AGERRON

SVETLI PRESENTS
AGERRON

3-jpg.362679


*Christmas edition download*

CAMPAIGN INFO:

After the obliteration of Quel'Thalas, the human kingdom of Agerron,
that repeatedly battled with orcs in the past,
faces an enemy that even the brute force of Orcs cannot equal.
With orcs on the run and the enemy at their gates, the kingdom's military forces will have to act quick.

  • Protect your kingdom from the Undead and Demons
  • Defeat bandits and dragons
  • Ally with blood elves and orcs
  • Reveal secrets and easter eggs
  • Lead humans, orcs and elves to salvation
*throwing tomatoes by mister eggs*
FEATURES:
  1. NORMAL, EASY and HARD difficulties
  2. Custom music, abilities, units, items, heroes and many many more
  3. Set in an alternative human kingdom from Lordaeron
  4. First campaign in Svetli series:
  5. Sequel of The High Elf Survival
  6. Prequel of The Fate of Ashenvale
Some else stuff about map:

The campaign idea came from ByMighty, he offered me to work with him on the project.
But after his cancellation, after Chapter 2, all of the story came from me (Svetli).
I hope you like the campaign.

Good Luck & Hope you Have Fun! You can see more information for the campaign, here:



Characters:


mixed-png.362690



mixed-4-png.362689


Screenshots & Videos:

AGERRON Album

Image Description:
2015 vs 2020 version

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Image Description:
2015 vs 2020 version

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Image Description:
Edwuin in his base preparing for the Undead attacks

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Image Description:
Edwuin and Therans preparing to besiege the City of Lorens

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Image Description:
Edwuin and company in-front of the City

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Image Description:
Ur-Shak discussing with his soldier the situation

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Image Description:
The Messenger in-front of the King's Hall

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Image Description:
A street in the Agerrion capital

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Image Description:
An Undead Army preparing to fight with Ur-Shak

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Image Description:
The road to the capital city in snowy weather

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Image Description:
The City of Lorens observatory

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Image Description:

Agerrion capital city

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Image Description:
The City of Kerragor

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Image Description:
Agerrion capital city

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Image Description:
A shore near the camp

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Image Description:
Therans and Edwuin in the camp

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176177-f02392c7070cae65a0afc97594f0486e.png



Unique Items, that can be found only on Hard difficulty:

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Berserkers Helmet
Unique
Grants the ability to go Berserk, causing the Hero to attack 50% faster but take 50% more damage. Also increases strength and agility by 4 when worn.

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Gloves of White Magic
Unique
Grants the ability to control summoned units. Also increases the intelligence of the Hero by 4 and mana by 75 when worn.

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Berserkers Armor
Artifact
Increases the armor of the Hero by 5 when worn, also reduces Magic damage dealt to the Hero by 33%.

crown-png.362763

Crown of the Fallen King
Artifact
Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn.

99748-7e315ef3c4e392470086565e0d7ce0c6.jpg

Wings of Divine Wrath
Artifact
Summons 2 Murlocs to fight for you. Increases the Hero's attack damage by 9. Also increases the Hero's strength, agility, and intelligence by 2. Contains 5 charges.

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Doombringer
Artifact
Increases the attack damage of the Hero by 20 when carried. Also causes the Hero's attacks to steal life.

Change Log:



Uploaded in Hiveworkshop.



- Fixed bugs
- Fixed some mistakes
- A little more terrain work.



- Changed hotkeys to Q,W,E,R
- More terrain work, especially in Chapter 1, Chapter 3 and Epilogue
- Added custom items
- Added custom models
- Added custom music
- Added custom abilities
- Added custom doodads
- Added custom loading screens
- Added Normal or Hard option, in the start of all chapters
- Changed the names of maps
- Fixed grammar mistakes
- Added new quest reward items
- Improved the Blood Elven race
- Improved a little the cinematics
- The main hero is selected, after the current cinematic ends
- Removed selection and game text, when a cinematic starts
- The maps contains secrets of good items, when played on hard difficulty
- Changed creeps and item drops
- Added new events and secrets
- Added more unit transmitions and gameplay text



- Added two new units: Archer and Antimage
- Cinematic changes
- Terrain improvements
- Edwuin and Ur-Shak now have Hero Glows
- New optional quest in Chapter 2: Reinforcements
- The elevators in Chapter 2 can now work
- New icons, models and skins
- The name of Edwuin's ability Ice Shards has been changed to Frozen Shards



- Added new unit: Spearman
- Added new chapter: Return to Blockade
- Campaign added to Svetli' series with changed story at the Epilogue
- Chapter 2: The Fallen Magics is now renamed to The Siege of Lorens
- Fixed grammar mistakes
- New items, models and icons
- Difficulty Changes
- Fixed Bugs
- A little more terrain work
- Changed hotkeys to (A)etc description for unit controls
- Epilogue renamed from Union and Power to The Traitor King
- Added new music as Ambient Sound to the Background Screen
- Added items in unexplored areas



