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Chronicles of the Second War: Tides of Darkness Demo

This bundle is marked as approved. It works and satisfies the submission rules.




¨Since the release of Warcraft III: Reign of Chaos and Frozen Throne - I had a dream to recreate Warcraft II campaigns using the Warcraft III engine capabilities.
I've been creating maps and models, doing long pauses, quitting and remaking stuff for years. When Warcraft III: Reforged was released it inspired me to finish this campaign.
At that time in early 2020 new teammates that were driven by the same inner fire, contributed to the project significantly.


Chronicles of the Second War: Tides of Darkness - is the attempt to reforge the Warcraft II: Tides of Darkness Campaign.

This is very complicated and challenging task because of great discrepancies between WC2 and WC3/WOW lore, different game mechanics (Naval) and big amount of chapters to make.
At the Current moment the maps for Tides of Darkness Orc campaign are almost finished and the polishing, voice acting and bugfixing process is in progress.
Since Custom campaign feature is not available yet, the team decided to release first 4 missions of ACT 1 of Tides of Darkness Orc campaign as demo maps.¨

- Tamplier777



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Gameplay is vastly improved from WC2, now including sidequests, creeps and other mechanics from WC3.
- Warcraft 2 economy (prices and resource gain, no tax rates)
- Naval resource - Oil
- Naval buildings and ships
- Dual tech-trees for buildings (basic and advanced)



Custom Assets and more will feature both WarCraft II aesthetic as well as appearances from World of Warcraft.
- Custom models for most units and buildings
- Snowcaps system for all buildings in winter tileset for deeper immersion
- Dynamic weather and fog
- Bloodsplats during the fights as well as prolonged corpse decay time for more realism
- Voiced over dialogues (some still not final!)



Lore / Story will be heavy drawn from established lore in original games, World of Warcraft, Chronicles and other book series.
While there are some discrepancies when it comes to certain events and characters,
we made sure to deliver a clean, straight and presentable series of events that transpired in the second war.

- In the book Teron'gor was kiled in the assault of Temple of the Dead, and Rakmar Sharpfang survived.
Later Rakmar was sacrificed by Gul'dan in a ritual to create Deathknights.
In the campaign we switched their fates to pop up Teron, since he is more important character for the warcraft 2 plot unfolding.
Rakmar will be shown as deathknight cameo.

- In the official Lore Orgrim personally slayed the warlocks in the temple of the damned and imprisoned Gul'dan.
In the campaign Orgrim was busy with Stormwind siege and ordered Temple of the Damned siege to Blackhand sons that submitted to Orgrim after he killed their father.

- In official lore of the second war the main leader of the missions is Utok Scratcher.
In campaign he will be shown orc semi-hero (i.e. Naisha, Falric..), and in human campaign he will be a hero enemy boss during the siege of Lordaeron.



Characters from the original early games will be featured in our campaign.
- Rend Blackhand (available in demo)
- Maim Blackhand
- Zuljin (available in demo)
- Zuluhed the Whacked
- Cho'gall
- Gul'dan
- Orgrim Doomhammer
- Nekros Skullcrusher





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[​IMG] no u

Q: How do I play this?
A: Download the maps unpack them from each subfolder so you have all missions from 01 to 04 place them in your Warcraft III\Maps\Download folder
Start WC3, Single Player, Custom Game and enjoy from mission 01!
Opening the map in World Editor is disabled, the campaign is Reforged HD settings only.



Q: When will the whole Orcish campaign be released?
A: There is no precise answer for this question. We have all the maps, but still need to record voice acting, fix bugs, polish cinematics, make models for the Dwarven tech-tree.
We also have jobs and families. All we can say - we are trying our best!



Q: Is this a final version? If not, when we got the updates?
A:Hotfixes and simple things can be updated soon. But major requests will be analysed and probably will be included in final release.


Q: Voice Acting, cinematics, spelling errors etc. could be better.
A: Yes, as stated in intro screen voices aren't final. We will work with professionals and passionate fans to deliver the best we can, that applies to cinematics and grammar as well.
If you're interested in Voice Acting and have a good mic setup (pod mic for example), contact ShadiHD on our discord (links below).



Q: Some missions feel a bit slow and could use more action, will you improve them?
A: Yes, we have received a wast amount of feedback, thank you all for it! Mission 01 will be reworked to an extend, making it more enjoyable.
Some other aspects have already been fixed, such as oil resource. We're trying our best to make the game enjoyable!



Q: How is the lore set up, what about this or that retcon in missions?
A:
Mission sequence follows WarCraft II. Novels and WoW lore is used to give more depth to the story. Things like conquest of Khaz Modan will be shown in cutscenes,
same as with some other expanded or not playable lore bits from WarCraft universe.



Q: Do you guys plan to share the custom models?
A: We are, but not all at one time. Some WoW-related models will be available before campaign release.
Part of the models will be released when the Orcish campaign is finished and another part with subsequent campaigns.



Q: Is there a way to support you?
A: If you want to support us financially, you can do so via PayPal (you don't need to register, best solution is to donate with a credit card, and set a note).
Add a note when donating with the nick/name you want us to put in supporters list, or keep it completely anonymous, we'll very thankful regardless!
Under Activision Blizzard's new Policy, we cannot provide any privilege features such as early access or locked content for backers,
so everyone will get the same content at the end, but that's just ok with us!



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You can follow our progress regarding models and other assets here on Hive:
WarCraft: Chronicles of the Second War | HIVE


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Tamplier777 - core plot writing, modelling, animating, triggering, mapping, lore tweaking, project assembling

ShadiHD - team & project management, custom modelling and texturing, voice acting, mapping, lore tweaking, assembling

Moonman - modelling and texturing, icons, presentation & video montage

Bagysta - modelling and texturing (orc characters)

Triceron - custom modelling and texturing (unique units and characters)




  • Special thanks for Hiveworkshop members, be it resources or direct support:

    - Zenmaster PR management and lore support
    - Trolldaeron concept art
    - InsaneMonster for his research in lipsinc
    - Mr.Goblin for Logo
    - Mythic for custom HD ability models
    - Retera for his amazing Model Studio
    - HerrDave for his help with English grammar and text/dialogues reivew
    - terrio for help with triggers
    - Vulfar for knowledge sharing in modeling
    - Sunchips for animated grass model
    - Stanakin for duck model
    - antontama (for icons)

  • Many thanks for those who tested our maps first:

    - Nagax
    - Kam (aka Arcitct)
    - InsaneMonster
    - Shar Dundred
    - Mythic

  • Thanks you so much for donating to our project:

    - ThralltheOG



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  • + Utok's ability renamed to Self heal with fixed tooltip
    + Chapters renamed in map info to Chapter 01-04 instead of chapter one for better sorting in maps folder
    + Mission 04 - Added Towers on the shore
    + Mission 01 - If Rend dies, he will be shown in cinematic anyway
    + Mission 01 - second goldmine will be hidden in cliffs until humans arrival
    + Mission 02 - trolls conversations - fixed long pauses between quotes
    + Mission 02 - fixed capital letters in quest requirements
    + Mission 04 - Killing kids is not necessary now but it is possible.

  • + Oil negative values fix
    + Oil UI warning added (Insufficient Oil)
    + Chapter 02 path spacing and trees cosmetic fix
    + Chapter 02 Rend hidden when cinematic skipped fix
    + Chapter 03 tent cosmetic fix

  • Mission01
    + Resources cap decreased to 10 / 15 /20 K for easy / normal / hard
    + Tweaked trigger queueing
    + Added drops of lumber when tents are destroyed
    + Smoothed camera transisions
    Mission02
    + Player need to train 10 grunts instead of 5 in order to be more prepared to assault on prison camp
    + Zuljin will be freed when the Tower beside him is destroyed + trigger code refactoring + camera pauses removed
    + Elven Emissary renamed to Milan
    + Disabled creepsleep at night
    Mission03
    + Camera timings smoothed in the intro cinematic
    Mission04
    + Camera timings smoothed
    + Utok animation bug fixed
    + Meryn will be hidden if he is alive in the beginning of midgame cinematic instead of the end

