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[Altered Melee] WarCraft Legends [inspired by SC2 co-op]

1. Personal State & Work Approach
I think I’ve hit that very burnout… hmm… I overdid it.
I’ll keep working but lower my ambitions.
This time there will be no focus on social media or videos — just pure dev work and releasing new versions.

2. About Warcraft Data Sync
I still haven’t really let you experience warcraft-data-sync.
It’s not perfect — in the final stage, you still need to recompile the code and make minor tweaks — but it’s my way of avoiding the need to create a separate compilable client-side mod.

3. Current Content Available

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Sharing the content I have so far:

  • Warsong Gulch — PvP 2v2, capture the flag.
  • Alterac’s Justice — already familiar to you.
  • Voices of the Sands (in dev) — PvE, very early-stage map focused on breaking silithid camps.
4. Parallel Development: Factions & Heroes

Kel’Thuzad — Cult of the Damned (in dev)

  • Constant pressure using free units.
  • Resurrection into skeletons via necromancers.
  • Plague’s cunning and strength.
Grommash Hellscream — Rage Mechanic (in dev)
  • Every unit gains mana during combat and spends it on abilities.
  • Small features like boars that consume 1 food but provide 3 (aggressive early growth).
  • Weak resource gathering but has resource stealing — now from both units and buildings, upgradable.
  • Arena feature — Grommash’s units fight each other, and the winner gains a buff (buff pool not ready yet).
 

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Well… I’m ready… let’s talk about Grommash (and everything related to WarCraft Legends). There have been countless variations of how his army should look. Fearless, insane, brimming with demonic power (as in the campaign). My vision reflects the state of his clan between the Second and Third Wars, before Mannoroth’s corruption. The orcs’ veins still boil with the primal taint of their blood, their eyes are bloodshot, they are fearless in the face of what’s coming, and they live for battle. That’s the moment I tried to capture.

I also took the mechanic of raiding to its absolute limit. Unlike classic altered melee, I can “play” with balance for the sake of fun. Grommash has reduced resource gathering from workers, but this is offset by his Tier 3 ability Pillage, which gathers resources from all enemies.

Attacking enemies allows Grommash’s units to gain mana, which they spend on their abilities — this applies to Grommash himself as well. This core mechanic lets him dive into combat from the very start and remain in that state until the end.

Grommash’s army focuses on melee combat, highlighted both by their damage and their upgrades, which grant bonus damage and attack speed.

Details:
  • Grunt & Spear Thrower, Raider & Spear Raider are connected. If the rider dies, a neutral wolf temporarily remains, which can be re-mounted.
  • Kodo – a powerful speed aura and an additional Rage ability, granting even more damage.
  • Shredder – serve as siege units; the Shredder can stun buildings to smash enemy defenses.
  • Boar – an early expansion unit; losing 1 food yields 3 (so 2 net gain) at a relatively low cost. Boars can also be sacrificed to heal (+Rage), the only healing ability in Grommash’s ranks, but the boar dies (later this effect can be enhanced by accumulated Rage).
Rage is upgraded from T1 to T3, and after T1 you can choose specialized Rage upgrades to fit your playstyle. They can all be unlocked in any order (likely this will become meta later, adjustments will be made).

Ogres are mostly for filling out Grommash’s T3 army. We have both melee warrior and mage: the warrior handles control and damage soaking; the mage is for combat + support (Bloodlust and K’illrogg’s Eye — possibly the summon will later gain attack, currently only provides detection).

I don’t claim to have top-tier race design, but I try to find interesting solutions in basic racial traits and push them to the limit. This is not an excuse — custom JASS abilities are unavoidable. I mostly focus on the project architecturally, to stay organized with imports and expanding races, so I can easily make adjustments.

I switched from Kel’Thuzad (which I previously promised) to Grommash, inspired by the battlefield of WoW’s Warsong Gulch. The map itself is not mine — I only modified it; original author: Argoclips. The mechanic will be similar, and the core gameplay focuses on PvP. It’s a fairly easy-to-execute map, so I took it and added it to the project. I hope 2v2 PvP unfolds as I envision — it’s more than a SC2 co-op custom mode for FFA, where luck and the chosen overpowered character often decide the game. Here, paired characters offset each other’s weaknesses or enhance strengths, but I won’t be able to test this myself… =( I will later observe games from the outside to evaluate all flaws and blatant imbalances (true balance is impossible here).

What’s next? First, a lot of monotonous work filling in all descriptions and setting up Grommash’s tech tree. Then, I’ll probably switch back to Kel’Thuzad, as I have ideas for his implementation.

Watching TechTree #19 contestants inspired me; I might selectively borrow some solutions. Gul’dan, Phylarch the Evergreen, Sapphiron, Ragnaros — all unusual concepts that dig into co-op mode mechanics beyond basic Altered Melee.

Long-term ideas: I had concepts for three Dwarf clans:
  • Ragnaros – featuring zealous followers of the Black Iron Clan.
  • Magni Bronzebeard – including tech-focused gnomes and dwarves from Ironforge. Multiple workers can accelerate a single upgrade at the cost of additional resources (similar to Alliance construction). Central structure: Great Forge, mechanics TBD. Possibly unit artifacts like HoMM5 Academy.
  • Kurdran Wildhammer – this clan will rely on air support, continuous bombardments, and reinforcements deployed from barracks.

I’ll follow my instincts and do what feels right. I’m also drawn to Arathi Highlands, using the same author’s map. Not perfect, but easy to work with. Night Elf characters need a second hero: possibly one of three — Shandris (basic commander, summons support units like Rainer SC2, e.g., chimera, ancient giant), Malfurion (dual-form units, elf-beast, mechanics TBD), or Brightwing & Lunara (pair focusing on Emerald Dream and ancient trees, inspired by Phylarch the Evergreen). Maiev is a raw concept: shard collection, secret magic focus. Illidan will stand alone, likely an innovative take outside the standard Night Elf concept, focusing on him with nagas, satyrs, blood elves, demons, and demon hunters.

A full playable build won’t be released on the site yet… I’ll post my build in the forum branch for review and feedback. Hero max level won’t be prioritized yet, high-priority updates planned later. Video and social media coverage won’t resume; it led to burnout and consumed time, though advice was valuable. I hope players make videos of the map, letting me quickly respond to issues and feedback.

I also have an exclusive AI system, made by Eurick, giving life to AI heroes (currently only Tyrande), which will later prevent the uncanny valley effect. For now, I’ll add standard-race AI for PvP and PvE options.

That’s it for now — I’m simply continuing what brings me joy.

Yes, the project is messy and sometimes primitive, but I put my soul into it and hope it becomes something worthwhile, large, and maybe even popular. Some ideas are cut for practicality, some solutions are crude, and some default abilities are temporarily used. I’m not Blizzard; I have no staff or profit motive. A little attention is nice; mostly this is a hobby… I enjoy the process.

I even considered creating a co-op universe and a standalone game, focusing on unique, vivid commanders and their mechanics. But that would be exponentially more complex, especially when it comes to creating the story and lore — the very challenge that has kept similar co-op projects from appearing in RTS worlds. Strictly multiplayer-focused design can’t deliver the same experience without a strong campaign, and co-op is impossible without striking characters. Balancing co-op is also inherently unachievable, since its main goal is fun.

Therefore, I return to working on WarCraft Legends as a hobby. I’m captivated by the process; it’s just a matter of balancing development with my free time.
 

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Trouble came from where I least expected... My PC is unstable right now. I plan to repair it once I have a steady income, and then I’ll slowly get back to working on the project I love.

