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Topics - Martinus

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1
Level Design / Angled water surface
« on: October 26, 2016, 06:01:55 pm »
Good day!

Please, does someone know if any of the current tools allow us to make a downflowing river - an angled water surface?

I am looking forward to your replies.

2
Recruitment / The realistic after-Warcraft III server
« on: November 19, 2015, 08:51:06 pm »
(19. October 2016) THE RECRUITMENT IS STOPPED! All the following provisions from the author in this thread are not in force and serve only for archival purposes until called off:

Greetings!


This recruitment is for the project "World of Warcraft: Legends of Azeroth" (on these forums also refered to as "realistic after-Warcraft III server"). For further information about the project, click here. Relatively actual general information is contained within the message posted by me on 18 Nov 2015, 09:05, which can be found here.

A: ACTUALLY NEEDED:

We are looking for aditional persons to work on Azerothian Lowlands (see the picture below) in the following fields of specialization:

1. Terrain editting
2. Object management

B. OTHER POSITIONS:

1. Game design
- revisioning of the newly concepted game mechanics, their compatibility with the existing ones and with the gaming environment and experience.

2. Modeling
- creating or editting of models of creatures, trees, foliage, buildings,  and other kind of objects and entities.

I am looking forward to our cooperation.

--------------------------------------------------
Updates to this post

07:06, 20. november 2015
Added: 5. Modeling

15:57, 13. january 2016
Edited: "1. Lore design" by marking as "closed".

05. april 2016
Added: "A. Actually needed"

24. july 2016
General revision and actualization of the recruitment message

3
Development and Presentation / A realistic after-Warcraft III server
« on: October 19, 2015, 05:44:55 pm »
Greetings and I wish a good day to all of you,

I would like to use this space for presentation of my idea and concept and to open it for potential opinions, review and other possible relations to the topic for the contribution to and developement of the matter.

The idea is to create a World of Warcraft server more consistent with the situations of Warcraft I - III, as some of the content (objects, locations, entities, events) is being altered or absent in the later game (World of Warcraft). With this, there is an intention to change the course of storyline in order to continue in the spirit of the previous games. Additionally, the game mechanics can be changed, according to the descriptions below, in order to create both more realistic and ideal World of Warcraft.

This is only the presentation of the idea and the concept and I personally do not have a technical capacity to realize it.


Some of the planned principial changes:

1. Environment and other general information

1.1 The game shall chronologically be set sooner than the events in World of Warcraft (less then 4 years after the Battle of Mount Hyjal).

1.2 The World, in global, should resemble the one as depicted on the following picture: <http://www.lonclan.altervista.org/mappe/megamap.jpg>. Regional layout of geografic features should conceptually be funded from loading screens and other maps of Warcraft III, II and I. Local environment should be conform with the content and dispositions of scenarios from Warcraft III campaigns.

1.3 If it would be possible, the World should be larger (1,5x) than the actual one in World of Warcraft. If not, only re-shaping should take place.

1.4 The World will be less civilized, which will be a result of reduction of number and spatial distribution of settlements and road systems (with the exception of more civilized areas, mostly in Lordaeron).

1.5 The system of flying transportation should be changed by a removal of transport via Flight Masters. Mounts, both ground or flying (or other potential ones) can be acquired by own means or by authorization for use. In the first case the player can tame an animal and turn it into a mount or construct a mechanised mount. In the second instance of authorization, the mount can be given by the other owner (mostly by local or other authority with mounts at its disposal) under certain conditions and for certain purposes.

1.6 There will not be Soulbound items and such and there will be no restrictions on type of armor or weapon which can be worn or used (please, see 5.4 for further reasoning and penalties).

1.7 There should not be an instanced areas.

1.8 Creatures should be redistributed according to their roles (their numbers and spatial distribution should change). Spawning time should be longer with a possibility of relatively permanent removal by extermination.

1.9 Items (and loot) should always accomodate the nature of its source object or entity. For instance: A boar should (ideally and realistically) always drop itself – the whole boar – which can afterwards be decomposed unto other parts (for example: head [two eyes, ears, tusks, a tongue, skull], torso [flesh, spine, other bones], legs, skin).

1.10 Creature strength shall be determined by their physical and magical potency, not by level. A creature of short stature shall always be inferior to the creatures of greater stature, if considering only physical disposition (a gnome can not overpower an ogre in physical match, nor can an orc stand against an Ancient). However, magical potency as well as combat skills can influence the course of an encounter, but the principle remains the same (a Murloc in Westfall will be equal in strength to a Murloc in Dustwallow Marsh or Azshara).

2. Factions and playable races:

2.1 Human (or Alliance) Expedition:
Situated in the eastern parts of the Central Kalimdor. Consist of humans (Nation of Theramore), high elves (of Quel'Thalas and from other parts of Lordaeron who joined the Expedition by incident), dwarves (Wildhammer and Ironforge), gnomes. Gameplay by default will focus on a life within a civilized comunity, patroling and helping in settlements, protecting borders from Centaurs and cooperating with the Horde.

2.2 The Horde:
Situated in Durotar, Mulgore, Barrens and Dustwallow Marsh regions of Central Kalimdor. Consists of Orcs (Orcish Horde), Jungle Trolls (Darkspear Tribe), Tauren (Bloodhoof Tribe), Goblins (those gathered and organised within the Horde by Chief Engineer Gazlowe), Ogres (Stonemaul [may not be playable]). Gameplay by default will focus on taming the land - harvesting, mining, protecting caravans and borders and repelling the invading Centaurs and Quilboars.

