• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Templum of Cado Vir

Status
Not open for further replies.
Level 2
Joined
Jul 3, 2008
Messages
12
Our team has suspended all work on TROW and put it towards our new map, Templum of Cado Vir. This is Latin for "The Temple of the Fallen Heroes". You and 7 others have been put for blame for awakening the Fallen Heroes, who, instead of protecting mankind (which is what they were placed on the Earth for doing), now set out to destroy it.

The Fallen Heroes are no longer amongst the living, therefore have been brought back from the dead. They will stop at nothing to kill you.

In this game, you will create a base, from which you will train units and a hero. Your only objectives are to destroy The Obelisk, which stands atop the already intimidating Great Ziggurat and to keep your base alive in the process.

A beta version is expected to be released in the coming week, but we can't say that for certain.

Be sure to get back to us, post comments on what you think of the idea of the game, it'd be very helpful for us to know!
 
Level 2
Joined
Jul 3, 2008
Messages
12
Like some other maps, you will have to destory a certain unit to win (In this case, the Obelisk). In response to comments on TROW, the ablilities currently being worked on are trigger-activated. For example, the Shock Force spell creates a pre-shockwave war stomp on the target area, which deals damage and stuns units nearby. This puts these units in the kill-zone for the following shock wave. Also, some abilities are only usable at night or at day (just like the ability Hunter in the Night) in DoTA.

It's a base-builder game that also puts much detail into the heroes. Other than the Great Ziggurat (which basically is a giant temple that erects about 15-17 "Game Height Levels" above the ground). It also has entrances on the 4 sides of it that bring you to an underground area (portayed as the Inner Tombs of the Great Ziggurat). The players play as either the Orcs, Night Elf, Naga, or Human, who all band together to fight the Undead.

Each race has there own "Racial Ability". Units and heroes alike aquire their racial ability when they are trained. For example, Humanic Morale gives a bonus of 2.5 armor to every human unit, making them great defenders. Night Warrior gives a bonus to Night Elf units and heroes; a 20% attack speed increase and a 25% movement speed increase. This ability is clearly more powerful than Humanic Morale, but it is only activated at night, hence the name.

Units cost no food, but heroes and builders do. Builders also cost gold. Instead of gold mines, you rely on bounty earned from killing units, and a steady income you earn from farms to survive.

Farms also cost food and a modest gold cost, and they generate 1 gold per second. Like in many custom games, lumber is not used.

Somewhere in that rant, I'm almost certain there's something about the game that's unique :p
 
Level 10
Joined
Oct 2, 2005
Messages
398
Of course there is.
Sounds really intersting.
I suppose that orcs should get a bonus attack power based on how many orcs allies are near them, named as 'Banding'.
And if there is going to be sufficient water on the map, the Naga should be the only race to be able to swim and cross the water as though as it was land, named as (drumroll...) Swimming.

Giving armor to the humans not only make them great defenders, as well as attackers. Maybe if the human buildings have a strong Devotion Aura that makes the destruction of a human town a difficult task?

And the undead, a fairly uber ability suggestion: Everytime they die they have a 50% chance of reviving.

Good luck. I hope you like my ideas.
 
Level 2
Joined
Jul 3, 2008
Messages
12
Lestat, the ideas are great.

There is not sufficient water (at least not yet) to provide the Naga with a helpful racial bonus (the ability to swim). The Undead are not a User-Playable race in ToCV. However, a chance to revive would make them highly intimidating (and just plainly a fun enemy to face). However, powerful units (Like the undead Fallen Guardian) will not have this ability. It takes long enough to kill them the first time! :p

Here are all of the final specs for the racial abilities:
Humanic Morale: Provides 2.5 Armor points to almost every human unit (not including buildings, that'd make them too overpowered).
Orcish Strength: Provides a 10% chance to stun an enemy unit for 3 seconds and deal 75 bonus damage.
Night Warrior: Provides a 20% Attack speed increase and a 25% movement speed increase. Is only active during the night
Naga Agility (May be reworked): Provides a 15% chance to evade an attack.
Final Judgement: Provides a 30% chance for an undead unit to be revived.

Game Update: There are only two races left to complete before a beta is released. Note: Heroes may not be in the beta. Note 2: Races released may not have a sufficient amount of units.

Thanks for the ideas, Lestat. We'll be sure to put you in the credits for that!
 
Status
Not open for further replies.
Top