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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. tomoraider

    tomoraider

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    That bug was fixed, you're probably playing an older version of the campaign.
     
  2. LOTP

    LOTP

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    In mission Hour of the Forsaken, Chapte Nine I think, there is a searousies bug with cutscenes.

    If u go to the dragons before reaching the elves then when Silvanas reach BE camp the cutscenes go apeshit: the scene with reaching the camp and Alextrasza run on the same time (personely I didnt knew something like that is even possible).
     
  3. Xonok

    Xonok

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    I planned to do it all on one day, but other things cut into my time, so I'll post what I've noted so far. I'll try to continue later, but even if I don't you'll at least have the first 3. I haven't downloaded a new version meanwhile, so some of this might no longer be relevant.
    Chapter 1
    We will turn the tides of battle anyway, but the treasures may be of use to USE.

    Also, the saying is "the tides of war".

    The mission text tells to attack scarlet right away, but it isn't a very good idea, as you lack any proper melee units at that point.

    The mission hints that scarlet doesn't know you've destroyed their base. Yet, they still attack with full power right away.

    Too frequent attacks(and from all sides!)(don’t get a chance to retaliate)

    Mortars starting from second wave make it very hard to gain a foothold

    Banshees get sniped by towers when attacking bases(too high priority).

    Also, compared to other units the banshees are relatively useless. Their curse doesn't help as much as an extra dark ranger. The reason being that skeletons take away a lot more damage.

    Sorceresses have a lightning ability that deals 100 damage to anything. This effectively makes them into siege weapons, as a few of them can instantly take down a tower.

    Since this is the first mission I suggest seriously toning down the scarlet attacks or putting a handicap on them. It gives people some time to get in the flow.

    I also suggest switching banshees for some melee units, as those are more useful in the beginning.

    One of my ziggurats is red. Don't forget to change team color when giving such units.

    The base with gryphon riders is very easy to miss.

    Meat wagons turn out to be the most effective units(I had twice as much of them as all other units together). Probably because of the heavily fortified bases.

    Varimathras recommends attacking from 2 sides and sylvanas agrees, but I never did it like that, because there simply is no point. These bases are easier to beat with united forces. Can't afford to split up.

    Doombringer is very hard at all levels. It's probably because he is tank and debuff at the same time and also because of the life drain(high recovery tank). I guess it's intended, but it can be frustrating at time(he alone can do as much harm as a full squad of mortars)

    The mission gets much easier as you progress, which is not good.

    The starting gold mine runs out of gold and I can't find another one.
    Chapter 2
    The fountain of health is hovering.

    Whether darkclaw can be saved depends on chance(how the mirror images are placed - whether althein attacks him first).

    Gryphon riders are too close to the undead that are guarding the meat wagons, they attacked me when I attacked the undead.

    Gargoyles are unnecessary and not worth the risk because:
    1. Most of the enemies have piercing damage(even gryphons), which is very effective against gargs.
    2. Sylvanas can kill 3 gryphons alone, even without full mana.

    Scarlet crusade has worgen farms?

    Killing the scourge and murlocs is unrewarding. I literally got nothing from them, but lost half of my army. I suggest mana runes/glyphs, because everyone except darkclaw keeps running out of mana.

    More reinforcements would be good, especially melee. In the end I only had my heroes and 2 meat wagons left.
    Chapter 3

    You have never provided an altar in any of the missions, yet, you do provide a shop, which is usually less useful at start, as it's not a good idea to put money in items before gaining a foothold.

    The towers in the city should be transferred when I have haunted the gold mine, not when I kill all buildings. The first time I did this mission the towers simply got wiped by an attacking wave.
    Also, those towers don't make much of a difference, as they are about the same in stats as ziggurats, which are needed in masses anyway.
     
  4. tomoraider

    tomoraider

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    Oh wow thanks for all those suggestions.
    Btw, the reason why the first gold mine in chapter one has so little gold is because you can destroy the first Scarlet Crusade base with existing forces and establish a base there.
    And I think Sylvanas says the tide of battle, not tides, so it makes sense I think.
    I think you're right about the difficulty, I'll probably make it easier in the next update.
     
  5. Xonok

    Xonok

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    But don't forget to let there be an option. Some people like how hard it is. Me among them(on the second playthrough).
    About the tides of battle thing, there's also one more thing about it. "might be of use to use"
    I think it should be "might be of use to us".
    The gold mine thing wouldn't hurt if some of the scarlet bases also had mines, but so far only the last has any, so it's too late. (Or did they stripmine them while I was busy trying to get on my feet?)
     
