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Warcraft III Alternate 2 (Night Elf Campaign): Path of the Kaldorei

Warcraft III Alternate
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Night Elf Campaign: Path of the Kaldorei
Alternate version of "Path of the Damned", with swapped races
Play the original Reign of Chaos Undead campaign from a Night Elf perspective in an alternate, non-canon reality.
Some expansion units will also be available.
All players are race-swapped, including your allies and your enemies!
Play on Warcraft 3 version
1.31.1!
Or Reforged (SD)

Inspired by Brood War Alternate.
Features: All Chapters and Interludes are included. Includes a bonus chapter based on the ending cinematic.
Dialogue changed to fit the swaps. Character names are kept the same, but their hero class is changed.
Same map concept, but with different available units as well as different enemies.
Switched tilesets. For example, Northrend is replaced by Ashenvale.
Cinematics during gameplay change slightly if your main hero is in Metamorphosis.

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This Campaign series contains some differences from the original Warcraft lore. They are:
- Dreadlords are Undead beings related to Gargoyles, not Demons.
- The word demon can refer to both Demonic/Fel beings like Doom Guards, and Shadow/Void beings like Void Walkers.
- Keepers/Dryads are not related to Night Elves

2023-11-15
- Campaign: AI Arbiters no longer use Recall while inside their bases.
- Campaign: AI Recalled units are now ignored by their owner.
- Campaign: Arbiter Recalls and Ballistic Missile Launches no longer cause memory leaks.
- Chapter 4: None of the enemy players get Freezing Breath. Originally, the players that didn't send Frost Wyrms to attack the player's base had it reasearched, causing some players to think all players had it, including those that attacked with Frost Wyrms.
- Chapter 4: Sylvanas no longer tries to leave her island.
2023-07-05
- Chapter 7: Raised ambush HP percentage threshold.
2023-07-04
- Campaign: Added new skin and model for Sylvanas.
- Campaign: Added new model for Necrolyte.
2023-06-25
- Campaign: Added a unique Wand of Negation icon.
- Campaign: Runes are now colored coded.
- Chapter 1: Fixed easter egg.
- Chapter 8: Made chaos attack beetles more noticeable.
- Chapter 9: Removed chaos attack from beetles.
2023-06-18
- Campaign: Added missing voicelines.
- Campaign: Removed text from campaign preview.
- Campaign: Added Reforged campaign screen.
- Campaign: Added HD model for Demon Hunter Arthas.
- Campaign: Added HD cinematic border.
- Campaign: Reduced Poisoned Branch's sleep invulnerability time.
- Campaign: Removed Hunter's Hall requirement from Mountain Giant, Resistant Skin and Hardened Skin.
- Chapter 1: Fixed camera for HD.
- Chapter 2: Improved Kel'Thuzad voiceline.
- Chapter 3: Fixed Necrolady's name in transmissions.
- Chapter 5: Sylvanas now has an inventory and passes items to Kel'Thuzad.
- Chapter 6: Enabled Resistant Skin upgrade.
- Chapter 6: Antonidas now correctly summons the Gargoyles.
- Chapter 5 Interlude: Fixed Arthas head orientation.
- Chapter 9: Nerfed Archimonde, buffed Tichondrius.
2023-03-25
- Chapter 4: Improved DotC voiceline about Hippogryphs.
- Chapter 6: Improved Priest and Blood Mage taunt voicelines.
- Chapter 7: Improved Antonidas voiceline.
2023-03-23
- Chapter 4: Improved Arthas and DotC voicelines about Hippogryphs.
- Chapter 7: Improved first Arthas voiceline.
2023-03-20
- Chapter 2: Added a new voiceline for Kel'Thuzad.
- Chapter 2: Uther's death transmission now shows his portrait.
- Chapter 2: Improved ending cinematic.
2023-03-01
- Chapter 2: Added a new voiceline for the Druid of the Claw.
- Chapter 7: Added new voicelines for Antonidas.
2023-02-25
- Chapters 2-5: Added new voicelines for Tichondrius.
- Chapter 2 Interlude: Added new voicelines for Anetheronne.
- Chapter 3: Added new voicelines for Kel'thuzad.
- Chapter 4: Added new voicelines for Sylvanas.
2023-02-24
- Chapter 2: Replaced the Easy difficulty Scout Towers with Ziggurats.
2023-02-23
- Chapter 1: Added new voicelines for Tichondrius.
2023-02-22
- Campaign: Added new custom soundset for Sylvanas.
- Chapters 5-9: Added new voicelines for Kel'Thuzad and Archimonde.
2022-12-02
- Chapter 6: Added new voicelines for the Priest and Blood Mage.
2022-12-01
- Campaign: New building added: Ancient Ravager.
- Campaign: New Voidwalker soundset.
2022-11-11
- Campaign: Added new Dryad and Druid of the Claw quotes.
2022-11-10
- Campaign: New model for Recall Targeting.
2022-09-30
- Chapter 6: Fixed incorrect Gem item for the Fire Mage.
- Chapter 6: Fire Mage and Frost Mages now have their attack and spell particles matching their theme.
2022-09-24
- Campaign: Added new scorescreen art.
2022-09-23
- Campaign: Fixed inventory cover UI texture.
2022-09-18
- Chapter 1: Now correctly set at nighttime when played on Easy difficulty.
2022-09-16
- Campaign: Added Wisp alerts.
2022-09-13
- Campaign: New icon for Tichondrius.
- Campaign: Improved Arthas soundset.
- Chapter 2: Starting Wisp can no longer harvest until the player gains access to their base.
- Chapter 4: Added a new voiceline and sound effect.
- Chapter 9: Nerfed Archimonde, buffed Tichondrius.
2022-09-11
- Chapter 5: Improved enemy hero design.
2022-08-18
- Campaign: Added a purple Night Elf HUD.
- Campaign: Added an icon for Divine Armor.
2022-08-14
- Campaign: Arthas has some new quotes to replace the ones that reference the Light and his father.
2022-08-13
- Campaign: Arrow Towers now have Fortified armor to match their counterparts in Colonization of Kalimdor.
- Chapter 6: Renamed optional quest to "Heroes of the Strom".
2022-08-11
- Campaign: Dryads now have a new quote to replace the "Are we being invaded?" quote.
- Chapter 3: Fleeing Necrolady is no longer called "High Elf Villager" in the transmission.
2022-07-24
- Campaign: Updated for Reforged.
2022-07-18
- Campaign: Gnomish Ballistic Launchers are no longer considered buildings (meaning they can now be Recalled by Arbiters).
2022-05-24
- Chapter 04: Arthas' line about Hippogryphs is now voiced.
2022-05-23
- Campaign: The Doodad-like Dalaran Gargoyle Statues are now buildings, so they can be seen behind the Fog of War.
- Campaign: All of Arthas' voicelines are now voiced.
2022-04-12
- Campaign: Made dummy units more responsive.
- Chapter 7: Changed the dropped item from Khadgar's Pipe of Insight to Scourge Bone Chimes, to match the aura of the Dreadlords.
2022-04-03
- Chapter 2: Added 2 new voicelines to Uther.
2022-03-26
- Campaign: Multiple typo fixes
- Campaign: Druids of the Talon use the Medivh quote from Heroes of the Storm "Away with you!" as their warcry, to replace the "For Kalimdor!" quote.
2022-02-27
- Campaign: Necronages and Boneyards now have a human building birth animation.
- Chapter 5: Arthas' Urn now gets removed after the cinematic starts, so he can't pick other items using his free item slot.
- Chapter 5: Skipping the Runner cinematic no longer gives the player double the number of Druids of the Talon.
- Chapter 5: Kel'Thuzad's revival uses the unused Night Elf revive sound effect.
2022-02-04
- Chapter 1: Owl Scout can now spot the units hidden in the grove, and the units behind the gate.
- Chapter 8: Added a hint that tells players that Arthas' and Kel'thuzad's items will be saved for the next chapter.
- Chapter 8: Arthas' lines about defending Kel'Thuzad now play correctly.
2022-01-31
- Chapter 4: Lowered the number of Grunts defending the western and middle bases.
2021-12-31
- Campaign: Fixed Gnomish Arbiter attack voicelines
- Chapter 4: Kel'Thuzad no longer says 'Elfgate'
2021-12-28
- Chapter 4: Sylvanas will now be Recalled 30s after a Recall, even is she doesn't die (So she can't get stuck in weird places). She can be recalled immediately after resurrecting.
- Chapter 4: Quest message no longer says "High Elf Altars".
- Chapter 5: Gnolls changed drop from Scroll of the Beast (pointless when you have Roar).
- Chapter 5 Interlude: The last Keeper is no longer body-blocked by a Dryad when going towards the portal.
- Chapter 7: Kel'Thuzad now correctly says "Separate Dreadlords". Originally she said "Sep- Dreadlords" due to a bad audio-mix.
- Chapter 9: Fixed Sand Simulacrum Tooltip.
- Chapter 9: Added more buildings to the enemy bases.
2021-12-05
- Campaign: Added a bonus Chapter
- Chapter 7: Fixed Quest Complete sound effect
- Chapter 8: Completing it unlocks chapter 9. If you completed the campaign before, go to the first mission, type -t, exit the mission, and you will have the new chapter unlocked.
- Chapter 9: A bonus Chapter containing a remade cinematic, that lets the player control Archimonde and Tichondrius
2021-11-29
- Chapter 8: No longer unlocks the incomplete bonus level.
2021-11-15
- Campaign: New icon for Tichondrius.
- Chapter 2: Villagers no longer call Arthas' forces undead.
- Chapter 2: Zombies are affected by Entangling Roots instead of Sleep.
- Chapter 3: Necrolytes now say a cut beta line when using Corpse Explosion, so players can realize its existance easier.
2021-10-29
- Campaign: Lowered Gnomish Ballistic Launcher cost to that of the Goblin Sapper
- Chapter 6: New hint added: "When fighting air units, it is better to dismount Archers from the Hippogryphs. This allows both units to attack the target simultaneously."
2021-10-11
- Campaign: Difficulty is displayed at the beginning of each chapter
- Campaign: New icon for Archimonde
- Chapter 8: Buffed Carrion Beetles and Destroyers
2021-09-13
- Campaign: Recall Targeting no longer shows non-player units.
- Chapter 5: Acquired hero now has Hero Glow.
- Chapter 8: Recall Targeting is removed correctly after the deselection
2021-07-12
- Campaign: You can now type -d in any chapter to check the difficulty setting.
2021-06-29
- Chapter 1: Fixed misspelling
- Chapter 6: Shadow Priests can no longer Mind Blast heroes
2021-06-28
- Campaign: First Release

If you find any glitch, you should report it here. Also, you can type -toggle or -t while playing the first chapter of the campaign to lock or unlock the buttons for accessing each chapter.
You can type -d in any chapter to check the difficulty. If you don't want your difficulty to change every time you load the next map, and you are playing in the Classic client, you should check out this video:
If you are playing in the Reforged client, you need to hit "Quit" after every map. If you don't, the difficulty will reset to Normal when the next map loads.

Blizzard Entertainment - Original Campaign, ported assets
Magos - Model Editor
Shadow Daemon - Button Manager
Anonymous - Mdlvis
Beepo - WCII Gnomish Inventor
Retera - Disarm, Voidspawn Building Pack, Retera's Model Studio
Ujimasa Hojo - Footman, Lich, Undead Altar, Tomb of Relics, Human Tower, Tent, Hunter's Hall, Barracks, Elf Farm, Fountain, Gyrocopter, Mage Tower, Alchemist, Peasant, Militia, Paladin, Archmage, Sorceress, Warlord, Mercenary Camp, Optimized Sylvanas
Kuhneghetz - Riderless Undead Horse
SinisterX - Blood Elf buildings
ILH - Mortar, Rocket Rain
Mister_Haudrauf - Sentry Icon
Nachtzwoelf - Keeper of the Grove (Autumn)
Iraccari - Necronage
Juice_F - RoyalGuard Arthas
UgoUgo - ShadowInfernal
AndrewOverload519 - Sylvan Enchantress
Mythic - Void Rain
Misha - High Lord Naj'entus
Bumhunter - Acolyte (Necrolord and Alchemist reskin)
Himperion - Female Blood Mage
34hrap - WC2 BTNHelicopter
Edge45 - Forsaken Catapult
Zeth - Skeleton Peasant
Weep - GUI-Friendly Damage Detection
Kola - High Lord Naj'entus Icon
assasin_lord - HeroGlow
johnwar - Forsaken Apothecary, Forsaken Necromancer Missile
Nintendoman_766 - Archimonde Soundset
ikillforeyou - Birth mesh
Uberduck, FakeYou, ElevenLabs (11.ai) - TTS voices
Saelendious - Minor voiceline help
Tickles - Divine Armor ATT
Just_Spectating - Swamp Monster
Val_09 - Fall Ancient Protector Skin and Icon
Loken Ironwolf - Voidwalker Soundset
Executor Nral - Minor voiceline help
Scias - BTNShandrisFeathermoon, BTNBansheeQueen
Xetanth87 - Demon Hunter Arthas, Felsong Skin, Leaf Warden, Aether Gate Icon, Ballista Skin, Gnomish Arbiter Model and Skin (model from Ujimasa Hojo's optimized Gyrocopter Model), Dalaran Reject Acolyte reskin, Poisoned Branch Icon, Umbra Icon, Furion Wisp Portrait, Purple Night Elf HUD, Autumn Keeper Icon, Night Elf Sylvanas skin

HD
kten - Demon Hunter Arthas, Felsong skin

If I forgot your resource, tell me.

