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 Fight of Magic

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Achilles.42
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PostSubject: Fight of Magic   Thu May 21, 2009 5:59 pm

i just made up a name kuz i have no idea what im actually guna call it

any way im making a game, i dont rly know how the terrain is guna work, but its basically a hero arena where all the heros are int based.

what i want is ideas for spells, dont tell me to do shit like chain lightning kuz im alrdy converting all hte regular spells into the right type of spell for the game, preferably any spell idea u have should be made with triggers, idk if any1 besides me and pat has ever done any thing like that since this is a maze clan, but if u have any ideas plz post them (and you can only post ones from dota if u post the exact trigger as well)

there is no theme for this, and dont worry about dmg, and stun langth etc. i can balence them my self. it would be ideal to just use large numbers for spells that do more then one thing, like if something does 100 initial dmg then 10 dmg per second, i know that ur thinking of it to be used as a 10-1 ratio.

btw what im doing is just creating spells, im not assigning them to heros yet, so dont feal like u have to create a whole hero.



im fairly good with triggers so if u come up with something rly complected u dont have to make a tutorial or any thing, just post a pic of it or right it out like: Event: every 1 second of game time - condition: blood is masterbating - Action: kill all of pats children
or something like that

any other suggestions are also welcome.
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TorchBeast
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PostSubject: Re: Fight of Magic   Thu May 21, 2009 6:34 pm

Nice job stealing my idea...I was making Tmmm Arena after tmmm escape >.> now that idea is killed. And i was ganna have custom models+Spells. I bet ach is just going to go on hiveworkshop.com and take their shitty stuff...
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Knight of Gods
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PostSubject: Re: Fight of Magic   Thu May 21, 2009 6:41 pm

hive has some decent models, maybe you guys should do like a join project for sexier effect

ach - a pickpocket ability where for like lvl 1 its 5% chance to steal 5% of the persons gold
then lvl 2 would be like 7.5%, 7.5% ect (depends on maximum lvl for abilitys cuz too high and it would be rigged) maybe lesssen % for amount taken

EDIT: or insdead of a coop project it could be a rivalry to force u both to do better
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Achilles.42
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PostSubject: Re: Fight of Magic   Thu May 21, 2009 7:05 pm

thx for the spell kog, that sounds cool

and lol@ ur edit

and torch no1 knew of this "hero arena" that u were suposedly going to make. plus ur not the first one to make a hero arena so how could i steal any thing? newb
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Knight of Gods
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 12:29 am

actually im leaning towards torch making an arena... after seeing arena of troy.... Razz

how about this "TEST ONLY ABILITY" and everyone can get it but it kills them eH?EH?

nono jkjk lol - an ability that grabs an enemy and pulls them towards u and stuns them and deals light dmg would be pretty dang nifty/cool/terriblyannoying
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Pat1487
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 4:19 am

He did say he was going to make an arena, at least to me, idk who else knew

But you both can do an arena, ach is focused on int, torch can do a general one, that was your orginal plan anyway torch, to make a general one, and theres already like 100 different versions of those out

Since its tmmm arena you could do an arena with a maze theme, put crap that patrols (or moves around in a certain area at random) that you have to avoid getting hit by while your fighting the other players or normal creeps, put special maze like sections that lead up to a boss that drops awesome stuff when you kill it, that would be cool


Anyway, back to achs map

Coming up with just the spells seems harder to me then coming up with hero types (like classes) then basing spells around those, you wouldnt actually have to make the hero yet, just the spells it would get, then you could think of something like a fire mage and make 4 or 5 spells based on fire for him, or some sort of magical thief to incorporate knights pickpocket thing, just make 3 or 4 more spells based on something thieves would do, that to me seems quicker and easier then coming up with 1 spell at a time

Then once you have all your spells, make the heroes that you thought up and add everything to the right place, if you make 1 spell at a time you may end up with spells that dont fit anywhere

I did think of some spell ideas though, some of these i made up just now, some are ideas i had awhile ago

Spell Ideas:

Normal Spells:

Fire Trail - As you walk you leave a trail of fire behind you, anything that walks through the fire takes damage | Damage the fire does and width of the trail goes up with higher lvls of it | It toggles on and off like immolation

Health Conversion - Convert a certain % of your health into your mana | Hp % goes up with higher lvls, after using it your hp regens faster for a certain amount of time | Using the skill itself takes no mana, it cant be used if your hp is below the maximum % that the highest lvl of the skill takes, hp regen amount and time the hp regen lasts goes up with hgiher levels of the skill

Tame Creature - Tame a creep to fight for you, you cant ctrl it though, it attacks your enemies on its own | Higher levels of the skill allow more creep to be tamed at the same time, and allow you to tame more powerful creeps, once the creep is tamed it stays tamed until it dies

Magic Amplifier Bubble - Creates a bubble around the target that amplifies all magical effects by a % that are used on that target, including any beneficial spells | Higher levels of the skill increase the time that the bubble lasts, and the % of spell dmg/healing thats done to the target

Mana Drain Ward - Puts a ward down that drains mana over time while your enemy is close to it | Higher lvls of the skill increas the wards mana drain aoe and mana drain %, and increases the time it stays up | Think of it like a reverse stationary brilliance aura

Attack Displacer - This spell is casted on a target, any spell or attack that is made to that target during this spells effect causes the attacker to teleport to the position of the target, and causes the target to teleport to where the attacker was, damage of the attack is still taken by the target | Higher levels of the skill increase the time that the effect lasts on a target, the effect ends after the displacement, no matter how much time is left

Invisibility Ward - Puts a ward down that turns you and your allies around it invisible | Higher lvls of the skill increases ward duration and invisibility aoe

Blood Pact - Ties your health to an enemies while that enemy is under this spells effect, every time you take damage the target takes a certain % of it for you, being healed heals him as well for the same % | Higher levels of the skill increase the health % that the target takes from the damage/healing thats done to you, also increases the duration of the effect

Overshield - Takes a % of your hit points and uses it as a shield that absorbs all dmg until it is destroyed, the shields hp is equal to the % of hp that was used to make it | Higher skill lvls increase the % of hp thats used, it lasts forever until it is destroyed, using the skill again while the shield is already up sets the hp of the shield back to the % used to make it

Spell Copy - This spell copies a spell from an ally/enemy at random (excluding ultimates) when used, once used Spell Copy becomes the copied spell until your death, only after you die can you copy a new spell | Higher lvls of this spell adds lvls to spell that this spell copies (for example, if this spell was lvl 2 and was used to copy chain lightning, then that chain lightning would be lvl 2)

Midas Magic - (Passive) All of your kills give you a % extra gold | Higher lvls of this skill give more gold % for each kill

Spell Shock - (Passive) All of your active spells have a % chance to stun the target for a duration | Higher lvls increase the % chance and stun duration


Ultimates:

Frozen Tundra - Freezes an area on the ground, turning it into ice, if anything was standing on the ground that just became frozen then that thing is frozen in place for a duration, anything that walks onto the ice while its on the ground takes cold damage over time while on the ice and has their movement speed slowed, fire spells are dispelled if the pass through the frozen area, the ice lasts for a certain amount of time

Utter Confusion - Completely confuses your enemies in a target area for a time, Confused enemies see some of there allies as enemies and some enemies as allies, spells that they use are confused for other spells at random, and they cant remember how to use items, small aoe

Limitless - Forces you to go beyond the limit of mortal abilities, when used it fully restores your hp and mana, boosts hp and mana regen 100 times more then normal, and drastically reduces spell cool downs, but when this effect ends, you die, once you revive your total hp and mana will be reduced by a % for a duration

Item Transmogrification - Consumes an item from a slot in your inventory, this item is magically transmogrified into a beast, the beast has enhanced versions of all of the powers of the item, and an incredible amount of hp and melee attack dmg, the beast lasts until it dies, but you can only have 1 at a time, it has no mind of its own, but is fully under your ctrl, when the beast dies the item used to make it is dropped for anyone to pick up, you cant transmogrify the same item more then once | Attack dmg and hp is determined by the quality of the item used, better items make better beasts

--------

Thats all i got for now, i can probably think up some aura's and more passive spells later
I didnt put any values in for the time or %, you can fill that in with w/e
I do things by % alot cause it scales better then just numbers

I cant think of any damage spells that i havent already seen, except for different ways or effects to do the same thing, so most of my spell ideas will be like special use, or support, maybe some damage spell ideas will come to me
Limitless might be too powerful, originally i had attack and movement speed increased, and when you died you did aoe dmg equal to the amount of total dmg you did while using the skill, when I re read it i was like, thats way too powerful, so i took all that out, but it still seems to powerful

I didnt know if your ultimates are going to have lvls, like 3 lvls for ultimates or something, so i tried to write them in a way so that if they do have levels you could have levels for them, the confusion and item one really dont have anything you can use for if they have multiple levels, i guess aoe in confusion could increase, but the item one cant, maybe you could have lower levels of it only work on some items, and you cant use the really good items to make it till lvl 3

Some of them will need triggers, that item thing needs alot of triggering
I would make them for you but i still havent even copied the triggers i was going to do for mark into moww2.5
Remind me to do that next time you see me ach (i would do it now but im tired and dont feel like looking for everything and trying to remember what i did)

Tell me which ones you like and ill tell you how to make it if you cant figure it out
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Achilles.42
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 11:27 am

wow thats alot o_O thx pat.

to your thing about making heros: im fairly sure thats how most ppl do it, but for some reason i get rly rly board doing that, its how i did it for arena of troy, and idk how i got as far as i did.

All normal spells have 5 levels and all ult's have 3 levels btw. with the exception of atribute bonus which has 10 levels right now but i might make it more.

the only spell i dont like is the bubble thing, because there's alrdy a spell made by blizzerd that does almost exactly the same thing, the rest of them are good though.

the spells i dont know how to do are: Blood Pact, Overshield, Spell Copy, limitless, item-transfermation-thingy and utter cunfusion.

thx again for coming up with so many ideas.
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bloodasb
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 3:23 pm

for confusion just set it tht spells are switched around and they are dazed and may u make their screen act like an earth quake for a few secs
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Knight of Gods
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 6:50 pm

pat omg your frozen tundra is almost exactly like this one ability i was thinking of only instead of slowing them it makes them actually slide but slowly
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Pat1487
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 9:42 pm

Achilles.42 wrote:
wow thats alot o_O thx pat.

to your thing about making heros: im fairly sure thats how most ppl do it, but for some reason i get rly rly board doing that, its how i did it for arena of troy, and idk how i got as far as i did.

All normal spells have 5 levels and all ult's have 3 levels btw. with the exception of atribute bonus which has 10 levels right now but i might make it more.

the only spell i dont like is the bubble thing, because there's alrdy a spell made by blizzerd that does almost exactly the same thing, the rest of them are good though.

the spells i dont know how to do are: Blood Pact, Overshield, Spell Copy, limitless, item-transfermation-thingy and utter cunfusion.

thx again for coming up with so many ideas.


Theres anti magic shield, thats what your thinking of, the bubble, mine is the reverse of that, where instead of reducing dmg from spells, it amplifies it

Ill go into detail about how to do the triggers for those later


Knight wrote:
pat omg your frozen tundra is almost exactly like this one ability i was thinking of only instead of slowing them it makes them actually slide but slowly

i was thinking of sliding too when i first thought of the spell, but sliding them would be laggy since it would have to work on creeps to, but if there were no creeps my idea was to have it slide them at w/e speed they were moving at first, and gradually slow them down to a crawl

blood wrote:
for confusion just set it tht spells are switched around and they are dazed and may u make their screen act like an earth quake for a few secs

No with my idea you would have to switch aliances around at random for the confused player(s), then if they cast a spell, that spell is replaced with another 1 of their spells at random, dont shake the screen though, a dazed thing over there head would be good for knowing whos confused
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Achilles.42
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PostSubject: Re: Fight of Magic   Fri May 22, 2009 9:48 pm

no thats not what im thinking of! its called banish, and it amplefies magical dmg, and most spells!
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X.x-D.a.r.K-x.X
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PostSubject: Re: Fight of Magic   Sun May 24, 2009 2:52 pm

Yeah.....
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Achilles.42
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PostSubject: Re: Fight of Magic   Sat Sep 26, 2009 11:54 am

well i kinda lost this map, and i never showed it to any one, so this is definitely not happening...

I KNOW UR ALL HEART BROKEN! BUT WE WILL TRY TO MOVE ON!
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Pat1487
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PostSubject: Re: Fight of Magic   Mon Sep 28, 2009 3:29 am

I had forgotten about this

I had some awesome spell suggestions

Dota even ripped off my fire walk spell
Those bastards

Oh and about banish

Yes its true it amplifies dmg/heal spells, but it also makes you unable to attack, which is why i didnt think of it when you were trying to explain it

Mine was literally a reversed anti magic sheild, still able to attack/be attacked, and still able to walk with your normal speed
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Achilles.42
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PostSubject: Re: Fight of Magic   Mon Sep 28, 2009 9:28 am

eh, i still think it would be to much trouble
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Knight of Gods
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PostSubject: Re: Fight of Magic   Tue Sep 29, 2009 5:25 pm

pat ninja vs ninja (its called something like that) had a firewalk spell long before ach thought of even considering making this topic sooo....
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Pat1487
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PostSubject: Re: Fight of Magic   Tue Sep 29, 2009 9:36 pm

Yeah, im sure its been done before
Infact, i got the idea from diablo 2, the sorceress has a spell called fire walk

The only difference between mine and the one from d2 is that d2's is a cast and last a certain amount of time, mine is a toggle like immolation
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