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

Curse of the Forsaken v3.0.1

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

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

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

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

Some lines written by ericwu102

Changelog
- Released.

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

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

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

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

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

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

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

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

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

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

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

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

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

Major Chapter Changes

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

NEW: Cinematic: Curse of the Forsaken

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

Chapter One: A Necessary Intervention

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

Chapter Two: Icy Menace

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

NEW: Interlude: Purpose

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

Chapter Three: Disdain

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

NEW: Chapter Four: Devil’s Deal

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

Cinematic: Wrath of the Lich King

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

Interlude: A Royal Coup

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

REVAMPED: Chapter Five: A Rallying Point

Chapter Six: Battle for the Undercity

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

Interlude: Memories

- New intro part.
- References to Malygos removed.

NEW: Cinematic: Invasion of Northrend

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

Chapter Seven: Into the Frozen Heart of Northrend

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

NEW: Interlude: Crossroads

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

REVAMPED: Chapter Eight: Azjol-Nerub

Chapter Nine: Hearts in Ice

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

Bonus Interlude: Journey to the Sunwell

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

Chapter Ten: Hour of the Forsaken

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

NEW: Cinematic: The Wrathgate

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

REVAMPED: Chapter Eleven: Trial of Monsters

Interlude: Deliverance

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

REVAMPED: Chapter Twelve: Fall of the Lich King

Finale: In Damnation

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

Epilogue: Edge of Night

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


Techtree Changes

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

NEW UNIT: Vampire Bat

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

Worker

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

Ghoul

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

Dark Ranger

- Poison Arrow has a new special effect.

Dreadguard

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

Apothecary

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

Banshee

- Vengeance has a new sound effect.

Meat Wagon

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

Abomination

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

Val’kyr Battlemaiden

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


Hero Changes

Sylvanas

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

Phaelynne (Putress)

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

Jaina

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

Varian

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

Vereesa

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

Thrall

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

Lor’themar

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

OVERALL CHANGES

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

UNIT AND HERO CHANGES

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

CHAPTER ONE – A Necessary Intervention

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

CHAPTER THREE - Disdain

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

CHAPTER FIVE – A Rallying Point

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

CHAPTER SEVEN – Into the Frozen Heart of Northrend

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

CHAPTER EIGHT – Azjol-Nerub

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

CHAPTER TEN – Hour of the Forsaken

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

CHAPTER ELEVEN – Trial of Monsters

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

CHAPTER TWELVE – Fall of the Lich King

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

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

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

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

My Other Campaign

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] Not Rated » Rules: [c] 「Map Submission」 [TR]» Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
Level 3
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Nov 30, 2018
Messages
33
Mission 6 is so hard, I can't beat it without cheat :(

Update: 7 is hard too, It seem that from now on I will have to greedisgood every missions, didn't expected it is this hard, much harder than Rise of the Blood Elves. But it's my fault when I choose Hard then :D
 
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Level 2
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Jan 14, 2012
Messages
8
-1 for anime art, 'dark victorian' aesthetics that became a thing only in WotLK/Cataclysm, for using dark rangers as regular units, and just for being sylvanas' fanboys haha. Another -1 for being overrated.
Btw, is this even legal to use WOW voices and stuff?
 
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Level 48
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Jul 29, 2008
Messages
9,839
-1 for anime art, 'dark victorian' aesthetics that became a thing only in WotLK/Cataclysm, for using dark rangers as regular units, and just for being sylvanas' fanboys haha. Another -1 for being overrated.
Btw, is this even legal to use WOW voices and stuff?
Lol.

#1: Yeah sure it only showed up in WoW... largely because they literally didn't have an aesthetic before WoW. Just a ragtag rebellion that still used all the Scourge structures and what-not.
Also 'dark Victorian' is a kickin' aesthetic so I don't get the complaint. ; )

#2: Ok, I agree with you here if he simply called them "Dark Rangers"... But that's just a matter of names, easily fixed. I think it's hecka reasonable to include a unit-version of the Dark Ranger (basically an analog to the Night Elf "Archer" unit) in a Forsaken race. Personally, I planned on including a sort of souped-up, T3 Longbowman or "super-Archer" in mine. Just makes sense.
 
Level 3
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Nov 30, 2018
Messages
33
Just finished the campaign. Mission 6, 7 and 11 is probaly the hardest for me, can't win without cheat :D
And I have a question, at Fall of the Lich King. Why Tirion is not here. He is the one put the helmet on Bolvar, not Varian tho.
 
Level 1
Joined
Dec 17, 2018
Messages
9
Mission 6 is so hard, I can't beat it without cheat :(

Update: 7 is hard too, It seem that from now on I will have to greedisgood every missions, didn't expected it is this hard, much harder than Rise of the Blood Elves. But it's my fault when I choose Hard then :D
Well ini chapter 6 is easy (i play this one normal),first don't kill the Doom guard general and retreat if the general Doom guard is still following you then use feral spirit to attrakc his attention,and go to Maleficent base and kill it,then the base ia yours don't worry enemy ai Will not attack you,but of you kill the doom guard general,enemy ai Will attack you,so kill all general (Doom guard general last)my way ia very easy because enemy ai don't active AND SORRY IF MY ENGLISH BAD,I COME FROM INDONESIAN
 
Level 1
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Dec 17, 2018
Messages
9
And on chapter 7,first i don't build Forsaken bases so use the 3 heroes to wipet out vrykul base then Capture his gold mine,build armies of the blood elves (don't build forsaken bases) use your blood elves army and 3 heroes to wipe out orange base,and don't Capture orange base gold mine if you Capture it purple ai Will attack you,then use blood elves army and 3 Heroes to wipe out purple base(don't build Forsaken base in this chapter)
 
Level 28
Joined
Nov 5, 2010
Messages
1,413
Are the cinematics, not included anymore?

Nope. They didn't work anymore as of patch 1.30.

-1 for anime art, 'dark victorian' aesthetics that became a thing only in WotLK/Cataclysm, for using dark rangers as regular units, and just for being sylvanas' fanboys haha. Another -1 for being overrated.
Btw, is this even legal to use WOW voices and stuff?

