Warcraft III/Patch 1.28.6
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Patch 1.28.6 | |||||
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Warcraft III “PTR only” | |||||
Release date | August 25, 2017 | ||||
Version | 1.28.6 | ||||
Initial build | 7933 | ||||
Related links | |||||
Patch chronology | |||||
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Additional links | |||||
Patches category, Warcraft III |
Warcraft III patch 1.28.6 ...
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
(2)Bandit Ridge
- This is an original map
(2)Melting Valley
- This is an original map
(2)Plunder Isle LV
- Added a Tavern to the center of the map
- Added two Mercenary Camps
- Added an additional path/ramp to each player’s middle expansion
(2)Road To Stratholme LV
- Rotated 3 neutral buildings (Goblin Laboratory moved to the Goblin Merchant; Goblin Merchant moved to the Mercenary Camp; Mercenary Camp moved to the Goblin Laboratory)
- Added an additional green creep camp to each player’s side of the map
- Swapped the Mercenary camps with the Goblin Laboratories.
(2)Terenas Stand LV
- Swapped Start Location with Goblin Laboratory
- Swapped Goblin Laboratory with Mercenary Camp
- Swapped two center green creep camps with orange creep camps
- Changed corner player expansions from green creep camps to orange creep camps
- Moved starting green creep camps further from start location
- Added unpathable terrain to the eastern Mercenary camp, so that both sides of the map have relatively the same amount of unpathable terrain.
(2)Tirisfal Glades LV
- Added two Taverns per player side
- Swapped the Mercenary Camp with expansion gold mines
- Opened a path through the middle of the map.
- Removed the +1 cliff level for each start location
- Removed the -1 cliff level for the northern Murloc creep camp next the players start location, so that both the north and south camp are similar.
(2)The Two Rivers LV
- Added a Tavern to the right side of the map
- Swapped Goblin Laboratory with Mercenary Camp
- Added some environmental effects (Light rain; Green fog)
- Tightened the choke point around the northern expansion - similar to the southern position.
(4)Bridge Too Near LV
- Changed tileset from Lordaeron Summer to Lordaeron Winter
- Added Mercenary camp with Goblin Laboratory
- Balanced the number of trees needed to harvest and reach the center of the map for all start locations
(4)Broken Shard
- This is an original map
(4)Flood Plains LV
- Added a Goblin Observatory to each corner of the map
- Added 2 additional green creep camps per start location area
- Removed cliff level (1up) from the map (no more ramps)
(4V)1V1 Flood Plains LV
- Added some flair to the creep camps – attempt to bring life to the those points of interest (POI’s).
(6)Gnoll Wood
- This is an original map
List of 2 v 2 maps
(4)Avalanche LV
- Swapped the east and west Gold Mine expansions with Goblin Merchant
- Swapped out the Fountain of Health with Mercenary Camps
- Removed the lower cliff level to the expansion
- Removed one layer of destructible rock chunks from the expansion
- Added an additional green creep camp to each start location
(4)Bridge Too Near LV
- Changed tileset from Lordaeron Summer to Lordaeron Winter
- Added Mercenary camp with Goblin Laboratory
- Balanced the number of trees needed to harvest and reach the center of the map for all start locations
- Opened the center of the map.
- Removed the Market place and Red creep camp; Added a Tavern in its place.
- Added upbuildable terrain around the bridges to help prevent blocking the bridges with structures.
(4)Duskwood LV
- Replaced Fountain of Health with a Tavern at the center of the map
- Removed red creep camp from the center of the map
- Replaced the Gold Mines on the north/south/east/west locations with a Goblin Observatory
- Replaced the single red creep camp at the north/south/east/west locations with two Orange creep camps - separated by water to separate encounters
- Added an additional green creep camp for each start location
(4)Frozen Clover LV
- Replaced center red creep cap with a Tavern
- Removed cliffs from the player’s base and center of the map; added trees to create lanes
- Added a third lane to the player’s base
- Added a 3rd green creep camp per start location
(4)Moonglade
- This is an original map
(4)Phantom Grove LV
- Changed tileset from Lordaeron Summer to Lodaeron Fall
- Added deep water to certain parts of the map to help define expansion
- Swapped the orange and green expansion creep camps
- Expanded upon the “creepy” creep theme by using creep from a different tilesest to thematically fit point of interest
(4)River of Souls
- This is an original map
(4)Tidewater Glades LV
- Rotated 3 neutral buildings (Goblin Laboratory moved to Mercenary Camp; Mercenary camp moved to Goblin Merchant; Goblin Merchant moved to Goblin Laboratory)
- Changed the layout to better define intended Gold Mine expansions
(4)Turtle Rock
- This is an original map
(6)Duststorm LV
- Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
- Removed all the neutral buildings from start location plateau
- Added orange creep camp to the expansion Gold Mines
- Swapped out the orange creep in the corner for each start location with a green creep camp
(6)Gnoll Wood
- This is an original map
List of 3 v 3 maps
(6)Gnoll Wood
- This is an original map
(6)Hinterland Raid
- This is an original map
(6)Monsoon LV
- Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
- Added a 2nd green creep camp to each start location
- Removed pure Golem creep camps for better player engagement with creep camps
- Changed to global constant for rain
- Thickened the grey fog for a heavy fantasy feel for the map
(6)River of Souls
- This is an original map
(6)Ruins of Stratholme
- This is an original map
(6)Thunder Lake LV
- Added 2 Taverns to the north and south of the lake
- Swapped Goblin Merchant with all 6 Mercenary Camps
- Removed the 6 Gold Mine expansions from the center of the map
- Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
- Removed double cliff ramp into start location
(6)Typhoon
- This is an original map
(6)Upper Kingdom
- This is an original map
(8)Battleground LV
- Swapped neutral buildings around the edge of the map with Gold Mines
- Swapped the center Gold Mines with Goblin Merchant
- Swapped the near center Gold mines with Mercenary Camps
- Replaced the orange creep camp near start location with a green creep camp
- Removed the +1 cliff level from the expansion goldmine between Purple and Blue start location.
- Adjusted all the expansion goldmines, so that there is more room to build Town Hall equivalent and defenses.
- Red start location no longer has two expansion goldmines pointing its way. The expansion between Red and Pink start locations now points towards pinks location.
(8)Mur’gul Oasis LV
- Removed the Fountain of Mana
List of 4 v 4 maps
(8)Gold Rush
- This is an original map
(8)Market Square
- This is an original map
(8)Battleground LV
- Swapped neutral buildings around the edge of the map with Gold Mines
- Swapped the center Gold Mines with Goblin Merchants
- Swapped the near center Gold mines with Mercenary Camps
- Replaced the orange creep camp near the players start location with a green creep camp
- Removed the +1 cliff level from the expansion goldmine between Purple and Blue start location.
- Adjusted all the expansion goldmines, so that there is more room to build Town Hall equivalent and defenses.
- Red start location no longer has two expansion goldmines pointing its way. The expansion between Red and Pink start locations now points towards pinks location.
(8)Deadlock LV
- Swapped out center Gold Mines with a Marketplace
- Swapped locations of Goblin Merchants and Mercenary Camps
(8)Feralas LV
- Added 2 Goblin Merchants and 2 Mercenary Camps to the middle of the map
- Expansion Gold Mine creep camp now drops items
(8)Golems In The Mist LV
- Added 2 Mercenary Camps and 2 Goblin Merchants
- Added a Tavern to the center of the map
- Added an additional Green creep camp per start location
- Adjusted the ally properties so teams can be top vs bottom or east vs west
(8)Mur’gul Oasis LV
- Removed the Fountain of Mana
(8)Northshire LV
- Replaced the 4 Taverns with 2 Goblin Merchants and 2 Mercenary Camps
- Swapped the 2 Goblin Merchants with 2 Taverns
- Added an additional green camp to each start location
- Orange camps at the 4 corners are now red camps
- Eased path to the red corner creep camps
- Adjusted the ally properties so teams can be top vs bottom or east vs west
- Tucked the Goblin Laboratory and Mercenary camp buildings and creep off the main path. Now easier to move around without engaging them.
(8)Sanctuary LV
- Swapped the 4 Mercenary camps with Goblin Laboratories
- Swapped the 2 center Gold Mines with Mercenary Camps
- Added a second Tavern to the center of the map
- Added 2 green creep camps to the center of the map
- Added a red creep camp to the center of the map
- No more all Golem creep camps
- Lowered the previous 2 center red creep camps to orange creep camps
- Replaced most Lordaeron creep camp units with Cityscape creep units
(8)Twilight Ruins LV
- Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
- Created three distinct difficulties for the orange camps
List of FFA maps
(6)Death Rose
- This is an original map
(6)Duststorm LV
- Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
- Removed all the neutral buildings from start location plateau
- Added orange creep camp to the expansion Gold Mines
- Swapped out the orange creep in the corner for each start location with a green creep camp
(6)Emerald Shores
- This is an original map
(6)Monsoon LV
- Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
- Added a 2nd green creep camp to each start location
- Removed pure Golem creep camps for better player engagement with creep camps
- Changed to global constant for rain
- Thickened the grey fog for a heavy fantasy feel for the map
(6)Stranglethorn Vale
- This is an original map
(6)Thunder Lake LV
- Added 2 Taverns to the north and south of the lake
- Swapped Goblin Merchant with all 6 Mercenary Camps
- Removed the 6 Gold Mine expansions from the center of the map
- Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
- Removed double cliff ramp into start location
(8)Battleground LV
- Swapped neutral buildings around the edge of the map with Gold Mines
- Swapped the center Gold Mines with Goblin Merchants
- Swapped the near center Gold mines with Mercenary Camps
- Replaced the orange creep camp near the players start location with a green creep camp
(8)Deadlock LV
- Swapped out center Gold Mines with a Marketplace
- Swapped locations of Goblin Merchants and Mercenary Camps
(8)Mur’gul Oasis LV
- Removed the Fountain of Mana
(8)Twilight Ruins LV
- Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
- Created three distinct difficulties for the orange camps
Known Issues
- We are aware Warcraft III matchmaking is a bit long in the tusk; we will be improving matchmaker logic for a future patch
- Automated Tournaments and Ladder Board are not functional for PTR
- Latency was improved with 1.28, but still needs work to meet modern standards
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