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Darkness Returns I v2.4.1

ONLY PLAYABLE IN 1.31+ PATCHES!



WHERE TO PUT THE FILE?
(User Path)/Documents/Warcraft III/Campaigns

HOW TO PLAY?
  1. Download the campaign
  2. Put the file at the directory above
  3. Open Warcraft III > Singleplayer > Custom Campaigns
  4. Choose Darkness Returns I and play it
MAIN CHARACTERS

latest
Zalamus Whitesky
A new commander of the Grand Coalition. Paired with Alliara Lightstar, his capabilities to command the light and his swordsmanship will lead him to victory.

latest
Alliara Lightstar
Another new commander of the Grand Coalition. Paired with Zalamus Whitesky, her magical prowess, and advanced knowledge will allow her to fulfill all of her superior every command. However, she must be prepared, when her emotion and loyalty is put to a test.

latest
Karizen Whitesky
The young brother of Zalamus who was thought to be killed during one of the Barbarians pillaging at a village, he survived the onslaught and was rescued by Okta Raxus from the Revolutionaries. Now trained to combat directly, Karizen is ready to show how strong he had become.

latest
Sir Edward
His knowledge led him to become a leader at a small coalition under Grand's banner. When he realizes something odd is happening in Grand, he started an initial spark that caused his exile. His deeds, however, has not gone unnoticed and invoke curiosity of one of the four great mages in Hazam. His spark is what drives Revolutionaries' actions today, after several years of Revolutionaries' disappearance.

latest
Vadrazus
An elite assassin and agent, he is tasked with the impossible missions for his master, Fallen. With all of his prowess and capabilities, he is more than willing to die to see his master's reign.

Features
  • Custom Lore.
  • Difficulty System; play from the newbie-friendly "Beginner" to the challenging real-story of "Mastermind". This campaign offers seven difficulties consisting of Beginner, Novice, Easy, Normal, Hard, Chaos, Mastermind. Keep in mind that "Mastermind" GREATLY INFLUENCES A CHAPTER.
  • 'New'Factions; play as the deceiving undead of fall, the corrupt coalitions, the shadowy elves, the mysterious phoenix flames and much more.
  • Plan, Manipulate, Conquer; each map plays with your forces at a major disadvantage throughout the game. Only through strong will and manipulative plays, you can send the enemy to the graves.
  • Difficult Battles; No matter what difficulty you choose, the gameplay will give some challenge for you. For those who like to laugh in face of their own demise; try playing on Mastermind, it will be SO MUCH FUN.
  • Unique Mission per Side; Each side goes with their unique style. Some plays directly, some plays covertly. Each side missions goes with unique traits.

Factions :

Grand Coalition :
The major superpower across the continent of Hazam, the biggest of three continents at Hazamus. This coalition composed of humans dwarves and some elves alike with the vision of ruling the entire Hazamus with prosperity and peace that they seek about. They utilize a combination of weaponry and magic in battle. Currently led by Annaira the Amazing.


Revolutionary Coalition :
No men want to remain in the dark when the Grand seems to act upon something. With their limited weaponry and arsenal, with Revolutionaries as their common name (formal: Revolutionary Coalition), they declare war against them. Revolutionaries arise a few years back, forcing the Grand Coalition to make brutal steps of appointing a sadist, brutal and merciless Supreme Commander to silent them up. Since the former commander no longer in charge, Revolutionaries once again start to make their move. Currently led by Commander Ozaras.


New Coalition :
Having been dumped from the central world for decades and a small scale rebellion they do only turn to the worst, the shore cities of southeast Hazam decided to merge themselves under one banner. Aided by an unknown man, they decided to play part in destroying Grand Coalition and secure the central for themselves. Currently led by Sir Edward.


Fallen's Undead :
Not much known about them, these menace of the past are pretty dangerous foes for any oppositions to deal with. Claimed by Phoenix Flames' Supreme Commander as non-existent anymore, they're actually still existing and continues to grow in the shadow. Currently led by Fallen.


The Phoenix Flames :
The shadowy power that secretly plays in the upcoming war. Phoenix Flames has been a major threat to Darkness' upcoming invasion. With their supreme powers and intellect, these fire loving soldiers are a force to be reckoned with. Whom lead this dangerous army? Nobody knows for certain at this point...

The Demonic Legion :
Darkness always has his personal troops appointed for his will. These are the enigmatic and chaotic beings that serve the evil himself. They take no prisoners and will slay all living existence until there's nothing but ashes remains. So obvious that Darkness would lead his elites by himself.


Elves of Hazam :
These peace-loving creatures won't escape the upcoming war. Threatened by Revolutionaries and hunted down by Darkness' army and Phoenix Flames for their own reasons, they will fight side to side with the armies that will throw away their threats. Their main leader is Nagan the Great and they comprise of Holy, Shadow and Nature Elves, each with their own leader as well.


Lightning Blades
An army of legendary soldiers led by a mysterious person named, LegendzKing...

And get to meet more (minor) factions in the story!

Older Versions :
DOWNLOAD LINK TO OTHER VERSIONS ARE LISTED BELOW!

Version 0.10
Version 0.20
Version 0.21
Version 0.30
Version 0.31
Version 0.40

Media :
WARNING : HIDDEN BELOW ARE OUTDATED
war3_2016-06-09_00-29-26-10-jpg.155352

war3_2016-06-09_00-29-21-88-jpg.155353
war3_2016-06-09_00-31-13-37-jpg.155354

Notes :
1. The campaign doesn't use cinematics, rather they use subtitles. The triggers should enforce them automatically, but it's recommended to use Subtitle ON setting.
2. The real story is kept in Mastermind Difficulty, other difficulties are significantly toned down to ensure the gameplay much easier. This is intended, and I won't change this one. The difference includes some optional quest changes, new enemies and most of all: new dialogues and characters present.
3. The chapter is ordered based on the real story but unlocked by their own arc (this means, to unlock a New Coalition chapter, you need to finish the last available New Coalition chapter)
4. Chapter Zero is set to Mastermind by default. These should help to give a general idea of why Mastermind is not set as default :)
5. THIS CAMPAIGN IS CONSIDERED FINISHED! PLEASE WAIT FOR DARKNESS RETURNS II FOR CONTINUATION AFTER THE SECRET CHAPTER!
6. For Revolutionaries 02, I recommend playing at least at Normal to get most of the experience.
7. If you encounter any bug, please report so an update can be quickly executed to patch them.


Credits
-DUE TO MASS MODEL/TEXTURE IMPORT, A LOT OF CREDITS WAS LOST. IF YOU NOTICE YOUR MODEL(S) AND NOT CREDITED PROPERLY, PLEASE INFORM ME-
-THERE'S A LOT OF UNUSED RESOURCES INSIDE, WILL BE CLEANING THEM AS TIME PROGRESS-
-IF I MISS ANYONE, PLEASE INFORM ME-


Map Terrains :
(2) Tirisfal Glades by @Blizzard Entertainment
(2) The Two Rivers @Blizzard Entertainment
(8) Garden of War by @Blizzard Entertainment
(8) Feralas by @Blizzard Entertainment
(8) Friends by @Blizzard Entertainment
Grand Coalition 01 by @ThinhHo
Agent of Fallen 01 by @ThinhHo
(6) Silverpine Forest by @Blizzard Entertainment

Models :
Royal Captain By @Tranquil edited by @Misha
Phoenix Mage by @General Frank
Phoenix Archer by @General Frank
High Elf Chronomancer by @Deolrin
Human Lumber Mill by @Ujimasa Hojo
Hero Death Knight by @Alastor
War Mage (Kirin Tor) by @Ujimasa Hojo
Dalaran Blood Mage by @Ujimasa Hojo
Blood Mage by @Stefan.K
BETA Footman by @Blizzard Entertainment
Blood Elven Warrior by @General Frank
Phoenix Crusader by @General Frank
Human Bishop by @Tranquil
White Wizard by @Direfury
King by @Tranquil
High Elf Archer by @Himperion
Rocket Rain by @ILH
Human General by @Direfury
Human Spell Breaker @Hermit
High Elf Spell Thief by @Himperion
Nobby Mansion Townhall by @Ujimasa Hojo
Nobby Mansion Blacksmith by @Ujimasa Hojo
Nobby Mansion Farm by @Ujimasa Hojo
Power Lich by @HappyTauren
Human Paladin by @Direfury
Nobby Mansion Workshop by @Ujimasa Hojo
Nobby Mansion Arcane Academy by @Ujimasa Hojo
Nobby Mansion Altar of Kings by @Ujimasa Hojo
Nobby Mansion Barrack by @Ujimasa Hojo
Captain Kul'tiras by @Ujimasa Hojo
Azeroth Footman by ???
Argent Knight by @Direfury
Azeroth Soldier by ???
HQ Militia by ???
Hero Argent General by ???
Uter by ???
KArchSorceress by ???
ArgentMageTower BETA by ???
Azeroth Footman by ???
Hero Priest Avatar by ???
Bolvar Fordragon by ???
Commander by ???
Hero Argent Lord Commander by ???
Azeroth Heavy Tank by ???
Dwarven Adventurer by @General Frank
Hero Holy Warrior by ???
Female Footman by @Cavman , @Kuhneghetz
Female Angel by @Tranquil

