The playable map has been given a massive overhaul. All photos in this post are old and no longer give an accurate representation of what the map currently looks like. Although the same features are in the game.
Garrison Wars is a mixture of RPG and MOBA elements putting the Alliance against the Horde for control of the map. You will be tasked with upgrading your hero and your garrison’s armies through several methods, such as gathering materials, killing dangerous monsters, and destroying your enemies forces. Your end goal is to kill the enemy commander located within their garrison.
The difference from the traditional MOBA is that the players are not always focused on fighting each other. There is only one lane in which creeps will spawn and at a much less frequent rate. Experience gains will be shared with your team allowing some team members to defend the lane while others can be out gathering resources or killing monsters.
Resources can be gathered from the mines, forests, and wild animals. These resources will be used to upgrade your hero’s and your garrison and the units they spawn. The Gold Mine and Lumber Mill provide a steady income to your garrison but are also capture-able objectives.
Players will choose from a list of classes such as a Warrior, Mage, or Priest. Each class will have 5 ability types. The first is their starting class ability, as a priest this is Heal. While you level up you will gain access the an Offensive, Defensive, Escape/Support, and a Control ability. Each ability type will have multiple choices but only one of each ability can be had at a time.
After players have selected their race, gender, and class they will be given a choice on what they wish their armor to look like. This has no effect on game play or stats and is merely for aesthetic purposes. Additional sets of gear can be unlocked for returning players by completing achievements.
This map is very much still a work in progress and all of this is subject to change.
Update: 3/16/2016
I am now streaming while I work on the map. Feel free to drop by and watch :D
I like the idea of adding eco component to moba genre. Also its medievalish style. And terrain looks good.
But I have a couple of notes.
Use D3 models, dude. Look how shitty those wow ones look even with huge zoom. It will be unplayable with them.
Also, don't rely on other people. If you can create this alone, do it alone, if you can't, just drop the idea. Other people will be nothing but delaying burden.
And make more bridges, one well defended bridge will limit tactics.
I like the idea of adding eco component to moba genre. Also its medievalish style. And terrain looks good.
But I have a couple of notes.
Use D3 models, dude. Look how shitty those wow ones look even with huge zoom. It will be unplayable with them.
Also, don't rely on other people. If you can create this alone, do it alone, if you can't, just drop the idea. Other people will be nothing but delaying burden.
And make more bridges, one well defended bridge will limit tactics.
I was hoping to get to use the new WoW character models but for the time being I can't get them into 3DS Max. So for now I'm going to stick with the old ones. There are 3 bridges I just don't have the other 2 on the map yet. I've been working more on getting the character customization down atm. I know I can do it on my own but creating all of the assets takes a lot of time away from actual map development. The only thing I would really even want help on is abilities and maybe vfx for them.
I did a lot of D3 models and the more I worked with them the more I started to dislike the low quality textures. The idea for the map was similar using the D3 models, a heaven vs hell type thing. Also the D3 character animations are not as fluid as the WoW ones. A lot of times the animation will not return to it's original position causing it to jerk back to a standing position, it looked really tacky at times. To fix that would have taken a lot of extra time.
I looked into a lot of options for this map and I had to come back to using a map just full of WoW models and textures. I know you would like to see specular and normal maps on this stuff but I had to come to the realization that no matter what I did to the character models they never looked good. In fact I felt they looked best without them. As long as everything else in the map doesn't have them they seem to fit in. I think people who play the game won't care either.
Once I'm able to work with the new character models I'll see how spec/norms look on them. If they can look good then I'll definitely throw them on to the rest of the models.
Finished the female Orc and the male and female Humans. Went back and redid the models to allow for the most customization possible.
You can now have up to 20 hairstyles, every hair color, 12 facial features (beards, earrings, etc.), 8 cloaks, tabard, and all gloves, boots, belts, and pants are separate and can be used with any other armor type. Unless more slot names for texture declarations are found I've hit the cap at 72 known names.
Also working on cloth sets, I plan on having around 30 of each armor type.
Some gear sets don't have a good color scheme for adding team colors. This was a test for doing a recolor while adding team colors. I think it came out pretty decent. Changed some colors to black and others were made into team colors. That way the team color isn't too prominent but still noticeable.
I'm going to be scaling up the map size and dropping a few aspects of the game to give more of an RPG feeling than a Moba. I will also be making it playable at 3v3 and up to 5v5.
I've figured out how to add in skin colors now due to tinkering around with the WoW Garrison models. I found that through using the SC2 Composite material I could layer textures on top of each other. Should have read this a long time ago but I overlooked it.
Garrison models sometimes use Composite materials or use multiple UV's. It's been a pain but I'm starting to get it down and should have more Garrison models added in.
I have scaled up the map and added in a camera that follows and rotates seamlessly behind your character. I'm putting some finishing touches on a few places. I still need to import some models and place them. You will now be able to "enter" the gold mines to clear it of creeps and npcs to capture it. Once you capture an objective guards will spawn and start patrolling. You will not be able to capture a node until all of the guards are dead. Both teams have their own mine. I may add a mini dungeon if I have room.
Human Garrison so far. Guards will patrol the interior and stand guard at the entrance. I intend on adding NPC's that will send you out to gather materials. At this time only guards are shown. They appear in starting armor in the editor but in game they are equipped with gear.
Changed the lighting to make it a little darker than the rest of the map and added in a 5 minute day/night cycle. Harvestable materials such as lumber and ore will have a Halo glow around them to make them easier to spot. Each node has 3 possible respawn locations and is chosen at random. Fixed guard/creep patrols to keep them from stopping their pathing if someone tries to block them and gave them more push than other units.
Creep respawns work similar to node respawns except that they can also choose a random creep or random gender.
Updated mine with more doodads and patrolling guards.
The playable map has been given a massive overhaul. All photos in this post are old and no longer give an accurate representation of what the map currently looks like. Although the same features are in the game.
Garrison Wars is a mixture of RPG and MOBA elements putting the Alliance against the Horde for control of the map. You will be tasked with upgrading your hero and your garrison’s armies through several methods, such as gathering materials, killing dangerous monsters, and destroying your enemies forces. Your end goal is to kill the enemy commander located within their garrison.
The difference from the traditional MOBA is that the players are not always focused on fighting each other. There is only one lane in which creeps will spawn and at a much less frequent rate. Experience gains will be shared with your team allowing some team members to defend the lane while others can be out gathering resources or killing monsters.
Resources can be gathered from the mines, forests, and wild animals. These resources will be used to upgrade your hero’s and your garrison and the units they spawn. The Gold Mine and Lumber Mill provide a steady income to your garrison but are also capture-able objectives.
Players will choose from a list of classes such as a Warrior, Mage, or Priest. Each class will have 5 ability types. The first is their starting class ability, as a priest this is Heal. While you level up you will gain access the an Offensive, Defensive, Escape/Support, and a Control ability. Each ability type will have multiple choices but only one of each ability can be had at a time.
After players have selected their race, gender, and class they will be given a choice on what they wish their armor to look like. This has no effect on game play or stats and is merely for aesthetic purposes. Additional sets of gear can be unlocked for returning players by completing achievements.
This map is very much still a work in progress and all of this is subject to change.
Update: 3/16/2016
I am now streaming while I work on the map. Feel free to drop by and watch :D
https://www.twitch.tv/daaralol
Characters can be customized to your liking.
Example Wizard Set
Mining Iron/Stone
You animations will change based on the weapons you are using.
I like the idea of adding eco component to moba genre. Also its medievalish style. And terrain looks good.
But I have a couple of notes.
Use D3 models, dude. Look how shitty those wow ones look even with huge zoom. It will be unplayable with them.
Also, don't rely on other people. If you can create this alone, do it alone, if you can't, just drop the idea. Other people will be nothing but delaying burden.
And make more bridges, one well defended bridge will limit tactics.
I was hoping to get to use the new WoW character models but for the time being I can't get them into 3DS Max. So for now I'm going to stick with the old ones. There are 3 bridges I just don't have the other 2 on the map yet. I've been working more on getting the character customization down atm. I know I can do it on my own but creating all of the assets takes a lot of time away from actual map development. The only thing I would really even want help on is abilities and maybe vfx for them.
