FINALLY, a contest!

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FINALLY, a contest!

by Cheesecake » Sun Feb 09, 2014 7:56 pm

Okay, here's the contest. Vote for one entry. This will take a while to read. You'll probably want to remember the number of your favourite entry while reading, because it would be a pain to find it afterwards if you forget the number. You can change your vote at any time, poll runs until the 15th. Fun fact: The first entry takes up almost half of this post :P

Campaign 1 wrote:This campaign takes place north of the Rotten Forest
Each of these levels is 20 waves long (except for the last)
Level 1

Old Enemies that appear in this level

Giant Spider
Spider Matriarch
Worg
Gargoyle
Winter Wolf
Troll
Troll Champion
Troll Chieftain
Yeti
Skeleton
Skeleton Knight
Necromancer
Troll Pathfinder
Troll Breaker

New enemies that appear in this level

Ox Rider
Description: A Troll Champion riding on a Musk Ox http://en.wikipedia.org/wiki/Muskox that is the size of a Yeti
HP: 600
Damage: 30-50
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 6
Bounty: 45
Abilities: Dismount Troll Champion, Throws armour piercing axes

Ice Elemental
Description: A light blue and white Elemental
HP: 2200
Damage: 50-150
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 5
Bounty: 130
Abilities: Can freeze towers (like J.T), Area attack, Can not be poisoned

River Troll
Description: A green-blue troll with webbed hands and feet
HP: 450
Damage: 25-45
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 1
Bounty: 40
Abilities: They emerge from water (like Husks), Regeneration

Skeleton Healer
Description: A Skeleton wearing a headdress and holding a staff
HP: 160
Damage: 5-10
Armor: None
Magic Armor: High
Speed: Slow
Life Cost: 1
Bounty: 6
Abilities: Can Heal Allies, Can not be poisoned, Emerges from the graveyard whenever a magic using enemy is defeated

High Necromancer
Description: A Necromancer with a more detailed cloak that is brown and deer’s antlers on his head
HP: 1200
Damage: 30-50
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 4
Bounty: 70
Abilities: Summons Skeleton Knights and Skeleton Healers, Ranged attack (fires green magic from one of its hands)

Giant Owl
Description: A big Owl http://en.wikipedia.org/wiki/Great_Grey_Owl
HP: 400
Damage: 1-2
Armor: None
Magic Armor: Medium
Speed: Medium
Life Cost: 1
Bounty: 30
Abilities: Flying, Moon Effect: Extra Speed

Wendigo
Description: A Sasquatch that is bigger, has black-brown fur, has the antlers of a Moose http://en.wikipedia.org/wiki/Moose and visible fangs
HP: 5000
Damage: 50-150
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 6
Bounty: 400
Abilities: Area attack, Cannibalizes Victims

Ulguk-Hai Lieutenant
Description: A large Troll wearing a white mask (that is larger than the Troll Chieftain’s) wielding a club and is riding on a Moose http://en.wikipedia.org/wiki/Moose
HP: 3500
Damage: 70-140
Armor: High
Magic Armor: None
Speed: Slow
Life Cost: 12
Bounty: 180
Abilities: Dismount Ulguk-Hai Lieutenant (Demounted), Can Enrage Allies, Area attack

Ulguk-Hai Lieutenant (Demounted)
Description: A large Troll wearing a white mask (that is larger than the Troll Chieftain’s) and wielding a club
HP: 3500
Damage: 70-140
Armor: High
Magic Armor: None
Speed: Slow
Life Cost: 6
Bounty: 200
Abilities: Regeneration, Can Enrage Allies, Area attack

Cryomancer
Description: A man wearing a dark blue parka with white fur around the size of a Dark Slayer with glowing light blue eyes
HP: 1400
Damage: 60-80
Armor: None
Magic Armor: Medium
Speed: Slow
Life Cost: 4
Bounty: 80
Abilities: Ranged Magic Attack (fires blue magic from one of its hands) Can freeze Towers by firing blue magic from one of its hands

Giant Penguin
Description: An Ogre sized Rockhopper Penguin http://en.wikipedia.org/wiki/Rockhopper_penguin
HP: 800
Damage: 30-50
Armor: None
Magic Armor: None
Speed: Slow (Medium on ice)
Life Cost: 3
Bounty: 60
Abilities: Unblockable on ice

Necrobot
Description: Necron 99/Peace from the film Wizards
http://en.wikipedia.org/wiki/Wizards_(film) (you can see him in action here http://www.youtube.com/watch?v=Fm1dsnTuBkM ) wielding a shotgun, with the colouration of The Juggernaut and glowing red eyes
HP: 1600
Damage: 50-90
Armor: Great
Magic Armor: Medium
Speed: Slow
Life Cost: 4
Bounty: 90
Abilities: Ranged Attack (fires its shotgun) Can not be poisoned

Berserker
Description: A Brigand sized man wearing a Bear skin, wielding a sword and he’s swinging it franticly
HP: 300
Damage: 10-30
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 1
Bounty: 25
Abilities: Unblockable

Rampager
Description: A Marauder sized man wearing a Bear skin, wielding a sword and he’s swinging it franticly
HP: 900
Damage: 50-70
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 3
Bounty: 60
Abilities: Unblockable

Bloodluster
Description: A man smaller than a Rampager but bigger than a Berserker wearing a Black Bear skin, wielding an axe with blood red mystical looking markings on it and he’s swinging it franticly
HP: 700
Damage: 80-100
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 3
Bounty: 50
Abilities: Unblockable, Vampiric Attack

Summoner
Description: A man with a grey beard, wearing a Reindeer http://en.wikipedia.org/wiki/Reindeer skin, wielding a staff and he’s swinging it franticly
HP: 800
Damage: 10-20
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 3
Bounty: 100
Abilities: Summons Berserkers, Rampagers, Bloodlusters and Frenziers, Unblockable

Ravager
Description: A man bigger than a Rampager wearing a Polar Bear skin, wielding a sword and he’s swinging it franticly
HP: 1300
Damage: 100-150
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 3
Bounty: 100
Abilities: Unblockable

Invigorater
Description: A man wearing a Deer skin, wielding a staff and he’s swinging it franticly
HP: 500
Damage: 10-20
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 1
Bounty: 40
Abilities: Unblockable, Aura (Healing and Attack Power)

Ransacker
Description: A Pillager sized man wearing a Mammoth skin, wielding a giant shield with one arm and a sword in the other hand
HP: 3000
Damage: 100-200
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 5
Bounty: 200
Abilities: Can only be dealt damage when attacking warriors (like Ulguk-Hai) Unblockable, Area attack

Condor
Description: A Yeti sized Condor http://en.wikipedia.org/wiki/Andean_Condor
HP: 3000
Damage: 1-2
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 5
Bounty: 200
Abilities: Flying

Troll Earthshaker
Description: A Troll wearing spiked red Gauntlets http://en.wikipedia.org/wiki/Gauntlet_(glove)
HP: 420
Damage: 40-80
Armor: Low
Magic Armor: None
Speed: Medium
Life Cost: 1
Bounty: 30
Abilities: Can deal damage to all warriors on screen by smashing the ground with his fists (like Xyzzy)

Frenzier
Description: A man smaller than a Berserker wearing a wolf skin with the coloration of a Werewolf, wielding a sword and he’s swinging it franticly
HP: 200
Damage: 20-40
Armor: None
Magic Armor: None
Speed: Fast
Life Cost: 1
Bounty: 20
Abilities: Unblockable

This level is a simple mountain environment (with a few Rotten Forest Trees)

Level 1

Old Enemies that appear in this level

Giant Spider
Spider Matriarch
Gargoyle
Troll
Troll Champion
Skeleton
Skeleton Knight
Necromancer
Husk
Noxious Creeper
Tainted Treant
Swamp Thing
Rotshroom
Skeleton Healer
High Necromancer
Giant Owl
Necrobot
Berserker
Rampager
Bloodluster

New enemies that appear in this level

Greenmuck Sapling
Description: A Tainted Treant that is bigger and has a small pool of slime on top of its head
HP: 1500
Damage: 50-70
Armor: Great
Magic Armor: None
Speed: Slow
Life Cost: 4
Bounty: 80
Abilities: Area Ranged attack (spews slime from its head) Can not be poisoned

Slime Thing
Description: A large green slime creature with four red eyes (two on each side)
HP: 4000
Damage: 40-80
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 8
Bounty: 200
Abilities: Area attack, Splits into two Slime Creatures when defeated, Can not be poisoned

Slime Creature
Description: A large green slime creature that is smaller than a Slime Thing with two red eyes
HP: 2000
Damage: 20-40
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 4
Bounty: 100
Abilities: Splits into two Slime Beasts when defeated, Can not be poisoned, Area attack

Slime Beast
Description: A large green slime creature that is smaller than a Slime Creature with one red eye
HP: 1000
Damage: 10-20
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 2
Bounty: 50
Abilities: Can not be poisoned, Area attack

Swamp Druid
Description: A green haired caricature of Alan Moore http://en.wikipedia.org/wiki/Alan_Moore wearing a green robe and wielding a staff with a green orb on top of it
HP: 1500
Damage: 60-80
Armor: None
Magic Armor: Medium
Speed: Slow
Life Cost: 5
Bounty: 90
Abilities: Ranged Magic Attack (fires green magic from the green orb on top of its staff) Summons Swamp Things

Swamp Troll
Description: An Ogre sized green-blue troll (but a different shade of green-blue than the River Troll) with a big smile on its face, downward facing tusks (like a Walrus http://en.wikipedia.org/wiki/Walrus) and long flowing red hair
HP: 700
Damage: 40-60
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 4
Bounty: 60
Abilities: Regeneration (but a faster regeneration rate than the Forest Troll and the Troll Breaker) All Towers/Warriors will focus their attacks on it

Myconid Sporeboom
Description: A Yeti sized Myconid
HP: 2250
Damage: 20-80
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 5
Bounty: 145
Abilities: Summons Rotshrooms by firing spores, Ranged Poisonous Attack (fires spores) Poisonous Spores

Sporemoth
Description: A Venomoth http://bulbapedia.bulbagarden.net/wiki/ ... k%C3%A9mon) with the coloration of the cap of a Rotshroom and has blank pupiless purple eyes
HP: 1200
Damage: 1-2
Armor: None
Magic Armor: None
Speed: Fast
Life Cost: 5
Bounty: 100
Abilities: Flying, Sprinkles Poisonous Spores from above, Summons Rotshrooms by Sprinkling Spores from above

Shroomsect
Description: This http://ironwolf09.deviantart.com/art/Me ... -410676561 with the coloration of a Rotshroom and has blank pupiless purple eyes
HP: 2500
Damage: 30-90
Armor: None
Magic Armor: None
Speed: Medium
Life Cost: 5
Bounty: 80
Abilities: Poisonous Spores, When defeated, 5 to 15 Rotshrooms emerge from where it was defeated

This level is the Rotten Forest only much much colder

Level 3

Worg
Winter Wolf
Troll
Troll Champion
Troll Chieftain
Yeti
Skeleton
Skeleton Knight
Necromancer
Troll Pathfinder
Troll Breaker
Ox Rider
Skeleton Healer
High Necromancer
Giant Owl
Wendigo
Ulguk-Hai Lieutenant
Cryomancer
Necrobot
Berserker
Rampager
Bloodluster
Summoner
Ravager
Invigorater
Ransacker
Condor
Troll Earthshaker
Frenzier

New enemies that appear in this level

Skeleton Legend
Description: A skeleton wearing a helmet with two horns on it (like the Dark Slayer’s helmet) and wielding an axe and sheild
HP: 1200
Damage: 30-60
Armor: Medium
Magic Armor: None
Speed: Slow
Life Cost: 2
Bounty: 30
Abilities: Can not be poisoned, Emerges from the graveyard whenever a humanoid enemy with over 1200 HP is defeated

Arctic Savage
Description: A man wearing something similar to this http://en.wikipedia.org/wiki/File:%D0%9 ... %D1%8C.jpg and a mask similar to this http://en.wikipedia.org/wiki/File:Alaska_yupik_mask.jpg wielding a harpoon
HP: 370
Damage: 15-35
Armor: Medium
Magic Armor: None
Speed: Medium
Life Cost: 1
Bounty: 40
Abilities: Range Attack (throws harpoon)

Polar Shaman
Description: A man wearing something similar to this http://en.wikipedia.org/wiki/File:%D0%9 ... %D1%8C.jpg and a mask similar to this http://news.nationalgeographic.com/news ... o_Mask.jpg or this http://si.wsj.net/public/resources/imag ... 180018.jpg wielding a staff
HP: 730
Damage: 15-25
Armor: High
Magic Armor: High
Speed: Slow
Life Cost: 3
Bounty: 60
Abilities: Can transform towers into igloos (which spawn Arctic Savages until you click on it repeatedly to destroy it)

Abominable Snowspider
Description: A Giant white furry Spider
HP: 2000
Damage: 50-100
Armor: None
Magic Armor: Great
Speed: Slow
Life Cost: 5
Bounty: 150
Abilities: Spawns Snowspiderlings, Can not be poisoned, Poisonous Attack

Snowspiderling
Description: An Abominable Snowspider the size of a Giant Spider
HP: 260
Damage: 20-30
Armor: None
Magic Armor: Medium
Speed: Medium
Life Cost: 1
Bounty: 0
Abilities: Can not be poisoned, Poisonous Attack

Abyssal
Description: This guy http://privateerpress.com/hordes/galler ... s/ravagore only with one pair of arms, no armour and is pure black in coloration with light blue bioluminescent dots (like this guy http://fc00.deviantart.net/fs22/f/2007/ ... ancerx.jpg only the dots continue right across its body or like this guy http://wiki.mydigiview.com/index.php?ti ... napper.jpg )
HP: 400
Damage: 15-25
Armor: None
Magic Armor: Low
Speed: Medium
Life Cost: 1
Bounty: 25
Abilities:

Abyssal Ripper
Description: A larger Abyssal with blood red bioluminescent markings and sickles for arms (like this guy http://privateerpress.com/hordes/galler ... s/scythean )
HP: 720
Damage: 30-70
Armor: None
Magic Armor: Medium
Speed: Slow
Life Cost: 2
Bounty: 60
Abilities: Can Instakill

Abyssal Spitter
Description: A larger Abyssal with green bioluminescent markings on its face
HP: 650
Damage: 25-45
Armor: None
Magic Armor: Medium
Speed: Slow
Life Cost: 2
Bounty: 55
Abilities: Ranged Magic Poisonous Attack (spits green fireballs)

Europian
Description: This http://fc02.deviantart.net/fs70/f/2013/ ... 5x12fk.jpg without claws on its front tentacles and with the coloration, eye stalks and beak shape of this http://wiki.mydigiview.com/images/b/b4/ ... thopin.jpg
HP: 1500
Damage: 40-80
Armor: None
Magic Armor: High
Speed: Slow
Life Cost: 1
Bounty: 100
Abilities:

Europian Commander
Description: A Europian wielding a Cutlass in one tentacle, a Raygun similar to this http://www.wetanz.com/the-righteous-bis ... e-smasher/ in another and wearing a large white Pith Helmet http://en.wikipedia.org/wiki/Pith_helmet
HP: 3000
Damage: 50-110
Armor: Medium
Magic Armor: Great
Speed: Slow
Life Cost: 5
Bounty: 200
Abilities: Ranged Attack (fires its Raygun) Can enrage Europians

After 5 waves, an alien looking lander http://en.wikipedia.org/wiki/Lander_(spacecraft) appears and Europians emerge from it. Their is also a crack in the earth where Abyssal enemies emerge from (plus a graveyard)

Level 4

Their are no waves in this level, the enemies just keep on coming until you defeat Whiteworg (any enemy that appeared in this campaign has a chance to appear here)

Whiteworg does not leave his tower, but their are four strategic points near him. you must build towers on these points to do damage to him. After doing 1000 damage to him, he'll destroy the towers on those points.

Every so often Whiteworg will summon 20 to 40 Whiteworg Legion in randomized places

Whiteworg
Description: A Necromancer wearing a sleeveless white-grey cloak and has visible skeletal arms and red eyes
HP: 10000
Damage: 400-600
Armor: None
Magic Armor: None
Speed: Slow
Life Cost: 20
Bounty: 0
Abilities: Boss, Area Ranged attack (fires red magic from one of his hands) Can destroy Towers by firing red magic from one of his hands

Whiteworg Legion
Description: A Skeleton wearing the skin of a Winter Wolf and wielding a Dark Slayer’s sword
HP: 1200
Damage: 24-76
Armor: None
Magic Armor: Great
Speed: Slow
Life Cost: 3
Bounty: 80
Abilities:


Campaign 2 wrote:This campaign is expansion of underground campaign. This campaign consists of 5 levels.

Scenery and level specific towers
Scenery includes underground passages(similar to the ones in The Underpass) and rockfalls which randomly appear and instantly kill all units in a small area.

Level specific towers are Dwarf Halls and Dwarven Bastions.

Enemies
Saurian broad guards, saurian night scales, saurian myrmidons, saurian brutes, saurian blaze fangs, saurian darters, saurian savants and saurian death coils appear in this campaign

New enemies:

Saurian Cyborg
Health: 500
Damage: 16-44
Armour: High
Resistance: None
Speed: fast
Lives:2
Abilities: Explodes on death, dealing 150 damage to soldiers.
Appearance: a robotized lizard man

Saurian Mindkiller
Health: 350
Damage: 8-22
Armour: None
Resistance: None
Speed: medium
Lives: 1
Abilities: Hypnotizes soldiers (turns them into enemies)
Appearance: a lizard man that wields a staff with black-white ball on it

Saurian Scientist
Health: 1200
Damage: 54-96
Armour: None
Resistance: High
Speed: slow
Lives: 2
Abilities: summons saurian myrmidons, saurian blaze fangs, saurian cyborgs and saurian death coils.
Appearance: a saurian savant that is bigger and wields two staff

Saurian Reanimator
Health: 200
Damage: 22-38
Armour: Low
Resistance: none
Speed: medium
Lives: 1
Abilities: Area attack (electrifies ground), brings saurians back to life.
Appearance: a lizard man that wields a defibrillator

Saurian Wizard
Health: 600
Damage: 22-68
Armour: none
Resistance: Low
Speed: slow
Lives: 2
Abilities: ranged magic attack, curses towers (decreases damage for a while; units and battle mechas are unaffected)
Appearance: a lizard man that wields a staff similar to the one Magnus has.

Boss:
Staricator
Health: 7000
Damage: 90-150
Armour: none
Resistance: none
Speed: Medium
Lives: 20
Abilities: unlimited range attack (fires laser; deals double normal damage, reloads every 11 seconds and has small instant kill chance), disable towers (can be removed in 10 seconds, otherwise it will become unremovable and only end when Staricator is killed)
Appearance: a giant lizard man that wields a laser and a staff.


Campaign 3 wrote:Level 01 - Otil

http://oi39.tinypic.com/2itfmtk.jpg

General, we have reports from our village Otil. Their village elder is saying that the village was besieged by nearby Sea Raiders. You must lead our armies of Linirea to another battle! However, one of the village soldiers, named Spartacus and his „army“ will also be under your control. Now rush General, for our Kingdom!

Info
12 waves
13 strategy points
1 secondary Hero
1 Otil Barrack

New enemies

Sea Raider
Very slow, but strong raiders from the North sea who will do anything for a bag of gold and a cup of good ale.
Description: A brigand sized enemy with a steel armor, small axe and a shield, and a viking helmet on his head.
HP: 300/360/420
Damage: 15-28
Armor rating: Low
Magic resistance: Medium
Speed: Slow
Lives taken: 1
Abilities: Blocks every second attack of your soldier with his shield.

Nord Berserker
Raiders with a lot of experience who were, by some stories, born with an axe.
Description: A brigand sized enemy with a steel armor and a very large two handed axe. He also has a viking helmet on his head.
HP: 1500/2000/2500
Damage: 50-100
Armor rating: Low
Magic resistance: Medium
Speed: Slow
Lives taken: 3
Special: Can throw his axe a moment before he dies.

Special units

Spartacus
A well known soldeir from Otil who brings his best men to aid and help you.
Description: Bald man with a large two handed sword.
HP: 650
Melee damage: 45-75
Armor: Low
Respawn: 14 sec.

Abilities
Barbaric wrath: Spartacus rushes at his enemies dealing 35 damage to each.

Quotes
„For free Linirea!“
„Long live King Denas!“
„Long live General!“

Otil Barrack
Otil Barracks is a tower built by Otil's village elder with a goal to aid you in your mission. It trains Otil soldiers.
Otil soldiers stats:
HP: 220
Damage: 12-14
Respawn: 10 sec.

Quotes
"At your command!"

Level 02 – Snowy Bridge

http://i39.tinypic.com/2mchx0p.jpg

We saved the village Otil, and now we must follow our enemy's track. In order to complete our task we'll have to pass the Snowy Bridge but, there is a problem. Another party of Sea Raiders are coming from the north and we'll have to defeat them in order to pass. Good luck General!

Info
Info
12 waves
14 strategy points

New enemies

Nord Archer
So fast and agile raiders that you won't even realize when they overwhelm you.
Description: Tall and slim raiders in steel armor with a bow and arrow.
HP: 150/180/200
Damage: 20-30
Armor rating: High
Magic resistance: None
Speed: Medium
Lives taken: 1
Special: Ranged attack

Level 03 - Pine River

http://i44.tinypic.com/2extstl.jpg

We have won a battle, but not the war! Our enemies are retrating to their hideout, and we must follow. We don't know where their hideout is, but we know we have to pass the Pine River which is really good place to make ambush. So open your eyes General, and bring those raiders with chains around legs!

Info

15 waves
13 strategy points
Pine river

There are two types of scenery. First one is a snowy field and the other is a river. When longships appear on the river they have to reach their landing point. After they land the ship will continue floating down the river while enemies in longships will be in snowy field. Enemies in longships can not be damaged.

