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Exodus of the Horde (Expanded)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Exodus of the Horde was the demo campaign that was with the demo of this game. What I've done is taken it and made a few alterations to it. I've listed said alternations in a separate tab. Feel free to leave any notes or bugs you come across.
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Alternations Made

Screenshots

Changelog

Credits

+All units, buildings, and abilities are built on QWER.
-For unit abilities, it means that all abilities should be mapped to the QWER keys.
-For buildings and units, the first row is mapped to QWER, the second is ASDF, and the thrid is ZXCV.
+Thrall's Far Sigh ability is replaced with Healing Stream Totem. For 100 mana, you can place down a totem that heals (3/6/9)% of the maximum health of nearby allies.
+Vul'Jin the Shadhunter who's useable as soon as Chapter 3
Word Of Pain: Deals upfront damage, then places a DOT on the target.
Hex: Turns an enemy into a random critter, preventing them from attacking.
Flameburst Totem: Places a totem that attacks nearby enemies.
Voodoo Spirits: Sends out voodoo spirits that sap the health from enemies and heals the Shadow Hunter.

+The Voodoo Lounge is available in all base-building missions, and includes Bandages, Spring Water, Potions, and even a Mana Ward.
+Trolls have a separate building where you can hire them in Chapter 5. This includes the Headhunter and Witch Doctor, as well as the new Enforcer unit. Replacing them in the orc tree are Spearmen, who are slower but more damaging and durable then the Headhunters, and Warlocks, who wield light demonic magics to weaken enemies.
Scroll down.
[04/12/2018] V1.0.0
-Uploaded!

Okay, here we go.

Original Campaign

Models & Skins

Icosn

YOU!

Special Thanks to Kostyarik for making the base campaign containing all 5 missions. > LINK < Without it, this project most likely wouldn't be possible.
Lord_T for the Troll Enforcer's Model
67chrome for ALL THE Murlocs' Skins
stan0033 for the effect used by the Bandage
loktar for Sen'Jin's Model
Pyritie for the effect used by Word of Pain
General Frank for the models of the Spearman and the Potions
crl for the effect of Corruption
Blizzard Entertainment for Bandages's, Spring Water's, Word of Pain's, and Corruption's icons
67chrome for ALL THE Murlocs' Icons
Lord_T for the Troll Enforcer's icon
kola for the icons of Healing Stream and Flame Burst Totems
Nichita for the icon used by Spearman
loktar for Sen'Jin's icon
GooS for the sweet Potion icons used
And, as sappy as it sound, thank YOU for reading this over and playing through this modification because calling this a campaign seems to generous of me.

Contents

Exodus of the Horde (Expanded) (Campaign)

Reviews
deepstrasz
The first two levels are total filler. Small changes, some spells & skins replaced. Some heroes don't have glow. You could add that: How to add Hero Glow without Modeling Warlocks!? Curse has a title issue. The Archmage hero has normal attack type...
Level 3
Joined
Mar 1, 2018
Messages
21
Interesting changes, but thrall shouldn't use warlocks in it's army for obvious reasons.

It wouldn't make much sense story wise, but thinking strictly at the gameplay aspect I guess it could be fun to mess around with them.

Edit: Dude, there's no game here, only a Ziped file with a "readme" inside of it. :p

Edit²: Thank you. It works now.

Edit³ : """Review"""

The first 2 missions are a disappointment, since they are pretty much the same with very minor diferences like thrall's new ability and the item shop. Needless to say, i did not like them at all.

The changes on chapter 3, 4 and 5 are better, especialy in the cosmetic aproauch. Changing the color of the human army from blue to dark green was very nice to see, especially from the perspective of a Warcraft 2 fan like myself. This and the addition of the Naga Sea Witch in place of that ghost... thing on chapter 5 were both welcoming changes! Good work on that front. Nothing to complain here.
 
Last edited:
Level 10
Joined
Oct 23, 2016
Messages
89
yea there is only a readme here oddly.(FIXED)

EDIT review

I thought it was a rather cute change to the base campaign i would say the first two level have no real change that's worth your time so skip those.
I enjoyed the changes that were there it was cute and a nice little additions i think it was a good work on modding.
 
Last edited:
Level 1
Joined
Feb 21, 2017
Messages
5
May I ask what happened so I may try to fix it?
Sorry didnt write before, on the 5th mission the lvl6 power of voljin instead of doing what it had to, it creates a bucnh of night elves wisp.
Sorry for my bad english xd
 
Level 11
Joined
Dec 31, 2012
Messages
169
Sorry didnt write before, on the 5th mission the lvl6 power of voljin instead of doing what it had to, it creates a bucnh of night elves wisp.
Sorry for my bad english xd
Ah. Well, if the effect is working as in intended, then the wisps should be coming out and working like locust swarm. I changed the model because I thought it would work as loa or voodoo spirits.
 
Level 1
Joined
Feb 21, 2017
Messages
5
Ah. Well, if the effect is working as in intended, then the wisps should be coming out and working like locust swarm. I changed the model because I thought it would work as loa or voodoo spirits.
They didnt. They work actually like real wisps
 
Level 11
Joined
Jul 29, 2014
Messages
328
I enjoyed playing this campaign so much! It's far better than the original with all those custom things added.
- On 5th chapter Vol'Jin was bugged while Thrall and the rest of his men walked out of the cave.
- I find that Golum creep hilarious.
- Thrall's healing ability was so helpful and is far better then his original far sight ability.
Overall, good job with the campaign, DwarfBoy
 
Level 1
Joined
Apr 18, 2018
Messages
4
I had never played this campaign before, and I enjoyed the experience. I did not find bugs, but I would suggest adding shamans instead of warlocks. It would be more trustworthy, as it justifies Thrall's new abilities.:smile:
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
  1. The first two levels are total filler.
  2. Small changes, some spells & skins replaced.
  3. Some heroes don't have glow. You could add that: How to add Hero Glow without Modeling
  4. Warlocks!?
  5. Curse has a title issue.
  6. The Archmage hero has normal attack type while your heroes have hero attack type.
  7. I don't think some triggers might be working properly. I got quest completed without the need for the green town hall to be destroyed and paused enemy units were still in the ending scene.
  8. I am not able to remember the original exactly, but I guess Kobolds would fit and not Gnolls in the underground map.

Overall meager changes and I highly advise people to do their own stuff and stop thinking they fix what's not broken.

Set to Substandard.
 
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