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[Role Playing Game] World of Warcraft: Heroes Return

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The project is still like around 20%, so I think I'd hold supporters signature until at least the progress reach 50%. the terrain screenshots is from 1st release and has retouched a little if you tried the new test version, and will be improved from time to time until fit my taste.

similarities? which project?

Edit:
Progress: Done reskin swap and geomerge sword, cape and shoulder for Frost DK (to change with Lich King model), currently building Blood DK and Frost DK now, I decide to remake previous DK into frost DK since he's basically are frost based. Bye Lich King.

142469-albums6993-picture78058.jpg


Planned Project Objective revealed, check first page. Rather than battling creeps aimlessly, Deathwing will be once again descent as a final boss of the game!
 
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Level 14
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Progress: Done Blood DK so far, as the name implies I made his Q ability has a chance to recover 10% of his maximum health and 30% for his R special ability when used. Like in the actual DK Heart Strike in WoW, it also able to splash damage 2 nearby enemies.

Heart Strike
142469-albums6993-picture78097.jpg

Also found a base tauren model on my HD, so I reskin swap with armor and remove unnecessary animations and reducing unneeded keyframes to made the size low (got the model mesh reduced from 2,3mb (full animation) into 163kb). This will be used as the new tauren warrior class. (Current human warrior will be removed and will be changed into Human Paladin in future release as the actual model is actually a Paladin). Will geomerge him with an axe later.

New Tauren Warrior Class
142469-albums6993-picture78096.jpg
 
Level 6
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@chaosy: yep, thanks for the suggestion. which spec you guys prefer for tauren warrior? fury or protection? since the other race used for warrior is orc.

@gwap: fixed. hehe thanks for keep testing. :)

FURY SPEC in WOW

Focus more on dealing damage using abilities but has less defensive power on abilities. Abilities focus more on aoe like bladestorm

PROTECTION SPEC in WOW

Focus more on surviving on damage with some buff to allies but with less damage on abilities. Abilities focus more on single target.

In my opinion you need a fury spec since the paladin can do the role of protection spec..
 
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I'd say give the tauren a one handed sword/axe and a shield and you have a nice warrior tank^^, i mean tauren even have increased health in WoW if i'm not wrong, so... perfect tank
 
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thanks for the feedbacks guys. so there's 2 voted for furry and 1 for protection.

In my opinion you need a fury spec since the paladin can do the role of protection spec..
yep, I know that's why I divide warior into 2 spec: Furry and Protection. me personally would pick on orc as the furry spec one and tauren as a protection one (based off from his bulky looks and has racial traits that increase 5% max health like jopi said)
but I'm open for anyone suggestion since the game is played for everyone.

and the storyline is from cataclysm one since there'll be gigantic deathwing spawn and flying around the map after 1-2 hours of gameplay and activate cataclysm effect, which are will be implemented later in the future.
 
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just a small question: will you also be adding the third specialization to every class (later) ? for DK this would be Unholy, for Warrior : Weapons
 

Chaosy

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FURY SPEC in WOW

Focus more on dealing damage using abilities but has less defensive power on abilities. Abilities focus more on aoe like bladestorm

PROTECTION SPEC in WOW

Focus more on surviving on damage with some buff to allies but with less damage on abilities. Abilities focus more on single target.

In my opinion you need a fury spec since the paladin can do the role of protection spec..

well the warrior in WoW got 3 specs.

Arms
Fury
Protection

Arms uses one 2h weapon and focuses on high damage with his abilities.
Fury uses either two 1h weapons or two 2h weapons and focus almost entirerly on procs. He can for example only use certain abilities while enraged (x% proc change) he do quite a lot damage with only his basic attacks too. Unlike the arms spec.
protection: nothing special, a tank
 
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well I'll only go with 2 specs for now on. lol
unless I've still got alot of memory size for stuff to be added in the future.

btw, which one you would prefer for frost mage? gnome or human? They share same clothes that will be used as frost mage.
142469-albums6993-picture78143.jpg
 
Level 6
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wow! After a few month break this map sure was a nice surprise. I really appreciate what you are doing for the W3 community. As someone who's been playing since RoC and has spend hundreds if not thousands of hours on RPG's hope my review ill be appreciated. In the end what's important is what kind of map you want to make.

NOTE: I am describing the "supreme" RPG that I would like to play, taking points from all the other maps. My English is rusty but I hope you get it.


