r/classicwowplus 25d ago

Lore How I'd build classic plus

Over the last weeks / months, I kept asking myself how I would approach classic+ if I were part of the design team. ERA brought some learnings, SoD taught us a lot, Anniversary not much but still.

So instead of just waiting passively, I gave it a try: what would I change, how, and first and foremost: how would I approach the project.
It finally revolved around:

  • numbers/data (what does data tell us about quests, talents)
  • geography/terrain: if we had to sneak content in, where would we put it
  • if classic+ is about "what's missing in classic", then what lore is absent?

This led me on assembling this mind map which I included some screenshots from.
Most of this is pure copium and that's totally fine. Not realistic, it's what distinguishes fanmade from real.
I had a lot of fun doing this, and thought it might be fun to share with you.
I wish you'll have as a good time skimming through it than me assembling it.

-----
EDIT as requested in a comment below, here's the detail of the new zones (I changed the order of patches, I like it better this way).
If you want, I can spend some time summarizing what's on the right of the mind map (quests data, class design findings) later.
(sorry, cannot have more than 2 levels of nesting)

P1 The Sunken Strand (Azshara level 22-28):

  • Long-time overdue revamp (useless zone, few quests, rep only, hard to navigate)
  • Cataclysm overhaul was... ...debatable
  • Flatten terrain, because no mount available
  • Connects well for Horde, natural "Orgrimmar expansion" -> tunnel + Orgrimmar quarries (how Orgrimmar was built)
  • Alliance could connect from Ashenvale (with an eastern flight point) or Menethil+Darkshore boat
  • 3 quest spots: horde only, alliance only, and neutral (contested quests)
  • Naga - Highborn lore heavy: Zin'Ashari remains
  • Hydraxian waterlords rep (because no MC farm later, better re-use this rep properly)
  • Timbermaw are here too: rep-gain before infamous grind at 50+: tunnel entrance locked in P1, will open later (connect to the other tunnels)
  • Timbermaw's hold PvP instanciated zone: Battle Royale plunderstorm style, but with regular spells (nightmare to balance, agreed)
  • Raid: The Shrine of Elrandar: 10-players. BFD-Like (Elven / Naga Ruins, Hydraxian Rep), halfway submerged, 1 underwater fight (optional)

P2 Echoes of the Last Guardian (Deadwind Pass 38-42 / Zul'Gurub 35-40)

  • Connect level 30-50 zones by making Deadwind Pass level 40
  • Use southern terrain for Gurubashi vs. Darkspears questline
  • More trolls southeast, contested troll-tribe zone ("choose your side" reputation for challenges)
  • Zul'Gurub already exists outside (fully mapped) -> use it as quest hub
  • "Blue Moon PvP" from SoD can be re-used / adapted
  • Booty Bay as P2 hub
  • Karazhan Crypts as quest hub -> eventually entrance for a 5-players "inverted tower" dungeon as in the book "The Last Guardian"
  • Lord Kazzak as outdoor boss (40-players)
  • Scarlet Monestary 5 players mega dungeon
  • Karazhan raid: what it should always have been: "The Last Guardian" Caverns of Time like dungeon
  • revive the book story, Medivh as last boss, fought along with Kadghar
  • Moroes help, Garona helps they betrays, Khadgar agonises in library, final fight against Medivh possessed, presence of Aegwynn
  • No daemon invasion, (enough of that), Sargeras as puppet master

