Showing posts with label [BftC]. Show all posts
Showing posts with label [BftC]. Show all posts

BftC: Revival Project

Well, after a long time and huge amount of efforts spend on BftC Reloaded project and seeing it all go waste because of Warcraft’s Patch Shift, I finally made a Revival project that brought our beloved MOBA back from the grave. There was a time when I thought that I was done with it, forever, but things do work out a bit differently...


BftC Revival

BftC’s revival was a part of my academic project, (And thus the motive for completion even after I’ve lost my interest in it) but as usual, when I started out with it, it turned out alright. The setting, the terrain, the heroes and everything I loved in the MOBA game was back again, waiting for me. Everything old was new again and I was enjoying more than I knew.

The result was, obviously, much closer to the quality I expected from original BftC project. Although I did exceed the deadline for the project. but I guess my teachers were able to realize that I was onto something...


BftC - Revival's Terrain.

As you can see, the terrain has changed drastically, since I had to redesign almost everything there was. The new BftC terrain was streamlined, no cliffs or elevations. The environment is static i.e. Non-interactive and so far no items or economy has been added to the game.

The heroes were theme based, and all custom content. I did not use any of existing Warcraft content in the game on purpose. But the heroes do look good and function well. As always, you can expect BftC to be Balance HIGH.

As of now there are about 12 Heroes present, and I plan to add more soon. The heroes and overall look and feel of the game is inspired more from League of Legends than from Warcraft or DotA. You can expect BftC Hero Spotlight very soon. :P

Okay, that's about it for now, Stay tuned...

BftC:R Spotlight : Rune Mage

Samus Flamecaster - If the name doesn't scare you, then either you are a great warrior or an overconfident fool. Samus is the terrifying Rune Mage. The ideal supporter and the walking Spell Factory.

A Backstage edition featuring Samus's story has already been published, and here we go, with a Spotlight.

Rune Mage is all about magic, tricks and unpredicable stuff. You cannot predict what Rune Mage can do, even you see him running around will all of his Runes summoned, you still cannot predict what is it till it's unleashed onto you, and you know it's already too late.

The basics of Rune Mage is not only the Rapid Keypress but rather a strategic and wise one. The tricks and mindgames that you play with your opponent is what makes Rune Mage a deadly guy on the battlefield.

The Noble-looking Rune Mage, Beware though. Looks can easily fool you.

The basic innates are Runecrafting. Positive and Negative. You can cast at most of three runes, and thus four combination possibilities exist. All Positive, All Negative, Two Positive and Two Negative. Once you know which combination to follow at what time, congratulations, you are halfway there learning the probably most difficult hero.

The next stage is real fun. Rune Mage has three abilities - Bind, Reject and Conjure. When you have formed the Runes, cast one of these and depending on the combinations, the effect will appear. Example Using all Negatives with Conjure will cause a Flame Shock directed to the target, which damages it. While, using all Positives with same will cause a Holy Light to affect the target, restoring the hitpoints. You have three methods, each with 3 Runic combinations making effectively Twelve spells right at your disposal. Use them well, Hit it or Lose it!

Reject being used on, Has different effects depending on what's Rune Combination

The ability array is wide and astounding. He's got almost every trick up his pocket. He can use invisibilty, and even turn anyone ethereal, plus, he can restore Mana overtime or Boost anyone's attack rate. Can clear off the deadly buffs and also, put enemy into dark magic, making it unable to do anything till it's damaged, and so on. Thus making him the most versatile hero of BftC, able to adopt any strategy, and assist any hero in all respects.

The effects and eye candy was a part that was greatly needed for someone like Rune Mage. Though I could really make some good eye candy, Rune Mage doesn't have flashy effects. Still, I hope you will like 'em. ;)

Effects for Bind. I use Time Lock to greatly slow down the Target


I use Reject to Restore by own Heath and Mana

The ultimate of Rune Mage is what makes it deadly. The most devastating part of it, that it's a Pure Damage dealing skill that can take out even buildings. Nothing can survive if it stepps under it's area of effect. The Destruction Desire is truely fearsome as it's rage really exceeds the standard attack or spell ranges. If assisted by his teammates, Rune Mage can clear off the structures and level the entire base within few minutes!

Destruction Desire.
Destroying a Tower easily being out of it's Firing Range ;)

Designing Rune mage was the damn hardest part of it. As GUI framework was fairly easy. But what about the Coding part? Surely checking Rune combinations and triggering the effects of Bind, Reject and Conjure each was easy at all. Additionally, these three abilities were levellable! Which means the spells used with Runes should have increased effects when used at a higher level. Example - Invisibility used with Reject level 2 would last for lot less time than if it would have with Reject level 5. And so on goes for everything. The Flame Shock's damage increments and Holy Light heals multiple units.

Tricky part was the Ultimate, in the game system. The Flame damage is actually magical. But here, It's a Physical type damage. The armor reactance is Physical but yet, it will still damage the ethereal foes!

Okay, here we're through with the Rune Mage.
I'll shortly be back with another... Stay tuned.

BftC:R Brainstorm : Gunslinger 2

Hello again, As I have promised I have came up with another out-of-the-box idea for Gunslinger. The ability planned is quite simple. But really useful in may scenes.

The ability is greatly in synergy with Camouflage. It is an activatable / deactivatable ability. Doesn't consume any mana at all. And a true talent of the Sniper!

Name's yet pending, But I suppose In Position or Locked and Loaded should suit it well. When activated, Gunslinger will Stand Ground, not able to move, but gains an Extra Sight, Range and Extra Effects on the attacks. He doesn't auto aqquire the targets, but rather shoot where player Right-Clicks. Higher the distance, more the chance of missing on the shot. If used on the Moderate distance, sometimes may cause the bullet to fragment in air, resulting into AoE spread damage.

I would probably design a Talent system exclusively for Gunslinger, so that he can either learn how to keep a shot steady or cause the bullet to fragment midair, In other words, depending on the talent, You can either cause Maximized AoE spreads or direct-hit Bull's-Eye shots.

These talents will also affect the regular attacks of Gunslinger. Speadshot can cause him to do Area of Effect damage, but reduced damage on primary targets, on the otther hand, Bull's-Eye can cause im to deal piercing damage, that is effective against target! It's entirely player's choice which talent tree to follow. Cause if you follow one talent, the unique features pf other aren't available. Example, Following the Bulls-Eye will give you Headshot and Golden Gun talents, where you can cause significant damage to target if timed properly. Whereas the Fragment Shot talents give you Rapid-Fire, Backfire and Old-West-Tricks talents, which specializes in damaging multiple enemies, instead of single target.

Secondly. As I just had thought it out, Gunslinger is a lot different than regular Heroes, and significant difference is that He will not Auto-Aqquire the enemies. You can order him to attack though, and when he does, he would only attack once. This was due to the Talent system management and Camauflage tricks.

Yet, another form of Camauflage can be thought of as the Fake-Removal of legal targeting for Auto-Attacks. Which means, even if you (As a Human player) know someone is there, Your hero does not! Hence, he and hence fellow forces will not automatically attack on the Gunslinger while he's Camauflage. But, he will be a Valid target right after he drops the disguise.

The ultimate is still underway... I presume, that when it does finish, it shall be amazing.

Stay Tuned...

BftC: R Brainstorm : Gunslinger

The fourth and final hero in INT category, Gunslinger.
Well, I had this concept i mind for a lot longer time, but never could actually put it down. Gunslinger was too chaotic topic to think upon, and if you consider Gunslinger to be an average Sniper guy, you already have lots of such Sniper Heroes floating around. What would make this guy different, then?

Thankfully, a few people have come to help. Bloodcount and Sidove from TheHelper.NET have really contributed their great ideas in making of Gunslinger concept.

The model would be custom-made, the Rifleman Elite model that was featured in Elimination Tournament. (I was lucky enough to grab it) And it would feature all high-def and super skill abilities.

