Hey deepstrasz, thank you for the review! I am really excited about the seal of approval!
- Basically a Warcraft II gameplay type of Warcraft III.
- The hero is very weak and the fact that it can't be revived, makes it really useless in big battles having to keep Thrall somewhere in the back. More annoying is that the hero is melee.
Where a good general belongs!
The mini look in cinematic makes it awkward.
While I generally think the cinematics look good with the new scaling, I think you have a valid point here. On the one hand, I vastly prefer my scaling to the original; in the original, units were ridiculously oversized compared to structures and trees, and units often did not scale well with each other (heroes being ridiculously oversized, etc). However, the cinematics were originally shot in a 4:3 aspect ratio with the original scaling and the transition to widescreen with more realistic scaling is not always seamless. This awkwardness has been especially noticeable in the human campaign I am currently working on.
I fell that you rob the player of more strategy in one go with the main building branch. In the original game, even in Warcraft II you can have all troops, meaning both warriors and casters whilst here you have to choose which isn't quite a libertine, diverse or flexible gameplay design. You should think of the branches more per unit type building; for example: the barracks could branch to train trolls or spearmen, each unit with its role.
I strongly disagree with this analysis. Firstly, I diction I used (Warrior Caste vs Shaman Caste) was really for lack of better terminology; after all, we are
all warriors in the Horde

(except Peons). But in all honesty, I feel like I did a really good job with the divergent tech paths. My aim with the divergent tech paths was to offer the player different approaches for particular situations; for example, the Battering Ram in the warrior caste is a very tanky, melee siege unit that can transport units unharmed directly into enemy defenses, while the Shaman’s earthquake ability gives the shaman caste a good long range siege option.
In contrast, the branching example that you gave is really boring (trolls and spearmen are basically the same unit). Also, I’d like to point out that the player is
not strictly locked into the path they choose; you can unlock both paths by building another Great Hall and upgrading it. Yes, this does take additional time and resources, but the tech paths are not mutually exclusive. Might I add that this is unlike teozamait’s
The Scourge of Lordaeron - Enhanced, where you actually
are locked into a particular tech path once you choose it.
True Sight and Revealing Dust? Two invisible detectors? Actually 3 with Far Sight.
Yes! The Trapper is a detection option for the warrior caste, while the Far Seer is a detection option for the shaman caste. This is nothing new; for example, the Terrans in SC:BW have the Comsat Station and Science Vessel as detection options (and Missile Turrets), and the Protoss in SC2 have Observers and Oracles as detection options. I do agree that the Far Seer having both True Sight and Far Sight is redundant... sort of (except that Far Sight provides long range scouting).
Always funny to see imprisoned armed units.

Seriously though, this has always bothered me. But it doesn't bother me enough to go through the effort of changing it. Let's just say the Murlocs are not very smart.
Vol'jin's spells are not as impressive as Thrall's. They're generic ones.
Agreed. Vol'Jin was a bit of an afterthought. I feel that each spell has its place though.
It's a nice implementation that could be much more customized.
I’m honestly at a loss here. I basically rebuilt the tech tree from the ground up, added new mechanics, modified the gameplay style, completely overhauled the damage/armor system, not to mention the new and different stuff in Missions 3-5. How
much more can it be customized?
Is it Open Source though, as in anyone can edit and reupload?
This is a good question and I may not be entirely clear on what is meant by “Open Source.” Does a reupload by someone else replace this one? Because I’d prefer that my original upload remain available in some fashion. That said, I have no issues with people modifying this work (like making the heroes unkillable or whatever) and reuploading it (that’s what I did after all).
Thank you for the review deepstrasz. I’m happy to get the seal of approval at least. I apologize if I came across as defensive, but I am genuinely confused at some of your critiques.