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Warcraft III: Remembered. Orc CAMPAIGN

It’s Warcraft II … the combat is done in a way, like… it feels like Warcraft II, which is really something to be proud of, I think. Because I think, it’s really nailed here. […] Even though there are noticeable changes, specifically like oil. There’s a lot of creative liberty taken, but overall, it’s a really good foundation for a Warcraft II remake. I think, it’s fantastic.
Jayborino. https://www.youtube.com/watch?v=v2iDOb4-9hk

Yeah, that's true: this mod is unforgivingly difficult on hard. You have to know exactly what and even when to do. But this is going to remain that way, for it perfectly depicts my childhood memories: these games were pretty hard back in the days. They were not always fair. It was not always clear how to beat them. But they had a big soul. That's why they're still remembered.
As for the rest, I'll consider these mistakes when I'll be working on my next project.

Check out the UPD section to stay tuned.

Introduction:

Link to the The Human Campaign: https://www.hiveworkshop.com/threads/warcraft-iii-remembered-human-campaign.332126/

Warcraft III: Remembered is a remake of Warcraft II: Tides of Darkness, made for Warcraft III: Reforged. This is the Orc Campaign. It contains the original 14 levels. The goal of this project is to refresh childhood memories of elder gamers and to introduce Tides of Darkness to a new audience. Every unit here costs 1 food, the Polymorph spell has a permanent effect, you can build ships and upgrade them; demolition squads, which will allow you to blow up indestructible rocks, are back. The original soundtrack as well as units‘ voices are also here.

The additional levels are finally here as an expansion: https://www.hiveworkshop.com/threads/warcraft-iii-remembered-expansion.340954/

KNOWN BUGS: Crushes on some levels and models disappearing - SOLVED (see the following spoiler)​


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1. If you have issues with this project (crashes and 3D models disappearing), check out another version of this project:

https://www.hiveworkshop.com/threads/remembered-classic.348172/

Because I’ve managed to find out that these issues have something to do with Reforged graphics and new patches. That's why i replaced all 3D models and icons.


2. There is an amazing Warcraft II remake which has nothing to do with this one, but I still would love to introduce it to you. You can find these custom campaigns here:

https://www.hiveworkshop.com/threads/wcii-tides-of-darkness-humans.335324/
https://www.hiveworkshop.com/threads/wcii-tides-of-darkness-orcs.339668/

These two are the best custom Warctaft III campaigns I've seen so far: they’re not insanely difficult, there is a lot of interesting changes and they also depict the atmosphere of the original game perfectly. Have fun!

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Main features:
  • Fourteen original levels,
  • Music, sound effects and voices from ToD,
  • Nostalgic gameplay changes like the food usage and ships,
  • Three difficulty levels,
  • Enhanced layout of the original maps,
  • Some levels have new objectives or conditions,
  • Goblins and Trolls as playable factions,
  • My illustrations,
  • Small achievment system: destroy hidden crates on every map - they will give you some resources. In the end of the level the game will tell you, if you've collected them all,
  • New 3d Models,
  • New music and sound effects,
  • Enhanced food limit.
Possible Questions:

1. How can I play this?

Download the maps. Then put them into your Warcraft III data directory (usually it’s C:/ Documents:/ Warcraft III:/ Maps). After that launch the game –> single player –> custom games -> select a map -> enjoy

2. Which version of Warcraft III is required?

ONLY Warcraft III: Reforged works poperly.


3. Are you going to remake Beyond the Dark Portal too?

No.

4. Are there any RPG levels?

There's only one additional level, which contains a playable hero (still in progress!).

5. Does this campaign follow the lore of Warcraft precisely?

No, because I decided to concentrate myself on the gameplay. I changed or added some events and conditions in order to make the process more variable.


