Here is the current list of characters. I will be adding more characters and taking suggestions, and probably changing some characters. Thanks to Pigy_G and stickynote for suggesting some of the characters.
Pigy_G and sticknote will be working on the terrain for this map.
NAME: Base unit (Role)
(Note that "role" is determined by a variety of means. "Support" indicates that the hero is best when combo'd with other heroes, while "Offensive" indicates that the hero is better used against single heroes with no backup [besides Creeps] on either side. "Warrior" indicates that the hero's spells are designed to make his combat abilities stronger, where "Spellcaster" indicates that the character is best when used at a range with Creeps/other heroes meatshielding him. "Skirmisher" is a special type of role that is best when he charges ahead of the rest of his team, harasses the enemy with spells/status effects, and then retreats. Skirmishers are always Support characters. Some characters have spells that don't exactly fit their role, but that's intentional. *points at Science Vessel*)
TERRAN/PROTOSS HEROES:
FENIX: Zealot (Offensive Warrior)
I Fear Not Death: Comes back as a Dragoon when destroyed in Zealot form. This costs XP, with the amount going down when the spell is upgraded. He respawns as a Zealot when the Dragoon is destroyed. Passive
En Taro Adun: Summons a pair of Zealots. If they get too far from Fenix, they teleport to his position. The first, second, and fourth upgrade to this spell cause them to spawn with more HP, while the third gives them Leg Enhancements and the ability to move farther from Fenix.
For Auir: Fenix and all nearby allies become temporarily invulnerable. This spell has a very short range, so it is best when combo'd with En Taro Adun, as the Zealots can be micro-ed to keep them within range. If En Taro Adun is upgraded to level 3, this spell's range increases slightly.
Our Strength Is Eternal: Fenix and all allies become invulnerable temporarily, regardless of position.
KHALA HERALD: Dragoon (Support Warrior)
Pillar of the Khala: His shields and HP are restored, but he also becomes immobile for a few seconds.
Meditative Focus: Shields go to zero for a few seconds, then go to full. A Kakaru death animation is played to tell the Zerg team that he is using this ability.
Axiom of Chaos: Summons a Scarab (or possibly more than one).
Khala Projection: He is immobilized and can't attack. An Archon is summoned. If the Dragoon dies while the Archon is still out, he loses some XP and takes a few seconds longer to respawn then normal, and the Archon is destroyed as well.
GREY TEMPLAR: Corsair (Skirmisher)
Disruption Web: As normal. Most spells may not be cast from under the Web.
Gravity Well: A Beacon is created with a Disruption Web centered on it. Anything that touches the D-Web is hyper-move-ordered to the center of the Web. Burrowed Zerg heroes are not affected by this spell. Spells can be cast from inside a Gravity Well, but most units (except a burrowed Lurker hero) can't attack. This spell takes a few seconds to take effect, and all players near it are warned about it.
Force Field: A Distruption Web is created. Anything inside the field is rapidly moved out. No ground units may move through it. (It's filled with Mineral Fields or something.) Air units (including the Grey Templar) are displaced by the field, but may move through it. (This is to prevent air units pathing AIs from getting screwed up, to prevent the Grey Templar from getting "stuck", and to give the player some interesting options with this spell like throwing units into a Gravity Well or "pushing" Creeps to make them move faster.)
Mindstorm: Spawns Aldarises. If cast again, one of them is "highlighted" with an Kakaru death animation or something and turns into a regular High Templar with enough energy for a few Psionic Storms. All units spawned by this spell are invincible but only last a few seconds.
METAL GEAR: Goliath (Offensive Warrior)
Liftoff: Spawns a Dropship. If the Dropship dies or the duration runs out while over water, he dies as well. If the duration runs out while on land, though, he just unloads normally. He is warned when the duration is running out. He may cast the spell again to extend the duration, but each "extension" lasts only half as long.
Transform: He transforms into a low-HP high-attack Valkyrie. If the Valkyrie dies while over land, he comes back with his HP lowered somewhat. (I'll use an Infested Terran to damage him.) If the Valkyrie dies while over water, he gets another Valkyrie (with no attack abilities) and has a few seconds to get back to land. ("Damage to critical flight systems! You have three seconds to get back to land, or you will crash!) This spell has unlimited duration, but the low HP of the Valkyrie means that it won't last long.
Overclock: Spawns Spider Mines with every kill. Passive
Metal Gear: Nuclear strike
(Note: His anti-air attack is very weak.)
JCN: Science Vessel (Offensive Spellcaster)
EMP Shockwave: Drains the vEnergy of all nearby heroes. Upgrades One, Two, and Three decrease the mana cost, but Upgrade Four instead makes it not effect allies.
Defensive Matrix: As normal.
Field Repairs: JCN and all nearby Scout creeps are fully healed.
Radiation Beams: Several cloaked Wraits spawn around him and attack for a few seconds.
(NOTE: He has a normal attack, namely a cloaked invincible Wraith following him.)
ARCOLITE ASSAULT BATTERY: Siege Tank (Support Spellcaster)
I Has A Turret: He goes immobile and can't attack, and a Raszgal (hero Corsair) (no D-Web) spawns above him.
IM FIRING MY LAZOR: A "lazor" (Scourge) spawns and flies in a direction indicated by the player. Any enemy units it touches are stunned for a few seconds because the "lazor" burned them.
OMGITSATANK: Allied units nearby are inspired by the presence of a Tank and fight better. (About once a minute, a random nearby allied Hero gains invulnerability for a few seconds.)
So I Hered U Liek Pwnage: Siege Mode. The sieged form is called “Arcolite Siege Battery".
JIM RAYNOR: Vulture (Support Warrior/Skirmisher)
Ion Thrusters: The player indicates a direction, and Raynor moves very quickly in that direction. (Actually teleportation, but it doesn't look like it.) This spell may be used to cross cliffs and even small amounts of water.
Spider Mines: As normal.
Eject: Raynor's Vulture goes to Neutral and the player gets a Raynor Marine instead. The player can't cast spells while not in the Vulture. The player may re-enter a Vulture by casting Eject (as a Marine) while standing next to a Vulture. If Raynor dies as a Marine, the Vulture is removed as well.
Hyperion: The Hyperion exits warp next to Raynor. All allied heroes that can see the Hyperion become inspired and gain invulnerability, including Raynor and the Hyperion. The Hyperion may use the Yamato Gun, but it's normal attack is pretty weak against ground. (It is decent against air, though.) The Hyperion goes away after a few seconds.
TEMPORAL TEMPLAR: Dark Templar (Support warrior/skirmisher)
Temporal Rift: When cast, he becomes cloaked and slowly loses mana. If he attacks or runs out of mana, he is decloaked.
Temporal Distortion: The next attack he makes while cloaked by Temporal Rift causes the target to teleport randomly and be stunned for a few seconds.
Time Bomb: Projects a field of slow time. All units entering the field are slowed and heroes in the field have their mana regeneration slowed as well.
Aeon Merge: Summons "copies" of Temporal Templar from the past. The "copies" have weaker attacks and may not use spells. If he cloaks, his copies cloak as well. If he attacks while cloaked while he has at least one "copy" summoned, instead of him decloaking, one random copy is destroyed.
SHARP SHOOTER: Ghost (Support Warrior)
Hidden Knife: Creates an invulnerable Probe with a high attack value.
Focus Fire: Creates Irradiated Scourges and orders them to chase a single enemy. The Scourge teleports back to Sharp Shooter after about three seconds but keeps chasing the target. (It looks like he's shooting glowing green bullets.) The result is that a nearby target that stands still will take lots of damage, while a farther away one or a moving unit will take much less.
Rail Gun: Shoots off four blasts, each of which goes in a different direction (Up, left, down, or right). Any target, hostile or ally, that is hit takes damage and is stunned.
Headshot: Creates an SCV with an InSaNe attack to next to a nearby enemy. It only lasts long enough to attack once.
