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World of Darkness

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BannerWorldofDarknessBlueFinished.png

authorj.png

Person Job
OrangeAngel Project Leader/ Story Maker
CyberDuelX16 Triggerer
Boris Terrain Helper
Aslit Unit/hero Creator
Vunjo Lead Terrainer/Triggerer
storyline.png

"Riots...
Deaths...
Crimes...
So many people... Lost forever...
Families killed...
We must Rise!
RISE AGAINST THE KING!
"Hoorah!" People Cheered
We must Destroy Him.
Murder him.
Make him pay for what he's done to our Families and Friends!
"Hoorah!" People Cheered
Everyone Gather. Grab your swords... Your shields. Defend whats left of your families!
Save Lives...
Destroy the Royal family.
REBEL!"
"Hoorah!" Everyone Cheered!
Then after...
Darkness came upon us.
The King struck back.
Horsemen yelling
"Long live King Zaxim!"
Screams cutting through the clash of swords...
Arrows flying...
Children crying as they see their mothers and fathers killed, and their homes burned...
A whole village burned to the ground...
No mercy shown...


featuresf.png
These are the Features i currently wish to have in the map
Darkness: Every few seconds the lighting will change such a small amount it would be unnoticable until you say Wait wasnt it lighter before? This will be caused by of course an Eclipse
Blindness: Its not exactly a feature but more of an evil buff, Certain creatures will have a chance to hit you a certain spot that will make your vision black, unable to see which will help.
Mercenaries: Your Hero will be able to hire mercenaires varrying from regular Thugs to Corruped Generals or Master Assassins. (Corrupt will be explained later)
Currency: There will be a custom Currency it will be shown by typing a certain command called -currency it will show your Qins (pronounced Kinz)which will be used to buy things you can also convert your currency to a higher level of "coin" if you get 200 Qins you can convert it to a Xisa (pronounced Zeesuh) and if you get 20 Xisa you can convert it to the highest level of coin called a Yapaz (pronounced as it sounds)
Moral: Moral effects you and your mercenaires' Damage and attack speed and also block percentage, a low moral will give the bandits and other players an edge against you. You dont want a low moral.
Invasion: Every so often if your moral drops a certain amount an invasion will occur. The difficulty of the creeps will vary in your Army's size and the size of your empire.
Expansion: Once your city becomes a certain size you may Expand your empire using certain willing civilians. Your City will have to be large because of the amount of work involved will making another city.
Important Buildings: Certain Buildings will let you gain control of certain things within the enemies city such as a Capital Building will let you gain control of the civilians and city, (best thing to capture in a city) The Treasury Building will let you gain control of the cities money. So on and so forth.

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Currently no heroes

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Boris_spider for his ideas
CyberDuelX16 for being the Triggerer and his Ideas
Nightblade for his Ideas
cleavinghammer for his Ideas
General Frank for Bloodelf Cavalry (Cavalry Charger model)
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Last edited:
Level 7
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All Ideas are Welcome Thanks to everyone who suggests something
I am currently working on the Storyline that goes with this.
So far i got the main boss is The Tyrant King Zaxim
You are the Rebels.
I'll need help in deciding if its a single player game
The Neutral cities are in conflict on the inside. They are trying to choose sides. (recommended helping these cities out)
If anyone actually wants to suggest on the storyline i'll apreciate it but i feel as if i want to build the storyline myself.
Also i'll need your help with the heroes.
 
Level 14
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Multiplayer should be doable. The idea that each player is a leading member of their respective towns (The player and their hero are native to a particular town, and thus have access to certain things other players won't). They must choose sides before the game, or even in game. It may be realistic in allowing some players to play as the nuetral, undecided towns. They must be convinced to join a side, if by bribe, payment, or sheer force.

I like the idea or your map. It sounds like a builder game with a develpoed storyline.

//\\oo//\\
 
Level 7
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Im thinking about having the Team choosing feature at the beggining of the game where they choose to be on a team but with that there will be a free for all mode involved. They can choose to be on like team red or blue or something like that. But i have to have it where if there are already half the players on the red team the have to go to the blue team. Where the red team is on the kings side while blue is the rebels
 
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So basically, all players enter the game as a ffa and choose sides at the beginning of the game? But in such a way that there are an even number of players on each side.

It would be easier to let them choose their side before the game starts.
Rebellion: (essentially towns around the outskirts of the kingdom)
~4 players

Kingdom: (comprises of the capital and the three closest towns)
~4 players

Nuetral: (comprises of random cities along the border between the Kingdom and the Rebellion)
~4 uniqe players, none of which are 'allied' but neither at war.

note: undecided players are allowed to pass through towns of either side and never required to join a side. They could simply defend themselves from either or both factions. As long as they are uncomitted, their cities primary buildings can't be totally destroyed (become invulnerable) at a low HP. This allows them to be sieged, but also requires the occupier to maintain forces which could be better placed elsewhere.