Eh, what? Overrated? Anime art? IMO these seem like odd unimportant reasons to give a lower score for. Also as @Kirby0 said, the dark aesthetic is awesome and works perfectly with the Forsaken. And why not use the dark rangers as a unit? There's a ton of dark rangers running around in WoW.

when the new version of Rise of Blood Elves 3.1 comes out?

Because is need updating many things

Probably gonna be a while. Haven't even looked at it yet, honestly.

Just finished the campaign. Mission 6, 7 and 11 is probaly the hardest for me, can't win without cheat :D
And I have a question, at Fall of the Lich King. Why Tirion is not here. He is the one put the helmet on Bolvar, not Varian tho.

Yeah, I made it pretty hard on hard! Maybe a little too much, but eh, I kinda wanted hard to actually feel really challenging. Tirion is not there because I felt it would defeat the point of the campaign. I do think he's an awesome character, but it always bothered me that Blizzard did not include Sylvanas and Jaina in the final fight against the Lich King. So I wanted to do that. Unfortunately, if I included Tirion, he would take away the spotlight, which just wouldn't work with what I wanted to do. Plus it would mean I'd have to include the entire story of the Argent Crusade and the Knights of the Ebon Blade and how all that happened... which I also didn't want to do because it's a campaign about the Forsaken.
 
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Level 8
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Apr 14, 2011
Messages
467
Just finished the campaign. Mission 6, 7 and 11 is probaly the hardest for me, can't win without cheat :D

I didn't have problems with Chapter 6 but Chapter 11 I felt it was almost impossible to get to Putress before Varian D:

Edit: Btw Tomo, you did awesome with those new loading screens, they really give a better aspect!
 
Level 28
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Nov 5, 2010
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1,413
Well ini chapter 6 is easy (i play this one normal),first don't kill the Doom guard general and retreat if the general Doom guard is still following you then use feral spirit to attrakc his attention,and go to Maleficent base and kill it,then the base ia yours don't worry enemy ai Will not attack you,but of you kill the doom guard general,enemy ai Will attack you,so kill all general (Doom guard general last)my way ia very easy because enemy ai don't active AND SORRY IF MY ENGLISH BAD,I COME FROM INDONESIAN

Oooh you actually pointed out a bug in Chapter Six! I'll need to change how the AI activates in that map, thanks!

I didn't have problems with Chapter 6 but Chapter 11 I felt it was almost impossible to get to Putress before Varian D:

Edit: Btw Tomo, you did awesome with those new loading screens, they really give a better aspect!

Glad you liked them! I thought using maps from WoW would work out pretty well and I think it did.
 
Level 1
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Now that reminds me, there's some techtrees + tooltips missing (or in questionable places) here and there, like the...:
> Destroyer + Freezing Breath upgrade missing entirely
> Missing tooltip for the Dragon Roost (and probably the Pig Farm too, can't remember)
> Identical tooltips for the normal Frostwryms and the Frostbrood Vanquishers since they both use the default tooltip for the Frostwyrm.
> Skeletal Mastery and the Skeletal Longevity upgrades still in the scourge Boneyard despite being originally in the Temple by default
> Arcane Affinity upgrade being missing for the Darkfallen (or they are just not supposed to have it?)
> Missing Scourge Boneyard tech in Chapter 7 after possessing an Acolyte with a Forsaken Banshee while doing it with a blood-elven Banshee actually gets you that (and the exclusive early access to the Val'kyrs)

Also, there's some character dialogues played during missions that went missing, leading to the texts showing up REALLY quickly.
I can't remember about other bugs (if any), but I'll post em in this thread if I remember.

All in all, I'm a diehard fan of your work at this point, so please keep it up :p
 
Level 2
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Jun 12, 2018
Messages
13
It would be good if you did, because the campaign came out good but if you update some things, it would be better, greetings and I liked your updated Forsaken campaign
 
Level 2
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Messages
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Eh, what? Overrated? Anime art? IMO these seem like odd unimportant reasons to give a lower score for. Also as @Kirby0 said, the dark aesthetic is awesome and works perfectly with the Forsaken. And why not use the dark rangers as a unit? There's a ton of dark rangers running around in WoW.
Yep, some arts are 'realistic anime', and the Dark Ranger icon in-game is 200% pure anime, looks out of place.
'Victorian' aesthetics are against the lore. Early years forsaken were living in ruined human/scourge buildings and didn't have their own architecture. Then in WotLK we saw further development of 'apothecary' theme, and new forsaken colonies on Northrend such as New Agamand, looking like they were ripped straight from some frankenstein movie. This campaign could follow the same route, making high-tier buildings and units in 'victorian gothic' style, while keeping low tier presented in first missions more 'medieval'. Like original warcraft 3 races have different themes in them - alien nerubians with their weird ziggurats vs 'normal' meaty undead - or orc, troll and tauren cultures...
Same with dark rangers - they were rare until 'the new generation' was trained during WotLK/Cataclysm.

It's all fine, just not perfect, in my opinion.
Yes obviously these are my minor gripes on campaign visuals, in all other aspects it's great, fun and very good quality.
Not pretending to be objective with my 3 stars, I just couldn't resist when I saw almost perfect rating haha.
 
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Level 48
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Jul 29, 2008
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I'm with you on the anime art/icons & the usage of the term "Dark Ranger" for a unit, but this:
'Victorian' aesthetics are against the lore. Early years forsaken were living in ruined human/scourge buildings and didn't have their own architecture. Then in WotLK we saw further development of 'apothecary' theme, and new forsaken colonies on Northrend such as New Agamand, looking like they were ripped straight from some frankenstein movie.
Styles Evolve. Like, I don't know what "early years" you refer to (late Wc3? early WoW?) but yeah, they first lived in ruined stuff because (you point out yourself!!!) they didn't have any architecture of their own yet.
So then they did develop architecture and went with a gothic/victorian aesthetic (which is, need I reiterate, SICK)... So Things Change. I don't get the complaint (unless you simply don't like that particular aesthetic), since it's perfectly within the established Lore (even when it doesn't need to be).


But most importantly, this:
FEDYA said:
Not pretending to be objective with my 3 stars, I just couldn't resist when I saw almost perfect rating haha.
That... That is a terrible reason to rate something lower. That's shameful.
 
