I M P O R T A N T: See the posting bellow for the screenshot links. You really should have a look at those instead of reading my map describtion. Seriouslly. I'm not good at map describtion. But the screenshots are good, I think. Just have a look.
SUMMARY:
Basicly, I wanted to create a map set in the time of Warcraft 1 - a dark and mysterious time. It's not a remake, however.
I tried to create a completly new game experience which I tried to make both fun and easy to learn.
I wanted the map to look good and be realistic. I tried to create a beautiful map design. I've chosen the models I
imported very carefully because I definitely wanted them to fit in with the game. I tried to preserve the original
atmosphere of wc1 and wc2 which were pretty dark and cool and bring it back to live in a newer game (which does not instantly
give you eye-cancer). I put a lot of detail-work in the map and I hope people appreciate that.
However, there might be room for improvement. I appreciate CONSTRUCTIVE criticism. Especially about the following aspects:
- balance of the factions
- fun factor
- spelling/grammar mistakes (as you may have guessed English is not my mother tongue)
- is it possible to play fluently?
- bugs
- how do you like the atmopshere?
CREDITS - IMPORTED MATERIAL
HUMAN
MountedFootman by Mephestrial
MountedSwordsman by Mephestrial
Cleric by 67chrome
DWARF
DwarvenMountaineer by Norinrad
Dwarven axe thrower by Frankster
DwarfCrane by Ket (added Portrait Camera)
BTNMountaineer by Norinrad
BTNDwarven axe thrower by Frankster
BTNDwarfCrane by Ket
BTNExplosiveBarrel2 by M0rbit
BLOODELF
HeroRanger by Kuhneghetz
FugitiveMageV2 by Red
ORC
OrcWarlockHero by Dojo (removed shield, removed cape, changed weapon size, changed weapon skin, changed helmet skin, created a Chaos version of this model)
RedDragonspawn by Sellenisko
TROLL
Troll Enforcer by Lord_T
DarkSpear Chemist by -Grendel
Troll by HappyTauren (changed blood color from green to dark red, renamed 'Attack - Unarmed' animation to 'Stand Work' for trigger reasons )
BTNTroll by HappyTauren
BTNTrollPredator by Mr. Goblin
UNDEAD
DeathKnight WC2 by Necrokenis
UndeadVrykul by Sellenisko
SkeletonPeasant by cavman
BTNUndeadHorse by Kuhneghetz
OTHER
V1_Ballista by Kitabatake
WoodWall0 by Mephestrial (added Portrait Camera)
WoodWall90 by Mephestrial (added Portrait Camera)
NightElfArtisan by Sellenisko
BTNLight by Palaslayer
BTNEarthLance by L_Lawliet (I made it a AAT Button)
BTNCWRuneSword by CloudWolf (I made it a AAT Button)
BTNPuma by Kuhneghetz
USED TOOLS (all from www.hiveworkshop.com)
- Button Manager
- War3 Model Editor
- BLP Lab
Environment sounds legally downloaded from ''soundbible.com''
ABOUT THE RACES AND HOW THEY MADE THEIR WAY TO THE EPOCH OF WARCRAFT 1:
- Humans: Classic. They've always been there. However, the 'old' humans are way more fixated on strong cavalry (knights) and have cleric as healer
- Dwarfs: No good game without them. Little people with affinity for explosives. In my map their guns are pretty noisy :)
- Elves: rather Bloodelves. Magic addicts. They would be pretty weak without their mana restoration abilities.
- Orcs: The 'old' Orcs. Wild and evil. With Warlocks, Necrolytes and even some Undead units. Never before have the Orcs been so dark!
- Trolls: the history of Azeroth mentions a troll war even before the Orcs came. Anyway, I decided on blue Trolls.
- Undeads: Even before 'The Scourge' came there were Necromancers, Dark Mages and Death Knights. Any questions?
SOME DETAILS:
THIS IS A MAP WITH 6 COMPLETLY NEW FACTIONS (Human, Dwarf, Bloodelf, Orc, Troll, Undead). EACH FACTION OFFERS
RATHER FEW UNITS (7-10). I BASICLLY TRIED TO CREATE THE RIGHT ATMOSPHERE FOR EACH OF THE RACES. THE WHOLE SETTING
IS RATHER WARCRAFT 1 ALIKE (dark and obscure). I TRIED TO KEEP BATTLES REALISTIC (units die fast). I WANTED A FAST
AND EXCITING GAMEPLAY (units are trained in 0.0 seconds) I WANTED A SIMPLE GAME CONCEPT WITH FEW BASE MANAGEMENT
(Players must conquer Blacksmithes/Lumbermills for resources) I WANTED WALLS AND GATES INCLUDED (gates open and close
on order) I WANTED A BEAUTIFULL MAP-DESIGN (there's loooots of shrubs)
THIS MAP IS ABOUT...
