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A Song of Dream Chasing


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Important
Important
This campaign was made by Flower Fairy. She is the author of this campaign. The campaign is being posted on HiveWorkShop on her behalf with her express permission.

The campaign was originally posted here:

逐梦之歌 - 自定义战役系列地图讨论区 - 游久社区 - bbs.uuu9.com

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A Song of Dream Chasing
A Song of Dream Chasing
This campaign follows Arthas and the undead. This campaign is comprised of 11 playable missions and 8 cinematic missions, and follows the style of the Blizzard campaign with RTS-style missions as well as RPG-style missions.


Due to the conversion tool used to convert the campaign to the standard world editor, it is recommended to play the campaign using the most recent patch.


List of Flower Fairy's Campaigns
List of Flower Fairy's Campaigns

Characters


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Thrall: The warchief of the Horde. He received a warning in his dreams that Outland would inevitably sink into the sea. For the future of the orcs, he led the Horde away from their home, and planned on searching for a new place of dwelling. But this is destined to be a hard journey. Even though the young Horde warchief believes in peace, Thrall must fight for his people’s greatest interests and best living conditions.

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Rexxar: No-one knows Aiden Perenolde’s cold-bloodedness and ruthlessness better than this elderly beastmaster. His clan, the Mok’Nathal clan, surrendered to the humans in the past war, but the current leader of the Silver Hand, Aiden Perenolde, entertained them with very cruel experiments: gas bombs, bio-transformations, mothers' love experiments, beautifying invasive histories... To this Mok'Nathal chieftain, until the humans are doomed, his inner hatred will never fade.

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Rokhan: Ashenvale in the north is his former home. Now though, that familiar though unfamiliar homeland is a reef beaten by the waves. Even though a natural disaster has crushed the trolls, their unyielding spirit and noble toughness encourages them to survive staunchly from beginning to end. The shadow hunter still has a long way to go though. He must not only face the pressure of survival, but also harm from an old friend.

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Cairne Bloodhoof: No-one can resist fate and no-one can avoid defeat. As the chieftain of the tauren though, Carine Bloodhoof is old, and due to his negligence, his beloved wife died in battle and his only child was captured by the centaur. He often feels anxious and worried, and the tattered current situation once had him in low spirits. The Horde's arrival was a turn for the better though. Cairne Bloodhoof sees a future. This may be able to rewrite the destiny of the tauren.


Screenshots
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Credits

Message from Flower Fairy (creator): This campaign takes some inspiration from Tomoraider and Sclammerz.



These are the hiveworkshop resources in use, based on the automatic credit generator:
Resources in Use by A Song of Dream Chasing | HIVE


rightfield, miseracord, will the almighty, daelin, kuhneghetz, general frank, norinrad, epion, jetfanginferno, kitabatake, callahan, splashy5, dojo, lord_t, demon boy, bloody_turds, infrenus, dickxunder, champara bros, hawkwing, assasin_lord, hanza-ru, mephestrial, quech, noypi, thrikodius, supertoinkz, cavman, sellenisko, just_spectating, rama462, proxy, -grendel, peekay, sin'dorei300, wandering soul, power, shyrony, whitedeath, jesushipster, ujimasa hojo, andrewoverload519, eubz, nightskyaurora, kimbo, whitewolf8, kangyun, reflex, horusrogue, darkholme, frlky, 67chrome, daenar7, mc !, link_iceblader, kyzerdrood32, darkfang, crazyrussian, cloudwolf, viiva, bigapple90, mr,goblin, palaslayer, inhuman89, nfwar, hellx-magnus, orthon, m0rbid, zbc, nelsonlaje, marcos DAB, heinvers, ~nightmare, solu9, edge45, murlocologist, ghostthruster, miseracord, taurer, kwaliti, takakenji, proxy, hexus, andrewoverlord519, hawkwing, joysoy, afronight_76, darkholme, kadzhamit, blizzard entertainment, evilwart-dragon, viiva, frlkY, orthon, naserkingarthas, kangyun, sxar, murlocologist, hyunrai, tranquil, princeyaser, yoshiryu, chevronseven, darklord_avalon, evilcryptlord, s4nji, orc1n, mr. bob, fingolfin, amigurumi, paladinjst, ironmaiden, deucegorgon, el'dragon, kenntaur, kellym0, herrdave, matis, chr2, lyzz_fryzz, jigrael, mad, justicebringer, blazekraze, eagle xi, mister_haudrauf, ghostthruster, remixer, zephyrius2412, plazama019, retera, scias, realistkilla, arnelbigstonepd33r, hayate, ralle,

Special Thanks

Message from Flower Fairy (creator): This campaign takes some inspiration from Tomoraider and Sclammerz.



These people helped in various ways in bringing the campaign to hiveworkshop.
Ghostwolf- YDWE conversion tool, Quinten- map description title picture, Deepstrasz- various things, Naruto- helping contact the author, Tuwnew- map template.

