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- Feb 28, 2013
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Project Hachigen
(made by Strydhaizer)
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Personal Note
Recently this year I decided to replay some of the classic Blizzard games (specifically Starcraft I, and then eventually Warcraft III) and coincidentally Blizzard also declared 1.29 as the official Legacy version of Warcraft in the Battlenet, which "kind-of, sort-of" motivated me to return to modding; it's a big deal to me as it means more players will actually have access to legacy (officially distributed by Blizzard), and I like creating maps in legacy still.
After 6 years of hiatus I decided to make something new again; a singleplayer altered melee map; And here it is.
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Description
Project Hachigen (Hachiken) is an "singleplayer" altered melee map set in an alternate universe of Warcraft. The map is a complete remake and a successor to my decade old map "The Caribbean", and uses my unfinished "Project Eurica" as its foundation. This map is heavily inspired from the simplistic melee gameplay of Starcraft I and The Scouring.
- This project aims to resolve the issues of my old project "The Caribbean" project such as tight spaces, unit & economy inbalance, and unit training limitations.
- This project will still feature the two initial "main" factions (humans vs. orcs) from its predecessor - with notable improvements. More subfactions may be added later in the development, or maybe even a new faction (there is a third faction that already exists in the map but currently not obtainable in the early version).
- Note that this project is primarily a melee map; this is not a campaign or story-oriented project. The premise is presented to you in a sandbox way instead of a cinematic and scriptwriting.
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Current Features
• Races: The map (currently) feature two main factions
1. The Vanguard (human faction)
- This race specializes primarily on the defensive; primarily focuses on healing and repair (self-preservation); and specializes in lightning abilities.
2. The Ironfang (orc faction)
- This race specializes primarily on the offense, focuses on aggressive abilities, and specializes on fire abilities --- and a dragon.
3. The ??? (??? faction) - currently functional but unobtainable (will likely be added later in the development)
- An unknown race; Rumor says they came from the Void, whatever that is.
- This race specializes primarily on the defensive; primarily focuses on healing and repair (self-preservation); and specializes in lightning abilities.
2. The Ironfang (orc faction)
- This race specializes primarily on the offense, focuses on aggressive abilities, and specializes on fire abilities --- and a dragon.
3. The ??? (??? faction) - currently functional but unobtainable (will likely be added later in the development)
- An unknown race; Rumor says they came from the Void, whatever that is.
• 8 Teams Map : The map features 3x and 7x AI; higher means more interactions between the teams but lesser resource nodes available.
• Attack Group Variations: The AIs will not have the same attack strategies. Some computers will attack you with artilleries, some with air units; or sometimes with a bunch of dragons. The map have multiple "sets" of army strategies as the AI of the map is semi-custom made (a hybrid of standard AI and a custom-made AI triggers)
[currently there are only 5 sets made in the early version; more may be added later]
• Battle Royale-esque Map Design: The map encourages the teams to move inwards as the outer nodes have lesser resources. There are 8 available outer nodes and 4 available inner nodes, when the outer nodes run dry 8 teams will be pushed to fight for the remaining 4 nodes. This also puts the remaining 4 teams closer together until you (the player) wins.
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Screenshots
I acknowledge that it is a little less detailed compared to my previous works; this is due to my time availability and game's limitation when making symmetrical maps (it is difficult to mirror when there are too much objects)
The use of standard cliffs instead of custom-made is also by choice as it is easier to deal with, they block unit visions properly, and they serve as "directors" for the AI pathing (so the AI will actually use the paths more frequently and not offroad unless necessary)
The use of standard cliffs instead of custom-made is also by choice as it is easier to deal with, they block unit visions properly, and they serve as "directors" for the AI pathing (so the AI will actually use the paths more frequently and not offroad unless necessary)
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Roadmap, Feedbacks and Known Bugs
Roadmap
I will not be dropping dates in the roadmap, but I plan to have them in the map.
- AI still use the default AI Editor's attack wave and resource gathering behavior (unit training and building constructions on the other hand); I plan to migrate all these to triggers at some point to have flexibility of their behaviors.
- AI should be able to use Overlords/Zeppelins to drop off attack units (related to bullet #1)
- Improvements in high tier units (currently they're just high HP/damage units)
- New factions, but primarily planning on sub-factions/variations of the existing humans and orcs.
- And lastly a new map; just a completely different map with the same custom melee gameplay offered by this map (when finished).
- AI still use the default AI Editor's attack wave and resource gathering behavior (unit training and building constructions on the other hand); I plan to migrate all these to triggers at some point to have flexibility of their behaviors.
- AI should be able to use Overlords/Zeppelins to drop off attack units (related to bullet #1)
- Improvements in high tier units (currently they're just high HP/damage units)
- New factions, but primarily planning on sub-factions/variations of the existing humans and orcs.
- And lastly a new map; just a completely different map with the same custom melee gameplay offered by this map (when finished).
Feedbacks
- (Feedback) Reimplement Lumbermills (and AI should also be able to utilize it)
- (Feedback) Current population configuration is too limiting
- (Feedback) Towers are currently overpowered
- (Feedback) Current population configuration is too limiting
- (Feedback) Towers are currently overpowered
Known Bugs
- Sometimes the AI building command just stalls, and the team completely abandons building the entire game (this rarely happens, but it can happen); killing all its workers will reset their building commands and will resolve this issue.
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Credits
A whole lot of love to the following people
Mr Goblin, Sin'dorei300 & 67chrome
- For the SoC Resource Pack, and other skins and icons made by these amazing artists
Wisdom
- For the "SoC Fun Made Resource" pack, I wish you didn't leave buddy
FrIkY
- For the Maghar Orcs Pack, and other skins and icons; can't make map with Orcs without these!
WILL THE ALMIGHTY
- For the explosion and blood effects, hard to find nowadays
Fingolfin
- For the environment assets which is pretty much a standard to all my maps at this point
bakr, BaiyuGalan & Jiok
- For the amazing faction buildings that I wish existed a decade ago
Mythic / Vinz
- For the beautiful modern special effects
Spellbound
- For the amazing legacy UI assets, pretty much a standard in my maps
Other Credits listed below
Pins
PrinceYaser
CRAZYRUSSIAN
zbc
Panda
NFWar
Hueter
UgoUgo
Rondo
InfernalTater
!!GORO!!
Villagerino
Kuhneghetz
olofmoleman
Dentothor
zbc
Paladon
(Still working on this list, some names may be missing)
PrinceYaser
CRAZYRUSSIAN
zbc
Panda
NFWar
Hueter
UgoUgo
Rondo
InfernalTater
!!GORO!!
Villagerino
Kuhneghetz
olofmoleman
Dentothor
zbc
Paladon
(Still working on this list, some names may be missing)
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Compatibility
It is required to play the map in patch 1.29.2 (legacy) officially distributed in the Battlenet (it can also be played up to 1.31).
Reforged versions are not recommended as they break the UI and environment lighting of the map. It can be played in SD Reforged, but know that it WILL NOT work as originally intended.
This is how it looks in Reforged. Don't try it, it's broken.
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Closing Note & Download
I've attached below a working BETA copy of the map for those who want to try it; it is currently in BETA and seeking for suggestions and feedbacks. Also do mind that I'm not as available as I was 6 - 12 years ago, I'm a working man now. So revisions of this map might be slow.
If you read the whole post; and/or help with your feedbacks please know that I appreciate you so much
The map is, as usual, open source; you can explore it in the editor if you wish; or even make a better version (just give credit to me and the list of people in the credits list).
Current Version - MXE_ProjectHachigen v.0.1
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