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Beyond the Dark Portal (1p/2p)


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General Information
General Information
This project was originally envisioned as a long cinematic series based around the novel "Beyond the Dark Portal" by Aaron Rosenberg and Christie Golden.
It was later revised to be a single campaign, as I felt no one would be willing to watch a 5 hour + cinematic series.
Finally, it was changed into the format of a 2 player coop campaign with all the maps connected by a save/load code system.
This was done because I felt it was sad that the map development forum on hive overemphasized single player campaigns to the detriment of multiplayer maps---
In my opinion, what made warcraft 3 great was being able to play with your friends, so hopefully this series will give you a chance to play a custom campaign with a buddy.
I understand it is difficult to find someone to play with and would be easier to play it solo, but please make an effort to find a partner to play this with.
I think players will enjoy this series far more if they can share the experience with another person.

Finally, I strongly recommend you read the information sections below to enhance your understanding of the game-play and to avoid people asking the same questions repeatedly.

(Old)Map Development Thread:
[Campaign] - Warcraft II Beyond the Dark Portal (1p/2p)


Mission Guide


This section will provide players with guide on beating missions on insane difficulty, as well as general information useful to all players for each mission Keep in mind that the general rule for casual players is RTS maps should be played on normal difficulty, while RPG maps can be beaten on insane difficulty.


Map03- RTS
This mission is special because it is of the difficulty I originally envisaged for the campaign, but this was wrong since it becomes too hard to beat for players who are not top-notch RTS players. If you are a casual player, you might want to consider easy mode, even though you can destroy bases before they even activate when playing easy mode.
Tips for insane: The mission relies on the interaction of the three optional quests. You must get the Thunderlords on your side first, since that only requires heroes with invisibility potions to run past enemy bases and kill a weak unit. Note, you can avoid fighting even the guards by buying double potions, which will shorten the quest time significantly.
After you have grey on your side, blue will focus him, so you have less pressure on your base. You should then rush the goblin quest. After that, you can decide whether to kill blue for an expansion, or finish the Arakkoa quest before green activates. The choice is yours, just make sure to not lose units against the Draenei or against the boars.

Map04-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Danath's passive, since it will make a huge difference in mission 11. Be careful when you are in the cave, and do not activate the destroyer until you know how to defeat him (he cannot be killed with physical or magical damage.

Map06-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Dentarg's mana drain and heal spell. Keep Teron away from range units due to his low HP.

Map08-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Katrana's lifesteal aura in order to defeat orange. Keep 1 level of windwalk incase you she gets focused Remember it is ok to sometimes fail main quests....

Map010-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Liquid elemental is one of the most powerful spells when used correctly, so learn it. Make sure to take the expansion guarded by the bandits ASAP.

Map011-RTS/RPG
Recommended Difficulty for Casual- Normal
Insane mode tips: You must make sure green does not get out of control, or he will wipe you and grey out through mass numbers. You need to sacrifice one of the food providers eventually so that grey can help in the defence. You must buy orb of fire for Danath.

Map012-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Use your spells in coordination to achieve victory.

Map013-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: Difficulty makes no difference in this mission, as this tests your intelligence.

Map014-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: You must choose to manually control light blue. Make sure to hunt creeps aggressively or pink/lb will run out of gold and your allies will fail fast.

Map015-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Grom's Agile, when combined with Map03's lifesteal item + Map15's critical strike item makes him the most powerful hero physically in this campaign, though Danath comes very close. Aim the human heroes or your base will be lost against the massive spell power of Turalyon/Khadgar/Danath/Kurdran. This is the first mission that requires you to complete a puzzle in order to even play the mission.







Basics


Though the game is designed to be a 2 player coop series, it is designed to support single player, but you must make sure to play as the "core" team if playing single player. For the Old Horde, that is red, and for the Reforged Alliance, that is blue.

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In addition to the game tying all written commands to the core player, it is also the only player that can gain resources, as well as the only player that can skip cinematics.

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For playable missions, the core player has 5 seconds before the start of each cinematic to skip. For pure cinematic missions, the core player can skip the mission at any time (like the regular blizzard campaign).

The second player is designed to be a hero only faction. It is only given one hero, and in RTS missions it is given an invulnerable altar that revives the hero for free (though the revival time is doubled as compensation).


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Hero Set List:
Core- Dentarg, Hero faction- Teron
Core- Turalyon, Hero faction- Khadgar
Core- Rexxar, Hero faction- Grom
Core- Tagar, Hero faction- Fenris
Core- Kurdran, Hero faction- Danath
Core- Katrana, Hero faction- Deathwing
Core- Krasus, Hero faction- Antonidas



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You will note that the hero faction controls the far stronger hero, and can carry the team late game with just that hero alone. For this reason, if you are playing with a friend, it is advised that the person who cannot play RTS well be given the hero faction. However, the hero faction for most of the hero sets are considerably more fun to play, so if possible, try to allow both players to have a chance playing the hero faction for different hero set groups.


I also want to emphasise that players who do not use "vision cheats" will not be at a disadvantage when compared with people who do use "vision cheats". There is no anti cheating system in place, but I have designed the maps so that all the secrets are placed right in front of you--- it is up to you to figure how to use them. You will not miss anything by not revealing the whole map with vision cheats, and there are no secrets hidden in hard to access areas. Many of the heroes you will get have teleportation-type abilities that will allow you sometimes to go to places not designed to be traveled to--- I want to stress that doing this will only increase the chance of a problem occurring by you gaining access to a zone that you should not have gained access to yet. Just to repeat: There are no secrets to find by abusing blink-type abilities to gain access to hard-to-reach areas. Everything is placed right in front of you--- just make sure to explore the map thoroughly and you will be fine. In particular, pay attention to circles of power.



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Warcraft 3 Version


This map series is being made on 1.28, though it works on 1.29+ since I need to test it online. If you are using a version below 1.28, I cannot promise it will work. To repeat what I have said in the first comment in the comment section for this map: The reason I am uploading this now is because I need to know if this works for patch 1.27 and below. The only reason I am still making this on 1.28 is because I do not want to exclude players who do not have 1.29 (which causes incompatibility so people without 1.29 cannot play campaigns on 1.29 from what I understand).

I specifically need feedback from players below 1.28 on any potential crashes that occur when playing with 2 players (there are no crashes on 1.28 +). I cannot test it myself on 1.27 and below since I do not trust the "Patch switcher", and because I have no friends to play it with me on patches below 1.28. So please, if you are playing on 1.27 and below, play with a friend and let me know if any crashes occur. I am willing to spend time fixing any potential errors so players on 1.27 and below can play this map series, but I need to know sooner rather than later, because as more time passes, I become more reluctant to make any changes to the maps because they are all separate and it will take a lot of effort to make changes to each individual map.


If you are playing on a version below 1.28, keep in mind these two things:
A)You must have a "CustomMapData" folder in your warcraft 3 file. I think 1.27 (b) creates it automatically, but the previous versions do not. You will need to manually create it if you do not have one.
B)If you are playing with 2 players, you need to make sure the patch has the extended map size limit for multiplayer. The old limit (8 MB) for multiplayer will not allow you to play these maps since they are all bigger than 8 MB, so either play on 1.27 (b) (I think they introduced the extended multiplayer on that patch) or find a way to extend the maximum file limit for multiplayer.



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Note that if you are using a version older than 1.28, the "CustomMapData" will obviously not be in your "my documents" folder, it will be in your normal warcraft 3 file.
Difficulty



For the RTS missions, insane mode is designed to be really tough, so I strongly caution against playing them on insane difficulty unless you are playing it with a friend + you feel very comfortable with base-building missions. The RPG style missions are far more relaxed, and can be beaten on insane difficulty with less effort. All the artifacts can only be acquired by beating the optional bosses on each map on insane difficulty.Artifacts can now be acquired on any difficulty.



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The artifacts will not significantly affect your game-play, but if you wish to beat future missions on insane + beat the final boss on insane, it is expected that you have collected all the artifact items during the previous missions.


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Additionally, beating the optional bosses/main bosses on insane will give you a "letter" that forms part of a code that will allow you to access the final 2 missions of the campaign series, so make sure to write down the "letter" you receive from each mission when playing on insane difficulty.


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As I mention below in the "save/load system" section, you can use the load system to first beat a mission on easy/normal difficulty, then reload into insane so you can beat it easier.



Save/Load System


At the end of the mission, both players will receive a code that will be automatically saved into their "CustomMapData" folder in their warcraft 3 file.


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You can then copy paste that code into the next mission with that hero set to load your hero's items and abilities.



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The code is not associated with player names, so you can change which heroes you play any time.

It is also worth mentioning that the file that is created in your "CustomMapData" folder is the exact name of the mission you save. This means that it will overwrite any previous save file in your folder with the same name. This means that if you replay a mission, be aware that if you win and allow the game to save, any previous save files associated with that same mission will be deleted.

The save/load system also allows players who are unable to beat the mission on insane to gain the maximum level for the mission, and then reload with their saves on insane difficulty.


With regard to the heroes themselves, each mission will have a level cap for the heroes you are playing. Most hero sets have an average of 3 playable missions each, so most missions will allow cap you after 5-4 hero levels (the maximum hero level for all heroes is 14, with the exception of bonus level missions (deathwing/katrana, antonidas/krasus).

So for example, in the first playable mission (Grom/Rexxar), the level cap is level 5. Once your hero reach this level, you will be unable to gain experience. If you choose to reload your heroes into the same mission (for example if you can only beat a mission on easy mode but you want to beat it on insane difficulty for the artifact items), your heroes will gain experience for the first level, but upon leveling up they will be automatically sent back to the level cap and have experience turned off. So if you were to load level 5 grom/rexxar back into the first mission, you will be able to gain experience up to level six, but as soon as you reach level six you will be sent back to level 5 and have experience turned off.

It is important to note that this is not an attempt to control players---this is just to make sure players do not ruin the fun of the game by accidentally reaching level 14 on the first mission due to trying to reload on insane difficulty for the artifact items.

Once you reach the final mission for a hero set and attain level 14 (maximum level), you can of course reload into any previous mission without worrying about being sent back to the level cap for that mission, since the trigger is based on being able to level up.

Also worth mentioning is the fact that only artifacts + shop items can be saved. All other items will be automatically deleted during the save process, so as to prevent bugs from occurring if you load a save item back into a map when you should not have that item. From this, you can understand that all items acquired in individual maps that are not artifacts/shop items have a purpose in that specific map, so if you find you still have quest items in your inventory when saving, perhaps you should go back and explore the map and find the purpose of those items.




Visual Errors



Since I have been making these maps on 1.28, it is important to know that there will be some visual errors if you play it on 1.29+. It does not affect the game-play, but you will notice it, so I will list the issues you might encounter below so you do not report them as "bugs". These issues will not be changed as long as I am making the maps on 1.28. The first pictures show what 1.28 looks like (and in theory everything below 1.28) while the second pictures show what it looks like on 1.29+.

Stacked Floating Text
Any stacked floating text I made on 1.28 will appear as overlapping on 1.29+. This is most obvious during the introduction missions for the horde/alliance, and I am trying to reduce the amount I use in future missions due to this issue.



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Extended Camera Revealing Unwanted Sights
The extended camera also reveals areas that I did not predict would be seen on the 1.28 camera. It might make some things look silly, but has no effect on anything else.



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Appearing/Disappearing Doodads
Because some of the doodad I use have the wrong base, when making the maps on 1.28 I designed the cinematic scenes so it would not accidentally show the outside parts of such doodads and then move over them. But on 1.29, the camera extension does exactly this, so there will be many instances of doodads appearing/disappearing randomly.



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Playable Characters

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Teron Gorefiend: The central hero for the horde campaign along with Dentarg. An extremely cunning warlock who chose the path of the shadow, Teron was once one of Gul'dan's most promising pupils until his death at the hand's of Orgrim Doomhammer. Resurrected as a death-knight to counter the humans' mages during the second war, he chose to remain loyal to the horde despite Gul'dan's betrayal. Only Ner'zhul himself can rival Teron in power.

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Dentarg: The mortal compass of the horde and the loyal apprentice of Ner'zhul. While many of the horde mock ogres for being incapable of intelligence and compassion, Dentarg lacks neither, and it is his pure spirit that puts him on a collision course with the seemingly maleficent Teron.

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Grom Hellscream: The wild chieftain of the Warsong clan. Grom's resents having been forced to stay back on Draenor during the second war. His initial anger towards Ner'zhul for allowing Gul'dan to take over the horde dulls once he is given the chance to re-invade Azeroth.

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Rexxar: Second-in-command of the Warsong clan, and Grom's most loyal captain. Rexxar answered the call of the horde despite his half-ogre heritage. He is the bond-mate of a beautiful black wolf called Haratha.

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Fenris Wolfbrother: The leader of the Thunderlord clan and one of the main advocates of peace within the horde. Well respected even among the clans that count the Thunderlords as enemies, and able to bring reason and rationality to even the most chaotic of situations.

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Tagar Spinebreaker: The protege of Hurkan Skullsplinter, and one of the most savage warriors of the Bonechewer clan. His barbaric nature is rivaled only by his disdain for those he considers weaker than himself.

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Deathwing: The fallen dragon aspect who instills fear into the hearts of even the most courageous of heroes. His low-key presence in the world of mortals has many concerned that he may be planning something that may shake the very foundations of Azeroth...

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Katrana Prestor: A slender, graceful woman who comes and goes in the circles of the elites of the various human kingdoms. Very little is known about her.

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Khadgar: A powerful mage and the former apprentice of the last guardian Medivh. Thanks to his actions, his former master, who eventually succumbed to the nefarious essence of Sargeras that lurked with him, was finally put to rest. Even since he left Medivh's tower, however, he has been plagued by the dreams of the future he experienced while experimenting with Medivh's various potions of future seeing--- particularly those that concerning him marching under a red sky in a strange world...

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Turalyon: The great paladin who took up Lothar's mantle and led the alliance to victory over the horde at the battle for Blackrock Spire. He struggles with his new role as the command of the alliance, as well as the coldness that has sprung up between him and his former lover, Alleria Windrunner.

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Danath Trollbane: A seasoned veteran who has a low opinion of the contributions of the non-human races towards the alliance's cause. His inner prejudices become a focal point of conflict when he is assigned to a co-commanding role with the dwarven representative, Kurdran Wildhammer.

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Kurdran Wildhammer: The leader of the fabled Wildhammer gyphon riders. After seeing the potential threat the horde posed to Azeroth when the orcs marched north through the Hinterlands, he convinced his clan to solidify their alliance with the humans and work with them to ensure the horde would never be able to create the level of havoc it caused during the second war.

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Antonidas: The leader of the Kirin Tor and one of the wisest mages of Dalaran. He, along with Admiral Proudmoore, is one of the strongest supporters of King Terenas.

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Krasus: One of the council of six of Dalaran, and an expert on dragons.




Screenshots


A full gallery of screenshot is available here:
Beyond the Dark Portal (1p/2p) | HIVE
They are listed chronologically, with the first starting on the last page. This gallery is also significant for players playing the maps on coop (with a friend) since if your computers are fast, you might not have time to read the description for each map since the loading screens will be automatically skipped when both players are finished loading. You can find all the map loading screens in the gallery above.

Below are a few random screenshots.


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Special Thanks

Special thanks goes to all the people who regularly answer questions in the world editor help section. What they do helps new map creators be able to realistically accomplish their goals despite inexperience with the world editor. I am really grateful for all the help/advice given.

I also want to thank thespoon for starting the first 2 player series based on the original warcraft 3 campaigns. I had so much fun playing those maps, and they made me appreciate how enjoyable playing a campaign with a friend can be.

Also special thanks to Kilmaat, whose Archion campaign provided hive workshop with a 2 player version of the blood elf campaign (which hive was sorely lacking) and for helping me with Aceheart's save/load system. Without his contribution, I would never have been able to understand the save system.

And many thanks to cleavinghammer for his very meticulous testing/bug reporting! I would never have been able to find the mistakes he found.




Changelog


Changelog for each individual map will be listed along with that map's loading screen description.

Individual Map Change logs


Map01

BDP01 Shattered Spirits.

Orc opening cinematic.


It has been months since the invasion of Azeroth began. Draenor, once a site of constant struggle between the various clans, has experienced unprecedented peace, with the vast majority of the Orcs having been conscripted into the Horde. That peace, however, is about to be
shattered...


v0.075-initial release.
v0.080-grammar fixes, loading screen updated, floating text changed to display in some places.
v0.081-"author" changed to Christie Golden/Aaron Rosenberg.
v0.085- cinematics skip-able
v0.086- grammar errors
v0.090- rexxar removed sooner, reforged alliance changed to orc
v0.091- raised cliffs



Map02

BDP02 Tensions.

Human opening cinematic.


At the newly constructed Nethergarde Keep, the first project jointly funded by all the factions of the Alliance since the victory at Blackrock Spire, the leaders of the Kingdoms gather together...

v0.063-initial release.
v0.064-spelling mistake fixed, "author" changed to Christie Golden/Aaron Rosenberg.
v0.068- cinematics skip-able
v0.069- grammar errors
v0.072- "complacency", "encouraging", stag cannot move, "...", final camera in nethergarde lowered



Map03

BDP03 Whispers of the Past.

Orc playable mission.


With the Dark Portal’s destruction, the Horde lost what had originally brought the Orcish tribes together: a common enemy. The cohesion that defined the united factions was no more, and the Orcs began slaughtering each other. The Warsong clan, once one of the greatest clans of Draenor, became a shadow of its former self since its chieftain, Grom Hellscream, refused to employ the dishonourable tactics that so many of the other clans began resorting to. The glory of the Warsong clan now exists only in the whispers between old Orcs reminiscing of the past, but what was once great can still be great again, and a meeting between Hellscream and Ner’zhul may just be the catalyst needed for the rebirth of a legend...

v0.145- initial release.
v0.148- fixed 1 grammar mistake, the robot pig model is fixed, the ending cinematics has been updated concerning Hurkan, the save system will now only rewrite over a save from the same mission (it will not rewrite saves from other missions)
v0.153- adjusted easy/normal difficulty, corrected the chapter number of the next mission to load grom+rex into, auto defeat added when red's buildings all die, small edits.

In my mind, v0.153 is as complete as this map will be, with the exception of the update that will allow cinematics to be skipped, which I will implement before i release the next map with this hero set (chapter fourteen)
v0.154- "author" changed to Christie Golden/Aaron Rosenberg, fixed level cap.
v0.167- cinematics skip-able
v0.173- grammar errors
v0.176- selection cleared at start
v0.179- dentarg move further, "mourn", "of draenor", incompetent surveillance", "the Horde", thunderlord neutral to grom at start, base message from hero when attacks start, goldmine shows on minimap, tauren removed, "high demand, foolproof",
v0.183 - gnomish- goblin, save code system fixed.




Map04

BDP04 Fractured Alliance.

Human playable mission.


Under Turalyon’s instructions, the Alliance regiment proceeds to the site where the Dark Portal formerly stood under the direction of Danath Trollbane and Dwarven representative Kurdran Wildhammer. Trudging through the murky Swamps of Sorrow that guard their destination, the Alliance forces ignore the nubulous gloom that obscures the foul waters of the Swamp, and recall their warm beds back home. But the oppressive morass can send one’s soul to dark places, and as the warm beds the Alliance warriors think back to seem ever so distant, malevolent thoughts begin to creep into the minds of even the most benevolent of men...

v0.086- initial release.
v0.087- fixed the spelling error on the loading screen, made the final boss a tiny bit stronger.
v0.088- added a "Christie Golden/Aaron Rosenberg" line at the end, fixed level cap.
v0.089- fixed description and colour code on the artifacts
v0.109- cinematics skip-able
v0.110- selection cleared at start
v0.113- "nebulous", "Dalaran", starting fight zone more raised height + tile variety, "Hindrance", "encampment", troll personal name and hero name swapped, Jojo's home changed to troll hut, all "naga ships" changed to Toy Boats, gate open instead of break, "pitifully", "gryphon", "lieutenant", terrain bug at final ramp fixed,
v0.116- Tinker name fixed, a few more runes dropped early game, fixed saving code, artifacts/shop items raw code fix.



Map05

BDP05 Dark Clouds.

Orc cinematic.


Whispers. Soft susurrations, barely heard unless listened for. The flutter of a bird’s wings in flight, the sound of a leaf drifting toward the earth... these were louder than the whispers that teased at Ner’zhul’s ears. The voice---sycophantic, anxious for approval, eagerly answering questions and offering solutions---barely hid its vast contempt and lust for power. Ner’zhul mocked the voice for believing it could lull him into the same false sense of security as it had long ago in a distant age, not yet realizing that he was slowly succumbing to the same madness he had once fallen victim to...


v0.071-initial release.
v0.072- added a "Christie Golden/Aaron Rosenberg" line at the end, fixed transparency on Gul'dan for purple, changed footman to blue.
v0.074- cinematics skip-able
v0.076- Teron no longer invis at start, "fighter", "thrown into disarray", "one year ago", "on Draenor", "wrest", "the Dark Portal"



Map06

BDP06 Silent Edge.

Orc playable mission.


Clouds hung low over Stormwind, brushing the tips of the city’s many towers. A chill wind tugged at the guards’ cloaks as they huddled at their posts at the side entrance to the city. They shivered, but paid no real heed to the particularly cold breeze that wafted through the trees towards them. Forward it swirled, dancing between the rocks and ferns until it reached the guards. They began squinting as the shadows around them seemed to deepen, until a strong breeze sprang up, whisking the shadows away to reveal several figures in their stead. One of the guards inhaled to cry out an alarm as he drew his sword---he never got the chance, as one of the figures, who towered over his companions, brought down his magically charged fist, killing all three of the guards with one fel blow...

v0.069- initial release.
v0.074- cinematics skip-able
v0.075- selection cleared at start
v0.078- "news, Benson", "that city guards", "Shadowmoon Archmage", "learned", "are no strangers to me", hint to bring both items to the circle with the same hero, banshee sound added to love scene (great suggestion from Cleave), dog doesn't have blank text box, "shut your lying mouth(s)", "Manor", "Perenolde"
v0.079- Teron icon changed to fit map description, next chapter name corrected
v0.080- Save system fixed



Map07

BDP07 Where Memories Await.

Orc cinematic.


Three days later, both Teron Gorefiend’s group and Fenris’ group converged on Blackrock Spire. As the expedition scaled the treacherous landscape in hopes of reaching the top of the spire, Teron’s lips curled in wry memory. This region was where Ogrim Doomhammer had established one of the greatest orc fortresses in Azeroth and where Teron, along with the other Death Knights, had been introduced to the Horde by the Warchief as the key force that would enable the orcs to claim victory over the Alliance. Ironically, this area was also where Doomhammer had been defeated in single combat by Turalyon during the final battle of the Second War. Defeat and victory both had their ghosts here, and with that in mind, Teron marched towards the Blackhand Brothers’ fortress located at the peak of the mountains...

v0.044-initial release.
v0.046- cinematics skip-able
v0.048- "tarry", "became trapped", "just begun",



Map08

BDP08 Vile Peaks.

Orc playable mission.


Three hours later, the Dragon Aspect formerly known as the Earth-Warder gazed upon the volcano Blackrock Spire was named after. The monstrosity that was now Deathwing turned his head towards the Blackrock clan’s lair, his cruel red eyes shining with a frightening malevolence. Rivulets of lava and magma under the great wyrm’s scorched scales became visible as he shifted his colossal body to regard the newcomer approaching him. His daughter smiled as she caught his gaze, and together they turned their attention towards the orcs that would soon become the slaves that would help them build an empire that would shake the very foundations of Azeroth.

v0.098- initial release



Map09

BDP09 Solace from the Snow.

Orc cinematic.


The wind howled, piling up snow in drifts, blinding the night with silver dust. Hills and trees that were once easily visible on the horizon suddenly vanished, swallowed in white. Intricate patterns of ice floated downwards from the unblemished sky above, each flake fluttering almost happily, before a frigid wind carried them towards the ominous castle that protruded clumsily from the mountains...

v0.029-initial release
v0.030- selection cleared at start
v0.032- "given that"



Map10

BDR10 Indiscernible Truth

Orc playable mission.


Sabellian had set them down on a stretch of hilly land close to the harbour, separated from it by a small body of water. While there were no humans in sight, there were lights here and there. “Coat yourselves with mud”, Fenris instructed the other orcs. “We will need to move quickly, quietly, and without being seen.” As the group complied, Fenris felt a quick stab of wistful memory as he watched the faces of his companions turn brown. Once upon a time, his skin had also been deep brown in colour, as was the case for every orc on Draenor. Had things been so bad then? Had what they had gained since that time been worth losing their world and heritage for? Sometimes, Fenris wondered...

v0.065- initial release.
v0.071- save code system fixed, the humans' navy, "Bonechewer halfwit", "most powerful", "without restarting or without ragequitting", "diminishing", Nefarious Essence- enemy negative regeneration, Buckets have been renamed, "Earth Boost buff is still called Inner Fire" - fixed, "Squarepants".



Map11

BDP11 Beneath a Blue Sky.

Human playable mission.


Danath’s heart was thumping so hard he could barely hear Sky’ree’s wings flapping to his right. The thumping sound did not, however, hide the screams of his dying men that were scorched in his memory. He was so preoccupied with the horrific scenes playing repeatedly in his head that he almost ran into the vast stone wall that surrounded Nethergarde Keep. “Open the gates!” he shouted as loud as he could, holding his shield high before him so the guards could see the Alliance symbol emblazoned there. The men on the wall did not respond immediately, as their attention was focused primarily on the barbaric army right on Kurdran and Danath’s heels...

v0.049- initial release.
v0.052-"do you not see", "existence", fixed last line by authors on the skip cinematic cutting off half way, fixed saving code, artifacts/shop items raw code fix.
v0.053- equivalents for shop items fixed.



Map12

BDP12 Time of Judgment

Orc playable mission.


Fenris stared at the clearly old edifice through his crude telescope, confused. He had not been sure what to expect from the Tomb of Sargeras, but it was not this. What he had thought were carvings were in fact shells and bones and spines of various sea creatures, attached to the building’s outer walls from years of submersion. It was like seeing the bottom of a deep ocean, only raised up onto land and fashioned into a habitable structure. And the door to this odd building hung wide open...

v0.042- initial release



Map13

BDP13 The Undying Unearthed.

Human playable mission.


Antonidas felt a vein throb in his temple and rubbed it. The report he clutched in his hands detailing the manner in which orcs had suddenly appeared and stolen several Kul Tiras ships with the aid of black dragons was beyond disturbing. He let out a soft sigh, turning his attention to the mage standing before him. Antonidas suspected Krasus was keeping his delicate features deliberately bland in an attempt to defuse the tension that was brimming beneath the surface between the two men. If that was the case, it was not succeeding. But before Antonidas could begin lecturing Krasus on the seriousness of disappearing for a six month period without notification, a surge of dark energy erupted directly north of the Violet Citadel...

v0.038- initial release.
v0.040-revival time shortened to 2 seconds, Kel HP shown on leaderboard, Assessment 4 quest requirements shown, "clearly, stringent, energy to activate", puzzle 2 gates corrected to show a V, gates now move instantly after correct answer is typed,


Map14

BDP14 Into the Fray.

