• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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 1
Joined
Aug 29, 2014
Messages
2
I never played WoW (because I don't like MMO) and even though I knew the story by reading around on the internet, I was still disappointed that I never got to play the story myself. And thanks to this campaign I achieved to this, so just for this I have you to thank you so much !

The campaign in itself was just amazing, great story (the character of Phaelynne which doesn't exist in WoW if I'm right is really interesting), great music (these epic themes that you added when some big battle was happening were perfect) and great gameplay.

Most of the maps were balanced and were quite impressive. The secondary objectives were a nice touch also, they encourage scouting and the fact that they actually have an effect on the events is really nice.

The race of the forsaken was enjoyable to play, the new units have a lot of interesting of abilities and the new researches are also nice. I just found that the archers were OP for there price, because if you add the spider and the arrow improvements you get with a single archer an additional spider and at least a skeleton.

I also had some problems with the second part of chapter 5 because unless I missed out something the best strategy is to run straight into the base with everything you have until you finally win.
I also had sometimes difficulties to move around with my units because there wasn't enough place in my base for the buildings and the units, but maybe it's because I'm just terrible at organizing this.

But in the end I consider this campaign as being as good as the official ones and maybe even better because the variety in the gameplay and the length of the campaign were really nice so it's a 5/5 for me and I'm looking forward for your next projects. :D
 
Level 3
Joined
Sep 20, 2014
Messages
72
I finally finished Curse of the Forsaken campainge for 3th time and I would like to give my review, just like I did for Rise of the Blood Elves. Hope you like it if you time reading it.

Army:
Blood elf army was really great army, but Forsaken army is outstanding. For a start, it's 100% unique like Blood elves since one would have to change few things in Human army to make them 100% different (like Spell breaker and dragonhawk rider spells). Also I love that thing that Forsaken can't regenerate outside of plague :). Anyway I would love to add something about specific units.
Dark ranger- My favorite unit in the army. Love Black and poison arrow. Ghosts are rather useless and can be used only as scout or last stand during the assault. Really balanced(without spider) with BE ranger, NE archer, Rifleman, Headhunter and Crypt fiend.
Dreadguard- I find this unit really great as tanking (while abomination is useful for DPS). However, I think they should be little more expensive.
Apothracy- Real backbone of the army. All it's spells are useful and there is nothing more to say, except it's epic unit.
Meat wagon- Plague is great. Altough, I'm not sure if it would be OP in costum games but, I find it really useful. Not sure sometimes if I kill more enemy units, or mine in battles of that plague.
Val'kyr- Unlike phonex, this is really good ultimate unit. In some things it was OP, like standard Necromancy should be in my opinion only for Scourge Necromancers, but it's not big deal. However, I think when it's on foot spells should be disabled and while flying, armor should be lowered.
Towers- I like them, However, I find Tower with poison arrows and plague tower useless, unlike the other Tower with black arrows and electric tower.
We now need only 2 more heroes to make race complate (one can be Knight of the ebony blade(free death knight(tank)) and the other can be Shadow priest(something like WoW Shadow priest(DPS)))
Laboratory- I think that it's little pointless. Dark ranger's spiders, or ghoul's upgrade are OP, but other upgrades are really good. On the other hand you could add those upgrades in regular buildings,(remove cloud desease and add worms, or add regerative flesh as upgrade in graveyard(on lvl 3), etc.). Like that, you can replace this building instead of teample of the damned, since cult of the damned is not part of the Forsaken).

