Collided map DotA 6.59d -super imbalance stuff-

For fulfilled maps that most likely don't work on the latest patch (1.24 or later).

Moderator: Cheaters

READ the first post. Do you really need a collided DotA map on future version?

Poll ended at May 1st, 2009, 1:17 am

Yes, I love it.
283
84%
No, I don't need it.
24
7%
Who cares? Give me Shadowfrench Maphack.
16
5%
What is a collided map? Is it delicious?
15
4%
 
Total votes: 338

testing321123
Member
Posts: 64
Joined: October 16th, 2008, 1:13 pm

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by testing321123 »

Lol, if i knew how to do it, i would already be doing it right now xD

Thanks anyway. LOL.
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upmsucks
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Posts: 8
Joined: April 2nd, 2009, 12:36 am

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by upmsucks »

initialD wrote:Just discover that actually you can destroy any buildings or kill any units you wish to. With this cheat, same as -kill command in a cheat pack I don't think we really need to modify any skills anymore.
what the fun.
Maybe you could do it for 6.59d since 6.60 is still long way to be released.

Just an opinion from a trash talker. :lol:
lenneth
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Posts: 1
Joined: May 4th, 2009, 5:32 pm

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by lenneth »

I luv themmmm .. thanks ............!!!!!!!!!!!!!!!!!!! :shock:
ayumi211
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Posts: 1
Joined: May 8th, 2009, 2:53 am

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by ayumi211 »

initialD hey... im new here...
i wans to noe why it doesnt activate??how to activate the hack??
lets say i choosed juggernaut
i type -yurnero< >< > .. but nothing came out
.. n when i type -yurnero 4..is nothing
how to activate tis hack pls?? i new sorry.. thx
initialD
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Re: Collided map DotA 6.59d -super imbalance stuff-

Post by initialD »

testing321123 wrote:Lol, if i knew how to do it, i would already be doing it right now xD

Thanks anyway. LOL.
if you get it done please send it to me. Would you?
jairus2
Newcomer
Posts: 8
Joined: January 4th, 2009, 9:24 am

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by jairus2 »

hmm.. how can i copy the codes from this map to 59c? i have jass shop pro and... i copied the codes from the first lines and around 19000 or so.. i think i copied it right but when i launched it on wc3. it doesnt work. lol. hahahahaha. wat else do i have to copy? help pls.
jairus2
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Posts: 8
Joined: January 4th, 2009, 9:24 am

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by jairus2 »

initialD wrote:No, unless someone as diligent as you do it for me, then I will just use your map. Thank you.
hahaha. im the one your looking for man. :twisted: im just new at jass-ing. so noob. :(

i saw the codes you've made . just help me where to find it. i got the codes at the beginning and around 19000+ ..... did i forgot something? it doesnt launch in wc3.

i guess i just didnt get the proper way of saving it. its just 1.7mb or so. plain text. WTF but its w3x file... initialD cn u help me wid dis.. i just used JassShopPro this morning...
rnbby
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Posts: 98
Joined: December 4th, 2007, 10:24 am

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by rnbby »

here's a tip for newcomers.


Don't read the whole code simply using your eyes and sissy brain trying to figure out what's orig and what's not.

Use windiff/winmerge to see changes from original and collided war3map.j. Then you can understand wtf is added in the code.

then port it to new version if you got the guts.
auto-collider for wc3 1.22-- @ http://iliganshack.blogspot.com
jie_xp
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Posts: 1
Joined: May 8th, 2009, 7:55 pm

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by jie_xp »

thanks
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Senethior459
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Posts: 2618
Joined: June 2nd, 2007, 6:53 pm
Title: I Just Lost the Game

Re: Collided map DotA 6.59d -super imbalance stuff-

Post by Senethior459 »

He's back-porting it. d to c.
You can't just copy everything; you need to take the codes he made, put them in, and then change all the variables to the correct names, because they were all changed.
rnbby is right about WinDiff or WinMerge. However, you'll need to compare it with the regular 6.59d to get the triggers, and then port them back to 6.59c.
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