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Warcraft: A New Dawn

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I drew an outline form of a tech-tree i'd like to submit to you here , but I lack the ability to use the scanner on my pc, the scanner broke some time ago, and has not yet been fixed.
 
Oil is not a needed game mechanic, Its bearing on gameplay only adds heft to a already heafty system.

Oil was also a SEA BASED resource, we do not have the Sea in LotD until the expansion. It forced playes to use the water, we have no need/want to do that, not yet.

It also takes away from the direct playability aspect of the game, its a pointless addition, no need for it, it doesent contribute to gameplay, and would only slow down gamespeed.
 
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Regardless the ideas are kinda stupid.

Constructive criticism only please, A LOT of people of worked very hard (and are still doing so) to get this project underway, whether you think it stupid or not, that's an extremely inconsiderate and potentially hurtful comment that (in the future) is best kept to yourself.

Warcraft IV not Warcraft II. :/

Exactly.

its a pointless addition, no need for it, it doesent contribute to gameplay, and would only slow down gamespeed.

Not true. There are plenty of reasons to include it, however there are also plenty of reasons to leave it out so...

I just hate people who are like " I want this" and when the devs say "It's prob not gonna be happening, or possible" they are like "wah! I hate you. No support!"

Don't get me started -_- especially when the people in question have no idea how much effort/time is required to be put into things like this.





In a nutshell, Oil ain't happening. Suck it up and deal with it. We've all got to make sacrifices, this shouldn't be one individuals idea of WCIV but rather a communal idea, some people might dislike bits, but love others.

We LOVE your feedback, when it's constructive... things like "it's way stupid" and "this is gonna fail" are NOT HELPFUL and if anything only convince me TWIF and the gang are the making the right choice on the matter.

People with arguments that are both polite and well thought-out are much more likely to get what they want, both in life and this.

/rant
 
Level 10
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I vote that if this project doesn't have at least something to show soon, that the thread is locked until something is actually done.:thumbs_up:

Seriously, just an hour a day and you would have tons of progress already.

Sometimes it is best to just get started, you don't have to plan out every single absolute detail before starting the project.

A huge percentage of the game will be changed upon actual completion anyway, so might as well get started soon.
 
I will be starting on data for the mission I came up with (The Darkest Night) if TWIF okays it. I'll need a map designer(The person who places everything and terrains the map) and a Coder(Someone good with triggers) to finish the map with the data alloted. If TWIF assigns teams to every map(Data Editor, Map Designer, and Coder), then we would be able to get going very fast. We don't even really need the full techtrees yet b/c we're introducing a unit for each campaign mission starting at the bottom. I can do some concept design with Turm is you want as well Twif, what do you say?
 
I am the only coder and turm is the only terrainer but hes gone.

What we need to do is work on the races.

@ tagge, i work atleast 3-4 hours a day on stuff related to this project, but i need peole to do what i dotn have time for... i.e: ttechtrees/coding. if you really want to help out, istead of making annoying and really not very needed or appreciated comments like the above... look just be constructive...

I read your mission ideas Laer, they are good ideas, but tbh, we need to finish the techtrss and alpha first, if somone could bloody Get them to me i could start, but no one has....
 
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Uh scratch the above, Galaxy isn't essential for anything (though I'll probably still learn it, I'm not going to prioritise doing so).

Either way I'm going to fiddle a bit, until you guys get some more data done, get a proper hang of the editor, if installed software could gather dust lol...
 
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I know that it may be too late TWIF, i talked too you about a week ago about it. I'm going to post up my idea for a human techtree tonight if I can. It will not be the best image due to the fact that I have to take a picture of it with my camera and upload it. (Well, parent's camera) Even if it's too late, I'd like to see what everyone thinks.
 
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I don't have stats for units and what not, just like a tree, with building requirements and units produced from them :| I guess I'll just post it up when I can to see if you like the layout atleast. Well ttyl, hoping to get my hands on that alpha, even if it is allegedly bad
 
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And.... UPDATE!

Yeah, I know, I know, bout time eh?

^^

Ok, so a while back Pangahas gave us a little heads up on an art-style idea, to make the mod feel more... new/seperate from starcraft II.

The proposed style is most commonly dubbed as 'cell-shading' - though really this is a wide category and has more to do with techniques than appearance (though ofc techniques produce said appearance).

Anyway enough waffling, I'll cut to the chase.

With much thanks to Dr. Super Good, tleno and a good hour of guesswork I have managed to - in some small way - replicate a cartoony/cell shaded style in the sc2 light editor, now it's far from perfect but I believe it's the beginning of something big.

And without further ado the images:

terrain008i.jpg

terrain009.jpg


terrain007.jpg

terrain010.jpg


terrain002.jpg

terrain001.jpg


terrain0040.jpg

terrain003.jpg


terrain005.jpg

terrain006.jpg


So as you can see, there are a few problems, it's a bit dark, some of the textures don't take to it too well - it's not so apparent in these pictures - but protoss for e.g. look particularly awful ^^ - saying that though, we'd be making new textures from scratch anyway and will deliberately design them to compliment the above effect, so not much too worry about there.

I'm also still trying to find out if we can force a black outline/stroke around the models. Sure we can, just not sure how yet (any ideas?).

Other than that, feedback both desired and appreciated as always!
If you like it, we'll try and improve it, if not, well... the world goes on =)


NOTE: The black streaks/flecks in the images have nothing to do with the lighting effect, it's just screenshot corruption.
 
Well yeah - with sc2 everyones going to want to go with realism, probably a ton of gritty realism trying to copy the art style of the newer Fallout games or something like that. Going the exact opposite and going cell shading will be unique, also the way the colors go - if you did the project in a more surreal style I'd imagine it'd look pretty awesome.
 