People, whose resources I used:

Barorque

Tamplier

ShadiHD

Trolldaeron

Bagysta

Mr Ogre Man

Vulfar

Triceron

Adamus

Footman16

BurnedSmackdown

zoomMan

Symphoneum

Retera

Darious

Liebanas_dn

Araven

Mr.Golin

InsaneMonster

List of used Hive resources

Alliance:

Lordaeron workers, footmen, knights and paladins: https://www.hiveworkshop.com/threads/lordaeron-forces-csw.323098/

High Elven Lumber: https://www.hiveworkshop.com/threads/high-elven-lumber-mill-reforged.323793/

Male Elven Archer/Ranger: https://www.hiveworkshop.com/threads/male-elf-archer-ranger-reforged.324171/

Human Foundry: https://www.hiveworkshop.com/threads/human-foundry-reforged.324873/

Dwarven Peasant: https://www.hiveworkshop.com/threads/dwarf-miners-workers.332358/

Gnomish Inventor: https://www.hiveworkshop.com/threads/gnomish-inventor-lab.324916/

Dwarven Footman: https://www.hiveworkshop.com/threads/ironforge-footman.333675/

Ballista: https://www.hiveworkshop.com/threads/wc2-elven-ballistae.334209/

Dwarven Forge: https://www.hiveworkshop.com/threads/dwarf-forge.332050/

Dwarven Bunker: https://www.hiveworkshop.com/threads/csw-resources.328030/

Dwarven Cannon: https://www.hiveworkshop.com/threads/ironforge-cannon.333679/

Dwarven Captain: https://www.hiveworkshop.com/threads/ironforge-captain.333683/

Dwarven Knight (Ram Rider): https://www.hiveworkshop.com/threads/ironforge-ram-rider.332041/

Silver Hand Footman: https://www.hiveworkshop.com/threads/silver-hand-footman.330262/

Silver Hand Knight: https://www.hiveworkshop.com/threads/silver-hand-knight-variants.330308/

Silver Hand Captain: https://www.hiveworkshop.com/threads/silverhand-captain.325432/

Elven Hatchery: https://www.hiveworkshop.com/threads/elven-hatchery.333006/

Elven Shipyard: https://www.hiveworkshop.com/threads/high-elven-shipyard.332919/

Elven Blacksmith: https://www.hiveworkshop.com/threads/high-blood-elven-blacksmith.333067/

Elven Town Hall/Keep/Castle: https://www.hiveworkshop.com/threads/silvermoon-town-hall-keep-castle.333350/

Elven Knights: https://www.hiveworkshop.com/threads/elven-knights.333008/

Demolition Squad: https://www.hiveworkshop.com/threads/demolition-squad-dark-iron-sappers.333680/

Mage: https://www.hiveworkshop.com/threads/human-archmage.328853/

Submarine: https://www.hiveworkshop.com/threads/ironclad-submarine-hd-version.332790/

Elven Runestone: https://www.hiveworkshop.com/threads/elven-runestone-reforged.334210/

Botanist garden: https://www.hiveworkshop.com/threads/botanist-garden.333050/

Dalaran Doodads: https://www.hiveworkshop.com/threads/dalaran-doodads-re-reforged.334138/

Kirin Tor Footman: https://www.hiveworkshop.com/threads/kirin-tor-guardian-reforged.325622/

Horde:

Orc tower: https://www.hiveworkshop.com/threads/orc-tower-tier-3-reforged.324207/

Troll Lumber Mill: https://www.hiveworkshop.com/threads/troll-lumber-mill-reforged.324065/

Laughing Skulll Grunt: https://www.hiveworkshop.com/threads/laughing-skull-grunt.325378/

Orc Blacksmith: https://www.hiveworkshop.com/threads/orc-blacksmith-reforged.322923/

Orc Catapult: https://www.hiveworkshop.com/threads/roc-mechanical-units-reforged.332051/

Shadowmoon Grunt: https://www.hiveworkshop.com/threads/shadowmoon-grunt.325770/

Troll Grunts: https://www.hiveworkshop.com/threads/troll-grunts.336492/

Temple of the Damned: https://www.hiveworkshop.com/threads/orc-temple-of-the-damned-reforged.323942/

Death Knight: https://www.hiveworkshop.com/threads/reforged-second-war-orc-deathknight.323112/

Goblin Alchemist: https://www.hiveworkshop.com/threads/goblin-alchemist-lab-reforged.324092/

