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Melee Campaign Heroes 1.2 Demons (150+ maps pack)

Melee Campaign Heroes

Visit project page

A WarCraft that we saw in Campaign,
but cannot play in Melee,
has been made after 20+ years.
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Melee Campaign Heroes - is a classic melee maps pack with extended content, adding campaign heroes, factions, and filling the gaps of the game.

The point of the project is to save original Blizzard's gameplay, but make it more variating and fun. We love original story and trying to add new content logically justified.



CAMPAIGN HEROES

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  • Have campaign abilities
  • Have legendary ultimates

  • Alliance: Arthas, Jaina, Muradin, Proudmoore, Uther, Captain
  • High Elf: Kael, Sylvanas, Garithos, Antonidas, Medivh
  • Orc: Jubei'Thos, Cairne, Grom, Thrall, Slave Master, Samuro
  • Ogre: Gul'dan, Cho'gall, Teron Gorfiend, Rexxar, Rokhan, Kor'gall
  • Undead: Arthas, Kel'Thuzad, Anub'arak, Sylvanas, Varimathras, Mal'Ganis
  • Demon (in next updates): Arhimonde, Mannoroth, Magtheridon, Balnazaar, Tichondrius, Kil'jaeden
  • Night Elf: Cenarius, Malfurion, Tyrande, Shandris, Maiev, Naisha
  • Naga: Akama, Zar'jira, Illidan, Vashj, Azshara.


Alliance:
Arthas is a frost morn that absorbs souls and increases damage.;
Jaina - mass freezing of opponents; creation of portals;
Muradin - Enhanced Avatar;
Proudmoore - summon a flotilla;
Uther - resurrect nearby fallen heroes;
Captain Luke/Falric/etc - artillery strike.

High Elf:
Kael - summon a portal that breaks time and thus scales the army;
Sylvanas - enhanced sun rays;
Garithos - Summoning the Legion of Horsemen;
Antonidas - creating a huge force field that slowly destroys enemies;
Medivh - Summoning Rune golems;
Anasterian - creating portals and summoning siege golems;

Orc:
Vol'jin - Summoning evil spirits;
Cairne - massive earthquake;
Grom - turn the horde into Chaos; attack the enemy;
Thrall - lightning strike;
Slave Master - subjugate heroes for a while;
Samuro - install barrels with explosives;

Ogre:
Gul'dan - create a Dimensional Gate, from which chaos orcs arrive to help;
Cho'gall - summon Ogron - mighty creatures from the planet Draenor;
Teron Gorfiend - Death and Decay;
Rexxar - summoning a herd of lizards;
Rokhan - evil spirits;
Kor'gall - take Serathil in your hands - a powerful artifact that enhances the hero and allows you to subdue creatures;

Undead:
Arthas - wear the armor of the Lich King, gaining divine armor and the ability to summon the dragon Sindragosa;
Kel'Thuzad - become Arch Lich by gaining the ability to create portals and summon Fel Stalker and Infernal;
Anub'arak - Enhanced Swarm;
Sylvanas - mass submission;
Varimathras/Mal'Ganis - Rain of Fire - Summoning a large number of Infernal;

Demon (in future updates):
Arhimond - Divine Form;
Kil'jaeden - Divine Form;
Mannoroth- Divine Form;
Magtheridon - Divine Form;
Balnazaar - Divine Form;
Tichondrius - Divine Form.


Night Elf:
Cenarius is a divine form with increased health, attack, and Cyclone ability.;
Malfurion - summoning the help of fireflies from nearby trees attacking the hero;
Tyrande - a call to the aid of the Beorn;
Shandris - summoning shadows that duplicate the hero's action;
Maiev - to imprison a hero in a cage;
Naisha - hide the allies and cure them.

Naga:
Illidan is a demonic form that allows you to summon portals and a Demon Gate.;
Vashj - the ability to summon a tsunami;
Akama - Lightning strike;
Azshara is an octopus form with Divine defense and Chaos attack.

CAMPAIGN RACES


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WARSHIPS



  • Produses at specially designated shipyards
  • Have unique abilities

(8) MCH Warships
A special map for ships
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150+ MELEE MAPS from RoC, TFT and Customs


All RoC and TFT maps were used as the basis for this pack. And for novelty lovers, the best custom Melee maps have been added.

(2)BanditRidge by TFT
(2)BootyBay by RoC
(2)Circumvention by TFT
(2)EchoIsles by TFT
(2)GlacialThaw by TFT
(2)Harrow by RoC
(2)HillsOfGlory by RoC
(2)Korea by TFT
(2)MeltingValley by TFT
(2)OgreMound by RoC
(2)PlunderIsle by RoC
(2)RoadToStratholme by TFT
(2)SecretValley by TFT
(2)ShrineOfTheAncients by TFT
(2)TerenasStand by TFT
(2)TheTwoRivers by TFT
(2)TirisfalGlades by TFT
(3)Forestwalk by RoC
(3)HiddenGlade by Blood Ravens
(3)IsleOfDread by RoC
(3)Nighthaven by RoC
(4)Adrenaline by RoC
(4)Adrenaline by TFT
(4)Avalanche by TFT
(4)Borderlands by RoC
(4)BridgeTooNear by TFT
(4)BrokenShard by TFT
(4)CentaurGrove by TFT
(4)ColdHeart by TFT
(4)Dalaran by Blood Ravens
(4)Deadwaterdrop by RoC
(4)Deathrose by TFT
(4)DesertStrife by TFT
(4)DevilsCauldron by TFT
(4)DragonMountain by RoC
(4)DryPath by Remixer
(4)Duskwood by RoC
(4)ExcavationSite by TFT
(4)FloodPlains by TFT
(4)FloodPlains1v1 by TFT
(4)ForgedThunder by Remixer
(4)Frostsabre by RoC
(4)FrozenClover by TFT
(4)FrozenVoid by Remixer
(4)Goldshire by TFT
(4)GrandHamlet by HFRs
(4)HailStone by TFT
(4)HarvestMoon by RoC
(4)HearthglenHills by TFT
(4)HeartToHeart by RoC
(4)Hellfire by TFT
(4)IceFlow by TFT
(4)IceForge by TFT
(4)Islands by TFT
(4)Legends by RoC
(4)LostTemple by RoC
(4)LostTemple by TFT
(4)MysticIsles by RoC
(4)Paradise Shoals by Remixer
(4)ParadiseIslands by TFT
(4)PhantomGrove by TFT
(4)Predators by TFT
(4)Roundabout by TFT
(4)Ruins by TFT
(4)SanctuaryOfDarkness by Blood Ravens
(4)StoneColdMountain by TFT
(4)Tanaris by TFT
(4)TidewaterGlades by TFT
(4)TranquilPaths by RoC
(4)TurtleRock by TFT
(4)TwistedMeadows by TFT
(4)Venetia by TFT
(4)Wetlands by TFT
(4)Whirlwind by TFT
(4)WindyWaste by TFT
(5)TheGlaive by RoC
(6)Andorhal by TFT
(6)ArakanCitadel by Blood Ravens
(6)BloodstoneMesa by TFT
(6)CopperCanyon by TFT
(6)DarkForest by RoC
(6)Darkshire by HFRs
(6)Demon'sCrossing by TFT
(6)DragonBlight by TFT
(6)DragonFire by RoC
(6)DrywaterGulch by RoC
(6)Dun Morogh by HFRs
(6)Duststorm by TFT
(6)EmeraldShores by TFT
(6)EnakrosWay by TFT
(6)Everfrost by TFT
(6)GnollWood by RoC
(6)GnollWood by TFT
(6)GreenStreams by Remixer
(6)HavenOfTheDamned by TFT
(6)Highperch by TFT
(6)HinterlandRaid by TFT
(6)Jack-o-Lantern by TFT
(6)JungleFever by TFT
(6)Monsoon by TFT
(6)Moonglade by RoC
(6)Moonglade by TFT
(6)PlainsOfHonor by Remixer
(6)RiceFields by TFT
(6)RiverOfSouls by TFT
(6)RollingHills by TFT
(6)RuinsOfStratholme by TFT
(6)SavageStorm by TFT
(6)ScorchedBasin by RoC
(6)ScorchedBasin by TFT
(6)SilverCoast by Remixer
(6)SilverpineForest by TFT
(6)StranglethornVale by TFT
(6)Stromguarde by RoC
(6)SunrockCove by TFT
(6)SwampOfSorrows by RoC
(6)ThunderLake by TFT
(6)TimbermawHold by RoC
(6)TimbermawHold by TFT
(6)Typhoon by TFT
(6)UpperKingdom by TFT
(6)Wellspring by TFT
(6)WheelofChaos by TFT
(6)WizardsRetreat by TFT
(8)AncientTemples by Remixer
(8)Battleground by RoC
(8)Battleground by TFT
(8)BlastedLands by RoC
(8)BloodvenomFalls by RoC
(8)Cherryville by TFT
(8)Deadlands by TFT
(8)Deadlock by TFT
(8)Deathknell by TFT
(8)DragonFalls by TFT
(8)Feralas by TFT
(8)Friends by TFT
(8)FullScaleAssault by TFT
(8)GardenOfWar by RoC
(8)GardenOfWar by TFT
(8)GoldRush by TFT
(8)GolemsInTheMist by RoC
(8)HurricaneIsle by TFT
(8)LastManStanding by TFT
(8)MarketSquare by TFT
(8)Mur'gulOasis by TFT
(8)Northshire by TFT
(8)PetrifiedForest by RoC
(8)Plaguelands by RoC
(8)PlainsOfSnow by RoC
(8)PlainsOfSnow by TFT
(8)RockQuarry by TFT
(8)Sanctuary by TFT
(8)ShamrockReef by TFT
(8)Slalom by TFT
(8)SpiderFalls by TFT
(8)TheCrossroads by TFT
(8)TheCrucible by RoC
(8)TheQueen'sGarden by Remixer
(8)TwilightRuins by TFT
(8)Warships by WilliamBz
(9)Riverrun by RoC
(9)RoundVillage by TFT
(10)DustwallowKeys by RoC
(10)RagingStream by TFT
(12)DivideAndConquer by RoC
(12)EmeraldGardens by TFT
(12)IceCrown by RoC
(24)Leviathan by Zeggsy
(24)MarketSquares by TNick

COMPUTER SUPPORT

  • Player's control over the allied AI
  • The AI plays all the Heroes, Ships and Factions
  • Special command to take AI's gold.

CHANGELOG


Version 1.0

The Demon Race


Version 0.9.7 Warships

  • Shipyards have been added to the battles, allowing ships to be built. Bots are trained to play with them
  • New heroes: Azshara, Zar'jira, Vol'jin and Anasterian

Version 0.9.5

Highlights:
  • New game modes and host settings;
  • AI now uses campaign heroes;
  • New heroes;
  • Numerous minor improvements.

Thanks to user Bawbz (Hive) and his WarTransfer utility, which made such a swift release possible!

Detailed changelog:

Added Heroes:


  • 3 legendary Alliance Captains: Luke, Falric, and Marvin. The Captain trains footmen to better use their shields, can plant a flag (like a ward) that boosts army stats, and can call an artillery strike. Footmen and the Captain can mount a horse and use a shield while mounted.
  • Kael with an ability to scale his army.
  • Maiev with the ability to imprison an enemy hero.
  • Uther with the ability to resurrect heroes.
  • Muradin with a buffed Avatar.
  • Akama with a Lightning Strike similar to Thrall's.
  • Naisha with the ability to conceal her troops and allies.
  • Medivh with the ability to summon a Rune Golem.
  • Samuro with the ability to plant explosive barrels.
  • Teron Gorefiend with the Death and Decay ability.
  • Kor'gall with the Serathil's Power ability, which empowers him.
  • Cho'gall with the ability to summon an Ogron.
  • Anub'arak with a buffed Locust Swarm.
  • Sylvanas with a buffed Charm.
  • Varimathras with a buffed Doom.
  • Admiral Proudmoore with new abilities. He can now fire a pistol, submerge into a ship, launch an artillery strike, and summon a Fleet.
  • Gul'dan with improved abilities. He can now drain and collect souls from units. By sacrificing the life of his own unit, he can reanimate an enemy corpse, creating either a Skeleton or a Death Knight.
  • Vashj with the Killer Wave ability.
  • Garithos with reworked Commander and Marshal abilities.
  • Slave Master with new abilities. He can charge while mounted, throw nets (disabling enemies from attacking), has a fear aura (reducing enemy armor), and can temporarily subdue units and heroes.
  • Jaina with the Freeze ability (freezes enemies in an area) and Portal (summons a portal to any point on the map, similar to Illidan's).
  • Shandris has been given Moon Shadows - summons shadows that mimic the hero's actions.
  • Thrall's "Earthquake" ability has been replaced with "Throw Hammer".
  • Cairne received the "Earthquake" ability at level 11.
  • Kel'Thuzad's ability "Plague Cloud" now turns the infected into a zombie if they run out of health.
  • Mal'Ganis with the Rain of Chaos ability.
Full hero list by race:

  • Alliance: Arthas, Jaina, Muradin, Proudmoore, Uther, Captain
  • High Elf: Kael, Sylvanas, Garithos, Antonidas, Medivh
  • Orc: Jubei'Thos, Cairne, Grom, Thrall, Slave Master, Samuro
  • Ogre: Gul'dan, Cho'gall, Teron Gorefiend, Rexxar, Rokhan, Kor'gall
  • Undead: Arthas, Kel'Thuzad, Anub'arak, Sylvanas, Varimathras, Mal'Ganis
  • Demon (in future updates): Archimonde, Mannoroth, Magtheridon, Balnazzar, Tichondrius, Kil'jaeden
  • Night Elf: Cenarius, Malfurion, Tyrande, Shandris, Maiev, Naisha
  • Naga: Illidan, Vashj, Akama
Added Game Lobby options, where the host can:

  • Add 10,000 gold to all mines on the map.
  • Choose a race for computer players.
  • Disable weather effects.
  • Increase experience gain by 100%.
  • "Max Level" mode, where players start with bonus resources, Tier 3, and max-level heroes.
  • Switch the map to Russian (only abilities and system messages are translated).
  • Ban custom races.
  • Set a hero level cap of 10 (for players who want the standard balance).
Added an additional command menu in the Town Hall:

  • Retreat - All your units will head to the Town Hall.
  • Receive 1000 gold / 500 lumber - The resources will be taken from a computer player and distributed among human players.
Improved AI:

  • The computer can now purchase any campaign hero.
  • AI can now run under a friendly Blood Elf Paladin's shield.
  • In addition to Shredders, the AI can now purchase Sappers.
  • Players can take resources from a computer player in its Town Hall.
  • Bots no longer build a base where another bot has already started construction.
  • Naga Blood-Gills can now use the Floating Ward ability.
Visual Changes:

  • Fog of War effects no longer tint based on the time of day.
  • Weather change frequency has been reduced by 3 times. Since weather changes can cause a slight freeze, the host can disable them at the start of the game.
  • Added an option to select the Russian language at the start of the game. Many abilities and system messages have been translated.
  • Fixed the Score Screen icons for all heroes.
Balance Changes:

  • Blood Elf Spellbreakers had too much mana.
  • Archimonde is no longer as powerful before level 11; the strength of his Hounds has been normalized.
  • Since the High Elf Cathedral (Tier 3) can attack, it no longer has the "Call to Arms" ability.
  • The Naga Mur'gul Snarecaster's Ice Shard no longer stuns buildings.
  • The Dark Teleport ability and some others are now only available at level 11.
  • The Mage Tower for High Elves now restores mana to allies.
  • Abilities like Sun Burn and Energy Field now require the hero to channel them, meaning they must stand still and maintain the spell, as is standard in Warcraft.
Bug Fixes:

  • The "Human" AI now selects Humans as well as Elves.
  • Mount Horse is no longer on the same hotkey as the Shield ability.
  • Summoned Naga Snakes can now swim.
  • Water grants Nagas movement speed and HP regeneration, while buildings and rain only grant regeneration.
  • The Holy Shield ability has been reworked. It now affects everyone inside the dome, including enemies. Optimization has been improved.
Sounds:

  • Added a sound notification when training a Reign of Chaos campaign hero is completed (as this was not originally implemented in the game).
  • Added hero taunts when they kill someone.
Other Improvements:

  • Cenarius' Tranquility now restores soil and Ancients (at level 11), in addition to trees.
  • Footmen can now dismount from their horses and also use their shields while mounted.
  • The High Elf Arch-Mage's second ability is now Golem instead of Flash. It works similarly to Water Elemental.
  • Added credits after victory, or when Player 1 types the -credits command.
  • Added a system for random race and hero selection.
  • All workers have been given an ability to harvest the nearest resources.
Removals:

  • Since the Undead race is now fully staffed with heroes, Archimonde and some other heroes have been removed. They will return in the next version as part of the Demon race!

Version 0.9

Campaign heroes gain Level 11 and a legendary Ultimate;
The High Elf race.

Version 0.8

The Ogre race.

Version 0.7

The Naga race.

Versions 0.1-0.6

Adding campaign content (units, heroes, buildings, abilities)


CREDITS

Map author: Ilya Tishkin aka WilliamBz
Test help: Eugene Lebowski
Models, icons, scripts: Hive and XGM
Help, answers to questions: XGM members
Created wtih World Editor 1.29 + Sharpcraft WEX + Sharpcraft XGM Addon

Include maps:

RoC melee maps
The Frozen Throne melee maps
Cutom melee maps by Remixer, HFR, blood raven, T.Nick, Zeggsy and me