The invulnerability is due to either side attempting to force them to choose the occupier's side. The city could then be 'rescued' by the opposing faction. Note that these towns have no offensive unit production available, and maintain only a small force which is intended for use as a defensive force. Therefore they cannot walk into another factions town and assault them. As soon as they attack another faction's buildings, they become an enemy of that faction. Attacking another nuetral town building makes that player an enemy to all other players, with no hope of changing that.

Once the town commits itself to a faction, it can be wiped out entirely. Any faction may mark a neutral player as an enemy without the marked player viewing the faction as an enemy. Since nuetral players can't be killed, only sieged, they can't lose the game in this manner. Visiting forces of either faction can explore nuetral cities and any purchases that occur there are paid to the nuetral player. The rebels and the kingdom may even fight in these cities. Nuetral cities must send a runner with a formal request to serve with the chosen faction to the capital of the kingdom or to a rebel-controlled city. The runner can be killed.

//\\oo//\\
 
Level 14
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1,027
Any particular area you're looking for?
Units/Abilities/Items/Gameplay?

Do you plan on having one hero/player with a choice of what kind of hero, a hero which alternates between ranged and melee attacks, or attribute based heroes available?

Instead of keeping max hero lvl at 10, allow him to level up further. Stop the abilities at lvl 10 though, unless you want crazy heroes late game.

The king and the rebellion leader each can generate additional troops. (The King conscripts and the Rebel Enlists) Both the King and the Rebel have higher armor/attack damage than the other town nobles (player heroes).

//\\oo//\\
 
Level 7
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Well every town will have ONE hero PER town but the ones u get by building the new towns will be Weaker than your Main hero. And yes there will be a leader of the rebel. I believe its going to the first player of the Rebel Team but every other player will have a main hero. It will be significantly weaker and their abilities stop at level 8 while the new town heroes will only go to level 5 for their abilities. But every hero will have the max of being level 25. I believe i will have certain items that will increase Spell Power so those new town heroes will actually have a chance later on. The King is fine with a Barracks for generating Troops And the Rebel will have an Enlistment Facility, where they enlist their people.
Right know i would love some ideas for Units/Heroes, Abilities and Items. Thanks for all of this Boris ^.^.
 
Level 14
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Kingdom
~King Zaxim (player hero)
-Royal Gaurd
-General (minor hero, no lvls but hero damage/armor and perhaps an aura)
-Calvary Charger (Heavy melee mounted knight)
-Calvary (standard mounted melee)
-Knight of the Mark (mounted archer)
-Cusader (Knight on foot)
-Longbow (ranged-distance) ~ high damage, low accuracy
-Crossbow (ranged-moderate) ~ moderate damage, moderate accuuracy
-Captain (better footman)
-Soldier (footman)

King's Allies
~Noble (Player hero)
-Calvary Charger (Heavy melee mounted knight)
-Calvary (standard mounted melee)
-Knight of the Mark (mounted archer)
-Cusader (Knight on foot)
-Longbow (ranged-distance) ~ high damage, low accuracy
-Crossbow (ranged-short) ~ moderate damage, moderate accuuracy
-Captain (better footman)
-Soldier (footman)

You may want to set it up so that the kingdom excels at dealing damage while the rebels excel at mobility and ambush. That would be cliche though (Starwars). You could reverse that, since the kingdom barely survived the last revolt, and thus is more defensive in nature while the rebels are offensive.

//\\oo//\\
 
Level 9
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In continuation to Boris's Idea,I would suggest some units for rebels
-Conscript(Weak unit)
-Raider(Pillage)
-Tribal Warrior(You could make them the oppressed tribseman.Cav style speed with inf attacks)
-Horse Archer(Mobile Cavalry Unit)
-Archer(Mix of Longbow and Crossbow)
-Bandit(Pillage with inf attack)
You can make it difficult for the rebels to get income,so they are forced to pillage the empire camps.Thats where pillage comes in handy
 

CyberDuelX16

C

CyberDuelX16

Each town should have some unique features:

Such as: Access to particular resources, which in kind give access to particular buildings or upgrades.

Example 1 -
Town A has Iron, Town A can upgrade his units with "Iron Armor" or "Iron Weapons" for extra armor and weapons (obviously). Whereas Town B does not have Iron and therefore cannot upgrade his units.

Example 2 -
Town A has Wine, Since Town A has wine, they can build a "Winery" providing an extra gold income (amd/or hapiness, if you're going to implement that)

Example 3 -
Town A has horses, Since he has horses, he may train mounted units. (Or build a stable first, again, it's up to you.)


By doing this we can implement a more strategic take on the game, making certain towns more important for certain players, adding much more depth too!
 
Level 14
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1,027
Each town should have some unique features:

Such as: Access to particular resources, which in kind give access to particular buildings or upgrades.

Example 1 -
Town A has Iron, Town A can upgrade his units with "Iron Armor" or "Iron Weapons" for extra armor and weapons (obviously). Whereas Town B does not have Iron and therefore cannot upgrade his units.

Example 2 -
Town A has Wine, Since Town A has wine, they can build a "Winery" providing an extra gold income (amd/or hapiness, if you're going to implement that)

Example 3 -
Town A has horses, Since he has horses, he may train mounted units. (Or build a stable first, again, it's up to you.)


By doing this we can implement a more strategic take on the game, making certain towns more important for certain players, adding much more depth too!

This would be splendid. You could also allow so that certain towns provide bonuses to whoever controls them. Now, these could be auras (like each main base generates moral. The others: better armor or better weaponry ~ each town could benefit a particular typr of unit like ranged, melee, or mounted).

Units~Nuetral Towns
~Noble (Baron/Duke/Lord/Count or the female counterpart)
-Militia [swordsman] ~ weak melee
-Militia [archer] ~ weak ranged
-Priest [healer]

Once the town chooses a faction, they gain the ability to build units of that faction and lose the ability to make these weaker units. The number of units allowed to Nuetral players is small. It should be enough to act as a local police force while manning the defenses. An actual army could crush it easily though.

//\\oo//\\
 

CyberDuelX16

C

CyberDuelX16

This would be splendid. You could also allow so that certain towns provide bonuses to whoever controls them. Now, these could be auras (like each main base generates moral, better armor, or better weaponry ~ each town could benefit a particular typr of unit like ranged, melee, or mounted).

Sounds good. Also, Moral could affect army effectiveness. High gives significant bonuses and Low has negative effects. Conquering Cities / Killing Units will gain morale while losing them would make you lose morale.

Special Units and Special Buildings would also be cool
Like -

Footman (Normal Unit)
Race A has a unique unit called Duelist.
Race A can train Duelist but can no longer train Footman, however, Duelist is more powerful than footman due to Hp, Dmg or Abilities
 
Level 14
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Sounds good. Also, Moral could affect army effectiveness. High gives significant bonuses and Low has negative effects. Conquering Cities / Killing Units will gain morale while losing them would make you lose morale.

Special Units and Special Buildings would also be cool
Like -

Footman (Normal Unit)
Race A has a unique unit called Duelist.
Race A can train Duelist but can no longer train Footman, however, Duelist is more powerful than footman due to Hp, Dmg or Abilities

I'm wondering how the Moral will be implemented? I'm assuming gold and iron or lumber or w/e will be the primary resources. I suppose he could use a multiboard to present it and a variety of triggers to manipulate it.

I.E. For every unit you own that dies, you lose x Moral. For every unit you kill you gain x Moral. Capturing/Occupying/Losing/Razing towns will have a similar effect, but on a much larger scale. Over time, Moral should drop due to inactivity and despair of the troops.

In regards to the nuetral players, moral has little significance as they can't make armies to begin with. At best a low moral would mean the town can be easily conquered.

For the units, each town should be able to produce a unique type of unit. Ex: Castle: Royal Guard / Rebel Base: Infiltrator

//\\oo//\\
 

CyberDuelX16

C

CyberDuelX16

I'm wondering how the Moral will be implemented? I'm assuming gold and iron or lumber or w/e will be the primary resources. I suppose he could use a multiboard to present it and a variety of triggers to manipulate it.

I.E. For every unit you own that dies, you lose x Moral. For every unit you kill you gain x Moral. Capturing/Occupying/Losing/Razing towns will have a similar effect, but on a much larger scale. Over time, Moral should drop due to inactivity and despair of the troops.

In regards to the nuetral players, moral has little significance as they can't make armies to begin with. At best a low moral would mean the town can be easily conquered.

For the units, each town should be able to produce a unique type of unit. Ex: Castle: Royal Guard / Rebel Base: Infiltrator

//\\oo//\\

Even GUI coding would be sufficent to run the moral system, the hardest part would be making 1 Buff and effect for each moral number (that's 100 effects and buffs for 100 moral, that'd be painful on the wrists.)

I'm not sure about every town for the units, how about every TYPE of town.
Also, moral will only drop to 50 (not high, not low) due to inactivity.
 
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Even GUI coding would be sufficent to run the moral system, the hardest part would be making 1 Buff and effect for each moral number (that's 100 effects and buffs for 100 moral, that'd be painful on the wrists.)

I'm not sure about every town for the units, how about every TYPE of town.
Also, moral will only drop to 50 (not high, not low) due to inactivity.

10 buffs would be better. One for each 10 Moral points. I think it'd be better if Moral could decrease to zero (at which point random units begin deserting), as the story indicated the problems have been around for some time. The rebellion is established, but the kingdom still stands.

For me, the map name implies that the world is darkening. Hope is slowly being drained from everyone. During the quiet hours, the soldiers begin thinking about their situation and realise how bleak it is, hence the slow, but constant drop in Moral.

//\\0o//\\
 

CyberDuelX16

C

CyberDuelX16

10 buffs would be better. One for each 10 Moral points.

Sounds good.

I think it'd be better if Moral could decrease to zero (at which point random units begin deserting), as the story indicated the problems have been around for some time. The rebellion is established, but the kingdom still stands.

For me, the map name implies that the world is darkening. Hope is slowly being drained from everyone. During the quiet hours, the soldiers begin thinking about their situation and realise how bleak it is, hence the slow, but constant drop in Moral.

This basically FORCES players to throw units a each other and discourges any type of tactical movement or lying in wait.
 
Level 14
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This basically FORCES players to throw units a each other and discourges any type of tactical movement or lying in wait.

That's actually a good thing. It encourages players to be active. Now I don't mean the Moral should drop in a manner that's visible to the player. I'm thinking 1 Moral pt/every 5 min.

The stalemate situation is what the Moral should help avoid.

//\\oo//\\
 

CyberDuelX16

C

CyberDuelX16

Nahhh, if that's the case then the whole team will suffer from one players folly. Makes for a too pro-oriented game.
 
Level 14
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The Moral buff levels

At 0, units begin to desert (they are removed from the game, beginning with the lowest lvl units)

0-10: Units have -25% attack speed/movement speed and attack damage
11-20: Units have -20% attack speed/movement speed and attack damage
21-30: " " -15% " " "
31-40: " " -10% " " "
41-45: " " -10% " " "
46-55: " " -- " " "
56-70: +10%
71-80: +15%
81-90: +20%
91-100: +25%

//\\oo//\\
 

CyberDuelX16

C

CyberDuelX16

I like the Moral Levels but...
At 0, units begin to desert (they are removed from the game, beginning with the lowest lvl units)
How about...At 0, units begin to rebel (they turn against their originally controller)
 
Level 14
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I like the Moral Levels but...

How about...At 0, units begin to rebel (they turn against their originally controller)

You mean as in they attack their former controller? That seems counter-productive. It would be better if they just dissapeared. Otherwise the entire army is attacking itself. There would be no way for the player to get above 0 moral.

//\\oo//\\
 

CyberDuelX16

C

CyberDuelX16

...good point. But still, when moral reaches a critically low level, it's proven in the world that the army rebels against it's leader....and they usually win (especially in China)
 

CyberDuelX16

C

CyberDuelX16

Basically you're suggesting that a player with 0 Moral auto-loses the game.

//\\oo//\\

I'm suggesting that his/her army SLOWLY starts rebelling which their morale is 0. Plus, when rebel dies you get +morale
 
Level 30
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Heroes should affect morale as well, inspiring allied units just by being close by. Conversely, if the hero dies (assuming death is permanent), morale drops sharply.

Maybe it could be tied to the hero's health: Steadily goes down with it, improving greatly if healed, massive drop if dead. However, if this is the case, there should be several different morale factors, the towns held/lost one and the hero-based one.

About the army turning on itself: That could be used, but require several more factors: Fighting close to your own buildings, killing an enemy commander (hero/strong unit), using certain spells...
 
Level 7
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Good idea cleaving i'll keep it in mind and What does everyone think about the Death is permanent thing?

This is my first map i've ever made so should i start working on the units and such and then send the map to the terrainer (once i get one) and also the Triggerer? Or should i just send the map to the Terrainer when i get one and have him work on the terrain while i work on the units/Heroes and such.
 

CyberDuelX16

C

CyberDuelX16

Send it to the terrainer first. We need to figure out WHAT to trigger afterall xD
 

CyberDuelX16

C

CyberDuelX16

-Spits out coffee- ARE YOU KIDDING ME? -faints-
 
Level 7
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Messages
339
lol. Its supposed to be as close to a world as possible... I hate it when you can walk across the map in 1 second but i'll reduce it to like 300 or so.. 255 is kinda... small IMO.
 

CyberDuelX16

C

CyberDuelX16

Lawl. Then you'll need 12 players and your players will need to have Quad-core processors T_T. The concept is good, but isn't executable
 
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