- Joined
- Sep 23, 2007
- Messages
- 357


For those of you who do not know, there is a map that is being used as a playground/testing zone of everything we are planning on using when we start World of Warcraft WC3. This map is called Forgotten Storms. Please scroll down to the Forgotten Storms section of the thread and read about this revolutionary map!
If you had read the last project update, you should already know that we have changed our project's goal. We are not going to recreate World of Warcraft exactly as it was in WoW, we are only going to use it as a base to create our World of Warcraft. Everything that we will be using from WoW will be taken from Pre-TBC and we will be creating our own world around it.
The era of which these maps will take place will be between WoW and Warcraft 3, but we might rewrite a little bit of the history, and when we get at doing anything that has to do with Outland or Northrend, we are not going to desecrate Warcraft the way the expansions had done.
Right now you might be asking yourself what we mean by "mapS". We are, of course, talking about the final project. Our completed World of Warcraft WC3 will not be one 480X480 map, it will be a large number of maps, one for each zone or dungeon or raid. For example, there will be one map for Elwyne Forest and one map for Durotar. You will be able to -save your character in one map and -load your character in another map, allowing you to take your character with you anywhere in Azeroth. Every single WoW WC3 map will, and always will be, playable and hostable on Battle.net. I will take it upon myself to purchase hosting bots for all the maps that are released, each with a name like "WoWWC3-(name of a zone)" so that you can easily find a game with the "/whois" command.
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OLD PROJECT MEMBERS: (Unconfirmed if they are still working for the project)
Palooo3 - Terrainer
Dr. Boom - Triggerer
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Forgotten Storms
Forgotten Storms currently features a Full Screen Character Creation system, a Third Person Camera, and an Arrow Key movement System. I am currently working on a Full Screen Inventory system and I am trying to make it as high-quality and efficient as possible. When the Inventory system is done I will install the Strength Agility Stamina Intellect Spirit stat-system that I am also working on and, once that is installed, I will install a Dodge, Parry, Block, Critical Strike and Spell Critical Strike system that I have already mostly figured out.
The map features well-made indoor environments. Buildings are made floor, wall, ceiling, roof and all, and some buildings have upper floors. The same goes for caves- you have a roof over your head.
Everything in the map is scaled. That means you will not have a man that is twice the size of every other man just because he is a hero, and trees will be the size of real trees.
All player models currently attack with different animations depending on what type of weapon they are using (Including Offhand and Bow). There are three different animations for each weapon type. Player models will display special animations when dodging, blocking, parrying, and casting spells.
There will be attachments for all Head, Shoulder, Chest, Belt, Feet, Wrist, and Hand slot items, as well as attachments for all weapons and shields.

-The Full Screen inventory system previously mentioned
-An improved version of the Full Screen Character Creation system
-All buildings in the city that do not currently have floors, walls, roofs, and a proper interior design will be given them
-A Weather/Improved Time of Day System, in which each day has a chance to rain, or rarely snow. Days in the maps will be long (currently 30 minutes) and weather will last throughout the day. There will be a looping ambience for rain, which will change when you are inside of a building. It will not rain inside buildings, caves, or any other areas with cover. The rain will form water rings where it strikes, and when raining water can be seen pouring down the roofs of some buildings. In the further future, a skybox might be added for rainy days and puddles might form at random size/location in specific areas.
During Night Time, the outdoor environment in my map will be significantly darker during the late day or night. There will be a dramatic and improved glow and lighting to all light sources during the night or when its raining.
-The map will, hopefully in the near future, allow players with laggy computers to change their viewing distance and other graphical improvements in order to reduce lag.
-A profession system in which Players can get various jobs that affect eachother. For example, player Red might get the Blacksmith job and player Blue might get the Miner job. Player red will always have a supply of iron and other basic materials that he may purchase in his Blacksmith, but if Blue mines Iron and sends it to the Blacksmith building, he not only gets an initial pay, but he gets more money if Red buys his iron afterwards.
Red can buy Iron cheaper for every iron that Blue sends to the blacksmith. If Red wants to get a valuable material, like Truesilver or Gold, then it is only available to him when Blue mines these materials and sends them to the Blacksmith. Blue, of course, gets paid initially for sending materials and gets paid more when his materials are bought.
Meanwhile, if Red puts any items that he crafts up for sale in the store, he gets an initial pay, and the items are now sold for cheaper from the vendors. If a player buys an item that Red has crafted, Red gets payed. There are also many items that Red can craft and put up for sale in the store that are normally not sold, and the same goes for these items. Red gets paid initially, then gets paid more if the items sell.
This system can not be abused. This is because the initial pay plus the pay from the item being bought is equal to the cost that the item is being sold for.











Forgotten Storms Preview:
A preview of the Character Creation system and some Indoor and Outdoor environments
Please watch in HD and Fullscreen!
WHAT WE NEED:
- An experienced triggerer who is fluent in Jass. Must be able to look at a script and be able to identify errors. Code must be as efficient as possible and well organized. Must be the type of person to figure things out that they havent seen before.
- A Modeller. You must be able to reduce the size of model files while seeing to it that quality remains good, (how this is done is up to you), and to recreate models from WoW.
We will eventually need more than one of each of these.
Of course, everyone working on the map should be at least a little familiar with WoW (know what the game it, how it works, ect.).
Screenshots will be released when the starting area of Durotar is completely finished, stay tuned!
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This project, when finished, will attract a lot of attention. This project, among other projects, will be put toward the cause of getting a Pre-TBC realm to be hosted by Blizzard.
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If you support this project, copy and paste the text below into your signature, and the project banner will appear in your signature
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