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Dawn of Fantasy Heaven » Forums » News » Dawn of Fantasy Heaven Create your Own Fortress Competition Results
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Topic Subject:Dawn of Fantasy Heaven Create your Own Fortress Competition Results
Blatant7
DoFH Seraph
posted 11-02-09 05:54 PM EDT (US)         
Dawn of Fantasy Heaven's Create your Own Fortress Competition has ended, and we have the results! The DoFH staff, the judges of this contest, were very impressed with all of your fortresses. However, we had to choose our favorites, and they are as follows:

While all entries were great, Perpetual Noob's fortress clearly stood out from the rest. For taking first place, he will receive a key to the second stage beta. Congratulations!

Our second place winner is Guard of Olympus, who has secured himself a spot in the third stage beta. Great job!

I'd like to say a huge thank you to everyone who participated. Your passion for the game was obvious, and it is this passion that will help Dawn of Fantasy Heaven go far. Don't be disappointed if you didn't win, as more beta key opportunities are approaching!
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Blatant7
DoFH Seraph
posted 11-02-09 05:56 PM EDT (US)     1 / 24       
These were all of the entries we received:


Guard of Osiris’s entry

The fortress of Galmin Canyon is a fortress used by men dwelling on the Rathyor plains. The plains have next to no hiding place, and the only place to get on to the plains is through the Galmin Canyon. The Rathyor inhabitants blocked off the entrance to the great plains with a great fortress. The fortress was built in the Fourth Age. No one knows the exact date, but it is probably more than 6,000 years old. It was built by Galkiron XII when the Guhito wolves were getting so ferocious that they would have eaten the whole population were it not for Galkiron’s smart idea of blocking off the pass were these beasts were coming from. Nowadays, the enemy is a completely different one, namely orchs, but the fortress still serves the same purpose. The fortress has an inner wall and an outer wall on the canyon side, and a single wall on the side of the plains. There is a large citadel in the middle of the fortress, serving as a palace for the king at times when seeking refuge in the fortress is necessary, and in worst-case scenarios it serves as the last stand for a defending army.

The fortress seems unconquerable at first glance, but soon Kalonsoh, the leader of the orchs, discovered that the soil is very soft in the mountains, including the canyon. Thus, tunnel digging is the primary way to get into the fortress. The danger of getting trapped in the tunnel is of course massive, but because of the soft soil, there is no way to stop a tunnel from being dug, since filling the tunnel with water would be suicidal. The ground would just cave in, sucking the fortress deep into the depths of the underworld. Because of drought, the clans of men have started fighting each other all over the Rathyor plains, which makes holding the fortress the only sure survival method. There is plenty of cattle, a small pond, a small training ground for soldiers, and fortifications inside, which makes sieging the fortress incredibly difficult. The fort is guarded by archers and ballistae. Even though getting inside the walls is possible, breaking them down is a task no army can perform, which makes destroying the castle completely impossible. This will hopefully allow this castle to stand where it is for ages to come.

Picture.


WinstonShnozwick's entry

Key: I made these pictures physically in real life, with pencil. Apparently, once I uploaded them to the computer, I had to make it easier to see, and put in the markings. The markings on all of the pictures, e.g. the blue lines pointing to something, and being identified with a letter, are significant factors that I shall explain to you. Follow along by looking at the pictures by which letter I am describing, and they may be on more than one picture, with different views for the same thing. I most seriously did plan this out in a mindset of a battle tactician, and tried to make it the most impregnable and strongest resisting fortress that there would be. Sorry the pictures are not colored or more detailed, but this is the rough thing, you did not ask for an art contest, so I did not make them pretty. But you can tell what is what. Hopefully.

History: This is called Castle Crescent. Obviously, you can tell that it got its name from the rough shape of its borders. It was created by man, the dominant species. Elves are powerful in other ways, and have their foreign magics and abilities, whilst orcs have brute strength and numbers. But men are above all the most powerful in these lands. They have the greatest planners and architechts. For what they lack in individual power on the battlefield, they make up with a strong loyalty to their lands, and never giving up. The humans of Mythador have created this new design recently. It is tactically improbable to defeat, with strong defences, and many other tricks. The layout and design, even the shape, gives it ability to hold up to all but the strongest or most cunning enemies, and can hold out for weeks in a siege. This is, Castle Crescent.

