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The Forgotten Realm [Campaign]

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Nox

Nox

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The Forgotten Realm

Introduction
The Forgotten Realm (TFR) is a single player campaign project that I was working on quite a while ago. I've recently become interested in mapping again and am very excited to have this project to work on. The world in which TFR takes place is known as Alvon. Alvon is made up of several realms in which reside the different races and factions of the world.

Alvon.jpg


Halas

Halas is a realm in the northern reaches of Alvon. Much of it is made up of fields and plains. The people of Halas largely live in small farming villages. Halas is lead by their lord - Ragnor Darkwind. He commands a large force of horse-riding warriors in battle. While the armies of Halas are lacking in strong armor and weapons, they are certainly a force to be reckoned with. The warrios of Halas are trained to fight from an extremely young age, and strike fast and hard in combat.

In the north-eastern part of Halas lies Deathwood. This forest is home to the Chosen of Skrul, a group of evil mages who dwell in the dark tower in the heart of Deathwood.

To the south of Halas lies the great mage-city Arcanus. The magic users of Alvon, also known as Eldari, ofter travel great distances to be trained how to achieve better control over their magic in the schools of Arcanus. The city is lead by the slightly eccentric, but very powerful archmage Sheth'var Stormcloud.

Halas.jpg


Garador

Garador is a realm in the southern portion of Alvon. The terrain in this region is mostly made up of grassy hills and woodlands. Garador is ruled by the young king Valian Lighthammer. Since his father passed, he has proven to be a strong, yet arrogant ruler. Valian leads the nation of Garador from the great city of Haven. Nestled against the mountains and with high walls, the city is the perfect stronghold. The people of Garador think of themselves as the "civilized" nation. Their armies don heavy armor and many of their cities are surrounded by thick stone walls.

High above all of Alvon and to the north of Haven lies the Ring of Frost. Very little is known of what is within the towering circle of mountains. There are legends that tell of a great fortress built with a combination of dwarvern engineering and powerful magic.

Garador.jpg


The Broken Isles

At the very far north of Alvon there is a chain of islands known as the Broken Isles. There is a tribe of trolls known as the Earthtusk that live in villages on these isles. It is said that there is an oracle among them that is one of the wisest and all-knowing beings in all of Alvon.

Legends tell of an ancient temple on the Broken Isles that was supposedly built by the gods themselves. It is rumored that the power contained within this temple was so great that it split the Broken Isles in half. Many believe this is why there is an eternal storm raging between the islands.

TheBrokenIsles.jpg


Other Realms

Little is known about Everwood, Dragon's Edge and the Shattered Hills. Those who dwell there are very protective of their lands and those few outsiders who have dared to set foot into any of these realms have never returned.



The Gods

This is shown in the Intro Cinematic so watch that instead if you want.


Back before time began there were 4 eternal beings of power, now known as the Old Gods. Their names as they are now known are Aelia, Grundor, Hydros and Magnar. These four gods were the creators of what we now know as Alvon.

- Aelia was the Goddess of Life and Air. She gave life to the land and ruled over the skies, commanding the weather.

- Grundor was the God of Earth and Spirit. He formed the mountains and carved out the valleys and hills that make up the lands.

- Hydros was the God of Water and the Seas. He controlled the tides and the creatures that live within the oceans.

- Magnar was the God of Fire and War. He created the dragons and fueled conflicts.

After some time, a fifth being approached the four. He is known as Skrul, and had been watching them for many ages while this world was being made. Skrul wished to take part in the creation of Alvon, but the four refused each time he asked. Finally, Skrul decided he had waited long enough. He waged war upon the other four gods for control of Alvon. Although Skrul was considerably more powerful than any one of the other gods, the strength of the four combined managed to defeat him. They chained Skrul in the bowels of Hell and left him there before departing from Alvon. The legends say that Skrul waits there still for some mortal to come along who is foolish enough to release him from his prison beneath the earth...



Gameplay


The Basics

TFR is largely a hero-based campaign. I've found that playing with a single hero can get a bit stale so I decided to have it so you are in control of 2 heros at once, similar to the bonus orc campaign in TFT.

You will have 2 "teams" of heros that you will alternate between during the course of the campaign. One of these teams will be for the most part fighting through various dungeons while the other team will mostly be on the mainland of Alvon fighting in battles.

