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Old 08-01-2006, 02:48 PM   #1
camel's_hump
Gone.


Project Leader: WotTH
 
Join Date: Mar 2005
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Default Story/Campaign Outline

Frostigt made a campaign outline off of the War of the Three Hammers story, found here.
http://www.wow-europe.com/en/info/st...apter2.html#18

Here's the outline.


Bronzebeard Clan – The New Order


Hero: Captain Drenn Stoneaxe

Map 1 - Under a Restless Mountain


Map Design: Ironforge City, with the Great Forge in the middle, Old Ironforge at one side and the gates at the other. Tileset suggestion: Dungeon

Part A

Background: The dwarven capital of Ironforge. Many years of peace has passed under the wise ruler High King Modimus Anvilmar, but his life draws to an end. The three great clans squabble about who the new ruler should be. The Bronzebeard wants their Thane, Madoran Bronzebeard to ascend the throne, the Dark Iron supports their sorcerer-thane Dagran Thaurissan, while the surface dwelling Wildhammer sees Thane Khardros Wildhammer. Even though no real violent actions have begun as of yet, everyone knows it may well come to that. And even now, the High King is not dead yet, and the three clans knows they must arm for war.

Gameplay: As an officer of the Bronzebeards, you are to ready the soldiers for combat in the near future, and more importantly, secure important resources before your rivals do.

Main Quest 1: Report to General Ironstamp in the Bronzebeard HQ to receive your orders.

Main Quest 2: You are to take an attachment of warriors and investigate the nearby marketplace and commandeer any goods that may aid the war effort, as well as secure any craftsmen such as blacksmiths or bakers or anyone else producing some supply.

Main Quest 3: The general is out, but apparently a sealed letter has arrived to him. You are ordered to search for him and deliver the message. Ask people in the city, and they'll give you clues. He is in the barracks near Old Ironforge. On your way there, you encounter several Dark Irons, who speak menacingly.

Main Quest 4: After finding Ironstamp and delivering the letter, he tells you it is an order of preparedness from the Thane himself, stating that the High King is dying, and from now on, any hostile acts from the other clans should be considered as a declaration of war. Ironstamp orders the troops to their battle stations, and you to go to the stronghold by the gates, at the other side of town, and prepare the warriors neighbouring the Wildhammers for war. Then you return to the general’s office.

Main quest 5: Time is short; you must quickly go and rally the civilians to the armouries, where they will be equipped for battle. A number of civilians must be readied for battle after a certain time.

Interlude: The thanes of the three clans emerge one by one, telling their people what has happened. The High King Modimus Anvilmar is dead, and that none of the other two will surrender to their own clan's might. War has been declared.

Part B

Background: The High King is dead, and the clans ready themselves for the first battle of The War of the Three Hammers. The Wildhammers have control over the gate, the Bronzebeards rule most of the city itself, and Dark Irons line up in the area known as Old Ironforge.

Gameplay: Your mission is a simple one; defeat the two enemy factions, kill their generals and force them to flee!

Main Quest 6: Slay Commander Snowhammer and Grand Sorcerer Blackburn

Main Quest 7: General Ironstamp must not die.

Side Quest 1: Free the Wildhammers imprisoned Bronzebeard dwarves. Doing this will give you the upper hand towards the Wildhammer.

Side Quest 2: Free the Dark Irons imprisoned Bronzebeard dwarves. Doing this will give you the upper hand towards the Dark Iron.

Map 2 - Strike While the Iron Is Hot

Map Design: Ironforge City. A lot more emphasise on traditional Warcraft RPG, you follow a route, and kills whatever's there. A lot of Old Ironforge and the area around the gate. Tileset suggestion: Dungeon

Part A

Background: The Bronzebeard have won the first battle, but their enemies still hold parts of the city. The Dark Irons still lurk in their dungeons, sending skirmishes upwards, while the Wildhammer has managed to fight themselves to a part of the outer city. The Bronzebeards has to fight a two front war, which they will lose in time. To ensure total control over Ironforge Mountain, the Bronzebeard Clan must first drive the Dark Iron from their caves as well as manage the Wildhammers out of the gates.

