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Heaven's Fall: Melee Gameplay Mod

Discussion in 'Map Development' started by Retera, Aug 13, 2012.

  1. Retera

    Retera

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    [​IMG]

    In an alternate Warcraft universe, giant relics left by the Titans that had once orbited the world have fallen upon Azeroth and changed the world forever.
    New races have arisen, twisted and changed by the magic of these old relics, and many have sought to claim the true power of the relics for themselves.


    Playable Races

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Zear are a semi-nomadic Orcish race. They are notable in that almost all of their "buildings" are mobile wagons that perform their upgrades and carry around their resources. They can build an army of tough Orcish fighters or tech up to build mighty Sky Cannons to purge their enemies from the world.

    Lore
    Originally, the Zear was a small Orc sub-clan that had followed Gul'dan on his quest for power as he went to raise the Tomb of Sargeras from the depths. However, because they had crashed on an unknown island prior to Gul'dan's entering the Tomb, they were left severed from their former master when he met his undoing.
    The power of the Titan relics that fell to planet twisted the Zear, causing them to become the orange-skinned spike-growing Orcs that make up the Zear Fallen.

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Enlightened Tide can be played by building a tough force of upgraded small units such as their basic Coastrunner mur'sophs and Snap Dragons, or can be used to build a mighty army of the greatest water-beasts imaginable. Their Pyramid of the Serpent and Shrine of Ancestry open up the ability to train such units as the Ancient Hydra, the Mur'soph Myrmidon, and the Sea Giant Royal Guard.

    Lore
    The magic of a Titan relic that fell near the Stranglethorn Vale region created the intelligent Mur'sophs out of Mur'guls that were affected by its power. With their new-found intellect, they created the Enlightened Tide civilization by unifying and controlling the beasts and creatures from the depths of Azeroth's oceans.

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Voidspawn are a race with fairly simple economy mechanics that allows the player to focus on building and micro-ing their military. They mine gold and harvest lumber with energy beams from their town center, the Shrine of the Aether. In addition, they build buildings by warping them in with the Shrine of the Aether. However, to make up for the advantage they gain from this, their food (after the first 45) is obtained by sacrificing their units at a Vortex of Sacrifice.

    Lore
    The Voidspawn were attracted to Azeroth around the time of the Titan relics' falling. Although none are as of yet certain exactly what drew their attention, some say that it was the power within the relics. The Voidspawn have warped in their essence-draining army of shadow beings, seeking to corrupt and devour the lands of Azeroth.

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Lost Tribe are a tribal group of shamanistic Draenei. They can train such units as the Disciples of Fire, who can Ascend to the Flames to become draconic fire spirits. The Tribe's Master's Lodge building also trains Assassins that can be upgraded to be invisible and Battlemasters that can enter a state of empowered Rage, making them nearly unmatched in combat.
    The Crystal Spire is also quite a notable Lost Tribe building; it is a spell-casting semi-defensive building at the height of their tech-tree that can heal nearby allied units, summon Volcanoes in enemy cities, shoot lightning across vast distances, and more.

    Lore
    The Lost Tribe found their way to Azeroth in search of a homeland. As portions of the land are torn apart by the meteoric Titan relics and the growing conflicts for power, this becomes and increasingly challenging task. But the Tribe is strong, and will stand fast against the other races on their conquest for power.

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Freezing Legion is a race filled with specialist units. Even their basic bottom-tier Frostwolves can be upgraded to travel at a stealthy Windspeed and to Leap through the air upon their enemies.
    Such units as the Freezing Revenant, which has attacks that encase enemies in ice, and the Dungorian Translocator that specializes in relocating the Legions' army, also add to the player's options for play.

    Lore
    When one of the Titan relics landed upon the imprisoned Ner'zul in the frozen north and filled Northrend with a large, destructive energy storm, the creatures of Northrend were forced to find a new homeland. As they expand outward on this search, they bring with them their Frost Spirits to summon snow to cover their newly claimed lands.

    [​IMG]

    Gameplay Image
    [​IMG]


    Techtree
    [​IMG]


    Playstyle
    The Final Alliance is a race that offers many different unit options. They have more buildings than any of the other races, and each group of units has its own set of weapon and armor upgrades. A player can begin the game with either Archers, Swordsmen and Militia, or Scouts depending upon whether they choose the Archery Guild, Barracks, or Stables as their first building.
    As a Final Alliance player advances, they may feel that their units are in some cases slightly weaker than those of the other races, but their powerful economic advantages can be used to give them a hefty upper hand. Their Mining Camps are cheap to construct, and can upgrade their gold supply so that they mine at accelerate rates.

    Lore
    As chaos spread across the torn lands of Azeroth, a new Alliance formed to stand fast and survive in the world. Calling themselves the Final Alliance, these defenders gathered what was left of the Humans, Elves, Dwarves, and Gnomes, and built a civilization all of their own.

    Technicalities
    [​IMG]

    How do I play Heaven's Fall???
    Playing Heaven's Fall is designed to be as easy as possible. The mod can be downloaded in a simple .exe program file, installed, and run. It will attempt to locate your Warcraft III installation (if it cannot, try putting it in your Warcraft III folder), and will start the game in modded mode (This combines Justin Olbrantz (Quantam)'s MPQ Draft system with dumpling's MultiRace Template -- many thanks to them both!).
    So, to play, just download and run the mod EXE program at this link:
    https://www.hiveworkshop.com/posts/2397186/
    If you wish to play the mod in windowed mode on your computer, you no longer need to download a separate version. Open the Heaven's Fall Launcher, and in "Options" select "Play in windowed mode."

    Installer Program
    About Installer: Images
    Download link: here
    The main page of the Heaven's Fall installer should look like the picture below.

    [​IMG]
    When installing an update to Heaven's Fall, you should see an updater that looks like the picture below:
    [​IMG]
    If the update occurs instantaneously or does not work, it is possible that a bug occurred. In such a case, contact Retera here on the forums for help.
    The simplest fix is often to Run as Administrator for some versions of Windows.


    Current Version
    Heaven's Fall has been a running home-brew project over the past several years, which I (Retera) have at this point facilitated almost entirely by myself, with back story and gameplay concept support from Worldtree91. Other credits are available in the "Credits" menu while playing the mod, and can also be found in the Readme, which comes with the installation provided by the new installer.

    [​IMG]

    What All Does the Mod Include?
    Heaven's Fall modifies every melee map that you play to have the above listed six new races, and we plan to add two more races eventually for a total of eight.
    You can play Heaven's Fall with friends on LAN, or play versus computer AIs in a single player game. However, be warned: the AIs are not the smartest in the world, and while they understand the tech-tree well enough to make units you may find that different races have differing levels of difficulty to fight because the AIs are unequal in how they "think" and "play".
    Currently, Heaven's Fall does not have a custom campaign but one may be created at a later date.

    Support and Updating
    Thanks to inspiration and support from the hive, work on this mod continues.
    That said, I've worked hard to create the techtrees and 3D art for the game, but some of the races have varying degrees of customization. For example, the Final Alliance was originally created in only three days, while the Voidspawn took somewhere in the neighborhood of three years to fully put together to where they are now. The Voidspawn have many more custom scripts, abilities, and systems, and the Final Alliance are mostly unit data modifications using normal Warcraft III models.
    That is to say that if you find any tooltips, hotkeys, portraits, or other aspects of the game to lack polish, feel free to list what you have observed and make suggestions about how to fix them.

    In addition, stat balance issues absolutely exist in the mod, and you may feel free to provide your thoughts, comments, or opinions regarding changes that you feel would make the mod better. Depending on the time of year and issues in the rest of life, updates may be slow -- but they'll come!