Items

Items play a fairly big role in TFR. Most of a hero's spells and abilities get
stronger the higher you get a hero's primary stat, so gear is very important. There is a fairly simple inventory system in place, so you can only have one weapon, one helm and so on. Certain heroes can also only use certain types of weapons and armor.

The resources in TFR are gold and artifacts, and they carry over from chapter to chapter. Each team of heroes has individual resources, so keep that in mind while you are playing. Each team may purchase a pack horse to carry around extra items. There is also a bank (stash) which is shared between BOTH of your teams of heroes and can be used to transfer items from one team to another.

Certain items such as food, drink and potions also stack, in order to conserve inventory space.

Heroes

Xelia Stormcloud

- Xelia is the daughter of the archmage Sheth'var Stormcloud of Arcanus. She has recently completed her magical education and often acts as a letter-runner to Halas.



Energy Bolt - Casts a bolt of damaging energy at a target enemy. Deals base damage and additional damage equal to 150% of your Intelligence. Also slows the target's movement speed by 60% for 5 seconds.
2 Second Cooldown

Arcane Shield - The caster creates a barrier of arcane energy around them, blocking incoming damage. Blocks additional damage based on the Hero's Intelligence stat.
Lasts 30 Seconds
45 Second Cooldown

Storm Armor - The mage is protected by the elements, granting bonus armor. When the hero is struck in combat there is a 20% chance that Storm Armor will release electrical charges at nearby enemies. Also increases the damage of the Energy Bolt spell.
Passive - Energy Bolt has a 50% chance to slow all units near the target.

Mana Barrage - The hero launches a barrage of raw mana at the target, dealing damage. If the target has mana, the attack burns mana, causing damage equal to the amount of mana burned. Damage done is increased by 150% of the Hero's Intelligence. The target is stunned for the duration.
5 Second Cooldown

Storm Fury - The caster calls down a storm of lightning to smite the target, stunning it for 8 seconds and dealing damage. Bolts of lightning then radiate from the impact site, dealing damage to nearby units. Damage to the primary target is increased by 300% of the Hero's intelligence, and to secondary targets by 150%.
25 Second Cooldown

Arcane Portal (Base Ability) - Creates a portal of arcane energies at the caster's location. The caster can then teleport to that location with the Arcane Recall Spell.
45 Second Cooldown

Arcane Recall (Base Ability) - Teleports the caster to the active Arcane Portal. To make a new portal, use the portals Unsummon ability.
15 Second Cooldown


Zul'var Earthfist

- Zul'var is an Earthtusk Spirit Hunter of the Broken Isles. He has been trained in the spiritual arts by the oracle himself.


Touch of Life - Heals the target's life over 9 seconds. This spell has three phases. In the Growth Phase, the heal is fairly weak. In the Rejuvenation Phase, the healing becomes moderate. In the Healing Phase, this spell is very potent. The heal is increased by 150% of the hero's agility.
12 Second Cooldown

Spirit Guardian (Base Ability) - Summons a powerful spirit bear to fight the caster's enemies. The bear has the Roar, Crushing Blows, Piercing Claws and Enrage abilites.
30 Second Cooldown

Ward of Restoration - Summons an immobile ward that periodically launches a stream of healing energy at a nearby friendly unit. Healing streams occur every 5 seconds. This ward is immune to magic. The Healing streams bounce to up to 3 other nearby units. Healing on the primary target is increased by 150% of the Hero's Agility.
30 Second Cooldown
Lasts 30 Seconds

Ward of Transfigurement - Summons an immobile ward that strikes nearby enemies with bolts of voodoo magic. These bolts transform the targeted enemy into a harmless creature for 10 seconds. The totem can fire up to 5 bolts before it expires.
60 Second Cooldown
Lasts 45 Seconds

Blade Fury - Throws down a blade trap at the caster's feet that will travel back and forth between the caster's location and the target location, damaging enemies that come too close to the trap.
6 Second Cooldown
Lasts 15 Seconds

Gift of the Earth - Heals the targeted unit. If Touch of Life is active on the target, the spell has a different effect depending what phase Touch of Life is currently undergoing. The heal on the target is increased by 200% of the caster's agility.
8 Second Cooldown

Growth Phase - All nearby units are healed over 6 seconds.
Rejuvenation Phase - The targeted unit is healed for additional health.
Healing Phase - Tranquil healing waters rain down at the target's location for 10 seconds healing health every second.


Zul'thuk Bloodspear

- Zul'thuk is a great troll warrior who has been the champion of the Earthtusk Arena for many years. Although he is a fighter, he embraces the spiritual magics much more readily than any of his fellow warriors do.


Relentless Strikes - With great power borrowed from the spirit realm, the hero strikes with impossible speed and accuracy, attacking multiple nearby targets in quick succession.
5 Second Cooldown

Spirit Bind - After killing an enemy, this skill allows the hero to absorb their fallen spirit, restoring health and mana. The hero's strength is also permanently boosted for each point they invest into Spirit Bind.
Passive

Ancient Rage - The hero taps into the power of their ancestors to enter a furious rage. This causes all attacks and abilities to deal 100% more damage for a short duration.
20 Second Cooldown

Whirlwind - The hero is surrounded by a whirlwind of steel, destroying all in his path. Units struck by the whirlwind are dazed.
25 Second Cooldown

Phase Sprint (Base Ability) - The hero partially melds with the spirit world, removing all negative buffs and becoming highly resistant to negative magical effects. Phase Sprint also allows the hero to move at a greatly increased rate.
25 Second Cooldown
Lasts 5 Seconds

Time Rend - The hero becomes one with the spirit realm, allowing them to slice through the very fabric of time. The hero's spirit manifests itself at the target location with great force, stunning enemies for 5 seconds and dealing AoE damage. While the Time Rend is open, spirits gradually flow from it through the hero, dealing damage to enemies near him. As the spell ends, the hero is pulled through the Time Rend back to where he was when he casted the spell. Mana and health will be the same as they were before you casted Time Rend.
3 Minute Cooldown
Lasts 40 Seconds


Zalash Deadeye

- Zalash is a ranger of the Shattered Hills. She is perhaps the greatest archer in all of Alvon and has led her people to victory in many battles.


Incendiary Shot - The hero shoots a flaming arrow at a target dealing direct damage and other effects depending on the skill's level. Frozen targets take 50% more damage.
8 Second Cooldown

Stealth (Base Ability) - The hero enters stealth, making them harder to detect. While in stealth you move 15% slower than normal. Attacks made from stealth and for 3 seconds after leaving stealth do 2x damage.
45 Second Cooldown

Freezing Arrow - Shoots an arrow imbued with frost at the target enemy, greatly slowing its movement speed. Has other effects at higher levels.
5 Second Cooldown

Kill Shot - The ranger fires an arrow with incredible strength and accuracy, dealing a large amount of damage. If the target is below 50% health, the shot deals 35% more damage and cripples the target, making it unable to move for 5 seconds. If the target is poisoned, the shot causes the wound to rupture, causing bleeding damage over 4 seconds.
5 Second Cooldown

Crippling Arrows - The ranger coats her arrows in a crippling poison. Enemies that are hit with posioned arrows have slower movement speed and an increased chance to miss attacks, as well as being more vulnerable to elemental damage.
Passive
Poison Lasts For 8 Seconds

Veil of Shadows - The ranger becomes one with the shadows, greatly increasing movement speed, granting magic immunity and making the hero much harder to hit with attacks for a short duration. This ability also removes all negative buffs from the hero.
45 Second Cooldown


Combat

There are objects in TFR known as the Stones of Life. When you appoach one and it begins to glow, that has become your active Stone of Life. Dead heroes will be revived there after a short wait.

There isn't a penalty to speak of for dying in TFR. I have done this because I want to make the campaign quite challenging. It allows me to make much harder boss fights etc. if you can keep trying it over until you get it. Most bosses and some other areas/events will reset if all your heroes in the area die.

Screenshots

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Progress

Prologue - The Tale of the Old Gods 100%
Chapter 1 - The Road to Farwatch 100%
Interlude - The Council of Halas 100%
Chapter 2 - The Broken Isles 100%
Chapter 3 - The Exodus of Halas 90%

Feel free to ask any questions you have about any of this. Any ideas/suggestions you guys have would be great!

Alright, I've uploaded the maps that I've finished so far. Let me know what you guys think of the campaign so far and if you find any bugs/things that need fixing. Enjoy!
 

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