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RoC Beta Effects and Missiles

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Here are some of the spell effects and missile I was able to get from RoC's beta MPQ. I tried my best to fix up some of the errors, and moved texture paths to textures that are still used in the final game.

Besides Death and Decay, I haven't been able to find any other beta effects uploaded anywhere, so I think it'd be nice to have these effects in a more convenient place to find.

  • Assassin Missile
  • Bloodlust
  • Call Storm
  • Corpse Explosion
  • Death and Decay
  • Earthbind
  • Earthquake
  • Regeneration Aura
  • Reincarnation
  • Swiftness Aura
  • Speed Drums
  • The Black Arrow
  • Witch Doctor Missile
  • Animate Dead (Has broken ribbons currently)
  • Death Pact
  • Sorceress Missile
  • Summon Water Elemental
  • Curse
  • Create Corpse
  • Frost Nova (Had broken ribbons and glitches)
  • Frost Nova (Credits to Retera)
  • Wisp's Harvest (Credits to Retera)
  • Tranquility
  • Vampiric Aura Target
  • Ancestral Guardian Totem
  • Ancient Protector Missile
  • Generic Aura Target
  • Black Arrow Buff updated, no longer needs the custom Skull1.blp texture.
  • Sentinel
  • Carrion Swarm
  • Re-upped Animate Dead, tried to fix Ribbons myself, so Ribbons are almost definitely not completely accurate to how they looked in the beta.
  • Chimaera Lightning Missile
  • Clarity Potion
  • Frost Wyrm Missile
  • Gargoyle Missile
  • Starfall
  • Removed the Water Elemental Missile, as that's just the same model in the final game.
  • Fixed texture paths for Death Pact buff
  • Added some models from the TFT beta I was able to get: Spirit of Vengeance, Wall of Fire, Disenchant

Some of these models have their own sounds which is a little problematic as the final game does not have them, so those effects are mute. I've uploaded the sounds separately here.

If you prefer the unmodified beta models, I've uploaded them here.



If I accidently uploaded a model that was already used in the final game, let me know.
Previews
Contents

AncestralGuardianTotem (Model)

AncientProtectorMissileBETA (Model)

AnimateDeadBETA (Model)

AssassinMissile (Model)

BlackArrowBETA (Model)

BlackArrowBuff (Model)

BloodlustBETA (Model)

CallStorm (Model)

CarrionSwarmMissileBETA (Model)

ChimaeraLightningMissileBETA (Model)

ClarityPotionBETA (Model)

CorpseExplosion (Model)

CurseBETA (Model)

DeathandDecayBETA (Model)

DeathandDecayTargetBETA (Model)

DeathPactCasterBETA (Model)

DeathPactTargetBETA (Model)

Earthbind (Model)

EarthquakeBETA (Model)

FrostNovaBETA (Model)

FrostWyrmMissileBETA (Model)

GargoyleMissileBETA (Model)

GeneralAuraTargetBETA (Model)

GraveMarkerBETA (Model)

RegenerationAura (Model)

ReincarnationBETA (Model)

SentinelBETA (Model)

SorceressMissileBETA (Model)

SpeedDrums (Model)

StarfallBETA (Model)

SummonWaterElemental (Model)

SwiftnessAura (Model)

TargetArtLumberBETA (Model)

TFTBeta-DisenchantMissile (Model)

TFTBeta-DisenchantSpecialArt (Model)

TFTBeta-SpiritofVengeance (Model)

TFTBeta-WallOfFire (Model)

TranquilityBETA (Model)

VampiricAuraTargetBETA (Model)

WitchDoctorMissileBETA (Model)


In this video on some computer I was using, I found that the RoC Beta Wisp Harvest model was a different brighter green thing. I'm pretty sure I didn't make this up, and it looked like that.

Will you find and include the green RoC Beta Wisp Harvest on here?


Edit: I was asked to provide Frost Nova but with ribbon emitters fixed.

I am unsure which program I used to convert the Reign of Chaos Death & Decay effect so that it preserved ribbons. I didn't write it down.

For lack of a better option on hand, I used the Warsmash engine with the ROC BETA mode, parsed these models, then saved them out in Frozen Throne mode. Generally Warsmash is not often used for saving model files, and it has a higher likelihood of bugs than Retera Model Studio. I probably used Retera Model Studio to convert the RoC Beta Death & Decay but I didn't back up the hack to do it in the code.

So it's worth double checking these models for any inconsistencies vs the original beta. But I attached them.
 

Attachments

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In this video on some computer I was using, I found that the RoC Beta Wisp Harvest model was a different brighter green thing. I'm pretty sure I didn't make this up, and it looked like that.

Will you find and include the green RoC Beta Wisp Harvest on here?


Edit: I was asked to provide Frost Nova but with ribbon emitters fixed.

I am unsure which program I used to convert the Reign of Chaos Death & Decay effect so that it preserved ribbons. I didn't write it down.

For lack of a better option on hand, I used the Warsmash engine with the ROC BETA mode, parsed these models, then saved them out in Frozen Throne mode. Generally Warsmash is not often used for saving model files, and it has a higher likelihood of bugs than Retera Model Studio. I probably used Retera Model Studio to convert the RoC Beta Death & Decay but I didn't back up the hack to do it in the code.

