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Messages - moyack

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Warcraft III News / New patch 1.29 (March 15) is live
« on: March 15, 2018, 09:31:26 PM »
Hello Wc3modders:

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 :D

Hail Warchiefs, Lichs, Commanders, and Keepers,

Warcraft III's PTR is updated and ready for your scrutiny.



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
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

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

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.

General Jass Discussion / Patch 1.29 new natives: a testing place
« on: February 25, 2018, 10:35:35 PM »
Hi everyone:

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.

Here's the list:
Code: jass  [Select]
  1. DecPlayerTechResearched; takes player whichPlayer, integer techid, integer levels returns nothing // Opposite to IncPlayerTechResearched
  2. DeleteHeroAbility; takes unit whichUnit, integer abilCode returns nothing // Remove Hero Ability
  3. DeleteHeroAbility; takes unit whichUnit, integer abilCode returns nothing // Remove Hero Ability
  4. GetAbilityCooldowntakes; integer abilId, integer level returns real
  5. GetAbilityIcon; takes integer abilCode, integer level returns string
  6. GetAbilityManaCosttakes; integer abilId, integer level returns integer
  7. GetAbilityPosX; takes integer abilCode returns integer // Icon Position
  8. GetAbilityPosY; takes integer abilCode returns integer
  9. GetAbilityResearchTooltip; takes integer abilCode, integer level returns string
  10. GetAbilityResearchExtendedTooltip; takes integer abilCode, integer level returns string
  11. GetAbilityTooltip; takes integer abilCode, integer level returns string
  12. GetAbilityExtendedTooltip; takes integer abilCode, integer level returns string
  13. GetAbilityOnIcon; takes integer abilCode returns string // "OnIcon is the icon for these auto-castable ablities when they're turned on"
  14. GetAbilityOnPosX; takes integer abilCode returns integer
  15. GetAbilityOnPosY; takes integer abilCode returns integer
  16. GetAbilityOnTooltip; takes integer abilCode, integer level returns string
  17. GetAbilityOnUberTooltip; takes integer abilCode, integer level returns string
  18. GetItemIconPath; takes item whichItem returns string
  19. GetItemTooltip; takes item whichItem returns string
  20. GetItemExtendedTooltip; takes item whichItem returns string
  21. GetLocalSpecialEffectX; takes effect whichEffect returns real
  22. GetLocalSpecialEffectY; takes effect whichEffect returns real
  23. GetLocalSpecialEffectZ; takes effect whichEffect returns real
  24. GetLocalUnitZ; takes unit whichUnit returns real
  25. GetTriggerPlayerMouseButton; takes nothing returns mousebuttontype
  26. GetTriggerPlayerMousePosition; takes nothing returns location
  27. GetTriggerPlayerMouseX; takes nothing returns real
  28. GetTriggerPlayerMouseY; takes nothing returns real
  29. GetUnitAbilityCooldown; takes unit whichUnit, integer abilId, integer level returns real
  30. GetUnitAbilityCooldownRemaining; takes unit whichUnit, integer abilId returns real
  31. GetUnitAbilityManaCost; takes unit whichUnit, integer abilId, integer level returns integer
  32. GetUnitArmor; takes unit returns real
  33. GetUnitAttackCooldown; takes unit whichUnit, integer weaponIndex returns real
