Environments
We had 3 different environments in our mod, each with 2 maps, one single player campaign style mission, and one a free-for-all death match arena. Each area had all new and unique models and textures, to set them all apart from each other. They also focused on the different play styles of the races that lived there, from the close range, fire wielding wizards, to the sniping floating monks.
CastleStone is the ideal building material for the wizards and pyrochunders that live here, to prevent them constantly burning the place down. There are always disputes between to book loving wizards, and the fire loving pyros, who keep breaking into the library to watch the books burn. As such, this is a very hostile place to be.
With small rooms and narrow stairwells, the wizards and pyros have the advantage of spamming the enemies with waves of flame. However, a cheeky little monkey might like the close spaces to run around punching up their foe. |
GraveyardHere where the souls of the lost are plenty, the necromancing whyches raise the bones of the dead, creating their skeletorn minions. Here they practice their lightning magic, so as to scare the children and smaller creatures during the storms that constantly plague this area.
The medium sized graveyard, with its several gravestones, gives the lumbering skeletorns many places to hide while charging and firing their accurate lightning spells. Stay still too long however, and you'll find a pyro cooking your behind with his flaming breath. |
TempleThe monks and their monkey servants live high in the mountains, to compensate for their lack of height. Here they practice their long range sniping spells, throwing ice at targets miles away.
The tiny monks can sit up high, unseen by the others, and using his hands to freeze an ice lens, can see all over the map and send bolts of ice wherever they feel. But with few places to hide, a camping monk will soon be hit by the accurate charged up lightning bolts of the whyches. |
Classes
We had 7 different classes in our mod, with their own strengths and weaknesses. Each class had 2 characters with their own biography, to add some personality into the game. The main class was the mage, who can use all magic, and who was taking his revenge against the other factions that destroyed his race's homes.
Mage
Pros
Lower Max Rage
Spawn With all Weapons
Higher Max Damage in Rage Mode
Cons
Less Mana
Lower Normal Damage
Mages are all known for their quick tempers, easily flying into a rage. Their pure anger makes up for what they lack in mana compared to their fellow magic users.
Lower Max Rage
Spawn With all Weapons
Higher Max Damage in Rage Mode
Cons
Less Mana
Lower Normal Damage
Mages are all known for their quick tempers, easily flying into a rage. Their pure anger makes up for what they lack in mana compared to their fellow magic users.
Wizard
Pros
Does More Damage
Cons
Jumps Less High
Wizards are the keepers of the more ancient of magics - most of which is so old fashioned nobody would bother with it anybody. Nobody truly knows how a wizard becomes a wizard, they just suddenly are 70 and fond of large books and long dinners. It would appear that a long gray beard, uncontrollable hair and knobbly knees are a requirement of entry into the order, but one assumes that they come with the aforementioned fondness of books and so forth when one first becomes a wizard.
Does More Damage
Cons
Jumps Less High
Wizards are the keepers of the more ancient of magics - most of which is so old fashioned nobody would bother with it anybody. Nobody truly knows how a wizard becomes a wizard, they just suddenly are 70 and fond of large books and long dinners. It would appear that a long gray beard, uncontrollable hair and knobbly knees are a requirement of entry into the order, but one assumes that they come with the aforementioned fondness of books and so forth when one first becomes a wizard.
PyroChunder
Pro
Faster Firing Rate
Cons
Takes More Damage
Pyro-Chunders are a mix of classical wizard and adolescent pyro with the maturity of the latter. They like burning things, stuff and people. They make their buildings out of stone purely because it is harder to burn down, but their libraries go through books very quickly.
Faster Firing Rate
Cons
Takes More Damage
Pyro-Chunders are a mix of classical wizard and adolescent pyro with the maturity of the latter. They like burning things, stuff and people. They make their buildings out of stone purely because it is harder to burn down, but their libraries go through books very quickly.
Whych
Pros
Max Health on Spawn
Faster Movement When Crouched
Cons
Lower Dodge Speeds
Whyches are failed models who have starved themselves too early and were too ugly for the catwalk. They turn to necromancy in an attempt to make what little beauty they have, last forever. They summon the undead to do their every whim, but as they summon skeletons they feel fat again and eat less still until the only thing keeping them alive is their magic and their stubborn ugliness.
Max Health on Spawn
Faster Movement When Crouched
Cons
Lower Dodge Speeds
Whyches are failed models who have starved themselves too early and were too ugly for the catwalk. They turn to necromancy in an attempt to make what little beauty they have, last forever. They summon the undead to do their every whim, but as they summon skeletons they feel fat again and eat less still until the only thing keeping them alive is their magic and their stubborn ugliness.
Skeletorn
Pros
Takes Less Damage
Cons
Moves slower
Skeletorn are the re-animated bones of the dead. Occasionally they escape the mental grasp of the person who summoned them. When this happens many go on a rampage killing anyone in their path – but sometime they are able to remain logical and only kill those they want to.
Takes Less Damage
Cons
Moves slower
Skeletorn are the re-animated bones of the dead. Occasionally they escape the mental grasp of the person who summoned them. When this happens many go on a rampage killing anyone in their path – but sometime they are able to remain logical and only kill those they want to.
Monk
Pros
More Mana
Higher Jump
More Air Control
Cons
Slightly Slower
Less Health
You wouldn't think it, but most magical orders have height restrictions. So every poor sod 5’6” or shorter is unable to join basically any other order than the monks. As such monks are generally short and despise anyone taller. That is why they like monkeys - because they're reasonably short too.
More Mana
Higher Jump
More Air Control
Cons
Slightly Slower
Less Health
You wouldn't think it, but most magical orders have height restrictions. So every poor sod 5’6” or shorter is unable to join basically any other order than the monks. As such monks are generally short and despise anyone taller. That is why they like monkeys - because they're reasonably short too.
Monkey
Pros
Faster Speed
Longer Dodge
Cons
Takes More Damage
Does Less Damage
When religious types refused to believe that humans were the descendants of monkeys - the ‘Gods themselves’ intervened granting monkeys the use of magic to further link them to humans and solidify the theory of evolution.
Faster Speed
Longer Dodge
Cons
Takes More Damage
Does Less Damage
When religious types refused to believe that humans were the descendants of monkeys - the ‘Gods themselves’ intervened granting monkeys the use of magic to further link them to humans and solidify the theory of evolution.
Spells
The original game had 4 spells; fire, lightning, ice and heal/melee. Two more were added later, a wind spell and a super weapon, Soul Rip. Each spell was designed to be used at various ranges, to mix up different combat styles of the players.
Fire

