Chronicles of the Second War: Tides of Darkness Demo

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¨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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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)



Hiveworkshop Credits

Alpha Testers

Supporters



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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Update 1

Update 2

Update 3

Update 4



+ 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!

ShadiHD

Hosted Project: W3CSW
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Hey there!

-snip-

thank you so much for your extensive feedback, I've read the file thoroughly and I admire the time and dedication you've put in giving us a clear and straight to the point feedback, will leave my teammates time to read it as well when they're able

@Triceron @Moonman @Tamplier777 @Bagysta


now to give you good news, a lot of the feedback that you've given has already been resolved off-screen, (voice acting, dialogues, gameplay updates, pacing) and will be felt when we officially release, do take note that that what we have planned and built is much bigger than what you've seen in the demo, because custom campaign feature is lacking and that puts a severe technical limitation (for the time being).

but some notes like removing buildings or editing tech-tree at this stage of development is not an option, (they can be improved) but not out-right changed because that would collapse a lot of things that were already built.

as we go along with our development, so does solutions to all the addressed issues the players faced during gameplay, such as spacing, Oil, map size etc..)

we take feedback seriously, we evaluate it, and choose what is best to further enhance the gameplay without necessarily contradicting our already implemented base for the project.
 
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Note: For those who haven't followed us, this is an HD only campaign, it can't be played in Classic.

Update: Join our Discord server to discuss the campaign, give feedback or just talk about WarCraft relates topics: https://discord.gg/K3ppgG4

Would you consider releasing a classic version sometime in the future if people were to help you ? (like idk a year down the line from now or something.)
 
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Just get reforged

Thanks, i have it but i am just enthusiastic about Classic more. so i was wondering about in my head because i think it would be pretty cool to also have the Campaigns available using some awesome Classic models people made.

I think it would be a great idea to expand the influence of this cool Campaign.
 
Thanks, i have it but i am just enthusiastic about Classic more. so i was wondering about in my head because i think it would be pretty cool to also have the Campaigns available using some awesome Classic models people made.

I think it would be a great idea to expand the influence of this cool Campaign.


Well, knowing the amount of custom models that we making for it - amking double for SD seems like almost impossible
we will have approximately 2 GB import from wich 1GB is models and textures
 
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Well, knowing the amount of custom models that we making for it - amking double for SD seems like almost impossible
we will have approximately 2 GB import from wich 1GB is models and textures
Did you find a way to circumvent the 250mb map size limit?
Or is it just the total amount and you'll spread them around? (like ~250mb per map?)
 
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Well, knowing the amount of custom models that we making for it - amking double for SD seems like almost impossible
we will have approximately 2 GB import from wich 1GB is models and textures

Could be its own upload here in hive, but size wise it should be significantly smaller. any one Classic model is probably the equal of 4 HD models, assuming you take the more higher quality SD ones, if not then its probably more then 4. depending on which default or close to default ones you use.

By the way, thanks for responding :D
 
Could be its own upload here in hive, but size wise it should be significantly smaller. any one Classic model is probably the equal of 4 HD models, assuming you take the more higher quality SD ones, if not then its probably more then 4. depending on which default or close to default ones you use.

By the way, thanks for responding :D
Just to add to Tamplier's comment, yes it is extremely unrealistic to make an SD version of a campaign with so many custom assets.
It would be many months of making each model again (yes much easier in SD, but it we would have to preserve the art style etc.).
Meanwhile we still have Human campaign to continue as well as the expansion ones. That would simply stretch out the whole creation process of the campaign to years.
And if you have Reforged already, I would say consider our project it's own thing, we have different somewhat mechanics, models etc. from the actual game, therefore hopefully it will satisfy the naysayers of Reforged.
 
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Just to add to Tamplier's comment, yes it is extremely unrealistic to make an SD version of a campaign with so many custom assets.
It would be many months of making each model again (yes much easier in SD, but it we would have to preserve the art style etc.).
Meanwhile we still have Human campaign to continue as well as the expansion ones. That would simply stretch out the whole creation process of the campaign to years.
And if you have Reforged already, I would say consider our project it's own thing, we have different somewhat mechanics, models etc. from the actual game, therefore hopefully it will satisfy the naysayers of Reforged.

I wasn't suggesting to do this and have it prepared on release of the HD version. the SD version can come later down the line i guess. i was more wondering if there is any possibility that you'd consider this sometime in the future.

