Age of Warcraft Mod, Demo installer

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Age of Warcraft

Hey there fellow Warcraft 3 fans,​

Our ongoing project is dedicated to introducing the multi-faction element into the game. Our goal is to enhance nearly all of Blizzard's official melee maps by incorporating additional factions. Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases.

At this point, we have a demo ready with 12 of our factions and a new main menu. The factions are as follows:
To enhance the gaming experience, we have created numerous custom assets and abilities. Furthermore, we have developed Blizzard-like AIs for each of our custom factions, ensuring challenging and dynamic gameplay whether you're playing solo or with friends. You can also check out our Ai presentation video to see how our mod plays out.
Here is also a link to our Map development post for more information.

---------- Socials ----------

---------- Installation Guide ----------


Step 1
Download the installer.

Step 2
Run the installer exe.

Step 3
If your game is not located in the C:\Program Files (x86)\Warcraft III, then click on browse and locate your Warcraft III folder.

Step 4
Wait till the installation is finished and enjoy the Mod!


---------- How to uninstall the mod ----------

Either from the installer or the Programs and Features, you can uninstall the mod. This process doesn't delete the replaceable textures or affect any folder of other mods or projects.

---------- Known Issues ----------

Sometimes, if you run one of our maps that has more than four players and successfully complete the game, trying to play one of our maps again may cause the game to crash. All you need to do is restart the game to play again. As of now, we don't know exactly what causes this issue; it started happening after patch 1.36.2.

---------- Credits ----------

Blizzard Entartainment
Retera for his Awesome tools and Guides
Trolldaeron for his Artwork and Wallpaper
Lorcraft Desings Studio for Icons and assets
Vindorei for his Arcane Golems

---------- Changelog ----------

Patch of December 19 2024 (0.0.6)
  • Adjusted the main menu for Patch 2.01.
  • Added the 1.36.2 version of the Demo.
Patch of November 16 2024 (0.0.5)
  • Fixed the main menu.
  • Updated the portraits for all units and buildings across all maps.
  • Resolved the Kor'kron Guard dependencies in the Plagueland map.
Patch of July 23 2024 (0.0.4)
  • Changed the Militia of the Scarlet Crusade.
  • Fixed a bug where High and Blood Elf Engineers, when turned from militia back to Engineers, couldn't build the workshop.
  • Fixed the totems of the Lost Ones.
  • Fixed the attachments of the Naga Tidelord.
  • Fixed the attachments of the Orc Spearthrowers.
  • Corrected typos in the Kingdom of Dalaran.
  • Corrected typos in the High and Blood Elves.
  • Corrected typos in the Orcs of the New Horde.
  • Corrected typos in the Nagas.
  • Corrected typos in the Zandalari Trolls.
  • Corrected typos in the Lost Ones.
Patch of July 6 2024 (0.0.3)
  • Fixed a bug with the Night Elf Blademaster, now you are only able to create 3 heroes with the night elves.
  • Fixed the swimming attack of Naga Brute.
  • Fixed typos in both Lordaeron and Sacrlet Crusade Factions.
  • Fixed the hotkeys and typos of both Blood and High elven Factions.
  • Fixed the Zandalari Direhorn Prelate ability Avengening Wrath.
  • Fixed the sounds of how the heroes attack.
  • Changed the portrait of wisp.
Patch of July 3 2024 (0.0.2)
  • Fixed an issue where selecting a different 'Choose Faction' option with non-specified settings resulted in a non-functional base.
  • Priestess of Bethekk now has the correct upgrade for Bloodlust.
  • Fixed Naga's summoned Makrura pillage ability.
  • Fixed the location of the Tavern in Booty Bay.
  • Fixed some typos in the Tauren faction.
  • Fixed the Disbtn icon of the Kingdom of Dalaran's Lumbermill.
Contents

Age of Warcraft Mod, Demo installer for 1.36.2 ver (Binary)

Age of Warcraft Mod, Demo installer for 2.01 ver (Binary)

Level 9
Joined
Aug 2, 2012
Messages
247
Great ! I know it's a bit early but you know when others factions will come ? Theramore, dwarfs, darkspear, forsaken etc...

Do you have a roadmap or not at all for now ?
 
Level 25
Joined
Oct 29, 2020
Messages
105
Great job! One question. Do you plan with these factions create whole new custom campaigns? Thank you for you hard work and passion.
We plan to do a soft rework of the campaign by incorporating our new factions, abilities, and heroes. While we will make some changes to the maps, we aim to preserve the original campaign's feel.
 
Level 9
Joined
Jul 22, 2017
Messages
241
I found two ice troll models. Maybe you can use them in AOW.
 
Level 25
Joined
Oct 29, 2020
Messages
105
Fundations are there. Now you need to work on actually differentiating these races with unique abilities, instead of majority of units just being skins for the same WC3 units.
Well, we have our roadmap in our map development post, feel free to check out what we have in store for our project.
 
Level 25
Joined
Oct 29, 2020
Messages
105
I found that Zandalari Trolls's Direhorn units are similar to Orc's Kodo units. I think that Direhorn should be aggressive than Kodo.Their main role should be fighting rather than boosting morale.
Thank you for your feedback on our mod. To help us consolidate all feedback in one place, please join our Discord server.

The Zandalari Trolls' Direhorn shares the same stats as the Orcs' Kodo beast because, in this release, we based their gameplay on one of the original faction's gameplay, as stated in our description: "Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases."
 
Level 9
Joined
Jul 22, 2017
Messages
241
Thank you for your feedback on our mod. To help us consolidate all feedback in one place, please join our Discord server.

The Zandalari Trolls' Direhorn shares the same stats as the Orcs' Kodo beast because, in this release, we based their gameplay on one of the original faction's gameplay, as stated in our description: "Initially, these new factions will offer gameplay similar to the original four factions, with further diversification planned based on community feedback in subsequent releases."
I see. And I suggest giving the Direhorns a collision skill. And I will join your Discord server to feedback.
Is new version uploaded? Will the demo be continuously updated?
 
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Level 10
Joined
Nov 12, 2018
Messages
74
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
 
Level 25
Joined
Oct 29, 2020
Messages
105
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I believe you haven't seen our map development post about what we have in store for our project. Regarding abilities, we have created numerous custom abilities for our heroes, such as Cleave, Avenging Wrath, Execution Sentence, numerous summoning units for hunters, new Stampedes to match the factions, Kill Shot, Time Reverse Heals, Polymorph for heroes, Avatar of Rezan as a unique ability for the Zandalari Troll, Crusader Aura, Berserk abilities for heroes, and many more.

Additionally, we have created new heroes with unique abilities, such as new Spell Breaker heroes, Assassins, new Fire Mage heroes with unique skills, Healers that are mainly support heroes, and a Seer hero for Tauren with unique abilities.

So, yes, we have created many things, and more will follow. As we said, we must have a strong foundation to move forward in creating new gameplay. Feel free to make suggestions on our Discord server for implementing new things.🙂
 
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Level 37
Joined
Mar 11, 2017
Messages
659
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I am curious from what direction does your comment come?
To say the project is lack luster is quite strong so what exactly do you mean?
I've been folowing this mod from quite the early stages and it's a great take to warcraft making it more similar to Age of Empires style of many races without making them overpower one from the other keeps the same warcraft feeling but with a more flavor style and it's just the begining from what they shown us.
Imagine the potential all these races have for custom campaigns of the warcraft lore and beyond.
 
Level 10
Joined
Nov 12, 2018
Messages
74
I am curious from what direction does your comment come?
To say the project is lack luster is quite strong so what exactly do you mean?
I've been folowing this mod from quite the early stages and it's a great take to warcraft making it more similar to Age of Empires style of many races without making them overpower one from the other keeps the same warcraft feeling but with a more flavor style and it's just the begining from what they shown us.
Imagine the potential all these races have for custom campaigns of the warcraft lore and beyond.
It doesn't come from any particular direction more than that of a fellow mapsmith. It has potential, but is ultimately a quantity-over-quality project, and the races barely have any distinction between each other other than nice model selection.

I recommend reading these guides on custom race creation/guidelines, and it should explain pretty well in what ways this is lackluster. I don't mean to discourage the creator, that is not my intention at all, this is actually a cool project and has a lot of potential. It just needs a push towards interesting gameplay rather than many races.

Guides:
Design Guide for a Fifth Race
Custom Race Creation: Advanced Mechanics
Guidelines for Making a Custom Race
 
Level 25
Joined
Oct 29, 2020
Messages
105
Hello, nice work! Is there a way to use only new models?
For example, if I install your package in a non-warcraft folder and only copy the model files?

