• 💀 Happy Halloween! 💀 It's time to vote for the best terrain! Check out the entries to Hive's HD Terrain Contest #2 - Vampire Folklore.❗️Poll closes on November 14, 2023. 🔗Click here to cast your vote!
  • 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 HD Level Design Contest #1 is OPEN! Contestants must create a maze with at least one entry point, and at least one exit point. The map should be made in HD mode, and should not be openable in SD. Only custom models from Hive's HD model and texture sections are allowed. The only exceptions are DNC models and omnilights. This is mainly a visual and design oriented contest, not technical. The UI and video walkthrough rules are there to give everyone an equal shot at victory by standardizing how viewers see the terrain. 🔗Click here to enter!


  1. Cheshire

    [Spell] "Fleeing" system

    Hey people, I am creating AI for a map of mine, and I'm trying to create a function to make a unit flee from units that are chasing it. The problem is that it could be chased by multiple units at the same time, and I'm not sure how I would be able to create a system that would detect which...
  2. Shima Yamagoto

    Make Units Stop Fleeing, when at health threshholds.

    I have a map, in which I have one section that is like a tower defense. As such, I have a maze, from where units spawn in Region A, and walk to Region B. Obviously, along this path, they will take damage from towers. Upon reaching around 55% health, I would estimate, these units begin walking...