Well this was fast. I told X-Soldier about it this morning after catching Hug-a-Hydralisk's post at the PR forums. lol
I am interested in how he got around all the bugs...
11-10-2009, 12:17 AM
#11
Well this was fast. I told X-Soldier about it this morning after catching Hug-a-Hydralisk's post at the PR forums. lol
I am interested in how he got around all the bugs...
11-10-2009, 01:19 AM
#12
X I totally forgot you were involved with this.
/respect
I've been following it since the beginning and was totally shocked when you canceled it. You guys have so much talent; doing my own mod work with oblivion and making maps for WC3 at a simplistic level taught me how difficult and time consuming this is. I can't imagine how much work was put into this.
11-10-2009, 12:26 PM
#13
11-10-2009, 12:33 PM
#14
I'm probably not the best person to ask, as I mostly did contribution work. ^^; Edfishy could probably get you better answers on that if you're interested in specifics. There's the Roundtable Interview that's got some information on it.
X![]()
• Stalker: Artwork vs. Animation (Finished: Blizzcon 10/2008)
• Zerg Creep Suggestions (Finished: Blizzcon 10/2008)
• Mystery of the Swarm Guardian (Revealed: 6/28/08)
Originally Posted by Schmendrick
11-10-2009, 05:40 PM
#15
Basically, there was so much custom coding, when there was a decent amount of units in the game at one time the units would become unresponsive for 5-6 seconds at a time. There were also things that just couldn't be done in the WC3 engine without using a massive amount of code that would make the game unplayable. A good example would be carriers, they worked at one time but if you had more then a few of them on the screen at once it was way too laggy.
11-10-2009, 05:41 PM
#16