KAKARU'S EYE: Scout (Offensive Warrior)
Orbital Backup: Spawns (non-hero) Scouts, with the number going up with each upgrade.
Scanning Beam: The target enemy hero's armor and weapon upgrade level, current mana, and any status effects on the target are displayed to the player. He also gets shared vision with the target.
Overcharge Shield Matrix: He turns invulnerable but moves slower and can't attack while the effect is in place. His summoned/spawned units, however, may still attack.
Wing Commander: When first researched, a single hero Scout is summoned. With every upgrade, an additional hero Scout is summoned. If a hero Scout is destroyed, another one will be summoned to replace it after a while. If Kakaru's Eye is destroyed, when it respawns, it's hero Scouts also respawn after a delay. Whenever a hero Scout is destroyed, Kakaru's Eye loses quite a bit of XP. Passive
(NOTE: The Kakaru's Eye is represented by Artanis. The hero Scouts his Wing Commander ability summons are Mojo units.)
DESTINY ARCHON: Archon (Offensive Warrior)
Baseport: Destiny Archon teleports to an "outpost" within range. (Outposts are the groups of computer-controlled "towers" that attack enemies.) He can't go between lanes with this spell, but he can teleport to enemy outposts.
Lightningport: He rapidly teleports between two spots, so quickly he can effectively be in both at once. This is represented by Destiny Archon being moved out-of-play and two copies with much lower HP appearing. When the effect ends, the copies go away and Destiny Archon appears where one of them was. If one of the copies is destroyed, he returns damaged and with no mana. If they are both destroyed, he dies.
Heroport: Teleports him to a nearby hero. If used to teleport to an enemy hero, some of Destiny Archon's mana is drained and his mana regen is "frozen" for a few seconds.
Psychoportive Storm: Creates a field of random teleporting. All units besides Destiny Archon are teleported to a random point within the field every few seconds and stunned for about a second. Destiny Archon also teleports, but he decides where he wants to teleport to.
ZERG:
CORRUPTER: Mutalisk (Support Warrior/Spellcaster)
Vicious Glaive Wurm: After every kill, there is a fairly high chance of a Scourge spawning. It is legal to kill your own Creeps to activate this ability. Automatic
Corruption: One random nearby Scout creep is "corrupted" and changes to his control.
Infestation: "Infests" a Marine creep, killing it and summoning an Infested Terran.
Consume: All nearby enemy Creeps die, and he gains vEnergy for each one killed. He is also fully healed if a certain number (that goes down with each upgrade) of Creeps die. The spell is short-ranged and has a "charging time" of about two seconds. If he casts it again while it is still charging, the range increases dramaticly, but so does the cost.
UBERLISK: Ultralisk (Offensive Warrior)
Grappling Tusks: All land enemies within range are paralyzed.
Nydus Portal: An invulnerable Scourge appears above the Uberlisk and flies to the target. When the Scourge reaches the target, the target teleports to Uberlisk's position.
Stampede: He becomes briefly invulnerable and moves much faster. Any land enemies he touches take lots of damage.
Earthquake: "Boulders" (hero Queens) are created at random nearby points and begin moving towards the enemy base. (The Protoss/Terran team's base is at the "bottom" of the map, so it looks like they are falling.) Any unit (including allies and Uberlisk!) touched by a Boulder takes heavy damage. If a Boulder runs into water, a cliff, another boulder, or some in-game objects (eg. mineral fields, Invulnerability Wards, most buildings), it is removed and an animation (exploding Terran air unit if it runs into a cliff/object, Hallucination death if it falls into water) plays.
BROOD WARRIOR: Lurker (Support Warrior)
Tunneling: Teleportation. I'd like to make this only castable while burrowed. Anyone have any suggestions for how to do this?
Aura Of Fear: Enemy units are afraid of the Brood Warrior, and as such fight worse. All nearby enemy Heroes have their mana regeneration slowed. As long as the effect is up, Brood Warrior's mana regeneration is "frozen" and he slowly loses mana. (This is not a passive. He may cast other spells while using the Aura.)