Change Log


SoDCv0.020- Initial Upload

SoDCv0.025- Grammar/spelling fixed based on cleavinghammer/lisboah comments


Contents

A Song of Dream Chasing (Campaign)

Reviews
deepstrasz
[/spoiler] I think things need to be planned more than be done on the fly. Many levels seem rushed. More thought should be given to map layout and gameplay design for each chapter, to be made as different as possible. In what the story is concerned...
Level 4
Joined
Jun 25, 2018
Messages
73
Is this campaign work on my 1.27 version..

Anyone Please reply so that I can download this campaign
 
Level 10
Joined
Feb 21, 2015
Messages
368
This one could be the best out of the 4. I like the villain Aiden Perelope. I think he bests Arthas, Sargeras and the rest of them all. Very impressive.
The difficulty is much better as well, and a bit more balanced, unlike the other 3 campaigns. However, all bases still attack you at the same time, so the main core of the problem is still there.
Enjoyable, nonetheless.
 
Level 28
Joined
Jul 26, 2008
Messages
1,491
Just saw Flower Fairy posted a full trailer of her upcoming campaign:

https://www.bilibili.com/video/BV1st4y167tX

The music she chose for the trailer is excellent; it is hard to not be super exited about her 5th campaign.


upload_2021-2-5_18-36-13.png


" Are you insane?! ”



Also worth noting, it seems some people have made a website that automatically translates Korean/Russian/Chinese maps => ENG, even if they are protected.

Link: Exquisite

I do not know how old this news is, but this tool allows maps to seemingly be translated instantly (Disclaimer: This is based on what other people have said; I have not not tried using it myself).

Google Cloud Translation, which is the API the website uses, has improved tremendously in the past few years, and this could be the future of how maps are brought over from different communities. Really exciting stuff.
 
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Level 1
Joined
Mar 6, 2021
Messages
1
Tulee can you please translate the new flower fairy custom campaign because I would like to play that campaign
 
Level 1
Joined
Feb 18, 2021
Messages
6
guangyingxiangsui this the to be Continued Campaign is it upload here already?
 

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Level 6
Joined
May 3, 2014
Messages
91
I was only able to played the first couple chapters because i'm using the 1.27 patch but this campaign is still very amazing i thoroughly enjoyed the the other prequels of this campaign simply for the new spells and heroes
In other words i'll finished this reviewed after i watch peoples playthrough on Youtube
 
Level 1
Joined
May 10, 2022
Messages
1
@tulee i was waiting for your translation.....
BTW i just download the chinese ver, well.... it just can't show the subs and all chinese words damn
 
Level 6
Joined
Jan 12, 2020
Messages
31
The whole story so far is indeed fun and enjoyable. Gameplay is decent but in some areas, especially in Evil Resurgence, the AI goes crazy. Although the story itself doesn't really go apart from the original campaign storyline. I still like it though considering that half of the story was indeed original and was somewhat different from the original timeline. Overall, a solid 4/5 for me. I just hope that Light and Shadow's AI won't be wonky and crazy as the ones in Evil Resurgence.
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Also in regards to Light and Shadow, when will the translated version be released? I can't wait to finally play it. :vw_wtf:
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P.S: Much appreciation towards everyone who worked hard for this whole campaign series, and of course a round of applause for @tulee for spending considerable time to translate Flowerfairy's campaign.
 
Level 14
Joined
Jun 22, 2020
Messages
213
Of the four parts, this is definitely the easiest on Normal difficulty. The action that has become characteristic of the previous three parts here begins as early as chap.7 and continues up to chap.9 inclusive. Up to chap.7 and after chap.9 I can describe with the following picture:

Warcraft III Screenshot 2023.06.27 - 23.15.26.31.png

I'm not saying it's bad. I just didn't expect this and frankly I was bored.

On chap.7 the situation suddenly became very serious and with a pleasant surprise that lasted until chap.9: you have only one gold mine on the map. The rest is as usual. These are the three chapters that would turn off the casual player but these are also the three most interesting maps in this campaign. The characters have everything they need to handle this task on Normal difficulty. It will take time and it will be difficult but only until you know how to approach it in case you haven't already figured it out from the previous three parts.

On Chap.8, the main quest may not be completed if you destroy all enemy Town Halls first (so he can't produce soldiers and heroes) and then complete the optional quests in peace. In this case after clearing all the enemy's buildings exit with all your units from their territory and return back with the heroes - just walk around their bases and the quest will be completed.

In general, the campaign has a lot in common with the third part, with the difference that it is even easier.

