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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 2
Joined
Mar 14, 2016
Messages
12
This campaign is very nice, i love the epicness of the background music in the final battle, It makes the battle feel so intense. And i like the voice from world of warcraft. Really a good work
 
Level 2
Joined
Mar 14, 2016
Messages
12
This campaign is very nice, i love the epicness of the background music in the final battle, It makes the battle feel so intense. And i like the voice from world of warcraft. Really a good work
 
Level 1
Joined
Dec 30, 2016
Messages
1
Best custom campaign i've ever played! Although, i can't play the "Journey to the Sunwell" interlude and it won't let me pass chapter 8.1. In fact, it takes me back to the main menu after finishing "Echoes of the Past". Sorry if this has been mentioned before, i just don't have the patience to go through all the pages of this thread. Amazing, nonetheless!
 
Level 1
Joined
Dec 31, 2016
Messages
1
Amazing custom map from what I've seen so far! I was able to play through chapter 1 and 2 but once I got to three it seems my game will crash when clicking on the Necromancer replacements (sorry I cannot remember their new name) as well as sometimes if I click on the Temple of the Damned. Oddly enough I can have them in my army selected with other units, tab over to them to use spells but every now and then when I tab over to them it will freeze. Same with the TOTD, I can have it selected with another building and even research spells / build units but sometimes even tabbing over will make it freeze. I have the newest update for both my computer and warcraft 3, I'm using a Mac (probably the problem..) & would love to play the rest!
 
Level 3
Joined
Dec 10, 2016
Messages
41
Just recently finished this campaign; and had finished Rise Of the Blood Elves - Enchanted Edition (Version 1.4) one week ago. I have to say: You really put your heart into your two wonderful-brilliant-epic-hardcore-exciting-refreshing campaigns, right? :)

Absolutely love it! Every single thing you have done, every tiny thing you have put into your campaigns, every effort you have spent. I truly admire your beautiful works.
Sincerely.

P.S: The music is what I like the most...
 
Level 21
Joined
Dec 20, 2015
Messages
330
Commenting so I can properly rate Tomoraider's campaigns like they deserve... 5/5. There is a full playthrough/review on my YT channel.

I enjoy the undead perspective on WotLK, which presents the story in a very particular way that really appealed to me as a WC3/WoW fan (missing Bolvar did not bother me at all). There is a very noticeable difficulty shift downward about halfway through the campaign after the first Northrend mission, which I think does make this campaign a bit more accessible than Rise of the Blood Elves. I struggled with a bit with RotBE when I played it as I was new to the custom campaign scene at the time and did know what to expect, but I can confidently say both of Tomoraider's campaigns have made me a better player (after only having the experience of completing the vanilla game on Normal). Now I can appreciate and enjoy the challenge of other projects as well!
 
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Level 2
Joined
Mar 12, 2016
Messages
17
You are thinking to do a draenei campaing because it will be awesome,I love your campaing this one and the blood elf campaing:infl_thumbs_up:
 
Level 4
Joined
Aug 5, 2016
Messages
93
if this campaign will going to be updated i have some ideas in mind IF you may consider,
a new forsaken unit( an undead golem) , new exotic items or just the regular UNIQUE items, and also can u show the assault on the stormwind on a cinematic and also could you put some space or distance between the scourge and ogrimmar a little bit long or make the map large. and also on the part that i save the worgen can i atleast control the remaining worgen to bolster my forces.
 
Level 4
Joined
Feb 18, 2017
Messages
99
if this campaign will going to be updated i have some ideas in mind IF you may consider,
a new forsaken unit( an undead golem) , new exotic items or just the regular UNIQUE items, and also can u show the assault on the stormwind on a cinematic and also could you put some space or distance between the scourge and ogrimmar a little bit long or make the map large. and also on the part that i save the worgen can i atleast control the remaining worgen to bolster my forces.
the undead golem is indeed a good idea. check out the original gampaign the scourge of lordaeron but in its enhanced mode ,i am sure you will find many interesting ideas not only about units but also about abilities and passives.[you will find the campaign on hive workshop campaigns ]
 
Level 1
Joined
Mar 19, 2017
Messages
4
Haven't finished it yet but it looks like it's TOP quality, just like the Blood elves campaign (maybe even better).

I'd like to report a bug. It seems like Jaina's Q is bugged. It doesn't do the additional + % damage, it does the flat 20+20*[ability level] - armor etc.

Very cool ability btw.
 
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Level 1
Joined
Jul 13, 2012
Messages
1
I must say my only problem with the campaign is that Arthas dies at the end. To me, a more interesting outcome would be that he survives and has to live with immense guilt, and the fact no one in the world trusts, or even likes him. Unlike Kerrigan Arthas actually lost control of his will.
The thought occurred to me that an Orc campaign themed around cataclysm and a Night Elf/ Draeni campaign themed around the end of the Burning Legion would be fun ideas.
 
Level 14
Joined
Oct 26, 2015
Messages
871
I must say my only problem with the campaign is that Arthas dies at the end. To me, a more interesting outcome would be that he survives and has to live with immense guilt, and the fact no one in the world trusts, or even likes him. Unlike Kerrigan Arthas actually lost control of his will.
The thought occurred to me that an Orc campaign themed around cataclysm and a Night Elf/ Draeni campaign themed around the end of the Burning Legion would be fun ideas.
The campaign is based on wrath..... arthas not dying would be contradictory stupid fanfiction.

Also arthas had his own will sourced by his entire novel about him.

Learn lore
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
mostly ok

Any specific things you didn't like?

I'd like to report a bug. It seems like Jaina's Q is bugged. It doesn't do the additional + % damage, it does the flat 20+20*[ability level] - armor etc.

Very cool ability btw.

Huh, I never realised that. I will check it out.

I must say my only problem with the campaign is that Arthas dies at the end. To me, a more interesting outcome would be that he survives and has to live with immense guilt, and the fact no one in the world trusts, or even likes him. Unlike Kerrigan Arthas actually lost control of his will.

Hmm, I like how it ended, however, I don't think Arthas surviving would make sense, as you say, no one trusts or likes him, I think certain characters like Sylvanas would outright refuse the possibility of sparing Arthas. I think he is the kind of villain whose story can only end in death, considering everything he had done.
 
Level 4
Joined
Aug 5, 2016
Messages
93
Tomoraider is right. It's very hard to atone for all the slautering arthas did so death is the only option for arthas since no king rules forever
 
Level 2
Joined
Apr 9, 2017
Messages
6
I am not very good in English, but I just cant be silent about this - LordaREON, seriously? Its spelled Lordaeron (Lordaeron), what was the problem to google it? And this typo not only in description, but even in all of the game dialogues.
I am rather shocked, on the first glance your campaigns looks very detailed and now this.

P.S. And am i right - you no longer work on this campaign? The last update was in 2015.
 
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Level 4
Joined
Aug 5, 2016
Messages
93
Maybe tomoraider is busy right now so probably she doesn't have any time to update this campaign right now. Futhermore all of us can do is to be patient
 
Level 14
Joined
Oct 26, 2015
Messages
871
I am not very good in English, but I just cant be silent about this - LordaREON, seriously? Its spelled Lordaeron (Lordaeron), what was the problem to google it? And this typo not only in description, but even in all of the game dialogues.
I am rather shocked, on the first glance your campaigns looks very detailed and now this.

P.S. And am i right - you no longer work on this campaign? The last update was in 2015.
How shocking!!!!

Could you be more dramatic.
 
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Level 26
Joined
Nov 5, 2010
Messages
1,383
I am not very good in English, but I just cant be silent about this - LordaREON, seriously? Its spelled Lordaeron (Lordaeron), what was the problem to google it? And this typo not only in description, but even in all of the game dialogues.
I am rather shocked, on the first glance your campaigns looks very detailed and now this.

P.S. And am i right - you no longer work on this campaign? The last update was in 2015.

Mistakes happen. No need to be shocked about such an insignificant blunder.
 
Level 2
Joined
Apr 9, 2017
Messages
6
It's me, again. I've completed your campaign and would like to thank you, report some bugs and express my personal thoughts on the matter.

1. Hero Abilities
- Don't you think that the Battle Roar, an ability of a worgen Darkclaw, would look better with its bonus being in percentages? At the moment, it's too strong while your enemies aren't strong enough to balance it out.
- The passive ability of Darkclaw mentions Pit Lord in its description.
- Lor'themar's ability Blood Cry mentions the decrease of movement speed, yet in the enemy's Buff/Debuff status it also states the decrease in attack speed.
- One of Thrall's totems, Windwalk, mentions the increase in movement speed for allies, while stating, in unit's status, that the movement speed is actually decreased by the effect (similar to that of the Earthbind).
- In my opinion, both Earthbind and Windwalk totems are absolutely useless. It would be more interesting should they be reworked to the increase in their utility.

2. Hero Items
To me, the campaign seriously lacks interesting items for the Heroes. Artifacts like these that give you +1 attribute are too frequent, it's confusing. First mission's Archmage Ring looks inorganic next to other two treasures (maybe a full set instead?)
There is little choice in items, after a few missions completed, everyone just has 6 Orbes of Darkness, which they've bought from the shop. Is it possible to give this item a unique type, make the item non-recurring?
- Frostmourne from the last mission has a typo in its name ("Froustmorne").
- A funny thing happened to me in the 9th mission: Lor'themar picked up the Sindragosa's Heart item. Is it possible to forbid the AI to pick items just on that map?

3. Maps
I think they seriously lack creeps and are pretty empty if you not concentrate on main quest. There is a shortage in the amount of map secrets. Cutting trees with meatwagons and finding stuff there was both introduced and ended with the first mission.
- "Defense of Orgrimmar" map suffers from serious pathfinding problems. Occasionally, the workers would effectively build upon and block the road next to the Fountain of Life, forcing us to demolish our own buildings. Though I understand, the map is quite heavy with the events and the AI, perhaps this problem could be impossible to solve.
- In the Azjol-Nerub mission, the priest, even while being entangled, will always be able to run to Varian for healing.

4. Dialogue and Quests

Couple of them tend to be very naive and poorly written, as if were created by a person, like me, not so familiar with the language.
Almost every side-quests starts with:
- Lady Sylvanas, we have a problem with murlocs/zergs/aliens.
- Yeah-yeah. We will try and do something about it, if we have the time.

It would be wonderful to see more diversity in this texts.

Among other things, the quest titles are often too dull: "Sindragosa (Kill Sindragosa)".
Enemy bases carry a generic name like "Main Base", even while being mentioned in the quest description, as if it was a mere placeholder. Why not make the names more unique?

- In the last mission, prior-to-battle Varimathras's dialogue has a typo in it. Sadly, I dont remember where exactly.
- In Dalaran's interlude, when Sylvanas picks up the locket, a portion of text appears in the name text field.
- When Anub'arak is killed, the kill is not counted.
- In "The Return of Quel-Dellar" quest, the "all heroes must survive" objective is not counted after the terms for completion were met.
- It's possible to destroy Vereesa's cage with just flying units like Gargoyles, avoiding any obstacles. Would it be possible to set a condition for this objective so you would have to kill the nearest monsters first?

5. Other
- I noticed that, in the campaign, the new Forsaken UI is used always, even when on a mission with Jaina or Vereesa.
- Is it possible to give Variann's model the scar?
- In Silvermoon's interlude, the music of Dalaran is playing in the background. In fact, it would be good if the original WoW music was used for every according location. I don't think it's hard to implement.
- The music that start playing in the end of Dalaran's interlude is too heavy (god damned metal) and completely off-mood. Phaelynne's combat music in the last mission was also very irritating.
- In the beginning of Azjol-Nerub, Fiends' ability "Burrow" proved to be quite tiresome for me. It doesn't make the gameplay any interesting. Is it possible to turn it off for this one map (or the fiends before Thrall)?
- I don't quite get why is there an option to hire the Val'kir of two different colors. They are completely the same, the blue one would have suffice, while both of them would appear in cinematic.
- Boss encounters could have been harder should they have 33-50% more HP. The final battle with Varimathras appeared to be too chaotic (too many units and action).
- Ghouls seems out of place in Forsakens army, especially with Spider Pet upgrade. The ghoul's shadow claws after upgrade has an awful looking effect. Forsaken's usage of assasins like in WoW was not realized in this campaign, would be cool if such units replace the ghouls.
- The Scarlet Crusade missions were a bit long and boring in compare with the rest of them in the campagn.
- When Varimathras leaves us as a playable hero, it would be better to return his items to us right on that map, not the last one where you dont need them.
- Incredibly frequent enemy attacks on our base. Its definetely more challenging, but at some point this becomes annoying. But i guess you have your own view about this.
- Text in the menu with choice heroes is beyond the framework on 1280 - 1024 resolution. Screenshot - 1.

6. The result
I very much liked the campaign. Especially, its similarity with WoW, raid bosses aspect and the attention to details. Dragonblight level is a masterpiece and feels like Blizzard's work (it is, actually). Interludes were of high-quality in terms of direction. The alternative version of the story was sufficient for me. Except for Phaelynne, she's horrible as a character and with her endless ties with Varimathras reminds me of a teenage-tier "Twilight" fan-fiction. Her lines are horrendous, her model is pretty cheap-made. i think it was a bad decision to make Master Apothecary a women, as if we are forced into empathy with her just because of this one fact.
I don't want to sound rude. Just voicing my impressions with the campaign.

And again, thank you for all your work.

P.S. Am i right - all your campaigns should be played with 1.26 patch, not the 1.27? The latest one completely mess up cost of buildings (Tier 2 cost -60 gold) and probably many other things.
 
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Level 26
Joined
Nov 5, 2010
Messages
1,383
I'm glad you liked the campaign. Thanks for all the points you brought up as well! Most of the things you mentioned are things I actually plan to change/fix if I do a v3.0 of this campaign. I especially agree about Phaelynne. 2012 was when I first created Curse of the Forsaken and I didn't put too much thought into her story. That definitely needs changing.

And I'm honestly not sure about the patch. I'm always playing on the latest one, but I didn't even realize it messed up the cost of buildings.
 
Level 14
Joined
Oct 26, 2015
Messages
871
I'm glad you liked the campaign. Thanks for all the points you brought up as well! Most of the things you mentioned are things I actually plan to change/fix if I do a v3.0 of this campaign. I especially agree about Phaelynne. 2012 was when I first created Curse of the Forsaken and I didn't put too much thought into her story. That definitely needs changing.

And I'm honestly not sure about the patch. I'm always playing on the latest one, but I didn't even realize it messed up the cost of buildings.
Everyone is eagerly waiting for your v3.0 anncouncement. I sincerly hope you choose to do it and bring it up to par with RotBE. Since your series is a a direct expansion to TFT a definitive edition for long Warcraft playthroughs is the highest on my wishlist with perenolds warcraft 2 remake to bring the timeline into wc3 from. Wc1- curse of the forsaken and the wotlk finale.

Thanks for everything tomo....
 
Level 9
Joined
Mar 29, 2015
Messages
470
I'm glad you liked the campaign. Thanks for all the points you brought up as well! Most of the things you mentioned are things I actually plan to change/fix if I do a v3.0 of this campaign. I especially agree about Phaelynne. 2012 was when I first created Curse of the Forsaken and I didn't put too much thought into her story. That definitely needs changing.

And I'm honestly not sure about the patch. I'm always playing on the latest one, but I didn't even realize it messed up the cost of buildings.

I've never played WOW, so I don't know much about the lore, but maybe you could replace Phaelynne with Nathanos Blightcaller. Of course, you'd have to change the story up to make it so he doesn't die at the end, but I think it would make it better fit with the official lore.
 
Level 1
Joined
Apr 20, 2017
Messages
3
Hi there. I have just finished your campaign and just wanted to say I was really amazed by its quality. Even though most of the missions were ultimately pretty standard in structure, either building base and killing enemy bases or rpg style exploration as estabilished by blizzard, it was still all extremely well done and not without some interesting twists here and there (the hero only defense in chapter 4 and the epic siege with ai allies in chapter 10 being my favourites). The terrains were all professional, the race interesting to control (especially with the research building - an amazing idea!) etc. Even though the campaign didn't reach the heights of Rise of the Blood Elves (3) (which I think is BY FAR the best campaign ever done for Warcraft, including the ones from Blizzard, truly brilliant), it was still a wonderful experience and I can certainly see myself coming back to it in the future.

I've actually created my account here for the sole purpose of praising you and giving you feedback on what might have been corrected, but I see @Nmesa has beat me to it. I agree with almost everything he/she said, except that I liked the ghouls.

Other things from just me:
  • VERY INCONSISTENT DIFFICULTY. I am not a W3 noob, especially when it comes to single player, but I had a very hard time playing some of the missions, while the others were childishly easy.
    • The 6th mission was really hard (I almost gave up the campaign) and almost (?) impossible to beat without the upgraded towers, which for a long time I didn't build because I did not expect them to be so overpowered).
    • In the 10th mission, on my first try I was crushed after a few minutes. On my second try, using the same tactics I won with almost no trying - the human ally did almost all the work. On the other hand, the blood elven allies were generally very vulnerable in all the missions they appeared on all of my tries and were unable to survive enemy attacks without significant help from me, don't know if that was intended.
    • the rpg missions were so easy I could solo them with just heroes, aside from a few super hard boss battles, all in the last chapter: Phaelynne and Varimathras, which I had to kill using tricks - I killed some of their minions, escaped to the fountain of health, came back, killed some more, escaped again and so on... Arthas I couldn't kill at all (was only able to lower his health to about 50% before dying) and after a bit I decided to use cheats just to see the rest of the story (the only time I've ever used cheats in any campaign ever). I have no idea how you're supposed to kill him "legally".
  • While we're talking about Arthas: I feel the campaign should have ended right there with his death and the rise of the new Lich King. The remaining bits felt really unnecessary, and felt like a prelude to something that never came. Thus the campaign ended on an unsatisfying note (it wasn't as bad as in Rise of the Blood Elves though, whose last two chapters were really terrible from a storytelling point of view and were the only flaws in this masterpiece of yours).
  • Garrosh was terrible. I did not like playing him at all, for just one small silly reason: for a melee character, he had very low armor (I think about 4 in the first mission we can control him? Sylvanas had waaay more, blade masters have 5 from the start I think). The point is, he loses his health very fast. Not unlike Jaina, but you can always keep her in the back (ranged caster), while Garrosh just becomes useless. Very irritating.
  • I did not like the fact that some of the buildings were summoned, others were build. It felt inconsistent, and quite strange. I've never played WoW so I don't know how lore-friendly it is, but based on the workers' looks I would rather like the buildings to be built the way humans or orcs do. That's just cosmetics, though.
I don't want to give a negative impression though, as I said before I loved the campaign and the above are ultimately just minor points that are nowhere near to breaking this beautiful campaign. Really great work, if you ever decide to make 3.0 or better yet, make a new campaign (maybe concerning Cataclysm??) I would be the first to play it.
 
Level 2
Joined
Apr 9, 2017
Messages
6
I feel the campaign should have ended right there with his death and the rise of the new Lich King. The remaining bits felt really unnecessary, and felt like a prelude to something that never came. Thus the campaign ended
Actually the ending was there to simulate WoW starting experience, when you created the Forsaken character. The whole location and even NPCs are from the original and their main purpose is to bring nostalgia (at least for me), not to continue the storyline.

Sadly, I think Tomoraider campaigns are much less enjoyable for people who didint realise such things and never played WoW.
 
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Level 26
Joined
Nov 5, 2010
Messages
1,383
Hi there. I have just finished your campaign and just wanted to say I was really amazed by its quality. Even though most of the missions were ultimately pretty standard in structure, either building base and killing enemy bases or rpg style exploration as estabilished by blizzard, it was still all extremely well done and not without some interesting twists here and there (the hero only defense in chapter 4 and the epic siege with ai allies in chapter 10 being my favourites). The terrains were all professional, the race interesting to control (especially with the research building - an amazing idea!) etc. Even though the campaign didn't reach the heights of Rise of the Blood Elves (3) (which I think is BY FAR the best campaign ever done for Warcraft, including the ones from Blizzard, truly brilliant), it was still a wonderful experience and I can certainly see myself coming back to it in the future.

I've actually created my account here for the sole purpose of praising you and giving you feedback on what might have been corrected, but I see @Nmesa has beat me to it. I agree with almost everything he/she said, except that I liked the ghouls.

Other things from just me:
  • VERY INCONSISTENT DIFFICULTY. I am not a W3 noob, especially when it comes to single player, but I had a very hard time playing some of the missions, while the others were childishly easy.
    • The 6th mission was really hard (I almost gave up the campaign) and almost (?) impossible to beat without the upgraded towers, which for a long time I didn't build because I did not expect them to be so overpowered).
    • In the 10th mission, on my first try I was crushed after a few minutes. On my second try, using the same tactics I won with almost no trying - the human ally did almost all the work. On the other hand, the blood elven allies were generally very vulnerable in all the missions they appeared on all of my tries and were unable to survive enemy attacks without significant help from me, don't know if that was intended.
    • the rpg missions were so easy I could solo them with just heroes, aside from a few super hard boss battles, all in the last chapter: Phaelynne and Varimathras, which I had to kill using tricks - I killed some of their minions, escaped to the fountain of health, came back, killed some more, escaped again and so on... Arthas I couldn't kill at all (was only able to lower his health to about 50% before dying) and after a bit I decided to use cheats just to see the rest of the story (the only time I've ever used cheats in any campaign ever). I have no idea how you're supposed to kill him "legally".
  • While we're talking about Arthas: I feel the campaign should have ended right there with his death and the rise of the new Lich King. The remaining bits felt really unnecessary, and felt like a prelude to something that never came. Thus the campaign ended on an unsatisfying note (it wasn't as bad as in Rise of the Blood Elves though, whose last two chapters were really terrible from a storytelling point of view and were the only flaws in this masterpiece of yours).
  • Garrosh was terrible. I did not like playing him at all, for just one small silly reason: for a melee character, he had very low armor (I think about 4 in the first mission we can control him? Sylvanas had waaay more, blade masters have 5 from the start I think). The point is, he loses his health very fast. Not unlike Jaina, but you can always keep her in the back (ranged caster), while Garrosh just becomes useless. Very irritating.
  • I did not like the fact that some of the buildings were summoned, others were build. It felt inconsistent, and quite strange. I've never played WoW so I don't know how lore-friendly it is, but based on the workers' looks I would rather like the buildings to be built the way humans or orcs do. That's just cosmetics, though.
I don't want to give a negative impression though, as I said before I loved the campaign and the above are ultimately just minor points that are nowhere near to breaking this beautiful campaign. Really great work, if you ever decide to make 3.0 or better yet, make a new campaign (maybe concerning Cataclysm??) I would be the first to play it.

Thank you, glad you liked the campaign!

You are right about the inconsistent difficulty, I'm just not good at that part. I try to make maps feel challenging for me, but everyone plays differently, so it's tough to balance them correctly.

I disagree about the ending. In part, it is meant to serve as an epilogue to show what the Forsaken are up to after the Lich King's death, and in part, it is meant to serve as a prelude to a Cataclysm campaign, if that ever happens, but I don't think that diminishes its value as an epilogue, since it doesn't really open up any new storylines. I'm curious, why did you think the final two chapters of RotBE were bad?

Huh. I never realised Garrosh had less armor than everyone else.

Some of the buildings are summoned cause they don't have an animation for normal building.
 
Level 14
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Messages
871
What are the odds of a CotF 3.0 happening within 2017 tomoraider?

Tons of newer HQ models to update. Saiden, veressa, lothremar ect.

Building costs messed up from patch.

Unit oversights like garrosh

Peons building stuff that blocks pathing orgrimmar hero defense level.

General polish and story and mechanic updates you may have planned. An expanded Icecroqn Citidel level with a few more bosses qould be cool. Blood Queen /Kel'Thuzad maybe.

Hope it happens!
 
Level 1
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3
I'm curious, why did you think the final two chapters of RotBE were bad?
I'm on it! Firstly, let me clarify that by "the last two chapters" I meant Chapter Twelve: Fury of the Sunwell and the Epilogue. Secondly, I'd like to make clear that I only have problems with the story aspects, not the gameplay. Well, to be completely fair, the Epilogue's gameplay isn't terribly interesting, just walking from point A to point B in a city, but it's perfectly understandable given the chapter's aim, and besides, the city is really beautiful. Chapter 12 was obviously awesome gameplay-wise.

So, let's get to it. For me Chapter 12 felt really out of place. We have this great story of blood elves (in particular our heroes) with a conflict that's perfectly set up in Chapter 1, develops throughout the next 9 Chapters and finally ends in Chapter 11. After a big and hard fight we destroy Kael's forces, and as a reward we get a grand cinematic finale in which the evil Kael dies, Alessandra redeems herself through sacrifice, Aewynne admits her mistakes, and basically everything is resolved. Maybe add Kael as an enemy hero in Chapter 11 or let us fight him in a short separate chapter just before the cinematic to make the victory even more satisfying, maybe do a short epilogue after the cinematic to explain that Lor'themar becomes the king and the blood elves are safe again, maybe hint at the events in Curse of the Forsaken if you wish to, but really you're basically done. Great, satisfying story.

What happens instead however puzzles me. Kael miraculously survives, somehow, and we have to stop him *again*! Since there's no real explanation for that and it's not hinted at anywhere, and there is no build-up to his return, it just feels annoying rather than exciting. In Curse of the Forsaken, for example, we get rid of Varimathras and he also comes back later on and destroys our city, and then again ruins our plans near the Frozen Throne, but it's all right because we had hints that Phaelynne may still be under his influence, we just knew he had to come back eventually. Here it just feels like a rushed sequel nobody asked for.

My second problem is: have you noticed how long the description of Chapter 12 is (it doesn't even fit on my screen, to be honest)? At the very end of the game you introduce two new vital characters that we hadn't even heard of before. They are so out of place you have to write an essay-long introduction for us to even have any idea what's going on. It's a huge problem because we don't really feel any connection to them at all. The long section of the fight when the dragon man declares his love to the girl and she has to die etc., was supposed to be very emotional but it doesn't make us feel anything or maybe even comes off as forced because we've only met the characters a few minutes ago and thus we just don't care about them at all.

As for the Epilogue, I just felt like it was too long given the lack of events and not focused enough on the issues we were interested in. I think it would be better to just tell us what happened to our heroes and don't get into the politics so much (the talk between the master mage and the diplomat being especially unnecessary), with the exception of the Sylvanas part which was a nice prologue to Curse of the Forsaken.

It's all just my opinion, of course. I'm sure WoW players would have a different one (like you and @Nmesa do in the case of Curse of the Forsaken), as would many non-WoW players, I presume. Also I've no idea how much of the story was by you and how much was by Blizzard, so sorry if I criticized something that wasn't even your idea! Again, let me stress that apart from the above I really really loved Rise of the Blood Elves.
 
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Level 14
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871
@psaraq
You said CotF is sequal no one asked for...... you sound like a fucking dick. Nevermind it was made firat

The story is based on the burning crusade is RotBE and wotlk CotF. And both campaigns first arc is based on their racial Warcraft storylines.


Th e epiloguea of RotBE is based on the short story shadows of the the sun and sets up the wotlk prelude.


And yes Kael. Kalecgos and Annvena was handled EXACTLY as shown in the campaign by the official storyline.

The latter two were fleahed out in a trilogy.

Anveena is important because she is the suwell. Literally

As a person heavily invested in the lore everything tomoraider did especially in the epilogues was spot on. He didnt even need to do the epilogues but he did. If you dont like the premise of them just fuckin skip them.

Every nitpick you had should be directed at blizzard anyhow considering you complain about story while being wntirely ignorant on the last 2006-2009 WoW lore development.. The recreated storylines and new characters were spot on as far as im concerned.


Lastly fury of the sunwell chaper 12 was the culmination and recreated perfevtly by tomoraider as the finale of the TBC storyline. And most importantly the finale of the battle sparks the blood elves sunwell being cleansed and the race being fueled through the power of the light. Curing the magic addicition that drove their race to such desperation and fel magic.
 
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Level 26
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Nov 5, 2010
Messages
1,383
You said CotF is sequal no one asked for...... you sound like a fucking dick. Nevermind it was made firat

The story is based on the burning crusade is RotBE and wotlk CotF. And both campaigns first arc is based on their racial Warcraft storylines.

Th e epiloguea of RotBE is based on the short story shadows of the the sun and sets up the wotlk prelude.

That's very disrespectful. Psaraq's criticisms are all well though out, and he was definitely not rude or anything about it.

I'm on it! Firstly, let me clarify that by "the last two chapters" I meant Chapter Twelve: Fury of the Sunwell and the Epilogue. Secondly, I'd like to make clear that I only have problems with the story aspects, not the gameplay. Well, to be completely fair, the Epilogue's gameplay isn't terribly interesting, just walking from point A to point B in a city, but it's perfectly understandable given the chapter's aim, and besides, the city is really beautiful. Chapter 12 was obviously awesome gameplay-wise.

So, let's get to it. For me Chapter 12 felt really out of place. We have this great story of blood elves (in particular our heroes) with a conflict that's perfectly set up in Chapter 1, develops throughout the next 9 Chapters and finally ends in Chapter 11. After a big and hard fight we destroy Kael's forces, and as a reward we get a grand cinematic finale in which the evil Kael dies, Alessandra redeems herself through sacrifice, Aewynne admits her mistakes, and basically everything is resolved. Maybe add Kael as an enemy hero in Chapter 11 or let us fight him in a short separate chapter just before the cinematic to make the victory even more satisfying, maybe do a short epilogue after the cinematic to explain that Lor'themar becomes the king and the blood elves are safe again, maybe hint at the events in Curse of the Forsaken if you wish to, but really you're basically done. Great, satisfying story.

What happens instead however puzzles me. Kael miraculously survives, somehow, and we have to stop him *again*! Since there's no real explanation for that and it's not hinted at anywhere, and there is no build-up to his return, it just feels annoying rather than exciting. In Curse of the Forsaken, for example, we get rid of Varimathras and he also comes back later on and destroys our city, and then again ruins our plans near the Frozen Throne, but it's all right because we had hints that Phaelynne may still be under his influence, we just knew he had to come back eventually. Here it just feels like a rushed sequel nobody asked for.

My second problem is: have you noticed how long the description of Chapter 12 is (it doesn't even fit on my screen, to be honest)? At the very end of the game you introduce two new vital characters that we hadn't even heard of before. They are so out of place you have to write an essay-long introduction for us to even have any idea what's going on. It's a huge problem because we don't really feel any connection to them at all. The long section of the fight when the dragon man declares his love to the girl and she has to die etc., was supposed to be very emotional but it doesn't make us feel anything or maybe even comes off as forced because we've only met the characters a few minutes ago and thus we just don't care about them at all.

As for the Epilogue, I just felt like it was too long given the lack of events and not focused enough on the issues we were interested in. I think it would be better to just tell us what happened to our heroes and don't get into the politics so much (the talk between the master mage and the diplomat being especially unnecessary), with the exception of the Sylvanas part which was a nice prologue to Curse of the Forsaken.

It's all just my opinion, of course. I'm sure WoW players would have a different one (like you and @Nmesa do in the case of Curse of the Forsaken), as would many non-WoW players, I presume. Also I've no idea how much of the story was by you and how much was by Blizzard, so sorry if I criticized something that wasn't even your idea! Again, let me stress that apart from the above I really really loved Rise of the Blood Elves.

Ah, I see, but I partly agree. Chapter Twelve does feel out of place, the problem with it is that it's 100% based on WoW's patch 2.4. Kael'thas surviving is a weird plot point I took from WoW, and Anveena and Kalecgos feel out of nowhere because it's the same in WoW. Their story actually comes a from a comic book called The Sunwell Trilogy. But yes, I do agree that this whole part of the campaign is probably different for WoW and for non-WoW players.

However, I do not agree the story of the blood elves ends in Chapter Eleven. The whole story is about the blood elves reclaiming their old glory, they do this in part after they retake Quel'Thalas, but they're still missing the Sunwell, and this story is continued by Kael'thas. While that was not the goal of the rest of the characters after Quel'Thalas, Chapter Twelve does finish that part of the story.
 

Kyrbi0

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Messages
9,502
Ah, I see, but I partly agree. Chapter Twelve does feel out of place, the problem with it is that it's 100% based on WoW's patch 2.4. Kael'thas surviving is a weird plot point I took from WoW, and Anveena and Kalecgos feel out of nowhere because it's the same in WoW. Their story actually comes a from a comic book called The Sunwell Trilogy. But yes, I do agree that this whole part of the campaign is probably different for WoW and for non-WoW players.

However, I do not agree the story of the blood elves ends in Chapter Eleven. The whole story is about the blood elves reclaiming their old glory, they do this in part after they retake Quel'Thalas, but they're still missing the Sunwell, and this story is continued by Kael'thas. While that was not the goal of the rest of the characters after Quel'Thalas, Chapter Twelve does finish that part of the story.
Perhaps, then, something to be considered would be to do it better than Blizzard did it (gasp). Like, if in WoW they randomly introduce these two characters way late in the story, you have the power in your story to modify that; introduce them, even just a little, earlier, and perhaps reference them once or twice. You shouldn't need to drastically change everything around, but "put the gun on the mantle" in Ch1 so that when it's shot in Ch10, everyone's on the same page. Blizzard failing to do so doesn't mean you have to. : )

Similarly with Kael. Him surviving beyond the initial death could, perhaps in some way, be foreshadowed somewhere in the campaign (NOTE: I have not played either of these campaigns, so I have no idea if this is even possible or really what's going on. Spoilers lol). A "weird plot point" doesn't sound like something I'd choose to recreate, personally, but since you have, might as well make it less weird. : )

For the final point, it sounds like that's just a (relatively) simple matter of (once again) foreshadowing. For whatever reason, psaraq felt that recapturing Quel'Thalas was a fitting end, one that appropriately wrapped up the story's arc. So then recapturing the Sunwell felt tacked on (if I'm understanding both of you correctly). Simply foreshadowing that point ("Quel'thalas is our goal, but the Sunwell our aim" // "We must take Quel'thalas, but only as a stepping stone to taking the Sunwell" // "Without the Sunwell, all this [Q'thalas] is as ash in the wind") in several points throughout the the campaign will help make it clear that no, we are not done, even though Quel'thalas is secured.


Just my $0.02 as a burgeoning writer. Again, disclaimer, I haven't even touched these campaigns yet (sad, I know), so what I'm talking about might be totally ridiculous/already done/silly/impossible/whatever.
 
Level 26
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Nov 5, 2010
Messages
1,383
Congrats on 100k downloads man, you deserve it! :D

Thank you, it's a bit unreal number!

This is an awesome campaign it is basically PERFECT and I love the story-line. The new Lich king though hahaha

Thanks, glad you liked it!

Perhaps, then, something to be considered would be to do it better than Blizzard did it (gasp). Like, if in WoW they randomly introduce these two characters way late in the story, you have the power in your story to modify that; introduce them, even just a little, earlier, and perhaps reference them once or twice. You shouldn't need to drastically change everything around, but "put the gun on the mantle" in Ch1 so that when it's shot in Ch10, everyone's on the same page. Blizzard failing to do so doesn't mean you have to. : )

Similarly with Kael. Him surviving beyond the initial death could, perhaps in some way, be foreshadowed somewhere in the campaign (NOTE: I have not played either of these campaigns, so I have no idea if this is even possible or really what's going on. Spoilers lol). A "weird plot point" doesn't sound like something I'd choose to recreate, personally, but since you have, might as well make it less weird. : )

For the final point, it sounds like that's just a (relatively) simple matter of (once again) foreshadowing. For whatever reason, psaraq felt that recapturing Quel'Thalas was a fitting end, one that appropriately wrapped up the story's arc. So then recapturing the Sunwell felt tacked on (if I'm understanding both of you correctly). Simply foreshadowing that point ("Quel'thalas is our goal, but the Sunwell our aim" // "We must take Quel'thalas, but only as a stepping stone to taking the Sunwell" // "Without the Sunwell, all this [Q'thalas] is as ash in the wind") in several points throughout the the campaign will help make it clear that no, we are not done, even though Quel'thalas is secured.


Just my $0.02 as a burgeoning writer. Again, disclaimer, I haven't even touched these campaigns yet (sad, I know), so what I'm talking about might be totally ridiculous/already done/silly/impossible/whatever.

Hmmm, I agree with you, some foreshadowing would make it less out of nowhere. When I do a next update, I will try to add those.
 
Level 29
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2,678
Awesome campaign, I loved it! The plot is good, I like the Forsaken units and upgrades. This campaign is truly a masterpiece!

I didn't like Jaina's personality at this campaign, though. She seemed like the Jaina after the destruction of Theramore and I hate her racism and mistrust. She seemed far more sympathetic towards Arthas than to Sylvanas, even though Sylvanas is her ally and Arthas has killed far more people and commited far more atrocities than Sylvanas. She even seems to berate Vereesa for still caring for Sylvanas, while she herself still has feelings for Arthas, the man responsible for the destruction of two kingdoms, millions of deaths and the suffering of many others.
I actually liked the interactions between Sylvanas and Vereesa. It served to show that Sylvanas still retains parts of ''humanity'' despite her thirst for revenge and cursed state and that Vereesa still loves her sister, even if she is an undead.
 
Level 26
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Messages
1,383
Awesome campaign, I loved it! The plot is good, I like the Forsaken units and upgrades. This campaign is truly a masterpiece!

I didn't like Jaina's personality at this campaign, though. She seemed like the Jaina after the destruction of Theramore and I hate her racism and mistrust. She seemed far more sympathetic towards Arthas than to Sylvanas, even though Sylvanas is her ally and Arthas has killed far more people and commited far more atrocities than Sylvanas. She even seems to berate Vereesa for still caring for Sylvanas, while she herself still has feelings for Arthas, the man responsible for the destruction of two kingdoms, millions of deaths and the suffering of many others.
I actually liked the interactions between Sylvanas and Vereesa. It served to show that Sylvanas still retains parts of ''humanity'' despite her thirst for revenge and cursed state and that Vereesa still loves her sister, even if she is an undead.

Thank you, glad you liked it. I agree with you about Jaina, if I update the campaign, I plan to change Jaina's behavior.
 
Level 29
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Mar 28, 2015
Messages
2,678
Thank you, glad you liked it. I agree with you about Jaina, if I update the campaign, I plan to change Jaina's behavior.

Thank you.
I actually preferred Varian and Jaina on the first version of your campaign. These ones are nothing more but racists and hypocrites, claiming that Sylvanas cannot be trusted when they are the ones that are plotting behind her back, like talking with Rhonin. Each phrase of theirs just made me so pissed that I almost wished that Sylvanas rejoined the Scourge and kill them all, but not before saying something like this "you all saw me as a monster, and now I am one, are you happy now?" This is one of the main reasons I stand more at the side of the Horde, since they are more forgiving and tolerant.

And on the "Memories" interlude, Varian's comment that the high elves sufered the way they did because of Sylvanas made my blood boil in anger. Sylvanas is one of my favorite warcraft characters without a doubt and I think she is the way she is because she knows that the overall world will never accept the existence of the Forsaken, so why bother being a "hero" and having morales and honor?
 
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