  34. GetUnitBaseDamage; takes unit whichUnit, integer weaponIndex returns integer
  35. GetUnitCollisionSize; takes unit whichUnit returns real
  36. GetUnitDiceNumber; takes unit whichUnit, integer weaponIndex returns integer
  37. GetUnitDiceSides; takes unit whichUnit, integer weaponIndex returns integer
  38. IsUnitInvulnerable; takes unit whichUnit returns boolean
  39. IsUnitSelectable; takes unit whichUnit returns boolean
  40. PlaySpecialEffect; takes effect whichEffect, integer anim returns nothing
  41. SetEventDamage; takes real damage returns nothing // Modify EVENT_UNIT_DAMAGED event damage
  42. SetHeroProperName; takes unit whichUnit, string name returns nothing
  43. SetSpecialEffectAlpha; takes effect whichEffect, integer alpha returns nothing
  44. SetSpecialEffectColor; takes effect whichEffect, integer r, integer g, integer b returns nothing
  45. SetSpecialEffectColorByPlayer; takes effect whichEffect, player whichPlayer returns nothing
  46. SetSpecialEffectPosition; takes effect whichEffect, real x, real y, real z returns nothing
  47. SetSpecialEffectPositionLoc; takes effect whichEffect, location loc returns nothing
  48. SetSpecialEffectOrientation; takes effect whichEffect, real yaw, real pitch, real roll returns nothing
  49. SetSpecialEffectPitch; takes effect whichEffect, real pitch returns nothing
  50. SetSpecialEffectRoll; takes effect whichEffect, real roll returns nothing
  51. SetSpecialEffectTime; takes effect whichEffect, real time returns nothing // Think this won't solve the leak problem
  52. SetSpecialEffectTimeScale; takes effect whichEffect, real timeScale returns nothing
  53. SetSpecialEffectX; takes effect whichEffect, real x returns nothing
  54. SetSpecialEffectY; takes effect whichEffect, real y returns nothing
  55. SetSpecialEffectYaw; takes effect whichEffect, real yaw returns nothing
  56. SetSpecialEffectZ; takes effect whichEffect, real z returns nothing
  57. SetUnitAbilityCooldown; takes unit whichUnit, integer abilId, integer level, real cooldown returns nothing // Set ability cooldown for this specific unit
  58. SetUnitArmor; takes unit whichUnit, real armorAmount returns nothing
  59. SetUnitAttackCooldown; takes unit whichUnit, real cooldown, integer weaponIndex returns nothing // Set all future attack cooldown for this specific unit
  60. SetUnitBaseDamage; takes unit whichUnit, integer baseDamage, integer weaponIndex returns nothing
  61. SetUnitDiceNumber; takes unit whichUnit, integer diceNumber, integer weaponIndex returns nothing
  62. SetUnitDiceSides; takes unit whichUnit, integer diceSides, integer weaponIndex returns nothing
  63. SetUnitName; takes unit whichUnit, string name returns nothing
  64. UnitCancelTimedLife; takes unit whichUnit returns nothing
  65. UnitDisableAbility; takes unit whichUnit, integer abilId, boolean flag, boolean hideUI returns nothing
  66. EndUnitAbilityCooldown; takes unit whichUnit, integer abilCode returns nothing // Finish cooldown for this ability for this unit
  67. UnitHideAbility; takes unit whichUnit, integer abilId, boolean flag returns nothing
  68. UnitInterruptAttack; takes unit whichUnit returns nothing
The idea is to make a testmap for each message that shows how this code works. If you want to join in the processs, just reply this thread with a tesmap and I'll link it in the first post.

