Thanks for taking part in the discussion! Personally I don't think that this is entritely intentional. If we look at the lastest newest buildings from the TFT add-on we can find Arcane Vault and Tomb of Relics with fresh new textures and they, especially the Tomb's, have bright pieces of teamcolor. But the Ancient of Wonders doesn't have it, so where's Blizzard's logic? And how about glowing TC like on the Haunterd Gold Mine, Ziggurat and glowing wisps inside of the Entangled Gold Mine?
What if you see a mix of buildings from several teams at one base of the same race, especially in various custom maps, and you only need to kill one building to get rid of an opponent or find a weaker one who you can destroy faster with your limited resources? What is preferable for the player in this case: to search with your eyes and move the mouse cursor around the base at night in search of buildings, or to immediately see the desired color?
Thank for sharing your thoughts! This makes me guess that for Blizzard, in the case of buildings, the teamcolor aspect is not... that crucial, because there are already large pieces, OR once upon a time, a thorough decision was not made in this regard in a hurry, OR the designers simply put this gutter on the eye, OR somewhere they even forgot to uncheck the 'unshaded' checkbox when applying the UV-map. I happens to me and other architecture-type modelers, by the way. Anyways, there's too much guessing.
Thanks for your opinion! I agree with both cases. Anduin always feels the atmosphere of Warc... I mean, Azeroth.
Glad to hear!
We appreciate your participation, guys, and thanks for the feedback, for helping us make the right and informed decision!
I suppose that I can say the following based of what I think and see in our discussion:
We can make up different situations and still get NO answers. But one thing that stands above all is obvious in this regard: Warcraft 3 is an RTS game with an additional opportunity to increase the camera distance that have maps with tonns of units and structures, especially custom maps where structures
can be of a size of a unit, and thus players must clearly see what belongs to whom, as this is a global concept of a strategy game. Therefore, it is worth making a holistic compromise solution that will have a global and positive impact on the gameplay and at the same time
satisfy the players with improved immersion and clarity. Experimenting with transparency levels to make TC readable, pleasing to the eye, and not cause epilepsy with its huge unshaded parts is a nice and useful thing (imagine if we just unshade Orc mains or shade everything).
Look at the difference now:
View attachment 590921View attachment 590920
Clean, clear and doesn't hurt the eye, does it? Now we're talking!
P.S. By the way, what is
@bakr's approach towards
was said above?