Thanks for testing:
Eugene Lovowsky, vk: love_eugen_the_best


Thanks to the Hiveworkshop community

Mur'gul frenzy by protivogaznik, Blizzard Entertainment
Naisha by Aldeia
BTNToxicSkin by SpasMaster
Murlocs models and Icons by Liomsi
Anasterian Sunstrider by BaiyuGalan, Elf Knight-
DwarvenPirate by Uncle Fester
Dragon Roosts with Birth and Decay animations and team colour by Alok
BTNKoboldMelee1 by Stanakin
Death Knights and Derivatives by Ujimasa Hojo
Demon Weapon Upgradation And Armor Upgradation by =X=EclipsE, Elf Knight-
HQ Classic Dragons by Aldeia
BTNRoyalGuardHeroV2 by handclaw
BTNSpell_Nature_TimeStop by Blizzard Entertainment
BTNOrbOfNature by ChevronSeven
BTNSimpleCompass12 by Solu9
Defend for BE Race by Don Valentino
BTNArmoredBlackWolf by Sin'dorei300
BTNLightningBolt by Banzay89
BTNMage01 by 8512590215848
Orc Warlock Spell and Upgrades by TheHuntress
BTNArcaneEnergy by Panda
Troll Gatherers, Vol'jin and Sen'jin by r.ace613
Moon Well and Derivatives by Ujimasa Hojo
Ogre MEGA Pack by r.ace613
Demonic Portal by stan0033
Necropolis and Derivatives by Ujimasa Hojo
Zombie Teamcolored by PurrsandMlems
Forsaken Necromancer and Apothecary (Re-Classic) by johnwar
BTNRiderlessDragonhawk by Null
Great Hall (WC2) v2 by loktar
BTNHeroKingTerenas by Scias, Blizzard Entertainment
Naga Royal Vault by AndrewOverload519
BTNOgreBash by Chucky
Assorted Village Buildings by bakr
BloodLust Derivatives by Blizzard Entertainment, KadoviYi
Tower (Elf) and Derivatives by Ujimasa Hojo
[Abyssal Ranger Ability's] by Panda
BTNTheEye by Flourbrain
BTNChaosShaman by Sin'dorei300
Tidal Wyrm (Tidal Guardian) by Hermit, Lord_T, Zerox
BTNTouchOfDarkness by Blizzard Entertainment, Xetanth87
GeneralAuraTarget by JetFangInferno
Brutal Spiked nails Club by Darkfang
Unholy Range Upgrade by Ceterai
Lightning Effect and Cast by Pyritie
BTNWing by lelyanra
Warcraft: O&H Remastered - Unholy Armor by Artork312, Blizzard Entertainment
DemonicAura by RvzerBro, Blizzard Entertainment
ChaosShaman_ByEpsilon by epsilon
BTNDarkPortal by Avex, Blizzard Entertainment (Patch 3.1)
UnholyAura by tonz
BTNFireShield by Mc !
Magic Bolt by Champara Bros
BTNWarpPortal by Panda
Naga Brute / Giant Murloc by Aldeia
OgreWarlock by takakenji
Eye Tentacles/Stalks (stocky and slim) by Champara Bros
BTNSongoftheSiren by Darkfang
Ogre/Orc Shipyard by Filip95
BTNArcaneArrow by Darkfang
Elven Ships by bakr, Ruler Red Draenei
High Elven Upgrades by Blizzard Entertainment, Zephyrius2412
Garithos Abilities by r.ace613
Fall in Love buff/effect by Kuhneghetz
BTNChaosVault by MasterHaosis
BTNSmoke by mikeisman2
BTNVenomDagger by Static
Acolyte and Derivatives by Ujimasa Hojo
Protection by (Blizzard Entertainment), Darkfang
FrostArmorTarget by JetFangInferno
Prism Ray (3-Tiered) by Cherrymage
Rexxar (Re-Classic) by johnwar
Omen / Dark Conversion by Vinz
Naga Lumber Mill by Retera
Laughing Skull Clan Buildings by BaiyuGalan, Jiok
WarCraft III Guldan soundset by WilliamBz
Ziggurat (Undead) and Derivatives by Ujimasa Hojo
Owl Scout (Blizzard Icon) by (Darkfang), Blizzard Entertainment
Shadow Lightning by Darkfang
Rune Golem by Alpain
BTNPaladinClassic by Scias
Lightning Fury by Sarsaparilla
- Fire Demon Ability's - by Panda
Void Rift by ThompZon
Storm Bolt by Vinz
Crypt and Derivatives by Ujimasa Hojo
BTNIllusalBlade by Palaslayer
Ballista arcane arrow by SovietElf
Highelf Militia by PurrsandMlems
BTNOgreClubs3 by Stanakin
BTNGunFire by NFWar
Uther the Lightbringer (Re-Classic) by johnwar
Stormhawk Ship by Explobomb
Eredar Warlock Upg by =X=EclipsE
BTNMagicSpirits by Banzay89
Impact Bolts Cannon Balls by Blizzard Entertainment, Darkfang
Water Attack Tidal Waves by Darkfang, Blizzard Entertainment
Dire Wolf Rip by Edge45
BTNcheck by Lockheart
Killmaim and Serathil by NhazUl
Undead-Themed Items by RvzerBro, Blizzard Entertainment
Shandris Feathermoon(Night Elf Ranger) by Missing Shadowsong, Elf Knight-
Sunwell Guard by Aldeia
BTNAssassinsCloak by Panda
BTNRevive by QuadraDowN
BTNQuestScroll by kola
Naga Oracle spellcaster upgrades by Mouseketeer, Blizzard Entertainment
Multi-Arrow Spell Model by Rolo
Stomp by nGy
BTNFlashFireUpdate02 by Moy
Royal Captain by Tranquil
BTNPoisonAbility66 by Marcos DAB
Water Orb Attach by JesusHipster
Blood Elven and Undead Forsaken attack upgrades by Blizzard Entertainment, Mouseketeer
Magic Barriers by Villagerino, Blizzard Entertainment
King Terenas Menethil by Ustanak
Tyrande Whisperwind (Re-Classic Pack) by johnwar
Sound Source by OVOgenez
BTNPhoenixEgg by Elfsilver Lord
BTNshield by GhostThruster
BTNGoldenOrb by herman123
BTNWeaver03 by 8512590215848
Thunderload (or Forked Lightning) by Darkfang
Either or all of the following:
Ogre Legion Models (Re-Classic Pack) by johnwar
Evil Beast Attack Upgrade and Defense Upgrade by =X=EclipsE, Elf Knight-
Shipyard (Night Elf) and Derivatives by Ujimasa Hojo
HydraCorrosiveGroundEffectV054 by kellym0
Kobold Treasure Hunter by Stormode
1D6 Dice by Darkfang
BTNAntonidas by Scias
BTNTyrande by Scias
Void Teleport by Vinz
BTNFrostmourne by PrinceYaser
Holy Rune Golem / Rune Golem by MangakaDark
Demon Weapon Upgradation And Armor Upgradation by =X=EclipsE, Elf Knight-
BTNForkOfLightning by Golden-Drake
SkeletonMask by Sin'dorei300
VoidSkullAura_v5 by xyzier_24
Morphing Dragons by bakr, RedKiwi
Evil Arthas and Female DK by Ustanak
Artillery Strike by WILL THE ALMIGHTY
Flare Gun by SoyMante, Blizzard Entertainment
BTNCommunism by General Frank
WarCraft III Admiral Proudmoore soundset by WilliamBz
Priest (Elf), Mage (Human), and Derivatives by Ujimasa Hojo
Demon Weapon Upgradation And Armor Upgradation by =X=EclipsE, Elf Knight-
Old-school Lich King by HerrDave
Small Green Fire Missile by Imnotprol
BTNExplosiveBarrel by Blizzard Entertainment, TheKaldorei
ElitePlagueCloud by EvilCryptLord
Demon Felguard / Doomguard soundset by WilliamBz
BTNAuraMixture by Panda
Huntresses (Re-Classic Pack) by johnwar
BTNGoldCoin by NemoVonFish
Either or all of the following:
BTNBrownBeard by Scias, Blizzard Entertainment
Rain of Fire Vol. II by Vinz
BTNGoblinAlch by Scias
Elven Guard Fire Tower by zerotul
Ogre Armor by WilliamBz, skullzilla
BTNDark Vision by Null
Broken Draenei Shadow Meld/Hide by BigJeep
Thunder Arrow (2) by Darkfang
BTNMagicBook by BydkOFF
BTNRainyWeather by Praytic
Dreadlords (Re-Classic) by johnwar
BTNOgreArmor3 by Stanakin
Vol'jin and Sen'jin (Re-Classic) by johnwar
Undead Orc Grunt Derivatives by Don Valentino
Turtle Spiked Shell by Sun gate
BTNDreadBook by PrinceYaser
ICON CONTEST #22 - Succubi Abilities by Villagerino
Imp5 by C-Cow, Ramza
Shipyard (Human) and Derivatives by Ujimasa Hojo
Ogre cannoner and ogre pirate v1.0 by Mr Ogre man
BlackSmokeMissile by Iyzz_Fryzz
Necrolyte (WC1) by loktar
Hunter's Hall and Derivatives by Ujimasa Hojo
BTNMagicQuiver by Panda
Beta Icon Restoration Pack by SoyMante, Blizzard Entertainment
Ink Missile by Khil
BTNOgreClubs2 by Stanakin
Either or all of the following:
Mage Tower and Derivatives by Ujimasa Hojo
Laughing Skull Clan Buildings by BaiyuGalan
Units On Horseback Simple Icon Pack by HuanJuan, Blizzard Entertainment
Mannoroth by Commedia, BaiyuGalan, Oni, Magnaroth
Elune by Elf Knight-, Missing Shadowsong
Cho'gall by Tauer
Mounted Footman by Mephestrial
White Fountain Healing Buff by doom_sheep
BTNOrcShipyard by Blizzard Entertainment
BTNCR_Wood_Armor_Pearcing_Aerows by CRAZYRUSSIAN
Lost Reign of Chaos Models by Karzama
Either or all of the following:
BTNOgreClubs1 by Stanakin
BTNLightningSphereBlue by Antares
BTNWaterOrb by Darkfang
DreadLords / Nathrezim HQ Pack by MangakaDark
BTNNatureHealing by Bogrim
Town Hall, Keep, Castle, and Derivatives by Ujimasa Hojo
BTN_Azshara_Siren by Mouseketeer
Rokhan and Shadow Hunter (Re-Classic) by johnwar
BTNCrowForm by FRENGERS
Hero Ranger (Pre-Beta Look-A-Like) by Kuhneghetz
Ancient Vault Pack by Ilya Alaric
Ram Armored by MangakaDark
Teron Gorefiend (Torked Edition) by Artork312
BTNOrbOfWater by mortal
Ogre Pirate by Uncle Fester
Alchemist and Derivatives by Ujimasa Hojo
Varimathras by markus-1
BTNChaplain by Blizzard Entertainment, Pyraeus
BTNStoneBig by Ergius
Gift Box TC by stan0033
BTNAbility_Gouge by Blizzard Entertainment
Blue Immolation by Zephyrius2412
Gul'dan by Tauer
BTNHardArtilleryAttack by Praytic
BTNOgreMound by Public Resource Provider
BTNDragonRoar by respect_gg
BTNCenarius by Scias
Temple of the Damned and Derivatives by Ujimasa Hojo
BTNSpell_Frost_ChillingArmor by Blizzard Entertainment
WCII Altar of Storms by Red XIII
BTNLichKing by Kwaliti
BTNDeathKnight by oh_snap
MarkOfTheCrimsonKingOverheadBuff + AuraEffect by kellym0
Pendant of Health and Mana Regeneration by Aldeia
BTNAltKobold by Stanakin
Sky Hydra by Retera
Ogre Spearthrower - One and Two headed variations by HuanJuan, Blizzard Entertainment
Evil Eye by Direfury
ToxicField by UgoUgo
BTNFelFireEarthquake by Blizzard Entertainment, Traxamillion
Lord_T's Ogre Drummer by Lord_T
Arch-Spheres by RvzerBro, Blizzard Entertainment
BTNSpell_Shadow_Twilight by Blizzard Entertainment
Sorceress Pack by Ilya Alaric
Ballista and Glaive Thrower (alt. portraits + Optimized) by Saelendious
Aura of might(brilliance aura) by Lichkings slave
BTNFireSpellBook by Wezthal
Kobold Slave by Gyrosphinx
BTNArrowChain by PrinceYaser
BTNMage03 by 8512590215848
Epic Owl Scout by Darkfang
BTNChristmasGiftFinal by Moy
Dragonturtle Shell by =X=EclipsE
BTNOgrePirate by Uncle Fester
BTNInfernalShower by Panda
BTNFelAbsorption by PrinceYaser
Ogron by Explobomb
Shipyard (Undead) and Derivatives by Ujimasa Hojo
Burning Venom Viper by Darkfang
Demon Weapon Upgradation And Armor Upgradation by =X=EclipsE, Elf Knight-
Spirit Tower 2 by Darkfang
Holy Shield by Blizzard Entertainment, Sapprine
Regeneration Aura by Vadim 647
BTNSonicWave by Panda
Medivh and Derivatives by Ujimasa Hojo
Kilgrogg Eye by Darkfang
BTNFireSpeedBoots by Marcin013
Shocking Wave Aura and Variations by biridius, stan0033
ArmoredWolf by Sellenisko
Portal by Izhael_DC
BTNWeaver by 8512590215848
BTNMage02 by 8512590215848
BTNEnchantedChains by Marcos DAB
BTNCho'Gall by Scias
Life Burn and Fel Burn by Don Valentino
BTNHaste by Public Resource Provider
Communism Aura - Agghhh Motherland ! by General Frank
BTNNecroMark by San
BTNDemonicFlame by Dentothor
BTNManaShield by Supernatural_Being
Elven Step by doom_sheep
Flying Axes 2 BIG XL by Darkfang
BTNSuccubusTrueSight by Darkfang
Coral Bed and Derivatives by Ujimasa Hojo
BTNToxicAura by Panda
BTNSpell_Shadow_ImpPhaseShift by Blizzard Entertainment
Upgrades for TowerDefense by RvzerBro
Skeletal Dragon / Frostwyrm Remake by Mister_Haudrauf, olofmoleman
BTNEnsnareSeaCreatures by Blizzard Entertainment, Sunreaver
Naga Royal Guard by Tarrasque
Arcane Sphere Orb by Darkfang
Dreadlord Pack by Ilya Alaric
SoundWave by JetFangInferno
BTNNagaTrueSight by Darkfang
BE and HE Spell Breakers (Re-Classic) by Aldeia, johnwar
Cairne Bloodhoof and Baine Bloodhoof (Re-Classic) by johnwar
BTNSpell_Holy_GreaterHeal by Blizzard Entertainment
BTNSphereOfWater by 8512590215848
BTNPlagueNova by Hellx-Magnus
BTNGiantOgreDevour by Marcos DAB
Altar of Darkness and Derivatives by Ujimasa Hojo
Naga Citadel by Misha
Shadow Bolt by Zephyrius2412
Hawstrider Cavalry by Himperion
Pulverize Sea Giant by WilliamBz
Nether Blast by Vinz
Demon Armor Upgrade by Don Valentino
BTNGuldan by BLazeKraze
Mounted Royal Captain by Tranquil
BTNGrave by fuN.xD
Elven Guard Magic Tower by zerotul
Siren (Naga Centaur) and Derivatives by Ujimasa Hojo
Either or all of the following:
Slaughterhouse and Derivatives by Ujimasa Hojo
Shipyard (Goblin) and Derivatives by Blizzard Entertainment, Ujimasa Hojo
BTNFireSword by Hemske
BTNLugubriousMask by Marcos DAB
Bird of Wrath by Edge45
BTNChaosAviary by MasterHaosis
BTNHealCannon by Dalharukn
BTNGatesOfTheHell by PrinceYaser
Health Surge by JesusHipster
BTNSpell_Shadow_Teleport by Blizzard Entertainment
BTNLadyVashj2 by Darkfang
ElvenGuardTower by armel
WCII_GreatHall by Red XIII
Pegasus Rider by wojia10502
BTNPatrolCMD by Moy
Elf Paladins by Direfury
WCIIOgreMound by Red XIII
Fel Fire Ball by Zephyrius2412
Either or all of the following:
SpinningKnife by Amigurumi
BTNDemonForgedAtlas by JollyD
BTNGhostCoil by Darkfang
Catapult and Derivatives by Ujimasa Hojo
Altar of Storms (WC2) by loktar
BTNKingdomFlag by Marcos DAB
Void Missiles by Vinz
Altar of Elders by stonneash
Murloc Air / Bubble Mage by 00110000
Samuro and Blademaster (Re-Classic) by johnwar
BTNArrowShower by Panda
BTNNagaRoyalVault by AndrewOverload519
Dirt Explosion by WILL THE ALMIGHTY
Lumber Mill and Derivatives by Ujimasa Hojo
Alterac Buildings by bakr
DotA1: Zeus (Lord of Olympus) by Jab1z
Chaos Orc Range by Blizzard Entertainment, Hermit
Acolyte and Derivatives by r.ace613
ArchMage and Derivatives by Jiok
Void Drowned by Khil
Glowing Water Rune by ChaoticHunter
Random by stan0033
GreySmoke by Ergius
Jaina Proudmoore (Horse Mount) and Derivatives by Ujimasa Hojo
StarfallTarget by Mc !
Teamcolored pulse Aura by Malvodion
Arising Light Strike by Darkfang
Orc Lumber Mill (WC1) by loktar
Blood Elf Swordsman by Elenai
Either or all of the following:
BTNPoison Spear by Null
BTNWaterElementalPotion by The D3ath
BTNDragonEyeUpdate02 by Moy
Ogre Stone Thrower by Kitabatake
BTNOgre by Ginufe
Chaos Buildings by Grey Knight
Green Heal by HammerFist
Kael'thas Sunstrider (Re-Classic) by johnwar
Murlocs models and Icons by Liomsi
Archmagi and Derivatives by Ujimasa Hojo
BTNShadowBow by Panda
Light Nova by JetFangInferno
Demonic Adornment by Antinous
Gold Mine and Derivatives by Ujimasa Hojo
Naga Brute / Giant Murloc (Low Definition) by Bleeq, Dominus15
BTNImpEnforcer by Scias
BTNFlash by KelThuzad
Gnoll Battle Arena by Direfury
Aura by Ayane
BTNDreadlord2 by Null
Mass Dispel Area by stan0033
Keeper of the Grove Pack by Ilya Alaric
Shimmering Portals by Hermit
BTNOgreArmor2 by Stanakin
BTNEXP by BlackSky
Water Shot by Azure Phoenix
Orc Transport Ship by Dmitry Rommel
DivineArmor by (Darkfang), Blizzard Entertainment
Cannonball by Vinz
Runic Aura by stan0033
Cage/Transport Chariot pack by Hoth
BTNMagicalHolyRay by Allain55X
Murloc Buildings (Completed) by PetHer01c3, StonemaulMidget
Soul Armor by Vinz
Shadow orb by SovietElf
Angel by expresso, Tranquil
Sweep Attachments by Hate
Queen Azshara by PrinceYaser
RiderlessDragonhawk by Chen
GoldCoinBuffSmallV.015 + GoldCoinBuffLargeV.015 by kellym0
Either or all of the following:
Anasterian Sunstrider by BaiyuGalan, johnwar
Murloc Buildings (Completed) by PetHer01c3, StonemaulMidget
BTNOgreArmor1 by Stanakin
Human Banner by Grey Knight
Proudmoore with Pistol by Mechanical Man
TCSlashMissile by Tal'Rarity
Demon Birth by D.O.G.
Shadow Bolt by Zephyrius2412
BTNOgreRage by NFWar
Parrot (multiple varieties) by Bleeq
ElfAltar by Itius Leurn Freim
Heal by Vinz
Birth mesh by Blizzard(Edited), ikillforeyou
Thane Pack by Ilya Alaric
Archmage Pack by Ilya Alaric
Lich Pack by Ilya Alaric











Scripts and systems

Error Message Ogre Swallow by streetpunk
Victory/defeat condition by Vendro the Wind Mage
Helping with Naga regeneration on Water by HappyTauren
Jump System by hell gate
Fade in Credits by UnMi
The Artillery Strike by Laserdude.










XGM

Icons

Ogre Witch Doctor - Мои иконки с темы "Иконки на заказ" by Roy Mustang

Models

Fire Field by Empyreal и ApEJI
Ogre Tower "Владения Каменной Пасти" by NilasAran_39
Огр-маг, Огр-камнеметатель by Эльрат
TowerOfArcane, WarAcademy by Галендор Крэйл
OgreWarlock by MalGanis
Королевский гвардеец by Медведь




Ai

TheBloodiest


Help

Ogre Worker editing by Infernall
Ogre Armor editing by WilliamBz


Answer my questions

quq_CCCP
MpW
rsfghd
EugeAl
Filosoft
Extremator
nazarpunk
konvan5
X_aO_c

Scripts and systems

REQUIRED

  • WarCraft 3 TFT v1.31 or Reforged
  • Classic GFX
  • Optional: QWER custom keys binding. Bottom row abilities icons by default right now, if you're using QWER custom keys with upper row abilities icons, use command -qwer in game.

HOW TO INSTALL

If you want to play on 1.31 through LAN, download Bonjour service. Keep in mind that every player should download the map you want to play, because maps auto downloading was cut off on 1.31. For LAN connection through internet, you can use Radmin VPN or Irina Bot.

Put downloaded maps into this folder:
C:\Users\User\Documents\Warcraft III\Maps
If you put maps in game folder, it's not gonna work.

These maps have a little chance to not open in Single Player mode on 1.31. If it's happen, try LAN mode.

If you want to play with us, you can join into our Telegram or VK chat. Usually, we use VK voice chat to playing.

And remember...

Only some maps are presented in the assets!

You can download the entire list by following the Google Drive

Contents

MCH Ice Crown (Map)

MCH Leviathan (Map)

MCH Road to Stratholme (Map)

MCH Rolling Hills (Map)

MCH Turtle Rock (Map)

MCH Twilight Ruins (Map)

MCH Warships (Map)

Only some maps are presented in the assets.​

You can download the entire list by following the link: Google Drive.​


Dear Moderator, we need to find the way how can I upload this pack and update it in the future. Because it will be difficult to update 124 maps each time. Moreover, it will be 200+ maps in the future.

We need a tool that can work with folders or archives, that include multiple maps.
 
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Dear Moderator, we need to find the way how can I upload this pack and update it in the future. Because it will be difficult to update 124 maps each time. Moreover, it will be 200+ maps in the future.

We need a tool that can work with folders or archives, that include multiple maps.
You can simply add the rest of the maps in this bundle by clicking on the "add resource button".
 
I've only tested humans and I have the impression that the level of customization, at least for this race, leaves a lot to be desired. As far as units are concerned, there are no new units, you can train captains and transform footmans into knights, little else. Regarding the heroes, almost all of them go with the basic skills. Hotkeys are also missing and for example Lord Garithos has as type "Lord Garithos". The admiral and Garithos are the only ones with some curious abilities.

Without having tried the rest of the races, it seems like a simple increase in the number of available heroes, and it's not bad that it is, but I expected something more. At least the added heroes had unique skills.

I will try the other races to see how they are, regards.
 
You can simply add the rest of the maps in this bundle by clicking on the "add resource button".
Thanks, but in next updates my pack will include 200 maps. It will take a lot of time to upload and update them each time. Several hours, I guess.

What do you think if I upload several maps of the pack but save the external link to my Google Drive with all maps for people who really want to download all maps?

I've only tested humans and I have the impression that the level of customization, at least for this race, leaves a lot to be desired. As far as units are concerned, there are no new units, you can train captains and transform footmans into knights, little else. Regarding the heroes, almost all of them go with the basic skills. Hotkeys are also missing and for example Lord Garithos has as type "Lord Garithos". The admiral and Garithos are the only ones with some curious abilities.

Without having tried the rest of the races, it seems like a simple increase in the number of available heroes, and it's not bad that it is, but I expected something more. At least the added heroes had unique skills.

I will try the other races to see how they are, regards.

Big thank you for review. I will fix these misses.

MCH is young project, I created it 2 weeks ago. I think it will be more races, spells and heroes in the future.
 
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There is a target audience (including myself) who played the Campaign and has memories. My task is to make this pack as recognizable as possible, as similar as possible to what the people love in WC3 Campaign. But adjusted for balance. The balance is a delicate thing, but we will finish it together with the community (if they like).
 
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Melee Campaign Heroes Pack Update v0.6

General changes:

  • Added several dialogues between characters, for example when someone kills someone. There will be more dialogues in the future;
  • Added a new soundset for Guldan and Proudmoore.


Changes by race:

Naga:

  • Replaced the Tidebaron hero with the Royal Guard, which also replaces the Royal Guard unit.
  • The Mermaid hero has been replaced by Snake with new abilities.
  • Temple of Tides replaced the model with another author.
  • added Mur'gul Blood-Gill, who can heal, call ward that can see invisible units, the unit can get the aura of regeneration x2 after the upgrade.
  • Adjusted the cost of buildings.
  • Added an additional building for hiring troops.
  • Naga upgrades have been moved to a separate building.

Orc:

  • Now Gul'dan can raise ordinary skeletons from ordinary corpses, or if it is an orc corpse, he will raise a skeletal orc.
  • Replaced the Gul'dan model.
  • Now you can buy Warlock units even if Gul-Dan is dead.

Undead:

  • Arthas calls Ice Dragon much faster. Here you can see how long the dragon summons at previous update:




Alliance:

Since Arthas and Admiral Proudmoore have never met, players cannot choose both.


Current issues that will be fix in next patches:
  • Proudmoore has no replicas during the attack;
  • Naga still has not enough units (3) and hero (1).
 
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While there are some nice abilities on some heroes, generally, it's a meager edit with not much custom content added.

Simple
.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

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MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Melee Campaign Heroes Pack Update v0.7

  • Added Mal'ganis for the Undead, who can turn enemies of 1/2/3 level into zombies the same level or put them to sleep if they are above the level.
  • Added the demigod Cenarius who can grow trees during Tranquility.
  • Added the ability to switch between standard heroes and campaign heroes on the Altar.
  • The summon of Thrall now disable drinking the blood of a Monoroth. And vice versa. Also added other similar dependencies, which are now reflected in the description of each hero.
  • Thrall can throw a hammer, dealing damage to the area, for the place of the Lightning Chain ability.
 
I like what this is aiming for, but experienced some bugs that may hinder the overall experience:
•Some hero abilities don't line the bottom of the skillbar as they typically do/should (like Gul'dan)
•When casting "Raise Dead Orc" with Gul'dan near enemy orc corpses, not only do you not get a Skeleton, you still get +2 added to your population.
•Once Peons become Fel they can no longer build structures. You have to train a new batch of Peons in order to build things.
•Admiral and Paladin/Arthas/Garithos had a strange interaction where, if you clicked one to train, but canceled, it'd completely remove the other from your roster of hero options. So if you click Admiral, then cancel, Pal/Ar/Gar poof from your list and vice versa with them > Admiral.


Other Suggestions:
•Being able to train Pack Horses and Wagons is AWESOME. I'm a sucker for stuff like that, but if you're going to make Wagon a tier 3 unit, it should at least have a movement speed on par with the pack horse.
•I think you're going to strike gold with the idea of unique units/upgrades being available or unavailable based on your choice of hero. It'll take tons of work and creativity to execute properly, but it'll not only diversify options, but give personality to a player's army/playstyle.
On that note, Night Elves + Humans can train a "Captain" unit depending on your choice of hero. However, you can only train one, and then they're gone for good upon death. I'd recommend treating these captain units like mini heroes, like how the Naga Royal Guard felt in the Frozen Throne campaign-- powerful, but not so much so that they overshadow actual heroes, but like heroes you only get a singular one in your army that you'll have to re-train if they perish.
It'd be a fun addition as well as powerful one.
 
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DuneDog, big thank you for the review!

•Admiral and Paladin/Arthas/Garithos had a strange interaction where, if you clicked one to train, but canceled, it'd completely remove the other from your roster of hero options. So if you click Admiral, then cancel, Pal/Ar/Gar poof from your list and vice versa with them > Admiral.
Thank you, but it's okay for my idea. Because Arthas and Admiral had never met in the original campaign, also they are the same type of units (Paladins). It is wrong to play several paladins I think.

Also, if you pick an Arthas, you will block the Evil Arthas for other players who plays Undead. So the first pick is defines the time period in which the melee takes place. It is hard to realise to change your pick for other players. Also, this ability can provoke deceptive peaks among players.

When casting "Raise Dead Orc" with Gul'dan near enemy orc corpses, not only do you not get a Skeleton, you still get +2 added to your population.
Should be fixed on 0.7.1 version.

Population growths because players can abuse their army by killing their units because skeletons not have expiration timer. But... I think to fix this for fun.

•Being able to train Pack Horses and Wagons is AWESOME. I'm a sucker for stuff like that, but if you're going to make Wagon a tier 3 unit, it should at least have a movement speed on par with the pack horse.
Okay i'll change it to tier 2 in 0.8 version.

•I think you're going to strike gold with the idea of unique units/upgrades being available or unavailable based on your choice of hero. It'll take tons of work and creativity to execute properly, but it'll not only diversify options, but give personality to a player's army/playstyle.
I continue to work in this direction. In v0.8 if you pick Rexxar or Ogre Lord, you will unlock a unique building in which you can buy ogres.

On that note, Night Elves + Humans can train a "Captain" unit depending on your choice of hero. However, you can only train one, and then they're gone for good upon death. I'd recommend treating these captain units like mini heroes, like how the Naga Royal Guard felt in the Frozen Throne campaign-- powerful, but not so much so that they overshadow actual heroes, but like heroes you only get a singular one in your army that you'll have to re-train if they perish.
It is good idea, but I'm worried about the balance. Yes, I have already violated it quite badly. But unique units have non-standard characteristics, and if the player can revive them, it will be able to use the strengths of these units too often. On the other hand, there's more fun, so I guess I'll do it.

If you haven't played 0.7.1, I don't recommend downloading it yet because of these bugs. In version 0.8, I will try to fix and find as many bugs as possible. So wait for 0.8.
 
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Have several thouts.

Today, when I played with my brother, I found funny bug with Proudmoore. His sound set is like meat wagon. That's because I replaced someone campaign soundset. But for some reason, sounds dropped off. So now Proudmoore sound scary and stupid. Will fix it on v0.9.

Also, I found that is Proudmoore don't have any paladin skills so in next version Proudmoore will not equal paladin, and you can summon both types of heroes.

Additionally, I think Proudmoore is too weak and nobody wants to play him. I think I should make him stronger. Maybe I should grab some of ready hero concepts from other authors?

I already create my own nice skill. It is a big bubble and your units have no damage from range attacks and magic when stay inside it. But making skills like that took many hours. But it is not my main task. What I need right now is just add demons, drenei and elfs to this pack. The main problem is many authors makes not so nice balance and I can't grab their custom races. For example, many modders make two basic units for high elfs that have 2 level. It is an archer and a footman. Because of that, elfs always weak. So I made archers and spell thief as main units. But spell thieves don't have any magic abilities on game start and need forge. But player can upgrade them and make them more powerful than standard balance in long distance. So I think this logic more powerful.

For now, my MCH pack doesn't look like something cool. But I hope it will be in the future.

Thanks.
 
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upd: New version release will be soon!

I wanted to release 0.9. But there is still a lot of work to do, there are a lot of bugs to fix. But working on the update greatly hinders the work. Therefore, I am sharing the unreleased version 0.9 in the form of a simple one map. It contains bugs. Friezes and drops are possible.

Anyone who wants can use these developments for their map. You can also transfer these changes to any map you want.

I don't know who might need it. But just in case. To know the current state of the map and understand what to expect from it, here is the Trello board with all my notes about lastest activity in this project: Trello

P.S.
I do not disappear from the online. Write here in the comments or in the cart any questions about the map. I will answer.

P.P.S.
You can also contact me on Telegram. The link is in my profile.
 
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MCH development is ongoing.

In the new patch, temporarily hidden heroes will return with improved abilities - such as Gul'dan and Proudmoore. The goal of 0.9.2 is to polish everything that's been implemented so far and release a stable and balance version before 1.0.

Your feedback is being considered. For example, we're bringing back the Alliance Captain, but now as a hero. More AI playing as new heroes will be added. A bug causing Human AI to only play as Elves will be fixed, among other things.

Some complain about balance. Well, we don’t have the resources to test every possible scenario. The map is developed by one person and tested with his brother, so balance oversights happen - but they’re being addressed. For instance, we'll fix the Spell Thieves and Archimonde's dogs based on your reports.

However, here's something important about balance philosophy:

Some heroes will be intentionally overpowered. Gul'dan, Illidan, Cenarius, Archimonde, the Lich King Arthas, and a few others. By lore, they're incredibly powerful, and that should be reflected in-game. That's part of the fun - trying to fight Cenarius with multiple players or testing who’s stronger: the Lich King or Illidan. It also helps balance matches between new and pro players.

We aim to keep standard balance up to level 10. Imba heroes should only shine at level 11, giving players without top heroes a fair chance to win before the enemy will get level 11.
 
If I'm not mistaken, @Bawbz may have a tool for updating several maps at once?
This would significantly speed up map development. Transferring content between maps is very difficult. As a result, I have to release very large updates, but infrequently.

A tool for transferring data would solve so much!

Fun to see the factions expanded. Some interesting abilities.
Thank you. I’ll keep pushing in this direction.
 
This would significantly speed up map development. Transferring content between maps is very difficult. As a result, I have to release very large updates, but infrequently.

A tool for transferring data would solve so much!


Thank you. I’ll keep pushing in this direction.
Hit me up on Discord and we can hook you up
 

Melee Campaign Heroes 0.9 - the full list of changes​


MAIN CHANGES​

  • Campaign heroes now reach level 11 and gain a legendary ultimate.
  • Ogres and Naga have been reworked.
  • Added: High Elves race, new heroes, new units.

ADDITIONAL CHANGES​

  • Race selection is now done immediately in the start of the game, before workers spawn.
  • The strongest campaign heroes (such as Archimonde and Cenarius) at level 11 have Divine armor type. By game canon, Divine armor can only be pierced by Chaos attack type. In MCH, minor impact against Divine is possible with Hero and Magic attack types, as well as spells.
  • Naga receive a speed and regeneration bonus in water.
  • AI now supports all new races, choosing them randomly. The AI can also play as Cenarius, and in future updates, it will be able to control other heroes.
  • Fixed all known bugs, freezes, and issues from the previous version.

REQUIREMENTS​

  • WarCraft 3 TFT v1.29.2+
  • QWER custom key binding

DETAILED CHANGES​


EXTRA ULTIMATES FOR CAMPAIGN HEROES AT LEVEL 11:​

  • Arthas – Frostmourne: Powerful form with the sword. Attack type: Chaos, bonus damage, and lifesteal on kill.
  • Antonidas – Magic Field: Creates a massive magic field that damages enemies until the hero dies, leaves the area, or the spell expires.
  • Grom – Fel Form: Transforms into Fel form, gaining Chaos attack type. Gains Lunge – a leap attack with damage scaling based on distance and height.
  • Thrall – Hammer Throw: Throws a hammer that explodes on impact; Lightning Strike – calls down lightning in an area.
  • Arthas (Evil) – Lich King Form: Becomes the Lich King with Divine armor and Chaos attack, can summon Sindragosa and control all undead on the map.
  • Kel'Thuzad – Lich Form: Gains Lich abilities and can summon Infernals or Fel Stalkers.
  • Archimonde – Divine Form: Powerful form with Chaos attack and Divine armor, can summon Dooms.
  • Tyrande – Summon Furbolgs: Calls a pack of Furbolgs with Fel attacks.
  • Furion – Wisp Attack: Summons Wisps from nearby living trees that fly to the target and explode.
  • Cenarius – Demigod Form: Increased HP, Chaos attack, Divine armor, enhanced abilities; restores chopped trees when using Tranquility.
  • Illidan – Permanent Demon Form; Portal – creates a portal usable by anyone for 60 seconds; Dimensional Gate – summons demons to fight for Illidan.
  • Rexxar – Ogron: Summons up to 2 powerful monsters.
  • Rokhan – Voodoo Spirits: Evil spirits that attack enemies and heal the hero.
  • Silvanus – Sunburn ability now has 2 levels.

This list will expand in future updates...

HIGH ELVES RACE​

  • Have Sun Wells that restore army HP.
  • Well mana and unit health only regenerate during the day.
  • Shop has an item to change the time of day.
  • Main Units: Archer, Spell Breaker, Cavalry (riders on firebirds).
  • Spellcasters: Priest, Sorceress, (Spell Breaker).
  • Air Units: Pegasus, Dragonhawk.
  • Artillery: Ballista.

Heroes:​

  • Elven Paladin – Abilities: Health Restoration (heal ally or burn undead), Holy Shield (protects from arrows and magic), Elven Step (speed boost), Guardian Angel (summons an angel).
  • Elven Mage – Abilities: Mana Gain (grant or drain mana), Flash (stuns an area), Mana Drain Aura (passive mana leech), Return (teleports visible troops to the hero).
  • Ranger – Abilities: Scout (invisible owl), Cold Arrows, Trueshot Aura, Sunburn (burning rays).
  • Blood Mage – Standard abilities.

OGRE RACE REWORK​

  • Workers can now wear armor when defending the base.
  • Major rebalance: All two-headed Ogres (including basic units) now cost 4 food, with adjusted stats and price. This reduces army size, making them easier to control for players with poor micro.
  • Research increases Ogre base speed to 350 (as in Warcraft II).

Heroes:​

  • Ogre Warlock – Abilities: Carrion Swarm, Raise Dead Ogre (permanent Ogre/Orc skeleton or temporary skeleton), Life Drain, Death and Decay.
  • Ogre Lord – Standard abilities. Ultimate: Summon Red Dragon (level 10 dragon).
  • Ogre Alchemist – Standard abilities (moved from Tavern to Ogre race).
  • Beastmaster – Standard abilities (also moved).

Units:​

  • Ogre Magi – Spellcaster with melee/ranged options. Abilities: Bloodlust, Killgrogg's Eye, Cripple.
  • Ogre Witch Doctor – Ranged spellcaster. Abilities: Dispel, Lightning Shield, Healing Ward.

NAGA RACE REWORK​

  • Regenerate only in water, at base, or under rain; increased movement speed.
  • Mur'gul Witch Doctors can only place wards in water.

Heroes:​

  • Hydra – Grows with levels, increasing attack range. Abilities: War Stomp, Regeneration (25x faster HP regen), Poison (on attack), Hydra's Lives (respawns after death).
  • Snake – Abilities: Venomous Strike, Tidal Wyrms (summon worms from corpses), Hypnosis (slow & evasion), Caustic Submerge (invulnerability + poison AoE).
  • Naga Royal Guard – Abilities: Crushing Wave, Frost Bolt, Thorns, Parade of Elementals (summons many water elementals).
  • Snake Queen – Standard abilities (moved from Tavern).

UNDEAD CHANGES​

  • Kel'Thuzad reworked: Raise of Tombstones (surrounds enemies with graves), Raise Dead, Dark Ritual, Plague Cloud.
  • Arthas and demon heroes now have campaign-style teleportation.
  • Arthas' ultimate Animate Dead reverted to RoC version (longer duration, no invulnerability).
  • Archimonde abilities changed: Rain of Fire, Hounds, Death Finger, Earthquake.

NEW HEROES​

  • Markshader (Tavern) – Abilities: Throw Axe (stun), Miner (summon 6 combat workers with increased resource gather rate), Aura of Pillage (steal gold from enemies), Prospecting (establish new mine).
  • Shandris (Night Elves) – Abilities: Volley (arrow barrage), Smoke (AoE stun), Penetrating Shot (high-damage line attack), Stab (poisoned dagger).

OTHER FEATURES​

  • Changed race selection system (now in Town Hall at game start).
  • Removed campaign-exclusive units from barracks.
  • Alliance must build Stables (from upgraded Farm) to buy horses.
  • Added soundsets for Archimonde and Antonidas.
  • AI improvements: Can buy Shredders, use Zeppelins, purchase Moonstones, and transfer units to allies.

KNOWN ISSUES​

  • If not all players select a race, strange sounds may play at the map center, if not all players chosen a race (to be fixed in the next update).
  • Elf Paladin’s Holy Shield sometimes becomes permanent (will be fixed in 0.9.2).

More updates coming soon!
 
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While there are some nice abilities on some heroes, generally, it's a meager edit with not much custom content added.
@deepstrasz, can you review this map in the future? At the moment, it is not ready yet and may still have the Simple status due to some flaws. But I'm going to publish a new version in the near future, with a lot more content than it was originally. That's why I'm interested.
 
