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Naga Projects

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Level 12
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Dec 13, 2008
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Maybe when built near water the moon well ability could be activated, regardless of day or night.

what would be really cool is if the Naga had something similar to blight, except that their buildings produced a sort of "shallow water" texture :D and the buildings (except main town hall) had to be built in this shallow water texture
 
Level 10
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Coral only grows in water, and only from the carcasses of certain sea life, microbes or something. I don't remember. So I suggest that it can only be built in water, which means it can't be spammed to inifinity like the moon wells can. That'll force a different type of strategy than the other races.
 
Level 21
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Well since coral is uh food production building its kinda not smart to limit it really (plus naga buildings are filled with water). Also not all maps have water so naga would be useless on any map that isn't water based. We can't really obey that much trivial things like laws of physics, biology...

But shallow water idea does sound nice if someone has idea how to make it?
 
Level 3
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Mar 25, 2009
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and how about instead of water, they use a fog? or it could be a defensive ability for the buildings (like the orcs have)
 
Level 8
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Oct 23, 2010
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hi there. :]

I am currently trying to start a big murloc mostly underwater campaign, I was wondering if anyone here wanted to provide ideas, help, or just curious as to what it's like. I have so many ideas for it, i just don't know how to correctly bring it to life, (it's also 1-2 players...)

but in the end, the story line could also make for an interesting movie, i could just make it one huge cinematic,

all in all, i am afraid i just can't do it on my own, so if someone would like to take my idea, and make it their own, that might work, (just ask me first ofc) and if someone wanted to help me make this, that would be great.

oh, and my specialty is 2D art, pretty much anything from textures, to icons, to bigger pictures.
(note, i made this post in a new thread stupidly, if and i have no clue if i can even delete it... so if someone knows how, please remove it, and if not... then... sorry...)
 
Level 15
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Discussion deleted.
Welcome to the group!

First thing, the only way that you can make a campaign multiplayer is if you make each chapter a seperate map. If you do that, it also limits the filesize. You're better off to just stick with single player.

We'll need a bit more info, in order to be able to give ideas. Two things are needed: a general summary of the story line and a list of features.
 
Level 8
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Uh, General storyline,

you are a murloc living on an island, a huge storm hits, you wake up on a strange islands beach. naga find you, and think your an escaped slave, they get their leader, she says your a spy, so you are taken prisoner and tortured, you then find out that one of your buddies from the island was also taken prisoner, you two decide you are going to escape, then on the day of your execution, sea giants attack, you escape while the naga are distracted by the sea giants.
after you escape, a few weeks later, you're at your new home, under the sea.
then, you and your new teammate have to go around getting people to help you kill the naga, you have to find them first, then convince them to help you, I already made one, where you go to an island, and find out that turtles and Makrura/crabs are fighting with each other, you get to help one side, and the other joins the other team. The more races you get to join your cause, the more units you can select.
)
 
Level 8
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Part two
the maps main features are:
Two units at all times, units all have Strength, stealth or intelligence.
you can switch your units for others in you new underwater sanctuary, but can only have two at a time.
you can use armor and weapons that you can see on your units,
Its fairly free roaming.

its also strategy, you can do tank and healer, two rogues, hunters, i plan on adding lots of spec'ing options.


(also, as an unrelated topic, i have been doing a bit of dabbling on the "water plague", I think i have figures it out... the only current problems are cliffs. :p)
 
Level 24
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Jan 25, 2008
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So they think you are an escapee, and a spy... and sea giants conveniantly attack? Also, Makrura fighting wild turtles... I know makrura are sentient, but their attempts at group building have been kinda negated by Naga making them their cattle. But what would be the point of the makrura fighting turtles?

Finally, how did a murloc manage to get swept across the ocean to another island, AND be with a buddy? Also, how do they find this "sanctuary"?

finally, "Water Plague". Wouldn't that plague everything on the map? It IS spread through the water...
 
Level 8
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No, they (at first) think you escaped, then the naga leader (of that group) says you are a spy, because you don't look like the other slaves, so she has you tortured, after a few days, you will not admit to anything she wants to hear, so she has you executed.
Yes, the sea giants DO conveniently attack, But they do so every week, so it's not uncommon.
The Makrura and turtles are fighting over land/food, the turtles want to eat them, the makrura want the land. You help one of them, and the other joins the naga.
the two murlocs were hiding in the same place when the storm hit, and the storm was a naga casting a large spell, that caused crazy winds to fly toward the casting naga, thats how you both ended up on the same island (also, the two island are fairly close to each other.) The "sanctuary" they found was one they had found over a few weeks of searching. not hard to find a place like that with a few weeks, the ocean is a big place, AND "sanctuary" is just what they call it.
 