A: Like all traditional castles, this one has the all time cliche'd factor, a moat. But this moat is special. It is not containing of the normal liquid, water. It has instead, oil. The moat is a concoction of oil and an acid agent. This makes it so that anything that falls in will die a horrible death from acid burns. And as an added bonus, the addition of the acidic agent into the oil moat makes it so anything falling in will sink, and will not float, as oil normally would cause to happen. Therefore, it is much more dangerous than a water moat, and makes for a much better defense. Nothing is getting across if not wanted.

B: Within the acid/oil moat, there are razor sharp and deadly spikes at the bottom. If by chance anything is a bit more invulnerable or not stopped by the acid touch of the liquid, then falling in will be fatal anyway. The razor spikes and blades embedded and contained within the bottom of the moat will skewer and cut to death anything that lands upon them. And note that the factor of the acid makes it so that after a while, the dead bodies will be dissolved, clearing the way for future victims. This stops the technique of sacrificing your men to cover the dangerous spikes.

C: Well, in the case of a serious seige, or just the fact that the blades and deadly liquid of the moat didn't stop the invaders, there is another horridly effective technique to defend the castle with. The small dark indents within the wall in the moat are in fact very small holes, openings, and they lead into the castle. And the thing is, the moat is composed of half OIL, so it can be set ablaze in the movement of a torch. The indents in the moat just make it so they lead into places in the castle, to make it more convenient and faster and easier to just touch a match to a bowl in some building, and the flame will travel down back to the moat. This will then instantly set it ablaze. There are many pains that an enemy may be willing to go through, but all these measures probably will prove a win for the defending castle. And notice that within the moat, there are vertical lines with tick marks down them. These are magical barriers in the moat, created to make it so the defenders could just set fire to one section of the moat at a time, to whichever means they desired. As putting the whole moat on fire at once may not be wanted or needed, because maybe there is only one section of the castle being attacked at a given time. But there are holes in each magically barried section of the moat, so you could still set fire to any and every parts you want.

D: A castle is not complete or securely defended without walls. Castle Crescent proves no slack within this. It has 33 foot high walls of a concrete/metal mixture, developed by the alchemists of the current era. The walls are 14 feet thick as well. There is a great obvious opinion that most enemy armies and kingdoms will have a very difficult time getting through that. Not much else to say about this part, its just a really strong, really big wall, that circles the entire castle, and opposing armies will have a heck of a time getting through.

E: Since there is a nearly impassable moat surrounding the castle, there must be a drawbridge to get across it. There are in fact, three drawbridges, apart from each other. They are very strong and thick, and allow for crossing the moat. There is the classic chain pulley system to allow them to be taken up to stop enemy passage into the castle.

F: Lining the walls of the stronghold, there are many guardhouses, or archer roosts, whatever they may be called. What matters is, they all surve the same basic purpose, to be quarters for defending archers, or soldiers. These structures atop the castle walls are paired in two's, separated by a few yards, in a ring around the castle.

G: The pair concept is that there is a structure linking them together, a wall in midair, and behind that wall, on the castle side, are horizontal ropes. This surves the purpose of defenders to reach the ajoining tower area by climbing safely behind enemy fire, if the need may be. And there are many holes in the walls facing outwards, of the "guardhouses", so defending archers can shoot out and hit enemy troops, but the enemy can not fire back.

H: This is the main part of the castle, the living areas, a small city. The design of it is that from the very outer areas, the buildings are low and short, but get taller and larger as they get closer to the center. That design makes it so that if the enemy manages to rush into the castle and capture any buildings, they will be lower, and defender archers have a much easier time of climbing onto the roofs of the higher buildings and shooting down enemy soliders. Of course, the flaw is that if the enemy takes the center buildings, the highest areas, they will have the advantage. But to do that, they must conquer the rest of the castle first, the lower areas, and the defending people will already be in place to stop a siege. Note that this "city" design is mimicked in two other areas of the castle, in the left and right, so there are essentially three major parts of living buildings and area in Castle Crescent.

