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[Role Playing Game] A Dwarf's Tale

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Level 28
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Test Map available below

A Dwarf's Tale
a project of: SonofJay

A Dwarf's Tale

is a massive SANDBOX type of SRPG modification map for the game 'Warcraft 3'. A dwarf's tale introduce you to a character named Torel Longbeard 'Tor = Soul ' 'El = Warrior'.

Experience non-linear quests which you can get from towns/cities or maybe you'll have the luck to find a adventurer like you along the way that will trigger for treasure hunting quests!

You'll also have the chance to collect 150+ varieties of weapons and 50+ types of shields that you can equip to your character!

Features


Non-Linear Quests
Equipment Attachments
Neat Environment Lively Atmosphere
Crafting/Brewing/Herb Gathering Realistic Day/Night Cycle


-Non-Linear Quests

A Dwarf's Tale don't have any main story atm. For now we're only planning of a total sandbox type of map where we can do quests, hunt and collect weapons. We're using a quest generator that help us make a almost 'unlimited quests'!

-Equipment Attachments

On normal Warcraft 3 maps, equipment/items are mostly just icon that adds your stats well not here since we offer you 150+ weapons and 50+ shields that you can equip to your Character making the collecting more enjoyable! FYI, all the attachment models are HIGH QUALITY!

-Neat Environment

Coming from the creator of OotF: Arena, expect a decent terrain for this project. My planned terrain isn't ground breaking or anything, its more a of a neat and fresh looking terrain that you can enjoy while collecting those equipment.


-Lively Atmosphere

Tired of playing SRPG maps that you're the only one walking and hunting? Well worry not since every town here have a lively atmosphere with other characters moving around. In the wild, do not be shock if you find other adventurer hunting just like you! If luck is in your side you can find someone wandering on the wild who actually sells rare weapons and sometimes he/she is the only one have it that you can buy for a price!


-Crafting

Well you might get excited to hear this and become eager to craft almost 200+ equipment, well unfortunately that will be a lot of work for us if we go that way. Instead there are only few items that you can craft which is almost all are not available to buy but can only be found or craft.


-Realistic Day/Night Cycle


We trashed the Warcraft 3's default D/N cycle and will feature a custom one that is bound to let you experience a realistic Day/Night cycle where the light fades slowly as it take closer to dusk and become pitch black when it hit nighttime and the light slowly comes back as the dawn approach. All the towns/cities have lanterns all around the city/town that automatically turn off at 7:00 am and automatically turn on at 7:00 pm. Some road tracks also have lantern to provide light.


Screenshots:

Equipment samples:

attachment.php


Day/Night Cycle:(Morning, Afternoon, Night)

attachment.php


About the test map:

The test map only contains the following atm:

System:
-Working AI
-Quest Generator
-Realistic Day/Night Cycle
-Fishing System
-Equipment System with Attachments
-Enemy become more powerful as time pass by and they can also level up on killing you or the

npcs


Equipments:
-16 weapons (8 Ordinary, 5 Advance, 1 Unique, 1 Legendary, 0 Godlike, 1 Secret)
-8 Shields (6 Ordinary, 1 Advance, 1 Unique, 0 Legendary, 0 Godlike, 0 Secert)


Full version release: TBA

Stuffs to be expected to be added on the full version:

-Lores, Main Characters and history
-More equipments and new Equipment types. (Accessories, Footwear, Headgear, armors)
-Crafting and Farming system
-AI interaction commands
-Larger World to explore
-More quest variaties on the Quest Generator
-AI adventurers and hunters will be upgraded to a more intelligent one
-Field Bosses
-Random events
-7 arc side quest
-Main Quest

and many more contents!


Credits:

Models/Icon/Skin:
Red
unwirklich
Ribenamania
tes
WotTH/camel's_hump/Chriz
UTM
crazyrussian
communist_orc
eubz
massivemaster
hortaxman
RaoDaoZao
HappyTauren
xXm0rpH3usXx
GHT
Fingolfin
Blizzard

System/Spell/Code etc:
Flood
Callex
onisaiyan80 8




Author's Note:

This demo will not be updated for adding contents and other stuffs and this is only a small

scale of the final version. The final version is the only update that can be expected or unless

there is something that really needs to be fix so people can enjoy the demo.

Feedbacks are always welcome. Feel free to give suggestions but we're not really open for it

since the project is walking on its path that we set for it.


