Heroes of Azeroth (Working title)
Updated 02.01.20
Since this personal project of mine has become much more than just an idea, I decided to create a proper thread for it here.
Background
Being a fan of the Heroes of Might and Magic games I got inspired to create a map in Reforged by looking at the awesome new models the Blizzard devs have created. I'm a 3D/Technical Artist by profession so I probably geeked out a bit more than I should have over the new models. Nonetheless, I noticed almost every regular unit has an "upgraded" version and that got me thinking how perfect that is for a HOMM type map. So I started working on this a few of months ago (as soon as the World Editor for Reforged was available), and this will be my little tribute to the Warcraft universe.
General Info
The map is heavily inspired by Heroes 3 and 5, which are my favorite in the series. Most of the game mechanics will be taken from there.
Updated 02.01.20
Since this personal project of mine has become much more than just an idea, I decided to create a proper thread for it here.
Background
Being a fan of the Heroes of Might and Magic games I got inspired to create a map in Reforged by looking at the awesome new models the Blizzard devs have created. I'm a 3D/Technical Artist by profession so I probably geeked out a bit more than I should have over the new models. Nonetheless, I noticed almost every regular unit has an "upgraded" version and that got me thinking how perfect that is for a HOMM type map. So I started working on this a few of months ago (as soon as the World Editor for Reforged was available), and this will be my little tribute to the Warcraft universe.
General Info
The map is heavily inspired by Heroes 3 and 5, which are my favorite in the series. Most of the game mechanics will be taken from there.
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Turn based gameplay
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Up to 4 players
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Dynamic map design, with Small, Medium and Large playable areas
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Solo Mode
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AI specifically developed for the turn based gameplay
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7 Factions to choose from:
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Humans (Castle)
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Orcs (Stronghold)
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Night Elves (Rampart)
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Undead (Necropolis)
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Naga (Fortress)
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Burning Legion (Inferno)
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Twilight's Hammer (Dungeon)
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6 Tiers of Units per faction each with an upgrade
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Interactive Town Screens for each faction
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Multiple Heroes per faction (known characters from the Warcraft Universe)
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Hero Skill Trees
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Combat Mode Including:
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Turn based combat
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Unique battlegrounds for each type of terrain
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Siege Mode
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Unit Skills
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Hero Spellbook
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7 types of resources: Gold, Lumber, Stone, Food, Crystals, Gems and Mojo
The map is being developed specifically for Reforged and there will be custom models which won't fit in with the "classic" WC3 look.
WIP Examples
Combat
Melee attacks are performed in 2 steps
Step 1 - Select the unit you wish to attack
Step 2 - Select the angle of attack on the grid (to where the units movement points permit it)
Ranged Attacks are simpler, where you just point and click. No distance falloff in damage yet however.
Player Controlled Human Army (Mixed units) VS Neutral Wolf Riders (T2 Orc Units)
Player Controlled Human Army (Mixed units) VS Neutral Gronn (T6 Orc Units)
Primary Hero Skills in Action - Morale and Luck
Player Controlled Human Army (Mixed units) VS Neutral Wizards (T4 Human Units)
AI VS AI
Simple AI operates within the given game mechanics and rules.
AI Controlled Human Army (Mixed units) VS Neutral Grunts (T1 Orc Units)
Battlefields
Forest

Desert

Beach

Winter

Trail System and Map Object Interaction
In the HOMM games the trail system is grid-based, this is difficult to replicate in the World Editor however I think I managed to capture the feel of a similar trail system.
Resources
Town Screens
Each town will start with a gold mine from where you can buy your upgrades.
Because I don't have enough building models to show when a Unit building is upgraded I will instead show the unit itself doing cool stuff on the map when that tier has been upgraded.
So basically when you first purchase a new tier of buildings you see the building model itself appear on the town screen and when you upgrade it you see the corresponding unit appear as well.
My vision for town screens:

Limitations
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Factions - The limiting factor for creating factions is the buildings, it's hard to find enough building types to support my idea, so will have to improvise where I can. But the goal is to have each faction feel unique.
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Army Size - The hero will carry his army with him in the form of inventory items with charges. So 6 is the limit. However the charges on the items have no limits that I know of so each stack of unit can become practically infinitely powerful if the game goes on long enough.
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Hero Items - Such as "equippable" items that increase stats might be difficult to include since all the inventory slots go to the Army Items.
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Quick/Instant Combat - This is something I haven't figured out yet, but would definitely be a good addition.
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Turn Based Gameplay - Definetely not for everyone and I doubt most people in on Bnet have the patience, but TBH I'm making a map that I would find fun first and worrying about the rest later, also there will be AI for solo play! Suggestions on how to make this type of gameplay more bearable for people are welcome
Feedback is appreciated!
I'll release test versions as soon as I can, but there's still much to do! Meanwhile I'm open towards suggestion on what people would like to see in such a map. That's it for now & thanks for showing interest
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