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Heroes Community > Age of Heroes Coliseum > Thread: ICTC Thundercrack
Thread: ICTC Thundercrack This thread is 2 pages long: 1 2 · NEXT»
Phoenixzs
Phoenixzs


Adventuring Hero
posted January 19, 2006 05:39 PM bonus applied.
Edited by Valeriy on 5 Feb 2006

ICTC: Thundercrack

              THUNDERCRACK

"Only the worthy can take from the sea, only the worthy can tame the lightning , only the worthy can command the fire, than we shall respect only the worthy that nature has let to live" moto of the sea people

Race: Nordic people, sea people, The Lazh

Capital City: Lavstrom( The First Volcanic Mountain to be called home)

Kingdom: Karsiya

Amblem: Lighting Countered by Lava Crack on the Volcano



Associated Collors: Grey, Dark Blue, Red, Orange

Core Philosophy: Respect the ability to survive ,let the nature test you and make you stronger, only then are you worthy enough to command the nature.


Culture Description
With nearly constant storm and lightning you have the never dull enviroment of Thundercrack.There is nearly always  rainy weather present.The term �thunder� comes from here.

The castle is located on a frozen volcano�s under hills.The volcano is surrounded by dark forests and there is a lake with constant fog. .The environment is nearly always dark and the air is filled with moisture.There is nearly always shadows on the hillsides of volcano and the dark forests.The �crack� comes from the volcanic cracks on the sides of the old volcano which is still partially active inside.Here the efreets who are now a part of Lazh, make their home.

The residants, norse people, are mainly a sea community which fish to make food. But when the castle was built miners were needed and thus a new workforce was created.The castle is mainly built from volcanic rocks and iron.

The sea is important for the Lazh. They do not celebrate normal stuff or special days, but the return from sea deserves ceremony and joy. They thank the sea that has given food to them, tested their ability to survive and made them stronger.They celebrate the return of sailors in great iron lodge with venom ale; a traditional drink made from mixing some fungi  with some dark forest poison plant.The nordic people also celebrate after victory or after great deeds done.The new tribes are getting accustomed to celebrating the first day of thunderbird nesting time as they see it as a blessing. Also the efreet culture and nordic culture are emerging into each other more and more with the passing days.The efreets and the smiths are also celebrating the first emerge of the efreets as a national day since it had great impact on the castle society.


When someone is lost in the sea they do not mourn for their loss since the sea is the taker and there is pride in dying while trying to battle the forces of nature. However they take the accusition of being �weak� as a very serious insult.The society does not respect such accusitions since they think the nature is the only decider who is weak or not.

The Lazh  are not evil but the dark and gloomy enviroment with nearly constant storm and rain has effected their culture.They respect others ability to withstand harsh conditions and the struggle of man with the nature.They see death as a natural process and not an end.The death in battle is always honoured in the mightiest way.

There are also farmers  in the society other than fishermen but not much.The wood from dark forests and the the metal ore from mines and infernal cracks are the two main natural resources of the land.

The rocks in the sea is reserved for hags,and not much people from the castle visit them.However seawitches have a close connection with this place.

For the witches in the society the widow point is  the place to study witchcraft, there they can be one with the sea.The mystic effects of the lake strenghtens them and helps them to unsolve the wild arcane powers of the sea.

The upper lava cracks house the the enterance to the efreet enviroment which extends back into the monutain, there they have their own community but still serve the thundercrack as elite forces.These lava cracks are also used by blacksmiths for smithing and are good places to get metal ores.

The top of the mountain is reserved for the thunder altar which is used for attracting  thunder birds.As the enviroment is nearly constantly under rain or strom so there is nearly always lighting bolts present at this height.

When making outposts usually nordic people find a mountain to drill deep in to the lava then the sea witches chant to form the altar and a small lake of fog.Usually kennels are needed for warg packs and cracks are opened for efreets.It sooner or later resembles the homeland.


The Nordic people understand that other cultures can have an internal order within themselves and respect that.They learned during the civil war that although some how different the witches have their place in society.Thats why they cannot get along with the inquisition of the heaven town.

They respect good fighters so they respect the elven facitons but due to their history they despise any kind of slavery in any form thus hating darkelves for that.They seem to get along with the Sylvans as they do respect the harmony with the nature but Sylvans do not hesistate to form a deep relation with the nordic people for the time being.

As for necromancers they do respect the unnatural balance of their kingdom but they do not understand the obsession about death.They see the death as a part of life not the meaning of it.

For academy things are a bit complicated because of the giants.Lazh  do not feel comfortable around these �civilised� verison of their hated enemies,  the giants. So although witches feel attracted to this faction no deep friendship bound is formed.

The inferno is another case; their actions do not appeal to most of the castle but due to their firey nature some of efreets feel atracted to them.Current status is still at war.

TOWN VIEW:



HISTORY

0 yrd: Nordic People Migrate: They come over  the sea of fog from nearby places, then start a fishing village at first.The iron mines makes them settle down near the frozen volcano.They build a  castle made of iron and volcanic lava.

75 yrd The Fog Sea is Lost: Nordic people understand that the sea is lost and the boundaries of the sea is getting smaller to the point of a lake.

200 yrd Cults are Discovered: Beyond the dark forest some nordic people are discovered practising witchcraft at widows point..There is some connection suspected with the fog on the lake.

210 yrd Witch Hunt: Increasing number of witches and secret cults among the nordic people starts an unrest,people start to hunt them.Civil war breaks loose the witches and their followers aganist the traditional Lazh. Neither side gains the upper hand, widows point becomes the shelter for many witches.Witches practice the harpy transformation, some captured norse are transmuted to harpies.

225 yrd Emmerge of the Giants: A barbaric,hungry race of giants move to the near by  mountain..They start assaulting the nordic village.Many are slaved inluding seawitches.

230 yrd The pact and reunion: The head of the witches Great Hag Soran and the leader of nordic people  Reis Muroath  agree to set a side the differences aganist the common enemy.Great war begins.

230-245Giant War: Once again united ,the people of Thundercrack are determined to drive the giants away.While doing that they tame the wargs to some point and make alliances with the harpies which have an increasing number.The Battle does not seem to stop.

245 yrd The Great Meeting At Widow Point: All the spell casters of witchcraft  gather at widows point. They chant spells  all night long with the aid of Hag Dewenar. Enourmous magical energies appear and the lake suddenly goes back for miles. Its a magical high tide.Then ancestor sipirits of the Lazh emerge from the sea to fight back once more.The giants are driven out of land at the end of that year finishing the fifteen year giant war.The witchcraft becomes free and the witches are not punished.
 
255 yrd The Recovering and the Emerge of the Volcanic Cracks: The war has ruined the castle and the village.The current Reis orders the miners to mine the hill sides of the frozen volcano.The miners reach the lava cracks; the first encounter with the efreets. It appears that these efreets are driven out of their homelands by other efreets from the elemntal plane of fire.They seek refugee and make a deal with the nordic people.As long as they provide an out post and weapons ,they agree to fight in the Thundercrack army.Many weapons are forged in the crack.

300 yrd Nesting of the Rocs: While witches help to forge new kind of elemental blades from the lavas of the frozen volcano there is a huge amount of elemantal power released.This attracts the first rocks which choose the volcano top as their nesting grounds.With more elemental power and some chanting the witches discover that they can be  transmuted to thunderbirds. Immideately an altar is constructed on the top of the mountain to attract new rocs/thunderbirds.

330-360  The Second Castle: The Lazh decide its time to expand and send out scouts .They find a suitable place for a second castle.The first outpost is formed.The seawitches practice the chant of the fog which calls a part of the fog sea to bless the new castle.The first encounter with other races are made.
                                                     

CREATURES
Level 1 Wolfkin: Evil wolves that lurk the dark forest around the town.They prey on anything that is weak or ill.They are basically evil and attack everything that they outnumber.The norse pet them to use in war although they dont appriciate their evil side they are well respeceted for their survival instincts.
They are basically tough which means having good amount of hitpoint compared to level 1 units.Deal normal damage and have a bit less attack from the rest.They have a good speed and initiative
Level 1 Upgrade Warg: These are the most evil and ill tempered among the wolfkin.They have jet black fur completed with red eyes.They learned to co-operate very good among each other.

 

Dwelling: Dark Forest
Special Ability: Pack hunt: Wargs have learned to co-operate well betwen the team members.When they outnumber a group, they are notorious foes. In game if they out number the enemy twice (warg:2X ,enemy X)  the warg receive %30 attack bonus,  if they triple the number they get %40 attack bonus  and if they further more quadraouple or so on they get the maximum of %50.
Army Role: They are the first level an they have the most numerous ranks.They are suitable for attacking spell casters or fragile units due to their outnumber ability.And their slightly high defense and hitpoints makes them good  for  preventing  shooters from shooting while standing nearby.

Level 2 Harpy: Once created by the seawitches the harpies do not remember the past so well.They have good working oath with the norse men:They fight at the side of norse and therefore are let to prey on the fallen of the enemies. With feathers and still some human like features harpies are  terrible abonimations.Sometimes the seawitches still use the old curse to convert some of the guilty persons into harpies as a punishment.

Dwelling: Harpy Rocks


Special Ability: Fly
                Strike and Return

In battle harpies can strike and return
Level 2 Upgrade Harpy Hags: These hags can launch assaults so that the enemy cannot act to counter.Harpy hags are older harpys and top dogs in harpy society:They are usually the ones who  lead the pack in assaults.
Special Ability: Fly
                Strike and Return
                No enemy Retaliation



Army Role: While they can be used as some kind of range attack their flying ability makes them also usefull for countering archers and forcing them to attack near by harpies rather than shooting. Also beneficial for late games with its no retaliation ability,does not die from retaliation of big stacks, so enemy has to direct his attacks to get rid of harpies.

Level 3 The Lazh Warriors: Warrior ranks formed by the nordic citizens of the castle.They are excellent fighters and are also very quick to engage the enemy.

Level 3 upg Winter Hammers: These warriors are armed with finest hammers crafted from the arsenals of the thundercrack.They are more trained and armed than the Lazh warriors and represent an elite group of people.Both Lazh warriors and winter hammers have good stats overall and while they lack in speciallty they are very fine warriors.Especially their hitpoints and defenses are high.Their damage varies a bit to the extremes; the bottom is low and top is very high.

Dwelling: Iron Lodge
Special Ability: None
Army Role: They are a good fighting force compared to their level .But they are too open to spells and speciall abilities.You would want to cast some protection spells before sending them into combat.

Level 4 Witch: Those who continue to study the witchcraft are called this way in the Lazh society.They were hated once but they are now respected as they are also healers and consultants in the mystic events.Their meeting place is widows point where they study their art.There some of them are found worthy of carrying the title �sea�.Although they are fragile they can cast powerfull spells.

Dwelling: Widows Point
Special Ability: Spell Caster
Spells: Gust of wind: like the displacement it forces a stack to change location
          Lighting Bolt: Direct damage spell
          Wind Shiled: Increase the cast creatures resistance to shooters

Level 4 upg Sea Witch (requires the roc dwelling):Those worthy and that prove to be very closely connected to the sea can bear this title.They usually isolate themselves from the society.Also they performe the rituals for attracting rocs and trasformation of them to thunderbirds.They can cast more powerfull spells.

Special Ability: Spell Caster
Spells: Gust of wind: like the displacement it forces a stack to change location
          Lighting Bolt: Direct damage spell(note:Base damage increased)
          Wind Shiled: Increase the casted creatures resistance to shooters
         Cleansening Rain: Dispells harmfull effects from the creatures in the area 3X3
         Ghost Images: Creates a copy of the target to fight for his side that has 1hp and does 1 damage and does not have any special ability other than movement abilities like flying.It also blocks sight and space.

Army Role: Their multi role nature makes the sea witches an important unit for the army.At the begining witches could be used as shooters with lighting bolt or for slowing down the enemy with gust of wind.But the player has to wait a little while to access full power of the sea witches since it requires a high level dwelling.At late game sea witches are still good at delivering damage but also have benefits of creating cannon fodder to steal stack retaliation and cleaning of  harmfullspells.But all the things have a price their low hitpoints tells us to put behind the fighting lines.

Level 5  Anchestor Warrriors: After the great meeting at widows point the ritual has weakened the barrier between the living and dead.These anchestor warriors rise from their grave to fight along their race once again.They come with the magically created high tide.Although they posses undead features like not being affected by mind spells or morale they are not like the rest of undeads.They are at rest and their image is like their old times but more ghostly and blurry.They are perfectly armed and disiplined.

Special Ability: Undead like: Are not affected by mind effecting spells or morale.But do not give any morale bonus to the army they are fighting with or to the enemy.

Level 5 upg Tidal Warriors: This is the name given by the norse people to the anchestor sipirits that keep comming in every high tide.These warriors are grave loyal to their race and are excellent fighters.They simply do not rest  or give up until the peril has passed away. Their main advantage is aganist the elite fighters where they can prove their supreme fighting skills.

Dwelling: High Tide
Special Ability: Undead like: Are not affected by mind effecting spells or morale.But do not give any morale bonus to the army they are fighting with or to the enemy.
Supreme Fighters: Tidal warriors receive a %30 bonus to their damage aganist creatures that are greater than level 5 when they are not outnumbered by them(out number=more than the stack size)

Army Role: Their last ability associated with the higher levels makes them good at dealing with them.Slightly low hp and high defense and attack stats make them good fighters but  open to archer and magician fire.They are also slow not like dendroids bu still slow and do not have so much initiative.






Level 6 Efreet: As this chaotic creatures which had their own plans made an alliance with the nordic people they serve as a fast reliable strike force in the army.They have no lower body or feet and have instead a constant flame emerging from their torso.They have both dwellings under the volcanic hot parts of the volcano and a small outpost on the other realm of fire where they try to get the upper hand. Efreets have relatively low defense and hp compared to the same level creatures but they have a high attack.They have the ability to fly and have a very high initiative.


Dwelling: Lava Cracks


Special Ability: Fly
               Fire Shield: Damage done to the efreet is partially returned to the attacker.


Level 6 upg Efreet of The Scimitar (requires sea hag dwelling):These are efreets trained to be a fighting force and developed some blitz tactics.They are also equiped with armor and the specialy forged flaming scimitars given by their norse allies..They use two scmitars at a time. They have  more defense and a bit more hp than the usually efreets.That brings their defense into the normal line with their level but still their hp is slightly low compared to the others castle units in the same level.

Special Ability: Fly
               Fire Shield: Damage done to the efreet is partially returned to the attacker
               No retaliation: Defenders cannot retaliate.
         
Army Role: They are really an elite unit.They can deal massive damage to any unit and are perfect for hit and run tactics.Their low hit point attract both spell casters and shooters.They are also good at one on one fights due to their no enemy retaliation but not good as a naga who has both hit points and ability to do that.Their damage range is from normal to extreme and they are probably the fastest unit in their level.The reason they are so good in hit and run tactics is that to cut the need for high spell caster or shooter while providing the castle with an excellent fighting force if needed.Also the upgrade requires sea hag dwelling which means the player has to deal with the problem of low defense for some time before upgrading and reaching normal defense standarts.


     


Level 7 Roc: These large birdlike beasts inhabit the top of the volcanic mountain.These are attracted to nest here by the sea witches performing some rituals. They are wild and fericous and therefore  can never be tamed fully.



