Campaign: Blood Shrieks

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Re: Campaign: Blood Shrieks

by tmn loveblue » Mon Mar 31, 2014 1:04 pm

I fixed the torches a bit, increasing light area to 12m, and decreased the affected area to 3m, also limit the types of enemies can turn out them. :)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Tue Apr 01, 2014 11:56 am

Put the levels where it should be. I would update soon.

Edit Updated with half level 3. :yey:
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Re: Campaign: Blood Shrieks

by Big Bad Bug » Tue Apr 01, 2014 2:52 pm

This is starting to get nice and big, with lots of cool stuff! I've always been a fan of enemies being really evil and scary. ;)

Maybe I'll just have to make another campaign, with all this inspiration from you. ;)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Tue Apr 01, 2014 3:21 pm

Thanks! :yey:
Look forwards to it! :D I have a knack for making stuffs dark and hairy. :lol:
It's always nice to read your posts and feedbacks. :)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Wed Apr 02, 2014 7:58 am

Temporary Update:
Terrain Features

- Moon: Shades of darker blue fall over objects in this stage. There are no more torches, and all enemies heal by 2HP/s, all the time.

- Birds: Occasionally, a bird rupts out of the shades of leaves and fly for the skies with an agonizing cry.

- Shrieks: (see Shriekers' Woods).

- Magic Rock: An ancient artifact, buried underground. Whenever a Druid is recruited, a bright white portal appears in the middle of the arena, and fades after a Druid passed and ran for the battlefield.
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Re: Campaign: Blood Shrieks

by tmn loveblue » Wed Apr 02, 2014 8:01 am

ENEMIES

Infected, Werepig, Infesyte, Shadow, Arerchnid, Black Widow, Screamer, Dreamcrawl.
Bloodbeast, Shadow Mage.
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Re: Campaign: Blood Shrieks

by Big Bad Bug » Wed Apr 02, 2014 2:36 pm

2 HP a second! This is going to be a fun stage, ;)

The campaign gets cooler and cooler with each update! It's awesome! :D

I still haven't started my campaign yet, I wanted to come up with a good drawing first. ;)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Wed Apr 02, 2014 4:56 pm

Update with a suspense!
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Re: Campaign: Blood Shrieks

by tmn loveblue » Wed Apr 02, 2014 4:57 pm

Big Bad Bug wrote:2 HP a second! This is going to be a fun stage, ;)

The campaign gets cooler and cooler with each update! It's awesome! :D

I still haven't started my campaign yet, I wanted to come up with a good drawing first. ;)


Use your time! ;) Your honed ideas are always good.
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Re: Campaign: Blood Shrieks

by UBiMa » Thu Apr 03, 2014 6:35 pm

Very nice! This is a really well thought out campaign you have here :)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Thu Apr 03, 2014 11:16 pm

:yey: Thanks! I wish I could make all those references like Razor Leaf with his Song of the Fae, but thanks! :yey:
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Re: Campaign: Blood Shrieks

by tmn loveblue » Sun Apr 06, 2014 12:45 pm

For the final level, Temple of Ethereal Evil

PATHS

x14 Strategic Points

x5 Entrances
- x1 Northern Entrance
- x1 Northeastern Entrance
- x1 Northwestern Entrance
- x2 Surprise Entrances (open at wave 10)
+ x1 Western, open by an Arerchnid.
+ x1 Eastern, open by a Black Widow.

x2 Exits
- x2 Southern Exits

The paths go in a bottle neck shape, with the first 3 entrances being the main and secondary doorways of the Temple. The three paths are concurrent at a spot in the lower half of the map, where the 2 surprise entrances would poke right in. Outside of the Temple sees an open yard with two large rocks lending against the wall. Units can be placed anywhere on the yard, but enemies will only follow preset paths.

ENEMIES

Infected, Werepig, Infesytes, Screamer.

Jungle Spider, Matriarch, Arerchnid, Black Widow.

Shadow Mage, Dreamcrawl, Bloodbeast, Demonete, Death, Death's Shred.

Demonete

Ancient species of the Demon plane, they were once deities worshipped by early civilizations.

Appearance: Massive mass of blood-dripping limbs and faces, moving on bubbling magic.
Health: 2456/2847/3265.
Armor: None.
Magic Resistance: Medium (60%).
Attack: 97-134 (area, magic, slow), fire a lightning bright magic bolt. 86-143 (melee, physical, slow).
Movement: Slow.
Bounty: 155.
Live(s) cost: 7.
Special: Long range attack (radius = 8m).

*Mini-boss

Death

Ancient as Reality, this energetic being resides in the Demon Realm. It knows everyone, hunts everyone, and eventually kills everyone. Its physical form cannot be vanquished, but can be blocked from entering this plane.

