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MC2 - Season 2; Demons of the Dreaded Rift (demons and Burning Legion and such)

06-23-2004, 11:46 AM#1
Whitehorn
Master Contest 2 [MC2] - Official

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What is the Master Contest?
MC2 is a Warcraft-related art competition run on several levels. The competition has seasons which each follow a theme, such as 'Night Elves'. Each season is split into 3 main stages; concept, modelling, and skinning. Each stage lasts 1 month. So a season should last 3 months. However, a new season is borne with the completion of the previous season's concept phase.

Stage 1, Conception requires participating artists to create 2d art of a unique unit. Multiple images may be entered to offer different perspectives and detail to the unit, and a small (500 words max) text suppliment may also be entered. You should not enter statistics, but rather information concerning the unit's background and characteristics.

Concept entries will be rated on:

[1-3]Relevance to theme and uniqueness.
[1-4]Concept information, including background, name, abilities.
[1-5]Quality use of colour, shading/light and texture.
[1-10]Quality of Drawing, and overall composition.

Total: 4 - 22 (2-7 for theory, 2-15 for art)
So, to attempt points in all areas, provide a detailed colour image, with a short bio. Bear in mind that entries that are blatantly unrelated to a theme will be ignored (ie, anything from a different season or opposing race - PM me if unsure).

The top 3 rated concepts will be rated gold, silver, bronze and proceed to stage 2.

Stage 2, Modelling poses the task of creating an animated 3d model of one of the three concept winners. Models should be low poly (within 50% of Blizzard's reccomended poly budgets | Approx - 1200 for heroes, 800 for elite, 600 for core units). Modellers must produce a UVW with their model, but will not be marked on it.

Models will be rated on:

[1-3]Use of polygons
[1-5]Animation
[1-10]Mesh construction
[1-4]Accuracy to concept

Total 4-22 (2-7 for relevance, 2-15 for art)

The top rated model for each of the three concepts will be awarded gold, silver, bronze by rating. Any tie of rating will put the higher ranked concept above the lower, proceeding to stage 3.

Stage 3, Skinning presents up to 3 models to be textured. Skinners are free to rewrap the model's meshes to aid their texturing as they see fit. Skins may not exceed 512x512 size, with the exception of large units that may use 1024x512 textures.

Skinning will be rated on:

[1-3]Etiquette (small skin, quality of screenshots, team colour)
[1-4]Relevance to concept art
[1-10]Overall quality, composition and consistancy of skin
[1-5]Use of shading, texture and colours.

Total 4-22 (2-7 for relevance, 2-15 for art)

Season 2 will commence NOW, with a deadline of Saturday 24th July. The theme is Demons of the Dreaded Rift (demons and Burning Legion and such). Judges will be contacted privately at the deadline, to publicly provide their ratings within 3 days of that deadline. 4 Judges and a public vote will compose 5 results, averaged to conclude the winners.

I hope I didn't omit anything.
06-24-2004, 01:07 AM#2
Nihalanor
My entry for this season, now with its definitive artwork:

THE VOIDBRINGER:

-Classification: Hero
-Primary Attribute: Intelligence
-Attack type: Chaos, Ranged
-Movement Type: Flying, Fast
-Proper Names: Zedrascon, Flameridrail, Onaharion, Odratan, Telacindral, Aradraile, Orodriakan, Khatranis, Shalazaani, Ornakros, Zod-Hibrarion.
-HP/Mana (lvl 15): 1800/1000

-Story:
All that lives
By our hands shall die
Where there is light
We shall bring darkness
All creation will be undone
As all that was
Falls into the Void
(Hymn of the Void)

When Sargeras fell into darkness, he became the first and most powerful of the Voidbringers, but he was not the only Titan to turn against the light. Many lesser Titans, most of them being former servants of Sargeras, also became followers of the Void, renegating all light and mastering the dark arts. After their lieder was banished from Azeroth, the Voidbringers rallied his remaining forces and held the burning legion under their own control. Prived of their physical existence but not their wisdom, these wraiths of pure darkness seek to reach the original harmony of the universe, by ending all existence and restoring the original Void from which all things came. All that is touched by a voidbringer fades and dies, and the mere sight of these entities causes enemies to shiver in horror.

