VOTING - Standalone Level

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VOTING - Standalone Level

by RaZoR LeAf » Sun May 24, 2015 4:54 pm

Standalone Level Contest - Voting

Let's have a quick re-cap of the contest requirements first:

The contest is for the creation of a stand-alone level using a location on the main game maps that currently has no level associated with it. Using the three full maps below, you take a location that has a name on the map (as Gryphon Point does for example) and build a new, single level to suit that location.

Kingdom Rush - Kingdom Rush: Frontiers - Kingdom Rush: Origins

As the level is a single level, it should introduce new Enemies (for the sake of the contest, three new enemies) and a new Boss. Below are the forms required for entry, and an example of how they should be filled out (using an existing level). There is no need for a new mechanic, however if your level falls near a location that has a mechanic, you are free to re-use it, or any of the other typical features found in the area (Sea, Magic Blossoms, Thermal Fissures, etc).


Next up, the rules for voting:
  • You can only vote for one entry, and voting for your own entry is not allowed.
  • Please vote by clearly stating your choice in your post, preferably in bold. Again, you can submit your vote in PM to remain private, and you can change your vote at any time by posting a second time. Please do not edit your posts to change your votes.
  • Voting will run until Thursday 28th May.

And now the entrants! These are not in the order they were received, and all entries are shown as they were submitted, the only exceptions where me adding a map image for the level location, and stylising the name of the level with bold and word size.

Entry One wrote:Valoras Shore

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General! The ancient curse of darkness that had befallen Lord Blackburn on his conquest over evil has stirred! The darkness corrupting the castle and countless other lands finally rears its head, growing impatient in its thirst for death.

At the shores of the Valoras Sea, as far from our kingdom as our scouts have dared to wander, a dark magical evil effluviates and shines with a malignant, formidable power. Ashes and bones scatter as men run by in fear from the indescribably horrific sounds coming from the waters. It seems the nearby Stormcloud Mountain itself is afraid of its evil, for the organisms there have gone still, hoping to go unnoticed by this waking evil.

No evil, no matter its size or strenght, shall make Linirea falter! We will march our troops into the waters of fear wearing boots of courage and the weapons of rightousness as I, your loyal messenger, bellows his chants of analogies to inspire the men to vanquish what may be the most terrifying foe we will ever face!


Location: Valoras Sea (Kingdom Rush)

Description: Similar to the Curse of Castle Blackburn, the level is a grim, dark place, complete with an eerie, somber soundtrack unique to the area, with a slow, violin oriented OST to begin with and a combat track with a fast organ and bells. The ground is dank, having puddles of sludge from the sea piling on the ground, moistening it and reflecting pale moonlight from the waters. The edge of the sea is at the top of the level, and the water there is filled with floating skulls and emanates a purple magic similar to Lord Blackburn, but darker. Some of the deeper puddles of water on the ground have a faint purple glow as well.

The glowing purple puddles appear at some locations on the paths, and effect enemies. If a foe is killed while standing on or near a puddle, the sludge will ooze onto its body and give it a purple glow, reviving it with full health and allowng it to regenerate 30 HP per second while standing near any puddles. Same effects occur to enemies killed mesr the Valoras Sea itself, which has double the range outside its waters compared to puddles, preventing things like Rain of Fire from killing enemies once the next wave is called. Puddles that have this effect will contain a biohazard sign next to them, which is turned to the side and steaming from the intensity of the water.

2 paths branch out from the waters going left and right, extending diagonally to opposite directions until they reach close to the edge of the level, where they make an arc, turning closer to the middle. At about 1/4 down the map, they intersect and split into 4 paths that go down in an oblique direction, curving to make S shapes. At about 2/3 down the map, the paths turn inward and connect close the end, where 3 paths go straight down, diagonally to the left, and diagonally to the right to reach the exits for the level. Enemies spawn from the puddle and proceed to the path intended for them, or will crawl from the deepest puddles and enter their path that way.

Recurring Enemies: Skeleton, Skeleton Knight, Necromancer, Werewolf, Lycan

New Enemies: Bloodfeeder, Bell Keeper, Amygdala

Boss: Rhanyam

Bloodfeeder

HP: 500/625/750
Melee: 30-60
Armour Rating: None
Magic Resistance: None
Speed: Fast
Lives: 1
Gold: 30
Skills: "Steals Blood" -> Attacks restore HP by the damage dealt to enemies. Passive.
"Blood Frenzy" -> After taking damage from a tower, Bloodfeeders restore double health from damaging units for 1.5 seconds. Passive.

