First of all, I want to say I have NO experience AT ALL in ANY form of coding, so I'll probably be looking for a good coder to actually lead this project. I would prefer a "team" of people that focus on several different factors so that no one single team member gets overwhelmed with work, and we can afford to lose one or two members to that dastardly villain, real life. The title I'd prefer is "project director" more than "project manager" or anything with "developer." I've mostly just been an idea guy my entire life, and I'm hoping the Galaxy Editor will help me realize some of my ideas.
A "Brief" History of DBZ Tribute
Back in the days of Warcraft 3, a DBZ themed map started showing up called "DBZ Rampage." It is unknown who originated this map, because everyone and their mother had their own spin-off version of Rampage. People would do all sorts of crazy crap different, such as DBGT characters, movie rather than story arc characters as the "evil" team. DBZ Tribute was made by Womplord, as a tribute to DBZ and the Rampage maps based off of said maps. Tribute quickly got bigger than any single Rampage map because of the top quality, and it was no longer stated in the credits to be a tribute to Rampage. Where the Rampage maps were largely stripped down terrain with astonishingly little content (and only the occasional working transformation system), Tribute had a working Super Saiyan transformation system (based off the oh-so-common 200 gold depletion standard), creeps that gave stats, and a saga system.
Womplord quit working on Tribute, and it seemed like it would be the next Rampage, but with higher quality spin-offs. An intermittent version was made that a mapmaker (sometimes known as a CARTOGRAPHER, ckknight) known as Antz (then working on Tank Wars Gold Edition) picked up. Under the alias of "Gotenkz," he called his spin-off DBZ Tribute Ultra. Ultra has since effectively dominated the DBZ mapmaking scene. The transformation system remained as the rudimentary "gold" system that put Saiyans (which dominated the "good" team) at a disadvantage, having to time their bonuses. In version 7 or 8 of Ultra, Saiyans were given the bonus of a % damage buff, while permanent transformations only offered pure stats. In the next version (8.1 I believe), the transformations were taken off the traditional gold standard in favor of a mana-drain system (with more mana drained for stronger transformations). Transformations were also no longer items.
Between V8.1 and V9, a mapmaker called Hexenlord called the Ultra community and Gotenkz out. He proclaimed his map (DBZ Supreme RPG) would be the greatest map of all time, that Ultra wouldn't even compare. Though Gotenkz wanted no fight, Hexenlord continued to bash the map and the community, creating a long-standing rivalry between the communities. DBZ Supreme RPG focused almost completely on aesthetics. It used DBZ models ripped from a Rampage map, which were themselves ripped from ESF (though Hexenlord will vehemently deny it is even possible, it has even been confirmed by the original ripper that they were taken from ESF as well as several other professional modelers) as well as multiplicative stat-based transformations that were on a more "realistic" timer-based system. Spells that would automatically be upgraded at certain levels were also bragged about, though the effects ended up looking nothing like the moves shown in the anime.
This competition proved to be extremely good for the Ultra community. Gotenkz quickly went to work on his own multiplicative stat-based transformation system and good-looking spell effects. In 8.1 (or 9.2), spells were based off of characters' "energy" stat (that replaced Intelligence, but otherwise acted exactly like it). This made picking your spells as you level a strategic choice. When Supreme was finally released after much delay and anticipation, it was considered a major bomb. It is largely thought Hexenlord instigated a rivalry to heighten the popularity of his map (which did work, until it was released). The timed transformation system never worked, the way multiplicative stat-based transformations were programmed was laughably simple (characters only gained stats from levels, so a 3x transformation was just a different hero that gain three times the stats per level), the saving system was incredibly buggy, the Dragonball wishes were all pointless except the wish to get a better character, and Hexenlord had managed to piss off an extremely good coder that made a code generator for his map as retaliation.
After all this mess, DBZ Tribute Ultra was stagnant at V9.3. V10 promised to be revolutionary, aesthetically, as every character was to have a custom made (not ripped) model from modelers orgrim and FinalTyrant (also the modeler for DBZ Supreme RPG). These models were made to be efficient, unlike the ESF rips, and Saiyan hair transformations wouldn't be entirely new models (instead, they would act as doodads placed on the head). After well over a year (possibly even two) of absolutely no word from Gotenkz, the website died. The person that had bought the website (unimatrixzer0) had passed the billing on to Gotenkz and he had failed to pay for the next year of the website running. At this point, Ultra was considered dead and all the work from V10 was considered gone. Some versions from former community members (Reverted, Exterted) popped up, but never rose above Ultra's quickly waning popularity. DBZ Tribute Elite (made by ikcilapmada) was made, with some models (these were re-ripped from ESF to be far more efficient), semi-regular updates, and some new content (secret characters, more sagas). Hexenlord canceled DBZ Supreme RPG because Elite used these ESF models that Hexenlord insisted he had copyrights on.
My Brief History in WarCraft 3
I used to go by the alias Tsunami_Shijo, and I was a major part of the original Angel Arena maker's clan (Clan AA, US West, Lil_Devil_Child). I tinkered around with maps a little bit, attempting to make my own DBZ themed Angel Arena. I don't know where my zeal for the anime came from, as I had only seen a small portion of it, and watched it very irregularly. I eventually started working (from an already made, unprotected map) on a DBZ ORPG map (no saving mind you), inspired by DBZ Tribute. When Womplord quit, I didn't even notice. But when DBZ Tribute Ultra V3 came out, I DID take notice. I've been with the Ultra community ever since under the new alias of Truhan (which I still use today). When Hexenlord came around, I played both communities, using my current alias for Tribute and my old alias for Supreme. I wanted to be a major part of both communities, but I eventually decided to stick with the Ultra community. Though I did eventually watch the entire Dragonball series, it really never interested me quite like the WarCraft 3 maps. When the Ultra website went down, however, I effectively ended my WarCraft 3 career.
My Goal with StarCraft 2
Recently, Gotenkz has come back to the community. Adam effectively canceled Elite, but now works with Gotenkz on Ultra V10 (which is in open beta testing). Some of the V10 features are lost, but most have come back (the hand-made models, some better effects). Some discussion has come up about bringing Ultra to SC2 as DBZ Tribute Galaxy. I discussed this with Adam, and he says he will not be doing a conversion and would not be part of a Galaxy version of Tribute (though he would be part of the community). He doesn't want DBZ to be the only theme he's known for. Gotenkz also doesn't seem too keen on the idea of remaking the map from scratch in a new editor (remember, he just picked up where others had left off). This has left the prospect of a DBZ Tribute Galaxy map open, and I want to make sure DBZ Tribute lives on. I want to make sure all of the known people that put work into what Ultra has become to receive co-credit for inspiring others to continue the project.
I want this project to be FREE and OPEN. I want this map to be the other extreme of Hexenlord's intense obsession with keeping "his" things under "his" (user)name. As long as all the project members get credit, I want other to be able to easily see what has been done to make the map, and even be able to recreate the map themselves if they wished. I believe this sort of openness could have kept the DBZ mapmaking community together (and possibly even more innovative maps), had Gotenkz offered up the same openness. I WOULD consider donations if DBZ Tribute Galaxy ends up good enough, but not for me. I'm probably not even going to get started on the map until the GUI editor comes out (though I'm definitely getting SC2 on Day One), so right now I'm mostly looking for someone to try and get started on some of the models. I noticed the Überlisk a while back, and was hoping something similar can be done to place Super Saiyan heads on the original models so that it won't need a new model for each transformation.
Some Intended Features
In Ultra, heroes are currently chosen by the player number/color. V10 b10 of Ultra (the upcoming beta version) will include a hero selection system, a feature I've always wanted in Tribute. In this project, I would like a Tavern-style selection system for characters, modes, and possibly starting points.
I would like to use maplinking to make huge saga zones (like a massive Namek for the Namek story arc sagas).
I want to keep a LOT of the iconic features from Ultra (multiplicative stat-based transformations, chaining, stats from killing monsters).
I want to include several different stats this time around. I heard only three stats would be visible in StarCraft 2, but I played a custom map that had four stats visible. It looked like the UI has enough room for a fifth stat, so I am assuming there are five possible displayable stats:
Strength - increases auto-attacking damage (and possibly a chance to critically strike creeps and other players)
Agility - increases movement and attack speed (and possibly evasiveness against creeps but not other players)
Ki Energy - increases maximum ki and ki regeneration
Toughness - increases armor and hp
Special Attack Power - increases the strength of ALL ki-based attacks
Obviously, SAP can be rolled back into Energy, if needs be. In the end, I want all ki-based attacks to use at least one stat in a different way (like perhaps agility grants a short stun to one ability, while another ability could use strength as the primary stat that its power is based off of). I will want at least one coder working on spells, preferably two.
