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Author Topic: [RELEASE:WotlK]  Development maps for 3.3.5  (Read 3896 times)

Gurluas

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[RELEASE:WotlK]  Development maps for 3.3.5
« on: December 05, 2015, 04:52:03 am »
During Cata in one PTR, Blizzard accidentally released some development maps. They pulled the plug before the maps were fully transferred, so what we got was a jumbled mess of floating objects, empty untextured adts, and crashy areas. Even then, they give a really good insight into how Blizzard builds some areas, as well as some experiments they made.

I did my best to recover the most complete and interesting areas and port them to 3.3.5

http://www.mediafire.com/download/cza4gvdces6ux5w/Patch-D.mpq

To use it, simply put it in your <Wow folder>/data directory.

Here are some .go commands so you can get there:

.go 4667.49 -334.099 270.971 605 - Developer village (The area with windmills made out of a lighthouse, a westfall windmill and a barrel.
.go -5430.23 -11138.7 17.6441 605 - Developer island (The little island with huts and palm trees, in a sea without water bordering a big objectless landmass.
.go -10239.1 -7729.27 292.596 605- Developer Wotlk test  (An area dedicated to testing Northrend human buildings and Vrykul buildings, it appears to be a cliff that is part of Howling Fjord, it has building names written in the ground)
.go 9296.79 -9987.97 42.1634 605 - Developer Sholazar test (Like Designer Island, this seems like it's a place to test a whole variety of objects, it's a piece of Sholazar basin with all objects wiped and new stuff replacing them.)
.go -4698 1458 -42 605 - Proto Azjol Nerub (An early incarnation of Azjol Nerub that could be the iteration they planned when Azjol Nerub was meant to be a zone and not two instances.)

Screenshots:
http://imgur.com/a/3hnHD

Enjoy!
Remember to credit me if you use this.
« Last Edit: December 05, 2015, 07:25:30 pm by Admin »

ReznikShaman

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #1 on: December 05, 2015, 11:26:01 am »
Thank you for wotlk convertion :-) It's been a long time since I was last here..

Edit: Third coordinate is wrong, correctly is .go -10277 -7616 300 605 :-) Btw i fix alpha layers.

« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Rangorn

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #2 on: December 05, 2015, 02:32:27 pm »
Nice, thanks !

Did somebody knows if blizzard accidentaly release a new version of this map ? I want to know what this map look like since WoD :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #3 on: December 05, 2015, 07:27:11 pm »
Thanks Reznik, I fixed it :)
And unfortunately no. The Development map is kept tightly under wraps.
It seems to contain experiments and prototype for zones they intend to make much later.
The one we got in Cata had some proto areas for MOP too.

They literally removed it before it finished uploading, hence why most files are 0b, and why some adts are missing objects or textures.

Also Reznik, on a different note that may interest you..


Basically, Programmer's Isle contains a few pieces of the ancient Prototype Zul'aman/Quel'thalas.
(credit goes to lordofdepths for the discovery)

By looking at the shadows, we can also see what objects it originally had too.
http://media-azeroth.cursecdn.com/attachments/51/143/635268514162449289.jpg
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

ReznikShaman

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #4 on: December 05, 2015, 08:49:45 pm »
Quote from: "Gurluas"
Thanks Reznik, I fixed it :)
And unfortunately no. The Development map is kept tightly under wraps.
It seems to contain experiments and prototype for zones they intend to make much later.
The one we got in Cata had some proto areas for MOP too.

They literally removed it before it finished uploading, hence why most files are 0b, and why some adts are missing objects or textures.

Also Reznik, on a different note that may interest you..


Basically, Programmer's Isle contains a few pieces of the ancient Prototype Zul'aman/Quel'thalas.
(credit goes to lordofdepths for the discovery)

By looking at the shadows, we can also see what objects it originally had too.
http://media-azeroth.cursecdn.com/attachments/51/143/635268514162449289.jpg

I created these images for my czech community wiki :-)
http://reznik.wikia.com/wiki/Programmer_Isle
http://reznik.wikia.com/wiki/WoW_Alpha_ ... _2002/2003
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #5 on: December 05, 2015, 08:54:32 pm »
Ah ok, cool (:

I also noticed you got hold of some of the dev quests I used to share on retail.
I still have some but I dont play anymore.

The Evil Squirrel one got removed :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #6 on: December 06, 2015, 10:07:12 am »
Nice work. But why don't this map contain most adts that were avaialbe on cata?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #7 on: December 06, 2015, 11:51:25 pm »
I only took the most interesting and most intact ones. (I had ported others, but they were basically just a tiny piece of an existing zone, complete with the same objects, so I saved them elsewhere for now)
I'll see about porting the corrupt ones later. The corrupt ones are either missing objects, terrain, or textures.
So they're considerably harder to port.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #8 on: December 07, 2015, 12:01:47 pm »
There were some interesting working ones. Like the one with Twilight Hammer stuff. A city made of human farms. Flying zepellins made of  various objects. All those things are not in the release while they are not corrupted. So, you probably missed something ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gurluas

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Re: [RELEASE:WotlK]  Development maps for 3.3.5
« Reply #9 on: December 07, 2015, 04:48:38 pm »
Like I said, I only went with textured areas that were uncorrupt.
I will work on areas with only objects or partially corrupt ones later.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »