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Warcraft iii reforged chimera art1/17/2024 +2 Giant Skeleton Warriors, +1 Abomination at KT throneĪbominations at KT Throne now warp in surrounding the playerĪI starts with level 1 armor and weapon upgrades, Disease Cloud +6 Ghouls, +2 Giant Skeleton Warriors spawn and attack after Granary cutscene Replace Potion of Mana Enforcer with Bandit Lord +1 Puddle Lord Envoy (Murloc Flesheater) at Murloc island - Reference to UDx03 Ghoul rush from rear +4 each side of buildings at KT Ghoul rush from wheat increased from 4 to 8 at KT Skeleton Warriors replaced with Giant Skeleton Warriors at KT +1 Grunt, +1 Raider, +1 Watch Tower at center +2 Grunts, +1 Watch Tower, +1 Barracks at Blackrock Clan base You no longer see units pop out of existence in the mid scene VO and quest triggers no longer stack and overlap if you run past triggered events Orc forces will now rush to defend their leader if you move directly to him These will be used as controls for the campaignsĪI starts with level 1 armor and weapon upgrades Player has level 1 weapon and armor upgrades instead of level 2īuildings seen as damaged in the intro are not repaired +1 Captain, +1 Knight, +2 Riflemen at baseĮnemy AI has level 1 weapon, and armor upgrades This is the watershed moment of the map so the difficulty is focused hereĮnemy AI has level 1 weapon, armor, and Improved Masonry upgrades There is a text Hint if you near the barrier while Gnolls are alive Players could run past, skipping the experience and more importantly level 2 and the lesson on Chain Lightning Gnoll camp exit is blocked until you kill all the Gnolls These resolve an issue where the Narrator would be speaking over you doing the thing he's preparing you for Narrator VO for a-moving into the Gnoll camp will not play or truncate if you are already moving in Narrator VO first Gnoll will not play or truncate if you attack before they are finished speaking We should look into how we can apply this further.Ģx Gnoll and 1x Gnoll Poacher replaced with 2x Gnoll Brute and 1x Gnoll Assassian at camp We did this numerous times by providing more workers and making sure they are harvesting coming out of cutscenes. "Gold Stress" should come into play, meaning the player should feel as though they need to expand at some point rather than relying on a single mine without concern.Īnecdotally I've heard that the efforts to reduce "wasted" startup time building bases has been appreciated. Targeting individual units by priority is expected Players will be expected to use most of the tools at their disposal to complete a mission Players should be using their keyboard to build and use unit abilitiesīosses and similar pivotal gameplay moments should be memorable due to how hard they are, while remaining interesting Players should be allowed to make mistakes with minimal punishment Players should be allowed to make many mistakes and recoverĮxperiencing the cutscenes, scripted gameplay moments, and plot are the priority Players should require minimal RTS experience
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