Chapters:
Chapter 1- Nice Intro, but there is nothing special to talk about it. You showed well how Scourge power is broken in Lordaeron.
Chapter 2- I liked this. Unusual map and for some reason really challenging. Those worgens were awesome and I can't wait to see them in The Shadow of Blood.
Chapter 3- Again nothing special here however, I really love New hero Grand Apthracy(if i spelled correctly), but, I got feeling it's very simular to hero Goblin alchemist but, it's even better and I love that model.
Chapter 4- Little unbalanced. Not in term that enemy is stronger and it's impossible the win but, Vermatheras is attacked only from one side and has way to heal it self, while Sylvanas is attacked from 2 sides and has no way to heal troops. It was REALLY hard, but I won in the end. Defeating balnazzar was strangly easy, because he has no anti-air units.
Chapter 5- The hardest missions I ever played, but unlike fury of the sunwell it was possible to win. Garrosh has nice spells, but I think he should have armour 5-6, not 4. Congrutelation for making Jaina(archmage) finally useful. Archmage is at last decant hero, unlike original one which is the worst hero in my opinion. Great mission overall.
Chapter 6- It was hard to secure base coz you start with next to nothing, but it's nothing I can't handle. I love how you recapture your bases. Thrall speech, charge on the Undercity, going trough throne chamber and fight against Verimatheras, is EPIC. No word can't describe that awesomeness. ps. I love how worgens, ignored Dark Lady as we know that she will "punish" them for that.
Chapter 7- I must say that cinematic was great and I love that Lament of the Highborn. As Mission itself, I love how Dark Lady and Phaelynne land on same spot where Arthas landed to defend Frozen throne. I really love that this mission, actually gave me opportunity, to taste something like costum game with Forsaken (at least I felt like it was). However, you should fix gold mine to the north of your mine base, since there is not enough space to build HQ.
Chapter 8- Blood Queen was nice, but that part when you run from Arthas was amaizing. I was cursing all the way while escaping and trust me my language has the most bad words in the world. I love Verresa since she is like "hero archer"(Pristess of the Moon style). However, I think that her ultimate abillity dosen't suit her. I like that spell, but maybe something like strong multishot, or starfall could be better.
Chapter 9- Standard dungeon, nothing to special. Fight with Anub'arak was really good. Varian is really great hero :)
Chapter 10- My favorite mission of this campainge. Funny thing is that Alliance and Horde were overrun by the time I destroyed Kel'thuzad (which is 45 min into this mission).
Chapter 11- That speech is the reason why I love Sylvanas. If Blizzard kill her, I'm going to be really pissed of :). Anyway, mission was really hard which is always nice, but Alliance did more damage then me.
Chapter 12- This was really intresting mission. I was able to kill every boss but my, units would suffer heavy damage, so I am ashamed to say that I cheated with greedisgood. Lich King was ultimate boss and I waited for this 10 years and it was worth it.

Bugs:
1. Meat wagon produces skeletons, altough I understand you couldn't fix it, but it's ULTRA MINI bug(if we can call this a bug)
2. Blood Elves use Farstrider lodge as HQ, instead of Spire which is kinda odd.
3. Blood Knights use Nisha voice or Liadrin, instead of Blood Elf female voice, but maybe it was intentional.
4. For some strange reason, Thrall and Ayewin mixed their voices. It was funny to hear Thrall saying "Glory to the Sin'dorei" and Ayewin "Your time has come!", but i would still love their original voices back :D

This is truly epic project. I can't wait for The Shadow of Blood. Do you know when will you finish it (for example will you finish it by the end of jun)
When I got more time and learn more about world editor I will try to make your races playable in costum games and another campaigne based on vanilla World of Warcraft(Varian restored to the throne, Forsaken join the Horde, Kel'thuzad attacks Undercity and Stormwind)
 
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Level 2
Joined
Dec 29, 2014
Messages
19
B-R-I-L-L-I-A-N-T... I enjoyed the Campaign thoroughly and appreciate your effort. The story itself was well thought out and set-up. I quite enjoy WoW and it's Lore. However, to be fair, if I play any MMO, SWTOR (Star Wars the Old Republic) for example, I am sure to make myself familiar with Lore and find your two campaigns to be rather insightful despite a few very minor kinks here and there.

Glad you like it, but I don't think I'll be changing anything anytime soon. Also, the point of the ethereal banshees is to make them ethereal so they can easily enter the battle and possess someone as they usually die quickly.

I quite agree, xD. I find it rather annoying sending my banshee's into battle with my other units to have them die before possessing my enemies. I do think that the Worgens were a excellent play, them being my favourite race. I like the models and new units as well as the well-balanced maps- Oh your maps are brilliant. I'm trying to create a campaign, triggers and such I am handling but creating a good map, I suck goblin-ballz :ogre_hurrhurr:.

At the moment I'm trying to decide between my favourite Campaign between ROTBE and COTF. I'm abit biased toward's the Blood Elves however, most of my chars are Blood-Elf due to the fact I dislike the Forsaken models.

Overall:
Well thought out - Well set-up - Enjoyable - Good use of models and units - Excellent storyline.

:ogre_icwydt::ogre_hurrhurr::ogre_datass:
 
Level 28
Joined
Nov 5, 2010
Messages
1,413
Glad you three liked it! Thanks for the reviews.

Unknown, blood elves use Farstrider lodge as the main building because I did not want them to be a full race in CotF, just a minor race, so I reduced the number of buildings the have. Blood knights also use a different voice because I did not want to put in the voice I used in RotBE for just one map. And Thrall and Aewynne's voices mix if you play some other map before RotBE so Thrall's voice loads before.
 
Level 3
Joined
Sep 20, 2014
Messages
72
Hello @Abhuyl,
Tomorider couldn't explain everything well because not even Blizzard did that well. Tomorider tried to explain few things during the loading screen, but sometimes that wasn't enough.
For example: Story of the Burning crusade(blood elves) was horrible in WoW. Tomorider didn't introduce part where you kill Illidan. That would be probably for another campaigne, but whole story with Illidan was pointless. There was literally no reason why you have to kill Illidan. Also in WoW, Keal'thas was transformed in to Burning Legion fanatic with again no explination. Here is portrated that Keal was corrupted first by fel magic and then he joined burning legion when he lost adicted to fel magic but in WoW, "Keal joined Burning Legion because for lolz". As for naruu, he explained what he could in loading screen and in shataraah city that they captured teampest keep and Muru from drenai. Roomath and Sunreaver, also in WoW poped out of nowhere.
As for wrath of the lich king: I am glead that tomorider didn't introduce Argent crusade. They were reaĺly pointless in WoW and their leader was annoying.
The story is almost the same. The only thing I don't like is that "new lich king" which was pointless really. As for Garrosh, the epilogue was part of the cataclysm expansion. How he became warchief will be inroduced in The Shadow of Blood. Also it is stated that few years has passed since the war on the ling king.
I hope I explained well :) cheers
 
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Level 1
Joined
Jan 31, 2015
Messages
6
Awesome

Hi tomoraider, I have only recently discovered this forum as well as there were so many custom campaigns available. I've grown up with warcraft and I loved warcraft 3. It is actually the only game I still play once in a while and recently I have played it again and I have also learned about custom campaigns. I have never liked MMORPG and I have never played World Of Warcraft which means the I missed the whole evolution of the story (I only read about it). When I found out about your campaigns: forsaken and rise fo the blood elves, I was very happy since I could play the storyline a little bit but playing warcraft 3!! It is fantastic, what a great work you did! Thank you! There are lots of fun campaigns here but yours are so accurate and It is awesome that one can play the storyline of the epic "fall of the lich king" with the warcraft3 playgame. Outstanding
 
Level 4
Joined
Dec 8, 2013
Messages
53
Hi tomoraider, I have only recently discovered this forum as well as there were so many custom campaigns available. I've grown up with warcraft and I loved warcraft 3. It is actually the only game I still play once in a while and recently I have played it again and I have also learned about custom campaigns. I have never liked MMORPG and I have never played World Of Warcraft which means the I missed the whole evolution of the story (I only read about it). When I found out about your campaigns: forsaken and rise fo the blood elves, I was very happy since I could play the storyline a little bit but playing warcraft 3!! It is fantastic, what a great work you did! Thank you! There are lots of fun campaigns here but yours are so accurate and It is awesome that one can play the storyline of the epic "fall of the lich king" with the warcraft3 playgame. Outstanding

That's nice, just don't go overboard because these campaigns have lots of custom plotlines and characters. They aren't strict representation of the canon WoW events. And that's for the better, I guess.
 
Level 12
Joined
Jul 5, 2014
Messages
551
Spoiler alert for those who haven't played it yet!!!!

I recently played through your campaign and I must commend what you managed to pull out of the WoW story (which is in my opinion a rather embarassment to the Warcraft lore). You could have even completely change everything, but it was also enjoyable. I liked the boss fights, the characters were authentic (minor slips not counted), although there were some small grammar errors, like atleast instead of at least. It was a good idea to put the campaign long, well known Phaelynne to the place of random guy Bolvar who suddenly became a most important person after being in like 2 cutscenes.

I have a few observations though.

1. Too fast waves. (compared to the original campaigns. I spent like 20-30 minutes to stabilize my position.

2. Too fast jump in subtitles. (I'm a noob campaign maker, but I usually give the subtitles a little more time than it would take to tell those lines, so people can comfortably read them. I'm not a native, but a fairly good english speaker and I was in rush to follow the subtitles and barely was able to watch the events too)

3. Chapter 5 is buggy. (I saw others mentioned the problem too. This was the only chapter I needed to play with cheat)

4. It is possible to skip certain points (killing the orcs before rescuing Phaelynne, destroying the scourge bases and establishing a base before destroying the green base on chapter 6. These places should be restricted somehow, until the necessary steps are made)

5. The last vision of Varimathras remains and killable. It also referred to as "Vison" instead of "Vision".

6. Varimathras’ visions make no sense since he betrayed and "killed" Phaelynne when she opened the portal.

7. Chapter 7 was too OP as I didn’t even have time to make towers before the next wave (I kept the green base originally only to raise towers).

8. The gold mine next to my base on chapter 7 is useless because there is no room to build an HQ there.

9. The Quel’delar sword quest is bugged if I go collecting ingredients immediately. The book I receive from Korialstrasz should be a requirement for the quest and/or keeping the ingredients invisible until I spoke to Korialstrasz.

10. A little boring fact that basically everyone (Garrosh, Varian and the worgen hero) are all „warrior” classes.

11. Poison arrows on chapter 6 seem to be permanent.

12. The epilogue forsaken units are killable with Raymond, including essential characters.

13. Sylvanas’ suicide seems somewhat out of character.

14. Chapter 12 has very limited gold and a bunch of unnecessary lumber. Everything should be converted to gold based, like the last blood elf campaign. It was also annoying that during boss fights, the men I tried to spare was teleported in the middle of battle and losing them. All my gold went to resurrect heroes (Varimathras swarmed me with demons) and I managed to recruit 4 dread guards who managed to back me up against the lich king.

15. Since you included many wow speeches (even Sylanas' horrible Lois Griffin-like voice actor), you should have included the Fall of the Lich King intro and Arthas' death as well, since they said the exact same thing.

16. Balnazzar was killed then he wasn't killed, due to the Nathrezim's status, yet I saw no difference in killing him the second time, so I'm not sure how this suppose to ensure that he stays dead.

17. I don't understand the 2 types of Val'kyrs since they only have color differences. It was also a pretty weak unit and didn't worth the cost and the space it took up.

Nevertheless, I liked the campaign and it was worth to play it.
 
Level 28
Joined
Nov 5, 2010
Messages
1,413
I'm glad you liked the campaign, WarCortez.

I do agree that a couple of things don't actually completely make sense. Also, thanks for pointing out some stuff and for some suggestions, if I do an update for this campaign, I'll be sure take notice of some of the stuff you said.
 
Level 3
Joined
May 24, 2014
Messages
22
I don't think you check those all reply, but I believe check it out someday and I leave this reply :p

I really impressive your one of BEST Custom Map, CotF. So I want translate another language.(KOR, Korean)
Can you permission to me?
you will be more famous if you accept it.

- I Promise ..
Don't change the original creator, Just put it on my name when I create new thread. (translator)
Don't change the ballance in the game. (dmg, ms, etc.)
 
Level 1
Joined
Apr 8, 2015
Messages
3
Have downloaded this. Saving to play this after I re-complete my Frozen Throne replay. Thank you for this wonderful campaign and hardwork. This is warcraft 4........I will also download your Rise of the Blood elves.
 
Level 1
Joined
Apr 8, 2015
Messages
4
Problem at the "journey to the Sunwell" Interlude

Hi,

I was playing this game to remember old times and found your campaign and decided to try it. It was all well and nice but, after the chapter 8, part 1, the game goes back to the main screen and if I try to load the interlude directly, comes only a black screen and nothing happens.

Does anyone know what's happening?

Thanks,

Hogos
 
Level 1
Joined
Apr 8, 2015
Messages
4
My game is patched with the 1.21a official patch. Does this campaign require an unofficial one?
 
Level 1
Joined
Apr 8, 2015
Messages
4
Thank you! I'll download and install it, then test and tell if it solved the issue.
 
Level 1
Joined
May 7, 2015
Messages
1
could i get some advice for chapter six "battle for the undercity"? i keep getting overwhelmed and there are too many bases and too many fronts to defend, how im supposed to clear this chapter? :vw_wtf:
 
Level 28
Joined
Nov 5, 2010
Messages
1,413
could i get some advice for chapter six "battle for the undercity"? i keep getting overwhelmed and there are too many bases and too many fronts to defend, how im supposed to clear this chapter? :vw_wtf:

The trick is, when you kill a demon general, you gain control of their units and their base. The best way to quickly gain some reinforcements is to rush the demon general in the base on the northeast and the demon general in the field on the east. That way, you'll quickly gain two smaller bases and the rest of the chapter will be easier.
 
Tomoraider. I tested out this campaign of your's the past few days and honestly I am impressed with it. The other campaigns I played of yours were good. I did like them, but this one is the campaign that made me a fan of you. From now on I think I will start calling you the Forsaken Heir of Blizzard Entertainment. The storyline was amazing. The Forsaken Race was seemingly well balanced. Awesome lore twist without damaging it too much. It is in itself a perfect masterpiece. I would also like to ask of you some help in a campaign I am privately working on a campaign that you can choose to help with if you want to. I have been contemplating on putting a forum for the campaign up on here though. So if you are interested in helping, then PM me and I can share all that I have with you and we can work on it from there, otherwise I can see how it will turn out from the posting the finished version of it up on this website.
 
Level 1
Joined
Apr 17, 2015
Messages
2
Hi! First of all: THANK YOU FOR THIS AWESOME CAMPAIGN! It was the very first of yours that I downloaded, and I love it! I'm currently downloading the Blood Elves campaign and I'm sure it'll blow me away, too.

Just two questions tho:
1. Did you use a model for the Dalaran Shield? Because I'm very interested in it and I was wondering if you used it from a resource here or did it yourself. :)

2. Jaina's Telekinesis ability. Did you make that yourself or use a particular resource because I would really like to use it (with permission of course, if that is at all possible) in a map I'm making.

Thank you again for that sick campaign! A+
 
Level 8
Joined
Apr 22, 2015
Messages
426
Hello,you see a play the latest version of yours ,and after i destroyed the all theyr buildings inclusiv the main base ,nothing's happen,but you know the gate wich holds the city in the midlle of the map,i have not destroyed,i went where no gate wheel but i don;t think this is a problem ,i dont know what to do with this.
 
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