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Armageddon Onslaught II - Game Design Documen
Oct 19 2008, 12:20 am
By: IskatuMesk  

Oct 19 2008, 12:20 am IskatuMesk Post #1

Lord of the Locker Room

Although the future is uncertain, we fight to preserve our dreams. For better or worse, we strive to create legends of the past, present, and future. That is what AO2 is; a dream, little more.

CHAPTER 1 - INTRODUCTION TO THE CONCEPT OF ARMAGEDDON ONSLAUGHT

"From a non-technical standpoint, this chapter summarizes the inception of AO, its basic fundamentals, some of the challenges likely to be faced, and the content creation aspect."


Armageddon Onslaught is a concept derived from a variety of sources and its roots go back ten years in modding development. In this article I am going to explain the concepts behind the mod, the dream the mod hopes to fulfill, and the immersive elements it will seek to create.

AO2 - The Concept of Survival

When I first played Starcraft, I was 11. The game had just been released, I was barely capable of thinking, and I was far away from home. So not only was I physically in an alien and unusual environment, but I was also very new to computers (but not gaming in general), and Starcraft was my first strategy game. Because of the way I was, and still have aspects of, I am emotionally extremely sensitive, and back then, so sensitive to the point that Starcraft completely consumed me. I can completely zone out the outside world and engulf myself in something if it's immersive enough, and Starcraft was just that.

The plight of the humans (Terrans) facing the terrifying alien Zerg in a "living" world complete with their own bases, attacks, and resources really was something I had never encountered before. The RTS genre was something unknown to me at the time, as I was a console gamer, primarily a hardcore Battle Tanx player. I grew up on titles like Golden Eye and Earthbound. So I had my share of very cool experiences that really gave me a fetish for immersive worlds and gameplay. Starcraft was just that. Reflecting back on those days today, what really got me addicted to SC initially was the survival feeling. You felt like you were a part of the world, fighting to stay alive, in an extremely hostile and dark world. Of course, when I started writing AI soon after, the immersive feeling was really lost. So I wanted to create an enemy that brought back that fear, that loathing of the darkness, the unexpected surprises, and those "Oh shit!" moments when suddenly the entire fog of war comes alive with zerg units. Years passed and I created total conversions with similar feelings and similar ridiculously powerful AI.

The Demonic Touch

Another game that had that kind of effect on me was Diablo 1. Back in the days where I spent countless days just downloading the demo, and then soon played the game. I loved the cathedral levels, dark, and filled with these little red bastards that would come out of nowhere. Then, if you were especially lucky, you'd find a glowing little four-legged bastard who kicked the shit out of you. Of course, when I heard about the Diablo TC by Nottingham Systems for starcraft, I just had to try it. Lo and behold though, by that time Nottingham systems was quite dead. I was, however, able to get a hold of the mod from another individual. It was what I wanted - Diablo graphics in starcraft. I managed to get ahold of one of the Nottingham systems staff who gave me permission to use the Diablo graphics (but not their custom models) from the conversion. Of course, the problem was, I didn't have a mod that needed them.

Time passed and years went on until one day, Bajadulce suggested to me to build a grafted AI that built special units available only to it, to create the most retarded AI ever made. By then my skills as a modder had long reached the pinnacle of what Starcraft was capable of. Back in 2004 I had created Heidomus Kaladonmus featuring advanced randomized critical systems then untouched by other modders. Of course the mod died and the systems never really got used that much. It was an untouched concept. So, here I had an idea, some really wonderful graphics, and some truly terrifying mechanics. Armageddon Onslaught was born.

Since I had Diablo graphics, the obvious idea was to make the new race a demon race. Most demon races are super cliche and really boring, like those in Warcraft. I wanted to bring back that Diablo feel of huge, rabid bastards with unusual and mysterious abilities breaking out into the civilized world and just fucking everybody up. I wanted to bring back the fear and terror into Starcraft, and kick everyone's ass while doing it. Ultimately, a variety of starcraft limitations, including the dreaded Iscript.bin size limit, cut this project short. It did however make HK look like a typical noob mod with incredible effects and diversity in the units, from the Heretic Wizards who teleport about the map setting on fire, to the massive Madness Titans with Berserk and waves of fire. Bajadulce even donated a Diablo from D2 and a Duriel (who was unfortunately never used) into the mod for added effect. To boot, I got a hold of Infinity Engine graphics and had poiuy_qwert write scripts to rename the frames for me, creating even more completely new and stunning graphics for the mod.



--------General Additions & Mechanics in the new Armageddon race----------


Behind the Scenes; AO2's Concerns

AO1 was going to have a whole mess of really cool things that never made it because of the iscript.bin size limit, including the AI spawning actual weather effects (Meteor showers, fire tornados), some really insane scripted weapons like Mal`Ash's singularity, and so forth. A lot of really awesome graphics, like a huge dragon, and Duriel, never got the chance to be used.

These concepts formed a really strange concept in my head which of course translated into a game document for Starcraft 2. Of course, with Starcraft 2's moddability being extremely uncertain, the likelihood of this project ever making it into light is very small.

As Starcraft is a sprite-based engine, all I needed were frames of graphics to make my monsters. Baldur's Gate, Diablo, these had graphics I could get into Starcraft with a bit of work. SC2 is a 3d game, a whole different ballfield. The first and foremost concern about graphics is just making them. There is the chance I can get World of Warcraft graphics into SC2 by first converting them to the wc3 format (Not a quick task!), then importing them into 3ds max with an extremely outdated and buggy third-party plugin, and THEN re-merging all of the animations (well beyond my skill level) and rigging them up for sc2. Unfortunately, WoW doesn't have too many graphics that will help out; Mostly dragons and drakes and whelps and stuff, plus the odd character and misc. So, AO2 will require some really professionally-done demons, and by some, I mean a hell of a lot!

Unfortunately the biggest problem likely to stand in the way of AO2 is hardcoded limitations. Blizzard's love for buggy hardcode means that we probably won't see anything like the iscript in SC2, we certainly didn't in wc3, which greatly limits how we can make units act. Things like randomized attacks, unique animations on these attacks, and scripted animations with damage and ability triggers are all likely impossible. To add worse onto bad, the AI will probably be hardcoded just like it was in SC1 and Wc3, which means it will probably be really stupid in handling its units.

SC2 does have some advantages, though. Its unit pathing is far superior, which of course helps the AI and will greatly help AO2 with its excessive amount of large units. Data-driven abilities leaves uncertainty in our minds but will surely give us more control over skills than wc3 did. There is the possibility the interface will be moddable, we'll be able to trigger global actions to help out the AI, an actual weather system can be devised, and a lot of new mechanics can be forged over time. All of this merely demands patience to learn their new C-based language, and a lot of anger management.

The Great Destroyer


If you play Guild Wars, you might be thinking, "lolwut?". When I first played Eye of the North, I expected The Great Destroyer to be this huge badass burning guy. When I first saw him, though, I just laughed. He looks pathetic, and he's definitely one of the easiest fights of the game. When I started designing AO2 inside my head, the name "Great Destroyer" kind of jumped out at me for the big cheese of the demon armies. I tried to figure out why, Schizophrenia does weird stuff like this, but figured, ah what the hell. Just like that, I had a super hilarious cliche story about the old Greek Gods, and the Great Destroyer, in some kind of mashed up frankenstein that forced itself into SC's story like some kind of twisted spinoff, placing Richard Simmons as a world leader and mocking a variety of crappy franchises like Doom in the process.

Of course, once we had the Destroyer, the demons needed some degree of organization and origin behind them to make sense. Therefore I created the Abyss, something a fair bit different from the Abyss in Lour Saga, which here is basically the equivelent of Hell. As our story goes, the Great Destroyer is about to awaken and bring hell to the mortal realm after his victory against the Old Gods, ten thousand years ago. Armageddon is the name of his race, a huge legion of bloodthirsty demons that range from completely feral puppies to giant fucking battleships. As stories tend to go, you, the unfortunate player, and your band of buddies are the only thing standing between Armageddon and total victory.

If you want to get into really sticky juicy details, since AO2 will (hopefully) work on any old map, Armageddon will just be spawned somewhere, or take a Player's position, and as it goes, Armageddon ascends tiers of increasingly powerful units. The story concept behind this is that there is huge gateways opening up all over the galaxy. They just open up, and all hell literally breaks loose, finding fresh farmgirls to defile and places to set on fire. Being the stalwart champions of light you are, the Terran, Protoss, and Zerg unite (through a love triangle, more on that later) and provide resistance. The demons manage to get even more pissed off and bloodthirsty than they originally were, and keep sending bigger, and meaner shit to tear you apart. Since the Great Destroyer is basically the lord of all that is evil, he can call upon particularly evil forces from alternate realities. Prepare to face Megatron and the Predacons in battle, along with a host of characters from my other universes, including Lord Dread!


Champions of Darkness; The Legends

As you probably guessed, Megatron and other baddies are going to take advantage of SC2's mimicked Hero system that Blizzard is going to be putting in. There'll also be bosses, but we'll talk about those later. Basically, Megatron and company are going to be called Legends, or figures of particularly evil power that The Great Destroyer has employed to send your scrawny behind into the afterlife. Just like wc3 heroes, they'll get ressurected after they die. The original AO had Legends in it, unique bosses like the Lord of Terror, and Syrius. Other than having beefy stats, they were unique only in that the AI (generally) only trained one of them (Sometimes the AI did freak out and get like 4 lords of terror though, absolutely overkill). Now, they're going to have crazy abilities, and they get stronger as they anally rail you.

Each tier will introduce new Legends into the fold, and by the time the Great Destroyer awakens, he'll pretty much have an entire legion of these guys running around.


Tier Bosses


Also a (not so new) concept is the addition of super bosses at the end of every tier. This is one of the places where having softcoded AI is going to be absolutely necessary, or perhaps having a ridiculously heavily triggered override. The idea is that the attack timers pause while the Boss is active, and no other units or Legends are sent to attack while it is active. As the bosses are incredibly powerful, if even a few of the Legends suddenly decide to have a party while they're active, the balance is going completely off and no one will survive.

There are ten tiers, and so there is ten bosses, and the final boss is the Great Destroyer. Bosses typically have phases and will have specially scripted behavior, along with a lot of voice acting and ques to their actions. They will generally be very large and impossible to kill alone, requiring your entire team to work together to bring them down. Some of the fights will get extremely hectic and absolutely insane, requiring very strong macro, micro, and multitasking capabilities. In general, if you aren't prepared for them, you'll die. This is also where softcoded Ai will be necessary, to give the bosses very specific behaviors to prevent them from being exploited, getting stuck, or falling prey to any of the numerous cheesy abuses that will surely surface when sc2 is released. They'll need to be intelligent, and use their abilities purposefully.

Global effects

One of the things I am sure will be fairly doable is Global effects. As Armageddon becomes stronger, all sorts of crazy shit will happen. The sky and water will literally set on fire, and turn to magma. Bloom intensity in the map will increase as thick fog and heat fills the air. Meteor showers, volcanos, tornados, and intense burning rain will become the hallmark of the destructive God's power awakening. Some of this is already confidently doable inside wc3.

Hellfire

Hellfire is to Armageddon as Creep is to Zerg. Which is to say, Hellfire is an entirely new creep generated by demon buildings. It's lava, sets everything on fire, and heals demon units. This shit will spread like wildfire across the map as Armageddon will build a massive amount of buildings, although the buildings will be considerably less indestructible than they were in the first AO. Part of the game will be fighting Armageddon's units, and the other part will be literally fighting influence from Hellfire and from its Wizard Towers. Even if you have the perfect wall, if you let Armageddon become too large, you will fall. This, in combination with the global effects, is going to have some crazy psychological effects for the inexperienced. You think you know the map, you think you know the game, but gradually the world is literally going to hell all around you, isolating you, surrounding you, and suffocating you.


Survival

Armageddon will be defeatable through two ways, both involve killing the Great Destroyer. You can either attack Armageddon and destroy him before he awakens, banishing him to the Abyss for another ten thousand years, leaving some other poor shmuck to get bent over when he comes back, or you can hold out and try to kill him after he awakes and attacks you. The former will clearly be the easier method in relative speaking, if you can pierce the defenses of the base and overpower the demon guard. In the latter, the Great Destroyer won't be alone when he awakens, and the abilities of a God cannot be exaggarated.Don't expect to see him die often. Chances are most teams will never get to even see him.

Wave-based attacks

Armageddon will attack in increasingly powerful waves. The appearance of a Boss marks a new tier. After the first boss dies, the second tier starts. Each wave will consist of a variety of that tier's units, never calling upon units from an alternate tier (Until the Destroyer awakes, then units from all tiers are spammed relentlessly until you're dead, called Onslaught State.) These units will not "dance", they'll just attack you, use their abilities, and fight until they're dead. Armageddon will never retreat under any circumstance. Demons don't know fear, remember? How they attack you will yet to be seen. In general I expect them to just run up and beat your face in, but depending what sc2 is capable of, you might see scripted drops, Wormholes dropping demons deep inside your base, or worse.

As AO will attack in waves, there is a timer that starts after a wave launches, before the second wave comes. Another key part of the AI being softcoded is being able to control this timer to the letter, impossible inside wc3 or Starcraft without triggering the entire thing, something not ideal for AO2 to keep map support and to keep the AI more dynamic and life-like (Actually using buildings to train the units as opposed to just spawning them). Basically, I won't resort to the triggered method unless I am absolutely forced to manually trigger the entire AI, but I probably would sooner cancel the project than go through all of that work. It all depends on how softcoded SC2 is. Early into the project, you probably won't see much in the way of wave timers or scripted sequences until I figure out the game's mechanics and the inner workings of the AI, assuming it's softcoded.

The wave system is not unsimilar to that of UT's Invasion, but with the increased stress of having the timer start as soon as the wave is spawned, as opposed to starting after the last demon dies.

To be edited/updated.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 19 2008, 12:26 am Vi3t-X Post #2



So this will be a Map for SC2?

(Noting how SC2 does not support Modding)



None.

Oct 19 2008, 12:28 am Sand Wraith Post #3

she/her

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

-

Man, when this mod comes out, people will be so f*cking serious about beating this, it'll be hilarious.

Hellfire should turn the players' dead units into little Hellspawn.

(I have this giant fantasy that involves Hellfire, Hellspawn, and all sorts of god vs god thing. Can I help? WHAT!?)




Oct 19 2008, 12:30 am IskatuMesk Post #4

Lord of the Locker Room

Quote from Vi3t-X
So this will be a Map for SC2?

(Noting how SC2 does not support Modding)

... It has a mod loader like supreme commander does? We have mpqdraft even if it didn't?



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 19 2008, 12:32 am Vi3t-X Post #5



Quote from IskatuMesk
Quote from Vi3t-X
So this will be a Map for SC2?

(Noting how SC2 does not support Modding)

... It has a mod loader like supreme commander does? We have mpqdraft even if it didn't?
Blizzard may or may not add different encryptions to scure the files? Maybe like Diablo 3?



None.

Oct 19 2008, 12:34 am IskatuMesk Post #6

Lord of the Locker Room

Even if they did, people will break them. WoW's files are differently encrypted and people broke those, didn't they? D3 will be modded just like d2 will be. Hell, Blizzard even said d2 was "unhackable". If they break sc2 like that then yes, I probably won't be touching it. If the AI isn't softcoded, I also probably won't be touching it.

Here's my shorter, more technical and summarized concept of the document I just jacked off of CC.

Premise

AO2 introduces a fourth non-playable race called Armageddon. Armageddon operates independently of all players and exists for a sole function - to destroy mortal life. Armageddon is built on a tier and wave-based system where each attack is consecutively higher tier and therefore more difficult to defeat. The goal is to challenge an entire team of players 1v7 to a pitched high-speed battle to the finish.

Armageddon employs a vast quantity of unique and terrifying demons along with a mechanized division to terrorize, dominate, and obliterate its foes. Only the heartiest of warriors may dare challenge the Great Destroyer's children.

Concept

This is a project outline for Starcraft 2 by Blizzard Entertainment, built in the hopes that the engine will have some degree of flexibility in global triggering. In theory, this mod could be constructed in warcraft 3 (with extreme limitations, not the least of which being the AI is obscenely stupid). This mod also depends on Starcraft 2's AI being moderately more intelligent and more open to modding than that of warcraft 3's.

The concept of this project is simple. You load a map of your choosing, ally with your buddies, and leave a slot for Armageddon. Armageddon is now the opponent of you and your entire team - 7v1. But don't think that sheer numbers will grant you victory! The vicious Armageddon have no need for resources or time; they can teleport their warriors directly onto the battlefield through massive temple complexes and hellish portals to the underworld. Your goal is simple - eradicate the demons from your world.

But fulfilling this goal will test your very soul. Armageddon has ten tiers of demons ranging from the foul hounds of the underworld to planet-sized starbases capable of vaporizing the entire map. The Great Destroyer will summon the finest agents of destruction from alternate universes to do its bidding - shortly before personally arriving to finish the job itself. When you take arms against Armageddon, prepare to face the deepest nightmares you could possibly imagine.

Ultimately the success or potential success of this project depends on sc2 having a half-way intelligent engine design. The future looks grim, but I have little else to do other than write this stuff out.

Mechanics

Armageddon has three types of units.

First, there's normal units. These attack in waves. Each tier has around 3 waves, and then a final wave introducing the Legendary(s) associated with it.

Now, there's Legendary units. In AO, Legendaries were simply tougher units the AI could only get one of. Now, in AO2, they'll be heroes (think wc3) with special armor, damage, and abilities they gain by leveling. Heroes will get ressurected and show up at random again after they're killed. Not the straightforward fight you thought it was anymore, huh?

Then, there is Bosses. Bosses are marginally more powerful than Legendaries. Each tier has a boss, and that boss is summoned at the end of the tier. No other Armageddon units will attack while the Boss is active. However, Armageddon's base will remain defended by the available legendaries. Bosses possess a wide range of powerful abilities and will have special AI dedicated to their behavior.

Now I'll be able to do some seriously cool shit with their buildings. In AO, they had like 3 buildings they could instantly build from. Now, they'll build normally, they'll just have infinite cash/their units will cost nothing. But AO will do a lot more than just spam units at you, now. It'll build defenses, gateways to teleport units across long distances, and more. It'll have its own special type of creep that looks like magma, quickly destroying any buildings it touches and doing serious DoT to enemy land units that step on it.

Armageddon will summon most of its units through extremely large temple and flying citadel structures. The flying citadels will be capable of movement. Virtually all of these buildings will be capable of shooting back, but most of them won't be as durable as they were in the first incarnation.

The Great Destroyer is what AO starts off with. At first, he's dormant, just a huge rocky husk sitting there where Armageddon spawns. Your goal to win is to kill him before he awakens, which is when AO has progressed deep enough into its tiers to reach him, at the end of Tier 10. Because when he awakens there's no way in hell you're going to kill him. The Destroyer can also awaken if enough enemy units die near him, feeding him with power. So, failed attacks or spam efforts will not reward you. When you attack, you need to be sure you'll win.

In any case, any Armageddon units directly next to the Great Destroyer will receive his Aura of Devastation buff, even if he's not alive. All heroes are ressurected by him, while other units are created through other facilities. AO will not harvest resources; it doesn't need to. However, it may booby-trap resources and turn them into bombs if they are touched by enemy workers. Ho ho! So much I could do.

As the game progresses, AO's base will grow very, very large, spreading magma across the map. You will have to fight hard and fight feverishly to keep control of the map and the very terrain you need to build on. AO may also try to mind control your workers and start building its own Zerg, Terran, or Protoss.

Once the Great Destroyer awakens, AO will relentlessly spam all units from all tiers until it has destroyed you.

/edit

CHAPTER 2, RACE CONCEPT

Armageddon: Race Concept

Armageddon is a 10 tier hierarchy race built on summoning units from an alternate dimension called Hell. The central power is the Great Destroyer, the most powerful of all Elder Gods. The Great Destroyer focuses on 3 spheres of magic - Death, Destruction, Energy. By manipulating the forces of nature and the universe, the Great Destroyer brought about devastation on the Old Universe and seeks to do so once more.

Every turn of the galactic calender in Hell, the Great Destroyer re-awakens for another ten thousand years. He then sleeps for another undetermined amount of time before re-awakening once more. This time, however, he seeks to break the cycle and become omni-potent.

History

In the Old Universe, there were the Old Gods. Zeus, Athena, ect. The Great Destroyer was then what he is now - the Devil. The ruler of the Underworld. Wars like those fought by the Greeks and Spartans fueled the Great Destroyer's armies with fresh souls. To become stronger, obviously the Great Destroyer needed more wars. However, the other Gods feared that he might become too powerful, and sought to constrain him. Such was the perfect opportunity to begin the war to end all wars. And so it would be.

The depths of Hell awoke and countless demons marched forth. The Gods and Men fought their separate battles and for eons the bloody conflict waged. At the end of the war, the Great Destroyer was victorious. He had destroyed the Gods, and enslaved many of them to his power. However, his strength was depleted. He could not yet finish the job, and destroy the final remainments of humanity. However, with the other Gods out of his way, he needed but patience to realize his goal. And so, he went into a deep slumber.

The current year is 4242. The Xel`Naga and their cycle of hybrid-mastery nears its cycle blah blah. But we don't care about this, because the Xel`Naga are insignificant pen-pushing accountant-wannabes who lost control of their dog one too many times and had it bite neighbors and incite lawsuits.

Back at Earth, on Mars, scientists attempting to open a gateway to time travel accidently open a gateway to Hell. A lone marine kills many zombies and demons in an effort to close the portal, but accidentally tripped on a cable and cracked his visor while moon-walking on the surface, dying a slow and horrible death to decompression while a band of midgets pointed and laughed hysterically. Meanwhile, a man named Gordon Freeman lead a resistance on Earth but accidenally got sucked into a 747 engine and was horribly mangled. After plastic surgery, he then morphed into Richard Simmons 2.0 and incited a massive civil war that allowed society to completely forget that Mars had turned into a demon-infested wasteland of fire and comically-named giant volcanos loaded with hidden fortresses and missile silos.

After the forces of Hell quickly overthrew Earth in a surprise sneak attack, called a Lolbackdoor, the Terran UED fleet attempted to suppress them by attacking with their horribly armed fleets of ships. The battle lasted for nearly a day, and at the end of this day, only ruin lay in the wake of Sol and dozens of other systems. The hardware-happy UED fleets were smashed and battered, but they had depleted the forces of Hell's expeditionary forces.

Meanwhile, back in Starcraft land, Mengsk was getting laid with a goat when he received a phone call from Bush's 42nd clone. The clone informed him that there was a gigantic portal to hell opening on the other side of the galaxy and he had probably get dressed to meet the receptionist for a night out in the strip clubs. However, Mengsk was busy, so he replied with some random gibberish causing a lackey's head to explode and continued on with his horrible acts.

Elsewhere, Zeratul, after copulating with Kerrigan and making up for all the killing and assassinating and stealing of homeworlds, decided it was time to point his attention somewhere else. It was then he felt the psionic power of the Great Destroyer and its awakening.

"Good God!" He exclaimed.

"They're natural, I promise!" Kerrigan replied.

"No, not that!"

And so, Zeratul rallied the remainments of the Protoss and his zerg-in-laws for the ultimate battle of ultimate destiny. Little did he know, However, that the Xel`Naga and Duran's greasy Hybrids had already fallen to Demon forces secretly backdooring everything in the vicinity. Zeratul knew he had to warn Raynor that the janitor had sharpened his ship's toilet seats with acidic compounds, posing potentially fatal threats to anyone not careful where their johnson swings while dropping bombs, but this was much more important. In a quick cellphone call, peace was settled between the Dominion, Mengsk's hicks, and Raynor's mexicans. For a short time, no more fences or pipes would be jumped, mines would stop collapsing on black people, and South Korea became a capitalist country.

THE ULTIMATE BATTLE OF ULTIMATE DESTINY WOULD SOON BE JOINED

A FEW STAND AGAINST MANY

MANY, MANY, MANY

MANY

MANY DEMONS AND THEIR GIANT BATTLECRUISERS OF ULTIMATE DOOM

BUT NEVER WOULD THEY SURRENDER

NEVER EVER EVER

EVER

EVEN AFTER THEY ARE BEATEN, BATTERED, STABBED, CUT, KNIFED, PENETRATED, RAPED, DEFILED, MANGLED, BASHED, BUTTERKNIFED, HAD RUN INS WITH PEDOBEAR, RAN OVER BY TRACTORS, SUCKED THROUGH A GARDEN HOSE, LIT ON FIRE, FROZEN IN ARIZONA ICE FLATS, EATEN ALIVE, VOMITED, EATEN ALIVE AGAIN, DEFECATED, URINATED ON, DISMEMBERED, SOLD ON EBAY, AND LAST BUT NOT LEAST, SUBJECTED TO AMERICAN IDOL FOR 42 HOURS STRAIGHT

AND SO

BEGINS THE ONSLAUGHT

THE SECOND ONSLAUGHT

THE WAR TO END ALL WARS AND RESHAPE THE GALAXY UNTIL THE END OF TIME


The Great Destroyer

This monumentally powerful being is connected to all acts of evil across all universes. He is capable of summoning powerful villains to do his bidding, such as Megatron. These act as his servants and generals, selflessly committing themselves to the divine prophecy of Armageddon. Furthermore, the Great Destroyer is capable of corrupting even the most pure of minds by infiltrating them through horrific visions. The Great Destroyer works on paragons of emotional power -

Fear, Hatred, Greed, Lust, Anger, Despair

And through these emotions he gains strength in the minds of others.

The Elements of Power, The Gods, and Evil Entities of Evilness

The Old World is built on elements. Fire, Water, Earth, Wind, Electricity, Ice, Life, Death, so on so forth. Gods were often versed in a couple of elements. As one might expect of a demon king, The Great Destroyer is a master of Fire and Death. The art of destruction is his name, and killing people is his game.

Although today most individuals are more worried about their Gauss rounds not accidentally finding their own face to impale, the ignorance of the elements doesn't mean there is no elements. The magical foundations holding the world together are as powerful as ever.

Most of the Old Gods were destroyed in the battle for Olympus, their hub of natural power, which now remains in demon hands, the halls empty and wreathed in eternal flame, and the Throne of the Gods awaiting its true ruler to awaken once more. Some were not so fortunate, however. To mock the old ways, and indeed to mock humanity, the Great Destroyer enslaved the strongest of his opponents to his power and now they answer him as faithfully as any other demon.

Zeus

Zeus, the King of Gods, was the last to fall. His power over electricity granted Armageddon a new dimension of destruction to explore and all of his secrets regarding the ancient magics were plundered like a loli in a dark alley. He was once a strong, proud man... but now his image has been twisted, distorted, and his soul embodies a magnificent half-dragon monstrosity bearing the Trident of the Titans, an enormously powerful weapon Zeus once used to fend off the demon armies.

Athena

The beautiful Athena, Goddess of heroes and justice, fell during the siege of Olympus. Instead of turning her into a monster like he later did Zeus, the Great Destroyer twisted her beauty into darkness. With skin as dark as the midnight sky and eyes who bear only wickedry, now she serves as his guardian and assassin. Her words turn the will of men into darkness and inspire them to incite great carnage in the name of the underworld, to become unholy knights of the new age. In battle her skill as a warrior are legendary, even amongst Gods.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 19 2008, 12:38 am Vi3t-X Post #7



Random Note: "Armageddon Onslaugh II - Game Design Documen



None.

Oct 19 2008, 12:41 am IskatuMesk Post #8

Lord of the Locker Room

Size limit. I am too lazy to fix it.

By the way, the officialized version of the document is available on CC. It'll be a bit cleaner and more sensible than the one I'll be posting here.

http://www.campaigncreations.org/forum/armageddon-onslaught-2-development-division/

Post has been edited 1 time(s), last time on Oct 19 2008, 12:58 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 19 2008, 4:04 pm Symmetry Post #9

Dungeon Master

Quote from Vi3t-X
So this will be a Map for SC2?

(Noting how SC2 does not support Modding)

Citation needed.



:voy: :jaff: :voy: :jaff:

Oct 19 2008, 8:07 pm Forsaken Archer Post #10



I read most of it. If done as planned, it would be a very fun game.
Your bad ass demons vs my cheesy looking sc2 units. Might break the atmosphere a little.



None.

Oct 21 2008, 6:49 am IskatuMesk Post #11

Lord of the Locker Room

CHAPTER 3: PRIMARY UNIT LISTING - Tier 1

All previous unit listings are considered conceptual. Only units added here are considered "final". But "final" is still used lightly. The availability of graphics, the moddability of the game, and how the AI is able to handle certain units will ultimately determine specifications.

Introduction to AO units

Armageddon Onslaught has access to a huge variety of units per tier, and has access to ten tiers. As Armageddon ascends tiers, it essentially becomes a different race. Each Wave has different and new compositions of units pre-programmed into the AI, so each wave has its own strategic and tactical challenge that you can practice for. The idea is to keep the random elements outside of the actual wave constructs, and in the actual units themselves.

Armageddon units are built instantly, and require no resources. The AI can only have certain numbers of each specific unit active at a time, however, making crowd control key in large battles. As each unit will have special personality and behavior, while some units will seem very similar stat-wise, they may behave very differently, ultimately leading to different tactics needed to deal with them.

Unit Types

Armageddon has several unit types, each with subtypes. When you select a unit, you'll be presented with the typical unit interface on the bottom of the screen. Depending if sc2 supports special additions to this, units that have special flags or are special subtypes will have icons detailing this for key reference.

AO has three "Base" types of units; Base Standard, Base Legendary, Base Boss. "Base" units are standard units of each classification.

Base Standard units have two special subtypes; Elite, depicting an exceptionally strong unit with very powerful Behavior, and Nightmare, depicting an extremely powerful unit with advanced behavior and devastating abilities. The Evil-O-Meter will depict how many Nightmare creatures are currently active. When Nightmare creatures awaken, the world turns to night, and the map becomes extremely dark.

Legendaries have one special subtype, called Epic. Epic legendaries are especially powerful figures with dynamic behavior that acts outside of traditional AO waves. Like other Legendaries, however, they are not active during Boss waves.

Bosses have one special subtype, called Destroyer. This is limited to the Great Destroyer and is easy to tell him apart from other units as the most intelligent and powerful creature in Armageddon's arsenal. It also makes him completely immune to all spells and special abilities, and makes him generate a magic suppression aura around himself.

Circles

Lore-wise, each Tier is justified by Circles. As you descend deeper and deeper into the Abyss, you enter different worlds, called Circles. The First Circle is the first tier, and the tenth circle is the final tier. Each circle possesses more and more sophisticated technology, society, and more powerful creatures. As Armageddon is based on a caste system, higher Circle demons naturally command lesser Circle demons. Circles are typically unrelated to Legendaries, who are always active regardless of the tiers increasing.

The Evil-O-Meter will depict which circle is currently active.

Unit Statistics

Base units typically have three types of abilities;

Randoms - These are random on-attack or on-hit proc abilities. These include critical strikes, overwhelming strikes, and other special randomized attacks, like the Madness Titan's Berserk and Fire Waves. The AI cannot control when these abilities activate, they're completely random. This is one of the most questionable features of SC2 - Wc3 couldn't do this without extensive and inefficient triggering.

Base Abilities - Base abilities can be used by the AI at will. They generally simply have cooldowns, and no mana cost, but some cost mana, allowing you to "exhaust" a creature's energy.

State Abilities - State abilities become active upon a transformation, state change (entering flight), or when a creature reaches a certain health point, or other specific events denoted in the ability's description.

Most Armageddon units have the armor type "Demonic Flesh", including ships, which makes them take 100% damage from all attacks if they have no armor bonus. They may also possess special types of shielding. AO will not become a game of hard counters.

THE FIRST CIRCLE

The First Circle
Theme Song: Enclave -> Dark 01 B
Map effect: Orange hue, Bloom intensity slightly increased.
Gameplay effect: The Coming Storm; Random meteorites crash throughout the map.
Legendaries: Night Terror
Tier Boss: Chaos Drake
Tier Boss Theme: Unknown.

"Awaken, my children. Bathe in the warmth of purity and being. This world is yours... and those who dwell within it."

The boundary between the Abyss and the thousand dimensions of creation is a conflux of eternal fire and torment. An ocean of destruction as vast as the mind can comprehend composed of entropy and madness untold. All of those who die by the hands of a demon are forced into this soup of torture. It is impossible to discern direction within it; only demons who are free of the anguish you face in this realm can have any sense of direction.

Minions of the first circle are not so much soldiers as they are horrors who are amongst the first to spill out into the world when a hole in reality is breached. They don't follow any sense of cohesion of order, simply springing to the opportunity given to them by the Great Destroyer at the end of worlds.

Waves

1 - Hellfire Larva
2 - Malhounds, Thunderers
3 - Elite Wave - Slayers, Thunderers
4 - Headhunters, Fiends, Feral Imps
5 - Nightmare Wave + Night Terror, Shards of Darkness, Shadow Imps
6 - Boss Wave, Chaos Drake

Hellfire Larva
Appearance: A large, fiery lava larva. Alternate appearance: larva from AoW2, but burny.
Est. Health: 100
Est. Shields: 75
Est. Armor: 2
Weapons: Fire Bolt, Vorpal Mandibles (Melee, Random: 2x crit, Fire Strike, Flame Shock DoT)
Abilities: Everlasting Hunger (Grows on kill, growth entails +5% health, +5% damage), Resurgence (Returns to life one minute after it dies unless it was destroyed by psi storm. Persistent.), Wall Climbing (Crawls up cliffs)
Special notes: Invisible on Hellfire terrain unless in attack mode.

The lowliest form of the Abyss, wandering from world to world in its ageless hunger for life force. It appears like an enormous searing larva of some monstrous insect, but the truth is worse. These creatures will continue to grow, and grow, and grow, so long as there is life to be devoured. They can reach limitless sizes and their potency grows with every kill. They have existed since the dawn of time and will exist long after the last star of our world winks its final goodbye and the thousand lands grow cold in the abyss. Then, the Larva will sleep, waiting for the cycle to begin anew.

Malhound
Appearance: A demonic, fiery zergling
Est. Health: 125
Est. Shields: 0
Est. Armor: 0
Weapons: Maul Claws (Melee, Random: 3x critical, Fire Strike, Triple Strike (With overwhelming 6x damage chance))
Abilities: Entropic Surge (If destroyed in under one second, explodes with violent force dealing 50 damage to nearby enemies.), Charge (Copy of zealot charge, initial strike from charge gains +100% damage. Couple that with an Overwhelming Triple Strike and you kill something dead.)
Special Notes: Basic attack demon.

The hounds of the First Circle are mindless beasts with little sense of self. They revel in the taste of blood and the screams of the forsaken as they ravage worlds endlessly throughout their immortal lives. Their skin is comprised of hardened molten rock but within them beats a fiery heat of rage.

Thunderer
Appearance: Stormlord from Diablo

Est. Health: 145
Est. Shields: 0
Est. Armor: 0
Weapons: Electron Bolt (Ranged attack, comparable to Immortal, Random: Stun on small bio, AoE damage)
Abilities: Entropic Surge (Teleport medium distance), EMP (Stun small mechanical unit)
Special Notes: Basic ranged attacker.





Merciless and mindless, the elements of electricity are but play things to the Thunderer. Their very bodies crackle with power as they dart about the lines of reality, searching for more energy to devour. They delight in causing pain to other creatures with their very touch and at command can literally shoot lightning out of their claws at distant prey. Their nature makes them exceptionally dangerous to the technology man has become dependent on.

Slayer - Elite
Appearance: Defiler from Diablo


Est. Health: 245
Est. Shields: 0
Est. Armor: 4
Weapons: Slayer Armblades (3x/6x critical, Random: "Behead' Instant kill on bio, gives unit +15% damage permanently)
Abilities: Whirldwind (Deal base damage to adjacent units)
Special Notes: Basic Elite Melee

The Slayer is a term nicknamed to the massive creatures that dwell within the floating, forgotten rocks within the Abyss. Their bodies are protected by a tough carapace and their every limb seems ready for war. Their speed is granted by age-old muscles, allowing them uncanny agility and the ability to instantly kill vulnerable opponents.

Fiend
Appearance: A small, cliche horned demon with a burning sword. Very fast.
Est. Health: 15
Est. Shields: 200
Est. Armor: 1
Weapons: Ashen Blade (On-Hit - Fire DoT)
Abilities: Conjure Fears (Raise corpse into a Shard of Darkness), Evocation (Recharge shield, channeling, 4 seconds), Curse of the Impotent Mind (Defiles ground, enemy units on ground suffer -1% health every two seconds), Set Fire (Sets fire to a building, causing large damage over time), Napalm Mine (Create a small spider mine, cloaked until activated, that explodes with violent force and sets shit on fire in a huge radius), Crawl (Crawls up cliffs)
Special Notes: Evasive support unit.

The Fiend is an annoying little bastard that tends to avoid combat directly. They prefer to simply run around setting things on fire and causing chaos. They'll avoid a battle if they can, attempting to find bodies from previous battles to draw soul energy from and turn into terrible creatures of the night.

Feral Imp
Appearance: An Imp, probably taken from WoW
Est. Health: 75
Est. Shields: 25
Est. Armor: 0
Weapon: Fire Arrow (Ranged attack, Random: 3x Critical)
Abilities: Diversion (Stuns and damages a small bio unit in the middle of an attack), Suffering (Small units in an area suffer DoT for a long duration unless healed), Phase Shift (Map-wide teleport, 3 second channel, long cooldown), Burning Trail (As the unit moves, it leaves behind a small burning trail that does damage to enemies who step on it). Shroud (Temporary Cloaking)
Special notes: Evasive anti-economy attack unit.

The Feral Imp, like the Fiend, likes to avoid direct combat and just runs around causing chaos. Although one is tempted to just let the imps run around while he prepares for more important tasks, imps can devastate worker lines with Suffering and prefer these kinds of targets over everything else.

Headhunter
Appearance: An IFV with a large vulcan cannon turret.
Est. Health: 175
Est. Shields: 0
Est. Armor: 3
Weapon: Headhunter Cannon (Non-stop rapid-fire weapon, Random: 2x Critical per bullet)
Abilities: Sweep (Sweeps turret left to right, dealing damage in a large curve), Laser Bolt (Long-range high-damage sniping ability), Flamethrower (Switches to Flamethrower line attack for close-range targets).
Special notes: Very fast high-damage assault unit. Detector.

The Headhunter is a vehicle converted into a portable carnage dispenser. Its turret will tear through infantry and small Zerg like paper, making it ideal to attack with unit with other vehicles. It will play cat and mouse with your tanks, but melee units will want to avoid surrounding it due to the flamethrower. The Headhunter can also detect.

Shard of Darkness
Appearance: A large, pointy zergling shadow. That's all there is - is a shadow.
Est. Health: 125
Est. Shields: 0

Est. Armor: 1
Weapon: Shadow Claws (Melee, Random: 3x critical, Shadow Strike (20 health steal))
Abilities: Shadow Step (Teleport to target and deal 20 damage), Shadow's Eclipse (Non-detectable cloak, cannot attack while cloaked), Conjure Darkness (Upon death, split into two smaller forms with similar abilities but half health), Ethereal (Non-AoE attacks have a 50% chance to miss this unit)
Special notes: Basic shock trooper.

In Hell, even the shadows are out to get you.

Shadow Imp - Nightmare
Appearance: A flying imp made out of shadows with a long tail and a pointy stick.
Est. Health: 50
Est. Shields: 50
Est. Armor: 2
Weapon: Shadow Bolt (Random: Shadow Strike - veins of shadows ripple outward on a land target and damage other units they come in contact with during their lifetime, or AoE damage to air targets.)
Abilities: Well of Doubt (Creates a shadowy cloud in a target location, blinding units caught inside of it), Mark of the Corrupt (Gives a unit a debuff called 'Mark of the Corrupt'), Corrupted Minds (Mind controls corrupted units for 10 seconds, destroys Mark debuff), Lavished Destruction (Every killed or corrupted unit nearby gives the Imp +10 max life.), Evasion (Avoid all non-spell attacks, 50%)
Special notes: Basic Nightmare unit, appears in wave with Night Terror, making crowd control very necessary to prevent them from becoming strong.

Night Terror - Legendary
Appearance: Night Terror

Starting Health: 500
Starting Shields: 0
Starting Armor: 1
Max level: 10
Weapon: Soul Edge
Melee Weapon Randoms per Level
Level 1: 3x critical
Level 2: Flame Wave, small frontal AoE
Level 3: Angel Killer, Night Terror jumps up and fires a fiery beam into target doing AoE, similar to the SC3 special move.
Level 4: Execute, Insta-kill on damaged bio unit
Level 5: Angelic Scythe, all adjacent enemies are hit in a whirlwind attack and small units are thrown back.
Level 6: Soul Crusher, Launch a burning orb outwards that deals damage to all enemy units it passes over.
Level 7: Soul Shocker, Etremely fast Aoe damage that steals life from all enemy units nearby.
Level 8: Anima, Line-attack flame blast that creates pillars of flame outwards from the front of Night Terror.
Level 9: Triple slice, Attack three times extremely fast, each with crit chance.
Level 10: Nightmare, Veins of darkness spiral outwards from Night Terror. Enemy units standing on them when they appear get stabbed by spires of darkness that shoot out of the ground, and 25% of their maximum life is stolen and given to Night Terror.

Ranged random per level
Level 1: 3x critical
Level 5: Black Shock, Creates a shockwave of dark energy on target, dealing AoE damage.
Level 10: Soul Sucker, Instantly kills air unit and gives remaining life to Night Terror

Abilities: Flight Mode (NIght Terror can transition between flying and land at will. Flight mode has a 20 second duration, however.), Soul Edge (Passive, every kill gives Night Terror 50 health.)

Special notes: Basic Legendary with proc-based attributes.

Night Terror is primarily a land-based Legendary that switches to Air mode to deal with flying opponents. However, he cannot remain in air mode permanently, so most of his action will be on the ground. Although his land weapon is melee, and his air is ranged, his land weapon is the stronger of the two and has many more procs that become available as he levels up.


Tier 1 boss: Maraghoth, Chaos Drake
Appearance: Chaos Drake, well it'll obviously look different, from the Loladins of Legend AoS.

Origin: Loladins of Legend: 2042
Boss Type: Chaos Drake, Manifestation of Hatred
Intended Weapons: Chaos Claws, Breath Weapon
Intended Abilities -

Manifest Darkness - Creates a formation of Dark Matter. Dark Matter's energy prevents shield and health regeneration, spellcasting, and slows enemy movement by 25%.
Aura of Decay - Reduces enemy health by 2% every half-second when they are close to the Drake and slows them by 25%. Stacks with Dark Matter.
Soul Bind - Immobilize and deal massive DoT to a biological target, air or ground.
Immortal Power - Steroid. Increases attack speed and damage for a short duration.
Breathe Chaos - Breath weapon. Hits land and air units. Launches a bolt of entropic energy at a target and deals enormous base damage plus a DoT. Low cooldown. Small AoE.
Entropic Bolt - Fires a focused bolt of entropic energy at a target unit. Has a 50% chance to instantly turn that unit inside-out. If this check fails, it deals 50% maximum health in damage.
Entropic Storm - Zaps all nearby enemies with channeled energy for a short duration. Think of it as an accelerated Aura of Decay on a timer.
Chaotic Blood *Ultimate. Available at 50% health. When activated, the next attack against the Chaos Drake heals the drake for the amount of damage, and returns double damage to the target that attacked. Short cooldown.
Entropic Fusion **Ultimate. Available at 25% health. Creates an Entropic Fusion, a tear in time-space. This tear lasts until the Drake is killed, and zaps a nearby unit with channeled energy. Enough of this can provide fatal to even very large armies who are unable to navigate around them.

The Chaos Drake is the first boss of the game. While not a terrible threat initially, if you are too slow in killing him his abilities can scale rather dangerously, and he can end up healing himself back up to full health. At 25% the fight suddenly becomes hectic as he's spamming Entropic Fusion every few seconds. If he's inside a player's base, you can kiss that base good-bye.

To be edited/added to in the future.

/edit

Fixed images and some typos.

/edit2

Added tier 1 boss

Post has been edited 4 time(s), last time on Oct 21 2008, 6:56 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 25 2008, 10:17 am IskatuMesk Post #12

Lord of the Locker Room

CHAPTER 3b - PRIMARY UNIT LISTING - Tier 2


Tier attributes

As Armageddon progresses through tiers, a number of events happen. Each Tier has a header that gives quick information to what happens.

The Second Circle <--- The Tier's name.
Theme Song: Enclave -> Unknown <--- The Tier's music played during its course.
Map effect: Orange hue, Bloom intensity further increased. <---- The graphical effects the Tier has on the map when it is active.
Gameplay effect: The Devil's Horn; Random meteor showers crash throughout the map, random stormclouds appear that disable detection. <--- The global Armageddon effect while the tier is active in addition to the effects of previous tiers.
Legendaries: Lord of Sins <---- The Legendaries that become active throughout the Tier.
Tier Boss: XB-42 <----- The Tier's Boss
Tier Boss Theme: Fighting of the Spirit [Tales of Phantasia-Symphonia] <---- The music played during the Boss' wave.

Beneath the ocean of chaos that is the first circle, a jungle of mists and fire await you. Infinite pillars of crimson stone and volcanos as large as stars span endlessly into the void, forever encircled by untold heat and torment. Fiery isles of blood and rock float aimlessly in the air, twisting and turning, laughter bouncing off of their tortured frames as time itself is held still in the darkening night. Those who call this wretched hell home are murderous denizens of void, scarcely feral beasts, held in high regard only for their savagery and hatred for life. A few stand amongst them, given positions of power in the lower ranks, but most communicate only in bloodshed.

Unit Analysis

Animus
Appearance: Animus; Example created in spore; <--- The general appearance of the unit, with concept or reference if available.

Est. Health: 250 <--- The Estimated health the unit will have ingame.
Est. Shields: 0 <---- The Estimated shields the unit will have ingame.
Est. Armor: 2 <---- The Estimated armor the unit will have ingame.
Weapons: Goretalon (Melee; Random 3x crit, Random Bleed effect on bio units)
Abilities: Charge (Copy of Zealot charge, which deals fire damage that ignores armor, stuns small units for 1sec). Thrash (Random chance to gain three attacks on next attack, which animate very quickly - If applies on a crit chance, all three hits crit.), Ravage (Deal 50 damage to target, if target is killed, gain +25% damage for 10 seconds.), Blade Shield (if attacked by melee bio units, they take damage)
Special Notes: Second circle base attack demon.

The Animus is a demonic creature of considerable size. Its very skin is hot to the touch, a rich crimson that depicts the creature's role in the Abyss quite clearly. Although their nature seems mindless, they have a hidden instinctive intelligence that guides them silently amongst the ruins of the world, hunting for even the smallest shreds of life to devour in their unquenchable hunger. They are protected by a dense hide and a phalanx of razor-edge spikes easily capable of finding their way into fool-hearty predators or prey.

Death Sentry
Appearance: A huge four-legged robot, capable of scaling cliffs with IK. Appears very similar to the Aeon Harbinger (Supreme Commander).

Est. Health: 500
Est. Shields: 350
Est. Armor: 4
Weapons: Heavy Autocannon (Continual), Laser Beam Cannon (Beam weapon), Pulsar Cannon (Burst weapon, AoE)
Abilities: Entrench (Projects a bubble shield around the unit, protecting itself and all allies within it from enemy projectile attacks, shield has 2k health, prevents movement), Scale Cliff (Colossus-esque cliff walking), Squish (Small units are crushed by the legs if they are hit by them).
Special Notes: Base second tier attack vehicle.

The Death Sentry is a massive automotation of devastation that wanders worlds setting torch to everything in its path. Sent to planets who provide resistance against the first wave, even the mighty Protoss Colossus stands no chance against these massive machines. All of their weapons are situated on a central body, held above the primary support hull, which is essentially a massive turret. While the Autocannons are on a small chin turret that has a 90 degree turning radius, the other two weapons require the target to be faced at to fire. The Turret nor the Walker are very speedy, but groups of these machines can provide a deadly crossfire. It is highly advisable to approach from air, where only their pulsar cannons are effective.

Ravager
Appearance: Snake demon from Diablo.

Est. Health: 125
Est. Shields: 0
Est. Armor: 1
Weapons: Aeon Scimitars (Random: 3x critical)
Abilities: Burrow (The Ravager can travel underground while burrowed), Burst of Aggression (Massive attack speed bonus on demand)
Special Notes: Base second tier strike unit.

The Ravager is capable of burrowing into virtually any substance, with rock-hard chitin and enchanted weapons. They fight with little more than instinct and aggression, relying on their speed to cripple their prey before they can strike back. While exceptionally fast, Ravagers have little in the way to deal with heavily armored targets and are helpless against air units.

Gargoyle + Fire, Ice variants
Appearance: A flying traditional gargoyle. Has a burning and freezing variant.

Est. Health: 200
Est. Shields: 0
Est. Armor: 4
Weapons: Cursed Talons (Standard, Random: 2x critical, Twin Attack (Random: 2x Critical Per Hit)),
- Fire Bolt (Ranged fire variant, Fire DoT, Random: Flame Wreath AoE),
- Glacial Spike (Ranged ice variant, Random: Freeze target)
Abilities: Regenerate (Available to all forms; The Gargoyle returns to ground level and becomes as hard as stone, receiving +20 armor and regenerating 5 hp/tick until fully healed.) Resurgence (Available to all forms, when a Gargoyle is destroyed it has 25% chance to revive after it dies with half health.) Cloaking (Available only to standard variant)
Special Notes: Basic second-tier air unit.

Gargoyles come in three flavors - all of them perfect for that intimate moment. They'll either swoop down and cut you, light you on fire, or turn you into an ice cube. All of them are effective against any foe, and all of them are rather slow moving. The Standard Gargoyle can also cloak, making him a true pest in the early game, especially if they catch you in a storm cloud.

