Warcraft III resources & community, 2003–2006 · archived

New map idea...Build your own city type of game- need ideas

43 posts
#31
Siege weapons
Onager
Battering Ram
Demolisher (wrecking crane)

Soldiers
Axeman
Soldier
Footman
Elite Soldier
Spearman
Lancer
Rifleman
Archer
Knight
Crusader

Buildings
Farm
Granary
Townhall
Church
Barracks
Stables
Siege Workshop
Lumber Mill
Forge
Tavern
Arboretum (plant building)
Tower(s) (Spear, arrow, siege)
Wall

Special notes
-Onagers have a move like vorpal blades, and can use burning ammo which increase damage and area, and chars corpses on death.
-Riflemen must attack "very slow," and have enough power to almost kill a basic worker.
-Archers and Spearmen, for realism, should have a melee attack when too close in range, but is weak.
-Only siege units or things like looters/raiders in the game should be allowed to attack buildings
#32
Maybe use some of Miseracord's models, he/she has made lots of good to decent human models, escpecially foot soldiers.

You should be able to trade with another town/city, or lead your forces on conquests by either an Epic map or Game Cache. That way you could unleash your military power by conquering distant lands.
#33
As I said before- I am trying to minimize the usage of skins, and, more importantly models. To get a good skin, let alone a model, its going to take up atleast 100k. My goal is to keep this project under 200 k (so far its at only 80k despite the loads of heavy triggering). The smaller the file size, the more poeple are likely to get it. I am also incorperating special effects (especially on healers and "spell casters"), and some of them do alter the appearence of the units a fair amount.

A lot of the units you mentioned Eusira I am already putting in my map (the suggestions seem to have a pretty heavy AOE2 influence on them). The Onager, Ram, and a Trebuchet will all be in the game. More likely than not the Onager will be renamed as a Catapult.

Along with a lot of buildings you mentioned, there are quite a few income-effecting buildings, also. Some of these include:

Tavern (2 gold per settlement owned)
Marketplace (enables a gold investment option)
Brewery (2 gold per settlement owned)

All of the income-effecting buildings also attract townsfolk across the map. So, if you have a lot of these types of buildings, your town will become more popular over time. Hence- the more of these buildings you have than other players the better you will do.

The townsfolk serve a few purposes:

-They have unique abilities, some can heal, other can repair (I am going to add a few more abilities, all suggestions welcome)
-If they are within a certain range of a settlement, they will add to your gold each tax period.

but watch out... although townsfolk are a major part of achieving victory, the more you have in your towns... the more Rebels, murderers, and (even worse) terriorists will spawn in your towns. The murderers and terrorists are invisable, so you will need some sort of detecting unit (not confirmed yet) to find them and kill them. The rebels and murderers will only attack townsfolk, but terrorists will attack anything that comes in their way. They will dissappear over time, so its unlikely that you have more than a couple at a time in your towns.

New screenshots will be availiable soon.
#34
The Marketplace should up the efficiency of other buildings, such as +1 Gold income for each Gold Income producing building.

Then you could make other chains, like the Brewery doubles the Tavarnss income, or something.

You should also make emergencies spawn randomly, like fires, floods, raids, whatever. I mean, imagine people running around on fire screaming. Then you could add an ambient fire sound. Hehehehehe.
#35
Eusira
-Only siege units or things like looters/raiders in the game should be allowed to attack buildings


In Midevil times siege could attack land could they not?
#36
Oh Dont worry... I am really trying to get some nice ambient sounds out of this... with some great sucess so far. Random hazards will be incorperated. Weathering effects have some hazards such as:

-Lightnight strikes
-Snow Storms

I will have random fires break out on buildings. I don't want too much hazards, or else it will be a battle against nature instead of battle of conquest.

The sounds especially with surround sound and a subwoofer have been astounding- I am hoping to add a whole extra depth to the game.
#37
lord what I mean is you don't stick an arrow into a stone wall and call it significant damage. Heck, it would more liekly reinforce it.

Plus, onager sounds cooler :D

And you might want to make some thing in triggering that spawns a random civilian. This civilian could do things like heal, harvest, build, or be called to arms depending on age and gender. For example, women could work in Arboretums and farms to generate food, which could replace gold. And young men are sent to wood, and older men could build and stuff, and all of which could be called to arms.
#38
The random civilian spawning... Already got it :). Piercing damage has been modified to do .15 percent damage against enemy buildings. I can't very well eliminate it from the equation all together, becuase then no one would want to make too many archers, and Infantry units would dominate the game.
#39
Also, try to be able to build walls, so people no longer have to farm surround their towers, and then maybe a blight sorta thing where you can only build within city bounds, and new cities create new blight, but cities cannot be built next to each other to abuse blight growth. Or something like that
#40

...

have u heard of dobrp?it owns your map.
#41
We don't want some sort of DnDish map, where you mass a couple of divine Arches and kill off everything, being the host, and thus, player 1.
#42
Yes I have played dobrp, and there is a reason why it is rarely hosted on Bnet.

Anyway - Here are a few screenies from a test run I had last night. Its comming along pretty nicely- I will admit I stole the wall model file idea from Castle Builder; it is most likely the best model to use it for.

http://onfinite.com/libraries/228604/df8.jpg
Here is a nice little sampling of some of the buildings and units that can be built so far. The large building is a Keep, the farms are the Houses, and there are some other buildings which I will most likely describe in the release readme.

http://onfinite.com/libraries/228605/2ae.jpg
If you didn't already notice- it's snowing :P.

http://onfinite.com/libraries/228606/53a.jpg
This was supposed to be capturing a few male townsfolk auto-reparing a building that was damaged, but instead I got a few women that were being healed by other women. These two townsfolk alone can make your cities pretty self-managable. Just put up some towers around, have some men townsfolk around, and they will repair any attack against you. Just remember all townsfolk cannot be controlled.
#43
well, noone knows me, but i rhink this map will be great...

i just have one idea...
can u do the buildings size more realistic? (bigger)

whatever, just hope this comes out fast

good work everybuddy