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[Campaign] Tomoraider's Campaign Series

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You lot might be interested to know that the current incarnation of Phaelynne's story is sitting at about 2,000 words (I expect I'll have another thousand, thousand and a half, done by the time I go to bed, but you never know).

TheProcrastinator, you seem like an avid tumblr person, with all the creativity and stuff.

Uh, thanks. I think.

But I don't have a tumblr (and nor do I tumble).


"Late summer" do you has some date already?

To be completely honest I think he'll be done sometime next month. But there's always the chance it'll take longer than expected, so...

Yeah.

In the meantime I should get the stories out, though!
 
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CotF was one of the best campaigns that I've ever played but I think SoB (despite I haven't played it) will be the best. :)
 
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Been some time, here are some screenshots from Chapter Nine. While terrain will stay mostly the same in this map, its story and gameplay are going to be different.

9l9wl5.jpg
2gy59o7.jpg
 
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From what i can see , i think that the Forsaken need to defeat all the vrykul and then go to help the Alliance :p
 
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Thanks everyone, glad you like it. This map is going to be much better and less confusing than the original one.

EDIT: Updated the story and characters section of the main page. I only put the most important characters in the characters section, as you might notice some are missing.
 
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Level 23
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Thanks everyone, glad you like it. This map is going to be much better and less confusing than the original one.

EDIT: Updated the story and characters section of the main page. I only put the most important characters in the characters section, as you might notice some are missing.

Well, in truth, i never thought that map confusing lol
And it's better about the story and the characters now, and the campaign is nearly finished, i just can't wait ^^

Good luck in the final stages :)
 
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Well, in truth, i never thought that map confusing lol
And it's better about the story and the characters now, and the campaign is nearly finished, i just can't wait ^^

Good luck in the final stages :)

Thanks, but originally in that map it could very easily be broken if you didn't do thinks in the order I intended, so that's going to be better now.

EDIT: New screenshot, with absolutely no context whatsoever. :>

zlu4xh.jpg
 
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Oh, i see, btw, nice screenshot, is this different val'kyr is some hero or something?
From what I remember, I think he said that when you build Val'kyr you have a chance to get black one or white one, like the dark templars in SC2.
 
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Tomoraider, its me turec and my account is activated! Now i can help you with informations.BTW, Nice progress you have done. hope you finish this. :)
 
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Tomoraider, its me turec and my account is activated! Now i can help you with informations.BTW, Nice progress you have done. hope you finish this. :)

Thanks.

Profesor Putricide will appear in the final chapter?

Nah, he won't appear.

EDIT: Turns out having a chance of having a different val'kyr train was a bit lulzy, so I'll make it that you can train both white and black, so you can just choose which val'kyr you want anytime.
 
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EDIT: Turns out having a chance of having a different val'kyr train was a bit lulzy, so I'll make it that you can train both white and black, so you can just choose which val'kyr you want anytime.

Or you could just make them with some different spells, like, a "mage" and another a "warrior", since the Val'kyr isn't so stronger as the frost wyrm it would be nice too. (But both units could fly and walk too)
 
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Hmm, I don't know, I think I'd rather keep them the same. I'm not sure, I'll see.

EDIT: Chapter Nine is finished!

good good , so it have progress :ogre_hurrhurr: anyway , errh will you add Icecrown music like in RotB`s echanted edition the bloodelfe music ? or anything that fit to undead ?
 

Deleted member 238589

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Deleted member 238589

Since the new "Forsaken" buildings won't create any blight, you should probably set the regeneration rate to "Always" from "Only on Blight". Just felt like I should point it out, in case you forgot. Btw. good luck with this campaign.
 
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While I do consider your point, it could also be more active in rhythm and less morbid. Just a hunch :p

I think as well having new music would be cool, but there aren't many soundtracks from WoW quite fitting for the Forsaken, and besides, I don't really want to increase the size of the campaign any more.

Since the new "Forsaken" buildings won't create any blight, you should probably set the regeneration rate to "Always" from "Only on Blight". Just felt like I should point it out, in case you forgot. Btw. good luck with this campaign.

It will still be set to blight only, but there'll be an upgrade from the Royal Laboratory to give them regeneration outside of blight.

EDIT: Also, if anyone has any suggestions/ideas for some upgrades available from the Royal Laboratory, I have decided on 7 final ones, but I could add some more, I just can't really think of anything.
 
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That really depends of the tech-tree, we don't want some units powerful as gods while others weak like paper :/
You could post the units that need of an upgrade, and then let us help you. However, since your campaign is nearly done, and you already tested the maps you make (I think), maybe the Forsaken don't need more upgrades, because you were able to finish them without those upgrade.
 
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That really depends of the tech-tree, we don't want some units powerful as gods while others weak like paper :/
You could post the units that need of an upgrade, and then let us help you. However, since your campaign is nearly done, and you already tested the maps you make (I think), maybe the Forsaken don't need more upgrades, because you were able to finish them without those upgrade.

Yeah, they don't really need them, it's just like this bonus, none of them were really OP anyway. I thought about giving increased range to Dark Rangers, or more mana to Apothecaries and such, but it kind of felt unnecessary.

I suppose there are enough upgrades, I thought it would be cool to add even more, but it might be too much.
 
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Tomo, Will Phaelynne get mind controlled again by Varimathras like in original or not? :)
 
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Hey tomo here's some ideas for the Lab upgrades:

Research 1
-Embalm
Description: Due to the nature of their undead flesh, forsaken apothecaries have developed chemicals that retain the flesh more efficiently, thus keeping it from decomposing during combat.
Effect: Gives Forsaken units(or SOME specific unit), +1 armor, +X% health regeneration and +X% attack speed(keep in mind, to make it balanced, the three bonuses should all be low).
Wiki description of idea: Embalming is the art and science of preserving human remains by treating them (in its modern form with chemicals) to forestall decomposition.

Research 2
-Remnants of Agony
Description: The fallen high elves on the battle of Quel'Thalas, now warriors of the new acclaimed nation of Forsaken have retained memories of the last moments. Apothecaries used certain chemicals to emphasize these memories and make the units more battle efficient.
Effect: Gives Forsaken units(or certain UNIT) +1 attack, +X% health and +X% critical chance(I'd keep the critical very low, like 10% chance for 2x damage).

I'll keep you updated if I get more crazy ideas, I think these are creative and unique I hope you find them as useful :)
Keep the upgrades passive, on low bonuses, and low costs. It's creative if you ask me.
 
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Tomo, Will Phaelynne get mind controlled again by Varimathras like in original or not? :)

You'll have to wait to find out :>

Hey tomo here's some ideas for the Lab upgrades:

Research 1
-Embalm

Research 2
-Remnants of Agony

I'll keep you updated if I get more crazy ideas, I think these are creative and unique I hope you find them as useful :)
Keep the upgrades passive, on low bonuses, and low costs. It's creative if you ask me.

Oooh, those are awesome ideas! I already have something similar to the first one, but I can modify it a little to be similar to your idea since I like that better.

The second is good too, I could give that to some units.
 

Deleted member 238589

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Deleted member 238589

- You could also use something like "mummification" ability. For example, it could increase magical resistance of some undead units to 80% or so, or maybe something else, like minor increase of health to some undead units, which would make more sense.

- Maybe something like "knight26" said, you could give archers marksmanship, that would give them 10% for critical.

- You said you'll give poisoned attack to abomination, but maybe you should give them an ability, like "Plague Strike" that deals damage some damage instantly and the rest of it overtime.
You should give poisoned claws to ghouls, since they don't have much upgrades, it would be a good reason to use them a little more often.
 
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- You could also use something like "mummification" ability. For example, it could increase magical resistance of some undead units to 80% or so, or maybe something else, like minor increase of health to some undead units, which would make more sense.

- Maybe something like "knight26" said, you could give archers marksmanship, that would give them 10% for critical.

- You said you'll give poisoned attack to abomination, but maybe you should give them an ability, like "Plague Strike" that deals damage some damage instantly and the rest of it overtime.
You should give poisoned claws to ghouls, since they don't have much upgrades, it would be a good reason to use them a little more often.

I do like these ideas, the first one might be too OP, second one could work. I like the ghoul idea, perhaps I could give them some kind of Shadow Claw or something like that so that not everything is poison related.
 

Deleted member 238589

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I do like these ideas, the first one might be too OP, second one could work. I like the ghoul idea, perhaps I could give them some kind of Shadow Claw or something like that so that not everything is poison related.

What do you mean "Shadow Claw", something with effect similar to black arrow?
I hope not, cuz, along with dark rangers, they could create one huge skeleton army. :xxd:
 
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Attack rate slowed might be good imo.

Yeah, that would be cool, I don't think there are many (or any) spells that only slow down attack rate.

Also, I just gave a really cool upgrade for Dark Rangers, when you finish that upgrade, alongside each new Dark Ranger a small Black Spider will spawn, sort of like a pet for the Dark Ranger. Black Spiders will have little health, a weak attack, but fast regeneration and a weaker version of Slow Poison.
 

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Yeah, that would be cool, I don't think there are many (or any) spells that only slow down attack rate.

Also, I just gave a really cool upgrade for Dark Rangers, when you finish that upgrade, alongside each new Dark Ranger a small Black Spider will spawn, sort of like a pet for the Dark Ranger. Black Spiders will have little health, a weak attack, but fast regeneration and a weaker version of Slow Poison.

That's very creative.:thumbs_up:

Dark Rangers have both poisoned and black arrows, along with spiders... maybe too much for one unit. Maybe you should remove one type of arrows or something else. You could also work on unit like banshees and such ( kind of unit that you left unedited ).
 
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That's very creative.:thumbs_up:

Dark Ranger have both poisoned and black arrows, along with spiders... maybe too much for one unit. Maybe you should remove one type of arrows or something else. You could also work on unit like banshees and such ( kind of unit that you left unedited ).

Yeah, could be too much. I'll see how it affects the game, if it doesn't affect it too much, I'll leave it. And I don't think I'll be changing banshees, I think they're fine as they are.
 

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Yeah, could be too much. I'll see how it affects the game, if it doesn't affect it too much, I'll leave it. And I don't think I'll be changing banshees, I think they're fine as they are.

Well, if you decide to remove any type of arrows, I suggest you remove those black arrow, because of that "no raising dead" policy Sylvanas has in the beginning. Then, after they team up with Val'kyr (and start raising dead), you can add them again. :wink:
 
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Tomo here's some more ideas after a bit of brainstorming. I'm trying to come up with logical researches for the Forsaken as a whole. :)

Research 1
-Vengeance
Description: Being tormented souls now scouring the living world partly ethereal, the banshees have developed rare perks that enhance their overall abilities, crippling the souls of their enemies directly.
Effect: Banshees gain X% chance(low chance preferably) to lower target enemy's attack by -2.
Idea: I always found that Banshees are useless without mana, after they cast spells. They have a low attack and low health, so here's a chance for them to be more useful and effective during combat, after all their mana has been depleted.

Research 2
-Elven architecture
Description: Elves are known for their impressive architects, whom even after their death continue to improve the newly acclaimed Forsaken nation.
Effect: Meat Wagons(or whatever you plan to use as siege) gain +X range, and +X% movement speed.
Idea: Well there's not much researches for the siege units, they have no armor or whatever, and barely do some damage without the disease cloud. So here's a chance for them to be as well -- more battle efficient.

Now here's what I had in mind when I though of these upgrades:
The laboratory could be a research only building, and contain many upgrades.
1. Why? -- Because forsaken already gave up their necromancy nature, and focus on spells/potions/concoctions.
These upgrades should cost very low(Like 100 gold, 50 lumber), and offer very low bonuses.
2. Why is this good? -- It's unique. Nobody has done this before in a campaign/map. It will make the Forsaken feel diverse from other races. Because in fact, they are a weird bunch to be honest.

Now tell me if you're willing for me to think of more upgrades, I can come up with quite a few if you're interested. But still more than 12 new upgrades would be too much. 12 should be interesting enough to make.
 
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I really liked about knight26 suggestion, and maybe for the Banshee you also could add another spell for her, Lament of the Highborne; the banshees enters in eternal form and scout the area for the Forsaken, it would be nice too, for use when you are going to use possession. You can use Corporeal Form of Spirit Walker as base. :)
 
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Knight26, those are great ideas. I love the Vengeance one, but I also love Forsaken's idea of Banshees becoming completely ethereal, I could add that so that banshees can be used instead of shades which I don't think really fit into the Forsaken race. Oh, and I just had the idea - perhaps I could make it that the Vengeance upgrade replaces Curse with Vengeance, so that instead of it being an auto-cast with mana, it's a passive with a chance.

I'm not sure about the Meat Wagon upgrade though, since they get the Forsaken Plague, so I'll see about that.

And yeah, the lab is a research only upgrade, and I've been making upgrades mostly expensive so far. I could, what you said, make them all small bonuses so that they can be cheaper.

And sure, you can also post about more upgrades, and I'll see if I'll use them.
 
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