VOTING: Endless Level

Do you have an epic idea? Share it!

Who will you vote for!?

Poll ended at Thu Aug 24, 2017 5:43 pm

ENTRY ONE : Abyssal Depths
4
36%
ENTRY TWO : Citadel Showdown
0
No votes
ENTRY THREE : Ha'Kraj Rune Mountain
2
18%
ENTRY FOUR : Abyssal Edge
1
9%
ENTRY FIVE : Blacksoul Bog
1
9%
ENTRY SIX : Draconic Inferno
0
No votes
ENTRY SEVEN : Frostbitten Mount
3
27%
 
Total votes : 11

VOTING: Endless Level

by RaZoR LeAf » Fri Aug 18, 2017 5:43 pm

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[+] SPOILER
To battle! This contest requires you to create a new Endless level somewhere in an existing Kingdom Rush game. The level should not be a repeat of an existing Endless but can be anywhere else on the map with any other set of enemies.

As an endless level, it should include several things. New enemies (as Endless levels are unlocked after sections of the campaign are finished, they often include enemies usually introduced in Elite levels), a Mini-Boss that spawns every 10 waves, a battle commander (Goblin Shaman, God King, et-al) and three enemy spells. All of these are required for the contest.




ENTRY ONE wrote:Level Name: Abyssal Depths

Intro: General, we need our sea legs once again! Lifeless ships have been sailing into ports with their crews absent, dead or insane. From the babbling and blind we have been able to scrape together information about distortions of time and gravity far into the Crystal Sea – this is surely the work of the Deep Devils and, if fishwives’ tales are to be believed, the Trident of Regnos! The Linirean Royal Navy is on its way, but we must hold off Leviathan’s forces until they arrive – however long that may be!

Location: To the southwest of Mompoey Island and far out into the ocean, the waves inexplicably drop as waterfalls around a circular patch of seabed where the Endless Totem lies. In a Steam map, the waterfalls would move and be shrouded in mist, a golden Shrine of Regnos would be visible and a shipwreck could be seen in the water on one side.

Environment: Aquatic/Rising Tides – Soft sand, collapsed architecture, brown cobblestones and shimmering blue waters.

Level Description: A pristine Shrine of Regnos sits in the top centre of the map, gleaming white instead of purple and with a shining golden helm. Its Trident does not glow but is instead solid gold and the whole statue is covered in random places by brightly-coloured molluscs that mass at its feet and flow into deep-blue pools of water to either side. Waterfalls can be seen at the very back, flowing slowly into the water paths that cover a roughly 45-50% of the map. Three entrances can be seen on the right – the top a sandy island, the middle only water and the bottom as a ford of black rocks; a ‘3E’ shaped sandbar forms the left side of the map, with the spokes of the ‘3’ acting as the three exits. In the top-middle of the map lies a long, wide sandbar with assorted ruins and cobblestones covering it, similar, smaller bars occupying the left of the middle path and the centre of the bottom path. Three of the enemy routes are straight lines across these three paths, a fourth snakes from the top left, through the unoccupied middle and onto the bottom spoke of the ‘E’, another going from the middle entrance and upwards, before looping round to land on the left-middle sandbar. There are plentiful tower spots on or close to the various sandbars, but one more lies inside the leaky husk of a boat and can be moved around the water by selecting the tower and dragging your finger to the target location – although it cannot be a barracks and cannot attack while moving.

Recurring Enemies: Greenfin, Redspine, Blacksurge, Deviltide, Bloodshell, Bluegale.


Enemies:
Name: Leviathling
Appearance: Small, octopus-like creatures with bright red eyes and slimy green flesh covered in cyan rings, they attack using a black beak normally hidden in the seething mass of tentacles which they use to drag themselves along the path. A pair of seemingly-vestigial wings are perched upon their bulbous backs and flap intermittently, creating swirling wind currents about them.

HP: 250
Damage: 15-35 True Damage, biting or scratching every 1.5 seconds.
Armour rating: None
Magic resistance: 30% (Low)
Speed: Medium, dragging themselves along the path with hideous ferocity.
Lives Taken: 1
Skills:
Immune to Archers (Passive): The air currents formed by their tiny wings render them immune to projectiles fired by archers, but specials like Barrage and the Totems still affect them.
Lethal Barbs (Passive): Each attack has a 50% chance to inflict a strange poison that deals 1 damage every second for 30 seconds and stacks with itself.

Additional Information: The spawn of Leviathan are a fraction of his size - but have equal capacity for destruction and world-ending megalomania!


Name: Dredge
Appearance: A sopping mass of dark green seaweed that stands higher than most troops, through which few details can be made out besides bright, yellow eyes, a gaping maw filled with wicked teeth and a probe emerging from its front, glowing with an alluring intensity, pale-green and luminous and wet.

HP: 1620
Damage: None (see skills)
Armour rating: None
Magic resistance: None
Speed: Fast, moving far swifter than it conceivably should and leaving a trail of blue goop and seaweed.
Lives Taken: 3
Skills:
Absorption (Passive): Upon reaching a troop, instead of attacking the Dredge hypnotises them with its light. Unable to retaliate, the troop is powerless as the Dredge wraps its seaweed around them and consumes them, fully healing itself, after 10 seconds.
Hypnosis (10 seconds): If under ranged attack by soldiers or reinforcements (not Heroes), the Dredge can hypnotise them, stunning them for 2.5 seconds, increasing the time it takes to eat a troop it is consuming by 2.5 seconds also.

Additional Information: Monstrosities equally disgusting and mysterious, they are found only in the deepest trenches and dens where no light will ever touch them.


Name: Sauraft
Appearance: A large creature akin to a plesiosaur, with four large flippers and a long neck ending in a mouth full of tiny teeth. They have a large, white shell upon their back with some outwards-jutting spines at random angles and a similar shell over the top of their head.

HP: 680
Damage: 50-70 physical area damage, slamming their heads against the ground every 2 seconds.
Armour rating: 60% (Medium)
Magic resistance: None
Speed: Fast, rapidly flapping its flippers to gain traction. Slow in water if carrying a passenger
Lives Taken: 1, plus any passengers.
Skills:
Passengers (Passive): Sauraft can carry other Deep Devils on their backs, allowing them use their abilities (if they have any) on the water, disembarking once they reach the shore. Damage dealt to Sauraft and passenger while in the water goes entirely to the passenger, and if the Passenger dies another can embark instead. Bloodshells and Dredges cannot embark.

Additional Information: Prehistoric behemoths thought long-dead, these beasts ferry the armies of Leviathan to the ends of the earth.

Mini-Boss:
Name: Nhthnlei (pronounced nuth-nal-eye)
Appearance: Ethereal and entirely otherworldly, Nhthnlei seem at first glance to be huge, orange squids with pointed tops higher than DWAARP operators, pink flesh around their multiple overlapping black beaks, eight long tentacles that it uses to walk and two huge feelers that end in wide, barbed clubs. Upon closer inspection scars and colour disparities can be seen in their different body parts and they rupture upon death, the regular tentacles exploding into gibs, the pointed sac of a squid splitting in half at the top and the two feelers splattering across the path.

HP: 2250 (Base)
Damage: 65-95 (Base) – places all of its tentacles in a wide circle and slams its beak/body into the ground, dealing physical area damage.
Armour rating: None
Magic resistance: None
Speed: Slow, slithering up the path menacingly.
Lives Taken: 20
Skills:
Rupture: Explodes upon death, dealing 250 (Base) True Damage in a wide area.

Additional Information: Abnormal horrors plucked from man’s nightmares and brought to reality by Leviathan’s dark powers.

