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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3 The Swamp by nickkkk
Thread: ICTC 3 The Swamp by nickkkk
nickkkk
nickkkk


Known Hero
Necro fan since 1988
posted March 20, 2008 05:04 PM
Edited by kookastar at 20:39, 24 Mar 2008.

ICTC 3 The Swamp by nickkkk

          I DIDN'T KNOW THAT THERE WAS A SWAMP TOWN ALREADY SO THAT IS WHY THE NAME DOESN'T APPEAR IN THE THREAD ZONE. MY MISTAKE


the swamp overview

level 1
gnoll
level 2
Lizardman
level 3
Rift spawn
level 4
lizard warrior
level 5
basilisk
level 6
turtle rider
level 7
lizard ruler


      IN CASE YOU CAN'T UNDERSTAND THE WRITTING I WROTE THE ONES THAT ARE UNCLEAR TO MAKE EVERYBODY HAPPY.


                         LEVEL 1

Description - gnoll - the basic infantry of the Swamp faction, they aren't numerous in numbers, but hteir stats ompensate that.

Abilities - immune to poison attack, or any stirke that can reduce the attack of the creature(ex: Plague Zombie strike, skirmisher strike, or the poison attack of the pao-kai etc.), but not the magic itself.

Stats:
Att - 3
Def - 2
Dam - 1<2
HP - 8
Spd - 5
Ini - 8
Grw - 12
Pri - 35

Upgrade - gnoll warrior (altern-gnoll marauder)- the improved gnoll, with all stats improved, the best swamp creature for decimating the enemy troops, due to their high resistance.

Abilities - the same as the gnoll, but they have a 50 % chance of slowing down the enemies, also the stun ability.

Stats:
Att - 2
Def - 4
Dam - 1<3
HP - 10
Spd - 6
Ini - 9
Grw - 12
Pri - 50

                         LEVEL 2

Description - Lizardman - agile creature that can adapt to any kind of environement, without losing speed, initiative. They are the most importantdefensive creature of the swamp domain, due to their large defense.

Abilities - there is a 33% chance that the enemy will get their attack parried by the creature, when it is attacked while not retaliating. They are a good defense for the archers.

Stats:
Att - 3
Def - 5
Dam - 1<3
HP - 12
Spd - 5
Ini - 8
Grw - 12
Pri - 55


Upgrade - Lizardman Swordsman(altern - Lizardman archer) - a powerful lizard, most effective against the orcs, they are trained to do more damage to them due to the past of the 2 factions, a very bloody one.

Abilities - dispels all positive magic casted by enemy hero or creature, it is not effected by the enraged ability that most of HOMM creatures have, + 2 damage against any orc army.

Stats:
Att - 4
Def - 4
Dam - 2<4
HP - 17
Spd - 5
Ini - 7
Grw - 12
Pri - 80

                       LEVEL 3

Description - Rift Spawn - a poerful crustaceen that has adapted to theswamp conditions. They were banished from the Okeanos faction, and were accepted by the peaceful lizard tribe.

Abilities - inflicts over the enemy oil skin (-1 to att,def,dam,speed,init)-50 % chance of happening. Willpower (the army is immune to all mind control spells

Stats
att- 6
def- 5
dam- 2<6
hp- 20
spd- 4
ini- 7
grw- 10
pri- 100



Upgrade - Rift Lord (altern-mud thrower- the creature that has finished adapting to the faction) - a creature that is good at crushing walls with their powerful pincers, but reducing it's attack power over creatures. But it's high Hp for a level 3 army surely helps them last longer in battle.

Abilities - wall crushing, willpower, can instantly kill summoned creatures and phantom forces, they catch even the spectre.

Stats:
att- 7
def- 8
dam- 3<5
Hp- 35
spd- 5
ini- 9
grw- 10
pri- 170

                              LEVEL 4

description - lizard Illusionist- they are responsable with the magic in the swamp faction, also a good ranged archer. They are the sacred keepers of knowledge and have impressive powers.

Abilities - poison protection, can strike as an archer even if the enemy is near him(similar ifthe hero has the bow of sharshooter like in H3), spellbook(15 mana): stone spikes, deflect missile, weakness.
Stats:
att-9      
def-9    
dam-8<12
hp-33      
spd-4      
ini-10      
grw-4          
pri-300  



Upgrade - Lizard shaman (altern- lizard warrior, the only creature with this profile in the faction) - the upg of the illusionist, one of the best level 4 creatures, despite their low hp, but it's ailities compensate.

Ailities - casting specialist (gets 5 mana points each round it resists an attack), round attack(once per battle, huge bolders crush the enemy lines, on a 4x4 tile, 40 +2*number of creatures), spellbook(20 mana):
stone spikes, deflect missile, weakness, fist of wrath.- probably the same way like the archmages the spells will be calculated.

Stats: Shaman        Warrior
    att-9           12
    def-11          12
    dam-9<13       8<14
    hp-25           35
    spd-4           5
    ini-10          9
    grw-4           4
    pri-380         380

                         LEVEL 6

description - war turtle ( upgraade turtle ballista) - a masiive army that crushes any enemy that stands in the way. But they are very good for defending the shamans, due to their big defense.

Abilities -war turtle-  water concealment (in some combat locations there is water, if the creature attacks the enemy that stands near the water, it doubles it's damage-this works only if the enemy unit is under two tiles, equivalent of a large creature- so don't place your creatures near the water)
        - T. ballista - shoot javelin (shoots a javelin at an enemy, with the posibility to slow them down), 20 % parry enemy attacks, 20 % magic immunity.

Stats - war T.         T. Ballista
     att-18            20
     def-28            26
     dam-12<22         10<24
     hp-130             120
     spd-5               4
     ini-8               9
     grw-2               2
     pri-1250           1750


Alternate - Turtle Rider - altough it's the alternate, it is considered, aalongside the turtle ballista, the backbone of the faction. It's high hp helps them last longer in battle, being hard to kill, just like the treants.

Abilities -  water concealment, 20 % parry, poison immunity, charge(gives the unit +2 dam on their first melee strike when attacking).

Stats - att-22
      def-24
      dam-12<20
      hp-150
      ini-8
      spd-5
      pri-1750



History:
Swamp Short Description + the campaigns
         Before you read their role, it is without doubt that Inferno and Stronghold are their enemies. With the other factions, they are neutral, and wouldn't refuse a colaboration.


     
      If all the roads are blocked by Zehir's army, Isabel's army and Arantir's undead hoard, the only way for a demon army to reach the griffin empire is to pass thru the land called "Darnlan". It's inhabitants are the lizardmen, which lived in peace with all the other races, mainly because nobody adventured themselves thru these swamp lands.
      But now they are forced to go to war since the demon hoardes invaded their lands, and they want stop until all the demons will be removed. Plus they will go head to head against their old rivals, the orcs.

So here it goes:

Campaign no.1- First the demons send some scouts ahead to inspect the area and find a suitable location to traverse th marshes. This is the moment when the hero from swamp will appear. His name will be Bron (one of my favourite heroes from H3). He will notice the intrusion and try to annihilate the scouts.

Campaign no.2-In a cinematic after the last battle of Bron, the path behind him will be flooded, so Bron must find another way home, thru the orc regions, their old enemies. He will not have any castle, probably he will pick armies of the swamp faction on the road ( just like the 5th campaign from inferno, when the creatures joined Agrael) in order to survive and reach his goal, returning to his home lands.

Campaign no.3-Bron reaches home and he is noticed that a large army of demons have found a way to traverse the marshes after all. He will have three castles from which to raise an army, therefore destroying the demons.

Campaign no.4-The lizardmen are trying to restore their home lands after the attack of the demons, but now they face another chalenge: the orcs found out about the unannounced "visit" of Bron in their lands and sends Yog to pay a "visit" to the lizardmen. It will be like in the old days, a painful war.

Campaign no.5-While the orc hero from TotE will seek reveange against humans and mages( from waht I can tell since they are neutrals, therefore attacking anything that stands in their way), Bron plans an ultimate attack over the orcs, to decimate their race once and for all, and for the survivors to take their normal stat, that of a slave. He will start the campaign with a large army and will try to conquer the Orc capital.


Swamp abilities + Heroes




four male heroes: (beastmaster)
Wystan <-->0-4-1-1
Broghild <-->0-3-2-1
Voy <-->1-1-1-1
Rosic <-->0-2-1-3
two female heroes: (witch)
Miranda <-->0-1-2-2
Tiva <-->0-1-2-2


Abilities:
their special ability will be called Marksmanship which helps the swamp creatures on all levels.
Skills : Rangery - increases the radius in which shooters can hit with full strike, 10 % chance of hitting with full strike even the whole battlefield.
        Magic Strike - any army can hit, alongside their special abilities, any magic of the first level, without Eldritch Arrow, this only in the case of archers.
        Magic immunity - the hero can make one of his army more resistant to magic attacks, this includes Mark of the Lizard, when a unit, for example pit lord hits the creature with this mark, it instantly gets petryfied.
Other Abilities:
    Defense - Stone Skin - the creature receives a +3 to it's defense. When expert Defense, it will be Mass Stone Skin.
                - Water Concealment - when fighting in a combat that has water near, excluding the boat fights, the archer can stay up to 2 rounds in the water, immune to all negative magic. just have to teleport tham into the water or right at the start, in tactics phase.
                - Grass Concealment - hides a creature from sight when fighting on grass until the hero wishes to dispel it.
    Light Magic - Willpower - give the selected creature +2 attack, +2 damge.
    Leadership - Call of the Swamp - amy swamp creature will join the hero, but only 50 % of the stack.
    Logistics - Steppe Concealment - an improved pathfinding, on the hero movemenat bar will appear the "+" sign like in heroes 3, here the equivalent of 5 steps.
    Attack - Swamp Sharpshooters - it increases the rage of the creature
    Luck - Sulphur Swamps - when picking up sulphur resources, they amout will always be 50 % more than it already is.
    Dark Magic - Swamp Fields - the creatures that step in this 4x4 tile gets a random Dark magic that lasts for 3 turns, the cleansing magic doesn't have no effect.
    Destructive Magic - Steam - the hero can cast a cloud on the battlefield, 4x4 tiles, that hits every creature that is within with a lightening bolt, the normal damage that the lightening bolt does in the spellbook. So I suggest you get expert Destructive Magic and a lot of spell power.
   
And on the original thread I got proposed to replace the turtle rider with the gorgon or medusa. Both sound very good ideas, and I will try to make them as soon as possible. But for now what you see is what you get.
____________
Vampire Lord (Dracula)

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 29, 2008 01:12 AM

Cohesiveness: 4/10 (with focus on lizardmen it's trying to be cohesive, but it fails, ill-conceived and chaotic)

Imagination: 9/15 (yes, I can't denie that there are some good ideas but all in all it's just the Heroes 3 fortress with just a little makeover)

Back story: 2/10 (just the minimun, in which land they live and which battles they have to fight)

Battle facets: 5/10 (not much too say about it, we don't know every alternative upgrades and we don't know what the racial does, but after all you tried to bring some variety in)

Discretionary: 0/5 (sorry, I don't see anything special here that would be worth some extra points)

20/50

Oh dear, two Swamps in this competition and both are let-downs. Maybe I should try by myself in the next ICTC...

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Momo
Momo


Promising
Famous Hero
posted March 29, 2008 09:57 AM

Cohesiveness: 6/10 points it's not any less cohesive than the original Fortress, which on the other hand wasn't that much. I also like the crab in the town because originally the town was supposed to be around beastmen, not just reptilians, and in this respect lizards, dogs and crabs creates enough variety.

Imagination: 10/15 points I appreciate every attempt at re-imagining and improving, but I appreciate it more when it's well executed. However, on the attempt alone you get some points - would have been more if there wasn't another swamp.

Back story:  5/10 points less than the mandatory minimal, but you don't get less than 5 because it's overall cohesive with at least Colony/Axeoth (I'm trying to pretend that the setting isn't Ashan).

Battle facets:  5/10 points feels uncompleted, and makes me wonder if it's right to rate this faction or wouldn't be better to give you the time to develop it for the next ICTC.

Discretionary: 3/5 points essentially, this doubles my mark in "imagination".

Overall Score:  29/50

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 29, 2008 04:42 PM

Quote:
(I'm trying to pretend that the setting isn't Ashan).



I don't think it helps the fairness of the judgings to pretend things that are clearly not the case. With the mention of Zehir, Isabel and Arantir the setting is without doubt Ashan. Or what do you pretend by other factions to make their score higher? If you want to add some bonus points use Discretionary (or maybe Imagination) but I don't think pretending things is the right way.

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Momo
Momo


Promising
Famous Hero
posted March 29, 2008 05:21 PM
Edited by Momo at 17:22, 29 Mar 2008.

Quote:
Quote:
(I'm trying to pretend that the setting isn't Ashan).



I don't think it helps the fairness of the judgings to pretend things that are clearly not the case. With the mention of Zehir, Isabel and Arantir the setting is without doubt Ashan. Or what do you pretend by other factions to make their score higher? If you want to add some bonus points use Discretionary (or maybe Imagination) but I don't think pretending things is the right way.


First off, my policy has generally been that I do whatever it's possible to mark the factions with the highest mark possible, unlike some judges here who are using the "discretionary" mark to sink down the factions' score as much as they can. Despite being overly critic, my scores are more than often the highest for every faction. I've tried to be inflexible only with GenieLord and Baklava, which is the reason they're not getting 50/50.

