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Tale of the Warsong

Tale of the Warsong

Good classic campaign.

Campaign by: Diskordjah
Uploaded by: tuzec
Contents

Tale of the Warsong (Campaign)

Reviews
VGsatomi: Approved. Campaign was originally hosted on wc3search.
VGsatomi: Approved. Campaign was originally hosted on wc3search.
 
At first I thought it may be really nice... But after playing 1st level I changed my mind.

I don't want to discourage you to further work... But you need to practice terrain making, triggers (especially TRIGGERS!!!!!!), maybe custom AI scripts... I think your problem was, that you wanted to make this campaign too fast :]. You didn't show much of your fantasy (which must be there if you are a Warcraft fan ;D) in these maps.
 
it very seems like: The Lord of the Clans by Christie Golden (a book)

in: Thrall is captured when he was very young. He grown up in jail, and once he escaped and met with Grom Hellscream. Grom introduced Thrall to the life in the horde. Thrall was a great fighter.

That was the Warsong part

Thrall went to the north. High mountains. He met the Frostwolf Clan. The village's elder was the greatest shaman nearly, so he was Thrall's master. Thrall learned about the elements, how to do a "call", that the spirits of the elements will heed. He lead the Frostwolf Clan, and he gained a female arctic wolf. (i'm hungarian, i dont know her name in english... sorry) Many months later Thrall met with Grom. There was 2 clans together. Thrall met with Orgrim Doomhammer too. (later Thrall will gain Orgim's armor and mace) They returned to the camp of jails, where Thrall lived for years. Thrall wasn't a violence orc, but so... He had to do something, and he was angry with his "tamer". They attacked the main jail-castle, and Orgrim was defeated poorly. Thrall saw him dieing. Orgrim offered to Thrall, that take Orgrim's armor and mace with himself. Thrall accepted it. Now he was the Lord of the Clans. The New Horde won the fight against the Human forces.

Hope you like it :P x) btw nice map, 5*
 
ok, the 1st map is kinda wierd, i notice from the campaign that your a big fan of grom hellscream. the thing i didn't like is that the dialogs go to fast and can't read all the text. another thing is in chapter 1 where you can kill those kids o.o ok, i know the hordes are mercyless but NOT LIKE THAT o.O.

the thing i like was th e screenshot :D

4/5
 
it very seems like: The Lord of the Clans by Christie Golden (a book)

in: Thrall is captured when he was very young. He grown up in jail, and once he escaped and met with Grom Hellscream. Grom introduced Thrall to the life in the horde. Thrall was a great fighter.

That was the Warsong part

Thrall went to the north. High mountains. He met the Frostwolf Clan. The village's elder was the greatest shaman nearly, so he was Thrall's master. Thrall learned about the elements, how to do a "call", that the spirits of the elements will heed. He lead the Frostwolf Clan, and he gained a female arctic wolf. (i'm hungarian, i dont know her name in english... sorry) Many months later Thrall met with Grom. There was 2 clans together. Thrall met with Orgrim Doomhammer too. (later Thrall will gain Orgim's armor and mace) They returned to the camp of jails, where Thrall lived for years. Thrall wasn't a violence orc, but so... He had to do something, and he was angry with his "tamer". They attacked the main jail-castle, and Orgrim was defeated poorly. Thrall saw him :bored:dieing:bored:. Orgrim offered to Thrall, that take Orgrim's armor and :bored:mace:bored: with himself. Thrall accepted it. Now he was the Lord of the Clans. The New Horde won the fight against the Human forces.

Hope you like it :P x) btw nice map, 5*

You fail im sorry but you do. Its not a mace its the doomhammer symbol of the clans only the leader of the horde may carry it. Its spelled dying i wont even bother fixing all your grammar fails.

Greatest campaign i have ever played 6\5 :D people dont understand that campaigns are about storyline but you did bravo
 
good map but i thinks you need more stuff like shorter times on stuff way too long for gnome thind wayyyy too long make it like shorter and also get models incorperated into your map i like grom and all this map was good awesome screen shot i agree with magic above

"k, the 1st map is kinda wierd, i notice from the campaign that your a big fan of grom hellscream. the thing i didn't like is that the dialogs go to fast and can't read all the text. another thing is in chapter 1 where you can kill those kids o.o ok, i know the hordes are mercyless but NOT LIKE THAT o.O.

the thing i like was th e screenshot :D

4/5 "magIc_seeKer
 
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This is a good campaign, it has potential but is one of those nice wee campaigns that hasn't had months spent on it but still looks and plays good. Touch up the terrain, use a custom tile set. Get some custom AI in there and bob's your uncle. One thing I found was that the last mission seemed... incomplete or had some features not implemented.

3/5 and rep - Good start and requires only a small fine-tuning.
 
This is one of the best Campaign I ever played, you gave me so many hours of pure fun :)
Thank you from my heart.
:)
 
With poor terrain, an uninteresting and unfaithful story, overly fast conversations, and numerous bugs, this campaign is below mediocre. There's so much wrong here that I don't want to list it all, but the worst part is how easy Chapters 1, 3, and 4 are compared to how totally unfair and frustratingly unbalanced Chapters 2 and 5 are. It's a wasted opportunity to tell Grom's story from that time.

I played the campaign using version 1.12, as recommended, and it ran without issues (by issues, I mean crashes or being unable to progress).
 
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chap1:
-the Troll Warlod says the Fountain is his but is sleeping at the same time...
-some transmissions go too fast

chap2:
-units spawn out of nowhere even though there are no more training facilities...
-not all human forces were killed and victory came; there were still three Knights and a Lumber Mill, all in the north

chap3:
-strange, the Grunts seemed to have gotten out later from the cages or at least a bit farther than the position of the cages
-though the neutral hostile block paths, they are sleeping at night
-funny thing: the human batallion in the west charged towards Grom's troops instead of the ones they were facing west
-the Catapult can be used to circumvent the human base
-the Darkspear tribe did not know of orcs until Thrall landed on Kalimdor (that, if we don't consider the Demo Campaign); anyhow, why wouldn't they be confused at first and try to attack the orcs too?

chap4:
-how would a Darkspear troll know of Alterac and its inhabitants? Moreover, does everybody speak the same language?
-the quest log has a duplicate of the main quest "Battle!" and its icon looks like a green square
-Catapult's title in the Barracks is biased
-a Murloc Mutant suddenly appeared near the Stronghold...
-the Beastiary can research Liquid Fire but there are no Bat Riders
-nobody attacks the base? The only ones who did were the creeps in the southwest after the forest was cleared
-caught the undead while their troops were out of the base; they don't even have towers except for their citadel
-what was a Crypt Lord doing here anyway or the undead for that matter?
-what the heck is it with that big bridge near the yellow human base if everybody can just go through the shallow water?
-the yellow AI is defenseless, no towers, nothing
-the undead and yellow human don't even have enough gold in their mines

chap5:
-the Shadow Hunter can be trained at the Altar
-the Way Gate in the northeast can be destroyed; not sure if intended or not; actually all can be destroyed, only that one was considered enemy
-after the above mentioned Gate is destroyed, the enemy will not be able to send troops to attack unless the main gates are destroyed
-creeps sleep in the middle of the road
-there's a Spearman southwest of the main gates that cannot get out of his position because of the water
-the gray Paladin and his troops are trapped between two pairs of gates and can easily be killed with Catapults and/or Lightning Shield
-the AI does not research attack and armour upgrades
-the AI sometimes trains new heroes instead of reviving the dead ones
-Buzan the Fearless and his troops don't move out of there if the city is under attack
-the Demonic Gate where the Kobolds are is invulnerable and cannot be opened
-right. Some refugees from Alterac went on an island and built a fortress; they were also considered elite
-the Warsong Clan drank Mannoroth's blood from the Defiled Fountain. They didn't succumb to anything but their weak will

2.5/5.
 
Edit: For me it's not appealing to play. I get bored real quick because it doesn't feel like a "campaign".

Make more side quests to do, build the story up and write more dialogues. The terrain is kinda nice in chapter 2 but that's not enough for me to play. 2/5*
 
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First of all, the campaign maker has abandoned the project immediately after release, as it seems. However, I'm still gonna rate it and hope for an update.
The campaign is fine and enjoyable, but pretty standard and the "meh" type. It would have been better if the campaign maker included the adventure of Grom Hellscream BEFORE Thrall became Warchief and decided to go to Kalimdor. Grom was doing great shit at that time, and his influence to the story was awesome. I'm not saying the story is bad, but it could have been better if the setting was different.
Another thing is that the campaign has many bugs that happen in the cutscenes and the enemy AI (They magically spawn an attack party formed from around 12 units in a second). They also stop functioning sometimes, and stop attacking especially in the later chapters. Also, in chapter 5, you could spam recruiting endless number of Shadow Hunter(s) (Hero) BIG LOL! And just forget the normal units like Troll Headhunters or Grunts, which is enjoyable, but is insane and not balanced at all!!!
A more harder difficulty would also increase the fun in this campaign. It says "hard" in the difficulty, but I won so easily.
I hope someone comes back to this and fix those minor issues, and then the campaign can be Flawless!
 

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a bit off but really enjoyable at parts.

Grom is my favorite hero so i'm a bit weak to his campaign.

There were *alot* of issues both minor and some major.

Alot of balancing problems.

I like the addition of goblin landmines though. Really took my by surprise. Overall entertaining. 3/5
 
The campaign was enjoyable at times, but i found errors and bugs in half of the missions

In mission 1: Everything was ok, the mission ran the way it was intended.
In mission 2: The human lumber mill gives me cheese, with an unknown purpose, but the mission ran without a problem
In mission 3: My hero just teleported to the end of the mission, It happened to me twice and just went with it, skipping almost the whole level.
In mission 4: The neutral creeps just went to attack my base for some reason after I killed the undead.
In mission 5: The final hero just dissapeared out to thin air, luckily the mission counted for me.

At the end I could finish the campaign but the units and enemies would hit each other in the cutscenes, It would've be good some custom spells tho-
 
The campaign was enjoyable at times, but i found errors and bugs in half of the missions

In mission 1: Everything was ok, the mission ran the way it was intended.
In mission 2: The human lumber mill gives me cheese, with an unknown purpose, but the mission ran without a problem
In mission 3: My hero just teleported to the end of the mission, It happened to me twice and just went with it, skipping almost the whole level.
In mission 4: The neutral creeps just went to attack my base for some reason after I killed the undead.
In mission 5: The final hero just dissapeared out to thin air, luckily the mission counted for me.

At the end I could finish the campaign but the units and enemies would hit each other in the cutscenes, It would've be good some custom spells tho-

1/5 seems excessive
 
Not bad, even at 1.27. The game just started getting interesting and it's already over. This is mainly due to the last mission, which is actually the only level that offers a more challenging experience (total 8 missions).
 
Pretty fun campaign, had much fun while playing it, the only problem that I had is that some text advances too fast and in the last level there are some neutral kobolds behind a door that I couldn't interact with.

Notes:
-In chapter three there is a vulture that gives you a Heath stone.
--Also in chapter three you also get a crystal ball that allows you to see invisible units, which is an essential item for the last mission.
-You can "cheese" the last level by not destroying the yellow castle until you have a maxed army, for when it is destroyed a waygate in the city will activate allowing the enemy inside it to attack you.
--The waygate in the outside of the city belong to the enemy and you can destroy it, but you shouldn't, because despite that you can also use it.
---In the last mission you can also train infinite shadow hunters if you want.
 
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Good and easy campaign, but annoying somtimes with extra towers or units.
 
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Honestly, I was pretty disappointed with this one. Seeing the great reviews with 4 and 5 stars on this page, I was expecting this campaign to be great and the setting being what it is - starting a few days before the exodus of the horde, and ending a bit before Grom (apparently Blizzard is calling him Grommash now, but who cares, he is still Grom in my heart) meets Thrall in Kalimdor, intrigued me and made me think I was going to get to see an interesting account on what the author thought happened during that time. Instead, I got a hodge-podge of barebones story (somewhat interesting at times), pretty terrible terrain and an average gameplay experience.

It is clear this is probably the author's first campaign and the mistakes show. I only hope they learnt from this campaign to make more cool things later, because I think there is potential here.



PLAYED ON VERSION: 1.27b


PLAYTIME: ~4-5 hours


STORY:
I don't have much to say about the story because its so barebones, and the most annoying elephant in the room about this campaign: the cutscene transmissions are too fast, because the author thought 2 seconds for reading 2-3 lines of text was enough for some reason... For the playthrough on Youtube I went in and fixed it so that the dialogue was properly readable.

Tale of the Warsong also often cannot decide whether it wants to be a parody of the story or actually be serious so there are sometimes these tonal clashes, like when this campaign tries to explain how Grom got captured by the humans and had to get rescued by Thrall, where it shows him walking on the open road and then getting polymorphed into a sheep by ambushing sorceresses. But then, it actually has pretty cool serious moments like when Grom meets the traitor Zar'Ul'Aman and exacts his revenge against him, and then there are the Alteracs whom we fight against during some of the later missions. I think this campaign is the strongest at its storytelling when it tries to do moments like these, than when it decides to turn itself into goofy slapstick humour. The final mission and killing Lord Djuric for the ships was also pretty cool.

Like there are moments of greatness this campaign shows which is why I think this campaign has great potential, if only the terraining and triggering were on par. Also, no grammar mistakes that I personally caught! So we are already raising the bar on that, because Hive Workshop custom campaigns and grammar mistakes are like bread and butter lmao.



GAMEPLAY DESIGN/DIFFICULTY:
The campaign advertises its difficulty to be "Hard" but its actually pretty easy. The main reason is the enemy AI is literally either non-existant or just doesn't attack you because of weird bugs I guess? Except in Mission 2, and I will say Mission 2 is probably the best mission mechanically because its an actual PROPER macro mission in this campaign where you have to defend your base from enemy waves and then counter attack on them. Although it still has caveats, because turns out the enemy waves aren't being made out of buildings, they are just spawned in, which makes for annoying moments where you are in their base and you just destroyed the barracks, but it doesn't matter because knights and riflemen spawn in anyway randomly inside the base.

This campaign is heavily lacking in one thing: proper triggers. That includes enemy AI. Most of the bases are preplaced buildings and units, and LOTS of annoying mines... for some reason. Moreover, quests don't have a quest message that inform you that you discovered them, you have to open up the quest menu to view them. Also most of the base destroying missions are tedious because they require you to destroy ALL the buildings that the enemy possesses. The final mission is especially annoying for that because of the tedious placement of the towers that you can't get to and have to either carefully mow down with catapults or just ignore them altogether and instruct your units to ignore them too.

Mission 2, 4 and 5 were the missions I liked, and all of them were ones with bases. Mission 4 was unique and somewhat interesting trigger-wise since the humans and the undead were fighting each other, though I do wish they came and attacked you as well. You only get attacked by random Murloc Mutants spawning out of nowhere.



TERRAIN/EXPLORATION:
Terrain in this campaign is pretty bad. Some of the most egregious parts are in Mission 3 and 4 where the pathing and control of the units felt super clunky over the terrain as they couldn't pass over what felt like easily passable terrain. Not to mention, its mostly pretty ugly. Doodad decorations could've helped a bit. Also the freaking trees, man. Some of those tree placements are so annoying because they make unit pathing so funky and infuriating.

Also some random nitpick: where is Grom supposed to be after he gets off the ship? Is it supposed to be Kalimdor? Because Mission 2 uses the Lordaeron tileset, while Mission 3-4 uses the Ashenvale Forest tileset, and then Mission 5 is back to Lordaeron? Is he supposed to be on an island being swept away by the Maelstrom? It's pretty unclear. Also that town in Mission 5 has got to be the most boring town design ever lol. Long corridors with towers on elevated walls... Having said that though, Mission 5 definitely has the best terrain out of all these maps, atleast there was noticeable effort put into it compared to the others.



CHAPTER-WISE THOUGHTS:
Chapter 1 - Jailbreak!
  • This map has the biggest problem of lackluster triggering, because there aren't proper triggers to force you to build 2 catapults, it just says you have to get them. So nothing is stopping you from going to the end and destroying the towers with your normal units, which I accidentally did, without knowing this was what I had to break with catapults.
  • The trolls that apparently "speak" saying its their fountain are sleeping, you should've removed their ability to sleep.
  • Pretty boring mission overall, would've loved some side quests.

Chapter 2 - The Mandatory Shipwreck
  • I liked this chapter because the AI is mostly working and actually attacks you even if the attack waves are manually spawned in rather than from buildings.
  • That tower placement at the top of the hill on our base is so devious, I almost applaud it lol. Thankfully my Orc tower won against it.

Chapter 3 - Through the Swamps
  • The Zar'Ul'aman fight is way too underwhelming after such a climactic cutscene. He is just a normal ass troll warlord like the other one we fought on the way to him. Should've been way more difficult.
  • The Grunts you rescue from cages spawn in slightly away from the cages.
  • The human forces meant to attack the other Orc forces you meet doesn't attack them and instead are aggroed by Grom's group, so you can backstab them with the other forces.
  • Goddamn those annoying mines, I swear lol. Thankfully you have the Crystal Ball to spot them I guess...
  • You can easily cheese the human base from the area you fight Zar'Ul'aman in using catapults and picking off towers and buildings.
  • I had this weird glitch where when Grom was in the human base, he got teleported up to a later part of the map consisting of the cutscene that is meant to start the final fight between the humans and the trolls, even though I was nowhere near that portion, which resulted in the fight starting early and the trolls took care of the fight themselves with no help from me.

Chapter 4 - Ghosts of Warcraft Past
  • Pretty cheesy reference in the title, but you know what, I will give it to you.
  • All the murloc mutants spawning randomly in this mission is very annoying. They just spawn and then suddenly get aggroed towards my base and then leave.
  • The terrain in the swamp is pretty terrible.
  • Don't you think thats maybe a bit too many gold mines? You don't need half of the gold on this map with how easy it is... Bladestorm is an amazing Ult, and you have Healing Wave from the Shadow Hunter too...
  • Again, a side quest here could've been great.

Chapter 5 - Final Countdown
  • This mission seems to have a lot of components unfinished and not properly implemented. There is a Gate that never opened and remained invulnerable for me in the beginning, and then there is a Dungeon Gate that you can break but it literally goes nowhere. Hmm, interesting, I just looked into the World Editor to see what this was all about and found out that you have to have the Cheese item in your inventory to trigger a whole Kobold Mining Quest that gives you a shortcut passage into the city and also some Kobold units. Thats pretty cool honestly, shame I dropped the Cheese item pretty early on... It's hard to know if the Cheese item actually matters or is it supposed to just be a joke lol. Also I think if the player doesn't have the cheese, it should have a different dialogue there telling the player that they can't allow the player to pass through the door or something, because otherwise most of the players will assume its a glitch. Exhibit A: the multiple comments above me who seem to think its bugged.
  • You can train infinite Shadow Hunters in the altar.
  • The units in the city behave pretty weirdly, after being trained they just go into a corner and stand there and they don't come to attack you.
  • The towers in this map are the bane of my existence, it annoyed me so much that I mass produced a unit I never normally use to get rid of them - Troll Batriders.
  • Like I said, I hate that you have to get all the buildings of the enemy base for the mission to end.


PLAYTHROUGH:
Chapter 1 - Jailbreak!



Chapter 2 - The Mandatory Shipwreck



Chapter 3 - Through the Swamps



Chapter 4 - Ghosts of Warcraft Past



Chapter 5 - Final Countdown


Overall, I would give this campaign a 3/5 stars. It has massive potential, but unfortunately is chained down by a bunch of triggering and terraining annoyances. I was pretty impressed by the secret Kobold quest with the cheese though (Check Chapter 5 thoughts above to know more).
 
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