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Shadow Stalkers

Shadow Stalkers


Campaign by: Cerebral assassin
Uploaded by Herogod
Contents

Shadow Stalkers (Campaign)

Reviews
VGsatomi: Approved. Very well made campaign that was originally hosted on wc3search.

Moderator

M

Moderator

VGsatomi: Approved. Very well made campaign that was originally hosted on wc3search.
 
Level 1
Joined
Jul 9, 2008
Messages
1
man, this is one of the best non-blizzard campaigns ive ever played. sure, the terrain (on some parts of the campaign) could be better, but its not so bad that it would really disrupt.
i am currantly at the 4. map and til now the custom units, heroes and abilitys are simply fantastic. i love the sprites of the main hero. and the best in this campaign simply is the awesome atmosphere..
ive just signed up here to comment your campaign^^
 
Level 3
Joined
Nov 20, 2008
Messages
66
Great Job, this campaign was nicely done and the ploto was really interesting. Look forward to seeing the next one.

5/5!
 
Level 4
Joined
Dec 19, 2009
Messages
37
This map is good from play,but there are some errors:
1.The Druid that youve saved at chapter1 should go on if he doent die for the rest of maps.
2.Just a cinematic have sound.
3.The story its a bit not good.
And there are more errors.:sad:

I'm a map tester :D
I worked for Blizzard Enternaiment.
 
Level 1
Joined
Apr 17, 2014
Messages
1
Hi to everybody. I'm new to the forum. Where is the three moon key parts at chapter 5? I've found only two parts: Witch Doctor died and Undead camp. I could not find the third part. I'm sorry, my English is very bad. I'm using Google translate...
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
It's nice overall but it lacks variety on the long run. Most levels represent a way to kill monsters on the map. There is no threat, danger in those.

intro:
-some bulked up Wisps didn't attack the Demon Hunter as he was descending the corridor
-well it didn't take much effort for Shadowsong to get up and run to rest
-night elves don't have priests (only in WoW), they have druids

chap1:
-enemy units do not attack the player's by seeing them from a short distance unless they are ranged
-level two is the maximum the hero can reach. There's no point in killing units, especially that many don't give anything useful (just healing consumables) and don't block paths
-forest guardians (dragonspawns) don't say nothing, don't do nothing
-the Corrupted Tree of Ages is neutral

chap2:
-what base? Moonwells can't be built. It's hopeless

chap3:
-Searing Arrows doesn't work with Slow Poison
-thing is the Warlocks attack while they hold the barrier
-Gogonnash can still cast spells (Rain of Fire) although he has been Silenced...
-the demon appears again to attack the player after it's killed but is quickly moved to the north for the cinematic scene to start
-most times during cinematic mode the player's units are selected

chap4:
-reaching the Circle of Power may leave the accompanying troops outside
-make so that doors are closed by the player. It's a pain to open each door with units from the Ancient of Wars
-Balthazzar stand a bit farther from the main gate doing nothing if not provoked
-in the end scene, the panthers I ordered to follow Morathi came to her

interlude:
-who dreamed, how did they find that information?
-Satyrs don't take orders from orcs last I remember
-the Shadow Council was pretty much decimated
-I have no idea what's that Gorge and why would Eredar be captured there

chap5:
-the dwarves are friends of the night elves (RoC, last level, remember?)
-if they knew of the importance of that sealed place, why didn't they take the key back from the trolls? How did the undead come across one too?
(a lot of story related things are unexplained; they're just there to be there)
-the message about training Nightsabers is given after one is trained, not before
-how do they know the dwarves prepare an aerial attack?
-why aren't the undead attacking?
-the dragon the hero summons can complete the Chimaera quest; not sure if intended or not; hopefully yes as there are no siege weapons for the player to use to get there on foot
-there are some hostile Ancient Protectors that are not corrupted
-the AI, in general, is weak

chap6:
-basically you explore with the dragon and head there to assassinate with the Warden
-on Load, the water changes color

chap7:
-how did other creatures get inside that place when to enter it a guardian had to be killed and some keys were needed to open the seal!?
-destroying Serpent Wards adds to troll kills. Voodoo Lounge counts as two
-in the last scene: some Satyrs exploded for no visible reason before the rocks being where they were; the Priestess teleported but the Warden remained (she just changed back from Metamorphosis before that happened) but was present in at the teleportation destination; well it wouldn't have hurt if they were removed a bit farther to the end of the screen instead of half way there (right at the end of the scene)

finale:
-Quest Log: Forgotten Threat does not have a requirement. Not a real problem, since many of other quests in this campaign suffered from a similar issue: requirements were not updated
-Forgotten One may attack units while hidden
-you have no idea how I beat the boss: I used those 10 stacked items that spawn treants with Entangling Roots. He seemed to have known of the Forgotten One and just Blinked out of there every time; the spikes didn't want to hurt him either

It could be better. It's more of a two point five.
 
Level 5
Joined
Nov 29, 2017
Messages
82
It is a nice campaign, but as the campaign goes, it feels monotonous, there isn't a real difficulty, is just A+click the majority of the campaign, it feels that the campaign has some plot holes.

I don't think the orcs would talk directly to kil'jaeden, or the satyrs would receive orders from the orcs, and the story is kind of thrown all over the place

But the terrain and custom units and spells are good.

I didn't find a bug nonetheless, the custom spells and the custom units are well programmed

Played it in 1.21b
 
Last edited:
Level 21
Joined
Dec 20, 2015
Messages
329
Truly shocked this still works on 1.31! Overall impressive for being so old. Hard to rate this from a 2021 perspective as there are many ideas that are sound, but only half realized. Again though, from the perspective of one of the oldest community campaigns out there, it's pretty good!

At least two maps terrain are outright taken from the original Night Elf campaign and don't particularly iterate on them. The two holdout sections are very easy. The first one in the Barrow Dens is a joke sadly. The micro sections are surprisingly well crafted to pose a real challenge without being outright bullshit and yet cannot be A-clicked through mindlessly.
 
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