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Beyond the Dark Portal (1p/2p)


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General Information
General Information
This project was originally envisioned as a long cinematic series based around the novel "Beyond the Dark Portal" by Aaron Rosenberg and Christie Golden.
It was later revised to be a single campaign, as I felt no one would be willing to watch a 5 hour + cinematic series.
Finally, it was changed into the format of a 2 player coop campaign with all the maps connected by a save/load code system.
This was done because I felt it was sad that the map development forum on hive overemphasized single player campaigns to the detriment of multiplayer maps---
In my opinion, what made warcraft 3 great was being able to play with your friends, so hopefully this series will give you a chance to play a custom campaign with a buddy.
I understand it is difficult to find someone to play with and would be easier to play it solo, but please make an effort to find a partner to play this with.
I think players will enjoy this series far more if they can share the experience with another person.

Finally, I strongly recommend you read the information sections below to enhance your understanding of the game-play and to avoid people asking the same questions repeatedly.

(Old)Map Development Thread:
[Campaign] - Warcraft II Beyond the Dark Portal (1p/2p)


Mission Guide


This section will provide players with guide on beating missions on insane difficulty, as well as general information useful to all players for each mission Keep in mind that the general rule for casual players is RTS maps should be played on normal difficulty, while RPG maps can be beaten on insane difficulty.


Map03- RTS
This mission is special because it is of the difficulty I originally envisaged for the campaign, but this was wrong since it becomes too hard to beat for players who are not top-notch RTS players. If you are a casual player, you might want to consider easy mode, even though you can destroy bases before they even activate when playing easy mode.
Tips for insane: The mission relies on the interaction of the three optional quests. You must get the Thunderlords on your side first, since that only requires heroes with invisibility potions to run past enemy bases and kill a weak unit. Note, you can avoid fighting even the guards by buying double potions, which will shorten the quest time significantly.
After you have grey on your side, blue will focus him, so you have less pressure on your base. You should then rush the goblin quest. After that, you can decide whether to kill blue for an expansion, or finish the Arakkoa quest before green activates. The choice is yours, just make sure to not lose units against the Draenei or against the boars.

Map04-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Danath's passive, since it will make a huge difference in mission 11. Be careful when you are in the cave, and do not activate the destroyer until you know how to defeat him (he cannot be killed with physical or magical damage.

Map06-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Dentarg's mana drain and heal spell. Keep Teron away from range units due to his low HP.

Map08-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: You need to learn Katrana's lifesteal aura in order to defeat orange. Keep 1 level of windwalk incase you she gets focused Remember it is ok to sometimes fail main quests....

Map010-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Liquid elemental is one of the most powerful spells when used correctly, so learn it. Make sure to take the expansion guarded by the bandits ASAP.

Map011-RTS/RPG
Recommended Difficulty for Casual- Normal
Insane mode tips: You must make sure green does not get out of control, or he will wipe you and grey out through mass numbers. You need to sacrifice one of the food providers eventually so that grey can help in the defence. You must buy orb of fire for Danath.

Map012-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Use your spells in coordination to achieve victory.

Map013-RPG
Recommended Difficulty for Casual- Insane
Insane mode tips: Difficulty makes no difference in this mission, as this tests your intelligence.

Map014-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: You must choose to manually control light blue. Make sure to hunt creeps aggressively or pink/lb will run out of gold and your allies will fail fast.

Map015-RTS
Recommended Difficulty for Casual- Normal
Insane mode tips: Grom's Agile, when combined with Map03's lifesteal item + Map15's critical strike item makes him the most powerful hero physically in this campaign, though Danath comes very close. Aim the human heroes or your base will be lost against the massive spell power of Turalyon/Khadgar/Danath/Kurdran. This is the first mission that requires you to complete a puzzle in order to even play the mission.







Basics


Though the game is designed to be a 2 player coop series, it is designed to support single player, but you must make sure to play as the "core" team if playing single player. For the Old Horde, that is red, and for the Reforged Alliance, that is blue.

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In addition to the game tying all written commands to the core player, it is also the only player that can gain resources, as well as the only player that can skip cinematics.

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For playable missions, the core player has 5 seconds before the start of each cinematic to skip. For pure cinematic missions, the core player can skip the mission at any time (like the regular blizzard campaign).

The second player is designed to be a hero only faction. It is only given one hero, and in RTS missions it is given an invulnerable altar that revives the hero for free (though the revival time is doubled as compensation).


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Hero Set List:
Core- Dentarg, Hero faction- Teron
Core- Turalyon, Hero faction- Khadgar
Core- Rexxar, Hero faction- Grom
Core- Tagar, Hero faction- Fenris
Core- Kurdran, Hero faction- Danath
Core- Katrana, Hero faction- Deathwing
Core- Krasus, Hero faction- Antonidas



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You will note that the hero faction controls the far stronger hero, and can carry the team late game with just that hero alone. For this reason, if you are playing with a friend, it is advised that the person who cannot play RTS well be given the hero faction. However, the hero faction for most of the hero sets are considerably more fun to play, so if possible, try to allow both players to have a chance playing the hero faction for different hero set groups.


I also want to emphasise that players who do not use "vision cheats" will not be at a disadvantage when compared with people who do use "vision cheats". There is no anti cheating system in place, but I have designed the maps so that all the secrets are placed right in front of you--- it is up to you to figure how to use them. You will not miss anything by not revealing the whole map with vision cheats, and there are no secrets hidden in hard to access areas. Many of the heroes you will get have teleportation-type abilities that will allow you sometimes to go to places not designed to be traveled to--- I want to stress that doing this will only increase the chance of a problem occurring by you gaining access to a zone that you should not have gained access to yet. Just to repeat: There are no secrets to find by abusing blink-type abilities to gain access to hard-to-reach areas. Everything is placed right in front of you--- just make sure to explore the map thoroughly and you will be fine. In particular, pay attention to circles of power.



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Warcraft 3 Version


This map series is being made on 1.28, though it works on 1.29+ since I need to test it online. If you are using a version below 1.28, I cannot promise it will work. To repeat what I have said in the first comment in the comment section for this map: The reason I am uploading this now is because I need to know if this works for patch 1.27 and below. The only reason I am still making this on 1.28 is because I do not want to exclude players who do not have 1.29 (which causes incompatibility so people without 1.29 cannot play campaigns on 1.29 from what I understand).

I specifically need feedback from players below 1.28 on any potential crashes that occur when playing with 2 players (there are no crashes on 1.28 +). I cannot test it myself on 1.27 and below since I do not trust the "Patch switcher", and because I have no friends to play it with me on patches below 1.28. So please, if you are playing on 1.27 and below, play with a friend and let me know if any crashes occur. I am willing to spend time fixing any potential errors so players on 1.27 and below can play this map series, but I need to know sooner rather than later, because as more time passes, I become more reluctant to make any changes to the maps because they are all separate and it will take a lot of effort to make changes to each individual map.


If you are playing on a version below 1.28, keep in mind these two things:
A)You must have a "CustomMapData" folder in your warcraft 3 file. I think 1.27 (b) creates it automatically, but the previous versions do not. You will need to manually create it if you do not have one.
B)If you are playing with 2 players, you need to make sure the patch has the extended map size limit for multiplayer. The old limit (8 MB) for multiplayer will not allow you to play these maps since they are all bigger than 8 MB, so either play on 1.27 (b) (I think they introduced the extended multiplayer on that patch) or find a way to extend the maximum file limit for multiplayer.



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Note that if you are using a version older than 1.28, the "CustomMapData" will obviously not be in your "my documents" folder, it will be in your normal warcraft 3 file.
Difficulty



For the RTS missions, insane mode is designed to be really tough, so I strongly caution against playing them on insane difficulty unless you are playing it with a friend + you feel very comfortable with base-building missions. The RPG style missions are far more relaxed, and can be beaten on insane difficulty with less effort. All the artifacts can only be acquired by beating the optional bosses on each map on insane difficulty.Artifacts can now be acquired on any difficulty.



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The artifacts will not significantly affect your game-play, but if you wish to beat future missions on insane + beat the final boss on insane, it is expected that you have collected all the artifact items during the previous missions.


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Additionally, beating the optional bosses/main bosses on insane will give you a "letter" that forms part of a code that will allow you to access the final 2 missions of the campaign series, so make sure to write down the "letter" you receive from each mission when playing on insane difficulty.


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As I mention below in the "save/load system" section, you can use the load system to first beat a mission on easy/normal difficulty, then reload into insane so you can beat it easier.



Save/Load System


At the end of the mission, both players will receive a code that will be automatically saved into their "CustomMapData" folder in their warcraft 3 file.


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You can then copy paste that code into the next mission with that hero set to load your hero's items and abilities.



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The code is not associated with player names, so you can change which heroes you play any time.

It is also worth mentioning that the file that is created in your "CustomMapData" folder is the exact name of the mission you save. This means that it will overwrite any previous save file in your folder with the same name. This means that if you replay a mission, be aware that if you win and allow the game to save, any previous save files associated with that same mission will be deleted.

The save/load system also allows players who are unable to beat the mission on insane to gain the maximum level for the mission, and then reload with their saves on insane difficulty.


With regard to the heroes themselves, each mission will have a level cap for the heroes you are playing. Most hero sets have an average of 3 playable missions each, so most missions will allow cap you after 5-4 hero levels (the maximum hero level for all heroes is 14, with the exception of bonus level missions (deathwing/katrana, antonidas/krasus).

So for example, in the first playable mission (Grom/Rexxar), the level cap is level 5. Once your hero reach this level, you will be unable to gain experience. If you choose to reload your heroes into the same mission (for example if you can only beat a mission on easy mode but you want to beat it on insane difficulty for the artifact items), your heroes will gain experience for the first level, but upon leveling up they will be automatically sent back to the level cap and have experience turned off. So if you were to load level 5 grom/rexxar back into the first mission, you will be able to gain experience up to level six, but as soon as you reach level six you will be sent back to level 5 and have experience turned off.

It is important to note that this is not an attempt to control players---this is just to make sure players do not ruin the fun of the game by accidentally reaching level 14 on the first mission due to trying to reload on insane difficulty for the artifact items.

Once you reach the final mission for a hero set and attain level 14 (maximum level), you can of course reload into any previous mission without worrying about being sent back to the level cap for that mission, since the trigger is based on being able to level up.

Also worth mentioning is the fact that only artifacts + shop items can be saved. All other items will be automatically deleted during the save process, so as to prevent bugs from occurring if you load a save item back into a map when you should not have that item. From this, you can understand that all items acquired in individual maps that are not artifacts/shop items have a purpose in that specific map, so if you find you still have quest items in your inventory when saving, perhaps you should go back and explore the map and find the purpose of those items.




Visual Errors



Since I have been making these maps on 1.28, it is important to know that there will be some visual errors if you play it on 1.29+. It does not affect the game-play, but you will notice it, so I will list the issues you might encounter below so you do not report them as "bugs". These issues will not be changed as long as I am making the maps on 1.28. The first pictures show what 1.28 looks like (and in theory everything below 1.28) while the second pictures show what it looks like on 1.29+.

Stacked Floating Text
Any stacked floating text I made on 1.28 will appear as overlapping on 1.29+. This is most obvious during the introduction missions for the horde/alliance, and I am trying to reduce the amount I use in future missions due to this issue.



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Extended Camera Revealing Unwanted Sights
The extended camera also reveals areas that I did not predict would be seen on the 1.28 camera. It might make some things look silly, but has no effect on anything else.



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Appearing/Disappearing Doodads
Because some of the doodad I use have the wrong base, when making the maps on 1.28 I designed the cinematic scenes so it would not accidentally show the outside parts of such doodads and then move over them. But on 1.29, the camera extension does exactly this, so there will be many instances of doodads appearing/disappearing randomly.



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Playable Characters

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Teron Gorefiend: The central hero for the horde campaign along with Dentarg. An extremely cunning warlock who chose the path of the shadow, Teron was once one of Gul'dan's most promising pupils until his death at the hand's of Orgrim Doomhammer. Resurrected as a death-knight to counter the humans' mages during the second war, he chose to remain loyal to the horde despite Gul'dan's betrayal. Only Ner'zhul himself can rival Teron in power.

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Dentarg: The mortal compass of the horde and the loyal apprentice of Ner'zhul. While many of the horde mock ogres for being incapable of intelligence and compassion, Dentarg lacks neither, and it is his pure spirit that puts him on a collision course with the seemingly maleficent Teron.

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Grom Hellscream: The wild chieftain of the Warsong clan. Grom's resents having been forced to stay back on Draenor during the second war. His initial anger towards Ner'zhul for allowing Gul'dan to take over the horde dulls once he is given the chance to re-invade Azeroth.

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Rexxar: Second-in-command of the Warsong clan, and Grom's most loyal captain. Rexxar answered the call of the horde despite his half-ogre heritage. He is the bond-mate of a beautiful black wolf called Haratha.

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Fenris Wolfbrother: The leader of the Thunderlord clan and one of the main advocates of peace within the horde. Well respected even among the clans that count the Thunderlords as enemies, and able to bring reason and rationality to even the most chaotic of situations.

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Tagar Spinebreaker: The protege of Hurkan Skullsplinter, and one of the most savage warriors of the Bonechewer clan. His barbaric nature is rivaled only by his disdain for those he considers weaker than himself.

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Deathwing: The fallen dragon aspect who instills fear into the hearts of even the most courageous of heroes. His low-key presence in the world of mortals has many concerned that he may be planning something that may shake the very foundations of Azeroth...

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Katrana Prestor: A slender, graceful woman who comes and goes in the circles of the elites of the various human kingdoms. Very little is known about her.

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Khadgar: A powerful mage and the former apprentice of the last guardian Medivh. Thanks to his actions, his former master, who eventually succumbed to the nefarious essence of Sargeras that lurked with him, was finally put to rest. Even since he left Medivh's tower, however, he has been plagued by the dreams of the future he experienced while experimenting with Medivh's various potions of future seeing--- particularly those that concerning him marching under a red sky in a strange world...

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Turalyon: The great paladin who took up Lothar's mantle and led the alliance to victory over the horde at the battle for Blackrock Spire. He struggles with his new role as the command of the alliance, as well as the coldness that has sprung up between him and his former lover, Alleria Windrunner.

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Danath Trollbane: A seasoned veteran who has a low opinion of the contributions of the non-human races towards the alliance's cause. His inner prejudices become a focal point of conflict when he is assigned to a co-commanding role with the dwarven representative, Kurdran Wildhammer.

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Kurdran Wildhammer: The leader of the fabled Wildhammer gyphon riders. After seeing the potential threat the horde posed to Azeroth when the orcs marched north through the Hinterlands, he convinced his clan to solidify their alliance with the humans and work with them to ensure the horde would never be able to create the level of havoc it caused during the second war.

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Antonidas: The leader of the Kirin Tor and one of the wisest mages of Dalaran. He, along with Admiral Proudmoore, is one of the strongest supporters of King Terenas.

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Krasus: One of the council of six of Dalaran, and an expert on dragons.




Screenshots


A full gallery of screenshot is available here:
Beyond the Dark Portal (1p/2p) | HIVE
They are listed chronologically, with the first starting on the last page. This gallery is also significant for players playing the maps on coop (with a friend) since if your computers are fast, you might not have time to read the description for each map since the loading screens will be automatically skipped when both players are finished loading. You can find all the map loading screens in the gallery above.

Below are a few random screenshots.


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Special Thanks

Special thanks goes to all the people who regularly answer questions in the world editor help section. What they do helps new map creators be able to realistically accomplish their goals despite inexperience with the world editor. I am really grateful for all the help/advice given.

I also want to thank thespoon for starting the first 2 player series based on the original warcraft 3 campaigns. I had so much fun playing those maps, and they made me appreciate how enjoyable playing a campaign with a friend can be.

Also special thanks to Kilmaat, whose Archion campaign provided hive workshop with a 2 player version of the blood elf campaign (which hive was sorely lacking) and for helping me with Aceheart's save/load system. Without his contribution, I would never have been able to understand the save system.

And many thanks to cleavinghammer for his very meticulous testing/bug reporting! I would never have been able to find the mistakes he found.




Changelog


Changelog for each individual map will be listed along with that map's loading screen description.

Individual Map Change logs


Map01

BDP01 Shattered Spirits.

Orc opening cinematic.


It has been months since the invasion of Azeroth began. Draenor, once a site of constant struggle between the various clans, has experienced unprecedented peace, with the vast majority of the Orcs having been conscripted into the Horde. That peace, however, is about to be
shattered...


v0.075-initial release.
v0.080-grammar fixes, loading screen updated, floating text changed to display in some places.
v0.081-"author" changed to Christie Golden/Aaron Rosenberg.
v0.085- cinematics skip-able
v0.086- grammar errors
v0.090- rexxar removed sooner, reforged alliance changed to orc
v0.091- raised cliffs



Map02

BDP02 Tensions.

Human opening cinematic.


At the newly constructed Nethergarde Keep, the first project jointly funded by all the factions of the Alliance since the victory at Blackrock Spire, the leaders of the Kingdoms gather together...

v0.063-initial release.
v0.064-spelling mistake fixed, "author" changed to Christie Golden/Aaron Rosenberg.
v0.068- cinematics skip-able
v0.069- grammar errors
v0.072- "complacency", "encouraging", stag cannot move, "...", final camera in nethergarde lowered



Map03

BDP03 Whispers of the Past.

Orc playable mission.


With the Dark Portal’s destruction, the Horde lost what had originally brought the Orcish tribes together: a common enemy. The cohesion that defined the united factions was no more, and the Orcs began slaughtering each other. The Warsong clan, once one of the greatest clans of Draenor, became a shadow of its former self since its chieftain, Grom Hellscream, refused to employ the dishonourable tactics that so many of the other clans began resorting to. The glory of the Warsong clan now exists only in the whispers between old Orcs reminiscing of the past, but what was once great can still be great again, and a meeting between Hellscream and Ner’zhul may just be the catalyst needed for the rebirth of a legend...

v0.145- initial release.
v0.148- fixed 1 grammar mistake, the robot pig model is fixed, the ending cinematics has been updated concerning Hurkan, the save system will now only rewrite over a save from the same mission (it will not rewrite saves from other missions)
v0.153- adjusted easy/normal difficulty, corrected the chapter number of the next mission to load grom+rex into, auto defeat added when red's buildings all die, small edits.

In my mind, v0.153 is as complete as this map will be, with the exception of the update that will allow cinematics to be skipped, which I will implement before i release the next map with this hero set (chapter fourteen)
v0.154- "author" changed to Christie Golden/Aaron Rosenberg, fixed level cap.
v0.167- cinematics skip-able
v0.173- grammar errors
v0.176- selection cleared at start
v0.179- dentarg move further, "mourn", "of draenor", incompetent surveillance", "the Horde", thunderlord neutral to grom at start, base message from hero when attacks start, goldmine shows on minimap, tauren removed, "high demand, foolproof",
v0.183 - gnomish- goblin, save code system fixed.




Map04

BDP04 Fractured Alliance.

Human playable mission.


Under Turalyon’s instructions, the Alliance regiment proceeds to the site where the Dark Portal formerly stood under the direction of Danath Trollbane and Dwarven representative Kurdran Wildhammer. Trudging through the murky Swamps of Sorrow that guard their destination, the Alliance forces ignore the nubulous gloom that obscures the foul waters of the Swamp, and recall their warm beds back home. But the oppressive morass can send one’s soul to dark places, and as the warm beds the Alliance warriors think back to seem ever so distant, malevolent thoughts begin to creep into the minds of even the most benevolent of men...

v0.086- initial release.
v0.087- fixed the spelling error on the loading screen, made the final boss a tiny bit stronger.
v0.088- added a "Christie Golden/Aaron Rosenberg" line at the end, fixed level cap.
v0.089- fixed description and colour code on the artifacts
v0.109- cinematics skip-able
v0.110- selection cleared at start
v0.113- "nebulous", "Dalaran", starting fight zone more raised height + tile variety, "Hindrance", "encampment", troll personal name and hero name swapped, Jojo's home changed to troll hut, all "naga ships" changed to Toy Boats, gate open instead of break, "pitifully", "gryphon", "lieutenant", terrain bug at final ramp fixed,
v0.116- Tinker name fixed, a few more runes dropped early game, fixed saving code, artifacts/shop items raw code fix.



Map05

BDP05 Dark Clouds.

Orc cinematic.


Whispers. Soft susurrations, barely heard unless listened for. The flutter of a bird’s wings in flight, the sound of a leaf drifting toward the earth... these were louder than the whispers that teased at Ner’zhul’s ears. The voice---sycophantic, anxious for approval, eagerly answering questions and offering solutions---barely hid its vast contempt and lust for power. Ner’zhul mocked the voice for believing it could lull him into the same false sense of security as it had long ago in a distant age, not yet realizing that he was slowly succumbing to the same madness he had once fallen victim to...


v0.071-initial release.
v0.072- added a "Christie Golden/Aaron Rosenberg" line at the end, fixed transparency on Gul'dan for purple, changed footman to blue.
v0.074- cinematics skip-able
v0.076- Teron no longer invis at start, "fighter", "thrown into disarray", "one year ago", "on Draenor", "wrest", "the Dark Portal"



Map06

BDP06 Silent Edge.

Orc playable mission.


Clouds hung low over Stormwind, brushing the tips of the city’s many towers. A chill wind tugged at the guards’ cloaks as they huddled at their posts at the side entrance to the city. They shivered, but paid no real heed to the particularly cold breeze that wafted through the trees towards them. Forward it swirled, dancing between the rocks and ferns until it reached the guards. They began squinting as the shadows around them seemed to deepen, until a strong breeze sprang up, whisking the shadows away to reveal several figures in their stead. One of the guards inhaled to cry out an alarm as he drew his sword---he never got the chance, as one of the figures, who towered over his companions, brought down his magically charged fist, killing all three of the guards with one fel blow...

v0.069- initial release.
v0.074- cinematics skip-able
v0.075- selection cleared at start
v0.078- "news, Benson", "that city guards", "Shadowmoon Archmage", "learned", "are no strangers to me", hint to bring both items to the circle with the same hero, banshee sound added to love scene (great suggestion from Cleave), dog doesn't have blank text box, "shut your lying mouth(s)", "Manor", "Perenolde"
v0.079- Teron icon changed to fit map description, next chapter name corrected
v0.080- Save system fixed



Map07

BDP07 Where Memories Await.

Orc cinematic.


Three days later, both Teron Gorefiend’s group and Fenris’ group converged on Blackrock Spire. As the expedition scaled the treacherous landscape in hopes of reaching the top of the spire, Teron’s lips curled in wry memory. This region was where Ogrim Doomhammer had established one of the greatest orc fortresses in Azeroth and where Teron, along with the other Death Knights, had been introduced to the Horde by the Warchief as the key force that would enable the orcs to claim victory over the Alliance. Ironically, this area was also where Doomhammer had been defeated in single combat by Turalyon during the final battle of the Second War. Defeat and victory both had their ghosts here, and with that in mind, Teron marched towards the Blackhand Brothers’ fortress located at the peak of the mountains...

v0.044-initial release.
v0.046- cinematics skip-able
v0.048- "tarry", "became trapped", "just begun",



Map08

BDP08 Vile Peaks.

Orc playable mission.


Three hours later, the Dragon Aspect formerly known as the Earth-Warder gazed upon the volcano Blackrock Spire was named after. The monstrosity that was now Deathwing turned his head towards the Blackrock clan’s lair, his cruel red eyes shining with a frightening malevolence. Rivulets of lava and magma under the great wyrm’s scorched scales became visible as he shifted his colossal body to regard the newcomer approaching him. His daughter smiled as she caught his gaze, and together they turned their attention towards the orcs that would soon become the slaves that would help them build an empire that would shake the very foundations of Azeroth.

v0.098- initial release



Map09

BDP09 Solace from the Snow.

Orc cinematic.


The wind howled, piling up snow in drifts, blinding the night with silver dust. Hills and trees that were once easily visible on the horizon suddenly vanished, swallowed in white. Intricate patterns of ice floated downwards from the unblemished sky above, each flake fluttering almost happily, before a frigid wind carried them towards the ominous castle that protruded clumsily from the mountains...

v0.029-initial release
v0.030- selection cleared at start
v0.032- "given that"



Map10

BDR10 Indiscernible Truth

Orc playable mission.


Sabellian had set them down on a stretch of hilly land close to the harbour, separated from it by a small body of water. While there were no humans in sight, there were lights here and there. “Coat yourselves with mud”, Fenris instructed the other orcs. “We will need to move quickly, quietly, and without being seen.” As the group complied, Fenris felt a quick stab of wistful memory as he watched the faces of his companions turn brown. Once upon a time, his skin had also been deep brown in colour, as was the case for every orc on Draenor. Had things been so bad then? Had what they had gained since that time been worth losing their world and heritage for? Sometimes, Fenris wondered...

v0.065- initial release.
v0.071- save code system fixed, the humans' navy, "Bonechewer halfwit", "most powerful", "without restarting or without ragequitting", "diminishing", Nefarious Essence- enemy negative regeneration, Buckets have been renamed, "Earth Boost buff is still called Inner Fire" - fixed, "Squarepants".



Map11

BDP11 Beneath a Blue Sky.

Human playable mission.


Danath’s heart was thumping so hard he could barely hear Sky’ree’s wings flapping to his right. The thumping sound did not, however, hide the screams of his dying men that were scorched in his memory. He was so preoccupied with the horrific scenes playing repeatedly in his head that he almost ran into the vast stone wall that surrounded Nethergarde Keep. “Open the gates!” he shouted as loud as he could, holding his shield high before him so the guards could see the Alliance symbol emblazoned there. The men on the wall did not respond immediately, as their attention was focused primarily on the barbaric army right on Kurdran and Danath’s heels...

v0.049- initial release.
v0.052-"do you not see", "existence", fixed last line by authors on the skip cinematic cutting off half way, fixed saving code, artifacts/shop items raw code fix.
v0.053- equivalents for shop items fixed.



Map12

BDP12 Time of Judgment

Orc playable mission.


Fenris stared at the clearly old edifice through his crude telescope, confused. He had not been sure what to expect from the Tomb of Sargeras, but it was not this. What he had thought were carvings were in fact shells and bones and spines of various sea creatures, attached to the building’s outer walls from years of submersion. It was like seeing the bottom of a deep ocean, only raised up onto land and fashioned into a habitable structure. And the door to this odd building hung wide open...

v0.042- initial release



Map13

BDP13 The Undying Unearthed.

Human playable mission.


Antonidas felt a vein throb in his temple and rubbed it. The report he clutched in his hands detailing the manner in which orcs had suddenly appeared and stolen several Kul Tiras ships with the aid of black dragons was beyond disturbing. He let out a soft sigh, turning his attention to the mage standing before him. Antonidas suspected Krasus was keeping his delicate features deliberately bland in an attempt to defuse the tension that was brimming beneath the surface between the two men. If that was the case, it was not succeeding. But before Antonidas could begin lecturing Krasus on the seriousness of disappearing for a six month period without notification, a surge of dark energy erupted directly north of the Violet Citadel...

v0.038- initial release.
v0.040-revival time shortened to 2 seconds, Kel HP shown on leaderboard, Assessment 4 quest requirements shown, "clearly, stringent, energy to activate", puzzle 2 gates corrected to show a V, gates now move instantly after correct answer is typed,


Map14

BDP14 Into the Fray.

Human playable mission.


“They stole the Eye of Dalaran, Khadgar.” Even in the dream state he was using to communicate with Master Antonidas, Khadgar could not help but let out a soft squeak of surprise. He knew well what kind of a blow that was to Dalaran. “A handful of deathknights managed to get past our defences, take it, and escape on a black dragon we believe to be the former Earth-Warder, Deathwing.” Khadgar tried to hide his shock. This news did not bode well at all. While it was well known that the horde had enslaved the red dragonflight during the second war and forced it to fight against the alliance forces, this seeming alliance between the orcs and the black dragonflight seemed far more sinister, as there was no indication that the black dragons were aiding the horde against their will. Even worse, the behaviour of the orcs surrounding Nethergarde Keep was puzzling, as if they had some goal other than contending with the alliance for Azeroth...

v0.048- initial release.



Map15

BDP15 End of Days.

Orc playable mission.


A wave of surprise washed over Grom and Rexxar. Neither of them had seen the humans at their peak during the second war, as the Warsong clan has been ordered to stay in Draenor during the invasion to ensure social stability. Upon entering Azeroth, they had only faced off against isolated alliance factions that offered little resistance. The enemy that Rexxar and Grom faced now, however, was a different beast altogether. With the alliance forces all pushing as a single unit towards the dark portal, the Warsong clan was finally beginning to understand the fury of the alliance...

v0.062- initial release.


Map16

BDP06 Beyond the Dark Portal.
Orc cinematic.


Moments later, at the entrance of the valley leading to the Dark Portal...

v0.018-initial release


Map17

XXX









Credits


Credits for each individual map will be listed first, with the general races/heroes credits listed in a big blob at the end.

Individual Map Credits


Map01

frostwolf- Orcwarlockred, amigurumi- demonpillar, amigurumi- demonobelisk, amigurumi- demonbrazier, communist_orc- spikes(wood), proxy-deathknight, will the almighty- Ion Cannon, Marcelo hossomi- barbarian skills, communist_orc- wall(wood), dark hunter 1357- Orc archway, forgotten_warlord- goblin tent, athur12A2- paper lanterns, dark hunter 1357- orcogrimmarbigfire, kwaliti- Orc wall banner



Map02

Cloudwolf- Galen Trollbane, Stefan.K- Human Captain, Tranquil- Wall set, Mike- Fountain, Imforfun- Garden fence, Imforfun- Garden Woven Wall, Direfury- Human hero, Tranquil- King, JesusHipster- Leaves weather effect, Tranquil- Castle stairs, Tranquiil- Stained Glass windows, Tranquil- Rays, Tranquil- Carpet01



Map03

General Frank- Fel Orc Warlord, Cuore- Robo-pig, Sephiroth_VII- GiantSandworm



Map04

Callahan- AngryTrunk, Calahan- Thorny Creeper, Callahan- Venolia, Callahan- pyrolia, Callahan- Fungovor, Deep Sea Kraken- Tree Golem, Peekay- Nature Mastery, JollyD- Nature Amulet, Rondo- Guillotine, FreddyK- Toad Rider



Map05

kellym0- animated cattail, Kellym0- animated flower, mc !- arcane tome, massivemaster- castle, pvt.toma- gnome castle, kellym0- puddleofwateritem, thrikodius- moon, andrewoverload519- naga nazjatar gate, general frank- orb of lightning, forgotten_warlord- mag'har barracks, Forgotten_warlord- mag'har barracks 2, Forgotten_warlord- mag'har barracks (3?), takakenji- orcish wall, rondo- pechkessel1, mike- rack(torture), sin'dorei300- ruinedcarvedwall, grey knight- staff item, illidan(evil)x- stormy castle citadel, wandering Soul- villagetowncity, teaspoon- wooden barricade, kwaliti- dark portal, em!- minicity, freddyk- orcveeteran, proxy- heroorc_marauder




Map06

Tranquil- drawbridge, kuhneghetz- fall in love buff, alethos- old witch, cavman- crocs green and blue, herrdave- bishop hero, kitabatake- darkstar



Map07

Credits: Direfury- Orc Blademaster, Direfury- Blademaster, kellym0- Lavaslagv46, ikillforeyou- nightsky box, hayate- lava pit, happytauren- lava, kellym0- lava bridge, thrikodius- moon,



Map08

Direfury- Orc Blademaster, Direfury- Blademaster, kuhneghetz- weredragonred, Mr.bob- Metal Mine, Fuzzyfury- Dwarven Mining Cart, Tranquil- Hero Geomancer, Thrikodius- fire elemental hound, mc !- Rock Golem, happytauren- lava, icewolf055- firetemple keeper, paulH- Dark Iron Clansman, Sellenisko- Twilight Ascendant, sephiroth_vII- Doombeast, blacksebastian- railway_long, Ujimasa hojo- chaos warlord derivatives, General Frank- Demonish Bulwark, MasterHaosis-Chaos spirit gateway, Masterhaosis- demonic crystal generator, Masterhaosis- chaos vault,



Map09

Deolrin- Christmas snow globe, Illidan(evil)X- Storm Castle Citadel, darkdeathknight- bearrug_ddk, radagast- castlefloor, xorkatoss- castle wall, sin'dorei300- Pandarenpainting, Horn- Ice bolt, kuhneghetz- royal crown, Ket- inquisitor, Thrikodius- Frosty Snowman, Cloudwolf- Galen Trollbane, Tranquil- King, Direfury- Human Hero, Tranquil- Stained Glass Window, Tauer- Orgrim Doomhammer, Proxy- deathknight, Mc!- Arcane Tome,



Map10

Happycockroach- Otter, Deolrin- Buckets with and without water, Grimshaman- Lighthouse, Wherewolftherewolf- Large bubbles, Uncle Fester- Sunken Ship with Treasure, Uncle Fester- Murray in rock-cave, olofmoleman- dunkleosteus, Mosasaurus- olofmoleman, Blood Raven- Dojo Doodads, ILH- Wood Wall, Ujimasa Hojo- Arthas Menethil and Derivatives, Ujimasa Hojo- Paladin and Derivatives, Ujimasa Hojo- Beastmaster Derivatives, D.O.G.- patrick starfish, olofmoleman- spongebob squarepants, kellym0- puddle of water



Map11

Cavman- Worgen Footy, kuhneghetz- dire balverine, kuhneghetz- white balverine, -Grendel- Fur Warlord, Cavman- Suited Worgen, Cavman- Worgen Peasant, Sellensiko- Worgen Deathknight, Sellensiko- Adelas Deathclaw, Deolrin- Blood Elven Arcane Huntress, Ujimasa Hojo- Hydromancer, Ujimasa Hojo- Warlock(Highborne)



Map12

Happycockroach- Zangarmarsh Brewers, jesusHipster- Pandaren Brewmaster's Rolling Keg, Jesushipster- Cannonball, Hayate- poop, Mechanical Man- Cannonnaval, Cavman- Kul'Tiras Sailor, CeatorD3292-GiantSeaturtle , Tarrasque- Nagaenchantress, dickxunder- Prime Matron, 4eNNightmare, Happycockroach- Herald of the Deep Mother,




Map13

General Frank - Orb of lightning



Map14

Kuhneghetz- pikachu, Forgotten_Warlord- squirtle by forgotten_warlord, Happycockroach- bulbasaur, Happycockroach- Charmander, Exyte- Pokemart, D.O.G- beach ball, Black_Stan- Ninja, Fly Guy- Thrikodius, Onix- Zerox, Serpent- kehel, Happycockroach- Otter, Happycockroach- Shame Naked, Lady Butterfly- Black_Stan, Goku SS4- Zerox, Teleport- nhocklanhox6, storm_hih - mad scientist,



Map15

general frank- orb of lightning, forgotten_warlord- mag'har barracks, Forgotten_warlord- mag'har barracks 2, Forgotten_warlord- mag'har barracks (3?), takakenji- orcish wall, rondo- pechkessel1, mike- rack(torture), sin'dorei300- ruinedcarvedwall, grey knight- staff item, illidan(evil)x- stormy castle citadel, wandering Soul- villagetowncity


Map16

Will the Almighty- Nuclearexplosion, Tranquil- Generator Magic Orb, Lord Razor- Unit Inside Jump Outside, Kwaliti- Dark Portal, Proxy- Deathknight, Ujimasa Hojo- Alleria Windrunner, storm_hih - mad scientist,


Map17

XXX



Giant Blob of General Credits

Edit1---This list is going through huge revision. I have all the credits here and will put them up ASAP.


