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[ORPG] Shadows of Everwood

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Level 12
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I'm assuming both damage and duration are lower then?

I really like all the spells by the way, I don't usually play a caster but... it's really tempting this time around :p. You did a really good job, honestly.
 
Level 17
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As Scorched Earth's primary function is a damaging firewall, its damage and duration is obviously greater. As Magma Bomb's secondary function (Daemonic State), the firetrails are weaker and serve to increase the area of effect of the skill (which really is the function of the pyromancer).

Stay tuned for the Mystic over the weekend!
 
Level 12
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Will all the hero classes eventually have a video form of the skills? I feel it's a great way to show off the skills and give us a better idea of them.
 
Level 17
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Hopefully they will. We're hoping to have all classes coded before content, so it is likely. Our next video will most likely be the Mystic, but if we do get time we'll try to get the Berserker and Wizard up.
 
Level 5
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Good news!! ^^

I have decided to give oziris a hand in the terraining role :)
I found a software to create specular and normal maps of a texture
like this : http://media.giantbomb.com/uploads/0/5215/246594-normalmap01_large.jpg

With this software i'll be able to edit current wow textures and other textures to create new warcraft 3-style textures. These will be used to make new models that will replace current doodads in the map. expect a better terrain now :)

why not use wow/other normal textures?
because they just dont fit ingame, every texture of warcraft 3 (unlike other textures) is drawn with shadows in it, other textures are for more recent games that support specular, normal and diffuse maps that control the shadows and make them look awesome.

Expect a better terrain ;)
 
Will all the hero classes eventually have a video form of the skills? I feel it's a great way to show off the skills and give us a better idea of them.

I will create a video for every class :)

@everybody:
If you have any suggestions to improve the class preview video series please let me know in a pm :)
 
Level 17
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Always progress in all fields! Both coders have some tests/exams to do at the moment though, so a little slower than usual.
 
NP lol, I just, it was bothering me. Also, what type of primary coding are you guys using as far as written syntax? It generally compiles the same, but it's always nice to know.

I prefer vJass and Tukki uses mainly zinc!
Libraries are not indented for custom order and for the rest my script language aligner [Tools] is used ;)
 
Yeah Luorax is right.
Its the IDEA.

Also, I find Witchers voice soft and nice. Its like for reading baby lullabies :D
Anywho, those were awesome spells with thought put into it. I especially like the spacebar one.

:D all these voice comments are a bit strange xD
the spacebar spell is a dodge spell, which every class has!
every dodge spell has low cooldown and is enhanced with a special effect depending on your class ;)
 
Level 5
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Im honestly tired of "the best" terraining map out there. The ultimate terraining map, the dishes are awful, the rugs are awful and 80% of the resources are not efficient in memory size :/

Those are the doodads we use on this map u_U and im sick of them, they are awful. trust me, I have had 247529385 fights with wolfe about the terrain ^^
Oziris is an awesome terrainer, but he is using the models what we have, thats why some parts are not so good.

This is why I have started making a LOT of small doodads. Dishes, chairs, tables, rugs, papers, scrolls and shit xD

All for this map. I will upload screens soon enough :D
 
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Im honestly tired of "the best" terraining map out there. The ultimate terraining map, the dishes are awful, the rugs are awful and 80% of the resources are not efficient in memory size :/

Those are the doodads we use on this map u_U and im sick of them, they are awful. trust me, I have had 247529385 fights with wolfe about the terrain ^^
Oziris is an awesome terrainer, but he is using the models what we have, thats why some parts are not so good.

This is why I have started making a LOT of small doodads. Dishes, chairs, tables, rugs, papers, scrolls and shit xD

All for this map. I will upload screens soon enough :D

You know, in my terraining experience, I Have found that the little things are sometimes the most important. And I too dislike the UTM doodads - they are overused and take up too much memory size. You arn't alone on that :p
 
Level 52
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Here are the screenshots of a few doodad models I worked on/am working on.
Weapon - models, tents and many other things are still to come. I had a little time - out for a while, but now I'm back again :D

There exists a second version for the bum-bag as well for the medium tent, with another texture.