About the series as a whole (played on 1.30)

The good:
  • well-chosen music creating an excellent atmosphere
  • interesting and challenging gameplay
  • strong characters with strong abilities + strong and interesting items capable of handling difficult situations alone BUT only when they are together
  • nice terrains, optional quests and lots to discover in almost every map
  • aggressive opponents who do not give up either quickly or easily
  • Easy difficulty for maps you think you couldn't complete on Normal difficulty
  • very easy Bosses (here it is debatable whether it should be in the "The bad" column)
  • no critical or major bugs

The bad:
  • the way the story is told, the names and mixing up names, quick dialogues, many contradictions
  • presence of inappropriate expressions such as "OK", "Mister", "My friend", etc. typical of another time and another reality
  • negative Afternotes in the 2nd and 3rd part and a missed opportunity to present them in a much better and original way
  • for me, this series is not 100% pure author's work: the original "picture" is exhibited in the galleries of the Far East, and here is shown its revised version, which is not well thought out, and what's even worse is that things are as they are with the knowledge of the author, and the possibility that he himself is the initiator of these changes is not excluded
  • the reluctance of Flower Fairy during these years to repair or allow the necessary repairs to be made excluding major and critical bugs or exhibit the original "picture" in our galleries as well

If there is a 5th part, I will not fail to show it the necessary respect. Thanks for the campaigns and the translation.
 
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Level 3
Joined
Oct 16, 2023
Messages
8
...My personal problem is Ke Lunge Horde and He Xioashu(?) can't they have atleast 'placeholder' names instead of Chinese ones that are out of place cause it feels weird to have one hero called Cairne Bloodhoof and other called He Xioashu.
Most important thing: Man please change the voiceset of He Xioashu(?), attack line 'retreat' and ready line 'I'm out of mana' is straight annoying, yes I even can stand her saying she can't find anywhere to get her nails done but those 2 are so bad :D
"Ke Luge" is not Chinese, it's a transliteration, and I suspect it refers to Günther von Kluge, because in the story the "Alliance" is less reflective of war crimes than the "Horde". The author is obviously influenced by a common misconceptions in China: Germany has reflected on the crimes of WWII, but Japan has not at all.
He's line is /joke of human females in wow. I think it's one of the most horrible problems in this campaign. There's plenty of more appropriate audio available on wowhead.
  1. -what's a malda? All I found is some city in West Bengali.
A special project, codenamed Maruta, used human beings for experiments. Test subjects were gathered from the surrounding population and sometimes euphemistically referred to as "logs" (丸まる太た, maruta), used in such contexts as "How many logs fell?" This term originated as a joke on the part of the staff because the official cover story for the facility given to local authorities was that it was a lumber mill.
I'm not sure if the translator was unaware of the author's intent or if it was done deliberately. (e.g. the direct use of the word leads to certain consequences)
 
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Level 3
Joined
Feb 17, 2024
Messages
5
It's a pretty solid campaign. I came across this one randomly, and decided to try it out, but haven't finished it yet due to a brutal difficulty spike that I'm still trying to work around on Hard.

I'm mainly looking at the gameplay, as I found everything else relatively well done. The terrain work is gorgeous, detailed and comprehensive, and the story is serviceable, if not for some instances of odd phrasing.

One big downside, however, is that you can't skip cinematics.

Chapter 1
The map in this mission is massive, and you really only have two objectives that don't require you to explore the map. It almost feels like Act 1 of The Founding of Durotar, where you're free to explore the map. You'll find a lot of enemy camps, some items, but it'll take a lot of time to clear it out. Solid beginning, but 12 units in total feels a bit like overkill.

Chapter 2
A nice RPG-style dungeon crawler, although the "don't kill humans" objective can lead to instances where carelessness can get you trapped.

Once you're outside of the main dungeon area, some of the creeps will really beat you down if you're not careful. I think more runes of healing can be added to the creeps, or potions of healing to allow Rexxar to keep up the fight without running back to the fountain (especially with the elder Wildkin camp). A few hidden items which are nice to find.

Chapter 3
The pig mission.

There should be cues (whether audio or visual) as to where the pigs are, as you can spend a lot of time looking. There's also the chance that you might accidentally kill one and screw yourself over.

The second half of the mission isn't really anything, you can entirely avoid the human troops by immediately running back to the ships, so there isn't really any urgency. I feel like it would be better to have some human units spawned in to prevent you from reaching the ships while a smaller trickle of units attack from behind (like in UDX01).

Chapter 4
This mission feels a lot like ORC01 in design. Another instance of the map being relatively massive, although it's not as bad to explore and you have a stronger roster of units.

It was a bit disappointing to see how small the undead base was, as I assumed it would be a smaller fortification you would have to power through for the optional quest, but a nice mission overall to set the stage for Kalimdor.

Chapter 5
This is a difficult mission to fail, as the centaur attacks are easily repelled by towers and the Tauren base can't really lose (their defensive towers regenerate enough health to keep them alive indefinitely). A nice introduction to the centaur race and as a major antagonist.

BE AWARE: If you destroy any of the centaur bases before you reach the Tauren base, you won't be able to complete the mission. Leave them alone until you have updated the main quest to destroy the centaur bases.