J: The J is in the entire stronghold from above picture, if it was diffiult to find. Well, this is the last resort from an enemy attack. If there is no hope left, and all there is to do is run, then this is what its for. There are four different areas, marked with a star, within the castle. They are tunnel escape routes. They lead along the dotted line out into the lands near the castle. The enemy would not know of them beforehand. It is an escape route, a way to run away and survive. Nothing much else about it. And in the chance that enemies discover them and possibly try to use them, the escape tunnels were strategically constructed in a way that allows them to be collapsed and caved in at any need, stopping any invasion plans.

K: The K marked part in the picture is referring not to a single point of the castle, but the entire castle, the design of it. This is a unique design, that is not just for show. It is actually purposely made in the shape of a crescent moon, because it is a strategic battle plan for defence. The crescent shape allows major defence array on two fronts. One, if the castle is attacked head on, they would enter the middle of the crescent shape. Then, the defenders could flank them from three fourths sides and crush any attack quickly. Two, if the backside of the castle is attacked, it is curved and constructed facing and going away from the attack, so the enemy could not proporly create a very good fight at any point along the back castle walls. And if so, all the immense amount of area there is of walling allows for masses of defending archers to shoot them down. This shape is quite unique, and gives the name, Castle Crescent. It is tactically brilliant for battles and sieges on the castle, and provides asthetic quality, as the original design may become quite popular.

Pics: 1 2 3 4 5


Guard of Olympus' Entry

This fortress lies at the foot of the great mountain Hissstrata and near the very small lake Undrien. The fortress is well hidden, as not many people visit this volcanic mountain. Still, the defenders has had a lot of trouble with enemies over the days, not only orchs but also dragons coming down from this great volcano. What you’re about to read is a piece of a found book: “The tales of Sindrania”.



Sindrania, the great forest of the south, lies in the Dragon realm of Sssilistra. It is a rather small fortress consisting of two parts; The inside keep and the outside yard. Around the outside yard a great stone wall arises, and at both sides of the massive gate made of pure iron, two white towers arise and reaches the skies. In each of these tower there is a big bell, to be rang in if danger is sighted. Close to the gates the training camp and residence lies, all outside yard soldiers have there houses there, close to the gate in case of danger. The massive training building is carved from a great rock that once stood there, and it’s black appearance from outside the walls has always been frightening for enemies. Northeast of there the food supplies and mining district lies, including mills, storages and a great mine where hundreds of men work to find gold and iron. Iron is the most valueable metal of the fortress, since it can create weaponds and steady fortifications. The usual house district is located from northwest down to southwest, it is in that area most stores are located. Then we have the middle of the fortresses outside yard where a great statue of the founder of the fortress, Eldi Cire. Around this fountain the armory and blacksmityh distrct is located, here the weaponds and armors are created. The iside has a great gate and large walls where archers are located. The great citadel is also located in the inside keep, though no one lives there anymore as it is vandalized and stained with blood all over, this fortress has a dark story with dark enemies…



When the fortress first was created it was meant as an economic outpost, but soon the dragons from the mountains started looking jealesly at the men, they had such a welfare. Afterall, what was men doing in there domains? Who gave them right to build fortresses in the realm of the dragons? The first dragon war was about to break out. After ten years of battling, the men surrendered and promised to pay the dragons 35% of all gold gathered in the mines. But just 30 years after that, the dragons suggested the men should be have to pay more than 35%, actually they wanted the men to pay 70% of the gold. The men could not agree to this, and so the second dragon war broke out. Both sides were weakened by the battle, and now Orcs took advantage of that. The Orcs wiped out all dragons, and soon they also found the great weakness of the fortress – The mine the men had built now gone so far into the mountain that it could be reached from a cave in the mountain. Orcs invaded the city of men, and in more than 60 years they held the inner keep. When they controlled the inner keep they vandalised the citadel, so now no one lives there. This was the story of Sindrania…

Picture

Perpetual Noob's Entry

Grig'nac is an Orc chieftain, leader of the Bloodtusk tribe, once a mighty tribe they lost much of their power in the last Orc war. The few remaining Bloodtusks, bolstered by some Minotaur outcasts and the Orc shaman Gursh, are now nothing more than bandits, raiding the trade road between the human strongholds of Arnfell and Danfor to the north.

