The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
The relic draws more power from the earth and launches one more tremor!
It crackles with energy as it now has the thundering earth effect.
And now I can finally format the chart properly! ...........Air ............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
I use magic too strike the godmodder with a mountain.
Rollback Post to RevisionRollBack
Forever both a Chrono Trigger fan and a brony.
My avatar is an alien parasitic killing machine that has used all the DNA on the planet to make itself into the ultimate being.
Forever both a Chrono Trigger fan and a brony.
My avatar is an alien parasitic killing machine that has used all the DNA on the planet to make itself into the ultimate being.
I summon the Fierce Deity Link using the Fierce Deity Mask from my inventory. He starts to attack any Terrors in sight, eliminating them methodically, starting from the weakest, and saving the Terror Ghast till the last. (Hey that rhymed!)
As far as I know, Caagr98 still has the Fierce Deity Mask. Yours is either a copy or from a different savefile. As the latter would be preferrable, the former is probably true.
I summon a locksmith to "fix" the mystery gate. Because nobody has noticed it for a long time.
Rollback Post to RevisionRollBack
The one who leaked the details of PRISM is wanted for espionage. I find that amusingly hypocritical.
The armada fires its blasters at the terror Ghast!I, as a fully-charged Redstone-mining Droideka, roll into the battle and wreak havok on all the terrors! My force field makes me invulnerable.
Oh wait! Suddenly, the Terran betray the Protoss and Zerg, Seige Tanks fire all over the place, Yamatos destroy Hatcheries, and Nukes decimate the Protoss Army.
I attempt to erect another Dispenser, though this one is Level 3 instead.
And I proceed to give Steve a set of Leather Armor enchanted with Fire Resistance III, so the Terror Blaze won't spawn-rape him anymore.
Alright, you can make it Anti-Godmodder.
You should put the parts' stats below the Level 9 Sentry's health, but put it within a spoiler, so it ends up like this:
Level 9 sentry: 122700/122700(anti-godmodder)
Mega Minigun: 112000/112000(cant be damaged until all other parts are deactivated) Left Miniguns: 1000/1000 Right Miniguns: 1000/1000 Left Rocket: 500/500 Right Rocket: 500/500 Lower Left Grenade Launcher: 250/250 Upper Left Grenade Launcher: 250/250 Upper Right Grenade Launcher: 250/250 Lower Right Grenade Launcher: 250/250 Upper Rocket Launching Device: 750/750 Lower Rocket Launching Device: 750/750 Flamethrower 1: 200/200 Flamethrower 2: 400/400 Flamethrower 3: 600/600 Flamethrower 4: 800/800 Core Flamethrower: 1000/1000 Flamethrower 6: 800/800 Flamethrower 7: 600/600 Flamethrower 8: 400/400 Flamethrower 9: 200/200 Left Appendages: 100/100 Right Appendages: 100/100
Also, don't remove the parts from the list once they're destroyed. Just put their HP number as 0.
Alright. I'll copy-paste the parts below the l9 sentry. Monolith added. Also, the blaze does 5000-10000 damage with every attack. He's going to need better armor if he wants to stay alive. The curse of repetetiveness kills the dispenser!
5/5 oh the godmodder is gonna get messed up..
Sky tells the army to attack all terrors. The army has 100,000 health, and each member has full butter armor with unbreaking X, and 2 butter swords with unbreaking X.
Could you add the sky army to the list please?
The tracking robots were actually all endermen in disguise. They instantly teleport to the godmodder and his bodyguards.
Tracking progress: 5/5
However, they were actually CHARGED CREEPERS disguised as endermen disguised as robot spies! They immediately blow up around the godmodder and all his terrors!
Meanwhile, the Great Battle Droid Armada has landed on planet Minecraft!
Total health: 20500/20500
Breakdown:
Shield generator: 2000/2000
None of the following can be harmed until the shield generator is destroyed!
Left engine: 1000/1000
Right engine: 1000/1000
Secondary engines: 500/500
Right blaster: 750/750
Left blaster: 750/750
Ion cannon: 1000/1000
Armored plating: 1500/1500
None of the following can be harmed until the armored plating is destroyed!
