Curse of the Forsaken v3.0.1

This bundle is marked as approved. It works and satisfies the submission rules.
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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 11
Joined
Jul 31, 2019
Messages
129
Doing somewhat better, thanks! There's a bunch of things I had planned to change. I think the most significant changes I had in mind was adding some troll enemies to break up the monotony of fighting the undead in the Quel'Thalas chapters, redesigning the map where Kael'thas goes full demoncrazy and adding a new intro cinematic. I think there was also some draenei stuff I wanted to add, involving them more early on and such so the story is closer to what it is in WoW, so it would have been a somewhat significant update, actually.

But it's fine in its current state as it is. Except that cinematic where Aewynne faints. I can't express how much I hate that. Why didn't she just lower her weapon!?



Weirdly enough, I'm mostly fine with Shadowlands, even though I'm not really into the concept of what they came up with. I quite liked all the zones themselves and their stories, but the actual "main" story surrounding Sylvanas is presented so badly. I don't even care that this was clearly not planned 10 years ago and they just came up with a new story for her, but like it wouldn't even be that bad and infuriating if they just had her talk like a normal person instead of constantly talking in cryptic monologues and sassy one liners.



Thanks for the kind words!



Oh yeah, I've definitely been feeling similar in regards to writing. I'm glad you're managing to get through that. I'd say for me, it's actually not as much a struggle of finding the motivation but the discipline to just get through it, cause as much as I love writing, that feeling of inspiration that makes the words flow themselves is honestly not there a lot of the time, so it's mostly a matter of just sitting down and getting through it. I think a big part of it is also managing my own expectations. Did this chapter turn out as I wanted it? Not entirely, but I'll leave it aside for now and return to it later. Most of the time I find that, as you said, it's actually pretty good! It might need more or less work, but that gut-feeling of disappointment I sometimes have when I first finish it mostly ends up being false. You can fix a turd and make it good, but if you don't have anything, you don't have anything to fix. It's good to be self-critical, even though it's sometimes a struggle not to get overly critical of yourself.

I think these campaigns, in a way, were a great help there. Aside from the fact that the mostly positive feedback left me with a feeling that I am doing something right, they were good practice in writing stories without the burden of actually creating the world, the characters, etc. I still had to juggle a lot in regards to pacing, dialogue, language, characters being consistent, and so on, which I think I succeeded in (at least in CotF v3.0, I think RotBE leaves a lot to be desired), so working on all that definitely left me with enough certainty that I can write my own story. Writing a book is a whole different beast, however, there's much more to consider than writing this kind of campaign where you have quite severe constraints.

But back to Warcraft 3, it's quite humbling that you (and everyone else who commented) think so highly of these campaigns! Being somewhat removed from them for years now, as I re-watched your playthrough of CotF v3.0, I was actually finding myself thinking, hey, this is really fun! Weird to say that about my own work, but as the fantasy author Joe Abercrombie once said (I'm paraphrasing), he loves his books cause they're exactly the kind of shit he loves to read. I guess that's why these campaigns worked. There's a lot of work involved in making them work, but at the end of the day, I just wanted to make something that I found fun to play.

If you do end up revisiting them, I'll be there to offer my thoughts in chat or comments! It's much easier to praise or shit on myself years after. I also find it oddly amusing to mock my own work. Seriously, why did Aewynne faint!?

And LOL I also wondered whether I should mention the "chapter won't load" thing. Hilariously (or infuriatingly), as I was watching your videos of the campaign, I think pretty much every video had multiple comments of people asking this question. Maybe the instructions I left are too vague? I also think a lot of people pirate this game so they may not be familiar with various versions of the game. Not sure, I don't really have any proof of that. Maybe people outside the mapmaking community just don't know about different versions. Interesting stuff.
Hey, Tomoraider. Your campaigns will always be awesome with high replayability factor. Wonder how will the next update of RotBE like... it would be a bombshell. In the deepest crevice of my heart, I harbor the hope of Seeds of Faith being revived in the future also (I recall it was 90% complete before it was mauled?).
As a writer of fantasy genre also, I can so fully relate. You will almost always hate what you've written everytime the written pieces are reread. Whenever I write poetic-themed piece and incorporate unto the story, the feeling of "Wow! I'm getting close to Shakespeare!" would birth but then dissipate immediately after realizing what shit I've written. The huge challenge is at creating a new race as many times are needed to polish to make it more "humane" and "proper". Worldbuilding seriously takes years and it's my insight 10 years are needed to build a world like LoftR. Best way to get better is just read and continue writing. And yeah: whenever muses send sudden revelations, record it down even on phone notes (whenever pen and paper are unavailable). The character development is quite a pain as even killing them off must be meaningful and well-written. But well, since creations are technically creator's children, they must be cherished at the end.
Good luck, Tomoraider. Director's Cut is certainly awaiting you.:ogre_haosis:
 
Level 18
Joined
May 14, 2021
Messages
482
Hey, Tomoraider. Your campaigns will always be awesome with high replayability factor. Wonder how will the next update of RotBE like... it would be a bombshell. In the deepest crevice of my heart, I harbor the hope of Seeds of Faith being revived in the future also (I recall it was 90% complete before it was mauled?).
As a writer of fantasy genre also, I can so fully relate. You will almost always hate what you've written everytime the written pieces are reread. Whenever I write poetic-themed piece and incorporate unto the story, the feeling of "Wow! I'm getting close to Shakespeare!" would birth but then dissipate immediately after realizing what shit I've written. The huge challenge is at creating a new race as many times are needed to polish to make it more "humane" and "proper". Worldbuilding seriously takes years and it's my insight 10 years are needed to build a world like LoftR. Best way to get better is just read and continue writing. And yeah: whenever muses send sudden revelations, record it down even on phone notes (whenever pen and paper are unavailable). The character development is quite a pain as even killing them off must be meaningful and well-written. But well, since creations are technically creator's children, they must be cherished at the end.
Good luck, Tomoraider. Director's Cut is certainly awaiting you.:ogre_haosis:
You should rate all best campaigns like OutsiderXE's and Rise of Blood Elves as "Director's Cut", too. They are Warcraft-related stories.
 
Level 23
Joined
Nov 5, 2010
Messages
1,325
Does 3.0 (not 3.0.1) work in 1.27b? I cant seem to load mission 2

kermit-frog.gif


Hey, Tomoraider. Your campaigns will always be awesome with high replayability factor. Wonder how will the next update of RotBE like... it would be a bombshell. In the deepest crevice of my heart, I harbor the hope of Seeds of Faith being revived in the future also (I recall it was 90% complete before it was mauled?).
As a writer of fantasy genre also, I can so fully relate. You will almost always hate what you've written everytime the written pieces are reread. Whenever I write poetic-themed piece and incorporate unto the story, the feeling of "Wow! I'm getting close to Shakespeare!" would birth but then dissipate immediately after realizing what shit I've written. The huge challenge is at creating a new race as many times are needed to polish to make it more "humane" and "proper". Worldbuilding seriously takes years and it's my insight 10 years are needed to build a world like LoftR. Best way to get better is just read and continue writing. And yeah: whenever muses send sudden revelations, record it down even on phone notes (whenever pen and paper are unavailable). The character development is quite a pain as even killing them off must be meaningful and well-written. But well, since creations are technically creator's children, they must be cherished at the end.
Good luck, Tomoraider. Director's Cut is certainly awaiting you.:ogre_haosis:

Thanks for the kind words! Seeds of Faith is never going to happen. It's been, what, like 5-6 years? More? I wasn't happy with how it turned out and I don't intend to go back to it. If I ever come back to Warcraft 3, I wouldn't want to work on that.

Personally, I don't spend a lot of time on the specifics and details of worldbuilding anymore, I'm more interested in exploring characters and their relationships with themselves, with the world and with each other. What makes them do what they do, and similar stuff. I also often jot down notes on my phone, sometimes at 2 am in the morning when I can't sleep and ideas keep coming to me lol.
 
Level 8
Joined
Apr 14, 2011
Messages
458
Huh Seeds of Faith, that's a forgotten name, there was Shadow of Blood iirc, every update you did for your 2 projects were amazing at their time and will be preserved as jewels for wc3 imo
Just as the guy who said he's still waiting for Seeds of Faith, i'm kinda hoping you come back and do a coop campaign thingy or some maps from your campaigns too, they'd be a lot of fun playing with someone else, glad to hear you're doing fine, and make sure to let us know your book's name in the future to buy it :D
 
Level 1
Joined
Dec 1, 2018
Messages
3
Hey, how's everyone doing? I've been rewatching Jayborino's playthrough of Curse of the Forsaken v3.0 and I thought I should come back here for a moment and let everyone know I'm still alive. It's been, what, almost a year since I last posted here? Been personally quite a tough year for me, but I'm on a bit of a break from everything right now so things are looking up. Jayborino should replay this on hard difficulty so I can suprise even myself by how hard I made this campaign, because I actually don't remember how it even plays on hard. Didn't I make it even harder when I did the v.3.0.1 update? This campaign came out three and a half years ago? The fuck. The pandemic has broken my perception of time.

Anyway, I have no idea what's going on with Warcraft 3 nowadays. I'm gonna say nothing, but maybe I'm wrong. I wanted to buy Reforged once it went on sale so I can play the official campaigns, but it never does so I guess both Blizzard and I are pretending it never happened.

It'd be fun to do that Rise of the Blood Elves update I've been talking about... for years now? Oof. I'd like to say someday I'll do it, but honestly, I've actually been writing my own fantasy book quite seriously for the last 3 or so years, especially this year, and that's where all my creative energy goes these days. Writing a book is hard. It's torture. Sometimes you force yourself to push through a chapter and you think you wrote the greatest pile of shit in existence and wonder what illness set you upon this path, then you reread it a week later and discover you're a god. You find one profound sentence and wonder why no one ever told you you're a genius. Then the next day you wonder again whether anything at all you wrote makes any sense and if you should just quit while you're still sane. And so it goes on and on. But I'll do it. I'll finish it! Then hopefully someday I can come back here and shamelessly shill for myself.

I haven't really been playing a lot of WoW lately either so I haven't really been super following up with what's going on. The story of Shadowlands has been horrifyingly amusing to follow, at least. I'm dreading how Sylvanas is gonna end up (they're gonna Kerrigan it, I know it), but I'm here for the memes. At least we'll always have the memes.

Anyway, thanks for reading my madman's yearly update. Not sure why I ranted about writing. It's great to see lots of people are still playing these campaigns, though. Thanks for all the kind comments, even though half of them are people asking why the second chapter won't load.
Broo im happy that you back, im in a project remastering your campaing, please find Lean Wolf Games Curse Of The Forsaken in youtube, isnt a spam, there have videos with the progres, but im working and stoped that proyect, i hope that you enjoy it, is in spanish but i will do in english too
 
Level 8
Joined
Dec 1, 2021
Messages
55
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. After doing all the vanilla campaigns, I decided to do this custom one first, since I remembered that it was pretty great. I sure as hell remembered right

The story and the music are both awesome.
  • I really liked how Sylvanas wasn't exactly the nicest person out there, but you can kind of understand her because she basically went through hell, and didn't really have bad intentions.
  • The music choices all fit perfectly into their situations, and it was nice to have the default Warcraft 3 undead theme swapped out for something new that fits the forsaken better (while keeping it consistent with Rise of the Blood Elves, which also had the default music swapped out for something more appropriate).

The gameplay has also improved a lot over the original, with a lot of small details that add up.
  • It's pretty cool how the forsaken race uses elements from the human and undead races (as they're kind of in between the two), but they still have access to a ton of weird and messed up things that carry on a theme of mystery and horror, which is what makes them unique. Are they overloaded and have a lot more overall features than other races? Absolutely, but it's compensated really well with lower overall stats, so the units aren't too overpowered.
  • It's also really nice how you've added flair to some of the other races you encounter, and that the undead scourge and the human alliance use a lot more than the vanilla units that you have in the Frozen Throne. The vrykul, the blood elves and the demons are also a completely new race made basically from scratch, which made it pretty refreshing to see these guys. The orkish horde was the only race that got nothing new, but I'm willing to look past that.
  • The maps themselves definitely kept the feel that the original campaign maps did, while still putting in that "Tomoraider flavor", which made them pretty enjoyable. The early games of macro missions got pretty oppressive a lot, which just makes it all the more satisfying when you get all of your cool upgrades, and you effortlessly push back all the opposition, which is also kind of on theme with the forsaken. Micro missions really do emphasize the micro, but they're also pretty big and adventurous, while having a their own unique identities (too bad there aren't many of them).

The heroes were pretty good too.
  • Sylvanas, Jaina and Thrall had to keep similarities with their original kits, but the campaign still gave them some neat new tools, usually in the place of old ones that weren't flashy or consistently useful. Specifically the Totem Mastery is a really cool idea for an ability, and it feels amazing when you get the mana to spam these lovely wards non stop.
  • I really like the idea of Vereesa as a long range artillery type hero with an ultimate that punishes mispositioning. She felt pretty unique, and I wish more custom campaigns would have heroes like her.
  • Lor'themar being an aggressive mage-tank hybrid is also neat, but I'm not sure if I agree with the choice of his new E. It fits with the theme of a fire mage better, and it also helps him do aoe damage which is his thing, but the ability to do an aoe knockup in a line was far more unique than... the Incinerate from Firelord (it's not an awful spell, but there could have been something more interesting).
  • Varian is fine, but it's not great that his W is a worse version of Searing Arrows and his ultimate is the Taunt of the Mountain Giant, except that it costs mana. These spells fit him well, but they could definitely be changed to make them feel better.
  • Putress' kit (and personality) definitely surpasses Phaelynne's. It's debatable if it's actually more useful, but it for sure is more consistent and user friendly, since his E and R can no longer harm you upon bad usage. All hail the Ooze!
  • Bolvar is shockingly good for a hero that is only there for one chapter (just imagine if he swapped Qs with Varian...). It's quite nice that Quel'Delar has his Divine Purpose ability, since it's a pretty fun to use.
  • Varimathras is just Varimathras. He didn't really need a new kit, and he's the only hero whose ultimate is inaccessible because he turns on you like the dummy he is.
There are a few minor things that I also really appreciate.
  • The way the difficulty works is great. I really dislike the original one that Blizzard did for custom campaigns, since it resets back to normal constantly. There are quite a few people that do this "select the difficulty upon starting the mission" thing, which is definitely great, but the one used in Curse of the Forsaken is even better, since you don't have to worry about accidently misclicking it anymore, you just press it at the start, and you never have to think about it again (unless you wanna change it mid-way, which you can do any time btw). The one weird thing that I noticed, is that when I check the difficulty on the "gameplay" section of the "options" menu, it says "hard" when I've watched an interlude before the mission, but "normal" when I didn't. Not sure if that last thing actually impacts anything, but I thought I'd report it anyway.
  • The terraining is great. It's not exactly the best I've ever seen, but it's up there. And I do acknowledge that it's a pretty hard, yet pretty overlooked part of mapmaking, but I feel like you've done a good job on the terrain with most of the maps in this campaign. There aren't many huge nonsensical open spaces without anything, needlessly tight paths or gigantic empty areas used for literally nothing.
  • I really appreciate that you've actually put up a link of two older versions of this campaign. You absolutely didn't need to do that, but you did it anyway for the few that might be interested, which is pretty sweet.
  • The WoW voice sets are quite nice. A lot of the campaigns are forced to use voice sets that have quotes that don't exactly make sense or are just simply repetitive, but hearing new things from a plenty of heroes and units feels refreshing (it gets even better when you mass click them, especially Jaina).

So now, here are some of my random thoughts on the chapters themselves:

CHAPTER 1 - Most campaigns don't start off with a macro mission, but this is a pretty good way to do it, starting it small scale, with just one gold mine on the middle and a few tiny outposts. The thing I'd change about this mission, is that I would make the two outposts without Town Halls (the Gryphon Aviary one to the east of your base, and the one on the southwest corner of the map) attack you as well, but I'd also reduce the size/number of the attacks from the other three outposts. It would smoothen out the process between "oh god, they are attacking a lot" and "alright, now I'll be 100% safe for sure", while giving the player a reason to care about those two outposts. Otherwise, a great first mission, and I think the design of the treasure sidequest is pretty lovely.