What makes an RPG great? For me it's the following 5 points, the more (and better implemented) the better it will be.In no particular order:


1)Feeling powerful. I don't want to play as a peasant, I want to be legendary, I need to feel like I have an impact on monsters.

How to do it: skills that have meaning and look nice. Every class needs to be suited for a particular role(s). If i'm a healer I must feel like everyone would be dead without me, if I'm a tank I must feel invincible... Upgrading skill visuals should help with this too. At lvl 1 your ring of fire looks weak, at lvl 3 it not only deals more dmg it looks more dangerous(and so on)


2)Progression. Power is nothing if you don't earn it. The black road 1.36 does it very nicely. I would like to see another RPG on the same level.

How to do it: The golden rule is that you have to earn everything.

a) at each lvl you can choose stats STR, INT or AGI. Can be used with others too, this makes the progression linear.

b) Basically each hero should have 6 active skills. You start with 3 and and build your way up. This will really make you feel cool after upgrading/getting a new one. Again, TBR is a great example of this.

c) Bosses.This is where the fun starts. More bosses the better. Each time you kill one you should be expecting something for your class. 10%-20% is probably the best drop rate for ordinary items with 5-10% being for the Epic loot.

d) Items. You need a lot of them. Basically your hero has 6 slots. To have the best experience you always should decide what you want to wear. This (with the stat and skill system) really helps to create a hero that's unique. Something like +5 STR does it in the begging, but in the end you need to feel strong with what you have.

3) Diversity. Doing the same thing over and over gets boring, to spice things up you need things to be different.

How to do it: Give more reasons to play and different monsters.

a)You have the normal monsters in the begging, these are the ones you click on to kill

b)Stronger monsters come in pairs and/or have a deadly attack (like fire storm that deals 50% of damage if you don't move out of the way) you can't afford to just A move on them.

c)Dungeons are packed with mobs, it's tough but you get dungeon points(example) so it's worth it.

d)different events that need to be triggered. Defend some guy for 5 minutes, kill a monster that has large movement speed and blink or a boss that randomly appears and you must chase him away...many possibilities.


e)crafting, being able to reforge items.


4) Team work

This is self explanatory. I need to feel important in a party. If a friend chooses a tank and I'm a healer/DPS than we must each adhere to that role. We both need to feel the difference when one gets stronger so the game is pleasurable for both.

5) Always having a reason to play. Just killing monsters is boring, killing monsters to get some items is cool. The more incentives in the game the better it will be. Killing a boss 10 times to get a skill makes it even sweeter when you're finally there. Farming for money for your upgrade/item/whatever make the whole boring experience worth it.

Damn, that was long. I just got really excited about playing your map and thought to share some ideas. I hope at least a few help you out. Wish you all the best with this project!
 
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there HAS to at least one gnome mage for sure ( and one gnome warlock )! ;)

also what i would like to add, and i know the map is in a early state and the skillsets are far from being balanced and finished, but when playing the test version i had the feeling that the most time while fighting i was waiting for cooldowns ... what is not good in my opinion. To me the fighting felt kind of slow, but reducing cooldowns only is not the best way in my opinion.

For example:
-you could make the neutal units abilities dodgeable with movement --> you will see the area a ability of a neutral unit will hit in ~2 seconds and you have the possibility to dodge it actively by moving out of this area, or not be hit with full power

- you could add casting time to spells instead of cooldown, just like in WoW, this is mainly interesting for mages, priests and other casters (there are some good systems for this on hive)

makeing fighting in general faster would also mean you have to make the neutrals stronger especially when playing not solo ( or do the neutrals become stronger when in multiplayer? i only played solo... )

This is only my opinion, just do what you think is right, its your map ^^
 
Level 14
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@robizeratul: thanks alot, that seems pretty much long useful feedback and suggestions for ORPG gameplay. love them! I will eventually imply them and made it as best as I can. haven't heard or tried the maps you mentioned there tho, but I'll try to see how it works. (no idea how to give +4 rep so I only able to give you +1)

@jopi: haha sure, beside final size reduction version of gnome female has like 100kb lower than human one, but human female one seems cooler than gnome, so I think it's better for people to decide about it. the idea is interesting, but currently some normal enemies abilities are a single target one, so it's unavoidable, perhaps in the future I would made some of them area instead. Casting time system is also something I would like to imply in the future and reducing cooldown like heal. (15 seconds of heal cooldown is quite long when you battling boss and you have to heal whole party) I'll consider your opinion, thanks for the gameplay feedbacks. :)
 
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Nah, why do you guys hate the Gnome just because it's ugly? Haha!
Just give her a chance. She might be a good Frost Mage, but we won't know if we won't let her. HAHAHA!
 
