• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Warcraft II: Reforged v1.29.4 Garden of War - Altered Melee

Ever imagined what it would be like to restore Warcraft II game mechanics within Warcraft III multiplayer custom maps?

This is it. Made on pure recombination of Blizzard assets within their native tools.


Core features:
  • Full-fledged gaming experience of Warcraft II LAN battles
    • No heroes
    • No 'worker limit' goldmines
    • Total unit limit of 200
    • Trigger based Spells & VFX
  • A.I.
  • Warcraft III QoL Features
  • Blizzard Warcraft II: Remastered assets (sounds, music, cursor)

What's Altered:
  • Two playable races
  • A.I. for computer opponents
  • Resource harvesting system:
    • 100 resources per worker return
    • 9 seconds to collect a sack of gold (4 sec for Town Hall + 5 sec for Gold Mine in Warcraft II: Remastered)
    • Trees take up the same space per lumber harvested
    • +10 gold/lumber per return if the player builds T2/Lumber Mill
    • +25 gold return if T3 is present
    • No upkeep
    • Multiplayer Warcraft II resources setting: 'High'
  • Orc & Human Tech trees:
    • Custom units
    • Custom buildings
    • Production costs
    • Production times
    • Custom upgrades and research options
  • Units and Buildings balance:
    • Unit limit set to 200
    • '1 Unit = 1 Food' requirement principle
    • Melee game starting units
    • Stats
    • Scale
    • Speed
    • Vision and attack range
    • Spells & abilities
    • Pathing and collision
    • Custom damage system that replicating Warcraft II math
  • Look & Feel
    • Remake of classic Warcraft II 'Garden of War.pud' map
    • HD Square selection markers
    • Hotkeys
    • Sound alterations
    • Warcraft II: Remastered Sounds & Music
    • HD Warcraft II: Remastered cursor
    • True Fog of War: black and unexplored
    • Rally points removed
    • Classic building system: 'Power Building' + 'Builder Load' construction
    • Building animations always active (except the Gold Mine)
What remains:
  • Warcraft III Blizzard assets (Warcraft II: Remastered & Warcraft III: Reforged)
  • Warcraft III: Reforged QoL Features:
    • 12 Unit selection + multi-building selection
    • Basic orders hotkeys ('Move', 'Harvest', 'Hold Position', etc.)
    • Warcraft 3 UI layout
    • Unit production queues
  • Undead/Night Elf UI/Sound selection at lobby screen

Bugs/Known issues:

Units​

  • Dragons/Gryphon Riders:
    • Air collision differs from Warcraft II
    • Multiple simultaneous attacks fail to properly trigger the 'fireball' spell
    • 'Lag' handicap triggers are ineffective when selecting multiple unit types

Spells​

  • Heal: Cannot be auto-cast on another Paladin
  • Blizzard/Death & Decay: Malfunctions in multiplayer (e.g., fails to cast)
  • Haste: Trigger logic lacks coverage for Warcraft II-style use cases

Buildings​

  • Build Animations: Custom-triggered animations may not function correctly.

Please follow the development dashboard link below for more info.

Changelog:
v1.05
  • Improved map file description

v1.06
  • Outbound terrain and doodads

v1.07
  • Enhanced unit vision (+10% range for every unit and building)

v1.08
  • Reverted rally point position and icon
  • Added modified Warcraft III: Reign of Chaos map "Lost Temple" to the map pool

v1.09
  • Removed modified Warcraft III: Reign of Chaos map "Lost Temple" from the map pool
  • Changed Ogre-Mages' default model to another version
  • Added Kaboom explosion effect to the Demolition Squad unit
  • Improved informativeness of armor/attack type tooltips
  • AI players now have names based on their color and race combination
  • Added new small paths to the center region to increase land maneuverability
  • Draft change: SD square selection markers are back; HD coming soon...