Level 8
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the "water plague" was worded incorrectly, i meant to say "shallow water" it's an idea going around for the naga tech tree i assume... It's not for my game, i was just trying to help out. it's supposidly built like the undead's blight, or the Zerg's (from SC) Creep. and i was saying i figured out most of it.

And Finally. You said Finally twice.
 
Level 12
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Dec 13, 2008
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Yeah, we could use triggers or something in order to figure out the Shallow Water. And no, it would not have to create rotten trees and this is a texture (just as Blight is a texture). It would not matter if you are in a map with shallow water or not because it is not related to what this idea is concerned with. It would create a shallow water texture.
And honestly, not using it would make it seem just like other races that DONT use blight. And the texture would be different that Blight, so it'd be unique to the player. Plus, it would give the player the feeling that they are dependent on water, just as the Undead are on Blight.
We want to give players an experience greatly unique and naga themed.
 
Level 8
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Well, CAN we have two blights? I have no idea how, if we make the normal blight into water, then the undead will use water (i think at least..)
I tried making my own using http://www.wc3c.net/showthread.php?t=82133 As the water, i threw it in obj editor, and made it a flying unit, height of 5, and set up triggers so that whenever i made a naga temple, the ground all around it sinks a little, and changes texture (the texture change is so "you can't built there" can't build anywhere without the texture... The best i could being the amateur i am. :p
 
Level 15
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Jul 19, 2008
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1,791
If this "shallow water" works effectively, then I am all for it. I would love to see that in our naga race.
+1 vote for that.
 
Level 15
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I believe that you can lower terrain with triggers. So small hills shouldn't be a big problem.
 
Level 21
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Lots of things can remove blight as long as blight source is gone.

Meh "if" it works is big if but I am sure I have seen a map with more then 1 blight. But anyway buildings only recognize buildable, ground/air/see/amphibious pathable and unblighted in object editor, there are separate options that set "placement requirement and "required" terrain for buildings. In undead case their buildings are not allowed to be made in unblighted. Anyway if we want this it will be have to be some serious work.
 
Level 8
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Oct 23, 2010
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Vel is right, it will take a lot of work... If you want to fiddle with what i have, heres a DL link,
http://www.hiveworkshop.com/forums/pastebin.php?id=km9ake
Its not done, at all, there are bugs, and i am only pasting it so you guys can see my idea... also it needs a new model for the texture to deal with hills... (are there triggers/scripts that will bend a model if it is higher above ground?)
 
I agree.. let's (again, lol) try to figure out anomalies (units)

My suggestion was that they're one heavy melee unit (or maybe ranged naga) that have the same stats and usefulness, except one thing, and that would be a random passive ability (poison attack, hardened skin, magic resistance..) OR something as simple as a fire (or any) orb ability
 
Level 21
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Jul 27, 2008
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Uh that would be weird and kinda bad. I mean corals are food production building here so we need them from the start and since you will need many of them you would genocide your own army. Also so far Anomalies were decided to be either tier heavy unit or maybe hero or at least special unit and you really can't afford to waste units like that.

And isn't coral made out of dead coral mostly?
 
Level 8
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I don't mean food buildings, i mean other coral buildings lets say, to make a goldmine, The unit must sacrefice itself, (just an example, i know we have a GM in mind already...) I was just thinking of them as fairly cheap and expendable units, The naga are known for treating small infantry as "expendable" and if they are expendable, then it adds a whole new way to play the race, and sets them apart from all the others.
 
Level 21
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They see their slaves as expendable. I kinda don't think sacrifices are useful in wc3 gameplay (maybe in Armies of Exigo where population is way higher). Besides we currently only have 1 coral based building and it would still make no sense for coral to need sacrifice.
 
Level 15
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Same concept as the wisps. A unit sacrifices itself to produce a building. It would be an interesting idea but I prefer the build system that we have, already. (more of an undead summon type ability)
 
Level 10
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Dec 13, 2007
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And isn't coral made out of dead coral mostly?
it's dead microscopic creatures, actually. What you said conflicts with itself. lol

As for the night elf buildings, the wisps are basically dead night elves, or tree spirits. They're full of nature magic, so having a spirit become an ent shouldn't be that hard for them. From semi living spirit to semi living tree. The naga buildings aren't alive.
 
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