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BaronNoir
06-08-2006, 10:47 AM
Well, I have thought for a long time of making a good campaign for W3, and there is a project. This would be a huge Alliance campaign, in 24 maps. (first part would be 16 maps, second part 8 maps) There is a storyline involving W3 Universe characters, with attempts to be creative, but this is not finished at this point (its critical, however) I need help, because if I have imagination, I dont have programming skills.

Setting (slightly before WOW) :
Alliance forces from Theramore launch a serie of raid on the coast of Lordaeron, to try to
A) recover recruits, peasants, gold, ressources, you name it.
B) Show the rest of the world than the Alliance is not done for
C) Try to recon the long-rang plans of the Scourge

PART ONE (each act spans four maps)

ACT ONE : GHOSTS OF THE SECOND WAR
Summary : The small Alliance fleet secure landings in Tol Barad, ZulDare and Cresftall. If the Tol Barad operation proceeds rather smoothly. thanks to a creative air-sea assault, Cresfall is overrun by Fel Orcs. After this, as supplies are stockpiled on Tol Barad, the Scourge launch a major offensive, using everything in their arsenal, including Fell Orcs mercenaries. Thanks to an ambush by Alliance forces on the sea, most of the Scourge army is destroyed as it was being shipped on the frontlines


ACT TWO : THE LANDINGS
Summary : The Alliance fleet land forces with varied success on several points on the Southshore, pushing back on several point over-extended Scourge advanced units. Rallying all guerrillas and partisans groups of the area, the Alliance proceeds to a force march to lift the siege of Hillsbrad., who was about to fall.

ACT THREE : UNITY
Summary : The rash actions of Marshal Ganthritos in the Frozen Throne have almost destroyed the Alliance. The broken remnants of Alliances forces in Lordaeron are more dangerous to civilians than to the Scourge (this is foreshadowing for the Scarlet Crusade) Jainas unit smash several rogue units, as they began to advance toward Lordamere Lake. All this while the Scourge and the Forsaken augment their pressure

ACT FOUR : SHOWDOWN

Their supply lines severed by constant Scourge raids, Jainas forces make a bold action. The fleet leave Tol Barad, for heading the coast next to the Tirsifal Glades : Jaina forces will traverse the Plaguelands as fast as they can, avoiding defences, and living on the land, while disrupting Scourge operations and picking up as much Humans/Elves/Dwarves survivors as they can. (see this as a mix of the Long March and the Walk to the Sea) to be picked up by the fleet there, and return to Theramore (Jaina is a realist, you see) What a surprise : Sylvanas propose to Jaina an alliance. What a REAL surprise : Jaina actually sees the trick (unlike Lord Lothar in W2, unlike Raynor in BW, unlike Gantrithos in FT) , and is the one that fool Sylvanas : she allies with her just long enough to allow an elite unit of her forces to raid the Undercity, both to pick up some artefacts for morale reasons (ex : the Crown of Terenas) and to see what are the real plans of Sylvanas (IE, the plague to wipe out Humanity. As Jaina forces hastily disengage and pursue their withdrawal toward the sea, Sylvanas units hot on their toes, they face a new trouble : Kel Thuzad.

Act Four will feature a bonus scenario. If the player storms Kel Thuzad main base quickly enough, he will be given the opportunity to bring Jaina herself, with another hero (an original character) and some troops (footmen, rifleman, priests, sorceress) by air transports to Kel Thuzard main ziggourat (the Nazaar...Nazzrarin...anyway, the big flying thing of WOW) in an completely insane dungeon crawling battle.

The idea would be to split the work (map, custom characters, cinematics) among diferent persons, to reach a good result. Not a good result : a profesionnal result.

Someone is interested in hearing the "personnal" story ?

EvilEggCracker
06-08-2006, 6:46 PM
You will find a lot more help in the Warcraft section, but I might help...

BaronNoir
06-08-2006, 9:32 PM
Great...now, here is the basis of the personnal part of the campaign...

