- Joined
- May 20, 2009
- Messages
- 822
Update: Added a poll. Here are an explanation of some things.
Be sure to keep in mind that you can vote for as many as you like!
Obviously some of these options can conflict with each other, so if the conflicting mechanics come up on top I'll do another poll to see which one is more popular.
1. Formations cannot be 100% removed, but when they are turned "Off" via the in-game UI, units can group up tightly instead of going into formation with a trigger.
2. SC2-Like grouping and pathing is possible, as I've made it half-work. I'll have to experiment a lot and get help from my cousin again to do this, though. It could end up taking a long time to get working.
3. The way units path in SC1 is a bit different then SC2 and WC3, they go on their own path and do not group up at the target-location, and they can also deviate away from their target-point occasionally.
4. WC2's pathing is very bad, I will not try to recreate it as it will make it very hard to micro. But making them go on separate paths and then meet at the target-point, grouping up, was what I had in mind.
5. Delays between responses should be self-explanatory.
6. Air units in SC1 and SC2 "Glide". And what this means is, when they are ordered to attack after being ordered to move, they will continue to move to the target and shoot at the same time as long as their target is within their attack angle. This created some really fun micro in SC1, but in SC2 it's as not possible, with a theory being group separation has priority over gliding.
7. Group separation I find to be one of the most annoying mechanics in WC3 and SC2 as it makes microing air units more difficult and less viable. Removing it all-together can create some really interesting air compositions like there was in SC1.
You can vote for any you like. I have already voted for 1, 6, and 7.
This aims to be a full-fledged mod, as an Unofficial Expansion Pack, using the open-source work done by this amazing guy!
This means that there shall be some very nice features, such as -
• Improved Shaders
• Real-Time Shadows
• Using the Handicap Menu method, custom races will be selectable in the pre-game screen just like other races!
• Everything will be separate from Vanilla WarCraft III, meaning no replacing files and no having to uninstall the mod to play vanilla WC3.
It aims to add a ridiculous amount of additional content, 4 new races, 8 new Campaigns, one per race, new units for each race, and much more! I am already off to a colorful start with what I'm doing. Currently, the story is highly underdeveloped to nonexistent. There are no new melee maps yet. But, by the time an official release comes along, at least half of the features above will be ready.
Things I plan to do -
• Rebalance all four standard races, to enable much more compositions, unit diversity, and improve the fun of melee.
• Make the game just as reliant on Macro as it is on Micro.
• Improve mechanics already in the game.
• Add new mechanics (Using resources on Hive, many new things are already added).
• Add 4 new unique (As unique as I can get them, anyway) races. One race is already implemented.
• Create one, 10-mission long campaign PER RACE, both standard and custom races. (That's 8 Campaigns! Wow!)
• (Try to) Double the content of WarCraft III.
• Make this feel like a real expansion, changing some mechanics, adding a new hero per race (For a total of 5 per race), adding new units for each race, and adding new mechanics to the game.
Things I have already done -
• As I mentioned, one race is already implemented. Blood Elves.
• Added one new Mercenary hero with new spells.
• Undead has already received a lot of rework, spanning across almost every unit and the Dreadlord.
• Night Elf, being the next race on my list to receive work, has had a few changes as well.
• I have made half of a Campaign for the Blood Elves, however it will not be the final campaign. It will be scrapped and replaced with something better. (I may use it as a demo for critique purposes to see if I should do it alone or get help)
• Custom Races selectable at the pregame screen:
(The UI color and the background are part of the Nirvana mod, and not my doing.)
• All units that are underutilized, or not used at all, will receive changes to try and make them be seen more. Units that are seen too much will likely remain mostly unchanged, unless it's actually a problem.
Now that this is all out of the way, here is a list of all the units, and changes to units. I'll start off with the Blood Elf units.
Blood Elves
Swordsman
Archer
Basic ranged unit and excellent scout.
Crusader
Arcane Tank
Arcane Construct
Powerful melee unit. Can repair itself. Has Chaos Damage.
Arcane Spell Breaker
Blood Caster
Offensive Spellcaster. Damage is upgraded by Spell Focus.
Spell Binder
Defensive Spellcaster. Damage is upgraded by Spell Focus.
Dragonhawk Rider
Air Superiority Unit
Icon by: Blizzard Entertainment
Model by: Blizzard Entertainment
Nether Phoenix
Extremely powerful flying Siege Unit.
Icon by: Blizzard Entertainment.
Model by: Me.
Human
I HAVE DECIDED TO EXPERIMENT WITH THIS MORE BEFORE MAKING IT IN THE FINAL RELEASE. This will not actually delay the release, it just won't be in the first release.
Mountain King
The Mountain King is the first unit to receive a different damage type for one of it's spells. This is mainly experimental.
Undead
Dreadlord
Crypt Fiend
Necromancer
Supportive Spellcaster.
Ghoul
Mercenaries
Grandmaster of Arms
Demon Showoff Screens
Fel Orc Burning Berserker -
Berserkers get redder the longer they attack!
Fel Draenei Lurker -
Arsonery Spell
Rough amount of damage done by Arsonery spell on the Fel Draenei Lurker. It deals 25 damage every second for 30 seconds. Since it is cast on a building, it is unlikely it will be removed from spells like Abolish Magic or Spell Steal.
deathismyfriend - For numerous accounts of help with triggers, and probably more to come. Also for some of his guides.
IcemanBo - For trigger help.
fucckz - For making his mod, and for making it Open Source, and for some help learning how his mod works.
Meticulous - For more trigger help.
Weep's DDS - Helps a lot with making some of the spells.
Jump System by Paladon
Knockback System by Paldon
Nichilus - For a lot of trigger help as well.
My Cousin who has helped me with a lot of things coding-wise
Everything not credited (If something YOU did is not credited, please let me know) was done by me. All terrain, triggers, object data, artwork, concepts, all done by me at my computer with a keyboard and mouse and a shitty PC. =p
Eye of the Storm is a temporary name and could change at a later date.
This mod will likely go through many stages of experimentation, as this is the first time I have tried to do real balancing. Ultimately, if something is received negatively or results in OPness or boring play, changes will be made.
I have also decided to start working on a side project that will be a branch between WarCraft II and WarCraft III. I am working on getting the WC2 sides and mechanics mostly functional first before I start making modifications to them.
Be sure to keep in mind that you can vote for as many as you like!
Obviously some of these options can conflict with each other, so if the conflicting mechanics come up on top I'll do another poll to see which one is more popular.
1. Formations cannot be 100% removed, but when they are turned "Off" via the in-game UI, units can group up tightly instead of going into formation with a trigger.
2. SC2-Like grouping and pathing is possible, as I've made it half-work. I'll have to experiment a lot and get help from my cousin again to do this, though. It could end up taking a long time to get working.
3. The way units path in SC1 is a bit different then SC2 and WC3, they go on their own path and do not group up at the target-location, and they can also deviate away from their target-point occasionally.
4. WC2's pathing is very bad, I will not try to recreate it as it will make it very hard to micro. But making them go on separate paths and then meet at the target-point, grouping up, was what I had in mind.
5. Delays between responses should be self-explanatory.
6. Air units in SC1 and SC2 "Glide". And what this means is, when they are ordered to attack after being ordered to move, they will continue to move to the target and shoot at the same time as long as their target is within their attack angle. This created some really fun micro in SC1, but in SC2 it's as not possible, with a theory being group separation has priority over gliding.
7. Group separation I find to be one of the most annoying mechanics in WC3 and SC2 as it makes microing air units more difficult and less viable. Removing it all-together can create some really interesting air compositions like there was in SC1.
You can vote for any you like. I have already voted for 1, 6, and 7.
Introduction
This aims to be a full-fledged mod, as an Unofficial Expansion Pack, using the open-source work done by this amazing guy!
This means that there shall be some very nice features, such as -
• Improved Shaders
• Real-Time Shadows
• Using the Handicap Menu method, custom races will be selectable in the pre-game screen just like other races!
• Everything will be separate from Vanilla WarCraft III, meaning no replacing files and no having to uninstall the mod to play vanilla WC3.
It aims to add a ridiculous amount of additional content, 4 new races, 8 new Campaigns, one per race, new units for each race, and much more! I am already off to a colorful start with what I'm doing. Currently, the story is highly underdeveloped to nonexistent. There are no new melee maps yet. But, by the time an official release comes along, at least half of the features above will be ready.
Feature List
Things I plan to do -
• Rebalance all four standard races, to enable much more compositions, unit diversity, and improve the fun of melee.
