- Joined
- Jan 27, 2007
- Messages
- 948
...:: World Of Warcraft RPG ::...
The map is an exact replic of the original World of Warcraft by Blizzard.
I will be working on this game for a very long time, but it will be finished, i promis it. You are avaiable to select your side, Alliance or Horde, Then you must select your race, and the last select your class.
It is a Multi-Player RPG game and it's divided on variety of maps, Azeroth, Outlands and instances, like The Black Temple, Karahazan, etc. You can save your currently character in determinated map and load it in another map. Also you can go to the Instances maps and kill the bosses.
PD: I saw Craka_J Work, and it's excelent, but as i know, it's a single player campaing.
...:: Races ::...
The Alliance
Human: Humans are a young race, and thus highly versatile, mastering the arts of combat, craftsmanship, and magic with stunning efficiency. The humans' valor and optimism have led them to build some of the world's greatest kingdoms. In this troubled era, after generations of conflict, humanity seeks to rekindle its former glory and forge a shining new future.
Night Elf: Ten thousand years ago, the night elves founded a vast empire, but their reckless use of primal magic brought them to ruin. In grief, they withdrew to the forests and remained isolated there until the return of their ancient enemy, the Burning Legion. With no other choice, the night elves emerged at last from their seclusion to fight for their place in the new world.
Dwarf: In ages past the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life... and an encahnted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of lost artifacts and ancient knowledge. Today dwarven archaelogists are scattered throughout the globe.
Gnome: Though small in sature, the gnomes of Khaz Modan have used their great intellect to secure a place in history. Indeed, their subterranean kingdom, Gnomeregan, was once marvel of steam-driven technology. Even so, due to a massive trogg invasion, the city was lost. Now its builders are vagabonds in the dwarven lands, aiding their allies as best as they can.
Draenei: Driven from their home world of Argus, the honorable draenei fled the burning legion for eons before finding a remote planet to settle on. They shared this world with the shamanistic orcs and named it Draenor. In time the Legion corrupted the orcs, who waged war nearly exterminated the peaceful draenei. A lucky few fled to Azeroth, where they now seek allies in their battle against the Burning Legion.
The Horde
Orc: The orc race originated on the planet Draenor. A peaceful people with shamanic beliefs, they were enslaved by the Burning Legion and forced into war with the humans of Azeroth. Although it took many years, the orcs finally escaped the demons' corruption and won their freedom. To this day they fight for honor in an alien world that hates and reviles them.
Troll: Once at home in the jungles of Stranglethorn Vale, the fierce trolls of the Darkspear tribe were pushed out by warring factions. Eventually the trolls befriended the orcish Horde, and Thrall, the orcs' young warchief, convinced the trolls to travel with him to Kalimdor. Though they cling to their shadowy heritage, the Darkspear trolls hold a place of honor in the Horde.
Tauren: Always the tauren strive to preserve the balance of nature and heed the will of their goddess, the Earth Mother. Recently attacked by murderous centaur, the tauren would have been wiped out, save for a chance encounter with the orcs, who helped defeat the interlopers. To honor this blood-debt, the tauren joined the Horde, solidifying the two races' friendship.
Undead: Free of the Lich King's grasp, the Forsaken seek to overthrow his rule. Led by the banshee Sylvanas, they hunger for vengeance against the Scourge. Humans, too, have become the enemy, relentless in their drive to purge all undead from the land. The Forsaken care little even for their allies; to them the Horde is merely a tool that may further their dark schemes.
Blood Elf: Long ago the exiled high elves founded Quel'Thalas, where they created a magical fount called the Sunwell. Though they were strengthened by its powers, they also grew increasingly dependent on them. Ages later the undead Scourge destroyed the Sunwell and most of the high elf population. Now called blood elves, these scattered refugees are rebuilding Quel'Thalas as they search for a new magic source to satisfy their painful addiction.
...:: Clases ::...
