Guest mrchak Posted August 4, 2007 Just some follow up ideas for the most recent tower list that may help development, ideas for tower names and Models LE lv1 "Metal" - War Mill lv2 "Steel" - Blacksmith lv3 "Mithril" - Hunter's Hall Berserk Ability can be called "Blade Fury" and allows the tower to shoot more powerful blades faster for a period of time. DW lv1 "Poison" - cauldron lv2 "Pollution" - Sewer Vent (doodad) lv3 "Corruption" - Defiled Fountain DE lv1 "Gunpowder" - Dwarven Rifleman lv2 "Mortar" - Mortar Team lv3 "Gunmetal" - Siege Engine WE lv1 "Geyser" - Geyser (1) (doodad) lv2 "Gusher" - Fissure (0) (doodad) lv3 "Old Faithful" - Crater Firey (bluish doodad) NE lv1 "Soil" - Dune Worm lv2 "Burrow" - Zergling lv3 "Tunnel" - Hydralisk Teleport ability can be called "Burrow", the unit burrows down, and appears shortly in the new location, busting out of the ground. LFE lv1 "Gold" - Mine Cart (doodad) lv2 "Wealth" - Golden Statue (doodad) LNE lv1 "Enchantment" - Horn of Cenarius lv2 "Incantation" - Statue of Keeper (doodad) DNF lv1 "Voodoo" - Troll Witch Doctor lv2 "Witchcraft" - Shadow Hunter DNE lv1 "Thorns" - Entangling Roots (buff) lv2 "Roots" - Entangling Goldmine (ability) Go to top Share this post Link to post
Guest hyperprimate Posted August 4, 2007 lv2 "Gusher" - Fissure (0) (doodad) Might look too much like refined earth? lv2 "Witchcraft" - Shadow Hunter Unless you have some way of removig the glow under hero models I think they should be avoided. Go to top Share this post Link to post
Guest mrchak Posted August 4, 2007 Good point - glows should be removed if its not too much trouble. I've read about how to do it but I've never actually gone and done it. Go to top Share this post Link to post
Guest left.side Posted August 9, 2007 Sorry to double post; didn't see the sticky. For the "stackable release" tower why not just jack Nevermore's skill set? Necromastery Whenever the Shadow Fiend kills a target, he stores the unfortunate soul inside of him. For each stored soul he gains 2 bonus damage until his own death releases half of them from bondage. Requiem of Souls Summons evil spirits around you dealing damage to units in the area. Number of spirits is related to the number of souls stored and the movement/damage reduction is related to the distance from the Shadow Fiend. Lowers movement speed and damage of nearby units. The closer the units are the greater the effect. Go to top Share this post Link to post