220.127.116.11 BETA NOTES
Pete Stilwell said:
The time for custom games in Reforged Beta has arrived. There will be bugs. Custom games are a complicated marriage of your creativity and the engine’s cantankerous habit of rejecting that which does not please it. So, say it with me now, “There will be bugs.”
We’ve put great energies into addressing crashes, desyncs, and conditions that destroy gameplay, but there are millions of maps that have utilized triggers in billions of ways. Can I get a, “There will be bugs”?
The purpose of the beta is to speed the process of getting this game ready, and we appreciate everyone who is gutting this out with us. We expect this first deploy to expose a lot of good data. Data that will direct our efforts toward the preservation of this game’s great history - and bright future. At the risk of being redundant, there will be…
SPECIFIC CHANGES & IMPROVEMENTS
- Custom games
- Full map pools
We’re starting custom games on a Monday morning to give us the optimal amount of time to find and fix problems. We expect to patch aggressively.
Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.Dismiss Notice
DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.Dismiss Notice
Lead your forces to battle in the 15th Techtree Contest. The call is yours, commander!Dismiss Notice
The reforging of the races is complete. Come see the 14th Techtree Contest Results.Dismiss Notice
It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!Dismiss Notice
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Created by Keiji
- Nov 8, 2019
Terrain Board Reforged
“Level design, or environment design, is a discipline of game development involving creation of video game levels—locales, stages, or missions.” - Wikipedia, article on Level Design.
As you probably don’t know, the Terrain Board (which you probably didn’t know existed) is gathering dust. There is the occasional visitor, spurring up a whirl of dust to place a painting among the fading gallery or to visit some of the ancient bearded hunched-over men sitting by their solitary desks, introspectively flipping through their gallery albums, dreaming of better days. The golden days when there were roughly 20 active terrainers in the terrain board. All too eager to make their meaningless existence gain some meaning by helping some young, impressionable, modder in need of terraining advice. Indeed most have left, and some lie dead by their desks, and those few that remain are now so maddened that they will try to claw their long, terrain-addled, fingernails into your skin and make you stay forever, make you love a dying art. A meaningless, useless, dying art. The art of Scenic Terraining.
Yeah, this is a pretty bleak picture, but it’s a pretty accurate one as well. And I am not going to be coy: I am one of the few that has been an active part of making this happen. Because the Terrain Board has always been the home of scenic terraining, and most of the most active users that frequented this place were always more into scenic terraining than actual useful terraining, the kind of terraining that is professionally known as “Level Design”, and hively known as “Playable Terrains”. And while scenic terraining is very fun to do, and provides a pretty picture to look at, it doesn’t in any way serve our modding community in the bigger picture: To educate our users about the importance of level design and to encourage aspiring level designers to hone their skills in order to serve a modding team properly by providing a beautiful location for the mod to take place. But what is actually the importance of level design? Why should you care?
Well, of course it’s a matter of opinion, but seeing as this is my post, I’m going to try to convince you that my conviction is the right opinion. The level designer's job is both an artistic and a technical one, on the one hand they create the largest visual representation of the game, and on the other hand they have to make a gameplay environment where said gameplay can happen unhindered, or in accordance with the virtual space they have created. So tell me, when you play games like Skyrim, Horizon Zero Dawn or The Last of Us, do you take the world that you move around in for granted? Or do you sometimes just stop playing altogether, just to admire the scenery? If you've ever done that last thing, then know that in a way, that is exactly what the level designer wants you to do. And yes I know that gameplay, story and overall conceptions are important too, and more important to some of you, but the true mark of a great game is a game that scores on all counts. And the same goes for modding, something that can really lift a mod from good to great is the addition of a good level designer to your modding team.
Image above is from Horizon Zero Dawn
This, you could say, is at the very heart of the new vision for the Terrain Board. Seeing as things moved a little faster than I antisipated, a few observant people among you might have noticed a couple sneaky changes that has already happened. For one, I have now officially stepped back into the role of Terrain Moderator and plan on dedicating all my time on the hive to reviving, and to a certain degree, repurposing the Terrain Board. Which in turn has also gotten a new name, "Terrain and Level Design", as well as a new home, it has been moved up from the Artist's Discussion category and is now the closest neighbour to the Map Development sub-forum. No longer will the Terrain Board be under the yoke of artists trying to enforce their artisitc tendencies onto level designers! But what do these changes actually mean?
Good question! Of course we will not kill scenic terraining, neither will we take the art out of the terrain board, I plan on doing scenic terraining myself in the future. So put down your torches and pitch-forks, you three, we won't kill your dreams. However, we will be shifting the focus and purpose of the terrain board to better suit a modding community that needs level designers. To that end, I will be making some changes to the terrain board, so it aligns better with the changes that have already been made. That is why the terrain board was moved, because the new vision for it fits better along-side the map development and world editor sub-forums, rather than next to the Sound and Music Art forum. Additionally, when Reforged rolls around, we'll start hosting a new type of contests in the arena, called "Level Design Contests".
As opposed to our traditional terraining contests, where the unwritten formal agreement was that every fifth contest would be a playable terraining contest, these new contests will focus exclusively on the creation of physical space, to cater better to our level designing vision. And calm down my ghosting terraining old-timers, we will still be hosting scenic terraining contests from time to time. They will just be separate concepts from now on, and scenic terraining contests will probably be a bit rarer. But seeing as they are separate concepts, it’s mostly up to whoever wants to host them how often they get hosted.
