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11
Warcraft III Projects / Re: Invasions
« Last post by Soahk on June 23, 2019, 03:30:45 AM »
This map is the one with which i have learnt to use Wordleditor, so, i have worked on it for quite a long time, but i have seriously been working on it for several months. Precisely, I started to do it three years ago, but i made so much errors in developping the map that i had to start it again from scratch various times (more parrticularly, i made and remade the terrain various times).  :you're kidding, right:



I am still balancing the units' strength, but in theory, it is quite well balanced (thanks to some calculations based on other games i met on B.net). It is in theory because it have not really tested it in game, but when i made units fighting against themselves with an AI, it was good.


But balancing it would be easy, as i can add many content in this map to improve humans or invaders (there is no hero for instance, and heros can make the difference).
12
Warcraft III Projects / Re: Invasions
« Last post by moyack on June 22, 2019, 09:18:12 PM »
Hi @Soahk  :D

Welcome to wc3 modding.

This is just a map, named Invasion.  The downloading link is here : https://www.epicwar.com/maps/294825/
Hmm, I'll try it when I have time.... and friends to test it.

How long have you been working with your map?

Quote
Basically, it's a mix of assault-defense game, with two sides, humans and invaders, and of strategy game.

Humans' goal is to resist to invaders, and also to throw them away of the map. You can stay in your base, by defending it with walls, towers, and so on, just like a basic defense game. But you can also resist thanks to your army, without walls, and leave your base once you threw invaders back to conquer the world.

Invaders'' goal is simple : kill everyone with your armies. Invaders are overwhelming humans in number of units, but they are controlled by less players, so that they have a worse microgestion than humans. There a 2 kinds of invaders : Fiends and Aliens.
Are you still balancing the gameplay? Is there some gameplay recorded to see how's the game??

Quote
Don't worry about the terrain being very (maybe too) casual. It is something fixable, and I want to make a well-balanced game before terraining.




Fiends :





Humans :

[/quote]About terraining, well, probably for the kind of game is valid to have a "basic" space for the game, but a good terrain can put motivation and interest for your map. I'll definitely will check.
13
Warcraft III Projects / Invasions
« Last post by Soahk on June 22, 2019, 03:11:25 AM »
This is just a map, named Invasion.  The downloading link is here : https://www.epicwar.com/maps/294825/



Basically, it's a mix of assault-defense game, with two sides, humans and invaders, and of strategy game.

Humans' goal is to resist to invaders, and also to throw them away of the map. You can stay in your base, by defending it with walls, towers, and so on, just like a basic defense game. But you can also resist thanks to your army, without walls, and leave your base once you threw invaders back to conquer the world.

Invaders'' goal is simple : kill everyone with your armies. Invaders are overwhelming humans in number of units, but they are controlled by less players, so that they have a worse microgestion than humans. There a 2 kinds of invaders : Fiends and Aliens.



Don't worry about the terrain being very (maybe too) casual. It is something fixable, and I want to make a well-balanced game before terraining.




Fiends :





Humans :
14
Site News & Updates / Patch 1.31.1 is now on Release
« Last post by moyack on June 11, 2019, 08:10:36 AM »

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Well, That's what we call a flash testing and update to release. We're in the way to reforged!!!!

15
Site News & Updates / Warcraft 3 1.31.1 is on PTR
« Last post by moyack on June 08, 2019, 10:45:03 AM »

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And the Bug God has spoken:

Warcraft 3 1.31.1 is now on PTR!!!

The bug fixes:

BUG FIXES

  • The game successfully regains focus to fullscreen after minimizing during download or lobby transitions
  • Custom maps appear on the game creation list
  • Browsing the game creation list no longer causes a crash
  • Lua maps no longer crash on save
  • Map data no longer corrupts on save
  • Illusion no longer deals 1 damage
  • Elf units set to patrol or follow during the night cycle no longer remain in Shadowmeld
  • Using Staff of Teleport on a possessed worker followed by casting Scroll of Teleport no longer causes a desync
  • Video options are saved when switching between windowed and fullscreen mode with Alt+Enter
  • Units\Creeps\Medivh\GenericGlow2_mip1.blp no longer missing
  • Objects\InventoryItems\PotofGold\GOLDCoin.blp no longer missing
  • (2)Terenas Stand LV - Each Dark Wizard replaced with a Renegade Wizard and a Rogue
KNOWN ISSUES

  • Mac not supported for this PTR


Read more: https://us.forums.blizzard.com/en/warcraft3/t/public-test-realm-1-31-1/6235
16
Hero Push / Re: Transparency - Q&A
« Last post by wTc[JediMaster] on June 02, 2019, 02:36:44 PM »
Ye thats a glitch as can be seen by looking at the dif between controlable and autospawn.
But ye its getting fixed and should be done with 4.1
17
Hero Push / Re: Transparency - Q&A
« Last post by landsoul on June 01, 2019, 12:41:51 PM »
Please heavily nerf the controllable mech HP buff... It's very easy to get super Juggs early and by the time anyone else has t4 and enough damage, there are 10 controllable Juggs on the map with 13k HP each and tons of AOE.

