- Joined
- Dec 1, 2021
- Messages
- 66
- When it came to the secrets, I just simply used cheat codes and then left as soon as I found the secret, so I got to see all of them pretty fast (I was just curious y know). And yeah, I probably shouldn't strip people of the surprise and fun of finding these themselves, so I'll edit the message to have the spoiler blur thingy.
- I'd honestly be ok with you using already existing models and just renaming them to Star Wars characters, but I guess they might not be similar enough to make it work (for instance, in the "Hello there" scene, you could put Uther as Obi-Wan, but Grievous would be a little tricky, as we don't really have a multi armed robot model, plus the lack of lightsabers would make some scenes feel inaccurate).
- The numbers weren't increasing for me, but maybe they would have if I played through the maps normally from start to finish. I was going backwards (as in, I first looked at CH6, then CH5, then CH4 and so on) while quitting the maps mid-way after all. But I don't really want to play through the entire campaign again just to test this.
Yeah, they weren't rebuilding towers in the previous version either, so that makes sense. I only lost the towers that were out in the open, on those tiny inaccessible islands. The ones on the harbor don't really get focused because the combination of Cloud and high ground basically makes them untargetable, so they hit ships and units more.-The AI is almost unchanged except it produces a few more units and should now rebuild buildings except towers just in case (even though I've never seen the enemy destroy one)
That's a fair point, actually. There are lots of campaigns where the map introduces a new unit, but it just simply isn't worth using, so many players just don't try it out (like the sorceress in the fifth chapter of The Scourge of Lordaeron). Making the unit stronger than it should be is definitely a way to make players use that unit, you just have to be careful not to make the unit so strong, that the optimal strategy is to just spam only that 1 unit (thankfully, that didn't happen here, but if this is your design philosophy, then you should be careful about this).-yeah the upgrade is really cheap cause I want the player to use the new unit+upgrade since the enemy ships have high armor
That's about what I expected. Yeah, I was building a few towers, mostly within my base and the highground area on the harbor (next to the human towers). The little shallow area in front of the gate is nice, though I wanted my defense line to be a bit closer to my allies, so we can more easily cover each other.-the towers are cheaper/faster built on this particular map compared to the 1st (and other races) again to encourage the player BTW did you try to build in the harbor ?
Yeah, I think sound should probably be getting quieter around the end, and it should only really stop when you can barely hear it. (This is basically how people make music. They usually end it with a slow fadeout, which makes it more pleasant to listen to.) It is definitely a lot more immersive, but unless you're trying to make a joke with it, a sudden, loud scream will always be unsettling. The human brain is simply coded to view it like that. And this is definitely not the scariest thing I've ever heard in a game, but it is most likely the scariest thing I've heard in Warcraft 3 (though chapter 7 of Rise of the Blood Elves had similarly unsetting sounds, and they were happening more than once).-I wasn't too sure about the panicked crowd when the sound brutally stops, but it looks that the start is the problemI didn't think it would be unsettling, just more immersive
I attacked him with Kel'thuzad, and I guess I moved into the radius that triggers the event while the projectile was flying (probably to get the crates behind him, or because orb walking is practically built into my reflexes at this point). I had on Orb of Corruption, so the attack killed him from full HP, and the event basically never finished, since it was impossible for the guy to get into the house.-how did you kill the villager when your units have stopped ? damage over time maybe ? I will have to add a dispel and a "unit alive" condition
Ok, that explains it. I haven't really sent a shade to the cemetery, as I've already known that it was present on the map. I imagine a newer player (or a player that doesn't remember the details of the maps) would probably send the shade there, though I still think it would be better to just reveal the quest immediately when the final part of the map starts (the first chapter of Path of the Damned didn't require you to send the shade to the graves either).-the cemetary quest is now discovered when your shade finds it, since it makes more sense that way. If it didn't appear after the shade enters the cemetary and tlaks about it then it's a bug
Thanks for informing me about the Maporino stream btw! I would have totally missed it otherwise, so I appreciate that. Today is indeed a pretty sweet day

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