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Naga Projects

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Not saying it as a replacement, but remember that some naga come in different colors. It could be used as such if we ever have other naga not controlled by the main characters. In fact, they could be used by a specific hero or force that we can either ally or fight, depending on what we do for the plot.
 
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I am amazed with the model of Tarrasque, the most it being a hero naga, the creativity and design and now it is a another naga, I thank the participants because it made the ideas optimized.

But wait, 5 heroes? No race (human, orc, undead, night elf) has 5 heroes, if the Death Knight is excluded, it could be the fourth hero. Misha, I have nothing against your model to not be usable, it is a good idea, because Death Knight is a interracial class, but no race (human, orc, undead, night elf) do have a death knight, as well as tiers of units, maybe expert heroes could turn into elite, the Naga Death Knight.
 
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Misha, I seen the Alpha preview and you want the Death Knight hero in. Death Knight can be used as a hero who is expertised. There is a model, Deep One on hive, search Deep One. As listed the heroes above, the Deep One can replace the Naga Deep Stalker and add the Naga Deep Stalker as the hero, instead of it being a unit.
 
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Another thing, the Naga ROyal Guard isn't good enough to be a hero. For the maps I'm making, I've created a temporary hero, to see how the map is balanced. Honestly, I believe we've agreed that the Naga Myrmidons will upgrade to become Naga Royal Guards. I don't know where it became a hero in your mind, but it's a bad idea. Besides, I don't think anyone would want to edit the thing to make it a hero. I had enough trouble doing that to buildings and my temporary hero. Very frustrating and repettive.

And earlier, you said that no race has the Death Knight, think again. The Undead had them in Warcraft 3 and Warcraft 2. They were the Orc equivalent of the Human Mage.
 
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Animalpower, I notice you are being heavily critical of EVERYTHING we do. I do not see a problem with expanding upon the Naga Race. And honestly, if you are going to conduct a campaign with a team, and follow a "My way or else" vision, then I suggest you make your own campaign, and leave us to design our seperate campaigns in our own way. It's not just a campaign by Veljkom that we are working on. Sacrid has ideas for his own, and you can't make him change what he wants to do.

You don't have the final say. Am I clear? It's a discussion to expand the race correctly and in an interesting manner, not a dictatorship.
 
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Technically its campaign by Chaos since he is sort of our leader right? Though I like to think of it as Naga Group project.

Anyway Deep one model is 0.5mb, its not from warcraft universe its from cthulhu mythos. And as Misha said Deep Stalker has no team glow and all models based of myrmidon can submerge.

And heroes in my list (melee stuff campaign can have loads more) are currently Deathknight, Warlord, Sea Witch and Enchantress, And as Sacrid said Royal Guard is an upgrade. Though Royal Guard (melee map version) will not be as real royal guard which is basically hero-unit and instead will be myrmidon with 1-2 abilities.

by the way does anyone have that Coral mine model, the latest upload lacks texture.
 
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The last job list showed this:
Sacrid/Var - Storyline
Chaos/Lore-Wolf - Terrain/cinematics
VeljKom - Triggers/object editor
Misha - models

Since I've been working on campaign ideas, I've actually relearned some modelling with Magos, triggering with world editor, and worked on possible plots. I'll post one when I flesh it out some more.
There are some things I actually enjoy and want in the maps that reference a few things, but those are minor, though one does effect a possible plot point.

Anyways, Im hoping we can all be apart of and contribute the other jobs. It won't be just one or two people doing one section, it'd be all of us working to create a true blending of ideas. And it'd be fun.
 
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Don't worry Misha. I also removed "naga" from units names so instead naga myrmidon its just myrmidon. I remember that you hate that.

Of course sacrid. Otherwise we would have elements that would be hard to relate to each other. Like units and missions. Can't wait to start designing campaign units. Also I will accept any help for heroes but I would advise to use hive spell section so heroes would be more unique (Blizz spell are ok too but I think it would be best to avoid using those much).
 
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Well, it depends on how far you frag the opponent. It wouldn't be very worthwhile to drag them a couple feet and waste your mana dealing 50 damage.

In the Object Editor in the world editor, I made a very interesting spell. Forked lightning that jumps from one unit to the next. It does some serious damage to enemies. That was for my temporary hero, who also has Howl of Terror, Summon Water Elemental, Submerge, and the aforementioned Lightning Purge. Creating that spell took a lot of time for something so simple, but the end result is fun.
 
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Well the spell is based of dragonhawks chain and it deals 50 damage per second and it is cast at least 3 times at maximum range and that's just level 1. Besides point of the spell is not to deal damage only its also the immobilization of target. Similar like storm bolt, xeh, sleep, entangling roots work.

Great job sacrid. I would like to see that spell, sound like ultimate for to me.
Well there is actually template spell for chain reactions and you can use it to make rather weird combinations. I made that way deathcoil chain witch was basically weird combination of chain lightning and healing wave at same time. Chained hex is great to.
 
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One thing I would like to see is a spell that included all of the types. Something like Rain of Fire, Blizzard, Rain of Chaos, and upon impact, stuns enemies, turns them into sheep, deals chain damage, heals allies, summons units, and does AOE damage with Earthquake and Death and Decay. Now THAT would be an ultimate spell. I can imagine the chaos (and the lag) that would create.
 
