HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Life Under War

05-25-2004, 11:28 PM#1
13layde
I am at work on a map currently called Life Under War. We've just started, but we have some ideas down. Suggestions are needed :8 . what it's about...
-live the life of an ordinary citizen of the civilized humans or the brutish orcs.
-many fun and engaging occupations for each side, including miner, blacksmith, slave overseer, and many more.
-have the option of enlisting in your side's army as a soldier. Battle the enemy and keep your city protected at all costs.
-the two teams each have a ruler to control the army and other aspects of the city. Also playable will be an assassins guild, who can choose to ally with anyone or no one.
Buy a house, enhance it with furniture and other accessories, or live the rugged, harsh life of war.
-ability to ally with your enemies and unally your own city or other players to allow for rebellions and other interesting possibilities.
-Job specific abilities obtained upon being hired for a job.
Those are just some ideas we've come up with. suggestions for jobs would be very helpful, but any other suggestions/ideas/comments are also appreciated.
Thanks and please post feedback.
05-26-2004, 12:15 AM#2
[niro]
Oh nice sounds awesome, I think its a great idea, just some feedback, do not make the citys to big, make the areas easy to find in a city, when enlisting in battle, make your hero level up ranks, like once you first enlist, your a private, after 3 levels your a sargent, and so one, once you reach level 6, you become a Captain, and you are put in controll of a squad, make each member of a squad special, so its not just a bunch of useless footmen. Sounds very cool anyway, make the citys out of houses not terrain too.

Just some suggestions for jobs

Weapon Smith - gather materials to make weapons for your army
Alchemist
Store Owner - fight for your items, then sell them to your team, or enemys
Scout/spy - one of these per team, can inflintrate the enemy lines, and act like a normal civilian
Trash Man - (Crap job, only for those who can't get a good job) Pick up trash from the side of the road


You should have to meet certain requirements for jobs
Alchemist, Store Owner - High Intelligence
Weapon Smith - High Strength
Scout/Spy - High Intelligence and agility
Trash Man - no special atributes needed

stuff like that.
05-26-2004, 01:22 AM#3
13layde
Sounds good. We're making the ordinary houses out of burrows and pig farms, but the purchaseable houses will be terrain walls so you can go inside. The spy can definetly be used and the shopkeeper might be. We haven't gotten far enough in the soldier occupation to think about ranks a lot but they will be included. What will probably happen is a higher pay when new ranks are obtained and probably some other bonuses but we haven't thought a ton about it yet. But thanks for the feedback keep it coming. :D
05-26-2004, 03:59 AM#4
Pyrus
Here's a list of jobs:

Entertainer/Circus Performer
Chef
Gravekeeper - loser job, night shift
Artesian/Craft Maker - could work with the Store Owner
NightWatch - could be a sect of the army, night shift
Body Guard - sect of army
Dojo Apprentice
Farmer
Archivist/Researcher
Housewife?
Warcraft Mod Maker?

I think it would be best if this map didnt delve too far into the dark arts and holy magic. ie no demons or uber palladins.
05-26-2004, 05:33 AM#5
Trebain
Here's a few job ideas:
ORCS:
Servant ( Peon Model, starting Job)
RepairMan (Peon Model, repairs other's homes)
Weight Trainer (Tauren model, raises STR.)
General (Grunt Model, train others to become part of the army)
Chieftain (Tauren Chieftain or Thrall model, Leader)
Fortune Teller (Far-Seer model, gives random dopey fortunes for cheap)

HUMANS:
Builder (Peasant model, builds homes/garages for cars)
RepairMan (Peasant model, repairs other's homes)
Alchemist (Archmage model, makes potions from different items)
School Teacher (Priest model, raises INT.)
Captain (Footman model, trains others to become part of the army)
Mayor (Bloodmage model, Leader)

NEUTRAL (ASSASSINS, not jobs of course)
Martyr (? model, has abilities: Berserk, Rejuvenate, blink, windwalk)
Commander (Warden model, has abilities: Endurance aura, command aura, Unholy aura, vampiric aura)