  6. Wa666r

    Wa666r

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    Wow amazing campaign. I absolutely loved it. It was fun, engaging, well created, and overall spectacular, but I do have some bugs to report. Now, I am unsure if you had already fixed some of them, so I apologize in advance.

    CHAPTER 1:
    - The Scarlet Base is way too small.
    - When I played I took care of everything before destroying the scarlet base, so when it came to the destruction of that base the gold mine had only around 2000 gold, I noticed that the peasants were taking 10 gold instead of 1.
    - I think you have too many unnecessary buildings for the Scarlet Crusaders, even though they don't build anything they take too long to destroy, very annoying.
    - I finished the Optional Quest before it was discovered.
    - The enemy structures and unit are too close together.
    - The AI overall wasn't too great.
    - Could change up the Hero Abilities For Sylvanas, say instead of life drain you could place: Forsaken Valor, which would give life steal ability each attack for 25 seconds.
    -Level 1: 20% Life steal. Level 2: 35% Life steal. Level 3: 50%
    - Same with Vari. Instead of Rain of Fire you could place: Fire Nova, like frost nova but...with fire.
    - The scoreboard, as I am others have mentioned.

    CHAPTER 2:
    - Could Fix the cliffs.
    - The Worgen town is too compact.
    - Dark Claws abilities are boring :( I'd suggest making at least 1 custom ability, even if he is only in one mission. Here's a suggestion: Enrage - Increases Darkclaw's attack speed and movement speed for 15 seconds. Level one 11% each, Level two 22% each, Level three 33% each. Something like that.
    - I don't understand why you have an enemy Worgen Manor, they have no ai and it really takes up a lot of space.
    - I am not sure that a "Harpy's Nest is the best doodad, maybe place piles of corpses or something.
    - The enemy base could be taken without the Gargoyles
    - Not a big deal, but a few too many natural creatures.

    CHAPTER 3:
    - A bit of a plot hole, Phae never tells Vari her name, but somehow he knows it.
    - Since the orange base doesn't do anything, you could reduce the number of buildings, its just a annoying destroying all the useless buildings.
    - Adding more creeps would add an extra depth.
    - Sleep is placed in a different spot ?
    - The ogres really don't need all those structures
    - The Light Blue base doesn't rebuild or replace, makes it real boring to destroy
    - Phae's Summon Minion ability should explain what the next level is going to be.

    This is all I have for now, thank you for taking the time to read my suggestions. Great campaign, hope to see more Aftermath related campaigns from you :D .
     
  7. tomoraider

    tomoraider

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    Thanks for the bugs report, I'll fix those in the next update. And suggestions too, I'll see if I'll change some stuff.
     
  8. Xonok

    Xonok

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    I disagree with most of this. Note that I won't respond to points that I have nothing to say about(where I simply agree or don't care)
    I'll take it point by point:
    CHAPTER 1:
    - The Scarlet Base is way too small. - The whole map is spammed full of scarlet bases. I wouldn't say that they are too small.
    - When I played I took care of everything before destroying the scarlet base, so when it came to the destruction of that base the gold mine had only around 2000 gold, I noticed that the peasants were taking 10 gold instead of 1. - Agreed. It would be nice if there were some mines to be captured from the scarlet.
    - I think you have too many unnecessary buildings for the Scarlet Crusaders, even though they don't build anything they take too long to destroy, very annoying. - I kind of like this aspect. It makes the game harder and requires you to actually use siege weapons to siege bases. Although it would be nice if there were also lower difficulty settings where it isn't so hard.
    - The enemy structures and unit are too close together. - Where?
    - The AI overall wasn't too great. - Why?
    - Could change up the Hero Abilities For Sylvanas, say instead of life drain you could place: Forsaken Valor, which would give life steal ability each attack for 25 seconds.
    -Level 1: 20% Life steal. Level 2: 35% Life steal. Level 3: 50% - Why would this be any better than what she currently has? Custom abilities can be nice, but in this case it would reduce tactical depth(making you able to attack while draining life, when usually you had to choose between high damage and high life regeneration)
    - Same with Vari. Instead of Rain of Fire you could place: Fire Nova, like frost nova but...with fire. - I agree that rain of fire was relatively pointless. Fire nova would work well I guess.
    - The scoreboard, as I am others have mentioned. - What's wrong with it?