English:
Russian:

YouTube Channel: https://www.youtube.com/channel/UC8flW32H3ocaTlU3bf14BEw
Discord Server: https://discord.gg/J5guv3BHVc
If you want to support this project, you can help me by becoming my patron on Patreon.
Alternatively, you can donate through BuyMeACoffee: https://www.buymeacoffee.com/xetanth87
Previews
Contents

W3A2: Path of the Kaldorei (Campaign)

Reviews
deepstrasz
You start with Mana Burn and can only use it on very few units. Sylvanas' body should remain on the ground not dissipate in the conversion cinematic scene. She has no hero glow. How to add Hero Glow without Modeling Generally, a nice edit. Could...
Level 2
Joined
Apr 26, 2018
Messages
6
Interesting! I like beat UD. mountain + chimaera + hippogryph = invincible NE
So, where is the dryad? a few annoying banshee can curse all my lovely units

And found a bug in Chapter6: When attacking the red base north east, they can control my DH or Warden, who becomes a neutral unit can be attacked by us and enemy. Then the BloodMage even level up by killing it, haha.
 
Interesting! I like beat UD. mountain + chimaera + hippogryph = invincible NE
So, where is the dryad? a few annoying banshee can curse all my lovely units

And found a bug in Chapter6: When attacking the red base north east, they can control my DH or Warden, who becomes a neutral unit can be attacked by us and enemy. Then the BloodMage even level up by killing it, haha.
I fixed the bug of taking control of heroes in the latest version. It's only supposed to take control of normal units.

I made enemy heroes be able to level up to make the mission a bit harder.

Like the Dreadlord hero class in the original campaign, Keepers and Dryads are not usable by Arthas.
Dryads will be available in the bonus chapter, when you will get to play as Archimonde.
 
Level 3
Joined
Jul 6, 2021
Messages
13
This is my review. There is not much to analyze so it will be quick.

1. History: It is the same, there is almost nothing new, small adaptations to justify the changes of race.

2. Maps: Practically everything belongs to the original campaigns.

3. Gameplay: Standard gameplay typical of the original Warcraft 3 content, nothing new.

4. Personalization: Models and icons, only visual aspect, because in the background everything is from the original.

If the idea is to indulge in nostalgia, that's fine, although I prefer original campaigns for that.
 
Level 6
Joined
May 14, 2016
Messages
53
1. History: It is the same, there is almost nothing new, small adaptations to justify the changes of race.

2. Maps: Practically everything belongs to the original campaigns.

Good job on pointing out what his already 3 released campaigns were all about.

4. Personalization: Models and icons, only visual aspect, because in the background everything is from the original.

You've probably neither read the description nor have played not even halfway through, or if you did you just "whosyourdaddy"'d all the way through judging this review

This is my review, although there is not much to say.

1. History: Nothing new, the same.

2. Maps: Nothing new, the same.

3. Gameplay: Nothing new, the same.

4. Personalization: It is the only thing that I see different, models, nothing more.

I guess another one of many forum campaigns that are just for nostalgia.
(Quote from "Invasion of Kalimdor Enhanced")
But I guess you just post this in every original campaign based edits, which confirms what I just said
 
Last edited:
This is my review. There is not much to analyze so it will be quick.

1. History: It is the same, there is almost nothing new, small adaptations to justify the changes of race.

2. Maps: Practically everything belongs to the original campaigns.

3. Gameplay: Standard gameplay typical of the original Warcraft 3 content, nothing new.

4. Personalization: Models and icons, only visual aspect, because in the background everything is from the original.

If the idea is to indulge in nostalgia, that's fine, although I prefer original campaigns for that.
1. That's the point of Race-Swapped campaign. Same Story, different gameplay
2. While the map layouts are mostly the same, there are changes made to fit the new races and abilities. For example:
- Since you get Blink, there are some secret areas only accessible with Blink.
- Since Ghouls are replaced by Archers who cannot cut trees there is a new way to get to the secret items on one of the maps.
- One map contains a secret hero that will join you when you find him.
3. A lot of campaigns feature custom tech trees. Custom Campaigns using the Night Elf Tech Tree are some of the rarest. While there is nothing new about the units you get (except for one ability of one of the heroes and some neutral units), the enemy units are new. You have the Necrolytes which cast Corpse Explosion, Blightspreaders, Shadow Priests, etc. all new. Dalaran Towers are replaced by Gargoyle Spires, which attack in a very different way from normal towers. Arbiters instead of Zeppelins change the way you, as well as the enemy transport units. Getting Hippogryphs instead of Crypt Fiends and DotTs instead of Gargoyles changes the way you play the missions.
4. As I said previously, I wanted to keep the Night Elf race mostly vanilla. Future campaigns will have new units, but for this campaign I think the current tech tree fits. You can't say changes are only visual, as I have edited over 50 different lines of dialogue and made sure they sound good and reflect the new races and classes. There will also be a bonus chapter in the future.