Second, the amount of people criticizing my judgement is higher than one could reasonably expect, if you consider that I've try to mark everyone the highest as possible with every mark extensively explained and I NEVER, EVER dared put into question the other people's marks, not even about my own works.

Third, with "I'm trying to pretend that the settling isn't Ashan" I meant that the faction is lightly more cohesive because a swampy town is something floating in Heroes' players mind since Heroes 3's Fortress existed, but I wanted to point out to the OP that setting things in Ashan wasn't a smart move in this respect. That is of course NOT to be interpreted as "I'm giving you a 5/10 but it would have been a 3/10 if the setting was Ashan, which it is but I'll mark you as if it's not". Nickk is still getting an extremely low mark in "backstory", which takes into account the total absence of continuity in his work.

Fourth and last, EVEN if all of the above wasn't true, devoting a post to question an already low mark because perhaps it isn't low enough isn't exactly something you should be proud of. I'm starting to agree with GenieLord's suspect that the sportmanship in this competition is lacking.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 29, 2008 05:26 PM

Okay, then I have misunderstand your words. Sorry.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 30, 2008 12:05 AM

Allright, here I go.

Cohesiveness - 5/10. Most seem just spin-offs of the previous tier. There is little to go by in terms of true synergy.

Wow Factor - 4/15. Major reason for such a low score is plagiarizing. In case your not familiar with the word, it is taking the ideas from another place and using them in your own work. I see numerous things from the game Age of Wonders. If it were just an ability here, and skill here, I would have said nothing. But, you constantly inserted AoW's ideas, and I find that a lack of imagination. Furthermore, little of the faction appeals to me as a fully built and well-thought out faction.

Back Story - 4/10. You were sadly lacking almost any background whatsoever. The brief summary of the factions history and campaign does not suit me.

Battle Facets - 6/10. This is where your saved a little. I see battle as slightly applicable. The units are merely "functional" and add little to the field of battle.

Discretionary - 3/5. Usually a faction is worked out a little more. The abilities, description, and implementation of the units weren't really spelled out. I give you credit for effort, but little else makes me want to see more.

Total Score: 23 Points

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Tobius
Tobius


Adventuring Hero
posted March 31, 2008 09:05 PM

Swamp by Nickkkk

Cohesiveness(2+3)=5 Chaotic concentration of lizard warriors and weird war turtles
Imagination(2+1+1)=4 It simply lacks creativeness
Back Story(1+0)=1 I cannot see real ties to the HoMM universe
Battle Facets(1+1)=2 Too many lizard warriors, not enough strategic depth

Discretionary: -1 for no emblem; campaign is just rudimentarily

Total Score=11

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 01, 2008 12:44 AM
Edited by GenieLord at 00:44, 01 Apr 2008.

Cohesiveness: 6 / 10

Imagination: 9 / 15 - Your main points reducement here is for creativity. The names are pretty bad, quite repetitive, and it feels like you found the images first, and then created the creatures, based on the images.

Back story: 4 / 10

Battle facets: 3 / 10 - There's a serious lack of your own creature abilities. The town is completely imbalanced.

Discretionary: 2 / 5 - For the campaign. I cannot give you more since it's so basic, has stict missions and no turning point. Feels a bit like the H5 campaign without the expansions.

Overall Score: 22

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 07:00 AM


the swamp by nickkk:

FriendofGunnar

cohesiveness 6/10 the rift spawn seems a bit out of place. maybe the turtle too. the level 4 is an archer and a spell caster?
originality 9/15
backstory 3/10 for the pic and the campaign.
battle facets 6/10 nothing really jumps out at me.
discretionary 4/5 for the pictures you linked at the top.

it lacks a story

28

Kookastar

Cohesiveness: 7 points
Imagination/creativity/originality/wow factor: 9 points
Back story: 4 - all these different creatures, you must have some kind of story for them.
Battle facets: 6 points - the battle facets don't seem to match very well with the swamp theme.
Discretionary: 2 points
Total 28


TDL

Cohesiveness(max 10) : 4
Creativity (max 10): 5
Backstory (max 10): 5
Battle Facets (max 15): 7
additional (max 5): 0

seems pretty much unfinished to me, tho the creature part is developed… nothing fancy, pretty much what we had all seen before

Total (max 50):21


Guest Judge's Score : 21.00 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (28 + 28 + 21) / 3 = 25.67

Final Score: 23.33

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