AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« on: January 15, 2009, 10:17:01 PM » |
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Please post your spell contest entry here. You may edit your entry as many times as you like.
Any submission/edit after the date Thursday, January 29th 2009 will NOT be accepted and counted invalid.
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« Last Edit: January 15, 2009, 10:23:36 PM by AoW_Hun7312 »
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Revengez
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« Reply #1 on: January 16, 2009, 05:31:57 PM » |
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Here's my spell.
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 Why you want to join: I'm already in, I want shammie! I have IslandDer, Mayhem, and Kaiten to vouche for me. Revengez will only vouche for some girl named 'kinky katie'. Working on icon right now, almost there.
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Revengez
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« Reply #2 on: January 16, 2009, 05:45:02 PM » |
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Here's my spell.
You've used imports. You may want to reconsider.  Imports? ok one second. Check the Guidelines/Scoring please.
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 Why you want to join: I'm already in, I want shammie! I have IslandDer, Mayhem, and Kaiten to vouche for me. Revengez will only vouche for some girl named 'kinky katie'. Working on icon right now, almost there.
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AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« Reply #3 on: January 16, 2009, 08:00:18 PM » |
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Launch of Darkness EDIT: Updated
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« Last Edit: January 17, 2009, 12:56:15 AM by AoW_Hun7312 »
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AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« Reply #4 on: January 16, 2009, 08:53:50 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it? 
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Revengez
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« Reply #5 on: January 16, 2009, 09:00:11 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it?  It's some darkwave thing that takes over units.
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Logged
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 Why you want to join: I'm already in, I want shammie! I have IslandDer, Mayhem, and Kaiten to vouche for me. Revengez will only vouche for some girl named 'kinky katie'. Working on icon right now, almost there.
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AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« Reply #6 on: January 16, 2009, 09:00:53 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it?  It's some darkwave thing that takes over units. Umm no...?
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Revengez
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« Reply #7 on: January 16, 2009, 09:04:20 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it?  It's some darkwave thing that takes over units. Umm no...? It's a revenant that sends out waves of darkness that takes over enemy neutrals...
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 Why you want to join: I'm already in, I want shammie! I have IslandDer, Mayhem, and Kaiten to vouche for me. Revengez will only vouche for some girl named 'kinky katie'. Working on icon right now, almost there.
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AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« Reply #8 on: January 16, 2009, 09:07:39 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it?  It's some darkwave thing that takes over units. Umm no...? It's a revenant that sends out waves of darkness that takes over enemy neutrals... That was the wrong spell. I edited it just now.
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Revengez
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« Reply #9 on: January 16, 2009, 09:11:15 PM » |
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Was there a point in lieing about your spell?
Lieing?  "O HOW DOES LAZERZ DARKNESS SOUND WHERE DUDE BUCKZ OTHER NIGA IN AIR AND OWNZ HIM" lo Did you actually test it?  It's some darkwave thing that takes over units. Umm no...? It's a revenant that sends out waves of darkness that takes over enemy neutrals... That was the wrong spell. I edited it just now. It's buggy, and don't work. Edit : It works, but when i use it once, it drops me to 0.1 fps.
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« Last Edit: January 16, 2009, 09:14:13 PM by Revengez »
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 Why you want to join: I'm already in, I want shammie! I have IslandDer, Mayhem, and Kaiten to vouche for me. Revengez will only vouche for some girl named 'kinky katie'. Working on icon right now, almost there.
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Mikazuki
Worker
Karma: +2/-1
Posts: 31
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« Reply #10 on: January 25, 2009, 08:17:07 PM » |
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My spell's done. Black ArrowFires a Black Arrow formed of dark magic at target point. The arrow gathers energy as it travels and pierces units, dealing damage and storing energy. When the arrow reaches the targetted point it will explode and deal damage in a 450 AoE equal to the energy stored by the arrow over time and through hitting units. The arrow will then return half the energy stored to the caster as health and then creates an area of concentrated death magic, dealing damage over 3 seconds equal to half the energy stored in the arrow. Energy gathered per second and damage dealt to pierced units is increased per level. Level 1 - 45 pierce damage. 125 energy stored per second. Level 2 - 70 pierce damage. 175 energy stored per second. Level 3 - 95 pierce damage. 225 energy stored per second. 1400 casting range. 200 mana cost. 75 second cooldown. Basically, the spell fires an arrow at the targetted point. The arrow stores a little bit of energy every 0.02 seconds. As it touches enemy units, it deals some damage and stores that damage as additional energy. When it finally explodes, it will release all the energy stored so far by the arrow as damage. Then, that energy is halved. Half of the energy goes back to the caster as healing, while the other half is dealt to units in the AoE over 5 seconds as an AoE DoT effect like Death and Decay. The trigger is over 350 lines long but it contains an easy-to-read list of global variables with comments. This makes it very easy to edit almost any part of the spell without changing it's nature. This spell is - MUI
- Leakless
- Balanced (for AoS/Arena maps, it's an ultimate spell so it's quite powerful)
- Nub-friendly to edit
- Awesome
Enjoy! Changelog 26th Jan - Posted spell. 26th Jan - Buffed pierce damage. 26th Jan - Added amount of energy stored each second to tooltip. 26th Jan - Reworked explosion to not store any energy by itself. 26th Jan - Lowered the amount of SFX in explosion to help reduce lag. 26th Jan - Shortened aftermath duration and reworked how SFX appear to help lower lag.
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« Last Edit: January 26, 2009, 09:54:03 PM by Mikazuki »
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JayceJa
Spearloc
 
Karma: +15/-15
Posts: 335
An abrasive personality
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« Reply #11 on: January 25, 2009, 09:57:46 PM » |
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ive taken a look at them all and here is my opinion on them
dark launch is buggy, if no unit is near you it casts, costs mana and enters cooldown, but nothing happens, it should cancel and if you can, have a message "unable to cast with no nearby units" or something, and when you click the icon or hotkey, you cannot see your cursor to target with, it becomes invisible, apart from those issues its a pretty awesome skill
revenges skill is quite cool, but it has some issues when tossing a unit when surrounded by other units where it is delayed while spinning and doesnt toss propperly, you should probably remove the pathing of units being tossed or knockback foes hit by the moving unit you also should have made it a channeling ability instead of pausing the unit if possible, and given the caster some sort of animation
as for black arrow, it works fine but the eyecandy on the explosion is too much, from 60 fps i get dropped to 20 which is unacceptable for most maps, the skill is also a bit to complicated in its effect, you should dumb it down just a little and give exact numbers
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Zen1400
Beta Tester
Titan of the Abyss
Karma: +56/-58
Posts: 2255
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« Reply #12 on: January 25, 2009, 10:04:01 PM » |
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You didn't try revenge's skill about 5 times did you, after 5 or so casts the thing will be doing 1-5 fps.
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Mikazuki
Worker
Karma: +2/-1
Posts: 31
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« Reply #13 on: January 25, 2009, 10:44:11 PM » |
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Complexity all the way!
But the explosion effect lags? It didnt seem to for me O_o
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JayceJa
Spearloc
 
Karma: +15/-15
Posts: 335
An abrasive personality
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« Reply #14 on: January 26, 2009, 12:32:05 AM » |
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You didn't try revenge's skill about 5 times did you, after 5 or so casts the thing will be doing 1-5 fps.
