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Heroes: The heroes will play a big part of the game, they are the general of the battlefield, even do some are weak physically usually then they are strong verbally and mentally giving them a higher number of possible men to control. Heroes are the only ones that can carry other units into war. If they die they get resurrected into the users Townhall and the units that were following him get stranded where the hero died. Every race has it's own heroes and some are very strong and powerful and others are cunning and clever. The number of men that a hero can guide all depends on the amount of leadership points, the more you have the more men you can control, example: if you have 3 leadership points, you can control 3men. The maximum number of heroes that you can control at the moment is 4 but this might change has we get closer to the release of the game.

Heroes are procured in a variety of ways. First a player starts with a hero in his keep when the game starts. Additional heroes can be built as well at the keep later on in the game. Some heroes offer their services to the player on quests or after the player rescues them. And finally, mercenary heroes are acquirable for a price. If a hero dies he will restart in the player's Keep.
Heroes propel the story of the game as well. At times they may offer clues to the player to guide them in the right direction. Named heroes are also in the game. Named heroes are like the traditional heroes of RTS games such as Jim Raynor or Kerrigan, that the storyline focuses on.

NPC's: NPC's offer a player help and information. NPC's might offer clues to help the player, or may trigger different events that progress the game. They will be found threw out the game world in key places.

Neutral Buildings:Neutral buildings will be pre-placed structures with which all players can interact. Some examples include Monster Encampments, Mana Fountains and Temples. These neutral sites will have varied benefits or dangers for players, but most importantly, they are not owned by any player and are discoverable as play progresses and the world is explored.

Structures: Buildings in warcraft3 will not be has common has the previous craft games, you will basically always have the same buildings but you will have opportunities to upgrade them to a more advanced form of the structure, just like warcraft2, you could upgrade you're Townhall right up to a fortress, but at a cost. Even do structures will be smaller numbers they still will be used in great importance towards the player.
Towns in Warcraft III work differently than in previous Warcraft games. Each player has a hometown called a Keep. These Keeps are small pods of buildings that players use to recruit units and Heroes. If a player's Keep is destroyed, then that player loses the game. Towns, on the other hand, are very similar to what you would expect in a role-playing game. They exist in the world prior to the start of the game, and are inhabited by neutral townspeople that may sell you items, upgrades and special units. Players will find that access to towns will influence the result of the game, and will try to occupy and control them. If buildings in a Town are destroyed, the denizens of that Town will rebuild them over time.
Players will be able to construct select structures at specific locations. Some examples would include Docks, Mines, Farms, Lumber Mills, Bridges and Guard Towers.

Resources: Resources will be basically gold but wood should be in the game also, so that you can create range units and buildings.
The only true resource will be gold, representing the overall wealth of the community. Players can acquire gold by exploiting natural resource nodes, conquering monsters in the game or setting up new sources of income.

Multiplayer: The multiplayer part of the game will be quite enhanced and easier to use then the past craft games, there will be more options and customization
We are still in the very first stages of designing the multiplayer component to the game, but our goals are for Warcraft III to support more players than Warcraft II, be fully customizable and encourage team play.

Campaign editor: This will be very easy to use but very detailed program, it will be probably the most advanced editor to date, anyone that knows Java can program it to do anything, you can make a game in a game.
Our goal is to provide players with not just a campaign editor, but a full set of world design tools. Going far beyond the campaign editor we offered with Starcraft, we will offer scripting tools that will allow players to create their own game, complete with new artwork, unit behavior and spells.


Another key element to the game is keeping all of the game-creation tools user-friendly, thereby encouraging users to create their own maps and such. While WarCraft II and StarCraft each came with editors, neither approaches the level of configurability Blizzard has planned for WarCraft III. We're talking Quake-like levels of control.

"We're basically shipping a world builder," says Pardo. You'll be able to create your own maps, with 3D terrain, in their new editor. You'll paint tiles on the ground and raise and lower terrain with various brushes. "Most users should be able to be make an interesting 3D map really easily."

But you can do a few more things with the map. "After you lay down the tiles," Pardo explains, "you can export the whole skin of the world. Then you can paint right on it to blend areas and add detail." In keeping with their ease-of-use theme, it will export graphics in standard formats.

Additionally, the plan is for you to have full control of all of the underlying triggers from the game that will allow you to create entire campaigns. And not unlike the original QuakeC, those triggers are being written in a Java-like language that will allow users to edit them, as well as create their own. This will also allow users to create units from scratch. You bring in the 3D model, give it a script, give it spells (or whatever), etc. Expect the first announced total-conversion any day now.

It's always been difficult to convince some people that spending the extra development time on tools used by a tiny percentage of users is worth all of the effort. People who make bottom-line decisions may decide that it doesn't drive enough sales. Roper disagrees.

"It boosts a game's longevity," he says. "If a year later people are still playing and talking about your game, a guy may drop by your house and see the game, and the cool things you've created for it. And suddenly they'll want to play it. So I think it does lead to more sales."

Pardo uses another example. "Look at the massively multiplayer role-playing games. One of their big appeals over time is what players themselves do with the environment." Then there's the Quake market. "Look at games like Team Fortress."

"We don't pretend to be the be-all end-all game makers of the world," Pardo modestly asserts, but he does note that "with StarCraft, there are people creating interesting things out there."

RPS: RPS is the new game type, it means "Role Playing Strategy", so warcraft 3 will not be a normal strategy game more in-between a role-playing game and strategy game. You will have the coin collecting, quest playing part of a RPG and you will have the conquest , tactical part of a strategy game in warcraft.
At its core, Warcraft III is a strategy game, but in that we do not want to be constrained by the traditional definition of real-time strategy, we are branching out and creating what we envision to be a new genre. A Role-Playing Strategy game, or RPS, is a strategy game set heavily within a role-playing environment. Warcraft III will combine the focused combat and dynamics of an RPG and apply them in a competitive, strategic environment. 

"Blizzard introduces a new concept in gaming: the RPS (Role-Playing Strategy) game. A strategy game set heavily within a role-playing environment, RPS takes the individual combat and interactive environments found in role-playing games and combines them within a competitive strategic environment. Warcraft III puts players in command of smaller, potent parties of heroes and troops. They adventure and do battle in a dynamic world of living towns, wandering monsters, characters and quests, while simultaneously devising strategies to defeat their enemies."

Graphics: The graphics of warcraft 3 will be quite different of what blizzard usually does, it will be completely 3d, they are making a completely new 3D engine for the game, the graphics will be has smooth has a baby's bottom, the graphic engine will be able to create eye candy weather effects and terrain actions.
We are creating our own, proprietary 3D technology for Warcraft III.

Requirements: You will need to have windows 95/98/2000/NT to play the game and a 3D accelerator, the game probably will be going on the Mac, for a couple of reasons. First of all, all the games that they have made have gone to the Mac in the past. Second of all, the Mac has been getting better at getting people to buy there computers since the IMAC has come out, the IMAC is well not too great in my mind but people buy them and so blizzard wants to make money, they will probably put it with the mac.
We have not made any announcement in regard to a Macintosh version, but traditionally we have always supported the Mac platform.

 

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