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Age of Heresy: The Beginning

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Ok, due to my completely failed first Age of Heresy map, i started over.
This is an ALTERED MELEE, however, pracitcally everything has been changed about the races. There is little custom terrain right now, since thats what makes me stop making maps. Currently, Age of Heresy is using a modified Turtle Rock 4 Player map

Overview:
Age of Heresy (We'll just call it AoH from now on) is a heavily altered melee, bringing in atleast 4 different races, with the hopes of having up to 5 or 6 total races. The current races are as follows:
Imperial Legion
Imperial Guard
The Green Tide
Chaos
Background/Lore
A the Imperium of Man has existed for as long as any one could remember, with the Divine Emperor at it's head. It has united most human nations under a single banner, to wage holy war agaisnt the forces of Chaos that continually try to corrupt Mankind, or against vile Xenos races, such as the Orks and their cohorts.

Gold and Lumber are currently gained through Lumbermills, Strategic Points, and Critical Locations every 10 seconds.
-Lumbermills give 15 wood every income period
-Strategic Points give 10 gold every income period
-Critical Locations give 30 gold every income period

Races:
Imperial Legion
There are numerous amounts of Legions spread out across the Imperium, each slightly different. They are seen as highly religious, worshipping the divine being who saved Mankind from a horrible fate millenia ago. Through their faithfulness, Legions are blessed with extraordinary strength and willpower. A single Legionnaire is thought to be able to best 10 normal men in hand to hand combat. Each Legion sees it as their duty to seek out all forms of heresy, due to the fact that many of their former brothers fell to Kaos centuries before, during the Great Strife.
-Very strong, high armor, high health, relatively high damage.
-Melee specialists, has few but elite ranged units
-Can choose from 3 different Doctrines that give global bonuses to the player's units
-Caster units are very physically powerful

-No "mages"
-Few in Number, expensive. Costs more food per unit than other races
-Difficult to replenish a destroyed army, due to their relatively slow build time and high cost.


Imperial Guard
Although the Legions are numerous, they can only cover so much ground in the infinetly vast Imperium. The Imperial Guard attempts to plug these gaps with as many conscripted men as possible. The Imperial Guard were founded when the Imperium first came into existence, guarding the Imperium's borders from the vile Orks and other xenos races. These regular men and women are weak compared to Legionnaires, but their sheer willpower and overwhelming numbers often swamp their enemies. If that is not enough, the might of the Imperial Machinery blow their enemies to bloody bits, while the Inquisition swoops down and engages any Daemonic (Chaos) forces.
-Numerous, cheap, very fast to train
-Has access to a variety of tanks. The Imperial Guard strategy revolves around having tanks in the rear and a human meatshield infront
-Has access to powerful support abilities, ranging from Sanctioned Psykers to Artillery Barrages
-Can call in Inquisitorial forces to deal with Kaos forces

-Very weak units, cannot do much in small numbers.
-Tanks are weak without support since they have a minimum attack range.


The Green Tide
Originally just Orks, the Green Tide is a union of Orks, Tro's and Gobbies, each adding their own contributions to the mass of green bodies. Orks specialize in chopping and stomping things up close, Tro's tend to enjoy killing their enemies quickly and stealthily, while Gobbies just love the rumbling of an engine. Other minor races conquered by the Green Tide are the Groks, giant turtle looking things that Gobbie engineers have attached giant cannons to. Ogres, which like the Orks, enjoy smashing stuff up close.
These races combined form one of the most dominant and dangerous enemy to the Imperium, as they are seemingly numberless and unpredictable.
-Numerous, cheap, high damage, high health
-Can choose between 3 Subraces, Orks, Tro's, or Gobbies, each with their own advanced units and upgrades
-Orks have access to the Grok, an Uber unit with both a ranged and melee attack
-Tro's have no Uber unit, but they have access to all round units, as well as dealing very high damage and having good abilities but having mediocre health.
-Gobbies have access to numerous but weak units, aswell as Gobbie tanks and other 'Splosives

-Forced to choose a subrace
-VERY LOW armor. Most Green Tide units have negative armor.
-Die very quickly, unless they are facing weaker opponents


Chaos
The foul warriors of Chaos emerge from other planes of existence, wreaking havoc and death through out the Imperium. Most Chaos followers worship a number of Chaos Gods, which occasionaly grant them "gifts". All Chaos warriors and followers were human at one point, but the temptation of power and immortality drew them into the Chaos Gods' grasps. Khorne, the God of Blood, delights in the cruel slaughter of anything, and his warriors follow his example and only carry melee weapons. Plagus, the God of Disease, who spreads diseases and plagues through out the Imperium, crippling Mankind's warriors. Tzeentch, the God of Change, who gives his worshippers grand magical powers to decimate the enemy with. And all these Gods send their daemonic sons to the material realm with their worshippers, rejoicing the coming oblivion.
-Very strong, most Chaos units have high armor, high health, and relatively high damage
-Has access to cheap, easily massed troops, while also having access to more expensive but more elite troops
-Has access to Daemonkind, juggernauts that often mark the doom of most Imperial forces
-Has a choice of 4 Chaos Gods, Khorne, Plagus, and Tzeentch, each with their own specific advanced units and upgrades.