Between raids the Bloodtusks are encamped at the Fortress of Grig'nac, a fortification of earth and rough stone built in a narrow pass of the Kallas mountains.

The approach to the north gate is steep and overlooked by a handful of towers, while the southern approach is lightly defended. Grig'nac assumes most of the attacks will come from the human realms to the north rather than through the orc inhabited realms to the south and sees the southern gate as more of an escape route should his fortress be overrun.

The sheer cliff walls of the surrounding mountains provide protection from the east and west. Trees have been cleared from in front of the walls to give attackers nowhere to hide.

Near the southern wall are pens for livestock, to feed Grig'nac's ever hungry troops.

The orc warriors live in hastily constructed wooden lean-tos near the north wall with communal cooking fires, while the minotaurs have constructed sturdy barracks out of stone.

The shaman Gursh has erected a monument to his god facing the north gate.

Grig'nac commands the fortress from a central wooden keep built on a slight rise so that he may overlook his troops.

The Bandit Fortress of Grig'nac has yet to be tested in battle.

Pics:
1
2
3
4

Swift sword's Entry

This ancient bastion of Men is a heavily guarded fortress that is located on the coast. Its warriors have only been defeated thrice- twice by elves and once by orcs. There are also rumors it fell to an army of dragons, but they are unproven.

The port city of Mithrindar is an important human fort. It provides the easiest access to the northern ocean and holds one of the largest mines in the area. Many foes have attempted to take the city. As a result, its defenses are among the most praised of human cities and it has survived many a siege. Its walls are made of iron- battering rams have little effect on them.

The fortress holds an elaborate armory, located in the keep. A special type of arrow is made there- with a blunt, heavy tip it pierces armor very well. It's difficult to make, but quite efficent. A strange bow is also made-part wood, part metal. The tips are made with an extremely light but hard metal with sharp points attached. They make effective stabbing weapons if enemies get close to archers. The spears are made by special blacksmiths- they're very long but can be collapsed into shorter close-combat fighting weapons after standing off cavalry.

Battalions generally have about 30 troops- 6 long, 5 deep. Although large, these battalions are well-spread if gates are breached and effective in defending choke-points. Often knights lead these battalions, battle-hardened warriors who don't know fear. The commander of the fort is always a experienced knight. There is always at least a dozen archers on each of the walls and the inner keep. The keep their heads low behind the battlements and remain ever-watchful.

The keep, besides holding the armory, also holds a great library and a school containing a lot of information about the history of the world, spells, battle techniques, and much more. Newly apprenticed mages often visit the library to learn new powerful spells or to simply increase their learning in general. Most of the soldiers are required to be literate. Thus, the school. A few soldiers are usually the teachers. Children may start school at around the age of 14- 3 years are required to join the army. They generaly focus on being able to read and write and do basic math.

The southern wall of the fortress is a notable strength- and weakness. It is a massive cliff that is nearly un scalable by any of the races. The rock face is smooth by constant erosion and even ladders and the like are useless, for it is easy to knock down them down or to push rocks down upon the heads of the climbers. However, a cave is located dead center in the cliff- a cave that leads upward into the heart of the fortress. It’s generally blocked off, but it is possible to dig through the rubble given enough time, and if you are quiet enough, a surprise attack is easy enough to do. The cliff extends of about a quarter a mile in either direction-an impressive distance.

Its eastern wall is its main weakness, however. Close to the wall is a large forest, which dominates much of the region. It provides plentiful cover for attackers to sneak through and get close to the defenders before they know of it. Although they have attempted to clear out the area, the trees are often very thick and rotted with termites and bees- natural but tough protectors. The defenders often place a few scouts in the area in the event of an invasion.

