GooS
Azrael
- Reaction score
- 154
As the shiftings of sand alter the very earth, so can the action of one alter
the very existence of its kin.
I've not begun working on this map as before anything I want to hear opinions about it,
is it a project worth doing? Vote in the poll and post if you want to clarify.
Also, this is not something I came up with just now, I've been thinking and wanting to do this for a long time.
Also remember, spoilers are there for a reason beyond shortening the
box, there is spoiling information within them.
Type: Campaign
Goal Playtime: 8h
Goal Difficulty: Extremely Hard
Target Audience: Lore Buffs with a Gameplay plus
As said the target audience I seek are lore buffs, not "it has to be correct to the
second in history" people, but people who actually pay attention to lore, storyline etc.
The greatest con with this would be that I'm skipping and adding a big part in story, the Scepter of
Shifting Sands reforming will not be a mission or a chapter. I will add in the end of the
first chapter that Shiromar picks up the broken pieces of the scepter, and in the third chapter
she will take them to Anachronos and beg him for the reforming. The reason being that I dont want
to waste a complete chapter on the reforming as it happens in World of Warcraft.
For thoose who don't know it is one of the longest and, at its time, hardest Quest chains in
World of Warcraft which would would require such a massive amount of missions taking you around
the world that it could become a campaign itself.
The storyline is based of Micky Neilson's short story of the Ahn'Qiraj events with lots of stuff
added and refined, as just the story wouldn't make it as grand as I want it.
In all parts you will be playing mainly as Night Elf, but with assistance from other races
aswell.
Additionally before I go closer into what will be included in the map, if anyone finds any flaws
or completely outrageous errors in lore, please let me know as I want to keep it as accurate as possible.
Also, you will not be building anything, or training any units in this campaign, atleast not the old fashioned way.
The Campaign
Missions are rated in the difficulty I want them like this: IIIII
From 1-5, normal - extreme
Code:
Part I - Closing the Veil
(The part that's mostly based of the Micky Neilson story, the War in which the Gates of
Ahn'Qiraj were sealed by Anachronos and Fandral.)
Cinematic - Sands Fury
Mission I - The Growing Evil [COLOR="Red"]II[/COLOR]
Location: Silithus
The Night Elf commander Fandral and his liutenant Shiromar stand upon the recently
discovered Gates of Ahn'Qiraj the great and ancient silithid home.
With an army behind them they await the innevitable skittering and shrilling
creatures to reveal themselves and the war to begin.
Mission II - Bloodied Dunes [COLOR="Red"]III[/COLOR]
Location: Silithus
As the battle continues wave after wave of Quiraji smash against the elven army,
swarming around them, relentless and merciless. But still some have gotten past
their line, news has reached Fandral about attacks upon Southwind Village and
against his fathers wishes, Valstann has taken a small group to hold it.
Mission III - Retreat and Regroup [COLOR="Red"]I[/COLOR]
Location: Silithus, Un'Goro
Valstann is nowhere to be seen, Fandral is distant in combat; awaiting his sons
return. the Qiraji has seemed unstoppable, but today something is happening
that could break the everlasting tide, the swarms have stopped and are awaiting
something, or someone.
Mission IV - Seeking the Timeless [COLOR="Red"]IIII[/COLOR]
Location: Tanaris
The devastated Fandral has ordered us to fall back even further, through the desert of Tanaris
towards the Caverns of Time, it would seem as though he once again will plea for the
aid of the Bronze Dragonflight. Hopefully they will not be as ignorant of the threat as
last time, no they can't ignore us, not when the silithid are charging into their home.
Mission V - Sleeping Tight [COLOR="Red"]IIIII[/COLOR]
Location: Silithus
The Dragonflights have agreed to aid us in our effort, we will crush the Qiraji
into and within their own home. Yet our lines are faltering and even if we should succeed
it will not put Fandrals mind at ease.
Cinematic - Even Time will Forget
Part II - Awakening of the Dunes
(A reformed version of the War Effort in WoW)
Mission I - What once was [COLOR="Red"]III[/COLOR]
Location: Feralas, Thousand Needles
A thousand years after the War of the Shifting Sands, its memory no longer rests
on many minds. But the sand has once again come alive and its minions hungers more
than ever. It started with the appearances of insectlike creatures in the southern
Barrens, but the threat has far outgrown the curiosities of lone researchers.
Mission II - Audience [COLOR="Red"]III[/COLOR]
Location: Ashenvale, Darkshore, Teldrassil
The Horde still mocks us, they are to dim to see the reality, if they can
not see the coming cataclysm they might even deserve it. But we must keep
out pace, in the first war Fandral was the leading commander, we must
make our way to Darnassus and seek him out, although our hopes are not high
after what he went through that time.