You can make use of many already available models both from the default game and those made by other people here at Hive, that would cut down on the creation process quite a lot. unless you are strictly keen on producing all the models yourselves, would say for the SD version, because there are so many available models it shouldn't really take that much time.

For installation, or "downloading" the SD and HD version can be split apart from eachother.

The structure of the maps and the cutcenes are the same, so swapping models around and whatnot shouldn't be a big deal.
 
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I can't get enough of playing Wc2, maybe even play this historical version for PC more than Wc3 itself, it is always an immense nostalgia to take a night to entertain myself in a Wc2 single-player.
But currently, being able to play it inside Wc3 and with HD-Reforged graphics has been a very good innovative experience. I went back these days to try some campaigns with Reforged and to play the test map, I can't see any more severe criticisms of this great work, everything indicates that we will have a beautiful project for Wc3, after its conclusion.
I'm looking forward to release at least the Test Map for W.E., making editions available for new works, it will be possible for the community to customize it to their own tastes and contribute even more to new users to be attracted by Warcraft Reforged, due to the MOD presenting a differentiated game mode, the COTSW team reached a gameplay very close to the reality of Wc2, with its unlocking we can have different Wc2 maps created by the public.
It will be good for unlocking cameras, allowing anyone interested in the standard use of Zoom Wc3 and for editions of AI and O.E.

As for the MOD itself. I have only one consideration that I believe to be decisive. I think there is still a very big deficiency in the AI-Naval part in its coding, currently there is a good coordination between the priorities of buildings and development of ground or aerial units within its Script-Building, but I believe it will be a very big challenge for Naval AI to be carried out within the standards of Wc3, perhaps creating shipyards to create boats that collect oil on oil platforms in the middle of the water, is not a very difficult task, nor even creating battle vessels for the computer to perform good attacks on coastal areas or naval conflicts.
But creating vessels to “transport” units, will be a work of coding that I believe is still very far from the dynamics of Wc2, artificial intelligence will need to collect the units for different vessels and still transport them within a certain time to distant islands or coastal regions either to just harass enemy areas or to land their units in order to also create expansions in the search for gold. I am not so optimistic that this will work so dynamically within the WC3 system.
 
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Here to comment so i can leave 5 star review. Campaign is wonderful and im super pumped to play the resat of it when it is released :)

Quick notes

Mission 1 was a little ambiguous and the triggers a little wonky. It is the only mission that took me more than 1 try to beat as i was a little confused as to what to do. of the 4 missions, i found it to be the weakest. Beyond mission 1 everything else was spectacular.

some descriptions were inconsistent with each other. Cant remember specific ones rn but things like abilities being described differently in production facilities vs their description on unit ect

Oil tankers... I love how you handled it. However, its clunky... something happens sometimes where a tanker wont return oil to a specific refinery. not sure the source of that bug, but anyway... I love how you handled it, but i betcha if you reduce the collision size of tankers they'll run more smoothly.

level 4 was probs one of the most cathartic experiences i've had playing wc3 EVER thank you for letting me straight up slaughter the humans :)

thats it. wonderful job. will def play the finished product when available
 
Here to comment so i can leave 5 star review. Campaign is wonderful and im super pumped to play the resat of it when it is released :)

Quick notes

Mission 1 was a little ambiguous and the triggers a little wonky. It is the only mission that took me more than 1 try to beat as i was a little confused as to what to do. of the 4 missions, i found it to be the weakest. Beyond mission 1 everything else was spectacular.

some descriptions were inconsistent with each other. Cant remember specific ones rn but things like abilities being described differently in production facilities vs their description on unit ect

Oil tankers... I love how you handled it. However, its clunky... something happens sometimes where a tanker wont return oil to a specific refinery. not sure the source of that bug, but anyway... I love how you handled it, but i betcha if you reduce the collision size of tankers they'll run more smoothly.

level 4 was probs one of the most cathartic experiences i've had playing wc3 EVER thank you for letting me straight up slaughter the humans :)

thats it. wonderful job. will def play the finished product when available
Luckily we can say that those missions are quite transformed by this point, not just gameplay, but triggers, voice acting etc.
So whatever you saw and thought was mediocre is quite improved now... can't wait to release it all!
 
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Luckily we can say that those missions are quite transformed by this point, not just gameplay, but triggers, voice acting etc.
So whatever you saw and thought was mediocre is quite improved now... can't wait to release it all!
cant wait to play it :)
 
Level 2
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since classic games team is disbanded by blizzard. so whats the future of ur proejct? Its unliekly they will add custom campgns. There are no wc3 updates since october when blizzard closed classic games department
 
We are keep on working. In worst case we will release it map by map. That ofc will be inefficient in terms of fielsize. Or maybe community will create some walkaround for campaigns feature.

Upd, we have info from former blizz employee that custom campaign feature was in progress, and the fact that blizz changed the team for classic games doesn't meant that updates for warcraft 3 will stop.
 
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Level 1
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I read reviews of many users who managed to study the Demo, including from the user Goffterdom (on page 8). All in all, I see one common complaint - boring Zul'jin. I myself cannot appreciate his skills, because I'm just glad that I can finally play for this character, even if he has no skills at all.

But I'll show you something, maybe it will inspire you. In the previous WoW add-on - "Battle for Azeroth", there was a new system called "Expeditions", which allowed sailing to small islands, many of which were a reference to the second war. So, on this island, non-player characters fought against the players, who had an improved AI, which partially resembled real players.

And one of those enemy characters was a Forest Troll named "Berserker Zar'ri" which was a direct reference to "Zul'Jin"!

You can read her skills on Wowhead, namely: "Berserking" (increases the rate of fire and damage), "Taz'dingo!" (immortality for a few seconds), "Throw Axe" (An axe that bounces to other targets on impact) and "Twin Cleave" (axes that reduce the movement speed of enemies).

Berserker Zar'ri
 
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I read reviews of many users who managed to study the Demo, including from the user Goffterdom (on page 8). All in all, I see one common complaint - boring Zul'jin. I myself cannot appreciate his skills, because I'm just glad that I can finally play for this character, even if he has no skills at all.

But I'll show you something, maybe it will inspire you. In the previous WoW add-on - "Battle for Azeroth", there was a new system called "Expeditions", which allowed sailing to small islands, many of which were a reference to the second war. So, on this island, non-player characters fought against the players, who had an improved AI, which partially resembled real players.

And one of those enemy characters was a Forest Troll named "Berserker Zar'ri" which was a direct reference to "Zul'Jin"!

You can read her skills on Wowhead, namely: "Berserking" (increases the rate of fire and damage), "Taz'dingo!" (immortality for a few seconds), "Throw Axe" (An axe that bounces to other targets on impact) and "Twin Cleave" (axes that reduce the movement speed of enemies).

Berserker Zar'ri
HotS Zul'jin's abilities could be replicated too : p
 
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HotS Zul'jin's abilities could be replicated too : p

Of course. But it sounds somehow very difficult, and does not really fit into RTS, too strong and dynamic skills. Then you need to make "Berserk" was the 5th skill, initially the hero at the first level, and press the "D" key. And make an ultimate skill that will not allow the Hero to drop his health below one during its action. It sounds not easy at all, so I suggested looking at the light version. :3
 
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Very good campaign I liked it a lot, the cinematics, story models, the extra content, everything is amazing, cant wait to see more.

The only thing I found a bit weird is that Zul'jin was talking about honor right after killing human peasants, farmers, women, children... and Forest Trolls never were a "muh honor" race like orcs, which is why maybe it would have fit better for Rend to say it (orcs use the word honor in a different way like the glory of battle and stuff related to it), the trolls who care about honor, morals and these things are Zandalari and Darkspear. This is not a huge problem but is the only thing that clicked on me and said "what are you talking about Zul'jin"

I also have a question, will this mod have Warcraft II ost in future? like right now it plays warcraft III orc theme when you are playing the campaign

Good luck and going to follow this project because its truly good
 
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Level 2
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This is so magnificent! That's how Blizzard should have done the WC3 campaign in reforged with same level of new things introduction!
All models are really great! And it's dubbed! Jesus...

Can't wait for more and human campaign as well!
 
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Hello guys. I can see that you are using the WoW Chronicles to change the story. And whats more worse is that its just a remake, not a new campaign itself.
I suggest that you make a new original campaign instead of a remake. Dont be lazy.
 
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^what the fuck
He is right. These map makers are very lazy. This campaign lacks 'originality'.
3d Models: slightly modified versions of wc3 Reforged models = Lazy work
Story: Retconned wc2 story made for retarded WoW fans (not a good idea) = Lazy/terrible work
Content: only 4 maps lol = lazy work
Gameplay: Boring
tldr, this will be my review for this map. Generally my reviews contain depth, but this map doesnt deserve a good review.
Its an 'asset flip'. End of story.
 
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He is right. These map makers are very lazy. This campaign lacks 'originality'.
3d Models: slightly modified versions of wc3 Reforged models = Lazy work
Story: Retconned wc2 story made for retarded WoW fans (not a good idea) = Lazy/terrible work
Content: only 4 maps lol = lazy work
Gameplay: Boring
tldr, this will be my review for this map. Generally my reviews contain depth, but this map doesnt deserve a good review.
Its an 'asset flip'. End of story.
To hate Reforged so much that you would purposely give 1/5 stars to projects that use Reforged graphics doesn't seem really fair.
upload_2021-2-12_10-10-42.png

"Private secrets"
 
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3d Models: slightly modified versions of wc3 Reforged models = Lazy work
Story: Retconned wc2 story made for retarded WoW fans (not a good idea) = Lazy/terrible work

I genuinely loathe the bloated mess that is current WoW storyline, but calling its fanbase "retarded" deserves a kick in the pants. In fact, many WoW fans dislike the changes made to the game's original lore, but appreciate some of the good additions. To be a "fan" does not mean to be blind and oblivious to bad things.

It also does not mean you have to insult other people's projects that don't adhere to your vision, by the way...


So far, the plot in this campaign does not seem to suffer from any WoW retcon atrocities (such as Med'an). In fact, most of the stuff included from post-WC3 timeline is purely flavor and does not dramatically alter the story. However, I wish the creators gave more depth to the characters. So far, they just feel like "hero units". That "Urok Scratcher" guy does not seem to have an opinion of his own, and the presence of Blackhand's son in every mission adds little to the story.

As for new models being "slightly modified" Reforged assets: put on your glasses, you're in for a surprise. Most of the buildings have been made completely from scratch, there's a plethora of new props, structures and units that required more effort than stitching together a few polygons from Lemon Sky's models. Again, I'm not a fan of this visual style, but I would never insult the makers of this campaign by calling them "lazy".
 
I genuinely loathe the bloated mess that is current WoW storyline, but calling its fanbase "retarded" deserves a kick in the pants. In fact, many WoW fans dislike the changes made to the game's original lore, but appreciate some of the good additions. To be a "fan" does not mean to be blind and oblivious to bad things.

It also does not mean you have to insult other people's projects that don't adhere to your vision, by the way...


So far, the plot in this campaign does not seem to suffer from any WoW retcon atrocities (such as Med'an). In fact, most of the stuff included from post-WC3 timeline is purely flavor and does not dramatically alter the story. However, I wish the creators gave more depth to the characters. So far, they just feel like "hero units". That "Urok Scratcher" guy does not seem to have an opinion of his own, and the presence of Blackhand's son in every mission adds little to the story.

As for new models being "slightly modified" Reforged assets: put on your glasses, you're in for a surprise. Most of the buildings have been made completely from scratch, there's a plethora of new props, structures and units that required more effort than stitching together a few polygons from Lemon Sky's models. Again, I'm not a fan of this visual style, but I would never insult the makers of this campaign by calling them "lazy".

it's a burner account lol just ignore it
 
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Why is @tulee reading the private messages on my profile page and some other people do not want me to give my opinion? This is against human rights.
I have a right to privacy and freedom of expression, if you want me to lose my human rights bz i am not a foolish WoW fan then you are evil.
 

Shar Dundred

Hosted Project: LoA
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If you do not want people to read your messages, do not write them in a place where everyone can see them. You can adjust your privacy settings.
People did not say you are not allowed to have your own opinion, they called it unreasonable which is completely within the boundraries of human rights.
Do not invoke violations of human rights like that, you are making yourself look like a troll otherwise.
The way you wrote your "feedback" provoked reactions such as this which I am sure you were aware of. You caused this yourself.

Now enough of this.
 
Why is @tulee reading the private messages on my profile page and some other people do not want me to give my opinion? This is against human rights.
I have a right to privacy and freedom of expression, if you want me to lose my human rights bz i am not a foolish WoW fan then you are evil.

you have your rights to say what we want, we also have our rights to laugh at your statements

edit: also @Evilhog imagine his shock when he sees the Re-Reforged Campaign lol
 
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I played through all four maps and loved it keep it help!


