Hey all! I'm nearing the release on a game of mine. It's a defense style map, but far from typical...I don't want to get into too much detail for the time being. It's a faithful recreation (plus an upgrade) to an old Warcraft map I made that was greeted positively by the limited number of users that played it.
I've hit a little 'creative' block here, after creating dozens of units, so I'd appreciate any ideas people can toss my way. I have three bosses throughout my game, each with unique abilities and traits, which make them difficult to fight, but also break up the monotony brought on by the defense style. I decided at the start of the project that, unlike my old WC3 version, I wanted to avoid the old pitfall of bosses just being meatbags with massive amounts of health and damage.
I've already created the first two bosses (look below), but I'm drawing a total blank on the third. I realize it will be tough for anybody to pitch ideas my way without knowing more about the game's basic mechanics, but even an idea of what model to use for the boss would be helpful.
Here are the first two:
Arak'Anar
Model: Hybrid Destroyer
Repel: A line-based attack, that pushes all of the user's units away and deals a bit of damage. Is always followed by teleport.
Teleport: The Boss teleports forward to engage those he just pushed out of the larger crowd. Mixed with the Repel ability, he basically just isolates a smaller group of uints from the rest.
Regenerate: Heals 2000 health (he has just over 5000 max). Capped so he can only use this three times maximum.
Summon: Summons up 14 smaller versions of himself, which cannot cast abilities. They are incredibly weak, but are used for the Absorb spell. Capped so he can only use the spell twice.
Absorb: Is always cast roughly ten seconds after Summon. Arak'Anar kills his remaining minions and absorbs their health into himself (if they are all alive and unharmed he gets a whopping 3000 health)
Potash'Nohorae
Model: Maar
Disorient: Flies high above the user's units and creates four copies of himself. He and the copies then circle the user's units until either a) the 'real' boss takes 1500 damage, b) all copies are destroyed, or c) ten seconds elapse. During this time the boss does reduced damage. The copies take 7x normal damage. Capped so it can only be used twice.
Push: Forces all nearby units away with a massive shockwave.
Healer Imprison: All healers (which are central to the game) are raised in floating balls, which prevents them from casting any spells for ten seconds.
So what should the last guy do/look like? Any advice is appreciated. I was thinking it would be cool to have an underground, wormlike end boss, but I can't think of a model to use for that. The Nydus Worm isn't quite flexible enough for me.
Description : Boss is flying above, players cant touch him before phase 4, boss have 4 phases, in every phase he use different abillities, boss loose hp for every add killed by player in phase 4.
Phase 1 Engage, players must kill all remaining nydus worms to get to phase 2
- Summon Nydus - leviathan summons 3 nydus worms which will spawn banelings, they have to be neutralized, before they explode
- Every X seconds Leviathan grab 1 player with his tentacle and stun him, only way to rescue that player is kill tentacle(if player will not destroy tentacle, trapped player probably will die because of banellings)
Phase 2 Adds fight
Leviathan summons 3 adds they must be killed in same time to die permamently in other case they will resurect
- Mashon
- healer, add will heal all remaing adds
- will use absorbtion shield on every remaining add
- Gragas
- melee dps
- will use charge, "charges random player for XX dmg and stuns him for X seconds, after charge he will back to his previous target)
- Montomer
- caster dps & crowd control
- will use earth trap, which will slow down player for 90% for x seconds
- will use Corruption Bolt, just dps skill with knockback
Phase 3 Enrage Boss is going Enrage, he will use phase 1 skills, but tentacle can catch 2 players at once and summon 4 nydus instead of 3
Phase 4 Actual Fight - dps race
Boss will bind to earth with his tentacles, players must kill tentacles to kill boss
- Every tentacle which will be killed will get 10% of boss life, so you need 10 to kill boss
- Boss will still summon nydus
- Banelings are faster
- Nydus cant be killed( if you will not kill tentacles in time, you will be overwhelmed with them)
Leviathon and multiple Phases, huh? That could work actually....maybe not those specific phases exactly, but I like the tentacle concept. I think I can work with that, thanks a bunch.
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Hey all! I'm nearing the release on a game of mine. It's a defense style map, but far from typical...I don't want to get into too much detail for the time being. It's a faithful recreation (plus an upgrade) to an old Warcraft map I made that was greeted positively by the limited number of users that played it.
I've hit a little 'creative' block here, after creating dozens of units, so I'd appreciate any ideas people can toss my way. I have three bosses throughout my game, each with unique abilities and traits, which make them difficult to fight, but also break up the monotony brought on by the defense style. I decided at the start of the project that, unlike my old WC3 version, I wanted to avoid the old pitfall of bosses just being meatbags with massive amounts of health and damage.
I've already created the first two bosses (look below), but I'm drawing a total blank on the third. I realize it will be tough for anybody to pitch ideas my way without knowing more about the game's basic mechanics, but even an idea of what model to use for the boss would be helpful.
Here are the first two:
Arak'Anar
Model: Hybrid Destroyer
Potash'Nohorae
Model: Maar
So what should the last guy do/look like? Any advice is appreciated. I was thinking it would be cool to have an underground, wormlike end boss, but I can't think of a model to use for that. The Nydus Worm isn't quite flexible enough for me.
The World Destroyer
model: Leviathan
Description : Boss is flying above, players cant touch him before phase 4, boss have 4 phases, in every phase he use different abillities, boss loose hp for every add killed by player in phase 4.
Phase 1 Engage, players must kill all remaining nydus worms to get to phase 2
- Summon Nydus - leviathan summons 3 nydus worms which will spawn banelings, they have to be neutralized, before they explode - Every X seconds Leviathan grab 1 player with his tentacle and stun him, only way to rescue that player is kill tentacle(if player will not destroy tentacle, trapped player probably will die because of banellings)
Phase 2 Adds fight
Leviathan summons 3 adds they must be killed in same time to die permamently in other case they will resurect
- Mashon - healer, add will heal all remaing adds - will use absorbtion shield on every remaining add
- Gragas - melee dps - will use charge, "charges random player for XX dmg and stuns him for X seconds, after charge he will back to his previous target)
- Montomer - caster dps & crowd control - will use earth trap, which will slow down player for 90% for x seconds - will use Corruption Bolt, just dps skill with knockback
Phase 3 Enrage Boss is going Enrage, he will use phase 1 skills, but tentacle can catch 2 players at once and summon 4 nydus instead of 3
Phase 4 Actual Fight - dps race
Boss will bind to earth with his tentacles, players must kill tentacles to kill boss
- Every tentacle which will be killed will get 10% of boss life, so you need 10 to kill boss
- Boss will still summon nydus
- Banelings are faster
- Nydus cant be killed( if you will not kill tentacles in time, you will be overwhelmed with them)
If you have any questions just ask :D
Leviathon and multiple Phases, huh? That could work actually....maybe not those specific phases exactly, but I like the tentacle concept. I think I can work with that, thanks a bunch.