• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Umbra

Status
Not open for further replies.
Level 52
Joined
Dec 8, 2008
Messages
4,375
Umbra

Story

You're an assassin, earning the staff of life by murdering, or, better to say, assassinating people. You do it for money, food and lodging. You don't care about politics, you just do what your client wants. But after meeting certain persons, even such an neutral person like you isn't defended of being implicated into the corruption of a whole kingdom...


Features

• Assassinating "System"
• Breathtaking Sneak - Passages
• A story full of intrigues, corruption and murdering
• Cities full of live, terrained with Born²Modificate's amazing Realtexture Doodad Pack

Gameplay

The gameplay won't be like any other wc3 - game before. Sneaking, assassinating, spying and much other things are awaiting you.
This game should not be mistaken for an Assassins-Creed replica, as it is completly different, and is more like the Thief series (can't promise that though, cause I never played any Thief game).
By doing quests (asassinations etc.) for people, for example a smith, he might lower his prices for you or he makes you some special weapons. Ofc. you're not allowed to run around in the city and kill happily thousands of people. The city-gardists are everywhere and are just waiting for someone to put into the jail, so be careful. Also, don't try to go into an open fight with city-guards or someone else, they are often stronger then you.

Screenshots

attachment.php


attachment.php


Last words

I can't promise that I ever will even make/finish this map/campaign, but I'm going to work on it. It is going to be my tribute to wc3 modding (if I finish it). :)

[Screenshots follow after I've created some ;)]
 
Last edited:
Level 52
Joined
Dec 8, 2008
Messages
4,375
Hehe. jeah :)

Surprisingly I haven't seen that yet! Gonna check it out right now :)

Edit: First Screenshot of a demo (wich will be the beginning of the whole map/campaign/whatever). A marketplace where you need to find your first victim. There you also will use the first time your Eagle - Eye ability (same as in Assassins Creed) wich marks the person you need to assassinate/infiltrate red.

attachment.php
 

Attachments

  • Marketplace [Demo].PNG
    Marketplace [Demo].PNG
    3 MB · Views: 976
Level 11
Joined
May 26, 2009
Messages
760
More villager skins, for variation. Maybe put the tents more randomly or in squares, tents in lines isn't really the way people do at market squares. Also bandit model is ugly and why on earth have they such fancy colors? :)

EDIT: How did you imagine the player control? A unit with standard abilities or key movement system or something else?
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
Okay, will do what you suggested :)
The bandits are, in this case, mercenaries, because these days, many people steal things at the market and the mercenaries are hired by the merchants to defend their wares.
The colours are (I thought) to present that nearly every merchant has an mercenary, and that they don't work together. Can shurely be changed :p

I thought normal wc3 control as in the campaign above. Key movement would need a special camera, and I'm not a big fan of that ;)
Though, if you have other suggestions, I'm open for it :D
 
Level 11
Joined
May 26, 2009
Messages
760
Well The_Witcher's Camera, Keyboard & Movement System is really good. But this would kind of limit abilities complexity. The Witcher's system supports arrow double tap (such as dashing forward when double tapping up arrow), Esc for attacking perhaps and sidestep striding.

A free camera with standard unit control with the right feel would also be very good. I like the combination of Stealth>Hit>Opportunity as in the Thievery Campaign. Combinable skills is key imho.

EDIT: And since I have no life:

Stats

Health
100Critical Chance15% (+3%)Armor0
Energy100Dodge Chance5% (+1%)Resistance0
Movement150 (+7)Energy Recovery5ep/sec (+1ep/sec)
*Beige color display starting value while green color display
increase per level.

Skills

icons_4771_btn.jpg
Walk
Normal movement speed.


Toggle On/Off

icons7590btn.jpg
Sprint
Energy Cost 20ep/sec
Increases movement speed by 60% but raises attention.

Toggle On/Off

icons_6592_btn.jpg
Eagle Eye
Energy Cost 60
Marks the target of assassination.



icons_8179_btn.jpg
Premeditation
Grants +65% energy recovery and 100% critical chance for 10
seconds or until striking.


