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The Dark Night (TDN) ORPG

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The Dark Night - ORPG
TDN_Preview.jpg
Table of Content


  • About
  • Classes
  • Items
  • Screenshots
About
I've basicly decided to make a new map, I just played a bit TBR (The Black Road) and was surprised how much this map is being played, even with that horrible balance and items that are horribly made. But apart with TBR, I am gonna make a new ORPG that maybe has the save/loadcode feature. Thats as much as I say now about it. Many things are secret until yet.
Classes
Cleric
Cleric_Preview.png
Description
Class: Cleric
Spells

  • - Holy Light [Heal]
  • - Hawk Aspect[Hot]
  • - Holy Glove[Heal]
  • - Holy Redemption [Armor]
  • - Holy Nova[Heal]
  • - Revive [Revive]
Attributes

  • Agility: 10 + 1.15 (79 max = 5.9 Armor)
  • Intilligence: 17 + 3,25 (212 max = 2544 Mana)
  • Strengh: 13 + 1.25 (88 max = 1496 Hp)
Attack

  • Range: 550
  • Targets: Ground, Air
Description
Healer-Class. Supports groups with healing and reviving spells. At least one of this class is suggested.
Spells
Cleric_Spells.JPG
Spelltype: Timed/Target/Heal
Targets: Ally/Neutral/Alive
Cooldown: 9 + (AL * 0.25)
Mana-Cost: 25 + (AL * 12.00)
Casttime: 0.05 + (AL * 0.07)
Critical: 5 + (AL * 0.35), 2x
Description:
The hawks aspect fills the target with greater vitality, healing it for 10 seconds about 10 + (AL * 5) hitpoints each second.

Has a chance to heal doubled amount of lives.

Spelltype: Delayed/Target/Heal
Targets: Ally/Neutral/Alive
Cooldown: 4 + (AL * 0.45)
Mana-Cost: 25 + (AL * 20.00)
Casttime: 0.00 + (AL * 0.05)
Critical: 2 + (AL * 0.25), 3x
Description:
The holy glove rejuvinates the target, changing the scars into energy, with the ratio of 2 + (AL * 3) %. Maximum of heal is 100 + (AL * 15).

Has a chance to heal triple amount of lives.


Spelltype: Delayed/Target/Heal
Targets: Ally/Neutral/Alive
Cooldown: 4 + (AL * 0.45)
Mana-Cost: 50 + (AL * 15.00)
Casttime: 0.35 + (AL * 0.22)
Critical: 7 + (AL * 0.5), 2x
Description:
Collects the holy power of the hero and heals the target unit 125 + (AL * 25) hitpoints.

Has a chance to heal doubled amount of damage.
Does not deal damage to undead units.


Spelltype: Delayed/Target/Buffer
Targets: Ally/Neutral/Alive
Cooldown: 12 + (AL * 0.45)
Mana-Cost: 45 + (AL * 7.00)
Casttime: 0.30 + (AL * 0.07)
Critical: 11 + (AL * 0.22), 2x
Description:
The heroes inner believe is redempting the target, adding a shield that blocks 100 + (AL * 25) damage.

Has a chance to add two shields.


Spelltype: Instant/AOE/Heal
Targets: Ally/Neutral/Alive
Cooldown: 25 + (AL * 1.75)
Mana-Cost: 200 + (AL * 17.50)
Casttime: 0.00
Critical: 4 + (AL * 0.35), 2x
Description:
The gods blessing is instantly healing all friendly units around for 250 + (AL * 35) hitpoints.

Has a chance to heal twice as much damage.



Spelltype: Delayed/Target/Revive
Targets: Ally/Neutral/Alive
Cooldown: 75 + (AL * 2.00)
Mana-Cost: 250 + (AL * 25.00)
Casttime: 2 + (AL * 0.45)
Critical: 1 + (AL * 0.25), 2x
Description:
Holy power will revive the target fallen hero. The target will be rescurrended with 20 + (AL * 2) % of his maximum live.

Has a chance to revive with the doubled amount of lives.


Items

Deathknight
deathknight.png
Description
Spells
DeathKnight_Spells.JPG
Items
Warrior
Warrior.png
Description
Spells
Items

Mage

Description
Spells
Mage_Spells.JPG
Items
Items
Screenshots


(Click to see)
View attachment 57657
View attachment 57654

View attachment 57991
View attachment 57992

View attachment 58140
More information is coming soon.
 