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Really glad to hear it ^^
I can't wait to see them!
We really, really need to get this show on the road =/

Tweaked the lighting a tad' - "Seems" a bit brighter now, but it's a delicate process, too bright, less cartoony etc - One thing we'll have to look into is doodad lighting (like in war3) to make up for any downfalls by the priority lighting. We will also have to experiment with textures accordingly, deliberately making them too light/dark may prove to be an asset under such obscure conditions.
shade6.png


Also did an article on moddb about this, seemed the right thing to do :)
Bout time we forked out in-engine shots, even if it's not quite what people were expecting tee-hee ^^
 
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Thanks guys!

@Real - Good to see you man, don't be a strange :)

@Tagg - I must agree progress is abysmal (to say the least) but there is little we can do about it as a team, it's up to certain individuals to start presenting work, instead of claiming it's done and keeping it to themselves.

I think another problem more-in lies with community's expectations, we've done a lot of work (or so I'm told) on data, but it's very hard to prove this, I can't see people dribbling over rows and rows of actor values :)

People only seem to want physical proof - and admittedly, we don't have much - but that doesn't mean were slacking. We will most certainly try and prioritise whipping some more interesting stuff up, even if it's just further lighting enhancements/random tech demos.

EDIT: Yay, we actually got authorised in time for moddb's front page for once, feedback is mixed but mainly positive. http://www.moddb.com/mods/warcraft-iv-starcraft-ii/news/live-lively-be-a-shade-braver
 
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Ok, so I was working on my idea for a techtree for the Orcs (during 6th period studyhall at school on Monday and Tuesday in powerpoint) and I got home to work on it and . . . my computer can't work with powerpoints, but it can view them. It frustrates me. But right now, I have a building requirement layout, with setup tiers. Now to make info on each building, on units, and on abilities, etc. Ok, so I'm hoping to get to public library tommorow to work on it.

My idea for the Orcs, is to make a slightly nomadic feel. A few certain buildings, will be able to 'pack-up' and be moved across the land. This adds a nice feel to the orcs imho. With my tech-tree I'm thinking of doing orcs, with trolls, and tauren, should I swap out the use of tauren like in wc3 with ogres instead to get a wc2 feel back in there?

So I'm trying to work on this techtree as much as I can, if things work good tommorow and I can go to the library without having to be pushed off one of their computers, I should be able to get alot of things finished.

@Grey Dude, I love the 'cell shading' it looks awesome. Keep up the good work dude.

@Twif Get back to work boy!!! Just kidding bud, keep up the good work. Twif, just one question, how many troops should be in each tier, etc.? Did you say 12-14? Like a 2-4-4-2 set-up? 2-T1, 4-T2, 4-T3, 2-T4. Is that how I should set it up?

@EVERYONE ON THE TEAM!! I know you guys are making progress, no one wants to stare at a bunch of data like Grey said. Keeo up the work and we'll have this off the ground very soon.
 
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God, this cell shading thing makes this looks like its a story being told from a comic book or something.
Bad, Ass.

Now I actually have a reason to peep in on this everyday like I used to.
Good luck to all you; the path stretches yet to the horizon.
 
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Awesome, I didn't expect much of reaction let alone one so positive :p
I to am extremely motivated by this - not that I need to be :p - so guys we need moe physical work ! !

Someone slap Adam for me. WoW... T_T

As for the techtree yes go the wc2 way :) but make it logical lore wise of course.
Good jobs guys, nice to see we still have fans and passionate devs, so we have no excuse now. To infinity and beyond!
 
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Ok I'll edit up my techtree a little, so that it includes ogres. My techtree also has goblins in it. My ogre ideas, i'm thinking something like this

Tier 3 - Ogre Mound becomes available
Tier 2 - Spirit Lodge required to build Ogre Magi
Tier 1 - War Camp required for ogre warriors
Tier 1 - War Camp required for Ogre Rockbearers

So it would look like this

Ogre Mound
Ogre Warrior - War Camp
Ogre Magi - Spirit Lodge
Ogre Rockbearers - War Camp
 
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About the nomadic feel, the Orcs have quite a empire now, so it does not make much sense for me...

Just giving my opinion. Although the idea is good, it does fit the Durotar orcs right now at least (which are the majority)
 
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Well there are always option Sasuhkun.

@Mtsensk

We will need to make a bunch of theme ideas like yours, and then debate them internally and publically. I like the feel, but mayhap it conflicts with 'Durotar' ? Ofc lore wise, Durotar could be destroyed before the 15 years between the end of TFT and the beginning of LotD... I remeber the Durotar Campaign has the 'Razormane Winds' or whatever, so lore wise alot could fit in.

The Teirs are (Loosely)

2 t1 4-6 t2&3 2 t4 Averaging 12 - 16.

@Adam/Laertes/UlooseTheGame

Wondering your data progress.

@Grey, This is so fucking brilliant, I can't wait to get my hands on the map with this effect in place.

@Vosty :D
Keep on watchin' / Commentin'

@WT
Agreed
 
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I can fit my tree into lore wise for Durotar if need be, and sadly I can't get to the library today, so probably not going to be able to get more advance on the powerpoint, but ideas are flowing right now, trying to get them straight. My idea for my tree would include

Orcs
Trolls
Ogres
Goblins

These are all in or near durotar. Orcs being in the fortress. Trolls being with Vol'Jin (I think that's his name). Ogres in the 'wilderness', maybe because of Rexxar beating the ogre warlord, they join forces with the Horde, it would fit imo. And then on to goblins, we have Gazlow in Durotar, and we could expand a little upon that.

@SasuhKun
My idea of the nomadic feel would deal with the outter ring of the orc empire, and the barbaric orcs (possibly) The outer ring would be ever moving and expanding so it would have to travel. I hope this helps a little in my explanation.
 
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