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Warcraft III Maps / Hero Push
« Last post by wTc[JediMaster] on February 17, 2019, 10:35:31 AM »
Version: 4.0
Keywords: Hero, Push, wTc, HeroPush, HP, Hero Push
Play Mode: Multiplayer
Category: (AoS) like Dota or LoL
Tilesets: Sunken Ruins
Players: Minimum players: 8
Maximum players: 8
Rating: 5
Warcraft III Map
Changes in 4.0:

- Fixed Faceless Ultimate
- Skill replacements:
- Satyr Shadowdancers Blood Fury -> Shadow
- Space Orcs Headshot -> Flag Cannons (fix AoE dmg per attack)
- Blackrock BM's ulti Bladestorm (temporary);
- Voidwalkers Devour Magic -> Nether Echo (bouncing attack) + changed main attribute to agility
- Light Prince Shockwave -> Avenging Wrath
- Buffed Burning Presence and Holy Fire
- Queen of Sufferings Vampire is now a passive lifesteal only (Orb effect)
- The Admirals ultimate now summons units based on your current main base
- Meele Heroes were granted an additional point of armor
- Fixed/Balanced hero base and level bonus stats
Main units:
- Buffed Pulverize of Tauren and Magnataur Destroyers
- Undead Sky Portal spawns Frost Wyrms (Frost Attack)
- Orc Sky Portal spawns Wyvern Riders (Multishot)
- Balance improvements:
- Buffed Infernal Fire of Infernal Juggernauts
- Overlords Cleaving Attack +5% and +15 AoE
- Adjusted the stats and abilities of Gnolls, Statues and Destroyers (during beta)
- Improved the AI behind Immolation usage
- The costs for upgrading mercenary spawns now include a roughly 40% cost refund of the base unit cost
- Slightly reduced the attack and movement speed of Satyr Assasins
- Lowered all ship costs, Sky Barge costs 1150 now
- Adjusted upgrade costs for summons and mechanical units
- Changed magic resistance of summons back to 3% per upgrade
- Auto Repair Systems now also benefit mechanical mercenary units
- Advancted Rituals now reduces the respawn time of your Hero by 20s
- Fortification improves Resistance Aura
- Cost of Runic Armor was set to 15000
- Changed some item positions, also across the shops!
- Adjusted the cost of various items
- Worker Token was removed
- Buffed the potion abilities of Crown of Vitality/Wisdom
- Reduced the splash damage of Orb of Fire and Searing Blade
Game Mechanics & more:
- Adjusted cost, armor and health of certain buildings
- Ethereal units take 66% extra magic and spell damage (50% before)
- 1 point of strength increases the life regeneration by 0.18(0.15 before)
- Single Draft let's you choose between 6 heroes
- In a future update the Single Draft Tavern will always show 2 heroes of each primary attribute
- Initial maximum merc count = 4
- Reduced the bounty for early game hero kills

New stuff in 4.0:

Heroes (total of 97):
Strength: Wendigo Shaman, Stonemaul Leader, Wildkin, Shadow Ogre Magi, Mud Golem, Tauren Commander,
Ancient Protector, Naga Royal Guard
Agility: Arachanthid Overlord, Kabal Courier, Mortar Team, Faerie Dragon, Daugther of Cenarius
Intelligence: Ancestral Shaman, Archdruid
- The Summoning Stone is now available with 16 hero creeps (beta versions)
Mercenaries & Upgrades:
- Obsidian Statue Contract, each controllable unit can be turned into Destroyer Form for 475g
- Gnoll Brute Contract, can be upgraded to the Gnoll Overseer contract
- Replaced the Power Upgrade with 4 new upgrades for Creeps and Summons
- Added a Resistant Skin upgrade for organic Creep Camp units
- Abilities of Essence of Aszune and Heart of Deathwing were moved to Spellbooks so they can be deactivated
- Secret Items: Crown/Scale Legguards of the Dragonslayer
- Added multiple Hidden Items, recipes and tooltips can be found in the Quest Log section Items
- Charm of the Wind can now be upgraded to Fury of the Wind
- Added the Apprentice Staff and Orb of Darkness
- The Staff of Blessings recipe is now the Recipe of the Magic Wands and can create 6 additional new powerful staffs, tooltips can be found in the new Quest Magic Wands (note Wand of Necromancy and The Stormbringer provide Orb effects)
Game Mechanics & more:
- Summoning Stone units are unique, when they die you get a Hero Soul refund (more information in the Quest and building)
- Each kind of upgraded Fountain can only be constructed 4 times
- All offensive ships have an individual limit of 12
- Added a timer for Ship Factory and Summoning stone
- Added more map informations in new Quests/updated old ones
- Writing on a lore for Hero Push, preview is in the questlog and inside more information about a win reward mechanic!
- Fixed/Clarified as many tooltips as possible, if you find something text me via discord please!
« Created: February 17, 2019, 11:04:10 AM by moyack »
« Last Edit: April 08, 2019, 08:08:13 PM by wTc[JediMaster] »
Welcome everybody to Clan wTc's Hero Push!
Made by Hartog & developed by wTc[Dragon].

This game has been developped over the last 8 years, and we finally made it to version 4.0, let's get into it!

Hero Push is a game that is designed to be play by 8 players in teams of two where income and experience is shared. In each corner of the map every team has two main bases one for each player.
If you destroy a base, all things owned by the player will die. Unlike in DotA, this game is not just about your hero but also the units you push with.
With certain spawnrates units are created, one to run clockwise and one counterclockwise direction. At the start of the game all players vote for either Single Draft or All Random heroes.
Single Draft shows 6 different heroes in a tavern, All Random allows for a one time -repick without a drawback. Over the years multiple playstyles have evolved of which we're going to cover the basic ones.
Though before that please note than wTc[Dragon] put a lot of effort in the tooltips for them to be as informative as possible and also he shared a lot of important information in the Quest Log(F9).

Start of the game

With the -cam xxxx command you can adjust your vision (default 3000). It can be advantageous to use control groups for your main base, hero and other things.
The hotkey system is based on german keyboard. If you have for ex. 12 researches in a building, hotkeys look like this: Q W E R, A S D F, Y X C V.

For abilities the hotkeys Q W E R are used, if there are skills in the middle row S D F, Attribute Bonus and Shadow Meld is on default hotkey.
On each lane are two starting creeps that tank a while to increase the size of the first push.
Afer that is dealt with then the pushes of both teams clash until one side won and pushes to the enemy base. In your base you have a homefield advantage. Your base provies a 1% life and mana
regeneration for your hero and the +5 armor Resistance Aura to nearby allied units. After defense it's your turn to push into the enemy base.


Your hero is the most important tool to gain gold. Take note that some Heroes work in synergy some races more then other. Note that if you want to "go Hero/Loning" (this is what we call buying items or boosting your hero by other means),
it can then be crippling if your ally dont upgrades his units. There are many different ways to going hero but here are some of the recommended ways:
Strength heroes gonig for survivability with a Cloak of Flames and Crown of Life, Agility heroes can start with a Charm of the Wind and Intelligence heroes can build an Arcane Spellbook to gain more spells (Summons and AoE/Damage). Later in the game you can build a legendary weapon or a magical wand to greatly enhance your heros effectiveness.


Your main base can be upgraded into 8 different races, each with their own strengths and weaknesses. The autospawn units spawn twice as fast as controllables (both are separatly capped at 500 supply).
Each race has a specific upgrade for those units. With a worker from the Creep Camp, you can build various buildings to support your playstyle.
In the two Centers you can buy additional unit spawns, Mercenary which holds neutral units that work with all races and Training that fokuses more on racial support,
(Contracts initial maximum: 4). Some of them even use racial upgrades (check tooltips).
The Ship Factory that contains 3 contracts for mechanical units aside from its ships. The Research Center contains a lot of upgrades and the War Mill can improve certain Contracts and contains all racial upgrades.
The most used units of the Creep Camp are: Worker, Troll Mage for active support, Dark Mage for sabotage, Kodo Beast and Frost Troll Warlord for pasive support with their auras.


The Goblin Laboratory is where you find the recipes for all combined items (aside from the hidden ones). This includes the previous mentioned items for heroing.
For units you can make auras that work globaly and then combine them to the Orb of Perservance.
If you are going items it's recommended to do this Orb mostly for you and your ally, because hes gonna need all his gold to make an army that can support the both of you. The materials for these items are split across the other shops.
One of the most unique items in Hero Push is the Ghost Scroll with some controversy surrounding it.
This item allows your units to ignore their collision for the duration while also having faster movespeed and more damage.
It is mostly used in the lategame when there is huge pushes, but also to basekill other players as a comeback mechanic. But no worries this effect can be dispelled.
Using the speed scroll both defensively and offensively is also helpful.

Main Base

Your base is your most important building to protect, since you're out of the game if it dies. In order to do so it has two active inventory slots, which means that you can for ex. use an Invulnerability Potion with it.
Also a Fire Orb can help defending against rush strategies in addion to upgrading the armor and reparing to make the base harder to kill. Everyone stat on T0 with the militas and can then work their way up to T5 within a race,
while it is posible to swap races mid game its not recommended due to it in most cases beeing a waste of gold and time. Racial upgrades is enabled at T2 and forward for all your main units + the "Dragon" unit you can get at T5
(aswell as any other spawns that make use the upgrade).

We'd like to point to the "How to deal with.." Quest, since there is some strategies that might overwhelm you if you don't know the counter and but we assure you there is a counter to every playstyle in Hero Push.
(And sometimes its just too late to stop a team, all that can be done then is stay and put up a good last stand and maybe if youre good/lucky you can do a comeback?)

For more detailed informations about certain topics please take a look at the Quest Log. There you can also find the Change Log in every version among other things.

wTc[Dragon] is always open for constructive feedback, but please take the time to look at the score board and compare gold gathered before you call something overpowered.
If you manage to win a game of 8 players (no computers), you will be rewarded with a hint that leads to the secret items in Hero Push. For more details check the Lore and Hidden&Secret Item quests.
Warcraft III Maps / Footmen vs Grunts
« Last post by wTc[JediMaster] on February 10, 2019, 06:45:36 PM »
Version: 5.2
Keywords: Footmen, grunts, battle, clan wTc, wTc
Play Mode: Multiplayer, Co-op (Cooperative)
Category: (AoS) like Dota or LoL, Defense, Mass Control
Tilesets: Icecrown
Players: Minimum players: 6
Maximum players: 10
Rating: 5
Warcraft III Map
20:56 12/05-19 Version 5.2
Updated Terrain
Enabled Demon Race (again)
New Loading Screen.

(Wednesday, 06 February 2019 19:21)
Changelog 5.04 and 5.05:

Shaman Purge: Range 700->1000
Copter: + True Sight
Lalulo: Ultimate: added 10% chance to suicide
Demon Lord: Death Strike
Rabbit: Bash -> Hit
Inner Fire/Bloodlust: Duration 90->60s, Mana costs: 40+0 -> 40+10
Kick command: Cooldown 180 -> 60s
Immolation, Lvl 8: 230 -> 120 dmg
Marines -> Space Marines + Immunity
Draenei Demolisher: Faster CD
Life Drain, Mana Siphon: DMG-/MP-
Scout: Same behaviour as Spirit Wolves, disappears when casted again
Selling Heros: Gold-, the next new hero will get a XP boost
Talisman of Life: 500HP/500g
Amulets of Int/Agi/Str: +15/10/12
Brigand/Raider/Skeleton Orc: 1800->1400g, 1800/1800/1750->1400/1400/1350hp
Hidden Wall bug: Fixed
Zeppelin: Send Items: Decreased range, +Mana costs
Added Random Hero Shop
Frost Wyrm: Freeze 5s -> 0.5s on buildings
Pandaren Elemental: Level 3+4: AS: 1.5 -> 2.0, HP: 5000->4000/7000->5500, MS: 300
Sapper: Start Stock Delay: 180s->300s
Sniper: No minimum attack range, MS: 220->320
Removed Sheep from Random Heroes
(Fix) Armor of Gods: added +200DMG
(Fix) Double hero bounty
Towers: Added attack damage to towers in the back


5 beta:
I am sorry but I cannot provide all changes, because I forgot them or never wrote them down. Since it took so long for this update and lost some of my notes...
This version has big changes, but I hope they make the map better/different.

###Changes regarding spawn units and upgrades:
Rearranged all units and upgrade position, some upgrades changes the building
Spawned units: REMOVED Spellbreaker, Spirit Walker and Banshee (not related to Possession bug, I just read about it afterwards)
Shaman: Purge: -> AoE Purge (Replacement for Walker)
Shaman: Bloodlust: 15%+5% for AS and MS (MS was less than AS before)
Necromancer: More HP, Mana, Mana regen through upgrades. +2 def.
Skeleton Mastery: Also adds 30% magic damage reduction to Necro+Skeletons.
Skeleton Longlivity: 100+100 -> 100+200 HP (+applicable to Orc Skeleton)
Cripple: +Range, -Mana costs (Replacement for Banshee)
Knight: New upgrade: Galopp
Fel Orc Raider: New upgrade: Slam
Destroyer: Devour Magic: ->500 summon damage (replacement for Walker)
Gargs: Added Stone Form upgrade
Artillery upgrade: Moved to Tower
Improved Bows: 300->400g
Devotion Aura (Bandit Lord): 9->8 def, 300->600g
Renuncation Aura (Abo): ->600g
Summon upgrade: 100+150->200+200, also increases hit points of summons
Shaman & Priests: Changed upgrade system of Inner Fire/Bloodlust. First level is available by default.
Increased many upgrade costs in the Upgrade Center

Added Battle XP system: If one unit-type kills a enemy unit, it gains xp based on the level of the killed units. Leveling up gives damage and hp. It is valid for all units of this unit-type -> all Footman get the upgrade not just the killer.

Hero bounty: Hero bounty depends now more on the hero level and less on the Gain of the Owner: 100.00 + (Level * 20.00) + (1% * Gain) for normal heroes
Bounty: Heroes gain 25% less bounty for killing units compared to unit-unit-kills. Hero-hero-kills are not affected.
XP rate: Increased XP rate for all heroes
Endurance Aura: +1%/level
Archimondis: Nerfed hero stats, hp and damage. Nerfed Chain Lightning, Replaced Bash by Animated Dead. We will see how this figures out. Buffed Spirit Beast. Idea is to make Archi != Win
Furion: Changed
Blink: +CD, -Range, +Mana
Rabbit: Some nice changes, lets see how he works out
Wizard: 6k->12k gold and 0->3k wood costs. medium->high hero bounty. Buffed negative auras a little bit.
Phoenix: Nerfed
New hero: Warlock (3k g, 600 w)
Pocket Factory: Kaboom reduced AoE
Strength: 1=35->25hp
Max Hero Level: 40->50

XP tomes at Bladebane: 300->500 XP
Demon Race: working on it
Stone: Removed True Sight
Base: Added Speed Aura
Bladebane Armors: 50->40 Str Bonus, 50->30 Agi Bonus
Coral Blades droppable
Added new mode: Noob Gold 2


Version 4.f:
Mana flare: It can be canceled, but you have to actively cancel it by clicking on the skill again. Added tooltip hint.
Cloak of Immolation: 35->25 dmg
Summon Tentacle Unit Count 3+0.5 -> 3+0
Reworked Summon Bounty System: 3*unit level + HP/80 if Resistance Skin/Immune/Mechanical/Air * 1.5 (For "small"/"mass" summons, unit level does not correspond to ability level: e.g. Serpent Wards, Tentacles, Reef Elements, Skeletons)
Flame Strike Ultimate: Increased Duration
True Sight Stone: AoE 1800->500
True Sight Summon Owl: 1800->900
Sentry Ward Rune: Duration: Unlimited->300s
Ghost Invisibility: Additional 0.25+0.25 MS increase
Bladebane Armors: 50->40 Str Bonus, 50->30 Agi Bonus
Coral Blades droppable
Added -icon command
Lizard Rage
Harpy: Ultimate: CD 0s, Duration: 1.5+0->1.5+.5
Added No Startcreep Mode
Added -share # command. (-fullshare # already exists)


Changelog 4.0f
(Sunday, 22 March 2015 19:50)
Changes @ max level
Bloodlust 30% -> 25%
Inner Fire 25% -> 20%
War Drums 40% -> 30%
Roar 50% -> 35%
Trueshot + Command Aura 45% -> 40%, Items 15% -> 10%
Devotion Aura Bandit Lords 11 -> 9, Item 8 -> 6
Renunciation Aura Abos -9 -> -8
Unholy Aura 80% -> 55%, Item 25% -> 20%, Naga 15% -> 20%
Endurance Aura 25%/45% -> 24%/32%
Death Tower Aura -12 -> -10
Frost Tower Aura -25% AS+MS -> -15% AS -10% MS
Sapper increased size by 20%

Furion 15k -> 25k
Archi 12k -> 20k

Noob Gold 30m -> 45m
I improved the mass commands. Units should move smarter now.
« Created: February 10, 2019, 06:52:29 PM by moyack »
« Last Edit: May 13, 2019, 11:06:15 AM by wTc[JediMaster] »
by Compit

Best Footmen Vs Grunts Version ever . . . !

Warcraft III Maps / Re: Creazy Dwartf Race V1.30
« Last post by Jack-of-Shadow on December 16, 2018, 10:11:30 AM »
Thank you very much, I could not understand why the preview is not displayed.
The translation in the CDR_Eng version is inaccurate, since I used the autotranslator, but I hope that it will be at least understandable. Notify me of critical text errors. And I can fix them in the future.
Warcraft III Maps / Re: Creazy Dwartf Race V1.30
« Last post by moyack on December 15, 2018, 09:53:27 AM »
Hi @Jack-of-Shadow !! and welcome to WC3Modding.info  :XD:

I just wanna say this map looks very nice and extremely polished. This night I'll give a try for a further opinion :D

BTW, I did some small changes in your posts so it can show properly in the main page and when your share it on social networks,
Warcraft III Maps / Creazy Dwartf Race V1.30
« Last post by Jack-of-Shadow on December 14, 2018, 07:22:13 PM »
Version: 1.3.0
Keywords: warcraft war map race game drive crazy car cart shoot custom reforge
Play Mode: Multiplayer, Single Player
Category: Minigame, Arena
Tilesets: Ashenvale, Dungeon, Lordaeron Summer, Village, Village Fall
Players: Minimum players: 1
Maximum players: 10
Rating: 4.66667
Warcraft III Map
« Created: December 14, 2018, 07:22:14 PM by Jack-of-Shadow »
« Last Edit: December 22, 2018, 11:17:41 AM by moyack »

Races for survival:

      - Game with people and bots.
      - A lot of bonuses.
      - Completion of items and spells.
      - the destruction of passages.


    - movement - arrows.
    - abilities - QWER ASDF ZXCV

"Bonuses and abilities:"
Air Blow (NEW)
Drop bombs at a random point on the highway. In case of a miss of a bomb stuck in the ground. The slightest touch causes detonation.

Random Bonus (NEW)
For 5 seconds, a rotating cube appears over the hero, offering random abilities.

Double bonus (NEW)
Bonus ability can be used twice.

Clear path (NEW)
Destroys fallen trees in front of you.

Salvation (NEW)
Teleports you to the penultimate player if you have eaten the last time.

Navigator (NEW)
Indicates the direction. Indispensable in the dark and during blinding.

+ 100 hp

The hook that attracts the target of the strike [Manual attachment]

Light ignition, blinding opponents.

Reflects opponents.

Lightning shield
Impresses current nearby creatures.

Goblin Mine
Explodes when approaching. 80 damage.

Automatic targeting to the nearest enemy. 80 damage.

Combustible mixture
Ignites the ground, setting fire to rivals. 15 damage / c.

Attack modifier: Close.
Shells on impact temporarily block control.

Attack modifier: Disarmament.
Seashells on impact temporarily prevent the enemy from using weapons and bonuses.

Attack modifier: Triple damage.
Shot dealt 3-fold damage.

Attack modifier: Slow.
Shells reduce speed when hit.

Within two seconds, the spikes fall to the ground. The opponent with damaged wheels periodically loses control.

+10 to speed. Within 5 seconds

Blows up a huge radius. 150 damage. [Manual application].

Instant movement to the nearest enemy. 3000 distance.

Sticky tape
Within two seconds, sticky mines fall to the ground, reducing speed. - 15%.

Bonus experience
+ 1 point ability.
All abilities of bonuses are available for installation on your transport, divided into 4 categories and improved to 4 levels.

Security [A]
Application on yourself.

Ability neutralizing rivals behind.

Weapons [D]
Ability neutralizing rivals ahead.

Moving [F]
Ability to affect the movement.

Weapon (New)
Increases damage to shells.

+ 10/30/50/70 units

Steam boiler.
Increases maximum speed to 25/35/40/45.

+ 20/40/80/120 units

Acceleration 20/30/40/50 units. consumption hp 2 units / c. Recharge 15 s.

The likelihood of skidding is reduced to 80/60/30/0%. Acceleration increases by 110/120/130/140%.

Mechanics. (New)
10/20/30/40 Resurrection faster by 0.06 per unit.
You can change the graphics settings for better performance.
QualityLow: -ql
QualityHi: -qh

The [Q] key enables / disables the track navigation.