    Download the new Internet-based Heaven's Fall Installer and Launcher:
    https://www.hiveworkshop.com/posts/2397186/

    Previous Versions
    Download old (outdated) Heaven's Fall (Fullscreen version):
    https://dl.dropbox.com/u/92572084/HeavensFall.exe
    Download old (outdated) Heaven's Fall (Windowed version):
    https://dl.dropbox.com/u/92572084/HeavensFallWindowed.exe
     
    Last edited: Mar 29, 2015
  2. Drunken_Jackal

    Drunken_Jackal

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    I dont know why anyone hasnt posted here yet.
    All I can say is that THIS. MOD. LEAKS. AWESOMENESS.
    I can see much hardwork placed here.
     
  3. Codric

    Codric

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    It looks good so far.
    But the Idea of messing up the warcraft lore it just doesn't seem right to me (well that is my opinion) but i can see alot of work going in to this.
     
  4. TaShadan

    TaShadan

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    didnt try it yet but looks good. Problem with the hive is that most of the people dont care about melee or altered melee. They prefer RPG or other fun maps.
     
  5. Retera

    Retera

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    The way the races came together it felt like they would work best with lore that was derived from the original wc3 lore. Part of that may be because a lot of the art is wc3-art-derived rather than being created from scratch.

    Would you suppose that letting the Final Alliance have economy upgrades (i.e. gold mine rate) makes them overpowered? If anybody plays some of the mod and has any feelings on stuff like that, let me know.
     
    Last edited: Aug 18, 2012
  6. Da Fist

    Da Fist

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    Well. Boy, that escalated quickly. You are a one of a kind map maker. +REEEEP. Also which Warcraft timeline is this? After First War? Second? Lich King's Merge w/ Arthas? Fall of Arthas? Fall of Azeroth? Or just purely fan made?
     
  7. Drunken_Jackal

    Drunken_Jackal

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    I believe its fan made.
     
  8. Retera

    Retera

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    The general idea for Heaven's Fall's storyline is that it takes place at about the same time in Warcraft history as Warcraft III's original campaign, but in an alternate universe where many of the events of Warcraft III never occurred.
    For example, because Ner'zul was destroyed by one of the falling Titan-made artifacts shortly after arriving in Northrend, he never had the time to kill all of the Nerubians, nor time to form the Scourge, etc.

    Edit: I finally got around to testing this experimental new version of Heaven's Fall, and found the Freezing Legion in particular to have many exceedingly broken elements -- I had reorganized the MPQ completely and missed changing a small handful of filepaths.
    In testing a few other errors were discovered such as a disconnect glitch when town centers were being built -- I have fixed many of these issues and will provide an updated version in the future.
     
    Last edited: Aug 29, 2012
  9. Kyrbi0

    Kyrbi0

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    Holy cow... Normally I don't like crazy races, but this makes sense (nothing from the real game, so it's almost like a whole new world! to explore.

    Are those resources available for download as well? You could really make bank (lol) uploading them here and at Wc3C. I mean, wow. Did you make all that stuff?
     
  10. PROXY

    PROXY

    3D Modeling Reviewer

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    I really like this one. Took the time to read through everything and must say, there shurely stands tons of work behind :O Respect for you Sir, you've done things I've always wanted to :D Keep it going!
     
  11. takakenji

    takakenji

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    did you make all the models?
     
  12. Retera

    Retera

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    It's great to hear positive feedback from you guys! As for models, I made all except a select few:
    The LegionGrandmaster in Demon Form's wings were not made by me (borrowed from Cookie's Wraith), and the hero glow attachment art model used for hero units with non-hero models came from the old WEU version of the editor.

    There are also three made by Worldtree91:
    LegionGrandmaster
    HarvestersMill (Lost Tribe)
    CrystalSpire (Lost Tribe)

    Also, the loading screen arts are just edits from images found on Google image searches -- see "Credits" menu in-game in the mod for a list of the web URLs that the images came from.

    I haven't ever gotten in enough play-testing for this mod, and my most recent test a few weeks ago showed me that despite the great model work I've put into it there's still a lot that could be improved with the actual gameplay. As of making this post I've updated the .exe filed linked on this thread with various changes and fixes (Freezing Legion Blue Moon no longer screws up screen!), but there are still several broken custom auras and the such that were lost in the translation to version 1.26.

