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War's Legacy v1.59 (Faceless Ones Rework + Performance Update)

This bundle is marked as high quality. It exceeds standards and is highly desirable.

Created by wa666r

After many requests and much anticipation, I am proud to present War's Legacy—a project I’ve been working on for quite some time. It currently features 22 fully custom factions in a single map, all updated to the latest versions, surpassing even the standalone versions I’ve previously uploaded. As of version 1.59, this project includes 900+ custom units, 170+ custom items, 2,300+ custom abilities, 870+ custom buffs/effects, 460+ custom upgrades, over 2,600+ custom triggers, and nearly 9,500+ custom assets.

Each faction also comes with its own custom melee AI. Creating these required me to learn the fundamentals of AI design, and with the help of a few friends, I was able to bring them to life. However, it should be noted that some perform better than others, especially given the limitations of Warcraft 3’s AI system—most notably, the constraints on custom gold mines.

I’ve done my best to optimize this project, but there are still occasional moments of instability. Whether due to my own limited skill set or the constraints of the game engine, please keep in mind that this is an enormous project, and some issues are inevitable.



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Included Custom Factions (Click images for more info):





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301574-b9cfcdda0f3eb4dcfe6432bdac2df56d.webp

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Gameplay Notes:
Player 1 will act as the Host, selecting the races for the Computer players at the start of the game. The difficulty can also be adjusted here.

Make sure the Computer's race is not set to Night Elf. (Even if you wish to face Night Elf opponents, selecting them can cause non-Night Elf AIs to malfunction.)

Once the match begins, each player will proceed to a custom race selection screen.


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Technical Notes:
  • While working on this project, I discovered an interesting limitation: the gameplay constants in Warcraft III do not provide infinite slots for heroes and town halls. To address this, a new system was implemented with the help of Riki. This system introduces a custom tier and hero limit mechanism. However, one limitation remains: once you select a hero, you cannot choose another until the current hero has finished summoning or reviving.
  • I am uncertain about the stability of the engine and whether it can support adding all my factions into a single map file. While I aspire to eventually complete and implement all my factions, the feasibility of this goal remains unclear.
  • This project is designed to be played on Warcraft 3 version 1.31+.
  • If anyone is interested in creating exclusive melee maps for this project, let me know. I think it would be cool to have maps based on each faction.
  • Looking for anyone who can optimize code, particularly GUI and JASS. I am trying to make this as optimized as I can so that I can fit all my factions.

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V.159​

Faceless Ones Rework:​

  • NEW HERO. Dreadnought, a bruiser style hero that can manipulate its own flesh and the minds of enemies.
  • Herald (assassin hero) removed.
  • Dark Speaker renamed to Herald. Kit completely reworked.
  • High Disciple kit completely reworked.
  • C'thrax kit completely reworked.
  • Abnormal unit removed.
  • NEW UNIT. Witness, a flying observer that gazes at enemies to debuff them and strips armor off buildings.
  • New ubersplat.
  • All Awoken recieved new icons.
  • All Awoken received updated textures.
  • All Awoken had stats reworked.
  • All units had their kits changed.
  • Most units, upgrades, abilities reworked.
  • New AI to work with the new Faceless Ones.

Dark Horde​

  • Triggers reworked and optimized thanks to Riki.
  • misc. changes and fixes.

High Elves​

  • Huge amount of bug fixes and changes implemented thanks to the reports of Kotol.
  • New UI.

All Factions​

  • Huge optimizations of hundreds of triggers across all factions.
  • Bug fixes and general improvements from various user reports.





First release


- New UI system implemented, allowing all factions to have their own UIs.
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----


  • Exodar Draenei added.
  • Lightforged Draenei added.


  • Illidari added.
  • Reworked Dark Horde mechanics to reduce lag and hopefully crashes.


  • Kirin Tor added.
  • Reworked Dark Horde mechanics AGAIN to reduce lag and hopefully crashes.


  • Fixed the Moon Glaive issue introduced by Reforged patch 1.33.
  • Organized variables. Deleting many unused ones.
  • True Grit trigger changes for better performance.
  • Fixed issue with Channel Demonfire.


  • High Elves added.
  • Added an organization library to better track factions.


  • Nightborne added.
  • Plugged up a lot of leaks. Hopefully resulting in a more stable gameplay.


  • Fixed Custom UI issues that arise from v1.50.
  • Added an additional condition check for all damage event, should result in less bugs with abilities that use dummy abilities.


  • Reworked Ice Troll Training Charges mechanic:
    • Due to engine limitations, multiple researches cannot be queued.
    • Reduced the time required to accumulate a charge by 15 seconds.
  • Increased default UI size for future projects.
  • Fixed the Nightborne’s Life Elixir item.
  • Categorized all items by adding their race prefix.
  • Patched several memory leaks.
  • Replaced the UI element for the Dark Horde.
  • Updated tooltips on several heroes for consistency.


Ice Trolls​

  • Fixed Ice Troll Training Charges auto disabling after some time.

Felblood Elves

  • Fixed the Channel Demonfire – Red ability.

Nightborne

  • Fixed the cost of tiering up the main base; it now properly consumes resources.

Kirin Tor

  • Fixed Converge Energy.
  • Fixed Displace Magic ability.
  • Prismatic Link still shows damage being dealt to the caster, but now provides increased healing and restores hit points to the caster when the channel ends. (Due to limitations of Drain Life-based abilities, the caster must take damage for this to function properly.)
  • Calming Waters now functions more reliably.
  • Phaseblade ability now has an increased arc radius and a new, more blue-themed icon.
  • Runed Armor ability cooldown increased to 90 seconds.
  • Curator renamed to Skyseer.
  • Dalaran Golem renamed to Curator.
  • Collector, Curator, and Arcane Carrier have updated soundsets.
  • Magician ability positions have been swapped.
  • Anti-Magic Field no longer applies the default Silence debuff; it now uses a custom Anti-Magic Field debuff.
  • Mystic Talons now also burns enemy mana on attack.
  • Violet Spellwing now uses a fixed missile attack type so the new Mystic Talons effect functions correctly. Overall effectiveness remains unchanged.
  • Instant Travel channel time reduced from 3 seconds to 1 second.
  • Fire Essence now uses a new buff icon.
  • Fixed a float issue with lingering docking special effects; they will no longer remain indefinitely at the cast location.
  • Orb of Power has been reworked to deal spell damage on basic attacks.
  • Impetus tooltip updated to clarify it now generates mana, rather than stealing it.
  • Chromatic Anomaly now has a new special effect. Illusion damage increased from 30% to 60%.
  • Galvanized Plating upgrade now increases the effectiveness of Mitigation Core.


