Altered Melee in 2019?

Say I have a neat, daresay well-polished design for a Reforged map pack. By design I mean every faction, unit and hero on paper (no, not momorocruise). A lore-friendly Altered Melee pack of 6 adjusted Blizzard maps where you can play 12 iconic factions and totally use naval if you want. All in full HD Reforged glory, because no custom assets were used (ok, hero glow and 1 portrait mdl).

Do ppl even play Altered Melee nowadays? I can make it happen before Classic launch.

The reason I ask is because this whole design is todd-howarded out of even larger design of mine, which I at some point found too complicated… The way to describe it would be, I guess… take DoW II multiplayer with HoMM-style lumber mills and gold mines for capturing, add a bit more buildings and a “world boss” as an alternative win condition.

I honestly think making an Altered Melee makes more sense, but I always thought Altered Melee maps are kinda low popularity… or are most of them just lackluster?

uhh, away from the laughable state of general forums. far away in the distant lands in the tranquil forests of custom games forums, there exists people that are the truest fans of this game.

Altered melee games are not that popular, however, not that many good ones even exist, you are justified to lean more towards the fact that:

  • not that many good ones exist.

alot of attempts by other people and the running theme of this idea was just to pump out different races alongside existing ones, which clearly shows us this is the most popular one.

i would love if you make a DoW 2 style of wc3 i think you should try to recreate this in wc3. i myself did intend to do such a thing but if another person starts right now i will be too late, because i’m overwhelmingly busy with my own map.

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Thanks. I guess I will start with just the factions in Altered Melee format to see how they work in practice, and if ppl like them (I consider factions the core of everything), I can maybe proceed from there. Needless to say, I will have a map discord prepared and all that jazz.

It’s not exactly the Squad-based stuff like DoW that was the initial concept, but it was DoW2-like in terms of having relatively little construction, some pre-build defences, control points and non-annihilate win conditions. Also, smaller army and focus shifted toward micro instead of macro.

i think for the sake of keeping wc3 essence in it you don’t have to do squad thingy.

but you can recreate existing races, and have those special super abilities all of them do the ones that change depending on which singular hero you pick.
(orbital bombardment and all that good stuff.)

i am working on multiple altered melee maps. i was originally planning a map called camper`s paradise where players had enough resources to avoid expanding but, i integrated those ideas into my other maps instead. faction war have alternate versions of normal races alongside the normal ones and a few new ones. it have the animals which can split into crab tech, raccoon tech, pig tech or sheep tech. then it is the rebel faction which includes the naga and the draenei along with the 4 base races with unique mechanics. then i have war at sea where each race gets ships. then it is warcraft 3 rps which is roleplaying strategy. then it is war over land which is a battle over limited resources, that even have mana stones.

Altered melee is and has always been dead.
It’s by far one of the worst genres too because the quality is poor rehashed content.

If you want to make altered melee, make a campaign out of it.
Now there’s something people will play.

But that’s the best part. When you least expect it, the losing player finds that hero at their altar that has Rain of Chaos and turns the tide of battle.

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I made a new altered melee map, but rather than add new races I changed the resource system and unit training systems: units retrain by using items which must be crafted from ~12 types of new resources.
Link: www . hiveworkshop . com /threads/dawn-of-warcraft.318738
been fixing bugs, lot’s of object editoring.

Hopefully in reforged picking models for items will be less buggy. Lots of doodad models just don’t load when you select them as item models.

I’m mostly curious what the new models for shrubs, rocks, bushes will look like too.

I believe the logic handling for model file paths and possibly how it affects items was changed in a recent patch. If you use an out of date world editor or a custom one, you should be able to assign any model for use on an item, although Hero character models will render a white square instead of the glow beneath them in some cases if I recall, which is functional but looks silly.

The whole reason for any possible problem is that we must add .mdl or .mdx to the end of the model path in most cases. In a patch between 2004-2009 long ago, a bug was put into that system so that certain models wouldnt work with variations because a path that needs to be “A\B” to then append text automatically to become “A\B0.mdl” could not be typed in. Basically, for correct behavior, the user must enter “A\B” but the Editor after that old patch would enforce “A\B.mdl” always strictly adding “.mdl”.

To fix those models with variations, i believe the policy in a recent patch was changed not to be aggressive. So if you enter “A\B” it does not enforce “A\B.mdl” as the actual data on the item object instead. So we have swung back the other way. Now users can enter model paths for doodads with variations correctly again after all these years. But in some case, and I think it was Items, if you choose a preset model from the dropdown it might load “A\B0” as the preset, expecting the older system to catch itself and add “.mdl”. But the new editor doesn’t anymore, so the preset appears to not work.

You can probably still use those models you tried as item models. But you gotta get these extensions correct and it might not be automatic anymore.