    If you're interested in getting your hands on any of the mod's custom art/resources, here's a link to the entire mod archive as an MPQ instead of an EXE:
    https://dl.dropbox.com/u/92572084/hfmod.mpq
    Feel free to use whatever you want from it, but please do give credit to me or the appropriate authors (noted above in this post or in the Heaven's Fall credits menu).
     
  13. Kyrbi0

    Kyrbi0

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    Excellent! Many thanks, Retera.
     
  14. cleavinghammer

    cleavinghammer

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    Is this still being worked on? There are some bugs that detract from the game (which is otherwise awesome).
     
  15. Retera

    Retera

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    Absolutely; but I have been working on it alone and have been a bit busy.

    Most recently, the worst bugs that I've been aware of were:
    • All Custom Passive Spells (Auras, etc) broke with the changeover to 1.26
    • Players who are Void can lose via script error before all of their buildings are gone (I modded scripts so that Children of the Nether wouldn't count)
    • When a player loses their Town Center, has a reveal timer, then builds another, all players are disconnected from the game.

    I have some of these issues fixed in a development version on my computer here, and you make a good point that I should upload them soon.

    Edit: I've also been planning to incorporate this brilliant system: http://www.hiveworkshop.com/forums/warcraft-editing-tools-277/mulit-race-template-217700/
    Which will mean that you can select your race before the map begins, and that there will be a custom UI for each of the six races.

    I started on a Zear UI, which is missing one of the UI buttons and needs some work, but it's a start.
    Image
    [​IMG]

    In-Game Image
    [​IMG]
     

    Attached Files:

  16. cleavinghammer

    cleavinghammer

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    Okay, that removes one (the Warlord's bounce attack aura).

    * The Hydra's Acid has the same hotkey as the Attack command.
    * The Tentacle Prison doesn't trap units inside, you should change the description.
    * Zear dragons don't start out with mana (they get it with the upgrade, but it looks weird to have the ability but no mana).
    * You can't build more than one Skycannon at a time per training camp, as the icon is replaced with the "cancel" button.
     
  17. Retera

    Retera

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    Thank you for your input!

    -I had heard another report from a friend about that Acid Splash hotkey and not gotten around to fixing it. I've just changed that in my data-map, and it should make its way into the next version of the mod.

    -I just ran a test of Tentacle Prison. It's working about how it did before the code migration to 1.26, so I guess that one's just a tooltip error; it can trap larger units and heroes, but it depends upon the size of the unit as to whether it can fit through the tentacles. Currently, I'm changing the tooltip as follows:
    Old Tooltip
    N of the Maw of Oblivion's tentacles burst out of the ground in a ring around a target unit, imprisoning it until the tentacles are killed.

    New Tooltip
    N of the Maw of Oblivion's tentacles burst out of the ground in a ring around a target unit, attempting to imprison it and attacking nearby units until the tentacles are killed. Smaller units may be able to escape between tentacles.


    -The Zear Dragon's Roar was designed to be that way, but I realize that it gives the appearance of being a data mistake. To fix it, I have added "Zear Mana" to the Requirements list of the Zear Dragon's Roar, and modified the upgrade's tooltip accordingly:
    New Tooltip
    Imbues all Zear units with magical power, giving them all mana and increasing mana capacity and regeneration rate for those that already had mana.|nThis upgrade will also enable Zear Dragons to use the Roar ability.

    Subsequent Level Tooltips
    Further increases the mana capacity and regeneration rate of Fortifiers, Zealots, Blade Throwers, Forgotten Ones, Ogre Maulers, Ogre Slingers, Blood Magi, Energizers, Spell Shifters, Zear Dragons, Chaos Demons, and Sky Cannons.

    New Zear Dragon Unit Tooltip
    Ranged flying unit that can be upgraded with Zear Mana to use the Roar ability. |n|n|cffffcc00Attacks land units.|r


    -The Zear were originally designed by my cousins back around 2003 (before any of us knew how to make 3D models) as tinted Chaos Orcs. When I asked them about the Sky Cannon/Cancel issue and how best they would see it fixed a couple of years ago, their response was that it was a deliberate decision to limit the production of Sky Cannons to only what a human could click, because Sky Cannons are so powerful.
    However, I recognize now that in terms of game balance, requiring more micro is not an entirely good excuse for tremendous power. I haven't thought exactly how best to fix that issue at the moment, but here's one idea:
    I had a suggestion from Worldtree91/Naresh to revisit the Zear Dragon and Chaos Demon units, to make them more interesting. Essentially, what was recommended was that Zear Dragons be purchased as an egg that heroes could carry, which would hatch after a short amount of time passed, or something like that (use charges on an non-consumable item for a countdown, perhaps). For Chaos Demons, he recommended that they become a larger, more powerful but more costly land unit (that could still attack air for Sky Cannon-protecting strategies). Then, when they were purchased, instead of training the cost would activate a ritual ability that would summon the Chaos Demon from the training camp to a target location, make some flashy spell effects and damage happen, then summoning the Chaos Demon and incurring a cooldown, or something like that.

    If I were to make those changes that Naresh suggested, I could plop the Zear Dragon egg for sale at something like the Air Wagon, freeing up the Cancel Button space in the corner and fixing the sky cannon issue. That will probably happen when I have more time, though.

    Thanks again for you comments!
     
  18. cleavinghammer

    cleavinghammer

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    Huh. I actually thought that was the reason for the Skycannon being limited.

    Have some more:

    * The Final Alliance has a problem: I can't find the final upgrade anywhere (I was trying to hire the neutral hero, but it said it needed a Castle Age).
    * Using the Tiny Haven (as Voidspawn, I don't know about the others) gets you a Haven.
    * The Invoke the shadows tooltip says one more creature is summoned than actually is (2 instead of 3 at level 1, etc.)
    * The Demonling dog doesn't have an attack animation.
    * A dummy ability on the Shadow Phoenix would be useful to know how much damage it's Phoenix Fire does.
    * Two of the Aether Flameweaver's abilities refer to it as "Champion of Death".
    * The Armistice countdown stays onscreen after it's done.

    Also, is there a way to use the World Editor on this?
     
  19. Retera

    Retera

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    I just put this together from the most recent version of the mod files that were compiled on my computer, which I think means it might have some development scripts in it, but it'll let you look around the Heaven's Fall Editor. Note that this thing can break and will override standard mod units with customs due to overlapping data codes... but it should work for the most part:
    https://dl.dropbox.com/s/1r9mip44o1uh8is/HeavensFallEditor.exe?dl=1

    First look at issues:
    *The "Castle Age" is tier 2, I've seen that problem before and have checked and double checked the dependencies list. I just ran a test, and am now convinced that Blizzard specifically programmed the Dependencies for town halls only to count the first 5 options (in case they made naga a full race or something) as everything beyond the fifth on the list appears to be ignored (I may be able to script the crap out of the game to fix this -- i.e. invisible building spawned for all races that is the only entry on the list)
    *The Tiny Haven is bugged, and could also have given you Risen or High Elf bases (unfinished races partially left from the 2003 mod). Because it was taken off of the list on the Stash building, the ability to obtain it was overlooked. For now and for lack of a better option and due to the four-race-limitation of the wc3 system, I'm going to make it always make Havens. This also could probably be fixed via scripting
    *Invoke the Shadows tooltip has been changing in my working data set
    *I imported the Attack Slam from the Feral Spirit onto demonlings. They had an attack animation previously, but it was a small non-obvious waving of the head left from the dog model.
    New Demonling Attack Anim Pics
    [​IMG]

    *Added the suggested placeholder to the Shadow Phoenix.
    Passive Tooltip
    Shoots nearby enemies with shadow energy four times per second. Each strike deals 1 damage per hit.

    *Fixed Æther Flameweaver tooltips.
    *Fixed Armistice timer in working script file (this should make it into next compiled version)
     

    Attached Files:

  20. cleavinghammer

    cleavinghammer

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    So I tried the Blizzard campaign in the mod (half expecting it to crash), and to my surprise there were entirely different races for humans and undead (the Undead one has awesome buildings). Will they be playable?