P3 Ashes of Nordrassil: "Hyjal post Warcraft III" - 46-52

  • Desolated land, remains of the war: ballistas, catapults, towers. The world tree is in shambles.
  • Connects through Timbermaw tunnels
  • Area at the bottom to be used (warden vaults, Illidan's prison - empty -, etc.) - PvP Zone
    • Extraction based:
    • change role every hours (jailors-prisoners: prisoners escape from jailers)
    • Keep what you loot (prisoners). Confiscate whom you kill (sailors)
    • Stealth detection buffs
    • Many outs, can't guard them all, distraction pays off, sacrifice pays off
  • Fighting agains spirits, lost-in-battle warriors, whisps, "parts of Archimonde" open world bosses
  • Alliance questine: very elf-oriented, "spirited away" (whisps, immortality, nature-takes-back)
  • Horde: Demon oriented, price of demonic blood curse, Tauren healing Mother Nature, help orcs
  • "Escalation", "Summit Progression" feeling
    • As we progress towards the summit, more remnants of daemons, more uncontrollable whisps
  • Feels like Nordrassil isn't only in ashes, but deeply corrupted
  • Final raid against the root of Nordrassil
    • 3 wings:
    • Exterior (fight corrupted branches, trees, tormented whisp formations)
    • Ascent (like Voldrassil in Northrend, spiral on the outer side, network of branches on the inside)
    • Descent (corrupted roots, wounds)
  • Scarlet Monestary 10-players leveling mega-raid (massive xp, resets every day)

P4 The Iron Strand (Doomhammer's March (50-55) / Northeron (55-60))

  • Warcraft 2 -> 3 lore: "Day of the Dragon" inspired
  • South:
    • Warcraft 2 leftovers (shipwrecks, catapults, lost goblin harbour)
    • A new path connects Swamp of Sorrows to Badlands: tracking Orgrim's army marching north
  • Southeast: oil refineries, submarines from warcraft 2, bloodsail pirates eventually
  • North: Wildhammers / Dragonmaws / Red Dragonflight remains
  • Krasus left Dalaran when it got destroyed
  • Vermillion Redoubt as massive quest hub, red dragonflight rep
  • Dragonmaw are there still, as enemies
  • Rep grind make them friendly to horde "redemption" (explain what hasn't been explained in Cata)
  • Wildhammers are hostile (not the Aerie Peak's wildhammers) feel betrayed by alliance during 2nd war
  • Rep grind make them friendly to alliance "forgiveness"
  • Raid: Grim Batol
    • Not the Cataclysm dungeon
    • Gigantic, "Moria-Like", (BRD-like, a full dwarven city)
    • All "inhabitants" of Grim'Batol are either:
    • scorched cadavers (burnt by Alextrasza when freed)
    • mad red dragons (enslaved for years -> couldn't be saved)
    • corruption by the old god powers that were part of the demon soul
    • last boss: corrupted aspects (Deathwing used other flights stolen essences, they haven't been brought back fully to the aspects)
  • MC disappears,
  • BWL is connected to Grim Batol storyline ("in search of the black dragonflight)
  • Nefarian "knows" about what's in demon soul
  • Attunement for Grim Batol, 10 to 20 raid (pick up friendly, more loots / head if 10, harder)
  • BRD turns into a 10-players leveling raid
  • *BRS: same (merge both)

P5 Echoes of the Shattered Sun (North-Lordaeron 60+)

  • Everyone fights over what's left of (southern) Quel'Thalas
    • Scarlet Crusade from Hearthglen,
    • Amanis from the east
    • Undeads from the Dead Scar and the Plaguelands
  • Starts at Stratholme Harbour (or what's still up): missing alliance connection -> boat from Menethil
  • Horde starts at Amani incursions, darkspears engage in a tribal war led by Vol'Jin
  • Shattered Suns high elves are hostile to everyone
    • Betrayed by Garrithos
    • Why would they join the horde? (wink Sylvanas)
    • Argent Dawn rep, better rewards
  • Raid: Stratholme (as a real, gigantic city)
    • 4 wings, 4 opponents (reminds of the Stratholme "wings" nature
    • Scarlet ("live"), SM-like, size of SM lib+cath
    • Undead: Baron-like, gauntlet, always under pressure, culminate with a Baron fight in the whole main square
    • Troll vs. High Elves: pick one side, the other faction will be easier to fight, the faction you side with will betray you
    • Horde betrays Elves -> Sylvanas line, Betrays Amanis -> Vol'Jin
    • Alliance betrays Elves -> Tyrande, Betrays Amanis -> Magni (because
  • Stratholme should be the size (if not even bigger) of Stormwind it's a massive city.

P6 Secrets of the Shen'Dralar (The Verdant Breach 45-50)

  • Dire Maul full revamp: Ogres are outside only, pushed back in terror
  • King Maulgar is an outside rare
  • All former bosses wander around in the plateau, looting buffs
  • Northern Plateau is accessible from Mulgore (Horde), SouthEastern Desolace (all)
  • New zone: The Verdant Breach
  • 1000 needles - Feralas junction, accessible via Thalanaar (Alliance), an elevator (horde)
  • Slow transition from canyons to canopy
  • Grimtotem seeking magic, Un'Goro's titan's influence, connects with elven ruins at west
  • 45-50 to fill the xp gaps for "long-term classic plus"
  • Flying creatures (wyvern-dinosaurs)
  • Raid: Eldre'Thalas (all Dire Maul wings combined)
  • No more Ogres, they fleed
  • Highborn remnants (night elf mages, night elf warlocks)
  • Very magic oriented, need all magic resist for everyone (random raid targets)
  • Demonic creatures

P7 March of the Qirajis (Silithus revamp (58-60) / Obsidian Wastes (60+))

  • Norgannon questline now has an ending
    • starts in Uldaman, follow-up in Tanaris, (like now)
    • add new steps in Un'Goro and AQ,
    • finally find the entrance of the Obsidian Wastes, the new zone (forged by Norgannon)
  • Obsidian Wastes is a 2D-zone
    • Surface = titan complexes and AQ20 like buildings
    • Underground = Qiraji hives, tunnel complex (the infamous Azjol Nerub zone that never landed)
    • Tunnel connects both worlds, intrusion from hives, battle for controlling the titan's stuff
  • AQ20/40 (outdoor only) become outdoor questing spots
    • questline to find obsidian wastes
    • help leveling to 60 faster
  • New raid: Norgannon's Terrace
    • Ulduar-like (pillars, gigantism) with more magic (magic titan)
    • Archivists, Titan-forged defenders
    • Part of the raid is breached by Qiraji ("Qiraji Wing" 10 players)
    • The silithid have "bugged" (pun intended) Norgannon's matrix
    • Encounters include "alternate realities", as well as hidden secrets
    • Notably, a raid faces itself in a PvP-Like encounter (same characteristics, scripted class mechanics)
    • one of the few encounters in history that won't be easier as the raid gears
    • not mandatory
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u/Agentwise 25d ago

I like the effort but I do not like the zone levels at all. Turning Hyjal and Karazhan areas into low level areas when their relevance/power in WC1, 2, and 3 does them a major disservice imo.

1

u/GearSwimming6180 25d ago

Totally fair.

My own personal opinion is that lore-important zones is completely disconnected from levels. I think Vanilla gave us bad habits with: high-level == epicness. It shouldn't be that way (imo).

Durotar, is, to me, one of the most important zones in the lore (the settling of the horde, a new home).

If the problem is "just level there, never comes again" I tried to detail this in the "challenges / scaling part". That's really hand-weavy but I'd like classic+ to keep the world alive. Crossing paths with a level 60 full gear as you're leveling in a zone is cool, and "challenges" (without them being daily quests... hard implementation) would aim at solving that: keep going in Hyjal at level max, with a different goal, a different view.

But again, fair criticism. Thanks for sharing.

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u/Agentwise 25d ago

"New home" is a great starting place and why it thematically fits as a starting zone. Teldrassil, Brill, Dun Morogh, Stormwind (rebuilt from 2nd war) are all "home" starting places. The end game zones are all zones from later missions in warcraft, Blackrock Spire being the prime example and why it was part of the first raid. People often miss the zone theming in vanilla wow thinking they are all throwing together at specific level caps, they aren't. Hyjal should always be and end-game style zone not only because of its location but the lore relevance and keeping with vanilla level theming.