Absorb: Absorbs creep and increase in size..
Acid leak: Returns damage to the attacker unit.
Abilites:
Crumble: The hero splits himself into many tiny Banelings, amount depends on size. As long as one survives the Hero will remain alive and can regrow from creep again.
If a lonely one survives, it will take a few seconds to become a Boomer again.
I don't think I understand the creep thing. Absorb? Does it "eat" the creeps and grow?
It could eat the creep with the creep dissapearing so it has move to grow. Like a snowball. Or it could just stand still on creep to grow and not eat it.
Or both, first eating it and after a upgrade it would only extract the stuff it needs in order to grow, thus not consuming it.
Passive:
Nano-absorbers: Takes 8% less damage from ranged attacks (No requirements)
Active:
Nano-swarm: Deploys a swarm of flesh-eating nano-bots, dealing 5 damage-per-second to any unit caught in the area. Lasts 8 seconds, recharge of 26 (Developed Nanites research needed)
Specialization: Changes the weapon loadout between Bio (Naplam) Armored (Rockets) and Heroes (Cannons). 10 seconds-per-swap (No research needed)
Short range for Naplam, fast fire rate. Rockets have long range, slow fire rate. Cannons have medium range, medium fire rate.
Nanite Symbiosis: Heals 60 to units in a small area. Cooldown of 25 seconds(Bio-Adaption required)
Special
Nanite Overload: Engima becomes unable to move or attack, but everything around it gets swarmed by Nano-bots, causing:
Nearby enemies to receive 10 damage-per-second while in it, and suffer from Nanite Invasion, slow them down for 5 seconds.
Nearby allies gain 50 health over time while in the area, and gain Nanite Augmentation, speeding them up and increasing their firing rate.
Lasts 20 seconds, Engima can't move for 30 seconds, 70 second cooldown.
Name: Azual
Model: Stank
Type: Tank
Passive:
Serrated Blades: Attack causes enemies to bleed profusely, 1 damage-per-second for 5 seconds (Serration mutator required)
Tendril mutation: Causes tendrils to grow out of Azual's back, which are able to independently attack targets. (Four levels of the Synapse Muscle mutator required for four tendrils)
Active:
Headbutt: Slams head into the ground, stunning nearby enemies and knocking them back. 20 second cooldown (No research needed)
Throned Carapace: Azual's body gets sharper, returning 5% of his damage to his attackers. Lasts 20 seconds, 80 second cooldown. (Reactive Carapace mutator required)
Special
Juggernaut: Increases attack speed, movement speed, armor and health regeneration. Lasts 35 seconds, 90 second cooldown. (Two levels of Synapse Muscle and Reflex Overload mutators required, must be below 30% health to trigger)
Name: Avartis
Model: Maar
Type: DPS
Passive:
Hybrid Focus: Detector in a small radius. (No requirements)
Reflective Mind: Any damage dealt to him has 40% of it returned to the attacker (Gift of the Hybrid required)
Active:
Shockwave: Lets out a burst of energy, causing 40 damage to anything caught in it, knocking them back and stunning them for 3 seconds. Cooldown 40 seconds. (Stolen Khalian Necklace required)
Gravitonic Shift: Units in a small area are instantly killed. (Heroes are dropped to 25% health.) Needs to be channeled for 8 seconds, and Cooldown is 80 seconds. (Aspect of the Zerg required)
Special
Singularity: All units, allied or enemy, in a small radius around Avartis are instantly killed, and their life is absorbed into him. Channeled for 15 seconds, Cooldown 120 seconds.
Name: Alin'ragal
Model: High Templar (portrait of Artanis)
Type: Summoner
Active:
Psionic Platform: Summons a Psionic Cannon (Uses Mothership rift weapon, looks like the half-made building) Turret lasts 60 seconds, cooldown of 100 seconds.
Psionic Warrior: Spawns two zealots (hallucinated-looking, does normal zealot damage) They last 80 seconds, with a 95 second cooldown.
Psionic Enforcer: Same as Psionic Warrior, but spawns Immortals that can hit air and ground.
Psionic Nightmare: Summons a clone of himself, uses Psi-storm, feedback, plasma blast and Guardian shield. Lasts 60 seconds, cooldown of 100 seconds.
Re-enforcement Warp-in: Spawns 3 permanent Scouts. Cooldown of 90, only used when there is no other scouts deployed by him.
Special
Call of the Khala: Summons a manifestation of the Khala. (Archon, no attack but passively does a psionic shockwave and plasma blast, both from Maar.) Lasts 60 seconds, cooldown of 120.
Really great ideas. looking forward to working on these heroes.
LIST OF TAKEN MODELS:
Zealot
Kaboomer
Dark Stalker
Tosh
Brood Lord
Hydralisk
Scantipede
Dark Archon
A.R.E.S.
Stank
Maar
High Templar
Vindicator
Hybrid (Zerg)
Queen
NEW AVAILABLE MODELS:
Zealot Slasher
Footman
Virolisk
Preservers + Tassadar
Passive
Creep Enhancement: Increases damage and adds a permanent cloak while on creep (Deep Infestation required)
Active
Bio-camouflage: Enables cloaking for 15 seconds. Cooldown 30 (No requirement)
Assassination: While cloaked, attacks an enemy, dealing 125 damage to a target and automatically uncloaks. Cooldown 30 (No requirements)
Infection: While cloaked, attaches a parasite to a target, draining their health. Spawns a mini-roach when the target dies. Cooldown of 40, roach has no timed life. (Parasitic Injector required)
Swiftness: While cloaked, speed can be traded for damage, increasing speed and dropping damage. Cooldown of 30 (Protoss augments required)
Dark Swarm: Spawns bugs that decreases ranged damage to units under it. Lasts 15 seconds. Cooldown of 50 (Internal Nesting required)
Special: Spawns two clones of himself, each with 40% of his health. They last 50 seconds, Cooldown of 120 (Templar Training required)
Then you have to make a model for their burrowing, change the command-bar to the right to include it, then change it for it's underground verison, time need for burrowing......... Eh. Cloaking works better for me, it doesn't make your unit immobile, and it's easier to put it. But, then again, I don't really use the editor, so......
Edit: Going to throw in two more characters soon XD Then I'll be done.
Wait, I changed my mind. I wanna be a Preserver (#2).
Name - Adalla
Model - Preserver
Type - Summoner
Extra Notes:
Could I have him go up to level 20?
I am very lenient with models, so use any of the summons' models and I'll find a new one.
Energy values are based on the idea that he has about 500 base energy, so giving him 400 would be fine. If you want to give him 300, I'll have to adjust the rates.
Passive:
Command Aura - Raises all of Adalla's summons' damage amount and speed, armors, and health regens.
Change of Command - If Adalla dies without any active summons, he revives as BolHyu (Preserver #0), who has all of his abilities except the passive ones. His life is limited to 144 seconds.
Active (Summons): (I have included a chart about some of the stats.)
Name: White Mountain Spirits - The spine of Adalla's power.
Model: If I could use Hybrid (Zerg), but with a Combat Shield SOp attachment on its head and a glow, would that be OK? If not, just use Stone Zealot.
They do low damage (About 3) and fire fast.
The name field in the chart is for if you are able to change the name while the level goes up.
They have no death time.
Make their weapon period whatever you want.
I suggest using magazines rather than making it an actual summon.
Name: Yellow Water Spirits - The counterparts to the mountain spirits.
Model: Yellow Tinted Archons
They do medium damage (10) and slow enemies.
No death time
Magazines are suggested again
Name: True Bones of the Wind - Healers.
Model: Void Ray with partial opacity and trail (Like on the High Templar; OneTwo has a tutorial on them)
Basically just medics, but rather than using energy to heal, they use their life.
Command Aura makes them heal faster
Regen is 1:1
They summon to max (3 or 5 at a time) all at once, you can't summon them again until all of them die.
Name: Royal Guards of the Flames - Units that only defend.
Model: Firebats with smaller X and Y size (Mostly width)
Can only go 3 units away from Adalla/BolHyu
Can only ever have 3 at a time.
Have a higher attack priority than Adalla and BH.
Auto-cast is allowed
Passive
Auto-Rifle: Replaces Soren's standard sniper with a Assault Rifle. Fires faster, but has reduced range and slightly less damage. (Equipment Requisition required)
R.C.U: Cloaks when enemies are 20 yards. (No research)
TMJ Rounds: Soren's weapon can hit an addition enemy per shot due to Bullet Penetration. (Specialized Rounds required)
Active
Psionic-Storm: Spawns a small psionic storm in the area. Lasts 5 seconds, cooldown of 30 (Psionic Training required)
Explosive Rounds: Replaces standard rounds with rounds that cause a small AoE at anything hit. Cooldown of 40, lasts 16 seconds. (Equipment Requisition required)
Poison Dart: Fires a dart that paralyzes a target for 10 seconds (15 for Heroes) Cooldown of 40 seconds (Gauntlet Shooter required)
Psionic Mine: Deploys a small mine made from psi energy. Cooldown of 60. Does extra damage against Heroes. (Psionic Training required)
Special
I.C.T.S.: Soren marks a target. After a few seconds, the I.S.S. Ganithor fires it's planetary cannon at the target, burning anything in the marked area. Cooldown of 120, channeled for 8 seconds, takes 8 seconds for Ganithor to target the area. Cannon is the Purifier's Planet Cracker. (Maximum Clearance required)
-= Progress =-
Mapster:
Shadowhunter Flinks: 50%: 2 abils done, figuring out third and passive
Scorp the Burning Scantipede: 15% testing different ways to make a fire trail
Tagnet Wafflemeister: 0% Planning
Exaken: 0%
Soul Filcher: 0%
Adalla (184): 0% Even though it doesn't have my name in it, there's a reference.
Well, I thought I could do this, but evidently, I just don't have the skill in data necessary to do so. I'll keep working on it in my free time and pass it on when someone rises to the occasion. Or Flinkelinks could take it back.
Name : Mage Orange
Model : High Templar/Dark High Teplar (Dark preferred if not taken)
Type : Summoner
Passive : Portal Opener - Mage Orange is invulnerable and untargetable when he has an Elemental assisting him.
Special Abilities :
Wrath of the tides : Summons a water Elemental (Archon actor tinted blue) . This elemental will assist Mage Orange and its attacks slow the target.
Rage of the volcano : Summons an Earth Elemental (Archon actor tinted orange). This elemental will assist Mage Orange and its attacks deal AOE damage.
Strike of the thunderstorm : Summons a Storm Elemental (Archon tinted yellow) This elemental will assist Mage Orange and its attacks deal DoT.
Mage Orange has no attack, so when upgrading you pick which Elemental path you want to upgrade. The Elementals will of course be seperate units :P
You may pick what attacks , abiltities , stats etc the Elementals have, I wanna see a summoner hero :D
Thanks for reading :)
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@ScorpSCII: Go
Awesome! I will begin shortly.
Name: Exaken
Model: Boomer
Type: Support
Passives:
Absorb: Absorbs creep and increase in size..
Acid leak: Returns damage to the attacker unit.
Abilites:
Crumble: The hero splits himself into many tiny Banelings, amount depends on size. As long as one survives the Hero will remain alive and can regrow from creep again.
If a lonely one survives, it will take a few seconds to become a Boomer again.
Boom!: It's a suicide unit!
@Exaken:
This is really original. I like the idea.
It will be difficult, but I am sure it is possible :)
I don't think I understand the creep thing. Absorb? Does it "eat" the creeps and grow?
It could eat the creep with the creep dissapearing so it has move to grow. Like a snowball. Or it could just stand still on creep to grow and not eat it.
Or both, first eating it and after a upgrade it would only extract the stuff it needs in order to grow, thus not consuming it.
@Exaken:
Does it eat zerg creep, or does it eat units? o.O
Four heroes for you. First one is a bit of a spellcaster, second is a Tank, third one is a DPS hero, fourth is a Summoner
Name: Engima
Model: A.R.E.S
Type: Spellcaster/Support
Passive:
Nano-absorbers: Takes 8% less damage from ranged attacks (No requirements)
Active:
Nano-swarm: Deploys a swarm of flesh-eating nano-bots, dealing 5 damage-per-second to any unit caught in the area. Lasts 8 seconds, recharge of 26 (Developed Nanites research needed)
Specialization: Changes the weapon loadout between Bio (Naplam) Armored (Rockets) and Heroes (Cannons). 10 seconds-per-swap (No research needed)
Short range for Naplam, fast fire rate. Rockets have long range, slow fire rate. Cannons have medium range, medium fire rate.
Nanite Symbiosis: Heals 60 to units in a small area. Cooldown of 25 seconds(Bio-Adaption required)
Special
Nanite Overload: Engima becomes unable to move or attack, but everything around it gets swarmed by Nano-bots, causing:
Nearby enemies to receive 10 damage-per-second while in it, and suffer from Nanite Invasion, slow them down for 5 seconds.
Nearby allies gain 50 health over time while in the area, and gain Nanite Augmentation, speeding them up and increasing their firing rate.
Lasts 20 seconds, Engima can't move for 30 seconds, 70 second cooldown.
Name: Azual
Model: Stank
Type: Tank
Passive:
Serrated Blades: Attack causes enemies to bleed profusely, 1 damage-per-second for 5 seconds (Serration mutator required)
Tendril mutation: Causes tendrils to grow out of Azual's back, which are able to independently attack targets. (Four levels of the Synapse Muscle mutator required for four tendrils)
Active:
Headbutt: Slams head into the ground, stunning nearby enemies and knocking them back. 20 second cooldown (No research needed)
Throned Carapace: Azual's body gets sharper, returning 5% of his damage to his attackers. Lasts 20 seconds, 80 second cooldown. (Reactive Carapace mutator required)
Special
Juggernaut: Increases attack speed, movement speed, armor and health regeneration. Lasts 35 seconds, 90 second cooldown. (Two levels of Synapse Muscle and Reflex Overload mutators required, must be below 30% health to trigger)
Name: Avartis
Model: Maar
Type: DPS
Passive:
Hybrid Focus: Detector in a small radius. (No requirements)
Reflective Mind: Any damage dealt to him has 40% of it returned to the attacker (Gift of the Hybrid required)
Active:
Shockwave: Lets out a burst of energy, causing 40 damage to anything caught in it, knocking them back and stunning them for 3 seconds. Cooldown 40 seconds. (Stolen Khalian Necklace required)
Gravitonic Shift: Units in a small area are instantly killed. (Heroes are dropped to 25% health.) Needs to be channeled for 8 seconds, and Cooldown is 80 seconds. (Aspect of the Zerg required)
Special
Singularity: All units, allied or enemy, in a small radius around Avartis are instantly killed, and their life is absorbed into him. Channeled for 15 seconds, Cooldown 120 seconds.
Name: Alin'ragal
Model: High Templar (portrait of Artanis)
Type: Summoner
Active:
Psionic Platform: Summons a Psionic Cannon (Uses Mothership rift weapon, looks like the half-made building) Turret lasts 60 seconds, cooldown of 100 seconds.
Psionic Warrior: Spawns two zealots (hallucinated-looking, does normal zealot damage) They last 80 seconds, with a 95 second cooldown.
Psionic Enforcer: Same as Psionic Warrior, but spawns Immortals that can hit air and ground.
Psionic Nightmare: Summons a clone of himself, uses Psi-storm, feedback, plasma blast and Guardian shield. Lasts 60 seconds, cooldown of 100 seconds.
Re-enforcement Warp-in: Spawns 3 permanent Scouts. Cooldown of 90, only used when there is no other scouts deployed by him.
Special
Call of the Khala: Summons a manifestation of the Khala. (Archon, no attack but passively does a psionic shockwave and plasma blast, both from Maar.) Lasts 60 seconds, cooldown of 120.
@ARMofORION:
Really great ideas. looking forward to working on these heroes.
LIST OF TAKEN MODELS:
Zealot
Kaboomer
Dark Stalker
Tosh
Brood Lord
Hydralisk
Scantipede
Dark Archon
A.R.E.S.
Stank
Maar
High Templar
Vindicator
Hybrid (Zerg)
Queen
NEW AVAILABLE MODELS:
Zealot Slasher
Footman
Virolisk
Preservers + Tassadar
Ok, now for my stealth hero.
Name: Viraus
Model: Infested Zealot
Type: Stealth
Passive
Creep Enhancement: Increases damage and adds a permanent cloak while on creep (Deep Infestation required)
Active
Bio-camouflage: Enables cloaking for 15 seconds. Cooldown 30 (No requirement)
Assassination: While cloaked, attacks an enemy, dealing 125 damage to a target and automatically uncloaks. Cooldown 30 (No requirements)
Infection: While cloaked, attaches a parasite to a target, draining their health. Spawns a mini-roach when the target dies. Cooldown of 40, roach has no timed life. (Parasitic Injector required)
Swiftness: While cloaked, speed can be traded for damage, increasing speed and dropping damage. Cooldown of 30 (Protoss augments required)
Dark Swarm: Spawns bugs that decreases ranged damage to units under it. Lasts 15 seconds. Cooldown of 50 (Internal Nesting required)
Special: Spawns two clones of himself, each with 40% of his health. They last 50 seconds, Cooldown of 120 (Templar Training required)
Creep.
@Exaken:
Ok. I'll find a way to implement that, then ;)
UPDATE:
http://www.sc2mapster.com/maps/mapster-madness/images/
@ARMofORION: Go
? Wouldn't burrow be more appropriate for an infested zealot....
@michaelknives:
Then you have to make a model for their burrowing, change the command-bar to the right to include it, then change it for it's underground verison, time need for burrowing......... Eh. Cloaking works better for me, it doesn't make your unit immobile, and it's easier to put it. But, then again, I don't really use the editor, so......
Edit: Going to throw in two more characters soon XD Then I'll be done.
Wait, I changed my mind. I wanna be a Preserver (#2).
Name - Adalla
Model - Preserver
Type - Summoner
Extra Notes:
Could I have him go up to level 20?
I am very lenient with models, so use any of the summons' models and I'll find a new one.
Energy values are based on the idea that he has about 500 base energy, so giving him 400 would be fine. If you want to give him 300, I'll have to adjust the rates.
Passive:
Command Aura - Raises all of Adalla's summons' damage amount and speed, armors, and health regens.
Change of Command - If Adalla dies without any active summons, he revives as BolHyu (Preserver #0), who has all of his abilities except the passive ones. His life is limited to 144 seconds.
Active (Summons): (I have included a chart about some of the stats.)
Name: White Mountain Spirits - The spine of Adalla's power.
Model: If I could use Hybrid (Zerg), but with a Combat Shield SOp attachment on its head and a glow, would that be OK? If not, just use Stone Zealot.
They do low damage (About 3) and fire fast.
The name field in the chart is for if you are able to change the name while the level goes up.
They have no death time.
Make their weapon period whatever you want.
I suggest using magazines rather than making it an actual summon.
Name: Yellow Water Spirits - The counterparts to the mountain spirits.
Model: Yellow Tinted Archons
They do medium damage (10) and slow enemies.
No death time
Magazines are suggested again
Name: True Bones of the Wind - Healers.
Model: Void Ray with partial opacity and trail (Like on the High Templar; OneTwo has a tutorial on them)
Basically just medics, but rather than using energy to heal, they use their life.
Command Aura makes them heal faster
Regen is 1:1
They summon to max (3 or 5 at a time) all at once, you can't summon them again until all of them die.
Name: Royal Guards of the Flames - Units that only defend.
Model: Firebats with smaller X and Y size (Mostly width)
Can only go 3 units away from Adalla/BolHyu
Can only ever have 3 at a time.
Have a higher attack priority than Adalla and BH.
Auto-cast is allowed
Ok, new Stealth unit.
Edit: Replaced some of the other stuff on him.
Name: Agent Soren
Model: Gesalt Zero http://www.sc2mapster.com/assets/ghostnovas-mods/files/17-gestalt-zero/
Roll: Stealth
Passive
Auto-Rifle: Replaces Soren's standard sniper with a Assault Rifle. Fires faster, but has reduced range and slightly less damage. (Equipment Requisition required)
R.C.U: Cloaks when enemies are 20 yards. (No research)
TMJ Rounds: Soren's weapon can hit an addition enemy per shot due to Bullet Penetration. (Specialized Rounds required)
Active
Psionic-Storm: Spawns a small psionic storm in the area. Lasts 5 seconds, cooldown of 30 (Psionic Training required)
Explosive Rounds: Replaces standard rounds with rounds that cause a small AoE at anything hit. Cooldown of 40, lasts 16 seconds. (Equipment Requisition required)
Poison Dart: Fires a dart that paralyzes a target for 10 seconds (15 for Heroes) Cooldown of 40 seconds (Gauntlet Shooter required)
Psionic Mine: Deploys a small mine made from psi energy. Cooldown of 60. Does extra damage against Heroes. (Psionic Training required)
Special
I.C.T.S.: Soren marks a target. After a few seconds, the I.S.S. Ganithor fires it's planetary cannon at the target, burning anything in the marked area. Cooldown of 120, channeled for 8 seconds, takes 8 seconds for Ganithor to target the area. Cannon is the Purifier's Planet Cracker. (Maximum Clearance required)
I'm taking this over for now due to map problems.
-= Progress =-
Mapster:
Shadowhunter Flinks: 50%: 2 abils done, figuring out third and passive
Scorp the Burning Scantipede: 15% testing different ways to make a fire trail
Tagnet Wafflemeister: 0% Planning
Exaken: 0%
Soul Filcher: 0%
Adalla (184): 0% Even though it doesn't have my name in it, there's a reference.
Non-Mapster:
Enigma: 0%
Viraus: 0%
Agent Soren: 0%
Model Suggestions:
Spine Crawler
Leviathan
Siege Tank
Terratron (I don't think he has an attack or spell animation, though)
Dark Templar or Zeratul
Mothership
Well, I thought I could do this, but evidently, I just don't have the skill in data necessary to do so. I'll keep working on it in my free time and pass it on when someone rises to the occasion. Or Flinkelinks could take it back.
This might be an interesting hero for you.
Name : Mage Orange Model : High Templar/Dark High Teplar (Dark preferred if not taken) Type : Summoner
Passive : Portal Opener - Mage Orange is invulnerable and untargetable when he has an Elemental assisting him.
Special Abilities :
Wrath of the tides : Summons a water Elemental (Archon actor tinted blue) . This elemental will assist Mage Orange and its attacks slow the target.
Rage of the volcano : Summons an Earth Elemental (Archon actor tinted orange). This elemental will assist Mage Orange and its attacks deal AOE damage.
Strike of the thunderstorm : Summons a Storm Elemental (Archon tinted yellow) This elemental will assist Mage Orange and its attacks deal DoT.
Mage Orange has no attack, so when upgrading you pick which Elemental path you want to upgrade. The Elementals will of course be seperate units :P You may pick what attacks , abiltities , stats etc the Elementals have, I wanna see a summoner hero :D
Thanks for reading :)