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Curse of the Forsaken v3.0.1

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

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

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

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

Some lines written by ericwu102

Changelog
- Released.

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

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

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

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

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

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

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

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

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

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

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

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

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

Major Chapter Changes

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

NEW: Cinematic: Curse of the Forsaken

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

Chapter One: A Necessary Intervention

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

Chapter Two: Icy Menace

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

NEW: Interlude: Purpose

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

Chapter Three: Disdain

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

NEW: Chapter Four: Devil’s Deal

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

Cinematic: Wrath of the Lich King

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

Interlude: A Royal Coup

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

REVAMPED: Chapter Five: A Rallying Point

Chapter Six: Battle for the Undercity

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

Interlude: Memories

- New intro part.
- References to Malygos removed.

NEW: Cinematic: Invasion of Northrend

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

Chapter Seven: Into the Frozen Heart of Northrend

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

NEW: Interlude: Crossroads

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

REVAMPED: Chapter Eight: Azjol-Nerub

Chapter Nine: Hearts in Ice

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

Bonus Interlude: Journey to the Sunwell

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

Chapter Ten: Hour of the Forsaken

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

NEW: Cinematic: The Wrathgate

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

REVAMPED: Chapter Eleven: Trial of Monsters

Interlude: Deliverance

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

REVAMPED: Chapter Twelve: Fall of the Lich King

Finale: In Damnation

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

Epilogue: Edge of Night

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


Techtree Changes

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

NEW UNIT: Vampire Bat

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

Worker

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

Ghoul

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

Dark Ranger

- Poison Arrow has a new special effect.

Dreadguard

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

Apothecary

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

Banshee

- Vengeance has a new sound effect.

Meat Wagon

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

Abomination

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

Val’kyr Battlemaiden

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


Hero Changes

Sylvanas

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

Phaelynne (Putress)

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

Jaina

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

Varian

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

Vereesa

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

Thrall

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

Lor’themar

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

OVERALL CHANGES

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

UNIT AND HERO CHANGES

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

CHAPTER ONE – A Necessary Intervention

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

CHAPTER THREE - Disdain

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

CHAPTER FIVE – A Rallying Point

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

CHAPTER SEVEN – Into the Frozen Heart of Northrend

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

CHAPTER EIGHT – Azjol-Nerub

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

CHAPTER TEN – Hour of the Forsaken

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

CHAPTER ELEVEN – Trial of Monsters

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

CHAPTER TWELVE – Fall of the Lich King

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

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

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

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

My Other Campaign

Please post any bugs, suggestions and tips!
Contents

Curse of the Forsaken v3.0.1 (Campaign)

Reviews
» Vengeancekael:[c] 「Profile :: Message :: Hive Staff」 » Date:[c] 「20/Mar/2013 16:02:25」 » Reasons: » Comment: [Moderated version: 1.01] Not Rated » Rules: [c] 「Map Submission」 [TR]» Contact: [c] 「Staff Contact」 ! 'Reasons' are automated !
Level 2
Joined
Aug 21, 2009
Messages
25
Id also like to see a more lore friendly version of this campaign, but you are the author and you decide about the story (and anything else :D) of your campaign.

That being said, its one of the best user made campaigns Ive played, it gave me the feeling of playing the original wc3 campaigns. Great work!
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
Id also like to see a more lore friendly version of this campaign, but you are the author and you decide about the story (and anything else :D) of your campaign.

That being said, its one of the best user made campaigns Ive played, it gave me the feeling of playing the original wc3 campaigns. Great work!

Glad you liked it, but I do tend to change parts of the lore that I don't like much or just change them so that they can fit into WC3.
 
Level 2
Joined
Jul 31, 2010
Messages
10
I've really enjoyed the campaign so far: fun gameplay, unique units, not too hard and not too easy, good cinematics and well-done terrain.

Noticable bugs which I encountered so far were:
In chapter 6 when defending ogrimmar in the early stage, the crypt friends and beetles (which are supposed to spawn later with the cinematic when they unborrow) are constantly attacking heroes and units while they are not supposed to be there yet (they are not invisible aswell, tried dust and aoe abilities).

