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- May 8, 2012
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- 134
Okay okay, some ideas require full attention... as such, I abandoned my other project to present...
Hammer of War is a Warcraft III custom map inspired by classic 5th to 8th edition Warhammer Fantasy battles, focused on heroes, regiments, formations, morale, and modular army-building rather than standard Warcraft micro-management.
Quick 15–20 minute 1v1 battles, or longer 2v2 / FFA games. Supports up to 4 players, with many custom terrain scenarios to choose from, There will be no resource management and no base building.
The map is inspired by my own work many years ago with Riotz on Warhammer: Reign of Terror, a map for which I designed two scenarios and am proud to say it's the only thing I've made people played on! But my terrain work is showcased in my other project thread here.
Players build an army using a points-based roster. They purchase units, traits, equipment, and upgrades for their heroes and army using the point limit set for the scenario.
This will be done in pre-game army camps where we intend to also showcase the models with their credits due directly when purchasing as a nice nod to all the talented people who made the amazing models that kickstarted this project.
You play as your hero, or a few heroes if you purchase more than one. They are the only directly controllable units. Your regiments, special units, monsters, and war machines are computer-controlled players which you command directly through your commander by issuing orders.
It is a delicate battle of planning your army loadouts, commanding regiments into war, and micro-managing your hero like you would in a good WC3 map.
There will be many additional features for regiments beyond the standard WC3 traits. For example: morale, breaking from combat and running away, size bonuses that determine how other skills interact with your units, and many more modular features that make every loadout and every fight feel different, chaotic, and fun.
These things are unique to each unit. For example, Goblins have lower morale than Knights.
For the first release, I plan to include 1 scenario and 2 small rosters: Bretonnians and Orcs & Goblins.
Every update will add more units, more factions, and more scenarios. Hopefully, more game modes will be added in the future as well.
A few examples of current abilities:
Lances
Grants bonus damage based on distance closed, from 200 distance and 200% bonus damage down to 50 distance and 50% bonus damage. It only works on the first attack after closing distance and does not grant a bonus below 50 distance.
Currently available to Knights of the Realm and Knights Errant, and in the future, other units as well.
Trample
When chasing down morale-broken units, you deal extra damage to them and knock them back based on size.
Currently available to Knights and Orc Boar Boyz.
Fanatics
Allows Night Goblins to store hidden Fanatics that they send out when approaching enemies. Causes a lot of chaos.
Lightning Deployment
We are planning to introduce Stormcast as well, despite them not being in older editions, simply because they are cool and we have some sick models. You can see this one in the videos.
Sweeping Blow
A cleave damage bonus that also grants knockback to your attacks, scaling against unit size. The smaller the target, the more damage and knockback it takes.
Your own size also counts for the bonus. For example, an Orc Warboss will have a bigger sweep than a Paladin using the same ability.
In the gameplay video below, you will see Orc Boar Boyz with Trample, Knights with Lances, Fanatics, Sweeping Blow for the heroes, and morale breaks.
You will also notice the Orcs mowing down Goblins that are running away. This is due to the Orcs & Goblins hierarchy:
Black Orcs, Giants, and Trolls > Orcs > Goblins and Snotlings
So if morale breaks and they flee into the ranks of the upper class, they will get attacked. You can, of course, stop them from fighting — but only for so long.
In this video, you can see a quick display of a different deployment method that will be available for Stormcast, as well as other shock-deployment units such as flying units.
Stormcast will be one of the first army releases after the initial release.
You can also see our Codex system. This is how we will showcase unit abilities beyond what is displayed through normal WC3 stats, as well as some lore.
The double Codex issue and some UI problems still need to be fixed, and the current spawn system is only for testing.
Warhammer
HAMMER OF WAR
HAMMER OF WAR
Hammer of War is a Warcraft III custom map inspired by classic 5th to 8th edition Warhammer Fantasy battles, focused on heroes, regiments, formations, morale, and modular army-building rather than standard Warcraft micro-management.
Quick 15–20 minute 1v1 battles, or longer 2v2 / FFA games. Supports up to 4 players, with many custom terrain scenarios to choose from, There will be no resource management and no base building.
The map is inspired by my own work many years ago with Riotz on Warhammer: Reign of Terror, a map for which I designed two scenarios and am proud to say it's the only thing I've made people played on! But my terrain work is showcased in my other project thread here.
Players build an army using a points-based roster. They purchase units, traits, equipment, and upgrades for their heroes and army using the point limit set for the scenario.
This will be done in pre-game army camps where we intend to also showcase the models with their credits due directly when purchasing as a nice nod to all the talented people who made the amazing models that kickstarted this project.
You play as your hero, or a few heroes if you purchase more than one. They are the only directly controllable units. Your regiments, special units, monsters, and war machines are computer-controlled players which you command directly through your commander by issuing orders.
It is a delicate battle of planning your army loadouts, commanding regiments into war, and micro-managing your hero like you would in a good WC3 map.
There will be many additional features for regiments beyond the standard WC3 traits. For example: morale, breaking from combat and running away, size bonuses that determine how other skills interact with your units, and many more modular features that make every loadout and every fight feel different, chaotic, and fun.
These things are unique to each unit. For example, Goblins have lower morale than Knights.
For the first release, I plan to include 1 scenario and 2 small rosters: Bretonnians and Orcs & Goblins.
Every update will add more units, more factions, and more scenarios. Hopefully, more game modes will be added in the future as well.
A few examples of current abilities:
Lances
Grants bonus damage based on distance closed, from 200 distance and 200% bonus damage down to 50 distance and 50% bonus damage. It only works on the first attack after closing distance and does not grant a bonus below 50 distance.
Currently available to Knights of the Realm and Knights Errant, and in the future, other units as well.
Trample
When chasing down morale-broken units, you deal extra damage to them and knock them back based on size.
Currently available to Knights and Orc Boar Boyz.
Fanatics
Allows Night Goblins to store hidden Fanatics that they send out when approaching enemies. Causes a lot of chaos.
Lightning Deployment
We are planning to introduce Stormcast as well, despite them not being in older editions, simply because they are cool and we have some sick models. You can see this one in the videos.
Sweeping Blow
A cleave damage bonus that also grants knockback to your attacks, scaling against unit size. The smaller the target, the more damage and knockback it takes.
Your own size also counts for the bonus. For example, an Orc Warboss will have a bigger sweep than a Paladin using the same ability.
In the gameplay video below, you will see Orc Boar Boyz with Trample, Knights with Lances, Fanatics, Sweeping Blow for the heroes, and morale breaks.
You will also notice the Orcs mowing down Goblins that are running away. This is due to the Orcs & Goblins hierarchy:
Black Orcs, Giants, and Trolls > Orcs > Goblins and Snotlings
So if morale breaks and they flee into the ranks of the upper class, they will get attacked. You can, of course, stop them from fighting — but only for so long.
In this video, you can see a quick display of a different deployment method that will be available for Stormcast, as well as other shock-deployment units such as flying units.
Stormcast will be one of the first army releases after the initial release.
You can also see our Codex system. This is how we will showcase unit abilities beyond what is displayed through normal WC3 stats, as well as some lore.
The double Codex issue and some UI problems still need to be fixed, and the current spawn system is only for testing.
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