highonfunnystuff
Member
This is the first release for the custom fan character. Helcurt is one of the heroes from a mobile MOBA game called Mobile Legends: Bang Bang. I chose to pick Helcurt because he's been my main hero for at least 5 years . This build was only tested by me, so this release is an opportunity for me to receive feedback from all of you guys.
You can download the Pk3 file in the description below the post.
Helcurt's gameplay circles around gaining both horizontal and vertical speed through "concealing" in dark areas around the map and damaging enemies. A list of currently implemented abilities is shown below, it would be very appreciated for your feedback on these!
1) Shadow of Styx (passive ability): Upon entering a dark area on the map, Helcurt enters the "concealed" state, which is signified by a transparent character model as well as the distinct concealed sound. In order for plays to spot the dark area of the map, the shadow particles would appear in such areas.
He preserves the concealed state while staying in the dark area and for a second after leaving the said area.
Upon concealing, he immediately received a single stack of Deadly Stinger. He keeps getting a stack while concealed after some time.
While concealed, he receives a boost to acceleration, maximum speed, and jump factor.
Upon unconcealing, all of said attributes and transparency go back to normal, and the distinct unconcealing sound is made.
Note that in the future development, this ability would allow you to get the unique night vision effect, and potentially highlight the enemies through walls
2) Shadow Transition (teleport ability): When holding the jump button while in the air, Helcurt would teleport in the direction of the camera. The distinct sound is made and Helcurt is fully invisible during this process.
Upon teleporting, Helcurt immediately received a single stack of Deadly Stinger and resets the Stinger Jump. This is done so that the players could combo Stinger Jump again after teleporting, where an extra Deadly Stinger will give the player an extra double jump boost.
While teleporting, Helcurt is nocliping, thus invincible to most kinds of damage (he's able to pass through spikes and enemies).
While teleporting, if the player lets go of the jump button before the duration of the teleport ends, Helcurt will end his teleport prematurely. This is done so that players will be able to use the teleport in tight platforming sections to not overshoot their shot.
Upon leaving teleport: Helcurt is visible again, makes a distinct sound, will slow down, and as it was mentioned can again perform the Stinger Jump. NOTE that if the player damages an enemy using BLADE STRIKE and has not landed on the ground, he will receive NO SLOW DOWN. This is especially powerful to cross gaps and generally keep the speed while airborne.
3) Blade Strike (airborne damage ability): When pressing the spin while in the air, Helcurt would dash downwards while entering the attacking state.
While in the attacking state, the player can continue holding the button in order to gain more downwards momentum to reach the floor faster.]
If colliding with the enemy while in the attacking state, Helcurt would perform a Blade Attack, damaging the enemy, gaining a small upward boost, playing a distinct sound, and gaining a single stack of Deadly Stinger.
After Damaging the enemy, if the player has not landed on the floor their next teleport won't cause slowdowns (this was mentioned before). They would also reset the Blade Strike ability, allowing it to perform continuously while airborne as long as there are enemies around to damage.
After Colliding with the spring, empowers the spring exactly like Amy's hammer.
4) Deadly Stinger (varied double jump, wall and floor buster, as well as AOE damage ability): By default, Helcurt always has a single stack of Deadly Stinger at his disposal. Through the performance of various actions, Helcurt gains up to 4 extra stacks of Deadly Stinger (so can only hold 5 stacks max).
Each stinger behaves sort of like a missile, damaging enemies in its path but it doesn't disappear on contact with obstacles such as enemies of walls. This allows damaging several enemies with a minimum amount of stingers. Note that if Helcurt himself gets damaged, he Loses all acquired stingers.
The following ability breaks down into two mini abilities: Stinger Jump and Stinger Thrust:
a) Stinger Jump (double jump, buster and damage): While pressing the jump button in the air, Helcurt would release all acquired stingers downwards and perform a double jump with the small horizontal boost in the direction of player's input.
The intensity of the double jump depends on the amount of stingers released. So if the player releases just once stinger, the double jump is very small, but releasing the maximum amount of 5 would result in a very strong double jump.
Released stingers would travel downwards with the horizontal boost Opposite to player's. When such stingers hit the floor, they would swiftly dash in the direction of the player. This is especially useful to clear the groups enemies who are either too far down.
