Creators
Tooblet: scripting/coding triggering, concepts, spellmaking, etc (anything but terrain and art really)
Glivee: terraining, artwork, icons, future homepage we'll have, learning and working on modelling aswell
Proggress: About 65% of map is done and ready for release.
Features (so far):
- 6 Different unique hero classes/roles. All with unique and custom abilities. (will probably be one or two more)
- Over hundreds of different items/loot, all with a unique attachments(looks) to make your character stick out.
- A full fledged RPG Camera system for that real "adventure" feel.
- A simple save and load system to save your characters progress for future games (obviously).
- Massive landscapes (forests, castles, dungeons and more) to explore and wander in.
- Dungeons with difficult and tactical Boss encounters kind of like Zelda meets World of Warcraft.
- Riddles, mysteries and enigmas EVERYWHERE, hidden secrets, plenty of eastereggs etc.
- An exciting "challenge" system for fun and hard challenges (sort of like minigames) to take on.
- Imported nice models and icons and all of that good stuff.
- Rarespawning creeps and over 70 different types of creeps/foes inhabiting the world.
- And ofcourse alot of neat little systems put in like a classic bag system/equipment system, scrolling combat text, recepies, casting bars,shared bounty, floating health/mana bars etc.
- A combo spell system for a more cooperative and fun combat gameplay (explained further down).
I'm currently working on some more features like Pets/companions and Mounts.
also alot of redoing old spells and systems, updating efficiency for a better gameplay.
You know, I could ramble on and just bore everyone to death with these features and stuff.
But I feel that's kind of where the bar is set for the ORPGs of Wc3 these days.
What we are really proud of however is the whole design and concept witch is also really basic and not that unique.
It's supposed to be really easy to learn but as you proggress, it will be really really difficult to master.
Also I try to make it so that there is great synergy between the hero classes, making everyone unique with the Combo spell system.
This is explained here:
The Combination spell system, how it works:
Every hero class in The Exiled ORPG has 4 different unique active spells available.
Three of theese spells are asigned with a "combination color".
What this means, is that when a spell is cast that has a Combo Color, it places a buff on the target that marks what combo colored spell the target was struck by.
There are 3 different colors: Red, Blue and Green.
Everytime a creep, boss or even hero is targeted by a Combo spell a counter starts for that color.
And when that counter reaches it's "combo limit" a bonus will happen.
So an example:
Player 2 with his Warlord targets and casts "For death and Glory" on the boss, dealing 40% of his HP in damage + 20. This spell is of the type "Combo spell type: Red"
The target gets a "Red combo" buff (it now has 1 red combo buff").
Player 5 then casts Mighty blow on the same boss, dealing damage and knocking it back a few yards, this spell is however of the type "Combo spell type: Blue".
so that means the target has 1 red and 1 blue buff and count.
Then 2 more players casts spells of the type Red on the boss. making the red counter reach 3, and KABOOM! - A bonus damaging AOE explosion hits the target and all his nearby friends.
So, the different combinations?
5 red = big aoe blast
5 blue = don't know yet
5 green = don't know yet
There May be a Yellow color, but I can't have all the spells be offensive and only targetable on enemy units so..
One thought is to have that on allies, and given when healed or buffed, making a bonus heal or something.
Feel free to make suggestions
You get the point, even though 4 spells are quite few for an rpg of this size, this system will give players a bit more intregued to coordinate their fights.
Atleast that's the idéa
Every hero class in The Exiled ORPG has 4 different unique active spells available.
Three of theese spells are asigned with a "combination color".
What this means, is that when a spell is cast that has a Combo Color, it places a buff on the target that marks what combo colored spell the target was struck by.
There are 3 different colors: Red, Blue and Green.
Everytime a creep, boss or even hero is targeted by a Combo spell a counter starts for that color.
And when that counter reaches it's "combo limit" a bonus will happen.
So an example:
Player 2 with his Warlord targets and casts "For death and Glory" on the boss, dealing 40% of his HP in damage + 20. This spell is of the type "Combo spell type: Red"
The target gets a "Red combo" buff (it now has 1 red combo buff").
Player 5 then casts Mighty blow on the same boss, dealing damage and knocking it back a few yards, this spell is however of the type "Combo spell type: Blue".
so that means the target has 1 red and 1 blue buff and count.
Then 2 more players casts spells of the type Red on the boss. making the red counter reach 3, and KABOOM! - A bonus damaging AOE explosion hits the target and all his nearby friends.
So, the different combinations?
5 red = big aoe blast
5 blue = don't know yet
5 green = don't know yet
There May be a Yellow color, but I can't have all the spells be offensive and only targetable on enemy units so..
One thought is to have that on allies, and given when healed or buffed, making a bonus heal or something.
Feel free to make suggestions
You get the point, even though 4 spells are quite few for an rpg of this size, this system will give players a bit more intregued to coordinate their fights.
Atleast that's the idéa
Before I even started planning I really wanted to know if a map like this would be anymore fun to play than say...
WoW or another well made wc3 ORPG.
Then I thought; scew it, noone has yet made the map I want to play, might aswell make it myself.
So I grabbed Glivee and we started this whole project about a year ago, knowing nothing about the World Editor.
It's a teamwork based map really. And not a grinding/farming session where you find yourself just hacking away at different creeps gaining level after level after level with no real end.
Instead you'll find it's fairly easy to level and progress (not too easy though), but once you reach levelcap,
then there is a whole lot of challenges and dungeons and stuff you might want to defeat.
We've kept the levels pretty low, and also the stats and such so you won't find yourself with 900 agility burning away 200 shots/minute.
The focus really lies on the Challenges you can accept and the Bossfights inside the dungeons.
Does anyone remember the old Molten Core map?
Well, it's kind of like that, except you can go outside of that Molten Core, and there's a whole world there with stuff to do, and other dungeons just like it.
As said earlier we knew nothing about making maps when we started this project.
So this has been a huge learning process, sort of learning as we go along making the map.
It has seen a whole lot of big changes and rewamps and remaking of all sorts of things and there will probably be alot more as we learn more.
So you will see a whole lot of imported systems and stuff you all here at thehelper has made (ofc there will be credits in the map)
Me myself just recently started picking up jass/vjass. so learning that has opened my eyes to making more advanced and efficient coding.
And Glivee is currently figuring out how to make attachment models, so that we can have more unique looking items (big part of the map obviously).
Lately we've been working really hard, cause we have had breaks for months here and there.
But now we really feel it's closing in, and that's why I'm posting this thread here.
To let all of you good ol' wc3 players and mappers know there's a new kid in town! ^^
Here's some pics (some ingame, some from editor view):
Any help, tips, suggestions, comments or even idéas are welcome.
I'll update this thread as progress continiues.
Glivee will make a small forum sometime around release. for people who are interested then, there will be tons of more info there.