Description: Bloodfeeders are undead (poison-immune but vulnerable to fire) creatures with pale white skin and a very long, thin humanoid figure. They appear to be people who were stretched out to double their length and half their width, making the boniest of people shocked by their appearance. They have abnormally large heads with no eyes or nose, only a fanged mouth with red and purple ooze leaking out, a mixture of the Valaras sludge and blood.

Frenzied men malformed by the wickedness of the Valaras Sea, these horrifying beings absorb the blood of mortals through their skin and thrive off it.

Bell Keeper

HP: 880/1,100/1,320
Melee: 20-40
Armour Rating: None
Magic Resistance: Medium (40%)
Speed: Medium
Lives: 3
Gold: 60
Skills: "Creates Echoes" -> Rings a bell when an enemy is near, creating a blood-red clone of it with equal stats and abilities. In the presence of many (+3) enemies, it stops and sways the bell back and forth, creating multiple copies at once in an extended range. Can clone any foe except for itself, other Bell Keepers, Amygdalas, and enemies that it has already copied. Can clone foes that other Bell Keepers have made echoes of.. Passive.

Description: Bell Keepers are undead who wear many layers of robes with a faded dark ugly green color. Their eyes glow purple, but are outshined by a black bell they wield in their left hand, swaying lightly and causing ringing sounds when they are on the map. When many Bell Keepers are present at once, the ringing intensifies significantly. They have a black scythe in their other hand to slash nearby enemies with.

Harnessers of the magic infesting the dark waters they emerged from, it is unknown whether this magic was granted to them out of mercy or was cunningly stolen and overwhelmed their sorry souls.

Amygdala

HP: 6,640/8,300/9,960
Melee: 100-250
Armour Rating: None
Magic Resistance: None
Speed: Slow
Lives: 10
Gold: 500
Skills: "Beam of Binding" -> Blasts a purple beam at a tower and slowly covers it in dark magic, binding it for 8 seconds. Players can tap the purple beam to repel the attack, making it lose color until it turns white and shatters. 18 second cooldown.
"Resists Instakills" -> Sniper Shot and Death Ray can be used on the Amygdala, taking away 20% of its HP (Polymorph takes 10%) and stunning it for 3 seconds. Amygdalas are immune to all other effects that minibosses are immune to. Passive.

Description: A giant, black and purple 6-armed monster that crawls like a spider. It has a thin body and arms similar to the Bloodfeeder, but are proportional to its body, making it the size of a boss like Sarelgaz. Its entire face is a beak-like structure with 4 spines jutting out from the back, around the point where its long neck is attached to its head. It has hollow black eyes that glow purple when it's ready to use Beam of Binding. It can slam its hands down on soldiers in melee or sweep them horizontally.

Deific monstrosities that have fed from the sludge of the sea for eons, acquiring the essence of true darkness, and are prepared to share their darkness with anyone in their way.

RHANYAM

HP: 7,200/9,000/10,800
Melee: 400-800
Armour Rating: None
Magic Resistance: Nonetheless
Speed: Slow
Lives: 20
Gold: None
Skills: *Boss
"Melee Attack" -> Sword glows purple as he slams it on the ground, instakilling units and turning them into Necromancers. Passive.
"Beam of Binding" -> Binds a tower just like an Amygdala, shooting a dark purple beam from his hand. This beam traps towers faster and requires more clicks to cancel out. 15 second cooldown.
"Scourge" -> When under 1,001 HP, Rhanyam sends a purple soul to a nearby enemy, possessing it and turning it into himself with all of his skills, with health equal to the percentage remaining for the enemy. Passive.

Description: After the enemies are defeated, the Valoras Sea boils, the purple draining from it into the bones within, which rise and form into Rhanyam. He is a boss-tall skeleton with purple flames around him, forming a dark spiked suit of armor for him, but is really just for appearance. He has a black, dilapidating crown on his head, with a purple gem studded in the center. He wields large, black and jagged sword, shards chipped off from how ancient it is, and also glows a dark purple color that intensifies when attacking.

The archiac lord of darkness that has corrupted the northen lands for eons, in the flesh. His fearsomeness unending, his cruelty unmatched, and his powers unstoppable, he weilds an ungodly magic that will take over every corner of the world it reaches.


Entry Two wrote:Riverside Village

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Intro:
General, we have received reports that our ambassadors to the Gnomish Village on the banks of the Springsonal River have gone missing! The Gnomes have been our allies for a long time, but in light of recent events, it seems that one, Sediorcim, has decided that he has had enough. He has formed an alliance with Faunus, the Chieftain of the Satyrs, to stop his race from being pushed around by the other races. Since our ambassadors have disappeared, we suspect that they have been taken prisoner by this new Gnome-Satyr alliance, and that the Village has been captured.

General, we must free the residents of the village from the tyranny of Sediorcim and Faunus!

Location: Springsonal River, slightly northwest of Neverwonder.

Level Description:

A large river flows through the top of the level, from the northeast to the upper left. A path crosses a bridge close to the western edge of the river. Near the top, there is a gnome village. The environment is the Faery Forest, however the area near the river is more green. Another entrance is near the trees underneath the eastern edge of the river. The exits are near the bottom left and right, and both paths intersect in a circle near the center, with a strategic point in the middle. Also, a hidden path extends from the middle of the river to the center circle.

Mostly, Satyrs will spawn from the eastern entrance, and gnomes from the north.

Special Towers: Gnome Garden

Recurring Enemies: Satyr Cutthroat, Satyr Hoplite, Redcap

New Enemies: Satyr Climber, Gnome Trickster, Satyr Bucker, Water Sprite

Boss: Faunus, the Satyr Chief


Name: Satyr Climber
HP: 400
Damage: 10-25, punches with hooves
Magic resistance: 30%
Speed: Fast
Lives Taken: 1
Skills:
- Cliff Scaler: Automatically dodges boulders and nuts by climbing over them. If a barracks is within 3 meters of the apex of the final jump, then the Climber attacks and deals 3x damage for the first strike.

Physical Description:
Not as large as a Hoplite, but not as small as a Cutthroat, the Climber is more goat-like than humanoid, with hooves instead of hands. It still generally runs upright, however it will change to all fours when climbing.

In-Game Description:
Bred for speed and agility, the Climber will scale the mightiest of mountains, the steepest of slopes, and the largest landslides.


Name: Gnome Trickster
HP: 130
Damage: 12-18
Magic resistance: 20%
Speed: Very Fast
Lives Taken: 1
Skills:
-Teleportation
-Bottled Poison: When teleporting, throws a bottle of poison on the ground, dealing 3 dps for 10 seconds.
-Will refuse to engage in combat until it cannot teleport. If a soldier engages, then the gnome will teleport and leave poison.

Physical Description:
The Gnome Trickster is a small, green-clad gnome capable of teleportation. Looks similar to the Redcap, but with green hair. (Possibly dreadlocks)

In-Game Description:
This small trickster will zap from place to place, and poison your soldiers while doing it.


Name: Satyr Bucker
HP: 800
Damage: 20-30, slashes with horns (The gnome will fire small, fast bolts dealing 10-14 magic damage)
Armour rating: 30%
Speed: Fast
Lives Taken: 2
Skills:
-Gnome: When dead, a gnome dismounts and continues onward. The gnome has 100 hp and deals 10-14 magic damage.
-Adaptation: Occasionally (about 25% of the time) the Satyr will have the Cliff Scaler ability of the Climber, or the Gnome will be a Trickster.

Physical Description:
More goat than man, the Bucker has a gnome riding on its back. The bucker itself is just a big goat. The gnome will generally wear yellow, except when it is a trickster.

In-Game Description:
The Satyr Bucker is a fast beast, carrying a gnome into battle and defending its charge until it dies.


Name: Water Sprite
HP: 600
Damage: N/A
Magic resistance: 70%
Speed: Medium
Lives Taken: 1
Skills:
-Hovering: Enters from the northeastern side of the river. Flies over to the middle, and banks downward on the hidden path.
-Drown: Attacks by encasing a soldier in a large bubble. After 5 seconds, the soldier will begin to takes 15 dps, permanently. The bubbles can be broken by rocks and nuts.

Physical Description:
A blue-skinned faerie, with blue wings, the Water Sprite uses water stored in a pack on its back to encase soldiers.

In-Game Description:
These evil faeries, born of the salty sea, have journeyed inland to avoid being hunted down. However, they are still up to their old tricks.


Faunus, the Satyr Chief

HP: 12000
Damage: 150-200 area damage, punches the ground
Armour rating: 60%
Speed: Slow
Lives Taken: 20
Skills:
-Shield: Every 10 seconds, a gnome, Sediorcim, will pop out of the basket on Faunus' back to cast a spell, which grants immunity to either archers, mages, or artillery. The shield lasts for 1000 hp's worth of damage, or 9 seconds.
-Death Throw: Throws Sediorcim to the 2/3 point of the map.

Physical Description:
A massive Satyr Hoplite, without a spear. Faunus also carries a wicker basket on his back, and in the basket hides Sediorcim.

Sediorcim

HP: 1000
Damage: N/A
Speed: Fast
Lives Taken: 20
Skills:
-Unblockable
-Knife Spin: While running past soldiers, Sediorcim will take out dual knives and spin, dealing 20-25 damage for 3 spins to any nearby soldiers.

A small gnome, a bit larger than usual, but still small. He looks like a redcap, but with shorter hair, a blue hat, and no scythe. Instead, he wields dual knives.