Note that Shadow Transition (teleport) resets the cooldown of this ability and grants an extra stinger, allowing to chain Stinger Jump -> Shadow Transition -> Stinger Jump (extra stinger) all while airborne! Don't forget that successful Blade Attack makes teleport disregard slowdowns, making enhanced teleport's strong horizontal speed as well as fully stacked Stinger Jump combo insanely versatile!
b) Stinger Thrust (AOE buster and horizontal damage ability): While pressing the spin button on the ground, Helcurt will slow down and release all acquired stingers horizontally in the direction of the camera.
It is useful to bust down walls and floors, damaging a swarm of enemies at once since stingers do not disappear at impact
Note that this ability is nothing special and probably won't be used as much, so your feedback would be appreciated.
5) Dark Night Falls (ultimate but most underdeveloped ability): While holding both spin and jump buttons in the air, Helcurt would charge the ability for a few seconds while slowing down horizontally and levitating in the air.
Upon activation, Helcurt would dash forward and unleash the night on the map for five seconds: changing the current skybox into the night skybox, making every area of the map darker, activating concealment of Shadow of Styx (passive ability).
Note that this ability is most underdeveloped, aside from fixing potential netgame bugs, this ability in the future development will: highlight the enemies through walls, provide special night buffs aside from concealment, providing night vision effect, propagate Helcurt's buffs onto his player teammates, degrade enemy player's vision.
Note that currently the player is able to activate this ability at any time, but this is done purely out of testing purposes. Due to its potentially overpowering qualities as a standard ability, it would need special requirements to be met. Potential list of the requirements includes: regularly obtaining specific number of kills or obtaining specific number of kills while airborne, requiring specific number of rings and draining rings while active (forcing you to deactivate it), and being activated permanently as a super form with all 7 chaos emeralds.
The netgame and custom maps could be a little bit funky while using his "nightfall" ability because I didn't have time to fix them, though I don't know if the bugs are there or not .
The following is the list of command you can use to customize your experience (only a single one for now ):
"hel_dark" (admin only): changes the light level requirements for the area to be considered "dark", triggering Shadow of Styx (passive ability). This is primarily used for players to experiment with different light levels to suggest a better one (current requirement is 180)
You can download the Pk3 file in the description below the post.
Helcurt's gameplay circles around gaining both horizontal and vertical speed through "concealing" in dark areas around the map and damaging enemies. A list of currently implemented abilities is shown below, it would be very appreciated for your feedback on these!
1) Shadow of Styx (passive ability): Upon entering a dark area on the map, Helcurt enters the "concealed" state, which is signified by a transparent character model as well as the distinct concealed sound. In order for plays to spot the dark area of the map, the shadow particles would appear in such areas.
He preserves the concealed state while staying in the dark area and for a second after leaving the said area.
Upon concealing, he immediately received a single stack of Deadly Stinger. He keeps getting a stack while concealed after some time.
While concealed, he receives a boost to acceleration, maximum speed, and jump factor.
Upon unconcealing, all of said attributes and transparency go back to normal, and the distinct unconcealing sound is made.
Note that in the future development, this ability would allow you to get the unique night vision effect, and potentially highlight the enemies through walls
2) Shadow Transition (teleport ability): When holding the jump button while in the air, Helcurt would teleport in the direction of the camera. The distinct sound is made and Helcurt is fully invisible during this process.
Upon teleporting, Helcurt immediately received a single stack of Deadly Stinger and resets the Stinger Jump. This is done so that the players could combo Stinger Jump again after teleporting, where an extra Deadly Stinger will give the player an extra double jump boost.
While teleporting, Helcurt is nocliping, thus invincible to most kinds of damage (he's able to pass through spikes and enemies).
While teleporting, if the player lets go of the jump button before the duration of the teleport ends, Helcurt will end his teleport prematurely. This is done so that players will be able to use the teleport in tight platforming sections to not overshoot their shot.
Upon leaving teleport: Helcurt is visible again, makes a distinct sound, will slow down, and as it was mentioned can again perform the Stinger Jump. NOTE that if the player damages an enemy using BLADE STRIKE and has not landed on the ground, he will receive NO SLOW DOWN. This is especially powerful to cross gaps and generally keep the speed while airborne.
