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Techtree Contest #19 - Warcraft Commanders

You'd be surprised but that rule has surprising nuance to it. After some deliberation, let's just say that if you make the resource publicly available then we'll assume it doesn't violate the rules. I'll ask our appointed mod @frostwhisper to make a final ruling on this.
Do you mean upload it to the model's section? I don't think a simple UV rewrap is appropriate for the resource section but I'd happily make it publicly available by posting it on the models comment thread or even here if necessary :)
 
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Is this not considered a teamwork, though? I will gladly accept that offer if it is allowed. :p
My $0.02; historically working on resources is what generally constituted a "team" in the "team TC's" (one designer, one artist); so in a sense that could be considered teamwork.

But it feels like simple stuff like this (making icons, rewrapping simple stuff, adding/removing hero glow, etc) could be done by anyone, and seems low-level enough to not really be a concern (especially if it was made publicly, as Spellbound mentions).

I've been working on integrating troll culture into the game's economy—specifically the concept of offerings, which are used to gain favor or assistance from the spirits. My goal is to make this system feel as seamless and immersive as possible. I'm excited to say that the behavioral aspect is finally functioning, and here's a little sneak peek to it.


The big idea is to make Spirits Favor an essential part of this faction. I got this idea from that pig in the first screenshot, I have to thank that guy, really.

A smaller change worth mentioning: I’ve replaced the Headhunters with Axethrowers. While Headhunters are more commonly associated with the Darkspear trolls, the Amani seem to favor axes—Zul’jin being a prime example of this. So that's my reason. Besides, I love how they remind me to WC2.

Also, I'm not satisfied with the current model of Ancestral Golem because the troll on top of it is not Forest Troll, but it's one of the best looking model I could find so perhaps I will keep it.

This is the current available units for this faction:
View attachment 532423
Of course this is far from finished and there is still a lot of resemblance to orc's for now. Hopefully, I'll be able to make them more distinct as the progress continues. Either from the lineups or the way you can play around with them. Please look forward to it!
Definitely approve of the spears > axes change; that's one of the major distinctions between Jungle & Forest trolls, in fact!

I'm very interested in your "offerings" system; it's very thematically-appropriate, and I'm intrigued by you connecting the Farm to the Altar like that, and giving the Farm something to do. However, what exactly does it do/accomplish?
 
Do you mean upload it to the model's section? I don't think a simple UV rewrap is appropriate for the resource section but I'd happily make it publicly available by posting it on the models comment thread or even here if necessary :)
Uploading it here should be sufficient.
 

Rheiko

Spell Reviewer
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Messages
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I'm very interested in your "offerings" system; it's very thematically-appropriate, and I'm intrigued by you connecting the Farm to the Altar like that, and giving the Farm something to do. However, what exactly does it do/accomplish?
I'm glad it piques your interest!

By delivering the meats from the pig farm to the altar as an offering, you will earn a Spirits Favor, an additional resource for the faction, consider that as some sort of currency just like gold and lumber. This resource can be used in exchange for certain upgrades or to earn blessings (a universal buff for the faction) or even to curse the enemies! (most likely one player at a time) I was planning to make it a requirement to summon the golem as well.

I am still testing the waters and see how I can synergize the lore behind the faction and the actual gameplay without making it too overpowered or too tedious for the player to manage. Of course, I want to integrate Zul'jin into all this as he's the faction's leader, I just haven't figured out the best way to do it yet. His presence must be integral to the gameplay in some way. I have not finished the UI for the Spirits Favor either. So that will be the next thing to do.

I hope it turns out great and fun to play. :p
 

frostwhisper

Media Manager
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You'd be surprised but that rule has surprising nuance to it. After some deliberation, let's just say that if you make the resource publicly available then we'll assume it doesn't violate the rules. I'll ask our appointed mod @frostwhisper to make a final ruling on this.
Here's how I see it:
If it's made by the contestant and is kept private - it's ok.
If it's made by someone else and is made public - it's ok.
If it's made by someone else and is kept private - it's not ok.

That said, I think this is fine. In fact, since I'm the author of the golem model in question, Footman if you do rewrap it just send it over to me. I'll update the bundle and credit you appropriately.
 
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Which commander is this, btw?
1747315885955.png


Sneaky peaky.
 
in the process of fleshing out the race a bit more...

some info on Gul'dan:
  • He'll be a unique commander unit that summons your structures instead of any workers building them. You can only control one of him, and can revive him at your Town Hall similar to reviving a hero.
  • At T1, he innately has Fel Pact - an ability that sacrifices a unit anywhere on the map, teleports Gul'dan to its location, and grants Gul'dan some HP based off the sacrificed unit.
  • At T2, he gains Cruel Intellect - a passive ability which generates mana based on a % of attack damage dealt by him.
  • At T3, he gains Empower - a channelling ability that greatly boosts a target hero's attack damage and turns their attack into Chaos-type (if the engine hopefully allows)
  • Gul'dan is powerful, but not a powerhouse by himself - he works best when either empowering your frontline or protecting your base

lastly, a sneak peak of Gul'dan's lieutenants. none of them are specific lore characters, but all of them are inspired one (which may be obvious by their models... tyvm Tauer )

WC3ScrnShot_051625_001202_000.png
 
Here's how I see it:
If it's made by the contestant and is kept private - it's ok.
If it's made by someone else and is made public - it's ok.
If it's made by someone else and is kept private - it's not ok.

That said, I think this is fine. In fact, since I'm the author of the golem model in question, Footman if you do rewrap it just send it over to me. I'll update the bundle and credit you appropriately.
Here it is, it's pretty basic re-wrap so I don't know if credits are even necessary since I did it in like 15 mins, but hey it works :)

@Rheiko here ya go
 

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Hello!

I'm Matyko aka Delocyte and I'm officially throwing my hat in the ring, although I should note that I'm in very early stages of development with placeholder models and leaks galore. Nothing I present in these posts is final.

With the disclaimer out of the way, say hello to…
A portrait of the Warcraft 3 dragon Sapphiron. To its right is the name Sapphiron, underneath which the subtitle states Undead commander - Air Specialist

Sorcerer, collector, servant of Malygos - in life, the great dragon Sapphiron was a testament to the might of the Blue Dragonflight. Tasked with guarding the most precious treasures of his master, none could challenge Sapphiron and live. It was his great misfortune then to face the undead forces of the Death Knight Arthas Menethil's final pilgrimage.

Felled by the cursed blade Frostmourne and reanimated by the will of the Lich King, once noble Sapphiron now scours Northrend - stripping the continent of what hardy folk cling on until the Scourge calls upon his services.


A frost wyrm floating in the middle of the fog of war, with basically no vision whatsoever.
DEATH FROM ABOVE

When brought to bear, the forces of Sapphiron dominate the skies, with a critical drawback: their line-of-sight is almost non-existent. They must be supported by a small but critical contingency of ground troops as their eyes on the ground.







DRAGONS IN DUNGEONS
A bunch of Whelps with placeholder models - nether dragons - resting inside a Still Nest with its own placeholder model - a haunted goldmine. One whelp is flying off to perform a task somewhere offscreen.

The touch of undeath has not fully stripped Sapphiron of his draconic need for a well guarded den - as such, his armies hollow out Gold Mines for their base of operations. These freshly converted Still Nests not only keep the army’s hoard well protected, they also provide a launching point for Sapphiron’s stillborn whelps.










Two rough sketches of the worker units in this custom faction: the powerful (but limited) whelp and the humble Husk.
HOARD YOUR WEALTH

Sapphiron’s bases are managed by husks, ineffective servants made from the corpses of would-be dragon-slayers; and Whelps, frightfully powerful flying workers. Whelps collect gold inside Nests, and while they cannot be directly controlled on the battlefield, they may be sent out on errands to bolster your economic efforts.
 
exciting concept! love that you tied in the gold-hoarding aspect; even in death, Saphhiron cannot escape the capitalistic climb


as an aside, it's amazing the 180 we've done vs TC 15. no human factions thus far, but 4 orc factions (50% of which are groms) and 3 dragon factions - and 2 out of these 7 are @Footman16's ! :p
 
Level 49
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Hello!

I'm Matyko aka Delocyte and I'm officially throwing my hat in the ring, although I should note that I'm in very early stages of development with placeholder models and leaks galore. Nothing I present in these posts is final.

With the disclaimer out of the way, say hello to…
View attachment 532951
Sorcerer, collector, servant of Malygos - in life, the great dragon Sapphiron was a testament to the might of the Blue Dragonflight. Tasked with guarding the most precious treasures of his master, none could challenge Sapphiron and live. It was his great misfortune then to face the undead forces of the Death Knight Arthas Menethil's final pilgrimage.

Felled by the cursed blade Frostmourne and reanimated by the will of the Lich King, once noble Sapphiron now scours Northrend - stripping the continent of what hardy folk cling on until the Scourge calls upon his services.


View attachment 532954DEATH FROM ABOVE
When brought to bear, the forces of Sapphiron dominate the skies, with a critical drawback: their line-of-sight is almost non-existent. They must be supported by a small but critical contingency of ground troops as their eyes on the ground.







DRAGONS IN DUNGEONSView attachment 532955
The touch of undeath has not fully stripped Sapphiron of his draconic need for a well guarded den - as such, his armies hollow out Gold Mines for their base of operations. These freshly converted Still Nests not only keep the army’s hoard well protected, they also provide a launching point for Sapphiron’s stillborn whelps.










View attachment 532956HOARD YOUR WEALTH
Sapphiron’s bases are managed by husks, ineffective servants made from the corpses of would-be dragon-slayers; and Whelps, frightfully powerful flying workers. Whelps collect gold inside Nests, and while they cannot be directly controlled on the battlefield, they may be sent out on errands to bolster your economic efforts.
Deloctyte! Long time no see... on the Hive, at least. xD You never fail to come up with some harebrained concept... and then make me quite interested in it despite myself. I'm fascinated to see where you take this!



Although I really want to participate. But due to my English proficiency So I still won't participate :√
I imagine I share the sentiments of most here when I say: don't let a lack of English proficiency stop you from joining! It's a game design contest, not an English (con)test. Yes it may make your entry a little trickier to grade, you may lose some points on Thematics (tooltips, etc), but don't sweat it. : )
 
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exciting concept! love that you tied in the gold-hoarding aspect; even in death, Saphhiron cannot escape the capitalistic climb


as an aside, it's amazing the 180 we've done vs TC 15. no human factions thus far, but 4 orc factions (50% of which are groms) and 3 dragon factions - and 2 out of these 7 are @Footman16's ! :p

I think because this is a character focused faction, related to the lore, we get to see what characters people like.

I like human factions for example, but i think give or take there are more Orc heros and characters i like over the human ones, except Uther tho, he's my homie4lyf.
 
Last edited:
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oh, no... Why did I open this thread ?
Now I want to enter this contest. How am I going to find enough time to do that :grin:

Quicks questions tho:
  • If I were to make a faction centered around an already existing hero in the game, how much can I change their kit ? Is it alright to keep the theme but customize the whole kit or should I keep a majority and focus the originality on the rest of the faction ?
  • Should the faction be balanced against classic races or should I consider that opponents would play same custom or an other hero-centered faction which would allow much more powerful heroes/units combo ?
 
Here's a first WiP of mine.
All minimum units are done, with some bits which can evolve with further playtesting
No detection yet for units, I'm working on it
No custom heroes, but it can be played with mercenary heroes
There's the bare minimum items plus some extra, with a placeholder orb for anti-air enabling
The balance is out of the place, I roflstomp too easily Normal AI
Expect some janky bugs for advanced abilities
To gather gold, load wisp in the main building
The game feel/juice is not taken care of yet
A lot of small details may be fixed in the following days
Juggernaut movement transition is a bit janky but it works ; removing the water effects is planned
When starting a building, it may kill another wisp instead of the builder
Pick any faction in the lobby, a dialog will popup at game start
No AI working with the custom faction, nor I will make it work
I'm gonna make an auto credit list at the very last moment
Picking up heat remains on the ground may not be instant, as it is checked every second for performance sake (I might improve the system later)
You can read the also WiP design document, you may remark some mechanics aren't the same due to me spacing out, bumping against Wc3 limits or simply being tertiary elements
Some icons are placeholders, don't worry if there are duplicates or odd choices
Some models might look odd too... because I don't have a fucking better version under hand ; if you do I beg of you gimme dat !
Buildings doesn't have sounds because I planned to put custom for them
My goal is to finish a minimal version before working on a expansion
 

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