• Gli sviluppatori della divisione Giochi Classici hanno svelato i contenuti del PTR della prossima patch di Warcraft III: Frozen Throne. Come promesso, questo aggiornamento introdurrà le nuove selezioni ufficiali delle mappe, molte delle quali hanno subito grosse modifiche.

    Oltre a bilanciamenti di gameplay, sono state applicati una serie di bugfix e miglioramenti estetici atti a rendere le mappe più gradevoli e leggibili. Potete scoprire tutte le mappe nei bluepost qui sotto.

    Matt Morris ha scritto

    Greetings,

    Classic Games is excited to announce Warcraft III PTR will be live in the coming days. Focus will be on new map pools. The China Joy show match on the updated Terenes Stand between Fly and 120 was the debut of the types of improvements we can't wait to share.

    The new map pools will be a mixture of three things – must haves from the current pools, classic maps from older pools, and new ladder version maps. The ladder version maps (LV), are original maps that have undergone significant improvements.

    Below is an overview of our objectives and specific lists of changes by pool. So take some time to read up on the new LV maps in the coming days so you will be well prepared when the PTR goes live:

    General Improvements & Gameplay Objectives

    • Balanced creep camp difficulty progression from early to late game
    • Balanced creep drop tables for better item progression from early game to late game
    • Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items
    • Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera
    • Balanced expansion distance from start locations
    • Decluttered points of interest to reduce visual competition during gameplay
    • Retextured map surfaces for better visual clarity - both on screen and mini-map
    • Minimized the size of trees and doodads that obstructed player view of points of interest
    • Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion)
    • Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate
    • Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores

    List of 1 v 1 maps
    1 v 1 Map Pool (New)

    List of 2 v 2 maps
    2 v 2 Map Pool (New)

    List of 3 v 3 maps
    3 v 3 Map Pool (New)

    List of 4 v 4 maps
    4 v 4 Map Pool (New)

    List of FFA maps
    FFA Map Pool (New)

    Thanks,

    Matt Morris – Lead Designer of Classic Games



    Il pool di mappe completo
    Mappe 1v1
    Matt Morris ha scritto

    (2)Bandit Ridge

    • This is an original map

    (2)Melting Valley

    • This is an original map

    (2)Plunder Isle LV

    • Added a Tavern to the center of the map
    • Added two Mercenary Camps
    • Added an additional path/ramp to each player’s middle expansion

    (2)Road To Stratholme LV

    • Rotated 3 neutral buildings (Goblin Laboratory moved to the Goblin Merchant; Goblin Merchant moved to the Mercenary Camp; Mercenary Camp moved to the Goblin Laboratory)
    • Added an additional green creep camp to each player’s side of the map

    (2)TerenasStand_LV

    • Swapped Start Location with Goblin Laboratory
    • Swapped Goblin Laboratory with Mercenary Camp
    • Swapped two center green creep camps with orange creep camps
    • Changed corner player expansions from green creep camps to orange creep camps
    • Moved starting green creep camps further from start location

    (2)Tirisfal Glades LV

    • Added two Taverns per player side
    • Swapped the Mercenary Camp with expansion gold mines

    (2)The Two Rivers LV

    • Added a Tavern to the right side of the map
    • Swapped Goblin Laboratory with Mercenary Camp
    • Added some environmental effects (Light rain; Green fog)

    (4)Bridge Too Near LV

    • Changed tileset from Lordaeron Summer to Lordaeron Winter
    • Added Mercenary camp with Goblin Laboratory
    • Balanced the number of trees needed to harvest and reach the center of the map for all start locations

    (4)Broken Shard

    • This is an original map

    (4)Flood Plains LV

    • Added a Goblin Observatory to each corner of the map
    • Added 2 additional green creep camps per start location area
    • Removed cliff level (1up) from the map (no more ramps)

    (6)Gnoll Wood

    • This is an original map

     


    Mappe 2v2
    Matt Morris ha scritto

    (4)Avalanche LV

    • Swapped the east and west Gold Mine expansions with Goblin Merchant
    • Swapped out the Fountain of Health with Mercenary Camps
    • Removed the lower cliff level to the expansion
    • Removed one layer of destructible rock chunks from the expansion
    • Added an additional green creep camp to each start location

    (4)Bridge Too Near LV

    • Changed tileset from Lordaeron Summer to Lordaeron Winter
    • Added Mercenary camp with Goblin Laboratory
    • Balanced the number of trees needed to harvest and reach the center of the map for all start locations

    (4)Duskwood LV

    • Replaced Fountain of Health with a Tavern at the center of the map
    • Removed red creep camp from the center of the map
    • Replaced the Gold Mines on the north/south/east/west locations with a Goblin Observatory
    • Replaced the single red creep camp at the north/south/east/west locations with two Orange creep camps - separated by water to separate encounters
    • Added an additional green creep camp for each start location

    (4)Frozen Clover LV

    • Replaced center red creep cap with a Tavern
    • Removed cliffs from the player’s base and center of the map; added trees to create lanes
    • Added a third lane to the player’s base
    • Added a 3rd green creep camp per start location

    (4)Moonglade

    • This is an original map

    (4)Phantom Grove LV

    • Changed tileset from Lordaeron Summer to Lodaeron Fall
    • Added deep water to certain parts of the map to help define expansion
    • Swapped the orange and green expansion creep camps
    • Expanded upon the “creepy” creep theme by using creep from a different tilesest to thematically fit point of interest

    (4)River of Souls

    • This is an original map

    (4)Tidewater Glades LV

    • Rotated 3 neutral buildings (Goblin Laboratory moved to Mercenary Camp; Mercenary camp moved to Goblin Merchant; Goblin Merchant moved to Goblin Laboratory)
    • Changed the layout to better define intended Gold Mine expansions

    (4)Turtle Rock

    • This is an original map

    (6)Duststorm LV

    • Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
    • Removed all the neutral buildings from start location plateau
    • Added orange creep camp to the expansion Gold Mines
    • Swapped out the orange creep in the corner for each start location with a green creep camp

    (6)Gnoll Wood

    • This is an original map

    Mappe 3v3
    Matt Morris ha scritto

    (6)Gnoll Wood

    • This is an original map

    (6)Hinterland Raid

    • This is an original map

    (6)Monsoon LV

    • Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
    • Added a 2nd green creep camp to each start location
    • Removed pure Golem creep camps for better player engagement with creep camps
    • Changed to global constant for rain
    • Thickened the grey fog for a heavy fantasy feel for the map

    (6)River of Souls

    • This is an original map

    (6)Ruins of Stratholme

    • This is an original map

    (6)Thunder Lake LV

    • Added 2 Taverns to the north and south of the lake
    • Swapped Goblin Merchant with all 6 Mercenary Camps
    • Removed the 6 Gold Mine expansions from the center of the map
    • Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
    • Removed double cliff ramp into start location

    (6)Typhoon

    • This is an original map

    (6)Upper Kingdom

    • This is an original map

    (8)Battleground LV

    • Swapped neutral buildings around the edge of the map with Gold Mines
    • Swapped the center Gold Mines with Goblin Merchant
    • Swapped the near center Gold mines with Mercenary Camps
    • Replaced the orange creep camp near start location with a green creep camp

    (8)Mur’gul Oasis LV

    • Removed the Fountain of Mana

     


    Mappe 4v4
    Matt Morris ha scritto

    (8)Gold Rus

    • This is an original map

    (8)Market Square

    • This is an original map

    (8)Battleground LV

    • Swapped neutral buildings around the edge of the map with Gold Mines
    • Swapped the center Gold Mines with Goblin Merchants
    • Swapped the near center Gold mines with Mercenary Camps
    • Replaced the orange creep camp near the players start location with a green creep camp

    (8)Deadlock LV

    • Swapped out center Gold Mines with a Marketplace
    • Swapped locations of Goblin Merchants and Mercenary Camps

    (8)Feralas LV

    • Added 2 Goblin Merchants and 2 Mercenary Camps to the middle of the map
    • Expansion Gold Mine creep camp now drops items

    (8)Golems In The Mist LV

    • Added 2 Mercenary Camps and 2 Goblin Merchants
    • Added a Tavern to the center of the map
    • Added an additional Green creep camp per start location
    • Adjusted the ally properties so teams can be top vs bottom or east vs west

    (8)Mur’gul Oasis LV

    • Removed the Fountain of Mana

    (8)Northshire LV

    • Replaced the 4 Taverns with 2 Goblin Merchants and 2 Mercenary Camps
    • Swapped the 2 Goblin Merchants with 2 Taverns
    • Added an additional green camp to each start location
    • Orange camps at the 4 corners are now red camps
    • Eased path to the red corner creep camps
    • Adjusted the ally properties so teams can be top vs bottom or east vs west

    (8)Sanctuary LV

    • Swapped the 4 Mercenary camps with Goblin Laboratories
    • Swapped the 2 center Gold Mines with Mercenary Camps
    • Added a second Tavern to the center of the map
    • Added 2 green creep camps to the center of the map
    • Added a red creep camp to the center of the map
    • No more all Golem creep camps
    • Lowered the previous 2 center red creep camps to orange creep camps
    • Replaced most Lordaeron creep camp units with Cityscape creep units

    (8)Twilight Ruins LV

    • Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
    • Created three distinct difficulties for the orange camps

     


    Mappe FFA
    Matt Morris ha scritto

    (6)Death Rose

    • This is an original map


    (6)Duststorm LV

    • Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
    • Removed all the neutral buildings from start location plateau
    • Added orange creep camp to the expansion Gold Mines
    • Swapped out the orange creep in the corner for each start location with a green creep camp

    (6)Emerald Shores

    • This is an original map

    (6)Monsoon LV

    • Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
    • Added a 2nd green creep camp to each start location
    • Removed pure Golem creep camps for better player engagement with creep camps
    • Changed to global constant for rain
    • Thickened the grey fog for a heavy fantasy feel for the map

    (6)Stranglethorn Vale

    • This is an original map

    (6)Thunder Lake LV

    • Added 2 Taverns to the north and south of the lake
    • Swapped Goblin Merchant with all 6 Mercenary Camps
    • Removed the 6 Gold Mine expansions from the center of the map
    • Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
    • Removed double cliff ramp into start location

    (8)Battleground LV

    • Swapped neutral buildings around the edge of the map with Gold Mines
    • Swapped the center Gold Mines with Goblin Merchants
    • Swapped the near center Gold mines with Mercenary Camps
    • Replaced the orange creep camp near the players start location with a green creep camp

    (8)Deadlock LV

    • Swapped out center Gold Mines with a Marketplace
    • Swapped locations of Goblin Merchants and Mercenary Camps

    (8)Mur’gul Oasis LV

    • Removed the Fountain of Mana

    (8)Twilight Ruins LV

    • Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
    • Created three distinct difficulties for the orange camps
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2 commenti
  • FuryDragon90 04 agosto 2017, 11:15 FuryDragon90
    Messaggi: 1357

    Siamo chi scegliamo di essere cit.Jim Raynor
    #1
    O_O 0
  • Yardeh 04 agosto 2017, 11:52 Yardeh
    Messaggi: 9338

    Iscritto il: 21 aprile 2010, 19:16
    #2
    Si però annunciate sta cacchio di remastered, daje. 0
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