- Joined
- Mar 31, 2004
- Messages
- 214
So! It's been one heck of a December. But we did almost everything what we planned.
Dusk of Draenor has gone through an additional round of closed beta testing. You wouldn't believe how many things were not obvious to us or somehow managed to be missed! We're implementing fixes and QoL features as I write this (well, not literally), and it's safe to say the next stop will, yes, the Public Beta!
There are still things to do after it. We plan to make a tutorial/intro map to allow the player to get used to new races and their mechanics - it appears the learning curve is not exactly too friendly, and not many people play melee before campaign proper. We'll also finalize the final cinematic, adding a very special scene that will serve as a bridge to the next Act, Heralds of the Abyss, which is already being worked on. But aside for that, and some tweaks and fixes, the Public Beta will be not only as close to the final product as can be, it will also be very different from what HoS looked like some 2 months ago.
We implemented a lot of custom music, recorded custom audio for additional heroes/units and, most importantly, did a huge graphics overhaul, aiming to bring the visuals to a "semi-Reforged" level, somewhat close to Starcraft 2 rather than Warcraft 3. We have replaced nearly every single texture and most models not just for units and buildings, but for doodads and effects, redid all tilesets and made the maps much more detailed. While this did involve importing stuff from WoW, we improved and adjusted Blizzard's models and textures to fit in a coherent visual style.
Trees were quite a challenge - WoW ones were too detailed and looked bad from RTS camera view, while Warcraft 3 ones didn't age well, even with new skins. But we apparently solved the problem - new Gorgrond, Karabor and Frostfire trees have all the required animations (and more, like shaking in the wind) and acceptable polycount.
Below you can see some of the new terrain samples. These screenshots were made on 1.27, not Reforged.
Oh, and while we're at it, huge thanks to Kantarion for providing us with his huge stash of HD tileset art most of these tiles were based on. Without his work, none of this would have been possible.
We wish you all Merry late Christmas and Happy upcoming New Year!
Stay tuned, everything's coming very, very soon!
Dusk of Draenor has gone through an additional round of closed beta testing. You wouldn't believe how many things were not obvious to us or somehow managed to be missed! We're implementing fixes and QoL features as I write this (well, not literally), and it's safe to say the next stop will, yes, the Public Beta!
There are still things to do after it. We plan to make a tutorial/intro map to allow the player to get used to new races and their mechanics - it appears the learning curve is not exactly too friendly, and not many people play melee before campaign proper. We'll also finalize the final cinematic, adding a very special scene that will serve as a bridge to the next Act, Heralds of the Abyss, which is already being worked on. But aside for that, and some tweaks and fixes, the Public Beta will be not only as close to the final product as can be, it will also be very different from what HoS looked like some 2 months ago.
We implemented a lot of custom music, recorded custom audio for additional heroes/units and, most importantly, did a huge graphics overhaul, aiming to bring the visuals to a "semi-Reforged" level, somewhat close to Starcraft 2 rather than Warcraft 3. We have replaced nearly every single texture and most models not just for units and buildings, but for doodads and effects, redid all tilesets and made the maps much more detailed. While this did involve importing stuff from WoW, we improved and adjusted Blizzard's models and textures to fit in a coherent visual style.
Trees were quite a challenge - WoW ones were too detailed and looked bad from RTS camera view, while Warcraft 3 ones didn't age well, even with new skins. But we apparently solved the problem - new Gorgrond, Karabor and Frostfire trees have all the required animations (and more, like shaking in the wind) and acceptable polycount.
Below you can see some of the new terrain samples. These screenshots were made on 1.27, not Reforged.
Oh, and while we're at it, huge thanks to Kantarion for providing us with his huge stash of HD tileset art most of these tiles were based on. Without his work, none of this would have been possible.
We wish you all Merry late Christmas and Happy upcoming New Year!
Stay tuned, everything's coming very, very soon!
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frostfire6.png1.8 MB · Views: 46
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