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.
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.
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