Because of the way I want spells to work this time around, I also want transformations to act differently. In Ultra, most stat transformations affect all stats. I want almost every transformation to offer something different in this project. For example, the Super Saiyan transformation may offer 2x to all the stats, but Ultra Super Saiyan would offer 2.5x to Strength, Toughness, and Special Attack power; but only 1.5x to Agility and Ki Energy. One of the key reasons why I want the ki-based attack power as a separate stat is because of transformations like Ultra Super Saiyan, where the attacks SHOULD be stronger, but you shouldn't be able to use as many of them. However, I want ALL a character's stats to be visible and easily understandable for players. Ideally, I will want one coder dedicated to this.
I'm honestly not sure if I wanna recreate some of the iconic terrain from Ultra, especially since I intend to use maplinking (if it's available). Since everything else will have to be made from scratch, I wouldn't mind having one to three people working on terrain and mob placement.
I honestly don't care whether models are ripped, converted, or hand-made. I just want as many models as we can get for the playable characters (first and foremost) and saga bosses (and all of their forms). I'm willing to take on a modeling team, but I would prefer community submissions if the community gets big enough.
Well, that's it. Most of this information is useless, but I wanted to put this project out there before anyone else had a chance to hijack it and claim all the work as their own. I'm willing to go completely uncredited, so long as I can get a good team together. I might tinker around in the GUI a bit, just to get the project started, but I have no intention of learning any form of coding. There's a reason I'm majoring in Criminal Justice, and it's NOT because I've always wanted to make my own game. If anyone's interested, do send me a message.
Lets set a few things straight (even though this was posted 6 months ago).
1. I never attempted to start a fight with Gotenkz. In-fact, I was in communication with him throughout most of the project. We never spoke on forums through anything other than PM, but I spent some time discussing things with him through ICQ (we were in different time-zones, Gotenkz lived in Australia). Most of the non-sense talked back and forth between us on forums and through our forum members was just for show.If I remember correctly, I originally approached Gotenkz for one of his later coming versions of DBZ Tribute to try and offer some 'upgraded, more flashy spells' for his map. Of course I was just a newb at this time and didn't know anything about the wc3 editor other than how to manipulate a few things for visual purposes. I just wanted to be a part of the development. I even remember Gotenkz saying he thought a DBZ save/load would be fun, although it was HEAVILY limited by the way wc3 worked in general, and re-playability would suffer. Afterwards, I started working on my map, laying out general ideas and collecting a development team to help with teraining, etc (this was afterall, my FIRST attempt at even using the WC3 editor). Even when I had released the beta versions of DBZ Supreme, I had applauded Gotenkz when I seen some of the new models/skins he had developed. I remember being particularly impressed with his V10 screenshots of the remodelled lookout.
2. Me and the whole 'GREATEST DBZ MAP EVER' thing was just spewed out propaganda for attention and publicity. Besides, I was in my EARLY teens when I first started working on the map. (I don't think I was any older than 14/15). Thats just the type of stuff you say at that age, regardless. If I was an adult at the time, it might merit some sort of criticism, but not to a young kid who says that type of stuff.
3. The DBZ models weren't ripped from Rampage. Rampage never used custom models, only custom skins over classic WC3 models. This IS where I got some of the re-skins from (I believe it was saibamen and Nappa.. and maybe one other?) The rest of the DBZ models did have ESF ties. Were they directly ESF models? Not exactly. The skins all came from ESF models, yes. Most of the models themselves though were custom made by a guy who went by the forum name of lacrossetitans on the old WC3campaigns forums. He was the mastermind behind 99% of the models for DBZ Supreme. He didn't want his name given or any part of the publicity because he knew of the giant wave of trouble that would ensue after the maps release. He DID convert a few models over from ESF, such as Shenron, Perfect Cell, and one or two others. Either way, all of the models had to be 100% custom animated for WC3 as even the ESF converted models didn't carry over bone information for animation transfers. Lacrossetitans also did most of the animating early on in the project, and I picked up and did the animations for all of the boss characters (he just did the starting playable characters). After the beta, all of the custom models added to the map WERE made by me personally. This means that at least SOME credit should have been given for the countless people who took the models from my map, since I did the animations, several reskins, and implemented all of the particle effects and cameras to each model.
