• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Alliance Ashes 1.11

dl53w-png.282336





CAMPAIGN INFO
While I loved the Blood Elves campaign, I always wanted to know more about the Humans and what they were going through during the Third War and its aftermath. This campaign is set during the same timeline as Curse of the Blood Elves, but told from a different perspective.

You will play in majority Humans battling the Undead Scourge. You'll encounter some familiar faces, along with new characters. Notice major events, got strong allies and play great battles!

What more is there to say? Enjoy!


FEATURES
Authentic Blizzard Campaign Style: Designed to reflect the classic feel of the original campaigns.
Expanded Canon Storyline: Fills in the gaps of the lore while staying faithful to established Warcraft canon.
Complete Human Tech-Tree: Experience the full tech-tree for the primary faction; including demi-heroes units.
Unique Sub-Techtrees: Includes specialized tech-trees for minor factions within the Alliance and the Undead Scourge.
Progress Fully-Saved: Restore your stats (items, hero levels, choices, and completed missions) even after an update. (Requires an identical filename.)
Advanced JASS AI: Features custom AI with dynamic functions, including randomized attack strategies.
Extensive Campaign: Nine playable missions, four interludes, and two bonus missions so far—with more missions in development!

Stay tuned for new features: QWER keys, revamp of Prologue, Prelude and Chapter One!


AUTHOR'S NOTES
Today, I’m releasing a campaign I’ve been working on since 2017. I’ve been inspired by many creators here: Turnro, Shar Dundred, Elf_Lord, Footman16, Sclammerz, Tomoraider, SevenBlood... and so many others I can’t even name them all! If, by any chance, you haven’t played any of their campaigns yet, skip mine and play theirs first!
– Oh, it must be perfect then?
Actually, no, not at all. I’ve been working at a really slow pace because I lack skills in terraining and cutscene editing, which can be really demotivating and frustrating. Because of that, I take long breaks between maps.
– So why release it now?
Well, for a few reasons. Technically, my file has become too large to upload to my Map Development thread. Also, I feel that I’ve done enough work that some players might find it playable and enjoyable.


WORK IS IN PROGRESS
This campaign isn’t fully complete yet—at least two chapters are missing to finish the story. As of now, there are 11 playable maps, including 2 bonus maps, and also 4 interludes.

A quick note: this campaign was developed chapter by chapter. So, if you find the first chapters a bit rough (you might be right), please stick with it and give the later ones a try!

Wanna help?
I will gladly accept help, like terrainer or content creators (models, icons...). Feel free to PM me or add me on Discord (tuwnew).


MEDIAS AND MORE
You can have a check at my Map Development thread right here: [Campaign] - Alliance Ashes
You can also see some screenshots in this album: [Album] - Alliance Ashes
Recruitment: [Recruitment] - Alliance Ashes


CREDITS

If I forgot you, my apologies, please tell me.

Special thanks to:
  • Elf_Lord who grandly motivates me for this project (without knowing)
  • MasterBlaster for his grand help for a while.
  • The_Messenger for all his help with the writing and more.

Prior: Thread banner.
Ujimasa Hojo: Garithos, Chaplain, Druid of the Pack, Spellweaver (~Nightmare for the skin), Grotto, Dalar Dawnweaver (Undead), Flint, Wretched pack, Sharpshooter, Modera, Finnall, Magic Spire, Subjugator, High Cultist, Consortium Camp, Ranger (Edited by Cuore), Witch, Priest (Elite), Chief of the Guard, Town Hall (Southshore), Church
Tranquil: Ansirem Runeweaver, Bear Rider, Bishop, Stairs, Royal Captain.
Wandering Soul: Bowman, Crossbowman, Cultist, Priest (Elite).
AndrewOverload519: Mage, Wizard & Catapult (models + icons)
Himperion: Rune Caster, Enchantress, Arcane Pillar, Flame Arrow, Mystic, Air Elemental v2, Sir Zeliek (Human)
HappyTauren: Paladin icon,
DireFury: Death Thane, Grim Thunderbrew, Drenden, Runic Aura
Lelling: Bowman icon
Pyraeus: Mage icon
Kangyun: Diana Dawnweaver
Flute: Diana icon
Hatecrew: Defender
Stefan.K: Butcher (Theolen)
Stefan.K, Sharkarsh and Tauer: Draenn
Scias: Draenn icon, Diana icon (v2), Antonidas icon, Finnall icon, Modera icon
takakenji: Holy Church
wojia10502: Paladin (unit)
67Chrome: Skeletons (skin), Vereesa Windrunner, Sylvanas, Torturer (skin)
Heinvers: Chaplain (Scarlet), Lord Paladin
Footman: Checkmaty + SonGuhun, Prior, Sunchips and for the shields.
loktar: Crossbowman, Loading Screen, Knight Hero
PeeKay: Wizard Training (icon), Amulet of Health (icon)
Kuhneghetz: Arugal + wolfs/worgen
alfredx_sotn: Air Elemental
Kallimachos: Arcane Fire icon
HappyCockroach: Air Elemental icon, Nausea icon
Cuore: Elven Swordsman, Blood Elven Swordsman
Zephyrius2412: Elven Swordsman icon
SuperAttackRabbit: High Elf Priest
Darkfang: Light Chain (icon), Arcanist (icon), Divine Inquiry
CloudWolf: Scarlet Footmen textures, Gilneas Building textures
Mephestrial: Mounted Footman
JetFranInferno: Gregory Edmunson's aura
Hermit: Gregory Edmunson's icon
funkid2: Pile of wood
General Frank: Dwarven Warrior, Finnall icon, Truthseeker, Flesh Golem
RavenBlackBird, Galadgod and Warseeker: Priestess
Ujimasa Hojo, Heinvers & white.wolf: Scarlet Fanatic, Scarlet Crusader
Hemske: Fire Arrows icon, Apothecary upgrades icon.
SinisterX: Dragonhawk strider
Deolrin: Rhonin
NFWar: Improved Training (icon), Staff of Light (item), Bonebreaker (item)
GreyArchon : Rune Ward (icon), Rune of Slowing (icon), Rune of Healing (icon), Emmerlan (icon), Uther's Statue
ChevronSeven: Devastating Fire icon
Golden-drake: Ragnar (item)
Hadeis: Finnall's Memento (item)
trippledota: Manafire Greatstaff (item)
Mc !: Dawnforge (item)
The Panda: Arcane Torrent (icon), Divine Blast (icon), Resting (icon)
Skipper: Arcanist
SkriK: Improved Defense (icon), Veteran (icon)
Wildfire: Endurance Aura (icon), Horned Helmet (icon)
00110000: Arcane Pillar (icon), Plague Fog
Shyster: Divine Balance (effect)
bigapple90: Divine Balance (icon)
~Nightmare: Spellweaver and Watcher skin, Strength (icon)
-Dieser-: Arcane Arrow (icon)
PrinceYaser: Pillar of Quel'Danil (icon)
Mustang: Flint (icon)
Snirou: Dark Sun Orb (icon)
JusticeBringer: Shadow Bolt (icon)
Rhapsodie: Plaguebringer
Ceterai: Plaguebringer (icon), Butcher (icon)
r.ace613: Sharpshooter (icon), Theolen (icon), Edmunson (icon), Prior (icon), Thoras's Avatar (icon)
Villagerino: Miner, Mauler, Barbarian, General Vor'Gathmar
Ilya Alaric: Captain Marcus Redpath, Sergeant (Southshore), Venomblade, Sir Villiers, Commodore (edited by me), Sorceress (Blood Elves), Cavalier (Blood Elf), Cleric (Alterac), Footman (Alterac)
BaiyuGalan: Master Necroknight
bakr: Gilneas Buildings, Stromgarde Buildings, Scout, Lightbearer, Divine Benediction
Eagle XI: Javelineer, Officers' Quartiers (icon)
mortael: Purifying Droplets (icon)
Vinz: Fanatism effect
HerrDave: Ranger (Elf), Isillien, Mack, Book Pile (doodad), Plague Cauldron
Nealdros: Renew (icon)
BLazeKraze: Mack (icon)
PROXY: High Elf Ranger (hero), Scholar, Cleric
Elenai: Elementalist
Galendor an'Kreil: Magister
doom_sheep: Scrolls icon
Em!: Rain of Arrows model
skrab: Officers Quarters
abcdefghstuvwxy: Lightning Shield model (Spell)
kola: Lightning Shield icon, Blessed Steel (icon)
D.ee: Headshot icon
Jiok: Alterac Units (Archer, Conjuror, Curser, Cavalier, Archmage, Peasant, Militia), Stromgarde Catapult, Scarlet Crossbowman, Dalar, Geomancer, Archer (Risen), Undead Jennalla, Warden (Dalaran), Sir Zeliek (Undead)
Cavman: Gunner
MelNefys: Music (First Autumn Leaves)
SantoRayo[iP]: Various Undead Doodads
Nightmare Moon: Healing Wave (icon) (Holy)
Paladon: Holy Lightning (icon)
jhon wilber: Holy Strike (icon)
DREADMAN: Abomination (skin), DarkMage, Armored Ghoul, Dessicated Footman, Sir Zeliek (Human), Plague Master, Animated Skeleton
Aldeia: Advisor Kristoff (icon)
HuanJuan: Arcanist (icon), Spell Steal (Human) (icon), Mystic (icon), Windson (icon), Huntress (icon).
Empire Earth: Church (Ported Soundset)
Mouseketeer: Antonidas (skin)
PAMEXI: Mana Generator
ILH: Mana Generator edit
Kimbo: Worgen Claw (icon)
Flourbrain: Storm Bolt (icon)
johnwar: Wrecker, Jennalla, Runner, Footman (Alliance), Turalyon, Guardian (Dalaran), Sage Truthbearer (edited), Uther, Peacekeeper, Dawnbringer, Torturer (CotD)
Murlocologist: Corporal Welford (icon)
Tiodor: Potion of Cleareance (icon)
JesusHipster: Potion of Cleareance
A Void: Summoning Pit
DarkClaw: Necrolord, Lichling
Hate: Bone Armor
RvzerBro: Vanguard's Instinct (icon)


CHANGELOGS
See Map Development Thread for older changelogs.

Overall:
Arcanist: new model and icon.
Chaplain: Lightning Shield => Shield of Light.
Priestess renamed to Abjurist: now has Resting instead of Feedback.
Divine Balance: fixed tooltip.
Fireball: fixed tooltip.

Chapter Two:
Key is now hidden until the corresponding quest is discovered.

Chapter Five:
You can now properly see Chapter Six button after completion.


Overall:
Divine Balance: Reduced cooldown (20 → 16) and mana cost (75 → 60).
Paladin (unit): new ability Blessed Steel. Deals more damages against summoned units.
Diana: new icon!
Abjurist new ability Resting is now available on every missions.
Miner and Corporal Welford => models seem to be causing some crashes. They have placeholder models for now. Sorry for the inconvenience.
Edmunson: new model and icon.

Prologue:
Reduced HP of Orc Barracks.

Chapter One:
Orange base now has a Necropolis instead of Halls of the Dead.

