• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
Joined
Dec 14, 2005
Messages
10,532

The rules are now in effect!


Compliance
No map may violate any Hive Workshop general or specific site rules.​
Original Work
All maps must be significantly worked on, if not entirely created, by their submitter. Maps that were edited from someone else's work must include proof of permission to edit that work, and the original author may request that the map be taken down at any time.​
Third Party Material
All maps must give credit to the authors of material included in the map that is not made by the maker. Pirated or stolen content is not permitted.​
Originality
All maps must be distinctively different from other maps in concept. This may include story, gameplay, goals, etc, but restricts maps which are effectively clones of older versions, such as most LOAP and Footman Wars maps.​
Completion
All maps must be close enough to completion to allow for a good experience by the player. This does not limit beta maps that are near completion, but does limit alpha and other under construction maps that are not significantly playable.​
Gameplay
All maps must be fairly fun and decently balanced.​
Presentation
All maps must be made in English, must not contain overwhelmingly bad spelling or grammar, must contain a valid author and map name, and must contain a well-written description to give the reader a good idea of what the map is about. Imports, terrain, camera, and other visuals should complement the game.​
Stability
All maps must not have enough bugs to significantly adversely affect gameplay.​
Updates
Map updates should be made by using the Update button on the map rather than by resubmitting the map.​
Use
The maps section should not be used as a pastebin or testing area, but rather for map distribution. If you wish for an advertising, testing, and more public place for early stages of your map, please use the Map Development forum.​
Approval
Maps not meeting all of the above criteria may be approved in rare circumstances. Maps may be rejected at any time for any valid reason given by the moderator who rejects them. Maps need not meet the criteria not applicable to their type. Resource moderators will decide on a case-by-case basis which maps will be approved.​
Enforcement
Repeatedly ignoring one or more of these rules may result in negative reputation, infraction points, or even being banned from the site.​
Contact
If you wish to request that your map be reviewed, whether for the first time or after fixing problems outlined by a moderator, feel free to post in Map Resource Moderation with a detailed request and a link to the map in question. If you wish to complain about the actions of a moderator, please post in Admin Contact with a detailed request and a link to the issue in question.​
 
Joined
Dec 14, 2005
Messages
10,532
With 1.24 coming out sooner or later, there will need to be some changes to the maps and spells sections. Naturally, incompatible maps and spells will need removal, but the two sections will handle it differently:

In maps, it will be primarily a user based initiative—please report any maps you attempt to play that do not work with the new patch via the Maps Moderation Forum or the Report Post feature. We may additionally write a script which attempts to find such maps, but this is not guaranteed.

In spells, the entire section will be purged, both due to the high volume using 1.24-incompatible code and that there will be a simultaneous tightening of the spell rules. The purge will work (when it comes about) by the spell's uploader having two weeks to confirm their resource's acceptability under the new rules—at the end of this period, all resources not marked with this will be deleted. After this point, users are encouraged to report any resources which still do not conform to the rules but whose authors kept them anyways. A news announcement will be posted when the purge (that is, the two-week counter) begins.

The new spell rules will come into effect as of the release of 1.24, but please do not post spells incompatible with them even before that. The changes will be:

  • 1.24-incompatible spells will not be acceptable.
  • Spells requiring WEU, UMSWE, or any other third party GUI modification will not be acceptable.
  • Spells must be fully multiinstanceable, and done so competently (IE no "indexing systems" which just populate a massive array and count upwards until they hit a maximum, then restarting from the first possible value regardless of whether the position is taken).
  • Spells not created by the submitter will be rejected regardless of permission.
 
Joined
Dec 14, 2005
Messages
10,532
As I know that the maps and spells sections are a concern to many of you, I'll be keeping you updated via news posts about the latest important staff changes in the development section. I'm still looking to promote several new moderators for Maps and Spells, as we are quite understaffed, so you can expect several new arrivals in the next few months. In the mean time, if anyone has any suggestions as to what they think might help out the sections, they are more than welcome to post them in Site Discussion, the relevant Resource Moderation forum, or private message them to me (depending on how private they want them).
First off, Linaze will be joining the team as a Map Moderator. I hope you'll all welcome him and support him in his job to come. As bounty has been busy for a bit and will be for the rest of the summer, hopefully this (as well as any other appointees that may come) will help stem the tide of maps which are being submitted.
Second, bounty hunter2 will be on vacation for the summer and thus unable to review maps, so don't try to contact him with regards to moderating during this time. This will likely cause the maps section to slow down a bit during his absence.
Finally, Eccho is retiring as a Spells Moderator, at least temporarily but most likely permanently. I hope you'll all give him thanks for his contributions to the spells section.
 
Joined
Dec 14, 2005
Messages
10,532
For those of you who haven't seen, some very important changes are happening recently with JASSing in WarCraft which will break backwards compatibility by fixing the return bug. To compensate, GetHandleId (H2I) and StringHash (s2i) have been added, as well as a host of new fairly fast hashtable lookup functions which support most handle types.

GUI has included these natives as well, meaning multiinstanceability should be much easier to achieve in future GUI scripting.

For those of you who do not code but are avid gamers, this could mean a lot of older JASSed maps which are no longer maintained will break as of a full 1.23b release.

Finally, this return bug fix will remove all threat of the exploit which has been circulating recently with regards to infected maps.

The full post can be found here.

EDIT:
JASS:
type hashtable				extends     handle


native  GetHandleId			takes handle h returns integer

native  StringHash			takes string s returns integer



native  InitHashtable			takes nothing returns hashtable



native  SaveInteger			takes hashtable table, integer parentKey, integer childKey, integer value returns nothing

native  SaveReal			takes hashtable table, integer parentKey, integer childKey, real value returns nothing

native  SaveBoolean			takes hashtable table, integer parentKey, integer childKey, boolean value returns nothing

native  SaveStr				takes hashtable table, integer parentKey, integer childKey, string value returns boolean

native  SavePlayerHandle		takes hashtable table, integer parentKey, integer childKey, player whichPlayer returns boolean

native  SaveWidgetHandle		takes hashtable table, integer parentKey, integer childKey, widget whichWidget returns boolean

native  SaveDestructableHandle		takes hashtable table, integer parentKey, integer childKey, destructable whichDestructable returns boolean

native  SaveItemHandle			takes hashtable table, integer parentKey, integer childKey, item whichItem returns boolean

native  SaveUnitHandle			takes hashtable table, integer parentKey, integer childKey, unit whichUnit returns boolean

native  SaveAbilityHandle		takes hashtable table, integer parentKey, integer childKey, ability whichAbility returns boolean

native  SaveTimerHandle			takes hashtable table, integer parentKey, integer childKey, timer whichTimer returns boolean

native  SaveTriggerHandle		takes hashtable table, integer parentKey, integer childKey, trigger whichTrigger returns boolean

native  SaveTriggerConditionHandle	takes hashtable table, integer parentKey, integer childKey, triggercondition whichTriggercondition returns boolean

native  SaveTriggerActionHandle		takes hashtable table, integer parentKey, integer childKey, triggeraction whichTriggeraction returns boolean

native  SaveTriggerEventHandle		takes hashtable table, integer parentKey, integer childKey, event whichEvent returns boolean

native  SaveForceHandle			takes hashtable table, integer parentKey, integer childKey, force whichForce returns boolean

native  SaveGroupHandle			takes hashtable table, integer parentKey, integer childKey, group whichGroup returns boolean

native  SaveLocationHandle		takes hashtable table, integer parentKey, integer childKey, location whichLocation returns boolean

native  SaveRectHandle			takes hashtable table, integer parentKey, integer childKey, rect whichRect returns boolean

native  SaveBooleanExprHandle		takes hashtable table, integer parentKey, integer childKey, boolexpr whichBoolexpr returns boolean

native  SaveSoundHandle			takes hashtable table, integer parentKey, integer childKey, sound whichSound returns boolean

native  SaveEffectHandle		takes hashtable table, integer parentKey, integer childKey, effect whichEffect returns boolean

native  SaveUnitPoolHandle		takes hashtable table, integer parentKey, integer childKey, unitpool whichUnitpool returns boolean

native  SaveItemPoolHandle		takes hashtable table, integer parentKey, integer childKey, itempool whichItempool returns boolean

native  SaveQuestHandle			takes hashtable table, integer parentKey, integer childKey, quest whichQuest returns boolean

native  SaveQuestItemHandle		takes hashtable table, integer parentKey, integer childKey, questitem whichQuestitem returns boolean

native  SaveDefeatConditionHandle	takes hashtable table, integer parentKey, integer childKey, defeatcondition whichDefeatcondition returns boolean

