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Gaias 1.2 ... and yes, I'm not joking.

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Hmm... I did some testing on a demotrack for the new tabreader system in gaias... and well, I have to admit that the result is not as pleasing as I imagined at first.
The sound files sound great on its own when being played in windows, but it seems that WC3 can not decode this compression at the quality it was supposed to be.
There is an extreme drop of quality when importing the sound files which makes the whole thing sound crappy.

Which brings me back to the point where something needs to be done to reduce the filesize of Gaias to allow for further content upgrades.
That being said, the custom music has to go ... which is kind of sad, but can not be helped. We all knew this day would come...
 
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I personally don't care, I blast my own music anyways..lol I always have wc3 sounds completely off, in game volume, and on my sound mixer, cuz im OCD like dat...
 
Hmm... I did some testing on a demotrack for the new tabreader system in gaias... and well, I have to admit that the result is not as pleasing as I imagined at first.
The sound files sound great on its own when being played in windows, but it seems that WC3 can not decode this compression at the quality it was supposed to be.
There is an extreme drop of quality when importing the sound files which makes the whole thing sound crappy.

Which brings me back to the point where something needs to be done to reduce the filesize of Gaias to allow for further content upgrades.
That being said, the custom music has to go ... which is kind of sad, but can not be helped. We all knew this day would come...

The music is very important in making this into its own completely independent world. Could you please keep at least one short track for the outdoor music, and then use triggers to "DJ" in-game tracks for things like boss fights and caves.
 
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I'd prefer content over music tbh, using music from another game isn't what makes this game unique at all.
 
I removed some of the music tracks now, only keeping two of the smaller outdoor music tracks, as I could not find a musical equivalent in the WC3 music to create the same mood. However, just because I will use WC3 music in the future doesn't mean I will not hand-select and fire the right music tracks at the right time depending on the areas and situations the heroes are in.
So you can still expect it to be awesome. :)
 
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Also, a suggestions for future boss encounters to be more interesting, make the enviroment to be more involved, kind of like the Squire quest mage fight, where you have to hide behind the pillar so you don't die.
 
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You should totally update that progress thread zwieb, and delete all the other shitty threads like the screenshots one
 
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I removed some of the music tracks now, only keeping two of the smaller outdoor music tracks, as I could not find a musical equivalent in the WC3 music to create the same mood. However, just because I will use WC3 music in the future doesn't mean I will not hand-select and fire the right music tracks at the right time depending on the areas and situations the heroes are in.
So you can still expect it to be awesome. :)

Did you at least saved boss battle track? :vw_love:
 
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He mentioned in the other thread, the boss track is the orc victory theme slowed down by 30 - 40% or something.
 
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Took the time to make the environment, weather and music system ready for 1.2..
Too bad you guys can't enter the new zones yet, looks so awesome with fog and snow ... *troll*

As soon as 1.1n comes out (or 1.1m4) we will be able to see all your terrain progress anyway. :ogre_hurrhurr:
I personally think that the new areas look a lot better than the rest of the map, I get a kind of Dun Morogh feel about it from when I first played level 1 Dwarfs back in vanilla wow. :3

Question: About your ice, can it be that you used the LorderanWater.mdx (or a similar one) model with blue tinting color and then froze the animation on it or did you make it yourself? Or did you find some trick in the editor to make the default water animation freeze? :)
 
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Zwieb i was wondering can you make the defuff's of creeps to disapear from heros when the creeps die?

For example crows when they die i've seen some weak people get to die after killing crows becouse of their gaping wounds, u think u can make the debuff's disapear when u done with the battle?
 
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Zwieb i was wondering can you make the defuff's of creeps to disapear from heros when the creeps die?

For example crows when they die i've seen some weak people get to die after killing crows becouse of their gaping wounds, u think u can make the debuff's disapear when u done with the battle?

I think its stupid to do so, im agianst it, things are ok as is
 
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Yeah there's no real need you're not just suddenly going to be fine after combat. Truth be told I've never seen anyone die to gaping wounds unless it was intentional (i.e bishop being an ass) or just a plain mistake, which can often be res'd anyway.
 
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Yea, but gets annoying when you want to rest though, it'd just help speed things up, your not gonna die, but its quite annoying, so whats the point of it having to stay on anyways?
 
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I do have seen people die from gapings after killing creeps is somehow fun but w.e was just a suggestion is also bcuz of u have to wait to rest till it wears off *at least could make it to not do dmg when creeps are ded if possible well just a suggestion*
 
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New necromancer's ability would be good. A buff for monk seemed reasonable as well. I can't wait for Gaia 1.2. Anyway it just my opinion but I find curse of the vampire quite useless as compared to the other spells. It dealt low dmg over time and only heal for 15% of the dmg dealt. I just feel that it should heal more not just on the user but also on the skeleton.
 
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I do have seen people die from gapings after killing creeps is somehow fun but w.e was just a suggestion is also bcuz of u have to wait to rest till it wears off *at least could make it to not do dmg when creeps are ded if possible well just a suggestion*

With the healer mercenary it shouldn't be a problem anymore to stay alive after they are dead.
 

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Hey Zwei. Don't listen to the complaints, just keep on doing your thing. You and your map is the only reason i've kept on playing this game for the past three years.

On another note: i like the boss to be hard. Remember how you told us that it was frustrating, how you spend many months creating previous content, only to see people complete it in a day or two. Well, with a hard boss - and hard content in general - the map will keep people occupied for longer = more satisfying for yourself ; ).
 