Warrior: Warriors train constantly and strive for perfection in armed combat. Though they come from all walks of life, they are united by their singular commitement to engage in glorious battle. Many warriors serve as mercenary soldiers, while others become adventurers and danger-seeking fortune hunters. A typical warrior is strong, tough and exceptionally violent.
Paladin: Paladins are champions who call upon the Light to heal wounds and combat evil. The draenei employed suck holy warriors for millennia begore arriving on Azeroth to find like-minded souls among the Alliance. Recently blood elves, too, began wilding paladin abilities. Yet these elves, having little in commo with their counterparts, must bend the Light to their will.
Mage: Magi are wizards of immense knowledge and skill. Theyir obvious physical frailty is deceptive, for they can call upon the cosmic energies of the Twisting Nether. Rarely do magi engage in melee combat. Instead, they prefer to attack from a distance, hurling powerful bolts of frost and flame at their unsuspecting enemies.
Rogue: Rogues are most successful when their deeds never come to light. Fond of poisons and silent projectile weapons, rogues rely on a blend of stealth and minor mysticism. Usually in the employ of rich nobles or local governments, the rogue redistrbutes wealth or eliminates designated targets. A rogue's allegiance lasts only as long as the latest contract.
Hunter: Hunters know the uncharted places of the world. Gifted with a deep empathy for all life, they have an uncanny knack for befriending wild animals and taming them as pets. In addition, hunters can use their finely honed senses to become master trackers. Wherever hunters go, they fight back the ravages of sickness, exploitation, and industrialization.
Druid: Druids live in a state of unparalleled union with nature. Tightly bound to the plant and animal kingdoms, they are natural shapeshifters, and so they know firsthand the abuse visited on their wild brethren. In consequence, despite their numbers, druids tend to be wary, reclusive, and difficult to spot. Few outsiders have plumbed the depths of their secrets.
Shaman: Shaman commune firectly with the elements. Their combination of wisdom and resilence makes them ideal as tribal advisors and leaders. In battle the shaman use totems and spells to manipulate the elements and provoke other fighters to untold heights of rage and might. Shaman exemplify the primal bond between the savage races and their environment.
Priest: Priests guide the spiritual destiny of their people. Through their unique insight into the mind, they are able to shape and individual's beliefs, whether to inspire or terrigy, soothe or dominate, heal or harm. Just as the heart can hold both darkness and light, priests wield powers of creation and devastation by channeling the potent forces underlying faith.
Warlock: Warlocks are the bane of all life. Empowered by demonic blood, they can inflict great torment upon their foes. To replenish the dreadful energy their spells expend, warlocks drain vitality from their victims. The warlock can also summon and control terrying demonic entities. Still, warlocks are feared above all else for their singular wickedness and cuelty.
PROGRESS AND NEWS
Terrain[||||||||||]
Azeorth is 90% done(northrend isn't done yet) Outlands is 0% done and instances are 8% done.
Spells[||||||||||]
I have made some basic skills and LightBloOD is finishing to make Priest spells.
Triggers[||||||||||]
Just some teleports and misc. triggers missing.
Units[||||||||||]
Northrend, kalimdor and north eastern kingdoms creeps and bosses are missing
Models[||||||||||]
Models are almost all, i have removed the idea of custom wow models, due to extremly time demoration. I have used all models with already wc3 models and some imported models.
Quests[||||||||||]
None done yet.
Items[||||||||||]
All items have been done but armors, jewlery and misc items(like potions, quest items etc...).
NEED HELP WITH:
TERRAIN(Outlands and instances(all of them,except onyxia lair and black temple), remember they must be like wow, as exact as posible)
Staff
Productor & Director:
LightSkin
Terrainers:
DungeonM!
paladinprime
Alpha Testers:
gavdaman88
Mitymows
Mr.100
Oziris
Death Bringer2
IamtheRper
diablothun
Hiude
Don-Para-
Yoafu
Nurga
SCREENIES
View attachment 38649 View attachment 38651 View attachment 38650
ExtraScreen:
--UPDATING--
Please Wait...
The map is an exact replic of the original World of Warcraft by Blizzard.
I will be working on this game for a very long time, but it will be finished, i promis it. You are avaiable to select your side, Alliance or Horde, Then you must select your race, and the last select your class.
It is a Multi-Player RPG game and it's divided on variety of maps, Azeroth, Outlands and instances, like The Black Temple, Karahazan, etc. You can save your currently character in determinated map and load it in another map. Also you can go to the Instances maps and kill the bosses.
PD: I saw Craka_J Work, and it's excelent, but as i know, it's a single player campaing.
...:: Races ::...
The Alliance
Human: Humans are a young race, and thus highly versatile, mastering the arts of combat, craftsmanship, and magic with stunning efficiency. The humans' valor and optimism have led them to build some of the world's greatest kingdoms. In this troubled era, after generations of conflict, humanity seeks to rekindle its former glory and forge a shining new future.
Night Elf: Ten thousand years ago, the night elves founded a vast empire, but their reckless use of primal magic brought them to ruin. In grief, they withdrew to the forests and remained isolated there until the return of their ancient enemy, the Burning Legion. With no other choice, the night elves emerged at last from their seclusion to fight for their place in the new world.
Dwarf: In ages past the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life... and an encahnted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of lost artifacts and ancient knowledge. Today dwarven archaelogists are scattered throughout the globe.
Gnome: Though small in sature, the gnomes of Khaz Modan have used their great intellect to secure a place in history. Indeed, their subterranean kingdom, Gnomeregan, was once marvel of steam-driven technology. Even so, due to a massive trogg invasion, the city was lost. Now its builders are vagabonds in the dwarven lands, aiding their allies as best as they can.
Draenei: Driven from their home world of Argus, the honorable draenei fled the burning legion for eons before finding a remote planet to settle on. They shared this world with the shamanistic orcs and named it Draenor. In time the Legion corrupted the orcs, who waged war nearly exterminated the peaceful draenei. A lucky few fled to Azeroth, where they now seek allies in their battle against the Burning Legion.
The Horde
Orc: The orc race originated on the planet Draenor. A peaceful people with shamanic beliefs, they were enslaved by the Burning Legion and forced into war with the humans of Azeroth. Although it took many years, the orcs finally escaped the demons' corruption and won their freedom. To this day they fight for honor in an alien world that hates and reviles them.
Troll: Once at home in the jungles of Stranglethorn Vale, the fierce trolls of the Darkspear tribe were pushed out by warring factions. Eventually the trolls befriended the orcish Horde, and Thrall, the orcs' young warchief, convinced the trolls to travel with him to Kalimdor. Though they cling to their shadowy heritage, the Darkspear trolls hold a place of honor in the Horde.
Tauren: Always the tauren strive to preserve the balance of nature and heed the will of their goddess, the Earth Mother. Recently attacked by murderous centaur, the tauren would have been wiped out, save for a chance encounter with the orcs, who helped defeat the interlopers. To honor this blood-debt, the tauren joined the Horde, solidifying the two races' friendship.
Undead: Free of the Lich King's grasp, the Forsaken seek to overthrow his rule. Led by the banshee Sylvanas, they hunger for vengeance against the Scourge. Humans, too, have become the enemy, relentless in their drive to purge all undead from the land. The Forsaken care little even for their allies; to them the Horde is merely a tool that may further their dark schemes.
Blood Elf: Long ago the exiled high elves founded Quel'Thalas, where they created a magical fount called the Sunwell. Though they were strengthened by its powers, they also grew increasingly dependent on them. Ages later the undead Scourge destroyed the Sunwell and most of the high elf population. Now called blood elves, these scattered refugees are rebuilding Quel'Thalas as they search for a new magic source to satisfy their painful addiction.
...:: Clases ::...
