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Firemount

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Level 5
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Aug 7, 2007
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Status of Development:
The Spells are still halting further development of this map. I am setting in initial stats for all the races, but I cannot begin balancing them until I have all the spells and abilities out on the playing field and so can start comparing them to the baseline unit. Everything needs to be balanced based on the speed of which it dispatches goblin civilians. This gives it's "goblin Killing Power" and therefore shows how hard it should be to get. It should be equally hard to get as the same amount of goblin civilians are.

Progress:
Raw Terrain
Units Created(Unbalanced)
Start Locations Made
Race Selection triggers set
Alliance System Done

On Hold Pending something:
Abilities (80%)

Schedule:
Initial Balancing
Scenario Additions
Neutral Hostile Implementation
Creation and Integration of Custom Material for the Map
Terrain Refinement
Initial Closed Testing
Bug Correction
Balancing
Final Closed Testing
Bug Correction
Balancing
Initial Open Testing
Bug Correction
Balancing
Terrain Refinement
**Map Completion?**

Requests-
SPELLS NEEDED! - http://www.hiveworkshop.com/forums/showthread.php?p=317344#post317344

Inspiration:
One day, 2 or so years ago, I was playing a game of Sim Ant or Ant colony or some such map, and I was digging around and thought of the Dark Elf Underdark in R. A. Salvatore's books. This got me thinking, and remembering my old warcraft 2 map called countryside, as well as hundreds of other maps that I've played. In the end, the concept of Firemount came about.

Map Name:
Currently Firemount. It refers to the central piece of terrain, which is a mountain made with cliffs with a caldera and little pool of lava in the middle. This needs changing, I am open to ideas.

Map Objective:
There will be several different scenarios. Here they are listed
Free Form -
Through diplomacy, assassination, or might of blade become the only force remaining on the map. (Suboptions - Add a Game Timer and have every who survives to the end win, Level of creep spawning)
Goblinoid Invasion -
Static castles are picked, With players divided evenly amongst non-goblinoid and Goblinoid. Non-Goblinoid have no population increase advantage, Goblinoids start with an army of houses. (Suboptions - Add a Game Timer and have every who survives to the expiration win, level of goblin assistance spawns, "Hordes of the Underdark" option)
Day of the Dragon -
1/4th of the players start randomly as a Dragon, the rest all start as empire all clustered around the river. Dragonslayers spawn after a set time, until then the empire have to survive (Suboptions - Change time until Dragonslayers arrive, Starting Strength of the Dragons from hatchling to wyrm)
Hordes of the Underdark (Sub-option of the Goblin Invasion)-
This locks in Race types and creates a 4 team style game. Goblinoids get Orcs and Goblins, Underdark get Dark Elves, Dark Dwarves Dark Gnomes, Dwarves get Hill Dwarves, Forest Dwarves, and Mountain Dwarves, and Goodly races get Humans, Empire, Wood Elves, High Elves, Forest Gnomes, and Gnomes.

Map Gameplay(Free Form):
You start with a selector, which has the teleport ability. It allows you to go to starting positions and choose your race. If you fail to choose in the time alloted or choose not to choose, your race becomes wandering hero, where you then are given a unit that turns into one of 7 different kinds of heros. You loose when your hero dies, with a race or without, but you can surrender to a player, making them your "King". When you become a vassal (swear to a king) you give all your units to that player except your hero. If the race is a slave-using race, it creates 2 base slaves and 4 base racial units, if it's not, it creates 6 base race. The base race is divided in half, female and male. New units come through the racial house. The houses are built through conversion of a female (like a wisp and tree of ancients) and activated when a male of the race loads into them (he promptly vanishes). They train units mercenary-style, with the recharge rate being representative of population growth (This seemed infinitely better to me then having the entire population sitting on the map causing potential lag.) Races are picked based on start locations. You can walk them out of where you start, but you put them at risk if you do so. there are a variety of start locations and most people will be able to start near where they want.
There are also three hidden races that are done via heroes. They are Dragons, Demons, and Undead.

Features:
Over 250 custom Units consisting of 13 races plus three "Hidden" races
Map with Underground areas that can be excavated and fought over
Several different Game Modes

Additional Info:
This map started over 2 years ago, but the Brush List Checkmark and 260+ custom units conspired together to get this map progressing. It's now progressing. I could use help creating custom models, icons, and whatnot, and I'd like to replace the Loading Image with a Parchment looking map of the area. My end Mapsize will be right around 1 megabyte, so I will only add custom stuff up to that point.
 
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Level 10
Joined
Feb 8, 2006
Messages
297
o_O awesome map ideas, but it does seem like an awefull lot to pack into 4 megs... usually, its the imported stuff that give the map its size anyways... still, its an awesome concept, and if there is any way I can help in this, dont hesitate to call :)
(I cant JASS or model, but other then that, Im all go)
 
Level 5
Joined
Aug 7, 2007
Messages
117
I expect it to be finished sometime before Warcraft 4 comes out :)

Seriously though, I am not sure. I have most of the hardest stuff done, but the custom graphics and models will take a long time as it is, since I haven't recruited anyone for that yet and am not even sure what I will require and what I won't.

So, The old fallback works. I expect it to be finished when it's done.
 
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