CHAPTER 2 - Originally, the second mission was the one with the worgen and the gargoyles on Silverpine forest, and this one was the third. I understand that you removed that map due to lore reasons, though I feel like the gameplay was perfectly fine, and now we're actually stuck without a micro mission where you use the forsaken (unless you count the second half of chapter 6). Anyhow, this mission isn't exactly the most exciting one, but it kind of gives you a more realistic picture of what the macro missions in this campaign will look like. I feel like the constant level 10 red dragon attacks from the southeast orc base that come after you destroy one of the two aggressors is a little too much, but that could have just been the effect of hard difficulty (thanks for not making them spell immune btw, I dread to imagine what this level would have been like without the ability to stun or Acid Bomb them). One weird thing that I noticed is that the AI actually kills the neutral troll camp, and I'm not exactly sure if that's intended.

CHAPTER 3 - I really love the way you changed this map. You gave the Dalaran bubble more purpose than just being a teaser/easter egg, while also giving the player some sidequests, and making the forsaken AI somewhat competent, while removing Mr. Inferno spammer Balnazzar from the base. My only problem is that the attacks with the level 10 hero on Sylvanas' base are a little excessive (Sylv can only get up to level 5 btw), though again, that could just be the hard difficulty. One bug that I found is that the Murloc side quest doesn't work if you reloaded a save, but that happens on the third mission of Legacy of the Damned with the ogres and the bandits as well, so it's probably not on you. And having access to ethereal banshees makes that quest kind of a joke (I'd probably change Lament of the Highborne to something else, like increasing Possession range while making the banshee invulnerable during it), but I guess the difficulty is supposed to come from actually getting a fully upgraded banshee, not making past the murloc guards.

CHAPTER 4 - The idea of this mission is actually pretty neat, it's basically a holdout mission in disguise, and you don't really see these kinds of maps often. The first time I've played this, Balnazzar's betrayal genuinely caught me off guard, but I understand why Garithos was with Detheroc now. One thing I'd change, is that I would make Balnazzar betray the humans when you're just about the complete the meat gathering quest, because if a demon kills a human, then that human won't leave meat behind, so if you're a little slow, you might be unable to actually complete the quest. You don't have to change this if you feel like it was intended to force the player to be aggressive, but I think having the betrayal wait would make more sense, especially because Balnazzar would have a specific reason to get mad at the humans now (over them feeding the vampire bats too much) rather than just randomly out of nowhere.

CHAPTER 5 - On my first playthrough, I was struggling a lot and actually lowered the difficulty just for this one level. Now I've learned that maybe I shouldn't ignore the creeps near Garrosh's and Drek'thar's base, and that spending my money on Orbs of Lightning rather than sustain items might not be a good idea, and I guess I just got very lucky, since I managed to beat this on first try now. This version is a huge improvement over the previous, mainly because of the side quest with the allies and all the creep camps around the map, both of which reward you for leaving the base. I also really like how the snowing gets more intense as you keep defending, eventually ending up in a full on snowstorm. The only thing I'd change, is that I would make Tyrande and Cairne just stand still in front of the last undead base until you personally start running in there. This would allow the player to properly scout the map without the allies putting you on an invisible timer, but again, if this was an intentional design choice then you don't have to change this.

CHAPTER 6 - I like that you didn't really change much about this level, cus it really didn't need more than a few minor stuff. It's pretty annoying that 3 of the 6 bases no longer consist of forsaken units and buildings, but getting a new base for every general was definitely a little too much, and you didn't really need more than the first 2 or 3 bases. The new sidequest is nice, and I appreciate that Gordo stays with you on the second part. It's pretty neat that you have an extra room right before the Varimathras encounter, and the Orb of Venom is a reward that fits really well there. Though there's also a throne room thingy, which doesn't really have anything, so its gate should probably be invulnerable. Just like in the second mission, this enemy AI also attacks neutral creep camps on sight. I also noticed that not every forsaken unit gets affected by the upgrade that lets them regenerate health outside of blight, with the banshee being the biggest example. And lastly, I think the Defile ability of the meat wagons should probably be removed when you unlock the passive that lets you regenerate outside of blight, because it's an ability that will help enemy undead units, but will not help you in the slightest.

CHAPTER 7 - The thing that I really like about the new version of this mission is how instead of you just facing everyday regular undead, you're actually fighting vrykul and san'layn, whereas previously, these two races both had their one mission and that was it, but now they're more of a persistent threat. This level did come with a pretty big bug though. Apparently, it's actually possible to possess a val'kyr if it's on the ground, but then you basically made it impossible to complete the side quest, as the counter will not go down, even if your possessed val'kyr dies. Also, when I possessed one of the ranged san'layn, I noticed that they have a passive lifesteal (the exact same one that the vampire bats have), yet they didn't actually heal at all when they attacked an enemy.

