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Animals Rebellion

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Reactions: Javik and Gnuoy
Graphics Required: Reforged
Features: 3 whole new races with its 6 heroes, nice plot, 9 playable maps plus 2 interludes (animations). Voiced dialogues. Customized skills for most heroes/casters/buildings.



Dear community,

I hope you enjoy my very first campaign. It has a new whole race: the animals.
The plot is good and the characters evolve.

"Grayzzly, an ancient Gryzzly from Hyjal Mount, wakes up during turmoil times. A new menace threatens all the wild life. He will run into new allies and friends, but foes too. Not everybody and everything will turn out to be what they seemed"

Based in the Warcraft 3 Campaigns Lore. (Flash forward spin-off).
Difficulty and map elaboration escalate with each map.



====ADDED EPILOGUE===== (very fun map with a brand new animal race based on starcraft zerg production style.

//Fixed Shreder 3.000 7th map 2nd skill when dual with 1st//
//All tooltips reviewed//
//Casters upgrades Icons adapted//
//More Decorations in 7th map//



Incoming Updates:
- Full in depth review for minor problems and lackings solving


I have already in mind a proyect to bring you a full campaign for classic graphics that will involve new models.



PS: any feedback, bad or good, difficulty balances, suggestions, bug reports etc etc...is more than welcome. I´m not a native english speaker so please I hope you can be indulgent about this throughout the campaign. It´s been A LOT of effort and I did it 100% alone in a month and a half, just want you to enjoy it as much as I did while making it. I learnt almost from scratch.
Contents

Animals Rebellion (Campaign)

Reviews
deepstrasz
Generally, it needs refinement. Terrain is either bare in places or has nonsensical placement of doodads. The techtree could use some custom abilities. But there is work put into it and I see some creative things. Sadly, however, it's not finished...
Level 10
Joined
Aug 25, 2018
Messages
127
Its recommended to just edit the upload instead of removing it and the reuploading it.


Mission 1: some troll neutrals are hurt before you get to them. The kill lumberjacks leader objective is not able to be completed. Idk if a unit is not spawning as there is 2 trolls and 2 ogres in the final camp which nothing happens after I kill them


Mission 2: During the opening cutscene you get a message saying you must build a great hall or you will be revealed to the opponents.
Reds AI is not working he is not building and just sits there
Random portal behind rocks doesn't do anything? This may be tied to the second optional quest but I looked all over the map and did not see any npcs or anything that would trigger the quest.


No animation for bear hero third skill. The howl of terror debuff just gets applied to enemies while the bear kind of sits there.
Spider Hero auto attacks are kind of just flying above him and the projectile just disappears before hitting the target. Spider venom stink passive does not have a tooltip.
Both builders are unable to repair structures.

I like it so far ill have a chance to play the rest of it later this week.
 
Level 5
Joined
Oct 15, 2024
Messages
16
Mission 1: I hurted them on purposed so that first part does not feel that slow. I had fixed the last main quest thing but seemingly, it´s not fixed. So sad.

Mission 2: It´s okay the building town hall message, I wanted to warn player.
I didn´t mean AI´s to fully polayed, instead I controlled difficulty by waves. It would be too much difficulty for a second stage.
Bear resumes attacking after the Terrifying Aura, but it takes a while. You have to force him if you wanna save some seconds.
Workers do repair buildings but only if they are their kind. Racoon for military buildings, Rabbit for Tech buildings.

Thank you very much I write it down hope you enjoy.
 
Level 10
Joined
Aug 25, 2018
Messages
127
Alrighty here comes the wall of text, was able to play sooner than I thought. This is all constructive criticism not me discouraging you from improving/making more stuff in the future.

Mission 1: replayed it and the ogre lord spawns and I was able to complete it

Mission 2: Found the npc for the second side quest and was able to use the portals.

Mission 3: Timer reached 0 and nothing happened there was no dialogue, no last big wave or an indicator on where to flee. There is a decent delay from when the timer hits zero to when the level will actually end, but it does start the end cutscene eventually.
Heroes do not have the items from mission 2, I did click continue after mission 2 and the interlude so I assume its a cache issue of some sort between them.
There is a training in the spider den called "Training of master spider" it requires a tree of eternity which we do not have.
This mission I would change how the enemy base AI is if possible or make it not possible to actually "assault their base". Only reason I mention this is because the trigger for when one of the players units gets to close to the entrance of the enemy base it spawns an insane amounts of units for Red/Brown.
I had an entire group go back to my top base twice instead of pathing back into their own base. I just wanted to send the spider into the cave for the side quest.
Naga side quest after completing a text is displayed on screen "Nagas left some towers behind" I do not see any towers where the npc was. (There is a item on the shallows NE of the top base that when used gives 2 naga towers)
Scorpion Q ability that consumes a rabbit to refill mana, you can target a gold mine and destroy it. That was the only rabbit building I noticed that you can do that with.