Weapons

icons_771_btn.jpg
Scimitar
Energy Cost 45
Range 60
Damage 50


icons_601_btn.jpg
Basic Knife
Energy Cost 25
Range 40
Damage 20


icons_12845_btn.jpg
War Axe
Energy Cost 55
Range 75
Damage 60
Penetrates 4 of target's armor.

icons_753_btn.jpg
Sharp Daggers
Energy Cost 30
Range 40
Damage 35
Increases critical chance by 7% when worn.
Equipment

icons_1075_btn.jpg
Red Cloak
Increases armor and resistance by 2 and dodge chance by 4%
when worn.


 
Last edited:
Level 52
Joined
Dec 8, 2008
Messages
4,375
Well The_Witcher's Camera, Keyboard & Movement System is really good. But this would kind of limit abilities complexity. The Witcher's system supports arrow double tap (such as dashing forward when double tapping up arrow), Esc for attacking perhaps and sidestep striding.

A free camera with standard unit control with the right feel would also be very good. I like the combination of Stealth>Hit>Opportunity as in the Thievery Campaign. Combinable skills is key imho.

EDIT: And since I have no life:

Stats

Health
100Critical Chance15% (+3%)Armor0
Energy100Dodge Chance5% (+1%)Resistance0
Movement150 (+7)Energy Recovery5ep/sec (+1ep/sec)
*Beige color display starting value while green color display
increase per level.

Skills

icons_4771_btn.jpg
Walk
Normal movement speed.


Toggle On/Off

icons7590btn.jpg
Sprint
Energy Cost 20ep/sec
Increases movement speed by 60% but raises attention.

Toggle On/Off

icons_6592_btn.jpg
Eagle Eye
Energy Cost 60
Marks the target of assassination.



icons_8179_btn.jpg
Premeditation
Grants +65% energy recovery and 100% critical chance for 10
seconds or until striking.


Weapons

icons_771_btn.jpg
Scimitar
Energy Cost 45
Range 60
Damage 50


icons_601_btn.jpg
Basic Knife
Energy Cost 25
Range 40
Damage 20


icons_12845_btn.jpg
War Axe
Energy Cost 55
Range 75
Damage 60
Penetrates 4 of target's armor.

icons_753_btn.jpg
Sharp Daggers
Energy Cost 30
Range 40
Damage 35
Increases critical chance by 7% when worn.
Equipment

icons_1075_btn.jpg
Red Cloak
Increases armor and resistance by 2 and dodge chance by 4%
when worn.



Yep. you have no life. :p no... joke :D

For the camera, I think, standard wc3 camera (though, sticked to the hero) will be the best.

These items and abillitys are incredible :D You saved me tons of work :)
Though, how do you think we should make the thing with the eagle eye and stuff? Are you good in trigger making, because, I'm not good at all (or at least, making it leakless xD)
and how dou you think should we make the thing with attention and stuff? should the guards be from the start unfriendly (not in one team with you) or should we make that with some kind of multiboard or stuff? I'm not shure, as I'm not really good in triggereing :)
 
Level 11
Joined
May 26, 2009
Messages
760
For the camera, I think, standard wc3 camera (though, sticked to the hero) will be the best.
Yes I agree that this would be good. But I don't think the unit has to be a Hero, I like basic units.

These items and abillitys are incredible :D You saved me tons of work :)
Though, how do you think we should make the thing with the eagle eye and stuff? Are you good in trigger making, because, I'm not good at all (or at least, making it leakless xD)
and how dou you think should we make the thing with attention and stuff? should the guards be from the start unfriendly (not in one team with you) or should we make that with some kind of multiboard or stuff? I'm not shure, as I'm not really good in triggereing :)
Thanks, I had some spare time since I couldn't sleep this night lol.

I saved the eagle eye ability for discussion because I have not played Assassins Creed but my idea is basically using, is it Faerie Fire, reveals a small area around the unit, it is marked, and has decreased armor. The assassin unit could also have increased damage on this target or so.

I can do triggering, especially as it is not required to be MUI. And I've gotten better at making them leakless. Worst case scenario we ask here on Hive or some friends of mine could probably help out.

I dislike multiboards for these kinds of maps. A sort of attention/threat meter could be figured out. I'm gonna play some League of Legends with my friends now. I'll think of it meanwhile, I suggest you do the same.
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
Yes I agree that this would be good. But I don't think the unit has to be a Hero, I like basic units.


Thanks, I had some spare time since I couldn't sleep this night lol.

I saved the eagle eye ability for discussion because I have not played Assassins Creed but my idea is basically using, is it Faerie Fire, reveals a small area around the unit, it is marked, and has decreased armor. The assassin unit could also have increased damage on this target or so.

I can do triggering, especially as it is not required to be MUI. And I've gotten better at making them leakless. Worst case scenario we ask here on Hive or some friends of mine could probably help out.

I dislike multiboards for these kinds of maps. A sort of attention/threat meter could be figured out. I'm gonna play some League of Legends with my friends now. I'll think of it meanwhile, I suggest you do the same.

Yeah, like I thought too. Though, I tried it with firebrand (Demonhunter abillity), but it was a bit unconfortable (it worked though) and I want it to go as "clean" as possible ;)
The idea with Faerie Fire is pretty good. If you can manage to trigger that, I fully support that :D

Jeah, I don't like them either. Maybe some sort like that bar that is over the char like in other maps? Good idea.
Okay, I'm going to think about it :p (going to play some assassins creed 2 now, to get some additonal ideas ;)

Edit: also, how do you thought about the weapons? I mean, do you find them somewhere, or do you use them like skills? Because, you wrote energy costs beneath them.

Edit 2: New Update of the Marketplace :) And another screenshot of one of the vennels:

attachment.php


attachment.php


Better villager variaton will come when I download and import more villager models :)
 

Attachments

  • Vennel [Demo].JPG
    Vennel [Demo].JPG
    230.6 KB · Views: 359
  • Marketplace (Updated) [Demo].JPG
    Marketplace (Updated) [Demo].JPG
    245.1 KB · Views: 341
Level 11
Joined
May 26, 2009
Messages
760
New marketplace looks much more realistic. Good job.

Well basically I just relabeled mana to energy (with fast regeneration). I imagined that items could give different attack abilities instead of just one "strike" once the item is either simply in the inventory or is equipped (use to equip).

Either all items have one Attack skill which is added to the unit when an item is worn. Or, there could be more of them. I use the latter in a map myself and I have grown quite fond of the idea. If we for instance have the Sharp Daggers these would give three abilities named Slice, Slash, Stab for instance. Different abilities have different effects. A Stab from behind would cause immense damage, while if attacked from the front it would be easily parried. A Slash would cause a crushing effect dealing heavy damage of a more crushing sort, maybe penetrate some armor or so.

A few of the things an assassin need to take into consideration is angle of attack (depending on surrounding units and the target unit's defenses), target's backup/protection, it's "watchfulness" depending on what situation the unit is in. And more of course.

I would personally prefer slightly larger units over smaller units in this map, to give a clearer picture of the fact that angles do matter and will ease the process of choosing the right angle of attack.

Let's say all units have an attention meter (how it's displayed we can cover later), then there would be a higher value of base watchfulness for guards in a warzone than in a peaceful village. Doing things as running or equipping/walking with weapons also draws attention. A good goal is too keep the attention meters low. If the attention level of a unit goes up to a critical level and someone finds out you're a hostile he will try to alert his companions and kill/capture you. We could play around endlessly with these things. Perhaps in one mission the target has no idea that you are coming and don't care about you, whereas in another mission they would attack you as fast as they saw you, weapon or not. So basically what I'm saying is that all units have their own attention meters.

Just putting some ideas out there.
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
Either all items have one Attack skill which is added to the unit when an item is worn. Or, there could be more of them. I use the latter in a map myself and I have grown quite fond of the idea. If we for instance have the Sharp Daggers these would give three abilities named Slice, Slash, Stab for instance. Different abilities have different effects. A Stab from behind would cause immense damage, while if attacked from the front it would be easily parried. A Slash would cause a crushing effect dealing heavy damage of a more crushing sort, maybe penetrate some armor or so.

Very nice ideas, though, it is a bit "unhandy" to attack only with abillites, as you always either 1. need to click at the abillity or 2. you always need to press a shortcut.
The ideas with the angle's are very good, if they are makeable, then it would be great :D

A few of the things an assassin need to take into consideration is angle of attack (depending on surrounding units and the target unit's defenses), target's backup/protection, it's "watchfulness" depending on what situation the unit is in. And more of course.

Very good points. Though, an assassin should keep away from too much open fights, as, even for the best fighter, a big superiority is very hard to handle. Lets come back to this later.

I would personally prefer slightly larger units over smaller units in this map, to give a clearer picture of the fact that angles do matter and will ease the process of choosing the right angle of attack.

