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Curse of the Forsaken v3.0.1

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

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

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

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

Some lines written by ericwu102

Changelog
- Released.

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

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

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

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

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

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

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

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

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

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

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

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

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

Major Chapter Changes

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

NEW: Cinematic: Curse of the Forsaken

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

Chapter One: A Necessary Intervention

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

Chapter Two: Icy Menace

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

NEW: Interlude: Purpose

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

Chapter Three: Disdain

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

NEW: Chapter Four: Devil’s Deal

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

Cinematic: Wrath of the Lich King

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

Interlude: A Royal Coup

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

REVAMPED: Chapter Five: A Rallying Point

Chapter Six: Battle for the Undercity

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

Interlude: Memories

- New intro part.
- References to Malygos removed.

NEW: Cinematic: Invasion of Northrend

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

Chapter Seven: Into the Frozen Heart of Northrend

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

NEW: Interlude: Crossroads

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

REVAMPED: Chapter Eight: Azjol-Nerub

Chapter Nine: Hearts in Ice

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

Bonus Interlude: Journey to the Sunwell

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

Chapter Ten: Hour of the Forsaken

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

NEW: Cinematic: The Wrathgate

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

REVAMPED: Chapter Eleven: Trial of Monsters

Interlude: Deliverance

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

REVAMPED: Chapter Twelve: Fall of the Lich King

Finale: In Damnation

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

Epilogue: Edge of Night

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


Techtree Changes

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

NEW UNIT: Vampire Bat

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

Worker

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

Ghoul

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

Dark Ranger

- Poison Arrow has a new special effect.

Dreadguard

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

Apothecary

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

Banshee

- Vengeance has a new sound effect.

Meat Wagon

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

Abomination

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

Val’kyr Battlemaiden

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


Hero Changes

Sylvanas

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

Phaelynne (Putress)

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

Jaina

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

Varian

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

Vereesa

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

Thrall

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

Lor’themar

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

OVERALL CHANGES

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

UNIT AND HERO CHANGES

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

CHAPTER ONE – A Necessary Intervention

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

CHAPTER THREE - Disdain

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

CHAPTER FIVE – A Rallying Point

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

CHAPTER SEVEN – Into the Frozen Heart of Northrend

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

CHAPTER EIGHT – Azjol-Nerub

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

CHAPTER TEN – Hour of the Forsaken

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

CHAPTER ELEVEN – Trial of Monsters

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

CHAPTER TWELVE – Fall of the Lich King

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

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

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

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

My Other Campaign

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] Not Rated » Rules: [c] 「Map Submission」 [TR]» Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
Level 1
Joined
Nov 4, 2018
Messages
2
So none of the characters have voices. I don't know if they should, but the game seems to imply they should as talking seems to happen between Ronin and Sylvannas, but their voice recordings don't play? Again between Varimathras and his brother, but again no sound of their voices, so I don't know what was said?
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
So none of the characters have voices. I don't know if they should, but the game seems to imply they should as talking seems to happen between Ronin and Sylvannas, but their voice recordings don't play? Again between Varimathras and his brother, but again no sound of their voices, so I don't know what was said?

I think you need to turn on subtitles in the game's options.
 
Level 3
Joined
Mar 8, 2015
Messages
15
Hello there, I wanted to play again this map after quite a bit of time, but I noticed it got quite complicated due to all those wc3 patches.
I have 2 different wc3, one being 1.28.5 and the other being the latest version available on bnet. I kind of need both so I'm really not up to get a third warcraft with version 1.29, so here is my question ; What should I do to play the map to the fullest ?

Should I play the 1.29 version of this map on current patch even if I lose CGI cinematics ? Or if I play on the 1.28.5 version, which version of this campain should I use to play ? Basically what bug/what will be missing in both case.
It would really help me if you could tell, thanks in advance.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Hello there, I wanted to play again this map after quite a bit of time, but I noticed it got quite complicated due to all those wc3 patches.
I have 2 different wc3, one being 1.28.5 and the other being the latest version available on bnet. I kind of need both so I'm really not up to get a third warcraft with version 1.29, so here is my question ; What should I do to play the map to the fullest ?