Dwelling: Thunder Spire
Special Ability: Fly

Level 7 upg Thunder Bird: These are rocs that are fed up with enough lightning and elemental power by the sea witches and forced to transform.They are the true masters of the sky.They can hurl bolts of lighting when they attack and are totally immune to the effects of lightning.These are even more wild than their cousins but as the sea witches feed them constantly with pure energy they do what they are told eventually.They are the symbols of wildness and pride and often are respected in the Lazh society.After all they are the light source in these dark cloudy atmosphere.

Special Ability: Fly
               Lighting Strike: The attack of the lighting bird can cause a lighting bolt strike depending on the number
                Energy Build up: Every time a spell or ability(including creature cast spells)targets the lighting bird there is a high chance(%50) that there could be a random enemy targeted lighting back lash dealing damage like the lighting strike,  depending on the number of the stack.If it is such a spell like blind or slow that �stays� on the lighting bird, in the following rounds it can provoke further lighting strikes.If this lighting strike is done the effect of the spell fizzles meaning that the lighting bird has succesfully disipated that spell in  the form of excess energy.
              Immunity to lightning: Being a thunderbird,no harm comes from lighting based sources.
Army Role: Rocs with no special ability serve as a brutal force at the begining later to be replaced by thunderbirds.The thunder bird has average growth and stats beside their slightly high iniative.They are no longer the slighlty weak numerous guys,they are pretty good at fighting as top level.Their lighting strike is an extra and energy build up gives him some good protection aganist magic. Nothing can hold on the lighitng bird(slow,curse,blind) too long and it always has a price. Still they do not posses any no enemy retaliation  or fire breath or some other very cool ability  which  could make him the top dog of 7th level creatures.




Hero Type: REIS: Reis are tribal leaders of the towns.They are usually choosen among from the supreme naval commanders at sea.They are both trusted at sea and on land usually accompanied by a Sea Witch Hag as a consultant.They are good commanders  on the battle field,  often good at protecting people.They are also know the importance of the magical arts and do not object it but being dependant on wisdom so much on sea hags makes their knowledge a bit narrow. It has been know that some Reis can come from SeaHag origin.Even some Efreet comanders are getting used to it since it more and more involves  fieldcraft than seamanship in these days.

RACIAL ABILITY: VOLCANIC SMITHS: Working with efreets, so much underground stuff and molten lava has made excellent blacksmiths out of these nordic tribe.They can craft the finest armor and weapons.But this is not what makes this race smithing abilities special. They have found an ore that is easy to craft,  gives excellent results with a drawback:The weapons and armor crafted from this special material last only for a short duration of time, say up to 7 rounds in battle.Since the outcome is so perfect, the ThunderCrack army has used this material occasionally on the battlefield.
Ability: The hero that has volcanic smithing skill can equip some of his stacks with some special weapons and armor of his choice.Can only be given to humanoid creatures(including efreets  but not harpies)
The effect rises if the equipment is given to low level creatures also increases with skill. On the highest rank of the skill up to three stacks at a time can be equiped with these kind of weapons  and armor . No stack can be equiped with more than one equipment.The equipment vanishes in rounds depending on the skill of the hero.The equipments are given at the begining of the battle by the hero like casting spell but requires no round. Also these equipments cannot be �dispelled� since they are equipments not spells.The equipments are;

Dark Molten Armor: Made from combination of molten lava and the special material this armors are very resistant to damage increasing the wearer stacks defense but also decreases the initiative and speed by one.

Chain Mail Of Feathers: This armor so light that it gives the stack extra mobility:Increases the speed and initiative of the stack.

Shields Of the Frozen Lake: Fine crafstmenship and the special metal ore has allowed this extra thin  and protective shields to be crafted.It gives extra protection to the stack without slowing it down with heavy equipment.

Swords Of Fire: While being the favorite weapon of choice of efreets, this weapons can trap the heat and fire of the lava they are crafted from without hurting the user.They surely increase the damage of the stack.