The campaign centers around an female human (I would suggest to call her Miluda), who is a sort of Ranger in one of the partisan/guerillas units of the Alliance that try to stop the Undead advance in Southern Lordaeron.

In the first part of the campaign, not much is said about Miluda, whose overwhelming plan is to recover a child, that is supposed to be the natural child of King Teranas (why not call her Maya, or something like that) Jaina is very spectical on this, but as Miluda says it, wheter she is really or not the daughter of Terenas, this would be a moral raiser for anyone...

Revelations start in the second part of the campaign. Miluda is the milk sister of Arthas ! (this means that Miluda...and Maya, who is merely Miluda's sister, mother was the wet nurse of Arthas. Hey, this is better than the hidden sister stuff....) Arthas have a really complicated relation with her. Not because he secretly love her-he HATE her without compromision, even before he betrayed Lordaeron. See, he did not became a ''bad guy'' like this-he had issues a long time before. Notably JEALOUSY. Miluda is a lot more capable (and smart) than him. Of course, Arthas was revered...because he was the Prince. Miluda was admired for herself, not her bloodline (a critical point is that in an actual medieval monarchy, milk siblings were raised with the little prince or princess, and were granted titles and lands) He tried to kill her in a fit of jealousy when he was twelve, and as Miluda defended herself quite well, HE ended up wounded. He made up a story about her attacking him, that was A)Not believed and B)Made him the laughinstock of the whole Lordaeron. Miluda was sent away from court, but Terenas always had feelings (normal feelings) for her, to the outrage of Arthas...

(this is the basis...not the end)

EvilEggCracker
06-10-2006, 5:12 AM
Sounds pretty good, like you've done your homework (unlike many people who create campaigns) and its sounds like an enthrilling story.

It's gonna be a lot of work. Some will say you won't be able to pull it of, but if you can get a team then you will be able to. Although, it will still take ages.

You've caught me at a good time (my exams are over) so I'm willing to help. Most people round here though are doin' their own projects.

You might find more help here (http://sidworkshop.forumup.in/index.php?mforum=sidworkshop)

Mindslaver
06-10-2006, 11:57 AM
Give us more details about the first map in Act One - or better yet, make it yourself. If you can't make it, then we'll know what you are looking for, and perhaps we can try.

If you are going to give us the details for the first map, then please be very specific. Include descriptions of the opening cinematics, objectives, etc.

BaronNoir
06-10-2006, 8:17 PM
I will make the map, at least on the geographical way (no triggers)

Mindslaver
06-11-2006, 10:17 AM
I will make the map, at least on the geographical way (no triggers)
If you write a script of some sort, that would be helpful as well.

Remember - you're trying to convince us to work on your idea. So the more effort you put into making it, the better it will look to us. :)

BaronNoir
06-12-2006, 10:33 AM
Here is something...the characteristic of Miluda as an hero.
The question is...is this possible ?


MODEL : An Elfen ranger if nothing else is possible, but a custom unit would be nice.
TYPE : Intelligence based hero
CLASS NAME : Skirmisher

(Miluda is very powerful, like the other new heroes-the campagin is hard) Here are her abilities. I would suggest to allow her to raise higher then Level Ten...maybe up to Level 16. Accordingly, there is also a fourth level in each of her Actives Abilities, that take TWO points to activate.

Mana and Cooldown are to be fixed later

Passive abilities are a special thing (costing no mana, but may be activated), gained between maps. There is four abilities, but Miluda may pick up only two of them...


