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Codename: WOK

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EDIT: NEW UPDATEU]

I'm currently working on a project called Tales Of Teldor/TOT. (Formerly know as Codename WOK.)

The (first) map is scheduled for beta-testing early this autumm and release on The Hive shortly afterwards.

I hope that this tread may help improving the map while in progress. Feel free to comment everything.

Concept
The concept of TOT is simple. Is a blend of Real-Time-Strategy and an Open-World-RPG.
Is a 10 player map and takes place in a classic fantasy setting.
5 of the players will be in control of a Nation. Their goal is to conquer the area, either by destroying the other Nations main building or becoming allies.
5 other players will be in control of an Adventurer, a Hero. Their goal is exploration, treasure hunting, adventuring or maybe ally a Nation to help it achieve domination.
Both Nations and Adventures can access different features, and need to cooperate to fully take advantage of their possibilities.
Also, as the game progresses, new victory conditions may (and may not) appear.

World and Lore
The main feature of TOT is the lore. We've written pages of lore, for each race, area, mission and the setting in general. The lore can be found at each race's main building, and by NPCs in Safehavens (Neutral towns) and at Dungeon entrances.
Reading the text is purely optional, but can often be an advantage. Beside simply describing the setting in an interesting fashion, the lore also hides tips of gameplay, secrets and quests. There is no quest log in TOT. There is only the lore.
Each main building and Safehaven has a page of text with play tips and a page with a “Mission briefing” to help new players get started. Gameplay tips will also pop up as Hints, during the game.

The map consist of various areas, each with its own terrain, wildlife, creeps and Dungeons.

All these areas contain several points of interest. These consist of the following:
-Cityspots. (Areas where buildings can be constructed)
-Town/Safehavens (Neutral towns for Adventures to be revived, shop, read lore and sofort)
-Mass Graves (Provides resources for Undeads)
-Settlements (Provides resources for Humans)
-Dungeons (Primarily consists of boss arenas)

To make the world feel deeper, and make gameplay more interesting, we've designed a Creep Personality System. That consist of 5 different personalities.
1.Camps (Small groups of stationary creeps.)
2.Buggers (Annoying creeps, which moves around in unpredictable patterns and attacks with strange effects.)
3.Keepers (Extremely strong and huge creeps, which lumbers around, guarding their area. Peaceful as standard, but becomes aggressive when attacked, of if their area is mistreated.)
4.Invaders (Groups of creeps who will, at random intervals, send raiding parties. Most invaders can be stopped, by destroying their camp.)
5.Dungeon Creeps (Well... Creeps in Dungeons?)

Another point to notice, is the day and night cycle. We've tried to make this element play a key role. At night you vision is severely limited, to about 1/3 of your daylight vision. There are however exceptions. Some units see just as well, or even better at night, than during day. Undeads has the same vision at all times.
And while speaking of vision. Building provide next to no vision at all. That means, that your need to keep units in your base, to keep an eye on things. In also means that Adventures may be able to infiltrate cities during night, while the patrols line of sight is limited.



Nation Basics
Each of the five Nations are 100% customized for this map. Each has their own unique way of getting resources, constructing buildings and general gameplay.
As a Nation leader you must keep track of great armies, several cities, special units, objectives and your commander. Being a Nation leader is hard, but, in terms of winning conditions, simple.

No matter what Nation you play as, your army consists of three basic types.
Your standard troops is the backbone of your army, and you may have to command hundreds of these in late-game.
The second type is Special units. Each Nation has a unique type of Special unit, except Humans (who got four) and Dwarves (who got none). These are Heroes, but with limited strength. Each Special unit got 4 abilities (3 with 5 levels, and an Ulti.) but can only become lvl 5. Also, Special units cannot be resurrected when dead, although you can produce new ones. Special Units are basically customizable elite Troops.

