We bring you some updates regarding the sites hosted projects and a new useful feature for finding resources you like.
New Hosted Project Display
We have, for a long time, wanted to give hosted projects a place in the sun. A simple section far down on the forum list just wasn't good enough. So, we decided to give the projects display a worthy design update, in a relevant place.
If you haven't noticed it already, it is already live in the maps section!
It looks like this:
You can also check it out in the maps section in its full glory!
Every hour eight random projects are displayed of which two are completed and six are active.
If there is not enough projects to display of one type, it will fill in from the other type. That is why it currently displays more than two completed ones.
The completed projects are marked with a golden tick.
We are pleased to announce that two hosted projects have been finished!
Those projects have been hosted and created new amazing content for a long time, and now, at long last, they are completed.
The projects we are talking about are The Dwarven Monster Slayers and The Chosen Ones.
The Dwarven Monster Slayers
Dwarven Monster Slayers is a fast paced 1-5 player coop survival arcade RPG slasher game. The map features a massive load of completely new monsters, a detailed and atmospheric dungeon scenario, a considerably amount of gore and for the best: DWARVES!
The project has been hosted on the hive since June 2013, and been active all the way until today, when it is finally finished. But its story doesn't end here!
During the time it was hosted on the Hive, DMS have grown its own wings, and been turned into a standalone game, independent of Warcraft III!
MoCo, the developer of DMS, has created an awesome website where you can follow the progress and development of the game, and I can only speak for myself but, it is looking so awesome. I'm sure he would be very glad if you check it out!
Download - Forum
The Chosen Ones
Enter the world of Oelivert and experience a strong storyline that covers hate, love, war and peace. The Chosen Ones is a singleplayer RPG that contains dozens of hours of content and an awesome amount of secrets to be found.
The project has been hosted on the hive since February 2013, and have been finished for quite a while already. But wait! There's more!
Aeroblyctos, the author of TCO, has lately been expanding even further on the already complex and intriguing story of the game in the form of a book!
There has not yet been released even a sneakpeek on the story itself, but from the looks of Aeroblyctos casual updates, it seems like it is progressing just fine.
However, I hope that he will do an offical shout out when he finishes it!
Download - ForumThanks a bunch to both of you for contributing to the Hive with such awesome projects!
New Resource List Feature
Today we are also super excited to introduce another new feature for models, icons and textures called "View Usage" and one for maps called "View Resources In Use". When a map is uploaded, all files inside of the map are extracted for their "finger prints" to be indexed. This allows us to cross reference it with resources uploaded to the site and the reverse, see which maps use a resource you uploaded.
Let me show you how it works:
I am viewing the map Sunken City by SpasMaster and clicking "View Resources In Use":
The following page shows up with a list of all resources on the site that are in use in this map:
Now I click on the resource Grassie by HappyTauren and click "View Usage":
And this page shows up with a list of all maps that use this model:
We believe this feature will be awesome for a lot of you.
For those mappers that forget to make a credit list, they can get some pretty serious help making one this way.
For those artists wanting to see if people use their work and to shout at them for forgetting to give credit.
Enjoy this new feature!
Note: This news is most likely posted while the existing map database is being indexed, so please stand by while the indexing takes place. We have quite a lot of maps to index.
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Created by Ralle
- Dec 24, 2016
We're happy to wish you all holiday greetings and a happy new year! The time has come for us to write something nice and feel-good about the ending of the year.
This year has been a very interesting one, for both the site and the Warcraft 3 community. Here is a summary of the highlights that happened during the past year:
- Blizzard started working on Warcraft 3 again:
- Members Kam and PurgeandFire have visited Blizzard headquarters back in March regarding the Future of WC3.
- Multiple Hive staff members have been in direct contact with Blizzard’s classic game team since.
- Blizzard put up more and more classic game job listings.
- Added the new Patch Discussion sub-forum.
- Patch 1.27b raised the 8mb multiplayer limit to 128mb.
- MindWorX, the official maintainer of JNGP, started working on JNGP for the updated versions of WC3 while in contact with Blizzard.
- Members Kam and PurgeandFire have visited Blizzard headquarters back in March regarding the Future of WC3.
- The long awaited Hive 2 was released and updated rapidly throughout the year.
- Partnerships and collaborations with multiple dedicated WC3 communities, persons, and websites:
- Added a new community live-streaming feature, with over 50 unique Twitch channels participating.