Should I play the 1.29 version of this map on current patch even if I lose CGI cinematics ? Or if I play on the 1.28.5 version, which version of this campain should I use to play ? Basically what bug/what will be missing in both case.
It would really help me if you could tell, thanks in advance.

If you play on patch 1.30, you can't use CGI cinematics and there are also issues with sounds not playing properly.
I think you could play the version of my campaign meant for patch 1.27 on 1.28.5 with no issues. The version meant for patch 1.29 will not work because it uses the new team colors introduced in that patch.
 
The Shores of Northerend chapter was very, VERY broken.

If you simply let Lor'Themar come over and take the Tiny Dark Keep instead, you could basically have 3 full bases, especially if you chose to rush the closed undead base and the Valkyr early.

Also, Lor'Themar's Boneyard had Valkyrs unlocked for that mission.

Also, if you let one or two undead buildings stand, despite having a full fletched base, the enemy AI would never attack you.

I swept that mission on hard mode within 30 minutes, mass bloodbats are OP, especially with controlling 2 player slots!


Mission could be made a little harder (especially for hard mode), and solution to the Lor'themar Tiny Dark Keep situation, maybe dont let Lor'themar have transport ships until sylvanas has set up base?
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
The Shores of Northerend chapter was very, VERY broken.

If you simply let Lor'Themar come over and take the Tiny Dark Keep instead, you could basically have 3 full bases, especially if you chose to rush the closed undead base and the Valkyr early.

Also, Lor'Themar's Boneyard had Valkyrs unlocked for that mission.

Also, if you let one or two undead buildings stand, despite having a full fletched base, the enemy AI would never attack you.

I swept that mission on hard mode within 30 minutes, mass bloodbats are OP, especially with controlling 2 player slots!


Mission could be made a little harder (especially for hard mode), and solution to the Lor'themar Tiny Dark Keep situation, maybe dont let Lor'themar have transport ships until sylvanas has set up base?

Yeah, I agree with you. That mission will receive a few changes in an update in the future.
 
Level 9
Joined
Sep 28, 2015
Messages
67
Hello, I'm a Brazilian fan of your campaigns. I wonder if you plan to one day create a campaign of some other expansion that come after Wrath Of The Lich King. By the way, congratulations to the update of the campaign, she was angry.
 
Yeah, I actually encountered a lot of bugs and the 'item carrying over' sequence was far from perfect.

The thing I was MOST triggered with was the Azjol'Nerub mission...
- Map layout was very chaotic, didnt make any sence having to destroy debris with every single pathway
- Varian was able to walk straight through the frost traps, losing roughly 60% of his health and trigger the Anub'Arak fight sequence
- Once Anub'Arak died, you only get about less than 2 seconds to pick up the item he drops
- Battle was a little too easy, to my taste, especially since I was playing on hard mode.

Edit: Also, PLEASE give Sylvanas some sort of spell immumity or dispell sequence when she goes into banshee form. Having her stunned half the time, or slowed by frost kind of ruins it for me...

Having a dispell sequence is like the same thing as Blademaster casting Mirror Image.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Hello, I'm a Brazilian fan of your campaigns. I wonder if you plan to one day create a campaign of some other expansion that come after Wrath Of The Lich King. By the way, congratulations to the update of the campaign, she was angry.

Thanks, glad you liked it! I doubt I will be making another campaign, though.

Yeah, I actually encountered a lot of bugs and the 'item carrying over' sequence was far from perfect.

The thing I was MOST triggered with was the Azjol'Nerub mission...
- Map layout was very chaotic, didnt make any sence having to destroy debris with every single pathway
- Varian was able to walk straight through the frost traps, losing roughly 60% of his health and trigger the Anub'Arak fight sequence
- Once Anub'Arak died, you only get about less than 2 seconds to pick up the item he drops
- Battle was a little too easy, to my taste, especially since I was playing on hard mode.

Edit: Also, PLEASE give Sylvanas some sort of spell immumity or dispell sequence when she goes into banshee form. Having her stunned half the time, or slowed by frost kind of ruins it for me...

Having a dispell sequence is like the same thing as Blademaster casting Mirror Image.

Yeah, Azjol-Nerub is pretty broken, it'll be fixed sometime soon in an update. And that's a good idea for the banshee form, I'll consider that.

What issues did you encounter with items carrying over? I don't think I ever encountered any.
 
Level 1
Joined
Nov 29, 2018
Messages
4
Hi, the campaign is interesting, but make the chapters follow the plot. 6 hot cold 7 azjol Nerub, 8 frozen hearts, 9 time of the forsaken, 10 fight monsters to change (remove) if possible to make sewage in the battle for the Undercity and put Putressa there, so that Rinn with Jaina would kill him. Thus, Chapter 10 of the Battle of the Undercity, and in Chapter 12, correct the sequence of bosses to add portals. I do not know whether someone wrote the thread or not about it. Thanks for the 8/10 campaign. With the release of reforged, will the campaign be rescheduled?
It would also be nice to add a chapter to the battle with yogg saron, after 10 chapters, let's say. Or if you take my suggestion into account, it is between chapter 11-12. In extreme cases, divide the campaign into 2 parts. Part 1 is the name of the Curse of the Forsaken and the mission of the battle with Ktun, the final is to make the 5th mission of this version of the campaign. 2 part Military campaign in Northrend or Wrath of the Lich King. and a couple of missions to allocate under Uldir / Yogg-Sarona, before the 12th chapter (final)
Curse of the Forsaken
prologue / intro
1-4. initial missions of Curse of the Forsaken
interlude alliance with Thrall/interlude on Onyxia exposing
5. onyxia lair, for example, fight against ogres, destroy their base, teleport into the lair, kill onyxia
6. Depths the black mountain / siege of the black wing lair, like 5 current 2 camps of the orcs of Dal'rend and Maim, defeat Nefarian (peak) and Ragnaros (depth)
the interlude of the opening of the Gate of An'Kiraj
7. An'Kiraj destroying K'Tun’s camps, teleporting, beat a couple of bosses, and killing K'Tun.
8. The invasion / attack of Kel'Thuzad on the Undercity, the map of Battle the for Undercity only instead of a siege defense of the city.
9. help Lor'Themar take a mission from Rise of the Blood Elves,
interlude BE with the horde/interlude cleansing the solar well
10. 5 mission Curse of the Forsaken with edits, preparation for Wrath of the Lich King
Final.
It is natural to do so that the Forsaken participate primarily or associate these events with them.
Part 2 of Wrath of the Lich King:
prologue / intro / video of Wrath of the Lich King
1. hot cold
2. azjol Nerub
3. frozen hearts
4. time of the forsaken
5. fight monsters instead of killing Putress chasing him but he escapes to the suburban
interlude betrayal of Varimatras and Putress / asking for help to Thrall
6. Battle for the Undercity 1 the stage is all the same as now in mission 6 of Curse of the Forsaken, part 2 Rinn and Jain go down the drain kill Putress (or 6.1 for the horde and 6.2 for the alliance)
Interlude of the Mysteries of Ulduar
7. Go to Ulduar if you have enough patience to do as Icecrown Citadel
8. The siege of Icecrown Citadel, move all of the fight monsters to the siege itself by remaking the map without killing Putress
9. VANGUARD'S CALL, checking for a fight with the king lich, thereby removing the Valkir from the 12th mission, a couple of three bosses after the video, then the earth collapses, the battle with Anub'Arak
10. 12 mission from Curse of the Forsaken corrected with the addition of 2 abominations of mini bosses and a boss doctor.
Then everything ends 3.0.
You can also do one mission to do the Battle for the Chapel of the Last Hope, thereby introducing Tirion Fordring, but then you will have to redo the final battle with Arthas, and then you do not need the call of Vanguard
About Interludes / videos forgot to put on the chronology =) it’s a pity, I don’t know how to use an editor, so I’d have tried to put this idea into practice. in this way, you can better uncover heroes, add new heroes.
translated by google translate
 