Human playable mission.


“They stole the Eye of Dalaran, Khadgar.” Even in the dream state he was using to communicate with Master Antonidas, Khadgar could not help but let out a soft squeak of surprise. He knew well what kind of a blow that was to Dalaran. “A handful of deathknights managed to get past our defences, take it, and escape on a black dragon we believe to be the former Earth-Warder, Deathwing.” Khadgar tried to hide his shock. This news did not bode well at all. While it was well known that the horde had enslaved the red dragonflight during the second war and forced it to fight against the alliance forces, this seeming alliance between the orcs and the black dragonflight seemed far more sinister, as there was no indication that the black dragons were aiding the horde against their will. Even worse, the behaviour of the orcs surrounding Nethergarde Keep was puzzling, as if they had some goal other than contending with the alliance for Azeroth...

v0.048- initial release.



Map15

BDP15 End of Days.

Orc playable mission.


A wave of surprise washed over Grom and Rexxar. Neither of them had seen the humans at their peak during the second war, as the Warsong clan has been ordered to stay in Draenor during the invasion to ensure social stability. Upon entering Azeroth, they had only faced off against isolated alliance factions that offered little resistance. The enemy that Rexxar and Grom faced now, however, was a different beast altogether. With the alliance forces all pushing as a single unit towards the dark portal, the Warsong clan was finally beginning to understand the fury of the alliance...

v0.062- initial release.


Map16

BDP06 Beyond the Dark Portal.
Orc cinematic.


Moments later, at the entrance of the valley leading to the Dark Portal...

v0.018-initial release


Map17

XXX









Credits


Credits for each individual map will be listed first, with the general races/heroes credits listed in a big blob at the end.

Individual Map Credits


Map01

frostwolf- Orcwarlockred, amigurumi- demonpillar, amigurumi- demonobelisk, amigurumi- demonbrazier, communist_orc- spikes(wood), proxy-deathknight, will the almighty- Ion Cannon, Marcelo hossomi- barbarian skills, communist_orc- wall(wood), dark hunter 1357- Orc archway, forgotten_warlord- goblin tent, athur12A2- paper lanterns, dark hunter 1357- orcogrimmarbigfire, kwaliti- Orc wall banner



Map02

Cloudwolf- Galen Trollbane, Stefan.K- Human Captain, Tranquil- Wall set, Mike- Fountain, Imforfun- Garden fence, Imforfun- Garden Woven Wall, Direfury- Human hero, Tranquil- King, JesusHipster- Leaves weather effect, Tranquil- Castle stairs, Tranquiil- Stained Glass windows, Tranquil- Rays, Tranquil- Carpet01



Map03

General Frank- Fel Orc Warlord, Cuore- Robo-pig, Sephiroth_VII- GiantSandworm



Map04

Callahan- AngryTrunk, Calahan- Thorny Creeper, Callahan- Venolia, Callahan- pyrolia, Callahan- Fungovor, Deep Sea Kraken- Tree Golem, Peekay- Nature Mastery, JollyD- Nature Amulet, Rondo- Guillotine, FreddyK- Toad Rider



Map05

kellym0- animated cattail, Kellym0- animated flower, mc !- arcane tome, massivemaster- castle, pvt.toma- gnome castle, kellym0- puddleofwateritem, thrikodius- moon, andrewoverload519- naga nazjatar gate, general frank- orb of lightning, forgotten_warlord- mag'har barracks, Forgotten_warlord- mag'har barracks 2, Forgotten_warlord- mag'har barracks (3?), takakenji- orcish wall, rondo- pechkessel1, mike- rack(torture), sin'dorei300- ruinedcarvedwall, grey knight- staff item, illidan(evil)x- stormy castle citadel, wandering Soul- villagetowncity, teaspoon- wooden barricade, kwaliti- dark portal, em!- minicity, freddyk- orcveeteran, proxy- heroorc_marauder




Map06

Tranquil- drawbridge, kuhneghetz- fall in love buff, alethos- old witch, cavman- crocs green and blue, herrdave- bishop hero, kitabatake- darkstar



Map07

Credits: Direfury- Orc Blademaster, Direfury- Blademaster, kellym0- Lavaslagv46, ikillforeyou- nightsky box, hayate- lava pit, happytauren- lava, kellym0- lava bridge, thrikodius- moon,



Map08

Direfury- Orc Blademaster, Direfury- Blademaster, kuhneghetz- weredragonred, Mr.bob- Metal Mine, Fuzzyfury- Dwarven Mining Cart, Tranquil- Hero Geomancer, Thrikodius- fire elemental hound, mc !- Rock Golem, happytauren- lava, icewolf055- firetemple keeper, paulH- Dark Iron Clansman, Sellenisko- Twilight Ascendant, sephiroth_vII- Doombeast, blacksebastian- railway_long, Ujimasa hojo- chaos warlord derivatives, General Frank- Demonish Bulwark, MasterHaosis-Chaos spirit gateway, Masterhaosis- demonic crystal generator, Masterhaosis- chaos vault,



Map09

Deolrin- Christmas snow globe, Illidan(evil)X- Storm Castle Citadel, darkdeathknight- bearrug_ddk, radagast- castlefloor, xorkatoss- castle wall, sin'dorei300- Pandarenpainting, Horn- Ice bolt, kuhneghetz- royal crown, Ket- inquisitor, Thrikodius- Frosty Snowman, Cloudwolf- Galen Trollbane, Tranquil- King, Direfury- Human Hero, Tranquil- Stained Glass Window, Tauer- Orgrim Doomhammer, Proxy- deathknight, Mc!- Arcane Tome,



Map10

Happycockroach- Otter, Deolrin- Buckets with and without water, Grimshaman- Lighthouse, Wherewolftherewolf- Large bubbles, Uncle Fester- Sunken Ship with Treasure, Uncle Fester- Murray in rock-cave, olofmoleman- dunkleosteus, Mosasaurus- olofmoleman, Blood Raven- Dojo Doodads, ILH- Wood Wall, Ujimasa Hojo- Arthas Menethil and Derivatives, Ujimasa Hojo- Paladin and Derivatives, Ujimasa Hojo- Beastmaster Derivatives, D.O.G.- patrick starfish, olofmoleman- spongebob squarepants, kellym0- puddle of water



Map11

Cavman- Worgen Footy, kuhneghetz- dire balverine, kuhneghetz- white balverine, -Grendel- Fur Warlord, Cavman- Suited Worgen, Cavman- Worgen Peasant, Sellensiko- Worgen Deathknight, Sellensiko- Adelas Deathclaw, Deolrin- Blood Elven Arcane Huntress, Ujimasa Hojo- Hydromancer, Ujimasa Hojo- Warlock(Highborne)



Map12

Happycockroach- Zangarmarsh Brewers, jesusHipster- Pandaren Brewmaster's Rolling Keg, Jesushipster- Cannonball, Hayate- poop, Mechanical Man- Cannonnaval, Cavman- Kul'Tiras Sailor, CeatorD3292-GiantSeaturtle , Tarrasque- Nagaenchantress, dickxunder- Prime Matron, 4eNNightmare, Happycockroach- Herald of the Deep Mother,




Map13

General Frank - Orb of lightning



Map14

Kuhneghetz- pikachu, Forgotten_Warlord- squirtle by forgotten_warlord, Happycockroach- bulbasaur, Happycockroach- Charmander, Exyte- Pokemart, D.O.G- beach ball, Black_Stan- Ninja, Fly Guy- Thrikodius, Onix- Zerox, Serpent- kehel, Happycockroach- Otter, Happycockroach- Shame Naked, Lady Butterfly- Black_Stan, Goku SS4- Zerox, Teleport- nhocklanhox6, storm_hih - mad scientist,



Map15

general frank- orb of lightning, forgotten_warlord- mag'har barracks, Forgotten_warlord- mag'har barracks 2, Forgotten_warlord- mag'har barracks (3?), takakenji- orcish wall, rondo- pechkessel1, mike- rack(torture), sin'dorei300- ruinedcarvedwall, grey knight- staff item, illidan(evil)x- stormy castle citadel, wandering Soul- villagetowncity


Map16

Will the Almighty- Nuclearexplosion, Tranquil- Generator Magic Orb, Lord Razor- Unit Inside Jump Outside, Kwaliti- Dark Portal, Proxy- Deathknight, Ujimasa Hojo- Alleria Windrunner, storm_hih - mad scientist,


Map17

XXX



Giant Blob of General Credits

Edit1---This list is going through huge revision. I have all the credits here and will put them up ASAP.


NFWar, -Berz-, Apheraz Lucent, Bogrim, CloudWolf, Mr.Goblin, CRAZYRUSSIAN, UgoUgo, Riot Games, Dmazzz, Blizzard Entertainment, Mad, BLazeKraze, ~Nightmare, Darkfang Frankster, CloudWolf, Buster, Tickles, Ardenian, geries, Forgotten_Warlord, Tranquil, Champara Bros, Blizzard Entertainment, -Grendel, GreeN!X, Apathetic, Domokun, Direfury, Callahan, JetFangInferno, Mc_!, sc_freek, chilla_killa, JesusHipster, Callahan, Tauer, Proxy, FerSZ, Tarrasque, Misha, Hayate CloudWolf, Red Shift, ~Nightmare Vunjo, Aradar, Juliano, -Berz-, Maker, defskull, ALiEN95, Dangerb0y, CoLd Bon3 defskull, xXSoraXx, baassee, bluebay, Marsal Vunjo, Aradar, Raven0, TriggerHappy, Tr!KzZ, Kiamati, MrStormyZ, GnuGeist, JaysProjex, PurgeandFire, Kitabatake, Fan, Callahan, General Frank, Pyramidhe@d, Blargel, ike_ike, PrMosquito, unknownczar, Elenai, WILLTHEALMIGHTY, JetFangInferno, Daelin, Nasrudin, RightField, Chriz., jigrael, sNasrudin, RightFiel, Dan van Ohllus, Norinrad, Xm0rpH3usXx, Trollschnitzel, eubz, TwoVenomous, Anvil, mucfuc2002, Sven, Nasrudin, jigrael, xXMephistoXx, Whitehorn, Rondo, DampirTBs., vdvMax, Alibek, DampirTBs., Nyuu, WizkaZ, Totoro, ANDREW II, CheGeWarA., DampirTBs., B100D E1F., KENI., ReplikanT., Gotik., IceK., Illidan(Evil)X, Thrikodius, Syroco, Sephiex, olofmoleman, Revilo, alreadyused, Heptameron, alfredx_sotn, Elunes-Guardian, !!GORO!!, Tykkimies, Mc !, Ket, DeathBringer, Nanaki, El Mognefico, Comrade Dron, Wolverine., Black_Stan, KO3bMA, WizkaZ, KO3bMA, DrakMoon, franck007, pro100_ShureG, Splash_777, chilla_killa, -=Emergenzy=-, tobyfat50, RetroSexual, Derdan, darkdeathknight, Kitabatake, GooS, ragingspeedhorn, CRAZYRUSSIAN, The_Silent, Skrik, NFWar, Darkfang, Bogrim, KelThuzad, Hellx-Magnus, CloudWolf, Tr!KzZ, 67chrome, Yak, PeeKay, Anachron, Infinitynexus, NFWar, ~Void~, Army-of-Pandas, WILL THE ALMIGHTY, Captain_Rufar, JollyD, Zombie, Sin'dorei300










Contents

Beyond the Dark Portal 01 (Map)

Beyond the Dark Portal 02 (Map)

Beyond the Dark Portal 03 (Map)

Beyond the Dark Portal 04 (Map)

Beyond the Dark Portal 05 (Map)

Beyond the Dark Portal 06 (Map)

Beyond the Dark Portal 07 (Map)

Beyond the Dark Portal 08 (Map)

Beyond the Dark Portal 09 (Map)

Beyond the Dark Portal 10 (Map)

Beyond the Dark Portal 11 (Map)

Beyond the Dark Portal 12 (Map)

Beyond the Dark Portal 13 (Map)

Beyond the Dark Portal 14 (Map)

Beyond the Dark Portal 15 (Map)

Beyond the Dark Portal 16 (Map)

Custom Race (Map)

Reviews
Daffa
Set to Substandard on Author's Request. @tulee feel free to request for a re-moderation once it's ready :)
Daffa
I set this to Pending, but don't expect a full moderation until the remaining chapter is filled in.
deepstrasz
[/spoiler] Try not to break immersion. If you connect various universes, do it in a sly and logical manner. Decide whether the story is supposed to be a parody or be serious with humorous moments otherwise it doesn't make sense, it becomes confusing...
Level 23
Joined
Jul 26, 2008
Messages
1,305
Edit: I am going to be posting maps 1-12 within the week.
I am only taking this out of the map development forum because I am currently using 1.28 to make this map series so that the people below 1.28 can play it, but I myself cannot test it below 1.28 because
A) Version switcher has in the past created huge problems for my warcraft 3 and;
B) I have no friends to play it with me below 1.28, and the key is to test it with 2 players.

So if you are using a patch below 1.28 (especially 1.27), please feel free to play it with a friend and report any possible issues. I am willing to spend time fixing any potential crashes for players on a warcraft 3 version lower than 1.28. As time goes on, however, I am more and more reluctant to make any big changes to the system that might correct any potential pre-1.28 errors, since all the maps are separate, which is why I want to know sooner rather than later any potential issues.

Basically editing these maps on 1.28 is an annoyance, so I want to make sure that the reason I am not making it on 1.29 ( for compatibility for players on older versions of warcraft 3 ) is justified. Alternatively, if it is impossible to fix any potential crashes that occur for pre-1.28 users, I also want to know this, because then I can just forget 1.28 and move completely to 1.29 if that is the case.

Edit1: Please do not take my lack of responding to people as rudeness; life/work ensures that I rarely check my alerts with the exception of inbox.

Edit2: Using a placeholder ("Bootybay") for map8 due to an issue, will replace it later.

Edit3: Posting the codes for the former broken save system on post #75. Will be removing them after 1 month.
 
Last edited:
Level 3
Joined
Jun 19, 2018
Messages
31
hi, I've tried with patch 1.29 and this doesn't work
The first playable map seems to be the third one: i can see the mini map and the icon of the heroes but the main screen stays black and I can't do anything
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
hi, I've tried with patch 1.29 and this doesn't work
The first playable map seems to be the third one: i can see the mini map and the icon of the heroes but the main screen stays black and I can't do anything
I am surprised that you cannot play the map even though I made a specific guide on how to play it. When I said it might not work, I was referring to 1.27, which is why I want help from people on 1.27 to see if it works so I can fix compatibility issues. Of course it works on 1.28 and 1.29 +, I made it on 1.28 and tested on 1.29.


Go into the map.

Type -new 2 times, which the prompts specifically instruct you to do if you do not have a load code. Then choose difficulty, I suggest -easy

Then it begins the opening cinematic.
I am going to sleep soon so I hope you can follow these instructions.


upload_2018-8-5_0-59-35.png



upload_2018-8-5_1-0-3.png



upload_2018-8-5_1-0-15.png




Edit1: I did not mean to be rude. Sorry. Hope the screenshots help.
 
Level 3
Joined
Jun 19, 2018
Messages
31
thank you for your enlightment
i'm not very familiar with custom maps and I guess I didn't pay attention to your instructions
I'll give you some feedbacks later
have a good night
 
Level 3
Joined
Jun 19, 2018
Messages
31
I played map 3 on normal and once you get used to the orcs models and your heroes abilities it isn't too challenging, I only struggled to defeat the final boss.

I'll share here my gameplay experience:
- Overall I think siege weapons are too OP, it's very easy to push into ennemies bases mostly when the AI isn't online.
- Also, if ennemies bases are already destroyed there's a bunch of peons who spawn and start rebuilding when the timer runs out; I found that pointless as most of the players will take the goldmine and can easily prevent them to do it.
- Speaking of the goldmine, they don't appear on the minimap (ie there's no yellow point)
- The map terrain was OK but not great
- It was nice adding some voices and building models from the extension of WCII
- I liked the custom health bars
- The purpose of some items remains unknown (I collected 2 items to make fire and nothing happened or I didn't figure it out) but maybe they will be useful later.

Anyway this campaign looks promising and I'll continue my playthrough when there will be a full release.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
I'm missing map 8.
You should put "Narrator" instead of the author's names.
Maybe break up the infodump cutscenes, it makes it easier to remember what's going on.

Map 1:
The part with the Mok'Nathal is kind of awkward since he wasn't anywhere near the warlocks yelling at him. Maybe make the warlocks move faster?
Reforged Alliance is an orc player.
No skybox.

Map 2:
complatency -> complacency
One of the stags ends up on the lower level at the end of the scene.
The black mask is on-camera in some panning shots.
Turalyon's pause should be marked with "...", otherwise it looks like a line wasn't written in.
encourging -> encouraging
No skybox.

Fracticious -> fractious
mourne -> mourn
"over Draenor" -> "of Draenor"
"surveillance incompetence" -> "incompetent surveillance"
"have possession of" -> "possess"
"the the Horde"
... Oh come on, Rexxar wasn't the false flag type, was he? Also, his aura is weaker than Endurance Aura's boosts.
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
I'm missing map 8.
You should put "Narrator" instead of the author's names.
Maybe break up the infodump cutscenes, it makes it easier to remember what's going on.

Map 1:
The part with the Mok'Nathal is kind of awkward since he wasn't anywhere near the warlocks yelling at him. Maybe make the warlocks move faster?
Reforged Alliance is an orc player.
No skybox.

Map 2:
complatency -> complacency
One of the stags ends up on the lower level at the end of the scene.
The black mask is on-camera in some panning shots.
Turalyon's pause should be marked with "...", otherwise it looks like a line wasn't written in.
encourging -> encouraging
No skybox.

Fracticious -> fractious
mourne -> mourn
"over Draenor" -> "of Draenor"
"surveillance incompetence" -> "incompetent surveillance"
"have possession of" -> "possess"
"the the Horde"
... Oh come on, Rexxar wasn't the false flag type, was he? Also, his aura is weaker than Endurance Aura's boosts.
Excellent feedback! I played these missions so many times and missed much of what you caught on your first try.