Spell Breaker Gauntlets: With the help of the sea witches these gauntlets are created.They posses the ability to protect the stack aganist harmfull spells to a certain level.Gives the stack some magic resistance.

Spears of The Ram: These extra light spears let the users form a formation that forces their enemies to move  back.The stack which posesses these spears push their enemy back one square after they have retaliated.

Town Specific Buildings

Embassy of Fire;

Its a building built near the lava cracks and is made mostly of iron.This is the building that controls the in and outs from the efreet realm.Some times it helps troops reach distant locations via travel through the fire realm. But just wandering in the fire realm is too dangerous even for large armies. Also if the destination is not know or if there is no friendly creature on the other side of any realm;without opening gates from both realms, its impossible to travel. Still Embassy of Fire gives the service of transporting small amounts of troops for the right price.

Effect:The embassy of fire transports some of the creatures you own from the castle to your hero in the adventure map in one day.The troops cost %15 of their price to transport and no stack  containing creatures more than one months available can be transported. Transport can be made only with in 3 days periods repeatedly.
Requires:Lava Crack

Feasting Grounds;

These are grounds are constructed to feed the harpies and wargs to some point.It usually has a disgusting scent and has usually only meat.

Effect:Increases Warg and Harpy growth
Requires:Castle

I added the updated part(town specific buildings)to the main thread and done some minor corrections.I hope all the images work.Still open to suggestions anyway.

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sonoro
sonoro

Tavern Dweller
posted January 22, 2006 03:25 PM
Edited by sonoro on 22 Jan 2006

It's amazing that you had no replyies so far.
From everything I red about new towns your's one of the most interesting.

From the graphical point of view you mixed a series of elements that worked out in the end. It really shows nature's raw power that the thundercrack people respect and constantly live with. If I'm imagining what you are, then it's nice.
There's also a nice interchange of good and evil, without loosing credibility.

Regarding creatures: practically all of them are integrated in the town theme and have nice atributes.
Warg's outnumbering ability and tidal warrior's supreme ability are very interesting and one of the most unique I've seen. Makes them good at fighting high level creatures without making the wargs too overpowering, since atacking level 7 with level 1 is always going to result in lots of casualties.

Careful on how you present your harpie's strategy: in big numbers the harpies aren't good shooter harassers because of the strike and return ability. In order to remain near the shooters you have to waste a turn just to "park" the harpies near the shooters without attacking.

While imagining creatures some people overdo them (me especialy), so it's nice that you have a "normal" level 3.
I also like the extreme low-high attacking values as it reminds me of the carefree fighter were it's do or die. That caracteristic fits your description very well, and it's the kind of detail some people don't think about.

The witch is ok altough it's the only shooter or at least the only one that can fill the role and has low hit points, so, in a game I believe the long range ability of this town would be somewhat compromised. However, homm's 3 rampart inferno and necropolis were also similar and they managed to go around the problem so...

I have to say that when I red the post the first time, the efreet seemed a bit off the theme, but now I can pitcture him just fine.
The upgrade almost seemed too powerful: a fire shield / no retaliation creature is extremely hard to beat in hand-to-hand, but I guess long range and spells could defeat the low hit points.

The roc is a favourite of mine, and even though after reading your description of how the creature came to be allied with the faction gave it some creadibility as a level 7 monster, I still see it perfect for level 5 like in homm 3.
But since your other levels occupy their roles very well I can't imagine a switch. Either put the efreets or the ancestors in level 7, but I think none of those has level 7 feeling either. I do like however your energy buil-up thingy though. Sounds great against mass spell casters with stuff like haste or slow.

I give your smithy ability points for the originality but the actual process doesn't apeal to me much, being myself a no-fancy-stuff heroes 3 fan.

All in all, a nice town with great creatures and abilities. Try to find some pics for the town view (yes, that's hard) and try to imagine some more town specific buildings.

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phoenixzs
phoenixzs


Adventuring Hero
posted January 22, 2006 11:37 PM

WOOW my first post ý was just starting to think that ý had done some  big unseen mistake.Thanks for the post it was very encouraging realy put me back in business

As for the post
-I tried to get an atmosphere its nice to see that it makes you feel the same way.You just captured what ý wanted

-About the harpies:Wasn't that strike and return ability solved in heroes 4?I recall that you could switch attacks between normal melee and strike and return attack.But bottom line you are right they are not suitable for blocking high level creatures but there are two top level fliers in the castle any way.I think people just have live with them .

-About the overdoing:I completely agree,sometimes a little change is enough to define a creature.People should not load so much specialities in their creatures.Never thought ý would get appriciation for my choice though,you really got me there.

-Lack of Shooters:Yeah I gues you are right, raining down my enemy to death never was my thing so here is my castle .I think alternative solutions to shooter problems are far more interesting and fun to play.

-About the Roc:Those were the good old days aren't they ,but some little change won't hurt I think.

-True smithing is original  but I am also trying to think something else to fill the race bonus thing.But until a better idea comes in it will stay.
-Some town specific ideas could be good;ý will try to think about it.
Bottom line thanks for posting


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AngelKiller
AngelKiller

Tavern Dweller
posted February 02, 2006 11:39 PM

I just want say that you made very good town, the best I saw in this contest. I realy like Thunderbird unit that energy build up ability is very good, by the way how that fall on your mind.
One thing bothers me, in history part you wrote that Nordic People Migrate from an unknown place, it is like you couldn't think something and you just wrote that.

But all in all I think it is great town and deserve higest mark.

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 10:31 PM

To AngelKiller

Well thanks for the positive feedback,you got me at the history section .I very happy that you liked my town.Anyway the history migration idea came from %75 from lack of ideas and %25 from the fact that the game makers could link the history with the main history.But still ý will try to make something up


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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted February 06, 2006 04:44 PM

Race: 7

History: 7

Creatures: 6

Balnce: 4

Originality: 6

30/50 overall. Nice!
____________
Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town

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MasterSandro
MasterSandro


posted February 06, 2006 09:57 PM
Edited by MasterSandro on 6 Feb 2006

Race: 7 (Good, but looks strange this thing of always having to make their castle in a volcan... and some features are rather strange)
History: 6 (It ends too soon, there was 600 years still to reach H5 date)
Creatures: 9 (One of the best build ups I've seem so far, yet I don't think rocs are at the height of dragons, still, excelent)
Balance: 5 (Some creatures are underpowered and others are overpowered, yet someone would think this is a balance, balance is to have all units with the same usability (note that the necropolis itself would have a big loss in this one...).)
Originality: 9 (never saw a town like this, deserved 9)

Total: 36

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 10:17 PM

Race: 8 (Great!)
History: 7 (Good)
Creatures: 7 (Good)
Balnce: 6 (Above Average)
Originality: 6 (Above Average)

Total: 34
Nice one!

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Fargoeth
Fargoeth

Tavern Dweller
posted February 07, 2006 02:49 AM

I would agree with almost all coments by MasterSandro, but ther are few things that force me to give lover note: I belive that we shouldn't depend on originality if whole town don't adjust to the world of Ashan, sorry but that's what I avow.

Race: 6
History: 4 (I hope You understand why...)
Creatures: 7
Balance: 5
Originality: 8

Total: 30
____________
member of [url=http://heroescommunity.com/member.php3?action=viewprofile&UserName=Kongo_Team]Kongo_Team[/url] - creators of [url=http://skocz.pl/heroes5]ICTC: Hollow[/url]

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confusedspirit
confusedspirit

Tavern Dweller
posted February 07, 2006 03:02 AM

Race: 1 + 2

History: 2 + 1 too long

Creatures: 3 + 2

Balance: 3 + 3

Originality: 3 + 1

Total:21/50


My rating system
Race-1-5 adaptability to game + 1-5 interest if orginal or not

History-1-5 fitting with the game + 1-5 length too short or long

Creatures-1-5 adaptability to game + 1-5 interest if orginal or not

Balance-1-5 balance with other factions + 1-5 Balance within this faction

Orginality-1-5 overall with adaptability to game + 1-5 just lack of anything new to brand new concept
____________

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frakel
frakel


Adventuring Hero
posted February 08, 2006 12:36 AM

Race: 6 (I like the idea of norsemen, and a sea based town. But efreeti seem out of place)
History: 4 (Your history is consistent, but has no link to H5 universe)
Creatures: 7
Balance: 6
Originality: 7

Overall: 30 / 50

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AngelKiller
AngelKiller

Tavern Dweller
posted February 08, 2006 01:27 AM

Race 10

History 8

Creatures 9

Balance 7

Originality 8

Final score 42

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phoenixzs
phoenixzs


Adventuring Hero
posted February 08, 2006 10:53 AM
Edited by Lich_King on 8 Feb 2006

AWWWW... how nice... read below !

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Oakwarrior
Oakwarrior


Famous Hero
posted February 08, 2006 12:43 PM

Firstly, my pleasure
Secondly, Valeriy has outlawed such posts. Don't do it again

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phoenixzs
phoenixzs


Adventuring Hero
posted February 08, 2006 01:10 PM
Edited by Lich_King on 8 Feb 2006

Quote:
Firstly, my pleasure
Secondly, Valeriy has outlawed such posts. Don't do it again

Oh no please, deleting is so unfun, I will better edit them in twisted ways

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gwyndolium
gwyndolium


Known Hero
Ancient citizen
posted February 08, 2006 03:35 PM

Race: 8
I like this kind of towns, other than standard.

History: 7
What to say, it's good thought.

Creatures: 6
They`re nice until lv 6 and 7.. They screw the whole town in my ideas. They don't fit.

Balance: 7
No comment.

Originality: 8
Very well done, not seen around!

Total Score: 36

Good luck!
____________
~I came down from heavens, to bestow the people under me, with hope and knowledge~

-The angel of judgement, Gwyndolium.

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MasterSandro
MasterSandro


posted February 08, 2006 06:32 PM

Quote:
Quote:
Firstly, my pleasure
Secondly, Valeriy has outlawed such posts. Don't do it again

ýsnt that replying to posts banned?After all isnt that about affecting the votes?But ý can delete it if the moderators want no problem .


Aparently it is to ANY post in your own proposal (or Valeriy is just picking on me...)

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Oakwarrior
Oakwarrior


Famous Hero
posted February 08, 2006 06:45 PM

Correct.

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted February 08, 2006 10:40 PM

It is really an original town showing tons of creativity. Great work! The names could be improved though... the word "warrior" has been overused; some creatures' names are way too long(such as Efreet Of The Scimitar) when they should be short and catchy. I also dislike the name "winter hammer" it sounds like the creature is an actual hammer covered with snow...(to my opinion). The names "warg" and "lazh" don't sound like they should be used in a castle, seeing that every other creatures' names are made of real words(unless warg and lazh are real words). Some dwelling names also sound a bit childish... but that's about it. Again, I would like to emphasize the fact that you did a marvelous job on this castle! I will not rate it though since I am a part of this contest and my desire of winning may influence the ratings.

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Edenfer
Edenfer


Hired Hero
posted February 09, 2006 02:27 PM

Race        : 6
Nice philosphy to command the powers of nature.

History     : 5
The history is a bit short and quite removed from the heroes world.

Creatures   : 7
+Nice abilities: pack hunt, ghost image, supreme fighter.
-As a whole i don't feel that the units fit together.

Balance     : 8
+Good job here no ability seems overpowered.

Originality : 4
Most of the units are old ones: wolves, harpies, thunderbirds, efreets.

Bonus       : 1
+Use of pictures and heroes skills.

31/50 overall.

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