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Warcraft 4: The New Age

12-15-2008, 04:55 AM#1
wc3shady
My old project... well I ended it because I slowly began to hate the Goblin race, and I put a ton of work into them, the heroes began to piss me off, i put off doing stuff for it, so I said screw it, and put it into the On Hold document in my WC3 Projects document.

Now, I am much more organized with my work, my progress isn't all mixed up (in my custom race map i created goblins, then kept changing and changing them and they just ended up bad)

NOTE: If you ever see (?), it means need ideas

So, I've always wanted to make a campaign, and I've had a number ideas
that I've never strung together. Well, now I have. A while back, I was reading up on the History of Warcraft on WoW.com, it goes up to TFT, not WoW, and the next chapter in the story that has not been created is called Chapter 6: the New Age. So, I have thought up Warcraft IV: The New Age.

Warcraft IV: The New Age

[Latest Updates]

12/14/08 I began this thread.

[Information]
Warcraft IV: The New Age is a three act campaign, Act 1 is called Lords of Vengeance, Act 2 is called Road to Redemption, and Act 3 is called A Common Craving. Act 1 follows the hero Darion Mograine, with two campaigns. Act 2, I can't say anything about it besides the name because it will give the plot away. Act 3, all I can see is that A Common Craving is about the greed for power.

[Overall Progress]

Act 1

STORY
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Mapping
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Planning
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Act 2

STORY
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Mapping
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Planning
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Act 3

STORY
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Mapping
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Planning
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[The Story So Far]
(Background Story)

Arthas... he has met his master, the Lich King... he binded with his soul. The Lich King, now fully controlling Arthas, took out his heart to eliminate the remnants of humanity within himself. He seeks vengeance on thou who imprisoned him in the frozen throne... he wishes to defeat Kil'Jaeden, the demon lord. But first, the Lich King must get him to Northrend. He bestows this mission upon Darion Mograine, holder of the corrupted Ashbringer.


[The Story To Come]


Act 1

the Sword of Corruption
Prologue - Vengeance Beckons
Hidden information:
The cinematic opens to icy, calm seas. Scholar - "Over the aeons, the bloodshed has been constant." (The screen fades to blighted forests) Scholar - "Mankind has had many wars amongst it's time." (You see human soldiers in battalions) "The wars with the Burning Legion... wars with the orcs and humans. But perhaps the most troubling to the world, was the conquest of the Undead Scourge." (You see an army of skeletons, abominations, frost wyrms, necromancers, and so on) "They brought death to humanity." (The undead army attacks the human army, they fight for a bit, with the camera panning around) "But no - that is not what made this war great... it was the undead power to raise the very corpses of their fallen enemies as one of their own." (The humans rise as ghouls) "And throughout this chaos, the only thing that remains a constant is the reason for all of it - vengeance." (The music becomes harder and more 'evil', and quickly the camera fades to northrend, with the camera sifting throughout a massive undead legion) "And now..." (The camera finally finds the Lich King) "Vengeance Beckons" The cinematic quickly ends.

- Chapter 1 - Assault At Angrathar
The Lich King wishes Darion Mograine to obtain an artifact from Dalaran to summon Kil'Jaeden, but for now Angrathar is under attack by the Scarlet Crusade. The Lich King has sent Darion to travel through the Azjol-Nerub and attack the Scarlet Crusade leaders from the rear.
- Interlude - the Scarlet Consultation
When news of High General Abbendis's death reaches Lordaeron, the remaining leaders of the Scarlet Crusade express different views on the matter...
- Chapter 2 - the Dragonblight
The Red Dragonflight, weary of the Lich King's plans, has surrounded their army in the Dragonblight. So, the Lich King has decided to raise the great dragon Sindragosa as a Frost Wyrm, and has Darion Mograine defend the ritual.
- Chapter 3 - Shadowfang Keep
Under the Lich King's orders, Darion Mograine is to raise Arugal, lord of Shadowfang Keep, as one of the Scourge to use his decieving armies to breach Dalaran.
- Chapter 4 - Breaching the Magic
With the help of Arugal's Worgen, Darion Mograine is to to breach Dalaran's magical shield and obtain the artifact, the Arcadium Crystal so the Lich King can summon Kil'Jaeden.
- Epilogue - the Ebon Fate
Now that Darion Mograine's task is completed, he returns to Acherus, the Ebon Hold, to be attacked by Tirion Fordring and the Argent Dawn.