Level 14
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thanks for voting, glad alot of people participate to decide. gnome is decided for frost mage then, gonna attach staff and shoulders on her.

ps: gnome isn't ugly. >.<

@manoo: well, such feature aren't possible at the moment due to limited size of multiplayer, but still considerable depends on the how many size left. hehe
 
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I am sure you a few version will remain for you to add files... look at it! this map is not released yet and it reach below 5 mb!... (not to make comparison or offend this project) but the Dota takes nearly 5 years to reach the 8 mb...

I know this map is a total conversion thats why...

If you want to make this map survive for years it's better to use Custom.Mpq as early as possible..

Whether you will like it or not, you will reach the multiplayer map file size limit of 8.4 mb faster since this is a total conversion.. again "Heed My Warning"...
 
Level 14
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thanks for the size matter feedback. well it's normal if you seen WoW total conversion project has a big size (mostly that I've seen has tremendous size which even unable to be played by multiplayer and especially designed for single player)

I've tried to decrease size of every materials I used either from model mesh or textures and this size is so far the best I can get (some materials still possible to be in and out as the progress goes by), that's why I just can't add something with the size out of reach even after I reduce it. However, I do not plan to include custom .mpq and prefer to seen until how far the size keep below 8mb, if this project has reach beta and the size has ever reach 6mb, then I'll do something about it. hehe
 
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Current Changelog so far:
• Gameplay Update
- New quests
- Additional Abilities no longer share cooldown
- Remake over Original DK into Frost DK
- Remake over original Warrior into Protection Paladin
- New Class: Blood Dark Knight
- New Class: Frost Mage

• Visual Update
- Dropped item models no longer basic chest (intentionally Re-UVed and change each particle color to be similar)
WoW-HR-NewDroppedItemModels_zps0b4eed7f.jpg

- Some models slight edit and change attached weapon
WoW-HR-NewClassesandWeapons_zps8fe7373c.jpg

- Little revision on terrain

• On Progress:
- Combat Rogue
- Equipment system
 
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Hey, just dropping a message since I stumbled in here!
You're screenshots are gorgeus and you picked nice models.

I'ld like to see a final version of this game but I'll definitly try the current state now.
> How is it for just 2 people?

I bet a wow-equipment system won't be that easy, but I wish you success!
 
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Equipment system is very EASY, I made even harder one u can check it http://www.hiveworkshop.com/forums/lab-715/unfinished-project-unknown-rpg-246931/#post2472062. And I won't gona take much size for example for helmet like 30~kb, for armor skin 100kb, for shoulder 15kb and that's it all set like 150kb. With good optimization and smart resource using everything is possible. I recommend u to consider equipment system and check this map I posted, maybe it will give u few good ideas for rpg.
 
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Wow, this is an awesome project, also... I noticed you were using Arthas' voice for the Hero in the Alpha version, i may be out of date, but If you wanted custom Hero voices I would love to help with that :) Even if you don't though, this is an amazing project, Models, Terrain, and such is simply beautiful :) Please keep up the good work! +rep for your project :)
 
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@lockheart: hehe thanks for the compliments, actually I didn't do WoW equipment system this time but only equip system for temporary usage at least until the project reach beta.

@manoo: already played your project and the systems you did there are pretty sweet, I can see alot of effort you have putted on.
well, there's estimate 20 total mesh (10 classes (2 spec), 10 races (male and female)) so basically if we had 5 changeable texture with 100kb each for 20 different meshes it'll be already taking up like 10mb. unless the race difference usage reduced from 10 to 5 or made 10 playable classes instead of 20 (without spec) then it's probably still possible. beside coding something complex like texture swap on multiplayer map actually aren't my area of expretise. hehe

@gwap: worgen visually looks good but it has the biggest mesh size than other race after geomerged with shoulders and dual glaive. lol

@zzonehardy: thanks for the compliments, I prefer using standard wc3 for soundset at the moment since I don't want to increase size from soundset. hehe

@neo_sulf: I'm using black tile for those rocks texture, so basically those black rock aren't seperated texture but from tile for saving size purpose. would do something about it later.

had a problem with coding part atm, will back into visual stuff when it's done.
 
