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What if the Alexandros Mograine never fell at the hands of his son? What if a Menethil had survived the Third War? What if the Scarlet Crusade had not been corrupted, and were the true saviors of Lordaeron? Find out in Ashbringer's Tale Retold, a brand new custom campaign by Med. MapGuy!
In this alternate timeline set after the devastating events of the Third War, witness the Legend of the Ashbringer RETOLD!
Features
6 single-player chapters and 4 cinematic interludes!
Fully voice-acted!
Hundreds of custom models, voice files and music!
FAQ
1) Does this campaign use Reforged graphics? Although the campaign is built using the latest version of Warcraft III: Reforged, it uses classic SD graphics settings. 2) How much of this campaign's story is taken from various other Warcraft media? Quite a bit actually, although the end result deviates quite a bit from the original comics and established lore. 3) Is this set in the same universe as Joe's Quest? Yes and no, as the events in Joe's adventures do not intersect with the Ashbringer's story. Certain locations from the other spinoff campaigns do make an appearance! 4) Are there any special cameos in this campaign? Yes! You'll have to play to find out. Don't forget to collect all the codex entries! 5) Is this campaign fully voice-acted? Yes! Thanks to ElevenLabs and their wonderful tools.
I have also fallen a foul of the unbreakable rocks in chapter 4 after the first High Elf group and before the portal defence which is unfortunate as it is a very long chapter which perhaps might have been better split into two; the thought of...
Approved mostly based on @Footman16's review.
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"Father, forgive me!...
--dies--
...You are forgiven."
Ashbringer story is one of cool examples, especially when they added more detail with recent Scarlet Enclave SoD raid.
Anyway - looking forward to play this campaign, record it probably
So far I am loving it, I have only encounter one bug so far and it was during the 2nd mission. Saidan seemed to lose exp and he lost his Rally skill after the cutscene with Beltheris. I reloaded my save just to make sure I wasn't going crazy and was able to make it occur again.
Hello! Just a small note... always in Part 4 of this mission (Chapter 4: Rescue of the Elves), the stones blocking the path at the beginning of the scenario are always invulnerable. This forces me to reset the mission. I'm currently on my 2 reset and I don't know how to proceed with the mission. This happens because if your HERO unit dies, the GAME does not trigger a game over and continues as normal, leading to incorrect triggers later on that prevent progress -- I believe there's a bug related to checking whether a hero has died.
One of the best experiences I've had with custom campaigns — I encountered almost no bugs, and the terrain and decoration are flawless. In my opinion, this is truly a campaign that deserves a Director's Cut. Do you plan to bring the Undead Campaing side or something similar(Similar to what we experienced in the final chapter) This campaign definitely went beyond my expectations... it's just a shame it's so short..
There is a problem in the chapter 4 when i reach hearthglen again and saving the elfs, the rock chunks doesn't let me pass and stay there and i can't do anything
I have also fallen a foul of the unbreakable rocks in chapter 4 after the first High Elf group and before the portal defence which is unfortunate as it is a very long chapter which perhaps might have been better split into two; the thought of repeating it is not appealing.
A few thoughts:
A lot of effort put into presentation from the custom background to the panning images, voice acting, models, doodads etc has all been done really well and is cohesive which is nice so kudos to that.
In general there's a good degree of polish in terms of quest messages, minimap icons etc, unit comments and dialogue to keep the missions nice and alive.
Idle worker icon is different to the peasant icon
No custom Scarlet Crusade UI?
Most abilities are a little boring imo and there's definitely room to make them more interesting (Alexandro's Q being unusable when he's at full health is a little annoying)
In Chapter 4 Sally's hero icon was present in Dimburg even though she is not present for that subsection.
There's a little bit of backtracking in the Hearthglen mission which is a bit boring and could probably be solved with slight tweaks to the layout, especially running back from meeting Illidan to the east gate.
The use of camera bound adjustments is very inventive and cool.
I could aggro the sasquatches from beyond the camera bounds in the Hearthglen chapter.
In the dungeon crawler/no build sections you often get given A LOT of units that tend to block in a lot of the narrow paths and also mean that by the time you get to the build sections you're food locked for ages and can probably just steamroll the rest of the mission with the forces you've been given.