Warrior: Warriors train constantly and strive for perfection in armed combat. Though they come from all walks of life, they are united by their singular commitement to engage in glorious battle. Many warriors serve as mercenary soldiers, while others become adventurers and danger-seeking fortune hunters. A typical warrior is strong, tough and exceptionally violent.
Paladin: Paladins are champions who call upon the Light to heal wounds and combat evil. The draenei employed suck holy warriors for millennia begore arriving on Azeroth to find like-minded souls among the Alliance. Recently blood elves, too, began wilding paladin abilities. Yet these elves, having little in commo with their counterparts, must bend the Light to their will.
Mage: Magi are wizards of immense knowledge and skill. Theyir obvious physical frailty is deceptive, for they can call upon the cosmic energies of the Twisting Nether. Rarely do magi engage in melee combat. Instead, they prefer to attack from a distance, hurling powerful bolts of frost and flame at their unsuspecting enemies.
Rogue: Rogues are most successful when their deeds never come to light. Fond of poisons and silent projectile weapons, rogues rely on a blend of stealth and minor mysticism. Usually in the employ of rich nobles or local governments, the rogue redistrbutes wealth or eliminates designated targets. A rogue's allegiance lasts only as long as the latest contract.
Hunter: Hunters know the uncharted places of the world. Gifted with a deep empathy for all life, they have an uncanny knack for befriending wild animals and taming them as pets. In addition, hunters can use their finely honed senses to become master trackers. Wherever hunters go, they fight back the ravages of sickness, exploitation, and industrialization.
Druid: Druids live in a state of unparalleled union with nature. Tightly bound to the plant and animal kingdoms, they are natural shapeshifters, and so they know firsthand the abuse visited on their wild brethren. In consequence, despite their numbers, druids tend to be wary, reclusive, and difficult to spot. Few outsiders have plumbed the depths of their secrets.
Shaman: Shaman commune firectly with the elements. Their combination of wisdom and resilence makes them ideal as tribal advisors and leaders. In battle the shaman use totems and spells to manipulate the elements and provoke other fighters to untold heights of rage and might. Shaman exemplify the primal bond between the savage races and their environment.
Priest: Priests guide the spiritual destiny of their people. Through their unique insight into the mind, they are able to shape and individual's beliefs, whether to inspire or terrigy, soothe or dominate, heal or harm. Just as the heart can hold both darkness and light, priests wield powers of creation and devastation by channeling the potent forces underlying faith.
Warlock: Warlocks are the bane of all life. Empowered by demonic blood, they can inflict great torment upon their foes. To replenish the dreadful energy their spells expend, warlocks drain vitality from their victims. The warlock can also summon and control terrying demonic entities. Still, warlocks are feared above all else for their singular wickedness and cuelty.
PROGRESS AND NEWS
Terrain[||||||||||]
Azeorth is 90% done(northrend isn't done yet) Outlands is 0% done and instances are 8% done.
Spells[||||||||||]
I have made some basic skills and LightBloOD is finishing to make Priest spells.
Triggers[||||||||||]
Just some teleports and misc. triggers missing.
Units[||||||||||]
Northrend, kalimdor and north eastern kingdoms creeps and bosses are missing
Models[||||||||||]
Models are almost all, i have removed the idea of custom wow models, due to extremly time demoration. I have used all models with already wc3 models and some imported models.
Quests[||||||||||]
None done yet.
Items[||||||||||]
All items have been done but armors, jewlery and misc items(like potions, quest items etc...).
NEED HELP WITH:
TERRAIN(Outlands and instances(all of them,except onyxia lair and black temple), remember they must be like wow, as exact as posible)
Staff
Productor & Director:
LightSkin
Terrainers:
DungeonM!
paladinprime
Alpha Testers:
gavdaman88
Mitymows
Mr.100
Oziris
Death Bringer2
IamtheRper
diablothun
Hiude
Don-Para-
Yoafu
Nurga
SCREENIES
View attachment 38649 View attachment 38651 View attachment 38650
ExtraScreen:
--UPDATING--
Please Wait...
Last edited: