An overrelaxing campaign with an absolute filler story. Also, a huge chore.
chap1:
-dialogue a bit slower
-Thealen is a warlock, I guess since he can summon Felbeasts; I also guess Sylvanas is OK with that
-the guy above's attack fx looks more like a spell effect
-so, why aren't these undead controlled by Sylvanas and/or other of her allies if the Lich King is dead?
-I suggest custom items for shops; use your imagination
-a gate can be attacked (see pic below)
-from where do they have a Soul Gem? Also, that quest started without going to Sylvanas first
-play music through its proper channel not the sound one
-Kasgaroth's region is prefectly visible as opposed to the other quest regions that have fog of war
-Elixir of Death's description mentions level 4 as level 3
-Fellson has less Agility than Thealen but attacks fast while the latter's attack speed is average; Fellson also deals a bit more damage
-would be nice if the hero's Fel creatures would look a bit different than the ones belonging to the enemy
-most spells are just mildly edited Warcraft III abilities (new icons and fx, somewhat different descriptions etc.)
-would be nice to mark the acolyte merchant on the map too, in case you forget about him
-I guess the creatures from the Mercenary Camp in the south can leave the main map as there's no indication whether they can or not? There's a space between the Gnoll Overseer and the troll icons
-I suggest different colours for optional quest pings
-spells from other friendly/summoned units on QWERTY?
-bad pathing at a bridge in the east (see screenshot)
-upon loading the game, the wizards in the north belonging to the optional quest to get the archmage hero, are not visible anymore; the black dragons and the murloc zones are
-not a fan of linearity: trees that are removed to clear paths only on specific events
-Aldrith's level 1 Shadow Aura says 0% not 10% like in the spell learn description
-three heroes with intelligence as the main attribute... I don't know...
-items would be nice to be attribute based so there would be some customization and/or replayability
-the Fel Beasts have 0 armour at all levels
-the Zeppelin can trespass zones that have ground pathing blockers; this way, some places can be reached by the heroes before they should and unpopulated places might be seen before they come to have inhabitants
-the tents near the Scarlet Crusade cathedral are considered enemy while the ones in their camp to the west where their boats are are neutral
-the cathedral can be entered using a zeppelin to get the heroes there before any quest about it is given
-how much does the Banshee Necklace reduce magic damage? More than the Runed Braces that reduce it by 33%? Write it in the item's description
-tomb of chill can be accessed before any quest is given carrying the heroes by zeppelin to the portal; because of that the Alchemist hero doesn't appear but talks in the cinematic scene
-because I've been to the cathedral and killed the crusade warriors in the main map where the necromancer arrives by boat, before receiving the quest, going to that place after the quest is given will make it not able to be completed; there is nobody there anymore, just the boat that turned to neutral passive
-I suggest dialogue boxes wit yes/no for level transition
-funny thing is, that after getting to Sylvanas and the Alchemist, going into the portal (without having any quest about it) will make the Alchemist appear
-why not make keys like other items (variables) that don't need to occupy an inventory slot?
evil presence:
-some other model and name for the huts where Ogres are else all of it makes it look like Ogres invade Gnoll territories
-I can foresee returning to this map for another quest as not all of it was discovered; again, trees will be removed; a lame kind of progression
-the cliffs serving as the map's borders have no doodads on them
-you can destroy the Alliance before getting to the apothecary, using the zeppelin
-the invaders just stand at the undead base gates after some of them die in the base (you can see this if you use the zeppelin to drop your heroes right in the undead base)
ashes of Tirisfal:
-for some reason, the enemy units on this map don't start with full mana
-Kobolds can be attacked from behind a grated wall; so can undead over the rocks where the fire is (see pics)
-weird place for dogs to wander with all the undead around
-two Fountain of Healths quite near to each other
-always was funny that Skeletal Mages didn't have any spells and mana
-what's the point of destroying buildings that either don't give anything or don't deal any damage? What about have them regularly spawn creatures or something when the heroes are near until the building is destroyed?
-Zeppelins can be bought here with only gold; the one in the main map requires lumber too; got lumber from a building in the thieves camp (main map)
-odd that the archmage didn't appear in the circle between the two circles of power and instead appeared somewhere to the near south of the circle in the middle
-Necklace of Spell Immunity? That's kind of too powerful
cathedral level:
-the generators aren't protected enough
-shouldn't the moon key open the gate? It says that a ghost key is required; probably, the necromancer had it... Wait! For some reason after I completed the portal quest and got back here it worked with the MOON key, so it's not a GHOST key
-so.. the necromancer wasn't supposed to be in the camp where he (that one had a horse) came with a boat?
-well, either the necromancer died or something because he was not present in the end level cinematic scene (the one where he says something about something, IDK, can't follow this story plus quick transmissions)
portal level:
-Sphere of Darkness' Life Drain does not work
-Faranell cannot open the gates with the moon key
blackrock level:
-the orcs are confused. Either they are supposed to defend themselves or warn the base? Both is kind of improbable
-the Blackrock clan never had Darkspear Trolls; better said, there are no Darkspear Trolls in the Eastern Kingdoms
-Agatha cannot attack air units; at least, she can after taking an orb
-level 8 is the maximum level?
-it would be nice to know the factor of mana regeneration for items that give it either as Brilliance Aura or only to the carrier; for instance which of these give better mana regeneration: Ring of the Archmagi or Staff of Musris?
-"Espirit de drake blew" written on the summoned Blue Dragon's timed life bar
-really, destroying all orc buildings is time consuming and boring
-gold kind of becomes useless; the heroes are already too powerful so tomes are not ideal (I don't know if their stock cooldown is big or not; haven't bought any)
-also, basically all my heroes can have Frostguard and Searing Blade which, well, isn't very interesting even though more than useful
-wow... "cool", one more Frostguard, in the ice box
-melee ground units can attack Agatha...
-Void Walker's timed bar says Water Elemental and Fel Beast's says Feral Spirit
-Agatha's soundset is annoying
-this level's exit doesn't have the magic barrier effect
It's not well calibrated. After level 3 it gets easy at the point that Elixir of Death is not useful anymore on allied/friendly units.
It does not match the quality of the Frozen Throne's Orc Campaign as the gameplay is mostly repetitive.
3.25/5.
EDIT: changed to
3.5/5 due to constant updating.
Screenshots: