![]() Thats all there is to it! Have fun playing Warcraft 3 with your monitor's native resolution. You may have to restart Warcraft 3 for the change to take effect. Make sure you change the default hex value to decimal value.Įxample - 24" widescreen with 1920x1200 resolution. There are two variables that you must change: resheight and reswidth. HKEY_CURRENT_USER\\Software\\Blizzard Entertainment\\Warcraft III\\Video I have done this before in the past and it is safe.įirst, we need to open a 'run' window. I have included a couple of pictures to demonstrate how to do this registry edit. The only way to do this is to do a simple registry edit. The map offers the feel of a Moba type of game like League of Legends and Dota introducing a collection of. And now this is the result of over 3 years of modding on this map. There is, of course, a way to force Warcraft 3 (both Reign of Chaos and The Frozen Throne) to run in a high or widescreen resolution. BattleStadium D.O.N was a very interesting game on the ps2 that caught my attention so i tried to develop something similar to it using the Warcraft3 game world editor. Larger monitors, 21" or larger, have native resolutions that are not supported by Warcraft 3. Warcraft 3 by todays standards is an old game, but it is still popular. There's obviously a question of balance-is it better to have more people contributing, or fewer (with the expectation they'll be higher quality, although this isn't guaranteed?) As others have pointed out, the modding scene isn't really the same ground for breaking into the industry and the tools for full-fledged games have become less complicated, meaning that I don't think there's the same gulf that helped foster the excellent custom content scene of previous games.Update: This registry edit is no longer needed as the new patch, V1.25, adds widescreen resolutions to the video options in the game. While Blizzard certainly hurt their custom game scene themselves with the Arcade, I think part of the reason SCII customs never reached the heights of previous titles had a lot to do with making the process of creating custom games harder. Jumping from WarCraft III and StarCraft, you basically had to be a programmer or understand scripting to jump in and do much of anything. Mastering triggers and such in StarCraft was incredibly straightforward. ![]() I think he's right, though, in that the increasing complexity of the Blizzard world editors meant you got some more and more impressive maps, but you also created a barrier to entry that fewer and fewer "normal" players were willing to cross. This will drastically reduce the output, which will reduce the community around it, which will in turn make it wither down into nothing but a small community hovering around a competent-yet-uninspired map or two, with many more that have no community whatsoever. And of course, the Phantom Lancer (FFX's own Kimahri) would not exist in his current form, or perhaps at all.Īs it stands, I see it being close to SC2's map making scene, where only semi-professional map makers stand any chance of making a functional game out of the thing. ZeroNote, PashaFenko036, Lordul Dracula and 6 others. Thinking back, SC and WC3's custom map output would be entirely different if infringement were restricted DotA itself might never have taken off, being vaguely based on Starcraft and Dynasty Warriors UMS games made in Brood War, and clearly inspired by the traditional MOBA set-up pioneered by infringement city Tides of Blood in Warcraft 3, which had such MOBA luminaries as Leto Atreides starring in it. It works and satisfies the submission rules. It also depends a lot on how Valve plans to monetise the custom maps and how they're going to policing IP infringement/stolen assets/etc within the community. I think the barrier to entry due to scripting and such will kneecap any chance it has at really taking off in the way that SC or WC3's map-making scene did, but it would sure be nice if it did anyways.
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