He is right. These map makers are very lazy. This campaign lacks 'originality'.
3d Models: slightly modified versions of wc3 Reforged models = Lazy work
Story: Retconned wc2 story made for retarded WoW fans (not a good idea) = Lazy/terrible work
Content: only 4 maps lol = lazy work
Gameplay: Boring
tldr, this will be my review for this map. Generally my reviews contain depth, but this map doesnt deserve a good review.
Its an 'asset flip'. End of story.

I sorry but I have to disagree with you. Though the maps keep the base map design when you look at them side by side with Warcraft 2, there are visional difference. they added things to the maps that I feel give more depth on each map and the objectives you had to complete, plus adding new things that were not even there in the first place. Go play the first 4 missions of the Orcs side of Tides of darkness (you can by it on gog.com here is a link to it -15% Warcraft II Battle.net Edition on GOG.com) there are both visual and gameplay differences. So the Creator's are not lazy. Laziness is exactly what your review is. You did not seem to take the time or effort to fully look at the campaign and look at the original made for warcraft II, if you had your review would not have come across as insulting the Creator's. Insulting is what blizzard did and continues to do in some ways, and in a way you have done the exact same thing.
 

InsaneMonster

Hosted Project: W3RR
Level 16
Joined
Jul 20, 2011
Messages
240
I played through all four maps and loved it keep it help!

I sorry but I have to disagree with you. Though the maps keep the base map design when you look at them side by side with Warcraft 2, there are visional difference. they added things to the maps that I feel give more depth on each map and the objectives you had to complete, plus adding new things that were not even there in the first place. Go play the first 4 missions of the Orcs side of Tides of darkness (you can by it on gog.com here is a link to it -15% Warcraft II Battle.net Edition on GOG.com) there are both visual and gameplay differences. So the Creator's are not lazy. Laziness is exactly what your review is. You did not seem to take the time or effort to fully look at the campaign and look at the original made for warcraft II, if you had your review would not have come across as insulting the Creator's. Insulting is what blizzard did and continues to do in some ways, and in a way you have done the exact same thing.

Never feed the trolls :goblin_boom:
 
Level 1
Joined
Mar 9, 2021
Messages
1
As someone who grew up playing warcraft 1 and 2 religiously, this campaign was so much fun! The added lore and and the changes to the maps and missions seriously feels like a brand new game and I enjoyed the first four missions immensely.

The only criticisms I have are:

1) the voice acting can be a wee bit cringy at times and the written script a little, dare say, neck beardy? Some things don't really need reiteration and some lines feel ridiculously formal for the context of the conversation. I did LOVE taking the original scroll dialogue before a mission and turning it into a conversation between Rend and Utok before the missions though. Also, the trolls have a tendency to go in and our of accent which can really pull away from the experience at times. I get that it's an amateur production. I also know how hard voice work can be. I think some things need tweaking and I know they're not finalized. Just things to consider.

2) one of the biggest pet peeves I had with warcraft 3 vs. warcraft 2 was how clumpy war 3 was and the loss of so much space in comparison to war 2. In war 2 a base could truly be a monstrous thing where as war 3 really reigned in a lot of the space for texture and doodads. I appreciate that you're using war 3 to make this and can't change that, but it would be nice to have more of a blank canvas at the beginning of missions, like 3 and 4, where we don't have to build around game designer features. While starting with three pig farms and a watchtower are nice, they're right in the middle of the primary base build and it makes for a really congested base foundation right from the get go in comparison to the tree line and the fountain of health.

3) ocean warfare I knew was gonna be a massive overhaul and I'm sure a challenge for the creators. The only bug I encountered is sometimes the oil tankers can't drop off oil at any shipyard, it has to be the last one built I think. Also, it can be a little confusing where you can build vs. where you can't. This makes them somewhat hard to defend since you can't use just any coastline like in warcraft 2.

4) the ranged units are a little overpowered in comparison to the melee units. On my third playthrough of the fourth map, I literally only used axe throwers because it felt like a waste to use grunts even at all. Might need a little tweaking.

Overall though I think the aesthetic, design, and overall presentation is amazing and a dream come true. It really is awesome to get to experience warcraft 2 all over again. I personally always felt it was the best game out of the entire warcraft franchise. Thank you for doing such an undertaking and I can't wait to play the completed game. I hope we get a human tutorial map soon. Always loved the horde but I'm dying to get to see some of the human mechanics in action. Also, are you guys going use the original music from the second game or are you recomposing the tracks?
 