Cockpit: 2000/2000
Droid rack 1: 5000/5000
Droid rack 2: 5000/5000
I send the armada towards the Godmodder!
Progress: 1/3
The godmodder's nonexistent bodyguards are killed!
I summon the Fierce Deity Link using the Fierce Deity Mask from my inventory. He starts to attack any Terrors in sight, eliminating them methodically, starting from the weakest, and saving the Terror Ghast till the last. (Hey that rhymed!)
The godmodder engages deity link in deity to deity combat, and wins!
A Cargoship full of potions are loaded and potions are fired at the Terror blaze for 15 minutes. Could my cannon be added to the list? I think health is 4000/4000.
You might want to increase the health before I add it. It would be destroyed in 1 hit from anything! 5000 damage to the terror blaze.
The Zerg and Protoss armadas engage. the Zerg drop a horde of Zerglings to back up a pack of Protoss Immortals. That army provides cover for Probes and Drones to build a massive base. Because the armada carried a massive amount of resources, the base is huge.
Zerg rush with Immortals: 10000/10000 HP, 25% chance for hardened shields to reduce damage to 10.
Zerg base: under construction.
Protoss base: under construction.
The godmodder summons a MASSIVE terran army to fight them!
The Terran arrive, unload a massive number of SCVs and Siege Tanks. The SCVs take resources out of the medivacs and start building a base, while the the siege tanks sit around and in at three bases, guarding.
3/3! (Yes, I timed that intentionally!)
The Great Battle Droid Armada has arrived! (Just as I hit 500 posts!)
Stats:
Total health: 20500/20500
Breakdown:
Shield generator: 2000/2000
None of the following can be harmed until the shield generator is destroyed!
Left engine: 1000/1000
Right engine: 1000/1000
Secondary engines: 500/500
Right blaster: 750/750
Left blaster: 750/750
Ion cannon: 1000/1000
Armored plating: 1500/1500
None of the following can be harmed until the armored plating is destroyed!
Cockpit: 2000/2000
Droid rack 1: 5000/5000
Droid rack 2: 5000/5000
The ship fires its blasters at the terror spider!
The ion cannon charges...
1/3
Please. I don't want these super-complicated pages involving EVERY SINGLE PART of a contraption to become the norm! The godmodder guns down the ship using ground-to-air weaponry, but it crashes onto the ghast for 20000 damage.
Stockpiled minerals and gas have been exhausted, base is now running only on its gathering capabilities 3/10
The godmodder pulls the scvs back, cuts off reinforcement lines to your base, officially merges them, and fires you from your position as army commander.
I build a spaceship for me to use, it has 6750 health.
Attacks and Abilities:
-Laser(75 damage)
-Mini Proton Missile(105 damage)
-Pulse(250 damage)(works best against ground targets)
-Minibomb(300 damage)(500 damage to buildings, works best against buildings)
-Summon Mini-U(spawns a smaller copy of the spaceship with 20% of the spaceship's health)
-Abduct and Eject tools(allows me to abduct items into the ship, or place them back in the planet)
-Scan(allows me to get more info about allies and enemies, and also identify their health, in case they have a hidden health value)
(I won't die if the spaceship explodes with me in it. There is technology that allows me to escape it and land safely)
Rocks begin falling from the sky! They crash into the ship, destroying it! However, the pieces fall and hit the terror enderman for 5000 damage.
The relic draws more power from the earth and launches one more tremor!
It crackles with energy as it now has the thundering earth effect.
And now I can finally format the chart properly! ...........Air ............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this: .........Air ..........| ..........| ..........| Fire------+------Water ..........| ..........| ..........| ........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects. If that was confusing, here is an example. If the relic gains two air charges and two water charges, the bars will look like this: .........Air ..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this: .........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Fire Beam: Deals a medium amount of damage to one enemy. Has a 1/3 chance to deal 500 damage per turn for 3 turns, this damage stacks with other burning effects. Generates 1 fire charge.
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
5000 damage to the enderman, pigman, and wither skeleton!
As far as I know, Caagr98 still has the Fierce Deity Mask. Yours is either a copy or from a different savefile. As the latter would be preferrable, the former is probably true.
I summon a locksmith to "fix" the mystery gate. Because nobody has noticed it for a long time.
The mystery gate has no lock. The only way to get inside is to bust it down with raw damage.
Oh wait! Suddenly, the Terran betray the Protoss and Zerg, Seige Tanks fire all over the place, Yamatos destroy Hatcheries, and Nukes decimate the Protoss Army.
You lost control of the army! And they were already fighting them anyway!
The terror blaze kills Steve with a single fireball, and uses the rest of it's attack power to kill the monolith! Three more terrors attack and destroy the left and right appendages of the sentry, as well as dealing 5000 damage to the left minigun! 2 more terrors attack the relic for 17500 damage! The terran and prozerg armies have an engagement on the battlefield, and the prozerg lose. They only deal 10000 damage to the terran army, while taking 20000 damage themselves. The godmodder swoops in and attack the relic for 15000 damage. The sky army deals 1000 damage to all terrors.
I use the afore-mentioned Sword and Shield of Arcadia to start bashing down the Mystery Gate, interrupting the summoning of the Fate Helmet for a while. The progress will stay the same till I go back to summoning it.
Rollback Post to RevisionRollBack
"Every game has a story, but only one is a legend." - Archaois, DeviantArt
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
The zerg spawn 15 nydus worms in the middle of the terran army. a zergling rush pops out of each of the nydus worms and slices marines to bits. a protoss sentry flies over each nydus worm and protects them with force fields as warp prisms unload zealots. After the melee troops set up, hydralisks pop out of the nydus worms and launch spines everywhere, while protoss Collossi launch devastating beams and a combo of carriers and swarm hosts launch interceptors and locusts into the mix. Roaches burrow during the chaos. Brood lords launch broodlings into the mess, while Pheonixes lift enemy siege tanks and the like out of the melee.
Meanwhile, at the zerg homewold, I spawn 100 terror silverfish. the zerglings overwhelm them, and acquire a new breed: the zergfish.
An overseer travels through the protoss gateways to deliver information about the Zergfish breed to the hives. The hives start mutating the Zergfish to make it stronger.
1/5 progress towards alpha zergfish.
Meanwhile, at the battlefield, the Protoss Mothership arrives, backed up by a armada of Carriers, Pheonixes, Void rays, Warp prisms, Oracles, and Tempests. Ultralisks pop out of the nydus worms, and the roaches unburrow and attack. The overlords cover the battlefield in creep, allowing spore crawlers and spine crawlers to move in and provide cover for several hatcheries. Queens supercharge the hatchery's larva spawning. The prozerg begin experimentation with prozerg hybrids.
Mothership: 25000/25000 HP, 25000/25000 Shields (shields regenerate 1000 per turn)
Support fleet: 30000/30000 HP (bodyguard of mothership) (oracles cloak mothership) (50% chance for attack to hit a carrier drone)
Hybrid research: 1/10 progress.
It crackles with energy as it now has the thundering earth effect.
And now I can finally format the chart properly!
...........Air
............|
............|
............|
............|
Fire--------+--------Water
............|
............|
............|
............|
..........Earth
The Relic's Energy System
The relic has an energy system that can be represented visually like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Each time the relic gains a charge of any kind of energy, it moves closer to that energy. For example, if it gains an air charge, the bar moves away from earth and to air, however, any fire/water energy will not be affected. Once it hits three charges for a element, it will gain special effects.
If that was confusing, here is an example.
If the relic gains two air charges and two water charges, the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now if it gains an air charge and a fire charge the bars will look like this:
.........Air
..........|
..........|
..........|
Fire------+------Water
..........|
..........|
..........|
........Earth
Now the relic gains effects from being full on air charges. Notice that the fire charge counteracted one of the two water charges. It can also be full on two different kinds of energy at the same time and gain effects from both. (EG: If the relic gained two water charges right now it would gain effects from both water and air, or you can call it mist if you prefer.)
Some of the relic's attacks
Lightning Lance: Deals a medium amount of damage to one enemy. It also gives one ally the empowered effect, causing their next attack to be 10% more effective. Generates 1 air charge
Soothing Waters: Heals one ally for a low amount of health and causes them to gain 250 health per turn for 3 turns. This effects stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 health per turn. Generates 1 water charge.
Tremor: Deals a low amount of damage to 3 enemies. Generates 1 earth charge.
Im not sure exactly how much damage they should deal, but based on other attacks, low damage would be around 1000-2500, and medium damage should be around 4000-8000.
Relic's elemental bonuses:
The relic gains these bonuses when it is full on that type of energy. (now takes 4 charges rather than 3) All of these effects can only occur once per attack.
Twin Fires: When the relic has 4 fire charges, any attack from the relic gains a 1/3 chance of dealing 500 damage per turn for 3 turns if the attack didn't already, this damage stacks with other burning effects. If the relic hits an enemy taking burning damage, another enemy instantly takes damage equal to the amount the first enemy will take at the end of the turn.
Grace of Air: When the relic has 4 air charges, any attack from the relic will also give an ally the empowered effect. (next attack is 10% more effective)
Tranquil Waters: When the relic has 4 water charges, any attack from the relic will also heal an ally for 250 per turn for 3 turns. This effect stacks with other H.O.T. (Heal Over Time) effects to a maximum of 1000 hp per turn.
Thundering Earth: When the relic has 4 earth charges, any attack from the relic will also deal a low amount of damage to another enemy.
More of the relic's attacks
These attacks are the relic's most powerful. Each one costs 4 charges of its corresponding energy type. After the attack, that energy type then drops to 0 charges.
Super Nova: Costs 4 fire charges to use. Deals a high amount of damage to one enemy and deals 1000 damage per turn for 3 turns. This damage stacks with other burning effects. It also deals 500 damage per turn for 3 turns to 3 other enemies. And again, this damage stacks with other burning effects.
Thundering Tempest: Costs 4 air charges to use. Summons a violent, un-attackable storm that lasts for 3 turns. Each turn, the storm will hit an enemy with a thunder bolt and deal a medium amount of damage. Each turn an ally gains +20% damage to their next attack. On the final turn, in addition to the thunder bolt, the storm will fling one enemy into the sky, causing them to be unable to attack for the next round and causing them to take a medium amount of damage when they land.
Flood: Costs 4 water charges to use. All enemies take a low amount of damage and all allies are healed for a low amount of health. Two allies are healed for 250 health per turn for 3 turns, this effects stacks with other H.O.T. effects to a maximum of 1000 health per turn.
Armageddon: Costs 4 earth charges to use. All enemies take a low amount of damage. Three enemies fall into the earth and take medium damage, they also can only use ranged attacks for their next attack.
Note: Of corse, in the rare case that the relic actually hits the godmodder, all attacks will instead deal 1 or 2 damage.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
All my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
My avatar is an alien parasitic killing machine that has used all the DNA on the planet to make itself into the ultimate being.
The blaze is made from gold. I am a pirate Scientist. I steal a blaze rod. Then I realize it is not made from gold...
In my rage I attack a random terror.
TT2000, you are genius.
But the ENTIRE OCEAN comes!
My avatar is an alien parasitic killing machine that has used all the DNA on the planet to make itself into the ultimate being.
I summon a locksmith to "fix" the mystery gate. Because nobody has noticed it for a long time.
Mini-U Spaceship health: 1080/1080(anti-godmodder)(automatically attacks the Terrors)
Spider killed!
Alright. I'll copy-paste the parts below the l9 sentry. Monolith added. Also, the blaze does 5000-10000 damage with every attack. He's going to need better armor if he wants to stay alive. The curse of repetetiveness kills the dispenser!
Sky army added!
The godmodder's nonexistent bodyguards are killed!
1000 damage to the terror wither skeleton!
The godmodder engages deity link in deity to deity combat, and wins!
You might want to increase the health before I add it. It would be destroyed in 1 hit from anything! 5000 damage to the terror blaze.
The godmodder summons a MASSIVE terran army to fight them!
+20000 terran army health(they merge with the godmodders terran army)!
The godmodder was wearing anti-carbonium-blade-pirate-saber gloves.
You stop because you would hurt allies as well.
+35000 terran army health.
+10000 terran army health!
Please. I don't want these super-complicated pages involving EVERY SINGLE PART of a contraption to become the norm! The godmodder guns down the ship using ground-to-air weaponry, but it crashes onto the ghast for 20000 damage.
