Our Mission



When Warcraft 3 debuted in 2002, gamers were delighted to experience a game that offered real-time economic strategy, with the ability to train heroes that would engage in ongoing battles. This paved the way for the critically acclaimed Defense of the Ancients (DotA) custom map, in which modders saw the opportunity to take the hero-centric aspects of the game and turn them into an online battle arena. This would spin off into an entirely unique genre of real-time strategy games that stretched the functionality of hero-on-hero combat.


But what about the economic aspect? Gather resources; build defenses; pillage enemy kingdoms - these common tropes of gameplay were uniquely clarified and balanced in the Warcraft 3 environment. The opportunity to focus on this aspect (in the way that had been done with online battle arenas) became apparent. Yet no team of developers ever went down this route.


Throughout the years, there have been countless modifications of the game - yet very few tease the possibility of expanding outside of the already existing controls. There have been spin-offs that simply repaint existing elements, claiming false novelty. There's also been the more recent 'Warcraft 3: Reforged' distribution - a great option for anyone interested in high-quality graphics (and not much else).


What we are proposing goes further beyond any of the existing alternatives. We intend on (finally) pursuing the opportunity to expand the economic strategy aspects of Warcraft 3. Our project reimagines numerous functions of gameplay in the hopes of pushing players to explore entirely new dimensions of economic strategy.


Key Features



Advanced Equipment


The Warcraft 3 TFT expansion introduced the ability for non-hero units to carry items. We take this a step further, by allowing units to now reap the benefits of said items. Equip units with head gears, hand weapons, relics, and more, in a new sophisticated format of item management.



Trade Resources With Cartels


In traditional multiplayer settings, resources are traded by accessing controls that sit within a modal outside of the physical game.

To make things more interesting, we intend to materialize this functionality within the physical game, by introducing cartels. Purchase a cartel, and load it up with the resources, then send it off into the wilderness, but be careful that enemy players don't intercept it before it reaches your desperate ally.



New Unit Modes


What if units could level up the way heroes do? We introduce the biding unit, the centrepiece of any strategic player's army. Be encouraged to keep war units alive, instead of lazily sending them off as war-fodder - develop strategies to unlock their higher levels, and show off the prowess of your hard-earned army.


It's a common case that lower level units are abandoned as games intensify. We counter this by introducing the 'population' function, a dual feature that transforms a lower level unit into an entirely autonomous member of a player's wider community. By activating the population 'function', your higher level units are stack-boosted - but beware, population units don't take orders, and should be safely contained away from enemies.



Form Alliances With Embassies


In the real world, you don't just 'tick' players on as your allies. We're making it a rule that alliances are formed with the construction of embassies. Build an embassy in the base of a prospective ally, or destroy one belonging to an enemy if you want to meddle in their own alliances. You can also use your embassy to harbor units belonging to players that aren't part of your own alliances.

Consider the following fun example: Player B launches an attack on Player C - their army is felled, save their hero. Player B then rushes their hero to the embassy of their ally, Player A, which is conveniently located in Player C's base. Player B's hero stays there, regaining health while they regenerate their army.



A New Resource: Gems


We introduce the concept of the gem mine. Like other resources, players have to go out and seek gems, but there are only a handful of randomly positioned gem mines on the map at the start of any game. Every so often, a gem mine will spit out a selection of a few gems - some rarer than others - some more often than not. Gems can be used for buildings, unlocking special abilities, conducting research, and most importantly, for forgeries (see further down).



Craft Items With A Forge


With the introduction of gem mines, players can now become creative in how they use their resources. And what better way than to craft items in a forgery. Don't just buy items - build them from recipes of resources that you provide. Or break down items into compositions of gems and their constituent resources.



A Complete Overhaul Of The Research System


Traditionally, research takes the backseat of Warcraft 3 - smaller games impose limitations on resource acquisition, so only certain upgrades can be activated. On the other hand, larger games offer such wealth that the process of researching becomes linear and entirely complete within the first few hours of gameplay.

We go against the grain on both of these alternatives, by modelling research into a modular and undoable tree-based process. Just like abilities, keep up with upgrades that deactivate over time. Pick wisely the units that reap your upgrades, as you make your passage through mutually exclusive alternatives and arrangements. Formulate strategies to match your circumstances - then undo your selections when you need different abilities.



Store Resources In Banks


War brings booty - and what better booty than a bank full of gold! We impose limits on the amount of liquidity that anyone can have - instead, players will be required to build banks, and withdraw resources as needed. Just like in the real world, these banks can be robbed, incentivizing you (and your enemies) to go to war.



Expansion Of Playable Races


In Classic Warcraft 3, you could play as one of four distinct races: Human, Orc, Night Elf, and Undead (six if you include the campaign versions of the 'Naga' and 'Draenei' races). With the advent of the Nirvana mod, Blood Elf and (Ice) Troll also became playable - we want to take this even further, by not only greatly extending upon the number of buildings and units offered by each of the existing races, but also introducing the option to play as Dwarf, Goblin, Gnoll, High Elf, Nerubian, and Demon.




Other Features



Apart from the key features described above, this project will offer a range of minor features; this includes but is not limited to the following:


  • Airships & Shipyards: We expand on the capability of players to use airships and shipyards, by making them constructable by worker units.
  • Air Pathing Blockers: Air units have always had a monopoly on movement - until now. We give players the ability to construct buildings that can also work as pathing blockers for air units.
  • Digging & Dredging: What if you could dig for spoils? We introduce specialized units that can search for randomized buried treasure.
  • General Improvements: We're interested in improving the 'look and feel of the game' also, by ironing out some existing bugs and errors that were never corrected in the final version of Warcraft 3 Classic. The Warcraft 3 modding community has produced some incredible fixes to models, textures, UI behaviours and more, and we think its about time that these aspects were aggregated into a single gaming experience.
  • Regrowth: What if you could plant trees in real-time? Harvest gold from newly constructed mines? Or observe new wanderings of neutral units on the map? With regrowth, all of these things will become possible.
  • Geomancy: Don't just build kingdoms - design them. We apply upgrades and power-ups to your base, by adhering to special building arrangements. Summon moral-boosting monoliths and aura-giving shrines, customizing your buildings the same way that you equip units.

In developing a consistent extension upon the trajectory of Warcraft 3 expansions and mods, we believe it is important to remain faithful to the lore that inspired the Warcraft universe. We're passionate about researching the lores of the various buildings, units, and items being introduced into gameplay. We hope to make players nostalgic of the many great adventures they may've had with Warcraft, and will be deriving many of our improvements from the more well-known World Of Warcraft franchise (see below some example units we'll be adding to the game):



For Modders



An Indexation Of Warcraft Resources

Indeed, the Warcraft 3 modding community has been ever so busy creating resources since the game first hit the stores back in 2002. Unfortunately though, there's a significant contamination of game resources out there. For modders to locate high quality game resources, they often have to go through several or so mediocre attempts by novices. Even then, whether or not the resources are consistently labelled or even fit within the Warcraft 3 lore is a separate issue entirely (we don't recall this being a part of the Warcraft universe).

Our project will require us to search through the vast oceans of game resources available on the various Warcraft 3 modding websites. We intend to document our process, and organise the results into an index, which we believe will aid future modders in locating and accessing content that is part of the Warcraft universe.

A Legitimate Warcraft 3 Base Editor

As it stands, Warcraft 3 already has a multitude of game editors that do a pretty good job at handling most parts of the game development process - apart from the game coming prepackaged with a highly sophisticated map editor, Blizzard also released 3D model development tools for Autodesk 3DS Max, and this in turn made the construction of custom 3D models much easier. Aside from these aspects, simultaneously editing 'symbolic-link' (SLK) and 'UnitString' files within the underlying MoPaQ compressions has always been a grey area, with numerous runner-ups falsely claiming to provide editability, or only managing a highly specific part of the incredibly large process.

The computational depth of our project means that the completion will only be possible with a legitimate Warcraft 3 base file editor. We intend to procure this tool, as part of delivering our revision of the game.


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