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Untitled ORPG

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Level 4
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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&current=Fortress.jpg

Swamps
http://i209.photobucket.com/albums/bb51/Xaerth/Swamp.jpg

Head Selection
http://s209.photobucket.com/albums/bb51/Xaerth/?action=view&current=HeadSelection.jpg
 
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Level 15
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Dec 12, 2006
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Very ambitious idea. All I can say is I'm looking forward to trying it out, but... perhaps adding in some more heads, such as Arthas' (paladin) head, or the regular Paladin's head.
 
Level 4
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I've had quite a bit of progress thus far. I have almost finished the swamps and first fort, added the crime system for murder, theft, and trespassing, and am almost done with all the models. For those interested in my RPG hero pack, I have uploaded it to the following link:
http://www.box.net/shared/gknim0yas8
I would've uploaded it to this site, but there's no portrait and no working death animation for the HeroAnim.mdx, meaning it violates the agreement. If you use them, give credit to me.
 
Level 4
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I added a beta version of the map to the map archive. Some features were cut: Jump (I had it in, it was buggy and made the camera sad. Swimming MAY return, however, I'm not sure how I'll make the animations not look so bad. Two Island towns do not get income from a farm, whereas the two on the mainland still do. I suppose that by getting this far it's not another RPG that is abandoned after a month :)

Islands of Serahul - The Hive Workshop - A Warcraft III Modding Site
 
Level 15
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Dec 12, 2006
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Well, it was a FANTASTIC map, with real-time combat, but I have some nit-picking to do. First off, the camera gets kind of annoying in buildings when I'm trying to get my character to enter the door out. The quest system is slightly confusing for me since I don't know WHO to ask for quests! Everyone looks the same, and, your systems (such as disabling selection) causes me to not be able to tell people apart from one another. Put the exclamation point FX on them or something. THAT would make things easier.

The combat system was awesome. It was what I want to do. You're going to need to tell me how to do this stuff in full detail... My other beef was that the game didn't have much to offer in terms of armor/weapons. Although the attachment systems are cool (especially heads; that just rocks), there are not that much equipable weapons (3 armors, 3 weapons). And... are there like any leveling systems? Other than that, ship customization was pretty sweet.

ALL IN ALL... this map did it's job well. I really enjoyed just STARING at the whole layout of it. Terrain is gorgeous, the tutorial pretty fun (but too short... how about a mini-instance as a tutorial?), combat like that was NOT done before to the best of my knowledge. A glorious addition to your reputation is well-earned.

@Vicboy: You CANNOT take models from a browser-based game. And if it was from that game, it would look terrible and really beat up the whole terrain, since the lower polies just don't quite cut it with the bigger guys in Warcraft.
 
Level 17
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@Vicboy: You CANNOT take models from a browser-based game. And if it was from that game, it would look terrible and really beat up the whole terrain, since the lower polies just don't quite cut it with the bigger guys in Warcraft.

Umm ya I know that... Same as you can't get from Starcraft...

I'm just asking this because it looks like he made a willow tree...
 
Level 4
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Jul 30, 2005
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Quest NPC question: Blue circle (units affected by an aura in normal WC3) underneath NPC depicts conversation-ability

Willow Tree question: Stole it from the Ultimate Terraining Map :X (credit was given in credits to the author, if it was listed)

Item Customization: There's magic items and stuff, but ya, I suppose I need more customizable items. I'll think of something cool.

Building Camera: I have no idea of how else to do it :/

Combat: It's all unprotected, so have at it. One recommendation though if you choose to make something similar to it is to use Channel for EVERYTHING, as I only did it for the special slot skills, and it would have saved me quite a bit of time if I did it for Sweep and Parry too. It is basically a unit group with a certain size placed at the polar offset of the position of the hero towards the angle of the target of the spell. If you're thinking about using something like this in your Halo map, I'd look at what Elimination did, which looks more impressive for ranged combat since they have ranged weapons that can bounce off stuff.

Thanks for the constructive criticism guys, I'll get to work eventually.
 
Level 15
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It's still kind of hard to understand. Could you possibly PM me a little tutorial, your uberness? Oh yeah, and I might use this for my Life of a Peasant map I'm making. NOTE: It is from scratch, totally different idea and goals.
 
Level 4
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First, you need a dummy ability (Channel ability). The benefit of using Channel is that you can have as many channel abilities as there are order strings, so you never have to use any other abilities unless you want to, plus it has great trigger stuff.

Channel settings:
Data - Art Duration: I believe this affects how long the spell target and caster effects go on for. I turn this down as it is useless in my map (no caster effects, plus you never see the caster).
Data - Base Order ID: Switch this if you use more than one Channel ability to an order string that your unit doesn't use.
Data - Disables Other Abilities: If you set this to true, you can only use one ability at a time, which I should have used in my map if I had only Channel abilities. I had set it to False, but you should probably put it to True.
Data - Follow Through Time: I think this is how long your other abilities are disabled. Try 1 or something, however, this ability would have to be changed if you wanted different attack speeds. Once again, I had set this to 0.00, but if you just change this ability when you switch attack speeds, it will be a bit easier. Pause is a pain in the arse to use.
Data - Options: Visible, Unique Cast. I have no idea what everything else does.
Data - Target Type: The most awesome part of Channel. I use POINT TARGET for Sweep, the normal attack, however, Strike (F-Slot), uses no target. It's all a matter of which kind of ability you want to make. Point Target is a lot easier to fight with.

