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Old 08-31-2009, 07:51 PM   #1
Anopob
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Default [RaceContest#2] Bone Race

General Info

The Bone race obviously focuses on using bones/corpses to aid them in battle and destroy their opponents. This is good as while units in battle die and their numbers lessen they still can use their skills to be able to have a chance of turning the tide of battle.

Resource collection currently is default both ways. I'm thinking of doing something for lumber, but as of right now there's nothing done.
I decided to leave resource collection default. One reason is because I couldn't think of something innovative or efficient to be used. Second is because I really don't think this race needs something different from default resource collection; it works fine from my experiences.

Playing this race, you generally would want to aim for the later units first. It's good to grab a few early units to creep for your hero and counter any opponent attacks, but it's nearly a necessity to make the "late-tier" units mid to end game. Your units most likely will not stand a chance against a decent player otherwise.

Buildings
Buildings:
BuildingModel FileUsage
CemeteryBoneyard Town hall. Can train the high-tier unit Crystal Wyrm. Can also cast Take Flight, which destroys the town hall but creates a Crystal Wyrm.
GravestoneGrave <Base> Secondary townhall. Trains Gravediggers (workers) and provides minimal food. Acts as a lumber-drop off point.
Altar of BonesTemple of the Damned Summons/revives heroes.
TombCrypt Provides food and creates corpses. Can also train Corpses.
GraveyardGraveyard Basic production building. Trains Skeletons, Bone Basilisks and Flesh Beasts.
Cursed SanctuaryTomb of Relics Secondary production building. Trains Corpse Propellers, Fortified Contraptions, and Warlocks.
Bone TowerWatch Tower Basic defense tower. Weak, but for every enemy unit in the vicinity, it will automatically raise a skeleton spirit to defend it.
Crystal HallHunters Hall Allows productions of Crystal Wyrms and the usage of Take Flight, and provides most upgrades for all Bone units.

Units
Units:
UnitModel FileUsage
GravediggerPeasant General worker unit. Harvests resources, builds all buildings except the Cemetery.
CorpseGhoul Very very basic attack unit. Quick to make, good to distract/tank unnecessary damage on main units, they also do not cost any food. However, they are generally not worth the gold cost besides basic creeping and scaring off the opponent. Initially has Undying which is Reincarnation, Merge, and Spirit Vision. Targets of Merge (allies) get a HOT, and the Corpse dies. Merge increases a corpse counter if used on a Flesh Beast. Spirit Vision requires an upgrade, and it sacrifices the Corpse to summon a temporary vision ward.
SkeletonSkeleton Warrior Basic attack unit. Also has Undying, which makes it a good choice for early creeping and taking damage off your hero. Can cast Renew, which as the name implies renews the Skeleton's life and Undying's cooldown completely. Renew is castable once every 3 minutes.
Flesh BeastAbomination Can "store" corpses (but not store as in Meat Wagon store, it's triggered, but you can still drop and grab corpses just like a Meat Wagon), and once it reaches 6 corpses, it grows to become a Flesh Mutant.
Flesh MutantAbomination Stronger version of the Flesh Beast, it costs 1 additional food but can also store up to 6 corpses!
Fleshy HippogryphHippogryph Slow air attack, quick ground attack, can also Cannibalize to heal very quick.
Corpse PropellerDemolisher Replacement of Fleshy Hippogryph; only capable of attacking air units and to do this it flings corpses at them. Whenever a Corpse Propeller kills an air unit, a corpse is made at that location.
Fortified ContraptionInfernal Contraption Siege unit, but has no attack. Instead, it has a skill in which you can "target" a certain point. Every interval, a minion is raised from a corpse nearby and he attacks towards the targetted point. Minions have a suicide ability, dealing damage which is highly effective against buildings. The contraption itself can also sacrifice itself to strengthen one of these minions.
Bone BasiliskCustom Model Simple land attacker, can use a corpse to deal AOE damage. Can also cast Cannibalize [default Blizzard skill].
WarlockNecromancer Essential spellcaster. Can initially Raise Dead to summon 2 Corpses, but can be upgraded to create 1 Corpse 1 Skeleton, and finally 2 Skeletons. Can also learn the Corpse Detonation ability, which deals AOE damage around all corpses in an area, and Rebirth Ward, which revives all units in an area of effect multiple times. Of course, Rebirth Ward has multiple conditions as an attempt to make it not imbalanced.
Crystal WyrmFrost Wyrm Can "nest" to become the town hall Cemetery, or attack. While it is very strong for one unit, it's generally safer to make it nest very quick, because you are limited to one on the field and it takes a while to make. Not to mention it is your only way of successful expanding. Can also create a corpse at target location. Lastly, the ultimate spell it casts is called "Call of the Wyrm". It creates a temporary armor boost to all allied Cemeteries, and raises all nearby dead units to fight for the Wyrm for 1 minute. 3 minute cooldown.
BownemanCustom Model Hero. Supposed to be focused on dealing damage quick (DPS, AGI) while the Bone units tank for him.