Mission III - Seeking Guidance [COLOR="Red"] IIII[/COLOR]
Location: Felwood, Winterspring
The Humans and Dwarfs have agreed on aiding us and are comming in from the
east, with them our ranks are growing, but we must find a way to support our
troops with the needs of war, weapons, armor and vast amounts of morale,
for it is not a minor battle we've engaged in, it is the survival of us all.
Mission IV - Making our Way [COLOR="Red"]IIIII[/COLOR]
Location: Thousand Needles, Shimmering Flats, Tanaris
Armaments are prepared, now only our long journey awaits. We must travel through the
Thousand Needles and rendevouz with the human and dwarven forces landing by Steamwheedle Port.
As we've settled the forces we will make our way towards Silithus through Un'Goro,
hopefully it will not be to late.
Cinematic - To Death or Glory
Part III - Breaking the Veil
(Can be seen as the raid in WoW)
Mission I - Under a Single Banner [COLOR="Red"]IIII[/COLOR]
Location: Silithus
Shiromar stares vacantly upon a familiar sight, so many died yet the dune has no memory,
what happened here a thousand years ago is of no matter, what happens now will
echo in eternity. The shrills and whirring of the Qiraji once again fills her head and the
shrieking sounds from the dark caverns form the memorable words; Rajaxx, Rajaxx....
Mission II - Breaking Through [COLOR="Red"]IIIII[/COLOR]
Location: Ruins of Ahn'Qiraj
The gates have been open for hours, yet there's been no sight of anything other than minor
silithid and some wasplike creatures. What are the beasts scheming, to voices chanting out the
name Rajaxx can still be heard distantly through the sand storm, we must enter the city, even though
it might be the tomb of us all.
Mission III - What None had Forseen [COLOR="Red"]IIII[/COLOR]
Location: Temple of Ahn'Qiraj
With the fall of Rajaxx and Ossirian our troops are nearing depletion, yet the legs of the
Qiraji seem to never lose pace. Even so we still have not even seen what the Qiraji have to
offer, for who knows what awaits us within these deep temples.
Mission IV - May the Old Ones Fall [COLOR="Red"]IIIII[/COLOR]
Location: Temple of Ahn'Qiraj
"For many thousands of years the Qiraji worked feverishly to build a force capable of laying
waste to the world that would betray their god. The great fortress city of Ahn'Qiraj was
created to house their growing armies and prepare for the coming of C'Thun."
C'Thun, one of the dread elders, how can we stand against such a beast, but there is no
way other than forward from here on, may Elune guide us and the souls of our fallen.
Cinematic - Tear of the Old God
Heroes
Heroes will not be leveled through the campaign, I will, after debate, make it so that they gains abilities
through events that are forced and since they wont be leveled great artifacts will boost the heroes stats
so that one still feel the power grow.
Code:
Fandral Staghelm - Guardian of the Grove (Chapter I, NPC - Chapter II)
Ferocity
Fandral has chance on hit to go into a ferocious rage, increasing attackspeed
by 35% and damage by 50% for 5 seconds. Each second that pass will reduce
the damage increment by 10%.
Warcry
Fandral lets out a furious warcry, boosting the morale of nearby units.
Increases damage and attackspeed by 20% for 15 seconds.
Impale
A swift single target strike that impales the target, striking it and if any
the unit directly behind it for 200% damage, if Fandral is affected by Ferocity
the strike is sure to be a critical strike and will stun the initial target for 3 seconds.
Guardian of the Grove
Fandral awakens the roots of the trees to guard nearby units, making them
highly resistant to physical attacks for 10 seconds or until Fandral stops channeling.
While units are affected by this spell they have a 10% damage return.
Shiromar - Priestess of Elune (Chapters I, II and the first mission of III)
Grace of Elune
Ysera's Nightmare
Sends the targeted unit out of phase with the real world and into the emerald nightmare.
While in the nightmare the unit takes 5% of current health every 1 second. Lasts for 10
seconds on minor units and 2 seconds on greater ones, also takes less damage to greater units.
Blinding Light
Guided Blade
Shiromar - Scarab Lord (Chapter III mission II, III, IV)
Grace of Elune
Ysera's Nightmare
Blinding Light
Guided Blade
Lenea - Druid of the Moon (Shiromar's Lieutenant, Chapter III)
Infusion
Infuse the target with moonlights grace, giving it a great mana regeneration
and giving it a chance to bless their attack with the strength of the moon for
10 seconds.
