HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

The Fall of Kan'teor, a newbie's project

05-23-2008, 10:03 PM#1
The Druidinator
I have an idea that i've developed for around two years now. Its on creating two new races for Warcraft, with their own campaigns, heroes and everything that follows. My biggest problem is that im inexperienced in modding, modeling and all that stuff. I first saw my project as impossible, but i've picked it up and hope to someday finish it. I' hoping that through posting in forums where all the big guys hang out, I could get some tips on tools, techniques and some feedback on my thoughts.

Here follows a some info on my two new races.
First one out: The Atan. The atan are the core of the race, like humans in the Alliance or orcs in the Horde. Their predecesors were a mole-like creature, acting like meerkats. They lived underground in a vast mountainreach, clashing with the forest trolls and worshipping a shadow godess called Keara. Keara isnt like most other shadowy gods, who demand souls and sacrifices. Instead, she has chosen the atan as her tool, and have gifted their whole race with with-born atunement to her realm, giving them all shadow powers. She rules the atan through the Aer'kar, a atan that she chooses and gifts with the her strongest magics. The Aer'kar can communicate with Keara, and tells her will to the people. The ruler under the Aer'kar is the Karon Council. The Aer'kar only steps forward in rare cases.
The atan lived in their caves, untill the Sundering. They fled on primitive boats to the large island Haelon (well, it turned an island when all the land around it sank). After settling in the caves and underground tunnels, they established several cities, naming their new world Kan'teor and their capital Kan'roth. They also encountered a race of living, sentient root-like humanoids called the rothak. They are lead by a being called the Grandheart, an Overmind-like thing (but instead of enslaving, it guides its followers). The atan allied with the rothak and also tamed various beasts that lived in Kan'teor, creating their army.

Units: The Enforcer (atan guy wielding a halberd. Basic melee, like a grunt).
The Rothak Hunter (Rothak guy, throwing sharp pieces of roots. Basic ranged unit).
The Rothak Lifecaller (Rothak guy. Is a basic spellcaster, uses defensive spells).
The Wasp (flying, wasplike insect. Air-counter, using slime to get their foe to the ground and then launching stingers at them for high damage).
The Gust-Cobras (a flying snake with an atan rider. Basic weak scout).
The Rootling (builder. Is always turned into the building it builds. Very cheap unit, repairs by sacrificing itself into the building).
The Qigonn (harvester, works like a peon. Can also fight back attackers to a level).
The Wrecker (a rothar that throws large rocks. Basic siegeweapon, can throw shattering rocks for higher damage on units).
The Atlas Mole (a gigantic mole. The atan's epic units, can dig himself to a different area and leaves after a tunnel underground, that can be used by player and foes. The tunnel wears down after a set time).
The Shadowblade (a stealthy atan, following Keara's will. Can make himself and nearby friendly units invisible for a while).
The Tangler (Large rothak guy who only attacks while burrowed. Can send up melee, stationary roots, a form of sporeflower that creates weak organic mines and use a healing root-network on the ground above him). Thats them all. They are shaped for stealthy attacks and ambushing, or making tunnels to the foe's base to let their forces attack from within. Their towers and foodproduction-buildings can also Burrow.

The Atan Heroes: The Mystic (an atan shadow-caster, using damageing spells and controlling the minds of his foes). Intellect.
The Aer'Karon Champion (a atan member of the Aer'Karon High Guard, consisting of the best warriors of all the atan. Fights using a halberd with an axe in each end. Uses brutal attacks in melee). Strength.
The Guardian of Earth (name will be changed. Rothak wisard, uses the healing powers of the nature and calls for help from the roots). Intellect.
The Wraith (name might be changed. Shadowy atan warrior, uses dark strikes and poisons. Has a special aura that makes all friendly units close invisible, including the Wraith. If a foe passes close enough of an invisible unit, all hidden units are revealed). Agility.

Racial Uniqueness: Their Farm-buildings (a root-complex that lives in symbiosis with a type of mushroom. It feeds the mushroom energy and then lets the atan harvest it for food) are going to be able to first Burrow itself, then use a weak type of Entangling Roots on enemy units above it. It has enough mana for 2-3 Entangling Roots before it needs to regenerate mana. I have plans of giving them the ability to plant a root to a nearby tree-cluster, draining them (destroying them, slowly) and regenerating mana fast. This could open up for having like 2-3 Mushroom-farms, burrowing them and letting them drain a nearby forest for large amounts of Entangling Root-casts.

