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The Hive Workshop
Map Submission Rules
Map Submission Rules
What will be accepted:
- Virtually any and all maps, regardless of talent. Every Warcraft modder must start somewhere. Low-quality maps therefore, will not be ignored providing that obvious effort was put into creating them.
- Original content maps. All maps should be original in design and content: this means no edits of other people's work without the author's permission. This includes Blizzard's maps. One exception to this may be if a map was willingly passed on from one owner to the next, not simply edited from an open source map. If a map is based upon or contains a large percentage of another map's ideas or components, full credit is expected to be given. Resource moderators will decide on a case-by-case basis which maps are "original" enough to be approved.
- Protected maps. Maps created using third party software or altered by the use of map protection tools may be accepted. The author's description of such maps must clearly state that the map has been protected. Protected maps that lack these warnings in their descriptions will be ignored.
- Campaigns. Multiple map (usually single player) campaigns will be submitted to THW's forthcoming campaign resource section.
- Spells and Systems. These special types of maps must be submitted to THW's Spell resource section.
What will not be accepted:
- Maps that violate any of THW's general or specific site rules as detailed in the FAQ
- Maps that do not use standard keyboard characters: A, B, C, etc.
- Maps that are written in languages other than English. Mapmakers must perform a complete, accurate English translation including all cinematic components, dialogs, preview screens, quests, tooltips, and all other elements that will be accessible or visible during game play.
- Blank maps with no name or titled "Just another Warcraft III map." Maps with no credited author and/or description. Non-working maps. Maps with offensive map previews or profanity in the name or description. Duplicate maps. Maps that serve no real gaming function (i.e. special effects/trigger test maps). No demo maps. Beta maps are acceptable, but they must be late beta stage (essentially complete) maps.
- Incomplete Maps. All maps must be complete upon submission. Saying "this map is not done" and throwing out it to the rest of the community is not very professional. Beta/test maps are one thing, but to submit a map that is blatantly unfinished is only a source of aggravation for players as well as a waste of time and space. Please finish your maps!
- Unusual maps. Any map may be ignored by resource moderators at their discretion for any valid reason at any time.
- Resource moderators must always clearly indicate exactly why any map resource has been ignored.
Map Categories and Labels:
To help keep maps in the correct category, map submitters should carefully examine the category descriptions listed below before submitting their maps. Upon submission, the proper label should be applied to the map. Custom labels may also be created upon submission. NOTE: Custom tags require administrative approval. New custom tags may be deleted or merged with existing labels without notice! Custom label creators should periodically check to ensure that their map is properly tagged. Doing so will help keep everything in clean order and make everyone's map browsing easier and more enjoyable.
- Altered Melee: Melee maps edited to either add more races, modify the already existent races or add a variety of new elements to the normal game. This category does not apply to merely altered melee terrains.
- Aeon of Strife / AoS: AoS means Aeon of Strife: Defense of the Ancients (DotA) type maps. In these popular maps, players must choose a hero and enter the endless strife between opposing teams. Units are regularly spawned at each team's base. Kill enemy troops to earn gold, buy powerful items and eliminate your enemies' hero and minions. Towers usually guard access to each team's base. Players must also protect their own base to gain time and earn bounty.
- Arena: Hero vs. Hero or small force vs. small force that does not involve building up armies. Fights are inside centralized arenas with guidelines. Players choose one of the many existing heroes and battle other heroes or creeps on the field of battle. Also includes arena-oriented third person shooter maps.
- Capture the Flag / CTF: The objective in these games is to capture enemy flags and bring them to a player's home base, possibly having to hold it for a while. Likewise, a player's own flag cannot be captured else they risk defeat.
- Cinematic: Unplayable Maps made for the sole purpose of watching a cinematic scene or movie, often in support of developing projects. Cinematic maps require little or no player participation: control is usually disabled. There's no telling how many stories one might find in these kind of maps. One thing can be certain: JASS grants multiple ways of creating amazing fighting scenes in cinematic maps.
- Defense / Survival: A map where players must defend something specific through orthodox or unorthodox means. One side (whether human or AI) must focus on destroying something specific while the other side (usually the player) must focus solely on defending it. Also includes click-defense maps.
- Escape / Maze: Be ready for a lot of action: in these maps players must be fast to escape confinement. Face dangerous traps, interesting challenges or the most wicked things one could ever imagine. Similar to maze maps although here strict time limits may be in force.
- Footmen Wars / Footmen Frenzy: A map with a completely isometric layout where players start with a main structure that consistently spawns units that players must utilize to defeat other players' spawned units. Often heroes are selectable and get into the fray. Spawned units can be upgraded with a variety of upgrades. The object of the game is to destroy all the enemy structures. Most Footman Wars maps are 3vs3vs3vs3.
- Hero Arena: Similar to Arena Maps, Hero Arenas usually include significant alterations.
- Life of a Peasant / LOAP: Maps usually meant to simulate Real Life in Warcraft III. Get a job, purchase goods, and undertake quests.
- Melee: Melee maps are normal maps without modification, or only slight modification. They are traditional maps where players build up their bases and armies. Players must then destroy the enemy base (or bases) while also managing an economy.
- Mini-Game: A collection of mini-games or a game that is a mini-game itself. It may or may not include AI but is usually designed for multi player games.
- Miscellaneous / Other: This label is reserved for maps that do not fit closely into any other existing category.
- Offense: Maps where players have something to defend, but must focus on constant offense and secure an objective while opponents must do the same, usually within a time limit. These maps are often hack & slash or arcade style games.
- Role Playing Game / RPG: In RPG maps players control heroes or small forces to complete mission objectives in a single map in a campaign-style format. This includes single player and open RPGs. Some RPGs may have a save/load system allowing players to save and load a hero whenever they play the map.
- Shooting / FPS : First Person Shooter maps are meant to simulate the FPS game genre in Warcraft III. Weapons and ammunition are chosen or acquired. Players must pick up the best gun and shoot their way to victory.
- Strategy / Risk: This broad category of maps includes a variety of unusual strategies and historical simulations. These maps may specifically simulate Risk games in Warcraft III. Players must dominate the entire map. Each set period of time players will get a certain amount of money to build armies, depending on the territories they control. Every region has different units available, and important territories may grant superior resources per period than others.
- Template / Terrain: Unplayable maps created as templates to be used for instructional examples or in the development of other projects.
- Tower (Defense / TD / Maul / Wars): A map where players build a variety towers along specific routes through which spawned enemies approach. The object of the game is to prevent spawned enemy units from reaching a certain target while running through a gauntlet of player-placed towers.
Resource Comments and Ratings:
- All users are allowed and encouraged to comment upon and rate submitted resources.
- We owe it to the mapmakers that put time and effort into their maps and to our community itself to be as helpful and supportive as possible.
- Please leave CONSTRUCTIVE feedback only, especially if the user is new and needs it.
- Flaming, hostile feedback or down rating may be punished.
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