-Abilities:
>Touch of Oblivion (120 mana): The Voidbringer touches an enemy, paralyzing it and other nearby enemies, making them unable to move or attack. When the primary target recovers his movement, it is consumed by darkness, attacking friends and enemies alike. (the skill paralyses a primary enemy and other nearby enemies for 10/15/20/25 seconds. After the first effect ceases, the primary target's control is given to Neutral hostile for 20/30/40/50 seconds)
>Harmony of the Void (180/150/120/100 mana): Lets loose a horrifying scream, a wave of darkness that irradiates against nearby enemies. This skill sets the armor of nearby enemies to 0, and causes them to stop regenerating life and mana for 15/25/35/45 seconds.
>Blight Stream (10 mana per shot, autocast): The Voidbringer discharges corrupting energy on his attacks, blinding the target. If the victim dies under the effect of this skill, a small area of blight will irradiate from its corpse. (adds corrupting energy to attacks, reducing sight range by 5/8/12/15% with each shot. If the target dies a 200/400/600/800 area of blight will spawn from the corpse).
>Voiden Death (250/200/150 mana, Ultimate): Discharges a massive burst of darkness against a victim, causing it to burn itself and pour out demonic flames. Since spellcasters are more sensitive to both darkness and light, these flames will also burn them if they get too close to the victim. When the afflicted enemy dies, a great Voiden Guardian* spawns from its burnt out corpse. (This skill works like doom, but the spawned unit is a Voiden Guardian, and any units with mana at a 300/450/600 radius of the victim get their mana burned at a 20/35/50 mana per second rate).

-Sound Set: Starcraft Archon or original Warlock soundset
-Animations:
>Spells, Attack: Staff moves like those of an archmage
>Harmony of the Void: A shockwave like the one that appears when the Witch King of Angmar dies on the LOTR movie goes out of the Voidbringer's head.

*Voiden Guardian info:
-Classification: Summoned
-Attack type: Chaos, ranged
-Movement Type: Flying, average
-HP/Mana: 100/2000
-Story: The Voiden Guardians are powerful ethereal creatures originally created by the Voidbringers to serve as a form of elite guard.
-Abilities:
>Permanent Mana Shield: Due to their ethereal existence, the Voiden Guardians have very little HP and a large amount of mana, which they use to form a barrier of energy that protects them from damage. (Just like the Sea Witch's shield, but permanent. If the mana runs out, the shield will only go back online after a small amount of mana is regained (something like 200).
>Blight Stream: Just like the Voidbringer's, but weaker.
>Spell Immunity
>Resistant Skin
-Sound Set: Revenant

*New ilustration is on its place, replacing the old temporary one. With new stuff, the descript got very big, but i wanted to give a very detailed background.
06-24-2004, 11:16 AM#3
jerre Khan
These lumbering Giants were once gentle creatures on a far away world. Until one day...The Burning legion arrived, their population was decimated and the few survivors had to turn to extreme measures to form some sort of rebellion. They dabbled into the very essence of the deamons themselves and found that fear was the base of their power. They succeeded in adapting the primal force which is fear into a weapon against the legion. But at a horrible cost, they had no natural source of mana to feed their terror based tactics, and so had to resort to ancient rituals of their anscestors. Whom drew power from other beings agony.
They lost the war with the Legion through sheer attrition. the last survivors of their race were so driven by their new magics and the need for someones suffering that they gave up their homeworld and useless struggle willingly and joined Kiljeaden's forces.
Because of their enormous power which is a danger to any being no matter how powerfull, they are kept a close guarded secret and Kil'jeaden uses them to put Rogue Dreadlords and runaway minions straight since they are the only thing ( apart from Kil'jeaden) that all deamons fear.

In order to quench their thirst for mana they crucify their most powerfull and recently slain enemy to their armor, and use their own life force to keep them alive so they can feed of their agony.
Their weapon of choice is a gaint ball and chain which is exellent for mass-slaughter.