The third unit type is your Commander. Commanders are also Heroes, but their strength is based on your Nations succes. This happens through some optional sideobjectives. Each time you complete an objective, your commander goes up one level. Each Commander holds the Essence of their Nation, but will drop it upon death.

Each Nation starts with relative few types of units. But if you get hold of another Nations Essence, you will be able to produce a new type of unit. That makes 4 unlockable unit types per Nation.
Also if a Nation acquires the correct Artifact(See under Adventurers) it will unlock an Ultimate unit. This unit can only be produced once, but is extremely strong.

Humans
The Humans, in TOT, comes from the great kingdom of Teldor. Humans are the masters of Specialization. Every single unit can achieve different upgrades, and the Humans command no less than 4 different types of Special Units. Also, Humans are natural expanders.
Humans are great for tactical players, who likes to micro-manage their troops, and expand quickly.

Buildings (Must be constructed on Cityspots)
House – Provides Sustain(Food) aswell as a small Primary(Gold) income.
Temple – Trains Captains, Allows Priest and Leadership. Also capable of various blessings.
Arcane Sanctum – Allows Mages and Sorceress'. Also acts as a shop.
Barracks – Trains Footmen, Archers and Ballistas, Allows Knights(If Leadership is researched).
Guard Tower – Defensive Structure.
Settlements – Claims neutral Villages and Lumbermills.(Does not require Cityspots)

Economy
Houses provide a small income, but are not sufficient. Spread across the map, lies neutral Villages and Lumbermills. Humans can claim these, by building a Settlement at the Villages/Lumberjacks Banner. Unclaimed Villages/Lumbermills however, are guarded by Creeps.
A claimed Village will provide Primary(Gold) and Sustain(Food). A claimed Lumbermill provides Secondary(Lumber). If a Village/Lumbermill structure is destroyed it will rebuild after 5 minutes. During this period, the structure will not provide any resource. If your Settlement is destroyed, the Village/Lumbermill will turn Neutral, and must be reclaimed.
Therefore expansion is the key to Human victory.

Troops
Citizen – Builder unit. Spawns every 2 minutes, based on the number of Houses you own.
Footmen – Below average melee troops. Can be upgraded.
Archers – Efficient ranged troops. Can be upgraded.
Ballistas – Strong siege units. Has high range and damage, but no splash.

Special Units
Priest – Holy caster. Can learn Heal, Inner Fire, Cleanse and Ressurrect.
Captain - Supporter. Can learn Archery-, Frontline- and Flankcommand. Also Rally.
Sorceress – Effect Caster. Can learn Fireball, Invisibility, Teleport and Arcane Orb.
Knight – Strong Fighting Unit. Can learn Fast Steed, Great Sword, Thick Armor and Holy Champion.

Undeads
Undeads, in TOT consist of numerous Necromantic factions. They're not, technically, a Nation, but can amount to the same level of power. Undeads fight be wearing their enemies down, by raising, and reraising, fallen troops.
Undeads are great for an opportunist, who prefer numbers over strength and skill.

Buildings
Soul Vault – Vital Structure. Provides basic defense and supports Skeletons with Soulpower.
Graveyard – Trains Skeletons.
Slaughterhouse – Trains Abominations and Ghouls.
Haunted Siegeworks – Trains Soulbanks and Meatwagons.
Tomb – Sells items.

Economy
Acolytes gather Primary(Gold) from Mass Graves. Mass Graves are preplaced at different location. Theres no limit to the number of Acolytes a Mass Grave can support, but controlling more provides some security against raids. Acolytes will automatically gather Primary(Gold) when placed near a Mass Grave.
All Undead buildings require 1 Secondary(Lumber), to be Summoned. Acolytes can be Sacrificed at the Sacrifial Pit in your starting base. This will provide 1 Secondary per Acolyte sacrificed.

Troops
Acolytes – Worker unit. Gathers resources and summons Buildings. Trained at Main building.
Skeletons – Basic unit. Can wield both Sword and Bow. Needs Soulpower.
Soulbank – Core unit. Provides Soulpower and Raises fallen troops.
Ghouls – Raid unit. Can Burrow and move around underground. Can carry and eat corpses to heal.
Abomination – Strong Melee unit. Can use Cannibalize and Rot.
Meat Wagon – Disease spreading unit. Disease kills living units and raises them as Zombies.
Zombies – Weak melee unit. Raised from Meat Wagons disease.
Necromancer – Special unit. Can learn Will of Bones, Ghost Walk, Finger of Death and Reanimate.

Soulpower
The most common Undead unit, the Skeletons, need Soulpower to stay active. Else they will collapse at next to no notice. Soulpower is provided by Soul Vaults and Soul Banks.
Soulpower also gradually heals every Undead troop in range.
Proper use of Soulpower is the key to Undead victory.

Orcs
Orcs, in TOT, lives in nomadic tribes and hold Glory I Battle above anything else. Orcs are great raiders and the most mobile Nation in TOT. Orcs also commands various beasts, and gathers resources by fighting.
Great for an aggressive player, who favors Hit-n-Run tactics.

Buildings
Orcs does, as the only Nation in TOT, not use Cityspots at all. They are free to build anywhere in the wilderness, if they can make room for it. Also, Orcs can have 3 Main Buildings at once.
Arena – Provides a small Primary(Gold) income.
Barracks – Trains Grunts, Raiders and Trolls. Also provides Sustain(Food)
Camp – Trains Beastmasters, Kodo Beasts and Wolves.
Furnace – Trains Catapults. Also provides Armor for Trolls.
Totem – Trains Shamans. Also sells items.

Economy
Primary income is provided by Arenas and by fighting units.
Secondary income is provided by chopping down trees(Grunts) and pillaging buildings.
Sustain is provided by Barracks and Kodo Beasts.

Units
Grunts – Basic warrior. Can also chop wood and construct Buildings.
Beastmaster – Armored warrior. Raises the amount of Beast you can train.
Wolves – Scouts. Can spot invisible.
Kodo Beasts – Provides Sustain. Can also be mounted by a Beastmaster to create a Kodo Drummer.
Raiders – Raiding units. Severely slows down enemies upon hit. Can cast Net.
Catapults – Efficient siege unit. Only ranged unit.
Troll – Heavy melee unit.
Wartroll – Heavy Armored melee unit.
Kodo Drummer – Provides AoE buff to damage.
Shaman – Special Unit. Can learn Beastly Fury, Bloodlust, Primal Rage and Pack of Wolves .

Dwarfs
Dwarves, in TOT, came from their great kingdom in the southern mountains. They favor heavy armor and explosive counter attacks. Slow and weak in the open, but great at defending and besieging.
Great for a defensive player, who prefers to build up strength before attacking.

Buildings
Dwarves do not have builders. Instead their main building can summon Underground Building Sites at any Cityspot on the map, once explored. These Sites will be invisible, until construction begins. Also every dwarven building provides sustain, except for the Cannon Towers.
Tavern – Trains Riflemen and Mortar Teams. Can heal nearby troops.
Blacksmith – Trains Shieldguards. Allows Riflemen. Also sells items.
Workshop – Trains Flying Machines and Transports.
Cannon Tower – Basic defensive tower. Damages own units.

Economy
Dwarves only used Primary(Gold) and Sustain as resources.
Every dwarven building provides Sustain, except the Cannon Towers.
At your starting base a Mine is located. Selecting the Mine will give you the option of how many Miners, should work in it. Your choices are as follow: 20, 40, 60, 80 and 100. Each Miner provides more Primary(Gold) income, but requires more Sustain(Food). You can change the number of Miners at any given time.

