• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Ametuar Hour: The First War

Status
Not open for further replies.
Level 3
Joined
Oct 30, 2008
Messages
19
Well as the title suggests I'm rather new to this, but thought with the resources available I may give crack at recreating the two campaigns of the first Warcraft war ... something I'm sure has been done numerous times, but only seen some results here and there.

Well I'd just like to run the basic idea by you guys, see if you have any opinions, or tell me that some ideas are completely out of my league or simply impossible with WC3 ... uh well, here goes.

Unlike WC1 I plan on introducing Heroes to the game, three for each of the two sides ... I chose the following because I felt they where a good template for named Heroes who took part in the war, so here goes.

Armsman
A heroic human knight (either mounted or on foot) who's best at leading armies into battle and going toe to toe with the enemy.

Special Abilities
- Courage Aura: Enhances nearby troops in some form.
- ?
- ?
- Rebirth: A copy paste of the Tauren Chieftains Reincarnation (pending a more original idea.

Unique Armsmen: Anduin Lothar.

Chaplain
The most militant of Azeroth's clerics, a skilled healer and average fighter.

Special Abilities
- Restoration: An area effect healing spell.
- Holy Vision: Farsight by any other name?
- ?
- Divine Intervention: All allies nearby (including the Chaplain) gain temporary invulnerability (Ala Paladin's Divine Shield).

Unique Chaplains: Uther, Alonsus Faol

Court Wizard
One of Azeroth's most talented Conjurer's, able to unleash devastating magic upon his foes from afar.

Special Abilities:
- Summon Water Elemental: As the same as the Archmage, who nicked it from the Conjurer's in the first place :)
- Rain of Fire: Blizzard's more Fiery cousin.
- ?
- ?/Mass Teleport?

Unique Court Wizards: Khadgar

Warlord
The leaders of the Orc Horde, riding upon fierce dire wolves they charge into the thick of battle.

Special Abilities
- Warcry: A leveled version of the Druid of the Claw's Roar?
- ?
- ?
- Fel Blood: The Warlord and all nearby allies will temporarily transform into their more powerful Fel forms.

Unique Warlords: Orgrim Doomhammer, Durotan, Blackhand the Destroyer, Rend, Maim, Kilrogg Deadeye

Assassin
Sinister female Orcs employed by the Shadow Council as special agents used to eliminate their enemies within and without the horde.

Special Abilities
- Shadow Walk: Basicly Wind Walk.
- ?
- ?
- ?

Unique Assassins: Garona Halforcen

Shadow Chancellor
The high ranking Warlocks and Necrolytes of the Shadow Council who manipulate the horde to their whims though at times going into battle personally where they unleash their demonic powers.

Special Abilities
- Poison Wind: Damaging cloud of poison that will leave any passing through effected by poison.
- Dark Vision: Holy Visions by Unholy people.
- Unholy Armour/Unholy Aura: Temporary Armour boost or Aura?
- Doom: Here comes the big Demon.

Unique Shadow Chancellors: Gul'dan.

Other than that ... the elimination of the 3 tier town hall/great hall and units of the first war taking place of others.

Human Units: Peasant, Footman, Archer, Catapult, Knight, Cleric, Conjurer.
Human Buildings: Town Hall, Farm, Barracks, Lumber Mill, Blacksmith, Stables, Church (Altar of Heroes equivalent?), Tower?

Orc Units: Peon, Grunt, Spearman, Catapult, Raider, Necrolyte, Warlorck.
Orc Buildings: Great Hall, Pig Farm, Barracks, Lumber Mill, Blacksmith, Kennels, Altar (of something), Tower?

Clerics would have the spells Heal, Invisibility and one other?
Conjurers would have the spells Summon Scorpions and two others?

Necrolytes would have the spells Raise Dead and two others?
Warlocks would have the spells Summon Spiders and two others (Bloodlust prehaps?).

I know, I'm pretty much at a very rough point, but any feedback would be welcome.

Edit: Aaaannnnd I think I posted this in the wrong section (Storyboarding/Concepts etc confused me) ... if a nice Moderator type would move me to the correct place for this sort of post I'd be grateful.
 
Last edited:
Level 3
Joined
Oct 30, 2008
Messages
19
Well haven't got any pictures yet (At the conceptual stage after all).

