| 02-13-2007, 05:22 PM | #1 |
![]() The Dawn of Chaos A Realm Design production Summary: The Dawn of Chaos is a remake of Warcraft: Orcs and Humans, the first Warcraft game released in 1994. It consists of two 16-level campaigns, one for the Orcs and one for the Humans, and several multiplayer maps. All units and structures from the first game are recreated, and the vast level of modification means that the game has its own distinct visual style and barely resembles Warcraft III. Features: - Two fully voice-acted campaigns with 16 levels and five interlude cinematics each - Gameplay recreated from Warcraft: Orcs and Humans, including fully-functional road and wall systems, and large army conflicts - Detailed and attractive visual style, with no elements from Warcraft III going unmodified (so that the visual style is unique and consistent) - Several dozen units and structures, including campaign units and locations - Ten new tilesets - Various visual modifications to recall the style of Warcraft: Orcs and Humans - An entertaining and emotional storyline with no textual errors - Completely replaced in-game interfaces, menus, fonts, and other system elements - Loading screens for every level featuring sketched concept art - A remixed musical score from Warcraft: Orcs and Humans alongside new compositions - Playable multiplayer maps Team: John Drake: Ream Design founder, modeller, triggerer, skinner, terrainer Skullpitter: Ream Design co-leader, writer Xaran Alamas: Realm Design co-leader, various Whitehorn: Various (inactive) Antihero: Skinner Murloc-Lover: Terrainer HandCLAW: Concept artist Vessboy: Concept artist Albiino-I: Modeller STURMguy: Modeller Pheonix-IV: Modeller, animator Challis: Modeller (retired) Wolverine: Skinner (retired) Progress The vast majority of the most difficult part of the project, namely the modelling, skinning, and animating of the multitude of units and structures in DoC is mostly completed, which is how we justify stating that we are around 70% completed in terms of time, as these elements take far longer than completing the actual campaigns will. The difficult systems involving roads and walls have been completely ironed out and fit into the game, as well as the hero system and the replacements for in-game art and user interfaces. Help is always needed making new models, because DoC is a far less generic project than Warcraft III was and incidental characters and situations are always popping into the campaigns. As well, DoC undergoes constant renewal as our artists figure out better ways to do things; see the constant evolution of the human structures, completed for some time but being revamped occasionally to better fit DoC's vibrant and less cartoony style. Miscellaneous In our early years there was an unfortunate tendency to declare that what we were attempting to do could not ever be done. The truth, however, is that it just couldn't be done quickly. Unlike nearly every other Warcraft III project there has never been the possibility of cancelling DoC; the two of us, John Drake and Skullpitter, who are most involved in its creation are too fond of the idea to let up. Therefore we hope to never hear about how we'll never get this done; the visible progress we've accomplished proves that kind of silliness wrong. To put it another way: if we were doing what Project Revolution is doing, i.e. recreating the gameplay and units without the campaigns, we would already be done. That should tell you something. It's our shared fondness for the original games in the series, and a bit of dislike of the garishness and rushed quality of Warcraft III that caused this project to exist. Humans No, we're not missing buildings, we just wanted a more pastoral screenshot. ![]() Orcs Isn't it gloriously muddy out today? ![]() |
| 02-13-2007, 05:33 PM | #2 |
By the way, credits on the human buildings goto xXxmorpheusxXx for his framework kit, Challis, and myself. Orc buildings are too various to name now, but I will be making new preview pictures for them that highlight the authors properly :) |
| 02-13-2007, 05:40 PM | #3 |
Been watching this for years, and it still looks beautiful, release it already :} |
| 02-13-2007, 05:54 PM | #4 |
roads! I love you guys. |
| 02-13-2007, 06:40 PM | #5 |
This looks amazing! |
| 02-13-2007, 07:09 PM | #6 |
I can remember playing the demo of this. Damned good work. |
| 02-13-2007, 08:27 PM | #7 |
warlock looks abit strange... doesn't look like wc1 one... or is it necrolyte (next to skull tower)? |
| 02-13-2007, 08:35 PM | #8 | |
Quote:
We've changed a lot of stuff, as you can see by the picture. The Forge, Great Hall, and Kennel (now called Wolf Den) are the main examples. Here's a link to a closer up picture of the warlock with a few TC variants: http://www.wc3campaigns.net/attachme...3&d=1149211735 |
| 02-13-2007, 10:07 PM | #9 |
well, this is definatly based on my stuff, you could have asked, you know? I definatly love these, so its no prob, but plz credit me... thx! |
| 02-14-2007, 12:50 AM | #10 |
You definitely made some damn good tools to work with, and we owe you tremendously for making them available. They gave us a chance to make the buildings look a lot better than they used to. Credit will always be given where it's due, and you deserve a lot for that. Don't worry, we won't forget who we owe for what. |
| 02-14-2007, 01:52 AM | #11 |
The human buildings are horrible. The walls are way too straight to look good from this angle and this engine, the textures are flat, unshaded and boring... you could have made those a lot more interesting. Ruins everything. The orcs look great, though. |
| 02-14-2007, 03:18 AM | #12 | |
Quote:
Afraid that's a matter of opinion. Anyway, here's some previews of the units for both the Orcs and the Humans. No, it's not exhaustive, and yes, a large number of art variants are in there. But I think it's more than worth seeing. Oh, and for the love of god, before you start, they're NOT gigantic earth-destroying pictures. In file size, anyway. I have an absolutely abysmal connection here easily on par with good dial-up and this loads like a breeze. If it breaks forum rules, please let me know. Otherwise, enjoy and let us know what you think! ![]() ![]() |
| 02-14-2007, 03:39 AM | #13 | |
Quote:
Actually, I did credit you in my post after Skullpitter And here's a preview picture from our main forum that highlights the fact you've always received credit: ![]() I have no illusions about who made it, and you deserve mucho credit! |
| 02-14-2007, 04:58 AM | #14 |
And, since you guys never got the benefit of seeing the new pics for the other new human structures, I'll post them here too. Bear in mind that these structures have been done for a while, these are just new revamps based on the old models with the new ones by Morpheus used to add character. ![]() ![]() ![]() |
| 02-14-2007, 03:44 PM | #15 |
Far below the quality i'd expect it to be from you guys. The buildings do look better from a diffrent angle, but that angle doesnt mean anything, its about the in-game look. And that is flawed. You build the buildings so they look better from a first-person perspective reather then a top-down vieuw. They are diffrent vieuws, thus require diffrent models. Dont dismiss what i say as "just an opinion" as well. I know pretty damn well what i'm talking about. The textures on the houses make little sense as well. Why the hell are there iron cappings on every single wooden beam? Who builds houses that way? They are also textured with a complete disregard for actual lighting and shadowing, the wc3 engine doesnt provide enough shadow on its own, it needs help from the textures. As an addiotion to that pretty much all your wood textures look fake and ugly as hell, especially the ones on the trebuchet. In the human units there is also a great deal of inconsistancy when concering the textures, some are a lot darker then others. Especially the cleric stands out as an eyesour among the others. This problem is also present among the orcs, but less obviously. |
