frostwhisper
Media Manager
- Joined
- May 25, 2007
- Messages
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"It is a time of peace on the world of Azeroth. The Zandalari, chief among the troll tribes have established a thriving civilization along the slopes of the Zandalar Mountains - the ancestral homeland of all trolls. After splitting off from their progenitors a few generations ago, other tribes have spread throughout the world's lone continent, claiming dominion over Azeroth's jungles, forests and frozen northlands. Although each tribe is unique to a degree, all trolls share a common reverence towards the Azeroth's wild gods - the Loa."
Troll Campaign is set 16,000 years before the events of the Warcraft RTS series. This is an Azeroth before the kingdoms of men and elves, before the Burning Legion's invasion sundered the world-spanning continent of Kalimdor. This is a primal world, where the forces of nature are untamed, and the pantheon of wild gods, the Loa, are an uncontested power. There are, however, forces on this world which are older than the Loa themselves. Forgotten by history, faded into myth, these ancient threats' resurgence will plunge Azeroth into war and reshape it forever.
The wider narrative adheres to the canon of the Warcraft universe, but most personal storylines and characters are original.
Oriss | An adept Venomancer | |
Zan'do | A Shadowhunter with dark aspirations | |
Kruppe | A merchant plagued by premonitions | |
Rendar Kan | A Gurubashi enforcer PROFILE | |
Kith'ix | A general of the Old Gods |
More characters are expected to join the roster as the project and story unfolds. |
Troll Campaign will feature a variety of mission styles, ranging from single-Hero RPG focus to macro-oriented base-building RTS gameplay. The player will take control of the troll tribes - a fully custom race techtree is under development. Additionally, as a design goal, I intend to give the player a certain amount of choice in approaching the campaign's quests and challenges. Some quests may be solved in more than one way, some less obvious than others. On occasion, dialogue between characters can be player-controlled, dictating how a cutscene plays out, and affecting future story beats.
To maximize immersion, the campaign will feature a wide variety of custom assets, including models, voicepacks, music and a custom user interface.
So far, the first chapter of the story is more or less complete. Level design and triggering are done. Optimizing the trigger code to minimize leaks is still on the to-do list. I am uploading the chapter in this thread, and encourage anyone interested to give it a go. I should mention, this is a passion project which has been and will remain a learning experience for me, so your feedback will play a key part in making the completed campaign a reality.
Note: This project has been developed for classic Warcraft III patch 1.29. For all intents and purposes, I intend to keep it this way for the time being. As such, I am not aware of the project's stability on later patches. If folks are willing to run it on patches 1.30 and beyond, I will greatly appreciate the feedback.
To maximize immersion, the campaign will feature a wide variety of custom assets, including models, voicepacks, music and a custom user interface.
So far, the first chapter of the story is more or less complete. Level design and triggering are done. Optimizing the trigger code to minimize leaks is still on the to-do list. I am uploading the chapter in this thread, and encourage anyone interested to give it a go. I should mention, this is a passion project which has been and will remain a learning experience for me, so your feedback will play a key part in making the completed campaign a reality.
Troll Tribes Techtree - INFO PENDING UPDATE |
Level Design Screenshots |
At the moment located in this thread. |
Note: This project has been developed for classic Warcraft III patch 1.29. For all intents and purposes, I intend to keep it this way for the time being. As such, I am not aware of the project's stability on later patches. If folks are willing to run it on patches 1.30 and beyond, I will greatly appreciate the feedback.
03/08/2022 - Troll Campaign v1.4a Changelog
- Chapters 3 and 4 are now fully playable:
Chapter 4: Tunnel Vision - a hectic macro mission where you can employ the (near) full arsenal of the troll techtree against multiple enemies.
The new chapters feature countless new assets, custom tilesets, and custom music.
- Reworked Kruppe's Summon Shop ability. The shop is now constantly present on the map; activating the ability will instantly move the shop in front of Kruppe.
- Added a new event in Chapter 1's first quest, ensuring that the player meets Kruppe.
- Updated the Ravager model to now correctly match its mounted version.
- Chief Turanga now has a unique model.
- Many minor bug fixes, tooltip changes, ability optimizations, and balance modifications.
- Optimized passives:
Serpent's Guile, Mortal Wound, and Forged in Battle now run smoother, greatly reducing the memory load on the game, particularly in larger battles. This should greatly improve Chapter 2's overall performance as well as future chapters going forward.
- New transparency system:
- Updated campaign screen:
- Fixed an issue where Kruppe dying in the first part of his quest causes a defeat screen.
- The campaign's in-game description now has the correct version listed.
Chapter 1 - The Dark Stone
Chapter 2 - The Empty Fist
- Minor bug fixes, tooltip, and name amendments
- Several abilities have updated icons
- New title sequence to match Chapter 2
Chapter 2 - The Empty Fist
- All quests now fully playable
- All cinematics complete, nearly all skippable
- Initial troll race techtee revamped, changes will be reflected in the OP soon
- Note: Kruppe's Shop of Wonders icon and model are placeholders in this version
Chapter 1 - The Dark Stone
This should be considered the definitive version of Map 1.
This version includes the as of yet unfinished version of Map 2. If you'd like to give the first few quests a go, keep in mind the triggering is not all there.
This should be considered the definitive version of Map 1.
- Oriss' basic abilities have been redesigned
- Venom Spray now leaves a damaging pool of poison behind
- Evasion is replaced by Serpent's Guile, applying debuffs (chance to miss, movement speed slow, attack speed slow) on attack
- Zan'do now has a custom voicepack
- Zan'do's armor corruption ability has been reduced from 3/4/5 to 1/2/4
- Xal'atath's critical strike chance reduced from 20% to 15%
- Xal'atath's critical strike damage reduced from 2x to 1.5x
- Branch of the Ancients damage bonus reduced from +8 to +2
- Hero experience is now capped at level 5
- Fixed several issues where floating text dialogue appears over the wrong unit or doesn't follow the speaker
- Forest Spirit floating text is now white to avoid a clash with the background
- The Devilsaur is now invulnerable
- The Devilsaur cutscene and dialogue have been updated
- Tree doodads at the grotto entrance are now invulnerable prior to the Jungle Trek quest completion
- Sapling creeps around the Forest Spirit are invunerable while neutral
- Added a Hearthstone ability to the Camp to avoid excessive backtracking during the Into the Unknown and Elemental Upheaval quests
- Oriss is now unable to enter the kobold cave without carrying the Blood Orb
- Minimap now pings dark stone location during the Into the Unknown quest
- Minimap now pings cave entrance during the Blood Harvest quest
- Minimap now pings dark stone location upon completion of the Blood Harvest quest
- The Void Revenant fight area is slightly larger
- The Void Revenant's abilities have been tweaked
- Some doodad models updated with higher quality versions
- Various updates to icons of abilities and items
- Optional Quest givers and units featuring possible dialogue now have graphical indicators matching the style of Map 2 and going forward
- Quest messages updated to match the style of Map 2 and going forward
- Various additional hints throughout the map
- Minor typos and tooltips amended
This version includes the as of yet unfinished version of Map 2. If you'd like to give the first few quests a go, keep in mind the triggering is not all there.
Forest Spirit cutscene is now skippable.
Arrival at the Dark Stone cutscene is now skippable.
Floating text dialogue now moves with the unit it belongs to.
Addressed an issue where transparency-capable buildings/trees didn't display in fog of war.
Main Quest 4 now displays creatures killed on a leaderboard, in addition to the Quest Log.
Zan'do now drops all items except his dagger at the start of Main Quest 4.
All units that are no longer controllable drop their items at the start of Main Quest 4.
Killing the Saurok Champion now grants a reward.
Camps now provide 24 supply, up from 20.
The Kobold negotiator now has an exclamation mark attachment to indicate dialogue.
The amount of tome powerups throughout the map has been adjusted.
Fixed errors in Witch Doctor and Spiritbender tooltips.
Fixed error in Headhunter upgrades display.
Spirit Raptor timer now displays "Spirit Raptor" instead of "Summoned Unit".
New skybox for grotto/underground cutscenes.
UI update - unusable inventory slots on non-Hero units no longer use the Human UI texture.
New feature - item combinations. Some items can now be combined. Such items have a "can be combined with" tooltip. Note: this is still at an early stage, I'm currently deciding on how to progress the idea (recipes, multiple combination options, combinations across maps, etc). Icons are very much a work in progress.
Arrival at the Dark Stone cutscene is now skippable.
Floating text dialogue now moves with the unit it belongs to.
Addressed an issue where transparency-capable buildings/trees didn't display in fog of war.
Main Quest 4 now displays creatures killed on a leaderboard, in addition to the Quest Log.
Zan'do now drops all items except his dagger at the start of Main Quest 4.
All units that are no longer controllable drop their items at the start of Main Quest 4.
Killing the Saurok Champion now grants a reward.
Camps now provide 24 supply, up from 20.
The Kobold negotiator now has an exclamation mark attachment to indicate dialogue.
The amount of tome powerups throughout the map has been adjusted.
Fixed errors in Witch Doctor and Spiritbender tooltips.
Fixed error in Headhunter upgrades display.
Spirit Raptor timer now displays "Spirit Raptor" instead of "Summoned Unit".
New skybox for grotto/underground cutscenes.
UI update - unusable inventory slots on non-Hero units no longer use the Human UI texture.
New feature - item combinations. Some items can now be combined. Such items have a "can be combined with" tooltip. Note: this is still at an early stage, I'm currently deciding on how to progress the idea (recipes, multiple combination options, combinations across maps, etc). Icons are very much a work in progress.
As development on Map 2 commences, Map 1 has been transferred into a Campaign file.
Addressed an issue where clicking the treasure map doesn't ping the minimap after a save/load.
Addressed an issue where the Devilsaur cinematic didn't trigger correctly.
Optional Quest 1 now has prompts indicating how many vaults have been discovered.
Main Quest 1 now has periodic map pings to where the Caravan objective is.
Spiritbenders now become available at the start of Main Quest 3, rather than Main Quest 2.
The residents of Unmei Village are now invulnerable.
Several hints added/reworded to increase clarity.
Oriss' Spirit Raptor is now tankier.
Zan'do's Soul Nova ability reworked to be more consistent in terms of damage output.
Zan'do's Curse ability bonus damage reduced.
Minor typo and tooltip fixes.
Addressed an issue where clicking the treasure map doesn't ping the minimap after a save/load.
Addressed an issue where the Devilsaur cinematic didn't trigger correctly.
Optional Quest 1 now has prompts indicating how many vaults have been discovered.
Main Quest 1 now has periodic map pings to where the Caravan objective is.
Spiritbenders now become available at the start of Main Quest 3, rather than Main Quest 2.
The residents of Unmei Village are now invulnerable.
Several hints added/reworded to increase clarity.
Oriss' Spirit Raptor is now tankier.
Zan'do's Soul Nova ability reworked to be more consistent in terms of damage output.
Zan'do's Curse ability bonus damage reduced.
Minor typo and tooltip fixes.
This OP is a work in progress and will be updated regularly.
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