Level 2
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8
Styles Evolve. Like, I don't know what "early years" you refer to (late Wc3? early WoW?) but yeah, they first lived in ruined stuff because (you point out yourself!!!) they didn't have any architecture of their own yet.
So then they did develop architecture and went with a gothic/victorian aesthetic (which is, need I reiterate, SICK)... So Things Change. I don't get the complaint (unless you simply don't like that particular aesthetic), since it's perfectly within the established Lore (even when it doesn't need to be).
Early years of WOW, yeah. The campaign is about the events of WOW from vanilla to WotLK, if I understood it right. So it should match. It would be perfect if it actually has shown forsaken architecture development, gradually, from ruined medieval style to victorian gothic. Like blizzard campaigns introduce new units and buildings connecting them with the story. I mean, maybe it's not the biggest lore-breaking thing, but certainly is a missed opportunity to make something really cool.
 
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Level 28
Joined
Nov 5, 2010
Messages
1,413
Now that reminds me, there's some techtrees + tooltips missing (or in questionable places) here and there, like the...:
> Destroyer + Freezing Breath upgrade missing entirely
> Missing tooltip for the Dragon Roost (and probably the Pig Farm too, can't remember)
> Identical tooltips for the normal Frostwryms and the Frostbrood Vanquishers since they both use the default tooltip for the Frostwyrm.
> Skeletal Mastery and the Skeletal Longevity upgrades still in the scourge Boneyard despite being originally in the Temple by default
> Arcane Affinity upgrade being missing for the Darkfallen (or they are just not supposed to have it?)
> Missing Scourge Boneyard tech in Chapter 7 after possessing an Acolyte with a Forsaken Banshee while doing it with a blood-elven Banshee actually gets you that (and the exclusive early access to the Val'kyrs)

Also, there's some character dialogues played during missions that went missing, leading to the texts showing up REALLY quickly.
I can't remember about other bugs (if any), but I'll post em in this thread if I remember.

All in all, I'm a diehard fan of your work at this point, so please keep it up :p

Thanks for pointing all this out, I didn't test if all the other stuff show up correctly when you use Possession, I'll fix it.

Yep, some arts are 'realistic anime', and the Dark Ranger icon in-game is 200% pure anime, looks out of place.
'Victorian' aesthetics are against the lore. Early years forsaken were living in ruined human/scourge buildings and didn't have their own architecture. Then in WotLK we saw further development of 'apothecary' theme, and new forsaken colonies on Northrend such as New Agamand, looking like they were ripped straight from some frankenstein movie. This campaign could follow the same route, making high-tier buildings and units in 'victorian gothic' style, while keeping low tier presented in first missions more 'medieval'. Like original warcraft 3 races have different themes in them - alien nerubians with their weird ziggurats vs 'normal' meaty undead - or orc, troll and tauren cultures...
Same with dark rangers - they were rare until 'the new generation' was trained during WotLK/Cataclysm.
Early years of WOW, yeah. The campaign is about the events of WOW from vanilla to WotLK, if I understood it right. So it should match. It would be perfect if it actually has shown forsaken architecture development, gradually, from ruined medieval style to victorian gothic. Like blizzard campaigns introduce new units and buildings connecting them with the story. I mean, maybe it's not the biggest lore-breaking thing, but certainly is a missed opportunity to make something really cool.

Personally I never found the dark ranger icon out of place. I do agree with you it would be cool to create some kind of progression with their buildings, like I did with Sylvanas' model, but the thing is, I don't think there even are any models that are just "ruined" human buildings (as far as I know). Honestly, I don't even think the models I used for their buildings have the same feel like the buildings from WoW, they're mostly just human buildings with undead textures, with some additions. They do a decent job of fulfilling the feel of the human/undead combo race which is what I wanted to do with the Forsaken in this campaign, at least when it comes to the buildings.

As for "it should match", that's something I never fully strive for, as Warcraft 3 is just different from WoW. I do a number of stuff differently than how it should be just to make it more fun and interesting, e.g. Sylvanas uses her Legion-looking model after the first third of the campaign, the val'kyr join the Forsaken (sorta) earlier than in WoW, and so on. So when it comes to the buildings, like you said, it's a minor thing, and personally not something I would consider too important. If any models of such buildings do come across at some point, I'd be glad to add them into the campaign.

It's all fine, just not perfect, in my opinion.
Yes obviously these are my minor gripes on campaign visuals, in all other aspects it's great, fun and very good quality.
Not pretending to be objective with my 3 stars, I just couldn't resist when I saw almost perfect rating haha.

I'm glad you explained your gripes with the campaign, I enjoy discussing other people's opinions of my campaigns, and I'm not usually the one to care much about ratings, but it kind of feels... disheartening, I guess, to get a low rating just because?
 
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Level 1
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Dec 21, 2018
Messages
3
Sorry but I have a problem with custom campaigns because my game is in version 1.21 b so the updates of the recent campaigns and well the game blocks and I can not do them, so I try to update except when tell me to restart the game for the update to be done, it says "warcraft III is already open" so I'm stuck
 
Level 28
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Nov 5, 2010
Messages
1,413
Sorry but I have a problem with custom campaigns because my game is in version 1.21 b so the updates of the recent campaigns and well the game blocks and I can not do them, so I try to update except when tell me to restart the game for the update to be done, it says "warcraft III is already open" so I'm stuck

The campaign requires you to update your Warcraft III. I made it on patch 1.30.2, I can't say if it will work properly on anything below that, but I know it definitely will not work on anything below 1.29.
 
Level 1
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Dec 21, 2018
Messages
3
Could you help me and tell me how to solve the problem of "Warcraft III is already open" without using warcraft III launcher because I should register them on battle.net the application and if I do it I will not have access to custom campaigns
 
Level 1
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Dec 23, 2018
Messages
2
Hey, I played the first chapter and when I try to play the second one the game just freezes. I don't know what to do. Maybe there is a way to skip it somehow so at least I can play the others?
 