The godmodder pulls the scvs back, cuts off reinforcement lines to your base, officially merges them, and fires you from your position as army commander.
You have lost all control over the terran stuff!
5000 damage to the terror blaze!
5000 damage to nothing! Please specify a target!
Rocks begin falling from the sky! They crash into the ship, destroying it! However, the pieces fall and hit the terror enderman for 5000 damage.
Missed!
5000 damage to the enderman, pigman, and wither skeleton!
5000 damage to the terror enderman!
4000 damage to the terror blaze.
8000 damage to the terror enderman!
The mystery gate has no lock. The only way to get inside is to bust it down with raw damage.
6000 damage to the terror ghast!
3000 damage to the mystery gate and wither skeleton!
It's destroyed by the repetetiveness curse(what is up with all these armadas and ships?!)
You lost control of the army! And they were already fighting them anyway!
The terror blaze kills Steve with a single fireball, and uses the rest of it's attack power to kill the monolith! Three more terrors attack and destroy the left and right appendages of the sentry, as well as dealing 5000 damage to the left minigun! 2 more terrors attack the relic for 17500 damage! The terran and prozerg armies have an engagement on the battlefield, and the prozerg lose. They only deal 10000 damage to the terran army, while taking 20000 damage themselves. The godmodder swoops in and attack the relic for 15000 damage. The sky army deals 1000 damage to all terrors.
Large bacon acidic creepy dummy: 16/20
Mystery gate: 934500/1000000(neutral)
Steve: 10/10(anti-godmodder)(respawn ability)(at fist level)
Terror blaze: 115000/150000(bodyguard)
Terror enderman: 198000/250000(bodyguard)
Terror wither skeleton: 53000/80000
Terror Zombie Pigman: 83000/100000(bodyguard)
Terror Ghast: 186000/250000(total boss)
Terror magma cube: 49000/94000
Relic: 117500/150000(anti-godmodder)(full of earth charges)
Level 9 sentry: 122000/122700(anti-godmodder)
Left Miniguns: 0/1000
Right Miniguns: 1000/1000
Left Rocket: 500/500
Right Rocket: 500/500
Lower Left Grenade Launcher: 250/250
Upper Left Grenade Launcher: 250/250
Upper Right Grenade Launcher: 250/250
Lower Right Grenade Launcher: 250/250
Upper Rocket Launching Device: 750/750
Lower Rocket Launching Device: 750/750
Flamethrower 1: 200/200
Flamethrower 2: 400/400
Flamethrower 3: 600/600
Flamethrower 4: 800/800
Core Flamethrower: 1000/1000
Flamethrower 6: 800/800
Flamethrower 7: 600/600
Flamethrower 8: 400/400
Flamethrower 9: 200/200
Left Appendages: 0/100
Right Appendages: 0/100
Sky army: 100000/100000(anti-godmodder)
Terran army: 165000/165000
Prozerg army: 100000/100000(anti-godmodder)
Godmodder HP: 24/80
Check out my bad CTM map reviews here.
"They say you must walk a mile in a man's shoes to understand him. After that, who cares? You have this man's shoes and you're a mile away!" - Unknown
1/5
Meanwhile, at the zerg homewold, I spawn 100 terror silverfish. the zerglings overwhelm them, and acquire a new breed: the zergfish.
Using some green magic, I summon a GIANT METEOR OF F***ING ANTI-MATTER towards the Terror Blaze.
1/5 progress towards alpha zergfish.
Meanwhile, at the battlefield, the Protoss Mothership arrives, backed up by a armada of Carriers, Pheonixes, Void rays, Warp prisms, Oracles, and Tempests. Ultralisks pop out of the nydus worms, and the roaches unburrow and attack. The overlords cover the battlefield in creep, allowing spore crawlers and spine crawlers to move in and provide cover for several hatcheries. Queens supercharge the hatchery's larva spawning. The prozerg begin experimentation with prozerg hybrids.
Mothership: 25000/25000 HP, 25000/25000 Shields (shields regenerate 1000 per turn)
Support fleet: 30000/30000 HP (bodyguard of mothership) (oracles cloak mothership) (50% chance for attack to hit a carrier drone)
Hybrid research: 1/10 progress.