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Difficulty is good yes, but when its intended to as a pre-d3, which I imagine it still is supposed to be, and if it becomes harer than d3, what'd be the point in killing it, if you do something easier, for better gear.

On another note, when can we expect to see 1.1n?
 
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I feel, Monk have no reason for apperance in team gaias, He will play which role in combat @@. Sorry, I only have hard knowledge about cru, ber, assasin, druid, bishop, bard , not Monk :D.
 
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Monk is a boss tank, high evasion good armor, and really high aggro, when maxed atleast, till thent hey're quite useless which is really lame, probably hte worst pre-d3 class,w hich is why they need a buff to pre0d3 gear.
 
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monks as they stand, currently, have next to no use in gaias.

They might end up being a more late game class if there are evasion orientated fights, things like that.
 
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Hey zwiebel I know shade was made unstealable to prevent thief classes from just spawning and stealing and spawning again, but now that you changed the mechanics of steal would it be possible to make Shade a stealable boss now like the rest of the game? After all that can no longer really be exploited. You could also make shade not despawn if you fail, but unspawnable again if he is currently out to avoid half killing/stealing/spawning
 
Hmm... I think I can balance the boss to be easier to beat gear-wise, but it still requires some movement and strategy - possibly much more than The Lieutenant or Andrazzar.

I'll do something about it.


I agree about the steal on The Shade, but I don't have items to attach to its stealtable yet. Maybe he will get a steal table with 1.2.
 
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for the love of god no those need to be removed from steal pools if you want juke drops throw in a damn healing pot I swear to christ zwieb if I see more level 1 items on further bosses I'll hurt you with something I will ):
 
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Well you can't sell pots, and can't they at least be junk items of a surrounding area. Especially since steal now can't be abused since units need to take damage.

Then again, I suppose it isn't really an issue, those longswords are disappointing but they're also hilarious, in a let down kind of way.

I'm still all for better steal pools but it's in no way an important fix. Nicking those 1% Poltroonerys is everyone's goal anyway.
 
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Maybe simple non-bashing creeps, so its not a hassle to run past for quest/shade, or like a broken wall area that leads in a cave or something, that'd be cool.
 
On a side note - I need someone who can proofread and correct all the quest messages in the game.

Some creative writing skills are required, as I don't want 1:1 corrections but instead a real overhaul of all the messages including dialogue content.

Also, english must be your main language and knowledge of medieval slang is required!

EDIT: Hmm... I think I will simply load all the quest strings in a forum thread and make them open source to be changed ... well ... in spoiler tags.
 
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Hmm, I discussed that before and decided against it... simply because it would hurt the dense atmosphere of the sewers area.

Also, the pathing is not good enough to allow for numerous battles.

Although dense, they're also a large area with nothing to show for them other than mushrooms and shade. I suppose the experience of being lost is fascinating to newer players but to anyone who knows those sewers it's a bunch of empty space that could be used for a quest, as with the rest of the massive area that is mytargas. Lots of quest usage up in their zwieb, lots.

You could squeeze in small fights on every corner or so, I'm sure those slime creatures could fit in as concentrated forms of the plague that surround the nearby area of the mushrooms. I can't recall what the actual WC3 unit was called, you know, slime things, black, red eyes. w.e. A few of those that are level 25 would be a good place to filter in a few new pre d3 drops, just an idea.

Sludge, there we go

http://classic.battle.net/war3/neutral/sludgemonsters.shtml#sludgemonstrosity

Unless you have plans on that for an upcoming boss I think smaller models would make good story related enemies down their, little plague minions. Fuck knows its better than the warrior mushroom ideas we saw before lol.

On a side note - I need someone who can proofread and correct all the quest messages in the game.

Some creative writing skills are required, as I don't want 1:1 corrections but instead a real overhaul of all the messages including dialogue content.

Also, english must be your main language and knowledge of medieval slang is required!

EDIT: Hmm... I think I will simply load all the quest strings in a forum thread and make them open source to be changed ... well ... in spoiler tags.

I'll do it, either myself or s0ul. I don't mean to be an arse but with such a culturally diverse gaias community, proper English is fairly scarce.

'more than happy to go over quests and any other texts you have in mind if you feel they may need improvement though Zwieb.
 
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By medieval language do you mean all the. Thy hath methinks thou churlish dais
Exactly... but only where it fits.

I had someone revisiting the quest dialogues until the farmland content (that's why they are much more polished than the later dialogues). After that I was pretty much on my own, so proofreading and altering the dialogues is an important matter.

I'll upload all the dialogues in a seperate thread later that day so you guys can take action.
 
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zwiel dont need many mobs at sewers but only some, in the places we dont go very much... like the sewer maze... you need to go there only 1 time and never more... you only go to the sewers for shade and 2° part... so its a lost of place... i mean you have a huge space there and you will go there 1 time and its for 1 mb 2 mins... everyone knows the place of the mushrooms so no way to get lost there, so the other's rooms are a miss!
mb some mobs will be fun... like some mutation things...sewer sludge or something else...
they could be lvl 27 and 28
 
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In all honesty some mobs in the sewers would be nice. But place then in areas where you don't go so like no mobs would be in the way of the quest to go look at the mushrooms lol have it so the mobs are in the dead ends etc.

Exactly... but only where it fits.

I had someone revisiting the quest dialogues until the farmland content (that's why they are much more polished than the later dialogues). After that I was pretty much on my own, so proofreading and altering the dialogues is an important matter.

I'll upload all the dialogues in a seperate thread later that day so you guys can take action.


I would love to help but my English is bad sure iti s my first language but my punctuation / grammar is horrid.
 
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