Warcraft x Starcraft Converge

This Warcraft III mega map brings the Terran, Zerg, and Protoss races to the classic RTS engine with total fidelity. Designed for singleplayer or multiplayer, this project will make sure to stay true to most of the races and unit gimmicks of the Starcraft gameplay. This project will use Starcraft 2's Tech tree

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Zerg Race 90% Complete!

Zerg Tech Tree 100% Complete!
In the test map you can now play the zerg race in its fullest with its tech tree complete :thumbs_up:

Everyone can test and download the new test version Here, feel free to provide feedbacks and tell me if there's any bugs I missed
Latest Additions:

  • Broodlord
  • Viper
  • Spine Crawler
  • Spore Crawler
  • Nydus Sytem/Nydus Worm
  • (Edit, forgot to add)Blight/Creep now increases Zerg unit's movement speed


Fixes/Tweaks/New:
  • Infestor Abilities
  • Blight/Creep movement bug
  • QoL such as to select all larvae from a hatchery/lair/hive

Experimental State
Abilities or gimmicks that are still on work/not the final version still
  • Nydus Sytem - Still being worked on, but it already kinda works...:peasant-confused:
  • Viper's Blinding Cloud - Since in SC2 it makes all ranged units and building's range into melee range, still thinking how to make it work in warcraft, currently just prevent all units in area to unable to attack is in mind, something like cloud but affects units
  • Infestor's Microbial Shroud - seems the damage reduction still isnt firing, still looking into it....

General Notes
I did looked up into the custom blight that everyone recommended, and Ill think about whether to implement it, since I did notice the sc2 creep looks very similar to blight and the sc2 zerg models do look more natural with darkish creep/blight, but still might implement it after finished removing some bugs and fixing abilities
Also, you all might notice most abilities are still using default warcraft effects, they're just placeholders along with some that does not have an effect, although I might just use default model effects on some ability to make the map file notas big as possible


Showcase
Broodlord
Broodlords can hit up to 2 units/structures at once, each hit target spawns 1 broodling at the target's position


Viper

Nydus System
This system is still experimental and still not really fully fixed and complete, there's still some bugs and still currently being fixed
 
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Omg I was looking for an abduct system!!! This is awesomeee!! Should I credit anyone else in addition to you if I adapt it for my own purposes (I mean, did you borrow anything from anyone else)?


Awesome work with the nydus system as well!!! This is super exciting :grin:
P.S., War's Legacy adapted SgtWinter's nerubian nydus system, which is free to use, if you want any additional inspiration.


P.P.S., I'll also be interested in how you handle the colossus's collision
(I'm not looking to adapt SC2 or anything like you, but I am interested in borrowing some of their cool mechanics)
 
Omg I was looking for an abduct system!!! This is awesomeee!! Should I credit anyone else in addition to you if I adapt it for my own purposes (I mean, did you borrow anything from anyone else)?


Awesome work with the nydus system as well!!! This is super exciting :grin:
P.S., War's Legacy adapted SgtWinter's nerubian nydus system, which is free to use, if you want any additional inspiration.


P.P.S., I'll also be interested in how you handle the colossus's collision
(I'm not looking to adapt SC2 or anything like you, but I am interested in borrowing some of their cool mechanics)
Ohhh thanks a lotsss :grin: :grin:
I coded the abduct ability myself, the only one that I had help with is the burrow system, I placed the name of the person who helpd me in the burrow trigger itself

As for the nydus, I'm already halfway done with it anyways, just some more bits of Debugging left

And go ahead, feel free to adapt the systems as you wish, since I'm planning to make the system open source when its complete for everyone to use:thumbs_up::thumbs_up:
 
Pretty cool so far :thumbs_up:

A couple things I noticed as a Zerg player myself, just playing around really quickly (which you've probably noticed too):

  • You can't set rally points for lava. Didn't seem like setting it via the hatch did anything either
  • Creep never recedes. Not sure if you've yet implemented the fact that non-Zerg aren't supposed to be able to land/build on creep, but I think that and it receding are a big aspect of the creep mechanic, which also differentiates it from blight and balances it; so if you can get it implemented, I think it'd make a big difference in game feel
  • I also didn't see a Generate Creep (creep-vomiting) ability on overlords
 
Pretty cool so far :thumbs_up:

A couple things I noticed as a Zerg player myself, just playing around really quickly (which you've probably noticed too):

  • You can't set rally points for lava. Didn't seem like setting it via the hatch did anything either
  • Creep never recedes. Not sure if you've yet implemented the fact that non-Zerg aren't supposed to be able to land/build on creep, but I think that and it receding are a big aspect of the creep mechanic, which also differentiates it from blight and balances it; so if you can get it implemented, I think it'd make a big difference in game feel
  • I also didn't see a Generate Creep (creep-vomiting) ability on overlords
Thanks for the feedbacks :thumbs_up:
Regarding about it
Yeah the larvae rally point is something im still finding way how to implement, since there's no command to use on the egg nor larvae itself, although currently Im still trying to do some trial and error on how to use the hatchery/lair/hive's rally for the spawned zerg units to go to instead

Since I just used the blight yeah, building on it is not zerg only territory, leading me again to the custom separate system for creep and not just same blight but with different texture, which probably would need some roundabouts since blight is hardcoded in the game, thats another one Im still looking for ways, ive been trying to code and search stuff regarding this for so long xddd, I'll post my progress about this one soon
Edit: the one you sent is intriguing I might use it as inspiration xd
Edit2: Wait that terran infection is actually peak, I might cook something with it, just looked into the code of it, just need a custom tile for creep, and even more coding yayyy :cry:

and as for that generate creep, I really thank you a lot, I juust forgot abouut that one, since the Overlord is one of the first unit I made on that map, and I'm still pretty lazy that time, I told myself to just code it later since itll be annoying to code it at that time, but I just forgot and got excited with the other units and system and it completely went away in my mind, Ill add that on the next update definitely :cute::grin:
 