Use hotkeys [Q], [W], [E], [R], [A], , [D], [F], [Z], [X], [C], [V] for quick access to abilities and improvements.

Having received significant damage to the transport lights up losing 2 units. strength per second.

The weather is automatically generated before the race.

The host player can adjust the weather at the start of the race using the [R] key.

Dungeons are quite dangerous, but some of them can help you cut a path or find unique bonuses.

Explosive barrels ignite in a collision, and explode after a few seconds.

If you correctly calculate the time, you can destroy the opponents pursuing you.

Peasants are constantly losing their kegs.

Most bonus abilities are available for installation on your vehicle, divided into 4 categories and improved to 4 levels.

Turbines consume a lot of energy, but they allow you to speed up to the maximum in the shortest possible time.

Time to return to the track depends on the level of mechanics. At the finish line, the return is instant.

Mechanics also increase the regeneration rate by 0.06.

Maximum speed can be increased by improving the steam boiler.

Improving the wheels of transport will reduce the acceleration time to maximum speed.

Improved armor will significantly reduce the damage received by transport.

Installation of major improvements: turbines, wheels, armor and engine, affect the appearance of transport.

Attack modifiers, such as: Closure, Triple damage, Slowdown and Disarmament,
impose their effects when shells hit the enemy.
Each modifier when turned on is displayed by a light on the front of the transport case.

Hook Maneuvering allows for a few seconds to attract the point of impact.
It is very convenient on turns and huge spaces, however it is worth aiming at trees or stones so that the hook could catch

If you are stuck or off the track. You can quickly return using the [Z] button.

The lighting charge blinds all opponents for a while.
However, using it in dungeons will have no effect.

Teleport allows you to instantly move to the nearest opponent in front.

Dynamite is a very powerful weapon that affects a huge area.
In time, the activated detonator is able to destroy several enemies at once.

Spikes damage wheels.
Transport such damage periodically loses control

Random Bonus is displayed above the transport in the form of a rotating cube.
Have time to hold [R] to get the desired bonus

Upon reaching the finish line, the first player starts the countdown.
During this time, other players may try to intercept the victory or take second and third places.

Dark water indicates greater depth.
Be careful, if the transport gets stuck in a muddy bottom, you will have to use liquidation.

The hook has more advantages over other accelerating abilities.
However, for its successful use requires a more open area.

Sometimes you can cut the path even in the most non-obvious places.

Tangential collisions cause less damage than frontal ones and do not interrupt movement.

Sticky spider cocoons burst in a collision, greatly slowing down the transport.

Shooting from guns wears transport taking 3 units. strength

The shield blocks the hit of shells and some abilities.

The yellow plus sign in the upper left corner is an indicator of accumulated experience points,
which you can spend on improvements.

Do not stop using the fuel mixture, otherwise you can light up yourself.

All traps set by you, act on both rivals and on you

Four types of active abilities can be installed on the transport:
Guard, Trap, Cannon, Movement.
Use the keys [A], , [D], [F].

The card supports bots, both in single player mode and in multiplayer.
Bots can be put into slots in the standard battle mode.

Leading player marked with a gold cup in the record table and a golden crown over transport

The choice of abilities to install opens on the keys [A], , [D], [F].

To further improve or select additional upgrades, use the [V] key

Permeability depends on the soil: water, grass and slopes reduce speed.

When using the Illuminant charge at night, use the navigator [Q].

In the PitStop area. You can repair the transport. And get a random bonus.
Also, having accumulated 5 experience points, you can get a free improvement of Mechanics +10. (experience points are saved)

Sandy road will help not to go astray. You can also use the navigator [Q].

The table of records can be minimized by pressing the [ESC] key.
"Version 1.30 [complete 100%
The track and visual:
 Significantly reworked the route.
 The track is more detailed.
 Fix missing colliders.
 Redesigned lighting.
 Added dungeons.
 Pedestal reworked.
 Added random weather (Day, Foggy Day, Night, Foggy Night)
 Bonuses are now dropped from the air. The model is replaced by a box.
 Transportation after death is landed by helicopter.
 Secret paths are now initially blocked by fallen trees.
 Fixed a bug with the destruction of the bridge.

 Fixed many memory leaks.
 Guide points replaced by destructible objects
 Added graphics settings via the chat panel. Reduces visibility. Reduces the granularity of the environment. (- ql, - qh)
 Lightweight periodic triggers.

