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[Altered Melee] Ogre´s & Co. VS HUMANS

Is this idea possible and interessting?

  • U have to much and thats why its not good

    Votes: 0 0.0%
  • U thought it out well and i think its a good idea^^

    Votes: 0 0.0%
  • Yep absolute do able! interessted in futur updates

    Votes: 0 0.0%

  • Total voters
    5
  • Poll closed .
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Level 4
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Hello people of Warcraft 3 and the Hive community!
The name´s Letgoit2, and iam currently working on a map i call "Ogre´s & Co. VS HUMANS"

To make things clear from the start:

- This idea is based on the original CO:OP vs Ai version "Ogre´s and Trolls" which is a 2Player map that sadly got deleted due the creator abondening the project out of sheer boredom and stress (sadly)
- This Altered version features besides some RP elements only PLAYER Vs PLAYER mode and i wont ad Ai, like in the Original map, in it.
- This map is NOT 1:1 copy, due the fact i chose a completely new Map size and different terrain. This map is more of a "remake" or "revamp".
- I already have some ideas what to do in this map(which I´ll talk down later) and the terrain is basically finished. (i got screenshots ready, and iam interessted in ur opinions about it)
- This is my absolute first map EVER and iam a total beginner in the editor beside the classic "if-then-else trigger". So pls have mercy.

For thos who just cant read my text here the short version:

It's basically just a 6v6 melee map with different races and factions, the plan was to ad role-playing features as well as custom events through out the game to keep up some tension between the 2 factions^^ Thats it! If u want the datails scroll and read down^^

so? lets get started!

The Story so far:

"The elven ruins of Thal'Dra`Nath were once a suppreme city filled with live and powerfull magic's, however unlike the other elven citys the people here focused more about exploring, hunting, creating new magical items to make life easier and trading with their own kin and various other creatures as well. Thal'Dra`Nath huge advantage lies in global trading via ship. The city was build on a coastle island allowing huge mobility and connections with nearly everyone. Many years later during the first demon invasion on azeroth things changed... although there defenses hold out pretty great, something changed within the minds of people. Rumors about strange unnoticeable creatures, strange assaninations in there own city made them paranoid and time after time the people were split. Noone trusted anyone and with leaving such a broken nation, the fall was garanteed. Indeed... the people were rich and clever, almost to sad that their own ruler decided an mass genocide on his own kin..." - a strange laugh, followed by a sound like somethings cleaving through flesh itself and a tortured scream right after.

"10.000 Years Later! The cataclysm happened and during Deathwings rampage many creatures lost their lives, many areas got shattered. And an human kingdom named Kul'Tirias vanished from existence.
Dont worry the people survived unfortunetly, and with a sunken home they marched to make their living elsewhere and u know where?! In OUR home! Stealing our precious Goldimines and powerfull ressorces! Good for them that WE prepared well and accordingly to finish what good old Deathwing couldn`t!
That will teach everybody IF someone makes it out somehow, a lesson not to mess with my... OUR island! HAHAHA" - greenskined creature while drinking oil looking water.


The Features:

My idea was to create an full player vs player map filled with objectives to conquer and enemys to kill.

- 2 factions fight for dominance on this map, the "Kul'Tirians" and the "Island Natives", and this war will end with one side destroyed!
- This map is a 6vs6 map!
- Each side and race will have at least 3 quests to aim for (planned were 6 each).
- Cinematics are planed such as an "intro", "victory" and "defeat" cinematic for each opponent.
- Role-Play features are planed such as ingame diologe for EACH race by completing curtain areas involving with their quest or events.
- 3/4 global quests/events for both faction can be triggered to reward the specific player with items or ressorces.
- The global items drop apon death so both faction´s have a chance to optain these artefacts.
- The Humans will depend extremly on each other, to force ressorce management and right decision making and by doing so, also reward them for that!
Goal:(Making an Weak early game but decent mid to great late game faction!)
- The island natives are way more independant to each other but are forced in late game to cooperate
Goal:(Easy early to decent mid game but hard lategame faction)

Race Ideas:

Human faction the "Kul'Tirian":

My idea was to make EACH human at least the most different from each other as possible, as such i split them in 5 human "factions"

1. The Kul'Tirian Empire(Purple):
Ur to be honest the more Wc3 human like race with some minior changes. As the empire, ur goal is to be the full frontline in battle and the overall military force when it comes to FRONTLINE, beside the more basic designe of ur faction ur also the only human faction thats allowed to have specific acces to navy boats, ships, gunships. That have unique useage possibilities, now dont get me wrong here mate other players can optain standard ships but ur human comerades have acces to only expensive boats and travel boats making that only a sideoption to everyone else and u in every situation the better navy seal here.

