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moyack - WC3 Modding Information Center

Welcome. Here is the place where making your favorite games can be possible, with the support of a cordial and warm community. Here you will find resources that will help you develop your projects in an effective and agile way. In addition, you can show your projects, share your ideas or simply contribute with resources to establish links with a growing community, forming in the process the network of fanatic users to do Modding and mapping of the games of the Blizzard franchise.

Please enjoy your stay here.

Dark Troll Hunter

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Mighty ally of the night elves.

Notepad++ Jass/vJass syntax highlighter (2023 update)

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TESH 2.0 - A new Trigger Editor Script Highlighter for Warcraft 3
by looking_for_help

1. Introduction

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UnrealLoader [Universal kLoader]

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This tool has been developed by karaulov.
I wrote own loader for all game versions! (For start Warcraft III with unlimited windows)


Battle of Xia Pi (Lu Bu's Army) v1.0

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[Snippet] Creep Respawn


Creep Respawn
Code (jass) Select Expandscope CreepRespawn /* v2.0.0.0

Illusion Editor v1.3 [vJass + GUI Support]



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[Spell] Dark Matter v1.0


Summons  a dark matter at the targeted point. The dark  matter has  ability to absorb all enemy units within 4...

Double Spinning Blade v1.1.1


Double Spinning Blade
The User throw a spinning blade towards the target point, for set amount of time the blade will destroyed and the user's il...

Created by moyack


Hello my dear WC3 modding community.

It's being a while since the last new, but I feel WC3 modding activity has been crippled somehow since Reforged.

Well, the reason for this topic is to inform that this site needs urgently to upgrade to the latest software version because it depends on PHP 7.X version which is getting old. This change will imply at some point to work in better ways to manage resources, JASSDoc or hosting the projects that currently I keep in the  site.

For that reason I'd like to invite to anyone who want to give feedback about how to improve the site, from theme improvement to new possible new features. To do so, I have a temporary site (https://reforged.wc3modding.info/index.php) where we can test how the site looks and improves.

I'll be pending of your feedback.

Big HUGSS!!!

Created by moyack

HI Wc3 Community:

Sorry I've been busy these days but 2 days ago Blizzard launched a new patch solving small stuffs. According to Kaivax:

Warcraft III: Reforged
Version 1.32.8 Patch Notes
August 11, 2020


  • Breath of Frost spell effect now displays at full quality in Reforged mode.
  • Tuskarr Trapper projectile is no longer invisible in Classic mode.
  • Adjusted Priestess of the Moon's positioning within her selection circle in Reforged mode.
  • Fixed an issue that was causing the Classic mode version of the Blood Wizard to not display.
  • The spell effect for Dragonhawk Rider's Aerial Shackles is more visible in Reforged mode.
  • The spell effect for Faerie Dragon's Mana Flare is more visible in Reforged mode.
  • The spell effect for Destroyer's Orb of Annihilation in Reforged mode is larger, to better fit the area it affects.
  • The spell effect from Protection Scroll is more visible in Reforged mode.
  • Many units that were added in Reforged now have shadows in Classic mode.
  • Adjusted Rokhan's positioning within his selection circle in Reforged mode.
  • Alchemist's icons now show him as having blue skin.
  • Deep water no longer shows tiles below it, consistent with Classic mode.
  • Portraits for Classic units now have consistent lighting.


  • Added obfuscation to player names in FFA games.
  • Crypt Lord - Level 2 and Level 3 Carrion Beetles hit points reduced from 330/490 to 275/410, and mana cost for Carrion Beetles ability increased from 45 to 50 across all levels.

    • Developers' notes: While we are not doing a full balance pass in this patch, we do want to add a balance tweak. Although we like that the Crypt Lord has provided a new macro-oriented opener for Undead, we have concerns about how effectively it transitions into the mid-game, specifically with how effectively Level 2 beetles are able to harass enemy workers. At the same time, we'd like to preserve the uniqueness of the beetles; that is, that they are permanent summons and have access to Burrow. Therefore, we're targeting their ability to tank damage. Reducing beetle hit points will require players to pay more attention to their beetles and reduce their ability to damage before being forced to burrow. Increasing the mana cost of the ability by roughly 11% hits a notable breakpoint at Levels 2 and 3 where a full mana Crypt Lord who casts Impale and then begins to summon Carrion Beetles will now have one less cast of Carrion Beetles before going out of mana. This means it can field 4 beetles at Level 2 during combat and 6 beetles at Level 3 instead of 6 and 8 respectively. This should increase mana tension on the hero and reduce the Crypt Lord's combat viability in the early game where available mana is at a premium.

Custom Games

  • Adjusted the bottom of the Custom games lobby list to keep games at the bottom of the UI from being blocked by the buttons.
  • Added tooltips for Custom Game creation options.


  • Burrowed Crypt Fiends no longer retain their Web ability after being reanimated via Animate Dead.

    • Developers' notes: This was a legacy bug. While a corner case scenario, it only happened to Crypt Fiends who were literally burrowed, killed then had Animate Dead cast on them, we still wanted to address this since it went against the rules of how Animate Dead is supposed to work.
  • Added a tooltip to the Disease Cloud ability on Plague Ward.

User Interface

  • Added a toast when a replay has been successfully downloaded.

Then, at the next day, Blizzard offered a hotfix to address the following bugs:

We've just deployed hotfixes to address the following issues in version 1.32.8 of Warcraft III: Reforged –

  • Fixed an issue with player slots not being displayed properly in loading screens and match results.
  • Fixed an issue with the Reforged Scroll of Protection spell effect.
These fixes will be automatically patched by the Blizzard Battle.net Desktop App.

Created by moyack

Hello Wc3 community:

Today Blizzard is announcing a new update news about Warcraft 3 Reforged: a request that has been awaiting too much is in the process. RANKED PLAY.

According to Blizzard, we have the following:

Greetings Warcraft III: Reforged players!

Since our last update, we've released a variety of changes to Warcraft III: Reforged with our 1.32.6 PTR and patch. From a major balance update, to more bug and desync fixes as well as additional matchmaking improvements, our quest to make Reforged ever better continues.

As we mentioned in our last Developer Update, we'd like to continue sharing details and insights on our ongoing development plans for Warcraft III: Reforged alongside each patch. For this installment, we wanted to give you a look at the changes we have in store for our highest-priority feature addition currently under development: Ranked Play.

Setting Goals

When revisiting our designs for Ranked Play, we established a set of primary goals to guide our decision-making. Fundamentally, Ranked Play should provide a clear and trustworthy way for players to gauge their level of skill, as well as the skill of other players. In support of this, we've opted to make players' ranks linked directly to their MMRs, rather than using a more detached, progression-based system. Additionally, while Ranked Play is the most competitive way to play Warcraft III: Reforged, it's also important for us to ensure that this experience will be friendly for new players and veteran alike.

As we continue building this next generation of Ranked Play, we want to deliver an experience where the features and functionality build upon the original Warcraft III Ranked mode, while also considering the community-driven variants that have emerged in both legacy Warcraft III and Reforged.

A Look At Ranked Play

As with the legacy version of Warcraft III, all five of the game modes in Reforged (1v1, 2v2, 3v3, 4v4, FFA) will have their own ranked ladders. In keeping with legacy Warcraft III's spirit, we also wanted to ensure that there are no requirements for moving up or down in rank beyond your raw point value. This means we will not institute systems like promotion or demotion matches.

ranked play.jpg

Work in Progress: 1v1 Leaderboard

However, we have made some changes from the legacy version that we believe will lead to a better Ranked Play experience for players. We will be moving from the previous levels system to a more distinct medal system. Those familiar with StarCraft II ranked ladders will recognize the Bronze through Grandmaster ranking system, which we are bringing to Reforged.

The Grandmaster division will now be the highest rank and will only comprise the top 300 players with the highest MMR globally. When players jump into Ranked matches, they will be able to see their rank badge next to each player's name on the loading screen. Those in Master and Grandmaster will additionally have their MMR displayed to all players as well. In another change from the legacy Ranked system, we will now be displaying a player's own MMR directly to them in the main menu and in their in-game profiles as well.

Work in Progress: Promotion Notification

Additionally, we wanted to address the aggressive experience decay that was in place in the legacy Ranked Ladder for Warcraft III. The original intent behind such an aggressive decay was to retain active players so that they could maintain their ranks. We believe that this was too punishing and have now decided to remove experience decay from Reforged for all ranks. We may decide to implement experience decay for Grandmaster in the future, but we'll continue to monitor the data and see what would make the most sense for our top competitive players.

Work in Progress: Placement Matches Interface

To determine their Rank in the new system, players will now need to complete a series of five placement matches. These placement matches will only be required for any game mode or race combination where a player has not yet received a rank. For those who do have a rank, only one placement match will be needed after each season roll for any mode or race combination where a player has been placed.

