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Wanting to make a campaign

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Level 13
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Mar 13, 2013
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I have the heros, units, premise, and even some of the terrain all thought out, but have no idea how to go about doing it - that is to say, apart from the terrain, I don't know how to even begin to do any of this. I can record the voice acting, obviously, but wouldn't know what to do with the sound bytes. I'll explain each, and if anyone feels up to any task, by all means let me know!

Basically a gargoyle model, but with some sensible modifications to make it look and walk like a person.
primary attribute is agility. Melee attack. Supposed to be similar in strategic function to the blademaster.

This hero has the following spells:
Hellfire - inflicts 15 damage per second to the hero and all enemies within 5/10/15 yards. No mana (since it costs health). Toggled ability (like the Tinker's ultimate).

Fly (need a more clever name later) - allows the hero to take flight moving at 30/70/110% movement speed. This is also a toggled ability, and costs 100 mana to transition. While in the air, attacks are still melee, but this hero can attack ground from the air with an orb. There are many who would consider this "imbalanced," well it isn't. For one thing, it's a campaign so there is nothing to balance it against. Second, it's a melee hero, so prior to T3, taking to the skies doesn't help in any way except mobility, which I would argue the blademaster surpasses this hero in that regard. Third, the high mana cost only allows for maybe 2 transitions for an early harass - the blademaster gets 3 invisibilities (or more). And finally, the reduction to 30% movement speed at level 1 means an enemy could practically get a tower up in the time it takes this hero to leave a base after a harass.

Dark Plague - Inflicts 500/1000/1500 damage to a target unit over 30 seconds. No cooldown, 115 mana. 25 yard casting range.

Ultimate - Also a toggled ability, no mana to transfer. Allows the hero to switch between an undead or humanoid entity (humanoid by default - i.e. activating this changes him into undead, deactivating it changes him back into a humanoid). Additionally, when in humanoid form grants the hero 1 mana every time he damages an enemy. When in undead form grants the hero 1 health every time he damages an enemy.



The theme of this campaign would serve also as an introduction to mercenaries. I don't see a whole lot of merc camps used in melee games, and I think it's because people generally don't know their power. To that end, all units would be mercenary units for this campaign, and all buildings would be some form of neutral buildings. The worker units can just be some modified form of peasants, though. The buildings and tech tree are something I have figured out, but perhaps it would be too long to get into - suffice it to say the models (and function) would mostly resemble (or echo) the neutral passive buildings currently in game.



This hero (name is Illyric) has no memory, and starts off at level 1 with rank 1 of the fly ability learned. He happens on some mercenaries who net him down and decide to pick a fight. He challenges and presumably defeats their leader. Some of the mercenaries acknowledge him as their new leader, while the rest vow revenge and take to the hills. The first mission is to kill them all.

His ally mercenaries have taken note of his powerful abilities and wonder who he is. He doesn't know, so they decide to help him try to unlock his past. They know of a nearby witch doctor who might be able to help, but in the wake of the rise of Arthas, the town the shaman resides in is under siege by the undead. So the second mission is to destroy the undead attacking the doctor's village. The enemies here should include death knights (with death coil) as a basic unit.

The witch doctor doesn't know anything, but senses death is very close to Illyric. He believes the humans are more likely to have an answer, and recommends a particular high priest. It is a long road to get there, and there are two factions (night elves and orcs) combating over scarce resources all along the road. At the end is an elaborate human fortress on high alert for combatants - the guards kill anyone who approaches on sight. You do not have the means to take either of the warring factions, let alone both, out so the best course of action seems to be to help one faction win so the humans are no longer on high alert and can be approached. The witch doctor joins your army as a sort-of adviser (he doesn't fight, but he's invulnerable - note: i haven't given a lot of thought into making him a second hero, but it's plausible). He places (permanent) watcher wards for you so that you can see how the fight is going and decide who to aid and when. Depending on if you had taken dark plague or hellfire should determine which faction to help out, as each can be most efficiently weakened by one or the other. This is something of a covert mission, and is the third.

The winning faction takes over, but does not welcome you (they do not know you helped them win). However, the human fortress on the other end of the road has let up in their defenses now that things have calmed down. You can approach them without being killed on sight, but you have to get through the night elf/orc base first. The witch doctor recommends going through some tunnels, so you take to the underground with a handful of forces. of course you encounter some renegade night elves and orcs from the losing faction and even some undead. You also naturally encounter some captive mercenaries. Anyway, making your way through the underground is the fourth mission.

