| 12-14-2003, 06:42 PM | #1 |
In the map I'm working on, there's a hero called the Cryomancer. As expected, his area of expertise is cold magic. I've already worked out three of his skills, them being a modified Frost Nova, A spell called Cold Snap which reduces the HP of all enemies in a targeted area by 1/3rd of their current, and a self-targeting Frost Armor that he can only be cast on himself. My only problem comes with his ultimate: Skyfall. Targeting a relatively large region, Skyfall does a variety of things. Firstly, all enemy units within the targeted area are have their movement speed cut by a certain amount. Secondly, a large 'snowflakes' floats down every half-second somewhere in the region, dealing moderate damage and frost-slowing any enemy units underneath. And lastly, every 2 seconds or so a miniature blizzard is set off somewhere within the region. It's essentially three spells in one. To heighten the Blizzard effect, there will be snow falling within the targeted area. This adds a fourth element to the mix. Here's my planned course of action so far. This list does not take damage into effect: Spells: Base Hero Spell: Skyfall, based upon Rain of Chaos. Skyfall Slow Effect: modified Endurance aura with negative movement speed and enemy effect. RoC Reference Spell: modified Inferno with no stun, half-second summon life span, and an invisible dummy spawn. RoC Summon Frost Effect: modified Frost Nova with no damage splash damage, huge target damage, no mana cost, and ability to target self. Blizzard Effect: modified Blizzard with no mana cost and no cooldown. Units: Slow Aura Unit: Invisible unit. Unknown (aloc), inverted Endurance aura, and modified Blizzard. Inferno Spawn: Invisible unit with huge HP and last priority. Invisibility and modified Frost Nova. I'm going to base the spell off of Rain of Chaos, a very handy ability for this type of thing. Upon initiation of channeling, a trigger spawns the invisible, minimally scaled Slow Aura unit at the spell's center, which will be immobile and effect all foes within the area with the inverted Endurance aura. The referenced spell for the RoC master spell would a modified Inferno using the Freezing Breath graphic. The summoned unit would be a short-lived dummy with invisibility and a minimal scaling value. Upon landing, the summoned unit will cast the modified Frost Nova on itself. The target damage will be plenty enough to kill him, but do nothing to surrounding foes except hit them with the desired frost buff. Then there is the third factor: the Blizzard. This task is given to the Slow Aura unit, who is commanded by a trigger every 2 to 4 seconds to cast the two-second Blizzard spell at a random point within a specified radius of himself. When the spell's duration expires or the Cryomancer stops channeling the ability, a trigger will simply remove the Slow Aura unit from the game. Finally, there's the snow art effect. I plan to have a region on the map at the start of the game that serves no purpose but to provide this art. The same trigger that creates the Slow Aura unit will then center the snow art region around that unit and give it the Northrend Blizzard weather effect. Then, when the Slow Aura unit dies, the weather effect is removed. I think that should just about do it. This is a rather complicated procedure, so I want our more experienced triggers-makers to look it over and give some suggestions on how it improve or simplify parts of it, as well as any advanced things I might need to know in order to utilize this series of events. |
| 12-15-2003, 02:45 AM | #2 |
Anyone? |
| 12-15-2003, 03:10 AM | #3 |
All you people who mapped in SC are obsessed with moving regions. Don't, there's no reason to, and it'll just mess up your spell if you have multiple heroes casting this ultimate :ggani: Just use Convert Point with Size to Region to make a region on the fly for the weather effect. What is the inferno spawn for? Also, to control how the long the movement speed change lasts, you can apply a life timer to the slow aura unit. |
| 12-15-2003, 04:00 AM | #4 |
The Rain of Chaos spell is basically a way to cast multiple summon spells at random points within a specified region. In the original Rain of Chaos spell, the refferenced ability is Inferno. As a simple area damage spell, Inferno is a great spell, and the unit it spawns can have a wide variety of uses. My spell uses the Inferno-based spell to drop a damaging flake. The summoned unit, after making impact and dealing damage, hits itself with a Frost Nova ment to hit nearby foes with the slowing effect of frost. |