 Bots no longer get stuck in obstacles.
 Improved interaction with workarounds.
 Improved upgrading and use of abilities
 Added generation of random names for bots.

Management and Interface:
 Mirror replaced by Compass (Q)
 Improved panel chorus-to transport. Added display of damage, acceleration, mechanics and hero level. Added descriptions.
 Removed black stripe in place of hidden hp bar.
 Opponents are now displayed in color on the minimap.
 Changed the location of the upgrade buttons [V], turbine [W] and return to the track [Z].
 Added tips while waiting after death.
 New loading screen.
 Added display of HP when taking damage.
 Added notification when entering a new circle.
 Added display of the player's position next to the name.
 Fixed ability descriptions
 Added command: -cn [Camera Normalized]. Pulls the camera out of the ground after the bug with screwing up the game.
 Added command: -bs [BurningSun].
 Added random tips button [X].
 The highscore table can now be scrolled by pressing [ESC].

Balance and Abilities:
 New bonus: "Clear the way." Destroys fallen trees in front of you.
 New bonus: "Double bonus". The bonus ability can be used twice.
 New Bonus: "Random Bonus". For 5 seconds, a rotating cube appears over the hero, offering random abilities.
 New bonus: Air Strike. Drop bombs at a random point on the highway. In the event of a miss bomb stuck in the ground. The slightest touch causes detonation.
 New bonus: "Salvation". Teleports you to the penultimate player if you are the last to eat.
 New improvement: Guns. Additional damage from shells + 10/20/30/40
 New improvement: Mechanics. + 10/20/30/40. Resurrection faster at 0.06 per unit. Chance to teach additional experience + 0.1%. per unit
 Spikes: increased model size.
 Rektektur icons: Acceleration, Thorns, Rocket. All improvements are now displayed as active button.
 The resurrection time is now 3 seconds (mechanics reduces the interval).
 Shells now spawn right from the guns, without additional offsets.
 Projectile damage type changed to "Normal"
 The initial acceleration is doubled.
 Backward speed increased to 5 units.
 The number of experience points for killing is reduced from 2 to 1.
 Transport initial strength increased from 100 to 150
 Added Burning. Having received significant damage to the transport lights up losing 2 units. strength per second.
 Fixed damage when confronted with obstacles and vehicles.
 Changed the global ability "Explosion" (all explosions). Damage reduced from 500 to 250 and divided into all units in the area.
 Removed replays when issuing bonuses.
 Added anti-cheat.
 Death takes away all experience points.
 The shield now blocks all negative effects, not just damage. Duration increased from 10 to 15 seconds.

Obstacles and Objects:
 Added cocoons. (40% slowdown in a collision).
 Added fallen trees. (prepad) Deleted by the explosion of barrels and some abilities.
 Added ents. (caste slowdown)
 Peasants added slowdown. ( 20% )
 Water reduces speed.
 Grass slows down.
 Slopes reduce speed. (before the slopes reduced acceleration.)
 Added PitStop zones. (Stop for 1 sec. Recover HP. Buff acceleration. Random bonus.)
 + Having 5 experience points, you can get a free improvement of Mechanics + 10. (Experience points are saved.)



Special thanks to:
   * Blizzard Entertainment
   * Various editors: Jass New Gen Pack, MdlVis, War3 Model Editor, Blp Lab
   * XGM site and community
Warcraft III Maps / Re: (2) Pirate Coasts
« Last post by moyack on November 23, 2018, 08:57:37 AM »
asons. Mainly humans. They get an expan
?? I dont' get it :O_O:
Warcraft III Maps / Re: Troll Smash
« Last post by JonathanOrlan on November 21, 2018, 11:28:22 PM »
I like it!!! more important, it has AI!!
Warcraft III Maps / Re: (2) Pirate Coasts
« Last post by JonathanOrlan on November 21, 2018, 11:26:06 PM »
asons. Mainly humans. They get an expan
Warcraft III Maps / Re: (2) Pirate Coasts
« Last post by moyack 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.   
Warcraft III Maps / (2) Pirate Coasts
« Last post by moyack 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
Legend: ! Fixed + Added - Removed * Changed @ Note

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
« Created: November 23, 2017, 06:08:04 AM by moyack »
« Last Edit: December 22, 2018, 11:20:17 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

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