Many thanks!^^
Current doodad count (without destructibles, i think) is: 15969
Yes those high grass works like the brushes in LoL (abusing the inability of looking 'uphill' of wc3). Thats why the a) look different than the 'normal' grass doodads and b) are placed quite 'blocky' to make clear where this hiding zone starts/ends.
I also have to admit, that the lighthouse is not made by me, its by bhusta or Naze who worked on the terrain before me. Also the arena in the middle of the map and the cathedral (land-mark of top right control point, for screens look in earlier posts) and tavern (bottom-left land-mark) is by them.
As for the terrain there won't be a big difference of the two halves of the map, as it wouldn't fit the lore (IMO). (The whole island belogs to the city (right base) while the left base is a ship in the harbour of the island.) Or at least it isn't/wasn't planned yet, it might change, but I would say, not before the first playable versions are up.
Current doodad count (without destructibles, i think) is: 15969
Yes those high grass works like the brushes in LoL (abusing the inability of looking 'uphill' of wc3). Thats why the a) look different than the 'normal' grass doodads and b) are placed quite 'blocky' to make clear where this hiding zone starts/ends.
I also have to admit, that the lighthouse is not made by me, its by bhusta or Naze who worked on the terrain before me. Also the arena in the middle of the map and the cathedral (land-mark of top right control point, for screens look in earlier posts) and tavern (bottom-left land-mark) is by them.
As for the terrain there won't be a big difference of the two halves of the map, as it wouldn't fit the lore (IMO). (The whole island belogs to the city (right base) while the left base is a ship in the harbour of the island.) Or at least it isn't/wasn't planned yet, it might change, but I would say, not before the first playable versions are up.
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