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A Different Scourge of Lordaeron

A reimagining of the human campaign of Warcraft III: Reign of Chaos, the Scourge of Lordaeron! In this version, events and instances in the story differ slightly, creating a tale different from the original campaign. Control the kingdom's greatest champions and stop their enemies before they conquer Lordaeron completely!

The story was written solely with Warcraft III in mind (which means lore from WoW was not taken into consideration in the making of the campaign).

Includes:
  • 9 playable maps and 2 interludes
  • Blizzard-style design in maps and gameplay
  • Universal QWER hotkeys for all units and buildings
  • Storyline based on the original Scourge of Lordaeron campaign


Note: This campaign was made on version 1.30.4 (You will need at least this version to play.)


  • Added two new units to Human Techtree: Lieutenant and Hydromancer
  • Added extra upgrades for Footmen and Riflemen
  • Replaced Knights "Animal War Training" with "Valor Aura"
  • Fixed a bug where some player units in Chapter 1 are invulnerable
  • Fixed a bug where Sorceresses' Slow do not follow QWER hotkey format

All resources taken from Blizzard Entertainment and the Warcraft III World Editor.

Feel free to post any bugs or suggestions you may find while playing this campaign!
Previews
Contents

A Different Scourge of Lordaeron (Campaign)

Reviews
deepstrasz
Overall, not as good as the original in all aspects (story, gameplay and no proper attention to world details or interactions with it). As George R. R. Martin said, fan fiction is a bad exercise. Perhaps he's right in the long run but in the short...
Level 10
Joined
Feb 21, 2015
Messages
363
First of all, I played this campaign with the Reforged graphics. So, most of my enjoyed is probably thanks to that. Secondly, I don't know what makes this a "different Scourge of Lordaeron". It's the same campaign, with different misisons and two extra heroes to play with. It involves the same characters and bad guys such as Kilthuzad and Malganis. It also ends the same way the original campaign (Blizzard's) does. Thirdly, the author could have made use of new models to add variety to the human roster. Because playing with the same roster over and over again ends up being boring, in my opinion.
Anyways, great campaign and it was fun playing. Again, on Reforged. Don't think I would enjoy it as much with the classic graphics.
 
Level 26
Joined
Aug 18, 2022
Messages
640
So, It's nice to see that someone try something. I'm very happy that you made this campaign, in mind of the QWER system. Some people nowdays miss this point, I'm glad you didn't! ;) As some people pointed out, the campaign is a sort of a remake of the existing one. It seems does not add anything new to the game: no new models, units, etc. just the plain usual stuff. It's still enjoyable, but if you want to hit the fan: you must upgrade it with new models, replacing units with unique/new units, tech tree making, icon replacing, etc..

Please credit these used resources (authors): Resources in use by A Different Scourge of Lordaeron
I never seen the icon and the unit in use during the gameplay. I'm not completed yet. So there is no resource need to be credited(Other than Blizzard), if the dev used the same material as the original game has, and added nothing external to the campaign.
 
Level 4
Joined
Nov 2, 2023
Messages
2
Please credit these used resources (authors): Resources in use by A Different Scourge of Lordaeron
Hi there, I didn't actually use these resources in the campaign. I did use them when making the campaign, but I decided to delete them before uploading it on here. I checked the import manager and object editor and the resources aren't there anymore either.

First of all, I played this campaign with the Reforged graphics. So, most of my enjoyed is probably thanks to that. Secondly, I don't know what makes this a "different Scourge of Lordaeron". It's the same campaign, with different misisons and two extra heroes to play with. It involves the same characters and bad guys such as Kilthuzad and Malganis. It also ends the same way the original campaign (Blizzard's) does. Thirdly, the author could have made use of new models to add variety to the human roster. Because playing with the same roster over and over again ends up being boring, in my opinion.
Anyways, great campaign and it was fun playing. Again, on Reforged. Don't think I would enjoy it as much with the classic graphics.
Thanks for the rating and feedback! Yeah, the story and characters are pretty much the same since it's based on the original campaigns, but I tried to make it different in some of its details, like in how
Jaina and Muradin die, King Terenas and Kel'thuzad are still alive, Lordaeron knows about Arthas' betrayal much sooner.

I plan on making these "different" campaigns for all of the original campaigns in Reign of Chaos (and maybe Frozen Throne) so these details will probably only be important further down the road. As for the gameplay, I tried my best to imitate the Blizzard style, which is why there aren't many custom units, but I get your point about making it more interesting. Maybe I'll make the techtree more varied in a future update 😅
 
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Level 23
Joined
Dec 24, 2019
Messages
400
I haven't finished it but I can give a quick opinion.

The mapping is quite simple, there is no major complication, the design is focused on the practical without too much flourish, which is not bad depending on each person's taste. It is true that in the first map in the river area it was a bit tight to fight, but the enemies were not a challenge either so it was not a problem.

Yes, I miss a little more love in the cinematics, you know, some background music, sounds, etc. You know, something to make up for the absence of dialogue. Like the mapping, they seem to be focused on the practical: "sir, this happened" "well, let's solve it" Concise and direct.

The difficulty is quite low, in general it is usually enough to just advance, a little basic micro and that's it. And although sometimes you want to find a little more resistance, it makes the gamplay perfect for having a good time without any type of stress.

As for the story and the changes, well, I must say that you knew how to give it your vision and your point of view, in the end, playing exactly the same thing over and over again, no matter how good it is, becomes VERY boring, so it is appreciated the personal touches.

Regarding customization, it is practically non-existent, it is pure Warcraft III. And this may be the weakest point, since from my point of view, this same campaign, with some more new skills, units and customized models, would have been much more pleasant

In conclusion, I think it is a decent, entertaining and pleasant campaign, it does not innovate or present a particularly elaborate or impressive environment but it is effective. For all those who want to crush heads again with Arthas and his hammer, it's great :ogre_datass:

Regards.
 
Level 7
Joined
Dec 1, 2021
Messages
60
I quite enjoy your campaign, a nice new feature on each map, i would like to play on your undead RoC campaign as well. The addition of ally is not bad, but i more prefer they are a whole base.
 
Level 10
Joined
Aug 25, 2018
Messages
122
On the first mission after killing the raider and two head hunters I noticed I had units back in town. The footman and both rifleman are invulnerable
The units became normal after killing the warlord and triggering the cutscene for the next area
1700631789193.png


Overall I enjoyed the campaign and the different telling of the Human campaign. Adding the revenants to the undead forces was nice touch to mix it up a little. Difficulty it felt a tad easy on most maps.

Edit: forgot to mention a few of the goldmines are targetable and have HP instead of being invulnerable.
 
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Level 7
Joined
Dec 1, 2021
Messages
60
On the first mission after killing the raider and two head hunters I noticed I had units back in town. The footman and both rifleman are invulnerable
Edit: The units became normal after killing the warlord and triggering the cutscene for the next area
View attachment 454828

Overall I enjoyed the campaign and the different telling of the Human campaign. Adding the revenants to the undead forces was nice touch to mix it up a little. Difficulty it felt a tad easy on most maps.
i knew that too, 1 footman and 2 rifleman, i keep it quiet because after next cutscene, it fixed.
 
Level 2
Joined
Nov 23, 2023
Messages
2
I had a good time with this one.
Satisfied the occasional pondering of "what would happen if Arthas didn't feel so isolated?", and the inclusion of a second prince felt appropriate.
A nice little lore build, GJ GJ.
 
Level 2
Joined
Jul 29, 2023
Messages
2
is it not playable on version 1.31? i played the first two chapter just fine but it wont let me play the third chapter..and the note says need at least version 1.30.4 so 1.31 should be working just fine? sorry if im wrong im new here
 
Level 4
Joined
Jan 25, 2022
Messages
21
Mission 4 enemy attack me with huge attack wave, even with 3 hero it still hard.
Did someone have any trips for this mission?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,882
  1. Chapter 1 is focused on killing stuff, even non-orcs, the interhuman aspect being scrapped out (no more interaction between Arthas and the villagers). Many long and linear paths. A bit too mazy to try a realistic terrain approach. Pretty linear gameplay, having to get back through an empty corridor for the next previously locked gate. Part of the role of Uther shifted to Arthas with the Blademaster encounter. Also, units being brought in earlier like the Riflemen which made sense in the original for chapter 2. I think some gnolls in the north east of the murlocs might have been killed and attacked by the orcs. Dropping chapter 2 Artha's anger talk with Uther and mixing the plague thing with the orcs, not quite good. Overall, seems like cut out material rather than filling with missing one or enhancing.
  2. In the second map, peasants stopped working after the intro ended. Generally, terrain is quite flat. The mystery is far less than in the original, quite straightforward, least tension buildup like when meeting the Abomination. Jaina's meeting with Arthas doesn't let you know there's a thing between them. Kael just stands idle during the fight.
  3. A nice touch, I guess, having a second hero in the culling map although no synergy since they can't meet and no more Mal'Ganis tease and Arthas was left to do thing alone which was harder on him, as well as his arrogant ignorant speech towards Uther. Not quite enjoying the odd house doodad clutters. Looks more like garbage than residences. The village woman just north of the lizards (east part of map) can be made to move from high on the cliff. There's no danger with the villagers as they are invulnerable, they don't need escorting. The quest seems rather non-existent in this manner. Revenants were not part of the Scourge, hence why Arthas was met by them as guardians of the blade. Some villagers just seem to stand chilling with the undead. A great gameplay design the original has now turned into a simplistic stroll. There's definitely no need for Drill Training, a filler instead of having Knights. The issue with the last battle is that you can bring your whole army over Mal'Ganis and he doesn't even have Inferno plus you slow him down with two Orbs of Frost. Arthas wants to hunt him alone for some bizarre reason. It made sense in the original why that happened because he was abandoned by his friends due to his immature persistence and pride.
  4. Sharpshooter Practice's icon is that of one of the ranged troops attack upgrade tiers. IMO, the gray outpost should aid the other two allied ones as it just doesn't do anything and not placed in the enemy's way either unless their air troops attack.
  5. I see, the idea is for Arthas not to fall to the dark side. Ha-ha, the prophet is actually the one to send Arthas to his doom. Uther now took Arthas' role of arrogant knight and also tad demented, from not trusting the madman to selectively listening to his words, ending in being Mister Counter and essentially the madman trying to convince Terenas that the initial madman wasn't insane. This chapter made the undead lords weak and cowardly and the human heroes naive and prideful.
  6. Chapter 6: linear gameplay again, really not fun. It just realistically doesn't work in such an environment. Maybe in a temple, cave or whatever place more akin a maze. "Undead living in Northrend." "Living", that's a good one. The rock chunks get destroyed before being hit. Also, why would Arthas specifically know a Mortar Team would be needed to get passed there? Nerubians are not allied with the undead? Would be nice to let the player choose which spells to play with, not have them and their level predefined. The source of power was a huge reanimated bug ?
  7. Map 7 is pretty much Gates of the Abyss. Arthas and co. the most wanted poachers on Azeroth. Valour Aura's icon=infantry armour upgrade tier's. Some undead still appear after the obelisk timer goes 0 and even a while longer after it disappears.
  8. Chapter 8 is pretty much creep grinding. Nice story twist although makes Arthas gullible.
  9. Map 9. Healing undead with Holy Light is silly. Also weird that everyone suddenly becomes hostile. Not quite a nice touch for Mal'Ganis' forces to be copycats of the Lich King's. After converting the human base to your side (Sylvanas style, heh), 11 Peasants are cluttered with gold sacks around the mine doing nothing. Somehow the enemy humans instantly built (or maybe warped with Dalaran magi) a base in the place of Mal'Ganis'. Feels meh you still play with huamans even after Arthas getting corrupted. Doesn't serve any story or even gameplay purpose, tricking/taking the the other humans by surprise or something. Seems even old geezer archmages are interested in and know of Arthas' relationship with Jaina.
Overall, not as good as the original in all aspects (story, gameplay and no proper attention to world details or interactions with it).
As George R. R. Martin said, fan fiction is a bad exercise. Perhaps he's right in the long run but in the short one, I think it could be a nice lesson if done right, however remaking is a bad exercise most of the time, especially when everyone thinks "their" "vision" is better or should be made manifest necessarily.

Approved.


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Level 3
Joined
Nov 28, 2022
Messages
6
played soon as possible

Edit: i think humans ares just a bit unfair against undead except the defend andorhal mission :vw_death:

Another edit: though lieutenant is best for the valor aura and the knight have some critical strike or a charge for gain attack and movement rate just an opinion
 
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