NFWar, -Berz-, Apheraz Lucent, Bogrim, CloudWolf, Mr.Goblin, CRAZYRUSSIAN, UgoUgo, Riot Games, Dmazzz, Blizzard Entertainment, Mad, BLazeKraze, ~Nightmare, Darkfang Frankster, CloudWolf, Buster, Tickles, Ardenian, geries, Forgotten_Warlord, Tranquil, Champara Bros, Blizzard Entertainment, -Grendel, GreeN!X, Apathetic, Domokun, Direfury, Callahan, JetFangInferno, Mc_!, sc_freek, chilla_killa, JesusHipster, Callahan, Tauer, Proxy, FerSZ, Tarrasque, Misha, Hayate CloudWolf, Red Shift, ~Nightmare Vunjo, Aradar, Juliano, -Berz-, Maker, defskull, ALiEN95, Dangerb0y, CoLd Bon3 defskull, xXSoraXx, baassee, bluebay, Marsal Vunjo, Aradar, Raven0, TriggerHappy, Tr!KzZ, Kiamati, MrStormyZ, GnuGeist, JaysProjex, PurgeandFire, Kitabatake, Fan, Callahan, General Frank, Pyramidhe@d, Blargel, ike_ike, PrMosquito, unknownczar, Elenai, WILLTHEALMIGHTY, JetFangInferno, Daelin, Nasrudin, RightField, Chriz., jigrael, sNasrudin, RightFiel, Dan van Ohllus, Norinrad, Xm0rpH3usXx, Trollschnitzel, eubz, TwoVenomous, Anvil, mucfuc2002, Sven, Nasrudin, jigrael, xXMephistoXx, Whitehorn, Rondo, DampirTBs., vdvMax, Alibek, DampirTBs., Nyuu, WizkaZ, Totoro, ANDREW II, CheGeWarA., DampirTBs., B100D E1F., KENI., ReplikanT., Gotik., IceK., Illidan(Evil)X, Thrikodius, Syroco, Sephiex, olofmoleman, Revilo, alreadyused, Heptameron, alfredx_sotn, Elunes-Guardian, !!GORO!!, Tykkimies, Mc !, Ket, DeathBringer, Nanaki, El Mognefico, Comrade Dron, Wolverine., Black_Stan, KO3bMA, WizkaZ, KO3bMA, DrakMoon, franck007, pro100_ShureG, Splash_777, chilla_killa, -=Emergenzy=-, tobyfat50, RetroSexual, Derdan, darkdeathknight, Kitabatake, GooS, ragingspeedhorn, CRAZYRUSSIAN, The_Silent, Skrik, NFWar, Darkfang, Bogrim, KelThuzad, Hellx-Magnus, CloudWolf, Tr!KzZ, 67chrome, Yak, PeeKay, Anachron, Infinitynexus, NFWar, ~Void~, Army-of-Pandas, WILL THE ALMIGHTY, Captain_Rufar, JollyD, Zombie, Sin'dorei300










Contents

Beyond the Dark Portal 01 (Map)

Beyond the Dark Portal 02 (Map)

Beyond the Dark Portal 03 (Map)

Beyond the Dark Portal 04 (Map)

Beyond the Dark Portal 05 (Map)

Beyond the Dark Portal 06 (Map)

Beyond the Dark Portal 07 (Map)

Beyond the Dark Portal 08 (Map)

Beyond the Dark Portal 09 (Map)

Beyond the Dark Portal 10 (Map)

Beyond the Dark Portal 11 (Map)

Beyond the Dark Portal 12 (Map)

Beyond the Dark Portal 13 (Map)

Beyond the Dark Portal 14 (Map)

Beyond the Dark Portal 15 (Map)

Beyond the Dark Portal 16 (Map)

Custom Race (Map)

Reviews
Daffa
Set to Substandard on Author's Request. @tulee feel free to request for a re-moderation once it's ready :)
Daffa
I set this to Pending, but don't expect a full moderation until the remaining chapter is filled in.
deepstrasz
[/spoiler] Try not to break immersion. If you connect various universes, do it in a sly and logical manner. Decide whether the story is supposed to be a parody or be serious with humorous moments otherwise it doesn't make sense, it becomes confusing...
Level 28
Joined
Apr 6, 2010
Messages
3,097
him/herself: use "themselves" in that case (at least until the English language decides on a single true gender-neutral pronoun).

Map 7
tally -> tarry
got stuck -> were trapped
just began -> just begun
Unless I missed something, Deathwing never identifies himself as Daval Prestor, which is the name the text gives him.
six klicks -> six kilometers. Does Warcraft use metric?
During the flight scene, the black mask sometimes shows up in a corner. Unless Deathwing is the one prophesied to sweep a third of the stars from the sky, in which case he's short six heads and eight horns.
Did Deathwing have a metal jaw back in WII?

Map 9
given how -> given that
his/her -> their
His grandfather was a panda? That explains so much and yet so little.
Perenolde's main room is... I dunno, too big and/or empty. Also you should use floor textures that don't keep jumping all over the place.
Deathwing should be visible if Perenolde can see him.
Needs more sounds of screaming, offscreen destruction and Deathwing plowing his way through the base.
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,305
him/herself: use "themselves" in that case (at least until the English language decides on a single true gender-neutral pronoun).

Map 7
tally -> tarry
got stuck -> were trapped
just began -> just begun
Unless I missed something, Deathwing never identifies himself as Daval Prestor, which is the name the text gives him.
six klicks -> six kilometers. Does Warcraft use metric?
During the flight scene, the black mask sometimes shows up in a corner. Unless Deathwing is the one prophesied to sweep a third of the stars from the sky, in which case he's short six heads and eight horns.
Did Deathwing have a metal jaw back in WII?

Map 9
given how -> given that
his/her -> their
His grandfather was a panda? That explains so much and yet so little.
Perenolde's main room is... I dunno, too big and/or empty. Also you should use floor textures that don't keep jumping all over the place.
Deathwing should be visible if Perenolde can see him.
Needs more sounds of screaming, offscreen destruction and Deathwing plowing his way through the base.

With regards to the him/herself, I am really stubborn about keeping it the way it is.
Will check what the context of "tally" is, if its related to "do not tarry" I will change it.
Will change "were trapped" and "just begun"
I cannot use kilometers because it is in medieval times.
Daval Prestor is his alter ego when in human form.
The black space during the flight scene is really hard to fix because the camera must be far away to capture the model's enormous size + I cannot "reveal" areas that are so high above the map. Because the background is so black anyway (stars), hopefully it wont be too obvious.
I think he started melding his body with metal during the events of the war of the ancients. But really there is no other model for him even if such metal is not accurate.
Will change "given that", though I need to check because how/that are interchangeable.
Not committing to changing "his/her.
Pandas!
Well the room has a snow globe, so that is enough decoration right? Ha-ha.
Floor textures is due to me being too stupid when it comes to making indoor scenes.
Deathwing not being visible/ not so much screaming/destruction is what stimulates the imagination because it leaves the readers to wonder.
When you beat map 10, let me know so I can give you the map11 with all cinematics unlocked.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Klicks is a modern term, which is even worse.

Map 10

Intro cutscene: the the human's navy -> the humans' navy
Bonechewer should be capitalized (bonechewer halfwit, etc.)
Otters. The ogres are afraid of otters.
Liquid elemental hint:
* most power -> most powerful
* without reloading -> without restarting or without ragequitting
Bandit cutscene: diminshing -> diminishing
Spellcaster building can be built before getting spellcasters.
Winged Nightmare gets a new unit message, Dragonspawn Hound does not. Also, shouldn't that one be named?
Does Nefarious Essence increase ally regeneration (research tooltip) or decrease enemy regeneration (ability tooltip)?
Tagar ended up permastunned at one point, possibly as a result of his ultimate and possibly as a result of Proudmoore's AoE stun. Unless this is part of the challenge of insane difficulty.
Bandit Outlaws is redundant.
Ogre sidequest:
** Ogre pit needs pathing blockers.
** Buckets are named Bucket Full of Water(1) and (2).
** The first water doodad should be raised up instead of adding another one, which remains visible. Also the second is visibly floating in the air.
Earth Boost buff is still called Inner Fire and says it raises armor.
Managed to neutralize Proudmoore's base without even touching the bandits, did I miss any loot?

Second part of the mission:
At least show Fenris throwing a wave at the lighthouse, right now it just looks like he has explosion powers.
I'm aware this is going to sound like nitpicking, but the terrain is... I dunno, lacking something that makes it truly look "underwatery". Maybe if you could lower the animation speeds on the heroes and add more swaying seaweed, more shells, more small crabs and fish...
Moray doesn't show up in Fog of War.
The ship should have more barrels in it, for a more nautical look.
Sqaurepants -> Squarepants. Man, I heard they'd taken the jackassery levels up in later seasons, but this...
End cutscene:
* deactivate -> open
* There should be a splashing water effect when they reappear.
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,305
Yea but most people do not know what klicks mean, whereas kilometres most people will immediately recognise.
"humans' navy","Bonechewer", "most powerful, "without restarting", "diminishing", will all be changed.
Will make the building unable until/if ogres are unlocked.
Dragonspawn gets its message if you unlock them via the optional quest in Deathwing's mission (map08).
I will consider changing the name to the dragon's real name, its just that I reduced that character's role to nothing compared to the book, and he won't appear anywhere else.
Will change nefarious essence tooltip to reducing enemy life region.
In theory, if Tagar is stunned while doing his ult, he might actually get perms stunned. Not sure how to avoid that. But I thought I gave Proudmoore the AOE clap, not thunderbolt. I will check it.
Bandit Outlaws is basically the same word ha-ha.
I don't want bathing blockers as Fenris can then jump into the pit and use his liquid spell on the humans without getting damaged by melee.
Will change names to "small bucket of water" and "big bucket of water".
The water doodad is hard to change because I would need to add more to make it realistic, and I mean even though it looks silly now I don't think its too bad.
I thought I fixed that earth boost issue, will go back and check again.
You will gain/lose nothing from killing bandits or proundmoore. (except if the bandits die, dark green attacks you full force.

I tried to have Fenris use liquid elemental on the light house, but its a cinematic disaster trying since it won't ever stop right on the light house (the elemental), so i settle for an explosion.
Yea, I know the seabed doesn't look like its underwater. I can add more doodads but the thing is without a huge amount of effort it will still look like normal ground but in a water colour fog.
What do you mean Moray eel doesn't show up in fog?
I cannot add barrels since the ground texture of the boat is actually units.
"SquarePants"--- will change the spelling, though in the wikipedia file for it the P is capitalised.
I will check on "deactivate" on its context.
Well I made the sound of the water elemental dying when they pop up, so that should be enough ha-ha.
 
Level 3
Joined
Aug 11, 2013
Messages
24
Good effort but the models all look terrible, you should have kept more of the vanilla models, especially for the orcs...

Also the cinematics are wayyyy too long and kill the pace, making it very tempting to skip them all..

Can't rate it higher than 2/5 :/
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Further notes on the first two:

Map 3:
Collar says gnomish writing, should probably be goblin.
Salamander sometimes casts Rain of Fire from behind the wall.
Grom costs nothing to revive.

Map 4:
While I get that Kurdran being an actual flyer would break the map, he should be targeted as flying and have his collision set to 0.
Plugg's hero name is "Level 1 Tinker - saved trap"
KUrdran's Lightning Field tooltip implies the AoE is centered on him rather than targeting an area.
Boss code... You sure it's the right one?

Map 11:
Intro cutscene:
* Not sure if civil war is the right term, since it's known that Alterac sided with the orcs.
* Alliance not capitalized.
* Perenolde isn't mentioned by name.
Loaded the codes from the text files and got heroes with the right levels and abilities, but Danath had the Sand Worm Hide (from the first orc mission) and Kurdran had no items.
... Num Lock? Do we meet his friends Ctrl and Qwerty later?
Graphics bug: A gear symbol replaces the attack pointer (it becomes a red dagger when over an enemy unit and green for helpful spells). Also one of the monks ended up with a crossbow attached to his foot, but that's a Warcraft bug, I've seen it on other maps.
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,305
Further notes on the first two:

Map 3:
Collar says gnomish writing, should probably be goblin.
Salamander sometimes casts Rain of Fire from behind the wall.
Grom costs nothing to revive.

Map 4:
While I get that Kurdran being an actual flyer would break the map, he should be targeted as flying and have his collision set to 0.
Plugg's hero name is "Level 1 Tinker - saved trap"
KUrdran's Lightning Field tooltip implies the AoE is centered on him rather than targeting an area.
Boss code... You sure it's the right one?

Map 11:
Intro cutscene:
* Not sure if civil war is the right term, since it's known that Alterac sided with the orcs.
* Alliance not capitalized.
* Perenolde isn't mentioned by name.
Loaded the codes from the text files and got heroes with the right levels and abilities, but Danath had the Sand Worm Hide (from the first orc mission) and Kurdran had no items.
... Num Lock? Do we meet his friends Ctrl and Qwerty later?
Graphics bug: A gear symbol replaces the attack pointer (it becomes a red dagger when over an enemy unit and green for helpful spells). Also one of the monks ended up with a crossbow attached to his foot, but that's a Warcraft bug, I've seen it on other maps.
Will change to goblin writing.
Salamander will acquire anything in its are aggro radius.
All player 2 heroes have 0 gold/limber cost since in 2p mode it forces play1 to give resources via f10, but compensation is revive time is doubled for the player 2's heroes.
Kurdran's flying status probably not going to be changed.
I will check his tooltip.
Will rename to Plugg.
Boss code should be "E"

I changed all "horde" and "alliance" to non capitals after agonising about it for many weeks, all maps after map 10 I think are all noncapitalized during cinematic.
Num lock = number warlock
I will check the gear graphics.

Can you tell me what spells you had on both heroes, and what slots you had the artefacts on? (guessing no other items except those 2)
I works for me, but I will test it and send you the code I get based on your spell levels and item slots for the artefact items.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Huh. Going by the others I though it'd be H for sure.

Danath had 1 Sudden Charge, 3 Fury, 1 Inner Strength.

Kurdran had 1 Lightning Field, 2 Orb, 2 Surge.

Can't remember what slots they were in, but I gave Danath the attack-speed boosting one and Kurdran the Intelligence boosting one.

Here's the code:

function PreloadFiles takes nothing returns nothing

call Preload( "

Danath Trollbane
-load E5Gv-B04z-FnNL-zVLA-MA

Kurdran Wildhammer
-load E5Gv-B05M-pTph-Shd^-7C
" )
call PreloadEnd( 0.0 )

endfunction


In this case you'll need to capitalize them, or suffer many a grammar nazi pointing it out, over and over and over.
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,305
I am sending you the code for your items/spells now. I will look into it. It is interested it loads the orc item, since both of the missions have those orc items ingame (for 04, rex/grom wearing them, and the same for 11).

Edit: Sent

Edit2: I understand why the save issue is occurring. I might need to post all the codes for legendary items for heroes before map 13, since that is when I added all of them, whereas pre-map13 they are all copy pastes, which means their item code is different.

[General] - Changing Item Raw Code
 
Last edited:
Level 28
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Apr 6, 2010
Messages
3,097
Map 11:
The first Gryphon Knight on the sidequest drops a Greater Healing rune, the group after drops a Lesser, they should be switched.
Maybe give Danath increased regeneration while his Storming Flame is active, I've seen him drop from 300 to 6 HP once the extra strength fades without seeing combat.
So Perenolde hired a night elf and high elf?
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
Map 11:
The first Gryphon Knight on the sidequest drops a Greater Healing rune, the group after drops a Lesser, they should be switched.
Maybe give Danath increased regeneration while his Storming Flame is active, I've seen him drop from 300 to 6 HP once the extra strength fades without seeing combat.
So Perenolde hired a night elf and high elf?
The stronger heal rune is first because the first group is the hardest to beat. The second group is only strong if you don't use cleric's antimagic to prevent the mass stun/armour reduction.

Danath with increased hp regen would become as strong as deathwing. He needs to have a cooldown or he will kill everything. Once you get to the "base building" part of the mission, you will see at lvl 10 with orb of fire, he reachs 6000 hp. Once you hit lvl 14, the berserk spell + storming flame will allow him to become invincible.

Number Warlock is just a dark skinned elf.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Map 11: Ugh. I hate timed defense missions, and this one is no exception.

Gray base needs an item shop.
Undead reinforcements spawn every 20 seconds or so. Even this would be tolerable if the other bases' waves could be weakened (for example, by leaving the central building invulnerable and leaving the specialist-spawning buildings killable) so there wouldn't be situations like facing 4 catapults at the same time when you have no fliers and no siege, and giving something to do other than wait for the next wave.
The player's food supply is not located within their base, and their base is not inside the gray one.
Ending cutscene:
* Do no not see -> Do you not see
* existance -> existence
Turalyon's icon is deeply disturbing. Isn't there a less deformed-looking one?
 
Last edited:
Level 23
Joined
Jul 26, 2008
Messages
1,305
Map 11: Ugh. I hate timed defense missions, and this one is no exception.

Gray base needs an item shop.
Undead reinforcements spawn every 20 seconds. Even this would be tolerable if the other bases' waves could be weakened (for example, by leaving the central building invulnerable and leaving the specialist-spawning buildings killable) so there wouldn't be situations like facing 4 catapults at the same time when you have no fliers and no siege. And giving something to do other than wait for the next wave.
The player's food supply is not located within their base, and their base is not inside the gray one.
Ending cutscene:
* Do no not see -> Do you not see
* existance -> existence
Turalyon's icon is deeply disturbing. Isn't there a less deformed-looking one?

Playing a 2p map single player will always be hard :p

Green's forces are the ones that present the biggest threat on insane. If they wipe out pinks defenses, they will overwhelm grey. Luckily you have 2 OP heroes. Did you get the artifacts btw?
Players food being outside means you need to help defend pink. You also need to strategically allow one of them to die, so the enemy can start attacking grey.
Well its a defense mission, so all you can do is wait for the next wave.
Will fix spelling errors.
That icon is his warcraft 2 icon. Dentarg/Teron use theirs, so i felt the main alliance heroes should use their wc2 icons also.
 
Level 28
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Yes, i got the artifacts. Out of curiosity, loaded their codes in the first mission. The artifacts were replaced by the items in the mission: Door Fragment and Catapult Manual for Kurdran, Blood Key and Mining Pick for Danath, but he'd kept his orb of fire, lost a scroll of regeneration and potion of mana and gained a healing potion.

61623-8a15cb4df5b5a050d067ec6b1d6993b4_tn2.jpg


That is his WC2 icon. The icon that appears at the continue/quit menu (once the final cutscene ends), when you see the icons for every hero on the left side of the screen does not look like that, it looks like a screenshot of his portrait and looks wrong, as do most WC3 models when seen from too close.
 
Level 23
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Messages
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Yes, i got the artifacts. Out of curiosity, loaded their codes in the first mission. The artifacts were replaced by the items in the mission: Door Fragment and Catapult Manual for Kurdran, Blood Key and Mining Pick for Danath, but he'd kept his orb of fire, lost a scroll of regeneration and potion of mana and gained a healing potion.

61623-8a15cb4df5b5a050d067ec6b1d6993b4_tn2.jpg


That is his WC2 icon. The icon that appears at the continue/quit menu (once the final cutscene ends), when you see the icons for every hero on the left side of the screen does not look like that, it looks like a screenshot of his portrait and looks wrong, as do most WC3 models when seen from too close.

I am remaking the save system. I know what the issue is. I will give you codes for everything pre-mission 12 before you test a mission that needs them based on what you remember you had.


I did not know that about the icon. But the best thing on hive i could find was this, which also looked bad.

BTNHumanWarlord
 
Level 4
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Aug 4, 2018
Messages
89
Hey men, sorry just want to ask what is the code for all HORDE hero ? By the way where is map number 8, the one where we enter Sargeras TOMB ?!
 
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Level 23
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Jul 26, 2008
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(I am posting this assuming players reading this have already played the missions and got stuck with bugged items. If you have not played the maps, you can ignore everything in this post).

Ok, so, if you have not saved any items--- you can ignore this, since the previous save system worked fine for saving the hero levels and abilities. If you had any shop items/artifact items while playing maps 1-11, then the codes you have are broken and can result in bugs if you load the wrong items into a map.

From map 1-11 there are 6 playable missions with saving (Hint: map 08 is not included since it is a bonus map): map 3, map 4, map 6, map 10 and map 11.

I will post the codes for these maps with un-chosen hero abilities ( so you can re choose what you picked ), and the artifact items you would have if you beat the optional bosses, not no additional shop items. These are the codes you would get after beating each map (So the codes for map 04, for example, will load what you would get if you had beaten map 04).

(The one exception is map 11--- For that, I also give you an orb of fire, since it is needed for Danath).


Every time I post the codes for maps, it means those maps have been fixed and already updated on the map file for the campaign. I will be removing all the codes from this post after 1 month, so you should have enough time to write them down.










Update
All maps have been updated. Additionally, I now have posted all the correct save codes in the hidden BB tag above. These codes will be removed in 1 month.

Update2
More than 1 month has passed. Codes removed.
 
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Level 23
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Update: Maps 8, 12, 13, 14,and 16 are done, with just music/fixing first boss fight /cleave hammer bug finding to be completed. With the exception of map 15, which I cannot complete for various reasons right now, that constitutes the entire 'Azeorth Side/Part 1 of the campaign. Because of problems with map 8, I will end up releasing all future maps on the latest versions. There are just not enough player slots for what I want to accomplish on each map, and now that I am adding an optional computer slot that either player 2 can use, or if you are playing alone/your friend hates controlling bases you can set it to be controlled by the AI, there are just not enough slots. Since the work arounds I have used are too complicated for me to actually undo, I won't actually be using more than 12 slots for these maps, so it should be playable on versions lower than 1.29, but in the future when I come across a situation where I need more slots, I will just choose to start using the extra 12 slots that the newer versions provide, which will 100% exclude players using lower versions. It has also been too much time wasted each time I keep switching from 1.28, which I have been using to make the maps, and the latest version, which I need in order to test with my friend.

In short- I will be posting all future maps on the latest versions, which might exclude players depending on features I use. I will change the map description soon to reflect this change.


Edit1: I summarize key events from map 15 so map 16 will make sense:
-Rexxar/Grom watch a T.V program
-Tagar and Fenris report Ragnok's twisted behaviour back on the Tomb of Sargeras
-Ragnok explains that a shield generator will protect the Warsong clan as they retreast through the portal, since they will be the last clan to return to Draenor (they will be holding off the humans)
-Rexxar sees Ragnok speaking to a mysterious person
 
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Level 28
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... Antonidas has a peasant voice.
I dunno about Kirin Tor Ruler, doesn't he have a more appropriate title? Even Archmage would do.
Revival should be instantaneous.
Undead ogres are too small.
Dragon Overseer (should be Dragonspawn Overseer) has mana but no spells.
Kel'thuzad's current and total health should be in a scoreboard.
Golems:
* Golems should be present as corpses in the hub room.
* Snow Golem needs a model that does, in fact, look to be made of snow.
* Water Golem is on fire.
* If they're fighting undead, the ultimate golem should not be a proto-Abomination.
* Only one type of golem seems to spawn at a time.
* Golems should spawn near Kel'Thuzad as well.
I think assessment should be replaced with test.
Test 4 log shows no examples.

Intro cutscene:
without a doubt -> doubtless
stringest -> stringent
energy the activate -> energy to activate
Camera pans over empty terrain a lot.
Maybe use undead instead of undying (which is more "alive but won't die").

Test 1:
Timestop spell takes too long to be useful, I managed to run Krasus to the boss without needing to use it. Even Antonidas doesn't try to cast it in the end scene. Also, a puzzle based on a random event triggering isn't very good.

Test 2:
... Seriously? After Rexxar murdering a sick orc, we're moving on to killing dwarves while the place is attacked by undead? They couldn't just kill a deer or something and wait in ambush? How is this even a test in the first place?
Wendigos aren't instakilled by the fire spell.

Test 3:
... Boats? The city is besieged by undead and you're fighting evil boats?
Used Antonidas' spell to go to a lower level, which killed both heroes without warning. Lower level should be water.
The unit positioning is completely random, one time it worked while Krasus was off to the side.
Spell range should be longer (should be at least center-lane-to-center-lane); Antonidas keeps moving out of his position because it's too far away for the spell to work with Krasus in front of him. And maybe disable Krasus' attack for this level or give it longer range, he keeps trying to attack the boats.
Boats can be moved with the spell. Including the boss, who somehow ended on the bottom level while Antonidas was on top. I had to bring Krasus back and whosyourdaddy the ship to death because the fire trail didn't kill him the first time. And there really needs to be a way to regenerate health before the boss.
Antonidas' mana regen needs to be much higher, it's entirely possible to run dry moving just him through the area.

Test 4: Puzzle Master:
Camera should snap to the gates once you answer, and the demonstration kick in faster.
1: ... That was a horrible answer and you should be ashamed of yourself. Graaaah.
2: Gates should be closer together, that looks like a sloppy III (\ / I and not \/I).
3: Clever.
4: Good, though it'd be nice to have it fit on a smaller screen/move the camera higher so ou can see the whole thing at once.