I'd love to know how much of the campaign you've played before the review. If you haven't finished it, I think you should give it another chance.

Good job on pointing out what his already 3 released campaigns were all about.



You've probably neither read the description nor have played not even halfway through, or if you did you just "whosyourdaddy"'d all the way through judging this review


(Quote from "Invasion of Kalimdor Enhanced")
But I guess you just post this in every original campaign based edits, which confirms what I just said
Thanks!
 
Level 4
Joined
May 11, 2020
Messages
43
Been playing through these recently and have to say it's really fun! The changes you have made (besides the obvious race swap) are quite nice and the gameplay feels balanced, tho the bash chance on frost ghouls is a bit... Brutal.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You start with Mana Burn and can only use it on very few units.

Sylvanas' body should remain on the ground not dissipate in the conversion cinematic scene.
She has no hero glow. How to add Hero Glow without Modeling

Generally, a nice edit. Could more custom stuff and gameplay variety.

Approved.


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

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
You start with Mana Burn and can only use it on very few units.

Sylvanas' body should remain on the ground not dissipate in the conversion cinematic scene.
She has no hero glow. How to add Hero Glow without Modeling

Generally, a nice edit. Could more custom stuff and gameplay variety.

Approved.


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

R U L E S

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M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks! Originally you started with Immolation, and Mana Burn is very important against bosses and necrolord units so I chose to start with mana burn since some people might avoid it and will have a harder time later if they didn't pick it. Also in the first mission, Archers' attacks replace the Death Coil's range damage. Sylvanas uses Shandris' model and since you only see her in one mission I figured it wasn't that important to get a new model. I'll change it at a later date.
 
Added a bonus chapter based on the ending cinematic. It is unlocked by completing Chapter 8. If you played the campaign before, you can jump right into Chapter 9 by doing the following:
1) Go to Chapter 1.
2) Type -t in the chat and check for the "Chapters unlocked" message
3) Quit the map.
4) You now have all missions unlocked, including Chapter 9.
Your items from Chapter 8 have been saved since the first release of Path of the Kaldorei, so you will have them in the bonus chapter, without needing to replay Chapter 8.
 

Ann

Ann

Level 3
Joined
May 30, 2018
Messages
34
Nice, the final chapter has come. Now im waiting what would you name a swapped version on skull of Guldan? Maybe book of Guldan, i guess?
 
Level 12
Joined
Mar 4, 2014
Messages
204
Just finished playing this, what can i say, i liked it!
especially the last chapter with the new Archimonde, that new spell that makes a sand copy of a building was awesome! Destroying the copy will eventually destroy the original building, like wow, that was pretty mind blown to me, suuuper unique concept, and it makes sense since in the original cinematic Archimonde did have that power haha, Great job with this one!

I also like how you changed even the small details and secrets like the sasquatch special meeting, that sheep with the bear and also this:
Also you were saying something about a secret hero? i wasn't able to find any secret hero anywhere.
 
Just finished playing this, what can i say, i liked it!
especially the last chapter with the new Archimonde, that new spell that makes a sand copy of a building was awesome! Destroying the copy will eventually destroy the original building, like wow, that was pretty mind blown to me, suuuper unique concept, and it makes sense since in the original cinematic Archimonde did have that power haha, Great job with this one!

I also like how you changed even the small details and secrets like the sasquatch special meeting, that sheep with the bear and also this: Also you were saying something about a secret hero? i wasn't able to find any secret hero anywhere.
For the thing in the video, I didn't change much, just change the villagers to Zombies and the Sleep effect to the Roots one. The secret hero is on the same map as the things you mentioned (Chapter 2). It's one of the other Easter eggs, that you didn't mention from that map.
You start with Mana Burn and can only use it on very few units.

Sylvanas' body should remain on the ground not dissipate in the conversion cinematic scene.
She has no hero glow. How to add Hero Glow without Modeling

Generally, a nice edit. Could more custom stuff and gameplay variety.

Approved.


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

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
I've realized something. One of the reasons you gave me 3 stars is because "Sylvanas' body should remain on the ground, not dissipate in the conversion cinematic scene." But that's exactly what happens in the cinematic. I was really confused at first, but after testing something, I've realized what happened. The reason she died while you played is that you most likely played using the 'whosyourdaddy' cheat, and when Arthas attacks her, she instantly dies instead of falling to the ground. Also, I've added the Hero Glow and more custom stuff since then, and the first reason you gave isn't really a reason. Since starting with Mana Burn is something I thought a lot about when starting the campaign and multiple fights are won by burning mana. Also, Demon Hunter and Archers do a lot of damage, so you have sufficient damage for mission 1. All in all, your review was mostly misunderstood nitpicks.
 
Last edited:
First level:

How do you get to the golems? None of the units can attack trees.

Personally I'd use talon druids for this mission, it looks less silly than an acolyte suddenly growing three times its size into a claw druid.

There is a way to cut trees if you pay attention to the units you are given. I use Claw druids because they are unlocked early, the Roar animation is a good replacement for the Acolyte animation and their quotes (and that one guy turning into a sheep) fit better.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Figured it out eventually.

tree cannibalism


Second level:

Huh, well that's more useful than a samurai panda image.

There's a bear druid hidden by trees on the south edge of the map, is he supposed to do anything when you get to him?

Slight bug where Arthas doesn't answer when selected or given orders. Might be on my end like the graphic bugs (since you say teleportation should show SFX).
 
There's a bear druid hidden by trees on the south edge of the map, is he supposed to do anything when you get to him?
In the original map on of the Sheep is given to the Tichondrius (Red) player. This was either a joke or a mistake by one of the devs. I replaced it with a Bear as a funny way to make it seem like Tichondrius "has eyes everywhere".

Slight bug where Arthas doesn't answer when selected or given orders. Might be on my end like the graphic bugs (since you say teleportation should show SFX).
I don't know what Sound Effects (SFX) you are referring to. Does blinking not have a sound effect? You should go to the normal campaign and try to blink with Maiev. Most likely you won't hear that one either, so it's on your end. So you should probably do a clean reinstall.

Also, could you either post the reviews for all chapters at once, in the same message, or post them in their respective channels on discord?
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Not sound effects, Special Effects. As in, when the Dark Summoning spell is used the big green glow shows up, but when they Blink it doesn't show anything, so it looks like they disappear instantly.


Fourth level:

Took out the blue base first, and after that Sylvanas kept respawning at the gate and trying to run back to the blue base's location without attacking (she'd cast Silence but then go back to letting herself be killed).

Fifth level

Darkwell quest: Druidr -> Druid

Oooooooookay. I was not expecting Kel'thuzad to come out looking like that.

Sixth level:

Having Blink-only areas is a nice change to the original map, but maybe have a Dagger of Escape drop at some point otherwise Kel'Thuzad is the only one who can get the hidden tomes and powerups.

Cleric tooltip: Shieldl -> Shield

ugggghhhhh Healing Wave spam. Still, at least the red base don't have it.

Seventh level:

Not a fan of the Spirit Gargoyles having Divine armor. Bad enough that they spawn so quickly, but that you can't get rid of them except by waiting for them to despawn.

Eighth level:

Loading screen: Shdowed -> Shadowed

The visual effect of a big patch of green (and healthy trees) spreading from the base is quite nice. Maybe you could have the buildings do something like an anti-blight by changing the terrain under them to thick grass when built.

Ninth level:

Archimonde's abilities have no DISBTN.
 
Not sound effects, Special Effects. As in, when the Dark Summoning spell is used the big green glow shows up, but when they Blink it doesn't show anything, so it looks like they disappear instantly.


Fourth level:

Took out the blue base first, and after that Sylvanas kept respawning at the gate and trying to run back to the blue base's location without attacking (she'd cast Silence but then go back to letting herself be killed).

Fifth level

Darkwell quest: Druidr -> Druid

Oooooooookay. I was not expecting Kel'thuzad to come out looking like that.

Sixth level:

Having Blink-only areas is a nice change to the original map, but maybe have a Dagger of Escape drop at some point otherwise Kel'Thuzad is the only one who can get the hidden tomes and powerups.

Cleric tooltip: Shieldl -> Shield

ugggghhhhh Healing Wave spam. Still, at least the red base don't have it.

Seventh level:

Not a fan of the Spirit Gargoyles having Divine armor. Bad enough that they spawn so quickly, but that you can't get rid of them except by waiting for them to despawn.

Eighth level:

Loading screen: Shdowed -> Shadowed

The visual effect of a big patch of green (and healthy trees) spreading from the base is quite nice. Maybe you could have the buildings do something like an anti-blight by changing the terrain under them to thick grass when built.

Ninth level:

Archimonde's abilities have no DISBTN.
Thanks for the typo finds! Archimonde does have DISBTNs and Tichondrius does have Blink FX. I think there might be a problem with your installation of Wc3. There aren't too many Blink-only areas, so Arthas doesn't really need a way to get to them. Spirit Gargoyles have Divine armor instead of Invulnerability because I wanted them to draw aggro from your units. They act like the missiles for Gargoyle Spires, and they don't last too long, so they aren't that big of an issue after the Spire is destroyed. I've explained on Discord why I won't make buildings create grass.

1647457826288.png
 
Level 5
Joined
Jun 21, 2016
Messages
37
Just as fun as the other campaigns with the same things I'd say. Now I really didn't expect Kel'Thuzad to come out like that, I assumed he'd be a druid lol Loved it though and the colours were very fitting. And while I really LOVED the shadowstrike replacement that puts enemies to sleep either by attack or the blades it kinda annoyed me a bit because sometimes you're just fighting 1 or 2 units (A move) and then by chance both get put to sleep while Kelly is running away, all the while after the sleep ends they beeline for my base :D Personal issue though, it's an awesome skill. I'd have loved to see some modification to the demon hunter but that's a personal issue too - I just don't like demon hunters to begin with, and their kit except Metamorphosis.

What I really figured out late was that the gargoyle spires were supposed to be towers. And when it finally clicked, because I thought "Huh? Spirit Gargoyles? Wat?" and then I paid a bit more attention. Cool though, that's an interesting take on a tower. On the other hand the mana drain towers were veeeeeeery annoying and in the mission after the sunwell when you get to the aether gate, the blue hero just kept spamming windwalk until I figured out I could just buy a gem of true sight to deal with that pest.

Anyway, good job, it was fun ^^
 
Level 5
Joined
Apr 29, 2017
Messages
17
Charming once again, another fun one.

Very nice to see the extra custom stuff during this one, really stepped up the amount of changes, and it really does change the dynamic! The difference between the dynamics of the Undead and Night Elves is quite a drastic one, and especially starting with a Demon Hunter is very different to that of the Death Knight, purely offense compared to mixed utility. It gave quite the bit of challenge to the campaign, and was fun to compete against on top of the custom enemies. The victory lap with Archimonde at the end was a fun little closing to the campaign.

Keep it up! As for me, onto the next!
 
Level 5
Joined
Mar 25, 2022
Messages
15
Great campaign, really enjoyed playing it and had an amazing time.

At the start I wouldn't have thought you'd have done this much changes, I mean just the dialogue and text changes and testing them should have taken a lot of time, now add all the custom units, structure, tech tree, terrain and so on.

Truly a well thought and great project. Keep Up the good work:infl_thumbs_up:

P.S :
Was the "Gem Fragment" in chapter 6 ---which is dropped by the fire mage--- supposed to be combined with another item to become something better?? like shadow orb??
 
Great campaign, really enjoyed playing it and had an amazing time.

At the start I wouldn't have thought you'd have done this much changes, I mean just the dialogue and text changes and testing them should have taken a lot of time, now add all the custom units, structure, tech tree, terrain and so on.

Truly a well thought and great project. Keep Up the good work:infl_thumbs_up:

P.S :
Was the "Gem Fragment" in chapter 6 ---which is dropped by the fire mage--- supposed to be combined with another item to become something better?? like shadow orb??
Glad you enjoyed it. Be sure to check out the other campaigns in the Alternate series.

Thanks for telling me! The Gem Fragment uses the same icon as the Gem of True Seeing. I wanted to give him that gem, but chose the wrong one :peasant-thinking:
 
Level 21
Joined
Dec 20, 2015
Messages
328
Just finished this one and it is a successfully creative adaptation. We live in a sea of campaign edits and a simple race swap is not enough to keep the maps interesting, so I was quite happy with the liberties taken here. A lot is accomplished with clever changes to the enemy factions and visual updates via tilesets and doodads.

There are little to no changes to the player faction from base Night Elves, but the creator has a knack for putting you in situation where you will use unit and/or strategies you never would have in the original NE campaign. Such as: Wisp dispel, dismounting Hippogryph Riders to increase anti-air DPS, using Chimaera in general, getting a Demon Hunter hero for a whole campaign, using Sentinel to see invisible units, and some more I can't think of right now.

I'm iffy on the appended extra chapter with Archimonde. Sand Simulacrum is one of the neatest abilities I've seen because of how fitting it is, but the timer design can have you fail pretty close to the end and have to replay the whole thing, which will be frustrating for some players.

It looks like this set of projects have gone through a series of updates and I caught it after it was all polished up, so I would absolutely recommend it to people looking for something new based on the original campaigns.
 
Just finished this one and it is a successfully creative adaptation. We live in a sea of campaign edits and a simple race swap is not enough to keep the maps interesting, so I was quite happy with the liberties taken here. A lot is accomplished with clever changes to the enemy factions and visual updates via tilesets and doodads.

There are little to no changes to the player faction from base Night Elves, but the creator has a knack for putting you in situation where you will use unit and/or strategies you never would have in the original NE campaign. Such as: Wisp dispel, dismounting Hippogryph Riders to increase anti-air DPS, using Chimaera in general, getting a Demon Hunter hero for a whole campaign, using Sentinel to see invisible units, and some more I can't think of right now.

I'm iffy on the appended extra chapter with Archimonde. Sand Simulacrum is one of the neatest abilities I've seen because of how fitting it is, but the timer design can have you fail pretty close to the end and have to replay the whole thing, which will be frustrating for some players.

It looks like this set of projects have gone through a series of updates and I caught it after it was all polished up, so I would absolutely recommend it to people looking for something new based on the original campaigns.
Thank you! The whole campaign Demon Hunter and having better introductions to Hippogryphs and Druids of the Talon then the base game were things I wanted to do from the start. I don't want to force people to use weird strategies, I'm just teaching players things they might not know about. I didn't know about Hippo dismounting when fighting air until I've played my map and realized its usefulness.

I don't like timed chapters either, but I don't think 15 minutes is that bad of a restart. Since most maps take 30 minutes, restarting once is enough to learn the abilities and enemy bases. Most people who have played this chapter on youtube got it first try (yes, some were on normal, but it's not much of a difference).

This campaign didn't really get a lot of new content in updates. Most things were like this on launch. The new things added were the bonus chapter, voicelines and Ancient Ravagers. And some much needed rebalancing on Chapter 4 (a lot of Grunts were cut).

I've only managed to add the new voicelines to Exodus of the Alliance and Path of the Kaldorei, with Overgrowth of Lordaeron being next. There will be a long time until I add them to Colonization of Kalimdor, so you should wait before playing that.
 
Level 13
Joined
Jun 22, 2020
Messages
194
  • 90-95% of the campaign only Archers, Ballistics and Druid of the Claw. The entire game is carried out by Arthas, Archers and Ballistics. What's interesting about that? Only at the end do the Hippogriffs, Druid of the Talon and the Chimeras appear because you simply can't handle the level without the Hippogriffs most of all. Talon and the Chimera could also be saved as Huntress.
  • All units must be kept strictly separated and run in a specific order because there are no front line units except Arthas as they all get stuck behind or between the Archers
  • A big shuffle happens if a Druid of the Claw or Hero is stuck and you need them right Now!
  • No Orbs throughout the campaign except for the last level where you don't need them anyway
  • Druid of the Claw without Bear Form: Expensive to create and almost pointless to use because three hits on the enemy is dead. His ability to heal only makes sense outside of combat, so why deal with him outside of the battlefield instead of flooding the map with twice as cheap Archers, and later Druid of the Talon? When there is already a Bear Form there is also a Mountain Giant which I get immediately without going through three additional updates. Throughout the game this unit was just for decoration to me.
That's what the campaign does very challenging on Hard difficulty and Normal difficulty favors Elves.

Maybe this was the easier way to achieve a "fair" game balance, but I don't like it. I was tormented by boredom and boredom all the time. The Goblin Lab and specifically their Missiles on the level with the three moon keys was the only interesting thing I encountered. The other novelties that I noticed remained somehow pale against the background of all this.

Although the campaign (version 2023-07-05) is well made and without errors at 1.31, my rating fluctuates between 2 and 4, but since the unpleasant things take a significant advantage, I have to rate according to them.
 
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Level 6
Joined
Sep 29, 2015
Messages
91
I really don't see the appeal of these campaigns. It's the original campaigns AGAIN. With NO improvements. It's wild to me that they get the full score from so many people.
 
Last edited:
I really don't see the appeal of these campaigns. It's the original campaigns AGAIN. With NO improvements. It's wild to me that they get the full score from so many people.
Unlike other base campaign edits, that are created as an improvement to the original, this isn't meant to be an improvement or a replacement, but a new experience rooted in the old one. I'm building an alternate universe with consistent world building, that's both different and similar, letting players guess what changes will appear next. The story and the maps are the same, but the race changes make those maps play quite differently.
I'm not trying to make a masterpiece like Day of the Dragon and Curse of the Forsaken, just a fun nostalgic campaign that makes you see the original campaigns with fresh eyes again
 
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