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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Curse of the Forsaken v3.0.1

Submitted by tomoraider
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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Trailer
Video
Video
Video
Video
Video

Models Credits
Skins Credits
Icons Credits
Miscellanous Credits
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
Credits
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
Credits
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
Credits
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
Changelog
Old Changelogs
v1.0 January 2013
- Released.

v1.0.1
- 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.

v1.0.2
- 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.

v1.0.3
- 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.

v1.0.4
- 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.

v1.0.5
- 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.

v1.1
- 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.

v2.0 August 2014
- 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.

v2.0.1
- 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.

v2.0.2
- 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.

v2.0.3
- 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.

v2.0.4
- Removed mention of Shadow of Blood in the Epilogue.
- Couple of dialogues rewritten, most notably in Chapter Two.

v2.1
- 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.

v3.0 June 10th 2018
- 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.

v3.0.1 December 9th 2018 (TFT v1.30.2)
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
[​IMG]

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
Moderator
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] [tr]Not Rated » Rules: [c] 「Map Submission」 » Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
  1. Lenneth

    Lenneth

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    I'm currently watching Jayborino's playthrough and I don't see any differences between hard and normal difficulty...

    I disagree with people who say chapter 11 is too hard, if the AI of our allies is fixed it will be ok

    Concerning chapter 7, I think it would be more interesting if the forsaken couldn't reach the blood elves' base at the beginning (of course the blood elves should have more ressources)
    and I had the same issue than Warseeker with the AI who stays stucked in the zepellins (I also completed the blood elves part first); unfortunately that doesn't happen in legends of arkain 2nd human book ;)
     
  2. WarcraftLiterature

    WarcraftLiterature

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    Version 3? While it's a nice addition I am happy that there is still acess to the very first Curse of the Forsaken campaign. A time capsule indeed.
     
  3. Himperion

    Himperion

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    Having replayed the campaign from the Mission 7.

    Is possible to defeat the Vrykul base in the Blood Elf island with your resources in hard and not losing units. The problem is that you can't get new units because you can't collect more resources. So you need to keep Lor'Themar alive until the last push on the undead base.

    A suggestion could be that the Vrykul base drops a tiny castle to put their goldmine to use.

    Mission 8

    Anubarak appearing before the staged fight appears to be at random. His heroic item sometimes can't be recovered before the map ends, this lead to two things; Or the item appears in the Mission 11 in Varian's base and we're not informed about that item unless we explore the Alliance's base, or in case you're fast enough to catch the item after killing Anubarak, you now have two of these items.

    Mission 11

    The AI bugs from time to time, my first run wasn't that difficult. Sometimes only the bases from the right side of the map attack your main, and not Wyrms or Valkyr. Need to play a third time to see if there is a FULL GENOCIDE AI that everyone keeps telling.

    Mission 12

    My particular setup was Heroes + Buff army. But for the normal army the're only teched to +1 on weapons/armor, what about getting upgrades to tier 2 and 3 when the forsaken and blood elf base are completed.

    Arthas troops are like tier 5 at the top of the Frozen Throne.
     
  4. Ann

    Ann

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    That change incredible, really more "likely" storyline and much logic, rework sound effect also awesome too.
    But what will next after this?
     
  5. MasterBlaster

    MasterBlaster

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    I'll be honest here - I have a hard time reviewing this campaign, because... Well, I suck at praising things :)

    Anyway... Chapeau bas, obviously a 5/5 rating from me.

    I highly recommend this project to anyone who enjoyed the original Warcraft 3 campaigns.
    And to anyone who looks for an amazing custom campaign, really.

    ---
    1. Terraining.

    One could say that the terrain in this campaign is not as amazing as some of the stuff that Hive's top terrainers can create, but pushing the boundaries of Warcraft 3 terraining is not the goal of this project. What is though is taking the beloved, established style of classic Warcraft 3 and pushing it to a new level. And in this regard, the terraining of Curse of the Forsaken is most definetely a resounding success.

    All maps utilize a nice selection of textures and doodads that are well placed and blend nicely together to create a very aesthetically pleasing gameplay environment. To top it all off, all chapters are very well designed - you can clearly see that much thought and effort was put into each map to make sure that it not only looks, but also plays very well.

    One minor complaint that I have is that some maps are clearly better than others, for example - I was absolutely blow away by the Azjol'Nerub chapter. Seriously, the design of this place was something else. Narrow corridors and tight spaces, blocked pathways, dark filter, Nerubians popping out of nowhere... It felt dangerous, mysterious, claustrophobic and... I have to admit, the design of this place was so amazing that I can safely say that it was definetely the most immersive map that I have ever played. Well done. On the other hand, we have a map like the one in Dragonblight/Wyrmrest Temple, which - while absolutely fine - was a bbit worse than some of the others.

    But that's just me being the usual overly critical self :)
    Overall, I've enjoyed the terraining and the design of the maps a lot, so obviously:

    Rating: 9,5/10

    2. Triggering.

    You can tell that the triggering is good when after playing a map you don't have much to say about it. That's exactly the case here. Everything just works, there's little to no bugs, the triggers run seemlessly to the user, the cinematics are amazing, the variety and quantity of used triggers was also great from what I can tell... So yeah, overall a really nice job, so to no suprise:

    Rating: 10/10

    3. Gameplay.

    The difficulty was a bit inconsistent, with some chapters being a bit harder than the others (looking at you Chapter 11) and the AI sometimes having some serious issues (once again, looking at you Chapter 11), but... Overall, I've ended up having a ton of fun. The variety of objectives was nice, with some missions feeling really unique. Personally, the defense of Durotar has to be my personal favourite. One more thing that I've really liked was that the gameplay wasn't linear, for example - in the mission where you land on the shores of Northrend, I've relocated the Blood Elves to the Sylvanas' landing site. Some might say it was cheesy, but to me it felt amazing that you could do something like that instead of playing the mission in the intended way :)

    Rating: 9/10

    4. Custom assets & objects.

    Now, I'm generally not a fan of replacing original icons with new ones for no apparent reason, so that's a minus for me... though, I have to admit that in the case of this campaign, it didn't really bother me that much. Other than that, Curse of the Forsaken has an astounding variety and quality of custom assets, lots of new abilities, amazing new tech trees... And the best part is - that even with all these new things, everything feels like it belongs in Warcraft 3. Amazing.

    Rating: 9,5/10

    5. Story, writing, storytelling:

    Amazing cinematics, lots of interesting dialogues, imported cinematics, voice lines from the original game, many in-game events and side quests... It's hard not to praise the storytelling of this campaign. It's interesting, immersive, enjoyable. To top it all off, we have a really decent, polished writing in proper English. Bar a couple of rare cases where some things felt a bit off, I have to say that this has to be one of the best written campaigns I've ever played.

    As for the story... First of all, it was a really nice and fairly faithful adaptation of Wrath of the Lich King. In that sense, the story felt really nice. Sadly, there were also some weird moments. For example, I'm generally not a fan of Sylvanas being so open about her doubts - I don't feel like it fits her character too well. In WoW, pre-Cata Sylvanas was a very driven and ruthless character that cared little for anything else than getting her vengeance on Arthas. To get it, she was willing to sacrifice everyone and everything, especially the Forsaken. Here, she kinda cares a bit too much for them. And her doubts... Until this day, Sylvanas in WoW is a very closed off character. Having her open up to Vareesa was fine, but to Putress... Ekhm, nope.

    While on the topic of Vareesa... I get that she was intended to be the connective tissue between the Forsaken and the Alliance, but she kinda felt a bit bland - like she had nothing going for her except being that link between the two forces. Also, like most other characters she suffered a bit from constantly changing her thoughts about whether to trust Sylvanas or not. I like that you tried to show that Sylvanas was mistrusted, but I feel like you've overdid it a bit, making some moments and characters suffer from minor consistency issues.

