I began my career in game development rather humbly- I became engrossed with the WarCraft 2 Map Editor. When WarCraft 3 released, I quickly jumped into its World Editor, just screwing around mostly. Eventually, I created more serious maps, beginning with WarCraft Maul: Remade. It was a fairly simple endeavor which reconfigured the existing races and added new ones. I followed the first release up with three more, each adding more races and rebalancing existing races. Unfortunately, I did not protect any of these, and thus many new versions popped-up in my name which I did not create (anything above 1.3 is not mine). Nevertheless, I worked-on a Footmen Wars-like map, Balance Wars, and also made WinterMaul: Remade. Balance Wars was the best and most unique, imo. I then moved-on to lead the Great Troll War Mod and the Air Power Mod, which both ultimately faltered, but which have been succeeded by Wartide (formerly the SA Game). It is that project which now has my full attention.

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Report RSS Protectorate Engineer Concept (view original)
Protectorate Engineer Concept
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Description

The Engineer plays two, vital support roles for the Protectorate. First, he can detect, destroy, and lay mines, as well as detect and destroy any other explosives. Second, he can repair vehicles and lightly damaged structures. The Engineer can also transport/move and set Protectorate sentry "turrets". When the Engineer must defend himself, he turns to his CP-20 (Coilstorm Pistol), which is a larger, more accurate, more effective version of the CP-19 hold-out pistol, featuring a larger clip as well. Should enemies get too close, he also has the standard-issue EK-60 (Electric Knife). Original concept by Falckoknight with weaponry added by broken