native  SaveTimerDialogHandle		takes hashtable table, integer parentKey, integer childKey, timerdialog whichTimerdialog returns boolean

native  SaveLeaderboardHandle		takes hashtable table, integer parentKey, integer childKey, leaderboard whichLeaderboard returns boolean

native  SaveMultiboardHandle		takes hashtable table, integer parentKey, integer childKey, multiboard whichMultiboard returns boolean

native  SaveMultiboardItemHandle	takes hashtable table, integer parentKey, integer childKey, multiboarditem whichMultiboarditem returns boolean

native  SaveTrackableHandle		takes hashtable table, integer parentKey, integer childKey, trackable whichTrackable returns boolean

native  SaveDialogHandle		takes hashtable table, integer parentKey, integer childKey, dialog whichDialog returns boolean

native  SaveButtonHandle		takes hashtable table, integer parentKey, integer childKey, button whichButton returns boolean

native  SaveTextTagHandle		takes hashtable table, integer parentKey, integer childKey, texttag whichTexttag returns boolean

native  SaveLightningHandle		takes hashtable table, integer parentKey, integer childKey, lightning whichLightning returns boolean

native  SaveImageHandle			takes hashtable table, integer parentKey, integer childKey, image whichImage returns boolean

native  SaveUbersplatHandle		takes hashtable table, integer parentKey, integer childKey, ubersplat whichUbersplat returns boolean

native  SaveRegionHandle		takes hashtable table, integer parentKey, integer childKey, region whichRegion returns boolean

native  SaveFogStateHandle		takes hashtable table, integer parentKey, integer childKey, fogstate whichFogState returns boolean

native  SaveFogModifierHandle		takes hashtable table, integer parentKey, integer childKey, fogmodifier whichFogModifier returns boolean



native  LoadInteger			takes hashtable table, integer parentKey, integer childKey returns integer

native  LoadReal			takes hashtable table, integer parentKey, integer childKey returns real

native  LoadBoolean			takes hashtable table, integer parentKey, integer childKey returns boolean

native  LoadStr				takes hashtable table, integer parentKey, integer childKey returns string

native  LoadPlayerHandle		takes hashtable table, integer parentKey, integer childKey returns player

native  LoadWidgetHandle		takes hashtable table, integer parentKey, integer childKey returns widget

native  LoadDestructableHandle		takes hashtable table, integer parentKey, integer childKey returns destructable

native  LoadItemHandle			takes hashtable table, integer parentKey, integer childKey returns item

native  LoadUnitHandle			takes hashtable table, integer parentKey, integer childKey returns unit

native  LoadAbilityHandle		takes hashtable table, integer parentKey, integer childKey returns ability

native  LoadTimerHandle			takes hashtable table, integer parentKey, integer childKey returns timer

native  LoadTriggerHandle		takes hashtable table, integer parentKey, integer childKey returns trigger

native  LoadTriggerConditionHandle	takes hashtable table, integer parentKey, integer childKey returns triggercondition

native  LoadTriggerActionHandle		takes hashtable table, integer parentKey, integer childKey returns triggeraction

native  LoadTriggerEventHandle		takes hashtable table, integer parentKey, integer childKey returns event

native  LoadForceHandle			takes hashtable table, integer parentKey, integer childKey returns force

native  LoadGroupHandle			takes hashtable table, integer parentKey, integer childKey returns group

native  LoadLocationHandle		takes hashtable table, integer parentKey, integer childKey returns location

native  LoadRectHandle			takes hashtable table, integer parentKey, integer childKey returns rect

native  LoadBooleanExprHandle		takes hashtable table, integer parentKey, integer childKey returns boolexpr

native  LoadSoundHandle			takes hashtable table, integer parentKey, integer childKey returns sound

native  LoadEffectHandle		takes hashtable table, integer parentKey, integer childKey returns effect

native  LoadUnitPoolHandle		takes hashtable table, integer parentKey, integer childKey returns unitpool

native  LoadItemPoolHandle		takes hashtable table, integer parentKey, integer childKey returns itempool

native  LoadQuestHandle			takes hashtable table, integer parentKey, integer childKey returns quest

native  LoadQuestItemHandle		takes hashtable table, integer parentKey, integer childKey returns questitem

native  LoadDefeatConditionHandle	takes hashtable table, integer parentKey, integer childKey returns defeatcondition

native  LoadTimerDialogHandle		takes hashtable table, integer parentKey, integer childKey returns timerdialog