Starlight
Engulfs the targeted area in a great light, increasing all friendly units within the
areas health regeneration greatly. Also blinds enemy units within the area, reducing
their chance to hit by 30%.
Moonkin Form
Take the form of an elder owlbeast, granting you several healing abilities but reduces
your movement and attackspeed greatly. Lasts until canceled.
Eclipse
Puts all units in the targeted area under an ecplise, reducing their chance to hit by 80%
and silencing them for 6 seconds.
Valstann Staghelm - Nightfall Warrior (Chapter I)
Rend
Gouge
Earthbound Glaives
Strike of the Ancients
Merithra - Of the Dream (Chapter III)
Boundless Dreams
Tireless Fangs
Emerald Gaze
The Dreamers Awake
Arygos - The Insightful (Chapter III)
Hightened Senses
Arcane Intrusion
Mind Break
Calling of the Azure
Caelstrasz - The Lifegiver (Chapter III)
Living Flames
Caelstrasz blazes a targeted area with flames, taking X damage every second
on enemy targets and healing friendly targets for double. Also has a chance to ressurect
minor friendly units. Lasts 5 seconds.
Apolyptic Tear
A tear of grace, increasing the targeted units armor and health regeneration greatly for
10 seconds. If also under the effect of Living Flames the effects of this spell will be greater.
Infernal Wall
Deploying several living flames around him, Caelstrasz creates an inpenetrable wall.
The flames will attack nearby enemy units but Caelstrasz cannot move during the full
duration of the spell. Lasts 6 seconds.
Fury of the Dawn
Caelstrasz calls down the fury of the red dragonflight, summoning several red dragons
to his aid, the dragons last until slain.
Anachronos - Heir of the Timeless (NPC - Chapter III)
Timeless Prison
Units
Night Elf
Silithid
The lackeys of the great Qiraji, these mindless insectoid themself pose no threat.
But through the will of C'thun and his creation the Qiraji they are the gears of
the everlasting warmachine of Ahn'Qiraj.
Qiraji
Blessed thousands of years ago by the Old God C'thun, they are the elite of the Silithid swarms,
given sapient form, consciousness, purpose and the power to hold the empire within the grip of their
creator. Awaiting the day they can take vengeance upon the world that would harm their god if
only given the chance.
Human
After heavy tremblings in the society of great Stormwind, the Humans have finally started to rest easy.
But even so the need of their assistance has called for their arms once more, with hundreds of strong they
have but no choice to heed this calling and fight again for the survival of all.
Dwarven
Since the fall of Ragnaros and the Dark Iron Dwarves the Ironforge honor their alliance
by reinforcing the Kaldorei defensive lines.
Other
Code:
[B]Name: Sentinel Defender[/B]
Health: 670
Mana: 210
Armor: 5
Damage: 41-82 Melee
Attackspeed: Normal
Special: Deflection, the defender has a 30% chance to deflect 50 damage from an incoming attack.
Battle Stance, the defender moves from its current stance into a battle stance, increasing
damage and attackspeed but removing the possibility of deflection and reduces armor by 4.
Taunt, the defender tounts nearby units, increasing the possibility that they will focus
their attacks on him.
Equipment:
Kaldorei Battleplate -> Kaldorei Regalia
+Armor and Health
Darnassian Armaments -> Mithril Armaments -> Arcanite Armaments
+Damage and Attackspeed
[B]Name: Sentinel Ranger[/B]
Health: 420
Mana: 120
Armor: 1
Damage: 62-67 Ranged
Attackspeed: Fast
Special: Focus, increases the rangers damage by 20 when used, costs 30 mana per shot.
Equipment:
Kaldorei Leathers -> Kaldorei Field Chains
+Armor and Attackspeed
Recurve Bows -> Longbows -> Outrider Bows
+Range and Damage
[B]Name: Glaive Thrower[/B]
Health: 1100
Mana: 0
Armor: 0
Damage: 0 (No passive attack)
Attackspeed: N/A
Special: Fires a glaive that damages all enemy units in a line in front of it for 410.
Needs to be stationed in order to attack, 10 second cooldown.
Equipment:
Plated Hulls
+Armor
Truesilver Glaives
+40 Damage to special attack
Supply Beacon
The Glaive Thrower serves as a supply beacon for nearby troops, increasing their
attackspeed by 10% and armor by 2.
[B]Name: Starseeker Ley Walker[/B]
Health: 310
Mana: 930
Armor: 0
Damage: 23-35 Ranged
Attackspeed: Normal
Special: Arcane Spirit, the Ley Walker has a chance when casting a spell to summon a
stationary arcane spirit. The spirit grants a mana regerative aura and after
5 seconds the spirit will implode releasing its power, damaging all nearby enemy units
for 150.