 

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Level 28
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So yeah, this map is actually made for my friends to play, but i guess sharing it to get proper feedback to help me develop it isn't a bad idea.

But anyway, suggestions are not really welcome since the path of the project is already set and mark. But still feel free to suggest anything but it still be on us to decide if we want to add it. Well.. this was made for me and my friends to play in the first place.
 
Level 5
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145
very nice! my only suggestion so far: dont mass the potions, i personally dont like using health potion as soon as the cooldown is over! ist boring =( bless
 
Level 28
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Hmm as far as i'm concern, i'm only using 3 wow building models, 1 wow unit, the rest of the dwarfs that somehow look like a r rip from wow are actually the models made for WotTH, since its a shame to not see them in action so i decided to use them on this project instead of using dwarf models here(No offense but most of the dwarf here are only low quality to decent.)


EDIT:

The quest generator is bugged(I think its the difficult quests that are bugged), i'll re-upload a fix one later.
 
Level 28
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Messages
4,759
No not again sonofjay!!! not a cool map!! :D
btw,what's a sandbox?

Lol hahaha,

Sandbox=do anything you want inside the game (example: skyrim, minecraft), stuffs full of non-story related quests, or just keep doing stuffs that the game allow you to do.

Actually a Sandbox type of rpg is a lot easier to do than story focused rpgs
 
Level 10
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Jan 20, 2011
Messages
492
Quest Ideas

If your looking for quest idea, make an escort quest since that will make a more interactive quest. Escort quests are good cause you could make the unit get injured and you have to wait for him to bandage himself.

Another idea is a simple fetch quest (Yes I know they are boring but bear with me). What you could do is make it you have to collect two parts, one is some wood, another is Iron (You get this by mining or killing). Then once you collect them, you can give it to the NPC. But this could become more interesting, since you could make wood easy to get, but the searching for iron harder. If mining is an idea you might like it could be a unique little interactive idea for the user to get into, and not be bored by searching for it. This also leans away from the simple kill quest, which we all know and love.

Note: I know this game is in alpha/beta, and that you may already have these ideas, but I'm just letting you know about what I know is going on.

Ok I have some feedback on it. I had a little bit of a look at the map, and the terrain is decent like you said, I like green stuff, but that is just how you have terrained, so no issues involving terrain.

Things that annoyed me was the characters in the town on the mini-map it would show big blue dots as if they were heroes, and I thought was not really needed since they are NPCs. Also another thing is attacking NPCs; I think you should add in a trigger to not allow you to attack them, since I could do that when I pressed A, then clicked the target.

One more thing, it isn't really major, but I geuss the other's weren't really, but is the damage detection. I like having the damage visible, but I believe having it in decimal points is just not needed and can become annoying and possible spam later on with attack speed. I believe the AI should be visible to you as well, but that is your choice since you may want it to be that way.

Hope you like the feedback. Keep up the good work.

If I wasn't explaining something correctly PM me and I can update this post.
 
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Level 28
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Haha, thank you and I'm glad you liked it, I didn't post any progress to actually give a surprise bump with huge updates but oh well. xD

All I'm saying at the moment that the whole part of the terrain on the test map which is 96x96 is alreaedy done, I already extended the size to 192x96 and currently working on it.

terrain progress is going great and almost all the system(that will be revealed soonish) is already and implemented.

we're just having a slow progress on quest lores for the quest generator and other idea/lore stuffs because my friend which is supposed to work on it is currently busy on univ stuffs.
 
Level 6
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May i ask....how many hours do you computer each day...cause far as i know....you have OoTF....the Dwarf Tale's...helping some hivers....and your doing your school work..how you make a schedule from that works?....i know this is OFF TOPIC...but i just wanna know on how you schedule..
 
Level 28
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Messages
4,759
Well I only turned 17 last November so I'm pretty sure i'm not qualified for work yet, but I don't go to school either. :/ School is so boring for me.

Anyway, just finished the city here are some screeny ;D Okay, let this thread go to hiatus again until i show more progress.
 

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Level 10
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Nice city looks awesome. It has a medieval atmosphere including with the different night/day. I like it but I dont at the same time.

Keep up the neat terrain. It is what you excell at (my opinion)
 
Level 28
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I Think you watch The:Hobbit before you made it.


Yes I watch The Hobbit, but I'm more inspired of WotTH, which blizzmod hosted the models that we're able to retrieve. Its a shame to see those models go to waste so I decided to pull something out.

