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Bows and Arrows

Current Version: 1.14

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This RPG campaign has been tailored exclusively for compatibility with Reforged. While there was initial contemplation of creating a vanilla version, the author regrettably never found the opportunity to embark on the development of a non-HD edition. Although it was the desire to extend the enchanting narrative to all players, there is a sense of disappointment that this version can only be enjoyed by those who possess Reforged.

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  1. Begin by downloading the campaign file from the source provided. Note that this campaign only works with Reforged version only.
  2. After downloading, navigate to your "My Documents" folder and locate the "Warcraft 3" directory. Inside the "Warcraft 3" directory, find the "Campaigns" folder.
  3. Now, carefully place the downloaded campaign file into the "Campaigns" folder. It's crucial not to alter the name of the campaign file, as renaming it could potentially disrupt the map transitions and functionality.
  4. With the campaign file securely in place, launch Warcraft 3 and proceed to the custom campaign section. You should now be able to select and play the campaign without any issues.
Following these steps will ensure a smooth experience as you enjoy the campaign in Warcraft 3.

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In a distant land unrelated to the Warcraft universe, a skilled warrior emerges as an undead. She forsakes her former life, and pleads her loyalty to her enigmatic mentor. Together, they set forth on an unyielding quest to oppose the human crusade intent on eradicating the undead presence from their land.

Indeed, that encapsulates the premise of our campaign—a creation born of an original narrative, entirely distinct from the Warcraft universe. While drawing inspiration from Warcraft and various other sources, this world takes shape in a unique manner, deviating from the creators' vision for Warcraft. As the mind behind "Defenders of the Light", I have a deep appreciation for the RPG format. In this campaign, we continue within the
RPG genre, without base building and RTS element at all, with a more linear and concise approach compared to the expansive tales of "The Founding of Durotar" and "Defenders of the Light." Rather than a seamlessly interconnected world, our campaign features discrete maps without any transition system, like many other campaign maps.

When Reforged was first announced, I immediately recognized its potential. It became clear to me that the subtle nuances in a character's expressions can profoundly enhance emotional storytelling, far more than expressionless characters ever could. Witnessing Reforged's meticulously crafted models and animations, I saw an opportunity to weave a more intimate and engaging narrative, a feat that classic Warcraft 3 fell short of achieving. To create a truly impactful story, we needed characters that could convey a wide range of emotions, and this campaign is the embodiment of that visionary journey.

Every character you'll encounter is original, introducing you to a cast of individuals you've never met before, despite the familiar models you might have seen. This fresh, self-contained narrative promises a unique journey, offering a refreshing departure from the well-trodden paths of Warcraft and other established tales.

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Linear RPG Campaign with a few experimental elements
The linearity of this campaign makes the story easy to follow. Plus it will have fewer bugs and crashes than my previous humongous campaign.

Items are now seen as temporary abilities
There are very few consumables in this campaign. Many items you pick up provide your hero significant powers that can be swapped and replaced with different items in each map. However, unlike many other campaigns, items in Bows and Arrows don't carry over to the next maps. Each map will have their own items. It's up to you to find them in each map.

Your hero's stats carry over to the next maps.
Therefore, finding and picking up tomes make your hero stronger in the long run. This is not too unique of a system but it incentivizes you to go out there and explore as much as you can, especially when those permanent upgrades can help you tremendously with the bosses later.
Many unique boss fights. Many of them are difficult yet memorable
Just like in Defenders of the Light, I love making the bosses challenging. I am a Dark Souls fan, so you can see where I'm coming from. Some bosses are very hard to beat and only players with good skills can beat them.

The Story
I'm quite satisfied with how the general story was written. It's small, contained but it is also connected to a bigger story. There are quite some story beats that I wanted to change or tighten up. However, my time is up and I have to leave the campaign right here. Even so, I would love to come back to add more to it in the future.


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Music is an important element of this campaign
Ensuring that the in-game music option remains enabled is crucial. Music serves as a pivotal element intentionally woven into specific moments of the game to immerse you, the player, in the intended atmosphere. Each map features a plethora of unique compositions, carefully curated to guide you emotionally through the captivating narrative. The significance of this cannot be overstated. So please have music on, as long as subtitles.

Point of view on the enhanced zoom camera
The recent addition of an enhanced zoom camera in the latest game update has introduced a new dimension to the gameplay. However, it's important to note that the original design of this campaign did not anticipate the use of this enhanced camera zoom. While the enhanced zoom can be advantageous for observing enemy attacks from a greater distance, it may have the unintended consequence of diminishing the game's visual appeal in certain instances.
I would suggest considering whether turning off the enhanced zoom camera might be a worthwhile choice. Doing so will allow you to experience the artistic vision that the game's creator intended, preserving the visual aesthetics they painstakingly crafted. Of course, if you find yourself facing significant challenges in combat and require a better look at your enemies, then utilizing the enhanced zoom camera could be a practical option to enhance your gaming experience.