-No "tanks" or machines. These are replaced by Daemons
-VERY weak to Anti-Daemonic weapons used by Legions and Imperial Inquisitors
-Although Chaos is capable of overrunning enemies, they too can be overwhelmed by sheer numbers, and their Daemons slain with the right weaponry


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Post any comments for more info or such. I'll be posting updates.
 
Last edited:

Dr Super Good

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Level 64
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One of your races major disadvantage is negative armor.
May I remind you that negative and positive armor function differently due to dimishing returns.
Basically, negative armor is most effective with a few points, which nearly doubles damage. It can never double damage due to the diminshing returns focusing at -100% damage reduction.

Positive armor on the other hand therotically multiplies HP when it comes to combat damage in a linear maner.

An increase of 1 armor from a spell when negative my reduce damage by 7% or more while the effect is weaker when going into postive. Equally well the effect of a positive armor decreases as the ammount of negative armor increases. Thus you may wish to have really insanly high negative armor values so that bonuses from armor gain are weakened to maintain ballence.
 
Level 22
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Jun 23, 2007
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to wut. Army is too generic and too modernish. suggestions etc etc.

DSG: is there a tutorial or guide that goes over what you just mentioned? i'd like to look into that.

edit: on a positive note (sort of) the Legion race is like 95% completed. I just need a few more abilities for the "Caster" units and the heroes. The next closest to completion are the Imperial Guard, estimate around 80%. they could use a few more unit abilities/upgrades, hero abilities and such. GT is around 45% and Kaos is like 10%
 
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12 heroes what the hell...
well, for cha-kaos we have a "champion" for each kaos god and the Kaos Sorcerer and Lord

IG has an Inquisitor--->Effective vs Kaos, summons extra units
Governor-militant--->Tough hero, leads heroically
Tech Priest--->Boosts effectiveness of mechanical units by huge a looottt

IL has an Emperor's Champion--->Lots of AoE abilities
Daemonbane--->Super effective vs Kaos units
Chaplain-Reclusiarch--->Supporter hero, both defensive and offensive
and...unknown (no hero?)
Orks have Tuff Ork General all round tough CQC ork
Gobbies--->Some sort of techy hero, counterpart to Tech Priest
Tro's--->Kommando, assassin, blows stuff up sneaky like
Orks---> Warboss, super strong CQC ork
 
Level 22
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well...we'll see. im probably gonna take part in the race building mini contest, and i'll be using Chaos/Kaos for my submission, but modified to fit the criteria. i have not started on this race!!!
im gonna cool off from map making for awhile, need to study for quizzes/tests abit.
 
Level 22
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...anyhow, im unable to do anything solid with the chaos race since im gonna make a similar one for the race building contest. however, i have a nice model + cape attachment by Pyramidhe@d and an axe attachment for the chaos lord that looks really really awesome.

tah2.jpg
tah3.jpg
tah.jpg


im also thinking about adding handgunners for the Imperial Guard, so they can replace the Yeoman archers, just as Guardsmen replace Conscripts. but im not too sure about doing that. Yes, No, maybe?
 
Level 7
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Dude, you should atleast admit its a rip off from Warhammer :p

The chaos dude looks awesome, and like it has a huge file size and i wish Pyramidhe@d post the cape attachment here in the model section, people can use a good one.

ahh... i wish i had a modeler for my project XD
 
Level 22
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i never said it wasnt a rip :D
the Chaos Lord actually has a relatively low file size for a model of its awesomeness. 71 for its texture, 140 or so for it's model, and like 30 for it's protrait. this is all from memory, i could be wrong.
the Ork Warboss however...UGH...its like 200kb for 1 texture, another 200kb for another, and like 200 for the model itself. I'm gonna have to do some messing around with him.

When i mean deal, i mean the trading of rare or exclusive resources one might have.
 
Level 7
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Really? mark of chaos made you something? didnt that game sucked? :O

I, perrsonaly like fantasy more then sci fi/modern/whatever. so no guns for me please :D
 
Level 22
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well, heres the mow down hoe down, in tier 0, IG has conscripts and yeoman (tier 0 archers) once IG goes to the next tier (IG has 3 or 4 Tiers cant remember), they can access to the Guardsman, which should replace the conscript as the basic fighting unit. so i should just do the same thing with yeoman and the handgunners?
 
Level 22
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the lesser daemons shown actually leave a blood splat trail behind them...and if they stand in one place for too long a really really bright red puddle forms. they also continually lose hp unless their hitting something or have killed something.
 
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