I know this exists in the archives, but its dead and if I posted there no one would notice.
The reason every Warcraft mod has fallen apart in the past is that they have never been a)organized, or b) clear on what they want. Also, most mods want to jump right into warcraft 3 or WoW where the world is fractured, proper borders are undefined and extremely difficult things like hordes of demons are too high on the list of desired features.
I propose a mod set back, to the year 583 in the Azerothian calendar, the first appearance of the Orcs in Azeroth. The history and setting are well established as are the factions, religions and units. The below information is merely preliminary and will require further elaboration.
Part 1: Factions:
M2TW supports 31 faction slots. The 31st is typically, and logically, used to represent all factions which did not make it into the top 30.
Spoiler Alert, click show to read:
As you can see I have left the last four slots up for discussion. I have also broken the Hoard up into four factions. My reasoning for this is as follows. The fractions within the Hoard cannot properly be represented if the Hoard is one faction, but neither are there enough slots or good enough AI to break the faction into all of its tribes, many of whom are minor and have no known leaders. Thus I examined the political maneuverings in the lore and determined that they resolved largely around four prominent leaders even to this day. Those being Blackhand, Doomhammer, Ner'zhul and Gul'dan. It may be argued that this division cannot be made what with Doomhammer being a member of the same clan as Blackhand. However, he spent much of his life as part of the Thunderlord clan, enabling a division. This also enables Ner'zhul to eventually become the Lich King and thus the Scourge faction. The Burning Legion has not been included as a faction due to their influence being primarily through other factions. Thus I hope to represent them as a religion. Due to dividing the Horde into four via clans it was easier to list the clans in each division above than the family members in each.
Part 2: Cultures: The game supports 7 culture slots, the below is merely a suggestion, there are many ways to draw lines about culture in Warcraft.
Spoiler Alert, click show to read:
Part 3: Religions. The game supports seven religions which I hope to link partially to magic.
Spoiler Alert, click show to read:
Religious agents will hopefully be able to enter a territory and via event scripts cause natural disasters such as earthquakes, volcanic eruptions, flash floods and storms.
Part 4: Provinces
The map will be based on the Azeroth world map with the three continents of Azeroth, Kalimdor and Northrend in addition to the islands. As the location of Pandaria is unknown it will not be attempted. Draenor can be included by taking the map of Draenor, Pre-destruction, and flipping it so that the Dark portal at the end of Hellfire Peninsula could be placed almost directly next to the Dark Portal in the Black Morass. A province slot can be used to create a barrier around the rest of "Draenor" separating it from Azeroth by all ways except the dark portal. 2 or more province slots will be used for seas to adjust the map for each race so that what you can see at game start is different. Lordaeron cannot see Kalimdor or Draenor, Orcs cannot see Kalimdor, Sentinels cannot see Draenor, etc . . . using the same mechanics as were used for the Medieval base campaign in regards to the Americas. The map will need approximately 150 actual provinces for which there are settlements for all. I have a preliminary rough list of provinces done up.
Part 5: Units
Units will be controlled through a variety of means. All units will be controlled by AOR to an extent as you cannot recruit a unit unless there are sufficient numbers of their race present would be represented via a colonial/populace type system. Units will also be controlled by religion and reforms. Higher levels of certain religions give you access to more powerful units such as demons and elementals.
Preliminary Unit List:
Spoiler Alert, click show to read:
Flying units are best represented as strong naval units seeing as this requires no extra animation, modeling or skinning work and can still make them an important part of the game.
More to come if interest is shown.
Edit: What I am offering here is to organize and coordinate such a mod. I have limited skills in text and code based stuff but am mainly a researcher, writer and idea guy.
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