CLARK LAVERY
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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.

Castle

Stone 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.
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Graveyard

Here 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.
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Temple

The 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.
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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.

Dagron

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Dagron is one of the angriest, calm is not a word in his dictionary and to him being cool could only refer to the weather.  This anger makes him one of the most powerful mages ever to live.

Artitus

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Artitus was a great actor before exploring his more magical side and becoming a mage.  He is such a great actor that even if he is just pretending to be angry, the God of Magic is so convinced by his skills that the God will instill Artitus with more mana then a truly angry mage.  This has resulted with Artitus being called many names by his fellow Mages – ‘Bastard’ is the most socially acceptable of them.

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.

Remus

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Remus is one of the oldest Wizards, his age is unclear but he is very, very old.  He has had nearly 64 magical hip reconstructions and has his prostate checked every week - although the latter may just be his way of substituting for the lack of sexual release in celibate job. He enjoys long witch hunts along the beach and reading a good book by candle light- as long as the book contains plenty of pretty pictures of woman where clothes are purely optional and sometimes forbidden.

Orgolf

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Orgolf is believed to be one of the youngest Wizards - the evidence is he can still remember his 60th birthday party like it was only a century ago.  Under more careful thought it could just prove he is less senile then the rest of them and has a slightly better memory but as the rest of them can't even remember where they left their slippers half the time they all think remembering such an event is quite amazing.

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.

Freddy

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Freddy likes fire, he like red also, and yellow and orange as well.  He likes burning things, himself, his dog, his enemies, flammable or inflammable.  He likes the smell of burnt hair because he knows it must have required flame to be at some point in the past.  His favourite phrase sums it up ‘I like burning stuff’.

Franky

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 Franky likes fire, but he also likes heat.  That is why he wears black – despite constantly having fire around him, he feels it necessary to ensure as much warmth from that fire is drawn into his clothes.  If he didn't stink like 40 years of sweat and burnt hair he'd hug everyone just to get that extra bit of warmth.  No one has hugged him since he was 3.

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.

Fransheka 

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Fransheka was once a noble woman.  She married well but when she starting getting old and her beauty began to fade her husband threw her out of the carriage in the wilderness, leaving her for dead, and took on several young mistresses instead.  She managed to survive and made her way back to her estate, where she found her husband and several of his mistresses. She killed them all and then animated them again so she could have the pleasure multiple times.  Fransheka was a founding member of the Whyches.

Amanda

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Amanda joined the whyches after she failed to win the local beauty pageant.  She had lost even after rigging the vote.

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.

Carkan

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Carkan is a rather clumsy skeleton, what he lacks in skill, ability and intelligence he makes up for in sheer arrogance.  He doesn't die purely because he would never believe it possible for him to be beaten.

Scully

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Scully was 32, died and now is 572 in undead years (years after being re-animated).  It is believed he died quite horribly to have such mental strength in death.  He likes peeling skin and flesh away from the living to show them that after all, they too are bones underneath.

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.

Buck

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Buck was a jockey, until he got banned for life for freezing his opponents’ horses legs.  Like all short people he hates and wants to fight anyone taller than him.  From his perspective he has the advantage – the enemies weakest point is at almost perfect biting height.

Gerald

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Gerald was actually the son of one of the most powerful of Wizards, but when he was three he was dropped on his head and never grew to the height required.  He was abandoned by his parents and wandered as child until he found the monks.  His ice spells are so cold that they solidify air – they say he gets this chill from his cold heart that died when he was abandoned.

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.

Bobo

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Bobo is a rather tormented soul – after he and his family were experimented on by a group of wizards they were left for dead in their pen.  To feed himself he ate each member of him family, one per month until none remained.  Still trapped with his pen, his thirst for blood gave him the strength to blast his way free.  Since then he eats only meat, and feels naked without blood dripping down his hairy body.

Cisternia

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Cisternia was once a happy little monkey – then she was caught by some necromancers who felt like experimenting.  The experiment went wrong, but granted Cisternia an ethereal form and enhanced magical abilities.  She, of course, used these to hunt down and kill every necromancer involved in her kidnapping, pissing on their dead bodies so if they were resurrected they'd stink all the more.


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

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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.

Lightning

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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.

Ice

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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.

Heal / Judo Chop

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

Wind

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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.

Soul Ripper

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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.

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