| 05-15-2006, 01:55 AM | #1 |
Warcraft III: The Dawn of Chaos Summary: The Dawn of Chaos is a long-standing campaign project aimed at a total conversion enhanced remake of Warcraft I: Orcs and Humans. We have completed all of the system modifications and 34 main units as well as dozens of variants, pushing the bar for total conversion mods in general. Features: - Fully implemented road and wall systems - Four races with three full art variants each - Completely new art in all areas - not a scrap of Warcraft III art to be seen anywhere, therefore a unique artistic and stylistic presentation - Full voice acting and long cinematics - Warcraft III modding legends dutifully producing quality work - Dozens of improvements and innovations, often never before implemented on such a scale - High production quality on all aspects The Team: - John Drake (Team Leader, Project Leader, Skinning, Model Editing, Triggering, Terraining) - The Skullpitter (Team Leader, Project Leader, Script and Dialogue, Tooltips and Game Text) - Xaran Alamas (Senior Executive, Modelling, Triggering) - Antihero (Skinning) - Whitehorn (Modelling, Skinning) - Albiino (Modelling) - Count Carigon (Modelling) - Murloc Lover (Terraining) - HandCLAW (Concept Art) - STURMGuy (Modelling) Progress: - Primary Art 100% - System 100% - Tertiary Art 30% - Campaign 20% ------------------------------------------------- Starting TODAY, the 15th of May 2006, we will be posting ONE UNIT and ONE BUILDING on each of these week days: Monday-Tuesday, Thursday-Friday. That is to say, today we will post one unit and one building for the Orcs, and on Tuesday we will post the parallel building and unit for the Humans. Wednesday is a day of grace. Thursday will be the same as Monday, with a new building and unit for the Orcs, and Friday will be the same as Tuesday, with the parallel unit and building for the Humans. On the weekend, that is Saturday and Sunday, we will post ONE SPECIAL UNIT per day. That is to say, the heroes. (Which are not included in my count of 18 units, by the way.) THEREFORE. Today we post the Orc Great Hall (Building) and the Orc Peon (Unit). Tomorrow (Tuesday) we will post the Human Town Hall (Building) and the Human Peasant (Unit). And finally, before I get to the first pics... this update schedule is a running start towards releasing a huge comprehensive demo for DoC. Three Human levels, three Orc levels, and at least four multiplayer levels. We intend to REapply for hosting here at WC3C, where we spent about a year and a half previously. Now, onto the real stuff! PREVIEW POST #1 - ORC GREAT HALL and ORC PEON This is the beginning of our Preview Post update schedule. We will be posting one unit and one building every day except for Wednesday and the weekend. That is to say, today we are posting one Orc building and one Orc unit, and tomorrow we will be posting the parallel building and unit for the Humans. Then we pause for Wednesday, and then start over again for Thursday-Friday. On each day in the weekend we post one of the Heroes. Today we start with our Building, the Orc Great Hall. This is the centre of your city in each level. You may only ever have one, and if it's destroyed, you need to use its special ability to rebuild it immediately. No unit can be constructed while the Great Hall is destroyed. When it's destroyed, it becomes Great Hall Wreckage which is repaired by clicking a special button on its task pane. This building has a Build ability for Roads and Walls as well, just like in Warcraft I: Orcs and Humans. The design for this building is NOT the same as in Warcraft I. That design featured a round doughnut-like structure with appended towers. John Drake (who along with me is the Project Leader for Dawn of Chaos) decided to use the design for the Warcraft II: Tides of Darkness Great Hall instead. Credits are listed on the preview pic itself. All tooltips are written by myself. The pic itself was created by John Drake. And our Unit for the day is the Orc Peon. He's the builder for the Orcs, and he's the same as he was in Warcraft I: Orcs and Humans in that he CANNOT ATTACK. Peons can flee into Farms so that they don't get wiped out when your town is attacked. They build everything except for the Roads and the Walls and the Great Hall. Credits are listed on the preview pic itself. All tooltips are written by myself. The pic itself was created by John Drake. Comments and criticisms always appreciated! Stay tuned for tomorrow when our next release will be the Human Town Hall and the Human Peasant! ------------------------------------------------- LINKS TO PICS POSTED SO FAR: Orc Great Hall Orc Peon Human Town Hall Human Peasant Orc Barracks Orc Grunt Human Barracks Human Footman BLACKHAND THE DESTROYER Brotherhood of the Horse Footman (Human Art Variant) Orc War Mill Orc Spearman Human Lumber Mill Human Archer Human Blacksmith Human Trebuchet ANDUIN LOTHAR THE LION OF STORMWIND Great Hall Wreckage Town Hall Ruins Bleeding Hollow Grunt (Orc Art Variant) Orc Temple Orc Necrolyte Human Church Human Cleric Orc Warlock Tower Orc Warlock Human Conjurer Tower Human Conjurer ORGRIM DOOMHAMMER THE BACKSTABBER |
| 05-16-2006, 06:08 AM | #3 |
Nifty, good work. Thumbnails please, though. Edit: the texturre for the Town Hall is a bit... bright. |
| 05-16-2006, 07:01 AM | #4 |
I so remember this project and being a part of it, looking good. |
| 05-16-2006, 11:11 AM | #5 |
I remember you too, my artistic friend. Anyway, the Human buildings all have a somewhat vibrant colour scheme that melds well with the Azeroth tileset. They have a separate toned-down scheme for the darker tilesets we have created. The Orc buildings work just as well on the brighter tilesets because they generate thick mud around their town to prevent the vibrant grass from clashing with the dark buildings. Trust me, I've seen it all in action and it really does work. EDIT: We'll fix the pics into thumbnails soon. Sorry! |
| 05-16-2006, 11:20 AM | #6 |
Nice compositions:) |
| 05-16-2006, 12:19 PM | #7 |
*drool* Now give me some work to do. |
| 05-16-2006, 08:23 PM | #8 |
Your services should be required in good time, my friend. |
| 05-16-2006, 10:38 PM | #9 |
So wheres todays :) |
| 05-16-2006, 10:57 PM | #10 |
Above your post. |
| 05-17-2006, 11:03 PM | #11 |
Here's a link to a video showcasing the Orc Great Hall dying and being converted into the Great Hall Wreckage. Enjoy! We resume tomorrow (Thursday) with the Preview Pics. Click Here |
| 05-18-2006, 03:57 AM | #13 |
Looks good but I dont like the grunt axe. |
| 05-18-2006, 04:12 AM | #14 |
Neither do we, it'll probably change. By the way, so, that was your "don't", where's your "do's"? |
| 05-18-2006, 05:51 AM | #15 |
Looks great :). |