@Sonofjay
So hows it going?

I made a huge progress on the map atm, I'm halfway done on finishing the new area (96*whatever unit warcraft 3 use for area*) that i added. Fishing system is stable and just need more object editor content, I added a run/walk system made by rulerofiron99, added a good number of equipments and also was able to retrieve some attachment models from the old underground adding 60+ possible equipment from the promised 200+ equipments making it a possible of 260+ weapon and shield equipment. Almost every planned system is stable but I'm still working on the crafting system(well I'm not planning to make a fancy one, just something simple and efficient will do.) then after I finish the terrain the only work that I need to do is object editor works and a little bit of jass shit to for the equipment(since i need to put every item data and their stats/spells on the equipment system code) and wait for my friend to finish those quest phrases and simple item descriptions.

After that I'm gonna start writing the lore for the 7 arc story which the background will be secret atm and when that is set and done we can now start making the main story.

Well sounds like a heavy work, but its really not since almost everything is simple and no complicated shit that can make the map buggy or anything.

Anyway, I'm currently working for OotF: Arena 1.5 update since I kinda promised that I'll have a update this sunday so progress will continue this Monday for Dwarfy.
 
Level 30
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This map is so very nice! Played it even its in its early state and I must say that this map is good. I prefer you to add more weapons and armors and BTW, why is there no Armors in shops just Weapons and shield... feels kinda weird but nice job on this one, +REP!

Oh and this is a Single player so size doesnt matter so I prefered you too add some high quality models for the terrain to make it more attractive but If your limiting yourself on the size, its ok.
 
Level 30
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Well its kinda hard to get a quality attachment for armor for the dwarf model i'm using so it will only be weapons, shields and accessories.

About the terrain, i'm not limiting myself on the filesize i'm just trying to keep the terrain neat and simple since its kinda more attractive if done properly.

Oh I see, you have a point there so you want it to be simple?:eekani:
 
Level 30
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Want to suggest some more here because I am sure that this game will become even better with more ideas:

-You should add more quests because I have notice that the quests in this game mainly focuses on gathering Shimmerweeds and Thunderbulb... and others killing enemies. You should think of more items to gather other than those two.

-You should add a story to this game because I have noticed that there is no actual story to this. Only Optional quests...

-Add some Bosses here to fight that gives large sum of Gold... Well, if you still have some HQ models for cool weapons.. add more weapons and shields that are droppable ony for Bosses but if not make those Advanced Weapons in the shop droppable by Boss.

-I have noticed that there are Advance Weapons but shields? Where are the Advanced Shields? You should add Advanced Shield.

-You should add more skills for the Dwarfs hero your controlling and also skills for the Dwarfs hunting with you. Not just Blink skill.... and also is Blink really like that? Long Distance teleport?


Thats all for my suggestions! I wish some of it will be implemented mostly an actual story for this game.
 
Level 9
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Im intrested in working of the 'quest generator'. How can you 'generate' quests? Otherwise, the absence of a story is quite intriguing, and I like SRPG's, so good luck with this project!
 
Level 28
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4,759
Just logging in to inform you guys that its still rolling and we made some solid progress with the little time we got to spare for this project. Unfortunately our moderators can't make a exception to approve the demo to the map section because as he stated it is unfair if our demo was approve but other demos are not. We understand and accepted it so I'm just gonna attach it on the main post later.

Anyway I already started expanding the map size to give room for the snowy area on the north that we called the 'Glace Region' screenshots of the terrain and the monsters/animals that inhabit the region will be posted below.

Concerning to what Drunken asked, yes there will be Quest Lines and I was able to pull a good one a few days ago. Quest includes interesting objective like solving riddles to find an area, puzzles etc. In short, quest line is not just your typical go there and kill this shit and you got a reward but instead we're offering quest lines with interesting objectives and a good backbone story which sounds simple at first but will become deeper as you continue it.

Also we felt that it is quite boring early on as for you to enjoy the game you have to farm golds to acquire good equipment but yet after that it still just a hack and slash game so we decided to add this 'Spell Stone' it just your typical item with abilities but we're making a backbone story for it so it will have a interesting background.

Anyway here are the screenshots that I promised.

Editor Images

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Some In-game Images

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Monsters

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Villagers/Hunters/Adventurers


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We're still building a good history for this tribe, they look like human but we're planning to name them a different race with interesting history. As I stated, we still building its race history so for now we can only describe them 'a thick-skinned, human look alike that lives on the coldest region of the world'.

THE DEMO IS NOW ATTACHED ON THE FIRST POST! ENJOY!
 

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Level 30
Joined
Nov 29, 2012
Messages
6,637
Just logging in to inform you guys that its still rolling and we made some solid progress with the little time we got to spare for this project. Unfortunately our moderators can't make a exception to approve the demo to the map section because as he stated it is unfair if our demo was approve but other demos are not. We understand and accepted it so I'm just gonna attach it on the main post later.

Anyway I already started expanding the map size to give room for the snowy area on the north that we called the 'Glace Region' screenshots of the terrain and the monsters/animals that inhabit the region will be posted below.

Concerning to what Drunken asked, yes there will be Quest Lines and I was able to pull a good one a few days ago. Quest includes interesting objective like solving riddles to find an area, puzzles etc. In short, quest line is not just your typical go there and kill this shit and you got a reward but instead we're offering quest lines with interesting objectives and a good backbone story which sounds simple at first but will become deeper as you continue it.

Also we felt that it is quite boring early on as for you to enjoy the game you have to farm golds to acquire good equipment but yet after that it still just a hack and slash game so we decided to add this 'Spell Stone' it just your typical item with abilities but we're making a backbone story for it so it will have a interesting background.

Anyway here are the screenshots that I promised.

Editor Images

attachment.php


attachment.php


Some In-game Images

attachment.php


attachment.php


attachment.php


Monsters

attachment.php


attachment.php


attachment.php


Villagers/Hunters/Adventurers


attachment.php


attachment.php


attachment.php



We're still building a good history for this tribe, they look like human but we're planning to name them a different race with interesting history. As I stated, we still building its race history so for now we can only describe them 'a thick-skinned, human look alike that lives on the coldest region of the world'.

THE DEMO IS NOW ATTACHED ON THE FIRST POST! ENJOY!

Wow, even in a short time you've make an awesome progress.... I love the terrain of the new Village and also those units you have. +REP and keep it up!:thumbs_up:
 
Level 28
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Messages
4,759
Thanks for the support, there are still a lot of laboring that needed to be done including the terrain, the hellish object editor work and setting the AIs and other trigger work. Writing quest line story, race history, event history, character history and other lore also takes a lot of time and our free time is just not enough.

But yet I still think that we're doing fine even with the slow progress.
 
Level 19
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Apr 10, 2010
Messages
2,789
Well I actually tested out the map, and heres what I have to say. These apply for the current state of the map and some suggestions for the future of the map:
- It fells a lot like a grind fest. I just go to the creep zones, kill some creeps then done to get gold in order to buy items such as weapons and armor, plus its even hard to kill them and I feel oblidged to kill them. Better if you gave the players a selection of default armor and weapons. Good turnaround is to award gold/experience/items upon discovery of a certain location for better immersion.
- For combat, its ok, but if I place my suggestions here, it would be too long. Basically, it would be cool for combat to be like TSoVE combat + dodging. Imagine the awesomeness.
- The Primary Stat shouldn't increase the damage, this would contradict your goal of having no classes, due to STR being the primary stat, when it increases damage, health and health regeneration, promoting tankyness. A suggestion is to remove stats all together and make it like LoL, where you have items which increase Health, Mana, etc. instead. Check IID for example.
- I appreciate the fact that everyone has names, but placing names on the hostile creeps just make it kinda worthless. Some names are like "1337", etc. I know that this is made to make them more powerful overtime, but just remove those silly names :p
- Selection circles of shops are huge. Tone them down.
- Fish units would make fishing a lot easier and detectable. Suggestion - make fishing a point target spell only targeted at water and use stats like "Fishing" to compute for chances to loot. Higher fishing means greater loot, which improves every time you loot something. Also, the fishes still have shadows, plus its better if you used the actual fish model for it.
- I actually dont like the rock tile you used, plus those trees which have a sort of withering effect look bad.
- The Naboo (I think thats whats its called) doodads look bad. Moria Doodads from the UTM look cooler and fit for a dwarf-esque world, or just those normal Concrete Doodads.
- I love the concept of other Dwarves adventuring. Good job there :D Also, cant wait when there would be actual AI Interactivity.
- Suggestion for loot - make them unique. Boss loot items should be only the items which you cannot gain or is hard to get via crafting/buying. I would appreciate also the armor and weapon count like that of Skyrim, which is quality over quantity. For creep items, it should be in relation to them. Its weird to see a wolf drop a potion, but its better for them to drop a potion ingredient.
- Suggestion for the quest - make it sort of a Dynamic Event. You wont go up to a person and ask for anything to do, but they ask your help. Example, a village is being raided by a group of bandits and a Courier runs up to you to ask for assistance, its your choice to either go in and help or let it be. After this, that gang of bandits would hate you more and maybe try to hunt you down, then you can eventually sack their headquarters to finish it off. Of course helping gives you certain perks from that village. Its sort of you wont ask anyone for anything, so its like the people go up to you instead of you going to them. Its like an unwritten quest system, but of course there should still be those traditional ones.​

I might have played a different version, but meh.
 
Level 28
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Messages
4,759
- It fells a lot like a grind fest. I just go to the creep zones, kill some creeps then done to get gold in order to buy items such as weapons and armor, plus its even hard to kill them and I feel oblidged to kill them. Better if you gave the players a selection of default armor and weapons. Good turnaround is to award gold/experience/items upon discovery of a certain location for better immersion.

Yeah, I know its still a big grind fest out there. Will try to implement your suggestions about discovering locations there are a lot of planned landmarks on the terrain anyway.

- For combat, its ok, but if I place my suggestions here, it would be too long. Basically, it would be cool for combat to be like TSoVE combat + dodging. Imagine the awesomeness.

Actually applying the same combat system from TSoVE won't be that hard the problem is that the dwarf model lacks some animations. If we are to apply that system then the combo thingy with different kind of animations for different weapons won't available for this project. I'll talk to DBZ first concerning about this.

- The Primary Stat shouldn't increase the damage, this would contradict your goal of having no classes, due to STR being the primary stat, when it increases damage, health and health regeneration, promoting tankyness. A suggestion is to remove stats all together and make it like LoL, where you have items which increase Health, Mana, etc. instead. Check IID for example.

You're right at this. When I reached level 30+ I actually felt that it become a god vs noob game.

- I appreciate the fact that everyone has names, but placing names on the hostile creeps just make it kinda worthless. Some names are like "1337", etc. I know that this is made to make them more powerful overtime, but just remove those silly names :p

No worries I just rushed those names, it will be remove and will be replaced with proper names at some point of our progress.

- Selection circles of shops are huge. Tone them down.

Aye aye captain

- Fish units would make fishing a lot easier and detectable. Suggestion - make fishing a point target spell only targeted at water and use stats like "Fishing" to compute for chances to loot. Higher fishing means greater loot, which improves every time you loot something. Also, the fishes still have shadows, plus its better if you used the actual fish model for it.

This sounds really good, I have a formula in mind lets hope it works. The other minor things will be dealt later.

- I actually dont like the rock tile you used, plus those trees which have a sort of withering effect look bad.

Rock tile? Where? About the trees, I'm gonna tone them down and add the new trees that I got that fit the winter theme.

- The Naboo (I think thats whats its called) doodads look bad. Moria Doodads from the UTM look cooler and fit for a dwarf-esque world, or just those normal Concrete Doodads.

Lets set the terrain aside for the moment, It still on heavy development. I'll also try to spare some time to take a look on the Moria models.

- I love the concept of other Dwarves adventuring. Good job there :D Also, cant wait when there would be actual AI Interactivity.

Get your hopes up here, we have a lot of interesting stuffs to show for the AI adventurers!

- Suggestion for loot - make them unique. Boss loot items should be only the items which you cannot gain or is hard to get via crafting/buying. I would appreciate also the armor and weapon count like that of Skyrim, which is quality over quantity. For creep items, it should be in relation to them. Its weird to see a wolf drop a potion, but its better for them to drop a potion ingredient.

The current drop is just there for the demo. Its suppose to be like this on the later development. Wolf Drop = Pelt/Meat/Fangs that can be use for Crafting/Cooking/Quest Drops etc. I see what where you are going about the equipment but don't worry we already calculated the stats for a fine balance.

