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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 3
Joined
Dec 13, 2017
Messages
33
after few minutes, about 30 minutes i would say, i fixed the problem, and been playing it for hours with few breaks, awesome map, repped
 
Level 4
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Jun 9, 2017
Messages
74
oii tomo the CGI movies worked for me,the problem with the campaign so far is that the last icecrown oblisk (Purple) in the chapter where we fight the lich king on the throne etc. etc. didn't deactivate even though i killed every enemy in the area
 
Level 14
Joined
Oct 26, 2015
Messages
871
It works.

I was curious what the first cinematic could possibly be because Wotlk only had 3 lich King related ones.

How delightful of a montage

So what is contained here?

The montage opener, The Raising of Sindragosa, The Wrathgate, and the Death of Arthas I hope.

Seems you might of missed the Fall of the Lich King trailer where he is communing with Terenas before the siege of ICC begins.

or are all those included?

either way it's good.

Look forward to seeing the Fury of the Sunwell and Akama musing about the black Temple added to RotBE
 
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Level 8
Joined
Apr 14, 2011
Messages
463
Glad you liked it! How did you feel about the difficulty? Was it right for hard, was anything too hard?

It was hard yes, probably Chapter 4 was the most difficult since is a new chapter, 4 waves in a row came to my base! (restarted like 7-8 times)
The three first chapters is notable the difference but it can be solved.
Chapter 5 was amazing, probable the orcs IA (Garrosh and Drek'Thar) were quite useless lol
Chapter 6 is like more a run to survive, it gave me like 5 restarts to beat it.
The chapters in Northend are so fun and hard at the same time, I really enjoyedd it. (I missed Varimathras here)

I find strange that I didn't find any bugs of all that people comment here (not sure about the CGI cinematics, I chose the ingame versions)
 
Level 4
Joined
Jun 9, 2017
Messages
74
Sooo i restarted the mission again (fall of the lich king)and still have the same issue. the last obelisk (the purple one to the left)doesn't deactivate) Edit1: this is what i'm talking about,if you look at the map you can see no enemies left
 

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Level 26
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Nov 5, 2010
Messages
1,383
oii tomo the CGI movies worked for me,the problem with the campaign so far is that the last icecrown oblisk (Purple) in the chapter where we fight the lich king on the throne etc. etc. didn't deactivate even though i killed every enemy in the area

Hmm, I'm not sure what the issue is. The trigger for that obelisk is the same like for every other. You killed both of the bosses, Dranosh and the two Val'kyr? Asking to check, if yes, then I will take a closer look at the triggers. It's possible I overlooked something.

It works.

I was curious what the first cinematic could possibly be because Wotlk only had 3 lich King related ones.

How delightful of a montage

So what is contained here?

The montage opener, The Raising of Sindragosa, The Wrathgate, and the Death of Arthas I hope.

Seems you might of missed the Fall of the Lich King trailer where he is communing with Terenas before the siege of ICC begins.

or are all those included?

either way it's good.

Look forward to seeing the Fury of the Sunwell and Akama musing about the black Temple added to RotBE

Awesome!

So I think this was the issue with the cinematics (@Neveralice already posted about it, thank you!). Warcraft III has its own codec that allows you to view the cinematics and I think if you have a different codec installed on your PC, the game uses that one to play them. But Warcraft III's codec can only play Xvid format cinematics it seems, so if you don't have a codec that supports different formats, it will not play them. So the last cinematic I linked was rendered in Xvid (when I finally figured out how to do it), which seems to solve the issue.

It was hard yes, probably Chapter 4 was the most difficult since is a new chapter, 4 waves in a row came to my base! (restarted like 7-8 times)
The three first chapters is notable the difference but it can be solved.
Chapter 5 was amazing, probable the orcs IA (Garrosh and Drek'Thar) were quite useless lol
Chapter 6 is like more a run to survive, it gave me like 5 restarts to beat it.
The chapters in Northend are so fun and hard at the same time, I really enjoyedd it. (I missed Varimathras here)

I find strange that I didn't find any bugs of all that people comment here (not sure about the CGI cinematics, I chose the ingame versions)

Chapter Four is sorta intended to feel "impossible", until the two AIs turn against each other. I might tune it down a bit, tho, if more people find it too hard.
The orc AIs in Chapter Five are a bit strange. In most games for me, they'd come and help out during attacks, but sometimes they'd just sit in their base. I'm not sure what causes that.
In Chapter Six the intention was that you would have to play very agressive so you can quickly take over enemy Forsaken bases, which I seem to have managed then awesome!