- Revived our Twitter, created our official Facebook page, and launched our YouTube channel.
- Made our first Hive Hoodie & T-Shirt merchandise.
- Hosted two new projects, World Domination and Warden, while current projects managed to keep pumping out great updates.
- Introduced resource reviewers to help out the resource moderation.
- The Art and Graphic Design section has been revitalized with amazing artwork and useful threads.
- Abelhawk created an amazing WC3 campaign easter egg series and interviewed campaign designer David Fried.
- Completed a total of 20 contests in The Arena, the most since 2011.
- Continuation of the community providing thousands of newly released resources, many with fantastic quality and creativity. Highest rated resources that were released in 2016:
- n00b's Monter2 was the best rated multiplayer map.
- Rufus' Warden was the best rated singleplayer campaign.
- Tauer's Anduin Lothar was the best rated model.
- Blood Raven's Soul Harvester Scythe was the best rated attachment.
- Heinvers' Fel Lord was the best rated skin.
- Sin'dorei300's Mirjana was the best rated icon.
- KILLCIDE's Arcane Bomb was the best rated spell.
- Flux's Dummy Recycler was the best rated system.
- Quilnez's Warcraft 3 Shell Extension Register was the best rated tool.
Keep on the lookout for current maps expanding past 8mb, and new maps being created to use the limit raise to its full potential. The hosted project Gaias Retaliation has even been ready for a while with their awesome 50 mb version.
Bring on 2017!
Created by StoPCampinGn00b
- Dec 13, 2016
This news post has been updated frequently due to live coverage of the patch. You will see replies in reaction to earlier statements.
Can't access the patch through Battle.net? You can download the patch here: Patching Classic Games
Despite Blizzard's patch notes not mentioning it, we have confirmation that the 8mb multiplayer limit for maps has been removed on Battle.net, with the new limit being 128mb! Various Hive Workshop users have tested out maps over 8mb, including a specialized version Gaias Retalliation ORPG which is around 50mb. Map maker @Zwiebelchen succeeded to host and play that map online in Battle.net. Other map makers and testers reported the same.
What does this mean? This means one of the biggest limits of WC3 modding has been taken off. There is so much more map makers and other types of modders can do now! This makes room for more creativity, complexity, and higher quality content, along with more things to experience and improve in custom games online. The top RPGs can finally be expanded. Epic strategy maps can now have more room for upping the quality without sacrificing quantity. Horror, first person shooter, anime, Sci-Fi, and more types of maps can be taken to a whole another level. We can also see more hi-res imports from models, textures, etc.
There are also some World Editor and file changes (including bug fixes) reported by some users, and you can discuss some of the specifics in this thread or throughout the Patch Discussion forum. We'll hope to have some sort of list of the changes and bug fixes.
Here you can find our thread from may regarding our meeting with Blizzard about The Future of Warcraft. You can find the PDF document Blizzard seems to be following attached to the bottom of the mini-article's first post. We know there haven't been any melee / ladder changes, but those things plus more emphasized in the document we sent Blizzard.
UPDATE: Blizzard confirms everything! Added screenshot to the top. https://us.battle.net/forums/en/bnet/topic/20752625996
Blizzard calls this a small patch, more to come in the future: https://us.battle.net/forums/en/bnet/topic/20752465862#post-17
The older, announcement news for this patch is below.
Created by StoPCampinGn00b
- Dec 7, 2016
Two days ago, PC gamer put together an amazing article for anyone who's played a Blizzard game. It details the complete history of Blizzard and its games, including everything from The Lost Vikings (1992), Diablo 2 (2000), Overwatch (2016), and everything between. PC Gamer: The Complete History of Blizzard Games on PC
Here's a thorough excerpt from Scott Mercer's part of the Warcraft 3 section. It's actually filled with a load of great, uplifting things regarding the modding community (that's us!) and the world editor. If you want to skip to that, feel free to scroll down to the texts highlighted in gold.
Warcraft 3: Reign of Chaos (2002)
Today, the Horde. Tomorrow, the World.
Scott Mercer, 20 year Blizzard veteran, Principal Designer on Overwatch and game designer on Warcraft 3:
"Early on during Warcraft 3 development, there was even more focus on the lower unit counts and the heroes. The concept was running around in that party, where here's your hero and here's your footmen along with it. The gameplay was even more of that. And then we actually took it back to sort of this in-between state, where there was absolutely base building, this normal RTS sense of you start small, build up, go through a tech tree. But it was the heroes, and the fact that the heroes leveled and had items, there were all these RPG elements that got added to the RTS genre through Warcraft 3. That concept alone is what I think inspired DotA to do what they did.
"The level editor that the players ended up having was the exact same level editor we needed to create the campaign. When you talk about the Warcraft 3 level editor, you have to go back to the Warcraft 2 level editor. We made the campaign for Warcraft 2 with that editor. It was very limited in what you could do. I think most all of the maps ended with 'destroy all the enemy buildings.' Going forward with Starcraft, we improved the editor, added more ways for you to win, more things we could do. You saw that in the Starcraft campaign where there was a bit more variety in the types of missions that we had there, and that was due to the editor becoming more robust.
“And then going forward into War 3, in early development, we knew we needed to create an even better editor because Warcraft 2I was our first 3D game. We wanted to do all the in-game cinematics and storytelling within the game, so the editor had to be even more robust...We had to create the camera system. There were the in-game cinematics we had, usually at the beginnings and ends of missions, where there was a character interaction. We actually had to be able to place those cameras inside the game world. What the editor allowed us to do was move the map around, the view of what the player would see, and take snapshots and sort of create cameras out of that. It was that kind of camera control that I think a lot of people used in the mod community to create these modes of 'oh, here's these crazy RPGs that are like third-person over a character.' There were a lot of things we could do with that. But that was all going back to needing to make these in-game cinematics.
“A lot of the very important features that the Warcraft 3 editor got over time were things that we needed, that made our lives easier, making the game. Things like being able to create new units with, choosing a piece of art, assigning a bunch of stats to that, if we could do that in the editor, then designers could do that without having to go bug programmers to put in the game. The editor allowed us to be very nimble with our designs in the campaign and really allowed our programmers to work on bigger issues. The mod community basically took all that and ran with it."
"The scale [of the mod scene] absolutely took us by surprise… We couldn't have imagined those kinds of mods would end up existing. We were very excited about it. It jazzed us up. A lot of the ideas that came from the mod community were things that, when we worked on Frozen Throne, we integrated some of those. Like the very last mission of the Orc campaign in the expansion took a lot of its gameplay cues from the Aeon of Strife, Dota type games with waves crashing into each other.
“It was a super exciting time. We just tried to go in and play them occasionally and see what people wanted. And all through this we were getting feedback from these mapmakers saying 'Hey, could you fix this?' There were actually some bugs to fix, and new features they wanted. A lot of those features were things we were like 'yeah totally, if we give you those features, we get those features in our own work.' It was this wonderful time of the community feeding on our creativity, we were feeding on their creativity. And the Warcraft 3 editor was allowing all this to take place."
Created by Ralle
- Dec 1, 2016
This might be a bit technical, but it's very important. If you remember the old site, we had states for every resource (now called bundles) and those were pending, awaiting update, approved and rejected.
Until today we have had a different system. Pending bundles were submitted in a sub repository called "Submissions" and when approved moved into the main repository. If rejected, they were moved into "Substandard" unless they were stolen/inappropriate/broken in which case they got deleted.
With this system, bundles did not have a state, instead they were put in a place named after the state. This is inferior because when looking at the bundle you would have to look where it is located instead of what state it has. Also, pending bundles would only be visible when looking specifically inside of "Submissions".
We have received a lot of feedback about the fact that pending submissions are less visible in the new system. Turns out it's very helpful to interleave submissions with approved bundles to get feedback to the authors and feedback for the moderators/reviewers to make better and faster decisions. It also means that even if we have a big backlog of pending bundles, it's not as serious because they are still visible and as accessible as the approved ones.
Because of this, today we are re-introducing bundle state. It is not 100% as you know it, but it will feel similar enough. Here are the new states:
Pending When you have submitted a bundle.
Awaiting Update A moderator/reviewer has requested that you make some changes.
Approved Your bundle is approved.
Substandard Your bundle is low quality / buggy (and never fixed) / a very simple edit.
Restricted Your bundle is stolen / ripped / broken (and never fixed) / inappropriate.
Bundles will have these icons wherever they are displayed. You will be able to filter between the states in repositories and the search page. This also means that the "Submissions" and "Substandard" sections are going away.
With this new system also comes a new "Moderate" button for moderators/reviewers to simplify the process of going through bundles.
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