Primary:
Lobs a fireball explodes on impact doing area damage and shooting smaller projectiles.
Secondary:
Sprays a short ranged line of fire, to burn anyone in the immediate vicinity.
Lobs a fireball explodes on impact doing area damage and shooting smaller projectiles.
Secondary:
Sprays a short ranged line of fire, to burn anyone in the immediate vicinity.
Lightning

Primary:
Shoots bolts of lightning at a fast rate, but with a lot of inaccuracy, making this best used up close
Secondary:
Hold secondary to charge up a high-damaging bolt of lightning, that is deadly accurate and potentially a one hit kill to your opponent.
Shoots bolts of lightning at a fast rate, but with a lot of inaccuracy, making this best used up close
Secondary:
Hold secondary to charge up a high-damaging bolt of lightning, that is deadly accurate and potentially a one hit kill to your opponent.
Ice

Primary:
Single shot ice bolt, with a low fire rate but large range, an accurate caster able to kill instantly with a head shot.
Secondary:
A lens made of ice forms in the caster's hand, allowing them to zoom in on their opponent for that perfect shot.
Single shot ice bolt, with a low fire rate but large range, an accurate caster able to kill instantly with a head shot.
Secondary:
A lens made of ice forms in the caster's hand, allowing them to zoom in on their opponent for that perfect shot.
Heal / Judo Chop

Primary:
Close range melee attack that explodes the enemy to bits if hit.
Secondary:
Slowly restores health at the cost of mana.
Close range melee attack that explodes the enemy to bits if hit.
Secondary:
Slowly restores health at the cost of mana.
Wind

Primary:
A large stream of air, does small amount of damage, but pushes the target away, off cliffs or out of range.
Secondary:
A thin stream of air, to pierce through the targets skin causing much more damage.
A large stream of air, does small amount of damage, but pushes the target away, off cliffs or out of range.
Secondary:
A thin stream of air, to pierce through the targets skin causing much more damage.
Soul Ripper

Primary:
A large area of effect ball of souly death emanates from the casters location, instantly ripping the life from enemies, leaving only a dry set of bones behind.
A large area of effect ball of souly death emanates from the casters location, instantly ripping the life from enemies, leaving only a dry set of bones behind.