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#Post#: 1510--------------------------------------------------
Competition #18
By: Aeroblyctos Date: January 4, 2011, 6:20 am
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[center]Competition Idea
This competition's idea is to create an unique boss spell for
Nar'Shi. You don't need to create it in world editor, just reply
here your awesome ideas. Look at the link under to see Nar'Shi.
HTML http://tcocampaign.createaforum.com/index.php?action=dlattach;topic=127.0;attach=85;image
Hints
- Make sure it's unique and none other boss in this campaign
uses it yet.
- There Nar'Shi and those 6 Death Millers. I suggest to you use
those Death Millers.
Competition Rules
- The idea have to be yours.
- You can make unlimited amount of entries.
- I will have all the rights to edit the rules all the time(I
will do it correctly and I will be fair for everyone).
Competition Prizes
The winner of this competition will have his or her name to Hall
Of Fame. Also your name will be mentioned in the credits as
"Idea Giver" and "Competition Winners".
Judging
I'm the only one who will judge the winner of the competition. I
will judge all entries. The amount of entries you post will not
decrease your chance to win in any way. However, if there are a
lot of entries or horrible entries, I'll have the right to kick
some of them away in order to make the final judge easier for
me.
Deadline
The competition begins immediately and conclude 9/1/2011.
Final Words
Good luck, may the best idea win. If you have questions, ask. If
there are many great ideas I'll be using them in other bosses as
well.[/center]
#Post#: 1523--------------------------------------------------
Re: Competition #18
By: Divine Seal Date: January 5, 2011, 5:44 am
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For this competition, my entry would be:
[quote]Healing of Darkness: After Nar'Shi engage in combat, the
Death Millers will begin to spin, and after several second, all
of the Death Miller will fire a wave of dark energy toward
Nar'Shi, which heals quite a large amount of Nar'Shi's hit point
and mana point. The dark energy is composed of souls of those he
kill and claimed before, which is stored in the Death Millers.
Each wave multiply the effect by two, for example, the first
wave heals 100 hit point and 50 mana point, the second wave
heals 200 hit point and 100 mana point, the third wave heals 400
hit point and 200 and such, the effect would be reset back
though if all player-controlled unit exits from the
room.[/quote]
Because of this ability, the player needs to kill Nar'Shi as
fast as they could before the effect of the Death Miller's mana
point and hit point restoration restore a huge amount of mana
point and hit point, which makes it quite hard to defeat
Nar'Shi, especially in harder difficulty mode.
#Post#: 1531--------------------------------------------------
Re: Competition #18
By: Aeroblyctos Date: January 6, 2011, 1:49 pm
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Btw guys, don't care about the terrain, it will be improved. But
there are for sure those Death Millers and Nar'Shi!
So, more ideas! I'm sure everyone here have some awesome boss
ideas! And by the way, boss spells doesn't need to relate to
those Death Millers, you can also make other kind of unique boss
spells as well!
#Post#: 1534--------------------------------------------------
Re: Competition #18
By: LucasMapurunga Date: January 6, 2011, 3:41 pm
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Well, I guess I can make an entry, too, since I'm not a judge.
So, here is mine:
Death Bolts:
[spoiler]
When Nar'shi is with low health, this skill triggers. It occur
in two phases :
Phase 1:
Nar'shi teleports to the middle of the six death mittens. After
teleporting, Nar'shi casts a shield protecting himself and
starts channeling. The shield have hit points based in the
difficulty (which means Extreme is a very strong shield). The
player has 10 seconds to destroy the shield.
If the player succeed in destroying the shield, the channeling
is interrupted and it's skill end.
Phase 2:
If the player can't destroy the shield, Nar'shi turns into
invulnerable.
One of the six death mittens will turn attackable. Around the
mitten's base, a small fire will appear, them another, then
another, until the circle is complete. After all the fire are
there (total number of fires should be eight, so the time for
the fire to appear should be set up by difficulty, too) the 3
skulls in the top of this death mitten will fire a death bolt,
randomly hitting one of the player owned units and causing a
huge damage. Then the death mitten isn't attackable again. This
process will happen until all the six mittens have fired death
bolts or until the player destroy one of the mittens which is
lighting up.
After that skill is interrupted, Nar'shi turns attackable again.
[/spoiler]
Players need to be very cautious and act quickly to solve this
skill, unless it's a probably game over. Or a lot of spent
lives.
#Post#: 1578--------------------------------------------------
Re: Competition #18
By: Aeroblyctos Date: January 8, 2011, 2:38 pm
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So once again the same two participants?
Come on! At least one more! ;)
Here's the picture of the current place.
#Post#: 1584--------------------------------------------------
Re: Competition #18
By: Alan_Osl Date: January 8, 2011, 10:08 pm
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Sacrificial Skull Pile
Description:
[spoiler]Nar'shi conjures a ward (or something like that). The
ward aid Nar'shi in every aspect. From increasing damage, making
him invulnerable and slows down enemy's attack speed. Whats
worse? The ward can reduce each attack done to it to 1
damage.[/spoiler]
The ward's skill and attribute:
[spoiler]
1) Makes Nar'shi invulnerable.
2) Can withstand 10 (or 20 hits) = which means that the ward has
10 or 20 hp.
3) Each attack done to the ward will damage the attacker by 2%
of their current health.
4) Casts thunder clap every 4 seconds. (Lesser damage but slows
attack speed!)
5) Lasts for 10 second (or 15 seconds?).
6) If the ward survives after 10 seconds, Nar'Shi's attack
damage is increased for a short duration.
[/spoiler]
Justification:
[spoiler]
I dont want to use those death millers because theres already
something like that in chapter 5.
[/spoiler]
#Post#: 1605--------------------------------------------------
Re: Competition #18
By: Aeroblyctos Date: January 10, 2011, 5:56 am
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Hello! This time I judge for real because here are three
entries.
First of all, this time I'm not satisfied the ideas you have
given. Or am I simply too strict? With a little thinking you
could make awesome ideas! I'm usually the guy with positive
feedback, but this time I want to be mighty DARTH VADER!
Divine Seal
From what I understood of this ability, it is a little
complicated version of hit point regeneration. Well, just a
little. The basic idea is that there's life regeneration that
increases everytime Nar'Shi kills a unit owned by the player.
This idea I could use as a passive idea for some mini-bosses. I
might use the passive idea.
2/5
Alan_Osl
The idea of fixed damage taken is fine and I'll be using that
idea. However, the ward idea is used many times in the campaign
before and the ward itself doesn't have anything that makes my
world upside-down. THUNDER CLAP? TROLOLLOL!I won't be using this
idea for this boss.
2,5/5
LucasMapurunga
The idea is somewhat better than the other ideas, it has some
"deep" in it. Or so I thought first. The more I read the idea
worse it gets. First of all, why this event would happen when
Nar'Shi's hit points are low and why there's chance to evade the
events itself? I want events that happens more than once in a
life time.
Also the rest doesn't make much sense to me. Hip, hip, hurray. A
circle with fires! And then the slaughter halls start to shoot
some fire balls. Well isn't that NOT tactical?
2/5
Here's my OWN idea I created. I wanted something this level.
Nar'shi teleports to the middle of the battle field and casts a
mana shield protecting himself. Nar'shi Has 10,000 mana and the
shield receives different amount of damages depending of the
difficulty: 1.5/2.0/2,5/3.0.
After three seconds, all the Death Miller starts to spin around
and become vulnerable. When a Death Miller is damaged it stops
spinning. While channeling, Nar'Shi shoot impales every third
second against player's units dealing damage and stunning. When
all Death Millers stop spinning OR 15 seconds has passed the
event ends.
If the spinners are stopped, nothing happens and the normal
fight continues. However, if they are not stopped and 15 seconds
has passed all units in the room will be impaled dealing
3000/4000/5000/6000 damage. If there are no characters(P+ForG)
in the room Nar'Shi is healed completely.
Anyway, Alan_Osl won because it gave me one new idea I have
never thought before: fixed hit points and damage taken.
Congratulations, Luke. May the force be with you.
#Post#: 1606--------------------------------------------------
Re: Competition #18
By: Alan_Osl Date: January 10, 2011, 6:21 am
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[quote author=Aeroblyctos link=topic=127.msg1605#msg1605
date=1294660573]
The idea of fixed damage taken is fine and I'll be using that
idea. However, the ward idea is used many times in the campaign
before and the ward itself doesn't have anything that makes my
world upside-down. THUNDER CLAP? TROLOLLOL!I won't be using this
idea for this boss.
2,5/5
[/quote]
I know its weird to have a ward using thunder clap. ;D
I'll leave it to your imagination. My whole focus is actually
the fixed damage ;)
#Post#: 1609--------------------------------------------------
Re: Competition #18
By: LucasMapurunga Date: January 10, 2011, 7:00 am
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[quote author=Aeroblyctos link=topic=127.msg1605#msg1605
date=1294660573]
LucasMapurunga
The idea is somewhat better than the other ideas, it has some
"deep" in it. Or so I thought first. The more I read the idea
worse it gets. First of all, why this event would happen when
Nar'Shi's hit points are low and why there's chance to evade the
events itself? I want events that happens more than once in a
life time.
Also the rest doesn't make much sense to me. Hip, hip, hurray. A
circle with fires! And then the slaughter halls start to shoot
some fire balls. Well isn't that NOT tactical?
[/quote]
The idea was : fire starting around one Death Mitten - like a
clock, you see? - , and when the clock is ready, the Mitten
itself shots a death bolt... the low life to trigger the event
was because i think it was too powerfull :-[
And congrats Alan ;)
#Post#: 1610--------------------------------------------------
Re: Competition #18
By: Aeroblyctos Date: January 10, 2011, 7:11 am
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[quote author=Alan_Osl link=topic=127.msg1606#msg1606
date=1294662061]I know its weird to have a ward using thunder
clap. ;D
I'll leave it to your imagination. My whole focus is actually
the fixed damage ;)
[/quote]
Yes, I'll use that fixed damage & taken in some other places. Do
you have suggestion of any boss from ch 1 to 5? No need to be
the boss itself but a summon of some kind.
Hey, I just tried to be bad ass I could with that review.
Sooo... The problem was with your, LucasMapurunga, that it's
avoidable depending of player's character(how powerful they
are), not by any skill or strategy. You can't evade the death
bolt once it's triggered.
However, now I get the fire effect. So it's a clock where fire
goes...The idea of the clock is perhaps unique but that "death
bolt" ruins it. :(
And it's Death Miller by the way. ;D
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