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Projects => Development and Presentation => Topic started by: Martinus on October 19, 2015, 05:44:55 pm

Title: A realistic after-Warcraft III server
Post by: Martinus 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)
Title: Re: A realistic after-Warcraft III server
Post by: MountainLion on October 19, 2015, 07:50:19 pm
Somewhat of an ambitious project. Have you any knowledge yourself on modding yet?
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 19, 2015, 08:00:51 pm
Quote from: "MountainLion"
Somewhat of an ambitious project. Have you any knowledge yourself on modding yet?

Greetings, MountainLion,

I can say that I do not have. I have read some tutorials before, but it was longer time ago and I have never put it into practice.
Title: Re: A realistic after-Warcraft III server
Post by: MountainLion on October 19, 2015, 08:12:52 pm
Well met :)

I see. I would suggest that you begin learning then. You can always start with Steff's Noggit Tutorial series http://modcraft.io/viewforum.php?f=78 and get familiar with world building. Modding involves many different aspects.

I suggest that you begin working on the project yourself and then others might be interested in perhaps joining it and contributing further to it, after seeing that work has been put into it already!

If you have questions about stuff just ask and someone will point you in the right direction. Good luck!
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 19, 2015, 08:49:24 pm
Quote from: "MountainLion"
Well met :)

I see. I would suggest that you begin learning then. You can always start with Steff's Noggit Tutorial series http://modcraft.io/viewforum.php?f=78 and get familiar with world building. Modding involves many different aspects.

I suggest that you begin working on the project yourself and then others might be interested in perhaps joining it and contributing further to it, after seeing that work has been put into it already!

If you have questions about stuff just ask and someone will point you in the right direction. Good luck!

I thank you for your kind suggestion and wishes.

As I have mentioned, I do not have capacities to do such a thing. I have intended to present the idea to the interest of others and to see reactions on it and, if possible, to establish a team which will work on it.
Title: Re: A realistic after-Warcraft III server
Post by: Amaroth on October 19, 2015, 11:33:24 pm
Work on yourself, show others that you are serious about this project by actually starting to work on it. Its really pain in the *** to work for someone who has no idea wth are you talking about when it comes to your job and its really huge pain in the *** to basically lead project which is not your own for someone, who simply isn't enough experienced to be real leader, but is still at least an "owner".


Finish something on your own and become leader, not just owner. Don't expect others to do everything for you. Otherwise you will have pretty hard time finding and/or keeping some really experienced devs and you will have even much harder time actually finishing project and releasing it. I would always preffer to make my own project instead of doing someone other's project for him instead of him.
___________________________________________________________


About project's concept, here we go, its exactly like I thought. Huge expectations, loads of great ideas... But no clue how time-consuming and hard to make those things are. WoW was made by hundreds of professionals, tested by thousands of testers. You have a few random internet guys. Even a good team of experienced and hard-working developers (3-4 hours per day, not 3/4 hours per week) would be making this happen a few years. While I like your ideas, you seem to be wanting to climb on Mt. Everest while the highest more hill than mountain ever climbed by you had height around 1500 metres.

If you want me to point out things which are really nearly impossible to do - its especially reshaping of whole world (not even mentioning making a new one). 2-3 weeks of hard work for one zone, don't expect less, if you want whole zone reshaped. And thats just noggit work, then comes quest design, NPC and gob spawning...

Making a whole new spell (and talent/skill?) system is something extremely abitious, too. Like I said, you have few random internet kids and some overgrown kids. You won't get new spell system. You will much more likely get bunch of half-working spells with absolutely ridiculous (no) balance.

Thirst and hunger - while this system is quite easy to make, I personaly always hated this, and very, very much. When I'm playing a game, I want to be entertained. I want to do something I can't in real life. Eat, dring, p**s and s***t... eh, I can do such things in real life. In the end, such systems tend to be just another, useless burden for players to deal with. Much better is some system to encourage them to do something for realistic gameplay. Why having debuffs for not eating? Having buffs (Well Fed, but empowered) for the same would be much, much more player-friendly. Similiar applies to death system. I will give you one another example here. Blizzard wanted to give players a lot of experience from killing, but this exp boost would be reduced whenever they were playing for longer time (exp fatigue system). This idea was very unsuccesful and hated. But then, Blizzard changed it, and rested bonuses came. In the end, players were leveling up at the SAME SPEED, but were happy for rested bonuses, were looking at them like they were some sort of gift and loved them. Exp fatigue looked to them like bullshit to annoy them. But, again, in the end, there was no difference, just that players were much more happy.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 20, 2015, 10:40:15 am
Quote from: "Amaroth"
"Work on yourself...

... much more happy."

Greetings, Amaroth!

If I am correct, you are the one who was working, as I have seen in the videos, on concepts of Arathor, Erutia and Nimer. I appreciate your reaction on this matter, as a reaction of the one experienced and skilled in these doings. I am, therefore, recieving and understand your message as a valued and competent one.

I thank you in advance for answering many of my questions, despite they were not explicitly stated. Your reasoning have provided me with the insight for which I was looking for, as it is a key point in determining the possibility of realisation of such a idea.

Personally, I do not aspire for owner- or leadership as much as for seeing such a thing done. I am just sometimes intrigued how would it be to see a World of Warcraft more in accord with its predecessors - to know that it is indeed it.

It is few years since I have tryed modding - if I can call it so - in World of Warcraft, but I was not even able to get through the programs. Main factors were that my computer was not sufficient and I have had not enough knowledge of their workings. Therefore I am at least hoping that someone else might be inspired with the ideas and incorporate it into his work.

In relation to your review of the concept:

I restate the notion contained within my introductory paragraphs of this message - I appreciate and value your review. I now have a better insight into the current modding possiblities and potentials, as I am not familiar with the situation within this kind of community.

I have supposed that it will possibly be a project, which might take years to finish. So, as the problem is being discussed in detail, I now specify some of the ideas:

1. Reshaping the World
As it would be more difficult to create a new World (from nothing, as I understand it, in contrast to just working on the existing one), the concept can be reduced on just reshaping the existing one. But the requirements shoud be the same:
a) from global perspective to be in shape of the world as depicted in the image contained within my first     message;
b) from regional perspective the geographical dispositions shoud correspond those seen in maps of Warcraft III - I;
c) localities should be based on the dispositions from scenarios of Warcraft III.

2. Quest design
I would like that there would be some repeatable quests, which would make a main body of questing (as depicted in the case of an "orc character and his starting possiblities"). These quests will serve to secure economic standing of a character as well as social one (after certain amount of repetition, Player can have access to more difficult and responsible quests).

The other type of quests will be a class-determination ones: Player can serve a local blacksmith by providing him with materials, forging or doing additional work regarding given proffesion. Through this process he will learn himself to be a blacksmith. The same will work with the magecraft or combat skills. It can be seen even in the original game, but here, the interaction, dependency and depth will be more present.

3. Spell, talent and skill system
I would not like to stress on balance, or at least in the way it is solved in the original game. It is one of the factors I believe were implemented at the expense of the lore, situation and dispositions in the World (1 versus 1 faction system in order to ensure balance, equal number of races, relative distance kept between the starting areas and their location as well as the location of other areas and more, unique role of classes [each class is in principle based on the same type of game, only visual effect is and type of combat is different but each class ultimatelly follows the same route {mage hunting pigs, paladin starting as an ordinary peasant with a wooden hammer, warlock included in society in which he is lore-wise unacceptable} and does the same]).

The system of spells should be as following:
a) Each character starts (as stated) as a generic member of a given race, with basic (generic) abbilities to perform (simple strikes, blocks, kicks). In addition for imagination: Tauren will have more life, be faster and deal more damage, than a gnome, but this inbalance can be solved by few explosives the gnome creates.
b) The effectiveness of an ability will increase with greater strength of Character, which in turn is increased by performing physical exercise (dealing or even recieving damage will increase strength).
c) Spells will be learned from trainers or objects or might be learned by self-training. The system can be based on system of professions (blacksmithing, fishing...). There will be ingredients for spells, some may provide insight on functioning. Increased skilling and using of spells increases maximum skill which in turn automatically teaches new spells in the process with the respective description of requirements (reagents, locations...) to cast a spell. The same system may apply for normal combat abilities (punches, kicks, blocks...).
d) I have faith in those random juvenile or maturing persons.

4. Thirst, hunger and burdens
a)The system of thirst and hunger may require to eat 3 times a day in order to evade the effects of the Thirst "debuff" (if I understand this term correctly) and the Hunger "debuff".  It means that the character will be fed or not thirsty for about 6 hours after eating or drinking and be safe from the effects of hunger or thirst respectively.
b) In addition, hunger and thirst will not be fatal - they will only drain Energy (mana), which is required for health regeneration and perfoming actions (attacks, absorbing damage, casting spells). Therefore the player in the sake of his own aspirations should search for food and drink. If not, he/she can play, but will be more vulnerable.
c) If someone would wish to hasten life-regeneration process, he, or she, should search for special means to do so: first aid (as in reality), healing spells, heling herbs (which can also feed the Character) and other means.

This concept seems to me more logical and realistic

5. Death system
This concept is more complex and I can reserve a particular place for it, for, as you have stated also in relation to the other ideas, it may prove to be a very difficult one to perform. So I will explain this only if a sufficient interest is shown.


I thank you for your analysis, Amaroth - know that I highly appreciate it. As I have noted: I have had this idea in my mind for a longer time and now I have decided to to discuss it with competent persons for their opinion.
Title: Re: A realistic after-Warcraft III server
Post by: spik96 on October 20, 2015, 11:22:19 am
That's the project of my dreams. But never forget dreams are dreams.
Divide what you want to do in steps.
Each "step" must be playable. Not perfect, but playable. Like major updates.
There are small edits than can add to classic Warcraft lore consistency :
- Make Night Elves and Undead unplayable. (Remove from the UI if you can but NOT a priority).
- Put Night Elves neutral and Undead hostile to everybody.
- Put other Horde and Alliance races neutral between them.
- Edit the World with details. Details. You should not need to move existing NPCs due to your change, because you'll do that later.
- So, do the light things before adding new content. The idea should be : keep what is good enough.

Then, you can add content. New quests. But not only new quests. You should start by editing current non logical quests. Add first in the texts what you want to see in game. Only once the story is told you can start to make it appear live.

Think small or you'll never get something big.
Plus : if your work is public the division by steps could allow someone else to take up your work if you appeared to leave the community, die, or whatever.
Title: Re: A realistic after-Warcraft III server
Post by: Amaroth on October 20, 2015, 01:15:30 pm
Well Martinus, I can only wish you to make as many dreams real as possible. In the end, you just need to love what you are working on and to not forget why are you doing that. Like I said, there are still plenty of both good and possible to be made ideas, you will see how succesful you will be. I'm looking forward for updates, once again, good luck.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 20, 2015, 05:10:01 pm
Quote from: "spik96"
"That's the project of my dreams..."

Greetings, spik96,

I thank also you for your contribution to the topic. I see that you align yourself with the general idea - you are more than welcome here.

I admit that the actual methodics with exact steps has not been chosen yet. It is why I have also intended to present it to you for opinions and reviews for potential additional ideas and means of realisation. As you have possibly noticed, I am upgrading my initial post (in its footing is a time and reason of the update) with the ongoing discussion and responding according to the queries, as many of my ideas may not come to my mind in the given moment and it may take a longer to time to present a whole concept, while some details may not be neccessary to present here and can be solved afterwards, thus saving time for efective discussion.

Also, I am considering playability of each idea from perspective of a player (as I was only a player), thus I am working only with the phenomenal side of gaming mechanics and am not familiar with their actual technical character and workings. This is why I also submit this matter here to a critique from those of you who are skilled and knowledgable in technical side of gaming mechanics, as it can be seen from the contribution of the respectable Amaroth, who has provided an insight exactly from this perspective.

Regarding the merit of your kind entry:

1. Playable races

1.1 The Night Elves
I would like to keep the Night Elves playable. The reasons are as following:
a) Their role is already well established in Warcraft III.
b) Their society and setting provides an unique, exclusive and important experience.
c) In relation the role and importance mentioned in the previous points, the whole situation of Northen Kalimdor creates a conditions for specific kind of gameplay.
d) They have, at least, my favor.
e) Also, if the "Monolith" (When Creeps Attack) idea will be incorporated, I would like to provide an experience which may be taken more personally from the position of a Night Elf. This will also be one of the major topics for Night Elves.

1.2 Undead
I express my identification with your proposition, however, with the following positions for consideration:
a) Undead Scourge, probably, shall not be a playable faction. However, I have also considered this point in the mentioned Death system, which may actually allow the player (as a Ghost)  to be risen by the powers of the Scourge and possibly join them (The Character Ghost will not have Life, only Energy. Its Energy diminishes if moving away from its corpse [Ghost starts at the corpse], and replenish while at the corpse. It can, also, increase or replenish its Energy by using unique abilities on other Ghosts [players or non-playable charactes, or even on living beings] and draining their Energy or relocating to the other sources which radiate Energy. With more Energy, the more abilities are accesible to the Ghost, some of which allow interaction with the Material world [dealing damage to the living Characters, appearing as a visible Ghost for a period of time and other]. In relation to the Undead Scourge, the player can be found to be dead by the Lich King [in that case a Game Master controlling the Lich King {and possibly the Scourge operations}], or other necromancers and offered Enegy or revival in exchange for servitude.).
b) The Forsaken can be a playable faction, but their role and position will be minor to the one they hold in original game. They will be alone and fighting a desperate and rebelant battle for survival in the ruins of the former Kingdom of Lordaeron.

2. Relations
Neutrality between the Horde and former Human Expedition forces should exist. The same applies in their relations with the Night Elves. The Undead Scourge and the Forsaken will be hostile to each other and any other faction. Inhabitants living in Lordaeron, Khaz'Modan and Azeroth will be unaware of the situation in Kalimdor (except of those who have had an encounter with the Night Elves on their hunt for Illidan). In relation to this there will be no Night Elves', new Horde's, or Theramore forces' presence on the eastern continents.

3. World Editing
I understand, but even that is not within my capacity to perform and yes - if there will be any work done, I would like it to be secure for the developement and use of others.

Quote from: "Amaroth"
Well Martinus, I can only wish you to make as many dreams real as possible. In the end, you just need to love what you are working on and to not forget why are you doing that. Like I said, there are still plenty of both good and possible to be made ideas, you will see how succesful you will be. I'm looking forward for updates, once again, good luck.

I thank you again, Amaroth,

even if not all ideas will be incorporated - especially those complex ones - some vital for lore re-habilitation can be included. I can conceptually divide the idea into three models, if considering the possibilities for execution:

1. Model: the most demanding, with the World created larger and most systems incorporated.
2. Model: more demanding, with only World re-shaped and some systems incorporated.
3. Model: The World remains nearly untouched, with just minor terrain and object changes, only few story related quests will be changed and NPCs relocated, removed or added)

In that 3. Model of the World, those minor changes can touch, for instance, the following:
a) NPCs at Tidus Stair (The Barrens) will be removed and replaced by Samuro, the Orc Blademaster.
b) Raptors and Lions in the Barrens will be removed and replaced respectively by Wildkin (Moonkin/Owlkin/Owlbear creatures). Also the Raptor Grounds to the west from Northwatch Hold will represent a place, where Samuro fought with Bloodbeak, thus serving as a Wildkin nesting place.
c) Thunder Lizards will be green.
d) Valley of Trials may better serve as Thunder Ridge than the actual Thunder Ridge, wich can be a place where a Kobold, Nogrinn Onetooth was.
e) Skull Rock can be Orgrimmar Tunnels, with Kobolds and the Horde mining and dredging operations.
f) The place where Rexxar battled warlocks can be to the south from the Skull Rock, on the solitary and unpopulated mountain with cliffs and rocks.
g) Tiragarde Keep should be transformed to a more simple establishment, resmebling the one seen in the mission "To Tame a Land". The Humans there, however, will be only loading the remains and preparing to depart from Durotar to Theramore.
h) Dustwind Cave above Razor Hill can be The Beast Den, where Rexxar fought Quilboars and Satyrs. Now, it can serve as a place where the last surviving Satyr of the mentioned sect resides and reanimated the Quilboars. The Satyr can be Bazzalan and undead Quilboars can be used from Razorfen Downs.
h) Murlocs can live in Southfury River.
h) Echo Isles will have creatures like Bats, Hydras, Murlocs (enslaved by the evil Mur'gul Tyrant). Hydra, Sea Giant, Spider Crab Behemoth can be like a minor world bosses there. This part is meant to be a reference to the Echo Isles in Warcraft III. Aditionally, there will be no rebelious Trolls. The destroyed village on Echo Isles (pre-Pandaria) is the one destroyed by Admiral Proudmoore's fleet. The one, which originally contains Zalazane, will be a normal Troll settlement with Vol'jin.
i) Furbolgs will be better defined by color: White Furbolgs will be the Polar ones, living in Northrend in Warcraft III. Brown Furbolgs will live in most of Northern Kalimdor, while the Black Furbolgs will live in Darkshore.
j) Dark Trolls should be incorporated.
k) Nighthaven will be a Night Elf capital.
l) Black Dragonflight, which can be encountered through out the Central Kalimdor, will be based in Maraudon, and might be a source behind the Centaur aggresive nature.
m) And more.

Indeed, I will upload the content and also be looking forward to your opinions.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 21, 2015, 11:40:20 pm
Commendable effort, but please, practice brevity. This is ridiculously stiff and verbose and it reads like a legal statement from  a lawyer.

The sentiment is nice, might be an interesting idea too, but you need to reduce the scope and write this in a more readable format.
Title: Re: A realistic after-Warcraft III server
Post by: Amaroth on October 22, 2015, 09:04:51 am
I also thought this guy should be a novelist :D
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 22, 2015, 10:05:43 am
Quote from: "sshroud"
Commdendable effort...

I wish you a good day, sshroud!

If you are initially relating to the concept, then I understand your position as a recognition of a hardly realisable idea. And indeed I have meant, as this topis is in such a stage, to be official as now I am making mainly public declarations. Nevertheless, I am always serious in my doings.

In these days, I am working on the "step by step" part of the project, as also spik96 in his kind contribution has suggested. I wish to post a thread in the recruitment section of the forums to see the potential of possible interest to work on the project. I intend to describe there an extent of expected work in greater detail, so each interesant can adequately consider his or her participation.

As you have also noted, as well as Amaroth before, I have decided to reduce the concept on the so-called 2. Model of the World, as it was described in my previous messages. For now, this concept incorporates the following general changes in the World of Warcraft:

a) There will not be any new World created, but only the existing one will be transformed to better corespond Warcraft III and its preceding games.
b) Non-playable characters should undergo change, as some may require relocation, replacement, removal or change in countenance or behavior.
c) Quests will possibly require the same modification.
d) Concerning the skill, spell and talent systems, these, if proved to be extensively demanding on modification, can functionally and systematically remain in the same condition, with only "stats" changed to accomodate the new creature strength system.
e) Creature (all playable and non-playable entities) should be modified to change effectiveness in combat (Ogres should always be strong as an Ogre, no matter where they appear [existing Duskwood Ogres or Badlands Ogres will be relativelly equal in combat {an Ogre with a club will deal more damage than an Ogre fighting with bare hands}]). Therefore, a particularly fearsome creature (dragon, Ancient, even an Ogre), should always be a feared one. This should also be a more realistic and experiencing criterion for Players to consider while encountering any creature in the world, creating a real-world respect for each kind of creature.
f) Together with the thirst, hunger (actually, eating and drinking might not cancel the hunger and thirst respectivelly, but merely regenerate Energy and therefore overlap the hunger or thirst effect) and burden (the more items is character carring [metal armor will be heavier than cloth or leather, but much more protective], the more his speed will be slowed down) system, I wish to also increase fall damage.
g) Weapons should deal damage adequate to their nature and use (a sword should always be more effective in inflicting damage than a dagger, if compared in the same kind of use [in original game, a sword of lower lever is less effective than a generic, non-special dagger of higher lever]).

I thank you for your review, sshroud, and appreciate any critique which might prove helpful. You are more than welcome for any kind of further contribution you see fit.

Quote from: "Amaroth"
I also thought this guy should be a novelist

I recieve it as a compliment, dear Amaroth! I am also hoping that you are doing well in these days.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 22, 2015, 03:44:48 pm
Well, what can I say, it's hard not to be a fan of this when you're being so kind.  :)  I think many of us share some fondness for the "old world" in the Warcraft universe. You've put some interesting ideas on the table and I think it would be intriguing to see them implemented.

Generally speaking, I think the challenge with the proposed systems will be in design and not technical. I'm skeptical of the hunger system, from a gameplay perspective I think it's a nuisance distracting you from getting to your business, especially in a goal-oriented game like WoW. I can see it from a realism perspective, but I think that type of realism is something WoW inherently can't provide,  instead it would probably be better to distill the features into what is considered essentially for the experience you wish to offer people.

I'm curious what your vision is from a macro perspective, will this be a singleplayer experience? If not, do you wish to emphasize any MMORPG elements? What do you have in mind for endgame?

Personally, I think it's a cool project to pursue, even for the sentiment alone. I've been doing quite some extensive modding myself, such as creating dungeon environments, (http://i.imgur.com/yIkhF5L.png) only as personal project for myself though, but I'd be happy to share my thoughts and experiences, if you won't mind.

For example, if you'd ever want to spice things up a bit I've got an idea for you; differentiate the world during night and day, if you've ever played a game like the Ocarina of Time then think of how Hyrule changes during night, with skeletons rising from the ground and roaming around from dusk till dawn. This way you could make day and night feel very different, you could even take it as far as making some places only available during certain times of day (e.g. the doors covering the Quillboar burial grounds, Razorfen Downs, only opening at midnight and closing at sunrise). To pull it off it could help to make days shorter, like 8-10 hours day/night cycles instead of 24. Else some players would never get to experience certain times of the day.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 23, 2015, 08:31:38 am
Quote from: "sshroud"
Well, what can I say...

     Regarding the hunger and thirst system: the main reasons (which I believe correlate with each other) why I would like to implement this system, are following:
     a) Actual experience and association: Making eating and drinking working on more realistic basis enables game to induce an actual experience, through which a Player can trully associate such action with the nature of consumption - an action performed few times a day to keep us fit and ensure regeneration for certain (longer than 20 seconds) time.
     b) In-game role: As being an unique activity with a more extensive content (as it can be situated in different contexts: searching for food, hunting for food, trading food, buying food, begging for food or going to eat and drink together with companions), eating and drinking creates a new and profound possibilies for players to experience in game. In relation to the eating process, a state of being fed can be stacking, with a less saturating food  providing a beneficial effect for shorter duration (example: eating a mouse and eating a boar's leg). Also the time required to consume a bigger food might actually be longer (consumed by stacks [in parts {a mouse can be eaten at once, while boar's leg might require a repeated action}]), therefore providing a space for social events during such a procedure (sitting at campfire or in a tavern), creating an another possibilities for encounters, even a hostile in nature.
     c) Enhancement of gaming experience from combat: By not being able to recieve an immediate regeneration benefits from feeding and drinking as in original World of Warcraft, the frequency of players' engagement in combat might be reduced, thus not making combat a routine. This should increase an actual gaming experience from combat by making it more unique, valuable and respected - as an aspect of game-life which will be regarded, between players, as a true challenge, and does not require players to reduce this experience on raids or arenas to reach that level of experience. This is something, I believe, what actually players seek - going to raids and other locations (searching for situations) which are more demanding, risking and challenging in general. This new concept can be understood as an actual harassment and obstacle in the sense that it might limit players from combat, but it is percieved so only because the element of combat currently lacks significance and therefore requirements and expectations on it are low - as it has become a rutine, and not a serious aspect of a game. I believe this is the one of the lacking or under-estimated elements that might bring some of those desired end-game or other challenging situations to the every-day of gaming life. But it will not end there, as it will actually make the whole World more challenging and difficult to fight through. I do not believe that Player should kill 50 boars, 10 dragons, a whole cave of Ogres and in sum does so on two continents in one day in order to be satisfied. I believe that it is not a number but a quality of combat-related situations which make it interesting.

     In addition to the concept of eating and drinking: If the effect of eating and drinking lasts for 6 hours, the possible time- and resource-consuming requirements are low, for to find a water source or catch a snake or kill a boar in the hills might not be difficult. The effect of eating and drinking should be active (running out) even while being logged-out, while the Hunger and Thirst should be effective only while being logged-in.
     If being effective at the same time (the Character is both hungry and thirsty), it might require 24 hours for Hunger and Thirst to drain all of the Character's Energy, while eating and drinking can, if effective concurrently, regenerate Energy from zero-point to full in 10 minutes.
     Additionally, concerning the water sources, I would wish that all freshwater sources be a locations where a Character can use a drinking ability. And if Player would have a proper container, he can use it in such a locations to fill it with the water for storage.

     Concerning this important "macro perspective" of singleplayer and multiplayer aspects of the game, the World will be challenging and therefore commonly require a joint action. But this new game system is meant to be constructed (with the integration of different gaming mechanics [difficulty to learn a powerful spell incribed only on a stone tablet somewhere in distant land or teachable only after longer study]) to actually allow players to become unique and extremely potent. A sorcerer can become such powerful to destroy a dragon or group of Ogres alone, or overpower other sorcerers. So singleplayer experience is indeed present, but both it and the multiplayer aspect are emphasized, with the latter being more about the social aspect than of a necessity for individual progress and success in the World, though it might prove helpful even in this way. Any Character can, by the new creature strength system and world interaction, become a unique individual and possibly a hero and legend.
   
     Regarding the end-game concept: Original game's end-game concept is defined by actions related to the level cap - all activities are determined by the uniform concept of a level progression. As there will not be a leveling system in this World, the game will not have a common end-game points for all Players and therefore have similar during- and end-game activities for all Players, as the mechanics should provide a particularity.
     Some players, looking for a blacksmithing experience, might focus only on blacksmithing. And this skill (with a more dangerous and therefore challenging World), as each other, can be mastered only by those, who work on it deeply. Existing non-playable character blacksmiths can be replaced by Player charaters, who can petition a proper authority for permission to establish a blacksmith within a location of its influnce (or do so on own risk) or establish a blacksmith in a secluded area. Other Players can seek them for new armaments or reparation of the actual ones (during their absence a common blacksmith can be always present or respawned [called to service, or already serving at the Player's forge]). Others, wanting to became mages, will study books to learn how to cast spells (the book might contain reagents, locations and pre-requisites) or might learn it alone – but this might be a more difficult process. A hunter can become a lone person living in the wild or protecting borders and as the new Strength system permits, few arrows from a novice archer would be enought even for an "originally-considered 60 level" uncareful mage looking for mysteries in the dangerous far places of the World.
     In this sense, the end-game for mage will be the mastering of a mage-craft, by trying to learn the most powerful spells, or after reaching it, to protect his mysteries from the intrusion of others, therefore seeking a solitary place where to work alone, or teach others and establish a mage-guild. Even a mage can re-orient on combat skills or blacksmiting, but this, in process, might decrease his potency of his already attained skills. Or someone can become a good fisherman, knowing a proper season, period and location.

