• 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.

Site Director
Joined
Jan 1, 2006
Messages
3,152
Untitled-1.jpg


Modern Times Group properties ESL and DreamHack have entered a three-year strategic agreement with Blizzard Entertainment.

StarCraft II and Warcraft III: Reforged will receive their own ESL Pro Tour circuits with respective prize pools of $1.8 million and over US $200,000 in 2020 as part of the deal.

As a replacement of the StarCraft II World Championship Series, the ESL Pro Tour StarCraft II will have tournaments in at least four continents. The qualifying format for the circuit will be based off of the existing WCS system, with the first season being made up of seven tournaments: two IEM events, four DreamHack stops, and a Masters Championship at IEM Katowice in 2021.

Sebastian Weishaar, CPO at ESL discussed the deal in a release:

Sebastian Weishaar said:

We feel extremely honored to establish a new home for RTS esports fans and be responsible for two of the most prestigious esports titles of all time. ESL and DreamHack are deeply rooted within Blizzard esports games and have built ecosystems around them for years now. Tying both StarCraft II and Warcraft III into the ESL Pro Tour narrative is our contribution to these passionate communities and will provide both titles with a promising platform to continue writing esports history.
The ESL Pro Tour WarCraft III: Reforged has also been announced, comprised of one ESL competition and three DreamHack events – all working towards a championship tournament to be held later in 2020. The newly-announced ESL Pro Tours will have weekly ESL Open Cups to support the amateur communities of each title.

J. Allen Brack, President of Blizzard Entertainment also commented on the landmark agreement:


J. Allen Brack said: arrow.gif

We are so proud that StarCraft II and Warcraft III are home to two of the most passionate, storied and devoted communities in esports history. Both ESL and DreamHack have been long-standing partners for our esports, and we want to give our players, talent, content creators and fans the stability inherent in a long-term relationship, keeping these communities thriving for yearsto come.
 
Joined
Apr 24, 2012
Messages
9,802

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Happy Holidays, dear Hivers! It's been a wonderful year. Let's take a look at the people who made it so.



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A rundown of this year's five highest-rated resources from each section.
Spots have been limited to each author's top bundle.

Maps

Models

Skins

Icons

Spells

Tools

Packs


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Secure the Orcs' fate in the latest installment of Shar Dundred's beloved Arkain series.

Description said:
While the Orcs had managed to break through the lines of their Imperial enemies, it quickly became clear that their invasion was doomed from the very beginning. The Demons used their attack to further their own invasion and not only smashed through the Human defenders but also through the clans. Now they on the run. A new strategy must be found. Allies must be found.

Command the powerful Orcs and form alliances with those who would ally with your kind in order to become more powerful than any Orc army of the past. Use your new forces to withstand the armies of your enemies and destroy them to survive this war and to find a place for your people to live.

Will you be able to unite all those different factions? Will you be able to maintain peace among your own ranks while fighting your enemies or will you fight not only against the enemies of your kind but also against your own? Only time will tell.

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Check out the project forum for more Arkain.






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Help your seal tread the unknown in Rufus' minigame, through levels of challenging, replayable fun!
Description said:
Do you want to mess with your brain while accompanying a cosmic seal on its journey through space?
No mushrooms needed! Play this game!

You travel with your seal through space on a track made of rainbow blocks.
Change direction with W, A, S and D in order to not fall off the track.
Make it to the finish line of each level.

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Praise be uyarrr - Autobattle has come to Warcraft 3!

Description said:
AUTOBattle is a round based strategy game which inspired by DOTA 2 Custom Map named "Autochess".

That challenges you to battle other players in a round by round fight to survive as the last player standing. You engage in fast paced economic and tactical decision making in order to out last, out smart, or overpower your opponents. The battles are automated as suggested by the title of the game, however, you have control of the starting positions of your chosen composition.

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lolreported's trial awaits. Does your champion have what it takes?

Description said:
Champions Trial is a team-oriented Hero Survival for up to 4 players; the difficulty of the game changes automatically depending on how many players are playing.