In chapter 11 after defeating basically all units and bosses, the 2nd and last icy gate doesnt open in the centre of the map.
I defeated varimathras first, which opened 1 of the doors, but after defeating the 2 valkyr bosses the 2nd door doesnt open. After checking everything I restarted the map and killed the bosses in the opposite order and that worked, but it should be able to kill them in any order.
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,382
I've really enjoyed the campaign so far: fun gameplay, unique units, not too hard and not too easy, good cinematics and well-done terrain.

Noticable bugs which I encountered so far were:
In chapter 6 when defending ogrimmar in the early stage, the crypt friends and beetles (which are supposed to spawn later with the cinematic when they unborrow) are constantly attacking heroes and units while they are not supposed to be there yet (they are not invisible aswell, tried dust and aoe abilities).

In chapter 11 after defeating basically all units and bosses, the 2nd and last icy gate doesnt open in the centre of the map.
I defeated varimathras first, which opened 1 of the doors, but after defeating the 2 valkyr bosses the 2nd door doesnt open. After checking everything I restarted the map and killed the bosses in the opposite order and that worked, but it should be able to kill them in any order.

Yeah, the bug from Chapter Six was there all along it seems, but since I'll be doing a relatively bigger update soon...ish, I won't be fixing it now, but in that update. And I dunno about that Chapter Eleven bug, never happened to me, but I'll check it out.
 
Level 1
Joined
Feb 10, 2014
Messages
1
When I start to play level six the game blocked.I have version 1.17.Can help me I was playing firsts levels and i want to play rest of campaign?
 
I'm Has Edited Your Campaign....

Change

-Lord Marrowgar = Change Models To Lord Marrowgar WOW Rip Model

-Sindragosa = Remove From Chapter Nine And I Added In Final Chapter With WOW rip model

-Phalyne = i Changed Model To Forsaken Plague Master / Putress But In Chapter Fall of the lich king i changed into bolvar [lich King Mode]

-Varian Wrynn = i changed to bolvar fordragon but in chapter fall of the lich king i changed into tirion fordring with wow rip model

-Lich King = Changed Model To Lich King WOW Rip Model

-Added Flesh Giant In Ice Crown Citadel

-Bronjahm = Changed To Mad Scientist

If You Want To See Model

Bolvar Fordragon : http://prntscr.com/2rle7k

Sindragosa : http://prntscr.com/2rleu7

Lord Marrowgar : http://prntscr.com/2rlgk0

Mad Scientist : http://prntscr.com/2rlguf

Lich King : http://prntscr.com/2rlh62
VS
Tirion Fordring : http://prntscr.com/2rlhpn

Now All Can See... i downloaded from "Chaos realm" and "Warcraft underground"
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
I'm Has Edited Your Campaign....

Change

-Lord Marrowgar = Change Models To Lord Marrowgar WOW Rip Model

-Sindragosa = Remove From Chapter Nine And I Added In Final Chapter With WOW rip model

-Phalyne = i Changed Model To Forsaken Plague Master / Putress But In Chapter Fall of the lich king i changed into bolvar [lich King Mode]

-Varian Wrynn = i changed to bolvar fordragon but in chapter fall of the lich king i changed into tirion fordring with wow rip model

-Lich King = Changed Model To Lich King WOW Rip Model

-Added Flesh Giant In Ice Crown Citadel

-Bronjahm = Changed To Mad Scientist

If You Want To See Model

Bolvar Fordragon : http://prntscr.com/2rle7k

Sindragosa : http://prntscr.com/2rleu7

Lord Marrowgar : http://prntscr.com/2rlgk0

Mad Scientist : http://prntscr.com/2rlguf

Lich King : http://prntscr.com/2rlh62
VS
Tirion Fordring : http://prntscr.com/2rlhpn

Now All Can See... i downloaded from "Chaos realm" and "Warcraft underground"

None of that is necessary.
 
Level 6
Joined
Jan 27, 2014
Messages
42
And i've tryed this one too, really well done but there are some imperfections. I like the changes to the lore, i expect to see more awesomeness :) meanwhile 5/5 (i would have voted 4/5 but it is only because i liked the other campaign more than this one, so it would not be fair)
Only a couple of things to point out:
-I got stuck on some points due to my debugging ability, ok my fault, you would not expect i'd try and fly to Alextrasza and fight the undead army reverse side.
-FAILSAFES! If you are to use units in cinematics you should use failsafe triggers to avoid cinematic failure: (SPOILERS) If the body of the Apotecary Phaleynne is vulnerable and you accidentaly (or was it?) kill it, upon reaching the frozen throne the cinematic will stop with sylvanas looking at the throne like trolling to you for doing stupid things like killing NPCs. Similar problem in another situation but i can't remember where :(
Failsafes are really important in various situations, not only for cinematics. Trust me, i'm an engineer.

That's all, nothing else to say except... Great job!!
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
And i've tryed this one too, really well done but there are some imperfections. I like the changes to the lore, i expect to see more awesomeness :) meanwhile 5/5 (i would have voted 4/5 but it is only because i liked the other campaign more than this one, so it would not be fair)
Only a couple of things to point out:
-I got stuck on some points due to my debugging ability, ok my fault, you would not expect i'd try and fly to Alextrasza and fight the undead army reverse side.
-FAILSAFES! If you are to use units in cinematics you should use failsafe triggers to avoid cinematic failure: (SPOILERS) If the body of the Apotecary Phaleynne is vulnerable and you accidentaly (or was it?) kill it, upon reaching the frozen throne the cinematic will stop with sylvanas looking at the throne like trolling to you for doing stupid things like killing NPCs. Similar problem in another situation but i can't remember where :(
Failsafes are really important in various situations, not only for cinematics. Trust me, i'm an engineer.

That's all, nothing else to say except... Great job!!

Glad you liked it, I'll check out the things you pointed out.
 
Level 2
Joined
Feb 10, 2014
Messages
10
i played all campaign from this site,all silent no voice.
i played last chapter in curse of the forsaken, and i hear lady sylvanas voice message.
what was that mean? it's something wrong from my computer or it's just a map?
can some one help please :D
 
Level 6
Joined
Jan 27, 2014
Messages
42
There are some audio traks from WoW dialogs, but not for custom dialogs, it's just the way it is soposed to be :) (what DOES that mean, i spent 30 secs trying to realize what was mean to you XD other mistakes are irrelevant)
 
Level 16
Joined
Jul 16, 2007
Messages
1,371
i played all campaign from this site,all silent no voice.
i played last chapter in curse of the forsaken, and i hear lady sylvanas voice message.
what was that mean? it's something wrong from my computer or it's just a map?
can some one help please :D
press CTRL + S while ingame, OR go to MENU, and OPTIONS, and SOUND, and tick/select SOUND EFFECTS on, also check if it's towards the right. :) Hope this helps.
 
Level 5
Joined
Mar 2, 2014
Messages
127
Played it, liked it, thanks for making it.

Story and Cutscenes - [++]
Gameplay and Terrain - [+] first half, [++] second half
Music and Sounds - [++], especially liked the Boss Fight Music
Graphics and Visuals - [+++], Perfect
Bugs - [0]

[+++] best
[0] nothing to overall have a negative or positive rating.
[---] worst

Full Review
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,382
Played it, liked it, thanks for making it.

Story and Cutscenes - [++]
Gameplay and Terrain - [+] first half, [++] second half
Music and Sounds - [++], especially liked the Boss Fight Music
Graphics and Visuals - [+++], Perfect
Bugs - [0]

[+++] best
[0] nothing to overall have a negative or positive rating.
[---] worst

Full Review

Thanks for you review, I actually almost fully agree with it. V.2.0 is going to change most of the stuff you mentioned. I'm glad you liked it, another great review from you!
 
Level 5
Joined
Mar 2, 2014
Messages
127
Of course you're free to agree or disagree, I'd actually want to hear where you think different. You made 2 (well actually 3) wonderful games and I'm surely one of your most excited fans awaiting 2.0. After RotB2.0 I can't even imagine what you will make out of CotF.

Never lose your spirit :)

Krolan
The Twisted


Edit: If you consider making sylvannas less bloodhungry-seeming in the end I'd appreciate it. The Original Ending is fine, but on a second shot why not make the ending different^^ I hope I'll be informed when it's ready, I tend to lose myself inside campaigns, to better get a feeling of it.
 
