Joshua AE Fontany telarus@gmail.

com GA311 Level Design Mark Heller Spring 2010 Project 02 RTS Level Design

Project 02 – RTS Level Design – Warcraft III
Warcraft III is a Real Time Strategy game released by Blizzard in 2002, following on their popular Warcraft II game. Warcraft III contains four playable races: Humans and Orcs, which had previously appeared in Warcraft and Warcraft II, and the Night Elves and Undead, which are new. The game includes very 'in trope' RTS features, such as Fogof-War, resource management and defense, a Technology Tree that incorporates constructing and upgrading Buildings which grants bonuses to Buildings and Units, and a variety of Unit types. New elements that Warcraft III introduced to the genre include: • Each race/faction has a unique set of units, structures, technologies, and basebuilding methodology. • New units called Heroes, which level up, have basic inventory slots and advanced skills. Heroes can interact and recruit NPCs, and purchase items from the Goblin Markets. • 'Creeps' or unaligned computer controlled enemies. Creeps guard key areas such as gold mines or neutral buildings and, when killed, provide experience points, gold, and special items to a player's hero. • Day/Night cycle, which influences Creep activity and Unit line-of-sight.

Human Campaign – Chapter 3.5 - “Orcs in the Supply Lines”
This map comes after Chapter 3, in which the Undead faction is introduced (the first two maps had Orcs as the primary opponents). In Chapter 3, Arthas and a small band of units clear the way along King's Road towards the city of Andorhal. In Chapter 4, Arthas sets up a base-camp on the outskirts and then clears the city of Andorhal of Undead, finally running into and slaying the necromancer Kel'Thuzad. At this point, the Orcs have disappeared from the storyline for a while, so this level should remind the player that they are a remaining threat. This map represents a section of the King's Road from the end of Chapter 3 to the base-camp that begins Chapter 4. The road travels from the southeast corner of the map (where there is a small Gold Mine and space for a base camp) to exit on the northwest corner just past a base area with a large Gold Mine and a large standing stone ring. At the opening of the level, this final base-camp is under the control of the Undead, and they have setup a series of barricades on the road between Arthas and his goal. There is also a Orc base-camp in the woods and hills to the southwest of the road, and a large stone ring in the hills to the northeast (the Undead will use this to teleport troops past their barricades to harass the supply line along the road). There is plenty of lumber to harvest, and ample farm room in the base camp areas. Since Artha's Gold Mine is smaller than the others, there is one other small Gold Mine nearly (half-way to the Orc camp), as well we the Orc Gold Mine to plunder.

Joshua AE Fontany telarus@gmail.com GA311 Level Design Mark Heller Spring 2010 Project 02 RTS Level Design

Arthas (a Paladin) starts the level with fellow hero Jaina (an Archmage), 3 Peasants, 1 Captain, 5 Footmen, 2 high elf Priests, 2 Riflemen, and 1 dwarven Mortar Team. The player should have enough gold to start a Town Hall in the southeast corner to begin mining and troop production. In the opening cut scene, Arthas is met by an NPC Captain and 2 Footmen escorting a Steam Tank towards the barricades. The Captain informs Arthas that there is an ongoing siege happening at the first barricade, but that Orcs have been raiding the road from the southwest, and there have been unexplainable attacks from bands of Undead from the northeast of the road. There are more siege weapons coming along the road, but the supply lines are very strung out. If they wait for the rear of the line to catch up, then the troops battling at the siege will surely fall. If they press on ahead along, the Orc raiders and Undead scouts will destroy them before they can get to the battle. Arthas will have to divide his attention, leaving a few troops behind to protect the new base, while sending some to escort the Steam Tank to the battle. The first barricade is about 1/3 of the way town the twisty road, with 3 more behind it at about 1/6 of the total distance. The last barricade is in a pass in a cliff wall that separates the majority of the map from the isolated Undead base in the NW Corner. The terrain to either side of the road before the last barricade is a mess of Forrest and rivers with many interconnecting routes. These include many choke points that are defended by Orcs or Undead. It should be clear that trying to take the Tank through the woods or hills is not a good idea. The Undead have main Barricades along the road and side barricades blocking many of the paths close to the road. The Captain recommends leaving Jaina, a Priest, 2 of Footmen, and either the Riflemen or the Mortar Team behind to protect this checkpoint. At this point the Captain will tell Arthas to take the lead The NPC team will follow closely behind Arthas. While they will attack any enemy that comes in range, they will break off attacking to follow Arthas if he retreats or pushes forward. The rest of the action in the level will come from waves of Orcs spreading out from the west of the road (many small bands), and large bands of Undead that are teleported to the East side of the map less often than the Orcs attack. In between every few enemy waves, a new group of human NPCs with increasing groups of forces (eventually 2 Steam Tanks, more Riflemen, etc) will appear. The player should have enough time between these reinforcement spawns to build up an escort force, but should not have enough troops to send more than one scouting party to investigate the raids from either side of the Road. After the first escort mission, strategies can include Arthas and a band continuously patrolling the Road, or waiting at the SE base for the reinforcements while Jaina and a band patrol or scout out either side of the road. Enemy AI will have bands of Orcs or Undead wait just out of line-of-sight from the road, and then attack when the human NPCs cross certain trigger sections of the road.

Joshua AE Fontany telarus@gmail.com GA311 Level Design Mark Heller Spring 2010 Project 02 RTS Level Design

The waves of enemies and reinforcements should follow a progression similar to the Fibonacci sequence(1, 1, 3, 5, 8, 13, etc) in terms of scale of forces, and time between waves. There should be a few groups of unaligned creeps in the remote areas of the map and other quest locations. Placement of Items and capping max Hero level around 5 should be considered. Keep in mind the progression from Chapter 3 to Chapter 4 as the Heroes should not be out of balance for the next Chapter. Here is a concept of what the map might look like:

Master your semester with Scribd & The New York Times

Special offer for students: Only $4.99/month.

Master your semester with Scribd & The New York Times

Cancel anytime.