Last edited:
Level 27
Joined
Nov 5, 2010
Messages
1,384
Hi, the campaign is interesting, but make the chapters follow the plot. 6 hot cold 7 azjol Nerub, 8 frozen hearts, 9 time of the forsaken, 10 fight monsters to change (remove) if possible to make sewage in the battle for the Undercity and put Putressa there, so that Rinn with Jaina would kill him. Thus, Chapter 10 of the Battle of the Undercity, and in Chapter 12, correct the sequence of bosses to add portals. I do not know whether someone wrote the thread or not about it. Thanks for the 8/10 campaign. With the release of reforged, will the campaign be rescheduled?
It would also be nice to add a chapter to the battle with yogg saron, after 10 chapters, let's say. Or if you take my suggestion into account, it is between chapter 11-12. In extreme cases, divide the campaign into 2 parts. Part 1 is the name of the Curse of the Forsaken and the mission of the battle with Ktun, the final is to make the 5th mission of this version of the campaign. 2 part Military campaign in Northrend or Wrath of the Lich King. and a couple of missions to allocate under Uldir / Yogg-Sarona, before the 12th chapter (final)
Curse of the Forsaken
prologue / intro
1-4. initial missions of Curse of the Forsaken
interlude alliance with Thrall/interlude on Onyxia exposing
5. onyxia lair, for example, fight against ogres, destroy their base, teleport into the lair, kill onyxia
6. Depths the black mountain / siege of the black wing lair, like 5 current 2 camps of the orcs of Dal'rend and Maim, defeat Nefarian (peak) and Ragnaros (depth)
the interlude of the opening of the Gate of An'Kiraj
7. An'Kiraj destroying K'Tun’s camps, teleporting, beat a couple of bosses, and killing K'Tun.
8. The invasion / attack of Kel'Thuzad on the Undercity, the map of Battle the for Undercity only instead of a siege defense of the city.
9. help Lor'Themar take a mission from Rise of the Blood Elves,
interlude BE with the horde/interlude cleansing the solar well
10. 5 mission Curse of the Forsaken with edits, preparation for Wrath of the Lich King
Final.
It is natural to do so that the Forsaken participate primarily or associate these events with them.
Part 2 of Wrath of the Lich King:
prologue / intro / video of Wrath of the Lich King
1. hot cold
2. azjol Nerub
3. frozen hearts
4. time of the forsaken
5. fight monsters instead of killing Putress chasing him but he escapes to the suburban
interlude betrayal of Varimatras and Putress / asking for help to Thrall
6. Battle for the Undercity 1 the stage is all the same as now in mission 6 of Curse of the Forsaken, part 2 Rinn and Jain go down the drain kill Putress (or 6.1 for the horde and 6.2 for the alliance)
Interlude of the Mysteries of Ulduar
7. Go to Ulduar if you have enough patience to do as Icecrown Citadel
8. The siege of Icecrown Citadel, move all of the fight monsters to the siege itself by remaking the map without killing Putress
9. VANGUARD'S CALL, checking for a fight with the king lich, thereby removing the Valkir from the 12th mission, a couple of three bosses after the video, then the earth collapses, the battle with Anub'Arak
10. 12 mission from Curse of the Forsaken corrected with the addition of 2 abominations of mini bosses and a boss doctor.
Then everything ends 3.0.
You can also do one mission to do the Battle for the Chapel of the Last Hope, thereby introducing Tirion Fordring, but then you will have to redo the final battle with Arthas, and then you do not need the call of Vanguard
About Interludes / videos forgot to put on the chronology =) it’s a pity, I don’t know how to use an editor, so I’d have tried to put this idea into practice. in this way, you can better uncover heroes, add new heroes.
translated by google translate