I did a lot of D3 models and the more I worked with them the more I started to dislike the low quality textures. The idea for the map was similar using the D3 models, a heaven vs hell type thing. Also the D3 character animations are not as fluid as the WoW ones. A lot of times the animation will not return to it's original position causing it to jerk back to a standing position, it looked really tacky at times. To fix that would have taken a lot of extra time.
I looked into a lot of options for this map and I had to come back to using a map just full of WoW models and textures. I know you would like to see specular and normal maps on this stuff but I had to come to the realization that no matter what I did to the character models they never looked good. In fact I felt they looked best without them. As long as everything else in the map doesn't have them they seem to fit in. I think people who play the game won't care either.
Once I'm able to work with the new character models I'll see how spec/norms look on them. If they can look good then I'll definitely throw them on to the rest of the models.
Finished the female Orc and the male and female Humans. Went back and redid the models to allow for the most customization possible.
You can now have up to 20 hairstyles, every hair color, 12 facial features (beards, earrings, etc.), 8 cloaks, tabard, and all gloves, boots, belts, and pants are separate and can be used with any other armor type. Unless more slot names for texture declarations are found I've hit the cap at 72 known names.
Also working on cloth sets, I plan on having around 30 of each armor type.
Female Human hairstyles
Male Human hairstyles
Female Orc hairstyles
Cloak Styles
Male orc has been added, found an issue with normals on import into MAX and fixed it.
Male Orc Hairstyles
Cloth Set
Grunt Armor
Footman Armor
Grunt and Footman
This is looking better every time!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
Thanks :D
Kor'Kron Shaman Armor
May I ask where that cobbled stone texture is from? It looks awesome.
It's from the alliance garrison in WoD.
This looks great! I look forward to seeing more come out.
Thanks, I appreciate it! :D
Avatar Raiment
Some gear sets don't have a good color scheme for adding team colors. This was a test for doing a recolor while adding team colors. I think it came out pretty decent. Changed some colors to black and others were made into team colors. That way the team color isn't too prominent but still noticeable.
Tier 14 Rogue
Scaled up
Orc and Male Human
Two more sets of leather armor added.
Can you create a facebook page and a logo so i can advertise it ?
Egod
I'm going to be scaling up the map size and dropping a few aspects of the game to give more of an RPG feeling than a Moba. I will also be making it playable at 3v3 and up to 5v5.
I've figured out how to add in skin colors now due to tinkering around with the WoW Garrison models. I found that through using the SC2 Composite material I could layer textures on top of each other. Should have read this a long time ago but I overlooked it.
Garrison models sometimes use Composite materials or use multiple UV's. It's been a pain but I'm starting to get it down and should have more Garrison models added in.
See that my help is paying off, keep it up man !!
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
@TaylorMouse: Go
I have scaled up the map and added in a camera that follows and rotates seamlessly behind your character. I'm putting some finishing touches on a few places. I still need to import some models and place them. You will now be able to "enter" the gold mines to clear it of creeps and npcs to capture it. Once you capture an objective guards will spawn and start patrolling. You will not be able to capture a node until all of the guards are dead. Both teams have their own mine. I may add a mini dungeon if I have room.
Human Garrison so far. Guards will patrol the interior and stand guard at the entrance. I intend on adding NPC's that will send you out to gather materials. At this time only guards are shown. They appear in starting armor in the editor but in game they are equipped with gear.
@Daara87: Go
Drooling right now cant talk!
Wouuuuuuuuuuuuuuuuu!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@wargirlwargirl: Go
Working on the interior of the forest.
Changed the lighting to make it a little darker than the rest of the map and added in a 5 minute day/night cycle. Harvestable materials such as lumber and ore will have a Halo glow around them to make them easier to spot. Each node has 3 possible respawn locations and is chosen at random. Fixed guard/creep patrols to keep them from stopping their pathing if someone tries to block them and gave them more push than other units.
Creep respawns work similar to node respawns except that they can also choose a random creep or random gender.
Updated mine with more doodads and patrolling guards.
OMG!!!! It looks amazing!
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su