native  LoadLeaderboardHandle		takes hashtable table, integer parentKey, integer childKey returns leaderboard

native  LoadMultiboardHandle		takes hashtable table, integer parentKey, integer childKey returns multiboard

native  LoadMultiboardItemHandle	takes hashtable table, integer parentKey, integer childKey returns multiboarditem

native  LoadTrackableHandle		takes hashtable table, integer parentKey, integer childKey returns trackable

native  LoadDialogHandle		takes hashtable table, integer parentKey, integer childKey returns dialog

native  LoadButtonHandle		takes hashtable table, integer parentKey, integer childKey returns button

native  LoadTextTagHandle		takes hashtable table, integer parentKey, integer childKey returns texttag

native  LoadLightningHandle		takes hashtable table, integer parentKey, integer childKey returns lightning

native  LoadImageHandle			takes hashtable table, integer parentKey, integer childKey returns image

native  LoadUbersplatHandle		takes hashtable table, integer parentKey, integer childKey returns ubersplat

native  LoadRegionHandle		takes hashtable table, integer parentKey, integer childKey returns region

native  LoadFogStateHandle		takes hashtable table, integer parentKey, integer childKey returns fogstate

native  LoadFogModifierHandle		takes hashtable table, integer parentKey, integer childKey returns fogmodifier



native  HaveSavedInteger		takes hashtable table, integer parentKey, integer childKey returns boolean

native  HaveSavedReal			takes hashtable table, integer parentKey, integer childKey returns boolean

native  HaveSavedBoolean		takes hashtable table, integer parentKey, integer childKey returns boolean

native  HaveSavedString			takes hashtable table, integer parentKey, integer childKey returns boolean

native  HaveSavedHandle			takes hashtable table, integer parentKey, integer childKey returns boolean



native  RemoveSavedInteger		takes hashtable table, integer parentKey, integer childKey returns nothing

native  RemoveSavedReal			takes hashtable table, integer parentKey, integer childKey returns nothing

native  RemoveSavedBoolean		takes hashtable table, integer parentKey, integer childKey returns nothing

native  RemoveSavedString		takes hashtable table, integer parentKey, integer childKey returns nothing

native  RemoveSavedHandle		takes hashtable table, integer parentKey, integer childKey returns nothing



native  FlushParentHashtable		takes hashtable table returns nothing

native  FlushChildHashtable		takes hashtable table, integer parentKey returns nothing

EDIT2: A lot of people have been asking about the return bug and its use, so here's an explanation:

In the old JASS compiler, a function with multiple returns was only type-safe on the last return. That is to say

JASS:
function A takes handle h returns integer
    return h
endfunction

Would break, as h is not an integer. However,

JASS:
function B takes handle h returns integer
    return h
    return 0
endfunction

Would compile fine, as 0 is an integer and only the last return is type-safe. As functions exit after they hit a return, this allowed JASSers to "convert" types, such as getting an integer index of a handle via the above function B (called H2I).

However, this could also be exploited with functions to convert code to and from integers, allowing people to write and execute arbitrary bytecode. As a side effect, you could do a buffer overflow attack on the VM, allowing arbitrary machine code to be executed, obviously posing a significant security threat.

Rather than fixing the buffer overflow problem, Blizzard decided to instead fix the return bug. This may seem minor, but the return bug was key to attaching information to objects; you could get an object's ID via H2I and then use a gamecache to store things to it. Additionally, you could also pass around objects as integers and convert them back via a reverse I2H function.

As a solution for the demand for this kind of function but still feeling the need to close the return bug, Blizzard introduced the hashtables and StringHash/GetHandleId functions above. While for most things they will suffice or even be better, this means that all maps using the old system need to be recoded to support them or they will not work.


EDIT3: The adventure continues.

The return bug is still out there, and is exploitable by a simple change. Hopefully Blizzard will either fix the buffer overflow attack or just fix the return bug properly this time.
 

Joined
Jan 7, 2005
Messages
7,551
[self=http://www.hiveworkshop.com/forums/latest-updates-and-news-101/june-2009-news-batch-130725/#post1155709]
52014d1239486324-april-2009-news-batch-thehiveworkshopnewsbanner.png
[/self]
Artwork by Archian, then edited by Rui

Opening...
by Rui (Development Moderator)
Greetings, people!I apologize, but once again, there will be no interview for the First Plane page. Hopefully it'll be here again on the next edition.
On this June News Batch, we bring, as usual, news of our hosted projects, this month's top 10 downloaded maps, updates on what's going on on the Arena, and a bunch of hilarious quotes!With Summer and the holidays approaching, this can only get better! :smile:
Happy vacations, and good luck for your exams, if you have them.
Index
  1. Top+
  2. The Hive's Projects All news concerning the Hive Workshop's hosted projects and forums!
  3. The Hive's Arena
  4. Caught!
  5. Last Page
Opening picture by Archian. News Batch content by Rui.