Level 4
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Mar 8, 2015
Messages
22
Great campaign, I played the version 2.0 long ago (or maybe first, I don't actually remember) and you managed to make it even better. I'll list few bugs and give a feedback about what could be improved/changed imo, though it's not exhaustive as I missunderstood one of your message (I though you wouldn't update map further), so I didn't note everything (and tbh nothing was actually bothering).
Fast info about me, I played this map in 1.30.2 patch, I didn't play wow so I don't know it's lore, i'll sometimes give little suggestions in following list.

-Few typos, I don't remember any of them beside the description of Dark Rangers : "her ghost its the corpse to fight again". For others I don't remember sorry, but they were obvious enough for me to notice them (not native english speaker)

-Each spawn from the crafted item (shadowmourn iirc) in last chapter use 1 food, not really bothering as they disapear but still good to mention I guess.

-For some reasons, when AI is using forsakens, it loves to craft thousands of shadowhall, was most obvious in chapter 3. I charged Varimathras' base as soon as possible, but there was already 3 shadowhall, 4th in construction. AI is probably not considering it as main structure.

-While we are on chapter 3, you can kill Balnazzar or Varimathras if your army is big enough and make sure everything focus the same dreadlord. (I didn't manage to kill both though no matter how hard I tried.) I don't think it's intented so I'm pointing it out.

-Overall, I think the AI should be a bit improved, it's not terrible but it's a bit weird when some units doesn't move when their base is being attacked next to them.

-If you possess a demon worker, some units really feel too powerful. I don't really ask for accurate balance, but you can spawn a lvl 9 eredar for 85 gold and 1 food, infernal juggernaut cost only 4 food but they can summon infernals, etc... those 2 were the most shocking. I kind of find that the easiest strategy is to possess a worker and spamm one of those 2 units. I think that this possibility should mostly be something fun to do but not worth, rather than best strategy.

-A bit weird bug, but this version of CotF interacts with older versions. Low chance to actually bother someone, but I think it should be clearly separated. In my case, after I finished the 3.0.1 version, I did same with older version (using cheats) to see what changed in story, but when I tried to do chapter 11 in 3.0.1 version once again, heroes were having items and skills learnt from the previous version. Which leaded Varian to get invisible pot (which he was using fairly fast to run straight to putress), and Vereesa to get no spells (as all of her spells changed, but game was considering she alread learnt 10 spells so nothing available to learn).

-There is some missing voice on clicking on some units. I don't know how to explain clearly, so let's take an example with Vereesa. Basically the first 5 times you clic on her she says something, then the following 4 times she opens mouth half a sec to say nothing, it feels a bit weird. I didn't list all units having this issue though.

-In chapter 7, it is way easier to not split both group and never attack the small undead base (where sylvanas is supposed to make a base). The strongest undead base never attacks as long as this ain't destroyed, and even like that there is no real reason to split both forces. I would suggest that the small purple base becomes another foe in the map that will grow in size and strenght with time, so it becomes interesting to actually destroy that base as soon as possible. Also the big purple base should probably attack Sylvanas after 5-8min, no matter if there is base destructed or not.

-It is not a bug due to your campaign but to Wacraft 3 itself, but there is a bug with attack speed making agility and attack speed items worthless. Can you consider a way to counter that in both campaigns ? I know it's possible but tbh I don't know how, maybe make map generate a code and load the hero on next version automatically ? I can't help much unfortunately to find a way to correct that sorry :(

-I really like the fact that Dark Rangers (and all low units beside ghouls)are viable the whole campain, nevertheless I find them a bit too powerful. Strong enough that "spamm DR units" works in basically every chapters. For example, I could clean every ennemy building/units with only two full army of DR in chapter 11 (medium difficulty). As long as they are not sandwiched, nothing can stop them with Sylvanas' silence. My suggestions :
Link spiders to their DR, limit range on how much they can split, if the DR dies, the spider disapear, make the research spider on higher tier (too strong early I think), make ghost of DR last only 30 seconds to 2 minutes and reduce bonus range of both research to 50 each.
Not a huge nerf, but I think it would make DR less abusable.

-I like Dreadguardes but I find them slightly too weak (though, I saw you nerfed them lately so maybe I'm wrong ?), also I dislike that with all upgrades it has mana but no castable ability. Lose life drain for lifesteal isn't bad idea(even if not worth imo in this situation), but I find it too basic. I don't have real suggestions here to improve that, but I think there is probably some good ideas to come up with.
Atm I think that life drain is simply too valuable on units like dreadguards to swap for lifesteal (ground melee unit), only downside is their low mana regeneration. You can spamm it against one target (like a hero or air unit) and make it disapear, they have different utility unlike with lifesteal where they are just "forgotten tank units you can just attack move with" unable to deal with ranged units, air or heroes.

-I find abominations too weak, probably because they become available when air units start being available. Give them an ability that prevents them to not be inexistant against air would probably solve that. Atm they are extremely powerful against ground units and eat them all. Their strenght is only dependant on which unit they can eat... I think this situation could be improved.
Though I would prefer remove/rework ghouls and abominations, brainless meat undead doesn't seem to fit Forsakens that much in my opinion.

-I do not like Vengeance from Banshees, I find curse stronger and more useful. Especially considering how hard it is to reduce armor of good targets if you don't spamm banshees or if you don't control small army. Only utility is to avoid using mana for AMS and possession as far as I see it.

-I think it would be nice if units were using QWER hotkeys as well. Same as for building, something like QWER,ASDF,ZXC would be nice I think. (And when will blizzard allow custom hotkeys for items also T.T)

-I would like to have the tome allowing to relearn spells available whenever a new hero is available, not huge difference but I like have free will on which spell to max.

About storyline, even if it's by far what I enjoyed the most, I kind of feel janna's reactions are a bit too... unkind ? I don't know if she is actually like that in WoW, but see Jaina be that hostile is weird to me. Is it due to Dreadlord Jaina ? By the way what is that ? I was quite disturbed doing campaign with that Dreadlord Jaina, is it something only people knowing WoW's lore can understand ? I was very confused until the end, trying to understand meaning of this or if it had a use. (I'm not necessarily against, but I would like more informations about it, especially in game).

About same for Sylvanas, sometimes I feel she is too "human", and sometimes too "undead". I was mostly disturbed in early chapters by few sentences if I remember correctly. If you are interested I can fast do campaign again to tell you what specifically bothered me. (Nothing really big, just a weird feeling).

About videos, is there a way to see them ? (the ones you removed because 1.30) I would like to see them.


Overall a great campaign, I do not hesitate to give a solid 5/5, I really enjoyed play it again and each changes you did in campaign from first version made sense. The difficulty increase was pretty nice to me, much better than in the past (where I remember struggling more in early levels than later ones), nothing extrêmely broken or weak, great story, no game breaking bugs or anything, I loved the banshee form idea for Sylvanas etc... I know my comment mostly seem negatif, but I kind of feel that bring out what could be improved is more worth than what is already good. I hope you don't mind such a long chaotic text, thx for your campaign.

I'm leading on the other campaign and give a feedback for that campaign too.
 
Level 3
Joined
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Messages
33
About storyline, even if it's by far what I enjoyed the most, I kind of feel janna's reactions are a bit too... unkind ? I don't know if she is actually like that in WoW, but see Jaina be that hostile is weird to me. Is it due to Dreadlord Jaina ? By the way what is that ? I was quite disturbed doing campaign with that Dreadlord Jaina, is it something only people knowing WoW's lore can understand ? I was very confused until the end, trying to understand meaning of this or if it had a use. (I'm not necessarily against, but I would like more informations about it, especially in game).

About same for Sylvanas, sometimes I feel she is too "human", and sometimes too "undead". I was mostly disturbed in early chapters by few sentences if I remember correctly. If you are interested I can fast do campaign again to tell you what specifically bothered me. (Nothing really big, just a weird feeling).

About videos, is there a way to see them ? (the ones you removed because 1.30) I would like to see them.

Dreadlord Jaina is a joke/meme by WOW players about how her personality changes.
And then Blizzard releases a dreadlord skin for Jaina in Heroes of the Storm. As if they confirmed Jaina is a dreadlord lol

And here is the old cinematics: https://www.hiveworkshop.com/attachments/cotfcinematics-rar.300001/
Just rename them to .avi and watch without WC3.
 
Level 28
Joined
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Messages
1,413
Hey, I played the first chapter and when I try to play the second one the game just freezes. I don't know what to do. Maybe there is a way to skip it somehow so at least I can play the others?

You gotta update/reinstall your Warcraft 3.

Great campaign, I played the version 2.0 long ago (or maybe first, I don't actually remember) and you managed to make it even better. I'll list few bugs and give a feedback about what could be improved/changed imo, though it's not exhaustive as I missunderstood one of your message (I though you wouldn't update map further), so I didn't note everything (and tbh nothing was actually bothering).
Fast info about me, I played this map in 1.30.2 patch, I didn't play wow so I don't know it's lore, i'll sometimes give little suggestions in following list.

-Few typos, I don't remember any of them beside the description of Dark Rangers : "her ghost its the corpse to fight again". For others I don't remember sorry, but they were obvious enough for me to notice them (not native english speaker)

-Each spawn from the crafted item (shadowmourn iirc) in last chapter use 1 food, not really bothering as they disapear but still good to mention I guess.

-For some reasons, when AI is using forsakens, it loves to craft thousands of shadowhall, was most obvious in chapter 3. I charged Varimathras' base as soon as possible, but there was already 3 shadowhall, 4th in construction. AI is probably not considering it as main structure.

-While we are on chapter 3, you can kill Balnazzar or Varimathras if your army is big enough and make sure everything focus the same dreadlord. (I didn't manage to kill both though no matter how hard I tried.) I don't think it's intented so I'm pointing it out.

-Overall, I think the AI should be a bit improved, it's not terrible but it's a bit weird when some units doesn't move when their base is being attacked next to them.

-If you possess a demon worker, some units really feel too powerful. I don't really ask for accurate balance, but you can spawn a lvl 9 eredar for 85 gold and 1 food, infernal juggernaut cost only 4 food but they can summon infernals, etc... those 2 were the most shocking. I kind of find that the easiest strategy is to possess a worker and spamm one of those 2 units. I think that this possibility should mostly be something fun to do but not worth, rather than best strategy.

-A bit weird bug, but this version of CotF interacts with older versions. Low chance to actually bother someone, but I think it should be clearly separated. In my case, after I finished the 3.0.1 version, I did same with older version (using cheats) to see what changed in story, but when I tried to do chapter 11 in 3.0.1 version once again, heroes were having items and skills learnt from the previous version. Which leaded Varian to get invisible pot (which he was using fairly fast to run straight to putress), and Vereesa to get no spells (as all of her spells changed, but game was considering she alread learnt 10 spells so nothing available to learn).

-There is some missing voice on clicking on some units. I don't know how to explain clearly, so let's take an example with Vereesa. Basically the first 5 times you clic on her she says something, then the following 4 times she opens mouth half a sec to say nothing, it feels a bit weird. I didn't list all units having this issue though.

-In chapter 7, it is way easier to not split both group and never attack the small undead base (where sylvanas is supposed to make a base). The strongest undead base never attacks as long as this ain't destroyed, and even like that there is no real reason to split both forces. I would suggest that the small purple base becomes another foe in the map that will grow in size and strenght with time, so it becomes interesting to actually destroy that base as soon as possible. Also the big purple base should probably attack Sylvanas after 5-8min, no matter if there is base destructed or not.

-It is not a bug due to your campaign but to Wacraft 3 itself, but there is a bug with attack speed making agility and attack speed items worthless. Can you consider a way to counter that in both campaigns ? I know it's possible but tbh I don't know how, maybe make map generate a code and load the hero on next version automatically ? I can't help much unfortunately to find a way to correct that sorry :(

-I really like the fact that Dark Rangers (and all low units beside ghouls)are viable the whole campain, nevertheless I find them a bit too powerful. Strong enough that "spamm DR units" works in basically every chapters. For example, I could clean every ennemy building/units with only two full army of DR in chapter 11 (medium difficulty). As long as they are not sandwiched, nothing can stop them with Sylvanas' silence. My suggestions :
Link spiders to their DR, limit range on how much they can split, if the DR dies, the spider disapear, make the research spider on higher tier (too strong early I think), make ghost of DR last only 30 seconds to 2 minutes and reduce bonus range of both research to 50 each.
Not a huge nerf, but I think it would make DR less abusable.

