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The Emerald Garden RPG


A few months ago, I was reminded of a map I made when I was in the fourth grade. Playing it again is like opening a time-capsule, and I felt it. A little sense of wonder that I used to have. That map memory leaks in epic proportion, the mechanic implementation is very primitive, and broken english writing were super cringe. So I got to work.

The Emerald Garden is a complete reimagining, part restoration, part evolution. It's not just a facelift of childhood nostalgia, but also a projection of everything I’ve learned and felt since. I’m 30 now, and this map is the result of 16 years of growth in art and storytelling. I hope you enjoy it!

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2.0


A cursed land, trapped in an endless cycles of bloodshed. Once a sacred refuge, the Garden now replays its final, blood-soaked day, a shattered expedition, a fallen world anchor, and the birth of an unstoppable corruption. Heroes, specters of the past, battle demons and each other under the Garden’s watchful, decaying eye.
Will you uphold the dying order, surrender to the heart’s whispers, or break the cycle once and for all?

A shifting, sandbox RPG told through ambient storytelling.
Fully voiced. Full soundtrack. 2-3 Hours of gameplay, high-replayability.
The garden listens. The world moves with you—and against you.
Play with and/or against your friends in Coop, Multiple storypaths that converge and clashes organically.
Multiple Endings: Choices and corruption paths determine final outcome.
Day/Night Cycle with Custom Lighting: Fully dark nights, atmospheric effects.

Note: This map is designed exclusively for Reforged HD graphics.
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EXPLORE Your story will unravel the deeper you venture.
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Use all tools at your disposal. Kill the demons... at any cost.
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Breaking boundaries is both anticipated and encouraged.
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THE PALADIN - Praise be the beam.
A frontline nuker wrapped in divine armor. Commands bursts of holy energy with linear devastation. Shields allies, scorches foes. Zeal grants movement to self and friend alike. Lacks agility, compensates with radiant overkill. The light is not gentle.
THE DEMONHUNTER - One is never alone.
Momentum-based skirmisher with burst speed on every move order. Fights alongside a mirror-perfect illusion. Reduces enemy hit chance, cycles mana into shields for staying power. Most lethal when the battlefield is wide and the blood runs hot.
THE RANGER - Blink. Line. Delete.
Rains death from above with precise, brutal shots. Can instantly reposition backward via Shock Shot. She lines up death from across the map; loudly. Highest mobility among all.
THE VOIDMAGE - The unraveling.
Wields the void as blade and breath. Fast-paced caster with no cooldowns and high mana cost. Banishes at will, while turning targets inside out all at once. Agile forward dash phases her from existence for 3 seconds. Void damage deals double to the banished.

  • Adapt on the fly : Use what you find and forge your build through randomized loots.
  • Explore freely : Defeating bosses advances the Garden’s phase, but there’s no set path.
  • Armor matters : Agility no longer increases armor. If you want to survive, you’ll need to find armor gears
  • Death has a price : You’ll drop all your items. Enemy AI heroes can and will take them.
  • Unlock camera freedom : There’s an in-game method, tied to a special artifact.
  • Seek the lost : 13 ghosts haunt the Garden. Some offer powerful relics.
  • Invaders surge early : They begin stronger and scale fast, but heroes will surpass them in the late game, if they survive that long.
  • And much more… the Garden keeps its secrets until you tear them out.

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The meat spreads. Survive it, Join it, become it.
There’s not enough appreciation I could possibly give to this community of passionate creators. The tools, resources, and utilities available here are honestly some of the best I’ve seen in any game modding community.
Even more impressive is how generous and helpful people are. whether it’s art, scripting, or deep game knowledge, someone’s always there to lend a hand. Even though I mostly lurks, The Hiveworkshop has been a huge part of making The Emerald Garden possible.

Voiceworks by Elevenlabs.io
Soundtrack by Aillet, Suno.ai
Additional Soundtrack and sound effects - MotionArray, Pexels
Sand Angel by Katcamusic (Music Licensing)

Software used:
Warcraft III World Editor (Reforged)
Adobe Photoshop 2025
Adobe Premiere Pro 2025
MDLX Converter by Guessed
War3 Model Editor by Magos
Retera's Model Studio by Retera
BLP Lab v0.5.0 by Shadow Daemon

Assets used:
Defenders of the people pack by stick
Thalyssra by cvc21, vindorei
Blood Elf Ranger by liptonite
Kul Tiras Tidesage Re-Reforged by Mr Ogre man, Barorque, handclaw

BTNSpikedArmor by 8512590215848
Book with Fire Spells by 8512590215848
BTNchrm by 8512590215848
Book with Wind Spells by 8512590215848
BTNTier2Sword by 8512590215848

Human Shooter Unit and Variants by aaiki14
Dark Seal by AesirJenssen
Cool New Exp Bar by ahf.fha, UniEditXtreme
BTNBloodyRubyRing by Akolyt0r
Sanguisight Amulet by Aldeia
Royal Shield by Aldeia
Shocking Wave Aura and Variations by biridius, stan0033
Various Anime Winds/Dust 1.1 by blink

BTNINV_Chest_Plate02 by Blizzard Entertainment
BTNINV_ThrowingAxe_02 by Blizzard Entertainment
BTNINV_Sword_25 by Blizzard Entertainment
BTNINV_Misc_Organ_03 by Blizzard Entertainment
BTNINV_ThrowingAxe_06 by Blizzard Entertainment
BTNINV_Sword_10 by Blizzard Entertainment
BTNINV_Misc_Organ_05 by Blizzard Entertainment
BTNINV_Weapon_Halberd_10 by Blizzard Entertainment
BTNAbility_Warrior_InnerRage by Blizzard Entertainment
BTNINV_ThrowingKnife_03 by Blizzard Entertainment
BTNINV_Chest_Plate07 by Blizzard Entertainment
BTNINV_ThrowingKnife_04 by Blizzard Entertainment
BTNSpell_Shadow_RainOfFire by Blizzard Entertainment
BTNINV_Sword_09 by Blizzard Entertainment
BTNINV_Sword_19 by Blizzard Entertainment
BTNINV_Weapon_Halberd_11 by Blizzard Entertainment
BTNINV_Sword_11 by Blizzard Entertainment
BTNINV_Axe_10 by Blizzard Entertainment
BTNINV_Misc_Organ_01 by Blizzard Entertainment

Arcane Explosion by Champara Bros
BTNCWBlueAura by CloudWolf

Dark Surge by DarkePacific

Gift of Despair / Gift of the Naaru by Darkfang
Magocracy Book 2 (5 icons/colors) by Darkfang

Alternate StampedeMissileDeath Versions by doom_sheep
Dragon Loading Screen by Dragon Loading Screen, Pelsen
Arthas/Nerzhul merge - Lich king Arthas by General Frank
BTNmidnightGS by GooS
Valkyrie Sisters / Female Paladins by HL_Vortex
BTNIceBlade by Illidan_09
BTNLightningElemental by inadequate_

Blizzard Eruption by JetFangInferno
WarStompCaster by JetFangInferno
Dark Nova by JetFangInferno

QM Tall Tree small pack by jixed
BTNHolyPaladin by Justicebringer

Royal Crypt UI [Reforged] SD by keepitmovin
Veiled Coven UI [Reforged] SD by keepitmovin

Icons to Models Pack by Kenathorn
BTNQuestScroll by kola
Illidari Weapon by MangakaDark
BTNSeedOfCorruption by Maxwell
BTNWindsArrows by Mc !
BTNFrostArmor by Mc !
BTNFireSword by Mc !
BTNcmdAttackV2 by Moy
BTNBottleEmpty by Moy
BTNBonus by Moy
BTNCancelCommandButton by Moy
Watchmen by Mr Ogre man
RPG Treasure by MWM
RPG Equipment by MWM
BTNBuka by Narandza
Stained Glass Adventurer UI by Naze
BTNToxicDagger by NFWar

BTNGhostlyAxe by Panda
BTNIceBolts by Panda
BTNBloodMace by Panda
(Bundle of Attacking icons) by Panda
BTNSacredBlade by Panda
BTNShojinSpear by Panda
BTNSnakeEyeAmulet by Panda
BTNDevineBlessing by Panda
BTNBattleFury by Panda
BTNAngelicHammer by Panda
BTNAdvancedCircletOfNobility by Panda
BTNSparkShower by Panda
BTNDarkBlade by Panda
BTNDeathBolts by Panda

