- Joined
- Feb 14, 2006
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(6) The Wars of Warcraft: The First War
(If the images aren't full sized, A. Log on, or B. Click on them for full sized image)
All images comply with the rules (no wider than 600 and no taller than 400)
Triggering: ||||||||||
Units: |||||||||| (Medivh is all thats left)
Modeling: ||||||||||
Buildings: |||||||||| (Special buildings and Medivh)
Terraining: ||||||||||
Abilities: |||||||||| (Some abilities done)
Written Elements: ||||||||||
Heroes: |||||||||
Items: ||||||||||
To clarify, there are 4 Blackhands; Warchief Blackhand the Destroyer, Rend Blackhand, Maim Blackhand, Griselda Blackhand, but it was too big to fit it.
Also, there are 3 Wyrnns; Adamant Wyrnn, Llane Wyrnn, Varian Wyrnn
Edits: Nielas Aran removed, Griselda is now a normal hero (A named unit with normal stats and abilities).
Gar'thok, Mog'Tharg, Jerl, and Azgalor added.
[THUMBNAIL]http://images.wikia.com/wowwiki/images/f/f2/Stormwind2.jpg[/THUMBNAIL]
note Stonewind is actually Stormwind (Not to be confused with Stromgarde, which is farther north), Blizzard make a mistake in the original map.
Commanders are in a 1/10 ratio.
Racial Leaders are in a 1/15 ratio.
Ledgendaries are on a 1/30 ratio.
Heroes will be easy to kill, yet still pivotal for winning.
A Demo of the finished product will take some time!
Ask in the thread, I'll be happy to add.
(If the images aren't full sized, A. Log on, or B. Click on them for full sized image)
All images comply with the rules (no wider than 600 and no taller than 400)
What is it?
Its a conquest map where you play one of the races from the first War in a battle for domination. It's 'Dark Ages of Warcraft' and/or 'Azeroth Strategy' (both Battle.net maps) meets the first war. First person to kill the other person or the strongest person after an hour wins.
Team
Me! (I'm all by myself)
Progress
Total: |||||||||| (Terrain Demo A Released.)Triggering: ||||||||||
Units: |||||||||| (Medivh is all thats left)
Modeling: ||||||||||
Buildings: |||||||||| (Special buildings and Medivh)
Terraining: ||||||||||
Abilities: |||||||||| (Some abilities done)
Written Elements: ||||||||||
Heroes: |||||||||
Items: ||||||||||
Blurb
In the Golden Age of Stormwind, a dark shadow hangs overhead. In the east, Medivh in all his treachery, opened a dark portal that ushered in the orcish hordes. Now, with the lands around Stormwind facing the brink of total war, it's time to chose a race and lead them to ultimate victory. Will you be the prosperous Humans or the divine Northshire Clerics? Perhaps such noblilty does not concern you, maybe you we be more tempted by the power-hungry Orcish Clans or the dark and corrupted Shadow Council. Maybe you are one who ignores rules and would be much better suited by the renegade followers of the ogre Turok or the devilish Medivh? You chose, and lead your armies across the face of Azeroth until all who oppose you are slain. Wage a war with sword and shield, sorcery and trickery, for alliances can be short lived, and only one can survive.
What races are there?
To clarify, there are 4 Blackhands; Warchief Blackhand the Destroyer, Rend Blackhand, Maim Blackhand, Griselda Blackhand, but it was too big to fit it.
Also, there are 3 Wyrnns; Adamant Wyrnn, Llane Wyrnn, Varian Wyrnn
Edits: Nielas Aran removed, Griselda is now a normal hero (A named unit with normal stats and abilities).
Gar'thok, Mog'Tharg, Jerl, and Azgalor added.
What are the techtrees
The Spellbook
<No Image Available> | Abbot | ||
Spell Icon: | Spell Name: | Spell Effects: | Spell Description: |
Searing Touch | Costs 5 Mana, Deals 4 Damage, Instant, Auto-cast, Melee, 1.5 cooldown | In an age of uncertainty, even lowly abbots needed ways to defend themselves. They learned to channel their holy energies into a painful burst, too small to be used as a projectile, but strong enough to cause an orc to stay out of melee range | |
Holy Oath | Costs X Mana, Adds 2 armor to a unit for X seconds, Instant, 500 range, No cooldown | With the coming of the orcs, the need for ways to protect warriors emerged. The abbots learned how to make pacts with divine spirits at the cost of mana, and used these pacts to make a damage dampener around an ally. | |
Spiritual Guidance | Costs X Mana, Reveals X radius of map for X seconds, Instants, Full Map Range | As dispensers of peace and understanding to the people, the abbots' need to keep a clear perspective is a vital one. This ability has developed from that need, and therefore allows the abbot to see in an all encompassing fashion, as God does. His vision extends to all corners of the land, and his view is omnipotent. The power of this divination is limited, for when one strives to see the world as God does, the human mind can only partake of a meager portion before it is forever blinded by the clarity of that sight.(Quoted from the Warcraft 1 Manual, with a slight modification) | |
Revealing Light | Costs X mana, removes 2 armor from an enemy for X seconds, Instant, Auto-cast (Yes, two autocasts, you get to choose which you prefer), 500 range | Just like the need to protect warriors arose with the coming of the orcs, the need to weaken enemy warriors also arose. Abbots learned to use their divining powers to reveal flaws in the armor of enemies, allowing allies to exploit those weaknesses and thus increasing damage that could be dealt to enemies. | |
Cleric(Northshire Clerics) | |||
Holy Lance | Costs 5 mana, Deals 4 damage, Instant, Auto-cast, 100 range, 1.5 cooldown | The invasion of the Orcish hordes has necessitated our divining a method to protect not only ourselves, but the whole of the people of Azeroth, as well. The use of physical violence is not the calling of our order, but each force must be met with an equal force for the balance of good and evil to be preserved. As the archangels took up swords of light to defend the heavens, so must we take up holy arms to defend our lands. The pure essence of the casters heart, mind, and soul strikes out to defend him from threat, and enters into the soul of the target. This is especially effective against the Orcs because of their dark and evil origins.(Quoted from the manual) | |
Divine Rage | Costs 25 mana, Increases damage by X% for 30 seconds, no cooldown, 600 range, Instants | The Orcs' acts against the light has angered even the gods. The Northshire Clerics, unlike the Clerics who serve directly under Llane, have learned to channel this rage and use it to bolster allies and help strike down their enemies. | |
Invisibilty | Costs X Mana, Makes unit invisible for 30 seconds, Instand, 500 Range, No Cooldown | This is the ability to cloud the perceptions of others so that they do not recognize the physical existence of the caster. This was originally employed as a tool to make the confessing of secrets that weighed heavily upon the souls of worshipers easier to speak. The clerics of Northshire Abbey have found it very useful in assisting the armies of King Llane in ridding Azeroth of the Orcs.(Quoted again from the manual) | |
Healing | Costs 1 Mana, Heals unit for 1 point, NO COOLDOWN, Auto-cast, Instant, 700 Range | The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).(Quoted from the manual... again) | |
Cleric(Normal) | |||
Holy Lance | Costs 5 mana, Deals 4 damage, Instant, Auto-cast, 100 range, 1.5 cooldown | The invasion of the Orcish hordes has necessitated our divining a method to protect not only ourselves, but the whole of the people of Azeroth, as well. The use of physical violence is not the calling of our order, but each force must be met with an equal force for the balance of good and evil to be preserved. As the archangels took up swords of light to defend the heavens, so must we take up holy arms to defend our lands. The pure essence of the casters heart, mind, and soul strikes out to defend him from threat, and enters into the soul of the target. This is especially effective against the Orcs because of their dark and evil origins.(Quoted from the manual) | |
Far Seeing | Costs 20 mana, Reveals X radius of the map for x seconds, Instant, Full-Map range, No cooldown | As dispensers of peace and understanding to the people, the need to keep a clear perspective is a vital one. This ability has developed from that need, and therefore allows the caster to see in an all encompassing fashion, as God does. His vision extends to all corners of the land, and his view is omnipotent. The power of this divination is limited, for when one strives to see the world as God does, the human mind can only partake of a meager portion before it is forever blinded by the clarity of that sight.(Direct quote from the manual, notice the difference?) | |