- Added a crown attachment to the King
- Knights have a new model and icon now and are renamed to Cavalrymen
- Riflemen also have a new model and icon
- The spells from the book of Lorens are now fixed
- Fixed some grammar mistakes
- The name Dalgen is now fixed to Dangel, which is the true name
- The intro cinematic of chapter 2 is now longer, in which shows the possessed Ares Stormborn
- After the intro cinematic of chapter 5, the peasants will now start to harvest directly
- The name of chapter 5 ''Return to Blockade'' is now changed to ''Return to Agerron''
- The music in chapter 2 is not repetitive now
- Added models to scrolls and a model to lesser clarity potion
- Changed colors of runes
- Edwuin's Brilliance Aura ability now has a PAS and DISPAS icon I made
- Agerron's Battle Flag item now has a different icon and color
- Changed loading screens info colors, so the info will be seen more clearly
- Added a Ghoul Warcry sound in Chapter 1, when destroying a cage and freeing it
- Added a cannibalize animation to Ghouls in the plagued village in Chapter 1
- The skin for the sorceress is now working



- Added two new user interfaces
- Fixed hotkey mistakes
- Added new models, skins and icons
- More terrain work
- Added new music
- Added new map interlude: The New Alliance
- Added new events
- Added new difficulty: Insane
- Chapter 5 is now longer by adding new quests and terrain
- Added a Backpack to Edwuin
- Added colors to items to differ them by Miscellaneous, Quest Items, Quest Reward Items and Difficulty Items
- The waves in Chapter 3 are coming slower now
- Fixed a bug in the end cinematic of Chapter 4, Part 1 where Edwuin walks away from Therans
- Added new cinematics
- Fixed grammar mistakes
- Fixed a mistake in the beginning of Chapter 5, where Therans talk in the time of choosing difficulties
- The Orc and Blood Elf races now have more custom stuff
- Human Altar of Kings is now renamed to Monument of Honour, and Orc Altar of Storms to Altar of Conquerors
- Added new tileset skins and doodad models
- Changed the terrain water with doodad water
- Changed Edwuin's Attribute Bonus ability to Fiery Wave
- Chapter 2's Dragon Hunt side quest is now different than before
- Fixed a mistake in the end cinematic of Chapter 3, where you aren't able to skip it




2018 4.1d:
- The mistake where the button of chapter 4, part 2 doesn't show is fixed, along with other one
- The enemies in the end of the last chapter are now a little stronger
- Dialogue changes

2020: 5.0e
- Changed cinematics drastically
- Added new cinematics
- Longer and more informative cinematics
- Added plenty of new items
- Added 2 new maps: tutorial and a chapter

- Changes to the abilities of Heroes
- Added the ''Blessing of Sorcery'' ability to Edwuin, which contains 3 different auras for you to pick

- Terrain changes and overall a far better terrain
- Added more dialogues and story
- Story changes
- Dialogue fixes
- Added credits to the epilogue

- Added the logo to the prologue and epilogue
- Added new doodads, secrets, easter eggs, text messages and many more
- Fixed some Q,W,E,R hotkey bugs

- New and far better Loading Screens
- Changed almost all models of items to HQ treasure chests
- Added new music
- Added new quests
- Added new flags of Agerron and more
- Changed difficulties from: Normal, Hard, Insane to: NORMAL, EASY, HARD

- Gameplay changes and new characters
- New campaign preview and hundreds of new images
- Added new Orc units: the Trolls: Troll Berserker, Troll Spearman, Troll Headhunter

- Added new undead units
- Added a snowy christmas version of the campaign (You may play it when it's winter)
- Changed the models and icons of Archers and Blood Elven Archers
- Fixed the towers attacks and missiles
- Added a new missile to Edwuin

- Added new icons and models
- Gameplay changes
- New quests info and rewards info

- You can now control the Dragon Hunter Malak
- New boss fights
- Nostradar has now more hit points, but runes of healing, mana, resurrection will spawn constantly
- Added new quest requirements to Chapter 3
- Added more gameplay to Chapter 4, Part 1
- The hints, game messages are better now
- New campaign info
- King Andre I has now more appearances
- The end of epilogue has been fixed
- Changed the name of epilogue to The King's Meeting
-
The Blood Elven upgrades have new icons
- Changes made to the Blood Elven towers
- The Human Lumber Mill and Blacksmith have improved models with player color

- Innubis Shadowman has speeches and a character now
- Clouds of Plague now have a special effect when cleansed
- Added different heroes in the waves of Chapter 2: Undead and Humans
- Units now carry flags
- Added a scepter to King Andre I
- Changed model of the Advisor of the King
- Advisor of the King has now a Hero Glow
- Cheese item can now be eaten and have a new model and info
- Item changes
- Ur-Shak can now use his Wind Walk for important tasks

- Added archers to the tops of the towers
- Added Character Stories to the Town Halls, Towers in Chapter 2 and Barracks in Chapter 4, Part 3

- You can now upgrade your towers in Chapter 2 to attack the undead
- Fixed the bug where Therans goes to attack the Undead in chapter 2, but doesn't go back to his place
- The Optional Quest in Chapter 4, Part 1 is better now
- Added 2 villagers that beat themselves
- Villagers now move and can be attacked
- When certain amount of villagers get killed: Necromancers will summon the Flesh Golem
- Added the plants: Malue Flower, Lightforge Flower and Sunfire Plant

