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Curse of the Forsaken v3.0.1

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

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

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

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

Some lines written by ericwu102

Changelog
- Released.

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

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

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

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

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

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

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

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

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

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

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

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

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

Major Chapter Changes

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

NEW: Cinematic: Curse of the Forsaken

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

Chapter One: A Necessary Intervention

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

Chapter Two: Icy Menace

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

NEW: Interlude: Purpose

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

Chapter Three: Disdain

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

NEW: Chapter Four: Devil’s Deal

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

Cinematic: Wrath of the Lich King

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

Interlude: A Royal Coup

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

REVAMPED: Chapter Five: A Rallying Point

Chapter Six: Battle for the Undercity

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

Interlude: Memories

- New intro part.
- References to Malygos removed.

NEW: Cinematic: Invasion of Northrend

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

Chapter Seven: Into the Frozen Heart of Northrend

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

NEW: Interlude: Crossroads

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

REVAMPED: Chapter Eight: Azjol-Nerub

Chapter Nine: Hearts in Ice

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

Bonus Interlude: Journey to the Sunwell

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

Chapter Ten: Hour of the Forsaken

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

NEW: Cinematic: The Wrathgate

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

REVAMPED: Chapter Eleven: Trial of Monsters

Interlude: Deliverance

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

REVAMPED: Chapter Twelve: Fall of the Lich King

Finale: In Damnation

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

Epilogue: Edge of Night

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


Techtree Changes

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

NEW UNIT: Vampire Bat

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

Worker

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

Ghoul

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

Dark Ranger

- Poison Arrow has a new special effect.

Dreadguard

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

Apothecary

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

Banshee

- Vengeance has a new sound effect.

Meat Wagon

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

Abomination

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

Val’kyr Battlemaiden

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


Hero Changes

Sylvanas

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

Phaelynne (Putress)

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

Jaina

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

Varian

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

Vereesa

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

Thrall

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

Lor’themar

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

OVERALL CHANGES

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

UNIT AND HERO CHANGES

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

CHAPTER ONE – A Necessary Intervention

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

CHAPTER THREE - Disdain

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

CHAPTER FIVE – A Rallying Point

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

CHAPTER SEVEN – Into the Frozen Heart of Northrend

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

CHAPTER EIGHT – Azjol-Nerub

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

CHAPTER TEN – Hour of the Forsaken

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

CHAPTER ELEVEN – Trial of Monsters

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

CHAPTER TWELVE – Fall of the Lich King

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

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

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

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

My Other Campaign

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] Not Rated » Rules: [c] 「Map Submission」 [TR]» Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
Level 50
Joined
Dec 29, 2014
Messages
1,950
So I see Reforged has finally reintroduced custom campaigns! I gave it a try, gameplay-wise both of my campaigns seem to work fine on the most recent patch - on classic graphics that is. Mostly there just seem to be some aesthetic issues, such as broken loading screens, cameras in a slightly wrong place, audios that are too loud or quiet, etc.

I think it would be cool to do a compatibility update, just to fix some of these issues. I think it will also just make it simpler overall to have both campaigns properly compatible for the last patch, given RotBE and CotF were made on different patches, and people endlessly seem to be asking how to download a certain patch/why don't the campaigns work properly. Admittedly, the "please read" part for both campaigns doesn't have a whole lot of info, but still...

So yeah, I'll consider doing a compatibility update, but keep in mind that is specifically for classic graphics. I don't really care to do an update for Reforged graphics, and to be honest, I don't even own Reforged. Now, the problem is, I haven't opened the world editor since like 2019. I'll need to remember how it all works...
I tried first two missions in Reforged mode and it everything worked besides the issues you mentioned in classic graphics. Only "issue" I had it didn't continued to the next mission but I was back at the missions menu.
 
Level 6
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May 8, 2014
Messages
172
I think it would be cool to do a compatibility update, just to fix some of these issues.
Wait..what...you're back! I'm so Excited.:peasant-popcorn:

Do you have any plans to remake Rise of the Blood Elves?I remember you had mentioned that you would probably add some chapters about Kalecgos and the Sunwell,based on the story of a korean comic book which I've forgoten its name.
 
Level 26
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Nov 5, 2010
Messages
1,383
Wait..what...you're back! I'm so Excited.:peasant-popcorn:

Do you have any plans to remake Rise of the Blood Elves?I remember you had mentioned that you would probably add some chapters about Kalecgos and the Sunwell,based on the story of a korean comic book which I've forgoten its name.