Every single game I have played in the last week everyone gets Juggs and the map is very one-dimensional.  If this isn't patched, I won't be playing or hosting 4.0 anymore. If you also don't go Juggs, then you lose 80% of the time.
18
Site News & Updates / Patch 1.31.0 is now in release line
« Last post by moyack on May 28, 2019, 10:32:53 PM »

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    Well, it seems that the PTR time goes to a stable status.

    But stable is... something that you have to think twice. With the new features implemented on World Editor, the initial and experimental LUA support  and such, we really advise you to make a backup of your maps before starting to work in this version.

    Check original post.

    Quote from: original post at Blizzard forums
    Hail Warchiefs, Lichs, Commanders, and Keepers,

    This is our last major patch prior to Reforged. In addition to sweeping enhancements to World Editor, it contains major updates to the rendering technology, and we’ve been making significant server patches in parallel.

    Progress isn’t without its compromises. The team did their damnedest to get Arranged Teams working within the legacy system. We’ve made strides to that end, but were unhappy with the experience. We decided it was more important to get this behemoth of a patch out the door then continue to delay. That means AT will return with Reforged, not before.

    We deeply appreciate those of you playing on ladder, in custom games, and creating new maps. One day we’ll look back at these moments in the crucible of change ruefully, but until then your passion fuels us. The march toward Reforged continues.

    SPECIFIC CHANGES & IMPROVEMENTS

    • Integrated Direct3D 11 and Metal graphic APIs
    • Added 64 bit support for Windows and Mac
    • Dropped 32 bit support for Mac
    • Sounds are disabled when the client is not active
    • Expanded supported window modes within Options
    • See World Editor Updates for more details on many additions and improvements including beta support for Lua
    • Join the fray over in Balance Updates for multiplayer and map pool changes
    • Battle.net 144 disabled for Reign of Chaos
      Dev Comment: We’ve been encountering non-trivial issues connecting players over Battle.net 144 as we unify the game client - a prime example being disconnects caused by erroneous matches between Chaos and Throne. Custom maps created with RoC data are still playable, this affects melee only. A major benefit to this change is players who owned Reign of Chaos only now have The Frozen Throne.
    BUG FIXES

    • Triggers won’t be lost during saves (Thank you, Bribe)
    • 256 bones are available (Thank you, Retera)
    • Custom movies play correctly (Thank you, Gustafsson)
    • DBZ Tribute Elite 2.5.1g no longer causes desyncs
    • Builders_and_Fighters_CFVers_1.08 no longer causes desyncs
    • Char Def 4 3.0 Fix 5 English loads
    • HM RPG v7.00 loads
    • NCD6.9 ENG Dannebox loads
    • Maps no longer download again with each patch
    • Sound data no longer transferred between maps
    • Commands issued while a unit is affected by Possession no longer trigger after control is restored
    • Switching window focus with Open Broadcaster Software running no longer causes freezes
    • Combat and death sounds are no longer played globally for observers
    • Movement speed and attack speed data labels are no longer reversed for Envenomed Spear in the editor
    • Disease Cloud will now stack properly when using custom buff data
    • Runed Bracer’s tooltip now accurately describes that it reduces spell damage, not magic damage
    KNOWN ISSUES

    • Mac clients are not able to take screenshots
    • Lua errors report the wrong line number
    • Mac requires legacy CD keys to launch
    • Arranged teams are not available
    COMMAND LINE CHANGES

    • The ‘/’ command line argument flag is no longer supported (use ‘-’ instead)
    • Removed: -nativefullscr (Replacement: -windowmode fullscreen)
    • Removed: -fullscreen (Replacement: -windowmode windowedfullscreen)
    • Removed: -window (Replacement: -windowmode windowed)
    • Removed: -swtnl (Replacement: nothing, Warcraft uses hardware texture and lighting)
    • Removed: -d3d (Replacement: -graphicsapi Direct3D9 [May be removed in the future])
    • Remvoed: -opengl (Replacement: -graphicsapi OpenGL [May be removed in the future])
    REGISTRY CHANGES

    • Removed: “Gfx Fullscreen” (Replacement: the window mode is now stored in the preferences)
    • Removed: “Gfx OpenGL” (Replacement: -graphicsapi OpenGL on the command line)
    • Removed: “Gfx SwTNL” (Replacement: nothing, Warcraft uses hardware texture and lighting)
    WORLD EDITOR UPDATES
    (Beta) Added Lua as a supported scripting language. To create a Lua map:

    [LIST=1]
    • Create a blank map
    • Open Scenario > Map Options
    • Select Lua from the Script Language dropdown
    • Maps save in the selected language
    • Maps that are written only in standard libraries can switch to Lua
    • Maps that use custom script will have to disable all custom triggers before conversion
    (Beta) Object modification system API allows new changes to many items, abilities, units and more at run-time.

    • Maps can be saved and loaded as folders (as well as MPQs)
      • The map structure can now be updated outside of the editor (such as adding files). In the editor go to File > Save As and then select to save the map as a directory or an MPQ. This feature coupled with auto-import allows maps to be manipulated and developed by multi-person teams more easily.
    • Loose files in a map are now auto-imported in World Editor
      • Historically, an imported file would be noted in the .imp file. Loading the map only load/save files that were stored in the import file. Auto-import loads and save files that are stored in the map folder automatically. This also makes manipulation of map files outside the editor possible.
    • Added support for many popular community created functions
    • Added Custom User Interface functions to allow map makers to add, remove, and adjust UI frames
    • When saving a map as an MPQ, the editor no longer saves file times to make maps deterministic
    • The editor now creates a backup map file on save
    • The data layout in CASC has changed, each directory with the “.w3mod” suffix acts as an overlay for the engine
    • Maps are .w3mods with a different extension (.w3m or .w3x) which allows us to support maps that contain all locales in one map
    • Folders can now be nested in the Trigger Editor
    • Globals are now part of the trigger tree, and can be put in relevant categories
    • Doodad height is now an adjustable property (Requires “Reset Fixed Object Heights” disabled)
    • When creating new objects in the object editor you are now given the option to customize it
    • Scripts can now detect when any unit is damaged
    • Scripts can now detect and modify the damage done before armor
    • Scripts can now detect and modify the attack type, damage type, and weapon type (Note, modifying these only works in the pre-armor event)
    • GroupAddUnit/GroupRemoveUnit now returns true/false if a unit was added/removed
    • More group manipulation natives (BlzGroupAddGroupFast, BlzGroupRemoveGroupFast, BlzGroupGetSize, BlzGroupUnitAt)
    • Bitwise functions (BlzBitOr, BlzBitAnd, BlzBitXor)
    • When JassHelper is enabled, it now only shows the JassHelper error dialog
    • Removed deadzone when using the editor on widescreen displays
    • Tooltip Previewer displays how text will appear in game
    • BlzSetAbilityResearchExtendedTooltip now displays the correct string
    • BlzGetLocalUnitZ now returns the correct height
    • Setting Use Custom Color to True for the waterfall doodad no longer causes a crash
    • Units given custom spellcaster icons do not crash the game client when selected
    • Certain custom models are no longer lost due to textures being relocated in the game
    • Items have a new field, Stock Initial After Start Delay. This allows mapmakers to specify how much of an item starts in stock on a shop if it has an initial start delay.
    19
    Tutorial Zone / Re: Blz Native Documentation
    « Last post by moyack on May 05, 2019, 10:41:08 PM »
    Thanks @Darklycan51 for the doc :)

    Right now I'm planning a way to update the site with the latest common.j so we can fill the wiki with current information.
    20
    Hero Push / Re: Transparency - Q&A
    « Last post by wTc[VenDetTa] on May 02, 2019, 08:09:09 PM »
    This strategy is only viable if the other person is way overfed then you or you are going hero. If you are going hero you need to be prepared for that as this is one of the few counters that will work against that person. If you have overfed them, regardless of the scroll or no scroll they will annihilate your base. But if you are fighting 500/500 controllables and you also have 500/500 controllables the battle becomes way overwhelming, you will lag and your units are not using their maximum capacity because of collision, not to mention that if you are only melee you will get owned even if you are stronger then the enemy. If you want to counter it it's extremely easy, as you have mentioned pot of invul and 3 workers next to base ready to repair and a troll ready to dispel.
    Don't get me wrong it is an irritating strategy to BK someone, however at a certain point this strat is useless late game. But if you need to fight a 15k Tauren Chief with all upgrades for hero and maxed out items you got no chance in killing him without end game units, and by that time your enemy will definitely also have end game units.
    FYI: this is my opinion, ill let dragon explain it better to you.
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