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Old 11-30-2010, 10:26 AM   #1
Mazil
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Default [Scourge-STR] Slourm, Sludge Wreck


Testmap info: Download Here
  • Testmap's only meant to be a rough guide
  • It's best if you just run it straight from the world editor
  • In W3, it's known as "Mazil Hero Creations2"
  • This map also has Buzan, Goblin War Machine, and Wyandara, Tempest in it
  • there are LOTS OF BUGS
  • Just choose Slourm from the hero tavern at the start
  • Remember to use the commands -level25 and -mana
  • Have fun, and there will be lots of updates to come!

Slourm, The Sludge Wreck





This hero is a major revamp of my old hero, Skaris, Ice drifter
I took great inspiration from the W3 mod, SLIDE NINJA SLIDE This is otherwise an extended version of my first attempt at a hero.



Changelog
15/1/2011:
  • Testmap Updated
  • Fixed a terrain bug
  • Toxic Mastery now updates its damage whenever a unit enters a 500 aoe of Slourm
  • Slime surfaces have reduced physics for Allies now
  • Sludge Wave now drags along Slourm and allies
  • Sludge Wave no longer interrupts commands as it drags units
  • Sludge Wave DPS changed to 50 and crash damage changed to 100/200/300
  • Slime trail and Sludge Wave now cut down trees
  • Sludge Wave no longer leaves a trail of slime. It leaves a little pool of slime when it crashes
  • Scaled Sludge wave distance to 800/1000/1200 and duration to 2/2.5/3 seconds
  • Removed the Disease cloud effect of Sludge wave
  • Toxic Mastery now grants 1/2/3/4 damage per hero off slime and a bonus 0.5/1/1.5/2 if they are on slime
  • Slime now only gives a 2.5/5/7.5/10% increase and decrease in movement speed


4/1/2011:
  • Testmap Updated
  • SludgeBomb -> SludgeWave
  • Sludge Wave now deals damage in a 250 aoe when it crashes
  • Sludge Wave now deals only a little DPS as it travels
  • Sludge Wave now leaves behind smokey/rotting stuff as it travels
  • Toxic Mastery now has a 500 aoe



02/01/2011:
  • Testmap has proper tooltips
  • Testmap bug with sludge bomb fixed

30/12/2010 CHANGED FORM SKARIS TO SLOURM:
  • Testmap updated:
  • Large Rework of hero
  • Hero is now known as Slourm, Sludge Wreck
  • Icicles -> Spit Acid
  • Skating Ice -> Slime Trail
  • Northrend Frost -> Toxic Mastery
  • Snowball -> Sludge Bomb
  • Slime now strips enemy armor
  • Toxic mastery now provides damage for heroes that are not on slime
  • Slime trail now lasts 5/6/7/8 seconds


23/12/2010:
  • Testmap updated:
  • Increased the damage of icicles.
  • Increased the cooldown of icicles.
  • Icy buff now affects units when they aren't on ice.
  • Icicles will deal more damage to units that are on ice.
  • Icy buff will last longer if the unit was hit by an icicle on ice.
  • Skaris is now a strength hero and his stat gains have been changed
  • Snowball's cooldown has been increased to 80/70/60



13/12/2010:
  • TESTMAP UPDATE: A few terrain, doodad, and creep camp changes
  • Change in the way slippery/sliding ice moves units. It is now a rather convincing attempt at some physics
  • You can now no longer slide up the cliffs that form the perimeter to the map
  • Icy buff now only freezes for 1 second for attacks, and now have been reduced in duration
  • Icicles now costs a constant 140 mana
  • Skating ice now has a constant 15 second cooldown
  • A few allied units were added to test their behaviour on ice, and whether northrend frost actually worked on them
  • Map tooltips updated


10/12/2010:
  • TESTMAP UPDATE: Heal error in Icicles has been fixed.
  • A damage calculation bug for northrend frost has been fixed.
  • Snowball now rolls properly and does not screw up when it hits enemies.
  • Distance Snowball rolls has been DRAMATICALLY reduced.
  • Icicles now deals damage once, it is a nuke, but still keeps the icy buff.
  • Skating ice now provides a speed increase/penalty via an aura
  • Northrend frost now provides a penatly in MS/AS to enemy units that are skating on ice.
  • Skating Ice has recieved a duration buff to 4/6/8/10 seconds



9/12/2010: Had some formatting changes today. A few bug-fixes and minor optimizations are in the works for the testmap. It will be released again soon.

