Vanilla Experience v8f

This bundle is marked as approved. It works and satisfies the submission rules.
full



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.

Trailer

Gameplay


Icons

Models

Spells

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


v8f

v8e

v8d

v8c

v8b

v8a

v7a

v6b

v6a

v5e

v5d

v5c

v5b

v5

v4a

v3a

v2a

v1a

- 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!
- 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?

  • Razorfen Kraul

    Votes: 0 0.0%
  • Shadowfang Keep

    Votes: 4 18.2%
  • Wailing Caverns

    Votes: 4 18.2%
  • Dire Maul

    Votes: 3 13.6%
  • Scarlet Monastery

    Votes: 7 31.8%
  • Blackrock Depths

    Votes: 4 18.2%

  • Total voters
    22
Level 23
Joined
Oct 12, 2008
Messages
1,772
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.

TLDR Version
- Above average dungeon crawl, well made WoW inspired map
- Supports single player, do note you’ll be controlling a full party however
- The maps looks better in-game than the screeshots here lead one to believe.
~ Map Approved


full
Personal seal of approval; really enjoyed playing this map
 
Last edited:
Level 15
Joined
Nov 28, 2009
Messages
1,535
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.

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:
Level 2
Joined
Jun 27, 2013
Messages
10
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.
 
Level 14
Joined
Jun 22, 2007
Messages
1,296
Yes, this picking system is kinda annoying. Also, aggro system doesn't really work - making it impossible to tank at all.
 
Last edited:
Level 15
Joined
Nov 28, 2009
Messages
1,535
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.

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:
Level 4
Joined
Apr 24, 2017
Messages
92
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 :)
 
Level 13
Joined
Jan 16, 2009
Messages
684
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:
Level 2
Joined
Jun 17, 2011
Messages
17
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 :)
 
Level 4
Joined
Apr 24, 2017
Messages
92
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 :)
i agree with all this :)
 
Level 1
Joined
Aug 22, 2015
Messages
5
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.
 
Level 15
Joined
Nov 28, 2009
Messages
1,535
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.

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:
Level 6
Joined
May 8, 2014
Messages
168
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.
 
Level 15
Joined
Nov 28, 2009
Messages
1,535
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.

Thank you for your kind words :)

I didn't want to copy everything directly from WoW, but I could create a hero with rage type mana perhaps in the future (he probably won't be able to obtain mana items 'tho).
 
Level 6
Joined
May 8, 2014
Messages
168
The spell Arrow Rain deals friendly damage,I'm not sure whether it's a bug or not.

By the way,your another map An Ogre's Misson,along with tons of customs maps were broken in patch 1.31+.Wc3 just crashed during its loading time and no one knows why.:(

I'm afraid we have to endure the incompetent of Blizzard's classic team at the moment,waiting for a stable patch,with luck,in the near future.
 
Top