![]() The only way effort actually does something for the wc3 community is porting over a rough copy of the wc3 gameplay with entirely new artwork - a new game, basically - that is not connected to blizzard or activision in the slightest (also think about copyright and ownership claims for various parts of the game), that is run by a different development team (possibly a mod team) on a different engine and network service. only the amount of wasted effort changes with different scope projects. all work done on wc3 is wasted anyway and doesnt go anywhere. ![]() at that point it would make sense to also increase the 12 unit selection cap to 20 or something. I have mixed feelings about the new UI - i like more space, but minimap is quite small, i hate the frame-less unit portraits and im undecided about the new layout overall, i would have to test play it. Reforged would look so much better if it wasnt just random stuff thrown together (color and contrast tuning for competitive play). blizzard put the minimum effort into reforged and the models + textures have tons of unused headroom, example from my reforged retexturing adventures: If we were to spend tons of time with a visual update, i think we should stick to the reforged models and textures and make them work instead, raw material is pretty good in 8 or 9 out of 10. the models themselves and the overall low detail textures look quite goofy either way - the texture upscaling doesnt do much. i dont think its worth it (except for terrain texture fixes for the obvious seams). The higher resolution of the textures is quite minor in comparison. this would have made such a big difference. i cant believe they didnt change it for reforged. ![]() Its mind boggling how much the increased fps / non-truncated unit animations upgrade the overall feel of the game in the new engine.
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