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Battle of Darrowshire: Remastered

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BATTLE OF DARROWSHIRE

"And your spirits once again may be at rest in Darrowshire…"

OVERVIEW

"A survival defense map sharpened for the effective management of limited resources and control of various units.
Thanks to Blizzard Entertainment for their mini-campaign for Zeratul in Starcraft 2: Wings of Liberty, where we must hold back the onslaught of the dark forces as long as possible, realizing that we have already lost this battle anyway."

STORY

"When the Scourging of Lordaeron began and the undead armies of the Lich King proceeded to sweep across the Kingdom of Lordaeron, the village of Darrowshire became cut off from the remainder of the forces of the Alliance of Lordaeron. As it became further threatened by the arrival of Scourge forces, a unified defense force was established to protect the settlement and its inhabitants. This force was a combination of Lordaeron troops, paladins of the Silver Hand, and a thrown-together group of militia led by Captain Joseph Redpath.

Although Darrowshire's defenders were successful in repelling major undead attacks, and even slaying one of their leaders in the form of the ghoul lord Horgus, the tables turned on them when, during the battle, Captain Redpath's spirit was torn loose from his body by the death knight Marduk the Black. Having had his spirit twisted and corrupted by the death knight's black magics, Redpath spread his taint to the other humans. The defenders, now under the sway of the Scourge, turned on Darrowshire and promptly slaughtered all of its residents.

In the wake of the battle, the remaining Scourge forces and the corrupted defenders left the ruined village behind and pressed on to continue to ravage the once-mighty kingdom, adding to the Scourge's assault on the living…"


FEATURES

EXPANDING THIRD WAR
That map is beginning of the project, that tells you about Human desperate battles against Scourge.
Relive memories of Darrowshire and feel the sorrow of this tragedy…


SHAPE YOUR GAME
Every game you'll see different undead enemies from the pool.
In every game, you can choose suitable difficulty.
And every game you can choose a bonus too!


DESPERATE FIGHT
The Scourge war machine is on the march - you can try to hold it, but how much?

ENSCRIPT EVERY MAN
You need to count your forces to make the best army.
You need to manage your heroes because with every death in your army - a new soldier in Scourge's.
You need to manage your resources because no one can help you.


BE BEST
Map will account for your "score" at the end, so you can see how much Darrowshire lived under Your command.


MEDIA

MODEL CREDITS
ICON CREDITS
MISCELLANEOUS CREDITS
KNOWN ISSUES
  • Blizzard Entertainment;
  • HeroGlow by assasin_lord;
  • Blizzard Entertainment;
  • First and score cinematic lagging, while the player turned Reforged graphics on;
  • Militia units can use strange animation on classic graphics;
  • Sometimes player could have a dying invisible unit, that costs food and prevents score accounting.

WALKTHROUGH



CHANGELOG
  • Map was released;
CHANGES
  • Added minor SFX when player picks difficulty or bonus;
  • Changed starting resources: now the player starts with 1485 gold and 800 lumber, not with 2000 gold and lumber;
  • Added a buildable barricade for peasants and engineers - construct it to block paths and force the enemy to destroy them. Note that peasants can be hired in Town Hall and Supportive Blindage;
  • Increased overall speed of ending cinematic, so the game would finish faster;
BUG FIXES
  • Fixed a "Plunder Supplies" bonus - now the player shouldn't receive a negative food limit and properly increasing it up to 80. Also a bonus was modified - player received additional 500 gold and 300 lumber;
  • Fixed a bug with enemy heroes - now they shouldn't attack something far from the main front and focus on nearest their enemies;
  • Fixed some minor translation bugs.
  • Skipped!
  • Skipped!

NEW CONTENT

  • Added a new hero - Davil Lightfire, a Silver Hand paladin from Darrowshire. He bravely fought against Scourge, but Horgus the Ravager killed him in cruelty. Use his skills to smash Scourge heads and heal your allies;
  • Added 5+ events, that will diversify your game. Help refugees, fight against evil spirits, or try to resist a dark voice inside of your head;
  • Added new enemies, such as Abomination or new enemy Hero - necromancer Vectus;
  • Added new difficulty - Brutal. Only for those who think that Hard is easy for them;
  • Added new trainable unit - Priest. Supplying unit, he can help you in that hopeless battle. Also, upgrades in the Armory included. And personal selective bonus for them, too;
  • Added an option to skip bonus choosing, leaving you without them. If you want;
  • Changed some hero spells for the player & Scourge heroes. For example, Redpath can promote any low-tier melee unit to the next tier by using his new spell "Promotion". Ready for action!

