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Fate ORPG - Yes, another RPG!

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Level 9
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none of the heroes have strength as their primary attribute. melee have agility, and casters are intelligence. The highest strength race is dragon, so yes, dragon berserker with all strength build will achieve the highest strength out of all the classes.
 
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s[i]n;567782 said:
I disagree with you here. Starcraft is set in a completely different genre. There will still be plenty of people playing wc3. Any fantasy maps will better be played in warcraft 3, due to its content. Think of how long it took for decent maps to come out for warcraft.. a good 2 years after its initial release? Starcraft will be nearly the same, thus plenty of people still here.

I agree, many people will be on warcraft for a long time even after starcraft is released because many people (including myself) play warcraft 3 for the custom games. When sc2 comes out the only thing I'm going to be doing is learning the language straight away (I came into warcraft only knowing GUI and in my opinion it kind of messed up my map making skills since I could never get used to the conversion) and then trying to dish out one of the first sc2 maps coded in its editor's language. Obviously, many people will try to bring about the first successful sc2 map. I disagree it will take 2 years for good games to come out, since as far as I know, there's a much larger and experienced map making community than when warcraft 3 was first released. Is that right?

Also, wasn't warcraft 3's editor much more complex than the original sc's? A lot more to get used to there if that's true. I hope that sc2's editor will have as much capabilities and more than the wc3 WE, with a better editor that is color coded (so it's readable) and is slighty better designed (besides the editor there are some things I disliked about the wc3 editor).
 
Level 9
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None are STR? what about paladins and warriors? agi paladins seem lame.

Then you can pour stats into strength. Thus, a StR paladin.
My reasoning for having no strength heroes is to allow for more varying builds per class. Rather than having a STR based hero and just pouring stats into strength and gaining damage and life, you can either build life(str) or damage(agl). Then you can further buff your life, damage, or armor with the items you have equipped.
 
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Level 8
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Ahem,
Paladins would also be more Intelligence based as well,
something Strength based would be such as a Crusader, or a Religious Zealot,
I've never viewed them as Strength based as Warcraft has, and I can't wait for this to be done. =]
Hopefully, you will find a way to manage All stats being useful to all classes,
so we just don't pour everything into one stat, that would amaze me. =]
Great Job So Far.
Keep Working on it!
-Calvin
 
Level 9
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Ok, right now I am stuck. I cannot seem to create a decent assassin skillset. Any one have any request/ideas on what abilities the assassin will have?

As of now, the assassin class has two passives and two types of traps, and a jumble of other abilities. The rest of her current abilities I am not happy with.

So, please post suggestion on what a stealthy type class will need ability-wise, preferably abilities that benefit from each other and maybe a buff or two that is good in party-play.

Also, Accepting ideas for the shaman. His abilities are done, but i am not happy with a few.
 
Level 2
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Here is a list of some spells

-Sneak: if you not near a enemy you can go invis
-back stab: do bonus damage form back, if you have sneal on you do more
-vanish: you go invis and leave behind a image(this should be learn at higher lvl this will be like sneak)
-posion tip: inflict posion damage (auto cast)
-awareness: can see traps and secret passage.( if you have in rpg)
-disarm trap: remove trap (if you have in game)
-Double attack: Have a chance to attack twice
-Nerve of the Killer: imune to slows and stuns
-Death by a Thousand Cuts: each attack on enemy will get a bonus 10 damage each attack. 10,20,30,40 ect ect
-Crippling blow: have a chance to slow enemy movement, attack, reduce armor
-Quick slash: slashes through enemis in strait line until you reach taget. After reaching taget you start behind enemy
-quick reflex: Dodge a attack. evasion
-ice trap: minor damage slow enemies
-spike trap:Does minor damage but last 10 sec and mini stuns every .5 sec
-shuriken: range 500 does good damage and 1.5 bonus damage from main stats. IF poisen tip is on auto cast it does posion damage
-fatel blow: Have a chance to intant kill a creep.
-quick: self buff increase movement and attack speed
-mirror image: makes 3 images of himslef. images do no damage
-imune to poison: reduce poison dmage or remove posion
 
Level 8
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Hmm...

Marked Target/Assassin's Mark
The target has basically been marked by the assassin, and he will deal extra damage from skills and normal attacks done on him.

Stalker of the Night/Shadow Step
During the night the assassin is near invisible and creates almost no noise,
He gains an Extra bonus damage to enemy units on first hit, [So Basically wind walk, but only usable at night]

Slowing Poison
Every strike the assassin makes slows the enemy and gradually takes away life.

Deathly Poison
A strong poison focued on killing the enemy causing a massive amount of damage per second.

Numbing Posion
Causes minor Damage per second, but also the enemy inflicted with this has a certain % of being stunned every second as long as the poison buff on him lasts.

Hope this Helps some. =]
[Also, Ninja's use shruikens not assassins]
 
Level 4
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Filed Weapons

icons_1012_btn.jpg


Describtion: The Assassin manipulates the blades wielded by his enemies. The manipulated weapon breaks, sending shrapnel in a small area around the target and damaging the targeted unit itself. Also, the target unit attacks with less force from this point on because it is missing its weapon.

Effect: The target unit and units in a small area around it are damaged. Flying daggers effect on target unit. The target unit loses % damage. % loss of damage lasts until either death of assassin or death of target unit.
 
Level 5
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Shaman spells:

Im not sure about what the shamans main role is (I always think of them as buffers) so...

Shaministic Calling: Removes all positive buffs from allies in exchange for mana (and HP?)(For the whole party?).

It would require more thinking for the player, IE. Checking the duration of buffs on allies, balancing the pros and cons of the ability (should my allies keep the current buffs, or do they need more suitable buffs (ally has a anti-mellee buff when fighting ranged enemies)

Assassin:
Hidden Shroud (I couldn't think of a better name): The assassin hides behind the cover of an ally, unable to attack. All damage done to the assassin is redirected to the ally who he is hidden behind.

Counter Poison: The assassin dip his blade into his own cuts that have been effected by an enemies poison. He is able to poison his enemies with the same poison meant for him.
 
Level 9
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The shaman is a hybrid of Positive Buffs, Shapeshifting(based on stats), Healing and Damaging wards, and Healing/Mana Regen in aoe.

Like a lot of the assassin skills, and the shaman already has a spell very similar to that. :)

Assassin is pretty much finished now, thanks guys.
 
Level 4
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Man i am going to love your map. id love to help too or be in your caln (if you have one) but sadly i'm not the best at it. ive been waiting for a map that makes items appear on your heroes and has custom heroes, but does yours have custom heroes (i mean with skins and models). even if you didnt i would still play your map. keep going you are doing great!!!........ oh and one more thing
HAPPY EASTER
 
Level 4
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Hmm...

Marked Target/Assassin's Mark
The target has basically been marked by the assassin, and he will deal extra damage from skills and normal attacks done on him.

Stalker of the Night/Shadow Step
During the night the assassin is near invisible and creates almost no noise,
He gains an Extra bonus damage to enemy units on first hit, [So Basically wind walk, but only usable at night]

Slowing Poison
Every strike the assassin makes slows the enemy and gradually takes away life.

Deathly Poison
A strong poison focued on killing the enemy causing a massive amount of damage per second.

Numbing Posion
Causes minor Damage per second, but also the enemy inflicted with this has a certain % of being stunned every second as long as the poison buff on him lasts.

Hope this Helps some. =]
[Also, Ninja's use shruikens not assassins]

Ninjas were assasins....
 
Level 8
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Ninjas were assasins....

Yes,
but they were "Assassins",
They have always been separated, and Ninjas were not always assassins,
and I could say they aren't because they usually did not receive pay for the killings they did.
Also, they were used for espionage a great deal, something a assassin wouldn't do.
So Truthfully they did assassinate people,
but not as a assassin would, Now, back to the topic,
I'm more than sad seeing your list of races.... <w<
Theres No Trolls! xD
I'd love to see them implemented into this, but if not, Owell, Great job so far, =]
-Calvin
 
Level 9
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I can add trolls as a race, but a model with suitable animations doesnt exist right now, and would take to much time for me or stealth to find/make. But, if you have a model in mind give me a link! 8)
 
Level 4
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Yes,
but they were "Assassins",
They have always been separated, and Ninjas were not always assassins,
and I could say they aren't because they usually did not receive pay for the killings they did.
Also, they were used for espionage a great deal, something a assassin wouldn't do.
So Truthfully they did assassinate people,
but not as a assassin would, Now, back to the topic,
I'm more than sad seeing your list of races.... <w<
Theres No Trolls! xD
I'd love to see them implemented into this, but if not, Owell, Great job so far, =]
-Calvin
Ninjas were assassins, but they also did espionage missions. And what do you mean that they assasinated people but "not as assassin would"??? They were assassins and they had their own methods...
 
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s[i]n;573423 said:
I can add trolls as a race, but a model with suitable animations doesnt exist right now, and would take to much time for me or stealth to find/make. But, if you have a model in mind give me a link! 8)

Aww...
Well, I do have a friend that can whip up a good one. =]
I was more thinking of just taking one of the axe throwers and removing the weapons. xD

Ninjas were assassins, but they also did espionage missions. And what do you mean that they assasinated people but "not as assassin would"??? They were assassins and they had their own methods...

Please,
stay on topic, and Go look up the definition of Ninja, than Assassin.
Ninjas were more viewed as warriors with unorthodox methods of fighting. [Wiki Reference]
They also do not fit the definition of an assassin.
=]
 
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I think they are using models that dont have weapons, so they can use attachments for them.
 
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From the screen shots, it just looks like the regular wc3 hero models, without any weapons. Example: Arthas without a sword.
 
Level 3
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This ORPG looks EPIC! Keep up the good work. I like the basic UI tweaks and the interiors. How'd ya do that? Are the building doodads normally transparent or did you find a way to change it per-person when inside it?

Most RPG makers either have...
1) Epic triggering but horrible terraining skills.
2) Epic terraining skills but horrible triggering.
3) A balance but with a painful loading time that takes 10 minutes because we have to wait for a 56ker.

This looks both optimised and just plain awesome. I think all other RPG mappers should stop work right now, because this will surely conquer all! :p
 
Level 6
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This ORPG looks EPIC! Keep up the good work. I like the basic UI tweaks and the interiors. How'd ya do that? Are the building doodads normally transparent or did you find a way to change it per-person when inside it?

Most RPG makers either have...
1) Epic triggering but horrible terraining skills.
2) Epic terraining skills but horrible triggering.
3) A balance but with a painful loading time that takes 10 minutes because we have to wait for a 56ker.

This looks both optimised and just plain awesome. I think all other RPG mappers should stop work right now, because this will surely conquer all! :p

You should not say that, dont tell other map makers to stop there rpgs so what if this one is gonna be good other people might like the other ones to, anyone can do something like this just takes alot of practice to get the skill and patients and the houses are done by trigger if you read the thread you would know that.
 
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From the screen shots, it just looks like the regular wc3 hero models, without any weapons. Example: Arthas without a sword.
Welp, it's hard to find weaponless models (unless you can decompile it somehow and by luck the weapons are submodels) for default models, let alone custom ones. This is the point though, so when you wield a weapon a little attatchment pops up.

I don't know how this would work for bows and all, simply because the attacking animation won't look right (unless it's one of those fancy schmancy gnome-crafted "punch shaft to fire" ones made for people with no fingers). Or maybe he's restricting melee weapons to melee characters, etc?

Not a lot of RPGs do this in full, will love to see how it works out.
 
Level 6
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Whats going on with this map is it dead? no one has posted in this thread for a while and there havent been any updates. You should post couple new screenies for us.
 
Level 6
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What is with people!?!? A post doesn't come in for 2 or 3 days and now it is dead? If the creators of anything were constantly checking and updating the community, they would never get anything done. A lot of games that are coming out don't even update once a week and they have like 100 people working on it, with specific people working on the website. This project has 2 people on it so just let them finish it and they will update us when significant progress is made. Just be patient, I think they will notify us if it is dead.
 
Level 9
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Sorry guys, my spring break was this past week so not much got done on the map except finishing up item classes/redoing existing items.

As for melee/ranged weapons, right now I'm sure it will stay as it is. Melee are melee, not matter what weapon they are using, and ranged are ranged, no matter the weapon. Bows are kind of out of the question, due to obvious lack of animations.

HT : As to the troll model, if you have some spare time, the existing forest troll model will work, with removed weapons, and an animation similar to a footman or NE runner. Something with a decent swing animation upon attack. But overall, I'm not to picky about free models, so do as you wish just keep the filesize down with ingame some ingame textures.

I will post more screens as soon as I feel something is news worthy. This project is in full swing for all the non-believers.

Thanks for all the comments and support guys.


How did u do this ?

Most of the systems, including autoparty, will be released soon after the first release of the main map, credits to StealthOfKing.





EDIT: Would anyone be interested in designing a web site? PM me please.
 
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Your planning on realeasing the systems you made? Now thats cool. I hate it when you can't go and check how someone did something in their map, but its protected. I understand why its protected, but releasing the trigger info separatly is a way good idea to protect your map and allow others to learn. Good work guys, keep it up!
 
Level 9
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PM's scare me, <w<"
But do you mean Graphical Wise? [Photoshop], or HTML Wise? [Dreamweaver] =]
I can do both, Eh, Yea, thats it, xD

The Map looks great so far, and I See you are very Enthusiastic about finishing it. =]
I'll make sure to continuously host it. xD


Probably both. I'm fairly comfortable using CS3 so I guess I could do some of the images if need be. Its mostly a matter of lack of free time.


Could I use broken ones' animations? Draenai that is. Bone structures of headhunter and footman are much more similiar than broken one and headhunter, but broken one's animations will look better on the troll (the movement, attack and all). Here is a WIP of the model, only geometry and UV so far.
Troll-1.jpg


Yeah, broken's animations will work just fine. Good work so far.
 
Level 9
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Thank you for the model, HT. As of now, I'm not sure if it's going to be used due to map filesize. We are now at 2,954kb without the troll model.

As to an update, we had to completely redo creep drop tables for the better. All creep drops are now stored in a SLK and much easier to modify/add/edit drops and new creeps. Each item has its own individual drop rate PER creep.


Our total creep count evens out at 100 on the dot. And some creeps drop as many as 25 different items. Also, some creeps were deliberately set with higher drop rates on more gold-friendly items, for all the farmers out there.


Spells have also been reworked, with a more WoW-like cast system/cast bar.

Autoparty is completely working.

As items are being finished up, I really would like to host a public test on USEAST to test/sample drop rates, for all those interested.

Thanks for your patience and support.

KiliX
 
Level 9
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Just to give an idea of how vast the item drop tables are, here is a partial pic of the SLK. Some of you may have no idea of the relevance of this, but some will know how much work it actually was to fill all this shit in.
 

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Level 6
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When are you thinking of hosting the beta?, and tell you truth i have no idea how to read that table lol
 
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I realise its quite annoying for anyone who wants to test that I chose to recode from scratch leaving the current map not quite ready to display, but its given me the chance to really push some features and add things that are seldom seen in Warcraft III maps.
4rankie, and anyone else who wants to Beta :/ when we are ready to test then we will say/post about it. Progress with the recode is good, and I would like to see the new code added into the main Fate map, but I would rather wait and just concentrate on getting things completed.
 
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