Chapter 6

This mission is where the difficulty ramps up significantly. Losing the support heroes makes it so that you have to rely on master Witch Doctors and healing salves, and the centaur press you hard with their Khans.

You can protect either side completely by building a few reinforced watch towers, as when the centaur units are injured, they will flee, meaning you can ignore one side while focusing on destroying the other. This is easier said than done, however massing a grunt frontline and a spearthrower backline is usually more than enough to take out the bases with demolisher support.

One of the big things here is that Cairne doesn't have Reincarnate, so you can't let him take the brunt of the assault. This is a mission where you hard focus one side and chip the bases down.

My one complaint is the boss fight at the end. Making the boss magic immune seems unintuitive, and he's loaded with enough spells that he can easily wipe your army. You're already reeling from taking out the main base, and with a 5 minute timer, it makes the mission more of a pain than anything. Making him somewhat weaker and only resistant to spells would be better.

Chapter 7
The first truly hard mission based on a technicality. The murloc units are strong, yes; however, the reason the mission is so difficult is because they attack simultaneously. The different bases will veryoften send their waves out, and suddenly you'll have to fight 3 attack waves in the beginning of the mission.

The way to beat the murloc bases is to utilize Thrall and Rokhan's incredible healing utility while building up a sizable army of spearthrowers. The two heroes can absolutely tank one or more attack waves on their own, as Thrall's healing ward will keep you alive. From there you can focus fire the Orange base (preferably with a catapult) to destroy them quickly, as the attack waves often attack your army instead of your base, and once Orange is down, it's simply a matter of destroying Dark Green and then Green.

The beginning of the mission is brutal, and there's 0 indication that the barrel beside the Voodoo Lounge contains a Tiny Great Hall. The Mur'gul "Military Governors" are a bit too powerful for standard melee units, as are the Feathered Serpents (1400 HP flying units). The murloc race seems like a stronger naga race in general, so stabilizing in the early game feels impossible unless you kite and stall with your heroes.

The boss fight at the end is similarly unenjoyable as the last one, as it's another case of "bullet sponge AoEs your army down". There's no timer, however, so it's much better than the last, and a nice nod to previously established storylines.

The attack waves either need to be trimmed, less coordinated, or upgrades reduced for the murloc teams, as the start of the mission is insanely difficult to progress.

Chapter 8
This is unfortunately where I stopped due to the difficulty. I sincerely believe that this map was balanced with whosyourdaddy on, as it's simply ridiculous.

The main issue with this mission is that you're pitted against 4 enemies with no support whatsoever. You only have 1 gold mine through the entire mission, and the enemy is loaded with level 10 heroes and full armies.

Not only does your gold mine start with 11,300 gold, capturing the outposts doesn't even give you an additional mine. The 4 other gold mines are in the Alliance base.

To add to this, Aiden Perenolde has two AoE attacks that will completely wipe your army clean when he attacks, draining your resources and making it impossible to even consider a counterattack. The only way this mission could be possible would be to distract their armies with one hero while the remaining 3 slowly chip away at the bases (which is hard because they still have defending units, 3/3 Fortification and peasants will rebuild).

To add further insult to injury, the human bases will often coordinate their attacks, beating you down with 4 giant armies in a single assault. Essentially, it feels impossible to defend, attack them head-on, or chip at their base, especially when 4 level 10 heroes are running your troops down.

I stopped playing after a 2 hour back-and-forth during this mission as I figured anything beyond would be similarly difficult (and from what it seems, yes, the mission after is the same but a naval assault on 4 bases). Aiden is too strong for his own good, able to single-handedly wipe your army, and the attack forces and units are too overwhelming to expect a single goldmine and basic orc units to contend with.

1711276624117.png
(yellow, blue and brown about to completely level my base)

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Ultimately, it's still a good campaign with great design. It just gets caught in the pitfall that a lot of custom campaigns do, where the later missions are balanced in such a way that it's a giant middle finger to the player, where you're expected to "figure it out" with nothing but scraps, and boss fights that ruin the enjoyment of the journey to get to them.
 
Level 4
Joined
Sep 17, 2012
Messages
13
Another button-mashing campaign by Flower Fairy as expected. I played on Normal difficulty.

Best storytelling in the series by far. More concise characters and plot development minus the teenage drama stuff. The overarching goals and purposes are more serious in tone.
That Perenolde villain is well-written, and introduced early along with his lackeys unlike the previous campaign where villains showed up rather late with little introduction or time to "take them in". Also, Rexxar is a bloodthirsty mf with a big heart.
I also liked the invisible narrator that explains things off-camera for better comprehension.

The soundtrack is a banger, really good.

Playing the campaign, you can see how the author's skills at editing matured over time if you've played the previous instalments: camera work, plot development, returning characters, balance (I know, I know this one's controversial), little fixes here and there like AI, resources, side quests, items and such. All of that is at its peak here.


The campaign is, for the most part, the easiest in the series excluding a few chapters.




