What's new
Warhaven

Don't be a lurker, register an account and join the fun! Post, rate and participate with other members on Warhaven! Registering takes only a few clicks but gives you access to an amazing community and all its benefits. We hope you enjoy your stay and most importantly have fun!

Warcraft: Battle for Azeroth [WC3 Project]

UMBRAUNDA

Active Member
Messages
153
Reaction score
133

With the new WoW expansion and story transition to classic Alliance vs Horde (no more world-ending threats... almost), I am HYPED.​
I'm making a new Azeroth map that would follow this Alliance vs Horde narrative plus more plausible events (because we won't know the whole story for another year). Timeline would pick up right after Legion however I'm not sure if it should be before or after the trailer's events... I'm leaning towards after because trading Teldrassil for Lordaeron at the start would nearly solidify control of each continent. (Kalimdor for the Horde, Eastern Kingdoms for the Alliance - this is also shown in the trailer as Kalimdor is turning red, and EK is turning blue)
Please leave feedback on what you think - before or after trailer events?
Mechanics will change a lot from standard Azeroth Wars. Everything will be WoW based, in terms of factions, units, abilities, etc.
At some point, maybe 20 minutes in, Old Gods attack (via triggers kinda like the plague) and take over Silithus.

Player Factions
Darnassus (Unless burnt down with Teldrassil, wherever Night Elves capital is after), Exodar, Orgrimmar, Darkspear, Thunderbluff, Bilgewater, Silvermoon, Undercity (Unless retaken by Alliance, wherever Forsaken capital is after), Gilneas, Gnomergan, Ironforge, and Stormwind.
Basically, each major race is a playable faction. Other races will be available as mercenaries, quest rewards, or conquer their capital.


Features
More Units + Unit Evolution: All units trained are now WoW classes. Warrior, Mage, Hunter, etc... Once a unit is trained, it can be upgraded into one of three talent specs for each class (upgrades like buildings, not research- so that its per unit and you can have all variations). To mix classes up, unit names will change for each race's lore & stats will vary depending on race + racial abilities will be added to each classes ... Hero classes (+ more classes will be added) will be available once you do a certain quest or conquer their capital. Death Knight = ICC, Demon Hunter = Vault of the Wardens, etc. Pandaren + Monk = Mogu'Shen Palace, etc. Extra classes I'm thinking of include Warden, Necromancer, Lich, Shadowhunter, Void Knight, (Void opposite to Paladin's Light), Alchemist, Tinker - let me know if you come up with any others.

Mechanics
: WoW based Armor and Damage types (possibly some added unique damage types).

Quests
: Each Race will have unique lore related quests to gain subraces, resources, items, hero levels, etc.

Resource Overhaul
: I'll port my medieval map's resource system for multiple resource types: Food, Lumber, Stone, Ore, Gold, and Azerite.

Instances
: Instances will be added for underground locations and capital's throne rooms.

Please leave feedback and suggestions.

PS. Please send me any unprotected maps of Azeroth that are 480x480 to help jumpstart this project.
And my Game of Thrones map is on hiatus until I figure out how to trigger in-game events...
 
Last edited by a moderator:

Yousef

Paladin of the Alliance
Map Maker
Messages
2,080
Reaction score
305
Also from the features, it seems it will be a very micro heavy map instead of macro heavy like LTA LTF AWLR etc since there are so many unit types. So maybe something like your army is good at 1 control group and best at 2 while having AI armies battle? Just a thought.
 

UMBRAUNDA

Active Member
Messages
153
Reaction score
133
Also from the features, it seems it will be a very micro heavy map instead of macro heavy like LTA LTF AWLR etc since there are so many unit types. So maybe something like your army is good at 1 control group and best at 2 while having AI armies battle? Just a thought.
It's more complicated in a lot of ways, so gameplay will feel a that way... in terms of combat - new stats and abilities will make combat VERY micro intensive - timing will also be critical.
AI is tricky... especially when you're fighting on the seas and on multiple continents. Idk about only 2 control groups, although I do agree that there should be smaller armies. In LTA/LTF you can have 10 control groups worth of units by 10 minutes. That's too big - navies are also too easy to mass... with my new resource system things will be a lot more costly and should help balance this. Population limit will be 150ish. 50 for a good economy, and 100 for army. Some units cost > 1 population, so it should be about 5-6 control groups for a max army.

Another reason to keep army small is team work... its basically an epic 6v6 on multiple battlefronts + upgrading armor/weapons - which is priority in WoW. I'm considering adding another custom resource only attainable from completing instances and slaying bosses that would be used in upgrading armor/weapons, something like Essence (Used in enchanting).
 

EmperorFawful

Burn it!
Messages
4,032
Reaction score
1,207
Isn't this a little TOO early for announcing a map about a not-even-yet released addon? :p

Otherwise, sounds ok.
 

Yousef

Paladin of the Alliance
Map Maker
Messages
2,080
Reaction score
305
It's more complicated in a lot of ways, so gameplay will feel a that way... in terms of combat - new stats and abilities will make combat VERY micro intensive - timing will also be critical.
AI is tricky... especially when you're fighting on the seas and on multiple continents. Idk about only 2 control groups, although I do agree that there should be smaller armies. In LTA/LTF you can have 10 control groups worth of units by 10 minutes. That's too big - navies are also too easy to mass... with my new resource system things will be a lot more costly and should help balance this. Population limit will be 150ish. 50 for a good economy, and 100 for army. Some units cost > 1 population, so it should be about 5-6 control groups for a max army.

