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Author Topic: [Project-RP] Wake: Fall of Arathor  (Read 12218 times)

Cronin

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[Project-RP] Wake: Fall of Arathor
« on: August 27, 2015, 06:40:22 am »
[center:wz4z03ye]


 Wake, aka Fall of Arathor, is a project dedicated to providing a unique, enjoyable roleplay experience. It's motto has always been for the players, to create the best story and to give everyone a chance to take part within it.


http://wakerp.com/forum/index.php?/topic/135-the-vision-of-wake/[/center:wz4z03ye]


 The setting of the server is thousands of years before the World of Warcraft you see today, before the fall of Arthas, before the scourge annihilated Lordaeron, before the Orcs invaded Azeroth, you get the point. The goal of the setting was to find something fresh and new, a lot of core veterans and RPers have gone through the same old same old Warcraft for the past five+ years and wanted to create something new, yet familiar.


 The result is the Fall of Arathor. Previously having done the fall of Lordaeron, the Wake of Alterac, and a minor phase in Duskwood, the Arathorian Empire was the highly favored choice for our new direction. Mostly comparable to the real life Romans, the Arathorians were the ancient Humans of the Northern Eastern Kingdoms who formed together to make the first Human nation. Along with them, you'll find the men of Hillsbrad - Humans who are part of tribes, with druidic and spiritual religions. Mixed in between the two main factions, you'll find a civil war brewing.


 Players will be able to take part in staff-lead guilds with constant roleplay and storylines to intertwine yourself in, as well as take on the unique responsibility of MPCs. MPCs, or Monster Player Characters, are players who choose to take on the privilege of solely providing RP for others. What you can do as an MPC is limitless, and the potential is amazing. Think of being able to encounter a patrol as a Yeti in the harsh mountains of Alterac, or think of how fun it would be to randomly encounter one as part of the patrol.


Read more about MPCs and our vision for them here: http://wakerp.com/forum/index.php?/topic/171-monster-player-characters/


 Along with custom items, edits and staff-lead organizations, players are free to make their own guilds/groups within the server after undergoing a brief evaluation. Wake is an icon of what the 3.3.5a engine is able to handle just as much as it is a bastion of roleplay.

Some custom sets/armor:




Custom world editing and gobject builds:







Custom login:

[media:wz4z03ye]https://www.youtube.com/watch?v=KqNf4_6F5ao[/media:wz4z03ye]


For more info, visit
http://wakerp.com/forum/index.php?/topic/149-fall-of-arathor-dev-blog/
or sign up at http://wakerp.com/forum/
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #1 on: August 27, 2015, 08:26:28 am »
I also checked your forums and i have to say: Impressive work. The maps and custom models from you and your team are really awesome.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Cronin

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #2 on: August 27, 2015, 08:39:19 am »
Thanks, credits for the models go to Matija and Ginufe.

memberlist.php?mode=viewprofile&u=1083
memberlist.php?mode=viewprofile&u=162188
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Valkryst

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #3 on: August 27, 2015, 07:39:28 pm »
The screenshots look good, although the wall seriously needs a better texture/textures.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
MY BLOG IS NOW HERE.

Skarn

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #4 on: August 27, 2015, 11:51:02 pm »
I like the player models and some architecture. Though, the wall does not look good. Also I think you should pay more attention to texturing (maybe alphamaps)? Also get groundeffects and more detailed and less repeptitive spawning. It would look a lot better ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

MountainLion

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #5 on: August 28, 2015, 12:40:44 am »
I noticed the world is quite large, what will player traveling be like?
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matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #6 on: August 28, 2015, 01:38:42 am »
Quote from: "Skarn"
and less repeptitive spawning.



Quote from: "Skarn"
I think you should pay more attention to texturing (maybe alphamaps)?

(it is alphamaps)

Quote from: "Skarn"
Also get groundeffects

Old screenshots, groundeffects are in. These don't even have bushes.


I agree the wall doesn't look that good, but I tried to keep it as simple as I could in design, having the Theodosian walls in mind which are very simple in shape themselves. With the aim being a more realistic architecture and world design, figured it'll pass.


Also, sorry for this boyo posting the ad on Modcraft, since that's not really what Modcraft is for.

Quote from: "MountainLion"
I noticed the world is quite large, what will player traveling be like?

It is fairly large, yeah. This represents Hillsbrad Foothills, and is about 3.5x the size of Retail's. Roads are there to mark the main road, but given the delibarate lack of diversity in the forest itself it's fairly easy to get lost. Sort of acomplished what I wanted there.

Here's a bit more recent shreenshot.

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Kaev

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #7 on: August 28, 2015, 07:56:15 am »
Any idea when the server will be playable? I really want to test it :3
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matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #8 on: August 28, 2015, 02:23:39 pm »
Quote from: "Kaev"
Any idea when the server will be playable? I really want to test it :3

We don't yet have a set date but we're gunning for somewhere within the next two weeks. Most of the crucial things are done, just have to wrap it all up and polish it to be playable.

There's a few bugs with the map I have to fix and the rest is some fundamental server work and decoration, as most of details in towns are spawned in-game for more versatility and modularity.
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TheBuG

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #9 on: August 28, 2015, 02:29:50 pm »
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.
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axel0099

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #10 on: August 28, 2015, 02:51:41 pm »
lots of rome total war in here ;)
keep it up!
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matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #11 on: August 28, 2015, 02:57:45 pm »
Quote from: "TheBuG"
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.

Seems to be the popular opinion, and giving it a second thought I think I'll rework Thoradin's wall into something bigger.

Arathor's capital is not yet included in the map, as it's limited to Hillsbrad for release since the map is huge, but I already do have ideas for it.

Basically, the idea is Constantinople in the late Roman era. The walls silimar to Theodosian walls and a cathedral similar to the Hagia Sofia. Obviously, I'm using a lot of real history as visual references on this project, since I personally think that's cool.

At some point Alterac Mountains will be released as well, which will be formed similar to Scandinavia and a strong viking theme around it.
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axel0099

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #12 on: August 28, 2015, 03:18:09 pm »


good luck with making a city similiar to constantinople,



I would advice not making classical roman soldiers but instead going with the justinian period.
Although I love the roman period I don't think it would fit the World of Warcraft style.

I'd say the wall you made looks more like hadrian's wall than Theodosius' wall,


Hadrian's wall


Theodosius' wall
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #13 on: August 28, 2015, 04:13:13 pm »
We're going with both, actually. The standard soldier will look more like the ones you linked. More rugged and less plated. The officers, however, are going to have all the glory of the lorica segmentata. Let me show you a screenshot of the standard legionnaire.





And another random screenshot from the world.



You have a very good point about the wall, too. I'll add a screenshot when I update it.
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axel0099

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #14 on: August 28, 2015, 04:27:42 pm »


you also made a varangian guard as I see, is there any special lore about that because in history those were scandinavian warriors.


The fact is that I would not understand the barbarisation of the arathi empire because there are no real migrators like the roman empire had, well anyway that's up to you :P
« Last Edit: August 28, 2015, 04:34:28 pm by Admin »