@BladeMasterRUSH is a Warcraft 3 YouTuber, Twitch Streamer and podcaster who have interviewed many members of the Hive Workshop (see full list).
In his recent videos he did some interviews with @InsaneMonster and @ShadiHD, both are author's of Hive's most recent hosted projects Warcraft 3 Re-Reforged and @Tamplier777's Chronicles of the Second War: Tides of Darkness respectively. These interviews are a great way to get to know your fellow members of the Hive community and see the person behind the avatar and hear about their projects.
Hello Hive, I'm Carson, otherwise known as BladeMasterRUSH, since the announcement of Warcraft 3 Reforged I have become a content creator in the WC3 community as a streamer and mapmaker. I've been playing Warcraft 3 on and off since it came out, and found myself back playing customs regularly about a year and a half ago. Now I edit the RTS custom map 'War in the Plaguelands', which I habitually edit on my Twitch, play a variety of custom games for my community, and recently I've been getting into melee. A bit more about the offline me, I have a wonderful parrot (Green Cheek Conure) appropriately named Grommash, and dabble in DJing/electronic music... used to be a big concert-goer before the pandemic! While I don't post much, thanks to you guys I've been able to fix many bugs in my map sifting through threads dating back a decade... and browsing the model section is one of my guilty pleasures.
In the summer I had the idea to start a podcast channel, after being inspired by Joe Rogan, and started by inviting some of my friends from the Warcraft 3 community such as Zoomsf and iNSUPERABLE. I've been fortunate enough to interview legends from all walks of Warcraft 3 ranging from customs streamers like Wtii to the legendary Neo from Back2Warcraft, not to mention talking to fantastic map developers such as Retera, InsaneMonster, ShadiHD and more. My goal is to foster a platform where members of the Warcraft 3 community can tell their story, and to show off a more personal side to people that we know so well. Alongside the Warcraft 3 podcasts, I've started to dabble in more vlog content on the BladeMasterRUSH show channel talking about politics or interviewing Twitch streamers. You can find all podcasts episodes at that channel, and sometime in the future on podcast platforms such as Spotify and Apple. I hope you enjoy the interviews and look forward to seeing what you guys think in the comments!
Triumph has risen from these uncharted shores. The 34th Modeling Contest Results are out!Dismiss Notice
Awaken what lies in the heart of your swarm. The 17th Techtree Contest has arrived!Dismiss Notice
The Hive Workshop is launching its first HD modelling contest. How HD should it be?Dismiss Notice
Check out the Staff Job Openings thread.Dismiss Notice
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Created by Mythic
- Feb 12, 2021
Observe as @InsaneMonster takes the vanilla campaigns to heights they never reached.
- 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!
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.
Created by FeelsGoodMan
- Feb 7, 2021
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.
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.
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.
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.
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.
- Inventory system.
- Crafting system.
- Quest system.
- Shop/trading system.
- A lot of other small systems.
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.
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:
Created by Ralle
- Feb 4, 2021
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,
This thread is locked. Please post feedback in the Remoosed feedback forum and oohs and aahs here.
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