The first ability concept is Camouflage. Do not be mistaken with the standard invisibility ability. Camouflage is actually vertex color changing ability. The Gunslinger would change his robes and cloak to match the color of surroundings and hence becoming a lot difficult to spot. This means, he would change Green while standing on Grass or near Trees, and change Blue if standing over water. Additional time spent in camouflage will cause Gunslinger to become more adept at using it, gaining Evasion, that rises over time. Plus, the Gunslinger would become partially transparent to enemy's eye, making it even harder to spot. However, leaving the area would cause him to lose all disguise and revert Evasion back no none.

The second ability - the infamous Gunstinger! Upon special request from Bloodcount, the ability was almost confirmed for the Hero. Gunstinger is staple move from Devil May Cry series, first featured in Devil May Cry 3. The user would dash forward towards the target, ramming his gun's muzzle into the target, and hence damaging the foe, while the foe is thus stunned, user would pull the trigger, and a point blank discharge, right into the face of the unfortunate foe, tossing it off. Well, it can be really good. Gunstinger is a great move for someone carrying a Gun.

Two more abilities are required to make this Hero ready to go. Well, I shall think of 'em soon enough. Till then, See ye'

BftC:R Spotlight : Archon

Executor the Archon - Most terrifying hero on the battlefield right now. What I had in mind when I designed him?

Well, the theme was Psi energy - A concept from Starcraft. But I wanted the hero to be Warcraftish, so while browsing though various models, I came upon the model that made me quickly get to work on this guy.

Archon was the name instantly thought of, in Starcraft, Archon is created by merging two High Templars together, they are the high level units, tough and strong. But my Archon, has more of a tactical use than the brute fight force.

The first ability Telekinesis, was in fact made a long time ago. I made it for Warlock, which was originally to go on with Lich model. But the plans changed, Lich model was given to the Destroyer. And Telekinesis came to Archon.

What does Telekinesis do? Well, it's amazing skill. Useful for both offensive and defensive purposes. At first cast, it makes target held off. Protecting it from all sorts of damage, but trapping it. The second cast, would throw the trapped unit towards the new target. The trapped target would be propelled in air, landing in the area of the new target, dealing terrible damage. The trick is, the skill requires at least two targets, You cannot target self or the once targeted unit again for the Trap duration. But the effects of the ability make up for the shortcoming of having more guys around you. (Not to mention, you can toss up allies too, And they won't be hurt!) Plus, you can protect the target by casting it but not choosing to throw it. The target would be protected for the next 5 seconds. Dusring this time, it's still a valid target for allied healing spells!

The next trick in the Archon's sleeve is Chrono Field. The swirling energy vortex that drains Kinetic energies of the area, making everything go slow. But Archon himself is unaffected! Ecen your allied units would go slow inside the Chrono Field, but only Archon is able to maintain his kinetic energy. This is greatly useful in both attack and escape tactics, as this covers fairly good Area of Effect.

Archon's Chrono Field, Eye Candy is what makes it Sweet!




The third skill is truely fearsome about Archon. It's called the Mind Fog. The skill passively boosts the Mana Regeneration of nearby units, but more fearsome is the effect. When Archon is attacked, or hit, The Mind Fog will be released, causing Archon to be hidden inside and restore his health over the time. Additionally, Mind Fog is the vast Psi in physical manifestation form, so all enemies who step into the Fog shall suffer a terrible damage, while they are inside the Fog. Hence, maintaining your distance is the best option when Mind Fog is released.

Archon in the Trademark Mind Fog


The ultimate is the most devastating about Templar - Psi Storm. Various Orbs of Psi Energy whirl around Archon, forming a strange shape... And there beings a Chaos... The orbs emit out the countless Psi projectiles at all nearby enemies... Less the enemies, more the damage it suffers, additionally closer it is to the Archon, more the projectiles fired upon. It is impossible to figure out how much damage is done... But one thing is certain, Even Tauren Chieftain with Fury and Honor activated cannot match Templar's Fury when Psi Storm is on. The vast power makes a lethal combination with Chrono Field, making Archon a truely fearsome force of vast, raw power.

Old Psi Storm screenie, The shape of Orbs has been modified now



Even Mind Fog can go in Combination with Psi Storm

BftC: Reloaded : Game Systems

There were many systems that I needed to add inside to make the project interesting and unique. As opposed to most of the AoSs out there, it's true that BftC: Reloaded can be looked upon as just another AoS. But, it's got many features that make it a slightly different one.

The first change is the Traditional Gold system. I modified it that you no longer get gold by killing enemy. Instead your hero is paid for the services. The gold gained is proportional to the level of the hero and will gain gold twice the in game day/night cycle. The change was made to keep the Team work rather than each player struggling for Gold.

Secondly, Full Xp control, and Global Sharing of Xp. If no hero is present nearby, the Xp is shared globally. And this allows some-better gameplay mechanincs. Ofc, this is rather new for a AoS type, where Global Xp share is generally disbanded.
(Xp stands for Combat Experience - Heroes gain experience through combat, becoming more powerful)

Third different stuff is the Mob Spawns. This time, a large amount of the forces would come out of the Barracks or unit-training structures. This, makes combat a lot of large-scale, Giving you a experience of commanding a large army instead of small tactical troops. Breaking through the enemy defences adds additional reinforcements to your side, eventually, completely outnumbering the enemy forces. Additions to the forces spawned is fast and quick, and hence, large armies, large battles is the essential part of the game.

The final difference is the revival of a Fallen Hero. When your hero dies in a combat, he doesn't have to stay dead for lot longer, he is revived instantly! At the cost of gold, of cource, but the instant revival adds a great pace to the game. And encourages the players to perform the dangerous feats like chasing and hunting enemy deep in the enemy territory itself.

Plus, I have not forgotten the user-friendly part of it. Most of the skills are user-friendly. Plus a Cooldown UI indicates whether a spell or ability is ready to be used. Additionally, the attribute based abilities would indicate instantly that how much damage they had done by means of Dynamic-Fading-Texts (called as TextTags, in general) Additionally, the abilities that have a chances to succeed will indicate a Success! Texttag if they have an effect - Like Rune Mage's Rune creation and casting the spells depending on Combination.

That's all for now.

Oh yes, Rage Winterchill needs a lot of updates... Probably a complete rework...
Stay tuned guys...
A spotlight on Archon is underway... You'd not want to miss it.

BftC:R Backstage : Royal Guard Story

When Illidan Stormrage called, countless Naga were summoned up from the depths of the Maelstrom. One of them was the Royal Guard - Xel'Nog. Usually different from the other Royal Guards, Xel'Nog was considered of lower rank among them. However, being personal guard of the Lady Darkscale - a powerful commander of Naga Strike force, Xe'lNog maintained his hold and command over the Naga forces.

Soon the time came, and Lady Darkscale was forced to rally under command of Lord Illidan. Xel'Nog, as per her instructions, stayed behind and watched over the territory and undersea temple of Darkscale legacy. Now left alone, and with the only support gone, Other Royal Guards mocked upon the unusual abilities of Xel'Nog, which were far different from their own kin.

Nearly driven mad by the insulting taunts, Xel'Nog once came up on the surface and eased his mind by sitting alone. Days after days, Xel'Nog usually would surface up and sit alone, brooding over what was it that made him suffer all this... However, days became months, and yet, Nothing would come upon him...

Xel'Nog the Royal Guard


One day, when he couldn't stand it at all, he rose up and with one swift motion, knocked out several of the mighty Royal Guards that were insulting his strength, and thereby, questioning upon his status as a proud Royal Guard. Seeing nearly half of the folks fell easily by the power of a single blow, rest fled for their lives and never would return to mock upon him or insult him.

Xel'Nog however, remained alone, faithfully upon his duty, haven't heard about a single word from his beloved mistress. But always believed that she would return, and he would then beg her to release from his long duty, for the slight glimpses of the Surface world had fascinated him and he wanted to explore more of it.

None of the Lords he prayed to would heed his prayers. Till the day, when the ominious news arrived that Lady Darkscale had been undone. All the legacy would belong to Lord Illidan now, and had appointed another as the watcher over the Sunken Darkscale Temple.

Heavy on heart, the blow fell. Xel'Nog's honor, position and status of a proud Royal Guard of the Darkscale dynasty was taken away in an instant. With his life, that held no meaning anymore, he exiled himself from the depths of the endless sea, and came over the surface world. When he arose, he found the small little island, on which the battle was about to break in. His heart broken, the only thing stood before him was one last hope... By offering his services to either of the sides and leading them to victory by his own deadly skill, perhalps he could regain his lost honor, and his pride...

