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  1. Wareditor
    Created by Wareditor
    Jan 21, 2018
    Today we are announcing two new Hosted Projects!
    The Legends of Arkain Series & Island Troll Tribes!



    Legends of Arkain is a singleplayer campaign series focusing on RTS elements with various factions waging war on each other. It is up to you, the player, to choose your side. Step forth! The great nations and personalities of Arkain await you.

    Island Troll Tribes combines survival and PvP melee combat in a fight to the death for domination of the islands. Players can join together on teams of up to six players per tribe, or even go head to head. You need to fight for survival against the environment and enemy trolls while gathering resources to build up your strength.

    * * *

    This is my first post as a Community Manager. For those who don't know me, I have been on the Hive for years because of my deep love for Warcraft 3. Two years ago, I started mapping again and since then I have been coming here daily. As unexcepted as it was for me, I am really glad to have become part of the staff. I have been enjoying this community for years and it's time to give back. Let's have a great time together!
    Yours truly,
  2. Frotty
    Created by Frotty
    Dec 31, 2017

    Best of the Wurst 3

    Welcome to the third issue of our Wurstscript blog! And happy new year!

    Background: Wurst is a compiled, higher level programming language that provides powerful tools and safety for an integrated development experience in wc3 modding.

    The theme of this month's issue is "object-editing in wurstscript".


    Due to increased usage of the Wurst Tools, several critical bugs have been found and addressed in the month of december. Make sure to download a fresh version of the setup tool and update your compiler as well as projects accordingly. We are also glad to have accepted several Pull Requests for the standard library, and are proud to present Wurstbin, a wurst pastebin. Wurst and tools also now found their final home at wurstlang.org.


    • A couple of severe dynamic dispatch bugs have been fixed
    • The buildmap command doesn't output maps with corrupted header anymore
    • More jass types and natives like units and groups have been implemented for compiletime
    • Compiletime hashtables now more closely mimic wc3 hashtable behaviour
    • Class array-members can now be initialized during instantiation
    • ObjData .txt output now uses the cascade operator to chain calls
    • Fixed cases where text highlight was off-by-one in vscode
    • Improved unit test console output fidelity
    • Packages ending with "Tests" are now ignored from suggestions
    • Logs from all tools are now stored at ~/.wurst/logs

    Standard Library

    • We merged several user-created pull requests, namely fixing OnUnitEnterLeave #20 issues and replacing the broken sync packages #19. Big thanks to @Sir Moriarty and @Trokkin
    • Along with the unit test improvements for the compiler the stdlib package, Wurstunit has also been refactored and Tests for groups and units have been added
    • Added more group and map convience functions
    • UnitIndexer is now more flexible and allows configuring which units to index and how to index them

    Setup App

    • The setup no longer crashes if its google network test doesn't respond with 200 OK
    • Proper logging has been added and is saved to ~/.wurst/logs/setup.log
    • Regressions regarding project updates have been fixed
    • The wurst.build file is now recognized as yaml inside vscode

    Introducing Wurstbin

    An elegant and simple way to share your wurst and jass code snippets. No login required.
    Check it out

    ObjectEditing 101

    WurstScript ships with a jass "interpreter", which can evaluate Jass code outside of wc3. This is usually done when compiling the project - hence we name the timeslot it occupies "compiletime". This is the opposite of running the map inside the game, which we refer to as "runtime".


    You can mark any function to be executed at compiletime, by simply annotating it with .
    . The only caveat of this is that you can only use jass natives that have been implemented for compiletime, and you only have access to resources from your script that have also been initialized at compiletime.

    Let's look at a small example:

    Unit Generation Example

    Code (WurstScript):
    import UnitObjEditing
    @compiletime function createUnit()
        new UnitDefinition('xyz1', 'ewsp')
        ..setName("Wurst Generated Unit")

    Here we create a new UnitDefinition based on Wisp, and assign a name for it. These objectdata-classes then get transformed into the approriate binary files, in this case war3map.w3u, which are retained for runtime. Wurst is perfectly capable of managing these assets alongide units defined in the normal object editor.

    Retaining variables

    You might want to generate values at compiletime and just keep the evaluated result to use at runtime. A very common usecase for this is generating IDs.
    Let's enhance our example from above with an automatically generated id which is stored in a global:

    Code (WurstScript):
    import ObjectIdGenerator
    constant MY_UNIT_ID = compiletime(UNIT_ID_GEN.next())

    @compiletime function createUnit()
        new UnitDefinition(MY_UNIT_ID, 'ewsp')
        ..setName("Wurst Generated Unit")

    call refers to an
    object that generates only safe IDs inside a range that isn't used by standard units. As you can see, you have to wrap your expression with
    for it to be evaluated and retained for runtime.