Battle Commander:
Name: Leviathan
Appearance: Occupying the pools to the left and right of the Regnos Shrine, more of Leviathan can be seen than during Sunken Citadel, the wounds previously inflicted exposing his huge, sickly grey, brain. The tentacles that formed his ‘body’ during the boss fight are now dwarfed as he stands taller in the polls, these bear-like tentacles tapering around hallway down his vaguely-humanoid shape. He has ‘arms’ – two gigantic tentacles with pulsating purple buboes and a set of sodden wings clasped behind him, shimmering green scales and beady eyes covering most of his flesh.

Intro Quote: “You thought you could defeat the Sea God in his own realm? I think not!”

Taunts:
“That doesn’t look watertight.” (Before the first wave)
“You appear to be… leaking!” (Upon losing lives)
“If you want more waves I’ll give them to you!” (Upon calling a wave early)
“Come to the water’s edge… let me greet you”
“You cannot defeat the ocean, it is infinite – as am I!”
“phlbbbbbbb” (Sinks into the pool until at head high, looking like during the Boss Fight of Sunken Citadel, and blows bubbles)
“As treacherous as the sea!”


Additional Information: Leviathan is huge. He sometimes wraps his wings or tentacles around the Regnos Shrine , alternating sides from time to time.


Name: Loathsome Offspring
Appearance: Slamming down one of his tentacles onto the path, the purple buboes burst and Leviathlings crawl out of them and onto the path
Effect: Spawns 1-8 Leviathlings that grant no gold upon death.

Name: Incomprehensible
Appearance: Holds out his wings to their widest extent, reaching to almost both sides of the screen, casting a long shadow onto an area of the path.
Effect: Barracks, reinforcements and Heroes within the shadow go insane for 5 seconds and cannot move or attack.

Name: Will of Regnos
Appearance: Gripping the trident as his eyes gleam red, Leviathan overwhelms the power of Regnos’ artefact and causes it too to go darkly red for a brief moment.
Effect: Rushing waters fall onto a wide area of the path, turning that path into a water route for 10 seconds, killing troops and preventing them from spawning until it is over and allowing Deep Devils to move as if they were in deep waters.




ENTRY TWO wrote:Level Form

Level Name: Citadel Showdown

Intro: General, our scouts have reported sights of highly armed forces that are currently marching towards the Citadel. It seems that Vez'nan's followers have gathered and organized an elite invasion on the capital. They flanked us, and so they are coming from the area near the frozen highlands, an area that even the most well-prepared soldiers don't dare to cross because it's home to the legendary Sagittarius.

To defend the capital, we asked the sorcerers to install a sunray tower near our walls. With their help, we must be able to hold back this elite invasion and safe our Capital once more!

Location: On the Westside of the Citadel, near the bridge.

Environment: A cold and barren terrain with few patches of grass here and there.There's a river that flows straight through the environment. There are no animals in the area and the place seems to have been deserted for a long time.

Level Description:
http://imgur.com/xq4b09D

The red dot is the commander. The orange dot on the other side of the bridge is a sun ray tower like in Stormcloud temple. The badly placed black dots indicate the exit flags. Three paladins like those from the citadel are stationed on blue lines. They respawn every 60 seconds. The river acts as a route for rocket riders.

Recurring Enemies: brigand, marauder, shadow archer, dark knight, worg, golem head, rocket rider, dark slayer, raider


Enemies (x3) and Mini-Boss

Name: Dark Mage
Appearance: A humanoid wrapped in a dark purple robe. They have a hood similar to that of Vez´nan which covers half of their face. As such, you can´t see their eyes. They hold a little rod as their weapon.

HP: 300
Damage: 5-15(melee), 15-25(ranged)
Armour rating: none
Magic resistance: high (80%)
Speed: slow
Lives Taken: 1
Skills: none

Additional Information:
- ranged attacks deal magic damage


Name: Cavalier
Appearance: A horse with black armour plating. They almost always carry either a dark knight or a dark mage.

HP: 550
Damage: 15-50
Armour rating: medium (25%)
Magic resistance: none
Speed: slow (when being ridden), fast (when on their own)
Lives Taken: 2 (when both the horse and the dark knight/mage get through the exit), 1 (when only the horse gets through the exit)
Skills:
- caries either a dark mage or dark knight.
- (special attack 10s) kicks with its hind legs which deals triple the normal damage and stuns for four seconds. Only available when on its own and only triggers on allies behind the horse.

Additional Information:
- The horse and it's mount are considered to be two separate enemies. All towers and ranged heroes focus on the mount (artillery deals damage to both the horse and the mount at the same time though), while barracks and melee heroes block and damage the horse first.
- A mounted dark mage can use its ranged attack while on the move.


Name: Sagittarius
Appearance: A highly agile centaur that lives near the frozen highlands on the other side of the chasm. It has long flowing hair... manes? It's main body has purple lightning bolt pattern on it that flash when it uses a ranged attack. The creature wields a golden bow that shoots three arrows at once.

HP: 2600
Damage: 30 flat true damage (melee), 3x 20-40 ranged damage (ranged)
Armour rating: none
Magic resistance: medium (25%)
Speed: fast
Lives Taken: 3
Skills:
- ranged attack (8s cooldown, cooldown resets upon killing any unit)
- channels for four seconds, after which purple-colored lightning strikes its bow. It then runs around to scout for the tower that landed the most kills in range and shoots a volley of lightning arrows at that tower, which damages and disables the tower for five seconds. After that you have to pay 100 gold to restore the building. You can then use the tower again, though selling the tower will permanently yield only halve as much gold. Each tower can only be inflicted with this skill once. (one-time use skill)
- Sometimes runs back along the path to damage your units with its ranged attack, to let other enemies shield it, or to channel its special attack. It almost never runs straight to the exit. A Sagittarius can even do this while in melee combat, but only after being in melee combat for at least 8 seconds.

Additional Information:
- Often leads a band of shadow archers
- Can use its ranged attack while on the move
- After it channels its lighting arrow attack, it can't attack normal enemies with its ranged attack. If you interrupt it during this time (with a stun, teleport, WotF or any unit that initiates melee combat) it has to channel again.
- Melee attack animation: points at a unit and a purple lightning bolt strikes that unit from above. slow attack speed.
- If you use the sunray tower at the commander, all Sagittarius become neutral and their stripes and electrical attacks turn from purple to yellow. A neutral Sagittarius attacks both enemies and allies at random.


Name: Death Knight
Appearance: A fully armoured knight on horseback. His plate armor is black with red outlines on every plate. His weapon is a purple tome which apparently can cast magical spells. The horse is plated too, but not fully. The horse has purple skin and sometimes shivers and glitches, as if it were some kind of surreal illusion.

HP: 1500/3000/6000/9000/11000
Damage: 45-75/65-130/95-200/110-300/150-420 (melee), half of that as single target magic damage (ranged)
Armour rating: medium (50%
Magic resistance: medium (50%)
Speed: slow
Lives Taken: 20
Skills:
- area damage
- can use ranged attacks on the go
- stops channels for four seconds, and instantly destroys a nearby tower with a death ray (50s)

Additional Information:
- often surrounded by a formation of cavaliers.
- melee attack animation: The horse stomps the ground with his hooves, which deals area damage.
- The horse and the knight are considered to be one single enemy.
- If you use the sunray tower at the death knight or the commander, the death knight halts for a brief moment and loses his armor and magic resistance for 10 seconds.
- If you kill the death knight, the armor collapses, revealing that the armor was just an empty shell controlled by Za'o

Battle Commander

Name: Commander Za'o
Appearance: A shadowy sorcerer with an inflated attitude. He wears kimono-like robe with purple outlines. His hair is silver and messy. He sits in a throne that can be carried by four people holding it at the edges, though those four people are not present when the level starts. Even though Za'o looks pretty torn and untidy, his troops always march in perfect formations.

Intro Quote: Vez'nan was but a failure, but I, commander Za'o, I am the real threat. Linirea will be mine!
Taunts:
- Prepare yourself
- Do you like my new Sagittarius pets?
- Za'o are you doing? HAHAHAHAA
- There's no light without darkness
- Darkness always wins

Additional Information: You can hit the commander with the sunray tower to disable him from using spells for five seconds. After being hit by the sunray tower, Za'o puts up a shield that protects him for 15 seconds.


Enemy Spells (x3)

Name: Healing Mark
Appearance: a faint red circle mark on the ground that flickers.

Effect: A healing Mark heals both enemies and allies for a large amount. There is a set value for how much a mark can heal which increases with wave count. If more units enjoy healing, the mark will burn through the maximum healing value quicker. Since there is a set amount of healing that a mark can provide, you can make the mark burn up quicker by placing your own units inside the mark to heal up.


Name: Magnetic pulse
Appearance: A mysterious device drops from the sky and installs itself on the ground.

Effect: Enemies with metal on them that walk past the device become affected by a magnetic field, which temporarily makes them flying enemies for 10 seconds. So these enemies include brigands, marauders, dark knights, dark slayers, golem heads and raiders.


Name: Death Ray
Appearance: literally the same as the death ray animation from the Arcane Tower.

Effect: Instantly kills one of the four sorcerers from the sunray tower.




ENTRY THREE wrote:Level Form:

HA'KRAJ RUNE MOUNTAIN

Intro:
We Have received News that the Troll race, who became our allies after the defeat of Vez'nan, their Enslaver, and Ulguk'Hai, Their war lord have become unsatisfied with our relations. They feel as if we hold them under our boot, the threat of our military,by forcing them out of some lands, or to behave in a certain way so they can keep peaceful relations with us. The thought of of One nation controlling another disturbs them, and it disturbs us as well, something we averted when Vez'nan conquest and subjugation of the world was stopped. We have tried negotiating with their population, but they have had enough, and perceive us to be their third oppressive dictator, Vez'nan being the first when he forced them to fight Lineria, and Ha'Kraj being the second when he was a warlord dictator. They have attacked small villages on the outskirts of Lineria in protest, and are planning to initiate a MAJOR attack on Lineria, with an army of greater than One Million at their Disposal. The best defense is Offense, and we must strike their capital city, where they have set up their endless army, and are about to perform a sacrificial ritual to gain the favor of their gods. We must act before they can attack our homeland. The trolls have nothing to lose, and are fighting on death ground. They will stop at nothing to accomplish their goals. Good luck,General.


Location:
The Winter mountains, Near the base of the North most, Tallest mountain
[+] SPOILER
Image


Environment:
A barren snowy wasteland, near the Troll's place of worship.

Level Description:
[+] SPOILER
Image

Image


Recurring Enemies:
Image


New enemies (x3) and Mini-Boss

Name: Troll Entrecnher
Appearance: ≥wave 18

HP: 675(easy)/825(medium)/1025(hard)
Damage: 10-15
Armour rating: None
Magic resistance: None
Speed: Normal
Lives Taken: 1
Skills:
Entrench:
This troll will dig trenches in random spots in the map. Enemies will run into the trench and stay there until the capacity, of 20
enemies, has been reached. They Then all go over the top to charge in one massive blob, and as they leave the trench, it
disappears. Upto 5 entrenchers can dig a single trench. One trench will take a total of 5 seconds to make, and the 5 seconds will be
dispersed evenly throughout the workers.
Recharge:10 seconds

Grave Dig:The entrenchers, equipped with massive shovels can also use shoveled snow as a weapon. They will Shovel snow onto
your towers, each of which takes 9 seconds to freeze. Up to 3 entrenchers can work on a single tower, with the 9 seconds being
divided equally between the workers.
Recharge:7 seconds Range:Short

Additional Information: Trained as the back line of the troll army to carve the paths in the Vez'nanic wars,these trolls are adept great waves of enemies, organizing the chaos of the battle field into the favor of the trolls. Their digging also makes them temporarily vunerable.....
------------------------------------------------
Name: Troll Flag Bearer
Appearance: ≥wave 18

HP: N/A
Damage: N/A
Armour rating: +1 tier
Magic resistance: +1 tier
Speed: +1 tier
Lives Taken: N/A
Skills: Armor boost, Magic Resistance Boost, Speed boost. Can be picked up by another troll, troll champion,forest troll or yeti after the current bearer is dead. It will completely disappear after 5 seconds of not being picked up. (Only those enemies can carry the flag since they have limbs, and are not carrying thing anything at all, or something that is not too heavy)

Additional Information: A symbol of their nation's pride, it gives its bearer a deeper motivation to fight, and is a pleasant romantic reminder to the trolls of their greatness in the past.
------------------------------------------------

Name: Troll Wall Pusher Team
Appearance: ≥wave 25

HP(per troll): 500(easy)/625(medium)/750(hard)
Wall HP:1000(easy)/1125(med)/1250(hard)
(See damage mechanic in Additional Info)
Damage: 28-47
Wall Damage:Instakills troops
Armour rating: None
Magic resistance: None
Speed(Respective to wall HP:Greatest------>Least): Med/med slow/slow/very slow/extremely slow
Lives Taken: 7
Skills:
Hero Push: Instead of running over and squashing your hero like it does with regular troops, The wall will only push your hero
back.
Wall Block: Any attacks that shoot at an angle that eventually runs into the width of the wall is blocked by it. You can only
damage the Carriers once they are attacked from behind.

Additional Information:These trolls are the temple sentinels. They push walls to seal the entrances to prevent intruders from breaching the temple's walls. Now they guard the temple against the Linerian army. A team of 10 trolls push a wall made of fastened stones in the middle with wood on the edges, held together with ropes and nails. The wall on the bottom edge has 5 wheels evenly dispersed with spikes to tread through the snowy ground. The troll team, and all enemies within a small distance behind the wall can only be killed by attacking them from behind, otherwise, all attacks will hit the wall. Stronger hitting bullets will do more damage to the wall than rapid weak attacks. It will take (damage received within 0.2 seconds)^2, meaning attacks with more punch than speed are more suited for this task. As troll pushers die, the speed at which they push the wall decreases. If the trolls pushing the wall die before the wall is broken, the wall will just fall flat on either face, and remain useless before disappearing into the ground.
-----------------------------------


Battle Commander

Name: Troll ritual Leader
Appearance: At the Alter, east of the map, where he sacrifices various organisms to gain the favor of the gods.

Intro Quote: Alas, the demons, the Linerians have arrived to blasphemy against our god!

Taunts:
"A dish Best served cold, is NOT ice cream"
"Ho Ho Ho, now I have a machine gun!"
"Santa isn't real!"
"AVALANCHE CAUSING YELL!"
"Nero! Im back with your snow cone!"
"Don't Eat Yellow Snow"
"Welcome to the HIMALAYAS!"
"Ice Ice Baby!"


Additional Information: This Is the Troll responsible for the revolution against the Linerians. He has Amassed his army here, at their temple, which also serves as their capital. He is about to perform various rituals, each with different powers. They believe that their god demands blood. He is not seen as a war lord by his troll fellows, like how they saw Ulguk'Hai, a dictator that seized power in the vacuum left by Vez'nan's death. He is not seen as an enslaver, like how they saw Vez'nan, who forced them to fight a war against the Linerians. Though the Linerians were on peaceful terms with the trolls after the demise of both dictators, They felt oppressed by the Linerians, and felt that their rights were being undermined as the Linerinas expanded their territory further into the Mountains, and as they suppressed their natural behavior, which they saw as barbaric and dangerous. This troll decided that enough was enough, and now is determined to drive Lineria to its knees.


