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Old 10-17-2008, 07:08 AM   #1
RenegadeMushroom
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Default Shroom's Strife of Rebellion

Strife of Rebellion

Hello there! This is my 'WC3 Expansion' - It will include all new lore, all new campaigns, each one showing different aspects of gameplay: Each campaigns will be unique and seen from the main characters viewpoint, rather than that of a commander in the faction. The Nerubian campaign will feature a struggle to drive out the Scourge from their frozen depths, with a 'Blitzkrieg' approach. The Tauren campaign will feature the wrath of the Earthmother, driving the remaining demons and undead from their homeland - with a 'Purging' approach. The Engineer's Union campaign will feature a daring escape from slavery as engineers under the Burning Legion - this campaign will mostly be in a Dungeon Crawler style.
Featured Races:

Nerubians: Home City - Azjol Nerub, Icecrown, Northrend, Azeroth
Campaign Name: The Forgotten Depths
Units: |||||||||| 99%
Buildings: |||||||||| 99%
Heroes: |||||||||| 45%
Campaign: |||||||||| 0%

Tauren: Home City - Thunder Bluff, Mulgore, The Barrens, Azeroth
Campaign Name: Fury of the Earthmother
Units: |||||||||| 0%
Buildings: |||||||||| 0%
Heroes: |||||||||| 0%
Campaign: |||||||||| 0%

Engineer's Union: Home City/ies - Goblins: Undermine / Gnomes: Tinker Town, Ironforge
Campaign Name: Slaves Insurrection
Units: |||||||||| 0%
Buildings: |||||||||| 0%
Heroes: |||||||||| 0%
Campaign: |||||||||| 0%

Possible featured races:

Murloc Alliance, Dark Trolls

Nerubian Campaign Missions:
The Forgotten Depths
Chapter One: Neru'gazal, the Shadow Magus

Current Nerubian Techtree


Buildings

Current Nerubian Techtree (Buildings)
Tier 1
--> Nerupolis (T1 Town Hall)
--> Silk Bound Mine (Gold Mine Structure)
-> Ziggurat (Food Production + (Mage Garrision?))
-> Warrior Burrows (Warrior Requirements + Pincer Warrior Training)
-> Lumbrpolis (Upgrades + Lumber Station)
-> Burrough Launchers (Defensive Structure)
Tier 2
--> Vescopolis (T2 Town Hall)
-> Arcrete Burrows (Mage Requirements + Venom Screamer Training)
-> Arachnathid Burrough Caverns ((Arachnathid TB + Arachnathid SB Training) Required for Behemoth Burroughs)
-> Venom Burroughs (Defensive Structure(Upgrade from Burrough Launchers))

Tier 3
--> Shorpolis (T3 Town Hall)
-> Behemoth Burroughs (Trains Behemoth)
-> Broodmother's Lair (Requirement for evolving Egg Runner to Broodmother)


Units

Current Nerubian Techtree (Units)
Tier 1
--> Spiderling (Worker)
--> Egg Runner (Lays Eggs)
--> Egg (Hatches into chosen unit, aside from Arachnathids, Egg Runner, Vizier and Broodmother)
--> Vizier (?(Summons Buildings(Mage, gains combat spells at T2 and T3(Half humaniod, half nerubian))))
-> Heroling (Morphs into chosen hero (takes place of Altar))
-> Pincer Warrior (Basic Unit(Arachnathid))
-> Combratere (Second Unit type)

Tier 2
-> Arachnathid Toxin Bomber (Siege Unit)
-> Shadow Apprentician (Basic Mage(Uses Shadow Magiks))
-> Venom Screamer (Second Mage type(Uses Poison Magiks(Arachnathid)))
-> Arachnathid Soil Blaster (Digger(Digger=Nerubian Flying equivalent(moves while burrowed(attacks while burrowed(Arachnathid)))))

Tier 3
-> Behemoth (T3 ownage unit(moves while burrowed(Arachnathid)))
-> Broodmother (Fuses Arachnathid SB with Arachnathid TB to create Behemoth(Pincer Warrior + Combratere = (Bonus Unit) Venemous Webspinner(Arachnathid Nerubian)))



