So, I have been working on a project called WoW Races Extension Mod, and this basically replaces the three races with WoW based races, and offers a few gameplay mechanic changes that will make the mod interesting. The three races are Draconic, Elemental, and Heroes. Draconic is meant to be swarmy like zerg, elemental is meant to be powerful like protoss, and heroes is meant to be techy like terran. So far I've made leaps and bounds in replacing the default units, and I made certain gameplay changes such as:
Draconic doesn't have a supply unit: You buy emerald dream for 100 minerals which increases your supply by 8. If your main base is destroyed, you lose all the emerald dream until the main base is rebuilt.
Elemental: No changes yet.
Heroes: More melee units added, and armory and engineering bay is combined, but you have to research tech to upgrade tier 2 and 3 weapons and armor.
missile turret removed, widow mine replaced with powerful anti-air (basically combining the two)
I'll upload some screenshots later, but what I would enjoy is someone who can use 3dsmax to fix some models that I exported, cause can't really download it, most everything else I have the knowledge, time, and skills to do myself. Any suggestions and feedback is much appreciated.
So I went ahead and took a screenshot of my mod, to show the seriousness of this project should anyone wish to join in its creation. What you see in the picture, from left to right:
Regular Protoss geyser - It'll be changed in a later version to an Eternus Well
Funky looking gray minerals - Elementium Ore, a replacement for mineral fields
Giant runic portal - Great Portal, replacement for the Nexus
Tiny white golem - Arcane Revenant, replacement for Probe
Block in tiny white golem's hand - It's a piece of Elementium Ore, he's carrying it back to the Great Portal. (Note: This was frustrating to get on his hand right, since I had to perform an Attachment Site Operation on the weapon attach point and then use a Local Offset to put it in his hand instead of in his wrist, which would have been easy except some models throw a tantrum when you do both. To fix this I had to make a new actor with the marine model, change its opacity to 0, attach it to the attach point, then attach the block to the marine model. It's also hilarious to see a marine riding on the golem's wrist when there's no opacity setting!)
Group of cute little baby Deathwings - Battle Whelps, replacement for Zerglings
Funky looking orange minerals - Pyruim Ore, a replacement for rich mineral fields
Glowing Well thing - Eternus Well, a replacement for vespene geysers. The new resource in replacing vespene gas is Eternus, represented by an hourglass.
Tree in well - Tree of the Dream, a replacement for extractors.
Cute little blue baby dragons - Blue Whelplings, a replacement for drones.
Orange thing in dragon's mouth - It's a piece of Pyrium Ore.
Big Transparent dragon - Greater Broodmother, a replacement for hatchery|lair|hive. The reason she's transparent is because she's in the Emerald Dream. It's a WoW thing, for those who are unaware of the lore.
Egg things - Eggs (surprise xD) these replace larvae and do not move, and they can survive off creep. Also, creep has been removed as a game mechanic for now.
Smaller black dragon - Skirmish Wyrm, a replacement for Spawning Pool.
New Abilites:
Expand the Emerald Dream - Increases your supply. Is not represented by an in game unit, however losing your Greater Broodmother results in a loss of all the supply provided by the Emerald Dream until a new one is evolved. The way this works is that your first base is basically your supply, any subsequent bases are not your supply. when your initial base dies, whichever base you build after that point is your new supply.
Changed Abilities:
Burrow (Is now Time Walk) - All ground units can phase through time, becoming cloaked, but does not provide the cloak effect that, say, a dark templar would. It's nearly identical to burrow, except units don't dig into the ground, they just phase out. This allows them to walk through alot of things, as they are in a different time period.
Scrapped Mechanics:
Overlords
Creep
Draconic Buildings still produce timed life units upon destruction, I favor that mechanic and kept it in.
These are just the beginning phases of the game and I expect to be releasing the first version to the public in a month or two at most. Let me know what you think!
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So, I have been working on a project called WoW Races Extension Mod, and this basically replaces the three races with WoW based races, and offers a few gameplay mechanic changes that will make the mod interesting. The three races are Draconic, Elemental, and Heroes. Draconic is meant to be swarmy like zerg, elemental is meant to be powerful like protoss, and heroes is meant to be techy like terran. So far I've made leaps and bounds in replacing the default units, and I made certain gameplay changes such as:
Draconic doesn't have a supply unit: You buy emerald dream for 100 minerals which increases your supply by 8. If your main base is destroyed, you lose all the emerald dream until the main base is rebuilt.
Elemental: No changes yet.
Heroes: More melee units added, and armory and engineering bay is combined, but you have to research tech to upgrade tier 2 and 3 weapons and armor. missile turret removed, widow mine replaced with powerful anti-air (basically combining the two)
I'll upload some screenshots later, but what I would enjoy is someone who can use 3dsmax to fix some models that I exported, cause can't really download it, most everything else I have the knowledge, time, and skills to do myself. Any suggestions and feedback is much appreciated.
So I went ahead and took a screenshot of my mod, to show the seriousness of this project should anyone wish to join in its creation. What you see in the picture, from left to right:
Regular Protoss geyser - It'll be changed in a later version to an Eternus Well
Funky looking gray minerals - Elementium Ore, a replacement for mineral fields
Giant runic portal - Great Portal, replacement for the Nexus
Tiny white golem - Arcane Revenant, replacement for Probe
Block in tiny white golem's hand - It's a piece of Elementium Ore, he's carrying it back to the Great Portal. (Note: This was frustrating to get on his hand right, since I had to perform an Attachment Site Operation on the weapon attach point and then use a Local Offset to put it in his hand instead of in his wrist, which would have been easy except some models throw a tantrum when you do both. To fix this I had to make a new actor with the marine model, change its opacity to 0, attach it to the attach point, then attach the block to the marine model. It's also hilarious to see a marine riding on the golem's wrist when there's no opacity setting!)
Group of cute little baby Deathwings - Battle Whelps, replacement for Zerglings
Funky looking orange minerals - Pyruim Ore, a replacement for rich mineral fields
Glowing Well thing - Eternus Well, a replacement for vespene geysers. The new resource in replacing vespene gas is Eternus, represented by an hourglass.
Tree in well - Tree of the Dream, a replacement for extractors.
Cute little blue baby dragons - Blue Whelplings, a replacement for drones.
Orange thing in dragon's mouth - It's a piece of Pyrium Ore.
Big Transparent dragon - Greater Broodmother, a replacement for hatchery|lair|hive. The reason she's transparent is because she's in the Emerald Dream. It's a WoW thing, for those who are unaware of the lore.
Egg things - Eggs (surprise xD) these replace larvae and do not move, and they can survive off creep. Also, creep has been removed as a game mechanic for now.
Smaller black dragon - Skirmish Wyrm, a replacement for Spawning Pool.
New Abilites:
Expand the Emerald Dream - Increases your supply. Is not represented by an in game unit, however losing your Greater Broodmother results in a loss of all the supply provided by the Emerald Dream until a new one is evolved. The way this works is that your first base is basically your supply, any subsequent bases are not your supply. when your initial base dies, whichever base you build after that point is your new supply.
Changed Abilities:
Burrow (Is now Time Walk) - All ground units can phase through time, becoming cloaked, but does not provide the cloak effect that, say, a dark templar would. It's nearly identical to burrow, except units don't dig into the ground, they just phase out. This allows them to walk through alot of things, as they are in a different time period.
Scrapped Mechanics:
Overlords Creep
Draconic Buildings still produce timed life units upon destruction, I favor that mechanic and kept it in.
These are just the beginning phases of the game and I expect to be releasing the first version to the public in a month or two at most. Let me know what you think!