• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Everwood - The unique ORPG

Status
Not open for further replies.
Level 8
Joined
Dec 10, 2006
Messages
544
Im using various imported hero models in my map, along with other imports, its up on 2.530 kb...

I'd like to call Bull on that one.
Seeing as a normal Plane which could be 8 Points, is 1 kb. I doubt it.
Unless you meant 2,530, with a Comma. You also probably don't have a FSI that has over 2500 lines of code, along with various other systems that require a lot of coding also. You Also probably don't have lots of icons imported either.

You have to remember the little things that make a map file size huge.
Try adding all of that and having it under 3 mb. Without Optimizing it. Than I'd applaud you.
 
Level 3
Joined
Mar 15, 2009
Messages
52
okay then...
- different mounts get different movement speed ??
- can i know all of the classes ??
- Can I get different job's equipment??
ex : when I'm hunting, the monster drop equip for another classes.. can I get it ?
( as long as I see another ORPG can't get the item )

--
Can't Wait For The Beta Map
 
Level 8
Joined
Aug 6, 2008
Messages
451
Customvalues arrayed lols, just use UnitUserData to index your units and you can have shitloads of arrays to hold all the data you need.

That animation system sounds cool, btw. Its nice to know that heroes will have proper animations. It just looks terrible when animations dont fit.
 
Level 9
Joined
Apr 5, 2008
Messages
529
Evilz said:
okay then...
- different mounts get different movement speed ??
- can i know all of the classes ??
- Can I get different job's equipment??

-Most likely, but there won't be a big difference.
-I'll add them to the first post in a moment. They are at the buttom of the first page.
-The only difference on the heroes is their stats and abilities. Currently you can equip any weapon with any class. We might add some rare equipment later on that can only be equiped by certain classes.

Kricz said:
But if you like the new hastables you will also like the two new functions "GetSpellTargetX" and "GetSpellTargetY" :p
Don't need to work with bullshit locations anylonger :D :D

Hands up for Blizzard, :thumbs_up:
 
Level 3
Joined
Jul 2, 2009
Messages
51
OMG I CAN'T WAIT TO PLAY THIS MAP

This map looks sweet! the terraining is awesome, I love maps with good terraining,
all the systems look interesting, and I especially like the idea that u can go into
every house. Good luck finishing it!!

Someone said that blizzard might be raising the limit on maps from 4mb to 8mb
so hopefully if it does go over 4mb it won't matter.
 
Last edited:
Level 17
Joined
Nov 4, 2008
Messages
1,603
The BETA is estimated to be released at the end of summer (I'm in Australia, so I leave that to Chris and Drak), but if not please be patient.

To answer your earlier question, Evilz, we currently have the:
- Warrior
- Berserker
- Rogue
- Ranger
- Shaman
- Druid
- Priest
- Pyromancer
- Hydromancer
- Necromancer

But, of course, I will be changing the class names as they are original and tacky. This is just our outline. However, we may even use these hero names for the BETA.
 
Level 3
Joined
Jul 2, 2009
Messages
51
I have a few questions:

Are the mounts race specific?
And are the races Orc, Undead, Night elf, and human?
And do races have 'Special' bonuses? like undead might be immune to poison,
disease, ect.
Thats all lol :smile:
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Hah. We're not discussing adding any new heroes yet. If this 8MB map capacity is true, then we'll definately add a hero that actually possesses arcane prowess.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Of course we are! Development should speed up now because of summer. And for me, holidays. So RPG and I will be working together to get the BETA spells and BETA quest lines done as quick as we can so that we can release our first BETA for all of you impatient people. =P But he's on vacation till Tuesday. <.<
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Well, if we have room by that stage. You'll only have a sweet taste of Everwood's spells and systems in the BETA. If this 8MB patch comes out, we'll have a lot more room.
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
=P Also, Dark, if you want you can help me with quest lines. If you're bored. =P
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Haha. Well, if you have MSN or yahoo, it might make things easier. I've just got to finish the spells for the Druid class.
 
Level 9
Joined
Oct 2, 2008
Messages
406
If you guyz need help,I d like to join your team to do something.I can handle object editor or do minor terraining or GUI scripting.And I have big magination :) and lots of unused spells and units and quests in my head.Cant handle not creating them...
 
Level 17
Joined
Nov 4, 2008
Messages
1,603
Now, I have contemplated whether to reveal to you one of the official classes and now I will. Now, you must remember, in the BETA releases you will only get a sweet taste of more basic versions of these spells so we lure you in (=P). The spells I will post now are the official release spells and this hero is one of the 10 so far confirmed.

If you have any queries, please directly ask me as I am designing the heroes.

Note: Written and designed by me. =D Enjoy.
To be brought to life by RolePlaynGamer.

THE Necromancers are legendary magicians who have resided within the sanctuary known as Everwood Forest for as long as any Elf, Man or Orc can remember. They are known manipulators of those who have passed on from this life and are often the users of forbidden black magic sealed and hidden away from other mages. The origin of the Necromancer is sometimes unclear to many but it has been foretold by Necromancers themselves that the beginning of the Necromancers is what formed the great Cult of Everwood.

The first signs of the Cult were on the Eve of Victory when the first demons were vanquished back into the netherworld by King Valasdriel II which marked the victory of the elves. Demons feared Valasdriel II and went into hiding, some even taken in by hidden societies of elves. These demons were grateful to the elves and had proved that they were not completely born without hearts. This new friendship between the hidden societies and the demons became an inseparable bond where elves were taught how to manipulate the netherworld and even become the puppet masters of the many who died in the War of Suffering. They were excellent pupils to the demons and revered them greatly, acknowledging them as legends.

Many years passed and the hidden societies became very well known to the main Elven Kingdom where Valasdriel II was passing on his throne to his son, Prince Elidriel I. These societies became the Vipermagi who demonstrated their magnificent black magic and were opposed by the Kingdom of Everwood and sent into a great exile. The Vipermagi were driven away, dubbed as an impurity of the Kingdom and into the Viper Marshes where the Cult was formed and a mighty tomb erected to house the unchallenged forbidden arts practiced by these masters of the dead.


The Necromancer Uncovered
Weapon Types: Wands, Orbs and Staves
Armour Type: Light
Key Use: Summoning and group DoT’s and curses
Innate Ability: Curse of Hatred
Base Attack: Low


Abilities & Traits
The Necromancer does not directly employ the services of the dead immediately; however he is well adept in afflicting, even hexing his opponents to make the target an easy prey for the Necromancer and his minions or allies. The Necromancer is also very masterful in an elite fight, being able to defile a target and bring it to its knees is a unique art that not many classes can master. However his strong point is his minions and what he can do to make them sometimes stronger than himself. He has the choice of two minion types that he may select, however he cannot have both at the same time. His first minion type is the Blood Golem of which is great to take damage and resist against the Necromancer’s opponents whilst the Necromancer himself works his magic. The Necromancer’s second minion type are the banshee’s of whom are numerous and can deal a lot of damage however are unable to be targeted allowing for the Necromancer to be vulnerable to attacks.


The Necromancer’s Abilities
Curse of Hatred [ACTIVE]
The Necromancer defiles a target with HATRED which makes the target so furious that he does not ignore or avoid xx% of all magical damage dealt to him, however it gives the target a xx% chance of entering a frenzy which will increase his attack speed x2.
Soul Ward [ACTIVE]
The Necromancer spawns a soul ward at a target area which slowly leeches the soul of x targets reducing the chance of successfully striking a target by xx% and reducing movement speed by xx%. The affect of the ward lasts for xx seconds.
Undead Eruption [ACTIVE]
The Necromancer finds a corpse nearby and compresses the blood and bone until it erupts into an outburst of unholy fire that deals xx initial damage to all surrounding targets and deals x damage to the targets affected per second for 10 seconds.
Ritual of Summoning [ACTIVE]
The Necromancer begins channeling for five seconds and summons one of the two types of minions that may be used by the player to destroy his foes. If Soul Ward is active for the duration of the channeling, banshees will spawn whereas if Undead Eruption has recently been cast, the Blood Golem will be summoned. Minions are permanent unless killed (Blood Golem) or this ability is cast again.
Curse of Sorrow [ACTIVE]
The Necromancer defiles a target with SORROW which decreases all spell damage given out by the target by xx% and all spell healing received or given out by the target by xx%. If the target receives a debuff or debuffs him/herself, the affect of this spell will be reduced by 50%.
Occult Mastery [PASSIVE/ACTIVE]
The Necromancer is given a xx% of receiving a build up of occult energy that he may discharge at any moment, dealing xx damage to all unallied targets in the area of effect and a xx% chance of reducing the movement speed of those targets by xx%.
Prisoner of the Plaguebringer [ACTIVE]
The Necromancer shields himself or an ally in unholy energies that reduce all physical and magical damage by xx%. When an unallied target is in the radius of this shield, the target receives the plague buff which deals xx damage per second for x seconds. This can also affect allies if unshielded.
Curse of Reckoning [ACTIVE]
The Necromancer defiles a target with RECKONING which dominates a non-elite target for xx seconds, turning it against its allies. When the affect of this spell wears off, the Necromancer poisons the target, dealing xx damage per second until the target is negated or killed.
Bloodbound [PASSIVE]
The Necromancer binds himself with the Blood Golem, combining xx% of their damage, health and armour and sharing a bond like no other. If the Blood Golem is killed, the Necromancer receives 50% of the Blood Golem’s maximum health in damage.
Soul Orb [ACTIVE]
The Necromancer sacrifices xx% of his health and mana to summon an orb of immense energy that siphons the life and mana of all targets in a radius of xxx and channels that energy back into the Necromancer, Blood Golem and surrounding allies.


The Necromancer’s Ultimate
Curse of Bloodlust [ACTIVE]
The Necromancer defiles his allies with BLOODLUST that increases their attack speed by xxx% and allows them to restore xx% of the damage they deal back to their health. Judging on the amount of blood (damage) dealt by an ally, he/she becomes full. This slows the attack and movement speed of affected allies down by xx%. The ally who is full must also stop attacking if the spell’s affect is still enabled or else they will begin to lose xxx health per attack.

 
Last edited:
Level 3
Joined
May 29, 2009
Messages
39
Mind giving me a percentage of how much is done on Everwood ? Lols, have been anticipating this since I saw the screenies ! Looks awesomeeeeeeeeee
 
Level 19
Joined
Oct 12, 2007
Messages
1,821
No offense but I would suggest you to check out previous pages because that question has been asked for over 100 times already. (256,256)
 
Status
Not open for further replies.
Top