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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Vanilla Experience v8f

Submitted by Maximum_Evil
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

Revisit old World of Warcraft dungeons and raids in Warcraft 3!
Experience nostalgic feelings within Warcraft 3, when you pick old school dungeons and raids from Vanilla WoW.

You can pick between 18 different heroes, to fight in 6 dungeons and 3 raids.
Complete over 20 quests and challenges and obtain over 100 items.


You can play this map with any number of people between 1 and 4!

When played with less than 4 players, one or more players control multiple heroes.
For a better and easier game experience, it's advised to play with one or more friends.




  • NFWar:
    Plate Armor, Chain Armor, Leather Shirt, Battlemage Armor,

    4eNNIghtmare:

    Empty Hand

    Blizzard Entertainment:
    All ability and item icons.
  • Judash:
    Cleaver, HellHoll, Lightning Shock, Quick Slash, Grin Curse, Ink Missle, Holy Swords Fast Teleport,

    Champara Bros:
    Healing Touch, Holy Nova, Arcane Explosion, Lifeboom, Wild Growth,

    Tranquil:
    Ceiling Rays, Rays

    xXm0rpH3usXx

    underground pack

    shamanyouranus:
    The Shaman Model Pack

    JetFangInferno:
    Brown Roots

    Scythy Dervish:
    Great Axe

    General Frank:
    Orb of Water

    nGy:
    DarknessBomb

    EdwardSwolenToe:
    eyebeam

    cotd333:
    Fatal Wound

    Yayoi:
    Orcisch Fence - Part 1

    Icewolf055:
    FireTemple Keeper

    Pinachet:
    Rail Pillar

    UgoUgo:
    BreathOfFire

    HappyCockroach:
    Chair1

    maotao11:
    Hell Bond

    paulH:
    Dark Iron Clansman

    Battle Cry:
    Infrisios

    Sellenisko:

    WorgenCage

    Kuhneghetz:

    Black Balverine
  • Justice Hammer v1.2
    by Vladadamm

    Orb of Fire
    by calex3

    Raging Slam v1.10
    by f0rsAk3n


  • - General
    Some environment improvements.
  • - General
    Updated some tooltips.

    - Mountaineer

    [W] Aimed Shot, fixed, dealt 5x as much damage as intended.
    [E] Marked for Death now lasts only 50% of the duration on bosses.

    - Keeper

    [Q] Shooting Star mana cost reduced.
    [E] Lifebloom mana cost reduced.

    - Shadowfang Keep
    Fel Steed now also has Hoof Stomp.
    Both Quest items dont share cooldown anymore.

    - Dire Maul

    Some ogre's will now patrol.

    - Scarlet Monastery

    Torch doesn't trigger cooldown anymore when used to burn a bookshelf.

    - Blackrock Dephts
    Dark Iron Rifleman now also have Aimed Shot.

  • - General
    Updated some tooltips.

    - Totemic
    All totems except [E] Guardian Totem have their lives reduced to 3 (from 5).
    [R] Water Totem, you can no longer spam the totem's ability to have more than 1 water orb.

    - Mountaineer
    [W] Aimed Shot, armor reduction nerfed.
    [Z] Sniper Mode removed.
    [Z] Call Pet, you can now (re)summon the pet of your choice (spellbook style).
    [Z] Call Spider added.
    Bear now has Thick Fur, increasing it's armor when low health.

    - Keeper
    [Z] Owlkin Form now has Fortified armor.
    When the Keeper dies now as an Owlkin, he will return with all his abilities at the correct level.
  • - Shaman
    [Z] Elemental Weapon now has shared cooldown.

    - Summoner
    [Q] Curse base damage increased.
    [R] Ritual of Doom now shows the proper area damage done in it's tooltip.
    [Z] Summon Demon, you can now (re)summon the demon of your choice (spellbook style).
    [X] Overlord slow effect reduced.
    [Q] Legion Strike cooldown increased to 5 seconds (from 3).
  • -Assassin
    When Assassin is picked the correct potrait is now showed on the multiboard.
    [E] Magicial Daggers damage nerfed.
    [R] Shadow Rush level 1 cooldown now works properly.
    [R] Shadow Rush cooldown increased to 30 seconds (but leveling up now decreases it by 1 second each level).
  • - General
    Added Mini Bosses in the first tier dungeons (who start passive).
    Bosses no longer can use their voice lines while dead.

    - Assassin
    [W] Blade Dance can now be upgraged on level 1.
    [E] Magical Daggers can now be upgraged on level 1.
  • - General
    Fixed bug that you can random already used hero.