Chapter Two:
Edited terrain around the Key (Southwest). A gate now prevents players from taking the Key too early.
The second Undead Orange base now uses a variety of different units.
Fixed a typo in the Optional Quest.

Chapter Three:
Edited Dialogues (thanks to The_Messenger).
Added regular waves of enemies against Ambermill to better emphasize the siege.
Demon Gate no longer gives a Tome of sacrifice.
Fixed final music theme not playing.
Improved triggers that were not really optimised (no big changes in player view).

Interlude One:
Fixed the team glow color for Thule Ravenclaw.
Now Draenn properly mention Vor'Gathmar instead of Dalvengyr.

Chapter Five:
Lady Deathwhisper now has a team glow.
Added a few farms to the Edmunson Base.
Gold Mine is no longer vulnerable.
You now start with Defense researched.

Chapter Six:
Fixed the initial crash. (Please confirm this!)

Chapter Seven:
Fixed Dalar's abilities (Cyclone was never used).



General Updates
Added a new cheat code: Type "allyourbasearebelongtous" to skip a mission.
Implemented a clean-up function before each cinematic to remove buffs, prevent unintended healing, and address similar issues.
Introduced a new model for Jennalla Deemspring (special thanks to johnwar & Jiok!).
Fixed the model for Miner.
Updated icons for several units or abilities :
  • Corporal Welford
  • Sergeant Prior
  • Lieutenant Windson
  • Mystic
  • Huntress
  • Spell Steal (Wizard)
Fixed the name display for Shield of Light under Buffs.
Adjusted the scale of Farms to account for the Reforged update.

Prologue:
Emmerlan now has Endurance Aura instead of Devotion Aura.
Fixed an issue where a Blood Elf Priest appeared instead of a Human Priest.
Corrected a mention of Bobahan; it now refers to Emmerlan.
Draenn's men are now Dark Green instead of Blue.
Remaining potential guards are removed after Emmerlan leaves Brill.

Chapter One:
Fixed the ending cutscene to trigger properly, even if Draenn or Diana are dead.
Corrected the New Unit Hint text to properly reference Shield of Light.

Chapter Five:
Resolved a pathing issue.

Chapter Seven:
Fixed crash!
Corrected display text when selecting a sub-faction.
The Cult of the Damned now properly uses Follower instead of Pit Fiend.

Chapter Eight:
Mack now has the correct model in the final cutscene.
Flint replaces a regular defender in the final cutscene.
Fixed Holden's color-changing issue during the final cutscene.


General Updates:
Actually "allyourbasearebelongtous" didn't worked. You can type "fancifulexcuses" instead!
Removed Conscription ability.
Added QWER Hotkeys to following Heroes:
  • Draenn
  • Diana
  • Finnall
  • Saldor
Next will follow later

Chapter Two:
Fixed an issue where Optional Quest didn't start.

Chapter Three:
Buttons for next Interlude and next Chapter should be properly available at the end of the map, even in case of crash.

Chapter Seven:
Added check that all main quests are completed before ending scene. (Who finished without freeing Diana anyway)


General Updates:
NEW FEATURE: Loading Map
When a new update is released, you can start with this specific mission to restore all your progress.
Requires that the game file name remains the same.
Draenn's Class Renamed: Major → Vanguard

QWER Hotkeys Added to the following heroes:
Edmunson
Detheroc
Grim Thunderbrew
Kristoff
Theolen
Thoras
Chapter Two:
Fixed an issue where units in the cave wouldn’t cast spells.

Chapter Three:
Fixed an issue causing continuous spawning waves.

Chapter Five:
Fixed an issue where Harthal moved unpredictably across the map.
Slightly improved the first part by:
Automatically selecting units after the cinematic.
Improving camera shots.
Adding a few doodads and items.
Preventing Crypt Fiends from endlessly burrowing.

Chapter Seven:
Attempted to fix a quest completion issue—now only buildings need to be destroyed.


General Updates
Fixed most unit portraits. Please report any that still appear incorrect.
Draenn's Critical Strikes has been renamed to Vanguard's Instinct. It now has a new icon and includes a chance to block attacks, at the cost of reduced damage output.
Wizard's Antimagic Shield has received a new visual effect.
Diana's abilities has new updated effects.

Chapter Three
Reworked the intro cinematic with improved camera angles.
Major adjustments to the second half of the mission:
The Counterattack quest is now cancelled after a few minutes.
A new event has been added around the Vanguard base.
A new timed quest has been introduced, focusing on the defense of Ambermill.



Contents

Alliance Ashes (Campaign)

Reviews
deepstrasz
Generally, would have liked custom abilities and techtrees (which aren't essentially reskins) and less repetitive melee gameplay. There is little variation, the most different or creative chapter being the one with Detheroc. Would have been nice to...
Level 10
Joined
Aug 26, 2017
Messages
182
Okay so I managed to finish the campaign, I think its a good campaign overall wich could definitely be improved here and there, chapter 7 is really annoying with that crash, a fix for that is needed, the story is interesting and captivating, idk if its cannon bilzzard but its definitely well put together, most chapters are lenghy and have a good degree of difficulty wich is rewarding. Chapter 9 is pretty difficult but definitely possible.
You can win chapter 9 easily. If you turn to the Dark Side and use cheats...
 
Level 5
Joined
May 29, 2017
Messages
30
I am sorry, I don't know why. I am able to play on Reforged, 1.36, with the latest Alliance Ashes version (from 6 october).


Thanks for your review!
It's an uncannon story that I try to fit in canon Lore. So you may notice a few references here and there.
Which chapters did you like the most?
I am sorry for Chapter 7. Do you think an autosave would be a good thing?
I planned to rebalance Chapter 9. If you have suggestions, feel free to tell me!

