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A new kind of RPG

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Hi there, I've spent the past 3-4 months working on this before finally deciding to get peoples opinions. Thanks in advance for your time.

Wars of Aurel

The Story: Stormpike city and the Il'ar'enul Sanctum have stood as bastions for their people since time immemorial. Now, as shadows lengthen across the lands, old prejudices threaten to topple this serene valley once more into war.

An 8-player RPG with a couple of twists. No more debates over who will fill the last Vampyre spot; players chose which faction they ally with, and can re-pick their class from within a faction. It becomes everybodies job to help maintain the faction they are with. Both of the Major factions have basic needs which can only be supplied by the outlying villages.

Factions include:

The Humans: Hailing from the grand city of Stormpike, the Humans, led by King Kael'Thas and guided by the Divine Order, have sworn to drive the Vampyres from Aurel, percieving them as unholy beasts.

The Vampyres: An ancient civilisation from a long lost land, only the Elders of Aurel are true Vampyres from the lost continent; the multitude of vampyres who call the Sanctum their home are hybrids, an unexpected result of Morthoth's feeding experiments. They fight against the Humans for the survival of their kind.

The Elves of Dul'une City: A neutral faction hidden away in Timbermaw forest; well versed, from centuries of careful observation, in the ways of both Humans and Vampyres, the coming war has convinced their shadowy leader that this could well be the time to lend their considerable might to one side of the conflict, in order to better maintain the balance of the world.

A number of hidden, minor factions also exist within this mysterious world, including:
The long-forgotten Na-thid - an ancient race of highly evolved wolves, hunted to their last.
The mysterious Boreals - keepers of the Devastated Wastelands
Kulthain - A Demon of enormous power, bound in his prison on the Daemon Steppes.
As well as a newer power, as yet unknown to all, but who names himself Drak'man the Sorcerous.

Systems used in this Map:


A highly dynamic city, over which the user has minimal control.
-Recruiting Drives to create the Cities Army
-An ageing population: Every citizen was first a child (I'm also considering having death by natural causes)
-A fully functional Arena, engage in fights yourself, or watch a couple of prisoners fight for freedom!
-The city has needs! You must gain the Alliance of the outlying villages to help support the cities economy, whether you area allied with Stormpike (requiring gold and food) or Il'ar'enul Sanctum (requiring slaves for blood), the greatest fight will be to maintai control of these villages

Globalised elemental damages, (fire and ice) that stack together to very quickly get very deadly.

Unique Heroes with high synergy

A selection-driven chat system, in which you have to actually ask for what you want. (Very basic just yet, but has potential!)

Player bounties (the main income of gold) - Generated by the Cities against the players who 'wrong' them.

Raid-style warfare - recruit your own warband from the soldiers you train, and lead them in a courageous effort against the enemy!

Auction House - Actual shops who will pay more or less for items

Repeatable Quests - Geared towards supporting the Cities (excort a trading caravan, that kind of thing), as well as additional quests: daily and world-specific quests included.

Player Titles - Titles for your Hero that become available as you complete tasks e.g. CritterBane - available after slaying 3 or more critters; The Fickle, available after changing alliances 3 times, random things like that.



Units available throughout the game: - Normal Ability - Uber Ability - Class Ability (upgraded every third level)


Knight of the Realm: The Human Warrior class, a powerful mounted warrior, capable of taking large amounts of damage.
BattleCharge - Charge towards the target unit, knocking all other units out of the way, causing minor damage, and dealing large damage to the target
Dedication - Intensive training increases the Knights already formidable combat prowess; increasing health, armour, and damage.
Healing Hands - Lays the Knights blessed hands upon the target, restoring health
Heroic Strike - Strike the target unit dealing large damage. The strike also radiates outwards, healing allies and causing minor damage to nearby enemies.
Knights Presence - Inspired by the Knights nearby presence, nearby allied units gain an armour boost.
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Mage: The Human Mage class, highly adept at slaying critters and dealing supporting damage.
Cloak of Flames - Wreathe the target enemy unit in magical flames, dealing damage over time.
Netherblast - Blast the target with pure ice, freezing the target solid and dealing frost damage over time. Also slows and deals minor damage to nearby enemy units.
Arcane Stream - The mage shucks his physical form, crossing over the the plane of the Nether, rendering him unable to use physical attacks, whilst rapidly replenishing his mana. Whilst in this state, the mage can only be affected by magical attacks, and takes extra effect from some magical sources.
Arcane Force - Channels power into the surrounding area, periodically blasting targets away from the mage, as well as causing debilatating affects ranging from fire and ice damage, to health and mana loss. The longer the mage channels the effects, the more potent they become, though the mage will also lose mana more rapidly with each passing second.
Arcanum Expertise - The mage learns new abilities from his studies as time progresses.
Arcane Funnel - Instantly restores a portion of the mages mana.
Arcane Tether - Leashes the target unit to a point in the wandering Nether, slowing the target. When the leash expires, the unit is flung immediatly to the point, causing damage the further the unit is thrown.
Netherwave - Breach the fabric of reality, causing a large influx of raw magical energy which restores the mana of all nearby casters. Any nearby casters can become overcharged by this, and excess mana is discharged through health damage. If the breach is not closed quickly enough ( by absorbing enough mana ) a denizen of the Nether will break through.
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Crusader: The Human Unique class, capable of massive devastation thanks to enormous synergy.
Holy Light - Brings Divine Illumination to the target area, healing allies and inflicting fire damage upon enemies. Spreads the Crusaders Seal
Judgement - Places the Crusaders Seal upon the target unit, causing it to take extra damage from all sources, and all Crusader spells to have additional effects.
Benediction - Puts the target in a meditative state, from which they cannot act. Damage will break the meditation. If the target finishes meditating, they will either find absolution (healing) or penance(fire damage). Good targets marked by the Crusaders Seal will recieve healing. Evil targets marked the Seal will be purged of their positive buffs
Holy Shield - Hurls a holy shield at the target unit. The shield will fill the target with Holy Light (healing/fire damage) before bouncing on to other targets. When the shield runs out of energy, it will explode in a nova of light, filling all nearby targets with Holy Light. Targets marked by the Crusaders Seal will b doubly affected by the Holy Shield
Crusaders Aura - Increases the movement speed of nearby friendly units.
-----------------------------------

All Vampyres have the Bite ability, which can only be used on an incapacitated target, and grants the user blood, whilst instantly slaying any non-Hero, and infecting Heroes with Hormaephic Porphylia, a disease which robs them of their damage, and will, if untreated, turn them into Vampyres.