2. The Council of lost Mages(Pink):
Ur obvoius the caster here and NOONE of ur human alies can optain caster units and when u get wiped out, ur buddys have NO real magic dm source. Ur focus was to analyze the strange magic activities around and gatter as much power as possible to strenthen urself(u arrogant cun*,sorry dont mean to sound rude try to make this long wall of trump text somehow entertaining to read) or support others.
Ur upgrades contain only magic users upgrades and will NOT effect the others. Try to stand on the move and behind and unleashe powerfull spells upon the enemys.

3. The Blacksmith Experts(Grey):
As the good ol' smithers ur goal is to be the miner here and improver of common armory and weapon quality! U only have ONE MAIN FORGE where u can upgrade the forces. Oh and btw. Ur upgrades count to EVERYONE, meaning if i or the majority of ur buddys want the DM upgrade ur the man for this. NOONEELSE has a chance of getting better offensive upgrades except through U. So better watch out not to let the forge die here! AH! Ur forge is protected by 4 minior forges wich cant upgrade stuff but they do help u with defending when things get rough, through spawning fire elementals.

4. The Kul'Tirian Natives(Green)
Ehm green how to put it? Is unique in a style maybe some of u will not like because ur the MOST fragile force here having only pathetic melee and range units^^ Yes not only that but this faction here is the only one who can upgrade the health/mana stats, health/mana regen and has acces to support/utility items and Heros to improve permanent sustain. One other major concern is that ur the only one that can gather more wood than others e.g. u gather 10 which even can be upgraded but ur mates only 3 to 5.

5. The Hero Elite(Lightblue):
Tbh ur maybe the easiest of all factions. U only build heros, u dont have any other units or buildings beside peons townhall and altars to give u acces to 3 unique Alters, Strenth, Intellegence and Agility Alter. U can even rebuild urselfe once u get boned lol. And ur heros are different each. Making only sense from situation to situation. e.g. one hero has amazing early game and base stats but sucks balls late game, due him getting little to none stats per level.

6. Suvival Experts(Red):
Ur kind of the far cousin of the blacksmiths except u focus on sneaking around placing traps, create havoc in the backline while supporting grey via fast collecting the ingredients for him and working, peeling for lightblue so his heros have even a chance to deal dm to the enemy. If u like to be one who has his own unique mission while containing a challenge due lack of good defense stats and health/regen and micromanagement than this is the right choice for u.


JESES so much text but iam taking this serious and i hope u like what u read so far^^

The "Island Natives":

1. Ogre´s(Brown):
The Ogre`s job is to smash faces while laughing about it. Ur the front line or lets say the versetile front line or more agressive frontliner. U have casters, heros and melee but u really lack Antiair making u an eze pick up when not prepared. U can bolster ur armies through stupid screaming (roar) or demolish enemies with it (pit lord roar :D) u even have splash melee dm and some units bash. U can get some antiair possibilities through a quest but u can fail it and lose the chance of getting the "net" abillity.

2. SunShine Orc Clan(Orange):
Ur the one dude who has maybe the savest spot here. Unreachable for a decent time(depends on enemy and u). The Orcs can connect via quest with the Earth/Water elementals so the casters get special summons and melee special magic enhancments u can fail this one as well! Nothing really that special about them. Their visuals are Mag'Har Orc like, u can get "Demon" Heros via a special quest which again u can fail it!

3. Children of the Sea(Teal):
Standard Naga race(ofc nerfed). Can get a bonus base in the middle of the map locked of by back/right/left attacks and can be only attacked from the front and again this quest can fail. Have a little advantage over the fact they dont need boats, and are on a Island making them save from attacks for a while.

4. Nya'Lotha Guardians(Blue):
Ur the opposite of the "Hero Elite" and u can only get curtain champs. Ur quest is simple and will be rewarded with 2 items avaible to buy on ur shop after succes. The first one being "Revenous Hydra" a offensive item and "Titanic Hydra" a defense item. Both are powerfull and expensive. Oh did i mention?
U CANT FAIL THIS QUEST. :D

5. Drakblood Tripe(Darkgreen):
U have interessting conections to metamorphesis and u can get special upgrades via wood, u have 3 magical trees in ur area which have more health than normal ones and ur a offensive caster with deadly spells. U get a quest about bloodsacrafice to get unit permament buffs, which fails after a curtain timelimit.

