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New Campaign! Warcraft III: Before the Chaos MOD

04-18-2003, 08:18 PM#61
Guest
Hey, just requesting that we start deleting some of our posts to make this thread not as big! I've been cropping some of mine and editing them.

Martin
04-18-2003, 08:18 PM#62
Guest
Hey, just requesting that we start deleting some of our posts to make this thread not as big! I've been cropping some of mine and editing them.

Martin
04-19-2003, 03:47 PM#63
Zuljean
By the way,The Day Of The Dragon is actually between Tides of Darkness and Beyond the Dark Portal so maybe for Rhonin you will do a kind of "3 years earlier" in your campaign.Also Rhonin and co. aren ' t out to fight theb Dragonqueen but to free her and to kick Deathwing' s *** with the help of Korialstrasz (AKA Krasus the wizard) and the other 3 aspects.:lch:
04-20-2003, 06:27 AM#64
Guest
yeah, thanks for correcting me there, I knew that I messed that up. They're out to destroy the Dragon Soul and defeat Death Wing. Thanks for the pointers,

Martin
04-21-2003, 06:37 AM#65
Guest
Well, I have worked on this mod lately and have come up with some cool stuff. I got those concepts that I promise I'll be posting shortly, they're not the best, but they'll do - one's pretty cool and is a compilation of some of the ideas seen in Blizzard's concept art. I have also developed some new ideas for the game - how about being able to construct traps - i.e. ambushes that hide units in trees, fire traps, ice traps, mine traps, and so forth that can either trigger activated or player activated? It could have some cool strategies like luring enemies into certain areas - it would also make players a little more cautious when entering areas! You could boobie trap expansion territory, it could be pretty cool. Some of them would be ready for construction for all of the races, while some would be specific. Also, I've created a knockback trigger - it works like a weapon in Diablo 2, which allows one to knock a unit back a certain amount in comparison to the severity of the blow. I think that this might be cool to transform into an item - but maybe it would be too powerful for ranged units. Hmm... I don't know. I constructed the trigger for a Smash Brothers Melee mini-mod that I want to include into the project. I've got most of the features working and it could be pretty cool; the knockback was the only thing I was worrying about. Jumping was sort of hard to figure out too. Anyway, I think that it will bring a fun feature to our game. Next, just letting you guys know concerning the NEs - I've scrapped druidism completely from the game because it didn't exist then for them and replaced them with new units. Also, many of the ancients have been replaced too. The new units have completely new abilities and I think you are going to like them a lot, they're innovative.

Regarding hosting... I haven't really been able to get any info from Magic about it as he hasn't responded to my e-mail, so I may start looking somewhere else like Broken Edge. I'd just like to stop posting on this huge thread, have some discussions, and gather my thoughts. Anyway, I'll try to pull us through on getting a forum. Thanks,

Martin
04-21-2003, 07:28 AM#66
KaTTaNa
I've managed to put together a Disarray spell.
It puts the curse spell on any unit within 256/512/768 (by spell level) of the caster.

Yeah, let's get our own forum somewhere - it's going to be great to have different threads for each aspects of the mod.

- KaTTaNa
04-21-2003, 01:03 PM#67
Guest
yeah! You're back! It's so good to have you here again KaTTaNa! What do you think of some of my ideas? Traps? I probably should check my e-mail before I asked those questions, but oh well. I am going to send you a small version of the production plan that just includes the phase one and phase two plans so far. It's got all of the important gameplay information, and unit stuff. Anyway, I'll probably send you another text document including trap concepts too; I'd really appreciate some feedback on those. I'll also send you some other info. Anyway, I'm glad that you're back!

Martin
04-21-2003, 02:44 PM#68
KaTTaNa
Traps sounds good.
Goblin Land Mines are not in the original game so how about we make a merchant unit able to drop them or maybe sell them in stores or something?
To make a Serpent Ward we don't need TFT, just make a clone of Sentry Ward and use the model of Ancestral Guardian. Then give it an attack.
Stasis Trap is already a fine trap as it is I guess.
A Camlouflage Trap that hides units in trees sounds to me extremely difficult to make. On the other hand I don't know exactly what you mean by 'hiding units in trees' so maybe it's not that hard. Anyways, I love the idea with ambushes, Blizzard should have had the idea long ago. (Maybe they have, regarding NE's Hide ability which originally was called ambush)

Alas, I too should check my mail before posting but right now I'm unable to do so since I'm using another computer.
I havn't sent you any mail since I returned - if you want to see the Disarray Spell I shall send it to you.

I think the Knockback thing will require a lot of balancing. If it's a low level item, imagine what harrasment it will cause. What happens if you attack an Entangled unit?
If it's a high level item it will probably be scrapped like a Cloak of Shadows.