Beyond its northern wall there lies a great ocean. This is also a slight weakness, for every so often great storms sweep in, sometimes destroying part of the defenses. This also can make things tough for invaders, for they will receive the brunt of nature’s wrath. Outside the northern wall, guarded by several small outposts, lies the dock. A large fleet is anchored there. In peacetime, much fishing is done here.

Near the western wall, inside the fortress, is a vast mine rich with minerals. Miners constantly are digging deeper into the earth here. It makes it quite easy for the large fort to build its own weaponry and armor, often of fine make. It also makes it a prime target for any loot-hungry orc warlord. Outside the walls is a large plain that extends to the sea.

The keep is a majestic affair- made of many different beautiful metals; it is heavily guarded by soldiers at all times. It has a great dome set upon its roof that is made partly of diamond and gold. Inside the keep it is a vast maze of passageways and dead ends, designed to deceive those few attackers who make it within.

The barracks are set near the eastern wall to fight off the sneak attacks that come often. There is also a small barracks near the western wall to defend it as well. Another is located in the keep area. A constant group is kept here to defend the keep if invaders get that far. The final barracks is located at the docks. Not many man this position because invaders usually don’t bother the area much unless naval warfare is happening there.

Guard towers are placed heavily over the eastern wall and western wall. One or two are located over the southern wall, looming over the cliffs. The ships at the docks are often manned by watchmen, instructed to act like ships guards but actually scan the coastline near the fortress.

The stables are located close to the barracks, so men can mount their horses easily. Grazing fields for the horses are located close by.

Escape routes include a small wall gate on the western side that leads to a well hidden tunnel that leads far away from the fort itself. Another is obvious- the ships at the docks! The supply buildings are built on the northern side of the fort and there is a smaller one in the outposts that are located near the sea. An archery range is located in the south-western part of the fort. The armory is located within the keep.

Picture

Skarr's Entry

This human fortress was created for siege purposes and is usually located near rivers or seas, where they could easily receive supplies and more troops by boats; many are also found on hills or mountains though, as they are hunting orcs much of the time.

The Fortress of Blatant, Nacht, and Xaph has many buildings, but not too many, on the interior, and walls in which troops are placed in squads of 12-40 to defend posts. The sentries of the fortress, have long pikes and ride on horses around the fortress to ensure safe passage for soldiers coming and returning from battle, if rarely, trading animals and merchants, and reinforcements much of the time as well.

On the inside, the main building that is placed in the center is a large rectangular brick barracks which acts as also the capital of this magnificent fortress, and in which generals of the army discuss battle plans and send letters and requests for supplies and reinforcements.

The buildings in the town also feature side barracks, ranges of archery, stables, and an armory at northwest of the fortress. At the very southeast, we find a granary which holds food for times when the soldiers and people need it most and thand lakes are iced and supply boats cannot reach the fort. Wood is also kept for additional buildings and firewood, arrow making down at the armory, and other additional wood related supplies the fort may need.

The four entrances in the fortress are placed one by one on each side of the walls. A north wall, a south wall, and an east and west wall. The north wall is the most heavily defended, as in the south and east there are trees and mountains, and the enemies (orcs mainly) take their time into the west. This, however, triggers the fort's weak points.

The south entrance (aka. south wall) is the least guarded wall since a forest lies in the back of it. This is generally not a problem since enemies attack up front, but one spark to the forest, and a forest fire could tear down the entrance and most of the wall.

The granary of the fortress is also a weak point since it is not created of stone like the other buildings are, it is really flammable, especially in the back.

The archery range in the southwest triggers another weakness. Many young archers are at training, and the guards and sentries do not usually walk by, not wanting to interrupt by getting also tangled in arrows, also because the instructors have a hand on things, but during an unexpected attack/raid, that part of the wall could be a problem.

The soldiers receive four meals a day, sleep in their ranges (except the cavalry! Who'd want to sleep in the stables, ugh) which include the archery ranges and the main and side barracks. Soldiers during an attack or raid are positioned on each wall, and march until they are met up north and continue walking until they reach the destination.

In a total, there are at least 1500 soldiers per fort, with additional ones coming and going and replacing ones that have fallen. All serving Generals Blatant, Nacht, and Xaph.

Picture
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WinstonShnozwick
Ranger
posted 11-02-09 05:56 PM EDT (US)     2 / 24       
Sigh.. Always doomed to fail.
Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
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Swift sword
Ranger
posted 11-02-09 06:10 PM EDT (US)     3 / 24       
Good job to the other entrants, hopefully I'll see you in beta if I mange to get one of the few remaining ones
Quite impressive other entries, don't have time to read them now but I will eventually.
My heavens:

DoFH
AoMH

"Imageshack is the tool of satan. Never use it under any circumstances."~Yeebaagooon
Visit my first hosted competition at DoFH Here
Espadachim
Ranger
posted 11-02-09 06:55 PM EDT (US)     4 / 24       
*applauds*

Congrats Guard of Olympus and perpetual_n00b!
Espadachim

Age of Kings Heaven | Dawn of Fantasy Heaven

The mod's chance of survival is like winning the lottery jackpot 10 times straight with only 1 ticket per draw. Let's make the lottery choose 10 numbers from 1-99. Also, you can only buy a ticket with money that you find on a bus after getting struck by lightning 5 times in an hour. -Dtrungle
Azur
Ranger
(id: Azur_Fire)
posted 11-02-09 08:42 PM EDT (US)     5 / 24       
While all entries were great, Azur's fortress clearly stood out from the rest. For taking first place, he will receive a key to the second stage beta. Congratulations!
Fixed.



But on a more serious note, good job you guys, and to the others, better luck next time
Ăžųŗ§ƒ¡ŗë
--------------------
Intern Scenario Scriptor for Reverie World Studios
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Swift sword
Ranger
posted 11-02-09 10:14 PM EDT (US)     6 / 24       
Edit: Sorry guys, my comment was rude and a bit judgemental. I can't let it stand. My only thoughts are congratulations to perpetual and Guard of Olympus, and great job to Winston, Osiris, and Skarr. Everyone's forts were great, and it was a fun competition. Good job guys, looking forward to the next one, and hpefully I won't comment on the results when I'm tired and briefly after doing math homework
XD
My heavens:

DoFH
AoMH

"Imageshack is the tool of satan. Never use it under any circumstances."~Yeebaagooon
Visit my first hosted competition at DoFH Here

[This message has been edited by Swift sword (edited 11-02-2009 @ 11:07 PM).]

Blatant7
DoFH Seraph
posted 11-02-09 10:36 PM EDT (US)     7 / 24       
We're not going to release our judging comments, however we will say that we took everything into consideration, including length, detail, etc. We fully stand behind our decisions. If you'd like to email me or the other judges about this, you are welcome to do so.
BFME2 Heaven
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HG Main Mafia Forum Halo Wars Heaven EaW Heaven Dawn of Fantasy Heaven
Skarr
Ranger
(id: aZeusdude2)
posted 11-02-09 10:38 PM EDT (US)     8 / 24       
My perhaps sixth shot at a key, yet to fail again.

Grats Olympus and Perpetual. You deserved it, I guess.
.'` Skarr `'.
`'. Scenario Designer '`.
`'. Ex- SpH|WiCH|D3 Cherub .'`
`'."There you are, you sexy son of a bitch." - Arvy'`.
Swift sword
Ranger
posted 11-02-09 10:56 PM EDT (US)     9 / 24       
Ack, I'm sorry, Blatant. It was an ill-considered comment, mostly derived from tiredness. Taught me a lesson, I think.

Anyways, who am I to judge in the first place? Doubtless it was a fair vote, although I still am slightly confused on the grading score, everyone's entries were excellent, well-detailed, and it was a good, fun competition.

Funny what people will say/type when they get tired...

Edit: Oh, and Blatant, if you'd like you/I can edit out my earlier comment. It was a bit rude, ill-thought and accusing. I sincerely regret it now.

And, Congratualations yet again to pepetual and Guard. Well deserved victories. I think my favorite part of perpetual's were the pics and the history of the fort, nd probably the same with Guard, except the fact that the fort is now a ruin in Guard's is simply awesomely cool. Pretty nice thoughts behind it
My heavens:

DoFH
AoMH

"Imageshack is the tool of satan. Never use it under any circumstances."~Yeebaagooon
Visit my first hosted competition at DoFH Here

[This message has been edited by Swift sword (edited 11-02-2009 @ 11:04 PM).]

Haeso
Ranger
posted 11-02-09 11:06 PM EDT (US)     10 / 24       
As far as tired goes, people become less inhibited. Also, everything is funnier when you're dead tired. Sleep deprivation > drugs.

But really - congrats to the winners. Keep in mind that the contest keys are not the only keys - members of our forums will also be chosen. Though how they will be I can't say, both because I don't know and I probably couldn't tell you if I did.

Between the remaining contests here and other places, plus those chosen from the forums, there's a good chance most of the people who have been active and interested in the game will be in the beta eventually, don't lose hope.
Swift sword
Ranger
posted 11-02-09 11:13 PM EDT (US)     11 / 24       
Indeed. I'm off to cure the ailment with the best thing known to mankind- sleep.

I may hate it, but I must appreciate its usefulness.
members of our forums will also be chosen
I probably should've thought of the fact that that'll be a pre-requesite to getting a key in anything. I'll probably sign up tommorow when I get the chance.

Hmm...could turn this thread into a small discussion....

What did you guys like most about the winner's/loser's forts? All of ours were differently made, a nice bit of variety in them.
My heavens:

DoFH
AoMH

"Imageshack is the tool of satan. Never use it under any circumstances."~Yeebaagooon
Visit my first hosted competition at DoFH Here
Haeso
Ranger
posted 11-03-09 00:42 AM EDT (US)     12 / 24       
Azur's fort was clearly the best with his MS paint and wikipedia.
WinstonShnozwick
Ranger
posted 11-03-09 00:51 AM EDT (US)     13 / 24       
Haha, haeso thats great, Sleep Deprivation > Drugs.

And for comments of best stuff on peoples, i think mine clearly had some of the best planning and strategies , all the rest of you guys polygon shaped forts would be easy to run over.

@ Skarr - Yeah man i feel for ya. My third failed attempt. Sigh, we just lack some quality i guess. Maybe the others bribed the mods.
Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican
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Upcoming Projects: Legacy - The Uprising, Nomadican
Everything has to do with Anything that has Everything to do with Nothing
Guard of Olympus
AoMH Review Team
posted 11-03-09 01:38 AM EDT (US)     14 / 24       
Woot!!! I didn't expect that, thanks all for your kind comments. Congratulations to perpetual, well earned

Very good entries all, even though Osiris' pic was broken.
Guard of Olympus
Proud member of DoFH, AoMH and SpH
A designer currently working on three projects
One of these projects are called The Betrayal, our first group prodject.
Even though I've been here for nearly a year, I've only been able to relese four files:
The Sinister|The Nidhogg|The Dremora
perpetual_n00b
AoMH Member of the Month
posted 11-03-09 07:31 AM EDT (US)     15 / 24       
Woo hoo! Second stage beta!

Congratulations Guard of Olympus on getting the third stage beta key.

There were a lot of great entries. The judges must have had a hard time choosing.

Good luck in the next competition everyone, I'm sure you'll all get into the beta.