    CHAPTER 2:
    - Could Fix the cliffs. - Where? What's wrong with them?
    - The Worgen town is too compact. - Why? It fits in with the rest of it. Also note that the warcraft3 style is to make buildings small/units big.
    - Dark Claws abilities are boring :( I'd suggest making at least 1 custom ability, even if he is only in one mission. Here's a suggestion: Enrage - Increases Darkclaw's attack speed and movement speed for 15 seconds. Level one 11% each, Level two 22% each, Level three 33% each. Something like that. - It would look better and I suggest putting it instead of one of the passives(critical). Because passives are boring when there's too many of them and they only affect the unit that has them.
    - I don't understand why you have an enemy Worgen Manor, they have no ai and it really takes up a lot of space. - I simply disagree. It's a part of the lore that the worgen are not unified, so it also makes sense to fight them.
    - I am not sure that a "Harpy's Nest is the best doodad, maybe place piles of corpses or something. - Piles of corpses would be good additionally, but don't remove the nests unless there is something better to fill the role(a place to live for gargs)
    - Not a big deal, but a few too many natural creatures. - Where?

    CHAPTER 3:
    - A bit of a plot hole, Phae never tells Vari her name, but somehow he knows it. - Vari controls her mind, so it's a possibility that by that he can also access her memories.
    - Since the orange base doesn't do anything, you could reduce the number of buildings, its just a annoying destroying all the useless buildings. - I disagree with removing buildings, but I guess it would be nice if the unrelated buildings were just neutral and out of the way.
    - Adding more creeps would add an extra depth. - I agree. Everything is simply hostile, no neutrals except the trolls.
    - Sleep is placed in a different spot ?
    - The Light Blue base doesn't rebuild or replace, makes it real boring to destroy - I think it would be a good idea if it rebuilt, but only in normal difficulty and higher
     
  9. Wa666r

    Wa666r

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    Chapter 1:
    Let me readjust my statement on the Scarlet base being too small, I meant that there is a small area that is filled with a lot of structures; causing both the players and the enemies units to be stuck. (well, at least on my experience on the map)

    The Ai isn't great because the bases would take 10 gold as opposed to 1 (I think its pretty important in campaigns). Along with that, most of the bases don't replace units, now, I am unsure if that was meant but I think it add a layer of fun if the enemy would produces units to keep their base guarded. (Ex: the player draws all the enemies out the base and kills them, then the base is left defenseless except towers.

    Well, my ability for Sylv was but a suggestion, I like to think that a hero should have at least two costume abilities to draw away from the original gaming experience, which most of use played on The Frozen Throne campaign.

    The scoreboard has too many unnecessary teams. I am pretty sure the board was meant the enemy to mimic one enemy, the Scarlet Crusaders, unless I am mistaken. Seeing all the Scarlet Crusaders on the scoreboard kinda takes away from the one enemy, and I cant even tell which base was which so I think it's unnecessary.

    Chapter 2:
    All across that map where cliffs are, the cliffs have empty black spots, which make the map just seem unprofessional and unattractive. I would suggest maybe placing rocks over those spots to hide those spots.

    As for the Worgen buildings being too compact, it might just be my personal preference, but I prefer when their is plenty of small for units to roam, and the buildings just take up so much space.

    I believe you have misunderstood by my "Worgen Manor" statement, I understand that the worgen are not unified and I do like the fact that they reside upon the mountain, but the Worgen Manor itself holds no purpose, its just worgen workers gathering gold, that is it. It is not a big deal, just a small improvement to rid of it, in my opinion.

    The natural creatures -rabbits, elks, etc.- are all around the map and it sometimes interferes slightly with my army's movement, but, again, not a big deal just a small improvement to rid of a few.

    Chapter 3:

    Well he said her name before he gained control of her mind.
     
  10. Querzis

    Querzis

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    While I really loved the rest of the campaign, the story and everything else, chapter 6 forced me to register just to tell you how frustrating that was. In every campaign where theres a timer like that for reinforcement, you usually just have to wait for the reinforcement before you can destroy the enemy base. And what I always loved to do is just destroy the enemy base before the reinforcement arrive just for the lols. So I did.