Mission 4: Items not transferring to wolf/spider hero.
Group of 3 stormreaver hermits and 3 apprentices will not auto attack hero on approach. Wolf hero doesn't attack them either. If this is intentional to reduce difficulty I would just remove 2 of the units and make them attack like a normal hostile mob.
Quill boar to Spikey Boar upgrade on the unit card itself says tooltip missing. It still cost resources just doesn't show how much.
I was given a build necropolis message after a battleship killed a defensive termite mound. I still have 3 wild trees
You can buy ships from the enemy human shipyards

Mission 5: Mission is labeled as Grayzzly Payback on mission select screen. On the level load screen/in mission quest log its called Grayzzly Return
Night owl tooltip missing on the 2nd spell

Mission 6: During the opening cutscene Grayzzly has a couple of text that are in yellow instead of white. If this is suppose to be like a mental comment not spoken out loud I would put like "to self" in front of the text to indicate it wasn't spoken to the goblin hero.
Quest log/loading screen shows that this is Mission 7 yet level select shows it as mission 6
Why is Grayzzly trainable from a altar but not already under our control? Why is he level 1 as well after he is trained? I noticed he was down leveled to 3 in the previous mission but I just chalked that up to him being weakened.
All the enemy heroes start at level 1 besides the quest target 3. The wave heroes can go all the way up to level 10.
The two dreadlords quest log says they are bottom left yet they are hanging out next to Lord Garithos Jr in the top
Both blue/pink/purple waves will attack the mobs on the map
"Fuel" Side quest to kill the portal needs to be able to auto complete if the player kills it before killing the arcane vault. I was able to kill the portal very earlier on while scouting out the map and was unable to finish the side quest because of it.
Attached screenshot but after upgrading the trolls I was unable to train them.

Mission 7: Grizzly and Spider hero trainable instead of under control already? Also spawning at level 1
Why did you decide to use normal melee AI for this mission instead of the waves you been using? I think only the two night elf bases where training troops normally. I couldn't tell with purples undead base.
Enemies killed the camps and took items/tomes, saw a warden take a int tome.
Ending triggered twice and cause it to duplicate characters/text during the cutscene

Last Mission: Nothing much new that hasn't already been said. Mainly again level 1 heroes which required to be trained.


Not level specific stuff
There is no names for heroes when hovering over them, there is just a tiny little box. Only heroes I have seen with a name was generic ones that spawns with the waves, one of the goblin heroes and the default melee ones trained.
Black Wolf Hero first ability fierce bite rank 2 does more than "225 p" it was able to one shot a 350 HP unit. It does I think about 420ish was able to bring down a poacher to 10 HP with it.
Shreder 3.000 Hero casting his Q Fire turret will spawn his W lava plant ability instead. This only occurs if both skills have been learned
No items or tomes carried over between missions after the 2nd chapter.
Multiple tooltips are incorrect or do not display any information.
Some tooltips need to be corrected on the language as they didn't convert over properly from I assume Spanish.


Final Comments
It was decently fun overall to play and I enjoyed it. The main thing I would focus on trying to improve since you mentioned you where learning would be enemy AI, unit pathing and triggers for scenes/quest. Reasoning behind that is the difficulty of this campaign. Half the time the game felt way to easy because there was not a single enemy unit other than their buildings for a long time. Was very noticeable on defense mission and 5/6. The other half of the time a huge army would spawn out of thin air it felt like. Pathing needs to be looked into as certain areas of many of the maps your units tend to walk single file in open areas. It is a mess but its a good mess there is a solid foundation to play and build upon. Work and tidy up a few things at a time and you will have a good solid campaign here.


1729725102700.png
 

deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,685
  1. The cinematic intro should start before you could select the bear.
  2. The wisp's transmissions run too fast.
  3. The bear has no hero glow. Could be simply added: How to add Hero Glow without Modeling
  4. The third spell has Espanol in the description.
  5. Some abilities like Hardened Skin and Cleaving Claw use passive or active ability icons when they should the other way around. Could make them proper with: Warcraft Image Lab
  6. The rabbit is marked as undead.
  7. Reaching the mine before saving the rabbits and raccoons you get a quest message to train wolves but not quest appears in the quest log.
  8. Idle worker icon looks like a Peon instead of some (other) animal.
  9. In the intro of chapter 2 you get the you will be revealed to your opponent message because you have no main building.
  10. Transmissions are unreadable unless you screenshot them.
  11. The tarantula's projectile isn't properly set in the unit editor. It shoots like it's coming from behind the creature.
  12. When returning from Sylvanas Windrider's base I got a scene with two portals and Gavinrad's army coming separately on another path. Then got a quest to gather lumber for Lizardgreed or something like that. Everything feels out of place.
  13. There seems to be no game cache transitioning from map to map; in chapter 3 you don't have the items and have to rechoose your abilities.
  14. Stormreavers stay idly unless you go very close.
  15. Units selected during cinematic mode.
  16. Some dialogue lines leave to be desired.
  17. Can buy ships from the enemy ports.
  18. Not sure if intended but Grayzly is level 3 in chapter 5 and he was higher before.
  19. Main quest appeared during the scene where Metal Klauz appeared in the base.
  20. Problem with the enemy AI is that it's using the melee one making level 1 heroes and attacking creeps.
  21. Chapter 8 has no intro cinematic scene. Also, are the grizzly and spider hero supposed to be summoned (like melee level 1 heroes)?
  22. During scenes, sometimes Grayzly is red, other times blue, sometimes brown.
  23. Batso can kill the first beast since it cannot attack air.
  24. Timers don't pause during cinematic scenes.
  25. Finding the most southern sheep also finds the one in the middle, so 2/3.
  26. Fire elementals also attack neutral hostile camps.
  27. The sheep quest scene ended with a wrong camera.

Generally, it needs refinement. Terrain is either bare in places or has nonsensical placement of doodads. The techtree could use some custom abilities. But there is work put into it and I see some creative things. Sadly, however, it's not finished. From the looks of the last chapter's map, the ending could have fit in the unused but terrained place.

Approved.


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deepstrasz

Map Reviewer
Level 73
Joined
Jun 4, 2009
Messages
19,685
You are not skiping cinematics cause they contain the info that "curtain loading screens" don´t have. It´s like watching a short movie and skipping the parts when main character is not killing bad guys.
Irrelevant if you want to skip in case you want to speed run or not wait again in case you didn't save after a scene.
 
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