Abilities: _Terror: the butchers are surrounded be an aura which exhumes sheer terror wich petrifies the weak and turns the stomachs of the mighty.
This aura needs to be continuosly feeded by mana!!
_Pain for pleasure: In order to regenarate mana faster theyhave to inflict pain ( I'm no good with statistics but something like: 0,10% manareg. for every point of damage inflicted)

Classification: unit
Primary attribute: Strength
Attack type: PFFF chaos, melee?
Movement/ ground, slow as hell

note pic may be updated with other perspectives
I hope its all a bit clear and sorry for any spelling mistakes
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06-25-2004, 05:04 AM#4
The Lord
You really shouldn't have added that crucificated guy... some people will be religiously offended with that.
06-25-2004, 08:00 AM#5
jerre Khan
O sorry it wasn't meant in any way to offend anyone. want me to take it down?
06-26-2004, 01:53 AM#6
RichBurr2
It's kind of ironic that you mentioned the crucified guy, because that is the touch that makes me like this entry. Having a guy nailed into his chest shows size, and it also shows the lengths this guy is willing to go to inflict pain on others, even at a cost to self.

p.s. I am religious, and find no complaints with this.
06-26-2004, 02:06 PM#7
icbm1987
I would appreciate it if you kept the discussion to this thread:
http://www.wc3campaigns.com/showthre...t=55167&page=5
thank you.

And personally... I think having him in an upside-down spread eagle pose would be cooler.

icbm1987
06-26-2004, 04:18 PM#8
Marco Polaris
May as well add mine, I suppose - given the possible variety of the 'Demon' category, you'd expect the most submissions to be here.

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The Razghast
Tier 2 Support

The origins of these strange hunters are a mystery to most scholars. Some speculate that they were magically created by the corrupted Highborne long ago to serve as demonic steeds. Others categorize them as an evolutionary descendent from the Fel Hound - if such creatures can be said to "evolve". All sages agree unanimously on one thing - that these feline stalkers are the ultimate bane of all mages.
Flying unsteadily upon the wings of their hind legs, their odd gait makes them look almost harmless - until they suddenly swoop down with surprising grace onto their quarry. Lashing out with three barbed tentacles that reside within its mouth, a razghast is quick to suck dry the magics of any object - living or not. Even the best aimed spells are caught by this beast, ingested into its body for additional strength. The only known counter to these attacks are swords, and lots of them, for the beast fights with the strength of a sabrecat tenfold. Only the difficulty of controlling them in numbers keeps their demon masters from putting these monsters on the frontline, a wizard's only reprieve from their hungry gaze.

ABILITIES
Mana Leech - as Mana Burn, except half the mana stolen from the target is converted into health for the razghast.

Absorb Spell - This ability works like Magic Immunity, except that any ability that specifically targets the razghast is automatically negated, and the Razhgast earns half the mana used to cast the spell and turns it into health.

Spell Taunt (Ability, Upgrade) - Using this ability, the razghast temporarily becomes like a magnet for magical energy, and all spell cast within the vicinity automatically target it for a short time.
06-28-2004, 07:15 PM#9
Muoteck
Flamelord

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Through these fields of destruction
Baptisms of fire
I've watched all your suffering
As the battles raged higher
And though they did hurt me so bad
In the fear and alarm
You did not desert me
My brothers in arms...

Dire Straits


During their invasions, Nathrezim encountered burning world, habitated by many fiery creatures of great potential. Flamelords, powerful beings of great power, were keepers of this world, assigned by Titans. They fought with the new threat with all their powers. After many battles, which shredded both sides, Nathrezim, by sneak attacks and ambushes, managed to conquer flamelords and the world they protected. Draed Lords, fascinated by power of their former opponents, from their magic created Infernals - giants burning with Flamelords' flame, which they could ontrol for limited time. They had virtually no control over flamelords themselves - they wandered over they destroyed world. Corrupted, drove by insanity, they were even more powerful. Eventually they broke loose and forced Nathrezim to abandon their world. Some time later, after Sargeras' betrayal, Burning Legion once again found the burning world. With combined powers of Sargeras' demons, they were forced to join demonic army. They serve as last resort weapon now, used when all normal means fail - they are almost beyond control andeven Legion fear their power and destruction which these broken creatures could do.

