Restless Hive
IN RETROSPECT...
The Restless Hive Conversion was a mod based on creating a 'traditional' undead faction in WarCraft 3, rather than the 'ice' and Egyptian flavour that Blizzard went with for the Scourge. They were to be different to the Scourge and Forsaken in that they just wanted to thrive away somewhere, not get involved with politics and war. I never expected to truly progress and develop this idea any further than it reached, it truly was just for fun.
UNIT RESPONSES
I recorded responses for the Nightmare King and Patriarch heroes, they are free for use (If in doubt, contact me).
Download.
ARTWORK
There are also the images I collected off the net. As noted in the design document, these are absolutely not free use and were used for inspirational purposes only - don't assume you can freely use them!
Download.
--
DESIGN
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The Restless Hive Conversion
Alternative Undead race for WarCraft 3: The Frozen Throne.
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Version 1.0 - Initial Release
"Ahhha, nobody expects the Restless Dead! Our chief weapon is surprise, surprise and fear - our TWO weapons... are surprise and fear... And our ruthless efficiency, and an almost fanatical devotion to the undead. No, our four chief weap- oh, nevermind." - Patriarch
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By Magic
Note: Any artwork for the Restless Hive was collected from the internet via google, for the purpose of concept art. I absolutely do NOT claim ownership of the drawn images whatsoever.
The Death Knight, Hecuvua and ghost pictures were from a page that said they were from a royalty-free page, its URL:
http://www.enchantress.net/
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1) Introduction
1.1 -Producer's note
1.2 -Installation Steps
1.3 -Early Design Notes
2) Hive Race
2.1 -Overview
2.2 -Heroes
2.3 -Buildings
2.4 -Units
3) Hive History
4) Legendary Heroes
5) Remaining Issues
6) Progress Summary
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1) Introduction
The objective of this conversion is to create a new race for WarCraft 3. The theme is aimed at being an alternative and more 'traditional' version of the Undead.
1.1 - Producer's Note
Even though the original Scourge race are great fun and interesting to play with, they are ... almost too *unique* by Blizzard's designs of an undead army in my opinion. Of course, that's usual of Blizzard to do so - 'twisting' the cliches of the races to make them much more distinct - and so for the undead they did more than just a typical army of corpses and sinister necromancers. Instead we got a mixed race of surreal undead creatures (The Abomination especially), assimilated races (Nerubians) and the race had a theme of 'ice Egypt' (See the Lich and Sphinx units in particular) which is certainly original.
I admire them for that, but I yearn for the original type of undead - pure rotting corpses of all sorts of species. Those who have played Warhammer or D&D or seen any other universe with 'normal' undead will know what the cliche is like. The aim of this conversion is to recreate that in WarCraft, simply out of interest and for fun - a race of vast skeleton armies with an emphasis on much darker and 'pure' undead units.
Like my other 'conversions', I have few skills at my disposal so most of this is purely ideas. Even if I don't intend for this to get completely made, it's still a real joy to create the the race
I hope you enjoy it likewise.
-M
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1.2 Installation Steps
*Obsolete*
There is no major installation as such. Just do the following.
1) Open up World Edit and start a new map or open whichever one you wish to use the units in.
Note: World Edit does NOT allow previous Custom Units to exist, therefore you will have to re-make them if you plan to use any more with the conversion.
2) Go to the Objects Module (F6) and then select File>Import Unit Settings. Find the .w3u file that is included in this zip or the Hive Campaign file.
3) The units are available under Neutral Passive>Custom for any of the tilesets. See the sample maps for the units.
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1.3 Early Design Notes
I wrote the following when I was making a Player Controllable Race Listing for WarCraft (A list of other races that could be made - Tauren, Trolls, etc), which in turn inspired this whole document.
Alternative Undead
Name brainstorm: The Walking Dead, The Damned, The Unpure, The Condemned, Abyssial's, Black Dancers, Undead Hive, The Condemners
Description: A more pure and traditional undead race, focusing around skeletons, necromancers and other undead creatures. They could be small groups of undead that either broke away from the Scourge or the Forsaken, or have lasted a long time since being brought back to life during the First and Second wars.
Heroes: Lich, Sorcerer (Skeletal Mage), Master Necromancer
Buildings:
Units:
Tier 1 units: Skeleton warrior and Skeleton Archer
Worker: Zombie (Resource gatherer, slow but cheap), Zealot (Acolyte - same as before, except perhaps for making buildings)
Tier 3: Skeleton Giant, Dalaran Mutant ('Major Zombie' or something)
Siege unit: Catapult (Fires a skull, perhaps fiery, like the Screaming Skull catapult in the Warhammer universe)
Spellcasters: Skeletal Mage, Necromancer, Dark Masters
Revenant, Ghost\Wraith
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2) Restless Hive Race
2.1 - Overview
The Hive is a huge army of undead forces, with a horrific range of animated skeletons, rotting zombies, necromancers and vile dark mages leading the charge. Whilst not as massively powerful as the Scourge's forces or as cunning as Sylvanas's Forsaken, the numbers of the Hive certainly make up for any weaknesses and allow them to overwhelm the enemy. Having broken away from the Lich King's will, they are now obsessed with destroying all life in all its forms on Azeroth, out of the madness of their damnation.
Worker unit: Zombie. If it kills an enemy then they rise as another zombie.
Melee tier 1 - Skeleton Warrior: Weak but cheap melee unit.
Ranged tier 1 - Skeleton Archer: Ditto the warrior, but ranged. Can enter a very fast firing mode that decreases its armour and HP.
Melee tier 2 - Skeletal Horseman \ Cavalry \ Charger: Swift and terrifying rider.
Siege weapon, tier 2 - Menacer: A catapult that fires flaming skulls.
Primary spellcaster, tier 2 - Necromancer: Like the Scourge's own. Main spellcaster. May have spells changed.
Support spellcaster, tier 2 - Wraith: Supporting spellcaster, great at ranged attacks. Can turn ethereal to avoid damage.
Support spellcaster, tier 2 (?) - Condemner:
Melee tier 3 - Collosus: HUGE skeleton brute with metal limbs. A big and heavy 'tank' unit.
? Mud Monster
Air unit, tier 3 - Zombie Dragon: An enormous, undead dragon.
Air unit, tier 3 - Hell Bomber: A barge that fires from the sky. Can enter a bombing mode where it drops siege-oriented explosives.
Buildings:
Tier 1 Town Hall - Catacomb
Tier 2 Town Hall - Bastion of Sorrow
Tier 3 Town Hall - Citadel of Chaos
Altar - Altar of Bone
Main Barracks - Tomb (Builds Skeleton Warrior, Skeleton Archer, Menacer, Hell Bomber
Upgrade building, resource drop-off - Skull Forge
Shadow Spire - Defensive building
Chamber of Bone - Builds Zombie Dragons and Collosus'.
Mausoleum - Item shop.
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2.2 - Units:
Zombie (Aka Drone?)
Resource gatherer
These rotting zombies are corpses of men are put to use as the labourers of the Hive. Parts of their body are carved out to allow them to store gold and lumber in themselves as they go about their duties. The zombies are ideal due to their lack of sentience and thus spare their masters any pitiful complaints, though a side effect is that their lumbering bodies make their chores slow - though they do make up with their number. They are able to defend themselves, but do so poorly and the necromancers recommend the use of them in mass only, for both resource gathering and, if need be, combat.
Purpose: Harvests gold and lumber
Special: Formerly had "Zombify - If a zombie kills an enemy unit in combat, the enemy is turned into an additional zombie." (Removed)
Skeleton Warrior
Light melee unit
The mainstay of any Hive army are the skeletal remains of fallen creatures, now brought back with bitter and hate raging in their minds. These reanimated humanoid skeletons are frequently raised by the Hive's necromancers for war, with their souls twisted into serving them without question, as well an intense anger being forged that makes them utterly detest the living. Though weaker than the infantry of other races, these grim warriors can quickly and brutally overrun enemy positions before killing all they find.
Special: Rapid Fire - Doubles \ triples the archers firing rate but decreases his armour and gradually his HP as his bones shake from the intense speed.
Description: Same as original.
Skelefy - Enemies killed by the SW turn into an additional SW at the expense of half its HP that goes into the new SW.
Practically an auto-raise dead for a melee unit.
Perhaps has the same HP as the raiser or is new?
Salvage - Picks up new bones from corpses. Same as Cannibalize.
Skeleton Archer
Light ranged unit
During its formation, the Hive recognised its need for ranged attackers and thus regiments of archers were created and put to use. These beings only recall their skill with a bow from their life and serve the Hive unquestionably in taking down their targets without mercy.
Description: Same as original.
Salvage - Same as Cannibalize.
Mud Fiend
Medium Melee unit
Many arcane pursuits have aimed to control the elements, but only the twisted minds of the Hive thought to turn humble piles of mud into a creation that brings death. Instilling dark spirits within the thick mass, these mud-based beasts care not for their existence but to destroy the Hive's enemies - typically by coating their lungs with mud. The Fiends are highly useful as cannon fodder, frontline and siege units. What they lack in strength they make up for in mass.
Skills: Splatter - Suicide attack that deals half\all of the Mud Monster's health as damage on a small area of enemy units.
Obstruction - Disables an enemy building (Like the Wyrm's Freezing Breathe attack), but the Mud Monster must remain inactive too.
Clay Skin - Changes the Monster's skin - giving heavy armour and a siege attack, though the cost of speed.
Description: A huge block of mud with the skeleton of an animal for its head. Unit can be based off the Sludge Monstrosity, but with a different skin. The idea is based off the monster in Moonstone. May replace Colossus as a heavy tank unit?
Skeletal Horseman
Swift cavalry unit
These skeletons ride upon ancient horses as another creation brought back from the undead by the Hive's necromancers. Covered in once-proud, tattered emblems and clothing, these warriors are fond of cutting down and crushing their enemies. Their thick armour has been reinforced to deflect major blows and attacks and the speed of the skeletal horses remain swift and, combined with the rider, deadly.
Description: An armoured skeleton warrior on a skeletal horse
Menacer
Siege weapon
These gargantuan machines were based off old catapult designs of the Orcish horde, though one would be wrong to suggest they are obsolete. Not only has the machine been improved in its overall mechanics, but these siege constructs have been modified to hurl large, magical skulls of flame. These balls of death can break the heart, and armour, of the most hardy opponent.
Description: Original catapult. Modified to look sinister and undead- black colours, spikes, bones, etc. Fires flaming skulls (Currently Death Coil spell art) which can cause fear?
Necromancer
Primary spellcaster.
Skills: Raise Dead,
Though it was the orc Necrolytes who founded the art of necromancy upon Azeroth, it was the Scourge's efforts that perfected it. Put off by the Lich King's dominance and disgusted by the Forsaken's efforts, these practitioners of the art have made their bid for power by joining the Hive. These former mages are dedicated to a life of the black arts, absolutely determined to serve their masters and spread the taint of the Restless Hive.
Description: Same as original.
Wraith
Supporting spellcaster.
Skills: Ethereal form,
These vile spirits of men refused to be confined to the halls of death and were recreated as ghastly forms of shades by the necromancers. Since they are spirits, they can far more easily utilise magics at their whim and are excellent casters. Though, as a result, their mortal representation is weak, they can negate this by altering their very essence for periods of time.
Description: That other Outland shadow unit, possibly with a scythe added.
Condemner \ Arbitrator
Supporting spellcaster
In life, these men were judges who were were excessively harsh in their duties, all in the name of order. Now chaos has warped their minds as they serve the Hive as powerful, if frail, sorcerers. Even in their undeath, they are utterly obsessed with the twisted notion of justice in which they believe the living are unworthy of life and must be punished by death.
Description: Floating Acolyte unit. Could alternatively be a ghost Archmage.
Death Sentence spell? Kills the Condemner but gives an enemy unit 5 or 10 seconds to live.
Collosus
Heavy melee unit.
These huge skeletal brutes are some of the largest and most terrifying monstrosities available to the Hive's forces. Warped using the cold void of the Twisting Nether, their form is increased many times, with missing bones replacecd by black obsidian and steel metal. Their determination is like that of their form - ten times that of the smaller Hive, and their ferocity is a sight unequaled in battle.
Description: Huge skeleton with metal replacements of certain bones, or possibly Flesh Golem. Has metallic jaw, ala grimtrap from He-man. :P
Skills: Evil Laugh (Taunt), Augment (Powers its weapons and changes it into a siege attack), Salvage - Picks up new bones from corpses. Same as Cannibalize.
Zombie Dragon
Heavy air unit
Despite Deathwing's apparent disappearance, the black dragon flight has long since dissipated from power. Though the black dragons have a constant desire for power, they do not underrate their very survival, but this lead to a flight's downfall due to Zarroth's knowledge of this. He cunningly called many of these dragons together and promised them great power, but they were ambushed by several dozen necromancers and were brought down before having their minds corrupted beyond belief. Now these zombie dragons, lead by their new master Shadowfang, serve the Hive in their zealous mission of absolute destruction.
Description: Black Dragon with a few bits of flesh (It may be easier to just add some to the Frost Wyrm)
Hell Bomber
Air unit.
Description: Undead Skybarge
Can change to gain a siege attack.
Misc. unit ideas:
Orc skeletons and Orc Warlocks (Or Stormreaver units)
Additional air unit:
Nether Drake
Light air unit. Can cast abolish magic and heal undead units.
Precariously summoned through the dimension of the Twisting Nether, these creatures are made up the fabric of magic - so much that they can greatly make use of it, especially to aid the Hive.
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2.2 Heroes
Patriarch
Base unit: Archmage\Renegade Mage
Voice: A sinister, elderly mage, yet just as arrogant as the ArchMage.
At the top of the Hive's hierarchy lie the Patriarchs - the absolute masters of the Hive. Highly gifted in necromantic and all manner of spellcraft, they are wholly focussed upon the Hive's supremacy.
Their minds have been twisted into utterly hating the former kingdoms of men and they plot its continued downfall, as well as that of the Forsaken and Scourge. Extremely cunning and powerful, the Patriarch should never be underestimated by any being, as their appearance on the battlefield marks a huge amount of dedication by Hive forces.
Former description:
These mages once travelled the noble path of other human wizards, but now, having a grudge against the 'normal', they serve the Hive in its dark quest of death. Driven nearly insane by their memories of pain and hate, their skills highlight their great talents and malice, greatly complemented by the Hive's necromancy. These sinister men are now hollow reflections of their former lives, being utterly dedicated to the destroying all who oppose them.
Purpose: Mystical Hero, adept at magical attacks. Can learn Forked Lightning, Sleep, Life Drain and Animate Dead. Attacks land and air units.
Regular spells:
Forked Lightning - Same.
Sleep - Same.
Life Drain - Same.
Animate Dead - Same as Death Knight's ultimate.
New spells:
1:
2:
3:
Ultimate:
Overseer
(Formerly Dark Master, Heretic, Zealot)
Base Unit: Lich
Voice: Also like a Lich
These skeletal mages of great power held on to their knowledge beyond their deaths, such was their immense willpower. Now they have risen again and continue to use their power to bring down those in the world that saw them die. Though their psyche is somewhat deranged and their skills are unpredictable, these mages of undeath are fanatically prepared to direct their minions to the very end of all existence.
Purpose: Cunning Hero, skilled at controlling combat. Can learn Reign of Fire, Unholy Aura, Siphon Mana and Earthquake. Attacks land units.
Regular spells:
Reign of Fire - Same.
Unholy Aura - Same.
Mana Shield - Same.
Earthquake - Same.
New spells:
1:
2:
3:
Ultimate:
Reaper \ Revenant \ Tormented One
Base unit: Mountain King
Voice: A low male bass of weariness and anger
These souls desperately cling on to their former lives, determined to kill those who destroyed them and had their wish granted by the necromancers of the Restless Hive. Whether from the emotions of regret, hate or betrayal, they live again as shells of their past existence, purely to terrorise those they believe were responsible. They appear as clanking suits of armour, as their bodies are gone, but their souls and spirits exist in a terrifying testament to the Hive's might.
Purpose: Warrior Hero, adept at terrorizing enemies. Can learn Carrion Swarm, Cry of Torment, Bash and Doom. Attacks land units.
Regular spells:
Carrion Swarm- Same.
Cry of Torment - Howl of Terror.
Bash - Same as Mountain King.
Reincarnation - Same.
New spells:
1:
2:
3:
Ultimate:
Nightmare King
Based off the Leoric the undead King from Diablo 1 - a large skeleton warrior with great, black armour armour and a huge claymore sword.
Base unit: ??
Voice: Ala original Death Knight, yet sinisterly bold.
Zarroth's forces in Stromgarde and Southern Lordaeron stumbled upon a huge and ancient great crypt that emmanated great power and excavations took place deep into the earth to discern the origin and contents of the place. It was revealed to be a resting place of the kings of the ancient human empire, Arathor, before its fragmentation into the seven human nations. Chanelling intense powers of necromancy, these kings of old have now been raised from their tombs. Seeing their once beloved kingdom in ruins, and goaded on by the Restless Dead, these powerful warriors have vowed to bring nothing but death to all they find. They have an intense hatred of the Alliance in particular, for they have condemned it for allowing Lordaeron to fall into death and sorrow. Wielding huge claymore's, the Nightmare Kings stride into battle and inflict a terrifying fear into all they battle. They have sentenced the living to death and will not relent until Lordaeron is completely silent.
Skills - Complements nearby undead.
Regular spells:
?
?
?
?
New spells:
1:
2:
3:
Ultimate:
Alternative hero ideas:
Enchantress - Evil female Ghost, similar to Undead Ranger. Adept at manipulating the enemy.
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2.3 Buildings:
Catacomb
Primary command structure.
The deep recesses of these warrens are the focal buildings of the Hive, containing storage areas and a court of the overseer where decisions are made, thus they should be defended at all costs. Amongst the body workshops, workers and necromancers prepare new zombies to serve the Hive, as well as sanctums for mages who assist in keeping the undead minions under constant control. As the reputation and resources of the master increases, more elaborate ways of controlling current and new minions are made available.
Builds: Zombie
Upgrades to: Bastion of Sorrow
Bastion of Sorrow
Upgrades to: Citadel of Chaos
Citadel of Chaos
As the peak of the Hive's lust for dominance and death, these enormous citadels represent the unbending, unwavering will to bring about their mission of extinguishing all life in Azeroth.
Altar of Bone
(Hero Altar)
These magnificently-carved altars are a testament to the will and power of the Hive, such that heroes can only be impressed into working for a master with one under their control. The intricate runes and energies can eventually work such power as to bring back fallen heroes.
Builds: Heroes (Patriarch, Overseer, Reaper, Nightmare King)
Tomb
(Barracks)
These dark buildings are crude yet functional, serving as the place that the dead are brought to these shadowy confines for their remains to be preserved. When the master requires new warriors, they can be reanimated for combat at the cost of specific amounts of resources.
Builds: Skeleton Warriors, Skeleton Archers
Skull Forge
(Upgrade building, lumber drop-off point)
Within the hot confines of this building, workers constantly work under seering heat to manufacture and improve the Hive's crude, though effective, weapons and armour. Since most zombies burn up under the heat, skeletal workers operate the facility instead. Lumber can be used to assist in the great fires, and so can be vectored through this building.
Shadow Spire
(Defensive building)
These malevolent towers of skulls cast darkness over all who witness their form. Within their centre lies a single, large ruby. These gems are tainted with the blackness of the Hive and can summon the powers of the Twisting Nether to be propelled as cold shadows. These waves strip the very warmth and essence of life from enemies foolish enough to attack the building.
Chamber of Bone
(Flying unit building)
(Chamber Of Bone - the place of Undead King from Diablo 1)
Of very similar design and purpose to the Boneyards of the Scourge, this building is also used to assemble and prepare the hulking skeletons of the Hive. It is here that Zarroth's minions also both apply blends of flesh and scales to the horrific Zombie Dragons as well as creating the huge Collosus skeletons, including carefully moulding and attaching metal joints to missing parts. Workers are often knocked aside and shattered as these enormous creatures roar and rise into life once more.
Builds: Zombie Dragon, Collosus
Mausoleum
(Item shop - practically the Tomb of Relics)
Builds: Items
Old ideas:
Dragon Roost
(Flying unit building)
These gargantuan dragons are constantly cared for, through feeding and pampering. The result, though, is certainly worth it - immense black dragons are raised to serve the Hive, and the black dragon queens know of the lore to summon their nether drake equivalents from the Great Dark Beyond.
Builds: Nether Drake, Black Dragon) )
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Voice responses to do:
Normal units:
Zombie
Description: Groans.
Built: Uhrurururu.
Die:
Piss:
1-Braaaains!
2-Buuuurgers!
3-*Overly long description of a big meal \ posh, exquisite meal*
4-Resident ...evil!
5-Thriiiilller night! #Other lyrics#
6-
7-
Warcry: WURRRRHHH!
What:
1-Mur mur?
2-Whaaa?
3-Urgh.
4-Urrrhhhh.
Yes:
1-Yeeesss...
2-Wurrrhh...
3-Blaaarrr...
4-Durrrhhh...
Yes Attack:
1-Raaar!
2-Dieeeee!
3-Brrruuuh!
4-Deaaaaaaaath!
Skeleton (Warrior and Archer)
Description: Typical skeletal voice - coarse and evil.
Built: Ready to kill.
Die:
Piss:
1-I've got a bone to pick with you! My leg's acting up so I need a new fibur, you see.
2-I'm not bald! I just have ... really short hair!
3-So I AM big boned, after all.
4-*Manny Calevera from Grim Fandango quote?*
5-
6-
7-With my demonic might, I will rule the world. Mwahahahahhahaa!
Warcry: Death supreme!
What:
1-Yeees?
2-The living shall suffer.
3-We live on in death!
4-Master?
Yes:
1-Glory to the Hive!
2-Yes, master.
3-My path is set.
4-As you ask.
Yes Attack:
1-Death to the liiiving!
2-Die die die!
3-
4-
Horseman
Description: Same as skeletal voice.
Built: Prepared for your orders.
Die:
Piss:
1-
2-
3-
4-
5-
6-
7-
Warcry:
What:
1-Horseman ready.
2-We follow true death.
3-Fear is an illusion.
4-Yes?
Yes:
1-At once, master.
2-For the Hive.
3-We ride!
4-Move out!
Yes Attack:
1-Death supreme!
2-Kill the enemy!
3-
4-
Wraith
Description: Sinister and shadowy, like the Undead in Warhammer: Dark Omen.
Built: The shadows answer your call.
Die:
Piss:
1-I'm not much of a drinker ... alcohol passes straight through me.
2-As for my sex life? ... The less said the better...
3-Do not underestimate the *power* of the darkness.
4-*Quote from that Monty Python death sketch in one of the films*
5-Life sure has been tough since my dad lived.
6-
7-
Warcry: Time for you to die!
What:
1-Master?
2-The light is weak.
3-Direct me.
4-Ready and willing...
Yes:
1-Of couuurse.
2-I will do so.
3-They won't even hear me ...
4-Shadow in motion.
Yes Attack:
1-Your end is nigh!
2-Death to the living!
3-Your fate is sealed!
4-Raaaarrrrr!
Collosus
Description: Deep, LOUD and hearty with a slight metallic tinge.
Built: Assembling complete, master.
Die:
Piss:
1-Have you seen ... John Connor?
2-Hasta la vista, baby.
3-
4-
5-
6-
7-
Warcry: Death supreeeeme!!
What:
1-Yes?
2-At your command.
3-We are ready.
4-Master?
Yes:
1-We go.
2-Very well.
3-Movement commencing.
4-At once.
Yes Attack:
1-Resistance is futile!
2-It's killing time!
3-None shall oppose us!
4-Death to the enemy!
Condemner
Description: Naturally authoritive and arrogant
Built: The day of judgement is nigh.
Die:
Piss:
1-Unsurprisingly, the Hive is full of damn lawyers.
2-Let me ask you a question...
3-You enter a room and find the Lich King, Arthas, Kil'jaeden, Sargeras, and a lawyer.
4-However, you only have the mana to cast three death spells. Who do you attack?
5-The lawyer - three times.
6-Don't you dare tell me to shove that jurisdiction crap up my ass ...! ... I literally can't.
7-
Warcry: Death to all who live!
What:
1-The verdict awaits.
2-Let us begin.
3-Speak quickly!
4-Where are the accused?
Yes:
1-That is within my power.
2-The search continues.
3-Excellent.
4-Let the sentencing begin.
Yes Attack:
1-You are guilty!
2-The punishment is DEATH!
3-Your judgement has come!
4-Guilty!
Hero units:
Patriarch
Editing: Noise reduction, vocal limiter, normaliser, normalise, -1 pitch shift in SF)
Description: Powerful and deep.
Built: The hour is now.
Die:
Piss:
1-Ahhha, nobody expects the Restless Dead!
2-Our chief weapon is surprise, surprise and fear - our TWO weapons... are surprise and fear...
3-And our ruthless efficiency, and an almost fanatical devotion to the undead.
4-No, our four chief weap- oh ... nevermind.
5-
6-
7-
Warcry:
What:
1-What is it this time?
2-Shut up and get on with it.
3-Respect my power.
4-Our mission awaits.
Yes:
1-For the glory of the Hive.
2-Yes... that could work.
3-Impressive.
4-A concievable move.
Yes Attack:
1-Death supreme!
2-You will all perish!
3-Fools!
4-You overestimate your chances!
Sound editing: Low, rough, sinister voice. 115 pitch, reverse, two tight and close reverbs, reverse.
Overseer
Description: Slightly zany, yet utterly evil.
Built: I live to sow fear.
Die:
Piss:
1-Yhrruuuurk! Uuuuurrgh! AAAAHHH! ... Never felt better.
2-
3-I see dead people ... and ... I see living people too ... you know, because the necromancers aren't dead.
4-So I guess I see people... which isn't that special. Hmmm. Sorry I said anything.
5-
6-
7-
Warcry:
What:
1-Yeeees?
2-It's a good day to be dead!
3-WHAT?
4-The living shall fall!
Yes:
1-Gladly!
2-Of courrrrrse!
3-As you direct.
4-Very well.
Yes Attack:
1-Your bones will break!
2-No mercy!
3-Rahahahaha!
4-Death, death, death!
Reaper
Description: A deep, solemnly angry voice, surrounded by reverbing Whispers
Built: I ... live ...again.
Die:
Piss:
1-It's a good day to die ... again.
2-What can change the nature of a man?
3-
4-
5-
6-
7-
Warcry: I BRING DEATH!
What:
1-What ... is ... it?
2-Death ... awaits.
3-Must ... feed...
4-I shall harvest ... terror.
Yes:
1-For ... the ... Hive!
2-...Yes, ... master...
3-They will ... know ... fear.
4-As you deem fit.
Yes Attack:
1-Yield!
2-You shall ... suffer.
3-Don't fear ... the reaper.
4-It's ... over!
Nightmare King
Description: Very deep and evil.
Built: Who dares summon me?