     I have seen your work and it looks indeed impressive. I did not know that the modding community is on such a level to be able to create its own original materials in such an extent, as from my humble perspective of a person not skilled in modding, your dungeon environment appears to me as an independent object and I do not know a lot of persons doing this kind of original work by creating a whole new environment. And yes, your contribution is welcome and valued.

     I share your idea of differetiation of the World by its eventual particulation. It is one of the ideas I consider vital for creation of a unique environment to enable a more extensive gaming experience. I would indeed like to see this aspect incorporated. I can relate this even to the concept of fishing mentioned above, as some fish might appear only in particular season and place or under certain conditions (special food/lure required). So should be even with the haunted areas you have mentioned, with skeletons and ghost appearing in the given location. And your pointing out of a required attention for the real world day cycles is well noted – this is a matter which might, in particular cases, require an individual approach.
     And as Razorfen Downs have been mentioned, I would like to use this opportunity in different context and to inform that those should be situated at the current location of Crossroads, as seen in Warcraft III, and will not be an instanced area, as any other location in the World.

     I thank you again, sshroud, for your constructive and vital contribution to the matter. I believe it is an another step forward towards the realisation of the whole idea.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 23, 2015, 11:42:32 am
While I remain skeptical of how some of the aforementioned systems will work out when implemented I can't dispute your passion for them. Keep in mind that the ability of carrying out some of the fantasies behind these systems are tightly constrained by how the engine works, at least in terms of what feels "satisfying" to do from a gameplay perspective.

Anyways, I wish you the best of luck. I think it will be very interesting to see a prototype implementation of some of these ideas. Might find a couple of people from this website who are interested in seeing how it looks implemented, myself included.

(Oh, and also, take care, most people who take on huge projects (especially ambiguous ones) comes to experience that our mind has a remarkable ability to pull us out of it. Would be a shame if this was to end by you getting burned out.)
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 23, 2015, 01:07:05 pm
Quote from: "sshroud"
While I remain skeptical...

Ultimatelly it can be reduced and simplified, so not all of those systems may be implemented. I have concluded these from my personal experience and expectations as well as seeing that many people desire the World to be more realistic. Regarding the compatibility of these ideas with, as you have pointed out, the working of the game engine/mechanics, this is what I am not sure to guarantee, as I have mentioned before that I do not see to the working of the game behind of what is visible from player perspective. Therefore I am able to construct these mechanics only from the perspective of those visible workings - and construct them only conceptually, as I do not have actual means to work on them.

I thank you again for your wishes. It might be, but it requires people capable of such a work and I will be looking forward to it. I will start a recruitment and await potential reactions.
Title: Re: A realistic after-Warcraft III server
Post by: spik96 on October 23, 2015, 02:09:37 pm
You have to ask yourself : to you want a good game or a coherent world ?

There is an important balance between lore consistency and balanced gameplay.
Gameplay is Blizzard's priority. They made some inconsistent changes to lore to promote it, such as : the size of the world, the class system, the whole level system, the instanciated dungeons...

But some strange changes are not gameplay mechanics related : the depiction of Night elves (less "Force of Nature" and more "Standard Wood Elves"), the plots in quests, the mobs/NPCs that makes no sense, the lack of buildings in some towns (Goldshire lol, they could have at least added houses with closed doors)...

What that means : changing the unrelated things allows you to push lore consistency further without damaging the gameplay balance. So, at any time of your work, you have still a fully playable game. You could still add new mechanics later. This way even if you stopped in the middle of the development you would still have a good product.

I am no good modder for World of Warcraft, so I can't help you with the work. That's a good project, but remember you can't simply recruit and let people do the work. You can do it in real life because you pay people, here it's fan work. People can come and go. Even you could come and go, who knows. So you have to think about that. You have to think about how to keep your work online without the certitude of people being working on it tomorrow.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 23, 2015, 02:25:23 pm
Quote from: "spik96"
But some strange changes are not gameplay mechanics related : the depiction of Night elves (less "Force of Nature" and more "Standard Wood Elves"), the plots in quests, the mobs/NPCs that makes no sense, the lack of buildings in some towns (Goldshire lol, they could have at least added houses with closed doors)...

Speaking of which, I'd love to remake the alpha version of Goldshire, but at a higher fidelity (more polys higher, res textures) and less 1999 graphics (http://www.blogcdn.com/wow.joystiq.com/media/2012/02/ah-wow-alpha-2-23-12.jpg) (http://i.imgur.com/h1Sqg.jpg)

Modding WoW is a huge pain in the ass if you want to work with art assets, since having to mess with the binary formats in a hex editor and all those  trivial yet time consuming, tasks ruins the workflow if you've got to create a bunch of assets like items models, game objects, creatures, etc, so I think you, with your tools have a very important role in this.  :)

This thread makes me realize that I would probably love to see classic WoW in a Warcraft 3 setting, some added RPG elements doesn't hurt, I also remember the RPG part of the game being much stronger back in early vanilla, that requires a certain immersion from the players part as well.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 23, 2015, 08:52:12 pm
Quote from: "spik96"
You have to ask...

I am aware of this conditions. I will work on compilation and a more detailed description of the changes to allow a more exact analysis of the concept.

I understand and also feel sorry for that. I have already reduced the concept onto Model 2 of the World (in one of the previous messages declared that on Model 3, but I will make a correction in the text), which still contains the concept of changing the character of numerous settlements (Goldshire, for example).

Initially I intended to find someone who already has an established server, as my computer will probably not be able to maintain the server. But now it seems to me that I will at least establish a offline server to perform some work. But the most I could ever do was to use in-game commands as a Game Master. I have also looked into a database but was not able to apply changes.

Quote from: "sshroud"
Speaking of which...

Indeed, many settlements can be improved. As I have mentioned higher, even Goldshire is concerned. The houses on the pictures you have provided looks good - is it able to use them even if they are from the old version of the game?

I do not see into this area...

... and I share your interest. And I believe it will be done.
Title: Re: A realistic after-Warcraft III server
Post by: Renan on October 23, 2015, 08:54:20 pm
I think modcraft ate my message.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 23, 2015, 09:07:36 pm
Quote from: "Martinus"
Quote from: "sshroud"
Speaking of which...

Indeed, many settlements can be improved. As I have mentioned higher, even Goldshire is concerned. The houses on the pictures you have provided looks good - is it able to use them even if they are from the old version of the game?

I do not see into this area...

... and I share your interest. And I believe it will be done.

Most of the early alpha assets aren't in the game, but then again they'd look extremely dated anyways. On the other hand it shouldn't be any problem to recreate them, I've seen the texture files used for it somewhere deep into the game directories.

Of course, I think it would be better to focus on limited areas at a time, e.g.  starting with Durotar/Barrens, if you went with that approach it might just become viable to recreate the world from scratch again. Now that I think of it, the idea of playing through all the Warcraft 3 campaigns and plotting how the maps would look when combined together sounds kinda fun.
Title: Re: A realistic after-Warcraft III server
Post by: Renan on October 23, 2015, 09:16:18 pm
Quote from: "sshroud"
Quote from: "Martinus"
Quote from: "sshroud"
Speaking of which...

Indeed, many settlements can be improved. As I have mentioned higher, even Goldshire is concerned. The houses on the pictures you have provided looks good - is it able to use them even if they are from the old version of the game?

I do not see into this area...

... and I share your interest. And I believe it will be done.

Most of the early alpha assets aren't in the game, but then again they'd look extremely dated anyways. On the other hand it shouldn't be any problem to recreate them, I've seen the texture files used for it somewhere deep into the game files.

Of course, I think it would be better to focus on limited areas at a time, e.g.  starting with Durotar/Barrens, if you went with that approach it might just become viable to recreate the world from scratch again. Now that I think of it, the idea of playing through all the Warcraft 3 campaigns and plotting how the maps would look when combined together sounds kinda fun.

And it'd also be nice to see the maps they provided and use that for reference, as well. I know for a fact numerous towns are missing from WoW that were present in WC3.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 23, 2015, 10:48:25 pm
Quote from: "Renan"
I think modcraft ate my message.

Welcome, Renan!

I understand it as a reference to our private conversation.

Quote from: "sshroud"
Most of the early alpha assets...

I thank you for providing me with an insight even into this issue, sshroud. I am glad to hear that it might not prove to be difficult to recreate them or create other similar models.

By an area I was refering to this:
Quote from: "sshroud"
"work with art assets [...] binary formats [...] hex editor [...] all those [...]  tasks"
, as an actual area, or field of activity, into which I do not see, as I do not know the functioning of these programs. And exactly: I intend to incorporate all of the content from Warcraft III, with proper adjustment if needed. Vital information is also stored within in-game quests in Warcraft III and, of course, manuals, even from Warcraft I and Warcraft II.

Quote from: "Renan"
And it'd also be nice...

Indeed, every vital information will be considered and consistently incorporated. I would like to include even information from official melee maps, as already noted in the case of the Monolith scenario. These pillars of stone will appear in Ashenvale (carved, erected and corrupted by Satyrs, who have advanced after the events of Warcraft III) to corrupt wildlife. The other examples are those maps with a title proper for re-use (Turtle Rock, Enacro's Way, Bloodstone Mesa), which can be used in-game to refer to a particular existing locations or create new ones after them.

Concerning the naming of the locations in the World, I would like that the names of the locations will not be displayed to the Players (on screen after entering into certain location or on the minimap). Even minimap shoud be disabled from the game. The only use of minimap should be enabled exclusivelly only while using certain abilities. For example: a mage casting a spell which will enable him to locate nearby humanoids or demons, who will be displayed on the minimap in the same fashion as if the hunter is using Track Humanoids.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 24, 2015, 11:32:26 pm
Greetings again,

I present a proposed terrain elevation in Kalimdor (please, see the attachment). New content also appears in the initial message of this thread.

I am looking forward to your kind reactions.
Title: Re: A realistic after-Warcraft III server
Post by: sshroud on October 25, 2015, 12:43:03 am
If I may chip in another suggestion; I think you should consider narrowing the scope and breaking the content into modules that can be added later and exist independently of each other, with a small size you won't have to compromise as much. For example, judging from your first post I get the impression that your early focus has been on Durotar/Barrens, if you could focus on realizing that area and use it a playground for new ideas I think you've got yourself something solid along with a path to grow from there.

I'd also urge you to strongly consider what is essential and what isn't, my impression is that the focus is scattered from the core concept to the most trivial details, e.g. NPC details or world topology. While having an eye for detail is a great quality to have it could help to break the work down into a hierarchy from most important to least and go from the top to bottom and develop the less important features/ideas later. Starting with polish early on can give high quality, but from what we're dealing with here I think it's important to get something essential to go on, an elevator pitch, a prototype, something concise and tangible.

If someone told you to get started with this yourself all on your own, even if just a prototype, I don't think you will make it, there's much to be done and learnt before even being able to take on the actual project. However, if you distill the very essence and your passion for it(feed us your koolaid) then you might be able to form a circle of people with an aligned interest who'd be interested in helping you create the prototype for it, and if people like what they see in the prototype you can go on from there.

Please understand that I say this with your best interest in mind, I don't write this with any hostile connotations or try to undermine your effort.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 25, 2015, 07:41:59 am
Quote from: "sshroud"
If I may chip in another suggestion...

Greetings again, sshroud!

I see... As the whole concept of the World is not yet finished, some forms of its realization are being conceptualized only during process of  the actual work on the project. Therefore I can not determine with certainty which modules should be applied and if their application ensures compatibility with the other ones.

Yes, during that initial stage of developent I have had provided materials (pictures and information) depicting different models of the World to decide which one can be realized. Those maps of Durotar, Barrens, Mulgore and Darkshore had represented the Model 3 of the World, where there will be minimum terrain changes (if any) and the work in that respective model was meant to focus solely on movables (entities, objects) and abstraction (quest and attributes changes). However, as I have recieved support and confirmations concerning the Model 2 of the World, which incorporates also re-shaping of the World, I have chosen this as an actual model World for the project. The work has already begun on Kalimdor and Lordaeron. Therefore I have drafted a topographical map, in this instance, of Kalimdor for coordination of the work concerning terrain re-modelation of the main continental structure.

Also in relation to the first paragraph of this message: While the work is proceeding, I am continually advancing to further details: environmental features of respective regions followed by design of, as you have noted, the "bottom ideas". As you can possibly see, I emphasize on geografical distribution of features in accordance with Warcraft III loading screens while also operating with other official Warcraft-related materials, as pre-World of Warcraft concepts and Role-playing game materials are, for illustration, for their further adjustment.

You are right. I am aware of this situation and am coordinating the work to proceed in accord with the possibilities and expectations.

As I am meaning this project seriously, all of your activities are fully respected here, sshroud. Your contribution is always appreciated, as that of anyone else.

I thank you.
Title: Re: A realistic after-Warcraft III server
Post by: Vortalex on October 25, 2015, 09:35:22 am
I think the project is far too large for you to do. It looks okay and all I guess but, just far too large a project.

Simple as that.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 25, 2015, 06:19:15 pm
Quote from: "Vortalex"
I think the project is far too large for you to do. It looks okay and all I guess but, just far too large a project.

Simple as that.

I welcome everyone in joining the cause.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 27, 2015, 04:46:59 pm
I wish you a good day again,

I inform you that as the work on the World continues, a new formalized and detailed description of the project is being prepared for publication.

Before it is issued, I will sequentially present to you individual concepts for your revisions in order to ensure their proper conceptualization and implementation thereof.

***

Concept of mining


There are planned to be a three types of means (two original and one new) of how to find resources through mining activity:
1.   By their extraction from objects (resource nodes).
2.   By their extraction from entities (giants and elementals).
3.   By their extraction from locations (universal).

In the first two cases, a resource can be extracted in the same manner as it is able currently in game. In the third case, the mining ability will be usable at any location in the World, but only certain locations contain a specific resource. Each location will provide a certain chance to find a specific resource. The actual chance will be determined by the richness of the given location. The richness and representation of resources will correspond with the character of the given location.

Example: In a cave, or ideally a mine, the chance to find a resource will be many times higher than, for example, on the farming field. Also the representation of minerals, ores and stones will be derived from a character of the location concerned. As a result, the mining performed on the farm field will provide empty loot, or at least a dirt or a stone. The result from mining in a cave will most probably be a loot containing a mineral specific to that location. The loot will also contain rock, as it is another material extracted in the process.

The highest chance to find a resource will be from extracting it from objects or entities, where its presence is evident. The presence of a resource node might also indicate an abundance of resources in respective location. So the chance to find a resource in the vicinity of the mentioned resource node will be higher. At the same time, the representation of resources in that particular location can be determined by the kind of a resource the node contains.

***

I am looking forward to your reactions.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on November 03, 2015, 02:16:23 pm
I see no objections or proposals in relation to the concept of mining. I will now introduce an another concept which concerns a modification of User interface.

***

User Interface modification


In order to provide a more realistic experience and challenge, the following changes in User Interface are planned:

A. Removed functions
The following set of functions are planned to be removed entirely and therefore made unaccessible:
- Achievements,
- Dungeon Journal,
- Calendar,
- Guild Finder,
- Group Finder,
- Map,
- Titles (Character info tab),
- Quest Log.

B. Functions available only at exceptional situations
Functions falling into this category will be made accessible to the players only under certain conditions during gameplay, for instance: spiritualist will be able to sense nearby spirits - the minimap will be made available and locations of the spirits will be indicated on the minimap. Functions concerned are:
- Minimap.

C. Functions expecting reconceptualization
From current developers' perspective a following functions are, in some of their aspects, deemed as incompatible with the general idea of the project and therefore are still being under projection:
- Chat (Socials),
- Raid (Socials),
- Reputation (Character info tab),
- Who (Socials).

***

In addition to the presented ideas I would like to inform you about our progress.

The continent of Kalimdor will possibly in few days correspond its shape as it has been conceptualized in the previously published materials - ground has been added or removed at neccessary areas and coastline is being shaped while the terrain has been prepared for the changes in elevation as designed.

The work upon the eastern continents is currently being primarily focused on northern Lordaeron.

I am looking forward to your positive or constructive ideas and remain with kind regards.
Title: Re: A realistic after-Warcraft III server
Post by: Skarn on November 05, 2015, 02:58:27 pm
I actually like how you structure and document your project ideas here, though it is quite an ambitious task for you to accomplish. I suggest you using alphamaps for restoring the land shapes you wanted to add as it works out much faster and is also a more blizzlike way of texturing. Also as this work requires a lot of map editing, you would need someone good at C++ to fix modern tools, mainly noggit, in order to get rid of the bugs.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on November 05, 2015, 04:56:37 pm
Quote from: "Skarn"
I actually like how you structure and document your project ideas here, though it is quite an ambitious task for you to accomplish. I suggest you using alphamaps for restoring the land shapes you wanted to add as it works out much faster and is also a more blizzlike way of texturing. Also as this work requires a lot of map editing, you would need someone good at C++ to fix modern tools, mainly noggit, in order to get rid of the bugs.

Greetings, Skarn!

It was a longer time ago I have seen your "Centaur Canyons" and the impression still remains within my memory. I therefore welcome you to the topic and appreciate your entry.

During these days I am considering to rather post all the ideas in one message, so they can be discussed at once without further waiting. By doing so I also believe that the whole image of the project will become more clear to the community and in the effect we will be able to determine which ideas will be implemented. I have already drafted all the ideas which came to my mind or were suggested for implementation and therefore I  might be able to post them soon as a whole.

I am not certain what "alphamaps" are, but we are already working on the currently existing continents: Kalimdor and Eastern Kingdoms. Further changes have been designed and so their shape and scale is in medium extent different from the ones I have proposed in the materials attached in my first message here (they will be larger [in order to feature all the relevant cities, towns and villages in Lordaeron as they appeared in the Warcraft III campaign] and some areas have been adjusted to more correspond with the pre-WoW reality [Quel'thalas has been affected in shape more than other areas]).

Concerning the map editing: I have advisors in this area who warn me about the possible obstacles in this procedure, but I am not sure now if we have already discussed about this matter. I will turn to them in this case upon which you have pointed. I thank you for your suggestion.

I also thank you for your contribution to the cause.
Title: Re: A realistic after-Warcraft III server
Post by: UltraNic on November 09, 2015, 02:12:15 pm
I really enjoy reading all this stuff!
I like the structure of this project a lot! But I dont like all the naysayers in this thread here. Even if its just a "dream". Let it be his dream and you should rather help him accomplish this and not try to bring it down.

Martinus, I wish you all luck and positive energy to master this project, so one day you will look behind you and what you have reached. And hopefully you will have a smile on your face when doing so  :)  dont listen to the naysayers and JUST DO IT
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on November 09, 2015, 04:18:33 pm
Quote from: "UltraNic"
I really enjoy reading all this stuff!
I like the structure of this project a lot! But I dont like all the naysayers in this thread here. Even if its just a "dream". Let it be his dream and you should rather help him accomplish this and not try to bring it down.

Martinus, I wish you all luck and positive energy to master this project, so one day you will look behind you and what you have reached. And hopefully you will have a smile on your face when doing so  :)  dont listen to the naysayers and JUST DO IT

Greetings, UltraNic,

For now, I can only say that we are doing what we can and the work on the project continues. Kalimdor is completely re-scaled as new terrain has been added to it in order to properly match (in size) with the newly designed and also enlarged eastern continents. Its coastlines have also been defined so it corresponds with the one concepted (new concept of Kalimdor's shape, which I consider to be the finest from all the propositions from the beging of the project).

Now, the work (on Kalimdor) focuses on it's new mountain range-structure (as defined on the image attached in my initial message). From it its other landforms and terrain in general will be derived. Afterwards, we will be able to proceed to the further specifications and continually work up to details.

The same procedure applies for the other continents and areas. Also Northrend is being attended by a one person, but the main work focuses upon Kalimdor and so called Eastern Kingdoms, as these should be initially available.

I thank you for your favor and your appreciation is hearthfully welcome. I also wish you success and luck in your doings.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on November 18, 2015, 08:05:00 am
I greet you again,

as I have informed you previously, I now present to you a summary of a main changes and ideas concepted for implementation into the game (the following list might not be complete) for your kind opinions and evaluations:

1)   A character of the World
•   The World will be changed in its appearance in order to more correspond with the reality of the previous Warcraft installments (Warcraft III, Warcraft Adventures, Warcraft II and Warcraft I) as well as to provide a more realistic setting.
•   For this cause locations, objects, entities, relations and other aspects of the World will be modified to idealistically fit with the aforementioned series as well as with the realistic expectations.

2)   Instanced areas
•   Only extensive (on continental [Eastern Kingdoms, Kalimdor, Northrend, Pandaria] or archipelagic [The Great Sea] level) or exclusive regions (other realms of existence) will be instanced in order to provide a more consistent environment.

3)   Flight-path transport system
•   The system of flight paths will be removed in order to reduce the intensity and ease of transportation.
•   This will be done in order to emphasize a rarity and exceptionality of a flying transportation.

4)   Class system and character specialization
•   Players will not be able to choose their class during a character creation process.
•   Players will create their characters as a generic ones and without any specialization. These characters will differ from each other only according to their racial and gender traits.
•   The purpose of this change is to give the players more choices how to build their character and form their role in the World from the universal foundations. This will be represented by (and should secure) a continuous and diverse options and actions during the course of players’ whole game.

5)   Power resource and health
•   Each character (and possibly entity) will have energy serving as its power resource, which will work in similar manner as the current system of mana.
•   Health will be regenerated automatically from energy. Characters will be constantly (under normal conditions) under the effect of Hunger and Thirst (for further information see point number 9).
•   This means to create a universal conditions (in dimension of power resource-interaction) between the players and entities in general.

6)   Power system
•   System of levels will be removed (or at least their display to players and therefore might implicitly continue to serve for NPC interaction [as a criterion for NPCs to determine the character’s power status]).
•   Strength of each entity (both players and non-playable characters alike) should be determined by its physical and mystical dispositions (ogres will be relatively of a same strength regardless of the location they appear in [Loch Modan or Blackrock Mountain] while a murloc appearing anywhere in the World should not be stronger [under normal conditions] than an ogre in an area originally labelled and constructed as a lower level zone).
•   The intention is to remove an abstract and un-realistic indicator of power between players. The indicators should be (as in reality) appearance, behavior, actions or other concrete proves of characters.
•   Players will focus upon training of individual attributes (strength, agility, intellect…).

7)   Ability management
•   Characters will start with the set of generic abilities according to their race (in some instances even according to the gender).
•   Some of these abilities, which will probably be universal among the races, include: Strike as a single strike (most accurate and damaging), Swing as a cleaving strike (strike performed in an arc), Swirl ("whirlwind”), Kick, Evade, Block, Parry. Players should also have at their disposal abilities which do not need learning for their performance, such as herb gathering.
•   This new system means to create a basic and starting point-conditions for the natural interaction with the World and further character improvement.

8)   Looting system
•   Each entity, object and location will provide a loot according to the dispositions of its provider.

9)   Hunger, thirst and other physical effects
•   Each character will be affected by thirst and hunger. These two effects will slowly drain the character’s energy. Eating and drinking will ensure energy regeneration and surpass the negative effect of hunger and thirst respectively.
•   Damage from falling will be increased.
•   Characters will be slowed down by the weight of their armor and other equipment.

10)   Item (weapon) properties, utilization and limitations
•   Weapon damage will derive from virtual physical properties of a particular weapon (size, weight, shape) and its magical potency (enchantment or magic material potent to shatter an opponent’s weapon upon collision). The same applies for armor and clothing – physical and magical properties determine the quality and effectives of the respective armor or any other item in general.
•   A role of and emphasis on weapon training (some weapons [bows, for example] will require a more demanding training for proper use) and utilization will be improved and increased.
•   If there will be any item within the World, which exists only in a certain quantity, it can be acquired only in that respective number.

11)   Item management
•   A more complex items should be decomposable – a pig should be (if character is having a proper equipment or ability) decomposable unto lesser parts (head [ears, eyes, tongue, tusks, skull...], torso [skin, mane, tail, spine...], legs [hooves, skin, bones...]), so should be also a sword (melted down to regain a metallic resource or have precious decorative or magical gems extracted from it).

12)   User interface
•   Removed options: Achievements, Dungeon Journal, Calendar, Guild Finder, Group Finder, Map, Reputation (Character info tab), Titles (Character info tab), Quest Log.
•   Exceptionally available options: Mini-map.
•   Planned reconceptualization: Chat (Socials), Raid (Socials), Who (Socials), Specialization & Talents.
•   These changes intend to create a more realistic and challenging gameplay.
•   These changes will also affect such features as display of names of locations, objects, entities and possibly even characters – everything will be identified according to its dispositions and not labels.

13)   Command and Control system
•   Players will be able to initialize an in-game activity or construction and management of certain establishments. Examples: Smiths will be able to manage their own blacksmiths, commanders their outposts or those characters living outside of civilization will be able to establish their own lodging.
•   This system will most probably be managed by server authorities (administrators [game masters], who will be present in the World as a persons responsible for the respective operations [an orc responsible for the operations in northern Barrens, a human responsible for the reconstruction of Grand Hamlet, a Blood elf responsible for a particular attack, defense or other kind of activity in Quel’Thalas, or even being in a place of King Varian Wrynn, Warchief Thrall, Tyrande Whisperwind and others, even antagonist characters). These authorities can be petitioned by players to initiate a respective proceeding leading to certain activity or to construction or operation of establishment.


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

10:47, 20. november 2015
Added attachment "Kalimdor and Lordaeron (grid-map)"

08:43, 22. november 2015
Added attachments "Lordaeron (points of interest)" and "Lordaeron (political map)".
Title: Re: A realistic after-Warcraft III server
Post by: kreha1 on November 30, 2015, 05:20:07 am
Hello Martinus,

I've been reading your ideas and I decided I should share with my thoughts on gameplay systems. I am aware that your goal is to make it as realistic as it can be, so here I go. One thing to have in mind - when we observe humans as a species (irl ofc), we aren't the strongest beings on the planet, but we adapt. And that I think should be a theme of empowering your character - adapting it to fight with a certain type of enemies.

Armor and clothing - Any kind of gear should only be crafted by a player crafters (no mob drops). Crafted gear would be without any stats other than armor and durability. The more armor you have, the heavier should it be, limiting your movement and attack speed. Losing durability of armor should result in increasing damage taken. That armor would need to be then enchanted.

Enchantments - There would be few types of enchants. For now let's limit to two types and call them general and situational ones. General enchants would have no limit of application - the more you have the better, however weakening the material, situational ones would override themselves - you apply them only . General enchants would be basically what gear in WoW is (primary stat), situational would work in similar manner flasks work, except there's no time limit (e.g. reducing damage taken by one type of physical damage).

Combat - Casters and rangers should be able to attack during movement, but there has to be a penalty. Something like decreasing accuracy, increasing casting time or energy needed for the spell/ability.
Mobs should always physaclly attack the nearest target - no taunting, no going to the caster because of aggro. DPS should stay behind target, to avoid taking damage. [f you plan on creating boss encounters]

Non-combat activities on a hostile ground - There should be a map, you could look at it in the city or buy it from an NPC. Every race should have different map (mostly name differences). Reading it, as well as eating or drinking should make player take more damage - less awareness makes it harder to take action.

Travelling - Mounts. Let's say you want a horse... You could rent it, but man, should it cost much. And it wouldn't always be a good idea - sometimes limiting your movement, endangering you.
Zeppelins. There shouldn't be routes as they exists nowadays. But we know from WC3 there were many Goblin outposts (gameplay reasons back then, but hey :D).

A note: RPGs always tried to mimic rules of this world. Back when people could only use dice and paper, the system would have to be easy (calculation issues, resources). There's nothing wrong with simplicity, hell, the simpler the better. People like to feel stronger, better, more experienced and ultimately win. This is nothing worth achieving in the age of internet, since we have all the time in the world (physical games were really time consuming). Where levels fall into the category of failed systems IMO, skills do not. Skills in WoW were really clanky since all it varied was I guess miss chance. I think it should influence damage done, damage taken etc.

I propose creating a model which mimics not only physical world, but mental and spiritual. Since every fantasy takes inspiration from philosophy and spirituality, there are no exceptions, I think it's for the best to use some of the formulas you can find in there ;).

Cheers mate. Also, if I can help in any way, let me know.

PS: Why stick with WoW engine? Isn't there any open-source multiplayer platform to use?
Title: Re: A realistic after-Warcraft III server
Post by: spik96 on November 30, 2015, 11:02:00 am
I'm afraid even all the Blizzard guys with their 30 years experience and unlimited money could not make this project in less than 10 years. And I'm optimistic.

I think I get the two things that you dream of :
- Survival, not level based and not class based gameplay.
- Classic Warcraft lore setting.

But these two things are both unrelated and hard (I think I can say impossible for some points) to implement in the game.
You chose WoW for the Warcraft setting and for existing assets, it makes sense, but the gameplay you want is too different from the engine one and would require a complete different design from scratch to be efficient.
About the world, I believe the World Building capacity is not enough advanced to do things like moving a zone around a continent.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on December 03, 2015, 11:36:39 am
Quote from: "kreha1"
Hello Martinus...

Greetings, Kreha1, and welcome!

If I understand your initial general conception correctly, then I identify with your approach.

Concerning the "Armor and clothing":
(1.) For now, I imagine the possibily to drop a gear by creature to reflect the realistic situation of that moment - creatures will drop only the items it eventually possess. There should be, however, certain limitations for utilization of such an equipment, for, in an example, if an armored ogre drops an armor, it will most probably not fit a gnome's or any other of the playable race's dispositions. It should be, however, be usable in different ways, for example: it might not be possible to take the whole armor, but it could possibly be decomposed (in the same way as concepted in previous instances) and sold to players who focus on blacksmithing, who can, in turn, melt it and have an another resource for their profession.
(2.) I identify with your conception of weight potency.

Concerning the "Enchantments":
Possibly yes. The role of enchantments is still under conception and I need more situational references in order to concept them well or at least imagine their workings. But we, in our developement team, did not have an opportunity to discuss the role and workings of enchantments yet.

Concerning the "Combat":
(1) I indeed wish to incorporate the potency to cast spells and shoot during movement. The penalty might also be in place, but generally, in case of spells, I would like to incorporate a new system of spell-casting, which will enable the players to use spells while moving only if they already have advanced in utilization of the given spell. For example: a spell-caster will be able to lear a fireball. As players will continue to train that specific fire spell, the casting time, damage, area of effect, damage over time and other possible atributes of that particular spell will increase. Even the possibility to cast that spell while moving will be given.
(2) I am still considering the role of taunting and aggravation. From my current perspective, an ability to taunt should be incorporated and even accessible from the beginig of the gameplay as a generic ability. The reason for my decision is that, even in the real world, there is a chance to attract the attention of a target bytaunting while it is attacking the other one.
(3) Even casters might become a target due to increased level of aggro - but it might be less probable in our case to evoke such an aggravation.
(4) Yes, we are planning special encounters, but they might differ from the current ones due to the new Power system and Ability management.

Concerning the "Non-combat activities on a hostile ground":
(1) If there will be maps, I believe, and especially in case of Kalimdor, that they will most probably (from humans of Theramore perspective) roughly document their past and actual positions in Central and Northern Kalimdor. Southern Kalimdor has not yet been explored. This logic is one of the reasons why I would like to not incorporate maps - because cartography is not probably so precise and complete at that time.
(2)The other reason is the real availability and disposal of maps - I believe that maps were in possesion exclusively for strategic purposes of leaders and not available for any wandering adventurer, moreover if that creature is from a culture which have limited material and spiritual resources for cartographic endeavors (Tauren, Trolls, Orcs).
(3) In this abovementioned sense I would like to make maps a rare and inaccurate (differing from the culture) dispositions of characters with exclusive strategic ranking.

Concerning the "Traveling":
I identify with your notions and plan to reflect it in game.

Concerning the "A note":
I am not certain if I understand the point of your notion here.


I am familiar only with the World of Warcraft and therefore it was a very simple decision of mine that I will operate with the World of Warcraft.

I thank you for your comprehensive opinion and especially for your offer.

Quote from: "spik96"
I'm afraid even all the Blizzard guys...

Greetings again, Spik96!

I am aware that some of the propositions might exceed the possibility of their inclusion. But, as you have correctly stated, there are some of them which I believe are usable or at least I would  like to feature in some form.

Concerning the moving of zones: We have created a new Kalimdor and now are working on Eastern Kingdoms and Northrend. In these regards, we are creating zones anew and ignoring the original zone setting (zoning). Please, see an enclosed picture for reference.


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

11:42, 03. december 2015
- Added attachment "Kalimdor - zones".

08:43, 04. december 2015
- Replaced attachment "Kalimdor - zones" by "Kalimdor - zones (2)".
Title: Re: A realistic after-Warcraft III server
Post by: kreha1 on December 04, 2015, 02:29:29 am
Why did you put Feralas over there? What is your source? I agree on putting Moonglade somewhere over there. I've done a quick map with zone borders (Feralas is where it is now though). Consider that Feralas, Stranglethorn Vale and Un'Goro Crater are supposed to be somewhere near the equator. So in my version, the placing makes it more realistic I guess. Same goes with desert-type zones like Tanaris, Silthus or Uldum.

Moonglade should be a really small zone since it's only a glade, also there's nothing much going one there since always.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on December 04, 2015, 09:04:39 am
Quote from: "kreha1"
Why did you put Feralas over there? What is your source? I agree on putting Moonglade somewhere over there. I've done a quick map with zone borders (Feralas is where it is now though). Consider that Feralas, Stranglethorn Vale and Un'Goro Crater are supposed to be somewhere near the equator. So in my version, the placing makes it more realistic I guess. Same goes with desert-type zones like Tanaris, Silthus or Uldum.

Moonglade should be a really small zone since it's only a glade, also there's nothing much going one there since always.

I do not want to feature such a lush area in Central or Southern Kalimdor. I want to make these two regions a barren wastelands and ensure the regional climatic consistence in order to promote the overal picture of the environment. In relation to this, the reason why I do not want to simply remove Feralas completely from the World is its presence in Warcraft III as a custom scenario, as I intend to utilize all the properly named custom scenarios - both as a homage to and continuality with the Warcraft III reality. I have replaced my previous picture which depicts naming of the zones with a new one which in addition depicts a new borders for zones and new zoning therefore.

I plan that Moonglade will be of a same size, if not larger than in original World of Warcraft, as there should be enough space due to the new scaling of Kalimdor. It should incorporate a situation from "The Awakening of Stormrage" and "Unfinished Business" campaign scenarios as well as from "Moonglade" custom scenario. The inclusion of situation from a custom scenario named "Nighthaven" is still under consideration.

Also, I plan that Moonglade will be the starting zone for Night elves with their capital (if in Night elf society considered so) of Nighthaven. However, I am still concepting a proper separation of gender roles for Night elves, as I plant that druidism is exclusive for males, while priesthood of Elune, government and military roles are taken by females. This might also affect the starting location for each of the genders. If not, then both men and women will start as not-yet specialized characters on the road to or already in Nighthaven.

For now, I favor more the starting in front of Nighthaven: Males can simply go back to the wilderness and seek out the path of the druid, while females can continue forward on their road to the civilized settlement and join their sisters in society management. I consider this to be more in accord with the Warcraft III reality of gender roles. With this in mind, this starting situation means to imply that the male is crossing the wilderness while female is intentionally on the road to Nighthaven as her destination.
Title: Re: A realistic after-Warcraft III server
Post by: kreha1 on December 06, 2015, 04:52:16 pm
I find not having Feralas because it's a lush area, but having Un'Goro somewhat inconsistent, but hey.

About Moonglade - yes, you are right. I think that Ashenvale Forrest should get more plain when heading northeast and fel when heading nortwest.

I am not sure about Winterspring - should Moonglade develop highlands so it ends up being high enough for it to snow? Or maybe should it be on similar height as Hyjal area, inaccessible by Moonglade, but perhaps for Darkshore?


I also attach a quick map of Eeastern Kingdoms based on Marthen's work published on Scrolls of Lore forum (http://www.scrollsoflore.com/forums/showthread.php?t=216994). I know that you, Martinus, are aware of his work, since also your design is based on it; not sure about others though.