Last edited:
Level 20
Joined
Oct 21, 2006
Messages
3,230
You really need more info. And instead of making so items only be useable for some classes you could use light, medium and heavy. Casters could equip light items, rogues-hunters-and-others could equip medium items and warriors-paladin-big-guys could equip heavy items.
 
I know that I need more information. But apart that, I have fully detailed everything in my brain. I just need to write it down and progarm it. Warriors will have no mana but instead Rage. The equipment system is pretty good as I thought I think.

There are items for every class. This allows more customilisation because I want to change the spelldata with the items (to good I triggered them all!). Secondly, those items will be saved in 6 types:

  • Helmet
  • Ring
  • Weapon
  • Shield
  • Boots
  • Pant

Additionally, there are also general items like Potions and tons of other stuff. Those items are for all classes.
 
Level 7
Joined
Dec 18, 2008
Messages
400
if you dont add save load its not an orpg. I really think you should add it so players dont ahve to start a new character every time they join a new game.

You need to add more info :p
But for now it looks good :) hope you will finish this map.
 
Level 4
Joined
Oct 7, 2008
Messages
100
You know what would be nice to add? Real moral dilemmas. Other than that, a custom dialogue action would also be nice.
 
The cleric seems a nice hero, but I think he is only good for support. You should him more "versatile hero". Per example, in my map, the Bandit Lord (Light knight) is a tank support hero that heals allies and stuff, but he is also a pain in the ass for enemy unholy races such as Undead ! (and maybe Chaos Orc xD).
Also most spells are good, but I think you really could spice revive a little bit.

Take a look at this spell for my bandit Lord:
http://www.wc3c.net/showthread.php?t=104613
 
Level 8
Joined
Dec 1, 2006
Messages
342
It's an interesting approach.
Generally, it depends what you want your map to be like. Will it be singleplayer playable or not? If not, than cleric is a must in every party, he is a perfect support. However if it is, then his abilities lack the damage dealing connotation.
 
NIce wips. I still think the bridge should have some sort of doodad in the lateral that would make the player think "this is here to prevent me from falling into a clumsy death". Doodads like rope or a small wall on in the bridge would make it more realistic. On the other hand, why not make a river under the bridge?

On the other other hand, once all playing heroes crossed the bridge, why not blow it away and make a spawn creep come from there ? xD
 
Level 30
Joined
Sep 30, 2008
Messages
1,460
NIce wips. I still think the bridge should have some sort of doodad in the lateral that would make the player think "this is here to prevent me from falling into a clumsy death". Doodads like rope or a small wall on in the bridge would make it more realistic. On the other hand, why not make a river under the bridge?

On the other other hand, once all playing heroes crossed the bridge, why not blow it away and make a spawn creep come from there ? xD

like this perhaps? :D

bridges.jpg


Just let me know if you want anything thats in the D3W map and ill send it over :D
 
Thats exactly what he meant.

Btw, CW, I would really like to join your team, but since
you accepted the The_Silent as vJASS coder and don't want to change and also since I played the map and got shocked by boring gameplay, I will need to continue my map, which will also be not that bad. Atleast its gonna something other, because my monster spawns and bosses will have their custom AI which will not attack randomly, but also interact with the whole map and fully customized spells which fit perfect to the whole theme.
 
The terrain is good yes =D
Yet, I don't know The_Silent, but if he is from THW then I bet your spells will:
- Not be anything spectacular
- Not modular
- Hard to debug and update
- Contain the return bug

I am trying to use my evil power on Anachron to make a modular map =D
Anyway CloudWolf, I am admired by your friendly post. If you ever need help, I don't mind helping you as well xD
 
I am trying to use my evil power on Anachron to make a modular map =D
And I am gonna make it. Mainly because it rules, is leakless, easy to update and debug and finally its the coders love to see such a map <3

Just let me know if you want anything thats in the D3W map and ill send it over :D
I extracted the whole map from the MPQ to my Warcraft Folder which now contains 52GB of Wc3 Data. So thanks but no need.
 
Level 7
Joined
Jun 1, 2006
Messages
375
Dammit I so thought this would be a batman orpg.

Anyway this is pretty typical for a hive orpg. Above average terrain with classes that use systems copied directly from WoW (warrrior uses rage... what's the next crazy feature you're using? deathknight with runes?). And the fact is there are many orpgs out there with much more advanced loot systems (then what youve described yours to be) and incredibly detailed and advanced game play.

If you want this to prosper add completely 100% unique classes (cleric = priest = yawn), and for god sake dont use deathknight, it is a class completely created by WoW, and WoW will be the first thing people think of when they make one.

In summary:
WTB ORIGINALITY
 
Hell I didn't play WoW, and skills and spells are not from WoW. I will also have unique classes which I am hiding atm, because they are pretty much of additional feature, I will keep it a bit as secret.

I know that there are many ORPGs like this, so you might thing, where is the damn originality. Well I don't care that much about the originality, aslong as it makes fun. I create maps based on the gameplay, not on artwork and/or it is 100% original. That is nearly insane. As more original the game is, as longer it will take to create and as longer it will take to get a good gameplay. To come back to the main point, just wait a bit and try this map out. You will see its worth the shit.
 
If you want this to prosper add completely 100% unique classes (cleric = priest = yawn), and for god sake dont use deathknight, it is a class completely created by WoW, and WoW will be the first thing people think of when they make one.
Excelent, so DeathKnight from the Undead ladder is a n idea that got stolen from WoW, even before it existed !!! SO NICE !!
I don't play WoW, when he talked a DeathKnight I assumed it would be a new regular class. The world doesn't live around WoW, so get over it.

And his map will be pretty good, if you think you know better orpg's then show them -> I bet they are all crappy GUI rpg's just like D3W.
Links will be enough.
 
well that wasnt very nice lol =[

But yea, I agree with Anarchon :D Its warcraft 3 after all, how original can an ORPG actually be? Sometime its nice to see classes you recognise as it makes learning the game easier :)

I am sorry =D .. Hell yeah, ORPGs are what they are. But, even with the classes which are known, you can make quite a cool game. If you got bored because you played to many WoW, then you will never be able to play a good ORPG which has custom classes. Its quite simple. Its hard to make and everybody does have another priority on classes. Mostly its not that high. And for the time, I am having terrain and code on the first priority.

If you have enough time and knowledge, you could create your own ORPG. I doubt you will get as good as we are.
 
well that wasnt very nice lol =[
Ahhh I apologise for my rudeness, only now I see how offensive my comment was... sorry for that =S
Your maps is very good wolf, the artwork is simply super, however the thing that really diminishes the quality of your project are the spells of the heroes, which are far too simple.

When I play a map, I always take a look at spell's code, because, as a coder, that is the thing that more interests me =P
Which is why I am trying to help Anachron making an orpg with spells that people can say "WOW..." vJass spells =P
 
Yo guys =D

I decided to post all Spell Icons (I have so far, still missing 2 classes) of my Project =D.
Each row is one class.

The Classes are (In this order from top to bottom):
  • Cleric
  • Deathknight
  • Warrior
  • Mage

(The first 3 spells are the level 1 spells, then comes a level 5 spell, a Level 10 spell and a level 20 spell. Maximum level of hero is level 60. Each spell has 10 levels.
 

Attachments

  • AllClassesSpells.JPG
    AllClassesSpells.JPG
    38 KB · Views: 126
(The first 3 spells are the level 1 spells, then comes a level 5 spell, a Level 10 spell and a level 20 spell. Maximum level of hero is level 60. Each spell has 10 levels.
So each hero will have ... 6 spells !? How are you going to place them in the layout for people to play ?
I think there are just too many spells ... Why not use a spell book like in diablo 2??
Your hero can have a spell book where he can learn 100 abilities, however in the board there will only appear 4 abilities at 1 time.
 
Yeah 6 Spells each hero. I will not make it buyable or chooseable, I want it to be like that. Additionally the skills lay on the bottom and the last 2 in the middle of the middle row.
Those 6 spells will not be to much, since all do another job and diffrent situations need diffrent spells. Thats all I can say now. You'll see its not that bad. The higher the spell levels go, the more cd and mana they cost. Mana is no problem, but cd is unavoidable. With 3 spells cooling down 25 seconds and 1 ulti with an high cooldamn, it can get pretty boring, because you can't cast anything.
 
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