Friday, September 21, 2018

AMA - Former WOW developers Kevin Jordan (classes and spells), John Staats (dungeons and instants), David Ray (database, Wowedit, tools) - Part 2

Continued...

Were there any plans on doing a Demon Hunter class for Vanilla as we saw it in Warcraft 3, but then got scrapped?

See above about classes.

The Demon Hunter fit into the Warrior class. We figured players would make a night elf warrior with dual wield and voila! On top of that we would offer some system (Hero Classes, Talents or something) that would really help them cement that feeling of being a Demon Hunter.

We got the talents, but instead of Hero Classes the Demon Hunter was made its own class (I was gone by then).

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


Kevin: -How long does it take on average for a change to a class to be approved? -What kind of Class- and spellideas did you scrap?

John: -What kind of Raid- and Dungeonideas did you scrap? -Were there more Raids planned to be accesible to dungeons?

To all: -What is the stupidest workaround you ever found to an issue? -What was the riskiest idea you ever implemented into the game? (As in you were not sure how well it would be received by the playerbase)

For me the silliest workaround I did was during launch week, we had to bring up more realms to support the demand. Honestly, we did not expect the number of players we got that first week. The CS tools couldn't support the new realms we brought online. In order to get CS onto the new realms, I made 2 "hosts" file, and I had all the GM's on the right side of the room copy one of the files, and all the GM's on the left copy the other file. For those that don't know, a "hosts" file can be used instead of DNS to lookup the names of servers to their IP addresses. So half the CS team could see half of the realms, and the other half could see the other realms. But no GM could see all of the realms.

Side topic, to those that say we should have expected that many players, no, we shouldn't have. Because no game prior to WoW had that level of success. We thought we'd get to those numbers are 6-12 months, and we thought we were being arrogant for thinking that. To hit those numbers in 1 week was unimaginable.

SecretPyaray (David Ray - Tools & Database) (link to comment)


How soon after Burning Crusade was released did work on Wrath begin (or was it already being worked on)? Were you guys aware of the plans to use Naxx in Wrath when it was originally closed down, or did that idea come later?

It usually took a few months for all the zones to be decided. This always frustrated me, I didn't like the idea of waiting on someone to come up with content. I always thought it could have been done faster (although I was never part of this process so I'm ignorant to all the variables the zone/world designers were juggling). There was probably good reason for the delays. There was a HUGE delay before BC though, I remember it was like 6+ months before we knew what dungeons were needed.

Nax was so epic, we just saved it for a great ending. The asset was mostly built long before it went public, at least a couple years. When we finally were ready to work on it, people wanted things changed so that's when I got involved. I think I rebuilt half of it...but I was just following the look already established by it's first 3D level designer (Dana Jan).

whenitsready (John Staats - Dungeons & Instances) (link to comment)


My questions are for /u/SecretPyaray -

How did wowedit work - were there project files that would store the data in some intermediate format before being applied to the game data, uncompiled as such, or did it write ADT data directly to the game server?

How much was WoWEdit tied to the database/game data? Is it/was it just another program stored alongside a Data directory, or was it tied more to the server-side sort of things?

What was the best feature that you never got to implement in WoWEdit? Was it eventually added in later versions?

Can anything be said about WLW files, which have shipped since Vanilla in the data files, but aren't used by the client - are/were they used internally within WoWEdit for water data?

Can anything be said about PM4 files - as far as the wowdev wiki can come up with, they're ADT-like in structure, but unused (and for some reason, shipped) by the client. Any insight would be helpful, even if just to document what they are (not looking to ... (Full text here)

WOWEdit had a direct connection to the SQL servers for the static game data. So all the things like items, quests, etc. got put directly into the database. At that time, the game servers read from the same database (albeit a different machine with copied data), so the DB data was final format.

For terrain editing, some of the data was written in it's final format, and some of the data got written in a temporary form that got compiled at build time.

I'm afraid it's been too long for me remember details about the specific file extensions, I do not remember WLW, or PM4 at all.

I don't really recall any features that I wanted to write but couldn't, just about everything that I came up with to put into it, I did. It was a really powerful tool. I'm sure it's grown (or been replaced) in the 11 years since I left.

SecretPyaray (David Ray - Tools & Database) (link to comment)


  • How would you describe the difference in design philosophy, back then vs. now, when it comes to class/spec spells and abilities?

  • Do you think it has improved on all fronts or do you think some things could have been done differently?

