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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.






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 v1.60 (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...
Very nice mod! :) looking forward for more factions, the older mod had 32 factions?
I also try to add Random Building, Random Units but the computer AI cant use the abilites, cant build building from other factions, possible to do it for them?, if you can show an example what to add to a trigger?

I no longer touch the older one. I dont know what you're asking.

The older mod (Ultimate Battle) had 32 factions because some of them are not made by @Wa666r, and the most of the factions which made by @Wa666r were outdated.

I really want to see custom tavern heroes, custom neutral creeps with new abilities and custom neutral items.

Eventually, new tavern heroes.

Cool project — epic scale, great quality, and non-trivial ideas! I’m really inspired by it!

How did you create unique textures for the buildings of each race?
Glad you like 'em. Ground textures you mean? The ubersplats.
 
I've admired your work for a long time, thank you. I have only one question left. Why do you compress the general package with ZIP instead of 7-zip? Your entire package, which weighs 1.9gb in 7-zip compression, weighs only 186.3mb, which is actually 10 times less, i.e. almost a little more than one map. This will make it easier to download, and reduce the load on the server, and it will become much easier to store them.
 
I've admired your work for a long time, thank you. I have only one question left. Why do you compress the general package with ZIP instead of 7-zip? Your entire package, which weighs 1.9gb in 7-zip compression, weighs only 186.3mb, which is actually 10 times less, i.e. almost a little more than one map. This will make it easier to download, and reduce the load on the server, and it will become much easier to store them.


Oh, I have no control on how its compressed. When you open up a single map is it still 170ish mb?
 
Haven't been playing custom race mod just yet, but would be great to port your newly created factions, Kul Tiran and Tauren, to this mod in the future.
 
Oh, I have no control on how its compressed. When you open up a single map is it still 170ish mb?
Of course, it's just a simple archiver. And it's free, too. But it's all about its algorithm. It compresses identical files once. And then it compresses the differences separately. That's why it's so small. In other words, it compresses everything you add once, if it's the same in all maps. And then it compresses only the differences. When unpacking, the opposite happens, and the maps return to their original condition. I've been using it for over 10 years. I've never seen any glitches. For me, it's also useful because it compresses game ROMs from old consoles quite well. It helps save space on disks without inflating collections too big.
P.S. The only thing is, it only works with the original 7-zip archiver. Any other archiver where the 7z format is an option rather than the default won't compress it; it will compress each file separately, and as a result, you won't get the same size. Original - 7-Zip
 
Of course, it's just a simple archiver. And it's free, too. But it's all about its algorithm. It compresses identical files once. And then it compresses the differences separately. That's why it's so small. In other words, it compresses everything you add once, if it's the same in all maps. And then it compresses only the differences. When unpacking, the opposite happens, and the maps return to their original condition. I've been using it for over 10 years. I've never seen any glitches. For me, it's also useful because it compresses game ROMs from old consoles quite well. It helps save space on disks without inflating collections too big.
P.S. The only thing is, it only works with the original 7-zip archiver. Any other archiver where the 7z format is an option rather than the default won't compress it; it will compress each file separately, and as a result, you won't get the same size. Original - 7-Zip
Then the issue stands when uncompressed as a single map would still be 170 mb, making playing it on multiplayer quite the hassle. As for the "zipped" file when you click "download" I have no control over that, thats something the site owners do. I suggest just scrolling down and clicking on individual maps you'd want to play at instead of downloading all at once for the 2GB.
 
Then the issue stands when uncompressed as a single map would still be 170 mb, making playing it on multiplayer quite the hassle. As for the "zipped" file when you click "download" I have no control over that, thats something the site owners do. I suggest just scrolling down and clicking on individual maps you'd want to play at instead of downloading all at once for the 2GB.
Yes, you're right. This only applies to the archived file. The unzipped map remains the same. I see. Thanks for your reply. I thought you were compressing it yourself. But it seems there's a script for that on the website. Thanks again for your maps. I'm really into the new factions in Warcraft 3, and yours are essentially some of the best, if not the best.
 