It's understandable other people have come across bugs. Everyone plays somewhat different so it's impossible to spot every bug. But it's great it's getting reported, I plan to push an update later this week to adress all the issues once more people post comments.
 
Level 14
Joined
Oct 26, 2015
Messages
871
It was hard yes, probably Chapter 4 was the most difficult since is a new chapter, 4 waves in a row came to my base! (restarted like 7-8 times)
The three first chapters is notable the difference but it can be solved.
Chapter 5 was amazing, probable the orcs IA (Garrosh and Drek'Thar) were quite useless lol
Chapter 6 is like more a run to survive, it gave me like 5 restarts to beat it.
The chapters in Northend are so fun and hard at the same time, I really enjoyedd it. (I missed Varimathras here)

I find strange that I didn't find any bugs of all that people comment here (not sure about the CGI cinematics, I chose the ingame versions)

My bugs were a fluke in my game files. Reinstall fixed everything. Even with rebirth
 
Level 4
Joined
Jun 9, 2017
Messages
74
Hmm, I'm not sure what the issue is. The trigger for that obelisk is the same like for every other. You killed both of the bosses, Dranosh and the two Val'kyr? Asking to check, if yes, then I will take a closer look at the triggers. It's possible I overlooked something.



Awesome!

So I think this was the issue with the cinematics (@Neveralice already posted about it, thank you!). Warcraft III has its own codec that allows you to view the cinematics and I think if you have a different codec installed on your PC, the game uses that one to play them. But Warcraft III's codec can only play Xvid format cinematics it seems, so if you don't have a codec that supports different formats, it will not play them. So the last cinematic I linked was rendered in Xvid (when I finally figured out how to do it), which seems to solve the issue.



Chapter Four is sorta intended to feel "impossible", until the two AIs turn against each other. I might tune it down a bit, tho, if more people find it too hard.
The orc AIs in Chapter Five are a bit strange. In most games for me, they'd come and help out during attacks, but sometimes they'd just sit in their base. I'm not sure what causes that.
In Chapter Six the intention was that you would have to play very agressive so you can quickly take over enemy Forsaken bases, which I seem to have managed then awesome!

It's understandable other people have come across bugs. Everyone plays somewhat different so it's impossible to spot every bug. But it's great it's getting reported, I plan to push an update later this week to adress all the issues once more people post comments.
yes i killed every single monster including the 2 Val'kyr and the undead orc boss and created shadowmorne. could the problem be in shadowmorne?
 
Level 4
Joined
Jun 9, 2017
Messages
74
No, I don't think Shadowmourne is the issue. It seems you're playing with cheats, if so, could you try out those two boss fights without cheats? I'm wondering if they might be breaking something.
It was shadowmourne,i played with cheats again,killed the 2 bosses (didn't pick up the death essence tho) and the obelisk got disabled,i'll update this reply if i find any of the 2 obelisks not working
 
Level 2
Joined
Feb 27, 2015
Messages
8
Glad to be of help. As I mentioned later, if you want the original quality, try installing H264 codecs and cinematics will play smoothly.

I've finally completed all missions on hard mode without noticeable bugs. (And I'd like a Brutal difficulty, to be honest:D)
Chapter 4 can be done without the AIs' infighting. The trick is to quickly feed the vampire bats so that they can delay the enemy attacks effectively. And expand early to secure enough income.
In Chapter 5 Garrosh only helped me once and Drek'Thar never came out of his base:confused:. Yet I finished it because the Undead were also fools - they never destroyed the south production buildings even if they have pushed across the brigde.
The trick in chapter 6 is to liberate the east Forsaken base first. It has a Level 3 town hall, and unlike the central base it won't be attacked in three directions. Remember to lure the Generals out and focus fire, not fighting them in base. You'd like to preserve as many forsaken units as possible.
That Scroll of Truth in Chapter 9 is really neat. I thought it was an alternative way for Sylvanas to use her Banshee form, but ..... no one told me that Jaina is a dreadlord before:eek:
The enhanced Frost Wyrms in Chapter 10 are CRAZY. Massing Dread Guards can beat all previous levels, but I was forced to mass Vampire Bats after three defeats in a row.

