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

Warcraft II: Reforged Melee v1.11

Submitted by antontama
This bundle is marked as pending. It has not been reviewed by a staff member yet.
WOW, 300 DLS, THANK YOU EVERYONE! PLEASE, CONSOLIDATE AT DISCORD! (link below)

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
  • Reforged only sound and video assets
    • Unused LemonSky assets
    • Trigger based VFXs
    • Custom made models (Submitted by Tamplier777)
  • Competitive A.I.
  • Modern QoL

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 (Taiga map 'default' 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
    • Triggered construction animations (for assets with lack of animations)
    • Triggered destruction animations (for assets with lack of animations)
  • Classic units and buildings balance:
    • Starting units
    • Stats
    • Scale
    • Speed
    • Vision and attack range
    • Spells & abilities
    • Pathing and collision
  • 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
    • Square selection markers
    • Buildings angle
    • 1 Music theme
    • No 'rally point', for some reason
    • Hotkeys
What remains:
  • 12 Unit selection
  • Basic order hotkeys (*stj)
  • UI & Undead//Night Elf selection
  • Percentage based damage system (first subject to change soon)
  • Audio and video assets of Warcraft III: Reforged
  • Multiple buildings selection
  • Unit production queues
  • Hero glow for two T3 human units (*stj)
  • Warcraft III UI layout
  • Warcraft 3 style aviary splash damage (*stj)
* Subject To Change

Upcoming features:
  • Warcraft 2 Style Damage Formula, with Piercing Damage through that thick Building Armor
  • Warcraft 2 Style input lag for Siege and Flying Units
  • HD square selection sprites
  • Warcraft 2 Style UI layout, with map sitting on the top-left region of your screen and every other thing under respectively.

Bugs/Known issues:
  • Town Hall/Greathall building time is 70% short only for 1st Main Building in game, not for every Th/Gh
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

Credits List:
9x9 path texture: "The Pathing Texture Pack"
Square selection markers: "Selection Circles v1.50"
Death Knight model: "Reforged Second War Orc Deathknight"
Orc Blacksmith model: "Orc Blacksmith Reforged"
Ogre Mound model: "Ogre Mound and Derivatives Reforged"
Contents

Warcraft II: Reforged Melee v1.11 (Map)

  1. antontama

    antontama

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    Can someone help me with Players: 2 'Hive Map Contents' description? The map has its 8 players setup, but hive keep telling me it's only for 2, why? :peasant-thinking:
     
  2. tulee

    tulee

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    Because there are only two "units" in your map picture:

    Hidden



    upload_2020-1-30_18-45-45.png




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

    antontama

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    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: Jan 31, 2020
  4. BizzaroFukuro

    BizzaroFukuro

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    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.

    Pastebin?
     
    Last edited: Feb 9, 2020
  5. darkravenbest

    darkravenbest

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    Where this custom models came from? Was they in the game or you they were created for the custom in the short period of time?
     
  6. antontama

    antontama

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    There is not a single custom model. That's the point of making that map with some kind of 'personal challenge'. Everything you see is OG Blizzard/Lemonsky assets.
     
  7. antontama

    antontama

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    Well okay then, I guess I'm just going to wait till hw fixes itself. I think.

    https://www.hiveworkshop.com/pastebin/create Sorry, what?
     
  8. BizzaroFukuro

    BizzaroFukuro

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  9. darkravenbest

    darkravenbest

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    So all WC2 models was integrated into the game? Interesting. For what reason i wonder.
     
  10. antontama

    antontama

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    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: Feb 20, 2020
  11. darkravenbest

    darkravenbest

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    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.
     
  12. antontama

    antontama

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    Btw, forum, I'm looking for the way to make 4K loading screen and square 'selection circles´, is there're any guides on that? inb4 SD guides with lowres assets limits at it.
     
    Last edited: Feb 29, 2020
  13. BizzaroFukuro

    BizzaroFukuro

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    Resources:
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    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
     
  14. antontama

    antontama

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    Oh, thank you! But have you use 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.