Enemy Spells (x3)


Name: Spirit blessing
Appearance: Wave 15

Effect:Does a ritual which imbeds a spiritual seal onto all trolls, granting medium magic resistance to all enemies on the screen.
Recharge: 1 minute

Name: Blessing of Healing and Renewal
Appearance: Wave 12

Effect:Blesses all trolls with a spell, grants basic regeneration(5 hp per sec) to all entities on the screen,
Recharge: 1 minute

Name: Spirit of Resilience
Appearance: Wave 25

Effect:The ritual leader gives all trolls the spirit of Resilience, toughing out weak attacks. This grants a special regeneration where it regenerates a certain percentage of damage that it received instantly. The Higher hitting the shot, the less it regenerates. To be specific, it regenerates
ImageImage
This can only be given to enemies that naturally regenerate.



ENTRY FOUR wrote:Level Name: Abyssal Edge

Intro: The Dark God Leviathan may have been felled, but the Deep Devils are not done with their crusade against the mainlanders yet!
Their leader, Iuv'el'rox, is gathering an army from the deepest trenches, poised to attack Linirea! We must stop them at all costs!

Location: Southwest of Mompoey Island

Environment: Beach

Level Description:
https://goo.gl/photos/3w8RS3uXrbmxQzSeA
Linked because it doesn't quite fit on the page. Included is an image of the pathing.

Level Feature: Maelstrom: The Maelstrom in the center of the map determines where enemies from the northern and western entrances will go. It reverses spins every 5 waves. It will also spawn occasional (small) quantities of enemies.

Recurring Enemies: Greenfin, Redspine, Blacksurge, Deviltide, Bluegale, Bloodshell


Name: Purpleel
Appearance: The body shape of the Purpleel resembles the Bluegale, but the Purpleel has no arms. Also, it's purple.

HP: 550
Damage: Insta-kill (Charges up for 3 seconds, before consuming a Soldier instantly by unhinging its mouth. Deals 5-10 damage against heroes.)
Armour rating: None
Magic resistance: None
Speed: Fast
Lives Taken: 1
Skills:
-Devour: Part of the attack cycle. After attacking, the Purpleel's speed drops to Slow, but it gains HP at 30 HP/s, for 5 seconds. It cannot attack during this period.


Name: Yellure
Appearance: A yellow Deep Devil, with a large mouth, protruding teeth, and a lure extending from its back to in front of its head.

HP: 680
Damage: 15-25 (Chomps)
Armour rating: None
Magic resistance: None
Speed: Medium
Lives Taken: 2
Skills:
-Lure: All towers are forced to prioritize this enemy with regular attacks. Special abilities will follow normal targeting.


Name: Whisopod
Appearance: A white Deep Devil, patterned after an Isopod, with armor plating covering its back, and multiple legs.

HP: 1440
Damage: 40-55 (Slashes with overgrown claws)
Armour rating: 50%
Magic resistance: None
Speed: Medium
Lives Taken: 2
Skills:
-Defense Curl: Curls into a ball, changing its armor type to be resistant to the last hit. This process lasts 1 second, immobilizing the Whisopod. Cooldown: 8 seconds.


Name: Petribyss
Appearance: A very large Deep Devil, plated in brown scales. Overall reminiscent of, and based on, the Coelacanth.

HP: 2000 (Base)
Damage: 50-100
Armour rating: 20%
Magic resistance: 20%
Speed: Slow
Lives Taken: 20
Skills:
-Mucus: Will fire a glob of mucus at a nearby tower, slowing attack speed of the tower by 20% for 3 seconds. CD: 12 seconds


Battle Commander

Name: Iuv'el'rox, Lord of the Deeps
Appearance: In most respects, Iuv'el'rox looks like a larger Bluegale, with a new, improved staff, and orange markings on his sides.

Intro Quote: "Welcome to your watery grave!"

Taunts:
"The abyss calls!"
"I am the lord of these seas!"
"Water you doing?"
"It's cold down there. Very, very cold."
"My prawns will destroy you!"

Additional Information:
Iuv'el'rox will occasionally rise from the depths of the pool of water to the northeast, to cast spells and taunt you.


Enemy Spells (x3)

Name: Tidal Wave
Appearance: Iuv'el'rok waves his staff, glowing with a blue light; summoning a tidal wave in an area of water.

Effect: Any Deep Devils caught in the wave are pushed to shore. In addition, if the wave hits a tower, the tower will become disabled for 3 seconds.

Name: Black Smoker
Appearance: Iuv'el'rok slams his staff into the ground, glowing with a black light; creating a Black Smoker in the water, shown by bubbles coming up from the water.

Effect: The Black Smoker heals Deep Devils in its AoE for 2% of their max HP per second, capping at 16%. Lasts 5 seconds.

Name: Supercell
Appearance: Iuv'el'rok spins his staff, glowing with a white light; causing the Maelstrom to spawn random Thunderclouds.

Effect: The Thunderclouds are spawned randomly over nearby terrain, doing the same as a Bluegale's storms.



ENTRY FIVE wrote:
Level Name: Blacksoul Bog

Intro: General, there has been increased activity in the northern wastes. An army of monsters and vile creatures are emerging from the Rotten Swamps. A foul stench hangs in the air, and something loud and obnoxious awaits. We must intervene, before they reach civilisation!

Location: Top of the Rotten Forest, near Nightfang Swale

Environment: Rotten Forest/Haunted Wasteland

Level Description: There are eighteen Strategic points. The level has two exits: One in the bottom left corner and one bottom centre. There are four entrances: Two in the top left corner (one just below on the left side, one just across on the top) and two in the right corner, that are coming out of the Bog. The bog takes up most of the Right corner, but there are pools of it around the map, some large ones go across the path. There are trees mostly around the bottom of the map. The battle commander, Brek, sits just on the edge of the bog, in the near centre of the map. Brek has put up 'Keep Out' signs that are also dotted around the path.
[+] SPOILER
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Recurring Enemies: Husk*, Noxious Creeper* (+ Mutated Hatchling), Tainted Treant, Swamp Thing*, Rotshroom*, Giant Rat, Wererat, Werewolf, Lycan, Abomination*, Black Hag

(Enemies marked with a * will emerge from the bog paths (i.e. under the bog itself))

Enemies

Name: Greenteeth
Appearance: A skinny humanoid creature, with long arms that drag behind as it moves. The creature has pale grey skin, but long green hair. Its body is covered in weeds and slime from the bottom of the lake.

HP: 500
Damage: 30-60
Armour rating: None
Magic resistance: Low
Speed: Fast
Lives Taken: 1
Skills: Greenteeth can randomly emerge from bog water anywhere on the map

Additional Information: Poor Jenny. Spurned by her lover, she sunk into the bog in despair and came back out as a monster.


Name: Gorgon
Appearance: A snake's body with a human torso and head, with snakes instead of hair. Your typical medusa type creature, but with silver and purple colouring instead of the typical 'snake green'.

HP: 850
Damage: 70-90
Armour rating: Medium
Magic resistance: None
Speed: Medium
Lives Taken: 2
Skills: Gorgon will turn soldiers into statues if they meet to fight. This auto-kills them much like the Black Hag's frog spell. The attack will only weaken and stun a hero, not kill it.

Additional Information: Avert your eyes! The Gorgon petrifies all those who look upon her frightening visage!

Name: Gillman
Appearance: A creature that is part Swamp Thing, part Deep Devil. A man covered in grey scales, with beady black eyes, a fish-like head and sharp teeth. It lives predominantly in the water but comes on land to hunt for meat.

HP: 1800
Damage: 65-85
Armour rating: High
Magic resistance: None
Speed: Medium
Lives Taken: 2
Skills: If Gillman passes over a body of water, it can submerge itself and regenerate 50% of its HP. It is immobile during this, but also invulnerable. It can also randomly emerge from bog water anywhere on the map

Additional Information: A deadly beast of the bog. It hunts for fresh meat on land and drags it back underwater to feed.

Mini-Boss

Name: Bog Slog
Appearance: A little bigger than a swamp thing, the Bog Slog appears to have thin spindly wooden legs, but has a huge hump back made up of bog slime, vines, tree parts, bones and skulls. It's head is quite low down on the body and is more like a jack o'lantern.skull face within the dripping slime rather than a physical head. Two large arms and big fists are also formed out of the slime. When the Bog Slog is defeated all the bog water drops away to reveal a Gillman on wooden stilts.

