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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 1
Joined
May 22, 2015
Messages
3
hello, i have problems with loading of Journey to the Sunwell Interlude, it loads me to blackscreen. Any suggestions? thanks
 
Level 1
Joined
May 22, 2015
Messages
3
thanks but now i have trouble with finding some warcraft download link that can be updated to 1.26, i had 1.21 which i found out that it cant be updated, can u help? x(
 
Level 1
Joined
May 22, 2015
Messages
3
i tried wvs though i couldnt figure out how it works :D, this morning i found patched warcraft to 1.26 and im playin! thank you, interlude has loaded!!!
 
Level 18
Joined
Feb 19, 2009
Messages
800
An amazing campaign! Seriously, highly recommended. If you're looking for a great campaign, this is an absolute must-play. This and the author's Rise of the Blood Elves are some custom campaigns you simply need to play at least once in your life.

Seriously. Play this map.
 
Level 1
Joined
Apr 17, 2015
Messages
1
Amazing campaign series:ogre_hurrhurr:! Thank you ,Tomoraider ,for it. Is there any chance that you will make another one based on Warcraft lore? Hope so))):ogre_love::ogre_haosis:
 
Level 8
Joined
Sep 10, 2013
Messages
372
Ummmm, Tomo... Thanks for the remake, some of the remade maps are really epic but there are a couple of issues so far.

In Chapter 4 there is no way to go to the other side... In other words, Varimathras's base has no way of communication with the middle scarlet base. I had to take it down with Sylvanas's units only. And then there was no way to get land units to Varimathras's base. Seriously, the bridge was still destroyed and the scarlet crusade base was surrounded by unattackable walls. There was no way. But I used many many gargoyles to get through the mission.

In chapter 5 it's really frustrating to use Taurens against frost wyrms and gargoyles... I don't know maybe you can add a flying unit or a ranged unit to the totem?

Chapter 9 is unbeatable... At least in the latest version. Seriously, I literally can't do anything. By the time I've upgraded my town hall to dark castle all my ally bases are destroyed. ALL OF THEM!! Thrall, Lor'Themar, Varian's bases all gone. Then I was attacked by the Vrykuls, Kel'Thusad and the yellow undead base and it was all over.... At least give me a hint on what to do.

I'd also like to point out that the cinematics are awesome. Really they're captivating, with well picked Two Steps from Hell songs. Thumbs up (y)
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Hi, glad you liked it.

In Chapter Four, you get a hint to destroy the walls with meat wagons when you approach them. They're not indestructible.

Chapter Five, you get a tauren shaman that can attack flying units.

Chapter Nine, it is a hard map, IMO the best tactic is to rush the small vrykul base on the west and then play defensively until you have a good army.
 
Level 4
Joined
Feb 7, 2015
Messages
67
Best altered melee campaign. Some items would be nice.
IMHO i feel the game has proper difficulty but some maps are more challenging than the others.
I wish you would continue your work on Cataclysm. Title it Might of the Horde maybe? :3
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Best altered melee campaign. Some items would be nice.
IMHO i feel the game has proper difficulty but some maps are more challenging than the others.
I wish you would continue your work on Cataclysm. Title it Might of the Horde maybe? :3

Glad you liked both of my campaigns. I see you gave me 4/5, what didn't you like? Anything I could improve?
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
This was real Blizz-like fun!
I'll just spout some things that you (the creator) might modify or something:

-how can the difficulty be chosen?
-even the normal units should have their spells like QWERTY (actually q and e are a bad idea because of ALT+Q/ALT+E accidents) to avoid confusion and frustration
-some dialogues really need their text time slowed down

Chap. 1:
-loding text: "the lady sylvans; threatening the exterminate the" (might want to change that)
-funny thing: "My life for Ner'zhul (from Sylvanas' workers)
-fact: Sylvanas left TFT with level 10. Where's her Charm ability?
-Varimathras is red, the enemy is red and during transmissions he is... blue!
-seriously, there needs to be a stopping of the moving of the units during/after cinematic events
-blight must now be created with Sacrificial Skulls in order to regenerate units (may be only a gameplay thing though...)
-sometimes music plays on the sound channel instead to be heard on the distinct music channel during cinematic sequences

Worgen chapters:
-the Worgen Knight has the glow of a hero
-the first mission can be finished without the Gargoyles, just by using the Meat Wagons to destroy the Griffin base

-the captured undead woman said she knew her way through the mountains. How did she get caught? Do undead have friends???
-the Apothecary's death animation does not end with a decay. The body remains there
-Alterac does not have Darkspear tribe Trolls

Phaelynne's chapter:

-destroyed all orcs before saving her. During the end cinematic i gots me: Main Quest: End of Reign when they were all dead and when the quest was already finished

Orgrimmar chapter:
-during cinematic events Garrosh has the blue buy arrow on his head
-the purple undead enemy attacked from the west and left after destroying buildings that were located a little distance from the main base
-the Fountain of Health's position is bad (in the left wing) because later on, it's taken by the enemy as an advantage
-peons build Towers/Burrows on the ramps and block the access. They also repair Demolishers in between also blocking the paths. For instace if you destroy a Burrow that blocks a path they rebuild it in the same place...

Sixth chap.:
-there's a bug with the poison buff that does not disappear from the player's units and it does not deal them damage either
-terrain could be improved for it's too flat in most parts. There's also a place towards the down left Demonic Gate where the terrain is a bit leveled up and units can't get past that. It's not that high so to give the impression of an impassable path
-if enemy bases are left functional when going to confront Varimathras they do not become neutral
-in the extreme south, there are some chunks of rocks that after being destroyed the player finds a place that cannot be accessed because of pathing blockers; makes it look odd
-Sylvanas is not very sure of what she thinks: "her" sanctuary is more important than the life of her companions?

Chapter 7:
-waht's up with the workers building by themselves after the green settlement is destroyed? I mean they're constructing one building and go on for another like they've got an AI algorithm for that
-the one way sacrificial pit teleporter is not funny
-allow the building of shipyards. The player has one that is invulnerable (!?). It takes too much time to train ships this way (at least it's good they don't take food)
-while being behind the gate north, the vision of Varimatrhas was waiting a lil' bit, south of the entrance, for a long time. Then it did nothing when Phaelynne or other troops got near. This happened after the message with "delude yourself" was transmitted and then after the Death Knight and Sylvanas spoke to each other
-in the end cinematic the first Val'kyr in the transmission has the portrait of a spider

-I don't think the Dark Arrow and Cold Arrow work with the orb effects of the lockets (or do they?)
-Pyroblast only stuns 10th level Dragons. It does not deal damage to them

Chapter eight (I):
-the health bar of the Arcane Golem is shown too high above its head
-why would Arthas leave his sword unprotected? why would he come with it in hand if it was not with him?
-seriously stop moving units (my troops were south of the gate) to the location of the cinematic camera after it ends (the one when Arthas came); not to mention that not all of them were teleported and the door got locked
-Arthas does not follow the heroes, he stands in the room where he fought Jaina

Chapter 8 (II):
-why would the Nerubians fight amongst the undead?
-can't believe how cartoony, seeing that Thrall and Garrosh were not killed but just kept in the cellar, made it feel
-the rock pass being liberated after Garrosh's rescue is odd!? (it's out of context!) Why not put Anub'arak destroy it after running from the spike room?
-after Anub'arak dies, the side quest does not complete (quest log)

Mission nein:
-at least make the invulnerable Val'kyrs fly so the player can build if they are not even going to help battling the enemy
-after defeating Kel'thuzad's base I've visited the place southeast where some invulnerable green undead protected an empty Magic Pen. They did not attack. Later the player found out that it was intended for Vereesa's capture...
-how did they bring Vereesa from north over the mountains? I don't remember seeing any Sky Barges
-the human and orc bases in the north were razed but somehow the Alliance and the Horde were still fighting the yellow undead?

Chapter 10:
-units (Forsaken units) take damage because it's freezing!? They're undead too. There needs to be a better explanation than that
-Val'kyrs do not regenerate without Blight
-the Alliance mines gold from the farthest Gold Mine in their base from the beginning of the mission
-Arthas destroyed the Blood Elf base and then Sylvanas said they were going into the citadel because they had come that far...
-there's a video glitch in the south wall of the Val'kyr heroine's fortress. The middle of the wall flickers like it's a chameleon moving there

Chap.eleven:
-I sent a Skeleton from the east corridor to the west and then the Phaelynne cinematic event started and teleported all my heroes from east there and all my troops from south there too. This type of trigger has to be excluded...
-by the way how did the demons get in the citadel without confronting Arthas' troops and boss guards?
-why is there no freeze effect in this level affecting the units? (what's the explanation?)
-doors being unlocked shouldn't be shown during battle
-I understand a demon possesing a body but not dying? This is not Diablo...
-Kel'thuzad seems very confident after saying he was weak in the previous level
-the Lich King's crown item has a "|" under the text

This deserves a maximum, mostly taking into consideration the work it was put into it.
 
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Level 26
Joined
Nov 5, 2010
Messages
1,383
Glad you liked the campaign! The difficulty can't be changed, I meant to say it was somewhere between normal and hard.

Anyway, thanks for your feedback, if I update the campaign in the future, I'll be sure to consider everything you wrote.
 
Level 1
Joined
Jul 30, 2014
Messages
7
The Ogrimmar chapter is beatable by luck, unless you cheat. Seriously, fix your difficulty. It felt like a 1v4 by how many times the enemy keep sending their endless late-game units, while you don't even have access to your own units which just made this harder. No other way to get gold as well. Spending 30 minutes on a mission only to get an ultimatum. This is just broken! This is the third time that chapter reminded my why I never bothered to finish this 2.0 version of the campaign.
 
Level 4
Joined
Feb 7, 2015
Messages
67
Glad you liked both of my campaigns. I see you gave me 4/5, what didn't you like? Anything I could improve?

What??!?! I gave you 4/5??
I'm very sorry since i pressed the wrong button! O:
It's perfect the way it is :)

Lol. And that guy dares to say that I am disrespectful to other people's work. How could someone possibly find a flaw in tomoraider's great campaigns? I would give 6/5.

Disrespectful? So tell me what are these posts??

ShadowShaman.mn, see this post? This is negative, non-constructive, useless and leaves a bad taste in the mouth of everyone reading it. Do you like to make everyone feel bad? Do you thrive on this?

Can you make a better copy of Curse of River's End? No. You also copied DotA.
If i were an adult and had some random stranger baby sit me every time i post something i would felt ashamed. But i would fix my behavior long before that happens.

The admins are right when not giving the campaign a director cut. The way too long loading screen lowers the general quality.

Low loading screen = 1/5? So if 4/5 is disrespectful what is 1/5?

Too complicated for my taste, but I will refrain from rating as it would only cause havoc on this forum and hatred of the drove.

Too complicated for you to build eh?

Maybe instead of blabbering this is not good, this is bad, this does not deserve a director's cut why won't you made something AMAZING so that all of us could see and rate your achievements?

And stop with the lies already. You got your last warning from orcnet when you posted something on Tomoraider's thread.

As i've stated before :
  1. You're only arguing to win.
  2. You speak only to express your horribly exaggerated sense of self importance.
  3. Otherwise to display the obviously very low respect for others, to the point of not realizing the achievements of yours compared to those you insulted.
If there is an exact carbon copy of yourself, the two of you would only belittle each other and express self-importance until the end of time.

You think i did this because i want to?
This will be my last post to you.
That i'm actually doing hive workshop a favor. I don't want this community to be filled with toxic behavior so i am disrespectful towards you, making you feel unwelcome here, so that you will leave this place and never return.
 
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- Forsaken AI in Chapter Six builds 3 Town Halls. There is no help to it.
- It is possible that when you click on Quel'Delar, its spells will not show up. Try
dropping it and picking it up again or placing in different inventory spots.
- After the Uther cinematic in Chapter Eight, Part One, it is possible that Vereesa's spells
aren't clickable. Reselect her to fix this.
- When choosing heroes in Chapter Ten, you can't see the mouse when
choosing the first one, but the dialog you hover over will be highlighted.
- Is AI based on campaign or Melee AI Editor in World Editor?
- N/A
- I recommend deselect Veressa and reselect her through triggers :) should fix this 100%
- N/A

Hope these helps fixed the known issues.
 
Level 8
Joined
Dec 9, 2010
Messages
301
What??!?! I gave you 4/5??
I'm very sorry since i pressed the wrong button! O:
It's perfect the way it is :)



Disrespectful? So tell me what are these posts??



Maybe instead of blabbering this is not good, this is bad, this does not deserve a director's cut why won't you made something AMAZING so that all of us could see and rate your achievements?

And stop with the lies already. You got your last warning from orcnet when you posted something on Tomoraider's thread.

As i've stated before :
  1. You're only arguing to win.
  2. You speak only to express your horribly exaggerated sense of self importance.
  3. Otherwise to display the obviously very low respect for others, to the point of not realizing the achievements of yours compared to those you insulted.
If there is an exact carbon copy of yourself, the two of you would only belittle each other and express self-importance until the end of time.

You think i did this because i want to?
This will be my last post to you.
That i'm actually doing hive workshop a favor. I don't want this community to be filled with toxic behavior so i am disrespectful towards you, making you feel unwelcome here, so that you will leave this place and never return.

Lol, thank you for putting so much thought into my critics. Now stop spamming this thread, show some respect to Tomoraider.
 
Level 5
Joined
Dec 12, 2014
Messages
54
Hello!
I have just tried out this campaign and I have to say it is highly potential.
The plot flows between chapters and you display more-than-sufficient knowledge about the Warcraft universe I can definitely see this as part of the canon story, and I think yours COULD become a better interpretation than the official lore writers.

Being currently at Chapter 4 where the Forsaken and Worgen ally and ready themselves to march on the Scarlet Crusade, here are some of my favorites

(1) You are thinking up new stories that at the same time are original and resonant with the official lore :thumbs_up:
(2) Phaelynne's voice. I'm sorry if I sound weird, but gawd damm why hasn't anyone thought about this before!? Exactly! :eekani:
(3) The Interlude of Arthas deciding to march down south delivers the message sufficiently. You were trying to re-create the WotLK cinematic and I can respect that and overlook the technological barrier :cool:


With that said, I hereby give you a 4/5 as in my very honest (with all respect due) opinion I think there is this one thing preventing the campaign from being perfect: the VERY inconsistent dialogue.

In short, I think you are making the characters say the right things but they are not saying them appropriately. Specifically, blunt grammar and lack of advanced vocabularies make most dialogues too modern, in a way that just puts me off from time to time. :goblin_wtf:
Varimathras specifically has too many dialogues that sound casual.
Or may I just be so rude...most characters 'sound' the same because their dialogues all read like those that would be spoken by 21st Century teenagers----and supposedly all the characters involved in this story are adults in a medieval time where people speak English with much scrutiny and metaphors. People in the Warcraft universe speak quite posh English and your campaign does not deliver that.
This is a campaign wrote by a player, not a group of professional writers, so it would be insane to expect Dragon Age or Game of Thrones level of writing, but I would like to see characters uttering conversations with personalities.

I hereby would like to offer this: me, being your 2nd writer. I want to rephrase ALL the dialogues for you. Nothing will change about the story you are delivering. The plot stays the same but I will make it so that dialogues delivered by each person differentiate----they would be basically saying the same things, albeit consistently. The same goes for Rise of the Blood Elves, your Blood Elf campaign. In my opinion, that one needs rephrasing way more.
I look forward to your response on this and thank you for making this ambitious project.
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Thanks, glad you liked it. I do agree about dialogues. They are that way simply because english is not my first language and I'm just not very good at writing them. I did have help with some dialogues, but that's mostly in the later maps of the campaign.

And that's quite an offer. Would you like first sending me just the rephrased dialogues for just one map? I'll see then how much I like it and if you should do more.

EDIT:
The Ogrimmar chapter is beatable by luck, unless you cheat. Seriously, fix your difficulty. It felt like a 1v4 by how many times the enemy keep sending their endless late-game units, while you don't even have access to your own units which just made this harder. No other way to get gold as well. Spending 30 minutes on a mission only to get an ultimatum. This is just broken! This is the third time that chapter reminded my why I never bothered to finish this 2.0 version of the campaign.

Sorry, forgot to respond! I agree with you, that chapter is too hard. I didn't have much time before, but I will look into it sometime in the future and adjust the difficulty.
 
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Level 5
Joined
Dec 12, 2014
Messages
54
Hey Tomo!
:goblin_boom:Here you go. :goblin_boom:

It would be great if I can have the original text files for next chapters as I am sure I can work much faster that way

Good or bad, I look forward to your opinions :ogre_haosis:
And don't be afraid to throw compliments or harsh critics either. I am a very resilient writer and critics help me get better.
Most importantly your project is one of a kind. It is already successful in its own way and I feel you can take it even higher.
 

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Level 23
Joined
Apr 12, 2014
Messages
1,846
Woah, just finished reading the dialogues and I must say it was impressive and well written. Just a tip, you could just open the campaign on the world editor and copy the original dialogues rather playing the map one by one and catch up all those dialogues is a bit frustrating, don't you think?
 
Level 5
Joined
Dec 12, 2014
Messages
54
:psmile: Delivering the updated scripts for Ch1~3 and Interlude 1 for you, Mr./Ms. Tomo :psmile:
More coming soon.

Being at chapter 6 now I can say this whole campaign has the very grand idea to re-create what World of Warcraft has done and in a format that is presentable in RTS manner.

I mean, oh my. You gotta go to Brill in chapter 6 and see for yourself
 

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  • CotF A New Translation Interlude1.pdf
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Level 6
Joined
Jul 17, 2015
Messages
67
One comment I do want to make - it may be a good idea to disable the AI Crypt Fiends' Burrow ability at times. Some situations, like in Chapter 7 in the first base you attack - if you're not fast enough to kill the Crypt Fiends before they burrow, and don't take the time to stop and murder them, they actually interfere with your Workers' automatic "build a base" order queue set by, I assume, triggers. They then proceed to pop back up every time they recover, and potentially burrow back down at low health if you let them.

Another time when it should be disabled is indoor, no-base missions such as Chapter 8 Part 2, with Varian. Players like me (aka; completionists) have a strong hatred of leaving any enemies behind without killing them (unless it's an escape scenario, like that escape from the Lich King in part 1). However, Varian is physically incapable of killing the Crypt Fiends here, as they simply burrow before he can finish them off.
 
Level 5
Joined
Jul 15, 2015
Messages
118
5/5 Great campaign, again I'd wish it was easier, and less frustratingly difficult at times. I used invincibility cheat around half of the time, since I really couldn't bother restarting so much (and the story is so awesome compared to gameplay :D).
Obviously the dreadlord's (Varimatharis) mind-control abilities are redicilusly OP (but they fit in since Deatharoc had that power too even tough not as much OP) xD you just can't kill the mfckers XD. Varimathras > Sargeras
But if he wasn't as op as he is, then the surprising ending would not be possible, yeah I liked the ending.
 
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