Author Topic: Competition #18  (Read 1463 times)

Aeroblyctos

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Re: Competition #18
« on: January 10, 2011, 05:56:13 am »
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.
« Last Edit: January 10, 2011, 06:00:49 am by Aeroblyctos »