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Alliance Ashes 1.12b

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
Video playthrough by @The Nightmare Book: Youtube - Playlist Alliance Ashes - By Hushbook
Video playtrough: Youtube - Alliance Ashes Playlist - By OrtoDru
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, Storage House
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, Kel'Thuzad (Heigan)
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 (icon), Loading Screen, Knight Hero, Grunt
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, Light Barrier (icon)
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), Warrior's Focus (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, Farm (Highvale), Headquarters Tent, Various Orcs Building
Eagle XI: Javelineer, Officers' Quartiers (icon)
mortael: Purifying Droplets (icon)
Vinz: Fanatism effect
HerrDave: Ranger (Elf), Isillien, Mack, Book Pile (doodad), Plague Cauldron, War Tent
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), Falric, Marwyn & Luc Valonforth (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), Arthas
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)
8512590215848: Phoenix Mantle (icon)
Maximal: Keeper
tlTI5005: Shrapnel Burst (icon)
CRAZYRUSSIAN: Hunter's Fury (icon)
Lugalu Enmirkar: Generic Human Melee Units
LongbowMan: Village Buildings
wingednosering: Dargalzz
Gottfrei: Tree
Mizuki: Sergeant
Peacegetter: Wall, Tower
Achilles: Various
sPy: Holy Projectile
SuPa-: Abomination
Just_Spectating: Bloody Hook (icon)
Sephiroth_VII: Railway
sleep: crane (doodad)
Mr. Bob: Mine


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.



General Updates
Fixed tooltips for Vanguard’s Instinct (Draenn).

Chapter Nine
Added a new unique item drop.
Added Orcish Ruins with new dialogue (depends on Sherman’s Quest).
Fixed vulnerable Gold Mines issue.
Corrected abilities for Abjurist Aruna.

Bonus Chapter
Thoras now uses Warrior’s Instinct instead of Vanguard’s Instinct (with minor adjustments).
Added QWER hotkeys for all Stromgarde units.
Renamed ability: Fire → Fire Burst (Sorcerer).
Renamed structure: Gun Tower → Gunner Tower.
Renamed structure: Arcane Sanctum → Mage Tower.
New upgrade for Gunner Tower: Shrapnel Burst.
Added new unit: Troll Hunter


Chapter Five:
Fixed Harthal position.

Interlude Three:
Fixed doodad display.
Fixed Heroes pathing.

Bonus Chapter
Warrior's Instinct is now reddish.
Added a condition when completing "King and King" quest, if Black Blood quest is completed or not.
Fixed a few typos.
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...
Hey,

Now releasing a new update, quite light, but includes some important and necessary changes to Chapter Three. Here the changelog:
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.


I have also worked on some bonus chapter and a new Cult of the Damned subfaction that I will try to add later.

Enjoy!
 
Just wrapped up the campaign - what a ride!

Cinematics and camera work? Immersive, dramatic, and just the right amount of flair.
The terrain and environments could be better
I really hope it gets dubbed one day - voice acting would push this into masterpiece territory.[/CENTER]

Chapter thoughts:

• Prologue – First Loss
Whew… tough start. It slapped me around a bit, not gonna lie. The village layout was a bit of a maze—had me spinning like a confused chicken, but it set the tone well.

• Chapter One – Lands in Conflicts
Smooth sailing here. Chill pacing, nothing too wild. Though tbh, I don’t remember much lol It was like a first date with no drama. So that's a win?

• Chapter Two – Shadowfang?
More like Shadowfang No Thanks. Constant wolf attacks nearly had me ragequitting. But I pulled through. Painful? Yes. Satisfying when done? Also yes.

• Chapter Three – Toward Fenris
Defend mission. My arch nemesis. Third try in, I gave up on attacking and just said "nope" to the main quest. Ironically, that was the correct move?? Sneaky devs!
The mission turned out pretty great in the end. Props for terrain it looked nice

• Chapter Five – Through the Enemy Lines
Really solid chapter. The siege of the last undead outpost felt epic. And Uther’s graveyard? Wow. That place oozed holy vibes. Genuinely gave me goosebumps.

