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Test version for the first mission of my upcoming custom campaign!
First public update to the map!
- Added Pickable Difficulty (Reduced difficulty across the board, except for Hard)
- Fixed animations of dead footmen
- Fixed fast travel system
- Added more hints (don't show on Hard)
- Added dummy units for final boss fight, depending on many units the player has lost (Easy & Normal only)
- Minor spelling fixes
Special thanks to @Tuonela and @AdinizWarcraft for providing feedback!
Mission 2 is underway!
Some issues ive missed that only affect the lesser difficulties
- Fixed animation bug for dying blue units
- The first reinforcement wave now joins your party as intended on Easy Difficulty
Please enjoy and give any feedback, suggestions, bug-reports in the comment thread below or contact me personally on Discord: Sapprine#2471
(I prefer Discord)
The loading screen is that of a melee map instead of a custom one like the image with the map here.
Unmatched Fortitude and Shield of Tirnth's icons go green during game pause/F10. They have no DISBTNs. Complete Icon Tutorial - All About Icons...
Projects in alpha or beta stages should be posted here Map Development . You can receive feedback in order to improve the current state of your project and then actually release it here.
Projects in alpha or beta stages should be posted here Map Development . You can receive feedback in order to improve the current state of your project and then actually release it here.
I can move threads but unfortunately bundles from the maps section cannot be moved into map development, only in other resources sections. Let it here, is fine. But next time you want to upload a beta project, please do it in map development.
I can move threads but unfortunately bundles from the maps section cannot be moved into map development, only in other resources sections. Let it here, is fine. But next time you want to upload a beta project, please do it in map development.
I love this! Especially, trait idea is amazing. Items are original. I cannot wait for the updates. Probably, you are aware, if I used the fast travel I couldn't return back. Also, I am not so sure but at level 3 hero's passive didn't get buffed I think.
I love this! Especially, trait idea is amazing. Items are original. I cannot wait for the updates. Probably, you are aware, if I used the fast travel I couldn't return back. Also, I am not so sure but at level 3 hero's passive didn't get buffed I think.
At long last! Thanks a lot for the feedback. Means the world to me!
Please know that I'm hard at work on the second mission at the moment, however, please list any eventual bugs you find in the first chapter.
I promise whatever you report will be fixed within a week!
I did patch this 2 days ago, pretty big update.
It should be close to what it'll be in the final release.
I'm still awaiting some feedback and planning like 1.5 more updates before it's final
Good terraining, fresh adventure campaign map
I found some errors(There was no problem with the gameplay). in Gnoll Demolishers dying cutscenes, If I try to skip it immediately, my hero is teleported to the starting point and dialogues that used in other scenes are reran.
Pressing ESC after defeating the gnolls moved the hero back near the captain or whatever stronger warrior and the discussion started again, even the battle vs gnolls.
Hero/units selected during cinematic mode before the transmission starts in the one about Riverglen. Same with the next scene.
No projectile is seen hitting the bridge.
Friendly huge ogre near the town.
I guess it was simpler to destroy the enemy siege weapon and partially rebuilt it than capture it?
Boat fast travel hint is spammed.
The fast travel should be a way gate for the units to know how to get in and out; currently they're trigger instantly moved which is annoyingly made.
There's some crates to the left/northwest of the circle and you can't reach them because you have to go through the teleporting circle to get them.
The boss is too easy even on easy.
Quite a promising start. Too bad you didn't continue it at all.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
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