Another reason to keep army small is team work... its basically an epic 6v6 on multiple battlefronts + upgrading armor/weapons - which is priority in WoW. I'm considering adding another custom resource only attainable from completing instances and slaying bosses that would be used in upgrading armor/weapons, something like Essence (Used in enchanting).
Also don't forget LTF, in LTF armies are huge, 12 armies each worth 200 food is a bit too much for an old game like WC3 so I'm with the 150 food there.
 

Elbadruhel

Well-Known Member
Map Maker
Messages
1,347
Reaction score
655
What is bildewater? I think u mean Bilgewater, right? (i dont know the name in english but i think is that)

I suggest u to set the starting BEFORE the burnt of Darnassus and the conquer of Undercity. Before the siege of the Exodar and Quelthalas. So teams will have to coordinate to take their 2 respective enemy strongholds as soon as posible. The team who manages to do its 4 vs 2 fight earlier, will start better to prepare their armies to invade the other team continent. Something like Exodar stand vs Legion in LTF.

Making the units name as wow ones is cool, but i dont suggest u to add new units apart from that. U have... 11 classes? With every one of them having 3 especs (except illidari). So its a roster of 32 different units with their own skills. Is MORE than u need. Im sure u will give some classes just to some factions, like in wow, so this helps teamwork and coordination. But even then, every facion will have the chance to choose between like... 20 different units with their own strong and weak points. Its enough. Create ALL this units will be a great work for u, if u add even more (out of lore), u will end with too much dmg to manage to end the map and release it. And indeed, it would be harder to balance. So i suggest u to add just the WoW classes and specs.

About the resources, maybe u are making it too complicated, dont u think so? Some people wont play the game just to dont know how to use that resources. Whats ur goal with them? Use some of them to build/recruit certain units/buildings, or just sell them in the market to make gold? If u use them just as a "coin" better forget them, if u want special resources to build certain buildings it could be fine. Btw, the special resource u want is already "Azerite" isnt it? I think the simplier is the economy apart from some cool things, the easier for u and the smoothier gameplay (more players to ur map).

How is the system of dmg and armour that u say?

Greetings :)
 

Yousef

Paladin of the Alliance
Map Maker
Messages
2,080
Reaction score
305
Making the units name as wow ones is cool, but i dont suggest u to add new units apart from that. U have... 11 classes? With every one of them having 3 especs (except illidari). So its a roster of 32 different units with their own skills. Is MORE than u need. Im sure u will give some classes just to some factions, like in wow, so this helps teamwork and coordination. But even then, every facion will have the chance to choose between like... 20 different units with their own strong and weak points. Its enough. Create ALL this units will be a great work for u, if u add even more (out of lore), u will end with too much dmg to manage to end the map and release it. And indeed, it would be harder to balance. So i suggest u to add just the WoW classes and specs.
It's 12 classes each with 3 specs except DH with 2 and Druid with 4 for a total of 36 spec.
 

Elbadruhel

Well-Known Member
Map Maker
Messages
1,347
Reaction score
655
Oh i missed the druid in my mental list (and im main druid... I think that was because druid is the best and cant be counted as a common class :p) but my point its the same. Im even more right with 4 more specs than i thought, so thanks xD
 

Yousef

Paladin of the Alliance
Map Maker
Messages
2,080
Reaction score
305
Oh i missed the druid in my mental list (and im main druid... I think that was because druid is the best and cant be counted as a common class :p) but my point its the same. Im even more right with 4 more specs than i thought, so thanks :D
No problem.
 

AngusKirby

Well-Known Member
Messages
1,121
Reaction score
185
I'm all for this! Alliance vs Horde map set in current WoW sounds great. Looking forward to seeing this map develop :)
 

UMBRAUNDA

Active Member
Messages
153
Reaction score
133
Alright, 36 types of units per race is a bit too much... lol. However not all classes are available to each race so it's more like 24ish. And yeah it'll take a lot to balance and such but that's just the nature of the project. Also idk if I can find that many models unless I import a bunch of WoW models. (Yay new file size limit!)

An alternative would just be an expanded melee techtree for each race. 4-6 types of melee units, 4-6 casters, 2-3 ranged dps, 2-3 mounted variations, and 2-4 siege weapons.
Just a bit more types of units than the traditional wc3 melee techtree.
 

Yousef

Paladin of the Alliance
Map Maker
Messages
2,080
Reaction score
305
Alright, 36 types of units per race is a bit too much... lol. However not all classes are available to each race so it's more like 24ish. And yeah it'll take a lot to balance and such but that's just the nature of the project. Also idk if I can find that many models unless I import a bunch of WoW models. (Yay new file size limit!)

An alternative would just be an expanded melee techtree for each race. 4-6 types of melee units, 4-6 casters, 2-3 ranged dps, 2-3 mounted variations, and 2-4 siege weapons.
Just a bit more types of units than the traditional wc3 melee techtree.
Please no WoW models! They ruin the feel and look of everything!
 

UMBRAUNDA

Active Member
Messages
153
Reaction score
133
Please no WoW models! They ruin the feel and look of everything!
True... it wouldn't match the style of buildings and terrain at all. The contrast and color of high res WoW models vs. the original wc3 style is too much.
I just checked models on the Hive and there are plenty of models for each race, however are a few races lacking in model variety: Worgen, Gnomes and Tauren.
Maybe with attachments and some model edits it will work out. Post any links to other sites if you know of any Worgen, Gnome, and or Tauren model packs. Thanks!
 
Top