| 08-21-2003, 04:32 AM | #1 |
I'm almost done with my map, but I still need a few spell ideas, so if you can come up with any, even if they don't seem possible, it would really help. I need this many spells from each class: Earth - 2 Fire - 1 Undead - 1 + Ultimate Nature - 3 + Ultimate Take note that all the spells will be on structures that have a range of the entire map (only restriction is, can unit be seen). I will accept summons (especially for ultimtates) if you can come up with a name for the unit (and not "Fire Elemental", "Undead Minion", etc...) And please nothing overpowered. Thank you. Also if anyone can find an auto-cast ability that "does nothing", and doesn't require an attacking unit, or a corpse it would be great! |
| 08-21-2003, 04:54 AM | #2 |
Hey...I'm actually work on a few maps of my own...One is a type of RPG, one is a TD, and one is a minigame sort of map...but anyways...Ive started and restarted maps with lots of custom spells....so...I actually have a lot of ideas..... for your custom spells...some you might've used already or not...but anyways: Earth: the spell earthquake casted by the farseer you can have it summon like dirt monsters or something...maybe the base unit could be a mud golem or a sludge monster thingy...? you can have a spell similiar to the archmage spell blizzard...but you can remove the art of the ice shards coming down and make a trigger(i dunno if you know how to do this but ask me if you want to know...itd take awhile to explain) but you can make a trigger that when you cast this spell....a dust storm comes down....it could be called Duststorm? and to do this you could use the Doodad-[Cinematic] called "Dust" Fire: For this you can use a bunch of different spells, i.e. flamestrike(bloodmage), rain of fire(neutral hostile), etc. you can have it summon a fire elemental(change the tinting of a water or sea elemental to red ) and if you wanted you could add the Doodad-[Cinematic] called "Demonic Footprints" and i have an idea of how you could do that if you want....ok...also..you can combine lets say the summon fire elemental and another aoe fire spell to make it so any units killed by the aoe fire spell turn into fire elementals. undead: you can have a spell similiar to slow poison excpet you can change the graphics, tooltips, buttons to the undead theme and you can call it like....Leach or something like that...might make it a bit drastic to suit the name hah.... again you can make a summon skelton spell...maybe make custom summoned units like you got the skeleton warrior, skeletal mage, maybe some others like skeletal inferno... a skeleton with perm immolation....um...like stuff like that... you can have a summon that is a zergling and call it like a death rat or something like that...or maybe a dog...always can change size and tinting to match the undead theme... most of the spells you can use are spells that the undead race already uses.... curse would be a good one...oh makes me think...have a summon skeleton that attacks with very low damage but curses everything it attacks or puts a spell on it... what was the last one? water i think? anyways heres some water ones.... have a summon water or sea elemental..... you can have a spell similiar to the dust storm one i explained but either you can change the pixelation of the dust to blue so it could be rain...or maybe create a weather effect in the region around the unit it is cast on like a rainstorm...like acid rain or sumthing like that..? maybe tint it green?.... um...my AIM name is: TZVx3 i kinda need to be going....but thats what i can think of right of my head....good luck with your map...let me know if you want some more help. Peace out, lates! |
| 08-21-2003, 05:02 AM | #3 |
Oh...I was just curious to see some of your previous work...and your links for your magequest rpg are broken...might want to fix those...for my sake...lol...anyways i just noticed it wasnt water...it was nature....Ok...you can have a spell like force of nature but make it summon corrupted treants you can use the creep thats a evil tree or what not...or you can make a custom corrupted tree of life and modify the scaling value to make it a realistic attack unit....you can use entangling roots......you can also for an ultimate have a force of nature-type spell but make it summon like 10 treants that move really fast and attack really fast in high amounts but only last for like 10 seconds or 5 or so....um...ya....let me know whatcha think Peace out, lates! |
| 08-21-2003, 05:33 AM | #4 |
Not really what I was looking for, except for the dust cloud one. I'm not a 100% sure how to do that, nor what effects it would cause. Oh, and here's some examples of spells I've already got: Earth-RockPrision: Traps target unit in a cage of rock, the rocks last until destroied. Nature-Nature's Cloak: Grants all unit in the AOE Permient Invisibility for 60 seconds. Ice-IceBolder: Freezes target unit for 30 seconds, the target can nolonger attack, cast spells or use items. Holy-AfterLife: Kills target (enemy or allied) unit, replacing it with a ghost. The ghost has Ethreal (it can't attack or be attacked, except by magic) ...what I really need is the effects of the spells, as for the models and graphics, I can get that. -------------------------------------------------- Oh, and I fixed the MQ link. |
| 08-21-2003, 06:04 AM | #5 |
Ok...cool, I'm used to talking to noobs about this stuff...so ok, I'll just take a moment to list some spells...and also...what kinda map is this? is this like a TD, where these are buildings trying to kill units as they pass or what? Kinda dont know what your looking for but i'll try again......... Earth: Dust Storm : A cloud of dust comes down dealing X amount of damage for X amount of seconds. Units killed by the dust storm change into Mud Golems or Sludge Minions or Whatever. Winds of Change : A mighty gust of wind picks up target units in an area lifting them up into the air for X amount of seconds dealing X amount of damage OR changing them into a Gryphon or a Hawk or a Flying Unit. Fire: Blades of Flame : Sharp blades of fire come from the sky dealing X amount of damage for X amount of seconds. Units under the effect of Blades of Flame are also stunned and take an extra X damage over X seconds. Minions of Hell : Lava cracks through the crust of the earth dealing X amount of damage and creating X amount of Fire Minions that have permanent immolation. Ice: Breeze of Frost : X amount of units are stunned for X amount of seconds taking X amount of damage initially. After the stun wears off, the units are slowed for X more seconds taking X more damage per second. Ice is pretty hard Nature: Nature's Revenge : X amount of units in a target area are grasped by roots of evil corrupted trees unable to move, attack, or cast spells, followed by which evil treants appear for a certain amount of time to attack the enemy. Thrust of Nature : Units in a target area are impaled by debris from ancient trees stunning them for X amount of seconds and dealing X amount of damage. Undead: Wave of Hell : Units in a target area take X percent of their base hit points for X amount of seconds. Any units killed under Wave of Hell's effect, turn into demons. explain in further detail the context of what your looking for and what not and I might be able to help you out some more. |
| 08-21-2003, 06:11 AM | #6 |
These spells are for a "Spell Casting Melee game". Where each player picks a class, they each have 12 spells. They start out with a townhall 5 pesants and their mage (and starting resources). Then they have to mine gold, lumber, and build Mana Generators for mana; all to reseach spells. Each player can also build the regular melee units. The last player with their Mage still alive wins. There, does that help? |
| 08-21-2003, 06:40 AM | #7 |
i think u need positive and negative buff type spells.. example for positive is like mass blood lust that lasts for 15 seconds or sumfen..sumfen like big bad voodoo--this off course would be an ultimate... example of negative is say....a spell that causes the enemy movement speed to decrease aura type spells would be nice ... aswell :) is it one of those games where one unit can make a difference sort of thing??? and wats max food limit |
| 08-21-2003, 04:53 PM | #8 |
As I said before all the spells are on a structure (it can't move, and is preplaced), so Auras (besides on summons) are out of the question. The Max food limit is still 100, and summsons don't cost any food , netheir does you Mage, and usually only the Ultimates can truly turn the tide, while the rest depends on just how well you play the game. As for your ideas, SandRock12, exactly what I was looking, so much that I already have them :yup: MassBloodlust - Holy-RighteousCharge BigBadVoodo - Initial spell for all players (causes all Mana Generators to stop producing mana and give a protective shield to all nearby friendly units) Wow, I though I'd get alot more ideas than this by now. And rememver I can add any spell that can be done by triggers, even combine the effects of spells (ex: I can bloodlust and make a target invisible at the same time). Also, I don't care how hard the spell will be to impliment into the game, if it's a good enough spell I will add it (Natures Cloak, a spell I've already added took ~6 hours to code) |
| 08-21-2003, 05:03 PM | #9 |
Chaos Blade: Range - 800 Effect - Player targets, a shockwave will kill all units in a line where he targetted, and then split in two (meaning it'll go vertically up, and when it reaches it's destination, it'll split into 2 pieces, going horizontally (left and right)). Damage Level 1 - Vertical Line: 60 Damage Level 1 - Horizontal Line: 30 Damage Level 2 - Vertical Line: 90 Damage Level 2 - Horizontal Line: 55 The level of vertical increases in this form: asub(1) = 60 asub(n) = asub(n-1) + 30 + 5*asub(n-1) Horizontal: asub(1) = 30 asub(n) = asub(n-1) + 25 + 5*asub(n-1 Star Rain: Requires 2 skills to do this ultimate. Create one spell that puts up a star and regenerates people's mana and life faster. Then, make another (an ultimate most likely), and make it only able to target stars (friendly too). When they target the star, it will explode into pieces, and randomly fall on the ground around where they aimed it. (The circle targetter has to touch the star (make it green)). Then, the main piece falls right smack dab in the middle, and deals 5 billion damage. |
| 08-22-2003, 01:15 AM | #10 |
hmm if u really want sum good spells....give us a list of ur heroes and there skills and i wil see wat i can think up :\ btw this sounds like a cool game...when u finished the map give us a link where we can grab it ;) |
| 08-22-2003, 02:08 AM | #11 |
I'll tell you what, and I know I'm probally going to regret this, but I'll tell you in great detial how most of the game works. First of all the map is called MageWar. (yes I know there is already a MageWar map for Wc3, but I am the original creator of MageWar for StarCraft: BroodWar). There are 8 classes: Ice, Holy, Fire, Earth, Undead, Possesion, Nature, and Air. This map is also a 4 player FFA. (you can ally but the game doesnt end until there is one player left). Each class has a set of 10 unique spells (2 are shared, Heal and Mana Shield). Players must gather gold and lumber, plus mana to research each spell (the cost of the spell is based on how good it is, but it still goes up from the previous spell), and each player must research their spells in order. Players can also build Mana Generators to increase their mana regineration. Each time a player researches a spell, a structure is created in a specified area that has the spell. The player can then click on the structure's spell icon to select the target and cast the spell (all spells have a range of the entire map). The mana of all the structures are linked to the variable that stores the player's current mana. (ie. if you cast a spell on one structure the mana cost is subtraced from all structures). Some higher ranked spells are actually "weaker" than spells below them, but their mana cost is alot lower. Also all spells are 1 level. (in a future version, I may give the option to upgrade spells to a higher level) Each players starts out with a townhall and 5 pesants (race isn't selectable do to certain limitations of WE) where they can build all regular Melee units, and upgrages minus Heros. (the only hero you have is your Mage, and when it dies you lose). There are no spells that can target your Mage, with the exception of one Possession spell (doesn't have a name yet) that allows you to cast one of your opponents spells (it has no mana cost, but when you cast your opponents spell it uses your mana). This map will not be released atleast until the next TFT patch comes out with the bug fixes. |
| 08-22-2003, 04:23 AM | #12 |
Sounds like an awesome game ay...k i get the jist of the game...this might help with getting u sum spells.. just a few questions....how is earth and nature different? like is earth just rocks and mud and nature is trees and animals ? okay now according to ur previous posts... EARTH SPELL- Random shards of rock shoot from the ground in a small-medium aoe....the spells deals average damage and stuns units that are hit for 2 seconds....damge and stun increases with each level if u choose so. You can also make it so ur units get affected aswell...cause that way the mage should only use it when they are loosing the battle...less units have less chance of getting hit... EARTH SPELL2- A spell that gives all ur units a fair amount armour bonus..call it like "Rock armour" or sumfen lol...this bonus armour increases with each level..but due to the massive increase in armour the units get a slower movement speed...due to the rock type armour they get ;) Fire - using the cyclone animation ...[Rising Ember] A huge ember ignites from the ground burning everything near the ember. Deals 20 damage per (u can make the cyclone red or sumfen...also..if u wish to make it increase levels...each level gives 1 more cyclone, make this not target ur units. hm undead lol...do u want them to animate dead and stuff like that mostly? or curse spells? Nature...on the basis that i think its animals and trees and such here is wat i can think of Spell1-Increases the speed that ur mana generators regens mana...this i think might be a bit overpowered but try it :) spell2 (ultimate) - copying the tree spell from stand of the dwares :D [Force of Nature] Turns 30 trees into 30 treants..lasts 30 seconds...life +damage of the trees is up to u..depending on the life + damage of the other units. spell3- [Natures Sheild] gives all the players units a % resistant to all magic spells this wat i can think of soo far...if u wish u can email me about the spells u already have and the strengths and weaknesses of each race...thats if u wish...enjoy the spells :) hope they are good and if they are not..then *fart noise* soz :P |