3) Blade Strike (airborne damage ability): When pressing the spin while in the air, Helcurt would dash downwards while entering the attacking state.
While in the attacking state, the player can continue holding the button in order to gain more downwards momentum to reach the floor faster.]
If colliding with the enemy while in the attacking state, Helcurt would perform a Blade Attack, damaging the enemy, gaining a small upward boost, playing a distinct sound, and gaining a single stack of Deadly Stinger.
After Damaging the enemy, if the player has not landed on the floor their next teleport won't cause slowdowns (this was mentioned before). They would also reset the Blade Strike ability, allowing it to perform continuously while airborne as long as there are enemies around to damage.
After Colliding with the spring, empowers the spring exactly like Amy's hammer.
4) Deadly Stinger (varied double jump, wall and floor buster, as well as AOE damage ability): By default, Helcurt always has a single stack of Deadly Stinger at his disposal. Through the performance of various actions, Helcurt gains up to 4 extra stacks of Deadly Stinger (so can only hold 5 stacks max).
Each stinger behaves sort of like a missile, damaging enemies in its path but it doesn't disappear on contact with obstacles such as enemies of walls. This allows damaging several enemies with a minimum amount of stingers. Note that if Helcurt himself gets damaged, he Loses all acquired stingers.
The following ability breaks down into two mini abilities: Stinger Jump and Stinger Thrust:
a) Stinger Jump (double jump, buster and damage): While pressing the jump button in the air, Helcurt would release all acquired stingers downwards and perform a double jump with the small horizontal boost in the direction of player's input.
The intensity of the double jump depends on the amount of stingers released. So if the player releases just once stinger, the double jump is very small, but releasing the maximum amount of 5 would result in a very strong double jump.
Released stingers would travel downwards with the horizontal boost Opposite to player's. When such stingers hit the floor, they would swiftly dash in the direction of the player. This is especially useful to clear the groups enemies who are either too far down.
Note that Shadow Transition (teleport) resets the cooldown of this ability and grants an extra stinger, allowing to chain Stinger Jump -> Shadow Transition -> Stinger Jump (extra stinger) all while airborne! Don't forget that successful Blade Attack makes teleport disregard slowdowns, making enhanced teleport's strong horizontal speed as well as fully stacked Stinger Jump combo insanely versatile!
b) Stinger Thrust (AOE buster and horizontal damage ability): While pressing the spin button on the ground, Helcurt will slow down and release all acquired stingers horizontally in the direction of the camera.
It is useful to bust down walls and floors, damaging a swarm of enemies at once since stingers do not disappear at impact
Note that this ability is nothing special and probably won't be used as much, so your feedback would be appreciated.
5) Dark Night Falls (ultimate but most underdeveloped ability): While holding both spin and jump buttons in the air, Helcurt would charge the ability for a few seconds while slowing down horizontally and levitating in the air.
Upon activation, Helcurt would dash forward and unleash the night on the map for five seconds: changing the current skybox into the night skybox, making every area of the map darker, activating concealment of Shadow of Styx (passive ability).
Note that this ability is most underdeveloped, aside from fixing potential netgame bugs, this ability in the future development will: highlight the enemies through walls, provide special night buffs aside from concealment, providing night vision effect, propagate Helcurt's buffs onto his player teammates, degrade enemy player's vision.
Note that currently the player is able to activate this ability at any time, but this is done purely out of testing purposes. Due to its potentially overpowering qualities as a standard ability, it would need special requirements to be met. Potential list of the requirements includes: regularly obtaining specific number of kills or obtaining specific number of kills while airborne, requiring specific number of rings and draining rings while active (forcing you to deactivate it), and being activated permanently as a super form with all 7 chaos emeralds.
The netgame and custom maps could be a little bit funky while using his "nightfall" ability because I didn't have time to fix them, though I don't know if the bugs are there or not .
The following is the list of command you can use to customize your experience (only a single one for now ):
"hel_dark" (admin only): changes the light level requirements for the area to be considered "dark", triggering Shadow of Styx (passive ability). This is primarily used for players to experiment with different light levels to suggest a better one (current requirement is 180)