If there are things that definitely need to be improved, tell me as well.

Have you played the 2 bonus maps?
I liked the most the chapther where you have to face your old friend Emmerlan, his base is formidable but the double hero and the optional Eastweal Alliance ally is enough to deal with it also I love the home base layout with a good double defensive position beeing attacked by 3 undead bases it really tests your defensive skills.
During chapter 9 the thing that lacks most in my opinion is a tankier unit, footmans and the other melee units are a bit too weak for the undead onslaught. The "defender" unit would be a nice addition for that chapter.
I have not played the 2 bonus maps yet, hopefully these days.
Chapter 7 is a great chapter too an autosave would be good, I got a good amount of crashes and progress loss until I diciplined myself to quicksave every 5 minutes.
Edit: I managed to play the secret chapter the one with the undead bases, great chapter fun and challenging with a nice twist at the end, I noticed a bug when I tryed to make a shade in the sacrificial pit I got a militia out, at first I thought that it was a sort of disguise but they are just attacked and killed by the enemy immediately so I am not sure if its a bug or the "infiltration" just dosen't work.
Bonus chapter: Great concept to play as stormgrade, I love the units and buildings models especially Thoras Trollbane, Thoras is an absolute beast with 550 crits and a great buff, overall its a fun chapter wich starts off as pretty difficult but again its managable. Great bonus chapters, thanks.
 
Last edited:
Level 29
Joined
Aug 18, 2022
Messages
757
Here are some thoughts and experiences that I've had with some chapters:

Mind Blinded

When the Patrol Guards notice me, they don't alert the whole garrison, they chase my character/units for a while, and then they go for their usual patrol route. Optional Quest on this map ends, when the player opens the first gate to Garithos quarters, so after that, the player can kill anything and anybody on this map, because the killed enemy units counter does not count any units, that been killed. Summoned units by enemy (like Air elemental) is counts for killed enemy units, by the counter.

Chapter 7
Has noticeably fewer crashes, but nothing extra happening. The Dwarves somehow braver and much more aggressive before, meaning: they destroyed the Orange Undead base (Vrekar The Keen Subjigator enemy hero base), and made further advancing through enemy territory. Sadly, because somehow the crashes got intensified, I needed to use whosyourdaddy to complete the map again.

Chapter 8

It's definitely got more challenging to complete the map, because of the less gold is available in the gold mine, + Undead and Holden units can go through the Gnoll Encampment - and while trespassing, destroying few buildings and units - and attacking through the little bridge... Oh, and now Holden is destroying the Stone Bloackade, near to their base, and attacking from the left side of the Alliance base: I'm suprised, because this was the first ever time that happened. High Elven leader of this map doesn't move a single inch, no matter what was happened (meeting her doesn't making her to move back, even when the Purple Undead Base near Holden's base are destroyed. It's been a tricky map, but can be completed.
 

Kasrkin

Hosted Project: LoA
Level 27
Joined
Apr 6, 2014
Messages
840
Hey Tuwnew before I forget again here are some minor things.

Can walk through the wall in this part of the city so free trees and in the updated chapter eight Mack still has his old enforcer model in the outro. It might've been fixed already but the spell effect still says Lightning Shield but with the correct description.
 

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Kasrkin

Hosted Project: LoA
Level 27
Joined
Apr 6, 2014
Messages
840
Both choices of 9 and only a little amount of tunnel vision and doom!
The narrow paths THEY HURT ME.

Oh right before I forget. Aruna cannot get frost armor and it says naga siren and the highvale spell breaker isn't spell immune.
 

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Level 3
Joined
Oct 26, 2024
Messages
13
I was wondering if anyone has any idea what I'm supposed to be doing during the mission called "Mind Blank". What I know so far is that the objective is to kill heroes and avoid killing anyone else if possible. However, not much else has happened or been explained. It's a large map, and there is a distinct lack of directions that has made it difficult to determine what to do. This is in addition to the fact that patrols aren't calling in reinforcements. Is there something else I should be doing? its the undead mission. i also can not just skip this one using cheats sadly, loving the campaign so far tho.
 
Level 5
Joined
May 29, 2017
Messages
30
I was wondering if anyone has any idea what I'm supposed to be doing during the mission called "Mind Blank". What I know so far is that the objective is to kill heroes and avoid killing anyone else if possible. However, not much else has happened or been explained. It's a large map, and there is a distinct lack of directions that has made it difficult to determine what to do. This is in addition to the fact that patrols aren't calling in reinforcements. Is there something else I should be doing? its the undead mission. i also can not just skip this one using cheats sadly, loving the campaign so far tho.
I suppose this is the mission with the dreadlord, just find and kill the enemy heroes and try to build up an army with your mind control/persuasuion and everything will fall into place eventually.
 
Level 3
Joined
Oct 26, 2024
Messages
13
I suppose this is the mission with the dreadlord, just find and kill the enemy heroes and try to build up an army with your mind control/persuasuion and everything will fall into place eventually.
How do I get the army from persuasion to attack anything? I got to the dwarf and had a bunch of army built up that just couldn't do anything except scout really. Was very awkward
 
Level 5
Joined
May 29, 2017
Messages
30
How do I get the army from persuasion to attack anything? I got to the dwarf and had a bunch of army built up that just couldn't do anything except scout really. Was very awkward
You have to attack an an enemy with them, after you attack an enemy they are considered as hostile to them and no longer as infiltrators, you can notice with the color chance if I remember corectly, just use A(attack) command on a patrol or smth and let them attack and they will be full fleged units instead of infiltrators. From my understanding attacking a unit from the camp breakes their cover and they will be able to attack normaly as your unit. Good luck.
 