2) one of the biggest pet peeves I had with warcraft 3 vs. warcraft 2 was how clumpy war 3 was and the loss of so much space in comparison to war 2. In war 2 a base could truly be a monstrous thing where as war 3 really reigned in a lot of the space for texture and doodads.
I have too agree. I use to make my bases almost inter-connected between 3 gold mines, it drove my friends who played it up the wall. as it force them to attack all 3 bases at once or be out flanked, course we only played on maps we made our saves though haha
 
Level 2
Joined
Mar 27, 2021
Messages
11
It's an awesome Demo
First of all I would like to thank you with all my heart, you are bringing back a game that was a before and after for me.

In chapter 1: Everything is quite correct although the main cinematic should be closer, this chapter is an introductory chapter and the close-up camera would help us to better engage with the character and introduce us to the story.

In chapter 2: The rescue of Zul'jin I was delighted with a small enjoyment of this mission and you have nailed it to perfection, although the final cinematic should be closer to better establish the conversation between them. and not so aerial.

In chapter 3: I was delighted that you rescued the oil resource, although I have missed a bar that indicates how much oil we have accumulated.

In Chapter 4: In this chapter I have had more problems than that. normal in cinematics due to the fps drops they suffer, normally in the previous ones all. Cinematics have bugs that can be fixed without problem, but in this one it shows too much and it gets to bother breaking the game experience. In the final cinematic we can see how the Magistrate is shot down and then finished off, the problem is that his blood comes out before the final blow, it would be very good if the blood did not come out until now, otherwise everything is fine.

In general and in summary I have loved it, I hope a lot from you and because of you I am installing Warcraft II hahahahaha, I would like with all my heart that this project was on the right track, as I would also like you to make the alliance version in the future . Thank you with all my heart again, I will closely follow your project. If you ever need help around the Lore of warcraft, here is a Loremaster who can help you.

THANK YOU KEEP SO!
 
Level 1
Joined
Apr 12, 2021
Messages
1
I don't know if it was just me, but when downloading the archive, each of the maps weren't in their own folders (e.g. Chapter 1, Chapter 2, etc.). The instructions were also unclear to me and I did not understand I had to create them.

Without those folders in ...\Documents\Warcraft III\Maps\Download\Chronicles of the Second War Tides of Darkness Demo, going into the Single Player > Custom Game and then trying to launch the maps resulted in 'error' at the 'custom game launch' screen.

If possible, I suggest either making the archive have those folders in the file structure (such that it is easy for the user to simply 'extract' the archive into the appropriate place) or make the directions more clear on what to do. I have taken the liberty to create some amended instructions for both that will be more clear (at least to English speakers/readers) to first time users and save some frustration and time combing through the discord and forums.

Instructions 1 (Presuming Chapter folders are in the archive)
1. Download the archive
2. Extract the archive into ...\Documents\Warcraft III\Maps\Download\
3. Launch WC3 Reforged
4. Click Single Player
5. Click Custom Game
6. Navigate to Download
7. Navigate to 'Chronicles of the Second War Tides of Darkness Demo'
8. Open the Chapter folder you want to play
9. Enjoy

Instructions 2 (Presuming Chapter folders are not in the archive
1. Download the archive
2. Extract the archive into ...\Documents\Warcraft III\Maps\Download\
3. In the ...\Documents\Warcraft III\Maps\Download\Chronicles of the Second War Tides of Darkness Demo\ folder, create a folder for each map called 'Chapter 1', 'Chapter 2', etc. for each map
4. Launch WC3 Reforged
5. Click Single Player
6. Click Custom Game
7. Navigate to Download
8. Navigate to 'Chronicles of the Second War Tides of Darkness Demo'
9. Open the Chapter folder you want to play
10. Enjoy
 
Level 3
Joined
Apr 14, 2021
Messages
28
Well mate, I have to say I should stop my project and try to turn it becomes a sub-mod of yours.
 
Level 1
Joined
Apr 28, 2021
Messages
1
You need a page on social networks that you would be heard.
Little is known about you. You are doing an amazing project. You will be supported.
I would like to read the news in a better place than YouTube and discover amazing images.
Links in channel information are not copied from the phone. Images do not open. It's a little sad.
I am not a regular guest on your site. And I can't be. Ideally, Facebook will do. It has automatic translation. For foreigners. And somewhere else.
I created an account here to write this. And that's all.
 
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