The Campaign will be split into 10 chapters, each of about 3 to 4 missions each. At the end of the chapter you switch from one side to the other, following the storyline in a linear way. Each chapter is based roughly around the missions from Warcraft: Orcs and Humans.

Chapter 1: The Horde Marches Again
The story puts us in the boots of Orgrim Doomhammer as he tries to prove himself the worthiest general of the horde to lead the next wave on Azeroth. The sons of Blackhand, Rend an Maim will be constantly trying to outdo Orgrim throughout the chapter, thinking little of him. But ultimately (well if you win each mission) Blackhand chooses Orgrim to lead the attack on Grand Hamlet.

Chapter 2: Brother of the Light
Switching to the side of the humans we come to control Uther, a young Chaplain of the Light who must try and rally the remaining forces around Grand Hamlet and lead its surviving people to safety. Archbishop Faol will send word to Uther of a vision of the great hero Anduin Lothar, trapped in the Dead Mines, as such Uther sets off with a band of warriors to free Lothar from the ogres.

Chapter 3: The Lands of Azeroth
Returning to Orgrim he has lead his forces deeper into the heart of Azeroth and makes his first encounters with Gul'dan, quickly growing to distrust this warlock and how he manipulates Blackhand, but obeys him for now, destroying the opposition in the Red Mountains, killing off Blackhands daughter and leading an attack on the town of Sunnyglade.

Chapter 4: The Lion's Return
Uther and Anduin having been rescued and recovering the tome of divinity make their way back to Northshire Abbey, passing through Elwynn Forest on their way and reaching the Abbey in time to fight off a group of rebels. Anduin and Uther go their separate ways Anduin heads off to rescue the people of Sunnyglade.

Chapter 5: A Rise to Power
Orgrim overhearing that Gul'dan and his Shadow Councel will have him killed because he grows to powerful decides its time to kill or be killed. Turning his forces back he invades the heart of the orc lands and besieges Black Rock Spire where he does battle with the current warchief of the Horde, Blackhand ... victorous, he takes his place as the new warchieft of the horde.

Chapter 6: Fallen Guardian
Sure you can guess as to what this chapter covers, it will introduce Khadgar, Garona and another important fellow.

Chapter 7: The Blood of Kings
Orgrim with his new hold on power decides to uncover the inner workings of the horde, raiding Northshire Abbey he captures the half orc, Garona forcing her to tell him of Gul'dan and the Shadow Councel. With this information he pays a visit to his old friend Gul'dan and slaughters his warlocks and captures Gul'dan, still in the stupor of a certain someones death. Gul'dan submits to Orgrim's will and as a pledge of allegiance sends Garona to assassinate King Llane.

Chapter 8: Into the Black Morass
From their previous encounter, Lothar and Khadgar learn of a so called 'Dark Portal' and believe the only way to ultimately defeat the Orcs is to destroy it ... to do that they must lead their forces into the heart of the orcish lands ... eventually word reaches them of Llane's death and that the Orc's are closing in on Stormwind Keep, reluctantly, they abandon their quest to return to protect Azeroth.

Chapter 9: Siege of Stormwind
Orgrim having consolidated his power and subdued or killed any who would try to usurp his power leads the final attack on Stormwind, besieging the mighty keep to claim ultimate victory.

Chapter 10: A Land Lost
Lothar and Khadgar having returned to late to avert the outcome resign to doing what they can, gathering the refugees from all over Azeroth they make for the sea, with the Horde in hot pursuit ... the Kingdom of Azeroth is lost, but perhaps they can survive to fight again.

Tah End

Well, thats a summary of the story.
 
Level 3
Joined
Oct 30, 2008
Messages
19
Done alittle more brainstorming on the Heroes and their abilities (Icons from WoW).

ARMSMAN

Heroic Strike
Human_Heroic_Strike.png

The Armsman performs a powerful attack on a nearby opponent, the greater their level the more damage dealt by the attack.

Couragous Aura
Human_Courage_Aura.png

Improves nearby allies maximum hit points/damage?

Hero Reborn
Human_Hero_Reborn.png

Ultimate ability. A copy of Tauren Chieftain's reincarnation.

Needs one more.

CHAPLAIN

Circle of Healing
Human_Circle_Healing.png

Heals a group of allies in an area of effect.

Holy Vision
Human_Holy_Vision.png

A copy of Farseers farsight.

Divine Intervention
Human_Divine_Internvention.png

Ultimate Ability. Provides all nearby allies with the effects of Paladin's Divine Shield.