-I like Dreadguardes but I find them slightly too weak (though, I saw you nerfed them lately so maybe I'm wrong ?), also I dislike that with all upgrades it has mana but no castable ability. Lose life drain for lifesteal isn't bad idea(even if not worth imo in this situation), but I find it too basic. I don't have real suggestions here to improve that, but I think there is probably some good ideas to come up with.
Atm I think that life drain is simply too valuable on units like dreadguards to swap for lifesteal (ground melee unit), only downside is their low mana regeneration. You can spamm it against one target (like a hero or air unit) and make it disapear, they have different utility unlike with lifesteal where they are just "forgotten tank units you can just attack move with" unable to deal with ranged units, air or heroes.

-I find abominations too weak, probably because they become available when air units start being available. Give them an ability that prevents them to not be inexistant against air would probably solve that. Atm they are extremely powerful against ground units and eat them all. Their strenght is only dependant on which unit they can eat... I think this situation could be improved.
Though I would prefer remove/rework ghouls and abominations, brainless meat undead doesn't seem to fit Forsakens that much in my opinion.

-I do not like Vengeance from Banshees, I find curse stronger and more useful. Especially considering how hard it is to reduce armor of good targets if you don't spamm banshees or if you don't control small army. Only utility is to avoid using mana for AMS and possession as far as I see it.

-I think it would be nice if units were using QWER hotkeys as well. Same as for building, something like QWER,ASDF,ZXC would be nice I think. (And when will blizzard allow custom hotkeys for items also T.T)

-I would like to have the tome allowing to relearn spells available whenever a new hero is available, not huge difference but I like have free will on which spell to max.

About storyline, even if it's by far what I enjoyed the most, I kind of feel janna's reactions are a bit too... unkind ? I don't know if she is actually like that in WoW, but see Jaina be that hostile is weird to me. Is it due to Dreadlord Jaina ? By the way what is that ? I was quite disturbed doing campaign with that Dreadlord Jaina, is it something only people knowing WoW's lore can understand ? I was very confused until the end, trying to understand meaning of this or if it had a use. (I'm not necessarily against, but I would like more informations about it, especially in game).

About same for Sylvanas, sometimes I feel she is too "human", and sometimes too "undead". I was mostly disturbed in early chapters by few sentences if I remember correctly. If you are interested I can fast do campaign again to tell you what specifically bothered me. (Nothing really big, just a weird feeling).

About videos, is there a way to see them ? (the ones you removed because 1.30) I would like to see them.

Overall a great campaign, I do not hesitate to give a solid 5/5, I really enjoyed play it again and each changes you did in campaign from first version made sense. The difficulty increase was pretty nice to me, much better than in the past (where I remember struggling more in early levels than later ones), nothing extrêmely broken or weak, great story, no game breaking bugs or anything, I loved the banshee form idea for Sylvanas etc... I know my comment mostly seem negatif, but I kind of feel that bring out what could be improved is more worth than what is already good. I hope you don't mind such a long chaotic text, thx for your campaign.

I'm leading on the other campaign and give a feedback for that campaign too.

Hey, glad you liked it! Don't worry, I appreciate posts like yours very much! All the issues you posted are actually pretty small stuff, easily fixed, and some things I just overlooked, so it's very helpful that you put it all together like that.

As for the balance, overall I doubt I'll be making any more big changes to the techtree. I'm pretty happy with how all units work, there might just be some balance changes or minor changes like adding a new upgrade here and there. I think they're all fine, Dark Rangers' ghost could be changed a bit to be more interesting, people said Dreadguards were really OP before but I think they're fine now, and I'm also happy with Abominations, Ghouls and Banshees. Siphon Life and Vengeance are a bit weird, but generally my idea with these was to make it so if you want you don't really have to control these units.

Maybe I should add QWER for the rest of abilities, I guess I kind of didn't since I saw Starcraft 2 doesn't have it for normal units, so I just kind of forgot about it? I'll think about it.

I do actually kind of agree with your thoughts about Jaina and Sylvanas, but that was somewhat intentional. I really like these two characters, but I felt the story might lack a bit if Jaina is just nice all the time and Sylvanas is an asshole all the time, since that's how it is most of the time in WoW, at least back in WotLK, so I gave them a bit more emotions. And yeah, Dreadlord Jaina is a meme, nothing to do with the actual story!
 
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Thx both for your answer, makes more sense now for Jaina and Sylvanas. Those 2 characters, Furion and Thrall are the ones I liked the most in warcraft 3 so I'm a bit more sensitive about their personality.
Will you do an update for when reforged version will be out ? I'm not sure but I guess it'll act weirdly toward custom models.

Also, even if it's more about wow and not your campaign, I'm a bit curious and I wonder, how far/close is your story compared to original wow story ?
 
Level 6
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Messages
172
I'm a bit curious and I wonder, how far/close is your story compared to original wow story ?
Good question.The storyline written by tomoraider is different from that of the origin WOW in many ways.I've listed several significant changes below.

a) Motive
WOW-The only purpose of Sylvanas is revenge.Those who serve her are arrows in her quiver.Joining the Horde is merely a strategy to protect herself from the Alliance.
CotF-The purpose is changed.She cares for the family and her people in the end.

b) Wrath Gate
WOW-Putress and Varimathras worked together and betrayed Sylvanas at UnderCity.Having fled to Orgrimmar,the banshee queen was absent from the Wrath Gate.Thrall and Varian led their troops to liberate Undercity which was occupied by rebels and burning legions.The Horde killed (banished) Varimathras while the Alliance slaughtered Putress.
CotF-The battle of UnderCity happens earlier.

c) Little Moon
WOW-Vereesa and Sylvanas had never met each other until Garrosh Hellscream lost his war,which happened in WOW 5.4,much later than the fall of the Lich King(WOW 3.3).
CotF-Reuniting with each other is more reasonable.

d) Icecrown Citadel
WOW-The Lich King was killed by 10~25 players with the help of Tirion Fordring,who is a famous paladin. Sylvanas wasn't there.
CotF-Many heroes took part in the raid.But Tirion Fordring was missing.