So there's Channel which does nothing but send information that it:
-has been used
-the direction in which it has been used in
-if you make it disable other abilities, it does that too. Or you can use pause, which pains me.
-costs mana

So, make a trigger with:
Event - Starts the effect of an ability
Condition - Ability being cast is equal to whatever your channel ability is
Also, if you're making different levels of the Channel ability to correspond to different casting times
Action - The fun part. I'll assume you know how to fix leaks (http://www.hiveworkshop.com/forums/f269/things-leak-35124/), so I won't explain that.
You'll need about 6 variables here for most spells (I go overboard just to prevent any bugs, which I recommend you do as well):
3x Temporary Point Variable (TLoc and TLoc1 and TLoc2)
1x Temporary Unit Variable (TUnit)
1x Temporary Unit Group Variable (TUnitGroup)
1x Temporary Player Variable (TPlayer)

TPlayer = Owner of the guy who is casting/attacking. It should be the same person.
TUnit = The guy who is attacking. If you're using a controller unit like I did, this is going to be different from Casting Unit, so set it up with a previously used variable (Unit Arrays).
TLoc = Position of the guy who is attacking, aka TUnit.
TLoc1 = Point of the casting ability.
TLoc2 = Polar offset of TLoc by 80 towards (Angle between TLoc and TLoc1)

If you are making this a RANGED ability, use the following:
If distance from TLoc to TLoc1 is greater than max range, TLoc2 = polar offset of TLoc by max range towards Angle between TLoc and TLoc1, else TLoc2=TLoc1. Note that this will not make your shots be in a line (I'd recommend stealing Elimination's or using Carrion Swarm), rather it will be very precise.


Force TUnit to face TLoc1.


Set up a dummy unit before we get any further. Give him an attack with the damage you like (or really low damage and Critical Strike or Cold Arrows if you want modifiable damage) and Locust. Also, make sure he cannot be raised and does not decay, and has an invisible model (I.E. Doodad Bones Base).

TUnitGroup = Everyone within 48 (80-collision size, or if you switched 80 up there, switch this accordingly) of TLoc2, Matching Unit is alive, Max Life of Unit > 1 (I set the max life of units I want unattackable, like my dummy units, to 1).

Pick every unit in TUnitGroup and...

I threw in a lot of complex garbage here that you don't really need unless you want to have spells and buffs effect damage. If you do, set damage to a variable and modify it accordingly here. You'll then need to set the level of an ability (Critical Strike is probably best and has little damage numbers, I used Cold Arrows though, which if you use don't forget to make the unit Deactivate Cold Arrows, then set the level, then Activate) on the upcoming dummy unit.

Create 1 Dummy Unit at TLoc, facing the angle from TLoc to TLoc 1.
Add an expiration timer (here you could set up some custom pause crap with custom timed attacks with the expiration timer set to variables, or just set it to your attack speed).
Order last created unit to attack the picked unit.

Outside of the unit group, fix the leaks here, and you're done. Sortof.

On your unit itself, make sure you turn Can Flee off, since it doesn't really have an attack and will run away whenever it takes damage. Which is bad.

EDIT: You said PM. Oops.
EDIT: You also said little. Oops.
EDIT: Added a ranged variation.
EDIT again: I hate doodad limits.
 
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Level 8
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Feb 15, 2006
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okay i tried the beta version and i couldnt get out of the hous even lol i wasted all of my mana on the soldier with attacking and nothing happened :( so i didnt really get a chance to check out the map : /
 
Level 4
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Jul 30, 2005
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Just updated the map: Islands of Serahul ORPG - The Hive Workshop - A Warcraft III Modding Site

Added a yacht-class ship out in the Uncharted Isles - Has a bed onboard, 5 cannons, 250 extra hull points, but at the cost of not being able to be upgraded. Now it's at a static location, though I might change that to a random location in the Uncharted Islands once ship boarding is implemented.

Added 3 more unique weapons (only to those allowed access into restricted areas through quests). The hammer allows for extremely high damage at the cost of speed and stamina, the bow allows for ranged attacks, and the balanced blades allow for the parrying benefits of a shield and the speed benefits of a sword, however, you become unable to use one-handed techniques or shield techniques.

Added 4 more skills - Shield Bash (stun using shield), Contaminate (spread diseases that you have vials for), Word of Promise (slow casting time on enemy), Lacerate (another bleeding attack)

Added farming, which is the first of many tradeskills. Visit your local tavern and pick up some seeds and find proper soil to grow your plants.

Oh ya, this map has a title, Islands of Serahul, but I don't think you can change the title of threads. Oh well.
 
Level 7
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Jun 1, 2006
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Wow, great map, glad to see it got finishd unlike all the other orpg maps.

Also, off topic, but deadnerzhul, your chuck norris joke sig is messed... It's "Chuck Norris has never had a heart attack, as his heart is not nearly foolish enough to attack him". Or the better version: "Chuck Norris once had a heart attack, it lost". :p Sorry but things like that bug me!


[Back on topic] I will post a more indepth review of your map once I have moe time to play it (i'm on a laptop with crappy wireless connection that cuts off every 3 seconds, so I cant really test your map for extended periods on b.net). Anyway can't wait to play!C4/\/\[]D][R
 
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