    Think its impossible to do in chapter 6? Its not. Took me LOTS of try, especially since once you attack the death knight base, he just seems to throw everything at you but I did it. Thanks to Thrall earthquake, the tons of minions you can have with you thanks to Sylvanas and Varian attack buff, you can focus down buildings very fast and they dont build them back. And once you destroy the Temple of the damned in the Death knight base, they just stop producing troops and attacking you. Dunno why, I guess you programmed them to need necromancers and banshee to attack or maybe its just a bug that happened only in my game. Anyway, this allowed me to just focus on the other guy base. Now of course, I had to go heal at the fountain after every attack and I got my heroes killed a few times so I had to save often but I really did it. My heroes were attacking the Death Knight gold mine, the only enemy building left standing as far as I know, when the countdown ran out.

    And heres the really frustrating part, when Thrall 'sacrifice' himself to go down with Orgrimmar? All the attacking undeads are already dead. Thrall litterally doesnt even have the time to attack the last abomination before it goes down and then he just stand there with like 20 still alive troops around him. And then they tell me Orgrimmar was destroyed. Its not, I frigging saved it!

    If you wanted that mission to be unwinnable that way then make the buildings indestructible or something.
     
  11. tomoraider

    tomoraider

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    You're not supposed to destroy the enemy bases in chapter six. You're supposed to defend Orgrimmar until the timer runs out.
     
  12. Querzis

    Querzis

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    ...Yeah I know that. My whole point is that if you didnt want me to destroy their base, you should have made it impossible to do so in the first place like every other campaign does simply by making buildings invulnurable. As it is, I once again succesfully defended the city, all the orcs, all the buildings in there and Thrall are still very much alive at the end, no undead are still attacking it and yet they still say Orgrimmar was utterly destroyed. It wasnt. You cant say the story happened that way when you can make it different in the actual gameplay. Once again, its an easy fix, just make the buildings invincible.
     
  13. tomoraider

    tomoraider

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    Hmm, well I guess you're right. I could change that. Although, I don't think the enemy's buildings were invulnerable in Blizzard's campaign.
     
  14. cleavinghammer

    cleavinghammer

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    They're not, just stupidly annoying to destroy, and set to rebuild almost instantly.
     
  15. Wa666r

    Wa666r

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    Out of curiosity what did you use for the Ai? Ai Editor, GUI, or Jass?
     
  16. tomoraider

    tomoraider

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    AI editor
     
  17. ogrim

    ogrim

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    tomoraider: congratulations, i think this should be the storyline of the fall of the lick king in world of warcraft, and not with new characters like tirion.

    i only think that you should explain what planned varimathras at the icecrown citadel and that lord darkclaw should have been playable in more chapters (but just because i like wolves and worgen jejeje)

    Like your previous campaign, this one is very amazing

    Can you put here some aids to decorate scenarios? mines are awful and yours are excellent

    please, more campaigns
     
  18. Valdorien

    Valdorien

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    Ahh.. Sylvanas.

    I'd just like to say that I absolutely 1000% love sylvanas. She's such a strong female character, that doesnt take shit from anyone, appart from garrosh (but im sure she'll kill him later...) I have been playing Warcraft since WC2, and never have I seen a character that I like more than Sylvanas. Personally, I thought this champaign wouldnt be that great, just another knock off or a parody that just ruins sylvanas. But, after downloading.. then completeing a few days later.. I must say, you did Sylvanas justice. Just.. Wow. Im so glad you decided to make this map as you have captured me once again by Sylvanas. I really hope you continue to make more maps like this because you're so good at it and you do every single character so well, I actually prefer it to how Blizzard did it. I loved every second of playing this map. Not once did I think I didnt like this map while playing it. It's truely spectacular. Well that's about all I have to say, just keep up the good work, and hopefully in the future you'll do another campaign for Sylvanas. :vw_love:
     
  19. tomoraider

    tomoraider

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    Thank you, I'm really glad you like it. I actually feel pretty much the same about Sylvanas, because she is strong and what you said, doesn't take shit from anyone, but also because she has respect for other people.

    If you're interested, my other campaign Rise of the Blood Elves also contains Sylvanas, and in the new version of it she might even have a little bit bigger role.
     
  20. Footman16

    Footman16

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    I'm quite the opposite, I just hate Sylvannas. Her plans make no sense; she is evil to the point of no return. She is practically the Lich Queen, I mean why does Galen, when brought back, decide to bring down his own kingdom how could he not hate himself for what he has become unless he is being controlled. Also when does she show respect for other people? If I'm perfectly honest the only thing I like about Garrosh is how he deals with Sylvannas and will hopefully kill her.

    She says that she and her people are the true people of Lordaeron then maybe if you did agree with that then why did she invade southshore etc. Are the living not entitled to their own lands?

    That said I'm not forcing you to agree with my view only making debate.