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Dungeon-Master's D&D
Dec 17 2009, 3:24 am
By: Dungeon-Master  

Dec 19 2009, 3:32 am Dungeon-Master Post #21



Ain't sure for the Hatchery system, doesn't that fucks everything to have only 3 larvaes?



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Dec 19 2009, 2:57 pm Biophysicist Post #22



No. As we discussed on MSN, we will set it up so players can only morph one Larva at a time by limiting their minerals.

EDIT: Some more class ideas:

SORCERER
Unit: Infested Kerrigan
Spells:
-Summon Familiar: Creates a Broodling.
-Familiar Rage: Converts all Broodlings to Zerglings for one attack.
-Summon Dracoling: Creates a Defiler. Max 1. Casting this spell when you already have a Defiler heals it and restores its energy.
Notes: Should have low bonus damage per upgrade. Despite this, she can be used as a combat character, either by her spells (with Summon Familiar acting as a "recharge"), or by "Familiar bombing" (summoning lots of Familiars while right next to the enemy).

CLERIC
Unit: Marine
Spells:
-Healing: Heals all nearby allies.
-Divine Shield: Creates a Disruption Web over you.
-Truestrike: Creates a Scout over all allies for one attack.
Notes: An essential character if you don't want to be dependent on potions for healing. Don't let the Cleric die. :P

Post has been edited 4 time(s), last time on Dec 19 2009, 10:53 pm by TassadarZeratul.



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Dec 20 2009, 5:58 am Dungeon-Master Post #23



Thanks for the help TZ, this map would end being a totally diffrent and less complex map without you.



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Dec 22 2009, 4:05 am Ryan Post #24



I would recommend you consult with the Player's Handbook for all the base classes in DnD. If you don't have access to one, I could tell you, but I dont' want to feel like a huge nerd at the moment.



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Dec 22 2009, 11:39 am Biophysicist Post #25



Most D&D maps have nothing to do with normal D&D, so we're fine. :P



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Dec 23 2009, 1:52 pm Norm Post #26



Quote from name:TassadarZeratul
Most D&D maps have nothing to do with normal D&D, so we're fine. :P
Then don't name it D&D.

How's this map coming along anyway?

Post has been edited 1 time(s), last time on Dec 23 2009, 2:11 pm by JaFF. Reason: mehhhh



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Jan 11 2010, 10:06 pm Dungeon-Master Post #27



Oh I wasn't home for the holidays and am in a big exam period in school so it will have to wait a week or two, and I thougt of putting the usual D&D heroes, but I thougt they lacked some fun... Nothing is really set up right now so nothing is certain about the features.



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Jan 12 2010, 12:55 am ImagoDeo Post #28



Whatever you do, make the terrain pwnage. Get some help from payne or others in the terrain forum if you aren't good at that stuff yourself. Take Norm's Hero Sanctuary as an example: no little time was spent on the terrain.



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Jan 12 2010, 1:05 am payne Post #29

:payne:

Quote from ImagoDeo
Get some help from payne
Lol? :P
I may do your terrain if you finish your triggers. I will not do anything for a project that I am not sure that it will get finished. ;o



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Jan 12 2010, 1:33 am Dungeon-Master Post #30



Quote from payne
I may do your terrain if you finish your triggers. I will not do anything for a project that I am not sure that it will get finished. ;o
I heard that, and don't get ready too fast, I am a very slow mapper, but I'l finish this one I swear.



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Jan 12 2010, 3:02 am New-Guy Post #31



Quote
I thougt of putting the usual D&D heroes, but I thougt they lacked some fun..
Which version of heroes are these? I think that some of the v4.0 heroes from the PH2 look quite fun.



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Jan 12 2010, 1:11 pm Dungeon-Master Post #32



I bought my D&D books 4 years ago, they are from 3.5, I don't know any other class for D&D but those in this book... If you give me a link or something, I might use the 4.0 heroes

Edit: This is it, I will use every heroes from the Book, and I need feedback for the spell feature, should it be like in the book, with pre-chosen spells every day and the DM chose when its night/day, or scrap the night/day Idea and just make it with mana?

Post has been edited 1 time(s), last time on Jan 14 2010, 10:50 pm by Dungeon-Master.