- KaTTaNa
04-22-2003, 11:26 AM#69
KaTTaNa
I'm having troubles with the Voodoo spell.
I could write a very long description of why I can't make it suit the specifications, but since it would have to be very long to make any sense let's just say that I can't do it.
:(

But I've come up with another idea:
The caster throws voodoo and then for the next - say 10 seconds - the damage which is dealt to him will be given to a random unit near him. It shouldn't last very long since it will make the hero invulnerable as long as there are any friendly units around.
As an alternative I can make it redirect a % of the damage instead of full to another unit so the hero isn't completely untouchable.

The suggestion I made should be possible but maybe it ruins your original idea, please tell me if you like it or should we scrap it instead?
04-22-2003, 12:41 PM#70
KaTTaNa
Since I had nothing else to do I made the Voodoo spell like I suggested above:////

It's functional - and quite usefull:D
04-22-2003, 01:22 PM#71
KaTTaNa
Another Update on the Spells and their status:

Green = Completed spells
Yellow = Functional Spells in need of feedback
Red = Non-completed spells

Frenzy
Gives units within targeted area bloodlust.
There is a small delay from the spell is cast to the units are bloodlusted but it's nothing crucial.
This should be the ultimate because otherwise it would require 3 different bloodlust spells (1 for each level) and some extra triggers detecting every time a hero levels it up and save him in an array and remember the index and so on.
Uses healingward spell, but does not replace it.

Grim Ward
Orders nearby units to move away from the Grim Ward.
Affects enemies only. Also affects heroes.
Uses healingward spell, but doesn't replace it.

Corpse Explosion
Explodes 2 corpses in the targeted area.
Damage based on maximum HP of the corpse.
Always explodes the corpses with the most max HP. If there are multiple corpses with equal max HP the ones closest to the center of the target will be chosen.
Deals more dmg to enemies than to allies.
Also hit air units (to be removed? )
If there are no corpses within the targeted area then the caster will get back the mana he spent on it, thus getting a small message telling him that he must target an area with corpses.
Uses Statis Trap but does not replace it.

Black Arrow
The ranger's next attack will become a 'Black Arrow'.
Pauses the attacked unit and drains it by 2% HP per second until it has reached 10% of its max. Heroes are drained to 40%.
Legal targets are:
Units with Hitpoints > 10% of their max
Heroes with Hitpoints > 40% of their max
If the ranger attacks an illegal target the Arrow is not lost. She will store it until a legal target is attacked.
Uses Summon Water Elemental but does not replace it.

Disarray
Puts curse on any unit within range of the caster.
Range is 256/512/768 by level.
Uses Summon Water Elemental Spell but does n ... duh ...

Voodoo
Redirects the 75% of the damage dealt to the caster to a random unit near the caster owned by the same player. (Allied players' units are not targeted)
Damage will not be redirected to heroes.
After re-reading your description of the spell I realized that I may have got it completely wrong but I like this spell anyway. Maybe a new name then

Null Ward
What exactly is this supposed to do?

Call Storm
I don't know how to make it stun the units.

Seal of Courage
Jass has not a word to say here. SLK and TXT editing is the only way here I think.

Chain Laso
Sounds easy enough... I'll probably start working on this one soon.

Excorsism
Sounds easy enough too.
I cannot make it kill units possessed by a banshee though.

I'll send you the Disarray and Voodoo spells so you can try them out Martin.

I have been throwing out a lot of my posts in this thread too. (Yes, I know I have 4 in a row right here but I'll delete them later on)
I can't wait till we're getting hosted somewhere, this is getting a little messy.

- KaTTaNa

EDIT - Maybe we should start a new thread to get rid of this flooded one. Depends on how soon we can get hosted.
04-22-2003, 08:11 PM#72
Guest
Please check the new thread I am creating to check out more news on the project there... I really need to work on the website at least until we get a host! I'm sorry how disorganized this is... Anyway it should be under a post with the name
"Seeds of Chaos aka Before the Chaos ....", so please go there for more info. This post is too bulky!

Martin
05-01-2003, 03:00 AM#73
Guest
just reminding you that we moved to wc3modforge; please check out the forums there to get an update on our project.

Martin
05-01-2003, 11:05 AM#74
Magic
-RE: Doomhammer. The novel version of LOTC is more official canon. LOTC, the game, and its events did not happen.
That's generally a good rule to follow - stick to the official way.

-Sorry that we're not hosting you, but it's no big deal. I'm pleased to have helped out. Maybe we can mirror the project when it's finally complete. :)
05-05-2003, 05:20 AM#75
Xaran Alamas
I'm assuming with the version of Thrall before he became a Far Seer you were talking about the Thrall skin I did for Arthas but to be honest (can't believe I'm saying this) I don't think you should use it as it doesn't really look good on the arthas model at all, maybe someone could modify the shaman but give him thrall's head and maybe get rid of the wolf fur, that would look quite cool actually emote_sweat Oh and please if you have Thrall riding a wolf make the wolf into a white wolf so that he is riding Snowsong (I think Blizzard slipped up in WC3)

Of course these are just suggestions :ggani:
But this project is looking uber cool and I can't wait to play it