the Ashes of the Dead
More To Come

[Races]

the Scarlet Dawn
the Scarlet Dawn is a redeemed offshoot of the Scarlet Crusade, a group of crusaders wishing to return to their old ways and purge the undead.


Buildings
Hidden information:

Scarlet Temple
  1. Information
    The Scarlet Temple is the "headquarters" building. It upgrades to the Scarlet Chapel and then to the Scarlet Cathedral.
  2. Cost
    385 Gold and 205 Lumber
  3. Statistics
    1500/2000/2500 Health, 5/5/5 Armor, No Attack.
  4. Upgrades
    Upgrades into the Scarlet Chapel and then to the Scarlet Cathedral. Has the upgrades Backpack, and Sanctity at Scarlet Chapel. No Requirements.
  5. Units
    Trains Priors of Servitude
  6. Abilities
    Sanctity (Health Regen Aura)
Knight Convent
  1. Information
    The Knight Convent is the Tier 1 Barracks of the Scarlet Dawn. No Requirements
  2. Cost
    160 Gold, 60 Lumber
  3. Statistics
    1500 Health, 5 Armor, No Attack
  4. Upgrades
    Defensive Training or Offensive Training at Tier 2, and Holy Lances (Lancers hit up to 3 targets)
  5. Units
    Trains Crusaders (can be upgraded to Shieldwalls with Defensive Training or Zealots with Offensive Training) and Lancers
  6. Abilities
    None
Farm
  1. Information
    Farm just like the humans have. No Requirements
  2. Cost
    80 Gold, 20 Lumber,
  3. Statistics
    500 Health, 5 Armor, No Attack
  4. Upgrades
    None
  5. Units
    None
  6. Abilities
    None
Pious Forge
  1. Information
    The Upgrade/Siege Unit building, Requires Knight Convent
  2. Cost
    175 Gold, 75 Lumber
  3. Statistics
    1200 Health, 5 Armor, No Attack
  4. Upgrades
    Silver/Arcanite/Thorium Weaponry/Armor, Sanctified (Allied Damage Bonus) or Avenging (Scalds the ground, damaging enemy passing enemy units over time) Harpoons (at T3)
  5. Units
    Ballista (T2
  6. Abilities
    None
Reliquary
  1. Information
    Item Building; No Requirements
  2. Cost
    130 Gold, 30 Lumber
  3. Statistics
    485 Health, 5 Armor, No Attack
  4. Upgrades
    None
  5. Items
    To Be Continued
  6. Abilities
    None
Scarlet Mosque
  1. Information
    Tier 1 Secondary Barracks; Requires Altar of the Devout
  2. Cost
    180 Gold, 80 Lumber
  3. Statistics
    1500 Health, 5 Armor, No Attack
  4. Upgrades
    Scarlet Redemption or Scarlet Vengeance
  5. Units
    Myrmidons (with Scarlet Redemption) or Exorcists (with Scarlet Vengeance)
  6. Abilities
    None
Altar of the Devout
  1. Information
    Altar; No Requirements
  2. Cost
    180 Gold, 50 Lumber
  3. Statistics
    900 Health, 5 Armor, No Attack
  4. Upgrades
    None
  5. Units
    To Be Continued
  6. Abilities
    None
Scarlet Post
  1. Information
    Basic Tower, Requires Pious Forge
  2. Cost
    100 Gold, 70 Lumber
  3. Statistics
    400 Health, 4 Armor, 17-23 Damage, 75 Range, 0.9 Cooldown
  4. Upgrades
    Upgrades to Dawn Purger at Tier 3
  5. Units
    None
  6. Abilities
Dawn Purger
  1. Information

    Tier 2 Tower, Requires Scarlet Chapel
  2. Cost
    200 Gold, 120 Wood
  3. Statistics
    700 Health, 5 Armor, 27-33 Damage, 125 Range, 1.3 Cooldown
  4. Upgrades
    None
  5. Units
    None
  6. Abilities
    None
Blessed Pylon
  1. Information
    Tier 2 Tower, Requires Scarlet Chapel
  2. Cost
    200 Gold, 120 Wood
  3. Statistics
    700 Health, 5 Armor
  4. Upgrades
    None
  5. Units
    None
  6. Abilities
    Blessed Aura (Movement Speed & Health Regeneration Bonus)
Abbey
  1. Information
    Tier 2 "Caster Barracks", Requires Scarlet Chapel
  2. Cost
    150 Gold, 150 Lumber
  3. Statistics
    1050 Health, 5 Armor, No Damage
  4. Upgrades
    Cleric/Inquisitor/Warder/Banisher Adept/Mastery Training, Inquisition or Warding
  5. Units
    Clerics, Banishers, Inquisitors (with Inquisition) or Warders (with Warding)
  6. Abilities
    None
Crusader Monastery
  1. Information
    Tier 2 Barracks; Requires Scarlet Chapel
  2. Cost
    200 Gold, 160 Wood
  3. Statistics
    1400 Health
  4. Upgrades
    Charge, Volley or Holy Archery, Path of the Redeemer or Path of the Avenger
  5. Units
    Knight-Redeemer (with Path of the Redeemer) or Templar (with Path of the Avenger), Dawn Bowyers and Gryphon Vanguards
  6. Abilities
    None
Dragon Sanctum
  1. Information
    Tier 3 Elite Barracks; Requires Scarlet Cathedral
  2. Cost
    150 Gold, 140 Wood
  3. Statistics
    1200 Health, 5 Armor, No Attack
  4. Upgrades
    Scald (Scalds a target unit, igniting that unit on flames and creating a path of flames wherever it goes, which will ignite other passerby enemy units) or Holy Flames (Creates Holy Flames on the ground, healing passerby allied units over time or damaging passerby enemy undead units over time)
  5. Units
    Dragoon
  6. Abilities
    None

Units
Hidden information:

Prior of Servitude
  1. Information
    The lowest ranking officer in the Scarlet Dawn, the Priors of Servitude are vicious men who hold dominion over servants.
  2. Purpose
    A unit with some military purpose that can use workers
  3. Cost
    225 Gold
  4. Statistics
    Hit Points: 350 Armor: 4 Damage: 10-14 Range: Short Cooldown: 1.3 Sight: 180
  5. Upgrades
    Backpack
  6. Abilities
    Call of Servitude (Calls three servants, who slowly take damage), Whip (Increases attack speed and damages target allied unit)
  7. Concept/Model
    Robed Nobleman, talls, thin, long hair, heavily robed, hold whips
Servant
  1. Information
    Servants are the lowest ranking members of the Scarlet Dawn, and often slaves due to their evil overseers, the Priors of Servitude, who summon them.
    They are not fed, so they take damage over time.
  2. Purpose
    Building
  3. Cost
    None, Summoned
  4. Statistics
    Hit Points: 200 Armor: 0 Damage: 5-6 Range: Melee Cooldown: 2 Sight: 80
  5. Upgrades
    None
  6. Abilities
    Build
  7. Concept/Model
    Famished Men in rags
Crusader
  1. Information
    The Crusaders are the common soldier of the Scarlet Dawn. Built at the Knight Convent.
  2. Purpose
    An all-around soldier, Crusaders are early units meant to do whatever the player means to do.
  3. Cost
    135 Gold
  4. Statistics
    Hit Points: 380 Armor: 2 Damage: 15-18 Range: Melee Cooldown: 1.2 Sight: 140
  5. Upgrades
    Upgraded to Shieldwalls or Zealots
  6. Abilities
    None
  7. Concept/Model
    Similar to footman, except has more red and is more decorated.
Lancer
  1. Information
    Lancers are dedicated members of the Scarlet Dawn, throwing their heavy lances at foes.
  2. Purpose
    Short Ranged Attackers, they are powerful but weak soldiers who are especially efficient if the player has Shieldwalls to place in front of them.
  3. Cost
    135 Gold
  4. Statistics
    Hit Points: 280 Armor: 1 Damage: 17-21 Range: Short Cooldown: 1.8 Sight: 160
  5. Upgrades
    Holy Lances
  6. Abilities
    Holy Lances (lances hit 3 targets)
  7. Concept/Model
    (?) Lightly Armored, Throws Lances
Shieldwall
  1. Information
    Shieldwalls are the frontlines of the Scarlet Dawn army; they seem massive and can hold off the largest of attackers.
  2. Purpose
    Like their name says, they are to be movable walls to hold a line of defense.
  3. Cost
    180 Gold, 25 Wood
  4. Statistics
    Hit Points: 700 Armor: 5 Damage: 5-10 Range: Melee Cooldown: 2.2 Sight: 180
  5. Upgrades
    Upgraded From The Crusader At T2
  6. Abilities
    Shield (Takes 100% Less Damage, but cannot move)
  7. Concept/Model
Zealot
  1. Information
    Zealots are loyalist to the old Scarlet Crusade ways, and powerful assassins.
  2. Purpose
    Infiltration, taking down enemies fast.
  3. Cost
    180 Gold, 25 Wood
  4. Statistics
    Hit Points: 380 Armor: 2 Damage: 21-25 Range: Melee Cooldown: 1.2 Sight: 200
  5. Upgrades
    Upgraded From The Crusader At T2
  6. Abilities
    Need Ideas
  7. Concept/Model
    Swift, Lightly Armored Dual Wielders
Myrmidon
  1. Information
    Previous Defenders of the Scarlet Crusade, Myrmidons are powerful warriors who want to redeem their past faults.
  2. Purpose
    A multi-purpose unit, a step up from the Crusader.
  3. Cost
    160 Gold
  4. Statistics
    Hit Points: 550 Armor: 4 Damage: 17-21 Range: Melee Cooldown: 1.35 Sight: 160
  5. Upgrades
    Requires Scarlet Redemption
  6. Abilities
    (?) Knock (Chance on hit to knock enemies back)
  7. Concept/Model
    Unsymmetrical armor, small shield, medium axe, no helm,
Exorcist
  1. Information
    The Exorcists were priestly torturers of the Scarlet Crusade. They have good intent, but were driven insane and attempt to exorcise their foes.
  2. Purpose
    ??? Weak but good damage, like a ranged zealot but less extreme in its damage/defense
  3. Cost
  4. Statistics
    Hit Points: 400 Armor: 2 Damage: 19-23 Range: Short Cooldown: 1.1 Sight: 200
  5. Upgrades
    Requires Scarlet Vengeance
  6. Abilities
    ???
  7. Concept/Model
    Female? Throws daggers. Need more ideas.
Cleric
  1. Information
    Clerics are redeemed priests of the Scarlet Crusade, seeing now their faults and wishing to refrain from violence except when necessary and heal their companions.
  2. Purpose
    Healing
  3. Cost
    135 Gold, 10 Wood
  4. Statistics
    Hit Points: 290 Armor: 0 Damage: 8.5-11 Range: Short-Medium Cooldown: 2 Sight: 140 Mana: 200
  5. Upgrades
    Cleric Adept/Master Training
  6. Abilities
    Heal (Same as Priest heal), Sacred Grant (Marks an area sacred, increasing allied movement speed and attack speed on it), and Scion of Faith (If any enemy unit dies around a Cleric, the allied unit that killed the enemy unit gains health)
  7. Concept/Model
    (?) Robed, animation for spells in which they flip threw pages of a book
Banisher
  1. Information
    The Banishers have the sole purpose of banishing the unholy from the universe. Instead of simply killing them, they help their comrades kill them.
  2. Purpose
    Amplifying magic
  3. Cost