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I couldn't get the spell to work. All I managed to do was get Earthquake to spawn about 6 times and do little damage, plus some sort of healing chain that went off in a random direction. In the triggers, I couldn't find any actions taht allowed me to spawn spells one after the other. Any help would be appreciated.

Misha, I'm not sure if there's much to talk about for Death Grip. It seems like a fine spell, but in a map where almost all the units have normal spells, I don't think it would fit. But we can remedy that.
 
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Well think they do it by using dummy unit. They are basically invisible casters so you should make a spell in object editor that needs to be activated and when it does dummy unit with timer to be spawned and then to cast spell at targeted unit or location. You'll have to make lots of variables for things like location, caster, dummy caster... yea that's why I usually modify instead starting from scratch.
 
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From what I saw base spell usually serves for selecting target. Its the invisible caster army that casts other spells, though dummy units can sometimes be the actually special effect or missile of the spell just with locust ability so you can't target them. That way you can make auto-cast spell out of most spells. For example you use bloodlust or curse depending who you want to target and then make dummy to cast the spell you want. Though I still don't know how get rid of leaks.
 
sacrid, imagine this: a human army leaded by a paladin has run into the naga army in the game, and naga manage to hold their own, pala, of course, does divine shield and wacks still, killing one hero. so.. divine shield passes and pala runs away. But THEN, a Naga death knight casts death grip and pulls the pala back, killing him "where did you go surface dweller?? >:D"
 
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Yes, but at that point, the computer's army is trying to catch them and I just move them from one spot on one side of rocks or trees and go back to their base and attack. And if I'm facing night elves, hide in the middle of a large patch of trees. lol I need to work on my defenses. Maybe it'd help when we do the maps.
 
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Lately, I've found towers to be almost useless against holding off the enemy. They seem to do so little damage, even though I line them up one after the other. The last two times I played, I won due to air units and the second due to Abominations. I think I got them within ten minutes. And the best thing of that match, I was facing Night Elf Archers. My Abominations took the lovely ladies home... to the slaughterhouse. lol
 
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Another thing, the Naga ROyal Guard isn't good enough to be a hero. For the maps I'm making, I've created a temporary hero, to see how the map is balanced. Honestly, I believe we've agreed that the Naga Myrmidons will upgrade to become Naga Royal Guards. I don't know where it became a hero in your mind, but it's a bad idea. Besides, I don't think anyone would want to edit the thing to make it a hero. I had enough trouble doing that to buildings and my temporary hero. Very frustrating and repettive.

I did not thought of the Naga Royal Guard unit to be a hero, I am not that stupid, I meant this heroic model that shares it's name, as the name would suggest, it is named because it is edited from Naga Royal Guard. http://www.hiveworkshop.com/forums/models-530/naga-royal-guard-195511/.
 
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And you all, the Naga Deep Stalker has a team glow, what have you been drinking? Not to mention the animations. Therefore it also has rights to qualify as a hero.
5u23qo.jpg


And earlier, you said that no race has the Death Knight, think again. The Undead had them in Warcraft 3 and Warcraft 2. They were the Orc equivalent of the Human Mage.
Animalpower wrote:
but no race (human, orc, undead, night elf) do have a death knight

I meant that in Warcraft III term, not in WoW term
Animalpower wrote:
Death Knight is a interracial class
In WoW, all races can become death knight. In Warcraft III, no race (human, orc, night elf) has Death Knight except the undead race, but other races human, orc, night elf don't have death knight.
 
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not to be selfish, but I refuse the idea of death knight not being a hero, I have already de-hero-ed the deepstalker on Veljko's request, and i'll not do that again, sorry.. :/

To add the naga Death Knight is just duplicating the undead version of the Death Knight.
http://www.hiveworkshop.com/forums/m...-guard-195511/.
But I know, you would not agree with the ideas of not having that hero as a death knight, but there is a option, your Death Knight does not have to be a part of the hero types in the Altar of the Depths, instead it can be used as a campaign hero. It can have deadly spells, in style of death knight/necromancer and summon a thanatos serpent http://www.hiveworkshop.com/forums/models-530/thanatos-serpent-195661/, the model is a excellent choice to be a Naga Death Knight's minion. http://www.hiveworkshop.com/forums/icons-541/btnnagacryptguard-57528/?prev=search=naga&d=list&r=20.
 
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Lots of models have hero glow. It allows for usage as a hero if they are selected as such. Otherwise, hero glow can easily be removed. And with it being Misha's model, he has more control over the model, and thus, can add or remove team glow at will. So we can easily have a hero or unit version of the model file if we so desired.
 
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Your links aren't working. Animalpower, when you originally said Naga Royal Guard, you didn't specify that you meant the hero model someone made/edited.
other races human, orc, night elf don't have death knight.
As said in my last post, the Orcs used to have Death Knights, but they were the equivelant of mages in Warcraft II. Just saying.

Yeah, the Death Knight CAN be a campaign hero, but depending on what we have in the altar's list by the time we get to the campaign making, we'll just keep it in there. If something needs to change, we'll change it, or find a way to make it work in the plot. In Wow, the Death Knights abandoned the Lich King, and in the plot, so we can do something similar. Now, I don't have a great plot being made yet, but I'll talk to Misha and var about some ideas I have. I'll post what we agree on. Feel free to add your own suggestions. That goes to everyone.
 
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