    But then again... I'm a massive lore nerd, so yeah, there's that :) I'm not going to go into much detail here, but I'd be happy to discuss my issues in more detail in private if @tomoraider ever gets around to revisiting story again :)

    Other than that, I've obviously enjoyed the story a lot, so I think this rating is appropriate:

    Rating: 8/10

    ---

    Summary:

    An extremely well made, polished and insanely fun campaign that's definetely one of the top campaigns on the Hive.
    As mentioned before, I highly recommend this project to anyone who loves custom campaigns :)

    Rating: 46/50 = 4,6/5 = 5 stars / 5 stars
     
    Last edited: Jul 8, 2018
  6. Salt

    Salt

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    Such an awesome custom campaign! However, I'd really appreciate it if you could make texts in cutscenes last longer like a second or so more, the same goes for the Rise of the Blood Elves.
     
  7. Nhat Truong

    Nhat Truong

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    good campaign. i had finished 3 vesion and 1 thing that I hold you will add in game is items. i can't find any good item so i bought 6 orb for each hero :)
     
  8. Raxistaicho

    Raxistaicho

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    I concur with the rest, Chapter 11 needs to be toned down.

    I'm having an issue where the producer structures get built but down transfer to me in chapter 12, but otherwise the chapter itself is pretty nice so far. Having 6 heroes makes actual combat units a bit superfluous, but the casters are valuable for supporting.

    Vindicators are pretty nice at taking some of the heat off the melee heroes though. Anybody noticed any perticularly useful buyable units?
     
    Last edited: Jul 11, 2018
  9. Pokemanharald

    Pokemanharald

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    After playing through the whole campaign i gotta say well done with all the new changes, the improved and new maps were fantastic to playthrough, especially mission 11 which i played on normal and even then was a big challange (which i loved) and i really loved how it's a throwback to the frozen throne undead's final mission with the obelisks. All the new story changes you have done is very well done, i really liked that you got rid of Pheylynn and the worgen in the story. It fits so much better now.

    I played whitout the CGI cinematics becuse i wanted to see how you did these special moments in warcraft 3 and you did not disepoint at all, Wrathgate was fantastic!

    Chapter 4 which was re-done was really good and fun, liked how you would collect blood for the bats to make them stronger and distract the enemy

    The fall of the lich king mission was also among my favorites, really cool that you added a quest for shadowmourne in there. It's all the small details you have added to this campaign that makes it a piece of art to play.

    I had one major bug during the fall of the lich king, after clearing Saurfang and the Val'kyr sisters the obelisk for that wing did not deactivate so i had to re do the mission for it to work.

    Overall the new changes you did to this already good campaign is fantastic.
     
  10. Relith96

    Relith96

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    I've finally FINISHED CotF 3.0. It was a blast. I already wrote a comment when it came out, but, due to work, life and personal stuff I couldn't finish it earlier.

    I really want to thank you for this precious gem, it really improved a lot since the 2.1 version, the reworked chapters are awesome, every change you've made to the story is fantastic and the gameplay never felt boring, always changing, objectives, exploration, plot twists, all of this improved since the earlier version.

    I'll be honest, I missed Phaelynne at the beginning, but I'll be honest, as I went through the maps, Putress had a stronger impact and never felt out of place (also, he made a joke about being undead in Chapter 6. That made me chuckle) while Phaelynne was found out of nowhere, always changing sides (not by her will, of course) and even became a member of the "Royal Guard" of the Lich King, immediately. Plus, she took the place of Bolvar, again, with no real reason. It was a good choice.