Hey, I'm glad you liked the campaign, but the point of this campaign was never to directly adapt Wrath of the Lich King. I wanted to create a story about Sylvanas and the Forsaken and the WotLK storyline was the perfect medium through which to tell that story, and it was just the logical continuation of their story. In a sense then, this campaign is a reimaigining, it takes only important parts of the WotLK story that are important for the Forsaken, and since this is in Warcraft 3, it required me to change stuff simply because an RTS functions differently than a MMORPG. Plus I just felt like I wanted to change some stuff to add a little bit of my own touch. It would be fun to tell the story of Ulduar and Yogg-Saron and all that, but it has no place in this campaign. Ultimately it would just be irrelevant to rest of the campaign.
 
Level 1
Joined
Nov 29, 2018
Messages
4
Hey, I'm glad you liked the campaign, but the point of this campaign was never to directly adapt Wrath of the Lich King. I wanted to create a story about Sylvanas and the Forsaken and the WotLK storyline was the perfect medium through which to tell that story, and it was just the logical continuation of their story. In a sense then, this campaign is a reimaigining, it takes only important parts of the WotLK story that are important for the Forsaken, and since this is in Warcraft 3, it required me to change stuff simply because an RTS functions differently than a MMORPG. Plus I just felt like I wanted to change some stuff to add a little bit of my own touch. It would be fun to tell the story of Ulduar and Yogg-Saron and all that, but it has no place in this campaign. Ultimately it would just be irrelevant to rest of the campaign.
You have tried so well on this campaign, thank you for it. I hope to take it to Warcraft 3 Reforged, it would be great to play this campaign and RotBE there. Correct the problem with the condition on the valkyras in chapter 12 before and after their murder, if the obelisk remains unchanged.
 
Level 28
Joined
Sep 28, 2004
Messages
1,380
Hey, I'm glad you liked the campaign, but the point of this campaign was never to directly adapt Wrath of the Lich King...

Even if it's not the same, as someone who has adapted a few books into campaigns I can relate. I try to be as faithful as possible, but in the end a WC3 campaign is a WC3 campaign and a book (or WoW) is a book (or WoW), and you have to make sure it feels good as a WC3 campaign first and foremost, so if something doesn't work, you leave it out, change it or add your own flavor.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Even if it's not the same, as someone who has adapted a few books into campaigns I can relate. I try to be as faithful as possible, but in the end a WC3 campaign is a WC3 campaign and a book (or WoW) is a book (or WoW), and you have to make sure it feels good as a WC3 campaign first and foremost, so if something doesn't work, you leave it out, change it or add your own flavor.

Definitely. I would love to tell all parts of the WotLK storyline, but most of it is just not related to the story of the Forsaken I wanted to tell, and like you said, it's gotta feel good as a campaign, which means stripping down and changing a lot of stuff. Plus I do think it's much more rewarding to add your own touch to these campaigns, even if they're not really our stories, rather than just creating a word-by-word adaptation.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Were the sound related issues fixed with 1.30.2?

It appears so, I am working on the update to the campaign right now, with some tweaking the sounds appear all to be working correctly. Hopefully the update should be out soon! Right now I have finished fixing/updating eight out of twelve chapters, once I'm done, I also plan to test the campaign once more.
 
Level 1
Joined
Nov 29, 2018
Messages
4
Maybe not quite on the topic, but still on the patch 1.30.2 while playing the classic campaign I came across a double sound of units, and sometimes cyclical for a minute. Therefore, I think this is a mistake of the patch itself, and not Curse of the Forsaken, although I also saw a double sound in units / dialogs.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Maybe not quite on the topic, but still on the patch 1.30.2 while playing the classic campaign I came across a double sound of units, and sometimes cyclical for a minute. Therefore, I think this is a mistake of the patch itself, and not Curse of the Forsaken, although I also saw a double sound in units / dialogs.

Where exactly did you encounter this?
 
Level 1
Joined
Nov 29, 2018
Messages
4
Where exactly did you encounter this?
Specifically in Curse of the Forsaken, the 12th mission when using shadowmourne is a double / loop of sound for about 1-2 minutes, and during the battle with the King Lich when there is a dialogue double phrases. But according to the tests, it was only on patch 1.30.2, 1.28-29 that I did not observe double sounds. And once per maps, for example, the archer repeats his phrase 10 times, and while this cycle continues, other phrases are heard
 
Last edited:
Level 1
Joined
Nov 17, 2018
Messages
9
Some bugs found(patch 1.30.1):

- On the last mission, when they reach the Lich King the first chat dialogues were fast forwarded, like 10 dialogues in 2 seconds and this happened in another earlier mission as well (I think 5 or 6, forgot to write it down). This happens after they defeat the lich king too, some of the dialogue speeds are messed up.
- Also in the last mission I think some of the voice dialogues were not playing some times, I could only see the portrait of the speaker babbling his mouth.
- Last mission, when I conquer the green base from the right of the map, they workers appear and build an aviary, a moonwell and workshop iirc but the ownership is not transfered to me so I can't train units.
- The 9 valkyr dialogues with sylvanas have some speed issues as well.
 
Level 1
Joined
Nov 17, 2018
Messages
9
Btw I liked the secrets of the campaign, only found 2 don't know how many there were, but that health pack sure came in handy.


Oh, what was the deal with that item revealing Jaina as a dreadlord? It was never explained. Anyone?
 
Last edited:
Level 27
Joined
Nov 5, 2010
Messages
1,384
Some bugs found(patch 1.30.1):

- On the last mission, when they reach the Lich King the first chat dialogues were fast forwarded, like 10 dialogues in 2 seconds and this happened in another earlier mission as well (I think 5 or 6, forgot to write it down). This happens after they defeat the lich king too, some of the dialogue speeds are messed up.
- Also in the last mission I think some of the voice dialogues were not playing some times, I could only see the portrait of the speaker babbling his mouth.
- Last mission, when I conquer the green base from the right of the map, they workers appear and build an aviary, a moonwell and workshop iirc but the ownership is not transfered to me so I can't train units.
- The 9 valkyr dialogues with sylvanas have some speed issues as well.

Btw I liked the secrets of the campaign, only found 2 don't know how many there were, but that health pack sure came in handy.


Oh, what was the deal with that item revealing Jaina as a dreadlord? It was never explained. Anyone?

That's an issue with patch 1.30 with sound files not playing, it's been fixed since in 1.30.2.

Dreadlord Jaina is a glorious meme that Blizzard killed by adding a Dreadlord Jaina skin for Jaina in Heroes of the Storm!
 
Level 2
Joined
Mar 8, 2017
Messages
6
I managed to kill the Lich King and escape on the first mission that he appears. I'm playing on normal difficulty.
Maybe he should have a far better armor or health regeneration. Maybe just double his health bar.
(I just spammed every skill with every character i had, used every item i was carrying and micro my units so they don't die quickly. Was not hard, did it on the first try).
 
Level 1
Joined
Dec 4, 2018
Messages
2
I had to create an account just to comment this campaign. I couldn't be more (good) surprised. The only issue i found was on chapter 9, when i hit the lever the door did not open, had to "allyourbaseare...." to finish the mission. Regardless, you my friend, are an artist! I really hope from the bottom of my heart you keep doing more campaigns like this (maybe what happened after or missions allowing us to control the alliance or the horde against new threats?). Getting ready to play it again (and Rise of the Blood Elves) when Reforged is out. I wonder what you will be capable of with all new possibilities Reforged will bring with it. My best of thanks! Congratulations for your beautiful work!
 
Level 9
Joined
Mar 29, 2015
Messages
470
I had to create an account just to comment this campaign. I couldn't be more (good) surprised. The only issue i found was on chapter 9, when i hit the lever the door did not open, had to "allyourbaseare...." to finish the mission. Regardless, you my friend, are an artist! I really hope from the bottom of my heart you keep doing more campaigns like this (maybe what happened after or missions allowing us to control the alliance or the horde against new threats?). Getting ready to play it again (and Rise of the Blood Elves) when Reforged is out. I wonder what you will be capable of with all new possibilities Reforged will bring with it. My best of thanks! Congratulations for your beautiful work!
Did you hit both levers? There are 2 of them
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
I managed to kill the Lich King and escape on the first mission that he appears. I'm playing on normal difficulty.
Maybe he should have a far better armor or health regeneration. Maybe just double his health bar.
(I just spammed every skill with every character i had, used every item i was carrying and micro my units so they don't die quickly. Was not hard, did it on the first try).

In Chapter Nine you mean? To be fair I never tried to kill him there cause he always almost instantly killed Jaina so I'd just get out of there. I could increase his stats, just in case.

I had to create an account just to comment this campaign. I couldn't be more (good) surprised. The only issue i found was on chapter 9, when i hit the lever the door did not open, had to "allyourbaseare...." to finish the mission. Regardless, you my friend, are an artist! I really hope from the bottom of my heart you keep doing more campaigns like this (maybe what happened after or missions allowing us to control the alliance or the horde against new threats?). Getting ready to play it again (and Rise of the Blood Elves) when Reforged is out. I wonder what you will be capable of with all new possibilities Reforged will bring with it. My best of thanks! Congratulations for your beautiful work!

Thank you so much, that means a lot! And yeah, there are two levers, there is one to the right of the door kinda "hidden" in the trees.
 
Level 1
Joined
Dec 9, 2018
Messages
1
I only have one issue the latest patch 1.30 wouldn't play the CGI for me I've tried every fix I could researched of and nothing worked please help and I've also created my own movies folder still, it didn't work
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Curse of the Forsaken v3.0.1

I've updated the campaign to version 3.0.1. This version requires TFT patch 1.30.2 to work properly.

Highlight of the patch: Varian's screams are no longer heard map-wide.

I've also uploaded some new videos on my youtube channel showcasing some parts of the campaign. They have been added to the campaign's description. This is it for Curse of the Forsaken for now, I'll just be doing tuning and fixing in the future if necessary. Next I plan to do an update for Rise of the Blood Elves to bring it in line with CotF v3.0.

Here's the full changelog:

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 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.
 
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@tomoraider
"Tiny Shadowhall, Tiny Crypt and Tiny Graveyard are now dropped by the buildings in the first Scourge base."

This still doesnt fix the problem with Lor'themar being able to pick up the undead buildings items and build them...
So, there's still the problem of doubling up on undead bases...

Edit: In fact, giving him a 2nd goldmine and a shipyard makes things only worse.

Also, I didnt like the Rallying point mission... Orgrimmar looked really unrecognisable and wasnt even that good of a layout, gameplay-wise. It was too tall and too narrow, a more circular layout and shared elements from WoW Orgrimmar would be better both for looks and playabillity.
 
Last edited:
Level 27
Joined
Nov 5, 2010
Messages
1,384
Great looking update, thanks tomoraider!

No problem!

@tomoraider
"Tiny Shadowhall, Tiny Crypt and Tiny Graveyard are now dropped by the buildings in the first Scourge base."

This still doesnt fix the problem with Lor'themar being able to pick up the undead buildings items and build them...
So, there's still the problem of doubling up on undead bases...

Edit: In fact, giving him a 2nd goldmine and a shipyard makes things only worse.

Also, I didnt like the Rallying point mission... Orgrimmar looked really unrecognisable and wasnt even that good of a layout, gameplay-wise. It was too tall and too narrow, a more circular layout and shared elements from WoW Orgrimmar would be better both for looks and gameplay

Honestly, I do not consider that an issue. If you wanna build double undead bases with Lor'themar, go ahead. It's not the intended way to play the map, but neither is possessing an enemy worker and building their stuff. It's just a fun thing you can do, it's not something I really want to prevent the player from doing. I used to prevent the possession thing, but in the end, it doesn't really hurt anyone, just gives the player the chance to do something different.

