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)
1st place overall:
Dragoon, by Wolverine
2nd place overall:
Reveler, by Marco Polaris
3rd place overall:
Tienmoden, by Nathan_mx
The Naga Reveler
Tier 2 Melee/Support
Of all the nagas customs and practises, few are more unnerving than the Blood Reverie. In celebration of some victory or accomplishment, a collection of slaves or prisoners are brought before an eager audience, typically murlucs, but night elves, high elves, and humans enchanted to breath underwater are prefered. These victims are goaded into a medium size arena and left to wonder at their fate, allowing the naga above to soak in their fear and agitation. When the time is right, the revelers are sent in - gladiator priests trained in the art of the lingering death, armed with their trademark tridents and nets. A terrible slaughter commences, filled with screams of pain and the groans of the dying, but this is not the end. With each kill, another cloud of blood floats across the tides into the nostrils of both revelers and audience - and the true Blood Reverie begins, an intoxication of blood that incites the audience into acts of lust, perversion, and slaughter.
When not performing for their queen or one of her commanders, revelers are typically gathered into small squadron to serve as the elite shock troops of the naga armies, for they are more than skilled enough to pose a threat on the battlefield.
ABILITIES
Ensnare - works just like the Raider's Ensnare.
Snag n' Skewer (Ability, Upgrade) - The best of the revelers know this dangerous trick, and get a perverse joy over the momentary control they gain over their foes when using it. Using a net that is connected to his bracer by a sizable rope, the reveler ensnares the target, then drags the unfortunate up close for a devastating impale-and-twist attack with his trident. Worst of all, the target remains ensnared for the duration of the ability, while the reveler is free to continue moving about.
Bloodfrenzy (Ability, Upgrade) - In battle, many revelers carry a pouch of Bloodfrenzy powder, an artificial version of Blood Reverie that still clouds above the water. Naga within a Bloodfrenzy cloud receive bonuses to attack speed and damage, but a penalty to defense, thanks to their "drunken" state. This ability requires the reveler to channel it, much like the dragonhawk has to channel Aerial Shackles and Cloud.
A massive naga serpent, and champion of his people. In ages past, he was one of the highest ranking highborn warriors, skilled in both magical and martial arts. Centuries of magic deprivation has magnified the intensity of his martial training. Melee, strength based.
Snakebite: 10 second cooldown, 110 mana. A melee range physical attack that does up to 75/150/225 points of damage to an enemy, while simultaneously giving the dragoon the same amount of health.
Charge: 8 second cooldown, 90 mana. The dragoon engages an enemy at incredible speed, gaining the ability to pass through enemy or ally units on the way to the target. Additional skill points increases damage, 50/100/150 at level 1/2/3, and increases the distance over which the dragoon can charge. Enemy units that the dragoon passes through take half damage. Structures and stuns can interrupt a charge. Level 1 distance is approximately equal to blink.
Order of the Elite: Aura. All three hero stats increase by 4/8/12 at level 1/2/3. Nearby friendly heroes receive half this benefit. Affects only heroes.
Ultimate: Dragonspear. 150 mana, 60 second duration, 180 second cooldown. The dragoon's attacks become penetrating ranged attacks, in the form of geysers of water. These missles hit not only the selected target, but every enemy along the line between the target and the dragoon. The geysers do the same damage as the hero. (Think "permanent narrow shockwaves." In "stop" or "attack move" condition, he will target the nearest enemy, but the geyser attack will continue beyond it.)
Description:
Proper Name: Tienmoden (TEE-EN-MOE-DEN)
Classification: Naga Legend
Ancient Babylonian myths describe this creature as a huge, all-powerful female dragon who personifies the saltwater ocean, the water of Chaos. The Greeks, on the other hand, saw this creature as Ketos, a serpentine sea beast that killed the great demi-god Teukrian. Further, in ancient Egyptian lore, Tienmoden is often depicted as the “Sea Demon�, Triton. He was said to command the full power of all the sea gods, that is, he could foretell the future and transform himself into anything he saw.
However, despite their differences, in all the myths Tienmoden symbolized the invincible power of nature that changes and gets perpetually reborn. Genderless, this creature personifies swift, unhesitant change; always willing to meet an end by any means as quickly as possible. A word of advice: it's best to keep your distance from this creature, because as the ancient myths decreed, “those who see it... are already dead.�
Ablilities: (Agility-based melee attacker)
Shapeshift: Turns Tienmoden into the targeted creature for a short period of time. The unit that is targetedis not affected by anything.
Note: Tienmoden retains all of his stats except the temporary targeting changes (like melee cannot hit flying, etc) and flying/amphibious/ground benefits. Using the UnitModulateColor JASS script for the transformation and detransformation would be the ideal look for this ability.
Ancient Rage: Tienmoden grow's significantly larger, also increasing his movement speed and attack speed for a short duration.
Regeneration: Tienmoden's health and mana regeneration rate increases twofold with each successive level.
Might of the Depths: (ULTIMATE) Creates a huge storm of waves and clouds and lightning, including a tidal wave of water that crashes down and ravages a huge area around Tienmoden, who hovers in the air in the middle of it all.
Note: There should be clouds, lighting from the clouds, deep, sprawling waves being tossed by the ferocious winds, etc. Lightning should strike specific units. Enemy units caught in the storm should lose health according to what damaged them - so if they were in the waves and struck by lightning they would get more damage than a unit that was only in the waves.