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Mathias Part IV - The Awakening

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Contents

Mathias Part IV - The Awakening (Campaign)

Reviews
VGsatomi: Approved. Part of the lengthly mathias campaign.

Moderator

M

Moderator

VGsatomi: Approved. Part of the lengthly mathias campaign.
 
Level 8
Joined
Sep 4, 2011
Messages
13
I have contacted the site and claimed the moral right under copyright law to be recognised as the original creator of this campaign. To substantiate my claim, I refer to this link
http://www.hiveworkshop.com/forums/map-development-202/mathias-chronicles-redux-30883/ . Whilst I am happy for the campaign to be distributed, I am not aware of any material difference between or modification to the campaign I created and that presently uploaded by Scott Fravell "Frostmourn". I have no connection whatsoever with Scott Fravell "Frostmourn" I have not authorised Scott Fravell "Frostmourn" to use my intellectual property. I reside in New Zealand and many of the place and character names used in the campaign are based on actual New Zealand locations.I retired from Warcraft III modding and campaign development some years ago and am not active in the community. However simply because I am not active doesn't mean it is ok for peple to rip off my work!
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,709
I think this could qualify as neo-Warcraft. The dialogues are understandable and are English, literally, not the puff you see in most of the custom campaigns.
If you at least played Mathias Part I you should try this one too although this one has almost nothing to do with Mathias except for him being mentioned a couple of times.

chap28:
-the Far Seer can be summoned at the Altar of Storms
-the dwarves don't send search parties. The heroes can go whenever they like to the Fountains
-REALLY? A Zeppelin was just waiting there!?

chap29:
-seriously? Te Anau has Wind Walk too?
-there should be a specific number of transports that the player must eliminate
-most transports travel alone, the entourage either coming before or after
-transports stop to attack the eagle instead of making a run through
-saved prisoners are removed a bit too far from the Zeppelin
-it's odd that they would only transport one prisoner at a time at probably an infinite rate
-the user interface should be for the orc race not human as it is in this level

chap30:
-"those troll are being attacked". In truth they were just walking while the human Knights were standing with their backs to them. This happens even if their main building is destroyed
-the neutral Watch Towers (brown) cannot be rescued (to become the player's)
-Wilder Mage has hero glow
-spawning units instead of a custom AI....
-boats can be bought from the Human Shipyard that is considered enemy and can be destroyed
-blue AI does not send any troops to attack

chap31:
-Lord Garithos!?
-this level has a interesting concept but ships can't be built in a day

chap32:
-those two Goblins seem to be everywhere...
-this level would be nice if it the map wouldn't be so huge
-who caged the crew members?

interlude:
-some transmissions run too fast to be carefully read

chap33:
-where did those two orc heroes get so many troops?
-Te Omarama doesn't have full mana at the start like the other heroes
-enemy battalions can be dragged one at a time
-the northwestern Workshop in the green base looks like its floating
-you have this bad idea of making optional quests be in the way of main quests
-they're even attacking from behind somehow... constantly... They're patrolling from the far south to somewhere beyond the bridge in the middle of the map
-destroying both castles destroys the invincible Altar of Kings and spawns a Circle of Power!?
-Kel'Zarach said he doubted that G'Thall would send him to hell but he was actually killed...

chap34:
-1500 range and 100 chaos damage!?
-the purple orc base explodes after the first main quest is finished
-why is Malakai level 1 again!?
-the level can be completed only using the heroes
-only the green AI sends troops to attack
-Gorefiend can't reach the last level of all of his spells
-the human bases should be more than Barracks and an Altar of Kings

finale:
-kind of short. Feels like an interlude

-levels don't load one after the other. Instead either the campaign menu is shown or even the main menu

It's basically bug free and it has some few strange but interesting level concepts.
 
Level 8
Joined
Sep 4, 2011
Messages
13
First of all, I, Savage Potato am the creator of this work, not that piece of $#%& plagiarist Fravell. I have asserted my copyright in the past and the Hive has recognised this. The kiwi place names and butchered Te Reo Maori are significant to me which is why they have been used for character and place names. Secondly, things have moved a long way since the early patches when I created this way back in the day. Blizzard updating patches has caused most of the bugs and as I gave up maintaining the campaign back around 2006 it probably runs pretty messily now.

I'm thrilled that people are still interested in playing and reviewing this, but please be aware that it is an artifact of its time. My personal favourite campaign was Kel'Zarach's Tale.

Another author Med.mapguy has (with my permission) updated some of my works. If you enjoyed this campaign you might want to try his updated maps.

In hindsight, I probably should have used "orcish" rather than "orcen". I am spending my mapmaking retirement playing WoW.
 
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