[Altered Melee] Warforge: Development Thread


WARFORGE
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Warforge is an ambitious reimagining of the classic Warcraft 3 melee experience, designed to blend the best of Reforged graphics with the nostalgic charm of Classic assets. This map will introduce a wealth of fresh content, including new heroes, items, and races, each with distinctive mechanics that set them apart from the familiar factions, with emphasis on 2v2 and 3v3 balance. While the classic races remain largely unchanged, they benefit from new contents that enriches gameplay without changing much of the core experience. Players can expect unique playstyles from the new races, such as the Goblins' focus on tower defense and mini-game-like elements, and the N'raqi's innovative use of mana for summoning (as their primary unit production mechanic) and raid-like mechanics. Warforge promises to deliver a dynamic and engaging twist on traditional gameplay, offering both veterans and newcomers a fresh challenge in the world of Warcraft.

Satyr Race Trailer is Out! Watch it here:
NOTE: I am still refining the integration of Classic assets with Reforged graphics (and some Reforged assets) to ensure they blend seamlessly. Please keep in mind that what you see in the demo map is not the final version, and changes to the available content may occur as the map is updated.




CLASSIC RACES
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Warforge will offer a fresh take on the classic Warcraft 3 melee experience, combining the timeless appeal of original races with modern aesthetics. By using mostly Classic (SD) assets on HD mode, the map preserves the "feel" of the game while updating icons with Reforged borders for a sleek, contemporary look. Minor quality-of-life tweaks will be implemented to enhance gameplay without disrupting key effects, and will attempt to ensure full compatibility with Official Blizzard patches. Warforge will also introduce versatile new heroes for each classic race, adding strategic depth and variety, while staying true to the game’s roots.

RE-CLASSIC PROGRESS
  • HUMAN: 100%
  • ORC: 99%
  • UNDEAD: 99%
  • NIGHT ELF: 95%




NEW RACES
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Warforge will bring a fresh twist to the altered melee genre by expanding on familiar races like the Naga, Fel Orcs, N'raqi, Goblins, and Satyrs. Instead of overhauling their design, this map enhance and refine their core identities, introducing unique playstyle mechanics that build on their rich background. Players will find these races both familiar and newly distinct, offering new ways to enjoy a melee game. Custom sound assets are also included, adding depth and immersion to the gameplay experience.

DESCRIPTION & PROGRESS
Please note that everything below are subject to change.

NAGA: 4%

N'RAQI: 2%

GOBLIN: 2%
(Development of this race will begin once the Satyr race has been fully tested.)
The Goblin race in Warforge brings creativity and chaos to a new level, blending strategic tower defense elements with mini-game-like mechanics. Use Sappers to build towers, launch them into the air for a "kaboom" on landing, or load them into zeppelins to turn them into ranged attackers. Clock Workers can craft intricate mazes, adding another layer of strategy. Start with an additional hero specialized in resource management and turret deployment, and unleash quirky abilities like Quiz Beam, which tests your opponents' knowledge outside the game, or annoy them with Provoke, which...uhm..."may deal psychological damage to the enemy player", along with a host of other unpredictable tricks.
SOUND FX
Building Complete
Research Complete
Hero Death

SATYR: 100%
(While already complete, more tests are being done.)
The Satyr race in Warforge will embrace agility and deception, with a playstyle centered around mobility and trickery. Utilize Tricksters to create illusions and swap places with them, or employ Shadowdancers to slip into the shadows, becoming invisible or even disabling enemies' Spell Immunity. Command a diverse array of treants in battle, deploy Naashens to relentlessly hunt down enemy spellcasters, or use anti-"anti-spellcasters" to counter enemy defenses. Cunning and adaptability are your keys to victory.
SOUND FX
Building Complete
Research Complete
Hero Death
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Looking for testers for implementation, balancing, and bugs.
Feel free to leave your suggestions and/or criticisms below! I highly value any forms of feedback.

Also, thanks to:
Shadow44 for the Felwood Template used in the Satyr video.

8-21-24 Updated Map: Will now use maps used in ladders, starting from Zandalar. Added Satyr race trailer in the description.
8-12-24 Updated Demo Map: Added a new hero in the Altar of Storms and some tweaks to the Satyr race.
8-09-24 Minor changes in the descriptions.
8-08-24 Updated demo map. Balance changes. Added sample voice lines in the thread.
8-07-24 Updated thread information. Added the demo map back.
7-15-24 Added details for some Goblin units. Temporarily removing the demo map.
5-31-24 All Classic Human Units & Buildings Icon have been upscaled and uses Reforged borders. Replaced old map and old screenshots.
5-29-24 All Food Cost/Provided multiplied by 10 for balancing purpose.
5-23-24 All Classic Races are now using Classic models with some exceptions.
5-21-24 Updated main and new race descriptions. Added classic race descriptions.
 
Last edited:
Level 30
Joined
Jun 11, 2017
Messages
989
Looking for testers for the Satyr race! :goblin_yeah:
Well, I played it and shared it with you my replay in the file below.
  • Race is... Race is strong. Tricksters are cool, and Soulstealer Hero is cool. Lumber gathering is not so easy to grab from the first time, but after some time it is easy to use actually.
  • You can defeat your enemy (I played 2 vs 2, against 2 Normal AI bots) using only Soulstealer as a hero, build up a bunch of tricksters, and those healing satyrs from t2 mage building - breeze through enemies without any issues.
  • Gameplay pace of this race is quite good.
  • Still don't understand your decision to combine both Reforged and Classic assets.
My review is not that big, but I think that this replay file can help you to see how a typical player can see your race. Looking forward to seeing your next custom races!
 

Attachments

  • SatyrWarForge.w3g
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The Soulstealer definitely needs a big nerf (why did I never tested that hero enough), along with some rebalancing for a few other units.
As for the SD and HD assets, I'm trying to blend both, but I'm leaning more toward using the Classic ones and treating the Reforged stuff as an "extra." I love the HD look, but I don't think most HD assets work that well for a Melee game. So, I am picking out some HD assets to use alongside the SD ones to give them a bit of a modern touch. Changes will still be made to make them blend more with each other.

Also, thank you so much for giving the map a try!
 
Last edited:
Level 17
Joined
Sep 24, 2009
Messages
1,590
Well, not amazing, I am afraid.

First, mix of classic and reforged graphics just don’t match. It looks all over the place.

I liked that nearly every unit had adept and master training. Special way of base defense was also really cool. Announcer (Riki?) sounded amazing. Tree gathering was smartly done.

Having only 1 flying unit was strange. Also, bunch of random treant models, instead of focusing more onto nightmare theme was also something I didn’t like that much.
 
Thanks for the valuable feedback, my bro. Firstly, I am glad knowing you liked some aspects of the Satyr race. And also very grateful for the criticisms, I need more of those to eventually make the map better and more fun.

Yep, still working on making use of (and/or eventually only using) as much Classic assets for units, heroes, and buildings while retaining Reforged graphics on certain scenarios.

As for the "Nightmare theme", correct me if I'm wrong, but I believe this is for a certain group of satyrs only? I've never played WOW (which I believe where this concept came from), but I try to keep up with the lore via YT videos and also leaning towards a general approach for the satyrs. But if you have any suggestions on what aspects of the nightmare theme you'd like to see, I am welcome to entertain those ideas.

:goblin_yeah:
 
Level 15
Joined
Aug 16, 2019
Messages
199
Hello! I played one match as Satyrs. My impressions are mixed.

  1. I encountered a bug. I selected the hero - Corrupted Tree. Using the jump ability, I got stuck in the enemy building and could only get out after destroying it.
  2. I'm not entirely sure why the food balance in the game has changed so much. However, I got used to it over time.
  3. I'm surprised that the standard races have SD models. I thought that SD graphics were used for content missing from the HD repository. So my opinion is mixed; it's neither good nor bad.
  4. Tags and explanations for units and spells are definitely a positive addition. They help to learn the game race faster.
  5. Regarding the design, it seems like this Satyr race is one that has sworn allegiance to Illidan. I don’t see any distinctive identity for Satyrs in WoW personally, so there’s a lot of freedom in interpreting the race concept. But overall, the spirit of Satyr trickery and deception is conveyed quite accurately.
  6. The wood collection mechanics are a new feature compared to other standard races, but it didn’t leave a strong impression on me.
  7. It's a bit difficult to make a conclusion. The aftertaste is neutral, like a solid middle ground, but it doesn’t evoke strong emotions. I’m not sure if this is just my personal issue or if other testers felt the same way.
 
Heyya! Thanks for giving it a try!

I will fix this bug for the next update.
The food change (multiplied by 10) is supposed to help me for future balances. However, if people seem uncomfortable with it, I'll change it back.
I was going for a more general approach for the Satyrs. But in future updates, I will add contents that will allow players to have a feel of being able to choose which faction their Satyrs belong to.

These are valid and crucial impressions. This is my first demo, and because I haven't had anyone to test it with me, I just threw it off here in THW. As for now, I will keep the parts that you guys liked, and work more on improving and/or changing the things that you didn't. And of course, I am open to any suggestions.
:goblin_yeah:
 
It seems that you were ahead of time
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Would you now focus on Classic HD and Reforged or remain the same way as it was before 2.00?
Yes and no. While the next update will now be using mostly Classic HD and only Reforged on select units and buildings (golems, Satyr buildings, etc.), there will be an in-game option to use only Classic HD and will replace any Reforged models used.
 
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