Special Thanks
We extend our heartfelt gratitude to The_Messenger, an invaluable core member of our development team. With his exceptional talent as a writer, he has meticulously honed the dialogues within Defenders of the Light and Bows and Arrows, imbuing the characters with even more depth and personality throughout the campaign. The_Messenger has not only refined existing dialogues but also contributed his own creative touch to many dialogues and optional quests. His remarkable abilities breathe life into our campaigns, allowing players to immerse themselves not only in gameplay but also in the rich inner worlds of these captivating characters.


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1. The main character's name draws inspiration from a female character in Attack on Titan, and she even intends to adopt a last name reminiscent of that character from the show within the campaign. However, it's worth noting that the campaign's current version does not explore the quest related to this chosen "last name".

2. As the story unfolds, the main character undergoes a dynamic transformation in both appearance and models. Various models were meticulously designed to suit different maps and circumstances. These models range from armed and unarmed iterations to versions with and without the heroic aura, facilitating their use in both gameplay and cinematic sequences. However, it's unfortunate to note that in one particular scene where the character sustains significant damage, a planned model to depict this specific scenario was never realized. The absence of this model leaves a gap in portraying the severity of certain harrowing situations within the narrative, which could have provided a more vivid depiction of the brutality faced by the character.

3. One of the compositions featured in the final map was from the Warcraft movie. This cinematic masterpiece left a lasting impression, and incorporating its music into the game serves as a fitting tribute to the film's legacy.

4. I made the choice to meticulously document the creation of this campaign, and while this decision came somewhat later in the production process, my YouTube playlist offers an extensive glimpse into the behind-the-scenes effort that brought this story to life. If you've already experienced the campaign, I invite you to watch and discover the intricate details of its making. However, if you haven't yet played the campaign and wish to avoid significant spoilers, I would recommend refraining from viewing these videos. https://youtube.com/playlist?list=PLnkvnAue18qYe4eg7M3y4t0Jfvlro99Ob&si=xzk5PFoePpGktElk

5. In one of the chapters, there is an enemy known as Uca Major, a direct reference borrowed from "Defenders of the Light," which itself drew inspiration from "Darkest Dungeon." This particular foe, Uca Major, is the very same enemy encountered in "Defenders of the Light," but this time, you confront it with a different hero. In "Darkest Dungeon," Uca Major was initially a menacing and dread-inducing presence. However, as I faced this foe repeatedly throughout the game, its ominous aura gradually lost some of its intensity. Nevertheless, the overall impact of "Darkest Dungeon" on my gaming experience was so profound that it seamlessly carried over to the present game, leaving an indelible mark on my memory.

6. The name "Zero Eclipse" holds significant importance in the campaign, representing a potent in-game item. This particular item shares an identical icon with its counterpart in Defenders of the Light. It's worth noting, however, that the effects of this item differ vastly between the two campaigns. The moniker "Zero Eclipse" is directly inspired by the song of the same name, "Zero Eclipse," featured in the popular series Attack on Titan, which was composed by the renowned artist Hiroyuki Sawano. Initially, the track "Call of Silence x Zero Eclipse," a rendition by Samuel Kim Music, was slated for use in a pivotal, climactic scene within the campaign's concluding chapter. However, due to its extended duration and the need to blend seamlessly with later emotionally charged moments, the decision was made to replace it with "Rumbling Sonata" by Samuel Kim Music. Furthermore, Chapter 3 introduces a location known as Eclipse Village, drawing its name from the same source of inspiration.