- Atmosphere
...the weather changes
...new background sounds (wind + crickets at night)
...I tried to create a new but yet Warcraft alike feeling
...very detailed map design
- Details
...injured units are bleeding for some time and move slowly
...crates that give the player gold/lumber can be picked up simply by moving over them
...some units get promoted automatically when they survive battle for a while (Footman becomes Captain, +10 Armour)
...units of the same type will move with slightly different movement speed to make their formation more dynamic
- Realism
...the propotions of units and buildings are realistic which means that units are pretty small
...most units die pretty fast
...riders can ride down enemies
...Flaming Arrows can be used to set fire to wooden units
...unit responses are in-game (Warcry when they attack, cast spells etc. - can be heart by the enemy, too)
-A New Game System
...the game is based on securing neutral buildings all over the map
...these neutral buildings increase the gold/lumber rate
...some factions can build fortifications (such as walls, gates, towers)
...Catapults and Ballistas are build in the field (in a box that breaks open once they're completed)
- Unique Factions
... I tried to create a unique gaming experience for each of the factions
... each faction has unique abilities which are typic for it (example: Humans are the only faction which is capable of trading Gold for Lumber/Lumber for Gold))
UNIQUE ABILITIES OF THE RACES (examples):
Human:
- The humans can trade gold & lumber at the market place
Dwarf:
- Ultimate unit: Heavy tank with 3 attacks
Bloodelf:
- Mana stores can always restore mana of surrounding mages
Orc:
- Leader units give bonuses to basic units (movement + attack speed)
Troll:
- Assassins are permanently invisible and won't be become visible when they attack
Undead:
- Necrolytes and Death Knights can Summon masses skeletons wherever they are
I will try to improve this map if I receive constructive feedback (this sentence sounds weird...)
Reasons: Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone
feel free to edit this map - just a few things though:
- give appropriate credit
- don't kill off the atmosphere (enhance it instead!)
- note changes applied in some sort of changelog
Last edited by Drogenhoernchen; 02-01-2013 at 06:01 PM.
Review :
Gameplay : not bad but can be better , kinda tactic but lacks diversity and lacks kinda everything in manner of teck-trees etc ... i suggest somethings here for you btw try to give every race a custom general ability for example orcs - ability name - madness ( when 30% below make him frenzy attack wich will make him lose 5 armor but in exchange 90% attack speed and 20% ms ) this is just an example i think you got the ideea . Animation of units are really boring make them a little bigger ... most of the people wont like to hardly see their units hp well gameplay can be very good but lacks diversity and lacks some more commands . and for spells try to give every tipe of unit like 2 passives and 1 active it will make the game very interesting . 3/5
Ideea : the ideea is good and you kinda trown it good in world editor but you forgot about somethings some are mechanics some are aestethical for example the human main building the barracks just look ugly on that kind of terrain and i really mean very ugly better use some brownish castle etc . 4/5
Fun factor : not too much you just have to spawn units and stuff no unobvious tactics no nothing you should make it a little more complex but understandable by players . by the other hand i like the battle thing where group of units beat other groups of units and so on . 3/5
Terrain : terrain is kinda good the blacksmiths and lumber mill kinda sucks on the map i suggest the only buildings should be built by players where they want and how they want them ... and diverse the terrain like make cliffs shores marshlands swamps etc but all understandable and no blocking pathers and stuff like that no use for that they suck badly so anyway . anyway terrain is good 4/5 for the effort i expect some remake of this map terrain.
Suggestions : aesthical problems like unfiting things in unfiting places , mechanics are good but not optimized to this tipe of map , the effort you putted in the map was huge i think etc ... nevertheless ill give you one piece of advice and you will understand the rest ... and the suggestion is this - Every unit is important ! make every unit special understandable complex and beatifull ( i can help you with this if you want ) .
Overall opinion : good mechanics but not fitten well ... good terrain but plain and just the same bullshit everywhere ... and not even simetrical ... unit ideea and logic is good and well made i like that but can be done better with some object editor review ... can be a very good map with some work to make everything special ... the rating for now is 3.5/5 !
judging from screenies, it looks like you have a good gothic atmosphere going which is one reason people liked the original Warcraft 1 so much.
also i notice the health values are incredibly low, indicating that you have some fast paced combat, or at least reasoned that high values of health aren't a necessity beyond being aesthetically pleasing when you have the damage values scaled accordingly.
mind you, such health values are typically used in turn-based strategies where it's a little nicer visually, i suppose, but it's good to see it's not just turn-based strategies that can implement this style of values.
as for the gameplay, i have yet to check it out, although i can't help but notice already that, for example, the humans have an axeman AND a footman as well as a leader, and i'm wondering what is the strategic difference between the axeman and the footman primarily, as the role of the 'leader' unit is somewhat predictable.
also be careful of that double post, a 'bump' requires a 48 hour gap i believe, and you only have a 24 hour gap
(...) as for the gameplay, i have yet to check it out, although i can't help but notice already that, for example, the humans have an axeman AND a footman as well as a leader, and i'm wondering what is the strategic difference between the axeman and the footman primarily, as the role of the 'leader' unit is somewhat predictable.
spearthrowers have the ability to switch weapons making them fight with an axe which they should only do if enemy meele units get to close; the captain is not a leader unit. Footmen get promoted to captain when they survive battle. Its simply a footman with additional armour and different model. Only orcs have leaders.
Quote:
Originally Posted by Wazzz
also be careful of that double post, a 'bump' requires a 48 hour gap i believe, and you only have a 24 hour gap
@Orcnet: thanks for the review. reviews boost my motivation which is good, i guess...
Quote:
Originally Posted by Orcnet
(...) I also found out the text in the "Map Info" that says "Map Control: 100%". what does it mean? is there anything that explains it when I move a unit or dash in an event?
this is a relic of a game mechanic i once wanted to implement - but i never did so i will rather remove it or give purpose to it. Thx for the clue!
Quote:
Originally Posted by Orcnet
(...) and lastly, refrain from using too much foreign languages except for special name tags for weapons, units, map area, etc. Use English for players to understand what is happening around the game."[/i]
i didn't intend to have any foreign language ingame (only in WE some triggers and stuff that u never get to read ingame). If there is it's a bug. I definitely gotta check this!
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