Top+
Every month, the Hive's News gather the data of the month's top downloaded maps and bring them here under analysis.The data was gathered on the 4th of June at 22:00 approximately.
52012d1239486253-april-2009-news-batch-maps_diabloiiibeta_preview.jpg
=
#1
(#1) Diablo III Beta (v1.17) (by CloudWolf)

With still no new versions released, "Diablo III Beta" once again occupies the first position, yet with less advantage: 5.400 downloads, far from the last month's achieved 11 thousand.

rating_3.gif
by Rui
(for version 1.01)

maps_17961_preview.jpg
^
#7
(#2) Angel Arena Allstars (1.69d) (by youkaiz)

Great ascension since last month! "Angel Arena Allstars" has scored over 4 thousand downloads, and rises to position #2 from #7! The little advertisement from the last news batch must have helped!

php_space01.gif


maps_12795_preview.jpg
v
#2
(#3) DBZ Tribute Elite (v2.1b) (by ikcilapmada)

"DBZ Tribute Elite" has fallen one position. It is separated from the second spot by 1,5 thousand downloads. ikcilapmada's map's download count is stable, which guarantees the resource will stay on the top for long.

php_space01.gif


54161d1241981029-may-2009-news-batch-maps_against-the-darkness_preview.jpg
^
#5
(#4) Against the Darkness (2.86) (by 1)ark_NiTe)

1)ark_NiTe seems to have spent some time developing his work. "Against the Darkness" has been through modifications since last month, and is separated from the third position by no more than 50 downloads!

php_space01.gif


52013d1239486253-april-2009-news-batch-maps_the-chosen-ones_minimap.jpg
^
#6
(#5) The Chosen Ones (3.3) (by Aeroblyctos)

Like "DBZ Tribute Elite" or "Diablo III Beta", The Chosen Ones, the only campaign of this top, maintains a stable position, oscillating between the fifth and sixth positions.

php_space01.gif


54162d1241981029-may-2009-news-batch-maps_fortresssiege_preview.jpg
^
#9
(#6) Fortress Siege (1.6) (by Tranquil)

Gilles' rating was not so favorable for the map, but "Fortress Siege" manages to get to the #6 spot nonetheless, climbing three positions in a month period.

php_space01.gif

php_space01.gif


maps_16441_preview.jpg
^
#10
(#7) Grand Battle (v1.4 AI) (by scorpion182)

Another rising production, "Grand Battle" is the seventh most downloaded map of the month, climbing from position #10 to #7 this edition.

php_space01.gif

php_space01.gif

54163d1241981029-may-2009-news-batch-maps_nickbas-orpg_preview.jpg
=
#8
(#8) Nickba's ORPG (v4.00Betav3) (by Nickba)

"Nickba's ORPG" maintains its position with 1,6 thousand more downloads. It was given the rating of 4/5 by VGsatomi, but the user average rating is 3,7.

rating_4.gif
by VGsatomi
(unknown version)

attachment.php
new(#9) DAtC (v1.96j) (by Sleepwalker and Wherewolf)

With "Upadoro TD"'s dropout (a major one, from position #4), a new map, "DAtC", by Sleepwalker and Wherewolf, debuts on the top. It is an AoS with 31 heroes and 110 items that has received an average rating of 4,6 from the users.
php_space01.gif

52011d1239486253-april-2009-news-batch-maps_dbzthesayanrace_preview.jpg
v
#3
(#10) DBZ The Saiyan Race (1.59) (by Doctor-Pepper)

Doctor-Pepper has released no new versions for his "DBZ The Saiyan Race", but his map has had enough downloads (1,1 thousand) to remain on the top, and falls from #3 to #10 this month.

php_space01.gif


The Hive's Projects


Roller Coaster is a four player game where you can build and ride coasters. Recently risk_fan2 has rebuilt the physics engine, and the rider camera and rider cart have been improved a lot.
A project by rover2341.