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Jan 22 2010, 3:36 am xnikozx Post #33



Spells ideas:

Flashback: It moves the hero to a previus location (3.5 seconds back?) and disable every effect that affected the hero untill that time. If it be possible too can modify the hit points from the hero.
Natural conection: It grants mana recover if the hero is near a tree.
*Blood thirst: If the kills score reach a x points in a determined time the hero gains a critical or make stronger his spells.
Impale: Creates several lurkers under the hero during a brief period.
*impale: Creates a lurker under the hero that follows him everytime.
Wave form: Launches an attack in a determined direction dealing damage all over his path and blinking the hero to his destination.
Blood wave: Powerful attack (DDS) that deal damage over a single enemy. Cost HP.
*Spiked skin: Makes a dark templar next to the hero during a single attack if he have melee enemies attacking him.
*Anti-magic skin: Reduces the magic effects over the hero (damage, stun, slow motion, mana burn, etc.).
Fissure: It moves all the nearby enemy units to the hero dealing a determined damage and stunning during a brief period (1.5 seconds?).
*Amplified strenght: Grants several extra strenght points to the hero.
Mana burn (1): Deal determined max damage over a unit and takes out the same mana points if the unit have enough mana.
Mana burn (2): Deal damage based on the unit's remaining mana points (0.5 every point?) and takes out a % of it (15%?)
Mana void: Deal damage based on the spent mana points.
Soul drain: Steal a determined mana points every second.
*Mana catch: Grants a good augment in the mana regeneration ratio.
Ethereal prision: The affected unit is trapped into a prision that takes out its mana points and stop the casting. Can be destroyed.
Doom: The hero spawn several spider mines next to him and becomes invincible during a brief period. Have to be casted and can be stopped stuning the hero.
Astral walk: The hero becomes invincible but too very slow during a while.
*Unrest soul: For every enemy killed is spawned a unit (ghost?) next to the hero during a single attack.
*Canibalice: For every enemy killed the hero recover HP.
*Assimilation: For every enemy killed the hero recover mana.
Frozen hit: The affected unit recieve weak damage but is slowed down during a while.
Mana leak: The affected unit loss mana points for every step.
*Frost aura: The close enemy heroes/bosses are slowed down during they be near the hero.
*Static field: A random enemy unit near the hero recieve damage (DDS? DT?) every few seconds.
*Judgement: The hero can return from death after a few seconds death but without full life and mana.
Unholy strike: Deal damage for every nearby hero unit (25 damage for each unit?).
Earth splash: Deal damage over a determined zone and stun during a brief period.
Ether bolt: Deal damage over a single unit and recover a % of the damage dealt.
*Astralcraft: Upgrades the Aethereal/Astral spells.
Astral suction: Kills an enemy unit and recover mana.
Energy veil: Sets the shields to a determined %.
*Divine armor: Sets the shield to a determined % every a few seconds.
Ethereal armor: Sets the shield to a determined % every a few seconds.
*Vanishment: Sets the hero invincible every a few seconds and during a brief period (0.7 seconds?).
Dusk: Turns off the vission for all the other players, including allies during a while.
Eclipse: Causes an "artificial night" during a long time.
*Lycantropy: Gives extra stats/skills/passives/etc during night.
Time lock: Causes a hero/boss goes back to his actual position after a few seconds. During the time lock lasts the affected unit can't be affected by time skills.
Holy shield: Gives spell immunity during a determined time.
Magic veil: Reduces the magic effects over the hero (damage, stun, slow motion, mana burn, etc.) during a determined time.
*Time distortion: Deal damage over the hero's position every a few seconds and slow down him during a brief period (0.5 seconds?).
Time shield: Makes a shield that allows only the use of physical skills against the affected units, no physical attacks or magic spells. For every spell trying to affect the time shield it makes a counter attack.
*Legacy: Gives chances to spawn 2 powerful creatures in the hero's deathbed.
*Time rupture: Gives damage as extra effect when a time spell is casted.
*Timecraft: Upgrades the time spells.
*Blessed blade: Gives chances to deal extra damage over demons and evil minions.
Guardian angel: Prevents the hero's death during a while and sets his HP to a determined % affter the effect ends.
Faith test: Takes out the targeted hero/boss' mana points during a few seconds, if the affected unit cast a spell the effect is enden but he recieve a huge damage and if the unit reach 0 mana is slowed down.
Soul blink: The hero is blinked over an enemy's position dealing a huge damage over it.
Ethereal strike: Deal damage based on the hero's remaining mana points.
Astral absortion: Sacrifices an allied unit or a spawn and recover mana points.
Open wounds: The affected hero/boss recieve damage for every step.
*Astral extention: Grants an augment in the max mana points for every kill and lasts till the hero dies.
*Battle hunger: Grants an augment in the chances to deal double damage for every kill and lasts till the hero dies.
*Cursed path: Slow down the enemy heroes/bosses that walk over the hero's path. The path lasts a brief period (2 seconds?).
Water splash: Deal damage and stun enemies during a brief period in a determined position.
Thunderbolt: Deal a huge damage divided into all the nearby units.
*Energy conservation: Grants a determined % of mana recover after use any electric skill.
Magnetism: Deal damage every second over a enemy hero/boss and make him moves to the hero.
Static shock: Stun all the enemy heroes/bosses in a close range during the hero cast this skill.
*Electric canalization: Grants an improvement in the mana regeneration ratio.
Reload: Grants mana recover every second, the spell is canceled if the hero moves.
Magnetic ray: Atract all the units in a short range and deal area damage, the spell is canceled if the hero moves.
*Thundercraft: Upgrades the electric spells.
Static beam: Deal a weak damage over every enemy hero/boss in a short range and stun them if they try to get out the static beam's range.
Overload: Grants a "charge" for every kill and when is casted deal a determined area damage for every charge every second draining a single charge every second.
Stasis shield: Stuns the first 3 units that goes near the hero, the shield don't lasts for ever.
Enchanted note: Converts a non hero/boss enemy unit to your control during a determined time.
Hypnotic rhythm: Turns some non hero/boss enemies units to attack its old allies during a brief period.
*Explosive end: Grants damage dealt when the sound spells are ended.
Deafen scream: Push out all the nearby units including allies and spawn pain seekers (sieged tanks) during a single attack with 10% or 15% chances to attack again.
Paralizis: Slow down an enemy hero/boss during a few seconds.
Cripple: Slow down an enemy hero/boss during a very long time and deal a huge damage.
Inner strenght: Grants double/triple/quad damage during a single attack.
*Body break: Grants splash damage for every enemy killed
Spirit of the immortal: Set the HP to 10% and grants +10% for every nearby unit.
*Absolute wisdom: Grants extra experience from the enemies.
Explosive trap: Sets a explosive in the floor that deal a huge damage when a enemy walks over it.
Smoke screen: Causes a smoke screen that makes imposible to aim a unit and make invincible the hero while he be inside the smoke screen.
Shuriken: Throw an attack that deal damage over every unit reached by it, is stopped by cliffs, walls, etc. or by time.
Blood tides: Deal a weak damage over an enemy hero/boss and stun it during a while. Cost HP.
Acid bolt: Deal a good damage over a enemy hero/boss and deal weak damage every second as after effect during a few seconds, also the affected unit is slowed down. Cost HP.
Blood leak: Kills an enemy non hero/boss unit and heal the hero.
Devour: Devour a enemy non hero/boss unit and heal the hero while the units is being digested.
Rupture: Deal a huge splash damage in a zone every second during a few seconds.
Soul claim: Kills an enemy non hero/boss unit and grants an extra "soul". There have max souls.
Hell strike: Deal weak damage for every captured soul. An only soul is lost in every hell strike.
*Devil's favor: Upgrades the infernal spells.
Faith ebb: Deal damage over an enemy non hero/boss unit while the hero is healed, if the unit is killed the same unit is spawned but owned by the hero.
Unholy fire: Sacrifices a spawned/converted unit to deal splash damage over the closest units (firebats?).
Satanic ritual: Grants a morphosis into a demon during a determined time, in that time the hero have to reach an asked kills quantity to don't cause the devil's rage. If the kills aren't reached the hero recieve a really huge damage.
Magma launch: Deal a good damage over a hero/boss and stun the affected unit during a brief period, also grants chances to recast magma launch.
*Soul transmutation: Grants chances to augment the mana regeneration ratio during a brief period after a kill.
*Punishment: Augments the mana regeneration ratio after every kill and lasts till the hero dies.
Salvation: Makes invincible all the nearby allied heroes during a brief period.
Iron faith: Gives spell immunity to all the nearby allied heroes during a brief period.
Possession: The hero takes possession of an enemy non hero/boss units and hides inside it till the unit dies.
Hideous scream: Stuns the nearby heroes during a brief period.
*Repel: Cancel most of the negatives magic effects over the hero every several seconds.
Punch: Deal a very weak damage but stuns during 1.5 - 5 seconds.
*Rage: Grants chances to duplicate a critical strike. The chances are activated after any spellcasting and lasts a very short time.
Unstoppable march: Makes the hero invincible during a while.
*Accelerated metabolism: Grants heal during a brief period after every spellcasting.
Duplication: Makes a clone of the hero with half life, if one of them dies the both do it.
*Astral heal: When a determined kills score is reached the hero is healed slowly and augments his mana regeneration ratio while it drain the kills score.
*Dark legacy: Grants very low chances to revive a boss as slave but only works if the hero killed it.
*Darkness aura: The nearby enemy heroes have to spend more mana to cast their spells.
*Mana fluctuation: The nearby allied heroes grants an increased mana regeneration ratio based on the quantity of units around the hero.
*Stasis: Augments dramatically the mana regeneration ratio after the spellcasting.
*Strenght steal: Steal 1 strenght point for every hero killed and lasts till the hero dies.
*Brain drain: Grants +1 intelligence point for every enemy hero that dies near him and lasts till the hero dies.
Perpetue silence: Stop the spellcasting during a long time. Have cast time.
*Fear: Silence the spellcasters near the hero after they cast any spell.
Unstoppable strenght: Deal damage based on the strenght points and reduces the affected hero/boss' strenght during a brief period.
Static shield: Deal damage over the closest enemies every second.

Infernal spells
Astral/Ethereal spells
Sound spells
Time spells
Electric spells
Physical skills
Other
[*] Passive



None.

Jan 23 2010, 5:42 am Dungeon-Master Post #34



Wow thanks for all these suggestions, but I am afraid most of them I can't do because of my limited knowledge of triggers and the complexity, the spells are meant to be rather basic.



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Jan 23 2010, 7:33 am xnikozx Post #35



Most of them are very simple, I have too ideas for complex spells but I don't know if its possible to be make but I think so.



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Jan 31 2010, 4:44 am Dungeon-Master Post #36



Actually... I might just keep it basic and have the heroes use feats that are class specific... for exemple, a thieft will be able to lock pick, the warrior will have a slight damage bonus with his chosen predilection weapon class, all kind of feats you can have in the game, but except of letting anyone have any feat, they will be hero-specific.

Edit: I need help to find the names of the schools of magic for D&D in english, I only know them in french and the google traducer doesn't gives me the right traduction.

Edit deux: I also don't know what to do now, should I start doing terrain or starting the characters/leveling/money/inventory/etc. systems?

Post has been edited 2 time(s), last time on Apr 4 2010, 6:52 pm by Dungeon-Master.



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Apr 5 2010, 12:00 am BlueWolf Post #37



You mean translation?

I'd start with terrain, then spells, inventory, money, leveling, and last you do the small stuff.




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Apr 5 2010, 12:29 am Dungeon-Master Post #38



Actually i'd rather do terrain last, I had some time to think about it and after all, I will make character choosing and levels... but for now, I am working on what hero and what spells I will have in game. I already finished the barbarians skills.

Edit: Check out the first post, I added the spells for 3 characters, the Paladin, The Thief and the Barbarian, tell me if, to you, the spells fits well with the characters.

Post has been edited 2 time(s), last time on Apr 5 2010, 5:29 am by Dungeon-Master.



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Apr 6 2010, 8:41 pm BlueWolf Post #39



Im up for testing whenever you need me. I'm pretty sure you can find the names of the schools of magic on the internet somewhere...



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Apr 8 2010, 4:19 pm Dungeon-Master Post #40



Okay, I'l need some testing in a week or so. I also found the names of the school on wikipedia, thanks Blu. I will try to make a few characters playable and then we'l see what we can test.



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