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Warcraft Reforged: World Of Warcraft - Mini

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I've been hard at work on a hybrid of World of Warcraft and Warcraft 3 since the news came out. I had this idea for a while, but finally having the chance to have my mod become a hit new arcade game when Warcraft 3: Reforged comes out is all I could hope for. Thus I got busy making some really neat shit. I want this to be as Blizz-like as humanly possible. I'm only using assets from Warcraft 3 with 2 or 3 place-holders until the release; this is so that the transition into the HD assets will be a smooth as possible. I have 2 versions at the moment: one without any skins for the asset-swap, and one with modernized textures from my HD mod (but they're in map, so you don't need my mod to enjoy the new look). I've learned a lot since my mod anyways (at 15,000 downloads I had plenty of humbling from people).

About the project: The aim is to make a 3 or 4 melee maps designed for 6 maximum players to compete in a more WOW-like landscape, with quests, max level 25, wandering-bosses/creeps, random drops and even low-drop rate epic items. There's also Alliance/Horde mobs that can be purchased to escort the hero up to a food maximum of 6 (kind of reminds me of those old Warcraft 3 Alpha videos as it plays at the moment).

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In a normal game, players would focus on leveling their characters and getting the gold for their desired equipment before crossing the unspoken, discernible halfway-point of the map where the higher level enemies are (usually in the center, splitting the starting areas). Beyond those points, the level of creeps begins to reverse as the opposing faction works their way toward you from the other direction, also questing and trying to speedily equip their heroes with play-style items.

Since the camera locks onto your character after selection, you must use team-chat to do difficult objectives and keep in contact when leveling your character far away or returning to the nearest Town for supplies or upgrades. The towns also afford you with the ability to purchase upgrades for your foot-soldier escort. A good escort of 2 or 3 knights/riflemen or Orc Grunts per hero can be a game changer.
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The objective of the game is to wipe out the opposing faction's incredibly high-HP Altar of Summoning. This results in the ability for all heroes to be permanently killed with nowhere to resurrect. For this reason, managing so many items for personal strength, the ability to port back to base to defend, and usable items to heal and regenerate mana -- it creates a large scale of replayability that's essentially Warcraft 3 minus the base-building and a stronger focus on just your hero.

So, so far, it's a huger more balanced Dota in the post-Frozen Throne universe. There are way more mobs and creeps between you and the enemy team; no defense towers except the guards and players defending their Altar Of Summoning, which means no randomly spawning team-based soldiers to defend it while you're gone (they must be bought as mercenaries, upgraded, and partied-up with your Hero - up to 6 units per player alongside their primary character).
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The test map I'm currently working on takes place from Goldshire to the Undercity (with some liberties from the Blasted Lands thrown in since this will be probably the only Azeroth map I do and I wanted some more diversity).

I plan to do an Ashenvale Map, a Durotar Map, and a Northrend map. Besides that though, this game is designed not to step on World of Warcraft Classic's setup and will be for all intents and purposes canon and playable as an alternate little RPG mode to escape Warcraft 3's campaign and usual multiplayer when Reforged comes out and we're all balls deep.

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I really only need one or two people and they need to be baller-shot-caller with triggers because I make a mess of triggers and I usually take 4 sloppy steps where a good smart trigger-man might use one cleverer step. My 6 and 1/2 triggers that I managed to get working do just fine, but the whole idea of having up to 5 identical fetch quests for 3 players on each side of the map -plus that it's multiplayer capable- makes the trigger code sometimes challenging for me.

Leave a comment here if you're interested, don't message me unless you also comment me here to let me know.
 

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Level 8
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May 21, 2019
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435
This seems extremely interesting, and I would definitely be interested in helping you out with the trigger coding.
 
Level 3
Joined
Apr 4, 2015
Messages
37
This seems extremely interesting, and I would definitely be interested in helping you out with the trigger coding.
That's great to hear. Right now I'm finishing up the visual design of my first map which will be Brill at the top left to Goldshire in the bottom right. When I manage to get it functioning with all the looks and begin to delve more into my spell work, I'll hit you back with a file so and we can discuss where the quests will be and how to add a few things for immersion and replayability.

More than anything, I'm trying to eliminate as much fluff and 'modness' as possible so this can feel like a little competitive Warcraft dungeon siege. All the spells and abilities are completely modeled after World Of Warcraft (though I'm adding Necromancers and Witch Doctors for the Horde in place of Priests and Death Knights and additionally Demon Hunters for the Alliance). I've been doing a lot of play-testing and it shouldn't take much longer than about 30 minutes to get your guy to level 15 (if you know exactly where to go and what enemies to run passed). Enemies are slow like in WOW and can be ran from. Boots of speed +1 and +2 replace mounts so that you can get around easier. Everything costs gold and precious inventory space so managing to avoid a raid on your Altar pretty much means you want to be near someone with teleportation or have a hearthstone equipped - otherwise you're running back to defend all your progress. The game with players could take a little under an hour and maybe a little over but I think that's perfect.
 
Level 8
Joined
May 21, 2019
Messages
435
That's great to hear. Right now I'm finishing up the visual design of my first map which will be Brill at the top left to Goldshire in the bottom right. When I manage to get it functioning with all the looks and begin to delve more into my spell work, I'll hit you back with a file so and we can discuss where the quests will be and how to add a few things for immersion and replayability.

More than anything, I'm trying to eliminate as much fluff and 'modness' as possible so this can feel like a little competitive Warcraft dungeon siege. All the spells and abilities are completely modeled after World Of Warcraft (though I'm adding Necromancers and Witch Doctors for the Horde in place of Priests and Death Knights and additionally Demon Hunters for the Alliance). I've been doing a lot of play-testing and it shouldn't take much longer than about 30 minutes to get your guy to level 15 (if you know exactly where to go and what enemies to run passed). Enemies are slow like in WOW and can be ran from. Boots of speed +1 and +2 replace mounts so that you can get around easier. Everything costs gold and precious inventory space so managing to avoid a raid on your Altar pretty much means you want to be near someone with teleportation or have a hearthstone equipped - otherwise you're running back to defend all your progress. The game with players could take a little under an hour and maybe a little over but I think that's perfect.

Cool, I don't always respond on weekends, but reply here when you're ready.
 
Level 3
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Apr 4, 2015
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Hey man, sorry for being so damn late. Anyways, I still have tons of work to do on the classes and what is there spell and ability-wise is merely a placeholder of sorts. They should all still be able to be implemented into triggers and stuff however.

I'm going to send you the map and maybe you can improve / work on the quests and such that are already there.
 
Level 8
Joined
May 21, 2019
Messages
435
Hey man, sorry for being so damn late. Anyways, I still have tons of work to do on the classes and what is there spell and ability-wise is merely a placeholder of sorts. They should all still be able to be implemented into triggers and stuff however.

I'm going to send you the map and maybe you can improve / work on the quests and such that are already there.
Sure thing. :)
 
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