Remake, no, but I'd love to do an update one day... but I've been saying that for years. 😅 Maybe I'll first do a compatibility update for CotF then consider doing something more for RotBE. The idea I had was to revamp I think two or three maps and make the overall story better, like I did for CotF. Now, the problem is, I actually need to replay CotF first, but a few days ago I tried to play it on normal and I SUCKED. Now either I forgot how to play the game or the campaign is a bit too hard, or likely it's both...

Lol I actually just played through v3 on 1.30.4. I recorded the footage and was going to do post-commentary at some point in the future. I'll keep an eye out if any updates happen. Nice to hear from you tomoraider!

Oh awesome, I am very excited to watch that!
 
Level 8
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Mar 17, 2021
Messages
131
Remake, no, but I'd love to do an update one day... but I've been saying that for years. 😅 Maybe I'll first do a compatibility update for CotF then consider doing something more for RotBE. The idea I had was to revamp I think two or three maps and make the overall story better, like I did for CotF. Now, the problem is, I actually need to replay CotF first, but a few days ago I tried to play it on normal and I SUCKED. Now either I forgot how to play the game or the campaign is a bit too hard, or likely it's both...



Oh awesome, I am very excited to watch that!
I really hope that you will update it one day🤗 I remember when you would get trolls involved in reclaiming Quel'thalas at the hands of the Undead Scourge. I think the trolls you are referring to are Zul'jin and Amani trolls.
 
Level 26
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Nov 5, 2010
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1,383
I really hope that you will update it one day🤗 I remember when you would get trolls involved in reclaiming Quel'thalas at the hands of the Undead Scourge. I think the trolls you are referring to are Zul'jin and Amani trolls.

Yes, that would be super fun! I wanted the CH8 map, where you defend Silvermoon, to be against trolls instead of undead. It would add some much needed enemy variety.
 
Level 26
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Nov 5, 2010
Messages
1,383
@tomoraider If you're planning on updating Rises of the Blood Elves, don't you provide some sort of leak or updated progress 🤔?
Unfortunately there's nothing to leak since I'm not working on anything. 😅 All I'm posting are thoughts of what I'd like to do, but I'd rather not make any promises and disappoint anyone.
 
Level 2
Joined
Dec 13, 2022
Messages
4
played the entire campaign with the 1.35 Reforged patch and everything worked with no problems using classic graphics. No bugs, camera problems or anything of the sort (or if they were there, i really couldnt notice them) apart from the defense of orgrimmar where the blizzard effect really does force you to zoom in a lot (again, not really a big problem, rest of the campaign is completely playable even with the new zoom feature in reforged)

The fps completely tanks during cutscenes if using reforged graphics, but those really arent necessary, the models from the mod are absolutely incredible by themselves. Thanks tomoraider again for making these campaigns! they really show a lot of love for the warcraft universe
 
Level 26
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Nov 5, 2010
Messages
1,383
played the entire campaign with the 1.35 Reforged patch and everything worked with no problems using classic graphics. No bugs, camera problems or anything of the sort (or if they were there, i really couldnt notice them) apart from the defense of orgrimmar where the blizzard effect really does force you to zoom in a lot (again, not really a big problem, rest of the campaign is completely playable even with the new zoom feature in reforged)

The fps completely tanks during cutscenes if using reforged graphics, but those really arent necessary, the models from the mod are absolutely incredible by themselves. Thanks tomoraider again for making these campaigns! they really show a lot of love for the warcraft universe

Thank you, and great to hear! Thanks for playing through.

If anyone else runs into any issue, feel free to post. One thing I've ran into is sometimes the music in the first cinematic in any map doesn't play, instead the usual ingame music starts. I try restarting the map, and then the music plays normal. Not sure why that happens, did it happen to anyone else?
 
Level 26
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1,383
Alright. I've made up my mind. I didn't change my avatar for nothing! Let's do this!


I don't think this update will take too long, already got lots done. Lots of fun minor changes throughout the campaign. Expect it likely this month? And then, Rise of the Blood Elves v4.0, I hope. I'd rather do the proper update I want than just some minor changes. But that will take much, much longer. No predictions at this time!
 
Level 3
Joined
Nov 21, 2016
Messages
17
Are you going to add some new reforged models for your campaign? I found many good models for Reforged like Lich King, Genn, Lorthemar, Vereesa, and Putress ... And Blizzard even added Sylvanas Banshee's model and some new unique models too.
 
Level 4
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Oct 20, 2020
Messages
18
Finished this yesterday and thought I'd leave a review. Have wanted to play this campaign for literal years, but it was never possible for me until the recent patch (1.35). Am happy to report that the entire campaign works perfectly on the Reforged client now, aside from some minor graphical issues. Overall a fantastic experience, fantastic terrain, music and programming all around. The Forsaken felt incredibly varied, but did not seem overpowered. Some of their units weren't my favourite-Dark Rangers seem to drop off in utility very quickly, and I never once used ghouls offensively (but this is more of a vanilla issue) but new additions like the Apothecaries and the Val'kyr were a ton of fun. I'll go through the missions individually with my more detailed thoughts. Note: I played the Campaign on hard, so not all of my criticisms may necessarily apply at lower difficulties.

Chapter 1: A solid opening mission. Not easy but not overwhelmingly hard. Not much to say, just a very strong map.

Chapter 2: This map felt like a bit of a slog at times-the dark rangers and guard towers you have access to seem very poorly equipped to deal with the constant heavy melee orc attacks. I found this encouraged turtling at the beginning of the map. Not my favourite playstyle, but once you get access to Putress, it feels much more comfortable to go on the offensive. Elixir of death is an extremely powerful spell, and single-handedly turned the tide of many battles. But then the Orcs start sending Red Dragons at you, and the mission becomes a bit of a pain. Although, by the end I realized I could have possessed a Peon and trained Red Dragons of my own, so this mission could have been made a lot simpler for me. Not a bad mission, but I feel like the frequency and size of the enemy attack waves could be toned down, or maybe Dreadguards could be introduced in this mission instead to counter the Orcs' melee forces? Also-Putress had a strange graphical anomaly associated with him where his hero glow was sort of smeared out below him in a cross shape, not enough to be distracting but noticeable. Probably to do with Reforged.

Chapter 3: This mission was quite challenging for me, but I think that's because I played it wrong. The whole time, I was trying to push aggressively with Sylvanas, which was made difficult by the fact that she is attacked very frequently from two different angles. Trying to tech up, defend, and also push was pretty stressful! For some reason I didn't even think of pushing with Varimathras and Putress instead, even though their base is much easier to defend, and you have access to Putters' healing. As I finally did manage to make progress on Sylvanas' side, I found that there really are a ton of different ways to approach this mission. The forces of both bases can swap and interact with each other in certain areas, and there are a lot of places where bases could be built. I kinda wish I'd played smarter instead of brute-forcing it. Anyway, I quite enjoyed this mission. The Murloc side quest is quite helpful to give you base defense fodder, but it can be trivialized by sending in an ethereal banshee. Not sure if this was intentional? I also believe that the tomb of relics equivalent should not sell orbs of darkness-they make Sylvanas' black arrow ability mostly pointless, as you can just get an orb and have the same effect (at earlier levels) for no mana cost. Dreadguards were great units, they were my go-to frontline soldier for a lot of the rest of the campaign. Balnazzar's betrayal and the subsequent goal of destroying what used to be your base was a cool surprise-although it made me glad I didn't really fortify Varimathras' base much!

Chapter 4: This is where being stuck on tier 2 upgrades really starts to hurt. Constant attacks from the Scarlet Crusade and the Demons (awesome custom units and models btw) forced me to play very defensively, which at first was frustrating, but then I realized it was intentional, as at a certain point Balnazzar and the Crusade turn on each other, making the first part of the mission actually a stealth holdout. After this point the mission became trivial for two reasons: One, for some reason, after turning on the humans, Balnazzar never sent another attack at my base, and two, I learned from my mistakes in chapter 2 and possessed a demon worker, giving me access to Doom Guards, Infernals, Infernal Juggernauts, Elder Voidwalkers and Nether Dragons. Needless to say, Balnazzar couldn't really stand up to that. The side quest was interesting-it reminded me of that one mission in Heart of the Swarm where you feed Zurvan. I also really like using the apothecaries. Very versatile unit, a ton of potential. Only problem is the enemy loves focusing them down. I think that was to do with the difficulty, though.

Chapter 5: After 4 fairly difficult macro missions, I was at first relieved to have a nice, relaxing no-build mission as a break. I was INCREDIBLY wrong. This turned out to be BY FAR the most difficult mission in the campaign. Gigantic enemy attacks, poor ally AI, no access to consistent healing besides Thrall's healing totem (but he has low mana and you'll be prioritizing using chain lightning), no time to learn the new hero's abilities... it was a mess. And I loved it. It really felt like a puzzle that was very rewarding to solve when I finally cracked it. In my first couple of tries I could barely get the timer to ten minutes before dying horribly. I actually wondered out loud how this mission could be remotely possible. Here's the strategy that ultimately ended up working: You absolutely, 100% NEED the help from Drek'thar, the Forsaken/Blood Elves and Garrosh to beat the mission. But there just isn't enough time to get to them all before the Undead arrive. And if your heroes aren't there to help defend when they do, you're left playing catch up and get overwhelmed. So I sent Jaina to reach the Blood Elves/Forsaken while simultaneously sending Thrall and Sylvanas to clear out the creeps at the portal near Garrosh's base. I ran by all the other sleeping creeps-no time to fight them. As soon as the Blood Elves/Forsaken were secured, I sent Jaina to join my other two heroes. With luck, I was able to focus the creeps down and get back to base with two of my allies ready to help out just as the first Undead waves arrived. Then I held on as best I could until there was a brief lull in the enemy attacks, and when night had fallen again, and sent my heroes on a mad dash through the portal, past the creeps and to the other way gate at Drek'thar's base. After securing their help, I could head back to base and try my absolute hardest to hold on. The most annoying part was the level 10 enemy Lich-he had an ability that seemed to be able to take away half of Jaina or Thrall's health in one hit, and he would often have anti-magic shield up, making it really hard to kill him. But near the end of the mission his AI doped out and he would just seem to run through Orgrimmar alone, not doing anything as I focused him down. I wasn't complaining, though. Eventually, even though most of the city was destroyed, the timer finally hit zero and I breathed a sigh of relief as the Night Elves and Tauren arrived... Or at least, I would have, because I had to take that time to run around getting all the creep loot I missed before the enemy bases went down! What a crazy mission. It was great.

Chapter 6: After the last mission, I didn't feel too bad sorta cheesing this one. Instead of liberating any of the forsaken bases, I just ran around with Thrall and Sylvanas, slowly clearing the demon bases. Then, when I felt ready, I freed the central base, then immediately ran over and killed the commander of the eastern base. This left me only one base left, which I cleared easily. The next part of the mission was a lot of fun! Felt very epic and not too difficult, just enjoyable, and helped tell the story well. I feel like there could have perhaps been a hint of Putress maybe not working with Varimathras, but starting to be like, "huh, maybe he would have been a better leader" or something, to make it more similar to canon and to justify his use of the plague later on. Also I didn't mention it earlier, but Thrall's new abilities are very interesting. The totems make him extremely versatile, and the war banner had great potential. However, I found he ran out of mana quite a bit. Maybe a sobi mask drop would alleviate this?

Chapter 7: This mission was a ton of fun. Great to play as the Blood Elves again. It really felt like we were pushing our way into Northrend, fighting hard for every inch of ground. Nothing frustrating or cheesy here, just fair, well-balanced play.

Chapter 8: Finally, a proper no-build mission! This one is impressive in terms of design. The lighting and use of the torch is really cool. I feel that Varian could perhaps be replaced with Tirion Fordring in this mission and in a later one (I'll get to that). It would make a lot more canonical sense, and you could just give him the same abilities as Varian has. Varian could still be an important character in the campaign, but not a playable hero. I feel this could also give Bolvar more characterization, having another paladin to bounce ideals and banter off of? At the moment he comes off as rather flat in this campaign. Other than that, I liked the alliance of units here-the Draenei units were especially nice. Varian is a great hero-the definition of a tank. Overall, a nice break.

Chapter 9: I really liked this mission. It felt very experimental, acting as more of a laid-back, RPG-esque map prioritizing story and world building over gameplay mechanics. The cutscenes were impressive, and the optional quest to get Quel'dalar was a lot of fun. Also again a nice breather for what's to come! Jaina's ring of frost is very cool looking, but I think it does friendly fire (could be wrong) so it was bit difficult to use. Vereesa's abilities were very solid, but I didn't really understand her ultimate. Is it sort of like bloodlust but with the added reduction in movement speed?

Chapter 10: This mission starts off surprisingly easy. I actually was able to dive one of the Vrykul bases immediately and destroy it with pretty much just Putress and Sylvanas. And with the Blood Elves' help, everything else fell into place pretty easily. The second part of the mission, however, was hell. Thankfully you get the very powerful Val'kyr to work with. I spent way too much time trying to destroy KT's base entirely before realizing you had to actually go to a separate area to free Vereesa. I ended up having to just dive this area and focus down her cage. I really, really liked the titanic battle going on between the alliance, horde and scourge in the upper left. Really gave a sense of scale to the mission.

Chapter 11: A close second to chapter 5 in terms of difficulty. The first part with Putress wasn't too bad- but taking over the obelisks was a nightmare. Due to the incompetence of my AI allies, I had to pretty much drop everything and go help them whenever Arthas attacked, because they didn't know how to focus him down. This made it very difficult to make any progress. I was relying on mass Val'kyr at this point-their healing ability was more reliable than the Apothecary's healing flasks, and their unparalleled versatility (being able to switch between air and ground) made any other unit pretty unviable here. It was a long back-and-forth, but I finally broke the enemy lines and took the obelisks. It really felt like a long and difficult siege. Perfect!

