Working on 2.0: Heros (II)

•July 13, 2009 • Leave a Comment

Yes, another time today.

I have just finished the second new hero of 2.o. The awesome gnome runemaster! Here’s his model:

gnome runemaster

Now, like in the post where I talked about the Ancestral guardian, I’m going to write the spells of this original hero:

  • Arcane missiles (initial ability): at cost of some mana points, you can throw arcane missiles as your normal attack, increasing your damage in 10.
  • Rune of Life: casts a rune of life in the soul of the target. The rune drains its runic power and gives the caster 1 runic charge. Also, heals the target. After 1.5 seconds, the rune disappears healing (Level of Rune of Life * 18) hit points.
    1. 120 base healing, finalĀ  healing x1.
    2. 240 base healing, final healing x2.
    3. 360 base healing, final healing x3.
    4. 480 base healing, final healing x4.
  • Rune of Fire: casts a rune of fire in the soul of the target. The rune drains its runic power and gives the caster 1 runic charge. Also, causes damage. After 1.5 seconds, the rune explodes causing (Level of Rune of Fire * 10) damage.
    1. 75 base damage, explosion damage x1.
    2. 150 base damage, explosion damage x2.
    3. 225 base damage, explosion damage x3.
    4. 300 base damage, explosion damage x4.
  • Rune of Time: uses the power of the runes to summon a time rift near the hero. The time rift gives an extra attack speed to nearby allied units. Lasts (base duration + (2*runic charges)) seconds. Also gives a runic charge to the caster.
    1. 6 seconds base duration. Attack speed +10%.
    2. 8 seconds base duration. Attack speed +15%.
    3. 10 seconds base duration. Attack speed +20%.
    4. 12 seconds base duration. Attack speed +25%.
  • Rune Mastery: gives a chance to get a runic charge when you hit an enemy. Passive ability.
    1. 8% chance.
    2. 16% chance.
    3. 24% chance.
    4. 32% chance.
  • Rune of Death (ultimate): Summons spirits of darkness that explodes when they find an enemy unit. Lasts 15 seconds.
    1. 3 spirits per second, 90 damage per explosion.

As you can see, there’s a new mechanic on this hero: the runic charges. He can get them using his basic runes (life, fire and time) and with the passive ability Rune Mastery. Runic charges will increase the effect of the three runes that create runic charges, but they’ll not be consumed when the spell is cast. Every runic charge lasts 8 seconds, and has an independent expiration time.

Working on 2.0: Decoration

•July 13, 2009 • Leave a Comment

I haven’t updated the blog since a week because I had other things that I had to do. But, finally, I can upload some screenshots with the places of the new zone of the ruins including doodads.

I hope you like it!

Working on 2.0: The new zone

•July 6, 2009 • Leave a Comment

mapa segunda zona mapa

Here’s the first screenshot of the second zone of Izal-Shural Ruins. As you can see, there are not doodads in the ruins yet. I marked the places where there will be bosses, and now I’ll write something about them:

  • First boss – You’ll fight with this enemy in a ruined throne room at the end of a secret way. I haven’t thought so much about this fight, but I can say bosses will be more difficult than first zone bosses.
  • Second boss – You will fight in a stadium, a battle arena. Hordes of enemies will attack you and, after you kill them, the boss will appear.
  • Third boss – The battle will happen in an flooded cave with some “islands”. The boss will appear in the first island, and will throw arrows (or something like arrows) to the group. After a time, the boss will move to the next island, and the group will go to the island where the boss was. The boss will throw arrows again, but they’ll be more dangerous. When the boss moves to the last island, he will morph into a demon and it will be a normal fight (I’m thinking on something to do in this phase of the combat, because a normal combat may be boring).

ISR approved at Hive!

•July 6, 2009 • Leave a Comment

Finally, the map moderator Linaze has approved my map.

isruins approved

Well, the moderator gave me a puntuation of 2/5, but I think I will improve it in future versions.

Lizane‘s ISR review: Decent RPG map, the gameplay wasn’t anything special. Like the gameplay, the abilities (blizzard ones) weren’t to creative nor special, but they worked and didn’t have green button or so. The terrain was average but could definitely be better by adding some more doodads and tile variation.

Working on 2.0: Heros

•July 5, 2009 • Leave a Comment

Hello again.

With this post, I want to create a new category in the blog: “Working on 2.0”, where I will write about progress of the upcoming version 2.0.

In this first article, I will talk about one of the new heros I will add to the map: the Ancestral Guardian.

ancestral guardian

Ancestral Guardian will be a tank-hero (he will cause less damage than other heros, but he will be able to take more damage without dying.

The most important difference from the other heros is the Energy Points. This hero hasn’t got mana points like other playable characters. He has 35 energy points (always 35) with a fast regeneration rate. Good management of energy points would make the difference between win and defeat.

Now, I copy a list (not definitive) of the abilities of the Ancestral Guardian.

  • Taunt (initial ability): forces all nearby enemy units to attack the caster.
  • Shield of the Ancients: A magical shield protects the hero, reducing damage taken to O.
  1. Lasts 4 seconds.
  2. Lasts 7 seconds.
  3. Lasts 10 seconds.
  4. Lasts 13 seconds.
  • Mystic net (spell by Hanky): Throws a rope to the selected point and drags the first unit in its way back to you your caster. The target will also get hurt upon impact with the ground.
  1. 80 impact damage.
  2. 160 impact damage.
  3. 240 impact damage.
  4. 320 impact damage.
  • Rain of Chaos: calls a rain of chaos meteors from the sky.
  1. 6 waves, low damage.
  2. 8 waves, medium damage.
  3. 10 waves, high damage.
  4. 12 waves, very high damage.
  • Heroic presence: all nearby enemy units feel the presence of the Ancestral Guardian, reducing their armor points. Passive ability.
  1. 2 armor points reduced.
  2. 3 armor points reduced.
  3. 4 armor points reduced.
  4. 5 armor points reduced.
  • Army of the Damned (ultimate): the caster summons 8 ancestral spirits that fight for their summoner. The caster won’t attack since he finish the ritual.
  1. Summoned units last 15 seconds.

Welcome to ISR official site!

•July 4, 2009 • Leave a Comment

Finally, I could create a version of my map, Izal-Shurah Ruins, without major bugs.

ISR is a RPG style map, where you have to choose one of eight heros and enter a dungeon (the ruins of an ancient… temple? castle? I don’t know), based on Sunken Islands Tileset. All heros have his/her own custom model, own custom spells (no trigger-spells), but the most of the enemies and items are Warcraft 3 original items (I’m working on this).

Well, I want to apologize if my english is not very well, I’m spanish and write this lines is a challenge for me.

Ah! I forgot the most important! You can download the map using the link in the right side of the site.

I have created this blog because I want to write here all the ideas that I have for my map, my progress… etc. But, also, I want to see what do you think about my ideas, and I want to see your ideas.

Thank you for reading.

See you on the next post!