CHAPTER 8 - This is a weird one, because I really liked both the old and the new version, but for completely different reasons. The old one was about a small group getting lost within the tunnels, forcing the player to look for an exit while slowly rescuing everyone, and at the end, you have a choice to kill Anub'arak now, or deal with him later. This new one however, is about a bigger squad looking to enter Azjol-Nerub in order to shut down the nerubian attacks, which makes more sense for the canon story I suppose, but I genuinely found both pretty fun. The one little detail that I really appreciate is that all of the light related abilities (Bolvar's Wave of Light, the draenei's Consecration, the shaman's Lightning Shield, etc) actually provide a bit of vision the same way the torch does, which is pretty neat, and also kind of helpful if your torch hero isn't near. But the main thing I liked about this mission is how you get to have fun with that huge alliance of multiple races, which is something you don't really get to do that much here (the campaign is called curse of the forsaken after all).

CHAPTER 9 - Since you now have a big squad in ch8, it only makes sense that you have a small force here. Lor'themar being removed is annoying, but it makes a lot more sense since he and the blood elves are supposed to be stuck with the forsaken after all. It's pretty interesting how the player only has a few footmen as the frontline, forcing him to use the different backline spellcasters really well in order to succeed. That WoW-like sidequest with Quel'Delar was really cool, and I really appreciated it as someone who played quite a bit of Everquest (another MMO) back in the day. The boss fight wasn't as epic as it was before, but it's not like you could do a lot more for the small force that you have. It wasn't even the last time you see Lana'thel, so I'm ok with this fight not being as memorable. The Scroll of Truth is a pretty nice addition, though I wouldn't make it cost gold, since a lot of the players would rather spend the small amount that they do have on more useful stuff, and then they don't get to see it.

CHAPTER 10 - I really love how you changed this map. The section with Syvanas is basically the same, but the alliance and horde vs scourge section feels much more like a grand battle that you're completely missing out, now that it's a constant tug of war with the heroes yelling things, rather than the old simple AI bases that occasionally launch attack waves at each other. One weird thing that I found, is that none of the vrykul actually take up any supply when you possess them, with the exception of the armored wolf. This came in pretty handy, since I was limiting myself to 50 supply, and their units are actually quite good, but I thought I might report this. Also, remember how the abomination can put an infection on the enemy, which makes four timed maggots spawn when the target dies? Well, those maggots leave behind a corpse, and they can apparently be resurrected as permanent maggots by the val'kyr, and I'm not 100% sure if that's intended to happen.

CHAPTER 11 - Oh good lord. The difference between the difficulty of the original and this one is enormous. But I've heard that the mission was much harder before, cus allies used to play a lot worse, and they're still a little too passive and indecisive for my taste, but it's undeniable that they've helped me a ton, and they still attacked the enemy bases a few times, and most of those attacks did result in the destruction of said base, cus the attack forces of my allies were absolutely massive. The addition of the first part with Putress is pretty nice, and it gives you some actual consequences for the mistrust that the alliance has in you, while also letting you prepare for the grand battle of the second part. I like that you added Vereesa to the forsaken team, because it wasn't great that you only had Sylvanas while the alliance had 3 heroes, and now the player also gets to have more fun with Quel'Delar. Overall, this mission is definitely fitting as the final battle between two huge armies (even though it's wasn't the actual final battle), and I really enjoyed it.


CHAPTER 12 - The biggest and most important change here is the fact that instead of having to choose two extra heroes and their units, you just have them all. This basically lets you do all the fights while your heroes, keeping the units only for the finale with the Lich King. But there isn't really a way to solve this, other than by making the fights stupidly hard (which the previous version actually did xd), and doing this To the Bitter End style multi hero brawling is quite fun, so I'm fine with this. Now what I would change, is that I would swap some of the lumber pickups with gold, because the player simply gets too much lumber, while not having nearly enough gold to get enough units to use up all the supply. Another thing that I noticed is that you get access to blood elven swordsmen and human footmen at the same time, along with priests from both races as well. And the blood elven versions are just straight up upgrades, since they have the same stats, but the BE ones have Arcane Affinity. It's not a big thing, but I'd add something new to the human versions to make them a bit more special. Oh and lastly, there was a bit of a bug with the Lana'thel fight. If you kill her while an orb is out, the orb will disappear, and the controlled hero will remain hostile forever (maybe not after you start fighting Arthas, but there's no way I'm testing that). I'm gonna put up a screenshot as proof.
Screenshot (241).png

