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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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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. Anaxie

    Anaxie

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    If you want to keep it advanced see if u can trigger in an escort that happens too.
    Then u can assault the camp early or stretgically intercept a mega escort before it reaches a circle of power.
     
  2. VendarRimmer

    VendarRimmer

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    In my opinion War3 economy is bad and as a RTS game War3 is a at most "ok" game.

    Yes, I agree with most players that campaign and story in War3 is great. Even more: it's the best story Blizzard ever created. It's so good that Blizz reused some part of it in SC2, when every race must unite to survive.

    But rest of it is just bad designed. Strategy is very poor in War3. Just grab your 10 units, right click on enemies and use active abilities of your heroes. Unfortunately this mod walks the same way for now. Just grab your units, send them to attack and use one-two active abilities.

    Even in War2 there were some strategies with Death Knight on Haste and Unholy Armor, with Mages on Invisibility casting Blizzard inside enemy base, with Runes in some narrow passages, with blocking passages with building and destroying them (or forest/rocks) with Sappers/Dwarven Squad.

    If you want to achieve really good RTS game take Starcraft 1/2 as an example, not Warcraft 3. In SC units counters each other and micro plays huge part of the game. Multiple heroes and no-skilled units are bad idea just like it was a bad idea in original War3.

    Anyway, Warcraft 3 economy would be a bad decision, with additional costs after X used supplies will only slow down this game... just like original War3 :)





    In 1996 Blizzard just discovered that right mouse button is a fantastic way to move your units. Don't expect from these times that first missions of any RTS game will be interesting and full of action. Players had to learn how to build farms and get oil.

    In expansion (Beyond the Dark Portal) there are few difficult missions, but not in Tides of Darkness, sorry.


    Any solution for that is... well, not remastering campaigns in 1:1. Maybe re-tell the story, remaster 2/3 of more interesting maps, add more enemy players and more events to play with.





    In Tides of Darkness there were five heroes. In expansion next ten heroes.


    If I would work on project like this I would stay with minimum playable heroes as possible and mix their design between War2 and War3. Let them level up like in War3 and ressurect in altar, let them be just improved normal units with some additional skills, better stats and higher hp regeneration. But don't build your entire gameplay around them just like War3 did, don't give them items, ultimate overpowered skills. More strategy, less role playing.



    Additionally I like what I see so far :) I would prefer "more strategy, less role playing" gameplay, but anyway it looks good. Models are great, I like this scalling a lot (finally building are larger than units, looks more seriously than original War3) and I like new dialogues and cinematics. Keep the good work! :)
     
    Last edited: Oct 2, 2020
  3. SebioL

    SebioL

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    Finally made available the first steps of this beautiful project, the modification of the models is impressive! This weekend I will make my first impressions for this great job. Anxious!!!
     
    Last edited: Oct 1, 2020
  4. IIICatalystIII

    IIICatalystIII

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    Reviewing the update
    Chapter 1
    Edited to be more succinct

    I need to preface, when I'm playing the mission I'm playing as if I never have before, such as scouting.

    I played on normal and was not able to complete the mission because there was not enough gold available.

    Southern goldmine died before I was able to make 6 pig farms and 1 barracks.
    I made a total of 18 peons; 5 for gold, 12 for wood, 1 for building/repair.

    I made 6 grunts(8 total).
    By this time I contributed 15kwood but 0 gold.
    I made 2 additional Great Halls for efficient wood gathering, I was afraid gathering wood would take a long time.

    When I made the farms and barracks, the wolf lair and human scouts spawned within 10s of each other.
    I was attacked everywhere at once, split my forces and made 2 additional grunts.

    I completed all the quests, but between the gold available in the northern mine and the gold I already had would be less than 15k.

    Recommendations -
    Make the wolf lair spawn based on time played - 8min sounds long enough and the starting units can probably handle the wolves with good micro.
    Continue to have the human scouts spawn when the 6 farms and barracks are made.
    This would prevent a worst case scenario of being attacked everywhere at once.

    By making 18 peons, 6 grunts, 6 pig farms, 1 barracks, and 1 great hall accumulates to 15,700 gold, assuming no repairs are made.
    There is 15k gold in each mine, making it impossible to win unless I make 2 less peons and no repairs, which would be a narrow victory.

    I recommend having the southern mine have 20k while the northern maintains 15k.

    If the southern goldmine is changed and the two quests are spread out from each other then I think the map would be fine on all difficulties.

    Unintended consequences

    The gathering quest has a negative effect against the player. Say I have 6000 left in the mine and accumulate all of it. 5000 is automatically brought to the stockpile and I am left with 1000. Now my mine is dead and I don't have enough gold to make a Great Hall. I now have to long distance mine to the northern mine, coupled with Heavy Burdens makes it feel unnecessarily long because of a quest mechanic. The strategy becomes never have more than 5k of either resource unless you plan on finishing the quest. I am not sure that is intended, it doesn't feel like it is a positive.

    ----

    Chapter 2

    The changes here are exactly what was needed.
    Can no longer rush to Zul'jin with Rend, about 2 auto attacks too short to kill the tower using 6 meat and 1 health potion.

    The creep camps feel an appropriate size.

    Training 10 grunts was the right amount to finish this mission.

    The run through the swamp feels more organic as things are in the way and not too hidden. The southern human attack in the swamp is still delayed, and can be completely passed, so I am assuming that is intended.

    It would be nice to see some more of the map filled out instead of large chunks of trees, otherwise I would consider the map mostly/completely finished.
     
    Last edited: Oct 2, 2020
  5. Tamplier777

    Tamplier777

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    Seems like you never be satisfied.) Honestly I am extremely exhausted and tired providing updates to all those complains about "boring" gameplay for all those days. Keep in mind that having 4 campaigns in backlog - we might not have time to fix some nitpickings. And I don't want to remove ability to loose. Players should be able to lose. Anyway TY for such aggressive testing. Maybe we will fix it. Or not. Depending on a amount of time and energy we have.
     
  6. IIICatalystIII

    IIICatalystIII

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    It is not about being satisfied, it is about the map being mathematically unbeatable if the player makes suboptimal yet reasonable decisions.

    To be clear, what would fix this is to stagger out the quests and give the southern goldmine 20k instead of 15k, or give the southern goldmine 22-25k and do not stagger the quests.

    Here is a list of things I am not saying-
    • The map is boring
    • The map takes too long
    • There is not enough to do
    • This map does not play like wc3
    • The map isn't the same as wc2
    • Reforged sucks
    Again, the problem is not that the quest is asking for too many resources. The problem is there is not enough gold, and should not be implied or eluded to anything else. The issue I am addressing is, again, the map being mathematically unbeatable because there is little direction. To fix this, add more gold. Nothing more, nothing less.
     
  7. Tamplier777

    Tamplier777

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    unbeatable for those who hire too many units. Ok I will upload second goldmine +5k in few hours.
     
  8. Reaver

    Reaver

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    That's why I enjoyed playing StarCraft 2 and I even see that they have added custom campaigns in SC2 and not in Reforged. Wow there is still good people at Blizzard.

    Totally agreed with you. I played a ton of WC3 back when I was 12 and I have to say that this was the most annoying thing to do in WC3. You don't feel to control an army but just a bunch of soldiers trying to destroy an entire base. That's it.

    It's the most annoying economy system I have ever seen in a videogame.

    I have seen you have updated the first chapter and that's a good thing because the only thing it was really long to do was the gathering of the resources. Plus I noticed we can choose the difficulty of the mission. Does this mean every mission we can choose the difficulty?

    I don't think the map is boring.

    Because the problem was gathering too many resources. That's why the map was boring.

    It's the first chapter. What are you expecting to do?

    This is WC2 Remastered/Remake. It's not 100% WC3.

    And that's a good thing. They can't simply replicate everything 1:1 because at this point play the original game. They are trying to bring WC2 under another perspective by expanding the story from the game, books etc.

    Oh wow I didn't know about that... But what has to do REFUNDED with this project? I found this project the true way to make an actual Remastered of a WarCraft game.
     
  9. IIICatalystIII

    IIICatalystIII

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    Chapter 4

    Another great mission.
    The beginning creeps were a nice touch of the thing you should be doing because the wand of silence is very helpful to not lose all of your axe throwers to shockwave.

    The initial attacks were good as well, they were well spaced but easy to defend. With the fountain of health however I cannot see how this would be possible to lose as long as you micro your soldiers back and forth to be healed. Regardless the attacks felt appropriate.

    I was afraid this was going to be another heavy naval mission, surprisingly it wasn't but did have a nice balance of ground and naval.

    There are only a few negative criticisms...
    I understand the point to the Lorderon camp was to kill them so you are no longer attacked, but what would have been nice to see is a larger naval presence from the Hillsbrad forces. I sent 5 destroyers over and seemingly destroyed all of their naval ships and 2 towers, albeit 5v1 fights. They just didn't feel like a threat, because of that I think I may have been better off leaving Lorderon alone and just concentrating Hillsbrad.

    The initial attack on Hillsbrad was amazing. Large open area for my forces to push down then to be choked by 4 towers and a large force only to break them down with a mix of good micro and an overwhelming force. The area was set up in a way that I needed to be a large monster force, really gave The Horde vibes sacking the town.

    A bug I found was the small island that eventually spawns a gold mine has a bear on it. If I attack that bear with my destroyers I come to find out that that bear is an amazing swimmer and will swim through the water to attack my boats. I don't think it is intended, but was a little funny to see.

    Another spell bug is the Lorderon's hero' slow aura persists during his reincarnation, and about 4s after his death.

    In the end I would say this is a very well done map, again the only change I would make is create more naval units for Hillsbrad(light blue). Otherwise I would give this map another A+, well done!
    Time on mission was 40m 02s, including cinematics.

    Edit: editing reading other people's reactions to this mission.

    I had enough oil from just 1 oil patch to make all my necessary destroyers, fully upgraded, plus 2 transports. Additionally blue and light blue own an oil patch, making 4 total oil patches. In short, there is plenty of oil.

    Another bug is with transports, but I don't think you should change it. The bug is if you tell a transport ship to unload, it will sometimes go to the land, stop, then say you there is not enough room to unload(when there clearly is). You would then move the transport ship a little bit, then you could unload. The reason you shouldn't change this is because this bug is also in WC2, so you actually get points for accuracy.
     
    Last edited: Oct 3, 2020
  10. Tamplier777

    Tamplier777

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    I must apologise. In my attempts to provide fast fix, I did a mistake and indeed put not enough gold in the mine with triggers. The current build will contain 40k gold in the southern goldmine.
     
  11. SantaBla

    SantaBla

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    I found a bug in chapter 3 where I started getting negative oil. When I tried to build a destroyer, instead of taking 700 oil, it took 1400 and my oil went into -700. Also, I noticed sometimes the mouths of the units during the cinematics didn't move. Sometimes it did, and sometimes it didn't. I hope you're aware of those and have plans to fix them. Also while playing the 4th mission, I was booted to the main screen for no reason. I'm guessing this is a popular reforged bug, but I can't say if it's because of something in the map.

    I'm very pleased with this project otherwise.
     
  12. Tamplier777

    Tamplier777

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    please dm how you reproduced negative oil.
    lipsinc is a bit buggy, known issue.
     
  13. IIICatalystIII

    IIICatalystIII

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    The last thing I can talk about is balance and gameplay...
    I am not recommending any changes in this posts, just observations and thoughts.

    Urtok - self heal is very overtuned. A fight goes like this...
    Urtok at 1k hp.
    If 500hp>, use self heal, bringing him full.
    If he is close to 125 mana and below 500hp, micro him out of the fight until he can cast heal. Otherwise let him die to reincarnate.
    When he resses, he has full hp and (i believe) full mana. You then self heal to full when 500hp>.
    In short he can go through a a minimum 3000 damage taken through self heal and reincarnate in one fight. Adding the armor bonus from Rend's battle shout can double or tripled his damage absorption. Urtok is a massive tank.

    In many cases I could stack a fight with axe throwers for high damage while Urtok did all the damage taking.

    This is also unfortunate because of how undertuned chain lightning is.

    100 damage vs 500 heal, both cost 125 mana. It is an obvious choice.

    From a lore perspective the the elements of Draenor abandoned the Horde, but on Azeroth was a different story. Zuluhed was still able to farsee(an advanced shaman spell) and spoke with the elements on Azeroth(Tides of Darkness, p47, 113). It was that all the shamans either became Warlocks or Necrolytes, either by will or force, so shamanism on Azeroth wasn't a thing during WC1.

    Still, Urtok being an apprentice shaman still justify weak spells. I think it should be up to the developers to decide. But right now chain lightning is weak, self heal is strong.

    ---

    Heroes in general.
    All heroes abilities, compared to WC3 meta, are very powerful, I would say twice as strong.
    For example Rend's Battleshout increases %damage for a good duration, but also increases armor. This taking Devotion Aura plus DotC Roar with increased damage based on rank, holy hell that is strong.

    I wanted to only note Rend's abilities, but Zul'jin is the same, just really powerful abilities, plus regeneration makes him a tanking beast.
    Not joking, I had Rend, Zul'jin, and 2 axe throwers kill all of the Lorderon base in Chapter 4 in a about 5min.

    While it makes me feel powerful, my worry is how this translates when they are at lv10 with twice as strong abilities as a normal meta hero, basically gods who can solo an entire army. This might make making an army moot, much more about protecting the heroes while they nuke everything. If this is intended by the developers, you nailed it.

    ---

    Rend - He plays pretty well, but not what I expected. In WC3 he was a Blademaster. In WoW he has Mortal Strike, a heavy hitting ability that reduces healing, cleave+whirlwind, and Frenzy, increasing his attackspeed for a number of seconds. What we got was a melee support hero(aura, aoe buff, summon), like a heavy hitting bard.

    What deviates from this was the Rend ability. If it didn't do a massive amount of single-target damage, a good amount of aoe damage, and stunned the target, all on a low cost and pretty short cd, I would have just maxed out my other abilities and sat Rend in the back.