  • Mission 03
    + Oil rigs and oil amount quest completion bug fixed (faced by WTii)
    + Peon swap scaling bug fixed
    Mission 01
    + Quest message resources completed showed on final cinematic bug fixed

Contents

Chapter 01 (Map)

Chapter 02 (Map)

Chapter 03 (Map)

Chapter 04 (Map)

Reviews
Shar Dundred
I've already had the honor of trying this campaign, so I can safely say without a doubt that I approve it & look forward to seeing its further development! A job well done!
  1. abkhaz7

    abkhaz7

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    Thanks!
     
  2. Anaxie

    Anaxie

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    I dont know what the gather rates are just that i saw a 30k number. I get you want people on map l9nger maybe to deal with alliance appearing. Why not just make their destruction the main objective.

    Newbies arent playing a custom mod first. I think they get the basic down to where a resource goal for starter map should be irrelevant unless its related to the oil system which isnt until ch3 i believe.

    21 minutes isnt long of course. But for the simplicity of the first mission i would say it is.

    For reference i can fully destroy both undead bases in Arthas 30 min defense mission in 20 mins+ogres+caravan, King Arthas TFT mission takes about 25 mins. Compare the magnitude of that task to this starter mission of this remake. Seems kind of dull no?
     
    Last edited: Sep 29, 2020
  3. Tamplier777

    Tamplier777

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    Ok I will collect suggestions to retweak the map in final release. But humans arrival is a surprise so orcs should have some default quest for the beginning. Big amount of resources was needed to prepare for the upcoming war.
     
  4. Anaxie

    Anaxie

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    Well of course storywise the lumber could be written in dialogue that its obviously for their invasion ships. Again i havnt played yet i dont know the gather rates or if 10wc3 lumber =100 in your mod. Im not aware.

    But for some a first mission like that could turn some people off.

    I see what you guys were aiming for though you wanted people to be comfy sitting themselves in for the lumber grind before the alliance surprise. It works. Its smart design. isnt there a way to add a trigger that adds an additional objective to main quest?

    Thats how to keep surprise and illusion of the quest being simple say collect 30k lumber. But really 30k doesnt matter its not even being tracked track a number around half that to trigger the alliance invasion and then the mission objective switches gears.

    That would be a fairly better start to the campaign. With the change in tempo you could even beef the alliance up a tad bit more in the invasion.

    I have faith in the team.

    For a wc3 interpretation of the old games i STRONGLY encourage your team to look over this campaign which is a mission for mission remake of wc1 orc campaign. Its still one of the finest campaigns ever made. Sadly unfinished and not even widely known because of its unassuming name.

    I strongly encourage checking out some techniques this literal one hit wonder creator managed to do in his map and mission design.

    First half of campaign can be brutal though.

    Orcs & Humans: Orc Missions (ALPHA)

    In the end its not just shiny graphics thats gonna make your campaign an masterpiece.

    But from what ive seen and read. Im positive what is finished will be one of those all time great mustplays or hell even the reason people begin purchasing reforged.

    Hopefully its finished but ill wait on a campaign by campaign basis because only the most dedicated can finish 4 campaigns.

    Not everyone is a Shar Dundred or a Razorclaw_X levels of dedication

    Ill judge your campaign primarily on map and gameplay design. Graphics and impressive models are nice to a certain point. But its not what makes a timeless game/mod

    I play shit like morrowind, wc3, dungeon keeper, baldurs gate, and trails in the sky despite having a gaming backlog of unplayed games worth more than a new car
    < backlog 50ish played / out of over 1,200 and thats just steam :(

    Send help!>
     
    Last edited: Sep 29, 2020
  5. Stormvarsel29

    Stormvarsel29

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    I can't wait to play this. :D
     
  6. IIICatalystIII

    IIICatalystIII

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    I disagree, I think it's an appropriate amount of wood, however it requires 12-18 peons cutting wood to finish this mission in a reasonable time.
    The real problem is the player is asked to watch their peons to cut wood because there is nothing better to do. It's boring.

    The Grom mission forced you to be constantly do something to survive while the shredders did their thing. You had to attack/defend against 3 NE bases, and a bunch or creep camps. Attacking was your primary form of getting gold.

    In the Chapter 1 mission there isn't a lot to do, so it feels too long. In actuality there may need to be more to do.
     
  7. ShadiHD

    ShadiHD

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    we're taking feedback on how to improve the first mission, at the end we want to reach a point where we satisfy at least the majority if not all, we want people to enjoy this and appreciate our vision on how this story unfolds, even if some elements were met with mixed feelings, don't rush to conclusion people, wait till you see what we have in store for this game, I promise this, you will not be disappointed.
     
  8. Venombite

    Venombite

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    Looks impressive. Just a comment to give a like, aka 5 stars.
     
  9. Raddazong

    Raddazong

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    You have done an amazing job! Can't wait for the other missions! I applaud you!
     
  10. SantaBla

    SantaBla

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    I was expecting actual Warcraft 2 music like the ones I heard in the trailer but only got Warcraft 3 music. Are there plans to add the tracks to the maps? Also, I find the maps a little small for the battles to properly take place. There are too many trees everywhere and the giant buildings don't help. I also saw typos here and there but I assume these will be fixed in the final release.

    Those are my critiques, but keep up the good work. I'm really looking forward to playing the rest.
     
  11. Tamplier777

    Tamplier777

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    We didn't put music cuz in mission 04 it would exceed 255 mb map size and it won't be playable. In final version there will be wc2 music.

    Regarding map sizes - it won't be changed. I will try to add some space for camps.
     
  12. ShadiHD

    ShadiHD

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    WC2 remastered music is available, will be included in final release :)
     
  13. antontama

    antontama

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    THIS IS AWASAMEEE!
    Thank you gus for this! I can't say how much I enjoyed going through this campaign with mere words... Thank you for doing this!
     
  14. Tamplier777

    Tamplier777

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    Hotfixes:

    + Oil negative values fix
    + Oil UI warning added (Insufficient Oil)
    + Chapter 02 path spacing and trees cosmetic fix
    + Chapter 02 Rend hidden when cinematic skipped fix
    + Chapter 03 tent cosmetic fix

    And awesome new logo from @MrGoblin
     
    Last edited: Sep 29, 2020
  15. Antonio Azevedo

    Antonio Azevedo

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    Got a crash when starting Chapter03 =(
    upload_2020-9-29_19-19-41.png
     
  16. Reaver

    Reaver

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    As I have already mention on my first comment, I don't have bought WC3 Reforged but I have found this video so I can give my feedback about the maps.


    General thoughts about the campaign:
    - I like the color for Lordaeron. Instead of blue, Lordaeron is light blue so you can distinguish the Nation of Azeroth (Stormwind forces) and the Nation of Lordaeron. Good choice.
    - I don't know if this was already made in Reforged ma did you guys made your own version of Winter maps? I don't know why but I found the winter maps very detailed. Probably the layout of the maps are very well organized.
    - The peons/peasants moves too slow imo. They just need to move a little, just a little, faster because slow peons/peasants makes the economy slower and slow economy makes a slow game because it takes time to build an army.

    Now moving on the chapters.

