This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: Ashbringer needs you!  (Read 4303 times)

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Ashbringer needs you!
« on: July 04, 2010, 08:40:52 am »
____________________________________________________________
_______________________________________________________________________________________________________________________________

World of Warcraft Ashbringer, is a custom expansion, that is in need of more workers.

The Expansion will feature...
2 new races (Pandaren, and Pixie).
2 new classes (Brewmaster, and Battlemage).
1 new faction (Neutral).

We have done a lot of the work with the core and the client to get this on its way.

We are in need of
2 experienced modelers.
1 experienced C++ Dev.
2 mdlvis animaters, and modelers
and 3 dbc editors.
_______________________________________________________________________________________________________________________________

Here are some screen shots of what we have done, so far.

New Pandaren Male Render


Old Pandaren Male Model


Pixie Render


Pixie Place Holder for when model is ready.


 Apply at Ashbringer Official Website
« Last Edit: December 17, 2011, 12:10:12 am by Admin »

Jack

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 258
    • View Profile
Re: Project - Titan
« Reply #1 on: July 04, 2010, 10:48:13 am »
Quote from: "Serifaz"
[size=150]I would love to hear from all of you... your thoughts and ideas if any.

You're trying to do pretty much the same thing the old Modcraft project did (Elorions Curse) only with the big difference that there were more than 20 of the most skilled people in the WoW modding world working on it for around 2 years.

Just an example: I worked fucking hard the last 2 days to create ONE creature model. That's 3-4 days (still not finished as you know) for just one enemy. Even if somebody succeeds to keep this pace up (maybe he's far more skilled than me, better workflow, no life) that would mean you get only around 8-10 creatures/possible enemies per month, to reach a somewhat respective enemy count that'll take around 6 months.
But that's just the emenies. Character models need far more work. Let's say 2-3 weeks per model, around 1 moth for one race (female and male model). another 6 months for 6 races in total.
That's either one whole year of work if he keeps the pace at which I did the raptor, or half a year if you find two. You'll not even find one. And it doesn't stop here.
You still need doodads, for which you'll need 2 or more modellers alone to get you finished in 6-12 months (at that uber pace again, of course) and you also need the WMOs/architecture. That's another 6-12 months for a fifth modeler of which you won't even find one (you won't find one because there is no such person in the whole WoW modding scene that would work that dedicated fo another one's project)

I can't stop you, but I tell you, it's wasted time. Get going on modelling, the scene lacks modellers the most, team up with other people for small projects to get a good view of what takes how long, what is unrealistic and what will never happen.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: Project - Titan
« Reply #2 on: July 04, 2010, 09:28:44 pm »
[Edit] project is up and running again...
New name is Ashbringer.
« Last Edit: October 03, 2010, 12:53:00 am by Admin »

zax

  • Registred Member
  • Wiki Incarnate
  • *****
  • Posts: 142
    • View Profile
Re: Project - Titan
« Reply #3 on: July 11, 2010, 10:51:08 am »
Hello,
You can only develop big things when preparing a good foundation of big ideas. Don't leave this project behind too easy. Maybe you can extract parts and come up with something as good - but easier to create. In smaller dimensions.
Keep up your mind.

If you want this thread to be reopened, write a PN to one of the staffs, or open a new thread if you worked out something whole new/different :)

€dit:
I'm happy to announce that the author of this project decided to reopen this thread for further development!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
also the game

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: Project - Titan
« Reply #4 on: July 12, 2010, 09:27:55 am »
Original Post has been updated with more info=D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

gorq

  • Contributors
  • Wiki Incarnate
  • *****
  • Posts: 141
    • View Profile
Re: Project - Titan
« Reply #5 on: July 12, 2010, 01:41:59 pm »
i think if u want to redone all wow with new models you should think bout taking a 3d engine. This could be your own and copyrighted work ;)

There are too many. I have looked unity3d (quite simple it seems), realmcrafter.. Unity is really good for starting, i did some tests and it works fine :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: World of Warcraft "Ashbringer" Custom Expansion
« Reply #6 on: October 03, 2010, 01:02:18 am »
I would but Atlas for UDK is not released as open source yet, and realmcrafter is really horrible.
and I don't plan on backing out of this project... This is something I have always wanted to do,
ever since wow was released without a world builder for the client, like WC3.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Herbalism

  • Registred Member
  • Loreweaver
  • *****
  • Posts: 81
    • View Profile
Re: World of Warcraft "Ashbringer" Custom Expansion
« Reply #7 on: October 05, 2010, 05:35:40 pm »
The "Positions available" section on the forums are completely blank for me. Do I have to register or something?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: World of Warcraft "Ashbringer" Custom Expansion
« Reply #8 on: October 06, 2010, 01:17:15 am »
It was blank this morning try going to it again.
If it still doesn't show you will want to register.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Breakdawn

  • Registred Member
  • GM Isle Explorer
  • *****
  • Posts: 16
    • View Profile
Re: World of Warcraft "Ashbringer" Custom Expansion
« Reply #9 on: October 09, 2010, 02:37:07 am »
I agree with the "don't give up too easy" part, Ezcool Gaming has been developing our project for a good year soon (10 months now) and we are only halfway through so far, but knowing that people are willing to help, listen to their ideas and conclusions, even constructive critism, is something that is really reliable in this branche, we can't "just" modify the game to what our heads wish, we really have to think it through before a project like this runs through, ezcool is 14 people, that took us 10 months to gather a decent set of people. We also wanted alot of classes and races and even new doodads when we first started, but now we decided to let that way untill we got our first part of this era out, so atm we're stuck with custom bushes & flowers since it is just a particle compared to the time and effort that everything else takes.

So yeah. Before you give up again or feel like you found a dead end. Take my advice trash it or use it:

Sit down and write every head goal you got, pick 6 of them that you want the most.

Then start one by one and brainstorm them, google the possibilities for them to actually be possible within the client, remember that this is a game MOD, not a new game. Not everything is possible. then trash ideas that are basicly impossible, no need to promise yourself or others something that is impossible, it will bite your butt in the end.

Then show the list to a website you know is full of experienced people to give their point of view on your ideas, to tell you if it's good or bad, if new classes is even needed within the game! and THEN you start recruiting, preferably recruite more than you need so you can choose who you think you need for your project, when you got all your people set, start working on the project, make sure it all goes by the plan you've written. Which is more important than anything else, we experienced that in ezcool when we didn't make a plan over our continent untill SirFranc asked if he could do it for us so we basicly lost 2 months of stupid world building because we didn't have a plan of it. So yeah, planning planning planning. More important than bling.

And last: If you got a big fond behind you, try and get a scripter to fix problems that you might meet when you progress through your project, we got a few nogg-it crashes fixed in ezcool to stop our world builders (including me) from nerdraging twenty-four-seven :P So it's worth it.

and even more last, You can use this kind of projects for educational purpose, so take that chance and go for it !

Atleast I certainly hope ezcool is finishing this off so I can sit back and play through the world I made knowing that I can just relax after 1-1½ years of intense wow modding :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Serifaz

  • Contributors
  • Model Change Addict
  • *****
  • Posts: 293
    • View Profile
Re: World of Warcraft "Ashbringer" Custom Expansion
« Reply #10 on: October 09, 2010, 08:13:19 pm »
It's nice to get such good feedback from people on our project...
Thanx Ezcool.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »