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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 27
Joined
Jun 20, 2013
Messages
752
I played the new version on Hard.

Giving that i'm not a rush player, my MO didn't change that much. Build the right critical unit in mass and meatwagons to kill everything that moves.

Early chapters: Use Banshees on Knights and Priest. Meatwagons and Archers to support.
Civil War: Abomination and Dreadguards for assault, Meatwagons.
Lich King saga: Abomination and Dreadguards for assault, Meatwagons and Blood Vampires to deal with Wyrms, and one Valkyr for support.

I didn't use Banshees again after the Scarlet Crusade chapters, Apotecaries only in base, the Vampires only for Wyrms, and Valkyr only one for support.

Banshees may gain some use later with making good units to use possesion.
Valkyr in air mode, for me don't work beyond the spells. It has high hp and damage, but for having air damage is better a dozen of Vampires.

The Dreadguard is an interesting case, auto siphon is better for saving micro, but the mana is doing nothing after that, is just weird.

Something similar happened with the towers, later is just better to use only Lightning a Poison towers.

The Vrykul need custom icons, the mamoths use Knight.

A bug in the chapter 8: Anubarak can be killed in a passage after the cinematic, is in a ramp before the Nerubian gem. The map can't be completed if Anubarak is killed here.

Apart of that, thanks men, it was a great work, and pretty funny to pass again.
 
Level 3
Joined
Dec 30, 2015
Messages
36
Tomo,this is my ticket of the campaing problems I found,hope help you

The chapter 1,no problem

The chapter 2,no problem

The chapter 3,the scarlet main base sometimes their attacks don't go to the base,but they search for Sylvanas or the Murlocs when you possess the leader

The chapter 4,that one I need to say;I really think that the chapter needs some balancing between the start,when you are attack by soooooooo many forces at the same time,and it's veeeeeeery difficult to control that invade in Sylvanas and the gargoyles;and near the end,when the demons attack the humans,everything start to be soooo easy

The chapter 5,I think there's some problems;1° the ork allies from the blue(Garrosh) and the base of something that look like a green base (i think it's Drek-Tar) that don't know what to do,they just sometimes walk near the portals or don't enter their portals and some of their trops when don't enter the portal,start to walk so random on the map and do nothing;2°I noticed that you put items in the chapter and I need to say, Tomo,it's sooo diffcult to take then and try to defend the base at the same time,try to,I don't know,but I think should not have those itens or you have some time before the scourge attack to take then;3° I think the horde base should defend only it-self, and the Lordaeron(Forsaken and Blood Elves) should defend it-self,because sometimes or all the time the horde protect the base of the Lordaeron forces, and the base of the horde get attacked and they do nothing(take so much time for they defend)(or you can try to make the base of the horde smaller for to be more easy for them to return and defend,I don't know)

The chapter 6,it was so difficult because was too many attacks at the same time from 5 bases!

The chapter 7,They somehow stop attacking Forsaken base,It's good because their attacks stop my own tries to comand some kind of attacks from Lorthemar and later attack the undead bases

The chapter 8,no problem

The chapter 9,there's a problem if you kill Arthas,it will bug the final cinematic of the phase like the lich king does not appear and Jaina be not in the place she sould be,near Veressa(Before I forget,loved the Jaina Dreadlord form,hahahahaha)

The chapter 10,no problem

The chapter 11,Sometimes,that happend more with the horde;they teleport to Forsaken base but they stay there,don't return to their base,but that happens with the Alliance,but sometimes;another thing too,sometimes,when you finish the chapter when the lich king appears and are trying to take the obelisk and you have alredy won the mission,he still say things that bug on the final chat of the chapter

The chapter 12,no problem,only that(but I think) a dead warrior(heroe) from the elves run from the first area of their battle against the woman with wings(Don't remenber the name)

Extra things: pleeeeeease,I would love if you put the Sentinels in the campaing,like some mission with Tyrande,not only their forces helping the Alliance

PS:Sorry for the bad english,I speak brazilian portuguese and I tried to write good for you Tomo,nice job on this campaing(Remenber,I'm so attencious,this 'ticket' will help you a lot )
 
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Level 3
Joined
Jun 15, 2011
Messages
7
Hey Tomo, I have Windows 10, I have my Warcraft folder on a separate harddrive (so not the C: drive), I have a whole bunch of Codecs on my computer, I have it set for compatability mode, and I deactivated the War3 Codec (also the Gnoll Campaign Cinematic did work for me)...any ideas why the CGI Cinematics here still don't work? it causes my game to crash every time. Any ideas? And yes I used the newest ones
 
Level 5
Joined
Sep 7, 2013
Messages
115
Curse of the Forsaken v3.0 (1.27) Spoiler Review-

This will be the third time I reviewed Tomoraider's campaign, I am happy to do so as I wish to promote campaigns of this level of quality that is set within Warcraft lore.

Due to how vague the number system is, I will using a +/x review system. Two ++ means overall positive, one + is neutral, x means it needs improvement, xx means it was a flat out failure and needs to be redesigned from the gorund up.

Story and Lore Accuracy ++

Being version 3.0, this new story has received significant updates since the Hallowed Edition. The story overall is meant to be closer to the lore of WoW. As most of the story changes were based on removing events that were non canon/made up for the older versions of the campaign. It also provides plently of foreshadowing for events to come in the later expansions of WoW whether it's dialogue, music, or the visual elements that make Sylvanas's progression from Leader of the Forsaken to Warchief of the Horde feel all the more natural. The beautifully executed cutscenes, the dialogue, the tie ins to the MMO with the cinematics. It all tells a great story that any Warcraft fan can appreciate.

However despite how well done the storytelling of this campaign was, as well as how lore accurate it is to the MMO, an element I always praise for in Warcraft Custom Campaigns. At the same time I can't help but wish tomoraider took more creative liberties with the same material. Specifically Varimathras's storyline, in the older versions of the campaign he played a much bigger role and would be a recurring antagonist to Sylvanas, even during the Ice Crown Citadel siege. This lore change was abandoned in this latest version, which I found to be quite disappointing. I always considered Varimathras to be Sylvanas's true archnemesis/perfect opposite, even more then the Lich King. How they both were servants of a higher power but both chose rebel against their masters in the pursuit of becoming their own person.

Unlike Sylvanas though, Varith never was truly interested in betraying his master, and that's what made their rivalry so compelling to me. Varith truly shined as a villain in the older versions of the campaign because he remained a constant thorn at Sylvanas's side even to the end, like a great puppet master, using his cunning and abilities to manipulate those who she cared about. And served as a constant reminder that her mistakes will have greater reprecussions in the world she lives in. Though do be honest I was kinda annoyed how in all of the versions of the campaign, Varithmathras betrays Sylvanas as soon as Balnazzar shows himself, as compared to waiting and plotting like the great evil masterminds of fiction.

In the end though I can't mark off the story section as my views on Varithmathras's role conflicts with my views on how the campaign should priotize lore accuracy. For me lore always comes first.


Triggers, A.I, and Cutscenes ++

Beautifully shot cutscenes, great use of special effects. As well as brilliantly incorporating cinematics from the MMO. This campaign for sure has set a high standard for quality cutscenes and I hope future custom campaigns take notes from tomoraider's work. The A.I is also very intelligent and serves as a constant challenge for you. My only gripe is that the missions involving ally factions are annoying, mostly because the ally factions are either too dumb to be of any real help to you, or are too slow to respond to defending their base that's being attacked after sending out their troops. Overall I would say this section is overalll positive as the dumb A.I only appears in one or two missions.


Difficulty and Balancing +

- Overall I would say the campaign is fairly balanced, my big gripe is that there are some missions with massive difficulty spikes, sometimes to the point of being unplayable even on easy mode. While the difficulty can be greatly reduced if the player makes sure to save constantly, there are some missions that are a huge pain in the butt, no matter how much you slice it.
For me I am not great at this game as I play mostly for the story, but if the campaign is too difficult even on easy mode that I find very questionable. There are two missions that would received massive red flags from me.

Into the Frozen Heart of Northend- You control both Sylvanas's Forsaken as well as Lor'themor's Blood Elves. They are both located on separate islands and you have to micro manage both forces to get Sylvanas to destroy the Undead Base and win the mission. Here's what sucks about this mission, you are attacked constantly by four different waves, two waves per faction. Normally if you had the resources to build defenses this might not be so bad, unfortunately the Blood Elves have no access to a gold mine and use a separate resource system.

As such your in a race to have the blood elves destroy the generators which goes from fun to being stressful, especially when you at risk of losing all of your blood elves by a surprise Undead attack, (who have access to flying transports so that's pretty darn difficult to prepare for.) Even then the constant barrage of enemy attack waves becomes so annoying, you just want to get it over with by the end. Like after I finished destroying the generators with the blood elves, I just let them die since there were so few of them afterwards, I couldn't get a damn about them even if I tried because of how frustrating it was. This mission could have easily be a lot more enjoyable if Lor'themar didn't have to worry about enemy attack waves and just focused on destroying the Vrykul defending the generators.

To be fair, this mission was more annoying then difficult if you knew where the bases were, which I didn't in my first play through. However the following mission commits some sins that I can't so easily look over.

Trial of Monsters- Oh boy, this mission, where do I start. The first section is okay, Sylvanas is on the hunt for Putress and you have to kill him before Varian's troops do. It's pretty easy if you spam Vampire Bats who can fly as well as skip destroying Putress's entire base and just go straight to him.

The big red flag is the second section. Remember when I said how dumb the A.I was, well this is even worse because this mission is based on the final mission of the Frozen Throne Undead campaign, yeah the mission that is universally regarded as the HARDEST mission in Warcraft 3 history! You have to use Sylvanas to capture the four pillars across the Ice Crown glacier, and like in the original, the Lich King can take control of the pillars away from you. Albeit you can't lose if the Lich King controls all four. What makes this mission really really suck, is how stacked the odds are against you.


The North and West pillar are extremely well fortified by two massive Undead Bases, constantly spamming out troops, whether by training them or even teleporting spare troops from outside bases. Not only do you have to siege these massive bases, not only do you have allies who are not only very incompetent but also can get destroyed by the Scourge. But what really is the black cherry on this demonic devil's food cake would be the Lich King himself. Who not only can tank most of your attacks like Chuck Norris, but he can one shot most of your units with his OP as hell versions of Frost Nova, as well as summon undead troops instantly to his beck and call.

So far I haven't seen anyone beat this mission legitimately, maybe I am just bad at the game. But I don't think a mission on easy mode should be this freaking painful! Anyway I had to use cheats to even beat this mission after hours of trying to beat the Scourge with a MAX out army both food/research wise, and yet let my attacks were as fultile as Kael'thas's attempts at romance with Jaina.

My warning to most of you, skip this mission and save yourselves a massive headache.

Despite my rant, I do think most of the campaign is very well balanced difficulty wise. The campaign will be a challenge for you
regardless of the difficulty. The higher difficulty is purely for bragging rights.

Textures and Environments +

Beautiful environments, this campaign provides what I consider the most accurate depicition of the Frozen Throne environment in Warcraft 3 custom map history. I love the new character models. I also thought it was brilliant giving Sylvanas two different models to show how she grew over time. My only gripe is that there are still many heroes that still use their vanilla models, which I found to be very distracting when compared to the higher rez models. Specifically Thrall and Varithmathras, two characters that played a large role in the campaign. While I don't like how Dreadlords are portrayed visually in WoW, as in they all look almost the same and have almost no color in their appearances. I would have liked to seen an updated version of Varith that looked closer to the MMO but also keep the red color aethestic of the original model. There are also a lot of great Thrall models on hiveworkshop, we are all used to the original armored, black wolf mounted look. There's no excuse to keep the original model, especially since Jaina has her own model now.

Once those changes are made then I would feel comfortable giving this section a ++ rating. Regardless the new models are really good and really fit the lore and characters.

Music ++ Love the new music, I love the incorporation of the WoW and Two Steps from Hell themes. It really fits the storytelling as well as makes the campaign feel like a part of something bigger. Custom campaign creators, take notes, because this campaign proves how important new music is to bringing the story to life. I also love the gothic themes used for the first two to three missions, it really sells the Forsaken as its own legitimate faction.

New Characters - Tomoraider placed a lot of emphasis on the inclusion of Putress and Bolvar Fordragon in this campaign. As such I felt compelled to dedicated a separate category to them in this review. I am glad to see Putress being included in this campaign, I was never a big fan of Phalyenne in the earlier versions as she felt like the stereotypical self insert fan fiction character that we see time and time again in online fan created narratives.

Putress may not be the most compelling character in the vein of Thrall or Arthas, but he does serves as the representation of how the Forsaken as a whole view Sylvanas. I also like how he's not evil for the sake of being evil like in the MMO, carrying out the plague attack as Wrath Gate, not so much to sabotage Sylvanas's reputation, but rather because he will do ANYTHING to destroy the Lich King. Morals be damned. Overall I really like this character and I felt his role was appropriate in the story.


Bolvar Fordragon on the other hand, he's very ehhh for me. Mostly because of the limited screen time he has within the story. While we can all go to Wowpedia and learn all of the little details about his life and his contributions to the Alliance war effort. It doesn't change the fact that Bolvar, the way he is presented in this campaign. Is extremely forgettable. To the point where when he claims the Lich King's mask, I wasn't so much "wow I feel so sad for him because he is giving up his chance of having a normal life". But more likely I felt, "oh, generic NPC A is going to take the Lich King's mask, so much for having a more important character make the hard choice and provided us with a powerful sacrifice moment".

Bolvar appears in what, only two missions? Maybe if the campaign built him up more I would have cared for his sacrifice more. Anyway I am not going to give a score for this category, as the new characters contribution to the campaign's overall quality is too minor to deserve a score.



Conclusion- Using a letter grade system I give this campaign a B.

It's not amazing, but it's not terrible either. It has so many shining moments of greatness, but those are overshadowed by questionable level design, difficulty spikes, as well as the fact that some missions do drag on by a good 15-30 minutes. Sadly I actually prefer the 2.0 version of the campaign, while the story I would consider to be overall worse then the 3.0 version. The difficult was more consistent, and the missions felt shorter. Making it a campaign that's easier to binge play over the course of a few days.

Anyway, this campaign is an evolving project, and hopefully future versions will be much more enjoyable. But for now I would say wait a little longer until the remaining snags are resolved so you the players can have the best first time experience possible.
 
Level 2
Joined
Jun 28, 2018
Messages
10
Hi Tomoraider.

I've just done your Curse of The Forsaken campaign a minutes ago.

I love your campaign, especially for The Forsaken's model and Jaina's act when Arthas died at The Frozen Throne.

However, i have some suggestion for this (especially) or the other campaign:

1. I like to see Tyrande, Sylvanas, and Malfurion talk each other (especially Tyrande with Sylvanas).

2. The ghoul in The Forsaken unit should be replaced with dreadguard (lower stats, ability's quality, and resources cost, depends at your creativity).

3. The dreadguard in The Forsaken unit should be replaced with dark version of Judicator model (if it possible), comparable with human's knight (depends at your creativity).

4. Change the Abomination in The Forsaken with the dark version of Spell Breaker (if is possible) and give ''spite'' as it's name.

5. Change the Meat Wagon model with Forsaken Catapult model (war3mapImported\ForsakenCatapult.mdl) and using plague barrel missile (war3mapImported\PlagueBarrelMissile.mdl) as it's weapon, replacing it's original missile (meat), also change it's icon into Forsaken Catapult's icon (ReplaceableTextures\CommandButtons\BTNForsaken_Catapult.blp), just in The Forsaken's group.

6. No Banshee/ ghost using in The Scourge's group.

7. No Abomination using in The Forsaken's group.

Only that ideas i could gave to you. Sorry if my english is bad. Thank you, Tomoraider.
Hope so much for your reply soon.
 
Last edited:
Level 21
Joined
Dec 20, 2015
Messages
329
So far I haven't seen anyone beat this mission legitimately, maybe I am just bad at the game. But I don't think a mission on easy mode should be this freaking painful! Anyway I had to use cheats to even beat this mission after hours of trying to beat the Scourge with a MAX out army both food/research wise, and yet let my attacks were as fultile as Kael'thas's attempts at romance with Jaina.