2.3 Night Elves:
Situated in (listed from the most to the least populated – by overall population): Ashenvale, Moonglade, Azshara, Hyjal, Winterspring, Feralas (western part of Northern Kalimdor [please, relate to the space in manual map of Ashenvale in Warcraft III], Darkshore (north). Gameplay by default will focus on healing the Ashenvale and other northern areas - hunting for the remaining demons and corrupted creatures (with possible assistance from the Horde and Theramore), healing the land and facing a new threat: mysterious Monoliths have begun to appear deep in the forests of Ashenvale, attracting the creatures who inhabit the land and transforming them into something sinister...

There should be neutrality between the Horde (mainly Orcs and Trolls), former Human Expedition forces and the Night Elves.

2.4 Other possible playable factions and races:

2.4.1 Kingdom of Azeroth:
Gameplay focused on re-establishin a kingdom with repopulation and recultivation of a land with occuring skirmishes with the gnolls and other enemies [Defias Brotherhood, if so called, will only be a simple band of bandits] and there will not be a concentrated threat).

2.4.2 Kingdom of Ironforge:
Gameplay focused mainly on mining, blacksmithing, sending reinforcements to Humans in Lordaeron and protecting borders from gnoll, yeti, orc or ogre raiding parties.

2.4.3 Blood Elves
After the defeat at Icecrown, the Blood Elves, led by Prince Kael'thas, fleed, and, with nowhere to go, sailed to Quel'Thalas to try to retake their homeland. Gameplay will focus on war against the Scourge in Quel'Thalas.

2.4.4 Forsaken
After the division of the Scourge, Sylvanas with the rest of her kin is trying to find a place in the world as the Scourge is striking back. Gameplay will focus on battle against the Scourge on all fronts in a battle for survival.

2.4.5 The Alliance (remnants of the forces of Grand Marshal Garithos and other survivors)
With the death of Grand Marshal Garithos and destruction of most of their forces, the Humans and their allies have retreated southward, to the foothills of Alterac Mountains, reclaiming the towns of Hillsbrad, Southshore and Tarren Mill. Gameplay will focus on living a rural and maritime life, protecting the northern borders from casual attacks from the Scourge.

3. General gameplay system

Each player character will start as generic – without any class specialisation. In mechanics, the class will not be chosen formally – it will be derived from the abilities the character learned or attained from interaction with the World. The class system will therefore be only declaratory: what the player states of himself, by association with the specific in-game group or other possible means.

Each character (and entity) shall have, as a power resource, energy (based on mana system).

3.1 Examples
Player, who focuses his gameplay on melee combat will most likely use melee weapons and might use a shield. By the very usage of those items, some of his atributes may increase: strength, for instance, thus the Character will be able to deal more damage, to absorb more damage, and even increase his Energy pool, thus being able to endure in combat for longer period, as attacks performed by Character and damage it recieves drain Energy.

Player, who rather searches the world for mysteries may learn (from found objects or discovered formulas) how to perform mystical actions and invoke forces magical in nature.

4. Combat system

Leveling will be disabled, with each attribute and ability being skilled individually.

5. Other features

5.1 Life regeneration
Life will be regenaretd automatically from energy and thus drainning it in the process.

5.2 Energy regeneration
Energy can be regenerated, in common, by consumation of food or drinks. The other means of regeneration may require a mystical influence, which must be trained or mediated from other source of power capable of such mediation: meditation, prayer, spells (the same applies for Life regeneration).

5.3 Hunger and Thirst
Each character shall be permanently affected by Hunger and Thirst, both of which shall slowly drain its Energy.

5.4 Burden
Each item carried by a character shall slow its movement and possibly attack speed by certain value, depending on weight of an item concerned.

5.5 Cold and Hot temperature (may be reduced only on Cold effects)
In areas with cold or hot weather, the character will be under the effect of respective temperature extreme. Its Energy will be drained by its effects respectively. The effect can be reduced by adequate clothing.

6. Death

The idea of this concept is to increase the interest of a Player to stay alive and to avoid death and therefore behaving more realistically. To this end the death is made both more penalizing and experiencing. The game will provide an options to return to life, but the process is more demanding, yet it also provides an exclusive new roles for Player and therefore being also of great importance to the gaming experience. The Player will actually be able to play as a Character ghost, with existing and acting only in the Spirit world. It can, however, increase its power in order to increase the level of interaction with the Material world. Ultimately, it can even bring itself to life.

7. And more


A model of a gaming scenario:

An orc character starts as a generic orc in Orgrimmar with poor clothing and unarmed. Initially available quests (and possibly repeatable):

a) Recruit in Orgrimmar Tunnels to offer protection against the Kobolds, in Orgrimmar to offer protection against the Harpies, in outpost to offer protection against the Centaurs, in any settlement on caravan route to offer protection of caravans.

b) Work in Orgrimmar Tunnels to mine ore or collect water.

c) Work at farms: keep the swine (feed, clean the mess or protect from potential threat [centaurs, quilboars, harpies]).

d) Work at the sea-port: catch fish or loading and moving cargo.


I will reaveal and discuss further content depending on your reactions.

------------
UPDATE:


16:18, 24.10.2015
- New attachments added (Concept maps of the World)

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