- Special items can only be found on Hard difficulty now
- Fixed the bugs where Edwuin and Ur-Shak's Hero Glows dissapear when attacking
- The undead waves in Chapter 1 are now coming a little lately
- The Landmines in Chapter 1 are now dirrectly in Edwuin's inventory and are a 1 item with 9 charges
- The items from Ur-Shak and Ashton in Chapter 5 are now better placed
- The final undead units in Chapter 5 now wander and are harder to defeat, they can be seen without the map being explored
- Houses are now units and can be destroyed
- Added wine-red trees in Chapter 1 that can drop items and blue trees in Chapter 4, Part 3 that also drop items
- Changed the colors of runes
- Changed textures of city structures
- Added new Tilesets and Ground Textures
-
Added a new wide User Interface and changed the color of the tile from blue to red
- You may type as a text message ''Hometown'', ''Author'', ''Secret Level'' and so on to receive information and rewards...




Credits:

SPECIAL THANKS TO:
ByMighty
My Family
PFC Montana 1921
Montana, Bulgaria
Tulee
Adiniz
YOU



MODELS:
Communist Orc
HappyTauren
Daelin
WILL THE ALMIGHTY
Ket
EviL_BuddhA
Tranquil
Matarael
assasin_lord
skrab
Hexus
Fingolfin
Lichkings slave
imforfun
Direfury
dhguardianes
TurieL
kuhneghetz
Sunchips
Xyzier 24
Alien Ant Farm
Ugo Ugo
D.O.G.
HerrDave
Sellenisko
Sundance
JesusHipster
Alfredx Sotn
Illidan (Evil)
Fingolfin
Skipper
Sin'dorei 300
Takakenji
Stanakin
Wandering Soul
Tenebrae
Jet Fang Inferno
Kirym
White Death



SKINS:
Born²Modificate
Hueter
67chrome
raelith
HerrDave
~Nightmare
don_svetlio
I3lackDeath
MiniMage
CRAZYRUSSIAN
Heinvers
84 Chrome
Stanakin
Avahor



ICONS:
Svetli
Blizzard Entertainment
GreyArchon
Avex
Akolyt0r
Anachron
Coinblin
Palaslayer
-Berz-
Hellx-Magnus
CRAZYRUSSIAN
PeeKay
JollyD
Golden-Drake
Skypsi
Mc !
Eagle XI
Direfury
Ujimasa Hojo
bigapple90
PrinceYaser
Coinblin
Novart
Sellenisko
SkriK
Null
Maxor Gan
Marcos DAB
Nightmare
NF War



LOADING SCREENS/MAP PREVIEW IMAGE:
Svetli
ByMighty


TESTERS:
Adiniz
Svetli


MUSIC:
AC/DC
Into the West
Monster Kingdom
World of Warcraft


OTHER:
Svetli
ByMighty


Blizzard Entertainment - (Sadly they are no longer with us :()


Author's notes:
Svetli: After 5 years of hard work, I can finally and proudly say that this campaign has been finished... With lots of custom stuff and story after the long way:
The campaign now stands as an anti-depression rock to make you happy!
Thank you for your time and enjoyment!



Other Campaigns in Svetli' Series:
Prologue campaign: The High Elf Survival (In Development)
Sequel campaign: The Fate of Ashenvale






Keywords:
Human, Orc, Undead, Blood Elf, Agerron, Lorens, Dangel, Burning Legion, Therans, Edwuin, King Andre I, Ur-Shak, Ashton, Ares, Innubis, Ziggrit.
Previews
Contents

AGERRON (Campaign)

Reviews
01:23, 6th Apr 2016 Rufus: Rufus ReviewMap ScoreGameplay:14 / 30Aesthetics:7 / 20Total:21 / 50 Rating Chart 45-505/5 Highly Recommended35-444/5 Recommended25-343/5 Useful15-242/5 Lacking0-141/5 Unacceptable Gameplay The first mission...
deepstrasz
I'm sorry @Svetli but since you continue with your impudent behaviour (https://www.hiveworkshop.com/threads/the-fate-of-ashenvale.317055/#post-3361469), I have no option but to also Restrict this campaign. EDIT: "Er ist wieder da"
Daffa
Campaign restored to the previous state. Returned back to Approved.

What do you think of the Campaign?

  • Great

    Votes: 40 57.1%
  • Good

    Votes: 24 34.3%
  • Bad

    Votes: 6 8.6%

  • Total voters
    70

Moderator

M

Moderator

01:23, 6th Apr 2016
Rufus:
profilepic210991_9.gif
Rufus Review
Map Score
Gameplay:14 / 30
Aesthetics:7 / 20
Total:21 / 50

Rating Chart
45-505/5 Highly Recommended
35-444/5 Recommended
25-343/5 Useful
15-242/5 Lacking
0-141/5 Unacceptable

mapdev.gif
Gameplay
The first mission gameplay wasn't very special. Defend your base for a short time (thank god it wasn't like 30 minutes or something!), and then destroy the undead bases. It felt like a little simplified basic blizzard mission, which wasn't very exciting.

Mission 2 was much more exciting! It is like an Aos, only with one player, where you get to support allied units charging on the enemy forces. Also no clear lanes, but a gritty and labyrinthic city, that really gave a chotic feeling of war and misery. Nicely done. You also have the possibility to train your own troops to contribute to the fight.
Well done!

They do not attack the eastern base until every building in the western camp is destroyed. That means you have to take out six buildings on your own with your limited army, which is just slow. you should make the allied forces cover the entire base.

I liked the "Alduin" nod to skyrim aswell.
However, the reward from killing him was a little underwhelming.

I liked that you had working elevators. Even though they are not needed, they add extra genuinity to the map.

The enemy bases heroes really felt like bosses, as they used their abilities well. Especially the lich raising a ton of skeletons.
You never get the explaination why there are a human in charge of one of the undead bases.

terrianforum.gif
Aesthetics
I approve of the opening cinematic since It didn't fling you straight into a wall of story as some other projects do. It is starting off easy, and keeps things interesting.

The story in itself is a too little simple. It is often straight to business, without room for "acting" for the characters. When the orcs join the ranks in the first mission, the main character trust them without a second thought. However, I like that th orcs and humans are united by a common enemy.

The general story-telling elemnts in this map aren't great. I had a hard time to grasp to concept story of the map, and could never quite puzzle it together.

The fall trees on the summer grass was a little strange. You should change eaither the trees or the grass.
The base in the first mission is well made. It is not overrun with doodads and buildings, and the decorations that are there contributes to a nice cozy feeling.

The cinematic for the main character saying only one sentace is a little unneccesasry. YOu could just save the trasmission from the unit, and skip the cameras and cinematic mode.

I liked the half-hidden path to the goblin laboratory. However, perhaps It wasn't a good coice to have a zeppelin available for the player. I just flied around the map, putting down my units at creep camps. It might be more fun if you disable it, and let the units explore at gorund level.

The tile placement wasn't bad, but wasn't very appealing either. You could experiment further here by adding more tiles from different tilesets and place more variations. In the first playable mission there is one stone path, while all other roads having another tile. Is there any reson for this? It looks strange.

The father doesn't really give an excuse to why he is ditching his son to kill the undead by himself. Perhaps he just wanted him to man up or something?

The opening cinematic for the second mission had a bit long, walking only part, and they also moved in a weird pattern towards the end. Also, no comment or reaction what so ever on the small army running behind the players party in the first cinematic?

In general, it feels like the player recieves too litle information on what is going on.

triggersandscriptsforum.gif
Bugs
There was bug in the second chapter, causing the ending cinematic play three times with ~5 second intervals

updatesandnewsforum.gif
Summary
A warcraftish campaign with a few new ideas, and a few nice executions of events. It reminds the player of the gameplay of the blizzard campaigns. There is a lot of room for improvement while it is fully functioning, and still entertaining to play.

Approved with no rating.
 
Level 12
Joined
Mar 30, 2013
Messages
666
You dont get the point do you?

PEOPLE who makes flat terrain aint a campaign map. They are normaly multiplayer maps that got flat terrain (like TD maps.)

And please, take a chill pill.
We are here only too help you and improve your map, nothing else.
We dont say you NEED to improve it, but if you listen to us, your map might be even better and you get a better ranking (score) and reviews from others.

On your Credits list (Special thanks.)
Its ok you write Hiveworkshop.
But if you download an model for an example me, you need to put in my name there. Not only Hiveworkshop.


But either way you should write up the names of the people who created the stuff you imported into your map.

Only on seeing on the pictures i know their names. Here is one;
Hexus with Satue Lantern - http://www.hiveworkshop.com/forums/...219518/?prev=search=elf%20lantern&d=list&r=20

On your picture i see a Green orc ur-shaak or whatever.
Search up "Orcs-Heros" and/or if you remember his name search it up.
 
Last edited:

Shar Dundred

Hosted Project: LoA
Level 66
Joined
May 6, 2009
Messages
5,651
How about reading the rules for a change? They clearly say that you have to credit the resources by the author's name. Search for the stuff you used and give proper credit.

Also:
Terrain isn't lacking. And stop comment my maps!
When you're unable to see the value in negative critic, you shouldn't upload maps or other resources. Your opinion is different? Fine, don't change or improve your creations and stagnate. Yes, perhaps it's enough for approval but there is no need to attack others who wanted to HELP you make the map BETTER.
Very mature of you, very mature indeed.
 
Level 16
Joined
Sep 12, 2015
Messages
818
Hi, everyone! Now, I've found in the campaign many of mistakes :smile:, so my excuses, but i want to fix it and for that, i'll be glad, if the campaign is set to need fix. :thumbs_up:

Edit: I fixed what mistake i saw :smile:. So, now you can play it and report if there is more to fix.
 
Last edited:
Level 4
Joined
Nov 14, 2005
Messages
66
I liked the campaign, lol terrain wasn't lacking. Btw Chapter four is too easy. Have you looked into the following already?

- In chapter 4, the two knights and the footman remain invulnerable when you acquire them.
- The level difference between the orc hero and the rest of the heroes is too high (3 levels difference from the human protagonist)
- You made heroes able to level past 10, but some get stucked at 10.
 
Level 16
Joined
Sep 12, 2015
Messages
818
I liked the campaign, lol terrain wasn't lacking. Btw Chapter four is too easy. Have you looked into the following already?