Perhaps many war3 players are not aware of what is happening in Blizzard WOW group.Their capabilities of scriptwriting have been getting worse these years such as creating tons of silly scenarios,breaking tons of character images and turning Sylvanas into an ASSHOLE.

Tomoraider did a great work,much better than the WOW story team.His talent and wisdom are beyond words.
 
Level 28
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Messages
1,413
Thx both for your answer, makes more sense now for Jaina and Sylvanas. Those 2 characters, Furion and Thrall are the ones I liked the most in warcraft 3 so I'm a bit more sensitive about their personality.
Will you do an update for when reforged version will be out ? I'm not sure but I guess it'll act weirdly toward custom models.

Also, even if it's more about wow and not your campaign, I'm a bit curious and I wonder, how far/close is your story compared to original wow story ?

We'll see how things work out once Reforged is out, I can't say anything right now.

So the story in my campaign it doesn't happen in the same order like in WoW and different characters are involved. It's important to mention that a lot of the story in WoW falls upon the player characters, whereas in CotF the actual characters do all the fighting. Some parts are directly taken from WoW, mostly the parts with voice overs which I took from WoW. Vereesa and Lor'themar also do not play a role in WoW at all in this story. I involved Vereesa because I wanted to add an additional story for Sylvanas, and Lor'themar cause I wanted to involve the blood elves, as a continuation of Rise of the Blood Elves, my other campaign.
  • The first four maps don't happen in WoW. There is a fight with the Scarlet Crusade in WoW, but it only involves questing in the Forsaken intro zone and a dungeon. Balnazzar does appear, but doesn't get Varimathras back to his side. No characters in WoW are directly involved with this, the player characters deal with this story.
  • Chapter Five, the battle in Orgrimmar, happens in WoW, but Jaina doesn't hang out in Orgrimmar, Sylvanas doesn't threaten anyone, and the tauren and night elves don't send reinforcements.
  • Chapter Six, Battle for the Undercity, happens in WoW, but happens after the Wrathgate. Varian leads an army to Lordaeron as revenge for what Putress did, but I changed this because I found it kind of strange that the focus of the story would change from Northrend to Lordaeron for that part. So the motivation for why the Alliance are there in my campaign might lack, but I think it's alright. I changed it so that they attack because of what Sylvanas said to Jaina in Chapter Five, and then Varian gets angry because of what they find in Putress' laboratories in the Undercity.
  • Chapter Seven doesn't happen in WoW. I did that as an intro map to Northrend. Sylvanas also doesn't ally with the val'kyr in WoW, not until the Edge of Night short story, which is directly adapted in my epilogue.
  • Chapter Eight doesn't happen in WoW like in CotF, the player characters go into Azjol-Nerub, not Thrall, Varian and Bolvar.
  • Chapter Nine, the parts with Alexstrasza and Quel'Delar kind of happen in WoW, but again the player characters are involved. The part with the Lich King happens exactly like that, but Vereesa is not involved, and it happens just before the Icecrown Citadel events, the final raid.
  • Chapter Ten, the Wrathgate happens in WoW, but Putress' does it because of Varimathras in WoW, not because he decided to do it himself, like in my campaign.
  • Chapter Eleven does not happen in WoW.
  • Chapter Twelve happens in WoW, but it only involves the player characters and Tirion Fordring. Varian and Garrosh make an appearance in the Icecrown Citadel raid, but not during the Lich King fight. I already wrote about this, but I didn't want to involve Tirion Fordring because I wanted the focus of the story to be on Sylvanas.
That's mostly it, I think. Overall the story of the campaign is only based on the story from WoW, mostly the core events that happen in WoW also happen in CotF, the Alliance and the Horde invade Northrend, the Wrathgate happens and they eventually defeat the Lich King, but somewhat differently and different characters are involved, in fact in WoW Sylvanas barely plays a role during this story, which I thought was really lame. She doesn't even appear during the final fight with the Lich King.

Good question.The storyline written by tomoraider is different from that of the origin WOW in many ways.I've listed several significant changes below.

a) Motive
WOW-The only purpose of Sylvanas is revenge.Those who serve her are arrows in her quiver.Joining the Horde is merely a strategy to protect herself from the Alliance.
CotF-The purpose is changed.She cares for the family and her people in the end.

b) Wrath Gate
WOW-Putress and Varimathras worked together and betrayed Sylvanas at UnderCity.Having fled to Orgrimmar,the banshee queen was absent from the Wrath Gate.Thrall and Varian led their troops to liberate Undercity which was occupied by rebels and burning legions.The Horde killed (banished) Varimathras while the Alliance slaughtered Putress.
CotF-The battle of UnderCity happens earlier.

c) Little Moon
WOW-Vereesa and Sylvanas had never met each other until Garrosh Hellscream lost his war,which happened in WOW 5.4,much later than the fall of the Lich King(WOW 3.3).
CotF-Reuniting with each other is more reasonable.

d) Icecrown Citadel
WOW-The Lich King was killed by 10~25 players with the help of Tirion Fordring,who is a famous paladin. Sylvanas wasn't there.
CotF-Many heroes took part in the raid.But Tirion Fordring was missing.

Perhaps many war3 players are not aware of what is happening in Blizzard WOW group.Their capabilities of scriptwriting have been getting worse these years such as creating tons of silly scenarios,breaking tons of character images and turning Sylvanas into an ASSHOLE.

Tomoraider did a great work,much better than the WOW story team.His talent and wisdom are beyond words.

Yeah, that's mostly it. I'd only add that Sylvanas' purpose is not changed, but it alters during the campaign because of her interactions with Vereesa.

As for WoW's story nowadays... I don't really have any big expectations anymore, some stuff are pretty stupid, but I think the story is still pretty fun, so I'm enjoying following it. There's still some pretty good parts here and there, surrounded by all the fluff. And I'm glad you like my work!
 
