Loladins of Legend
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
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- Zerg Creep Colony Landscaper
- Posts: 408
- Joined: Wed Aug 30, 2006 9:48 am
- Location: Virginia
Re: Loladins of Legend
Screenshots! Yay!
This was a 2v1, with myself and Milldawg vs. Mesk
Me hanging out as a siege unit shoots Mesk's tower
Milldawg and myself hanging out, waiting for the creep wave to spawn, in the early game
OH GOD A DOACKMASTER! HE'S THROWING TURTLES!
Milldawg and myself hanging out as siege units shoot Mesk's towers. Except, Mesk wasn't too happy about it. He's the dude with the enormous sword walking toward us.
AAAHHH A RUST DRAGON SPAWNED IN THE MIDDLE LANE!
The Rust Dragon is still there, hanging out, because he's extremely powerful, and can make scorpies fly.
This was a 2v1, with myself and Milldawg vs. Mesk
Me hanging out as a siege unit shoots Mesk's tower
Milldawg and myself hanging out, waiting for the creep wave to spawn, in the early game
OH GOD A DOACKMASTER! HE'S THROWING TURTLES!
Milldawg and myself hanging out as siege units shoot Mesk's towers. Except, Mesk wasn't too happy about it. He's the dude with the enormous sword walking toward us.
AAAHHH A RUST DRAGON SPAWNED IN THE MIDDLE LANE!
The Rust Dragon is still there, hanging out, because he's extremely powerful, and can make scorpies fly.
Paging Dr. @Lavarinth
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- Terran Starport Baggage Handler
- Posts: 135
- Joined: Fri Aug 25, 2006 6:19 pm
Re: Loladins of Legend
wow, nicely done 0o
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Loladins of Legend
I have unleashed the Tipereth with objectives concerning porting and making a ton of trigger-based spells for LoL after quite a bit of inactivity.
However, along with time, we must march forward, to the end of all things.
Anti-kiting triggers, terrain updates, new doodads, new heroes, I shall unveil them now.
http://img149.imageshack.us/img149/7758 ... 201gc3.jpg
(Above) Lord Jordan, one of the new Evil-side heroes. He is a supportive melee caster that can summon demonic allies and regenerate allies.
http://img387.imageshack.us/img387/3321 ... 413do2.jpg
(Above) Lord Dread when he spawns. Incidentally he used Dominate Mind and permanently mind controlled my Goat.
http://img166.imageshack.us/img166/9276 ... 119yd2.jpg
(Above) Lord Dread in Flight. I still need to finish the updated version of his model which includes the insane amounts of particles.
http://img145.imageshack.us/img145/63/w ... 801mf4.jpg
(Above) dudes getting shot (mostly wibod who is about to get frozen in the middle of my defenses)
http://img247.imageshack.us/img247/5199 ... 810dp7.jpg
(Above) shit on fire
edit : aaaaaaaaaaaaand another one of our dogs has to be put down this week, so it may not be easy for me to resume stuff after tip is done.
However, along with time, we must march forward, to the end of all things.
Anti-kiting triggers, terrain updates, new doodads, new heroes, I shall unveil them now.
http://img149.imageshack.us/img149/7758 ... 201gc3.jpg
(Above) Lord Jordan, one of the new Evil-side heroes. He is a supportive melee caster that can summon demonic allies and regenerate allies.
http://img387.imageshack.us/img387/3321 ... 413do2.jpg
(Above) Lord Dread when he spawns. Incidentally he used Dominate Mind and permanently mind controlled my Goat.
http://img166.imageshack.us/img166/9276 ... 119yd2.jpg
(Above) Lord Dread in Flight. I still need to finish the updated version of his model which includes the insane amounts of particles.
http://img145.imageshack.us/img145/63/w ... 801mf4.jpg
(Above) dudes getting shot (mostly wibod who is about to get frozen in the middle of my defenses)
http://img247.imageshack.us/img247/5199 ... 810dp7.jpg
(Above) shit on fire
edit : aaaaaaaaaaaaand another one of our dogs has to be put down this week, so it may not be easy for me to resume stuff after tip is done.
Last edited by Anonymous on Sat Sep 16, 2006 1:33 pm, edited 1 time in total.