Level 19
Joined
Apr 20, 2014
Messages
619
During chapter 9 the thing that lacks most in my opinion is a tankier unit, footmans and the other melee units are a bit too weak for the undead onslaught. The "defender" unit would be a nice addition for that chapter.
Watcher is supposed to be the tanky unit. I thought of adding a Golem to Sorcerers' League too, but I am not sure and I haven't found any good model.
I will try to nerf a bit the Undead bases as you may play against 3 of them.
I noticed a bug when I tryed to make a shade in the sacrificial pit I got a militia out, at first I thought that it was a sort of disguise but they are just attacked and killed by the enemy immediately so I am not sure if its a bug or the "infiltration" just dosen't work.
Ahaha, I forgot about that militia stuff. Actually, when I started making Alliance Ashes, I wanted to have a "weak" Human Faction that can be upgraded. You would start with Militia and all... But I never did that. Instead, you can just turn peasant into permanent militia using Sacrifial Pit mechanics. But nobody does that? I will remove it and that should fix it.

When the Patrol Guards notice me, they don't alert the whole garrison, they chase my character/units for a while, and then they go for their usual patrol route. Optional Quest on this map ends, when the player opens the first gate to Garithos quarters, so after that, the player can kill anything and anybody on this map, because the killed enemy units counter does not count any units, that been killed. Summoned units by enemy (like Air elemental) is counts for killed enemy units, by the counter.
Did you attack the Patrol Guard? It's triggered when you attack them, and sadly not when they see you. It's a bit more difficult to trigger.
This optional quest is useless. I will change it. Possessing 50-70 units should be easier and less painful.

It's definitely got more challenging to complete the map, because of the less gold is available in the gold mine, + Undead and Holden units can go through the Gnoll Encampment - and while trespassing, destroying few buildings and units - and attacking through the little bridge... Oh, and now Holden is destroying the Stone Bloackade, near to their base, and attacking from the left side of the Alliance base: I'm suprised, because this was the first ever time that happened. High Elven leader of this map doesn't move a single inch, no matter what was happened (meeting her doesn't making her to move back, even when the Purple Undead Base near Holden's base are destroyed. It's been a tricky map, but can be completed.
It was always the case but since its random, you might have never noticed it :)
I wanted to make Jalinde move from her hamlet to her base, but I fear she could be attacked by Holden and I didn't wanted to make an escort mission... So she stays there. She's not a Hero so it's not that bad. Maybe teleport her?

Can walk through the wall in this part of the city so free trees and in the updated chapter eight Mack still has his old enforcer model in the outro. It might've been fixed already but the spell effect still says Lightning Shield but with the correct description.
I noticed that recently for Mack, I fixed it. Thanks for pointing it out.

Oh right before I forget. Aruna cannot get frost armor and it says naga siren and the highvale spell breaker isn't spell immune.
Noted. About Highvale, I haven't finished their tech-tree. In Chapter Ten they will be playable.

@Wonderland Is it ok for you now? It's quite an "open-minded" (pun attended). While there is one properly way to enter the base, you can still try various option if enough confident.
Have you had troubles in other maps?


By the way, I might have found why Chapter Seven is crashing. I will do some testing before next release.
 
Level 3
Joined
Oct 26, 2024
Messages
13
You have to attack an an enemy with them, after you attack an enemy they are considered as hostile to them and no longer as infiltrators, you can notice with the color chance if I remember corectly, just use A(attack) command on a patrol or smth and let them attack and they will be full fleged units instead of infiltrators. From my understanding attacking a unit from the camp breakes their cover and they will be able to attack normaly as your unit. Good luck.
In my game they are completely passive, they won't even force attack something
 
Level 3
Joined
Oct 26, 2024
Messages
13
Watcher is supposed to be the tanky unit. I thought of adding a Golem to Sorcerers' League too, but I am not sure and I haven't found any good model.
I will try to nerf a bit the Undead bases as you may play against 3 of them.

Ahaha, I forgot about that militia stuff. Actually, when I started making Alliance Ashes, I wanted to have a "weak" Human Faction that can be upgraded. You would start with Militia and all... But I never did that. Instead, you can just turn peasant into permanent militia using Sacrifial Pit mechanics. But nobody does that? I will remove it and that should fix it.


Did you attack the Patrol Guard? It's triggered when you attack them, and sadly not when they see you. It's a bit more difficult to trigger.
This optional quest is useless. I will change it. Possessing 50-70 units should be easier and less painful.


It was always the case but since its random, you might have never noticed it :)
I wanted to make Jalinde move from her hamlet to her base, but I fear she could be attacked by Holden and I didn't wanted to make an escort mission... So she stays there. She's not a Hero so it's not that bad. Maybe teleport her?


I noticed that recently for Mack, I fixed it. Thanks for pointing it out.


Noted. About Highvale, I haven't finished their tech-tree. In Chapter Ten they will be playable.

@Wonderland Is it ok for you now? It's quite an "open-minded" (pun attended). While there is one properly way to enter the base, you can still try various option if enough confident.
Have you had troubles in other maps?


By the way, I might have found why Chapter Seven is crashing. I will do some testing before next release.
Only that one that one, the missions leading up to it were good, the first macro mission could do with some hints that you get more troops unlocked like the catapult
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,246
Prologue:
-tad linear for my taste but the action-mystery story keeps you going
-not sure why the paladin didn't know where the troops were but only the captain
-Emmerlan stood with his back at the undead in the scene after going out of the village and then turned to them when they came near him
-Flint and Miagi's descriptions when hovering over their icon in the control group say Footman
Chap 1:
-Dawnweaver's Arcane Shards has the H hotkey which triggers Hold Position
-Conscript and Call to Arms have the same icon
-Draenn's Divine Balance's hotkey D doesn't work; QWERTY or the like would be better for all heroes (at least)
Chap 2:
-not sure when the optional quest should appear but it didn't after meeting the worgen south of the decimated village
Chap 3:
-trying to get into the base, a Bowman was teleported between trees and remained stuck there. Better to add pathing blockers than move the units like that
Chap4:
-the Church building looks too much like the crypt doodad
-Deathwhisper's glow is red while the base and troops are teal
-some pathing blockers for the big walls in the bulwark undead base would be nice so you won't get your units through the walls
-you could leave one undead base of the three and try destroying the bulwark and win the chapter
Chap5:
-Detheroc's Blink says Warden
-Shadow Strike and Animate Dead both have the hotkey D
-Persuastion has the hotkey P as Patrol
Chap6:
-leaving Diana in the prison and ending all undead "life" wins the map without seeing her scene even though it's a main quest which needs completion
Chap7:
-fighting the bandit camp near the undead base triggers the undead main building to attack over/through the cliff
-not fancying the orc buildings on the rogue humans
-destroying Holden's base includes a zeppelin that might decide to fly somewhere on the map, but strangely not a conjuror that still remained
-cinematics get mixed up if you finish the Highvale quest last without going first to the elfess hero; the scene when meeting her with the ending; then you get the objective to clear the ravagers undead base even though Highvale is completed
chap8:
-Saldor could use a proper icon
-Alzira suddenly appears out of the blue when the caravan goes through there, else only the Abominations are encountered if the player units pass first
-the orc told the human they will make sure to remember his name but do they know it?
-some units have abilities which need research; should be disabled if they are not to be used in this chapter
-I'm a bit confused as to why Diana mentions the light so much not being a paladin or priest but an archmage
chap9:
-I feel instead of concentrating on filler chapters you could have finished the actual human story
-Butcher could use a different icon than Abomination's
-could mention that the Butcher takes 4 food in the spell's description
-you can finish the knight order optional quest but they can rebuild xD; lucky that my allies (Araj) realized that and rediscovered them
-some Vanguard building scan be left untouched essentially not needing to finish this main quest to win
-instead of Major Draenn as a requirement it says Mountain King Gorli but the quest message is about the major
-can get to Perenolde without needing to reach the general; thus, some main quests are more main than others;

Generally, would have liked custom abilities and techtrees (which aren't essentially reskins) and less repetitive melee gameplay. There is little variation, the most different or creative chapter being the one with Detheroc. Would have been nice to get a glimpse of the other human kingdoms too, like Kul'Tiras for instance. We get some Gilneas but it's pretty indirect. We get Stromgarde at least.

Approved.


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Level 19
Joined
Apr 20, 2014
Messages
619
Hi everyone,

I just uploaded a new update that finally fix Chapter Seven unexpected crash.
Please notice me if you still encounter issue.

Also you can now skip mission with "allyourbasearebelongtous" which might be useful if you want to test new chapters in next updates.


General Updates
Added a new cheat code: Type "allyourbasearebelongtous" to skip a mission.
Implemented a clean-up function before each cinematic to remove buffs, prevent unintended healing, and address similar issues.
Introduced a new model for Jennalla Deemspring (special thanks to johnwar & Jiok!).
Fixed the model for Miner.
Updated icons for several units or abilities (special thanks to HuanJuan!) :
  • Corporal Welford
  • Sergeant Prior
  • Lieutenant Windson
  • Mystic
  • Huntress
  • Spell Steal (Wizard)
Fixed the name display for Shield of Light under Buffs.
Adjusted the scale of Farms to account for the Reforged update.

Prologue:
Emmerlan now has Endurance Aura instead of Devotion Aura.
Fixed an issue where a Blood Elf Priest appeared instead of a Human Priest.
Corrected a mention of Bobahan; it now refers to Emmerlan.
Draenn's men are now Dark Green instead of Blue.
Remaining potential guards are removed after Emmerlan leaves Brill.

Chapter One:
Fixed the ending cutscene to trigger properly, even if Draenn or Diana are dead.
Corrected the New Unit Hint text to properly reference Shield of Light.

Chapter Five:
Resolved a pathing issue.

Chapter Seven:
Fixed crash!
Corrected display text when selecting a sub-faction.
The Cult of the Damned now properly uses Follower instead of Pit Fiend.

Chapter Eight:
Mack now has the correct model in the final cutscene.
Flint replaces a regular defender in the final cutscene.
Fixed Holden's color-changing issue during the final cutscene.
 
Level 4
Joined
Mar 8, 2014
Messages
12
This is weird.
Did you get Victory dialog? Have you clicked on Continue or Quit?
No buttons appear at all?
It did have the victory dialogue and it just quits. I noticed that only with this campaign i have ocasional crashes when clicking load. Like it automatically gets me out of the game and now the same thing happens again and again with mission 3 :dialogue-forced kick out of the game.
 
Level 19
Joined
Apr 20, 2014
Messages
619
Can you explain a bit more about "Clicking load"?
Like when you have saved and you want to rollback to a previous saved game?
Or when you try to load a save (from the menu for example) and can't use your saved progress on Alliance Ashes?

Are you sure it's only my campaign that cause issue? Because since 2.0, there might have new issues. Which version do you use?

By the way, when you mean "Mission 3", you mean Chapter One (Button 3 on the menu) or Chapter Three (Button 5 on the menu)?
 
