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The Scourge of Lordaeron (loktar's edit)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.

RoC.jpg

HTitle.jpg

  • New characters according to Warcraft lore
  • New, more unique models where appropriate: factions, heroes, ...
  • New quests and scripted events
  • Revivable Units
Also available: Exodus of the Horde, Path of the Damned
- Unfinished/abandoned: The Invasion of Kalimdor

Changes

Resources

Tools


  • Some special units can be revived at the Altar
    • Revivable units have passive abilities
  • 03:
    • Kel'Thuzad is a level 10 hero
  • 03-04:
    • Moved Mortar Team hint from 03 to 04
  • 06:
    • Plagued villagers have voiceovers
    • Children spawn from buildings
  • Blackrock Clan:
    • New Scorescreen Player Icon
    • Replaced Troll Headhunters with Troll Axethrowers (Forest Troll)
    • New unit resources: Grunt, Raider
  • Human:
    • New characters: Dargal (unit), Captain Falric (revivable unit), Captain Marwyn (revivable unit), Captain Valonforth (revivable unit), Baelgun Flamebeard (revivable unit)
    • New hero resources: Uther
  • Dalaran:
    • New hero resources: Antonidas
    • New unit resources: Priest
    • New building resources: Castle, Farm, Altar, Lumber Mill, Arcane Sanctum, Gryphon Aviary
  • Undead:
    • New hero resources: Kel'Thuzad, Mal'Ganis

Revivable Units System by loktar

Blackrock Clan:
Grunt by Tauer
Raider by Mister_Haudrauf

Undead Scourge:
Kel'Thuzad by Direfury
Mal'Ganis (Dreadlord) by Murlocologist

Human:
Antonidas by Direfury
Captain Falric by Direfury - icon by loktar
Captain Marwyn by Direfury - icon by loktar
Captain Valonforth by Direfury - icon by loktar
Baelgun Flamebeard (Mountain King) by Direfury - icon by loktar
Dargal (Cannon Team) by wingednosering - icon by loktar
Feranor Steeltoe, Uther by Direfury

Dalaran:
Castle, Altar, Lumber Mill, Arcane Sanctum (Arcane Sanctuary), Gryphon Aviary, Priest (Mage) by Ujimasa Hojo
Farm by paulH







2018-06-14 (2)
- Replaced Mal'Ganis model

2018-06-14
- Fixed Mal'Ganis hero glow on hands

2018-06-10
- New model for Mal'Ganis

2018-06-06
- Fixed mission 2 being initially visible on campaign screen

2018-06-05
- New model for Feranor Steeltoe and Uther

2018-06-02
- Lich proper names are random again in 05 and 07

2018-05-20
- Changed 02 title from "Blackrock and Roll" to "Blackrock & Roll" for consistency
- Replaced resources in 02Interlude with Dalaran versions

2018-05-19
- Falric and Marwyn now dissipate in 03

2018-05-17
- Moved Mortar Team hint from 03 to 04
- Changed campaign Name and Decription

2018-05-13
- Added passive abilities for revivable units
- Made Kel'Thuzad a level 10 hero
- New model for Baelgun and Dargal

2018-05-11
- Fixed Kel'Thuzad color
Contents

RoC Act I: The Scourge of Lordaeron (Campaign)

Reviews
deepstrasz
First two levels basically have nothing new/added. Falric and Marwyn are copies and have no abilities whatsoever. Dargal is just a Mortar Team. You didn't mind to make Kel'thuzad stronger. Mere aesthetics does not count. I am sorry but this is...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
First two levels basically have nothing new/added.
Falric and Marwyn are copies and have no abilities whatsoever.
Dargal is just a Mortar Team.
You didn't mind to make Kel'thuzad stronger.

Mere aesthetics does not count.

I am sorry but this is sloppy.
Substandard.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
https://www.hiveworkshop.com/forums/staff-contact.692/
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
More suggestions/criticism always welcome
Well man, for something you don't make from scratch, we actually have to see your work there. A good example is this:
The Scourge of Lordaeron - Enhanced
However, you could possibly do it even better. A good idea would be to create more techtrees for the player factions to choose from. Choices create replayability.
Say you either choose this Raider with Ensnare or some other Raider or unit with some other ability. This either through research choices which enable things and disable or many by other means.
Same with spells. You could make the hero have more spells and maybe only be able to choose 4 or 5 (depending how many blank squares you want to use) from a set of 12 or how many can fit in the learn menu.
 
While I appreciate where you're coming from, I really don't want to radically change the original campaigns. I think they're fine as they are, I only want to make some aesthetic changes and update them as much as possible according to new lore. I'll make some gameplay changes here and there (such as revivable units) but only in function of new characters/models. The only other thing I want to do is add back things Blizzard created but left disabled, such as the villager voiceovers and children in H06.

That said, if I get a good suggestion for changes that don't radically change the gameplay, I'll definitely try to implement it. The things you mentioned, IMO, make it too complex and change too much.

Again, I'm perfectly happy with a substandard rating, I don't expect anything else even with whatever changes I may make in the future.

(maybe I should add something like "(simple lore update)" to the title?
 

pyf

pyf

Level 32
Joined
Mar 21, 2016
Messages
2,985
I thought so, didn't know it was released :O

This resource can be remoderated. Just ask the staff or the other two reviewers (as stated in my short review).
Meh, maybe when/if ALL the original campaigns are finished I will ask that, that would add some value over those enhanced campaigns. But atm I regard this project as unfinished.

I would rather point people to these two old threads instead, so they understand what his Master Plan is (hopefully):
- [Campaign] - Warcraft III: Complete
- Warcraft III: All In One
Yeah, that's pretty much my master plan :D Not sure if I ever will get that far though, my commitment to these things comes and goes, that's why I decided to release these as separate campaigns first.
 
Last edited:
Level 1
Joined
Nov 19, 2019
Messages
1
I really liked the changes you made, i had a great experience especially in chapter 6 with the restored dialogues. Also, hard mode was balanced for noobs like me. I only have a few suggestions and comments:
- Most new models are great, but i think falric should be a bit different.
- Kel thuzad does not appear in the cinematics
- Uther model is good, but has a really weird face in the zoom part, also it its bugged in some cinematics.
- Why cant we use Luc Valonforth and Thasarian xD
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
My review

Chapter One:
-Uther's portrait is not fixed

Chapter Two
-Since you changed Feranos' model, he should no longer be a long-range fighter.
-I never understood how and why skeleton units appear while we face Searinox. How can a Black Dragon have necromantic powers? Plus, them appearing makes Arthas' shock at seeing skeletons in Chapter Three nonsensical, since he had already faced them.
-Very thoughtful of you for replacing Darkspear Troll Headhunters for Forest Troll Axethrowers. :thumbs_up:
-Perhaps you could remove some of the trees in the northwest part of the map so that we can reach the ogre camp?

Interlude:
-You should make Antonidas slightly taller

Chapter Three
-Due to Dargal now having a model with only one dwarf, some of the quotes stated no longer make sense
-Lorewise, it makes no sense for Kel'Thuzad, acolytes and all necromancers to be classified as 'Undead'
 
Hey LISBOAH, thanks again for the review, some really good feedback again. I probably won't work on this again anytime soon, but I'll let you know if I do! I should at least fix the bugs :D

I really liked the changes you made, i had a great experience especially in chapter 6 with the restored dialogues. Also, hard mode was balanced for noobs like me. I only have a few suggestions and comments:
- Most new models are great, but i think falric should be a bit different.
- Kel thuzad does not appear in the cinematics
- Uther model is good, but has a really weird face in the zoom part, also it its bugged in some cinematics.
- Why cant we use Luc Valonforth and Thasarian xD
Thanks for the feedback! If/when I update this I will take it into account.
I'm glad you enjoyed it!
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
Chapter Four:
-Replacing the Priests' elven models with human ones, maybe?
-Maybe improve the enemy AI?
-Giving Kel'Thuzad some abilities so that his fight would be interesting? He is so easy to defeat that is not neither fun nor fair. Kel'Thuzad is a former member of the Council of Six and most likely the strongest mortal necromancer in Azeroth at this moment and he dies like nothing. Yes, I know that he knew that he would die, but still.
-There is nothing much to say about this mission. The three suggestions I gave were simply to make this mission more fun to play and to fit the lore.

Chapter Five
-Check the Hint regarding the Sorceress unit

Chapter Six
-We no longer have Dargal?
-#ArthasDidNothingWrong
-Forget Uther and Jaina, Arthas. Falric, Marwyn (and Kel'thuzad later on) are the only people you can truly count on when things go south.
-Mal'ganis' model size is too small for a Dreadlord, plus he moves his legs too quickly.
-Maybe giving Falric and Marwyn some spell resistance ability, because Mal'ganis keeps using his Sleep spell on them and it vexes me.

Interlude
-Uther's portrait is not fixed, even though it was on Chapter Five and Six
"Your young prince will find only death in the cold north" That line always gives me the shivers after I watched the ending cinematic of Legacy of the Damned.
 
-We no longer have Dargal?
IIRC I made it so Dargal doesn't reappear if he dies. Not sure why else he might no longer be there.

-#ArthasDidNothingWrong
lol xD

-Uther's portrait is not fixed, even though it was on Chapter Five and Six
why you gotta be like that, Uther? :/ lol, I hope I can fix it in the future. Otherwise I might have to find a different model.
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
The continuation of my review

Chapter Seven
-I think lorewise the Captain that talks with Arthas in the cinematics is Falric.
-Yay! Valonforth appeared. But why can't we control him?
-It is good that we control Baelgun, but why does he have the exact same stats as the other 'Captains'?
-I like that we face both Nerubians and Crypt Fiends, but in the 'Arthas: Rise of the Lich King' book, Arthas only saw them for the first time when he was attacking Silvermoon. What, Arthas who fought the Scourge for weeks and went into Northrend, never encountered nerubians, not even once?

Chapter Eight
-I don't know if it makes sense lorewise that we control both Falric and Marwyn during this mission. We shouldn't be able to control any human unit.
-Despite what the Hint says, Muradin's Storm Bolt can only hit Organic units, so we can't use it to destroy the ships. Also, the Ice Trolls, since they are ranged units, can destroy the ships, despite that the Hint says that only Muradin and the Mortars can.
-I never understood this. How in the world can we recruit Ogre mercenaries in Northrend?

Chapter Nine:
-Improve the enemy AI. The acolytes are only focused on harvesting gold and never on rebuildind the base.
-This is the last mission, so both us and our enemies should have most, if not all, upgrades already researched.

And thus, I finish this review.
 
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