Warcraft III on PTR has been updated to 1.29
Warcraft III on PTR has been updated to 1.29

DOWNLOAD Warcraft III PTR Installer

Hello my fellow blizzmodders:

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.

Important changes in the game: Link
  • 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.

World Editor Changes: Link
  • Object limit increased to 30,000
  • Map size limit increased to 480 x 480
  • Tile set limit increased to 16
  • Max execution number increased to 1666666
  • Max food limit increased to 999
  • Max resource limit increased to 9999999
  • Array size increased from 8192 to 32768
  • Display mana bar

And some Map Pools & Balance Updates which are described here.

Soon I will open a topic to deal with the new natives, where I'll do testings to each new function added to the WC3 game engine. Stay tuned to this topic so you can share and discuss the new features.
EDIT: topic opened: http://wc3jass.com/5555/patch-1-29-new-natives-a-testing-place/

What do you think about this patch?? please tell us your feelings and expectations.


WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« on: February 22, 2018, 10:09:02 PM »
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.

Tavern / Re: Transformers Prime Wars
« on: February 06, 2018, 07:46:03 AM »
Already seen this, I'm also nuts about Transformers. Which character is your favorite one Moyack?



Site News & Updates / Happy new year 2018 from Blizzmod Community!!!
« on: December 31, 2017, 11:30:33 PM »
Hello my fellow Blizzmodders:

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 :D

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.

Warcraft III Maps / Re: (2) Pirate Coasts
« on: December 08, 2017, 10:03:22 PM »
Review from the judges Sister She & HighTac: https://docs.google.com/spreadsheets/d/1XbhrMxWAiR1EVII_ccNExZyttCWKvUieHme6uyXuvwM/edit?usp=sharing

Pirate Coasts

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.   

Starcraft II News / Starcraft II is FREE!!
« on: November 28, 2017, 09:47:24 PM »
Starcraft 2
Is now FREE!!!

Download here


Download client

Warcraft III Maps / (2) Pirate Coasts
« on: November 23, 2017, 06:05:09 AM »
Version: 1.0.1
Keywords: Pirate, island, coasts, moyack
Play Mode: Multiplayer, Single Player
Category: Standard Melee
Tilesets: Dalaran Ruins, Sunken Ruins
Players: Minimum players: 1
Maximum players: 2
Rating: 5
Warcraft III Map
« 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.

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.

Full map

I hope you like it :D

Code: [Select]
Version 1.0.1
* Modified the shallow water terrain near to player 1
+ Added critters to benefit undead races
* Modified creeps at expansion mines to have camp range (200)

Version 1.0.0
+ Initial version

Warcraft III Models / Ice Golem
« on: November 10, 2017, 06:20:18 AM »
Keywords: Ice, frost, Golem, moyack
Model Type: Unit
Model Category: Creep
Rating: 5
Warcraft III Model resource
« Created: November 10, 2017, 06:22:53 AM by moyack »
« Last Edit: November 10, 2017, 09:23:35 PM by moyack »

Related Topics or Resources

Ice Golem
By Moyack

Hi, I did this model inspired by the one created by the King (check related link), if there's a crystal one, then it should be an Ice golem, chilled as itself.

Please enjoy and don't forget to give credits :D

Warcraft III Maps / Re: War of Races - Guerra de razas
« on: November 09, 2017, 07:47:20 PM »
Hi theking, I did some small changes in the first post so it can fit better with the description, and the English version is done for a major audience.

And the files are coming!!!

Warcraft III Spells and Systems / Re: .txtFile v3.3
« on: October 06, 2017, 07:28:13 PM »
Hi nel and Welcome to WC3modding.info.

I've set the trigger tag so it can look better. Im working in the code to show triggers properly :D

Tutorial Zone / Re: How to [download | install | configure] JNGP
« on: October 01, 2017, 10:58:39 PM »
Thanks for the guide! I'm looking forward to trying out JNGP.
You're welcome :D

Tutorial Zone / Warcraft III Cheats
« on: September 17, 2017, 05:02:15 PM »
Category: Miscellaneous Tutorials
« 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
  • greedisgood (#): # of gold and lumber
  • keysersoze (#): # of gold
  • leafittome (#): # of lumber
  • iocainepowder: Fast death
  • pointbreak: Build over food limit
  • whoisjohngalt: Fast research
  • sharpandshiny: All upgrades
  • synergy: Tech tree unlocked
  • riseandshine: Set time to morning
  • lightsout: Set time to evening
  • daylightsavings (time): Set time of day
  • itvexesme: Disable victory conditions
  • thedudeabides: Fast spell cooldown
  • daylightsavings: Day/night transitions
  • warpten: Fast build

Warcraft III Models / Demon Tunneler Red
« on: September 15, 2017, 10:37:37 PM »
Keywords: Demon, tunneler, Sammy, moyack
Model Type: Unit
Model Category: Creep, Demon
Rating: 5
Warcraft III Model resource
« Created: September 15, 2017, 10:41:05 PM by moyack »
« Last Edit: September 16, 2017, 09:17:32 AM by moyack »

Related Topics or Resources

Demon Tunneler (Red)
By Moyack

This is my first customized model, developed to teach how to use re-UWRaping technique to create new kind of models changing its skin with another one.

Based in the easter egg model Sammy!, this model comes in two versions: Purple and red. It uses all ingame textures and with this we can ensure it works properly in any map.

Enjoy :D

Warcraft III Models / Demon Tunneler Purple
« on: September 15, 2017, 08:41:37 PM »
Keywords: Demon, tunneler, Sammy, moyack
Model Type: Unit
Model Category: Creep, Demon
Rating: 5
Warcraft III Model resource
« Created: September 15, 2017, 08:43:08 PM by moyack »
« Last Edit: September 16, 2017, 09:17:54 AM by moyack »

Related Topics or Resources

Demon Tunneler (Purple)
By Moyack

This is my first customized model, developed to teach how to use re-UWRaping technique to create new kind of models changing its skin with another one.

Based in the easter egg model Sammy!, this model comes in two versions: Purple and red. It uses all ingame textures and with this we can ensure it works properly in any map.

Enjoy :D

Tavern / Re: What Video you like to watch
« on: September 02, 2017, 09:26:16 AM »
Mostly gaming videos for me!
Any particular gaming to bold? :)

Tutorial Zone / Re: AI Editor, a graphical tutorial
« on: August 09, 2017, 07:57:39 AM »
Tutorial fixed with the original images and adapted to the new WC3 modding interface.

Warcraft III News / WC3 - New map pool system: PTR 1.29 is coming!!!
« on: August 03, 2017, 08:25:42 AM »

Related Topics or Resources

Hello my fellow Blizzmodders:

In the coming patch is appearing the new balances in some maps, starting with a map called Therenas Stand, a classic and nice melee map. For this I'll let you a nice video from Back2Warcraft.


With the coming PTR, you can now test a new pool system. I can give you an explanation, but Blizzard itself does the job better than me :P

Let's read from Blizzard itself!!!


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

List of 1 v 1 maps

    1 v 1 Map Pool (New)

List of 2 v 2 maps

    2 v 2 Map Pool (New)

List of 3 v 3 maps

    3 v 3 Map Pool (New)

List of 4 v 4 maps

    4 v 4 Map Pool (New)

List of FFA maps

    FFA Map Pool (New)


Matt Morris – Lead Designer of Classic Games

WC3 Editing Tools / Re: The Jass NewGen Pack (JNGP) 2.0
« on: July 29, 2017, 10:08:24 PM »
Hey Moyack,

How do we get JNGP working with 1.28.5?

Hi Glowackos ;)

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.

Warcraft III News / WC3 Patch 1.28.5 is now live
« on: July 06, 2017, 07:27:36 PM »

Related Topics or Resources

Hello again my dear Blizzmodders!!!

Today, Blizzard offers to the community a new patch with some bug fixes needed so desperately, at least in terms of the modding community.

Hail Warchiefs,

Patch 1.28.5 is live. Our focus is on shoring up the last few significant 1.28 issues:

Bug Fixes

    File paths and user names think more globally in game and World Editor
    World Editor properly imports custom assets again
    Switching between Reign of Chaos and The Frozen Throne no longer causes a crash

Classic Games

Among all the changes made in this patch, there's one that is very important for modding and is the restoration of the import functionality. Now you can add again custom models, skins and other WC3 resources. Let's hop e they don't keep fixing one thing by screwing up two. According to the few posts from the community, it seems the patching way in this game is moving (at last) in the right direction.

As always, the screen shot for evidence :)

Concept Art / Re: Moyack's casual drawings and other stuff
« on: June 26, 2017, 08:33:32 AM »
Just updating some drawing because I need to make a backup. All rights reserved :P

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