Brood War: Inspires nearby allied Heroes, causing them to regenerate mana faster. Like Aura of Fear, this is not a passive, and slowly drains his mana as long as he keeps using it.
Omega: Summons Zerglings. LOTS OF ZERGLINGS. They are constantly ordered to attack-move to the opponent's base. For each Zergling alive, he loses a fixed amount of mana per second. If he doesn't have enough mana to pay the cost, Zerglings start dying. (The Lings are technically heroes, but they are pretty weak and they can't Burrow due to being constantly ordered to attack move.)
(NOTE: The Terran/Protoss computer has a ComSat, so he can be seen while Burrowed, unless he doesn't attack.)
KERRIGAN'S THRONE: Queen (Support Spellcaster)
Spawn Broodlings: Summons Broodlings. If Kerrigan's Throne is not on land, the spell fails and the mana is refunded.
Parasite: Slows down target's mana regeneration and speeds up Kerrigan's Throne's mana regeneration.
Ensnare: Nearby enemies are slowly "pulled" towards Kerrigan's Throne. They may not attack but may use spells.
Infest Terran Command Center: An Infested Command Center spawns. As long as the ICC lasts, Kerrigan's Throne's spells are much more powerful: Spawn Broodlings summons many more Broodlings, Parasite slows mana regeneration much more, and Ensnare's range is increased substantially. If Kerrigan's Throne moves too far from the ICC, Infest Mode ends.
(NOTE: Like JCN, this unit has a cloaked invincible Wraith following it.)
HERATIC: Defiler (Support Spellcaster)
Healing Ward: Creates an immobile Medic at a position indicated by casting Dark Swarm.
Flame Ward: Creates a Bunker with Firebats in it at a position indicated by casting Dark Swarm.
Lightning Ward: Creates a Carrier at a position indicated by casting Dark Swarm with an immobilized Reaver under it. When the Reaver dies, so does the Carrier.
Invulnerability Ward: Creates an immobilized Critter at a position indicated by casting Dark Swarm. Any allied standing next to the Ward becomes invulnerable, as do all allied Creeps standing next to the Ward. The spell does not have a limited duration, but only one may be cast and the Heratic slowly loses mana as long as the Ward is up.
(NOTE: He doesn't have a normal attack, unlike the other heroes. Lightning Ward and Flame Ward are his only attacks.)
STALKER SLAYER: Hydralisk (Skirmisher)
Tainted Ground: Places a trap that causes the first enemy that comes too close to be slowed down immensely for a few seconds.
Crippling Blow: Melee attack. Target enemy is paralyzed for two seconds and loses access to spells for a few seconds after that. The third upgrade causes the attack to also drain some mana from the target.
Terrorize: All enemy units within range are hyper-move-ordered to retreat towards their base.
Mana Blockage: Target slowly loses mana and can't cast any spells. The effect ends once the target's mana hits 0. (So against a spellcaster with lots of mana and weak normal attacks, it'll be really powerful, but not nearly as strong against Fenix or something, because warrior characters don't rely on their spells as much.)
MUTILATOR: Zergling (Support Spellcaster)
Blink Strike: Teleports to target and increases his attack briefly. (What actually happens is that a Dark Templar hero spawns next to the target, attacks, then is removed and the Mutilator teleports to where the DT spawned. The advantage of this is that it's easier to detect a failed teleport and I get the Dark Templar death animation for a visual effect.)
Slow Disintegration: A nearby enemy structure has a "status effect" applied that causes it to take damage whenever the Mutilator kills something. (Should I let the Mutilator kill Creeps to activate the effect?)
Disabling Aura: Nearby enemy Creeps become "disabled" and can't attack.
Redirection: Nearby enemy Creeps switch to the Zerg side for a few seconds.
INFESTED DURAN: Infested Duran (Offensive Warrior)
Spawn Barrier: Spawns invulnerable Lurker Eggs around the target, immobilizing it. The target may not use teleportation spells while under the effect of this spell.