Magic Missile, a single target missile of power from nearby ley lines that does
240 damage and dazes the target for 5 seconds.
Soul Lance, the Ley Walker releases part of its own life force in order to fire
of a powerfull lance of energy, the lance will travel until impact with an enemy unit
and then explode causing 330 damage to all units within 200 range. Lance will travel maximum
of 1700 range.
Equipment:
Wowen Tunics -> Mageweave Robes -> Netherweave Drapes
+mana and mana regeneration
Jade Tipped Staves -> Sapphire Head Staves -> Dawnstone Staves
+Damage to abilities
[B]Name: Assault Ballistae[/B]
Health: 700
Mana: 0
Armor: 2
Damage: 0 (No passive attack)
Attackspeed: N/A
Special: Fires a glaive that damages all enemy units in a line in front of it for 350.
8 second cooldown
Equipment:
Plated Hulls
+Armor
Truesilver Glaives
+40 Damage to special attack
Spiked Hulls
Adds some damage return to melee attackers
[B]Name: Fey Spirit[/B]
Health: 180
Mana: 1350
Armor: 2
Damage: 3-6 Ranged
Attackspeed: Very Fast
Special: Energy Burst, increases the attackspeed of the Fey Spirit greatly, also adding
+5 bonus damage for 6 seconds. While in energy burst the Fey Drake cannot cast
Mana Scales.
Mana Scales, the Fey Drake leaks his mana into his scales, mitigating all damage
taken to draw from his manapool instead.
[B]Name: Cenarion Outrider[/B]
Health: 550
Mana: 160
Armor: 3
Damage: 72-114 Melee
Attackspeed: Normal
Special: Lunar Beam, an intense beam of moonlight that burns into an enemy for 140 damage then
bounces into 2 additional target, taking 50% of the primary targets damage.
Equipment:
Kaldorei Leathers -> Kaldorei Field Chains
+Armor and Health
Darnassian Armaments -> Mithril Armaments -> Arcanite Armaments
+Damage and Attackspeed
Silithid
The lackeys of the great Qiraji, these mindless insectoid themself pose no threat.
But through the will of C'thun and his creation the Qiraji they are the gears of
the everlasting warmachine of Ahn'Qiraj.
Code:
[B]Name: Silithid Wasp[/B]
Health: 410
Mana: 0
Armor: 1
Damage: 29-49 Ranged
Attackspeed: Fast
Special:
Venomous Glands: The wasps attack is poisonous and will take additional damage over time.
[B]Name: Hive'Regal, Zora, Ashi Drone[/B]
Health: 510
Mana: 0
Armor: 4
Damage: 31-38 Melee
Attackspeed: Normal
Special:
The drones have a chance to inflict crushing blows, causing 150% damage and stuning the target for 1 second
[B]Name: Silithid Breeder[/B]
Health: 1630
Mana: 470
Armor: 7
Damage: 11-95 Melee
Attackspeed: Slow
Special:
In combat the breeder will lay eggs that if not destroyed will hatch into several silithid spawn
[B]Name: Silithid Devourer[/B]
Health: 1150
Mana: 0
Armor: 5
Damage: 72-81 Melee
Attackspeed: Normal
Special:
Has a high chance of sundering the target on hit, removing a high amount of armor.
[B]Name: Silithid Swarmer[/B]
Health: 110
Mana: 50
Armor: 0
Damage: 11-22 Melee
Attackspeed: Very Fast
Special:
The venomous swarmers have a stacking poison, effectively reducing the movement and attackspeed of the targeted unit.
Blessed thousands of years ago by the Old God C'thun, they are the elite of the Silithid swarms,
given sapient form, consciousness, purpose and the power to hold the empire within the grip of their
creator. Awaiting the day they can take vengeance upon the world that would harm their god if
only given the chance.
Code:
[B]Name: Qiraji Watcher[/B]
Health: 1450
Mana: 720
Armor: 7
Damage: 89-104Melee
Attackspeed: Fast
Special:
Ancient Carapace
Has a 50% magic resistance
Shadow Clutch
A powerful dark blow that strikes the target and nearby units for 120 damage.
After heavy tremblings in the society of great Stormwind, the Humans have finally started to rest easy.
But even so the need of their assistance has called for their arms once more, with hundreds of strong they
have but no choice to heed this calling and fight again for the survival of all.
Code:
Name: Stormwind Exemplar
The Exemplars are the ones holding together the lines of an army, charging with the front lines the support
and uphold morale throughout the battle.