I did manage to complete this on stream and will have a VOD of it released in maybe a week and a half. It was definitely quite hard though - you have to make tiny amounts of progress in between each time the Lich King spawns. Your allies can do some decent offensive damage, but you need to defend their bases. Basically, when he spawns, respond immediately with absolutely everything. If you're lucky, he'll run through some of your allies' units who can help. Once he's gone, have the production to quickly rebuild what you lost and go attack something/anything. Keep repeating this process.

Sometimes, you may want to use the time between Lich King attacks to secure and build an expansion instead. Ultimately, it's very time consuming and requires more patience than anything by treating it like a cyclical attack and defend situation. If he spawns in the middle of you attacking a base and your army is gone, then you may just be screwed and have to reload, which is why it's important to get attacking as soon as you take him down rather than waiting. tomo has mentioned that he may increase the time between Lich King spawns, which should majorly impact the difficulty!

Sadly I actually prefer the 2.0 version of the campaign, while the story I would consider to be overall worse then the 3.0 version. The difficult was more consistent, and the missions felt shorter.

I'm not quite sure I follow this opinion - not saying you're wrong or anything, but maybe you can elaborate. Missions 1, 2, 3, 5 (especially this one, remember the second part with the Tauren in v2?), 6 and 10 all took me noticeably less time in this version because of various tech and terrain quality of life improvements. 8 and 9 had big gameplay changes, though all were about the same, time-wise. I think the addition of the Blood Elves does exacerbate In the Frozen Heart of Northrend (7) being a bit of a slog, but it was in v2.1 as well. The major time difference is that crazy final macro mission, which I believe may be heavily weighting your thoughts in retrospect.
 
Last edited:
Level 27
Joined
Jun 20, 2013
Messages
752
In general the key to defend in the last part of the Campaign, is Silence/Thunder Tower/Dreadguard. The Plague tower does good damage against mass of enemies, but the plague kills even your own units, sometimes is not worth to use on the main bases. Is better when taking an expansion, or to guard hot zones before enemy bases.
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
I played the new version on Hard.

Giving that i'm not a rush player, my MO didn't change that much. Build the right critical unit in mass and meatwagons to kill everything that moves.

Early chapters: Use Banshees on Knights and Priest. Meatwagons and Archers to support.
Civil War: Abomination and Dreadguards for assault, Meatwagons.
Lich King saga: Abomination and Dreadguards for assault, Meatwagons and Blood Vampires to deal with Wyrms, and one Valkyr for support.

I didn't use Banshees again after the Scarlet Crusade chapters, Apotecaries only in base, the Vampires only for Wyrms, and Valkyr only one for support.

Banshees may gain some use later with making good units to use possesion.
Valkyr in air mode, for me don't work beyond the spells. It has high hp and damage, but for having air damage is better a dozen of Vampires.

The Dreadguard is an interesting case, auto siphon is better for saving micro, but the mana is doing nothing after that, is just weird.

Something similar happened with the towers, later is just better to use only Lightning a Poison towers.

The Vrykul need custom icons, the mamoths use Knight.

A bug in the chapter 8: Anubarak can be killed in a passage after the cinematic, is in a ramp before the Nerubian gem. The map can't be completed if Anubarak is killed here.

Apart of that, thanks men, it was a great work, and pretty funny to pass again.

Glad you liked it! Thanks for reporting the Chapter Eight bug.

Tomo,this is my ticket of the campaing problems I found,hope help you

The chapter 1,no problem

The chapter 2,no problem

The chapter 3,the scarlet main base sometimes their attacks don't go to the base,but they search for Sylvanas or the Murlocs when you possess the leader

The chapter 4,that one I need to say;I really think that the chapter needs some balancing between the start,when you are attack by soooooooo many forces at the same time,and it's veeeeeeery difficult to control that invade in Sylvanas and the gargoyles;and near the end,when the demons attack the humans,everything start to be soooo easy

The chapter 5,I think there's some problems;1° the ork allies from the blue(Garrosh) and the base of something that look like a green base (i think it's Drek-Tar) that don't know what to do,they just sometimes walk near the portals or don't enter their portals and some of their trops when don't enter the portal,start to walk so random on the map and do nothing;2°I noticed that you put items in the chapter and I need to say, Tomo,it's sooo diffcult to take then and try to defend the base at the same time,try to,I don't know,but I think should not have those itens or you have some time before the scourge attack to take then;3° I think the horde base should defend only it-self, and the Lordaeron(Forsaken and Blood Elves) should defend it-self,because sometimes or all the time the horde protect the base of the Lordaeron forces, and the base of the horde get attacked and they do nothing(take so much time for they defend)(or you can try to make the base of the horde smaller for to be more easy for them to return and defend,I don't know)

The chapter 6,it was so difficult because was too many attacks at the same time from 5 bases!

The chapter 7,They somehow stop attacking Forsaken base,It's good because their attacks stop my own tries to comand some kind of attacks from Lorthemar and later attack the undead bases

The chapter 8,no problem

The chapter 9,there's a problem if you kill Arthas,it will bug the final cinematic of the phase like the lich king does not appear and Jaina be not in the place she sould be,near Veressa(Before I forget,loved the Jaina Dreadlord form,hahahahaha)

The chapter 10,no problem

The chapter 11,Sometimes,that happend more with the horde;they teleport to Forsaken base but they stay there,don't return to their base,but that happens with the Alliance,but sometimes;another thing too,sometimes,when you finish the chapter when the lich king appears and are trying to take the obelisk and you have alredy won the mission,he still say things that bug on the final chat of the chapter

The chapter 12,no problem,only that(but I think) a dead warrior(heroe) from the elves run from the first area of their battle against the woman with wings(Don't remenber the name)

Extra things: pleeeeeease,I would love if you put the Sentinels in the campaing,like some mission with Tyrande,not only their forces helping the Alliance

PS:Sorry for the bad english,I speak brazilian portuguese and I tried to write good for you Tomo,nice job on this campaing(Remenber,I'm so attencious,this 'ticket' will help you a lot )

Glad you liked it! Chapter Four is intended to feel impossible until the AIs turn against each other. AIs is just sometimes stupid in Chapter Five. I'm not sure there is much I can do about that. I can try to fix their pathing a bit, but sometimes they will just be dumb. I am familiar with the AI issue in Chapter Seven when they stop attacking. I will fix that.

Hey Tomo, I have Windows 10, I have my Warcraft folder on a separate harddrive (so not the C: drive), I have a whole bunch of Codecs on my computer, I have it set for compatability mode, and I deactivated the War3 Codec (also the Gnoll Campaign Cinematic did work for me)...any ideas why the CGI Cinematics here still don't work? it causes my game to crash every time. Any ideas? And yes I used the newest ones

I don't know, honestly. I already rendered them in a format that should work for most people.

Curse of the Forsaken v3.0 (1.27) Spoiler Review-

This will be the third time I reviewed Tomoraider's campaign, I am happy to do so as I wish to promote campaigns of this level of quality that is set within Warcraft lore.

Due to how vague the number system is, I will using a +/x review system. Two ++ means overall positive, one + is neutral, x means it needs improvement, xx means it was a flat out failure and needs to be redesigned from the gorund up.

Story and Lore Accuracy ++

Being version 3.0, this new story has received significant updates since the Hallowed Edition. The story overall is meant to be closer to the lore of WoW. As most of the story changes were based on removing events that were non canon/made up for the older versions of the campaign. It also provides plently of foreshadowing for events to come in the later expansions of WoW whether it's dialogue, music, or the visual elements that make Sylvanas's progression from Leader of the Forsaken to Warchief of the Horde feel all the more natural. The beautifully executed cutscenes, the dialogue, the tie ins to the MMO with the cinematics. It all tells a great story that any Warcraft fan can appreciate.

However despite how well done the storytelling of this campaign was, as well as how lore accurate it is to the MMO, an element I always praise for in Warcraft Custom Campaigns. At the same time I can't help but wish tomoraider took more creative liberties with the same material. Specifically Varimathras's storyline, in the older versions of the campaign he played a much bigger role and would be a recurring antagonist to Sylvanas, even during the Ice Crown Citadel siege. This lore change was abandoned in this latest version, which I found to be quite disappointing. I always considered Varimathras to be Sylvanas's true archnemesis/perfect opposite, even more then the Lich King. How they both were servants of a higher power but both chose rebel against their masters in the pursuit of becoming their own person.

Unlike Sylvanas though, Varith never was truly interested in betraying his master, and that's what made their rivalry so compelling to me. Varith truly shined as a villain in the older versions of the campaign because he remained a constant thorn at Sylvanas's side even to the end, like a great puppet master, using his cunning and abilities to manipulate those who she cared about. And served as a constant reminder that her mistakes will have greater reprecussions in the world she lives in. Though do be honest I was kinda annoyed how in all of the versions of the campaign, Varithmathras betrays Sylvanas as soon as Balnazzar shows himself, as compared to waiting and plotting like the great evil masterminds of fiction.

In the end though I can't mark off the story section as my views on Varithmathras's role conflicts with my views on how the campaign should priotize lore accuracy. For me lore always comes first.


Triggers, A.I, and Cutscenes ++

Beautifully shot cutscenes, great use of special effects. As well as brilliantly incorporating cinematics from the MMO. This campaign for sure has set a high standard for quality cutscenes and I hope future custom campaigns take notes from tomoraider's work. The A.I is also very intelligent and serves as a constant challenge for you. My only gripe is that the missions involving ally factions are annoying, mostly because the ally factions are either too dumb to be of any real help to you, or are too slow to respond to defending their base that's being attacked after sending out their troops. Overall I would say this section is overalll positive as the dumb A.I only appears in one or two missions.


Difficulty and Balancing +

- Overall I would say the campaign is fairly balanced, my big gripe is that there are some missions with massive difficulty spikes, sometimes to the point of being unplayable even on easy mode. While the difficulty can be greatly reduced if the player makes sure to save constantly, there are some missions that are a huge pain in the butt, no matter how much you slice it.
For me I am not great at this game as I play mostly for the story, but if the campaign is too difficult even on easy mode that I find very questionable. There are two missions that would received massive red flags from me.

Into the Frozen Heart of Northend- You control both Sylvanas's Forsaken as well as Lor'themor's Blood Elves. They are both located on separate islands and you have to micro manage both forces to get Sylvanas to destroy the Undead Base and win the mission. Here's what sucks about this mission, you are attacked constantly by four different waves, two waves per faction. Normally if you had the resources to build defenses this might not be so bad, unfortunately the Blood Elves have no access to a gold mine and use a separate resource system.

As such your in a race to have the blood elves destroy the generators which goes from fun to being stressful, especially when you at risk of losing all of your blood elves by a surprise Undead attack, (who have access to flying transports so that's pretty darn difficult to prepare for.) Even then the constant barrage of enemy attack waves becomes so annoying, you just want to get it over with by the end. Like after I finished destroying the generators with the blood elves, I just let them die since there were so few of them afterwards, I couldn't get a damn about them even if I tried because of how frustrating it was. This mission could have easily be a lot more enjoyable if Lor'themar didn't have to worry about enemy attack waves and just focused on destroying the Vrykul defending the generators.

To be fair, this mission was more annoying then difficult if you knew where the bases were, which I didn't in my first play through. However the following mission commits some sins that I can't so easily look over.

Trial of Monsters- Oh boy, this mission, where do I start. The first section is okay, Sylvanas is on the hunt for Putress and you have to kill him before Varian's troops do. It's pretty easy if you spam Vampire Bats who can fly as well as skip destroying Putress's entire base and just go straight to him.

The big red flag is the second section. Remember when I said how dumb the A.I was, well this is even worse because this mission is based on the final mission of the Frozen Throne Undead campaign, yeah the mission that is universally regarded as the HARDEST mission in Warcraft 3 history! You have to use Sylvanas to capture the four pillars across the Ice Crown glacier, and like in the original, the Lich King can take control of the pillars away from you. Albeit you can't lose if the Lich King controls all four. What makes this mission really really suck, is how stacked the odds are against you.


The North and West pillar are extremely well fortified by two massive Undead Bases, constantly spamming out troops, whether by training them or even teleporting spare troops from outside bases. Not only do you have to siege these massive bases, not only do you have allies who are not only very incompetent but also can get destroyed by the Scourge. But what really is the black cherry on this demonic devil's food cake would be the Lich King himself. Who not only can tank most of your attacks like Chuck Norris, but he can one shot most of your units with his OP as hell versions of Frost Nova, as well as summon undead troops instantly to his beck and call.

So far I haven't seen anyone beat this mission legitimately, maybe I am just bad at the game. But I don't think a mission on easy mode should be this freaking painful! Anyway I had to use cheats to even beat this mission after hours of trying to beat the Scourge with a MAX out army both food/research wise, and yet let my attacks were as fultile as Kael'thas's attempts at romance with Jaina.

My warning to most of you, skip this mission and save yourselves a massive headache.

Despite my rant, I do think most of the campaign is very well balanced difficulty wise. The campaign will be a challenge for you
regardless of the difficulty. The higher difficulty is purely for bragging rights.

Textures and Environments +

Beautiful environments, this campaign provides what I consider the most accurate depicition of the Frozen Throne environment in Warcraft 3 custom map history. I love the new character models. I also thought it was brilliant giving Sylvanas two different models to show how she grew over time. My only gripe is that there are still many heroes that still use their vanilla models, which I found to be very distracting when compared to the higher rez models. Specifically Thrall and Varithmathras, two characters that played a large role in the campaign. While I don't like how Dreadlords are portrayed visually in WoW, as in they all look almost the same and have almost no color in their appearances. I would have liked to seen an updated version of Varith that looked closer to the MMO but also keep the red color aethestic of the original model. There are also a lot of great Thrall models on hiveworkshop, we are all used to the original armored, black wolf mounted look. There's no excuse to keep the original model, especially since Jaina has her own model now.

Once those changes are made then I would feel comfortable giving this section a ++ rating. Regardless the new models are really good and really fit the lore and characters.

Music ++ Love the new music, I love the incorporation of the WoW and Two Steps from Hell themes. It really fits the storytelling as well as makes the campaign feel like a part of something bigger. Custom campaign creators, take notes, because this campaign proves how important new music is to bringing the story to life. I also love the gothic themes used for the first two to three missions, it really sells the Forsaken as its own legitimate faction.

New Characters - Tomoraider placed a lot of emphasis on the inclusion of Putress and Bolvar Fordragon in this campaign. As such I felt compelled to dedicated a separate category to them in this review. I am glad to see Putress being included in this campaign, I was never a big fan of Phalyenne in the earlier versions as she felt like the stereotypical self insert fan fiction character that we see time and time again in online fan created narratives.

Putress may not be the most compelling character in the vein of Thrall or Arthas, but he does serves as the representation of how the Forsaken as a whole view Sylvanas. I also like how he's not evil for the sake of being evil like in the MMO, carrying out the plague attack as Wrath Gate, not so much to sabotage Sylvanas's reputation, but rather because he will do ANYTHING to destroy the Lich King. Morals be damned. Overall I really like this character and I felt his role was appropriate in the story.


Bolvar Fordragon on the other hand, he's very ehhh for me. Mostly because of the limited screen time he has within the story. While we can all go to Wowpedia and learn all of the little details about his life and his contributions to the Alliance war effort. It doesn't change the fact that Bolvar, the way he is presented in this campaign. Is extremely forgettable. To the point where when he claims the Lich King's mask, I wasn't so much "wow I feel so sad for him because he is giving up his chance of having a normal life". But more likely I felt, "oh, generic NPC A is going to take the Lich King's mask, so much for having a more important character make the hard choice and provided us with a powerful sacrifice moment".

Bolvar appears in what, only two missions? Maybe if the campaign built him up more I would have cared for his sacrifice more. Anyway I am not going to give a score for this category, as the new characters contribution to the campaign's overall quality is too minor to deserve a score.



Conclusion- Using a letter grade system I give this campaign a B.

It's not amazing, but it's not terrible either. It has so many shining moments of greatness, but those are overshadowed by questionable level design, difficulty spikes, as well as the fact that some missions do drag on by a good 15-30 minutes. Sadly I actually prefer the 2.0 version of the campaign, while the story I would consider to be overall worse then the 3.0 version. The difficult was more consistent, and the missions felt shorter. Making it a campaign that's easier to binge play over the course of a few days.

Anyway, this campaign is an evolving project, and hopefully future versions will be much more enjoyable. But for now I would say wait a little longer until the remaining snags are resolved so you the players can have the best first time experience possible.

Ooh, this is a big one! Thanks for putting in all the effort! My thoughts...

I disagree about the Varimathras storyline. I never considered him to be Sylvanas' archenemy, and after the betrayal and the final battle with Varimathras, his story runs its course. Him appearing again in later chapters was repetitive and did not add much to the storyline. Plus, originally it was more of a Varimathras + Phaelynne storyline, whose removal then also warranted Varimathras' removal. I do agree though that his betrayal is a bit lame. I'm not really sure what to do with that.

I do somewhat agree about Bolvar. He didn't have much opportunity to shine compared to other characters (to be fair I don't think he did much in WoW either?), but considering I removed Phaelynne, I wanted to add him just to keep the storyline same as the original and because I didn't want to sacrifice anyone else, in case I ever do another campaign, I would want it to feel like a sequal and would need these characters. I would like if I could have done something more with him, but there's already so many characters I didn't know where else to insert him. I think he ended up feeling more like a plot device for Varian rather than an independent character.

I agree Chapter Seven and Chapter Eleven need some balancing changes, but I don't think they're impossible. They're just too tiresome, some balancing with the enemy AI (and the Lich King in Chapter Eleven) will most likely solve the issue, because they do not let you take a breath.

I also find it interesting that you prefer the v2.0, I think the missions there had way more issues. I agree Chapter Seven and Eleven need fixing, but I think the missions did not feel shorter. For example, a lot of people complained how long Chapter One would take, the original used to take over an hour to complete, the current iteration takes 30-40 minutes. On top of my head same goes for Chapter Two (the old Chapter Three, with Varimathras and the orcs), Five and Seven (despite the issues, this chapter always took me less time in testing than the old version. I think the old versions' AI was even worse).

I also think the design of a lot of missions in v2.0 was less interesting. The enemy AI would always be human or Scourge, but now there is the addition of the Darkfallen and the Burning Legion AI, which adds a bit of variety. Chapter Two didn't really have anything going on, Chapter Five in Orgrimmar was too long and repetitive, Chapter Seven didn't really have anything else going aside from the Forsaken just sailing futher in, Chapter Eleven (the map before Icecrown Citadel) was really short and didn't reflect the Alliance/Forsaken conflict and Chapter Twelve had an uninteresting selection of bosses.

But I do understand encountering impossible odds would make it feel much worse (I would probably dislike it as well, to be honest!), though I do think I managed to improve the gameplay of most of the maps, it's just that Chapter Seven and Eleven will definitely need some fixing (as well as Chapter Eight a bit).
 
Level 10
Joined
Feb 21, 2015
Messages
363
The new version is fabulous so far! I have played up to chapter 5 in hard difficulty and had no problem finishing them. The difficulty is neither impossible or too easy. A simple way to beat chapter 4 in hard difficulty, is focusing only on defending the base, and the vampire bats' nests, while collecting meat from the attackers, an attack on the enemy too early before empowering your allies is suicide, because they will retaliate by a great number of enemies and you will be defeated. Finish the optional quest, and wait for the enemies to attack each other and your time will come to attack and win. GG WP EZ.

Another thing I would like to say is the annoying screams that happen when Sylvanas uses her ulti!! I always turn down the volume dramatically until the screams end. After she summons the 4 banshees, they also has a skill that makes the same annoying scream sound!! Anyway I can turn off that sound please? I hope I'm not the only one getting annoyed by this.

Overall, I love this new version, and especially the change in Apothecary Putress and at least now he's not easily controlled by Varimathras! The storytelling is very much better now!
 
Level 5
Joined
Sep 7, 2013
Messages
115
Glad you liked my review, I will admit the fatigue of binge playing the campaign may have affected some of my views on it, too a slight degree. However I still stand on my final verdict that it is an overall decent campaign, I just feel it needs some gameplay imporvements for some of the more difficult missions to make it the ideal Curse of the Forsaken Experience from beginning to end.

I do have a few rebuttals though.


Views on Varimathras as a character are more personal and not supported as much in the lore. I can see why him appearing over and over would seem repetitive. I guess I would have preferred if Varimathras had less screen time but was able to hurt Sylvanas more on a personal level, and in more of an intelligent and calculating way.

If I could make a suggestion, I think Balnazzar shouldn't have come back at all. I would have preferred if the entire beginning with the Scarlet Crusade was cut/shortened, removing Balnazzar from the campaign entirely, and have Varimathras betray Sylvanas later on by manipulating Putress to release the plague at the Wrath Gate like in the lore. Damaging Sylvanas's partnership with the Horde as well as have Varith seize the mantle of leadership by proving that he cares more about destroying the Lich King and caring for the well being of the Forsaken than Sylvanas. It might not be the best idea, but a betrayal like this would have highlighted how cunning and intelligent Varimathras was.

If you still want to include the Scarlet Crusade, perhaps the Forsaken is losing in their war with the Crusade and they ask for the Horde's help, which can be a new way of establishing why Sylvanas and Thrall decide to work together. Instead of them joining forces because she needs the Horde's help to invade the Undercity.


What you said about Bolvar is fair, considering this story is mostly from Sylvanas's point of view I guess it would make sense that Bolvar had such a small role. Maybe this issue could be resolve in a separate campaign. That I don't know, would have loved to see a Lich Queen Jaina though. :D


In terms of Chapter 11's difficulty, again I am not that good at Warcraft 3, I guess it is possible to beat the map but it's such a grind it might as well be impossible.
I am sure Jayborinoplays will figure out a way to beat Chapter Eleven fairly.


In terms of my preference for 2.0, I should replay the older campaign to get a feel for it, but it did feel a lot shorter than 3.0 based on my memory of playing it.

Anyway it's still a great campaign, the storytelling has a movie quality to it. I would probably play the campaign again if there were some ballance changes, maybe have the difficulty gradually increase over the several missions, vary the mission structures a little more. As well as reducing the overall time it takes to complete each mission by 10 to 20 minutes.


One thing more, I didn't mention this in my initial review but it's been gnawing away at I me. I did mention how I would like to see the models for some of the heros to get an update. But I feel like this should also apply to the Forsaken faction as well. I love what you did with the Vampire Bats, even though they are reskinned versions of Gargoyles, they have their own unique abilities and themes. You even made them prominent in one of the early missions of the campaign. What bums me is that there are still too many models from the vanilla Scourge that are used in the Forsaken faction. The ones that stand out to me are, Ghouls, Abominations, Meat Wagons, Banshees, Graveyard, Slaughterhouse, Temple of the Damned. You have these beautiful looking new models for the Town Hall, Barracks, Farm, and Towers. But the Graveyard, Slaughterhouse, and Temple of the Damned look so different from those, and so vanilla it feels off to me. I also would be fine with keeping the Ghouls, Abom, Meat, Banshees units if you updates their models. The new abilities they have access to are cool, but it's just the visual update that I feel is needed to bring the faction to life.

Anyway keep up the good work, eager to see what changes you will bring in later versions.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Alright, just finished playing this new version on patch 1.27, here's my review :
- Only the three scarlet outposts seem to rebuild their troops while the two other do nothing.
- the AI of the main Scarlet base seem to rebuild only their workers (not sure if that was intented)
- Would be a nice idea if you make the Scarlet Crusade push through the trees after destroying their outposts instead of destroying them just like that.
- Nothing much to say about this mission. It was kinda hard at the beginning, the attacks were frequent but as soon as you get Putress things gets a lot more easier. I also noticed that Putress is a melee hero which makes him fragile when he's in the front since he's an intellect hero.
- Varimathras' forces build 2 extra shadowhall after the betrayal? Also, I think the two goldmines near the Forsaken bases are pointless imo since the player has already enough gold.
- The vampire bats don't have any kind of defenses and there is a huge wave of enemy attacking straight into their base.
- Balnazzar's Earthquake ability causes lag to the entire map.
- There is plenty of black prints on the ground caused by that meat item shadow when reloading the game. You can fix that with this Remove Item Shadow
- I think the optional quest of this mission should be a main quest cause you can do much without those reinforcements (At least the Lordaeron Forces)
- The attacks were usually coming from the north or the east and rarely from the south.
- Strangly, the AI is building two townhall in some enemy bases.
- Varimathras's towers don't have mana when you free them.
- Something bugged the enemy AI that were attacking Sylvanas' base at some point of the game. (They were stuck in the Zeppelin at their base doing nothing) I don't know if that happened because I sent Sylvanas to attack the towers instead of the Blood Elves.
- It felt much better than the old version, good improvements.
- Was that Scroll of Truth some kind of a joke? XD
- The enemy heroes changes their hero glow when reloading the game.
- Lana'thel says her combat quotes without even engaging in combat with her.
- Ally heroes shouldn't drop items like Blood Queen's Crimson Choker.
- The Val'kyr battlemaiden don't get healed by Healing Flasks?
- Forsaken building changes their angles when reloading the game.
- Why is there Scourge enemy spawning in Kel'thuzad's base using the Teleportation effect? There was not even a portal there.
- Those Frost Wyrms wave are a real pain to deal with.
- Why would you make the Lich King so OP in this mission? I mean, it's not like we're fighting him alone.
- Some lagging at the beginning.
- Lord Marrowgar appears to be the only boss who doesn't have a good strat apart from those spikes who deals tiny damage to heroes.
- This mission can easily be completed with heroes only. The units are kinda usless...

Overrall, I really enjoyed playing this new version. It has a lot more variety comparing to the old version, so much good stuff in it. the difficutly was decent. Sometimes it felt hard and sometimes easy. The story was much better. Although, I do have some complaints about a few things like for example those Forsaken Towers : Although they have decent upgrades but they are very fragile, not only they die quickly but they take a lot of time to rebuild. Also, that female alchemist (Phaelynne) who turned out to be Varimathras : We haven't saw how exactly Varimathras managed to possess her in the first place? Finally. I'm not that much of a fan of faster attack waves. I'd rather prefer a huge attack wave in decent amount of time, well that's just my opinion...
 
Level 1
Joined
Apr 12, 2017
Messages
5
Hey I finished your campaign on hard. I'm really happy with most of the changes, gameplay has been updated, with frustrating elements removed and some new sidequests added. I felt the campaign as somewhat harder than the v2.1 eddition, which is fair I guess. Have you considered adding a brutal difficulty? It should be fun. Visually the chapters feel polished, I really like the new Frosaken voices, icons, and music. You should really add a proper model and voiceover for Bolvar though, he does look silly compared to the rest of the heroes.

Other suggestions:

Chapter 1: As others suggested you may add a tiny town hall and barracks after the defeat of the first base. It would make sense all 5 bases to send attacks on hard. Would like to deal with gryphon attacks.

Chapter 2: I think you should make it clear in what order it is intended to do the quests or give some ingame reason to do it.

Chapter 3: While not as bad as in previous versions, Varimatras’ Forsaken still behaves weirdly, not like a proper enemy AI. Attack waves are sent this time and workers actually do harvest and (kinda) build stuff, but 2 random town halls pop up behind the towers. Sylvanas’ banshee form really fits and helps against big baddies.

Chapter 4: It’s a hard but fun mission. Only question is why aren’t you required to destroy the western Scarlet crusade base as well?

Chapter 5: So you’ve listened to people and made this map less frustrating. It’s a big improvement from having to slowly chunk the undead bases after barely defending Ogrimmar. Sometimes Garrosh sends his orcs trough the undead base itself.
There’s a death night in the north-western base that doesn’t come to attack. Isn’t 20 minutes too little for a hold out mission?

Chapter 6: I like how it makes it clear from the beginning that killing a general grants you control of a forsaken base. AI is even more brutal than before.

Chapter 7: My problem with this map is that Blood elves need Forsaken support to fulfill their objectives. Somehow, you should give them more gold and income, maybe a depleting gold mine?

Chapter 8: I don’t have anything to complain about here, a well-designed map!

Chapter 9: So the dreadlord thing is just a joke, I thought you might have been bold enough to include it in the story. For some reason Korialstrazs and the other dragon guys aren’t invulnerable.

Chapter 10: Once all the Vrykul bases are destroyed, the Blood elves AI will prioritize the optional quest over Vereesa (they don’t even destroy the gate they just sit in front of it).

Chapter 11: Unlike other people here, I actually enjoyed this mission for the sole fact that it was so challenging. You should improve the ally AI though.

Chapter 12: Maybe because I was on hard, but I barely got any gold to build units. After the boss fight with the Darkfallen one of the enemy heroes (Undead blood mage) becomes invulnerable and freezes for the rest of the level.

Before the last fight, it would make sense to give money to build a few units.

Other: In many of the missions it often feels as if there’s not enough space to fully build your base, particularly in chapters 1 and 6, but it don’t know if you can fix that.

At the end, your campaigns are awesome, on par with vanilla WC3 campaigns (and even better). They are perfect for people who are nostalgic but want to experience something new. I can only congratulate you for your time and effort you have invested in making and updating these campaigns!
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Oh man, a lot of big reviews since I last checked! I'll just say I'm glad you all liked it, and I really appreciate you all reporting all the issues you've noticed and come across. Hopefully I'll find time soon to update all the issues.
 
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Level 3
Joined
Aug 24, 2015
Messages
27
I know this campaign is basically done, but what do you think of the idea of adding a mission or two around naxxramas and kel'thuzad? i know it's not entirely WOTLK, but kel'thuzad is such an integral part of arthas' story, and is, after all, the second in command of the scourge. perhaps a mission about the death knights of acherus as well? that seems less likely and far more difficult to put in, but i think naxxramas would be excellent in this campaign. a mission where you defend against naxx, and a mission where you go on the offensive.
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
I totally agree that Chapter 11 is bonkers.

The Putress part can be pretty easily done with ground units, but the latter part... Man, it's brutal.

However, I do not think that the issue is the Lich King or enemy attacks - the problem is the allied AI. You can easily take down the Lich King and the attack waves that will come while you try to kill him if your allies are supporting you. With 3 bases you can also afford to pretty handily rebuild your army and go on the offensive, with any luck your allies will come help you out, making taking out the enemy bases relatively easy.

The problem is that the allies... uhm, at least in my playthrough, they don't really help out all that much and even with a maxed out army, you simply don't have enough firepower to take out both the Lich King and crazy attack waves that - as I've said - are guaranteed to come as you fight him. If this was improved and instead of derping out (like the Horde forces running around my base and doing nothing), the AI would at least try to help you, the mission would be fine, imo.

That said, I really have to stress that I absolutely love the idea for the mission :)
 
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Level 4
Joined
Oct 25, 2014
Messages
64
Hey Tomo! :) Finally getting around to playing this one ^^

So my thoughts:

Chapter 1 - About the same as before, though I feel like the AI is a bit more aggressive. Serviceable intro chapter.

Rip Old Chapter 2 - Eh, good riddance. Was pretty boring, and the Worgen were a distracting influence that didn't really impact the campaign at all.

Chapter 2 (old chapter 3) - It can be a bit rough; low-tech Forsaken have a tough time against mid-tech Horde (even though technically you get T3, most of that is in the casters). Breaking through the final orc base especially was a slog, they just refuse to give up.

Chapter 3 (old chapter 4) - Same as before, but Banshee mode Sylvanas was surprising and pretty badass. Glad that Balnazaar didn't go down this chapter.

Chapter 4 - Very cool new chapter, I LOVE the demon buildings. Huh, am I the only one who didn't find the first part of the chapter that difficult? To be fair, I'm playing on Normal. It gets downright easy once the demons turn on the Crusade. The ally bats are surprisingly competent, though I'm willing to chalk this up to the demons having spotty AA.

What's the final threshold for the Bat sidequest and what's the final reward? :O I only got to 88 meat.

The Vampire Bats are the biggest change I've seen to the Forsaken tech tree, and they're VERY nice. I'm probably a schlub but I was never good at handling Gargs, so it's nice that they got reskinned as general attack creatures for the Forsaken. Also, I got a chuckle out of Gargoyles being removed from the Forsaken, given I was the one who told you it wans't story-appropriate back in V2 for the Forsaken to have Gargoyles ;) Them not being Undead threw me at first, but I guess if they were Undead they'd be WAY too durable with Putress being able to heal them.

Chapter 5 - So much yes. MUCH better version. Your allies are MUCH more competent (or the Scourge is just less aggressive), so overall it's much more manageable. The slow buildup of the snowstorm is a nice touch, and it's nice that the Sentinels get to make a cameo.

Chapter 6 - Not gonna lie, this chapter gets overwhelming if you don't take the initiative. Word of advice for people stuck in this: until you've killed 3 or so generals, just turtle down until Sylvanas' Banshee Mode is ready, then bum rush the nearest general. Focus down the east base first; it gets you a free Castle and T3 caster upgrades.

>Putress: "I'm not sure if there ever was a Phaelynn"
>Sylvanas: "Nah, she was in V2. She kept changing sides, it was hard to keep track with her."

Chapter 7 - I cheesed it by giving the north expansion to the Blood Elves :3 Really liking the new upgrade icons for the BE's, any chance they might make it into the Blood Elf campaign as well? Lumber's noticeably sparse though.

Chapter 8 - I like that some Night Elves and even Draenei get to make it in :) The chapter's kinda bothersome with the random spider spawns though, it becomes a game of keeping your casters (the Shaman was particularly unlucky) alive. I might be in the minority, but I thought the old version with the trap gauntlet might've been a more interesting map, sorry :(

I'll get back to you with the rest when I finish :)
 
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Level 3
Joined
Jun 19, 2018
Messages
31
I'm currently watching Jayborino's playthrough and I don't see any differences between hard and normal difficulty...

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

Concerning chapter 7, I think it would be more interesting if the forsaken couldn't reach the blood elves' base at the beginning (of course the blood elves should have more ressources)
and I had the same issue than Warseeker with the AI who stays stucked in the zepellins (I also completed the blood elves part first); unfortunately that doesn't happen in legends of arkain 2nd human book ;)
 
Level 27
Joined
Jun 20, 2013
Messages
752
Having replayed the campaign from the Mission 7.

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

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

Mission 8

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

Mission 11

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

Mission 12

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

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

Ann

Ann

Level 3
Joined
May 30, 2018
Messages
34
That change incredible, really more "likely" storyline and much logic, rework sound effect also awesome too.
But what will next after this?
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
I'll be honest here - I have a hard time reviewing this campaign, because... Well, I suck at praising things :)

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

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

---
1. Terraining.

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

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

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

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

Rating: 9,5/10

2. Triggering.

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

Rating: 10/10

3. Gameplay.

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

Rating: 9/10

4. Custom assets & objects.

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

Rating: 9,5/10

5. Story, writing, storytelling:

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

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

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

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

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

Rating: 8/10

---

Summary:

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

Rating: 46/50 = 4,6/5 = 5 stars / 5 stars
 
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Level 1
Joined
Jul 9, 2018
Messages
4
Such an awesome custom campaign! However, I'd really appreciate it if you could make texts in cutscenes last longer like a second or so more, the same goes for the Rise of the Blood Elves.
 
Level 4
Joined
Oct 25, 2014
Messages
64
I concur with the rest, Chapter 11 needs to be toned down.

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

Vindicators are pretty nice at taking some of the heat off the melee heroes though. Anybody noticed any perticularly useful buyable units?
 
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Level 3
Joined
Nov 25, 2013
Messages
31
After playing through the whole campaign i gotta say well done with all the new changes, the improved and new maps were fantastic to playthrough, especially mission 11 which i played on normal and even then was a big challange (which i loved) and i really loved how it's a throwback to the frozen throne undead's final mission with the obelisks. All the new story changes you have done is very well done, i really liked that you got rid of Pheylynn and the worgen in the story. It fits so much better now.

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

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

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

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

Overall the new changes you did to this already good campaign is fantastic.
 
Level 4
Joined
Feb 24, 2017
Messages
49
I've finally FINISHED CotF 3.0. It was a blast. I already wrote a comment when it came out, but, due to work, life and personal stuff I couldn't finish it earlier.

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

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

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

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

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

EDIT: Forgot to mention, the ultimate abilities of Varian, Jaina, Sylvanas, Thrall (maybe Vereesa and Putress aswell, I'm not sure) and the Val'kyr's Unholy Protection have global audio, not sure if it's a bug or it's intended.
 
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Level 1
Joined
Apr 15, 2016
Messages
7
I have an error when I play the hour of the forsaken level.

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

I cannot play due to errors
 
Level 4
Joined
Oct 13, 2016
Messages
43
Well, it's a freaking m a s t e r p i e c e.
Previous iterations of CotF were good. But this is absolutely best.
New missions are way better then the oneы that were there before.
Trials of monsters is my favourite.
I completed this run on hard, and boi do i suffer during "battle for undercity" and "trials of monsters" missions. This days it's really hard to find a campaign with proper implementation of "hard mode".
Waves on "Undercity" missions forced me to constantly divide my forces and focus attention on more than one "screen" at the same time. And i like it.
The same about attacks of Lich-King in "trials" mission. In the end, i just cheese my way through with 12 valkyr hit-squad, which grant me a opportunity to outheal any damage taken by Sylvanas during channeling the last obelisk.
And last mission was just best form of previous version.
Also, did i mention small eastereggs? Brilliantly.
 
Level 8
Joined
Jul 22, 2017
Messages
217
Hello, Mr. Tomoraider. I am a Chinese player. I like this campaign(Curse of Forsaken) very much. I am wondering whether you allow me to translate this campaign into Chinese, so that more Chinese players who do not understand English can also enjoy your wonderful campaign. Looking forward to your reply.
 
Level 3
Joined
Mar 6, 2016
Messages
64
I have to say that this is more than I could've imagined, Great job in this campaign, of course, you will make some updates in the future to make it more interesting and enyoyable, one thing I would like to see is more rare and unique items, like the ones Sylvanas, Vereesa and the enemies had, very incredible.
If you're going to make an update to your previous campaign, I woud recommend you to put more rare and unique items like the ones in this campaign, also in the last 2 episodes, since Kael'thas is allied with the demons, put in the blood elven enemy bases some demon units (the ones in that campaign or perhaps the ones this campaign have) and probably some tough demons or demon heroes, to make it more challenging, it's up to you for any update.
Finally, I would like to say, "GOOD JOB, Tomoraider, for a great campaign".:infl_thumbs_up:
 
Level 1
Joined
Jul 18, 2018
Messages
1
I've finished the campaign recently, unbelievable, amazing.
It felt like playing an original blizzard game, keep up the good work buddy.

Thank you
 
Level 11
Joined
Jul 29, 2014
Messages
328
Whoever manages to complete chapter 11 (Trial of Monsters) without the cheats is an absolute genius and god of Warcraft 3. There is no way I could ever complete this chapter without using "WhosYourDaddy". There are just too many undead bases and the attacks are just constant! Not to mention my allied AIs are idiotic. Horde and Alliance AI gets bugged - the Alliance AI doesn't support Horde and the Horde AI gets bugged at my base. They move in one place while their base is being destroyed by the Scourge. Also, Lich King respawns too fast, leaving my allies and me not enough time to regain the strength because Frost Wyrms, Kel'thuzad and Darkfallen are constantly attacking.
This chapter definitely needs to be looked after and the difficulty should be reduced. I'm not saying this because I'm noob, but because it really is too hard (for me impossible :D) to complete.
 
Level 4
Joined
Feb 24, 2017
Messages
49
Whoever manages to complete chapter 11 (Trial of Monsters) without the cheats is an absolute genius and god of Warcraft 3. There is no way I could ever complete this chapter without using "WhosYourDaddy". There are just too many undead bases and the attacks are just constant! Not to mention my allied AIs are idiotic. Horde and Alliance AI gets bugged - the Alliance AI doesn't support Horde and the Horde AI gets bugged at my base. They move in one place while their base is being destroyed by the Scourge. Also, Lich King respawns too fast, leaving my allies and me not enough time to regain the strength because Frost Wyrms, Kel'thuzad and Darkfallen are constantly attacking.
This chapter definitely needs to be looked after and the difficulty should be reduced. I'm not saying this because I'm noob, but because it really is too hard (for me impossible :D) to complete.

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

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

EDIT: Removed possible spoilers
 
Last edited:
Level 11
Joined
Jul 29, 2014
Messages
328
The secret is to destroy the first base, the closest to yours, right after killing Putress, and then follow to the next one, the north-right purple one, straight away. You should get Horde or Alliance to help you with it, they should follow your assault.

It was really hard for me aswell, I had to restart the map twice before getting the hand of it. Tomoraider loves to take down lots of bases I think. lol
Yeah, I noticed the allied AI follows my assault, but they get bugged sometimes, which is really annoying. The campaign itself is really fun to play and well made, but the AI is ridiculous at some certain points of the game. :D
And, yes, I agree that tomoraider likes to take down lots of bases, which is what I like as well, but this chapter is just so intense. So many constant battles 'til the last breath, 'til the last gold/lumber, plus full army producion. I haven't seen such epic battle in years :eek:
 
Level 3
Joined
Jul 24, 2018
Messages
34
I like your Campaign the icon are really cool this my first time playing the forsaken campaign. But in Chapter 10 Hour of Forsaken few minutes of the game and the game crashes i don't know how to fix or to update the bug. Sorry my bad English and Grammar. I like your campaign.
 
Level 9
Joined
Dec 29, 2017
Messages
154
Played the campaign on hard and damn was it an amazing experience
I will say I liked the blood elf campaign more but this is definitely a close second.

I don't disagree with what people said about mission 11 being too difficult since the AI is kinda dumb but it is possible since I did it but damn did it take a while.

I'm pretty sure it's a bug but druid of talon/claw both don't require food in mission 12.

Also, WHAT DOES THE SCROLL OF TRUTH DO? Besides change Jaina's appearance, I don't really see it's reason?

Again loved it 10/10 Highly recommended.
 
Level 8
Joined
Dec 27, 2016
Messages
225
Hey Tomorider,


I couldn't play the campaign cuz the gold mines on all maps is not excisted, what seems to be the problem?
 
Level 6
Joined
Jul 17, 2015
Messages
67
Not much to say on chapters 1 through 3, though I will mirror comments about Putress being really squishy due to being a melee intelligence hero. Also, dat Banshee form. Hooray for a hero with two Ultimates. :D

Map 4 was fun. I saw a couple people complain about the bat nests having no defenses, but I actually never saw them get attacked. (Playing on Normal). I basically focused on getting them as much meat as I could; I had over 115 meat by the end, which I think is the cutoff point for "completing" the sidequest. Once they start getting a bit of momentum of numbers going in attacking the enemy, things got downright easy. Again, mirroring a previous comment that it seems like the demons have really weak anti-air, so they can't really deal with the bats. Once they had the demons' attention, I was free to roll through the remains of the human base and them steamroll through the rest of the demons.

Love the new map 5. Shame that we never get to control Garrosh in this version of the campaign, since his model looks AMAZING! Though I'll admit, once I got the Lordaeron Forces up and running, I actually started to have trouble getting around; Orgrimmar got a little bit crowded, between their buildings, and the mounds of units Orgrimmar and Lordaeron had running around. I'm not sure Garrosh or Drek'thar ever actually made it into battle, between general AI reaction times, and navigation issues. It's nice that things aren't quite as hectic, but at the same time, the area you're defending feels a lot more cramped.

Battle for the Undercity is great as ever. The little bit of reinforcements from Silvermoon caught me off-guard, were they in the previous version of the campaign? In that little side-room where the teleport-device-thingy is in WoW?

Gotta admit, the resource squeeze on the Blood Elves' side hit me hard, too. Between defending my Forsaken base until I got up to speed, and working with what Blood Elf Forces I had, it took a while for me to realize that the two forces weren't actually cut off from each other, and I could transport forces back and forth. The only Forsaken Forces I sent over to the Blood Elves were a few Dreadguards to help out after I lost most of my Blood Elf Forces, but like someone else I saw in these comments, I gave the expansion to your immediate north to the Blood Elves instead. Though it took me a bit to realize what was going on with their very condensed tech tree. I don't know if I skipped over a hint where that was mentioned, but it may be worth bringing up if it's not, otherwise players may not realize, for example, that the Farstrider Lodge is doubling as Town Hall and Barracks.

Chapter 8... I wasn't a fan, to be perfectly honest. Having to knock down the barriers every five feet to get through the sprawling maze was one thing, but then you have the darkness/torch mechanic at the same time. I feel like one of these would be sufficient, but both ends up being a bit much. Especially if you're like me, and you're trying to make sure you explore every nook and cranny to find secrets or reinforcements. (I found Tracer in Chapter 7, and the Pandaren in this chapter, as well as the Scroll of Truth in chapter 9; anyone else find any fun secrets?)

Chapter 9 seems fairly unchanged, though I have to admit, not being able to get reinforcements in any way forces you to be *VERY* cautious with your units. If you lose too many too early, you absolutely have to restart, because once you enter the Halls of Reflection, having units left is *MANDATORY*. You lose Jaina, and Vereesa CANNOT tackle both captains without support. I had to restart the level because I'd lost all of my units to something dumb during the Quel'delar stuff, and in the restart, I became paranoid and basically refused to use my units at all until I got to the Halls of Reflection, even taking on Lana'thel with just my heroes. And even then, the flight from Arthas in the Halls of Reflection is REALLY dicey. The fact that you don't get any sort of head-start against him really hurts. You just have to grab your units and run, which Remorseless Winter makes really hard, so he's right on your ass the whole time, and you basically have to all but ignore everything behind you and push forward... and even then, Vereesa's health dipped uncomfortably low during the escape. It's possible it's just me, but I feel like maybe that last segment is a bit overtuned?

Chapter ten is fun - not much different from the last version of the campaign, but the spectacle of the big battle at the Wrathgate is still fun.

And while Chapter 11 was hard, and a huge slog, it was a lot of fun. my first attempt saw the Lich King waddling his ass into Thrall's base, and going "Nice town. I'll take it." And parked himself there, and would not leave, and since the AI doesn't focus fire Arthas, they couldn't kill him or his forces faster than he could summon/heal via his summoned valkyr's aoe heal/buff. And I couldn't get enough stuff in there to focus fire through, either. And then once the Horde had been wiped off the map, he came for me, so I kinda had to try again. But I got through it. It was fun, it took forever, and I threw just about everything in the tech tree out there at some point - except Apothecaries, to be honest. A map this scale, I just can't get myself to use a caster with no passive effects and no autocast. At least Banshees can be upgraded with their passive armor reduction, and can steal the occasional big unit or necromancer. Any time Arthas showed up on the field was an appropriately huge "oh crap" moment, prompting me to grab everything I had and scream "KILL IT, KILL IT" while pointing frantically at the big armored psychopath with the glowing runeblade pulling swarms of ghouls and valkyr out of his ass. A few friendly units ended up getting "stuck" in my base, but overall they were active and helpful. Going on offensives to distract enemies, and following my own offensives when I struck out.

It's mildly frustrating that even when upgraded, Forsaken towers never make it to Fortified Armor - ranged units inevitably focus them down, and they become very expensive and troublesome to maintain, but the Coil Tower's raw single-target smacking power makes them invaluable on defense. As for the Plague... honestly, I feel the friendly fire makes it not really worth using. Most occasions, you're on the back foot in terms of numbers, power, and resources, so splotching down passive AOE's everywhere that mulch YOUR stuff in addition to the baddies feels very counterproductive.


EDIT: As an aside, love all the quotes pulled from WoW and Heroes of the Storm. Nice touch pulling in the hero interactions from HoTS, as well.
 
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Level 2
Joined
Jun 27, 2013
Messages
10
I came all over my computer by playing this



Best WC3 campaign out there, lovely to see how you improved <3 1000/10, loved every second of it

Issues I had: Chapter 12 - battle with Sindragosa.

She went invulnerable on low HP and kept attacking me while Alexstrasza.exe stopped working and flied north against the wall and waited.

After a minute when I wanted to reload, Sindragosa literally just died on her own and Alexstrasza worked again and did her lines and all.
 
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