By the way, I don't think replacing Dread Guard's life drain with passive life steal is an Upgrade. I assume you never tried to mass Dread Guards? When you have 20 Dread Guards life draining the same target - even a hero will be killed in a few seconds. (That's my anti-air way before being forced to try Vampire Bats:))
And do you think it is a good idea to add resistant skin to Val'kyrs? Necromancer's cripple on Val'kry lasts too long in my opinion. That's why I prefer Dread Guards - they are immune.

The last Chapter is a huge improvement and very fun to play, although I miss our manipulative, cunning, persistent and ambitious Dreadlord Varimathras and our innocent, cute and unfortunate Apothecary Phaelynne.
 
Level 14
Joined
Oct 26, 2015
Messages
871
The last Chapter is a huge improvement and very fun to play, although I miss our manipulative, cunning, persistent and ambitious Dreadlord Varimathras and our innocent, cute and unfortunate Apothecary Phaelynne.
I've already praised Tomoraider for having old versions uploaded specifically because CotF2.0 and 3.0 maps and story and fights are so different it's two entirely different campaigns. Far more different then all the rehashes of Reign of Chaos campaigns we get spammed with on here excluding Teo's Enhanced one.

2.0 has the Silverpine Level and Worgen, different character apothacary, Entirely different ICC and extremely challenging encounter, and a completely different layout for many levels like Orgrimmar and Azjol Nerub.

I would go as far to say that 2.0 should be advertised along with the other 2 V3.0s relable it a directors Cut edition because thats what it is. Odds are most new users would end up never looking at that one.
 
Level 50
Joined
Dec 29, 2014
Messages
1,950
Level 26
Joined
Nov 5, 2010
Messages
1,383
Glad to be of help. As I mentioned later, if you want the original quality, try installing H264 codecs and cinematics will play smoothly.

I've finally completed all missions on hard mode without noticeable bugs. (And I'd like a Brutal difficulty, to be honest:D)
Chapter 4 can be done without the AIs' infighting. The trick is to quickly feed the vampire bats so that they can delay the enemy attacks effectively. And expand early to secure enough income.
In Chapter 5 Garrosh only helped me once and Drek'Thar never came out of his base:confused:. Yet I finished it because the Undead were also fools - they never destroyed the south production buildings even if they have pushed across the brigde.
The trick in chapter 6 is to liberate the east Forsaken base first. It has a Level 3 town hall, and unlike the central base it won't be attacked in three directions. Remember to lure the Generals out and focus fire, not fighting them in base. You'd like to preserve as many forsaken units as possible.
That Scroll of Truth in Chapter 9 is really neat. I thought it was an alternative way for Sylvanas to use her Banshee form, but ..... no one told me that Jaina is a dreadlord before:eek:
The enhanced Frost Wyrms in Chapter 10 are CRAZY. Massing Dread Guards can beat all previous levels, but I was forced to mass Vampire Bats after three defeats in a row.

By the way, I don't think replacing Dread Guard's life drain with passive life steal is an Upgrade. I assume you never tried to mass Dread Guards? When you have 20 Dread Guards life draining the same target - even a hero will be killed in a few seconds. (That's my anti-air way before being forced to try Vampire Bats:))
And do you think it is a good idea to add resistant skin to Val'kyrs? Necromancer's cripple on Val'kry lasts too long in my opinion. That's why I prefer Dread Guards - they are immune.

The last Chapter is a huge improvement and very fun to play, although I miss our manipulative, cunning, persistent and ambitious Dreadlord Varimathras and our innocent, cute and unfortunate Apothecary Phaelynne.

I'll do some more testing with the orc AIs in Chapter Five, try to get them to work correctly all of the time. As for your thoughts on chapter four and six: agree completely! Those are the best tactics to beat them easily.

