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đź“ŁNew Hosted Project: Exodus

Archian

Site Director
Level 61
Joined
Jan 1, 2006
Messages
3,052
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Attention all Warcraft III fans! Get ready for the adventure of a lifetime!

We are thrilled to announce the latest addition to Hive Workshop's Hosted Projects! Warcraft III: Exodus - a Warcraft III Classic Campaign Series.

"Warcraft 3: Exodus" is the brainchild of a talented modding team at Hive Workshop. Since its inception, the project has garnered a dedicated following, thanks to its exceptional storytelling, challenging missions, and impressive custom assets. "Warcraft 3: Exodus" is a testament to the enduring creativity and passion of the Warcraft III community.

In this new chapter, prepare to embark on a thrilling journey through the Violet Gate, and may your adventures be epic!


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Fellow Warcraft 3 players and modders,

We're proud to announce that our Warcraft 3 campaign project - Exodus - has been granted hosting on Hive Workshop, including a dedicated subforum.

We are very glad and thankful about so positive reception of our first campaign as well as lots of feedback that helped us make further improvements to it. As you may suspect, one day we shall return with another campaign continuing the Exodus saga. Although it is still in a very early stage of development, we are aware that as a wise man said, knowledge is power (and power is Kirin Tor), so we wanted to have some space bigger than just a release thread where we can regularly bring you some news, present our progress, release some original lore content and of course listen to your feedback and ideas. As such, today we'd like to give you a small glimpse of what's coming in a form of a few screenshots from the sequel campaign. There will surely be more to come once we settle down on our subforum.

Of course, be sure to check out the first campaign in the latest version if you haven't already or if you have played before the release of 2.03 (which featured tons of new content including AI-generated voicelines and an extra chapter) Exodus: The Violet Gate

Walk softly and carry a big axe,
Your Exodus team ;)

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First the Undead Scourge's corruption and then the Burning Legion's invasion has left the Alliance of Lordaeron decimated and torn apart. Former Human and Elven Kingdoms now lie in ruins, roamed by horrific undead creatures, with major cities left under the iron fist of the Dreadlords' reign. To make matters worse, betrayal and discord has struck the Alliance from within, with treacherous Blood Elves conspiring with inhuman beasts and taking arms against their Human and Dwarven brethren. Despite the overwhelming odds, dispersed groups of resistance continue their desperate struggle. Even though the chances of victory seem to diminish with every comrade lost, it is said that even in the darkest of times a new hope may emerge from where you least expect it...


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The first campaign of the series, already available, polished and patched, introduces a wealth of features that are sure to captivate both newcomers and returning players, including:
  • A total overhaul of my old Exodus campaign
  • 12 playable chapters + interludes
  • Unique storyline that takes some concepts and characters from the predecessor, but is basically a whole new experience, introducing new plots, reimagining some events known from the Frozen Throne campaign, adding more background and depth to main characters
  • Diverse gameplay, including classic RTS-style battles with plenty of new mechanics, exploration missions, epic boss fights and more
  • Major graphical overhaul, including plenty of custom environment, structures, doodads and tiles
  • Custom heroes, units, skills and items
  • Unique models for main heroes
  • Unique AI-generated voicelines for most playable units
  • Heroes levelling up to 15, with 4-level basic abilities and 3-level ultimate abilities
  • Several entirely new or modified techtrees, each featuring some new units, structures and gameplay style:
    • Alliance of Lordaeron
    • Alteraci Syndicate
    • Stormpike Dwarves
    • The Forsaken
    • Undead Scourge
    • Crushridge Ogres
    • And more…
  • All major shortcuts to units, structures and skills mapped to QWER-ASDF-ZXCV hotkeys for more intuitive gameplay
  • Custom soundtrack from Warcraft 3: Reforged, World of Warcraft and other sources
  • Normal or Hard difficulty level
  • Recommended to play on 1.31 (tested by 3 people), there are some problems on 1.35

 
Level 28
Joined
Apr 6, 2010
Messages
3,107
General:

Regarding the AI voices, they're a nice addition but they could use some polishing: Some voicelines are decent, but others are distracting (Alinthor saying "Teraynas" or "a valid tactics", for one thing).

Footman and Spearman tooltip: a backbone -> the backbone


First level:

Loading screen: Former Human and -> The former Human and

Doodad generators should not use the same models as the mana fountain ones. Maybe use the red ones instead?

I think this level would be better served by having more ranged reinforcements and less melee, a lot of battles had my melee units killed without even being able to get in the fight because of the crowding. That library was a nightmare until I sent just the heroes and knights.

If a knight is carrying an item, Charge isn't triggered on the other knights (as is the case with units using Defend).


Intro: bare any -> bear any


Several lines and quests mention a power bridge, should be force bridge.


First cinematic:
for a cost -> at a cost

Violet Citadel quest:
Undead offensive -> The Undead offensive
have been held -> has been held
undead moved -> undead have moved

Counter-attack quest:
barracks, primary -> barracks, the primary
hope for holding -> hope of holding

Necromancer quest:
Lordaeron necromancers -> Lordaeron, necromancers

Force bridge quest:
would left -> would leave

End cinematic:
to fate -> to a fate
catch up the wounded -> patch up the wounded
 

Nyctaeus

Hosted Project: W3E
Level 18
Joined
Oct 16, 2021
Messages
180
General:

Regarding the AI voices, they're a nice addition but they could use some polishing: Some voicelines are decent, but others are distracting (Alinthor saying "Teraynas" or "a valid tactics", for one thing).

Footman and Spearman tooltip: a backbone -> the backbone


First level:

Loading screen: Former Human and -> The former Human and

Doodad generators should not use the same models as the mana fountain ones. Maybe use the red ones instead?

I think this level would be better served by having more ranged reinforcements and less melee, a lot of battles had my melee units killed without even being able to get in the fight because of the crowding. That library was a nightmare until I sent just the heroes and knights.

If a knight is carrying an item, Charge isn't triggered on the other knights (as is the case with units using Defend).


Intro: bare any -> bear any


Several lines and quests mention a power bridge, should be force bridge.


First cinematic:
for a cost -> at a cost

Violet Citadel quest:
Undead offensive -> The Undead offensive
have been held -> has been held
undead moved -> undead have moved

Counter-attack quest:
barracks, primary -> barracks, the primary
hope for holding -> hope of holding

Necromancer quest:
Lordaeron necromancers -> Lordaeron, necromancers

Force bridge quest:
would left -> would leave

End cinematic:
to fate -> to a fate
catch up the wounded -> patch up the wounded
Roger. Will investigate and patch up. If you have something more, please leave that in proper thread.
 
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