• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Port Starcraft 2 into Warcraft 3 (Ideas and maybe help)

Level 3
Joined
Dec 11, 2025
Messages
11
(this may be long, there will be a TL;DR at the end)
So i been working on porting Starcraft Wing of liberty on Warcraft 3 as a custom campaign.

The first things, i used the same damage system as Broodwar, Siege = Explosive, Normal = Normal, Pierce = Concussive.
So Siege deals 100% to large, 75% to medium and 50% to small, normal deals 100% to everything, and Pierce deals 25% to large, 50% to medium and 100% to small.
Also, all units have super small collision radius (for example zerglings have 1 and Marines have 18, or marauders 24). So they can clump together like starcraft

1765747985230.png

The scv doesn't need much explanation.

The marine felt super weak so intead of 45 health and 6 damage it has 50 hp and 9 damage as he can shot and move nor pick more than 12 units.

Firebat now have 150 hp and 0.25 hp regen. I tried to give him area damage but they really didn't work like i would like, so i gave it the skill of fire breath ability and evertime it attacks i force it via trigger to use the skill and then stop, so he won't bug out because its original target died.
1765749964071.png


The Medic i duplicated its stats because she was kinda dumb and clunky to use, so heals double, double hp but it cost double minerals and gas with double supply. To heal i gave it the prist heal skill with less cost and less healing (2 mana heals 6 hp).

The Marauder was pretty simple, i just gave it the skill of the frost wyrm to froze everyone in an area around the target of the main attack.

The Reaper was a bit complicated, i gave it the movement of a flying unit and the ability to invoke a unit (based on evil eye) that is an invulnerable mine that has summoned lifespan of 3 seconds and then dies and explodes when dies dealing a bit of damage. Also its main attack now can hit air and its secundary attack that is only vs buildings now deals area damage so you kinda can hit units around the building if is small enough.

The Spectre was created like a spell caster of warcraft so he have to unlock with upgrades midgame his later abilities. His first ability is Ultrasonic pulse, it is based on the ult of the Dread Lord of INFERNAL, but it creates a dummy unit that dies instantly and deal 0 damage, so its only a stun on an area. His second skill is Psionic Lash, that was made based on finger of death and after a few seconds it deals 300 damage. And his last skill is psionic Armor that is based on Frost armor of the Lich hero, it gaves it 25 armor for 18 seconds and has a cooldown of 43s. The Spectre has 125 health and deal 35 siege damage but with every spellcaster upgrade it gains 25 health, at max level it has 175 health, together with psionic armor it becomes almost as a tank, specially with its short range of 500 (the same as a marine).

The ghost was worked on a similar way of the Spectre. It starts with snipe, that works similar to psionic lash based on the same skill but faster with less damage, the first upgrade gave it Lockdown, based on thunderbolt, but without damage and increase stun duration. And its final skill is Psionic control, is based on charm and takes control of a unit, but i made via trigger that the victim of psionic control has 20 second life span. With every spellcaster upgrade the Ghost get 0.2 mana regeneration, i thought of giving it EMP but i couldn't make it work without triggers.

1765751003099.png


The Hellion was reworked completely, now it cost 125 minerals (wood), and now throws a fire grenade that deals siege damage, but its damage is irrelevant, what is important is its ability that is the same as the orc demolisher, creating a pool of fire that deals damage over time, now i added that it deals x10 damage vs buildings (to justify their use in Outbreak).

The Vulture is quite simple, but it needed triggers, basically i used the ability healing ward as a base and change the unit for a mine with fast movement speed and cloaked when not moving, and with triggers i made it from a friendly team so you cannot control it but it can still move by its own. IM SURE there is a better way to do this, but i couldn't figure it out.

The Goliath is pretty simple, just 2 kinds of attacks nothing out of the ordinary.

The diamondback, ohhhh this one. I tried a system of two units, one you control and move and another that follows that main unit and can shot so it can simulate shoting while moving but it was hard, clunky and very heavy on triggers, so i just gave it the phoenix fire ability and 0 damage. So when is about to fire to a unit a dummy unit spawn over the diamondback and throws an ability based on finger of death that is a lighting that hits the troop that phoenix fire targeted. So, in this way, it can shoot a lightining from itself.

