• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

2Player: Exodus03

  • Like
Reactions: Edge45
2Player: Exodus of the Horde Campaign
Created by Blizzzard Entertainment. Edited by Pyraeus. Inspired by the work of Whitewolf8.

Description

Screenshots

Other

[TD]
Chapter Three: Riders on the Storm As Thrall and his companions set out for Kalimdor in their fleet of stolen ships, they are beset in the open seas by a sudden, fierce storm. To prevent the ships from taking a heavy pounding, Thrall orders the fleet to seek shelter in the cove of a nearby, remote island. Note - Use the /AForce and /AVision command as well in game. Read the intro show up.

Features:
  • Passive Constant Abilities
  • Units Upgraded and New Added
  • Triggers Upgraded
  • Runes, along with New Items, added
  • Choose between Three Difficulty Modes in Game.
  • New Quest Rewards
  • /AForce and /AVision command
  • New Hero for Player 2 (Vol'jin)
  • New Spells for Players
  • Trivias after People featured in Game

Changelog:
All Updates
  • V.1.3. Update - Thrall has received a new model, but also with this new model appearance for Exodus03 an upgrade was made for "Raw Essence" which will also now summon "Snowsong" to aid Thrall. In return, Vol'jin's Tiny Bad Voodoo lasts longer then it did before. The Trolls are visible on the island can now be rescued by both units, except for the fountain troll that is meant for Thrall only. The Horde prisoners in cages will now salute and sounds will be heard from them when they're released. Pillage (Was never bugged, but both sides do not share the same resources they gather. It's a 2Player version, so each gather their own). AI Upgraded for the Kul'Tiras Irregulars, they won't be annoying as much anymore and will attack at different times. In the beginning, however, they will attack at the same time just once. All Island Drunks will now speak when clicked on, this includes the Chaplain, Axeman, Marine, and the Sniper. Marines model of regular footmen has been replaced with the new model of Arkain Industries' Golden Boyz. The Kul'Tiras entire Navy has received better reinforced armor. Thrall can no longer take control of the magical summoned Chaplains, Snipers, and Marine that spawn from the buildings with Gloves of Spell Mastery. He can only take over the Sea Elementals from Daffa, the Mage. The Kul'Tiras Marines have received a grand upgrade on their Wave Towers that can easily annihilate enemy forces. It is highly recommended to take down the Kul'Tiras Irregulars before going for them. The spells that the Horde is not allowed to use from the Elementals has been removed from their visibility and use. The Fountain Cinematic should now function properly with Sen'jin facing the fountain and both heroes displaying (hopefully). Thrall will cast Far Sight once again in the Intro Cinematic, but it will not be available to him during the gameplay.
  • V.1.2. Update - Upgraded the whole Kul'Tiras Navy and their Naval Bases. Their terrain has received a grand and huge overhaul. My newest mode called Scoreboard has been added and enemy shout sounds are now heard from the Alliance Forces on occasion. Thrall has received a new wolf skin and can no longer dismount. Thrall has received a new passive ability "Raw Essence" that fits him better in the elemental style. The Kul'Tiras Base has received such a great new look and new pathways. They also have fences and they now seem as if they were there for some time before the New Horde arrived. Units can be clicked on and talked to, such as Chen Stormstout, but only the friendly ones and not your own. Many hints have been upgraded, while new were added. The enemy Alliance Arch-Mage is renamed to "Daffa, the Mage", while "Henry Radu" has received his own AI now to attack and will no longer sit on his ass. The South Kul'Tiras Marines have become the "Kul'Tiras Irregulars" and now will be a stronger force hinting that you must take them out first. They have extra Axemen and Sorceress' added. In return for stronger and harder AI modes now, additional gold mines were added and neutral hostile units, while crates all around drop valuables for your army. The New Horde has received a grand and new overhaul in this map as well, which will also be used for the concept of the Invasion of Kalimdor (Still in Progress). With Player 2 having brand new structures and units that seem more original for a change, while Player 1 once again has regular units. Sea Giants and Turtles were added to the Neutral Hostile Quest List, while a new quest has been added to gather the Horde (If you're reading this, then you will know that if you rescue all the units of the Horde that all your tiers of weapons and armor will be set to tier 3 that is unavailable for you to upgrade to, quest reward for that quest doesn't display on purpose). The /load feature is removed (Let's face it, it was dumb to add in the first place). Now players will automatically receive the items from the previous chapters. The Footman Attack force will never again force the same cinematic to play twice and a Fountain of Mana has been added. Players who could walk in water with a buggy Warcraft 3 or who could either way due to the strange map bug can't any longer. Pathing Blockers were added to ensure that.
  • V.1.1. Released - Updated map. Added runes to the game, Thrall's Siege-Mode and Hero-Mode spell. Updated intro information about the commands and to ensure no one gets a little bit lost.
Information: A remake of the Exodus of the Horde campaign with my own ideas, systems, and other various custom material added made for 2Players specifically. The plan of my campaigns are usually to make both players special in some sort of a way. For example: Both having their own units, structures, upgrades, and more. To make the Campaign maps harder to play and more interesting. This campaign will be upgraded, for I was a noob back then when I first did it. Everything will change, nearly, and my latest features will be added. This map is originally made by Blizzard Entertainment for Warcraft 3: The Reign of Chaos Campaign's called Exodus of the Horde. However, in the beta Blizzard removed some of it's content. Sounds were removed, since they were only made for english. However, here you will get to experience them and you must understand english, of course. This map features also my new sort of difficulty. Hints that are meant to be divided are and will only display on the screen to the player who requires it. Quests shall now reward both heroes of both players and the enemy sides will be more harder in "Hard Mode" to defeat. Description of the Player's Armies:
Player 1 plays with Warchief Thrall "Go'el", son of Durotan and the Warchief of the New Horde who has received a vision from a mysterious Prophet who he will follow on his journey to discover what the future holds for his people. Nazgrel is a top chief commander of the Warchief's security force in the region, but also one of his most loyal followers since he hails from the Frostwolf Clan. Both now begin to assemble the Horde after the events of Exodus02, only to realize that one of the Horde's most important members has gone missing. Get to experience an exciting journey together and find your missing friend. You succeed on your journey and find Grommash Hellscream and then steal human ships from the mainland of Soutshore. As you sail the seas, you are in the midst of a storm that draws you in to the Darkspear Islands. There, you will find new allies and Nazgrel is forced to watch over the burning ships, as a new ally, Vol'Jin, steps to take Player 2's hero space.
Description of the Kul'Tiras Marines:
The Kul'Tiras Marines are lead by Daffa, the Mage, who hail from Boralus. These Marines have set up base to track down the Horde forces that had escaped from Southshore, but also to claim the lands as their own. They recently imprisoned Horde crash survivors and Darkspear Trolls on the island. Seeing the Horde as a threat, they called in back up and their leader has appeared to also ensure you do not escape.
Description of the Kul'Tiras Irregulars:
The Kul'Tiras Irregulars are a force not to be trifled with. Your main force you need to destroy is to your west, but the seemingly and annoying Kul'Tiras Irregulars come to attack your base, along with the Marines, at the same time! But their force is more threatening. Leave some of your forces behind, claim the nearby goldmines, and eradicate the annoying Irregulars and their leader, Crusade Henry Radu, first before proceeding on your main target. That would be recomended.
Description of Enemy Shout Sounds:
My newest feature to my type of a 2Player Campaign maps. The Enemy Shout sounds are heard by normal units and heroic units of the enemies. When a Ghoul or Necromancer spawn. A sound will be heard from each of them. For example. If a Crypt finished training a Crypt Fiend. He'd spawn and a sound would be heard playing from him that goes like "For the Spider Kingdom!". When the Necromancers cast spells. They will shout words at you that will be heard like sounds. Such as "Tremble before the Scourge!". Many heroes do this as well and play their own various sounds. Each enemy now seems more special then before.
Description of Player's Scoreboard:
Scoreboard is a feature added for my campaign type maps. As a War is being Crafted within the game. The Scoreboard follows whether the player missed or accomplished all the goals needed to be done. These goals will commonly be about completing the war by destroying all enemy armies as possible, bosses, and finding secrets within the map. If the hero doesn't find the secret, or accomplish a single goal he/she had to do. The information of what they failed or completed will display in the end of the map.
Description of Select Unit:
Select Unit is a feature I added long ago within the "By Demons Be Driven" map on the Hive Workshop. If some played my map before and clicked on the white wolf in the map, they will entirely know what this is. The Select Unit feature is about selecting friendly nearby units that will then reply in a text message to you. Usually greeting you, telling you something you might want to know, and basically making them seem quite alive. When one unit is selected, it will take 2.50 seconds in order to talk to another village/townsfolk again.
Credits:
The credits go to Blizzard Entertainment for making the map in the first place.
Edited, made for two players, and everything else - Pyraeus.
AI Edited By - Zevry and Daffa, the Mage.
Custom Model/Skins/Icons - Chriz, Dojo, Kwaliti, Tranquil, Lockheart, assassin_lord, Pyraeus, Lord_T, Sellenisko, Uncle Fester, Ujimasa Hojo, RightField, Shar Dundred, Direfury, and Grendel
Testers - Heinvers, Forsaken, and Pyraeus.


[/TD]
[TD]
[/TD]

[TD]
199530-albums7010-picture97925.jpg

[/TD]

[TD]
199530-albums7010-picture97928.jpg

[/TD]

[TD]
199530-albums7010-picture97927.jpg

[/TD]

[TD]
199530-albums7010-picture97934.jpg

[/TD]

[TD]
199530-albums7010-picture97926.jpg

[/TD]

[TD]
199530-albums7010-picture97937.jpg

[/TD]


[TD]
199530-albums7010-picture97939.jpg

[/TD]

[TD]
199530-albums7010-picture97947.jpg

[/TD]

[TD]
[/TD]
[tab=Other]

Keywords:
Altered Melee, Campaign, Melee, 2Player, Two Player,[/tab]
Contents

2Player: Exodus03 (Map)

Reviews
19:10, 15th Mar 2014 Orcnet: Nice addition to your 2P Campaign Exodus, considered acceptable.

Moderator

M

Moderator

19:10, 15th Mar 2014
Orcnet: Nice addition to your 2P Campaign Exodus, considered acceptable.
 
Level 9
Joined
Nov 24, 2013
Messages
521
Err, the item load don't work. It work perfectly on the previous chapter, but not this. Please fix it.
P.S: the item load also not work in chapter 4 and 5 too.
 
Level 11
Joined
Nov 24, 2010
Messages
203
Err, the item load don't work. It work perfectly on the previous chapter, but not this. Please fix it.
P.S: the item load also not work in chapter 4 and 5 too.
I do not understand what you exactly mean. I mean I do understand that you're saying that the load system is bugged, but it's not.

The Tests Performed:
I've re-played EIGHT times to find out the source of why you say "it's bugged". I loaded it perfectly fine EIGHT times. With skipping and without skipping the cinematic on both player's sides. I even asked a friend to check it out because I was really confused by your reply. So I came to some conclusions on what you might of thought was a bug. That is, my guesses.

Conclusion Guesses:
1 - If you load items at the very beginning of the map and don't choose any of the difficult modes. The triggers won't work due to the fact that they activate after you choose a mode.
2 - Maybe you are thinking that some items didn't load back, but remember what the Circle of Power guide said on the previous map. If Voodo Lounge is added in game. Then potions and scrolls won't restore. But if the Voodo Lounge ain't there. Then it will be present.
3 - Some items are not immediately given to your hero and it's inventory in order to be fair for players to sort out "items that benefit both of them". Those items appear on the Circle of Power and can be picked up during gameplay.
4 - Keyboard fucked up or different language keyboard might be fucking it up.
5 - Sometimes Warcraft 3 numbers and letters can play with one's mind. Like for some Warcraft 3 versions the number "1" looks like an "I"


My Comment on All This:
I hope anyone else ain't having a problem with this. For me and my team of testers it works fine. So, I'll have to wait for you, the people, to test in order to see if there are more people with these issues.


Regards, Pyraeus.
 
Level 2
Joined
Aug 27, 2011
Messages
17
Where did you get the voices for this chapter? The original one given by blizzard wasn't voiced.
 
Level 2
Joined
Apr 17, 2015
Messages
14
Where did you get the voices for this chapter? The original one given by blizzard wasn't voiced.

i am not sure but i think it is just for the english version possible. i have the polish edition of warcraft and there the voices are also missing... unfortunately!
 
Level 2
Joined
Apr 17, 2015
Messages
14
back to the review.
[+] very good skins for the troll units. the enforcer and the troll worker makes this looking much better. also i liked very much the new skin for the trollhunter and SenJin.
[+] also big plus to the buildings. the main building, the troll altair, the barracks and the mill makes it much more realistic. just the troll witch doctor looks somehow strange but it isnt that important anymore. significant is the voodoo sign above the building :p
[+] also great skins for the construction-buildings animation for the troll base. looks very professional in my opinion.
[+] good idea to include 2 human bases now so it makes harder to finish the mission.
[+] maybe it isnt that remarkable for a positive thing to add but finally someone came up with an idea to improve the enemys AI in that way, that they attack together the Player base. thats why it is really harder, when even 2 enemy heroes are attacking at the same time the base. seeing this first time, even in the original wc3 campaigns i missed it.
[+] i liked also the new enemy heroes in this mission/new subquests to finish.
[+] very good hard mode for me, the ogres and salamanders are now stronger.

[-] i dont know why but was it your intention, the possibility to move through water?
i also noticed that the ''herolight'' from the trollhunter glows sometimes, unusual for a hero in warcraft.
the best map from you in my opinion!
best regards mate
 
Level 11
Joined
Nov 24, 2010
Messages
203
Well, my chocolate comrade. I am actually upgrading Exodus03 already. If you would look at my chapters before it. I want you to know I've been recently overhauling all my old project crap, because my work was... "too old" and I rather didn't like it... haha.. So when I upgrade this, only then I will ask of you to review it again. The moving through water is still unknown to me. I thought it was the patch that fucked it up, but I see now it's the editor, perhaps? I dunno. But nevertheless await my new version that is coming out sooner then you think. Thank you.
 
There's a bug with Pillage for Thrall's Horde that it doesn't benefit from Troll's Horde's Pillage Upgrade and there's no Pillage inside Thrall's Great Hall/Stronghold.
Sen'jin's Facing in Fountain Cinematic doesn't look at fountain when he puts the ingredients.
Thrall isn't seen in Fountain Cinematic.

Also, yeah, the AI attack is kinda huge that both players need to be present to block them.
 
Level 11
Joined
Nov 24, 2010
Messages
203
There's a bug with Pillage for Thrall's Horde that it doesn't benefit from Troll's Horde's Pillage Upgrade and there's no Pillage inside Thrall's Great Hall/Stronghold.
Sen'jin's Facing in Fountain Cinematic doesn't look at fountain when he puts the ingredients.
Thrall isn't seen in Fountain Cinematic.

Also, yeah, the AI attack is kinda huge that both players need to be present to block them.
Each pillage benefits each for it's own team, as if you were playing a normal 2Player in Melee. Thrall's Horde doesn't have it, Vol'jin's Horde upgrades it and then Thrall's Horde gets it free. It's a feature.

It's unusual that Sen'jin bugs in the cinematic for ya and Thrall doesn't appear. It worked fine for me, perhaps it's something to do with when the triggers hide the units in the area. I will have to check it out.

AI attack is huge, which is good. You make a few towers in the meantime and leave a few units to defend the base, Blue Kul'Tiras' attacks mean nothing, but the green is the issue. So gather enough forces as you defend, attack when you're ready by leaving just a small portion of your group at your base and a few towers, then eliminate the green dudes. Altar would be good to be eliminated first after the three towers, since they don't rebuild their buildings. After that, all is easy on a smooth road. Passed it on Hard difficulty that way and alone.
 
Each pillage benefits each for it's own team, as if you were playing a normal 2Player in Melee. Thrall's Horde doesn't have it, Vol'jin's Horde upgrades it and then Thrall's Horde gets it free. It's a feature.

It's unusual that Sen'jin bugs in the cinematic for ya and Thrall doesn't appear. It worked fine for me, perhaps it's something to do with when the triggers hide the units in the area. I will have to check it out.

AI attack is huge, which is good. You make a few towers in the meantime and leave a few units to defend the base, Blue Kul'Tiras' attacks mean nothing, but the green is the issue. So gather enough forces as you defend, attack when you're ready by leaving just a small portion of your group at your base and a few towers, then eliminate the green dudes. Altar would be good to be eliminated first after the three towers, since they don't rebuild their buildings. After that, all is easy on a smooth road. Passed it on Hard difficulty that way and alone.

But when my brother (we played two players) research it and I don't get the benefit, which is the bug.

Yeah, it's odd, Sen'jin''s issue is his facing that he's not facing the fountain when he puts ingredients, which is weird.

About the AI, yeah, DarkGreen really harass players to no end even in Easy, which is thrilling enough for me. It's just that when we made prep my bro's laptop shutdown and our progress are screwed. Still, thanks for the tips :)
 
Level 1
Joined
Oct 28, 2015
Messages
2
First off; me and the girl have been enjoying your mod immensely together. Yet here's some criticism we'd like you to at least consider and address -- how you had the troll race before ( i.e. the buildings, the units ) were superior to how you have them now. And a problem that I only have an issue with is the model change of Thrall and the removal and replacement of his one power, taking away the horse that I had a fondness over.

If you could maybe just fix the water error and other bugs that the previous version had and keep it the same, while also keeping this one for the people that prefer the changes it would be much appreciated by the both of us.
 
Top