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Grayworld

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Level 17
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Aug 19, 2007
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Grayworld

Beta 2 is here, changelog:
*Summon Quillboar, Summon Hawk, Voodoo Blade, Flame Grenade, Flash Grenade, Bite and Raging Spirit are now also changed to level 6.
*I've added a grayish filter over the map to get the more "grayworld" effect.
*All ground textures for structures have been removed to let buildings fit more with the grayish terrain.


Main Features:
*This map is based on the Creep Rebellion mod.
- Creep Rebellion adds a new full and balanced race which consists of creeps and adds a new neutral hero.
*All races (including the new race from the Creep Rebellion mod) have;
-new units.
-new researches.
-new abilities.
-new structures.
*All heroes;
-can level up to level 20
-gain experience slower.
-abilities with 3 levels have now 8 levels and ultimates have now 2 levels.
-each hero has 1 super ultimate ability which he can learn when he's level 20,
this ability is the same for each hero from the same race, so in they're
5 super ultimate abilities in total.
*AI support for the 5 races, exluding the new thingies to the races.
*Environment is grayish, hence the map's name.
*New creeps and new hirelings.
*All tier 3 townhalls have addons (think of special towers and support buildings).
*Upkeep system changed, biggest change is that you gain gold faster.
*1 new item for each races' shop (it is for each race the same item).
*All structures have twice the amount of health.
*And some other small changes here and there.

Story:Yet another war rages through the lands of Azeroth. Anger and hatred between the four races has sucked away the life and energy of enviremont, leaving a dead and rotten landscape. Most of the critters were destroyed and killed in process, only a few survived. Creeps also suffered greately from the war, Goblins have taken their places. Only Murlocs still stand their ground, because of the debris (guns etc.) the war has brought to Azeroth. Murlocs have installed the guns on their towers to kill any non-murloc who comes to close. The presence of such destruction to the enviremont has striked a yet more evil race from an other world. The Shadows have for long observed the world of Azeroth, seeking for ways to enter it. And finally, they have succeeded in finding it, and they have begun in their quest for the total annihilation of Azeroth.


Map Information:
  • 6 players; FFA or 3vs3.
  • Neutral Buildings; Taverns, Goblin Labotries and Black Tower.
  • 6 gold mines and many trees.

Progress:
Beta almost finished and I'll upload the map soon.
Remaining things to do:

  1. Testing, balancing and bug fixing.
  2. Some hero abilities still need to be set to level 6.
  3. I also need to make some corrections to the tooltips.
 

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Last edited:
Level 8
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Jun 28, 2008
Messages
515
Looks seriously sick, Way promising than my Orc vs Human map. I really wanna see the beta. But I hate the model you are using for Night Elf Mage (?) in 3rd and 4th screenies. They look awkward and doesn't fit in with other models. Other than that, the map looks and sounds great.
 
Level 15
Joined
Dec 18, 2007
Messages
1,098
Why not use the .mdx squisher found in the tools section to reduce the size of the models (the size doesn't really decrease but it takes up less file size when imported). Also, you could use the map optimizers and other stuff to make the file size smaller (back-up the map before optimizing).
As to the map itself, it looks awesome, the terrain is decent, there are lots of units and there are new things to each race. However, just one thing to take note. Please change the button position of the hero's super ultimate. It should probably be one row below the hero's ultimate and should show at the hero's learn skill thingy when you learn it.
Overall the map is good, keep up the good work :D
PS: Did you get permission from the creator of the creeps rebellion mod?
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
Thanks for the comments so far, I will optimize the map before I'll upload it. As for the permission, I have send them a private message which they haven't answered yet. I can't really think of a reason why they don't let me upload this:
1 The minimappreview is the same as from Creep Rebellion (that's 1 credit).
2 At the map description I've given them also credit.
3 And in the qeust log I've given them also credit.
Also an update is coming this day or tommorow.
 
Level 21
Joined
Aug 21, 2005
Messages
3,699
Graphically, you need to use another base tileset because the ground textures of the buildings don't fit the terrain AT ALL. Perhaps change all ground textures of all races to those of the undead? They have those black ground textures, might fit the whole grey theme more.