The Human Sin is an offensive/defensive style campaign revolving around the story of Gabriel and Baxter, who are in search of a human with a pure soul who can help defeat King Hades, an evil power who has descended to the earth to destroy all humanity for their cruel sins.
By Septimus.

The slowness of Diablo III Warcraft is about to come to an end. CloudWolf and his team (LTGH, redmarine, The_Silent, Darkholme, and dansaDisco) have been reworking the entire game to make it look even more professional than before!
Changes for v1.18 include a whole new inventory system, distanced from the rudimentary six slots, an adjust to the game angles, a revamp to the boss events featuring new spells and abilities, a vast amount of terraining updates for an even more beautiful scenery, brand new skills for all existing classes, new mob groups to test your capabilities, and an improved difficulty system that autobalances the game taking into account the number of players.
But CloudWolf guarantees that there's even more on the sleeve for the future! BETA tests are coming in the following weeks, exclusively for Hive members!

Eleandor has found out that vJASS can be used in the campaign without screwing it up completely, which called the attention of experienced modders such as Av3n. Eleandor is developing a new quest system to be similar to that of World of Warcraft.
After being questioned about using Wc3:WoW with WarSoc, Craka_J has replied that the first version of the project will be Single Player, and that orders towards that direction will only come once MindWorX and SFilip's mod is stable.
Craka_J also adds that it is difficult to say when the first BETA of the game will be released.
Since Eleandor is on vacation until June 16, the team is currently focusing on models, textures and interface!

AtD fans can stay tunned: a new version is about to be released in the next few days, bringing three new ultimate items, a new kick system, slight item balancing, and more efficient coding.
The project has also reached a popular Chinese modding site, which will help catch new players for Against the Darkness! The translation was made by mfdsrax2.


The Hive's Arena

  • Cinematic Contest #3 Sorrow: The Cinematic Contest has been archived for lack of submissions. The only participant who finished his work, Bob27, will get half the promised reputation.
  • Terrain Contest 7 - Small World: The objective of this seventh edition of the Terrain Contest is to represent the world from a perspective of something larger.
  • Phoenix Trial #5: A new Phoenix Trial is here! This time, you'll have to design replacements for the ability buttons of existent Warcraft III spells! On the participants list you can find bananaHUNT, who won the previous edition.
  • Texturing Contest 13 Voting: The poll is closed already, but it is still worth it to take a look at the awesome Naga skins. Pins's Abyss Fiend was found most agreeable by the public.
  • Modeling contest #13 - Results!: After deliberation, TDR and BlinkBoy provide their overviews on the submissions of the Modeling Contest's thirteenth edition.
  • POLL: Comic Contest - Recessions: The works of this comic contest can be checked here.


Caught!


shaithain

"kimberly, im cold, come home n snuggle"

On the Chat.

avatar1_19.gif
Ralle

"nah I am going to mow my grandmother. later guys!

Ralle's reply to Shados's invitation to play gmod.

avatar110116_23.gif
Craka_J

"Teamspeak is a secret to keep Harriet Tubman off it. You are Harriet Tubman... you just don't know it."

Craka_J's answer to NoAmmoSrry.

avatar138977_11.gif
MasterHaosis

"AHAHAHAHAHA I cant stop laughing. I almost failed from my chair.

On the Chat.

avatar119793_70.gif
Kimberly

"I just want to squiggle all over your beds :>"

On the Chat.

avatar126513_11.gif
Vegavak

"I hate pie, I hate screenshots of pie, and I hate idiots who can't read pie. And I hate idiots who falsely accuse me of Pie"

avatar135522_65.gif
Firelord213

"If I'd show how much I love computers then I'd need a condom for that."

avatar160765_11.gif
leet.firefox

"You may have a bugged version of Jasshelper. I hear it's quite common.j"


"Ever watched the other guys penises in the shower after gymnastics class?"

"I don't have a problem with guns either. It's the bullets that get to me."


Last Page


Admins.png
PurplePoot is the new Development Director! Focusing on the Maps and the Help Zone will be Rui.
Tranquil is not only the author of "Fortress Siege". He is also a modeler. The third, fourth and fifth most downloaded of these resources are made by him! They are "King", "Angel", and "Royal Captain" respectively.
He's not the only one. Other mappers, like CloudWolf, also possess art resources. The icon "CWArchmage", by the creator of "Diablo III Warcraft", has risen interest among the users.
avatar142893_1.gif
 

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