- Suggestion for the quest - make it sort of a Dynamic Event. You wont go up to a person and ask for anything to do, but they ask your help. Example, a village is being raided by a group of bandits and a Courier runs up to you to ask for assistance, its your choice to either go in and help or let it be. After this, that gang of bandits would hate you more and maybe try to hunt you down, then you can eventually sack their headquarters to finish it off. Of course helping gives you certain perks from that village. Its sort of you wont ask anyone for anything, so its like the people go up to you instead of you going to them. Its like an unwritten quest system, but of course there should still be those traditional ones.

I don't want to spoil anything so I'll close my mouth here. :ogre_hurrhurr:

All I can say is that me and DbZ focus on writing interesting quest lines, events etc since we're really tired of RPG games with the usual hurray lets kill those madda fucker down stuffs then give me some money.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Actually applying the same combat system from TSoVE won't be that hard the problem is that the dwarf model lacks some animations. If we are to apply that system then the combo thingy with different kind of animations for different weapons won't available for this project. I'll talk to DBZ first concerning about this.
Oh right, its a WoW model. Forgot that. Didn't include other stuff I wanted to tell you, but spells could be also placed in the same manner as Weapons, where you have a Main Spell at your Mainhand and a Support/Secondary Spell at your Off-hand.


You're right at this. When I reached level 30+ I actually felt that it become a god vs noob game.
Another cool solution is to either level cap your hero at certain areas or increase the level of your creeps depending on your heroes level, so a dungeon you did at Level 1 would still be as hard as the dungeon you recently finished, at say, level 30.


No worries I just rushed those names, it will be remove and will be replaced with proper names at some point of our progress.
Good to hear, its also nice that each monster would look unique as well.


Rock tile? Where? About the trees, I'm gonna tone them down and add the new trees that I got that fit the winter theme.
The rock tile you used for the cliffs.


Lets set the terrain aside for the moment, It still on heavy development. I'll also try to spare some time to take a look on the Moria models.
They really look dwarf-ish, since they were based on the architecture of a dwarven settlement in LOTR :D


The current drop is just there for the demo. Its suppose to be like this on the later development. Wolf Drop = Pelt/Meat/Fangs that can be use for Crafting/Cooking/Quest Drops etc. I see what where you are going about the equipment but don't worry we already calculated the stats for a fine balance.
Yeah, it was a suggestion though :p
Good to see it that way :D

I don't want to spoil anything so I'll close my mouth here. :eek:gre_hurrhurr

All I can say is that me and DbZ focus on writing interesting quest lines, events etc since we're really tired of RPG games with the usual hurray lets kill those madda fucker down stuffs then give me some money.
Argh for confidential stuff.
I think everyone is tired of grinding nowadays. Good to see a change in WarCraft 3 RPG's.
 
Level 26
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A tale of a dwarf? Sonofjay, my new arch enemy! ;O

Eltor Longbeard sounds better than Torel. WarriorSoul Longbeard does sound better than SoulWarrior Longbeard.
Btw, are you using wow imports? Also, I thought you said you quit modding altogether. ;P

The wolf kinda fits, somewhat, the mammoth, the rhino and the villagers does not though.
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
A tale of a dwarf? Sonofjay, my new arch enemy! ;O

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Can't we become friends? I mean Dwarfs and Goblins are both small anyway.
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Eltor Longbeard sounds better than Torel. WarriorSoul Longbeard does sound better than SoulWarrior Longbeard.

Lets leave the name at is, I don't want to edit piles of text just for changing the Torel's name.
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3

Btw, are you using wow imports? Also, I thought you said you quit modding altogether. ;P

Yeah I'm using some, about the second one I'm just working on this when I really have a free time, I can't mod like how I do before where I can just sit in-front of my laptop 24/7.

EDIT:

I'm terraining a new city atm its have a empire/medieval theme. Here are some early areas. I'm not gonna put a screenshot of the whole area until I finish it.
 

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Level 28
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Messages
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@Drunken, I believe the walls you're pointing out wasn't really the wall of the city, it just some kind of design on the cliff for the water line.

Anyway just to clear things up I'ma show some clear screenshots of the city wall and for you guys to look if the scale is right. But if you still insist that the city wall is kinda low I shall defend by stating that we're using Warcraft 3's default camera and if the walls are big then it will really be a problem.

Here are some editor and in-game screenshots.


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I'm terraining this while using the in-game camera view just to make that the scale of the terrain is right.

@Moyack
Thanks boss.

EDIT:

Those Sindar models made by Fin are called Argues on ADT's world, coming from the word Argutus that means Intelligent.

Just saving my time for the "LOTR FTW!" comment.
 

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