Then I personally never liked the creep rebellion race at all. It introduced a few interesting concepts but the race as a whole did not have a theme. I find a central theme very important, while the creep rebellion basically was : throwing together a bunch of unrelated creeps. It might be better if you center your races around a central theme and let this theme reflect in core gameplay differences.

I'm thinking of the obvious "Naga" choice who could build on water and swim. There are 3 hero models downloadable + naga sea witch, and 2 or 3 unit models too, so there are enough resources for that race (and I've thought up a whole new techtree for that race a long time ago)

Other possible themes could be:
- Nerubian / Zergling combination with breeding your units
- A whole race centered around Wizards of the 4 elements (4 element heroes, 4 mage units instead of 3 as any other race) and 4 elemental golems that have an elemental mage as requirement. Their game mechanics would revolve around buffing and repairing their golems, ways of gaining mana from the enemy as well as an extensive synergy of the elements and their abilities
- A demonic race, with acolytes that can build both buildings and temporary "gateways", that summon a specific unit (when the gateway is finished, it summons the unit and vanishes)

The map looks very promising, I can say that :)
 
Level 21
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[K40$]-Spectre;958895 said:
  1. Yes, all the ground tilesets will be replaced to suite the tileset.
Good to know.

  • I don't want to dissapoint you but I won't add or change race themes.
    It will be these 5 races. However, I might make the naga race as a hireling race just I did with the Goblins.

No problem, it's just my personal preference :)
 
Level 17
Joined
Aug 19, 2007
Messages
1,380
New update

Added some new screenies and here's of the new stragetegies you can use when playing Greyworld:

Ancients in Battle
In normal WCR3 TFT or just WCR3, ancients were weak and could only kill some weak level ~1/2 units. In Greyworld, you can make a special ancient. The ancient empowers other ancients around him to fight much better. However, the ancient comes at a high prize; it costs 1000 gold, 1000 lumber and uses 60 food. But when you've it, you can smash the skulls of your enemies with a fierce and powerfull army which consists of ancients.
~This information is only from what it's now, things will be changed/added~

  • The "custom units" count: 158
  • The "custom abilities" count: 205
  • The "custom upgrades" count: 32

What still needs to be done?

  1. Some level 3 Hero abilities to be changed to level 6.
  2. Some tooltips need to be fixed and altered.
  3. Some balances still have to be made.
  4. Uber Splats/Ground Structure Textures still need to be done, if you want to help, please check this link http://www.hiveworkshop.com/forums/f98/uber-splats-help-needed-112335/.
:fp:, in other words, it's almost done!
 
Last edited:
Level 17
Joined
Aug 19, 2007
Messages
1,380
I hope you like, I've questions.
1. Some portraits don't seem to work cause I've squished some models. I've squished the portraits also. To let the portaits work; must I not squish only the portraits or must I not squish both the model and the portrait?
2. I don't know which uber splats(ground texture for structures) I need to edit for the four races (Human, Orc, Undead and Night Elf). Anybody knows which one I must take? I work with Image Extractor II.
 
Level 12
Joined
Mar 16, 2006
Messages
992
I like the layout of the map, but red and orange have a distinct advantage as they only have 2 sides they need to guard against, rather than 3. I'm going to guess this is a customized RTS style map?
 
Level 17
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Aug 19, 2007
Messages
1,380
I like the layout of the map, but red and orange have a distinct advantage as they only have 2 sides they need to guard against, rather than 3. I'm going to guess this is a customized RTS style map?
, correct. It's based on the Creep Rebellions mod with extra features (new units/abilities/upgrades/looks/buildings, includes AI and normal abilities have now 6 levels and ultimates have 2 levels and each hero has a super ultimate based on the faction he is playing etc.).

This is a sick looking map structure. I hope you make a regular melee version, too.
I do hope you find use for my Root Elemental skin! :D
, just throw everything exept for the map away ;) and replace the creeps with suiting levels and items. Also that is a really nice skin you got there. I will look into if I can use it for a new night elf unit. If you have any ideas for it, please spit it out.
 
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