Scarlet Crusade​

  • Added to the race pool.

All Factions​

  • Reworked most "start spell effect" abilities to Jass and optimized them. Increasing performance.



V1.54A

All Factions​

  • Reworked some of the changed abilities that were broken by the optimization.
  • Small tooltip changes.



V1.55

Observer​

  • Added an Observer faction to watch the game unfold.
  • Note: Trying to figure out how to make a full-pledged observer mode; however there are many unforeseen technical problems to try to figure out.

Worgen​

  • Added to the race pool.

All Factions​

  • Reworked many spells to be more jassified.
  • Replaced icons.
  • 364551-b50d5cbeba34dd17b413c1da6746f696.png

Wildhammer Clan​

  • New UI.
  • All units gain around +100 hit points

Living Nerubian​

  • New UI.

Lightforged Draenei​

  • Seraph ability reworked to be jass, and less impactful on performance.



Update v1.56A

  • Fixed texture file, restoring many models' textures.
  • Added new icon for Dark Horde Black Dragon.

Update v1.56



A complete revamp of the Felblood Elves. Every hero, unit, building, icon, upgrade, and mechanic has been reworked from the ground up.

New Mechanic: Eternal Thirst

As a faction that succumbed to their magical addiction by feeding on demonic energies, the Felblood Elves must manage their Eternal Thirst.
  • The Cost: Units constantly lose maximum mana over time and after casting spells.
  • The Satiation: Dealing damage restores maximum mana, and units naturally possess very fast current mana regeneration.
  • The Battery: Maximum mana is restored through proximity to Subjugated Doomguards, which act as a passive mana source. Additionally, maximum mana can scale into very high ranges, with each unit possessing its own ceiling.

Core Changes

  • Subjugated Doomguards: These continue to serve as the faction’s food source and early defense, but they now function as a vital mana battery for the Eternal Thirst mechanic.
  • Fel Fervor: This remains mostly unchanged, acting as a potent buff that increases the effectiveness of unit abilities.
  • Spellcasters: Casters remain a primary focus. They start with all basic abilities unlocked without research; however, their ultimate ability still requires a Tier 3 Town Hall.

Hero Reworks

  • Nether Master: A total rework of the Arch Nethermancer. Her kit has been redesigned to synergize more effectively with Nether-themed abilities.
  • Legionnaire: Reworked to function as a frontline damage-dealer and commander.
  • Arch Warlock: Replaces the Bulwark. The Bulwark did not fit the faction's theme; the Arch Warlock replaces it as a dedicated demon-summoning specialist.
  • Perpetrator: A rework of the Vandal. She remains a stealthy assassin but now focuses heavily on lifesteal and self-sustain.

Unit Adjustments

  • Initiates: The old Initiate unit has been removed. The Falconer has been renamed to Initiate to take its place.
  • Neophyte: Reworked so she no longer sacrifices her own life to heal allies. Her permanent buff ability has also been redesigned for better utility.
  • General: All other units have been reworked—there are too many individual changes to list!

Visual Updates

  • Massive Icon Expansion: Over 685 new icons have been added, covering abilities, units, and upgrades across all factions.

Model Reworks & Replacements

  • Fel Horde: The War Station has received a new model and icon.
  • Wildhammer Clan: The Elementalist has been updated with a new unit model and icon.
  • Bronzebeard Clan: New unit model and icons.
  • Exodar Draenei: The Elekk Rider has a new model and icon.
  • Dark Iron Clan: A massive overhaul of the Dark Iron roster, with the majority of their unit models being replaced with a new models.


V.157A​

Forsaken​

  • Fixed tier 3 requirement to tier up.

Wildhammer:​

  • Added a custom UI element to activate Traditions of the Wildhammer instead of having to use it from a main.
  • Removed the ability to activate it from the main structure.

V.157​

Forsaken​

  • Added to the race pool. Plus unit, hero, tiered upgrades icons overhauled.

New Performance Mechanic:​

  • Factions that were not chosen will now have all their related triggers disabled, resulting in a slightly smoother experience.

Exodar Draenei​

  • New Peacekeeper icon.

Ice Trolls​

  • New High Champion icon.



V.158​

Tauren​

  • Added to the race pool. Plus unit, hero, building, tiered upgrades icons overhauled.

Fel Horde Rework:​

  • Necrolyte
    • Necrotic Aura now Decay Aura, degenerates nearby enemy units hit points and deals mana damage upon taking Chaos damage.
    • Sacrament removed.
    • New ability Necrotic Storm added, drains life from enemy units in an area while channeling, healing the necrolyte and her skeletal orcs.
    • Barbarian
    • Removed Havoc Aura.
    • New ability Vengeful Blood, increases damage reduction and life-steal with each 10% hit points misssing.
    • Slaves
    .
    • Slave's Bond states that the extra life regen is part of the design. Tier 2 now also restores a flat amount of hp on hit.
    • Bruiser
    :
    • Reworked Chaotic Rage, now longer acts as a morph ability. Now an autocast ability and instead of draining life, makes the Bruiser take more damage. Added a visual showing the aditional damage from the abiilty.
    • War Station
    Added new ability Forced Recovery, while Slaves are inside they restore hit points quickily. To incentivize using them as heal cattle. Dark Shaman
    • Added True Sight to Corrupt Fire. New icon for the transformed form. Now also drains mana per attack.
    • Toxic Air no longer drains life, but reduces healing effectiveness by 50%. No longer destroys trees when cast and cant be selected.
    • Summon Molten Giant changed spawn effect.
    • Tormentor
    • Unbound replaced with Hinder, which disables ranged attacks to enemies in an area.
    • Drain Soul now has a visual indictor when extra damage is proc'd.
    • Warlock
    • Fel Energy now causes friendly units to deal 50% more damage as Chaos damage.
    • New missile art.
    • Marauder
    • Reworked Burning Blade triggers and ability. Now instead of a passive cleave has a chance to deal additional damage as Chaos damage.
  • Drummer
    • Reworked unit. Can attack both ground and air.
    • Has different interchangeable auras called Beats, each providing a different area buff. Beat of Chaos increases Chaos damage an enemy takes; Beat of Marches increases friendly units' movement; Beat of Bloodshed increases attack rate and life steal.
    • Impaler
    • Small movement speed increase.
    • Removed Swift Flight.
    • Drakefire now has a research requirement. Deals more damage as Chaos damage.
    • Food cost increased to 5.
  • All heroes have new proper names.
  • All hero icons reworked to be closer to warcraft style.
  • Blood Aura model more red.Rot effect changed.
  • Fel Boar moves to rally point.
  • Dark Shaman, Executioner, and Warlord name issue fixed.
  • Heroes resource costs are same as others.
  • Dragon Roost renamed to Dragon Monument.
  • Pathing updated.Reworked main hall costs.War Tower new ability, Tainted Arrow, which deals split Piercing (80%) and Chaos (20%) damage.
  • Bastion renamed to Frontier Bastion.
  • Warlock costs lumber. Reduced starting mana to 200 from 400.
  • Improved Slavers Bond did not have ability level increase set.
  • Blood Salve scarped.
  • Bolt of Savagery had the wrong ability upgrade set. Rectified that, added Forge requirement.
    Many many other changes.

Dark Iron Clan​

  • Some updates on icons.

General​

  • Custom Goldmine ai system disabled. Too unstable and decreases performance.






00110000, 13lackDeath, 67chrome, A.R., Aleister, Alethos, Alpain, Amaruak, AndrewOverload519, AnemicRoyalty, Arch Angel, assasin_lord, Bakr, BaiyuGalan, Battleborn, biridius, BlackDoom, BLazeKraze, Bleeq, Blizzard Entertainment, Bribe, bu3ny, Callahan, Carrington2k, Cavman, Champara Bros, chr2, CloudWolf, CRAZYRUSSIAN, CreatorD3292, Daelin, Darkfang, Deolrin, Devine, Diego Delgado, dickxunder, Direfury, dlrlwns, Donach, donut3.5, doom_sheep, Dx666xN, Edge45, EdwardSwolenToe, EnetheruAnuon, Erkki2, Ether, eubz, eXciTe, Fingolfin, Frankster, FrIkY, Fuzzyfury, General Frank, Glitzage, GooS, Gottfrei, GreyArchon, Grendel, HandCLAW, HappyCockroach, Hantoo, Hate, Hawkwing, HerrDave, Himperion, Horn, Hyunrai, IamMclovin, Ilya Alaric, JetFangInferno, Jhonny Janbo, johnwar, Kacpa2, Kangyun, kellym0, KelThuzad, keepitmovin, Kolbosa, Kuhneghetz, kuanish, KYTON, Kyrbi0, Lender, leyrender, Lichkings slave, Lockheart, Lord_T, M0rbid, Mad Manastorm, Manastorm, MatiS, MasterHaosis, Mc !, Mr ogre man, Mythic, Nasrudin, NatDis, nGy, Nilas Aran, nightelfbuilder, NightSkyAurora, Norinrad, olofmoleman, PeeKay, Power, Praytic, PrincePhoenix, PrinceYaser, PROXY, ratamahatta, Red XIII, ReplikanT, Retera, Riot Games, ROMICH UA, RvzerBro, Saelendious, Salmon, Sarsaparilla, Scias, s4nji, Sellenisko, Shardeth, Shorka, Shyrony, Sin'dorei300, SinisterX, skrab, SnooBvip, Spellbound, Stan0033, Stefan.K, T.J., Tasyen, Tarrasque, Tauer, The_Silent, Thrikodius, Totoro, Tranquil, trinc, Trokkin, Ujimasa Hojo, Uncle fester, Valve, valkemiere, viiva, Villagerino, Vinz, Volvox, War_Golum, WILL THE ALMIGHTY, Windrunner29, Winter, Wolffman, Zack1996, ZiBitheWand3r3r, Zucth

(If I missed any please let me know)


Contents

WL - Bane Burrow v1.59 (Map)

WL - Candlestick v1.59 (Map)

WL - Enfold Spinach v1.59 (Map)

WL - Encircled v1.59 (Map)

WL - Legion's Demise v1.59 (Map)

WL- Lilious v1.59 (Map)

WL - Over Rainbow v1.59 (Map)

WL - Ripjaw v1.59 (Map)

WL - The Juggernaut v1.59 (Map)

WL- Sorrel Autumn v1.59 (Map)

WL - Vanguard Point v1.59 (Map)

WL - Winterly Magic v1.59 (Map)

Reviews
deepstrasz
Without further ado, I bring to you, Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS...
Are you mad? In a good way, of course. There is a lot of content to showcase...
By the way - all races feature some new content, right? Especially I see interesting Qiraji race...
All of the factions have had some updates. Some more than others. And you could also showcase them as allies or enemies since all have an ai here.
The Qiraji are a brand new faction that does not have a standalone upload. Kinda an exclusive.
 
All of the factions have had some updates. Some more than others. And you could also showcase them as allies or enemies since all have an ai here.
The Qiraji are a brand new faction that does not have a standalone upload. Kinda an exclusive.
BTW, I tried to play as Qiraji and Dark Horde against Human & Bronzebeard. For an unknown reason, I froze and then crashed. I played on Sorrel Autumn map.
 
Even though I don't play melee, there's so much interesting content that you want to play it anyways, a really huge effort was put into it 👊 The biggest clash I've ever seen, great work! I wish your maps become as popular as they are enjoyable and unique 👍

I made the choice man, they are freaking cool :vw_love:These scions and their mechanic is something :vw_death:
Снимок экрана 2024-12-16 021037.png
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Снимок экрана 2024-12-16 022906.png
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So damn good 💙
 
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Will there be a version for patch 1.31
Nice work btw
Unlikely. You can try running it on 1.31, but I dont know if it will run well.
BTW, I tried to play as Qiraji and Dark Horde against Human & Bronzebeard. For an unknown reason, I froze and then crashed. I played on Sorrel Autumn map.
And of we go with the bug reports. Let me know if you find other issues.
Even though I don't play melee, there's so much interesting content that you want to play it anyways, a really huge effort was put into it 👊 The biggest clash I've ever seen, great work! I wish your maps become as popular as they are enjoyable and unique 👍

I made the choice man, they are freaking cool :vw_love:These scions and their mechanic is something :vw_death:
View attachment 501140View attachment 501141
View attachment 501142View attachment 501143
So damn good 💙
It was a crazy amount of work. I hope y'all will enjoy it.
 
I tried to play this but I encountered java.nio.file.InvalidPathException: Illegal char <"> at index 13: Melee_V1\28;K"ReplaceableTextures\Splats"\28;K"HumanUberSplat".blp error and it crashed game. So I changed my SLK parser, which was apparently bugged, and recompiled the game.

Then I got

Code:
runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at CreateNeutralHostile(war3map.j:20673)
    at CreateAllUnits(war3map.j:20996)
    at main(war3map.j:66301)

This is apparently because you are spawning a unit called Blood Wizard that isn't present in my unit data.

So then I recompiled my game to ignore an unknown unit type in these cases (random creep spawn or whatever), and then I got this problem:

Code:
JassException: Max jass array size exceeded
    at InitGlobals(war3map.j:18425)
    at main(war3map.j:66316)

So then I recompiled my game with a bigger max array size, noting that I could solve the problem by increasing only by 1 to a size of 32769 instead of 32768 because you're only writing 1 out of bounds write. Then I got this:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at sc___prototype2_evaluate(war3map.j:4513)
    at h__TriggerRegisterVariableEvent(war3map.j:4518)
    at InitTrig_Unit_In_Action(war3map.j:21364)
    at InitCustomTriggers(war3map.j:65383)
    at main(war3map.j:66317)

I don't really know what happened there so for the time being I programmed the system to ignore TriggerEvaluate calls on a null trigger. Then I got this:


Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at DFavour___init(war3map.j:8460)
Caused by: java.lang.IndexOutOfBoundsException: Index 16 out of bounds for length 16

That was just me, sorry, I had 16 players loaded instead of 28 players mode. So I was being cheezy, changed to 28 players, then of course had

Code:
java.lang.IllegalStateException: Missing texture: ReplaceableTextures\TeamColor\TeamColor16.blp

Because I was being lame and using a 1.27 install as an art asset source for my recompiled game. I guess that one's on me.

So I switched to using art files from 1.29, but then I got this:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at DFavour___init(war3map.j:8460)
Caused by: java.lang.IndexOutOfBoundsException: Index 28 out of bounds for length 28

Man, what are we doing here? I was wrong about needing 28 player mode. The problem is an out-of-bounds player access! Am I not crazy?

JASS:
    // Hotkeys
    loop
        set i=i + 1
        exitwhen i > 5
        set HotkeyListener[i]=CreateTrigger()
    endloop
    set i=- 1
    loop
        set i=i + 1
        exitwhen i > bj_MAX_PLAYER_SLOTS
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[1], Player(i), OSKEY_Q, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[2], Player(i), OSKEY_W, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[3], Player(i), OSKEY_E, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[4], Player(i), OSKEY_R, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[5], Player(i), OSKEY_T, s__OSKEY_META_CTRL, true)
    endloop

The second part of this pretty obviously should have been set to exitwhen i >= bj_MAX_PLAYER_SLOTS.

It's pretty late where I am staying, so I think I will sleep on this. I don't feel like making fake error players for out of bounds calls like Player(28) when it's zero-indexed, why is that even a concept that your map requires?

So then I went ahead and changed Player(28) to return null instead of a crash, because that makes sense.

That led me to this problem:
Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at InitializeUnitIndexer(war3map.j:23998)
Caused by: java.lang.NullPointerException: Cannot invoke "Trigger.addEvent(RemovableTriggerEvent)" because "t" is null

Now, it seems that for the problem above, we didn't agree on what ExecuteFunc should really mean. Apparently this unit indexer is expecting GetTriggeringTrigger to still work inside the ExecuteFunc call, which is a new one on me. On my side, I had been thinking that ExecuteFunc created a new context, where GetTriggeringTrigger wouldn't have a meaningful return value and therefore was returning null.

But my definition of ExecuteFunc had the following code comment in the native implementation anyway (lol!):

Code:
                        // TODO below TriggerExecutionScope.EMPTY is probably not correct

So I went ahead and told this thing to run with the scope of its caller.

That got me to the following:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at FavourLoop___onPeriod(war3map.j:19431)
Caused by: java.lang.NullPointerException: Cannot invoke "CPlayerJass.getController()" because "player" is null

But why do we have a null error when the script line count is pointing at the DestroyGroup? I'm pretty sure in this case, the JASS debug mode that I'm using in my recompiled engine is busted and has a bad line number tracker on this loop.

If we think for a moment about the broader concept, it's failing because player.getController() can't be called on a null player. So....


Code:
    local integer i= - 1
    local integer cVal
    local player play
    local string path
    local unit u
    loop
        set i=i + 1
        exitwhen i > bj_MAX_PLAYER_SLOTS

... it's this scat again. You're looping 0 - 28 and treating each as a player, for a total of 29 players. I'll try changing native GetPlayerController to return null if called on null instead of a crash, but my life would sure be easier if I didn't have to do that. Can you stop looping at only 28 players, which means Player(27), please?

The null player controller got me to the sweet success... of the void!



But obviously the problem here, based on your screenshots, is that you're using the UI natives. I didn't bother to add those to my recompiled game yet, so, too bad, I'm going to bed. Have a good night. Thank you for participating in this aperture science computer aided enrichment activity. Your specimen has been processed, and we now ready to begin the test proper.
 
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Great work man, the 3rd ability(passive or aura) of some heroes is bugged, only shows lvl 1 and lv2 effects on the upgrade tab, but besides that great faction customization, and they feel atleast a bit balanced.
 
A lot of your races have inspired me to make my own, and it's a dream come true to see them all in action. Thank you!:grin:
Well I hope this well continue to inspire ya to make more!

I tried to play this but I encountered java.nio.file.InvalidPathException: Illegal char <"> at index 13: Melee_V1\28;K"ReplaceableTextures\Splats"\28;K"HumanUberSplat".blp error and it crashed game. So I changed my SLK parser, which was apparently bugged, and recompiled the game.

Then I got

Code:
runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at CreateNeutralHostile(war3map.j:20673)
    at CreateAllUnits(war3map.j:20996)
    at main(war3map.j:66301)

This is apparently because you are spawning a unit called Blood Wizard that isn't present in my unit data.

So then I recompiled my game to ignore an unknown unit type in these cases (random creep spawn or whatever), and then I got this problem:

Code:
JassException: Max jass array size exceeded
    at InitGlobals(war3map.j:18425)
    at main(war3map.j:66316)

So then I recompiled my game with a bigger max array size, noting that I could solve the problem by increasing only by 1 to a size of 32769 instead of 32768 because you're only writing 1 out of bounds write. Then I got this:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at sc___prototype2_evaluate(war3map.j:4513)
    at h__TriggerRegisterVariableEvent(war3map.j:4518)
    at InitTrig_Unit_In_Action(war3map.j:21364)
    at InitCustomTriggers(war3map.j:65383)
    at main(war3map.j:66317)

I don't really know what happened there so for the time being I programmed the system to ignore TriggerEvaluate calls on a null trigger. Then I got this:


Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at DFavour___init(war3map.j:8460)
Caused by: java.lang.IndexOutOfBoundsException: Index 16 out of bounds for length 16

That was just me, sorry, I had 16 players loaded instead of 28 players mode. So I was being cheezy, changed to 28 players, then of course had

Code:
java.lang.IllegalStateException: Missing texture: ReplaceableTextures\TeamColor\TeamColor16.blp

Because I was being lame and using a 1.27 install as an art asset source for my recompiled game. I guess that one's on me.

So I switched to using art files from 1.29, but then I got this:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at DFavour___init(war3map.j:8460)
Caused by: java.lang.IndexOutOfBoundsException: Index 28 out of bounds for length 28

Man, what are we doing here? I was wrong about needing 28 player mode. The problem is an out-of-bounds player access! Am I not crazy?

JASS:
    // Hotkeys
    loop
        set i=i + 1
        exitwhen i > 5
        set HotkeyListener[i]=CreateTrigger()
    endloop
    set i=- 1
    loop
        set i=i + 1
        exitwhen i > bj_MAX_PLAYER_SLOTS
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[1], Player(i), OSKEY_Q, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[2], Player(i), OSKEY_W, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[3], Player(i), OSKEY_E, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[4], Player(i), OSKEY_R, s__OSKEY_META_CTRL, true)
        call BlzTriggerRegisterPlayerKeyEvent(HotkeyListener[5], Player(i), OSKEY_T, s__OSKEY_META_CTRL, true)
    endloop

The second part of this pretty obviously should have been set to exitwhen i >= bj_MAX_PLAYER_SLOTS.

It's pretty late where I am staying, so I think I will sleep on this. I don't feel like making fake error players for out of bounds calls like Player(28) when it's zero-indexed, why is that even a concept that your map requires?

So then I went ahead and changed Player(28) to return null instead of a crash, because that makes sense.

That led me to this problem:
Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at InitializeUnitIndexer(war3map.j:23998)
Caused by: java.lang.NullPointerException: Cannot invoke "Trigger.addEvent(RemovableTriggerEvent)" because "t" is null

Now, it seems that for the problem above, we didn't agree on what ExecuteFunc should really mean. Apparently this unit indexer is expecting GetTriggeringTrigger to still work inside the ExecuteFunc call, which is a new one on me. On my side, I had been thinking that ExecuteFunc created a new context, where GetTriggeringTrigger wouldn't have a meaningful return value and therefore was returning null.

But my definition of ExecuteFunc had the following code comment in the native implementation anyway (lol!):

Code:
                        // TODO below TriggerExecutionScope.EMPTY is probably not correct

So I went ahead and told this thing to run with the scope of its caller.

That got me to the following:

Code:
JassException: runThreads() encountered exception
    at <unknown function>(<unknown source>:-1)
    at FavourLoop___onPeriod(war3map.j:19431)
Caused by: java.lang.NullPointerException: Cannot invoke "CPlayerJass.getController()" because "player" is null

But why do we have a null error when the script line count is pointing at the DestroyGroup? I'm pretty sure in this case, the JASS debug mode that I'm using in my recompiled engine is busted and has a bad line number tracker on this loop.

If we think for a moment about the broader concept, it's failing because player.getController() can't be called on a null player. So....


Code:
    local integer i= - 1
    local integer cVal
    local player play
    local string path
    local unit u
    loop
        set i=i + 1
        exitwhen i > bj_MAX_PLAYER_SLOTS

... it's this scat again. You're looping 0 - 28 and treating each as a player, for a total of 29 players. I'll try changing native GetPlayerController to return null if called on null instead of a crash, but my life would sure be easier if I didn't have to do that. Can you stop looping at only 28 players, which means Player(27), please?

The null player controller got me to the sweet success... of the void!

View attachment 501221

But obviously the problem here, based on your screenshots, is that you're using the UI natives. I didn't bother to add those to my recompiled game yet, so, too bad, I'm going to bed. Have a good night. Thank you for participating in this aperture science computer aided enrichment activity. Your specimen has been processed, and we now ready to begin the test proper.
This is all to do with Warmash right?


Great work man, the 3rd ability(passive or aura) of some heroes is bugged, only shows lvl 1 and lv2 effects on the upgrade tab, but besides that great faction customization, and they feel atleast a bit balanced.
Tooltips have been quite an issue here and there. Another reason I'm not crazy sure about adding more. The Executioner hero from Fel Horde kept having her tooltips dysfunction. Which hero are you referring to?
 
This is all to do with Warmash right?
That might be the case, but the Player(28) stuff is a very real part of your map, if I'm not mistaken. As is the out-of-bounds write to an array. Do those things matter or cause issue on Reforged 2.0? I do not know for certain.
 
That might be the case, but the Player(28) stuff is a very real part of your map, if I'm not mistaken. As is the out-of-bounds write to an array. Do those things matter or cause issue on Reforged 2.0? I do not know for certain.
Im pretty sure Player 28 is neutral passive "Player." I use it for the dummy recycler system.
 
Without further ado, I bring to you,
Approved.


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Well I hope this well continue to inspire ya to make more!


This is all to do with Warmash right?



Tooltips have been quite an issue here and there. Another reason I'm not crazy sure about adding more. The Executioner hero from Fel Horde kept having her tooltips dysfunction. Which hero are you referring to?
3rd ability war master (dark horde), 3rd ability star binder (void elves), deploy shield(2nd ability) from technician (dark iron clan).
Another thing that would make this better is maybe more maps and bigger ones.
 
3rd ability war master (dark horde), 3rd ability star binder (void elves), deploy shield(2nd ability) from technician (dark iron clan).
Another thing that would make this better is maybe more maps and bigger ones.
Tooltip.png


None of those had the issue you mentioned. Maybe its something player per player bases.
Noted.
 
What an amazing set of alternate melee maps, I haven't tried most of the factions but the Faceless ones is definitely a favorite.
One of their main gimmick of cloning/copying units is extremely fun! Using a manipulator to clone a powerful creep and using more manipulators on the first one allows me to mass-produce that cloned creep. The High Disciple is also a fun hero due to the fact you can slowly build up an army of copied units without food cost with the only major downside of time investment and chip damage causing them to potentially despawn by accident. Also you can clone/copy workers than can build, lol.
Unfortunately the AI for the Faceless ones seems a bit broken, I couldn't get an allied one to mine gold so it just goes afk after spending its initial gold. The map I tried this on was Vanguard Point. (It also had a terrible habit on building next to the other gold mine when spawning in the middle, this upsets the creeps and causes them to start raiding its base) Hopefully it gets fixed in the future since I want to try out other factions vs this monster of a faction!

Absolutely looking forward to the Kirin Tor and Illidari factions being added. :thumbs_up:
 
Played it before the recent patch release.

At first, I tried to play 2 vs 2 and got a crash. I was playing as Qiraji and I liked your implementation of such an ancient and mystical race. Personally, as a self-proclaimed qiraji-silithid expert, I would distinguish Qiraji and Silithid into 2 different races, but anyway - I like your implementation.

In added video I'm playing 1 vs 1 as Dark Iron Dwarf and oh Ragnaros - they are crazy:
  • Gain free unit from farm in cost of farm damage;
  • MOVABLE resource drop spot. You can take goldmine expansion without building an expensive town hall and it's even cooler than an undead mine takeover.
  • Nice coverage of dark iron lore, but I would like to see more fire elementals - probably I didn't reach them in T3.
I played against Bronzebeard Clan (kinda lore-wise and logical, believe me) and oh dear - I smashed them like a knife through butter.

This map shows very cool stuff, so like and 5 stars.
 
What an amazing set of alternate melee maps, I haven't tried most of the factions but the Faceless ones is definitely a favorite.
One of their main gimmick of cloning/copying units is extremely fun! Using a manipulator to clone a powerful creep and using more manipulators on the first one allows me to mass-produce that cloned creep. The High Disciple is also a fun hero due to the fact you can slowly build up an army of copied units without food cost with the only major downside of time investment and chip damage causing them to potentially despawn by accident. Also you can clone/copy workers than can build, lol.
Unfortunately the AI for the Faceless ones seems a bit broken, I couldn't get an allied one to mine gold so it just goes afk after spending its initial gold. The map I tried this on was Vanguard Point. (It also had a terrible habit on building next to the other gold mine when spawning in the middle, this upsets the creeps and causes them to start raiding its base) Hopefully it gets fixed in the future since I want to try out other factions vs this monster of a faction!

Absolutely looking forward to the Kirin Tor and Illidari factions being added. :thumbs_up:

I'm glad you enjoyed them. They're a fun and unique faction for sure.

Did you happen to set the computer player to random or night elf?

Played it before the recent patch release.

At first, I tried to play 2 vs 2 and got a crash. I was playing as Qiraji and I liked your implementation of such an ancient and mystical race. Personally, as a self-proclaimed qiraji-silithid expert, I would distinguish Qiraji and Silithid into 2 different races, but anyway - I like your implementation.

In added video I'm playing 1 vs 1 as Dark Iron Dwarf and oh Ragnaros - they are crazy:
  • Gain free unit from farm in cost of farm damage;
  • MOVABLE resource drop spot. You can take goldmine expansion without building an expensive town hall and it's even cooler than an undead mine takeover.
  • Nice coverage of dark iron lore, but I would like to see more fire elementals - probably I didn't reach them in T3.
I played against Bronzebeard Clan (kinda lore-wise and logical, believe me) and oh dear - I smashed them like a knife through butter.

This map shows very cool stuff, so like and 5 stars.

Nice! Thanks for sharing.

Well I build them from whatever the wiki stated.

I wanted to avoid Fire Elementals too much, these ones are based on AFTER they were liberated from Ragnoros.
Funny enough, Bronzebeard has the weakest ai because a lot of their abilities the AI cant use. I'm hoping that when Riki returns he can help me implement more ai changes.
 
I'm glad you enjoyed them. They're a fun and unique faction for sure.

