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Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree
ISL

Nagari Tidecallers - Naga Army / Unit Roaster / Tech tree

  • ISL
Trying out a new format of presenting my races (Because I didn't like the old pictures from my album)
I tried my best to create a unique, distinct race of nagas.
There are literally hundreds of other attempts at creating this race, and they all look almost exactly the same. Most of them are just cloned/modified versions of the vanilla Naga race from the campaign, which is just boring and uninspiring

My nagas also have their own story and background, and just like every other faction from my project, they exist in my own universe which is in no way related to the Warcraft lore
By that I want to say - they are nothing like your usual Nazjatar Empire

I would REALLY like to get some feedback on their outlook and visual uniqueness

Now, to the unit roaster


First row - Heroes:
One important thing to note is there is only one hero per player, meaning that no hero is supposed to be too weak or too situational, and that heroes are allowed to fill more roles than usual. They are also supposed to be significantly more powerful than in vanilla melee.

Last but not least, every hero also unlocks new Technology Researches which are specific to that hero


For example, the Tide Lord has his own Heroic Power and Tide Warriors as his speciality
If you choose him, you will gain access to new Items and upgrades for your Tide Warriors

In contrast to that, Naga Warlord is more specialised in amassing all units in general and commanding them as the Warlord he is
Serpent Queen is specilised in commanding the female castes of the army - Coast Huntresses, Sea Witches, Serpent Maidens and Sirens

Lastly, the Tide Mistress is a powerful spellcaster who increases the overall magic-efficiency of your entire army
She focuses on Elite units, such as the Frostsage and Siren, and on magical units - Basilisks, Sea Witches and Mana Drakes.


Second row - General Unit:
Because there is only one hero per player, the General Units function as a semi-heroic Elite units who can perform the same functions - provoding Heroic Aura to nearby units and Capturing New Bases for the map control

Frostsages do just that. They are the veteran naga warriors who have seen and participated in countless battles, and who have been rewarded with the gifts of Ice Magic that now flows in their freezing cold veins.

Obviously there is a limit to the amount of General Units you may have at a time - One at the first technology tier, Two at the second tier, and Three at Tier-3.


Third row - Basic Units
They consist of a Base Melee unit, Base Ranged unit, and a Base Special unit
For the Nagari Tidecallers faction, they are Fishmen, Coast Huntresses and Basilisks.

Fishmen are cheap and numerous infantry who require nothing but Food to be produced (Not the vanilla Food Limit, but the custom Food resource from my project which is quite easy to produce)
Besides that, they are also produced in much larger numbers

Of course, they are much weaker when compared to other Base Melee units, but the fact that enemy heroes don't get any experience from killing Player units makes Zerg tactics much more viable in my project
Also, the majority of Nagari units require Gold as opposed to Food, which means that you can produce Fishmen without harming the production of, for example, the Tide Warriors

Coast Huntresses, as their name suggests, are female nagas who hunt at the seacoasts and nearby other borders of large water
However, they don't hunt for animals nor food-- They hunt for slaves

Hunting Nets and Bows are their main tools of the trade, which secure them the position of the main Ranged and Anti-Air units of the Nagari race.

Basilisks are magical beasts who can petrify their enemies with just their gase.
They use mana to cause their attacks to damage all enemies in a cone in front of them, and they also have the ability to Petrify a single target, slowing it down and reducing its combat effectiveness for a short amount of time.


Fourth row - Advanced Units:
Tide Warriors are the main bulk of the Nagari army.
Their high survivability and strength makes them an incredible Tier-2 melee unit. However, they require Gold and Metal in order to be produced, both of which are hard resources to get. They also take much longer time to be trained and are completely lacking in the terms of mobility.

But their main feature is the fact that they get bonuses from all four Nagari heroes that the player can choose
Naga Warlord grants them speed which they lack, Tide Mistress provides them with magic resistance, Serpent Queen enhances their scales to block and reflect any incoming Physical damage, and the Tide Lord allows you to produce them at a much higher rate and in way bigger numbers (he doesn't reduce their cost, though)

Sea Witches are the primary Support Spellcasters of the Tidecaller faction. Their abilities revolve around hexing, cursing and debuffing the enemy units.

Sirens are Elite spellcasters, which turns them into much more powerful magical units whose purpose is not to provide magic support, but to deal magic damage. The fact that they are Elite also puts them at a limit of 4 at a time, and increases their resource cost drastically.

Their attacks deal splash magical damage, their abilities are devastating Area of Effect spells, and they also have the ability to Mesmerize and Hypnotize enemy units.

Serpent Maidens are agile fighters who excel at melee fighting. For the race, they fucntion as a complete opposite of the Tide Warriors - Serpent Maidens are fast and mobile, and they focus more on dealing damage rather than on tanking it

Among their traits, is the ability to Parry and Counter-Attack enemy units in melee range, and a passive chance to perform an additional attack when attacking (these additional attacks can trigger themselves, but the ability uses a pseudo-random distribution to balance it out)


Fifth row - Flying Units:
Mana Drakes are air support units. They are small ethereal creatures produced in massive flocks, and whose production requires only small amounts of Crystals.
Tidecallers rely heavily on magic, both lore- and gameplay-wise, so the Mana Drakes do the job of passively stealing mana from their enemies with their attacks and automatically transferring it to their allies.