Chapter 12: A great finale. Really felt like the raid, even with the technical limitations of WC3. The bosses were all challenging, but none were unbeatable-though Lady Deathwhisper had a bug that made it so units would continually spawn in her room if you didn't kill her, making it impossible to kill her. I felt that there could have been more coin pickups and less lumber bundles- I found that I barely had enough to revive my heroes, much less make an army. My lack of hero-based healing hurt here. If I hadn't completed the Quel'dalar side quest, I wouldn't have had access to any kind of healing at all, and I feel like this would have made the mission VERY difficult, at least on hard. Again, I feel like Varian could easily be replaced with Tirion here to make it lore-accurate. Varian could still be at the entrance, like Aethas, but not playable. Might also be nice to add some other familiar faces at the start of the dungeon to encourage you before you head in, like Rommath, Liadrin, Aewynne, Garrosh, Rhonin, etc. The Arthas fight was very challenging and very well-executed. You basically HAVE to keep Alexstrasza alive, so her AoE heal can keep you alive. This is easier said than done, however, due to, once again, poor ally AI. Sometimes she'll just run to a corner and sit there doing nothing, or she'll get dogpiled by Val'kyr. You really have to use everything at your disposal to have a chance here. I am ashamed to admit that I only beat it so quickly because AI issues go both ways-during one reload, Arthas and most of the adds just went and sat at the center of the screen doing nothing, allowing me to clear the remaining enemies around me, giving me precious time to heal up and restore some mana with Thrall's totems before going for Arthas again. Ending cinematics, like all cinematics in this campaign, were great.

Overall, this campaign was superbly rendered. My biggest issues were either lore-related or because of bad AI programming, which isn't the creator's fault. I'd rate this 4.5/5, and with a little tweaking to improve the minor balance issues and potentially make it more lore-friendly, it would easily be a perfect 5. Playing this was well worth the wait.
 
Level 26
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Nov 5, 2010
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1,383
Thanks so much for your thorough review! I'm glad you enjoyed the campaign and thank you for all your feedback. One thing you mentioned multiple times, the poor AI, is actually something I'm hoping to fix in the update I'm currently working on. Reforged seems to have additionally messed something up. For example, I've noticed some AIs just instantly send all their units to attack you, this happened to me in CH5, which might be why you found it even harder than it should be since you played on patch 1.35, and I haven't managed to figure out what's causing this.

So I'm actually working on scrapping the AI scripts built through the editor's AI and building an entirely custom trigger system of managing computer players which would make friendly AI much more helpful and the enemy more predictable and easily adjusted to what the difficulty of the map should actually be. At the moment, all the AIs are just too random, sometimes useless and prone to breaking. The poor AI is also an issue in maps like CH2 where, since it's the start of the campaign, it shouldn't be so challenging, as you mentioned. And in CH12, the intention was to make Alexstrasza fight Sindragosa by flying around, except... well, it's extremely lame, lol. I'll need to change/fix that!
 
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Level 12
Joined
Feb 13, 2012
Messages
403
Thanks so much for your thorough review! I'm glad you enjoyed the campaign and thank you for all your feedback. One thing you mentioned multiple times, the poor AI, is actually something I'm hoping to fix in the update I'm currently working on. Reforged seems to have additionally messed something up. For example, I've noticed some AIs just instantly send all their units to attack you, this happened to me in CH5, which might be why you found it even harder than it should be since you played on patch 1.35, and I haven't managed to figure out what's causing this.

So I'm actually working on scrapping the AI scripts built through the editor's AI and building an entirely custom trigger system of managing computer players which would make friendly AI much more helpful and the enemy more predictable and easily adjusted to what the difficulty of the map should actually be. At the moment, all the AIs are just too random, sometimes useless and prone to breaking. The poor AI is also an issue in maps like CH2 where, since it's the start of the campaign, it shouldn't be so challenging, as you mentioned. And in CH12, the intention was to make Alexstrasza fight Sindragosa by flying around, except... well, it's extremely lame, lol. I'll need to change/fix that!
i was about to maention the AI not working when i was pleasing the campein also i think you shold use some of the newer models for certin units and heros mostly the forsekan models made by kangyun and some other models like for the the blood elf units and for the heros mosty indorcing johnwar great models if your willing i want to send you some of my ideas @tomoraider ,also will you also fix the same AI problem in rise of the blood elves campine ?
 
