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Warcraft 2 - Tides of Darkness - Orcs

And here we go, ladies and lads. My work on the Tides of Darkness original campaigns is finally done! Secret Campaigns next? Truth is Secret Human Campaign is already terrained, but so far that's just it... šŸ˜
I worked a lot on this in the past month, and while at it I found new ideas to improve and re-balance the whole project, with due modifications and improvements applied to the Human Campaign as well.
Below you can read some of the most notable aspects of this project, including explanations of the brand-new original real deal of the remake; the Enhanced Mode.
Make sure you're using versions PRIOR to 1.29. At the moment i'm using v1.27 but as far as it seems you may use any between v1.24 to v1.28.

FEATURES
- Single Player Orc Campaign. All 14 maps remade for Warcraft 3 with lots of Warcraft 2 retrospective, including interface, tilesets, unit models and more!
- Old original Warcraft 2 music brought back and played stage by stage. It was originally intended to play in the order it was, but for reasons it has been set in a Warcraft 1 style, which means each level plays a different track in loop(or a pair connected by a fade out).
- Old spells recreated with some adjustments(read below).
- Accurate remake of the old levels' geography, and i must give a MASSIVE credit to @Cuore and @Stormshock for their job on the terraining. Anyway Cuore himself provided the customized tilesets and i do believe that this remake wouldn't be considered as such without them!
Compared to the Human Campaign some advanced maps will look way overscaled to a careful eye, probably due to an initial miscalculation of compared proportions for terraining work. The feeling will be like playing in a wasteland, with lots of space to build your base and roam around. Not too much though. Probably a welcomed alteration in the end.
- Artificial Intelligence recreated and improved(by default). Adjustments have been done also due to the tests conducted on the Human Campaign.
- Damage system will be the standard Warcraft 3 type. Just like Warcraft 2 was a "balance patch" of Warcraft 1, so this remake will be, compared to its Warcraft 1 predecessor. Catapults will no longer be imba, but they will still play their role in safely taking down enemy fortifications or responding to ships' cannons.
- Oil System recreated by Loktar. The cargo-collection ratio seems a bit faster than original and might break the game a bit but Oil is a relative resource compared to the two primary ones.
- Intro briefings displayed as cinematic maps that will precede the actual missions, accompanying the player through the original briefing musics and narration with a cinematic.
- Mission Objective tabs simplified but the Enhanced version will have new custom subfaction unit tabs for each mission, as they unlock map by map.

ECONOMY
An element of warcraft 2 not possible to 100% replicate in Warcraft 3.
In warcraft 2 workers spend 4 seconds inside a mine, and 4 seconds inside a Town Hall during the resource gathering process. Although it would seem slow, the player could send an "unlimited" number of workers at once into a single mine, without one waiting for the other to come out first. I could set a simultaneous cargo possibility too, but in warcraft 3 workers make an instant drop-and-go to the Town Hall/Saw Mill, and it cannot be changed, so it would disrupt the economy rhytm. Hence I had to balance this up making calculations of resource trains over a pre-fixed amount of time. With the invaluable help of Clownboss calculations, the final result was setting the "mining time" to approximately 0.90 seconds and the gold harvested to 60 units per trip. This is the closest remake for warcraft 2 economy, as the standard for Warcraft 3, as i said, was too much disrupting.
Gold, lumber and oil cargo income increases normally(by +5/+10 iirc to fit with the readapted economy system) upon upgrading the Town Hall or building a Lumber Mill(+25) or Refinery(+25).

SPELLS
Paladin Healing in Classic Mode will still work as in my Warcraft 1 remake, or as Azeroth Clerics in Enhanced Mode.
Lordaeron Paladins(Enhanced Mode) have now a new spell called Silver Halo, which works similarly as Rejuvenation: Heals 30hp over 20 seconds, with a 80 mana cost and a cooldown of 15 seconds. This adjustment has been made to try to balance the regular Healing spell that the Lordaeron Paladins had in the previous version, which favoured them more on the offensive than in the defensive.
Like the Dalaran subfaction, some Stormreaver units will benefit from a "Resistant Skin" ability called Runic Ward. Runic Ward and Arcane Plating will now properly reduce the duration and damage of some spells.
Polymorph duration has been changed from 10(600 seconds) to 5 minutes(300 seconds). Units with Runic Ward\Arcane Plating will stay polymorphed for 100 seconds.
Bloodlust has been adjusted and will now increase attack damage instead of attack speed. Also, it will no longer interfere with Haste, as apparently both spells had similar effects due to being generated from the same source-spell.
Exorcism spell implemented! Based on Disenchant, this spell removes all spell effects within a radius of 200, also dealing 30 damage to all undeads within. Dispel feature reflects the prestige(Master Paladin) and cost of the spell research. The catch is that it costs 120 mana and has 20 seconds of cooldown. With this spell, Holy Vision at 60 mana cost and Silver Halo at 75 mana cost, the Lordaeron Paladin might end up being out of spellcasting for a while, but the subfaction's Magik stat sits at 1 for a reason. ;)
Rune spell implemented! The spell creates a single rune for 40 spell points(5:1=200:40) which becomes neutral after casting and will damage anything stepping near it for 50 damage.
Fireball will still work as a sniping spell and not like the way it used to be in Wc2.
Death Coil has been reworked and it now works like a Chain Lightning spell(hooks to a target and does half damage to a target next to it).

OTHER REMAKE MECHANICS
To better accomodate some features in the Enhanced mode, which include more ways of getting invisible units into the game, i've reworked some units to get a sort of balance around this frequent chance of encountering an invisible unit.
- Submarine units are "invisible", hence submerged only technically, but they are not. It means they can be spotted with some detection abilities from spells, units or buildings.
- Scout Towers, air units and Vision spells can detect invisible units.
Flying Machines and submarines have a very reduced detection radius compared to Gryphons. This reflects their cost and accessibility privilege.
- Upgrading a Scout Tower into any of its variations will prevent it from detecting invisible units. This creates actual usefulness in the Scout Towers, making them a reliable building to have within the base, should the need to face invisible units will arise.
- The topic of naval mechanics needs some explanations:
Naval units cannot be attacked from melee units in Warcraft 2. To recreate this in Warcraft 3 i had to classify all ships as "ancient" within the editor, so that ranged units may target them as ancient and melee units not. The reason why melee units cannot attack naval buildngs is because Submarines cannot attack ground targets in Warcraft 2. If neither naval buildings were not ancient it would have meant that Submarines were able to attack ground structures too. Hence, in order for this old Warcraft 2 mechanic to happen and be as balanced as possible i had to sacrifice the possibility for melee units to attack both ships and naval buildings. It was either them or the Submarines able to strike towards land. I preferred the first option.
- Catapult/Balistas, Ships and Flying Machines/Zeppelins can be repaired. ;)

KNOWN BUGS
- Oil system is not 100.00% perfect yet. If you destroy or cancel construction of an oil platform, the oil patch will disappear as well. I wanted to call Loktar and tell him to fix this, as he did every time i told him there was something wrong, but he is STILL inactive since January 2021! :( I hope he's ok, but i don't have the knowledge to be able to fix this on my own.
- When you build a Basic Structure and tell another worker to build an Advanced Structure, the first one won't be able to build the Basic Structure he was going to build, remaining idle at his last building placement location. This gets pretty annoying, expecially if you have multiple workers building a structure from different categories, or, worse yet, a construction command-chain.
- Loading a saved game will show "username" in the defeat/victory screen, instead of a forced "sub/faction name".
- Birth animation loops on the Warlock Tower's portrait. It does not on the building itself but if you upgrade it in any of its variations and cancel the upgrade, the birth animation will play in loop onto the Tower as well.
- When trying to build naval structures(Shipyard/Foundry/Refinery) not always your worker will be able to build them. This is because of the shallow water on shorelines. These structures are shown to be buildable on water, but the worker has to actually get to the location in order to build them(and he obviously can't swim onto it). In the initial testings we had many occasions of dealing with this issue, so i went into the editor and extended the shallow water shoreline a bit wherever possible because in some maps the tester was continously trying to place a structure in the water, only to be answered back "Can't build there!" over and over and over. It was kinda hilarious to see him hammering the hotkey looking for any possible valid point, but it was not a situation in which I, the player, wished to be in.
Below there's an example extracted from the Human Campaign.


(Despite ok to build, the Shipyard can't be built because the peasant can't get to target location)

wc3scrnshot_052921_140159_02-jpg.386725


(with the target location placed a bit back in, now he can)

wc3scrnshot_052921_140204_03-jpg.386726


All shorelines should be ok now, but there might still be some sections that "escaped" my hand. Let me know with a screenshot if you find some.

ENHANCED MODE
The Enhanced Mode is basically my childhood dream. However, even with the custom tilesets, it will never feel like playing the original game. Is something that i feel. The dazzling and exquisite graphic of Warcraft 2 is such an original and eternal work of heart that no 3d engine will be able to replicate.

- Once activated, complete a map with it and you will unlock it for the next one, and so on.
- It changes the game so that in each ACT of the campaign you play as a different subfaction(as partially described here https://www.hiveworkshop.com/threads/warcraft-2-the-remake.293076/ ) between the Clans of the Horde.
- The enemy will change appearance of units and buildings according to the Orc subfaction in that map.
The order won't necessarily follow the same pattern as the Human Campaign. In some maps you will play as a Clan, in some as another, etc.
- Every subfaction has its perks, distinct traits and features(like customized icons, upgrades, spells, units etc.) that will let you discover multiple styles of gameplay and curious combinations of warfare to tackle your opponents with.
- Some maps will change drastically regarding position of enemy units or entire starting conditions of the map you're playing.
- Unlike my Warcraft 1 Hard Mode, the Enhanced mode will not feature Bonus Objectives or extremely hard AI opponents. The presence of subfaction units and their many abilities and features will be an asset that will enrich your gameplay and give you more variables and ways to complete a mission as you travel through the campaign.


Project is now on
PATCH v1.4

Ver CHANGE LOG:

COSMETIC CHANGES

  • Changed Dragons Fireball attack model with the one I originally had from the project Rebirth. This one has a sparkling effect upon hit like the Gryphons' one. Same model has been set to the Fireball spell.
  • Swapped Gryphons/Dragons target effects' Death animation with Stand, so that the "clap" happens upon impact and hence without abnormal delay. Also, replaced the "clap" sound with the original fire explosion from Warcraft 2.
  • Added new models for Doomhammer, Turalyon, Khadgar(from Tauer) and Lord Perenolde(Khadgar_Young by Stefan.K) with due credits.
  • Added portraits for Gryphons and Black Tooth Grin Ogres. Gryphons' portraits have a bit of static lips when talking, and Ogres' portraits bug a bit(play not corresponding talking animations) due to the 2-headed Ogre voiceset, but they're both cool nevertheless.
  • Fixed tooltips for subfactions Mage Towers not displaying the correct name of mages to be trained.
  • Added a new skin for Dragons. This one looks even more like the one seen in Warcraft 2.
  • Added a new model for Death & Decay effect. This one looks more like the "boiling" effect seen in Warcraft 2. Also added a customized debuff effect for said spell.
  • Due to all subfactions' Holy Vision and Eye of Killrogg abilities now being separate spells for each corresponding casting unit, separate icons have now been created for each of them, with each own corresponding teamcolor! :)

GENERAL CHANGES

  • All artillery units(except cannons) "small damage AoE" increased from 70 to 100.
  • Some maps show some excessive text croppings within their Subfaction Unit list tabs, so I made some fixes to make them readable.
  • All AoE spells should now work correctly, being able to damage building and units(friendly or enemy) alike, with Monsoon and Mana Storm only able to attack enemy units.
  • The "Khaboom!" ability couldn't target walls. Fixed. Also, damage increased by 410(total 810). In this way it should one-shot Farms like in the original game. Farms with Upgraded Masonry may still survive a blast.
  • Silver Halo and Healing Salve visual effects were accidentally swapped between each other. Fixed.
  • Added firing sound to the Ballista model.
  • Unholy Armor removed from Enhanced Mode. The spell is scripted and thus can't be dispelled nor spell-stolen. The "remade" version of Exorcism, though, may dispel the buff, but the script will still keep the spell active till its duration.
  • Added wc2 sound for Runes cast, Shipyard and Eye/Ward of Killrogg cast. Also, by popular demand: "I got the flying machine!".
  • Due to the fact that Stromgarde can no longer build Cannon Towers from this patch, all the Orc maps which feature them have their Cannon Towers swapped with Guard Towers.
  • Human maps 5 and 6 now have Black Tooth Grin Guard Towers swapped with Goblin Towers.
  • Enemy Lordaeron or Black Tooth Grin subfactions will have their signature Masonry/Barricades upgrades researched according to how far you are progressing in the campaign.

MAP CHANGES

  • Reworked rogue prisoners mechanic in Enhanced human map "The Prisoners". Now the attacking Peasants will not turn into neutral, nor hostile, but will periodically engage player's units whilst remaining "friendly" and will count towards the required number for map completion objective.
  • Reworked cinematic in human intro map1. Human coastal town is now black teamcolored. Instead of depicting an orcish onslaught on a doomed human outpost, now the scene will better portrait what the narrator mentions as for "orcish marauders raiding coastal towns", showing a Gilneas outpost struggling with defenses, yet about to receive backup from a nearby party of Footmen.
  • Reduced number of Footmen in human intro map2 to reflect the starting force of Enhanced Human map2. Same done on Enhanced Human map6, adding two Stromgardian Footmen joining Turalyon and the newly acquired Knight on their way to the Dun Algaz outpost.
  • Enemy tankers weren't gathering oil in Orc map4. Fixed.
  • Objective completion on Classic Orc map10 wasn't terminating the map. Fixed.
  • Objective on Enhanced Orc map12 wasn't working as intended. Fixed.
  • Lordaeron Knights are no longer available in Enhanced human map "The Prisoners".
  • In Enhanced human map "The Dark Portal", the Blackrock Clan shows Warlocks in the intro but standard Death Knights in the actual map. Fixed.
  • Removed a bunch of unused stuff from the Grim Batol building tabs in the orc map "Badlands".
  • Repositioned enemy Troll Destroyers in Enhanced human map "Grim Batol". They will not patrol the river any longer, but will remain stationary within its inner section, so that none of your ground units can kite them from the shoreside.
  • Removed unused trainable ships in Classic orc map "Fall of Lordaeron".
  • In Enhanced "Betrayal of Alterac" the sun rises when the Archmage is rescued. This will now occour when the Archmage is teleported away at the Circle of Power.
  • Removed pre-placed Demo Squads, Destroyers, Battleships, and Shipyard from Enhanced map "Battle at Crestfall".
  • All Blackrock Clan's Guard Towers and Cannon Towers replaced with Frost/Hellfire Towers in Enhanced maps "Battle at Crestfall" and "Assault on Blackrock Spire". Improved Blackrock AI upon Burning Blade's defeat in the latter one.
  • Gryphons and other flying enemy units now have their map patrolling patterns in both Classic & Enhanced version of the orc map "Fall of Lordaeron".

ARMOR & ATTACK TOOLTIPS COMPILED
Since the first release of this remake, armor types and attack types have been set to a different standard than Warcraft 3. But how? This is a list which you will also see in the game, from now on, by moving the cursor over the corresponding icons on every unit within the game.
"more/extra damage" is about 1.25 to 1.40 of the indicated amount.
"reduced damage" is about 0.75 of the amount dealt by the mentioned type.

CHAOS ATTACKS (i.e. Dragons, Gryphons) do more damage to Medium, Large and Fortified Armor. Other top-tier units in enhanced mode(including Archmages and Storm Knights) also have Chaos type attacks, mostly due to the fact that there are units whose abilities may make them immune to magic attacks. Note: This tooltip appears unexplicably cropped off in game, terminating at "Chaos".
NORMAL ATTACKS (i.e. Footmen, Knights) do extra damage against Medium armor.
PIERCING ATTACKS (all ranged non-spellcaster units, with few exceptions) do extra damage to Small armor, Heavy armor, Fortified armor, and reduced damage to Medium armor. Note that damage from Piercing attacks can be reduced through abilities.
SIEGE ATTACKS (Artillery units and few melee units within the Enhanced Mode) do extra damage to Normal armor, Heavy armor and Fortified armor.
MAGIC ATTACKS (i.e. spellcaster units) do extra damage against Heavy armor, Fortified armor, Normal armor, and reduced damage to Medium armor.
TORPEDO ATTACKS (submarines) cannot hit ground units. This was set before I decided to make submarine able to target ships and naval structures only. Being able to attack land units, even with a next-to-zero damage factor, simply couldn't stand up.

NORMAL ARMOR (standard troops) takes extra damage from Siege and Magic attacks.
FORTIFIED ARMOR (i.e. buildings) takes extra damage from all but Normal attacks. This is due to buildings having an average of 17 armor points(50% damage reduction) by default. Some have 11, also Lordaeron and Black Tooth Grin can upgrade their armor, etc.
HEAVY ARMOR (ships) takes extra damage from Chaos, Magic, Piercing and Siege attacks. Same as above, the standard armor of ships has a high damage resistance percentage factor.
HEROES (in Beyond the Dark Portal, will) take reduced damage from Magic, Piercing and Siege attacks.
LIGHT ARMOR (unused?) takes extra damage from Magic and Piercing attacks.
MEDIUM ARMOR (Flyers, some artillery units and some other units(i.e. Genbu) which encourage a melee response over a ranged one) takes extra damage from Chaos and Normal attacks, and reduces damage from Piercing and Magic attacks.

NEW ENHANCED MASTER TRAINING MECHANIC
Upgrading spellcaster units for each subfaction in the Enhanced Mode will now unlock multiple advantages. These upgrades will not only grant additional spells for the corresponding unit, as usual, but will also stack up permanent stat benefits according to the type of unit, depending on which faction they belong to. The researches' tooltips will give you an idea.

SUBFACTIONS CHANGES

H U M A N S

AZEROTH
  • Added independent Armor and Attack upgrades to the subfaction, with corresponding icons from Warcraft 1.
  • Crossbowman: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. A large Crossbowmen/Clerics team proves an incredible wall of defense, nevertheless, and this subfaction shouldn't excel in defense, anyway.
  • Conjurer: Increased attack range from 338 to 450. Replaced Fire Shield with Entangling Roots. This ability binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Cleric now has passive "True Sight", with range 600(submarines/Scout Towers/flying Machines have 300, Gryphons have 600). Reason to give them this ability is that without being able to build Flying Machines or Scout Towers the Azeroth subfaction would be pretty penalized by only having to rely on Holy Vision or Water Dragons to scout invisible units. It's the same reason of why I decided to give them their own Destroyers with a small innate detection radius. However, this ability won't be unlocked before the last map and for the only reason of showcasing since the Orcish subfactions featured there do not have any invisible unit whatsoever. It will but play a small key role in the Alterac Campaign. ;)

STROMGARDE
  • Added independent Armor and Attack upgrades to the subfaction. Sword Upgrades have a balanced cost between each level. 800-1600-2400 instead of 800-2400-3000(which should have initially been 800-2400-4000, had I not made Level 3 a custom separate upgrade).
  • Peasant: Battle Hunger removed.
  • Cannon Tower removed.
  • Ballista upgrades removed.
  • New siege unit: Manticore(by Mechanical Man). Replaces Ballista. Deals double the damage of a Guard Tower in a small area. Medium armor type. Has two dedicated levels of Attack Upgrade at the Blacksmith.
  • Inquisitors were mistakenly given less base armor than Knights. Fixed.
  • Ranger: Poison Arrows bonus damage removed. Now the ability will only slow down enemy targets for 3 seconds.
  • Fiery Spirit can now be researched from the Barracks instead of the Church, with a Castle as Tech-requirement.
  • Pyromancer: new spell added: Rain of Fire. Channeling spell. Casts 3 waves of fire, dealing 13 damage on all units in a 400 radius area.
  • Phoenix: Tech requirement changed from Fiery Spirit to Pyromancer Master Training.

LORDAERON
  • Added independent Armor and Attack upgrades to the subfaction.
  • Peasant: Spiked Armor removed.
  • Ballista upgrades removed.
  • New siege Unit: Cannon(by Khazmo). Replaces Ballista. Damage of a Cannon Tower. Medium armor type. Shares attack upgrades with Ships and defense upgrades with Footman and Knights(up to level 3; 2 points per upgrade).
  • Cryomancer: new spell added: Blizzard. Channeling spell. Casts 3 waves of ice shards, dealing 13 damage on all units in a 400 radius area.

DALARAN
  • Added independent Armor and Attack upgrades to the subfaction.
  • Ballista upgrades removed.
  • New siege unit: (runic)Catapult(by Em!). Replaces Ballista. Passive Magic attacks and Spell Immunity. Cannot be upgraded.
  • Iron Golem: changed model to JesusHipster's Siege Golem, which features teamcolor shoulder pads and a "Spinning Lariat" animation which inspired me to give it a new passive ability called "Whirlwind Attack", all and all matching the "Pulverize" ability from the Tauren.
  • Archmage: Damage increased from 6-8 to 8-14. Changed Attack Type to Chaos(bypasses units with Spell Immunity). Training time decreased from 60 to 40 seconds. Added minor passive health regeneration.
O R C S

BLACKROCK
  • Added independent Attack upgrade to the subfaction. This dual-level upgrade increases base damage of Grunts and Raiders by 1 point(as opposed to common 2 points).
  • Cannon Tower removed.
  • Warlock Tower: tech requirement changed from Stronghold to Blacksmith.
  • Hellfire Tower: Damage increased from 2-6 to 5-9. The incinerate ability doesn't seem to stack damage, hence this building has never been that effective in Defense, yet it still caused explosion at the target's death.
  • Grunt: Attacks now upgradeable.
  • Raider: Base damage increased from 6-12 to 7-13. Armor upgrades reduced from 4 to 2 points per level. Blood Frenzy changed to a new ability which doubles attack damage and changes the unit skin to red(Fel). The reason is: Whether or not the Blood Frenzy could have been dispelled or Spell-stolen(it wasn't supposed to be but apparently it is in the Orc Campaign for some reason), a TRIPLE attack speed on top of a 2-levels attack/defense upgrade simply overshadows the rest of the subfactions' features for a unit of this tier, and the player would obviously cease training Grunts in favour of Raiders. In this way the player might still see some usefulness in the Grunts' Demolish ability in case of having to attack fortified locations.

BLACK TOOTH GRIN
  • Spearthrower: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. "Defend" still makes it a good unit for ranged defenses. Not to mention that it can always be healed by Ogre-Tinkers, or buffed by Goblin Sorcerers.
  • Troll Destroyer replaced with Goblin Destroyer(Goblin Steamboat by kellym0 & MiniMage). This clan really wants no Trolls, does it? Just a separate model without any difference in stats. And no, I won't call it Steamboat, because it's got to require Oil to be built! ;)
  • Catapult specific armor upgrades removed. Now the unit will benefit from defense upgrades for Grunts & Ogres(2 points per upgrade). Sharpened Tusks Upgrade still remains.

STORMREAVER
  • Storm Knight: Attack Range increased from 336 to 567. Damage increased from 6-8 to 8-14. Changed Attack-Type to Chaos(bypasses units with Spell Immunity). Added Vampiric Drain ability.

BURNING BLADE
  • Added independent Armor and Attack upgrades to the subfaction. Attack Upgrades have a balanced cost between each level(overall cheaper, considering you can only upgrade Grunt's weapons with it). 500-1000-1500 Gold and 100-200-300 Lumber instead of 500-1250-2000 Gold and 100-300-500 Lumber.
  • Grunt model replaced with a variation from johnwar (sorry Tauer), which in my opinion has a closer look to a classic Wc2 Grunt(whose orange teamcolored pouldrons always seemed somehow bulkier to me). Also, the previous model showed a glitch which pasted some of its parts onto an enemy after being killed by it.
  • Ogre/Fel Ogre: Base Armor reduced from 11 to 7.
  • Fel Ogre now has a new spell called Fel Overdrive. It works as an Unholy Frenzy: increases attack speed by 300% but inflicts 4 hit-points damage per second.
  • Commander's Ward renamed into Commander's Battle Vest. This upgrade now increases Ogre/Fel Ogre hit-points by +10 on top of the additional defense upgrade.
  • Famine Knight: Increased attack range from 338 to 450. Added new Abilities called Vampiric Drain and Acid Web. Vampiric Drain restores life equal to 50% of the damage dealt by attacks; Acid Web binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Hatred: Tweaked the combination between standard armor and Gelatinous Skin ability. Now the unit should be properly tanky for its designated role.

BLEEDING HOLLOW
  • Shadow Dragon: Decreased hit points from 100 to 70. Decreased training cost from 2500 to 2000. New animation for its breath attack. Passive ability Fel Breath renamed to Void Bolt.
  • Spirit Walker: Added Vampiric Drain ability. Removed health regeneration during Ethereal form.



Once again i would like to thank @Helldoom and Stormshock for their kind availability, the latter expecially for his work on the terraining.
Cuore for the terraining and custom tilesets!
Loktar for his invaluable help with the oil system and many other systems and models adjustments.
Azazzello for his kind concession of his source material of his early Warcraft:Rebirth project. Special mention goes to him for his masterpiece, the warcraft 2 Daemon, which was one of the missing GOLDEN tiles for this massive puzzle of a project.
@Vanza Crandle for testing the campaign in Normal Mode(other than giving precious help in some other instances) and Clownboss for testing it in Enhanced Mode!
Other authors are mentioned in the ending credits.
As for myself, I personally had more fun in working on this campaign rather than the human one, but maybe because I had the entire system data already compiled(including the Oil System, which i've been struggling with A DAMN LOT before Loktar did me the grace of creating it) and "just" had to work on the Orcish subfactions with their related side-stories. I felt really inspired by the wc2 orcs tribal design, though. Looking forward in working on their secret campaign, as well as their Beyond The Dark Portal expansion, of course. :)



REDXIII
Urkdrengi
Mythic
deolrin
AndrewOverload519
3ICE
Ket
BogdanKry
PaulH
HerrDave
Tauer
Darkfang
Whisper
Static
Kola
The_Silent
Callahan
Dragonskull
Induwer
Kellym0
Kitabatake
Ujimasa Hojo
Supertoinkz
Takakenji
Loktar
AnemicRoyalty
Direfury
Jinn
Azazzello

Custom tilesets, icons and musics from Warcraft 2 by Blizzard


Please enjoy FOR FREE my work of heart of these past years, and if you want to be super generous and kind, please donate. ;)
Very much appreciated! ^^



THIS THREAD MIGHT BE FURTHER MODIFIED OR EXPANDED LATER WITH ADDITIONAL EXPLANATIONS

SCREENSHOTS DISPLAYING KEY ASPECTS OF THE REMAKE



Campaign screens from Warcraft 2: The Dark Saga, for both progression and Act Interludes

wc3scrnshot_042222_045132_04-jpg.398565


wc3scrnshot_042222_043223_03-jpg.398564




Original cutscenes remade

wc3scrnshot_041922_183810_01-jpg.398529


wc3scrnshot_041922_154144_06-jpg.398531






Custom ported tilesets for Grasslands and Dirt maps

wc3scrnshot_042222_045615_07-jpg.398567


wc3scrnshot_080819_002328_01-jpg.372237




Cinematic cutscenes for every mission briefing for a greater plot-involvement

wc3scrnshot_041922_152320_01-jpg.398525


wc3scrnshot_041922_153132_02-jpg.398526


All original musics and screens ported

wc3scrnshot_042222_045415_06-jpg.398566




Enjoy and explore the Enhanced Mode, which adds more plot content to the campaign and custom material to play

(A Stormreaver team of Ogre-Magi and Necrolytes literally makes haste towards the battlefront)

wc3scrnshot_040822_040532_02-jpg.398524


(A pair of Bleeding Hollow strain Trolls shadowmelds, avoiding a patrolling Stromgarde Footman)

wc3scrnshot_041922_160354_08-jpg.398528


(Without Ogres to keep them in check, Burning Blade Grunts uncontrollably rampage across their own village)

wc3scrnshot_041922_153406_04-jpg.398527


Contents

WCII - Tides of Darkness - Orcs (Campaign)

Reviews
deepstrasz
That Orgrimm man, he just has 180 degrees head turning skills. Some water buildings cannot be hit by melee units. Night Terror quest finishes (actually only the requirement; the quest isn't marked as complete) but you don't get the victory message...
Level 20
Joined
Nov 20, 2005
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Description has also been changed and it's slightly different than the one in the Human remake thread. Also new screenshots and more. :) Make sure you read it to not miss anything.
A new updated version of the wc2 Human campaign has also just been released.

  • Now each map starts after the previous one is completed. ;)
  • All units melee range has been reduced so that no one will be able to attack anything right beyond walls if squeezed against.
  • The Orc ending features dynamic banner at the start (play the Enhanced mode to see what i'm talking about), this feature has now been added to the Human ending as well.
  • Instead of Healing, Lordaeron Paladins have now a new spell called Silver Halo, which act as Rejuvenation: 30hp over 20 secs, 15 secs cooldown, 80 mana.
  • Runes and Exorcism successfully implemented. Read the description under "SPELLS" for details.
There may be more changes that I forgot to mention.
 
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Help!In the second and third missions as soon as i build a troll lumber mill, i can no longer acquire any lumber.The peons gather it but when they deposit it back to the mill/great hall, the game doesnt count it
 
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Help!In the second and third missions as soon as i build a troll lumber mill, i can no longer acquire any lumber.The peons gather it but when they deposit it back to the mill/great hall, the game doesnt count it
Someone had the same problem with the Human campaign and they fixed it by playing the correct version of the game. Make sure you're not using 1.29 or beyond. Get any from 1.24a to 1.28f, preferably the latter.
 
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Just finished with Act 2 right now. (Classic Version)

Here is what I gotta report.

In the Escort Chogall mission in the Badlands, the catapults are totally useless. Its says that it can only attack buildings and nothing else. So you cannot attack the enemy stromgarde soldiers, not the mechanical units such as ships and ballistas, and not even the trees.

The only buildings in the mission are the orc buildings of Grim Batol itself, ofc we are not gonna destroy our own Horde buildings. And there is no single Stromgarde buildings in the map either. Making the catapults useless.

Ill continue to Act 3 tomorrow. Still classic version.
 
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In the Escort Chogall mission in the Badlands, the catapults are totally useless. Its says that it can only attack buildings and nothing else. So you cannot attack the enemy stromgarde soldiers, not the mechanical units such as ships and ballistas, and not even the trees.
Works fine to me. Here's also a screen:

Untitled-1.jpg


I must admit you seriously got me worried there for a while...
 
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Works fine to me. Here's also a screen:

View attachment 400278

I must admit you seriously got me worried there for a while...
Okay. Ill re-play the mission (classic). And if the bug happens again. Ill screenshot it and show you.

EDIT: okay now I get it. Ive been exploring the gameplay and part of it was me using cheats. I used the cheat code "sharpandshiny" to give armor and damage upgrades, and for some reason, it is that cheat that affects the catapults. The catapults are unable to attack units and also lose the ability to attack ground. Curious of what you have done with the catapults in this one, but why is that?


PS: WELL DONE! Once again this is a great remake campaign. Finally finished it a while ago.

Just a few curious questions:

1. Why is Dalaran color pink instead of purple?

2. Why is it the Blacktooth Grin Clan that fought the Stormreaver and Twilights Hammer in the Broken Isles? I mean in the original wc2, it was the Red Blackrock Clan, and later in wc3, the skeletons that haunt Drakthul further supports this. Was it based on the Retcon Tides of Darkness novel lore?

-still I love how you included the Sunken Ruins wc3 style Tomb of Sargeras in the mission itself-
 
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deepstrasz

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  1. That Orgrimm man, he just has 180 degrees head turning skills.
  2. Some water buildings cannot be hit by melee units.
  3. Night Terror quest finishes (actually only the requirement; the quest isn't marked as complete) but you don't get the victory message. Also destroyed everything and still didn't win.
  4. Building shipyards near doodads might end up with ships getting stuck.
  5. Could mention how much skeletons last in the description.
  6. To complete Seasons of Harvest, you have to destroy the flying machines as well which is annoying and time wasting.
  7. The gate to Cho'gall and Gul'dan does not open in Black Tooth tide.
Not a perfect remake but neat nonetheless.