Gameplay: The war has broken out! It has raged for some time now, but the Bronzebeards have decided enough is enough, and started a mission to pacify the Dark Irons. For your skills in previous encounters, you have been elected to lead a special group into Old Ironforge to take their leader Thaurissan as hostage.

Main Quest 1: The army will make an assault at the Dark Irons, in which you will participate. You will use this for cover as you go behind enemy lines. Manage to get into Old Ironforge.

Main Quest 2: There is a housing of soldiers not far from you position. They will doubtlessly have maps of this area, with notes of heavy and weak fortification, as well as the whereabouts of their thane. Claim the maps and find a route for your warriors.

Side Quest 1: The map did also hold information of a prison camp not far from your position. Go there and free your men to gain reinforcements.

Main Quest 3: You have found the maps, and understand that Thaurissan is in a sanctum deep in the mountain, holding a council to organise the war. Get there and capture him.

Part B

Background: The Dark Iron has fallen, and is being locked up in various makeshift cells around the city. The Wildhammer threat remains though, and while you preformed you operation, they have pushed well into the city. If they keep moving forward, the Wildhammers will reach the center of the Bronzebeard section of Ironforge, putting you at a severe disadvantage in position.
Gameplay: As you have the full force of the Bronzebeards to your back, this part will go a lot faster, especially since the Wildhammers not have had the time to properly entrench themselves. You will still only control your strike force though.

Main Quest 5: Push the Wildhammer Clan out of Ironforge.

Side Quest 2: In order to break the Wildhammer offensive, kill their two commanders.

Cinematic: Victory! All of Ironforge is ours! The opposition has been captured and banished into the outlying lands. Great defence works are being created, they will not return anytime soon.

Map 3 - Into the Wild

Map Design: Dun Morogh. No real preferences. At least one position to establish a base. Tileset suggestion: Lorderon Winter

Background: Now that the ancient home under the mountain is safe to the Bronzebeards, time has come to make all of Dun Morogh yours. It wont be easy though, as there are many inhabitants there already. The frost trolls to the west and Dark Iron dwarves have been spotted at many places. There are also numerous of other creatures such as wolves, bears, the Wildhammer was last reported going eastward, into the Loch Modan area.

Gameplay: After the ultimate victories at the city, the thane has announced himself King over Ironforge, and decided it is time secure the nearby valleys for the safety of his people. You have been moved to the Kharanos Outpost, where you will prepare your journey into the wilderness. Many vile creatures lurk in the area, which you will have to deal with, as well as establish a small forward base to the west.

Main Quest 1: Travel westward until you find a suitable location with enough natural resources to support your troops and establish a command post there. Any opposition will have to be dealt with.

Main Quest 2: You found good enough place, but it was inhabited by the cunning frost trolls. They spoke of their chieftain, Lax'Jin, who lived further to the southwest. If he is broken, the entire clan might well be broken. Kill Lax'Jin to ensure the safety of Dun Morogh.

Main Quest 3. It has come to you attention that the mighty Ironforge Mountaineers have established themselves in the hills at the far south of Dun Morogh. If you go there, these powerful warriors will not only aid you in battle, but their cunning and knowledge of the surrounding areas will doubtlessly be very useful in safeguarding the dwarven lands. Go to their hold in the south and employ the services of the Ironforge Mountaineers.

Main Quest 4: The stout mountaineers have joined, and informed you of the Dark Irons in the area. They don't have the expertise in the wilds like the Wildhammers, and to some extent, even the Bronzebeards. Thus, some of them succumbed to the hardships of journey, and remained in Dun Morogh when most of their clan travelled over the southern pass into the Redridge Mountains. They may well start pillaging if not taken care of. Kill them.

Map 4 - Crack the Hammer

Map Design: Eastern pass of Dun Morogh. The pass leads to Loch Modan, so quite a lot of mountains on the edges. Should be a cave leading past the defence lines. Tileset suggestion: Lorderon Winter

Background: The Wildhammer clan has employed skirmishes on the settlements to the Bronzebeards' eastern border. To counter this new threat, the Bronzebeard army is sent towards Loch Modan, where the bulk of the Wildhammer force is settled. In response to this, the Wildhammers have entrenched themselves in the pass leading into Loch Modan. Although they don't have very many buildings the defenders position is strategically superior.

Gameplay: Quite massive map, as you get to order around a large chunk of the Bronzebeard army. This is probably the Bronzebeard map with the least amount of RPG elements in it. Basically, it's the regular build a base and bash the enemy, with some tweaks. You have been assigned a vital part of the battle. The initial defences must be broken down in order for the rest of the army to push through. (Note that units will be buildable even after you have entered the tunnel)

Main Quest 1: The regular establish a base quest. Move in with a small reconnaissance force, find a good place for the base and build it.

Side Quest 1: Remove any inconvenient scouts in the area ahead of you. They would surely report your presence if they can reach their commander, having him send a strike force of his own against you. Kill them before they do so.

Main Quest 3: Your scouts have found an ancient mine leading past the Wildhammers main defences, thus allowing you to reach their commander. Have him dealt with.

Main Quest 4: You succeeded in weakening the Wildhammer defences, now you just need to escape before they find you and light a brazier on the side of a nearby mountain. Run back through the tunnel, while lots of enemy units rush you from all sides.

¨¨¨¨¨¨¨¨¨¨¨¨¨¨
Wildhammer Clan – Finding Home

Hero: Battlemaster Hugan Hammerlock


Map 1 – Flight of the Wildhammer

Map Design: To the east, the loch, to the west, the mountains, and crammed in between, the beautiful forested areas of Loch Modan. Just keep it narrow with unclimbable hills to the left and the loch to the right, and a set route heading north.
Tileset suggestion: Lorderon Summer

Background: As the Bronzebeard Clan broke through your main defences at the pass, their whole force crashed onto the lowlands around Loch Modan, driving the Wildhammer north and east. Most of them have regrouped though, at the mouth of Dun Algaz pass, which goes down by the waterfall into the frontier of the wetlands.

Gameplay: Very much RPG in this map. You and your men fought bravely as the Bronzebeards broke through, but were inevitably brought backwards. Your warriors now reside in the southern hills, hiding and awaiting news from the north. As a runner brings word from Thane Khardros Wildhammer, who wants all of his people to rejoin the main force, you prepare to move out at first light of dawn. Enemies get gradually better.

Main Quest 1: Reach the Wildhammer base camp in the north.

Side Quest 1: Some of your kin are fighting a losing battle up in the hills to the east. Aid them and bring them back with you.

Side Quest 2: A group of Bronzebeard dwarves have set up a makeshift prison at the shores of the loch, holding several of you clansmen. They must be freed!

Main Quest 2: The Bronzebeard are besieging the base camp. Break the assault by setting fire to their earthworks, forcing the aggressors back. Use those torches over there.

Side Quest 3: The enemy commander, general Ironstamp, is in charge of the assault. Kill him to stall their attempts even further.

Map 2 – Beyond the New Frontier


Map Design: A swamp for most part of the map, with hills and mountains rising to the east, leading up to what will become Grim Batol. Only pointers are that I want a set route through the swamp and up to the valley where the base will be. Also note that since Stonewrought Dam haven’t been created yet, the wetlands have much more water now.
Tileset suggestion: Probably needs to be custom. My suggestion is using Ashenvale or possibly Lorderon Fall as base. And add rain for the sake of everything holy!

Background: Driven from their ancestral lands of Khaz Modan, the Wildhammer people has to make their way through the treacherous swamplands called the Wetlands, to find a new place to call home. While the clan are much more used to the wilderness than their new enemies, the wise thane is wise enough not to rush out into this new land on a whim. He has selected a few of his best men to search for a new land for his people. They are sent to all directions, the north, the east and the west.

Gameplay: Very much RPG. You have for your previous efforts been chosen to take the way eastwards, towards the mountains which can be seen in the distance. The main force is camped at the base of Dun Algaz pass, and your orders are to return there if you find something.

Main Quest 1: Find a suitable location to establish your base.

Side Quest 1: It appears you have come across some murlocs. These primitive people will keep attacking you if their dwelling is not brought down.

Main Quest 2: At the base of the mountain, a group of greenskinned trolls have settled, guarding the mountain pass. Bring down the palisade and make your way up through the mountains.

Main Quest 3: An excellent place for your people to settle has been found, here in this unnamed valley. Return to your thane and report.