Units
Shieldguard – Heavy Armored tank. Can Defend and Ignore incoming damage.
Riflemen – High armorpiercing damage, small AoE and short range. Damages own troops.
Mortar Teams – Siege unit. High splash and decent damage. Does NOT damage own troops.
Flying Machine – Quick and fragile scouting unit. Drops bombs.
Transport – Almost indestructible vehicle. Provides safe transport.

Commanders
Dwarves have no special units, but instead has TWO Commanders. The Defender and the Runepriest. The Runepriest holds the Nations Essence.
Runepriest – Supporting Caster. Can learn Rune of Steel, Rune of Light, Rune of Life(Aka The Vending Machine).
Defender – Strong defensive unit. Capable of withholding small armies and inspire comrades.

Goblins
Goblins, in ToT, are travelling merchants. But most goblins are also part-time inventors. Goblins are without doubt the most technologically advanced Nation in ToT. They use diplomacy and trade for preference, but when all else fails, they use their hightech machinery to destroy enemies. Note: Goblins will do anything for the right amount of gold.

Buildings
Trade Zone
-Mercenary Tent
-Mercenary Camp
-Market Place
-Trade Office
Industrial Zone
-Shredder Plant
-Factory
-Sheep Processor

Economy
Primary income is provided by Trade Center and Market Place.
Secondary income is provided by Industrial Center and Shredder Plant.
Sustain is provided by both Centers and Sheep Processors.
Trade Office caravans may provide bonus Primary income.

Units
Builder Team - Constructing unit. Build Trade- and Industrial Centers.
Driller - Weak melee unit with high stun chance. Can lay in ambush by using Burrow.
Scout - Fast-moving scout unit. Equipped with a Sniper.
Gunner - Basic soldier. Equipped with a Machine Gun.
Rocketeer - Siege soldier. Equipped with a Rocket Launcher.
Flamer - Siege soldier. Equipped with a Flamethrower.
Zapper - Suicide troop.
Rocket - Flying suicide troop.
Zeppelin - Flying transporter.
Incinerator - Close-ranged siege unit. Can destroy weak crowds of enemies.

Research
Goblins have a lot of units, but is also limited by research. They need specific researchs combinations to access their units. However, once a research is complete they recieve prototype units, free-at-charge.

Adventures
Playing an Adventurer is far simpler than being a Nation Leader. However a single Adventurer will never be able to take out an Nation by itself.
Whereas the Nations goal is pretty obvious, the Adventurers does not have that simplicity. Adventures can win either by allying a victorious Nation (before victory occurs, of course), or by one of many different victory conditions, that will appear randomly as the game progresses.
As an Adventurer you are free to do as you like. Adventurers works fine both as Solo players and as groups.

Joining a Nation in the great power struggle can lead to some interesting events. If you care about the setting and lore, there has been put great effort into making the terrain and lore interesting. If you want to battle monsters, various creeps are spread throughout the map. Theres also great treasures to be found. And, when you feel ready, you can challenge the Dungeon bosses.

Neutral Towns
Adventures start the game in of 3 Neutral Towns. Your Homebuilding will be placed in your starting town. The Homebuilding provides a mean of resurrection and item storage. Your Homebuilding also provides a list of play tips, to get you started, aswell as the Background Lore of the Hero you've selected.
Besides your Homebuilding, the Neutral Towns are Safehavens, where you can rest, be healed, shop and study lore.

Lore and Quest
There are no Quest Log or obvious tasks in TOT. But Studying the lore, which can be found multiple places will provide important hints. By following the hints you may find yourself completing a quest, and thereby achieve great rewards.
However, few of the hints are obvious. If lorestudy isn't your thing, you have to make do without the quest rewards.

Dungeons and Artifacts
Random events aside, the Dungeons is the peak of the Adventurer challenge. Each boss requires a unique strategy to be defeated. We've designed the boss so that they have a slight arcade feeling about them.
When a dungeon is defeated, great treasures await.
And greatest of all is the artifacts. Each dungeon holds an Artifact, which hold great powers. But it will not only make the claimer stronger. Each Artifact can, if given to a specific Nation, be turned into a Ultimative Unit. Such a unit, used correctly, can mean end-game. Therefore given the Artifact to an allied Nation, may be a good idea.
Just remember, that given the Artifact to a Nation will drain is power and it can NEVER BE RESTORED.