BTNCommonArmor by PrinceYaser
BTNVanguardArmor by PrinceYaser
BTNArcaneSword by PrinceYaser
BTNDKSword by PrinceYaser
BTNColdheartSword by PrinceYaser
BTNDarkArmor by PrinceYaser
BTNFlamingAttack by PrinceYaser
BTNGoldenSword by PrinceYaser
BTNFelChanneling by PrinceYaser
BTNSeductionVial by PrinceYaser
BTNDivineClarity by PrinceYaser
BTNEnchantedBlade by PrinceYaser
BTNFrozenCloak by PrinceYaser
BTNTenebriousArmor by PrinceYaser
BTNNavalArmor by PrinceYaser
BTNSolidArmor by PrinceYaser

BTNRaiderCleavingAttack by RaeVanMorlock
StrikeOfSword&Spear by RvzerBro, Blizzard Entertainment
Arch-Spheres by RvzerBro, Blizzard Entertainment
Black Armor Footman by SADGASM
InfernalBirth by sc_freek
Regular Human Knight(with helmet and shield) by Shichuan Wang
BTNEngravedSword by SkriK
Mass Dispel Area by stan0033
item models by terrio
BTNDNA by The_Silent
Sweep Effect by Thrikodius
Varioius Spells Effects by Tranquil
LargePotionBlack by Tyranda101
Icon for liptonite Version Shandris by vindorei, Blizzard Entertainment

Empyrean Nova by Vinz
Void Missiles by Vinz
Death Nova by Vinz
Electric Spark by Vinz
Shining Flare by Vinz
Fountain of Souls by Vinz
Climax (1.32) by Vinz
Eldritch Covenant by Vinz
Valiant Charge by Vinz
Gravity Storm by Vinz
Void Disc by Vinz
Piercing Thrust by Vinz
Reaper's Claws by Vinz
Flamestrike by Vinz
Blink Vol. I by Vinz
Radiance by Vinz
Heaven's Gate by Vinz
Daemonic Arrow by Vinz

Torch by Wildfire
Artillery Strike by WILL THE ALMIGHTY
Ancient Explosion SFX by WILL THE ALMIGHTY
Explosion Big by WILL THE ALMIGHTY

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Design Documentation - Warning : This document is written by a person with ADHD
Contents

Emerald Garden V.2.0 (Map)

Reviews
deepstrasz
Some icons look green during F10/game pause. They probably don't have their DISBTN version properly or at all imported. Some abilities mention the original hero they are based on (Wind Walk for instance). Generally abilities are the game's but...

deepstrasz

Map Reviewer
Level 76
Joined
Jun 4, 2009
Messages
20,408
Some icons look green during F10/game pause. They probably don't have their DISBTN version properly or at all imported.
Some abilities mention the original hero they are based on (Wind Walk for instance). Generally abilities are the game's but renamed.
Abilities aren't properly placed after learning them. They have a different order than in the learn ability menu.
They also don't tell what they do past level 3, damage details etc.
Died in Xenopolis or something and after spawning and getting past the murlocs again, some arrow came and instantly killed my hero. Happened on and on.

Overall, not sure how much this has actually been improved. Seems quite unpolished.

Approved.


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Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 6
Joined
May 27, 2009
Messages
51
How is your day/night working?
It's usual Warcraft 3 day night cycle extended, but I created the custom DNC so that the night time is pitch black, red tint in the morning and blue in the evening. I also created custom point light models and scattered it around the environment. (The dark blue version said point light is also attached to the hero, mimicking the usual ARPG line of sight)
 
Level 6
Joined
May 27, 2009
Messages
51
Can you share the script? Or suggest source of info about DNC for HD?
Here’s the custom DNC file. It was made with trial and error so the value may seem a bit random.
Use this script to enable it:

call SetDayNightModels("DNC Emerald Garden.mdx", "DNC Emerald Garden.mdx")

To edit this DNC, I use the War3ModelEditor. Use the node manager from the drop down menu, and there'd be a single light node in there.
tweak the ambient light values in the Omnidirectional or AmbientColor fields for each time key. (I already laid out the time keys. It make more sense when you see it.) When done, save as .mdl
After editing, use MdlxConverter to convert the .mdl back into .mdx otherwise it wont work for some reason

note: if any point in the DNC’s cycle has ambient light set to 0, it will cause perfectly flat surfaces (like rooftops or flat doodads) to flicker with black shadows. To fix this, I had to tilt every doodad and structure with a flat top just slightly, by adjusting terrain elevation and setting their pitch angle to at least 0.1 in the Object Editor. It's unnoticable!