6. Bilgewater Goblins(yellow):
U have focus on making a good income(reach an amount of gold via mining) which rewards UR ALIES with a nice bonus income as gold or wood, u CANT FAIL THIS QUEST. Ur fast little midgets, with cleaving damage and good siege ehem mobile siege. Making u the bain of Grey.


The Terrain:

Like said in the "disclaimer" its based of the original map "Ogre´s and Trolls" so there might be things similiar to the map. The map over all features is "Sunken Ruins" and as such u´ll find various ruins of forgotten civilasation, for that specifically i chose the Night elves as the "lost" civilasation.
The map also has some rivers, seas, fountain and even an island which is inhabitat by one of the playable races.
There are mountain like areas filled with rocks and usually are more dry, aswell a pure jungle part where nature wasn`t kind with the Elven buildings.
I even have planned small areas, filled with rock, water and maybe air/fire elemantals to give this a bit of more pepper.
Elven ruins are more likely scattered and hardly notice able due the change of time BUT some actually still survived and are indeed "intact" or lets say "functional"?
Besides the idea of making an "rough" envirement to live in, i also wanted to make an area for humans where they try to build up a new home. And i came up with, that a "small" part of the island ruins was accesseble. In that ruin u`ll see a harbour, "2" entrances, cut of wood areas and dry dirty places.

Of course, I thought about it really hard and my main concern was that i couldn´t bring in all my terrain ideas OR the outcome would look like a total "clusterfu**" due so many different usage of theme´s.

Here the Terrain:
 

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Last edited:
Level 4
Joined
Jan 8, 2014
Messages
84
Apperantly to the hive member "san" i better change my screenshots sooo i will do it soon^^ so u can actally see the map lol.

EDIT: Finally added screenshots! I hope everyone can see them ^^ PLS comment for ideas or questions and critism aswell! (i hope not to harsh <.<)

EDIT 2: The buildings for curtain faction's are more just placeholders and not the true concept,
i try to change them later on when i gather more ideas or come up with something alone.^^
 
Last edited:
Level 4
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Messages
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I kinda like the idea, but having a hard time grasping it into my mind with the current grammar. Would be very happy to have that one improved first :)

Are u an native english speaker?
If so tell me how to improve because iam not an native english speaker
 
Level 5
Joined
Apr 29, 2015
Messages
143
So in a nutshell, is this map basically a 6v6 melee map but with events and roleplay elements?
Not really sure since it is quite hard to sum all the thread as short as possible to know the entire gameplay concept.
 
Well, I'm waiting to see an early draft of the result in action. The core concept is quite common but it's promising for me with the whole idea.
I'm more concerned on balance though, especially with the naga race water advantage.

AI would be a bonus actually, a VERY big bonus. But I know how difficult it is though.
 
Level 4
Joined
Jan 8, 2014
Messages
84
So in a nutshell, is this map basically a 6v6 melee map but with events and roleplay elements?
Not really sure since it is quite hard to sum all the thread as short as possible to know the entire gameplay concept.

Yes, to make it short it is a 6v6 map with some events and roleplaying feature i might ad that to the disclaimer to spare others from my wall of text^^

Well, I'm waiting to see an early draft of the result in action. The core concept is quite common but it's promising for me with the whole idea.
I'm more concerned on balance though, especially with the naga race water advantage.

AI would be a bonus actually, a VERY big bonus. But I know how difficult it is though.

Yes it does sound big favored for them, but like i said the Island Natives do have a strong early game but weak late game. At least my plan was that. And if u look at the map its not that much of a big advantage as the "Purple" player can build unique gunships and navy boats to match the naga, should the situation force sea battle. Ai is indeed an interessting bonus but i dont want to ad it in my map, at least not in the futur, because the original map maker got burned out due of the ai balancing and making it decently hard^^

if ur interessted about this map and how far i am now i could update this thread with an progress bar, right now my plan is to work on the trigger and object editor :)

BTW. what do u think about the map as in "map size" and visuall? Does it look ok or was it a failure? I guess i try to bring out the first alpha test phase in around 2 or 3 weeks^^ (at least that was the plan...)

EDIT: I added a "in a nutshell version" at the start for anyone who dont want to read my text^^ If i should ad in something else in it just tell me!
 
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