My second, less overlooked race: The Cryndar. A race of humanoids who followed the earthelementals. They were banished to the Elemental Plane alongside their masters. Once there, they discovered a crystal, that changed their bodies and minds. They came aware of their enslavement and were warped into a substance of solid, smooth crystal. The change also gave them a large knowledge on arcane magic. They escaped the plane with their newly trained Sages, specialised on bending the dimensions. The race landed in Kan'teor, in the eastern caverns, far from the atan. Once they atan expanded into the eastern caverns and made war on the igorians (a race of ice-like beings), the cryndar stepped in and saved the pushed-back igorians. A fierce war now rages between the cryndar and the atan. The Lich King has discovered these two warring factions, and he has grand plans for them...

Units: So far, ive only thought up a few ideas. The Brute (a cryndar guy encased in strong armor and uses spiked balls, attached to his hands. Very strong, basic melee, beats the grunt).
The Crystalturtle (name will be changed. A perfected turtle, native to the underground pools. Throws crystal ninje-stars. Basic ranged with tough armor).
The Crystalbuilder (name will be changed. A cryndar guy. Harvester and builder. Builds like peons do).
The Icewisard (name will be changed. An igorian mage. Basic caster, using offensive, slowing spells).
The Crystal-ballista (name will be changed. Basic siege, can be upgraded to leave after a radiative field when fired).
The Crystalwisard (name will be changed. A cryndar guy, basic caster with fortifying spells).
The Glassbird (name will be changed. Perfected, large bird. Slow and powerfull, strong vs buildings).
The Crystal-walker (name will be changed. Twolegged construction, fires ranged beams. Good aircounter).
The Icebird (an igorian, flying beast. Basic, flying counter to ground-units).
The Aura-guy (name will be changed. A cryndar construction. Has an aura that strengthens all allies close to it).
The Behemoth (a very, very large cryndar construction. Is the cryndar's epic unit. Melee and has very much health, plus fortified armor(siege-weapons are the the counter, normal units can do close to nothing to it)).
They have very strong, slow, epic units and are best at defence.

The Cryndar Heroes: The Sage (cryndar mage, riding a perfected lizard. Uses his knowledge on bending the dimensions and space to warp forth reinforcements or teleporting foes off the battlefield). Intellect.
The General (name might be changed. Cryndar warrior, encased in the best armor the cryndar can craft. Can absorb ridiculous amounts of damage and uses strong strikes). Strength.
The Tornadomage (name will be changed. A cryndar mage, that through his thirst for magic and research has, through an accident, trapped himself in a never-ending cyclone of power and magic. Uses destructive magics, like the Long-distance Arcane Missile). Intellect.
The Frost-wisard (name will be changed. An igorian caster, who uses AoE-magics to annihilate large enemy forces). Intellect.

Racial Uniqueness: the Cryndar's Foodproduction-buildings (the Obelisk. It creates food through warping arcane energies into edible food) is created by the Command-building. The Obelisk has a special Aura on it, that causes all friendly buildings in it to build units and research faster. The more buildings are inside the aura, the faster they all work. If the Command-building is destroyed, so are all the Obelisks that are connected to it.
The Command-building can also convert itself, after researching an upgrade at tier 2. It turns into a Fort (name will be changed), that doesnt produce food or workers and that doesnt take in resources from workers. It instead fires back at close enemies and gets a nice boost to health and armor. The convertation can also be reverted back at will.
Im also thinking about giving the Cryndar's Defensive Building the ability to convert into 2 other types of towers. One of them uses a channeled beam, that pumps in high dmg. It has a very long range (same as seige weapons), but has a deadzone. It has quite low health. The other type has an point-blank AoE that has weaker dmg and short range, but is good against melee. It has higher health than its counterpart. These convertions can be reverted, back to the basic tower.

Here comes a few pictures of Atan units, that my sister has sketched from my instructions. She isnt a pro artist though, but the pictures catch the main look of these units.

An Atan Male: Zoom

The Wrecker: Zoom
He attacks through using the two large, dark root-arms on his belly. They dig into the earth, drag up a large rock, pass it to the many roots on his back, that throws it like a catapult does.

The Atlas Mole: Zoom
It attacks with its large claws, either with the right paw (by a sweeping slash) or the left (with a crushing strike from above).