Hmm, I will think about the Siphon Life upgrade. I usually didn't make a lot of Dreadguards because I liked to have a lot of casters and a few abominations, but I kind of agree with you. I suppose the idea behind Siphon Life was to make Dreadguards able to survive even more encounters. Any ideas on how else I could change it?

As for the val'kyr, I'm not sure. I think they are already quite powerful, adding resistant skin might make every val'kyr feel like a hero, I also always had an apothecary or two that could dispel Cripple.

Oh yes, and how did you feel about the hard difficulty? Did you feel it was right? Was anything too hard? And a brutal version, eh? I already found hard quite challenging at times, I'm not sure I would be able to play through brutal!

I've already praised Tomoraider for having old versions uploaded specifically because CotF2.0 and 3.0 maps and story and fights are so different it's two entirely different campaigns. Far more different then all the rehashes of Reign of Chaos campaigns we get spammed with on here excluding Teo's Enhanced one.

2.0 has the Silverpine Level and Worgen, different character apothacary, Entirely different ICC and extremely challenging encounter, and a completely different layout for many levels like Orgrimmar and Azjol Nerub.

I would go as far to say that 2.0 should be advertised along with the other 2 V3.0s relable it a directors Cut edition because thats what it is. Odds are most new users would end up never looking at that one.

I guess they do somewhat feel like two different campaigns, but I think v3.0 came out so different simply because I decided to drastically change all the parts I felt needed changing. The worgen story felt redundant to me and Phaelynne's story felt a bit too forced, especially the ending. And so many maps ended up getting revamped because I felt they could be much better than what they were.

The first cinematic seems to work now. Don't know about the other 3 ones cuz I didn't played it since the cinematics didn't work.

Awesome! I will post updated versions of all cinematics tomorrow.
 
Last edited:
Level 14
Joined
Oct 26, 2015
Messages
871
Why you remove the worgens?
likely going for a more canonical experience this time around. Putress and no varimathras after battle for undercity as an example.

its a great change and CotF has evolved for the better. still worth playing both editions for newcomers in my opinion.

I'm just thrilled to death we get a Kel'thuzad boss battle among all the wonderful others I was able to spy around ICC. i havnt even played this yet with other obbligations at the moment.
 
Level 8
Joined
Apr 14, 2011
Messages
463
Chapter Four is sorta intended to feel "impossible", until the two AIs turn against each other. I might tune it down a bit, tho, if more people find it too hard.
The orc AIs in Chapter Five are a bit strange. In most games for me, they'd come and help out during attacks, but sometimes they'd just sit in their base. I'm not sure what causes that.
In Chapter Six the intention was that you would have to play very agressive so you can quickly take over enemy Forsaken bases, which I seem to have managed then awesome!

It's understandable other people have come across bugs. Everyone plays somewhat different so it's impossible to spot every bug. But it's great it's getting reported, I plan to push an update later this week to adress all the issues once more people post comments.

Sure, after try number 5 I had studied the bases and saw which one was weaker to go to kill the general as fast as I can.
The IA of the orcs in Chapter 5 in my case was like Drek'Thar did nothing and Garrosh defended Orgrimmar with all of his forces, he even brought peons lol

Hmm, I will think about the Siphon Life upgrade. I usually didn't make a lot of Dreadguards because I liked to have a lot of casters and a few abominations, but I kind of agree with you. I suppose the idea behind Siphon Life was to make Dreadguards able to survive even more encounters. Any ideas on how else I could change it?

Actually, I like Dreadguards as they are, Siphon life I use it in the early game, when I update them with armor and weapons, the lifesteal passive feels like op.
 
Level 14
Joined
Oct 26, 2015
Messages
871
Sure, after try number 5 I had studied the bases and saw which one was weaker to go to kill the general as fast as I can.
The IA of the orcs in Chapter 5 in my case was like Drek'Thar did nothing and Garrosh defended Orgrimmar with all of his forces, he even brought peons lol



Actually, I like Dreadguards as they are, Siphon life I use it in the early game, when I update them with armor and weapons, the lifesteal passive feels like op.

Garrosh made even peons fight? Sounds intended if this is supposed to be a LORE campaign. RIGHT?

I approve
 
Level 2
Joined
Feb 27, 2015
Messages
8
Hello again! I've got some ideas on loading screens.
Say I'm telling a High Elf story in Quel'Thalas. The Undead Campaign has several built-in loading screens for use. However, they all have that Scourge crest and their own red path marks, which give a foreign feeling since this should be a High Elf story, not Scourge.
I found the resources in War3.mpq and with some editing (< 30 min), got a High Elf themed Quel'Thalas loading screen with its own path marks. (Tested and worked in game)
This is not a significant change, but I believe it is a neat visual effect that improves the overall feeling of this already wonderful campaign.
So what do you think of this, replacing Scourge crests in loading screen with Forsaken or other faction crests?
Td5ve2LTq6DkLa8radiY6h36wQk7szIdXXZf3WK4o5SmuPP2hJ0BHXjGYZ3TkuhoTuXVvtMX8iio-SMWULzi_fvge7245HfEe2JtvNWphseI-IKYlrV1zVTLsKiTS6h6iBVLxun89Q=w2400
iZ943C6lRvaRXxFOhYi24HxZlNmxV7LqP15WaUaJEoZXUJbBLQPZGpYi4kJ7kfELMRQPBSk42fhzUkKHOa7nRbtmCvAQAgxJgLyLsLk_NkJBB1UpLQDtq3hcXc750VWkRjYPrGhOoQ=w2400
* The High Elf crest is credited to @BannanaHamma on deviantart (here's the link). All other edits and tests are done myself.
 
Level 4
Joined
Jun 9, 2017
Messages
74
Tomo i finished the Campaign the problem was as i said with shadowmorne,i didn't pick up any of the essences or triggered the quest until the 3 obelisks got deactivated
 
Level 14
Joined
Oct 26, 2015
Messages
871
the problem with crests is what do you do for say Azjol that has varian and thrall?

I think if tomo a forsaken broken mask crest has far more personalaity across the board. it's curse of the forsaken afterall
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
King Varian Wrynn

Bolvar Fordragon

Don't know if you saw this Bolvar model yet or not. The Varian model got updated with a new texture recently

Oooh I like that Varian model now, I'll think about. I haven't found any Bolvar models I like, though.

Why you remove the worgens?
likely going for a more canonical experience this time around. Putress and no varimathras after battle for undercity as an example.

its a great change and CotF has evolved for the better. still worth playing both editions for newcomers in my opinion.

I'm just thrilled to death we get a Kel'thuzad boss battle among all the wonderful others I was able to spy around ICC. i havnt even played this yet with other obbligations at the moment.

It's actually more because they didn't contribute to the story at all, they felt like a pointless filler. There's a few of those, for example, the campaign would be the same without Lor'themar, but he has a justification for being there, as it's sort of a continuation of Rise of the Blood Elves (And I want him to be there!). The worgen, however, were just there.

Sure, after try number 5 I had studied the bases and saw which one was weaker to go to kill the general as fast as I can.
The IA of the orcs in Chapter 5 in my case was like Drek'Thar did nothing and Garrosh defended Orgrimmar with all of his forces, he even brought peons lol

Actually, I like Dreadguards as they are, Siphon life I use it in the early game, when I update them with armor and weapons, the lifesteal passive feels like op.
Garrosh made even peons fight? Sounds intended if this is supposed to be a LORE campaign. RIGHT?

I approve
Garrosh did nothing wrong. *insert sarcasm face*

That sounds absolutely perfect. I should totally make Garrosh attack with peons!

Can someone tell me at what points do the Dragon Age Inquisition music happens?

It happens throughout the entire campaign. I can't remember on top of my head where what soundtrack plays.

Hello again! I've got some ideas on loading screens.
Say I'm telling a High Elf story in Quel'Thalas. The Undead Campaign has several built-in loading screens for use. However, they all have that Scourge crest and their own red path marks, which give a foreign feeling since this should be a High Elf story, not Scourge.
I found the resources in War3.mpq and with some editing (< 30 min), got a High Elf themed Quel'Thalas loading screen with its own path marks. (Tested and worked in game)
This is not a significant change, but I believe it is a neat visual effect that improves the overall feeling of this already wonderful campaign.
So what do you think of this, replacing Scourge crests in loading screen with Forsaken or other faction crests?
Td5ve2LTq6DkLa8radiY6h36wQk7szIdXXZf3WK4o5SmuPP2hJ0BHXjGYZ3TkuhoTuXVvtMX8iio-SMWULzi_fvge7245HfEe2JtvNWphseI-IKYlrV1zVTLsKiTS6h6iBVLxun89Q=w2400
iZ943C6lRvaRXxFOhYi24HxZlNmxV7LqP15WaUaJEoZXUJbBLQPZGpYi4kJ7kfELMRQPBSk42fhzUkKHOa7nRbtmCvAQAgxJgLyLsLk_NkJBB1UpLQDtq3hcXc750VWkRjYPrGhOoQ=w2400
* The High Elf crest is credited to @BannanaHamma on deviantart (here's the link). All other edits and tests are done myself.
the problem with crests is what do you do for say Azjol that has varian and thrall?

I think if tomo a forsaken broken mask crest has far more personalaity across the board. it's curse of the forsaken afterall

I like this idea. I'll think about it. I don't think it would be a problem if the Azjol-Nerub map had a Forsaken crest.

Tomo i finished the Campaign the problem was as i said with shadowmorne,i didn't pick up any of the essences or triggered the quest until the 3 obelisks got deactivated
TOMOOOO HELP MEEEE :clol::clol:

Shadowmourne has nothing to do with it. The trigger for the obelisk to turn off is completely independent from all the other triggers. I suspect it's because you're using cheats. The image you just posted: that happened because of cheats.

Thak you very much for the 3.0. I have been really waiting for it!

No problem! Glad you liked it.
 
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the problem with crests is what do you do for say Azjol that has varian and thrall?

I think if tomo a forsaken broken mask crest has far more personalaity across the board. it's curse of the forsaken afterall
I agree. The simplest solution is to just put Forsaken crest on every loading screen since this is CotF.

However, if you'd like to be a little more creative, it is possible to get some "combined" crest.
Although I don't know Photoshop, I do find some interesting fan arts. For example, I think this one is good for maps where you control both Forsaken and Blood Elf forces. And of course, in the Azjol-Nerub map a combined Alliance-Horde crest is most proper.
(I tried but failed to find the creator of this crest.)
iNjaQF48_vwXx9Fh-OZEefEotMJMZw-zMf2Gj9uY02cZ3LjBhQ4kQ_vYeD66Wj_Qsagh8h0dPCSQuKQfD3wOPhPna0CFvrtrT-9K9lLEh2cICglNWwZz6_tiYvgW9qqtL5eCFuE_RQ=w2400
 
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Hi Tomo! I found another bug. Black arrow skeletons last only 80 seconds. In the earlier version they were permanent........
 
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I've replaced the link in the description with CGI cinematics in a new format. These should now work properly.

I agree. The simplest solution is to just put Forsaken crest on every loading screen since this is CotF.

However, if you'd like to be a little more creative, it is possible to get some "combined" crest.
Although I don't know Photoshop, I do find some interesting fan arts. For example, I think this one is good for maps where you control both Forsaken and Blood Elf forces. And of course, in the Azjol-Nerub map a combined Alliance-Horde crest is most proper.
(I tried but failed to find the creator of this crest.)
iNjaQF48_vwXx9Fh-OZEefEotMJMZw-zMf2Gj9uY02cZ3LjBhQ4kQ_vYeD66Wj_Qsagh8h0dPCSQuKQfD3wOPhPna0CFvrtrT-9K9lLEh2cICglNWwZz6_tiYvgW9qqtL5eCFuE_RQ=w2400

I'm not sure I like that crest. If I do it, I think I would just put a Forsaken crest on all the loading screens. But I will also think about making completely new loading screens, using WoW maps, maybe?

Hi Tomo! I found another bug. Black arrow skeletons last only 80 seconds. In the earlier version they were permanent........

Black Arrow has always worked like that, it's unchanged from how it works in melee.

Hey @tomoraider, tried the cinematics, but couldn't get them to work. I saw that you've posted a separate link to the cinematics in a different format, but couldn't download them (the link was broken). I'm running the latest WC patch.

Hey, I just replaced the link in the description with CGI cinematics in a new format that should work for everyone. Give them a try!
 
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What sort of changes would be in The Rise of the Blood Elves update?

Is Sylvanas's model change in Chapter 5 just to signify that a lot of time has passed?

The only thing that I thought was that being a reference to "Sylvanas kept improving her body as time passed" or something like that was her lore?
 
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I've replaced the link in the description with CGI cinematics in a new format. These should now work properly.



I'm not sure I like that crest. If I do it, I think I would just put a Forsaken crest on all the loading screens. But I will also think about making completely new loading screens, using WoW maps, maybe?

You should definetly use WoW maps. Could always use the OLD WOTLK Arthas sitting on the Throne loading screen before it was replaced with Bolvar if you can find that for ICC since. That would be a good one right there.

but YES use WoW ones and make your own
[Campaign] - The Second War does this and it looks great. heres an example
I believe this is one of the final artistic touches you campaigns need

Make sure you pay attention to vanilla WoW and not Post Cata for the Eastern Kingdoms
FppJ2pE.png

GDj4A9m.png



replace the Wotlk Logo
20100814115532
 
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I imagine Tomo would just download the old Vanilla and Wotlk and modfy them and cut the images up to form a loading screen.

It's a process but it will add A hell of a lot to the campaigns as a next 3.1 jump. I love the idea
 
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Actually, I've just found the fix: https://eu.battle.net/forums/en/bnet/topic/17611151371, it seems to be an issue with the codec that Warcraft 3 uses to run cinematics, it is not quite compatible with Win 10, but there's a fix. You might want to quote the link on the main post, for those unable to run the CGIs.

Yeah, I already found out about that, but thanks regardless!

What sort of changes would be in The Rise of the Blood Elves update?

Is Sylvanas's model change in Chapter 5 just to signify that a lot of time has passed?
The only thing that I thought was that being a reference to "Sylvanas kept improving her body as time passed" or something like that was her lore?

Not sure about any RotBE changes yet.

I changed her model because I wanted to show a lot of time passed and the Forsaken were now a real threat, so to say.

You should definetly use WoW maps. Could always use the OLD WOTLK Arthas sitting on the Throne loading screen before it was replaced with Bolvar if you can find that for ICC since. That would be a good one right there.

but YES use WoW ones and make your own
[Campaign] - The Second War does this and it looks great. heres an example
I believe this is one of the final artistic touches you campaigns need

Make sure you pay attention to vanilla WoW and not Post Cata for the Eastern Kingdoms
FppJ2pE.png

GDj4A9m.png



replace the Wotlk Logo
20100814115532
How to do that (use WoW maps)?
I imagine Tomo would just download the old Vanilla and Wotlk and modfy them and cut the images up to form a loading screen.

It's a process but it will add A hell of a lot to the campaigns as a next 3.1 jump. I love the idea

It would be pretty cool. I imagine I would edit them heavily in Photoshop to make them look nice ingame. It would certainly be a process.
 
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Oh, sorry! Very sorry for wasting your time :(
Tomoraider bro, are you anyhow planning to do the Burning Crusade remake for Warcraft 3? Would love that!
Edit : There is an error in the spelling in the line I posted. "Name". You wrote "Named". How strange! I did not see it before! Anyway, good work!
 
Oh, sorry! Very sorry for wasting your time :(
Tomoraider bro, are you anyhow planning to do the Burning Crusade remake for Warcraft 3? Would love that!
Edit : There is an error in the spelling in the line I posted. "Name". You wrote "Named". How strange! I did not see it before! Anyway, good work!

Check his Rise of the Blood Elves campaign, it is a BC remake.
 
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I noticed a tiny oversight in the Battle for Undercity map: the Meat Wagons given to you in the actual undercity assault part of the mission are the standard kind that pick up corpses, not the custom ones that can dispense blight.
 
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