Skins :
Royal Mage by @~Nightmare
Nobby Mansion by @Pyroproctos
8 Health Bar by @Avatars Lord

Icons :
High Elf Chronomancer by @Deolrin
Phoenix Archer by @General Frank
Phoenix Crusader by @General Frank
Lieutenant by @Tranquil
Chaplain by @Blizzard Entertainment @Pyraeus
Nobby Mansion Townhall by @Ujimasa Hojo
Nobby Mansion Keep by @Ujimasa Hojo
Nobby Mansion Castle by @Ujimasa Hojo
Power Lich by @HappyTauren
Nobby Mansion Workshop by @Ujimasa Hojo
Nobby Mansion Arcane Academy by @Ujimasa Hojo
Nobby Mansion Barrack by @Ujimasa Hojo
Bandit Defend by @bu3ny

Sounds and Music:
Boltmachine Soundset by @LegendzKing
Out of Kindness by Atlus [SEGA]

Name Recommendations :
@Leo Akastenix

Model Packs :
@stein123

Beta Testers :
@Wildfire
@MasterBlaster

Reviews :
@Rheiko
@WarcraftLiterature

-IF I FORGOT TO CREDIT ANYONE OR-
-IF I CREDITED WRONG PEOPLE-
-PLEASE SENT ME A MESSAGE-
-THANK YOU FOR ALL CONTRIBUTORS-

Log of Changes
Bugfix:
Secret Level no longer triggers a defeat before ending sequences
Fixes Secret Level ending cinematic sequence

Agent of Fallen 01:
Units under Phoenix Elite subfactions are heavily enhanced to denote their elite status (careful engaging them)
Trained units no longer given to the Phoenix Elite subfaction
Added more Lightning Blades' Hunters around the map

Notes:
For those who wishes to only watch the cinematic of Secret Level and have played this mission in 2.4 (for prior it is recommended to retry this mission in 2.4 due to dialogue improvements), you can use "testwin" command without the quote marks.

[TALE OF THE PHOENIX]
Lord of the Phoenix Flames has unveiled a secret part of the past into the piece of the present.

Bugfix:
Fixed a crash caused by Phoenix Slayer model
Fixed a bug if skipped, Agent of Fallen 01 get MUCH MORE HARDER than intended
Fixed a bug in Grand 00 that caused the ambush to loop dialogues
Fixed a major issue with campaign buttons not appearing

General:
Steam Tanks now has Overcharge ability
Steam Tanks attack speed increased from 2.25s to 2s
Steam Tanks movement speed increased from 220 to 250
Steam Tanks now has Develop Sophisticated Armor research
Dinosaur Tanks is now buildable
Dinosaur Tanks rocket damage reduced from 20 to 15
Dinosaur Tanks rocket aims to all unit instead of air only
Fixed Okta Raxus not giving message on death
Footmen and Knights now have Sundering Blades
Sundering Blades deal 25% additional damage to Medium armor
Axemen Defend On icon fixed
Revolutionaries Elite changed into Dragion Knight
Improves Phoenix Knight and Crimson Hunter

Agent of Fallen 01:
Ambush troops number increased
The girl name is revealed (Mastermind only)

Agent of Fallen 02:
Infernal is now available as a trainable
Added Fatebane to two other bases
Power Crown no longer dropped for all difficulties
Applied patch 1.31 to this map

Grand 01:
Reposition some units
Combine circle of power into one, closer to Waygate
Added a second Waygate that can be used by all parties to navigate the forest

Revolutionaries 01:
Executor and Phoenix Flames bases are expanded, expect HARDER resistance destroying them
Executor has assigned some of their troops and towers to Archaris' forces
Executor is now connected to Archaris base
Moved a Mastermind boss to a more visible spot, making it harder to siege one of the enemy bases

Revolutionaries 02:
Azralor now has 3 additional Boltmachines at his disposal
Phase 2 allies now has more towers against Azralor's forces
Kruzal now employs Empowering Wards across his base, making siege MUCH HARDER
Player now receive free Musket (and Air and Elite given conditions are met) reinforcement every few minutes
Changes the layout of some buildings and the position of some unit, allowing most of allied forces to assist Ozaras
Ally will no longer have insufficient money to keep fighting for 4 hours straight
During first phase of the battle, allies now can give elite troops to allow better engagement in favor of the player
Enemy bases are now fortified further
There are two waygates now that connect all bases better

Secret Level:
Removed enemy handicap bonus
Fixed one of the player not getting special troop bonus
Added more dialogue to expand upon the story
Improved enemy troops' extra spells
Adjustment to Alfarien's Commander Aura
Phoenix no longer dies from self-burn for this mission
Minor adjustment for base positioning
Improved Hive's Forces (notably Directive's Coalition)
Grant partial access to Phoenix Flames technology
Reworked ending
Changed one of LegendzKing's items
Ancient Phoenix now deal Chaos damage
Infernal is now Meteorite Infernal with buffed stats
Corrected some spells for some units


General:
Sundering Blades is no longer available

Grand Coalition 00:
Azralor now uses his yellow attire instead of black
Changed mission music

New Coalition 01:
Engineer Wart now has proper troops protecting him
Revolutionaries 02:
Changed Dino Tank and Boltmachine models

Agent of Fallen 02:
Reduces spawn time from 900 to 750 seconds
Doubles the time before Phoenix Flames attack (Mastermind Only)
Added 4 Nether Drakes to the base defense spawn
All difficulty beyond Normal now has 75% handicap for all opponents
Player and Zoharin now uses elite undead unit (double base damage) (exclusively for this chapter)


General:
Hunters, Executors and Slayers now benefits from footman upgrades

Grand Coalition 00:
Added additional enemies
More dialogues involved
Items are now attainable
More events
Riflemen, Knights and Elite Guards are used by the opponent
An easter egg related to Short Story added

Agent of Fallen 01:
Added additional enemies
Phoenix Flames now retaliates with reinforcements
Reduced time for the mission in all difficulties except Mastermind by 30 minutes

Agent of Fallen 02 :
Added 4 Bloodfiends to both sides spawn
Added 3 Greater Voidwalkers to both sides spawn
Reduced Siege Tank from right spawn by 1
Increased Ironflame Elites' initial strike time by 600 seconds
Added 3 Fatebane, a new unit, for Azralor's Executor (not replaceable)
Added an allied AI for defending base

Revolutionaries 02 :
Traitors should now address Loyalists as enemy properly
Traitors now change to Yellow, making it differentiable from the Loyalist allies



General :
Priest's Dispel Magic now deals 500 damage
Priest's Dispel Magic now has 600 area of effect
Priest's Dispel Magic now has 800 range
Priest's Dispel Magic now costs 200 mana
Sorcerer's Slow replaced with Entangle
Sorcerer's Polymorph replaced with Magic Rain
Footman's Heal is now auto-cast
Cavalry's Inner Fire is now auto-cast
Dino Tank's Homing Rockets damage increased from 10 to 20
Leader Aura's damage bonus increased from 20 to 25
Priest's Heal recovery increased from 50/75/100 to 50/100/150
Changed Archer's Headshot icon
Divine Blessing cooldown increased from 0 to 90
Berserk's learn hotkey fixed
Divine Blessing's learn hotkey fixed
Mind Possession cooldown decreased from 10 to 5
Awake the Dead cooldown decreased from 60 to 30
Death Force's area of effect increased from 300 to 600
Guardian of the Fallen's base damage increased from 17 to 30
Guardian of the Fallen's attack cooldown reduced from 1.35 to 1
Vadrazus' base damage increased from 0 to 20
Sorceress' mana regen increased from 0.67 to 1.33
Azralor's base health reduced from 2750 to 2000
Azralor now has Purge
Azralor no longer has Mana Burn, Lightning Shield
Blaze Ironflame no longer has Berserk
Edge the Swordmaster no longer has Dispel Magic
Farhn no longer has Frost Bolt
Hanaf now has Trueshot Aura
Kruzal the Executor now has Roar
Phelina no longer has Bloodlust
Phelina now has Healing Ward
Hammer Blow and Sword Blow no longer can hit air units
Fallen's base health increased from 250 to 500
Mizen now has Berserk

Agent of Fallen 01 :
Fixed a critical glitch with Portal

Revolutionaries 01 :
Added Ancient Janggo of Endurance for Dreadlord hero

Agent of Fallen 02 :
Increased Zoharin's health by 1000

Revolutionary Coalition 02 :
Fixed a major bug with Loyalist faction
Fixed a major bug with upgrades
Removed the ability to train Revolutionary Elites for Loyalist
Increased starting gold and lumber from 10000 to 12500

Hidden Chapter :
Changed the commander to a specific name instead of generic commander name

Added Chapters :
- Agent of Fallen 02: Zero Hour
- Revolutionary Coalition 02: The Devil King
- Hidden Chapter

General :
- Revolution Elites HP reduced from 1670 to 1300
- Elites HP increased from 1000 to 1250
- Okta Raxus' Spirit Ghost Summon Mana Cost reduced from 250 to 200
- Alliara Lightstar's Blizzard Mana Cost reduced from 100 to 80
- Vadrazus' Agency Power Evasion increased from 20% to 25%
- Redha Ani's Sacred Arrow Base Bonus Damage increased from 25 to 30
- Phoenix Flames' Inner Fire Damage Bonus increased from 20% to 25%
- Phoenix Flames' Inner Fire Armor Bonus increased from 7 to 10
- Phoenix Flames' Rain of Fire Damage per Wave increased from 25 to 40
- Crimson Sword's Base Damage increased from 11 to 18
- Crimson Hunter's Base Damage increased from 15 to 25
- Parnada the Wise's Base HP increased from 1500 to 2000
- Phoenix Guardian's Base Damage increased from12 to 24
- Phoenix Guardian now has Ensnare
- Phoenix Guardian's HP increased from 1500 to 2000
- Changed many models and icons for better appearances
- Vadrazus' Wraith's HP increased from 750 to 900
- Vadrazus' Mind Possession Cooldown reduced from 15 to 10
- All Undead Units have their stats readjusted (due to Agent of Fallen 02)
- Lord Ozaras now only has one passive (Leader Aura)
- Farm (Grand) no longer trains Worker [No more hunting worker game]
- Doubled Divine Blessing duration
- Berserk mana cost increased from 25 to 50
- Increased Ice Time's Area of Effect from 450 to 1000
- Decreased Ice Time's freeze from 30 (10) to 20(5)
- Buffed Priest abilities

Grand Coalition 01 :
- Added Elite Waves that attack at longer intervals
- Added Final Wave that attacks at last moments
- Split defense outposts
- Rename generic commanders to have their unique names
- Added some units to help the defense further
- Player starts with tier 1 upgrade for all units except Archers (all difficulties)
- Ozarus now teleports back to base, regardless if cinematic is skipped or not

Grand Coalition 02 :
- Nazare P's Base HP increased from 45 to 90
- Rasi Annah's Ice Time Mana Cost reduced from 250 to 100
- Added Towers to most entrances to the middle base
- Level cap raised from 4 to 6
- Fixed Undead AI
- Added 1 Knight for player
- Allows Mortar and Siege Engine to be built
- Increased wait duration from 600 to 900 for enemy and 750 to 1500 for Azralor
- Added two more Town Hall for Zarb-Zurb
- Slightly altered the first phase after calling for help

Revolutionaries 01 :
- Executors are replaced with Lieutenants
- A new variant of Executor added in limited number to Azralor's forces
- Increases the tech tree of Revolutionaries for player
- Grant access to tier 3
- Steam Tanks are now trainable

New Coalition 01 :
- Engineer Wart's Damage Cooldown reduced from 3.5 to 2 seconds
- Engineer Wart's HP increased from 1200 to 1800
- Added an additional Elementalist to the eastern flank
- Added two additional Peasants at the beginning
- Slightly changed Chief, Ani and White Fang starting positions

NOTES: Many changes are not logged, only logged them starting from 31/12/2018 22:43 GMT+7
Contents

Darkness Returns I v2.4.1 (Campaign)

Reviews
Championfighter25
Even though you won't be working on this campaign, in case you decide to return one day and work on it again... I will leave my review for the possible future ;) HEAVY nitpicking incoming, some or most of it, depending on how you look at it will be...
deepstrasz
You could hide the credits list for easier scrolling. Why are all chapters visible? It's not in map development anymore. I just want to know what's up with chapter 2 before continuing with the others or trying a whosyourdaddy run on chap2 for a...
deepstrasz
Easy only needs to go softer with Orange. That's basically the biggest problem. Well, the undead didn't do anything so, I don't know... Yeah, but it's confusing. All units should use the same pattern. You can make it so that they do it super fast...
Review for Darkness Returns 1 - The first map/chapter -> It's good that everything is explained at the start. Feels like a mini AoS map :) Troops fighting each other, main objective to kill the Mountain King and the Archmage. The chosen map is good...
ReviewDarkness Returns Key ConceptThe first map/chapter -> It's good that everything is explained at the start. Feels like a mini AoS map :) Troops fighting each other, main objective to kill the Mountain King and the Archmage. The chosen map is good...
ReviewDarkness Returns Key ConceptCampaign - The campaign is nice even if you used Blizzard maps for each chapter. The heroes are fine, the lore as well. I liked it. The first map/chapter -> It's good that everything is explained at the start. Feels...
deepstrasz
Some changes made, Approved. In Heave and Earth (Grand Coalition 02) there are two orange paladin heroes with the same name: Manadar the Healer. Didn't the purple undead have heroes? Also, they don't attack (out of their base)? Green barracks seem to...
Level 20
Joined
Feb 23, 2014
Messages
1,264
If you're not planning to continue on with this project then I don't really see much point in me doing a grammar check for it :) I'll reserve my time and effort for your another project :)
 
Level 22
Joined
Apr 9, 2017
Messages
1,681
Even though you won't be working on this campaign, in case you decide to return one day and work on it again... I will leave my review for the possible future ;)
HEAVY nitpicking incoming, some or most of it, depending on how you look at it will be very unneeded and very undeserved :D
I will be quoting certain parts of the map description or dialogue if they need correcting to save time. I'm sure you will get what character or part of the description I'm pointing to.

- I don't think all campaign buttons should be visible from the beginning

Chapter 1:
- You must proof should be corrected to ''you must prove''
- You should add a do after why. ''Why do I have to be paired'' sounds better in my opinion
- ''Your operation base'' -> ''Your base of operations''
- ''Be active in search'' -> ''Be active in your search''
- ''can act as substitute for'' -> ''can act as a substitute for''
- I think it would be a bit better if you let us chose which abilities to learn for our heroes. We may choose wrong, but we will learn and chose the right ones eventually. :p
- Giving hotkeys to the units will be a good idea in my opinion
- ''Destroy enemy production building to weaken enemy assault'' -> ''Destroy enemy production buildings to weaken the enemy assault''
- Footmen having a healing ability sort of makes sense since they've probably received first aid training to help injured, but I don't think it should be the autocast heal you've given them. Something like Zalamus' Q that has a longer cooldown so they can't spam it would make more sense. With the current healing ability, they just can't die. I've nearly completed the mission and didn't lose even 1 footmen.
- I think a cool mechanic would be, after we killed a commander unit, the nearby enemy units get demotivated and get an attack debuff for a few seconds.

Chapter 2:
- ''This prototype machine capable'' -> ''This prototype machine is capable''
- ''so they will take no reinforcements'' -> ''so they will get no reinforcements''
- Vadrazus' mind trick doesn't have a hotkey
- I think Vadrazus meant ''the night has begun'' in his speech before the mission ended
- 1 hour is a bit way too generous. Changing it to 40, even 30 minutes would still make the mission beatable in that time.

Chapter 3:
- ''Grand Coalition'' -> ''The Grand Coalition''
- ''between them and Revolutionaries'' - ''between them and the Revolutionaries''
- ''The Revolutionaries has set'' - ''The Revolutionaries have set''
- ''to proof if their'' -> ''to prove if their''
- After ''to proof if their'', the map description suddenly ends.
- ''until the reinforcement arrives'' - ''until the reinforcements arrive''
- ''for the reinforcement'' -> ''for the reinforcements''
- ''kin finest archers'' - ''kin's finest archers''
- Archer has a double C
- Archers don't cost food
- Alliara's healing rain doesn't heal heroes.
- The useful easter egg is a bit too useful. After getting it, I was able to relatively easily crush both the bases of the Phoenix flames and Revolutionaries, using only them and my heroes.
- Normally at the last minute for these kinds of missions, there is a gigantic attack wave that nearly breaches your defenses. I was kind of disappointed not seeing one here.
- Destroying the 2 enemy bases sadly ruins the last moments of the chapter. There are no enemy reinforcements since you already killed them all, but you are still forced to retreat.

Chapter 4:
- ''isn't this feels quite... fishy?'' -> ''doesn't this feel quite... fishy?''
- ''to minimize amout of enemy attacking the village'' -> ''to minimize the amount of enemies attacking the village''
- Even though this was one of the harder chapters for me, no technical issues were found

Chapter 5:
- ''invading this area and many villages had fallen'' -> ''invading this area and many villages have fallen''
- ''Larazda is the last of village to stand in this area'' -> ''Larazda is the last village standing in this area''
- White Fang's hero portrait is bugged.

Chapter 6:
- ''only Zarb-Zurb village lies as the last line'' -> ''only Zarb-Zurb village lying as the last line''
- ''to call a desperate reinforcement...'' -> ''to call for desperate reinforcements''
- ''to another area soon'' -> ''to another area so soon''
- ''that Azure Coalition has betrayed us and now aiding the revolutionaries'' -> ''that the Azure Coalition has betrayed us and is now aiding the revolutionaries''
- ''charge blind into enemy'' -> ''change blind into the enemy''
- ''it would be wise to request a reinforcement'' -> ''it would be wise to request for reinforcements''
- The acolytes of the undead don't mine gold from the gold mine, neither do ghouls harvest lumber

Overall, I like this campaign. The terrain is above average in my eyes, the gameplay is enjoyable, even though I was skeptic about the ''no cutscenes or cinematics part'' that also turned out well.
The story is a bit all over the place since we play from a few viewpoints, and it was surely, even if a bit slowly at times building up to something until it suddenly stopped since we aren't probably going to get more chapters.
If you are ever going to return to this project, consider this review and the things I mentioned in it.
Despite having a few problems you will want to fix, this gets a 5/5 from me. Enjoy!
 
Thanks a lot for the reports! I'd do bug fixing especially major ones. To be fair, the last chapter is broken on Undead side as I haven't write their AI before I dropped the project.

As for other issues you found, I appreciate all these grammar checking you even bothered to and will check the rest. If I may ask, what difficulty you play? The second chapter timer is heavily altered in Mastermind, but I will lower other difficulties as well.
 
It took me more time to write them down in this review than to notice them, funnily enough.


Medium.
Must be a hassle D:
Sorry for the trouble.

I suggest try Mastermind just for the Vadrazus chapter. Other chapter mostly has stronger and more aggressive enemies as difficulty arise so there's no need, but that one has a major twist in the story.
Keep some save file though, it's not gonna be pretty at all.
 
Level 22
Joined
Apr 9, 2017
Messages
1,681
Must be a hassle D:
Sorry for the trouble.
Don't worry about it.

I suggest try Mastermind just for the Vadrazus chapter. Other chapter mostly has stronger and more aggressive enemies as difficulty arise so there's no need, but that one has a major twist in the story.
Keep some save file though, it's not gonna be pretty at all.
Sure, I will.
There is a slight possibility I may never return and thus you may not get any more reviews like this from me, but we shall see. :p
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You could hide the credits list for easier scrolling.

Why are all chapters visible? It's not in map development anymore.

  1. -transmissions run too quickly
  2. -so, Light's Protection and Devotion Aura are the same thing
  3. -Footmen have a portrait issue for some reason
  4. -wait a second... the blue team plays by itself too alongside player control?
  1. -why not try to make cinematic scenes; you know a slow rolling camera is much nicer to look at than from the same angle while text comes up on the screen
  2. -the commander disappeared after the FX of the teleport disappeared and not with it
  3. -main quest requirement alignment issue in the quest log
  4. -footmen can get through trees right west of the archers and get back to the base
  5. -so, the upgrades in the Blacksmith are only for the elves!?
  6. -pheonix guardians have 5k mana and crimson hunters 2k!?
  7. -the game mostly uses Warcraft III content; there is little custom content and I'm not referring to models/skins but items, units and abilities
  8. -are you suppoed to be able to destroy their main base before the reinforcements arrive?
  1. -why do most units have healing in this game of which many are melee?
  2. -Elite's Poison Sting has no description
  3. -Undead are Warcraft III Undead
  4. -so, the green humans gather to the north and south and only attack when you go to engange any of the bases around the gray settlement? So, if you don't attack, they don't either? Oh, so they do, after a while by themselves. I'm on Easy, and they 're coming from everywhere constantly. On Easy it's bearable but there are many units and on harder difficulties, I'm sure that would be a problem, getting stuck and all that.
  5. -there's no character development; there's just a bunch of people I don't know about or can relate to
  6. -how can I build the Workshop for Canon Towers?
  7. -hotkeys should all be WERTY or like in Warcraft III; don't mix
  8. -am I to just randomly send units or my mini-army everywhere on the map till I find the circle or should I get some directions? Wait... it's under the fog of war in the north. So, I just simply get to it by clicking move with any unit? Oh no, I should have gone to it before they started attacking...
  9. -there are unguarded dark green barracks spread across parts of the map
  10. -so, Azralor arrives but the timer still stands or that's until he attacks/prepares?
  11. -there are three units which have the Heal ability and two with Healing Wave
  12. -never a fan of units appearing out of nowhere, but buildings!? That's way weirder
  13. -this map is just chaos; I can't even control my troops properly; there's just too many on the screen and it turns into a healing clicking fest
  14. -those revolutionary elites are coming and coming and I'm playing it on Easy...
  15. -wasn't there a yellow Mountain King? It's not anymore... and that Arzalor doesn't attack; MT appeared later from somewhere but didn't do anything but to defend the middle, all yellow AI did the same
  16. -you don't even gain experience
  17. -you really want to force players to destroy all farms becuase they train Peasants which rebuild the base!?
  18. -I'm lucky the undead are not attacking
  19. -train, attack, train, rinse and repeat
  20. -started attacking the undead base from the south and they didn't come to defend it; this, after destroying both human bases; the acolytes weren't even mining
  21. -the Black Citadel's damage is lower than a Nerubian Tower's; what melee patch version did you save this map on?
  22. -all bases destroyed, nothing happens, all objectives grayed out
  23. -executors look like a totally black or unit without any texture
I just want to know what's up with chapter 2 before continuing with the others or trying a whosyourdaddy run on chap2 for a re-run.

Overall, the gameplay seems chaotic at times; design is weird.


EDIT

1. Units that see you should have the Magic Sentry buff over their heads.
2. Towers might shoot from behind tree ranges. You'd have to use the Meat Wagons on them or circumvent a lot to get to them.
3. Small units can get to the portal and from that zone near the trees in the west the enemy shoots Rain of Fire... (see picture).
4. Enemy units appeared right between mine and that was called an ambush :D Happened right west of the gate where two towers are facing it from its east.
5. Why are the enemy and your troops the same colour!?
6. Crimson Archers and the unit to their right (in the pheonix barracks) have broken descriptions.
DarknessFallen01.jpg


EDIT the 2ND

1. I guess Command Aura icon was better than Endurance since it gives damage and not attack speed? Oh wait... by the way what auras did you use so they stack? I can't remember right now which other aura gives attack damage.
2. What's this Way of Whatever? Makes spells look weird when other heroes don't have the title text like that.
3. Otka's projectile is annoying because it comes with the Possession sound which is heard loudly.
4. The heroes don't share the experience...
5. You can destroy the crimson and undead bases before going to the first main objective (Easy).
6. The buildings of the Reszhan or whatchamacallit are invulnerable. I've attacked them from the north. Maybe because the base will become yours?
7. I get "an allied town is under siege" announcement shown on the minimap in the mid-map enemy base.
8. This map was recycled from another campaign of yours, I think.
9. Don't understand why the middle ally has the farms outside of the base easy target for the enemy.
10. Aren't Sorcerers and Sorcerecess the same thing?
11. This chapter on Easy is way much easier than Grand Coalition 02 on Easy. The Orange destroyed the Yellow by themselves.
12. Ending the level gets you to the game's menu not the campaign's.