Death Quote: All... I wanted to do... was to save my race!


Entry Three wrote:The Verdant Edge

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General, some of the ruins of The First City are moving westward over the Verdant Edge, we know not why, but it cannot be good. While moving to investigate this event we have discovered that the most prolific of our forests has become tainted by evil, we find the cause of this evil and remove it, or else this evil may spread the rest of our forests.
Intro: Some of the ruins of the first city are seen moving, bumping into the Evermeet mountains in a rough and untidy movement, parts begin crashing into the forests below with gnomes running for cover.

Location: The Verdant Edge (Origins), has Green magic trees and the curved green vines, much like Rockhenge.
Level Description:

Recurring Enemies: Satyr cutthroat, Satyr Hoplite, Gloomy, Bandersnatch, Redcap, Cloud Stalker, Webspitters, Sword spiders, Spiderbroods, Boomshroom, Muchshroom, Fungus Breeder. From wave 9 onwards Arachinomancers, Driders, Mactan’s sons and Twilight Golems Descend.

New Enemies: Corrupted Keepers. Herbicidal Maniacs. Arcane Leeches.

Boss: Ronaef, one of the first elves who helped create the rift between Twilight and Sylvan Elves and forced both away from the first city.
Name: Ronaef
HP: 11250
Damage: 100-120 (ranged), 135-170 (melee)
Armour rating: Medium
Magic resistance: Medium
Speed: Slow
Skills:
Slams his blade against the ground dealing 300 AoE damage across the map. Shoots an empowered arrow (by twisting his twin blade 180 degrees to form a bow) at a tower, removing an upgrade or if it has none, pushes it down a level of upgrades, does not affect level 1 towers. Brings down some First city rubble, transporting troops to the battlefield.

Name: Corrupted Keepers
HP: 500
Damage: 24-36
Armour rating: High
Magic resistance: None
Speed: Medium
Skills: Can heal themselves and allies. Can put vines around towers which temporarily prevent access to tower and: slow mage fire rate, prevent barracks respawn, lower archer damage and have no affect on artillery. The vines last for 10 seconds.

Description: Large, tormented forest keepers, with larger, ridiculous horns, purple fur and carrying ugly axes.

Name: Fungus Martyr
HP: 800
Damage: 30-50
Armour rating: None
Magic resistance: None
Speed: Slow
Skills: Explodes upon death damaging nearby troops. Leaves a cloud of fumes that can be turned into a boomshroom by a Fungus Breeder. If killed when silenced, leaves no cloud or explosion, but spawns a Hoplite.

Description: A hoplite covered in bulging spores.
Name: Arcane Leeches
HP: 145
Damage: 12-28
Armour rating: None
Magic resistance: Very High
Speed: Fast
Skills: Increase in damage and speed when hit by magic or arcane archers.

Description: Ugly leeches that swarm in mobs, they occasionally spawn by falling off one of the magic trees, the tree becoming withered afterwards.



Entry Four wrote:Metalbrand Hamlet

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Intro: General, our scouts have returned with good news. They have successfully tracked down Wayland Blackstone; aka Wayland the Black; the renegade weapon smith who has been supplying the enemy. He is also the one responsible for the creation of the Juggernaut that was sent to attack our home capitol! A munitions factory has been discovered beneath a homestead on the outskirts of the town of Otil. That the location has been hiding under our noses the whole time is worrying, but we may finally have a chance of putting his operations to an end.

Wayland is sure to have a large contingent of troops stationed within the factory, but we have them trapped on all sides. If we can deal with his men first we can lure him out and finally take him back into our custody.

Location: Otil (Kingdom Rush)

Level Description: Otil sits between the Citadel and the Coldstep Mines, so the environment falls between the two, with the grassy plains on the left side of the level slowly being covered up by snow on the right. There are a few small structures dotted around the edge of the level, such as outhouses, mounds of hay, etc. In the top right corner is a barn, unconnected to the path but surrounded by bits of broken machinery, large cogs, missiles, etc. There are two entrances at the top of the level, one in the left corner and one in the centre both spawn two sets of enemies.

The left path's first set of enemies snakes down the left hand side of the level and exits in the bottom left corner, whilst the other moves over to the right hand side, and joins the middle path (from here the middle path sends enemies either down the left side or on to this path) then goes on to the right hand side of the screen. The path here loops back on itself and appears to go in to a large farmhouse/structure. The path then exits the structure just below where it entered, and loops around again, coming to an exit in the centre of the bottom of the screen.

From around the middle wave, enemies will begin to spawn from the Barn in the top right corner, randomly sending them on to either path. This becomes a fifth wave start point after they have spawned there the first time. The Boss spawns from the right hand side's entrance to the farmhouse, and then goes back on itself to move to the left sides exit.

