... Now, the number of levels on a hero doesn't matter as long as it does not exceed 50. This will be regulated by triggers to set experience gain from other heros so that they get more to compensate...

Regards
Dead-Inside
07-08-2003, 09:23 PM#14
Guest
I think an agility-based pirate hero using the admiral proudmoore model would be awesome.

I havent really thought of skills for him, but im sure things like "drunken brawling" would fit well.
07-08-2003, 10:11 PM#15
Mech-Sheep
Vengeful Knight (UNDEAD)

Strength: 23 + 3 per level PRIME
Agility: 12 + 1 per level
Intelligence: 12 + 1 per level

HP: 675 HP + 75 per level
Mana: 280 mana + 15 per level

SPELLS (NOTE*: [x] beside the spell level is the requirement):

Inferno Fire Slash Button Position: 0, 2

The Vengeful Knight uses fire from the lava of the underworld to enrage his soul blade with fire enchantments. The Vengeful Knight will stop what he is doing, and the next attack that he is manually assigned to will take extra damage and take more damage over time.

LEARN TIP: A fiery slash that deals extra damage and more damage over time.

Mana: 75
Cooldown: 4 seconds


[1]LEVEL 1: 75 extra damage, 10 damage per second for 3 seconds.
[3]LEVEL 2: 125 extra damage, 20 damage per second for 5 seconds.
[5]LEVEL 3: 200 extra damage, 40 damage per second for 8 seconds.
[7]LEVEL 4: 300 extra damage, 70 damage per second for 11 seconds.
[9]LEVEL 5: 420 extra damage, 90 damage per second for 13 seconds.

Blade Tornado Button Position: 1, 2

The Vengeful Knight will swing its blade around him, and to enhance it even more, lightning strikes down on the blade. All ground units around Vengeful Knight will take heavy damage, and Vengeful Knight gets an armour bonus while in this state. Lasts for 10 seconds.

LEARN TIP: Deals damage around Vengeful Knight and gives an armour bonus to him for 10 seconds.

Cooldown: 20 seconds

[1]LEVEL 1: 25 damage per second, +1 armour bonus, 100 mana
[3]LEVEL 2: 40 damage per second, +3 armour bonus, 110 mana
[5]LEVEL 3: 70 damage per second, +6 armour bonus, 120 mana
[7]LEVEL 4: 100 damage per second, +9 armour bonus, 130 mana
[9]LEVEL 5: 135 damage per second, +11 armour bonus, 140 mana
[11]LEVEL 6: 200 damage per second, +15 armour bonus, 150 mana

Burial of Silence (Passive) Button Position: 1, 1

Using powers from the underworld, any enemy heroes that die within a range of Vengeful Knight will be transferred to the Vengeful Knight. When that happens, Vengeful Knight gets a portion of the life of the dead hero.

LEARN TIP: Takes a portion of Hit points from a dead hero and transfer it to heal Vengeful Knight.

[2]LEVEL 1: 5% HP of dead hero, 300 range around Vengeful Knight
[4]LEVEL 2: 7% HP, 400 range
[6]LEVEL 3: 9% HP, 500 range
[8]LEVEL 4: 11% HP, 600 range
[10]LEVEL 5: 13% HP, 700 range
[12]LEVEL 6: 15% HP, 800 range
......
[30]LEVEL 15: 33% HP, 1700 range

Aura of Lost Momentum (Aura) Button Position: 2, 1

Contacting to the underworld, the Vengeful Knight creates a deadly aura that disrupts health regeneration from happening from enemy heroes. It also has it's limits though, as if the enemy hero has too much hit points, it will completely ignore this aura. It has a range of 1000.

LEARN TIP: Disrupts the health regeneration from happening.

[2]LEVEL 1: 900 HP Max
[4]LEVEL 2: 950 HP Max
[6]LEVEL 3: 1000 HP Max
[8]LEVEL 4: 1050 HP Max
[10]LEVEL 5: 1100 HP Max
......
[28]LEVEL 14: 1550 HP Max

Dark Mage of the Underworld Button Position: 2, 2

The Dark Mages of the Underworld were legendary, and the Vengeful Knight can cast it to reality. Using powerful magic, Vengeful Knight can increase the amount of Mages casted as it increases in level! They have 400 HP, 16-30 Piercing Damage, 0 Light armour. They last 30 seconds.

LEARN TIP: Summons a certain amount of 400 HP, 16-30 Piercing damage, 0 Light Armoured mages from the ground.

Mana: 125
Cooldown: 45 seconds


[3]LEVEL 1: 1 Mage
[5]LEVEL 2: 2 Mages
[7]LEVEL 3: 3 Mages
[9]LEVEL 4: 4 Mages
...
[15]LEVEL 7: 7 Mages

ULTIMATE: Soul of Darkness and Oblivion Button Position: 3, 2

It instantly corrupt souls that dare to fight Vengeful Knight. Everytime the corrupted fights, portion of the damage is negated and deals it towards itself. The only way it can be detected is by invisibility detectors, and nothing else. Lasts 30 seconds.

LEARN TIP: Deals portion of chosen units' damage to deal to itself.

Mana: 200
Cooldown: 120


[10]LEVEL 1: 2 souls that can corrupt, 50% damage goes to attacker
[30]LEVEL 2: 5 souls that can corrupt + 75% damage from attacks instead of 50%
[50]LEVEL 3: 5 souls that can corrupt + 100% damage from attacks instead of 50%