Krasus should not have such crappy combat stats once the puzzle part is over.
So what's Antonidas' player supposed to do now?
Give golems a ranged spell or something, because once the spawns are finished there's nothing to do but wait for the boss to inevitably collapse, it might as well go faster.

End cutscene:
Both start moving before the scream is heard (and maybe use a shorter scream).
"realization - dawned on him." -> "realization dawned on him that [...] safe."
Deathwing should not make a mechanical loading sound.
You really need to put narrative text as said by "Narrator", or even no speaker, it breaks immersion to see the author's names.

Plotwise, this one could use a rewrite (even Antonidas recognizes how ridiculous it is).
* Why don't they have the authority to go past the traps?
* The "manipulate energy" thing is a very weak justification at best, especially as it doesn't even show up afterwards.
* The enemies could be replaced with elementals or towers which would work just as well without the weird-ass implications (does Ironforge have a contract with Dalaran where they agree to send some of their own people to be murdered by wizards? Do they send teams of explorers to capture wendigos alive just so they can be killed later? Are murlocs hired to haul ghost ships back to the surface so their tormented souls can be used to test students of magic?).
 
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I set this to Pending, but don't expect a full moderation until the remaining chapter is filled in.
I don't mind if there is no moderation/review.

Also if anyone is interested, map03 represents an old view of mine to make insane mode extremely challenging. While I have since changed that view, and have made all future maps insane beatable without requiring extreme macro/micro provision, map03 remains with the same as it once was, and I just watched a small section of a 4 part video of 2 guys trying to beat it on insane for over 4 hours until they gave up and chose normal. It really made me smile :p

Note they disabled music, and many changes have been made since that version (they are playing the first version I released I think or something close to it. Back then cinematic were not skipable, auras appeared on units' heads, etc.).

 
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Level 2
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Jul 17, 2018
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8
hi...im very interested in your map...i have patch 1.27 and i can try it but you have to wait untile tommorow...cause now in iran is night and i cant dl it right now...connection sucks...if you can wait tommorow i will try it and tell you what will happen...ty for waiting
 
Level 23
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Update:

I have uploaded the remaining maps, so the "Azeroth" part is complete.
I am also updating the map description so it will have a guide on suitable difficulty + tips to playing the missions on hard difficulty. I strongly recommend people reading it, since the difficulty changes alot, as it needs to accommodate a large range of player skill (1 person new to warcraft vs. 2 people who have a strong command of warcraft mechanics).

Notes about the missions just added
Map12--
The boss fight requires my friends, who will be back in a few months, to finish the voice acting, so the boss fight + the ending cinematic have been disabled. Right now, when you complete the RTS part of the map, you will be given a code that will allow you to skip up to that point. There are no artifacts obtainable on this map, so just make sure you put the items you want in the top left and right slots of the heroes (slot1 and slot2).

Map14--
This is the first map where I introduce teams that you can choose to have controlled by AI, or have control given to both human players. This is so the 2nd player has the choice to have a base to control, while single players can relax by having it be controlled by the AI. I will add this to all future missions as well (already implemented in map 15). Keep in mind, if you are playing insane, you almost need to control it manually, since the AI will never coordinate with you as well as a human player can.

Map15--
I am trialing a "puzzle" section at the start of every map starting with map15. Everything, including music/loading/difficulty are disabled until you beat the puzzle. If you were able to solve map13 puzzles, and can think outside of the box, you should be fine solving it.
Also note that Grom having his fade back spell costing 1 mana is not a bug. I will soon change map03 to have the same thing, since it is a useless spell except for dodging missiles in the planned boss fight for Rexxar/Grom, so at least until then you can use it to trigger Grom's passive spell.


Edit1: Just a reminder, it is very important to play music when playing the maps. Even if you do not care about the atmosphere the music creates, if you want to listen to dialogue, then you need to have music on, since for clips of I dialogue, I play them via the music channel (like ending cinematics in map08 and map12).
 
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Level 1
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Sep 29, 2014
Messages
74
Seems neat !

Me and my friend already saw the first two interludes... and man.. dayuuuum !!!

We really enjoyed how the story details and core elements of the lore have been kept, as well as the characters' and maps' design.. and also, it was pretty fun to do the voice-acting ourselves :D

We'll begin playing from Chapter 3 tomorrow and see how the gameplay acts out. Will post a sort of summary/conclusion after we've finished the campaign.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Edit1: Just a reminder, it is very important to play music when playing the maps. Even if you do not care about the atmosphere the music creates, if you want to listen to dialogue, then you need to have music on, since for clips of I dialogue, I play them via the music channel (like ending cinematics in map08 and map12).
!? Why should they be played like music and not like sound as the original campaign did it?
 
Level 2
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Jul 29, 2015
Messages
19
Hello, a friend and I currently have an issue when we try to play mission 12
When I load the codes from mission 10, the artifact items are missing and only the spells we chose are loaded when we use the code. Is there anyway to fix this?
 
Level 3
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Aug 30, 2017
Messages
34
So, just finished maps 1-16 with my friend (could not do the boss fight of map 12, but everything else). I think this series has great potential. It is the first 2p/coop campaign on hiveworkshop that is not an edit of the original blizzard campaign. The optional AI in map 14/15 is fantastic, so my friend and I have the choice if he feels like controlling a second base or if he is lazy and wants the AI to use it. The story of Beyond the Dark Portal itself is one of the best stories I have encountered--- I never knew Wc2 storyline was so good. The heroes have really fun custom spells- Teron/Fenris in particular have the best spell sets I have ever seen in warcraft 3. That being said, I give this series 1/5 currently. Why? Two reasons. First, you need to remove this trend of having puzzle sat the start of the map that need to be beaten in order to even start the map (referring to map 15). It was ok in map 13 because it was a bonus map, and because I could google the answers (I do not think anyone here could guess assessment 4's answers without help). But the map 15 are ones you made (I guess) since I could not google them at all. It was extremely hard, and I only solved it by luck. This is a huge deterrence to players--- remove it from map 15 and do not implement it again in the future, or players will be locked out, and unable to play the maps.

Second, your "humour" is starting to taint the maps in a more and more tangible way (in a bad sence). At the start, it was a very soft presence--- starting with the frogs in map04? But this presence has become stronger and stronger as the maps continue, cumulating so far with the ending of map 15--- Rexxar/Grom watching a T.V show of the Wizard of Oz... Do you know how hard it is to keep the immersion of the storyline, if two serious characters like Grom Hellscream and Rexxar watch Tinman, Scarecrow and Lion (and you added a 4th "Yellow Man" character, which is so racist against asians) on a TV screen? Seriously??? Please--- I have just discovered how great this storyline is, do not corrupt it beyond recognition (though the pokemon scene warmed by heart since I used to play with pokemon cards, but that is the only exception).
 
Level 28
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Problem with the hero codes for map 12: The hero levels load, but instead of the artifacts from the previous level I get the quest items for this level (laxative and murloc gifts).

Map 12:
Intro cutscene: thunderlord -> Thunderlord

Pirate quest:
Jack Sparrow -> Captain Jack Sparrow. Come on.
"to of" -> "to be of"

Murloc quest:
SelFish's corpse should be permanent.
How does a potion cause demonic possession?

Ending cutscene: unnecessarily -> unnecessary
 
Level 28
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General: Khadgar's Star spell should really be aimed, a ranged caster has no business being in melee range of enemies.

Map 13: Had a bug where tree models show up as purple and black cubes, making lumber collection impossible.

surveilance -> surveillance
acertain -> ascertain
a regiment of warriors and myself

The Alliance of Necessity quest is available from the very start.

Extended Hallucinatory Sequence: ...
I have to agree with the above. Meta humor works sometimes, but, well, this isn't one of them (also, Mew?).

Observatory cutscene:
The scene where Khadgar sees the bandit village should have a few orcs attacking inside it.
surviviors -> survivors
After the cutscene, remaining creeps belong to the bandits.

Fleeing cutscene:
prostate -> prostrate

Quirkbells doesn't appear at all in the final cutscene.

Overall this one is completely imbalanced. The first part is of the "throw ever more units at you" variety, the second puts you on the too-many-units side and so there's no difficulty.
 
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Level 2
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Dec 31, 2018
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26
hi i have a problem here i downloaded the campaign on my version 1.30.3 when i tried to play it . It gives me blank file or empty files . What did i do wrong ? or how to fix it ?
 

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deepstrasz

Map Reviewer
Level 68
Joined
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new caee here it works but only cinematic and no person show then it gives me pass
Some maps are cinematic ones. The pass is important for stuff. Read the thread description and what the author has written. I haven't played it yet so I can't tell you exactly what the passwords do more than they save heroes for the maps to follow.
Are you saying that the models didn't show in the cinematic map? Did you start the first map (level), or did you start a random one? If you indeed started the first map of the campaign, and you have such a problem, it might be a patch issue or something else. What patch version do you play on?
 
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