Also, if primary houses are going to be orc burrows/farms etc. i think you should make a seperate part of the map (I.E. a hole in the ground somewhere) where they can be safe from assassins, it would also be a good place to put furniture.
05-26-2004, 07:38 PM#6
13layde
Just to clarify about the houses, the ones that will be purchasable will be actual walk in houses with terrain as walls and have rooms etc. like the ones in Life Of a Peasant or other real lifes. The neutral houses that enemies attack will be burrows and pig farms. Also, as for now, you will stay with the same unit the whole game and just switch your skills depending on your job, so that you can increase your stats etc. And as for "I think it would be best if this map didnt delve too far into the dark arts and holy magic. ie no demons or uber palladins." There will be little magic in the map besides the jobs and some magic shops as far as we've thought now. There will be no demons at all in the map anyway, only assassins, orcs, and humans, and all of their allied races. (like for humans maybe dwarves and elves etc.) A lot of those jobs sound cool and some are already rolls anyway, (the warchief is a seperate player) Also, when you think of jobs try and think away from the 'kill this unit' or 'deliver this item' jobs because while we'll have a few of them, we are looking for more diverse and engaging jobs :D Thanks for the response keep it comming
05-26-2004, 08:10 PM#7
[niro]
The biggest mistake in my opinion in LoaP is the walk in houses, its a good idea, just do NOT make the house in the city, make a seperate part of the map maybe to top corners with each building in it that can be walked into, then when somone walks up to the front of their house, they are instantly moved to their house, using regions, this will also stop other people from trespassing while their opening their gate or something, unless of course you want them to be able to trespass, then let anyone move instantly inot th house, anyway when you move the unit instantly, just pan the camera there over 0 seconds, and it will seem like you walked into the house.
05-27-2004, 12:59 AM#8
13layde
hmm we might do that.. I'll ask Coz what he thinks... Or maybe you could buy a worker to make your pig farm or burrow and once he builds it create a region near it so that the pig farm leads into your house.. hmm
05-27-2004, 05:32 PM#9
Trebain
Quote:
Originally Posted by 13layde
hmm we might do that.. I'll ask Coz what he thinks... Or maybe you could buy a worker to make your pig farm or burrow and once he builds it create a region near it so that the pig farm leads into your house.. hmm

Blayde, thas what I was trying to say in my post, but...I guess I just couldn't figure out how to say it. But that's a good idea. you should try to work it out.
05-28-2004, 07:41 PM#10
13layde
Since we're laying out the orc city right now, we need some suggestions as to little things that might make the city more fun to be in. Things like the little secret ways into the city through a cave that we have and other things like that are what we need. We want to make each city as playable and fun as possible :D anyone?
05-29-2004, 12:08 AM#11
Pyrus
mini games. think of the last event on the Blizz easter map. Somehow make somethng like that (sorry i cant think of any right now).
05-30-2004, 02:38 PM#12
13layde
Unfortunately minigames, along with jobs, houses, and other things be a lot to cram into the city and we're trying to keep the map as small as we can to keep the size down. we might have some in our jobs though. Annnnyone else? Oh yeah and how does it sound if you are an orcish gladiator, you fight fallen human soldiers that your army has killed? We're working some on that job now, so if you have any ideas for it..
06-08-2004, 08:15 PM#13
13layde
Well we've been working on the map a lot since i replied last. So far 5-6 normal houses and 1 buyable mansion plus the warchief's mansion. You will be able to buy many different furniture items that will work like mini towers where they are an item but you can set them down and 'build' them. The gladiator job is still being worked, and to even the teams out there is now a trader's guild being worked in. That is, unless someone else has a better idea for another guild. 3 peons on each team, 1 ruler for each team, 1 assassin's guild, and 1 trader's guild. Also, there will be a public prison for each side, and once a player is arrested, the arrest-er will pick how long of a sentence to give them, ranging from 2-5 minutes. After this time the cell doors will be opened and they can walk into a beacon to get back to their city. Also a job will be a spy, and your peon is warped into the opposing city with invisibility like a shade's. Each Warchief/king will possess an invisibility seeing item, but there will be only one for each team. If the spy is killed he will be jailed. Other jobs being considered are murderer, food seller, and artisan. Most job will have certain requirements, ranging from stats to items in an inventory. Lastly, Each team will have the harder to acquire job of a veteran. This job will have big requirements including enemy kills, strength, and possibly an item stolen from an enemy base. Becoming a veteran will allow you acess to paths inside the city different from the main entrance, only useable by veterans. Every time you kill an enemy as a veteran your kill count will go up by one, and you can go back to your boss at any time to cash in the kill points for gold and maybe items. Anyway, that's a long update, more feedback + ideas would be good!
06-09-2004, 12:13 AM#14
[niro]
Sounds likes its coming along well! First off, make the orc city in the same style as orgimmar, with lots of elvevation and ramps, wooden bridges ( using this cool hidden model in WC3 Doodads\LordaeronSummer\Structures\BridgeLog\BridgeLog.mdx ) For the human city, make it more orderly. Make sure the citys aren't to small, or large.
06-09-2004, 01:26 AM#15
13layde
hah it sure isn't too big. and i would'nt say too small either. I say size is good on both cities. Each take a little more than 1/3 of the map. We have a lot of elevation in the orc city and i did look at ogrimmar in the beastmaster campaign which is sorta what i based the city off of. I'll see about that hidden doodad. Still need ideas about different unique jobs. give a description as we're looking to make jobs a lot more fun to do than in other real life type maps. Also need ideas for trader's guild :D