WoW's Scarlet Enclave - Template

This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
This template map is an almost exact Warcraft 3 conversion of WoW's terrain and doodad data in Death Knight starting zone. I converted it using my WoW-WC3 conversion script (work in progress, not yet ready for publication).

Each individual doodad can be separately replaced with any Reforged/Classic equivalent, for better visual. Terrain mesh and height map are coupled, so they cannot be changed without re-generation.

More footages of my conversion of other WoW maps:



304902-cdb15651d82d382bbae711af8aa1fd27.png

304895-90dc36708a136e6bc94161c36be21dcd.png
304901-4a78b44ebd0b86f9cc367333377fd5d3.png

304900-361d9505a54ac1653d1fdbe42f4b2826.png



Limitations:
  • The map doesn't look good with fog of war. Map's center point (0, 0) must always be visible to display the terrains.
  • Some doodads have incorrect height and incorrect non-transparent textures.
  • I have not placed path blockers, so the units can walk through doodad objects.
Credits:
Contents

Scarlet Enclave - Template (Map)

Reviews
deepstrasz
For some reason, it looks like this Also, please adjust height and stuff so it would look proper and ready for use. Also, if you intend to do more of these, please add them in the same thread as a collection since they are pretty much generated...
I tried this map a little bit, but I think it would be nice if you add a way to press some hotkey like maybe ESCAPE key, and then have the game switch to a WoW player with WoW ui like this:


Do you think you would ever add something like that to this map or something?

Also, as we can see in my test video, in many places up close the map seemed to have some holes between the trees and the ground, and sometimes decals like the birds in the air were frozen in place hovering instead of orbiting. Is that something you think you would ever fix?
 
I tried this map a little bit, but I think it would be nice if you add a way to press some hotkey like maybe ESCAPE key, and then have the game switch to a WoW player with WoW ui like this:


Do you think you would ever add something like that to this map or something?

Also, as we can see in my test video, in many places up close the map seemed to have some holes between the trees and the ground, and sometimes decals like the birds in the air were frozen in place hovering instead of orbiting. Is that something you think you would ever fix?
Impressive your camera addition. Is it retail WC3 or Warsmash? I tried to create some toy first person camera system before, but never as smooth as yours.

About the birds, they are imperfections that for now the map developer needs to clean up after generating the map. Though I will try my best to heuristically detect dynamic effect models and exclude them. It can be a open-source-like community-owned repository of custom rules for generation. By rules I mean like e.g. these for determine model's FilterMode: Warcraft3/wow-converter/config.ts at 5c48091c138bcd4e312c5cb748bee528a8426246 · pqhuy98/Warcraft3

About the hole between tree and terrain, I just almost finish on a fix for this bug with doodad's height, will update the map soon.
 
Last edited:
Is it retail WC3 or Warsmash?
It's 100% Warsmash. I don't know how to do this on the latest WC3 versions. Some people tried to get close, but for me it never felt quite the same.

Although, even the Warsmash felt "better" in a previous version when the character there was not a "unit" and so it moved at 60FPS perfectly. Now that it's a "unit" there is some weird interpolating sometimes.
 
No, my code is not multithreaded. In some cases it is also not very good. I think the WMO files or such things have better bound information when processing large objects, so that they can break the large objects into pieces and process more fluidly. In my video near the end, and also why I walk past Acherus, there are times when there are big frame drops and lags. I am processing the intersection of the character against the 3D world on the same thread as everything else, so if the amount of triangles to intersect with becomes too large, it begins to lag.

I think you are correct that without dumping the MDX triangle data into a lua or jass file, it might be difficult to access that information in map script.

Also, the Warsmash code system in my video was very silly. Only JASS is supported for map script, even though LUA is supported for the WoW UI hacky parsing that only kind of works. So I changed the map to JASS to get the footmen and knights to spawn, even though when I play there are a ton of LUA errors logged from the old WoW alpha scripts that are populating the UI.
 
Level 11
Joined
May 8, 2009
Messages
278
Yes the Camera System itself follows the unit's Z coordinates. If you want to have walkable interiors then the simplest way would be to edit the model and remove all the geosets that are not part of the floors and re-import this floor as a bridge/ramp. Then all the units in the game will be able to walk in the model. And for the pathing, importing a pathing texture that prevents units to go through walls.

Some issue will still remain though:
  • multiple levels won't work and only the highest z will be applied
  • Projectiles will go through wall
  • vision, etc....
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,164
For some reason, it looks like this
1743876393634.png

Also, please adjust height and stuff so it would look proper and ready for use.
Also, if you intend to do more of these, please add them in the same thread as a collection since they are pretty much generated material.

Awaiting Update.


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Doesn't this map use the trigger action to disable terrain, so that ingame there is not Terrain rendered on the ground? Thus, the height difference between the WoW terrain and the Wc3 terrain is not an issue, since the Wc3 terrain doesn't show ingame.
 
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