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Reforged World Editor questions/concerns

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Level 4
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Feb 24, 2018
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Hello there ! I've tried some Reforged custom maps , custom hero maps more exactly and I would like to express my concerns/questions.

When they announced Reforged they told us that there will be world editor improvements, but for me it is still limited and Damage detection systems can go as far with an old engine like that and it will never as complex like a SC 2 or Dota 2 engine.I hope I'm wrong but some examples are:
-Attack modifiers still exist - This was removed in Dota 2 and gave more options/fun regarding builds. In War 3 you can't stack them and you can't have Multishot + Incinerate + Frost Arrows at the same time for example which is sad.
-Limited number of attack/armor types like Hero,Chaos,Heavy etc.
-Types of damage - You can't have multiple types of damage from spells or auto attacks like Fire, Water, Chaos, Physical, Nature etc. and damage reductions for each type.
-Spells which scale with your attributes or different sources of power/types of damage - This is available is many maps but only to an extent and it isn't a default option for the editor, it requires a lot of work depending on the spell, for many spells it is just impossible.
-Number of attacks for second - Sources of attack speed(Bloodlust, Agility , Endurance Aura etc.)I'll give a comparison here so it makes sense. A unit in W3 with 450% attack speed has the same attack speed as an unit with 500% attack speed , every unit has a specific cap for attacks per second. In Dota 2 this isn't as limited and the engine allows you to go much higher.
Now , in W3 there are ways to go around that with, with Combat - Attack - Cooldown Time but only in some specific circumstances. The point I want to make is that attack speed is too limited.
-User interface doesn't show important details of units like movement speed , health regeneration, number of attacks per second , damage reductions to different sources , attack projectile speed etc.
-Heroes are limited to 3 stats only , you don't have the option to expand that
-Inventory size

I can point out other things as well but I think these are the main issues. Are these limitations going to be addressed ? Custom maps and map development can be a much better experience and with more options from a creative standpoint and I don't think this can be achieved with an old system.
 
Level 12
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Jan 30, 2020
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Hello there !

I have to admit that, on my return after 16 years away from modding wc3, that I was disappointed.
The WE changes weren't what I was hoping for, and we have not been given any extra tool at all.
Of course it is still an improvement, but far from what we could have been given.

Now for all the problems you are mentioning, most of the time, elaborate scripting to replace the limited native behaviors seems to be the only answer.

Luckily Blizzard seems to keep working on improvements, but it will take time before we have a good enough level of control.
 
Wc3 editor is still superior to sc2 in terms of accessability. Which is the only thing that matters if you can still code pretty much everything else.

Wc3 is the birthing ground of whole genres of games. It did so because the editor is a masterpiece. I cant remember SC2 spawning something of similar success.


The three biggest features of Reforged are Oskey events, mouse and UI natives and code-based object data manipulation. All of which have been requested features for over a decade and its amazing they finally delivered.
 
Level 12
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Jan 30, 2020
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875
Well to be honest, my favorite additions (but I know it's not Reforged only, this said I jumped straight from 1.24 to 1.32)
- the UI API (that still is prone to create headaches though)
- the new Natives
- and my favorite : the Lua integration and Virtual Machine.

When I remember the times I was coding in Jass2 and how I now can make powerful yet simple scripts thanks to Lua, there is no possible come back to Jass.
 
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