• Chapter Six – Mind Blinded
Rename this “Mind Broken” please. 😤 This one really tested my sanity. Took some deep breaths, a walk, maybe screamed into a pillow... but I did it.
Layout and terrain were top notch though, so credit where it’s due.

• Chapter Seven – Sifting the Ashes
A nice change of pace. Loved getting some backstory filled in. I was curious and this delivered.
Kinda like getting juicy gossip you didn’t know you needed.

• Chapter Eight – Honor & Loyalty
This chapter hit fast and hard. The opening pace was zoom and I loved it.
That betrayal? Didn’t see it coming. (Yes, I’m way too invested in storylines.)
Early game resource starvation + gnolls = stress levels rising. But hey, survived it like a champ.

• Chapter Nine – Outside the Dome
Escort missions.
My sworn enemy. Convoy escorting wagons? Pain. Pure pain. But… I did it. 😤
The bit with the necklace left me scratching my head, I let the orcs live, expected a cool alliance twist, but nothing.
Maybe later? Still, the mission was cool and kept me curious.

• Epilogue – Burn to Ashes
Poor Doc… felt really bad for the guy 😔 This mission was a tough one, with some nice optional quests and a few solid easter eggs.
I’m docking a few points for skipping Uther’s grave this time - like, come on! Missed opportunity for a funny callback or hidden moment.

• Bonus – First Autumn Leaves
It was nice, terrain was good. Glad to see stromgarde.



Final thoughts:
The walkthrough was nice, loved it. The terrain could be more done, detailed or something—it looked pale in some missions.
Would be nice to see other kingdoms like Kul Tiras or Gilneas show up in the future.
Overall, nice—there were ups, downs, ragequits, plot twists, and deep breaths.
Looking forward to new chapters! :peasant-victory:
 
Hey, thank you for this quite refreshing review.

I didn't expect Chapter Two to be that difficult honestly. I might have to check balance.
Chapter Six needs to be reworked too, but I wonder what made you screamed exactly? :grin: Too many enemies? Bosses? Lack of hints?
About Orcs in Chapter Nine, well, I guess it's bad game design (my fault). If you don't help them, the Orcs attack you alongside the Undead during Diana's part. But that might need to be better noticed.

Glad it gave you so much emotions :thumbs_up:
 
Hey, thank you for this quite refreshing review.

I didn't expect Chapter Two to be that difficult honestly. I might have to check balance.
Chapter Six needs to be reworked too, but I wonder what made you screamed exactly? :grin: Too many enemies? Bosses? Lack of hints?
About Orcs in Chapter Nine, well, I guess it's bad game design (my fault). If you don't help them, the Orcs attack you alongside the Undead during Diana's part. But that might need to be better noticed.

Glad it gave you so much emotions :thumbs_up:
Chapter Six:
It was totally a skill issue on my part lmao
On the third try I finally stopped playing like a caffeinated footman and started actually thinking. That’s when it clicked: the whole mission is about taking your time, being strategic, and corrupting as many soldiers as you can. And once I tuned into that vibe? Chef’s kiss. Really solid design - it just punished my “W-key go brrr” playstyle at first :peasant-tongue-out:


Chapter Nine:
YESSS that would've been so good! Just a quick “YOU MADE A MISTAKE, MORTAL” warning from some ominous narrator—or even just a dramatic pop-up like
"THE ORCS REMEMBER." :thumbs_down:
...or
"You spared them. They will spare you." :cool:2


Honestly though, you're doing amazing with this campaign.
Looking forward to more for sure! :peasant-cheers-back:
 
As someone just enjoying some Wc3 campaigns with a touch of story-telling, this might have been one of my favorites. And I hope that the creator will find the necessary motivation to finish it. Some may find some of the missions' objects repetitive, I personally think it's well made and design to fit a casual player like me: not too long, mixed in different styles of playing and balanced difficulty

Here are a few shares of my thoughts on the campaign overall and some chapter specifics.

Overall
  • Immersive, no awkward moments during the cinematics, smooth dialogues and transitions.
  • Exciting plot while keeping it mysterious, or maybe I'm not playing Wow so I cannot anticipate what happens next.
  • The AI is less predictable makes the missions interesting, especially when they choose to flank you from behind.
  • Units are well designed and have larger impact on the game outcome rather than making heroes becoming obnoxiously powerful.
  • Heroes are vital but not at all OP. The chemistry between Arrad and Diana resembles of what Arthas and Jaina could have been.

Mission specifics
Two of my favorite missions are Chapter 8: Honor and Loyalty and Bonus: First Autumn Leave.

Chapter 8
  • Enemy hero is amazingly strong: Shockwave and Mirror Image decimated my troops. Nice touch on Orb of Corruption suggesting the status of our "friend" and amplifying his damage output by a ton. The map designer must have added damage reduction passive for him. It took my whole 80-food army to focus fire him down at the cost of several semi-heroes. That was fun.
  • The corrupted human troop on the other hand is less destructive. Much easier to deal with non-hero attack. The enemy Undead also attacks frequently and could be damaging without proper defense. This emphasizes on the usefulness of human faction units in this campaign. A combination of well-designed units such as Defender and Crossbowmen with their proper passive upgrades.
  • I used the big size of the map as an advantage while base-trading with the enemy Human. Knowingly I won't be able to defend my first base without heroes, I made it so when their hero was done with my base, his base also got dusted. A cherry on top comes when he came back and got stun-locked by +12 Agility Ms. Finnall with Rusty Mining Pick.
  • The allied on this map is less useful. It's understandable since it's just a small base.

Bonus
  • The first half of the mission is quite standard, I wasn't prepared for the storm that was waiting for me later. Glad I took out the Orcs guarding the goldmine on the East side.
  • And then comes the second half where I got humiliated by the frequent attacks on 3 fronts. This gives the vibe of the missions in Arkain where the attack waves getting larger and more frequent. I couldn't move out of the base for longer than 2 minutes without getting flanked from behind and/or attacked on the base.
  • I learnt to take out the Brown Human base asap in the second attempt. That gives me the advantage of positioning the base defense on top of the new ally. However the usually double armies with high level heroes are not easy to fend off, especially at first try. Gradually I built up quite a stable army and crushed the Orange bases. Then finally I found General Hath just to know that I was supposed to find him before going berserk. That would make the mission significantly easier.
  • I like how you added the Wand of Negation to help with the defense since Thoras's army is lacking of it.
  • I wonder whether the side quest about not destroying any production buildings of General Hath army would fail if the Allied AI destroyed them instead of my army. Since I took out all the Orange bases and General Hath army is the only enemy left before I found him. I didn't stay long enough for one of them to be destroyed.


Bugs
  • In chapter 8, there's no item dropped from killing the big camp near the mana fountain. Also, the items dropped from the Orge Overlord is quite miniscule (+1 Str, what). However since I found 3 Rusty Mining Picks across the campaign, maybe it's on purpose.
  • In chapter 9, Abjurist Aruna (semi-hero) has unlocked ability but no upgrade for it. Evasion upgrade says 30% while it's 15%. There's also an upgrade called "Ambush" for Enforcer unit but not available after trained at all. Btw the Enforcer should also have the Evasion passive upgrade.
  • In bonus chapter, Thoras' passive Vanguard's Instinct showing the wrong tooltip for its skill at level 1 (x2 damage instead of x4). The upgrade for Guard Tower and Gun Powder Tower both use G as shorthand. Caster unit with Sparkles but the shorthand P doesn't work. Also Charge ability for Knight.