Feel free to comment on or ask about anything you want.

Also check out wereguy2's similar project: Transcendence.
 
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UPDATE
Well, i suddenly realized that i havent updated on the current progress. Here's what new:

4 Nations are now done. I'm currently experimenting a bit with the Goblins, to make them work properly.
Spellcasters for the Nations are not completely done.
Necromancers(Undead)/ Priests, Knights, Mage and Sorceress(Human)
All those are done. Still working a bit on balancing them, aswell as making Shamans(Orc) and Runepriest(Dwarf).
Also Commander Heroes are still on hold. We will see to them, given time.
TheBjarke is currently working on tooltips, aswell as unit info. Text and Data is more his kind of work, than mine.
Much of the World is done, but still working on it.

And what about the lore of the world? Oh boy, do we got lore!
I'm writing like a maniac these days. Mostly homework, admittedly, but still.
The lore is pretty classic, with a few twist of my own. I, however, are not going to write any of it here. I'll save that for the map itself.

P.s. Also i'm currently working on another, much smaller, map. This is connected to WOK due to lore, but nothing else. Just wanted to mention it.

EDIT:
Okay, progress is on is way. NEW UPDATE:

TheBjarke is done with the tooltips and text, for now at least.
I'm currently working on the World. Polishing the terrain a bit, adding creeps´og writing the backstory, and so on.
Also TheBjarke and i are fiercely debatting some minor details (Minor, but important) concerning the "Higher Powers" of the lore. And so i've decided, to give you a small glimpse of some of the lore, anyway.

There are three (four in a way) higher powers in the world.
There the Old Source.
Once it was the greatest power in the world. The Gods themselves drew their powers from this source, when the world was still young. That source, however, began to fade.
So did the Gods, as they no longer were sustained by any power.
To other Sources existed however, on the world itself.
The force of Nature and the force of Primal.
Some of the weaker gods began to serve these forces, to survive. The became the Spirits of the World.

The stronger gods found yet a fourth way of gaining power. The gave intelligence to some of the Beast roaming the world.
These beast, who once were a part of the Primal force, evolved and started worshipping the Gods. Thus the Gods had a new source of power. (Yes that part IS a Black and White rip'off, but its still nice)

Greatest of the intelligent races were the Elves(classic fantasy, remember!). And just as the Elves were reaching their peak, the Old Source returned/was found agian. But this time, it was the elves who claimed its powers...

...Jumping forward...

...Now the Old Source is dwindling once agian. Magic is no longer as strong, as it used to be. The Gods a locked i their Sky Prison. Nature and Primal are growing old, and is constantly being weakened.
The intelligent species have formed Nations and given birth to Heroes. They are a new and raising power.

Thats the basic lore, or at least some of it. It is not necesary to read it all to understand the map. Lore serves two purposes in this project.
First of all: Lore is cool! Every game needs a good story and background. Some like this more than others, but there are quite a few people who enjoy a good story just as much as a good game.
Secondly: The lore gives quest. This map will not be based on Quest markers or anything like that. You can learn lore from a lot of NPC's ingame, and most of the lore will contain quests.


NEW UPDATE
Goblins are giving us more trouble than expected. Also the world itself, seems to be harder than initially expected. It is very important to us, that everything fits together and don't conflict with the lore. Therefore, placing random creeps is out of question.
That being said, both the goblins and the world should be done soon. An purely RTS version of the map, may be released in the coming months, while we work on the heroes. We'll see.
 
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If you ask my opinion on the Hero selection I think it should be changable in-game as the power shifts, if the nations accept them (maybe only 2 Heroes per Nation), but as far as the initial selection goes I think its better to see the Heroes you choose :p
 
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Firstly thanks for the feedback. Secondly that wasn't really what i meant to ask, sorry for being unclear. Anyway as i looks now, the Initial menu (before game starts) shows 6 teams. Theyre called Human Nation, Undead Nation, etc. and finally a five player team called Adventurer. The actaul Hero you play as adventurer, is chosen after gamestart. This gives Nations a minor headstart, but works quite well in the recent test.

PROGRESS UPDATE:
We've spotted a major bug. For no apparent reason the game randomly chrashes. I think we've nailed it by now (and we also found and fixed some minor bugs in the process) so hopes is up.
Anyway as the deadline (the teams holiday lanparty) draws closer i find myself stuck. The main reason for the slowdown in progress is Mount&Blade. Do not, i repeat, DO NOT buy that game! It will drain your life and spare time like a demon from hell! It's even worse that Civilisation!
Speaking of Civilisation, the second reason that this makes takes so long, is that we keep getting new ideas. With the orcs and Humans already done and painstakingly tested that should have been the end of it. But a week ago i played Civilisation and during that got an idea on how to completely redo both races, so that they would be much cooler. That however will have to wait. Maybe some day, after the initial release, i will return to that idea.

In conclusion: I know this is taking long. I apologize. Still, the first official beta should be ready some day in or shortly after the summer holiday. Also, i talk to much. Sry.
 
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concerning spellcasters: Runemancers for Dwarves and Techno-Magi for Goblins (that's not original, i know)
OR
Stone Priest for Dwarves (this model perhaps) and Pyromaniac for Goblins (goblins usually love to explode things, no?)

EDIT: for Goblins: Trade-Mage or Wealth-Priest... why not use some magic to enhance ur trade and widen the market, huh? =)))
 
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Nice ideas. Actually we have already been looking at that model, but problems is that "standard casters" should not have hero glow. That being said we're probaly still gonna use it.
We changed the dwarven system. Instead of having a commander and 7 spellcasters, they have two different Commanders (both on the same time, mind.)
The goblins are still in debate. As usual Me and my co-developer (TheBjarke) don't agree. I'll add your suggestions to the debate.

By the way, the map now officially have a name. Tales of Teldor (TOT). Named after the Human kingdom.
We're planning on completing this map, and then expand the TOT universe by adding more in the same setting. The follow-up maps (If we actually decide to make them) will be based on the old data, which means we won't have to start all over.
In order words: When this map is done and to our liking, there Will - Be - Sequels!

Anyway: Progress is slow but steady. Sometime next week i'll add some screenshots and clear up the concepts, as theyre almost completely develop by know.

Thx for the feedback.

EDIT:
The good news is that the goblins are now done.
The bad news is that i have a headache, due to repeated hitting myself in the head. I've spend five weeks, five WEEKS, trying to figure out a decent building system for the goblins, and when i finally think of it: its SO SIMPLE!
 
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Lol i will be checking both your map and werewguy's map out every week .. hoping for a test version :D ... Really like the part where the adventurers can influence what nation wins.... This way the nations will be nicer to the adventurers to get them as allies.

The races you can play sound really different , like when you are a pro with 1 .. you might still be bad with the others . which gives great replay value etc... GL on your map!
 
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Well, thx for the positive feedback.
I tell you that the different races ARE becoming very different, while still keeping some basic gameplay alike to make it easy on new players.
Yesterday i completely remade the goblin units, because of new ressources, i found. Theyre alot better now.
Anyway, i've been away from my computer in 4 weeks. The map is coming along, but i planed my time wrong. Sorry for the delay.
 
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Well, im gonna say that the map is just over half done. But in actual WORKING TIME we're about 70-80% done, by now.
I'll put my head on the block here, and claim that the beta will be release within a 4 weeks time.
 
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No its not. Right now the Nation Leader stuff is in beta. But thats, as said, only half the actual map.
But, putting that aside, no i don't actually NEED testers (we got plenty), but i would be more than happy to play the beta with those who want to. And i think most of the crew would like playing it with you guys, aswell.
 
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Dammit...
Bad news guys. The annoying bug of DOOM!!!, has returned. Everytime we play the map, to test something, the game crashes about 30-40minutes in. I have no idea, whats causing this. All my former theories turned out to be wrong.
Anyway, i have fixed every single bug i could find and hopes that will help.
Also we're gonna make the triggers more effecient and fix all memory leaks. We were going to wait with that until all of them where done. As far as I know they only cause lag, but who knows? Maybes thats the problem...
Anyway the map is still coming along, but if we can't get the crash removed, i'll have to seek the aid of some more experienced creators.
If you guys have any ideas, besides trigger efficiency, please tell me...
 
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I know that sometimes Wc3 data becomes corrupt, I have no idea why or how. But when repeatedly saving a map I have come across things like this occuring on occasion. How you get past it, or how I did, is to export all data from the map and then create a new map and import all of it. If you have a slightly older version that you 100% know was working and don't want to go through the hastle of copying/pasting terrain,doodads, regions, etc. then you may simply export and import object data and trigger data and whatever other data has been changed since then.
Also reimporting models may work, or atleast help.

And if your doing some beta testing online feel free to message me. CxR2262@USEast.
 
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We're currently trying just about every oppertunity. Thx for the tip Bloodstorm. We'll try that as a last resort, when everything else have been tryed anyway.
I hope that won't be necesary, course i've already invested quite some time in the terrain. If i have to that over, and do it properly, that would proberly delay it by another week. I refuse to put out anything, that has bad terrain.
Anyway, we're working on it, but i have no idea have long its gonna take to fix it, mostly because i don't now whats causing it.

Is seems i have quite a lot of Rep to grant, once i get a free moment.
 
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Good News Folks!
I just made an update in the concept post(1#). It corrected a few details, that have changed and i've added the Goblins description.
Also we are very thankfull of all your aid and support. Another user takezandgoez, offered to help us fixing some trigger work and look for the crash bug in the process. That will definately be a great help.

As for Progress goes, i have semi-bad news.
First of all, the map will have another delay (I know, sorry.) as my vacation has ended. To be frank I've hugely overrated the amount of sparetime, I would have, and I'm in no way a speed-mapper.
It will still be completed in a not to distant future, though..
The remaining work can sorted in two different types.
Heroes as the main time-consumer left.
Minor fixes, especially Tooltips and Trigger effeciency.

But now, back to the GOOD NEWS!
The current map will soon be complete. As such, development on the sequel has begun, mainly when I can't work on the current one.
Just to tease you guys, I'll list the main ideas of the second map.
The map will be called ToT:West Fields and mostly focus on improving the Nation part of the game. It is scheduled for release this winter/next spring. Actual work on the map will begin shortly after the release of the first.

The plan is as follows:
We will keep the basic data, from the first map. Balance-issues and suggestions will be looked at, based on the first maps feedback.
We will introduce two new Races. Still a secret which ones.
The Nation part of the game will have a great overhaul, with focus on economy, production and building progress. The aim is to make it much more streamlined, unique(for each race) and less time-consuming for the player.
That should give more time to focus on actual warfare, which will be needed.
Also Nations will downscale a bit, in terms of number of units, and instead focus more on making each unit unique.
We'll also add a new victory conditon, Domination. Based on map-control.

There will, of course, be new stuff for the Adventures aswell, but they're not yet planned in great detail.


The first map is coming up, mainly to show you guys some results. We're gratefull for your support and patience.
But we're also worried that the first map will be average or just above. That, of course, would not be good enough, which is why we're already promising to make a seqeul.
I hope you'll stay interested and enjoy the first map, when its released. We've still got some good stuff left to share, if you do.
 
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