Chapter 1:

It was kind of fun exploring the Outlands. There are little details here and there that spice things up as you go like the demon base to the north, special items to use, tomes scattered and a library to the north, an ogre to help you. Little things that add up that you don't find that much in the first two campaigns. That's a noticeable improvement.



Interlude and Chapter 2:

Aww. The human Beve has a soft spot for the orcs. :smile:

Well-written villain that Perenolde guy. He is believable with his goals, and his intentions help set the plot. I also liked Rexxar's personality overall.

Escaping the prison is rather tricky since some of the humans follow you too further before the AI decides to leave you alone. You've got to run past them and kind of use Rexxar as a diversion so the grunts aren't hurt. Nothing too hard though.

The blue critter (salamander?) that Rexxar points out has an item if you kill it.



Chapter 3:

An interesting concept for a mission with that pig catching. Can't say I liked it that much, but it was something different. There are creep camps everywhere so you're not bored hunting down pigs. Rexxar holds a big grudge for sure.
Really good storytelling with that flashback when Rexxar is talking.

Thrall's totem at lvl 2 is essential for beating some parts of the campaign.




Chapter 4:

Here's when I realised you can't play this campaign on 1.26. It just won't load past the interlude. So I had to switch and play on 1.30 without the combined items I had got up to that point.

This mission is your standard "orcs are exploring Kalimdor for the first time" chapter. There's a Pandaren with an item in the middle of the northern edge of the map. All the beast slaying here is fun.



Chapter 5:

You've got your cookie-cutter villains to drive the plot here and in the next ones.

I razed the centaur base to the north first quite early on. Rexxar's stampede was essential for killing all the guards up there. After that, you just set up an expo wherever and guard it with many towers. They are enough for defending yourself whilst your army are elsewhere. The other bases are rather easy too.

Spirit Walkers' Spirit Link is one of the most useful spells for this campaign. There's a big Kobold boss like in the middle of the map.



Chapter 6:

This is a fairly challenging mission. I used that Wyvern you get a lot for exploring the map. I ended up making a mixture of Grunts, Tauren and Spirit Walkers.

There is an Aardwolf with a nice item hidden in some path on the northern edge of the map, like west of Maglam, and a mercenary camp on the eastern edge.

Touching story with Baine to say the least. Nice cliche dramatic effect with the rain.



Chapter 7:

Another cookie-cutter villain to drive the plot forward. I like their custom models to make them stand out.
For this one, I just made a couple of Walkers and the rest was just way too many Troll Berserkers, mon.

There is no shortage of mana here as the author seems to have learnt from that issue which was present in the second campaign. Nice.

The terrain and layout are really good and cohesive. I also liked the fact that you fight different races with their own buildings all throughout. It keeps things from getting repetitive.

The Murloc and that Sea Witch reminded me of the demo orc campaign.

Now, what I learnt is you can stop the witch from casting those damaging waves if you use Thrall's tornado on her for the stun. The Spirit Walkers can make everyone tanky enough whilst Rokhan uses healing wave (which I found more useful than his ultimate). Use Thrall's totem as well. After that, it just becomes a combat loop till she dies.




Chapter 8:

The chapter that got everyone here upset, it seems.

One of the most difficult missions in the whole series, yet I got it on the first try after 1:25hrs.

I only reclaimed the other bases as part of the quest, then disregarded them.

After several tries, I figured you can sort of cheese the AI by having a small 12-unit army of Spirit Walkers and Troll Berserkers.
So, when the enemy waves come after you, many of their units will target your non-hero units first if they're close enough. This makes them chase them further ahead and then you can use your heroes to kill them as they come whilst moving your 12-unit group away from them at the same time.

Whenever I could, I tried to focus on the enemy heroes first by casting everything on them. But if you get overwhelmed, you'll just have to retreat a bit and try again.

My strat became a hit-and-run tactic because the waves would chase me all around the map whilst I slowly killed them with just spells and some attacks here and there, and the 12-unit group to distract them. Heroes for doing the killing all while on the run from them.

I gave that special item from the human stash to Cairne since it's more nuking power.

Sometimes the waves attacked at the same time. Monica (the blue hero) is the easiest to kill, and it's best to ignore the one with the divine shield.

Perenolde is easy if you've got some seconds to go down on him with your heroes casting everything on him. It's important to keep them stunned with Rexxar's bear, and have everyone on your side spirit-linked.

Now, I realised I could destroy the westernmost human base just right after defeating their hero and attack wave. This gave me a time window where none of the other armies attacked me for a little while.
I went straight for the castle and workers, used Rexxar's stampede on it, spammed Cairne's shockwave and Thrall's chain lightning (which works on buildings) on the castle, and ordered everyone else to attack it ignoring some of the guards since Rokhan could heal everyone.

It's important to carry TP scrolls so you can tp out when you're finished with the workers and their castle as the other armies will come to get you. All in all, I think I ended up using like 4 TPs.

After softlocking that base, I went for the brown one to the east. Same strat: I waited for them to attack me first. As soon as you kill the brown hero and most of their army, you go straight for their castle past most defenses and cast everything you can on it and the workers. Finally, you use a TP to get away.

It's kind of tricky and luck-based because sometimes the other armies may or may not be ready to go after you, and if they do, you end up having them chase you round the map.

Another softlocked base. With just two left, you just rinse and repeat doing the same thing. You kill their heroes and attack waves first, then go straight for their castle since it takes them some time to retrain their units. That's the best time window.

The 12-unit group I had (3 Walkers and the rest just berserkers) were mostly for distracting the enemies and have them chase them so that my heroes could kill them. Spirit Link helps a lot here.

It's hard to explain, but you kind of learn how to time your attacks and figure out what to do at the right moment in the heat of it. It took me 1hr and 25 mins.
This one was way too tricky and difficult. Classic Flower Fairy.



Chapter 9:

I raided Monica's base first (the blue one) with my heroes and some flying units. I managed to kill her army quickly enough to focus on the castle and workers. Had to raid it a second time, since some of the workers survived and started rebuiliding after I had TP'ed out.

Then I just made an army of fully upgraded Tauren and Spirit Walkers with some Batriders and ships and did the same thing on the other bases, focusing on the castles as soon as the armies got killed.

This chapter was less difficult, perhaps because the previous one conditions you a lot.

Good storytelling at the end.



Chapter 10:

Nice to see He Xiaoshu again. The undead are back, and this mission can be finished with just your heroes since they're mostly broken at this point. Nothing else to add since it's that easy.

And the boss fight is a very interesting concept with that flying fortress summoning lots of undead. My tauren died fighting it, so I replaced everyone with Troll Berserkers who turned out to be enough to defeat the fortress.



Chapter 11:

Really digging this concept of the flying fortress being its own map, and your heroes infiltrating it. Very creative.

The enemies to look out for here are siege units that can target your casters and Banshees seeking to possess the rest. Asides from that, it isn't difficult and the final stand off is easy.

I can appreciate all the details, design and ideas put into this one because it is a really long mission.



Epilogue:

I love happy endings.



Afternote:

I expected it, and I wasn't disappointed :thumbs_up:.

Also, Tulee being introduced as a Death Knight was a rather cute way to thank him.


Rating: 5/5
Played on patch 1.30.4 with no issues :infl_thumbs_up:.




These are some of the best campaigns I've ever played despite the balance and difficulty spikes. I enjoyed seeing the author's editing skills improve and being refined in each instalment.

IMO, I rank them as follows from best to worst in terms of how much I enjoyed each:

1. The Lonely Nightstar
2. A Song of Dream Chasing
3. Evil Resurgent
4. Of Crimson Tides

But the one with the best design and edition has got to be A Song of Dream Chasing.
And the hardest is a tie between The Lonely Nightstar and Of Crimson Tides.

All in all, I enjoyed all of them.

I remember struggling with The Lonely Nightstar several years ago when it was still new on the Hive, and I actually stopped playing out of frustration when I got midway through Of Crimson Tides.
Now, that I've got more experience, and after revisiting these, I can safely say this is some of the best WC3 content I've seen including custom maps, multiplayer, melee and so on.

Thank you very much, Flower Fairy and Tulee, for making such a great series.
 
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Level 11
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Aug 17, 2024
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38
Another button-mashing campaign by Flower Fairy as expected. I played on Normal difficulty.

Best storytelling in the series by far. More concise characters and plot development minus the teenage drama stuff. The overarching goals and purposes are more serious in tone.
That Perenolde villain is well-written, and introduced early along with his lackeys unlike the previous campaign where villains showed up rather late with little introduction or time to "take them in". Also, Rexxar is a bloodthirsty mf with a big heart.
I also liked the invisible narrator that explains things off-camera for better comprehension.

The soundtrack is a banger, really good.

Playing the campaign, you can see how the author's skills at editing matured over time if you've played the previous instalments: camera work, plot development, returning characters, balance (I know, I know this one's controversial), little fixes here and there like AI, resources, side quests, items and such. All of that is at its peak here.


The campaign is, for the most part, the easiest in the series excluding a few chapters.




Chapter 1:

It was kind of fun exploring the Outlands. There are little details here and there that spice things up as you go like the demon base to the north, special items to use, tomes scattered and a library to the north, an ogre to help you. Little things that add up that you don't find that much in the first two campaigns. That's a noticeable improvement.



Interlude and Chapter 2:

Aww. The human Beve has a soft spot for the orcs. :smile:

Well-written villain that Perenolde guy. He is believable with his goals, and his intentions help set the plot. I also liked Rexxar's personality overall.

Escaping the prison is rather tricky since some of the humans follow you too further before the AI decides to leave you alone. You've got to run past them and kind of use Rexxar as a diversion so the grunts aren't hurt. Nothing too hard though.

