Draenor RISK
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Help Wanted
Terrain
The real draw of this map is going to be its epic scale, classic and unique races, innovative gameplay and the chance to re-shape the history of Draenor in Story Mode.
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Terrainer | Triggerer | Racial Designer |
Zizuzazu | (WoW Risk Triggers by Priwin) | Roflpotamus |
Open | Open | Open |
Open | Open | Open |
-- | Open | -- |

General InformationThe map will feature the Draenor of old, before Nerzhul opened the many portals that tore the world apart and even before Gul'dan ushered the Horde into Azeroth. The game will begin with the fall of Auchindoun, following its explosion. The loading screen will read something like this...
Small History“The Orcish Clans of Draenor have united under Blackhand, Gul'dans puppet, and now seek the total annihilation of all Draenei. Auchindoun has just fallen and the Draenei are getting desperate. They have sent emissaries to Khaléri, a land unknown of by the Orcs, begging for help from its denizens.”KhalériKhaléri
Khaléri is the continent across the Devouring Seas that was destroyed completely when Nerzhul's portals were opened. Little is known about this land or the people that inhabit it, but when they decide to involve themselves in the Draenei-Horde conflict, the history of Draenor will be changed forever.
Story Mode |
This would replace AvH in WoW Risk. Most multi-player war maps on WC3, like Azeroth Wars, jump straight into the action and provide very little background and very little in-game narrative. Story Mode, however, will have more of a 'story' feeling to it, where players feel like history is unfolding before them, but that they are also in control. This would be similar to what Blizzard does for their RTS campaign modes. It tells a great story but its still a game, not a novel. Another thing about Story Mode is that I want it to have a different opening cinematic for each race. After the cinematic, a small text will probably appear, customized to each race, that would be something like this: “You have chosen to play as the Romants. Your story begins with the founding of Rom, a small city-state. Surrounding your fragile kingdom are tribes of Mantis and Spiders. Conquer them and add their strength to your insectoid empire!” Then, throughout the game, I'd like certain events to further expand on the story and tell more about each race and their beliefs and culture. It could work like this: *The Romants have conquered all of the insect races and regions* The Romants settling of the West is near complete. With the full strength of Khaléri's insectoid races marshaled under one Emporer, the Romants set about civilizing their various tribes and reinforcing their hold on their new Empire. The majority of your resources are therefore allocated to constructing roads, building temples and securing your borders. *Players income is then halved for 5 turns but towers are constructed at the borders of the Romant Empire* This is just an example, the narrative might get more in-depth, I'm open to ideas. |
Special Events |
There will be 20 different 'special events' in a game mode called, obviously, Special Events. The idea started with Mission Cards, like in actual Risk, but it sounded too simple, unoriginal, complicated from a trigger standpoint, and there would have been too many triggers needed for a full deck of 'mission cards'. The special events will, mostly, be completely random, with some limits. For instance, a negative event can only happen to players with over 70 income, with few exception. Most of the events will be negative, but there might be some random beneficial events, or maybe these beneficial events will be player controlled, please leave any positive criticism about this feature. I still need to get a feel for what people think before I'm certain about this gameplay addition. Special events will be implemented into the game for multiple reasons. First, in WC3 risk, once one player has become overwhelmingly powerful, the only way to defeat them is by teaming. There are multiple complications with this, however, especially since it is often the fault of the game design, not the player's strategy, that makes one player more powerful then the other. One example of this is that often in risk, players will truce one another, sometimes even halting all expansion. Players who keep fighting are then at a disadvantage as their opponents only continue to horde gold, and are wide open to being teamed by the players who have truces with their neighbor/s. Another complication with teaming being the only balancer to defeat opponents with a huge advantage is that it forces players to rely on one another to win in a FFA game. Special events will be added to give weaker players a chance to win, make the game more challenging for the winning player to keep winning and make risk more fast-paced. At this point in time, I'm very open to any ideas about what these special events should be. |
More |
I want to take the current risk system Priwin has given us and make it more strategical and fun. One way I'd like to improve the gameplay is by giving each race 20 units. A lower tier with cheap units, and a higher tier with expensive units This way, near end game or even mid-game, people won't experience unit lag or be forced to spam huge and hard-to-control armies. I plan to do this by giving each race an initial base that features the cheaper units, and then after they reach a certain income level their bases will automatically become the expensive base. To help explain this in-game, the new bases will feature a new clan or another addition of more powerful units. An example: You are the Frostwolf clan and after having reached an income of 75 (or an amount which the player has manually set) the Dragonmaw clan has joined your ranks and bolstered your units. This would signal the change in bases and explain the cause of it (but the real reason would be to make gameplay smoother). This is not taken from the actual game, just a quick example. Another thing I want Draenor RISK to accomplish is to make risk more strategy-oriented. One way I was thinking of doing this is by giving bonuses to units' damage depending on their location within the terrain. For instance, units would do more damage if on a hill and less damage if attacking up-hill, but I would need to discuss this with the triggerers first. |
Terrain
- Draenor RISK will feature its own terrain based off the image above which is an expanded version of the Wc2 Draenor Map made by Blizzard.
- In addition to an expanded Draenor, there will also be a new continent, Khaléri.
- All of the terrain will be designed with Risk gameplay in mind.
Shattrath
Hellfire Citadel
Karabor (Black Temple before the corruption)
Blackrock Stronghold (One of the Horde player's capital)
Drocadarian (Capital of the Dracodar)
Draenor
Hellfire Citadel

