• 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.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 21st Texturing Contest: Upgrade is now concluded, time to vote for your favourite set of icons! Click here to vote!
Joined
Apr 24, 2012
Messages
9,813
HOTFIX UPDATE - AUGUST 12, 2O2O

Blizzard said:blizzarrow.gif

August 12, 2020


We’ve just deployed hotfixes to address the following issues in version 1.32.8 of Warcraft III: Reforged –
  • Fixed an issue with player slots not being displayed properly in loading screens and match results.
  • Fixed an issue with the Reforged Scroll of Protection spell effect.
These fixes will be automatically patched by the Blizzard Battle.net Desktop App.

 
Joined
Apr 24, 2012
Messages
9,813
1.32.8 PATCH NOTES

Blizzard said:blizzarrow.gif

August 11, 2020


ART

  • Breath of Frost spell effect now displays at full quality in Reforged mode.
  • Tuskarr Trapper projectile is no longer invisible in Classic mode.
  • Adjusted Priestess of the Moon’s positioning within her selection circle in Reforged mode.
  • Fixed an issue that was causing the Classic mode version of the Blood Wizard to not display.
  • The spell effect for Dragonhawk Rider’s Aerial Shackles is more visible in Reforged mode.
  • The spell effect for Faerie Dragon’s Mana Flare is more visible in Reforged mode.
  • The spell effect for Destroyer’s Orb of Annihilation in Reforged mode is larger, to better fit the area it affects.
  • The spell effect from Protection Scroll is more visible in Reforged mode.
  • Many units that were added in Reforged now have shadows in Classic mode.
  • Adjusted Rokhan’s positioning within his selection circle in Reforged mode.
  • Alchemist’s icons now show him as having blue skin.
  • Deep water no longer shows tiles below it, consistent with Classic mode.
  • Portraits for Classic units now have consistent lighting.

VERSUS
  • Added obfuscation to player names in FFA games.
  • Crypt Lord - Level 2 and Level 3 Carrion Beetles hit points reduced from 330/490 to 275/410, and mana cost for Carrion Beetles ability increased from 45 to 50 across all levels.
    • Developers’ notes: While we are not doing a full balance pass in this patch, we do want to add a balance tweak. Although we like that the Crypt Lord has provided a new macro-oriented opener for Undead, we have concerns about how effectively it transitions into the mid-game, specifically with how effectively Level 2 beetles are able to harass enemy workers. At the same time, we’d like to preserve the uniqueness of the beetles; that is, that they are permanent summons and have access to Burrow. Therefore, we’re targeting their ability to tank damage. Reducing beetle hit points will require players to pay more attention to their beetles and reduce their ability to damage before being forced to burrow. Increasing the mana cost of the ability by roughly 11% hits a notable breakpoint at Levels 2 and 3 where a full mana Crypt Lord who casts Impale and then begins to summon Carrion Beetles will now have one less cast of Carrion Beetles before going out of mana. This means it can field 4 beetles at Level 2 during combat and 6 beetles at Level 3 instead of 6 and 8 respectively. This should increase mana tension on the hero and reduce the Crypt Lord’s combat viability in the early game where available mana is at a premium.

CUSTOM GAMES
  • Adjusted the bottom of the Custom games lobby list to keep games at the bottom of the UI from being blocked by the buttons.
  • Added tooltips for Custom Game creation options.

GAMEPLAY
  • Burrowed Crypt Fiends no longer retain their Web ability after being reanimated via Animate Dead.
    • Developers’ notes: This was a legacy bug. While a corner case scenario, it only happened to Crypt Fiends who were literally burrowed, killed then had Animate Dead cast on them, we still wanted to address this since it went against the rules of how Animate Dead is supposed to work.
  • Added a tooltip to the Disease Cloud ability on Plague Ward.

USER INTERFACE
  • Added a toast when a replay has been successfully downloaded.

 
Joined
Apr 24, 2012
Messages
9,813
1.32.8 PTR PATCH NOTES

Blizzard said: blizzarrow.gif

August 4, 2020


ART

  • Breath of Frost spell effect now displays at full quality in Reforged mode.
  • Tuskarr Trapper projectile is no longer invisible in Classic mode.
  • Adjusted Priestess of the Moon’s positioning within her selection circle in Reforged mode.
  • Fixed an issue that was causing the Classic mode version of the Blood Wizard to not display.
  • The spell effect for Dragonhawk Rider’s Aerial Shackles is more visible in Reforged mode.
  • The spell effect for Faerie Dragon’s Mana Flare is more visible in Reforged mode.
  • The spell effect for Destroyer’s Orb of Annihilation in Reforged mode is larger, to better fit the area it affects.
  • The spell effect from Protection Scroll is more visible in Reforged mode.
  • Many units that were added in Reforged now have shadows in Classic mode.
  • Rokhan’s selection splat is now centered.

VERSUS
  • Added obfuscation to player names in FFA games.
  • Crypt Lord - Level 2 and Level 3 Carrion Beetles hit points reduced from 330/490 to 275/410.
    • Developers’ notes: While we are not doing a full balance pass in this patch, we do want to add a balance tweak. Although we like that the Crypt Lord has provided a new macro-oriented opener for Undead, we have concerns about how effectively it transitions into the mid-game, specifically with how effectively Level 2 beetles are able to harass enemy workers. At the same time, we’d like to preserve the uniqueness of the beetles; that is, that they are permanent summons and have access to Burrow. Therefore, we’re targeting their ability to tank damage. Reducing beetle hit points will require players to pay more attention to their beetles and reduce their ability to damage before being forced to burrow.

CUSTOM GAMES

  • Adjusted the bottom of the Custom games lobby list to keep games at the bottom of the UI from being blocked by the buttons.
  • Added tooltips for Custom Game creation options.

GAMEPLAY

  • Burrowed Crypt Fiends no longer retain their Web ability after being reanimated via Animate Dead.
    • Developers’ notes: This was a legacy bug. While a corner case scenario, it only happened to Crypt Fiends who were literally burrowed, killed then had Animate Dead cast on them, we still wanted to address this since it went against the rules of how Animate Dead is supposed to work.
  • Added a tooltip to the Disease Cloud ability on Plague Ward.

USER INTERFACE

  • Added a toast when a replay has been successfully downloaded.

Please note: These PTR Patch Notes are a work in progress and will be updated with further changes before the release of Patch 1.32.8.


 
Joined
Apr 24, 2012
Messages
9,813
os04-png.359840
  Whether modders want to pass on the torch or take it up, there is a new home for maps for all. Projects in this section are unprotected and free to edit. If you've made sufficient, distinct changes to an open source map, feel free to upload your version.

  If you're looking to take a break from modding, but don't want to see your ideas collect dust - or just want to let someone else take a shot at them - you are encouraged to make your works Open Source.

  If you're interested in taking up a playable project and adding your own twist to it, this section is the place to be!

  ⮞ To mark your bundle as open source, simply add the tag when editing it
  ⮞ All modified uploads of open source maps must also use the tag and credit all authors



  @MoCo is retiring, and is hoping to see others take on the mantle of his projects. His maps include the Stealth RPG Shadow Over Blackwood, the AoS Aeon of War, and the Arena BUGS!


  Also among the section's first offerings are the AoS Golden Lands by @-Manuel-, Warcraft Arena by @RAZORWc3Creator, and Impossible Siege by @GodLike.


Reminder: Maps that aren't meant to be playable belong in the Template section.
 
Joined
Apr 24, 2012
Messages
9,813
Starcraft II 10th Anniversary Game Updates

Blizzard said: blizzarrow.gif

July 27, 2020

sc210 Header.jpg

  Ten years of base races, marine splits, cannon rushes, and baneling busts. Ten years of galaxy-stretching adventures with Kerrigan, Zeratul, Jim Raynor, and Artanis. Ten years of player-created tower defense maps, MOBAs, campaigns, and competitive ladder maps. For the past 10 years, we’ve seen StarCraft II evolve, both as a game and a community, and now it’s time to celebrate.

  To commemorate this decade of comradery in the Koprulu Sector, we’re introducing some player-requested features to the game, along with a few extras we hope you’ll enjoy:



A DECADE OF PLAYER CREATIONS

5MWDNTTYPVKF1595458478030.jpg


  Since StarCraft II entered beta in 2010, you’ve pushed the boundaries of what could be done in the Galaxy Engine, published unbelievably creative and complex maps and mods, and shared them with the world. Now, let’s keep it going. With the anniversary update, we’re adding a suite of editor improvements and tools to put more power in your hands. But before we dig into what’s new, let’s take a moment to appreciate some of the incredible endeavors our community has undertaken over the past 10 years of modding:

  • Direct Strike: Since its inaugural appearance as the “Desert Strike HotS” mod, Direct Strike has remained as one of the most popular maps in the StarCraft II Arcade. Community developer Tya’s mod tests your strategic unit choices, careful positioning, and economy management in a competitive tug-of-war battle.
  • Squadron Tower Defense: This hugely popular tower defense mod is a perfect example of what makes this chaotic and strategic genre compelling. Create structures, manage resources, and have fun with friends while protecting your security system.
  • StarCrafts: The YouTube animation channel Carbot created a graphics update mod where you can step into the high-contrast world seen in their videos. Battle with tongue-lolling zerglings, over-excited ultralisks, and enemy-zapping packs of plucky probes.
  • Odyssey: A custom campaign from creator Luis Rocha, StarCraft Odyssey takes you to the distant Kardyan Quadrant where you’ll learn what it takes to lead a band of Terran Marines known as the Hell’s Rejects on a multi-act journey of survival and story-driven discovery.
  • Player-Created Ladder Maps: Some of the most iconic StarCraft II maps weren’t created at the desks of our designers, but rather by you, the community. Cloud Kingdom LE, Daybreak, and Overgrowth (just to name a few) will go down in history alongside countless others as the arenas where esports history and our own ladder triumphs were made.


EDITOR IMPROVEMENTS AND NEW FEATURES


  Your feedback has been loud and clear: the editor should be easier to use. As part of our anniversary update, we’re absorbing a host of ease-of-use and customization elements from the Warcraft III editor into the StarCraft II editor. Our largest editor patch to date, these changes will not only relieve some of the frustrations common when creating maps and mods, but will also unlock a ton of new functionality and features. Check out the details over on the PTR patch notes blog, but be sure to warm up your scrolling finger beforehand —there’s a LOT of new stuff.





CUSTOM CAMPAIGNS

  We’ve seen your unmatched creativity in the custom campaigns made with the StarCraft II editor, not just from a storytelling and gameplay perspective, but also in how you’ve manipulated the editor to build your worlds. To make your lives easier, and to open up the editor for more stories and creative campaigns, we’ve added a new Arcade map genre: Campaign.


  With this addition, custom campaigns will now support map-to-map loading. This means that many previously offline-only campaigns will be accessible through the StarCraft II Arcade. This also means that players will be able to introduce co-op custom campaigns in addition to their single-player experiences.




NEW CAMPAIGN ACHIEVEMENTS


  While only four years had passed in the Koprulu Sector, the StarCraft II story campaign was our return to the ever-familiar war between three space-faring races after a nearly 11-year hiatus. Stepping out of Mar Sara and back into the Hyperion, we united under the banner of Raynor’s Raiders in the first of three campaigns, Wings of Liberty. Next, in Heart of the Swarm, we led Kerrigan’s newly recovered Zerg Swarm to battle against the brutal Dominion forces and the encroaching evil of the Void. Finally, with Artanis at the helm of the Golden Armada, Legacy of the Void wrapped up the StarCraft II trilogy with a battle to oppose the oncoming darkness before it consumed the galaxy.


  Now. . . it’s time to go back. The 10th anniversary update will add brand-new achievements for every mission in the StarCraft II campaigns, including the Nova Covert Ops mission pack. Relive the story, discover new ways to play, and earn the Stone Announcer for completing every new achievement.


4U10UC9M7MOP1595444174738.jpg




PRESTIGE TALENTS FOR CO-OP COMMANDERS

  Adding mastery talents to Co-op commanders was our effort to reward those of you who really dug into this game mode and wanted ways to customize and experiment while playing. There’s room for more, though. Now, you can replay the level 1–15 progression for each maxed-out commander up to three times, and earn a new Prestige Talent each time you complete it. These Prestige Talents can completely change the way your commanders play, opening tons of new gameplay options and strategic decisions. Here are a few examples:



GAMEPLAY IMPROVEMENTS

Countdown.gif



  We’ve shown you the big stuff, but let’s talk micro. In the sparse (but impactful) words of Abathur “Make faster, stronger… Evolution never over.” Ten years in, we still believe that StarCraft II is an ever-evolving game, with features and improvements we can add to upgrade the quality of life for players in every mode. Here are just a couple additions coming with this patch, but you can expect to see more in the future:

  • Countdown to Start Timer
    • This feature adds a short countdown to the start of a StarCraft II matchmade game. Now, players aren’t immediately dropped into gameplay after the loading screen.
  • Choose Game Server in Custom Lobbies
    • When creating a new custom lobby, you can now select the game server where the lobby is hosted. This is particularly valuable for online tournaments and for players connecting from across the world.

  Thank you for being a part of our community during the incredible decade we’ve spent together on the ladder, in the editor, and throughout the Koprulu Sector. Now, on to 10 more— GLHF!
 

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