![]() Then I worked on the scenario scripting, organising the Lua scripts by breaking them up into the tutorial stages. ![]() I laid out all the constructions, checkpoints, and so on for each of the tutorial stages that the player completes in sequence. To finish the final iteration of the tutorial scenario, first I had to create a scene in the new map. I also reduced the level of detail during the reflection render (by overriding the LOD bias, turning off terrain details, and reducing the tree LOD switch distance).įinally, I added a "video options" setting to make the water reflection rendering only include the terrain & sky, or be turned off altogether (falling back to a reflection probe). I improved the code by eliminating some expensive per-frame calls ( GameObject.Find(), GetComponent(), etc.) and getting rid of GC allocs. ![]() I'm thinking this will be good for other scenarios, and also as a general starter map for players.Īfter bringing back the water, I needed to do some performance optimisations to the old reflection rendering implementation (water reflections are rendered using another camera with a view that is flipped upside relative to the main camera). It has a central area (which I've used for the tutorial scenario), and other areas that are connected via paths for a bit of variety. Overall I'm quite pleased with how the map turned out. Then, painted the textures (reusing those from the other maps):įinally, added details (e.g. So I decided to make a new map, an island surrounded by water, with a 250x250 m playable area.įor long time followers of the game's development, I resurrected the water from those old procedural island maps! I was also reluctant to do this actually, as introducing water brings about a whole host of implications (what happens when you go in the water? buoyancy? drag? sound & particle effects? player swimming animations?) So for now the water is beyond the map boundary and is just there for visual effect.Īs usual, first I started with making the terrain height map: I needed something small with clear boundaries that spatially confine the player.įor a while I had been resistant to the idea of adding another map for the tutorial scenario, but it became apparent that this was going to be necessary, and worthwhile investing the time and effort in. I could have used one of the existing maps but they are all pretty large and "open plan", which made it hard to lay out the scene for the tutorial. which map to use and whereabouts on that map). One conundrum I had while designing the tutorial scenario was where to locate it (i.e. ![]() So overall I wouldn't say Block Value / Block Rating gear has become extinct, as there are more pieces of BV/BR gear in IIC 5man then in ToC all together, however block is very powerful with the debuff and I guess that blizzard do not want Paladins and Warriors to get too far head of Death Knights or Druids in tanking capabilities.Hey all, I've made a fair amount of progress on the game over the past month, so let's get into what I've been up to. However there are no BV/BR gear currently in the 10/25man loot tables (either not there or not yet found (betting on the latter)). Plus T10 Warrior and Paladin is more then likely to have BV / BR on too (I cannot say this with 100% accuracy as the stat's are not out yet but it is a fair bet that atleast 2 pieces will have either BV or BR). I personally believe this is cause Avoidance is more preferable in ToC 10/25man to Mitigation (save for adds on Anub where BV/BR does shine).Īll that being said and linked however, IIC has far more pieces of BV / BR gear the ToC. Its true that, not Including shields, ToC has very little BV or BR compared to the 9 pieces within the walls of Ulduar:Īlong with legs and helm from the T9 Warrior and Paladin
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