Map1
The part where rexxar was far in front was less about him blocking the warlocks, and more about them just disliking "halfbreeds", so they just wanted him to move aside despite him not being in their way.
Will fix reforged alliance being an orc.
By skybox you mean for the 2nd part on the seashore? I was trying to make it "night time" on purpose so as to emphasise the lantern doodads and the bonfire doodad at the orc camp.

Map2
Never knew that was the spelling of complacency. Will fix.
I will block the stag from moving.
Will add the "..." to Turalyon's non speaking line
Will fix encouraging.
For the skybox, I do not think it even shows the sky for the first scene, for the second scene it is inside the cathedral and it cannot have a skybox, for the final scene I didn't want a skybox to negate the effect of the leaves falling- the black background emphasised the leaves.

Quick question- Where did you see black mask? Just wanted to ask while it is still in your memory, if it is for the final scene it is less important since i suppose the black background means it is nighttime anyway.

Map3
Will fix fractious and mourn spelling.
Need to open editor to check what "of draenor" was referring to.
Will fix the order of "incompetent surveillance".
Have possession of doesn't seem wrong to me, just a more wordy way of saying it.

Will fix "the the horde"

I needed rexxar to say what he did because I couldn't have them just casually agreeing to take on the entire bone chewer clan without emphasis on how they could easily be wiped out.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
The mask is towards the end of the Nethergarde meeting as the camera is panning around, it's the same effect as zooming too far out in the editor. While I'm at it, the fortress looks kinda empty. Maybe have a bunch of units patrolling, workers building things if it's still under construction...

Map 3: I only just started, but it looks to me like Rexxar is planning to murder the chieftain's brother and make it look like the Bonechewers did it. Hence false flag.

So is map 8 not being included a bug or not?
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
The mask is towards the end of the Nethergarde meeting as the camera is panning around, it's the same effect as zooming too far out in the editor. While I'm at it, the fortress looks kinda empty. Maybe have a bunch of units patrolling, workers building things if it's still under construction...

Map 3: I only just started, but it looks to me like Rexxar is planning to murder the chieftain's brother and make it look like the Bonechewers did it. Hence false flag.

So is map 8 not being included a bug or not?
Oh that is what you meant by false flag. Also, you are particularly clever to catch on to that fact without even completing that side mission.

Ahh, it was the zooming out scene. That is my fault, I will fix it.

It is empty because storywise they just completed building it, and the leaders were meeting to examine what their taxes had gone to paying. In mission 11, you play in it with it being filled with units/buildings since by then enough time has passed since its construction to justify having stuff in it.

Map 8 I intentionally put a place holder since there is an issue with the ending cinematic. I will upload it back, along with map 12 as soon as possible. But map 08 is a bonus mission, and you can skip it for now. You will find in mission 6 how to unlock it once it is uploaded.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Well yeah, but... The Warsong is supposedly being beaten because they alone refuse to use underhanded tactics, and Rexxar joined them because of that attitude, and then... this. If the brother is shown to be an asshole or something, but Rexxar, Mr. champion-of-the-good-guys-horde, murdering a defenseless and sick orc and putting the blame on someone else?
Not that it matters, because the sidequest is unfinished: the area marked as the third bonechewer's location is unreachable, and revealing the map shows no one there (there are a few tauren hanging around for some reason though).

The Thunderlords try to attack Grom on sight.
When using Rexxar's axethrow on 50/80 food, the upkeep message dings. Maybe make the illusion Rexxar cost 0 food.
There should a message saying X base is aware of your presence once their timer runs out (and maybe an insult/threat from that base's hero).
On single player, gold from Grom's kills should be given to the player.
Graphic bug:
* If Grom dies during his charge ability, his body stays there for a short while before playing the normal dying animation.
* The ramp west of the ogres has two black bands on either side.
Gold mines don't shop up on the minimap.
The Waygate at the south of the base leads to the same place.

Bow made of stone wouldn't work at all, maybe use Hunting Bows as the upgrade name.
 
Level 23
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Jul 26, 2008
Messages
1,305
Well yeah, but... The Warsong is supposedly being beaten because they alone refuse to use underhanded tactics, and Rexxar joined them because of that attitude, and then... this. If the brother is shown to be an asshole or something, but Rexxar, Mr. champion-of-the-good-guys-horde, murdering a defenseless and sick orc and putting the blame on someone else?
Not that it matters, because the sidequest is unfinished: the area marked as the third bonechewer's location is unreachable, and revealing the map shows no one there (there are a few tauren hanging around for some reason though).

The Thunderlords try to attack Grom on sight.
When using Rexxar's axethrow on 50/80 food, the upkeep message dings. Maybe make the illusion Rexxar cost 0 food.
There should a message saying X base is aware of your presence once their timer runs out (and maybe an insult/threat from that base's hero).
On single player, gold from Grom's kills should be given to the player.
Graphic bug:
* If Grom dies during his charge ability, his body stays there for a short while before playing the normal dying animation.
* The ramp west of the ogres has two black bands on either side.
Gold mines don't shop up on the minimap.
The Waygate at the south of the base leads to the same place.
What do you mean the area marked as the third is unreachable? There are only 2 warlords you need to kill for the armour/weapon. You can reach them via the invis potions (hint also reminds of this). I will remove the tauren lol.

I forgot that grom might go near the thunderlord's before the quest is completed. Will fix

Rexxar's spell is actually very complicated and I have tried looking into it before *regarding the food ding*.
I was considering making it make a message once the timer runs out, but I thought they would instantly attack so players would know.

Grom's graphic bug if dying during charge is really hard to fix because of the spell code.

I did not think gold mines needed to be shown on minimap, I will look into it.

The waygate in the south needs you to complete the puzzle to activate it,

Not sure what you mean by "two black bands", I will look over that area, but do you mean units or some kind of graphical error?


Rexxar is not a nice guy.
Edit: I just realized what you said about the Warsong being weak because not using underhanded tactics. I just realized how silly that is of me to use Rexxar doing that ha-ha.
 
Level 28
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Apr 6, 2010
Messages
3,097
Lieutenants: The area north of the western Bonechewer is revealed in the fog, I thought that meant there was another one there.
The Bonechewer items should use their own models instead of the generic treasure chest, and Bortok's corpse should remain undecomposed until Fenris gets there.
Wow. And now the dude who needs summoned beasts to survive is looking down on those who need help. Look, Im'ma call this guy Raxxer from now on or my brain will snap.

Water Lord? That's a... weird name, but OK.

Bases: The bases send an attack wave, but you're not immediately aware of it. Plus it's always motivating to kill them when they insult you.

Waygate: Not sure what the puzzle is, I found flint, tinder and fire but they don't do anything when brought to the gate.

Ramp: As in, the ramp has black bands on either side instead of the terrain texture.

Second goblin cutscene (there was another one but it went by too fast):
tight demand -> high demand
fullproof -> foolproof
 
Level 23
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Jul 26, 2008
Messages
1,305
The puzzle for the items are south of the Arakkoa base. You can complete the puzzle on easy/normal, but when you do it will give a warning that only playing mode will allow you to use the waygate itself.

I will add lines for when the bases become active.

Waterlord is because of his spell set.

I will check the fog area you mentioned.

I will check for the third problem in the second goblin cutscene.
 
Level 28
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Apr 6, 2010
Messages
3,097
Map 4:
Loading screen: nubulous -> nebulous
Intro cutscene:
dalaran -> Dalaran
Maybe add more troops to the humans and kill one off every so often during the cutscene, it gets ridiculous to see 5 footmen holding against the attack during a very long conversation.
Terrain is kind of flat and some areas have big chunks of the same tile.
 
Level 23
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Jul 26, 2008
Messages
1,305
That is very upsetting that I spelled nebulous wrong. Fixing the loading screens is complicated since I import them in 4 pieces, but i will fix it.
Will fix "dalaran" to capitals.

I can make the terrain less flat and add different tiles--- I did not initially since it was not a playable area, but I will go back and change it.
The human troops thing is complicated, since the exact number of them + their positions keep the red AI orcs in place. Yea, I know it looks stupid when 4 footmen are holding off the entire horde + grom/rexxar ha-ha.
As to your point about "endurance aura" being weaker than normal, I minimized it since grom becomes too powerful with his artifact items (lifesteal/critical strike) in combination with his agility boost.
 
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Good idea! I will implement that.

Edit1/ 11th August: I made all of the relevant changes you listed cleave for maps 1-3. My net is having issues right now, I will upload the revisions as soon as internet is stable.

Edit2: Maps1-3 revisions uploaded.
 
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Map 4:

Thorny Creepling needs a better name, since they don't look thorny (and I'm not sure what you mean by Creepling). And need either shorter range or a visible projectile attack.
Side Quest: Hinderance -> Hindrance
Fungovor -> Fungivore maybe?
Needs more healing runes.
Troll cutscene: encampent -> encampment
Danath's strength bonus should be in green, so you can tell how much is left.
Storm Pulse doesn't hit everything in the AoE.
You changed the troll hero's name, not the list of names (so he shows up as Zul'rajas the level 1 Jo Jo Headshrinker).

As a general note: you should really break up cutscenes into smaller parts, especially the ones with large amounts of text where the scene suddenly moves with no relation to the text.
 
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Map 4:

Thorny Creepling needs a better name, since they don't look thorny (and I'm not sure what you mean by Creepling). And need either shorter range or a visible projectile attack.
Side Quest: Hinderance -> Hindrance
Fungovor -> Fungivore maybe?
Needs more healing runes.
Troll cutscene: encampent -> encampment
Danath's strength bonus should be in green, so you can tell how much is left.
Storm Pulse doesn't hit everything in the AoE.
You changed the troll hero's name, not the list of names (so he shows up as Zul'rajas the level 1 Jo Jo Headshrinker).

As a general note: you should really break up cutscenes into smaller parts, especially the ones with large amounts of text where the scene suddenly moves with no relation to the text.
Will fix hinderance spelling.
Fungovor was used as homage to the creator of the model since that was the name he gave. Though fungivore sounds fun also.
Regarding healing runes, can I ask which difficulty you are playing?
Will fix "emcampament"
If I play with Danath's strength spell, the spell might just stop working- once I get better at World editor I can look into it.
Stormpulse can only hit a maxdimum of 3 units. Also the thorny creepers might be immune to his spell.
I will change the name of the troll.
Cutscenes are the entirety of my campaign- it was originally supossed to just be 5 hour + cinematic. It is hard to change the layout of the cutscenes---each map has approx 17 mins of cinematics, so splitting them up would be really hard. In later missions, I manage it better, these first two (map03 and 04) were my first playable ones, they were not planned well. I do however give huge reading time for reading cinematics, so hopefully it is ok.
 
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Normal Difficulty. It gets a bit easier after Danath gets his second level, but most of the time both heroes are in the yellow or red. Speaking of which, your cast list up there lists Danath as Falric.

Cutscenes: Maybe not split them into smaller cutscenes if it's that hard (although the Rexxar infodump could be better), but have some more camera motion. Once you've read the text there's nothing to do but wait.
 
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Danath's passive is the key - it allows you to take life, but not pay for it (if you rest while it is dropping in str).

The start part is the hardest, after the orc base it is better.

Fixing "Falric" now.

The Rexxar info at start was a big mistake in hindsight- it never happens again in the future. The issue with camera is that in some of the maps where the terrain/map is very compact, if I move it too much it will accidentally show other parts of the map I don't want seen. But in future versions a lot of those issues are lessened since I knew more about cinematics in playable missions.

Also cleave- can you screenshot your hero's experience after before game ends? They are supposed to hit the mission level cap - level 5 - but I realized I calculated the insane boss into that. It would help a lot if I knew at approximately how much XP the heroes are away from level 5 so I can change the XP rate.
 
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i dont know about if anybody said this but whenever i host the game to play it says "map too big to use choose another map" v1.6 btw
also maybe name 1 and 2 cinematic 1/cinematic 2 just in case somebody knows the story and only wants the gameplay
 
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Map 4:

Jo Jo's home is called Furbolg Hut.
Infiltration: It's creative (I was expecting something involving sneaking around bushes and moving when guards had their backs turned), but a lot of it makes no sense.
Also, why doesn't Kurdran get an inventory slot? It's also not much of a two-player section.
* How did they free the goblin as frogs, and how does he know it's them in the first place?
* How did they use the pick on the column as frogs (and what's a support column doing not supporting anything)?
* Why is someone's lunch behind a forcefield?
* How does Lokka smell her lunch from where she is?
* How do the guards see the fight from halfway across the camp? They also don't actually break up the fight.
The part just north of the cave entrance has an invisible wall, leaving a tiny "NAGA SHIP" visible.
Awww, who's a cute widdle gangster leader.
The ship is visibly smaller than the frogs.
The cutscene text length kind of destroys any drama. I mean, they start running and the gangsters just sit there watching them before going "get them!"
There's no music playing during Sky'ree's running jump.
After the cutscene, the ship is named "NAGA SHIP NUM 3".
Danath doesn't reply anything to Kurdran.
Gate breaks instead of opening.
Stepping on the CoP near the rolling stone door does nothing, not even an "Insane difficulty only" message. I never got the tree to do anything, if it's part of the puzzle.

Bandit cutscene:
* pityfully -> pitifully
* gyphon -> gryphon
* Liutenant -> Lieutenant
* Swindler isn't a good name for a combat unit.
Oh goody, the anarchist is an aristocrat.
Unethical Bastion is not a good name for a building. Same for Shaft Shooter (especially when the model is clearly using cannons).
Terrain bug on the ramp leading to the arena.
Again, have some of the humans and orcs die during the battle.
Both heroes at level 5 and 1429 experience at the end of the level.
 
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Map 4:

Jo Jo's home is called Furbolg Hut.
Infiltration: It's creative (I was expecting something involving sneaking around bushes and moving when guards had their backs turned), but a lot of it makes no sense.
Also, why doesn't Kurdran get an inventory slot? It's also not much of a two-player section.
* How did they free the goblin as frogs, and how does he know it's them in the first place?
* How did they use the pick on the column as frogs (and what's a support column doing not supporting anything)?
* Why is someone's lunch behind a forcefield?
* How does Lokka smell her lunch from where she is?
* How do the guards see the fight from halfway across the camp? They also don't actually break up the fight.
The part just north of the cave entrance has an invisible wall, leaving a tiny "NAGA SHIP" visible.
Awww, who's a cute widdle gangster leader.
The ship is visibly smaller than the frogs.
The cutscene text length kind of destroys any drama. I mean, they start running and the gangsters just sit there watching them before going "get them!"
There's no music playing during Sky'ree's running jump.
After the cutscene, the ship is named "NAGA SHIP NUM 3".
Danath doesn't reply anything to Kurdran.
Gate breaks instead of opening.
Stepping on the CoP near the rolling stone door does nothing, not even an "Insane difficulty only" message. I never got the tree to do anything, if it's part of the puzzle.

Bandit cutscene:
* pityfully -> pitifully
* gyphon -> gryphon
* Liutenant -> Lieutenant
* Swindler isn't a good name for a combat unit.
Oh goody, the anarchist is an aristocrat.
Unethical Bastion is not a good name for a building. Same for Shaft Shooter (especially when the model is clearly using cannons).
Terrain bug on the ramp leading to the arena.
Again, have some of the humans and orcs die during the battle.
Both heroes at level 5 and 1429 experience at the end of the level.
Will change furbolg hut to troll hut.
Goblins have the special ability to know frogs are not real frogs. Ha-ha.
It was a tiny pick so the frogs could use it.
Forcefield is needed to stop other orcs from stealing it, she knew the lunch was taken because it is within seeing distance---the frog's slow movement speed makes the area seem bigger than it is.
Guards don't break up the fight, they just run over to watch and see who dies
Will fix all the names of the boats.
Cutscene length is standardised across every single mission and the same length sentences all have their own exact time which I chose before even making the maps, so it will probably stay even if it makes dramatic moments seem silly.
Music is an issue for maps 03 and 04, I based triggers on the exact lengths of cinematic and cannot really change those, from 06 onwards, all playable maps do not change music when a cinematic begins/ends---rather, each "zone" has its own music so it doesn't have these issues of stopping during cinematics.
Dante not meant to reply- kurdran is warning him.
I will change gate breaking to opening.
The puzzle for this mission starts with the destroyer (timmy).
Will fix "pitifully", "gryphon" and "lieutenant".
Swindler is not a terrible name in my opinion, unethical bastion is not too bad either--- they are non playable races ( only as allies or enemies ), so the standard is lower.
Shaft shooter is based on the arrow tower, but I can check it.
Terrain shouldn't matter on the ramp, since it cannot be accessed anyway, only seen during cutscene (unless you mean there is a bug during the cinematic).
Good to know they both have level 5.
 
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If the guards aren't going to break up the fight they shouldn't be saying "break it up". Taking bets maybe.

No, the hole in the terrain is visible after the cutscene, even if there's no reason to go there.

A swindler is a con artist who tricks you out of your money, rather than attacking you for it. Unethical Bastion is saying the building itself is unethical, which is like saying that a table is grumpy or a road is honest.
 
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If the guards aren't going to break up the fight they shouldn't be saying "break it up". Taking bets maybe.

No, the hole in the terrain is visible after the cutscene, even if there's no reason to go there.

A swindler is a con artist who tricks you out of your money, rather than attacking you for it. Unethical Bastion is saying the building itself is unethical, which is like saying that a table is grumpy or a road is honest.
Ok I will have a look at the hole.
I don't want to focus too much on what the orcs do after the fight starts since the frogs are meant to go into the cave and not watch them fight to the death.

All the bandit names were based on a thesaurus entry for the word "sneaky" I think, so some might not be good, but the issue is unless there is something glaringly wrong, I would rather not change object data since I would need to do it for every map with them, and for the bandits especially they are the most important non-playable race in the campaign.

Also all the bandit upgrades have "unethical XXX" like "unethical swords, unethical gunpowder etc, so I would rather keep the unethical bastion's name (I see your point about describing an inanimate object with emotions is incorrect, but I have gotten so use to the names while testing the maps that over time I guess they all seem normal/perfect to me).
 