As a team, the players will fight against an infinite amount of enemy waves and Guardians (boss encounters) until they're overwhelmed and defeated. The map has an automatic restart-system, so no need to remake after a defeat!

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Put your adventuring skills to the test in JohnnyBoy's jungle paradise.

Description said:
Jungle Dungeon is a co-op PvE adventure located in a large jungle, with epic Boss-fights and selectable PvP Arena Battles. Inspired by the raid format in World of Warcraft. You progress through the dungeon with your companions, growing stronger by time and reaching checkpoints. Strategy, teamwork and communication is key. You are in for a true adventure...

Will your team be able to make it all the way?

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1-judgment-paladin-png.336159

Murlocologist's holy warrior takes the crown, wielding unrivaled quality on the road to victory.

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When you stare long enough into the abyss, it throws a Mythic right back at you.

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And just like that, KAIL333XZ won every mapmaker's heart.

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Call the shots with Gluma's latest Skaven!

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Accompany BoatyMcBoatface300's little adventurer on every daring escapade!

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Made for dickxunder's Unbroken Sage, this excellent skin by nightelfbuilder gives the heroine a fel twist.

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Breathe new life into your world with SNART's majestic tileset pack.


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3-gothic-minimalistic-ui-png.342447

Kindle your dark desires with PrincePhoenix' subdued user interface.

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By the Soulflayer's blood and Arowanna's sweat, a new horror has risen.

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From Starcraft I with love, brought to you by Strydhaizer.

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These icons by Ceterai are must-haves for those who wish to lend their service to the Kek side.

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Forever changed, PrinceYaser's daughter of the sea is one you'll never forget.

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Live the nightmare through Scias' assortment.

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Cleanse your land with Murlocologist's hand.

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Marcos DAB can help you keep your foes right where you want them.

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Devalut found a way to preserve life from beyond the grave. Protect your loved ones today!

Bone Armor sends three orbs to revolve around your target, each fading after preventing a specified amount of damage. The spell creates highly customizable special effects facing the direction of attacks received, ensuring that your beloveds survive in style.

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Harness the magic Tasyen made to make your forces unstoppable.

Description said:
Talent Jui is the 3. edition of my resource Talent. It offers a choice talent system similar to heroes of the storm. On levels you decided, heroes/units can pick one talent from a group of choices (tier) specially defined for that unitTyped.

This system works for any amount of units at the same time. But one player can only observe talents of one unit at one time. Talent Jui provides a custom created dialog (which can be slightly customized) to perform the choices from the player perspective. Choices and tiers are created using Jass/GUI. Cause of using the frame natives, Talent Jui does not need any object Editor data to manage itself.
This system also includes an easy way to create unlearning/resetting choices.

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Utilize the new natives to the fullest with the accessibility Quilnez brings.

Features said:
:fp: User Manual

• Includes several primitive frame types (texture, text, slider, etc.)
• Compatible with custom frame definition
• Uses pixel as measurement unit
• Friendly UI natives wrappers
• Custom hierarchy system with in-depth inheritance control
• Automatically prevents non-simple frame from going out of the 4:3 bounds
• Enhanced frame pivot & anchor point feature for all-resolution support
• Automatic create context handling
• Extra security measures (prevents UI native related crashes out of the box)
• Customizable full-screen mode
• Important default/original frames container
• Includes all available built-in fdf files

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Blow your enemies to pieces with Sabe's potent creation.

Description said:
Makes the Hero blast explosively several times after a short delay, dealing damage to all enemy ground units around the Hero. Can be cast multiple times in a row, each explode dealing extra damage, but also draining more mana (or however you set the options).

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Need stacking GUI shields with indicators? AutisticTenacity's system is just for you!

Features said:
  • Easy creation of shields that can stack with each other, with one shield being evaluated before the next (rather than all of them being damaged at once).
  • Some control over which shields are damaged first.
  • Specific Shield events, set when creating a shield.
    • Expires
      • When the duration of the shield hits 0. Expiration also removes a shield.
    • Breaks
      • When a shield breaks from blocking damage. Breaking a shield usually causes it to be removed, but can be set so that the shield does not get removed upon breaking.
    • Damaged
      • When a shield is damaged (does not run if other shields block the damage)
    • UnitDamaged
      • Runs whenever the shielded unit is damaged, regardless of whether the damage was blocked or not.
    • Removed
      • Runs when the shield is removed.
    • Periodic
      • Runs 32 times a second
  • Checking if a unit has a specific type of shield (searches by shield type id value)
  • Custom block conditions, select or modify the conditions required for the shield to block damage.
  • General events
    • (v0.90)
    • Any shield added
    • Any shield removed
    • Unit with shield is done being evaluated for damage event
    • Unit with shield is done being evaluated for periodic event
    • (1.00)
    • Any shield has health/maxhealth modified (done via periodic check, not instant)

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The much-anticipated successor to Retera's invaluable Matrix Eater is here!

Features said:
  • Open and view MDL and MDX model files
  • CASC Data browser with double-click to view model, or texture, using JCASC from DrSuperGood
  • Attempts to support every single Warcraft III Patch up to and including Patch 1.31
  • MPQ Data browser seamlessly replaces CASC browser when using older patches of the game
  • 24 color "Team Color" menu will seamlessly swap to 12 colors when using an older patch of the game
  • Edit the model geometry (Select by Vertex, Select by Face, Select by Group)
  • Editor hotkeys that were not present in the Matrix Eater predecessor (QWER for edit mode, ASDF for select mode)
  • Control which Geosets are editable at one time
  • Animation Previewing (No particles or ribbons yet)
  • An "Open Internal" menu for loading game models quickly
  • Can open and save MDX to MDL or MDL to MDX using a converter that supports features such as ReplaceableId on Particle Emitters better than some alternatives
  • Includes a basic UV map editor
  • Multiple GUI themes available in the Preferences Window

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Features said:
WLPM consists of a Package Manager and a Module Manager with it's own Lua part of code.

We introduce a new way of working with dependencies - WLPM Module Manager

Package Manager Features

- Works with maps in a map-as-directory mode
- Own package config format in JSON
- Install packages with dependencies from Github and Bitbucket
- Install Lua files directly from Github, Bitbucket or custom hosts in config
- File and directory watcher (war3map.lua, sources, config)
- Dependency version resolution

Module Manager Features

- Include custom user directories as advanced sources
- Right dependency order in the target file
- ES6-like imports and exports in the Lua script
- Really fast target builder on-the-go (C# watcher)





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Description said:
W3MS is a Python script that enables you to do MoonScript development for Warcraft III in Sublime Text.

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Thanks to Drulia, you can now convert JASS to Lua with ease.
Features said:
  • Analyzing and syntax checking cJass code
  • Full support of JASS/cJASS
  • Analyzing classes/structures and converting them to Lua meta table implementation with maximum compatibility
  • Producing .lua file with converted code of your cJass/JASS code
  • Advanced JASS features such as 'native', 'constant', 'type'
  • emmyDoc option for lua
  • Single file conversion
  • Smart string decection (constants, locals, globals, declared functions) and smart replacing string concatenation operator
  • Supports mixed code of cJass/JASS. It is fully recognizable.
  • Lambdas
  • Define macroses with expressions
  • Massive folder-to-folder conversion
  • Advanced logging of application
  • Opportunity to implement output for any other script language
  • 100% readable code formatting
  • Saving comments, comment positions and new lines, function and variable names, spaces in expressions
  • Config file with application's settings
  • Minimalistic and simple GUI interface
  • Command line interface

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The spirits dance at Mr.Goblin's fingertips as he creates more wonders to behold.







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From frozen fjord to broken shore, nightelfbuilder's archers will answer when Azeroth calls.

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Help yourself to WolfFarkas' bountiful melee offerings.

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Onward to 2020!

Special thanks to Directive255, Spellbound, and The_Spellweaver for their feedback.

 

Site Director
Joined
Jan 1, 2006
Messages
3,152
WARCRAFT III: REFORGED RELEASES ON JANUARY 28, 2020

As you may have heard...

The drums of war thunder once again. Warcraft III: Reforged - the recreation of Warcraft III: Reign of Chaos and Warcraft III: The Frozen Throne - will be available at

3 p.m. PST on January 28, 2020.


Blizzard said: blizzarrow.gif

Though we’ve been working hard to get Reforged in your hands before the end of the year, as we started approaching the finish line, we felt we’d need a little extra development time for finishing touches. As always, our goal is to honor the high standards you hold us to.

We’re looking forward to kicking off whole new era of Warcraft III, and we can’t wait to face off with your mighty armies online starting January 28!

ZRODV2DX8TVL1576112092985.jpg

 

Site Director
Joined
Jan 1, 2006
Messages
3,152
1.32.0.4 BETA NOTES

Pete Stilwell said: blizzarrow.gif

Howdy Friends,

The time for custom games in Reforged Beta has arrived. There will be bugs. Custom games are a complicated marriage of your creativity and the engine’s cantankerous habit of rejecting that which does not please it. So, say it with me now, “There will be bugs.”

We’ve put great energies into addressing crashes, desyncs, and conditions that destroy gameplay, but there are millions of maps that have utilized triggers in billions of ways. Can I get a, “There will be bugs”?

The purpose of the beta is to speed the process of getting this game ready, and we appreciate everyone who is gutting this out with us. We expect this first deploy to expose a lot of good data. Data that will direct our efforts toward the preservation of this game’s great history - and bright future. At the risk of being redundant, there will be…

SPECIFIC CHANGES & IMPROVEMENTS

  • Custom games
  • Replays
  • Full map pools
KNOWN ISSUES
https://us.forums.blizzard.com/en/warcraft3/t/beta-known-issues-list/ 219

UPCOMING
We’re starting custom games on a Monday morning to give us the optimal amount of time to find and fix problems. We expect to patch aggressively.


 
Joined
Nov 24, 2007
Messages
4,420
Terrain Board Reforged


“Level design, or environment design,[1] is a discipline of game development involving creation of video game levels—locales, stages, or missions.” - Wikipedia, article on Level Design.


As you probably don’t know, the Terrain Board (which you probably didn’t know existed) is gathering dust. There is the occasional visitor, spurring up a whirl of dust to place a painting among the fading gallery or to visit some of the ancient bearded hunched-over men sitting by their solitary desks, introspectively flipping through their gallery albums, dreaming of better days. The golden days when there were roughly 20 active terrainers in the terrain board. All too eager to make their meaningless existence gain some meaning by helping some young, impressionable, modder in need of terraining advice. Indeed most have left, and some lie dead by their desks, and those few that remain are now so maddened that they will try to claw their long, terrain-addled, fingernails into your skin and make you stay forever, make you love a dying art. A meaningless, useless, dying art. The art of Scenic Terraining.

Airplanev2.png arthas2.jpg Ion Storm.png waterfall castle.PNG

Yeah, this is a pretty bleak picture, but it’s a pretty accurate one as well. And I am not going to be coy: I am one of the few that has been an active part of making this happen. Because the Terrain Board has always been the home of scenic terraining, and most of the most active users that frequented this place were always more into scenic terraining than actual useful terraining, the kind of terraining that is professionally known as “Level Design”, and hively known as “Playable Terrains”. And while scenic terraining is very fun to do, and provides a pretty picture to look at, it doesn’t in any way serve our modding community in the bigger picture: To educate our users about the importance of level design and to encourage aspiring level designers to hone their skills in order to serve a modding team properly by providing a beautiful location for the mod to take place. But what is actually the importance of level design? Why should you care?

Well, of course it’s a matter of opinion, but seeing as this is my post, I’m going to try to convince you that my conviction is the right opinion. The level designer's job is both an artistic and a technical one, on the one hand they create the largest visual representation of the game, and on the other hand they have to make a gameplay environment where said gameplay can happen unhindered, or in accordance with the virtual space they have created. So tell me, when you play games like Skyrim, Horizon Zero Dawn or The Last of Us, do you take the world that you move around in for granted? Or do you sometimes just stop playing altogether, just to admire the scenery? If you've ever done that last thing, then know that in a way, that is exactly what the level designer wants you to do. And yes I know that gameplay, story and overall conceptions are important too, and more important to some of you, but the true mark of a great game is a game that scores on all counts. And the same goes for modding, something that can really lift a mod from good to great is the addition of a good level designer to your modding team.

Uc7iChhvCie2OtAzqWPtir9oeZTJOZrVYkwzosobqoRU6zcozVV3tcEfuxg1KV5zWkevghlobGYBmGz5ob20i_YtYAtvGB3hiDHOjKHGMBvlvIfAc6o2mDXVK3sn49arp5unJ3df
Image above is from Horizon Zero Dawn

This, you could say, is at the very heart of the new vision for the Terrain Board. Seeing as things moved a little faster than I antisipated, a few observant people among you might have noticed a couple sneaky changes that has already happened. For one, I have now officially stepped back into the role of Terrain Moderator and plan on dedicating all my time on the hive to reviving, and to a certain degree, repurposing the Terrain Board. Which in turn has also gotten a new name, "Terrain and Level Design", as well as a new home, it has been moved up from the Artist's Discussion category and is now the closest neighbour to the Map Development sub-forum. No longer will the Terrain Board be under the yoke of artists trying to enforce their artisitc tendencies onto level designers! But what do these changes actually mean?

Good question! Of course we will not kill scenic terraining, neither will we take the art out of the terrain board, I plan on doing scenic terraining myself in the future. So put down your torches and pitch-forks, you three, we won't kill your dreams. However, we will be shifting the focus and purpose of the terrain board to better suit a modding community that needs level designers. To that end, I will be making some changes to the terrain board, so it aligns better with the changes that have already been made. That is why the terrain board was moved, because the new vision for it fits better along-side the map development and world editor sub-forums, rather than next to the Sound and Music Art forum. Additionally, when Reforged rolls around, we'll start hosting a new type of contests in the arena, called "Level Design Contests".


o18TQ92rggp05qk-WzCSDZ5B1YhWldxxxmcCAgl4JvHOeg-eJpH7Ai9T0v1vvEIWN2K5je8eLdsMThKSpMjfseBeNGFdIZvb9v-VAIUMHZuNz3QqZPprVGwKXC5I_3U8pDURZ_Yn
uV7Z5QiB8V57KzvBX7KE1Z1u7BtsRRLbqS0KKyZvJKS3eP_VAnBquFDXZOnUOoMVl9cxALXk9eukcAFFdJIGaHQt0N-p7cwdZHGytw_-qHf1YzaN8RxPlRTtRDCafkB4faPQbtbK

As opposed to our traditional terraining contests, where the unwritten formal agreement was that every fifth contest would be a playable terraining contest, these new contests will focus exclusively on the creation of physical space, to cater better to our level designing vision. And calm down my ghosting terraining old-timers, we will still be hosting scenic terraining contests from time to time. They will just be separate concepts from now on, and scenic terraining contests will probably be a bit rarer. But seeing as they are separate concepts, it’s mostly up to whoever wants to host them how often they get hosted.

There are other, more subtle, changes at work or in the plans that will influence the terrain board in the future, and maybe even some of the other arts and modding forums, but these ideas are in early conception and we’ll talk more about that at a later point. For now I want you all to know that my love for the terrain board, and my will to elevate the terrain board to new and exciting heights is what drives me to commit to these changes and to forge this new path. I do this with the terrain board’s, and the modding community at large, best interests in mind. I do sincerely hope that there are some among you out there willing to support this idea and to help me realize it, but also know that I am open for suggestions, ideas and constructive criticism. In the end: What I do I do for you, so make sure you let me know if I do it right or not.

kBfKweGIg91GCg8thK34_lR6n5xr9NlRHQ_ckuQD-ZdJtq7YaSWoMcYgxsbSEpnD8P1bI4tFtuqSUP5xeFcMUsvpjY3MI-r_tUtd0vZ2hsNi6i7eAzJRBcjfK7rmBh_ZbB7XU4R8
Image above is from Skyrim SE

Finally, I’d like to add that any and all opinions and suggestions should be kept civil and that I work to cater to the community as a collective group, and not to satisfy individual desires or feelings. I will listen to rational voices and the voice of the community.
 

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