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
Re: Loladins of Legend
Where's the Defiler which is named Lavarinth? ; )
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
- Joined: Sat Feb 07, 2009 1:40 pm
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Re: Loladins of Legend
hiding in my pockets LOL WANA C?
eeewww @ smilies
eeewww @ smilies
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- Terran Factory Worker
- Posts: 63
- Joined: Wed Aug 30, 2006 10:47 am
Re: Loladins of Legend
This is where I tell you that I have sent you a private message that I spent 2 hours writing. googogoggoggoggg
[imgwh 275x155]http://i409.photobucket.com/albums/pp171/omgarcan/5c1e32e9bc2242cca51e957475e529825a4.gif[/imgwh]
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
- Joined: Sat Feb 07, 2009 1:40 pm
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Re: Loladins of Legend
There is where I tell you I send you a reply that I spent 2 seconds writing. gogogogogoog
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- Zerg Hydralisk Nail Stylist
- Posts: 597
- Joined: Tue Sep 19, 2006 7:37 pm
Re: Loladins of Legend
I am just going to finish this one last hero, port him, and then I'll do your spells. Swear to god.
Making skillsets is addicting, like a drug.
Also, since I'll probobly be doing any porting that will be done, please keep custom units to a minimum. I will optomize your triggers if I need to to save time. As it is, porting one hero takes ~30 minutes, +5 for each custom unit.
Making skillsets is addicting, like a drug.
Also, since I'll probobly be doing any porting that will be done, please keep custom units to a minimum. I will optomize your triggers if I need to to save time. As it is, porting one hero takes ~30 minutes, +5 for each custom unit.
- Lavarinth
- Xel'naga Administrator
- Posts: 6539
- Joined: Wed Aug 16, 2006 5:21 pm
- Location: His Ashworld Planet
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
- Joined: Sat Feb 07, 2009 1:40 pm
- Location: M͈̙̞͍͞ͅE̹H̨͇̰͈͕͇̫Ì̩̳CO̼̩̤͖͘ జ్ఞా
Re: Loladins of Legend
Arcan and mucky don't actually make triggers or anything, they're just giving me concepts and stuff.
And a look at the distant future.
http://img241.imageshack.us/img241/5793 ... 701km3.jpg
And a look at the distant future.
http://img241.imageshack.us/img241/5793 ... 701km3.jpg
Last edited by Anonymous on Tue Sep 19, 2006 11:35 pm, edited 1 time in total.
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- Zerg Hydralisk Nail Stylist
- Posts: 597
- Joined: Tue Sep 19, 2006 7:37 pm
Re: Loladins of Legend
Never before seen heros include:
Stabbyman the Stabmaster
Khane the Isadorian Bloodtalker
Grapthftphs the Void Walker
Icarus the Lead Zeppelin
Also included are Warier man x and such.
Stabbyman the Stabmaster
Khane the Isadorian Bloodtalker
Grapthftphs the Void Walker
Icarus the Lead Zeppelin
Also included are Warier man x and such.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
- Joined: Sat Feb 07, 2009 1:40 pm
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Re: Loladins of Legend
Two of the new heroes - Khane, and Anegma. Also shown is the new graphic for the Nura`Ku Defender.
You do not have the required permissions to view the files attached to this post.
- IskatuMesk
- Xel'naga World Shaper
- Posts: 8330
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Re: Loladins of Legend
An extremely significant change has been made to the creep system in response to last night's game and some follow-up suggestions from Mucky. As of now, the system works like before except -
- Each division upgrade replaces the weakest units with stronger ones.
- Thanks to the fix of a huge flaw I discovered and the aforementioned change, there are less creeps in motion at a time. The chances of the trigger max command glitch occuring ever again is extremely small.
- The creeps are initially spawned every 30 seconds. 5 seconds is added, to a maximum total of 120 seconds, for every division resource given (every 220 seconds.) This allows the creep count and spawn time to remain balanced while no longer impacting early game play.
- Due to the lower number of creeps and the strengthened importance of maintaining higher division levels, the units spawned by levels 5 and 10 of the divisions are a lot stronger.
Some additional changes -
Even more heroes are becoming available.
Event bosses will no longer spawn inside lanes. Ones that attack bases will still do so, however. Those that have had their homes changed will be rebalanced so that a group of players looking to recieve significant cash and experience may challenge the boss away from the safety of their lanes. However, be careful, because the other team will also probably do the same. The current bosses that will be turned into optional bosses are...
The Champions of Mal`Ash (Including the Rust Dragon, which will be moved to an Epic event type, and will spawn later in the game.)
The Doackmaster (still not sure how to do his ganking ability but it's still on my to-do list.)
The Giga Whelp
The Giga Scorpy
These bosses will have their abilities and stats adjusted accordingly to the estimated level at which they will be spawned in.
Some entirely new custom graphics have been contributed to the AoS by Pheonix-IV. These include the long-awaited Tower of Desolace and two of the Evil-side spawn structures. It is not yet known if the Loladin buildings will be altered or not. (I still need things like Pie altars, though.)
Racial Leaders are having certain heavy nuke abilities be more costly in terms of cooldown. Lord Dread's Wrath, for example, now has a cooldown of 25 seconds. Their base damage is also being lowered and their health regeration removed. Other then that they remain unchanged. Generals remain unchanged.
A planned feature is the ability to use hero kills as contributation. This will allow players to enact certain events or summon powerful allies to their cause. What I want to add very soon is the ability to summon a very powerful unit that will attack the enemy base through a specified lane when your team has acquired a fairly large number of hero kills. For the Forces of Evil, you will be able to use the Loladin blood you have stained the land with to incur a manifestation of the God of Doom, called the Avatar of Doom. The Avatar of Doom is sure to lay waste to the Loladin defenses and pave way for your march into their base.
These epic summons will be as powerful as racial leaders minus the super ultimates and disables they have.
- Each division upgrade replaces the weakest units with stronger ones.
- Thanks to the fix of a huge flaw I discovered and the aforementioned change, there are less creeps in motion at a time. The chances of the trigger max command glitch occuring ever again is extremely small.
- The creeps are initially spawned every 30 seconds. 5 seconds is added, to a maximum total of 120 seconds, for every division resource given (every 220 seconds.) This allows the creep count and spawn time to remain balanced while no longer impacting early game play.
- Due to the lower number of creeps and the strengthened importance of maintaining higher division levels, the units spawned by levels 5 and 10 of the divisions are a lot stronger.
Some additional changes -
Even more heroes are becoming available.
Event bosses will no longer spawn inside lanes. Ones that attack bases will still do so, however. Those that have had their homes changed will be rebalanced so that a group of players looking to recieve significant cash and experience may challenge the boss away from the safety of their lanes. However, be careful, because the other team will also probably do the same. The current bosses that will be turned into optional bosses are...
The Champions of Mal`Ash (Including the Rust Dragon, which will be moved to an Epic event type, and will spawn later in the game.)
The Doackmaster (still not sure how to do his ganking ability but it's still on my to-do list.)
The Giga Whelp
The Giga Scorpy
These bosses will have their abilities and stats adjusted accordingly to the estimated level at which they will be spawned in.
Some entirely new custom graphics have been contributed to the AoS by Pheonix-IV. These include the long-awaited Tower of Desolace and two of the Evil-side spawn structures. It is not yet known if the Loladin buildings will be altered or not. (I still need things like Pie altars, though.)
Racial Leaders are having certain heavy nuke abilities be more costly in terms of cooldown. Lord Dread's Wrath, for example, now has a cooldown of 25 seconds. Their base damage is also being lowered and their health regeration removed. Other then that they remain unchanged. Generals remain unchanged.
A planned feature is the ability to use hero kills as contributation. This will allow players to enact certain events or summon powerful allies to their cause. What I want to add very soon is the ability to summon a very powerful unit that will attack the enemy base through a specified lane when your team has acquired a fairly large number of hero kills. For the Forces of Evil, you will be able to use the Loladin blood you have stained the land with to incur a manifestation of the God of Doom, called the Avatar of Doom. The Avatar of Doom is sure to lay waste to the Loladin defenses and pave way for your march into their base.
These epic summons will be as powerful as racial leaders minus the super ultimates and disables they have.
You do not have the required permissions to view the files attached to this post.
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- Zerg Hydralisk Nail Stylist
- Posts: 597
- Joined: Tue Sep 19, 2006 7:37 pm
Re: Loladins of Legend
Smaller, less signifigant changes:
Leaderboard now implemented, sorta
Voidwalker no longer freezes the game
Stabmaster has had stats adjusted, and a reasonable cooldown put on his ultimate.
Zeppelin's Ram no longer affects allies, and his ultimate now gives him a new ability for each level put into it. The first is a highly inaccurate long-long range AoE, the second is a retooled Napalm Trail, and the third is the single most devestating spell currently in the map.
Coming soon:
Mucky and Arcan's heros
Retooling of already existing heros to make them functional
Leaderboard now implemented, sorta
Voidwalker no longer freezes the game
Stabmaster has had stats adjusted, and a reasonable cooldown put on his ultimate.
Zeppelin's Ram no longer affects allies, and his ultimate now gives him a new ability for each level put into it. The first is a highly inaccurate long-long range AoE, the second is a retooled Napalm Trail, and the third is the single most devestating spell currently in the map.
Coming soon:
Mucky and Arcan's heros
Retooling of already existing heros to make them functional