Thanks for all the kind words.
- Descent into the Underworld -
Rating: 4.4
- The Wizard's Path -
Rating: 4.5
- Pac-Myth -
Contributor of trigger conditions and effects to CASTWCRT
Espadachim
Ranger
posted 11-03-09 09:22 AM EDT (US)     16 / 24       
You're in the same stage as me.
Espadachim

Age of Kings Heaven | Dawn of Fantasy Heaven

The mod's chance of survival is like winning the lottery jackpot 10 times straight with only 1 ticket per draw. Let's make the lottery choose 10 numbers from 1-99. Also, you can only buy a ticket with money that you find on a bus after getting struck by lightning 5 times in an hour. -Dtrungle
Guard of Osiris
Ranger
posted 11-03-09 09:59 AM EDT (US)     17 / 24       
What's with my pic?
Guard of Osiris
Guard of the Gods design/CASTWCRT creator/lead.
Ongoing Projects: The Loyal Servant Scenario, The Betrayal Campaign, Finding A Warrior Cinematic, and Guard of Osiris mod.
Me for SpH chancellor! Vote 42! 47 is a big fake! Do not listen to the mod party!
AoM HeavenlllSpore HeavenlllDoF Heaven
Guard of Olympus
AoMH Review Team
posted 11-06-09 09:35 AM EDT (US)     18 / 24       
Nice pics all!
Guard of Olympus
Proud member of DoFH, AoMH and SpH
A designer currently working on three projects
One of these projects are called The Betrayal, our first group prodject.
Even though I've been here for nearly a year, I've only been able to relese four files:
The Sinister|The Nidhogg|The Dremora
Xaph
Shalashaska
(id: Xaphianion)
posted 11-06-09 03:00 PM EDT (US)     19 / 24       
Maybe the others bribed the mods.
No, we reached a consensus based on the quality of the entries.
I will open one of my six mouths, and I will sing the song that ends the Earth.
I love you in a totally platonic way Xaph - Jon Rolos | Xaph does mutha****in' win the thread. - Anakin
Xaph, I wish you were my friend IRL - Boba Fettucini
Well I think it's obvious why Peter Noone would care about Xaph - Newt_Gunray
Xaph is suddenly full of win! - Zaarin
Jack D P
AoMH Review Team
posted 11-06-09 06:09 PM EDT (US)     20 / 24       
You're in the same stage as me.
And you're in the same stage as me.
«llJack D Pll»
«lLead Map Designer at Black Ice studios/\/\Join Black Ice studios

«ll Current Project: Nomadican ll»
«»Jack and Winston«»
«»
Espadachim
Ranger
posted 11-09-09 03:27 PM EDT (US)     21 / 24       
Blatant, this competition was the last one with a beta key as prize?
Espadachim

Age of Kings Heaven | Dawn of Fantasy Heaven

The mod's chance of survival is like winning the lottery jackpot 10 times straight with only 1 ticket per draw. Let's make the lottery choose 10 numbers from 1-99. Also, you can only buy a ticket with money that you find on a bus after getting struck by lightning 5 times in an hour. -Dtrungle
Blatant7
DoFH Seraph
posted 11-09-09 05:42 PM EDT (US)     22 / 24       
I can confirm that there will be at least one more chance for a beta key(s).
BFME2 Heaven
WiC Heaven EE Heaven
RTW Heaven AoM Heaven AoK Heaven
Diablo III Heaven Empires Heaven AoE Heaven Spore Heaven
HG Main Mafia Forum Halo Wars Heaven EaW Heaven Dawn of Fantasy Heaven
Guard of Olympus
AoMH Review Team
posted 11-10-09 09:25 AM EDT (US)     23 / 24       
That's nice...
Guard of Olympus
Proud member of DoFH, AoMH and SpH
A designer currently working on three projects
One of these projects are called The Betrayal, our first group prodject.
Even though I've been here for nearly a year, I've only been able to relese four files:
The Sinister|The Nidhogg|The Dremora
sneaky_squirrel
Ranger
posted 11-11-09 00:36 AM EDT (US)     24 / 24       
You're in the same stage as me.
And you're in the same stage as me.
Awww shucks, I'm left out, I'm in the first closed beta :S.

Congrats guys, can;t wait to see you on the beta ;p.
The Gods have left us, therefore making the old world crumble and turn into ashes...

But as the gods return, from the ashes of the old world, shall rise a more beautiful and powerful new world, and life will begin once more, if they hadn't closed...dang you ES.
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