But overall the level was still miles better than the previous one. The sidequests were great, the fact that you have access to everything is awesome, and the Lich King fight is probably one of the most memorable boss fights I've had out of any Warcraft 3 campaign, and the ending was -chef's kiss- absolutely perfect.


Aaaaaaand that's it for my Curse of the Forsaken review! This campaign truly deserves to be the second most downloaded and sixth highest rated. I absolutely recommend it to anyone who liked either WoW or the original Warcraft 3 campaigns, and even if you're someone who is just looking to relax while enjoying the story and a new custom techtree, you can still select the easy difficulty, which will presumably make the macro missions a lot less oppressive.
The previous version of the campaign was an 8/10 or a 9/10, but now it's an absolute 10/10, even despite the minor bugs and nitpicks that I've had (you can pretty much nitpick anything after all).
Thank you for putting in the time and effort into this wonderful campaign, and I wish you all a nice day, and very happy holidays/new year!
 
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Level 3
Joined
Oct 17, 2019
Messages
22
Greetings, Tomo!

There is a bug in chapter 3 (posessing giant Murloc doesn't clear the optional quest, as other murlocs are still hostile), and in chapter 5 (defend against the Scourge mission, Garrosh and Drek'thar are sending reiforcements for 1 or 2 Scourge attacks, and after that they stop sending reinforcements even after activating the gateways, they just go back and forth in their bases until the end of the mission, so it's almost impossible to hold out even on normal difficulty, so I have to save and reload over and over again until I manage to finish the mission)
 
Level 18
Joined
May 14, 2021
Messages
482
Greetings, Tomo!

There is a bug in chapter 3 (posessing giant Murloc doesn't clear the optional quest, as other murlocs are still hostile), and in chapter 5 (defend against the Scourge mission, Garrosh and Drek'thar are sending reiforcements for 1 or 2 Scourge attacks, and after that they stop sending reinforcements even after activating the gateways, they just go back and forth in their bases until the end of the mission, so it's almost impossible to hold out even on normal difficulty, so I have to save and reload over and over again until I manage to finish the mission)
These problems were already discovered several years ago.
1.31.1 [Bug] Loading saved game breaks some unit events
You should not use 1.31.1 because the save-load thing will alter the whole gameplay.
 
Level 2
Joined
Sep 10, 2018
Messages
6
Hello to all,

First of all, I send you all my best wishes for a happy and healthy New Year.

I'm sorry to ask a question that has probably been asked many times before but I can't find how to do it even when I google it.

I used to have a legal version of Warcraft 3 which I can't access anymore since the release of Reforged.

I found a 1.26 version. But how can I get access to a 1.30.4 version so I can play this great campaign again (or other versions depending on the campaign) ?

Thanks a lot!
 
Level 2
Joined
Oct 25, 2018
Messages
14
Hello to all,

First of all, I send you all my best wishes for a happy and healthy New Year.

I'm sorry to ask a question that has probably been asked many times before but I can't find how to do it even when I google it.

I used to have a legal version of Warcraft 3 which I can't access anymore since the release of Reforged.

I found a 1.26 version. But how can I get access to a 1.30.4 version so I can play this great campaign again (or other versions depending on the campaign) ?

Thanks a lot!

curse of the forsaken 1.30.4
bloodelf campaign 1.28.5

gl hf

edit: as noted in the thread you ofc will need working cd keys to play.
 
Level 18
Joined
May 14, 2021
Messages
482
Hello to all,

First of all, I send you all my best wishes for a happy and healthy New Year.

I'm sorry to ask a question that has probably been asked many times before but I can't find how to do it even when I google it.

I used to have a legal version of Warcraft 3 which I can't access anymore since the release of Reforged.

I found a 1.26 version. But how can I get access to a 1.30.4 version so I can play this great campaign again (or other versions depending on the campaign) ?

