alright, you forced me to do this. ill prove you the “profile screenshots” are fabricated and not ingame screenshots.
these are all the profile screens from the blizzard hosting:
zoom to 100%. now see how on the profile window buttons and especially fonts are 100% sharp, and the underlaying “main menu” and the chat arent. especially noticable on the chat font thats clearly lower res, but in fact fonts are vectors, especially in a modern web environment that the reforged menu is. that means the background image has been rasterized and sized beyond native screen capture resolution with the profiles put onto in native. also compare the “back” and “cancel” buttons on the “profile layer” vs the “main menu” layer.
i took screenshots myself and the sharpness drop exactly corresponds to 1080p being upscaled to 1440p with the profile menu being made in 1440p native.
Try it yourself so you cannot say i made this up. see it with your own eyes.
it also makes no sense the buttons themselves differ in resolution.
if you think “yea that might be concidence, doesnt proof anything”, then ill point out to you the warcraft 3 menu background is in fact animated - really big coincidence the raindrops are identical on all “screenshots”.
if you then assume they use a paused background, i wonder why the chains left and right bottom are blended out with a soft brushed layermask but somehow slipped. but wait, theres more. the top portion of the chains are actually in the “retail” position, while all screenshots show a lower position of the chains.
and you might assume “its their developer version background thats paused, glitched and lower resolution than the normal client” im very curious as to why this background from the dev update 1 month prior is 1. different and 2. without the double chains:
either all screens should be the same, or all different. but that pattern doesnt make much sense. how much work do you want to put into the background in 1 month just to make it worse and take a screenshot from a broken version?
well those chains can break in the work-client - sooo that doesnt prove anything. but what about that good ol nasty seam that runs from the slipped chains through the hole picture a few pixels pixels below the profile window? zoom to 300% and its evident.
and while you’re there you can look at the bottom right corner of the profile window and discover the scrollbar is hacked in. did i mention that the scroll bar in reforged scales with the amount of scrolling? long list to scroll: short. short list to scroll: long. really strange the scrollbar is always exactly the same although its kinda hard to imagine the amount of scroll is always the same. go up and you see the unfit stitching of the frame - its not even blended.
below the seam the background has very obvious dithering artifacts if you pull up the gradiation curve. now how can it be that the top part has only jpeg compression artifacts and color banding while below the seam the background has dithering artifacts.
lets uncover the solution to the chains and the seam - layer the july and august screenshots over each other and you’ll find the august “player profiles” use the bottom part of the “july” ladder “screenshot”. see how the grass blades actually fit into each other and the august “screenshot” cuts a grass blade on the right side with the seam upwards.
also notice how the pictures use different formats indicating that its not the same person making (not taking, making!) the “screenshot”. no one randomly rolls out the file format to save today. if you prefer quality, you pick png. if you prefer filesize, pick jpg. how can you not care about quality, but then suddenly do? also, jpg is perfectly sufficient for that matter.
another neat thing is that they include a cursor in this:
but none for clicking and highlighting the dropdown menu here:
and in fact its impossible to highlight a dropdown menu in reforged without actually having a cursor ontop of it and the text color doesnt change neither, unlike the “screenshot”.
nothing they show in those screenshots is “real” - its all a photoshop hackjob composed of multiple sources, and a pretty bad one to add insult to injury.
oh and im not “assuming” anything - i was a 2D/3D game artist myself. i know my way around in photoshop and 3dsmax and game engines - not wc3, but goldsource and source engine. i did the whole asset pipeline from scratch. concept -> modeling -> uv mapping -> texturing -> hand made shader maps -> ao baking -> phys models and hitbox models -> rigging & animation -> sound effect frame alignment and engine import / compiling & .vmt shader setup. i didnt do coding, but pretty much everything else.
no ones gonna come around and tell me “you dont know how game development works” when i did exactly that for almost a decade. and if i say that texture touchups, hitbox models, shader maps and in engine lighting setup are not a big deal you can either believe it or put your head in the sand and act like those blizzard devs are doing highest art of rocket science - its not - especially not with such an old engine like the war3 engine. w3 champions proves exactly that - not with ingame graphics, but the coding, ui, webintegration and networking you claim to be so ridiculously hard that its almost impossible to do - until some weekend coders happen to do it “accidentally”? i dont wanna play down the huge achievement w3champions is, but you’d guess the studio that actually made the game should be capable of about the same.
if i was working alone on w3 reforged, i could have fixed most graphic/model/readability issues within that year, probably with spare time to rebalance the campaign - the secret to reforged is: no one is actually working on it. its impossible to have a team work on that thing and get so little progress. its like taking 4 months to change tires on 10 cars. ridiculous. its utterly ridiculous to assume a studio couldnt do more work than blizzard does. blizzard just does bloody nothing. thats their secret.