    - Assassin
    Model changed.
    Base stats and increasing stats changed slightly.
    Now wears Plate armor.
    [W] Poisonous Wounds removed and replaced with Blade Dance.
    [E] Vanish removed and replaced with Magical Daggers.
    [R] Preparation removed and replaced with Shadow Rush.
    [Z] Veint removed and now only Backstab remains.
    [X] Master Killer removed and replaced with Sinister Shadow.

    - Shadow Demon
    [E] Dark Void now distinguishes friendly units who are healed with a green flame and enemy units who receive damage with a purple flame.
  • - General
    Fixed the revive system (didn't always work properly).

    - Cultist
    Fixed [E] Shadow Barrier having shared cooldown with his [Z] passive.

    - Shadowfang Keep
    Archmage Arugal will cast Shadow Ritual less frequent on Easy mode.

    - Wailing Caverns
    Mutanus the Devourer on Easy mode will leave 2 heroes awake to obtain the rune.
    Mutanus the Devourer will cast Nightmare less frequent.
  • Much added content and many improvements in this version!
    v6a
    - General:
    Added Onyxia's Lair as third raid!
    Your party now have 3 lives to begin with, each time your party wipes it can revive and pick a new dungeon to try. Fallen heroes will be revived at the start of each dungeon or raid.
    You no longer revive infinitely.
    Bosses have more health.
    Quest Bosses and big mobs now drop items.
    Quest Bosses redesigned (abilities, models, etc.)
    Added Boss Challenges!
    Added Quests to the tier 2 dungeons! (Therefore 3 new bosses)
    Boss Quests now also rewards 1 essence.
    You can now random a hero (gives an additional item).
    Changed some ability icons.
    Plate armor shows the proper icon.
    Shops won't disappear after 30 seconds upon entering a dungeon, but will disappear after 5 seconds when engaging in combat for the first time in the dungeon.
    Boss Loot now stays for 2 minutes (instead of 30 seconds), can be shortened to 5 seconds when some types -ready.

    - Items:
    Added some active abilities to some items.
    Items now cost more gold the higher the level.
    Ankh of Reincarnation now costs 1 essence.
    Bananas & Chicken Wing gold reduced.
    Bunch of Bananas & Big Chicken cost increased.
    Health and mana restored from the shop items increased.
    Cooldown from the item shops have increased to 60 seconds.

    - Heroes:
    Most single target abilities now also reduce their cooldown each level.

    - Crusader:
    [Q] Mighty Blow now also stuns non-boss units.

    - Barbarian:
    [W] Battle Stomp & [E] Colossal Charge damage based on his Strength is reduced.

    - Engineer:
    Model changed.

    - Shaman:
    Model changed.
    Can now pick his element in a spell book fashion.

    - Deathbringer:
    Deathbringer
    most abilities have their base cooldown reduced.

    - Shadow Demon:
    [Z] Sacrifice removed and replaced with From the Void.
    [X] Corpse Harvest removed and replaced with Creeping Aid.
    [W] Shadow Curse cooldown slightly reduced.
    [R] Howl of Agony cooldown increased and duration decreased.

    - Mountaineer:
    Single target damage overall reduced.

    - Cultist:
    Abilities mana costs slightly reduced.
    [Q] Darkness Bolt removed and replaced with Soul Blast.
    [W] Soul Releash removed and replaced with Shadow Barrier and repositioned at [E].
    [E] Hollow Ghoul repositioned to [W] position.
    [R] Risky Bargain removed and replaced with Black Abyss.

    - Cleric:
    Model changed.
    [Q] Holy Bolts heal slightly more and cooldown slightly reduced.
    [R] Divine Well replaced with Mindbender.

    - Summoner
    [R] replaced with Ritual of Doom.

    - Arcanist:
    Model changed.
    [Q] Missle Barrage channels slightly faster.
    [W] Destruction Ray fixed.
    [E] Mana Storm removed due the cause of immense lag, replaced with Telekinesis.

    - Keeper:
    Model changed.
    [E] Lifebloom fixed.
    [E] changed: when you cast [W] Healing Wave while the target has [E] Lifebloom active it instantly activates Lifebloom and resets [E] Lifebloom's cooldown.
    [R] Mark of Nature removed and replaced with Innervate.
    Owlkin [W] Rootburst removed and replaced with Sunfire.
    Owlkin [R] changed so it benefits the entire party.

    - Razorfen Kraul

    Willix the Importer quest can now be obtained at the start.
    Flame Burst finally fixed (Geomancer).

    - Shadowfang Keep
    Archmage Arugal now also has Hatred Impulse.

    - Wailing Caverns
    Druid of the Fang now has a different healing ability.
    Druid of the Fang (Snake Form) now also spits venom.
    Raptors can now jump on their attackers.
    Verdan the Everliving second phase changed a bit.

    - Dire Maul
    Satyr's deal less damage overall.
    Servant's will occasionally spawn to heal Immol'thal when he's low on health.
    Immol'thal Eye has a slow aura, but damage aura's range has been reduced.

    - Scarlet Monastery
    Renault Mograine new model.
    High Inquisitor Whitemane new model.
    Scarlet Zealot & Scarlet Purifier have their level increased from 4 to 5.

    - Blackrock Depths
    Changed Fireguard Destroyer model.
    Fireguard Destroyer now also has Fire Breath.
    Added Dark Iron Golems to the dungeon.

    - Naxxramas

    Changed Naxxramas environment and Kel'Thuzad boss fight a bit.

  • - General:
    Fixed a few bugs and typo's.

    - Wailing Caverns:

    Added some new plants.

    - Scarlet Monastery:
    New model, Scarlet Zealot.
  • - General:
    Ankh of Reincarnation now revives you after 4 seconds with full health and mana points.
    When you accept quests, you'll now receive a message with information about it.

    - Wailing Caverns:
    Increased the collision size of Skum by 280 to 320.
  • - General:
    Fixed a bug that you can't pick a dungeon when playing with more than a single person.
  • - Shadowfang Keep:
    Wailing Guardsman and Baron Silverlaine are invurnerable when not visible for the players (so you dont accidentally aggro them).
    Increased the health of Waling Guardsman from 400 to 750.
  • - General:
    Added a Information, Tips & Hints and Credits tab in the journal (F9).
    Heroes who die without an ankh, will respawn at the entrace of the dungeon or in the boss room.
    Added a death counter on the multiboard.
    Fixed a bug where a slower player cant pick a hero anymore.
    Now there's more delay between pop up dialogs.

    - Razorfen Kraul
    Fixed a issue, where the player has no collision anymore.

    - Shadowfang Keep:
    Wailing Guardsman and Baron Silverlaine are no long invurnerable.
    Reduced the base health of Wailing Guardsman from 700 to 400.
    Reduced the base health of Lupine Horror from 350 to 250.
  • - General:
    You now face less enemy units in Easy Difficulty, to make it easier for new players!

    - Wailing Caverns:
    Verdan the Everliving now has a second phase.

    - Scarlet Monastery:
    Changed Renault Mograin's model.
  • - General:
    Added Naxxramas as second raid!
    Fixed a few item buy descriptions.

    - Tier 1:
    Added for each first tier dungeon, 2 Quests to complete!

    - Shadowfang Keep:
    Changed Archmage Arugal's model.

    - Wailing Caverns:

    Mutanas the Devourer now summons slimes, instead of smaller snakes.
    Added a special effect on the rune, when it spawns.

    - Blackrock Depths:
    Decreased the attack damage of Emperor Dagran Thaurissan & Fireguard Destroyers.
    Decreased the spawn rate of Blackrock Reservists, when fighting Emperor Dagran Thaurissan.
  • - General:
    An Ankh of Reincartnation can now be bought after each boss fight, it's free!
    No more insults when you die or leave the match ;)

    - Shadowfang Keep:
    Removed Archmage Arugal's curse, in which he takes control of a friendly hero for a short period.

    - Wailing Caverns:

    Removed the Stalacmite on the ceiling.
    Mutanus the Devourer base health is increased from 2000 to 2500.
    The maximum amount of mobs spawned by Mutanus the Devourer is decreased from 12 to 10.
  • Uploaded.
Contents

Vanilla Experience v8f (Map)

?

What's your favorite dungeon within my map?

  1. Razorfen Kraul

    0 vote(s)
    0.0%
  2. Shadowfang Keep

    3 vote(s)
    15.8%
  3. Wailing Caverns

    3 vote(s)
    15.8%
  4. Dire Maul

    3 vote(s)
    15.8%
  5. Scarlet Monastery

    7 vote(s)
    36.8%
  6. Blackrock Depths

    3 vote(s)
    15.8%
  1. Kino

    Kino

    Joined:
    Oct 12, 2008
    Messages:
    1,677
    Resources:
    19
    Models:
    5
    Maps:
    14
    Resources:
    19
    I went in expecting a 1 to 1 clone of WoW; skills and everything ported without thought to how it all fits in the wc3 combat system. Blame the generic map name really.

    In actuality, this is a dungeon crawl loosely inspired by WoW. Classes have similarity in concept, but have been tooled for wc3’s combat system while maintaining the overarching concept of their original inspiration.
    - eg. The Warlock has permanent summons and is debuff heavy, the individual skills however are designed around how to get that gameplay style/theme to work in wc3 rather than porting mechanics/numbers straight from the source.

    This to me is the best to way to make an (insert game name) inspired map in wc3.
    - Continuing on classes, I love how every one of them has a stance mechanic. To me, it adds an interesting offense/defense mode that shifts as mobs aggro different party members. Found it to be nice way to encourage party management without demanding constant micro.
    - Displaying enemy abilities via items was also a nice touch.

    The only gripe with the gameplay would be either the camera is too far out, or unit collision sizes are too small. As of now, it is very hard to pick apart a large pack due the combination of the above 2 things. Shrinking life-bar size in general might also help with this.

    Terrain is far better looking in-game than the screenshots here lead one to believe. (Seriously, the current in-editor screenshots don't do your terrain any justice.)
    - Minor gripe with the terrain is that the stalactites are often not noticeable, and often ugly when they are; personally think the map would look better without them.

    Final gripes on the aesthetics/presentation would be that neutral critter should have their health bars hidden. Also I don’t often tell people to “give their map a better name” but holy shit, is this map is worthy of much less generic one.

     
    Last edited: Aug 25, 2016
  2. Maximum_Evil

    Maximum_Evil

    Joined:
    Nov 28, 2009
    Messages:
    1,527
    Resources:
    4
    Maps:
    4
    Resources:
    4
    Thanks for the kind review Kino! I will keep updating my map for more content and a better game experience! (maybe adding challenges and perhaps more hidden stuff)

    I wanted to add more gameplay screenshots and also a full recording of the entire map (with the other Dungeons and Raid(s).

    EDIT:
    The dungeons/raids, bosses and units are adopted from WoW, the heroes you can pick and their abilities are my own design/style. So they've nothing to do with the actual classes in WoW (while some may have a few abilities taken from WOW ;)
     
    Last edited: Aug 9, 2016
  3. Heaven Editor

    Heaven Editor

    Joined:
    May 28, 2011
    Messages:
    452
    Resources:
    2
    Maps:
    2
    Resources:
    2
    Why your game insults me when I lose. I stop playing after that. :(
     
  4. Chaosy

    Chaosy

    Joined:
    Jun 9, 2011
    Messages:
    10,628
    Resources:
    18
    Maps:
    1
    Spells:
    11
    Tutorials:
    6
    Resources:
    18
    Such a sweet idea.
    However you chose to focus on multiple small dungeons instead of one whole dungeon, which was a bad choice, I believe.
     
  5. Maximum_Evil

    Maximum_Evil

    Joined:
    Nov 28, 2009
    Messages:
    1,527
    Resources:
    4
    Maps:
    4
    Resources:
    4
    My other map (Villains of Warcraft) focusses on a smaller group of dungeons, but are way bigger than these ones ;)
     
  6. Arash

    Arash

    Joined:
    Aug 23, 2016
    Messages:
    39
    Resources:
    0
    Resources:
    0
  7. Alxen345

    Alxen345

    Joined:
    Aug 6, 2015
    Messages:
    1,048
    Resources:
    3
    Maps:
    2
    Template:
    1
    Resources:
    3
    This is a great mod based on WoW! Played it once and enjoyed enough. You get a 5/5 from me!
     
  8. meister11

    meister11

    Joined:
    Jun 27, 2013
    Messages:
    10
    Resources:
    0
    Resources:
    0
    Pretty retarded map by design, dont know how anyone can find it great if you only got 5 seconds to choose a hero while having to vote. Only one of us started with a hero cause if you got 8 heroes you MAYBE (But ofc just maybe!) want to know what they do before picking. Dont know how anyone sane can break his own map with such a trash design.
     
  9. Jumbo

    Jumbo

    Joined:
    Jun 22, 2007
    Messages:
    1,288
    Resources:
    0
    Resources:
    0
    Yes, this picking system is kinda annoying. Also, aggro system doesn't really work - making it impossible to tank at all.
     