New enemies

Smuggler

Very smart raiders who drive longships full of Nord Berserkers.
Description: Small men with a leather armor and a dagger.
HP: 150/200/250
Armor rating: Low
Magic resistance: Low
Lives taken: 1
Special: can drive longships

Longship
A very long ship driven by Smuggler with a task to bring Sea Raiders from sea to land.
Description: A long ship made of wood.
HP: 2500
Drives: six barrels with six Sea Raiders in them
*if longship is destroyed before landing it's units, six Sea Raiders alongside with Smuggler will drown in river.

Son of Sea
The largest and most dangerous of all Sea Raiders; by some stories they have sea water instead of blood.
Description: Pillager sized enemy with a large axe (they handle it lika a Pillager holds his sword). They wear silver armor and a large helmet on their heads.
HP: 3500/3700/4200
Damage: 75-150
Armor rating: None
Magic resistance: None
Speed: Slow
Lives taken: 5

Level 04 – The Hideout

http://i44.tinypic.com/nv3xp0.jpg

We have found the enemy's hideout! It is in the large cave downstream the Pine River. We must gather enough strenght to finish those Raiders once for all! For the King!


Info
15 waves (boss comes after 15th)
16 strategy points
Sea

This time when enemies longships land they will destroy their longship on a large rock. When the boss comes he will destroy the rock with the catapult. There are also two scenaries, the cave terrain and the sea.

New enemies

Ramgnarok, the Sea King *boss
The largest, the strongest raider ever seen. He sleeps with his two headed axe and drinks ten barrels of beer per day.
Description: A fat and large pillager with a Kraken longsword. He first comes on a longship throwing axes in nearby enemies. After you destroy the lonship he falls into the river but quickly jumps to the cave terrain and continues to the exit.
HP: 10 000/ 10 500/ 11 000
Damage: 400-600
Armor rating: None
Magic resistance: None
Speed: Slow
Lives taken: 20
Special: Throw small axes while on his ship

Achievements
Barrell escape – Longships always carry 6 barrels with enemies but there is a one barrell on the corner. When you click on it you will either free Bilbo Baggins or one of the Erebor Dwarves.
The Sea took 'em – Destroy five Longships
The Iron price – Defeat Ramgnarok and his minions


Campaign 4 wrote:OK, now my campaign consists of 6 levels in both water and steppe theme.
http://i.imgur.com/GyytXgk.jpg
http://farm6.staticflickr.com/5054/5480 ... 6ee2_z.jpg

Myths Ryse - KR Frontiers

New game mechanic: Earthquake.
Earthqaukes happen once 80 seconds and damage all of your towers. To repair your towers you need to spend 30 gold.

The evil shaman Levus has learned a prohibited spell bringing in life extremely dangerous mythological creatures. He has created another army too with some place locals and is bringing fear to the south territories.

Earth Enemies

Corsac Fox http://www.blueplanetbiomes.org/steppe_animal_page.htm
Quick and agile fox that can dodge melee attacks.
They look like the one in the photo.
Health: 100
Damage: 10-15
Armour: None
Magic Res: None
Speed: Extremely fast
Lives: 1
*Can dodge melee attacks

Steppic Savage
Local warriors that have raised against the king.
Savages look like indigens with no mask and wear nothing.
Health: 250
Damage: 10-25
Armour: None
Magic Res: None
Speed: Medium
Lives: 1
Bounty: 22
*For each near ally he gains a 1hp/second regeneration

Steppe Chieftain
Shamans that are able to raise their allies regeneration.
Chieftains have a skeptre in their hand and wear clothes of grass.
Health: 700
Damage: 25-45
Armour: None
Magic Res: Immune
Speed: Slow
Lives: 5
Bounty: 100
*Ranged Attack(50-100), Nearby allies have high regen(5hp/second)

Org Axethrowers
Org warriors that throw axes to enemies.
They look like orcs but they wear a black cloth.
Health: 250
Damage: 30-50
Armour: None
Magic Res: Medium
Speed: Slow
Lives: 1
Bounty: 25
*Ranged attack

Org Elite
Elite org warriors trained to spread fear among people. They can resist to the most feared heroes.
They are equipped with high damaging swords and almost all their body with armour.
Health: 400
Damage: 30-60
Armour: Great
Magic Resistance: None
Speed: Medium
Lives: 3
Bounty: 50

Steppe Ogre
Giant hulking beasts that kill everyone in their way.
These creatures look like Ogres from the first Kingdom Rush except for being larger and highly-armored. Their face is similar to Forest Trolls and they are equipped with a huge boulder which when he attacks deals area damage to soldiers.
Health: 1600
Damage: 100-150
Armour: Medium
Magic Resistance: None
Speed: Slow
Lives: 5
Bounty: 150
*Area Attack

Cyclop
Mythical one-eyed beast. His master controls his mind.
They look like giant humanoids but with only one eye.
Health: 2500
Damage: 60-90
Armour: None
Magic Res: Medium
Speed: Slow
Lives: 5
Bounty: 200

Centaur
Mythological half horse half man creature.
They have the upper body half like a man while the lower one like a horse.
Health: 600
Damage: 20-35
Armour: Low
Magic Res: None
Speed: Medium
Lives: 2
Bounty: 40
*For every soldier he kills gains 100 health.

Chimera
Mythological creature composed by three animals: a lion, a snake, a goat.
Health: 300
Damage: 31-57
Armour: None
Magic Res: None
Speed: Fast
Lives: 2
Bounty: 28
*Can dodge melee attacks, Fire-breath attack

Harpy
Mythological flying creatures.
Winged monters with the head of a woman and the body of a bird.
Health: 200
Damage: 10-40
Armour: None
Magic Res: None
Speed: Medium
Lives: 1
Bounty: 15
*They attack your soldiers randomly

Water Enemies

Hydra
Dangerous multi-headed water monsters.
A huge water and serpent-like creature.
Health: 3000
Damage: 120-160
Armour: None
Magic Res: Low
Speed: Slow
Lives: 4
Bounty: 150
*Mini-boss

Ichthyocentaur
Water versions of the centaur. They have the tail of a fish and the horns of a lobster-claws.
Health: 400
Damage: 20-40
Armour: None
Magic Res: None
Speed: Medium
Lives: 2
Bounty: 35

Afanc
Resembles a crocodile and it is said to be a demon.
Health: 550
Damage: 54-70
Armour: None
Magic Res: None
Speed: Slow
Lives: 3
Bounty: 40
*Extremely high speed when in water

Bosses
There are two bosses in this campaign. One is the boss of the 3 first stages and the other of the other 3.