- In chapter 4, the two knights and the footman remain invulnerable when you acquire them.
- The level difference between the orc hero and the rest of the heroes is too high (3 levels difference from the human protagonist)
- You made heroes able to level past 10, but some get stucked at 10.

Maybe you haven't played the updated campaign. I have fixed that (the invulnerable warriors, the level and some of the terrain work). :smile:

Terrain is lacking.

You must not comment any maps like that without review them. And for that, please, delete your comment.
 
Last edited:
Level 5
Joined
Aug 4, 2015
Messages
38
Arad MNK, terrains/templates from Prologue, Chapter I & Capter II are created from me. Im not the best terrain/template creator but i got my own ideas. "Chapter One Gameplay Screenshot 01" is not that bad , but ill agree with you. About "At The Entrance To The King's Room" Blizzard models do magic for me :ogre_haosis: im too lazy to use models. But HEY after all the gameplay is important. :wink: :thumbs_up:
 
Level 5
Joined
Aug 4, 2015
Messages
78
I just played it, so I guess It's time for my review.

POSITIVES
- The terrain is not bad, could use some more work, but it's good
- Cinematics are well made
- The campaign is not too easy, but not too hard
- Some custom units

NEGATIVES
- Gameplay is sometimes little boring, but, well... Almost every campaign has it's boring moments
- I don't like that I had to play for the basic Blizzard humans, I'm sure everyone played for them like 100000x times already
- Some minor bugs
- The story is a little bit boring, humans against undead, we have seen that too many times
 
Level 25
Joined
Oct 2, 2011
Messages
2,478
Well, the prolouge loading screen message was strange. It tells the player about a town (I believe) but it doesn't state its name.

The english could be improved, but it is understandable as it is, and not a big issue.
You are also missing some capital letters, and punctation.

Short and informative intro cinematic.
I approve of this since It didn't fling you straight into a wall of story as some other projects do. It is starting off easy, and keeps things interesting.

The story in itself is a little simple. It is often straight to business, without room for "acting" for the characters. When the orcs join the ranks in the first mission, the main character trust them without a second thought. However, I like that th orcs and humans are united by a common enemy.

The fall trees on the summer grass was a little strange. You should change eaither the trees or the grass.
The base in the first mission is well made. It is not overrun with doodads and buildings, and the decorations that are there contributes to a nice cozy feeling.

The cinematic for the main character saying only one sentace is a little unneccesasry. YOu could just save the trasmission from the unit, and skip the cameras and cinematic mode.

I liked the half-hidden path to the goblin laboratory. However, perhaps It wasn't a good coice to have a zeppelin available for the player. I just flied around the mpa, putting down my units at creep camps. It might be more fun if you disable it, and let the units explore at gorund level.

The iles wasn't bad, but wasn't expertly placed either. In the first playable mission there is one stone path, while all other roads having another tile. Is there any reson for this? It looks strange.

The father doesn't really give an excuse to why he is ditching his son to kill the undead by himself. Perhaps he just wanted him to man up or something?

First missions gameplay wasn't very special. Defend your base for a short time (thank god it wasn't like 30 minutes or something!), and then destroy the undead bases. It felt like a little simplified basic blizzard mission, which wasn't very exciting.

Mission 2:
opening cinematic had a bit long, walking only part, and they also moved in a weird pattern towards the end. Also, no comment or reaction what so ever on the small army running behind the players party in the first cinematic?

This mission was much more exciting! It is like an Aos, only with one player, where you get to support allied units charging on the enemy forces. Also no clear lanes, but a gritty and labyrinthic city, that really gave a chotic feeling of war and misery. Nicely done. You also have the possibility to train your own troops to contribute to the fight.
Well done!

They do not attack the eastern base until every building in the western camp is destroyed. That means you have to take out six buildings on your own with your limited army, which is just slow. you should make the allied forces cover the entire base.

I liked the "Alduin" nod to skyrim aswell.
However, the reward from killing him was a little underwhelming.

I liked that you had working elevators. Even though they are not needed, they add extra genuinity to the map.
 
Level 16
Joined
Sep 12, 2015
Messages
818
So, I got to the second chapter, and I need to point this out.
The wizard doesn't exist!"
Of course it doesnt't exist, it's improvised. Haven't you played other campaigns with not existed heroes?

So, I've played through the campaign...
There was broken english at certain points. "I have come to want reinforcements for my way."
And not just that campaign has broken english points, almost every map, I would say.
 
Level 10
Joined
Dec 31, 2012
Messages
164
So, I got to the second chapter, and I need to point this out.
The wizard doesn't exist!
Of course it doesnt't exist, it's improvised. Haven't you played other campaigns with not existed heroes?
I only said that because, for some reason, the wizard hero didn't spawn in the second chapter, although it spawned the 2nd time in, so...

So, I've played through the campaign...
There was broken english at certain points. "I have come to want reinforcements for my way."
And not just that campaign has broken english points, almost every map, I would say.
...Would you like to fix that?
 
Level 4
Joined
Apr 19, 2016
Messages
111
Playing it still, I had issues in ch.2. I raised the southern gates out of curiosity, but couldn't lower them anymore permanently, only if a unit was standing on top of the pressure plate..
So far I liked the details in terrain, but the dialogues are really bad - perhaps you should ask someone to rewrite it for you?
I do like the difficulty is low so I can sit back and enjoy the campaign without stress :p

And nice main hero, if holy light could target-self, he could destroy everything by himself lol

Edit:
Finished it! I still like it, easpecially chapter 3, where I didn't have enough gold so before I discovered the new gold mines, I was killing neutrals and selling their items to the shop - a refreshing change of gameplay :D In most mission where I had a base, the enemy attacks with few units but constantly, it's quite easy to defend, but the twist I noticed was the starting gold mines are always low on gold which makes you plan ahead exactly what to build and encourages micro to preserve units.
The campaign is quite easy, while the last chapter is probably most difficult. Of course Eldwin (sp?) is my favorite hero, skills combination is a killer and with all those power up tomes around the maps, I turned him into a one man destruction machine. Seriously I like it when there are many tomes available, so my hero doesn't feel like paper.

In the end - only thing that needs fixing IMO is english + story. :)
 
Last edited:

deepstrasz

Map Reviewer
Level 64
Joined
Jun 4, 2009
Messages
17,793
Nothing much other than the landscape that most of the time is lovely to behold.

prologue:
-interludes should not end with a victory message but just continue with the next map

first level:
-well Therans most likely got back than actually split the road in a different direction
-the towers didn't even flinch at the sight of orcs
-three orcs (actually two, one is a Peon) aren't much of a help
-Edwuin needs a hero glow or something to differentiate him from other units
-the Fountain of Health is not needed
-the reason for a timer to defend the base from weak attackers is?
-the cinematic scene where the hero said that the mine could be used for a new settlement was not needed
-the end cinematic doubled the Priest and his first line (basically the cinematic mode started two times, one after another); the Main Quest Completed message was also shown two times
-well, kind of inconsiderate sending one man through war territory to send a message
-there's no explanation for this universe (not Warcraft) what are the undead and whence they came from

second level:
-the Barracks is wrongly placed; if the rally point isn't put to the west, units might appear near the building to its east side and then those units will not be able to get out of that zone
-using Warcraft III's cartography but telling about other places not related to what is shown on the loading screen is useless
-royal units on the left return instead of continuing north at some point
-the hero gains experience even though he is not even at least near the sight of a battle
-two Paladins (level 1 Malak the Avenger and level 3 Arius the Seeker just grouped together near a building in the center of town and stood there for an enternal chat
-such an original Optional Quest: a dwarf asking the player to kill a dragon and bring its heart to the dwarf; the city was occupied by undead and all they had in mind was to hunt a dragon; not to mention that there were more Riflemen there than the player could train
-there's no danger element in this level; the allied units can do everything on their own
-allied heroes stop somewhere in the middle of the green undead base and do nothing; units however return from where they came; they start moving towards the teal base after the green is destroyed; the funny thing is, that they go to the green base first before going to the teal; those two Paladins moved too but other heroes took their place
-elevators need another way to be raised and lowered as units may either remain up or down the way they're moved now
-the Main Quest completed more than 5 times I think and the cinematic scene started multiple times; I guess because the remaining Acolytes were killed after all buildings were destroyed

third level:
-apart from not having a hero glow or something to differentiate him better from normal units, Ur-Shak doesn't even at least have varied spells but the exact ones the Blademaster possesses
-for some reason Neutral Hostile are allied or neutral with the Undead
-enemy units just spawn near the Crypt even if it has been destroyed
-in the northwestern gnoll camp in one of the tents there's a Potion of Omniscience; not sure if intended or not; another one in both eastern Murloc camps; one in the first eastern gnoll camp; another one in the Troll camp near to the Way Gate
-Ur-Shak only talks about buying things when coming close to the Goblin Merchant nearest to the base; the message is not needed really
-there are four Tomes of Experience in this level that are useless because the hero reaches the maximum level before finding them
-the Gold Mine nearest to the enemy has less gold than the other one that's not in such a dangerous zone
-don't even want to comment on the futility of the end level cinematic scene

chapter four:
-Edwuin was selected during the cinematic scene where he met the reinforcements
-the most boring and easiest Optional Quest; not to mention that the spot was just some paces westward of the quest giver
-this map has surprisingly many tomes

chapter five:
-how exactly did they find the portals and what do Night Elves have to do with any of this?
-two heroes with Holy Light, hmm...

I'm not sure how this is supposed to be related to Warcraft. When should this happen? What's Mannoroth doing in all of this etc.
 