ACTIVE ABILITIES

-Summon Succubus
Miluda ''liberated'' on a Lich a certain ring...The being she summons with it is not per see ''evil'' or '"corrupt", but she is certainly very dangerous. The Succubus is by herself an difficult ennemy, with Vampire-type attacks. She is permanently summoned, and to add to this, have spells of her own.
Level 1 : Small Succubus (HPS and Mana to determine), can cast manually Slow, can cast a modified version of Charm (an living unit switch side for twenty seconds)
Level 2 : Better Succubus, can autocast slow, can manually cast curse, cast a spell nammed Kiss of the Succubus (paralyze any unit for twenty seconds)Level 3 : Yet better Succubus, can autocast curse or slow, can cast a spell nammed Deception (confuse for a long while a groupe of unit, that have a good chance of attacking each others. Long cooldown and cost, thought)
Level 4 : Very advanced Succubus, can cast the full version of Charm (Seduction), have a sort of fear aura (decrease ennemy attacks) Have paralyzing attacks, and can also autocast at higher speeds curse.
There is a slight detail. The invocation cost health and mana, and while the Succubus is invoked, Miluda's health did not regenerate naturally. If Miluda dies, the Succubus goes ''wild''-she attack everyone in sight. This can be a good thing if there is ennemies in the area. If there is more friendly troops...

-Sabotage
Miluda's Partisans are devoid of siege materiel. As such, they often have to use much riskier means to destroy buildings. Sabotage is a triggered mode (cost a lot of mana, cooldown) that increase Miluda damage, switch it to siege...but she is only able to target buildings, and have to go close. She kept her normal attack rate.
Level 1 : 1.5 normal damage. 10 seconds
Level 2 : 2 times normal damage. 15 seconds
Level 3 : 3 times normal damage. 20 seconds
Level 4 : 4 times normal damage. Freeze production. 25 seconds. If the building is destroyed, the units cost is refunded to Miluda.

-Healing
Miluda don't trust Paladins, and prefers to use other means to heal her troops. Basically, she uses parchments ''liberated'' throughout Lordaeron. At a price of Mana AND Gold (slight, but not negligible) Miluda basically use a parchment. Cooldown is a lot longer than Holy Light.

Level 1: 200 hps over 20 seconds
Level 2 : 300 hps in 20 seconds
Level 3 : 400 hps in 20 seconds. Remove most effects (poison, disease)
Level 4 : 500 hps in 20 seconds. Give regeneration for a short while.
ULTIMATE ABILITY
Ambush
Miluda create a «decoy» of every friendly unit around her. Both the actual units and the false ones have Invisibility cast on them (the trick is, invisbility is slowly being recast on them). Works better (longer) at night. Stupid to use when there are detectors nearby.
PASSIVE ABILITIES
Sniper
-Ability always active. Miluda range is increased.
Level 1:50% range increase
Level 2:100% range increase
Level 3 :150% range increase

Called Shots
-Mode that can be activated/desactivated at will. Miluda carefully target (much slower attack) an organic ennemy, to deal him a lot of damage, a chance of slow him/decrease attacks (wounds) or disrupt a spell. Extremely effective in combination of Sniper. It's work on Heroes, but Undead have a sort of resistance to the wounding effects.
Level 1:
50% damage bonus, 50% slower attack, 20% chance of slow/decreasing attacks, 5% chance of stun
Level 2 :
100% damage bonus, 45% slower attack, 40% chance, 10%
Level 3:
150% damage bonus, 40% slower attack, 60% chance, 20%

Partisan Tactics
-The Partisans that Miluda commands are forced, by lack of gear, to have strategies wholly different of the Alliance in general. Miluda is good at using those capacities (aura increasing slightly speed of melee units, ROF of ranged units) Partisan Tactics also gave to Miluda increased eyesight at the very first level.
1 :5% increase
2:10% increase
3: 15% increase

Anti-Magic
Miluda have, over the months, gained extensive experience while dealing with spellcasters...
1 : Miluda can, at not cost, deflect a spell cast at her (spellcaster spell) 50% chance. (All magic damage is reduced, for all levels. A deflected spell also give her some mana and health)
2 : The deflection chance raise to 75%. Miluda now have a 50% chance to immediatly (with almost no cooldown) remove an harmful spell on a friendly unit.
3: Deflection chance is 100%. 50% chance to remove...but 50% of the times the spell is removed from a friendly unit, she can throw it back at the ennemy !

The advantage over Spellbreakers is that Miluda is a LOT tougher than them, plus the healing.