BALANCE

  • Reduced timer, that used to unlock Zombie UT spawn, but increased Ghoul instead;
  • Now picked difficulty changes a respawn timers for enemy Scourge & Corrupted Alliance heroes;
  • Now all enemy units shouldn't give you any bounty;
  • Your villager units now can hide in Town Hall;
  • Changed the position of upper-left Supplying Blindage to more south;
  • Increased spawn timers for Zombie, Skeleton, Ghoul, and Elites UT on all difficulties;
  • Reduced enemy spawn limit, so all enemies would be less encountered;
  • 2 spells of Magician have been replaced with new ones: "Heal" -> "Slowing Reflexes"; "Dispel" -> "Conjure Magical Gem";
  • Now Skeleton Knights will receive new undead-themed auras when entering a map;
  • Now all magic & hero units of Scourge will cast "Gift of the Decay" after their death, creating a blight circle around and spawning some corpses;
  • Now spell "Call of the Dead" raises appropriate unit from corpses;

MISCELLANEOUS

  • Added a new GFX near Darrowshire Barn, used only in 1 event;
  • Added some trees near the upper-left Tent camp;
  • Deleted some barricades near the middle Tent camp;
  • Moved barricades near right-bottom tower;
  • Minor spells text corrections.

BALANCE & FIXES

  • Fixed some minor translation problems in items & spells;
  • Now choosing difficulty changes a Scourge Army Update timer, so higher difficulty - faster powerup;
  • Also, some Scourge enemies unlock new abilities after 5, or 10 minutes of survival;
  • Now skeleton enemy "Reincarnated Soldier" creates a special ghost enemy after his death;
  • Now "Scourge Champions" became more powerful, receiving their proper abilities & stats;
  • Now Scourgestone rarely summons large skeletons and receives new models & animations;
  • Now Capitan from "Corrupted Alliance Squad" could drop some new items for heroes;
  • All units from "Corrupted Alliance Squad" received their proper abilities;
  • Minor fixes in the game overall.

NEW CONTENT

  • Added a Scourge Almanac - notes about all encountered Scourge enemies in that map session. You can read brief features about any spawnable undead unit or hero! Doesn't include event enemies. Your corrupted heroes also have their entities;
  • Scourge received brand new 2 enemy types - Ghosts and Cultists. Ghosts can pass through any unit in game and can be pass through. Cultist can sacrifice nearby undead units to buff other undead allies, increasing their attack speed;
  • Add 1 new event - "Nature Blessings": sometimes trees could transform into 1 of 3 different plagued treants, helping Scourge to pass through your defenses. Even nature on the enemy side, can you survive?;
  • Re-mastered hero spells: Captain Redpath now could use "Call to Arms", spawning an empowered militia near the target building, Davil Crokford could burn enemy undead into ashes, spawning holy fire. Bonus Heroes received smaller, cosmetical changes. But not only you received updates! Maniacal Horgus, Graveseeker Marduk, or Freezing Vectus? Light, help us;

MISCELLANEOUS

  • Add support for the "Combined Camera Slider" system, removing the previous "-zoom" text command;
  • Now players channel spell use the "Castbar System". It doesn't affect most of Scourge casters;
  • Added a HeroGlow to all heroes & units, that needed it;
  • Now player can see where the killed undead hero will respawn for a fight and which level of it;
  • Now player receives a message of selected difficulty when he selects it;
  • Now player receive warning when Scourge unlocks new abilities for their units;
  • Tweaked multi-board: added new lines about ghost and cultist enemy types, added a "Total Kill" count to multi-board;
  • Now neutral animals have the "Locust" ability effect;
  • All Darrowshire villagers moved closer to Darrowshire town center, allowing players to send them into Town Hall faster;
  • Small changes in decorations - added some trees, deleted most of the barrels & barricades;
  • Little translation fixes;
  • Now spawning undead receives proper spawn effect;
  • Changed "Priest" unit name to "High Elf Priest";
  • Changed "Paladin" bonus unit name to "Silverhand Paladin";
  • Fixed zombie names - no more "Cadavre", only "Cadaver";
  • Changed voices of next units: Militia, Warrior, Footman, Silverhand Paladin;
  • Changed next bonus nameplates: "Imbued Masonry" - "Bet on Masonry", "Bet of Riflemans" - "Bet on Riflemans";

BALANCE

  • All in-game heroes now have only 3 abilities;
  • Now all events have their "random priority" - some of them will encountered frequently than others;
  • Reduced amount of starting resources - Darrowshire storage now holds 1355 gold and 200 lumber;
  • Reduced player unit costs by 30-50% percent for each hireable unit type;
  • Deleted Scourge attack & armor upgrades from all units and increased timers of unlocking their new caster spells;
  • Deleted player attack & armor upgrades from all units;
  • Tweaked armor type of most units: Skeletons received "Small" armor type, Zombies, Ghosts & Cultists received "Unarmored" armor type, and Ghouls received "Medium" armor type. Most of the event units remain unchanged;
  • Replaced barrels and barricade decorations with buildable "Barricade", that have spikes. "Supportive Blindage" also received spikes;
  • All player buildings (except barricade) have a "Magical Eye" ability, allowing them to see invisible enemies;
  • Now invisible shadows from the "Shadow Apparations" event die after the event ends;
  • Now shadows spawn zone in the "Shadow Apparations" event moved from Darrowshire;
  • Now zombie-like "Possessed Body" enemy dies after the "Dark Whisper" event ends;
  • Now rats from the "Infested Barn" event die after the event ends. That doesn't affect suspicious crates;
  • Now Scourgestone lesser skeleton spawn rate is tweaking with each summoned lesser skeleton unit;
  • Now all Scourgestones shouldn't spawn near Darrowshire, instead spawning behind the defense line;
  • Deleted "Brutal" difficulty and re-done handicap effects for other 3 difficulties;
  • Silverhand Paladins received the "Burn Corpse" spell as 4 spells;
  • Now all event enemy units are counted as "Summoned";
  • Reduced timers of "historical events": "Horgus Arrives", "Redpath Falling", "Vectus Calling";
  • Now Scourge forces should properly attack Darrowshire without their units returning to spawn positions;

FIXES

  • Fixed an issue, when the "Dark Whisper" event could convert your buildings, villagers, and paladins;
  • Fixed issue with pathing near town hall;
  • Fixed issue with unpathable critters;
  • Fixed issue with events after defeat - now they shouldn't fire when the player accounts for his score;
  • Fixed issue with hero respawns after defeat - now the player shouldn't see respawn timers when his score is accounting.

NEW CONTENT

  • New feature - "Re-Run": when a player suffers defeat from Scourge forces, the game will offer him a restart, but with some bonuses for him like increased unit's attack/armor or increased food limit up to 170. In the "Re-Run" game everything will return to the pre-battle state, but your main & bonus heroes will save their level from the last battle. Also, all of your units receive attack and armor upgrades each "re-run";
  • To determine how many you've re-runed, you can look into multi-board and see the new label "Map Re-Runs". Also each "Re-Run" will show the current map leap;
  • You can pick the difficulty and bonus you want to use in this map leap;
  • Scourge unit types will be randomized each map re-run.
BALANCE
  • Increased starting resources to 1500 gold / 500 lumber;
  • Increased starting food limit from 65 to 70, but now all buildings except Barricade consume 1 food;
  • Add 1 tent in the northeast camp, increasing the overall available unit hire amount;
  • Added upgrades to all Darrowshire units, including heroes & buildings, which increases by "re-run" feature;
  • Due to the addition of the "re-run" feature, the bonus "Empty the Supplies" was deleted;
  • All upgrades in Armory now require strictly 15 seconds to learn, instead of 35/45 or whatever seconds;
  • Decreased costs to "Improved Masonry" upgrade in Town Hall to 120/120 - 140/170 - 160/220 gold/lumber required each level;
  • Crates became invulnerable, but their item drops now spawn near the northwest tower;
  • All consumable/charged items now stack;
  • Rewards from events were remade - now the player doesn't receive random items, but instead receives additional gold/lumber resources and/or special militia unit;
  • "Fleeing Peasants" Event: now saved militias don't use food;
  • Changed attack type of "Magicians" to "Hero" and increased their attack value in cost of reduced attack speed;
  • Increased attack range of "Magicians", but decreased attack range of "High Elf Priests";
  • Scourge Heroes & Elite units now spawn blight circles with less radius than before;
  • Maked Horgus the Ravager fill 50% weaker than before;
  • Maked Marduk Blackpool fill 20% weaker than before;
  • Maked Vectus fill 25% stronger than before;
  • Corrupted Darrowshire Heroes now have 20% less HP than before;
  • Marduk "Deathcoil Volley" now can hit buildings;
  • Evil Redpath "Death & Decay" now spawns an invulnerable evil eye, that quickly attacks nearby units for Redpath spell cast time;
  • Now all Cultists, including Grim Caster & Necromancer-Adept, now marked as "Cultist", not undead;
  • Reduced experience rate for Darrowshire players by 50% due to implementing the "Re-Run" feature;

