Almighty Video Game Designer

Chapter 135 - : New version live!



Confused and shocked, the players started looking at the patch notes.

New cinematic? Very cool, but it’s barely three minutes long, and after watching so many incredible cinematics, the players were starting to desensitise to it.

New settings? Able to freely rebind keys? Ummm. seems useful, but this feature is too simple! It’s probably really simple to implement too!

Therefore the key content in this update must be the three maps!

Therefore the players started trying to make sense of these maps.

Many players have noticed World Editor when Warcraft just launched.

But many lost interest after taking a few looks. Although it wasn’t complicated, it was difficult to learn without any guidance. Moreover, as most players focused on the story and combat of the game, very few tried to learn the World Editor.

“Fight me middle!”

“You think I’m scared? Hey, come back!”

“I can’t beat you now, stand there and wait for my backup!”

The players soon realised that the maps were much more fun than expected.

There maps were different types of games. Although they had different styles, they had one thing in common. In these maps, the player only has to control one unit.

This makes the players who find RTS difficult happy as it was more than they could handle. This put high and low skilled players in the same playing field.

Moreover, multiplayer matches in Warcraft were never as fun as 1v1 as it took away from strategies and techniques.

But with these four maps, friends could play with one another with no problems. Moreover, the skill gap was also reduced, the ones that were good could carry the game, but the ones that were worse wouldn’t drag down the team as much. This made multiplayer games much more fun than Versus mode.

After their hands were free from micromanagement, the players would be able to experience different content from the game, such as hero picks, team compositions, training, and item combinations. After building up a strong Hero, they would be able to cut through the creeps like paper, and might even be able to do the same to other players, bringing a lot of enjoyment to players.

In the campaign and versus mode of RTS, killing a single creep took a lot of effort. Every unit death could easily compound up as it RTS required players to slowly build up an advantage. There was so way the players could be this carefree in RTS mode.

But in RPG maps, the carefree feeling was brought out entirely. It didn’t take long before a large portion of players to fall in love with these maps.

Warcraft playing an RPG map during their free time with their friends slowly became a trend.

There was also discussion on these four RPG maps on the forums.

“These four maps Chen Mo released are actually quite interesting. I’m completely addicted, playing it every day. Anyone else with me?”

“PRevious poster +1”

“It really is like that. I thought these were just a few more maps during PvP, but I discovered two completely different games when I looked deeper into it!”

“I’m actually playing action adventure games and tower defence games in an RTS game, and it’s really fun too… This doesn’t make sense!”

“The tower defence map trumps any other tower defence game on the market. Chen Mo actually made four new games for us!”

“I’m shocked. The game engine for Warcraft is amazing! These maps combined were only around one megabyte, meaning that Warcraft supports content like this perfectly!”

“Buy one free four! This new update was completely free! I’m off to sing praises of Chen Mo again!”

“I’m so happy I’m about to cry!”

“Did you guys notice there’s a tutorial in the World Editor?”


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