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Warcraft II: Orc Campaign

「Warcraft II: Orc」

By Helldoom

Gameplay
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A complete remake of Blizzard Entertainment's Warcraft II: Tides of Darkness Orc campaign. Featuring most of the old Wacraft II models, icons, music and sounds, and many more.
You can play through the Campaign in the original setting, or from the first Mission you can set to advance with leader of the Horde, who fight during the Second War.

Added an [Editor] version that can be opened with a simple World Editor.

Supported version: 1.26

Screenshots
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full

full

full


Credits
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Blizzard Entertainment
Red XIII - Most of the great Warcraft 2 models
Tauer - Orgrim, Gul'dan models
AndrewOverload519 - Mage model
Ket - Church model
PROXY - Ogre Mage, Zeppelin models
supertoinkz - Human Transport, Orc Oil Tanker, Ogre models
Dmitry Rommel - Orc transport model
Mephestrial - Orc oil platform model
Kam - Gnomish submarine model
Tarn - Skeleton model
Tranquil - King cinematic model
MadseN - Cinematic Cannon model
RightField - Archdemon
Stefan.K - Khadgar, Turalyon, Saurfang model
Mc ! - Alleria model
Ujimasa Hojo - Thoras Trollbane model
apaka - Zul'jin
HerrDave - Rend Blackhand
Holy Crusader - Blackrock Blademaster (Maim) skin
Necrokenis - Teron Gorefiend model
Svetli - Orgrim Doomhammer icon
LordGandulfo88 - Saurfang icon
PrinceYaser - Rend Blackhand icon

Changelog
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2019.07.01
- Adjusted enemy AI on some missions
- Balanced and fixed some spells, and unit properties
- Fixed several wrong sound outputs
- Fixed several tooltips, hotkeys and icons

2019.04.09
- Fixed lumber bonus upgrade
- Fixed/Adjusted berserker scout upgrade
- Minor unit property, and ability fixes
- Fixed terrains issues on Mission VII
- Changed victory screen
- Credits update

2019.03.26
- Hero revive cost now depends on level
- Fixed minus starting hero defense
- Smaller spell fixes and balance adjustments

2019.03.04
- Added playable Heroes throughout the campaign, it can be enabled/disabled on Mission I.
- Updated terrains, objects
- Fixes on spells, special attack

2019.02.16
- Updated Ogre Mound model
- Adjusted sight ranges
- Reworked the oil system, oil gathering should be more smooth and stable
- Removed jass codes, for possible better stability
- Fixed oil board not showing after reloading a save
- Fixed oil patches/platforms disappearing in some cases
- Fixed paladin heal auto-cast
- Enabled all missions to be playable from the get-go
- Smaller fixes
2014.08.02
- Replaced some models
- Fixed on map 14 not being able to harvest oil
- Adjusted research times

2014.07.20
- Added/Replaced more models
- Balanced armor and damage bonuses
- Fixed Ogre's sounds
- Fixed Death Knight's death sound
- Fixed Polymorph to make the target into a neutral critter
- Fixed Exorcism usable on non-undead units
- Fixed Death and Decay destroying trees

2014.07.12
- Fixed Oil Platforms not being destroyed after being depleted
- Fixed Oil items spawning after destroying enemy Oil Platforms
- Fixed Oil item dropping from Oil Tankers after death
- Fixed Oil Patches not having the correct oil quantity

2014.07.05
- All maps finished:
- Added Mission XII, XIII, and XIV (Act IV)
- Added Intro and Outro cinematics
- Implemented oil system
- Added dragon, gryphon rider and mage's fireball attacks to do consequtive damage behind the target
- Modified and adjusted some spells
- Added most of the original Warcraft II cheat codes
- Adjusted starting properties
- Fixed Troll Berserker regeneration
- Fixed error message missing on "Not enough Farms"
- Fixed Eye of Kilrogg able to be attacked by ground units
- Changed file name to "War2_Orc.w3n"

2014.05.18
- Added Mission IX, X, and XI (Act III finished)
- Renamed Chapters to Missions, and made numbering according to map order
- More new models were added, or replaced
- Fixed Eye of Kilrogg not being a 'fly' unit

2014.04.27
- Added many new models
- Modified terrain on maps to be more varied, and fixed some pathing
- Added tooltips to units found in the Warcraft II manual

2014.04.12
- Fixed Orc Guard and Cannon Tower's gold and lumber cost
- Fixed food limit, and upkeep
- Fixed Ogre's "weapon" sound
- Fixed enemy Oil Platforms not leaving an Oil Patch behind
- Fixed map 6 not showing the loading screen
- Adjusted some of map 3's terrain issues


Map Description Generator 「By Vengeancekael」



Keywords:
Wacraft II, Warcraft 2, Orc campaign, War II, Orcnet was here
Contents

Warcraft II: Orc Campaign (Campaign)

Warcraft II: Orc Campaign Editor (Campaign)

Reviews
17:37, 9th Apr 2014 Orcnet: Map approved.
Level 5
Joined
Jul 8, 2013
Messages
489
The latin Numbers for chapters are 1=I , 2=II , 3=III , 4=IV , 5=V, 6=VI, 7=VII, 8=VIII, 9=IX and 10=X
Its a simple method to remember them just remember I=1 and V=5.Then I+I+I..... whatever but 4 is V-I which in latin is the other way round and so we have IV which is 4.Same goes with 9,14,19,24,99..... etc.
 
Level 2
Joined
Aug 5, 2012
Messages
17
Well started to play the Campaign but cant finish Chapter 3. When i kill the Oil Derricks from the Nation of Azeroth i cant build one of my own
 
Level 21
Joined
Jul 2, 2009
Messages
2,934
When I was trying to remake Warcraft III, I was thinking of making the maps all nice and detailed like in Warcraft III and actually have hero units to help the other units.
Oh well that didn't come to pass, but I am willing to try this out.
 
Level 2
Joined
Aug 20, 2013
Messages
17
Scars of Conflict models are way better. I suggest to use the elven archer found on wc3campaign instead of the one in low quality included in the campaign.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Some problems, hopefully they can be ironed out.

The intro screen has both the standard music and the WII music playing.

Game crashed on the third level for some reason.

Third level has a lot of wonky cliffs, making for some very strange pathfinding.

While making the oil patches gold mines is a decent compromise, they're destroyed along with the oil platform built on them. Had to finish the third level via cheat because of that.

The sixth level has no loading screen.
 
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This is really interesting.
I have on several occasions thought about doing this myself.

And to you people complaining or even mentioning the file size. Come on...
It's a single player campaign ergo the size is completely irrelevant.
AND.
If you are offput by the size because of download time you seriously need to invest in a better connection.
 
Level 2
Joined
Aug 20, 2013
Messages
17
Very nice updates! Excellent choices with the models, now the campaigns looks better, also with improved terrain. I hope to see it finished. Finally a great War 2 Remake. 5/5
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Eye of Kilrogg can be attacked by footmen and ballistae.
Not enough farms gets "Error message missing!".
The lumber bonus doesn't apply until you build a lumber mill (as in, if a lumber mill is among the starter buildings it doesn't get you the bonus, you need to build a new one).
Troll regeneration doesn't work.
Exorcism apparently works on normal units instead of just skeletons and Death Knights.
Autocasting Raise Dead gets the same tooltip twice.
 
Last edited:
Level 2
Joined
Aug 21, 2009
Messages
25
Are you making Act 4 of the campaign?
You might think of an alternative ending, since Orcs have lost the second war due to Guldans uprising. Therefore the Siege of Dalaran and most of all The Fall of Lordaeron missions make little sense. Still In the ending cutscene you could show the alliance reinforcements arrive and push the orc army back instead of an orc victory cutscene.
 