3/12/2010: Added the Icy buff, which affects any units hit by icicles. No testmap for this yet. It's being edited by nozumu at the moment! Icon Set has been completely changed, thanks to Nozumu!

2/12/2010: Added Northrend Frost, and Updated testmap! Changed name to Ice Drifter, Thanks Sven2k

1/12/2010: Penguins changed to Skating Ice, Snowball made ultimate, Icicles adjusted dramatically, IceMaze Removed and thinking of a passive to replace. Testmap not updated yet.

30/11/2010: Added hero, testmap, and basic info. Ability writeups to come! See the Testmap!


Hero Information



Strength: 20 + 2.4(Main Attribute)
Agility: 16 + 1.6
Intelligence: 19 + 2.0

Affiliation: Scourge
Starting Damage: 47-50
Starting Armor: 2
Movement speed: 300
Starting Hitpoints: 530
Starting Mana: 247
Attack Animation: 0.57 / 0.43
Casting Animation: 0.3 / 0.5
Base Attack Time: 1.7
Missile Speed: Instant
Attack Range: Melee
Sight Range: 1800 / 800


Information on Slime

  • Throughout this suggestion, you will see that some skills operate around Slime. Here are some important things to remember'
  • There are 2 skills that create this Slime: Both Sludge Wave (his ultimate) and Slime Trail (his second skill)
  • Slime Trail allows you to control exactly where the Slime goes, it is placed underfoot as you walk
  • Sludge Wave only places Slime in a straight line
  • The other 2 skills, Spit Acid and Toxic Mastery contain effects which operate around both ally and enemy heroes sliding on the Slime
  • Units can still cast and attack on Slime

How you move on Slime:


Take for example a unit with 100 movement speed. Every second on normal ground the unit will cover 100 units
Every second on Slime, the unit will cover 100 units and there is code which moves the unit forward an extra 100 units (via triggers). The unit's movement speed is doubled, and the unit is infact capable of achieving 1024 movement speed, because of the coding of the Slime.

This Doubled speed, gives units the illusion of sliding.




Abilities


Slourm sends out 3 balls of Acid that travel in a straight line. They rotate about each other as they travel. They damage any units they hit. Any units that are hit become Gooey, and will become stuck when they attack or cast.


LevelMana CostCooldownCasting rangeArea of EffectDurationAllowed TargetsEffects
117020700Travels 1000 distanceGooey buff lasts 0.75 secondsAffects enemiesDeals 100 damage to enemy units touching a ball of Acid
217018700Travels 1000 distanceGooey buff lasts 1.5 secondsAffects enemiesDeals 150 damage to enemy units touching a ball of Acid
317016700Travels 1000 distanceGooey buff lasts 2.25 secondsAffects enemiesDeals 200 damage to enemy units touching a ball of Acid
417014700Travels 1000 distanceGooey buff lasts 3 secondsAffects enemiesDeals 250 damage to enemy units touching a ball of Acid


-Spawns 3 Spit Acid 250 distance from a central point that Spin

-Spit Acid damage units that are within a 150 aoe

-Any enemy units hit by the Spit Acid are affected with the 'Gooey' buff

-Should a unit with the Gooey buff on them try to attack or cast , they will be stuck for 2 seconds if they cast and 1 second if they attack

-Gooey buff lasts for 0.75/1.5/2.25/3 seconds

-Spell will deal an extra 100 damage if the units were sliding on Slime when they were hit by an Acid

-Gooey buff will last an extra 1 second if the units were sliding on Slime when they were hit by an Acid



Some Important information:
  • Your Sludge Wave is pathetic if you are positioned incorrectly. Slime Trail allows you to dance around a team and position yourself well. It could be better than a blink dagger as the Slime causes A LOT of confusion, plus it lets your team get on the Slime so your aura can powerup
  • Slime Trail has far more utility than Sludge Wave, especially for escaping (say). Sludge Wave is fine if you only want to go in a straight line (even then, it would be better to use Sludge Wave to push your enemies backwards. Even then, Slime Trail is far more effective incase you needed to be turning while escaping
  • Your Spit Acid are only at their maximum effectiveness when you have your enemies on Slime. Sludge Wave has a CD of 60 seconds, Spit Acid has a CD of 14 seconds.... Furthermore, why would enemy heroes get onto the Slime that's made by Sludge Wave? rarely would they be using the Slime. You must be sneaky. Slime Trail has the versatility to let you trap a hero on Slime while he attacks, allowing Spit Acid to freeze the hero, and start a gank



Possible Changes and Improvements:
  • Sludge Wave's direction of travel (towards or away from Slourm) can be chosen
  • Enemies are completely disabled while traveling on Slime
  • Enemies cannot change their direction while traveling on Slime
  • Bonuses for allies and penalties for enemies will stack from Slime created by Slime Trail and Sludge Wave
  • Slime Trail could become a simple aoe targeted skill



-

Thanks to:

  • Donage, AustinC, tvtv and xxdeathwizxx of BoredAussies for the ideas and playtesting
  • Tezca Tlipoca (aka: Nozumu) for the awesome help with my testmap
  • Mordax for some of the greatest help I received for this suggestion
  • Everyone else who has replied and helped me make this a better hero
  • Even those who just download the testmap and play it ought to be thanked for taking those 5 minutes to have a look
Thanks to all!


Testmap
  • I reccomend using this straight from the world-editor
  • IN GAME THIS MAP IS KNOWN AS "Slourm, Sludge Wreck”AND IS FOR 6 PLAYERS
  • Remember to type -level25 after you pick Slourm!!!


Attached Files
File Type: w3x Slourm, Sludge Wreck.w3x (110.2 KB, 90 views)
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Last edited by Mazil; 04-22-2011 at 05:27 AM.
Old 11-30-2010, 11:29 AM   #2
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Default Re: [Neutral-INT] Skaris, Ice Skater.

i like the snowball :P
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Old 11-30-2010, 11:48 AM   #3
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Default Re: [Neutral-INT] Skaris, Ice Skater.

i guess your hero idea is incomplete. where's the ultimate spell?
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Old 11-30-2010, 11:51 AM   #4
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Quote:
Originally Posted by P_L[Maniac] View Post
i guess your hero idea is incomplete. where's the ultimate spell?
Ice Maze is the ultimate, I just couldn't figure out how to make it the ultimate in the map editor (I know it's easy, but it doesn't really matter. Same with adding attribute bonuses to him). However, I've got some documentation up here, so people will now know that Ice Maze is intended to be the ultimate.
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Old 11-30-2010, 11:57 AM   #5
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Default Re: [Neutral-INT] Skaris, Ice Skater.

maze that deal DPS dmg and slow...too plain and not too ultimate-ish. i mean be creative. ice doesn't just deal dps + slow only....think outside the box. anyway nice framework! i like it.
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Old 11-30-2010, 12:12 PM   #6
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Quote:
Originally Posted by P_L[Maniac] View Post
maze that deal DPS dmg and slow...too plain and not too ultimate-ish. i mean be creative. ice doesn't just deal dps + slow only....think outside the box. anyway nice framework! i like it.
The Icewall's damage is generic and more of an afterthought. I really intended the ultimate to just be a mass confusion ability with the trapping wall, and the sliding ice.

Skaris walks in, casts his ultimate. Enemy team is now trapped in a ring of ice, while skaris's team slides out and throw all their spells into the middle of the ring.

I am only aware of a handful of abilities that make environmental traps: Furion's sprout, Earthshaker's Fissure, Clockwerk's power cogs and Thrall's Kinetic field.

None of them combine a terrain hazard like ice with them at the same time. I would like to think that this skill is pretty unique albeit with a few generic effects.

Oh and thanks
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Old 11-30-2010, 12:28 PM   #7
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Default Re: [Neutral-INT] Skaris, Ice Skater.

there's more..... pit of malice, overgrowth, vacuum, stone gaze, black hole and so on. actually there are already many AOE disable spells existed in dota. AOE stun do count as well, since it do immobilize the unit from moving and attacking. that's why i said the spell is too plain despite its nice framework.

i think you can think something nice using the same framework though. good luck!
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Old 11-30-2010, 12:34 PM   #8
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Quote:
Originally Posted by Mazil View Post
Ice Maze is the ultimate, I just couldn't figure out how to make it the ultimate in the map editor (I know it's easy, but it doesn't really matter. Same with adding attribute bonuses to him). However, I've got some documentation up here, so people will now know that Ice Maze is intended to be the ultimate.
Find the Level skip requirement and set it to six.

As for the Attribute Bonus simply make a new ability based on well attribute bonus, set levels to ten skip requirement to 2 and bonus stat to 2.
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Old 11-30-2010, 12:42 PM   #9
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Quote:
Originally Posted by P_L[Maniac] View Post
there's more..... pit of malice, overgrowth, vacuum, stone gaze, black hole and so on. actually there are already many AOE disable spells existed in dota. AOE stun do count as well, since it do immobilize the unit from moving and attacking. that's why i said the spell is too plain despite its nice framework.

i think you can think something nice using the same framework though. good luck!
Oh I forgot pit of malice, thanks. But none of the others you mentioned don't actually add impassible units acting as a terrain change to the game (maybe we're not thinking about the same thing). Yes you listed aoe disables, but after those effects wear off, units can move anywhere they want. With pit of malice or fissure or icemaze say, enemies will be physically blocked from moving somewhere..

Gah, too tired to form arguments.

E: Tomorrow I'll make his snowball the ultimate,
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Last edited by Mazil; 11-30-2010 at 12:54 PM.
Old 11-30-2010, 01:03 PM   #10
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Default Re: [Neutral-INT] Skaris, Ice Skater.

well, it is depend on you since it is your hero idea. i just giving my humble opinion here. glad to help you despite my opinion a bit contradict with whataya thinkin'...hahaha
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Old 11-30-2010, 10:35 PM   #11
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Default Re: [Neutral-INT] Skaris, Ice Skater.

lawl No one can attack on the ice or cast spells????

then whats the fucking point at all? Srsly.

but i love the penguin skill, very sick.

remove the no attack on ice bullshit. good anyways.
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Old 12-01-2010, 12:58 AM   #12
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Default Re: [Neutral-INT] Skaris, Ice Skater.

I'm not that good at coding... I don't even know if it's possible. I might go ask mechanics or programming. Hopefully there is a workaround.

Regardless, You can move faster than 522 ms on ice, so it can be really good for chasing.
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Last edited by Mazil; 12-01-2010 at 05:15 AM.
Old 12-01-2010, 05:00 AM   #13
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Default Re: [Neutral-INT] Skaris, Ice Skater.

the ulti is very much alike to our collab hero project Valdis' Glaze Ground

http://www.playdota.com/forums/15672...go/#post727963
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Old 12-01-2010, 05:15 AM   #14
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Indeed, sliding is an interesting concept not yet implemented into dota.

As for my ultimate, I'm going to change it soon. Snowball will become the ultimate. Ice-maze will be removed completely, and I will add a skill like windrunner/shunchuki which lays down ice as you walk. This skill will add a lot of nice synergies to the set. Penguins are also being removed inf favour of a passive that can tie the set of skills together.
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Last edited by Mazil; 12-01-2010 at 12:35 PM.
Old 12-01-2010, 12:38 PM   #15
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Default Re: [Neutral-INT] Skaris, Ice Skater.

GREAT NEWS!

Figured out how to allow units to attack and cast while sliding on ice!!!!! Units no longer have a hideous silencing problem, and it now just serves as a movement-speed increase for allies!

Thankyou Pew_Pew over in programming!!!!
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Old 12-01-2010, 12:42 PM   #16
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Quote:
Originally Posted by Mazil View Post
Indeed, sliding is an interesting concept not yet implemented into dota.

As for my ultimate, I'm going to change it soon. Snowball will become the ultimate. Ice-maze will be removed completely, and I will add a skill like windrunner/shunchuki which lays down ice as you walk. This skill will add a lot of nice synergies to the set. Penguins are also being removed inf favour of a passive that can tie the set of skills together.
yes. i do think that Ice Maze is not suited for an Ultimate Skill. That windrunner/shukuchi idea is very creative imo leaves ice as he walks or slide perhaps? keep it up

EDIT: could you please update the map? so I can see the progress.
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Old 12-01-2010, 12:55 PM   #17
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Default Re: [Neutral-INT] Skaris, Ice Skater.

I will do that tomorrow when Im not so tired. I'll send you a message when it's done I just need a few more tweaks on some things.

I'm glad you are looking forward to development here.

Yup, the ice is layed just a little infront of you, such that you get a really nice speed boost!
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Old 12-01-2010, 04:41 PM   #18
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Default Re: [Neutral-INT] Skaris, Ice Skater.

change his name , ice scater sounds kinda bad , how about smth like idk ice drifter maybe
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Last edited by Sven2k; 12-01-2010 at 05:02 PM.
Old 12-01-2010, 10:01 PM   #19
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Default Re: [Neutral-INT] Skaris, Ice Skater.

Thanks Sven2k for that suggestion, I quite like the name ice drifter. Implemented immediately!

Updated! NEW TESTMAP, Everyone CAN NOW CAST AND ATTACK ON ICE.

I think that his passive is a little bugged, but I might be changing it a little anyway.

Thanks everyone.
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Old 12-02-2010, 01:29 AM   #20
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Default Re: [Neutral-INT] Skaris, Ice Drifter.

lol a snowball that lasts that short is more like a VAPOR ball
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