    I'd have a couple suggestions about how to improve little things I've found kinda odd/weird/OP etc, don't hate me, but I think it's gonna be a long list. (I want to specify I played on normal because I'm a p***y)

    1. Chapter 1: I love maps where there are a lot of bases you have to destroy, I always go for the smallest one since it's an easy target and I can get rid of them easily, but that's not the point of what I want to say. This chapter needs a secondary quest, in my opinion. Going around, destroying bases with some undead in the middle isn't really interesting, I hoped to see some changes here but there were pretty much none. This is my personal opinion and taste, I never made a map and I'm not a good map maker... but, as a player, I love secondary quests and their rewards.
    2. Chapter 4: Loved this one, great addition, it's basically warfare almost everywhere... buuuuut the bats are too strong. I gave them something like 50/60 meat pieces and they went rampage destroying everything. Either neft their base stats or their scaling stats, because 50/60 meat pieces are far too easy to gather, plus, you can just send a unit and give the pieces to them. I think only heroes should do it (logically it's right this way, but it makes it very easy to just send a worker and then make him come back to base)
    3. Chapter 6: Holy moly maccaroni, this map fucked me up three times before I came up with a strategy. I don't know how you play, but these assaults are out of hand, every time I'm ready to go take an enemy base, other 2 of them reach mine and destroy my units. This might be me being noob, but I think it's kinda hard at the Normal difficulty. I don't know if you'll ever adjust it, I just wanted to point that out.
    4. Chapter 7: Loved this one even on the older version. Just... one thing. Lor'themar died. Aaaaaand then I was helpless. The bloodelves' base was destroyed in no time with him dead. I had no gold to resurrect him and no one that could pick it up... maybe allow units to do it aswell? Add a small mine? I dunno. (Also, I've found Tracer. Nice secret. <3 )
    5. Chapter 9: This felt more like an exploration map, and I love these. Loved the Dragonblight area, all the areas and stuff, but why Aethas didn't go to get the Saronite bars by himself? He and his comrades where 10 seconds from where they were. It's intended to be like because it's easier for the player with no time-wasting walking from one side to another, I know, and I shouldn't complain, RPGs are like this. It just felt weird, that's all.
    6. Chapter 11: Again, as said before, loved the updated story. Putress really overdid it. My only complain here is the same as chapter 6: SO MANY ATTACKS, I ragequitted this mission twice before succeeding. This is more like a personal comment than a suggestion, but... you really love destroying a lot of bases, don't you?
    7. Chapter 12: This is way better than before, it's the best change you could do. I went in only with heroes, spamming abilities, switching mana-regen and healing items, had not need to use nor create units at all, I just kept summoning. The only one that got me was the Blood Elves' bossfight, and was also the best one. You really nailed it this time. <3 My only note here is that the Val'kyr bosses have a bug, even though it's a light one, I want to point it out: One of their quotes is just they saying their names (even though the audio was the actual WoW sentence). You probably copy-pasted their names twice. :/
    The only thing that's missing from your campaigns is a MOBA-like map, with two bases fighting each other and you can only control your heroes (an example could be Rexxar's final map, there were some stuff to do while Horde and Kul Tiras were battling in the city), but that's your choice, this is just a note.

    Sorry for the long list and for pointing out maybe useless information/something already said from another person/personal opinions, I wanted you to know I loved this campaign. If only Blizzard kept going with the main story with Warcraft III, these would've been perfect as sequels. Even though you said you're not planning on doing another campaign, I still hope you're lying and you're gonna deliver it sooner or later :p

    EDIT: Forgot to mention, the ultimate abilities of Varian, Jaina, Sylvanas, Thrall (maybe Vereesa and Putress aswell, I'm not sure) and the Val'kyr's Unholy Protection have global audio, not sure if it's a bug or it's intended.
     
    Last edited: Jul 12, 2018
  11. daniel atendido

    daniel atendido

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    Hey Tomoraider do you think you can give me the putress model please.
     
  12. Griffin21

    Griffin21

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    I have an error when I play the hour of the forsaken level.

    "7/15 15:47:35.096 Accessed Deprecated MPQ for file: units\Undead\UndeadAirBarge\UndeadAirBarge.blp Please import the file into your map to ensure it is available in the future."

    I cannot play due to errors
     
  13. Ner'zull

    Ner'zull

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    Well, it's a freaking m a s t e r p i e c e.
    Previous iterations of CotF were good. But this is absolutely best.
    New missions are way better then the oneы that were there before.
    Trials of monsters is my favourite.
    I completed this run on hard, and boi do i suffer during "battle for undercity" and "trials of monsters" missions. This days it's really hard to find a campaign with proper implementation of "hard mode".
    Waves on "Undercity" missions forced me to constantly divide my forces and focus attention on more than one "screen" at the same time. And i like it.
    The same about attacks of Lich-King in "trials" mission. In the end, i just cheese my way through with 12 valkyr hit-squad, which grant me a opportunity to outheal any damage taken by Sylvanas during channeling the last obelisk.
    And last mission was just best form of previous version.
    Also, did i mention small eastereggs? Brilliantly.
     
  14. lichao001486

    lichao001486

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    Hello, Mr. Tomoraider. I am a Chinese player. I like this campaign(Curse of Forsaken) very much. I am wondering whether you allow me to translate this campaign into Chinese, so that more Chinese players who do not understand English can also enjoy your wonderful campaign. Looking forward to your reply.
     
  15. Tiniden

    Tiniden

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    WoW you put some work nice one :D
     
  16. AssasinRiper386

    AssasinRiper386

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    I have to say that this is more than I could've imagined, Great job in this campaign, of course, you will make some updates in the future to make it more interesting and enyoyable, one thing I would like to see is more rare and unique items, like the ones Sylvanas, Vereesa and the enemies had, very incredible.
    If you're going to make an update to your previous campaign, I woud recommend you to put more rare and unique items like the ones in this campaign, also in the last 2 episodes, since Kael'thas is allied with the demons, put in the blood elven enemy bases some demon units (the ones in that campaign or perhaps the ones this campaign have) and probably some tough demons or demon heroes, to make it more challenging, it's up to you for any update.
    Finally, I would like to say, "GOOD JOB, Tomoraider, for a great campaign".:infl_thumbs_up:
     
  17. MDan

    MDan

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    I've finished the campaign recently, unbelievable, amazing.
    It felt like playing an original blizzard game, keep up the good work buddy.

    Thank you
     
  18. Lazarator

    Lazarator

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    Whoever manages to complete chapter 11 (Trial of Monsters) without the cheats is an absolute genius and god of Warcraft 3. There is no way I could ever complete this chapter without using "WhosYourDaddy". There are just too many undead bases and the attacks are just constant! Not to mention my allied AIs are idiotic. Horde and Alliance AI gets bugged - the Alliance AI doesn't support Horde and the Horde AI gets bugged at my base. They move in one place while their base is being destroyed by the Scourge. Also, Lich King respawns too fast, leaving my allies and me not enough time to regain the strength because Frost Wyrms, Kel'thuzad and Darkfallen are constantly attacking.
    This chapter definitely needs to be looked after and the difficulty should be reduced. I'm not saying this because I'm noob, but because it really is too hard (for me impossible :D) to complete.
     
  19. Relith96

    Relith96

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    The secret is to destroy the first base, the closest to yours, right after the first objective, and then follow to the next one, the north-right purple one, straight away. You should get Horde or Alliance to help you with it, they should follow your assault.

    It was really hard for me aswell, I had to restart the map twice before getting the hang of it. Tomoraider loves to take down lots of bases I think. lol

    EDIT: Removed possible spoilers
     
    Last edited: Jul 19, 2018
  20. Lazarator

    Lazarator

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    Yeah, I noticed the allied AI follows my assault, but they get bugged sometimes, which is really annoying. The campaign itself is really fun to play and well made, but the AI is ridiculous at some certain points of the game. :D
    And, yes, I agree that tomoraider likes to take down lots of bases, which is what I like as well, but this chapter is just so intense. So many constant battles 'til the last breath, 'til the last gold/lumber, plus full army producion. I haven't seen such epic battle in years :eek: