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i dont think its entirely accurate though, I have had so many different titles and permission levels during the years that I no longer remember all the things I've done xD
I always get sidetracked when working on anything since I want to use all of my skills
if I tried to make a really well coded map that's also really nicely terrained and then I wanted to create most of the models used in it, with the scope of design I'd go for, that map would take literal years to finish
people who have simple abilities or an ability to reduce the amount of effort they are putting into things eventually finish stuff, I have never so far been able to do that
Well, you don't have to be that rigorous. You could do what you think is most important while asking for help on other parts to cut the worktime. Models, well, there are so many on the Hive and out of it, you might not need to make any. Anyways, most things a lot of maps suffer from is good (code) scripting.
I always wanted to make a game with my own music, atmosphere and general direction, and the more I wanted to do that in wc3, the more I felt like wc3 isn't letting me do things easily.
Nope, but it could be made to work for anything, it is not exactly wc3-specific by design. Wurst could be extended for dota 2 modding and unity etc.
However, the reason I still want to work on wurst is because it's the only sensible wc3 framework, so it follows some design principles which I know to be correct from a language/code design standpoint, as well as general workflow that's much better than anything else. So I want to help make wurst's stdlib as good as possible.
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