There are other, more subtle, changes at work or in the plans that will influence the terrain board in the future, and maybe even some of the other arts and modding forums, but these ideas are in early conception and we’ll talk more about that at a later point. For now I want you all to know that my love for the terrain board, and my will to elevate the terrain board to new and exciting heights is what drives me to commit to these changes and to forge this new path. I do this with the terrain board’s, and the modding community at large, best interests in mind. I do sincerely hope that there are some among you out there willing to support this idea and to help me realize it, but also know that I am open for suggestions, ideas and constructive criticism. In the end: What I do I do for you, so make sure you let me know if I do it right or not.
Finally, I’d like to add that any and all opinions and suggestions should be kept civil and that I work to cater to the community as a collective group, and not to satisfy individual desires or feelings. I will listen to rational voices and the voice of the community.
Created by Archian
- Nov 5, 2019
The Reforged World Editor is now live on the Warcraft III: Reforged BETA!
If you have access to the BETA, start messing around with the World Editor! Let Blizzard know your thoughts. They really need to hear from us, the map making community. We have 17 years of experience with the World Editor, so whom is better to provide feedback on the new editor than us?
Noone can give the mass feedback, that we as a community can compile. Please post your thoughts and general feedback about the Warcraft III: Reforged World Editor in this thread.
Test your old maps, comment about the things you like, things you didn't like, any issues that might occur, your concerns etc.
Blizzard is listening. Please be constructive and as clear and concise as possible.
UNDEAD RACE PLAYABLE ON BETA
The multiplayer beta for Warcraft III: Reforged began last week with limited access to the orc and human races within 1v1 and 2v2 matchmaking.
Today the undead race and more game modes have been added, including the beforementioned World Editor!
Invitations to the multiplayer beta will be sent out over the coming weeks. Initial invitations will go out in waves to those who have pre-purchased the Spoils of War edition of the game and subsequent waves of invitations will go to additional players, such as those who have pre-purchased the standard edition of Warcraft III: Reforged.
Created by Archian
- Nov 3, 2019
So, BlizzCon 2019 is over and we've gotten new information about Warcraft 3 Reforged. If you havn't seen the BlizzCon 2019 opening ceremony then be sure to check it out here.
I've tried putting together some of the news and updates regarding Warcraft 3: Reforged.
New information will be added to the list as they become available, so check back later for more updates. Feel free to comment below if you have addtional information.
- Warcraft 3 Reforged is still set to come out in 2019*, the release date announcement will come soon.
- The game will receive additional content after launch, but "not necessarily campaigns".
- They're currently in a "polishing" stage.
- Performance improvements will come closer to release.
- All people who pre-purchased Reforged will get access into the beta. They are still rolling out BETA waves.
- First in line are people who bought the Spoils of War edition, then normal edition, then Virtual Ticket.
- Undead race will become available in the live BETA on Tuesday 5th Nov.
- Night Elves will be ready for testing in 2 weeks.
- The World Editor and Custom Games are coming to the live BETA on Tuesday 5th Nov. UPDATED
- 3v3, 4v4 and FFA are also coming next week.
- The BETA will also include an old graphics option.
3. Multiplayer & Balance:
- Ladder WILL be available on release. UPDATED
- Reforged will feature a global matchmaking system just like Starcraft Remastered.
- The team is very interested in community feedback on matchmaking.
- The game will feature both race and game mode specific MMR.
- Arranged teams are coming back.
- They're considering community made maps for multiplayer.
- There are no plans to add a 5th playable race to multiplayer.
- The 12 unit selection limit will not be increased in multiplayer.
- An Observer Mode with a zoom-out feature is coming.
- Balancing is hard - they admit they've made some mistakes in 2018, when balancing they're looking at how the game feels and make changes on a case-by-case basis, trying to preserve race uniqueness and ensure that both pro-players and casuals have an enjoyable experience.
- Overall they feel like the balance is in a pretty good place, but some issues still need to be adressed (like Turtle Rock close spawns).
4. Readability, art & sound:
- The team has heard the feedback about readability issues.
- They're working on improving silhouettes and team colors.
- They're adding team-colored health bars to improve visibility.
- Heroes will have a special health bar to make them stand out a bit more.
- Mountain King will be made bigger.
- Blademaster's running animation will be changed to look more like in the original.
- Animations are a bit limited, because they had to match classic timings.
- All named heroes (from the campaigns) will have their own models.
- All unit models will be unique.
- In total there are over 2200 new models.
- UI and menus aren't final.
- Classic chain sounds and UI elements remain in the client.
- They're keeping the original unit voice overs.
- There's some new music being added to Reforged.
5. Campaign and story:
- Cutscenes from the Blizzcon 2018 demo (The Culling of Stratholme) were scrapped. However more than 8 campaign maps have been significantly redesigned. UPDATED
- They are returning to old-style cinematic mode cutscenes, some with new camera angles, lightning and terrain.
- Cinematics will get a remaster with higher resolution and better quality.
- In contrast to the Polygon article, they've hinted at some changes to the campaigns.
- They want the campaign to "bridge" into WoW.
- Reign of Chaos, Frozen Throne & Rexxar campaign will be available at release.
- There's a special "story mode" difficulty in the campaign for WoW players (players not famillar with RTS)
- The Arthas vs. Illidan cinematic has been reforged. Preview:
- They're excited to see what the community does with the improved editor features.
- Some features they've mentioned is changing a unit's health and new camera tools.
- We will get an option to change the 12-unit selection limit in custom games.
- No plans to allow mapmakers to monetize their maps.
Artwork and Night Elf previews
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