Voodoo Wood
Voodoo Howling - every 30 sec this unit will release a wave of energy which will grant Life Stealer (10-20%) effect on nearby allies for 5 sec.
Never to be seen again - every time an enemy unit dies nearby, this unit may collect their corpse to reduce the remaining cooldown of Voodoo Howling by (3-5) seconds.
Voodoo Splinters - this unit will start rapidly losing health while releasing a halo of spikes around itself every 3 sec. Stacking this ability increases health draining and reduces the duration between each halo of spikes.
Voodoo Oakin
Acid Sap - this unit deals X damage to nearby enemies whenever it loses X% of its HP within X sec.
Acid Globes - throw acidic sap against an enemy within medium range. Deal double damage against structures.
Vodoo Da'Nature - this unit immobilizes itself to disrupt all hostile root networks within X meters. While rooted, your melee attacks will be replaced with Acid Globes.
Twilight Worm
Dawn Consumption - every X sec this unit will shoot an enemy and deal X damage to them. The longer this unit attacks the same enemy - the more damage it deals.
Twilight Expulsion - if this unit kills an enemy, then it will erupt and deal X damage to all other nearby enemies. This damage scales with bonus damage accumulated via Dawn Consumption.
Twilight Brain
Infection Ball - every X sec release an energy ball against an enemy and all other enemies nearby to it, dealing X damage in total. Enemies built resistance (lasting 6 sec) whenever they take damage from this attack and will take progressively less damage with each stack.
Twilight Leader - nearby twilight creatures (friendly and hostile) will deal X% more damage.
Twilight Ember
Fiery Infection - when this creature is spawned, it will infect all nearby friendly units with Twilight Curse for 10 sec.
Explosion Rebirth - when this unit is transformed, it will deal X damage to nearby enemies. Knock back small and medium enemies.
Twilight Knight
Great Stomp - every X sec this unit will stomp the ground and deal X damage to all nearby enemies. This effect is also triggered whenever a nearby friendly unit Transforms.
Infected Royalty - cost to Transform nearby twilight creatures is reduced by X.
Twilight Angel
Great Twilight Lance - every X sec (very slow attack speed) unleash a powerful energy blast against a single target and deal X damage to them. Knock back small, medium and large units.
Twilight Mania - gain increased attack speed, but lose some health every second.
Lost Ritualist
Anti-life Bolt - every X sec deal X damage to a single enemy. After X sec this energy bolt will return to this unit and will heal it for X HP.
Lost Soul Regeneration - every X sec this unit will sacrifice X HP to heal a friendly unit for 100-150% of HP sacrificed. Lost Revenants receive 50-100% more healing.
End Of Doom - target a Lost Revenant unit and disable this creature. For next 20 sec targeted Revenant will deal X% more damage and will take X% less damage. Revenant will not expire while under effect of this ability. However, if Lost Ritualist gets killed, then Lost Revenant will die as well. At the end of of this ability both units die.
Mushroom Sorceress
Mushroom Blast - attack your target and enemies nearby it dealing X damage to them. For next X sec all damaged enemies will move slowly.
Fungi Gathering - gather nearby corpse and store them.
Nutrient Infusion - consumed stored corpses to restore HP to an ally. If the target is part of the root network, then connected units/builds will received a small portion of the healing as well.
Skull Thrower Beast
Rot Artillery - disable melee attack and grant access to:
Skull Barrage - units consumes a portion of gathered corpses to launch a globe of flesh. After 3 sec globe explodes, deals damage and knocks back small units. Affects ground units only.
Armored Ghouls
Flash Batter - this unit heal itself for X% of damage deal against enemies who are bellow 50% of their max HP.
Gift Of Denial - this unit take half damage while it is being attacked by Large or Extra Large creatures.
Flesh Rage - for next X sec attacks done by this unit will knock back small and medium units. When this effect expires, this unit will die.
Animated Gravestones
Gravecall Spores - whenever this unit attacks, it unleashes spores who jump to up to 2 additional enemies nearby. These spores deal less damage with each jump.
Sacred Burial Rights - nearby enemy units take X% of corpse maximum HP as damage whenever they attempt to gather corpses.
To Beyond Again - sacrifice this unit to gather all corpses nearby into a globe for X sec. Your units, spells and buildings will be able to gather corpses from this globe.
Gate Demon
Premature Departure - all corpses created nearby this creature will be automatically destroyed, and thus this creature prevents corpse gathering.
Departure Delay - for next X sec any corpse destroyed by Premature Departure will produce an explosion dealing X damage to everyone nearby.
Spirit Caller
Melody Of Joy - every X sec this unit will deal up to 3 allies in front of it.
Spirits Be Gone - create a magic field around itself for X sec. Enemies can not gather copses within this field.
Healing Elemental
Healing Fumes - every second this unit produces healing enemies and heal allies in front of it for X HP.
Erupting Restoration - sacrifice this unit to create a healing field for X sec. All allies in this field will take X healing every second.
Amii Crystal Maiden
Ancient Hail - deal X damage to all enemies in a cone.
Ancient Echo - this creature gains bonus attack speed with each attack it makes. Lose all bonus attack if it doesn't attack for 6 sec.
Amii Lore - create a dome for X sec in targeted area. Enemies inside of this dome will move slowly.
Amii Ritual Guardian
Shred Magic Resistance - every X sec this minion will curse an enemy to take X% more damage from all spells.
Ultimate Ward - every X sec this minion will bless an allied unit to take X% less damage from all spells.
Ancient Truth - any beneficial spell or effect applied to this creature will last X% longer.
Amii Temple Beast
Amii Sacrifice - turn all nearby allied units into living bombs. If affected units die within X sec, then they will explode dealing X damage to all nearby units. Enemy units take X% more damage from these explosions.
Ancient Force - attacks done by this creature knock back small, medium and large creatures.
Limited Life - each time this creature attacks it loses some health. This creature can not be healed by spells or other creatures.
Outlaw Alchemist
Venom Injection - attack an enemy and cause them to take X damage over X sec.
Bandit Medicine - every X sec heal an ally for X instantly and for the same amount over X sec.
Regeneration Potion - create a healing field in a targeted area for X sec. Allies in this field will regain even more health via life stealing and corpse gathering.
Enslaved Rootface
Devastation Slam - slam the ground and deal X damage to all other units. Knock back small, medium, large and extra large units.
Barely Under Control - if this units falls to X% of his max HP or lower, then you will lose control of it. In this state it will attack any nearby unit and it will no longer grant land presence for you.
Bear-cursed
Savage Scavenging - this unit can gather nearby corpses to regenerate X health.
Savage Tactics - X% of damage this unit deals to building will be added to its health. Furthermore, any building being directly attacked by this unit will lose X% of its maximum HP every second.
Bandit Golem
Makeshift Repulsion Field - protect this unit for X sec from all ranged attacks.
Built-in Anti-air Defense - every X sec this unit deals X damage to nearby enemy unit. Knock back small, medium and large units. Affects flying units only.
Living Siege Weapon
Blazing Bombardment - every X sec this unit attacks its target and all enemies nearby. High attack range. Very slow attack speed.
Sacrifice Bombardment - sacrifice a nearby unit to greatly increase attacks speed of this unit for X sec.
Mushroom Soldier
Heavy Spores - attacks done by this unit knock back small units.
Decomposition Mode - immobilize this unit to gain:
Spore Field - consume some of accumulated corpses on this unit to deal X damage to nearby enemies every sec.
Tundra Walker
Ice Built-up - every X sec gain an Ice Shield absorbing X damage.
Channel Tundra Essence - enter special mode to gain:
Arctic Eruption - every X sec this unit emits ice wave. Enemies hit by this wave take damage. Frozen enemies take bonus damage.
Hanging Balloon
Terror From Above - deal X damage to a an enemy. Knock back small units. Affect only ground units.
Doom Approaches - nearby enemy flying units will move slowly.
Hand To The Death - target a ground unit. Sacrifice this unit to kill the targeted unit. Only works on small and medium targets.
And so the 4th round of BOT comes to an end.
TY to all who joined the event and watched the steam as well as all how supported and helped with the event.
Prices have been sended out. If you think something went wrong - contact me.
The final ranking:
All replay can be found here:
BOT4.zip
And here is the Stream recording:
https://www.youtube.com/watch?v=9gFlcBxili8
MFG Ultralord
Well, I suppose the counter argument to that is that this is how it's always been up to this point and it hasn't really worked out in a way that players are being on-boarded to make the jump from 9s to 10s.
On the contrary, the achievement that required people to play 10s was in part received negatively because it disrupted the veteran experience by pushing unprepared players into lobbies for 10s. There they were mostly perceived as a nuisance that has to be carried. In addition, taking the extra step and asking for a mentor isn't something most people will generally do.
So it's probably fair to say that the difficulty curve has to instead be smoothed out so that players can more or less help themselves.
Discord system is simply more modern, you cannot reach such level of engaging with possibility to use voice chats and other possibilities with old forum system.
Doesn't mean they are bad, the three Gold Tier winners (including you) are already very good entries.
I wasn't part of this jury and didn't join their deliberations, but the process is usually setup in a way that you set "standards" what you expect from the tiers and after that you review the entries. On creative contests, it is quite arbitrary where to draw the line, you can either do that (very? too?) loosely or set some (hard? harsh?) standards beforehand, usually it ends up somewhere in between that. But it can always be argued afterwards that you could have moved either harsher or more loose.
But what I'm 100% sure is that its no good if you move in with "we have to have a 1st place winner". That compromises the whole process too much right from the start.
Skylords!
The Jury has ended their deliberations, so it is time to reveal who made it into the winner tiers of the CCC#11:
Note: Some of those are quite large in size - sorry for everyone with a slow connection. I added spoiler tags around the entries so you can view one by one.
Gold Tier - @Bini Inibitor - Slav Squad
Gold Tier - @Hrdina_Imperia - Unpopular Opinion
Gold Tier - @pierakor - Lost Good
Silver Tier - @Metagross31 - Construct
Silver Tier - @Volin - Ouch!
Silver Tier - @Redmark- I see dead people
Silver Tier - @Dolewan - Loading Screen
Silver Tier - @pierakor - Clapping
Besides those tiered prizes, I have talked to the SR Team, and since we got no Booster Code this time I wanted to still honour those who participated in some form - they will receive a Mini Booster.
Prices will be sent out as soon as possible.
Final Words
First, I'd like to thank the jury again for doing their duty - especially on the creative contests it can be an ungrateful work. Please be civil if you disagree with their judgement.
In the upcoming days, all entries will be uploaded to Tenor, so you can access them inside Discord.
Creative Contests are usually low in participation, but I think some of the entries speak for themselves that it was worth doing it. Not the contest the masses want, but the contest we as a community need.
Next up in the CCC will be something more mainstream again, I promise! 😃