i didnt check the fps on revenges because i didnt notice the lag as much as on mikas, but i checked it again, it does lag quite significantly, i was clocking around 45 fps while surrounded by felbeasts with no casts, and upon casting dropped to around 40, casting again dropped it to about 30, and then everytime i cast it it dropped back to around 20 before rising back to 30 ____________________________________________________________________________________ Ok, success, i have managed to, by redoing most of the gui triggers, remake Hauntedv2, and it now should be both MPI and MUI compatible Haunting Grounds: channeled ultimate Channels powerful warding magic, Haunting any foe within 900 range, haunted foes are slowed by 20%, 3 powerful demons haunt the area striking random haunted foes, dealing 150 unreduced damage and stunning for .5 seconds Manacost:250 Cooldown:180 all units within 900 of the caster are also slowed 20% by a custom aura based off "slow aura(tornado)" upon casting there is a .5 second wait, then the trigger takes a random unit within 900 of caster that has the haunted buff and creates a demon behind it, which is then ordered to attack a random unit within melee attack range with the haunted buff before it then is removed, then .25 seconds later the second demon does the same process, then .25 seconds later the third does, then it repeats from the .5 second wait at the start everytime a demon attacks it deals 0-0 chaos damage with a 100% chance to bash for half a second dealing 0 bonus damage, a trigger then deals 150 damage to the attacked unit of attack type chaos, damage type universal Triggers: casting Events Unit - A unit Begins channeling an ability Conditions (Ability being cast) Equal to Haunt Actions Unit - Add haunting aura to (Triggering unit) Unit - Add sfx (0) to (Triggering unit) Unit - Add sfx (1) to (Triggering unit) Unit - Add sfx (2) to (Triggering unit) Unit - Add sfx (3) to (Triggering unit) Unit - Add sfx (4) to (Triggering unit) Unit - Add sfx (5) to (Triggering unit)
cancelling Events Unit - A unit Stops casting an ability Unit - A unit Finishes casting an ability Conditions (Ability being cast) Equal to Haunt Actions Unit - Remove haunting aura from (Triggering unit) Unit - Remove sfx (0) from (Triggering unit) Unit - Remove sfx (1) from (Triggering unit) Unit - Remove sfx (2) from (Triggering unit) Unit - Remove sfx (3) from (Triggering unit) Unit - Remove sfx (4) from (Triggering unit) Unit - Remove sfx (5) from (Triggering unit)
initialisation Events Unit - A unit Begins channeling an ability Conditions (Ability being cast) Equal to Haunt Actions Wait 0.50 seconds If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions ((Units within 900.00 of (Position of (Triggering unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))) is empty) Equal to True Then - Actions Do nothing Trigger - Run (This trigger) (checking conditions) Else - Actions Unit - Create 1 demon for (Owner of (Triggering unit)) at ((Position of (Random unit from (Units within 900.00 of (Position of (Triggering unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))) offset by 75.00 facing (Facing of (Triggering unit)) degrees Unit - Order (Last created unit) to Attack Once (Random unit from (Units within 90.00 of (Position of (Last created unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))) Wait 0.25 seconds Unit - Create 1 demon for (Owner of (Triggering unit)) at ((Position of (Random unit from (Units within 900.00 of (Position of (Triggering unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))) offset by 75.00 facing (Facing of (Triggering unit)) degrees Unit - Order (Last created unit) to Attack Once (Random unit from (Units within 100.00 of (Position of (Last created unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))) Wait 0.25 seconds Unit - Create 1 demon for (Owner of (Triggering unit)) at ((Position of (Random unit from (Units within 900.00 of (Position of (Triggering unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))) offset by 75.00 facing (Facing of (Triggering unit)) degrees Unit - Order (Last created unit) to Attack Once (Random unit from (Units within 100.00 of (Position of (Last created unit)) matching ((((Matching unit) has buff Haunted ) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True)))) Wait 0.25 seconds Trigger - Run (This trigger) (checking conditions)
attack Events Unit - A unit Is attacked Conditions Or - Any (Conditions) are true Conditions (Unit-type of (Attacking unit)) Equal to demon (Unit-type of (Attacking unit)) Equal to demon (Unit-type of (Attacking unit)) Equal to demon Actions Unit - Add sfx (4) to (Attacked unit) Wait 0.50 seconds Unit - Cause (Attacking unit) to damage (Triggering unit), dealing 150.00 damage of attack type Chaos and damage type Universal Wait 0.25 seconds Unit - Remove (Attacking unit) from the game Wait 0.25 seconds Unit - Remove sfx (4) from (Triggering unit)
removal backup Events Unit - A unit enters Region 000 <gen> Conditions Or - Any (Conditions) are true Conditions (Unit-type of (Triggering unit)) Equal to demon (Unit-type of (Triggering unit)) Equal to demon (Unit-type of (Triggering unit)) Equal to demon Actions Wait 1.00 seconds Unit - Remove (Triggering unit) from the game Implementation: to implement this skill into the map you must copy or replace: custom abilities: sfx (0) sfx (1) sfx (2) sfx (3) sfx (4) sfx (5) these have no function, they just provide the special effects while casting Haunting grounds(dummy channeling spell, i based off tranquility, but you don't have to) haunting aura(aura that gives the passive effects to the enemies, can be based off any aura with any effect so long as it hits only enemies and marks them with the haunted buff so they can be targetted with the triggers) buffs: haunted(marks them so the trigger can target them) effects: haunt(based off tranquility(effect)) no function, just gives the special effect to casting Units: demon demon demon (the 3 units that hit the enemies, they deal 0-0 damage, damage is done through triggers, but you can make them ranged etc. and give them passive abilities(bash in my version))
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« Last Edit: January 27, 2009, 11:22:47 PM by fantasm »
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Gwypaas
Beta Tester
Titan Hunter
Karma: +13/-18
Posts: 579
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« Reply #15 on: January 29, 2009, 03:06:45 PM » |
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Ok here is mine: No CD since I rather test it alot but it's pretty balanced I belive. This spell requries a NewGen WE and my Projectile System. The code: scope Spell initializer Init globals private constant integer SPELL_ID = 'A000' private constant integer DUMMY_ID = 'h000' private constant real SLIDE_TOWARDS_SPEED = 12 private constant integer INTERVALS_BETWEEN_ANIMS = 4 private constant real TIMER_PERIOD = 0.02 endglobals
private constant function Damage takes integer lvl returns real return lvl * 100. - lvl * 25. endfunction
private function SlidingTowardsUnitShadow takes Projectile pp returns Projectile local ShadowSpell p = pp set p.tx = GetUnitX(p.target) set p.ty = GetUnitY(p.target) set p.tz = GetUnitFlyHeight(p.target) set p.theta = p.GetTheta(p.tx,p.ty) set p.phi = p.GetPhi(p.tx,p.ty,p.tz) set p.ddone = p.ddone + p.rho if p.ddone >= p.tdist * 0.5 then set p.z = ParabolaZ(175,p.tdist * 0.5, p.iJump) set p.iJump = p.iJump + p.rho if p.rhodone == false then set p.rhodone = true set p.rho = p.rho * 1.2 endif if p.ddone >= p.tdist * 0.90 and p.adone == false then call SetUnitAnimation( p.u, "attack" ) set p.adone = true endif if p.ddone >= p.tdist then set p.end = true call SetUnitVertexColor(p.u,255,255,255, 255) endif endif return p endfunction
struct ShadowSpell extends SlideTowardsUnit integer nn real ddone real tdist boolean adone boolean rhodone real iJump method SlideTowardsUnitShadow takes unit target, real speed returns nothing local real x = GetUnitX(target) local real y = GetUnitY(target) local real z = GetUnitFlyHeight(target) set .siusf = USF.SlidingTowardsUnitShadow set .target = target set .rho = speed set .theta = .GetTheta(x,y) set .phi = .GetPhi(x,y,z) set .distLeft = .GetDistance(x,y,z) set .ddone = 0 set .tdist = .distLeft set .iJump = 0 set .adone = false set .rhodone = false set .tx = x set .ty = y set .tz = z
set .nn = 0 call SetUnitVertexColor(.u, 75, 75, 75, 150) call .Start() endmethod method onDestroy takes nothing returns nothing set .target = null endmethod endstruct
private function OnReach takes Projectile pp returns Projectile local ShadowSpell p = pp call UnitDamageTarget(p.u, p.target, Damage(GetUnitAbilityLevel(p.u, SPELL_ID)), false, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS) return p endfunction
function OnInterval takes Projectile pp returns Projectile local ShadowSpell p = pp set p.nn = p.nn +1 if p.nn == INTERVALS_BETWEEN_ANIMS and GetUnitTypeId(p.u) != DUMMY_ID then call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Orc\\MirrorImage\\MirrorImageCaster.mdl", GetUnitX(p.u), GetUnitY(p.u))) set p.nn = 0 endif return p endfunction
private function Act takes nothing returns nothing local unit u = GetTriggerUnit() local unit t = GetSpellTargetUnit() local ShadowSpell s = ShadowSpell.createEx(u, false , USF.OnInterval, USF.OnReach)
call s.SlideTowardsUnitShadow(t, SLIDE_TOWARDS_SPEED) set t = null set u = null endfunction
private function Cond takes nothing returns boolean return GetSpellAbilityId() == SPELL_ID endfunction
private function Init takes nothing returns nothing local trigger Trig = CreateTrigger() call TriggerRegisterAnyUnitEventBJ(Trig, EVENT_PLAYER_UNIT_SPELL_EFFECT) call TriggerAddCondition(Trig, Condition(function Cond)) call TriggerAddAction(Trig, function Act) endfunction endscope]/code]
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AoW_Hun7312
Spearloc
 
Karma: +9/-16
Posts: 205
Warcraft III Map Maker
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« Reply #16 on: January 29, 2009, 07:34:22 PM » |
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Ok here is mine: No CD since I rather test it alot but it's pretty balanced I belive. This spell requries a NewGen WE and my Projectile System. The code: scope Spell initializer Init globals private constant integer SPELL_ID = 'A000' private constant integer DUMMY_ID = 'h000' private constant real SLIDE_TOWARDS_SPEED = 12 private constant integer INTERVALS_BETWEEN_ANIMS = 4 private constant real TIMER_PERIOD = 0.02 endglobals
private constant function Damage takes integer lvl returns real return lvl * 100. - lvl * 25. endfunction
private function SlidingTowardsUnitShadow takes Projectile pp returns Projectile local ShadowSpell p = pp set p.tx = GetUnitX(p.target) set p.ty = GetUnitY(p.target) set p.tz = GetUnitFlyHeight(p.target) set p.theta = p.GetTheta(p.tx,p.ty) set p.phi = p.GetPhi(p.tx,p.ty,p.tz) set p.ddone = p.ddone + p.rho if p.ddone >= p.tdist * 0.5 then set p.z = ParabolaZ(175,p.tdist * 0.5, p.iJump) set p.iJump = p.iJump + p.rho if p.rhodone == false then set p.rhodone = true set p.rho = p.rho * 1.2 endif if p.ddone >= p.tdist * 0.90 and p.adone == false then call SetUnitAnimation( p.u, "attack" ) set p.adone = true endif if p.ddone >= p.tdist then set p.end = true call SetUnitVertexColor(p.u,255,255,255, 255) endif endif return p endfunction
struct ShadowSpell extends SlideTowardsUnit integer nn real ddone real tdist boolean adone boolean rhodone real iJump method SlideTowardsUnitShadow takes unit target, real speed returns nothing local real x = GetUnitX(target) local real y = GetUnitY(target) local real z = GetUnitFlyHeight(target) set .siusf = USF.SlidingTowardsUnitShadow set .target = target set .rho = speed set .theta = .GetTheta(x,y) set .phi = .GetPhi(x,y,z) set .distLeft = .GetDistance(x,y,z) set .ddone = 0 set .tdist = .distLeft set .iJump = 0 set .adone = false set .rhodone = false set .tx = x set .ty = y set .tz = z
set .nn = 0 call SetUnitVertexColor(.u, 75, 75, 75, 150) call .Start() endmethod method onDestroy takes nothing returns nothing set .target = null endmethod endstruct
private function OnReach takes Projectile pp returns Projectile local ShadowSpell p = pp call UnitDamageTarget(p.u, p.target, Damage(GetUnitAbilityLevel(p.u, SPELL_ID)), false, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_UNIVERSAL, WEAPON_TYPE_WHOKNOWS) return p endfunction
