deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,172
One more thing. It looks like the Pig Farms have domesticated pigs now. The Warcraft II manual says they hold wild boars 
Well, not without retcons especially because they introduced external material like books: War of the Ancients (was in the making so not very sure how much of it was intended to be in as the manual chapter is short), Day of the Dragon (short manual chapter), Lord of the Clans (short manual chapter; sure there is that cancelled game but the book went on a much more different path). Interestingly, there's no mention of Of Blood and HonorWarcraft 3 was made to be an actual homage and story sequel that is directly referencing and loyal to its past game prequels. (Warcraft 1 and 2)
That's pretty true but on the graphical/visual side as they didn't touch the story.Like it or not, whether anyone would agree with me on this or not, Reforged is more like a WoWcraft 3 instead of a Warcraft 3.
Well, not without retcons especially because they introduced external material like books: War of the Ancients (was in the making so not very sure how much of it was intended to be in as the manual chapter is short), Day of the Dragon (short manual chapter), Lord of the Clans (short manual chapter; sure there is that cancelled game but the book went on a much more different path). Interestingly, there's no mention of Of Blood and HonorIt was written by Chris Metzen by the way.
They also missed a lot of stuff in both the manual and the campaigns.
That's pretty true but on the graphical/visual side as they didn't touch the story.
But the orcs had to get the dragons back in BtDP and it's when they met Deathwing and the black dragons as well. That's why with fewer orc/Horde numbers they could storm Dalaran for instance (yeah, it was being rebuilt but still) due to them having two strains of dragons. Sure, Warcraft II only mentions Deathwing as being a black dragon but it also mentions Alexstrasza being the most powerful creature in AzerothThe only retcon that Day of the Dragon (2001) did was it actually happened AFTER Beyond the Dark Portal while in WC2 game, it was believed that Alexstrasza had been freed AFTER Tides of Darkness and BEFORE Beyond the Dark Portal. which IMO is just a tolerable minor retcon that can be stated that the HORDE in WC2:BtDP were mistaken in their judgement.
He was probably writing the first book during the development of the Frozen Throne or something like that.As for War of the Ancients trilogy novels (2004)... hmmm Im not sure how much influence Blizzard had on Richard Knaak during that time... but I think Knaak pretty much did the story in his own way... which is why the WoA summary in WC3 manual is very different from the novel trilogy of Knaak. Richard did a fine job in the story of Day of the Dragon so Blizz probably just let him did his thing in his own way during the time.
I think, it's the first Warcraft story about humans and orcs being friendly to each other without interest being on top.Of Blood and Honor was more like a small story scale focusing on Tirion and Eitrigg to which both characters didnt really had any role in WC3. It didnt really retconned anything, its just that those two didnt had any big impacts on WC3. The closest thing you will see their story related in WC3 was the place called Mardernholde Keep shown in WC3 Lordaeron map close to Stratholme.
Ah, the maps... yeah, I know. But that's not really touching the story. The places will still be there.Black Citadel of Outland will be called as Black Temple, and the entire map of Outland will be change as how it appears in WoW, a sealess Draenor instead of the hellish red planet remnant as it appeared in WC3. Im sure of it.
Ah, the maps... yeah, I know. But that's not really touching the story. The places will still be there.
The Black Citadel is mentioned in character quotes, so removing that name is kind of uncalled for.
If it's considerably different, then it's not too good, yes.n the orig wc3, you have plces called such as the Mountains of Flame, various scattered draenei villages, hellfire peninsula to the southwest area of Outland, and all the dimensional gateways that Illidan closed are all just in the outskirts of the Black Citadel.
I HIGHLY prefer that original overview map of Outland than the sealess draenor of WoW.
Agree.. i was so hyped after many years of waiting for Warcraft IV or at least remaster now I just hope they will postpone it and polish most things before final relase. And maybe in longer future Blizz will deliver some high quality DLC with new campaign or even some stories from wow but i guess we will end up with some microtransaction skins mehIMHO Blizzard are really trying to keep wasting all great potentials they have during last 10 years, as they believe to make a new look ("reforged") on every game they develop, but in reality they also stop following the simple rules they once made. And this is because of a big hurry, when making all the projects at the same time.
God damn it, they won't release reforged during this year, and here are simple points that probably requires a LOT of time:
1) Its such a mess when land detalisation is so low, comparing to high detalisation of all units. As it looks to me a vanilla WC3 with WOW imported models.
2) All the portraits are just cameras, bonded to model's face. Looks plastic.
3) Most Animations are unassuming,
Let's just admit they already waste all the potential hype around Reforged, as Blizzard just mess around.
They cut down on some light FX animations. Human main building variations have three lights in different places. They only kept the one at the doors and it's not all that visible either.I'll admit - some look nice, but...
I like almost all of the training animations. Look at the Halls of the Dead, it has green souls floating around while training units, unlike the other two stages, so thath means that it's not finished yet. Also the Ziggurats are lacking an upgrade animation, it's not the final build. The biggest problem with the Undead buildings to me, that's going to stay in the final build, is that the Boneyard has eggs, which is really strange to me.
I'll admit - some look nice, but...
How hard is it to understand that you're making models and animations for a TOP-DOWN RTS GAME, not a freaking first person adventure game? And how come it's so difficult for them to figure out that the most important thing is not how many details you put in, how varied you make things look or whether you stay true to the original or not - it's MAKING SURE EVERYONE CAN CLEARLY SEE WHAT'S GOING ON.
Now, look at the Necropolis training animation. Look again. And again. Did you see it? Because it took me like 5-6 rewatches FROM A CLOSE-UP camera to figure out what the animation is (tip: flickering eyes, lol). Now imagine trying to do that from the game camera... I seriously hope there's a missing special effect there, because damn - if someone at Blizzard legitimately thought this is okay then he/she needs to rethink his/her career choice.
---
Sorry for the rant, but come on - I can take hideous rainbow-warrior hippogryphs or shoulder pads bigger than Mannoroth's left ass-cheek if at the very least I can easily tell what's going on. And looking at Reforged, there are many moments where I just can't - oh, and as a quick reminder, we're not talking about a game that's in early alpha or whatever, but a game that's supposed to launch this month.
P.S. And don't get me started on unit portraits... Like, look up one of the imported BE missions and take a peak and Vashj portrait. It's not even funny.
Those are supposed to be dragon hearts, I think.The biggest problem with the Undead buildings to me, that's going to stay in the final build, is that the Boneyard has eggs, which is really strange to me.
It's just similar to the first one because the troops are bending the knees but it's not the same.Thoughts anyone?
Well, since Orcs & Humans manual mentions God and archangels, it's not far fetched. They should however have made it look more like the one in WcIII I guess. It's OK but should look more like a being of light.It looks good, yes. But there are some strange things about it. It's obviousely a Valarjar Val'kyr from WoW Legion. It would have made perfect sense, when they were going to WoWify the story, campaigns etc.... But now, I don't know. Val'kyr didn't exist in the lore before WotLK, and I don't think it really fits without any retcons (that were cut). Funny thing is it's not even WoW cannon anymore, shouldn't she look like a Kyrian from the Shadowlands
No, those are eggs, here's a larger picture:Those are supposed to be dragon hearts, I think.
But then, I don't see any dragon hearts here:
So, if they're thinking that they have dragon slaves to mate give offspring and then reanimate, it's stupid and against the story.![]()
Sapphiron has a sort of heart in the chest, more like a frozen diamond or ice crystal:
So, those eggs should be looking more like this and be team coloured.![]()
Crazy. What's their story? Undead eggs?No, those are eggs, here's a larger picture:
Actually, Chris Metzen mentions the eyes being blue in Of Blood and Honor.
Things I find weird iis that Hide uses an icon with a High/Blood Elf, when almost all units in melee and Campaigns using hide are Night Elves. Also why is Nightmare Cenarius summoning normal treants, he should summon the corrupted ones with same stats but different skin/model.
I like how Frost Wyrm animations have been improved, a lot better now.
You mean some have green hair but all have purple-blue skin.- Change the color of the owl to green, because the color of night elf is green
Are you referring to the player colours?I mean if the human race is blue, orc is red, undead is icy blue, so the night elf must be green, because they are nature!
- Add a section in collection for background of heroes, so we can have some background of our heroes, and we can set it to main page.
- Add a section in collection for emotes of heroes, and let us use them in the game.
- Add an ability for range (for example we can use it for towers and when we click on it, it show us the range)
- Add peasant female (because the female should work too)![]()
- Add villager kid(girl) we have 2 kids that they are boys, but we don't have a girl! or change one of the boy to girl!
- Change jaina or edit her cape, It's like the back of crypt lord![]()
- Edit these galaxy warden to something like the color of dark illidan, and that circle moon thing is weird![]()
![]()
![]()
- Edit death knight's hair, it looks like the roots of the trees![]()
![]()
![]()
![]()
- Edit necromancer's skirt, It's like the back of that unit![]()
![]()
- Edit main page background, make the clouds moves and add some meteor.![]()
![]()
- When the units speaks, their heads just move and their mouths won't open!![]()
How can we know the difference between a normal and a passive icon?![]()
![]()
- Change the color of the owl to green, because the color of night elf is green![]()
And the spirits must be like this, not white![]()
![]()
![]()
![]()
I couldn't find Locust ability in the world editor! where is it? Is it hidden?![]()
Go in world editor and check yourself!and Maive's moon circle does not look weird.
And I suggest every little thing that I see, now they may find it as useful or useless!sorry but I don't think this is the kind of feedback Blizzard will find useful.
Locust was always hidden by default.I couldn't find Locust ability in the world editor! where is it? Is it hidden?
If Classic and Reforged models are different, there should be different "adjustment values" for Reforged and Classic models as well. Probably the Scaling Value is right for Classic, but for Reforged it should be 1.00.Pls fix the scaling of default models.
By default, many models of the same unit types that are reskins of each other (e.g. Furbolgs, Eredar) have the same model scale. Their scale are different in the game thanks to World Editor "Scaling Value" setting.
But in RF, many models of the same unit types have different sizes, hence, after applying WE "Scaling Value" some units look disproportionately large, such as an Eredar Warlock boi that's bigger than even Archimonde himself. Or the Black Arrow Dark Minions, you can see level 1 - level 4 have scaling disproportionate to their power growth, while in classic, the Dark Minion's size change is a lot more subtle.
They're not changing the gameplay as with StarCraft: Remastered. It's just a graphics enhancement.From what I recall, Starcraft 2 had much better walking/pathing and selection system. I hope they take from that.
They are different, but that leads into other issues when you don't change the Scaling Size, but the editor does it for you.If Classic and Reforged models are different, there should be different "adjustment values" for Reforged and Classic models as well. Probably the Scaling Value is right for Classic, but for Reforged it should be 1.00.
I don't think the Object Data is shared between the versions. It wouldn't make sense for it to be that way.Does Gnoll Assassin now look like Gnoll Poacher in Classic, because it has no tinting color? Or, have they stored the old tinting color values somewhere?
I wonder how they are going to handle for example Gnoll Assassin. In Classic, it had the same model as Gnoll Poacher but with tinting color. Now, Gnoll Assassin has its own model and its tinting color set to 255, 255, 255 (that is, no tinting color). Does Gnoll Assassin now look like Gnoll Poacher in Classic, because it has no tinting color? Or, have they stored the old tinting color values somewhere?
If Classic and Reforged models are different, there should be different "adjustment values" for Reforged and Classic models as well. Probably the Scaling Value is right for Classic, but for Reforged it should be 1.00.
I think one needs to make a separate HD version of the map, where all things are tweaked for Reforged. But it seems not to be huge work. Only making new custom HD models can be time consuming, and we need to wait that modelers get their hands on doing HD models and find appropriate tools for the thing.
Also, the backwards compatibility is not perfect in Warcraft 3 Classic. Maps made with 1.29+ do not work in previous patches. Movies made for 1.30.1+ do not work in previous patches. Some sound files are missing in 1.31 that existed in previous patches and so on. That is, you need to target your map to specific patch and ensure that it works in it.
I agree with this. If possible, Blizzard should check all doodads and units that they are about the same size and facing to minimize the work of mappers. Now, many doodads are too big or too small, or face a wrong direction. It should be pretty easy to do but a bit tedious I think.That's not what I mean at all and I understand why maps using work-arounds won't translate well to later versions especially in 1.32+; but maps in classic that have a default doodad or unit with it's scale changed to have smaller scaling, in Reforged the scaling is not the same ratio; nor are other things. Simply put, the scaling, rotation, and original placement & height of units & doodads are not the same. Which those don't involve using hacky work-arounds, or out dated systems. This is just simple object editor stuff that shouldn't be changing.
That's not smart. It creates community divergences.That is, you need to target your map to specific patch and ensure that it works in it.
I can confirm that it really works like this in Reforged with SD graphics turned on.The tinting on the Classic Gnoll Assassin stays with the Classic Gnoll Assassin (same as the Scaling Values).
There in lies the very issue though. A custom map where a map dev needs to make a model stand out as a bit larger in their map looks fine in classic, but in Reforged the scaling becomes so off that you can't possibly have a map that looks identical to your original design choices (including doodads and destructibles). If the scaling for Reforged isn't fixed, they are forcing map makers to do one of four things:
1.) Make separate versions for Reforged & Classic for their map to look good in both versions of the game.
2.) Make a disclaimer in their map stating the map is best played in Classic to keep it as true to how the game was designed to look.
3.) Completely re-do their map for Reforged, meaning it will then no longer look the same in Classic so then they may make a disclaimer that the map is best played in Reforged.
4.) Entirely stop updating their maps, because what's the point of spending weeks, months, if not years creating a map and just to have a graphics update ruin everything.
Currently there is a toggle in WorldEdit that sets between SD models and HD models, but it doesn't actually work (probably because it's actually missing a lot of SD assets right now). The way I've been messing with it is making comparisons on the same map between the Live editor and the Beta editor; that's pretty much the only way I can figure out what stuff needs to be fixed to be consistent between the two versions.But I couldn't find any way to access SD graphics settings. That is, if I wanted to modify SD tinting color values, I found no way to do it. Am I missing something here?
Ultimately I think in the end everything is going to be siding with the HD version anyway as useage of older patches declines over time (and hopefully the reasons to stay on said old patches will become irrelevant over time as well-- the main attraction is stuff just isn't as broken on 1.26). I am having a little fun figuring out what causes a change and what doesn't even though it's all purely a matter of trial and error at this point.If there is no possibility to have two sets of object data, one for SD and one for HD, then it seems that one needs to do 1), i.e. two different versions of the map. However, in reality, I believe that one ends up in just doing a HD version of the map and not SD version at all. This can be even clearer when custom HD models without an SD counterpart start to pop up. It will be too much of a pain to have two custom models and two custom icons just to support classic Warcraft 3, especially also if you need to make trigger changes two times, once for SD and once for HD.
Oh I forgot everything about the campaign, but yeah maybe we should have 2 version!Look familiar?
I agree though. The original is nicer due to the armour being seen.![]()
Maybe, but the shield from trailer is much better than the nation neutral!Maybe they wanted it to be nation neutral?
I mean they can design it with lava and fire animation on that model, so it'll be awesome.That does not look like an infernal but a clay golem.
Exactly.More like StarCraft mineral golems.
Look familiar?we cannot see lich king's armor inside the ice crown!,
Maybe they wanted it to be nation neutral?And the shield should change like trailer, or just add human logo on shield
That does not look like an infernal but a clay golem.Change the infernal to this, it's better and more scarier
More like StarCraft mineral golems.And the golems look more like crystal golems!