Last edited:
Level 16
Joined
Jul 16, 2007
Messages
1,371
hey maybe you can put this unit as a messenger which informs Sylvanas at the base:
Farstrider Hunter
It's recently made, and maybe the preview image will show the old version, just see the most recent comments for an actual picture :)
I like it, simple, but interesting as a messenger.
Edit: Oh I posted this in the wrong post, but whatever, sorry. xD
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
hey maybe you can put this unit as a messenger which informs Sylvanas at the base:
Farstrider Hunter
It's recently made, and maybe the preview image will show the old version, just see the most recent comments for an actual picture :)
I like it, simple, but interesting as a messenger.
Edit: Oh I posted this in the wrong post, but whatever, sorry. xD

What map are you talking about?
 
Level 1
Joined
Mar 22, 2014
Messages
2
I downloaded this and started playing, but a few minutes into chapter 1 the game crashes. after 7-8 repetitions it still does. I am running the campaign on a mac version and the patch is the latest I know of.
Can anybody help?
Thx
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
I downloaded this and started playing, but a few minutes into chapter 1 the game crashes. after 7-8 repetitions it still does. I am running the campaign on a mac version and the patch is the latest I know of.
Can anybody help?
Thx

Hmm, I assume it's because you're playing on mac. Some other people with mac also had some problems with the campaign. Unfortunately, I can't help you out here since I don't own a mac :\
 
Level 1
Joined
Apr 5, 2014
Messages
3
I'd like to thank you for making an absolutely stunning campaign. As I loved the official campaigns I prefer custom campaigns of similar style, and I found exactly what I wanted in “Curse of the Forsaken”. I reckon it must have taken quite some time to make this, and I am glad you took the time to do so. Thank you!
  • Story: 5/5
    The story is well scripted. Though it follows official lore to some degree it also features alternate events, the result enabling the player to feel like a part of the story while still retaining the “what's-gonna-happen” element. Both quests and fights are fun.

  • Terrain: 5/5
    The maps are gorgeous and could have been made by Blizzard. They feature several details which allows the player to “get into” the game instead of being annoyed at lacking or out-of-place stuff. I especially liked the custom trees and buildings, and the arena in chapter 11 was insane.

  • Units: 5/5
    Custom units and their abilities, researches, and upgrades are well executed and provide interesting alternatives to the official version. Both the models and the related icons look quite good. The skeleton is perhaps even better than its official counterpart. The occasional custom sound sets are also great.

The campaign does however include some minor problems. I decided to collect them as I played in order to give some, uh, proper feedback. I've also included personal suggestions. My list may seem a bit intimidating, but keep in mind that it's mainly minor or optional stuff. Sorry if I'm repeating issues that other people have already mentioned.


  • Error = (bugs, glitches) Problems which interfere with gameplay, both technically and storywise.
  • Game suggestion = my personal suggestions to improve the campaign. Features high levels of purely personal opinion.
  • Typo = Pointing out some typos so they can be fixed.
  • Text suggestion = not exactly typos, but similar. Mainly text change suggestions.

    Generic:

  • Error: Jaina's Time Warp uses the hotkey 'A'; same as general Attack.
  • Error: The selection circle for Jaina's Telekinesis is raised some distance in the air from level 8; Alone in Darkness. This makes it harder to properly select targets.
  • Error: A recurring problem is that units are not paused (or however it works) during cinematics, instead continuing to attack eachother.
  • Error: Another cinematic problem seems to be that cinematics use use “actual” units instead of temporary cinematic-purpose duplicates. For example, in the official campaigns it doesn't have to be a problem that a hero is currently dead; he will still appear in cinematics. In this campaign, however, dead heroes will not appear (because they're dead) which can mess up cinematics badly.
  • Game suggestion: Phaelynne: alter her demon-ability to increase the number of minions. That is, instead of just replacing the minion summoned, let rank1 summon an Imp, rank2 summon an Imp + a Voidwalker, and rank 3 summon an Imp, a Voidwalker, and a Succubus. This would probably have to be done by triggers, however.
  • Game suggestion: Phaelynne: Perhaps change her ultimate spell to not be the same as Varimathras? Since she is supposed to be a master apothecary, an additional potion-like spell would suit her. I suggest using either a potion-item-ability or something by the Goblin Alchemist. Alternatively she may get a fifth ability, similarly to how Cenarius had Cyclone.
  • Game suggestion: Give Varimathras at least one custom ability.
  • Game suggestion: Several units use official sound sets that include quotes that fit badly with lore. For example, many units allied with the Forsaken in this campaign salute the Lich King and Ner'zhul. I believe it should be possible to fix this by replacing individual quotes (“Replace Internal Sound”) in certain units' sound sets (based on the number of quotes) with suitable quotes, technically making custom unit sound sets. I'm not sure if most people would be willing to make the hassle with this, though.
  • Game suggestion: Several units with “auto-toggable” abilities are acquired/summoned without any such ability toggled by default. This is a minor annoyance as the player is forced to activate the ability whenever a unit is acquired. If the player forgets this, it can change the outcome of battles. It would be nice if these abilities could be toggled 'on' by default. Examples of such units/abilities include:
    - Dark Rangers​
    - Val'kyr​
    - Phaelynne's Imp​
    - Phaelynne's Succubus​
    - Jaina's Time Warp​
    - Sylvanas' Black Arrow (even though it's the same in the official campaign)​
    - Vereesa's Cold Arrows (from level 10, Broken Alliances)​
    - The Banshees summoned by Sylvanas' Call of the Queen​
    In addition, it would have been convenient if the following abilities could be auto-toggled (but not necessarily 'on' by default):
    - Apothecary's Shadow Bolt​
    - Phaelynne's Voidwalker's Taunt​
  • Game suggestion: The minimap team/faction colors are sometimes a bit confusing. For example, having different bases showing as the same color because they are technically allied is logical, but also makes it hard to determine what base you are fighting against (example: the orc bases in level 3, Icy Menace). It likewise makes it tricky to determine the movement and status of various armies (example: in level 10, Broken Alliances, different enemy and allied forces will often be merged together in an unclear mess). As such, it might be a better idea of let different factions retain their minimap-colors. Just be sure to use colors that somewhat match the lore (i.e: Scourge: green, purple, orange, Alliance/elves: red, blue, light blue, teal, etc)! :) This is of purely personal opinion, though.
  • Game suggestion: Personally I'm a fan of exotic items (The Founding of Durotar was a heaven for me), so I think it'd be great if you could include some of this. Not just “old” items with new icons and/or names, but items granting abilities not previously used for items. Non-official custom icons could also greatly spice them up.
  • Game suggestion: The game will sometimes start with the camera set in a location other than above the units you are likely to command first. Setting it to above such a location would be a minor improvement.
  • Game suggestion: In lore, the Scarlet Crusade does not employ non-humans. Perhaps it'd be an idea to swap the Priest model with the Emissary one? I guess the Rifleman should have been replaced with something too, though I'm not quite sure what.
  • Game suggestion: The cheat code “AllYourBaseAreBelongToUs” does not work (I tried using it for testing purposes). I guess the reason is that it's a custom campaign, but perhaps it might be an idea to add a trigger for making it work?
  • Typo: Your English is good, but typos do unfortunately occur. The most common one is that the word “the” is missing. I've noted down some others I've noticed in the sections below, but personally I'd check through all the texts. Perhaps you could ask a friend to help proofread?

    THE CAMPAIGN LEVELS:

    Level 1: (Unnecessary Intervention)

  • Error: If all the lesser scarlet bases are destroyed prior to destroying the base you are supposed to destroy first (the one behind the gate), and then destroy the gate-base, the second cinematic (in which they discover the main base) will play instead of the exploding-soldier one. If you then destroy the main base, the exploding-soldier cinematic and final cinematic will merge together.
  • Error: I may be wrong, but is Varimathras red (faction color) in one of them and blue in the other..?
  • Typo (chapter title): "Unecessary" (Unnecessary)
  • Typo (final cinematic): "attacl"

    Level 2: (Aiding the Cursed)