PS: The lakes are damn too big, but since I didn't want it to take much time, I didn't bother.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on December 07, 2015, 08:02:39 am
Quote from: "kreha1"
I find not having Feralas because it's a lush area, but having Un'Goro somewhat inconsistent, but hey.

About Moonglade - yes, you are right. I think that Ashenvale Forrest should get more plain when heading northeast and fel when heading nortwest.

I am not sure about Winterspring - should Moonglade develop highlands so it ends up being high enough for it to snow? Or maybe should it be on similar height as Hyjal area, inaccessible by Moonglade, but perhaps for Darkshore?


I also attach a quick map of Eeastern Kingdoms based on Marthen's work published on Scrolls of Lore forum (http://www.scrollsoflore.com/forums/showthread.php?t=216994). I know that you, Martinus, are aware of his work, since also your design is based on it; not sure about others though.

PS: The lakes are damn too big, but since I didn't want it to take much time, I didn't bother.

I wish you a good day again, Kreha1,

the same applies for Un'Goro - although it will remain at its current location, it will not be a lush area, but a deserted one. I am considering a scenario that it might be a reason why Southern and Central Kalimdor are wastelands - due to meteor impact which greatly affected the environment and climate. That is the reason, also, why zones near Un'Goro are more desolate than those to the north, while Northern Kalimdor was outside of the effect, perhaps due to distance and a mountain range which also decreased the effects.

I do not plan that Winterspring will be a complete snowy area as seen in World of Warcraft. I wish that it retains it's Warcraft III climate, while there will be some snowy peaks present there and effects of cold will be apparent on environment - paritally frozen water sources, blowing winds and possible more features. The height is not so important in order to make it so - Hyjal is higher and is not as snowy as Winterspring in WoW. We are also dealing with an idealistic interpretation of the World, which means that we do not have to so much stress upon height in this particular case (also due to the situation as seen in Warcraft III [with respect to the fact that on the loading screen or manual map, Winterspring is seen as a somewhat snowy area]). And it will be accessible from many sides - I do not plan to have zones enclosed by mountains as seen in original game, but to create a more realistic environmental settings.

Indeed, I am very well aware of his creation. Many persons of that site have expressed interest in this project and wished to join us - and so they did. But I do not agree that I was basing my concept upon this map. In the case of Lordaeron, I was considering these maps and in the following order:

1. http://www.scrollsoflore.com/gallery/al ... manual.jpg (http://www.scrollsoflore.com/gallery/albums/war3_maps/world_manual.jpg" onclick="window.open(this.href);return false;)
2. http://storage0.dms.mpinteractiv.ro/med ... king-3.jpg (http://storage0.dms.mpinteractiv.ro/media/2/84/2023/870584/3/wrath-of-the-lich-king-3.jpg" onclick="window.open(this.href);return false;)
3. http://img02.deviantart.net/e4a3/i/2011 ... 4hkm9u.jpg (http://img02.deviantart.net/e4a3/i/2011/332/1/6/the_world_of_azeroth_by_seven44-d4hkm9u.jpg" onclick="window.open(this.href);return false;)
4. http://vignette3.wikia.nocookie.net/wow ... 0710074024 (http://vignette3.wikia.nocookie.net/wowwiki/images/e/e7/SRGGR.jpg/revision/latest?cb=20110710074024" onclick="window.open(this.href);return false;)
5. http://vignette1.wikia.nocookie.net/wow ... 0314160523 (http://vignette1.wikia.nocookie.net/wowwiki/images/d/df/War2.jpg/revision/latest?cb=20070314160523" onclick="window.open(this.href);return false;)
6. Warcraft Adventures map.
7. Warcraft III Manual maps and Loading screen maps.

Concerning your post scriptum: All correct - I understand and thank you for your kind and contributive effort. It is very much appreciated, as well as your continual constructive conduct of our discussion. Please, feel free to continue in doing so.I will provide you with more materials which more precisely depict the situation in Kalimdor and Lordaeron for your work, but now I must depart. I will update this message (probably post here an attachments) once I have an opportunity to do so.

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

14:20, 07. december 2015
- Added a sixth and seventh material which served as source for Lordaeron's continental dimensioning.
- Added attachment depicting further details of the continent of Lordaeron.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on January 31, 2016, 09:35:13 pm
Greetings to you, again,

as we intend to change particular creatures in their appearance, so they more resemble their Warcraft III counterparts, I hereby present to you a new Murloc model (please, see the attachment) as a reference.

A brief information about the concept of the murlocs:
We wish that all murlocs have fins on their backs, just as they have had in Warcraft III: The Reign of Chaos, while we also wish to feature mur'guls, who will have spikes. Murloc species (represented by the skin color) will also be redistributed according to the following pattern:

1. Green-skinned version - inland (freshwater) species.
2. Blue-skinned version - sea (saltwater) species.
3. Grey-skinned version - Darkshore species.
4. White-skinned version - underground (cavern) species.
5. Orange-skinned version - not yet determined (potentially Central-Kalimdorean species)

Mur'guls will appear in the areas with the presence of the naga: northern, north-eastern and eastern coastal regions of Kalimdor.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on March 14, 2016, 11:17:49 am
I wish you a good day,

I inform you about news regarding our project: While we were previously working also on Kalimdor, it has been decided that we will work on the Eastern Kingdoms only, thus our first release, being named as the Lands of Conflict, will feature only the eastern continent.

In these regards, I provide you with one of our latest concept maps for this continent (please, see the attachment below) for your reference.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on March 25, 2016, 08:11:08 pm
I provide you with our more detailed map of Lordaeron's geography.


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

26. march 2016
-Attachment "Lordaeron (geography)" updated
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on March 29, 2016, 01:33:46 am
I greet you, again,

attached is an another map depicting situations in Lordaeron. There are also particular locations marked, meaning to refer to the respective Warcraft III campaign mission, which took place in given location.

I am remaining with kind regards.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on April 05, 2016, 05:16:38 pm
Greetings again!

I hereby inform you that our project has been reduced on Azeroth and Khaz Modan only, so that it is able to be finished sooner. Thus, our first installment is being called "World of Warcraft: Legends of Azeroth", and is projected to be chronologically set at the begining of Warcraft III: Reign of Chaos. Lordaeron sub-continent will be worked upon after we finish this version, and is planned to be featured at the end of "The Frozen Throne" events in Lordaeron.

In regards of these news, we are looking for help in design of maps for the locations. Please, for the details of recruitment, see the recruitment section of the forums, which concerns our project, or contact me directly. I am also providing you with one picture as a reference.
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on October 19, 2016, 07:37:51 pm
I wish you - and especially to all those, who have shown their interest or have had faith in and expectation from this project - a good day!

If I am correct, today is the one year from the time when I have published here the interest in recreation of the World of Warcraft in the spirit of a realistic gameplay and Warcraft ideals. On this occasion, I would like to inform you about the situation of this project for your awareness:

During the course of the last two months, it has been decided that the project will be stopped due to the fact that we were lacking a person, who would be able to run a provisional server (at least), as well as all the personel necessary to finish the tasks in order to complete this project, for there was a lot of work to do and our humble capacities were not enought to finish it.

It is in this way that I thank to all those, who have shown their interest in the project, identified with its ideas and supported the effort. The thanks mainly belongs to all those, who have responded to the call or have eagerly volunteered themselves to cooperate on the project.

The thanks goes also to the Modcraft webside for creation of the proper environment. Despite the fact that the project was practically not in accord with the interest of the game's rightful authors, all the decision-making in this project has been done with respect towards the said authors and their work, and without any interest in the financial or social gain for the personal disposal of the authors of this project, but solely for the restoration and better position of Warcraft.

Thank you.
Title: Re: A realistic after-Warcraft III server
Post by: Piccolodmq on February 07, 2017, 06:03:45 pm
Quote from: "Martinus"
I wish you - and especially to all those, who have shown their interest or have had faith in and expectation from this project - a good day!

If I am correct, today is the one year from the time when I have published here the interest in recreation of the World of Warcraft in the spirit of a realistic gameplay and Warcraft ideals. On this occasion, I would like to inform you about the situation of this project for your awareness:

During the course of the last two months, it has been decided that the project will be stopped due to the fact that we were lacking a person, who would be able to run a provisional server (at least), as well as all the personel necessary to finish the tasks in order to complete this project, for there was a lot of work to do and our humble capacities were not enought to finish it.

It is in this way that I thank to all those, who have shown their interest in the project, identified with its ideas and supported the effort. The thanks mainly belongs to all those, who have responded to the call or have eagerly volunteered themselves to cooperate on the project.

The thanks goes also to the Modcraft webside for creation of the proper environment. Despite the fact that the project was practically not in accord with the interest of the game's rightful authors, all the decision-making in this project has been done with respect towards the said authors and their work, and without any interest in the financial or social gain for the personal disposal of the authors of this project, but solely for the restoration and better position of Warcraft.

Thank you.

I have a server with great speed, that I can let you work in for free if that helps.   Contact me
Title: Re: A realistic after-Warcraft III server
Post by: Martinus on February 11, 2017, 08:25:20 am
Thank you, Piccolodmq.