So it's worth double checking these models for any inconsistencies vs the original beta. But I attached them.
Thank you Retera, I didn't even noticed that the Wisp Harvest model were actually different in the Beta. I took a look and compared it to the model in the released version and the beta has a different coloration, but very similar or maybe the exact same animations. I can pack it with the rest of the effects. Huge thanks for the Frost Nova model too.
The problem with the converters that are currently available around is that they're unable to parse the ribbon emitters I think, which causes them to lose some data when converted or not convert the model at all. Retera Model Studio was also unable to parse the models when I've tried using it.
I've upload the completely unedited/converted effect models here if those are needed and/or preferable.
 

Attachments

why don't you write in detail how we should replicate the abilities on the Ability and Trigger Editors, so it feels like we are playing with the original things?
1. travel to Irvine, California
2. wait outside an office building that says Activision King
3. jump scare an asian man named Brad
4. ask Brad to take you into his office and give you the CVS of reign of chaos
5. copy the cvs onto a flash drive
6. exit the office with the flash drive without alerting building security using the tutorial described here:
7. compile using VC++ 2002
8. profit
 
Hey Retera, since you're uploading these old models, why don't you write in detail how we should replicate the abilities on the Ability and Trigger Editors, so it feels like we are playing with the original things?
Majority of these effects are for abilities already in the game, you just need to add or replace the effects.
The only actual triggered Ability is Corpse Explosion. What I did is based it on Animate Dead and triggered it so that when a unit with the Animate Dead buff is summoned, it removes the summoned unit, create the special effect and then damage every unit in range.
Death Pact in the beta worked differently too - it created a damage absorbing shield instead of healing the user but I do not know how to easily trigger that.
 
Corpse Explosion
Corpse Explosion is an excellent example of why if you want to play with Beta abilities, you should just launch the old Beta executable.

When I tried using it, it worked by clicking on a corpse to target that corpse. In the release client of Warcraft 3, corpses cannot be targeted. They rewrote the mouse-ray-intersect-unit logic to never target the dead units or something.

You could try to fix that with triggers, but good friggin' luck. Warcraft 3 isn't that modular and when it is, you're just screwing around with the JASS VM in ways that can only barely mimic the original. I have seen true power now, and so I know that Warcraft 3 map editor is a form of suffering constructed by Activision Microsoft to torment us. By not open sourcing the game and editor, they have hamstrung our ability to be creative.

If we want to play with these abilities on the Reforged client then we should get onto the official game forums and hassle Brad until he implements them into the official editor. Because, after all, the point of how the game is designed is to put those people in power so that you have to depend on them for that anyway.
 
earthquake
As I understand it, the developers originally wanted to give the Tauren Chieftain the Earthquake ability, because he did this ability in chapter 1, and it's perfect for his abilities in color. But Thrall wanted to be Reincarnation, and this is logical, since he communicates with spirits. This theory is also supported by the fact that Akama has this Reincarnation. And the rest of his abilities are match with Thrall's abilities.

But due to the balance, they were swapped.
 
As I understand it, the developers originally wanted to give the Tauren Chieftain the Earthquake ability, because he did this ability in chapter 1, and it's perfect for his abilities in color. But Thrall wanted to be Reincarnation, and this is logical, since he communicates with spirits. This theory is also supported by the fact that Akama has this Reincarnation. And the rest of his abilities are match with Thrall's abilities.

But due to the balance, they were swapped.
That's a pretty interesting theory, I was second guessing the support of it at first because of Akama having Shadow Strike, but it would only make sense to replace Far Sight in a campaign setting...

A lot of the ideas from the Beta stages were really interesting :)
 
The Black Arrow buff doesn't seem to display in the editor - Death Pact caster buff also doesn't seem to work (I think the file path for the skull texture is incorrect)
EDIT: Forget the Black Arrow thing, it shows up when it's zoomed out slightly - odd.
 
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Majority of these effects are for abilities already in the game, you just need to add or replace the effects.
The only actual triggered Ability is Corpse Explosion. What I did is based it on Animate Dead and triggered it so that when a unit with the Animate Dead buff is summoned, it removes the summoned unit, create the special effect and then damage every unit in range.
Death Pact in the beta worked differently too - it created a damage absorbing shield instead of healing the user but I do not know how to easily trigger that.
I based corpse explosion on the raise dead spell, raising a dummy unit with 1 hp and negative regen with an "explode upon death" ability. No triggers required.
 
I based corpse explosion on the raise dead spell, raising a dummy unit with 1 hp and negative regen with an "explode upon death" ability. No triggers required.
Human ingenuity at its finest!
Also -> Call Storm model doesn't seem to work, at least for me
And Chimaera projectile "turns" night into day for a split second on each attack, if it is night. Basically makes it bright as if it were daytime
 
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Human ingenuity at its finest!
Also -> Call Storm model doesn't seem to work, at least for me
And Chimaera projectile "turns" night into day for a split second on each attack, if it is night. Basically makes it bright as if it were daytime
Did you import Call Storm's textures to the right paths?
I've updated the Chimera projectile so that should not happen, apparently I've made a mistake when I was fixing the model up.
 
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