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Level 5
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Here are the screenshots of a few doodad models I worked on/am working on.
Weapon - models, tents and many other things are still to come. I had a little time - out for a while, but now I'm back again :D

There exists a second version for the bum-bag as well for the medium tent, with another texture.

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These are nice! ;) but they need some changes
anvil: base is too wide i think :/
bum bed: hay and pillow are nice ^^ but the mattress needs another texture, its just too blurry and i dont know why is there a hole there xD perhaps for people who want to go in the bed?

potion rack: wood texture sucks :D you will find more textures in the dropbox, when i upload them ^^ . i think potions are way too big :/ and if they arent, why would there only be room for 3 ? u_U anyways it is nice, i like the mushrooms :D

medium tent: tents are concave, not convex :/ unless there is supposed to be some wood inside the the tent that maakes is convex, but if there is some wood then it would have to be noticed through the texture.
this is really a mesh problem, as the texture is acceptable. about the entrance of the tent, it should have seams all around it , not just in the lower part :C

commander tent: I like this one

-wolfe:
"Blue, silver and white are the colours of the empire's military."

Colour is nice. i think the only problem with this is the mesh, it should be wider in the base and have a little more polies :p

in conclusion, models are great, but need little changes :)
 
Level 52
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anvil: I'll talk about that with Wolfe, maybe you're right!
bum bed: Jeah, I also thought about a new texture, the problem is though, that there are not much old and "bad" cloth textures :/ the hole is obviously for people to go in.

potion rack: nah, it only looks that bad from so close. :p because potions are a lot of polies to make, and if I make too much, over polyness is icoming ^^ but let's see, I'll talk abounthat with Wolfe too. :)

medium tent:hmm, I checked the internet and Iwanted to make a tent who goes a bit away from the simpliest form, into a bit more creative but still realistic one. And it would look freaky If I would make the wood texture blending and letting woodnshine through, it wouldn't fit the style of Warcraft at all. For the seems, I actually did everything thatbthere are only seems in the lowee part, as at other tents it was the same. Let's see what others think.

commander tent: Thanks, Inthink it's fine as it is. Not too few and not too much polies :)

Thanks for the critics, they helped me quite a lot. It's good to have another modeller in the team :)
 
Level 5
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anvil: I'll talk about that with Wolfe, maybe you're right!
bum bed: Jeah, I also thought about a new texture, the problem is though, that there are not much old and "bad" cloth textures :/ the hole is obviously for people to go in.

potion rack: nah, it only looks that bad from so close. :p because potions are a lot of polies to make, and if I make too much, over polyness is icoming ^^ but let's see, I'll talk abounthat with Wolfe too. :)

medium tent:hmm, I checked the internet and Iwanted to make a tent who goes a bit away from the simpliest form, into a bit more creative but still realistic one. And it would look freaky If I would make the wood texture blending and letting woodnshine through, it wouldn't fit the style of Warcraft at all. For the seems, I actually did everything thatbthere are only seems in the lowee part, as at other tents it was the same. Let's see what others think.

commander tent: Thanks, Inthink it's fine as it is. Not too few and not too much polies :)

Thanks for the critics, they helped me quite a lot. It's good to have another modeller in the team :)

I am above wolfe in the artistic design role. im not trying to impose anything to you, just to help :D !
Im glad you liked the critiques, however, u are gonna have to use more polies on that tent and on some other stuff. otherwise, they wont fit in the map and that would look really bad. Anyways, it is your choice :D
 
Level 3
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I agree with Heroslayer for the most part except the potion rack seems fine to me, even if it will be that size in the game the texture is still pretty good, especially to all the people that have been playing warcraft 3 for the past 1-9 years. However the bed seems to resemble a shoe more than a bed... Its got a hole to put your foot in, laces, and two parts where a footprint makes, the heel and below the toes. Its like a mix between a footprint and a shoe. No offense it is good and i do see the bed but it takes a bit
 
Level 6
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Currently updating our projectile system, which has proven to be a great challenge...

New class should be revealed shortly after, since everything reveal-related is done (except for this spell that requires the projectile update).

I'm guessing tomorrow or Sunday.
 
Level 17
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Okay guys, sorry for the inactivity. We've all been going through exams and all that jazz.

On Friday 08/06/2012, our fourth class will be revealed. No, this will not be the Mystic as he/she is undergoing some heavy design changes.

Next week or so, we'll be uploading our second Class Preview Video featuring the Wizard. So, get excited for that! Meanwhile, I have a bit of design progress for you all...

I have decided to increase the skill amount per class to 20. Originally, we have 14 each, but three of those were attacks, two were self-heals and another two were elites. This left seven skills left which you could choose to fill your final four slots. I felt that in order to increase playstyle variation and give people more choice in how they want to play, we needed to increase that number from 7, to 13, totalling 20 skills for each hero.

The 13 skills you have to choose from are divided into two categories - utilities and weapon skills. Utilities focus on different themes and roles depending on your class, i.e. the berserker utilities are primarily shouts and party buffs, something which the berserker lacked. Weapon skills are a different story. Each class has a designated weapon or weapon set(s) which make his weapon skills viable. These weapons are not compulsory for you to use, as utilities are also available to you, however the skills gained from weapons are mostly offensive.

Here is the current layout of the berserker to help illustrate what I'm talking about:

Attacks
  • Cleave - conical attack damage
  • Rupture - attack damage + bleed
  • Angerstrike - attack damage + threat
Healing
  • Wall of Rage - briefly blocks all attacks and heals self
  • Enduring Cry - apply resolve on yourself and heal
Weapon Skills
Greatsword, Poleaxe, Dual Axes, Axe/Sword or Sword/Axe
  • Flurry - brief whirlwind of damage
  • Edge of Heaven - leap and damage, makes foes vulnerable
  • Shockwave - passage through foes, dealing damage and knocking them away
  • Quake - damage plus area knockdown
  • Intercept - charge at foe, knocking them back when you impact and gaining full threat
  • Pommel Strike - stun a foe, next attack will knock them down, cancels if an attack is not used next
Weapon Skills
Shields
  • Bash - knocks back a foe
  • Ironguard - next attack, spell or projectile will be blocked
Utilities
  • Intimidating Presence - area taunt, grant allies accuracy and inflict vulnerability on foes
  • Battle Cry - area taunt, apply vigor and power
  • Lionheart - grant self stability and vigor
  • Perseverance - area taunt, grant allies resolve and stamina
  • Embrace the Pain - allies power and stamina, removes two conditions
Trait Line Elites
  • Unbridled Fury [Path of the Barbarian] - activates all three of your frenzies for a period
  • War Cry [Path of the Warlord] - for ten seconds, all foes attack you and you gain accuracy, power, resolve, vigor and stability

As evident in the skills above, more boons and conditions have been added to the game. Our star new condition is disenchantment, which causes a foe to leak energy. If the foe is casting, they are interrupted.

We've divided boons into four groups - replenishment, enhancement, support and class-specific.

  • Replenishment covers the regeneration boon, and a new boon restoration, which recovers energy over time
  • Stealth is no longer exclusive to one class, and has become part of the enhancement boons
  • Support boons are both new - resolve and stability
  • Resolve - damage from bleeding, burning and poisoned conditions is reduced by 50%
  • Stability - you are immune to knockbacks, knockdowns, stuns, cripples, short-lasting and cancels when a foe attempts to do either of the mentioned
 
Level 17
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No passives are equipped, all passives are talents. Wall of Rage is a casted skill, so while blocking, you heal. At best, I'd say it probably lasts 2 - 3 seconds.
 
Level 12
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^And probably some men that he has to turn down :p

Once again nice preview, I really like these video previews as instead of simply saying or showing screenshots, they show us that actual progress is being made (Not that I doubted it wasn't, just that this is absolute proof there is :p)
 
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