4. The models in tribute that were 'more efficient' were originally mine as well. After Cena left my community (and a couple of Global Mods), I picked up the help of a community member for a huge V2 release. I already had a new terrain finished (FinalTyrant provided the basis for it), and wanted to try and cut down the size of the models to allow me to cram more into the map. In V1, the headskins themselves had the exact same bitmap size as the body skins, which was overkill. The plan was to reduce them in dimension by half (to effectively cut down area to just 25%), and use the heads as attachments for models that would just use the same body (such as all SS forms). The community member I picked up was supposed to help with this. The attachment points I had made were bugged and the heads looked more like spring-loaded bobble heads. He said he knew a fix, so I sent him over quite a few models. Shortly after, I learned him was making his own DBZ map (can't remember the name right off hand) and was planning on also using the models for his map. By the time I got the edited versions back from him, I had grown a little older and weary of the Piss-Poor community I had with Supreme Gaming (Hundreds of nagging kids wanting me to put in DBGT stuff, hundreds of Tribute die-hards that wanted me to jump off a bridge, hundreds of people reporting new bugs that I still hadn't learned how to fix... etc). Plans for V2 started to fade, even though it was more than half-way done.
5. FinalTyrant (who NEVER made models, btw, he only did skins.... thats another bit of mis-information), helped redo the skins for a few models during the beta as well. I would get everything laid out and colored up and send to him for touch ups and polish. A quick example of this can be seen in the first form of Cooler which basically used a re-skinned Frieza model. FT sold out on me once the community started dying down. He made a couple of maps that were released and hosted on my forum, and eventually just got pissed at the community in general (and the fact that I wouldn't make him an Administrator on the forums), and eventually left, going back to the WC3Hive and sending all of the models he helped do reskins for over to the people that took over DBZ Tribute after Gotenkz left.
6. DBZ Tribute did benefit a LOT from the DBZ Supreme release. They went from a huge, more featureful version of DBZ Rampage to a map that started using flashy visual effects for abilities, custom skins for trees and buildings and units, and custom coded systems for sagas, leaderboards.. etc. I originally shared some of the ability triggers with the community and Gotenkz, which he used for a base on some of his new ability triggers and then further improved upon for efficiency and consistency (like I said before, I was 14 and this was my first time at ever using the editor, so triggers were POOR).
7. I didn't piss off an 'extremely good coder'. Lorothrigs was just a punk that couldn't even manage a B-average in highschool. He enlisted the help of 2 people to help make his code generator. One to interpret the raw script code from my map to help him lay out the save/load code, and another to make him a workable interface for his coder. He was my age at the time, so I wouldn't classify a 14-15 year old as an 'extremely good coder'. I did enlist his help for the V2 remake, though. I was using him to make a save/load code that would be more efficient and un-crackable (well.... by anyone that would actually give a damn anyway). The code I had come up with used single alphabetic characters for each item, hero, etc. It converterd the short 10-digit save/load code into Binary before scrambling them and posting a hexadecimal based save/load code. Once again, this was lost with the hard-drive failure.
8. I didn't directly give up on my map. The hard-drive I was using that had the unlocked version of V2 I was working on crashed on me. I still have the hard-drive, but its blank and won't hold anything for more than a month before self-formatting again. Around this time I had graduated highschool and was off to college with a full-time job, so I wouldn't have had any time to do anything else anyway. By this time, though, I had released another map and was working on another HUGE project..... but everything was lost with the hard-drive. Now I'm 23 years old as of a month ago, and have a much higher education when it comes to computer programming and computer hardware engineering. I've been doing this stuff for a few years now and love it.
9. So just on a side note, there was never any hatred between Gotenkz and I. Maybe a little jealousy here and there, but it was never just grueling competition. We spoke and didn't argue. The competition was a great learning experience for the both of us, as honestly, all competition is. Competition is what drives innovations as both sides are always being forced to learn new innovations to stay at the same level as their competitors. The competition between Gotenkz and I fueled a bit of a wc3 revolution that caused a trickle-down effect. Other maps started learning flashy abilities, using better custom models, and learning new ways to take control of the way I had abilities learned auto-learned and leveled based on hero level and the randomized functions I used to hide the dragonballs and give them each a custom rarity value. Gotenkz brought more people back to WC3, and in the end, DBZ Tribute's popularity was only surpassed by that of DotA. You honestly can't complain about the events that took place, even though they look silly from my perspective as of now.
1. I don't condone such "edgy" behavior, for you see I am a man of the 1990s where the INTEGRITY of Bill Clinton is the absolute pinnacle of truthiness.
2. It's all okay because you were a kid. Alrighty.
3. This is an outright lie. The difference here is you have the advantage of the map pretty much being gone because of the collapse of so many Warcraft 3 map sites over the years. I had the map on an old computer and I know what I saw. If someone in your team lied to you, that's understandable though. The models from Rampage also had the kick, walk, and punching animations (I remember them kicking and punching repeatedly when using abilities).
5. As you stated in the post on your forum. This is what I went by to assume FT had done work on the models.
6. Oh good, all of the features DBZ Tribute did better than you were THANKS to you. I HAVE to admit though, if you hadn't shown up we probably never would have seen some of that crap. But for some reason, I'm inclined to believe other maps would have started a level/stat based spell system even if DBZS was never made.
7. Dammit, you're right. He backed off the second you threatened to internet sue him for sending you a virus over AIM (by his claims of course) which easily puts him at a B-average tops.
8. You claim the discontinuation is a hard drive failure and not the reasons you told your community. This seems like a far more understandable reason to quit a project than "OMFG NEWBS STOLE MY SHIZZLE!!!!!!!!!!!!!!!! AND I CAN'T INTERNET SUE THEM!!!!!!!!" Congratulations on your line of work though. I've tried my hand at just TRIGGERING Warcraft 3 maps, and it's just not something I can do. I have nothing but respect for the people that not only put themselves through that insane process, but can actually find ENJOYMENT from doing such work. I always found it quite impressive, no sarcasm.
9. I wholeheartedly agree, competition breeds innovation. This is probably why DBZ maps in general died out on Warcraft 3 when Gotenkz quit updating. With "the pinnacle" having been reached, nobody else really saw a reason to keep with it, so they left for other games. Also, DotA makes me want to suicide.
And my final note. Gotenkz left again and I quit Starcraft 2 because Blizzard will not be changing the popularity system. Future endeavors, ect. Don't bother with anything particularly long just to try to come out on top. I don't know if you noticed, but nobody cares about this project-that-never-will-be and I doubt people care about a few long dead Warcraft 3 maps when Starcraft 2 has a far more impressive editor that I will never be able to figure out how to work. I find it hilarious though that you said things on your forum along the lines of some Blizzard employee leaking the beta to you JUST for the editor when beta keys became a dime a dozen. Oh hindsight. If only we had you at all times.
1. Like I said, it was teenage mindgames. Looking back now I'm a bit embarrassed by it, and I think it was all silly to begin with. After being through the things that I've been through, and doing the jobs I've done... I've learned a bit. Its better to have a friendly competition with your competitors and leave the enthusiasts to the trash talking to fuel the lime-light.
2. And you don't agree this is the way kids do things? Anything they do/like is instantly the 'best ever' in their minds. Best ever in the minds of everyone else? Absolutely not, especially in this case. I didn't necessarily think it was the best map just because of what it was, I was utterly intrigued by the idea of a save/load RPG DBZ style, regardless of how the map itself came out.
3. When I was playing Rampage (before my map was released), the only thing Rampage had in it was a skin for Saibamen, Nappa, and a Buu skin over the demon hunter. Is it possible Lacrossetitans gave the models to Rampage? Sure, but I had them first, I can assure you of this. I very specifically told him what animations I wanted in each model. The Galick Gun animation for Vegeta I made myself, with him fine-tuning it. I don't ever remember playing a Rampage map with actual models until sometime around the closed beta of my map. This is not an outright lie. I'm REALLY not all that concerned about events that happened 7 years ago. This is just my perspective.
4. Tribute didn't kill it completely. Was it a discouragement after Gotenkz left? Absolutely. He was the only fair player in the game the entire time. The only one staying neutral and holding his ground. Obviously, even I wasn't playing by the rules. When he left, the new creators weren't exactly friendly. They were willing to do anything/everything, no matter who they took it from or who came up with it. I stopped production on V2 after posting that, but never actually did away with it. I always had the map files still on my PC until my 10-year old 40GB hard-drive failed on me. I even said in a later post in that same topic that there was still a chance of the completed V1.3 being released, so obviously I hadn't given up on it yet.
5. Like I said, he had the models since he helped do a lot of reskins (I wasn't very good with shadowing/blending). When I first noticed the models I was using in Tribute, I opened up the help section of the map to see that all credit was given to FinalTyrant for the models.
6. I'm not saying JUST thanks to me, I'm saying I obviously had a hand in it. Gotenkz might not've ramped up production by the time he had left if I hadn't came around. Would it still have happened eventually? Absolutely, especially since most of my bigger, flashier attacks used a custom system based off of something I had seen in another map (they weren't visually similar, but the other map used spell GFX as attachments to the models to change their size/shape/rotation, and it sparked an idea).
7. You should've been there for the countless chatroom session I was in with thrigs and his classmates from highschool. He never sent me an AIM virus. He did spoof me into looking at some incredibly nasty fetish porn a few times when I opened some attachments he sent thinking they were something else. Like I said, teenage BS. Did I threaten to sue him? Sure, but I knew I'd never be able to pull it off since it was impossible. The replies I got from a lot of people were hilarious though.
8. Like I said before, I was discouraged but never really quit. Even afterwards I still put out a few versions of my map Ultimate Fusion Arena, which was also lost to HD failure before V2 of it was released. There was even a TD I did with a fellow forum member (Ragnarok). I can't remember the name of it since he did 95% of it, but I did a handful of slick triggers for him. If I remember correctly, it was an offshoot of Maze TD he had been working on in his absence. Lost as well. I never told anyone of the HDD failure because it came a few months after I had already told them I had given up. I did post about it here: http://z12.invisionfree.com/SupremeGaming/index.php?showtopic=2158 back in July, where I told someone it had failed on me.
9. The job I do now thrives solely on competition, and therefor theres a lot to learn from it.
On the side note, I applied for a Beta code on battle.net's website when they were first taking volunteers. I had made a couple of posts on the battle.net SC2 beta forums for map development and sent in countless reports to Blizzard as far as the editor feedback was concerned. I was told in one of my replies that offering up this much help/advice would definitely increase my chances of being chosen for the beta since I was so determined for it, and when I asked if I had been chosen in a later report, they said "I'll see what I can do for you.". I ended up not being chosen for the beta that way, and had to find another way to get ahold of it. I was also at Blizzcon last year, but they gave out the beta keys the previous year so I missed out. I never actually said a Blizz employee gave me a beta key. When I finally got one, I said that I 'pulled some strings to get a beta key'. This being, I pre-orderd SC2 from Gamestop to get the key. I thought I was one of the lucky ones since I got the beta key the first round they were giving them out, and weren't supposed to be giving out anymore. Eventually they changed their policy and started giving them to almost everyone that pre-ordered the game.
It's me womplord (haven't used the name since I posted my last map update).
Hey guys. I'm amazed people still talk about my tribute map. Its been something like 7 years since I worked on it. I remember when I had to quit working on it because I couldn't balance updating it and working at the same time. I was worried about releasing a unprotected copy when I left because I put so much work into tribute and I didn't want anyone to ruin it. Thankfully, it appears every developer since then made great strides to improve the series which makes me happy I released an unprotected copy when I left. Once in awhile I'll Google my old user name and see what has been updated. Thank you for following my instructions and making sure I was received credit for my work. The reason I made tribute in the first place was because the rampage series just wasn't fun (only real completed DBZ map at the time). I remember playing it and thinking it could be so much better. It appears this ideal has been used by each passing developer. While I've never played any of your updates to my map I hear good things. Thanks again for keeping the map going in my stead.
Side Note. I tried to introduce custom models for each character when I worked on the map, but because of the size of each model it wasn't practical (loading times) to implement. Also I had help from two people. One person helped develop the code for the dragon radar (ping at location), and another helped with the code for the tournament. I do not remember their names, but they really helped me out.
Found an old e-mail from the guy that helped me with the tournament. His user name was xetea.
I'd love to, but sadly I don't have time for the drama. I had planned on making a DBZ-esque map, but not with the actual DBZ story or heroes. It is just too much trouble making sure everything has been added and everyone is happy about it.
You might like my map Power Level Overwhelming. Probably a bit different than the combat in these WC3 mods listed above, but a lot of the combat was inspired by DBZ. Maybe this could hold you over until you get an actual dbz mod ? :]
Back in the days of Warcraft 3, a DBZ themed map started showing up called "DBZ Rampage." It is unknown who originated this map, because everyone and their mother had their own spin-off version of Rampage.