C
Crosus
Guest
I've been rolling this idea around in my mind for a few months, and now I've decided to see if there would be any interest among the community for it. The project I am proposing would be rather formidible. So please, read on and tell me what you think of the idea.
Concept:
Build an RPG on a massive scale for Warcraft 3: TFT
The RPG will span multiple max size maps. If interest is shown, custom models, interface art, and complex spells will be utilized.
Players will be able to level up a hero to a very large level cap (say 50 or 60). The XP table will be modified so that leveling will be more on the scale of a traditional RPG and will allow for long lasting entertainment value.
How:
Players can traverse between maps using a single character savecode that will be valid in each map that is part of the project.
Each map will represent a different area of the rpg's world, and will share a single set of data for items, spells, and heroes. The game experience will be the same, but it will be as if you traversing into new lands with your hero as you progress to max level.
Zones / Quests:
Each zone map will be custom terrained to fit the theme of its area. Custom creeps unique to each zone will be present at unique difficulty levels.
Some possibilities are:
1. Zones are tuned to cater to specific hero level ranges, i.e. 25-35, any player below this level will proably be dying a lot without help.
-or-
2. Zones might have areas for different level ranges within them. For instance a player might journey to a swamp at level 15, but their level 50 friend can also join in, and go to a much higher level section of the map with tougher enemies and better loot. (I prefer this idea better myself)
Each zone will also have scripted story line events that may follow a single, linear story line. Progressing in the story would be optional (and possibly repeatable, if you just wished to load up an earlier zone and re-experience it)
In addition, there would be multiple optional side quests that are completely independent of the story at large and service to merely tell the tales of a particular zone.
Heroes:
I would like to have maybe 6-9 unique and well designed class choices for players, with a larger than average amount of spells and abilities (6+), perhaps even the ability to choose or specialize in certain ones.
Some heroes might have the option of controlling a pet in addition that can be saved/loaded with a separate pet code.
A possibility:
I like the idea of hero classes being divided into factions of a sort, with "Good", "Neutral", and "Evil". Each faction will have their own towns, and "Good" towns would be hostile to "evil" players and vice versa. (Separate story for good and evil would be neat, but sounds like too much work in addition to what is already immense, so that would have to be somewhat neutral)
Items:
A very large variety of items would have to be included, and standard in each map. Some items may be unique to quests or certain bosses found only on certain zone maps (but because of the universal item data, can be used in any project zone).
Also a crafting system with recipes. (Unique set of crafted items for each level range, 1-10, 11-20, etc. all the way to max)
Equipping an item might have requirements, such as level or class, or already having one. Players could equip like for instance,
1 Weapon (Sword, Staff, Wand etc.)
2 Accessories (Shield, magic amulet)
2 Items of Clothing
The last slot would be a backpack for common items and consumables.
PvP:
The project is already designed to be modular with maps so it wouldn't be hard to make PvP based maps where the player can utilize their hero.
Certain restrictions might have to be placed on levels and powerful items, however.
Possibilities:
1. Level range restricted
End-game play (max level):
1.It would be really interesting to have particularly tough bosses tuned for groups at max level, dropping more powerful items perhaps.
2.Lots of secrets to explore!
3.Uhh, okay I need more ideas
Closing Notes:
I have had experience in the past with world editor and made some decent enough maps, however I am far from an expert. My delvings into jass are minimal at best (although I really should learn, it doesn't seem that hard). I'm no modeller or artist, either.
This project would need:
Zone designers (terrain and feel)
Quest/Story writers
Creep / Item designers and balancing
Spell design / scripting (in jass)
Modellers / Icon artists
If you need to contact me:
AIM: EJtoastman
E-mail: 7thnation AT gmail
Battlenet: Vibrator on US-WEST (dont ask)
Feedback/ideas greatly appreciated. This took like 2 hours to write up!
Concept:
Build an RPG on a massive scale for Warcraft 3: TFT
The RPG will span multiple max size maps. If interest is shown, custom models, interface art, and complex spells will be utilized.
Players will be able to level up a hero to a very large level cap (say 50 or 60). The XP table will be modified so that leveling will be more on the scale of a traditional RPG and will allow for long lasting entertainment value.
How:
Players can traverse between maps using a single character savecode that will be valid in each map that is part of the project.
Each map will represent a different area of the rpg's world, and will share a single set of data for items, spells, and heroes. The game experience will be the same, but it will be as if you traversing into new lands with your hero as you progress to max level.
Zones / Quests:
Each zone map will be custom terrained to fit the theme of its area. Custom creeps unique to each zone will be present at unique difficulty levels.
Some possibilities are:
1. Zones are tuned to cater to specific hero level ranges, i.e. 25-35, any player below this level will proably be dying a lot without help.
-or-
2. Zones might have areas for different level ranges within them. For instance a player might journey to a swamp at level 15, but their level 50 friend can also join in, and go to a much higher level section of the map with tougher enemies and better loot. (I prefer this idea better myself)
Each zone will also have scripted story line events that may follow a single, linear story line. Progressing in the story would be optional (and possibly repeatable, if you just wished to load up an earlier zone and re-experience it)
In addition, there would be multiple optional side quests that are completely independent of the story at large and service to merely tell the tales of a particular zone.
Heroes:
I would like to have maybe 6-9 unique and well designed class choices for players, with a larger than average amount of spells and abilities (6+), perhaps even the ability to choose or specialize in certain ones.
Some heroes might have the option of controlling a pet in addition that can be saved/loaded with a separate pet code.
A possibility:
I like the idea of hero classes being divided into factions of a sort, with "Good", "Neutral", and "Evil". Each faction will have their own towns, and "Good" towns would be hostile to "evil" players and vice versa. (Separate story for good and evil would be neat, but sounds like too much work in addition to what is already immense, so that would have to be somewhat neutral)
Items:
A very large variety of items would have to be included, and standard in each map. Some items may be unique to quests or certain bosses found only on certain zone maps (but because of the universal item data, can be used in any project zone).
Also a crafting system with recipes. (Unique set of crafted items for each level range, 1-10, 11-20, etc. all the way to max)
Equipping an item might have requirements, such as level or class, or already having one. Players could equip like for instance,
1 Weapon (Sword, Staff, Wand etc.)
2 Accessories (Shield, magic amulet)
2 Items of Clothing
The last slot would be a backpack for common items and consumables.
PvP:
The project is already designed to be modular with maps so it wouldn't be hard to make PvP based maps where the player can utilize their hero.
Certain restrictions might have to be placed on levels and powerful items, however.
Possibilities:
1. Level range restricted
End-game play (max level):
1.It would be really interesting to have particularly tough bosses tuned for groups at max level, dropping more powerful items perhaps.
2.Lots of secrets to explore!
3.Uhh, okay I need more ideas
Closing Notes:
I have had experience in the past with world editor and made some decent enough maps, however I am far from an expert. My delvings into jass are minimal at best (although I really should learn, it doesn't seem that hard). I'm no modeller or artist, either.
This project would need:
Zone designers (terrain and feel)
Quest/Story writers
Creep / Item designers and balancing
Spell design / scripting (in jass)
Modellers / Icon artists
If you need to contact me:
AIM: EJtoastman
E-mail: 7thnation AT gmail
Battlenet: Vibrator on US-WEST (dont ask)
Feedback/ideas greatly appreciated. This took like 2 hours to write up!