The blue critter (salamander?) that Rexxar points out has an item if you kill it.



Chapter 3:

An interesting concept for a mission with that pig catching. Can't say I liked it that much, but it was something different. There are creep camps everywhere so you're not bored hunting down pigs. Rexxar holds a big grudge for sure.
Really good storytelling with that flashback when Rexxar is talking.

Thrall's totem at lvl 2 is essential for beating some parts of the campaign.




Chapter 4:

Here's when I realised you can't play this campaign on 1.26. It just won't load past the interlude. So I had to switch and play on 1.30 without the combined items I had got up to that point.

This mission is your standard "orcs are exploring Kalimdor for the first time" chapter. There's a Pandaren with an item in the middle of the northern edge of the map. All the beast slaying here is fun.



Chapter 5:

You've got your cookie-cutter villains to drive the plot here and in the next ones.

I razed the centaur base to the north first quite early on. Rexxar's stampede was essential for killing all the guards up there. After that, you just set up an expo wherever and guard it with many towers. They are enough for defending yourself whilst your army are elsewhere. The other bases are rather easy too.

Spirit Walkers' Spirit Link is one of the most useful spells for this campaign. There's a big Kobold boss like in the middle of the map.



Chapter 6:

This is a fairly challenging mission. I used that Wyvern you get a lot for exploring the map. I ended up making a mixture of Grunts, Tauren and Spirit Walkers.

There is an Aardwolf with a nice item hidden in some path on the northern edge of the map, like west of Maglam, and a mercenary camp on the eastern edge.

Touching story with Baine to say the least. Nice cliche dramatic effect with the rain.



Chapter 7:

Another cookie-cutter villain to drive the plot forward. I like their custom models to make them stand out.
For this one, I just made a couple of Walkers and the rest was just way too many Troll Berserkers, mon.

There is no shortage of mana here as the author seems to have learnt from that issue which was present in the second campaign. Nice.

The terrain and layout are really good and cohesive. I also liked the fact that you fight different races with their own buildings all throughout. It keeps things from getting repetitive.

The Murloc and that Sea Witch reminded me of the demo orc campaign.

Now, what I learnt is you can stop the witch from casting those damaging waves if you use Thrall's tornado on her for the stun. The Spirit Walkers can make everyone tanky enough whilst Rokhan uses healing wave (which I found more useful than his ultimate). Use Thrall's totem as well. After that, it just becomes a combat loop till she dies.




Chapter 8:

The chapter that got everyone here upset, it seems.

One of the most difficult missions in the whole series, yet I got it on the first try after 1:25hrs.

I only reclaimed the other bases as part of the quest, then disregarded them.

After several tries, I figured you can sort of cheese the AI by having a small 12-unit army of Spirit Walkers and Troll Berserkers.
So, when the enemy waves come after you, many of their units will target your non-hero units first if they're close enough. This makes them chase them further ahead and then you can use your heroes to kill them as they come whilst moving your 12-unit group away from them at the same time.

Whenever I could, I tried to focus on the enemy heroes first by casting everything on them. But if you get overwhelmed, you'll just have to retreat a bit and try again.

My strat became a hit-and-run tactic because the waves would chase me all around the map whilst I slowly killed them with just spells and some attacks here and there, and the 12-unit group to distract them. Heroes for doing the killing all while on the run from them.

I gave that special item from the human stash to Cairne since it's more nuking power.

Sometimes the waves attacked at the same time. Monica (the blue hero) is the easiest to kill, and it's best to ignore the one with the divine shield.

Perenolde is easy if you've got some seconds to go down on him with your heroes casting everything on him. It's important to keep them stunned with Rexxar's bear, and have everyone on your side spirit-linked.

Now, I realised I could destroy the westernmost human base just right after defeating their hero and attack wave. This gave me a time window where none of the other armies attacked me for a little while.
I went straight for the castle and workers, used Rexxar's stampede on it, spammed Cairne's shockwave and Thrall's chain lightning (which works on buildings) on the castle, and ordered everyone else to attack it ignoring some of the guards since Rokhan could heal everyone.

It's important to carry TP scrolls so you can tp out when you're finished with the workers and their castle as the other armies will come to get you. All in all, I think I ended up using like 4 TPs.

After softlocking that base, I went for the brown one to the east. Same strat: I waited for them to attack me first. As soon as you kill the brown hero and most of their army, you go straight for their castle past most defenses and cast everything you can on it and the workers. Finally, you use a TP to get away.

It's kind of tricky and luck-based because sometimes the other armies may or may not be ready to go after you, and if they do, you end up having them chase you round the map.

Another softlocked base. With just two left, you just rinse and repeat doing the same thing. You kill their heroes and attack waves first, then go straight for their castle since it takes them some time to retrain their units. That's the best time window.

The 12-unit group I had (3 Walkers and the rest just berserkers) were mostly for distracting the enemies and have them chase them so that my heroes could kill them. Spirit Link helps a lot here.

It's hard to explain, but you kind of learn how to time your attacks and figure out what to do at the right moment in the heat of it. It took me 1hr and 25 mins.
This one was way too tricky and difficult. Classic Flower Fairy.



Chapter 9:

I raided Monica's base first (the blue one) with my heroes and some flying units. I managed to kill her army quickly enough to focus on the castle and workers. Had to raid it a second time, since some of the workers survived and started rebuiliding after I had TP'ed out.

Then I just made an army of fully upgraded Tauren and Spirit Walkers with some Batriders and ships and did the same thing on the other bases, focusing on the castles as soon as the armies got killed.

This chapter was less difficult, perhaps because the previous one conditions you a lot.

Good storytelling at the end.



Chapter 10:

Nice to see He Xiaoshu again. The undead are back, and this mission can be finished with just your heroes since they're mostly broken at this point. Nothing else to add since it's that easy.

And the boss fight is a very interesting concept with that flying fortress summoning lots of undead. My tauren died fighting it, so I replaced everyone with Troll Berserkers who turned out to be enough to defeat the fortress.



Chapter 11:

Really digging this concept of the flying fortress being its own map, and your heroes infiltrating it. Very creative.

The enemies to look out for here are siege units that can target your casters and Banshees seeking to possess the rest. Asides from that, it isn't difficult and the final stand off is easy.

I can appreciate all the details, design and ideas put into this one because it is a really long mission.



Epilogue:

I love happy endings.



Afternote:

I expected it, and I wasn't disappointed :thumbs_up:.

Also, Tulee being introduced as a Death Knight was a rather cute way to thank him.


Rating: 5/5
Played on patch 1.30.4 with no issues :infl_thumbs_up:.




These are some of the best campaigns I've ever played despite the balance and difficulty spikes. I enjoyed seeing the author's editing skills improve and being refined in each instalment.

IMO, I rank them as follows from best to worst in terms of how much I enjoyed each:

1. The Lonely Nightstar
2. A Song of Dream Chasing
3. Evil Resurgent
4. Of Crimson Tides

But the one with the best design and edition has got to be A Song of Dream Chasing.
And the hardest is a tie between The Lonely Nightstar and Of Crimson Tides.

All in all, I enjoyed all of them.

I remember struggling with The Lonely Nightstar several years ago when it was still new on the Hive, and I actually stopped playing out of frustration when I got midway through Of Crimson Tides.
Now, that I've got more experience, and after revisiting these, I can safely say this is some of the best WC3 content I've seen including custom maps, multiplayer, melee and so on.

Thank you very much, Flower Fairy and Tulee, for making such a great series.
Well, thank you for your comments. Maybe you can play my fifth campaign now.
 
Level 11
Joined
Aug 17, 2024
Messages
38
Chapter Ten
-Loading Screen: "...and taurens' similar..."
-The text in the Loading Screen is too long for all of it to appear
"...King Wrynn..."
"...Fortress, it is the Scourge's..."
-How convenient that the Scourge decided to attack the Horde right when He Xiashou was there and right before Thrall was about to refuse joining the war. Convenient or planned?
-The Scourge sends all of their forces against our heroes rather than against our base
-I find it very unfair that by this point of the campaign, we still have to research all of the upgrades rather than having some already researched, while the Scourge is fully upgraded

Chapter Eleven:
-Well, it is a little bit exagerating to say that the Scourge is like an Always Chaotic Race. Most of them aren't entirely to blame. The original Lich King was made by Sargeras to be like that, Arthas was corrupted and all the others are bound by the Lich King, so it is not like they have much of a choice in the matter.
-Really He Xiashou? Your mages can use Elementals all they want, but when the Scourge uses them, it is unforgivable?
-Giving a Hero Abomination both a Mask of Death and an Amulet of Spell Immunity seems kind of unfair.
-Even after we trigger the explosion, Rivendare keeps coming after us. Is this intended?

Epilogue:
-This was kind of rushed, if you ask me. Varian's conversation with Greymane was too short considering the past. It would be nice seeing Beve talking with Rexxar. The Alliance and Horde simply chose to join forces like if old hatreds and grudges are that easy to die out.
-So the mysterious figure is the real main villain?

Ultimate Review:
-The gameplay was good. Most of the maps were not only large but varied in terms of geography, two things I enjoy very much
-The characters were overall great, especially Rexxar, Beve and even Aiden in a certain way.
-The plot is the weakest part, in my opinion. The Horde searches for a new home, finds allies, gets attacked and is forced to fight to both preserve their new nation and later to save the world. While I did enjoy the story, the way how the plot unfolds is kind of predictable

So I give, overall, a 4 to 4.5 out of 5. Good job Flower Fairy for making it. :thumbs_up::thumbs_up:
The English version of my fifth campaign was released today.
 
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