    Chapter 1:
    - Unfortunately, I found this chapter to be the worst in terms of be the beginner chapter for a "new player". I will explain in detail what I don't like of this chapter. Since this is the first chapter I expect to be this chapter an introduction to the game/story/campaign, or whatever you want to call, so the first mission should have only 1 or 2 main objectives and not an optional objective. I understand the optional objective is just "destroy the wolf's hideout" but since this is the first chapter I prefer to not have to worry about the base being attacked by wolfs. The wolfs can still be around but just don't let them to attack the base.
    - The amount of resource (gold and lumber) is too much. Instead of 30000 on both resources I have thinking about 20000 for gold and 10000 for lumber.
    - When the human forces arrived to the island, you (as the player) have to turn off the fire. Now I can only guess that if the time runs out the small human forces attacks you but then again since this is the first chapter I always prefer to not being attacked by anybody because this chapter is the first one and the player doesn't have to worry about anything that only build a base and take resources. Of course if I attack the human forces I expect them to attack me but only if I attack them.

    Chapter 2:
    - This is a good chapter for build an army and attack the enemy base. But the problem here is the enemy base is well defended and 6 grunts seems to be not enough for destroy the enemy base. So my suggestion is to make 9 grunts instead of 6 and make the 2 human guard towers at the gate watch towers.
    - After you rescued Zul'jin the path for the forest troll base is hidden by trees and it's not clearly visible to the player. I don't know if you guys already fixed this but make the path clear after the destruction of the human base. The easiest way, imo, is to block the path with rocks and after the human base is destroyed the path becomes clear and visible.

    Chapter 3:
    - Not many problems I see here but the Oil Patch isn't clearly visible while in WC2 there is a visible black spot so you can already tell where to build. It's not bad your choice in making the spot visible but it doesn't mix the color with the water.
    - The oil is few in this mission and also you have to be fast to build a Shipyard and make Troll destroyers for attack the Human Oil Rigs or else will be "Mission failed". Jokes apart the only thing it should be adjusted is the amount of oil in every spot. That's it.

    Chapter 4:
    - It is possible only to build 2 Oil rigs and that's it. I think two more Oil spots can be useful to make the player comfortable about having the chance to build more Oil rigs.
    - Maybe this isn't important but I found weird to see the possibility to build a Blacksmith. As I remember, in WC2 it is possible to build the Blacksmith in chapter 5 but this was made because WC2 Tides of Darkness has almost every chapter as an introduction for a new unit and building.

    Hope this feedback helps you guys to make the campaign better.
     
  17. OutsiderXE

    OutsiderXE

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    Wow this campaign has blown up around the (german) media. Big websites like PCGames.de and Gamestar.de are reporting about it.
     
  18. IIICatalystIII

    IIICatalystIII

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    Chapter 2

    Did some testing of different ways to beat this map.

    1. There are no cliffs on the bottom of the map, just trees. By coordinating peons and having 16 peons chops the south end of the map, you can evade the front gate of Durnholde keep and enter from the back. The time it takes to chop down the trees on the south and kill everything on your way to the back of Durnholde, then bring Zul'jin to the troll camp took 19min and 19s.

    2. Doing the mission normally, including killing all creep camps and everything along the pass to the troll camp took 14min and 36s.

    3. Rend rushes to Zul'jin, entering through the gate before it closes, capturing Zul'jin by getting in range, then running Zul'jin to troll camp by evading all attackers took 1m and 37s. To fix this, either create an invisible wall that goes away when the front gate is destroyed, or only capture Zul'jin when one of the walls surrounding him are destroyed. Or make no changes, it is nice to be rewarded when you understand the mechanics of a map.

    When it is night time the creeps are asleep, when passing by through the swamp it makes it easy to bypass creeps.

    Edit:There is also a bug with Heavy Burdens. When a gold mine collapses, some of the peons will bring gold back. After they brought the gold back to base they still have the Heavy Burdens debuff. It can be removed by having the peon chop wood, but this doesn't seem intended.
     
    Last edited: Sep 30, 2020
  19. Gizzlow

    Gizzlow

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    thank you very much for sharing this wonder
     
  20. JayBeee

    JayBeee

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    What do you do after you download it? I don't see any instructions and I can't find a folder to put the files in to show up in the game menu.

    Thanks