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[Altered Melee] Warcraft I: Orcs & Humans

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Warcraft: Orcs & Humans

I'm making a WC1 tech tree, which I intend to implement as new melee races in http://www.hiveworkshop.com/forums/tools-560/warcraft-iii-all-one-245101/.

Some abilities aren't finished/implemented, default WC3 heroes are still used, AI and balancing haven't been tested at all, and many resources are still missing.
When that stuff is in a more finished state, I'll improve the terrain a bit :p

The intention is to make the tech tree like it was in WC3 all along. Ideally it should look like it was created by Blizzard, so it's seamless with the WC3 tech trees.
I also plan to include WC1 tech trees for the Night Elf and Undead. After that I'd like to include WC2 tech trees (with upgrades from WC1->WC2->WC3), and perhaps additional races if possible.

Credits+rep for any help :D

I've already bookmarked quite a few resources for future use, but I'm only adding things one by one as I get to them.


Test Map


Misc:
  • Heroes are missing, using WC3 heroes for now(1)
  • AI, balancing, multiplayer not extensively tested
  • Haven't put any thought into soundsets or advanced UI settings

Orc:
  • Unholy Armor is missing(2)
  • Summon Spiders is unfinished
  • Poison Cloud has Disease Cloud buff instead of Poison Cloud buff
  • Poison cloud's model stays there after it's duration has ended (DrarenThiralas)
  • Farms don't have collision models, so they can be built on top of other buildings (DrarenThiralas)
  • Daemons are probably too weak for their cost (DrarenThiralas)

Human:
  • Summon Scorpions is unfinished
  • Rain of Fire too weak (DrarenThiralas)
  • Elementals too weak (DrarenThiralas)
  • Elementals tooltip damage wrong (DrarenThiralas)

(1) For the Humans I'm thinking of including a Champion and an Apprentice based on Lothar and Khadgar from OutsiderXE's The Last Guardian (to be included in WC3: All in One); for the Orcs I'm thinking of including an Assassin based on Garona (also from TLG); more ideas more than welcome
(2) Unholy Armor: make target unit temporarily invulnerable for half HP



Orc

Human

Missing resources

Buildings

Units

Upgrades



WC1OrcBuildings.jpg

Red: Required by ->


Great Hall

Farm

Barracks

Altar of Storms

Lumber Mill

Blacksmith

Kennels

Temple of the Damned

Watch Tower


Production
Units:
  • Peon

Screenshot

Production


OrcBarracks.jpg


Original model by John Drake and xXm0RpH3usXx, from Dawn of Chaos:
http://www.hiveworkshop.com/forums/...ld-gather-ye-resources-mod-compendium-171062/

Model edits, icon by loktar

Units:
  • Grunt
  • Spearman
  • Raider
  • Catapult

Production
Heroes

Production
Upgrades:
  • Upgrade Spear Strength 1-3

Production
Upgrades:
  • Upgrade Axe Strength 1-3
  • Upgrade Shield Strengh 1-3

Production
Upgrades:
  • Breed Faster Wolves 1-2
  • Ensnare

Production
Units:
  • Necrolyte
  • Warlock

Upgrades:
  • Necrolyte Adept/Master Training
  • Warlock Adept/Master Training



WC1OrcUnits.jpg

Red: Required by ->


Peon

Grunt

Spearman

Raider

Catapult

Necrolyte

Warlock

Screenshot

Abilities


Peon.jpg


Standard WC3 Peon.

  • Harvest Gold and Lumber
  • Repair
  • Build:
    • Great Hall
    • Farm
    • Barracks
    • Altar of Storms
    • Lumber Mill
    • Blacksmith
    • Kennels
    • Temple of the Damned
    • Watch Tower

Screenshot
Grunt.jpg


Model, texture by loktar

Screenshot

Abilities


Raider.jpg


Standard WC3 Raider.

  • Ensnare (Requires Ensnare)

Abilities
  • Shadow Spear
  • Raise Dead
  • Dark Vision (Requires Necrolyte Adept Training)
  • Unholy Armor (Requires Necrolyte Master Training)

Screenshot

Abilities


  • Fireball
  • Summon Spiders
  • Poison Cloud (Requires Warlock Adept Training)
  • Summon Daemon (Requires Warlock Master Training)



WC1OrcUpgrades.jpg

Red: Required by ->
Blue: Applies to ->

Buildings

Units

Upgrades



WC1HumanBuildings.jpg

Red: Required by ->


Town Hall

Farm

Barracks

Church of Light

Lumber Mill

Blacksmith

Stables

Arcane Tower

Scout Tower


Production
Units:
  • Peasant

Screenshot
HumanFarm.jpg


Model, icon by loktar

Screenshot

Production


HumanBarracks.jpg


Original model by John Drake and xXm0RpH3usXx, from Dawn of Chaos:
http://www.hiveworkshop.com/forums/...ld-gather-ye-resources-mod-compendium-171062/