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Music
Miscs
ShowdownAlexander Temple Alex Seaver
Cold SpellKen Chan
Slave Knight GaelYuka Kitamura
EnemyTommee Profitt
Wretched Weaponry VocalsKeiichi Okabe
Holy Warrior OathSam Cardon
LoveMichael Ortega
Valor is DeadSecession Studio
City Ruins Rays of LightKeiichi Okabe, TPR
Call of SilenceHiroyuki Sawano, PianoDeuss
Call of Silence x Zero EclipseHiroyuki Sawano, Samuel Kim
進撃vn-pf20130524巨人Hiroyuki Sawano
Rumbling SonataSamuel Kim
WarcraftRamin Djawadi
The Demon He BecameJohn Paesano
2AnHiroyuki Sawano
Webbed from the ShadowsJohn Paesano
The Man He WasJohn Paesano
Into the Wild WoodsJon Björk
A Fool's ErrandJon Björk
DawnJeremy Soule
BTNCWRuneBladeCloudWolf
BTNVoidCrystalLeague of Legends
BTNFaerieCharmLeague of Legends
BTNLizardScale2Shop Heroes
MDL PirateCannonTamplier777
MDL Foot_Soldier_v2Xyrohn21
MDL OrcSpearThrowerTamplier
MDL Alacrityvinz
MDL Spell Markersvinz
MDL Shining Flarevinz
MDL AnimatedBush
MDL Elite ArchersBurnedSmackdown
MDL paladinlighttroopervindorei
MDL Human CarriageMr. Smite
MDL Mind BenderMr Orge man
MDL Singularity II Greenvinz
MDL winsorSymphoneum
SFX SmokersCoughBerlinAtmospheres
SFX AboRoarLego Marvel Super Heroes
SFX BansheeScreamFilm Masters on Youtube
MDL OrbDragonXGeneral Frank
SFX Sobbing Male 1partnersinrhyme
SFX ArrowHitSoundmorph
SFX KnifeStab1SoundEffectsFactory on Youtube
SFX GirlHeavyBreathing1All Sounds on Youtube
SFX Apron Cape 1Ryan Wassil
SFX ThunderClap1BoomLibrary
SFX sprj_c1020#19Huntsman from Bloodborne
SFX PunchInvincible TV Show Ep.8
SFX vo_KT_react_bod_land_lrg01Kitana SFX from MKX
SFX vo_KT_react_bod_land_med01Kitana SFX from MKX
SFX vo_KT_react_bod_land_med02Kitana SFX from MKX
SFX ImpactFleshKitana SFX from MK11
SFX ElectricSparkDzulakaBumba on Youtube
SFX MedievalCityAmbienceMichael Ghelfi
SFX MedievalOneLoopAlexander Nakarada
SFX VoiceClipMale292freesoundeffect.net
SFX HumanCrowd138freesoundeffect.net
BTNFullMoonRennala's Full Moon from ER
MDL Alternate FootmanFootman16
SFX bushmovementj1987 from pixabay
MDL LashersRukhmar
SFX GrumpyOldManPixabay
MDL ScrollMWM
Campaign ScreenOrz W from ArtStation

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v1.14 11/08/2023

v1.12 10/29/2023

v1.09 10/15/2023

v1.05 10/04/2023

v1.02 09/28/2023

v1.01 09/28/2023

v1.00 09/27/2023


General Changes/Fixes
  • Revamped the layout of Chapter 4's village, enhancing its authenticity as a vibrant village setting
  • Addressed a critical issue in Chapter 4 that was preventing dialogues from displaying during cinematics at specific junctures
  • Refreshed Annie's new icon for a more appealing visual representation
  • Restructured the Necrotic Vigor Ward to exclusively heal allied units, ceasing any healing of enemies
  • Eliminated the Checkpoint System
  • Improved Void Crystal description
  • Made all ability tablets into units from buildings and hide them on minimap
Specific Map Changes/Fixes
  • Map3 Fixed Quest Monster not activating if QShadow is discovered
  • Map3 Fixed Quest Blink not activating if QTrust is discovered
  • Map3 Replaced Manual of Health rewards from QMonster with Periapt of Vitality and Pendant of Mana
  • Map3 Unit Increased Iron Golem’s damage to 68 (from 20) and cooldown to 3.7s (from 1.35)
  • Map3 Unit Reduced Iron Golem’s armor to 17 (from 65)

  • Map4 Redesigned village layout, making it feel more like a village
  • Map4 Fixed a serious bug that stops all dialogues from showing up in cinematics at certain points (due to portrait in cinematics)
  • Map4 New Quest Nerubian Deathcaller

  • Map7 Improved boss arena and camera limits to prevent cheesing on the final boss
  • Map7 Kill all skeletons when Sinister Necromancer dies
  • Map7 Unit High Guardian still has a follow-up Slam at his location even if his Slam target dies
  • Map7 Unit Increased High Guardian’s armor to 8 (from 6)

General Changes/Fixes
  • Improved the latter half of Chapter 3 by introducing new events, quests, and items
  • Improved Chapter 1 by adding minor events and quests to enhance the player experience
  • Annie now features unit sounds during gameplay, playing as Dryad and Human Sylvannas
  • Completely revamped defeat triggers, eliminating the need for chapters to restart upon defeat
  • Made visual adjustments to Jenn's character model, giving her a more desaturated skin tone
Specific Map Changes/Fixes
  • Map1 Added new background music titled "Dawn" by Jeremy Soule.
  • Map1 New Quest Void Crystal
  • Map1 New Quest Vendetta Wizard
  • Map1 Unit Updated Annie's models by removing Annie's elven ears
  • Map1 Item Fixed mana regeneration of Void Crystal to +2mana/s (from +5mana/s)
  • Map1 Item Fixed Assassin’s Gloves Atk Speed Bonus to 35% (from 30%)

  • Map2 Item Fixed mana regeneration of Void Crystal to +2mana/s (from +5mana/s)
  • Map2 Item Fixed Assassin’s Gloves Atk Speed Bonus to 35% (from 30%)

  • Map3 Expanded the map with new enemies, events and quests
  • Map3 Recreated Golem area with interesting mechanics
  • Map3 Created Skeleton Warrior event
  • Map3 New Quest Resurrecting Golems
  • Map3 New Quest Blinking Beauty
  • Map3 New Quest A Blind Man's Trust
  • Map3 New Quest Iron Forge
  • Map3 Item New item Wraithwell Tonic
  • Map3 Item New item Flame Strike Staff
  • Map3 Item New item Bracer of Arcane Reclamation
  • Map3 Item New item Conjurer’s Collar
  • Map3 Item New item Rusty Chain, Torn Note
  • Map3 Item New item Golemheart Amulet
  • Map3 Item Removed Twisted Crystal from the chapter

  • Map7 Unit Sinister Abomination now has a Spell Throw animation

General Changes/Fixes
  • Created transition triggers to next map after completion
  • Removed Cinematic Frame during cinematics for all maps
  • Implemented respawning/checkpoint/defeat system in all maps
  • Improved Chapter 4 with better terrain, new enemies, quests, items
  • Ability Recreated Teleslam ability
  • Ability Improved Malevolent Chains' effectiveness for all maps
  • Unit Increased Slam damage of all golems
  • Unit Changed skin tone of Annie
  • Unit Changed Annie’s icon
Specific Map Changes/Fixes
  • Map1 Reduced cinematic animation speed for Annie and Jenn in cinematics
  • Map1 Unit Made the golem hostile faster after transformation 1.8s (from 3s)
  • Map1 Unit Made the tents neutral
  • Map1 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)

  • Map2 Implemented MUSC Into the Wild Woods
  • Map2 Now Annie also can activate Miura’s Easter Egg
  • Map2 Created Reward for solving Enid’s puzzle
  • Map2 Fixed infinite spawn for murlocs Pack 15
  • Map2 Item Made worm locket droppable

  • Map3 Added Robert’s coughing sound and animation
  • Map3 Fixed one villager near Robert who doesn’t use the correct walk animation
  • Map3 Updated new dialogues edited by The_Messenger
  • Map3 Reduced background music to 11% during village section
  • Map3 Item Increased/Fixed cooldown of Knife of Horns to 96s (from 9.6s)
  • Map3 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)

  • Map4 Improved Mevin’s and Singed’s ability descriptions
  • Map4 Improved map loading screen text
  • Map4 Improved terrain of some parts
  • Map4 Populated the top left corner of the map with new quest, new enemies
  • Map4 Created custom sky and implemented it
  • Map4 Created another shadow/generator puzzle
  • Map4 Lowered volume of main background music by 13dB
  • Map4 Created a new quest Spectral Trial
  • Map4 Created a new quest Raw Power
  • Map4 Created a new quest The Web of Doom
  • Map4 Changed water color
  • Map4 Unit New unit Lasher
  • Map4 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 120)
  • Map4 Unit Increased Magma Granite Golem’s Slam damage to 300 (from 120)
  • Map4 Item New item Heavy Mace
  • Map4 Item New item Mace of Disruption
  • Map4 Item New item Doom Gauntlets
  • Map4 Item New item Butterfly's Ethereal Veil

  • Map5 Created custom skies for cinematics
  • Map5 Added ambient forest sounds
  • Map5 Reduced volume of MUSC Showdown2 by 3dB
  • Map5 Abiity Reduced cooldown of Annie’s Arrow Burst to 64s (from 168s)
  • Map5 Abiity Increased Mind Necrosis Health Cost for Annie to 70-110 (from 55-90)
  • Map5 Abiity Increased Mevin’s True Sight area of effect to 1000 (from 700)
  • Map5 Unit Created explosion effect for Kobold Kaboomer
  • Map5 Unit Create portrait model for Kobold Crystalback
  • Map5 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 175)
  • Map5 Unit Increased Magma Granite Golem’s Slam damage to 230 (from 300)

  • Map6 Added 1st ability selections for Jenn
  • Map6 Added a new track Webbed from the Shadows
  • Map6 Added The Man He Was music to the final cinematic
  • Map6 Fixed model Silvermoon Archway Entrance
  • Map6 Created custom sky to Shade and Meetup Cinematics
  • Map6 Ability Created Heaving Piercing Arrow for Jenn
  • Map6 Ability Created Shotgun Arrows for Jenn
  • Map6 Ability Reduced cooldown of Jenn’s Arrow Burst to 64s (from 168s)
  • Map6 Unit Increased downtime before Spiritcalling Wraiths spawn another summon to 15/22/12 (from 8/12/6)
  • Map6 Unit Increased the summoning pool for Spiritcalling Wraiths to 11 units (from 7)
  • Map6 Unit Reduced unit scaling of Makrura Abomination to 1.0 (from 1.3)
  • Map6 Unit Increased Magma Rock Golem’s Slam damage to 220 (from 175)
  • Map6 Unit Increased Magma Granite Golem’s Slam damage to 230 (from 300)

General Changes/Fixes
  • Improved the terrain of Chapter 1
  • Applied relevant quest pings for all maps
  • Improved ability descriptions in all maps
  • Misty Ring item now only gives player a maximum 20 hit points before it breaks
Specific Map Changes/Fixes
  • Map1 Improved Faint Cinematic by adding "Weeks later" text and adjusted wait time
  • Map1 Recreated Multi-Shot ability, now all arrows are shot at once
  • Map1 Implemented Quest Pings but not for Flower Quest (Intentional)
  • Map1 Improved Author's Notes "Optional Quest"
  • Map1 Improved Cinematic and Hint dialogues
  • Map1 Fixed some wait commands in Gaia cinematics that made it a bit longer than it should
  • Map1 Disable Exp gain for Annie during intro chase gameplay
  • Map1 Removed Rogue Wizard in the intro chase gameplay
  • Map1 Fixed Quest Flower Discovery saying that it's a main quest when it's not
  • Map1 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map1 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map1 Improved the terrain
  • Map1 Used a new icon for Purple Flower Quest
  • Map1 Replaced Death Coil with Shadow's Embrace
  • Map1 Improved ability’s descriptions

  • Map2 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map2 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map2 Improved Cinematic and Hint dialogues
  • Map2 Created Quest Pings for certain quests
  • Map2 Fixed Thompson not hostile after picking up his armor
  • Map2 Removed villagers after Assassin cinematic

  • Map3 Fixed Claws of Attack +8 to +9 due to Blizzard’s update
  • Map3 Fixed Claws of Attack +4 to +5 due to Blizzard’s update
  • Map3 Replaced Hunter Net with Malevolent Chains
  • Map3 Updated the icon of Magic Slam
  • Map3 Improved the description on the loading screen
  • Map3 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map4 Improved Multi-Shot Piercing Arrow ability, now all arrows are shot at once
  • Map4 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map4 Updated the icon of Magic Slam
  • Map4 Replaced Hunter Net with Malevolent Chains
  • Map4 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map5 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map5 Updated Arrow Burst’s description for Annie
  • Map5 Improved Mevin’s ability descriptions using ChatGPT
  • Map5 Improved Jenn’s 3rd ability descriptions using ChatGPT
  • Map5 Added 1st and 3rd ability selections for Annie
  • Map5 Updated the descriptions of current abilities
  • Map5 Updated the icon of Magic Slam
  • Map5 Replaced Hunter Net with Malevolent Chains
  • Map5 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map6 Fixed Misty Ring item now only gives player a max 20 hit points before it breaks
  • Map6 Updated Arrow Burst’s description for Jenn
  • Map6 Added 3rd ability selections for Jenn
  • Map6 Updated the icon of Magic Slam
  • Map6 Replaced Haste Totem with Necrotic Vigor Ward ability

  • Map7 Updated Arrow Burst’s description for Annie
  • Map7 Updated Arrow Burst’s description for Jenn
  • Map7 Updated Instant Heal description for Annie and Dark Heal description for Jenn
- Map 6 Replaced the unfinished flashback intro cinematic with the original one
- Map 1 Fixed the corrupted models in Map1 which prevents players from seeing custom models
- Map 4 Removed testing triggers which prevent players from proceeding with the main story
- Public Release


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Contents

Bows and Arrows (Campaign)

Reviews
deepstrasz
Approved based on footage from: A lovely story driven RPG campaign. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes |...
Level 12
Joined
May 13, 2017
Messages
140
If you haven't played Bows and Arrows, reading too throughoutly through the changelogs is not recommended. The story is important in this and I don't want you to be spoiled by the silly changelogs. :infl_thumbs_up:

Version 1.14 Update for Bows and Arrows (Nov 8th 2023)
General Changes/Fixes
  • Revamped the layout of Chapter 4's village, enhancing its authenticity as a vibrant village setting
  • Addressed a critical issue in Chapter 4 that was preventing dialogues from displaying during cinematics at specific junctures
  • Refreshed Annie's new icon for a more appealing visual representation
  • Restructured the Necrotic Vigor Ward to exclusively heal allied units, ceasing any healing of enemies
  • Eliminated the Checkpoint System
  • Improved Void Crystal description
  • Made all ability tablets into units from buildings and hide them on minimap
Specific Map Changes/Fixes
  • Map3 Fixed Quest Monster not activating if QShadow is discovered
  • Map3 Fixed Quest Blink not activating if QTrust is discovered
  • Map3 Replaced Manual of Health rewards from QMonster with Periapt of Vitality and Pendant of Mana
  • Map3 Unit Increased Iron Golem’s damage to 68 (from 20) and cooldown to 3.7s (from 1.35)
  • Map3 Unit Reduced Iron Golem’s armor to 17 (from 65)

  • Map4 Redesigned village layout, making it feel more like a village
  • Map4 Fixed a serious bug that stops all dialogues from showing up in cinematics at certain points (due to portrait in cinematics)
  • Map4 New Quest Nerubian Deathcaller

  • Map7 Improved boss arena and camera limits to prevent cheesing on the final boss
  • Map7 Kill all skeletons when Sinister Necromancer dies
  • Map7 Unit High Guardian still has a follow-up Slam at his location even if his Slam target dies
  • Map7 Unit Increased High Guardian’s armor to 8 (from 6)
 
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Level 12
Joined
May 13, 2017
Messages
140
Campaign updated to version 1.01. Files in Map 1 are no longer corrupted. I uploaded, downloaded and tested it out as well. Also fixed a major problem in Map 4 that prevents you from proceeding with the main quest correctly.

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[Planned to implement this in the campaign thread but did not use it at the end. I used the other design that you see instead.]
 
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Level 5
Joined
Oct 28, 2018
Messages
42
Wow, hey, you already push your project out?! Thought you gonna cook some more, well I will eat anything you feed me. Gotta say, seeing this remind me of your preview, already feeling started to flow again. Ahh, the excitement when i first saw it. Great work my friend.
 
Level 7
Joined
Nov 13, 2018
Messages
83
ThinHo.....??

I was just trying to skip the map(since i am fan of RTS)
but on seeing "ThinHo", I think I have to play this!

By the way, are you not going to work on the previous work?(DOL)
I can't still forget that touching "movie."
 
Level 5
Joined
Oct 28, 2018
Messages
42
ThinHo.....??

I was just trying to skip the map(since i am fan of RTS)
but on seeing "ThinHo", I think I have to play this!

By the way, are you not going to work on the previous work?(DOL)
I can't still forget that touching "movie."
Are you a Vietnamese? And technically, Its ThinhHo not ThinHo.

As for DOTL, Im currently helping ThinhHo create a Manual of DOTL for new and old players with the concept of bring information such as hints, guides etc or in case of stuck or encounte bugs. So far, progress for Act III is still none. Would recommend you play and finished Act II (there are new quests, new maps...), give comment for further evaluation and myself to finished my Manual.
 
Level 5
Joined
Oct 28, 2018
Messages
42
TinhHo made it sound like I was gone for good. I just... dropped out, when he started revisiting Defenders of the Light for more updates. I was on and off active on HIVE, but not gone for good.
People make mistake my friend. No worried, as a matter of fact, ThinhHo and I come to an agreement that you write some good story for his campaign. There are more to life, sometime, you just not on Hive at a regular basis like you used to. I know that because I too just recently return to Hive. No hard-feelings my friend. Good to have you back
 
Level 12
Joined
May 13, 2017
Messages
140
Hello everyone, it's great to have you all here again. I want to acknowledge that the issue with @The_Messenger was entirely my mistake. I've reached out to him personally, and we'll be working together to further enhance the dialogues from this point forward.

Just so you guys know, Bows and Arrows was just updated to version 1.05 with these major changes/fixes:
  • Improved the terrain of Chapter 1
  • Applied relevant quest pings for all maps
  • Improved ability descriptions in all maps
  • Fixed some bugs here and there
  • Tweaked some items and abilities icon, descriptions and functions
I was just trying to skip the map(since i am fan of RTS)
but on seeing "ThinHo", I think I have to play this!

By the way, are you not going to work on the previous work?(DOL)
I can't still forget that touching "movie."
First of all, @abbsomes , I want to express my gratitude for the support you've shown for Defenders of the Light. As of now, I've had to step away from working on DOTL, even though there's still so much story left to tell within that world. Unfortunately, recent updates from Blizzard have posed significant challenges for me in continuing this project. The issues are complex, and I'm unsure where to even begin in terms of addressing them and bringing DOTL up to date.

It's worth mentioning that the new update has also caused problems for several other campaigns. The silver lining, however, is that Bows and Arrows is not as intricately interconnected as Defenders of the Light, which means that any bugs can be more easily identified and resolved. Additionally, Bows and Arrows was originally created with Reforged from the start, while DOTL was initially developed using version 1.26 of the game.

I hope you haven't already begun playing, @abbsomes, as update 1.05 has significantly enhanced the terrain of Chapter 1. Initially, Chapter 1 had the least polished terrain because it was my first attempt at map creation in Reforged, and I was still gaining experience with the new graphics. However, this update has now brought it in line with the quality of the other maps.

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Nonetheless, even if you started. You don't have to replay from the beginning map like Defenders of the Light. Just select the next chapter and play from there.

As for DOTL, Im currently helping ThinhHo create a Manual of DOTL for new and old players with the concept of bring information such as hints, guides etc or in case of stuck or encounte bugs. So far, progress for Act III is still none. Would recommend you play and finished Act II (there are new quests, new maps...), give comment for further evaluation and myself to finished my Manual.
Yes, I genuinely appreciate it. As per @duongsodep's plan, the guide will be designed to foster player exploration rather than leading them through every step from beginning to end. I believe this approach is exactly what people need. The frequent inquiries on the thread about gate passwords on Lonely Island underscore the demand for such a guide.

For those who haven't yet embarked on or finished "Bows and Arrows," I trust this will be a profoundly moving experience. In my view, it stands as one of the most exquisite narratives ever crafted within the HIVE community.
 
Level 5
Joined
Oct 28, 2018
Messages
42
can your post your version on patch 1.31.?
Gonna ask why tho. Why 1.31? I'm quite sure that ThinhHo stated that BaA build on the newest Reforged. (not that easy to downgrade, not even worth it since there is hope for Reforged)

Edit: Yea, Bows and Arrows is built with Reforged Engine and Mechanics so its gonna be a world of work to make a version of 1.31. Also, Campaign is in development and update state. Mostly changing and adding stuff.
 
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Level 12
Joined
May 13, 2017
Messages
140
Greetings everyone,

I hope you've been well. The thread has been relatively quiet lately, but I'm excited to share some exciting news with you. There's been significant progress behind the scenes for Bows and Arrows, and a wave of high-quality updates is on its way. I'll be rolling out a new update in the next couple of days (tomorrow actually), allowing you to immerse yourself in the world of Bows and Arrows like never before. Here's a glimpse of the key features that I have been diligently implementing:

  • Cinematic Beauty: I've taken a step towards enhancing your cinematic experience. After some thorough experimentation, I've successfully removed the cinematic frame. Now, dialogues will seamlessly appear like subtitles while you're watching a cinematic, akin to enjoying a movie. This change makes our cinematics more visually stunning and of even higher quality than before. With the upcoming update, all cinematics in the campaign will feature this sleek new presentation. Get ready for a visual treat!

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  • Improved Gameplay Mechanics: I've overhauled the defeat conditions, the next map transition, respawning system, and the checkpoint system. In the previous version (1.05), some of these elements were inconsistent. Heroes didn't always respawn after death, defeat conditions didn't trigger correctly, and transitioning from one map to the next could be problematic. I've diligently reviewed and addressed these issues. The defeat conditions now vary across different maps, depending on the scenarios and circumstances. Additionally, I've fine-tuned the checkpoint system, making it easier for you to load your progress.
  • Balanced Abilities: In my commitment to a more balanced gameplay experience, I've buffed, nerfed, or revamped a few abilities. This will ensure that your adventures in Bows and Arrows are more engaging and fair.
  • Chapter 4 Overhaul: Chapter 4 has received a substantial amount of attention and love. I've improved terrain in specific areas, introduced new enemy types, added exciting optional quests, and included new items to discover. You're in for a treat as you explore this revamped chapter.
  • Bug Fixes and Refinements: I've diligently combed through the campaign, identifying and fixing numerous bugs spanning across various chapters. Additionally, I've refined small elements of the campaign, such as cinematic timing, reward drops, and minor aesthetic improvements, to enhance your overall gaming experience.
I'm thrilled to bring these enhancements to you, and I can't wait for you to dive into the updated world of Bows and Arrows. Stay tuned for the upcoming update in the next couple of days. Thank you for your continued support, and I hope you enjoy all the improvements I've made.
 
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Level 22
Joined
Jun 11, 2017
Messages
643
All, for now, I have played only 1.5 chapters on the first version, but I see that the author continues to update and fix his campaign.
After all - the story, as I saw, is connected through chapters, albeit we don't encounter the same characters in continuous chapters. Like a series of some story.

Looking forward to completing the whole campaign and leaving more targeted reviews!
 
Level 12
Joined
May 13, 2017
Messages
140
Greetings everyone,

I'm excited to announce the release of our latest campaign update, version 1.12, following two weeks of dedicated development. This update is specifically tailored to enhance the latter portion of Chapter 3 while also introducing intricate details to enrich the experience in Chapter 1. Here are the major changes/fixes:

  • Improved the latter half of Chapter 3 by introducing new events, quests, and items
  • Improved Chapter 1 by adding minor events and quests to enhance the player experience
  • Annie now features unit sounds during gameplay, playing as Dryad and Human Sylvannas
  • Completely revamped defeat triggers, eliminating the need for chapters to restart upon defeat
  • Made visual adjustments to Jenn's character model, giving her a more desaturated skin tone
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The latter part of Chapter 3 fell short of our quality standards prior to this update. It was laden with numerous puzzles, which, upon careful reflection, I realized was not aligned with the essence of Warcraft 3, known for its action-packed gameplay. Typically, puzzles are optional, and great maps culminate in epic battles. To rectify this, I expanded the map, restructured enemy placements, introduced new quests, events, and items. As a result, Chapter 3 now stands in excellent form.

I've also observed that some players found Chapter 1 to be overly simplistic, and they have a valid point. Initially, controlling only one unit with limited abilities can create a sense of simplicity. To address this, I've incorporated additional quests and events to infuse the chapter with the depth it deserves. However, it's important to note that the simplicity in Chapter 1 serves a purpose – it eases players into a new playstyle that gradually unfolds throughout the campaign. By the end of the story, your character will have acquired all the tools needed to fully embrace this new playstyle.

Hello, thanks for making these custom campaigns.

Can you please elaborate is this compatible with the classic graphics mode in War3 Reforged?
Hello @Bogdanov89, I regret to inform you that the campaign is currently not compatible with the classic (SD) graphics mode in both old and reforged versions of Warcraft 3. I made an attempt to include both HD and SD models in each map to provide players with the choice between HD and SD graphics. Unfortunately, the Reforged system, upon saving the map, automatically replaced my SD imports with the existing HD imports, despite my intentions. It seems that the Reforged editor is still unable to fully implement certain features it was designed for.

However, I have a solution in mind to address this issue. I plan to create a separate campaign file that exclusively supports the classic mode by replacing all HD models with custom SD ones. The undertaking is substantial, but it is definitely feasible. I am looking to implementing this in the future, ensuring that you can enjoy the campaign in classic mode. Unfortunately, this feature is not available right now. If you haven't already, I encourage you to explore my other campaign, 'Defenders of the Light.' It promises to deliver one of the most exceptional RPG experiences ever crafted on HIVE. It only supports classic mode of course.
 
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Level 12
Joined
May 13, 2017
Messages
140
Greetings everyone,

I am thrilled to unveil the latest update for Bows and Arrows - version 1.14. Here are the general changes/fixes:
  • Revamped the layout of Chapter 4's village, enhancing its authenticity as a vibrant village setting
  • Addressed a critical issue in Chapter 4 that was preventing dialogues from displaying during cinematics at specific junctures
  • Refreshed Annie's new icon for a more appealing visual representation
  • Restructured the Necrotic Vigor Ward to exclusively heal allied units, ceasing any healing of enemies
  • Eliminated the Checkpoint System
  • Improved Void Crystal description
  • Made all ability tablets into units from buildings and hide them on minimap

This update has been driven by necessity, as I discovered critical issues affecting Chapter 3 quests like "Monster" and the newly introduced "Blink." These quests wouldn't function correctly when activated in a specific order alongside certain other quests. Additionally, I unearthed a significant bug in Chapter 4 that prevented dialogues from appearing during cinematics after reaching a certain point. This bug emerged after the UIless cinematic update, and players who downloaded the campaign afterward might have experienced Chapter 4 without understanding the characters' dialogues. Since Chapter 4 contains numerous vital character development moments and many cinematics, this would have been a frustrating experience.

I'm pleased to announce that all these issues have been resolved, and the campaign is now more polished than ever.

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I created AI-generated unit icons for the characters in Bows and Arrows, but ultimately opted not to incorporate them into the game due to their inconsistent art style when compared to the Reforged icons


In the time between the last update and now, I also dedicated effort to redesigning the layout of the village in Chapter 4, creating a more welcoming and vibrant environment. Apart from the bug fixes, this stands as the most significant improvement in this update.

All these updates have been made to enhance your experience as a player when journeying through this campaign. While your playthrough may encompass a few lengthy maps, I'm confident that by the end, you'll be delighted with the outcome.

Of course, there's always room for further improvement. However, I will be taking a break from my work on Bows and Arrows as I shift my focus to other significant life projects. I hope you thoroughly enjoy Bows and Arrows and kindly share your thoughts. Your feedback is invaluable to me, and I couldn't be happier knowing that someone has completed this journey.
 
Level 12
Joined
May 13, 2017
Messages
140
Hello @VanAndro,
Thank you for expressing interest in Bows and Arrows, and for providing feedback on the campaign.

I want to address the confusion regarding the game version compatibility. While it was explicitly mentioned that the campaign is built on Reforged and tagged accordingly, I understand the inconvenience caused by the confusion around the "recommended version" displayed after uploading the campaign file. Unfortunately, I have no control over this aspect.

I acknowledge that attempting to play the campaign in classic mode may be tempting, but I want to clarify that the custom models specifically designed for Reforged will not load in classic mode. I sincerely apologize for any frustration this may have caused.

To enhance your experience and address this limitation, I have plans to work on creating custom models that will be compatible with the classic mode. This development will allow you to enjoy the campaign in classic mode in the future. However, please understand that implementing this feature is currently not feasible right now.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,880
Approved based on footage from:
A lovely story driven RPG campaign.


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Level 2
Joined
Apr 15, 2020
Messages
5
Still playing through the campaign, but found a bug that I wanted to point out: In Chapter 2, a puzzle can't be completed while playing as Annie due to the incomplete trigger condition. And, yeah, I ventured into the triggers editor to see why my answer was wrong :D Apparantly it wasn't, there's just a condition that the character standing within the puzzle region must be Oi. And even though there are hints given by both characters, only Oi can actually complete the puzzle.
 
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