Illyric finally approaches the human fortress. As it turns out the high priest is away, but should return any moment. However, the humans did notice that you helped the faction outside win and want you to present a treaty to the night elves/orcs, on their behalf. Moments after they accept, a whole fleet of undead decend on the human fortress. The freshly allied humans flee into the night elf/orc camp. You are given ample resources to work with, but all of the human warriors were destroyed, trapped, or captured in the attack - and the night elf/orc warriors have just been decimated by their own battle, so it's on you to defend the night elf/orc base and take back over the human fortress. This is mission 5. At some point Illyric reaches level 6 - the game should force the hero to take his ultimate (which helps immensely as he can no longer be targeted with death coil). In fact, it isn't until this point that it becomes possible to advance on the fortress, because many powerful death knights stand guard, and your mercenary army flees every time you fall - the hero is supposed to reach level 6 by defending the camp. Trigger: Once he reaches level 6, the high priest returns from his trip and explains that after Illidan's loss at the frozen throne, Illidan's forces attempted to create their own type of death knight, and Illyric is the closest they had come to success, but he must have escaped on instinct. That is the story the high priest had just been summoned away to speak of, as it turns out.

The 'new' mission (mission 6) is now to take back over the human fortress - I know this was mission 5, but that was a rues: the real mission 5 was to reach level 6. However, once inside the human fortress you discover that there are, in fact, many human paladins still putting up quite a fight, and they indiscriminately fight any undead, including yourself (even if you are fighting other undead), so you must constantly transition between undead and humanoid while you take over. The fortress would be divided into three sections with three 'mini bosses.' Each time you defeat the boss of a section, the paladins in that section no longer attack you in your undead form, and some join your advance, but most rush back to defend the camp.

Once the fortress is retaken, the high priest reveals that Illyric is the reason the undead forces were here. His antics to free the witch doctor's village only drew attention to him - the undead noticed immediately what he was and sent the undead army (that was just defeated) to erase him and, assuming that experiments in the human fortress were the cause, seize the fortress as well. The high priest recommends destroying the undead camp that knows of his whereabouts, and then proceeding to destroy the naga that created him. These are missions 7 (level 10 should be possible on mission 7) and 8 respectively. The end.


What I can contribute to this: the terrain. That's it. I could possibly learn some additional stuff, but it's a stretch to assume I could do so with anything like a timely manner.
 
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Level 23
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Oct 20, 2012
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Dat wall of text. I'm willing to help but hell I don't want to read all of that. Can you use at least some color BBcodes to lesser the dizzying view of that text.? :3

Anyway, I was able to read the part about the hero and I think I'll be able to help you with that. Although, I'll be really slow since I have to go to cafes to get some access to the WE but I'll try my best. You'd need a gargoyle model with land animations though. :/
 

Kyrbi0

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Level 45
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Very cool, interesting premise. Couple of notes.

1) Good to see a fellow "pseudo-custom-race & campaign maker" in the works.

2) Didn't read through the entire story, but sounds like you got the basics down.

3) I like the idea of fleshing out a little-known/used part of Wc3 (the Mercenaries). Have you seen the "Creep Rebellion" insertable custom race (over at Wc3C.net)? With some fixes, it could really give your custom campaign the pizzazz (custom races do that) it needs.

4) A Gargoyle hero? Look, Gargoyle's are cool, but... It's flying, and that's an automatic difficulty. There's a reason there are no flying heroes in Wc3; almost certainly because it'd be nearly impossible to balance (how do you keep him from flying all over the map?)

That being said, there's a sweet "demonic/land Gargoyle" model somewhere... I think you'll have to PM DonDustin about it.

5) Rookie mistake: don't share all your secrets at once. Leave something for people to wonder about. I'm talking mostly about your storyline. Definitely tell us what you're confident you can deliver, and make it sound interesting... But don't necessarily tell us all of it; otherwise people won't come back for more. :p "Show don't tell".

6) Organization mistake: Definitely break up that text with some colored/bolded/etc Chapter Headings or something, and stick the whole story inside "hidden" tags to truncate your post, make it more readable and pleasing to the eye

7) List your abilities. What can you do? Coding? Modeling? Texture-work? Just plain Object Editor & World Editor manipulation? Etc.

8) If you don't have abilities to list... Learn them! Everyone can begin messing around in the WE & OE; that's how many of us (myself included; see my signature for examples) got our start! Terraining, manipulating, campaigns, sounds, etc... Then start taking a whack at something else to get your hands in the mix; download some free modeling software here and mess around with models (use tutorials)... open up Notepad or download JNGP or whatevs and start tinkering with some code (use tutorials)... Open up GIMP or something and start messing around with skins & icons (use tutorials)...
Catch my drift? :p

9) A Campaign is a huuuuge amount of work. Also, gathering a team, while it can help (is exciting, gets more stuff done sometimes, etc) can also be the biggest issue & the greatest downfall. In my signature, you can find links to at least a couple awexome, massive projects, whose major downfall (aside from being too ambitious) was working with too many. So be careful, and try to be as self-sufficient as possible.

10) More stuff can wait for later. Let me know what your thoughts are.


P.S. Trolls are waaaaay cooler than Creeps. 'Nuff said.
xD
 
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