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Author Topic: WC3 - New map pool system: PTR 1.29 is coming!!!  (Read 422 times)

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WC3 - New map pool system: PTR 1.29 is coming!!!
« on: August 03, 2017, 08:25:42 AM »

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Hello my fellow Blizzmodders:

In the coming patch is appearing the new balances in some maps, starting with a map called Therenas Stand, a classic and nice melee map. For this I'll let you a nice video from Back2Warcraft.

                                                                                               


With the coming PTR, you can now test a new pool system. I can give you an explanation, but Blizzard itself does the job better than me :P

Let's read from Blizzard itself!!!

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

« Last Edit: August 04, 2017, 08:39:35 AM by moyack »

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