Model edits, icon by loktar

Units:
  • Footman
  • Archer
  • Knight
  • Catapult

Production
Heroes

Screenshot

Production


HumanLumberMill.jpg


Original model by John Drake and xXm0RpH3usXx, from Dawn of Chaos:
http://www.hiveworkshop.com/forums/...ld-gather-ye-resources-mod-compendium-171062/

Model edits, icon by loktar

Upgrades:
  • Upgrade Arrow Strength 1-3

Screenshot

Production


HumanBlacksmith.jpg


Model, icon by loktar

Upgrades:
  • Upgrade Sword Strength 1-3
  • Upgrade Shield Strength 1-3

Production
Upgrades:
  • Breed Faster Horses 1-2
  • Cleaving Mace

Production
Units:
  • Cleric
  • Conjurer

Upgrades:
  • Cleric Adept/Master Training
  • Conjurer Adept/Master Training

Screenshot
ScoutTower.jpg


Standard WC3 Scout Tower.



WC1HumanUnits.jpg

Red: Required by ->


Peasant

Footman

Archer

Knight

Catapult

Cleric

Conjurer

Screenshot

Abilities


Peasant.jpg


Standard WC3 Peasant.

  • Harvest Gold and Lumber
  • Repair
  • Build:
    • Town Hall
    • Farm
    • Barracks
    • Church of Light
    • Lumber Mill
    • Blacksmith
    • Stables
    • Arcane Tower
    • Scout Tower

Screenshot

Abilities


  • Cleaving Mace (Requires Cleaving Mace)

Screenshot

Abilities


  • Holy Lance
  • Heal
  • Far Sight (Requires Cleric Adept Training)
  • Invisibility (Requires Cleric Master Training)

Screenshot

Abilities


Conjurer.jpg


Model by AndrewOverload519 (Warcraft II Mage):
http://www.hiveworkshop.com/forums/models-530/warcraft-ii-mage-231395/

Hat model by -SkatinG_CoW- (Wizard's Hat):
http://www.hiveworkshop.com/forums/models-530/wizardshat-49074/

Scorpion model by -Grendel (Dune Scorpion):
http://www.hiveworkshop.com/forums/models-530/dune-scorpion-214308/

  • Elemental Blast
  • Summon Scorpions
  • Rain of Fire (Requires Conjurer Adept Training)
  • Summon Elemental (Requires Conjurer Master Training)



WC1HumanUpgrades.jpg

Red: Required by ->
Blue: Applies to ->

Orc

Human


Model+icon:
  • Great Hall
  • Farm
  • Altar of Storms
  • Lumber Mill
  • Blacksmith
  • Kennels
  • Temple of the Damned
  • Spearman
  • All heroes
  • Necrolyte
  • Spider

Icon only:
  • All upgrades except Ensnare
  • Dark Vision, Unholy Armor
  • Summon Spiders

Model+icon:
  • Town Hall
  • Church of Light
  • Stables
  • Arcane Tower
  • Archer
  • All heroes

Icon only:
  • All upgrades except Cleaving Mace
  • Cleric, Conjurer, Scorpion
  • Holy Lance
  • Elemental Blast, Summon Scorpions




Thanks:
Blizzard Entertainment, Dawn of Chaos, The Hive Workshop, Kam's Mod Compendium, WC3Campaigns, Wowpedia, WoWWiki

3D Art:
AndrewOverload519, -Grendel, John Drake, Kitabatake, loktar, RedXIII, -SkatinG_CoW-, Sunchips, WC1Con Team, xXm0RpH3usXx

2D Art:
AndrewOverload519, Dalharukn, Darkfang, loktar, Pyramidhe@d, WC1Con Team
 
Last edited:
Level 6
Joined
Jul 27, 2013
Messages
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So, here's my opinion on your test map:
I.Orcs
1.Poison cloud's model stays there after it's duration has ended.
2.Farms don't have collision models, so they can be built on top of other buildings.
3.There's really no Temple of the Damned in Warcraft: Orcs & Humans.
4.Daemons are probably too weak for their cost.
5.Bloodlust stays forever after casting Summon Spiders
II.Humans
1.Rain of Fire's damage. Was that a joke?
2.Elementals are too weak too. (and their tooltip lies about damage)
3.Inner Fire stays forever after summoning scorpions

No offense, that's a nice map and all, I just tried to point out things you could improve.
 
Awesome, thanks for the feedback! No offense taken at all :D

About the Temple of the Damned - I renamed some of the buildings in order to accomodate hero production. The building that's named Altar of Storms now was named "Temple" (of the Damned) in WC1, and the current Temple of the Damned was just "Tower". The Tower looks a lot like the Temple of the Damned in WC2 (skull and all) so I renamed it to that :D The "Temple" looks more like an altar building, so I thought this switch was fitting.

Thanks for the feedback about the bugs and balancing. So far I've done almost nothing to address balancing :p

hopefully I'll have my computer set up properly soon, then I'll be able to fix some of this :D (and play your map :p)
 
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