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@neo_sulf: I'm using black tile for those rocks texture, so basically those black rock aren't seperated texture but from tile for saving size purpose. would do something about it later.

How about the grass tile?.. but it is really unnatural to see a dark brown stone in a grass green area.. if it is on desert then that would be good..


Also the floating text... they stack up too much.. how about removing them after unselecting the unit?...

Also for me i don't like the selection... i need to write symphonyoflame just to select the hero!.. why just double click?.. how about for those players let say the keyboard button letter s don't work?.. so how is that he can't choose the mage?..

I say change the way you select the characters.. its not just it will take the player to write long words just to choose but also there will be keyboard problems..
 
Level 14
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the rocks actually is black and I think black is a natural color to bend with anything. (perhaps it's because of the setting of your brightness so it looked brown?)

and pick system is temporary. (at least until beta)
 
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As promised I played your map and now I want to share my thoughts while playing it.
I scribbled them down:

Starting phase:
1st impression was really nice, I like the loading picture and how it fits the wc style,
I sympathize with the picking system, the things they say, and the there used codesystem.
"SymphonyOfFlames"! ♥

Quests:
I accepted my first quest and I think your quest texts are a fine combination between fun and... well, quest.
I liked reading them.

However, found a tiny typo while accepting quests (lvl 5-15): "Some... stole my wine... I want you to show ... em' ..."
Suggestion: It would fit the wow-style more when the quest update was like: "1/5 killed" instead "1 killed". A counter is typical.

While game progresses I encountered an elite and I remembered good ol' wow days.
It was always a nice surprise.

Random stuff:
On 2nd playthrough I tested Bolvar Fordragon and I loved the animation of Victory Rush.
Also loved Thunder's Fury on him. HurrDurr.

Gezzarak the Huntress' curse was quite strong. A little too strong maybe.

I don't know why, but somehow the camera seems to be so narrow to me.
I always have the feeling of wanting to zoom out.

Bugs:
Trollhunting Quest (lvl 5-15) keeps saying: "2 Trolls has been slayed" over and over.
Suggestion: wouldn't "x/y Trolls have been slain" sound better?

Unfortunately I couldn't beat Krik'tir, Anub, or big ol' Dino solo... So that's it so far!
Hopefully you can make some use out of this. Your map was fun, but still needs improvement ofc.

Keep up the good work so far!
 
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@andreariona: Anyway I still recommend u to consider to make equipment system, it will skyrock your map popularity bellieve me :). About Race count, There's a way that one armor texture can be used for all your race models. Atleast add weapon changeing :).
 
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About those systems and stuff you guys are recommending, it's better to put those aside for now. I'm not saying that recommending is bad. It's a way of helping. Let's just support what the map currently has to offer and let andrea focus on improving those. He already said that some of the systems are temporary and he has plans on changing it after alpha/beta, so let's just be excited. :)
 
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@lockheart: haha thanks for review and thought, purple colored enemy normally aren't beatable solo so actually it isn't possible. lol
as for the quest bug has fixed, as well as new notification with x/y when kill creeps for quest that has made by hadeis.

@manoo: the truth is, my coding get rustier after a year break from wc3 and it's kinda complex for me to made fullscreen inventory system on multiplayer map. haha
and I guess you're right, just notice that it's only head mesh that has different UV, it's still possible if made the texture armor transparent on the head area so it's changeable on each races. and different attachment weapon will coming in the future. ^^

@gwap: haha right, I just like to see those feedbacks and opinion tho and made the thread alive to improve the project. and thanks for supporting the project. :D
 
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@andreariona Its not like it can only be done by full screen. It's so simple that can even be made in GUI by like 5 lines :D.

I even made one crappy GUI example. :)

  • Untitled Trigger 001
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • Destructible - Create a Summer Tree Wall at (Position of (Triggering unit)) facing (Random angle) with scale 1.00 and variation 0
      • Unit - Add War Club to (Triggering unit)
      • Unit - Order (Triggering unit) to Night Elf Mountain Giant - War Club (Last created destructible)
      • Unit - Remove War Club from (Triggering unit)
      • Destructible - Remove (Last created destructible)
So you only need to make small library of items. That's it :/
 
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