Health: 1340
Mana: 180
Armor: 12
Damage: 31-67
Attackspeed: Normal
Special:
Staggering Shout, shout violently against oncomming enemies, reducing attack and movement
speed by 30% for 5 seconds.
Taunt, the Stoneguard tounts nearby units, increasing the possibility that they will focus
their attacks on him.
Equipment:
N/A
Since the fall of Ragnaros and the Dark Iron Dwarves the Ironforge honor their alliance
by reinforcing the Kaldorei defensive lines.
Code:
Name: Ironforge Stoneguard
Part of the great defense of Ironforge, the Stoneguards are stout strong warriors with high defensive
capabilities.
Health: 1340
Mana: 180
Armor: 12
Damage: 31-67
Attackspeed: Normal
Special:
Stone Form, the Dwarf turns his skin into stone for 10 seconds, increasing armor by 15 but
decreasing attackspeed by 50%.
Taunt, the Stoneguard tounts nearby units, increasing the possibility that they will focus
their attacks on him.
Equipment:
N/A
Code:
Check back later!
Gameplay description
This is roughly how intense I want most missions to keep gameplay difficulty up.
Mission V
Gameplay Explanation
You must hold the Qiraji forces at bay using Merithra, Arygos and
Caelstrasz while Anachronos channels his magic to create a barrier
around Ahn'Qiraj.
But Anachronos doesn't have power enough to do
this on his own, and just to keep his mana from degenerating to fast
you will have to use Priestesses to channel their mana into him and
when Fandral is not to busy fighting of Qiraji Burrowers and Wasps
he can channel his mana into Anachronos so that his mana degeneration
tips over to regeneration.
Might sound simple but I don't want it to be simple, I want the
multi-tasking to be intense. The three dragons holding the Qiraji
at bay are highly lethal, yet they can, if you don't handle them well,
easily die by the hands of the silithid swarm. You will have to keep
up buffs and summons, using high CD AoE spells when the timing is correct
simultaniously with handling the defense and channeling by Anachronos.
Added, I can say, the Qiraji do not spawn repeatedly in the same amounts.
They spawn within intervals in diffrent amounts, so yes you might be able to
take a breather, but the next wave could be devastating, keeping the players
on their toes.
New troops join the battle as time goes by and you can choose whether
to deploy them by Anachronos or the Front Line, Split them or move them
in between the points that needs support.
All this I'm gonna pack into a rough 15 minute gameplay, for no dull moments,
no rest, no break, just pure intensity.
Gameplay Explanation
You must hold the Qiraji forces at bay using Merithra, Arygos and
Caelstrasz while Anachronos channels his magic to create a barrier
around Ahn'Qiraj.
But Anachronos doesn't have power enough to do
this on his own, and just to keep his mana from degenerating to fast
you will have to use Priestesses to channel their mana into him and
when Fandral is not to busy fighting of Qiraji Burrowers and Wasps
he can channel his mana into Anachronos so that his mana degeneration
tips over to regeneration.
Might sound simple but I don't want it to be simple, I want the
multi-tasking to be intense. The three dragons holding the Qiraji
at bay are highly lethal, yet they can, if you don't handle them well,
easily die by the hands of the silithid swarm. You will have to keep
up buffs and summons, using high CD AoE spells when the timing is correct
simultaniously with handling the defense and channeling by Anachronos.
Added, I can say, the Qiraji do not spawn repeatedly in the same amounts.
They spawn within intervals in diffrent amounts, so yes you might be able to
take a breather, but the next wave could be devastating, keeping the players
on their toes.
New troops join the battle as time goes by and you can choose whether
to deploy them by Anachronos or the Front Line, Split them or move them
in between the points that needs support.
All this I'm gonna pack into a rough 15 minute gameplay, for no dull moments,
no rest, no break, just pure intensity.
Screenshots
Started on some rough terraining to see how silithid you could make it without imports, in the hive one there are custom models of the units.
Gates of Ahn'Qiraj in game view, about as close as you can get to the Ruins in the first mission.
Gates in Cinema will have roughly this angle.
A silithid Hive, as in Hive'Regal, Hive'Ashi and Hive'Zora
When assaulting one of the hives, as you will in the first mission, silithid will start pouring out of these babies, an underground passageway for the Qiraji.
Gates in Cinema will have roughly this angle.
A silithid Hive, as in Hive'Regal, Hive'Ashi and Hive'Zora
When assaulting one of the hives, as you will in the first mission, silithid will start pouring out of these babies, an underground passageway for the Qiraji.
Any and all feedback is welcome, please use the poll as statistics are a great boost.
//==GooS