Seasons Overview

Alongside the improvements coming to the Ranked Ladder, we are also going to be bringing Ranked Seasons to Warcraft III for the first time. Seasons will offer an opportunity to roll in balance updates, fresh map rotations, and other adjustments, as well as give players rewards for participating (and seeing how high up the ladder they can climb) in each new Season.

Work in Progress: Season 1 Unranked Status

Work in Progress: Season 1 Ranked Play Placement in Progress

We will adjust player MMR and divisions between Seasons to maintain rank division sizes and prevent MMR drift to keep matchmaking times down. We think Seasons will provide structure for Ranked updates and give players the time to mentally reset and get excited for the new Season and new seasonal rewards.

Work in Progress: Season 1 Ranked Play in Versus - Placed Status

Speaking of seasonal rewards—we plan to award a portrait for each division and players will earn new portraits as they rank up. Portraits will unlock for all divisions earned at and below a player's rank. With each new Season, players can expect fresh new portraits to showcase their achievements for that season.

Work in Progress Ranked Silver and Gold badges.

While Seasons are brand new to the Warcraft III community, we're excited about the benefits this framework will bring to the game.

Sharpening Skills in Unranked Mode

In addition to improving the Ranked experience for Reforged, we also want to expand upon it by adding an Unranked mode to the game. Unranked will be coming soon after Ranked mode is added to the game, for those players that would like to practice new races, tactics, and more in a competitive setting without the same stakes as formal Ranked matches.

Here's a look at how this new game mode will work:

Unranked will have its own MMR attributed per race and per game mode, and is separate from the Ranked MMR system. Unranked MMR will never be displayed or reset, and the only way it will change is through the player's progression as they play. We expect that there will likely be some MMR drift between Ranked and Unranked, but we feel this is acceptable as the Ranked and Unranked players are approaching each game mode with different mindsets.

Work in Progress: Profile Match History

As is the case in StarCraft II, Unranked players will be matched against Ranked players in 1v1 games. Wins and Losses will count as normal for Ranked players to ensure that players still try their best and continue to play to win. Ranked players will also be able to rank up by defeating an Unranked player as well.

When playing in Team games, we will only matchmake teams of all Ranked or all Unranked players onto the same team to ensure the fairest matches. That means Unranked players will only be paired with other Unranked players, and vice versa. For those players playing Unranked in Arranged Teams, the matchmaker will average player MMR and treat you like any other Arranged Team. However, at the conclusion of each match, team history is not tracked like ordinary Arranged teams.

Seasons will also have no bearing on Unranked mode. This means that there will be no Ladder resets for Unranked mode; however, wins in Unranked will count toward unlocking existing win-based portraits.

In Closing

We know that this is just part of the complete Ranked play experience you're expecting—we will be detailing our approach to Profiles and more in our next developer update. While we're aiming to release Ranked Play in the coming months, it's important that we take the time needed to deliver a combination of features that best serves our players and the Warcraft III community. We're looking forward to seeing the community discussion around our current plans for Ranked, Seasons, and Unranked modes, and we'll provide updates on our progress as development continues.   

-The Warcraft III Team

Created by wTc[JediMaster]

Host: VimpGaming


Welcome everyone to the third edition of The Warcraft Olympics. We've upped the stakes & we're excited to bring you this event.

Competitors will be playing 3 different custom maps from the community's picks namely:

  • Custom Hero Survival    [FFA 10 players]
  • Pokémon Legends           [FFA 10 players]
  • Stronghold Wars              [FFA  8 players]

To participate YOU ABSOLUTELY MUST sign up using the google form. The information shared will remain anonymous. Here is the link:


P.S. Message to the Streamers & YouTubers: this link serves as a neutral point of contact to link the community with the event. Use it as you wish to create an announcement on your social media if you wish to participate.


(Warcraft Olympics Art - Dragolord)

Date: TBA on the 8th of August by vote results.
Duration: Estimated between 4 to 6 hours.
Prize pool: 150$ Subject to change if we receive donations.

The Warcraft Olympics

The concept is simple, you will be given Tournament Points based on your performance during those games. These points will be accumulated throughout the event giving you the possibility to win the prize & ultimately the title of Warcraft Olympics Champion.

You each have two attempts at each FFA discipline to accumulate as many points as possible. This is the point system:

  • 1st place:      3 tournament points
  • 2nd place:    2 tournament points
  • 3rd place:     1 tournament point
May the games begin!