The Siege tank uses a skill based on bear form to change between siege mode and tank mode.

The Thor deals a bit of area damage with his ground main attack and vs air shots a missile every 0.2 seconds that deals 5 pierce damage in an area. 150 area dealing 100% damage, 300 area dealing 50% damage, and an area of 400 dealing 25% damage. So its actually insane vs mutalisk and other small air units. but vs battlecruisers does anything. And added their high payload mode with the same bearform ability. In this mode they work the same but their air attack is changed with one that shots ever 2.5 seconds and deals 80 siege damage. I also make him very slow (200 speed), super clunky while turning(0.150 turn rate) and 70 collision radius so it actually feels like a super mech.

1765751849282.png

Banshees were the second unit i made after the Marine, i started working on the cloak mechanic on them. It was a pain, what i finally ended up making is creating a skill based on immolation that when activates a trigger gave them the ability "ghost" and when deactivating it, the trigger removes the ability.
1765751987998.png

But when the ability turn off because of lack of mana i have to create another trigger that removes invisibility to every unit that doesn't have the buff invisibility. IF YOU KNOW HOW TO DO THIS IN A BETTER WAY PLEASE TELL ME.

1765752015761.png


Then the Wraith, it has the same cloak as the Ghost, Spectres and Banshees. The will have (not implemented but is not hard to make at all) to have the ability of Drunken Brawler with crits and dodge while cloaking just like in Starcraft 2 but better.

The viking, as you can see i added a custom model, i talk more about it later. The viking i used the skill of the raven form. Massive range vs air, but when landed has an special ability that deals extra damage against mechanical. With a trigger i detect when they hit one and apply damage to the victim.
1765752362237.png

For some reason i never added the medivac, yet i don't know exactly how to handle it healing ability IF YOU HAVE ANY IDEA LET ME KNOW.

Finally we have the battlecruiser. It has a regular attack but it can't use as it has not valid targets, this is only made to have an attack on the UI. The way the unit attack is with two copies of the phoenix fire ability. One hits air and the other hits ground, so if both kind of units are in range can hit both at the same time. This was made to let the battlecruiser move while firing. It also has the yamato cannon, based on thunderbolt but without stun duration and Missile pods based on cluster rockets, but, again, without stun duration.

And these are all the units i made thus far. Now i made all terran units (except medivac) i will start moddeling the units, i don't know anything about that so i have to learn. If you want to colaborate and donate your work to this humble project just let me know, if not, well, more learning for me to do :).
When i have all the models for terran units i will make the first two missions, Liberation day and Outlaws. And maybe another mission of only terran. After that, i will release the custom campaign so anyone can play it.
When all of that is finish, i will create the other two races and finish all models and missions.


What i don't know how to do, and i would be glad if someone had an idea is how to make protoss shields. I though of using the mana shield of the Naga hero and just force them to have it activated all the time, but that would generate conflict on protoss units that use energy like the high templar.

Also Protoss transposition. How i can make to transposition a unit on a powerfield of a pylon or a warprism. My idea was to have an ability with infinite range that can only be targeted to friendly pylon units and that skill spawned a unit.

SOOOOOOOO.
What do you think? would you play it?
Thanks for reading all of this, and if you didn't read it.

TL;DR:
I been developing the whole Terran race on Warcraft 3, i only need to add the 3d models and i will work on Liberation day and Outlaws, the first two missions of Starcraft 2, then release it to the public. After that, finish the other two races and the rest of the campaign. If you want to collaborate in any way feel free to talk to me!!!

 
Banshees were the second unit i made after the Marine, i started working on the cloak mechanic on them. It was a pain, what i finally ended up making is creating a skill based on immolation that when activates a trigger gave them the ability "ghost" and when deactivating it, the trigger removes the ability.
1765751987998.png

But when the ability turn off because of lack of mana i have to create another trigger that removes invisibility to every unit that doesn't have the buff invisibility. IF YOU KNOW HOW TO DO THIS IN A BETTER WAY PLEASE TELL ME.
Permanent Invisibility with a proper fade time would work.
 
What do you mean?
Permanent invisibility is, well, permanent, and i need the skill to be toggleable.
Could you give me an example of what you meant?
Thanks for commenting.
 
What do you mean?
Permanent invisibility is, well, permanent, and i need the skill to be toggleable.
Could you give me an example of what you meant?
Thanks for commenting.
For example, if the fade time is 2 seconds, after attacking unit will be seen until 2 seconds passed. After 2 seconds the unit will be invisible again.

You can make a toggle spell. If the spell is toggled, the unit could have Permanent Invisibility.


EDIT: Ghost Ability is better for this one. I thought the Cloak spell has the proper fade time but it has not.
  • Cloak Cast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Immolation (Neutral Hostile)
    • Actions
      • Unit Group - Add (Casting unit) to CloakGroup
      • Unit - Add Ghost to (Casting unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Cloak_Periodic <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on Cloak_Periodic <gen>
        • Else - Actions
  • Cloak Periodic
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in CloakGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in CloakGroup) Greater than 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff Immolation) Equal to True
                • Then - Actions
                • Else - Actions
                  • Unit - Remove Ghost from (Picked unit)
                  • Unit Group - Remove (Picked unit) from CloakGroup .
            • Else - Actions
              • Trigger - Turn off (This trigger)
 
Last edited:
Oh... so it only checks every 0.5 seconds if exist a unit that is trying to be invisible... i see, ok i'll try that out tomorrow when i wake up. Thank ya.

EDIT:It worked perfectly. Thanks!
 
Last edited:
So, i been working on my first model. I'm pretty proud of it; I think it came out pretty great.

1765925658482.png


1765925667814.png


1765925683773.png


1765925753677.png

1765925775689.png

1765925805157.png


1765925838825.png


1765925854712.png

What do you think?
For now i'm having some issues putting the model in game, the textures just end up in her feet and the rest of the model is left blank. But i'll figure it out, im sure.
 
So, i been working on my first model. I'm pretty proud of it; I think it came out pretty great.

View attachment 564058

View attachment 564059

View attachment 564060

View attachment 564061
View attachment 564062
View attachment 564063

View attachment 564064

View attachment 564065
What do you think?
For now i'm having some issues putting the model in game, the textures just end up in her feet and the rest of the model is left blank. But i'll figure it out, im sure.
Creating models for the entire techtree would be quite a laborious task. @Renn01 created StarCraft II model packs. You can use those model packs.
 
I thank you for the idea, but i already know the existance of those models, but those look like they came directly from starcraft 2, and well, the came directly from starcraft 2. I want them to look like Warcraft 3.
I'm actually pretty surprised that nobody did something similar, even though you say "would be quite a laborius task." i disagree, is believe is just a regular task. People spend years and years making mods, campaigns and tools for this game, and i believe i can spend 1 or 2 months to create this models.
 
Creating models for the entire techtree would be quite a laborious task. @Renn01 created StarCraft II model packs. You can use those model packs.

thanks for tagging me
I thank you for the idea, but i already know the existance of those models, but those look like they came directly from starcraft 2, and well, the came directly from starcraft 2. I want them to look like Warcraft 3.
I'm actually pretty surprised that nobody did something similar, even though you say "would be quite a laborius task." i disagree, is believe is just a regular task. People spend years and years making mods, campaigns and tools for this game, and i believe i can spend 1 or 2 months to create this models.
If you want, I can get some SC1 models
 
Yeah, that would be really helpful. Thanks for wanting to collaborate!! :)
If you want a StarCraft I model pack in the style of Warcraft III, this might be useful, but some of the Protoss models, in particular, look worse than the others, some models lack animation, and some models are missing.
 
If you want a StarCraft I model pack in the style of Warcraft III, this might be useful, but some of the Protoss models, in particular, look worse than the others, some models lack animation, and some models are missing.
I will check it out. I hope i can use it and modify it without any problem with the author of it.
 
I will check it out. I hope i can use it and modify it without any problem with the author of it.
The Project Revolution team (Snowflake Entertainment) retired long time ago. I don't think it's a problem to make changes to it because they will never come back. The Project Revolution mod has been dead since 2009.
 
Last edited:
Back
Top