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Level 6
Joined
Jan 10, 2021
Messages
41
I'm also having problems with chapter 3 on 1.02. Game keeps closing it self after the victory cut scene plays out and i can't skip it. Tried using cheat to skip level but it doesn't work and only says cheat enabled. So now i can't progress on 1.02. Playing on reforged 2.0 tbh but i manage to finish 1.01 on it with occasional crashes.
 
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Level 4
Joined
Mar 8, 2014
Messages
12
Can you explain a bit more about "Clicking load"?
Like when you have saved and you want to rollback to a previous saved game?
Or when you try to load a save (from the menu for example) and can't use your saved progress on Alliance Ashes?

Are you sure it's only my campaign that cause issue? Because since 2.0, there might have new issues. Which version do you use?

By the way, when you mean "Mission 3", you mean Chapter One (Button 3 on the menu) or Chapter Three (Button 5 on the menu)?
Hello,sorry for the late answer. I think its the latest version of warcraft and i when i make a save lets say and click in game to load,it crashes. I tested only on a different campaign and noticed it's present. i will try again now to confirm.
Regarding the chapter,it is the hold out mission at ambermill. When i load from the mission,it crashes. When i load from the menu of warcraft,it doesnt.

Confirmation:Only this campaign seems to be behaving this way regarding the reload mid game,but this started to happen only later on,like after chapter 1 i think.
 
Level 19
Joined
Apr 20, 2014
Messages
619
There was an issue at the end of Chapter Three that didn't shown next buttons. As it launched automatically Interlude One, there were no issue until... well Interlude was not played.

Also, allyourbasearebelongtous was not working apparently... I've changed to "fancifulexcuses".

I don't know yet about these crashes though. I did test all maps and weirdly, Chapter 1, 6, 8 & 9 were the only without crash.

In this update, you can still play properly but it will crash at the end of most maps, so you will have to restart but your progress should be saved.

General Updates:
Actually "allyourbasearebelongtous" didn't worked. You can type "fancifulexcuses" instead!
Removed Conscription ability.
Added QWER Hotkeys to following Heroes:
  • Draenn
  • Diana
  • Finnall
  • Saldor
Next will follow later

Chapter Two:
Fixed an issue where Optional Quest didn't start.

Chapter Three:
Buttons for next Interlude and next Chapter should be properly available at the end of the map, even in case of crash.

Chapter Seven:
Added check that all main quests are completed before ending scene. (Who finished without freeing Diana anyway)
 
Level 19
Joined
Apr 20, 2014
Messages
619
You can open the w3n file with your editors. There is menu that manages buttons. You can set them to show directly.
As cache is saved across updates, normally you can show buttons after Chapter 3 and then continue with your progress (stats and items).

Quite not user-friendly I know... But I don't know other solution!
 
Level 19
Joined
Apr 20, 2014
Messages
619
Well, I haven't started it yet to be honest. I am looking for some help, so if you're interested :)
 
Level 19
Joined
Apr 20, 2014
Messages
619
Hello @Tuwnew, I have one little balance question: why, in the name of Light, did you give Lady Deathwhisper "CHARM" and summon level 3 ghosts who can possess all units below level 6?
This included both KNIGHTS and PALADINS.
Thank you.
She is clearly possessive.

I must say I haven't checked balance in this chapter for a while. But I can recommend you to use Wizard and some antimagic shield.
 
Level 22
Joined
Apr 17, 2021
Messages
250
Just played Shadowfang on the latest version. The new worgen cave area is really cool, same with the model of Arugal's acolytes, but they don't seem to use any abilities so they feel closer to a tanky ranged unit. Same with the Herald who only raised a few skeletons. Is that normal ?

Also, some of the footmen in the final cinematic seemed to be fine with the change in leadership and cohabitating with the worgen.

1734980020596.png
 
Level 22
Joined
Apr 17, 2021
Messages
250
I am currently playing "Through the enemy lines" and, weirdly, after the cinematic at Uther's tomb, the hero of the Eastweald alliance was just... there, admiring the sights. (This was before I dealt with the enemy bases or encountered the Eastweald alliance scouts)
1735150925507.png
 
Level 5
Joined
Jul 1, 2022
Messages
33
I'm on currently on Mind-Blinded, how do you open the giant gate/door in the bottom left? I'm assuming Thunderbrew is there. And what does the special key unlock, initially thought it was for the big gate.

Edit: Now i'm on Sifting the Ashes. I've killed everything but i still have "Purge the undead from Vandermar" as incomplete. Again, I rescued Diana and killed everything from the undead to the murlocs, and even my allies. I used iseedeadpeople to see if i missed someone or something. I even thought there was hidden shades everywhere so i placed towers with sentry all over the map. Made a save and restarted the mission, nah still stuck. Eventually i just slammed the cheat code and am now going to the next mission
 
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Level 19
Joined
Apr 20, 2014
Messages
619
I'm on currently on Mind-Blinded, how do you open the giant gate/door in the bottom left? I'm assuming Thunderbrew is there. And what does the special key unlock, initially thought it was for the big gate.

Edit: Now i'm on Sifting the Ashes. I've killed everything but i still have "Purge the undead from Vandermar" as incomplete. Again, I rescued Diana and killed everything from the undead to the murlocs, and even my allies. I used iseedeadpeople to see if i missed someone or something. I even thought there was hidden shades everywhere so i placed towers with sentry all over the map. Made a save and restarted the mission, nah still stuck. Eventually i just slammed the cheat code and am now going to the next mission
Hey sorry for the late reply, I will check if my new condition broke something. I hope rest was okay for you :grin:
 
Level 5
Joined
Jul 1, 2022
Messages
33
Hey sorry for the late reply, I will check if my new condition broke something. I hope rest was okay for you :grin:
Can you also check Honor & Loyalty? After you get control of the base, something is taking up 4 food and i can't find what it is. I've sent everyone to their deaths prior to getting the base and i hit 0. After the sending everyone to their deaths again after taking the base and being left with buildings only, the 4 food stealing poltergeist is still there.
 
