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The Wheel of Time: Tarmon Gai'don

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Yes, this is based upon the Wheel of Time Series, and for those who do not know, Tarmon Gai'don is the Last Battle, a type of Armagedon.


Here is the concept. It is a mixed genre but mainly an ORPG, there are three faction contending for power: The Forces of Light, The Forces of Shadow and the Seanchan, each is unique in various aspects.

There are 9 Players in the game and the game commences with four Lightsiders, Four Seanchan and One Darksider, but one each of the Lightsiders and Seanchan are really Darkfriends (Serve the Shadow) and about midway through the game will change sides accordingly.

The battle takes place across a continent with each faction attempting to take control of, or destroy cities to gain victory. Victory is achieved when both of the other factions are eliminated.

The early games mainly focuses on the Hero, leveling, gaining feats and items, while later on it is about gathering a small army and equiping them with sufficient gear in order to capture enemy cities. Cities close to a contested area spawn armies which move in an AoS fashion to attack each other, but low level players will level off creeps as opposed to soldiers.

Each race has different focuses and specialities:

Light: All rounded race, has the abilitiy to have player channelers and contols a majority of the land at the start of the game. Has various units such as footmen, archers and cavalry along with some channelers.

Seanchan: A race from another continent, has the ability to use flying transports, but cannot have player channelers, instead has large numbers of unit channelers with highly destructive weaves. Also has Footmen and archers, but its cavalry has multiple options such as large lizardlike Torm, or purpose driven Colm.

Shadow: Two Phased Race, begins very stealthily with most units invisible to cause disruption to the other players, during this time a large force is amassed and will suddenly strike. This race has shadowspawn avaliable to it, such as Greymen (Invisible assassins), Draghktar (Flying Assassins), Mydraal (one of the strongest single units in the game) and even the option to use a Gholam (Creature that is immune to channeling). Along with this are, of course, Trollocs (Half Human, Half Animals that are taller and stronger than a man, but there are far more trollocs than men.)


Next we come to Classes, there are four main classes, each having a slightly different focus depending on race:

Warrior: Melee orientated, high armour and absorbtion Strength Hero

Hunter: Has both Melee and Range capability, has higher movement speed and can track the passage of units which have passed by recently.

Rogue: Melee orientated, high attack speed, dodge over armour Hero, can strike hard then escape with ease.

Channeler: DO NOT THINK OF THIS CLASS AS A MAGE, IT IS NOT
Channelers are both the most powerful class, but the most difficult to use. A good channeler starts off low in all stats, but has a secondary stat system that they have to balance. They use weaves of power to channel, but this can be interrupted by melee attacks or other abilities, so they have to focus on combat or they stand there and get holes poked through them. However channeling can be devestating in a battle, a strong channeler could kill an entire players force with one weave, or can create a two way gateway to anywhere on the map.

Each Class has inbuilt abilities, but each also has the option of using feats, which boost abilities or non-default stats. For example there is a skill called bash which warriors have by default but other classes can still learn. Bash is an active ability that has a short cast time followed by stunning a target for a period of time. If a warrior has the bash feat as well, this will increase the duration of the stun.

As an indication of how far this project is along:


Terrain: 75% Complete
Cities: 20% Complete
Items: 20% Complete (Needs overhaul)
Abilities:15% Complete
Weaves:80% Complete
Weave System: 30% Complete
Units 10% Complete (Overhauled from 100%)
Heroes: 90% Complete

So, any suggestions.
 
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Umm, I don't have B.net so Im not sure how you helped me test it.

The point is that you design your class around the abilities you want and the class choice has a minimal input. So I could have a Channeler class that is tankier than a warrior class or a rogue who wields great-axes.
 
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The reason that I started on this one was because so many people make really bad Wheel of Time maps, simply because they can't be bothered.
 
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