Hero
Bowneman:
Spell NameUsage
Lifeless Call If casted and there are 3+ dead units around him, he will get a speed bonus.
Consume Consumes all corpses in an AOE, replenishing his health and mana.
Blood Curse When a unit dies to the Bowneman, extra corpses are made.
Wounds Adds critical strike chance; adds evasion chance.

Currently, I'm still fixing some of their stats and thinking of more abilities to add. All of the above are WIP obviously, and a lot can still probably change especially their spells.

Map is attached (test version of the final submission), if I did everything correctly.


Problems or any suggestions please report here, or PM me so I can perhaps change it ASAP. Thanks.

More EDIT: Don't download the attached map; it's outdated. Instead, download it from my submission post in the submission thread here. Thanks.

P.S. Even though the contest is over, I'm still planning to polish this race up at least by a little bit. Still PM me or post here any concerns and stuff you have about this race. By this update, everything should be up to date now.
Attached Images
File Type: png Bone Race.png (1.41 MB, 41 views)
Attached Files
File Type: w3x Bone Race.w3x (483.9 KB, 23 views)
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Last edited by Anopob : 09-23-2009 at 08:43 PM.
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Old 09-02-2009, 01:02 AM   #2
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Race-Building Contest #2 Winner

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You have the Altar of Bones using the Temple of Bone model file - this is something new. Is that an imported model? It sounds cool anyways...

You have the flesh hippogryph with a slow air attack and a fast ground attack. If you look at gargoyles, hippogryphs, flying machines, and basically every standard air unit from WC3 and Starcraft; basic air units are usually very good against other air units, but lacking in the taking out ground-based targets area. Not saying that the fast ground attack couldn't be well balanced, I believe anything in WC3 can be balanced as long as the numbers are set correctly. Just giving you the heads up about how most low-tier air units are balanced. Higher tier air units such as the frost wyrm and chimeras are definitely much better against ground-based targets.

Also, flesh hippogryph seems like a very uninspired name. You should come up with something more interesting here. The thesaurus is usually a good place to go when your out of ideas, most word programs have one as well. Flesh doesn't really say undead to me when paired with hippogryph either, it more or less just sounds like a living hippogryph.

This race seems to have a lack of dependency on corpses for their theme and all, the standard undead race seems to rely upon them much more. With raise dead as one of their standard abilities, carrion beetles, animate dead, cannibalize, just about everything can use them. Right now your race seems to place more emphasis on making corpses than using them :/

I like the idea of the basilisk using corpses to deal AOE damage, reminds me of the regurgitators from Diablo II, demons that would devour a corpse and then spit it at you to deal heavy damage. Perhaps you could make several units attack exclusively through the use of corpses? Give them a carrion beetle/raise dead ability instead of an attack, and make the summoned unit explode (corpse explosion), turn into something like a reaver's scarab from starcraft and charge enemies at incredible speeds and them detonate on them, etc (idea for your siege weapon :D ). If your going to base your race off of the use of corpses I just think you need to make at least 2/3 of your units actually use the corpses ;)
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Old 09-02-2009, 02:28 AM   #3
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Quote:
Originally Posted by 67chrome
You have the Altar of Bones using the Temple of Bone model file - this is something new. Is that an imported model? It sounds cool anyways...
Shit, sorry, meant Temple of the Damned (building that trains Necromancers and Banshees).

Quote:
Originally Posted by 67chrome
You have the flesh hippogryph with a slow air attack and a fast ground attack. If you look at gargoyles, hippogryphs, flying machines, and basically every standard air unit from WC3 and Starcraft; basic air units are usually very good against other air units, but lacking in the taking out ground-based targets area. Not saying that the fast ground attack couldn't be well balanced, I believe anything in WC3 can be balanced as long as the numbers are set correctly. Just giving you the heads up about how most low-tier air units are balanced. Higher tier air units such as the frost wyrm and chimeras are definitely much better against ground-based targets.
Actually it was supposed to be slow-but-effective, and fast-but-ineffective for the Fleshy Hippogryph. However, as you said, maybe I should make it more effective on ground units? This way, it'll be unique or something. Not to mention I could add in a few (corpse) spells or such to aid in its effectiveness against ground/air, depending on what it needs to counter according to the other Bone units.

Quote:
Originally Posted by 67chrome
Also, flesh hippogryph seems like a very uninspired name. ...
Thinking of a better name now, thanks.

Quote:
Originally Posted by 67chrome
This race seems to have a lack of dependency on corpses for their theme and all, the standard undead race seems to rely upon them much more. With raise dead as one of their standard abilities, carrion beetles, animate dead, cannibalize, just about everything can use them. Right now your race seems to place more emphasis on making corpses than using them :/
Perhaps I could make all or most spells used by the hero consume a lot of corpses. I needed spells like that anyway. Not to mention I forgot a spell the Crystal Wyrm could use which makes a corpse... :/

Quote:
Originally Posted by 67chrome
... Perhaps you could make several units attack exclusively through the use of corpses? Give them a carrion beetle/raise dead ability instead of an attack, and make the summoned unit explode (corpse explosion), turn into something like a reaver's scarab from starcraft and charge enemies at incredible speeds and them detonate on them, etc (idea for your siege weapon :D ). If your going to base your race off of the use of corpses I just think you need to make at least 2/3 of your units actually use the corpses ;)
The siege weapon idea sounds really good, but that would be sort of hard to direct the scarab-like units to buildings. For example, how would the player focus fire down a building/unit? It would maybe deal explosive AOE damage, but it would still be very hard to kill specific targets if the enemy plays intelligently. I also knew that I needed more corpse-using spells, and I think I got the Warlock really good for that. Now to balance the other units too... perhaps I can think of something else as a corpse-usage for an attack. Thanks for all your ideas and thoughts.
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Old 09-06-2009, 06:34 PM   #4
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Updated slightly, another one should be coming soon to whoever sees this thread.
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Old 03-21-2010, 05:51 AM   #5
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Test scripts:
Collapse JASS:
scope EagleScout initializer Init

globals
    HandleTable HT
    constant integer MOVEID = 851986
endglobals

private function Conditions1 takes nothing returns boolean
    return GetSpellAbilityId() == 'A008'
endfunction

struct EagleRetreat
    unit u
    unit d

    static method callback takes nothing returns nothing
        local timer t = GetExpiredTimer()
        local EagleRetreat er = EagleRetreat (GetTimerData (t))

        if GetWidgetLife(er.d) <= 0.405 then
            call er.destroy()
            call ReleaseTimer (t)
        elseif SquareRoot( (GetUnitX (er.d) - GetUnitX (er.u)) * (GetUnitX (er.d) - GetUnitX (er.u)) + (GetUnitY (er.d) - GetUnitY (er.u)) * (GetUnitY (er.d) - GetUnitY (er.u)) ) <= 175 then
            call KillUnit (er.d)
            call er.destroy()
            call ReleaseTimer (t)
        else
            call IssuePointOrderById (er.d, MOVEID, GetUnitX (er.u), GetUnitY (er.u))
        endif
    endmethod

    method retreat takes nothing returns nothing
        local timer t = NewTimer()

        call IssuePointOrderById (.d, MOVEID, GetUnitX (.u), GetUnitY (.u))
        call SetTimerData (t, this)
        call TimerStart (t, .5, true, function EagleRetreat.callback)
    endmethod
endstruct

struct EagleScout
    unit u
    unit d

    static method create takes unit u returns EagleScout
        local EagleScout es = EagleScout.allocate()
        set es.u = u
        set es.d = CreateUnit(GetOwningPlayer (es.u), 'n007', GetUnitX (es.u), GetUnitY (es.u), bj_UNIT_FACING)
        set HT[es.u] = es
        set HT[es.d] = es
        return es
    endmethod

    static method get takes unit u returns EagleScout
        return EagleScout(HT[u])
    endmethod

    method onDestroy takes nothing returns nothing
        local EagleRetreat er
        call HT.flush(.u)
        if not (GetWidgetLife(er.d) <= 0.405) then
            set er = EagleRetreat.create()
            set er.u = .u
            set er.d = .d
            call er.retreat()
        endif
    endmethod
endstruct

private function Actions1 takes nothing returns nothing
    local EagleScout es = EagleScout.create(GetTriggerUnit())
endfunction

private function Conditions2 takes nothing returns boolean
    return GetSpellAbilityId() == 'A008' and EagleScout.get(GetTriggerUnit()) != 0
endfunction

private function Actions2 takes nothing returns nothing
    local EagleScout es = EagleScout.get (GetTriggerUnit())

    call es.destroy()
endfunction

private function Conditions3 takes nothing returns boolean
    return GetUnitTypeId(GetTriggerUnit()) == 'n007'
endfunction

private function Actions3 takes nothing returns nothing
    local EagleScout es = EagleScout.get(GetTriggerUnit())

    if EagleScout.get(GetTriggerUnit()) != 0 then
        set es.d = CreateUnit(GetOwningPlayer (es.u), 'n007', GetUnitX (es.u), GetUnitY (es.u), bj_UNIT_FACING)
    endif
endfunction

private function Init takes nothing returns nothing
    local trigger t = CreateTrigger()

    set HT = Table.create()

    // Trigger 1
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_CHANNEL )
    call TriggerAddCondition( t, Condition( function Conditions1 ) )
    call TriggerAddAction( t, function Actions1 )
    // Trigger 2
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_SPELL_ENDCAST )
    call TriggerAddCondition( t, Condition( function Conditions2 ) )
    call TriggerAddAction( t, function Actions2 )
    // Trigger 3
    set t = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( t, EVENT_PLAYER_UNIT_DEATH )
    call TriggerAddCondition( t, Condition( function Conditions3 ) )
    call TriggerAddAction( t, function Actions3 )
endfunction

endscope
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Last edited by Anopob : 03-21-2010 at 06:24 AM.
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