Mazzarin's Demise 6 / VI - Thoughts / Suggestions / Comments
- :) Da Cid (: McCl
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- Location: Perth Australia.
Um... I just got a chance to read this topic. Oddly enough I played Mazz 5 and felt like changing it too, just for my own amusement of course. However, I have very few scripting skills and have not altered the map yet. I do have a near complete set of fully functional units though (scripted abilities aside) My idea constists of a sort of less complicated, more back to basics style of gameplay.
The players get control of heron guards, archers, 2 avatara and mazz. There are no special artifacts for hgs and arcs (other than fire arrows and mandrakes) nor is there for mazz or avatara. The avatara and mazz simply start out with 9 spells and dispersal dream)
+Fire Magic (primaray/secondary)
+Wind Magic (primaray/secondary)
+Lightning Magic (primaray/secondary)
+Ice Magic (primaray/secondary)
+Healing (mana based)
+Holding (similar to Alric vs. Balor (TFL) (stoning 4 mazz)
+Shielding
+Teleport
+The ability to pick up warlock staff heads and turn them into explosive fire arrows (Mazz has binding dream instead)
(Mazz spells are all more powerful versions of avatara spells.)
The Enemies:
Ghasts
Wights
Lich (NOT CURRENT-the original M2 pre-release thrall)
Thrall
Bonemen
Lyche??? (Amber anyone?)
Shades (abilities: dispersal dream, small cloudkill/hold, lightning attack similar to kyrilla's from chimera, large cloudkill)
Warlocks (small fireball, large fireball, ring of fire)(the only units that can be turned)
If any of your units happen to die they will be brought back and turned against you as ghosts. Ghosts can only be damaged by being healed.
Mini-boss: Moytirra (SP?) (Warlock founder mentioned in M3)More powerful warlock spells + hellfire.
The Watcher (Many more abilities!!!) and hopefully scripted en masse necromancy.
If anyone would be interested in implementing them in a mazz map, the tags are yours.
The players get control of heron guards, archers, 2 avatara and mazz. There are no special artifacts for hgs and arcs (other than fire arrows and mandrakes) nor is there for mazz or avatara. The avatara and mazz simply start out with 9 spells and dispersal dream)
+Fire Magic (primaray/secondary)
+Wind Magic (primaray/secondary)
+Lightning Magic (primaray/secondary)
+Ice Magic (primaray/secondary)
+Healing (mana based)
+Holding (similar to Alric vs. Balor (TFL) (stoning 4 mazz)
+Shielding
+Teleport
+The ability to pick up warlock staff heads and turn them into explosive fire arrows (Mazz has binding dream instead)
(Mazz spells are all more powerful versions of avatara spells.)
The Enemies:
Ghasts
Wights
Lich (NOT CURRENT-the original M2 pre-release thrall)
Thrall
Bonemen
Lyche??? (Amber anyone?)
Shades (abilities: dispersal dream, small cloudkill/hold, lightning attack similar to kyrilla's from chimera, large cloudkill)
Warlocks (small fireball, large fireball, ring of fire)(the only units that can be turned)
If any of your units happen to die they will be brought back and turned against you as ghosts. Ghosts can only be damaged by being healed.
Mini-boss: Moytirra (SP?) (Warlock founder mentioned in M3)More powerful warlock spells + hellfire.
The Watcher (Many more abilities!!!) and hopefully scripted en masse necromancy.
If anyone would be interested in implementing them in a mazz map, the tags are yours.
I made an account on this forum just to say this:
Whoever came out with the idea of wraiths(de-veting enemies) should be shot. Not all of us can get 14 people to play maz with and thus, cannot constantly be vigilant against invisible enemies, wights are bad enough, wraiths are just there to irritate.
They should be taken out. The eyeballs are irritating as well but the wraiths are 100x more so.
That is all
Whoever came out with the idea of wraiths(de-veting enemies) should be shot. Not all of us can get 14 people to play maz with and thus, cannot constantly be vigilant against invisible enemies, wights are bad enough, wraiths are just there to irritate.
They should be taken out. The eyeballs are irritating as well but the wraiths are 100x more so.
That is all
As mentioned in another thread, Wraiths are here to stay in Mazzarin's Demise 6, but they will no longer completely devet a unit in one hit.
Also, Mazz 6 is designed with options so you won't need a 14 man team to play. If I do say so myself, one of the most clever things about Mazz 6 is five players will be able to play and micromanage units - while sacrificing nothing in terms of the challenge.
Good luck to your team.
Also, Mazz 6 is designed with options so you won't need a 14 man team to play. If I do say so myself, one of the most clever things about Mazz 6 is five players will be able to play and micromanage units - while sacrificing nothing in terms of the challenge.
Good luck to your team.
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That IS something I'm looking forward to then, I know so faR I've only ranted about it suckingChrisP wrote:Also, Mazz 6 is designed with options so you won't need a 14 man team to play. If I do say so myself, one of the most clever things about Mazz 6 is five players will be able to play and micromanage units - while sacrificing nothing in terms of the challenge.
http://theramblingelf.tumblr.com/ - my blog
lol! Had an image of exactly how those little critters got the artifact in the first place, and where it ended up - but decided to pass on describing the details...Industry wrote:Quick. Someone get that Squirrel of Healing!
BTW, do you have to eat a Squirrel of Healing? Or rub it on your head? Just curious.