Hello, can you please tell me about the problem? I'm installing maps, but they don't appear in the game itself. I've already tried everything. How can I install this creation correctly?
 
Hello, can you please tell me about the problem? I'm installing maps, but they don't appear in the game itself. I've already tried everything. How can I install this creation correctly?
What game version you are using? You need the latest Battle.net patch (2.0.3.23175). This mod only works with that version.
 
Read that you have worked hard to optimize and have rewritten many spells in JASS, so I decided to try again on the latest v1.55 version.
Still faced lags and nearly freezes. Maybe it's due to AI path issues or specifics of the Qiraji race, dunno.
Anyway, share my showcase with you, @Wa666r
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.)

As the author explained, I think you're experiencing lags and freezing due to adding the Night Elf race as a computer race. I suggest you try again the map without using the Night Elf race.
 
Read that you have worked hard to optimize and have rewritten many spells in JASS, so I decided to try again on the latest v1.55 version.
Still faced lags and nearly freezes. Maybe it's due to AI path issues or specifics of the Qiraji race, dunno.
Anyway, share my showcase with you, @Wa666r
There's a disclaimer regarding "how to play" this mod, per Kotol's post - has been like that for the other custom race maps.

Another possible reason is the game engine. The latest patch is still prone to the low performance, even if you have high-end systems. It gets pretty much worse if you have Reforged graphics turned on or you are playing with more players.
 
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.)

As the author explained, I think you're experiencing lags and freezing due to adding the Night Elf race as a computer race. I suggest you try again the map without using the Night Elf race.

There's a disclaimer regarding "how to play" this mod, per Kotol's post - has been like that for the other custom race maps.

Another possible reason is the game engine. The latest patch is still prone to the low performance, even if you have high-end systems. It gets pretty much worse if you have Reforged graphics turned on or you are playing with more players.
But I didn't place any "Night Elf" in the lobby. And only the Night Elf player was randomly rolled by in-game race choice.

It may be a Reforged-related issue (in terms of internal logic, not graphics — I played on Classic SD graphics), but I still think the core problem lies with the Silithid/Qiraji race.
Yet I may be wrong, since I had another playtest with AI (no Night Elves for now), and got slight lag when played against Void Elf...
Dunno, @Wa666r :P
 
But I didn't place any "Night Elf" in the lobby. And only the Night Elf player was randomly rolled by in-game race choice.
Yep. You could set the specific players in the game lobby to be either Human, Orc, or Undead. No Night Elf or Random. And check if the issue persists.

Btw, all custom race maps or altered melee with custom AI scripts tend to bug if you play with Night Elves. And NE AI is sometimes completely broken on certain altered melee maps (they only harvest wood and no gold, while only building Moon Well).

It may be a Reforged-related issue (in terms of internal logic, not graphics — I played on Classic SD graphics), but I still think the core problem lies with the Silithid/Qiraji race.
It's not Reforged-related issue. It's the same issue that has been like that for decades, particularly AI optimization.

Maps that are island-based are well-known for causing this tremendous performance drops. The game's AI isn't well optimized to handle those maps due to the AI pathfinding or decision-making-loop issues.
 
Read that you have worked hard to optimize and have rewritten many spells in JASS, so I decided to try again on the latest v1.55 version.
Still faced lags and nearly freezes. Maybe it's due to AI path issues or specifics of the Qiraji race, dunno.
Anyway, share my showcase with you, @Wa666r
Thanks for the vid and all. Its still a ways away from being optimal, even then. I don't know. I'm out of my depths at this point with how to optimize it. Not sure I should even be adding more races.
 
Is it possible to put on 24 players map? for example i added a map: the 1st is default, the 2nd one i did all random stuff (random workers, random units, random heroes, random buildings)
Porting the custom race into 24p map is extremely difficult, especially with the lack of game engine's proper optimization for the 24p games.
 
I wish I had a chance to feedback all the bugs. However, I have to admit this map is absolutely outstanding. I try every races against Players and AI, and it still highly recommend to master those individually. I gave compliments of this map before but I forgot to rate this, so I would like to reach out.Undead type race are in the minority. Tbh, I can wait no longer to see Forsaken (Undead is my fav).
 
"I'd like to clear up a doubt. I only have access to version 2.0.1.22498 of Warcraft 3 Reforged, and it seems that the map doesn't work. I really want to play this map, so is there any version of it that will work with the version I have installed?"
 
I wish I had a chance to feedback all the bugs. However, I have to admit this map is absolutely outstanding. I try every races against Players and AI, and it still highly recommend to master those individually. I gave compliments of this map before but I forgot to rate this, so I would like to reach out.Undead type race are in the minority. Tbh, I can wait no longer to see Forsaken (Undead is my fav).
Thanks for playing, I am glad you enjoyed them. Forsaken will arrive eventually.

"I'd like to clear up a doubt. I only have access to version 2.0.1.22498 of Warcraft 3 Reforged, and it seems that the map doesn't work. I really want to play this map, so is there any version of it that will work with the version I have installed?"
Its best to use the latest version of wc3 to play this. There are no earlier versions.
 
"I'd like to clear up a doubt. I only have access to version 2.0.1.22498 of Warcraft 3 Reforged, and it seems that the map doesn't work. I really want to play this map, so is there any version of it that will work with the version I have installed?"
What Wa666r said. Buy the game (you can't even redeem your old Warcraft 3 key anymore) and don't use the older versions.

We don't even allow piracy contents to be posted in this forum.
 
I was going to check the Felblood Elves race mechanics and I found a typo in the "Playable Factions" menu. FELBOOD ELVES.

1765292680201.png
 
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While analyzing some AI Scripts of the maps, I noticed how they did not have the capacity to summon the third hero.

JASS:
    boolean b_hero1_done        = false
    boolean b_hero2_done        = false

JASS:
    if c_altar_done >= 1 then
        if b_hero1_done and MeleeDifficulty() != MELEE_NEWBIE then
            call SetBuildUnit(1, hero_id2)
        else
            call SetBuildUnit(1, hero_id)
        endif
    else
        call SetBuildUnit(1, ALTAR)
    endif

I guess you took the orc AI Script as a base, since they left it like that without a third hero.
Although in some others they do have the capacity to summon the third hero (Scarlet Crusade, High Elf and Worgen), I don't know if you did it on purpose so that there are no more problems.
 
While analyzing some AI Scripts of the maps, I noticed how they did not have the capacity to summon the third hero.

JASS:
    boolean b_hero1_done        = false
    boolean b_hero2_done        = false

JASS:
    if c_altar_done >= 1 then
        if b_hero1_done and MeleeDifficulty() != MELEE_NEWBIE then
            call SetBuildUnit(1, hero_id2)
        else
            call SetBuildUnit(1, hero_id)
        endif
    else
        call SetBuildUnit(1, ALTAR)
    endif

I guess you took the orc AI Script as a base, since they left it like that without a third hero.
Although in some others they do have the capacity to summon the third hero (Scarlet Crusade, High Elf and Worgen), I don't know if you did it on purpose so that there are no more problems.
Night Elf AI sometimes trains 3rd hero, but in most occasions, they are stuck with only 2 heroes based on the default AI script. That's quite weird since it's not recommended to play as Night Elf with this mod due to the bug.

One can manually fix this "AI 3rd hero bug" by yourself. Take a look of this thread:
 
Hello, the maps aren't appearing in my Warcraft (Yes they are in the right folders, Documents/Maps and the Warcraft III/Maps
 
I hope you add the Dalaran race someday; they were one of my favorites! Well, it'll happen little by little, but at least I'm glad to have an update on this project, which I've been playing since I was 12! Thank you so much!
 
