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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Collaboration of H6 Ideas.
Thread: Collaboration of H6 Ideas. This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 28, 2007 10:57 AM

Wow, and most if not all make sense also.  Impressive .  Putting a synapsis of that on the MP.  
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watcher83
watcher83


Supreme Hero
Child of Malassa
posted November 28, 2007 11:35 AM

thanks, what's MP?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 28, 2007 02:35 PM

MP = Masterpost = 1st post in thread.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 28, 2007 11:08 PM

For a greater explanation of the Racial Spells, they are thrown in for the races "alignment" , that is to say, if they are aligned to a particular school of magic. It deals with the racial skill, and if its prerequisites are met. As I do not know what races will be with what school or what races period there will be, I'll just wing it.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted November 29, 2007 12:08 AM

Hmmm,how about some Chaos magic?

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 29, 2007 09:29 AM

My appologies.  Not really feeling that creative or anything due to other issues.  However, please don't let that stop the ideas coming.  Like what spells Chaos Magic might have.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 29, 2007 04:48 PM

Well chaos would automatically mean we'd have to have order magic and it just does not work. Let's face it, even the H4 order magic did not have something orderly about them.

Otherwise chaos spells could include confusion, berserk, anarchy(adventure spell that causes towns without a good garrison to rebel and turn neutral), fortune/misfortune(if that is not chaotic I don't know what is ), cosmic shower(damage spell that has a random effect each time), bloodlust.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 30, 2007 10:38 AM

The Dark Massiah.  I think the next thing to discuss here would be the Dark Massiah.  Obviously he would be more powerful then any of the former Demons.  Would he also command different troops?  What do you think his special might be?  What could stop him?

So along with Elvin, I believe that the Elemental (and maybe even the primordial) dragons might have to step in.  However, we might differ in HOW.  I don't think they should be physical units.  But a divine presence in certain key battles during the campain (or with a script in the map editor).  Each would be associated with a certain hero (whom they consider their 'favored') and be cummulative with whatever bonuses those heroes normally would have.  Each would have different effects also.

Like the dragon of light, might start all units off with a random mass light spell.  Same with Asha(a random mass dark spell to the enemy).  If destructive scales with level (instead of the current way) then the Dragon of Fire might cast a random destructive spell at the beginning of combate, The Dragon of Water might increase all spells to expert level (if not currently had) or even Master Level (and grant unique spells) if expert was had.  Things like that.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 30, 2007 11:17 AM

Hmm no I'm not so sure of that. For one they do not seem to intervene directly apart from the case with Laszlo. of course we could have something like Freyda's specialty 'vessel of Elrath' but I'd rather that a scripted event take place or even better a good cinematic.

Somehow I'd rather that the dark messiah was good or neutral than evil but that would feel bleh for a heroes campaign. Now if he ended up all powerful but using his power just as he sees fit(not necessarily for taking over the world but neither helping the good guys) it could work.
But we do need a fully evil campaign, we did not get that pleasure with H5. There is no malevolence apart from Markal's and he was half-comical.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted November 30, 2007 11:21 AM

Speaking of which.  We need to work on the Faceless .  Our main badguys.  Have you started, can I make some suggestions?  Since it was your idea (which I really liked) I'll let you decide.  They would truely be an evil campain.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted November 30, 2007 11:35 AM

Go ahead I did not have the time to think it further apart from tier 7 They are supposed to be powerful plus considering they almost perished in the angel crusade(according to my interpretation) there should be few of them(about 2 units in the lineup high tier) but crafty. I'd expect a good blend of might and sneaky abilities.

About what they have formed an alliance with I'll post my ideas later.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 01, 2007 07:11 AM

Still would need a teir 6, but we could always use....

Arachnids: Scatter Magic, Web.  Spiders are the lowest members of the Hive.  At one time they were the most feared by the insects, but since the Hive Mind has taken over they are basically cannonfodder.
Web : Activated ability.   Covers a 2x2 area of effect.  Any creature walking through it spends 2 movement for every square.  Can only be activated 1x per combat.

Giant Spider : Apon direction by the hive a horde of really small spiders can form into a Giant Version of themselves (2x2 creature).  Scatter Magic, Web, Venom.  Gains the ability to poison foes.

Trap Door Arachnid: These start combat underground.  They can not be targeted by melee or ranged attacks (but can by magic) until they attack.  They are not 'invisible' and can be seen by enemies.  However, their first attack is no retal.  Scatter Magic, Web, Grab.  When they grab an enemy the enemies defense is lowered to 1/2 normal.

Level 2:

Stinger : Flying insects with stingers are usually too frail to be effective in combat.  They are low on the Hive order as they are not very clever.  Even with the hive mind aspect they have not improved as much as some of the other Hive members.  Scatter Magic, Flying, Poison, Launch Stinger.  They can do a ranged attack once per combat for full damage (distance, obstacles, or walls do not reduce damage).

Drone : The workers of the flying stinging insects.  They can not launch their stingers, but they are healthier and faster.

Hatchers: They have lost the ability to fly, but have gained one of the deadliest abilities of the Hive.  They can lay their eggs into an opponit.  Not only does this add to their number, but it can decimate the enemy as well. Scatter Magic, Poison, Lay Eggs.  When these creatures attack a 'animated' enemy (even undead, elemental, ect) they insert a number of eggs equal to their number in the enemy (maximum is also the number of enemy).  In three turns those eggs hatch, causing 1 point of damage per egg and regenerating the Hatchers by the same ammount.


Lvl 3.

Beetles: (With a nod to Starship troopers).  These creatures are the insects main long distance attackers.  They face away from the enemy and with their powerful legs launch boulders at them.  Since they have a hive mind the other creatures can 'see' for them, but if they are the only stack for the hero on the battlefield they automatically miss 50% of the time.  Scatter Magic, Ranged, no melee penalty, KICK.
In melee they have a powerful Kick ability that shoves the creature back 3 squares.  It also stuns them, making them take 50% longer to recharge atb.

Bomber : They secrete a special enzyme onto the rocks they hurl.  Apon contact they burst into flames and the flames cling to the enemy.  Does 25% of ranged damage for next 3 turns (though each hit refreshes this, it is not cummulative damage.  Max damage from this is 25% of damage per turn).  Can also fire more often.  Melee Penalty, but no range penalty, Scatter Magic.

Acid Beetle : These face forward and spit a poison for their range attack.  Poison, Ranged, Ranged Retaliate, Scatter Magic.

Lvl 4 : Pyron. Resembling a praying mantis but fire red, it is the first self willed creature so far.  It is a 'humanoid' insect.  Also lacks the Scatter Magic ability.  Fire Breath, Immune to fire, Ignite Blood.  Ignite Blood is an activated ability that targets friendly creatures.  Combo of Frenzy and rightious might (at no skill) but does damage.

Shivron : White/blue Praying mantis.  Frost Breath, Immune to Ice, Freeze Blood.  Frost breath has a chance of causing deep freeze on enemy.  Freeze Blood targets enemy and slows/curses them.  However, it also adds defense points.

Electron : Yellow Praying Mantis.  Jolt, Immune to electric, Flying.  Jolt stuns opponit on occasion.

Lvl 5 :

Caretakers: These armored beetle like insects carry young spiders, but they can heal other insectoid units as well.  Infuse, Hatchlings, Scatter Magic.  At the cost of their own health these creatures can infuse other insects, even bringing some back to life.  For every 2 hitpoints they infuse into another creature (spell power and number of hitpoints are as a advanced regeneration), they loose 1 hitpoint.  Every time one of these creatures dies, 3 unupgraded arachnids appear on the battlefield.  Regadless of how they die.  They can not target other Caretakers, Wetnurses, or Harvestors.

Wetnurse : Besides the fact that this creature carries Stinger eggs (2 to 1 instead of 3 to 1 rate), much like the above.  Also : SP and number of hitpoints is as regeneration cast at Master level) still the 2 to 1 hp ratio however.

Harvestor : Insects need to eat, constantly.  Some of the caretakers become harvestors to collect the food needed for an every growing number of creatures.  Scythe, Digest, Harvest.  The Scythe is a passive ability that binds enemies to them when attacking.  Any non-insectoid around them looses health and defense constantly, as they have a digestive acid that is secreted in a invisible cloud around them.  (-1 hp per harvestor per round, and -1 defense each round regardless of number of harvestors).  They can harvest dead stacks for resources.  (Level determines type of resource, no of dead the stack started with and number of harvestors determine how much of each resource).

.....

For 1-5.  The racial and ultimate would deffinately be different then my original proposal however.
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roy-algriffin
roy-algriffin


Supreme Hero
Chocolate ice cream zealot
posted December 02, 2007 09:11 AM

I suggest a system of the 4 base magic schools we have currently that when formed together create something else.
Destruction/light/dark/summoning

Destruction:

Destruction+Light: Fiery vengeance- Spells that deal more damage when your creatures strike,
Destruction + dark : Dark withdrawel, Would cause enemies to flee , would have things like a cursing meteor shower etc and a armeggedon that causes all debuffs on every unit in the battlefield.
Destruction + summoning= Apparant destruction, Would create phantom images of units randomly and would allow your own units to sometimes be unaffected by destruction but to transfer the damage elsewhere, Would have spells like a more powerful blade barrier that actually atttacks enemies near it on its turn.

Light:
Light+ dark= Twilight synergy: would have spells that randomly curse or bless , due to the power of this unleashed though it would be entirely random .
light+ summoning: Elaborate appearence Would create angels to appear on the battlefield to ressurect units and then disappear, and would have spells that create areas of light that heal units inside and can cause a blade barrier to entirely surround one of your units,and teleport all of your units to one target.

Dark:
dark+ Summoning: Would cause dark holes to appear on the battlefield that decrease morale, Could raise permenent dead from enemy corpses in battle (small amount though) and could summon a avatar of death like arantirs.

Summong is already covered i guess.

I think the system would be an interesting change. At the very least actuallly it will encourage factions to take even the schools they think are less appealing for them (like dark when playing vs necropolis) to be able to combine them.


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"Am i a demon? No im a priest of the light! THE BLOODY RED LIGHT"

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 03, 2007 11:37 AM
Edited by Mytical at 12:58, 16 Dec 2007.

Yes, that sounds interesting.  Right now I am working on what I think the campain would be like/about.  Besides the whole Dark Masiah thing.  Should be able to start posting it here soon.

Me and Elvin may have come up with a very..intreresting plan.  One that might just shock the HoMM fans...means a complete campain rewright..but will be well worth it!  Going with basic campain info.

Map 1 - Going Down Under.
A Lord Calmont is sent by Freyda as an ambassador to the Dungeon towns.  He is not pleased with the situation, but makes his way through the underground to the dungeon army.  A odd insectoid creature is seen.  The Dungeon ambassador requests help from the Unicorn Empire to figure out what is with the rise in insects.


(Some notes : Lord Calmont is a prig, the script can use some work though.  By the time the whole campain is over, people are supposed to really dislike Calmont).

Lord Calmont: Living most of his life in plush palace surroundings, he spent most of his time reading and studying.  He has mastered the art of saying one thing, and meaning another.  He has a silver tongue, but some say it is forked.

He starts with some unusual stats, and unlike most haven heroes his main stats are knowledge and Spellpower (which makes it a bit harder with haven troops).  Also, stat increase percentage is Att 20%, Def 20%, Knowledge 30%, Spellpower 30%.

Expert Leadership
Diplomacy.

Special : Creatures have an increased percent chance to join for each level of the hero.  Also, cost for joiners, or troops that join the hero is reduced by 1gp per troop, per level.  In order for a town to benifit from this, Calmont must be garrisoned there when the troops are purchased.

2nd Map - To catch an insect.
Freyda decides to investigate personally, taking Calmont with her.  Again, he is not happy with the situation.  Though he won't tell Freyda that to her face.

Bonus Choices : x no of Paladins, Scale Mail of Enlightenment, Resource Silo.  The x is yet to be determined.

Freyda not only starts out with the max level for the map, but her points are spent in the areas that lead to haven's Ultimate.  Depending on level cap, she may even start with the Ultimate.   (No she does not mysteriously loose levels, so the only person who needs levels during this is Calmont and the Dungeon hero).

Object is to explore the underground looking for clues of the mysterious insects.  Glimpses are seen, but map ends when they find a two way gate that looks different from the others.

Map 3 : 3 Way Portal.
When Freyda and Calmont pass through the strange 2-way portal they end up in another part of the underground.  Seems like just an ordinary portal, but it is not known why it looks different from the others.  There are hostile dungeon and inferno troops running about the area.

A matriarch visits them, and tells them that the 2-way may be a 3-way, but they will need a certain item to find where else it leads.  The person who has the item will of course extract a payment for it.  So this map is about quelling the inferno troops and convincing the Dungeon troops. Calmont must be the one to talk to the Dungeon towns, and Dungeon heroes must be avoided until he does.   No less then the entire dragon set (they don't ask for much do they?)is the price for the trinket the person has.  Sadly you have to give it up, so it doesn't carry over to the next mission.  When you step through the portal with the item, you have a huge fight, however.  It appears as though the special portal leads straight to a well fortified castle.  The creatures are all insectoid, but only have teirs 1-5(or 6) present.

Map 4 - Man without a face
After the struggle, you learn that the insectoids are working for somebody.  Somebody without a face..or at least who's face has never been seen.  The insects were brought through the shadow realm, to devour everything in sight.  Many other portals have been 'transformed' to allow them to pass from where they are to the underground and surface.

It gets worse.  Not only do these things repopulate like ... well .. insects, but apparently the individuals controlling them are very very powerful.  Even the inferno menace may be a minor danger compaired.  This map is all about finding more of the odd colored 2-way portals, and capturing the towns that lay behind them.  Note: To go through normally (ie not to a town) you go through without the item given you equiped.  To go through to a town, you must have the item equiped.  You will not have a chance to switch either until after the battle.  Whoever is behind this does not need the item, however.  During these battles, only teirs 1-5 (or 6) show up, and the heroes are just renegades from other towns (ie dungeon, stronghold, ect).

Map 5 - Web of Intrigue
Calmont and Freyda get seperated by a cave in.  Freyda goes off searching for another way to reach Calmont.  Meanwhile, the Dark Messiah starts his own plans for the underground.  Freyda must deal with the armies sent by him, and find Calmont.  Map ends with Calmont betraying the Unicorn Empire, sealing Freyda in with a large number of Inferno troops.

Edit : Starting on map 2 on- you will now have to control a Dungeon hero to be named later.  With about 10 factions and 5-6 campains...got to double up a lot on factions.

Campain 2 - Unlikely alliences.

Map 1 - The underground has not been the only place infested with creatures.  Horrid, twisted trees have started appearing in the Sylvan forests.  These strange beings have spread into the necromancers lands.  They devour everything, including bodily remains and souls.  Both sides do not like it much, but they must work together to get to the 'root' of the problem.

In the first map, you must control two heroes on the opposite sides of a map.  In the middle are the new twisted plant towns, and the two heroes must meet.  One is a ranger, the other a necromancer.  The paths are long and twisting, with many danagers for both sides.

Map 2 - Uprooted (Yeah I know, the map names and such are a bit hokey)
Things look grim.  While meeting to form an allience, the two are cut off from their respective towns.  The plant creatures are becoming more numerous daily also.  They have to force their way through a huge blockade (in a certain amount of time) and make it to their cities before the cities are overrun.

Map 3 - Endurence
Both towns are under siege by several sizable armies.  It is only a matter of time before they fall.  The elves hope that they can find the Tear, and with it's power protect their home.  The necromancers have another plan.  All living things, even as twisted as these things are, need nurishment.  Using their dark magic, in combination with several cauldron , they plan on sending ash into the air.  This will choak off the sunlight and poison the ground.  The problem is that there are 6 cauldron that need to be lit.

If either side fails, the mission is lost.  Each town will be attacked 1 time a week after the first month, and several stationary enemies will block key areas.  The armies attacking each town will be alternating large and small.  Each cycle will increase in size however.  (ie 1 big, 1 small, then both will grow in size).  On the first day of month 4 both towns will get attacked by unstoppable armies.