Last edited:
Level 16
Joined
Sep 12, 2015
Messages
818
Nothing much other than the landscape that most of the time is lovely to behold.

prologue:
-interludes should not end with a victory message but just continue with the next map

first level:
-well Therans most likely got back than actually split the road in a different direction
-the towers didn't even flinch at the sight of orcs
-three orcs (actually two, one is a Peon) aren't much of a help
-Edwuin needs a hero glow or something to differentiate him from other units
-the Fountain of Health is not needed
-the reason for a timer to defend the base from weak attackers is?
-the cinematic scene where the hero said that the mine could be used for a new settlement was not needed
-the end cinematic doubled the Priest and his first line (basically the cinematic mode started two times, one after another); the Main Quest Completed message was also shown two times
-well, kind of inconsiderate sending one man through war territory to send a message
-there's no explanation for this universe (not Warcraft) what are the undead and whence they came from

second level:
-the Barracks is wrongly placed; if the rally point isn't put to the west, units might appear near the building to its east side and then those units will not be able to get out of that zone
-using Warcraft III's cartography but telling about other places not related to what is shown on the loading screen is useless
-royal units on the left return instead of continuing north at some point
-the hero gains experience even though he is not even at least near the sight of a battle
-two Paladins (level 1 Malak the Avenger and level 3 Arius the Seeker just grouped together near a building in the center of town and stood there for an enternal chat
-such an original Optional Quest: a dwarf asking the player to kill a dragon and bring its heart to the dwarf; the city was occupied by undead and all they had in mind was to hunt a dragon; not to mention that there were more Riflemen there than the player could train
-there's no danger element in this level; the allied units can do everything on their own
-allied heroes stop somewhere in the middle of the green undead base and do nothing; units however return from where they came; they start moving towards the teal base after the green is destroyed; the funny thing is, that they go to the green base first before going to the teal; those two Paladins moved too but other heroes took their place
-elevators need another way to be raised and lowered as units may either remain up or down the way they're moved now
-the Main Quest completed more than 5 times I think and the cinematic scene started multiple times; I guess because the remaining Acolytes were killed after all buildings were destroyed

third level:
-apart from not having a hero glow or something to differentiate him better from normal units, Ur-Shak doesn't even at least have varied spells but the exact ones the Blademaster possesses
-for some reason Neutral Hostile are allied or neutral with the Undead
-enemy units just spawn near the Crypt even if it has been destroyed
-in the northwestern gnoll camp in one of the tents there's a Potion of Omniscience; not sure if intended or not; another one in both eastern Murloc camps; one in the first eastern gnoll camp; another one in the Troll camp near to the Way Gate
-Ur-Shak only talks about buying things when coming close to the Goblin Merchant nearest to the base; the message is not needed really
-there are four Tomes of Experience in this level that are useless because the hero reaches the maximum level before finding them
-the Gold Mine nearest to the enemy has less gold than the other one that's not in such a dangerous zone
-don't even want to comment on the futility of the end level cinematic scene
-Edwuin was selected during the cinematic scene where he met the reinforcements

chapter four:
-the most boring and easiest Optional Quest; not to mention that the spot was just some paces westward of the quest giver
-this map has surprisingly many tomes

chapter five:
-how exactly did they find the portals and what do Night Elves have to do with any of this?
-two heroes with Holy Light, hmm...

I'm not sure how this is supposed to be related to Warcraft. When should this happen? What's Mannoroth doing in all of this etc.

There are many mistakes in your review, that I think you could not wrote them.
For example: The interludes, that must not end with a victory dialog, because if anyone want to quit the campaign, it will can. Also in chapter four that it has many tomes. I don't think it has so many, that you wrote... And, that Edwuin was selected during the cinematic in chapter three, when he met the reinforcements, because that's in chapter four, not chapter three and also he is selected, because I didn't made clear selection, etc...! Thanks for the review, anyway.
 
Last edited:

deepstrasz

Map Reviewer
Level 64
Joined
Jun 4, 2009
Messages
17,793
There are many mistakes in your review, that I think you could not wrote them.
Please care to elaborate. Your English isn't helping me much, no offense.
For example: The interludes, that must not end with a victory dialog, because if anyone want to quit the campaign, it will can.
You're right though it doesn't take that much time to wait for the next map to load and quit.
And, that Edwuin was selected during the cinematic in chapter three, when he met the reinforcements, because that's in chapter four, not chapter three and also he is selected, because I didn't made clear selection, etc...!
Yes, it was in chapter four, sorry, I'm only human. You should have realized that was just a mistake and besides the point I was making.
 
Level 16
Joined
Sep 12, 2015
Messages
818
Please care to elaborate. Your English isn't helping me much, no offense.

My English is fine! Go to take lessons for your English, if you don't understand mine...

You're right though it doesn't take that much time to wait for the next map to load and quit.

This isn't a mistake, that need fixing...

Yes, it was in chapter four, sorry, I'm only human. You should have realized that was just a mistake and besides the point I was making.

I didn't said, that you are not a human... First think, before write something like this...!
 
Level 1
Joined
Aug 25, 2015
Messages
1
I was going to write a review about things you may want to improve or so but reading your comments made me withdraw from doing it, you are either VERY narcicistic or just extremely immature, I honestly dont even know why you bothered to submit this map if you are just going into full denial mode and disregard other people's opinions about it.

PS:I have been visiting this site for 3 years now, and ussualy I read comments before downloading the map,however in those 3 years I have never seen anyone act as aggressive as this guy to people who are giving Solid criticism this whole attitude literally boils my blood.
 
Level 4
Joined
Apr 19, 2016
Messages
111
Svetli, don't be mad, I also agree that english in campaign needs to be better, because some dialogue is weird and we have no idea what characters actually mean. If you need help, ask for it, maybe we can correct grammar and change some line so it's easier to understand, Idk..
 