Goblin Peon: https://www.hiveworkshop.com/threads/goblin-laborer.339674/

Goblin Rogue: https://www.hiveworkshop.com/threads/goblin-rogue.329418/

Troll peon: https://www.hiveworkshop.com/threads/worker-forest-troll.337572/

Orc champion: https://www.hiveworkshop.com/threads/orc-champion.324384/

Cho’gall (Mogor): https://www.hiveworkshop.com/threads/mogor.325881/

Ogre Mound: https://www.hiveworkshop.com/threads/ogre-mound-and-derivatives-reforged.323477/

Thunderlord Grunt: https://www.hiveworkshop.com/threads/thunderlord-grunt.325580/

Zul’zhin (Hero Forest Troll): https://www.hiveworkshop.com/threads/hero-forest-troll-shadow-hunter.332869/

Troll Soldier (Amani’shi Guardian): https://www.hiveworkshop.com/threads/amanishi-guardian.338947/

Snake Urn: https://www.hiveworkshop.com/threads/snake-urn-and-snake-totem.330237/

Eye of Kilrogg: https://www.hiveworkshop.com/threads/eye-of-kilrogg.328246/

Ner’zhul: https://www.hiveworkshop.com/threads/nerzhul-reforged-green-and-maghar-skin.324451/

Wolfrider Warlord: https://www.hiveworkshop.com/threads/wolfrider-warlord.322515/

Twilight Hammer Grunt: https://www.hiveworkshop.com/threads/twilight-hammer-grunt.325430/

Other materials and special thanks:

  • HUGE THANKS TO A.Markov FOR HELPING ME WITH ALL THE 3D MODELS AND STUFF
  • Mission briefings, wolrd and units details: https://wowwiki-archive.fandom.com/
  • Mission briefings, wolrd and units details: https://wowpedia.fandom.com/wiki/Wowpedia
  • Sound effects etc.: Warcraft II: BNE, The Lord of the Rings: War of the Ring; Warlords: Battlecry 2, Warlords: Battlecry 3, Battle Realms, Warcraft: Orc and Humans
  • For Feedback, rational criticism and support: the whole Hive community
Have fun!

Your Crazy Professor aka AkulaSubmarine

25.04.2021. - new screenshots
25.04.2021. - O004 - the game crashes when you attack Human transport ships - fixed.
30.04.2021. - ONLY Warcraft III: Reforged works properly.
10.05.2021. - Following changes have been applied:
  • New screenshots.
  • O003 - Steel Ranged Weapons Description fixed.
  • O004 - I redesigned behaviour of the enemy transport ships: now the AI rebuilds them immediately and in the proper order. + Upgrades Description fixed.
  • O005 - Upgrades Description fixed.
  • O007 - Redesigned behaviour of the enemy transport ships. + Upgrades Description fixed.
  • O008 - Redesigned behaviour of the enemy transport ships. + Upgrades Description fixed.
  • O009 - The level has become a bit more difficult (Easy difficulty). + Redesigned behaviour of the enemy transport ships. + Upgrades Description fixed.
  • O010 - Upgrades Description fixed.
11.05.2021. - Following changes have been applied:
  • New screenshots.
  • O009 - Enemies attack your second base only once and only from one direction - fixed. + minor AI changes: when an enemy shipyard is destroyed, all the attack triggers connected to it, will be off.
  • O011 - Upgrades and Magic Runes Description fixed. + "You've found 50 Lumber" doesn't pop up regularly anymore. + Slightly redesigned attack triggers. + Few snowy trees in the right upper corner of the map. + new screenshots. + Text on the Loading Screen can now be read completely.
12.05.2021. - Following changes have been applied:
  • New screenshots.
  • O012 - Upgrades and Magic Runes Description fixed. + Slightly redesigned attack triggers. + Redesigned behaviour of the enemy transport ships.
  • O013 - Upgrades and Magic Runes Description fixed. + The level has become a bit more difficult (Easy difficulty).
  • O014 - Upgrades and Magic Runes Description fixed. + Redesigned behaviour of the enemy transport ships.
10.06.2021. - Jayborinos's playthrough https://www.youtube.com/watch?v=GIcM5UPFhzM
12.09.2021: Following changes have been applied:
13.09.2021: After a meaningful feedback message, a quote has been added into the top of this bundle.
10.05.2022: Following changes have been applied:
  • New 3D models for some units (peons, grunts Troll units etc) + autoreplacement of berserks. Thanks to AMarkov
  • New illustrations for levels 7, 8, 9 and 13.
  • Player gets slightly more gold on the fith level at the beginning.
11.05.2022: "ATTENTION!!! The extra levels will be released separately as an add-on when they're ready."
16.05.2022: O013 - magic bridges are replaced with stone ones + corrected spelling mistakes.
31.07.2022: Link to the expansion (in the introduction) has been added.
02.08.2022: Following changes have been applied:
  • O006 - new Goblin model and voices added.
  • O007 - normal difficulty slightly rebalanced + Ship's triggers enhanced a bit.
  • O008, O009, O011 - it's "Elven PeasaNt" now.
  • O012, O013, O014 - minor trigger and unit changes.
  • Full list of all used resources AND its authors has been added.
  • New screenshots.
31.08.2022: A hint, how to blow up the bridges on the 10th mission, has been added. Check out the introduction.
03.12.2022: An important announcement has been added into the introduction.
16.12.2022: O010 - a hint how to destroy the bridges has been added.
01.02.2023: An important note was added into the topic ("Important news").
04.02.2023: Corrected some spelling mistakes.
23.02.2023: O012 - Ogre Mage Training upgrade doesn't replace regular Ogres - fixed
25.03.2023: - Following changes have been applied:
  • O010 - a hint "You can also use 'Kaboom' ability in order to get rid of trees." has been added.
  • O012 - some anti-cheese measures have been applied.
  • A link to the "classic" version of this project has been added.
16.04.2023: Hint "KNOWN BUGS" has been added to the introduction.
Contents

