Two days ago, PC gamer put together an amazing article for anyone who's played a Blizzard game. It details the complete history of Blizzard and its games, including everything from The Lost Vikings (1992), Diablo 2 (2000), Overwatch (2016), and everything between. PC Gamer: The Complete History of Blizzard Games on PC
Here's a thorough excerpt from Scott Mercer's part of the Warcraft 3 section. It's actually filled with a load of great, uplifting things regarding the modding community (that's us!) and the world editor. If you want to skip to that, feel free to scroll down to the texts highlighted in gold.
Warcraft 3: Reign of Chaos (2002)
Today, the Horde. Tomorrow, the World.
Scott Mercer, 20 year Blizzard veteran, Principal Designer on Overwatch and game designer on Warcraft 3:
"Early on during Warcraft 3 development, there was even more focus on the lower unit counts and the heroes. The concept was running around in that party, where here's your hero and here's your footmen along with it. The gameplay was even more of that. And then we actually took it back to sort of this in-between state, where there was absolutely base building, this normal RTS sense of you start small, build up, go through a tech tree. But it was the heroes, and the fact that the heroes leveled and had items, there were all these RPG elements that got added to the RTS genre through Warcraft 3. That concept alone is what I think inspired DotA to do what they did.
"The level editor that the players ended up having was the exact same level editor we needed to create the campaign. When you talk about the Warcraft 3 level editor, you have to go back to the Warcraft 2 level editor. We made the campaign for Warcraft 2 with that editor. It was very limited in what you could do. I think most all of the maps ended with 'destroy all the enemy buildings.' Going forward with Starcraft, we improved the editor, added more ways for you to win, more things we could do. You saw that in the Starcraft campaign where there was a bit more variety in the types of missions that we had there, and that was due to the editor becoming more robust.
“And then going forward into War 3, in early development, we knew we needed to create an even better editor because Warcraft 2I was our first 3D game. We wanted to do all the in-game cinematics and storytelling within the game, so the editor had to be even more robust...We had to create the camera system. There were the in-game cinematics we had, usually at the beginnings and ends of missions, where there was a character interaction. We actually had to be able to place those cameras inside the game world. What the editor allowed us to do was move the map around, the view of what the player would see, and take snapshots and sort of create cameras out of that. It was that kind of camera control that I think a lot of people used in the mod community to create these modes of 'oh, here's these crazy RPGs that are like third-person over a character.' There were a lot of things we could do with that. But that was all going back to needing to make these in-game cinematics.
“A lot of the very important features that the Warcraft 3 editor got over time were things that we needed, that made our lives easier, making the game. Things like being able to create new units with, choosing a piece of art, assigning a bunch of stats to that, if we could do that in the editor, then designers could do that without having to go bug programmers to put in the game. The editor allowed us to be very nimble with our designs in the campaign and really allowed our programmers to work on bigger issues. The mod community basically took all that and ran with it."
"The scale [of the mod scene] absolutely took us by surprise… We couldn't have imagined those kinds of mods would end up existing. We were very excited about it. It jazzed us up. A lot of the ideas that came from the mod community were things that, when we worked on Frozen Throne, we integrated some of those. Like the very last mission of the Orc campaign in the expansion took a lot of its gameplay cues from the Aeon of Strife, Dota type games with waves crashing into each other.
“It was a super exciting time. We just tried to go in and play them occasionally and see what people wanted. And all through this we were getting feedback from these mapmakers saying 'Hey, could you fix this?' There were actually some bugs to fix, and new features they wanted. A lot of those features were things we were like 'yeah totally, if we give you those features, we get those features in our own work.' It was this wonderful time of the community feeding on our creativity, we were feeding on their creativity. And the Warcraft 3 editor was allowing all this to take place."
Mini-Mapping Contest #13 has started! Fitting the time of the year, Ghastly Realm was elected to be the contest theme!Dismiss Notice
The first Team Hero Contest #8 has finished! Vote now for your favorite champions of the Tavern!Dismiss Notice
Take part in the discussion for a new Zephyr contest.Dismiss Notice
The fine experience with futuristic composition has brought us the winners! Take a look at the Results for the 5th Music Contest.Dismiss Notice
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Join us in custom games this Friday, December 9th. We'll see you on Battle.net and Discord!Dismiss Notice
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Created by Ralle
- Dec 1, 2016
This might be a bit technical, but it's very important. If you remember the old site, we had states for every resource (now called bundles) and those were pending, awaiting update, approved and rejected.
Until today we have had a different system. Pending bundles were submitted in a sub repository called "Submissions" and when approved moved into the main repository. If rejected, they were moved into "Substandard" unless they were stolen/inappropriate/broken in which case they got deleted.
With this system, bundles did not have a state, instead they were put in a place named after the state. This is inferior because when looking at the bundle you would have to look where it is located instead of what state it has. Also, pending bundles would only be visible when looking specifically inside of "Submissions".
We have received a lot of feedback about the fact that pending submissions are less visible in the new system. Turns out it's very helpful to interleave submissions with approved bundles to get feedback to the authors and feedback for the moderators/reviewers to make better and faster decisions. It also means that even if we have a big backlog of pending bundles, it's not as serious because they are still visible and as accessible as the approved ones.
Because of this, today we are re-introducing bundle state. It is not 100% as you know it, but it will feel similar enough. Here are the new states:
Pending When you have submitted a bundle.
Awaiting Update A moderator/reviewer has requested that you make some changes.
Approved Your bundle is approved.
Substandard Your bundle is low quality / buggy (and never fixed) / a very simple edit.
Restricted Your bundle is stolen / ripped / broken (and never fixed) / inappropriate.
Bundles will have these icons wherever they are displayed. You will be able to filter between the states in repositories and the search page. This also means that the "Submissions" and "Substandard" sections are going away.
With this new system also comes a new "Moderate" button for moderators/reviewers to simplify the process of going through bundles.
Created by SpasMaster
- Nov 25, 2016
SpasMaster is proud to give you
After over 2 months of hard work, Sunken City brings one of its biggest updates ever! This version contains an array of features, over some of which I will briefly touch upon in this post.
Your Backpack will now have the Inspect ability which allows your hero to indicated areas and objects in the search for clues or lore! Hundreds of lines of text containing story and secrets await! The addition of this feature has caused major changes to existing areas, the additions of new ones, including new puzzles and secrets.
Improvements to items, new additions, replacements and more await you in the shop. This includes the rework of Elixirs and changes to Legendary items and the way they are acquired.
Adjustments for the Death Knight, New model for the Berserker, Reworks for the Druid, Mage, Rogue and Windmaster and many more changes and bugfixes await!
Changes to Glyphs, Altars of Atal'ai, Difficulty Adjustments... The new version holds many other surprises for you. I hope you can all experience everything that I have worked on in the past months and I sincerely hope you will enjoy it!
With the release of 2.3.0, I'd like to announce to Hiveworkshop that we have just recently created our own Discord server where we can all gather parties and play together. Regardless if you can use BattleNet or not, we will help you setup yourself for games with us! Join us now by clicking the image below!
Created by Archian
- Nov 13, 2016
Recently I took a stroll down our Terrain Avenue and was amazed by the beautiful landscapes all around me.
So I thought to myself, I wish everyone would see this. And at the same time, I know some people who might not even realize what is possible to do with the World Editor.
That is why I made this video featuring some of the most amazing custom-made terrains by members of the Hive Workshop!
And to properly show it to you we've created a YouTube Channel for the Hive Workshop in celebration of our community!
It really is stunning what these guys were able to do with the World Editor!
We recommend you watch it in Fullscreen HD. Watch the video above and subscribe to our channel for new videos!
The Community Program is the official title of a new effort initiated by the Hive administration team.
The primary focus of this program is to promote Hive across multiple online communities and social media, including Facebook, Twitter and YouTube.
For this purpose we are now looking for someone to help manage our new YouTube channel.
Do you have experience with video editing? And are you interested in managing our YouTube channel? Contact Archian for more information.
Created by StoPCampinGn00b
- Nov 4, 2016
Everything needed to know can be found the official BlizzCon site.
News - Event Info - Watch - Schedule - eSports - Forum
It's time for Blizzcon, the official event for everything Blizzard games! It's where upcoming releases are announced, competitive tournament matches are being fought, interviews are popping, art is being showcased, and many things are being broadcasted & streamed.
The opening week started on October 26th. The following days featured major Blizzard eSports competitions on Hearthstone, Overwatch, WoW, and Starcraft 2. The opening ceremony, however, is on Friday, November 4, 6:00 PM to 7:00 PM GMT. Coverage will continue for hours on end, and ends at the end of Saturday.
You can watch the live streams on BlizzCon here on Hive! The channels below are from Blizzard's Blizzcon Twitch team.
Blizzard (Twitch.TV) | HIVE
Warcraft (Twitch.TV) | HIVE
StarCraft (Twitch.TV) | HIVE
Heroes of the Storm (Twitch.TV) | HIVE
PlayHearthstone (Twitch.TV) | HIVE
What can we expect? In a nutshell, some are predicting some sort of Diablo series expansion or remake, new Overwatch and HotS heroes and maps, and a Hearthstone expansion. For PC Gamer's "wild unlikely guesses," Warcraft 4 is among them. PC Gamer: Blizzcon 2016 Predictions
That's a wrap! Feel free to keep the rest of the Hive updated by posting updates and comments on this thread.
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