- Joined
- Jul 30, 2005
- Messages
- 66
This map is a truly unique ORPG (irony). Rather than the traditional ORPG, it has a class-less system, custom face selection, armor physically on the player, and boardable ships (with upgradeable interiors and interior fires), crime system, and completely unique combat (attacking and parrying with unique abilities, no more right-click-to-win). Much of the game focuses around driving your ship around with friends and exploring the islands, or bombarding the bases and bosses scattered around the map.
For those who prefer goals rather than wandering, there is an AOS element. Two teams (native Serahul vs imperialistic Nehal) battle across a naval and land battlefield. Assassinate the commander (hero) in each camp to end the battle.
NOTE: Map is in beta. Features slated for the final release are:
Terrain - Yes, there's a huge black spot in the middle of the map. That means it's not done.
Crafting / Tradeskills - All items in the game (except for dyes and resources) will be craftable, and harvestable. This means you will be able to build furniture, ship, etc.
D Slot - 4 Quick recharge debuff skills (Word of Promise, Shield Bash, Contaminate,
C/V Slot - Quest earned slot, 8 Unique ultimate skill sets, such as Animal Tame/Sick, Lightning Bolt/Charge, Word of Prayer/Submission, Word of Blasphemy/Liberty, as well as others.
Undead - A player will control undead forces and drive them towards destroying everything else.
The entire premise of the map is an online RPG which feels more like Morrowind than Warcraft 3.
Customization:
With 10 players who each control a single hero, they are able to customize their character in more ways than usual in most Warcraft 3 maps, by allowing all characters to choose a head, armor type, weapon of choice, and most importantly, a wide variety of skills. All characters can Sneak, Jump, and perform Sweeping (large range, medium damage) and Jabbing attacks (small range, high damage), but each character can delve into a specific gameplay aspect and choose up to 5 additional techniques, such as Parry (deflect attacks for 1 second), Ambush (an attack which does extra damage from stealth), Trapping (build caltrops, tripwires, snares, etc), or abilities which enhance already existing abilities, such as Swift Swim (increases Swim Speed) or Icarian Flight (increases Jump distance). Eventually, powerful characters will be able to use simple magic to perform primarily DoT or debuff effects, if they survive.
Conflict:
The small archipelago is inhabited with two imperial factions - one in the North, one in the South.
The North has two large forts and access to supplies from a mine and a harbor. They begin in small numbers but have strong units, and as their supplies increase, they become the dominant force.
The South has no forts, but instead 3 small farming towns and many war camps scattered across the isles. They have large numbers due to their earlier presence on the isle, but with highly vulnerable trade routes and weaker units, their numbers begin to dwindle.
An Evil faction may roam the isles and open portals in razed towns that give direct access to and from the evil player's realm. Similar to Parasite, a player is chosen at random to try and invade the world.
Of the 10 players, 2 will fight for the North, and 2 for the South. If all towns of their faction are razed, these two players are defeated. However, for the rest of the players, the game does not end; all sources of evil must be cleansed. When both tasks are complete, all surviving players are victorious.
Economy & Life:
Each village, farm, or mine (harbors have boats that go directly to the fort) generates income in the form of working villagers. As villagers work, a pack horse or sack-bearing villager is created along with a ragtag escort to wander off into the target fort or war camp, depending on faction. Upon arrival, it is removed and the building creates a group of warriors which march through towards a raid target. Each fort or camp will be destroyed and rendered inactive when the primary Barracks or Supply Tent is destroyed, but the number of soldiers produced from a complete resource package can be reduced by assassinating the fort or camp commander.
Progress:
Terrain 95%
Triggers 95%
Abilities 75%
Models & Skins 95%
Everything except the Grass2 model is by me, Xaerth. If anyone knows who made that model, please tell me. I plan to release all the new (okay, neatly trimmed sections of blizzard models) models in a pack as well.
-EDIT: I have. See 4th post.
Fort Keir (before buildings)
http://s209.photobucket.com/albums/bb51/Xaerth/?action=view¤t=Fortress.jpg
Swamps
http://i209.photobucket.com/albums/bb51/Xaerth/Swamp.jpg
Head Selection
http://s209.photobucket.com/albums/bb51/Xaerth/?action=view¤t=HeadSelection.jpg
For those who prefer goals rather than wandering, there is an AOS element. Two teams (native Serahul vs imperialistic Nehal) battle across a naval and land battlefield. Assassinate the commander (hero) in each camp to end the battle.
NOTE: Map is in beta. Features slated for the final release are:
Terrain - Yes, there's a huge black spot in the middle of the map. That means it's not done.
Crafting / Tradeskills - All items in the game (except for dyes and resources) will be craftable, and harvestable. This means you will be able to build furniture, ship, etc.
D Slot - 4 Quick recharge debuff skills (Word of Promise, Shield Bash, Contaminate,
C/V Slot - Quest earned slot, 8 Unique ultimate skill sets, such as Animal Tame/Sick, Lightning Bolt/Charge, Word of Prayer/Submission, Word of Blasphemy/Liberty, as well as others.
Undead - A player will control undead forces and drive them towards destroying everything else.
The entire premise of the map is an online RPG which feels more like Morrowind than Warcraft 3.
Customization:
With 10 players who each control a single hero, they are able to customize their character in more ways than usual in most Warcraft 3 maps, by allowing all characters to choose a head, armor type, weapon of choice, and most importantly, a wide variety of skills. All characters can Sneak, Jump, and perform Sweeping (large range, medium damage) and Jabbing attacks (small range, high damage), but each character can delve into a specific gameplay aspect and choose up to 5 additional techniques, such as Parry (deflect attacks for 1 second), Ambush (an attack which does extra damage from stealth), Trapping (build caltrops, tripwires, snares, etc), or abilities which enhance already existing abilities, such as Swift Swim (increases Swim Speed) or Icarian Flight (increases Jump distance). Eventually, powerful characters will be able to use simple magic to perform primarily DoT or debuff effects, if they survive.
Conflict:
The small archipelago is inhabited with two imperial factions - one in the North, one in the South.
The North has two large forts and access to supplies from a mine and a harbor. They begin in small numbers but have strong units, and as their supplies increase, they become the dominant force.
The South has no forts, but instead 3 small farming towns and many war camps scattered across the isles. They have large numbers due to their earlier presence on the isle, but with highly vulnerable trade routes and weaker units, their numbers begin to dwindle.
An Evil faction may roam the isles and open portals in razed towns that give direct access to and from the evil player's realm. Similar to Parasite, a player is chosen at random to try and invade the world.
Of the 10 players, 2 will fight for the North, and 2 for the South. If all towns of their faction are razed, these two players are defeated. However, for the rest of the players, the game does not end; all sources of evil must be cleansed. When both tasks are complete, all surviving players are victorious.
Economy & Life:
Each village, farm, or mine (harbors have boats that go directly to the fort) generates income in the form of working villagers. As villagers work, a pack horse or sack-bearing villager is created along with a ragtag escort to wander off into the target fort or war camp, depending on faction. Upon arrival, it is removed and the building creates a group of warriors which march through towards a raid target. Each fort or camp will be destroyed and rendered inactive when the primary Barracks or Supply Tent is destroyed, but the number of soldiers produced from a complete resource package can be reduced by assassinating the fort or camp commander.
Progress:
Terrain 95%
Triggers 95%
Abilities 75%
Models & Skins 95%
Everything except the Grass2 model is by me, Xaerth. If anyone knows who made that model, please tell me. I plan to release all the new (okay, neatly trimmed sections of blizzard models) models in a pack as well.
-EDIT: I have. See 4th post.
Fort Keir (before buildings)
http://s209.photobucket.com/albums/bb51/Xaerth/?action=view¤t=Fortress.jpg
Swamps
http://i209.photobucket.com/albums/bb51/Xaerth/Swamp.jpg
Head Selection
http://s209.photobucket.com/albums/bb51/Xaerth/?action=view¤t=HeadSelection.jpg
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