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Level 26
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Nov 5, 2010
Messages
1,383
i was about to maention the AI not working when i was pleasing the campein also i think you shold use some of the newer models for certin units and heros mostly the forsekan models made by kangyun and some other models like for the the blood elf units and for the heros mosty indorcing johnwar great models if your willing i want to send you some of my ideas @tomoraider ,also will you also fix the same AI problem in rise of the blood elves campine ?
I plan to change some models, there's no need to send anything to me. I can't say what I will or will not do with RotBE, I haven't started working on anything yet.
 
Level 4
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Oct 20, 2020
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Seeing older content creators like you, Armelior and now Sagi5533 return to the community in the past few months has been really amazing to witness. The Warcraft III modding scene is alive and well, and to have some of the all time greats come back to us like this, all at once, is nothing short of miraculous.
 
Level 26
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Nov 5, 2010
Messages
1,383
Seeing older content creators like you, Armelior and now Sagi5533 return to the community in the past few months has been really amazing to witness. The Warcraft III modding scene is alive and well, and to have some of the all time greats come back to us like this, all at once, is nothing short of miraculous.
And all it took was for Blizzard to make campaigns playable! Really, despite some issue the World Editor has at the moment, just being able to work on the campaign within the current version of the game and in a World Editor that loads super fast as opposed to waiting all the time for anything to load has made things so much easier.

Hopefully I'll stay motivated, working on this new AI system burned me out a bit, I must say, which is why progress has slowed down 😅 but I think I managed it. Now I have to apply it to every map, which is pretty boring to work on, to be honest...
 
Level 12
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403
we
And all it took was for Blizzard to make campaigns playable! Really, despite some issue the World Editor has at the moment, just being able to work on the campaign within the current version of the game and in a World Editor that loads super fast as opposed to waiting all the time for anything to load has made things so much easier.

Hopefully I'll stay motivated, working on this new AI system burned me out a bit, I must say, which is why progress has slowed down 😅 but I think I managed it. Now I have to apply it to every map, which is pretty boring to work on, to be honest...
we believe in you man and wish you luck in the endevor 👍😁
 
Level 26
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Aug 18, 2022
Messages
640
I played this campaign 1 or 2 times, and I played it again. I was suprised when I discovered, that there is much more voice acting, than in the last time I played it. The campaign is fun, entertaining, and have some twists in the story as well. The Dark Lady definetly impacted me, and I liked it the whole time. It was a challenge to complete it, as things cannot go easier than I expected. Thank you very much for creating it!
 
Level 26
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Nov 5, 2010
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1,383
Hey everyone, just a little update in regards to CotF v3.1. I've been a bit busy the last month or two and I was travelling for a bit and I ended up putting Warcraft 3 aside so that's why there haven't been any updates. I'll try to get back into it sometime soon. Mostly I still need to finish the new AI system and then there's lots of testing to do to make sure everything works, so that's unfortunately one of those things that always takes more time than I originally predict. Once I'm done with everything, I'll likely ask if there are any volunteers to help me test the whole thing and make things a bit easier for me, but we can get back to that once I'm actually done. For now, there's still work to do!
 
Level 5
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Dec 28, 2017
Messages
63
Hey everyone, just a little update in regards to CotF v3.1. I've been a bit busy the last month or two and I was travelling for a bit and I ended up putting Warcraft 3 aside so that's why there haven't been any updates. I'll try to get back into it sometime soon. Mostly I still need to finish the new AI system and then there's lots of testing to do to make sure everything works, so that's unfortunately one of those things that always takes more time than I originally predict. Once I'm done with everything, I'll likely ask if there are any volunteers to help me test the whole thing and make things a bit easier for me, but we can get back to that once I'm actually done. For now, there's still work to do!
...and when we needed him the most, HE returned.....
P.S. Hope RotBE is gonna get updated too :p Thanks for these two awesome and detailed campaigns <3
 
Level 2
Joined
Apr 30, 2023
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4
Is there a way to download version 2.1 of this campaign? I can't seem to find it on the page.

I'm stuck in version 1.27 here. Play on Linux through WINE, and couldn't find a way to patch past that.
 
Level 26
Joined
Aug 18, 2022
Messages
640
Is there a way to download version 2.1 of this campaign? I can't seem to find it on the page.

I'm stuck in version 1.27 here. Play on Linux through WINE, and couldn't find a way to patch past that.
Use the "way back machine", so you can find a much older version of the campaign, and you probably can download it too. (Use google)
 
Level 29
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May 14, 2021
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1,114
After i finished mission 1 mission 2 froze help pls ToT
Is there a way to download version 2.1 of this campaign? I can't seem to find it on the page.

I'm stuck in version 1.27 here. Play on Linux through WINE, and couldn't find a way to patch past that.
Dude, please see the picture below if you want to play this campaign without issues. This is really important!
Curse of Forsaken Install Guide.jpg

In short:
1.You need to download the latest versions of Warcraft III Classic. For the latest one, refer to "Game Files" section.
2.Download the campaign and place it to "Documents/Warcraft III/Campaigns".
3.If you don't have a higher versions of Warcraft III Classic (1.26 or 1.27), you can get the older versions of the campaign that VanAndro had posted it above.
4.If you have an older versions, but still encountered an issues with the game or campaign, reinstall the whole game file using the same thread you used, but look for the "Patch Installers".

I'm not sure about installing the Classic game on Linux by using the WINE. This was obsolete because Blizzard had replaced it with the 30GB patch (aka Reforged 1.35) rather than 1.31.1 one through the official Battle.net installer.
 
Level 2
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4
Dude, please see the picture below if you want to play this campaign without issues. This is really important!

I had read the whole description. I suppose you didn't read my question?


I was looking specifically for version 2.1, because it is the latest version that runs in the patch I can successfully run in my system. The description on this thread specifically makes version 2.0 available, but I could benefit from the changes that were made to 2.1.

I could find it in some weird website where the download button seems to be written in Arabic: Curse of the Forsaken v2.1
 
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Level 13
Joined
Jun 22, 2020
Messages
198
I had read the whole description. I suppose you didn't read my question?


I was looking specifically for version 2.1, because it is the latest version that runs in the patch I can successfully run in my system. The description on this thread specifically makes version 2.0 available, but I could benefit from the changes that were made to 2.1.

I could find it in some weird website where the download button seems to be written in Arabic: Curse of the Forsaken v2.1

Don't you want to take advantage of the changes in version 3.0.1? We are about to find out if Wc3 v.1.30.4 works under Linux Wine. You will do good not only to yourself, but also to us and to other people. Try it. You might be pleasantly surprised.
 
Level 2
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Don't you want to take advantage of the changes in version 3.0.1? We are about to find out if Wc3 v.1.30.4 works under Linux Wine. You will do good not only to yourself, but also to us and to other people. Try it. You might be pleasantly surprised.

Well, yes. But I did try to install patches beyond 1.27, and they all failed for not detecting the Battle.net agent. And attempting to install Battle.net also failed.

Looking deeper into it, I've found some instructions on how to play WoW on Linux. While I'm not interested in WoW, I imagine one must be able to run Battle.net on WINE to play WoW. Perhaps if I follow the same instructions, I can get a more recent patch.
 
Level 13
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Jun 22, 2020
Messages
198
Well, yes. But I did try to install patches beyond 1.27, and they all failed for not detecting the Battle.net agent. And attempting to install Battle.net also failed.

Just never forget - the game always wins! The solution to this problem is simple. You don't need to beat yourself up so badly! Аnd when you get to it don't forget to read my post on the previous page (page 38).

And don't forget to brag if you switch to the "bad guys" side, even if it's just to take advantage of the newer versions of Wc3. In my opinion, this sacrifice pays off in at least hundreds of hours of very enjoyable time.
 
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Level 26
Joined
Nov 5, 2010
Messages
1,383
I had read the whole description. I suppose you didn't read my question?


I was looking specifically for version 2.1, because it is the latest version that runs in the patch I can successfully run in my system. The description on this thread specifically makes version 2.0 available, but I could benefit from the changes that were made to 2.1.

I could find it in some weird website where the download button seems to be written in Arabic: Curse of the Forsaken v2.1

Here's a link for v3.0 for 1.27. https://www.hiveworkshop.com/attachments/curse-of-the-forsaken-v3-0-1-27-w3n.299766/
But it's going to have some issues that v3.0.1 fixed. It's been a few years so I don't remember what they were, but I guess it's everything listed in the changelog for v3.0.1. I suggest playing v3.0.1 if you can figure out how to install the proper version of the game, but this should also be fully playable.

Just to clarify, v1.0 and v2.0 of the campaign are available for download because they are very different from v3.0, so I provided them for download just as a fun thing. I removed this download link because I didn't want to provide any support for older versions of the existing campaign. I suppose I should have also left that available.

Also, I believe the v2.0. link in the description is actually v2.1, I just ended up renaming it v2.0 to keep things simpler, although I forgot to reflect that in the changelog.
 