    Ability generation best practises

    When generating abilities one should avoid using
    directly - instead, one of its subclasses, e.g. the concrete
    for Fire Bolt. This way you don't need the original id and can use the functions of the concrete subclass to modify ability-specific fields.

    Code (WurstScript):
    import AbilityObjEditing
    @compiletime function generateFireBolt()
        new AbilityDefinitionFireBolt(MY_FIREBOLT_ID)
            // This setter would not be available on
            // the base class [ljass]AbilityDefinition[/ljass].
            ..setDamage(1, 200)

    For custom triggered hero spells,
    is frequently used. Take a look at the API provided by

    Code (WurstScript):
    import ChannelAbilityPreset
    @compiletime function generateLeap()
        new ChannelAbilityPreset(MY_LEAP_ID, LEVELS, true)
            ..presetCooldown((int lvl) -> 30 - (level * 2))

    Notice the
    call with the lambda expression. Next to normal setters, the standard library provides
    functions that are either convenience wrappers or take closure parameters to fill multiple levels using only one call.

    Hiveworkshop Wurst News

    • @Frotty and @Cokemonkey11 are now approved code reviewers for Wurst on hive workshop.
    • The setup app is now an approved resource in the tools section

    As always, come and chat with us on IRC or post on this thread to provide us feedback for these monthy blog posts, as well as requesting what you want us to cover next.
  3. Archian
    Created by Archian
    Dec 20, 2017
  4. Archian
    Created by Archian
    Dec 18, 2017

    So remember we hosted that [$100 Prize Pool] Melee Mapping Contest - 1v1 ? Great! Because now it's time to see the maps in action! The goal was to create a competitive 1v1 melee map that excels in terrain, dynamic and creativity, but most importantly balance. Thanks to Back2Warcraft we are now proud to announce six maps that everyone will have chance to play and compete.


    More information on ESL

    Back2Warcraft will be streaming on Dec 20th 19:00 CET

    Place Reward
    • 1st 75€

    • 2nd 25€

    Warcraft III The Frozen Mapping Contest Cup

    • Date: December 20, 19:00 CET

    • Format: 1on1 Single Elimination

    • Platform: W3arena, channel: ESL Cup

    • Early rounds: Best of one

    • Quarter and Semi: Best of three

    • Finals: Best of five

    • Race: Before the veto each player must declare the race

    • Veto: Ban till best - of, pick remaining, player on the left start first

    Map pool by HIVE WORKSHOP

    You can download all the maps here!
  5. Archian
    Created by Archian
    Dec 15, 2017

    As most of you know by now, StopCampingN00b recently resigned his position as Community Manager for The Hiveworkshop. His job was to manage our social media and to promote The Hiveworkshop as best he could anywhere he could. He also managed the hive's relations to other sites and forums and brokered deals and set up affiliations. In short: He was our PR Manager, Agent and Diplomat.

    Even shorter: He was absolutely outstanding.

    And although the staff will miss him dearly, it is also important that we maintain a such position among our ranks. Therefore we would like to extend an invitation to anyone who feels a calling to make the hive the best place they can. If you love the hive, and if you want to do your part in promoting and improving this place to the best of your efforts, then Community Manager might just be the job for you.

    There are, as with any job-offer, some requirements:

    • Activity: You need to be an active member and you will need to be actively a part of the community and happenings on the site. One of your many tasks will be to promote new resources and new happenings on the site on our Facebook and Twitter accounts.
    • Photoshop Skills: A certain level of skills using any form of Photoshop tools is necessary, as you will be working to make posts that need to look good and presentable.
    • Creativity: You will need to have a creative business mentality, be able to find new ways of making the site interesting, new ways of making it accessible, and new ways of promoting it to the world.

    • Proficiency in English: You must be fluent or strongly written and conversational in the English language.
    We know it is a lot to ask of anyone, especially for being an unpaid position. But it does offer a good chance of educating yourself on the matter of how to manage public relations, how to promote something and generally how to work in a team and forward your own agenda and ideas. It's also a great thing to have on your curriculum vitae/resume, as game development companies and online communities are hiring Community Managers all the time. Food for thought!

    Please write your application in the Admin Contact forum if you are interested.

    Thank you for your time, good luck and have a nice day!

    The Hive Staff