With all this stuff, we addressed a new situation: many maps that worked in the previous versions of WC3 are not working anymore in this version, so it's needed to make a kind of upgrade to the maps and manage a versioning in them: save the map for players which don't intend to upgrade to 1.29 and offer a version compatible with 1.29. Seeing the changes made in the coding part it's mandatory to check the functions created in the custom maps to fix possible bugs in the porting to 1.29.
We've been informed about a new version of the patch 1.29, which promises new fixes. This time, they increased the number of items and object elements that the map can support, some melee balances and better colors for the new player slots (this based in the requirements posted here)
Please don't forget to update your PTR installation and enjoy the improvements
Specific Changes & Improvements Team colors revision v2 (Props to Erkan for setting us on the path) Camera reset to 1.28 height
Bug Fixes Korean client crash resolved Custom hotkeys no longer unbind Esc Matchmaking now starts when using community maps Alchemist's Healing Spray now self-heals Various missing textures located (Thanks to TriggerHappy for the test map) Default resolution no longer resembles Felwood World Editor limits raised for reals: Neutral Units - 2,048 Neutral Buildings - 384 Player Units - 4,320 Player Buildings - 2,400 Items - 1,024 Queuing actions behaves correctly Ladder maps cleansed of sneaky tower locations near starting mines
Hero Balance Updates Blademaster Mirror Image Decreased Mana cost (all levels) from 115 to 100
Shadow Hunter Serpent Wards Level 1: Increase damage from 11-13 to 14 to 16; Increase HP from 75 to 90 Level 2: Increase damage from 23-26 to 27-30; Increase HP from 135 to 165 Level 3: Increase damage from 41-45 to 48 to 52; Increase HP from 135 to 200
Dread Lord Carrion Swarm (Buff) Mana Cost (all levels) 110 → 100 Level 1: 300 Dmg to 400 Dmg Level 2: 600 Dmg to 700 Dmg Level 3: 1000 Dmg 1200 Dmg
Demon Hunter Mana Burn (Nerf) Mana cost increase from 50 to 60
Priestess of the Moon Attack Speed (Buff) change default from 2.46 to 2.33
Scout Increase movement speed from 270 to 300 Level 1: Reduce mana cost from 100 to 50 Level 2: Reduce mana cost from 75 to 50
Known Issues Selecting LAN in Asian locales crashes the client Esc on Mac has a chance to close the client Opening a scoreboard will temporarily freeze the game during a multiplayer match TriggerAddCondition() now requires you to add (Condition()) around the "function funcname" Constant native DecPlayerTechResearched not working The GUI equivalent for SetAbilityOnIcon and GetAbilityOnIcon have invalid parameters causing the editor to throw errors World Editor crashes with bad IF statement syntax Cannot set research to a lower level using SetPlayerTechResearched DecPlayerTechResearched causes SetPlayerTechResearched to set level at a lower value PlaySpecialEffect and PlaySpecialEffectWithTimeScale are not working correctly The Italian client is missing menus
Notes Replays are incompatible between major game versions This will be the last version to support Windows XP
Blizzard are full of surprises. Something big is cooking in the Warcraft universe. I dare not say what I think it is. Can't wait for the big announcement.
Seeing how's going on with Overwatch and the current tendencies in gaming, I'm suspecting a recycling strategic process to use WC3 engine for a better and more scalable ways to develop games which can run in low profile PC. That's a good bet compared with the bad experience with SC2. Now games like Fortnite, Paladins and more now are not dependent of high graphics but on a free access plus a comic style design.... like WC3.
With the new patch 1.29 implemented on WC3 PTR, there's more than 60 new jass functions that needs to be tested and documented for bugs and features. So I prepared this topic to talk about each functions made in the new WC3 engine.
Some days ago there was a new patch in the PTR installation of Warcraft III and this update brought us, after a long loooooong time, a proper justice to the WC3 community. A new HUGE update, not a lesser one with the typical few changes and tiny fixes that only affected the ladder gamers in melee maps. This patch brings to us an unexpected change to the possibilities in the WC3 engine and this time, it was clear that the community demands were at last heard.
