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Battle for Darkshore

Battle for Darkshore
Created by Stormvarsel29

Intro
This is a single-player scenario map made for the 2021 Maporino event.

Since I have released a few skins with a focus on the Forsaken, I figured I'd make a map that contains some of my own work as well as that of others in the community.

The map is to be played with reforged HD graphics only.

If you find any bugs or issues, or have some improvements I could implement, feel free to say so.

Enjoy!


Features
- Play as Sira Moonwarden and Delaryn Summermoon as they retake Darkshore for the Forsaken
- Build an army with an altered Undead race with a focus on using Blight
- Fight the Kaldorei night elves consisting of a few extra unique units
- Map-layout of Darkshore seen in Wow
- Use of WoW battlefront cinematic dialogue
- Heroes with versatile and fun abilities
- Unique items
- Battle for Darkshore music

Bf-D-Cover02-b.png
Story
"The Battle for Darkshore is the second warfront in Battle for Azeroth where the Forsaken and the night elves struggle for control of a staging area near the former night elven capital region of Teldrassil."

I have slightly altered the story, in the way that your attacking as the Forsaken force alone without the Horde.


Screenshots

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Credits
Vulfar - Night Elf Assassin Female and Derivatives

dehme - Forsaken Deathguard


Mythic - Hemorrhage

Ergius - CloudOfFog

MaxShadow - CloudOfFog

My used stuff
- Dark Warden
- Corrupted Archer
- Sinister Dark Ranger
- Dark Glaive
- Chaos Combust

Changelog

- Initial release


- Skippable cinematics
- Shadow Orb item for Maiev
- Hard and Normal difficulty added
- Small interactions with Myara Nightsong and Anarya Stormrunner
- New AI attack waves
- Skeleton collision made smaller
- Smoldering Vengeance ability leaks fixed (I think)
- Royal Laboratory tooltip change
- Minor landscape changes
- Wider bridges
- Ancient Guardian placements adjusted
- Moonfall ability tooltip correction
- Hero XP gain reduced
- Death Coil ability damage reduced and cooldown increased
- Condemn abilty no longer consumes debuffs
- All new content that you will have to discover yourself

Contents

Battle for Darkshore v1.1 (Map)

Reviews
deepstrasz
Seems like really nice campaign styled map. Reminiscent of the first mission with Maiev but this one has a melee twist. Good that you made custom abilities for the heroes. The techtree could be a bit more different than the original undead's. Approved.
Level 21
Joined
Dec 20, 2015
Messages
328
I hope more people find this as it is an excellent standalone map that feels like a tangential followup to something tomoraider would make. I do not say that lightly as I view Rise of the Blood Elves and Curse of the Forsaken as easily two of the best community campaigns that exist. I played this for my mapmaking event, Maporino!, and was considerably impressed. This fits closely to the WoW story in BfA with many things to explore and do. I ended up cutting my playthrough a bit short, but for a standalone map the amount of content is great. My only suggestion is to review the superpowered towers that have no accessible ground path and potentially add even a 4th goldmine on the bottom half of the map due the size and also potential attrition the player can suffer. I'm keen on following any maps Stormvarsel may make in the future; give this one a shot if you see this review.
 
Level 15
Joined
Feb 2, 2009
Messages
154
This was pretty awesome to play through, the environment was fun to navigate and I loved the entire narrative of conquering dark shore. But I find it rare to also control heroes with such Interactive abilities! Upon every level up I had to really think on what ability I would want to increase, every single one was viable. But the abilities' strength came from their synergy, each hero was masterfully crafted for a level of engagement and function. My fondness of this synergy was extended to the sub-heroes (or whatever you might call them) that the player may obtain through their playthrough, each one served a useful purpose that was helpful at the time in which I discovered them.

The only issue I really had during this was that the hotkey for learning Sira's passive ability Moonfall was not mapped to W given the QWER control scheme. This was the only issue that I had across my entire playthrough and it only stood out because of how interested I was in the Heroes.

Overall a wonderful experience and I would play an entire campaign of this were it available, amazing work!

Edit: Clarification on the hotkey issue
 
Last edited:
Level 2
Joined
Apr 16, 2021
Messages
7
Wow, well i'm very glad you did make an account to tell me so! And thanks a lot! :grin:

But yeah, a lot of the reforged campaign content is still in the works, and it's something that inpatient me is longing for as well...
Can you make a more difficult version of this? More of those super ancient protectors, night elf captains, and maybe make Maiev carry the necklace of Spell immunity (as well as her classic item Shadow Orb +10)? It was pretty easy on a second playthrough to just spam death coils from the necromancer guy.
 
This was pretty awesome to play through, the environment was fun to navigate and I loved the entire narrative of conquering dark shore. But I find it rare to also control heroes with such Interactive abilities! Upon every level up I had to really think on what ability I would want to increase, every single one was viable. But the abilities' strength came from their synergy, each hero was masterfully crafted for a level of engagement and function. My fondness of this synergy was extended to the sub-heroes (or whatever you might call them) that the player may obtain through their playthrough, each one served a useful purpose that was helpful at the time in which I discovered them.

The only issue I really had during this was that the Heroes' abilities were mapped to a QWER scheme and the hotkey mapped for learning Sira's passive ability Moonfall was not mapped to W. This was the only issue that I had across my entire playthrough and it only stood out because of how interested I was in the Heroes.

Overall a wonderful experience and I would play an entire campaign of this were it available, amazing work!
Thanks a lot of this great feedback! I'm very happy you had a good time playing. And I did spend a lot of time making sure all the abilities are fun and interesting, so I'm glad I was successful in that end. Now, the QWER hotkeys for the heroes abilities are used because me and many other people feel comfortable with set-up a setup like that.

Can you make a more difficult version of this? More of those super ancient protectors, night elf captains, and maybe make Maiev carry the necklace of Spell immunity (as well as her classic item Shadow Orb +10)? It was pretty easy on a second playthrough to just spam death coils from the necromancer guy.
Those are some good ideas. I will definitely consider a hard mode option moving forward.
 
Thanks a lot! To be fair though, the reforged assets are not all mine, but I'm glad you like them nevertheless. I don't have any in experience in making actual new models for reforged, yet. For now I only do skins/recolours and icons.

But yes, I'm definitely having ongoing thoughts of reimagining old Curse of the Forsaken assets for reforged, and I'm sure I'm not the only creator who does so.
 
Level 3
Joined
Dec 3, 2017
Messages
16
I absolutely love the theme of the map that I hoped to see in-game someday.

Although I was hoping to see a lot more of the night elf side, but this one fits just as perfectly. I am just starting to test the card, but already I notice a detail.

The day / night system is still in place, while Darkshore is normally plunged into an eternal night.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Seems like really nice campaign styled map. Reminiscent of the first mission with Maiev but this one has a melee twist.
Good that you made custom abilities for the heroes. The techtree could be a bit more different than the original undead's.

Approved.
 
Level 1
Joined
Dec 31, 2018
Messages
2
I tried it yesterday. It is a nice map. But I cannot build the Royal Laboratory after destroying the base (I only had the two heroes and a summoned skeleton warrior left after the attack) and create new units (it hinted that I can build one, but I cannot find the units or items to build it), then the night elves come and crush what left of my force. Is it a bug or am I missing something obvious?
 
Level 2
Joined
Apr 3, 2022
Messages
5
The campaign name changed to "Another Warcraft III Campaign" and when I open it, it's empty, if I go back it's CTD.
Any solution ?
 
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