• Make the game just as reliant on Macro as it is on Micro.
• Improve mechanics already in the game.
• Add new mechanics (Using resources on Hive, many new things are already added).
• Add 4 new unique (As unique as I can get them, anyway) races. One race is already implemented.
• Create one, 10-mission long campaign PER RACE, both standard and custom races. (That's 8 Campaigns! Wow!)
• (Try to) Double the content of WarCraft III.
• Make this feel like a real expansion, changing some mechanics, adding a new hero per race (For a total of 5 per race), adding new units for each race, and adding new mechanics to the game.
Things I have already done -
• As I mentioned, one race is already implemented. Blood Elves.
• Added one new Mercenary hero with new spells.
• Undead has already received a lot of rework, spanning across almost every unit and the Dreadlord.
• Night Elf, being the next race on my list to receive work, has had a few changes as well.
• I have made half of a Campaign for the Blood Elves, however it will not be the final campaign. It will be scrapped and replaced with something better. (I may use it as a demo for critique purposes to see if I should do it alone or get help)
• Custom Races selectable at the pregame screen:
(The UI color and the background are part of the Nirvana mod, and not my doing.)
My Goal
• I want this to be a more finished version of WarCraft III's melee. I want people to choose this over The Frozen Throne for competitive play. I want this to be as close to Blizzard quality as I can get it. And to top that off (Like I said earlier), I want this to feel like a full, legitimate expansion.• All units that are underutilized, or not used at all, will receive changes to try and make them be seen more. Units that are seen too much will likely remain mostly unchanged, unless it's actually a problem.
Now that this is all out of the way, here is a list of all the units, and changes to units. I'll start off with the Blood Elf units.
Ability Color Key
Royal Blue = Magic
Green = Physical
Purple (Orchid) = Mental
Orange = Artificial
Magenta = Summons
These different types will be used in gameplay later down the development road.
Swordsman
Archer
Basic ranged unit and excellent scout.
StatsDPS: 12 - 14
Health: 320
Armor: 0
Speed: Fast
True Sight• Allows the Archer to reveal invisible units.
Sense• Units within range of this ability will be revealed in the Fog of War, regardless of them not being within sight range.
Crusader
Arcane Tank
Arcane Construct
Powerful melee unit. Can repair itself. Has Chaos Damage.
Arcane Spell Breaker
StatsDPS: 10 - 12.94
Health: 650 (+60 with Magic Defend)
Armor: 2
Speed: Average
Buff Burn• Targets an enemy unit in range with the most positive buffs. Destroys all the buffs on the target unit, dealing (# Of Buffs x 10) damage. Also units who are Buff Burned will take damage over time. Expiration Timers and Auras are not calculated in the damage, nor are they removed.
Absorb Mana• Takes up to 100 mana from the target unit. Costs 25 mana, resulting in 75 mana gained.
Blood Caster
Offensive Spellcaster. Damage is upgraded by Spell Focus.
StatsDPS: 4 - 5
Health: 290
Armor: 0
Speed: Average
Emulate Sunwell• Restores 20 hitpoints to up to 4 friendly units in the Area of Effect.
Knife Bomb• Channels for 3 seconds, then at the target area a fan of knives goes off.
Blind• The target unit will have a 100% chance to miss normal attacks for the next 6 seconds.
Spell Binder
Defensive Spellcaster. Damage is upgraded by Spell Focus.
StatsDPS: 4 - 5
Health: 290
Armor: 0
Speed: Average
Firery Protection• The target friendly unit has it's armor slightly increased. Also gives the target unit an immolation for the duration of the spell.
Defender Ward• Places a ward. All friendly units within range of the ward will receive 4 additional armor.
Rescue• Teleports the target unit to your highest-tier Town Hall.
Rescue
Dragonhawk Rider
Air Superiority Unit
StatsDPS: 10.85 - 12.57
Health: 575
Armor: 1
Speed: Fast
Flaming Snare• Stops the target unit from moving. Does damage over time.
Fog• Prevents all ranged units in the area of effect from attacking.
Icon by: Blizzard Entertainment
Model by: Blizzard Entertainment
Nether Phoenix
Extremely powerful flying Siege Unit.
StatsDPS: 32.11 - 48.17
Health: 825
Armor: 2
Speed: Fast
Nether Blast• Causes the Nether Phoenix to do 7 - 15 extra magic damage. Damage is upgraded by Spell Focus.
Icon by: Blizzard Entertainment.
Model by: Me.
Human
I HAVE DECIDED TO EXPERIMENT WITH THIS MORE BEFORE MAKING IT IN THE FINAL RELEASE. This will not actually delay the release, it just won't be in the first release.
Mountain King
The Mountain King is the first unit to receive a different damage type for one of it's spells. This is mainly experimental.
Storm Bolt• Storm Bolt deals 150 Normal Damage and 200 Magic Damage @ Level 3.
Dreadlord
Hypnotize• (Replaces Sleep) Temporarily takes control over the target enemy unit. Once the spell wears off, the unit's ownership changes back to the original owner.
StatsDPS: 7.4 - 8.5
Health: 320
Armor: 1
Speed: Fast
Web• Binds a target enemy air unit in webbing, forcing it to the ground. Webbed units can be hit as though they were land units.
Harvest FleshWhen attacking an Organic unit, the Crypt Fiend's attack returns organic material from that unit which can be used for it's spells. Also causes 3 - 5 extra damage against Organic units.
Raise CryptlingsSummons two Cryptlings with low health, and low damage. Cryptlings also have the Harvest Flesh Ability, the mana is returned to their summoner.
BurrowThe Crypt Fiend burrows underground, making it invisible by enemies. When burrowed, the Crypt Fiend has extremely fast health regeneration.
Supportive Spellcaster.
Raise Dead• When Skeletal Mastery is researched, you have three options per Necromancer: Switch to Mages, Switch to Archers, and switch to Zombies. Switching to Mages makes the second unit summoned be a Skeletal Mage, which has Magic damage. Switch to Archers makes the second unit summoned be a Skeletal Archer, which has Piercing damage. The final option, Switch to Zombies, replaces both summoned units with a single Zombie. A Zombie has much more health and damage, and lasts significantly longer. But it costs more mana, and moves slower then the other summons.
StatsDPS: 7.8 - 9.5
Health: 370
Armor: 2
Speed: Fast
CannibalizeConsumes a nearby corpse to heal 25 hit points per second.
DecomposeInstantly kills this unit, allowing it's corpse to be used once decay is finished.
Grandmaster of Arms
Starting:Agility • 21
Strength • 18
Intelligence • 13
Per Level:Agility • 2
Strength • 2.2
Intelligence • 1.7
Leap Strike•The Grandmaster leaps at the target unit, stunning and damaging them.
Dragon-Fire Grenade•Throws an exploding metal flask of combustible fluid at the target unit, engulfing it in flames and reducing it's armor.
Thrash & Bash•Performs 3 extremely quick consecutive attacks that do twice as much damage, the third attack knocks back the attacked unit.
Ultimate: Meditate•Activate to fully restore health and mana over 6 seconds, but cannot move or use other spells for the duration. Has a long cooldown.
Fel Orc Burning Berserker -
Berserkers get redder the longer they attack!
Fel Draenei Lurker -
Arsonery Spell
Rough amount of damage done by Arsonery spell on the Fel Draenei Lurker. It deals 25 damage every second for 30 seconds. Since it is cast on a building, it is unlikely it will be removed from spells like Abolish Magic or Spell Steal.
deathismyfriend - For numerous accounts of help with triggers, and probably more to come. Also for some of his guides.
IcemanBo - For trigger help.
fucckz - For making his mod, and for making it Open Source, and for some help learning how his mod works.
Meticulous - For more trigger help.
Weep's DDS - Helps a lot with making some of the spells.
Jump System by Paladon
Knockback System by Paldon
Nichilus - For a lot of trigger help as well.
My Cousin who has helped me with a lot of things coding-wise
Everything not credited (If something YOU did is not credited, please let me know) was done by me. All terrain, triggers, object data, artwork, concepts, all done by me at my computer with a keyboard and mouse and a shitty PC. =p
Eye of the Storm is a temporary name and could change at a later date.
This mod will likely go through many stages of experimentation, as this is the first time I have tried to do real balancing. Ultimately, if something is received negatively or results in OPness or boring play, changes will be made.
I have also decided to start working on a side project that will be a branch between WarCraft II and WarCraft III. I am working on getting the WC2 sides and mechanics mostly functional first before I start making modifications to them.
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