O001 (Map)

O002 (Map)

O003 (Map)

O004 (Map)

O005 (Map)

O006 (Map)

O007 (Map)

O008 (Map)

O009 (Map)

O010 (Map)

O011 (Map)

O012 (Map)

O013 (Map)

O014 (Map)

Reviews
deepstrasz
Pretty much the same as mentioned on your Human campaign remake: https://www.hiveworkshop.com/threads/warcraft-iii-remembered-human-campaign.332126/post-3535503 Approved. If you want more reviews, you should participate in the The Grand Review...
Level 2
Joined
Apr 23, 2021
Messages
3
Hey! Nice campaign! thank you so much for sharing it.
I have a little problem when i´m playing though...
when I have upgraded my archers and trolls, they dissapear and only shows a shadow of those units, this has also happened with mages and elementals in both campaigns, I don´t know if it has happened to someone else
it happens in all maps
keep up the good work! =)
 
Level 10
Joined
Jun 9, 2020
Messages
79
Hey! Nice campaign! thank you so much for sharing it.
I have a little problem when i´m playing though...
when I have upgraded my archers and trolls, they dissapear and only shows a shadow of those units, this has also happened with mages and elementals in both campaigns, I don´t know if it has happened to someone else
it happens in all maps
keep up the good work! =)
I've just checked it out: it works on my PC. I've also downloaded some of the maps anew - it's still working. Maybe some of the game files on your PC were damaged.
 

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Level 10
Joined
Jun 9, 2020
Messages
79
I know that you doesn't want to use custom resources, but still I wanna offer this resource just for aesthetics: Hero Glow. The campaign has no heroes (almost, yeah), so there's no need to have this strange and misleading default glow.
Anyway, you made a big job! "We will watch your career with great interest" (c)
Thank you so much, mate! This definitely shall proof useful. But the reason I didn't use any external resources is simple: I just didn't have time to learn how to use them properly. But i'll try to apply this one at least.
 
Level 11
Joined
Aug 1, 2019
Messages
268
Actually you can try downloading the outsated version via Google Drive. It has no new 3D models. However, it may have some graphical issues. But you still can try.
could you give me a link to it
edit i download it and it didn t work it needs 1.32 and i have 1.31 its too bad that there no way to update my version without buying reforged and i don t plan on buying reforged
 
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Level 6
Joined
Jul 17, 2015
Messages
67
Just trying through this right now. The "briefing" of the second Goblin level seems to indicate that it should be played after Tol Barad, though there's no indication of when it's intended to be played until after you're loading in - something to consider for those extra missions, perhaps?

