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Dwarf Campaign (Voice Acted)

This bundle is marked as high quality. It exceeds standards and is highly desirable.
About Dwarf Campaign
GG&K's Dwarf Campaign is a story-driven fully voice acted single player campaign for WarCraft III The Frozen Throne that sends the dwarves of Khaz Modan on a quest to explore the unknown, in hopes of saving their ancestral homeland. The campaign has three missions where you can choose to play from four difficulty settings and also features custom monsters, scripted events, music and spells. As an added bonus, the stand-alone version of Chapter 3 supports a two-player mode.

Features
  • Single player
  • Story driven — Loosely based on Warcraft III lore
  • 3 long chapters — Total of 8 hours of gameplay
  • Fully voice acted
  • Multiple puzzles and quests to solve
  • Four difficulty levels
  • Custom graphics
  • Mechanics similar to standard Warcraft III — Little learning curve
  • Bonus — Chapter 3: Temple of the Old Gods supports also 2-player mode
Sequel – Gnoll Campaign: Return to Yeenador
Sound Mind Games has released a sequel to the Dwarf Campaign called Gnoll Campaign: Return to Yeenador. You can download it using the following link:
Gnoll Campaign (Voice Acted)

Required Warcraft III Version
Warcraft III: Reforged, Patch 1.35.0 or later (SD graphics)

Installation Instructions

As of Warcraft III: Reforged, patch 1.35.0, you can install the campaign as follows:

Windows
  1. Download DwarfCampaign-v7.w3n from the Hive Workshop (using the big download button)
  2. Copy DwarfCampaign-v7.w3n to Documents\Warcraft III\Campaigns. If the Campaigns folder does not exist, you must create it.
macOS
  1. Download DwarfCampaign-v7.w3n from the Hive Workshop (using the big download button)
  2. Open Finder.
  3. Press and hold the OPTION/ALT key down, then go to the Finder menu in the top menu bar and open the "Go" menu. When you are holding the OPTION/ALT key down, the Library option will appear in the dropdown menu. Click "Library". Now you are in the Library folder.
  4. Open Application Support → Blizzard → Warcraft III.
  5. Create a "Campaigns" folder, if it does not exist.
  6. Copy DwarfCampaign-v7.w3n to the Campaigns folder.
Playing the Dwarf Campaign
  1. Start Warcraft III: Reforged.
  2. Select Single Player → Custom Campaign.
  3. Select Dwarf Campaign in the file menu.
  4. Click Play Campaign.
Selecting the Right Difficulty
Easy:
If you have been long time away from Warcraft III and you have not honed your skills to play the game lately, please choose the Easy difficulty.

Normal: If you know how the game functions, you are able to use hero abilities effectively, train a good mix of units, and create a good army, but you do not consider yourself as a super-good player, we recommend playing on the Normal difficulty.

Hard: If you are actually pretty good at the game, you can use hero and unit abilities to the maximum effect, you are able to micro units well, you know how to build an extremely effective army, and you know well what different abilities, items, and upgrades do, we recommend that you play on the Hard difficulty.

Very Hard: This difficulty is probably best used when two professional players are playing Chapter 3: Temple of the Old Gods together. It can also be chosen when single players want ultimate challenge.

SPECIAL! Playable as separate map files
You can download the Dwarf Campaign chapters as separate maps from dwarfcampaign.com:
- Chapter 1: Defenders of Dwarvenkind
- Chapter 2: City of the Seven Mithril Golems
- Chapter 3: Temple of the Old Gods (this chapter is also playable by two co-operative players online)

Credits
Tommi Gustafsson: AI Programming, Minor Cinematic Sequences, Dialogue Scripting, Game Programming, Gameplay Balancing, Level Design, Monster Design and Balancing, Playtesting, Quality Assurance, Skill Design, Skill Balancing, Sound Editing, Story Writing, Terraining, and Web Pages.
Janne Gustafsson: Major Cinematic Sequences, Dialogue Scripting, Game Programming, Icon Design, Level Design, Modeling, Music Environment Design, Playtesting, Quality Assurance, Skinning, Story Writing, and Terraining.
Mikko Kangas: Dialogue Scripting, Grammar and Spelling Check, Level Design, Quality Assurance, and Story Writing
Blizzard Entertainment: WarCraft III: Reign of Chaos, WarCraft III: The Frozen Throne, Potion icons, Crossbow icons, Helmet icons, Meteor Swarm icon, and Brain icon.
GreyArchon: Thorp Blackpaw model, Dwarf Paladin model, Dwarf Statue models, Khaz Modan Banner skin, Malbodion model (partly), Bark Sharpnose model, Mithril Golem skin, and Modi Stonerunner model.
Panu Uomala: Artwork for the Map in City of the Seven Mithril Golems.
Benjamin Berts: Dwarven Worker icon
Diegoit: Lost Kobold model
Donut3.5: Faceless Mage model
Purplepoot: Faceless Mage model
Cookie: Force Gem model
Skizot: Potion models
IamMclovin: Dwarven Worker model
General Frank: Dwarven Warrior model and icon
Aaron Norell and Jaysin (www.dpistudios.net): Artwork for the dwarf picture in the loading screen
Carl Orff, MIT Concert Choir: Carmina Burana, O Fortuna (From the Free Music Archive, License: CC BY NC 3.0 US)
Kurt Rickerd and Matt Marcy: Dwarven Defenders
Pauli Kanervisto and Kei Uchida: Playtesting
DKSlayer: Chat message parsing algorithm

French Localization Team
Executive producer: Mister X
Chapter 1 translator: Gamers.jeux
Chapter 2 translator: Trollxul
Chapter 3 translator: Armelior
Anime expert: Aka Guymelef

Voice Actors
Chapter 1: Defenders of Dwarvenkind
Dylan: Andun Silverbeard, Buri Frostbeard, Yip-Horf, Lead Acolyte, Necromancers, Other acolytes, Dwarven Ancestral Spirits, and Goblin Armsdealer
Magic: Malbodion and Modi Stonerunner
SamuraiPanda: Ner'zhul (Lich King) and Golems
Jesse Cox: Jinto Reedwine
Writer: Dwarven Miner, Dwarven Mechanic, Dwarven Guard, Dwarven Smith, and Mortar Team
Lavarinth: Dwarven Captain and Gnoll Overseer
Shaggy Shanahan: Ogre Mauler (in prison), Gnolls (in prison), Gnoll Brute, and Ogre Lord (in encampment)
Tag Daze: Drunken Dwarves
Ed Khoo: Narrator
Timothy Banfield (FunnyGuyTimmy): Dwarf interface sounds

Chapter 2: City of the Seven Mithril Golems
JDJones: Theodin Rockheart
nevernotninja: Erogdin Earthstorm
Ben Balmaceda: Buri Frostbeard, Modi Stonerunner, Spectral Guard, Rifleman
Tom Resnick (tresnick): Tyrin Thunderbeard
NovusCrimson/R3: Gnoll Overseer
Jeremy Frutkin: Brother of Gnoll Overseer
Alucolor: Gnoll Warden
CrisKingVO: Gnoll and Gnoll Brute
LeLovelySuccubus: Cornulagon the Devourer
Elise Bellamy (SovereignEliseVA): Gna'ruul
dndan: Guardian Entity
Timothy Banfield (FunnyGuyTimmy): Aggronor the Mighty, Dwarf interface sounds

Chapter 3: Temple of the Old Gods
Jacob Eccles: Tollusek the Black
Jake Parr: Bark Sharpnose
Tom Schalk: Thorp Blackpaw
Bonnie Bogovich: Philiastrasza
C. J. Oliver (Nulldrive): Baraddin
Elise Bellamy (SovereignEliseVA): Queen of Suffering
Abigail Turner: Gnoll Warden and Rhagnol
Shaun: Thordur
Ralph Pangallo: Gnoll, Gnoll Brute, and Gnoll Assassin
Meadows1073: Primordial Mutant
Timothy Banfield (FunnyGuyTimmy): Dwarf Rifleman, Dwarf interface sounds
nevernotninja: Erogdin Earthstorm
Ed Khoo: Narrator

Change Log
V7 – June 22, 2019

General
- Added -voices chat command to open the voice control menu
- Faceless One dialogue sounds work in 1.31.1
- Changed game message colors to be consistent with Blizzard usage

Chapter 2
- Added a hint about how to make Gna'ruul join the party when she is in the Gnoll encampment
- Added some new dialogue lines for Gna'ruul
- Some minor bug fixes

Chapter 3
- Chaos Tentacles are now easier
- The All-Seeing Eye of the Inqusition's Anti-Magic Ray now does only 500 damage to mechanical units (down from 2000)
- Bark Sharpnose picks up the Howling Flail trigger works after saving and loading in 1.31.1 (bug workaround)
- Philiastrasza speaks a correct line when entering the Well of Corruption
- Added correct caster upgrade art for Gnoll Assassin


V6 – April 15, 2019

  • Fully voice acted
  • Tested to work with Patch 1.30.4
  • Several minor improvements and bug fixes
Contents

Dwarf Campaign (Campaign)

Reviews
Bob27: An excellent campaign, with a great story, gameplay and terrain. This would have to still be one of my favorite Warcraft III Campaigns. Approved.
Level 23
Joined
Nov 17, 2008
Messages
17,315
You dont need to open the gate. Its an optional quest, but is rally important.
You need to buy the Dark Speech Appendix from Bardin(the mad dwarf), and use it to translate. I wont write anything, try to find it out yourself.
 
Level 4
Joined
Jul 2, 2008
Messages
50
One of the very few best i've ever played. #1. Nature's Call series. #2. Joe's Quesy Gold + Mordork's Quest. #3. Aleria Dragoon. Followed by this which is number 4. Even though this is number 4 it's still very impressive. GOOdo JOObo
 
Level 23
Joined
Nov 17, 2008
Messages
17,315
Can you imagine that it was created in 2004?
The year when TFT was released. Back then there were even not much models skins or mapmakers. Especially triggerrers. And they made this campaign. And its btter then any other campaign.
The most interesting thing is that some of the lore they used in it, was not mensioned until WoW, and even Wrath of the Lich King. Such as telepatics, hypnosis, prisons and stuff.
Because of that some people even think that its an official campaign. And think that lore used in the campign is real Blizzard lore.
 
Level 1
Joined
Jun 18, 2009
Messages
4
Probably was, I wouldn't doubt it that some of the makers of warcraft 3 made this for fun together. Also, How do I release Alexzstrasia's daughter? I have tried and tried many times and I have still not figured it out.
 
Level 1
Joined
Jan 26, 2010
Messages
4
This campaign was EXCELLENT. It had enough conversation to keep the player involved in the storyline, but not too much to bore a player. The storyline is really well set up and interesting. The Dwarf Campaign becomes challenging at certain points but is doable with careful thought. It also has some puzzle solving elements to it adding to the gameplay. It keeps you involved and interested all the way until the end. Great campaign-5 stars here!
 
Level 2
Joined
Feb 18, 2010
Messages
23
Hello,

this map is simply astonishing. It is so great that is even beats the Blizzard campaigns. The storyline is also fascinating and one is sad that it isn't finished.

Greetings

manstein
 
Level 4
Joined
Oct 22, 2004
Messages
89
Excellent campaign. Better than all but the best works of Blizzard and other elite designers. I love the dialog options, Bliz should have done that. I would have liked to see some more straight RTS but the hybrid dungeon levels are quite fun. This does an excellent job of keeping to Blizzard lore while throwing in some interesting twists. This can almost be considered canon.
 
Level 9
Joined
Dec 17, 2008
Messages
499
The old guy in the library sells something like anti-buff scroll or potion or something. Just select it and put the area around the girl.

Sorry if I'm not accurate, it's been half a year or more since I played this.
 
Level 2
Joined
Apr 11, 2009
Messages
10
One of the best maps ever made to Warcraft 3, Im sure of it! I would hope to see more work from the creators but I guess its impossible unless you start creating stuff.

When I first played this campaing, I could have sworn that its someone from the blizzard who made this, its so well made!
 

TDA

TDA

Level 4
Joined
Oct 2, 2010
Messages
74
Well It all looks prety good to me, but there are some things that you might want to know of:

Revew:

Map 1: It seems a bit unlogical to have human villigers, when you can find villigers of all kinds of species on this forum
I'd sugest the use of the Dwarven Villiger model.

I don't remember in wich tooltip it said Dose that..."Humans"... Your map feels to much like a Human map, wich it is not, is it?... Change all tooltips to be strictly dwarven. (allso make new units and heroes look lower for more info)

You can buy human villigers from farms, wich is ok, but your tooltip says something like "And can turn into darven soldier"
First of all you cant turn a human into a dwarf, and second of all the tooltip makes it sound like a permanent thing, when it just a :Call to Arms:

the general teraining is ok, but still you cood have more hills in the cave part of the map.
Caves are not plane and yours allmost is. there could be more things stiking out of the ground, more rocks and rock spikes, you could have bats as doodad and bats as hostile critter. less straight lines and corners

The fight at the end seems a little unsubstantial.
I mean lets face it. The Undead wouldent attack you in waves, after you both had 1 hour of preparation and strategising.

A simple (yet complicated) way to remove this fealing, is to put battles between allied dwarves you can see and undead
all along the walls of Kaz modan.
I don't care if both the alies and undead in question have 999999 life, and 1 Damage, as long as your not the only one
fighting, but rather, the first line of defence, and the most ataked due to the fact that you protect the gate

Adun Silverbeared and Modi Stonerunner sit inside, doing nothing wiles the gates are being assaulted this is Ilogical
(Dwarves are not cowards)

The way undeads turn invulnerable, and then explode, is not a thing that increases the gameing expirience,
but at times it makes the map look dummer
(Could be removed Could be replaced, or made in some way, so that you don't end up with 4 invulerable undeads, that you can't do anything to fend of, exept for waiting)

All of the reinforcements are one tipe of creature. You must put some variety into it, ore else it looks cheap.
Reinforcements could come from the entire aliance, so you have all kinds of human and other soldiers there and not just flying ones.

All of the undeads are on the left part of the minimap, as if they coodent sorund Kaz modan.
You shood have well made ground there, and then add the undead allover the place, in eather lots of small settelments
or no settlemeants, but undead buildings every 100 Feet (30 Meeters)

Map 2: Streight of at the biginning you can see the edge of the world, you shood do something about that.

What have you done to Medivh? I know allmost nothing about modeling but please, copy some less famous socerer,
or transform him better (Change the collor of his cloak, put a bigger and difrent beard on his mouth. Give him a large mustache)

You go trough a cave, and the walls are compleatly square (Nature did not invent straight lines and corners)
The part of your maps that mimic nature shood look like nature and nature has no straight lines or corners.

This is where I realise thet the entire campaign is going to be a human campaing... ( With everything from Human heroes, and units, to human updates and abilities. Everything)
This makes me not want to play anymore, cause I'm a bit Spoild :xxd: Just kidding.

you need a compleetly diferent speacies "The Dwarfs" You can keep the Rifelman, Mortar teams and Helicopters.
But you must add your own. use your head and make something nice of it.

You can keep the warrior hero's abilities intact if you realy like to. but A Mage and a Paladin to Is a bit much.
2 of 3 heroes I'd realy like to see creativenes.

After this I only see recuring problems... and a bit of slow gameplay.

I don't want to bring you down whith this revew, I mean only to help Improve Game Quality.
After all Its a Grate story still. And the first map was very entertaining and interesting up to the moment the horde attacks, wich is a compleete hour of good gaming I thank you for.

In spie of all these problems I'l have to give your map good raiting of 4.5/5
because for some reason it to was the most entartaining Custom campaign
i have played (Other then the one I'm worcking on) I have played so far

Yeah like everybody else said "Good work!"
but there's still a little bit to go untill "Nice Job!"
 
Level 23
Joined
Nov 17, 2008
Messages
17,315
Dude, the campaign was made in 2004 >>
Its creators are long gone and back then there werent any good models and modelling was just starting hence the edits, as well as spells, hency why no custom spells.

Human peasants look quite dwarf if you ask me and second both are supposed to be dwarf, you arent turning a human into a dwarf -.-

The way they attack is the way you command them you know. If you want you may send them to fight the udnead in frotn of the gates like real dwarves if you want.

And how is the campaign human? Sorry but that is just dumb. If someone makes a campaign about elves will you also say its human because it has units similar to human ones? Newsflash for you. Alliance is mix of dwarves, humans and elves. So this race is much less human then dwarf.
And originality? Honestly dude, I think the fact that dwarves have a mage and paladin is originality already, the originality you proposed is called banality and stereotypes.

As for spells I once again recall that the campaign was made back in 2004 when such things as JASS didnt exist and GUI was barely explored.
 

TDA

TDA

Level 4
Joined
Oct 2, 2010
Messages
74
Sry, somehow i overlooked the 2004 thing.

But anyway, JASS is not the condition to a good map

about GUI beeing unexplored
I've only been making maps for 1 year. you don't need more the 1 year to become good with GUY

I realise that there are still many things that I don't know about it.
But the things I don't know are not the very very important things.
They Are the things you don't need on a day to day base.

Sorry for the dwarven looking like thing...
Like I said. I overlooked the 2004 thing...

And about originality...
I don't download maps and campaigns from here, so that I could play old maps with a new story.
If that was so, I'd be way better off reading a book instead.
 

TDA

TDA

Level 4
Joined
Oct 2, 2010
Messages
74
I had to, and have learend many things on my own. But i admit of using some tutorials, for things like Material Importing and color codes

Do I need to tell you?... that no matter how much I tried to find a Cinematic skiping tutorial, I couldent find one.
It took me 9 months to figure it out, but I did. and it's Quite simple.

And still. Have you even looked at the map? Cause I have.
I see a map made by someone who has about the same level o knolege about GUI as I have...
I see someone with a slightly larger level of knolage about GUI then me!

I'm worcking on a Campaign, but I have one thing that I need to figure out before i realy get started on the second map.

How on earth do i use Hacheble or Cache Varriables to keep my hero with the exact same EXP, Items and Abilities for my next map

If you could point me to a tutorial I'd be grateful, and Publicli admit I was wrong and you ware right on this thread

P.S. Just because no one else is waching this thread :xxd: Just kidding:thumbs_up:
 
Level 2
Joined
May 13, 2011
Messages
9
I just want to know what is secret to open emerald gates in temple of old gods mission and dude really awesome campaign
 
Level 12
Joined
Jan 20, 2011
Messages
1,146
I just want to know what is secret to open emerald gates in temple of old gods mission and dude really awesome campaign

C'Thun? I don't really understand the riddle but what's the temple name? I think that's the answer. But it's easier to use the stalagmites just type Onaa De-Naa Negaah! and they will work.

Prepare a huge army or else...
 
Last edited:
Level 12
Joined
Jun 1, 2010
Messages
747
The last chapter is the strangest, the dwarves go in outer world, which has no anything in common with warcraft universe, instead it all looks like from lovecraft, the third chapter looks very inspired by Lovecraft, the Starspawn, the Outer Gods, Cthulhu and the language is taken from Lovecraft, example: warcraft ngaah, lovecraft n'gha - death.
 
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