Map 4 - Strife
The poisoning of the air and land doesn't sit well with the Sylvan.  Especially since it is effecting their own towns.  They set out to snuff out the cauldron.  The necro hero is trying to assist them, but the other Necros see this as a chance to rid themselves of the pests they consider the Sylvan.  They are fighting a fight on three sides, however.

The object is to snuff out the cauldron without decimating the necro army beyond repair.  You must avoid roving necromancers, can not take any of the necropolipse towns (besides the one you start with), and capture the cauldrons. If an enemy hero attacks your town, you will not loose the scenario should you defeat him.

Map 5 - Coincidence?
Seems some mysterious beings are behind the plants showing up also.  Both sides learn that Haven and Dungeon have been having pests problems, and believe the two might be related.  They set off in search of Freyda to get some answers.

BBBIIIIIGGG map.  10 towns.  3 sylvan, 3 necro, 2 'bug', and 2 'warped plant'.  2 sylvan and necro start out neutral.  Object is not only to find the way to the underground, but something that can unblock the passage.  End of map is a big fight with Inferno once you have freed Freyda.  Next camapain will be in next post .
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 03, 2007 12:37 PM
Edited by Mytical at 11:51, 16 Dec 2007.

Campain 3 A plot revealed.

Map 1 - Firey Blood.
The two towns don't have much in common.  One is a defensive oriented, the other relishes combat.  The dwarves craft fire and runes with finess and care, the other has fire in their blood.  I speak of course of the Fortress and of the Stronghold.

The campain starts with the two butting heads and about to go to war.  Right before they can meet in combat both sides are attacked by bug and tree enemies.  Seeing a common enemy they band together and set out to whipe them from exsistance.  The orcs are convinced that the demons have something to do with these new creatures.

Map 2 - Steadfast and Reckless
Their battle strategies are polar opposit.  The dwarves seek to systematically cut off avenues of escape while the orcs charge in and try to destroy them.  To that end there is two objectives in this map.  First the dwarves must control all of several garrisons, the second is that the stronghold must hunt down and destroy all the enemy heroes.  Bonus if all the neutral stacks on the map are cleared off.

Map 3 - Hot and Bothered
The inferno show up, and are immediately attacked by the orcs.  The two heroes discover that the inferno may have information, so they have to rescue the inferno hero.  Set ammount of time.  All renegade orc heroes must be attacked and captured.  Each has a large army.

Map ends when Inferno hero (under duress) reveals that the Faceless has returned.  They have to prove themelves to Malassa (I think that is the name of the Shadow Dragon) before she will fully support them.  If they do, she and the dragons will abandon the dungeon and throw their might in with the Faceless.  Also, they are using portals from the shadow world to enter this one.

Map 4 - Dark Tidings
The heroes must cross inferno and Faceless infested areas to reach a place to get a message to the other towns.  Unfortunately, the way is packed with enemies.  Perhaps an alternate route can be found...

Lots of underground, sea, and tricks here.  All Faceless and Inferno units have large ammounts, so it is best to avoid them if possible.  Each hero does get extra troops each week however.  Map ends once they make it to a port town on the other side of the map.


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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 03, 2007 12:51 PM

Ah got it. I'll edit when we have something more tangible to present.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 03, 2007 01:00 PM
Edited by Elvin at 13:06, 03 Dec 2007.

Why reserve two posts btw? If this is not needed I'll delete later.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
-Bliz

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted December 04, 2007 08:19 AM

Are you guys certain that the Holy Griffin Empire will change his name? I mean, just because the ruling duchy has changed it doesn't mean the empire will be renamed.
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted December 04, 2007 08:28 AM
Edited by Mytical at 08:29, 04 Dec 2007.

Not possitive to be honest.  So of course, some things will be subject to speculation.  (Ok a lot of things).  Remember, however, that this is open to alternative suggestions (and in the end a vote will decide what is used and what is not)

@ Elvin : The reason 4 posts are reserved at leasts seems logical.  Probably about 6 campains..each with 5-6 maps...so about 30 maps (give or take).  Fitting it in only a few posts would make them enormous.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted December 04, 2007 12:23 PM

@watcher83
Pretty certain, Isabel said so.
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A lot like squirrels. Squirrels are pretty much the crocodiles of the trees.
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