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Alleria's Journey

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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MAP UPDATED!!!

Casper, the Friendly Ghost Presents
Alleria's Journey
Created by Casper, the Friendly Ghost


Map Info:

It is a pleasure to present to you my first well done map. I worked hard on it, I researched, I was in tutorials and in my view, was good. I hope you enjoy it and send feedback on what needs to improve, which could include, exclude, among others. This map is totally free of Cinematic as it is a map based in Act I of Warcraft 2 - Beyond the Dark Portal, a tribute to the first mission: Alleria's Journey.

Want to see how the map was done? What triggers were used? Feel free to see it, it's an unprotected map, but give credits if you are going to modify something.

What is new in this optimized map:

- Imported models to Death Knight, Troll Axethrower, Ogres, and the Heroes themselves.
- Optional Quests that you can conclude to win your map easily.
- You can select the difficulty, the higher difficult the more allies units are removed.
- New layout, however the terrain is almost the same from the WC2 Map.
- Play as Alleria, Danath and Turalyon once more, now this time as Heroes.

Screenshots:


Image Description:
Entire Map

235347-albums8173-picture98269.jpg


Entire Mini-Map

235347-albums8173-picture98270.jpg


Image Description:
Alleria's Outpost

235347-albums8173-picture98267.jpg


Image Description:
Village 1

235347-albums8173-picture98277.jpg


Image Description:
Village 2

235347-albums8173-picture98288.jpg


Image Description:
Small Village

235347-albums8173-picture98276.jpg


Image Description:
Danath and the Village

235347-albums8173-picture98278.jpg


Image Description:
Turalyon and Altar

235347-albums8173-picture98271.jpg


Image Description:
Stormwind

235347-albums8173-picture98280.jpg


Image Description:
Fatty Ogres

235347-albums8173-picture98272.jpg


Image Description:
Imprisioned Folks

235347-albums8173-picture98273.jpg


Image Description:
Waterfall

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Image Description:
Orc Siege

235347-albums8173-picture98279.jpg




Image Description:
Loading Screen

235347-albums8173-picture98274.jpg


Image Description:
Intro

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Image Description:
Alleria Meeting Turalyon

235347-albums8173-picture98286.jpg


Image Description:
Alleria Meeting Danath

235347-albums8173-picture98285.jpg


Image Description:
Ending

235347-albums8173-picture98287.jpg


Change Log:





Added:
  1. Optional Quests
  2. More enviroment stuff
  3. Villages, instead of rescuable buildings
  4. Blight terrain in some parts of the map
  5. Bridges were added to link the island to Turalyon and to Stormwind
  6. Turalyon has Exorcism (Death Pact - enemy undead units are destroyed instantly)
Removed:
  1. 2 Death Knights removed
  2. No marine unit
Fixed:
  1. Quests Triggers
  2. Cinematic Transmissions
Changed:
  1. Models were imported to give a view of WC2


Added:
  1. Difficulty System (changing in Editor)
  2. Stormwind with more doodad structures
  3. Waterfall
Removed:
  1. Death Knight near Turalyon
Fixed:
  1. Danath's Command Aura Research Icon
  2. Death Coil damage decreased 50%
Changed:
  1. Death Knights can cast Raise Dead, Cripple, Cyclone and Death Coil
  2. Ogre-Magi (if sharpandshiny is used - not recommended) can cast Bloodlust


Added:
  1. Credits added at the end of the game
  2. Difficulty System (Dialog Button at the beginning of game)
  3. Alleria's voice is from Shandris
  4. Rescued heroes (Turalyon and Danath) will say something and a message explaining their abilities will appear
Removed:
  1. Nothing
Fixed:
  1. Danath's Wind Walk cooldown increased to 15
  2. Danath's Avatar description tells that "A Hero will be affected", and not "Lord Garithos will be affected"
Changed:
  1. Rescued units will retain team color
  2. Imported Bug Fixed - I hope so
  3. Holy Light can heal the caster