Level 2
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Jan 24, 2022
Messages
2
Yo, I just beat Rise of the Blood Elves and Curse of the Forsaken for the first time and like-
I need to say this. I'm like, a nerd for the lore, right? I'm really into it and all, and so I knew, I knew how it all ends up, and what everyone's feelings are and that stuff. But oh my God, did both of these have me sobbing both in final chapters and the epilogues. 😭😭😭. So I just wanted to say amazing job. I know these both came out years ago, but just, they're both legitimate pieces of art, and incredible. Thank you for making them
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Yo, I just beat Rise of the Blood Elves and Curse of the Forsaken for the first time and like-
I need to say this. I'm like, a nerd for the lore, right? I'm really into it and all, and so I knew, I knew how it all ends up, and what everyone's feelings are and that stuff. But oh my God, did both of these have me sobbing both in final chapters and the epilogues. 😭😭😭. So I just wanted to say amazing job. I know these both came out years ago, but just, they're both legitimate pieces of art, and incredible. Thank you for making them

Thank you so much, this means a lot!!
 
Level 4
Joined
May 18, 2023
Messages
23
Mission number 5 "a rallying point" is a great idea, however you have to get lucky with the timings of the attacks and your allies responses. It's a very frustrating mission and your allies really don't give great back up. A suggestion would be to let the hero's level up 2 points during and maybe a couple more tombs hidden around town. Playing on an easier setting doesn't really make a difference because the attack waves are the same size. Have gotten to 4:00 minutes, it's just finding the timing to get the 2nd gate open is awkward if seemingly non existent.

Edit- have finished the episode now and the campaign, opening the two gates in seperate attempts really helped, plus leaving all the lightening lizards be on the first run through apart from those guarding the gate.

Very enjoyable campaign, the ending seems to suggest some developments in the story and a possible sequel which would be awesome. On a semi related note, it's always bitter sweet to finally play with all your hero's maxxed, which is great, however it's always one of the final missions and then the game ends.
 
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Level 6
Joined
Feb 18, 2020
Messages
36
Are you going to add some new reforged models for your campaign? I found many good models for Reforged like Lich King, Genn, Lorthemar, Vereesa, and Putress ... And Blizzard even added Sylvanas Banshee's model and some new unique models too.
i have tryed myself to change some models in reforged and some work good like the dark rangers or the sylvanas banshee form in chapter 3 when she transforms for the first time
 

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Level 29
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May 14, 2021
Messages
1,114
Hello, everyone!

Could someone post the 3.0 version of the campaign compatible for the 1.27 patch?
Check the author's post above. Be warned that there are some bugs that weren't fully fixed with this version, at which you might want the newer 3.0.1 one (which probably requires 1.30.4).
Also, you can't even watch the CGI cinematics with this version, unless you do this trick (not really recommended, go with 3.0.1 instead).
 

Nyctaeus

Hosted Project: W3E
Level 18
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Oct 16, 2021
Messages
180
The story is the same as RotBE here. A masterpiece that sticks in the brain by selling immersive, gloomy mood and deep narration underneath reimagined events of the WoW. Writing of Sylvanas is something I find to be deserving special highlight, for expressing her dark, complex and deeply hurt mentality. Writing such character was never easy, and was probably also like that for Blizzard team writing TBC and WotLK. But this campaign did it right. Also Forsaken techtree is superfun to play.

I don't play WoW, but I watch cutscenes and stuff from it from time to time to keep up with the story. When I watched cutscenes from Shadowlands, I remember myself thinking something like "Omg, this is so bad. These guys should play CotF to learn how to write Sylvanas correctly".
 
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Level 3
Joined
Oct 17, 2019
Messages
29
Hello everyone!

Since I saw recently that a lot of people now have Warcraft Reforged, and since it's been I believe 3 years since it's release, I was hoping if there is a way to download the Reforged version for free? Or do I still have to buy it? If there is a way to download it for free, could someone post the download link? Or send it to me in .rar file? I would really appreciate it
 
Level 29
Joined
May 14, 2021
Messages
1,114
Hello everyone!

Since I saw recently that a lot of people now have Warcraft Reforged, and since it's been I believe 3 years since it's release, I was hoping if there is a way to download the Reforged version for free? Or do I still have to buy it? If there is a way to download it for free, could someone post the download link? Or send it to me in .rar file? I would really appreciate it
No, you still have to own it first along with the original keys for Reign of Chaos and possibly, the Reforged key (for accessing HD graphics).

Also, Hive doesn't allow such illegal downloads (files that aren't associated with original ones by Blizzard) to be posted here.

And of course, please post this kind of question on Warcraft Discussion.
 
Level 3
Joined
Oct 17, 2019
Messages
29
No, you still have to own it first along with the original keys for Reign of Chaos and possibly, the Reforged key (for accessing HD graphics).

Also, Hive doesn't allow such illegal downloads (files that aren't associated with original ones by Blizzard) to be posted here.

And of course, please post this kind of question on Warcraft Discussion.
Ah, that's a shame... Anyways, thank you for your time
 
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