"As a QA Tester, my biggest challenge was when I was assigned to ultra-low-spec computers for testing…everything was sooooo slow and all of my tests would take forever to complete! It was pure heaven when I got off of those Celeron 333's and onto a Pentium." -Kaeo Milker We needed a song for the War3 credits so Samwise just changed the lyrics to be Warcraft related." -Dave Berggren "The song 'Power of the Horde' which plays during the end credits of War3, performed by 10th Level Tauren Chieftain (now known as Elite Tauren Chieftain), was originally a song our band played called 'The Serpent and the Slave' and it had nothing to do with Warcraft. Trivia too good to tossHere are a few extra stories from Warcraft III development that we just couldn't bear to cut: We had to come up with lots of game rules to support the gameplay that we didn't need to do for StarCraft." "We kept getting comments about 'verticality'-make the camera sail along the terrain as we move around the map. "Like I know for me, with the designers, we even took some classes trying to learn how to model in 3D just so we can start getting used to the idea and how to think about 3D space." "And we took it pretty seriously for sure," Pardo said. The team endeavored to make 3D more than a bandwagon, gimmicky move-to begin to grapple with how to actually use it to enhance the experience. "That's just kind of where the industry was going at that point." "I don't think we ever really seriously considered not going to 3D," said Pardo. Nonetheless, even this much of a step into 3D was a big (and necessary) adaptation not only for artists-who for the first time had an entire 3D-rendered world to create-but for designers as well, who had to consider how to implement height advantages in combat and where to put high ground in their maps. "We initially thought maybe we could use natural heights from the terrain," recalled level designer Dean Shipley, "but we quickly realized that there needed to be clear definitions of height and so we added multiple elevation layers to mimic the 2D map elevations in StarCraft." It had 3D graphics, for sure, but it had no physics system and most of the underlying logic for the game was a sort of layered 2D-despite appearances of rolling hills and sheer cliff faces.
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