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Warcraft: A New Dawn

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Level 21
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The project is looking great so far, and how will the quests turn out in this?
Are people going to talk and then you receive you quest and return to the guest giver?

Would be cool to see this, and the dwarf sniper looks great, and he kinda reminds me of that Dwarf from the WoW Vanilla intro which is nice.
 
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The project is looking great so far, and how will the quests turn out in this?
Are people going to talk and then you receive you quest and return to the guest giver?

Would be cool to see this, and the dwarf sniper looks great, and he kinda reminds me of that Dwarf from the WoW Vanilla intro which is nice.

THAT IS A VERY GOOD QUESTION!
The kind of question I want to see, the kind I love to answer! :)

+rep for you!

Right, so Warcraft III was very RPG based (for an RTS), with heroes, quests, experience and items. This frustrated a lot of people, especially in melee many players thought heroes carried too much weight, strategies revolved too much around them rather than army composition.

Because of this we've tweaked (nerfed?) heroes to some degree, you may find quests will follow the same path. We'll probably end up deeming them 'objectives' as in most traditional RTS games.

I can't help but feel this isn't the answer you wanted to here, but at the end of the day it's an RTS, if people want an RPG, xp and quests, they'll go play WoW.

By all means, if you have suggestions we'll listen, but that's our thinking at the moment! :)

Objective examples...

-> capture that
-> defend this
-> flank army
-> destroy ?/watchtowers
-> Infiltrate (x)
-> Train (x) of (y)
-> Gather so many resources


Of course, these are generic examples, one thing were also agreed on is too many RTS feel the same, the missions are dull, bland and repetetive, we'll definitely be trying to mix things up a little!

Hope that helps :thumbs_up:
 
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Looking good, no unwrap yet ?
I need to check in more detail cause I believe the polycount on some of the object such as the ax are a little of scale.

T.

I understand. As i said im beginner in modeling so...i dont know how to make complex things...only these meshes....the rest is up to you i think.....Hope you'll understand me!
And...can i continue making more? for supporting the project....:goblin_yeah:
 
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Would be cool to see on how your troops are doing and helping out the locals.
Like having to stock up on some grain, weapons, in the cutscenes after you are done with the main campaign.
Kinda like on how you visited the Battleship and chatted with people and get hired help with the gold and lumber you collect.
Even I liked how on how you progressed through the campaign, you had certain allies depending on which you did and on how you did it.
........

Sorry for blabbing out this, just expressing my ideas so people might enjoy the project.
 
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"I've checked out the screenshots and the meshes, And I like them, i think with a little training, some more practice, you could be making some wonderful models in no time!"

Thanks! You just maked me to want to learn more:grin:

But you didn't answered my question...will you use my modeles...should I keep making these meshes for you?
 
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Hey guys, I found this program that makes it real easy to extract WoW Model files that you can use as placeholders.

However, I also think that you guys should really consider using some of the models as final versions especially the terrain and doodad models. I think they really fit and it would be kind of silly to ignore this great resource.

Here's a picture of a Theramore unit that would be perfect in the campaign:
 

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Ummmm...that's Anduin, King Variann Wyrnn's son in the City of Stromwind and it won't work out to well, and just saying so you don't have to yell at me.
 
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in World of Warcraft it is, but this model could be used for that or something else... it was merely an example. The point is that these WoW models would allow them to not have to make every model by scratch. If that's really what they intend to do, then I can say that I will have lost my hope for this project because I believe that is an impossible task without a full group of highly skilled modelers, and even with that it would take a tremendous amount of time which could be spent doing a lot more important things when perfectly good models are already present and available to use.

Again it's just a suggestion, but I believe one they should consider if they really want to get this project done.
 
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heh... funny you guys should mention this, been working with WoW Model Viewer and the editor today, we do plan to use stuff from it there are issues though.

Units & Buildings will probably placehold (there's not as much of them as you'd think anyway due to the way wow models are 'constructed') but terrain items may be of some use, the problem being matching them to the tiles and sc2 doodads, as there isn't quite enough to use alone (and mods aren't unlimited in size, file organisation and import could get messy).

Oh and not to reveal too much lore, but Aduin may be making somewhat of an appearance so we couldn't use that exact model for anything else :p
 

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Level 21
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Nice screenshots and looking forward to this.
Wish I knew on how to work the Star Editor, because I would like to make my own project with it, but I'm more used to the World Editor one.
Just basic, and that's the way I like it.

Hope you add creeps and actual quests to wipe them out.
 
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Heh, again it's funny that you two mention such things I just stumbled across a VERY intriguing youtube video.. I'm going to show the team tonight, it could very well make us rethink our gameplay plans!
(I doubt it really, but never say never!)

You can see it on our website but I have a newly found feeling I might be the only one who hasn't seen it before XD

Hmm... SO you guys LIKE the idea of creeps, quests etc?
 
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I agree with turm, but we also want to introduce themes of war on a truly grand scale, not on a minimized scale as in wc3. Large armies, serious engagements, real considerations of war, like the original games. But we want to base this as a thematic backdrop to a RPG style game, based around the leaders of these armies, champions, in RPG style (but not TOO rpg) but with 'RPS' gameplay.
 
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I think I understood your point. On the campaign, the heroes are the main spot of light, the modifiers of life and death, as they alter destinies depending on what they do. Although on just a melee match, the armies play more influence than a lone hero. Although why a melee match does not represent a major skirmish between two forces? For me it seems better to make the same for both the campaign and the melee. I could also go with both ways, but... Don't know. Really. Isn't there a way to balance both RPG and RTS elements? Also, I think I prefer not having creeps. They interfer the gameplay innot a very realistic way. What there COULD be would be random events, which include creeps. But are a way better than just having creeps. Although they would propably be removed in the campaign, because there would be interferences from the campaign itself. Well, the random events. In a normal, wc3 melee, nothing really happens, aside from the creeps. The problem would be balancing it: The function of them is besides giving the gameplay something more dynamic, is that each player can make the best of a event to make a advantage. But to fair, it would have to happen with all the sides or something. Still go to think more about that.
 