Would this a signal about a Warcraft 3 Remastering? probably as it has been said by several sites related to games [1 & 2 examples] will be Warcraft 4 on hold?, it's now a serious possibility. But in the meantime we can say at least: REJOICE wc3 community of modders, our prays has been heard and there's more to come.
Widescreen: The game now supports true widescreen; there's some glitches in the moment but it's expectable to have some fixes in the moment. Right now in really width screens there's a blind mouse selection part that could occur. And it has been reported issues with other video processors (Intel graphics)
24 Players: What??? YES!!! now you can make a map with support to 24 players!!! something incredible to be true... and it's TRUE!!. this brings a new possibility to new ideas for maps. This of course implies new player colors to try.
Bug fixes: stuff related with Mac compatibility and clan creation has been addressed.
it is possible to to use JNGP in lasts versions of wc3 without problems and errors? Qoz new 1.29 patch got a new natives and etc...
Well, with this patch, the things are getting too good, to the point of thinking about how to modify this tool for the upcoming updates.
To be honest: this in fact made the purpose of this tool finished. Blizzard is planning in implement all the features of jngp native. And this implies that we will be no longer needing of this tool, now that Blizzard at last has understood all the community needs.
I'm more than happy for this. By the moment we'll need some test to the new features to check which is needed to improve and suggest new features in a rational pace.
Today is that lat day of the year where is an opportunity to remember all the thing we've done so far.
Thanks God, there's new stuff in the community to stand out, and I'll try to summarize.
One account for all the affiliate sites: With the new implementation, all the sites that belongs to the Blizzmod community allows to use the same account to access them. So if you registered your account in wc3modding.info, this same user and password can be used in the other places (blizzmod.info, wc3jass.com, etc...)
Resource filtering and easier search method available: You can see in blizzmod.info, wc3modding.info and wc3jass.com offer direct access links to the resources offered in those sites. All of them allows to have a clear description about its features and they can be filtered and searched by different categories, keywords and rating.
Topic integration with social networks: Every topic in blizzmod.info, wc3modding.info and wc3jass.com have links to Facebook and Google+, so you can share this topics easily with your friends. All the pages show nicely in those social networks. If the topic has an image in the first post, it will be used to stand out the topic in the sharing process.
Wiki/ integrated to the site: This section is aimed for integration with the coding highlighting. If you check, in the jass coding you can see a link over the function name which allows you to create or view a documentation to that function.
Related topic / resource: This feature allows to link any topic in all the pages from the Blizzmod network with other topics. This is useful to build "packs" of resources or to keep a trace of previous topics. This improves the chances that your topic gets accessible via google search.
Discord Chat: And the last but not least, the chat integration with Discord, where we're keeping together the community in support and chit chat in a reliable and faster way. It's easy to join, just follow the link
What's coming for 2018
Implement a faster way to upload resources. Right now you have to do two posting editions in order to implement the resources with images and download links.
uploading the model resources from the backup, so we can have again the big model database from the 2012 times. That's a big task to do.
Improve the icon submission system. Right now it's is slow and tedious to upload icon to the site.
Prepare the last version of JNGP (2.0.10) according to the new changes that seems to come in new patches of WC3
With all of this, I wish to all the community a happy new year 2018, expecting that your projects and goals gets successful and we hope this site keeps being useful to the WC3 community.
Balance: 30 of 50 Well done layout, allowing for many pathing options, with variations in open and closed spaces. Good distance to player bases and gold mines, allowing for fast expansions, and multiple creeping routes for all races. However it is not without flaws. The center of the map is without focus, and you gain almost nothing from having map control. All creep camps and shops are centered around the players bases. Main concern is the placement of the goblin merchant between the 2 players bases. This gives advantage to the defending player, and focuses the map more around expansions and fast teching. Balance favors humans and night elves a great deal more then the other races because of these reasons. Mainly humans. They get an expansion, mercenary camp to defend it, free laboratory for shredder and in-base goblin shop, both of which can be crept with miltia. There are gaps in the trees, giving wisps free scouting positions, that needs to be fixed, and the map comntains no critters for undead to raise skeletons from with rod of necromancy in the early game. Additionally the creeps at the goblin merchant doesn't sleep. It's a common strategy to buy items during first night fall without having cleared the camp. This is not possible without aggroing the creeps.
