| 07-25-2004, 05:45 PM | #1 |
Master Contest 2 [MC2] - Official -------------------------------------------------------------------------- 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 3 will commence NOW, with a deadline of 29th August. The theme is Deadbeats of the Deep freeze (Nerubs/Tuskarr/Magnautar). 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. BEGIN! EDIT: Deadline pushed back due to theme change. |
| 08-03-2004, 12:42 AM | #5 |
Nerr Skyshark ![]() ![]() Background: Before, everything else, Titan's roamed the land and ruled the world. (YEA! RULE THE WORLD!) And in their kingdom, Nerr Skyshark was a wanted bounty. The Titan's knew that he was a threat if they left him alone because of his ability to shoot spines and regenerate the back at a horrific rate. This was a problem to the Titan's Valkyries, so they imprisoned him in ice. A lot of years later, when Illidan attempted to destroy Northerend. He accidentally freed Nerr Now Nerr walks the earth…. Something something something. Abilities: Explosive Spine: Shoots a spine at target enemy unit dealing a lot of damage and paralyzing them. Steel Carapace: (passive) Before Nerr became the notorious spider that he is known today, he used to be an ordinary spider that under went some goblin experiment. Replacing his ordinary exoskeleton with metal carapaces. The metal was made from a rare magical type. In times of danger, the magical runes enscribed on the metal may activate, increasing his defense and his regeneration rate at a monstorouse rate. Parasite Spine: Nerr implants a spine, that is like a parasite, on a targert unit, leeching life off of it's host until it dies or if the parasite dies. Hail of Spines: (channeling) Nerr fire's every single spine that is protruding out of his body at the target location. Deals a lot of damage and stuns any creature that are standing at the target location. [what was I doing!?] icbm: fixed tags. |
| 08-03-2004, 03:58 PM | #6 |
wow...how unlucky of me...yesterday when i finally finished typing up the story, the forum went down, lol here's my WIP btw: The Za-Nerub: ![]() |
| 08-06-2004, 10:04 PM | #9 |
gost neroob |
| 08-07-2004, 10:36 PM | #10 |
Tuskarr Leader Tuskarrs were ignored by Nerubians, then by undead, living peacefully in cold environment of Northrend. Although these creatures may look primitive, they created clans, societes, they own art and even language based on growls and other uncomplicated sounds. Many of these unique people suffered during pass of Arthas and many tribes perished. Every Tuskarr tribe has its headman, but lately new leader arose - one that is ready to gather all Tuskarrs and fight with invaders. Tuskarr Leader is one of the most respected by his kind. He was once chieftain of the Float Tribe, which was slaughtered by passing Arthes' forces when he and some other hunters were fishing. When they returned they sweared to revenge their people. He wields shield made from skull of Magnataur - the most hated enemy of Tuskarr people, which he killed short after slaughter in his village. Armed with his icy spear, he is determined to unite all nomadic tribes and lead them to war with undead. He already gathered few tribes and is still wandering throughout unblighted areas of Northrend in search for the rest of suviving Tuskarrs. Tuskarr Leader, tuskarr hero Strong hero, master of melee combat. Although not very agile, he compensates this with great strength and intelligence no one would expect. He fights using his icy spear and sometimes great hunting knife strapped to his back. Skills: Stab: Stabs enemy with spear, and throws over himself. Fat Layer: Thick layer of fat allows TL to reduce damage from attacks. Freezing Strike (passive): Each hit slows movement andattack speed of target unit. Tundra Call (ultimate): TL howls into the air. Short time after this great blocks of ice comes from under the snow, surrounding group of enemies. The blocks are moving through the moddle of circle they create, and snow prevent enemies from flying away. When circle press all enemies, dealing them massive amount of damage, it dissapears. |
| 08-08-2004, 12:58 AM | #11 |
My other entry, the: WINDBREAKER Classification: Light tier 2 flying unit Attack Type: Ranged, Average speed Projectile Art: Breath of Frost Skill Movemment: Flying, Very Fast Armor: Unlike other dragons, the Windbreaker has a shark-like skin in place of scales, which gives it improved speed, but reduces its resistance to attacks. HP/Mana: 550/300 Story: Tough the Blue Dragonflight is usually seen as the most reclusive dragon kind, this is not entirelly true. In times when the world was threatened, Malygos always kept contact with the other dragonflights, and to do so he employed a special breed of drakes, known as Windbreakers. These Drakes where incredibly fast, flying above the clouds to deliver vital messages. When the scourge came to Northrend, devastating the region, the Windbreakers where soon confronted by the flying horrors of the undead. That forced them to develop means of defense, ultimately transforming them into stealthy and accurate assassins, employed by Malygos on the fight against the scourge. Abilities: >Windborne (100 mana): The Windbreaker rides the wind at tremendous speed, making it impossible to be striken during its flight. If the drake targets an enemy unit with this skill, it will cost 150 extra mana, and the victim will be thorn to shreds by its claws. (works like blink, but it's not instantaneous, since the drake move 10 times faster and is invulnerable during this skill. Also, the target area/unit must be totally visible, and there are no distance limits). >Mana Surge (30 mana, Channelled): Windbreaker have the ability to feed on an enemy's mana, using it to restore their health. This skill forces the drake and its target to the ground, and then the drake drains 15 mana points per second, restoring 1 HP per 2 mana points consumed, during 20 seconds. >Spell Shielding (Passive, turned on/off for 10 mana): Unlike other drakes, the Windbreakers are as resistant to magic attacks as the great Blue Dragons, however, they loose 5 mana with each spell blocked. When the mana ends, immunity is lost. Sound Set: Frost Wyrm Animations: >Windborne: The drake fires off to his target, becoming half transparent and blured as tough it was made of wind. If it attacks a unit, it hits it with the claws. >Mana Surge: The Windbreaker jumps on its prey, landing with its wings surrounding the victim. Then broad flow of energy comes out of the target to its mount. >Spell Shielding: The drake's skin glows blue. BTW, i hope blue dragons are allowed, i mean, they're from Northrend, and don't have boobs, right??? |
| 08-08-2004, 07:18 PM | #12 |
man... some great entries i am seeing... hardyhar i found a computer and found some internet time... i'm glad to inform youi all that i'll be back in business in one week, and i got a shitload of new works to show... ;) keep it all up, dont reply to this or anyuthing i wont be back for another week, i was just showing that i am ALIVE! RETARTED GRUNT IS BACK?? |
| 08-08-2004, 07:27 PM | #13 |
n0 ch1t ch4t omgggggg |
| 08-10-2004, 12:59 AM | #14 |
Nerubian Digger The nerubians were known for their highly sophisticated underground path system during the Spider War. The ones who built these tunnels were the diggers. Before the Spider War, they were the ones that dug all the big caverns where the nerubian architects would then erect their ziggurats. During the war, the digger's extremely fast digging skills were used to ambush Undead troops and scout enemy territory. They now roam accross Northrend dreaming of the day where they will rebuild their once magnificient kingdom. Can move while underground, can be detected by units with True Sight Abilities: Burrow – same as usual. Cleave – Attacking a particular point of a structure the Digger deals twice his damage to the building. (45sec cooldown) They have a slow attack speed and deal siege damage they have moderate attack damage and hit points. Movement speed is same as Crypt Fiend and twice as fast while underground. ![]() Comment: Quick sketch, inked with sharpie pen and markered with my markers^^ the combination of those 2 sorts of fumes are no good :p muo kinda wanted me to enter so yea... its not very good and i might not even make another pic... well kiss my webbed ass... |
| 08-10-2004, 06:05 AM | #15 |
Magnataur Death Caller Classification: Hero Abilities: Scythe Hook – By hooking an enemy with one of it's massive scythe's, a Magnataur Death Caller can hurl the enemy high into the air dealing massive damage to the enemy and stunning it for a short time. At higher levels, the Magnataur Death Caller can hurl its enemies higher, dealing more damage and stunning them longer. Death Minion – A Magnataur Death Caller can summon a minion of death to aid him in battle. These creatures look like smaller Magnataur Death Callers, but they are shrouded in a black mist. Charge – By hurling itself into a group of enemies, a Magnataur Death Caller can heavily damage them and knock them back a short distance. Call of Death – By calling forth the energies of death, a Magnataur Death Caller can instantly destroy up to five non-hero units below level five around him. When the Burning Legion invaded Azeroth during the third war, chaotic arcane magic swept the planet. A group of Magnatuars, sensing this magic searched for a way to harness the magic and use it for themselves. The most powerful magic they sensed was coming from the great dragonblight, where the Lich Kings necromancers used their powerful magic to raise the dead dragons into frost wyrms. These Magnataurs, wanting this magic for themselves, set out to destroy the necromancers and claim there magic. However the necromancers, with the aid of the frost wyrms, easily defeated these magnataurs. After the battle, only a handful of the magnataurs that had survived the battle pleaded to the necromancers to no kill them and they pledged their lives to the necromancers. Knowing that the magnataur could not be raised as undead the necromancers made a deal with them. They would grant these magnataur the power to control death in return for their loyalty to Ner'zhul. The magnataur, not wanting to be killed, accepted the offer. Ner'zhul sent the magnataurs, whom he named the Death Callers, to patrol the dragonblight and to raise any dragon corpse they found into frost wyrms. Jealous that even the mindless undead had more important role in battle then them, the selfish Magnataur Death Callers have begun to plan in secret on how to destroy Ner'zhul and take his power for themselves, even if it takes aligning with the horde or the alliance. ![]() |