function OnInterval takes Projectile pp returns Projectile local ShadowSpell p = pp set p.nn = p.nn +1 if p.nn == INTERVALS_BETWEEN_ANIMS and GetUnitTypeId(p.u) != DUMMY_ID then call DestroyEffect(AddSpecialEffect("Abilities\\Spells\\Orc\\MirrorImage\\MirrorImageCaster.mdl", GetUnitX(p.u), GetUnitY(p.u))) set p.nn = 0 endif return p endfunction
private function Act takes nothing returns nothing local unit u = GetTriggerUnit() local unit t = GetSpellTargetUnit() local ShadowSpell s = ShadowSpell.createEx(u, false , USF.OnInterval, USF.OnReach)
call s.SlideTowardsUnitShadow(t, SLIDE_TOWARDS_SPEED) set t = null set u = null endfunction
private function Cond takes nothing returns boolean return GetSpellAbilityId() == SPELL_ID endfunction
private function Init takes nothing returns nothing local trigger Trig = CreateTrigger() call TriggerRegisterAnyUnitEventBJ(Trig, EVENT_PLAYER_UNIT_SPELL_EFFECT) call TriggerAddCondition(Trig, Condition(function Cond)) call TriggerAddAction(Trig, function Act) endfunction endscope]/code] The contest has been over for quite a while now. Sorry Gwypass 
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VinniePaz
Guest
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« Reply #17 on: January 29, 2009, 07:41:24 PM » |
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Hun fail
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Darox
Controversial!
Administrator
Get a life
   
Karma: +92/-51
Posts: 9001
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« Reply #18 on: January 29, 2009, 08:35:04 PM » |
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Apparantly I have to judge this stuff now.
It's on the list, right under "Kill 532,495 Zombies"
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I HATE ALL MINORITIES. WHITE POWER. I ALSO BEAT WOMEN. Yesterday my girlfriend pissed me off so I punched her. Why did she piss me off so much? She got snippy and was all like "You're a pedophile" so I got pissed and was like "Bitch, don't call me that, and how the hell do you even know that word? You're only 8."
P.S. Darox rocks.
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Gwypaas
Beta Tester
Titan Hunter
Karma: +13/-18
Posts: 579
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« Reply #19 on: January 30, 2009, 05:24:17 AM » |
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The contest has been over for quite a while now. Sorry Gwypass  Deadline: Thursday, January 29th 2009 My post: « Reply #15 on: January 29, 2009, 03:06:45 PM » Tell me how it was over, when you say "January 29th" and don't specify time then 99% of the people will think that it ends on 23:59 at the 29th, not when the 29th starts. Also, check your first post in this thread: Any submission/edit after the date Thursday, January 29th 2009 will NOT be accepted and counted invalid.That means that you got the entire thursday to post your spell. Or maybe it is that someone doesn't want competition.
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« Last Edit: January 30, 2009, 05:35:58 AM by Gwypaas »
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JayceJa
Spearloc
 
Karma: +15/-15
Posts: 335
An abrasive personality
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« Reply #20 on: January 30, 2009, 05:44:51 AM » |
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also depends on timezone though, from here it says:
« Reply #15 on: Today at 05:06:45 »
i suppose darox should decide whether or not its accepted being the judge and all
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Gwypaas
Beta Tester
Titan Hunter
Karma: +13/-18
Posts: 579
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« Reply #21 on: January 30, 2009, 05:56:30 AM » |
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My timezone is GMT + 1.
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« Last Edit: January 30, 2009, 06:01:55 AM by Gwypaas »
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ClicketyClick
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« Reply #22 on: March 20, 2009, 05:22:19 PM » |
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What is China timezone?
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