BUG FIXES

  • Now starting cinematic could be properly skipped;
  • Decreased score accounting cinematic time by 20-25%;
  • Removed blight across the map when Scourge is advancing due to some errors;
  • Fixed minor text issues, that I found across map texts;
  • Fixed an issue when Scourge stacked near destroyed Town Hall, even when some of the player units remained alive;
  • Fixed an issue when Splintered Skeleton didn't spawn with his twin brother;
  • Fixed an issue when Reanimated Soldier doesn't spawn Frenzied Ghost on his death;
  • Fixed an intentioned feature when Redpath could recruit Emergency Militia from Suspicious Crates or Summoning Stone.
BUG FIXES
  • Fixed minor issues across the whole map;
  • Fixed an issue, which occurred with the food limit;
  • Fixed an issue, which occurred with the remaining yet unfunctional scourge summoning stone after map re-run;
  • Now suspicious crates should be deleted after the map re-run.

SMALL CHANGES

  • Final content update for this map, from now support of "Battle of Darrowshire" comes into passive mode;
  • Added 1 new event - "Necrolite Ritual", which spawns additional zombie-type enemies across Darrowshire outskirts and local graveyards, beware!
  • Added 1 new bonus - "Bet on Resources", which restricts your hero maximum levels, however, gives dozen of resources and additional food;
  • Slightly re-worked next hero abilities:
    • "Call to Arms" Redpath (Q) - Now summons a militia near the caster, not from the target building;
    • "Emergency Promotion" Redpath (W) - Now AOE, instantly affects all player units by the next rule: if the unit is melee, it will be upgraded to a higher tier, if not - healed by a small amount;
  • Removed "Combined Camera Slider" System;

BUG FIXES

  • Minor fixes across the whole map;
  • Fixing some difficult texts - now they will be easier to understand.
This update is metaphorically called "Remastered", as I tried to explain the map sequel - "Darrowshire: Dawn of Infinite".

NEW FEATURES

  • Added new flavor lore to ensure "connection" towards upcoming map sequel - "Darrowshire: Dawn of Infinite";
  • Updated Scourge Evil Heroes:
    • Now Vectus can raise invulnerable undead from nearby corpses, like "Animate Dead" ultimate;
    • Now Kelen can heal nearby allies and instantly restore their HP & Mana;
    • Now Modi can use Avatar to temporarily improve himself;
  • Minor balance tweaks across all player units;
  • Tweaked Captain Redpath player hero spells:
    • Now "Emergency Promotion" affects your peasant units and "Call to Arms" summoned militia;
    • Tweaked some hero SFX;
  • Tweaked Davil Crokford hero spells: changed some SFX;

BUG FIXES

  • Fixed a lot of typos across all map texts, removed badly machine-translated texts whenever I found them bad;
  • Fixed starting cinematic - now you can skip it properly and during skip, the screen fades out immediately;
  • Fixed Darrowshire Armory upgrades layout - now they have the same hotkeys (Q, A) and are properly laid under each other;
  • Fixed typos in player "Darrowshire Multiboard";
  • Now the difficulty in players "Darrowshire Multiboard" have different text colors, matching selected difficulty;
  • Minor fixes across event triggers.

PUBLICATION CHANGES

  • Changed map name from "Battle of Darrowshire v1.10" to "Battle of Darrowshire: Remastered"
  • Minor text corrections across map description and map update description texts.

I'd appreciate any bug reports, suggestions, and tips!
Contents

Battle of Darrowshire: Remastered (Map)

Reviews
deepstrasz
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities. Redpath has two spells called Hero Strike. Marduk Blackpool's multiboard image is a green square. Units don't start with...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Why do units have the build menu if it's not used for anything? Also, the peasant's hotkey to turn Militia is B like for the build menu command.
Good Latin.
So, you don't get any more gold after the battle starts? How do you train more or upgrade?
Enemy encounters are repetitive and your unit types are limited to what you choose in the beginning.
Units and heroes are pretty much Warcraft III material.
No items? Mana regeneration?
Marduk appeared and remained at the northern map edge instead of coming to attack like the other enemies. You have to go to him to kill him. Same with Horgus.

I think the map could use more custom stuff. Feels too old school.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 22
Joined
Jun 11, 2017
Messages
625
Why do units have the build menu if it's not used for anything? Also, the peasant's hotkey to turn Militia is B like for the build menu command.
Good Latin.
So, you don't get any more gold after the battle starts? How do you train more or upgrade?
Enemy encounters are repetitive and your unit types are limited to what you choose in the beginning.
Units and heroes are pretty much Warcraft III material.
No items? Mana regeneration?
Marduk appeared and remained at the northern map edge instead of coming to attack like the other enemies. You have to go to him to kill him. Same with Horgus.

I think the map could use more custom stuff. Feels too old school.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
  • About build menu - it's a common bug when you use a "Gargoyle" or "Sphinx" spell with building unit. I'll try to correct it!
  • Thanks!
  • Idea of map was inspired by Zeratul last mission in WOTL SC2. You're an small villiage with limited resources and all of your active males are defending their families from undead. How you can recieve new resources? Only find out crates with some gold & lumber;
  • Currently enemy types are limited (only 5 types for common and 2-3 for elites), but in next updates they will diversify with events;
  • I tried to use only classic material without any imports;
  • I typed upper why - lore wisely, but in next update hero spell costs will be reduced;
  • It's a bug - fix it;
  • In that map I dont want use any custom models, textures that could be "appropriate". Currently I use only some WoW icons and Heroglow model as custom resources.
Anyway, thank you for your review!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities.
Redpath has two spells called Hero Strike.
Marduk Blackpool's multiboard image is a green square.
Units don't start with full mana.
Um, your units turn to zombies? Can you dodge that? Losing Paladins that way isn't fun.

Nice update.

Approved.
 
Level 22
Joined
Jun 11, 2017
Messages
625
I think the Paladin units could be a bit more differentiated from the Paladin hero since they pretty much have the same abilities.
Redpath has two spells called Hero Strike.
Marduk Blackpool's multiboard image is a green square.
Units don't start with full mana.
Um, your units turn to zombies? Can you dodge that? Losing Paladins that way isn't fun.

Nice update.

Approved.
Thank you for your review!
  • I agree with you - they were unique in previous versions, because player has only 1 main hero in game. Right now they have same abilities as Davil Lightfire, and I think that I'll change it in next version;
  • Strange - I'll fix it;
  • Some strange with him occurs: sometimes his icon properly displays in both REF & Classic graphics, sometimes not;
  • Balance issue - I'll check it;
  • When "Dark Voice" event occurs, some of your units will lose will and transmorphs into mindless creatures, so it's pure RNG. But yeah - paladins and other elite units should have resisit those whispers.
 
Level 22
Joined
Jun 11, 2017
Messages
625
It seems that v1.07 will have some new content, like:
  • 2 new undead enemy types with 5 different variants in each. Also variety of other undead types were increased by 20-25%;
  • Scourge Hero Spell changes - Maniac Xorgus, feasting upon his victims or damned Redpath, controlling his will-binded zombies;
  • When Scourge Hero dies, his respawn point will be strictly selected & from now player could see where hero will respawn;
  • Also some changes to Darrowshire Hero Spells - Davil now AOE-ladin, Redpath will became "Unit Commander" & changes to bonus heroes;
That's all that I want to share about new content in v1.07!
More you can see it by playing it when version will be released.

Stay tuned, good luck.


The Nightmare Book
17.10.2021
 
Level 22
Joined
Jun 11, 2017
Messages
625
Update:
Fixed typos in main resource text, added new walkthrough (by myself, why not), and fixed anchors.


PS:
Map will indeed have a future, as I decided to develop its enhanced version for the upcoming (?) Maporino 2024. Here's teaser I can share with you.
_8df38228-1d30-4497-a007-e685a42f45ad-transformed.jpeg

yes its an AI-generated loading screen, because why not?
 
Level 22
Joined
Jun 11, 2017
Messages
625
2000+ downloads!
I didn't know that this map would have such attention, but thank you for that! In case of that, "Battle of Darrowshire" will be officially continued in new project called - "Darrowshire: Dawn of Infinite".
More stories about that I'll uncover this month, so stay tuned!

1704133744384.png
 
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