- Joined
- Jul 24, 2009
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-Your strategies are infinite-
Introduction:
Infinite Warfare is an altered melee map designed to be as unique as possible. I decided to make this after another crappy altered melee map called Battle For Outland. I will be hoping to make a chain of melee maps, and if things go successful, even a campaign. At the mean time, I hope you enjoy what I have to offer.
Infinite Warfare is an altered melee map designed to be as unique as possible. I decided to make this after another crappy altered melee map called Battle For Outland. I will be hoping to make a chain of melee maps, and if things go successful, even a campaign. At the mean time, I hope you enjoy what I have to offer.
Races:
Like in normal Warcraft 3, there are 4 races. However, mine are drastically changed. These races are:
The Crusade - a once might human kingdom, but now are fighting for survival against the onset of horrors. The Crusade is the most 'orthodox' faction. They use supportive tactics instead of all out war. Use their defensive abilities wisely.
The Wolfclans - a mystery to the Crusade, these semi-humans have the traits of wolves. They are a primitive race, but are very durable. The Wolfclans have one definitive strategy: chop til they drop. Their faction focuses on offense mainly.
The Ancients - the humans believe that the Ancients rose from deep, dark magic, but there is more hidden lore beneath their bark hides. The Ancients are the survivors. The termites. They represent a sledgehammer on the battlefield; hard to kill, even harder to stop their killing spree.
The Vanguard - these fierce dragonkin have recently appeared. Their agenda is unknown, but it is something that will change the world. The Vanguard are very versatile, but their most prominent trait is their mobility. Use them to take the fight to the enemy.
Like in normal Warcraft 3, there are 4 races. However, mine are drastically changed. These races are:
The Crusade - a once might human kingdom, but now are fighting for survival against the onset of horrors. The Crusade is the most 'orthodox' faction. They use supportive tactics instead of all out war. Use their defensive abilities wisely.
The Wolfclans - a mystery to the Crusade, these semi-humans have the traits of wolves. They are a primitive race, but are very durable. The Wolfclans have one definitive strategy: chop til they drop. Their faction focuses on offense mainly.
The Ancients - the humans believe that the Ancients rose from deep, dark magic, but there is more hidden lore beneath their bark hides. The Ancients are the survivors. The termites. They represent a sledgehammer on the battlefield; hard to kill, even harder to stop their killing spree.
The Vanguard - these fierce dragonkin have recently appeared. Their agenda is unknown, but it is something that will change the world. The Vanguard are very versatile, but their most prominent trait is their mobility. Use them to take the fight to the enemy.
Gameplay:
The main purpose is to destroy all your enemy's units, like in melee maps, however I may add different modes. You build your kingdom normally, however the units are very different from normal WC3 and other units, and your strategies are infinite. Every single unit in the game will have at least one custom spell, and all spells are triggered. You may choose one hero out of three possible choices(one for each stat) for each race, and he will be your general on the battlefield. Terrain will be alot more realistic, I won't use any Blizzard cliffs, and there shall be custom UIs.
Each race will have its own unique strategy, which you can alter to your liking. Because I wanted to make the factions more unique, I had to reduce the amount of units in the techtree dramatically.
Some ideas of different gameplay(I'm not saying I will add them to my maps) include: modes like Take and Hold or King Defense, special items that benefit your techtree, and a unit-rank system.
The main purpose is to destroy all your enemy's units, like in melee maps, however I may add different modes. You build your kingdom normally, however the units are very different from normal WC3 and other units, and your strategies are infinite. Every single unit in the game will have at least one custom spell, and all spells are triggered. You may choose one hero out of three possible choices(one for each stat) for each race, and he will be your general on the battlefield. Terrain will be alot more realistic, I won't use any Blizzard cliffs, and there shall be custom UIs.
Each race will have its own unique strategy, which you can alter to your liking. Because I wanted to make the factions more unique, I had to reduce the amount of units in the techtree dramatically.
Some ideas of different gameplay(I'm not saying I will add them to my maps) include: modes like Take and Hold or King Defense, special items that benefit your techtree, and a unit-rank system.
Progress:
I will do the following in order:
Concept - 50%
Terrain - 0%
Object Data - 10%
Triggers - 0%
With some art inbetween.
2D/3D Art/Sound - 25%
I will not be hiring a team. Please don't ask me.
I will do the following in order:
Concept - 50%
Terrain - 0%
Object Data - 10%
Triggers - 0%
With some art inbetween.
2D/3D Art/Sound - 25%
I will not be hiring a team. Please don't ask me.
Other Information:
When completed, I will add background and map information(including Credits) into the Quest dialog. I expect my first map, Winterfrost, to be done in at maximum 2 and a half months. And as said, I may make a whole string of different maps(with the same races and everything, but different terrain) and even a campaign, if this project is liked enough.
After I finish Winterfrost, the other maps should be done quickly, as I will then just have to create the terrain and import triggers and object data.
When completed, I will add background and map information(including Credits) into the Quest dialog. I expect my first map, Winterfrost, to be done in at maximum 2 and a half months. And as said, I may make a whole string of different maps(with the same races and everything, but different terrain) and even a campaign, if this project is liked enough.
After I finish Winterfrost, the other maps should be done quickly, as I will then just have to create the terrain and import triggers and object data.
Maps:
The first map, Winterfrost, will definitely be released. Some map ideas follow:
Winterfrost - a snowy plain
Noblewood - a forest
The Abandoned - a desert tomb
Dragonholm - an abandoned fortress
The first map, Winterfrost, will definitely be released. Some map ideas follow:
Winterfrost - a snowy plain
Noblewood - a forest
The Abandoned - a desert tomb
Dragonholm - an abandoned fortress
Please take your time reading, and do comment and give feedback and ideas. Thank you.
-GhostThruster
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