Playable concept test is on battle.net Americas region (can't upload to others yet due to dependencies, hopefully soon)
Update 8 Apr 2015
-Fixed many more bugs
-Added temporary victory conditions (crush the other faction's base)
-Removed some units around start locations and other balance fixes
-Added entrance to Icecrown from Storm Peaks (not canon but until I permanently fix Dalaran's portals and people get used to them)
-Fixed some pathing issues especially around Icecrown and Dalaran
-Removed alliance spawns against Horde base until we have more darn space
My Azzy Wars style project for SC2. As you can see, still early in development but we are at last ready for a showcase release.
[B]Recruiting a unit editor to make a custom tech tree and maybe someone to help with the triggers.[/B]
I spent a great deal of time playing Azeroth Wars and Dark Ages of Warcraft and felt it was about damn time I actually created something. As much as I enjoyed Azzy Wars, I like playing with allies and didn't fully appreciate he FFA nature of it (again, personal taste, not a criticism), so I am making this Alliance vs Horde style, 4v4. Still contemplating whether players start with any buildings but most structures and units initially on the map are meant to be NPC controlled, and will send out attack waves periodically. This is so as to reduce the micro demand on players somewhat.
Intend to make a PvE mode after the main PvP mode is done.
Short Term Goals:
-Make a playable preview with all of Northrend (Done as of 8 Apr 2015)
Mid Term Goals:
-Add Kalimdor
-Custom tech tree and units, implement Night Elf
Long Term Goals:
-Add Eastern Kingdoms, Outland if there is space
-Select your starting faction (after all playable factions are implemented)
-Custom tech tree and unit build
-Add playable Forsaken
-PvE mode
Thanks for your interest.
-LeafyVegetable
SilverLeaf Studios
Thanks a ton to Renee for his amazing work on the dependencies.
Kinda curious though, can you actually fit the rest of Azeroth onto the map given the size of your Northrend?
Doable, we may have to move Icecrown citadel, but basically there will be virtually no "sea" between the landmasses. The Eastern Kingdoms northern tip is very narrow (just Quel'thalas, Ghostlands and that isle), so it will fit nicely into the top right corner. Dalaran and ICC may have to be moved. As a worst case scenario we could remove instances, no-one really likes those anyway and it's not possible to make truly dynamic ones. I wouldn't cry to see my makeshift ICC go.
As for Kalimdor, we will try to fatten it and move teldrassil to near where ICC currently sits, so it sits north of the landmass rather than to the left, thereby allowing us to shift Kalimdor left a bit. So basically Northrend will end up sandwiched between the northern tips of the 2 landmasses, and regions will probably be wider than they are tall. Outland and Pandaria will probably not fit though.
Kinda curious though, can you actually fit the rest of Azeroth onto the map given the size of your Northrend?
This is exactly what I was thinking. I was trying to remake a 192X192 map from warcraft 3 just to realize that a 256x256 map is actually SMALLER in starcraft 2 than a 192 x 224 map was on Warcraft 3. I've tested it and a WC3 unit can run from one corner to the other in a 256 x 256 map in SC2 a little faster than the same WC3 unit can run across a 192x192 map. As a consequence, I found that i had to completely remake my map so it didn't resemble the warcraft 3 map because I simply ran out of room.
Good luck with your map though, I hope it turns out well. One thing I found helped (after i found about the size requirement) was to do a very rough cliff sketch of the individual areas so I had a better sense of the proportion I wanted each area to be. All the best to you, I enjoyed Azeroth Wars, but the map will be tough to remake and I hope you find help.
This is exactly what I was thinking. I was trying to remake a 192X192 map from warcraft 3 just to realize that a 256x256 map is actually SMALLER in starcraft 2 than a 192 x 224 map was on Warcraft 3. I've tested it and a WC3 unit can run from one corner to the other in a 256 x 256 map in SC2 a little faster than the same WC3 unit can run across a 192x192 map. As a consequence, I found that i had to completely remake my map so it didn't resemble the warcraft 3 map because I simply ran out of room.
It's all about what scale you work at. A wc3 map that is 256*256 will take a 270 speed unit 121 seconds to cross horizontally. A sc2 unit on a 256*256 map that moves at 2.25 speed will take 114 seconds to cross horizontally.
256 in wc3 = 240 in sc2
The killer is that time is sped up in sc2 by 40%. To really make a map feel big, you need to start by either reducing sc2's timescale or reducing the move speed of units. 2.25 is sc2's "normal" speed. 270 is wc3's (which is 2.1 in sc2 terms). After adjusting for the sc2 timescale difference, you'd want your WarCraft units moving at around 1.5 speed.
This will look bizarre in-game, and so every model would need to be scaled down by roughly 33%.
Playable concept test is on battle.net Americas region (can't upload to others yet due to dependencies, hopefully soon)
Update 8 Apr 2015
-Fixed many more bugs
-Added temporary victory conditions (crush the other faction's base)
-Removed some units around start locations and other balance fixes
-Added entrance to Icecrown from Storm Peaks (not canon but until I permanently fix Dalaran's portals and people get used to them)
-Fixed some pathing issues especially around Icecrown and Dalaran
-Removed alliance spawns against Horde base until we have more darn space
My Azzy Wars style project for SC2. As you can see, still early in development but we are at last ready for a showcase release.
[B]Recruiting a unit editor to make a custom tech tree and maybe someone to help with the triggers.[/B]
I spent a great deal of time playing Azeroth Wars and Dark Ages of Warcraft and felt it was about damn time I actually created something. As much as I enjoyed Azzy Wars, I like playing with allies and didn't fully appreciate he FFA nature of it (again, personal taste, not a criticism), so I am making this Alliance vs Horde style, 4v4. Still contemplating whether players start with any buildings but most structures and units initially on the map are meant to be NPC controlled, and will send out attack waves periodically. This is so as to reduce the micro demand on players somewhat. Intend to make a PvE mode after the main PvP mode is done.
Short Term Goals: -Make a playable preview with all of Northrend (Done as of 8 Apr 2015)
Mid Term Goals: -Add Kalimdor -Custom tech tree and units, implement Night Elf
Long Term Goals: -Add Eastern Kingdoms, Outland if there is space -Select your starting faction (after all playable factions are implemented) -Custom tech tree and unit build -Add playable Forsaken -PvE mode
Thanks for your interest.
-LeafyVegetable SilverLeaf Studios
Thanks a ton to Renee for his amazing work on the dependencies.
It is looking good. Renee will be proud you. Keep it up.
I was a big fan of Azeroth Wars!
Kinda curious though, can you actually fit the rest of Azeroth onto the map given the size of your Northrend?
Thanks, tho Renee is prolly sick and tired of my noob questions :P
Doable, we may have to move Icecrown citadel, but basically there will be virtually no "sea" between the landmasses. The Eastern Kingdoms northern tip is very narrow (just Quel'thalas, Ghostlands and that isle), so it will fit nicely into the top right corner. Dalaran and ICC may have to be moved. As a worst case scenario we could remove instances, no-one really likes those anyway and it's not possible to make truly dynamic ones. I wouldn't cry to see my makeshift ICC go.
As for Kalimdor, we will try to fatten it and move teldrassil to near where ICC currently sits, so it sits north of the landmass rather than to the left, thereby allowing us to shift Kalimdor left a bit. So basically Northrend will end up sandwiched between the northern tips of the 2 landmasses, and regions will probably be wider than they are tall. Outland and Pandaria will probably not fit though.
Well, we have time difference, and I do falls ill these days.
And great map.
Thanks. Hope you get fitter soon :O
This looks AWESOME! Great combination with Terrain and Renees MOD fantastic! I look forward to check this map out!
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This is exactly what I was thinking. I was trying to remake a 192X192 map from warcraft 3 just to realize that a 256x256 map is actually SMALLER in starcraft 2 than a 192 x 224 map was on Warcraft 3. I've tested it and a WC3 unit can run from one corner to the other in a 256 x 256 map in SC2 a little faster than the same WC3 unit can run across a 192x192 map. As a consequence, I found that i had to completely remake my map so it didn't resemble the warcraft 3 map because I simply ran out of room.
Good luck with your map though, I hope it turns out well. One thing I found helped (after i found about the size requirement) was to do a very rough cliff sketch of the individual areas so I had a better sense of the proportion I wanted each area to be. All the best to you, I enjoyed Azeroth Wars, but the map will be tough to remake and I hope you find help.
It's all about what scale you work at. A wc3 map that is 256*256 will take a 270 speed unit 121 seconds to cross horizontally. A sc2 unit on a 256*256 map that moves at 2.25 speed will take 114 seconds to cross horizontally.
256 in wc3 = 240 in sc2
The killer is that time is sped up in sc2 by 40%. To really make a map feel big, you need to start by either reducing sc2's timescale or reducing the move speed of units. 2.25 is sc2's "normal" speed. 270 is wc3's (which is 2.1 in sc2 terms). After adjusting for the sc2 timescale difference, you'd want your WarCraft units moving at around 1.5 speed.
This will look bizarre in-game, and so every model would need to be scaled down by roughly 33%.
Apologies for the number spam!
@TyaArcade: Go
Thanks for the insight, will possibly look at scaling down stuff after the terrain is done.