He raised his Trydent and swam gracefully towards the isle...

...towards the Battle for the Conquest which was about to begin...

BftC: Reloaded Brainstorm : Destroyer

Ever since I have announced that Rage Winterchill is going to be the next Hero in the INT catagory, I am all overworked for thinking a suitable skillset.

First skill that was 100% certain, and that had been showcased before - The Awakened Form.
The transformation that Drains MP over time, but grants bonus, deadlier effects on the other Spells, (Exception of Ultimate - Neverending Winter ;) ) The added ability with Awakened Form is that it absorbs a portion of damage, and on the higher levels it can take about half of the damage away.

The Chain of Fate is an innate spell, mainly for harassment. It's initial cast deals less damage but marks the target with a Buff. Additional casts will gradually increase the damage, by adding an amount of INT attribute. Finally, making it a huge annoying harassment ability. Additional features can include casting on Allied unit where it can be Sacrified to gain Mana.

The Second skill - Black Rose - could be an AoE target spell, channeling, which would grow stronger over time. The spell would addup damage over time and when stopped or finished casting, inflict the damage over target AoE. This ability will have a reasonable AoE and could make a nice creeping spell. However, while awakened form, the damage begins right when the Destroyer starts casting it, instead of accumulating it and inflicting later and will go on amplified over time, making it progressively stronger over time, that makes difficult even to the STR heroes to stand and fight in it's effects. Sadly, it's easy to avoid, as opponents can simply get out of the AoE.

The third skill, as suggested by Zack at TheHelper.NET community, should be a Freezing Armor, the signature theme of the Liches of Northrend. The Armor that freezes the external of the Destroyer's body, blocking the damage considerably, however, over the time Armor will melt away and unleash the Freezing Aura which would slow down the nearby enemies, More the Armor melts and loosens, more the freezing aura released and slower the nearby enemies become.
I am not sure about the Awakened Version of this ability, though. Let us hope that Zack saves the day again. ;)

That's all for now... Stay tuned.

BftC:R Backstage : Archon story

Telekinesis - one of the wonders of Psi, had originated a long time ago, some say it was Titans who were the original creators, or some say, it's an innate inner power that every living organism has. But, for truth, non had ever been able able to unravel the mystery.

Executor (True name unknown), was one of the Voidwalkers of such unknown origins had mastery over Telekinesis for too long. However, wicked and twisted by nature, he enjoyed through others pain. Making them suffer as he laughed at their demise. He went so far in the Telekinesis and plunged himself into the domain of true power - 'Psi'.

Mind Control was the only thing he didn't learn, cause he did not want to. He long knew the pain and suffering that be brought to his unfortunate victims and he feared it. Yes! Executor feared pain, he lived to inflict it upon others, but wanted always to be away from it, so that the voices of doom would never echo upon his mind again. That was the chief reason why he never peeped inside the minds of others. But he would thoroughly enjoy the sad demise of his victims, being crushed cruely by his maddening Psi abilities.

Executor the Archon - Unstable Raw but Massive Power



Driven by his will alone, to torture the victims, so much that would finally plead him to grant them death, Executor joined the massive army of Burning Legion. Kil'jaeden, quickly realizing the potential true warrior of Legion, quickly accepted him as one of the upper highs. Driven under the rule of the other mighty Lord - Archimonde, Executor came upon the world of Azeroth, and hence, there began the legend of an Extremely wicked and twisted beast, who enjoy nothing but pain of others.

Executor's physical appearance matched with a Voidwalker, but inside, he was a living vessel of the tremendous Psi energy, a swirling, unstable vortex of raw power, that would consume anything and simply break it down, as he broke the wills of survival and living of countless victims. While Archimonde sought the Power of the Nodra'ssil, Executor marched upon the Maelstrom - for that was all he needed - the unstable vortex of raw power, much like is own.