HP: 2500 (base)
Damage: 50-100 (base)
Armour rating: None
Magic resistance: None
Speed: Slow
Lives Taken: 20
Skills: Bog Slog can come from either the dry or bog paths.

Additional Information: The wretched bog itself rises up to attack! Is there nothing in this rotten forest that isn't alive?



Battle Commander

Name: Brek
Appearance: A fat creature, a little like an ogre but with rounder features and a huge mouth with rotten teeth sticking out. He stands inside a fence in the centre of the level, which is his part of the bog. Inside the fence is part of a bog pond, a few bones and skulls, and a gnarled stick, poking out of the pond.

Intro Quote: "I live in a bog! I put up signs! What do I have to do to get a little privacy?"

Taunts:
"You may have heard of my brother, he married a princess. Blerugh!"
"It's true I am like an onion. I WILL make you cry!"
"Wubba Lubba Dub Dub!! *BURP* "
"I'm gonna bog you down until you can't get back up!"
"You're making me hungry! You wont like me when I'm hungry!"



Enemy Spells (x3)

Name: Bog Bomb
Appearance: Brek twists the stick that's half submerged in his house pond, catapulting a globe of bog water into the air.
Effect: A shadow appears above soldiers for a few seconds before splashing down. The Bog Bomb damages soldiers and also rests on the ground for a few seconds spawning 2-5 enemies (Greenteeth or Gillman).

Name: Flash Flush
Appearance: Brek pulls out the stick that's half submerged in his pond, and slams it back in. The sound of a toilet flushing occurs and bog covered area on the path starts to bubble.
Effect: The bog puddle bubbles and is suddenly flooded outwards. Any enemies caught up within the flooded puddle start to regenerate HP at a rapid rate. The flooded puddle only stays for a few seconds, before draining back to normal.

Name: Treant Torment
Appearance: Brek wiggles the stick that's half submerged in his house pond, causing a giant Tainted Treant hand to emerge around a tower
Effect: The Treant hand grabs hold of the tower and crushes it into nothing, destroying the tower. This occurs in later waves and not right from the start.


ENTRY SIX wrote:Level Name: Draconic Inferno

Intro: A dwarf messenger has contacted us, general, claiming that the great dragon Avyrneth Blazewing has risen again in dragon throne and taken command of the lesser dragons in the area as well as the remaining shadow forces previously released by the dwarves. Left leaderless after the defeat of Godieth, it seems that these beasts were quick to serve a new master. Unfortunately, the nearby dwarves, already wounded from the previous shadow creature attack, are in no shape to fight back. We must come to their aid!

Location: Dragon throne. Where else?

Environment: Similar to Dwaraman Gates or Tainted Pit, but with no lava, more dwarvish architecture and more gold coins, as well as gems, treasures chests and corpses strewn about. The stone is also much lighter in color, looking almost white at a glance with some of it burned and scratched, not to mention the lingering flames that still flicker on. At the top middle of the stage, upon a sort of pedestal (the top of which has been made more comfortable with a large, purple cushion), lays Avyrneth Blazewing. A large concentration of gold and others treasures is located at the base of this pedestal and to the dragons left (the players right) is a decorative and oversized dwarvish throne, in disrepair and laying on its side. The throne once stood atop the pedestal, but was torn off by Avyrneth upon her arrival many years ago. Still embedded in the throne is a pearl-like gem. The throne also blocks a pathway.

Level Description: One pathway starts to the right of Avirneth (the players left) and swerves to her left (the players right) about halfway through the length of the level, leading into the point that the enemies wish to get passed. From the bottom left corner of the level, another path emerges and connects with the previously mentioned path at the bend. Lastly, a third path will emerge later in the level after six waves have passed when the throne blocking it is shattered by the gem in it exploding, releasing its energy.
Recurring Enemies: Shadowspawn, Dark Spitters, Shadow Champions and Devourers.

Enemies and Mini-Boss:

Name: Wildfyre Dragons
Appearance: Similar to Faery dragons, but with orange scales, white horns and a row of white spines running down their back.
HP: 130
Damage: 32 - 55
Armour rating: None
Magic resistance: Low
Speed: Medium
Lives Taken: One
Skills: Wildfyre dragons set their opponents ablaze when they attack them with their fiery breath. They also fly and, when they die, will dive bomb the ground, bursting into flames. This deals 120 - 180 AoE damage to enemies caught in the blast, setting them on fire.

Name: Brass Hide Dragons
Appearance: Large dragons with no wings or horns as well as brassy scales. They are low to the ground and crawl in a manner similar to a iguana. They possess large mouths with great teeth, beard-like spikes, and crocodilian bumps on their back.
HP: 750
Damage: 40 - 48
Armour rating: High
Magic resistance: None
Speed: Slow
Lives Taken: Three
Skills: When at less than 120 HP, Brass Hides gain a 20% chance to devour enemies when they kill them, healing themselves and any nearby Brass Hides by 100 HP.

Name: Striker Dragons
Appearance: Striker dragons look rather like a typical dragon with their front wings also doubling as legs when they walk. They have two sets of horns; one set curving forward like a bulls horns do, while the others swoop back like Faustus' horns. They have deep blue skin speckled with white flecks and possess the tail and back plates like that of a stegosaurus. Their eyes are white and angry looking and they possess white beards similar to many Asian dragons. Their horns, spikes, claws, plates, and the membrane of their wings are all also white.
HP: 600
Damage: 80 - 98 (Ranged, electric breath attack), 68 - 72 (melee, bite attack)
Armour rating: None
Magic resistance: High
Speed: Slow
Lives Taken: 5
Skills: Striker dragons will stun all opponents for 2.5 seconds with their ranged lightning breath, unless the opponent has low or no armor. If they take more than 65 damage in two seconds, then they will take to the sky, bypassing barracks and bombard towers.

(Miniboss)
Name: Shadow Monolith
Appearance: A deep green, winged dragon with a harness attached to its torso. This harness is used to hold a large, black monolith with runes carved into it while the dragons drags it forward with its wings.
HP: 4800
Damage: 80 - 82 (In the form of fire spat out by the dragon.)
Armour rating: None
Magic resistance: High
Speed: Slow
Lives Taken: 20
Skills: Every eight seconds, the dragon will cease flying and slam the monolith into the ground where it kills any enemies that happen to be nearby. From their, it will spawn either one shadowspawn (80% chance) or one darkspitter (20% chance) every one second and transforms the corpses of opponents it killed into either shadowspawn (60% chance) or darkspitters (40% chance). It does this for either four to seven seconds, with a 25% chance for each.

Additional Information: None

Battle Commander

Name: Avyrneth Blazewing

Appearance: Same as how she does on the map screen, but more detailed and less "happy" looking...

Intro Quote:

Taunts: "Fus Ro Dah!", "I am fire! I am death!", "Well, THIEF?", "Dracarys!", "Why bother trying?", "You cannot escape the fire!", "I shall burn the heart out of you!".

Additional Information: None

Enemy Spells

Name: Dragons Fury
Appearance: Avyrneth roars angrily, flames flickering out of her maw, causing the very level to quake.
Effect: 3 - 5 stones fall to the ground from the ceiling, crushing soldiers, heroes and, potentially, even towers. The chance of towers being destroyed is heightened as the level continues (starting at a 20% chance, and increasing by 4% every wave, capping at 74%.)

Name: Heroes Burden
Appearance: Avyrneth quickly slashes her right hand from her left to her right, leaving a brief-lasting trail of orange energy behind. At the same time, the same effect happens upon your hero.
Effect: Insta-kills hero. Every fourth level three times, every third level three times and every second level forever after that.

Name: Shadowfire Breath
Appearance: Avyrneth releases a blast of fire across one of the paths.
Effect: Any soldiers, reinforcements or heroes caught in this blast are burned for 5 seconds and loose half of their max health. If any soldiers, reinforcements or heroes die because of this or within the five-second time frame, they become a shadowspawn (75% chance), or a darkspitter (25% chance).


ENTRY SEVEN wrote:Frostbitten Mount

"The Sorcerers of Stormcloud have suddenly reported Dark Army activity at Icewind Mountain! We had thought them all but eradicated after these many encounters, but it seems as though they have been biding their time until the optimal moment to strike at the heart of the kingdom ...

They are mobilizing to go to the Icewind Pass, and we must strike preemptively to stop this massive threat against our capital! For that purpose we are sending you, Champion of Linirea. Go to Icewind Mountain once again, and fight with courage against this terrible foe!"


This level is located on Icewind Mountain (that's what I'm calling the giant mountain right next to the Icewind Pass). The level icon would be just slightly northwest of Icewind Pass on the map.

The atmosphere of this level is a cold, bleak one. It's snowing constantly, and the ground is covered in ice and snow. There are several dark caves: some are used as enemy entrances while others are used as tunnels (like in the Coldstep Mines, the Underpass, etc.). Describing how the paths are would simply be too confusing, so I'll just leave it up to your imagination aided by a few basic layout descriptions: the paths weave through each on multiple occasions and have plenty of places that are good for making killzones where enemy groups from different paths intersect. The Battle Commander and the enemy entrances are on the northern part of the map coming downwards to the exits.

Enemies

Recurring Enemies: Winter Wolf, Gargoyle, Dark Knight, Shadow Archer, Dark Slayer, Rocket Rider

New Enemies: Blood Crusader, Woebringer, Blasphemous Cleric, Banehand (Miniboss)

The HP statistic is written with 3 different HP values. These 3 values are the base Casual Mode HP of the enemy, the base Normal Mode HP of the enemy, and the base Veteran Mode HP of the enemy respectively.

I'm using the additional information sections for giving a few tips on how to combat these fearsome foes.

Blood Crusader

There is always a high price for unlocking forbidden evil power. For Dark Knights, it is their souls; for Blood Crusaders, it is their blood. These terrifying knights must always be replenishing themselves with lifeblood not their own, or else they perish. In return for this unholy pact, they can bring devastation upon all who clash with them.

This enemy is a huge knight clad in spiked crimson armor. In one gauntleted hand, Blood Crusaders carry a golden goblet, bejeweled with sparkling rubies. This they fill with the blood of their foes. In the other fist, they wield a cruel looking spiked flail, with which they thrash combatants unfortunate enough to meet them in battle. Their blood-red helmet has a golden mouth-covering grate which opens when the Blood Crusader drinks blood.

HP: 2400/2700/3000
Damage: 20-30 (The Blood Crusader savagely slams his flail into the opponent. Attack speed is 1 attack per second)
Armor Rating: 90%
Magic Resistance: None
Speed: Average (powerfully marches down the path at the speed of a Dark Knight)
Lives Taken: 5
Skills:
  • Blood Pact: Loses 10 HP per second due to the bloodbound pact that each Blood Crusader has made with underworldly forces.
  • Tainted Ichor: Whenever a Blood Crusader defeats an opponent, he stoops and fills his goblet with blood from their corpse. His mouth grate then opens, and he greedily pours the contents of the evil cup down his throat, which heals him for triple the HP of the fallen warrior.
  • Traumatic Blows: Blood Crusader attacks have a 15% stun chance and a 35% critical hit chance. This stun lasts for 1 second. Critical hit damage is double their normal damage.

Additional Information: Holy Knights and tanky heroes are extremely effective against Blood Crusaders, since the Blood Crusaders will lose tons of HP from Blood Pact while they struggle to kill them. Make sure these high HP units don't die, though, or else the Blood Crusader will gain back mountains of HP from drinking their blood.

Woebringer

These banshee-like half-men are a horrible scourge upon their enemies. Their foul moaning and howling chill even the mightiest champions to the bone, and even worse, it curses those who hear it. Rogoth easily controls the minds of these weak-brained abominations that make their filthy dwellings in secluded mountain caves.

Woebringers are abnormally tall wendigo-esque creatures with unnaturally huge gaping mouths. Black filth dribbles from the lips of these wretched monsters. They are covered in matted fur and have long, dirty claws. They have glowing yellow eyes.

HP: 80/130/180
Damage: 8-14 (The creature wildly swings its claws at its opponent. Attack speed 1 attack every 0.25 seconds)
Armor Rating: None
Magic Resistance: None
Speed: Very Fast (runs uncontrollably down the path using both arms and legs)
Lives Taken: 1
Skills:
  • Grisly Omen: If a Woebringer detects a soldier (detection range is the same as the Average tower range rating) and this ability is charged, then it stops running and stands inhaling air into its massive maw for 2 seconds. After 2 seconds, it lets loose an earsplitting, bloodcurdling howl, which curses all player controlled units within range. This curse makes affected units bleed for 5 HP per second permanently, and it curses them to explode and curse other units nearby with this effect when they die. Cooldown: 5 seconds
  • Withering Shriek: The Woebringer stops and shrieks once quickly. This shriek puts a status effect on player controlled units which causes soldiers to have a lower maximum and minimum damage by 1 point every second. It also causes units to lose 3% armor every second if they have it. This shriek also affects towers, decreasing their maximum and minimum base damage by 1 every second. Furthermore: archers have a higher chance of missing by 10%, mages only ignore half of the armor of enemies, artillery towers reload twice as slowly, and barracks respawn twice as slowly. All of these effects last for 15 seconds. Cooldown: 12 seconds

Additional Information: Woebringers have extremely powerful abilities and they move very fast, allowing them to easily affect much of the map. However, they have low HP and deal low damage. This means that despite the fact that they will weaken your units, they will be likely unable to kill them before being blown up by artillery attacks. This makes placing barracks/reinforcements aided by artillery towers useful. Elementals from the Sorcerer are also highly effective, since they have extremely high HP and AoE damage.

Blasphemous Cleric

These corrupted priests use blasphemous, forbidden spells to transform into unholy nether wyrms! They stop at nothing to achieve greater power, not even heeding the irreversible effects of becoming half-demon, half-dragon abominations.

In their human form, these iniquitous priests are cadaverous men, their gaunt physiques clothed in long black robes. They have white hair and long beards. The ring-adorned fingers of their ancient, decrepit hands are constantly enclosed around an orb of dark magic.

In nether wyrm form, Blasphemous Clerics are huge black dragons with spaded tails, evilly grinning jaws, and devilish eyes that look basically like miniature Eyes of Sauron. They have massive claws, and their scaly arms hang down as they fly.

NW (Nether Wyrm) form stats are in brackets next to each corresponding human form stat.

HP: 300/350/400 [2500/3000/3500]
Damage: 30-40 [None; targets towers] (Human form: Shoots a ball of dark magic out of his orb every 2 seconds, dealing True AoE Damage | NW form: Spits out a huge ball of black and purple fire at a tower every 6 seconds, which prevents the tower from attacking and being upgraded; this fire stays until it is clicked on 3 times)
Armor Rating: None [90%]
Magic Resistance: 90% [None]
Speed: Slow [Average] (Human form: Slowly walks down the path | NW form: Flaps its wings mightily to advance)
Lives Taken: 2 [5]
Skills:
  • Chthonic Transmogrification: Upon death, the Blasphemous Cleric transforms into a hideous Nether Wyrm that breathes unholy fire!

Additional Information: Sorcerers are useful against the NW form, since they lower its armor enough that it can actually be killed by conventional flying enemy killers (i.e.: archers). Versus Blasphemous Clerics in human form, the obverse is recommended: Rangers can effectively kill these mages with their high DPS and physical damage, while mages will be inefficacious.

Banehand (Miniboss)

Banehands are elite destroyers; they are the ultimate foe of any would-be hero. The rune-inscribed fists of these hulking monsters of men are their primary weapons. Brawling with a Banehand will not only result in some serious pain, but also unremovable magical scourges!

Banehands are massive men covered in classic Dark Army armor all over their body except for their heads, hands, and feet. A Banehand is a small amount larger than a Twilight Brute. Their faces are covered in scars and they have red eyes. Their hands are clenched into fists which are covered in runes.

HP: 3000/3500/4000
Damage: 50-100 (Slams one giant magical fist down on his challengers; AoE damage; 2 second reload; alternates between fists)
Armor Rating: 75%
Magic Resistance: None
Speed: Very Slow (Tromps down the path menacingly)
Lives Taken: 20 (Technically 10 since you only get 10 in Endless Mode, but it always says 20 on Minibosses, so whatever)
Skills:
  • Accursed Fists: Every time an opponent is struck by a Banehand, they are afflicted with a random permanent effect taken from the following list:
-Burning: Take 6 Fire Damage per second
-Crippling: Lose 1 point of damage per second and become 1% slower every second (Damage minimum is 1-2)
-Silencing: Unable to use special abilities until death
-Cowardice: Unable to engage enemies unless nearby a group of 2 or more friendly units
-Shattering: Lose 1% armor per second (minimum is minus 40% of whatever armor was possessed originally; if a unit has less than 40% base armor, then it can go down to 0%)
-Blindness: 30% chance to miss attacks

Holy Knights upgraded with Shield of Valor are immune to Shattering, Silencing, and Cowardice.

Additional Information: Heroes are heavily discouraged regarding Banehands, since the effects of any one of the Banehand's curses could render them useless (eventually), which would be devastating. Holy Knights are obviously recommended, since their Shield of Valor upgrade makes them impervious to the effects of some of the strongest scourges.

Battle Commander: Rogoth the Unremitting

An impressive knight clad in glistening black armor and draped with an incarnadine cape sits on a giant winter wolf at the top of the wintry battlefield. The wolf paces back and forth constantly. The knight holds the quintessential horned helmet of the Dark Army in the crook of his left arm and has the typical serrated greatsword of the Slayer visibly sheathed, but his formidable stance indicates that he is no mere footsoldier. This is Rogoth the Unremitting, the disreputable overlord of the Dark Army.

Intro Quote:
"Salutations, Champion! Prepare to watch as your precious light perishes at the hands of my invincible army!"

Taunts:
"I like to play with things a while before annihilation."
"Hello, darkness, my old friend ..."
"Death is eternal."
"We shall pass!"
"Your death will be slow and painful."
"Need a doctor? Maybe some bloodletting is required ..."
"Kneel now, or kneel later. In the end, you will kneel."

Enemy Spells

Bloodbath

Appearance: Rogoth unsheathes his blade and raises it high. It glows red, enraging all Winter Wolves, Dark Knights, Shadow Archers, Dark Slayers, and Blood Crusaders. Enraged enemies have a red aura beneath them (like when Troll Chieftains enrage other trolls). He holds it up for 10 seconds, and then the effect ends.

Effect: Winter Wolves become twice as fast. Dark Knights become 50% faster and gain 10-20 damage. Shadow Archers shoot arrows three times as quickly. Dark Slayers deal 3 times their damage. Blood Crusaders deal two times their damage; Tainted Ichor heals for 6 times the amount of HP the slain unit had rather than 3 times the amount.

Chilling Howl

Appearance: Rogoth's wolf, Frostfang, howls and summons a white cone of swirling snow. It looks like an Archmage's Twister or Arivan's Elemental Storm, except white and snowy. It speeds down a random path at twice the pace that a Winter Wolf moves until it reaches the exit, where it dematerializes.

Effect: The snow cone (not the dessert :P ) freezes every player controlled unit it touches for 10 seconds. Winter Wolves that it touches go twice as fast for 10 seconds.

Dreadful Dart

Appearance: A Shadow Archer materializes near Rogoth. The archer strings a large arrow with an evil purple aura and shoots it at the hero. The arrow will miss if the hero is moved after it is fired. This spell is used frequently, so moving the hero every time could become difficult in a hectic Endless Mode.

Effect: When the hero is struck by the cursed arrow, it is frozen in place surrounded by a purple flame. The hero cannot be moved and cannot use attacks or abilities until the curse wears off after 30 seconds. The hero can still be attacked while stuck.



Legal Beagle
  • Please do not vote for yourself
  • Please only vote once
  • You have until Wednesday 23rd to submit your votes (six days)
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Re: VOTING: Endless Level

by nova_n » Fri Aug 18, 2017 6:56 pm

Removed.

Rules are rules. You had plenty of time to make sure your entry was correct, you can't post changes or additions after the contest has started.

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Re: VOTING: Endless Level

by Ruby_Hex » Fri Aug 18, 2017 8:11 pm

I voted for entry four: Abyssal Edge!
Great job to all of the people who submitted an entry!
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Re: VOTING: Endless Level

by Ninja » Fri Aug 18, 2017 8:21 pm

I'm going to mull over my vote and then cast it tomorrow. Currently, it's probably a toss-up between entries 1 and 5 for me.
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Re: VOTING: Endless Level

by LeonSA » Sat Aug 19, 2017 12:30 pm

voted for 3,but all these entries are interesting!
Just my luck.
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Re: VOTING: Endless Level

by PitNata » Sat Aug 19, 2017 7:03 pm

Sorry, didn't wrote this earlier, I voted for 3!

Good luck, everyone! :)
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Re: VOTING: Endless Level

by nova_n » Sat Aug 19, 2017 7:54 pm

I voted for 5! Nice job who ever made it!

I like the enemies, even the recurring ones

I like the boss.

I like the biome

And the taunts!

The description can use a little work though

Good job! :mrgreen:
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Re: VOTING: Endless Level

by Ninja » Sat Aug 19, 2017 8:08 pm

I cast my vote in Entry One's favor! This entry is great. It seems like it would be brutally difficult, but the enemies are all unique and Leviathan is finally cool! I'll hopefully be able to review each of the entries in detail after the contest ends.
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Re: VOTING: Endless Level

by nova_n » Sat Aug 19, 2017 8:48 pm

I will write a detailed review for each entry soon. I hope the rest of you do the same, to let the creators of these entries know why you like what they made, or to let not non winners know what to improve on :D

    My criteria:

      Intro:
        Vividness:
        Emotion:
        Logical story:

      Map:
        Difficulty:
        Logical Location:
        Path in contrast to environment(roots out similar endless modes)

      New Enemies:
        Balanced difficulty with map:
        Synergy:
        Theme Fitting:
        Non similarity:
        Special outstanding abillites:

      Recurring enemies:
        Balanced difficulty with map:
        Synergy:
        Theme Fitting:

      Miniboss:
        Theme Fitting:
        Balanced difficulty with map:
        Special outstanding abilites:


      Battle Commander:
        Theme Fitting:
        Witty quotes:
        Special power 1:
          Difficulty:
          Theme fitting:
          Outstanding effect:
        Special power 2:
          Difficulty:
          Theme fitting:
          Outstanding effect:
        Special power 3:
          Difficulty:
          Theme fitting:
          Outstanding effect:

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Re: VOTING: Endless Level

by The Kingmaker » Sat Aug 19, 2017 8:49 pm

Entry seven seems absolutely horrible to play so I'll vote for it for that reason. It's so well made I don't think I'd ever try my hand and that's sort of what endless levels do. It also showcases some really cool, if a little broken, ideas, and permanent rebuff against your lines would be absolute hell.
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Re: VOTING: Endless Level

by RaZoR LeAf » Wed Aug 23, 2017 8:19 pm

So, after dealing with a bunch of Spam bots this evening (I think I've moved or deleted around 30 threads. If you spot any others, let me know), I think it's time to announce winners.

In 3rd Place with 2 votes is nova_n and Ha'Kraj Rune Mountain

In 2nd Place with 3 votes is Ninja and Frostbitten Mount

And in 1st Place with 4 votes is The Kingmaker and Abyssal Depths


Great job everyone! You may now critique entries openly. Mine was Blacksoul Bog.

I'll post my own critiques soon, along with two ideas for you to agonise over for the next contest.
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Re: VOTING: Endless Level

by RaZoR LeAf » Thu Aug 31, 2017 8:11 pm

Well I was hoping there would be at least SOME feedback from other people so I didn't have to double post. I've given it a week, but nothing? Fine. I'll give my feedback, see if it doesn't encourage people to post the critiques they promised.



Abyssal Depths

This is the entry I voted for. First off, I loved the Deep Devil levels and the enemies, so I was happy to see an entry for them (two entries in fact, but we'll get to that later). The description for the Shrine of Regnos, with brightly coloured molluscs beside it made me smile, it's something I could clearly picture in my head.

I love both the Dredge and the Sauraft enemies. The Dredge for its creepy/weird appearance and the Sauraft for its unique ability. The mini boss also intrigues me, for it to be a functioning single enemy but in fact made up of lots of tiny creatures. Very clever. And I love the idea of Leviathan being the commander of battle, making up for its miserable defeat in the earlier levels. I especially like the idea of it dipping underwater and blowing bubbles (Phlbbbbbb!!)

Citadel Showdown

I'm always happy when someone chooses the least 'fantasy' choices, and in most cases this means the human aspect of the game. People love Goblins, Fishmen, Monsters, Trolls, Elves, etc. so the human enemies always get left out when there is so much scope for them. That said, I'm not sure the Sunray tower was a fitting addition, it felt a little like it was added for the sake of it.

The Dark Mage was ok, if not a little plain. It's a Sand Wraith, but without its ability to summon Fallen and with considerably weaker attacks and HP. The only thing it has going is the Magic resistance. I can't imagine them getting very far. I like the Cavalier, the way the steed continues on once separated from the rider. The Sagittarius is cool, but honestly the arrow attack thing seems very complicated and overly detailed for a single, regular, enemy.

Ha'kraj Rune Mountain

First off the bat, the level description is more like a short story. That amount of text would never fit in the box on the game screen, it would either be tiny or you'd need to scroll. It's put too much history and story into what should just be a simple endless level. How can you go from fighting the trolls one minute, so having suddenly been at peace for ages and now back to war?

I like the concept of the Flag Bearer, but I'm a bit confused as to how it comes into battle. Is it a flag that is only carried in my other enemies, or does a new enemy carry it, but it can be later picked up by other enemies. If its the later, then you not only forgot to add your mini-boss to the entry, but you only actually made two enemies instead of three. Also, I'm not sure if you noticed this, but out of every single recurring enemy and your new ones only two (Troll Breaker and SoSarelgaz) have physical armor. So it really makes Magic towers unnecessary. Having an ability that then grants magic resistance would be also pointless.

You wanted to resubmit an old design you made, but ended up leaving out things that those who wrote a brand new entry from scratch were able to include.

Abyssal Edge

It's always an interesting comparison when there are two entries on the same theme. What doesn't happen often is them having a similar name. This Abyssal face off between the Depths and the Edge could be a contest in is own right (an Abyssal Contest no less). Lets just say, I really like the Maelstrom concept, it would add a twist to the level that I imagine would be confusing at first but make the level so much more exciting as it went on. It would make a great addition to a regular level, or for an Iron/Heroic where it changes to random paths.

I like the Whisopod design, and its adaptive armour. Very Porygon. But I feel the Purpeel, Yellure and Petribyss are just a little plain and unexciting.


Blacksoul Bog

Since I can't give feedback on my own entry, I will just leave this here

[+] SPOILER
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Draconic Inferno

Now I know why you wanted to add more enemies. And a tower. And a hero. Because otherwise you didn't have enough content to make up the level. A tip in future, if you can't get enough content, change your choice of subject.

I do like the Brass Hide dragons and the Striker Dragons, but honestly after all the effort BagBidBog put into making a Dragon Throne campaign these entries are just a little lacklustre.


Frostbitten Mount

OK, your enemies are all pieces of s#!t and I hate them and I hate this stupid Endless level and I'm not playing this stupid game anymore. Ahem. I love the Blood crusader, I love the design of it, casually swinging a goblet of Merlot around and chugging it down in battle. it's VERY Ironhide (the design, not the murder). Banehands have a lot going for them with that one ability, I personally think its a bit overpowered for an Endless level.

Love the Chilling Wind and Dreadful Dart spells though.
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Re: VOTING: Endless Level

by Ruby_Hex » Tue Sep 05, 2017 10:38 pm

Mine was Draconic Inferno, for those who were wondering.

Abyssal depths - Very cool. In fact, looking back, it's better than how I remember. I like anything that expands upon the deep devils, really, and this seems to do so well. My two main complaints are that the level is rather complex and perhaps overcrowded (in my opinion), and the second concerns the nthnlei, which, while still very interesting, seems just a tad too complex in design, while also being somewhat similar to the leviathlings (which I also like) and Leviathan himself, as all three have tentacles as a main element. Nonetheless, they're still rather neat. I'm also not a huge fan of their name, it's just too strange for me. If they were included in the game, their names would be especially confusing as one wouldn't have the pronunciation available. Overall, though, very cool. Lastly, I like how you used Leviathan (his abilities are very interesting [Wow, okay, I'm using a lot of parenthesis', aren't I]) but, yet again, I feel like the design is just a touch to complex and a touch to bizarre. As for balancing, I don't really have anything to say.

Citadel showdown - To be honest I don't have a ton to say about this entry. I like Za'o and none of the enemies really bother me. Over all, well done, but this level just isn't personally for me.

Ha'Kraj Rune Mountain - I agree with RaZoR LeAf, the level description is just too long. I also feel like the entrencher and wall pusher are somewhat lackluster, though I can't put my finger on why... I think it's just that I don't love their abilities. Lastly, I feel like their are already enough troll enemies as they been a major element of the main campaign and had a mini-campaign. I like the Troll Ritual Leaders quotes, though!

Abyssal Edge - This is the entry that I voted for. I like the design and name of Luv'el'rox, and his quotes are pretty neat, too. I like the maelstrom as well, and the Yellure and Purpleel enemies are fine. I like the Whisopod a bit more than the other two that I mentioned, but my favourite is the Petrybss. I like that it can slow the attack speed of towers. Lastly, Luv'elrox's abilities seem good. I have no complaints for this entry, so good job!

Blacksoul Bog - Tied with entry one, this is the one that I would have voted for had Abyssal Edge not existed. I love the name and Breks taunts, but being similar to Shrek just seems... Odd. Also, Brek is kinda' similar to Bram in that they are both big, purple ogre-y things with aggressive-sounding names that star with "Br", followed by a vowel. His last ability is my favourite out of the three. I also like all of the enemies and wow! The art that you recently shared of the level is great! The Bog Slog is neat, though I didn't like how it turns out to just be a Gillman beneath all the muck. Kinda' underwhelming, but I suppose it was meant to be. I also have to say that the Greenteeths description was oddly comical and didn't seem like something that would show up in an iron hide game to me. At least, not quite like that. Finally, I like the Gorgon but I thought it to be kinda' out of place in a swamp setting and the Gillman was fine.

Draconic Inferno - Ack! How did I forget to add Avyrneth's opening quote?! Argh...

Frostbitten mountain - I never love the dark forces or the snowy area that much, but aside from that, I like this entry. Rogoth the Unremitting has a badass name and is a simple, fun leader character. All the enemies are fine, but I like the miniboss and the Blood Crusader most. Again, I can't really help with balancing, though.
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