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War's Legacy v1.60 (Kul Tiran)

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

Created by wa666r

After months of anticipation and countless community requests, I am incredibly proud to present War’s Legacy. The ultimate realization of my custom faction ecosystem.

This massive project consolidates 23 fully custom factions into a single, seamless battlefield. Every faction has been re-engineered from the ground up, outperforming and outlasting any standalone versions previously released.

War’s Legacy by the Numbers (v1.60):

  • 9,500+ Custom Assets
  • 2,600+ Custom Triggers
  • 2,300+ Custom Abilities
  • 900+ Custom Units
  • 870+ Custom Buffs & Effects
  • 460+ Custom Upgrades
  • 170+ Custom Items
Custom Melee AI
To bring this map to life, I stepped outside my comfort zone to master the fundamentals of AI design. With the help of some incredible community friends, every single faction now features its own custom melee AI. While Warcraft 3’s engine introduces rigid constraints, particularly with custom goldmine pathing, each faction is fully equipped to fight back. Note that performance varies slightly by faction as they navigate these engine limitations!

A Note on Optimization:Pushing Warcraft 3 to these extreme limits is a balancing act. While I have optimized the map extensively, the sheer scale means you may encounter occasional performance dips or instability. This is an enormous labor of love, and your feedback is vital as I continue to refine the experience.

Download v1.60 now and choose your legacy!




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Included Custom Factions (Click images for more info):





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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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Discord Server

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.
  • This gets more unstable with more players. Recommended to stick with 4 Players.

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V.160​

Added Kul Tiran faction.​

Forsaken​

  • Fixed Corpse Mortis Essence not being gained from the Graves.




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.



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.






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(If I missed any please let me know)


Contents

WL - Bane Burrow v1.60 (Map)

WL - Candlestick v1.60 (Map)

WL - Enfold Spinach v1.60 (Map)

WL - Encircled v1.60 (Map)

WL - Legion's Demise v1.60 (Map)

WL- Lilious v1.60 (Map)

WL - Over Rainbow v1.60 (Map)

WL - Ripjaw v1.60 (Map)

WL - The Juggernaut v1.60 (Map)

WL- Sorrel Autumn v1.60 (Map)

WL - Vanguard Point v1.60 (Map)

WL - Winterly Magic v1.60 (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...
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.

Thanks for brining it up. Any issues that can be found and fixed will only help the project. There has to be something seriously causing issues with the Dark Horde. Does the game slow down or is it just fine, then instant crash? Or does it get progressively worse then the full freeze?

Feel free to bring up other issues.
 
Thanks for brining it up. Any issues that can be found and fixed will only help the project. There has to be something seriously causing issues with the Dark Horde. Does the game slow down or is it just fine, then instant crash? Or does it get progressively worse then the full freeze?

Feel free to bring up other issues.
So I did some testing and actually found some interesting results:
  • The game only crashes when I am playing as the dark horde in a 2v2 match. In 1v1 or 2v1 everything is okay, I was able to get to tier 3 and had matches up to 30 minutes.
  • The crash occurs randomly at some point in game after reaching the tear 2 by upgrading the main building. The crash itself is a sudden freeze of the game without the game unfreezing afterwards. Additionally windows message appears saying that the Wc3 process has stopped responding asking if I would like to kill it.

Not sure what causes it, feels like this occurs only where there is 4 or more players at the same time, but for some reason only when dark horde is present on the map.
 
So I did some testing and actually found some interesting results:
  • The game only crashes when I am playing as the dark horde in a 2v2 match. In 1v1 or 2v1 everything is okay, I was able to get to tier 3 and had matches up to 30 minutes.
  • The crash occurs randomly at some point in game after reaching the tear 2 by upgrading the main building. The crash itself is a sudden freeze of the game without the game unfreezing afterwards. Additionally windows message appears saying that the Wc3 process has stopped responding asking if I would like to kill it.

Not sure what causes it, feels like this occurs only where there is 4 or more players at the same time, but for some reason only when dark horde is present on the map.
Thanks, I'm taking a look at it. Not sure I'll be able to fix it though.

Absolutely amazing! I love how unique each race is and i especially love the design of the void elves. The massive scope of this of course causes rare crashes and lags but its not that big of a deal. Hoping you add the nightborne eventually <3.
Glad you like them! My Nightborne have to overhauled first.

I can't wait update for Forsaken, Scarlet Crusade and Furryes(Worgens), but very good work.

Good luck.
Funny enough, those three I am having most trouble trying to revamp.
 
Played as Wildhammer Dwarves some time ago.

When I played against them as Dark Iron Dwarves, I thought - "What a joke this race is? Why they are so weak?"
After playing I understood why - they are stronger when closer to their own death. I liked that passive of cheating death for some seconds, I found it close enough to Arthanis Co-Op passive ability to add shield upon unit possible death.

Overall my opinion of your races doesn't changed - they are all cool and have their bits and offs.
Like... Ah, wait, I already pressed it down.
 
Played as Fel Horde. I have only one note for this race:
  • It would be nice to have some sort of Obsidian Statue-like unit, maybe with a fel boar mechanic? Probably just a big fel pig creature, so you can always have some sort of healing in case of heated battles. Probably this fel boar creature could have lesser cannibalism or not. I think that adding such unit will help Fel Horde's gameplay style a lot.
Overall, the race wasn't as strong as I thought, but still - smashed poor Horde like a knife through butter.
 
Played as Wildhammer Dwarves some time ago.

When I played against them as Dark Iron Dwarves, I thought - "What a joke this race is? Why they are so weak?"
After playing I understood why - they are stronger when closer to their own death. I liked that passive of cheating death for some seconds, I found it close enough to Arthanis Co-Op passive ability to add shield upon unit possible death.

Overall my opinion of your races doesn't changed - they are all cool and have their bits and offs.
Like... Ah, wait, I already pressed it down.
Hell yeah. I think they're a bit tricky to play, but can get very powerful.

Played as Fel Horde. I have only one note for this race:
  • It would be nice to have some sort of Obsidian Statue-like unit, maybe with a fel boar mechanic? Probably just a big fel pig creature, so you can always have some sort of healing in case of heated battles. Probably this fel boar creature could have lesser cannibalism or not. I think that adding such unit will help Fel Horde's gameplay style a lot.
Overall, the race wasn't as strong as I thought, but still - smashed poor Horde like a knife through butter.
Well they arent meant to have a super reliable source of healing, they have a lot of hit points and already lots of methods to heal themselves. Such as killing the Fel Boars, Attacking Slaves, using Sacrifice from the caster, and having a powerful healing ward like item at t3.
 
Idk maybe a bit different abilities, but i understand why you didn't do that
There is an explanation for this too, for the Illidari are not only Night Elves-Demon Hunters, there are also Blood Elves and other creatures from Outland who are loyal to Illidan. The Nags, for example.
 

Guess I'll keep trying to fix it.
And now it's working!

I even played it with 7 other AI's, and I instantly regret placing 2 AI Qiraji in one team - they are unstoppable.
Black Dragons are crazy. Rest of units? Quite meh, actually. If I didn't trained that unbalanced Black Dragon Lord and mix it with black dragons and dark riders, I would lose.
And this is fair for Qiraji to have flying hero? I mean I don't worry if he can fly, but he can be attacked only by ranged units mostly.
And black whelp can attack ground, even the description states that he can attack only air (or ground).
 
Ok. So, I've tried two of this Wars Legacy maps, which are Bane Burrow and Encircled. Then, I saved the game. But, while I was loading the save game file, the game crashed and said that "The application encountered an unexpected error. To help us identify the problem, please describe what you were doing when the error occurred." I don't know what happens, but somehow I tried the original campaign map, saved, and then load the save file, all that I've got was fine. I hope that there would be a lot of fixed and rearranged for this map.

Also (despite of all this error) I think that it would be a great if you added a lot of long eared and ghost/knights/poltergeist/valkyr women models unit for the Forsaken race (or should I say elven undead model units) instead of skeletons kind model. Apothecary (Hero Grim Reaper model), Undead Watcher (using Watcher Death Knight.blp), Undead Dragonhawk Rider, Undead Warlock, Val'Kyr, and Undead Elven Valkyrie would be a great idea.
 
Ok. So, I've tried two of this Wars Legacy maps, which are Bane Burrow and Encircled. Then, I saved the game. But, while I was loading the save game file, the game crashed and said that "The application encountered an unexpected error. To help us identify the problem, please describe what you were doing when the error occurred." I don't know what happens, but somehow I tried the original campaign map, saved, and then load the save file, all that I've got was fine. I hope that there would be a lot of fixed and rearranged for this map.

Also (despite of all this error) I think that it would be a great if you added a lot of long eared and ghost/knights/poltergeist/valkyr women models unit for the Forsaken race (or should I say elven undead model units) instead of skeletons kind model. Apothecary (Hero Grim Reaper model), Undead Watcher (using Watcher Death Knight.blp), Undead Dragonhawk Rider, Undead Warlock, Val'Kyr, and Undead Elven Valkyrie would be a great idea.
Sounds like a request to add Forsaken, but as the author said - he's having trouble updating them and is thinking of ways to update/improve them. And copying from the Curse of the Forsaken campaigns is not cool in his opinion.
 
And now it's working!

I even played it with 7 other AI's, and I instantly regret placing 2 AI Qiraji in one team - they are unstoppable.
Black Dragons are crazy. Rest of units? Quite meh, actually. If I didn't trained that unbalanced Black Dragon Lord and mix it with black dragons and dark riders, I would lose.
And this is fair for Qiraji to have flying hero? I mean I don't worry if he can fly, but he can be attacked only by ranged units mostly.
And black whelp can attack ground, even the description states that he can attack only air (or ground).
Glad it finally works! I saw a few freezes mid game unfortunately. Seems to really happen more with the Qiraji.
I mean, its hard to gauge how good or bad units are based on one game.
The flying hero can only fly at its ult at level 6, and when it flies it has greatly reduced defenses. So balanced enough imo.
Yeah, those guys shouldn't attack ground.
Ok. So, I've tried two of this Wars Legacy maps, which are Bane Burrow and Encircled. Then, I saved the game. But, while I was loading the save game file, the game crashed and said that "The application encountered an unexpected error. To help us identify the problem, please describe what you were doing when the error occurred." I don't know what happens, but somehow I tried the original campaign map, saved, and then load the save file, all that I've got was fine. I hope that there would be a lot of fixed and rearranged for this map.

Also (despite of all this error) I think that it would be a great if you added a lot of long eared and ghost/knights/poltergeist/valkyr women models unit for the Forsaken race (or should I say elven undead model units) instead of skeletons kind model. Apothecary (Hero Grim Reaper model), Undead Watcher (using Watcher Death Knight.blp), Undead Dragonhawk Rider, Undead Warlock, Val'Kyr, and Undead Elven Valkyrie would be a great idea.

Save/Loads have been broken even in the base game. I dont recommend playing with saving and loading. There's nothing I can do to fix that.
The Forsaken would get a complete remake when and if I get to them.

Sounds like a request to add Forsaken, but as the author said - he's having trouble updating them and is thinking of ways to update/improve them. And copying from the Curse of the Forsaken campaigns is not cool in his opinion.
Yup. Plus, the Forsaken from that campaign are not my own nor would they fit in with my factions.
 
I've recently tried to play with with my friend but for some reason, in multiplayer game it disconnects the host and in LAN it kicks out the other player, ending up in WarCraft disconnecting from the BAttle.net and having to restart it. I tried other maps with my friend and they work.

So... What gives?
 
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.
The relative symmetry of Wc3 is up for debate; it's certainly more symmetrical than, say, Starcraft, but very assymmetrical compared to, say Age of Empires. It's a spectrum. I think Wc3 is fairly assymetrical, personally, but there's a fair amount of coherence (at least mechanically, if not visually) between all the units/buildings/etc even still, down to the stuff we're talking about here (e.g. "artillery siege").

Which is kind of a primary point of subjectivity upon which custom faction design rests: everyone's got a different tolerance for/interest in 'divergence', and so we're all gonna approach it a little differently. Part of the fun of it all!

(Now, that could be the end of it... But re: "pushing the envelope", I think that's all well & good, unless we're talking about "designing factions to match Blizzard's"/"following Blizzard's Wc3 design patterns"/"making factions which 'feel' authentic to Wc3". Something could be playable & very fun, perfectly balanced & lore-appropriate to Wc3 & full of strategic depth... but still not "feel" like one of the OG 4, and I think that comes down to not pushing the envelope in too many ways. I would thus make a stronger argument for stuff like "artillery siege", which truly exists in every faction, if you aim to make factions in that way.

But still! To each their own.)
 
This is an amazing project

So much content and so many different factions
I like how each faction feels unique and have their own mechanics

The stability of the map needs work though, not sure if it even is possible to make the map stable while having so many different assets and triggers for each factions
 
I've recently tried to play with with my friend but for some reason, in multiplayer game it disconnects the host and in LAN it kicks out the other player, ending up in WarCraft disconnecting from the BAttle.net and having to restart it. I tried other maps with my friend and they work.

So... What gives?

I don't know, I tested the multiplayer and it worked fine. If you're unable to join one another in Blizz it usually means that the game didn't connect properly and didn't start to download. A lot of the times its takes multiple attempts at trying to join to get it working. You can thank Blizzard for that one.

This is an amazing project

So much content and so many different factions
I like how each faction feels unique and have their own mechanics

The stability of the map needs work though, not sure if it even is possible to make the map stable while having so many different assets and triggers for each factions

The stability is difficult. I'm likely pushing the game to its limits.
 
I got this little bug. Where most units of all custom races have a magical blue orb attached to them. nothing game breaking but visuel annoying^^
 
I got this little bug. Where most units of all custom races have a magical blue orb attached to them. nothing game breaking but visuel annoying^^
Looks like the updated maps didn't go through. The latest version of 1.31 has this fixed. You can thank Blizz for this bug. Each patch from them brings more unnecessary bugs.
 
Very exciting work, looking forward to Scarlet Crusade being added to the game!

By the way, are there any plans to add the Naga race to this game? Thanks.
 
Very exciting work, looking forward to Scarlet Crusade being added to the game!

By the way, are there any plans to add the Naga race to this game? Thanks.
I know from my own discussions with Wa666r that, previously, there were no plans for doing Naga as he does tend to prefer doing factions that haven't been represented in Warcraft 3 modding.
Whether or not those plans have changed, I cannot say.
 
Any plans for Kul Tirans or Zandalari maybe?

Maybe something Dragonflight related (Dragonspawn, Drakonid or Dracthyr)?
 
Weren't you working on the Zandalari at some point? Did you get far with those before?
Unlikely, for his resources didn't include his separate map with the custom Zandalar race. Probably confused with Drakkari?

However, his original goal was to look at High Elves for balance, models and such. Then will already move on to the rest of the non-added races.

Regarding Kul'Tiras - makes sense...if would add new maps with seas and ships, but his triggers are still unstable so he could just shove in any melee-map(thx blizz)
 
Absolutely in love with all those races! been busy for days looking at all the details!
brilliant work!

Love the nerubians! Also the qiraji!

Small editor question. How did you make the 'prioritize' ability appear in the editior?
On my maps, I know it exists because I can see them in the list while giving a unit new abilities. but in the ability editor it is invisible
 
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Weren't you working on the Zandalari at some point? Did you get far with those before?
Twas years and years ago. I might give it another look eventually.
Unlikely, for his resources didn't include his separate map with the custom Zandalar race. Probably confused with Drakkari?

However, his original goal was to look at High Elves for balance, models and such. Then will already move on to the rest of the non-added races.

Regarding Kul'Tiras - makes sense...if would add new maps with seas and ships, but his triggers are still unstable so he could just shove in any melee-map(thx blizz)
Kul Tiras would have to be balanced out for a non-ship map. I have ideas for them, but nothing concrete.
Absolutely in love with all those races! been busy for days looking at all the details!
brilliant work!

Love the nerubians! Also the qiraji!
Glad you like em.
Small editor question. How did you make the 'prioritize' ability appear in the editior?
On my maps, I know it exists because I can see them in the list while giving a unit new abilities. but in the ability editor it is invisible
There's no reason it shouldn't appear. I use the one based on the ability they gave to the Gargoyle.
 
Twas years and years ago. I might give it another look eventually.
That sounds about right for when I remember it from xD
I also remember you were looking at some WoW race a long time ago that I forgot the name of, that were kind of like vampires but weren't the Nethrezim, but I think you ended up having difficulty working enough assets out for them?
 
That sounds about right for when I remember it from xD
I also remember you were looking at some WoW race a long time ago that I forgot the name of, that were kind of like vampires but weren't the Nethrezim, but I think you ended up having difficulty working enough assets out for them?
Two options:

Either you're talking about San'layn's, but those are vampire elves than pureblood vampires, or Venthyr.
 
That sounds about right for when I remember it from xD
I also remember you were looking at some WoW race a long time ago that I forgot the name of, that were kind of like vampires but weren't the Nethrezim, but I think you ended up having difficulty working enough assets out for them?
You just remember every faction I tried working on dont you? xD

Yeah. The Sanlayn are put on ice for now. I got the models and icons made then other things got in the way.
 
You just remember every faction I tried working on dont you? xD

Yeah. The Sanlayn are put on ice for now. I got the models and icons made then other things got in the way.
Haha I might actually, as long as I heard about it at some point 😅

Oh that's really cool that you got that much sorted for them, though, I might have to borrow them at some point if that's an option ❤️
 
As soon as I saw it, I had to download it!

EDIT: Crashes the game every five mins wich really sucks, because that's the point where you get very strong tier three units!
second edit: Every map I play lags, since I have Wars Legacy.
 
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As soon as I saw it, I had to download it!

EDIT: Crashes the game every five mins wich really sucks, because that's the point where you get very strong tier three units!
second edit: Every map I play lags, since I have Wars Legacy.
Well it shouldn't be crashing every 5 mins. There's going to be a little lag here and there, especially with a lot of factions at once.

Happens to me with bronzebeard clan.
What was happening when it crashed?
 
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