Not to mention that he did not get the power to claim as his own, He was stopped by the fury of endless Sea itself. For many days he brooded upon overcoming the thick cover of the substance called Water, but all his efforts were fruitless, as he was seeing such a thing for the very first time in his long, twisted lifetime.

Maddened, and disappointed, Executor came back to the land, intending to unite back with the Legion, only to find the Legion defeated and the Lord Archimonde undone... Now left behind as the Legion's army fled back to the Twisting Nether, Executor hid hemself in the shadows, waiting for the opportunity till he could rise up again. Only a slightest spark, of Weapons clashing, or the Wands and Mystic Staves swinging and Jets of energies or Rain of Arrows flying acrosee the battlefields, anywhere and anytime... And Executor would appear back, ready to offer his services, to any side cause it does not matter long as he enjoys bringing others to Pain and Doom.

Maybe that is why,
that exactly is why...
He is there... in Battle for the Conquest.

TheHelper.NET community demands a Release!

After about a month of [WIP] tag at Project's thread, my three days absence took a heavy toll o the Project's thread. Furious members and supporters have demanded a release!

The community was kept well up-to-date with the latest screenshots and changelogs, however, anyone would want to play it rather than just keep looking at the screenshots!

Let's hope that I finish a good portion of it and can bring project to a stable state from which it can be launched. I look forward to grab support from Major communities like HiveWorkshop or Wc3Campaigns.NET.

I do not intend to release this map in a hurry. I shall take my time, think over, make it a stable one and only then, I can launch an initial release, which, I believe must be kept well updated.

BftC:R Backstage : Rune Mage Story

Positive and Negative, both sides co-exist and yet, untouched by each other. The very balance of the nature and hence of the universe is the balance between Light and Darkness and effectively Positive and Negatives. Some call it the Creator, some call it the Science of Existance...

The young mage of Wood Elf community was fascinated by the strange law of Co-existance of the Positives and Negatives. Runecrafter by profession, Samus was the youngest offspring in the honoured Flamecaster bloodline. Giving up the position of the Shadow Advisor of Wood Elf community, young Samus set off for distant travels, to make contact with outter worlds, something that was stricktly forbidden and unforgivable within the Wood Elf community.

The Rune Mage - Most Versatile Hero



During the travels, Samus watched the other life-forms and studied their lifestream and flow of the energies, to his surprise, he found many other species were gifted with the knowledge of using the mystical energies that Wood Elf called the Essence of Life. He aqquired many techniques and being a swift learner, mastered them in no time.

Samus, now grown into a strong and powerful Mage, did not forget his original quest - to unravel the mystery of Co-existance, But over the years having perfected his Runecrafting skills, he masterfully could craft the runes, capturing the very essence of Positivity and Negativity, isolated from the rest. The isolated Runes, which gave him immese knowledge of the ways of life and mystical energies.

But the time came, when is peaceful studies came to halt. The Burning Legion had returned and the currption widespread across the lands. Samus could not allow the demons to run wildly and was forced to take arms against them. Being an expert Runecrafter and Masterful Mage, he drove them back out of the sanctuary that he had built himself. He thus, invented how to combine the Runic essence of Positives and Negatives and form extraordinary, powerful magic currents that took different effects when exposed to the nature via different methods. He had long studied all forms of Magic used by all kinds of Magi he had seen during his travels. He had learned Conjuration from Wizards of Dalaran, Binding Magics from the Night Elves and he learned Repulsion and Rejections from the Undead commanders of armies of Walking dead by sheer power of observations. Within no time, Samus found out the various effects on the Runic combinations when used via these methods and techniques, and again, wasted no time in mastering them.

While the Aftermath, Samus took great efforts to rebuild his Santuary and buried himself to the mastery of newfound techniques. Ways and mysteries of universe, life and Co-existance now lay open in from of him. With his dream fulfilled he seeks perfection, and hence, He has emerged from his shell and fights in the Battle for the Conquest.

BftC:R Backstage : Oni Orc Battlemaster Story

Oni Orc Battlemaster! The name is enough even for elite fighters running for their lives... He is fast and stylish. Very few have actually survived from his Demonic Blade and too few are still able to tell the terrible tale. They still remember the glowing blade and it's skillful, rightful wielder - A True Battlemaster - Jubei'thos.

Jubei'thos was a Blademaster of Blackrock Clan. Now, if you remember who he was, you know him, But that's not enough. After suffering defeat once from Arthas's hand, he vowed that he'd not let it happen again, and rallied the Blackrock Orcs again, forming a formidable army.

However, Fate's Dark hand streched upon him once again, and whole Blackrock Clan suffered a horrible defeat against Scourge, This time, led by Arthas, again. Broken and badly setback, Jubei'thos wandered the plagued and wasted lands alone...

And then, something came over him, he seemed determined. The weights of protecting his fellows and family were thrown off, as they all were consumed by lifeless undead. Now he didn't care a bit about anything, casting off his old shamanastic nature, he embraced the Demonic powers. Filled with rage, right from the once noble and caring heart, his blade, which had long become one with him, echoed the terrible changes in it's master and became a vessel of absolute chaos and vortex of raw, brute power.

From that moment, an Orc was cast off, and arose a Powerful Oni Orc, a Blademaster was torn apart, and it was a birth of a Battlemaster. His blade twiched and slashed, cutting across countless foes and they barely had a time to react. The moment his blade would start glowing and emitting the strange aura, the armies would abandon the field and fly away only to save the life. As nothing has been able to stop him ever since, not even his own kin.

He now fights in Battle for the Conquest, testing himself and dashing across the battlefields, shashing countless foes...

BftC: Reloaded received Community Support

I am glad that TheHelper.NET community is still supporting the development of BftC:Reloaded, despite my absence of the web for few days, thanks to my Final Exams ;)

But, I yet receive replies on the Thread of BftC:R and people are giving me time to continue with it, they are being patient and completely supporting me, Which makes me encouraged to go on with the Modding and Mapping. And esp. continuing with BftC.

Thanks a lot people, I love your support for the Map, Keep posting and I shall not disappoint you.

About the project, Yes, Rage Winterchill is progessing well, Have a spotlight ready, and keep Warm clothings, As the Master of Frost approaches...

BftC:Reloaded : Storylines....

Well, I have't thought much about it though, but it seems completely rational that the Characters must have a storyline... or Background, Maybe.

Let's see... Shall we?

I'll design a perfect one for them... And publish them along with the Spotlight Specials! How's the Idea, People?

BftC:R : Rage Winterchill the Destroyer

While Death Knight in progress... I though I might think about a new concept. This will be third hero in the INT Catagory, and much more destructive than Archon. I am using the model of Warcraft Lich and make this guy a Frost element based one. But the differences are much more than ordinary Frost hero and Rage Winterchill.

The hero has an Awakened Destroyer Form that can be triggered optionally. Though the Destroyer Form puts a Major Drain on the Mana and can only be activated for minimal amount of time, As it reverts to normal if you have no Mana Points left.
(Remember that Mana Points or MP is the Energy used to use abilities or Magic)

The trick is the Optional and Sponteneous Triggering of Destroyer Form. ou can imagine this like Devil Trigger of Devil May Cry but this one takes a lot beyond.

This Form would grant Rage a lot of Hit Points regeneration, and a Bonus effects on the Spells, in fact, completely new effects off spells. The spells would have completely different but more powerful effects.

The concept is still underway, if to leave Destroyer form triggering uncontrollable or optionally triggered by player. But I think, the uncontrollable would be the best idea.

Anyway, I have a screenie of the Awakened Form... Enjoy.


Rage Winterchill in Awakened Destroyer Form

BftC:R : Death Knight : Brainstorm 2

Last time I discussed the making of Death Knight's first skill, Of course the name is still pending, but the basic skill idea remains the same.

Second idea is the Redirection of life flow. Death knight can use his inner strength to supress the flow of life in surrounding area, and the flow can be redirected to anything he wishes, allied or enemy targets...

Supressing the life flow eventually means that the units' life regeneration rate shall be chocked. And they wil no longer regenerate over their current HP. While the life they might have gained over the time shall be redirected to target, if allied healing it and if enemy damaging it. The spell buffs like restoration or rejuvenation are considered and supressed. Which means, more units surrounding the Death knight when he casts the spell, more are the effects and further amplified if surrounding units are buffed up by bonus regenerations.

There can be variations in this skill, Like always enemy target, or always self target, Target area or whatever...

Idea as a concept is brilliant, but I foresee various coding difficulties here. It is not easy to code this stuff and do not intend to use vJASS, or NewGen or even PUI or ABC systems. I have WEU and it might be difficult using that.

Oh, the references above might have sent your brain flying above stratosphere... ;)

A Big Expectation to live up to

Just checked the stats of BftC Classic from our EpicWar Host, and result is truly astonishing. BftC v1.75 has gathered over 9000 downloads at the moment and is rated over 4.5.

Man, this is getting crazier... I am all under pressure now, What if BftC:R doesn't live up to the expectation?

Okay, I better relax, and focus on my work...

Let's hope the best, Shall We?

Hard to say Goodbye... Bloodwrath.

It's been quite hard, harder than ever, to part with one's own creation. So has fate put it's dark hand on me now...

Sorry folks... But I have to say goodbye to my second creation ever since BftC:R began, Bloodwrath the Bloodfiend.

Bloodwrath the Bloodfiend


It has been really nice time. He has great abilities, and potential to become the best character ever created in BftC:R... But it was caught in the bugs and glitches, far to many of 'em. And unfortunately, I have to abandon Bloodwrath and move on.

You'll be there... My boy, I promise.
Once I find to get over with those bugs, I'll revive you...

But til then... I'm sorry...

And there he goes...

BftC: Reloaded Brainstorm: Death Knight

I have already announced that 4th and final hero in STR catagory will be Death Knight. Having Evil Arthas model. Yet, plays nothing like original Evil Arthas.

I had said that this guy will be full of HP-MP Manipulation skills. That means Hitpoits and Mana points would be the primary scheme... Yet, there are surprisingly may hurdles in the way.

Firstly, the Model pisses you off. The model doesn't come with too many animations, It has got on standard Attack and one standard Spell animation. Though much enough for moderate distance casting animations, lack of good sequences hinder the ideas...

Secodly, the Death Knight himself, has a fixed image in the eye of the Gamer, that oh, this guy is a commander of massive army of dead, and equally cruel minded... This really sets you back... You have nothing to counter it, for now, unless you come up with a really good idea.

Let us best concentrate on the ability part. The simplest idea could be the first spell that heals / damages target depending on How much HP is left / lost. Another twist would be the two castable versions, One for HP and other for MP. Both learned and leveled up together but seperately castable. But cannot exist at once on a single target. Only on may be active at given target. (That's a balance part of it)

So, the basic idea would be, if cast on allied unit, less HP /MP it has, more is the rate of regeneration, and if cast on enemy, More HP / MP is has, more is the rate of reduction. It will slow down as target's HP / MP tend to the Full / Zero. In other words, it will never kill the tareget, nor would restore the Health / Mana to 100%. Making it an ideal support skill.

Hmm.. I better get to work on this... Hope by next day, I'd have another great idea. See you... Then.

Still Assembling positive feedback

I am so glad that I have actually got one more from TheHelper.NET community...
Man, I feel so proud of my work...

This was about Storm Raider's New ability - Storm Raid

Oh Lucifer, spare my soul!
THIS IS EPIC! I LOVE THE LIGHTNING! MAYBE DEATH SPARE MY SOUL FROM THE LIGHTNING!

Ok, anyway, I was just wondering this: Does Storm Raid reduce the Static Charge by 1 when it is cast? I believe it does if the Static Charges are lost on cast. Better check that You don't want people spending an extra 25 seconds to accumulate Static Charges that will be wasted.

The map is progressing really nicely! I hope you succeed in taking over Battle.Net or something
I am willing to spam ideas


And this one is about...
Umm...

You'll see...

Hello mr. eyecandy guy....
your spells definitely look good!
Especially that Psi Storm one...


Well, what was he talking about... I guess this one...

Archon in the Mind Fog


Archon with Mind Fog and Psi Storm



A BftC:Reloaded Spotlight about this guy - Archon
will be posted soon... ...Stay Tuned.