Chaplain also needs another ability ... any ideas?

COURT WIZARD

Summon Water Elemental
Human_Summon_Elemental.gif

Summons a Water Elemental. Identical to Archmages.

Brilliance Aura
Human_Brilliance_Aura.gif

Another from the Archmage, possibly I'll swap it out if a better idea surfaces.

Rain of Fire
Orc_Rain_of_Fire.png

Casts a rain of flame to the ground, a fiery alternative to Blizzard. Probably using Pit Lords ability.

Mass Teleport
Human_Mass_Teleport.gif

Ultimate Ability. Again another Archmage ability, not sure what else to use for him.

WARLORD

Cleaving Blow
Orc_Cleaving_Blow.png

Powerful strike that attacks all nearby opponents. Either an instant ability or a passive ability like the Pit Lords.

Warcry
Orc_Warcry.png

Warcry boosts all allies nearby, similar to roar, but leveled.

Killing Hunger
Orc_Killing_Hunger.png

Each time the Warlord kills an opponent he gains a boost of health and attack power.

Blood Rage
Orc_Blood_Rage.png

Ultimate Ability: The Warlord and all nearby allies transform into powerful demonic Fel Orcs for a duration of time.

ASSASSIN (Perhaps a different name to not conflict with the Bandit variant?)

Backstab
Orc_Backstab.png

Possibly a passive ability like Critical Strike or similiar?

Shadow Step
Orc_Shadowstep.png

Assassin turns invisible. Identical to Blade Masters Windwalk.

Smoke Bomb
Orc_Smoke_Bomb.png

A low damage projectile with an area of effect. It however provides a smoke effect that reduces opponents sight/range and gives them a miss chance.

Execution
Orc_Execution.png

Traps a single opponent and will cause them to lose health rapidly until they die or the Assassin is killed first. Works especially well on Heroes.

SHADOW CHANCELLOR

Poison Cloud
Orc_Poison_Wind.png

Creates a cloud of poison that floats around for a limited time, damaging those who pass through it, leaving them poisoned.

Unholy Aura
Orc_Unholy_Aura.gif

An aura identical to Death Knights unholy aura. May possibly replace this one.

Dark Vision
Orc_Dark_Vision.png

Again a copy of Farseer's farsight. Was considering making this spell Eye of Kilrog, creating a floating eye that acts similar to Priestess of the Moon's Scout ability.

Doom
Orc_Doom.gif

Taken from the Pit Lord, causes a targeted individual to gradually lose life until a Doom Guard erupts from their body to serve the Chancellor.



Many of these are very much just ideas, not sure they will all work with WC3's engine, so if you see anything that wont work, let me know.
 
Level 3
Joined
Oct 30, 2008
Messages
19
Not that I've got alot of feedback yet, uh well.

Heres another few ideas to round it off.

Armsman's Shield Wall ability.
Human_Shield_Wall.png

Provides all nearby allies with a temporary armour boost when used.

Chaplain's Smite ability.
Human_Smite.png

Damages and stuns a target, extra damage to undead/summoned.

And for the non-hero casters.

CLERIC

Heal
Human_Heal.png

As is.

Invisibility
Human_Invisibilty.png

Ditto.

Cleanse
Human_Cleanse.png

Sends out a burst of energy from the Cleric, dispelling all hostile effects in the area.

CONJURER

Summon Scorpid
Human_Summon_Scorpid.png

Summon a Scorpid into the fight, most likely a recoloured Arachnithid.

Frost Blast
Human_Frostblast.png

Hit a line of targets for frost damage and stun.

Blink
Human_Blink.png

Lesser form of the Warden's spell of the same name.

NECROLYTE

Raise Dead
Orc_Raise_Dead.png

As is.

Drain Mana
Orc_Siphon_Mana.png

Dispel on a single target and drains a chunk of their mana.

Unholy Armour
Orc_Unholy_Armour.png

Friendly target becomes invulnerable but will gradually lose health, one already injured could eventually die from Unholy Armour.

WARLOCK

Summon Spider
Orc_Summon_Spiders.jpg

Summons up a large spider to aid the warlock.

Hellfire
Orc_Hellfire.png

Strikes a target for fire damage which continues to do damage over time.

Bloodlust
Orc_Bloodlust.png

As is (With a slightly different icon).
 
Status
Not open for further replies.
Top