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[jorsys]
December 2025 - News archive
30 year anniversary of WarCraft II: Tides of Darkness
2025-12-09 07:42:19 UTC2025-12-09
Posted by Ojan
It has now been 30 years since WarCraft II: Tides of Darkness was
released. After the great response to Warcraft: Orcs and Humans,
released in November 1994, Blizzard began working on Warcraft II:
Tides of Darkness. Development stared in the first months of 1995,
and the game was released in North America and Australia on December
9, 1995.
While WarCraft: Orcs and Humans had laid the foundations of the
series -- arguably even for the RTS genre at a whole -- it was really
WarCraft II that took things to new heights. More units could be
selected at once, the player could right-click to issue commands,
naval and aerial combat was introduced, and buildings and units could
be upgraded. The graphics were more vivid and visually appealing, and
features like the Fog of War was introduced, where you could only see
in the vicinity of your own units -- unlike in the first game, where
you could indefinitely see any area you had previously visited, you
now had to continuously scout the map.
WarCraft II: Tides of Darkness
Many things still resembled the first game. The two factions -- the
Humans and the Orcs -- were balanced through their similarites. For
every unit and building of one faction, the other had one that was
functionally equivalent, and so the sides largely mirrored each
other. The only real differences lay in the spells available to their
higher-level units. In that regard, the clear winners were the Orcs,
who had a tremendous advantage thanks to the incredibly powerful and
unbalanced Bloodlust spell of the Ogre-Magi.
It is quite impressive that Blizzard managed to release a title of
such quality in such a short span of time, especially considering
that the overall design and gameplay evolved during development.
Originally, Blizzard's concept blended modern and fantasy elements,
such as fighter pilots being ambushed by a fire-breathing dragon. In
the Alpha version (it is still probably floating around somewhere on
the Internet) which was given to magazines for review shortly before
the game's release, players could, for example, mine rocks which
acted as an additional required resource.
Several versions and bundles of WarCraft II were released over the
years:
* WarCraft II: Tides of Darkness, originally written for DOS,
though it had a Windows launch screen and ran well under Windows
95. A Macintosh version was also released. The DOS version
supported multiplayer games via null modem cable, modem, or IPX,
while Mac players could also play via TCP/IP or AppleTalk.
* WarCraft II: Beyond the Dark Portal, the expansion, released in
April 1996.
* WarCraft: Battle Chest, released in 1996, was a bundle which
included WarCraft: Orcs and Humans, WarCraft II: Tides of
Darkness, and WarCraft II: Beyond the Dark Portal.
* WarCraft II: The Dark Saga, released in 1997, was a port for the
Sega Saturn and PlayStation consoles by Electronic Arts,
including the campaigns from both Tides of Darkness and Beyond
the Dark Portal.
* WarCraft II: Battle.net Edition, released in 1999, ported the
game's code to Microsoft Windows, fixed some minor bugs, and
enabled multiplayer support via Blizzard's online service,
Battle.net.
* WarCraft II Battle Chest, released in 1999, included the
Battle.net Edition and its official strategy guide.
* WarCraft II: Remastered, released in November 2024, is modern
remaster of Tides of Darkness and Beyond the Dark Portal, with
improved graphics and updated controls.
WarCraft II: Tides of Darkness received enthusiastic reviews,
elevating Blizzard to the top ranks alongside Westwood Studios, id
Software, and LucasArts. The rivalry between Blizzard's series and
Westwood Studios' Command and Conquer series helped fuel the RTS boom
of the late 1990s. PC Gamer US named WarCraft II the best game of
1995, calling it an "easy" choice and writing that "Warcraft II stand
[s] out -- way out -- as the most impressive, most entertaining, game
of 1995". The editors also awarded it Best Multi-Player Game of 1995.
WarCraft II was notable for the large number of third-party utilities
created for it. Quickly, Daniel Lemberg reverse-engineered and
published the map file (*.pud) format and wrote the first third-party
map editor, War2xEd, which could do multiple things that the bundled
map editor could not, such as editing unit attributes. Blizzard
apparently began using War2xEd internally, and it influenced their
decision to later ship a feature-rich map editor with StarCraft.
Next, Alexander Cech and Daniel Lemberg reverse-engineered the game
data format, the WAR archives. Alexander Cech went on to make a
hugely important tool called Wardraft, which allowed users to browse
and modify the contents of the WAR archives. This enabled extensive
game modifications, known as "Total Conversions". Many such projects
gained popularity and remained in development for a long time,
notable examples being DeathCraft: Twilight of Demons, War of the
Ring, Editor's Total Conversion, Funcraft and Rituals of Rebirth.
Most of these utilities and conversions have long since faded into
obscurity, but their legacy lives on. They impacted Blizzard's
decision to bundle ever more powerful editors and trigger systems
into StarCraft and later WarCraft III, which in turn later spawned
entire games such as Dota (which began as a WarCraft III map).
Hopefully, someday (soon?) we can host some of the Total Conversions
here at Jorvik Systems.
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As a personal anecdote, I vividly remember two defining moments
related to the game. I was young when it came out, and my dad's
friend had pirated it; somehow the game ended up on our computer. I
was too young to speak English at the time, and the interface was
confusing to me, so a relative helped me understand the basics -- how
to make peons construct buildings, how to control units, and how to
navigate around the map. I hadn't played computer games much before
then, but from that moment on, I was arguably obsessed.
A second strong memory came a few months later, at my friend Erik's
house, on his Intel 486 PC. He was experimenting with the WarCraft II
map editor, which I hadn't known existed, and I was blown away. I
simply could not believe that Blizzard would ship such a tool with
the game; to me, it meant that people could essentially create their
own games by designing entirely new scenarios. It is quite possible
that my fascination with modding was born in that very moment. We
probably went outside to play shortly afterward, which I found
incredibly lame -- we had at our disposal the most powerful tool I
could imagine, so why were we not inside using it?
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Edit 2025-12-10 00:10:30 UTC: Hacker News discussion about this news
post
MPQ compatibility matrix shared
2025-12-01 16:30:43 UTC2025-12-01
Posted by Ojan
In early November, I wrote about how different games use different
compression algorithms in the MPQ files. So to make your own MPQ
files with mods, you need your files to be compressed with the right
compression method for the right game.
Ladislav Zezula, the author of StormLib has kindly shared a
compatibility matrix of what different games expect by default.
When I find the time, I will use this data to update the MPQ format
specs and make a PR for mpqcli. I'm envisioning that you should be
able to pass in a parameter with which game to target the MPQ for,
and mpqcli will handle the rest.
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WarCraft II and StarCraft are copyrighted by Blizzard Entertainment.
This site is in no way affilated or endorsed by Blizzard
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