I’ve released Grommash and the map, but I honestly don’t know what exactly compiled there, so I’m waiting for feedback. It’ll be embarrassing if those builds don’t work... =(
 
As 2025 is coming to an end, I’m getting closer to finally completing my PC build — but for now, we work with what we have.

Time to sum things up.
During 2024–2025, I managed to burn out from the project… and eventually come back to it.

I released two major updates with new heroes:

  • Sally Whitemane
  • Grommash Hellscream

Along with that, I introduced a new map — Warsong Gulch.

I also have my own custom build engine prepared for the project, which will allow future expansion and scaling without major issues.

Kel’Thuzad was chosen in a community vote right before my burnout, and I can confidently say that I will finally implement him in 2026.
Additionally, I want to create a full remake of the map “Bangsgaard – Gnoll Hunting”. The map will be built from scratch, with gameplay mechanics closer to Part and Parcel from StarCraft II.

There’s also an idea to migrate the project from JASS to Lua for better performance — for now, it’s just a thought.

Thank you to everyone who continues to follow the project.
It genuinely means a lot to me to see views and downloads steadily growing (1895). I’ll be able to return to active development a bit later. Going forward, the focus will be more on the project itself rather than community growth.

Wishing you happy upcoming holidays — Merry Christmas and Happy New Year 🎄✨

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P.S. Leaving you with an AI-generated image — Grommash turned out perfectly… Sally, not so much 😄
 
Here I only share my thoughts. I post the finished builds on the website along with the update descriptions.

Hello everyone! I've finished building my PC (ahead of schedule) and I'm ready to continue my project.

I've heard criticism that despite the core mechanic, there are very few differences in the tech trees compared to the standard races. So, I'm changing course towards - fewer heroes, more uniqueness. With this approach, I hope to create between 15 to 20 commanders, maybe even fewer.

Kel'Thuzad

First up is Kel'Thuzad. He's inspired by Stukov, Zagara, Karax, and the Necropolis faction from HoMM5. He also incorporates concepts previously planned for Mal'Ganis (who was supposed to be like Stukov, creating zombies – this will now be a sub-mechanic for Kel'Thuzad) and Teron Gorefiend (who was meant to uniquely raise undead directly on the battlefield – Kel'Thuzad now inherits all of that).

From Stukov, Kel'Thuzad will take the unit charge mechanic. For us, these will be Cult of the Damned cultists – living beings whose lives are dedicated to the necromancers, their goal being to die and be reborn as undead. Many structures will generate corpses. The cultists themselves will be reborn as unique undead units. Additionally, corpses generated by buildings will also spawn unique undead upon rebirth – ideas are currently only for little dragons, but there might be variations of skeletons, like mages near the Temple of the Damned, and other things.

From Karax, we'll take accelerated building construction. Our workers will be Acolytes – they will act as fuel for construction, dying to erect new buildings. They will be cheaper, and gold collection will be automatic. A deceased acolyte will likely become a Shade of Naxxramas, serving as a T1 scout and simultaneously a lumber gatherer.

Kel'Thuzad's key building is the Plague Cauldron. It will be responsible for spreading plague, applying buffs and debuffs, and also replenishing Dark Energy (similar to HoMM5).

Dark Energy will essentially function as an additional resource panel. His active ability will be the Book of the Dead (or Necronomicon, if it exists in WoW lore), which will allow summoning even more undead on the battlefield, including unique units like our favorite Naxxramas bosses. I'll probably take 4: Patchwerk, Noth the Plaguebringer, Maexxna, and Sapphiron. Each would provide a unique mini-mechanic to support the army, with only one being accessible at a time. Besides these, summonable rank-and-file units would include skeletons, flesh golems, and maybe other things like summoning graves, something along those lines.

Naxxramas – Kel'Thuzad will have this as his main structure. A significant restriction, and a major vulnerability if it's lost. Upgrading Naxxramas to T4 will transform it into an additional unit – a powerful flying fortress (similar to the Necron Monolith from WH40k: Dawn of War).

Another additional structure will be the Phylactery. This building serves as a safeguard for the Lich; if he is killed, the Phylactery will be destroyed and the Lich will be reborn.

Necromancers are Kel'Thuzad's key unit, so they will be available from T1 and will likely have intermediate forms, such as a standard Necromancer and a higher-tier one.

There will also be the Necrosity, a key building for upgrading necromancy – its power, duration, and unique effects inspired by Death Magic from HoMM5. I haven't decided yet whether upgrades will cost only resources or will also require Dark Energy. The upgrades themselves will be typical ones like increasing lifespan, health, and attack, but also more interesting ones like reducing summoning cost for lesser undead, spiritual bond, and others (still in the brainstorming phase).

The Four Horsemen will be a standard unit, but capped at a maximum of 4. They will essentially be a simplified hero unit, bringing curses and an aura. I haven't decided yet whether it will be four unique units or just one.

Summoning demons might be included in the Necronomicon as one niche spell, or maybe not – I wouldn't want Kel'Thuzad, the right hand of Arthas, to be associated with the Burning Legion.

I also haven't forgotten to include an Andorhal reference. Wagons will have an ability to send Andorhal grain to an enemy building, temporarily taking control of it and causing it to spawn zombies.

Maiev

She is next in line after Kel'Thuzad, no voting needed. I've come up with two mechanics for her.

The first is dictated by the campaign, where we carefully collected shadow shards and upgraded our weapon. Now this will apply to the entire army and expand its capabilities. I haven't worked out the details yet. Perhaps you'll kill enemies and collect shards, then spend them to unlock army abilities.

The second mechanic I've taken from the concept for Alleria Windrunner, the High Elf Ranger (Alleria will likely not make the cut, but I'd like to include one High Elf centered around the Sunwell, maybe if there's a strong mechanic idea). This mechanic is inspired by the HoMM5 Sylvan faction's ability – Bane/Chosen Enemy. For Maiev, this will likely be called Hunt. Maiev is directly associated with the relentless pursuit of a goal, the goal to capture Illidan. In co-op, we'll be able to feel this by selecting up to 3 enemy UNIT TYPES as targets. It might not be perfectly elegant, but the chosen enemy unit type will receive a global defense debuff. Possibly, the elite 4th slot will be strictly reserved for hunting the enemy commander. Building on this idea, I'll deepen the mechanics and provide bonuses for Hunting the selected enemy units, offering assistance to your ally. The debuff will be powerful, so switching the Hunt target will be very expensive to prevent abuse. Therefore, scouting early to identify the player's most dangerous enemy units will be crucial.

Maiev will be unique among Night Elves in that her Ancients (trees) will be the weakest, with the focus shifted towards constructing mechanical buildings rather than living trees. Alternatively, the Ancients will just be weaker. I'll try to embody the image of the Warden in the unit design.

Humans

This concerns Uther, Varian, and Sally Whitemane. In Warcraft 1 and 2, the Alliance and Horde were only slightly different, essentially being reskins of each other. In Warcraft 3, their stats and tech trees started to differ, but it still felt somewhat lacking. I've come up with an idea to make the Human race more unique through upgradeability and complex interconnections between buildings. This is already quite evident with Varian – the Bank + House synergy – and there will be more such buildings as development continues.

Varian

I'll try to develop a retraining mechanic, allowing units to be upgraded into new forms. Similar to HoMM5 where you have a basic unit and two upgrade paths. I haven't decided on the exact implementation yet – whether it will be a permanent global upgrade for all units of that type, or an individual upgrade choosing one of two paths for each unit.

Hellscream

Will receive more units: a thematic siege tank (hello Terran technology), a battle blimp, and goblin sappers. He'll also get a complete reskin of all buildings using the Warsong clan building model pack.

Tyrande

Will incorporate the planned ideas for Shandris Feathermoon (Shandris herself won't make it as a separate commander, although she was originally intended to be a base commander – I've abandoned that concept). Tyrande's unit pool will expand to include summonable elite units: an Ancient Mountain Giant, an Ancient Chimera, and ambush units from Shandris's ranger squad.

P.S.

First, I'll be working on Kel'Thuzad.

Plus some updates for the other commanders from what I described above.

I'm also thinking of simplifying some of the code (gradually preparing for the transition to LUA).

I'd also like to automate the production of DISBTN icons within the project, within the Warcraft Data Sync project, by placing the functionality on a separate button that would automatically monitor new icons, create their DISBTN version, and delete abandoned DISBTN icons without an active form.

This update package will be in the next version.

After that, I'll tackle Maiev. I'll further optimize the project by introducing more automation. Ideally, I'd like to outsource some of the routine coding to AI, preferably with the transition to LUA, and also implement something like autogenerating unit descriptions (well, that's just a dream).
 
We're still waiting for new co-op heroes like:
  • Sylvanas
  • Arthas
  • Jaina
  • Malfurion
  • Illidan
  • Kael'thas
  • Rexxar

Thank you for your opinion.
  • Sylvanas - in plans
  • Arthas - Done! Arthas the Lich King. He'll also get a small expansion update
  • Jaina - Despite my love for the character, I still haven't decided on a concept, and I'm keeping it in reserve
  • Malfurion - in plans
  • Illidan - He's in the plans, but clearly not at the forefront. The problem is that, as a cult character, he had many races under his banner (blood elves, naga, satyrs, demons, and he himself spawned a race of demon hunters), but I can't yet imagine how to combine this into a single concept
  • Kael'thas - in plans
  • Rexxar - There are no plans at all. I honestly don't know what race to give him to control.
 
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Hellscream 2.0
  • AI has significantly improved Data-Sync, and now working with projects has become even easier. The unit editor is now available outside the Map Editor (which is a great help for balancing and editing descriptions). Also, data injection into child projects now updates map info correctly, so managing multiple maps at the same time is now much more convenient and enjoyable.
  • Grommash 2.0. Themed buildings for the Warsong clan have been released, and I’ve adopted them. I also decided to enhance Grommash with goblin technology and add Deathwing spawn. Grommash is a love letter to Warcraft 2: we have suicide sappers, dragons, ogres, and boars. There are many improvements—Grommash’s army is now more versatile and can adapt to enemy defenses. As before, Grommash’s economy is focused on Pillage, while resource gathering is reduced. Over time, you’ll be able to use crushers; excess lumber will find use through selling it via a “profitable” goblin contract or by accelerating Hellscream’s Fist (essentially a flying raider). Lots of new and interesting additions.
  • The new hero level cap is 18. This gives us 4 abilities with 4 levels each, plus a 2-level ultimate ability. There’s also still a slot left for a special ability.
  • Plans — to refine Uther with a new additional mechanic (still secret). Also Varian Wrynn, Sally Whitemane, Thrall, Tyrande, and Arthas will be updated. The changes will include expanding hero abilities, reworking some skills, adding new units, and various minor tweaks.
  • In development — Kel’Thuzad, founder of the Cult of the Damned. Everything will be built around maximum use of corpses. There will be many cheap cultists whose fate is to serve as fuel for necromancers. Naturally, everything related to necromancy will be included. I haven’t forgotten about Naxxramas and the Necropolis—they will be used.
  • The next PvE map (2 players): Gnoll Hunting. A fairly simple mission where you hunt gnolls and extend the timer by killing them. The map will be based on one of the HiveWorkshop melee maps (haven’t chosen yet, something in the style of Elwynn Forest), with adjustments for my needs. There will also be a variable opponent from the classic four races (similar to how it works in Alterac’s Justice). With this, I want to pay tribute to Bangsgaard and remake the Co-op Commanders mission “Gnoll Hunting,” while also gaining experience in rapid map development and expanding the overall map pool.
 
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