[Altered Melee] Collector of Stories Untold: Projects Development Thread

Collector of Stories Untold Projects

Overview:

I've been captivated by the WC3 editor since I was a child. I've spent hundreds, if not thousands, of hours in it, but it's only been about seven years that I've started learning how to trigger and figure out the more complex capabilities. In middle school, I recreated the whole terrain of the First Dungeon Siege games' campaign in the editor, but the effort disappeared when the computer fried due to a power outage.

This “document” contains a list of my completed projects, ongoing projects, future projects that I aspire to begin, and miscellaneous thoughts that have come to mind.

Projects Status:



ProjectStatusNotes

Cult of the Flesh Weavers​

Updating to 2.1Adding Vampire faction and A.I

Order of the Eternal Flame​

FinishedComplete.

Iruxi Confederation​

FinishedNext version planed. Plan to expand upon the tribal theme.

The Eternal Dynasty​

FinishedVersion 2.5 in progress. Restarting from the ground up.

Kingdom of Stromgarde​

FinishedComplete. Plan to make a A.I.

Admiralty of Kul Tiras​

FinishedNext version planed. Plan to make more unique.

Ogre Legion​

FinishedComplete with Ai

Empire of Pandaria​

In progressModels Imported. Techtree: 35% Gameplay and Mechanics: 30% Terrain: 90%

Denizens of the Shadows​

In progressModels Imported. Techtree: 45% Gameplay and Mechanics: 25% Terrain: 70%

Uninvited Guests​

In progressPriority. Models Imported. Techtree: 80% Gameplay and Mechanics: 80%

Hawk Company​

HiatusImports Broke and need to be reported. Techtree: 40% Gameplay and Mechanics: 40% Terrain: 80%

Syndicate of Alterac​

HiatusModels Imported. Techtree: 20% Gameplay and Mechanics: 10%

Satyr of the Legion​

HiatusModels Imported. Techtree: 20% Gameplay and Mechanics: 30%

Satyr of the Nightmare​

InitiatedModels Imported. Techtree: 10% Gameplay and Mechanics: 1%

Sylvan Collaborative​

InitiatedModels Imported.

Kobold Clan​

InitiatedModels Imported.

StarCraft Terrans​

StalledThis is a pick-at project. Won’t see much process for the time being

The Empire​

StalledModels Imported. Techtree: 15% Gameplay and Mechanics: 0% Terrain: 100%

Angelic Crusade​

StalledModels Imported. Techtree: 15% Gameplay and Mechanics: 1% Terrain: 100%

“Finished” Projects:


These are projects that are uploaded to hive map selection and are in a playable state.

Admiralty of Kul Tiras:

Kingdom of Stromgarde 2.1.1

The Eternal Dynasty 2.0:

Iruxi Confederation Revamped:

Order of the Eternal Flame 1.3 w/AI:

Cult of the Flesh Weavers 2.0:

Ogre Legion 1.3.5 w/AI:



Project Background:
The Admiralty of Kul Tiras was my first WIP project uploaded to the hive. It began at the end of 2020, when Bakr released his Kul Tiras structures. When paired with Assssssvi's Kul Tiras unit models, which were released a year prior, it was as if the stars had aligned. I was disappointed with the Kul Tiras maps that had been uploaded to Hive. While they all have obvious love and care, they seemed (in my opinion) to rely too heavily on pirate-like themes, making me feel like I was playing a outlaw faction rather than a nation of men. So I decided to have a go at it myself.

Gameplay and Mechanics:
Aggressive human gameplay. There are no new or advanced mechanics. Characterized by robust battle infantry and gunpowder vessels for support. Casters are fairly versatile, although they lack the rapid support casting of other factions.

Future Plans:
  • Priority One: Resolve existing problems, restructure Champion Hero, and potentially incorporate a fourth character.
  • Priority Two: Creation of the Four Houses mechanism. The idea is that in tiers 2 and 3, the player selects one of the Great Houses of Kul Tiras, which changes their army's economics and defensive capabilities, as well as the availability of soldiers and grants access to new technology and abilities.