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Hi it would be to know you intend to do a third campaign such as draeneis, troll, tauren or other? and also in curse of forsaken, you replaced phaedrynne by Putress. While in rise of the blood elves in a cinematic the blood elf emissary is stopped by phaedrynne and not Putress
 
Level 1
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Hi it would be to know you intend to do a third campaign such as draeneis, troll, tauren or other? and also in curse of forsaken, you replaced phaedrynne by Putress. While in rise of the blood elves in a cinematic the blood elf emissary is stopped by phaedrynne and not Putress
Well this make sense because phaedrynne is varimatras
 
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Both of your campaigns are really awesome. Well balanced, challenging and blizzlike, think I have replayed them for more than 5 times since the release of 1.0 versions. The only thing that bothers me is that there is no warning about 10 mins timer in chapter 10, so if you lost most of your army and finish first main quest - you most likely will have to restart/reload, but that's minor :p Great job anyway!
 
Level 28
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Hi it would be to know you intend to do a third campaign such as draeneis, troll, tauren or other? and also in curse of forsaken, you replaced phaedrynne by Putress. While in rise of the blood elves in a cinematic the blood elf emissary is stopped by phaedrynne and not Putress

Doubtful, don't think I will. And Phaelynne is still there because I haven't updated RotBE yet.

Both of your campaigns are really awesome. Well balanced, challenging and blizzlike, think I have replayed them for more than 5 times since the release of 1.0 versions. The only thing that bothers me is that there is no warning about 10 mins timer in chapter 10, so if you lost most of your army and finish first main quest - you most likely will have to restart/reload, but that's minor :p Great job anyway!

Thanks, glad you liked them! Yeah, I've thought about that in Chapter Ten. I just like the idea of a sudden pressure to finish to map, but I get why it might be frustrating. I'll think about changing it, though I think it'll most likely remain the same.
 
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Messages
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Varian model does not looks like him at all. If you still plan to update again, you should change it. And Terenas too, atleast put a helmet on that paladin model. I know this is not important, but I just want it to looks perfect XD

King Varian Wrynn
 
Level 2
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Messages
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I'd suggest you just completely reinstall Warcraft 3. Sounds like that should fix it.
upload_2019-1-4_0-46-6.png

This is what its inside the warcraft file when i re-install the 1.30.2 patch it doest have campaign folder and doest scan if i place or create one
 

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Level 28
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Jun 20, 2013
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Well, i've been playing on Hard difficulty this time, i'm going for the eight chapter today. 1.30.2

Chapter 6 is probably the hardest of the campaign until now. The Abomination really fell short until is the moment to attack the demon bases, the bite skill doesn't affect most of the demons, like blue felguards, blue sucubbi, red fel hunts, and blue void shades. The nerfed and balanced Dreadguard is the bread and butter of the mission.

This limitation may be for these units being over level 5, but at least Gordo that is supposed to be a massive unit even for Abos, should be able to eat high level demons.

Chapter 7 Orange AI is wonky.

Playing on the intended way, Blood Elf and Forsaken on different sides at the same time, make the Orange Undead to attack the Blood Elf base with two full transports, this make defending the Forsaken base easy, because the Orange player left these units iddle after destroying the base, including the hero.

I used Sylvanas to recover the book dropped by the Vrykul main and killed the Orange undead, another full transport landed on the BE base even if there wasn't anything to destroy on sight. They didn't attacked the new BE base, or were recalled to their main base once i started to attack it with the Forsaken. And during that time the Orange hero stayed on his base, and only basic troops attacked the Forsaken main.
 
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That's because you're in Program Files/Warcraft 3.

Campaigns go into the My Documents/Warcraft 3/Campaigns folder.
It finally works thx u verry much now i can play one of the best campaign in warcraft sry for the trouble i just really wanted to play the forsaken its my fav story and raise
 
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Anyone else check this topic and ROTBE everyday just to see if tomoraider releases something new? :D
 
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Level 28
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I had great time playing this. Thanks for your effort.

Glad you liked it!

Well, i've been playing on Hard difficulty this time, i'm going for the eight chapter today. 1.30.2

Chapter 6 is probably the hardest of the campaign until now. The Abomination really fell short until is the moment to attack the demon bases, the bite skill doesn't affect most of the demons, like blue felguards, blue sucubbi, red fel hunts, and blue void shades. The nerfed and balanced Dreadguard is the bread and butter of the mission.

This limitation may be for these units being over level 5, but at least Gordo that is supposed to be a massive unit even for Abos, should be able to eat high level demons.

Chapter 7 Orange AI is wonky.

Playing on the intended way, Blood Elf and Forsaken on different sides at the same time, make the Orange Undead to attack the Blood Elf base with two full transports, this make defending the Forsaken base easy, because the Orange player left these units iddle after destroying the base, including the hero.

I used Sylvanas to recover the book dropped by the Vrykul main and killed the Orange undead, another full transport landed on the BE base even if there wasn't anything to destroy on sight. They didn't attacked the new BE base, or were recalled to their main base once i started to attack it with the Forsaken. And during that time the Orange hero stayed on his base, and only basic troops attacked the Forsaken main.

Dang it, I thought I made the AI work fine in Chapter Seven! Well, that will need another look.

It finally works thx u verry much now i can play one of the best campaign in warcraft sry for the trouble i just really wanted to play the forsaken its my fav story and raise

No problem, have fun playing the campaign!

Anyone else check this topic and ROTBE everyday just to see if tomoraider releases something new? :D

Hah I doubt I'll be releasing anything anytime soon!
 
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Another bug on the mission 12. Fall of the Lich King

The brown colored Obelisk at random doesn't deactivate after fighting the Valkyr sisters in the boss fight. Using cheats a nuking them works well ,_,

Can't tell if that is caused for the 1.30.4 version. The Red and Blue obelisk works as intended.

Edit. as i couldn't turn off the brown Obelisk i restarted the map and used cheat to reach that section.

This being my first Obelisk, Lorth'remar activated his line of "Two gone, one remains.", after Sindragosa the blue Obelisk was deactivated, and the red was still active. But it opened the gate to Kel'thuzad.
 
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Level 3
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Jan 27, 2019
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Great work.. Its very cool to use banshee possess alliance wisp,peasant(before kill putress),scourge worker, vrykul dreadlord worker and scarlet peasant..:oops::oops:..
Its not bug though but its awesome to get a chance trying all races and turn in against their own enemies.. It only worked in god mode
And plz dont mad buddy you already make the best campaign..I expect more than you boiiii ;):)
 
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