Invisibilty | Costs X Mana, Makes unit invisible for 30 seconds, Instand, 500 Range, No Cooldown | This is the ability to cloud the perceptions of others so that they do not recognize the physical existence of the caster. This was originally employed as a tool to make the confessing of secrets that weighed heavily upon the souls of worshipers easier to speak. The clerics of Northshire Abbey have found it very useful in assisting the armies of King Llane in ridding Azeroth of the Orcs.(Quoted again from the manual) | |
Healing | Costs 1 Mana, Heals unit for 1 point, NO COOLDOWN, Auto-cast, Instant, 700 Range | The aiding of our brothers and sisters in times of sorrow, grief, and illness is the primary concern of the disciples from Northshire Abbey. This has required us to devise a way to ease the burdens of those about us, without causing another an equal burden. This has led us to using the spirit of humanity itself to heal all forms of injury or disease. The effect is that the pain and injury of the one afflicted is divided amongst all humanity, making the burden easier to bear (carrying the cross of another).(Quoted from the manual... again) | |
Conjurer | |||
Elemental Blast | Costs 5 mana, deals 6 damage, Instant, Autocast, 400 range, 1.25 cooldown | Conjurers maintain a close relationship with the elements about them, and the ability to focus those forces is the basis of this spell. This channeling manifests itself as a sphere of charged energy that issues forth from the hands, enabling the caster to strike an enemy from a great distance. This is one of the basic magiks taught to conjurers and serves as the cornerstone for training the caster in focusing both mind and will to the task of summoning.(Quoted from the manual) | |
Summon Scorpion | Costs 25 mana, summons a scorpion for 45 seconds, Instant, Self-cast, No cooldown | The caster calls upon creatures of the desert by magically transporting them to do his bidding. They are under the conjurer's direction and will do his bidding to the death. Research has proven that it is simpler for the conjurer to transport several smaller scorpions in a short period of time than to drain his energies further by summoning a single, large creature(Quoted from the manual) | |
Rain Of Fire | Costs 40 mana for 2 waves, Summons two waves of 20 fireballs dealing 10 damage, Instant, 500, 1 second cooldown | This is a very powerful spell that combines the natures of flame and water. It calls forth the essence of fire and delivers it through massive thunderheads of vapor and brimstone, creating an actual firestorm. This spell is very destructive, and will cause damage to any foes and buildings in its sphere of influence. Use this spell with care, for the rain of fire knows no friends.(Quoted from the manual) | |
Summon Water Elemental | Costs 100 mana, Summons a water elemental for 45 seconds, Instant, Self-Cast, No Cooldown | The caster uses the forces of nature to create a water elemental. He summons the forces of air and water and combines them into simulacrum to defend the lands. They are excellent creatures, and will never turn upon their creators. The element of water was chosen because it is persistent as in the state of erosion, and is the opposite of fire, which seems to be the element that orcs favor.(Quoted from the manual) |
What does this map have (or will have)?
- Tech-tree and units mirroring the original WarCraft. (and stats too)
- 'Real-Terrain'
- 'Heroes' (Named units from WarCraft 1) and other special units
- A different approach to conquest maps (no income, go mine some gold, but there are ALOT of gold mines)
- In-game messenges on when certain events happen
- Special events! (heh, its a secret)
- End-game messenges that display the projected outcome of the 2nd war, Draenor Expedition, and 3rd war!
- Hopefully I'll work out the Intuitive Selection System, wether it goes by the technical name PUGMSS or something else IDK.
What is real terrain?
Real-terrain is terrain modeled outside the World Editor that looks more realistic and/or functional and will act just like normal terrain.
What does the real terrain look like so far?
Southwest Part of Map
Where does it take place?
It takes place in the lands just east and west of Elwynn Forest. For those who play World of Warcraft, it takes place in the combined zones of Elwynn Forest and Red Ridge Mountaints. For those who don't play World of Warcraft, that is in the middle of southern Eastern Kingdoms.[THUMBNAIL]http://images.wikia.com/wowwiki/images/f/f2/Stormwind2.jpg[/THUMBNAIL]
note Stonewind is actually Stormwind (Not to be confused with Stromgarde, which is farther north), Blizzard make a mistake in the original map.
How Did You balance heroes?
Lieutenants in a 1/5 ratio, they can kill five units without risking death, and without any help (Not including spells).Commanders are in a 1/10 ratio.
Racial Leaders are in a 1/15 ratio.
Ledgendaries are on a 1/30 ratio.
Heroes will be easy to kill, yet still pivotal for winning.
Want to help?
Right now, all I need for help is models of buildings and units from Warcraft 1.
Demo?
I'm almost finished a demo of the WarCraft 1 techtree and its implementation in WarCraft 3A Demo of the finished product will take some time!
Want to know more?
Ask in the thread, I'll be happy to add.
Attachments
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