Custom Race: Admiralty of Kul Tiras



Project Background:
The Kingdom of Stromgarde was the second project I published to the hive, but it was the first one I worked on seriously. I noticed that there were multiple custom maps for the other human factions, but none for Stromgarde.

When researching their background, I focused on their age and the disputed nature of the kingdom to serve as the foundation for their mechanics. This resulted in two mechanics: military vs. civilian structures, and a veteran mechanic. The first intended to depict the disputed empire, while the second represented their ongoing conflict.

Gameplay and Mechanics:
Early economic, cautious Human gameplay. Units and abilities are distinguished by their powerful but costly prices; however, this was mitigated in the early game by cheaper but weaker buildings.

The Veterancy Mechanic enables players to gain from aggressive creeping by letting their troops upgrade every three kills. This also makes the player more apprehensive in battle scenarios, as greater levels of veterancy may necessitate more micromanagement.

Future Plans:
- Priority One: Address existing issues, Remove Rotational Veteran Units upgrade and change Rotational Units upgrade requirement to the Bulwark.

Custom Race: Kingdom of Stromgarde 2.0 (Recrafted)



Project Background:
I stumbled upon Avatar Lords Egyptian Skeletons, which sparked the Eternal Dynasty project. The project can be broken down into phases. The initial version, Version ~1.0, was stylistically similar to WHF Tomb King but drew inspiration from other sources. In version 2, I dropped the skeleton concept and focused on an Egyptian-style terracotta army theme, greatly influenced by WHF Tomb Kings lore.

Gameplay and Mechanics:
Aggressive expansion. The faction has three main mechanics: awakening, degradation, and levation.

When out of range of structures, units degenerate hitpoints and have slow movement and attack rates. Early on, the player can offset this by either constructing Spirit Obelisks along paths of advancement or training living idols with Glyphs of Compulsion. In the late game, the player can use Ascend to move their military structures with their army.

Combat units are characterized by powerful attacks and decent passives, with casters being specialized for one task. All structures negate degradation, allowing the player's nearby units to have high regeneration, with pyramids and spirit obelisks passively improving their movement rate.

Economically, they're a mixed bag. Their harvest rate is limited due to the lack of a second drop point and the requirement for their pyramids to entomb their goldmines. However, their passive gold collecting, paired with their ascending ability, enables the player to claim gold mines without diverting workers or expending resources.

Future Plans:
Update from the ground up
  • Priority One:Improve gold and mechanics. Allow gold to collect at different intervals affected by upkeep and give visual effects to awakening and degradation.
  • Priority Two: Remove the undead units and visuals that remain.
  • Priority Three: Restructure Heroes.
  • Priority Four: Revise the descriptions of the tools to remove the more overt WHF Tomb King lore.

Custom Race: The Eternal Dynasty 2.0



Project Background:
I started working on the Confederation Project after discovering Gluma Lizardman. Initially, I began with a more old empire idea with stone structures, but quickly transitioned to a fallen tribe design, focusing heavily on Lizardmen from Warhammer Fantasy and Lizardfolk from D&D for inspiration.

Gameplay and Mechanics:
The aggressive orc gamplay, lacks early defensive capabilities. Characterized by formidable melee warriors and warbeasts. Casters, while similarly powerful, lack effective support skills, focusing instead on damage and debuffing. Their air and range capabilities are less diverse and weaker than other factions'.

Players must make use of the majority of their units, which are all specialized for their combat roles. Despite having an increased daylight hitpoint regeneration rate, they lack effective quick or powerful healing.

Future Plans:
  • Priority One: Address existing issues and incorporate additional hero ability recommendations from FlameofChange.
  • Priority Two: Improve and expand tribal concepts into a mechanic. Have each unit start in caste with the appropriate stats. Add a building that allows the player to convert troops to another caste, modifying the unit's stats and abilities to fit that caste.

Custom Race: Iruxi Confederation (Revamp)



Project Background:
The project evolved from two separate ideas: a Cult of Damned concept in which non-undead troops may spawn a skeleton and eventually a spirit upon death, and a Blood Elf race that I abandoned, which eventually resulted in this. I had become apprehensive about the project once Daffa uploaded his Phoenix Flames map, which was remarkably similar to what I had in mind, but I pushed through in the end

Everything about the faction is based on the phoenix, from the aesthetics to abilities and lore, even terrain. I distilled everything down to two mechanics: rebirth and pyromancy. Rebirth has gone through many concepts, but when simplified, it means that when a unit dies, it has the possibility to resurrect at a player's phoenix gate with different stats. The likelihood is determined by the unit type, acquired research, and active buffs. Pyromancy manifests itself through their abilities, since the majority are fire-based and can synergize to provide additional effects.

Gameplay and Mechanics:
Early cautious gameplay and very aggressive late. In the early game, rebirth is not a dependable save; but, in the late game, the player can employ wave strategies with decreasing benefits. Units are essentially glass cannons until late game, when upgrades enable them to become powerhomes.

Almost all units have some kind of AoE or damage bonus. While casters have powerful skills, they can work together to offer extra buffs or debuffs; the full advantage needs manual recasting. The faction's mechanical troops are not affected by Rebirth or Pyromancy mechanics, but they may be upgraded with new abilities that increase their effectiveness and allow them to target multiple targets.

Economically, they have the undead construction and gold harvest with the wisps lumber harvest.

Future Plans:
  • Priority One: Potentially replace oathsworn

Order of the Eternal Flame 1.3 w/AI



Project Background:
This instantly went into production the moment I saw MasterHaosis movie monster models. I started with a focus on a frankenstein-isk base and expanded with other monsters. Initially I wanted to only have stitched monsters and vampires, but I couldn't resist adding more monster types. Most of the mechanics I had already thought up for the cult of the damned faction that never came into being.

Gameplay and Mechanics:
Relative slow early game and offensive defense. The player relies on the damage sponge units and powerful ranged units to out range and draw their enemies into prepared battles. The player has lots of units with thematic skill they can use to adjust the faction to their liking.

The main mechanic is corpse manipulation which is divided into Flesh Weaving and Spell boosting which allows the player to collect corpses to permanently augment their undead units and use the dead on the field to improve the effects of certain abilities.

Future Plans:
  • Priority One: Address existing issues.
  • Priority Two: Added corpse manipulation based abilities to the Trebuchet and Cart
  • Priority Three: Expand Flesh Weave to have offensive augments and castable spells
  • Priority Four: Add branching Techtree to allow the player to focus and improve certain monster types.

Custom Race: Cult of the Flesh Weavers 2.0



Project Background:
Started when was explore the hive more unique horde models. After discovering several cool ogre models I started working on project.

Gameplay and Mechanics:
Relative slow roiling offensive gameplay. The player relies a smaller amount of high damage, high Hit-point melee units supported by casters with powerful buffs and auras.

The main mechanic is retraining at Ring of Trials and Ritual grounds to covert early units into powerfullate game units.

Future Plans:
  • Priority One: Replace scout with heavy Rylak unit.
  • Priority Two: More Balancing.
  • Priority Three: Add forth Hero.
Custom Race: Ogre Legion 1.3.5 w/AI



Priority Projects:


These are projects that are actively being worked on.

Uninvited Guests:

Denizens of the Shadows:

Empire of Pandaria:



Background:
Modern Goblin mercenary faction. Will have coventenal ground troop with a variety of powerful aerial units and suicide units.
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Background:
An army of memories manifested in bodies of shadow. It tended to be a counterpart to my Order of the Eternal Flame. Will be characterized by expendable units and crippling magic. Will have upgrades that will change how units interact and how they enter the map.
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Background:
An army of Pandern that seeks to throw out the evil coming to their lands. Will be characterized by versatile units and tamed beasts. All units will have at least three abilities and will require meditation to rapidl;y regenerate mana(Chi).
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Hiatus Projects:


These are projects that I have paused development to focus on other projects.

Hawk Company:

Syndicate of Alterac:

Satyr of the Legion:



Background:
High elf expedition force. Will be characterized by versatile combate and battlefield manipulation abilities. Late game upgrades allow most units to become mounded, improving their mobility and some stats.



Background:
Even at the seemingly end of the days these deposed noble seek claw back what little power they can. Will be characterized by stealth, burst damage, and depuff abilities. Will have a slave economy boosted by the ability to place bounties.

Warcraft Race: Syndicate of Alterac
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Background:
These corrupted creatures remained loyal to the burning legion even as their master joined old gods they were hunted for ten thousand years. Will be characterized with medium ranked units and Fel based powers. They will have tier 4 hall that allows them to research demonic upgrades allowing their units to gain chaos damage and be able summon demons.
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Initiated Projects:


These are projects that are not much more than outlines and some imported resources.

Satyr of the Nightmare:

Sylvan Collaborative:

Kobold Clan:



Background:
When Xavius turned to the cause of the old god he took his most loyal with him. Now blessed with Eldridge power and domination of the Denizens of the nightmare he seeks to drag the world into the void. Will be characterized by weak units that can inflect debuff, corrupt foes and phase out of combat.
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Background:
A collection of ancients, treants and nonelven-fae seek to rid the world of ‘civilization’ and restore the world to its proper order.
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Background:
Kobold race that uses tunneling and burrowing to evade and attack from unpredictable angles. Maybe converted into a trog faction.
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Stalled Projects:


These are projects that I have dropped and don’t plan to resume for the immediate future.

StarCraft Terrans:

Angelic Crusade:

The Empire:



Background:
Recreation of Starcraft into the Warcraft engine. Will have units from SC1 and SC2
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Background:
Diablo style custom race. RTS angelic faction using angels as heroes and diablo classes as units. Burning Hell demons as creeps.
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Background:
Recreation of The Empire from warhammer fantasy into the Warcraft engine.
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Idea Projects:


These are projects ideally like to develop the future.

Custom Races

Scenarios:

Campaigns:



Rustgear’s Brigade:

Background:
Goblin mech and robot faction. Will almost be completely mechanicals and units will be based on vehicles from other franchises.

Kingdom of Lomedia:

Background:
An Bretonnian style medieval faction.

Runic Warders:

Background:
An army of amazonian women clad runic steel, wield arcane frost and ride monstrous beasts.




Alteraci-Stromic War:

Background:
A series of about 8 maps with fixed battles depicting events of the conflict between Stromgarde and Alterac.




Rise and Fall of Othmar Garithos:

Background:
A long Campaign telling the story of Othmar Garithos from the events of Second to his death. The Epilogue would contain a setup for a non-canon sequel.

Warcraft Campaign: Rise and Fall of Othmar Garithos

Calia Menethil’s Intervention:

Background:
Another retelling of the scourge of lordaeron with Calia Menethil’s taking a part in the events of the campaign changed the course of history. The plan is to use this as a base for a sequel with a more grounded story of political intrigue, civil war, and betrayal as Calia tries to restore her kingdom.

[Campaign] - Calia Menethil Campaign; The Legacy of the Menethils (Outdated)

Gnoll War:

Background:
This will be a two part campaign of around 14 missions depicting the events of war between Stormwind and the Gnolls 75 years prior to the First War. The first & seven Missions will follow a canon series of events playing as Stormwind and next 7 will depict Gnolls side of war with alternate endings.



Special Thanks:


These are People who have helped me along the way.

Testing, Balance and Suggestions:

Skins and Models Edits:

Code and Triggers:



Deepstrasz
Footman16
StormKnight
Wa666r
Kyrbi0
FlameofChange
Lichao001486
CaptainDan
ISL



Jiok
Deikumi
Tuwnew
HuanJuan
DREADMAN



Uncle
Chaosium
GIMLI_2




Nov 1, 2024
Updated Ogre Legion, Uninvited Guests and Order of Enteral Flames Entries.


Notes: Will add links to design documents for the WIP Projects at some point i just have to bring them up to date for current builds.
 
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