Warcraft III resources & community, 2003–2006 · archived

Spells I would like made, or Spell ideas you can try.

27 posts
#1

Spells I would like made, or Spell ideas you can try.

Hello eager spell designers! These are some spell ideas I have come up with and which I would try to make myself but I just don't have the time these days. They would all be hero spells. Some of them are pretty simple but I would like to have as much work done for me as you guys are willing to offer. What interests me actually is designing new heroes, I just need to give them innovative abilities...


"Sustain" (Aura)

Increases the lifespan of summoned units. Example: every five seconds add X seconds back on expiration timer of summoned units, where X equals level of spell.


"Zergling Swarm" (Summoning)

Spawns 3 or so zerglings. When zerglings make a killing blow a further zergling is spawned from the corpse a la "Black Arrow". There would probably need to be some limit on this ability so that zerglings don't take over the whole game.


"Spell Armor" (Buff?)

Temporary mass buff, like Roar, that gives friendly units spell imunity. Duration increases with spell level.


"Seize" (Unit Targeted)

Blinks a targeted enemy unit to the location of the casting hero. Limited range which might increase with spell level. Nasty spell to use on a damaged hero trying to run away.


"Muster" (Unit or Area targeted)

Teleports unit(s) owned by player from anywhere on the map to the location of the hero a la Starcraft arbiter "Recall". Cooldown could decrease with level, or AoE or units-at-a-time could increase.


"Synergy" (Hero Targeted)

Upon targeting another player-owned hero, both heroes are "melded" together, creating a super-hero :wink: with combined HP, Mana, Strength, Agility, and Intelligence (further multiplied or added to by some number). After a duration, or at the players discretion the super-hero splits back to the original two heroes. The super-hero should actually be a morphed version of the original hero who has this ability, so he will still have the same items and other abilities. The other used hero would essentially be hidden. Spell immunity might also be a good thing for the super-hero. This should probably be an Ultimate ability.


"Avenging Bomb" (Ultimate)

When the hero dies they release a LARGE explosion that does decreasing damage with distance from epicenter. I have already experimented with this using suped-up landmine explosions.


And some very simple ones I would like to see on a "tank" hero.

Attack Range Upgrade.

Splash Damage Upgrade, with increasing radius per level.

Gargoyle style stone form, but applied to a hero.
#2
which abilities do u want to make? I'm asking because, if someone was interested in creating them, he wouldn't have wasted time if u make them.

to "Avenging Bomb" (Ultimate): use the goblin mine ability explode on death
#3
Some nice ideas :D

Muster already exist though, it is called... Dark summoning I believe and has nice animations too. It is already in the editor.

And it just shot through my mind that the zergling spell is already made.. by Darky28 (at that time still Darky27 :wink: ). Play his Spiderqueen campaign. the spider queen spawns an eggsack everytime she makes a killing blow.. U could use that idea I guess.
#4
Most of those ideas will be pretty easy to make and I should have Spell Armor, Sieze, Zergling Swarm, Muster (I will just change the name of Dark Summoning), and maybe Synergy finished in a few hours.
#5
I posted your spells at http://www.wc3sear.ch/?p=Spells&ID=225. These are everything but the summon extend spells and the explode on death. (what I said I would make is in this file). Enjoy and give credit if you use them :D

wn[/url]
#6
Wow, thanks whitenights! If I could make spells that fast I would do them with the time I do have! Much appreciated. One correction though, Spell Armor is supposed to provide spell imunity, not invulnerablilty. It is supposed to be used for example as a protective strategy for summoned units against detonate and disenchant. I tried to change it myself but the way you have it set up it dispells itself! Its a cool ability the way you have it, just not what I intended.

I'm not planning on making any of the rest of those spells any time soon. So you guys can claim them. I have some more spell ideas and considerations for the ones I've mentioned, I will post them later...when I have time!
#7
oops :P my bad... I'll make a new ability for you when I make my next version of the spell. Which should be today. It really shouldn't be that hard... add spell immunity to a unit and in x seconds take it away... I'll make an inner fire effect for it as well.
#9
Erm.... 2 things....
Read my post in your Zergling Swarm
and where on earth is the Muster spell in the Ragnarok map? I just redownloaded it and I couldn't find it - I'm sure its there, but where?
And um.... whats wrong w/ my Sieze? I thought it looked good :P
#10
1) Read & responded to.
2) Perhaps I should rephrase: There's something like his muster spell in my Ragnarok Map. When you target the Ragnarok spell, all the units are teleported to the target. Its kinda like his idea.
3) Oh no, your Seize is fine; I just had a really great idea for a variation on the spell.

~The_Raven
#11
Notice how :P is supposed to mean im jk :P

Ah-HA! I get it now. but I thought it was supposed to teleport units to the hero. good work on that ragnarok spell btw.

Lomacar: I don't believe there is any way to add time on the back of an experation timer... Would you settle for pausing it?
#12
I prefer not to use smilies. I don't believe that all human emotions can be expressed in 20 little animations.

As I said, its like his Muster idea.

Thanks.

P.S. Sustain Aura could be done. However, it would be a little choppy. I'll work on it.

~The_Raven
#13
Raven:
You're right, all human emotions cannot be expressed in 20 little animations, but I use smilies because they stand for simple emotions and I believe it gives a more human interaction if you can see somewhat of a face and use your head to figure out what the person is trying to say. I don't walk up to someone and say "I'm mad", but maybe it shows on my face. Thats part of being human. Thats all I'm going to say about smilies.

Yes, like I said, sustain can be done, but by pausing instead of adding. I'll let you take sustain cause im going on vacation (I guess you could say double vacation?)
#14
You are right, looks like the expiration timer can only be paused, but that is fine, maybe even better. :idea: You could just pause the timer for X seconds every 3 seconds, where X equals the level of the spell, that way the level 3 spell would double the life of a sumoned unit. I can balance these things later of course. One consideration for this is that I don't think the aura should effect Ultimate summonables, we don't want an Infernal or Doom Guard sticking around for twice as long as it should! I was thinking you could specify that the spell doesn't effect units above a certain level, which seems to be somewhere around 5, but that is tricky because many of the non-ultimates summonables reach level six when fully researched, then there is the Sea Witch's Tornado which is only level 4...
#15
Well I already told Raven that I wasn't gonna do sustain, so I'm not gonna do it. I might rerelease my map with the Spell Armor (2) that gives spell immunity if you still want it. Also, like I said before, I'm going on vacation on Monday through the following Monday. I will do more spells after that though.