Added:
  1. Roads were added
  2. Sky and Fog
  3. Heroes can choose Spells and starts at level 3
  4. Alleria's Owl Scouts will not activate triggers (entering region, approaching in unit's range)
  5. Some enemies drop itens
  6. Introduction, Meeting Heroes, Ending Cinematics were added too (They're skippable)
  7. The difficulty warning is now shown during the Introduction
  8. Quests Descriptions are anotations from Alleria's Diary (they change after quest requirement)
Removed:
  1. Nothing
Fixed:
  1. Triggers
Changed:
  1. Alleria's Spells Changed: She can learn now Owl Scout, Wolf Companion, Trueshot Aura and Triple Shot
[/hidden]

Credits:

Special Thanks:
  1. facelessuniverse
  2. Scars of Conflict

Models:
  1. facelessuniverse
  2. Scars of Conflict
Skins:
  1. facelessuniverse
  2. Scars of Conflict
Icons:
  1. facelessuniverse
  2. Scars of Conflict
Tutorials/Systems:
  1. -Kobas- (Map Description and Difficulty System) "thanks man!" and thanks to Nichilus for helping me in a trigger issue with rescued units


Author's notes:

Maybe I'll go on and continue making more maps based on the Warcraft 2 - Beyond the Dark Portal and finish as a complete campaign.

Map made by Casper the Friendly Ghost based on Alleria's Journey map from Warcraft 2 - Beyond the Dark Portal

- Credits to Scars of Conflic Resource Pack for the Death Knight, Troll Axethrower, Alleria, Ogre (and Ogre Magi) and for its icons used in this map.

- Credits to facelessuniverse for the models of Danath Trollbane and Turalyon (I love it).

- Credits to those tutorials (from HW) who helped me in the cinematics, quests, dialog buttons and modelling issues.

- Credits to Blizzard for Warcraft Saga

- Credits to -Kobas- and Nichilus for helping with tutorials

And I don't know how to categorize this map...as Altered Melee, Mini-Game, Offense....maybe when finished (If I continue making these maps) it will be a Campaign.

Keywords:
Warcraft, Remake, Tribute, Alleria, Journey, Turalyon, Danath, Stormwind
Contents

Alleria's Journey (Map)

Reviews
21:02, 26th May 2015 Shadow Fury: Map rejected, have a look at my review to know why.
Level 23
Joined
Apr 12, 2014
Messages
1,846
So, I played it moments ago for I was intrigued by the name and I thought it was a campaign anyway here's kinda small review.

TERRAIN:
Well, the terrain is very very empty the roads, pathways and etc. I see no tile variations and the terrain looks raw. You should really improve your terrain more. Add more doodads, tiles, sky and etc.

GAMEPLAY:
Well, I was shocked when at the beginning when all quests were revealed fast and no indicators so I have to explore the whole map. Alleria's spells are default warcraft spells and it's boring to use. I think you should add some custom spells and abilities for the heores. Danath also came out of nowhere and just come along with Alleria with no tranmissions or something. Also there were no items available. You'll just explore, gather heroes/units and kill the enemies.

STORY:
The story seems interesting but without cinematics it hard for me to really know the what is happening in the map. The description in the at the first seems helpful but it doesn't enough. Cinematics is a very good to make so the player will know much of the story, I think it is really needed into your map.

OVERALL:
I think the map is not ready yet and need more improvements. If there are more Acts/Chapters maybe it would be better to compile them as a campaign rather than uploading them one by one. I see potentials in your map but it is not enough. I give it 2/5 and I vote for Needs Fix. Have a nice day and happy mapping. :)
 
Level 20
Joined
Jan 14, 2014
Messages
559
Thanks for your review. As I said, I would like to make a simple map just as they were in WCII, no cinematics, no itens, etc, and maybe some itens would be useful for in Hard difficulty even I can't play without cheats. And I said too that maybe I would make some more and finish as campaign. And I thought to make Heroes without abilities. I'll make a lot of changes, add some cinematics, some new terrain, as soon as I can.
 
