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Kelewan - Races Needed

05-15-2007, 03:07 PM#1
Dragoon
Kelwan

What is Kelewan?
Kelewan is a melee map with up to 12 races who hasn't appeared in Warcraft III yet or appeared only as a part of a race. The only exeption are Elves and Undead. Humans wil also reappear but can't be played. They are neutral or battle for Cpu players. I have based it off War of the Races II.

Each race will have a Titan, two heroes and an unique skill. (Undead will have a revive ability for example.). Also is there the Grail is appears at random on the map. It is an item carried by an invisible neutral unit. The player who captures the Grail can build a special building with it.

Playable Races

Dwarven Kingdoms

Titan - Karn, Mithril Golem
Grail Building - Mine Shaft (has 200000 Gold within )
Skill - Teleport to some buildings.
Alligment - Good

Adventages
+ High Hp + Def
+ Good gold harvest

Disadventages
- Low speed
- Bad lumber harvest

Undead Legion

Titan - Sar the Dracolich
Grail Building - Soul Keeper (Reanimates as skeletons and creates corpses!)
Skill - 10% to revive (Can be upgraded to 15%)
Alligment - Evil

Adventages
+ Summon building
+ High supply

Disadventages
- Low Hp
- Blight for buildings

Shadow Cult

Titan - Yrroth, the Unsplittable (Expensivest one.... But also the strongest!) or The Unspeakable
Grail building - None!
Skill - Harvest units for resources!
Alligment - Neutral

Adventages
+ Strong Units
+ High resource gather

Disadventages
- No buildings
- Expensive units

High Elven Empires (Bookworm)

Titan - Sun Phoendix
Grail Building - Palace of Ethernal Light (Cast the Daylight spell.)
Skill - Regerate fast at day.
Alligment - Good

Adventages
+ High regenarate base
+ Alround favor (Archers, melee, flyer and spellcaster)

Disadventages
- Weak at night
- Expensive Units

Deep Elven Enclave (Bookworm)

Titan - Adiamarchus
Grail Building - Shadow Pillar (Reveals the map)
Skill - Shadowwalk (Invisible at night)
Alligment - Evil

Adventages
+ Good exploring
+ Good Spelcasting

Disadventages
- must summon melee units (Weak to spells as unsummon)
- Slow mana regeneration

I ask you to think some races out, but with the restriction that the aren't races of Warcraft III. (If they appear in another game, it's fine. )

Edit:
- Added the High elves and the Deep elves (They don't like each other.)
- Changed shadow invaders to Shadow cult
- Alligment Added (4 good, 4 neutral and 4 evil races)
05-15-2007, 03:15 PM#2
Whitehorn
I like this.

Please tell me how much of the work you'll be doing.
Will you be using any custom imports?
What changes to melee exist?

I've designed a couple of mods with different melee systems and races, so am up for inundating you with ideas if you like.
05-15-2007, 05:47 PM#3
THE_END
Yea that shadow race sounds very interesting...
05-15-2007, 06:49 PM#4
Dragoon
Quote:
Originally Posted by Whitehorn
I like this.

Please tell me how much of the work you'll be doing.
Will you be using any custom imports?
What changes to melee exist?

I've designed a couple of mods with different melee systems and races, so am up for inundating you with ideas if you like.

There will be imports, but I don't make models. Others can do that better.

Melee, wel no much change only the Titan and the Grail wil be added. The Titan is a unit who can build only once for a HUGE price of resources and supply. around 10000 gold and 5000 lumber. But they are very strong. They have also unit classes (Archer, Melee, caster, but no flyer.)

The Grail is a tiny building item (Or something.) and can found only once. At the beginning of the map, the Grail keeper wil be dropped somwhere. Killing it wil drop the Grail.

I will use a melee map from blizzard and put the races in the map. But most design, basic things I used from ideas.

So give me some Ideas!

Racial Information for now.

Edit: See first post for updated racial information.
05-15-2007, 06:52 PM#5
Whitehorn
The biggest problem I see is titans. If a player can afford to buy one, he should have won already.

Additionally Dwarves seem inbalanced. Running out of gold forces players to expand or die. If they get their infinite mine, they can just turtle.
05-15-2007, 06:56 PM#6
Dragoon
Titans: How to balance then? And the mine, it is a Grail building. Only buildabe if you get the Grail......
05-15-2007, 10:27 PM#7
Bookworm
On titans, I agree with Whitehorn. Assembling that much resources should have already indicate victory. I would suggest taking the old command and conquer superweapons approach:

Have the titans be expensive (though not ludicrously so), but make the true limiting factor on thier use the build time. Say, let a titan take 8 minutes to build and, furthermore, when someone begins building one, start a timer and announce to everybody else that someone is building a titan; ping the map periodically to show exactly where its being built.

