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The Bone Dozer

This bundle is marked as pending. It has not been reviewed by a staff member yet.
At last, commander, the Bone Dozers have arrived at your disposal! Watch them bad boys mow down enemy ground forces; squashing them like watermelons, or even send them flying into the air! Send them to the frontlines, commander... and watch the chaos unfurl!

You can use this ICON for this unit. Unit icon is provided along with the model.


Suggested Unit's Object Editor Parameters' Values to match the animations
  • Animation
    • Cast Backswing = 1.000
    • Cast Point = 1.000
    • Run Speed = 200 270
    • Walk Speed = 200 270
    • Death Time = 4.90
  • Combat
    • Animation Backswing Point = 0.700
    • Animation Damage Point = 0.500
  • Movement
    • Speed Base = 250 - 280
  • Sound
    • Unit Sound Set = ObsidianStatue

Update Notes:

02/22/2026
  • Custom animations and model
  • [WIP] Leap and Charge animations
03/27/2026
  • Removed TC gems
  • Added TC armor
  • Improved animations (esp. the walk animation)
  • Added some special effects
  • New icon for the unit
  • Added Leap and Charge animations (Intended for TRIGGER USE ONLY)




Keywords: Skeleton, Undead, Giant, Golem
Contents

Bone Dozer (Model)

BTNBoneDozer (Icon)

Does it have a brother named the Bile Driver?


Anyway, cool model! That's probably the best slam animation I've ever seen on a custom model. My only critique is that the texture used on the hands is kind of boring and doesn't quite match the other armored parts.
 
I like the animation, how smooth and quite natural it is. The overall silhouette of the model looks great, there is taste in the design, especially when playing with proportions and the contrast of large objects and thin bones.

On the other side for me, the model lacks dynamics (some animations are quite slow) and texture integrity, because my eye often catches on various pieces of large parts from other models, which I remember well, although I understand from the name and description that this is like a feature of the model. Additionally, I would like to see some mesh, like the TC gems, integrated into the model rather than handing close above the armor.

The TC seems lacking as well and should use more space on the model (if you are not doing it for show and beauty, so that the model can really become a part of a melee interaction). I would also pay attention to the gigantic number of frames in Sanity Checker, which, most likely, were freed up as a result of converting the model with non-linear animation. Unfortunately, this is a side effect, but at least most of them and a couple of warnings are worth removing.

Looking forward for the leap and charge animations!
 
On the other side for me, the model lacks dynamics (some animations are quite slow) and texture integrity, because my eye often catches on various pieces of large parts from other models, which I remember well, although I understand from the name and description that this is like a feature of the model. Additionally, I would like to see some mesh, like the TC gems, integrated into the model rather than handing close above the armor.
Hi there, Champ! Can you name the animation(s) that needs adjustment? I bet it is the walk animation one innit? Maybe I can tweak it in the next update.

Ahem... team color parts? Well maybe I'd add the Revenant's team color mesh to this and just remove those gems entirely
 
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