Hello hello! Great to see this project is really progressing! Downloading the first 4 missions for testing now.
[8:16 PM
]
The game already looks super cool from the teasers and such. I already love that you have given lots of attention to detail in the form of unique factional units for the different kingdoms/clans/races/whatevers.
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Just completed Mission 1 of the demo. Overall, looks great. In general, I find the pacing to be a bit slow, but I think that's really accurate to how WC2 was... LOL. Personally, I'd prefer for this aspect to be updated a little bit but that's subjective and I can understand if you actually wanted this aspect. Now, visuals I have zero criticisms of. All just looked great. I did notice a few things with sound and with mission mechanics. I'll start with sound. Some of the voice work was clearly done with really good microphones and some of it... not so much. It's a bit charring and noticable at times. I noticed this distinctly a few times, but the worst offender was in the cutscene when the Lordaeron footmen/scouts arrive. One of the footmen sounded great and the other sounded like it was in a fish bowl. It also makes it really hard to judge the voice acting fairly when the sound quality just isn't good. I personally failed the bonus mission because for some unknown reason it didn't trigger until after I had already killed the humans and nearly gotten all my resources. I was still attacking the wolves when I got the last bit of lumber I needed and finished the mission. Now, obviously I could have just stopped collecting resources if I had realised this was happening, but I think it is very strange that this happened the way it did. I think it might be because I did not make my last pigfarm until very late in the game and I think the trigger for the wovles attacking was finishing the construction quest. (You actually have to build 6 pigfarms in addition to the one that you start with, making the total 7. I had not noticed this and so initially only had 6 pigfarms total.) I think a possible fix to this would be to make an additional trigger for the quest be if you aggressively scout the map. Before the humans arrived and long before the wolves attacked, I had already scouted the whole map. I found the wolf's den and I was kind of confused about it for a long time.
[10:41 PM
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I feel like attacking it should be another way of triggering the bonus quest.
[10:47 PM
]
Oh, doubling back to the sound, the dialogue had a few grammatical errors in the subtitles and I would also suggest a tiny change to when the footmen are complaining. Considering their feudal/medieval society, it makes more sense for soldiers to be complaining about nobles rather than bureaucrats and when the soldier said "Light bless us" from his tone of voice it seemed like to was meant to be more in line with their general complaints about their conditions so maybe the line should be changed to, "Light save us" or "Light curse this blasted cold!" or something. Also, very cool to see lots of named characters. I like that the hero used is Rend Blackhand and I also love the addition of Utok Scratcher. Attention to that sort of detail is something I find great. I hope we see a lot more such characters. Personally, I am hoping to see a young Othmar Garithos or at least hopefully other young versions of named characters we see later in Warcraft 3 or WoW.
[10:47 PM
]
That's all, off to mission 2!
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Regarding Voice Actingn, it says right away that it's unfinished, we could have removed it entirely and only left orc quotes, but well
@Moonman I saw that and I don't think it would have been a good idea to remove them, but I assumed you still wanted feedback about it.(edited)
[11:38 PM
]
Same goes for mission 1 being slow, it's a common feedback hence he have it covered in #
faq
@Moonman That's not really what I meant. I kind of mean the slowness of the game that was inherent in WC2 itself. Starting with 100 gold (not even enough to start making another peon) and that type of thing.
[11:39 PM
]
WC2 was a pretty slow game. Certainly compared to WC3.
[11:40 PM
]
If you fix the wolf den quest and add a few neutral hostile enemies like in mission 2 that would probably address the lack of early action that others referred to.
[11:40 PM
]
Was I right in assuming the wolves attacking was triggered by the completion of the barracks/pig farms?
[11:42 PM
]
I also forgot to mention in Mission 1 that I thought the way that the gold/lumber was stored in a special area for the quest was really cool. Perhaps I just skipped over my positive reviews too quickly by summarizing the visuals as good.
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Mission 2 was solid. I spent a long time trying to get to the top of the waterfall to kill those murlocs around the cauldron and I was kind of expecting a counterattack from the Alliance during this time, but nothing feels wrong about that for mission 2. Actually, the reactiveness of the Alliance forces at various points felt really smooth and lively. I did notice that the tavern didn't burn though, which was weird. I personally attacked all of the neutral buildings until they were red to make the town have a sort of "raided" appearance afterwards, but the tavern was just in perfect condition until it suddenly exploded. I did notice that the troll's facemasks/facepaint/whatever was always red in their icons but always green regardless of whether or not they joined from the trolls (green) or were trained by the orcs (red). I may not remember this 100% accurately, but I think the icon is accurate to how it was in WC2. Their facemask was always red and their haircolour changed based on their team colour. Overall, really enjoying it so far. I think the map design was good in both, but perhaps Mission 2 did a better job in using all of the space more effecitvely. In Mission 1, I kept thinking the right side of the map would open up eventually. Question, do the humans see the orcs and attack them if the signal fire is not put out in time? I may have to go back and test that.
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mission 01 - regarding launching the wolves - yes it is launched when 6 farms and barracks are built. regarding reworking mission - we add content and change the logic of event launching in the final release. If you don't put down the signal fire - you will fail the mission.
@Tamplier777 Sounds good. About the signal fire, do you suddenly fail or is there a little cutscene with the humans swarming your base or something? I wonder if it might be better to just cause the humans to attack you instead of causing you to fail the mission. I think I might still test it to take a look.
Mission 02 - murlocks at the top of waterfall are just for show - there is no way to access them. hovever there is another secret zone in the center of the map) regarding team colored icons - there is not way to control that will check if there is a trigger that can switch icon but i doubt that there is one
@Tamplier777 Oh, yeah, I figured out the thing about the murlocs eventually, lol. I like it as a visual easter egg. I just wasn't sure if there was anything more to it. I'll have another look at mission 2 later to try to find the other secret you mentioned. I thought I had scoured the map but I must have missed it. Regarding the icons, I think I was unclear and had phrased it poorly. I was actually talking about the 3D portraits and the units themselves. I just meant that the units/portraits facemasks matching the icons would look better. Obviously, some of their colours do change based on how they spawn and such, but I think it would be better if their facemask was red like in the icon (which doesn't change) but let their hair be the aspect that does change. Kind of like how a dwarf rifleman's cloak changes colour based on his team but his beard is always grey. I also think it would look better that way because the green is harder to see on green forest trolls and red is a better looking contrast with their already green skin.(edited)
[1:48 AM
]
there's no interactive Icons for WC3
@ShadiHD I meant to reply/quote you too above but I scewed it up as I am not overly familiar with Discord.
[1:49 AM
]
Also, just generally appreciate how responsive you guys are. Certainly helps make it feel like you care, even if that wasn't already incredibly clear by all the hard work you have obviously put into a custom campaign that already looks great.
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Also, I forgot to add, it felt like persistent bodies was massively increased than in the base WC3 game. I really liked that. My first attack on the prison in Mission 2 was actually a failure as I completely underestimated how strong the towers were and all the bodies left on the ground really made it feel like a real battle had taken place.
[1:59 AM
]
Regarding the trolls and colours, I know what you mean about the rescue thing and I like that better as well, but about the rest of it either I don't understand what you mean or I've explained myself poorly because I don't think we're on the same page. It's late and I've stopped playing, but when I play again I will take some screenshots to illustrate what I am trying to say.
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Mission 02 - there is another secret zone in the center of the map)
@Tamplier777 Couldn't sleep so replaying Mission 2 atm. Did you just mean the troll encampment where you pick up a few trolls? Forgot to mention it first time but I found it and it was good. (Oops, nevermind! Found it. Nice.)
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I think I do understand you
@ShadiHD I hope this makes it clear:
WC3R Troll Colors Main Issue: when selecting the red troll he still comes up as green in the portrait. Minor Issue: green on green doesn't look good up close in the portrait so I am suggesting that you make the facemask permanently red and not one of the pieces that change colors. Hair, bracers, etc. can all continue being pieces that change colors. For clarity: the icon looks perfect and I was not clear earlier when I used that word. Nothing is wrong with the icon.
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If I knew anything about model creation I'd fiddle with it myself because I am moderately confident that changing only the facemask to red and keeping everything else team color coded will make the troll axe thrower look heaps better in his portrait when he is green, but still not adversely affect the portrait anywhere else. The hair, bracers, etc. all keep provide a lot of color changes. Also, in the portrait, even the lighting around the unit changes color so I think the shift is still very clear. I think it's work tinkering with as it's the only unit I've seen so far whose appearance I took any issues with. Zul'jin himself is solid. Although, I think his master skin from HOTS is absolutely AWESOME and personally, I'd love to see it. Especially in a later mission in the campaign. Like, in this mission he's a prisoner so he's been stripped pretty bare, but to see him decked out in a later mission would be awesome. He is a hero and the main leader of the Amani afterall.
Zul'jin Master Skin That's a totally random suggestion though. Not based on any criticism. Just a random idea as I was thinking about trolls.
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Yeah, teal is definately an improvement over dark green. Though I just want to mention that I don't think they were ever orange as someone mentioned. WC2 Zul'jin had a teal scarf and at some point they made it purple so it was purple ever since then. I think Blizzard made that change for the same reason I mentioned aboove. Teal is an improvement over dark green, but the contrast still isn't great, and they made Zul'jin purple to set him apart from the basic red faced forest trolls. So nobody likes the idea of Zul'jin getting his elite armor in later levels then?
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Playing Mission 3 atm. Are the ships supposed to miss a lot? It feels like they are missing a lot of shots that should hit (such as against other ships on the same level of terrain).
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Also I love the north part of the map. I like that scouting that far reveals hillsbrad's southern shores. Definitely helps bring it all to life.
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So far I am happy with difficulty. I already almost lost Mission 3 because I wasn't prepared for the enemies ships attacking my base so early and I hear Mission 4 is really hard. Early missions should be easy. Remember that not everyone is pro and they need to have progressive difficulty. And the guys developing this are already putting in a collosal effort. Making different difficulty levels means they have rebalance every mission like 2-3 times.
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Cause forcing the player to make 10 grunts that is basically what he needs to win the mission in a breeze
@Avekatten(Retired Gamer) Could just change that to 5 grunt quest requirement.
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Also, I like that food caps are not so low. Food caps are from a begone era when the computer would explode if it was processing too many troops. If I wanna make big armies, I think it's stupid for the game to gimp that.
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Yeah, some people like to rush, and some people like to turtle. I think it's bad game design to try to force people to play "as intended". I like it better how it is so you can just have fun however you like.
[5:57 PM
]
Anyway, Mission 3 completed. It was dope.
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Just finished Mission 4. Overall, I'd say this is really solid as well.
[1:21 AM
]
Difficulty was good imo. It started to get more challenging, but I managed it without having to restart. Lost plenty of soldiers and towers, but won out in the end.
[1:22 AM
]
I think the appearances of the towns was pretty good. I liked the way the camp looked and how Hillsbrad looked. I thought the progressive fires in the unattackable buildings and the other effects like the villagers hiding in the buildings was excellent. Although, the children were not auto attacked by the horde and they sometimes glitched and didn't run out either so they just hanged out among the orcs and trolls which I thought was weird.
[1:23 AM
]
I liked the Stormwind Captain hero, although I can't remember who he was from the lore.
I didn't see the Magistrate outside of the cutscenes so I don't know if he was supposed to be a hero or not, but since his character was cowardly I also wasn't surprised to not see him in battle.
[1:24 AM
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The Magistrate was not named, but the Captain was named Mervyn or something like that.
[1:25 AM
]
I would say my main criticism of Mission 4 was some of the dialogue in the cutscenes. It could definitely be improved. And I am not talking about the voice acting but the script itself. I feel like it didn't flow very naturally at times and could also benefit from being more concise.
[1:25 AM
]
Camera work (is that the right word even?) for the cutscenes was great though.
Even though the voice acting still needs work, I personally like that they are recording entirely new lines and stuff. I hope they keep working at it from that angle.