Warcraft III Map Making

I first experienced programming in secondary school when I was making a competitive map (i.e., mod) for a Blizzard game Warcraft III. It started as an anti-cheat patch for an existing map. I then later started adding new features and eventually reprogrammed the entire map. It was challenging to make the game rich yet balanced. Players tend to optimize their actions in a replayable competitive game, and my task, in retrospect, was to make the optima non-trivial and dynamic (as a function of the actions of other players).

Eighteen different versions were released in the time span from 2011 to 2016.