Karabor (Black Temple before the corruption)

Blackrock Stronghold (One of the Horde player's capital)

Drocadarian (Capital of the Dracodar)

Draenor

Draenor Races | Lore | Models |
Draenei | -- | -- |
Blackhand's Horde | -- | -- |
Ner'zhul's Faction | -- | -- |
Shadow Council | -- | -- |
Akarroa | -- | -- |
Gronn's Ogres | -- | -- |
Ogri'la | -- | -- |
Mok'Nathal | -- | -- |
Khaléri Races | Lore | Models |
Bēarung |
The Bēarung have always had close ties to nature and the treants of Outland. Their cousin-race, the Wearün, were also close allies, but recently a dark taint has spread throughout the Wearün.
![]() *Other lore: All the way from birth to early bearhood, a Bēarung will typically walk on all fours. As a Bēarung enters the mid-years of his life, he will begin to walk on two feet and learn to wield weapons. By the end of his life, he will have mastered the art of walking on two feet and can stand up to 10 feet tall. *Within the Bēarung exist a 'brutish' sub-race of bearmen. They are easily recognizable by their two horns and hulkish manner. Though no less intelligent, this sub-race of Bēarung wield their bulk and physical might with deadly purpose. |
*The Misha bear model will be used for younger Bēarung.
*Furbolgs will be used for the middle-aged Bēarung. *This model will be used for the elder Bēarung. *And the sasquatch model will be used for the brutish Bēarung. |
Defiled Wearün |
A mysterious race composed of, primarily, necromancers and their skeleton army. Originally, the Defiled were no great threat to the Bēarung. However, the Defiled have gained control of a large majority of the wolf-like race, the Wearün. In Story Mode player will start using only necromancers and skeletons, and then gain control of the Wearün if they complete certain objectives.
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*Most Necromancer models will be taken from Wc3.
*Some skeleton models will be taken from the hive, like Ampharos' skeleton models. *Most of the Wearün models will be from the hive, like this one, except for the youngest Wearün which could just be the regular Wc3 wolf. |
Kragadillians |
Not much is known about these reptilian humanoids who live in the swamps of Krag. It is believed that they are the ancestors of the Drakonids.
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Naga will be used for Serpent-like Kragadillians.
*Models such as this will be used for a Lizard-like Kragadillian sub-species. *Dragonspawn from warcraft 3 will also be used for a crocodile-like Kragadillian. *Other models will include the hydra, turtles and snap dragons. |
The Dracodar Empire |
The Drakonid's once held a peaceful and lucrative trading agreement with the orcs of Draenor, and while the rest of the Orcish clans left them in peace, the Dragonmaw clan grew jealous and hungered for the wealth of the Drakonian settlements. The Dragonmaw clan eventually led a punitive campaign against the Drakonid's of Draenor, destroying the empire's economy and diminishing their presence on the Draenor continent. This occurred so long ago that it is barely even a myth in the eyes of these Orcs, but for the Drakonids the loss of their empire is still a painful memory.
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*To keep the Drakonid empire from heavily mirroring the Dragons of Azeroth, I've decided to use nearly all of General Franks Draconian models.
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Draeorcs |
A clan of half-draenei half-orcs, it is unknown how they arrived on Khaléri, but emissaries of the Draenei and Orc factions have contacted them in an attempt to enlist their help.
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*Models will most likely just use tinted Wc3 orcs, and tinted Eredar. Open to suggestions/help on picking Draeorc models.
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Colossi/Elementals |
The real draw of this map is going to be its epic scale, classic and unique races, innovative gameplay and the chance to re-shape the history of Draenor in Story Mode.
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