LongFang: The Vampyre Warrior Class highly adept at causing high damage to single targets.
Talonstrike - Dash to the target unit and rapidly strike from random angles. Each hit deals damage and potentially stuns the target. The final strike will be from behid the target. Deals additional damage against incapacitated targets (stunned, asleep etc.)
Gorge - Bite the targets neck, causing damage, and granting blood. The target will continue to bleed out for a long time afterwards, leaving them vulnerable to damage. If the target it killed by gorging, a lesser Vampyre spawn will be created. Deals extra damage from behind.
Longfang Visciousness - Passively increases damage and attack speed
Midnight Stalker - Stalks a target unit with single minded intent. The Longfang becomes invisible and the target becomes afflicted with paranoia, causing them to miss occasionally in combat. The Lonfang will deal extra damage on the first strike whilst invisible and if the paranoid target is stuck, it will be stunned for an extended duration, as well as granting blood. This ability is most effective around midnight
-----------------------------------
Arcane Vampyre - The Vampyres Mage class, highly adept at dealing large amounts of damag quickly, an Arcane Vampyres only drawback is mana, which they have lot of, but cannot regenerate.
Eldritch Spire - Casts a web of electrical energy over the target area, sending tendrils of shocking energy out in random directions. Deals extra damage to frozen targets
Nether Reach - Reaches through the Nether to the target, stealing their mana (if they have any) or dealing damage if they have none. This ability drags the caster to the target, allowing the Vampyre to steal a small amount of blood.
Grave Chill - Channels energy into the target unit, periodically causing damage over time (which stacks) and progressively slowing the target, eventually halting them completely and encasing them in a solid block of ice. Freezing will extinguish flames, and cause the target to take double damage from eldritch - based attacks.
Arcane Weaving - Summons six Eldritch Spirits in a circle around the caster. The spirits have a 2 second lifespan before exploding in a web of eldritch energy; if the spirit finds a target before exploding, they will blast it with energy, causing large damage, and two more spirits to appear behind the target. Every spirit created will further drain the casters mana, and the spell will continue until there are no more targets left, or the caster runs out of mana.
Vampyre Seducer The Vampyres Unique Hero, adept at fooling foes, and surprise attacks.
I don't have many idea's for this one, and would appreciate any suggestions, alternative Heroes included!

The additional factions each have a Hero planned, but I want to keep them a surprise for the final release!


Progress:

Terrain : Stormpike terrain is finished, The Sanctum is about 80% of the way there, Tutorial Valley is finished, and I'm yet to start on the rest of the world. ~ 10%

Heroes : The Human Heroes are finished, the rest need starting. ~ 40%

Systems : The Speaking system is a work in progress, Stormpike city generates citizens over time quite successfully, and the fire and ice systems are finished, ~ 10%

Overall : Absolutely Minimal <10% finished


Everyone feel free: to download the map and try out the (almost) fully implemented tutorial! Please write back here with suggestions for Names, Hero Titles, ideas for the last Vampyre Hero and anything else that springs to mind


Thanks again for your time!
Cheers!

Krokk
 

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Level 14
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Hmm, nice story and unit ideas. Will check the map now!

EDIT: Yeah the terrain could do some more work, but the gameplay IS REALLY FUN! Why does that BE lieutenant have range by the way?
Oh well, continue this and it will be funny.
 
Level 2
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Jun 23, 2009
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Thanks TheHunterKiller, glad you enjoyed it. As for the Liuetenant, I just used default units, they will be customised by the final release, but I got a bit swamped getting the speaking done and forgot to change things.

That's very kind of you Joss, I would gladly appreciate any help!

Thanks again!

[EDIT] Added some more of the systems I'm going to implement.
 
Last edited:
Level 2
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Jun 23, 2009
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Ooops! my bad, sorry, will move the requsts to the appropriate board.

[UPDATES:] Have altered the end of the tutorial to better reflect the current state of the map, and removed all the crappy placeholder terrain, replacing them instead with big boxes so people can better imagine what the terrain might be like later...

Cheers all!
 
Level 8
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Abilities

Vampyre Seductress abilities?
Charming Presence - causes nearby enemies to miss on attacks, small percentage that weak creeps will be coverted to her side.

Gorgons Eyes - turns a unit into stone, causing it to be stunned for X seconds but take half damage.

Black Daggers - throws several dark daggers out in a line, dealing damage and marking the units they hit. Marked units rise again after death to fight for the seductress.

Shadow Walk - turns the seducress invisible. Attacking breaks invisibility. When invisibility is broken, nearby enemies are silenced and slowed.

Chains of Charisma - Pulls a group of enemies into the seducresses aura. Enemies that are being pulled take damage over time.
 

Qab

Qab

Level 5
Joined
Mar 19, 2009
Messages
68
I like that the Blood Elf guy has range, seems fitting. But the rebels have a harder time of beating the vampyres. Is their any way so they actually come help, instead of standing back home until I kill main vampyre? Good Potential
 
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