It only took about an hour to scan the map top to bottom and tweak these values or add small hills. I recommend saving this step for last, it’s totally worth it for the lighting upgrade. (If you don't want the hassle, set the lowest ambient light value to 0.1)
 

Attachments

  • DNC Emerald Garden.mdx
    1.4 KB · Views: 2
Last edited:
A visually stunning map, with attention to detail regarding sound and music. The dungeon crawler vibes are on point, and the Emerald Garden is reminiscent of Diablo. A few QoL improvements would go a long way to turning this great map into a masterpiece:

1. As stated before, ability descriptions need to be updated; they could also use a bit more creativity.
2. Some levels have hero points but no abilities to put them in.
3. Some items like orb of Darkness appear not to be functioning correctly and are in the game for no apparent reason
4. It's not really clear what the objective is each game other than to explore, and hack & slash
5. While it was cool to see, I for the life of me could not figure out why my warrior suddenly upgraded to a demon hunter upon reaching level 25 (and this supposedly upgraded hero now seemed to be weaker than what I had before)


In general, tie it all together better by helping the player better understand what they need to do, upgrade text, and remove unnecessary items or make it clear what their purpose is.
 
Level 6
Joined
May 27, 2009
Messages
51
Some icons look green during F10/game pause. They probably don't have their DISBTN version properly or at all imported.
Some abilities mention the original hero they are based on (Wind Walk for instance). Generally abilities are the game's but renamed.
Abilities aren't properly placed after learning them. They have a different order than in the learn ability menu.
They also don't tell what they do past level 3, damage details etc.

Overall, not sure how much this has actually been improved. Seems quite unpolished.

Thank you for your time. To be honest I completely forgot to polish ability description. I didn't even add it to my checklist, because I never read those description myself. I will work on that.

Also do you remember which DISBTN is missing? I was convinced that I got them all. I'll sweep the whole thing.
Died in Xenopolis or something and after spawning and getting past the murlocs again, some arrow came and instantly killed my hero. Happened on and on.

How did you get there so early? o_O When you enter the Xelnopolis, the human faction (excluding the town - BUT including the town tower) will instantly become hostile. I should probably put a warning, and have a text popup to inform player that they turned hostile.
A visually stunning map, with attention to detail regarding sound and music. The dungeon crawler vibes are on point, and the Emerald Garden is reminiscent of Diablo. A few QoL improvements would go a long way to turning this great map into a masterpiece:

1. As stated before, ability descriptions need to be updated; they could also use a bit more creativity.
2. Some levels have hero points but no abilities to put them in.
3. Some items like orb of Darkness appear not to be functioning correctly and are in the game for no apparent reason
4. It's not really clear what the objective is each game other than to explore, and hack & slash
5. While it was cool to see, I for the life of me could not figure out why my warrior suddenly upgraded to a demon hunter upon reaching level 25 (and this supposedly upgraded hero now seemed to be weaker than what I had before)

In general, tie it all together better by helping the player better understand what they need to do, upgrade text, and remove unnecessary items or make it clear what their purpose is.

Thank you for playing! I will continue polishing the writing, and iron out the useless stuffs. Diablo is one of the main inspiration. But the main inspiration for the flow of the game is Fear and Hunger (for better or for worse) where path is unclear and story unfolds through exploration and observation. It can either be experienced as an ARPG theme park, or investigative RPG.
5. While it was cool to see, I for the life of me could not figure out why my warrior suddenly upgraded to a demon hunter upon reaching level 25 (and this supposedly upgraded hero now seemed to be weaker than what I had before)
You get to change at Level 25 because, in the origin cycle, the warrior died at the Arktarus Temple (you'd be near or above 25 by the time you reach the place) You can find his body on the ledge just above the starting area (with the ship). His specter is standing at the edge near the door to Archemonde boss fight. He can only be seen only if you have the Gem of Truesight, crystal ball, or being a seed carrier.
(I think i got wayy lost in the sauce)
 
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