Level 2
Joined
Apr 22, 2015
Messages
11
The first mission was very... boring, I'm sorry but it is what I felt.
There are no stated reasons why we have to defend the base for a set time, can't we just attack after training units?
 
Level 2
Joined
Oct 15, 2011
Messages
25
This campaign was really ok, basic, but nothing special. Personally, i like campaigns with complex stories and plots and deep/profound characters. Well, your campaign lacks in this point. The characters and the story are a little bit boring, sorry to say that.

What i liked the most is are your skills to make maps. Beautiful usage of doodads, nice terrain. Definitely well done!

Here are a few of my suggestions to improve the map. Think about it ;)

In general

1) Make more side quest, and better rewards for your sidequests. Your maps are huge, thats good, there is enough space to add a few optional quests. Its easy to add new quests and it makes your mapps more interesting.

2) Reward the player for exploring the map. Many mappers do that. Put some nice items in hidden places. Let strong creepspots (remote ones, that do not have to be killed) drop items for you.

3) Improve dropped items: The main hero has the brilliance aura: Some units drop crappy mana-recovery items. These are so useless and senseless; Items in the

4) Improve the cinematics and the storyline: Leave the story like this, but make the cintematics longer, more interesting!! (We dont really know anything about the enemy: How about one or two an antagonist, an undead/demon leader that leads this undead invasion? How about some drama? Introduce a new important character that will be killed by the undead/demons? What is the purpose of the undead/demons?) Its your campaign, make the plot more interesting ;)



Map suggestions

Map 1:
The first map (survive 10 minutes) is impossible to make without the goblin landmines. At first, i did not find them, and i lost. After finding them (10 meter away from the base), i managed to win. What the heck is the purose of putting the mines 10 meters away from the base?! Give the goblinmines directly to the hero and save the player some frustration.

-Usually, players get rewarded if they discover the map and look at hidden paths. You might add better items or hidden items in the first map. The items that you can get from the first map really suck^^.

Map 2:
Again, walking through the map wasn´t rewarded at all, just got useless potions. I liked the shop in the north though. I couldn´t find the optional quest in the first run. The game ended before i could find it (allies kicked the undead bases).

This map was by far the best map of the campaign. I really liked the concept of the second map, it is not just a run through. The idea is nice to have alliy forces that support you in the fight. You could use that map to improve your story-line, introduce the invaders, the antagonists, or stuff like that.


Map 3:
A little bit boring. I like the change of atmospheres though (Woods, City, barrens) Difficult in the beginning (which is good), easy in the end.

Map 4:
Amazing landscape and doodads, respect :) ! That map is really beautiful! The difficulty of this map was too easy in my opinion. (btw: Who is that fallen soldier in the beginning?)


Map 5:
Quite a challenge, but with the strong air units and two good healers, it can be managed. A hint. Put some strong towers (or some anti air) next to the gates. I just took my mass air, sneaked from behind and destroyed the portal.


In total, i give 3/5, because of the beautiful map design and the challenge in the beginning of most of the maps. Many things can be improved, that campaign has a lot of potential to grow/become better, which is good! I hope these suggestions help you to improve your campaign ;).


Best,
SirGareth
 
Level 9
Joined
Oct 1, 2015
Messages
344
I'm having a problem with downloading this campaign and I don't know why
The file size in the thread is 16.24 MB and when I download it it's 78 MB and it always stops at 16.24 and the campaign wont open
 

Deleted member 239421

D

Deleted member 239421

Just started playing this campaign, really liking it so far.

A question, I actually killed the lvl 9 red dragon in chapter 1. He actually doesn't drop an item correct?
 
Level 4
Joined
Apr 11, 2017
Messages
20
Well,new here and I guess it's time for my point of view.
GOOD parts : Terrain was nice,the only thing that was a bit boring was chapter 1,custom units are good.
BAD parts : A lot of grammar mistakes(In every chapter I see grammar mistakes),cinematics are too short and just leave you like that without anything to know more about the story,humans vs undead & demons...We've seen that a lot of times already.
 
Level 2
Joined
Dec 9, 2016
Messages
4
Chapter 3 Issues:
So far I can't beat the level.
Currently, I am stuck with the boggling idea of how an enemy base that does not even have the proper buildings to produce the units it creates or the economy to support such an army (not judging on the fact you use spawning to attack the player).
Economy issues:
The Undead have a never ending supply of gold, but at least allow for some belief that the army could even make these units.
1. You literally have two ghouls mining for lumber
2. While you have 3 acolytes on a gold mine, but you have two.
Now I never made a map before and I don't know the intricacies of having an Ai summon, group, and attack in a timely manner. At the least give the player some time in the game to build more than two units before an never ending army that attack as soon as you spawn two more units. Not to mention that this is only on Normal difficulty. There seems to be no difference between normal and hard on this map, however, there must be something I am not seeing.
Honestly, this map has potential as a whole, some interesting creeps, and terrain, but all ruined by the execution of the enemies base.
It takes only one map to ruin a campaign.
The first chapter was ok.
The second was interesting.
The third was just annoying.
Please try to fix the third. I was enjoying the campaign until I played it.
 
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