The next part of the legendary strategy in the magic world favored by millions of gamers. The best series traditions combined with the new ideas and technologies will let you dissolve in the regenerated universe full of the mysterious power of magic and noble longing for the battle. Essential graphic standards will make the magic world more vivid, while new heroes and creatures will make your journey more fascinating.
This time I'll be covering the upcoming visual and map design changes. The Halloween decor and night lighting is gone, the daylight is back. Cloudy as that day is :) The map aesthetics have been polished, lighting and object placement have improved.
The main course however is that I have restored and improved on some battlefields that were left unused in the files. Like the Abyss! Originally the only way to cross was that thin passage in the middle. I gave it a standard width but had the Abyss start exactly at the edge of the battlefield to make it feel narrower. I added some lighting, decorated the background and added some fireflies dancing around the edge to give a starry sky effect.
The Sovereign Citadel makes an appearance on lava terrain. Emphasis on large rock formations, craters and abandoned architecture.
A couple more campaign battlefields: A swamp arena from the showdown with Markal and a haven town square from a Tribes of the East cutscene. I'm pretty sure it was never used as a battlefield. As soon as I saw it in the game resources, I wanted it in the game!
Finally, I spiced up that empty-looking taiga battlefield. Now it feels like a sylvan grove up in the mountains, almost unrecognizable :)
I have grouped together the river and beach battlefields so that both spawn near the sea. Now each terrain type only gets native battlefields. I will probably add a patch of land that can randomise the arena you get.
More to come!
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