Level 19
Joined
Apr 20, 2014
Messages
619
Can you also check Honor & Loyalty? After you get control of the base, something is taking up 4 food and i can't find what it is. I've sent everyone to their deaths prior to getting the base and i hit 0. After the sending everyone to their deaths again after taking the base and being left with buildings only, the 4 food stealing poltergeist is still there.
There were some units that remained hidden. Thanks for noticing!

Hey, Can I translate this campaign into chinese? I wanna share it to chinese players.
Sure, don't forget to give credits :thumbs_up:
 
Level 7
Joined
Jul 5, 2017
Messages
62
I'm on currently on Mind-Blinded, how do you open the giant gate/door in the bottom left? I'm assuming Thunderbrew is there. And what does the special key unlock, initially thought it was for the big gate.

Edit: Now i'm on Sifting the Ashes. I've killed everything but i still have "Purge the undead from Vandermar" as incomplete. Again, I rescued Diana and killed everything from the undead to the murlocs, and even my allies. I used iseedeadpeople to see if i missed someone or something. I even thought there was hidden shades everywhere so i placed towers with sentry all over the map. Made a save and restarted the mission, nah still stuck. Eventually i just slammed the cheat code and am now going to the next mission
Yeah, I'm in the exact same situation now myself, figured it was probably a bug or something to that effect so I decided to check in here. Seems I'll have to hit the force win cheat for this one as well
 
Level 19
Joined
Apr 20, 2014
Messages
619
Ah yes, the supply bandit was brought to justice! Out of curiosity, what was it?
Sorry for the late reply: I added, too swiftly, some units from the Dusk Sentinels.

Yeah, I'm in the exact same situation now myself, figured it was probably a bug or something to that effect so I decided to check in here. Seems I'll have to hit the force win cheat for this one as well
Could you tell me more about it? I can't replicate it.

Have you destroyed the first three bases?
Have you destroyed the second orange base (Death Knight)? If so, was a text displayed?
Same for the second purple base (Lich) and the second green base (Dreadlord).

There are no messages displayed when you destroy the first purple base (Archnecromancer) or the first orange base (Subjugator), but it should trigger the second bases and make them attack.
 
Level 19
Joined
Apr 20, 2014
Messages
619
New Update!

I've added a special map that allows you to restore your progress after an update. Actually, downloading an update would reset all available buttons—now, only one button will appear and when you play it, it restores your data (missions completed, items acquired, heroes levels, choices...).

Unfortunately, for this to work, you'll need to complete the missions again. However, you can use the cheat code "fancifulexcuses" to skip any mission you've already played.

This feature hasn't been thoroughly tested, so if you encounter any issues, please let me know. With this system in place, I can now release smaller updates more frequently!

Enjoy!


General Updates:
NEW FEATURE: Loading Map
When a new update is released, you can start with this specific mission to restore all your progress.
Requires that the game file name remains the same.
Draenn's Class Renamed: Major → Vanguard

QWER Hotkeys Added to the following heroes:
Edmunson
Detheroc
Grim Thunderbrew
Kristoff
Theolen
Thoras
Chapter Two:
Fixed an issue where units in the cave wouldn’t cast spells.

Chapter Three:
Fixed an issue causing continuous spawning waves.

Chapter Five:
Fixed an issue where Harthal moved unpredictably across the map.
Slightly improved the first part by:
Automatically selecting units after the cinematic.
Improving camera shots.
Adding a few doodads and items.
Preventing Crypt Fiends from endlessly burrowing.

Chapter Seven:
Attempted to fix a quest completion issue—now only buildings need to be destroyed.
 
Level 7
Joined
Mar 7, 2018
Messages
55
Really interesting, it took me some time to finish this and I had quite the fun, it was also so much story I didn't know about till this point, now the storytelling is a bit different in terms of structure and it was a bit harder to follow but that doesn't take from the fact that it was good, gameplay I loved the spells, I liked the mechanics to especially the one's during malganis bit, I enjoyed playing as the undead in that secret chapter more than I did in most of others:D it was challenging and fun:D Another thing is that I think some of the heroes are not saved ahead in further chapters..now idk if is because I may have mixed character's names or I have found a genuine bug but thought might be good mentioning. I ALSO THINK THAT THAT SPELL the captain has that regenerate is way too small I avoided putting any points into it till I had to. the idea is nice but I think it may be good to either buff it..or reconsider a different support spell, but that's just my opinion, either way, the archmage spells were interesting, and I won't change anything on that, I would also say more optional quests are welcomed as I loved the one's in this:D
 
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Level 12
Joined
Oct 5, 2021
Messages
213
So i'm playing at Chapter 3 at it is toooooo diffuclt not even the AI ally can help, plus the necromancers are to OP and the enemy Heroes too many 5 high level heroes against 2 lvl 6

Edit: And suggestion would it be fine to add Hotkeys to units including the spellcasters since I know this campaign gets more difficult in next levels. Instead memorizing each spells to hotkey.
 
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Level 19
Joined
Apr 20, 2014
Messages
619
So i'm playing at Chapter 3 at it is toooooo diffuclt not even the AI ally can help, plus the necromancers are to OP and the enemy Heroes too many 5 high level heroes against 2 lvl 6
Hey, it's actually a defensive mission. I plan to rework it, as it's poorly designed for now. My tip is to focus on defensive and wait.

Adding hotkeys is planned as well.
 
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