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Warcraft 2: Reforged Melee v1.26f

Over 1500 Downloads.
THANK YOU, EVERYONE!
PLEASE, CONSOLIDATE AT DISCORD!
(link)

Brings you back to Warcraft II: Tides of Darkness, even if you don't have friends.
Core features:
  • Full-fledged gaming experience of Warcraft II lan battles
    • No heroes
    • No worker limit goldmines
    • Total unit limit of 200
  • HD only sound and video assets
    • Unused LemonSky assets
    • Trigger based VFXs
    • Custom made models (Submitted by Tamplier777)
  • Competitive A.I.
  • Warcraft II music themes (by BaditO2 & VG Music Revisited)
  • Modern QoL
Warcraft III: Reforged ONLY map
I'm already making an SD version.
What is altered:
  • Only two playeable races
  • Unit limit set to 200
  • 1 Unit = 1 Food req principle
  • True Fog of War - black and unexplored
  • Custom A.I. for Computer opponents
  • Classic resource harvest system:
    • Classic start resources (player vote for favorite setting)
    • x100 resource per worker return
    • 9 seconds to go for a sack of gold (OG wc2: 4 sec for th + 5 sec for goldmine)
    • Smalller scaled Trees, but 'no batch' - fluent lumber harvest
    • +10 gold/lumber per return if T2/Lumber Mill built by player
    • +25 gold returned if T3 around
    • No Upkeep
  • Classic Orc & Human Techtree:
    • Custom units
    • Custom buildings
    • Production cost
    • Production time
    • Custom upgrades and researches
    • Custom buildings and unit models
  • Classic building system:
    • 'Power Building' + 'Builder Load' construction system
  • Classic units and buildings balance:
    • Starting units
    • Stats
    • Scale
    • Speed
    • Vision and attack range
    • Spells & abilities
    • Pathing and collision (Submitted by Ether)
  • Classic Look & Feel
    • Custom made Tileset (imitation of classic Wasteland)
    • Almost pixel by pixel remake of original '(8)Taiga_BNE' map (but with passages to make land units a viable strat)
    • Camera distance & angle
    • HD Square selection markers
    • Hotkeys
What remains:
  • 12 Unit selection
  • Basic order hotkeys (*stj)
  • Warcraft 3 UI layout
  • Undead/Night Elf UI selection at lobby screen
  • Percentage based damage system (*stj)
  • Audio and video assets of Warcraft III: Reforged
  • Multiple buildings selection
  • Unit production queues
  • Rally point
* Subject To Change

Upcoming features:
  • Warcraft 2 Style Damage Formula, with Piercing Damage through that thick Building Armor

Bugs/Known issues:
  • Dragons/Gryphon Riders doing their splash wrong (no friendly fire, no 'vorpal blades')
  • Mages Fireball spell not doing friendly fire damage
  • Ballistae/Catapults/Dragons/Gryphon Riders latency is way lower than original units
  • Dragons/Gryphon Riders air collision is not the same as Warcraft II
  • Siege AOE damage cause corpses to disappear (explode)
  • For some reason Orc A.I. is broken and builds T1 to upg T2 (was fine before)
  • Blizzard/Death and Decay spell damage not stackable
  • Bloodlust spell considered 'debuff' and autocasted on enemy units (stupid Ogres)
  • Paladin Heal spell cannot be autocasted on anonther Paladin unit

Please, follow the Development dashboard link below for more info.

Links:
Discord: Join the Warcraft 2: Reforged Discord Server!
Development dashboard: Trello
Youtube videos: antontama

Changelog:
v1.05
- Better Map File Description
v1.06
- Outbound Terrain and Doodads
v1.07
- Better units vision (+10% range to every unit and building)
v1.08
- Reverted back rally point position and icon
- Added modified Warcraft III: Reign of Chaos map - Lost Temple to map pool
v1.09
- Removed modified Warcraft III: Reign of Chaos map - Lost Temple from the map pool
- Ogre-mages default model changed to another version
- Added Kaboom explosion effect to Demolition Squad unit
- Improved informativeness of Armor/Attack type tooltips
- Every A.I. Player now given name based on its color+race combination
- Center region new small paths added to increase overall land maneuverability
- Draft change: SD Square selection markers are back, HD coming...
v1.10
- Better square selection markers size
- Reverted back Gryphon Rider icon, since Blizzard changed it back to 'animal portrait' (was 'rider portrait' icon back in beta)
v1.11
- Warcraft 2 Style Spell Casting. Iterational, with one iteration cost set to 25 and autorecasting if not stopped or out of Energy
- Blizzard/Death and Decay spells do friendly Units Damage and Building Damage as they should
- Whirlwind spell is no longer invisible for your opponents and do full damage to friendly units
- Whirlwind spell cursor is now AOE
- New Death Knight model
- New Orc Blacksmith model
- New Orc Ogre Mound model
- New Death Knights and Mages death animations
- Better Camera Distance & Angle
- Reduced overal amount of environment doodads at the center
- Secrets starts here
v1.12
- HD Square Selection Markers
- TH build time changed from 40 seconds up to 120 seconds, but your first TH in-game still requires 40 seconds to build
- Changed Melee Victory/Defeat Conditions trigger timing from 'Farm button pressed' to 'first Farm completed in-game'
- Expanded and polished attack type/armor type tooltips
v1.13
-
Starting resources setting changed from 'default Taiga_BNE.pud' to players vote at the start for:
-- High
-- Medium
-- Low
- Fixed workers starting spawn location, so Goldmines can be seen at the start of the game
- Added Elven Lumber Mill model
v1.14b
-
Custom Loading Screen
- Warcraft II themed human&orc cursor (1.14c)
- Added Temple of the Damned model
v1.15
-
Added Altar of Storms model
- Added Orc Tower model
- Added Goblin Alchemist model
- Added Troll Lumber Mill model
- Restored default buildings angle
v1.16
-
Added Elven Archers & Rangers models
- Rally Point feature is back
- Broader map topology
- Sappers and Demolition Squads units has increased Kaboom AOE
- Better cliff textures (closer to 'Wasteland' tileset Warcraft II)
- Improved trees textures (closer to 'Wasteland' tileset Warcraft II)
v1.17b
-
Added Knights & Paladins models
- Added Church model
- Added Dragon Roost building animation (Submitted by Tamplier777)
- Added better icons for custom made assets
- Fixed oversaturated icons (v1.17b)
- Removed Rally from Stables and Ogre Mound (v1.17b)
- Removed Sell Items Abilty from Church and Altar of Storms (v1.17b)
- Fixed 'no audio' Knight/Paladin bug (Submitted by Tamplier777) (v1.17b)
- Better Knight/Paladin models (Submitted by Tamplier777) (v1.17b)
v1.18
-
Added 4 Human music themes (by BaditO2 & VG Music Revisited)
- Added 4 Orc music themes (by BaditO2)
- Added Church response sound (by NegatingSilence)
v1.19
-
Better Death and Decay VFX (closer to Warcraft II)
- Fixed Orc/Human Blacksmiths upgrades names and hotkey
- Fixed DeathKnight Haste spell hotkey
- Better Blizzard/Death and Decay spells re-casting mechanics
- Fixed Bloodlust VFX attachments points
- Changed Blizzard/Death and Decay damage/number of shards stats
v1.20
-
Better terrain textures to represent classic 'Wasteland' tileset (since Blizzard changed their tileset w/o - mentioning it in patchnotes, I've made my own textures)
- Added Gnomish Inventor model (Submitted by Tamplier777)
- Added Mage Tower model (Submitted by Tamplier777 & ShadiHD)
- Added Stables model (Submitted by Tamplier777)
v1.22
-
Environment improvements to ressemble Wasteland tileset as close is it can be
- Orc/Human Cannon Towers now spits cannon balls (Blizzard finally added projectile to game resources)
- Added Human Farm model (Submitted by Tamplier777)
- Added classic environment textures for SD version of the game (prep for an SD update)
- Fixed an issue when orc3 music played at the start of the game could possibly make the game crash
- Removed Orc/Human Barracks response sound to fit the classic wc2 sound set
v1.22 (protected)
- Added fog effect to map borders
- Added Mage Tower response sound effect (Submitted by ShadiHD)
- Added Orc Pig Farm model (Submitted by Tamplier777 & ShadiHD)
- Added Orc Great Hall (Submitted by Tamplier777 & ShadiHD)
- Added Orc Stronghold (Submitted by Tamplier777 & ShadiHD)
- Added Orc Fortress model (Submitted by Tamplier777 & ShadiHD)
v1.25 (protected)
  • Updating...
v1.26f (protected)



    • Another guess-fix for crashes.

Credits List:
Contents

Warcraft II: Reforged Melee v1.26 (Map)

Reviews
Shar Dundred
Map appears to be functional & doesn't break any rules. Approved.
Level 5
Joined
Dec 29, 2019
Messages
51
Because there are only two "units" in your map picture:



If you add 6 more units into the picture, the hive description will auto update to 8.

Looks like you're talking about cover image, but what kind of neural network recognition hiveworkshop use to mark it as a 'two units on that image'? If we're talking about minimap thingy - it was autocreated, it wasn't me who placed only 2 player start locations at that image. I'm confused as hell. Please clarify.

And btw, an advice of how can you hide cover-art from 'Previews' section would be also very nice to receive.
 
Last edited:
Level 10
Joined
Dec 11, 2009
Messages
234
If we're talking about minimap thingy - it was autocreated, it wasn't me who placed only 2 player start locations at that image. I'm confused as hell. Please clarify.
Yes, this is definitely related to the reason why it's recognized as 2-player map.

For example, the same thing happened here (compare the minimaps for two attached files).
I would guess it's Hive reading the new map format wrong.

And btw, an advice of how can you hide cover-art from 'Previews' section would be also very nice to receive.
Pastebin?
 
Last edited:
Level 5
Joined
Dec 29, 2019
Messages
51
Level 5
Joined
Dec 29, 2019
Messages
51
So all WC2 models was integrated into the game? Interesting. For what reason i wonder.
Personally, I think there were people that started with old wc2 abilities and units from the beginning of the developing of Warcraft 3(as a part of rpg like Warcraft universe mix of tactics and strategy). Also, as they were need some props for Medivh's memories, that Blizzard even quotes in their trailers and demos, considering latest playwarcraft3.com changes.

So the main reason is basically this, time 1:26:

 
Last edited:
Level 8
Joined
Aug 5, 2014
Messages
190
Personally, I think there were people that started with old wc2 abilities and units from the beginning of the developing of Warcraft 3(as a part of rpg like Warcraft universe mix of tactics and strategy). Also, as they were need some props for Medivh's memories, that Blizzard even quotes in their trailers and demos, considering latest playwarcraft3.com changes.

So the main reason is basically this, time 1:26:


Thats funny, because in that scene we can see a Frozen Throne Demolisher, instead of wc2 styled catapult which can be seen in your map. They didnt even fully used them.
 
Level 10
Joined
Dec 11, 2009
Messages
234
Level 5
Joined
Dec 29, 2019
Messages
51
High Resolution Loading Screens


ReplaceableTextures\Selection\SelectionCircleSmall.blp
ReplaceableTextures\Selection\SelectionCircleMed.blp
ReplaceableTextures\Selection\SelectionCircleLarge.blp
Use BLP Lab to convert those to tga (or something) and edit them in Photoshop.
Or just use this: Selection Circles v1.50

EDIT: Made my own for Reforged.

Oh, thank you! But have you used SC v1.50 square sprites by yourself? I tried as a first measure to prove the concept, but it was not as sharp and clean as you would've expect from a 4K res game, so I'll try to make my own.
 
Last edited:
Level 5
Joined
Dec 29, 2019
Messages
51
Forum, please review.
I think it looks cool and plays fun, so wish you luck with that. I'm working on minor bugs and improvements, overall it looks polished.
v1.13 Update
  • Starting resources setting changed from 'default Taiga_BNE.pud' to players vote at the start for:
    • High
    • Medium
    • Low
  • Fixed workers starting spawn location, so Goldmines can be seen at the start of the game
  • Added Elven Lumber Mill model
 
Level 5
Joined
Dec 29, 2019
Messages
51
v1.13 Update


    • Starting resources setting changed from 'default Taiga_BNE.pud' to players vote at the start for:
      • High
      • Medium
      • Low
    • Fixed workers starting spawn location, so Goldmines can be seen at the start of the game
    • Added Elven Lumber Mill model

v1.14c Update

  • Custom Loading Screen
  • Warcraft II themed human&orc cursor (1.14c)
  • Added Temple of the Damned model
 
Last edited:
Level 5
Joined
Dec 29, 2019
Messages
51
Hey, forum! Is there a common knowledge how to fix standart "Blizzard spell damage not stacking" issue? I mean every wave buildings and units get damage only from the single shard, even f they are exposed to multiple shard hits... I'm out of ideas, trying different ways brought me no fruits :( Please, help!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Hey, forum! Is there a common knowledge how to fix standart "Blizzard spell damage not stacking" issue? I mean every wave buildings and units get damage only from the single shard, even f they are exposed to multiple shard hits... I'm out of ideas, trying different ways brought me no fruits :( Please, help!
Try asking here
World Editor Help Zone
 
Level 5
Joined
Dec 29, 2019
Messages
51
Wait how do you install this ?

  1. Buy (and don't refund) Warcraft III: Reforged (map using new assets, that will appear blank if you play it on classic Warcraft 3:TFT)
  2. Download .w3m file
  3. Place .w3m file in '\Users\USERNAME\Documents\Warcraft III\Maps' folder
  4. Launch game -> Go to
    1. Multiplayer with friends: Custom Game -> Create Button
    2. Singleplayer pepes: Single player -> Custom Game -> Create Button
  5. Find it amongst 8 player maps right at the first list opened (no need to open folders if you saved it right in the 'Maps')
via DISCORD channel sub #faq
 
Level 4
Joined
May 19, 2020
Messages
319
Very good, nostalgic map, I recommend! Very nice ambience editing. With old audios it would be even better! Unfortunately you kept it protected from edits.
The good thing about playing Wc2 are the large armies, the ideal would be to play on a larger map, put Food to 300 and increase the number of units used within the AI, in addition to making some additional adjustments to the AI... it seems they are advancing towards very rapid attacks on the enemy base, using only a few initial units, it remember even Wc3.
You can update the cover photos for the map. Footman is already different and the used model on the map is very similar to Wc2. Congrats.
 
Last edited:
Level 25
Joined
Feb 2, 2006
Messages
1,667
Great map map, some suggestions:
  • Add unit soundsets and fighting sounds from Warcraft 2!
  • In the beginning there is a spelling mistake with "Players".
  • Scrolling down with the camera behaves weirdly.
  • I had the feeling the map was lagging a bit.
  • If I have the Orc interface, I can still choose human but my interface does not change. Maybe not possible in Warcraft.
  • Why not show the exact production value somewhere?
  • Guard Towers have no attack icon, I cannot target a specific unit? Same for rally point flags etc. I guess you did this because it is closer to Warcraft II.
  • Some upgrade icons look still like Warcraft III. I don't know how they look in Warcraft II.
  • Units get stuck really often especially in the late game. AI builds its buildings, so their units cannot leave their base anymore and my allied AI got stuck between the trees. Maybe it is small like that in Warcraft 2 but maybe adapt it a bit for Warcraft III. The AI that got stuck was Orc in the top left.
 
Level 16
Joined
May 25, 2004
Messages
1,170
Well done.
I played a few rounds myself and loved the graphics.
I love that i can finally play Warcraft 2 Melee match on war3.

I cant wait to play the actual Campaigns from CSW, but this is definitely something to enjoy while we all wait for it to come out!
 
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