Grig the Steppe Giant
Grig is a huge man-eating creature. Has the appearance of a ogre but has a much deformed face.
Health: 10000
Damage: 200-400
Armour: None
Magic Resistance: None
Speed: Extremely Slow
Lives: 20
Bounty: N/A
*Eats his allies or your soldiers regenerating his life by 200 hp(can use this ability a max of 10 times)

Levus the Malefic
A malefic wizard with a long beard and a red pelerine.
Health: 9000
Damage: 100-150
Ranged Damage: 300-500
Armour: None
Magic Resistance: Low
Speed: Slow
Lives: 20
Bounty: N/A

Levels

Port Orcus - Both | Enemies: Ichthyocentaur, Corsac Fox, Steppic Savage, Org Elite, Steppe Ogre
Mors Beach - Both | Enemies: Ichthyocentaur, Hydra, Harpy, Corsac Fox, Steppic Savage, Org Elite, Steppe Ogre
The Outlets - Both | Enemies: Ichthyocentaur, Hydra, Afanc, Harpy, Corsac Fox, Steppic Savage, Org Elite, Org Axethrowers, Steppe Ogre, Steppe Chieftain
Death Valley - Steppe | Enemies: Harpy, Corsac Fox, Steppic Savage, Org Elite, Org Axethrowers, Steppe Ogre, Steppe Chieftain, Chimera, Grig
Creep Hills - Steppe | Enemies: Harpy, Corsac Fox, Steppic Savage, Steppe Chieftain, Chimera, Centaur
The One-s Base - Both | Enemies: Ichthyocentaur, Hydra, Afanc, Harpy, Corsac Fox, Steppic Savage, Steppe Chieftain, Chimera, Centaur, Cyclop, Levus

Heroes

Thriber the Phoenix
Health: 400
Fire Damage: 54-76
Armour: None
Magic Resistance: Immune
Fire Rate: Average
Respawn: 25s
Special: Attacks set enemies in fire damaging 15hp/s for 5 seconds.

Mythical Ashes (passive): Has a 15/35/60% chance of respawning instantly after death. (1/1/3)
Scorched Ground (cooldown 15s): Breathes fire from his mouth scorching the ground in an AoE for 3/5/7 seconds dealing 50/60/70 to 100/120/140 damage over time to every enemy that steps in it. (2/2/2)
Fireballs Attack (cooldown 20s): Throws 10 fire balls that deal 10-20/20-30/35-50 damage each. (1/2/3)
Ultimate Sacrifice (cooldown 30s): Rushes towards an enemy dealing 200/350/500 true damage with a 5/10/20% chance of killing him. (3/3/3)
Soul Absorb (passive): Each time he kills an enemy his health increases by 20/30/40hp. (2/1/1)

Deus the Pegasus
Health: 500
Damage: 43-67
Armour: Medium
Fire Rate: Slow
Respawn: 18s

Divine Aura (passive): Soldiers near him have a 3x/6x/9x higher regen rate and deal 5/15/25% more damage. (3/2/2)
Divine Order (cooldown 25s): Summons two of his sons that have 200/250/300 health, medium armour, deal 18-34 damage each and aid him in battle for 20 seconds. (3/2/2)
Divine Curse (cooldown 30s): Decreases the health of all enemies near him by 15/30/50%. (2/2/3)
Warfying (passive): Each attack ignores 40/70/100% of enemy's armour. (3/1/1)
Absord Spell (passive): Has a 5/8/11% chance of absorbing enemy's attack damage adding it to his hp. (2/1/1)

Huscarls Blockade
http://images1.wikia.nocookie.net/__cb2 ... %A1%9E.png
Royal soldiers trained to serve his majesty.
Health: 220
Damage: 20-27
Armour: Medium
Respawn: 9 seconds
Special: They have a 3x times faster regeneration rate.

Fury: Their damage is doubled for 2/4/6 seconds. Reload time: 10s (300/100/100)
Imperial Sword: Each attack has a 20/30/40% of ignoring enemy's armour. (200/100/100)
Furious Attack: Huscarls attack furiously with their two swords dealing 60/110/160 true damage.(200/150/150)
Available only in Death Valley and Creep Hills.
In these enemies and heroes you have plenty of references and mysterious names. Try finding them. :D


Campaign 5 wrote:The Song of the Fae

LEVELS

All levels look like the forest of Hushwood, but have a distinctly Autumn theme. Green leaves are replaced with brown, orange, red and golden yellow. As the levels progress, they become more mystical in appearance, with trees and flowers becoming stranger shapes or larger than expected, ruins of temples, or ancient structures and statues, and a general feeling that as you progress, your are getting smaller and the world around you bigger.

Level One - Cottingley Forest (12 waves)

Enemies introduced: Tink, Banshee, Redcap, Leprechaun, Wisp, Gargoyle, Tainted Treant, Goblin, Orc
Features: Canopy x2, Sylvan Elf Hall x1, 1 Entrance, 1 Exit

Level Two - Sacred Grove (12 waves)

Enemies introduced: Satyr, Kelpie, Ogre
Features: Canopy x1, Water Area, 2 Entrances, 1 Exit

Level Three - Circle of Thorns (15 waves)

Enemies introduced: Nymph, Seedling
Features: 2 Entrances, 2 Exits

Level Four - Midsummer Melody (15 waves)

Enemies introduced: Changeling, Puck
Features: Mini-Boss, Water Area, 2 Entrances, 2 Alternate Entrances, 2 Exits

Level Five - The Moonlight Dance (20 Waves)

Enemies introduced: Oberon
Features: Mini-Boss, Boss, 2 Entrances, 3 Alternate Entrances, 2 Exits


MECHANIC

The Song of the Fae campaign uses the same mechanic as the Shadowmoon Campaign; the Moon; here renamed as the Twilight Moon. However is looks slightly different. When the Moon is active, it creates a silvery glow around everything, lightning up flowers and trees, runes appear on ruins and spirits appear to move around but cannot be touched. The Twilight Moon also has different effects on enemies (noted in [these tags] below).

Te Song of the Fae campaign is also very colourful, and features a lot of enemies that can change colour or appearance.


RETURNING ENEMIES

Goblin [Increased defence]
Orc [Increased speed]
Ogre [Increased attack]
Gargoyle [Speed increases]
Tainted Treant [Regenerates]

NEW ENEMIES

TINK
A Tink is your run of the mill traditional fairy. It's like a little girl, with long hair, pretty wings and leaves a trail of glitter. The Tink come in many different colours, namely their hair and wings being a variation of yellow, blue, green, red, orange, purple or pink. This just cosmetic and doesn't affect the game. Tink float just above the surface of the round, but are considered a flying enemy. They are the base unit. [Speed increases]

BANSHEE
A ghost that looks like an old woman, with long grey hair and a gaunt face. Medium speed and a resistance to physical damage, the Banshee can stun nearby melee units with a powerful scream, allowing her to pass by them without getting caught. [Stun lasts longer]

REDCAP
The Redcap is a dangerous fairy. It looks almost human from a distance, armoured like a bandit, but also wearing a bright red cap. It's only when you get up close you realise they have talons and teeth designed to shred. The Redcap will bite at melee units and steal back heir HP to replace his own. Redcaps tend to travel in packs of four. [Steals back more HP]

KELPIE
An aquatic fairy that looks like a wet horse covered in seaweed. It emerges from bodies of water to attack. It is slow on land, but in the water moves at an astonishing rate. [Speed increases]

LEPRECHAUN
Leprechaun's are tiny imps with bushy beards and green clothes and hats. They can dodge ranged attacks 25% of the time. Though they don't fair well in a fight, any attack they land on a melee unit steals 10 Gold from your reserves, and you won't get it back. [Steals 20 gold]

SATYR
Satyr are half-man half-goat beings that live to fight. Armed with swords and shields, they run into combat and engage soldier units with swift ferocity. They have high attack and defence, and move quickly across the map. When a Satyr falls, if there are other Satyr around it they gain a momentary boost in attack. [Attack increases]

WISPS
Will O Wisps are small balls of magical fire with black dots for eyes. They follow no path and move through the map randomly. The moment they receive their first bit of damage they turn invisible for a few seconds and cannot be damaged. Much like the Tink, they appear in various colours including black and white. Wisps are immune to damage from Archer towers. When engaged by melee units they will cause a burn ailment. [Magic resistance increases]

NYMPH
Nymphs are various in ability and can appear from anywhere on the map. They look like could be an older version of a Tink, with long hair braided at their backs and skimpy uniforms that change colour depending on where they have emerged from. Some will come on a path (Land/Brown), some will appear from water (Water/Blue), some will sprout from the ground (Plant/Green). They all have the same immunity to magic and equally powerful ranged magic attack and regeneration. Nymphs react one of two ways under the Twilight Moon. They either become Celestial Nymphs (Gold), or Underworld Nymphs (Black) [Celestial: Faster Regen / Underworld: Increased M.Attack]

SEEDLING
Seedlings are purely forest folk, looking like two-toned seeds wearing acorn shells as helmets. They hang on to rotating sycamore seeds which keep them aloft in the air. Seedlings are flying enemies that drop smaller seeds like bombs on troops below.

CHANGELING
The Changeling looks like a Forest Troll and an Abomination got together to have a kid. It soaks up damage like a sponge, but when it's finally defeated, it turns into a copy of the enemy with the highest HP on the map and continues on as the newly spawned enemy. [Defence increases]

PUCK
Puck is the Campaign's Mini-Boss, a heavy hitter that appears at the end of the penultimate level, and mid-way through the last. Puck is the Bosses second hand man. Puck looks like a royal soldier, wearing a white mask that covers the top half his face and armour stylised in red and gold but shaped likes leaves. Puck has silver hair that flows behind him, orange dragonfly wings, and wields a small sword. Puck is both a melee enemy and a flying enemy with high resistance to magic. Puck can cross paths where other enemies would follow them, and will engage melee units with glee. [Attack increases]

Unlike any other enemy, Puck has spoken lines, similar to a Hero unit.
When he first appears - "Lord, what fools these mortals be."
When defeated - "Good night unto you all"

BOSS

OBERON
The King of the fairies, Obern has a similarity to Puck in that he has long silver hair, and a half-face mask. Yet the King of the Fairies bears a closer similarity to the character Zant from Zelda's Twilight Princess. His body is covered in leaves, twigs and flowers, that flow off him making his arms and legs seem exaggerated as they wash back and forth in the air where he walks. Oberon also has a set of red dragonfly wings. Oberon's appearance is signalled by the map instantly changing to Twilight and remaining so until he is defeated. Oberon moves along the path, but summons powerful winds littered with flowers and leaves that bury towers, forcing you to wipe them away (on Mobile) or shake them (click and shake) in Flash, similar to the way JT traps towers. Oberon will dance and leap between the various paths leaving Satyrs, Recaps or Nymphs in his stead. Oberon can insta-kill melee units by turning them into stone. Oberon is accompanied by two Pucks.

When defeated, Oberon's mask will fall off and his body will dissolve into a swarm of colourful butterflies that fly out of the dark space where his mask was. If the level is played on Iron/Heroic, the half of the mask will be covered in lichen and flowers, with butterflies fluttering around it.


Campaign 6 wrote:Campaign: The War of the Great Alliances.
This campaign will take place underground (under the Unending Range) and deal with the aftermath of Malagar and Xyzzy's deaths: scattered, as-yet leaderless tribes of savages and saurians. By the end of the campaign they will be united under one banner...but the forces of good will also have alliances coming to play.

Terrain:
Standard KRF cave terrain.

Enemies:
Entire saurian army, including Deathcoil, plus Witch Doctor, Earth & Spirit Shamans, and Blood Trickster (consequentially also Savage Zombie); the savages' various magics would apply to the saurian troops.
Quetzal Rider: Mounted Saurian troops. Mount would be normal Quetzal, complete with egg spawns, but slowed down because of the rider. Rider would look like a Savant, but with a straight rather than branched staff; would have similar but less powerful attack and no summons. When the rider is killed, a normal Quetzal will fly on until it, too, is dead.
I have only introduced one new enemy, but that is because there will be considerable novelty in enemies because of the combination of existing savage and saurian troops. Darters will appear in mobs disassociated with other enemies because they would have poor synergy with savage magic-users.

Levels: (note that all of these levels will have 15 waves)
Labyrinth of Saqra: This level, which will have many circuitous paths (coming from west and north) eventually joining into one just before the single exit in the east, will be under the mountains directly between the Temple of Saqra and the Sape Oasis. The first five waves will be primarily Broodguards and Nightscales, wave three onward supplemented with Razorwings. Wave 6 we start to see Witch Doctors with them, wave 7 Deathcoils, wave 10 E&S Shamans, wave 12 Quetzals.

Under the River and Through the Cave: Located to the north of the Labyrinth level. Two entrances on either side of the NW corner, one further east on the north side. Twin exits in the south. The name is due to an underground river coming from the west, which would have a waterfall to much deeper underground in the right center of the level; the western paths would go under the rock formation the river is on before merging. There will be a Dwarf Hall in the SE corner, guarding the bottom of the eastern path. Enemies would be mostly the same as Labyrinth, but with large groups of Darters in waves 7, 9, and 13, Quetzal Riders sporadically from wave 8 onward, Blazefangs from wave 12.

The Battle of the Third Alliance: It is revealed at the start of this level that from the time of the previous level onward, the mixed enemy forces have been truly united, and are controlled by a powerful Savant. Seeing the danger to all of Linirea if they are not stopped, especially if they gather more groups under their banner, the dwarves and elves form an alliance. This level will be to the NE of the last. Two entrances in the WNW and center north, merging a little to the SE of the center point (the join will be more triangular than in the Crimson Valley), and exiting in the SSE. A modified Sylvan Elf Hall (with specials and free troops) will be located near the center, allowing some kiting on either path and/or formation of a choke point right at the join. An Alliance Watchtower (new special tower, one elven archer and one dwarven gunner in a high, somewhat narrow metal tower) will be at the vertex of the interior triangle formed by the two paths, a Dwarven Bastion west and a little north of the join. The first Myrmidons of the campaign will appear in wave 3, Brutes in wave 7, Savants in wave 9, Blood Tricksters in wave 11. Large groups of Darters will swarm down the upper path in waves 3, 8, 9, and 14.

Where Dark Things Sleep: There will be one entrance in the WNW, which will very soon split into three, which will exit at center east, SSE, and SSW. There will also be a path in the north, mainly out of range of towers, from a cave to a small plateau where a dark green dragon lies sleeping. A Broodguard will, if unopposed, walk from the cave and sacrifice itself to wake the dragon. The dragon will eat the Broodguard, then take off and fly across the screen several times raining hell on your soldiers. Alliance Watchtowers will be present near the center east and SSW exits. In the All the enemies in this campaign are now introduced and will be present from the early levels onward. Darter mobs will appear in waves 1, 3, 7, and 15.

The Last Battle of the Xyr'xan (this name is the name of the enemy alliance): At least one of each of the four special towers found in this campaign will be present in this epic battle, which will be located to the NW of the last. Paths will be similarly labyrinthine to the first stage in this campaign; they will come from the WNW, north, and ENE and have multiple exits in the south and ESE after all coming together at a choke point. All the enemies in this campaign are now introduced, and will be present from the early levels onward. Darter mobs will appear in waves 2, 5, 7, and 11. Mlakxyr'xan, the final boss, is discussed in detail below.


Boss:
Mlakxyr'xan will essentially be a giant Savant in all respects.
HP: 10000
Armor Rating: None
Magic Resistance: Medium
Speed: Slow
Lives Taken: 20
Mlakxyr'xan's summon will be similar to that of lesser Savants, but will summon more troops faster.


Campaign 7 wrote:Ascending the Tyran
---
OVERVIEW
This campaign takes place on the Mt. Tyran, a tall mountain where your enemies - the Code of Rock - lives. You ascend it to stop the Code of Rock in performing a ritual that can become a threat to the kingdom.
---
LEVELS

Note: Every level has 15 waves.

I > Sahel Plaetau

Description:
"Behold the Mt. Tyran in front of us, general. That's where we are headed. Our king decided so, because recent reports have shown several desert enemy troops' activity and rumors tell that the mountain's inhabitans, the Code of Rock, are planning something big.

The Sahel Plaetau is our best choice where to begin, because it houses a comfortable route that can lead us to the top. However, it seems like our enemies were expecting us..."

Appearance:
This level takes place on the border with the mountains - the ground is covered in sand, but the whole upper half of the map is cover by a plaetau elevated a little. Enemies come from the top, processing their way to an exit.

Enemies:
-Desert Thug
-Dune Raider
-Sand Hound
-Immortal
-Dune Archer
-Executioner
-Giant Wasp
-Giant Wasp Queen
-Statuette (Wave 1)
>Low health, low armor
>Come in groups
>Small rock people with light blue runes on their body and eyes
-Totem of Swiftness (Wave 8)
>Medium health, low armor
>Ranged attack
>After losing half of their health, they become unstoppable and their speed increases
>Rocky cylinders with faces on two legs. Have light blue eyes that turn red after getting into their ustoppable state

Level Mechanics:
-There is a tunnel entrance in the top right corner of the map the enemies can enter. It ends in the side of the plaetau on the left side of the map.

<>

II > The Tyran Roots

Description:
"The rumors are true, general. The Code of Rock isn't very territorial, so their attacks must mean only one thing - they have some kind of secret. And if the desert troops are in too, then it must be something dangerous. Of course, we are expecting more attacks soon.

Although the Tyran Roots is an underground complex, it should lead us up and towards the Chapol Gorge, our major waypoint. Of course, the Code of Rock wouldn't make it easy. Enemies are marching our way and plan to hit us at the narrowest point."

Appearance:
The Tyran Roots is a level similiar to the Cave levels from the original KRF campaign. It has rocky ground and there is a wall on the top of the map. Also, there is a waterfall in the middle of the wall and below it is a small pool, about a half of the map's short sides. The enemies come from the left and join together below the pool of the water only to split to two exits again, but flying enemies can fly over the pool.

Enemies:
-Desert Thug
-Dune Raider
-Sand Hound
-Immortal
-Dune Archer
-Executioner
-Statuette
-Totem of Swiftness
-Giant Gargoyle (Wave 4)
>Medium health, low armor
>Flying
>Look like Gargoyles from KR, but are larger, have a more aerodynamic shape, light blue eyes and a glowing stripe on their back
-Tone Breaker (Wave 11)
>High health, low armor
>Reduce magic attack damage around them
>Look like giant rock turtles with glowing blue circles on their back and liht blue eyes

Level Mechanics:
-Some Large Gargoyles can spawn on a special path and fly over the pool.

<>

III > Chapol Gorge

Description:
"Our soldiers are getting worried, general. Some of them know this place, but they say it has changed. The others feel the presence of a strong magic spell around. If the Code of Rock is about to do something, we better move quickly.

The Chapol Gorge is a favorite resting place for all the climbers that decide to climb up the mountain. Now, however, the place is heavily guarded by the Code of Rock. They also brought some kind of a ritual circle to life and use it to summon their troops in the middle of our defenses."

Appearance:
The level is located on a mountainside. The enemies are walking from the right and proceed to the top-left corner where the exit is located. In the middle is also found a light blue circle where some enemy troops can spawn.

Enemies:
-Sand Hound
-Immortal
-Dune Archer
-Executioner
-Statuette
-Totem of Swiftness
-Giant Gargoyle
-Tone Breaker
-Mountain Hunter
>Medium health, igh magic armor
>Ranged attack
>Oversized men with brown cape and a crossbow. Right half of their body is made of rock (except leg).

Level Mechanics:
-Beginnig with the wave 2, the spawn in the middle (Rock Spawn) will start randomly spawning Statuettes, Tone Breakers (from wave 6) and Totems of Swiftness (from wave 10).
-There is a little dead-end path from which some Large Gargoyles can come.

<>

IV > Cracked Plains

Description:
"After a huge ravine appeared right in front of us on plains, everyone thinks the Code of Rock is pushing it too far. Their attacks are far too strong for our men. This can only show that we are close, general. There have also been several reports of a huge number of Large Gargoyles heading our way. Time to set up some air raid defenses..."

Appearance:
This level takes on a rocky plain, but there is a crack in the ground in the middle of the map with two bridges leading over it. The enemies come from the right (again ^^) on two main paths, but there are also thin roads provided for them to cross between paths.

Enemies:
-Immortal
-Executioner
-Statuette
-Totem of Swiftness
-Giant Gargoyle
-Tone Breaker
-Mountain Hunter
-Lightbringer
>Low health, low armor
>Upon death explode in light, preventing nearby towers to attack for 0.8 seconds. Also have a 20% chance to turn the nearest Statuette to a Lightbringer
>Look like Statuettes, but are a little higher and have a long white beard

Level Mechanics:
-Large Gargoyles will randomly spawn at the right side and fly towards the exit.

<>

V > Snowcap Shrine

Description:
"Finally, general. We didn't even need to reach the top, because it looks like the Code of Rock have their base of operations situated here, at the Snowcap Shrine. They are probably using the strong magical residue from the shrine to power up their Rock Spawn. We don't know what they want to summon. but investigation is out of place. We have to STOP THEM!"

Appearance:
This level is made of a plain and the rocky ground is almost all covered in snow. At the top, there are remains from some sort of cathedral wall. The enemies come from the top and from the right and make their way towards exits on left and on the bottom. In the middle of the map can be found the Rock Spawn again.

Enemies:
-Immortal
-Executioner
-Statuette
-Totem of Swiftness
-Giant Gargoyle
-Tone Breaker
-Mountain Hunter
-Lightbringer
-Berdarr (Boss)
>5250 HP, low armor
>Slow speed.
>Ranged attack (90-140 damage)
>Can punch his fists together to summon a group of Statuettes and Lightbringers
>Big stone golem (looks like Rock Elementals from the original KR), light blue eyes and ornaments on his body, walks on all fours

Level mechanics:
-Since the first wave, the Rock Spawn will randomly spawn groups of Statuettes along with some Lightbringers.
-There is already a tower built on a spot near one of the level exits. It works similiarly to the Archmage Tower, but it can summon 4 bolts which are more powerful, but it summons them much more slowly. It also has two abilities that can be bought:
>Harmonic bolts (One-tiered, 350 G) causes the attacks of the tower to ignore Tone Breakers' magic attack reduction aura.
>Tone death (Three-tiered, 300/150/150) instakills an enemy unit (except for the boss). Cooldown is 24/22/20 seconds.
-After the wave 15 finishes, the boss fight begins. It has three phases:
1) A bunch of magic bolts will rise from the Rock Spawn, they will pick up rocks scattered around the circle and bring them on the path where they, completed together, make up the boss Berdarr. He then comes to life and starts making it's way towards the lowest exit.
2) After Berdarr loses all his HP for the first time, he explodes into a bunch of rocks. Then, the Rock Spawn will summon another bolts that will pick up and recomplete Berdarr on the other side of the map. There, he comes to life again and tries to get to the exit from the other side.
3) After losing all his HP and explodes again, this time the magic bolts recomlete Berdarr on the Rock Spawn. From there, he also gains an aura that instakills soldiers as well as ignoring 5% of damage he'd take.
Upon losing all his HP for the third time, he turns into gravel and falls apart. Also, a crack crosses through the Rock Spawn, preventing it to recomplete Berdarr again.
If you need something done if the Fan Fiction section, please bother me with it so I feel important.
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If you don't know who that is, I'll kill you.
Indiana Jones hero made by RazorLeaf :D :D :D
Avatar by Cybertox :D
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Re: FINALLY, a contest!