Approved.


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That Orgrimm man, he just has 180 degrees head turning skills.
hmmm, in which instance?
Some water buildings cannot be hit by melee units.
None of them can, actually. I already explained why.
Night Terror quest finishes (actually only the requirement; the quest isn't marked as complete) but you don't get the victory message. Also destroyed everything and still didn't win.
In the Classic or Enhanced? Afaik the Enhanced one finishes without issues to me.
Building shipyards near doodads might end up with ships getting stuck.
Nothing I can do here, i'm afraid.
Could mention how much skeletons last in the description.
I'll have a thought about it later. Strange that there isn't already.
To complete Seasons of Harvest, you have to destroy the flying machines as well which is annoying and time wasting.
Yeah I guess they count as non-structure units. Could be the reason why AI wasn't retraining them in the original game.:peasant-grin:
The gate to Cho'gall and Gul'dan does not open in Black Tooth tide.
Well, it doesn't have to, does it? You blow it up with Sappers.


Thank you for the review!:goblin_yeah:
 

deepstrasz

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Well, it doesn't have to, does it? You blow it up with Sappers.
Ha. Didn't cross my mind. Guess, I was thinking it would be Warcraft III style.
hmmm, in which instance?
In one cinematic scene when he looks at a running rider if I'm not mistaken which moves behind him in a straight line parallel to him.
None of them can, actually. I already explained why.
OK, nice. I did not remember you could not use melee on them.
In the Classic or Enhanced? Afaik the Enhanced one finishes without issues to me.
Classic mode.
 
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In one cinematic scene when he looks at a running rider if I'm not mistaken which moves behind him in a straight line parallel to him.
You probably mean the Act 2 interlude. His head is not locked on one of the unmanned horses passing behind but to a region/unit placed on his left side, to give the impression that he just heard those horses and turns looking at his shoulder with the tail of the eye behind him. In short a 90Ā° turn. :)
Sounds very anomalous. Could you please screen it for me?
I did not remember you could not use melee on them.
If you're referring to wc2 yes you could melee them, but for a complicated cross of targeting I had to remake it so that melee units can't but any other ranged unit in the game can.

Classic mode.
I swear hearing so many issues on the Classic mode is sickening me. That must probably be the only remaining objective that I mis-checked. Or at least I hope so.

Thank you once again, deepstrasz.
 
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Just finished it.It was a lot of fun!The enchanced mode was really well made.Any plans on doing the expansion as well?
There are already plans, and lots of ideas for its Enhanced mode as well, but for the moment the focus is on the Secret Campaigns for Tides of Darkness(featuring Alterac and Gilneas subfactions respectively). Thank you for your feedback and comment! :)
 
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Will I be able to enjoy this campaign in version 1.31?

I look forward to its Reforged version
 
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Deleted member 247165

D

Deleted member 247165

Will I be able to enjoy this campaign in version 1.31?

I look forward to its Reforged version
Hello! I have edited your post. Please do not advertise one's project on the bundle of another project. šŸ˜€
 
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Nope. Only versions between 1.24 and 1.28. Best if 1.28.
Also, I'd appreciate if you'd refrain from advertising anything from other authors.
I'm sorry, I have no intention of publicizing it, I hope to see the beyond the dark portal version soon! greetings great job
 
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Finished playing both this one and the human campaign. I've already said how much I have enjoyed these in a comment on Perenolde's Warcraft 1 Remakes, so I won't repeat myself too much.

The final mission of the Human campaign gave me a much harder time than the Orc one, the scarcity of resources was rough hahaha. The mid-credits scene for the Orcs was intriguing, I think I have a hunch about where this is going... (šŸŗ)

Just for fun, here's my very opinionated personal tier list of my favorite (not "objectively the best") sub-factions:
-S Tier
Bleeding Hollow: Disabling a base for 5 min! Defend for Grunts! Shadow Dragons best dragons! No basic healing though but can't have it all, right?
-A Tier
Black Tooth Grin: self healing Ogres? yes please. Fun goblin units, overall plays smart and strategic, pretty good in general
Lordaeron: self healing Paladins? (of course) yes please. Kinda basic in general but reliable and sturdy, they were my go to faction in the final mission because every other human faction had some drawback that I did not want to deal with in the coming battle
Blackrock: has it all! Bloodlust Raiders, siege Grunts, Warlocks with great spells, Death Knights... Another reliable faction, which makes sense since it's the main one
Stormreaver: the guard towers alone already make this faction pretty solid, since they heal, they are like a more beginner friendly counterpart to Dalaran, that is pretty well rounded, despite their specialization
-B Tier
B for Burning Blade: this faction is really cool and exotic, I genuinely love the "command the berserkers" mechanic, but I'll be honest, shepherding the grunts annoyed me a little bit, sometimes one would get separated from the formation and he would go rampaging among some poor seals or something hahaha
Azeroth: I think it's pretty cool that they are basically a transplanted version of their Warcraft 1 Remake counterpart, I like them, their wizard singlehandedly won me battles, but I kinda missed some of the things that the other factions had, like arrow effects and caster knights
Dalaran: The lack of healing and the expensive towers was challenging for me personally, but I really like their tricks and abilities, it's cool how their farms regen mana, perfect for a mage faction
Stromgarde: I'll be honest I forgot what Stromgarde does lol! Mainly "vampiric" passives and pillaging if I recall, both of which are pretty good, the pillage ability actually saved me in Act 2-2 when I was out of gold, had nothing, so I just had one of my Footman stab some barracks while a Peon repaired it and that (eventually) got me enough to mount more of a defense lol. They did not have any stand out units in my experience so maybe I'm being unfair to them, but they did not leave an impression on me (also I like Defend, which they did not have)

But yeah, it was a lot of fun to revisit Wc2 this way. I'm looking forward to the secret campaigns, thanks again Perenolde! Be well.
 
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Now THIS is the comment I wanted to see! :peasant-thumbs-up-cheers:

-S Tier
Bleeding Hollow: Disabling a base for 5 min! Defend for Grunts! Shadow Dragons best dragons! No basic healing though but can't have it all, right?
I'm not sure about Bleeding Hollow being that good. I mean yesterday I watched a youtuber doing a longplay of my campaign and he as well noted how militarily powerful Stromgarde is compared to Bleeding Hollow. Sure, the techtree wasn't maxed but Footmen themselves with vampirism ability and Fiery Spirit active were almost too much of a challenge even for Ogres, also because on top of that they could max their attack upgrades three times!
I personally think that Bleeding Hollow is the weakest among the four playable, but it may be a matter of interlocking the whole subfaction's assets, trying to use at best all of their key features.
B for Burning Blade: this faction is really cool and exotic, I genuinely love the "command the berserkers" mechanic, but I'll be honest, shepherding the grunts annoyed me a little bit, sometimes one would get separated from the formation and he would go rampaging among some poor seals or something hahaha
hahahah but let me tell you: the Berserk ability is an unfinished idea. I was planning to give increased damage resistance and immunity to spells to Grunts, but the code's creator, Loktar, ceased being active in January 2021, hence I could never finish it. :(
Blackrock: has it all! Bloodlust Raiders, siege Grunts, Warlocks with great spells, Death Knights... Another reliable faction, which makes sense since it's the main one
Wait, Blackrock subfaction is not supposed to have Death Knights available for training? Only Warlocks.

The mid-credits scene for the Orcs was intriguing, I think I have a hunch about where this is going... (šŸŗ)
You are perceptive, aren't you? :peasant-grin: Well, the dialogue and the faction involved kinda gives the hint away.


Thank you for your awesome analysis! Very insightful and explanatory! :)
 
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I'm not sure about Bleeding Hollow being that good. I mean yesterday I watched a youtuber doing a longplay of my campaign and he as well noted how militarily powerful Stromgarde is compared to Bleeding Hollow. Sure, the techtree wasn't maxed but Footmen themselves with vampirism ability and Fiery Spirit active were almost too much of a challenge even for Ogres, also because on top of that they could max their attack upgrades three times!
I personally think that Bleeding Hollow is the weakest among the four playable, but it may be a matter of interlocking the whole subfaction's assets, trying to use at best all of their key features.
It's true that Bleeding Hollow lacks some of the brute strength of other Orc factions, but I found that a good distraction combined with a wave of Spies (is that what they were called?) was a pretty effective way to win by attrition, also when I used them in the last mission, I found the Shadow Dragons to be the strongest of all the dragon type units I tried, I think they were attacking faster(?) than the others, and they were also capable of spawning skeletons, which, when properly managed, allowed me to defuse situations where the enemy was amassing archers, and after the archers were dead, it was just a matter of picking off a bunch of defenseless units. Also I neglected to mention the Killrog ability that removes the fog of war in places the player has already scouted, it allowed me to basically poke the enemy where they weren't and welcome their attacks with the most appropriate defense (like a bunch of shadow melded Trolls waiting for them to pass to focus down their casters and then fade away). I think Bleeding Hollow is strong in the way that the Brotherhood of Nod is strong in the Command & Conquer games, if you are familiar with that, they are more a technical faction.

hahahah but let me tell you: the Berserk ability is an unfinished idea. I was planning to give increased damage resistance and immunity to spells to Grunts, but the code's creator, Loktar, ceased being active in January 2021, hence I could never finish it. :(
Ahh, that's a shame. I think the implementation for Burning Blade is pretty good, the incidents with Grunts getting lost were minimal to be fair, I guess maybe it might be worth looking into tweaking the range of the aura a little bit so that they don't get lost when the units are moving in formation and pathing around stuff (I generally had 2-3 Ogres in a formation of 9-10 Grunts), but that's up to you.

Wait, Blackrock subfaction is not supposed to have Death Knights available for training? Only Warlocks.
Oh, I guess I'm confusing them with something else then hahahaha, I thought I remembered Death Knights with red cloaks. Stormreaver has the Archon-esque Death Knights (which is awesome by the way), I know that. Does Burning Blade have Death Knights? Am I confusing the two? Burning Blade has like the Famine-themed Death Knights, right?

Either way, Blackrock doesn't really need them, Bloodlust Raiders + Warlocks shooting fireballs and using clouds was crazy good, throw in some Grunts to kick the metaphorical door down when the defenses were heavy, and they turned out to be a pretty strong aggressive faction.

Thank you for your awesome analysis! Very insightful and explanatory! :)
Hey, thank you for the campaigns! Like I said the other time I love asymmetrical faction design, sub-factions with variations and that sort of thing, so Enhanced mode was right up my alley, I had a blast with your Wc2 campaigns. :grin:
 
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but I found that a good distraction combined with a wave of Spies (is that what they were called?)
Yes, correct.
I found the Shadow Dragons to be the strongest of all the dragon type units I tried, I think they were attacking faster(?) than the others, and they were also capable of spawning skeletons
Yes, speaking of which, Shadow Dragons was another unit that I created being a bit "out of ideas" in the end of the project, from which I got inspired by having a tour around the models on The Hive. The skeleton spawning attack was supposed to be a passive attack but, unlike Stormreaver's Shadow Spear or Azeroth's Holy Lance, there seemed to be no way of creating it, so I had to make it up by using an autocast ability with no mana cost. Its attack as well, a green breath, was supposed to be a shadow textured breath, but couldn't find the model. I think I did. I might add it to the campaign when releasing the Secret maps.
Also I neglected to mention the Killrog ability that removes the fog of war in places the player has already scouted, it allowed me to basically poke the enemy where they weren't and welcome their attacks with the most appropriate defense (like a bunch of shadow melded Trolls waiting for them to pass to focus down their casters and then fade away).
The Killrogg ability was one of my final ideas for the Bleeding Hollow Clan. Again, when I had to complete their subfaction with some final "ingredients". It is also interesting you mentioning that tactic with Bleeding Hollow Troll strain; you really went deep into your gameplay. :)
Anyway yes, with Spies and scouting, the Bleeding Hollow Clan can really be a force to be reckoned with. Probably the example of playing with "cunning" opposed to common "brute strength".
I guess maybe it might be worth looking into tweaking the range of the aura a little bit so that they don't get lost when the units are moving in formation and pathing around stuff (I generally had 2-3 Ogres in a formation of 9-10 Grunts), but that's up to you.
I think I've already tweaked it. There wouldn't be much need of Ogres if the aura was wider. Also, Ogre Miners, Barracks and Juggernaughts also have the ability(although the Barracks itself doesn't seem to prevent a Grunt from delivering a strike to anything next to him when freshly trained).
Stormreaver has the Archon-esque Death Knights (which is awesome by the way)
Storm Knights(and the Fusion code, again created by Loktar) are one of my proudest ideas!šŸ¤—
Does Burning Blade have Death Knights? Am I confusing the two? Burning Blade has like the Famine-themed Death Knights, right?
Correct: the Famine Knight. šŸ˜„ I will probably give it a bit of further touch, like a passive poisoning attack(like the Stromgarde Ranger) and, if I can get some way to do it, a passive ability which releases a puddle of acid upon death. We'll see. ;)


It is really cool and entertaining to discuss with you about all of these small details, like some sort of podcast. I'm always looking for ways to improve my modding mood, and this is definitely helping! :)
 
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It is really cool and entertaining to discuss with you about all of these small details, like some sort of podcast. I'm always looking for ways to improve my modding mood, and this is definitely helping! :)
I'm glad to be helping! hahahaha

Yes, speaking of which, Shadow Dragons was another unit that I created being a bit "out of ideas" in the end of the project, from which I got inspired by having a tour around the models on The Hive.
They may not be present in any past lore, but thematically I think it makes sense for the Shadow Dragons to exist, they are basically undead dragons, the Orcs were doing a lot of necromancy at the time, and I imagine... that some of the dragon brood wouldn't quite survive their mistreatment... especially if they were disobedient, in which case Dragonmaw would much rather kill them and raise them as skeletal dragons. Gameplay wise, I think they fit a niche of being Bleeding Hollow's battering ram, which even the most tactical of factions end up needing at some point hahaha. Sometimes the best tactic is to just bludgeon something really hard.

:ogre_rage:

Storm Knights(and the Fusion code, again created by Loktar) are one of my proudest ideas!šŸ¤—
It has been a while since I last played any Starcraft, but when I saw that I was like "ohhh! They are Archons!" it was awesome hahahah, never thought I would see such a thing in Warcraft 3, in all of the maps and campaigns I have played. Props to Loktar, wherever they are.

Correct: the Famine Knight. šŸ˜„ I will probably give it a bit of further touch, like a passive poisoning attack(like the Stromgarde Ranger) and, if I can get some way to do it, a passive ability which releases a puddle of acid upon death. We'll see. ;)
It sounds like I'll be throwing them at the enemy when they are low on health, instead of retreating them hahaha.

So Burning Blade has Famine, hmm, I suppose one could headcanon that Bleeding Hollow has the "Death" horsemen, since their Death Knights can bring Ogres back to life and they can go ethereal (traversing back and forth between the material and spirit world), and it wouldn't be too out of character for Stormreaver's knights to be interpreted as "War". Also fits the clans thematically, since Burning Blade is famished for fighting, Bleeding Hollow is led by Orcs who have foreseen their own death, and Stormreaver is led by Gul'dan, the one who incited the orcs into war with the demon's blood.

I know they are not meant to be the four horsemen hahaha, but I was just thinking that they do happen to kinda fit those themes.
 
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They may not be present in any past lore, but thematically I think it makes sense for the Shadow Dragons to exist, they are basically undead dragons, the Orcs were doing a lot of necromancy at the time, and I imagine... that some of the dragon brood wouldn't quite survive their mistreatment... especially if they were disobedient, in which case Dragonmaw would much rather kill them and raise them as skeletal dragons. Gameplay wise, I think they fit a niche of being Bleeding Hollow's battering ram, which even the most tactical of factions end up needing at some point hahaha. Sometimes the best tactic is to just bludgeon something really hard.
I don't think they were part of past lore. The whole plot of Warcraft has a lot of holes, expecially among the novels. I wouldn't be surprised if I changed something minor along the work in progress.
It is something that I had to associate to the spirits or shamanic imprint of the clan, like bringing some powerful being back from the spirit world to fight alongside your clan, things like that, hence "Shadow" not "Bone", as a necromantic feature would instead use.
I suppose one could headcanon that Bleeding Hollow has the "Death" horsemen, since their Death Knights can bring Ogres back to life and they can go ethereal (traversing back and forth between the material and spirit world)
Spirit Walkers is the perfect name for them(like the Spell Breaker I chose for the Dalaran Paladins). The original Spirit Walker of Warcraft 3 had similar abilities after all. In this case is an extremized practicioner of shamanic arts, as opposed to the Ogre(by the way, gotta love those Void Traps!)
and it wouldn't be too out of character for Stormreaver's knights to be interpreted as "War"
I don't get what you mean here.
since Burning Blade is famished for fighting
This is not entirely accurate but you answer yourself with...
I know they are not meant to be the four horsemen
...this.
I got inspired right by the Four Horsemen when I ended up struggling for a name for the Burning Blade Death Knights.
Also, on a side note, if you notice, no Death Knight unit in the Enhanced Mode has a Raise Dead ability. :D (odd even for me).
The reason for famine to be named as such is that they specialize in plague spells and, if you happened to read the unit files within the campaign's mission tabs, I explained that the Burning Blade Death Knights have followed a course towards the study of human anatomy in order to develop new warfare against them.
Also, at the end of the Human Campaign project, all units had the same name, with the exception of few. There were a lot of Knights and Paladins, Ogre and Ogre-Mage, Mages and Death Knights etc. yet belonging to a different subfaction. I had to differentiate them all, because the peak objective of this project would be that of allowing players to experience PvP battles with custom races of this remake, also creating many different combinations of units and spells as players ally each other's subfaction/clan.
Enhanced Knights and Ogres are relatively similar in stats and have only minor abilities. Ogre-Mages, Paladins, Mages and Death Knights are a completely different thing, and require proper identification to be dealt accordingly.
 
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I don't get what you mean here.
Well, it's just that they are the more destruction oriented of the Death Knights, so they are more War-like than the others.

I got inspired right by the Four Horsemen when I ended up struggling for a name for the Burning Blade Death Knights.
Yeah, it was a pretty good idea for the theme. I was just doing some headcanon-ing on how the others fit the four horsemen too hahaha.
Also, on a side note, if you notice, no Death Knight unit in the Enhanced Mode has a Raise Dead ability. :D (odd even for me).
I suppose that role has been taken up by the returning Necrolytes, so it's more fitting. I'm not sure why Blizzard didn't bring back Necrolytes for Warcraft 2, maybe because they couldn't come up with an equivalent for the Alliance? It does feel like the Death Knight just took all of the roles from the other Orc casters in Wc1.
The reason for famine to be named as such is that they specialize in plague spells and, if you happened to read the unit files within the campaign's mission tabs, I explained that the Burning Blade Death Knights have followed a course towards the study of human anatomy in order to develop new warfare against them.
That's some cool bit of lore for them! :thumbs_up:

Also, at the end of the Human Campaign project, all units had the same name, with the exception of few. There were a lot of Knights and Paladins, Ogre and Ogre-Mage, Mages and Death Knights etc. yet belonging to a different subfaction. I had to differentiate them all, because the peak objective of this project would be that of allowing players to experience PvP battles with custom races of this remake, also creating many different combinations of units and spells as players ally each other's subfaction/clan.
Ohhh, it would have been awesome if there were multiplayer PvP maps with these factions, that would for sure be a hit with the community, but I also wouldn't have envied you in your task of balancing that hahahaha. At least 8 whole factions to constantly tweak and test, granted, they have similar frameworks, they are not as wildly different as the vanilla factions in Warcraft 3, but it would be a lot of work. Come to think of it, I'm kinda surprised there haven't been any like... multiplayer fanmade Warcraft 2 remakes on Warcraft 3. I mean, maybe there are, I'm not quite informed, but it doesn't seem that there was enough fanfare if there was one.:peasant-thinking:
 
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PS: WELL DONE! Once again this is a great remake campaign. Finally finished it a while ago.

Just a few curious questions:

1. Why is Dalaran color pink instead of purple?

2. Why is it the Blacktooth Grin Clan that fought the Stormreaver and Twilights Hammer in the Broken Isles? I mean in the original wc2, it was the Red Blackrock Clan, and later in wc3, the skeletons that haunt Drakthul further supports this. Was it based on the Retcon Tides of Darkness novel lore?

-still I love how you included the Sunken Ruins wc3 style Tomb of Sargeras in the mission itself-
I just noticed this now, sorry. I never got notified for its editing.

1) Purple felt more appropriate for Twilight's Hammer Clan rather than Dalaran. Pre 1.30 Warcraft 3 doesn't have Violet so I had to arrange with something that came close. Also, I tried to replace Pink with Violet through importing, but that didn't seem to work with the Human campaign, but it did with this? Sometimes it did, sometimes it seemed to not. Pretty confusing. Anyway, I always thought that a bright purple(like pink) was better than deep purple for them.

2) I think I read somewhere that Maim was called to manage the Stormreaver insurrection at the Broken Isles. This also sets up a plot twist in the Orc Secret Campaign(but I don't wanna spoil anything about it ;) ). Maybe I originally planned to switch the color and clan name to Blackrock in normal mode and Black Tooth Grin in Enhanced Mode and ended up forgetting about it, or I just thought it was ok to play as Black Tooth Grin there because you don't get to play much of it in the rest of the campaign. Intricated argument. It also felt strange for me that Blackrock Clan was actively involved within the Northlands AND managed to backtrack all the way to the Broken Isles in such short time AND being able to efficiently tackle the Stormreaver insurrection. After all Black Tooth Grin was in control of a great fleet and had more reason to respond that quick around south.

Thank you again for playing and I'm super glad you liked my remake! :)
 
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any link for latest old war 3 patch game?

The author had already provided a link for the game (1.28.5), so you might check out his post.
 
Level 29
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i have already both cd copies
What do you mean "have already installed Warcraft III" before? I guess all versions of Warcraft 3 can be installed simultaneously on one PC, assuming they are in different folders. The only downside is that if you have already installed Reforged (1.32/1.33), the registries for the older WC3 are broken, especially the World Editor.
 
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The author had already provided a link for the game (1.28.5), so you might check out his post.
Damn I've been looking for this endlessly when I had to reinstall my pc shortly ago. I managed to do it without it though, and trying to use my signature's 1.28 didn't work any good. Unfortunately, without any CD drive whatsoever in newest laptops I can't install Warcraft 3 from my original CDs, and if I try to get it from battlenet, it will forcefully update to anything beyond 1.29.
I managed to find a 1.26 copy and a 1.27 patcher, so I've been cooking gas again since then.

Hey I was wondering who made the knight model. I would like to use it in some of my custom maps.
Mention Azazzello and his Warcraft 3: Rebirth dead project. That's where I got it.
 
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Its gameplay is possible in the current version of warcraft 1.33 but you need the Mod Quenching plugin to be able to run campaigns
Next time, you must ask any questions in this forum using English.
There is a high chance 1.33 can ruin the whole gameplay. Even World Editor still had a random crashes when you open the map. Also, Quenching Mod and Campaign Splitter doesn't work on any protected campaigns.
If you want to play this campaign, please use the version that author suggested (1.28.5).
 
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LordPerenoldeII! HAPPY NEW YEAR! I actually have an idea that could contribute further to your masterpiece! Despite the long many missions of the original campaigns, I still always felt that there are still some important unseen battles of the Second War that are referenced in some lore accounts. It would be nice to make bonus extra additional missions, kinda like an Extended Edition to the LOTR/Hobbit movies.

Few Suggestions for the Horde Campaign:
1. The Siege of Northeron - It is implied that some time in WC2 that Northeron has been destroyed by the Horde (unclear when), hence why the Gryphon Riders joined the Alliance. I always thought that the Aerie Peak in WC3 is their new kingdom, and their original home of Northeron is ruined. I would humbly suggest it would fit in ACT2, before or after the Siege of Stromgarde. Fitting it is on Khaz Modan, near the Badlands.

2. The Attack on Gilneas - It is a shame that Gilneas was never shown in-game at all in WC2, no Black colored human nation. But it has been referenced in other lore accounts that Gilneas WAS also attacked by the Horde sometime in WC2 (unclear when). I would imagine that it probably occurred or would fit in ACT4, before Gul'dan and Cho'gall betrayed and abandoned the Horde to open the Tomb of Sargeras. Somehow it make sense because the Stormreaver and Twilight's Hammer would sail away easily from Lordaeron by using the western shores of the Silverpine Forest without the bulk of Gilneas guarding the areas.

These are just some humble suggestions of mine to further add more canonical unseen stuff in WC2! What do you think about my suggestions?
Again, big fan of your work and I always have my support for it, bro! Id also left another suggestion in the Alliance side, so I left my comment on your WC2 Ally Camp.
 
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2. The Attack on Gilneas - It is a shame that Gilneas was never shown in-game at all in WC2, no Black colored human nation. But it has been referenced in other lore accounts that Gilneas WAS also attacked by the Horde sometime in WC2 (unclear when). I would imagine that it probably occurred or would fit in ACT4, before Gul'dan and Cho'gall betrayed and abandoned the Horde to open the Tomb of Sargeras. Somehow it make sense because the Stormreaver and Twilight's Hammer would sail away easily from Lordaeron by using the western shores of the Silverpine Forest without the bulk of Gilneas guarding the areas.
Hello and happy new year to you!

Can't say much about it, but I've already given away the hint that the Orc Secret Campaign will, in fact, feature Gilneas. ;) You'll probably gonna love it!

As for Northeron: I never wanted to feature subfactions that techtree-wise would go too much overboard from the original game concept, like how Silvermoon or the Wildhammer clan are made up, so I'm sorry but that's not the path I'm heading to.
Thank you for your interesting suggestions and your great feedback!ā¤ļø
 
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Sorry folks, I had to update again with a small but important modification:
I've managed to implement a green undead birth animation for Stormreaver structures, and I've swapped it with the purple one currently used. The purple one was lacking a couple of elements(such as the vertical beam and the clock-wise spinning beam).
This effect was what I always wanted to give to Stormreaver buildings, as an utter way to show the clan's dependence to Fel Energy.
Also, by testing, I noticed an inaccuracy in the objective display between Classic and Enhanced mode and I fixed that on the fly. :)
 
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Incredibly accurate recreation of WC2. Some unit soundsets were not included (file size related possibly?). Otherwise this feels like WC2.

The gold income returns are 6 instead of 10 to emulate the return rate of the original without having to recreate the time it takes for workers going into the town hall to deliver the payload. This likely meddles slightly with income, but I can't imagine it is hugely substantial.

Some technical details like the gold returns are slightly modified to spare the creator from having to painfully recreate a system needlessly. I'd urge purists to not focus on them because they really do not matter when the end experience is very much WC2 and that is the important part. The only thing that directly impacted gameplay for me were buildable shorelines being finicky at times.

I quite enjoyed the Enhanced mode, an entirely optional addition with all the custom factions. The power differential between some factions compared to others is quite large, but I still prefer the diversity over the original. Some added sections are a bit dicey like the stealth start and Zul'jin holdout, but use quicksaves and it's fine.

Overall an admirable effort that accomplishes what it sets out to do, while also adding an entirely extra mode with new ways to play and faction lore fidelity. I'll be copy/pasting this review on the Human project page also so that I can rate it.
 
Level 11
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ah another great work by PerenoldeII a well done remake the cutscenes are very nice the difficultly is fine although warcraft 1 and 2 unit cost and eco mechanics still are very bad in my opinion but the campaign itself is very solid the enhanced mode is great and offers a unique experience the different factions idea is fun and the special upgrades and units of each faction requires constant change of playing thus you dont get too comfortable using the same strategy like mass rangers and paladins as lordaeron or mass grunts and ogres as the burning blade clan they remind me of age of empires 2 bonuses i wonder if that inspired this idea of faction having unique attributes it will be interesting to see a competitive map or map pack with these factions to see how they work in player vs player and what strats can be used and such although there is couple downsides just like the warcraft 1 remake the music keep repeating itself which becomes annoying hearing the same track 10 times in the same mission there has to be a way in putting all tracks together to form a play-system that plays track after track helldoom has done it with his wc2 remake having 3 track each mission another thing is the voice lines....this is not warcraft 1 to have all units speak the same lines i understand why you put warcraft 1 remake that way so you dont have to hear the word "yes" a hundred thousand times because warcraft 1 was limited with those 3 or 5 voice lines lol wc2 is different and not hearing the death knight "im alive" or the knight voice upgrading to the much epic paladin voice is a let down in my opinion these voice lines and quotes gave wc2 so much life maybe add them in classic mode only? and during the razing of dalaran the game denied me my dragons :/ it kept saying dragons need a castle but what castle as orcs? what?? ,overall a very solid campaign pretty well done.
8/10
 
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they remind me of age of empires 2 bonuses i wonder if that inspired this idea of faction having unique attributes
C&C 3: Kane's Wrath inspired me the most, probably.
it will be interesting to see a competitive map or map pack with these factions to see how they work in player vs player and what strats can be used and such
I thought that too, you know? But I'm not sure if I'll be ever able to get it done. I definitely need some buddies to help with that.
although there is couple downsides just like the warcraft 1 remake the music keep repeating itself which becomes annoying hearing the same track 10 times in the same mission there has to be a way in putting all tracks together to form a play-system that plays track after track helldoom has done it with his wc2 remake having 3 track each mission
You're right and there IS a way I can think of. I shall do it with the next project, then perhaps update the previous ones with it as well.
this is not warcraft 1 to have all units speak the same lines i understand why you put warcraft 1 remake that way so you dont have to hear the word "yes" a hundred thousand times because warcraft 1 was limited with those 3 or 5 voice lines lol wc2 is different and not hearing the death knight "im alive" or the knight voice upgrading to the much epic paladin voice is a let down in my opinion these voice lines and quotes gave wc2 so much life maybe add them in classic mode only?
I know but I said I won't do it with the current way it takes to properly change a sound of the game.
and during the razing of dalaran the game denied me my dragons :/ it kept saying dragons need a castle but what castle as orcs? what?? ,overall a very solid campaign pretty well done.
That could be a problem related to having a different version of the game. The version is the same Jayborino played during his recordings and he didn't experience such issue.

Thanks for the feedback and the review! ;)
 
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C&C 3: Kane's Wrath inspired me the most, probably.

I thought that too, you know? But I'm not sure if I'll be ever able to get it done. I definitely need some buddies to help with that.

You're right and there IS a way I can think of. I shall do it with the next project, then perhaps update the previous ones with it as well.

I know but I said I won't do it with the current way it takes to properly change a sound of the game.

That could be a problem related to having a different version of the game. The version is the same Jayborino played during his recordings and he didn't experience such issue.

Thanks for the feedback and the review! ;)
ahh it was cnc3 yes it seems more like that due to the fact that some factions have more specific upgrades and units well it will a blessing to have all of the soundtrack play instead of 1 theme oh you are doing a project ? is it beyond ze dark portal? maybe..i used 1.26 :)
 
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I love this project. I recently bought Warcraft I and II and started to play this as well since the controls are a bit easier in WC3.

  • In the 3rd Orc mission where you have to build 4 Oil Platforms to win the game didn't end. I had to restart and do it again. Maybe the build order has something to do with it.
  • I had the feeling that once in this mission returning lumber was broken somehow. My peons returned lumber to the lumber mill and it was not increased. Not sure why.
  • The custom ground textures do not work with Reforged graphics (not sure about SD graphics). I saw them in the World Editor so maybe they work with classic graphics.
  • Could you add Warcraft 2 unit sound sets?
    You could simply import them in the paths of the WC3 ones. It would add much immersion to the campaign. The same goes for the sound effects like "We need more lumber" etc.
  • Another suggestion but it would much work: Add snow variants for all buildings like in Warcraft II which are enabled on snow maps. This should be possible with Reforged's unit skin system.
  • For Reforged you could add a small video as background.
To fix your issue with Oil Platforms you basically only need a trigger like:

  • Resources Death Oil Platform
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Oil Platform
    • Actions
      • Unit - Create 1 Oil Patch for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
and maybe adjust the gold in it after that.
 
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