Thanks a lot!
Tommi Gustafsson had already posted the thread for 1.30.4:


As that guy's post above said, you'll need a working ROC and TFT keys in order to play this game.
If you are going to play OutsiderXE's campaign series or Malfurion Quest, you'll need 1.31.
 
Level 4
Joined
Feb 27, 2020
Messages
33
If I ever come back to Warcraft 3, I wouldn't want to work on that.

Personally, I don't spend a lot of time on the specifics and details of worldbuilding anymore, I'm more interested in exploring characters and their relationships with themselves, with the world and with each other. What makes them do what they do, and similar stuff. I also often jot down notes on my phone, sometimes at 2 am in the morning when I can't sleep and ideas keep coming to me lol.
In case it will happen one day. Just two notes.

1. There are some people exist that prefer RTS more, it seems, and who still looking around about further WoW plot adaptation, me including. It is basically can go around pack of heroes and strategy & RPG elements combination, dialogs pick perhaps, optional quests, etc., rather then long base / defence building & tweaking. There are enough of that here and there, anyway. Original bonus orc campaign, perhaps, gone too far in this way, but it is one of the good examples in such case, I think.



Example from old " Nature's Call - Return of the Dragon" campaign. It also has interesting concept about sub maps using.

By other hand after all this years not much people get near the "Curse of the Forsaken" level of quality from my point view, same as basically covering the mentioned question especially. I've asked "Shadows of Hatred" author about some things two years ago, Shadows of Hatred v2.2.2 (Patch 1.30), but, it seems, he gave up back in the day in case of building new stuff for the moment, when other atempts, WoW plot in the WC3, didn't go far.

2. I've made fast check of the converted version of the "Curse of the Forsaken" via QM, Converted Campaign Download. There are some bugs exist, but in overall can tell that this sort of sd & hd combination looks / play fine enough. So, perhaps, with the help of QM loading feature, that first become available in version of 1.5 as I remember, something Reforge related might be done too.

I see people asking about patches. I've played all of the 3 mentioned campaigns here in a such way:

Shadows of Hatred 1.4 - 1.27b. No bugs.
Curse of the Forsaken 3.0 - 1.27b. 1 strange thing with the items in one place, in total - no bugs.
Rise of the Blood Elves 3.0 - 1.26a + near the end of the mission 10 switch to 1.27b to fix the specific bug.

Since then there have been updates, but perhaps someone will find this information useful.
 
Last edited:
Level 4
Joined
Feb 27, 2020
Messages
33
There is part solution exist. Currently you can play hd & sd combination via Converted Campaign Download, but it contain several bugs. At end point, I suppose, till Blizzard will not add custom campaigns support and some other features, not much folks will care about / will continue to stick to the classic, but I'll be glad to be wrong, in case QM basically solves the problem for now in overall.
 
Level 1
Joined
Aug 29, 2019
Messages
6
There is part solution exist. Currently you can play hd & sd combination via Converted Campaign Download, but it contain several bugs. At end point, I suppose, till Blizzard will not add custom campaigns support and some other features, not much folks will care about / will continue to stick to the classic, but I'll be glad to be wrong, in case QM basically solves the problem for now in overall.
Yea agree with that. They have failed us. No custom campaign folder seriously blizz?!
 
Level 3
Joined
Nov 21, 2016
Messages
15
The new upgrade of Royal Laboratory Fortified Defenses has bug. The Coil and Virulent Towers wouldn't get fortified armor when you upgrade from Guard Towers. If you already built Coil and Virulent Towers then those would get fortified armors. This made me have to build line of Guard Tower to tank for those towers for. Btw I love how you make Banshee Possession use on worker. I had a lot of fun with Legion buildings, Scarlet Crusade and Scourge (Just to take the orb of corruption)
 
Last edited:
Level 5
Joined
Oct 24, 2018
Messages
24
Hello Everyone!!

I´m starting off another Tomoraiders awesome campaign and doing the walkthrough off this one on Youtube.

I´m Running It using the Quenching Mod to see how It runs. Gotta say you got me glued to another off yours amazing campaign, Will give my feedback when I´m done with the campaign.

If you wanna follow the series follow the link
Thanks a lot guys!!!
 
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