Hello, I'm new to the whole map making deal in Warcraft 3. Sure, I've made a few of my own little games that a few people play, but nothing that takes more than 10 hours to do. I have done some map making in Starcraft, the triggers seemed easier at the time. However, I'm now in a computer programming course so I figure I should be able to handle the simplified version in World Editor. Basically, I want to do a project on Redwall. For those unfamiliar with it, it's basically a medieval setting with your archetypal good vs evil plots in essentially every book. However, here's the catch, every character is a small forest creature! Yes, I know, shocking isn't it. Now while you ponder how a mouse could possibly defeat a fox in an epic battle set on the walls of Minas Tir..err Redwall Abbey, I shall elaborate on what I had in mind. The idea of the map will be somewhat akin to Ring Wars or Azeroth Wars or <insert random epic story with many different races> Wars, however the big difference is this game will have a lot more story driven quests. Which won't be 100% necessary to win the game, but will greatly strengthen your heroes/army. Essentially we want the players to have to decide whether they want to continue on with a current quest or retreat your heroes back to your allies base which is being swarmed by vermin. In theory the idea sounds good (well at least it does at the moment to me), but we'll have to wait and see how it works out.
The wall of text seems to be in a need of a space so here it is. Anyways, the biggest concern with this project is modeling. I'll just put this out there by saying my friend and I (it's like a 2 man project atm) have 0 knowledge about modeling. And basically, I'm worried that there's only so much one can do with a flail wielding gnoll. Ideally, having some variance in how the different creatures look would be nice, but I think it would be most practical to possibly vary the weapons. The units we're currently thinking of using would be:
- gnolls
- kobolds
- furbolgs
- wendigos
- murlocs
- razormanes
- satyrs
- possibly ogres/dragonspawns/magnataur etc?
Anyways, the point is that basically there isn't enough variation in the current model set to make a game "interesting", relatively speaking. But anyways, I've definitely rambled on too much about this so I'll stop.
Is it difficult to do modeling if you've never done it before?
Does it take a long time to make models? I have exams coming up in not too long so this is like a side project to keep me busy, and sane, as opposed to dota it allows me more flexibility for time.
To conclude, any advice would be greatly appreciated. And thanks Cavman for sending me here and giving me some links to help with modelling. And feel free to pm me or w/e if you're interested in helping out.
Current progress: Trying to optimize map with a mix between actual redwall (mossflower) map and most practical/fun in game
The wall of text seems to be in a need of a space so here it is. Anyways, the biggest concern with this project is modeling. I'll just put this out there by saying my friend and I (it's like a 2 man project atm) have 0 knowledge about modeling. And basically, I'm worried that there's only so much one can do with a flail wielding gnoll. Ideally, having some variance in how the different creatures look would be nice, but I think it would be most practical to possibly vary the weapons. The units we're currently thinking of using would be:
- gnolls
- kobolds
- furbolgs
- wendigos
- murlocs
- razormanes
- satyrs
- possibly ogres/dragonspawns/magnataur etc?
Anyways, the point is that basically there isn't enough variation in the current model set to make a game "interesting", relatively speaking. But anyways, I've definitely rambled on too much about this so I'll stop.
Is it difficult to do modeling if you've never done it before?
Does it take a long time to make models? I have exams coming up in not too long so this is like a side project to keep me busy, and sane, as opposed to dota it allows me more flexibility for time.
To conclude, any advice would be greatly appreciated. And thanks Cavman for sending me here and giving me some links to help with modelling. And feel free to pm me or w/e if you're interested in helping out.
Current progress: Trying to optimize map with a mix between actual redwall (mossflower) map and most practical/fun in game