Are you making Act 4 of the campaign?
You might think of an alternative ending, since Orcs have lost the second war due to Guldans uprising. Therefore the Siege of Dalaran and most of all The Fall of Lordaeron missions make little sense. Still In the ending cutscene you could show the alliance reinforcements arrive and push the orc army back instead of an orc victory cutscene.

Seeing as this is a remake of the Warcraft 2 campaign it would be weird to alter anything. If done, I would not call it a remake, rather an altered version of War2.
 
Level 3
Joined
Apr 7, 2012
Messages
51
So I just downloaded this, it's quite cool, all the horrible problems with WC2 (Like the inability to queue units) finally removed. Although one very strange bug: When I started the campaign and then quit to another one, it retained all the Orc sounds (such as the "work complete" notification, or the Grunt death sounds) from WCII.

And yeah I'd like to see a WCII Human campaign. I know someone else has done it, but the author of that said he wouldn't have time to complete it.
 
Level 8
Joined
Jul 26, 2013
Messages
151
Some problems, hopefully they can be ironed out.

The intro screen has both the standard music and the WII music playing.

Game crashed on the third level for some reason.

Third level has a lot of wonky cliffs, making for some very strange pathfinding.

While making the oil patches gold mines is a decent compromise, they're destroyed along with the oil platform built on them. Had to finish the third level via cheat because of that.

The sixth level has no loading screen.

Id like to correct you on some of the things, i think the game crash of third level is not the map. (unless you already fixed/works again)
The sixth level does in fact have a loading screen
 
Level 8
Joined
Jul 26, 2013
Messages
151
Eye of Kilrogg can be attacked by footmen and ballistae.
Not enough farms gets "Error message missing!".
The lumber bonus doesn't apply until you build a lumber mill (as in, if a lumber mill is among the starter buildings it doesn't get you the bonus, you need to build a new one).
Troll regeneration doesn't work.
Exorcism apparently works on normal units instead of just skeletons and Death Knights.
Autocasting Raise Dead gets the same tooltip twice.

I think the "Not enough farms" error message is just for you, didnt do that for me
 
Level 8
Joined
Jul 26, 2013
Messages
151
There is a bug that happened to me on the Tol Barad mission when you attempt to recapture it. I had built of a fleet and started attacking the enemies oil platforms and killing off most of their ships, so later ingame when i was preparing to invade i saw a huge stacks of oil ( in item form) on the ground. I am pretty sure its a bug, not sure.
I have a video here showing you it: https://www.youtube.com/watch?v=8nynmCjN54g&feature=youtu.be You will see it at 34:00
 
Level 3
Joined
Jul 23, 2011
Messages
34
Realy nice remake. But you could add some cutscenes or at least some kind of intro with briefing narrator from Warcraft 2.
 
Level 2
Joined
Aug 21, 2009
Messages
25
Yeah Beyond the Dark Portal remakes would be much appreciated, however seeing how the campaign file was renamed from War2 to War2_Orc, I assume there are some secret plans of making a campaign with the filename War2_Human :)
 
Level 2
Joined
Aug 20, 2013
Messages
17
Ships damage isn't correct: Ogre Juggernaught in War2 could destroy a Troll Destroyer in a hit, here takes much more! A cool feature of War was the chance to speed up the construction of your buildings using many peons/peasants, here is not available. Orc peon when builds here get inside the building like in War2, but his human counterpart, the peasant not.
 
Level 16
Joined
May 25, 2004
Messages
1,170
Ships damage isn't correct: Ogre Juggernaught in War2 could destroy a Troll Destroyer in a hit, here takes much more! A cool feature of War was the chance to speed up the construction of your buildings using many peons/peasants, here is not available. Orc peon when builds here get inside the building like in War2, but his human counterpart, the peasant not.
I always thought it was 2 hots, but this is correct, 50-130 dmg and destroyers have 100 hp. easily can be one shotted.
 
Level 2
Joined
Aug 20, 2013
Messages
17
The damage is show correct, but in game not. In mission 12 I've attacked 2 troll destroyers and giang turtle with a Juggernaught + 2 destroyers, and tooks a lot of fire.
 
Level 9
Joined
Jul 9, 2011
Messages
27
The damage is show correct, but in game not. In mission 12 I've attacked 2 troll destroyers and giang turtle with a Juggernaught + 2 destroyers, and tooks a lot of fire.

Yeah, that's because it uses the original Warcraft III damage/armor bonuses, which was modified some so that it would be mostly balanced (but it seems some inbalances have remained). Problem is, I don't really know about Warcraft II's damage system.

I'll fix this in the next update.
 
Level 2
Joined
Aug 20, 2013
Messages
17
Ehi, you can take a look at the unfinished project called Warcraft 2 2nd generation: all unit damage, armor, hit points, build time, spells etc... are 100% like in War2, I suggest to take a look to it. Anyway I'm loving your campaign, War2 is my favourite Warcraft, and I' glad that someone finally decided to remake at least the orcish campaign. Are your maps made from scratch? They're impressive, they're absolutely a near perfect conversion of original maps, Keep up the work! There are some bugs, I'm writing all the bugs I've found on a notepad, when the bug list is "finished" I'll post it here.
 
Level 2
Joined
Aug 20, 2013
Messages
17
Bugs/errors I've found til now:

- Troll Lumber Mill is too smale in size compared to other buildings, it need to be scaled up a bit
- Orc and Human walls weren't selectable in War2 (not very important to be honest....)
- Ogre uses standard War3 voice (maybe this is your choice since is the same as Ogre Mage)
- Model for human mage is bugged and too small: I suggest using this model instead: http://www.hiveworkshop.com/forums/models-530/warcraft-ii-mage-231395/?prev=search=wc2&d=list&r=20
- Death Knight Death sound: play Archmage death sound
- Dead and Decay spells destroy trees and rocks (this severely alter the gameplay.....)
- Eye of Killrogg too slow

I have an improved version of Gnomish Inventor, same model but with a much better skin if you're intersted.
 
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Level 2
Joined
Aug 20, 2013
Messages
17
- Paladins can heal themselves
- Death and Decay costs 50 instead of 25 mana
- Research time of upgrades/spells is too fast, sometimes even a matter of seconds (Troll regeneration)
 
Level 5
Joined
Apr 27, 2014
Messages
85
Dude.. I was able to finish your orc campaign though I think I may had found a bugged.. You see.. The oil tankers are not gathering oil, in the very last mission only... After building the oil platform in the oil patch, the tankers are not collecting the oil they are all just staying inside the platform, but not gathering the oil... Though it only happened to me in the last mission...

I had no choice but to finally finish the campaign through DRAGON armies only which is kinda bit corny cause I wasnt able to use land and water units especially in the last mission, cause apparently I lack oil resources so I am not able to build ships and transports..
 
Level 14
Joined
Aug 30, 2004
Messages
909
I'm just getting started (so far so good) but I spotted a tiny bug I struggled with forever. In case you are also wrecking your brain trying to solve it, I thought I'd put it here:

In your first opening cinematic, you have zepplins flying toward the wall. One of the zepplins is jittery...shaking all over the place. This is a bug that happens sometimes when you order a unit to move twice. Try issuing just one move order to the zepplin and see if it clears it up.

Good luck!
 
Level 1
Joined
Oct 31, 2014
Messages
6
The bug with the oil tanker not returning from the oil platform is back.
 
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Level 6
Joined
Jul 17, 2015
Messages
67
I didn't get very far into this yet, but one thing that I noticed early on that I found annoying - the scale of the maps compared to the units/buildings is *enormous* when compared to Warcraft 2. The problem with this is that vision range, and attack range have not been adjusted to compensate for this. The most glaring, early example is in the third mission, introducing Oil and ships. In Warcraft 2, Destroyers could access and attack everything on the humans' island - here, none of the farms there are attackable by the Destroyers, and I had to work just to get the archers to notice me so they'd come into attack range.

I don't know if this continues into the later maps or if it's a symptom of the smaller WC2 levels, but it's something to consider.
 
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