Enemies that enter the farmhouse are momentarily invulnerable, as if they had entered a canopy or cave. However, certain enemies that enter the building will emerge as an upgraded version of themselves. This has a 20% chance of occurring to an enemy (30% on veteran). Enemies will retain their initial HP and damage taken, but their armour, attack and skills will be changed to that which they are upgraded into. Bandits become Brigands, Dark Knights become Shadow Slayers, Rocket Riders become Rocket Knights.

Recurring Enemies: Bandit, Brigand, Marauder, Shadow Archer, Dark Knight, Golem Head, Rocket Rider, Dark Slayer

New Enemies: Rocket Knight, Jaegernaut, Iron Warden

Boss: Wayland the Black

Name: Rocket Knight
HP: 900 / 1250 / 1400
Damage: 40-80
Armour rating: High
Magic resistance: None
Speed: Medium
Skills:
Flying
Turbo - 2 second speed boost when first hit with an attack
Dive Bomb - Swoops down to attack any units in his flight path


Description: A deadly combination of a Rocket Rider and a Dark Slayer. Despite the hefty armour, this guy has enough rocket power to not only keep him above ground, but to provide good aerodynamics too. As a flying enemy, they can't be stopped and their only true vulnerability comes from Magic Towers and insta-kills.

A deadly combination of machine and man. Few stand between this knight and his prize, fewer still would dare to try.


Name: Jaegernaut
HP: 3000 / 3750 / 4500
Damage: 60-120
Armour rating: None
Magic resistance: Medium
Speed: Fast
Skills:
Ranged attack

Description: Meet the Juggernaut's younger brother. Not as mighty as the city destroyer but a much faster and deadlier opponent. This mechanical monstrosity moves on two backwards bent legs, and has arms that hang down form its body with large buzz-saws on them. Picture an AT-ST meets Hacksaw and you're about there. It moves fast and it has no time for the little man, cutting down all but the toughest soldiers in seconds. It can fire the saw blades at units from a distance twice that of the Dark Archer.

A fast machine built for one single purpose. Killing. Razor sharp saw blades cut down all that cross its path.


Name: Iron Warden
HP: 2000 / 4000 / 6000
Damage:
Armour rating: None
Magic resistance: High
Speed:
Skills:
Shielder - Projects a magic resistant shield onto other enemy troops, increasing their magic resistance by 40%

Description: The bane of this level, granting magic resistance to enemies who's sole weakness is magic towers. Designed to be a sponge that absorbs damage so it can stay longer to protect its fellow troops, the Iron Warden is a silent guardian of the enemy. The last time anyone saw something like this, it was Tony Stark stomping his way out of a cave in the middle east. Pre-red and gold Iron Man, a white light shines from its chest plate, giving both it and nearby troops a boost to their magic defences.

Warden of a technological masterpiece. It protects its fellow soldiers against the mystic arts.

Name: Wayland the Black
HP: 7000 / 11500 / 16000
Damage: 190-280
Armour rating: Medium
Magic resistance: None
Speed: Medium/Fast
Skills: Area Attack, Tower Disable

Description: Wayland is part Dark Slayer, part Juggernaut. A fraction bigger than a Forest Troll, in one hand he wields a grand jagged edges sword, and the other bears an arm mounted flame thrower. With the sword he attacks soldier units cutting them down in seconds, not even a fully upgraded Paladin can stand up to him for long. With the flame thrower he engulfs nearby towers, rendering them unable to attack for 4 seconds.

When Wayland has taken half his damage, he sheds half his armour and throws his sword down the path, insta-killing any unit in its path (the sword spins and goes along the entire path to the exit). He then makes a dash for the exit. He won't stop to burn towers, and as he's lost his sword any new units put in front of him he will try to punch and crush.

Former smith to the King, he went crazy for power and crazier still for machines.


Entry Five wrote:Hazed Forest

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General, our pixie allies called for our aid. A mysterious fog in which the evil hides has covered the forest. The pixies just know there is something about to happen, so we'd better prepared.

We asked the pixies what sort of evil creatures could be hiding in the fog. The pixies fear that the evil creatures are under command of something big, even bigger than you could possibly imagine. They refused to speak further about the issue. All we know is that we have to stand our ground to protect the pixies.

Location: Enchanted Forest

Level Description:

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I made a map with the layout of the level. The enemies start from the red circle at the top of the level. The yellow dots are gems. They work the same as in other fae woods levels. The purple dots are venom vines, or as I like to call them, fume shrooms (You're awesome if you get this reference). While not showed in the map, there are trees around the edges of the level. You can see treehouses in those trees which are inhabited by pixies. Occasionally, a pixie comes out of her house and starts throwing pixie dust at enemies, which stuns them for 3 seconds. The level is overall foggy and mysterious.

Recurring Enemies: Sword Spider, Satyr Cutthroat, Satyr Hoplite, Webspitter Spider, Gloomy, Bandersnatch, Redcap, Boomshroom, Munchshroom and Fungus Breeder.

New enemies: Black Pixie, Pophead Spider and Redhelmet

Boss: Bluck Bulkybelly

Enemies and Boss Form

Name: Black Pixie
HP: 400
Damage: 20-35 (Both ranged and melee, fast fire rate)
Armor Rating: none
Magic Resistance: medium
Speed: fast
Appearance: A Black Pixie looks like Catha, but then evil. She wears a purple dress and has black eyes. Her hair is dark purple. Her wings are transparent gray.
Skills: The black Pixie protects all nearby enemies from damage caused by tower abilities, including insta-kills (good luck fighting Bandersnatches without insta-kills). 20% chance with every attack to stun a soldier.

Description: A pixie possessed by black magic. She is trained to protect her allies from harm, so that they can destroy everything and come back home unharmed .

Name: Pophead Spider
HP: 800
Damage: varies
Armor Rating: none
Magic Resistance: high
Speed: medium
Appearance: A vicious spider. It looks a bit like webspitter spiders, but a bit bigger. It has a green color, with red legs and pincers.
Skills: The pophead spider leaps at soldiers. It has a vicious mouth which it uses to bite heads off. This instantly kills the soldier, but it takes some time to execute the insta-kill. (And you thought webspitter spiders were bad)

Description: If your soldiers didn't already have arachnophobia, these terrors will certainly give it to them. Watch your head, it'll be gone before you can 'snap' your fingers.

Name: Redhelmet
HP: 2000
Damage: 50-100
Armor Rating: high
Magic Resistance: none
Speed: slow
Appearance: The Redhelmet is basically a giant redcap. He wears shining red armor, and wields a giant scythe.
Skills: Death Strike. Area damage (instantly kills all affected soldiers when Death strike occurs). Increases the likelihood of death strikes to occur for nearby redcaps. (m

Description: Giant warriors with fancy red armor. They can deliver and endure devastating blows.

Name:Bluck Bulkybelly
18000
Damage: 120-150
Armor Rating: from the front: none, from the back and sides: medium
Magic Resistance: none
Speed: very slow
Appearance: Bluck is a very fat Satyr. He is so big, that the ground trembles with every step. He has giant horns and fur on his head, arms and legs. He might look like a brainless meat sack, but he is in fact quiet intelligent.
Skills: Bluck has a thick fat layer and thick skin from the back and sides, which reduces physical damage he takes. His weak spot is his enormous belly, which doesn't have armor. Bluck also burps from time. This beautiful voice inspires all Satyr on the field, giving them temporary bonus damage and speed.



Entry Six wrote:The Siege of Otil

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After the downfall of Vez'nan, the Forces of Darkness that had pledged themselves to his service fled and have rallied around their true master... Irritum, Seneschal of the Void, has fortified the city of Otil and means to unleash a terrible power upon his world. General, if he is not prevented from releasing his master, then the warmth and light of the sum will be naught but a happy memory! May the gods grant you the strength to save us all from oblivion!

Location- The fortified city of Otil, east of the Citadel of Linirea
Level Discription- The level has two main enterences, one on each side of a fortified redoubt in the center, atop which rests a portal to the void, supervised by Irritum. Any time a soldier dies, their soul is sucked to the portal and a Shadow Splinter is spawned from the redoubt.
Recurring Enemies- Shadow Archer, Dark Knight, Dark Slayer, Shade Elemental
New Enemies- Shadow Splinter, Shadowmancer, Nephilim

Shadow Splinter
Small, hunched vestiges of the Dark God's power that are hidden in shadow until they come into contact with your forces.
HP- 100
Damage- 30-50(true)
Speed- Very High
Skills- Dark Shroud- Shadow Splinters are not targeted by towers unless they are fighting with the player's soldiers.

Shadowmancer
Acolytes of the Seneschal of the Void, these women can blind towers and slaughter soldiers from a safe distance.
HP- 500
Damage- 40-60(magic)
Magic Resistance- High
Speed- Low
Skills- Like a Blacksurge, Shadowmancers can render towers temporarily useless. They also can attack at range.

Nephilim
These towering grey-skinned giants wield mighty flails imbued with the energy of Umbra himself.
HP- 3000
Damage- 100-200(physical)
Speed- Low
Skills- When a soldier is attacked by a Nephilim they are sucked to the void and killed instantly (Does not work on heroes). When an enemy comes near a Nephilim, it is teleported a little further down the path.

Boss- Irritum, Senechal of the Void
A mighty figure with pitch-black skin, he stands upon the redoubt throughought the level. After the 15th wave, the portal is destroyed and he roars in anger at being foiled in his attempt to unleash Umbra. He then steps down to exact vengeance upon the player, and takes a central path through the level.
HP- 7500
Damage- Area Insta-kill at range and in melee
Speed- Low
Skills- When faced with soldiers in melee or at a distance, Irritum will open a portal to the void beneath them, killing them instantly and summoning a shadow splinter for each soldier killed.
Last edited by RaZoR LeAf on Sun May 24, 2015 9:56 pm, edited 1 time in total.
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Re: VOTING - Standalone Level

by warbot1000 » Sun May 24, 2015 5:12 pm

Damn finished what I was going to send in just now...
oh well.
after a skim through I am leaning towards entry 2,
That is not my vote. I will vote later after having a proper read through all the entries.

my ideas
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Re: VOTING - Standalone Level

by Draconian » Sun May 24, 2015 5:16 pm

I cast my vote for Valoras Shore! Riverside Village was my second faveorite.
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Re: VOTING - Standalone Level

by AerisDraco » Sun May 24, 2015 6:59 pm

I vote for Metalbrand Hamlet.
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Re: VOTING - Standalone Level

by Magnus0 » Sun May 24, 2015 7:05 pm

My vote goes to entry one, valoras shore.
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Re: VOTING - Standalone Level

by The Kingmaker » Sun May 24, 2015 8:04 pm

Holy hell these are amazing.

Whoever wrote No 1 mas the largest vocabulary I've seen, effluviates? Wow pungent just doesn't cut it any more I'm writing that down.

Nonetheless magic resistance? Does that mean none or is it some literary quip?

I will consider who I will vote for.
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Re: VOTING - Standalone Level

by RaZoR LeAf » Sun May 24, 2015 9:48 pm

The Kingmaker wrote:Holy hell these are amazing.

Whoever wrote No 1 mas the largest vocabulary I've seen, effluviates? Wow pungent just doesn't cut it any more I'm writing that down.

Nonetheless magic resistance? Does that mean none or is it some literary quip?

I will consider who I will vote for.


"Nonetheless" means in context, "regardless of what is stated or implied". For example "Umbra is a timeless magical creature, but nonetheless has no magic resistance.". So despite Umbra being a powerful magic oriented being, it has no magic resistance, though you would assume otherwise based on the first statement.

But it looks like a mistake in this instance, probably a case of find and replace going wrong.

warbot1000 wrote:Damn finished what I was going to send in just now...
oh well.


Sorry buddy, but deadlines are deadlines. I've been busy all evening, so I had to post when I did or it may not have been posted on time at all.



In other news, I'm voting for Entry One, but will give all my reviews at the end of the voting period.
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Re: VOTING - Standalone Level

by Big Bad Bug » Sun May 24, 2015 10:33 pm

These are some good entries, really amazing stuff. I'll abstain from voting.
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Re: VOTING - Standalone Level

by warbot1000 » Mon May 25, 2015 10:53 am

RaZoR LeAf wrote:
warbot1000 wrote:Damn finished what I was going to send in just now...
oh well.


Sorry buddy, but deadlines are deadlines. I've been busy all evening, so I had to post when I did or it may not have been posted on time at all.

no problem I knew i was cutting it close.

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Re: VOTING - Standalone Level

by tmn loveblue » Mon May 25, 2015 11:11 am

ENTRY ONE Surely :D
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Re: VOTING - Standalone Level

by The Kingmaker » Mon May 25, 2015 4:20 pm

I vote for entry one, no matter how much I liked entry four, the vocabulary and intricacies sold it for me.

Entry One
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Re: VOTING - Standalone Level

by Zonoro13 » Mon May 25, 2015 11:38 pm

1 and 4 are both well-made, but in the end the creativity of the enemies gave 1 the edge. Congrations to the author of #1 and all the rest!
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Re: VOTING - Standalone Level

by SairiRM » Tue May 26, 2015 1:54 pm

Zonoro13 wrote:Congrations to the author of #1 and all the rest!

I'm quite sure X made it. The Y and Z are his things.
(What XYZ mean):
[+] SPOILER
X = BBB
Y = Blood
Z = Bell keeper

Anyway, I vote entry 1 too.
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Re: VOTING - Standalone Level

by The Kingmaker » Tue May 26, 2015 2:34 pm

I'm pretty sure X is a fan of this series, where Z comes from.

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Re: VOTING - Standalone Level

by Zonoro13 » Tue May 26, 2015 8:07 pm

SairiRM wrote:
Zonoro13 wrote:Congrations to the author of #1 and all the rest!

I'm quite sure X made it. The Y and Z are his things.
(What XYZ mean):
[+] SPOILER
X = BBB
Y = Blood
Z = Bell keeper

Anyway, I vote entry 1 too.
http://i.imgur.com/SHKrqer.png

I agree ;)
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Re: VOTING - Standalone Level

by warbot1000 » Wed May 27, 2015 8:28 am

Now that i have read them all and looked up some words.
I vote for entry one because it is very detailed and reasonably balanced (the enemies). It also looks like a lot of time and thought has been put into it.

my ideas
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Re: VOTING - Standalone Level

by RaZoR LeAf » Thu May 28, 2015 9:18 pm

Sorry for the late reply all, I've had a pretty busy day in work that needed a wind down in the pub after. Anyway, here we are with the results, and to be perfectly honest I think it's clear who has won this thread.

1st Place:
Valoras Shore by Big Bad Bug (8 votes)


2nd Place:
Metalbrand Hamlet by RaZoR LeAf (1 vote)


Well done everyone who entered, please continue to use this thread to discuss the contest. If you want to discuss any other contest ideas, please go back to the original 2015 Contest Discussion Thread. Otherwise, I will have a new contest posted on Sunday, based on an idea by Aeris Draco.
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Re: VOTING - Standalone Level

by Big Bad Bug » Fri May 29, 2015 12:16 am

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Thanks for all the votes, you guys!

I apologize for those typos in there, such as "nonetheless" (autocorrect) and the spelling of some things. I had a lot of fun doing this level and I hope everyone else did, too. :mrgreen:

I'm looking forward to those reviews, Razor. ;)
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Re: VOTING - Standalone Level

by Draconian » Fri May 29, 2015 2:38 am

Well, BBB won by a landslide! Congratulations, can't say I'm surprised.
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Re: VOTING - Standalone Level

by RaZoR LeAf » Sat May 30, 2015 10:04 pm

So my reviews that I promised…

Valoras Shore
Awesome entry, hence why I voted for it. I was initially surprised that it wasn't an ice level considering that area of the map is all frozen over. The sludge that revives enemies is a major game changer, it would really change how you played the level, stopping you from relying on cheap tricks like Rain of Fire by a wave entrance, and forcing you to bottle neck in one place over another (sludge where paths crossed for instance would be hell).

Riverside Village
I love the idea, expanding both the Satyr enemy group, and giving the Gnomes a more active role. I think focusing on one would have been better than the two, as you've overstretched the angle. Satyrs menacing the Gnomes would have been the direction I'd have gone for, as Gnomes suddenly being evil when they have never shown it before is a bit of a stretch. I like the idea of the Boss having a minion that carries on for him at the moment of it's death though. My last issues is with the amount of enemies. The contest asked for three, not four. technically the entry should have been disqualified, and had you presented any more enemies, it would have been.

The Verdant Edge
There are an awful lot of recurring enemies in this level, I know that the level is meant to bridge two environments, but it seems a lot. I like the idea, but for a level design contest, the level didn't have much thought put into it and the entry focused too much on the enemies.

Metalbrand Hamlet
This was my entry, so I won't critique it, I'll just share my thoughts whilst making it. I was originally going to have Otil as a town being ravaged by Spiders as a sort of pre/post cursory to Sarelgaz' Lair, but since there were so many spider enemies in KRO, I decided against it. It was then a toss up between Otil and Lozagon/Royal Bridge as an expansion for the Human and Armoured enemies. Once I had the idea of "the builder of the Juggernaut" its surprise attack on the Citadel meant Otil was the only choice. The Iron Warden was a last minute idea, after I realised that the level could be quickly overcome with Magic towers, as the vast majority of enemies had high armour and no magic resistance. Wayland is based on a Darknut from Wind Waker (but human not a dog like enemy).

Hazed Forest
Arguably, the Enchanted Forest is the area rather than a single location, but I didn't specify that so it's fine. The level looks a bit condensed into the middle based on your drawing, but then who knows what else might be coming from the sides? I thought the Redhelmet was a bit boring.

The Siege of Otil
I won't lie, I was a bit disappointed that someone else had chosen Otil too. Of all the locations across all three games (and look at the facts, nobody chose any locations from Frontiers), I thought the odds would be against a crossover. But the levels were very different, so I dealt with it. My main concerns here are two. The first, is the same problem I had with Verdant Edge. Not much level design. My second is the enemies. Shade Elements are not in Kingdom Rush, so they are not recurring they are new. I don't know why you chose to make it about Umbra, as if this was being played FIRST then a player would have no idea who Umbra was. I thought to level theme was out of place, an evil level smack bang in the middle of the plains. At least Valoras Shore was far out of the way of any other locations.
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