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Ether

Mod Beta Testing #1

Careful with big units as they don't have proper pathing (unless you've made it custom somehow) as other units will just pass through parts of them. Also, they block vision as there's no see through as in Age of Empires and other games.
Right now, there are only units, basically different stats, no abilities. First balance the stats (costs included), then the abilities.

Some of those huge creatures could easily stomp or hit multiple enemies at a time.
Try not to have all factions mine and build the same way.
Properly organize units and upgrades in buildings so that not to look cluttered. Try not to have too many units and upgrades in one building at a time.
Give unique roles to each unit and try not having a dozen of them just because the models look good. You need, artillery, melee vs archers, melee vs melee, melee vs buildings, melee vs mages, ranged vs mages, ranged vs air, air vs ranged, air vs air and so on. Think of stuff like this. Read some information about troops in history from various ages to get inspiration.
 
@deepstrasz
Hello, I usually disable the spells and upgrades for now because there are bugs to be fixed and upgrades need some spells also to be unlocked and as well as sorting out icons to be used. :) So it shall be a fight melee ranged testing. Also I disabled triggers and systems as well.

As for the faction balance, there are some races and mostly races do not have balance to each other since it's only a campaign-based mod and will never be Ultimate Battle which requires balance.

For unit classifications, each unit you will see there has definite and unique roles. And yes, I plan of many units in a faction because the army selection must grow as the player gets deeper into farther missions.

I might also have balanced factions to small factions because of their... role in the campaign. Imbalanced techtrees are meant to be made for player handicap and challenge in some missions. This one is only fightyard testing :)
 

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☢ ☠ ☣ Project Development - II ☣ ☠ ☢
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