Terrain: 35 out of 35 Perfect. There will always be small nitpicks one can make, but the terrain of the map is all in all flawlessy done. It uses a minimalistic blizzlike style, that doesn't clutter the map and focuses it on competetive gameplay, yet still remains interresting in areas, such as the center. There is excellent tileset and height variation, and it conveys the theme of a pirate coast exemplary. The map is asymmentrical symmentry, meaing that is mirrored on both sides, without them being copies of each-other. It both looks and plays nice.
Creativity: 5 of 15 Not much. It's a somewhat standard sunken temple tileset. There isn't much creativity or uniqueness about the map, besides from the few buildings and the cathedral. Don't take this negativly, as not every map have to have something unique about it. It just misses out on this scoring.
Bugs: -5 There is shallow water in the players bases. This water blocks the building wall in player 1's base. It can easily be fixed, however as it exists, it will subtract from the total score. Total Score: 65 out of 100 Pirate Bay is basically an inhabited version of Coral Reefs 3.0. Very well designed and authentic, apart from the fact that I couldn't find any critters on the map. I guess that's the price such a paradisiac island has to pay if inhabited by humans. As cool as Pirate Bay seems, I'm afraid it may provide a rather generic gameplay experience. And I refer again to my conclusion of The Irresistible Mind, where I explained this further.
« Created: November 23, 2017, 06:08:04 AM by moyack »
« Last Edit: December 10, 2017, 08:43:23 AM by moyack »
Ok, here's my submission. Pirate Coasts.
PIRATE COASTS by Moyack
A forgotten island, a place where old pirates lived and kept in secret for a long time. Now this abandoned land is part of the oblivion until now.It's the time to reclaim the cursed treasures left and fight against the greed of your enemies.
« Created: September 17, 2017, 05:02:15 PM by moyack »
Warcraft III Cheats Compiled by Moyack
Why cheat? what's the reason of promoting this in WC3?? well, in the mapping or modding process using the World editor, it's necessary to have agile ways to test stuff, and the cheats allow this process. This cheats works only on singleplayer mode and they're blocked in online gaming, for obvious reasons.
allyourbasearebelongtous: Instant win
greedisgood: Get 500 wood and gold
iseedeadpeople: Full map
somebodysetusupthebomb: Instant failure
thereisnospoon: Infinite Mana
whosyourdaddy: Invincibility, one-hit kills
motherland (race) (#) - Level select
strengthandhonor: Keep playing after losing in campaign mode
Classic Games is excited to announce Warcraft III PTR will be live in the coming days. Focus will be on new map pools. The China Joy show match on the updated Terenes Stand between Fly and 120 was the debut of the types of improvements we can't wait to share.
The new map pools will be a mixture of three things – must haves from the current pools, classic maps from older pools, and new ladder version maps. The ladder version maps (LV), are original maps that have undergone significant improvements.
Below is an overview of our objectives and specific lists of changes by pool. So take some time to read up on the new LV maps in the coming days so you will be well prepared when the PTR goes live:
General Improvements & Gameplay Objectives
Balanced creep camp difficulty progression from early to late game Balanced creep drop tables for better item progression from early game to late game Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera Balanced expansion distance from start locations Decluttered points of interest to reduce visual competition during gameplay Retextured map surfaces for better visual clarity - both on screen and mini-map Minimized the size of trees and doodads that obstructed player view of points of interest Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion) Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores
Well, this is something hard to define. WC3 is now evolving and changing its core month by month and doing changes that only will last a few days is impractical. As soon as I see a stable configuration in the game system, I'll update a new version.
Meanwhile I'm sticking with WC3 1.27 which is a version that works with JNGP.