    I also didn't get his ultimate ability. I wasn't mad or upset at all, just confused. If the player knows nothing about Warcraft it works just fine, but knowing Rend I just wondered why wolves, he's a warrior, not a hunter/beastmaster?

    Having that said his ultimate is a really good ability. All of the spell in this are well made and can fit well in a normal fight or in the context of the missions.
     
    Last edited: Oct 3, 2020
  14. ShadiHD

    ShadiHD

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    @Moonman is the one who's responsible for abilities, he'll take notes of your feedback, thanks for the notes!
     
  15. Artsiom

    Artsiom

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    Hi!
    Try to download maps, but archive only 288 MB.
    Archive size must be - 785.1 MB.
    Something wrong with link or any updates?
     
  16. Kitten

    Kitten

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    Sadly it will not let me open the zipped folder the error i get is The compressed (Zipped) Folder in my downloads folder zip is invalid iv tryed to download it four times on two different computers and i get the same error and i v even noticed the size differnce as someone else pointed o ut the size is 288mb vs 785.1 MB.
     
    Last edited: Oct 3, 2020
  17. VendarRimmer

    VendarRimmer

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    Rend Blackhand was in WC3? He died in second war as far as I remember :peasant-thinking:

    By the way, why here he is called Dal'Rend? From where this "Dal" came from?

    EDIT: small bug noticed: Dal'Rend mouths are not moving while he is speaking in game. His mouths move in cutscenes, but not in gameplay.
     
    Last edited: Oct 3, 2020
  18. IIICatalystIII

    IIICatalystIII

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    Rend and Maim appear in the WC3 TFT mission Lords of Outland. Rend's real name is Dal'Rend, can only speculate what 'Dal' means.

    It was later retconned to that Rend and Maim left to Blackrock Mountain after the defeat at the Dark Portal. He appears in WoW as the leader of the Dark Horde, and is killed in the game.
     
  19. Reaver

    Reaver

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    Everything you wrote is correct but the problem is Blizzard (specifically the WarCraft devs) changed too many things during the days of WOW. If a character died in WC3 for some strange reason the character is back to life in WOW.

    There is a small detail that, I think, it's missing in chapter 1.

    When you killed all the scouts it plays a cutscene where a Grunt uses a catapult to destroy the human ships.

    My question is. Where the hell the orcs get that catapult?

    What I think it needs to be added in chapter 1, specifically in the orc base, is simply a catapult unit that is neutral and invulnerable so it makes "sense" the cutscene of the Grunt destroying the ships.

    From Wowpedia it says that Dal'rend Blackhand was alive after the events of the second war but at the same time, if we consider the events of WarCraft Adventures canon, Rend died after the events of Beyond the Dark Portal.

    As we already wrote in other posts, the problem of WC is the inconsistency of the events happen during the wars. In one the game the character dies but in future games the character is alive.

    Like in Beyond the Dark Portal there is a human chapter where you have to kill Teron Gorefiend to stop a ritual and then in WoW is back again.
    Another thing I don't like is how they start to show the character and then this character changes game to game.
    For example, Korgath Bladefist became Kargath (Ok they simply changed a letter nothing crazy) but the design has changed too much over the time.
    First Ko/argath was this
    https://static.wikia.nocookie.net/w..._manual.jpg/revision/latest?cb=20080923215709
    Then he was young
    https://static.wikia.nocookie.net/w...Kargath.jpg/revision/latest?cb=20161221181554
    After that became this
    https://static.wikia.nocookie.net/w...fist_HS.jpg/revision/latest?cb=20200418200244
    And at the end of the day it's this
    https://static.wikia.nocookie.net/w...adefist.jpg/revision/latest?cb=20200418090610

    This confuses me every time I see a character in WarCraft. I start to see the character in the first design and then Blizzard decide to change it anytime.

    If we see characters from other video games like Super Mario or Sonic those characters have changed, in terms of design, through time, but they are still recognizable.
     
    Last edited by a moderator: Oct 4, 2020
  20. VendarRimmer

    VendarRimmer

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    I believe it's a reference to this cutscene from War2: (at 4:07)



    This time, Grunt used catapult to destroy human ship :)

    But I agree with you, it would be nice to find this catapult as unit. Maybe playable or neutral and indestructible so player could not destroy it before cutscene happen.

    Also human ship should be indestructible, because now it might get damage and run away.


    I have played Warcraft Adventures and Thrall killed both, Rend and Maim, but guess what... Blizzard changed it :D


    100% true.

    People were upset when Warcraft movie has a different story than official 2016 game lore version. For me it was like "what's the problem? They change it all the time".
    For example: Garona Halforcen from War1.
    In War1 she was half-orc, half-human. In WoW she was half-orc, half-dranei. In the movie again half-orc, half-human but for some reason fans were angry because "she was not human, but half-dranei". Well... no.
     
    Last edited: Oct 4, 2020