• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Queltor - The Defender (A TD campaign)

Status
Not open for further replies.
Level 1
Joined
Sep 7, 2011
Messages
3
Hello!

I want to present you my current project "Queltor - The Defender".

For the beginning a short preview/trailer:


Queltor is a tower defense campaign with diverse modes of tower defense and some other modes, that are based on defending. (I'm going to explain later)

The project

The Story

Toran Queltor, a normal guy lives in a peacefull village in the lands of Ageados, the human empire. One day the village is attacked by Orcs and the whole village is destroyed. Queltor was able to save himself by building defense structures. After he is found by troops of Ageados he got a job as a defender.

Defender is a special unit in the army, that is specialized in building towers and siege structures.

Now Queltor is going to experiance a great adventure in far lands and countries, defend cities and going to be the greatest defender in the history.


The system

- The campaign is going to be played in single player mode.
- Every Map is connected to the next. Follow a continious story.
- Each mission is going to have a own map. The gameplay is attended to story elements - You play a part of the story.
- From mission to mission Queltor learns to build more towers, so you have to play it complete to receive all towers.
- The maps are going to be alternate. In some maps you build in the path, in some maps you build at the side.(More Information below)
- Queltor is able to get equipment to improve his abilities like walking speed or health points.
- The 4 basic folks stay like that with some modifications. Except some small folks that are special.



The modes

Direct defense:

You build in the path of the enemies. The difficulty is that the troops can attack your towers and your builder. Think of the best position of the towers, save them by building barricades.


Indirect defense:

You build your towers beside the path. Your builder and your towers are safe.


Offensive support:

A little bit like AOS. You support troops that are attacking a point by building siege units like catapults or ballistas. You have to help the troops so that they can move forward.



Important aspects:

- The campaign is going to be weighted on story: The characters shouldn't just tools for building towers but should have an own story and a soul. You should be able to put yourself in the position of the characters.

- The tower models and the Units should fit into the theme of warcraft (e.g. no sci-fi /future models).

- Each map has the same unit pack. So if you meet the same unit in map 2 and map 6 you can be sure that it has the same stats. (That doesn't mean that you fight in every map against the same enemies)

- The terrain should be realistic: If there is a map in a forest, the ways are irregular, hills and valeys. Much doodads. If there is a city it can be regular and ordinary.


The size of the project:

- The project contains 15 maps.
- There are 10 root towers with 6 upgrades. (Tower List).
- It is going to have an own logo and an artwork around it with e.g. loading screens are going to be customized like in the way of the regular campaign with the path of the journey.



Media/Preview

Current intro:

Some screenshots:
Map6River.JPG


Map4Trolls.JPG


Map5Gameplay.jpg



Plan of development

A clear plan and organization of the project and it's development is important, otherwise there is going to be chaos and the progress stops.
In my opinion a campaign with elements that are in every map (like the same Unit set) have to be developed in a different way than a single map.
That's why we have defined following development plan:

The single steps are grouped in 3 Phases:

Phase 1: Creating "the shell" and the basic story

At this phase we create the basic maps, making the basic terrain and the basic gameplay/story flow.
We define cinematic parts, gameplay parts, win and lose conditions.
The basic "world" and the rough story flow from map 1 to map 15.

Phase 2: Fill it with life

After phase 1 is finished, the rough story is implemented, we fill it with life.
That means: Creating spell systems, quest systems, enemy types, armors, skills. equipment systems. etc.
Creating waves and AI.
Everything that improves and defines the gameplay itself. The thing's what giving character to the game.

Phase 3: Polishing

At phase 3, after the systems and waves etc. are implemented we start to balance it and give everything the last changes.
That's where the detailed work begins on e.g. improving cinematics, testing it, error fixing, balancing it etc.


Current status (Date: 6th January 2012)

Phase 1: about 50% (Finished at Map 1 - 7 )


What we're looking for:
Generally we look for everyone we can get

At the moment we especially looking for triggerers (Both GUI and Jass(etc))

What we can offer:
- A nice and motivated team.
- A forum for sharing information/planing/organizing.
- Data and map management via Dropbox


Your requirements:
- JNGP and basic knowledge about mapping, the editor etc.
- Skype for communicating.
- Fun at mapping, imaginative working.
- The endurance for working everything out and make it perfect.
- The will to help and join in a great project.

Contact

1. via PM
2. Join forums: www.zteve.de/forum
 
Last edited:
Status
Not open for further replies.
Top