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Creeps? I have an idea, but won't yet utter it here.

RPS? RTS?

Hmm, I agree we need both while retaining similarities between campaign and melee, we can't have them drastically different.

Maybe options in melee (to minimise foodcaps/hero limits) then have some hero-based missions and some big climatic battles in the camp.
 
Creeps will probably not be present in melee, as they do not serve the mechanic the once did. Maybe to hold onto some of the identity of the previous game...


Random Events

The issue here is it in concept: Random. Were trying to remove biased, random events from Warcraft lotd melee, luck should have no place in a contest of SKILL. (To enhance replay value, some things in wclotd's campaigns might be random!

We've toyed with the idea of maps with Unique events, making each MAP different, with different mechanics, some of us feel, take the game in a new, and totally cool direction, some of us disagree.

Concepts like WEATHER, each map will periodically RAIN, reducing range, then FOG will roll in, reducing SIGHT, but perhaps revealing invisible units. Then a Thunderstorm.

An Alpine map could have a few passes that close with snow every five minutes, a volcano map, raise with lava like in starcraft.

Weather and terrain based abilities:

Casting a certain spell over WATER, say a spell like Crushing wave, providing bonuses?

This also makes crushing wave LESS useful on certain maps lacking water... (Lava maps turn it into LAVA WAVE!?) Forcing you to change strategies based on the MAP! taking the idea of the Enviroment affecting gameplay to a new level, DRIVING some of the 'revolutionary' mechanics behind what we want to change in lotd, but keeping the feel of the warcraft world.

We also thought about introducing UNDERGROUND parts to map, go to a cave or tunnel entrance, and your troops are UNDERGROUND! Wow, a whole new MAP right underneath the old one, new places to send sneak attacks, to take into account for expansions, of course, most maps probably wouldent have this.

And of course, planned in an expansion, Naval Warfare!!

These are epic ideas that may or may not come into the game, but are dreams of the POSSIBILITES available in Legacy of the Dammed. All DOOABLE in sc2.
 
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That's what I meant with balancing, since maybe someone would only win because of luck. Of course, I though of going beyond the weather, but it might be imbalanced.

I remember a RTS that had underground maps. It was freaking awesome.

Also, tif possible, make the map scale bigger. A very heavy example, but of course not to the point of being so dramatic: Lords of Europe. Again, a map wouldn't be half Kalimdor, but in my opinion would increase the feeling of epic, as well as it would be possible to have more maps with sea (meaning that even in the middle of nowhere, the map would still range to sea and/or river.) Also the landscape would variate more, having more options of strategy. Also, a VERY important question. Will the melee maps be symmetric? I HATE symmetric maps, but it is the most easy way to balance the land. But by being symmetric, the land just turn to... A space. We don't want a space. We want a freaking big land, in which the archers can shoot from a mount, invulnerable; where assassins can wait in the midst of shadows in the woods; a valley where an army would die by a surprise flank of the enemy... And so it goes. It is VERY hard to balance a asymmetric map, but possible.
 
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Dynamic weather, affecting spells, units? This isn't total war, it's something we'll consider but I personally wouldn't vouch for it.

Bigger maps? Definitely in agreement there, especially with our plans to raise the pop cap considerably. Height ground bonus? Definitely tactical advantages we will consider implementing!

But generally we will ensure the maps are terrained with proper strategy in mind, bottlenecks, scalable mountain paths, ridges. This is something I feel warcraft lacked A LOT, with the advanced pathing in sc2 it's now much more practical to create both a realistic and strategical map.

As for assymetrical maps, were not miracle workers, if many are desperate for them we might make one or two but I wouldn't hold your breath. Sorry about that :/
 
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The only reason I would suggest keeping creeps in melee maps is for around expansions or high yield expansions to stop quick expanding like in Sc2. Also it would help people connect this mod with wc3.
 
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Looks better than the old one, but I agree with TWIF on which the crystals look more real-life-ish than it actually could look.
Oh and the cape effect looks awesome and the stone text looks great as well, but I still the crystals don't look good, not saying they don't, its just yeah.
Fix the crystals and everything else is fine.
 
I love it although personally I preferred the textstyle of the current one.
And any chance of getting rid of the 'IV' ? I hate to be picky but we've decided to drop that after blizz's session against the universe/world of Starcraft map. :)

+ 4 u

With lots of <3 ;D

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Level 12
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Well, wandering creeps is really a very good solution. Creeps are added, but in a realistic and dynamic form. And if you can make a symmetric map that will help making a tactical approach of a battle, then it is fine (with all those bottlenecks, ridges, etc). That's the main issue of it (aside of being ugly, of course.)

Also, NICE logo. I vote for using this one :D
 
FINALLY, I got my dwarf to work ingame :)

There are still some bug to solve... but I think it looks pretty good as is..

see the screens below

T.
 

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Level 21
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Are you gonna edit out the profile pic with the custom model you put in?
Having the Ghost icon portrait with a dwarf looks kinda weird though, but it looks kickass too in Starcraft II style.
 
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That is sweet! ;D
Awesome Taylor, good job man. Is it using the ghost anims? That's fine, I don't think custom anims are worth doing unless absolutely necessary atm - they'll take way too much time.

EDIT: Wow, TWIF, you uploaded something to moddb, I'm impressed =D

EDIT2: Dentothor, would you mind telling me how you create that effect for the text (I know the font is LifeCraft)?
If we did any other promotional images it'd be nice if they matched =)
 
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