Did you happen to set the computer player to random or night elf?
I usually set the AIs to human or orc, never selecting night elf as the map suggest nor random (chance for a night elf).
I tried testing it out again - On Vanguard Pont, making 4 allied players play as undead, human, orc and night elf. Then Juggernaught, same scenario except each with different teams. They all seemed to play normally except Nelf, as expected.
By the looks of it, it got fixed on it's own? Maybe it was the PC restart or Scan & Repair I did, Warcraft 3 is jank :ugly:. The middle gold mine is still a bit janky though. First picture was the yellow Nelf on my testing, second one was a red Human from a separate test.
 

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I found a weird bug in ai for the felblood elves, they only build towers for some reason, i set up every AI for human, undead or orc, no random or night elf. Sometimes the ai bugs in another ways, like not setting up a base, one game the ai is dumb and then you play another map with the same race, and they are ok.
Maybe is because i selected normal, but i don't know, sometimes it bugs with insane.
Captura de Ecrã (8).png
Captura de Ecrã (7).png
 
Last edited:
I usually set the AIs to human or orc, never selecting night elf as the map suggest nor random (chance for a night elf).
I tried testing it out again - On Vanguard Pont, making 4 allied players play as undead, human, orc and night elf. Then Juggernaught, same scenario except each with different teams. They all seemed to play normally except Nelf, as expected.
By the looks of it, it got fixed on it's own? Maybe it was the PC restart or Scan & Repair I did, Warcraft 3 is jank :ugly:. The middle gold mine is still a bit janky though. First picture was the yellow Nelf on my testing, second one was a red Human from a separate test.
I found a weird bug in ai for the felblood elves, they only build towers for some reason, i set up every AI for human, undead or orc, no random or night elf. Sometimes the ai bugs in another ways, like not setting up a base, one game the ai is dumb and then you play another map with the same race, and they are ok.
Maybe is because i selected normal, but i don't know, sometimes it bugs with insane.
View attachment 503544View attachment 503545

It's a miracle that the ai works at all.

Its also probably the most tedious and difficult element to test and improve.
 
Great job Wa666r. Even though I have not trying out this map, but according to the review in this site, all of my thought is your project would be a big successful one. If I may suggest, it would be even more greater if you add Naga as a playable race in this map. Ok. That's it. Applause.
 
I'm kind of curious to see what you do with the Illidari, since I believe that was one of your least favourite faction designs so far

I also hope you're able to overcome the engine limitations for how many custom town halls you can include, it would be such a pain to come this far only to suffer a limitation like that - although I'm a little surprised, how did Ultimate Battle not encounter this complication?
 
Great job Wa666r. Even though I have not trying out this map, but according to the review in this site, all of my thought is your project would be a big successful one. If I may suggest, it would be even more greater if you add Naga as a playable race in this map. Ok. That's it. Applause.

Highly unlikely that I'll make a Naga faction. Or Blood Elves. Both are highly saturated. However; I have them in my Illidari faction.

I'm kind of curious to see what you do with the Illidari, since I believe that was one of your least favourite faction designs so far

I also hope you're able to overcome the engine limitations for how many custom town halls you can include, it would be such a pain to come this far only to suffer a limitation like that - although I'm a little surprised, how did Ultimate Battle not encounter this complication?

Well my Illidari revamp is already completed. Just gotta implement it here. Which sounds easier than its done.

That issue has already been overcome. Riki the genius found a solution with a custom tier and hero system.
 
Highly unlikely that I'll make a Naga faction. Or Blood Elves. Both are highly saturated. However; I have them in my Illidari faction.



Well my Illidari revamp is already completed. Just gotta implement it here. Which sounds easier than its done.

That issue has already been overcome. Riki the genius found a solution with a custom tier and hero system.
Damn, Illidari is already revamped? I'd love to check them out if given the chance :D
 
Perfection.

My favorite race are Wildhammer Dwarfs. Just one nitpick. That axethrower, siege guy makes no sense with siege weapon-like way of attacking and with over 1000+ range.
 
This is probably the best altered melee map out there. Each race is nuanced, unique, and well-designed, which is really impressive. However, I’m finding that they are so nuanced that it takes a long time to get used to them. I feel somewhat familiar with the Living Nerubian race because it is a fully developed campaign you made, but I'm not so familiar with the others. Each of these new races could benefit from having their mini-campaigns to help players understand them better.

We tend to take the first four classic races for granted since we had extensive campaigns for them that allowed us to get to know and love them over time. With these new races, we don’t have that experience, which makes them feel foreign in a negative way, even though they are unique, beautiful, and complex.

Overall, I didn’t encounter too many bugs, but the main issue I faced was random FPS drops. Sometimes the game also freezes and crashes, which might be caused by certain spells; I’m not sure. There needs to be more testing done to figure it out. Of course, it doesn’t help that the new versions of Deforged keep coming out and breaking the custom maps and their codes. This is the reality that Warcraft III map makers have to deal with. You guys are living life on hardcore mode when it comes to making maps for this game! Not only do you have to navigate the challenges of map creation, but you also have to contend with game-breaking updates. It must be a nightmare!

My rating for this map is 𝓢 Tier (Masterpiece) with 97 out of 100 points!
 
Played it again as Qiraji. Everything as said before is still actual, looking forward to see new additions to this map and new races to be explored!
It seems that the most stable for now from the whole pack are 1 vs 1 map. At least for myself.
And I played this map again, now with newly added Draenei & Lightforged Draenei.
Hell, Draenei feel so Protoss-like. At first, I thought that you would make Lightforged closer to Purifiers from Starcraft 2 LOTV & Fenix/Talandar Commander from SC2 Co-Op.

You must construct additional pylons!
 
Perfection.

My favorite race are Wildhammer Dwarfs. Just one nitpick. That axethrower, siege guy makes no sense with siege weapon-like way of attacking and with over 1000+ range.
They workout a lot. And at the time there were no long-ranged siege models for Wildhamnmer.

oh you updated the uploaded version? I had no idea this happened so recently, maybe I will check it out after all :D
was particularly curious about what you'd do differently with it when you got back to it :D
Maybe you should check it out :D They're fun I think.

This is probably the best altered melee map out there. Each race is nuanced, unique, and well-designed, which is really impressive. However, I’m finding that they are so nuanced that it takes a long time to get used to them. I feel somewhat familiar with the Living Nerubian race because it is a fully developed campaign you made, but I'm not so familiar with the others. Each of these new races could benefit from having their mini-campaigns to help players understand them better.

We tend to take the first four classic races for granted since we had extensive campaigns for them that allowed us to get to know and love them over time. With these new races, we don’t have that experience, which makes them feel foreign in a negative way, even though they are unique, beautiful, and complex.

Overall, I didn’t encounter too many bugs, but the main issue I faced was random FPS drops. Sometimes the game also freezes and crashes, which might be caused by certain spells; I’m not sure. There needs to be more testing done to figure it out. Of course, it doesn’t help that the new versions of Deforged keep coming out and breaking the custom maps and their codes. This is the reality that Warcraft III map makers have to deal with. You guys are living life on hardcore mode when it comes to making maps for this game! Not only do you have to navigate the challenges of map creation, but you also have to contend with game-breaking updates. It must be a nightmare!

My rating for this map is 𝓢 Tier (Masterpiece) with 97 out of 100 points!
Appreciate your input. I'm glad you enjoy it.
Making a mini-campaign for each race is far, FAR easier said than done. It is some I have thought about, but yeah, its not a venture I want to get into. If anything I might make "coop commanders" like scenarios where you play against ai in a campaign-like mission.

Its an endless fight against blizzard and their updates. We just have to wait and see what they'll break next. It really doesnt feel like they care much for the mapmakers. Everything they implement is thrown in haphazardly.



And I played this map again, now with newly added Draenei & Lightforged Draenei.
Hell, Draenei feel so Protoss-like. At first, I thought that you would make Lightforged closer to Purifiers from Starcraft 2 LOTV & Fenix/Talandar Commander from SC2 Co-Op.

You must construct additional pylons!

Love the vids. I hope you'll keep 'em coming for all the factions. They both got some Protoss in them.
 
@bakr made catapult for them maybe you can use it?
Or he could use something like this: Birdiepult

But, my point was that not every race needs catapult or ballista. They could also be siege unit without siege weapon-like mechanics. Let him be a unit with 300-400 range, siege attack, with decent movement and attack speed. Or even better, give him normal attack with tooglable ability to throw flaming axes, where he gains siege attack and burn effect, but reduce his attack and movement speed while active. Something like that.
 
@bakr made catapult for them maybe you can use it?
Naw. That Siegebreaker grew on me. Maybe in the future, but I like them as is now.
Or he could use something like this: Birdiepult

But, my point was that not every race needs catapult or ballista. They could also be siege unit without siege weapon-like mechanics. Let him be a unit with 300-400 range, siege attack, with decent movement and attack speed. Or even better, give him normal attack with tooglable ability to throw flaming axes, where he gains siege attack and burn effect, but reduce his attack and movement speed while active. Something like that.

Every race needs to have a long-ranged siege option. Without it, players can just tower spam with the other player having no recourse against it. Long ranged siege is a must for every race.
 
Respectefully disagree with you. That way you are just homogenizing races.
Give to one of your other units, let’s say “Napalm Bomb”, long range ability that only works on buildings where it gives building a DoT and 100% miss chance for the duration, and you have resolved the issue.

Also, every race should have some clear weaknesses. That is one of the biggest problems of your races.
While all of them are unique in their own way, the core design of units is samey if you play them long enough.
 
Respectefully disagree with you. That way you are just homogenizing races.
Give to one of your other units, let’s say “Napalm Bomb”, long range ability that only works on buildings where it gives building a DoT and 100% miss chance for the duration, and you have resolved the issue.

Also, every race should have some clear weaknesses. That is one of the biggest problems of your races.
While all of them are unique in their own way, the core design of units is samey if you play them long enough.
And I in turn respectfully disagree with you. Every race needs to have some standards along with unique features. There needs to be play and counterplay involved. Thing like detection, siege, items, etc. A player shouldn't be able to have free reign to exploit a race that wasn't designed to have a counter to a certain method.

The vanilla races are also samey if you play them long enough. I am also limited in scope to what I can do with the engine itself. Mainly in regards to building methods and harvesting.
 
Naw. That Siegebreaker grew on me. Maybe in the future, but I like them as is now.
I also like the idea of a throwing axe guy being a long-ranged siege unit, it's a lot more unique but also I think if you switched to a catapult, there's already quite a few races with a version of the catapult, so it becomes a bit samey in unit design

Respectefully disagree with you. That way you are just homogenizing races.
Give to one of your other units, let’s say “Napalm Bomb”, long range ability that only works on buildings where it gives building a DoT and 100% miss chance for the duration, and you have resolved the issue.

Also, every race should have some clear weaknesses. That is one of the biggest problems of your races.
While all of them are unique in their own way, the core design of units is samey if you play them long enough.
Unfortunately, Warcraft 3 race design in its own right needs to follow a design philosophy that is symmetrical in nature. I think there are some ways to push the envelope in some ways and come up with some unique elements for unit designs, but there's also some things that often need to be introduced freely.

That being said, I do prefer the assymetric design philosophy, so maybe one day I'll see just how much I can get away with in custom race design again. Tbh though it would be hard to top the excitement of seeing all these custom races by wa666r fighting against each other using AI - especially with the capacity for all three dwarven races to compete against each other.
 
Hi, this is an amazing altered melee map, probably one of the best I have played throughout my entire years of playing WC3. But I have found a few issues which I have found and would like to bring to your attention:

  1. Sometimes stutters appear, ranging from a few seconds duration to 8 seconds ones, where games almost seem to have crashed.
  2. The game crashes every time I try to play the Dark Horde. After the 10 minutes mark, the game randomly freezes and stops to respond. So far it has only occurred to me with the Dark Horde and not any other faction. Doesn't matter what units I employ, who is the enemy, and which map I am playing. The game has broken for 100% of the time while I was playing the Dark Horde and not any other faction so far.
Again not to undermine your work, which is honestly amazing, just trying to bring your attention to a few issues, one of which is honestly game breaking. Feel free to ping me in case you have any questions or if you need help with testing the issues I have mentioned.
 
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