@deepstrasz, can you review this map in the future? At the moment, it is not ready yet and may still have the Simple status due to some flaws. But I'm going to publish a new version in the near future, with a lot more content than it was originally. That's why I'm interested.
If it's considerably improved yes otherwise I will not re-review it again.
 

Melee Camp Heroes 0.9.5 Update!​



Thanks to user @Bawbz and his WarTransfer utility, which made such a swift release possible!

Highlights:
  • New game modes and host settings;
  • AI now uses campaign heroes;
  • New heroes;
  • Numerous minor improvements.

Added Heroes:
  • 3 legendary Alliance Captains: Luke, Falric, and Marvin. The Captain trains footmen to better use their shields, can plant a flag (like a ward) that boosts army stats, and can call an artillery strike. Footmen and the Captain can mount a horse and use a shield while mounted.
  • Kael with an ability to scale his army.
  • Maiev with the ability to imprison an enemy hero.
  • Uther with the ability to resurrect heroes.
  • Muradin with a buffed Avatar.
  • Akama with a Lightning Strike similar to Thrall's.
  • Naisha with the ability to conceal her troops and allies.
  • Medivh with the ability to summon a Rune Golem.
  • Samuro with the ability to plant explosive barrels.
  • Teron Gorefiend with the Death and Decay ability.
  • Kor'gall with the Serathil's Power ability, which empowers him.
  • Cho'gall with the ability to summon an Ogron.
  • Anub'arak with a buffed Locust Swarm.
  • Sylvanas with a buffed Charm.
  • Varimathras with a buffed Doom.
  • Admiral Proudmoore with new abilities. He can now fire a pistol, submerge into a ship, launch an artillery strike, and summon a Fleet.
  • Gul'dan with improved abilities. He can now drain and collect souls from units. By sacrificing the life of his own unit, he can reanimate an enemy corpse, creating either a Skeleton or a Death Knight.
  • Vashj with the Killer Wave ability.
  • Garithos with reworked Commander and Marshal abilities.
  • Slave Master with new abilities. He can charge while mounted, throw nets (disabling enemies from attacking), has a fear aura (reducing enemy armor), and can temporarily subdue units and heroes.
  • Jaina with the Freeze ability (freezes enemies in an area) and Portal (summons a portal to any point on the map, similar to Illidan's).
  • Shandris has been given Moon Shadows - summons shadows that mimic the hero's actions.
  • Thrall's "Earthquake" ability has been replaced with "Throw Hammer".
  • Cairne received the "Earthquake" ability at level 11.
  • Kel'Thuzad's ability "Plague Cloud" now turns the infected into a zombie if they run out of health.
  • Mal'Ganis with the Rain of Chaos ability.
Full hero list by race:
  • Alliance: Arthas, Jaina, Muradin, Proudmoore, Uther, Captain
  • High Elf: Kael, Sylvanas, Garithos, Antonidas, Medivh
  • Orc: Jubei'Thos, Cairne, Grom, Thrall, Slave Master, Samuro
  • Ogre: Gul'dan, Cho'gall, Teron Gorefiend, Rexxar, Rokhan, Kor'gall
  • Undead: Arthas, Kel'Thuzad, Anub'arak, Sylvanas, Varimathras, Mal'Ganis
  • Demon (in future updates): Archimonde, Mannoroth, Magtheridon, Balnazzar, Tichondrius, Kil'jaeden
  • Night Elf: Cenarius, Malfurion, Tyrande, Shandris, Maiev, Naisha
  • Naga: Illidan, Vashj, Akama
Added Game Lobby options, where the host can:
  • Add 10,000 gold to all mines on the map.
  • Choose a race for computer players.
  • Disable weather effects.
  • Increase experience gain by 100%.
  • "Max Level" mode, where players start with bonus resources, Tier 3, and max-level heroes.
  • Switch the map to Russian (only abilities and system messages are translated).
  • Ban custom races.
  • Set a hero level cap of 10 (for players who want the standard balance).
Added a command menu in the Town Hall:
  • Retreat - All your units will head to the Town Hall.
  • Receive 1000 gold / 500 lumber - The resources will be taken from a computer player and distributed among human players.
Improved AI:
  • The computer can now purchase any campaign hero.
  • AI can now run under a friendly Blood Elf Paladin's shield.
  • In addition to Shredders, the AI can now purchase Sappers.
  • Players can take resources from a computer player in its Town Hall.
  • Bots no longer build a base where another bot has already started construction.
  • Naga Blood-Gills can now use the Floating Ward ability.
Visual Changes:
  • Fog of War effects no longer tint based on the time of day.
  • Weather change frequency has been reduced by 3 times. Since weather changes can cause a slight freeze, the host can disable them at the start of the game.
  • Added an option to select the Russian language at the start of the game. Many abilities and system messages have been translated.
  • Fixed the Score Screen icons for all heroes.
Balance Changes:
  • Blood Elf Spellbreakers had too much mana.
  • Archimonde is no longer as powerful before level 11; the strength of his Hounds has been normalized.
  • Since the High Elf Cathedral (Tier 3) can attack, it no longer has the "Call to Arms" ability.
  • The Naga Mur'gul Snarecaster's Ice Shard no longer stuns buildings.
  • The Dark Teleport ability and some others are now only available at level 11.
  • The Mage Tower for High Elves now restores mana to allies.
  • Abilities like Sun Burn and Energy Field now require the hero to channel them, meaning they must stand still and maintain the spell, as is standard in Warcraft.
Bug Fixes:
  • The "Human" AI now selects Humans as well as Elves.
  • Mount Horse is no longer on the same hotkey as the Shield ability.
  • Summoned Naga Snakes can now swim.
  • Water grants Nagas movement speed and HP regeneration, while buildings and rain only grant regeneration.
  • The Holy Shield ability has been reworked. It now affects everyone inside the dome, including enemies. Optimization has been improved.
Sounds:
  • Added a sound notification when training a Reign of Chaos campaign hero is completed (as this was not originally implemented in the game).
  • Added hero taunts when they kill someone.
Other Improvements:
  • Cenarius' Tranquility now restores soil and Ancients (at level 11), in addition to trees.
  • Footmen can now dismount from their horses and also use their shields while mounted.
  • The High Elf Arch-Mage's second ability is now Golem instead of Flash. It works similarly to Water Elemental.
  • Added credits after victory, or when Player 1 types the -credits command.
  • Added a system for random race and hero selection.
  • All workers have been given an ability to harvest the nearest resources.
Removals:
  • Since the Undead race is now fully staffed with heroes, Archimonde and some other heroes have been removed. They will return in the next version as part of the Demon race!




@deepstrasz, I remember the state I first showed this project in. But since the map's initial release in 2022, I've done a massive amount of work. I've polished the races, added and refined numerous heroes, and implemented a wide array of interesting mechanics. I've also enabled the AI to fully interact with all the new content.

I believe I am now ready to ask you to reconsider its status. I am confident that the project has reached a level of complexity and polish that meets the standards for the Hive administration to approve it!
 
Patch 1.29 (THANK YOU) AND AI works? Holy smokes, downloading this asap and giving it a try as soon as I can.
In fact, it works only on 1.31 (still classic version). My editor is 1.29, but WarTransfer utility for some reason broke something and these maps aren't visible on 1.29. I think that's because of the new folder structure. But maybe we will fix it later.

Just one thing, max level for heroes is 11? Kind of odd, not that it matters.
The host can set the maximum hero level to 10 at the beginning of the game. And then, in general, the balance will be as standard.

It's an improvement, however still very much based on core gameplay mechanics.
I'll try to improve this point as soon as I finish the basics. There are thoughts to add an alternative resource. Go a little towards Warcraft II. And of course, add the opportunity to build ships.

Not sure if it's intended but you can have 4 heroes (tested high elf).
Yes, that's right, thanks for reminding me. If you put the heroes in a queue, they bypass the restriction. This happened because I exceeded the limit on the number of heroes in the constants editor, and they stopped being placed there. So I had to create my own system to limit the heroes. I'll try to solve this by forcibly canceling the hero's construction.
 
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Would be great to include a script fix like this thread so that AI heroes can use their spells on 1.31.
It's funny, I didn't know about this bug until today. But I miraculously bypassed it, because in my map, the AI learns abilities through triggers.

I had to create an AI for every race without heroes. And the purchase of heroes is also done through triggers. The AI then plays the heroes as normal units.

I don't know why this map requires 1.31 and even the latest Reforged patch instead of 1.29.
1.29 support broke when transferring info from one map to 166.

I haven't figured out how to fix it yet. But in general, I am satisfied with version 1.31. Of course, it's terribly inconvenient for a local game. But at least the maps are running after transfer! It's actually a huge breakthrough for me.
 
It's funny, I didn't know about this bug until today. But I miraculously bypassed it, because in my map, the AI learns abilities through triggers.

I had to create an AI for every race without heroes. And the purchase of heroes is also done through triggers. The AI then plays the heroes as normal units.
Well, I mean, the "hero learn abilities" for standard AI race (Human, Orc, Undead, Night Elf) is broken in 1.31. Not the custom race (High Elf, Ogre, Naga).

With Reforged, they had actually fixed it, along with other unresolved bugs. However, some of them were still broken, like the Gargoyle AI that doesn't attack anything than air units due to the new "Prioritize" ability.

I actually tested that fix on 1.31 (both The3X and kizonrus; standard Blizzard melee map). So far, no issues. Maybe I will try next for MCH.
 

0.9.5 hot fix 2​


A fix with minor bug fixes after a recent release.

  • Added maps for 24 players;
  • Notifications about an imminent shortage of food have been added;
  • The universal pickaxe icon for idle workers has been returned;
  • AI makes expos more often.

Fixed:

  • Errors of some heroes;
  • Errors related to the limit of purchased heroes;
  • The map's game settings are displayed in the Quest menu.

Already available for download.
 

MCH 0.9.6 | X-mas​

An update prepared for the Christmas holidays!


Added:
  • Snow!
  • Gifts!
  • Music for new races;
  • Lobby: ability to add gold and lumber to the treasury for all players;
  • New game modes (blocking standard races and campaign heroes);
  • New Naga units: Brute and Centaur;
  • A new pet type—Worg—for Akama and Kor'gall;
  • New abilities for Medivh and Archmages (High Elf);
  • Blackrock Blade can now summon a Black Dragon at level 11.

Improved:
  • AI can now share items with allies and use Town Portal scrolls for self-rescue;
  • Bot now uses Kael's ultimate more efficiently;
  • Added some alert sounds for new races;
  • On maps with isolated mines, AI now clears a path through the forest;
  • Muradin Bronzebeard now has a truly bronze beard, while the standard Mountain King has a golden one;
  • Just another optimization improvement for the High Elf Paladin's bubble;
  • Toy Halls added for new races.

Removed:
  • Spell Breaker removed from Human. They are now exclusive to High Elves.

Fixed:
  • Fixed the missing visual effect for Naisha's Flash ability;
  • General map optimization has been improved.
 
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Loved the map but a couple of suggestions and gripes;
  • Can we have an option to have the original ui? not an issue honestly, but I'm more used to it than what we have right now.
  • Most the AI factions don't seem to attack after a while; only the Night Elf AI does as far as I've seen.
  • Considering some of these hero's alignment in the story, could we possibly have some heroes be available in both sub factions or even multiple factions? (Rexxar, Rokhan and even Gul'dan could fit in both orc and ogre, the Dreadlords could also potentially be in both undead and demons, etc.
  • I love how Grom changes the orcs to fel orcs as his Legendary ultimate. Maybe have similar ones on more Races? (ex: Kul'tiras elite units on Admiral Proudmoore, etc.)

    Overall, very fun map. Will definitely be looking forward to updates.
 
Loved the map but a couple of suggestions and gripes;
  • Can we have an option to have the original ui? not an issue honestly, but I'm more used to it than what we have right now.
Difficult to do, but I'll try.

How can this be done theoretically? The standard icons are not suitable for the QWER layout at all. Even if you lock them on QWER, but visually move them to standard positions, it will not be very convenient. Or will this option suit you?

I can make a special setting at the beginning of the game, when you click on it, the abilities will move to the desired position, but without changing the hotkey and description. However, I'm not sure if it will be possible to transfer the command buttons.

Most the AI factions don't seem to attack after a while; only the Night Elf AI does as far as I've seen.
Very interesting issue. Do you play Reforged? How long Ai plays?

Considering some of these hero's alignment in the story, could we possibly have some heroes be available in both sub factions or even multiple factions? (Rexxar, Rokhan and even Gul'dan could fit in both orc and ogre, the Dreadlords could also potentially be in both undead and demons, etc.
I want to create All Pick mode, but for now I don't know how to realize it. But very want to.

ex: Kul'tiras elite units on Admiral Proudmoore
Nice idea. Can you write me more of them? The most hard part of developing for me is to generate ideas!

Overall, very fun map. Will definitely be looking forward to updates.
Thanks! I'll try to release a new update in January with variative Ai builds for all races.
 
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Very interesting issue. Do you play Reforged? How long Ai plays?
I play in the latest reforged client, with Insane AI, and the AI plays for roughly 10 mins and then just camps in their own base for the rest of the time.
How can this be done theoretically? The standard icons are not suitable for the QWER layout at all. Even if you lock them on QWER, but visually move them to standard positions, it will not be very convenient. Or will this option suit you?
Sorry but I don't have an answer to this personally, but I will say most my in-game spells have been manually rebound to be QWER via reforged menu options so really if you don't know how to do it then It's perfectly fine.
Nice idea. Can you write me more of them? The most hard part of developing for me is to generate ideas!
As far as I can list ideas gathered from the map;
  • Kul'Tiras units from the Campaign for Admiral Proudmoore/Jaina, even if the elite footmen are literally just captains renamed to elite footmen and the knights are practically just slightly stronger knights with bandit lord reskin.
  • Dalaran Units(maybe just stronger caster(Priest/Sorceress) replacement?) for Jaina/Antonidas,
  • Fel Orcs for Grom/Guldan/Potentially Mannaroth/Magtheridon(if they ever make it in the all pick option),
  • Stronger/Elite undead for DK Arthas(Just makes sense since he becomes the lich king at 11),
  • Stronger demons/undead for Archimonde/Varimathras/Tichondrius, maybe grant necromancers a demon summoning spell and allow bases to train demons (reference; Twillight of the Gods finale mission),
  • Stronger/Elite Undead, Plague or just the Necromancers(maybe with something like stronger skeletons or Death Knight Abilities) for Kel'thuzad
  • Forsaken or even just Stronger Banshees for Sylvanas (but honestly, why make them stronger if they'll just be possessing anyway)
  • Don't know how this would properly be implemented but maybe some undead units on Human for Paladin Arthas, maybe Trainable/Summonable Abominations/Ghouls/Necromancers, Summons abominations/ghouls when he kills a unit, etc.)
  • No Idea how this will work either but maybe some Fel Elves for Kael'thas. Honestly if the Fel Orcs can do it, so can the Elves since it's a thing in WoW lol

    Sorry for going on too long of a yap, these were just ideas I've built up from going through the map.
 
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I play in the latest reforged client, with Insane AI, and the AI plays for roughly 10 mins and then just camps in their own base for the rest of the time.
This bug was in earlier versions of the map. I thought I fixed it.

For now we playing at 1.31 and don't have any problems.

In 0.9.7 I'll rework all Ai and maybe it will help. Please let me know if it will happen again.
 
The item for creating a great hall in the Naga race causes the game to instantly crash
Thanks! I'll fix it in the next version!


Overall this is well-expanded and has interesting custom races to accomodate some heroes, though further customization won't hurt
Thanks for the review! In the next year I want to release Demon race and complete the project. Also, I think about sea battles. If it's possible, I'll do it.
 
  • Can we have an option to have the original ui? not an issue honestly, but I'm more used to it than what we have right now.
I'm creating a special lobby button for host, that allows to choose which UI to play. For players who play standard UI abilities, icons will move to the standard position. For QWER players, those will be as it was.

When I release a new version in January, I hope you'll help with reporting wrong button positions, if I made a mistake.
 
Just started playing the game but everytime i played it somewhere in the middle of the game it freezes then the game would crash.. any explanation? Im on version 1. 31. Please help. Thank you.
 
Just started playing the game but everytime i played it somewhere in the middle of the game it freezes then the game would crash.. any explanation? Im on version 1. 31. Please help. Thank you.
It may be that because the map is so big (there are a lot of triggers that may cause memory leak). Also, if you are playing as Naga race, don't use the Tiny Great Hall item per Daffa's post.

I could be wrong. I haven't tested this mod just yet. Maybe the author will fix those issues in upcoming update.
 
Just started playing the game but everytime i played it somewhere in the middle of the game it freezes then the game would crash.. any explanation? Im on version 1. 31. Please help. Thank you.
I'm still working on optimizations. We tested 24 players map on 1.31. That was freezy, but playable. And we finish the game in success. So, it should work fine. Maybe you're doing something, that produce freezes.

Can you say, what map was it? The more detailed you describe what you are doing, how you play, and against which computers, the easier it will be for me to solve the problem.
 
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I'm still working on optimizations. We tested 24 players map on 1.31. That was freezy, but playable. And we finish the game in success. So, it should work fine. Maybe you're doing something, that produce freezes.

Can you say, what map was it? The more detailed you describe what you are doing, how you play, and against which computers, the easier it will be for me to solve the problem.
Both MCH Divide n' Conquer and Icecrown map crashes. At the time Im using Blood Elf, Night Elf, Undead, Naga race against AI races. At first the game runs smoothly and then after 30 minutes the game freezes and then crash. Oh and since im playing offline, uhm, i might have used some cheats..hehehehee
 
Both MCH Divide n' Conquer and Icecrown map crashes. At the time Im using Blood Elf, Night Elf, Undead, Naga race against AI races. At first the game runs smoothly and then after 30 minutes the game freezes and then crash. Oh and since im playing offline, uhm, i might have used some cheats..hehehehee
I'll try to optimize triggers in next updates. Maybe it will help. For now, maps testing on 1.31. So it can be buggy on Reforged.

It is very easy to make game crash...

Oh and since im playing offline, uhm, i might have used some cheats..hehehehee
What kind of cheats?

---

The new update is ready. We have to test changes. Maybe I'll release it soon, because of many issues in current version.
 
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Both MCH Divide n' Conquer and Icecrown map crashes. At the time Im using Blood Elf, Night Elf, Undead, Naga race against AI races. At first the game runs smoothly and then after 30 minutes the game freezes and then crash. Oh and since im playing offline, uhm, i might have used some cheats..hehehehee
Pretty much what WilliamBz said.

Some of cheats you used may cause memory leak-related crashes, particularly the "Fast Build" cheat. I even experienced this multiple times with my own altered melee map (at some point, "cmemblock.cpp" crash may occur).
 
Can someone help me with logs? This game was freeze forever (without crash) where we tested developing version. But I can't read this file.

Can you also help with reading guide? Can't find any guides or useful software.
 

Attachments

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I'll try to optimize triggers in next updates. Maybe it will help. For now, maps testing on 1.31. So it can be buggy on Reforged.

It is very easy to make game crash...


What kind of cheats?

---

The new update is ready. We have to test changes. Maybe I'll release it soon, because of many issues in current version.
just with INVINCIBILITY, GOLD AND LUMBER INCREASE, POINTBREAK(FOOD LIMIT), REMOVE FOG OF WAR
 
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