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Projects of old, gather ye' resources... [Mod Compendium]
I've decided to put together a compendium of resources from large projects.
I was in no way involved with the authorship of these resources. I am not attempting to claim credit or reputation points. My goal here is to fill a potential void and provide people with hundreds of resources they may have never seen before.
As I gain approval from each project's members the materials will show up here with a short description. If you wish to add something to this thread please contact me. I am also seeking to add resource collections of individuals.
Instead of adding to my reputation points, as I was not involved in the creation of any of these projects, you can spread the word about this thread to project heads. Ask them to submit their resources to me.
The Tales of Raviganion is a melee modification that replaces all the orginal warcraft 3 races with new ones: Humans are replaced with Wood Elfs, Orcs with Trolls, Undead with Chaos and Night Elfs with Swamp Dwellers. It comes with dozens of new models, skins, advanced AI, and battle.net support so you can easily play it multiplayer. The mod also has shipyards and ships for all races. It is a melee mod which means it overrides map data in normal melee maps. This means that you can select any melee map and play this mod on it. The mod originaly started out as a small map right after the released of Warcraft 3 named New Race Mod. The races draw inspiration from many game worlds such as those found in Heroes of Might and Magic, Warhammer and many others, to give the mod world a rich feeling. The Tales of Raviganion was made to give normal Warcraft 3 player a new fresh feeling to melee gameplay. It is one of the biggest released Warcraft 3 mods so far. No longer updated. For more info please vistit the mods website.
This was a massive conversion mod headed by Strategy Master meant to completely rebuild Warcraft 2, which as some of you may know is nearly impossible thanks to Blizzards half assed naval detection. It was a great effort and while substantial progress was made it was simply too complicated. Link to the latest working version and futher details below as well as the mpq download.
"The First War. The first time orc and man violently clashed, when the whole nation of Stormwind shook. The time the very ground trembled in turmoil and when the first green and red blood spilled. The first moment armies clashed and combat sounded in the air. The first call of heroes. The first wave of destruction. The first age of chaos.
The beginning of the art of WARCRAFT."
Originally a simple set of units with new skins in World Edit that were to be shared for several WarCraft 3 campaigns set in the WC1 timeline, the WC1Con has become an entire conversion with a wealth of new units, buildings, spells and consequently a fresh way of playing WC3. The contents are free for use provided credit is clearly given.
The conversion is aimed at recreating the units, story and atmosphere from the original WarCraft 1: Orcs and Humans into WarCraft 3: The Frozen Throne (Due to the complexity, TFT is a must for using this) though the units are definitely the biggest priority and focus. This was all started when various campaign creators - Deicide, Magic and Rommel - wanted to create levels and events within the WC1 timeline for their WC3 campaigns. Magic began efforts to try and save each person some time by forming one set of units to use as a collaboration, if you will. However, later on each of us went our seperate ways with our campaigns. Deicide went and released his Saga of Azeroth campaign without major technical work (And I don't blame him for not waiting for us to finish :P), Rommel is modifying this conversion to be just a segment of his hugely ambitious Heart of Storms campaign and Magic may not be using it in his Outcast campaign at all. Magic and Rommel decided to develop a whole conversion for the units and help each other out, with technical work by Rommel and documentation and voicework by Magic. We wanted the WC1Con be a mod that would act as a 'toolset' for makers of WC1-in-WC3-campaigns, or simply just for whatever parts they wanted to suit their campaign. As production continues and we march on to a final release, we hope you enjoy our work.
Taken from TiJiL over at Campaigns:
Credit to Kyrbi0 as well for doing much of the grunt work.
For the uninitiated, Ominous Horizons was a big total conversion/mod that set to work a few years back. They were planning at least 4 custom races (Tauren, Troll, Nerubian, and Satyr (Goblins were gone)), and a full multi-race campaign, to rival Blizzard's own. Most ambitious of all, they planned on using custom everything; pretty much nothing would be used from Blizzard (to my understanding). Not even geomerges were allowed; solely scratch stuff.
However, this could be seen as their downfall. In their mad rush for perfection, interest was lost in what was ultimately a "hobby", and as the leaders perceived the team slacking off, the team felt likewise, leading to widespread decay. The eventual collapse of a "formal" team was then quick, with a slow dwindling timespan where several concept people would continue to post.
Still!, the work they made was amazingly complex and vast. The great creative minds working on this project made it one to be recognized. The amount of work already put into it, as well as the sheer volume of creative brainchildren in the "idea threads" puts it far and away above many of it's class.
In all, the Tauren race was perhaps ~90% completed, model- and trigger-wise. Trolls had a custom race, but no custom models. Everything else was a pipe dream; words on paper.
This was an original concept that added a 5th race to the game and did so with a focus on balance preservation. As the title states it simply took all the creeps and created a tech tree around them including some nice custom models and spells. As far as I know SantoRayo[iP] was involved in its creation, however this project was and is open-source.
WarCraft III: World of WarCraft (Wc3:WoW) is the most accurate WoW replica mod for WarCraft III: The Frozen Throne, featuring many elements as WoW does. It is a Single Player Campaign and the WarCraft III engine does not allow Campaigns to be played online or even on LAN. Wc3:WoW is currently being developed by a group of developers who hope to become pro some day called Condemned Entertainment. Previously, the team was given the simple 'Wc3:WoW Team' title, but after realizing it wasn't a professional team title to stick with, the team name was changed. Right now, the leader of Wc3:WoW is Craka_J, who had led the project through tedious development for over 4 years.
To be honest I have neither the time nor energy to remove all the imports. Look through the maps and if you see something you like you can export it.
Installment 7: Warcraft vs. Starcraft
Taken from ZANMGT over at Mod DB:
Warcraft vs Starcraft is a free modification to Blizzard Entertainment’s Warcraft III and is in the final stages of development. In this game modification, we’ve integrated StarCraft's mechanics and art by hand so the world can see what happens when Blizzard's greatest franchises duke it out!
We're all very proud of Warcraft vs Starcraft and hope you’ll enjoy our hard work once its available!
▪ Blizzard-level of polish
▪ Defend Azeroth from invasion as the Humans, Orcs, Night Elves, and Undead
▪ Conquer Azeroth as StarCraft 2's Zerg.
▪ All of the StarCraft artwork made from scratch for Warcraft 3's engine
▪ No installations required
▪ Singleplayer initially, possible multiplayer afterward
This is an exciting entry because of the level of polish. It has not been actively developed in some time, however they are looking for a modeler to help finish Terran for release. There will also be a set of balance changes along with the addition of Terran. There are many more resources than those in the screenshot.
This is a rather exciting and ongoing total conversion. It seeks to recreate Warcraft I in it's entirety. This download link includes the MPQ, development files, read me files, .exe, and demo campaign.
From the Wiki:
The aim of Dawn of Chaos is to create a total conversion that will ultimately appear to be an entirely new game. Only the most restricted elements of Warcraft III remain, and DoC is essentially a unique product that utilizes the Warcraft III engine.
This is a massive six race conversion from my friend Retera. It is most notable compared to similar massive melee conversions in that it is playable, and the races are fairly unique.
"In an alternate Warcraft universe, giant relics left by the Titans that had once orbited the world have fallen upon Azeroth and changed the world forever.
New races have arisen, twisted and changed by the magic of these old relics, and many have sought to claim the true power of the relics for themselves."
This pack contains two .exe files (one for windowed mode), and the MPQ.
This is a campaign based on the experiences of Arthas and the Frozen Throne. It's in Russian and translation tools aren't very good so I can't tell you much more. The pack contains almost anything you would want from this project.
I have renamed file directories to English for most of the models so you do not receive an error in magos. Anything else you want you will need to either rename the parent folders or move the target file(s) to your desktop.
This is a conversion that replaces Human with a complete Blood Elf tech tree. Custom resources are used well, and original spell ideas are present. Unfortunately this map is protected. There is a MPQ with all custom material.
This is a well done total conversion that creates Troll, Dwarven, and Azerothien (Human) races. The custom models are quite extensive. The troll models are done particularly well. This pack includes all development material.
Pre-campaigns storyline for the Great Troll War Mod:
Gilneas and the Evil Brigade Wars-
The following is an account of how Gilneas came to use dark, chaotic magiks. It is also an account of the Evil Brigade Wars, which occurred roughly 50 years before The Great Troll War. Although understanding of these wars is not essential to the understanding of The Great Troll War storyline, it does help.
Unlike The Great Troll War storyline, this is not based off any WarCraft lore, but it contradicts no WarCraft lore either.
This is exciting, and well-done, so don't worry about getting bored while reading it, even though it appears long.
Gilneas lies in relative seclusion, separated by mountains and seas from other major nations. Gilneas retained enough contact with other nations to keep apprised of inventions among other things so they would not become â€œbackwardâ€, but they never truly broke their seclusion. The land area of the nation is rather small, but luckily most of it is usable and not covered by mountains or lakes. The relative seclusion forced the Gilneans into a state of paranoia, and they created a great army and vast navy. The paranoia was fed by the fact that although they lie in relative seclusion, Lordaeron, Azeroth, and Stromgarde form an invisible triangle around the nation. The quest for power to defend themselves became constant, and years only served to increase paranoia. Gilneas sorcerers unlocked the mystical dark powers of chaos, and immediately put them to use. This powerful form of magic allowed those who wielded it to quickly silence any who objected to it. Within five years wielders of chaos took over the government of Gilneas and the people followed them into the darkness. The armies fed off the dark power, and were driven by it. The once grand, shining army of Gilneas was transformed into a massive black horde. Armor and weapons were imbued with dark energies, making them even more powerful than before. The average life expectancy of a Gilnean dropped, but the power they held within that lifetime increased greatly. An army the likes of which no one on Azeroth had ever seen was created.
About 50 years before the Great Troll War, Gilneas attempted to attack Kul Tiras. They sent their massive pirate-filled navy to the shores of Kul Tiras. The Kul Tirans fought as well as they could, but Kul Tiras is mainly a merchant nation, not fit for fighting. Their navy, at the time, was decent, but nothing special (although their ships were the fastest). They got word of their plight to Azeroth. The Azerothiens agreed to lend their aide to the Kul Tiras cause (for many reasons, foremost being that Gilneas posed an obvious threat to Azeroth, and Kul Tiras' merchants helped Azeroth). Azeroth quickly sent forth 50 full regiments in over 300 transport ships (accompanied by 100 frigates, 75 gallies, 50 destroyers, and 10 full-fledged battle ships, all under the command of Admiral Piznoski, who resided in his flagship, the Imperious Prow, which was the largest of all ships in the attack group). The fleet dropped off the 50 regiments and their transport ships, and then joined with the Kul Tiras fleet (3 battle ships, 25 destroyers, 45 gallies, and 70 frigates). The combined fleets set off to face the Gilneas fleet (numbering roughly 30 battle ships, 50 destroyers, 60 gallies, and 80 frigates; Admiral Planktoothâ€™s flagship, Furious Harbringer, eclipsed all other vessels used in the engagement, utilizing a massive number of cannons, ballistae, and catapults). The naval battle was fierce, and both sides fought to a stand-off. News of the war reached the nations of Lordaeron, Dalaran, Stromgarde, Alterac, and Khaz Modan. Khaz Modan decided to ignore it entirely, dismissing it as a â€œPetty Human Warâ€, while Stromgarde offered a temporary alliance to Gilneas. Lordaeron and Dalaran offered their support to Azeroth and Kul Tiras. Stromgarde bypassed Alterac and set up a base on the island of Tol Barad. From there, they branched out to Zul â€˜Dare and Crestfall. They extended an offer to Gilneas that would allow Gilneas to build bases on the islands as well. Gilneas accepted. Lordaeron and Dalaran were comparatively slow to move. Stromgarde added 20 battle ships, 60 destroyers, 100 gallies, and 200 frigates to the Gilneas Navy. Gilneas added 10 battleships, 20 destroyers, 40 gallies, and 80 frigates to their assault fleet. The combination of two such massive fleets put Kul Tiras and Azeroth at a great disadvantage. Their fleets fought well, but fell easily. Gilneas and Stromgarde commenced the invasion of Kul Tiras, bringing the massive number of 200 full regiments to the island nation. Azeroth and Kul Tirasâ€™s collective regimental strength was only at 65. Azeroth committed more reinforcements to the defense of the nation, upping the regimental strength to 100, and Azeroth sent a new fleet to replace the old one. Lordaeron and Dalaran threatened the Gilneas homeland, forcing them to recall 20 of their regiments, but still doing little to deter them (as Gilneas and Stromgarde combined easily blocked any way to the Great Sea from Lordaeron. To get there, they would have to pass through either the lands of Gilneas or Stromgarde.
The Kul Tiras and Azerothien forces commenced in creating large walled fortresses to defend key areas, but many in the north portion of the nation were destroyed before they were finished. Gilneas and Stromgarde gained victory after victory as they took every piece of land but the great capitol of Kul Tiras. 50 regiments guarded the city and about 20 kilometers around the city. These 50 regiments were all that remained of the combined forces. The cityâ€™s great harbor was guarded by the reinforced Azerothien fleet, and whatever Kul Tiras could scrap together. Stromgarde and Gilneas launched a massive assault on the capitol city, with a total of 100 full regiments. Their fleets, which numbered 25 battle ships, 60 destroyers, 100 gallies, and 120 frigates (plus the Gilneas and Stromgarde flagships), assaulted the harbor simultaneously with the ground attack. The effect proved devastating to the Azerothiens. They could not retreat to their homeland, they could merely hold their land, or die doing so. The defending armies and fleets were decimated by the combined armies and navies of Gilneas and Stromgarde.
The coalition of Azerothien and Kul Tiras forces retreated back to the Azeroth mainland (those that could retreat; this was mainly those lucky enough to be on board naval ships that were away from the capitol). The Azerothiens knew that any chance of a naval victory had been lost. They retreated from the shores, allowing Gilneas and Stromgarde to land. The first target was Stormwind, as the Azerothiens had managed to deceive their enemies into thinking they had retreated to Northshire. A massive defense was mounted just to the west of Stormwind. The Azerothiens retreated, but Gilneas and Stromgarde had taken grave losses from the battle. They pushed on to the walls of Stormwind, and were repulsed. Azeroth had managed to gather a massive portion of their army and station it at Stormwind. Numerically they were still outnumbered, but the walls aided them greatly. The black magics from the Gilnean sorcerers wreaked havoc upon the western walls, and lower western section of the great city, but did little more. The Azerothiens forced the Gilneans to retreat to the coast. They then pushed them back to Kul Tiras. Once there, Gilneas and Stromgarde turned on one-another. The carnage was massive. Stromgardeâ€™s mighty iron shields against Gilneasâ€™ black magic. The black sorcerers cast spells upon the Gilneas Black Armor to make it even better than the magnificent steel armor worn by the Stromgardiens. The armies ended up being equally matched. Gilneas â€œlostâ€ two years after the start of the â€œGreat Island Slaughterâ€, as increased attacks by Dalaran and Lordaeron forced them to withdraw to protect their land. Alterac attacked Stromgarde around the same time, but even without half its army, Stromgarde easily stopped the weak nation, and fully established its dominance over them. Azeroth and the remnants of Kul Tiras seized the opportunity, and fully defeated all the Stromgardien forces remaining on the island. It was pitifully easy for the Azerothiens to kill off the remaining 3 regiments.
Gilneas remained solely within its own borders for 45 years after the Evil Brigade Wars. They continued with their black magic, for it would take a far greater event than a defeat in foreign lands, or a few Trolls, to get them to leave the black arts behindâ€¦
The Troll Containment Act-
Nearly 45 years later, Azeroth had rebuilt the few ravaged areas and relative peace ensued. Azeroth's great army was used for hunting bandit gangs, trolls, and wargen as opposed to battling other nations. Some might say the large nation grew soft. Others will tell you that this assuredly aided in the struggle to come. Azeroth, at the time, was filled with thick, verdant forests and woodlands. Bandits, trolls, wargen, and other small groups could easily hide for days, and mount ambushes in the deep forests. The Azerothien army adapted to the conditions, and became adept at traversing their realm. They decommissioned the Lionhawk Riders, for they no longer proved of any use in this new combat zone. Air regiments could not penetrate the dense canopies, and thus Azeroth decided to relocate those warriors to more vital areas of its army. Cavalry became most vital of all, for its ability to quickly move and attack bandits before they could get away. Wizards journeyed to Dalaran, where they furthered their learning of the magical arts. Azerothien wizards tended to favor the use of lightning, for it was precise, and could be put to good use in the forested realm. Azerothiens made little use of fire, fearful of forest blazes which might consume numerous villages.
Azeroth grew somewhat complacent, facing only occasional raids by small groups of enemies, and no concerted force from any nation, and no major wars. It was a relative time of peace.
The Forest Trolls, however, seemed almost to be seeking an end to such a peace. The Forest Trolls had finally recovered some of their former glory from before the original Troll Wars. Great clans had been created, and the Forest Trolls could be found almost anywhere on the continents of Lordaeron and Azeroth. The Azerothien Forest Trolls began to increase their raids on convoys, but if this alone was the issue, Azeroth would not have felt the need to take the actions it did. The trolls also increased their raids on outposts, villages, and even towns. The trolls managed to scare the Azerothiens, so much so that the king felt that something must be done about this disturbance.
Not willing to commit his army entirely to a conflict yet, King Tutenon of Azeroth created a proclamation called the Troll Containment Act. It allowed for any human to slaughter a troll, and return its head to a local lord for a monetary reward. Tutenon also ordered a quarter of the Azerothien Military to scour the woods for troll camps, and to destroy them.
Between the Troll Containment Act and the scouring army, the Forest Troll Clan Chieftains of Azeroth met to discuss what to do. Every chieftain in Azeroth made sure they were at the historic meeting. The chieftains decided to choose twenty warlords, who would rule multiple clans. This would aide in settling clan differences, and ensuring strong leadership.
After all twenty warlords had been chosen, the one whom one might think most-likely to become a warlord was left without such a position. Chief Harraxe fumed, and withdrew his support from the troll coalition. Harraxe didn't know that the other chiefs feared Harraxe too much to give him the power of a warlord, but even had he known he could have cared less. He cursed them for fools, and journeyed back to southeast Azeroth, where his clan, the Blood Axes, awaited his arrival. While the troll coalition attempted to weaken the Azerothiens, they met with little success other than allowing King Tutenon to declare full war upon the trolls.
Harraxe and his Blood Axe clan decided to take the war into their own hands, and they instantly began a string of guerilla assaults on key Azerothien positions...
Installment 14: Warcraft III: Legends
This is a recreation of what the alpha version of WC3 contained. There are numerous doodads, music files, and images.
It is not often that quality and quantity are both present at such a large scale. This project began in 2002 as an ambitious five race conversion with a campaign. While that was never completed it has left a significant legacy. I have been waiting for this for a long time.
Thank you to Sellenisko for working to complete the pack.
Hardtime was kind enough to contribute his project resources.
"Though the young Warchief Thrall ended the demon curse that had plagued his people for generations, the orcs still wrestle with the sins of their bloody past. As the rampaging Horde, they waged a number of devastating wars against their perennial enemy-the Alliance. Yet the rage and bloodlust that drove the orcs to destroy everything in their path nearly consumed them as well.
Long ago, on the idyllic world of Draenor, the noble orc clans lived in relative peace with their enigmatic neighbors, the draenei. But the nefarious agents of the Burning Legion had other plans for both of the unsuspecting races. The demon-lord Kil'jaeden set in motion a dark chain of events that would succeed not only in eradicating the draenei, but forging the orc clans into a single, unstoppable juggernaut of hatred and destruction."
Depending on what the responses are from other creators, there may be a lot more to come.
-Your purveyor of fine wares, Kam
Tutorial for using MPQ files:
1. Download and run this program: Warcraft III Viewer
2. Go to File->Open MPQ or click the MPQ button and browse to where you saved the MPQ
3. In the treeview window select the plus sign and the list of models will drop down, same for textures
4. When you want to export a model or texture, right click->extract mdx and right click->extract and convert used textures - make sure to uncheck the convert box if you're not going to edit the texture
I'm hoping I can get them into the pack section, as I really don't want to have to upload hundreds of models individually - which I suspect is the same reason their creators haven't uploaded them by now.
As many of you are aware SC2 is going to have a rather negative affect on content creators for WC3. So I've decided to attempt and put together a large compendium of MPQ files from old projects.
, nah I think it won't be as big as everyone is saying, unless they will change it much in the full version. I have the beta, and I just hate the new object/data editor, the one from wcr3 tft is simpler to learn and way faster to use (like creating custom units) and the new things from starcraft 2 data editor aren't that important. The rest is better though in the galaxy editor. That's why I think total conversions and medieval maps will still be rather popular for warcraft 3.
I'm hoping I can get them into the pack section, as I really don't want to have to upload hundreds of models individually - which I suspect is the same reason their creators haven't uploaded them by now.
, yes please do that :D.
The Tales of Raviganion is really awesome btw, I find it better than default gameplay and has great AI.
Thanks Kam for this wonderful release! I've been "scavenging" the MPQs a bit and I must say some of those models are impressive but, most importantly, really useful! (To mention one, "magnaturtos", that siege turtle, is just amazing)
I look forward for more releases. :)
P.S: Some models don't work either for wrong texture paths, lack of textures or lack of the path of the model itself. (some models probably have a custom path and to mention one, "divinebalrog", or just Balrog, misses quite a few textures.)
P.P.S: The MPQ with most of the models not working is TToR323 and not ttor.
Thanks for the encouragement. When looking at models make sure to use War3 Model Editor, as quite a few ttor models use a mix of custom and blizzard textures - and if you're using war3viewer it only loads textures from the current mpq.
Well unfortunately you can't load any models that have a prefix before the texture itself (like textures/boobs.blp), unless I'm missing something. And I'm not talking about viewing them by editor, but the fact is they don't work not even ingame. Therefore they miss alot of textures.