In conclusion, amazing and enjoyable campaign. There are multiple aspects about it that really attracts me and I have played all the campaigns suggested in the description :D. Keep up the good work and finish it if you can!
 

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Just a small observation... If you're meticulous and use your heroes (who are quite strong) to defend this specific base of the Nerubian army, the entire system of Undead bases collapses -- This results in you being attacked only by the demonic army. Was this intentional?
Clearly not intended! Thanks for noticing, gonna fix that.
 
Hey, I started replaying the campaign after a looong time. I see some nice upgrades here and there (like Gilnean structures - or maybe they were there and I just forgot). So far gameplay is nicely balanced and enjoyable, no bigger complaints. Big macro maps with classic gameplay is always a welcome sight. Here are some thoughts about the first maps:
  • Drenn's Divine Balance could be a little bit stronger. Right know it's a slightly changed Inner Light which is a unit ability. I'd make a HP regen boost e.g. 100%/150%/200%
  • Pity our Priests no longer have Dispel, it's a super-useful skill against undead summoning lots of skeletons, which are... basically our main enemy throughout the campaign
  • In "Shadowfang?" when I upgrade barracks to Officer's Quarters, I can't train/upgrade/do anything in them.
  • As in may campaigns, spellcasters have some spells that are normally learned by heroes, e.g. fireball or summons. I'd advice to neft them a bit to make mass-training them less abusable. E.g. Fireball could deal less damage and stun only for 1s which would make it a fine interrupt-countering spell, but not a big damage dealer. Summons could also have a shorter lifespan.
 
In conclusion, amazing and enjoyable campaign. There are multiple aspects about it that really attracts me and I have played all the campaigns suggested in the description :D. Keep up the good work and finish it if you can!
Thank you for your kind words :grin:

  • Drenn's Divine Balance could be a little bit stronger. Right know it's a slightly changed Inner Light which is a unit ability. I'd make a HP regen boost e.g. 100%/150%/200% => True. I will see what I can do next update
  • Pity our Priests no longer have Dispel, it's a super-useful skill against undead summoning lots of skeletons, which are... basically our main enemy throughout the campaign => I've made Priest focus on "positive" support if I can say. Wizard are the unit you're looking for. :cute:
  • In "Shadowfang?" when I upgrade barracks to Officer's Quarters, I can't train/upgrade/do anything in them. => You can train Flint here if he dies. Its usefulness is questionable here, but for latter missions, you might want it. Maybe I could add something to give it a better use here.
  • As in may campaigns, spellcasters have some spells that are normally learned by heroes, e.g. fireball or summons. I'd advice to neft them a bit to make mass-training them less abusable. E.g. Fireball could deal less damage and stun only for 1s which would make it a fine interrupt-countering spell, but not a big damage dealer. Summons could also have a shorter lifespan. => Thanks for your insights!

Sorry for the late reply, I was (and still is) very busy in real life that I've barely opened the World Editor in months.
But still, I've uploaded a small update, focus on Bonus Mission: First Autumn Leaves, as I want to submit it to Mapocalyspe.

Enjoy!
General Updates
Fixed tooltips for Vanguard’s Instinct (Draenn).

Chapter Nine
Added a new unique item drop.
Added Orcish Ruins with new dialogue (depends on Sherman’s Quest).
Fixed vulnerable Gold Mines issue.
Corrected abilities for Abjurist Aruna.

Bonus Chapter
Thoras now uses Warrior’s Instinct instead of Vanguard’s Instinct (with minor adjustments).
Added QWER hotkeys for all Stromgarde units.
Renamed ability: Fire → Fire Burst (Sorcerer).
Renamed structure: Gun Tower → Gunner Tower.
Renamed structure: Arcane Sanctum → Mage Tower.
New upgrade for Gunner Tower: Shrapnel Burst.
Added new unit: Troll Hunter
 
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After the cinematic at Uther's tomb, the Eastweald Paladin just appeared at my base. At this point, I haven't cleared Andorhal or encountered the Eastweald alliance. (I'll probably make a more detailed review when I've finished the playable chapters but I thought I'd report this while I had the screenshot on hand)


Edit :

1756895413133.png
There appears to be an issue with a model in the cinematic at the elven lodge. (I am playing on 1.31.1)
 
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I can't pass Chapter 3, i killed every base but mission don't end.
You're not expected to destroy all the bases. A countdown should start after some time and a more impressive wave near the Vanguard base (blue).
If you don't like defense mission, you can type "fancifulexcuses" to skip the mission.