Die:
Piss:
1-Hail to the king, baby!
2-
3-
4-
5-
6-
7-
Warcry: Darkness has come!
What:
1-I bear the black curse.
2-What are your orders?
3-Direct my wrath.
4-I once ruled.
Yes:
1-I am bound ...
2-Trail of shadow ...
3-It must happen.
4-Battle be joined.
Yes Attack:
1-All must die!
2-There is no escape.
3-Death shall take you!
4-Harvest their souls!
Advisor
Standard sounds. If I do use them, they will have to replace the Undead advisor, which I'm unsure of.
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3) Hive History
Consequences of Conflict
The sapping of the Lich King's powers by the Demon Hunter Illidan had numerous consequences for the world. King Arthas, the subleader of the Scourge, was forced to retreat to Lordaeron to protect his master in Northrend, triggering a civil war of the remaining undead in the hollowed lands of Lordaeron. The Dark Lady Sylvanas and her minions - dubbed The Forsaken - attacked several Dread Lords loyal to the Burning Legion in efforts to gain control of their undead forces. Through the betrayal and alliance of the Dread Lord Varimtharas and Grand Marshall Garithos, the Dark Lady was victorious in destroying her enemies, and proceeded to fortify her rule of the lands.
However, from this disorder and war, a new faction of the undead was also due to rise...
The Hidden Dead
For many years the undead have existed in the world of Azeroth, though it was only with the machinations that created the Scourge that they became great in number. Before then, the undead were raised by nefarious magics during the First and Second wars to be manipulated by demon-influenced orcs. The Horde's eventual defeat and lack of concrete knowledge of their powerful demon magik's, however, left these undead wandering the lands for many years without a purpose. Secretly living their undeath and inhabiting the many dark recesses of the world, they became desperate to protect themselves from the living who utterly feared them upon sight and sound.
Gradually, these undead gathered and were able to remarkably work together. Referring to themselves as 'The Hidden Dead', these few groups of skeletons, zombies and other creatures were able to remain concealed over time following the Second War. Some carved out secret caves and underground lairs, whilst others invaded mines and slaughtered the unfortunate workers so they could make the place their own. Their numbers grew as more monsters sought sanctuary. Since the undead do not 'breed' like living races, some groups were able to slay and transform enough creatures into undeath through the assistance of necromancers and ancient scrolls left by the orc warlocks. These masterless forces had now formed into teeming masses, with the sparse groups either uniting or coexisting due to the common bond of their curse, with their secret lairs continuing to dig deep into the earth. Maintaining their union in the chilling darkness, they were able to avoid rousing the other widespread races of their existence. Overground, the Alliance recovered from the Second War and humanity was soon prospering once more. Unsure of what else to do, the Hidden Dead were consigned to simply wait, as if sleeping, within the darkness of the underground ...
The Cry for Order
Over time, the undead grew more and more tired - if only a second death could set them free from torment, how would they bring it? Would it be through glorious death in battle or a simple end by their own hands? Or would they embrace their 'second chance' and attempt to do something with the world in which they had perished? Their frail and damned minds began wondering, but no answers were made. The Hidden Dead wanted unity and leadership to make them more than what they were - wandering corpses. The skeletons and other undead within their ranks lacked the intelligence or mind of their previous lives, and the few necromancers - whilst effectively controlling groups of them - were inadequate leaders, despite their abilities in the black arts. Thus, unlike some races who were found and dominated by power-hungry individuals or leaders, the Hidden Dead actually began searching for masters to control them, since their craving for direction was so large.
Over the years, several of the necromancers decided to force their leadership upon the loose masses. The Hidden Dead were already beginning to crack under the strain of their damnation. Fragmented, these dark mages and their minions left the main underground lairs and roamed the Southern lands of Lordaeron, doing their own work as they saw fit - from destroying humans to carving out new subterranean bases of t heir own. These masters eventually crossed one other and tense skirmishes broke out in the few areas they controlled. All of the factions realised that it was inevitable that they would wipe each other out, or become weakened from war to such a state that the Scourge or Alliance could easily discover and destroy them. With a great unease in place, they had little time to think of what to do and waited once more.
The Scourging Begins
Following the events experienced by Prince Arthas, the Scourge soon made their invasion of Lordaeron - devastating the lands that were already weakened by the Lich King's malicious plague and turned it into a haven of gloom. Ner'zhul's competent mental domination of the undead reached out across the land and discovered the groups of the Hidden Dead. They rose from their underground lairs and joined the Scourge in their task of destroying the falling nations of Lordaeron, brutally slaying humans to the last and razing their cities into the ground.
Though Ner'zhul's will was absolute and iron-like, the few Hidden Dead left barely sentient knew this was not true undead living - that their lives were but pawns and playthings of the Lich King. However, there was nothing they could do as they were completely overwhelmed by his demon-given power - it was was resistless.
When Illidan Stormrage's magical assault on Northrend using the Eye of Sargeras began, the Lich King instantly began losing his power. Not only did Sylvanas and the Legion's loyal Dread Lords gain control over the various undead, but the Hidden Dead also became free. The necromancers soon assisted them in awakening once more and re-organised themselves, incorporating the new minions from the once-prevalent Scourge. Presuming the Lich King to be weakened, the necromancers knew they may never get another chance and fled South with their minions to ensure their survival. Several entered their former lairs, whilst others created new ones for their individual factions. Though the Hidden Dead were free, they still lacked true order and the Lich King's absolute will had confused their fragile minds into the meanings of unity and duty. The tension became very overbearing between groups of the undead and the necromancers themselves once more - each leader unsure whether they could survive attacks from either their enemies or war between themselves. Both bewildered and cautious, the groups paused most activity and a stale-mate took place.
The Rise of Zarroth
It was here that a mage came to approach these factions and their impending war. Zarroth was a necromancer who had betrayed his former comrades in the magocratic nation of Dalaran over to the Scourge, all out of jealousy and a lust for power. Despite his treachery and proclaimed loyalty to the Lich King, he was neither granted immortality as a Lich or even significant powers of the Scourge's dark magics. One high ranking minion in fact told him that he was lucky to be alive and able to continue to serve the glorious Scourge in its mission.
Zarroth, frustrated yet valuing his life, barely maintained his fiery temper and, shortly before the lapse of the Lich King's powers, took a small force of undead to lead, he claimed, attacks in the Southern parts of Lordaeron and to round up anymore of the Hidden Dead for the hoped return of Ner'zhul's rule. After the events of the civil war between Sylvanas and the Dread Lords, it was then that he finally came across the Hidden Dead, poised to bring about their own complete destruction. Though he considered reporting or even bringing this potentially large and dangerous faction back into the Scourge to impress his masters, he remembered his superiors lack of respect for his deeds. He knew this was finally a rare chance of his to at last gain what he constantly dreamt of: power.
With his realisation that these packs of Undead would have no benefit in destroying one another, and his decision to betray a second time, he entered a psychic state of mind and spoke to these beings at a great cost of energy, but he knew it would be well worth the risk. He quickly created a parlay with each of the necromancers and directed them to a remote island he had taken control of - Blackskull Keep, a former stronghold of a mercenary army before the Scourge's arrival, where he had used as shelter during the civil war. Though cautious of one another, each of these individuals, mainly sorcerors and necromancers, arrived and gathered in a large great hall. Zarroth assured them that no one would come to harm and all they would do would be to speak. Discussions over their past, the Lich King and the undead took place and soon each of the leaders reveled in the presence of one another, surprised of how each was similar in desire to use their undead to create something, an empire of their own, as well as each having a great potency in magic. Order had finally became feasible for them, Zarroth knew fine well, as a grim smile came across his rugged face.
The Dark Alliance
After tensions in the chamber had completely settled and each leader was curious as to how they would proceed, Zarroth spoke up and made a rallying speech, where he stated that they should absolutely not fight or even have tension between one another, but that they should combine their forces and each become akin to brothers. It was this 'brotherhood', he said, that would bring them great power, and that all of their undead would be part of. He reminded them that the alternative was mindless service for only the Lich King, or the 'pathetic and unambitious' Dark Ranger, Sylvanas.
With his experience within the Scourge, and knowledge from his long services at Dalaran, Zaeroth spoke of how they could easily destroy any who dared threaten them and that they would indeed become a major power in the damned lands of Lordaeron, and perhaps even the world. This was, he said, provided he be set to lead them. Impressed by his power and charisma, the leaders agreed, knowing it was their best and perhaps only chance.
It was thus that a permanent alliance and eventual bond was formed, one that united the groups together with Zarroth as their Patriarch. They soon realised their situation, of their lament, of how all of the living on this world misunderstood them and were ungrateful for the gift of life. Paranoia and jealousy twisted their minds even more, creating enormous hatred, and they swore an oath: to destroy the fortunate, gleeful living, as well as any master, living or undead, that would dare seek to subvert and dictate them, and to create a haven of theirs where they could prosper together in undeath. The combined forces thus dubbed themselves the Restless Hive, and they swore to never stop their unholy crusade.
Guided by their ruthless masters, the Hive began emerging from their earthly pits and began attacking any opposition they found. Waves of skeleton warriors wielding swords destroyed whomever they found, whilst necromancers raised the corpses to replenish their number. New spirits were created to serve, and each victory only swelled their considerable ranks. The Hive was no longer a loose number of warbands, but a growing multitude of pure hate.
They now seek to bring total anarchy to the entire world, by breaking the chains and necks of those who would control them and to destroy all of whom live. Their goal is sheer, unbridled chaos, and it is certain that they shall never stop until they have at least returned to the grave once more...
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4) Legendary Heroes
Zarroth the Betrayer
Supreme Patriarch
Once a star pupil of Dalaran, it was Zarroth's arrogance and circumstances that caused his so-called 'fall from grace' by his master wizards in Dalaran. During a display of magical powers to some elderly archmages, Zarroth was embarrassed by his best friend, much to the amusement of the rest of the audience. Angry at his so-called 'friends', jealousy raged across his mind and he stormed out of Dalaran. He was soon accosted by bandits, but he was so angered that he slew each of his eight assailants with his magical powers - and it was at that moment he realised the code of conduct he had always been taught, of not recklessly using magic, was folly and held down his true potential and that power was there to be used by those who wielded it. Over several events involving contact with Kel'Thuzard, he came to eventually betray various secrets of Dalaran, including the location of the last book of Medivh and the cities defenses, which enabled the Scourge to destroy it. Zarroth went on to form the Restless Hive. As its top Patriarch, he is utterly obsessed with maintaining his power and keeping the Hive in its chaotic state.
Shadowfang
Master Dragon
After the disappearance of Deathwing some time after the end of the Second War, various black dragons escaped persecution and oblivion by resting in the mountains of Lordaeron. Eventually one rose to power by convincing his brethren to join him in a dragon flight of great destruction. Many unwillingly agreed and Shadowfang and his wing caused much death along the West coast of the Great Sea. Zarroth heard of their exploits and soon mentally called out to Shadowfang. It is not known what cost or promise was made, but the dragons were bound to the Restless Dead ever after, most likely for the simple thrill of causing immense carnage.
Grimface
Wraith, Covert Agent
All this spirit knows of his former life was that he was one of the greatest, so he reckons, spies and rogues ever to have lived in Lordaeron, where he served as a double agent between Gilneas and Lordaeron. Of his death, he only remembers vague visions of an angry mage whom he crossed and that lead to his death. Not caring for that one mistake in his 'pre-life' of a mortal existence, Grimface now serves as Zarroth's top secretive agent and excels at gathering information.
Mortennios
High Necromancer
Arrogant beyond all measure, it was only the fear of isolation - and surely pain and death afterwards - from the group of necromancers that persuaded Mortennios to agree to Zarroth's rule. Though believing in the Hive's mission of destruction and greatly aiding them with his arcane knowledge, he secretly hopes for the opportunity to break away, though until he finds he a way he will put up the facade of being content for now.
Jahedron the Solemn
High Necromancer
Quiet and reserved, Jahedron was actually the first to speak up to agree to Zarroth's proposal for the alliance between the Hidden Dead, but says very little otherwise. Jahedron is very calculating and spends, some say, too much time deciding instead of acting. However, his abundant resources and forces contributed to the Hive suggest he is instead simply a careful and wise tactician.
Rinessa Spinechill
High Necromancer
One of the few ruling leaders in Dalaran, it was the will of the Lich King that nearly drove Rinessa, a proud and capable mage, insane and against her fellow mages during the siege of Dalaran. In a berserk frenzy, she killed many of her former friends, and when she came conscious she found herself surrounded by their bodies. Driven nearly insane by the events of the slaughter by her own hands, she fled to the South and eventually came across the Restless Dead and took control of a small band following an attack by a foolish necromancer. Shortly afterwards she was contacted by Zarroth and joined the Hive. Rinessa was once a figure of patience and reserve, and still retains some of that former personality, but is now usually set in a crazed and maniacal mood.
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5) Remaining Issues
Overall
These are notes for myself on things to do and questions for other people interested. If you can assist in any way (Or just have tips or feedback), please send me an email.
-Balance. Naturally.
-Techtree. I'm just going to have the normal Undead upgrades for the Hive Legion, though I need to remake them. Other abilities for Hive units need to be considered.
-I need to see if there's a possibility to add all the units together in a Hive tab in World Edit (Alongside Human, Orc, Undead...). This would make mapping *much* easier.
-Does anyone know of a way to incorporate entirely new unit responses?
-If the conversion goes well enough, I may make a tutorial campaign, letting the player know of the differences between the Hive and Scourge.
-A dream version of the conversion: Entirely new spells, interface, unit and building models (Unlikely), music (Could I make DarkAgents as the interface music?), custom music (The Harkonnen theme from Emperor: Battle for Dune is quite suitable), campaign screen, Twisting Nether tileset...
5.1) Technical Work
To be done, by myself or any willing volunteers.
* Zombie - Give team colour (Patches on shoulders and his back or chest), possibly a new skin.
* Wraith - Give team colour (Must work when he's in ethereal mode), or otherwise the Shade will have to replace him.
* Skeleton Warrior, Skeleton Archer - New skins if possible. Not essential as they work and look fine right now.
*Skeletal Cavalry
Skeleton on a skeletal horse. Has more armour and some dark clothes (ala Black Riders in Lord of the Rings). Effectively the Hive's fast, mounted unit.
* Collosus - Needs a new skin for definite to make him look different from the regular skeleton warrior. Should have his jaw and two limbs (e.g. left arm and right leg or vice versa) metallic like steel or black obsidian.
* Zombie Dragon - Make the Frost Wyrm a slightly more fleshy and original looking dragon with a dark look. Or base it off the Black Dragon and show some of its bone instead.
See pic in the relevant folder or:
http://www.bymtl.com/gallery/undead/undead-dragon/undead-dragon.htm
* Menacer - Orc Catapult (ROC version) changed to having slightly dark, long bones instead of wood and skull ornaments. Also needs a flaming skull missile (self explanatory) as I don't think there are any in WC3.
* Heroes - Give each new skins, though the Patriarch already has one and it works well, unless someone thinks they could do better, and hero glows. Development of new skills for them is also essential.
* Buildings - I'm not too fussy about wholly new ones, but new skins or changes to make them different from the Undead Scourge's would be great, especially for gameplay.
Specifics:
Shadow Spire - Add a large skull to each side on the bottom and spikes on the lower battlements.
Dream stuff:
These are unlikely to get made but would be awesome.
-Zombie Giant \ Undead Giant \ Skeletal Ogre
Any of the above, to replace the current Collosus as a more unique unit.
-New town hall.
Pit of Gloom
Primary command structure.
Builds: Zombie
Upgrades to: Labyrinth of Sorrow, Abyss of Torment
The recesses of these deep warrens are the primary buildings of the Hive and should be defended at all costs. Amongst the body workshops, workers and necromancers prepare new zombies to serve the Hive, as well as mages who are able to keep the undead minions under constant control. As the reputation and resources of the master increases, deeper digging occurs and more elaborate areas are created.
=See the pits of Saruman in Lord of the Rings. A dark red, glowing hole in the ground, that gets bigger with each upgrade.
Misc. Ideas that are cool but unlikely:
-Some Hive units have vultures that follow them, and proceed to land on corpses and eat them.
-The Town Hall gradually produces corpses which can be mutated into new units, ala the Zerg.
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6) Progress Summary
Great!
-M
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