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  1. Archian
    Created by Archian
    Feb 19, 2021 at 7:45 PM
    LIVE NOW!!!

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    Watch it live at BLIZZCON

    Opening Ceremony

    11:00 PM - 12:00 AM CET
  2. Mythic
    Created by Mythic
    Feb 12, 2021
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    Observe as @InsaneMonster takes the vanilla campaigns to heights they never reached.


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    [​IMG]   Warcraft III Re-Reforged is a remake of Warcraft III: Reforged official campaigns as they were originally advertised. Each campaign features actually reforged cutscenes, re-imagined maps and missions, expanded lore and modernized gameplay. Relive our most beloved game's unforgettable stories and characters as never seen before!
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    • Remastered in-game cinematics, with angles, interface, and style closely matching those shown at Blizzcon 2018
    • Reimagined maps and missions, beautiful terrain that's easy to navigate, modernized gameplay, redesigned quests, and meaningful events that influence following maps
    • Detailed and expanded lore, with a completely new interlude and epilogue, fleshed out characters and interactions, with many references to World of Warcraft
    • Rebalanced difficulty levels, to make the experience tailored and engaging to each player, with completely new AI scripts designed to give opponents a distinguishable personality
    • Multiple languages supported, including some voice acting for the additional dialogues, and all graphics mods compatible
    • New, lore accurate secrets and much more... only waiting for you to play!


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      Custom Campaigns are not yet supported in Reforged, but your campaign progress is safe, whether you're playing from the custom game menu or the World Editor Test Map. Difficulty levels, however, can only be set while launching the maps from the Editor (File -> Preferences -> Test Map); the difficulty defaults to Normal when playing from the custom game menu.

      The prologue campaign supports English, Italian, Russian, and Spanish thus far; with French, German, and Polish translations underway.


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  3. FeelsGoodMan
    Created by FeelsGoodMan
    Feb 7, 2021
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    This is a story driven total conversion ORPG campaign, aimed at providing an extraordinarily high quality and enjoyable experience. Meticulous design and countless hours have been invested in making this a truly unique and unforgettable story. A lot of innovative systems have been implemented, and a lot of people are working on this behind the scenes.

    Development started around one year ago with just some random scribbles and ideas, but the project has now grown in size, and many people have contributed to making this project hopefully see the light of day. We are developing the whole campaign in 1.31, and may consider upgrading when/if the latest patch natively supports custom campaigns.

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    The story takes place during the medieval era in an alternative world not so unlike our own. There is no magic in this world, and we have aimed at realism (as far as that is possible in Warcraft III).

    We follow the story of Adevramies, a warrior monk from a monastery of "witch hunters" who are devoted to a religion of fire. They call themselves The Brothers. They are mercenaries, but have their own moral compass and feeling of righteousness.

    Adevramies and the other brothers are frequently sent on missions by their paterfamilias (the head of the monastery) to deal with situations that are seemingly out of the ordinary, and needs to be dealt with.

    The political climate in the capital city is tense. There have been recent protests, and the two biggest political parties are now up for an election to decide who the ruling party will be. The politicians are all mostly corrupt, and have egotistical or dangerous ideals.

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    We wanted to go with an unconventional, yet intriguing combat system and settled on turn based combat as seen in many other JRPG games such as the Final Fantasy series. An innovative combat system with 100% custom UI has been developed to make combat as fast, seamless and enjoyable as possible.

    The combat system itself is built around three enemy lines, and two party lines.

    The enemy lines consists of one front row (can attack the players front row), one back row (can't attack any player rows unless it's a ranged unit), and one ambush row (can only attack the players back row unless it's a ranged unit). The player front row can only attack the enemy front row (not the ambush row or back rows), and the players back row can only attack the enemy ambush row.

    Ranged units are not limited by formation, and can attack anything. The clue is to change your combat formation to best suit your style of combat.

    You will encounter enemies randomly while in hostile areas, and then combat will play out in isolated arenas. Specific encounters such as boss encounters is also supported.

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    The talent system consists of three "paths", where each path contains four clusters. The root node of each cluster is a brand new ability that you can use in combat. When you have activated the final node of a cluster you will have the possibility to move to any root node of the next set of clusters in any path, so you are quite free to build your characters as you please.

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    We decided to go for a dialogue system like in the old JRPG games with scrolling text boxes and facial expressions of the currently speaking character. We plan on making lots of facial expression "cards" for all important, and non-important characters.


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    • Inventory system.
    • Crafting system.
    • Quest system.
    • Shop/trading system.
    • A lot of other small systems.






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    The biggest time sink has been the level design, making the terrain, adjusting models, retexturing and animating a lot of models to fit the terrain. Some of you may have followed the progress in this thread. The goal with this has been to create one of the best looking terrains of this scale ever, and to make a "believable" and vibrant world in an ancient game such as Warcraft III.

    The campaign consists of 7 different zones, all with varied geography and climates. You will find everything from mountains, caves, tropical islands, dark gloomy cult hideouts, nordic fortresses, peaceful countrysides, bustling cities and more, all meticulously thought out and created.



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    The people behind the different key features, in alphabetical order:
    • Deadreyo - UI frame creation in typescript for almost all the systems.
    • Deepstrasz - Manuscript writing, model editing, and music composition.
    • FeelsGoodMan - Level design, model editing + model ripping, animation, texturing, editing UI image files, general design and aesthetics.
    • xYours Trulyx - Advanced Combat System, making spells, enemy AI and encounter system.

    Other notable mentions:
  4. Ralle
    Created by Ralle
    Feb 4, 2021
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    Guys!

    It's been a little over a month now and I have tracked 95 changes since we went live. I am ready for round two of feedback. If you haven't looked yet, please do so. If you had feedback before, please see if I fixed it and if I did it right.

    We are using a forum system that is battle tested. If you need to direct your abuse to a specific part of the site. Please abuse the resource system. Submit broken things, update, delete and just throw a wrench in there. Pound on it.

    Thanks in advance,

    Ralle



    This thread is locked. Please post feedback in the Remoosed feedback forum and oohs and aahs here.
  5. Ralle
    Created by Ralle
    Dec 28, 2020
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    Have you ever taken a look my HIVE changelog? Not much has changed since the beginning of 2018. That's because I have been working on the next major version of The Hive Workshop since then.

    Today is a big day... For me at least. I have waited three years to finally show you what I am working on. Today we are opening beta access for Hive 3 Remoosed.

    In 2012 I started working on a version of Hive for XenForo version 1 (from vBulletin 3) which we moved to on June 10, 2016.

    In late 2017 XenForo 2 was released and I quickly came to realize that it required a full rewrite of Hive for us to update. What you are going to see today is that version.

    It will seem different, but not very. But rest assured every line of code is new and I need help testing it to make sure it works before we move to it.

    The primary goal of this version is to be compatible with XenForo 2, not to rethink every aspect of the site. But porting every piece of functionality from old to new would leave me dead from boredom, so I have of course made improvements, especially to aspects I know to be lacking. Resource search anyone?

    You will find bugs, you will find quirks. You will find things you don't like, even things you hate. But please be respectful. I care very deeply about this project and it hurts when people step on it. I want feedback, lots of it. I want suggestions. I want feelings, but expressed in a non-attacking way. That's all I ask.

    Now, go take a look:
    Hive 3 Remoosed

    NOTICE - This is the beta version of HIVE. It runs on an outdated backup of HIVE. Everything posted here will be deleted in the next run of the beta or when we finally migrate. If you want to keep doing things on HIVE, don't use the BETA. Only use this site for testing features.




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    I have attempted to make a list of changes. But it's not easy to keep track of what you've been doing for the past three years. This project is older than my two year old daughter by now.

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    The next major version of the forum platform Hive is based on. You can read the changes here. I won't go much into detail about it.

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    As usual, @Archian has been a huge contributor on the design. This time around @Mythic also played a big part. Like it or not, the design is a Reforged inspired theme. We have tried simplifying the navigation and focused on what the site is about and diverged from how XenForo typically looks.

    We still plan on making a Night Elf theme. Perhaps if only few bugs are found, we'll have one by launch day.




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    Wait what? Yes... I have decided to remove reputation. Current reputation is converted to XenForo 2 reactions such as like, love and angry. The old Reputation messages are converted to profile posts. Reputation contest awards are converted to experience awards, read more about them below. I did not want to implement a reputation system when all communities these days use reactions. Reactions also happen to work better on mobile.




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    In place of of your reputation gems, we are now going to show an experience bar with your level. Experience can today be gained in the following ways:
    • Starting a thread
    • Replying to a thread
    • Submitting a resource
    • Receiving a positive reaction
    • Receiving an experience award (from a contest)

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    The experience gained from these actions varies by the type of action (and section). E.g. a thread in Tutorials might give more exp than one in Warcraft Discussion. The system can easily be expanded to support other actions too. These are just the ones I came up with.

    Down the line you might be able to unlock features on the site when you reach various levels.




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    This is where I spent most of my time in the past years. Rebuilding the resource system. It's the most complicated part of Hive. A lot of things will look familiar but there are a few changes.

    SEARCH

    I made a big mistake when I decided to rely on the built-in search in XenForo for Hive 2. Today the search field is coming back to the resource section.

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    SIMPLER BUNDLE/RESOURCE EDIT

    Editing a resource inside a bundle now requires fewer clicks as you can edit, add and remove resources on a bundle without first having to click "Edit" on the bundle.

    You can now also re-order the resources with drag and drop if you have a preference as to the order of the resources.

    Buttons have been added to insert preview images into the description for a richer experience.

    IMPROVED "VIEW RESOURCES IN USE" & "VIEW USAGE"

    The "View resources in use" and "View usage" systems have been accused of being incorrect in the past. This is because the system looks for file collisions between maps and resources. Sometimes a resource contains a commonly used texture or model which causes the system to present unexpected resources being used. The new system now shows a more descriptive view of what's going on.

    View usage (when a file occurs in multiple resources):
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    Resources in use (when a file occurs in multiple resources):
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    EXCLUDE TAGS FROM RESULTS

    For years we've had the ability to show only resources with the following tags. Now we also have the ability to exclude all resources with a tag.

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    BETTER SUPPORT FOR HD/SD/Classic

    We have maps from before Reforged, maps from Reforged in SD and HD. To make it easy to find what you are looking for, we now have this switch:

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    BETTER VIEW IN 3D

    The "View in 3D" page is now fullscreen and has controls for switching between cameras, animations and team color.

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    RESOURCES WIDGET

    Back in the old days we had a widget showing recent/random/etc resources. We have all missed it. So now it's back.

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    SIMPLIFIED ICON UPLOAD

    When uploading an icon, you can now upload a borderless icon and it will automatically apply the borders.

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    The award medals system has been ported. Changes of note include showing a maximum of 4 awards on your profile. I know. Not a lot. But at least now you can re-order them using the new "Manage medals" page.

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    The Streams are back. The reason we took them away is because the version for XF1 was no longer maintained and the Twitch API changed so our add-on broke.




    Please test all features of the site and submit any feedback into the dedicated Remoosed BETA Feedback forum. Leave this thread to all the "oohs" and "aahs".