This way, Titans are difficult to acquire, but it isn't unreasonable for them to be obtained. A titan is a game changing event, so you will, presumably, drop whatever you're doing to try and wipe out the enemy before he can finish building the titan, whilst, as a defender, you'll do EVERYTHING in your power just to hold out till your titan arrives to turn the tide. Just an idea.

Overall, it'd be nice to see this pulled off. I think I'd enjoy it.

I've often dreamt up a few races for meaningless projects that never came to fruition, so a couple of ideas for your appraisal:

Conclave:
Hidden information:

A twisted sect of dark wizards and priests, ruled by a circle of powerful liches and supported by a host of summoned monsters. Seeks to dominate with trickery and cunning.

Titan: Adiamarchus, Prince Of Lies Summoned Demon. Physically, weak. However, etherael (therefore immune to physical attacks) and able to use powerful magics, notably, the ability to charm a number of enemies onto your side.

Grail Building: Altar Of Shadows The fog of war and the black shroud is removed for the builder, as if using a "see all" cheat. All the better to plot your tricks and ambushes with!

Skill: Shadowwalk At night, all Conclave units can use the "Shadowwalk" ability, cloaking the unit. Would be based off the windwalk ability, except with a speed decrease, not increase. To encourage ambushing, a backstab bonus would be granted too, though a longish cooldown would be put on the ability to stop abuse of this.

Spells: The fair chunk of the Conclave's units would be spellcasters, focusing on spells that are used to gain a tactical advantage over enemies or defeat them in a rather more cunning fashion. My vision of the race is that these spells are crucial to victory. Some spell ideas are given below.

"Rift": A spell for a higher power spell caster that creates a portal from where he is standing to a location selected anywhere on the map, which lasts for X number of seconds. The portal acts as a standard waygate. Beware, though: Whilst this could be used to launch many a cunning attack, if not all goes to plan, enemies could use the portal to launch a counter. Of course, being a conclave, the original attack might be a dummy, to draw the opposing army in through the return portal, into a trap...

"Illusion": Like hallucination or a wand of illusion, creates an image of a target unit which deals no damage and takes a great deal of damage, but can be used to scout, draw enemy fire, act as a decoy or trick an enemy into thinking a force is much larger than it really is. I imagine this to be a fairly basic spell that most Conclave commanders will have availible.

"False Image": Like Illusion but for an ENEMY unit. Cast it on an enemy unit, and there will be a blur. After the blur, two units will be there, one real, one not. The enemy should be unable to distinguish between the two, leading to confusion.

"Plague": Infects an enemy unit with a poison that does moderate damage. Can spread to other units.

"Sleep/Mass Sleep": Removing enemy units from the combat is a extremely valid tactic for the conclave. Divide and conquer!

"Invisibility": Needs to be in there somewhere. A unit that can become invisible and not leave invisibility to attack, like a ghost or a wraith, would also be interesting.

"Darkness": Creates a dark cloud that stops ranged units from firing through, like a dragonhawk's cloud but on units.

"Sight of Evil": Farsight, by a different name.

"Mindrot": Essentially, mana burn over time.

...That should give an indication of my vision for the race.

Advantages:

- Wide range of deceptive spells and abilities
- Able scouting. If you don't know what the enemy is doing, its your fault, not your race's.

Disadvantages:

- Most of the "meat" provided by summoned creatures. Whilst they don't have timed lives, they can be dispelled.
- Weak melee units.
- The vast majority of units depend on mana.


High Elves:

Hidden information:

Lit in the radiance of the midday sun, a disciplined cadre of high elven soldiers is a match for any foe. With a strong tradition in sword, bow and sorcery, it is hard to expose a weakness in a well-organised elven army; until night falls, that is...

Titan: Phoenix (similar to the spell, a flying, AoE damage dealing bird of firey death, who, if killed, will revive itself at dawn the next day.)

Grail Building: Palace Of Eternal Light (When built, day is now followed by day. When the clock reaches dusk, and is about to change to night it skips 12 hours to dawn, again.)

Ability: Sun Affinity: In sunlight, during the day, elves regenerate extremely quickly and have increased armour. In night, however, they have decreased armour and do not regenerate at all. Also, a number of high elven spells and abilities do not function at night.

Flavour: High elves are visualised as a very balanced race with durable melee, lethal ranged and useful spellcasters. Generally, they should be considered "DO NOT TOUCH" during the day, but very vulnerable during the night; thats where thier racial identity lies. They should have a number of "fun" and useful spell abilities only useable in the day: skills players enjoy using, to try and make elven players even more concious of the time of day. Getting that grail should be a real advantage!. If you want to, there is a whole HOST of really cool elf models out there, by the way; it would be easy to make this race look cool.

Spell ideas:

"Flare": For me, it feels really good to click a button and have a nice, chunky AoE selector appear, then click somewhere and have hell unleash in an instant. Not a damage over time spell: its a fireball, a single shock of damage accompanied with a pretty flame graphic. Fire, and forget. Only usable in the daytime.

"Resurrect": Powerful, mana intensive spell, only usable in day. Ressurects X number of units.

"Mass Healing": Similair to falre, except healing. Target, fire, watch a group of units gain a chunk of hit points, forget. Only in daytime, though.

"Wall of Fire": Sets up a wall of flame that deals damage. Perhaps in a circle? Only during the day.

"Slow": Simple debuff: except it targets an area of effect.

"Aura": Creates a ball of light which acts like a healing ward. Only during the day.

"Light Rune": Creates a glowing obstacle of light. Blocks pathing, and cannot be destroyed; an enemy will have to wait for it to run out. LONG cooldown to stop abuse. Only during the day.

Advantages:

- All around strength: Strong melee, ranged and a useful set of spells.
- Massive bonuses in the daylight.

Disadvantages:

- At night time, can be a very easy target.
- Expensive units, though have cheap expansions. Attempt to encourage elves to have to expand early and be ambitious in controlling the map; makes them all the more vulnerable if they have to protect multiple locations at night.



Goblins:

Hidden information:
[i]Masters of technology, goblins make up for their physical weakness by creating a huge range of different machines and tools that they can apply to patch up almost any situation. Hugely versatile; goblins rely on ingenuity to survive... but sometimes can be too clever for their own good.

Avatar: "The Invincible": Huge mechanical construction, with mammoth hitpoints and armour.

Grail Building: Missle Silo Building that is periodically capable of launching powerful missiles anywhere on the map without reply. Perfect for softening up enemies or a base before an attack

Ability: Mechanical - The vast majority of goblin units are mechanical, and, therefore, immune to most spells and can repair. Goblins don't have any conventional spell casters with buffs, healing or spells that affect friendly units, so this is no disadvantage to them.

Flavour: Goblins should be fun to play. If you're importing models, there a whole range of different goblin tidbits. Goblins are somewhat childish inventors, pranksters and tinkers; my vision is that that should be reflected in playing them.

For instance: everybody, at one stage, built a fort as a child. Goblin engineers invite you to do so again: They have a wide variety of diffent obstacles that you can use... Barrels to act as barricades... explosive barrels that, when shot, can act as traps, valuable siege tools or something to simply spice up the battle field... land mines to act as traps... etc.

The idea is that EVERY unit should have some sort of active ability. Sappers with suicide, mecha-dragons with burrowing abilities, zeppelins that can drop a flurry of explosive barrels, ready to be detonated by a ranged attack. Steam tanks that can carry goblins, so that they can shoot out, like burrows. A motley chaotic collection of different units that all do different things.

Advantages:

- A unit for every situation; every unit has something it can do well.
- Engineers can set up barricades and various trap, to be put to tactical use.

Disadvantages:

- Whilst every unit has an advantage, every unit has a disadvantage; a crippling flaw that can be exploited.
- The majority of units have a chance to explode on death, more likely than not dealing damage to friendly units rather than enemy units.



Hope you like something in here.
05-15-2007, 10:42 PM#8
Whitehorn
Perhaps the grail is too powerful to give randomly to 1 person?

You've only really introduced two changes to the melee system and both break the balance utterly IMO.
05-15-2007, 11:23 PM#9
Elenai
what about a birdlike race with peacock colors.
or even better a new elven race that was seperated at the sundering like the naga but they did'nt turn into evil snake beings.
05-15-2007, 11:43 PM#10
THE_END
Like the skins that I have made/am making?
05-16-2007, 12:02 AM#11
Elenai
Post Removed
05-16-2007, 12:38 AM#12
THE_END
Try n stop him >:|
05-16-2007, 12:43 AM#13
Elenai
Post Removed
05-16-2007, 06:09 PM#14
Dragoon
Okay, changes for the Grail and the Titan

Once in a game, you can build the Grail at tier 3. The Grail can be upgraded to the Grail building or it can train a Titan. If the Titan is build, the Grail is destroyed. Upgrading your grail (or building your titan) will be pinged on the minimap and a timer will be added.
05-16-2007, 07:48 PM#15
Elenai
Post Removed