  • Error: When I played the campaign, level 2 was never included. The game simply jumped straight to level 3.
  • Game suggestion: Perhaps give a reward for completing the optional quest?
  • Game suggestion: Make the Crusader base more powerful. It can easily be defeated without the Gargoyles.
  • Typo (second cinematic): "atacking"
  • Typo (second cinematic): "techtics" (or something)

    Level 3: (Icy Menace)

  • Error: Phaelynne is the one giving advice of ogre base - not possible.
  • Error: The Apothecaries' Alchemic Decay can be used on allies.
  • Error: The Cannon Tower is not given to player upon ogre base destruction.
  • Error: Phaelynne's icon on score screen is the same size as a regular hero icon. Well, I'm not sure if this can be helped. Perhaps with an image editor program..?
  • Typo (loading screen description): "one of the way through the mountain" → ways

    Level 4: (Forsaken Incursion)

  • Error: Peasants can be possessed (by Banshees) and then build human buildings and train human units.
  • Error: Varimathras can make quotes even after he has escaped and given his base to Balnazzar.
  • Error: The mechanics of Warcraft III terrain are good, but in slopes there may occasionally be some "tearing". This is particularly notable in this level due to the yellow background (image).
  • Game suggestion: Perhaps some better rewards for purging Dalaran?
  • Text suggestion: Optional quest: “undead forces” → Scourge forces.
  • Text suggestion (final cinematic): Balnazzar: “(...) I think you should be ready to face YOUR demise.” (after Sylvanas has told him that he is to face his)
  • Text suggestion (final cinematic): Phaelynne: “under mind control from Varimathras” → “control by Varimathras”.

    Level 5: (Might of the Forsaken)

  • Error: Thrall may say "Protect me, Sylvanas!" while being dead.
  • Error: Thrall can activate circles of closed portals. This will still start the countdown, summon demons, and trigger the number of portals closed.
  • Error: The demons erupting from portals may apparently stack up if your forces fail to defeat them (and to close the portal). (At least this goes for the portal in Varimathras' base.) This means it will be harder to close a portal each time you fail, because every failure increases the number of demons "guarding" the portal.
  • Error: Thrall can seemingly... fall asleep during night? Possibly because of his “faction” when he's closing a portal.
  • Typo (final cinematic): “Ogirmmar” (or something like that)
  • Text suggestion (loading screen description): “Thrall, warchief of the Horde decided” → Thrall, warchief of the Horde, decided
  • Text suggestion (end cinematic): “be back once” → “be back”

    Level 6: (The Hesitant Alliance)

  • Game suggestion: Perhaps give some new/more powerful items to the heroes, since 4 years have passed?
  • Game suggestion: Perhaps implement some interesting items as drops from hidden monsters?. It's often interesting to kill monsters and obtain powerful treasures while you are “supposed” to actually be guarding your base. The treasures in “Countdown to Extinction” and “Under the Burning Sky” are good examples.

    Level 7: (Into the Frozen Heart Of...)

  • Error: The vision of Varimathras in the orange undead base does not disappear, and your forces may kill him.
  • Error: Val'kyrs on foot can be possessed. That's pretty cool, but even these will have to be killed to complete the optional quest.
  • Game suggestion: Perhaps give a reward for the optional quest, in addition to the Chimes that drop anyway?
  • Typo (mid-game cinematic): "mesenger" (messenger)

    Interlude: The King's Orders

  • Game suggestion: Remove the trees in front of Arthas.

    Level 8: (Alone in Darkness)

  • Game suggestion: Put some loot or monsters in the egg sacks! :)
  • Text suggestion (final cinematic): Change "thank God" to "thank the Light". I don't think they believe in God in the WarCraft universe (besides the churches in WC1 and WC2, at least) and the Light is the WarCraft-version of God anyway.
  • Typo (loading screen description): "Azjol'nerub" (Azjol-Nerub)

    Level 9: (Hour of the Forsaken)