  • How did you come up with for example aura animations for paladins? They are simple, yet so extremely iconic.

The first question is tough to answer and I haven't followed WoW super closely in a while. I will say (and I mentioned above in a couple places) that the philosophy has moved away from social/world/toy and more towards game. If a spell doesn't make for a strong game dynamic, it doesn't make the cut. There's little room for spells/abilities that are just to mess around with or for fun that are class specific. They do have lots of items that do that now to be fair, I just don't know of any that are class based.

I do not think WoW has improved on all fronts no. Some of this is just what they decided to focus on. One of the core concepts of quality game design, IMO, is to create the game you want to play. As the game ages, and the developers with it, needs and desires change. This has an impact on the direction of the game and that's a good thing if you're in the same place as the devs. If you're joining late and trying to see what all the hoopla is about you can miss the boat if care hasn't been taken to maintain the core/original concepts as you make changes to accommodate those new needs.

The main example I can give is how the game felt when I played a character from 1 to max level last year. I felt rushed to get to max level. I felt people I came across were more in my way than potential social experiences. I did not make a single friend or have one positive social experience in my entire time leveling. That's pretty telling compared to what most of us remember from early wow. You couldn't go a game session without several social experiences (some good and some well...).

I can't take too much credit for the animations and spell effects and sounds as those were all created by very talented artists and animators. I gave them some direction like this needs to be subtle because it's going to be on all the time or the effect art should try to represent what the ability is and the icon used wherever possible. We would review together and make tweaks where I felt necessary and that's testament to the process Blizzard employs. Keep hammering it until it's perfect!

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


How soon after Burning Crusade was released did work on Wrath begin (or was it already being worked on)? Were you guys aware of the plans to use Naxx in Wrath when it was originally closed down, or did that idea come later?

I don't remember ever stopping development on WoW so the answer is immediately. :P Most of the time, we were juggling live patches and expansion changes but so much to do and so little time in the day.

An issue we always had with our dungeons was we wanted to put in more than we had time for. We originally concepted out 50 dungeons for vanilla WoW release. How many did we actually release with? Something close to 15-20? I can't remember exactly, but our eyes were always bigger than our stomachs when it came to dungeons. It's very possible Naxx was in that category of had to wait a little longer to finish.

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


Hi /u/FailureAndAnalysis! First off, if I have you to thank for the hilarity that was Mind Control, then thanks <3! I loved that spell, and all the shenanigans that came with it like cross-faction chat and guard suiciding. It's a shame it got nerfed to the ground.

My questions:

  • Design wise, what was the original pitch of the game like vs what it became on release?
  • How was the design process like when spells and other core systems weren’t available for a long time?
  • Generally, the designers were good at communicating what was happening in the game for the players to understand and react. However, the threat system was a noticeable exception for years, such that the players had to resort to building add-ons that by trial and error provided an approximation of the threat modifiers of each spell. What was the design philosophy behind obscuring such an essential group combat mechanic?
  • I remember hearing that at one point spell schools (fire, frost, etc) had a skill system l... (Full text here)

I once was buffed by the opposing faction after they mind-controlled me. It was cool! Although my ganking guildmates (developers Shawn Carnes, Jeff Kaplan, and Jonathan LeCraft accused me of consorting with the enemy).

  • The first question is too broad, check out my book, TheWoWDiary.com for the story.
  • Designers played other game and made notes (again read the book)
  • I think obscurring threat was a good thing. Keeping it vague meant it couldn't be automated with alerts.
  • I think you're talking about the talents that resisted schools of magic. It was too unfair to shut down an entire classes spells.
  • Campfires used to do damage. Players could build them at the feet of AKF players and slowly kill them. When you could dismount on flying mounts, players could enter unfinished, high-level zones and do all kinds of things.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


How did the raid lockout mechanic work in vanilla? Did you have to be in the raid group/in the instance when then boss died? Could you leave the group and instance prior to boss death to avoid the lockout?

I don't know how raid lockouts worked in Vanilla. I didn't even know they were a thing. I wasn't in a guild good enough where that was an issue.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


What’s better, vanilla or modern wow?

I'm guessing modern wow. I'm guessing you're baiting me to say Vanilla, but I HATED the fact that I couldn't find a group to play dungeons.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


Hello /u/SecretPyaray! Thanks for doing this AMA. I've got a bunch of questions I hope you don't mind answering.

  • John Staats mentions it was pretty brutal building an MMO, yet you went back and built another one. Were there lessons you learned from WoW’s development that you were able to successfully apply to Wildstar?
  • How were priorities setup for what got tooling support? It’s been mentioned before that the designers couldn’t copy and paste mobs for a long time so it seems like the producers were more than happy to throw more bodies at a problem as long as it wasn’t from engineering.
  • Is there anything you can tell us about what the server software stack was like back then?
  • I remember a GM once mentioning that some of the earlier GM tools had them controlling three characters at once per realm, with two of them for per-faction chat. Can you comment on this setup? What was the third character for? How limited were the GMs in what they could do back then?
  • Sam Lantinga ... (Full text here)

Hello /u/SecretPyaray! Thanks for doing this AMA. I've got a bunch of questions I hope you don't mind answering.

John Staats mentions it was pretty brutal building an MMO, yet you went back and built another one. Were there lessons you learned from WoW’s development that you were able to successfully apply to Wildstar?

Yeah... I didn't actually apply at Carbine, they reached out to me and had to convince me to work on another MMO. They originally reached out to me because there weren't very many tools programmers back then with MMO experience, and they really needed someone on their tools. So I was hired to work on Tools, and ended up rewriting a BUNCH of them. Eventually I moved over to working on the servers, and ended up the Lead for the server team.

How were priorities setup for what got tooling support? It’s been mentioned before that the designers couldn’t copy and paste mobs for a long time so it seems like the producers were more than happy to throw more bodies at a problem as long as it wasn’t from engineering.

Well, to understand why copying and pasting took a while to implement, you have to understand, it's not like they were text files, or even files at all. Creatures were database records, with many relationships. So in order to duplicate a creature, you had to duplicate the record(s) and make new versions of the records, and fix all the relational links. Some things needed to be copied, and some things needed to just be linked to the new records, but sorting through all that was rather complicated.

There were only 11 or 12 engineers back pre-launch WoW days. And only 2 of us worked on Tools full time. So the scheduling came down to how much time did it take, versus how much time would it save, and compare that to other tools that would have to wait when we worked on things. Generally speaking, everything got base functionality for creating and editing, and then only the things that really needed it, got a polish pass. And sorry to the designers, but copy & paste was polish.

Is there anything you can tell us about what the server software stack was like back then?

Not really, I wasn't a server engineer. I was the tools guy. I did do some server things, but I can only really speak intelligently about those limited aspects.

I remember a GM once mentioning that some of the earlier GM tools had them controlling three characters at once per realm, with two of them for per-faction chat. Can you comment on this setup? What was the third character for? How limited were the GMs in what they could do back then?

I don't remember a third. I do remember the faction issue so that they had to have 2. If I were to guess about the 3rd, I'd guess it was actually a game client running with them having an actual in game presence, where the GM characters in the tools were purely for chat, and didn't appear in world to other players. They were in world, just standing still in GM Isle.

Sam Lantinga mentioned the switch to Oracle was pretty late in the whole process, which I imagine was due to heavy DB load. Can you talk about some of the infrastructure/database design that allowed the game to respond so quickly?

It was because of record size limitations in Microsoft SQL. To this day it has a record size limit around 8k. Character records were bigger, and it was obnoxious splitting the data for a single record among several tables.

But we had written our own database object interface in C++. So the switch to Oracle only required changing that one object, and very little changes elsewhere.

How did IDs (spells, items, creatures, etc) get assigned by WoWEdit to prevent conflicts between designers?

Well, they were all database records, so the ID, and it's uniqueness, was enforced by SQL. Whenever they hit "new spell" or "new item" a new record would be created, and that record had a unique ID.

There were conflicts though, sometimes designers would both create a new item with the same name, or just slightly different name with the same details, but all those things were handled via process, not by code.

Worst/funniest bugs you came across? What caused them?

There was a bug once that made all the player characters butts disappear. That was pretty funny, don't know what caused it though, wasn't involved in fixing it.

SecretPyaray (David Ray - Tools & Database) (link to comment)


Hello everyone! :)

Hi Kevin!

whenitsready (John Staats - Dungeons & Instances) (link to comment)


How big was Allen Adhams influence for WoW? Can you guys share some stories where he influenced development?

Significant, he was the design director for WoW up until Alpha, and that's when Pardo took over and Allan "retired".

SecretPyaray (David Ray - Tools & Database) (link to comment)


On behalf of someone else :

To David, how hard was it to develop Wowedit? What can you tell us about its development?

It was difficult, but I'd been writing tools in MFC for years already. So it was just another major tool.

My background before games was actually in Aerospace. So I was already very used to making very large database tools.

SecretPyaray (David Ray - Tools & Database) (link to comment)


http://images.eurogamer.net/assets/articles//a/6/9/5/8/5/8/ss_preview_3.jpg.jpgI found this image of an area in Elwynn Forest, that I am not able to recognize from the released game.I have heard before that Elwynn and Westfall were some of the earliest zones made, and was wonderingwhether the entire Elwynn Forest was remade since this image was taken.

Also why was the water changed to be flat with a texture instead of the one we can see in old trailers where the water actually has waves? https://www.youtube.com/watch?v=hnM1q6lpOUY at 0:41

That's probably not Elwynn. The name might have been the default name for unspecified zones...so that could have been Redridge lake or anywhere.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


Hi /u/FailureAndAnalysis! First off, if I have you to thank for the hilarity that was Mind Control, then thanks <3! I loved that spell, and all the shenanigans that came with it like cross-faction chat and guard suiciding. It's a shame it got nerfed to the ground.

My questions:

  • Design wise, what was the original pitch of the game like vs what it became on release?
  • How was the design process like when spells and other core systems weren’t available for a long time?
  • Generally, the designers were good at communicating what was happening in the game for the players to understand and react. However, the threat system was a noticeable exception for years, such that the players had to resort to building add-ons that by trial and error provided an approximation of the threat modifiers of each spell. What was the design philosophy behind obscuring such an essential group combat mechanic?
  • I remember hearing that at one point spell schools (fire, frost, etc) had a skill system l... (Full text here)

Haha, you're welcome. Mind Control ticked all the boxes for me. A great game spell as well as just a massively fun toy. And yes, the shenanigans were real and that appealed to my PvP loving side. :P

Original design was probably Everquest done the Blizzard way. Most of the team were huge Everquest fans. I was the only Ultima Online refugee that I knew of so had a very different philosophy which I tried to inject every chance I got. Obviously, the game evolved quite a bit from both of those games but I loved that it was a healthy mix.

The design process is always interesting when you don't have the tech yet. We had a huge starting point of stuff we want our characters to do from the Warcraft games and it was sort of assumed that we'd be able to do all that. MMOs are such a different animal than RTS games and even Diablo games though that we had to focus on roles (Tank/DPS/Healer) and how they would interact with the classes to really nail it down. And of course the standard back and forth with the programmers. "You want to do WHAT?!?!?"

Agreed that early on the threat system was hard to figure out. We did want players to have a general idea of what there abilities did without weighing them down with an extra bar full of numbers that were different for each player etc... We also tried to evaluate the most important moments in the system (and the changes to this came later). You need to know that you are the target. You need to know you're about to stop being the target. You need to know you're about to become the target. Everything else is just the system working under the hood and only the real number crunchers out there want to know exactly what's happening. The goal was to focus on those events and clearly indicate when they were happening without overwhelming you.

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


On behalf of /u/legacy_of_fail

Oh my god, the database guy. I'm so there.

I have a hand in running an ERP system, so i'm really interested in how things like this are structured for games ? Particularly the relationship between realms and underlying data storage/structure with as many simultaneous connections as I assume WoW has.

Really, realms is just an ID in most of the records. Each DB server actually handles many realms. I think at launch it was 16 realms, although I think load made them scale back. I suspect it's many many more realms per DB now.

Fundamentally the character record is key, and all the items, quests, fizbangs, and doohickeys, all point to the character record. So when you load a character, it also selects all the item, quests, etc. records that are owned by that character.

SecretPyaray (David Ray - Tools & Database) (link to comment)


A question for /u/SecretPyaray I suppose. I enjoy working with database teams and have operated in a sort of everywhere jack-of-all-trades software position in the past doing go-between work among departments and was just curious about how interconnected some teams may be there at the office.

This is more of an office structure/workflow question as opposed to much on the technical end, but I feel like with certain things people have been upset about in BfA were quickly hotfixed thanks to a solid database team.

As an example "Island expeditions...meh." a quick minor tweak to drop rate values for pets/toys/mounts to address that likely required incredibly minimal effort. Also, "I can't trade all this Azerite gear I don't need..." another super simple tweak made that has since helped a ton of people pass gear to those in need of upgrades. While the first is more of a band-aid, it still helps and was possible thanks to db updates.

Sorry for taking so long to get to ... (Full text here)

Well, prior to launch, there were only 12 engineers. So it was not uncommon at all for all of us to be in a single conference room. So everybody worked with everybody on engineering.

I'm sure things are different there now, but I can't really comment on it.

I never named anything silly in the DB, because of my background and knowing that it would have to be supported for years. But I did put silly things into the tools. One of the designers wanted WOWEdit to just do what he was thinking. So I added a "brain" button into WoWEdit, and when he pushed it, it was popup a progress bar that said "Now scanning brain", after about a minute when the progress bar finished, it would pop up a fake GP Fault screen with the error "No memory found."

Also one of the GMs complained about how the GM tool was so boring without enough color in it. So "If username = blah then color = rand(255)";

But never anything in game. But an Easter Egg was put into the game kind of for me, I'm a big Olivia Newton-John fan, and if you've ever noticed the names of the bankers in the main Stormwind bank....

SecretPyaray (David Ray - Tools & Database) (link to comment)


On behalf of /u/eisal

What are your opinions on data mining? In the past it was not as common, and the game kept a lot of its mystery. Today data mining is widespread and you can barely play a game without being spoiled something, even if you try to keep yourself away from it.

Is this something you think gaming companies should embrace, or actively prevent it?

We tried to put in code to prevent it, but we knew from the beginning that it was a losing uphill battle. So we just tried to keep it to a minimum.

SecretPyaray (David Ray - Tools & Database) (link to comment)


This is probably more on the tech side; what's the most complex bug you'd even looked into?

Personally, any heisenbug can make a day a bit worse :)

I once had some code that wouldn't compile after we added comments. Removing the comments made it compile again. Not our bug, more of a MS bug, but it was still obnoxious to figure out.

SecretPyaray (David Ray - Tools & Database) (link to comment)


John Staats

  • I've heard the design of Molten Core was fairly rushed due to time constraints. With unlimited time and no technical constraints what would you have liked to improve?

David Ray

  • What was the most challenging feature/task you worked on?
  • Technologies, especially cloud services, have come a long way since 2004. Is there any specific technology or service you would have killed for back then?

Kevin Jordan

  • What spell/ability/system were you most proud of working on?
  • The game systems and the way the game is played has changed a LOT since those days. For example, hybrid specs becoming more viable in end game. Knowing what we know now, what system would you most like to change if you had a time machine?

When a dev has months or years to think about boss fights they want to script in their MMO, they're likely going to have a stockpile of great ideas starting out. That's probably why time wasn't an issue for the Molten Core. Scott Mercer, the designers who scripted it all, probably wouldn't have improved it much.

Visually, I think it has such a strong flavor, that spending more time polishing the geometry wouldn't have added much to the dungeon either...that's why I didn't spend more time on it. I wished I had turned Ragnaros' lair into a slight conical funnel instead of a flat pond. A descending spiral (with Rag in the center) would have been more interesting than a flat spiral. /shrug

whenitsready (John Staats - Dungeons & Instances) (link to comment)


Why the constant changes to enh shamans, 2hd windfury to a cleave specialist to an aoe specialist to a single target ect....?

Enhancement Shamans were a tough nut to crack. We wanted them to have a lot of flexibility but the balancing point between weapon systems and elemental weapon buffs was pretty out of control. We tried a variety of things and most of them just had problems in one area or another. Windfury was a pretty massive headache as well. Fire was always designed to be the "DPS" element, so having a broken Windfury effect in the game created so many problems for so long. Ahh, to do it over again. :P

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


Thank you for doing this :).

What was your most memorable, and or favourite, technical achievement during development? And what was the engine like to work with?

Building Booty Bay was huge for me. It told me (and the whole team) that we could build big, cool areas without worrying about polygon counts too much. There was NO other editor or game where this was true...unless we count console games (which I won't because console games at the time didn't use a lot of textures).

whenitsready (John Staats - Dungeons & Instances) (link to comment)


Hello,

Any idea for letting new players to purchase legacy elite pvp set? They are so neat looking! For example make those who get 2200 rating in any season able to purchase old legacy pvp elite.

This is a quality of life changes, and I am sure many people will like it. It will also attract more players to pvp. Because it's not really fair for hard core raiders who work so hard on current content only for them to be face roll through next expansion.

Yeah, we haven't worked at Blizzard for many, many years.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


John Staats

  • I've heard the design of Molten Core was fairly rushed due to time constraints. With unlimited time and no technical constraints what would you have liked to improve?

David Ray

  • What was the most challenging feature/task you worked on?
  • Technologies, especially cloud services, have come a long way since 2004. Is there any specific technology or service you would have killed for back then?

Kevin Jordan

  • What spell/ability/system were you most proud of working on?
  • The game systems and the way the game is played has changed a LOT since those days. For example, hybrid specs becoming more viable in end game. Knowing what we know now, what system would you most like to change if you had a time machine?

Has to be the talent system. Other games had skill trees, but there was something unique and special about the talent system that got everyone really excited. So much in fact, that it became industry standard. So many games after WoW had talent trees in them. Didn't matter if it was a MOBA, an FPS, an RTS or whatever. Throw talent trees on it, value added. Very rewarding.

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


They had something like this in Asherons Call. Was awesome to be able to recall back to the mansion. We had to feed the monthly maintenance bill though.

Yeah, that's a smart money sink. ;)

whenitsready (John Staats - Dungeons & Instances) (link to comment)


David - in previous interviews and AMAs john has told us that WoW's programmers were basically the 'performance police'. Do you remember any fun or cool mechanics, items, events, or ideas that had to be killed to keep the game stable/playable? Were there any good fights with passionate developers? :)

I used to sign all my e-mails with my initials "DR", after a little while people started calling me "The Doctor", but as requests kept coming in, and I responded to them, I earned the title "Doctor No".

It was a long time ago, but I remember one that I just couldn't get some of them to understand was not really possible. They wanted when you finished the Deadmines, for you to take the helm of the boat, and sail it out into the harbor or Westfall and be able to use mortars on the shore. Given that Deadmines was instanced, there could literally have been hundreds of those ships sailing out at any particular time.

SecretPyaray (David Ray - Tools & Database) (link to comment)


What's your favorite race that should be a playable race, and why is it the Arakkoa?!

Magnataur! Because I'm feeling silly.

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


What were you thinking with the vanilla warlock

Haha! The Warlock was our freak class. That new creation that didn't have ties to all the old RPG tropes or other games. For this reason, it was extremely experimental. I'm not surprised at all that it "freaked" people out. Bwahahaha!

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


What’s better, vanilla or modern wow?

A deep question, for each of us to answer...in our own time...in our own way. Go forth with courage, my son!

FailureAndAnalysis (Kevin Jordan - Game Systems, Classes & Spells) (link to comment)


how many times did you say you had to redesign Kara? You mentioned it on ClassiCast, I thought it was 4 times.

I built it for ~6 months using a BSP editor. All that geometry was scrapped.

It was rebuilt and textured by another 3D level designer that probably took 3-4 months. The play areas were too small for combat so it was scrapped.

A long concept meeting was held by the artists, concept art was made but the programmers vetoed their idea of floating, revolving towers.

I built it again. I sketched out the layout and passed it to Aaron Keller who build the interiors while I moved onto the exterior and a raid at the top of the tower (a floating asteroid to where players teleported..but this raid wasn't needed, so it too was scrapped). I half-build micros around it, Aaron blocked out flooded sub-levels to the tower too, but these were also unnecessary, so we never finished building them.

LOL. Freaking Karazhan. I'm glad it turned out well, at least.

whenitsready (John Staats - Dungeons & Instances) (link to comment)


Who’s idea was it to put the warning construction gates in Hyjal? Did you know players would get in there somehow? My fondest wow memory with my late cousin was wall jumping for hours to get in there and take screen shots!

o’s idea was it to put the warning c

Probably one of the exterior level designers using a prop that wasn't used anywhere else. They likely did it to denote to other devs that the area wasn't "official."

whenitsready (John Staats - Dungeons & Instances) (link to comment)


To compensate for all the very open questions: is green your favorite colour?

Bridgekeeper: What... is your favourite colour?

Galahad: Blue. No, yel...

[he is also thrown over the edge]

SecretPyaray (David Ray - Tools & Database) (link to comment)


invisible bunny rabbits.

Nope. Random event. It was just a random event.

It was probably too OP for a random event too, and a shame that many, many guilds wiped because of it. Live and learn!

whenitsready (John Staats - Dungeons & Instances) (link to comment)



Submitted September 22, 2018 at 02:38AM by blizztracker https://ift.tt/2Dne2bR

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