Thank you
Theoretically yes as our assets are unlocked. But its not ideal. We going to release a guide in the following days on how to idealy use our models (with crediting us if you use our models of course).
 
Last edited:
Level 37
Joined
Mar 11, 2017
Messages
659
It doesn't come from any particular direction more than that of a fellow mapsmith. It has potential, but is ultimately a quantity-over-quality project, and the races barely have any distinction between each other other than nice model selection.

I recommend reading these guides on custom race creation/guidelines, and it should explain pretty well in what ways this is lackluster. I don't mean to discourage the creator, that is not my intention at all, this is actually a cool project and has a lot of potential. It just needs a push towards interesting gameplay rather than many races.

Guides:
Design Guide for a Fifth Race
Custom Race Creation: Advanced Mechanics
Guidelines for Making a Custom Race
I see your point and the idea behind it.
And yea it has a lot of benefits for the gameplay diversity if each races has different units with different stats & abilities or different ways to used them.
I have seen it in other projects like SevenBlood works. The undead in particular was crazy fun to play they were unique from other races.
Another great example (never played but watched Grubby play it) Warhammer: Eternal Strife (Melee)

But this also comes with challenges when it comes to not making any of them OP compared to others.
And let us remember there will be even more different races coming :D
Trying to make them all unique and not OP will take even more to develop.
Plus it's still not yet fully released who know what guys might do after the races are all implemented.

The races do feel like Orcs (reskin) Humans (reskin) and so on and makes everything be the same as original warcraft which I see the benefit in it.
We do have the new heroes which make it interesting which their different abilities.
I do believe that the main objective of the mod is to give the options of using new races but keeping the core gameplay of warcraft VS matches the same.
This way you just hop right in and play.And instead of looking at the same races you get this,
And again with so many races coming the potential for other projects (custom campaigns) in reforged will grow.

I have yet to start my feedback on the races animations but will come soon little by little.
That's my specialty as a warcraft reforged modeler and i'l have my own negative feedback for sure there :D
 
Level 4
Joined
Nov 12, 2019
Messages
16
Mod feels amazing so far! Tho from what I'm getting so far; the only changes i've noticed is heroes being reshuffled here and there.
Here are a couple of my other opinions, questions and suggestions(in no particular order);
1. Other Races having a PotM honestly made me realize how good(broken?) she is on another race that is more likely to spam ranged units that are better than what NE can offer. In the same vein, I love that certain heroes in each faction have different spells that arguably make them worse than their vanilla counterpart. For example, the TC on the orcs having thunder clap instead of a war stomp.
2. This is only my opinion but; maybe make at least the taurens' spirit walkers able to revive other tauren units too? They "invented" the thing, they might as well get a slightly better form of the spell.
3. Are there plans to include the vanilla races (wc3 races without modification) into the mod?
4. Are there plans to have this mod to be specifically for your maps alone without having to install the mod? Maybe a modpack for the resources can also be in the mod download file for ease of download and whatnot.
5. I'd like an option to add the ability for the AI to also have a random faction (if it's not already a WoP)
 
Level 22
Joined
Nov 18, 2020
Messages
66
Mod feels amazing so far! Tho from what I'm getting so far; the only changes i've noticed is heroes being reshuffled here and there.
Here are a couple of my other opinions, questions and suggestions(in no particular order);
1. Other Races having a PotM honestly made me realize how good(broken?) she is on another race that is more likely to spam ranged units that are better than what NE can offer. In the same vein, I love that certain heroes in each faction have different spells that arguably make them worse than their vanilla counterpart. For example, the TC on the orcs having thunder clap instead of a war stomp.
2. This is only my opinion but; maybe make at least the taurens' spirit walkers able to revive other tauren units too? They "invented" the thing, they might as well get a slightly better form of the spell.
3. Are there plans to include the vanilla races (wc3 races without modification) into the mod?
4. Are there plans to have this mod to be specifically for your maps alone without having to install the mod? Maybe a modpack for the resources can also be in the mod download file for ease of download and whatnot.
5. I'd like an option to add the ability for the AI to also have a random faction (if it's not already a WoP)
Thanks for the feedback. You are welcome to join our Discord server to make further suggestions. It will help us keep the feedback in one place.
1. Yes, we want to experiment with different hero builds as the game is heavily hero-based, thus unlocking new strategies.
2. That is a nice suggestion, and it is something that we have already considered. It will most likely be implemented in the next major patch where we introduce our racial-faction traits.
3. No, but there will be some factions that resemble the original, like Theramore, for example.
4. No, the maps need the assets, and that can only be achieved that way.
5. The option is already there.
 
Level 1
Joined
Jul 17, 2024
Messages
3
i have an question. Im downloading the mod right now and its really slow because its kind of old and its after my brothers and my parents wont let me buy anything online and because of that i have an old and fake version of warcraft 3 for free so will it work even if its not the real version of the game? If not is there any way how to change that? I really like the concept of this and would love to play this. Thank you
 
Level 25
Joined
Oct 29, 2020
Messages
105
i have an question. Im downloading the mod right now and its really slow because its kind of old and its after my brothers and my parents wont let me buy anything online and because of that i have an old and fake version of warcraft 3 for free so will it work even if its not the real version of the game? If not is there any way how to change that? I really like the concept of this and would love to play this. Thank you
Thank you for liking the consept of our mod! But I cannot help you with what you ask, in order for you to play our mod you must have the 1.36.2 version of Warcraft 3 reforged.
 
It's an interesting project, but I really feel it lacks direction. Right now, it's essentially a "look-pretty" project with nice implementation and cool models, but when it comes to actual gameplay, it's pretty lackluster. I recommend being more creative with your ability design. Triggering new abilities is always cool, but that's not necessary, you can do cool things in the Object Editor as well, like turning stats negative or positive to create new effects for existing abilities. Like, imagine a blood elf hero having an Immolation that heals allies instead of damaging enemies.

It's a nice start, but I recommend stepping out of your comfort zone and trying new things to add to the races. If you ever want to, feel free to contact me on Discord, I'm happy to provide any ideas, support or triggering help. :)
I agree here, the project so far just look like a nice skin with no real substance. Each faction needs to have unique and fleshed out gameplay or this project will surely fail.

Maybe get Imemi to do the gameplay for you while you focus on making models.
 
Level 25
Joined
Oct 29, 2020
Messages
105
I agree here, the project so far just look like a nice skin with no real substance. Each faction needs to have unique and fleshed out gameplay or this project will surely fail.

Maybe get Imemi to do the gameplay for you while you focus on making models.
Hi,

Everyone is welcome to use our assets and create their own submod. We have a plan and we intend to stick to it. All are welcome to join our Discord and suggest new gameplay ideas. I believe you have been following us from the start of our mod development and probably have seen what we intend to do with it.
 
Level 1
Joined
Jul 17, 2024
Messages
3
Thank you for liking the consept of our mod! But I cannot help you with what you ask, in order for you to play our mod you must have the 1.36.2 version of Warcraft 3 reforged.
Thank you for your reply, but i have another question. I have succesfully installed the mod in my warcraft files and its under the name: retail. inside there are these folders AoW, replaceableTextures, sound, ui, units and webui. I guess thats normal but inside the Aow file are just files named abilities, buildings and units but not the game itself. I apologise if im just stupid and dont know if the game isnt out yet, just these files or I have a wrong version. Thank you.
 
Level 4
Joined
Nov 12, 2019
Messages
16
Thanks for the feedback. You are welcome to join our Discord server to make further suggestions. It will help us keep the feedback in one place.
1. Yes, we want to experiment with different hero builds as the game is heavily hero-based, thus unlocking new strategies.
2. That is a nice suggestion, and it is something that we have already considered. It will most likely be implemented in the next major patch where we introduce our racial-faction traits.
3. No, but there will be some factions that resemble the original, like Theramore, for example.
4. No, the maps need the assets, and that can only be achieved that way.
5. The option is already there.
A couple more feedback and unsaid suggestions;
1. About the racial-faction traits; Personal suggestion besides the taurens able to ressurect other members of their race, maybe make certain upgrades for each faction more powerful by affecting more units? For example, Troll regeneration which is exclusive to the trolls in vanilla (headhunters, witch doctors, batriders) could affect more units or even all? Brutish strength could affect kor'kron elite and raiders, etc. etc.
2. Speaking of, played with the tauren race again, and I noticed a couple of overlapping keybinds for their variant of the Shadow Hunter and Paladin since their ults were basically taken from other heroes. Kindly ignore this if you have already taken note and will roll out a patch fixing this another time.

I shall keep playing the map and say anymore things I notice or just run into.
 
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