by Zonoro13 » Sun Feb 09, 2014 8:21 pm

Wow, #7 is awesome, even better than #3. That's my vote!
In the beginning there was nothing, which exploded.
Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life.
-Terry Pratchett

Is this the latest dank meme? -Pencil
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Re: FINALLY, a contest!

by xstargaming » Sun Feb 09, 2014 10:22 pm

Yeah, I really like 7! :D

It was that or 5, for me. :)
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Re: FINALLY, a contest!

by RaZoR LeAf » Sun Feb 09, 2014 10:56 pm

Entry 1 seems to have mistaken this contest for a "Make too many enemies" contest rather than what it is. 41 original enemies (plus reoccurring) for only 4 levels, when Kingdom Rush has 50 enemies for 22 levels. I stopped reading it after the first level, because it was too much data.

Entry 2 has some pretty basic ideas for enemies, nothing that jumps out as really creative. The absence of any levels is a bit of a let down too.

Enrty 3 has chosen to expand a part of Liniera that is very much ignored, despite it being smack bang in the middle of the campaign path, and that's pretty cool. From experience, when people are faced with human or non-human character choices, they inevitably go for the non-human. That this campaign has gone for an entirely human based campaign puts it high in my view.

Entry 4 is pretty cool as well, some nice enemies that are atypical of the fantasy genre. Didn't need the two heroes at the bottom, there seems to have been more put into them and none put into any levels.

Entry 6 has doubled up on the cave theme again, which puts it at odds with Entry 2 over which is better. Savants seem to be popular in both. Why are there Elves in this campaign?

Entry 7 is also cool, a nice original setting and original enemies. The mechanic is a bit confusing though, there seems to be a lot happening


On final deliberation. I'm voting for Entry 3, for the reasons I stated above.
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Re: FINALLY, a contest!

by warbot1000 » Mon Feb 10, 2014 7:11 pm

i vote 7

my ideas
http://www.ironhidegames.com/forums/vie ... =15&t=4760
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Re: FINALLY, a contest!

by Cheesecake » Tue Feb 11, 2014 6:27 pm

For those who are wondering about the kinda wierd variety of information in the entires, I'm going to have very specific guidelines for making contest entries from now on so that all entries will have the same information, and so that it will be more organized.
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Re: FINALLY, a contest!

by shadownight » Wed Feb 12, 2014 5:39 am

7
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Re: FINALLY, a contest!

by Filipuntik » Wed Feb 12, 2014 1:07 pm

Cheesecake wrote:For those who are wondering about the kinda wierd variety of information in the entires, I'm going to have very specific guidelines for making contest entries from now on so that all entries will have the same information, and so that it will be more organized.


Now, that's an eye-deer!

Can authors vote, too?
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Re: FINALLY, a contest!

by SairiRM » Wed Feb 12, 2014 3:56 pm

Filipuntik wrote:
Cheesecake wrote:For those who are wondering about the kinda wierd variety of information in the entires, I'm going to have very specific guidelines for making contest entries from now on so that all entries will have the same information, and so that it will be more organized.


Now, that's an eye-deer!

Can authors vote, too?

Yes, I did.
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Re: FINALLY, a contest!

by Filipuntik » Wed Feb 12, 2014 4:40 pm

SairiRM wrote:
Filipuntik wrote:
Cheesecake wrote:For those who are wondering about the kinda wierd variety of information in the entires, I'm going to have very specific guidelines for making contest entries from now on so that all entries will have the same information, and so that it will be more organized.


Now, that's an eye-deer!

Can authors vote, too?

Yes, I did.

How does the mod then prevent from voting one's own entry?
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Re: FINALLY, a contest!

by Zonoro13 » Wed Feb 12, 2014 5:53 pm

Filipuntik wrote:How does the mod then prevent from voting one's own entry?

He doesn't. However, it is an unspoken rule that you kinda shouldn't vote for your own entry, but there are no consequences.
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Re: FINALLY, a contest!

by Sanzuwu13 » Wed Feb 12, 2014 6:14 pm

Campaign 7 is quite good...Definitely has my vote.
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Re: FINALLY, a contest!

by Filipuntik » Wed Feb 12, 2014 9:09 pm

Zonoro13 wrote:
Filipuntik wrote:How does the mod then prevent from voting one's own entry?

He doesn't. However, it is an unspoken rule that you kinda shouldn't vote for your own entry, but there are no consequences.


Not even Cheese Almighty knows who voted for who?
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Re: FINALLY, a contest!

by Zonoro13 » Wed Feb 12, 2014 9:23 pm

Filipuntik wrote:
Zonoro13 wrote:
Filipuntik wrote:How does the mod then prevent from voting one's own entry?

He doesn't. However, it is an unspoken rule that you kinda shouldn't vote for your own entry, but there are no consequences.


Not even Cheese Almighty knows who voted for who?

Maybe, but I don't think so.
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Re: FINALLY, a contest!

by Cheesecake » Fri Feb 14, 2014 11:36 pm

Zonoro13 wrote:
Filipuntik wrote:
Zonoro13 wrote:He doesn't. However, it is an unspoken rule that you kinda shouldn't vote for your own entry, but there are no consequences.


Not even Cheese Almighty knows who voted for who?

Maybe, but I don't think so.

I don't think I have any way of figuring who voted for what. If there is I haven't figured it out yet.
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Re: FINALLY, a contest!

by Cheesecake » Wed Feb 19, 2014 8:51 pm

...wait, this didn't close automatically? I thought I set the poll to close on the 15th! Anyway, entry 7(Filipuntik) is the winner! Congradulations! You win ABSOLUTELY NOTHING! Not even bragging rights! :D
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Re: FINALLY, a contest!

by truteal » Thu Feb 20, 2014 12:50 am

I'd like to thank the people who voted for the 1st idea (my one)
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Re: FINALLY, a contest!

by Zonoro13 » Thu Feb 20, 2014 1:00 am

truteal wrote:I'd like to thank the people who voted for the 1st idea (my one)

I could tell. :D
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Re: FINALLY, a contest!

by Filipuntik » Thu Feb 20, 2014 5:42 am

Cheesecake wrote:...wait, this didn't close automatically? I thought I set the poll to close on the 15th! Anyway, entry 7(Filipuntik) is the winner! Congradulations! You win ABSOLUTELY NOTHING! Not even bragging rights! :D


Aw yeah! I didn't even need to vote for myself :D

Thanks guys... I actually wasn't expecting to win, abd certainly not 3 points ahead :D
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Re: FINALLY, a contest!

by RaZoR LeAf » Thu Feb 20, 2014 10:39 pm

Well done Filipuntik! Do we get to find out who did which entry? Mine was Song of the Fae, which I'm currently expanding to post as an actual topic.
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