The Tunnel Hunter: Zoom
Do you see the "swords" he has attached to his shoulders? They are made out of bone and are attached with strong muscles. They are used to slash the enemy, by swinging them forward. He attack either through them or by clawing his foe.

The Rootling: Zoom
This little guy has a ver, very weak attack. He either stings his foe with a sharp fist, or hit it with his other rootarm.

As more pictures are finished, i'll post them here for you to see them. At the moment, im trying to put together the Atan. Not with custom models yet, since i'll focus on making them semi-playable first. I'd greatly apreciate if there's anyone who could help me with making the custom models.
05-24-2008, 02:56 PM#2
Captain Griffen
I really, really would suggest starting smaller and finishing something smaller. So long as you don't need many custom models (which'll look bad) you might be able to manage two races - two races AND two campaigns? Maybe. Eventually.

But not for now. Pretty much everyone starts off wanting to a giant project, and the best advice at this stage is - don't. Start small, work up.
05-24-2008, 06:59 PM#3
The Druidinator
Yeah, I see what you mean. That's one of my own thoughts. I don't know in which end to start, where and what should I learn and master before I jump into my project? And what should be considered ¨small¨?
I'll keep updating my thread with information, just so people can give me feedback on my story and characters.
05-24-2008, 07:05 PM#4
Rao Dao Zao
I'd say start with a campaign, actually.

Then, as you progress and learn shit, you can build up the bigger picture -- say, start off slow with the first tier of techtree and simple objectives, then slowly work your way up to complex shit and filling out the entire load.

This way, you get to start small as we all recommend, but still put it all towards your ultimate goal.
05-24-2008, 09:57 PM#5
The Druidinator
What do you mean with beginning with the campaign? I mean, thinking up the whole story and characters or make maps, triggers and cinematics?
05-24-2008, 10:03 PM#6
SeruK
Quote:
Originally Posted by The Druidinator
What do you mean with beginning with the campaign? I mean, thinking up the whole story and characters or make maps, triggers and cinematics?
He meant start making the campaign. That's a pretty simple statement afaik.
05-25-2008, 07:53 AM#7
The Druidinator
Quote:
Originally Posted by SeruK
He meant start making the campaign. That's a pretty simple statement afaik.

What I mean is, can you make a campaign without the units, buildings and heroes that belong to it? Sorry for stupid questions, but this is my first project ever...
05-25-2008, 09:59 AM#8
Callahan
Your 2 new races are well processed and original, even with sub-races (it makes me want to start a mole-guy model).But it demand a lot of custom models/skins.
And since it's a campaign you'll need a custom AI for both races.
If you want to catch a modeler try to show a concept art of your races.
05-27-2008, 03:20 AM#9
Kyrbi0
So what's the difference between his success in this thread and my failure? Should I also make a list of all the planned units? Or am I just invisible?...

Sorry if that sounds whiney. My bad.


That really was whiny. I should've just had patience. Please ignore.
05-29-2008, 12:33 PM#10
The Druidinator
Here comes an update on my heroes and their abilities and spells. This will contain quite a lot info on the spells.
The Atan are first out:
The Mystic: Dark Flame: (a spell that puts a DoT on a foe. When the low dmg is out, an AoE erupts from the Flamed foe, dealing good dmg to all nearby foes. Each one that is caught in the AoE gets the Dark Flame, and spread it further. It disappears after having AoEd for 2 times).
Fullfilment of Keara: (transforms a friendly unit (only yours) into a dark angel, fighting with a broadsword. This only works on the Atan (Enforcer, the Shadowcaster and the Shadowblade). The stronger the Atan is, the stronger version you get of the Angel (Lesser, normal and Greater). First rank of the spell: You get an Angel of Shadows. Second rank: Angel of Darkness. Can attack flying units with shadowbolts. Third rank: Angel of Death. Can take off and land at will).
A spell I havent come up with yet. Any ideas?
Ultimate: Chains of the Mind: Takes controll of enemy units in an AoE, like a Charm in an area. The enemy player get controll back after a set time. While MCed, the units still give vision for the enemy player.

The Wraith: Unnamed Ability: A activated spell. For the next few strikes, there is a wave of shadow magic that ripples out in a line for each attack, like shockwave. This does normal dmg plus a little extra in shadow dmg.
Unnamed Aura: This Aura turns the Wraith completely invisible untill he attacks. He needs to be away from combat for a short while first before it kicks in. This also effects any nearby friendly units, turning them invisible, too. But if one of the invisible units (except the Wraith itself) goes too close to an enemy unit or building, it turns visible.
Unnamed Spell: This spell is a targeted one. The Wraith channels his shadow magics through himself and his targeted foe, causing him to focus on it completely. The buff makes him deal loads of extra dmg to that foe. He can barely hurt other enemy units untill the effects wear off, though. The Focused-on foe also gets a buff, that doesnt really do anything. If the buff disappears from the foe, the Wraith's buff also disappears.
Ultimate: Ultimate Sacrifice: The Wraith destroys his own body to gain his full powers, giving him far higher attack-dmg. When he sacrifices himself, he loses all his normal spells. His mana and health are fully replenished, but the mana begins to tick down. When it reaches 0, the Wraith dies. The Wraith gets a spell that is used on corpses. It absorbs the shadow essence of the corpse, giving the Wraith back a bit of mana. The draining destroys the corpse.

The Root-mage: Calm Aura: An aura that works like Vampiric, but for mana.
Unnamed Spell: An AoE that takes health from all foes in it and gives it to all friendly units in the AoE, split up evenly.
I havent thought up this spell for him. Ideas?
Ultimate: Unnamed Spell: The Root-mage channels, calling forth 3 gigantic, very powerfull roots from the earth. They are immobile. but throws boulders at foes too far away. The roots are called up in a triangle around the mage, protecting him.

The Aer'Karon Champion: Blade Whirl: Has a chance to proc on attack. It causes the Champion to spin around, dealing weapon dmg plus a small extra to all foes close to him.
Unnamed Aura: An aura that gives extra dmg to all nearby allies. The effect increases when the Champion gets on lower health.
A spell I havent thought up yet. Ideas?
Ultimate: Battle Charge: An ability that causes the Champion to charge against a foe (a little like Blink, but with a very fast running-animation in it). The Champion also runs through all enemy units between him and his target. It deals high dmg to that target, but also damages all units he ran through.

Now, for the Cryndar.

The Sage: Dimensional Warp: An AoE that works in the pattern like Carrion Swarm. Every unit that is hit by this is teleported away, into another dimension. This makes it totally disappear (not only invisible+banished). When a set time is out, all the warped units return to the world.
Arcane Copy (name might be changed): Targets an enemy unit and creates a copy of it in crystal, on the player's side. The copy has identic stats, health and mana as the original. After a set time, the copy disappears. With higher rank in this spell, the Sage creates 1-2-3 copies of the unit.
Unnamed Spell: Buffs a friendly unit, giving it quicker mana regeneration and extra max-mana for the duration. Holds about the same time as Frost Armor does.
Ultimate: Unnamed Spell: A spell that teleports friendly units (up to 10) in an AoE to the Sage's side. Has large range, but not like Mass Teleport.

The Tornado-mage: Unnamed Spell: Targeted AoE. First, you target an are for the AoE (you must'nt see it to target it). Then, the Tornado-mage channels for a short while. A swirly marker appears of the ground where the coming Arcane Bolt will strike. After having fired the bolt, there is a faint line of magic lingering in the air, pointing out the direction of the Mage. The bolt itself deals high dmg to units, but low to buildings. The spell has long range, opening for strikes far away.
Unnamed Spell: The Tornado-mage targets an area and then sucks out mana from all enemy units with it. For every point drained, the Mage is healed.
I havent thought up this spell. Does anyone have any ideas?
Ultimate: Arcane Rift: The Tornado-mage rips up a portal, that very slowly begins spawning Mana Elementals. It spawn up to 5 before the timer runs out. The Portal is killable, and if its destroyed, all Elementals die. The Elementals are immune to magic and has Feedback on his attacks. They also have a single-target Silence.

The General: Blood Rage: Ability that is activated, like Searing Arrows. It drains a few hitpoints for every strike the General does, but adds extra dmg to them.
Unnamed Ability: The General strikes the ground, dealing a shockwave-like attack (looks like a wave of arcane magic). It deals dmg and burns mana to all foes in it.
Crush: Procs on attacks. If it procs on an enemy building, the attack counts as Siege damage instead of Hero. If it procs on an unit, it stuns it.
Unnamed Ability: The General pounds the ground. It is a chanelled, self-centered AoE. It deals dmg and slows down all units caught in it. The effect increases the closer the unit is to the General.

