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.