v1.10
  • Improved square selection marker size
  • Reverted Gryphon Rider icon to its previous 'animal portrait' style, reflecting Blizzard's update

v1.11
  • Introduced Warcraft II-style spell casting: iterative, with one iteration costing 25 energy and auto-recasting unless stopped or out of energy
  • Blizzard/Death and Decay spells now damage friendly units and buildings as intended
  • Whirlwind spell is no longer invisible to opponents and now deals full damage to friendly units
  • Updated Whirlwind spell cursor to show AoE
  • New Death Knight model
  • New Orc Blacksmith model
  • New Orc Ogre Mound model
  • Added new death animations for Death Knights and Mages
  • Adjusted camera distance and angle
  • Reduced the number of environment doodads in the center
  • Secrets start here

v1.12
  • HD square selection markers added
  • Town Hall build time increased from 40 to 120 seconds (the first Town Hall still builds in 40 seconds)
  • 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 changed from default Taiga_BNE.pudto a player vote at the start:
    • High
    • Medium
    • Low
  • Fixed worker spawn locations to ensure Gold Mines are visible at game start
  • Added Elven Lumber Mill model

v1.14b
  • Added custom loading screen
  • Added Warcraft II-themed Human and Orc cursors (v1.14c)
  • 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 building angles

v1.16
  • Added Elven Archers and Rangers models
  • Reintroduced rally point feature
  • Expanded map topology
  • Increased Kaboom AoE for Sappers and Demolition Squad units
  • Improved cliff and tree textures to better resemble the Wasteland tileset from Warcraft II

v1.17b
  • Added Knight and Paladin models
  • Added Church model
  • Added Dragon Roost building animation (submitted by Tamplier777)
  • Improved icons for custom-made assets
  • Fixed oversaturated icons (v1.17b)
  • Removed rally from Stables and Ogre Mound (v1.17b)
  • Removed Sell Items ability from Church and Altar of Storms (v1.17b)
  • Fixed no-audio bug for Knight/Paladin (submitted by Tamplier777)
  • Enhanced Knight/Paladin models (submitted by Tamplier777)

v1.18
  • Added four Human music themes (by BaditO2 & VG Music Revisited)
  • Added four Orc music themes (by BaditO2)
  • Added Church response sound (by NegatingSilence)

v1.19
  • Improved Death and Decay VFX to resemble Warcraft II
  • Fixed Orc/Human Blacksmith upgrade names and hotkeys
  • Fixed Death Knight Haste spell hotkey
  • Improved Blizzard/Death and Decay recasting mechanics
  • Fixed Bloodlust VFX attachment points
  • Adjusted Blizzard/Death and Decay damage and shard count

v1.20
  • Enhanced terrain textures to recreate the classic Wasteland tileset
  • Added Gnomish Inventor model (submitted by Tamplier777)
  • Added Mage Tower model (submitted by Tamplier777 & ShadiHD)
  • Added Stables model (submitted by Tamplier777)

v1.22
  • Environmental improvements to closely resemble the Wasteland tileset
  • Orc and Human Cannon Towers now fire cannonballs (Blizzard added projectiles to the game resources)
  • Added Human Farm model (submitted by Tamplier777)
  • Added classic environment textures for the SD version of the game (prep for an SD update)
  • Fixed an issue where the orc3 music played at game start could cause a crash
  • Removed Orc/Human Barracks response sound to align with the classic Warcraft II sound set

v1.22 (protected)
  • Added fog effects 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 model (submitted by Tamplier777 & ShadiHD)
  • Added Orc Stronghold model (submitted by Tamplier777 & ShadiHD)
  • Added Orc Fortress model (submitted by Tamplier777 & ShadiHD)

v1.27 (protected)
  • Introduced classic mode with a fully remade map layout
  • Drastically changed scale to recreate the original Warcraft II tile-by-tile
  • Updated unit spell descriptions to better reflect actual spell mechanics
  • Implemented a custom Warcraft II damage system (original math)
  • Removed all other authors' assets to streamline development
  • Reduced map file size from 210 MB to 392 KB
  • Changed attack sounds to better represent the Second War
  • Removed Paladin/Ogre and Archer/Axe Thrower evolution to align with classic Warcraft II gameplay
  • Introduced a custom construction/death system for animations on Warcraft III models lacking such features

v1.28 (protected)
  • Added proper AI with Warcraft II: Remastered classic build orders, with limitations:
    • AI does not expand
    • Two of the eight spawn points cause AI to freeze for unknown reasons
  • Increased map size, with the playable area unchanged
  • Visual adjustments: shadow sizes, ground textures, scaling values
  • Improved overall stability and fixed bugs
  • Reintroduced camera functionality; unit selection triggers events

v1.28.1 (protected)
  • Bug fixes
  • Restored artillery/dragon latency functionality
  • Artillery corpse explosion now spawns a corpse instead of making it disappear
  • Added Warcraft II music and sounds
  • Improved explosion effects
  • Enhanced environment visuals

v1.29 (protected)
  • Bug fixes
  • Introduced Fireball magic spells
  • Added splash damage for Dragons and Gryphons
  • New loading screen
  • Updated map preview and in-game minimap (Warcraft II)
  • Added more Warcraft II sounds

v1.29.1 (protected)
  • Bug fixes
  • AI improvements, including:
    • Fixed NE and UD AI issues (e.g., not harvesting lumber, not building tech trees correctly)
    • Resolved "wall-in" issues with building construction layout
    • Addressed idle Gold Mine issues (AI only)
  • Celebrated Microsoft’s Warcraft II: Remaster release with a happy face :)

v1.29.2 (protected)
  • Fixed gryphon/dragon and Mage Fireball spell bugs
  • Work in progress: arrays implementation for multiple simultaneous attacks
  • Integrated 145 MB of Warcraft II: Remastered music (internal assets)
  • Work in progress: adding four missing songs to the Warcraft III playlist
  • Adjusted unit portraits (new world editor functionality) to better reflect the Second War

v1.29.3 (protected)
  • Bug fixes
  • Addressed multiplayer crash issues

v1.29.4 (protected)
  • Bug fixes
  • Added music from Warcraft II: Remastered:
    • Orc 1 & Orc 6
    • Human 1 & Human 6
  • Polished texts for consistency with Warcraft II: Remastered
  • Introduced HD cursors from Warcraft II: Remastered
Links:
LoreCraft Design team assets version (<=1.26f):
Contents

Warcraft II: Reforged Melee v1.29.4 (Map)

Reviews
Shar Dundred
Map appears to be functional & doesn't break any rules. Approved.
Level 6
Joined
Dec 29, 2019
Messages
63
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.
 
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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?
 
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Level 6
Joined
Dec 29, 2019
Messages
63
Level 6
Joined
Dec 29, 2019
Messages
63
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
202
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
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Messages
234
Level 6
Joined
Dec 29, 2019
Messages
63
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.
 
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Level 6
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Dec 29, 2019
Messages
63
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 6
Joined
Dec 29, 2019
Messages
63
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 6
Joined
Dec 29, 2019
Messages
63
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 73
Joined
Jun 4, 2009
Messages
19,676
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 6
Joined
Dec 29, 2019
Messages
63
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
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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.
 
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Level 27
Joined
Feb 2, 2006
Messages
1,567
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 6
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Messages
63
Updated the map.
Changelist, new screenshots, etc. will follow soon.

Went back to original blizzard assets just to streamline the gameplay process.

When everything will be set and CotsW team won't mind I'll add their assets back, but for now I want to focus on gameplay :)
 
Level 6
Joined
Dec 29, 2019
Messages
63
Hey, Hiveworkshop!

1.29 is here.

We're finally getting to play with proper fireball and air units attacks.

Not much playtests were made, but I'm aiming at 1.30 being a polished and competitive release.

Please host it with A.I. and friends to see if it even works multiplayer after all those changes I've managed to deliver in a couple of weeks.

Main insight of the experience working on this map would be:
Art direction and technical implementation of the Reforged assets isn't that bad. Warcraft III default camera desperately needed a visit from Game Design folks. As simple as reducing FOV to minimal and adjusting distance/map fog got me VERY RECOGNIZABLE UNIT SILHOUETTES and Steady 60 FPS on my working monitor. So, yeah... I guess you could redeem Reforged framerate and blurry battles just by defining those few values (definitely is what MS doing with their 2.0 release gossiped).
 
Level 6
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Messages
63
@antontama
Could you please reupload the old map with CSW assets? I know it does not represent your current vision of the project, but I liked that map a lot.
Too bad I didn't bother to make a backup.
Sure thing, here you go: Google Drive

Thanks for your warming words, I'm really happy to know at least some of us enjoying it :grin:
 
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