The units are in fact bigger then normal :D So there should be no problem with that :)

Let's say all units have an attention meter (how it's displayed we can cover later), then there would be a higher value of base watchfulness for guards in a warzone than in a peaceful village. Doing things as running or equipping/walking with weapons also draws attention. A good goal is too keep the attention meters low. If the attention level of a unit goes up to a critical level and someone finds out you're a hostile he will try to alert his companions and kill/capture you. We could play around endlessly with these things. Perhaps in one mission the target has no idea that you are coming and don't care about you, whereas in another mission they would attack you as fast as they saw you, weapon or not. So basically what I'm saying is that all units have their own attention meters.
Fantastic ideas. Basically the same as in Assassins Creed.

If you are able to create all these things in triggers (or with help from others :p) it will be simply great.

I'm working on a simple starting city atm, just we have some base we can work on. If you have any special ideas for the city, throw it in :D
I'm looking carefully, that it has enough dark vennels and stuff, perfect for an assassin.
Also, another idea I had: What about starting in an "slum" - district, and the more quests and assassinations you do, the more fame you get. And after a time, you'll get in the next district, for example the trading - district.
 
Level 11
Joined
May 26, 2009
Messages
760
Also, another idea I had: What about starting in an "slum" - district, and the more quests and assassinations you do, the more fame you get. And after a time, you'll get in the next district, for example the trading - district.

Sounds quite similar to Grand Theft Auto, but sure. I was just about to bring up the fact that there would need to be a decent storyline which we should not stray too far from. Naturally, you start out as a nobody and work your way up to the top. This is much affected by the terrain. Got any more ideas on the matter?

I'll try to create the basics of the systems we have agreed on this far, tomorrow or so.
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
Sounds quite similar to Grand Theft Auto, but sure. I was just about to bring up the fact that there would need to be a decent storyline which we should not stray too far from. Naturally, you start out as a nobody and work your way up to the top. This is much affected by the terrain. Got any more ideas on the matter?

I'll try to create the basics of the systems we have agreed on this far, tomorrow or so.

Hmm, jeah, true. We should make it not too basic, you're true.
Speaking about the storyline. We would need to write in another and faster way about that, do we? Maybe Hive chat, or skype or something?

How do you mean, affected by the terrain? (I basically know what you mean, but I'm not entirly shure.)

Great to hear :D I'm working more on the terrain as soon as I can.
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
About the terrain: I mean you are the project leader and terrainer, thus you create the scenarios and the lore.

Hivechat or tinychat (speak) or skype or msn will do,
I'm gonna be on all of them :)

Ah okay. But why do we have team members like you, when I create the lore and the scenarios alone? :p

Nice :) I would prefer skype, if you're fine with that. What's your name there? :)
 
This is actually pretty good. I can't believe no one's thought of doing a map like this. I hope you manage to pull it off well. I strongly suggest arrow key movement and custom attacks. The screenies look amazing, though I hope the map is single-player, as I see you're using Born2Mod's high-res doodads. It would be really awesome if you implemented wall-crawling, and just generall 'ninjaing', so you can walk on the roofs of the buildings. Good luck.
 
Level 52
Joined
Dec 8, 2008
Messages
4,375
This is actually pretty good. I can't believe no one's thought of doing a map like this. I hope you manage to pull it off well. I strongly suggest arrow key movement and custom attacks. The screenies look amazing, though I hope the map is single-player, as I see you're using Born2Mod's high-res doodads. It would be really awesome if you implemented wall-crawling, and just generall 'ninjaing', so you can walk on the roofs of the buildings. Good luck.

Thank you very much :)
The problem with arrow key movement is, that you need to use a 3rd/1st person camera, wich gives you an minimal overview and you can't see your enemies so easily. I just don't like it with the wc3 engine.
Ofc. the map is going to be singleplayer. But maybe, in a far away time when the map is released, (if it is going to be ever :p)
That could make problems ofc. because of the filesize and stuff, but that's another thing... ;)
The thing with the wallcrawling.. jeah, I think, we won't implent it, since it is really hard to implent it, and make it look smooth. I thought maybe one or two missions with it, and there also ONLY on the roofs, would work fine, but generally implenting it would just be too hard.
Thanks again :)
 
Status
Not open for further replies.
Top