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I hope you add the Dalaran race someday; they were one of my favorites! Well, it'll happen little by little, but at least I'm glad to have an update on this project, which I've been playing since I was 12! Thank you so much!
I didn't played this custom race just yet, but would be great to also include the new Tauren and Kirin Tor races.

(Btw, I translated your post because non-English one isn't allowed here in this forum)
 
gasp

You live!:eek:2

If seriously, though, should we expect the remaining factions anytime soon? A month, two months, or six months?

I'm not forcing you, just asking. So that people don't keep asking when the update will be released. (I'm still waiting for Nazi Forsaken:grin:)
 
I hope you add the Dalaran race someday; they were one of my favorites! Well, it'll happen little by little, but at least I'm glad to have an update on this project, which I've been playing since I was 12! Thank you so much!
Glad you like 'em. Dalaran are already in the game, they're renamed to Kirin Tor.


gasp

You live!:eek:2

If seriously, though, should we expect the remaining factions anytime soon? A month, two months, or six months?

I'm not forcing you, just asking. So that people don't keep asking when the update will be released. (I'm still waiting for Nazi Forsaken:grin:)
I live once more. Not sure when. Depends on how busy I get. But I wont be adding High Elf Remnants nor the Lost Ones. And the other factions, Forsaken, Tauren, Kul Tiras will have reworked icons same as the 1.56 update.


Honestly the peakest of peaks. So much work went into this that from all that sitting, my neck hurts for you.

Thank you man, it's truly spectacular work.
Thank you. Glad you enjoy it.
 
Glad you like 'em. Dalaran are already in the game, they're renamed to Kirin Tor.



I live once more. Not sure when. Depends on how busy I get. But I wont be adding High Elf Remnants nor the Lost Ones. And the other factions, Forsaken, Tauren, Kul Tiras will have reworked icons same as the 1.56 update.



Thank you. Glad you enjoy it.
Any news on Zandalari Trolls ? Are you going to add them in WL too ?
 
I live once more. Not sure when. Depends on how busy I get. But I wont be adding High Elf Remnants nor the Lost Ones. And the other factions, Forsaken, Tauren, Kul Tiras will have reworked icons same as the 1.56 update.
It doesn't matter to me what they will be like, whether they are from your separate card but with a redesign or copied from the campaign. The important thing is that they simply exist in WL :grin:
 
I live once more. Not sure when. Depends on how busy I get. But I wont be adding High Elf Remnants nor the Lost Ones. And the other factions, Forsaken, Tauren, Kul Tiras will have reworked icons same as the 1.56 update.
I can understand with the HER because it's a collab work; the units have their own imported dialogues, and it would be a hassle to apply AI to them.

It's a shame the Lost Ones don't get any kind of revamp, but there's not much you can do with that race (and there aren't really any compelling resources for them either).
 
It doesn't matter to me what they will be like, whether they are from your separate card but with a redesign or copied from the campaign. The important thing is that they simply exist in WL :grin:
They'll exist eventually. Slowly but surely.


I can understand with the HER because it's a collab work; the units have their own imported dialogues, and it would be a hassle to apply AI to them.

It's a shame the Lost Ones don't get any kind of revamp, but there's not much you can do with that race (and there aren't really any compelling resources for them either).
Yeah, the voice files are the main issue. Not only because it replaces voicelines, but the file size is huge for voicelines.

If the Lost Ones had models that didn't all share the same animation, I'd be more willing to revamp them.

But I'm more excited to work on a new faction rather than a revamp. With the Felblood rework I'm pretty happy with all the factions in WL. I'll still go and update the factions here and there. Wildhammer Clan I want to have a custom UI element to activate their rage mechanic globally for example.
 
I may be picky, but two models do not match their respective icons.


HighC.png
High in game.png


Peacekepper.png
Peace in game.png


They use their previous models as a base for some reason.
 
Another faction done, one last.... to go...?? I dunno, the remaining factions just went poof from the descriptions so I take it the High Elf Remnants will be added as last or the Tauren and Kul Tiran as well some day?
 
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