Campaign Warcraft IV: The New Age - |Map of the Week #10|

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kingbdogz

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Another Warcraft 4 eh? seems very interesting and the story line is well thought out, ill be watching this! :thup::shades:
 

wc3shady

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@kingbdogz: heh, thanks, your project looks pretty good as well

UPDATE!

Check first post for updates
 

bradleo

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Post any new units that you will put it if there are any, or any new pics of maps.
Also, corpse explosion will have a pretty high cooldown right? I could just see the unholy ground and corpses frequently exploding on it and wiping out armies. On that note, how long will the unholy ground last?
 

wc3shady

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i havent worked everything out quite yet, i do have the new undead units worked out along with a few new abilities for old ones (IE A-bombination for the Abombination, it blows up, get it?) and you can see a close techtree in an earlier post with a new t1 building.

And the new race in addition to the other ones (There will be 5 maps per race, 25 maps, order will go 4 Undead - 5 Argent Crusade (New Race) - 1 Undead - 5 Human - Unknown Orcs & NElfs) will be Argent Crusade (mix between Argent Dawn and Scarlet Crusade; some units are mega holy guys outhers are mega zealous religious types) inspired by the Sisters of Battle in Dawn of War/Warhammer. I wont post them up until im on my comp. for now, here are a few... Shield Guard and Lance Soldier are T1 Units. The Shield Guard has an extreme defend and has low damage, but the Lance Soldier is like a spearman and can attack far enough to get just pass the Shield Guard, so they kind of work hand in hand. they will also have units Zealots, Exorcists, Inquisitor (Scarlet Guys) and their t3 elite unit is a Dragoon, an Argent Dawn unit riding a red dragon, because they will work with the red dragonflight in a lot of the chapters, their builder will be a Prior of Servitude, which can summon Servants to do work. They will be all about elite units.
 

wc3shady

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Here are two cast units:

Banishers (T3; can cast Mortality Bond, autocast that makes enemy units take double damage from spells; can learn Magic Susceptibility, which makes it so if the units is hit by a hard enough spell it takes major damage; and can learn Fate Covenant, a small aoe debuff ability in which if one of the units who have the debuff die, all other units with the debuff take damage and then lose the debuff)

I really like the Banisher. They are suppose to be scarlet mages who are suppose to debuff enemies to make other casters do better against them. Best comboed with fodder and Inquisitors (offensive spellcaster).

Clerics (Caped Men, they take out a book and use a spell for animation spell; can cast Heal, heal; can learn Sacred Ground, an aoe that makes all friendly units who are in the AoE area have increased health regen until the aoe ends; and can learn Scion of Faith, a passive in which if a unit dies around the Cleric, all nearby units get health)

I sort of like these guys, but theyre pretty open to change. Best in big battles, but will help in any situation.

And here is some other guys

Gryphon Knight: (I think I want to change these guys concept, maybe not what they do) Lancer humans on gryphons, high health, high damage, but can only do melee aerial damage. Thinking about upgraded abilities, a dash or a high cd charge
 

wc3shady

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UPDATE! Scarlet Dawn buildings posted (and you can see unit names there too), see first post for rest of updates.
 

bradleo

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I say it looks good, but you should post the units, heros look awesome but without units posted it looks kinda boring so far... I know it won't be, just not much posted yet.

Also send some screenshot are way, want to see which models you will use or if you will use custom ones.
 

wc3shady

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Ok then, I still have to find models and I'm going to need a modeller. Ill update this post once I've done the units.
 

bradleo

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Well at least post the statistics of the units you have invented and such.
Looks great but incomplete so far.
 

wc3shady

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ok im not quite finished with the race yet... but im considering something. Each race would have paths. For example, the Scarlet Dawn will have the Path of Retribution, a defense path, or the Path of Vengeance, an offense path. For example, You wouldn't start with Shieldwalls (renamed Shield Guards). You'd have Crusaders, basic infantry. With your path, which you can research at T2, they would either upgrade to Shieldwalls from the Path of Retribution, or Zealots for Path of Vengeance.

Good idea or no?

(Idea Inspired by the Tau from Dawn of War)
 

bradleo

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Great idea, always have been a fan of teired/pathed/whatever upgrades.
(Ever played heros of might and magic?)
Can't wait to play this.
 

wc3shady

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Thanks, no I havent heard of Heroes of Might & Magic but I'll google it!

And now after at least an hour and a half edit time, all the units of the Scarlet Dawn, and the buildings are edited.

So, you won't pick a path, but you will form your own, and make choices. I'm thinking of making a Redemption or Vengeance upgrade at tier 2 or 3 that bonuses all units defensively or offensively.

Feedback! That took frickin' foreva.
 

bradleo

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Looks really great, want to play it, it reminds me so much of humans on Heros of Might and Magic video game. (look for HoMM 4 or 5 on google, i think its closer to 4
Edit-Link:This, look at life/haven overview [HoMM IV] and also This[HoMM V])

Anyway, add a unit title above unit spoiler and release a beta asap!:thup:
 

wc3shady

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Heh that looks like a potential buy for me + source of inspiration.

added unit spoiler, melee beta on its way! Also, I think the whole 'path' idea the Scarlet Dawn uses will be primarily for them. It would require a total revamp of the other races, and I don't think I want to change the other races.

anyways, beta on its way, im going to put the campaign itself on hold to release a melee map.
 

bradleo

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Cool. I didn't think that melee would be released this soon. One question though, will the computer players for the new race have good AI? (I can just see the computers ordering the slaves to get gold and after 5 minutes the slaves die from their ability and then the computer doesn't spawn more. Or doesnt finish a building if one dies. Or doesn't make units. Or is just a plain idiot.)
Well please release it soon, I can't wait for this fun map. Post screenies too.


Heros of Might and Magic:
HoMM IV is cheap ($10 USA-Best Buy), its turn taking though which means slow gameplay if its not for you. HoMM V is a remake of HoMM III
 

wc3shady

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it wont be that soon. ill be gone from the 18th to 25th, and i still need better ideas for some units, and i dont know how to make AI so i will need some help with that. and this coming week is finals, so you know how it is.
 

wc3shady

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Hey you guys, I need some feedback on idea for the new and improved Scourge...

They will have the choice of two researches, Wolf Mastery or Darkfallen Recruitment, the wolf one allowing the Shadow Hold to be built, and the Darkfallen one to allows the Dark Seminary to be built (T1.5)

Shadow Hold - Trains Worgen at T1 and Lupine Horrors and T2 (Lore Reasons)

- Worgens can use the ability Ferocity, a chance to increase their attack speed on attack, and can learn Primal Charge, which is just a unit charge + stun.
They are well-rounded units focused more on offense.

- Lupine Horrors can walks on water, and can learn Spectral Passage, which is windwalk. They are assassins.

Dark Seminary - Trains Witch Elves at T1 and Black Knights at T2 (Undead Elves, how could they not have undead elves?)

Witch Elves - Ambushers! They can use Leap, which is what you think it is, and can learn Dexterity (Evasion)

Black Knights - Damage Dealers for lots of unite, they have Cleave. I need another ability to learn!

Ok, now for the Slaughter House, Obsidian Statue/Destroyer are being removed. Now, they will have Plague Eruptors, and Blightwings (Nerubian Bat-Spiders). Also, Abominations have the ability A-bombination (they explode, get it?)

Plague Eruptors - Very slow, slow attack speed, although good damage, average health. Expensive. Doesn't sound useful, but they have the ability Erupt Plague, which is a single target DoT, and then they can use Pestilence, a AoE in which if one enemy is under the effect of Erupt Plague, all enemies will have it.

Blightwings - Very fast flying Nerubian bat-spiders. Although air only attack, they can use Cocoon on ground units to wrap them in a cocoon for 30 second or something.

Temple of the Damned - Now have Dread Witchers! (Undead Elven Caster)

Dread Witchers - Start with ability Unholy Transfer (Gives away health to ally or steals health from enemy), can learn Dread Curse (Debuff in which all hits an enemy take get converted to health for the Dread Witcher, max of 200 hp)
and can learn Bloodweave (powerful dot that returns health to the dread witcher, but if the unit dies, the dread witcher takes damage equal to all the health he stole)

Comments?
 

bradleo

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I say lupine horrors should be more powerful and T3, because otherwise undead players will rush T2 and send invisible assasins in to kill peasants. This will instantly cripple other people, especially the ones that must have time to get truesight.
Sounds good, aside from abomination pun. :rolleyes:
I really got no comments besides that, except maybe add zombies T3 that have a long cooldown dark-arrow type ability for lesser zombies.
Hope you get NElf and Orc soon. (really want to see what you add to the 3 race Orcs.)
 
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