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Author Topic: A realistic after-Warcraft III server  (Read 17527 times)

Martinus

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Re: A realistic after-Warcraft III server
« Reply #30 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.
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Skarn

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Re: A realistic after-Warcraft III server
« Reply #31 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.
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #32 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.
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UltraNic

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Re: A realistic after-Warcraft III server
« Reply #33 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
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #34 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.
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #35 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)".
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kreha1

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Re: A realistic after-Warcraft III server
« Reply #36 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?
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spik96

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Re: A realistic after-Warcraft III server
« Reply #37 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.
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #38 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)".
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Re: A realistic after-Warcraft III server
« Reply #39 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.
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #40 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.
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Re: A realistic after-Warcraft III server
« Reply #41 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. 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.
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Martinus

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Re: A realistic after-Warcraft III server
« Reply #42 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. 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
2. http://storage0.dms.mpinteractiv.ro/med ... king-3.jpg
3. http://img02.deviantart.net/e4a3/i/2011 ... 4hkm9u.jpg
4. http://vignette3.wikia.nocookie.net/wow ... 0710074024
5. http://vignette1.wikia.nocookie.net/wow ... 0314160523
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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
If you would like to join us in a development of the "World of Warcraft: Legends of Azeroth" project (realistic after-Warcraft III), then you are welcome to contact me.

Martinus

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Re: A realistic after-Warcraft III server
« Reply #43 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
If you would like to join us in a development of the "World of Warcraft: Legends of Azeroth" project (realistic after-Warcraft III), then you are welcome to contact me.

Martinus

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Re: A realistic after-Warcraft III server
« Reply #44 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.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
If you would like to join us in a development of the "World of Warcraft: Legends of Azeroth" project (realistic after-Warcraft III), then you are welcome to contact me.