Sea Wyverns are the main aerial force of the race.
They are able to swoop down upon the enemies on the ground and to tear apart flying enemies in the sky, so they function as a secondary anti-air force. In addition to that, they can spit acid onto enemy buildings, disabling their attacks and causing damage over time.


Sixth row - Large Units:

Reefmaw is the main siege unit of the Nagari Tidecallers faction.
Their sturdy shells allow them to take large amounts of damage from enemy units and towers, and their massive jaws allow them to chop enemy infantry in half. However, their main feature is the ability to gnaw on enemy buildings, which allows them to deal continuous siege damage.

Sea Hydra are large land units of the Tidecallers faction.
Though they can't breath fire like their underground brethren, their Serpentine Venom and Acidic Saliva more than compensate for that. They also share the traits of other hydras such as Impenetrable Scales and Rapid Regeneration.
 
Sire has hero glow. Ask in Requests for it to be removed. Also, usually hero models don't have a decay animation so you need that too. Also, normal unit models don't have dissipate animation like heroes do.
 
@deepstrasz I knew she had a glow-less version, but I didn't quite realize she doesn't have a decay animation xD
Thanks! :D

She is a unit, yes, but she is supposed to have hero glow because she is an Elite unit
The same with Frostsage

Guess I'll just add a hero glow to the unit version via an attachment then
 
Lots of interesting concepts here, one can tell the ammount of dedication you put in making this.

I'd personally use slightly different names for the first two heroes since one of them is pretty much the warrior archetype and the other is the military commander one.

I'd call them Tidal Warlord and Naga Battlemaster, or you could also invent a Naga-ish tittle.

You gave the classic basilisk to your faction which petrifies enemies :D what about an upgraded version that serves as a near-heroic / elite beast or mascot?

Also, will the nagas get extra bonuses if they engage enemies in the water? Any water or just sea water?

That'd be cool to see... Like increased movement and attack speed, and slightly better regeneration at salty water, none at ground areas, and diminished at rivers, swamps, and especially lava terrains.

And then you could always add a terrain tech that improves this to the Commander-type hero.
 
@ZethHolyblade Thank you! :D

I really like the Tide Lord, it sounds cool and it has some lore behind it. As for the other one, sometimes it gets really hard to come up with names for this type of heroes :D

The one name I really don't like is the Serpent Maiden; I wish I could change it but it seems I'm completely out of ideas by now

By the way, their model strongly resembles the Nagas and Naga Queens from HoMM 3 :D
355909042.jpg

Apart from... that weird blindfold and those silly teeth
I wish I could remove those and make her posture more straight

The upgraded basilisk could be this model with this skin :D

The water mechanic comes down to the map design; Some maps might not even have any water at all
But if there were to be some bonuses, those would be just increased mobility and regeneration. They aren't gonna fight anyone in there, so they don't need any combat bonuses :D
 
@ZethHolyblade The whole series has been a huge source of inspiration for me! Though the later ones (starting from 5) weren't as great as the 3rd game, they still had stunning visuals

Gorgons is a nice option. They do look more vile and vicious compared to the rest of the female caste
 
Yeah, HoM&M indeed :D but after V the others seemed too much the same, gotten repetitive. Graphics is just a bonus.

They could regenerate mana or life faster on water. Indeed they won't probably fight anything there except for ships and air units but in terms of strategy, one could retreat badly injured units on water where the enemy would have a problem fighting them. Actually, the whole water deal would probably create imbalances since the current factions won't be able to follow naga units on water with ground ones. Maybe, naga don't move as fast on land as on water?
 
@deepstrasz Graphics and art design are the only things that fascinate me in HoM&M 5+ :D
But nothing else besides that, sadly...

Yeah, I thought about water mechanics only as of a way to travel the map faster and to draw your units back to regenerate in safety
But now that you mention a possibility of it being abused...

I'm thinking of two things. First is to add a negative trait that causes them to take more damage when in water, and second is to make the bonuses function only when out of combat (several seconds after the last time they took direct damage from an enemy)
 
@deepstrasz @xISLx Don't forget that every single HoMM tittle have another awesome thing in common: Paul Anthony Romero's music for ingame soundtracks.

The water/land buff perks idea don't have to be entirely offensive, it could well be HP/MP regen only, like blight for undead.

At any case, a micro-god would probably find it easy to turn this feature into a good strategy for water maps rather than a weakness.

A terrain trigger could also be used... As in creating buildings or spells that spawn seawater innland.
 

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The Fading World
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Caption


First row - Heroes:
One important thing to note is there is only one hero per player, meaning that no hero is supposed to be too weak or too situational, and that heroes are allowed to fill more roles than usual. They are also supposed to be significantly more powerful than in vanilla melee.