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Not sure if this will help (since it's not a WC3 model), but, just figured I'd share it in case you can't find any sc2 creep tiles in the creep system maps or elsewhere on the Hive (I haven't really looked, myself, since I don't need it) :D
Oh, and if for some reason the blp I linked isn't good enough, and you want to go the route described in this other post, or if you want to get other textures from sc2 that haven't been ported yet by someone like Renn01, this tool can convert sc2 textures (which I think are DDS) to wc3 format (which is blp, though I guess iirc can also directly use DDS in reforged/HD):



I think the much older tool BLP lab also supports DDS:


Sorry if you already knew about these lol! Also the BLP texture I linked a couple posts up looks pretty good anyway haha. I just wanted to share these tools with you :P

Love seeing your progress!
 
Oh, and if for some reason the blp I linked isn't good enough, and you want to go the route described in this other post, or if you want to get other textures from sc2 that haven't been ported yet by someone like Renn01, this tool can convert sc2 textures (which I think are DDS) to wc3 format (which is blp, though I guess iirc can also directly use DDS in reforged/HD):



I think the much older tool BLP lab also supports DDS:


Sorry if you already knew about these lol! Also the BLP texture I linked a couple posts up looks pretty good anyway haha. I just wanted to share these tools with you :P

Love seeing your progress!
It's very okay! All help is appreciated, currently focusing on making the system work first before I go for the texture and other QoL, I'll definitely check these out once I get the systems to work, thanks a lot:thumbs_up:
 
Here is my Zerg review so far.


  • Select Larvae ability should display the amount of larvae to the player, just like in Starcraft II.
    1780516563007.webp
    1780519466393.webp


  • Select Larvae ability should be available during the Lair and Hive mutate.
    1780516600279.webp

    1780519419212.webp


  • In addition to Set Rally Point, Hatchery/Lair/Hive should also have the Set Worker Rally Point ability. (To add abilities like Set Worker Rally Point and many others, you can use the Warcraft vs Starcraft mod which I mentioned earlier.)
    1780516835858.webp
    1780519609625.webp


  • Instead of creating 3 larvae at once after the Hatchery mutates, larvae should be created one by one over time.
    1780517193886.webp
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  • Select Larvae ability should be available during the Queen mutation, Burrow evolution and Pneumatized Carapece evolution.
    1780519568410.webp
    1780519382394.webp


  • Drone should have Basic Mutation and Advanced Mutation build buttons. (You can use this system to create Advanced Build Mechanics, similar to those in StarCraft II.)
    1780517431378.webp
    1780519791278.webp


  • Drone movement speed does not increase over creep, in Starcraft II, but in Warcraft III, Drone movement speed increases over creep (blight).
    1780520657113.webp
    1780520688350.webp
    1780520846249.webp
    1780520874783.webp


  • Larvae are supposed to remain motionless, or rather, unresponsive to orders, but the larvae are able to move according to the order.
    1780518088677.webp
    1780518061708.webp


  • When any larva is selected, only the selected larva is actually chosen, whereas all larvae in the Hatchery/Lair/Hive should be selected.
    1780519863468.webp
    1780519842756.webp


  • Larva should only possess the abilities of the unit it will morph into, and these abilities should not be found in the Mutate (Spell Book) ability. Abilities such as Move, Stop, Hold Position, and Patrol should not be available in the menu.
    1780518676106.webp

    1780518703551.webp


  • The player should be informed of the amount of gold, lumber, and food required for the unit the larva will morph into.
    1780518676106.webp

    1780518829956.webp


  • Zerg Cocoon morph should be duration based instead of health regeneration based. The cocoon will morph very late if under attack by enemy. The morph time also should be displayed to the player. (I suggest you take a look at Birthing Eggs, a mechanic of the Living Nerubian faction on the War's Legacy map. Birthing Eggs are a duration based production mechanic. You may need permission from the author to use the mechanics.)
    1780521451643.webp
    1780521473562.webp


  • Zerg Cocoon should have cancel build order and set rally point option.
    1780526194161.webp

    1780526250754.webp

In next review, I will cover units such as Overlord, Queen, and Zergling.
 
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Here is my Zerg review so far.








  • Zerg Cocoon morph should be duration based instead of health regeneration based. The cocoon will morph very late if under attack by enemy. The morph time also should be displayed to the player. (I suggest you take a look at Birthing Eggs, a mechanic of the Living Nerubian faction on the War's Legacy map. Birthing Eggs are a duration based production mechanic. You may need permission from the author to use the mechanics.)
    View attachment 593461View attachment 593462

  • Zerg Cocoon should have cancel build order and set rally point option.
    View attachment 593472
    View attachment 593473

In next review, I will cover units such as Overlord, Queen, and Zergling.
For the Hatchery/Lair/Hive, the set rally and the number for larvae is already done, which I'll upload next update:thumbs_up: as for the other issues, still looking into it how to make it work

Drone, thanks for the infor about the drone movement, I'll tweak that, and the egg, and most stuff in there like the spell book for larvae and all are placeholders until I found a way to make it work

The Larvae issues of moving, Still working on it til now, so for now I did make a temporary placeholder code that when a larvae strays too far from their parent hatchery/lair/hive they are forced to go back

The Zerg Cocoon's duration is using a hastable and just using the actual HP bar as duration, so attacking it won't reduce duration, but regardless It's currently just a placeholder, I'll be making use of a separate bar for the duration of it once I'm done with the main systems

Thanks for the feedbacks:thumbs_up:
 
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