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Map 4:
Teron is invisible in the first part of the cinematic.
Fighter is called Warrior.
throw in disarray -> thrown in disarray
in one year ago -> a year ago
in Draenor -> on Draenor
wrestle -> wrest
the the Dark Portal -> the Dark Portal
Why no water in the miniature map part?
Map05*
I apologise for the invisible Teron at the start--- I was told his model was bugging in terms of his entire scarf turning red in the latest versions, so I changed the models in all the maps for him before uploading to Ujimasa Hojo's 1.29 updated model. I forgot in this map I use 3 heroes for Teron. Will fix.
Will change to "fighter".
I think it should be "throw into disarray" but I will check.
Will change to "a year ago/ one year ago"
I don't remember where "wrestle" was, but I think wrestle seems fine (I think it was to wrestle with something, like the past) But I will check it again.
Will remove double "the".
The lack of water was me being too new to tile sets--- I set it to 'Outland', and there is no water for outland tile set, and I didn't want to change the entire tile sets back and have to redo the terrain. Hope it was not too big of an issue.

Anyway, this map is probably my favourite of all the cinematic simple because of how much it foreshadows the future/the general atmosphere of the horde.

I also added you to the special thanks tab on the map description.
Also cleave, if you do get up to map 11 can you not play it? I have made a decision to unlock all cinematic that are only accessible to players on insane mode regarding the optional bosses for missions since I want everyone to be able to see all cinematic regardless of difficulty. I can send you a revised version of map 11 so you don't miss a cinematic that in previous versions was only accessible to insane-difficulty players.
 
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The phrase was "wrest control of".
It just looks odd to have islands in infinite blackness. Maybe you could use the water doodad.
I thought this one was well-done too (although the part where Grom attacks a plant for no reason was weird), I found myself rooting for Teron because of the way he's planning this heist. Someone should write a fic where the Horde actually asks the Alliance to use their artifacts so the Horde can move to a different world and leave the humans alone.

I was considering going back to the first two and doing them on insane (I've already started the Stormwind one on insane).
 
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Ok I will check for the phrase through the log and change it (wrest).

Water doodad is an issue, not only because how many I would need, but because the black area is actually empty, so the "ships" are all flying units, and the doodads cannot be placed over "nothing" regions (I could be wrong).

Him attacking gate flower was out of surprise ha-ha.

Cleave, none of the past missions have cinematics specially for insane. The only ones that had them was where the "insane optional boss" was somehow connected to the plot, so I needed a cinematic for it. I changed it for map10 before I posted them (though I changed the order so everyone can fight the "optional boss" for that mission, its just that they won't get artefact items. But for map11 I did not change it due to it being heavily connected to the story, but I decided I didn't want the campaign to be exclusive /unfair towards easy/normal difficulty players outside of the artefact items.
The only reason to go back is that you might need to start playing on easy mode later if you do not have artefact items because I base the difficulty on everyone having acquired them.

Teron / Dentarg are the most developed heroes in the campaign, I think you will enjoy their storylines + as the main horde characters they get the most playable missions.
 
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So my computer decided to eat the notepad where I kept all my observations about the 6th mission, so here's some I remember (not yet finished):

Intro cutscene:
* news. Benson? -> news, Benson?
* that all city guards -> that city guards
* Both guards keep drinking during the scene.
Dentarg's class should be Shadowmoon Archmage (Archmagi is the plural).
Dentarg doesn't have enough mana to cast his healing glyph at level 1.
Witch cutscene:
* learnt -> learned
* are no stranger to me -> are no strangers to me
Places with invisible walls should have a message saying why you can't go there yet. For example, "Wait, Glenda's in there and we don't have the ingredients for the potion yet".
Ahhh, love. Was that in the book? If you ever get around to redoing the cutscenes, might I suggest inserting Tchaikovsky's Romeo and Juliet and the Banshee's dying sound as appropriate.
* The dog has a blank text box.
The selection circles for Mounted Bandits and Spear Throwers are too small.
The Worker's infodump triggers when a unit enters the region with the Tricksters just before (and why is the guy, an elf of all things, just volunteering information to orcs without threat of torture or being killed and having the answer ripped from his reanimated body?).
Similarly, the gambling hint triggers when fighting some mounted bandits before the actual gambling area.
Gambling minigame:
* The game should use a less clunky interface (dialogue menu, moving a unit on a CoP, killing a lever...).
* In the final round, entering the wrong color option doesn't do anything.
* Shouldn't it be "shut your lying mouths"?
Crocodile should belong to Wild Animals.
Shaft Shooter model has cannons, it should have its name and projectiles match that.
 
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Will fix ", Benson" "that city guards.
Drinking is just a stand animation, it is random.
Did not know Archmagi was plural, will look into it.
I know about the healing spell mana, I need to keep it high because late game the heroes become ridiculously strong.
Will change "learned" " are no strangers to me"
There was a message to bring the items to the circle of power, so that should indicate you cannot go through that area.
I can definitely add the banshee sound, Romeo and Juliet might be harder. That was not in the book ha-ha.
Will change dog blank text
Mounted bandits circle is something I can check, but i don't think it is too small, + it is never a controllable unit.
Spear thrower is meant to be a tiny unit, like a peon.
Worker's info dump being too soon is to prevent the player from walking into the gambling place too soon with the trigger still talking about crocodiles.
Gambling hint is meant to be before the actual gambling place.
Yes i know it is clunky, but cannot do dialogue as it needs to be show to 2 players, and it was easier as text. I added the commands into the f9 incase people missed the command/forgot it.
Final round- you are not allowed to choose the "right answer" or the cinematic makes no sense.
"shut your lying mouths" that is clever, will change.
Crocodile is domesticated.
I know it had cannons, I made a mistake when choosing the model. But the Orc tech tree already had a cannon type tower, I really don;t want the bandits one to get changed to a cannon. Plus, most people will not even see those cannons, they will see the guard tower model and assume its a guard tower.
 
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Isn't there a way to limit what animation plays though? I mean, imagine "Hear the news? We're forbidden from *glugglugglug* drinking on duty now!"
I put a unit there before getting the items and didn't get a message, just the guy standing in place.
Yeah, but there should be a less obvious way of rigging it. Like, if you put actually type [winning color], you get an extra message like: "You're betting on [winning color], Teron? Seriously? We'll bet on [losing color]. It's obvious who's going to win, [winner] doesn't stand a chance." -> battle plays out, "There, see, Teron? The item is as good as ours once [winner] gets ki-" -> play cutscene as-is.
About the quest: it says -roundXcolor, does -round2color or -round4color work?
 
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Magi is the plural of magus, not mage (for the latter it's mages).
Ah, I see.
Isn't there a way to limit what animation plays though? I mean, imagine "Hear the news? We're forbidden from *glugglugglug* drinking on duty now!"
I put a unit there before getting the items and didn't get a message, just the guy standing in place.
Yeah, but there should be a less obvious way of rigging it. Like, if you put actually type [winning color], you get an extra message like: "You're betting on [winning color], Teron? Seriously? We'll bet on [losing color]. It's obvious who's going to win, [winner] doesn't stand a chance." -> battle plays out, "There, see, Teron? The item is as good as ours once [winner] gets ki-" -> play cutscene as-is.
About the quest: it says -roundXcolor, does -round2color or -round4color work?
There probably is, but it might need custom script to control stand animations.
The message i think was either a hint or in the quest log, but I can check.
The way I rigged it was the easiest way possible ha-ha. -roundxcolour won't work, you need replace the word "colour" with the actual colour (yellow/oj).
 
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Map 6:
Quest: Eradicate the Protectors
Not sure about the whole thesaurus-naming thing you're doing here. Really, Lumber Mill is just as good a name as Timber Processor. Similarly, Sanctorium -> Sanctum, Repository -> Storehouse, and presumably the human town hall is meant to be Manor and not Manner. Also, why is the teal base undefended?
Cutscene: himself/herself -> himself. Unless ogres have other body parts that come in pairs, and that is a thought I truly to not want to dwell on.
Ending cutscene: Perenholde -> Perenolde
Lot of empty space in this map.

I have to say, thus far I'm really not seeing the point of making these maps two-player. If the RTS sections had two bases to control or the dungeon sections needed simultaneous action on the parts of the heroes, maybe, but so far all the extra triggers needed to save and load heroes just seem to vastly complicate things compared to a regular campaign.
 
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Map 6:
Quest: Eradicate the Protectors
Not sure about the whole thesaurus-naming thing you're doing here. Really, Lumber Mill is just as good a name as Timber Processor. Similarly, Sanctorium -> Sanctum, Repository -> Storehouse, and presumably the human town hall is meant to be Manor and not Manner. Also, why is the teal base undefended?
Cutscene: himself/herself -> himself. Unless ogres have other body parts that come in pairs, and that is a thought I truly to not want to dwell on.
Ending cutscene: Perenholde -> Perenolde
Lot of empty space in this map.

I have to say, thus far I'm really not seeing the point of making these maps two-player. If the RTS sections had two bases to control or the dungeon sections needed simultaneous action on the parts of the heroes, maybe, but so far all the extra triggers needed to save and load heroes just seem to vastly complicate things compared to a regular campaign.
Will change "Eradicate the Protectors"
"Manor"
Teal's base is just to show you what is to come.
I use himself/hehrself to because it is a general thing, I cannot just limit it to males, and its not talking about dentarg himself.
"Perenolde"
I couldn't reduce the size because it needs to be proportional by 8.
I made it 2p so friends could play it!
 
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