Last but not least, every hero also unlocks new Technology Researches which are specific to that hero


For example, the Tide Lord has his own Heroic Power and Tide Warriors as his speciality
If you choose him, you will gain access to new Items and upgrades for your Tide Warriors

In contrast to that, Naga Warlord is more specialised in amassing all units in general and commanding them as the Warlord he is
Serpent Queen is specilised in commanding the female castes of the army - Coast Huntresses, Sea Witches, Serpent Maidens and Sirens

Lastly, the Tide Mistress is a powerful spellcaster who increases the overall magic-efficiency of your entire army
She focuses on Elite units, such as the Frostsage and Siren, and on magical units - Basilisks, Sea Witches and Mana Drakes.


Second row - General Unit:
Because there is only one hero per player, the General Units function as a semi-heroic Elite units who can perform the same functions - provoding Heroic Aura to nearby units and Capturing New Bases for the map control

Frostsages do just that. They are the veteran naga warriors who have seen and participated in countless battles, and who have been rewarded with the gifts of Ice Magic that now flows in their freezing cold veins.

Obviously there is a limit to the amount of General Units you may have at a time - One at the first technology tier, Two at the second tier, and Three at Tier-3.


Third row - Basic Units
They consist of a Base Melee unit, Base Ranged unit, and a Base Special unit
For the Nagari Tidecallers faction, they are Fishmen, Coast Huntresses and Basilisks.

Fishmen are cheap and numerous infantry who require nothing but Food to be produced (Not the vanilla Food Limit, but the custom Food resource from my project which is quite easy to produce)
Besides that, they are also produced in much larger numbers

Of course, they are much weaker when compared to other Base Melee units, but the fact that enemy heroes don't get any experience from killing Player units makes Zerg tactics much more viable in my project
Also, the majority of Nagari units require Gold as opposed to Food, which means that you can produce Fishmen without harming the production of, for example, the Tide Warriors

Coast Huntresses, as their name suggests, are female nagas who hunt at the seacoasts and nearby other borders of large water
However, they don't hunt for animals nor food-- They hunt for slaves

Hunting Nets and Bows are their main tools of the trade, which secure them the position of the main Ranged and Anti-Air units of the Nagari race.

Basilisks are magical beasts who can petrify their enemies with just their gase.
They use mana to cause their attacks to damage all enemies in a cone in front of them, and they also have the ability to Petrify a single target, slowing it down and reducing its combat effectiveness for a short amount of time.


Fourth row - Advanced Units:
Tide Warriors are the main bulk of the Nagari army.
Their high survivability and strength makes them an incredible Tier-2 melee unit. However, they require Gold and Metal in order to be produced, both of which are hard resources to get. They also take much longer time to be trained and are completely lacking in the terms of mobility.

But their main feature is the fact that they get bonuses from all four Nagari heroes that the player can choose
Naga Warlord grants them speed which they lack, Tide Mistress provides them with magic resistance, Serpent Queen enhances their scales to block and reflect any incoming Physical damage, and the Tide Lord allows you to produce them at a much higher rate and in way bigger numbers (he doesn't reduce their cost, though)

Sea Witches are the primary Support Spellcasters of the Tidecaller faction. Their abilities revolve around hexing, cursing and debuffing the enemy units.

Sirens are Elite spellcasters, which turns them into much more powerful magical units whose purpose is not to provide magic support, but to deal magic damage. The fact that they are Elite also puts them at a limit of 4 at a time, and increases their resource cost drastically.

Their attacks deal splash magical damage, their abilities are devastating Area of Effect spells, and they also have the ability to Mesmerize and Hypnotize enemy units.

Serpent Maidens are agile fighters who excel at melee fighting. For the race, they fucntion as a complete opposite of the Tide Warriors - Serpent Maidens are fast and mobile, and they focus more on dealing damage rather than on tanking it

Among their traits, is the ability to Parry and Counter-Attack enemy units in melee range, and a passive chance to perform an additional attack when attacking (these additional attacks can trigger themselves, but the ability uses a pseudo-random distribution to balance it out)


Fifth row - Flying Units:
Mana Drakes are air support units. They are small ethereal creatures produced in massive flocks, and whose production requires only small amounts of Crystals.
Tidecallers rely heavily on magic, both lore- and gameplay-wise, so the Mana Drakes do the job of passively stealing mana from their enemies with their attacks and automatically transferring it to their allies.

Sea Wyverns are the main aerial force of the race.
They are able to swoop down upon the enemies on the ground and to tear apart flying enemies in the sky, so they function as a secondary anti-air force. In addition to that, they can spit acid onto enemy buildings, disabling their attacks and causing damage over time.


Sixth row - Large Units:

Reefmaw is the main siege unit of the Nagari Tidecallers faction.
Their sturdy shells allow them to take large amounts of damage from enemy units and towers, and their massive jaws allow them to chop enemy infantry in half. However, their main feature is the ability to gnaw on enemy buildings, which allows them to deal continuous siege damage.

Sea Hydra are large land units of the Tidecallers faction.
Though they can't breath fire like their underground brethren, their Serpentine Venom and Acidic Saliva more than compensate for that. They also share the traits of other hydras such as Impenetrable Scales and Rapid Regeneration.

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