    215 Gold, 30 Wood
  4. Statistics
    Hit Points: 400 Armor: 1 Damage: 14-20 Range: Medium Cooldown: 2 Sight: 200 Mana: 300
  5. Upgrades
    Adept/Master Banisher Training
  6. Abilities
    Mortality Bond (Target enemy unit takes double damage from spells), Magic Susceptibility (Target enemy unit suffers from major damage if hit by a hard enough spell)), and Fate Covenant (AoE debuff in which if one unit dies, all units with the debuff take damage)
  7. Concept/Model
    (?) Need ideas
Inquisitor
  1. Information
    Inquisitors are more loyalists from the Scarlet Crusade, they are spell casting torturers.
  2. Purpose
    Offense
  3. Cost
    155 Gold, 20 Wood
  4. Statistics
    Hit Points: 325 Armor: 0 Damage: 13-17 Range: Medium-Long Cooldown: 1.72 Sight: 180 Mana: 250
  5. Upgrades
    Requires Inquisition; Inquisitor Adept/Master Training
  6. Abilities
    (?) Need ideas
  7. Concept/Model
    (?) Open!
Warder
  1. Information
    Warders are holy spellcasters who dedicate their lives to warding away the unholiness of the world.
  2. Purpose
    (?) Need Ideas
  3. Cost
    155 Gold, 20 Wood
  4. Statistics Hit Points: 325 Armor: 0 Damage: 13-17 Range: Medium-Long Cooldown: 1.72 Sight: 180 Mana: 250 (Currently same as Inquisitor, open to change)
  5. Upgrades
    Requires Warding; Warder Adept/Master Training
  6. Abilities
    (?) Need ideas!
  7. Concept/Model
    (?) Need ideas!
Knight-Redeemer
  1. Information
    Ex-Knights of the Scarlet Crusade, these knights of dawn are out to reckon with evil and bring down the undead.
  2. Purpose
    A Strong, Quick Offense
  3. Cost
    220 Gold, 40 Wood
  4. Statistics
    Hit Points: 725 Armor: 4 Damage: 26-30 Range: Melee Cooldown: 1.5 Sight: 160
  5. Upgrades
    Requires Path of the Redeemer; (?)
  6. Abilities
    (?) Trample (Charges at target point, knocking all enemies in the way out of the way)
  7. Concept/Model
    Like Knights of the Alliance, except they wear helms and wield axes and shields, and their mounts are red and silver.
Templar
  1. Information
    Loyalist Knights of the Scarlet Crusade, these powerful soldiers lead armies into battle.
  2. Purpose
    Quick attacking, bringing down enemies quickly.
  3. Cost
    220 Gold, 40 Wood
  4. Statistics
    Hit Points: 625 Armor: 3 Damage: 31-35 Range: Melee Cooldown: 1.4 Sight: 160
  5. Upgrades
    Requires Path of the Avenger; (?)
  6. Abilities
    (?) Cleave?
  7. Concept/Model
    Like the Knight Redeemer, except they have no helm, they have a red cape, and instead of a shield they wield a sword (Dual wielding shield and sword)
Gryphon Vanguard
  1. Information
    The Scarlet Dawn have bred powerful Gryphons, and have given them to powerful vanguards, so now the Gryphon Vanguard flies swift and slays the aerial forces of the enemy.
  2. Purpose
    Anti-Air
  3. Cost
    150 Gold, 50 Wood
  4. Statistics
    Hit Points: 400 Armor: 3 Damage: 23-31 (Aerial Only) Range: Melee Cooldown: 2 Sight: 180
  5. Upgrades
    Charge
  6. Abilities
    Charge (Charges a unit, stunning them)
  7. Concept/Model
    Armored humans wielding lances and riding gryphons.
Dawn Bowyer
  1. Information
    Elite archers of the Scarlet Dawn, Dawn Bowyers are benign followers of the holy light, never corrupted, who strike down their many opponents with ease.
  2. Purpose
    Tier 3 Pew Pew
  3. Cost
    250 Gold, 50 Wood
  4. Statistics
    Hit Points: 550 Armor: 0 Damage: 26-32 Range: Long Cooldown: 1.35 Sight: 200
  5. Upgrades
    Volley or Holy Archery
  6. Abilities
    Volley (Requires Volley; channeled AoE of arrows) or Holy Archery (Requires Holy Archery; Heals allies near enemies she attacks)
  7. Concept/Model
    Black-Haired Female, Leather Tunic, Large Longbow
Dragoon
  1. Information
    Dragoons are the strongest soldiers of the Scarlet Dawn and defenders of humanity, and so the Red Dragonflight gave them dragons to ride.
  2. Purpose
    All Around Great Aerial Unit
  3. Cost
    385 Gold, 120 Wood
  4. Statistics
    Hit Points: 1350 Armor: 1 Damage: 76-98 Range: Medium Cooldown: 2.5 Sight: 180
  5. Upgrades
    Scald or Holy Flames
  6. Abilities
    Scald (Passive; damage over time to the target and all other enemy units the target is near) or Holy Flames (Ignites an area with holy flames, healing allied passerby units over time or damaging undead passerby units over time)
  7. Concept/Model
    Helmet-less human riding a red dragon and holding the red dragon's reigns
    Ballista
    1. Information
      The Siege Weapons that the Scarlet Leaders trust.
    2. Purpose
      Demolishing buildings, with either defensive or offensive bonuses to units
    3. Cost
      200 Gold, 50 Wood
    4. Statistics
      Hit Points: 380 Armor: 2 Damage: 74-87 Range: Long Cooldown: 4 Sight: 140
    5. Upgrades
      Sanctified or Avenging Harpoons
    6. Abilities
      Sanctified Harpoons (Autocast, damage bonus to crusaders) or Avenging Harpoons (Scalds the ground, dealing damage over time to all passerby enemy units)
    7. Concept/Model
      Ballista with red silk wraps around it's wood.


[Heroes]

Darion Mograine
Hidden information:

Darion Mograine

Death Knight


Abilities

Death Coil - (Unit Targetable) Damages an enemy for 150/300/400 or heals an allied undead unit for 200/400/600 health.
Corpse Explosion - (Unit Targetable) Targets an organic unit corpse and explodes it, dealing AoE damage.
Unholy Ground - (Area Targetable) Desecrates the ground with unholy energy, causing all units within it to take 10/20/30% more damage.
One With Death - (Ultimate; Passive) Grants mastery over your unholy powers, enhancing each of your skills.
- Death Coil - Now returns health equal to 50% of damage dealt.
- Corpse Explosion - Targets killed by corpse explosion now explode as well, dealing diminished AoE damage.
- Unholy Ground - Any unit killed on unholy ground is revived as a ghoul minion. Minions have low health but are excellent fodder for corpse explosion.
Animate Dead - (Ultimate; Non-Targetable) No Change


Arthas Menethil
Hidden information:

Arthas
Lich King

Abilities

Frostmourne Hungers - (Passive) The runeblade Frostmourne eats souls - whenever the Lich King kills a unit, he becomes stronger, healing him for 75/150/225, and increasing his damage by 10/15/20, stacks up to three times.
Frozen Wrath - (Area Targetable) The Lich King unleashes his wrath upon an area, dealing 200/400/600 damage to each unit it hits, and freezes them. If a frozen unit is attacked, it will become unfrozen and there is a chance that the unit will shatter, dealing an additional 400 damage.
Unholy Prison - (Unit Targetable) The Lich King imprisons a target enemy unit, dealing 50/100/200 damage per 3 seconds for 15 seconds, keeping the target from attacking units. If the target dies, it is transformed into an Unholy Soul (with the ability Soul Hunger, which is like a close range v of dark arrow), and when the DoT ends, it explodes and attacks every enemy unit around the cage (fan of knives) dealing 400 damage per unit. If this kills a unit, the unit will become a ghoul minion.
King of Undeath - (Ultimate; Non-Targetable) Summons two Skeletal Giants per corpse around the Lich King, with a max of 8 corpses.