Flamelord is tier 3 heavy melee unit. Chaos attack of their flaming staves and divine armor makes them virtually indestructible. Very fast movement allow them to chase almost all ground enemies.

Attack: chaos, ground
Spells & Abilities:
-Spell Immunity
-Liquid Fire (passive) - as they're not truly material, Flamelords can reduce damage suffered by half.
- Permanent Immolation - Flamelord's flames burns nearby opponents
- Berserk - Burning Legion's commanders can set Flamelord's mind free from their demonic shackles. Flamelord deals almost twice normal damage, but attacks all creatures around him, even former allies.
06-29-2004, 04:21 PM#10
Spitfire
Druid of the Undead Talon

In all wars there are traitors and this includes the first time the burning legion waged war against the night elves. When the night elves beat the legion the traitors followed the legion back through the portals seeking recognition. They arrived in a legion camp and were shunned and humiliated. Trapped there they practiced with the destructive powers of chaos magic. Seperated from their brothers back on azeroth they lost their innate powers to transform into crows. Their abilities became tainted with the chaos magic of the void and they could no longer summon normal crows but undead crows. Then they themselves became undead. When the portal opened back up they returned to azeroth to exact revenge on the burning legion for their humiliation.

>Mercenary, bought at a tavern
>Hero
>Can not turn into a talon form instead summons undead crows

Summon Undead Crow (Base Spell : Spirit Wolf or any summoning spell)
Summons a crow that is weak and has a short summoning period but miltiplies when killed.

Demon Storm ( Summon Tornado)
Conjures a storm that burns all units next to it and causes them to flee

Enhanced Crow Wing Regeneration ( ??? )
Causes all undead crows to deal more damage, move faster, and have a longer summon time

Razor Wings ( A type of blink spell )
The Dotut(druid of the undead talon) sprouts wings and glides/dashes through then chosen area slashing all nearby enemies can be used to clear gaps and trees

Demon Form ( Mecha-Goblin )
The dotut taps into its chaos magic to turn it into a magically adept demon but weaker physically.

btw just ask if ya weant a bigger pic
07-01-2004, 04:13 AM#11
Count_Carigon
Here is my entry

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Demon Chainwielder:
In ages past the goblins too were under the influence of the Burning Legion, for they came from the same world of that of the orcs. As time went on, the Legion lost interest in the goblins, for they lacked the physical strength and magical adeptness of other creatures. Though they left behind the goblin race as a whole, certain specimens were kept in the Legion. These were the few large goblins, hugely strong relative to their mass, and faster than the orcs that were the grunts of the Demonic Army. These goblins fast rose in the ranks of the Legions for the cunning inate in all goblins, but the demonic energies of that twisted dimension corrupted them. No longer seen as goblins, but as demons in their own right, wielding a giant iron ball and chain.
the Chain wielder specializes in quick strikes

Abilities:
Demon Frenzy (beserk):
The demon energies infuse the Chainwielder, causing him to move at far greater speeds than normal and with a greater strength than is natural.

Demon Phase shift:
the Chainwielder delves into his internal power and weaves a cloak of invisibility around himself, in creating this weave, his movement speed is increased, though if he attacks his illusion is broken. he recieves NO additional damage to his attack when attacking when invisible.

Goblin cunning:
A remnant of the Chainwielder's heritage has the potential to arise, if it is cultured by that demon. His intelligence grows with experiance, allowing his blow placement to become more calculated and, more importantly, more damaging. Goblin cunning allows a chance to cause instant death to a non hero unit, and this percentage increases each level.

Demonic parasite swarm (Ultimate) (based on immoliation not locust swarm):
the greatest outburst of demonic strength, and the ability that truely caught the eye of the Legion. The goblin unleashes pure energy that congeals into the form of a cloud of energy parasites. These parasites stay close to the host, but when an enemy comes near, latches on to this new victim, draining its energy and sending it back to the Chainwielder. this ability has a low mana cost, but the strength to maintain it is immense, quickly sapping the Chainwielder's mana.
07-01-2004, 11:47 PM#12
Muoteck
Horror

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Fear...
A blank space, a wonder,
A worry, a daily reminder,
Of what we are.
Thing.
Unproved.
Untested.
Udiscovered.
Until it strikes.


No one knows from which squalid world thece cursed creatures came from. They are rarely seen and nobody survived meeting with it. When they appear on the battlefield, they bring fear to the hearts of even most fierce warriors. Some says that these monstrosities have no soul. That could be truth, as things they can do with their opponents terrify even demonic hordes. They stop before nothing. They respect no one. They do not know fear. Surounded by horrifying stories and legends. I've seen one. Only one. And I do not want to see more, even though I've seen it from behind keep's walls.
Horrors are one of the most deadly demonic creatures. They said to be feeding on terror they cause, so they constantly search for new prey. I have to add they feed as well on fallen beings surrounding them. Some say that they saw poeple dying from frighten. Some say that these creatures can create illusions of target's greatest, the most concealed fear. Some say they can't be killed. I doubt we'll reveal some of mysteries around them soon. I doubt there will be people so stupid to try research it.
Allenberg and Vicarde, "Demonology"

Horror, tier 3 heavy melee.
Demonic leviathans, surrounded by aura of fear. Slow and heavy armored, they are one of the best first-line fighters.

Attack: melee, ground
Slow movement
Spells and abilities:
- Hardened skin (innate passive) - reduces damage suffered.
- Resistant skin (upgrade passive) - reduces damage taken from magic attacks
- Terror (upgrade aura) - Horrors are surrounded by aura of fear. Every nearby creature (enemy and allied) has slightly reduced damage, speed, attack rate and defense. Living creatures have some % chance of dying from fear.
- True sight (innate passive) - reveals nearby invisible units
07-02-2004, 06:40 AM#13
Pheonix-IV
i'm likin the horror the best so far, very nice.
07-04-2004, 11:19 PM#14
Moon_Lunatic
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Dreadnaught

The Dranei were long enemies of the Dreadnaught, fighting on Outland for ages long forgotten. The Dreadnaught were named so because of their desire to fight no matter the odds. An old Far Seer had seen these Dreadnaughts fight in his visions. Belonging to the Burning Legion, the Far Seer wanted; needed the power of the Dreadnaughts to fight for him. The Far Seer had many enemies he wished to crush. He quickly hired builders to build an underwater portal that stood a mile away from the Maelstrom; the Far Seer was wise in his choosing. Only every 10,000 years did the tide come in on the spot where he laid the portal. Ritual after ritual the portal grew stronger until it could bear the weight of the two worlds and bind them as one. The Seer had talked to these Dreadnaughts in their dreams, and laid the taint upon them. Only being able to obey the Dreadnaughts righteously came to the gate. Escort ships were standing ready and the crew revered these new warriors fearfully. Only a few minutes later had the waters again sealed the access to the portal. 10,000 years later the tides blow away once again, and all the Dreadnaughts were trapped in the void awaiting their chance to rise from the waters again and serve the Burning Legion. When coming out of the portal, there was but one ship waiting, the ship that held the line of ancestors to the Far Seer, who had waited for so long to release the power of the Dreadnaughts again.

Charge: The Dreadnaught charges forward dealing damage to any who are in his path. Think shockwave, but him being the shockwave.
Fear: The mere presence of the Dreadnaught sends some scrambling away in fear.
Last guard: Once the Dreadnaughts health becomes lower than 25% his defense increases by 50%, health regenerates 10% faster.
Taint: Tainted by the Burning Legion, the Dreadnaught is invulnerable to mind effecting spells.
07-05-2004, 02:13 AM#15
`deathlegionare
wow, all these entries are like really cool.

creative too. cant wait until voting time.