• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Curse of the Forsaken v3.0.1

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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1) This campaign was made on Warcraft III patch 1.30.2. Make sure your Warcraft III is
patched as well. The campaign WILL NOT WORK properly without the most recent patch.
2) Download the campaign and place into your My Documents/Warcraft 3/Campaigns folder.
3) Play the campaign!

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Models Credits
Skins Credits
Icons Credits
Miscellanous Credits
Campaign menu by Sellenisko
Undead buildings with human birth animation by Mister_Hadrauf
Vrykul models by Sellenisko
Forsaken buildings and worker by Ujimasa Hoso
Wretched units by Ujimasa Hoso
Blood elf Buildings by SinisterX
Alexstrazsa by 67chrome, Sellenisko
Arthas by Kwaliti
Lich King by Kwaliti
Inferno Knight by Tarrasque
Baron Dark/Iceclaw by Fan & xXm0RpH3usXx
Val'kyr models by Sellenisko
Campaign menu by Sellenisko
Dullahan Omega by -Grendel
Fir by Fingolfin
Hero Drider by Garfield
OrbOfFire by UgoUgo
Garrosh by takakenji
HeroGlow by assasin_lord
The Grim Reaper by The Grim Reaper
Banisher by -Grendel
Demoness by Gottfrei
Castle Tower by Tranquil
Hero Dark Kael by Sephiroth_VII
Nathrezim Sage by Vermillion Edict
Mortis by Gottfrei
ObsidianRuneblade by Blood Raven & Revilo
Queensland Shield by I3lackDeath
UndeadBloodElf by ironmaiden
Blizzard Eruption by JetFangInferno
Frost Nova by Daelin
Frozen Shell by Daelin
Imp5 by Ramza
HarvestLife by Power
InquisitorMalendis by Sellenisko
UndeadMissleGreen by Power
PeeKay's PunishMissle Model by PeeKay
Sir Valiant by CloudWolf
SnowPine by Gottfrei
Projectiles by sPy
SwordOfKingVarianWrynn by paladinjst
WaterElemental by alfredx_sotn
Shadow Bolt by Champara Bros
SoulArmor by JesusHipster
Mist Aura by Pyritie
SC2ForceField_ByEpsilon by epsilon
AbyssShade by EvilCryptLord
Ancient Ziggurat and Derivates by Ujimasa Hojo
AnimateDeadTarget by JetFangInferno
Arcane Nova by dhguardianes
Arrow of Pestilence by 00110000
Battle for Azeroth Sylvanas by kangyun
Beastmaster by frostwolf
Beastmaster and Derivates by Ujimasa Hojo
Blizzard Missile by s4nji
Blizzard Target by Freezer
Blood Mage and Derivates by Ujimasa Hojo
Green Slime by Hayate
Blood Elf Champion by General Frank
Blood Elf Wizard by General Frank
Bottle of Poison Missile by JesusHipster
GrudgeAura by JetFangInferno
Chaos Bestiary by MasterHaosis
CloudOfFog by JetFangInferno
Cold Buff by dhguardianes
Corpse Blood Missile by Frotty
Darkness by Pyritie
Demolisher Fire Missile by JetFangInferno
Demonic Crystal Generator by MasterHaosis
Draenei Huntress by Sellenisko
Dragonmaw Rider by Sellenisko
Dreadlord Jaina by Stefan.K
Fatal Wound by cotd333
Fel Fire models by Lothar1994
Fel Fire Ball by Zephyrius2412
Fel Incinerate by Zephyrius2412
Frost Missile by bisnar13
Frost Nova by Daelin, Frost Name
Frosty Shield by marcus158
Gan'arg Engineer by Mephestrial
GarithosPaladin by Stefan.K
Garrosh by Tauer
Grey Smoke by Ergius
Ancient Explosion by WILLTHEALMIGHTY
OrcSpearThrower by Radagast
Heart by republicola
Holy Fire Slam by ratamahatta
HumanLargeDeathExplode by destroza
IceBolt by Weep
IceSlam by valkemiere
Inquisitor by FerSZ
Jailer by FerSZ
Legion Teleporter by Mephestrial
Lich and Derivates by Ujimasa Hojo
Lor'themar by kangyun
Lady Liadrin by kangyun
Blood Elemental Missile by Devine
Orb of Blood by General Frank
Orb of Darkness by General Frank
Orb of Ice by General Frank
Orb of Corruption by UgoUgo
Orc Witch Doctor by -Grendel
Orcish Wall by takakenji
Purple Arrow by DCrimson
Pursuer by Vortigon
Saidan Dathrohan by kangyun
Scourge Banner by Cuore
Shadow Assault by UgoUgo
Shrapnel Shards Explosion by WILL THE ALMIGHTY
Skyfire Gunship by HerrDave
Snipe Target by Tranquil
Spirit Bolt by WhiteDeath
Spirit Arrow by epsilon
Temple of the Damned and Derivates by Ujimasa Hojo
Tyrande Whisperwind by kangyun
Ultimate Explosion - Air Based Explosion by WILL THE ALMIGHTY
Undead Apothecary by AnemicRoyalty
VenomousGale by JesusHipster
Vereesa Windrunner by kangyun
Warp Dark by Thrikodius
Wings of Nightmare by Usedwell
TheHolyBomb by JetFangInferno
Ziggurat and Derivates by Ujimasa Hojo
ProteaSapiens by Daenar7
Betrayed by Daenar7
Sorceress by chr2
BloodElfSentry by 67Chrome
BloodElfAssassin by 67chrome
BloodElfSpellThief by shockwave
BloodElfRanger by 67 Chrome
Gilneas Buildings by CloudWolf
DarkChampion by 67chrome
DarkElfArcher by Juice_F
DarkSylvanas by 67chrome
DarkwingBat by 67chrome
Daemoness Mage by b17rider
Dalaran buildings sin'dorei textures by Spinel
HumanMage by 67chrome
Jaina by 67chrome
Scarlet Crusader by CloudWolf
GilneasFarm.BLP by Raelith
Turalyon by CloudWolf
ReturnedArcher by 67chrome
ReturnedCaptain by 67chrome
ReturnedMage by 67chrome
Rilrae Thraele by shiiK
ScarletCrusader by 67chrome
ScarletKnight by Heinvers
ScarletOracle by Heinvers
Icons from World of Warcraft
Icons from Heroes of the Storm
BTNAcid2 by bigapple90
BTNAdept by PeeKay
BTNUnguentv2 by 4eNNightmare
BTNRubyAmulet by PeeKay
BTNSkullSpirits by -BerZeKeR-
BTNSapphireAmulet by PeeKay
BTNGarroshHellscream by FrIkY
BTNBlackWidow by Dan van Ohllus
BTNDarkElfWitch by chr2
BTNOrbPain by Big Dub
BTNFerealInstinct by PeeKay
BTNAlexstraszaIcon by 67chrome
BTNANTIDOTEVIAL by blahson256
BTNArcaneBlast by Darkfang
BTNBatby67chrome by 67chrome
BTNCRBlood by CRAZYRUSSIAN
BTNCRHeartstrike by CRAZYRUSSIAN
BTNCRDRAGONBLOODBADBLOOD by CRAZYRUSSIAN
BTNCRHolylight by CRAZYRUSSIAN
BTNCRFlamez by CRAZYRUSSIAN
BTNCrRICHARD by CRAZYRUSSIAN
BTNCWScarletCrusader by CloudWolf
BTNCWValiant by CloudWolf
BTNDarkChampion by 67chrome
BTNDarkSylvanas by 67chrome
BTNDeathguard by 67chrome
BTNDraeneiHuntress by Sin'dorei300
BTNDKPotM2 by zadelim
BTNHeroDullahanOmega by -Grendel
BTNGoreShield by PeeKay
BTNLevelQQDSJaina by 67chrome
BTNLichKing by kwaliti
BTNLifeIntoMana by PeeKay
BTNMiasma by San
BTNNoxiousFumes by Lelling
BTNOrbOfChill by JollyD
BTNPCosmicBolt by Svenski
BTNPoison by PeeKay
BTNPoisonBlast by Elainiel
BTNPoisonBow by Army-of-Pandas
BTNPoisonElemental by Marcos DAB
BTNPoisonNails by Elainiel
BTNRilraeThraele by shiiK
BTNScarletCrusader by 67chrome
BTNSoulRune by PeeKay
BTNSpikedRing by -Berz-
BTNSylvanas by 67chrome
BTNWeaver by PeeKay
BTNWeb2Spiderless by Golden-Drake
BTNWorgenHero by NFWar
BTNANANatureReviveExplosion by Anachron
BTNCRAnimate by CRAZYRUSSIAN
BTNcrSANDR by CRAZYRUSSIAN
BTNCWTuralyon by CloudWolf
BTNDeadCoil by Mr.Goblin
BTNDeathCoil by -BerZeKeR-
BTNDeathPulse by -BerZeKeR-
BTNFireSwordRed by 67chrome
BTNLifeEssenceDAB by Marcos DAB
BTNReanimate66 by Marcos DAB
BTNSoulBurn by Infinitynexus
BTNTorch by FhelZone
BTNFireTornado by Army-of-Pandas
BTNPyroblast by aki15
BTNRiseUndead by zbc
BTNSearingArrow by Darkfang
Blood Elven Upgrades by Zephyrius2412
Cinematics:
Curse of the Forsaken: Combination of Warcraft 3 cinematics, WoW cinematics (Wrathgate, Battle for
Azeroth CGI, Stormheim Cinematic, Lament of the Highborne) and Warcraft 3 ingame cutscenes from the
campaign
Wrath of the Lich King: WoW WotLK CGI
Invasion of Northrend: Combination of WoW cinematics (5.1 Alliance and Horde Landfall, Broken Shore
Cinematic, Lament of the Highborne)
The Wrathgate: The Wrathgate cinematic

Music:
WoW: Anduin
WoW: Arthas, My Son
WoW: Azjol-Nerub
WoW: Broken Shore
WoW: Dalaran
WoW: Darnassus
WoW: Demon Invasion
WoW: Ebon Hold
WoW: Evil Forest music
WoW: Fate of the Horde
WoW: Icecrown
WoW: Icecrown Citadel
WoW: Invincible
WoW: Lament of the Highborne
WoW: Orgrimmar
WoW: The Wrathgate
WoW: Tirisfal Glades
WoW: Silverpine Forest (Cataclysm)
WoW: Undercity
WoW: Xaxas
Diablo 3 Reaper of Souls: Abattoir
Diablo 3 Reaper of Souls: Ancient Ruins of Dholmour
Diablo 3 Reaper of Souls: Battlegrounds of Eternity
Diablo 3 Reaper of Souls: Blood for Blood
Diablo 3 Reaper of Souls: Crusader
Diablo 3 Reaper of Souls: Full Circle
Diablo 3 Reaper of Souls: Paths of the Drowned
Diablo 3 Reaper of Souls: Runes
Diablo 3 Reaper of Souls: Sartor, Grodoloth, Kordoroth
Diablo 3 Reaper of Souls: The Guise of Man
Diablo 3 Reaper of Souls: Urzael
Dragon Age Inquisition: Adamant Fortress
Dragon Age Inquisition: Calling the Inquisition
Dragon Age Inquisition: Dark Solas
Dragon Age Inquisition: Death on the Bridge
Dragon Age Inquisition: Lost Elf
Dragon Age Inquisition: Siege of Adamant
Dragon Age Inquisition: The Fall
Dragon Age Inquisition: The Inquisition Marches
Dragon Age Inquisition: The Well of Sorrows
Two Steps From Hell: Black Blade
Two Steps From Hell: Dark Ages
Two Steps From Hell: Master of Shadows
Two Steps From Hell: Power of Darkness
Adrian von Ziegler: Angel of Death
Mass Effect 3: An End Once and For All
Resident Evil Remake: Macabre Hallway
Within Temptation: The Silent Force Intro

Sound effects from Heroes of the Storm, World of Warcraft
Voice lines from Heroes of the Storm, World of Warcraft
Tracer voice line from Overwatch

Some lines written by ericwu102

Changelog
- Released.

- Fixed the gold mine bug in chapter one.
- The fountain of health in chapter two is no longer flying.
- Changed the side quest name in chapter two to ''The Cleansing''.
- Renamed mur'guls to murlocs in chapter two.
- Ghosts of Dark Rangers no longer cost food.
- Orc Warlocks have unarmored armor now.
- Darkclaw is dead in chapter four, he won't stay alive.
- Selection on units is removed in all cinematics.

- Side quest in Chapter Three is available almost immediately.
- Difficulty of Chapter Seven has been reduced. The gold mines also have more gold.
- Alexstrasza's line won't trigger before the quest.
- Sindragosa drops a different item.
- Marrowgar will no longer spam his line after his death.

- If you skip the intro cinematic in Chapter Four, Darkclaw's items won't teleport to Sylvanas.
- Phaelynne doesn't teleport with Varimathras in chapter four.
- If a hero dies during the Frostmourne part of the Lich King fight, they won't stay transparent later.

- Overall difficulty of some maps reduced a little.
- The ''bug'' in chapter eleven where all units freeze is no longer present.
- It is now more clear where to go in chapter nine as the blood elven base is visible from the start.
- Some other minor bugs fixed.

- Some small changes happened in Chapter One and Two.
- Most of the quests now get pinged on the minimap so that it's more clear where to go.

- Vereesa now has her voice from WoW: Mists of Pandaria
- The Lich King fight intro cinematic has been changed a little,
now both Sylvanas and Jaina have their lines voiced from WoW.

- Revamp of the Forsaken race and tecthree.
- New building - Royal Laboratory - 10 new upgrades within it.
- Apothecary has a new spell, replaced Alchemic Decay.
- New maps added - Chapter Eight, Part One, all new interludes.
- Chapter Five and Six changed places.
- Chapter Six and Nine revamped.
- All other chapters improved and tweaked.
- All AIs improved.
- Lots of new cinematics that replace the old ones.
- Improved, expanded storyline - most of dialogues changed and improved.
- Some heroes' story has been expanded. There are also new heroes present in the story.
- Most heroes have new spells.
- All hero spells now hotkeyed to QWER.
- New characters added.
- New ''exotic'' items added.
- Cliff slopes fixed in all maps.
- Skip level cheat now works in all maps.
- LOTS of other minor stuff that are not noted here.

- Garrosh collision size reduced to same like all heroes.
- Choosing Lor'themar no longer grants 12 extra food in Chapter Eleven. (The Forsaken farms get killed
if you choose him, making you lose 12 food while his building still gives 12)
- Garrosh is no longer called Jaina in Chapter Eight.
- There should now be enough space at the gold mine in Chapter Seven to expand.
- Dalaran units should now stay neutral in Chapter Four.
- Cinematics in Chapter Five and Nine should no longer run at the same time.
- Chapter Five should now be a little easier.
- Gargoyles should no longer be able to leave the playable area in Chapter Six.
- Shaman can now use Bloodlust again in Chapter Eleven.
- Varimathras now drops his item in Chapter Eleven upon death.
- You can't build any orc buildings anymore in Chapter Three.
- There is now more gold in the gold mine in Chapter Six.

- A cinematic in Chapter One now skips properly.
- Malefaction fixed, it no longer works on heroes and Phaelynne won't bug herself.
- Two Raymonds bug fixed in Epilogue.

- Chapter Ten ending cinematic can now be properly skipped
and you can now choose heroes properly if you skip it.
- Vereesa will no longer say her line in Chapter Nine before
she actually appears.
- Finale has been renamed to Edge of Night from Edge of the Night.

- Removed mention of Shadow of Blood in the Epilogue.
- Couple of dialogues rewritten, most notably in Chapter Two.

- Some dialogues in most of the chapters have been updated.
- Sylvanas' voice has been changed to her WoW/Heroes of the Storm voice.
- Cold damage area in Chapter Ten removed,
- Undead in Chapter Five now has less upgrades.
- Few other minor fixes/changes.

- The campaign now contains four optional CGI cinematics. You can choose in the first map to instead view ingame versions of them.
- The campaign now has three difficulties: easy, normal and hard.
- New chapter: Chapter Four – Devil’s Deal.
- Four completely revamped chapters, while all others have received updates of varying sizes.
- Two new interludes.
- Massively updated storyline and almost all dialogues rewritten.
- New background music, taken from World of Warcraft.
- Lots of new soundtracks throughout the campaign in cinematics and boss fights.
- New major characters: Bolvar Fordragon, Grand Apothecary Putress.
- Several characters have reduced roles in the storyline, while few have increased roles.
- Apothecary Phaelynne’s role in the story has been taken over by Grand Apothecary Putress.

Major Chapter Changes

- All chapters have received storyline and dialogue updates. Most of the dialogues have been completely rewritten, all cinematics have been improved in some way.
- Revamped maps have the same or similar storyline as their old versions, but have completely new terrain, cinematics and gameplay.
- Chapter Two: Aiding the Cursed has been removed.
- Lots of other minor updates; only bigger updates are listed here.

NEW: Cinematic: Curse of the Forsaken

Introductory cinematic for the campaign, detailing the Forsaken’s past and their current goal. You will also choose whether you want CGI or ingame cinematics in this map as well as the campaign difficulty (easy, normal or hard).

Chapter One: A Necessary Intervention

- Renamed from Unnecessary Intervention to A Necessary Intervention.
- New intro cinematic.
- Second cinematic (in the Scarlet Crusade base) removed.

Chapter Two: Icy Menace

- All non-orc units have been replaced with orc units.
- Terrain changes, more pathways to the final orc base.

NEW: Interlude: Purpose

While Varimathras advanced through the Alterac Mountains, Sylvanas and her forces travel through the Silverpine Forest.

Chapter Three: Disdain

- Renamed from Forsaken Incursion to Disdain
- New intro cinematic, other cinematics vastly changed.
- Two new side quests.
- Apothecaries can now be trained from the beginning of the map.
- Significant terrain changes to the map.

NEW: Chapter Four: Devil’s Deal

Lead the assault on the Scarlet Monastery, the final battle with the Scarlet Crusade, while commanding a new Forsaken ally, the vampire bats.

Cinematic: Wrath of the Lich King

- Renamed from The Awakening to Wrath of the Lich King.
- World of Warcraft: Wrath of the Lich King opening cinematic available instead of the ingame cinematic.

Interlude: A Royal Coup

- Renamed from The Demon Within to A Royal Coup.
- First part of the cinematic altered.

REVAMPED: Chapter Five: A Rallying Point

Chapter Six: Battle for the Undercity

- Intro part altered, a demon inside the first base must now be killed in order to gain control of it.
- Three enemy Forsaken bases replaced with demon bases.

Interlude: Memories

- New intro part.
- References to Malygos removed.

NEW: Cinematic: Invasion of Northrend

After gathering their forces, the Horde and the Alliance set sail for Northrend.

Chapter Seven: Into the Frozen Heart of Northrend

- Map expanded, whole new part added to the left side of the map.
- The blood elves and Lor’themar are now playable in this map, separately from the Forsaken. The blood elves must destroy Scourge Spires in order to allow the Forsaken forces to advance further.
- The enemy AI will now attack by loading their units into zeppelins and landing outside the Forsaken base, instead of teleporting.
- Enemy vrykul AI added.
- Darkfallen units added to the Undead Scourge AIs.
- New cinematics.
- Second cinematic removed.

NEW: Interlude: Crossroads

While the Forsaken battle against the Scourge at the east of Northrend, the Horde and the Alliance find themselves before an unavoidable hurdle, the nerubian kingdom of Azjol-Nerub.

REVAMPED: Chapter Eight: Azjol-Nerub

Chapter Nine: Hearts in Ice

- Renamed from Echoes of the Past to Hearts in Ice.
- Lor’themar is no longer playable in this map.
- Blue dragons and references to Malygos removed.
- New intro cinematic and an Alexstrasza cinematic added.

Bonus Interlude: Journey to the Sunwell

- Jaina and Lor’themar no longer appear in the cinematic. Aethas now appears in the cinematic.
- Lady Liadrin has a new model.
- More dialogue added.

Chapter Ten: Hour of the Forsaken

- Altered terrain at the part where the Alliance and the Horde fight against the undead.
- The Alliance and Horde bases can no longer be destroyed. Likewise, the undead base they are fighting against cannot be destroyed.
- First part of the intro cinematic changed.
- New side quest.

NEW: Cinematic: The Wrathgate

Bolvar Fordragon and a Horde general finally lead a successful assault against the undead forces at Angrathar the Wrathgate.

REVAMPED: Chapter Eleven: Trial of Monsters

Interlude: Deliverance

- Renamed from Lost to Deliverance.
- Sound from the World of Warcraft Patch 3.3.0: Fall of the Lich King Trailer added.

REVAMPED: Chapter Twelve: Fall of the Lich King

Finale: In Damnation

- Renamed from Edge of Night to In Damnation.
- Split into this new finale and the new epilogue. The old epilogue has been removed. The new finale only contains the beginning part with Sylvanas.
- The part with Jaina, Vereesa and Varian has been removed.

Epilogue: Edge of Night

- The third part of the old finale.
- New ending part added.


Techtree Changes

- Structures that previously used the undead birth animation now use a more human looking one: Graveyard, Temple of the Damned, Slaughterhouse, Boneyard and Tomb of Relics.
- Creature Attack Upgrade and Unholy Attack Upgrade have been consolidated into a single upgrade.
- Royal Laboratory no longer requires Dark Castle to be built. Instead, some upgrades now have certain building requirements.

NEW UNIT: Vampire Bat

- Replaces the Gargoyle unit.
- Can use Blood Plague: Infects a target ground enemy unit's blood which deals 5 damage per second for 15 seconds. If the infected unit dies while under the effect of Blood Plague and if there are any enemies nearby, the Vampire Bat will cause its corpse to explode, causing additional 50 damage to nearby enemy units.
- Can use Vampiric Bite: Converts 50% of attack damage done back to life.
- Can use the upgrade Blood Circulation: Increases Vampire Bats' health by 150 and allows them to use the Blood Plague ability, which deals damage over time to enemy units and causes their corpses to explode.

Worker

- Has a new voice.
- Multiple Workers can now construct a single building at the same time (like human Peasants).

Ghoul

- Shadow Claw has a new sound effect. It also no longer makes Ghouls have a visual effect when researched.

Dark Ranger

- Poison Arrow has a new special effect.

Dreadguard

- Has a new voice.
- Attack has been lowered.
- Dreadguards now begin with Drain Life, but must research Spell Runes to use Spell Immunity.
- Dark Arts has been removed.
- New ability: Siphon Life: replaces Drain Life and causes Dreadguards to heal for 50% of attack damage done.

Apothecary

- Now plays a voice line when trained.
- Noxious Cloud has been removed.
- New ability: Cleansing Toxin: Consumes all magical buffs from units in an area. Each unit that is cleansed costs 15 mana.
- Healing Flasks no longer heals enemy units as well.

Banshee

- Vengeance has a new sound effect.

Meat Wagon

- Exhume Corpses has been removed.
- New ability: Defile: creates an area of Blight around the Meat Wagon.

Abomination

- Disease Cloud has been removed.
- New ability: Gorge: Consumes an enemy land unit, slowly digesting it and dealing 5 damage per second to it.

Val’kyr Battlemaiden

- Has a new voice.
- Named changed from Val’kyr to Val’kyr Battlemaiden.
- Increased health and attack.
- Increased gold and lumber cost.
- Raise Dead, Animate Dead and Spirit Sacrifice have been removed.
- New ability: Revive: Brings back to life the corpse of a nearby friendly unit.
- New ability: Unholy Protection: Increases all nearby friendly units' armor by 10 for 10 seconds and restores 150 hit points.
- New ability: Icy Grip: Decreases nearby enemy units' movement and attack speed.
- New upgrade: Runic Attunement: Increases Val'kyr Battlemaidens' mana regeneration rate and allows them to use the Icy Grip ability.


Hero Changes

Sylvanas

- Silence, Black Arrow and Call of the Queen have new icons.
- Banshee’s (Call of the Queen) abilities renamed to Terrify and Scream of Terror. Both abilities have new icons and sound effects.
- One of the Call of the Queen Banshees should now automatically cast Scream of Terror when used.
- Has a new model from Chapter Five onward.

Phaelynne (Putress)

- Replaced by Putress: new model, new voice, new stats.
- Virulence and Malefaction have been removed.
- New ability: Summon Volatile Ooze [E]: Summons a volatile ooze that explodes upon reaching an enemy, dealing area damage to enemy units in the area.
- New ability: Blinding Cloud [R]: Poisons enemy units with a plague, causing their movement and attack speed to be heavily reduced, and causing them to miss their attacks for 15 seconds.

Jaina

- Has a new voice.
- Has a new skin and a new attack projectile.
- Telekinesis, Brilliance Aura and Pyroblast have been removed.
- New (old) ability: Blizzard [Q]: Calls down waves of freezing ice shards that damage units in a target area. Fires less waves than default, but deals more damage and has a higher area of effect at higher levels. Has a new icon.
- Updated ability: Summon Water Elemental [W]: has a new icon. Can use Frost Attack at level 2, and Frost Attack and Frost Armor at level 3.
- New ability: Frostbolt [E]: Fires a frostbolt at an enemy target unit, slowing its attack rate and movement speed.
- New ability: Ring of Frost [R]: After a 1 second delay, creates a Ring of Frost in an area that deals 250 damage to ground units and stuns them for 10 seconds.

Varian

- Bloodbath [R] has been removed.
- Updated ability: Enraged Regeneration [Q]: has a new sound effect.
- New ability: Taunt [R]: The closest 10 enemies are forced to attack this unit.

Vereesa

- Has a new model.
- Has a new voice.
- New hero classification: Marksman.
- Updated stats: now attacks slower than most ranged heroes, but deals more damage and has a higher range.
- Summon Hawk, Cold Arrows, Trueshot Aura and Vengeance have been removed.
- New ability: Aimed Shot [Q]: A powerful aimed shot that deals damage to an enemy unit.
- New ability: Vulnerability [W]: Reduces a target enemy unit's armor and gives vision of that unit.
- New ability: Piercing Shot [E]: Fires a shot that damages all enemies in a line.
- New ability: Sniper Aim [R]: Increases the Marksman's attack rate by 125% for 30 seconds, but heavily decreases her movement speed.

Thrall

- Updated ability: Totem Mastery [W]: Earthbind Totem now also reduces enemy attack speed.
- Windwalk Totem now increases mana regeneration rate of nearby friendly units. Both totems have reduced mana cost.
- New ability: War Banner [R]: Summons an immobile banner that increases nearby friendly units' attack rate and movement speed by 25% for 60 seconds. Has a new sound effect.

Lor’themar

- Has a new model and a new icon.
- Dashing Winds has been removed.
- Updated ability: Flames of Retribution [Q]: no longer does friendly fire.
- Updated ability: Blood Cry [W] now affects a larger area.
- New ability: Living Bomb [E]: adds extra damage on each attack and causes units that die while under the effect to explode, dealing damage to nearby enemy units.

OVERALL CHANGES

- All maps now have new loading screen art.
- CGI cinematics have been removed, they are replaced by their ingame counterparts. (CGI cinematics didn't seem to work for a lot of people before, and patch 1.30 broke them completely for me. Ingame cinematics, however, work for everyone. I will re-add CGI cinematics in the future if I figure out a way to make them work.)
- Most maps have received balance updates to normal and hard difficulty. Normal should overall be easier while hard should be harder. (Normal and hard were very close in difficulty in v3.0. Normal should no longer feel like you're playing on hard, but some maps will remain challenging as they were intended to be. Hard should now feel much harder than normal.)
- Friendly AI Heroes will no longer drop items.
- Aimed Shot, Arcane Barrage, Blood Plague, Blood Plague Corpse Explosion, Consecration, Divine Storm, Divine Purpose, Enraged Regeneration, Frostbolt, Piercing Shot, Revive, Ring of Frost, Sniper Aim, Taunt, Unholy Protection and War Banner sound effects can no longer be heard globally. (Varian's mapwide AAAAAaaaaaGgggHHHHHH is gone, rejoice!)
- Lots of minor changes, such as fixing typos, changing tooltips, bug fixes, etc.

UNIT AND HERO CHANGES

- Dark Ranger - Black Arrows and Poison Arrows now also increase Dark Rangers' attack range by 75. Dark Rangers can now have a maximum of 650 Attack Range. (From 500) (Dark Rangers become too frail in later chapters, this change gives them some additional survivability.)
- Dreadguard – Now has 500 Hit Points (From 600). Siphon Life now converts 35% of damage done back to life. (from 50%) (Dreadguards are too durable with all their upgrades, these changes will make them less so.)
- Banshee – Using Possession on worker units now once again allows you to construct their buildings.
- Meat Wagon - Forsaken Plague no longer deals friendly fire. Also changes Meat Wagons' missile to a cloudy green projectile. (Forsaken Plague is a fun ability, but was not worth using due to its friendly fire.)
- Abomination Outbreak now allows Abominations to afflict a target enemy unit with a deadly plague that festers inside the target, dealing 5 damage per second for 30 seconds. If the afflicted unit dies while under the effect of Outbreak, four Maggots will spawn from its corpse. Also stores maggots inside the Abomination's body that crawl out to fight after its death. Now unlocks in Chapter Ten.
- Royal Laboratory – New upgrade available: Fortified Defenses (50 gold/250 lumber, requires Dark Castle), which upgrades Guard Towers, Coil Towers and Virulent Towers so that they have fortified armor. Unlocked in Chapter Ten.
- Vampire Bats, Black Spiders and Maggots are now classified as undead. (This change is so these units can also be healed by Putress' Elixir of Death.)
- Vrykul units and buildings have new icons.
- Unholy Aura now once again affects mechanical units.
- Gan'arg Engineer's selection circle should no longer fly above his head.
- Dreadlord Jaina has a new model.

CHAPTER ONE – A Necessary Intervention

- The Scarlet Crusade Keep from the first base now drops a Tiny Shadowhall.
- Main Scarlet Crusade AI will now attack when trees fall down.

CHAPTER THREE - Disdain

- An additional gold mine has been added to the south of Sylvanas' base.

CHAPTER FIVE – A Rallying Point

- Garrosh and his forces now use the maroon team color.
- An additional shallow water way across the river in Orgrimmar has been added to reduce units from getting stuck on the bridge.

CHAPTER SEVEN – Into the Frozen Heart of Northrend

- Blood Elves now have a gold mine and a shipyard.
- Blood Elf units now require upgrades to unlock all of their abilities.
- Tiny Shadowhall, Tiny Crypt and Tiny Graveyard are now dropped by the buildings in the first Scourge base.
- Enemy AI should no longer bug and stop attacking.
- Orange AI can now also attack Blood Elves.
- Purple AI can now attack you if you expand to the Orange AI's goldmine. Purple AI will also attack Blood Elves if all Forsaken bases are destroyed.

CHAPTER EIGHT – Azjol-Nerub

- Azjol-Nerub terrain updated, certain paths have been closed off and the way up to Anub'arak is now linear. There are some new encounters and traps and Anub'arak can no longer be reached earlier than intended. Fire traps before Anub'arak are no longer deadly.
- Side Quest revamped. You now have to find three parts of a key to open the way gate. The way gate has also been moved to a new location.
- Signet of the Traitor King is now acquired from the side quest.
- Nerubian burrow attacks in Azjol-Nerub now happen a little less often.
- Ice Rocks now have less health.

CHAPTER TEN – Hour of the Forsaken

- Not doing the side quest should no longer bug the Blood Elf AI, they will destroy the gate leading there themselves.

CHAPTER ELEVEN – Trial of Monsters

- Lich King respawn timer has been increased and is shorter depending on difficulty.

CHAPTER TWELVE – Fall of the Lich King

- All Obelisks should now get disabled properly.
- Twin Val'kyr no longer fly around, instead the additional val'kyr units simply spawn, so the fight no longer bugs.
- Sindragosa boss fight should no longer bug.
- Alexstrasza can now die during the Sindragosa and Lich King boss fights.
- Alexstrasza now resurrects all Heroes before the Lich King boss fight.

Known Issues
- If Quel'Delar is moved to a different spot in the inventory, its abilities
disappear. Drop it and pick it up again to fix the issue.
- Targeting circles fly above the ground in Chapter Six.
- A few sound effects can be heard mapwide.
- Sound effects that are ripped directly from WoW videos sometimes
may not be completely synced with the cinematic.
- Bolvar's Wave of Light special effect is invisible in Chapter Eight.

Extra Downloads
Curse of the Forsaken v1.0 - The very first version of the campaign, released in January 2013.
Curse of the Forsaken v2.0 - The second version of the campaign, released in August 2014
Voice Sets - Voice sets used in the campaign, you're free to use them in your own projects.

Translations
Chinese - v3.0.1, hosted on pan.baidu.com (提取码: bb2w), by nuck001.
Russian - v3.0, hosted on xgm.guru, by kirlandiya.

My Other Campaign

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] Not Rated » Rules: [c] 「Map Submission」 [TR]» Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
Level 5
Joined
Dec 10, 2012
Messages
84
PKCrafty's Review

This looks very good, I always wanted to know what would/could happen as Sylvanas had dominion over Lordaeron. Will give Feedback of: Error(s), Bug(s), and Suggestion(s) when I have the time.

EDIT: I have played some of the campaign, and so far is very good and interesting. Here is my review. NOTE: I will be using this post to continue as a use of update of suggetions, bugs, and other info.


My Review:



Minor Bugs: The fountain of health looks bad in the 2nd chapter because you have it sitting on a hump, and it's not touching the ground. So it looks like it is floating. Bug has been fixed.

The side quest on the 3rd chapter I never discovered, but I completed it without discovering it.

On the 4th chapter when DarkClaw and the Nathrezim battle, Darkclaw still lives and he attacks you. Bug has been fixed.






Major Bugs:

In the first chapter after the cinematic that occurs from securing the gold mine, there was a weird bug that happened when the cinematic was over. The preview image file is attached. Bug confirmed, it only happens if the gold mine is haunted before the cinematic. Bug has been fixed.



Suggestions: Make the Dark Ranger a bit more expensive. They are so cheap, but so good. They both have good ability upgrades and they only cost 130 gold and 10 wood. Thats cheaper then the normal night elf archer but their 10x better then the night elf archer. You could change it to 140 gold and 20 wood. Or 150 gold and 15 wood. Or 160 gold 25 wood, make them cost some money/wood for their good support they are in an army.

In some places the terrain could use some work, but overall it isn't too bad.
I've notice you use rock chunks as a doodad through out the campaign. Make them not a destructable, so I don't think they will drop items!

I noticed that ghost of dead Dark Rangers cost food?! Why is that? And if you want to have a con about the ghost you can always make them a summoned unit that only lives for 130 seconds. Suggestion had been made.

For the 2nd chapter you name the optional quest 'Puny Enemies'. Instead of a corny name such as that, why not 'The Extermination'. Since you are eliminating murlocs and scourage ziggurats. Or you could name it 'The Cleansing', 'The Annoyance', etc. Be creative! Suggestion has been made.

Also for the 2nd chapter you have Mur'gul with Murlocs. They actually hate each other, and kill one another. So if you could replace the mur'gul with murlocs it would match the story of the annoyance of the murlocs. Suggestion has been made.

On the 3rd chapter when you first meet 'Orc Warlock' I noticed they have heavy armor, their armor should be unarmored. For they arn't wearing armor. Suggestion has been made.

Thanks for following my suggestions!



------------------------------------------------------------

I really enjoy the campaign so far, I like the idea of the hidden treasures through out the campaign so far. It gives the campaign more of an exploration feel. I vote for approval and [color=green1]+rep.[/color] With a rating of 5/5. (Note: Rating may change due to further gameplay, and Improvement(s) of the campaign.)
 

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Level 12
Joined
Jun 2, 2012
Messages
716
I'm playing and I'm liking the campaign so I think that should be changed some thing

of course, are just ideas

1. change the '' Game Data Set '' for Melee Lasted Patch
2. Fix the Icon of Varimathas, put the same Balnazzar
3. to change the type of Orc Warlock's Armor to Unarmored
4. '' the Orc Warlock '' leave your name, with '' Warlock ''
5. chapter three, the trolls, should not be the '' Forest Troll ''???
6. Change the Dragonhawk Rider '' model '' of Blood Elf for the High Elf [Dragon Hawk]
 
Last edited:
Level 10
Joined
Aug 10, 2008
Messages
1,912
Well I had time to finish the first and second chapter currently. While the campaign seems decent so far here's a few things I'd like to mention:

---------------------------------------------
1. First of all I insist on in this one thing, and that's custom spells, as they can greatly enhance the whole gameplay and make it more fun. You can for example replace Sylvanas' Black Arrow with a much better and unique ranged capability or Varimathras' Rain a Fire with a nice custom combination of DoT and AoE spell.
2. While entering Cinematic mode, clear selection for the player to remove selection circles around units. As you can see, Blizzard itself does the same. You can use these triggers to save your selection.
  • Set SelectedUnits = (Units currently selected by Player 1 (Red))
  • Selection - Clear selection for Player 1 (Red)
  • -------- After the Cinematic is over --------
  • Selection - Select SelectedUnits
3. Another thing about Cinematic mode is that instead of moving the units that may interfere in the cinematic region you can simply hide them and unhide after the cinematic is over, you can also use pause if needed.
4. In the first chapter, when you destroy the first base to establish your own, the gold mine seems to be owned by Scarlet Crusade, which should be Neutral Passive instead, and the other thing is that the Ziggurat the acolyte builds is there has red team color.
5. You may need to consider hiding much of those Scarlet Crusades in the Score Screen. You can simply use the following trigger
  • Player - Hide Player 3 (Teal) in the post-game score screen
6. The Fountain of Health in the second chapter is floating.
---------------------------------------------

I would rate it 4/5 for now, and I hope you will look into the issues.
 
Level 2
Joined
Jul 26, 2012
Messages
16
Bug and suggestion

Hey tomoraider, nice campaign. I only experienced one bug in the second to last level where you go into icecrown citadel. When I killed the female undead apothecary boss, all of my units (including the buildings at the start of the level) except sylvanus became frozen (stopped and motionless, not icy frozen) after the little cinematic, with divine shield spell models popping up everywhere. I had to turn on god mode to finish the level, and every time another cinematic happened, all of my units would appear afterward, but still frozen. During the last fight against Arthas, a few of them started making their little standing still animations like the footmen got out their water bottles and stuff and gradually they were all able to move and fight by the time I killed Arthas. Just wanted to make sure you knew about that. I also thought that you should have used the last level (the garrosh one) as the first level to a sequel campaign, it just seems to soften the climactic ending, like a cowboy riding off into the sunset in an old western movie then walking back saying he forgot his hat or something. 3.5/5
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
Hey tomoraider, nice campaign. I only experienced one bug in the second to last level where you go into icecrown citadel. When I killed the female undead apothecary boss, all of my units (including the buildings at the start of the level) except sylvanus became frozen (stopped and motionless, not icy frozen) after the little cinematic, with divine shield spell models popping up everywhere. I had to turn on god mode to finish the level, and every time another cinematic happened, all of my units would appear afterward, but still frozen. During the last fight against Arthas, a few of them started making their little standing still animations like the footmen got out their water bottles and stuff and gradually they were all able to move and fight by the time I killed Arthas. Just wanted to make sure you knew about that. I also thought that you should have used the last level (the garrosh one) as the first level to a sequel campaign, it just seems to soften the climactic ending, like a cowboy riding off into the sunset in an old western movie then walking back saying he forgot his hat or something. 3.5/5

That's odd... they are supposed to freeze during the fight then unfreeze after it ends. It never happened to me. I'll look into it when I can.

And about the goldmine bug, it happens when you haunt the goldmine before the cinematic. I'll fix it soon when I can.
 
Level 2
Joined
Jul 26, 2012
Messages
16
Also, I think that you should make a blood elf barracks and arcane sanctum thing in the icecrown citadel level. They sort of just seem to have disappeared, I think it'd be cool for us to be able to use them in the end fight against the lich king.
 
Level 34
Joined
Sep 19, 2011
Messages
2,123
I think, that landscape can be more like... custom, or wowish. Also there is a huge problem, i have stopped playing this, after destroying all the enemy bases in the first mission. Nothing happened, i haven't won.. Probably i have missed something, a tower or a barracks, and it's no fun to search for a building, you have left behind, when there are no enemies left. How about destroying townhalls and barracks to clear the camp?
 
Level 23
Joined
Apr 5, 2012
Messages
1,841
I think, that landscape can be more like... custom, or wowish. Also there is a huge problem, i have stopped playing this, after destroying all the enemy bases in the first mission. Nothing happened, i haven't won.. Probably i have missed something, a tower or a barracks, and it's no fun to search for a building, you have left behind, when there are no enemies left. How about destroying townhalls and barracks to clear the camp?

this mission finish when u kill the Nathezim Doombringer, for go to him,you must destroy the bases that open one other way to kill him.
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
I think, that landscape can be more like... custom, or wowish. Also there is a huge problem, i have stopped playing this, after destroying all the enemy bases in the first mission. Nothing happened, i haven't won.. Probably i have missed something, a tower or a barracks, and it's no fun to search for a building, you have left behind, when there are no enemies left. How about destroying townhalls and barracks to clear the camp?

Not sure what could be the problem. I made it so that you have to destroy only the main buildings, like barracks, town hall and so on. I didnt count the farms.
 
Level 5
Joined
Nov 4, 2011
Messages
168
Its good campaign but there are things what need to be fix.
First of all:
Chapter 1:Yes, gold mine like other said already before me, and it was annoying to see the ghouls who cutted lumber also instantly moved to where the trees fallen in cinematic area. The Nazthrezim base is really narrow, could it be to make more spaces in and little bigger cliffes there? And I think you should seal other paths until Sylvanas destroy the gold mined base, because example there are chance to destroy in passive condition the outposts what will attack later, it can make way easier the map.
Chapter 2:
I think give to Dark Claw Howl of Terror or midified one instead of Cleaving Attack ability. And, you should seal the path which lead to the scarlet base, I think make a solid AI for the base , or make barricades and units invulnerable, cause I'm far from pro meele player level, and destroy the whole base without gargoyles help, I only used initialy forces(archers,ghouls,the extra meat wagons), and it was too easy, and won the map so faster than it must be in normal way.
Chapter 3: At the Ogre Optional Quest, when I killed them I got almost every Alterac Towers expect 1, fixed that. And too easy to kill Light Blue and Orange Orc Players, at least make for Lb an AI, but only for defend itself.
Would cool 1-2 more creep groups in that map.
Chapter 4: there is Scarlet Base at the river near Dalaran ruins, give it to AI to at least defend or remove it and replace them with a creep group, in the actually behave, seriously that Scarlet Base is pointless.

I have been played the campaign to 4th Chapter, for own things. Yes, and use Hide Player action in triggers, was dissappointed to see 10 Scarlet Crusade players in score screen, though not necessary to show also Scourge Remains players in every missions just if they have real function in the story line.
Although, I like the campaign, it can be better with more updates.
4/5
 
Level 30
Joined
Jul 31, 2010
Messages
5,259
hello there, the chapter 1 has a annoying bug with that undead gold mine please fix it I'll be pulling it for it now so you can have more time fixing it and less complains in some users, good day

EDIT: vm me once you get hold and fix the problem then I can a make a rate for this
 
Level 11
Joined
Nov 24, 2010
Messages
203
1. MAP - In the first map when the last cinematic plays. Only one word is spelled wrong. "Attack" It says Attacl. Also during the ending of the 2nd cinematic. My acolyte spawned a Ziggurat and it changed into red color instead of blue. The fuck? XD

2. MAP - In the second map. The terrain cliffs are buggy. As you can see through them and see the skybox within it. Also Lord Darkclaw dies easily when you need to rescue him. You get to him and no matter if you are a pro, or not. He goes down fast and you fail the quest.

8.MAP - Azjul'Nerub is cool and all, but when I rescue the first soldiers. Some times they stay webbed and walk with webs. It's funny. Also I see cliff terrain bugs again.

As for the rest. It's an alternate storyline and I liked playing the campaign. Especially the boss sequences. XD
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
1. MAP - In the first map when the last cinematic plays. Only one word is spelled wrong. "Attack" It says Attacl. Also during the ending of the 2nd cinematic. My acolyte spawned a Ziggurat and it changed into red color instead of blue. The fuck? XD

2. MAP - In the second map. The terrain cliffs are buggy. As you can see through them and see the skybox within it. Also Lord Darkclaw dies easily when you need to rescue him. You get to him and no matter if you are a pro, or not. He goes down fast and you fail the quest.

8.MAP - Azjul'Nerub is cool and all, but when I rescue the first soldiers. Some times they stay webbed and walk with webs. It's funny. Also I see cliff terrain bugs again.

As for the rest. It's an alternate storyline and I liked playing the campaign. Especially the boss sequences. XD

Thank you, I'm glad you liked the campaign.
About the Ziggurat color, it happens because when Varimathras is talking, the player color is changed to red and the acolyte spawns the ziggurat then.

And dunno how come Darkclaw doesn't survive in chapter two, he always survived for me.
 
Level 2
Joined
Nov 17, 2008
Messages
11
I've just finished the campaign, it was awesome 5/5 and + rep to you ^^
i had a bug though, at the final map where you fight arthas, all my units but sylvannas were frozen, not the effect of a spell or anything, it occured after my encounter with the traitor apothecary, and didn't stop, I had to cheat to finish this one (yes, you can sue me for that ^^' )
But it is still a very good campaign, I wish there were more like this ^^
 
Level 3
Joined
Sep 12, 2012
Messages
53
Great!One of the best Player-Made campaings I have ever played!Are you preparing any other project?Althought i found a bug at the last map where you are supposed to kill lich king.My troops,expect Sylvanas,stuck when I 'free' the Apothecary.I...used cheats to complete the quest.Apart from that,it was a great campaing.Good work!
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
Great!One of the best Player-Made campaings I have ever played!Are you preparing any other project?Althought i found a bug at the last map where you are supposed to kill lich king.My troops,expect Sylvanas,stuck when I 'free' the Apothecary.I...used cheats to complete the quest.Apart from that,it was a great campaing.Good work!

Thanks, I'm glad you liked it. I'll check out that bug later.
I'm currently working on improving my first campaign, Rise of the Blood Elves.
 
Level 5
Joined
Feb 18, 2009
Messages
123
I found bug

1. At chapter 2, when I rescue the gargoyle some of my unit that i just ordered to come from the fountain. appeared to the cinematic, it seems you haven't paused all unit.

2. At chapter 3 after I skip the release of apothecary from her prison's cinematic every unit are paused, except varimathras

anyway, good campaign 4/5
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
I found bug

1. At chapter 2, when I rescue the gargoyle some of my unit that i just ordered to come from the fountain. appeared to the cinematic, it seems you haven't paused all unit.

2. At chapter 3 after I skip the release of apothecary from her prison's cinematic every unit are paused, except varimathras

anyway, good campaign 4/5

Thanks, I'll fix those in the next update.
 
Level 5
Joined
Feb 18, 2009
Messages
123
I didn't know this is bug or not, but I suggest you to move the items that appeared on lord darkclaw's death cinematic somewhere, because it doesn't seems good looking
 
Level 6
Joined
Dec 21, 2012
Messages
167
I've just finished the campaign, it was awesome 5/5 and + rep to you ^^
i had a bug though, at the final map where you fight arthas, all my units but sylvannas were frozen, not the effect of a spell or anything, it occured after my encounter with the traitor apothecary, and didn't stop, I had to cheat to finish this one (yes, you can sue me for that ^^' )
But it is still a very good campaign, I wish there were more like this ^^

I had the same thing and oh.. when i killed the bone dude he kept saying something about bones and then those spikes came out even when i saved the map and loaded it again
But anyway cool map :3:ogre_haosis::grin:

P.s. to be honest i thought that valk'yres will make sylvanas alive again :( but i guess that that won't happen anytime soon :(
 
Level 8
Joined
Feb 6, 2013
Messages
432
Well, I like the campaign. I think this is the hardest campaigns in my downloading campaigns's pack. For a month, I finished and finded:
- In Chapter Five, when Thrall has fallen, after and I reivive, he can stand the Circle of Power in Sylvanas' base once more! (First, after seal, Thrall stands Circle of Power once again and nothing happened.)
Also I think the hardest chapters is Chapter One: only one gold mine, attacked by three groups, very hard to find Scarlet Crusade's outpost and destroy the main base.
Second is Chapter Seven, The Orange attacked very fast and send a group of large army to destroy User's Base very easily.
Third is Chapter Three, the ememy's main base is not easy to destroy, but can use Teal's Meat Wagon to destroy units by use Stand Ground ability. Also we need to destroy the Altar of Kings and two Barracks. Then, send all units (two players Blue and Teal) to destroy the main base, destroy wall. Before do, move Phaelynne buy a item can create Blight (I don't remember name) and summon a crypt for Teal (or graveyard,...) then, unsummon all building in teal's base. Don't forget protect the base and find other gold mines. :D
After played this campaign, it's very good and completed at all. 5/5 + rep
 
I decided to play this campaign after your rise of the blood elves one was so good despite my dislike of the undead but, I thought the campaign seemed unfinished and with quite a few mistakes.

In the chapter into the frozen wasteland I think it's called the enemy attacks were way too strong. In the final chapter, not the epilogue, I didn't need to fight through the map because I just killed the first group of undead bought some more guys and then went through the way gate and killed the lich king. Also on the same chapter is lord marrowgear supposed to keep saying that "bound to bone" thing?

Another problem if I send a shade through kel'thuzads base in the one with alexstraza and go to the undead then alexstraza says her thing and the camera pans over but nothing happens shouldn't you make it that this scene only plays out after you destroy kel'thuzads base. One final major problem I found was that some of the icons didn't work like Veressa's; it's a bit annoying having to put up with a green square.

All in all a good campaign but with a few problems that need sorting 7/10. If the problems were solved however easily a 10/10.
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
I decided to play this campaign after your rise of the blood elves one was so good despite my dislike of the undead but, I thought the campaign seemed unfinished and with quite a few mistakes.

In the chapter into the frozen wasteland I think it's called the enemy attacks were way too strong. In the final chapter, not the epilogue, I didn't need to fight through the map because I just killed the first group of undead bought some more guys and then went through the way gate and killed the lich king. Also on the same chapter is lord marrowgear supposed to keep saying that "bound to bone" thing?

Another problem if I send a shade through kel'thuzads base in the one with alexstraza and go to the undead then alexstraza says her thing and the camera pans over but nothing happens shouldn't you make it that this scene only plays out after you destroy kel'thuzads base. One final major problem I found was that some of the icons didn't work like Veressa's; it's a bit annoying having to put up with a green square.

All in all a good campaign but with a few problems that need sorting 7/10. If the problems were solved however easily a 10/10.

Thank you, I'm glad you liked it.

About the last chapter way gate, I used that for testing and forgot to remove it, it was updated so you probably don't have the updated version. The enemy attacks were a bit strong in 7th chapter, but I thought it was okay that way. Might change it a new update.

About Lord Marrowgar, that's a but, it happened to me once. I don't know why, I'll try to find out.

About the icons, I don't know why they didn't work. I never saw a green square while testing.
 
I own a mac so maybe that explains it. I know its hard to lose in base missions unless the enemy send strong attacks but another problem is the gold mines and inordinate amount of val'kyr they send. If you increase the gold in the gold mines and make them only send val'kyr not so often it might sort the problem.

I forgot to mention some problems in the alterac mountains mission with the ogre base: I destroyed them before getting Phaelyane but she still spoke and completed an undiscovered quest,
 
Level 27
Joined
Nov 5, 2010
Messages
1,404
Excellent Campaign, I was waiting for this to get approved. 5/5.

Thank you, I'm also glad it finally got approved :)

Im downloading this right now, And I CANT express the level of excitement i find myself in.
I simply love you. Expect a review after I finish it. ;)

Thank you, can't wait to see what you think about it.
 
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