Level 20
Joined
Jan 14, 2014
Messages
559
05/21/2015 Updates:

- Roads added
- Sky and Fog added
- More doodads added, props and enviroments
- Alleria, Danath and Turalyon can choose the learning spells
- Pathing Blockers (Air) were added to make Owl Scouts to not activate Reaching Stormwind Trigger
- Introduction Cinematic Added (Skippable)
- Now the Difficulty Warning is shown before Introduction

Alleria Updated:
- Owl Scout (more Movement Speed)
- Wolf Companion
- Trueshot Aura
- Triple Arrows
- Now Alleria say that they must find Danath and Turalyon

06/21/2015 Updates:

- Turalyon, Danath, Ending Cinematics (Skippable)
- Different Description in quests and Loading Screen
 
Level 7
Joined
Feb 10, 2011
Messages
133
This map was nice to play, not difficult to go through and still fun but there are some things that need to be improved:
  • C is a hotkey for both the Scout and Wold Companion
  • Map ends are visibile becouse of lack of the end's shadow
  • The environment is strange (I don't know if it looked like this in the Warcraft II map, but it looks really awkward when you have 1851357 flowers around one point and the rest is empty, also the tiles could use a little bit of improvement
  • There are several points that are visible since thier reveal, I know that you used visibility modifiers, but destroy them after a few seconds, so it isn't kept revealed for the rest of the game
  • Pathing - this isn't really your fault, but if you order your units to get behind the river to Stormwind, they will go wrong direction and end up in a wall, I don't know why or how to remove it

Otherwise, your heroes can't ever reach 6 and thier other abilities could use a little bit of difference, so it would be more fun
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
TERRAIN

The terrain was not very pleasant. The tiles were not used properly since you used the Rock Tiles to indicate the paths. You should've used Dirt + Rough Dirt to do so. Additionally, I didn't see any Grassy Dirt being used, why not? Beside the areas of Dirt and Rough Dirt, they'd just be perfect. Furthermore, the Dark Grass was only applied below trees, making it almost invisible. Instead, you should've applied it on those vast areas of Grass to decorate them. Talking about doodads, they've not been used efficiently. Some parts are just trees and nothing more. Why not adding shrubs and flowers to them? In addition, I noticed that you focused too much on the "flowers" in the wrong zones. Why spamming excessively so many flowers around a Rock Archway or even an Altar of Kings? There are many other vegetation doodads which can be used such as the shrubs I mentioned above and bushes (not found in Lordaeron Summer doodads but in others like Ashenvale). Besides, the city was done very poorly. How come you add "rock" tiles inside it? Even the doodads didn't give me a real feeling of a true city. Finally, the points where there were Undead should've been enhanced with filthy doodads like remains scorched, skull piles, trash etc... not just blight.

GAMEPLAY

This was a pretty rapid one. I played the game with Normal difficulty and I started off with 4 footmen and Alleria. What a big shame when I saw that Alleria's skills were copy and pastes from default ones. Turalyon and Dathal sadly didn't escape from this cruel fate. Even the lousy footmen were very unoriginal. Come on, you've added new units for the horde and the scourge so why not doing so for the alliance? The more new things you add, the better your map becomes (that does not mean you have to import custom resources!). Back to the gameplay experience, I must admit it was not that entertaining. I just went around, found some other footmen, killed some orcs and undead and gained items (unluckily not custom ones) to reach Stormwind city for a very lame siege. That little party of orcs and undead attacking Stormwind cannot even be called "invasion" or "strike". I expected something harder and more thrilling than a bunch of enemy units attacking the city for a certain suicide.

OTHER ISSUES

Just as I opened your map in the World Editor, my eyes immediately fell on something. The two grunts that have been set to "Camp" (Acquisition Range 200). Why that? When I tested your map for the second time, I could sneak past them without even being attacked! Another issue, which I found pretty peculiar, were some cinematics. Whenever you pointed the camera towards the city, I was like "Hahaha how's that possible?". The guards were staring the trees while the invaders were staring the guards. Does it make sense? If your cinematic was to be realistic, the invaders would've remained hidden until they attacked. So here you got two solutions: whether hiding the invaders such that they cannot be seen by the guards or not targeting the invaders with the camera. Leaving it like this would be too unrealistic.

OVERALL RESULT

In conclusion, the map needs plenty of more work and effort if it is to be part of a series of successful maps. I will give it 2/5 and vote for rejection.
 
Level 20
Joined
Jan 14, 2014
Messages
559
Thanks for your review. I like to put a lot of flowers around the Altar to make like a holy and good place to stay. As I did in the Rock Archway, just for the player notice that is a kind and good village. And I tried to make a map more precisely as the map in WarCraft II, since they doesn't have too much things to make it lag. You can't see flowers, shrubs, cattails and other stuff in WC2 maps. As well you can notice that i've put Grassy Dirt in the map, to represent plantations in the villages. Ah, and the rocks inside Stormwind were added to give an impression of street roads. How does only grass (WC2) can make a city looks like a city? And I didn't simply added new units, as they're based in the techtree of WC2 Orcs Units (not including Marine Units):

Peon, Grunt, Axe Thrower - Berserker, Catapult, Ogre Warrior - Ogre Magi, Goblin Sapper, Goblin Zeppelin, Death Knight (Skeletons from Raise the Dead) and Dragon. I didin't saw any "special" unit for Orcish Horde

Techtree WC2 Human (not including Marine Units):

Peasant, Footman, Elven Archer - Ranger, Ballista, Knight - Paladin, Gnome Demolition Squad, Goblin Gyrocopter, Mage and Gryphon Rider.

And yet I don't know why my map is so bad? I've seen maps posted here that barely have a "Quest" description and were votted for Approval. I remember a map I've downloaded here sort of Hero Arena that the name of the creeps were copy and past of another game.

And yes Apipek It does look like the Map in WarCraft 2, that's why is simple and that's why I tried to make the more realistic I could. WC2 MAP:
235347-albums8173-picture98293.jpg
. MY MAP:
235347-albums8173-picture98269.jpg
. And, I don't know why it happened (about the Pathing). I'll try to get better on this one. Fix the thing I must. Luckly my fearing problem was with the Triggering. And since no one is talking of it...I'll try get a better terrain. And for the Heroes can't reach lvl 6...I didn't played the entire Beyond the Dark Portal, but I maybe continue making maps and If remember well, all heroes are united in the last mission. And they'll be lvl 6,7 or 8 at max. And so the "Ultimate" ability will be learnt.
 
Last edited:
Level 21
Joined
Nov 4, 2013
Messages
2,017
You should take great care when you copy other games because Warcraft is pretty much different and sometimes exceptions have to be done for the sake of an acceptable gameplay. The maps you mentioned must be from 2004 - 2013 when the Map Submission Rules were still not strictly applied and even "No description" maps were approved. Now, because of these maps, the quality standard has risen and we map reviewers have become more rigid when it comes to rules. Eventually, it's not a matter of "your map is good or bad" but "is your map good enough to satisfy the minimal quality standards for approval?"
 
Level 14
Joined
Mar 11, 2017
Messages
587
Considering it's a slightly modified remake of the wc2-btdp mission with the same name, I appreciate the faithful recreation of the terrain (the only true exception being the bridges). As the original lacked all sorts of decorations, I also think that the choice of not exceeding with the decoration of the terrain is totally consistent for a remake.

In light of this, and of a test of the map added to a reading of the reviewers' comments, I say I personally like the wc2 remake potential in this map, and the only thing I find a little "wrong" is adding wc3 abilities and mechanics
 
Level 20
Joined
Jan 14, 2014
Messages
559
Considering it's a slightly modified remake of the wc2-btdp mission with the same name, I appreciate the faithful recreation of the terrain (the only true exception being the bridges). As the original lacked all sorts of decorations, I also think that the choice of not exceeding with the decoration of the terrain is totally consistent for a remake.

In light of this, and of a test of the map added to a reading of the reviewers' comments, I say I personally like the wc2 remake potential in this map, and the only thing I find a little "wrong" is adding wc3 abilities and mechanics

Thanks for your review. But since this map was Rejected in the Old Hive I stopped working on it. But you got my idea in this map, a loyal rework from the WC2 Map.

Speaking of mechanics and abilities, the game evolves and it was hard for me to create a set of abilities to Alleria and Danath, since they're only "auto-attackers" special unit. Turalyon was different since he represents the Paladins.

But my true work was the cinematics and the conditions of the quests.

Anyway, perhaps with your review I feel motivated to work hard on this map, getting it better.

Thanks so much!
 
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