EDIT 3

1. How'd you make the damage bonus auras stack?
2. The wolf hero's portrait is bugged.
3. Really? An undroppable item which only gives 1 to armour?
4. Spells are repetitive among heroes. Each faction should have different things: units, abilities etc.
5. Warchief's damage is a joke. Actually, never mind since it can almost permabash you.
6. Two Rivers :((; you really gotta do your own maps. It's not hard at all man. Nobody asks for realistic sceneries.
7. How would Sir Edward be a great commander if he doesn't know the people? I assume he doesn't even know the geography of the land.
8. Is Ani supposed to have piercing attack type? That's kind of useless against most armour types.
9. For a wolf, Ani moves faster...
10. This mission on Easy is really easy. You should equalize same difficulties between every chapter.
11. ~"Let my villagers aid you from a long range". Kind of late for that :D
12. Well, the issue with the resource wagons is that you only need one worker on a mine with a wagon. If you put the wagon right near the mine, the worker will harvest quickly basically eliminating the need for the distance between the wagon and more (the standard 5) labourers on the mine (see pic).
DarknessReturnsNewCoalition01.jpg
 
Last edited:
You could hide the credits list for easier scrolling.

Why are all chapters visible? It's not in map development anymore.

  1. -transmissions run too quickly
  2. -so, Light's Protection and Devotion Aura are the same thing
  3. -Footmen have a portrait issue for some reason
  4. -wait a second... the blue team plays by itself too alongside player control?
  1. -why not try to make cinematic scenes; you know a slow rolling camera is much nicer to look at than from the same angle while text comes up on the screen
  2. -the commander disappeared after the FX of the teleport disappeared and not with it
  3. -main quest requirement alignment issue in the quest log
  4. -footmen can get through trees right west of the archers and get back to the base
  5. -so, the upgrades in the Blacksmith are only for the elves!?
  6. -pheonix guardians have 5k mana and crimson hunters 2k!?
  7. -the game mostly uses Warcraft III content; there is little custom content and I'm not referring to models/skins but items, units and abilities
  8. -are you suppoed to be able to destroy their main base before the reinforcements arrive?
  1. -why do most units have healing in this game of which many are melee?
  2. -Elite's Poison Sting has no description
  3. -Undead are Warcraft III Undead
  4. -so, the green humans gather to the north and south and only attack when you go to engange any of the bases around the gray settlement? So, if you don't attack, they don't either? Oh, so they do, after a while by themselves. I'm on Easy, and they 're coming from everywhere constantly. On Easy it's bearable but there are many units and on harder difficulties, I'm sure that would be a problem, getting stuck and all that.
  5. -there's no character development; there's just a bunch of people I don't know about or can relate to
  6. -how can I build the Workshop for Canon Towers?
  7. -hotkeys should all be WERTY or like in Warcraft III; don't mix
  8. -am I to just randomly send units or my mini-army everywhere on the map till I find the circle or should I get some directions? Wait... it's under the fog of war in the north. So, I just simply get to it by clicking move with any unit? Oh no, I should have gone to it before they started attacking...
  9. -there are unguarded dark green barracks spread across parts of the map
  10. -so, Azralor arrives but the timer still stands or that's until he attacks/prepares?
  11. -there are three units which have the Heal ability and two with Healing Wave
  12. -never a fan of units appearing out of nowhere, but buildings!? That's way weirder
  13. -this map is just chaos; I can't even control my troops properly; there's just too many on the screen and it turns into a healing clicking fest
  14. -those revolutionary elites are coming and coming and I'm playing it on Easy...
  15. -wasn't there a yellow Mountain King? It's not anymore... and that Arzalor doesn't attack; MT appeared later from somewhere but didn't do anything but to defend the middle, all yellow AI did the same
  16. -you don't even gain experience
  17. -you really want to force players to destroy all farms becuase they train Peasants which rebuild the base!?
  18. -I'm lucky the undead are not attacking
  19. -train, attack, train, rinse and repeat
  20. -started attacking the undead base from the south and they didn't come to defend it; this, after destroying both human bases; the acolytes weren't even mining
  21. -the Black Citadel's damage is lower than a Nerubian Tower's; what melee patch version did you save this map on?
  22. -all bases destroyed, nothing happens, all objectives grayed out
  23. -executors look like a totally black or unit without any texture
I just want to know what's up with chapter 2 before continuing with the others or trying a whosyourdaddy run on chap2 for a re-run.

Overall, the gameplay seems chaotic at times; design is weird.
I intentionally open all chapters, as the chapter locker (chapter 0) is not properly coded to unlock other chapters. Will fix in a patch.

Chapter 0 :
1. Will check the speed.
2. Yeah, I don't think it's a big problem. The buff benefit is a big one, especially for this chapter
3. Model tied problem, I consider replacing them.
4. Was a 2P map before, I think it has to be something from AI mechanic. Will fix the problem.

Chapter 1 :
1. I know, just not motivated for that
2. I'll take a look into that
3. alignment issue? I look into that
4. Must be some holes in the trees, will fix
5. For this chapter, yes
6. They have 500 mana cost for each Rain of Fire and 200 mana cost for Inner Fire
7. I prefer to keep it close so players can adapt quickly for early chapter
8. Shouldn't be, maybe I'd boost the defense or something

Chapter 2 :
1. I want to simplify player from having to rely on Priests or heroes for heal
2. Will fix that
3. Yes, it's intentional
4. I will consider some tone down in the difficulty.
5. The development is kind of cut out cause campaign is far from actual completion (as mentioned, I do drop the project)
6. Must've overlooked tech tree requirement, will fix.
7. Only heroes use QWERTY
8. Will give proper direction for this part of the chapter
9. Intentional. Dark green can be destroyed before the rush assault begins
10. There are 2 forces that arrives. Azralor's main force (which covers north map) and the mountain king's force, which covers only a small base at north early in game.
11. Might need to tone down the healing I guess.
12. I want them to construct their base but that would make things much harder for player's end, with the rush and all that
13. Will tone it down.
14. They always come, difficulty tones down enemy health and some forces are removed from the map
15. Odd, I will check his AI
16. Last time I check it did, I will take a look into the scripts
17. Currently, yes. I disable the farm peasant train for enemies in the next patch.
18. Their AI is not working
19. Will consider something to add twist
20. Answer 18
21. I'm sure I use the latest patch
22. Will fix
23. Intentional, might look into files for Night Empire for proper color scale

I apologize for such a messed up chapter, the chapter 2 is the only chapter that isn't 100% completed and the last to work on. Other chapters are working as intended (at least from my tests). Will fix this particular chapter to properly reflect it's intended playable state (it's complete story wise, but not gameplay wise as I drop the development).
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
4. I will consider some tone down in the difficulty.
Easy only needs to go softer with Orange. That's basically the biggest problem. Well, the undead didn't do anything so, I don't know...
7. Only heroes use QWERTY
Yeah, but it's confusing. All units should use the same pattern.
12. I want them to construct their base but that would make things much harder for player's end, with the rush and all that
You can make it so that they do it super fast but it'll at least look good. Plus, I really was thinking of getting that mine in the north before :D so it'd look weird if suddenly my town hall was replaced by theirs or spawned right near it or not at all.
16. Last time I check it did, I will take a look into the scripts
Level 3 was max for me and I think I had it from the previous chapter.
18. Their AI is not working
Well, this pretty much makes the level invalid. I'll set it to Awaiting Update. I mean, at least fix the levels you have put forth for us since this is anyway an incomplete work.
21. I'm sure I use the latest patch
I'm referring to Map Options: Melee (there you should use melee latest patch) to be clear.
 

EDIT

1. Units that see you should have the Magic Sentry buff over their heads.
2. Towers might shoot from behind tree ranges. You'd have to use the Meat Wagons on them or circumvent a lot to get to them.
3. Small units can get to the portal and from that zone near the trees in the west the enemy shoots Rain of Fire... (see picture).
4. Enemy units appeared right between mine and that was called an ambush :D Happened right west of the gate where two towers are facing it from its east.
5. Why are the enemy and your troops the same colour!?
6. Crimson Archers and the unit to their right (in the pheonix barracks) have broken descriptions.
View attachment 303268


EDIT the 2ND

1. I guess Command Aura icon was better than Endurance since it gives damage and not attack speed? Oh wait... by the way what auras did you use so they stack? I can't remember right now which other aura gives attack damage.
2. What's this Way of Whatever? Makes spells look weird when other heroes don't have the title text like that.
3. Otka's projectile is annoying because it comes with the Possession sound which is heard loudly.
4. The heroes don't share the experience...
5. You can destroy the crimson and undead bases before going to the first main objective (Easy).
6. The buildings of the Reszhan or whatchamacallit are invulnerable. I've attacked them from the north. Maybe because the base will become yours?
7. I get "an allied town is under siege" announcement shown on the minimap in the mid-map enemy base.
8. This map was recycled from another campaign of yours, I think.
9. Don't understand why the middle ally has the farms outside of the base easy target for the enemy.
10. Aren't Sorcerers and Sorcerecess the same thing?
11. This chapter on Easy is way much easier than Grand Coalition 02 on Easy. The Orange destroyed the Yellow by themselves.
12. Ending the level gets you to the game's menu not the campaign's.


EDIT 3

1. How'd you make the damage bonus auras stack?
2. The wolf hero's portrait is bugged.
3. Really? An undroppable item which only gives 1 to armour?
4. Spells are repetitive among heroes. Each faction should have different things: units, abilities etc.
5. Warchief's damage is a joke. Actually, never mind since it can almost permabash you.
6. Two Rivers :((; you really gotta do your own maps. It's not hard at all man. Nobody asks for realistic sceneries.
7. How would Sir Edward be a great commander if he doesn't know the people? I assume he doesn't even know the geography of the land.
8. Is Ani supposed to have piercing attack type? That's kind of useless against most armour types.
9. For a wolf, Ani moves faster...
10. This mission on Easy is really easy. You should equalize same difficulties between every chapter.
11. ~"Let my villagers aid you from a long range". Kind of late for that :D
12. Well, the issue with the resource wagons is that you only need one worker on a mine with a wagon. If you put the wagon right near the mine, the worker will harvest quickly basically eliminating the need for the distance between the wagon and more (the standard 5) labourers on the mine (see pic).
View attachment 303295

Let's start with Fallen :
1. Will do
2. Intentionally done to annoy the players in every way possible
3. Will check that
4. Welp, can't help with that. You can actually the whole 'ambush' thing as well. Will think of better ideas.
5. Suppose to be Black. Forgot 1.29 changes Black with Crimson. Will fix.
6. Will fix those.

On to Revolution :
1. Auras with different buff stacks. I use Command Aura if I'm not mistaken, with flat bonus for Karizen.
2. It's from another project. I don't scrap it as it's a reference if I ever manage to get them done. Might remove them though, later...
3. Okta's whole data was taken from another portion of the bigger picture of this plot. Originally, his third skill was suppose to rely on an extra skill, but I scrap that and force him into full ghost call mode.
4. Odd, I will try to take a look into that.
5. Intentional, but technically you'd avoid losses as much as possible. You can't destroy Crimson without getting cheat on thanks to the rain of fire spam.
6. yes.
7. I will think of something. I hid some extra buildings the player gained later the mission.
8. No no, the map is Garden of War. Before you yell about using Blizz stuff, I'm aware of the matter already. It just that this map fits the bill of many concepts I worked on (especially mid area)
9. Just to add some annoyance, oh and food supplies. Or let's just say... they're dumb and I'm lazy.
10. Yeah, just slight aesthetic things.
11. It of course suppose to be. Grand 02 is technically the hardest in the current list (but some would argue Mastermind difficulty has Fallen 01 as the hardest due to it's shorter time constraint)
12. Will check this.

And last, for New :
1. Same as Revolution.
2. Oh yeah, forgot about that problem. Will fix that.
3. Yep. It's suppose to be improved at some point in the story, but...
4. Reusable materials. Reusable materials. On a serious note, Ani and Okta comes from the same older project data. Hence similar spells.
5. Guess some trick works out eh? :D Good idea to have Bash + Endurance + Fast AS
6. I know. This is the last mod I work with Blizzard terrain materials anyway, hopefully.
7. This is actually can be cleared by future chapters, that is if they ever exist. (Nope, they don't)
8. Intentional. Cuz Arrows.
9. Will fix this.
10. I equalize mostly on higher difficulties to be honest. I'll consider it.
11. Welp.
12. All chapters have this wagon available, so... It's intentional. Let players have their way on dealing with a chapter.
 
In response to moderation, I have released 1.1 to address many issues. There's also a major bug within 1.0 that caused some chapter to not properly respond to the difficulty system, which has been fixed for this release. Below is the list of response (within parenthesis) for the moderation that has been applied to this patch :

  1. -transmissions run too quickly (changed dialogue time, hopefully fix this)
  2. -so, Light's Protection and Devotion Aura are the same thing (Not a big deal to be fair)
  3. -Footmen have a portrait issue for some reason (Fixed)
  4. -wait a second... the blue team plays by itself too alongside player control? (Kind of not intentional, but I don't see this too game breaking)
  1. -why not try to make cinematic scenes; you know a slow rolling camera is much nicer to look at than from the same angle while text comes up on the screen (nope, not gonna change this. It takes too much work to rework all scenes at this point)
  2. -the commander disappeared after the FX of the teleport disappeared and not with it (fixed)
  3. -main quest requirement alignment issue in the quest log (hopefully fixed)
  4. -footmen can get through trees right west of the archers and get back to the base (hopefully fixed)
  5. -so, the upgrades in the Blacksmith are only for the elves!? (intentional)
  6. -pheonix guardians have 5k mana and crimson hunters 2k!? (intentional : RoF cost 500 mana for them)
  7. -the game mostly uses Warcraft III content; there is little custom content and I'm not referring to models/skins but items, units and abilities (intentional)
  8. -are you suppoed to be able to destroy their main base before the reinforcements arrive? (technically not, though it's not much of an effect to enemy relentless assaults)
  1. -why do most units have healing in this game of which many are melee? (Intentional)
  2. -Elite's Poison Sting has no description (I'll remove the ability altogether)
  3. -Undead are Warcraft III Undead (intentional)
  4. -so, the green humans gather to the north and south and only attack when you go to engange any of the bases around the gray settlement? So, if you don't attack, they don't either? Oh, so they do, after a while by themselves. I'm on Easy, and they 're coming from everywhere constantly. On Easy it's bearable but there are many units and on harder difficulties, I'm sure that would be a problem, getting stuck and all that. (Do not provoke the enemy before allies arrive)
  5. -there's no character development; there's just a bunch of people I don't know about or can relate to (Relate to the fact story is not finished)
  6. -how can I build the Workshop for Canon Towers? (Must've miss that, fixed)
  7. -hotkeys should all be WERTY or like in Warcraft III; don't mix (QWER for hero, unit uses normal hotkey)
  8. -am I to just randomly send units or my mini-army everywhere on the map till I find the circle or should I get some directions? Wait... it's under the fog of war in the north. So, I just simply get to it by clicking move with any unit? Oh no, I should have gone to it before they started attacking... (Pinged at game start)
  9. -there are unguarded dark green barracks spread across parts of the map (intentional)
  10. -so, Azralor arrives but the timer still stands or that's until he attacks/prepares? (there are two waves of reinforcements, might've confused the main wave with the early wave)
  11. -there are three units which have the Heal ability and two with Healing Wave (intentional)
  12. -never a fan of units appearing out of nowhere, but buildings!? That's way weirder (can't have alternatives without rewriting a lot of stuffs)
  13. -this map is just chaos; I can't even control my troops properly; there's just too many on the screen and it turns into a healing clicking fest (might tone down the assaults)
  14. -those revolutionary elites are coming and coming and I'm playing it on Easy... (they have nerfed stats and the amount is lowered, will lower them further)
  15. -wasn't there a yellow Mountain King? It's not anymore... and that Arzalor doesn't attack; MT appeared later from somewhere but didn't do anything but to defend the middle, all yellow AI did the same (Odd, I'm sure the AI script is working)
  16. -you don't even gain experience (hopefully fixed)
  17. -you really want to force players to destroy all farms becuase they train Peasants which rebuild the base!? (intentional, for now)
  18. -I'm lucky the undead are not attacking (will fix this)
  19. -train, attack, train, rinse and repeat (intentional)
  20. -started attacking the undead base from the south and they didn't come to defend it; this, after destroying both human bases; the acolytes weren't even mining
  21. -the Black Citadel's damage is lower than a Nerubian Tower's; what melee patch version did you save this map on? (1.29 patch, intentional)
  22. -all bases destroyed, nothing happens, all objectives grayed out (hopefully fixed)
  23. -executors look like a totally black or unit without any texture (intentional)


EDIT

1. Units that see you should have the Magic Sentry buff over their heads. (nope, for now)
2. Towers might shoot from behind tree ranges. You'd have to use the Meat Wagons on them or circumvent a lot to get to them. (intentional, this is why killing detectors and charm units are high priority)
3. Small units can get to the portal and from that zone near the trees in the west the enemy shoots Rain of Fire... (see picture).
4. Enemy units appeared right between mine and that was called an ambush :D Happened right west of the gate where two towers are facing it from its east. (intentional)
5. Why are the enemy and your troops the same colour!? (fixed, was a bug from 1.29 changing Black to Maroon)
6. Crimson Archers and the unit to their right (in the pheonix barracks) have broken descriptions. (they aren't suppose to be capturable by the spell, hopefully fixed)
View attachment 303268


EDIT the 2ND

1. I guess Command Aura icon was better than Endurance since it gives damage and not attack speed? Oh wait... by the way what auras did you use so they stack? I can't remember right now which other aura gives attack damage. (Both heroes has 2 different Command Auras)
2. What's this Way of Whatever? Makes spells look weird when other heroes don't have the title text like that. (Intentional, hint for earlier materials that was scrapped)
3. Otka's projectile is annoying because it comes with the Possession sound which is heard loudly. (well, I can make Okta's projectile the old one, but gotta make his kit similar to earlier version. Got a good projectile idea?)
4. The heroes don't share the experience... (not intentional, though I'm confused how this happens to be honest. Must've been range limits, which is intentional if it does)
5. You can destroy the crimson and undead bases before going to the first main objective (Easy). (I'll just let this intentional, for now)
6. The buildings of the Reszhan or whatchamacallit are invulnerable. I've attacked them from the north. Maybe because the base will become yours? (intentional)
7. I get "an allied town is under siege" announcement shown on the minimap in the mid-map enemy base. (can't fix this after some troubleshoot in the past)
8. This map was recycled from another campaign of yours, I think. (*cough* Garden of War *cough*)
9. Don't understand why the middle ally has the farms outside of the base easy target for the enemy. (Intentional)
10. Aren't Sorcerers and Sorcerecess the same thing? (Yes, for originality, not gonna change this for now)
11. This chapter on Easy is way much easier than Grand Coalition 02 on Easy. The Orange destroyed the Yellow by themselves. (Intentional, GC02 is the hardest at the moment, second if counting scrapped half-finished Feralia chapter)
12. Ending the level gets you to the game's menu not the campaign's. (Odd, can't think of why though)


EDIT 3

1. How'd you make the damage bonus auras stack? (Explained before)
2. The wolf hero's portrait is bugged. (Fixed)
3. Really? An undroppable item which only gives 1 to armour? (Intentional)
4. Spells are repetitive among heroes. Each faction should have different things: units, abilities etc. (intentional, related to earlier materials)
5. Warchief's damage is a joke. Actually, never mind since it can almost permabash you. (intentional)
6. Two Rivers :((; you really gotta do your own maps. It's not hard at all man. Nobody asks for realistic sceneries. (explained)
7. How would Sir Edward be a great commander if he doesn't know the people? I assume he doesn't even know the geography of the land. (this has some explanation in the next, never gonna pop up chapter :p)
8. Is Ani supposed to have piercing attack type? That's kind of useless against most armour types. (intentional)
9. For a wolf, Ani moves faster... (fixed)
10. This mission on Easy is really easy. You should equalize same difficulties between every chapter. (intentional, not gonna change the difficulty)
11. ~"Let my villagers aid you from a long range". Kind of late for that :D (not my fault :p)
12. Well, the issue with the resource wagons is that you only need one worker on a mine with a wagon. If you put the wagon right near the mine, the worker will harvest quickly basically eliminating the need for the distance between the wagon and more (the standard 5) labourers on the mine (see pic). (intentional, even feasible in all chapters with Wagons actually. It's not that potential given the fact Wagon is very vulnerable and all forms of worker cost 0 food)
View attachment 303295
 
Level 5
Joined
May 23, 2015
Messages
142
I just dl it and only the first level worked, the training mission, the rest could click at nothing, no difficulty menu ever show up.
 
Level 5
Joined
May 23, 2015
Messages
142
I guess the newest big updates in W3 damaged your campaign bad, because even this new version you released got issues, now I can play the other Campaigns, but after the first Darkness mission in the second there was no quests, no dialog, no dificulty menu just had control of one Lich neither the enemy nor the ally produced units nor built anything they just stood there.

If I had to guess this project should start from scratch because it is suffering same as many other maps are with the new big update.

Or maybe the second "demon" mission was just that as the creator intended, but no quests no anything don't seen to be what you proposed with the "creative" Campaign.
 

Deleted member 247165

D

Deleted member 247165

Review
Darkness Returns
full

Key Concept
Campaign - The campaign is nice even if you used Blizzard maps for each chapter. The heroes are fine, the lore as well. I liked it. The first map/chapter -> It's good that everything is explained at the start. Feels like a mini AoS map :) Troops fighting each other, main objective to kill the Mountain King and the Archmage. Blood Hounds -> I like how the night elven archers appears and shows up the enemy encampment. The terrain is nice for this map. I like details, although (ARTISTIC POINT OF VIEW, houses surrounded by trees and rocks with no exit, I think it's kinda weird. Just my point of view, don't mind it). I like how the enemy bandits appear out of nowhere, ready to ambush you :D. The barrels and crates, you can add something to be dropped from them. I broke most of them and I got nothing :(. Zalamus's Light Force deals damage to structures as well. Love this.
full

Gameplay
The quests for each chapter are fine and not hard to accomplish, excepting the one in Flames of Rezhan after you secure the base in the middle of the map. After you kill the Archmage. In the dialogue, there should be "we seem" not "we seems". It's kinda hard to defeat all those enemy forces after you secure the base in the middle of the map. I mean, the units you can train are not so strong, although the spells they possess are an advantage but not enough to close combat. Agent of Fallen (I think it should be Agent of the Fallen) - Cool map. I like the quest. The Dreadlord hero, Vadrazus, you put very useful spells for him regarding this chapter. Against the Currents - The White Fang hero, hotkeys for his spells are default ones excepting his ultimate, it should be QWER same as the others. Enemy units are full of stunning spells with long duration, try nerfing them a bit. Only one worker is not enough if you want to gather some lumber in order to build an altar to revive them. All enemy bases are almost 100 units one near the other. I think you should make the be further away one from another, so they won't come with their strongest units upon you at once when you attack one of the enemy bases.
full

Terrain & Aesthetics
You mainly used normal Blizzard maps, excepting two of them. It's not a bad thing, you integrated them well but some custom ones would not hurt. :)
full

Wizardry
Normal spells that fit each hero, it's good that you added 2 separated spells aside from those 4. They are really useful in combat. The spellcaster units have very useful spells, you really need them to resist in combat in chapter "Flames of Rezhan".
full

Final Suggestions
Nerf the enemy units that are almost full of stunning spells. Place the enemy bases in the last chapter, further away from each other. It's not so great to be assaulted by 3 deadly armies at once when you try to attack one of them, especially since your available units cannot hold them up so good. Create some custom maps for further chapters or for the current ones. I think it needs something more, come up with some cool updates for it and I'll surely improve the rating.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Some changes made,
Approved.

In Heave and Earth (Grand Coalition 02) there are two orange paladin heroes with the same name: Manadar the Healer.
Didn't the purple undead have heroes? Also, they don't attack (out of their base)?
Green barracks seem to be shutting down after a while or when the orange and light blue bases are destroyed.
For the love of art, please use a skin or something on that Executor, it's ugly as the abyss. Try this: DarkKnight.blp
 
Some changes made,
Approved.

In Heave and Earth (Grand Coalition 02) there are two orange paladin heroes with the same name: Manadar the Healer.
Didn't the purple undead have heroes? Also, they don't attack (out of their base)?
Green barracks seem to be shutting down after a while or when the orange and light blue bases are destroyed.
For the love of art, please use a skin or something on that Executor, it's ugly as the abyss. Try this: DarkKnight.blp
Strange, will chedk the paladin.
They are suppose to train them over time, will check the AI for the heroes.
Intentional, they will stop resisting once the other major faction stops fighting.
Thanks for the recommendation, will do.
 
Version 2.0 Uploaded!
Added Chapters :
- Agent of Fallen 02: Zero Hour
- Revolutionary Coalition 02: The Devil King
- Hidden Chapter

General :
- Revolution Elites HP reduced from 1670 to 1300
- Elites HP increased from 1000 to 1250
- Okta Raxus' Spirit Ghost Summon Mana Cost reduced from 250 to 200
- Alliara Lightstar's Blizzard Mana Cost reduced from 100 to 80
- Vadrazus' Agency Power Evasion increased from 20% to 25%
- Redha Ani's Sacred Arrow Base Bonus Damage increased from 25 to 30
- Phoenix Flames' Inner Fire Damage Bonus increased from 20% to 25%
- Phoenix Flames' Inner Fire Armor Bonus increased from 7 to 10
- Phoenix Flames' Rain of Fire Damage per Wave increased from 25 to 40
- Crimson Sword's Base Damage increased from 11 to 18
- Crimson Hunter's Base Damage increased from 15 to 25
- Parnada the Wise's Base HP increased from 1500 to 2000
- Phoenix Guardian's Base Damage increased from12 to 24
- Phoenix Guardian now has Ensnare
- Phoenix Guardian's HP increased from 1500 to 2000
- Changed many models and icons for better appearances
- Vadrazus' Wraith's HP increased from 750 to 900
- Vadrazus' Mind Possession Cooldown reduced from 15 to 10
- All Undead Units have their stats readjusted (due to Agent of Fallen 02)
- Lord Ozaras now only has one passive (Leader Aura)
- Farm (Grand) no longer trains Worker [No more hunting worker game]
- Doubled Divine Blessing duration
- Berserk mana cost increased from 25 to 50
- Increased Ice Time's Area of Effect from 450 to 1000
- Decreased Ice Time's freeze from 30 (10) to 20(5)
- Buffed Priest abilities

Grand Coalition 01 :
- Added Elite Waves that attack at longer intervals
- Added Final Wave that attacks at last moments
- Split defense outposts
- Rename generic commanders to have their unique names
- Added some units to help the defense further
- Player starts with tier 1 upgrade for all units except Archers (all difficulties)
- Ozarus now teleports back to base, regardless if cinematic is skipped or not

Grand Coalition 02 :
- Nazare P's Base HP increased from 45 to 90
- Rasi Annah's Ice Time Mana Cost reduced from 250 to 100
- Added Towers to most entrances to the middle base
- Level cap raised from 4 to 6
- Fixed Undead AI
- Added 1 Knight for player
- Allows Mortar and Siege Engine to be built
- Increased wait duration from 600 to 900 for enemy and 750 to 1500 for Azralor
- Added two more Town Hall for Zarb-Zurb
- Slightly altered the first phase after calling for help

Revolutionaries 01 :
- Executors are replaced with Lieutenants
- A new variant of Executor added in limited number to Azralor's forces
- Increases the tech tree of Revolutionaries for player
- Grant access to tier 3
- Steam Tanks are now trainable

New Coalition 01 :
- Engineer Wart's Damage Cooldown reduced from 3.5 to 2 seconds
- Engineer Wart's HP increased from 1200 to 1800
- Added an additional Elementalist to the eastern flank
- Added two additional Peasants at the beginning
- Slightly changed Chief, Ani and White Fang starting positions

NOTES: Many changes are not logged, only logged them starting from 31/12/2018 22:43 GMT+7


I also included two new authors involved in the development of the most recent 2.0 release.
 

Deleted member 247165

D

Deleted member 247165

Here it goes. You really improved this a lot. I like how it starts now with that zero chapter. Is good to see that you listened to feedback and improved the campaign per it. Since you improved it and fixed what I mentioned in my previous review, I'll raise my rating from 3/5 to 4/5
 
Level 5
Joined
Apr 24, 2018
Messages
21
If you're not planning to continue on with this project then I don't really see much point in me doing a grammar check for it :) I'll reserve my time and effort for your another project :)
good question you're outdated project is continued

Review
Darkness Returns
full

Key Concept
Campaign - The campaign is nice even if you used Blizzard maps for each chapter. The heroes are fine, the lore as well. I liked it. The first map/chapter -> It's good that everything is explained at the start. Feels like a mini AoS map :) Troops fighting each other, main objective to kill the Mountain King and the Archmage. Blood Hounds -> I like how the night elven archers appears and shows up the enemy encampment. The terrain is nice for this map. I like details, although (ARTISTIC POINT OF VIEW, houses surrounded by trees and rocks with no exit, I think it's kinda weird. Just my point of view, don't mind it). I like how the enemy bandits appear out of nowhere, ready to ambush you :D. The barrels and crates, you can add something to be dropped from them. I broke most of them and I got nothing :(. Zalamus's Light Force deals damage to structures as well. Love this.
full

Gameplay
The quests for each chapter are fine and not hard to accomplish, excepting the one in Flames of Rezhan after you secure the base in the middle of the map. After you kill the Archmage. In the dialogue, there should be "we seem" not "we seems". It's kinda hard to defeat all those enemy forces after you secure the base in the middle of the map. I mean, the units you can train are not so strong, although the spells they possess are an advantage but not enough to close combat. Agent of Fallen (I think it should be Agent of the Fallen) - Cool map. I like the quest. The Dreadlord hero, Vadrazus, you put very useful spells for him regarding this chapter. Against the Currents - The White Fang hero, hotkeys for his spells are default ones excepting his ultimate, it should be QWER same as the others. Enemy units are full of stunning spells with long duration, try nerfing them a bit. Only one worker is not enough if you want to gather some lumber in order to build an altar to revive them. All enemy bases are almost 100 units one near the other. I think you should make the be further away one from another, so they won't come with their strongest units upon you at once when you attack one of the enemy bases.
full

Terrain & Aesthetics
You mainly used normal Blizzard maps, excepting two of them. It's not a bad thing, you integrated them well but some custom ones would not hurt. :)
full

Wizardry
Normal spells that fit each hero, it's good that you added 2 separated spells aside from those 4. They are really useful in combat. The spellcaster units have very useful spells, you really need them to resist in combat in chapter "Flames of Rezhan".
full

Final Suggestions
Nerf the enemy units that are almost full of stunning spells. Place the enemy bases in the last chapter, further away from each other. It's not so great to be assaulted by 3 deadly armies at once when you try to attack one of them, especially since your available units cannot hold them up so good. Create some custom maps for further chapters or for the current ones. I think it needs something more, come up with some cool updates for it and I'll surely improve the rating.[/COLOoolR]


thank you for informing us sorry if i saw this late because i've been busy yes we thought of some cool ideas and we received new models so thank you for the review! :)
 
Last edited by a moderator:
Level 5
Joined
Apr 24, 2018
Messages
21
THIS CAMPAIGN IS NOT PROTECTED!
YOU HAVE MY FULL PERMISSION TO IMPROVE THE STORY AND EVEN ADD CHAPTERS AS YOU SEE FIT. IF YOU HAVE DESIRE TO SEE SOME OF THE CUT CONTENTS (INCLUDING A HALF FUNCTIONAL SECRET CHAPTER), FEEL FREE TO ASK IN PRIVATE!


For everyone ever involved in the work of this project, I deeply apologize for this. Special mentions for @ThinhHo @MasterBlaster @Rheiko @WarcraftLiterature and @Leo Akastenix
I also thank you for all supports from those who involves themselves in the development thread and in other media such as Discord and Private Messages

I am planning to take a different stance and rewrite the entirety of the story this campaign is based on (it's a small fraction of a huge story). Hopefully I can show people some interesting stuffs one day.

Slapping myself cause I forgot to mention @WhiteFang

---
@MasterBlaster I do remember I want you to do the grammar check and will release a newer version soon. But it seems things has gone differently for me. Feel free to do that and I will still credit you for that if you still want it. I deeply apologize to you for this, truly.
not protected huh? well i edited it and save and opened the campaign in wc3 everything's gone
 
Level 3
Joined
Jan 31, 2017
Messages
45
what patch this is mainly assured? Because the first map was incredibly joyful.. but when I started the other maps.. It just went black.... I'll try on patch 1.27b :)




EDIT: DAMNIT! Did not work :(
 
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what patch this is mainly assured? Because the first map was incredibly joyful.. but when I started the other maps.. It just went black.... I'll try on patch 1.27b :)




EDIT: DAMNIT! Did not work :(
Only for 1.29 and up. I utilize the 24p feature for some of the more subfaction heavy battles.
 
Level 3
Joined
Jan 31, 2017
Messages
45
Managed to get 1.29 PTR and tried it, It was totally fun :D although on the chapter where you protect this waygate, I simply do not know how the bandits like "teleported" when I highly protected it, I clearly maintained all spots where the enemies attack?

+REP
4/5
 
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If you're not going with official installation, I'm afraid I cannot help at all. It's against the rules to support piracy.

I suggest get Reforged for $30 and it comes with the original RoC and TFT in a bundle.

EDIT :
I have removed the link in the post because it's a violation of the Hive Rules.

EDIT 2 :
Updated the campaign thread to make it explicit that it requires 1.29+
 
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