In addition, the third level, on Hard, seems to be a MASSIVE sudden spike in difficulty that seems out of line with the previous two missions. Far more enemy forces on your island, including a Ballista. Combine that with the very slow start of one peon, limited starting resources, and supply-blocked right off the bat so you're forced to use your starting peon to make a farm before you can even think of doing anything else, and a very tight time limit of a mere 11 minutes in which you need to tech up to the Shipyard, get Destroyers out, and not only fight past the not-insignificant pre-placed Navy, but then also overcome the transports themselves before they can blitz across the map. I get that with the lack of an oil system, this level needs to be repurposed, but an objective this harsh so early on seems a bit heavy-handed.

And after a quick check of what Normal looks like, Hard seems excessively punishing in comparison; Hard takes away a starting farm and a second peon, adds more enemies both on your island and to the pre-placed enemy navy, and takes a full four minutes off your time limit of 15 for Normal down to the previously mentioned 11 for Hard.
 
Level 10
Joined
Jun 9, 2020
Messages
79
Just trying through this right now. The "briefing" of the second Goblin level seems to indicate that it should be played after Tol Barad, though there's no indication of when it's intended to be played until after you're loading in - something to consider for those extra missions, perhaps?

In addition, the third level, on Hard, seems to be a MASSIVE sudden spike in difficulty that seems out of line with the previous two missions. Far more enemy forces on your island, including a Ballista. Combine that with the very slow start of one peon, limited starting resources, and supply-blocked right off the bat so you're forced to use your starting peon to make a farm before you can even think of doing anything else, and a very tight time limit of a mere 11 minutes in which you need to tech up to the Shipyard, get Destroyers out, and not only fight past the not-insignificant pre-placed Navy, but then also overcome the transports themselves before they can blitz across the map. I get that with the lack of an oil system, this level needs to be repurposed, but an objective this harsh so early on seems a bit heavy-handed.

And after a quick check of what Normal looks like, Hard seems excessively punishing in comparison; Hard takes away a starting farm and a second peon, adds more enemies both on your island and to the pre-placed enemy navy, and takes a full four minutes off your time limit of 15 for Normal down to the previously mentioned 11 for Hard.
Yeah, that's true: this mod is unforgivingly difficult on hard. You have to know exactly what and even when to do. But this is going to remain that way, for it perfectly depicts my childhood memories: these games were pretty hard back in the days. They were not always fair. It was not always clear how to beat them. But they had a big soul. That's why they're still remembered.

As for the rest, I'll consider these mistakes when I'll be working on my next project. Besides you can watch my playthrough (for now, on the 13.09.2021 seven levels from both campaigns have been uploaded).

Thank you for your feedback.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Pretty much the same as mentioned on your Human campaign remake:

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:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 10
Joined
Jun 9, 2020
Messages
79
Pretty much the same as mentioned on your Human campaign remake:

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:
Wazzz
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
WOOOOOOOWWWW!!! DUUUUDE!!!! THANK YOU SO MUCH!!!! I will participate!
 
Level 6
Joined
Jul 17, 2015
Messages
67
Been playing through this, and I'm at Stratholme at this point.

The objective regarding the bridges has me confused; I decided to look around the map with the vision cheat, and I found the three bridges. One of them appears to have no land access outside of cutting through (or blowing through) large swaths of trees, but more concerning than that, is there doesn't actually appear to be a way to destroy them. Sappers do nothing, and neither do catapults.
 
Level 10
Joined
Jun 9, 2020
Messages
79
Been playing through this, and I'm at Stratholme at this point.

The objective regarding the bridges has me confused; I decided to look around the map with the vision cheat, and I found the three bridges. One of them appears to have no land access outside of cutting through (or blowing through) large swaths of trees, but more concerning than that, is there doesn't actually appear to be a way to destroy them. Sappers do nothing, and neither do catapults.
No, Goblin Sappers work just fine. You have to blow up both the bridges and the trees using them! However, there is a little puzzle with the bridges. You have to figure out, how to do it. Maybe I should have gotten to make another hint there. But I won't: I'd like it to bee a little old schoolish.

