Possible changes iin characters of Northern Rebirth

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holypaladin
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Re: Possible changes iin characters of Northern Rebirth

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Basic look of Breaking the chains in first sketch

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BreakingTheChains.cfg
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holypaladin
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Re: Possible changes iin characters of Northern Rebirth

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At the end of the road should be doors to Knalga, in human castle ruins there's orcs leaders (that's why surronded by orcish villages), slaves lives near plains in huts
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Re: Possible changes iin characters of Northern Rebirth

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holypaladin wrote: June 4th, 2024, 10:24 am Basic look of Breaking the chains in first sketch

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BreakingTheChains.cfg
That's way too big
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Re: Possible changes iin characters of Northern Rebirth

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That's way too big
I agree, that was to show the way how it is to look, plains are to be populated with peasants and slave masters next to them...
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Re: Possible changes iin characters of Northern Rebirth

Post by DuncanDill »

holypaladin wrote: June 4th, 2024, 10:24 am Basic look of Breaking the chains in first sketch

Image

BreakingTheChains.cfg
No offense but that is an extremely terrible map, way to big and the terrain sucks. Do you want a bit of help?
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Re: Possible changes iin characters of Northern Rebirth

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DuncanDill wrote: June 4th, 2024, 7:19 pm
holypaladin wrote: June 4th, 2024, 10:24 am Basic look of Breaking the chains in first sketch

Image

BreakingTheChains.cfg
No offense but that is an extremely terrible map, way to big and the terrain sucks. Do you want a bit of help?
Yes, I would be thankful for help in mapping. I know my map for first scenario is not very good but I still made it to paste my thougts on how Dwarven Doors should look (more close to how it was shown in HttT than in NR itself, was to show life of peasants and their orcish masters). Map editor is more understable then let's say in 1.4 but it's still a bit messy for me.
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Re: Possible changes iin characters of Northern Rebirth

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I'll be happy to help, I'll post a better map tm
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Markowoko
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Re: Possible changes iin characters of Northern Rebirth

Post by Markowoko »

1. Breaking the chains
Dwarven doors are under control of Al'Tar, brutal slave master (orcish warlord). Instead of peasants and woodsmen oslaves are peasant hunters, peasant youths and villagers known from Liberty. Tallin have unique line (just like Haldric and Conrad) from level 1 to level 4. He uses sword as his photo suggest and maybe crossbow (as his father was an armourer). Zlex is peasant youth, he also know basic healing (heal +4). Al'Tar hears about Rankhas preparations to conquer dwarven doors so he's busy with mobilization what allows Tallin and Zlex escape into Knalga leaded by dwarven scout (he got lost while making scouting). Zlex heals him and he promises to lead our heroes to Hamel who will help release slaves of dwarven doors.
Objectives: Escape into doors to Knalga before Al'Tar realise, few orcs and goblins attack Tallin and Zlex while they escape.
I'm using this outline for the reply but there are several issues I have regarding your initial map design. From what I gathered, your Breaking The Chains is supposed to play out as a sort of chase/escape scenario.

From a practical point of view, you don't need a map this giant (I estimated it roughly around 80x60, wild guess but in terms of scale... I can say it's BIG) to make that story happen. I understand the idea of wanting to showcase the life of the Dwarven Doors under orcish rule but you could cut the entire bottom half of the map and still get the idea across while making your life easier in the process.
Still in regards to the size, I'd advise scaling down the number of castles and villages, or better yet, have a single giant town in a similar fashion to the infiltration map '05_Hide_And_Seek' from the Liberty campaign. Alternatively, you could just get the original HttT map related to Dwarven Doors and start from there.

And on another note, obviously it's a first sketch so there's no point in arguing too much but the map is currently very plain, pun intended. Maps beneficiate greatly from variety in their terrain choices to make them feel more alive. A puddle of water, hills, forests, even decoration like fences, flowers, debris... little details that would also serve to make the chase more engaging with the added difficulty to move.

With that being said, good luck to your endeavors.
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Re: Possible changes iin characters of Northern Rebirth

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Markowoko wrote: June 6th, 2024, 12:04 pm
I'm using this outline for the reply but there are several issues I have regarding your initial map design. From what I gathered, your Breaking The Chains is supposed to play out as a sort of chase/escape scenario.

From a practical point of view, you don't need a map this giant (I estimated it roughly around 80x60, wild guess but in terms of scale... I can say it's BIG) to make that story happen. I understand the idea of wanting to showcase the life of the Dwarven Doors under orcish rule but you could cut the entire bottom half of the map and still get the idea across while making your life easier in the process.
Still in regards to the size, I'd advise scaling down the number of castles and villages, or better yet, have a single giant town in a similar fashion to the infiltration map '05_Hide_And_Seek' from the Liberty campaign. Alternatively, you could just get the original HttT map related to Dwarven Doors and start from there.

And on another note, obviously it's a first sketch so there's no point in arguing too much but the map is currently very plain, pun intended. Maps beneficiate greatly from variety in their terrain choices to make them feel more alive. A puddle of water, hills, forests, even decoration like fences, flowers, debris... little details that would also serve to make the chase more engaging with the added difficulty to move.

With that being said, good luck to your endeavors.
Thank you, I already made new map for Breaking the chains as well as for scenario 2,3 and 4 (altogether with incomplete but expanding text files) and I think it's a bit better. Making both versions of first scenario I inspired a lot from Dwarven Doors map from HttT but still wanted to make it a bit different. Currently I am copleting code for already done first scenarios and make utils for main characters.
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Re: Possible changes iin characters of Northern Rebirth

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Breaking_da_chenzzzz.map
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Sorry for the late reply, but as holypaladin asked i drew up a new map for the first scenario. There is supposed to be alot of gold in the orcish place, and the broken walls have fire around. You start without much gold, but with a couple units scattered about. Here it is
Screenshot 2024-06-09 101813.png
(the river can be changed as you please, for gamplay)
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Re: Possible changes iin characters of Northern Rebirth

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I started a GitHub repository for my project, waiting for reviews and reporting bugs
https://github.com/HolyPaladin1/Norther ... -Rewritten
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holypaladin
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Re: Possible changes iin characters of Northern Rebirth

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DuncanDill wrote: June 9th, 2024, 9:20 am Breaking_da_chenzzzz.mapSorry for the late reply, but as holypaladin asked i drew up a new map for the first scenario. There is supposed to be alot of gold in the orcish place, and the broken walls have fire around. You start without much gold, but with a couple units scattered about. Here it isScreenshot 2024-06-09 101813.png (the river can be changed as you please, for gamplay)
The map you created looks pretty good, maybe better than my improved map for first scenario, I like the pallisades here. As for river and water villages they're unneded in scenario like this but that's no problem. Maybe I will use it with some changes (removed river or just with small lake somewhere) and more teams (as in my plans are our team, 5 orc team and one neutral for peasants).
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Re: Possible changes iin characters of Northern Rebirth

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I am opening a consultation on the history of Al'Tar. Who was he before he came to power at the Dwarven Doors? How did he become a chief? Did he participate in the battle with Konrad's troops and then Li'Sar's? How did he think about orcs serving as mercenaries for Wesnoth? I am open to your suggestions. :D
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Re: Possible changes iin characters of Northern Rebirth

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holypaladin wrote: June 17th, 2024, 1:23 pm I am opening a consultation on the history of Al'Tar. Who was he before he came to power at the Dwarven Doors? How did he become a chief? Did he participate in the battle with Konrad's troops and then Li'Sar's? How did he think about orcs serving as mercenaries for Wesnoth? I am open to your suggestions. :D
Maybe know that the orcs in Wesnoth have been divided into clans like the Whitefang that appears in Descent into Darkness and the Blackcrest that appears in The Deceiver Gambit, maybe Al'Tar could be a notable warrior belonging to Clan Blackrest that manages to subdue the people of Dwarven Doors? As how he became a notable warrior, perhaps he did enlist as a mercenary, although maybe not necessarily fought against Konrad's troop, as I don't think he will survive otherwise :D
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Re: Possible changes iin characters of Northern Rebirth

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ZIM wrote: June 19th, 2024, 11:14 am
holypaladin wrote: June 17th, 2024, 1:23 pm I am opening a consultation on the history of Al'Tar. Who was he before he came to power at the Dwarven Doors? How did he become a chief? Did he participate in the battle with Konrad's troops and then Li'Sar's? How did he think about orcs serving as mercenaries for Wesnoth? I am open to your suggestions. :D
Maybe know that the orcs in Wesnoth have been divided into clans like the Whitefang that appears in Descent into Darkness and the Blackcrest that appears in The Deceiver Gambit, maybe Al'Tar could be a notable warrior belonging to Clan Blackrest that manages to subdue the people of Dwarven Doors? As how he became a notable warrior, perhaps he did enlist as a mercenary, although maybe not necessarily fought against Konrad's troop, as I don't think he will survive otherwise :D
Nice explanation, I have been thought about make him to be from other clan than these with whom Konrad fought. Konrad could defeat those who ruled there at this time and maybe took some slaves with him but most remained in Dwarven Doors and when Al'Tar get information that there's no warriors ruling there and peasants themselves cannot defend he just came and seized power there making them his own slaves.
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