Duran's Doppelgagner: Spawns a normal (non-Infested) Duran unit. It is slightly weaker than Infested Duran and may not move more than a few tiles away from Infested Duran.
Creep Pool: Creates a small area of Creep around the target area. Any non-Zerg unit that steps into the Creep is slowed while moving through it. No unit may move into the very center of the Creep Pool.
Shinigami: Spawns an invulnerable hero Ultralisk. Duran temporarily loses access to spells.
INFESTED KERRIGAN: Infested Kerrigan (Offensive spellcaster)
Infestation Shell: Kerrigan is briefly replaced by an invulnerable Goliath with a powerful air attack but .5 ground damage. (Basically an anti-air attack.) Each upgrade lets Kerrigan research Terran Vehicle Weapons by one level, giving it a stronger air attack. (The ground damage does not go up, though.)
Banishment: A blind invulnerable Observer is created on the target and ordered to move away from Kerrigan. After a few seconds, the target is teleported to the Observer and stunned for a few seconds.
Rapid Regeneration: Spawns a Medic.
Fury of the Storm: Kerrigan gets enough mana to cast a few Psionic Storms.
SEASCOURGING LEVIATHAN: Devourer (Support Warrior)
Seascourge: Spawns a "Sea monster" (Carrier) in the nearest patch of water. If there is no water within range, the spell fails and mana is not deducted.
Leviathan: Temporary invulnerability.
Storm Vortex: Siege Mode blasts appear underneath the Leviathan every few seconds.
Typhoon: Water (Hallucination death animations) appears under the Leviathan and spreads outwards quickly. Any target hit by the Typhoon looses all its mana, is stunned, and takes heavy damage. The effect is much weaker against air units. There is a delay before the effect goes off, and all heroes in the area are warned by a text message.
SWARMCASTER: Scantid (Offensive Spellcaster)
Swarmcast: Casts one of Swarmcaster's eight spells. When Swarmcast is cast, he is prompted to select a type (Offensive, defensive, support, or summoning), and target (Hostile, friendly, personal, or area), by building units at a Starport. Upgrading spells works differently for Swarmcaster as well: upgrading his first spell makes all Offensive spells cost less mana, upgrading his second spell makes Defensive spells cost less mana, etc. Also, he can't answer Defensive or Friendly before he researches his second spell, can't answer Support or Personal until he researches his second, etc. Also, his "ultimite" is available at Level 1 instead of Level 6.
Magic Missile: Offensive/Hostile. Creates an Infested Terran.
Rechannel: Offensive/Friendly. The target automatically casts it's first spell on a target designated by Swarmcaster. Swarmcaster's mana is used to pay the cost.
Kaiser Blades: Offensive/Personal. Swarmcaster turns into a Guardian briefly.
Glaive Dragon: Offensive/Area. Spawns Mutalisks.
Freeze: Defensive/Hostile. Target is stunned.
Globe of Defense: Defensive/Freindly. Spawns a Science Vessel to cast Defensive Matrix.
Restore: Defensive/Personal. Spawns Medics.
Defend: Defensive/Area. Zerg heroes in area are invulnerable for a few seconds.
Banish: Support/Hostile. Target is moved away from Swarmcaster.
Nydus: Support/Friendly. Target may teleport a short distance.
Confusion: Support/Personal. Spawns copies of Swarmcaster.
Charm: Support/Area. Enemy Creeps in area won't attack Swarmcaster.
Swarm: Summoning/Hostile. Summons Drones.
Guardians: Summoning/Friendly. If the target is attacked Mutalisks are summoned to defend it.
Clone: Summoning/Personal. Creates copies of Swarmcaster.
Overflow: Summoning/Area. Large numbers of Terran Civilians are summoned and a few of them chosen by Swarmcaster become Infested Terrans instead.
Post has been edited 33 time(s), last time on Nov 24 2008, 8:04 pm by TassadarZeratul.
None.