As for the Orgrimmar map, I personally like it a lot. Maybe it is too tall, but at this point I doubt I'll be changing anything.
 
Level 3
Joined
Oct 13, 2018
Messages
80
Tomoraider as a heads up for everything that you have done for us and everyone that enjoys everything that you create, and also besicdes from all the critisicsm of how the rellise of the campaign was a bit buggy but, looking past from all of it you done a: GREAT JOB KID(i dont know what Your age is so dont take it personally if you arnt actually a kid just wanting to let you know) i love everything thats put in and everything thank you so much you made my day.


Also just a quick headsup will you make any more changes to COTF? or is it done?
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
Tomoraider as a heads up for everything that you have done for us and everyone that enjoys everything that you create, and also besicdes from all the critisicsm of how the rellise of the campaign was a bit buggy but, looking past from all of it you done a: GREAT JOB KID(i dont know what Your age is so dont take it personally if you arnt actually a kid just wanting to let you know) i love everything thats put in and everything thank you so much you made my day.


Also just a quick headsup will you make any more changes to COTF? or is it done?

Hahaha now this message also made my day, thank you, glad you liked it! Not a kid, but I hardly feel like an adult...

And yeah, CotF is done for now. I feel like I've accomplished what I wanted with this campaign with v3.0, but who knows how I'll feel in three years? But for now, it's done.
 
Level 8
Joined
Apr 14, 2011
Messages
463
Hahaha now this message also made my day, thank you, glad you liked it! Not a kid, but I hardly feel like an adult...

And yeah, CotF is done for now. I feel like I've accomplished what I wanted with this campaign with v3.0, but who knows how I'll feel in three years? But for now, it's done.

A normal person: Oh great, it may receive another update.
Me: "marks the calendar for 2022"
 
Level 6
Joined
May 8, 2014
Messages
172
Found a tiny little bug.When I commanded a banshee to possess a Gan'arg Engineer,just out of curiosity,there were some tooltips missing in its building menu.

bug1.jpg

 
Level 27
Joined
Nov 5, 2010
Messages
1,384
A normal person: Oh great, it may receive another update.
Me: "marks the calendar for 2022"

I wonder what future me will think v4.0 could need?

Found a tiny little bug.When I commanded a banshee to possess a Gan'arg Engineer,just out of curiosity,there were some tooltips missing in its building menu.

Ooh, I missed that! I might fix it, buuuut it's a really minor thing, I'm kinda hesitant to upload 280mb all over again for that... we'll wait and see if anything more important comes up, hah. Thanks for reporting it, though!
 
Level 6
Joined
May 8, 2014
Messages
172
There is another bug in Chapter 12.Check the image below and you'll see.

bug2.jpg



I could defeat Kel'Thuzad as well as the Lich King without the help of Alexstrasza. :D
 
Level 8
Joined
Apr 14, 2011
Messages
463
I'm at Chapter 9 and found a bug with the vrykul AI in chapter 7, at some moment they stopped attacking and didn't know what was, later I saw them stucked in a Scourge Spire, they intended to attack the Forsaken, Orange AI worked very good, just found it a little weird the issue with the vrykul, don't know if that was on purpose.
 
Level 27
Joined
Nov 5, 2010
Messages
1,384
There is another bug in Chapter 12.Check the image below and you'll see.


I could defeat Kel'Thuzad as well as the Lich King without the help of Alexstrasza. :D
I'm at Chapter 9 and found a bug with the vrykul AI in chapter 7, at some moment they stopped attacking and didn't know what was, later I saw them stucked in a Scourge Spire, they intended to attack the Forsaken, Orange AI worked very good, just found it a little weird the issue with the vrykul, don't know if that was on purpose.

I'll check those out, thanks!
 
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