I've uptaded the map for some bugs:
Chapter Five:
Fixed Harthal position.

Interlude Three:
Fixed doodad display.
Fixed Heroes pathing.

Bonus Chapter
Warrior's Instinct is now reddish.
Added a condition when completing "King and King" quest, if Black Blood quest is completed or not.
Fixed a few typos.

By the way, I am currently working on a secondary project, follow this thread for more info and details (there's even a demo!):
 
I've been wondering this for a while, but did you draw inspiration from Legends of Arkain and possibly The Black Company as well while working on this campaign?

Cause the Officer Quarters as well as the Sherman's Amulet sidequest and the choice whether to attack the Gnolls or not during Andorhal really reminds me of the old Arkain choices-based campaigns back in the day.
 
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Solid campaign overall, fills well the gap of TFT to Vanilla, tech tree feels human despite the custom content, heroes are overall strong but balanced minus some details.

Diana's ultimate is utterly broken. You can halven the hp of a level 10 hero with it. You can obliterate almost any unit. In an area of effect, which stuns. On the other hand, the "healing" spell of the main character suck. +90% passive regen is simply bad as spell, instead of getting one hp every three seconds, you get one every 1,7 seconds or something. You can not makes a unit regen effectively with it, nor you can prevent it from dying. Even the armor is quite bad, the more armor you get, the less effective the bonus is. I would suggest to remove the healing part and just give straight damage reduction like 20 / 30 / 40% or something like that.

The campaign suffers from reptitivity. While I've enjoyed the missions, most of them are "destroy those multiple undead bases and kill the gigantic final undead base". Generally, with allied IA (that are fairly competent, but some seems to bug at some point and stop sending troops). When you combine the same enemy and the same pattern in mission design, all missions kind of feel the same at some point. Especially when you already played the human campaign in the base game which is hyper focused on undeads already. The huge advantage of undeads is that you can take any faction and turn it into an undead one if you wish it. I would strongly suggest considering adding orc, human and high/blood elves undead armies to keep things a bit fresh. What is sad is that for the player, you HAVE that diversity with the different sub-humans factions.

I'm not fan of baiting the player into doing something that they should not. Destroy the undead base but 10 minutes after, while you were preparing an offensive force, well, no, it's a defense mission my dude. Wanna kill this paladin? Well, don't care if he escaped (and you have to cheese to be able to kill it in hard) despite being what seemed to be the main objective. It's a bit weird.

Story-wise, dialogues are well written, something not that common in the custom campaign, and I'm kind of attached to this maybe future couple, and curious of what fate await them in the end. As a very specific point, I appreciate that you didn't turn Garithos in either an absolute moron like Blizzard do everytime they have to talk about him nowadays (the guy is supposed to be a high rank military officer after all, being racist doesn't necessarily means doing just stupid things), or into a sort of absolute gigachad that flirts with parody. Good.

Mission 6, the one with Detheroc, could really use a mana fountain on the right side of the map. This mission took me way longer than it should considering the amount of waiting I had to do to recover mana, and coming back to the left side mana fountain is anything but practical, especially when the best way to deal with the mission seems to start by the cleric.

In general, you have a weird habit in design of doing narrow pathways which snakes, making unit movement quite messy and forcing you to leave you base for miles of walking, pushing the player of walling with towers at every opportunity. It's often very unnecessary. Mission 7 is a good example, the Silver Hand path to the orange base is three loops like that. Talking about terrain, in those kind of missions, getting larger areas where new goldmines are cool be nice in order to build advanced bases to avoid waiting years to newly units to come. Some issues also with trees that you can't cut, like in 9.

In cinematics, units often continue doing what they would be doing in gameplay, like spellcasters with priests continuing to heal allied units in the background. Items on the ground stay in cinematics too, like how the red drake egg dropping from the final base in mission 9 is hidding Draenn when he raises his sword if you don't pick it up. Music could be better handled, it's often just the one of the generic human missions themes in the background when it's not necessary really fitting.

One detail I kind of liked, I also find the replacement units for elven and dwarves ones to be slightly weaker, which is a good thing imo, it shows that losing the "Alliance diversity" is detrimental. It's probably not really intended but heh.

I will gladly wait the future last two missions.
 
Thought I would add some notes I wrote down from when I first played this campaign:

Prologue
A nice mission to open up the campaign with.
I thought this was laying the groundwork to some grand confrontation with the Paladin who would become some final enemy as an Undead, but we only met him for a tiny portion of the Bulwark mission and then he was assassinated.

Ch1
I enjoy missions where we have AI allies a lot. This was common throughout the campaign, so I was pretty happy.

Ch2
Very cool to bring us back to Pyrewood. I completely forgot it was a place Kael visited during the Maiev campaign, and seeing Blood Elves there was a neat reminder of the events of Frozen Throne. In fact, I love all the Frozen Throne references, and seeing the perspective from the Human side/ Garithos' side of the Blood Elf campaign was very neat.

Ch3
I struggled at the beginning because I was trying to rush the purple base. Did not realize it would become a defensive mission.
Very cool to see the moment the Lich King lost control over the Undead, and see the internal conflict there. I was impressed with Garithos and the others taking this rebellion into account for their strategies when they were discussing attacking in the east, since they witnessed the Undead rebellion happen in the western part of Lordaeron.

Ch4
Not sure why there is a hint to when I'm rushing north to meet the AI ally that I should wait until Andeohal has been destroyed to go North. It would have been a very difficult fight if teal was not attacking the AI ally. In the cinematic, our protagonist even thanks the Scarlet Crusade for helping them out with Anderhal.
Scarlet base is very far from the Bulwark, which can cause attack wave issues, which sucks because you need a full wave from them to destroy parts of the Bulwark bit by bit unless you tower outside the Undead base and lure them out.
I liked the Uther tomb cinematic. Was a nice touch.

Ch5
Taking control of the Humans as Detheroc was a very creative mission choice. I just wish we had vision of the Humans we needed to control, since this was a huge map and I found it hard to find them. Then, it sent us after the Guard leader in the north for the last piece of the key. I did not complete the less than 75 human deaths quest, but I was curious what the reward would have been since we never use Detheroc again.

Ch6
Going back in time was a great idea, since it showed the origin of the conflict with the Undead doctor hero, and the main character's interactions with the Dawn-Weaver brother who died at the start of the campaign.
Having so many AI allies was also great. The map was too big though, so our allies did not attack the purple and green base at the very top of the map.

Ch7
Dota style push against the Doctor's base was a lot of fun.
The enemy Human hero's mirror image spell made him the hardest enemy hero of this entire campaign because of our limited types of useable units in this mission

Ch8
Thought we would gain the Orc as allies if we spared them, but I didn't see any gain from letting them live.
The second part of the mission was pretty cool with collecting resources for a push. Luckily our heroes were very strong, and I towered massively against the Purple base's waves since the Demon Hunter Undead hero was the only hard part of the mission.

Secret Mission- Andorhal
I liked this mission a lot. Having it all be in the Doctor's head that he killed the protagonist was pretty funny.
The Dwarf/ Elf reinforcements get stuck after a while on that right side of the map and never pushed out to attack me.


General Points
Terrain limited a few aspects of this campaign. First, because of narrow passages around bases, there was no point to try out all the cool melee units we could make, and even mages were vulnerable to being bombarded by piercing attacks or siege while stuck, so I just went full range units for my attack layout.
Also, because the maps were so big, the AI would stop attacking once the enemies close to it were dead, since in Wc3 the AI has issues attacking enemies that are extremely far away. A lot of the terrain in this campaign could have been compacted a lot to negate this issue.
Overall, it has been a long time since I have had so much fun with a campaign. The story was excellent, and I loved the gameplay. The tie-ins the Blizzard campaign were fantastic. Thanks for sharing.


 
I have the problem that the Campaign doesn't even show

I downloaded the campaign and moved it to the folder with the rest of them, but it doesn't show at all and the rest of the campaigns i have do

I have the game in spanish, maybe it's a problem with that or something??
 
I have the problem that the Campaign doesn't even show

I downloaded the campaign and moved it to the folder with the rest of them, but it doesn't show at all and the rest of the campaigns i have do

I have the game in spanish, maybe it's a problem with that or something??
I'm pretty sure it's an off-topic question, but that problem likely means you are playing with an older versions of WC3.

Some campaigns (or maybe maps) don't work if you don't have a correct version of WC3. The latest patch can be downloaded through Battle.net app.
 
I'm pretty sure it's an off-topic question, but that problem likely means you are playing with an older versions of WC3.

Some campaigns (or maybe maps) don't work if you don't have a correct version of WC3. The latest patch can be downloaded through Battle.net app.
Yeah it was that, i've been playing in 1.27 instead of 1.31 lol
 
Yeah it was that, i've been playing in 1.27 instead of 1.31 lol
Yes, you are correct. It has to be 1.31.

And just for the completeness, the campaign file has to be placed in "Documents\Warcraft III\Campaigns". For older versions of WC3 like 1.27, they are still stored in an old format, exactly where you installed the game.
 
Finally could update my game and play and man it was an awesome experience, 10/10 and i loved the missions

i also like how it intertwines with the original Frozen Throne story, it's not completely separated from it despite not affecting it wich is nice

My only complaint is that it seems that currently the campaign's last missions are broken, in my game chapter 11 is listed before chapter 10 but i don't think it affects the gameplay, the one that does affect it it's the fact that chapter 10 and the bonus chapters are completely broken, they don0t have any quests and the AI is completely passive not attacking unless i attack and it doesn't rebuild, there are also no quests and it seems like it's a custom match instead of being a proper mission

otherwise i've absolutely loved this campaign
 
Finally could update my game and play and man it was an awesome experience, 10/10 and i loved the missions

i also like how it intertwines with the original Frozen Throne story, it's not completely separated from it despite not affecting it wich is nice

My only complaint is that it seems that currently the campaign's last missions are broken, in my game chapter 11 is listed before chapter 10 but i don't think it affects the gameplay, the one that does affect it it's the fact that chapter 10 and the bonus chapters are completely broken, they don0t have any quests and the AI is completely passive not attacking unless i attack and it doesn't rebuild, there are also no quests and it seems like it's a custom match instead of being a proper mission

otherwise i've absolutely loved this campaign

It's because they are placeholders right now, Tuwnew has not released them yet.
 
Just played your campaign the 3rd time and enjoyed every second of it. The storyline is without a doubt great, gameplay was great, terrain and cutscene are also great. Just sitting tight and waiting for you to finish the last chapter to see where you lead these heroes.
 
Am I missing something or is mission 3 impossible to break? Footmen + archers + basic priests with no siege vs fully entrenched undead bases with massive production?
You aren't wrong.. the difficulty is kinda.. massive even on story mode.
Actually, you're right! You are suppose to not win this mission. Approx' 10 or 15 mins, it becomes a full defense mission with a timer.

If it's too difficult, you can use whosyourdaddy from time to time or type "fancifulexcuses" to skip the chapter.
 
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