Appearance: Large shadowy mass of whirling tentacles.
Health: Infinite
Armor & Magic Resistance: None.
Attack: Wipe with tentacles for 200-500 True Damage, fast attack speed. Send tentacles through the ground to attack from afar for 100-250 True Damage before going for the kill.
Movement: Slow.
Live(s) cost: All lives.
Special:
- Arch streams of shadow to create Death's Shreds.
- During the battle, erupt tentacles from the ground to instakill troops and disable towers. Tentacles have 200 health and are treated as normal enemies. Disbled towers would only shoot at the tentacles wrapping them.

*Boss

Death's Shred

Appearance: Similar to Death, but 10% smaller.
Health: 2650.
Armor & Magic Resistance: None.
Attack: Instakill soldiers in combat.
Movement: Slow.
Bounty: 90.
Special: Spawn by Death.
- When Death first enter the battle field, it spawns 4 Shreds onto the left and right paths, 2 on each.
- Upon approaching the southern edge of screen, Death plows its way through the trees, and spawns 2 Shreds onto the two exits.
- Killed Shreds would be respawn after 10s at a spot northwards to
Death.

*Mini-boss

TERRAIN FEATURES

- The details are designed in a way, which makes players feel that they are small compare to everything.

- Moon: (see Blackout Moon)

- Torch: 6 torches sit outside each of the main 3 entrances, with similar mechanic to ones in Shriekers' Woods.

- x1 Old Creature

Hero

Beings once guard the Earth against demonic threats. Now they come back to aid us in this fight.

Appearance: A ball of light with an aura and tentacles.
Health: 450.
Armor: Immune.
Magic Resistance: None.
Attack: 75-135 Magic Damage, very slow, ranged; fire a white bolt. 40-60 Magic Damage, fast, melee; attack with tentacles.
Movement: Slow.
Respawn: 25s.
Special:
+ Beacon of Light: Disable healing of enemies within 6m radius, while grant allies 30% cheating Death chance. Stacks with Holy Grail to 60%.
+ EMP: Emits an energy burst for 100-150 Magic Damage to all enemies in its radius every 12s.

- x2 Magic Rock

Unlike the Magic Rock in Blackout Moon, these rocks lend against the wall of the Temple. After the 14th wave, both and the wall would glow with runes, and the middle entrance lights up, signaling the enter of Death.
Each of them have 4500 health and no armor, and must be destroyed to end the stage. When both is destroyed on time, Death would crumbles and disappears.
Last edited by tmn loveblue on Mon Apr 07, 2014 9:11 am, edited 3 times in total.
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Re: Campaign: Blood Shrieks

by deoxsis12 » Sun Apr 06, 2014 9:24 pm

Cool campaign! How do you beat death if he cant die?
Grawl for president! Get your free pet rock today!

Mission Report December 16 1991...
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Re: Campaign: Blood Shrieks

by tmn loveblue » Mon Apr 07, 2014 12:11 am

I added it :) How do you see it? Is it OP?
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Re: Campaign: Blood Shrieks

by tmn loveblue » Thu Apr 17, 2014 12:58 pm

Finally completed this campaign. Anyone care to give some feedback?
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Re: Campaign: Blood Shrieks

by Big Bad Bug » Thu Apr 17, 2014 1:43 pm

A bit too grotesque for the devs to allow it in KR, but that is what makes it so awesome!

The enemies are amazing, there is so much detail, the levels are challenging, the boss is epic, and the hero is awesome! :D

I don't really read most of the FanFiction campaigns, but I can tell that this is one of the best out there! :D
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Re: Campaign: Blood Shrieks

by tmn loveblue » Fri Apr 18, 2014 1:46 am

thanks!! I thought it is OP
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Re: Campaign: Blood Shrieks

by Big Bad Bug » Fri Apr 18, 2014 2:30 am

tmn loveblue wrote:thanks!! I thought it is OP


You thought what was OP? The campaign?

There probably is still a way to beat it just like this, although it would be very precise and the rewards for calling a wave early would have to be balanced precisely. ;)
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Re: Campaign: Blood Shrieks

by xstargaming » Fri Apr 18, 2014 10:38 am

Excellent campaign! :D

I think it's interesting that the boss cannot be destroyed itself, but rather it needs to be beaten by obliterating two other objects. :)
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Re: Campaign: Blood Shrieks

by tmn loveblue » Sat Apr 19, 2014 9:12 am

The grand idea is to make the player use barracks and the heroes to destroy the two rocks, since any towers would focus on Death alone due to stupid AI commands :twisted: 4500 health is enough to keep 6 maxed out Assassins combine with Dante/Alric and the Old Creature busy for 13-15s, double the amount means that soldiers must be sacrifire to buy the needed time :twisted: All towers should be sell right before the boss fight, and multiple barracks be built. Lots of death assured.
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