Mechanostrider's Breath of Fire is OP but I like that, so this isn't a criticism.
The tech-tree feels a bit... random? Messy? I'm not sure but I think it could use some more polish.
Not all the WoW models look good or fitting, whilst the artstyle is consistent and I do enjoy parts of it, particularly the environment, there is a loss of visibility and distinction in units and clickability of certain objects making battles sometimes messy, chaotic and hard to micro and hard to identify particular units. To further this point I think there are better more HQ alternatives to these WoW models that could be used such as HotS ports for example, Kael, Saidan, Sally and Arthas' models look really bad imho; there seems to be a visual glitch with capes becoming attached to people. The runner's animations could also use changing since he's holding an invisible gun.
I loved the interactive map section with Alexandros, gave me strong Kingdom Under Fire vibes and I'd always been curious about such a system in Wc3 for mission selection and overworld army or progression, so kudos. Ravenholdt manor is in the completely wrong location but it's no big deal as we have alternative lore anyway, just thought I'd mention it.
In general as I said there's a lot of polish and good stuff here, there's fun quests, the unique codex and notes that give a reward for exploration is nice too. Use of neutral camps and buildings too.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
Lot of effort has been put into this & smooth gameplay. Definitely 5/5
Nevertheless, there are some bugs or other issues - I did not encounter anything game-breaking though. (Mind you, I played this on bnet's version 2.0.2)
Morgraine's Exorcise doesn't heal (and is unusable at full health, so can't be freely used to kill an unit).
Holy Power description says +20 health, but it actually heals +50.
Stonemasons look the same when they carry resources.
Some spells don't trigger any sound effect when cast or do not have any visual effect on an unit (or both) - e.g. Bloodlust, Inner fire, Scarlet fever.
There is an upgrade for Flying machines in the Workshop, but you can never train them.
Lilians Voss' Hide icon looks like aura, not a castable spell.
Morgraine's Cleaving Attack does +25% splash on both levels 1 and 2 (it's NOT just wrong description).
Anvilmar's Hammerfall spell does less damage than 100 (which is what description says) on rank 1, and ranks 2 and 3 don't do any damage at all.
Morgraine's Chastise spell is too weak - single target 250 dmg (and nothing else) is very underwhelming for rank 3. ***
Morgraine's ulti Blessed Plate's design is somewhat weird as you become immune even to friendly spells - the benefit BY FAR doesn't outweigh the drawback.
Whitemane's and Tyrosus's spells Rain of Holy Fire and Rain of Fire, respectivelly, are the same spells (well, visual effects and icons are different, however, they do the same thing).
Bloodgut's attack turns slain enemies into skeletons even without Black bite.
Visual effect of Weaken spell is too huge.
Seems like there's no way to max out your heroes; when I finished the campaign, their levels were like 6 or 7. And I did finish all the optional quests/content.
Mechanostrider's Breath of Fire is kind of too strong.
The campaign is too easy. Mostly just doing move-attack command and sitting back is enough.
Shockwave and Fan of Knives have the same icon.
Tech tree could be improved - it's too simple imho.
*** In general, lot of the heroes' spells are kind of underwhelming or even useless. Their design is lacking imho (e.g. why Sally Whitemane has mana-burn/dispell AOE, when enemy has barely any spellcasters, who do not pose virtually any threat? Something that sounds really OP on paper is actually pretty useless. Or why Lilian Voss has three castable spells when she's not an intelligence hero? One could be replaced with a passive one or an aura. Or why Kael is just plain old bloodmage (save for ulti)?). Considering how much effort you put into models, terrain, units etc., I'd expect more from you in regards to heroes' design (but maybe that's just because your campaigns are always of very high quality). My five cents are that there are too many playable heroes - I feel like it would be better to have only 3 heroes or so, which would have given you more room for better design thereof.
All in all, this campaign a great experience, but it needs balance changes to feel at least a bit challenging, and some heroes changes (to their spells) to make them a bit more enjoyable to use.
So I downloaded the campaign, and I got into a very weird bug on chapter one I could continue leveling Alexandros Morgrain to level 5, but in chapter 2 he got shrunk back to level 2. was the level cap should had been level 2?
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