Unit Abilities + Upgrades


Tier 1
--->Silk Pouches (Research at Town Hall(Requires Vescopolis(Gives all Nerubian units two item slots)))
--->Sting (Research at Warrior Burrows(Requires Lumbrpolis(Gives all Arachnithid units the Sting ability, which gives them a 10% chance of inflicting poison upon the opponent)))
--->Spin Web (Research at Warrior Burrows(Requires Lumbrpolis(Gives Combratere's the Spin Web ability, which binds an enemy in silk for 5 seconds, rendering them immobile. Costs 50 mana)))
---> Spider's Stength (Upgrade at Lumbrpolis(Upgrades all Nerubian's attacks))
---> Spider's Husk (Upgrade at Lumbrpolis(Upgrades all Nerubian's defence))
---> Crushing Pincers (Upgrade at Lumbrpolis(Upgrades all Arachnathid's attacks))
---> Interlinked Husk (Upgrade at Lumbrpolis(Upgrades all Arachnathid's defence))
---> Burrough Ice Rock Lining (Upgrade at Lumbrpolis(Upgrades all buildings defence))

Tier 2
---> Acid Pool (Research at Arachnathid Burrough Caverns(Requires Lumbrpolis + Arcrete Burrows(Gives the Arachnathid Acid Bomber a 10% chance of creating an acid pool at the target unit's feet. The acid pool deals 7DPS and lasts for 10 seconds)))
---> Shadow Apprentician Adept Training (Research at Arcrete Burrows(Requires Vescopolis(Gives the Shadow Apprentician extra attack power, extra mana and extra health. Also Shadow Apprenticians the Darkspawn ability, which targets a corpse and creates a Darkspawn from the corpse.
---> Venom Screamer Adept Training (Research at Arcrete Burrows(Requires Vescopolis(Gives the Venom Screamer additional attack power, health, and mana. Venom Screamers also learn Ascidic Pincers, which gives the Venom Screamer extra poison damage upon attacking.
---> Frozen Strengths (Upgrade at Lumbrpolis(Requires Vescopolis(Upgrades all Nerubians attack strength)))
---> Frozen Husks (Upgrade at Lumbrpolis(Requires Vescopolis(Upgrades all Nerubians armour)))
---> Frost Pincers (Upgrade at Lumbrpolis(Requires Vescopolis(Upgrades all Arachnathids attack strength)))
---> Interlinked Ice Husk (Upgrade at Lumbrpolis(Requires Vescopolis(Upgrades all Arachnathids armour)))
---> Burrough Marble Lining (Upgrade at Lumbrpolis(Required Vescopolis(Upgrades all building defence)))

Tier 3
---> Shadow Apprentician Master Training (Research at Arcrete Burrows(Requires Shorpolis(Gives the Shadow Apprentician extra attack power, extra mana and extra health. Also Shadow Apprenticians the Shadowfrenzy ability, which gives a target unit Shadowburn and increased attack speed for a set amount of time))).
-> Shadowburn (Requires Shadow Apprentician Master Training(The target unit is wrapped in shadowy flames, dealing damage to all enemy units around it.))
---> Venom Screamer Master Training (Research at Arcrete Burrows(Requires Shorpolis(Gives the Venom Screamer exta attack power, extra mana and health. The Venom Screamer also gains the Summon Toxinspider ability.)))
-> Summon Toxinspider (Requires Venom Screamer Master Training(Summons a small Toxinspider to fight for the Venom Screamer. It has Slow Poison and a fast, ranged attack))
-> Broodmother Webmerge (Requires Broodmother's Lair + Shorpolis(Wraps two units in a small web over 5 seconds, merging them into a new unit))
-> Broodmother Consumption (Requires Broodmother's Lair + Shorpolis(Consumes an Egg for extra mana))
-> Spawn Spiders (Requires Broodmother's Lair + Shorpolis(Sparwns two Spider on a Target unit, killing it.)
-> Brood Aura (Broodmother default ability(Gives all units around the Broodmother an extra .15 Health regeneration))
---> Toxin Bomber Poison Cloud (Research at Arachnathid Burrough Caverns(Requires Shorpolis(Gives Toxin Bombers a 35% chance to create a poison cloud when they attack.)))
---> Strength of Nerub (Upgrade at Lumbrpolis(Requires Shorpolis(Upgrade all Nerubian unit's attack strength)))
---> Husk of Nerub (Upgrade at Lumbrpolis(Requires Shorpolis(Upgrade all Nerubian unit's armour)))
---> Pincers of the Depths (Upgrade at Lumbrpolis(Requires Shorpolis(Upgrade all Arachnathid unit's attack strength)))
---> Interlinked Husk of the Deep (Upgrade at Lumbrpolis(Requires Shorpolis(Upgrade all Arachnathid unit's armour)))
---> Burrough Granite Lining (Upgrade at Lumbrpolis(Requires Shorpolis(Upgrades all buildings defence)))


Heroes


Spider Lord --> Role: Heavy Melee Support --> Main Attribute: STR
- Command Aura (Nerubian): Gives nearby units an attack bonus
- Charge: The Spider Lord charges at the target unit, dealing damage within 200 AoE of the target point.
- Warrior's Cry: The Spider Lord lets loose a fierce cry, spurring nearby Nerubian units, including itself, into a Bloodwrath. Attack and Speed Bonuses
- *(ULTIMATE)* Arachnathid Guard: Summons two powerful Arachnathid Guards to fight for the Spider Lord. They each have Spell Immunity and Critical Strike.

Shadow Magus --> Role: Raid 'n' Run --> Main Attribute: INT
- Ward of Shadows: Creates a shroud of darkness that envelopes anything within 900 range of the ward, decreasing enemy melee and ranged unit's accuracy to hit Nerubian units inside the shroud.
- Darkness Blinker: Blink, but the hero 'melts' into the ground and comes up at the target location 2 sedonds later, rather than instantaneous.
- Shadowstorm: Creates bolts of darness in a target area, prevent any units from entering or leaving the target area and deals vast amounts of damage to units inside the Shadowstorm
- Shaydesmorph: The Shadow Magus morphs into a large Shadow Scorpion, which has a slow movement speed, but powerful attacks. It has the Touch of Death ability: a 60 second cooldown ability that as soon as the Shadow Scorpion comes into contact of another unit, the 'touched' unit dies. Also has Spell Immunity.



Happy Modding!

Last edited by RenegadeMushroom : 12-04-2008 at 12:35 AM.
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Old 10-17-2008, 02:24 PM   #2
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Wow, this is a big buch in one time, you could better break it in parts first, creating the story first, then the races and at last the campaign. Anyway, if you needs some triggering help, PM me
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Old 10-17-2008, 06:36 PM   #3
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Mwahaha!! My "Custom Races" topic has spawned a vast new wave of "custom race" projects! >:P

~~~

Actually, I would make the races first, then the storyline, and last the actual campaign.
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Old 10-17-2008, 07:51 PM   #4
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Do one of the races. Then try to make the campaign. Don't do all the races at first.
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Old 10-17-2008, 08:05 PM   #5
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^QFT
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Old 10-17-2008, 09:04 PM   #6
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*Kyrb*
I'm gonna write the storyline, I might ask you do you some 'descriptive editing' if you have time when I'm done with the storyline, Kyrbi0 - That is if you have time :P

*Dragoon*
Thanks for offering, I'll let you know if/when I need help.

Last edited by RenegadeMushroom : 10-17-2008 at 09:10 PM.
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Old 10-18-2008, 02:28 AM   #7
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So, this sounds pretty sweet. So, you know in the Frozen Throne campaign when your in Azjol-Nerub and there's the Forgotten One? Well he created the Faceless Ones. From WoW, we now know him to be named Yogg-Saron. He's still alive and more powerful. Now the Faceless Ones have overrun the Old Kingdom, a part of Azjol-Nerub. So, you should incorporate them somehow into your campaign. Also, there's a new metal that is created from Yogg-Saron called Saronite, for extra info.

Also, with the Draenei thing with the diplomacy approach, your talking about the Burning Legion. They wouldn't make a diplomacy with Draenei.
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Old 10-18-2008, 03:46 AM   #8
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Quote:
Originally Posted by wc3shady
So, this sounds pretty sweet. So, you know in the Frozen Throne campaign when your in Azjol-Nerub and there's the Forgotten One? Well he created the Faceless Ones. From WoW, we now know him to be named Yogg-Saron. He's still alive and more powerful. Now the Faceless Ones have overrun the Old Kingdom, a part of Azjol-Nerub. So, you should incorporate them somehow into your campaign. Also, there's a new metal that is created from Yogg-Saron called Saronite, for extra info.

Also, with the Draenei thing with the diplomacy approach, your talking about the Burning Legion. They wouldn't make a diplomacy with Draenei.

I was planning to do something with the Faceless Ones, thanks for the info though!
The Dranei Diplomacy approach: It would really depend on the situation, e.g. a hidden base mounting heavy raids upon BL outposts, settlements and citadels, etc.

---UPDATE---
Added the current Nerubian Techtree with Units, Buildings and Heroes

Last edited by RenegadeMushroom : 10-18-2008 at 06:24 PM.
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Old 10-18-2008, 06:50 PM   #9
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Hmm well I can't say much about your techtree since I don't know whats unique about the units yet. Although Vescopolis and Arcrete Barracks are awesome names. Here's some unit classes of the Nerubians from Wowwiki.
- For spellcasters, you should have a Nerubian Vizier. They are half humanoid half spider. From the official World of Warcraft Community Site World of Warcraft Community Site Wrath of the Lich King — Bestiary:
Hidden information:

The half-spider, half-humanoid viziers once served as advisors, sorcerers, and seers to the mighty nerubian spiderlords. But in the aftermath of the War of the Spider, the tables turned, and in the vacuum of their collapsed society, the cunning viziers rose to power. Utilizing their sorcery and high intelligence, the viziers have emerged as the rulers of the Nerubians' underground kingdom.

It is rumored that the viziers themselves may serve an unseen emperor, one who is destined to lead the ancient spider-people to a final victory over the Scourge. While many can only speculate as to the existence of this nerubian emperor, some continue to investigate the link believed to exist between the nerubians and the vicious insect race known as the Qiraji.

- Webspinner. You could have a T1.5 Archer unit that has like two abilities involving webs.
- Seers. In Warcraft III, Nerubian Spellcasters were called Seers.
- For a majority of the unit production, you could have Queens that were very tough (not as good damage) and they produce all of the Nerubian units. They could learn to create new ones with the Tier Buildings and such. If you ever played the Necrons in DOW you would know what I meant.
- You should make a building construction system similar to that of the undead. Maybe you could make Viziers allowed at T1 and not have them get good spells til T2, but have them be able to raise structures.
- You should have a low damage high health tank named Behemoth. Also, they should be able to move while burrowed.

And that's all I got for now.

Edit : I just realized Kyrbi0 has Viziers and Webspinners. Oh well, if they're pretty different it wouldn't really matter.
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Old 10-18-2008, 07:01 PM   #10
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Quote:
Originally Posted by wc3shady
Hmm well I can't say much about your techtree since I don't know whats unique about the units yet. Although Vescopolis and Arcrete Barracks are awesome names. Here's some unit classes of the Nerubians from Wowwiki.
- For spellcasters, you should have a Nerubian Vizier. They are half humanoid half spider. From the official World of Warcraft Community Site World of Warcraft Community Site Wrath of the Lich King — Bestiary:
Hidden information:

The half-spider, half-humanoid viziers once served as advisors, sorcerers, and seers to the mighty nerubian spiderlords. But in the aftermath of the War of the Spider, the tables turned, and in the vacuum of their collapsed society, the cunning viziers rose to power. Utilizing their sorcery and high intelligence, the viziers have emerged as the rulers of the Nerubians' underground kingdom.

It is rumored that the viziers themselves may serve an unseen emperor, one who is destined to lead the ancient spider-people to a final victory over the Scourge. While many can only speculate as to the existence of this nerubian emperor, some continue to investigate the link believed to exist between the nerubians and the vicious insect race known as the Qiraji.

- Webspinner. You could have a T1.5 Archer unit that has like two abilities involving webs.
- Seers. In Warcraft III, Nerubian Spellcasters were called Seers.
- For a majority of the unit production, you could have Queens that were very tough (not as good damage) and they produce all of the Nerubian units. They could learn to create new ones with the Tier Buildings and such. If you ever played the Necrons in DOW you would know what I meant.
- You should make a building construction system similar to that of the undead. Maybe you could make Viziers allowed at T1 and not have them get good spells til T2, but have them be able to raise structures.
- You should have a low damage high health tank named Behemoth. Also, they should be able to move while burrowed.

And that's all I got for now.

Edit : I just realized Kyrbi0 has Viziers and Webspinners. Oh well, if they're pretty different it wouldn't really matter.

I put two more things I forgot to add before on the Unit list. The Combratere has a web ability. I'll edit my post later on with the abilities of each unit.

I also added Arachnathids to my Nerubian race, ruling out the possibility of a racial upgrade. :P

*Vizier*
I could have them as a T3 spellcaster....hmm. Well, I'll have to include them anyway (more inclined than have to). If I do add them at T1, I will have to make them hatch from the Egg, I know it would make early game Nerubian building hard, but I can't have 3 organic units running around that don't hatch from the Egg - my max is 2.

*Behemoth*
This sounds like a freaking schweet idea man! I'll definately be using this! Thanks a bunch. 8)

Last edited by RenegadeMushroom : 10-18-2008 at 07:06 PM.
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Old 10-18-2008, 07:09 PM   #11
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You could start with Viziers. I don't see why that would make early game building hard, just make it so you start with three Viziers and a couple of Spiderlings to harvest. And omg make an Arachnithid Acid Bomber, like an organic siege weapon. And viziers are only half spider, so they wouldn't hatch from an egg. They could train from your Nerupolis/Vescopolis. Also, did you think about using my Spiderqueen/Brood Mother idea?
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Old 10-18-2008, 07:18 PM   #12
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The Brood Mother/Spiderqueen's role is taken: the Egg. Although, I could have her 'fuse' two units of certain types to create a new unit or something. And what do you think of the Heroling?
If the Viziers are going to build like the Undead, then I'll only need to start with one - and have four spiderlings.
OK, I am replacing the Azjol Rammer with the Arachnathid siege unit. BUT, I won't give up the idea of the Azjol Rammer untill I am absolutely certain that I really want the Arachnathid siege unit.
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Old 10-18-2008, 07:31 PM   #13
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Ok, what would the model of the Azjol Rammer be anyways? If it was a close range siege, that could be cool too. It just doesn't seem to fit the nerub theme tho. The Heroling is a pretty good idea, but maybe you should change it to some sort of special egg.
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Old 10-18-2008, 07:32 PM   #14
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The Azjol Rammer was supposed to have a custom model, a large mechanical Nerubian with a Battering ram on it's stomach 8) - IMO that just rocks. I would have the Heroling as a special egg, but I want to to be able to run away in emergencies. eg: your base is attacked and they attack from the silk bound gold mine (egg location). Then you can run, rather than have a dead pre-hero :P

--EDIT--
Updated unit list

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Old 10-18-2008, 07:53 PM   #15
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Well, you could make it so the Heroling egg takes as long as a hero to make, but instantly turns into a hero so instead of running away it would automatically turn into a hero. Also, how would you revive heroes?
And btw, the ram sounds bad ass. So, I'm not sure which is better. if you can't get a model, you could just use the arachnithid.
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