    Last edited: May 31, 2017
  10. Maximum_Evil

    Maximum_Evil

    Joined:
    Nov 28, 2009
    Messages:
    1,527
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I thought I already fixed that.. guess not

    thanks for the nice feedback

    EDIT: I took another check at my map, and I have no idea what you are talking about. After you vote for difficulty and map. You have all the time in the world to read and pick a hero...?
     
    Last edited: Jun 5, 2017
  11. Sirmarkis29

    Sirmarkis29

    Joined:
    Apr 24, 2017
    Messages:
    90
    Resources:
    0
    Resources:
    0
    This map is amazing! The gameplay and bosses fight is very well done! 5/5
    You can add more spam to the fights and more mini bosses.Keep up sir :)
     
  12. Nosferoh

    Nosferoh

    Joined:
    Feb 28, 2016
    Messages:
    28
    Resources:
    0
    Resources:
    0
  13. Wareditor

    Wareditor

    Joined:
    Jan 16, 2009
    Messages:
    681
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Tested the map for a bit. It was quite nice but missing some polishing!

    I think you should really let a lot more time to the player for decision. The start shop shouldn't disappear before the team has picked all heroes. Also the team should exit the dungeon voluntary, you leave very few seconds to choose the loot. Also after 2 dungeons my camera got stuck and only one hero was teleported to the next dungeon.

    Very good idea to use item slots for spells !

    Good luck for the rest :)

    EDIT: In Wailing Caverns there is an invulerable Immol'thar !
     
    Last edited: Aug 11, 2017
  14. lolz

    lolz

    Joined:
    Jun 17, 2011
    Messages:
    14
    Resources:
    0
    Resources:
    0
    So i was playing the map with 3 randoms guys, it was fun but here are some things I personaly didnt like:
    -I was playing Titan and i could´t hold any aggro, even after using all my 4 spells the dps was focused (hell even the Warlock pet took aggro)
    -The dungeons are pretty short which i think is sad( But thats maybe better insteand of one big one in this current state)
    -There is no way to fail in this map everytime someone dies, he comes back pretty fast, which makes a tank kinda useless.
    ( I would suggest a boss reset when everybody died, and would only revive heroes when the boss is dead or everybody is dead)
    -Everything deals to much dmg and dies way to fast, bosses die in less then 1 minute.

    But it was still a good experience :)
     
  15. Sirmarkis29

    Sirmarkis29

    Joined:
    Apr 24, 2017
    Messages:
    90
    Resources:
    0
    Resources:
    0
    i agree with all this :)
     
  16. FlySheep

    FlySheep

    Joined:
    Feb 8, 2018
    Messages:
    8
    Resources:
    0
    Resources:
    0
    1.27 can't open v8a map
     
  17. felicityunknown

    felicityunknown

    Joined:
    Aug 22, 2015
    Messages:
    2
    Resources:
    0
    Resources:
    0
    Here's some bugs of this map(v8a) that we've met:
    1. The Totemic's ability 'Sphere Totem' or 'Water Orb Totem' can summon
    a totem which has a ability called 'Orb of Water', this ability can be clicked continuously without cooldown, so there're a lot of orbs;
    2. If the Keeper dies in Owlkin Form, his ability will be back to level 1 (already upgrade to level 3)
    3. Sometimes the Barbarian will get bigger and bigger, we don't know how it happened
    4. The Shaman's Rockbiter- / Flametongue- / Frostbrand- / Windfury Weapon sometimes lost one or two of them
    5. This is not a bug, but we think the Mountaineer is OP
    Hope these can be useful.
     
  18. Maximum_Evil

    Maximum_Evil

    Joined:
    Nov 28, 2009
    Messages:
    1,527
    Resources:
    4
    Maps:
    4
    Resources:
    4
    I will look right into it thanks!

    I believe the 4th point was already fixed in the newest version ;)

    EDIT: All mentioned bugs are fixed in v8d.
     
    Last edited: Apr 26, 2019
  19. nuck001

    nuck001

    Joined:
    May 8, 2014
    Messages:
    142
    Resources:
    0
    Resources:
    0
    A masterpiece of WoW-Dungeon map.How could I have missed it!

    The greatest part of your map is boss-fighting,which is almost exactly the same as what it was in Vanilla WoW.The terrains are marvelous,too,reminding me of the days wandering around Azeroth fifteen years ago.

    I have no idea of how many Vanilla WoW players are still playing Warcraft III.I mean,your map is obviously made for them,who can truely understand the value of your design,your passion and your love.Speaking of which,the only suggestion from me would be a more WoW-like combat system such as a combo system for rogues,a rage system for warriors,etc.