  • Error: This level has heavy problems with things happening in the correct order. The intended order is (if I remember correctly):
    1. Avoid the Lich King's yellow base​
    2. Rescue the Blood Elves​
    3. Kill the Frost Wyrms​
    4. Destroy Kel'Thuzad's base​
    5. Get to Alexstraza​
    6. Watch cinematic in which yellow base is destroyed​
    However, I did it like this:
    1. Destroy the yellow base. “Off you go, Arthas!”​
    2. Destroy the middle base. “Oh hey, there's another base here.”​
    3. Destroy the Frost Wyrms without rescuing the elves. “Val'kyrs + Gryphons is the way to go!”​
    4. Destroy Kel'Thuzad's base. “I ruined your master's base, and now I ruin yours!”​
    5. Destroy the undeads that are about to attack Alexstraza, before they even get the chance to do so. “Smack-pow!”​
    6. Rescue the blood elves and watch all cinematics merge into eachother. Except for the Phaelynne + Varimathras one, that'll be skipped by the game​
    In order words, unless the player progresses exactly as planned, things will get rather glitchy. Solutions may be to make the undead buildings invincible (either temporarily or permanently) or add pathing blockers. Sorry for being one of people that mess stuff up, I have a habit of destroying things when I've got the chance..!
  • Error: The above issue also makes it possible to complete the optional quest prior to discovering it.
  • Error: During the cinematic in which Varimathras kidnaps Phaelynne again, the green summoning effect is not properly at the same location as him.
  • Error: Since the blood elves do not have a proper Town Halls/Keep/Castle, their Arcane Vault cannot sell some things.
  • Game suggestion: Perhaps have the blood elves' Arcane Vault sell something else than human items?
  • Game suggestion: Give Vereesa and Lor'Themar some default items.
  • Text suggestion (after killing Anub'arak): Jaina: "let's go out" → "let's get out"


    Level 10: (Broken Alliances)

  • Error: Units can somewhat walk into the walls at the Icecrown Citadel (more precisely, at the entrance).
  • Error: Some trees are located inside walls.
  • Game suggestion: Add some monsters or treasures - from the blood elves' Arcane Vault, perhaps?
  • Text suggestion (final cinematic): "end all of it" instead of "end all of that".

    Level 11 / Finale: (Fall of the Lich King)

  • Error: The Fountain of Health is partially hovering in mid-air. Misplaced?
  • Error: Phaelynne can be attacked (and killed) while on the ground, after the cinematic in which she dies. If the player does kill her (though I don't see why anyone would do such a horrid thing <cough>), it will mess up the final cinematic.
  • Error: When entering the room with the Frostmourne Pedestal, the sword is briefly hovering above it.
  • Error: The spirit of Terenas can be attacked while "inside Frostmourne".
  • Game suggestion: Give the Spirit Warden another model, else it can be confused with the Avatar of Vengeance.
  • Game suggestion: When Phaelynne becomes the new Lich King Queen, it might be possible to copy the ice-encasement shown in the official Bolvar version by using Freezing Breath's target-effect.

    Level 12: (Epilogue)

  • Error: Sylvanas can kill her allied units.
  • Typo (loading screen description): "apppointed" (appointed)

    I played this campaign on Windows 8.1.

EDIT: Sorry that I keep on applying small edits to my post (in case you're noticing it). There is always a minor typo or something I've forgotten that remains. Hopefully I'm getting closer to it being "complete".
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,382

That's such a long list! Thanks for doing that! I love it when people take so much time to post these things. I'm also really glad you liked it. You should also check out my other campaign: http://www.hiveworkshop.com/forums/maps-564/rise-blood-elves-v2-0-a-245153/.

I don't really have time to read the list now, I'll do it once I come back home and tell you my thoughts, but if you're interested, I'm working on an updated version of Curse of the Forsaken, you can check it out here and post even more of your suggestions if you got any: http://www.hiveworkshop.com/forums/map-development-202/tomoraiders-campaign-series-247985/
 
Level 12
Joined
May 11, 2014
Messages
1,257
Awesome , many people watched your devolepment of this great campaign . Cant wait to play it . I think your campaign is a record , the biggest single campaign at size , but the size doesnt matter to much for a great campaign like this .
 
Level 12
Joined
May 11, 2014
Messages
1,257
Well , i know that this means little but your campaign is the second biggest single campaign (with 121 MB ) , the first is Tides of War with 126 Mb . Anyway the campaign is great !
 
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