Interlude
As year piled upon year, the Wildhammer Clan found themselves in their new realm, the city of Grim Batol grew, as did their wealth and power. Their relations with the Bronzebeard Clan even cooled somewhat, and they sometime traded goods when necessary. The Dark Iron Clan however, did not fare so well. Even though their thane, Dagran Thaurissan, had brought his people to the beautiful and mild lands or Redridge Mountains, they could not find peace. As travellers north told him about the exploits of both Wildhammers and Bronzebeards, Thaurissan’s anger grew. He believed that it was him who should rule from Anvilmar’s high throne. To protest against the new king of Ironforge, Thaurissan labelled himself Emperor of the Dark Irons, and started to train himself a fearsome army, preparing to march at both of the northern clans.

Map 3 – The Battle of Grim Batol


Map Design: Mapping done by Agent, but it needs to be redone smaller.

Background: The Dark Iron Clan has descended upon the unsuspecting Wildhammers with full force, taking the battle nearly all the way back to Grim Batol. Here the Wildhammers are prepared though, mounting up a powerful defence. The Dark Irons are not unprepared though, led by their queen Modgud, they are ready to grind any opposition to the dust.

Gameplay: You could describe it as an aeon. It would be wrong, but that gives you an idea of how the battle is fought. The Dark Iron Clan pushes you and your men backwards slowly, no question of that. You only have to stall them for long enough. All able warriors are to rise up and defend their clan’s honour.

Main Quest 1: In order to protect your people, the peasants and civilians of the unharmed countryside have been alerted and are rushing towards Grim Batol. They must get inside safely.

Side Quest 1: Go through the nearby households and look for anyone able to fight. Draft whoever you may find.


Map 4 – Of Shadows and Dust

Map Design: A dwarven fort with huge walls and some kind of plains of grass or so outside. I leave the keep pretty much to the mappers own design, but it ought to be sturdy. Think of the B.net helms deep maps. Tileset suggestion: Something with walls, either cityscape or dungeon.

Background: the Dark Iron Clan has pushed their enemies, the Wildhammers, into their stronghold of Grim Batol. Even though the defending clan is holding up good, they cannot last even behind their great walls forever. As the Dark Iron force approaches, Modgud and her high-magi casts a spell, making the shadows and darkness of the keep come alive, striking fear into the hearts of the defenders. Thane Khardros Wildhammer realises that for his people to survive, he needs to cut the head off the snake, to kill the sorceress queen Modgud.

Gameplay: I attempt to make a “defend the base map” with some twists. New quests appear as Dark Irons die, as well as more and more shadows spawn (preferably from every unit that kill a Dark Iron). You and your warriors are assigned to the southern wall, just bellow the gates, but may need to move around as they break through.

Main Quest 1: To enrage Modgud enough for her to join battle herself, you must slay many of the Dark Iron troops.

Main Quest 2: The foul Dark Irons have found a tunnel leading past the walls to the south, kill anyone who comes through as well as seal the hatch with those large rocks over there.

Main Quest 3: The northern barricade has fallen, get there to reinforce quickly!

Main Quest 4: Finally, Modgud has made herself shown. Two of the Dark Iron mages have created a force wall to defend here though, and you must kill them in order for Khardros and his guard to get through to her.

(note: I’m not sure how the shadows would be displayed, simply units attacking is boring and stupid.)


Darkiron Clan – Dreams of Fire

Hero: High Wizard Olof Steelmouth

Map 1 – Flash of the Blade

Map design: Pass into Dun Morogh from the southeast. Another RPG styled map with restricted pathways using cliffs trees and other debris to seal of unused areas. Starts on the hillside, going downwards through rocky areas and finally a forest. Tileset suggestion: Something with snow, but as there will be a bunker you might want to use Icecrown, as the dwarves are known for their stoneworks, unless you do it with doodads. Either way, make it look nice. Tileset suggesestion: Lorderon Winter

Background: The time for revenge is now, as the Dark Iron army marches north into Dun Morogh, led by thane Thaurissan. The Bronzebeard are yet unsuspecting, it would seem, but it is only a matter of time. The Dark Iron HQ still thinks it would be best to keep the enemy in the dark a little longer however, and has issued a number of covert operations into Dun Morogh. The warriors in question are to secure important documents, take captives and disable some key positions for Bronzebeard communication.

Gameplay: You have proven yourself worthy of leading a group of warriors and mages in an assault group supposed to take out a Bronzebeard compound at a important intersection, take any maps or other documents that may aid your clan in the struggle for power, and also to take any prisoners who may have important information. Fast paced RPG, fighting the Bronzebeard warriors at every moment. If a messenger is dispatched, huge defences would soon be mounted though, so do not let any come out of the battles either alive or free.

Main Quest 1: The first Bronzebeard soldiers are up ahead, kill them to prove your worth, but take a prisoner to gain knowledge of the land before you.

Main Quest 2: The sergeant you captured did under pressure reveal that there is a bunker up ahead, that has a couple of high raking officers, as well as maps over the whole area. Secure a way to the bunker.

Main Quest 3: You are dispatched to silently and swiftly take out the Bronzebeard’s southern communication centre, and though they are unsuspecting as of yet, a message could alert their entire army, therefore no runners are to get near the building, sending word of the Dark Irons encroachment upon Dun Morogh.

Main Quest 4: Since the enemy don’t know of your oncoming assault, their defences are lacking. This will enable you to take their redoubt and do what you came for.


Map 2 – The Breaking Point

Map design: Area outside Ironforge. A windswept, snowy battlefield. Fill it up with mutilated dwarves, destroyed ornamental doodads, broken barricades, burning buildings and other tragedies of war to your hearts desire.
Tileset suggestion: Lorderon Winter

Background (preferably shown in a small cinematic at the start): As war progress, all is not to Thane Thaurissan’s liking. As his warriors lose battle after battle, they are forced further and further into Bronzebeard territory and the sheer willpower press the defenders backwards. When the Dark Iron reach Ironforge city, however, the tides of war turn. The Bronzebeard’s main forces have been waiting inside their city, when the weary attackers have been forced through the snowstorms and freezing nights of Dun Morogh. Even though Thaurissan’s generals have well planned strategies and tactics, so does their opponents, and the defending soldiers morale, strength and battle willingness is the highest. The battle was doomed for the Dark Irons for the start, and as it progress, Thaurissan realises that the time has come for retreat, and send orders to the corners of every battlefield that the troops there should rejoin at the encampment, and prepare to move out.

Gameplay: You have been chosen to rout the soldiers of the western flank, and order them to retreat. The objective is simple, gather a set number of Dark Iron warriors, watch out for Bronzebeard enemies and get back alive too.

Main Quest 1: Find the surviving Dark Iron soldiers at the front and elsewhere, and order them back to the main encampment, where they will receive further information.

Side Quest 1: A mage spoke of a pocket of resistance further to the west, which still held out against the Bronzebeard. They must indeed be mighty warriors if they can stand up to this beating, and should not be left behind by you, even if they are outside of your assigned area. (doing this quest gives you a melee hero)

Main Quest 2: All of the dark irons have been assembled, so just head on home to the encampment, and prepare to move out southwards.


Map 3 – The Beginning of the End


Map design: Crossing into the Redridge mountains, cliffs, small woods and streams are abundant as passage blocking, as well as rocks. A traditional Wilderness a la Americana. Put in creeps where it works.
Tileset suggestion: It’s Redridge, so it might need custom tiles, otherwise, I’d suggest Lorderon Fall mixed with Barrens.
I even googled some .jpgs ^^

http://www.alanbauer.com/images/Sout...ntain-Vert.jpg
http://home.earthlink.net/~jsamuelpa...rendipity1.jpg
http://willowsg1.free.fr/WallWorld2/...cle%20Lake.jpg
http://img.photobucket.com/albums/v1...tigt/wewa2.jpg
http://img.photobucket.com/albums/v1...stigt/Wewa.jpg
http://img.photobucket.com/albums/v1...tigt/wewa3.jpg

Background: The battle is lost, but the war is not over yet! The Dark Iron Clan are hurrying southwards, as the Bronzebeards have turned north, to aid their sudden allies in this struggle; the Wildhammer Clan. Dark Iron command has ordered patrols to keep watch to the north, in order to forewarn the main forces, and to buy time.

Gameplay: You have been stationed at the north-eastern point of the Redridge Mountains, with many other patrols not far away. It’s very much a RPG map, killing everything from local wildlife, gnolls and murlocs to enemy dwarves patrolling and even a whole bridge.

Main Quest 1: The combined Bronzebeard and Wildhammer armies have slowly reared their heads towards the south. You are to hold them back for long enough, using any trickery or tactic you can think of. Time needs to be bought for the rest of the army to get into position just over the mountain edge. Get into position to wait for the enemy and stall them for as long as possible.

Main Quest 2: The Wildhammer have employed scouts in this region! Your small force can handle them with easily, but if they mobilize more of their army right now, you and your men will die before your clan even know that they’re coming. Kill any scouting parties you come across, until you can dispatch a runner to HQ. The runner leaves at the intersection.

The player has to choose one unit to leave his group and tell the army to get the lead out.

Main Quest 3: It turns out a large group of gnolls calling themselves the Bloodsnouts are in the region east of here. While they do not pose any threat to the encroaching army, they would indeed slow them down. While these simpleminded creatures are currently content with their life, some stimulant could be produced. Kill a number of them, to bring them back on the warpath.

Main Quest 4: As you escape the enraged gnolls’ land, messengers from the war council arrive by means of magical teleport. They are lead by the respected warrior Mort Blackblade, who has received instructions to a plan. The group consists, apart from the warlord, of wizards, and Blackblade refuse to speak of the next step in the plan, but speaks of a pact having been stricken, but his mood is even darker than the usual. He is not too fond of magic, and prefer the direct approach of steel. The plan starts with your group reaching an ancient shrine to forgotten gods nearby. (some creeps and/or dwarves on the way there)

Main Quest 5: The magi have summoned fearsome creatures from the abyss. Great warriors of fire stride out from the depths of the earth. You receive a number of Firelords. The next step of the plan is to move south, to a river, and follow it.

Side Quest 1: You find a lone Bronzebeard warrior. After questioning, aided by the recently acquired fire elementals, he speaks of a displacement of heavy cavalry coming your way. Stop them, by any means necessary. (needles to say, the poor fellow stoops there and then.)

Main Quest 6: You have reached the final part of the plan. A bridge. The elementals have started a ritual on the other side of the bridge. At the same moment, the forerunners of the two enemy armies are coming. While you are no match for a force like that, the bridge might well press them into a bottleneck where your wizard can hold them back.

As the firelords finish their spells, the bridge explodes. The warriors on it perish as well. Mort Blackblade is left on the other side, to be taken by the enemy army. The explosion though, is but a reaction of the true spell. The water in the river was set aflame, stopping the enemy good indeed.



Map 4 – Toe-to-toe with the Rooskies Note:this is just a placeholder name for the map

Map Design: A giant all-out battle in the Redridge Mountains, in a vale leading from east to west (that is right to left) with DI base on the south side and WH/BB bases on the north. Map design mostly up to the maker, but as interesting as possible. Same tileset as previous map

Background: The Dark Iron army has arrived in a defensive position, ready to take on the oncoming force. The united armies have also entrenched themselves on the northern cliffs. Everyone is getting ready for the battle, which will shape the outcome of this war. What the attackers don’t know though, is that the Dark Iron high council has a ingenious plan. Not even the defending force, now creating earthworks and stacking supplies, knows the details of this plan. They know though, that they have to keep the enemy away long enough for the plan to be achieved. What both sides have noticed though, is that the Dark Iron wizards have learned the details of communicating with elementals of fire, and summoning them into the material plane.

Gameplay: They are finally here. HQ demands you and every other warrior of the clan at the frontlines keeps the enemy away, not only that, but you must drive them away. AoS styled map.

Main Quest 1: The enemy encroach upon our lands. Destroy the Wildhammer forward base.

Main Quest 2: The servants of the false thane hunt us still. Destroy the Bronzebeard forward base.

Main Quest 3: We must stop the enemy from reaching our capital. Your base must not die.

Side Quest 1: The Bronzebeards have their own champions. Kill them to weaken their morale. Slay Bronzebeard heroes seen in previous games.

Side Quest 2: The Wildhammers have their own champions. Kill them to weaken their morale. Slay Wildhammer heroes seen in previous games.

Side Quest 3: The corpse of the fallen warlord has been found. Bring it back, and avenge his death. (Bringing him back makes the DI stronger)


Side Quest 4: The Wildhammer have captured some of your warriors on their way here from one of the outposts, free them!
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Old 08-01-2006, 03:38 PM   #2
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Originally posted by camel's_hump.
Background: The Dark Iron has fallen, and is being locked up in various makeshift cells around the city. The Wildhammer threat remains though, and while you preformed you operation, they have pushed well into the city. If they keep moving forward, the Wildham

Whats after that? please fix.
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Old 08-01-2006, 04:15 PM   #3
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Originally Posted by DeaD_MeN_WalkiN
Whats after that? please fix.

Nice catch:) I'll fix it when I get access to the file. Thanks, and good to see someone reading the whole thing.
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Old 08-01-2006, 05:28 PM   #4
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Well I didn't read it all had to catch friend's in DotA :o

Anyways I'm gona finish it now.
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Old 08-01-2006, 08:16 PM   #5
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K, I fixed it, had to make up something though cause evidently Frostigt had left it like that:P
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Old 08-01-2006, 08:44 PM   #6
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I love frostigt!
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Old 08-02-2006, 06:22 AM   #7
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I know, great job frost for this kick ass script :)
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Old 09-07-2006, 09:26 AM   #8
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a minor thing, will there a large scale ending cinematic as well?, like the fight between arthas and illidan in the tft campaign
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Old 09-07-2006, 01:25 PM   #9
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That can't be done in world editor, It needs programers for it which I doubt anyone with us good at it..
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Old 09-07-2006, 03:34 PM   #10
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Do not, I repeat, Do NOT give camel's ideas for a ending cinematic!
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Old 09-07-2006, 04:10 PM   #11
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I'm pretty sure he's gona spam lavaspawns in the end cinematic Oo :P.
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Old 09-07-2006, 07:24 PM   #12
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Why is everyone talking to me?:O And why do you think that I would spam lava spawns when I could make others do that? No, jk, anyway wtf its not like I go crazy with ideas. And I dunno about that, maybe only something ingame on the last mission, no high-res cinematic things.
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Old 12-17-2006, 10:29 PM   #13
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worry not, you'll have your ending fight scene :P

graphics wont be as good as the tft end, (but could be if i get good enough models)
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Old 12-19-2006, 08:56 PM   #14
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Idea

I'm not a member (yet) But I have an idea for annother map in the bronze beard clan.

Map 5

Background: You arrive in a forest and want to make a base there, you do not have any wood so you must gather some.

Map Design: A ring of trees with a gap leading out of it into a forest. (It is Snowing)

Gameplay: You can kill a night elf building 500 wood.

Part A: You need alot of wood to complete fort you are building. Night elves have set up sevral encampments around the forest. They do not like the idea of you cutting down trees. they attack you and will stop you at all costs.

Main Quest 1: Get 10000 Wood.

Side Quest 1: Defeat The Night Elves.

Side Quest 2: There is a group of gnolls nearbye. sluaghter them all.

Side Quest 3: There is an old man on the map somewhere if you find him he gives you this quest. Find and Destroy a Group of Bandits. Then return the ring they stole from the man.

Part B: The Night elves build up a big Army You have'nt much time to build up an army.

Gameplay: You have 10 minutes to build up an army before the night elves attack.

Main Quest 2: Defeat The Night Elf Army.

Side Quest 4: train 30 riflemen.

Epilouge: You Complete Your Base and Kill the remaining night elves, you then set coarse for the wildhammer army.

Afterwards if you complete every side quest a bonus map is avable. It's a sort of defend the tower kind of map where you are in the same forest with a fully built base where you can buy towers really cheap and must place them to defend your base from gnoll attacks. Your builders can build towers 3 times as fast. The gnolls have an extra 70 health. The more time go's the more powerful the gnolls get (10 health and 5 damage per 30 seconds)

Main Quest 1: Survive for 20 minutes.
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Old 12-19-2006, 09:03 PM   #15
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That map stunk. For starters there are no elves in khaz modan. Secondly, it doesn't follow the storyline!
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