Doom Chariot
Appearance: An armored demon riding a burning red drake. Possibly rippable from WoW with some work.
Est. Health: 145
Est. Shields: 0
Est. Armor: 2
Weapons: Fire Vortex (Ranged exploding bouncing attack; Random: Explode on bounce, dealing large AoE damage on target.)
Abilities: None
Special Notes: Primary second tier air swarm unit.

Doom Chariots come in huge numbers and basically just run around spraying burning shit all over the place. They can easily overwhelm unprepared defenses, but their low health makes them suspectable to AoE - if you can get them in a tight little bunch. They are vulnerable to anti-bio unit spells.

Mega Carrier
Appearance: A titanic carrier.
Est. Health: 450
Est. Shields: 200
Est. Armor: 1
Weapons: None
Abilities: Unstable Reaction (Carrier has a small chance per second to explode when idle.), Resurgence (Carrier chunks piece themselves back together into a functional carrier 1 minute after destruction.), burning debris (Anything hit by the debris of the exploding carrier suffers tremendous damage)
Special Notes: Persistent Harassment unit

Mega Carriers appear like beefy coushins at first, but when they violently explode and devastate your worker line, you might think twice about just letting them hang around. As Mega Carriers cannot produce interceptors, their sole purpose is to hover over your defenses and absorb anti-air damage while other Armageddon units attack. The debris left behind by the carrier's destruction acts like a shower of small planets raining into your base - don't let them explode near your valuable components.

Finger of Despair
Appearance: A small, glowing insect that produces a large amount of distortion.
Est. Health: 25
Est. Shields: 0
Est. Armor: 0
Weapons: Asplode
Abilities: Permanent cloak
Special Notes: Base Second Tier anti-air unit.

These small flying creatures are, basically, power generators with wings. Inside their carapaces, they generate vacuum energy. Not only does this bend light around them through immense gravitational pulls, but they also can defy gravity. Once they spot a juicy target, often a carrier or a battlecruiser, they will fly into it and release exotic particles like semen. This results in a horrific explosion that tears apart the matter of anything nearby, dubbed the Necrosis Bomb. These creatures are particularly lethal to clustered air forces, such as stacks of mutalisks or carriers, but anything with a will to live should avoid them like the black plague - if you can see them coming at all.

Pit Lord
Appearance: A cliche diablo-like demon.

Appearance: A small, glowing insect that produces a large amount of distortion.
Est. Health: 225
Est. Shields: 0
Est. Armor: 3
Weapons: Meteor Shower (Summons meteors from high above that crash into the area around the target.), Conjure Suffering (Randomized Fire nova)
Abilities: Detector, Glimpse of Madness (Turn a corpse into a Feral Imp).
Special Notes: Base Second Tier AoE unit.

The Pit Lord is the answer to early-game spamfests. He creates showers of meteorites that rain upon clustered forces, including air units, dealing significant damage. He also randomly releases a shockwave of fire that will rape anything standing next to him. Furthermore, he can detect cloaked enemies. Although beefy, he isn't very fast, and his attacks are not terribly effective against single targets.

Lord of Sins - Tier 2 Legendary
Appearance: Balrog from LOTR

Starting Health: 800
Starting Shields: 0
Starting Armor: 2
Max level: 10
Weapon: Fiery Scimitar
Melee Weapon Randoms per Level
Level 1: 3x critical
Level 3: Flame Whip (Transforms Scimitar into a Whip that lashes out and hits all units in front of the demon)
Level 5: Flame Breath (Demon spews forth a breath attack, burning all units in a cone in front of it)
Level 7: Flame Shackles (Burning spikes randomly jut out of the ground in an expanding nova around the demon, killing any small units they hit on impact and heavily damaging larger ones.)
Level 10: Magnificence (Pit Lord intensifies his fires and sears all units nearby, dealing massive AoE damage.)

Ranged random per level
Level 1: 3x critical
Level 5: Apocalypse (Spawn an Apocalypse on target, dealing large AoE damage.)
Level 10: Everlasting Flames (Target is permanently set on fire and takes damage until it dies or fire is removed.)

Abilities: Flight Mode (Lord of Sins can enter a flight mode; Slower than Night Terror but gives a strong, slow fireball attack.), Bellowing Roar (Causes small units to run around panicked if they are close to the Lord of Sins), Death Comet (Summons a fiery comet from the skies that plummits into a location and explodes with tremendous force.), Gloom Scythe (Transforms Scimitar into a Scythe and sends forth a huge linear flamespike attack in front of him), Symphony of Carnage (Ultimate, summons a mass of glowing spectres that randomly hunt down nearby enemies and crash into them, exploding for small AoE damage).
Special Notes: Lord of Sins from the Lour Saga.

The Lord of Sins, the final boss intended for the now-discontinued Sarenubus Kaladonmus campaign, is a terrible demon under the service of Guola. He leads the Nightmare Vindication and is therefore a highly experienced and highly notorious ruler. His spells orient primarily around AoE and he will appear along with Pit Lords, making this pack a game-ender for unprepared teams. His Comet spell is identicle to the Doom Dragon's base attack.



Tier 2 Boss: XB-42
Appearance: Already modeled.


Origin: Armageddon
Boss Type: Space-born atmospheric superweapon
Elementals - None
Intended Weapons: 10x Twin Flakk Cannons, 6x Heavy Autocannons, 4x Anti-surface beam cannons, 1x Heavy Particle Accelerator, Nukes, Fighter squadron, Multi-stage weapons
Intended Abilities -

Launch Fighters - The XB-42 can launch fighters, akin to a carrier, except they have indefinite engagement range.
Drop Bomb - While circling, the XB-42 can drop a nuclear weapon on ground forces every 10 seconds.
Multi-stage defenses The XB-42 has powerful shields capable of modulating to do everything from stopping enemy projectiles akin to Time Bomb, absorbing projectiles and turning them into health, or rendering the ship cloaked. Each multi-stage defense has a 30 second cooldown and lasts 10 seconds. Exact defense specs will be determined by game capabilities.
Bombard - Deploys triple-barrel artillery cannon to shell a region of the map from any distance.
Blackout - Disables the minimap and all enemy detection capabilities during the ship's activity.
Mine Bomb - Drops a bomb that explodes in mid-air, showering a region with proximity-activated mines.
FAE - Drops a bomb that explodes mid-air, showering an area in fuel. A split second later, and a detonator goes off, creating an FAE. This vaporizes the majority of air units caught in it and devastates a large region of terrain.
Red Alert *Ultimate. Activates at 50% health. The ship activates nanites to repair itself and gains 10hp/sec health regeneration that multiplies by 1* every minute until the ship reaches full health again.
Deploy Planetbuster **Ultimate. Activates at 25% health. If the ship is not destroyed in a minute it will deploy a beam weapon capable of immense AoE destruction. Although you will probably still destroy the unit, it will blow up a lot of your bases making Tier 3 fatal.

The XB-42 is a battle of endurance. It cannot hover, instead constantly circling the map. Since it is so large, it is considerably faster than conventional air units. However, since it cannot remain in one place, its attack come in short, devastating sweeps. The obvious answer is to pursue with air units, but this is where the majority of its weapons are active. This fight will require tactics, forethought, and a bit of hard work.


Pending updates and additions.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

Oct 25 2008, 10:21 am Devourer Post #13

Hello

wow nice!!! finally many new informations! :)
go on! :)



Please report errors in the Staredit.Network forum.

Oct 26 2008, 7:33 am IskatuMesk Post #14

Lord of the Locker Room

CHAPTER 3c - PRIMARY UNIT LISTING - Tier 3

The Third Circle

The Third Circle
Theme Song: Unknown
Map effect: Heavy orange hue, fog effect begins to take shape
Gameplay effect: The Devil's Cry; Lightning strikes begin to emit from the clouds that have been swarming the map. A lightning strike completely drains shields and mana and deals a moderate bit of damage on any enemies it hits.
Legendaries: Unfinished
Tier Boss: The Great Wurm of Bhakkara
Tier Boss Theme: Viking - The Battle for Holdenfort

Below the great sea of madness and the endless storm of dead rock that is the outter rims of the Abyss, a sea of eternal fire encircles the inner sanctuaries. Held in place by immense psionic energy, this ocean of magma is constantly ravaged by world-shattering storms. Continents are few and far inbetween, offering no respite even for most demons. The sea of magma is said to be deeper than the deepest ocean on any mortal planet, home to creatures of such brutality and hatred that they are kept here for the protection of lesser kin. In times of war, they are set free into Creation with no bonds or charges, merely unleashed, like the hounds of hell, to ravage the universe.

Destroyer of Hope
Appearance: A large, heavily-armored defiler from diablo.

Est. Health: 400
Est. Shields: 0
Est. Armor: 6
Weapons: Scythe of Chaos (Melee, Random: 3x critical, 6x Overwhelming, Mind Shock: Stuns all nearby enemy bio units)
Abilities: Screech (Released a high-pitched warcry, defeaning enemies and reducing their damage, while improving the fighting powress of nearby Destroyers of Hope. Stacks.)
Special Notes: Basic Tier3 attack unit.

The Destroyer of Hope is a greater cousin of the Slayer, towering over its diminutive siblings and armored for war. Used as shock troopers in stubborn worlds, they travel with an unholy speed, and use their various bladed appendages to slice through any matter of foe. While incapable of attacking air targets, they are certain death for anything on the surface.

Grip of Hatred
Appearance: A scavenger from D1, about the size of a Hydralisk.

Est. Health: 225
Est. Shields: 0
Est. Armor: 1
Weapons: Tear Limb (Massive melee damage vs bio, Random; Spirit Wave (Nova of blue psionic energy, huge AoE against small units,)
Abilities: Absorb Suffering (The Grip of Hatred gains levels, like a hero, improving its Spirit Wave damage.)
Special Notes: Basic Tier3 anti-swarm unit.

The Grip of Hatred isn't terribly fast, allowing the Destroyers of Hope to soak the damage for them. However, they are certain death to anything small that gets near them. Their concussive-damage attacks will generally 1shot infantry, including Spirit Wave, which is an enormous shockwave the unit releases when engaging targets in melee. Additionally, Grips of Hatred are capable of levelling up, improving their Spirit Wave damage.

Shadow of Fear
Appearance: A black, armored defiler
Est. Health: 225
Est. Shields: 0
Est. Armor: 1
Weapons: Eternal Fear (Massive melee damage vs small)
Abilities: Exploit Fears (On kill of bio unit, 25% chance to clone self), Translate (Long-range blink)
Special Notes: Basic Tier3 anti-swarm unit.

The Shadow of Fear will often be seen teleporting around the map causing chaos. His melee attack deals huge aoe directly in front of it, killing infantry very quickly. He also has a chance to unleash Chain Lightning that bounces 10-20 times and deals moderate damage. When he kills enemy infantry (or a Zerg) he has a chance to clone himself. Thankfully, they aren't very durable.

Red Whelp
Appearance: A red whelp jacked from WoW
Est. Health: 125
Est. Shields: 0
Est. Armor: 1
Weapons: Fire Bolt (Ranged, AoE DoT)
Abilities: Flame Shock (Attacks leave behind a burning cloud that damages enemies inside of it)
Special Notes: Basic Tier3 flier

Red Whelps are tiny dragons that float through the Abyss searching for easy prey. As it so happens, our world is full of delicious morsels. While not terribly durable, groups of them can prove lethal, as they have a considerable range.

The Great Devourer Wurm of Bhakkara - Tier 3 Boss
Appearance: Infernal Wurm from Guild Wars,

Origin: Armageddon
Boss Type - Wurm of Bhakkara, Great Devourer
Elementals - Earth, Fire
Weapon: Great Wurm Nibble (Instantly devour any small units caught in AoE, feeding their current life to the Wurm, deals massive damage to large units. If large units have less than 20% life, they, too, are devoured.) Wurm Magma Breath (Breath weapon against air, massive saturated damage with a wounding DoT that slows units. Any small air units are instantly vaporized.)
Abilities -

Burrow - The Great Wurm can burrow at any time, and uses Burrow to move through the map. It can only be attacked when it surfaces, but it cannot move when surfaced, like other Wurms. Its melee attack has a considerable reach. The Wurm can unburrow in water or in cliffs. If any enemy units are caught above the wurm when it surfaces, they are devoured. Buildings are destroyed upon surfacing.
Magma Breath - The Wurm's air attack can be fired at land units when it desires.
Earthquake - While underground, the Wurm may create Earthquakes, damaging structures and slowing land units nearby.
Sandstorm - The Wurm spews a mass of sand out of its mouth, but it must burrow to use the ability again. The sand blinds all enemy units caught in its effect and slows them down.
Evolutionary Acceleration - Activated at 75%. When the Wurm reaches this health, it transforms into The Great Devourer Leviathan, and becomes known as the Leviathan. All earth around the wurm becomes disturbed and all land units are stunned in the area.

Phase 2 - Leviathan

The Leviathan burrows just like the Wurm form. However, it now has three heads, and innumerable tentacles that reach out of the ground. Although each individual part may burrow and move around, they cannot move too far away from the main body that remains underground. To deal damage to the Leviathan, you must kill all three of the main heads at once, which causes the main body to lose 25% health, bringing the creature to 50% health. The Main Body never surfaces.

Summon Tentacle - The Leviathan conjures a Tentacle from the main body. Destroying tentacles does not injure the creature. These melee-range tentacles function like the previous head, except they cannot attack air.
Rejuvenate Head - If a head is dead, this spell is casted. In one minute, that head will return to life.
Hell lion - Create a Hell Lion at a target location. A Hell Lion is an appendage that hides under the ground for a unit to step over it. They are marked by small depressions in the terrain. When a unit or group of units step on these, they are sucked underground and eaten, healing heads that are alive.
Summon Eye Tentacle - Summons an Eye tentacle. The Eye Tentacle can mind control one unit at a time within its range. If that unit dies, the Eye can mind control another unit. If the Eye dies, the mind control fails.
Evolutionary Climax - At 50% health, the Leviathan transforms once more, into the Hydra.

Phase 3

The Hydra surfaces to the earth. Although I could use the WoW hydra, I will need something larger, more detailed, and more suited to this boss. The Boss is now known as the Bhakkara Hydra. This thing will be HUGE. If possible, the heads will be able to attack or breath fire on independant targets at will (Like Galactic Colossus arms in Supreme Commander).


Burrow - The Hydra can burrow, but only to move around. Upon surfacing, all three heads attack adjacent targets and a Sandstorm is created. The AI behavior will use this aggressively, especially to pass cliffs.
Fire Stream - The Three heads shoot streams of flame in a cone in front of the Hydra, setting everything on fire.
Regeneration - The Hydra will constantly regenerate to 50% health. Its health regeneration is considerable, especially if it's left alone for a while.
Devour - The Hydra will actively try to devour any land units that get close to it. This has a 100% success rate against small units and a 25% success rate against large units. A failed devour still deals large damage.
Grasp - The Hydra's heads can grab air units that get too close and devour them.
Ultima - The Hydra channels Ultima for 10 seconds, before unleashing a huge ocean of green energy that utterly devastates surrounding opponents. Interrupt mechanics are as of yet undetermined (probably a damage spike).
Evolutionary Perfection - At 25% health, the Hydra transforms into Tiamat.

Phase 4

The Wurm is essentially a larva for the final form, the Tiamat, a dragon of the Abyss. Now it can fly and burrow. From here on, the Hydra is known as the Tiamat.


Burrow Identical to the Hydra burrow.
Flight Mode The Tiamat can fly at will, giving each of its various heads a unique, independent ranged attack. There is Acid, Ice, Fire, Death, and other elemental attacks that have different effects. While these attacks are also available on the surface, they have much less of a cooldown in the air.
Fire - Sets a dude on fire, no initial damage.
Acid - Huge DoT, especially to bio units, reducing armor by 100%.
Frost - Freezes opponent. If this is a small air unit, they crash to the ground and die.
Death - Direct damage + lifesteal.
Bone - Slows a group of units and blinds them.
Great Talons - The Tiamat, on the surface, uses its huge claws to sweep in front of the boss, throwing enemies aside and damaging them.
Ragnarok - Available at 5%. The Tiamat channels all of its energy into summoning a magical torrent that will utterly destroy a large region of the map. It must be killed before it finishes. The cast time will be around 15 seconds. It does not kill the Tiamat.


The Great Devourer Wurm of Bhakkara is a multi-stage boss that separates the boys from the men. Because of its variable combat capabilities and dramatic changes in combat tactics, it demands both co-ordination and readiness. From here on, the tough gets tougher.

Post has been edited 1 time(s), last time on Oct 26 2008, 7:39 am by IskatuMesk.



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

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