The Frost-wisard: Glacier Blast: Works a little like Frost Nova, except the slowing part. If a foe dies from the damage, a Glacier Minion is spawned from its corpse. The Minion is as strong as a Skeleton from the Dark Arrow from the Dark Ranger.
Unnamed Aura: An aura that has an effect I havent thought up yet.
Unnamed Spell: Chanelled AoE. Works on a quite small area. The effect is as greatest in the beginning, then it slowly subsides.
Ultimate: Frost Storm: Chanelled, self-centered AoE. Deals large dmg to all units caught in it and slows their attacks and movement. The Storm expands as time goes.
06-03-2008, 02:27 PM#11
The Druidinator
I've got a few new ideas for spells, one for the Mystic and one for the Farmbuilding for the Atan.
New Mystic spell: Psychic Spear. It can only be used on enemies with spells. When used, it damages a bit, but also makes the last used spell the victim casted unuseable for a short time. Example: A Far Seer is being a pain in the ass by casting Chain Lightning. You use Psychic Spear on him after casting Lightning, and thus stops him from doing so far a while. Could also be nice to have for Healing Priests.
For the Farm-building. Im thinking like this: All of these Mushroom-roots will have 100 mana. When using the Entangling Roots from bellow, it uses 50 mana. The Mushroom-root can also upgrade itself. All these Roots make food by using special pods, where they farm the mushrooms. A Root can also add more Pods (for a small cost in gold), giving it more Food-production. Doing this also removes 50 mana, permanently (since the Root uses more power in farming the mushrooms, it cant focus on Entangling). The Root can add a maximum of 2 extra Pods, ending without mana, and thus no Entangling Roots. If it Burrows down, it also stops delivering Food. You can get rid of Pods if you want to, giving back mana 50 maximum mana so the Root can defend itself again.
This can lead to a situation where you need to balance it. Either, you focus heavily on extra, cheap Food, or you use the Roots more defensivly.
06-04-2008, 06:52 AM#12
Kyrbi0
I have to say, after finally taking to the time to read through it, your races seem really well thought out and interesting. And I don't even like non-Blizzard races! Regardless, it seems really neat. A few concerns/thoughts, though:

1. The Cryndar epic unit... Well, the Behemoth sounds awexome, and definitely fits with their theme (powerful, slow, heavy-hitters). However, to me, if you flesh out the "aura-thing" more, that would be much more epic. Here's some thoughts:
- Make sure it has "Prism" in the name; basically, this is the giant, perfected prismatic creature/building thing that they only call out when the situation is dire.
- So using the "Prism" as the base, think big. Prisms reflect and refract light; breaks it up into the full spectrum of colors. So that fits with your "multi-aura" idea (magic and life energy flow around and through it; it refracts and reflects them, intensifying their properties and enhancing nearby friendly unit mana/hp regen (stuff like that)).
- Now for his attack, remember reflecting/refracting? Make him shoot lazer beams!!!
No, I'm not kidding. Give him a Missile type attack, and make the Projectile Art something "beam-y", like Absorb Mana or something. Then make his Attack Speed (or Cooldown between Attacks) really small, like ~0.10. Then make his attack deal 5-6 damage (something small. Walaa! Instant "lazer beam"!
- Now give him a modified Incinerate (remove the Exploding part). Thus, if he stays targeted on one unit, it gets dealed super-awexome damage.

2. The storyline for the creation of the Cryndar is somewhat... jumpy and random. Did they get transformed twice? Why did they follow the Earth Elementals, and how did they survive (the Elemental Plane isn't very kind to fleshies...)?
Thus, I propose something slightly different, take it how you will…:
[i]Long ago, when the race of Man was still young, the Cryndar lived, worshipping the violent elemental earth spirits. When the war between the (?) Titans and the Old Gods ended in their loss, the Elementals were all banished to the Elemental plane; yet, those of Earth spirited away much of the Cryndar population [the rest died out somehow, make it up]. The stolen Cryndar were then forced to mine a special type of crystal growth found on the Elemental Plane. This crystal was useful for many purposes, not the least of which was that it channeled, focused and redirected magical energy (mana); this made it desirable to the Earth elementals, to be used in their never-ending war with the other Elementals.
Through (hundreds/thousands/millions of years / eons) of exposure to this special crystal compound, they and their generations of progeny were slowly twisted and reformed into crystalline, “perfected” beings of solid crystal. And now that they’re bodies were made/fused of/with this crystal, they all gained a powerful proficiency with arcane magic (due to their innate ability to manipulate the flow of magical energy).
Thus they formed a portal back to Azeroth; but with their limited (for now) abilities, they went slightly off course and landed on Kan’teor, the eastern half - - [Resume your version of storyline from here.]

3. Like the Fort idea, like the food production for Cryndar and Atan, pretty much every unit and stuff seems really neat…

4. You should rethink the Crynadar’s defensive tower plan. Personally, I think it would be much neater if they only had 1 type of tower. It would be something very powerful, tall crystalline towers with a perfect prism spinning on top. Each could shoot an arcane/energy/lazer beam at a single enemy, somewhat weak. <I>However</I> when they are close enough to each other, the surrounding towers combine their “beams” into one tower and shoot a mega-beam to zap stuff, scorch ground, etc. So the more you have, the better your defenses. (but only one type; leave the multi-tower stuff to the Atan).

5. As for the hero abilities… Meh, less to like, but still imaginative and creative.

Cool beans; keep it up, man!
06-04-2008, 03:20 PM#13
The Druidinator
Quote:
Originally Posted by Kyrbi0
1. The Cryndar epic unit... Well, the Behemoth sounds awexome, and definitely fits with their theme (powerful, slow, heavy-hitters).

The Behemoth was the first Cryndar unit I made (well, nothing is in-game yet, but theoreticly). I created the whole theme of the Cryndar around him. I have a new little idea for him, called Trash. As every pwnage-unit has a unique upgrade, Trash would be the Behemoth's special attack. When a building reaches 20% of its health while under attack by a Behemoth, the Behemoth pulls the poor building up from the ground and carries it in his hands. When deciding to attack a new target, he throws the building at the target, dealing large dmg and destroying the Trashed building. Buildings like Necropolises, Trees of Life and so on would be immune, since it would be a bit overpowered to destroy such a strong building at 20%.

Quote:
However, to me, if you flesh out the "aura-thing" more, that would be much more epic. Here's some thoughts:
- Make sure it has "Prism" in the name; basically, this is the giant, perfected prismatic creature/building thing that they only call out when the situation is dire.
- So using the "Prism" as the base, think big. Prisms reflect and refract light; breaks it up into the full spectrum of colors. So that fits with your "multi-aura" idea (magic and life energy flow around and through it; it refracts and reflects them, intensifying their properties and enhancing nearby friendly unit mana/hp regen (stuff like that)).
- Now for his attack, remember reflecting/refracting? Make him shoot lazer beams!!!
No, I'm not kidding. Give him a Missile type attack, and make the Projectile Art something "beam-y", like Absorb Mana or something. Then make his Attack Speed (or Cooldown between Attacks) really small, like ~0.10. Then make his attack deal 5-6 damage (something small. Walaa! Instant "lazer beam"!
- Now give him a modified Incinerate (remove the Exploding part). Thus, if he stays targeted on one unit, it gets dealed super-awexome damage.

Im planning the Aura-guy not as a perfected creature, but as a construct, like the Behemoth. Looks quite much as a large humanoid, made up of solid ice (he's made up of crystals though, but all their constructs look like ice) with sharp and pointy shards all over his skin. He carries a huge crystal thats stuck in his back. I like your idea with Prisms, so I think i'll use that in his name. The prism could be one of the crystals the cryndar like, but altered and modified.
I first thought on the Prims-guy as a type of Obsidian Statue, defenseless but providing a strong aura. Giving him a cool way of attacking would be too neat to throw away, though. The laser-beam wouldnt be his main strength, though. That is because he's made to suit the Cryndar way of assaulting, using powerful, slow and concentrated armies (the Prism-guy is slow but is a major improvement to the forces, making him too good to throw away. To make use of him, you would always move in a single force, as the Prism-guy is expensive)

Quote:
2. The storyline for the creation of the Cryndar is somewhat... jumpy and random. Did they get transformed twice? Why did they follow the Earth Elementals, and how did they survive (the Elemental Plane isn't very kind to fleshies...)?
Thus, I propose something slightly different, take it how you will…:
[i]Long ago, when the race of Man was still young, the Cryndar lived, worshipping the violent elemental earth spirits. When the war between the (?) Titans and the Old Gods ended in their loss, the Elementals were all banished to the Elemental plane; yet, those of Earth spirited away much of the Cryndar population [the rest died out somehow, make it up]. The stolen Cryndar were then forced to mine a special type of crystal growth found on the Elemental Plane. This crystal was useful for many purposes, not the least of which was that it channeled, focused and redirected magical energy (mana); this made it desirable to the Earth elementals, to be used in their never-ending war with the other Elementals.
Through (hundreds/thousands/millions of years / eons) of exposure to this special crystal compound, they and their generations of progeny were slowly twisted and reformed into crystalline, “perfected” beings of solid crystal. And now that they’re bodies were made/fused of/with this crystal, they all gained a powerful proficiency with arcane magic (due to their innate ability to manipulate the flow of magical energy).
Thus they formed a portal back to Azeroth; but with their limited (for now) abilities, they went slightly off course and landed on Kan’teor, the eastern half - - [Resume your version of storyline from here.]

The story-line I gave maybe was a bit diffuse. I first planned the cryndar as perfected earth elementals, but that wouldnt explain why the cryndar are humanoid. I'll give a bit more sofisticated explination.
From the beginning the cryndar was a mysterious, humanoid race, following the earth elementals, though part enslavement, part admiration. Noone know how they looked, as none un-perfected cryndar remains. As the Old Gods lost to the Titans, the elementals were banished to the Elemental Plane. The cryndar were also banished. The Plane wasnt a good place for the frail cryndar, but the earth elementals had a solution. They blessed the strongest of the cryndar with special powers, making their skin turn into protective stone and granting them more strength. Only about a third of the cryndar were blessed, so the rest died. The blessed cryndar didnt disagree with their deaths, as they were seen as unworthy. The dying cryndar thought the same.
As the Plane was explored, the cryndar stumbled over a rare, mysterious kind of crystals with a powerful radiation. They coveted it and collected it. The crystals began to change and warp the cryndar over the years they were exposed to them. The elementals werent affected, though, as they werent organic enough. The cryndar's skin turned into smooth crystal, looking like the crystals. It also affected their minds, making them wiser and opening their eyes. They began revolting at their old masters. The earth elementals struck back, beginning to annihilate their old servents. The cryndar Sages, who had specialised their use of the newly discovered magic in teleportation, created a giant portal, transporting the cryndar away from the Plane. They also brought with them all the crystals (that they named the Khenthi crystals) they had mined, collected and found.
The Khenthi crystals showed a reaction to the teleportation field the Sages had created. While being teleported, their radiation messed up the magics that held the field together and they were scattered out. They landed scattered all over the eastern regions of Kan'teor, imbedded in the underground mountains and in the earth. The cryndar began constructing bases and later on cities in their new home. Their first priority was to search for their lost crystals so they could continue their development and research on them to find more uses for them.
The rest is that while expanding, their forces found the igorians, who were losing the war to the advancing atan, and helped them.

Quote:
3. Like the Fort idea, like the food production for Cryndar and Atan, pretty much every unit and stuff seems really neat…

Thanks

Quote:
4. You should rethink the Crynadar’s defensive tower plan. Personally, I think it would be much neater if they only had 1 type of tower. It would be something very powerful, tall crystalline towers with a perfect prism spinning on top. Each could shoot an arcane/energy/lazer beam at a single enemy, somewhat weak. <I>However</I> when they are close enough to each other, the surrounding towers combine their “beams” into one tower and shoot a mega-beam to zap stuff, scorch ground, etc. So the more you have, the better your defenses. (but only one type; leave the multi-tower stuff to the Atan).

Hm, sounds interesting. I like this idea, it still adds to the theme of the cryndar having the best defenses of the game. Would be really cool, too, to have a huge beam sweeping all enemies off the base and leaving a trail of utter destruction.
06-09-2008, 01:53 PM#14
The Druidinator
I'm currently trying to make a Burrow-ability for the Mushroom Root and the Atan's defensive structure, the Defensive Root (o'll get a better name). It just wont work, though. Does anyone know how to make units be able to walk over the burrowed structures and make enemies not see them?
06-09-2008, 02:20 PM#15
erwtenpeller
Start with producing some of the artwork.