Nevertheless, thank you for your feedack!
 

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Level 6
Joined
Jul 17, 2015
Messages
67
Having figured it out, I would just to express support for the idea of adding a hint for the bridges. I can foresee way too many people just getting frustrated and annoyed when detonating the Sappers on the bridges doesn't work. I know I did. That's why I came to these comments in the first place.

Even the solution, while it makes sense from an in-universe perspective, from a gameplay perspective it's just obscure seemingly for the sake of obscure, and I was actively annoyed when I figured it out, not because of how long it took to figure out, but from a sense of "Seriously? THAT'S what I'm supposed to do?"
 
Level 10
Joined
Jun 9, 2020
Messages
79
Having figured it out, I would just to express support for the idea of adding a hint for the bridges. I can foresee way too many people just getting frustrated and annoyed when detonating the Sappers on the bridges doesn't work. I know I did. That's why I came to these comments in the first place.

Even the solution, while it makes sense from an in-universe perspective, from a gameplay perspective it's just obscure seemingly for the sake of obscure, and I was actively annoyed when I figured it out, not because of how long it took to figure out, but from a sense of "Seriously? THAT'S what I'm supposed to do?"
Well, if it's that annoying, I am going to add a hint. And maybe the trees on the way to one of the bridges should become weaker as well. Thank you for your feedback.
 
Level 6
Joined
Jul 17, 2015
Messages
67
Not trying to be negative, it just felt like the type of Obscure that makes you ask "...That's not what the mapmaker intended, is it?" Right up until you try it and it works. Like it feels like the wrong answer, right up until you confirm that no, that's correct.

Though I will say, the confirmation that you're meant to sapper your way through that one tree-wall is about the only reason I made it through to the enclave of mages in the middle of the map in Silvermoon. The trees there are tough! Two sappers to take out a tree caught me off-guard. Yeah, there's an entrance, but those perma-runes at the entrance had me stumped. Not sure if there's a way to disable those or not, so I just said "screw it", and took a page from Future-Arthas' book, and made my own entrance.
 
Level 10
Joined
Jun 9, 2020
Messages
79
Not trying to be negative, it just felt like the type of Obscure that makes you ask "...That's not what the mapmaker intended, is it?" Right up until you try it and it works. Like it feels like the wrong answer, right up until you confirm that no, that's correct.

Though I will say, the confirmation that you're meant to sapper your way through that one tree-wall is about the only reason I made it through to the enclave of mages in the middle of the map in Silvermoon. The trees there are tough! Two sappers to take out a tree caught me off-guard. Yeah, there's an entrance, but those perma-runes at the entrance had me stumped. Not sure if there's a way to disable those or not, so I just said "screw it", and took a page from Future-Arthas' book, and made my own entrance.
Well, I guess, I've managed to recreate even negative sides of old-school strategies. Because in many cases nobody's gonna tell you and you pretty much have to figure that out yourself (I'm watching Jayborino's C&C playthrough for example and this is how it feels like).

I think, creating a new difficulty level like "old-school" or something could be an option, if I will ever try to make another project. "You will not get any hints from the game, you'll have to find out exactly how to play. So, suffer!"
 
Level 2
Joined
Apr 2, 2023
Messages
9
awesome work! Good ol days of warcraft 2 remade. I have downloaded a bunch of the models you used for me to play around with but there is one model I can't find anywhere and it looks amazing. The dwarf gryphon rider with like a white gryphon instead of brown like in game. Where can I get that?
 
Level 10
Joined
Jun 9, 2020
Messages
79
awesome work! Good ol days of warcraft 2 remade. I have downloaded a bunch of the models you used for me to play around with but there is one model I can't find anywhere and it looks amazing. The dwarf gryphon rider with like a white gryphon instead of brown like in game. Where can I get that?
Thank you! Go to the Object Editor and look, which model does this unit use. Then go tho the Asset Manager and extract all the files needed.
 
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