- Joined
- Sep 26, 2005
- Messages
- 1,088
Greetings everyone, it's me again. You might remember me from "Tribe Wars" and "The Horde ORPG" projects which were given to others for use and further development. This time I bring you something a little more complex and, at least in my opinion, funnier. What you're going to see by downloading the map is first of several maps from the new ORPG map series. Project's current name is "The Growling Winds", but that's a subject to change. I would like to point out again that this is an alpha version of it and nothing you see here is final. There's still a lot of work ahead of me but I think I'll manage to launch the final version soon enough.
Currently map contains:
-5 fully playable hero classes, each with its own unique skills and type of gameplay.
-Completely remade combat system including variable critical chance, critical multiplier, weapon and spell damage scaling with strength, agility and intelligence, spell resistances, custom made health and mana steal and much much more.
-Many mobs around the map, more than enough for a decent test.
-Over 60 items which can be acquired by killing mobs on the map.
Things to come:
-Vendors, teleporters, waypoints, random map events, rare map spawns, save/load system, lots of new items, talent system, credits.
I would like to hear your opinion on what's made so far. Feel free to tell me what you like or don't; what should be fixed, added or removed. Also feel free to give some ideas. Balancing classes will be done as soon as it get's fully playable so that players can test it out from level 1 to around 50.
Screenshots:
Multiboard showing hero's combat stats:
Currently map contains:
-5 fully playable hero classes, each with its own unique skills and type of gameplay.
-Completely remade combat system including variable critical chance, critical multiplier, weapon and spell damage scaling with strength, agility and intelligence, spell resistances, custom made health and mana steal and much much more.
-Many mobs around the map, more than enough for a decent test.
-Over 60 items which can be acquired by killing mobs on the map.
Things to come:
-Vendors, teleporters, waypoints, random map events, rare map spawns, save/load system, lots of new items, talent system, credits.
I would like to hear your opinion on what's made so far. Feel free to tell me what you like or don't; what should be fixed, added or removed. Also feel free to give some ideas. Balancing classes will be done as soon as it get's fully playable so that players can test it out from level 1 to around 50.
Screenshots:
Multiboard showing hero's combat stats:
Damage showing how much you deal to opponents and how much they deal to you. Damage done by normal attacks is displayed in white color, spells and abilities appear as yellow and damage done by pets is displayed as orange.
Since there is custom physical and spell critical strike system implemented, numbers showing critical strikes are growing and then shrinking, just like in wow (I apologize for rip-off)
Items dropped have they're own custom models, making it easier for player to see which class can use them (swords-death knights, double axes-barbarians, staves-elementalists, bows-night archer, normal axes-storm seeker)
Since there is custom physical and spell critical strike system implemented, numbers showing critical strikes are growing and then shrinking, just like in wow (I apologize for rip-off)
Items dropped have they're own custom models, making it easier for player to see which class can use them (swords-death knights, double axes-barbarians, staves-elementalists, bows-night archer, normal axes-storm seeker)
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