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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 6
Joined
Jul 17, 2015
Messages
67
If you're referring to the couple of times the Blood Elves show up with a base in this campaign, that is a deliberately condensed version of the very much full tech tree the Blood Elves have in Tomoraider's other campaign, Rise of the Blood Elves. Go check it out.
 
Level 2
Joined
Oct 12, 2017
Messages
7
Dang, I just realized how rude I sounded back then. Apologies to the author about that.
I see the campaign has been updated, I'll definitely be replaying it! :D
 
Level 7
Joined
Aug 5, 2018
Messages
62
I began playing Warcraft 3 again in June. I completed again the Blizzard campaigns in hard (except for the last mission of RoC, didn't have the patience for it), and then looked at custom campaigns. Played turnro's human and orc campaigns, and then began CotF, which by chance had recently been updated to 3.0. I also played RotBE between the beginning and the end of CotF.

Your campaign is amazing. I'm sure you know it, as many have written so before me and you know very well your own work. It's worth repeating, though. This campaign is better than even the original campaigns, the only weakness in comparison is that there is not full voice acting. I didn't get to see the CGI cinematics due to the bug for viewing them in-game, though.

Now, despite it being a very enjoyable experience, I encountered a few issues, and have some general feedback on gameplay. I played in hard.

  • First of all, many intro texts (those displayed while the map is loading) are too long and didn't fit on my screen.
  • It wasn't clear for me how Sylvanas got from the situation she ruled over Lordaeron to being reduced to a weak force by the Scarlet Crusade. I get that the missions at the beginning wouldn't exist if Sylvanas stayed strong all along, but it feels like it came out of nowhere.
  • A lot of your missions (this also applies to RotBE) tends to be very front-loaded in difficulty. Now, I like that when e.g. you destroy an enemy base, your situation is better after it, not worse (I've seen some maps in other campaigns where it makes the attack you receive stronger). But still, this isn't a great balance to have attacks you have a very difficult time to repel in the very beginning, but the mission becoming frankly easy (even in hard) if you survived. A mission needs to be resource-constrained and/or time-constrained (not necessarily by a timer, scripted attacks becoming stronger over time, or some scripted enemy reinforcement...) to force the player to be more daring.
  • The difficulty front-loading is obvious in the first mission ; it's very hard when you need to defend with your units, but becomes very simple once you have built towers for your defence.
  • Speaking of towers, the forsaken towers are extremely powerful. Now, I love building many towers and having them as a precious asset in defence saving lives (and down the line, resources), but it could be argued that it's pushed too far.
  • The coil tower is probably the best one ; the friendly fire of plague make that research not worth it and so the associated tower not that great.
  • The royal laboratory building is great. Having more researches available is very nice.
  • Mission 2 with the orcs in the mountains was unexpected, I quite liked that setup. However, having the main enemy base standing idle launching no attacks during the whole mission is weird. In the beginning, enemy attacks are hard to repel and it would be overwhelming, but after some time they should try to help their brethren.
  • In mission 3, the item for completing the side-quest is underwhelming. The broken archmage ring only gives +2 to the hero stats, making it a frankly forgettable item, no better than what you can purchase in mission 9's shop.
  • In mission 3 too, the Varimathras forces AI don't work well. Granted, once you know what will happen you can sabotage Varimathra's side, so there is no point really in trying to make that last part hard, but despite inheriting from the defensive towers I had built, the AI was unable to do any kind of proper defence and felt very passive.
  • Mission 4 looked hard, but became easy. The bats are very powerful, and when the demons turn on the humans, you really roflstomp the enemy. Still, there was one thing really hard in this mission : I like to explore the map and kill all creeps/get all secret items. And as the human base to destroy is not the north-west one but the one close to the demon's camp, I had a real difficulty to clean creeps and get secret items before the bats entirely destroyed the demon camp ; I had maybe 20s of margin at the end.
  • The dreadlords ability to disguise themselves at will before launching a revolt felt a bit cheap after the second time.
  • Mission 5 was fun, going to get the reinforcements for Orgrimmar is cool. The two orc bases didn't feel very effective though. Defending before the night elves and tauren arrival was a great challenge. Same difficulty at the end than mission 4, cleaning up interesting creeps before everything is destroyed (I helped the night elves to destroy one base as advised by the hint) is hard if not planned in advance.
  • Mission 6 was underwhelming. Defending against demons was, as expected, hard. There is a pressure to go quickly liberate another forsaken base, which is nice as it forces to be imaginative and not just defend, defend, defend. It's hard to defend two bases at once, though, so I let one quite undefended and only came with my army to clean from time to time (the enemy troops sometimes go back after destroying a thing or two, or are just ineffective). The towers power really shine in this mission. I had a layer of normal towers in front (mixed poison/skeletal bonus) and then magical towers. The magical towers deal crazy damage and have a great range, at the end the enemy waves were utterly destroyed by the towers alone. What really let me down was that once you've killed all Varimathras lieutenants, you lose your army. I had a cool army of dreadguards and dark rangers, and it was lost to be replaced by a small army of orcs (where were they all this time ??) and forsaken. I went back to get a tome, and found my old units "frozen". This is frankly frustrating. If you want to only have a fixed army to defeat Varimathras, this should be a mission separate from the one where you defeat his lieutenants in my opinion.
  • Speaking of dreadguards, they are OP. Once you get the upgrade to make their healing passive instead of requiring micro, they just don't die (even more in missions where you can heal them with putress). [Edit : also the magic immunity research]
  • Dark rangers are very nice for their cost, though at the end of the game they become to frail to be interesting, better one valkyre than 3 rangers.
  • Apothecary, as many spellcasters, are a micromanagement pain. As such, I often had one or two in my base to heal units between battle, but those I took with me in fight didn't feel very effective as I had too much to take care of.
  • Mission 7 : the blood elves are rather effective to defend their own base as long as you take control of them during battle and use healing and spells as appropriate. I used them to help the forsaken at the beginning (destroy the first base to establish a camp), I could have probably kept them there too. Once again, the enemy waves are frankly annoying, until the moment you spam towers, which destroy the zeppelin and then the stunned ground units. At that point, I took the whole forsaken army to fight on the blood elves side part of the map and clean up everything. With two fully upgraded armies, it was trivial to utterly annihilate the remaining enemy bases. The blood elven simplified tech tree in this mission was a bit confusing.
  • Mission 8 : the dark mechanic with the torch create a really special atmosphere. The attacks from the ground were really annoying at first, but once I got prepared for it (going back to heal/resurrect units as needed) it wasn't that frustrating. As for any mission with units and heroes, the safest strategy is "do everything with your heroes", as with what we're given here they can handle most challenges, and keeping as much units as possible alive for the final fight is better (though more than needed). There is one thing frankly bad in this mission : the item dropped by Anu'barak. As his death triggers the end of the mission, you've a really, really short time to pick up the item with one of your heroes and carry it for future missions. I did a save a few seconds before finishing him, so it was easy for me to go back and take it, but somebody doing everything without saving could lose out on a really nice item for mission 12 for no good reason.
  • Mission 9 : Once again, a mission without a base, so a mission completed using only heroes except at the end. The quel'delar stuff was nice, the scroll of truth thing was weird (I purchased it because it was marked unique, it making Jaina a dreadlord is... special). The end of the mission was really though, the flight against the lich king was a real challenge, and I was happy at that moment to have kept of all my units alive until then.
  • Mission 10 : Having the big battle at the wrathgate shown while your do your own stuff is a really great idea. The side-quest was underwhelming. After having reloaded to complete it (I destroyed all 3 bases at first and got the second main quest triggered, which is timed), it seemed like it was for nothing, as I didn't get any cool item or bonus. The second main timed main quest gives another spike in challenge to the mission, which is nice as it make it less front-loaded than most other.
  • Mission 11 : Great, great mission. I thoroughly enjoyed it, especially with the very nice music. It was not easy to complete the first main quest with my strategy of defensive build-up (collect as many resources as possible, research all useful techs, stay under 50 of food and use towers for defence) ; I failed in my first try before succeeding. It was amusing that the good items I gave Varyan made my task a bit harder. The second part of the mission was epic. Frankly, the dreadguards + flying valkyrs combination is overpowered, as I rarely lost any units. The allied AIs were rather effective (for AIs), as their support when I cleaned up enemy bases allowed to truly overwhelm them. At a moment, the horde troops were weirdly waiting defending my unattacked base, though. Fighting on the lich king himself was cool. The alliance and the horde had some troubles managing him and his troops by themselves, but with the forsaken he's not that hard to put down. He once did the mistake to attack my own base, and the OP towers made it easy to repel him. Oh, also want to say that this mission is definitely not too hard. As my base and army was in a good shape when I finished the first main quest, the second part of the mission didn't pose me any significant issue.
  • Mission 12 : To conclude this magnificent campaign, an excellent mission. There is, however, a really really bad bug for the west obelisk. The game checks for the death of the orc and of the two valkyrs, but if you save/reload your game between the death of these, the condition will not be triggered. This forced me to redo the three obelisks paths, as I had completed the east and north one before concluding there really was something wrong with the west one. Quel'Delar was extremely useful there, my main activity in battle was spamming heal wave with my 1240 mana Jaina. Something a bit underwhelming in that mission is the allied bases. There is only two units worth your (very scarce in hard) money : valkyrs and vindicators. The vindicators are not very powerful, but their spells can be useful, they deal ok damage, and the resurrect ability avoids losing them pointlessly. Valkyrs are clearly the best of the units you have available. They are very hard to kill, and they can heal and protect allied units. The more you have of them, the better. What's sad is that those allied bases are thus mostly useless as they produce comparatively worthless units. Having 6 heroes + valkyrs and vindicators to manage was micromanagement hell, however, even playing in slow.
  • Thrall is particularly affected by the micromanagement issue, as he has nothing passive and several of his useful spells requires pointing. Passive abilities are obviously great when having to manage that much units, but all spells you can use without targeting are ok too with keyboard shortcuts. But the time it takes to target somewhere on the map makes you lose precious time, if you go from hero to hero (and the valkyr's unit group) through keyboard shortcuts, you don't have enough time to use everything before spells are reloaded on other heroes. As I had to spam heal wave with Jaina, the Valkyr's heal+armor ability, and Lorthemar's OP blood cry, some heroes like Vereesa got their abilities vastly underutilized.
  • Overall, the campaign lacks a bit in the items the heroes have access too. Now, I don't mind not having insanely OP items, but considering one of my hero had a +1/+1/+1 ring as an item into the final battle despite me having cleaned up the map in pretty much all missions... The shadow orb you can buy in your shop is better than a good number of the items you can find for your heroes across the missions.
 
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Level 7
Joined
Aug 5, 2018
Messages
62
It changes Jaina to a Dreadlord form. As far as I can tell, this is purely an aesthetics change referring to a common WoW meme. A sort of inside joke if you will.
 
Level 2
Joined
Aug 14, 2018
Messages
10
Hi!


I finished the "Curse of the Forsaken" Campaign as well as you recommended in the Credits of the Rise of The Blood Elves.

This campaign was MIND BLOWING!!!!!!!!!!!!!

All maps were innovative and unique!

I was amazed the way how you add “Boss Fights”.

I could write many things about a Campaign, but one world can describe it….

EPIC!


The Curse of the Forsaken is also a “Forgotten official Campaign”, that everyone should play!!!!!!

I am very grateful, because I don’ like World of Warcraft (It is not my game), but now thanks to you I know what happened to Arthas and the others. I have waited 15 years after the realise of The Frozen Throne…

I can say I really enjoyed this Campaign and it was MORE better than The Frozen Throne!

I hope that we will play some of your work in the future (Mists of Pandaria, Battle for Azeroth) etc.

You are VERY Talented and the Blizzard should give you a job.


Thank you for this GREAT experience!

:):):):):):):):):):):):):):):)

By the way, do you have a Patreon page?
 
Level 2
Joined
Jul 17, 2018
Messages
6
hi. tirion fordring has killed arthas above the frozen throne not sylvanas or thrall or anyone. please change this. your campaign game play is very very ... good! thank you
 
Level 4
Joined
Feb 24, 2017
Messages
49
hi. tirion fordring has killed arthas above the frozen throne not sylvanas or thrall or anyone. please change this. your campaign game play is very very ... good! thank you

I think the whole point to make things different is to make it more interesting for people who already finished ICC in WoW. I personally never finished ICC but I know how it ends. Knowing that this campaign is fan-made and that there are some variations (like Putress, or Alessandra in RotB), I still find it close enough to not make a big difference and still make it interesting.
 
Level 2
Joined
Aug 14, 2018
Messages
10
where to place cinematic?
mine doesnt have the movies folder in both document and game folder
so i create new in both and can't seem to be working
i even cant play the first mission

Strange i had that folder... I used Warcraft 1.29 version.
 
Level 2
Joined
Aug 14, 2018
Messages
10
Guys just a recommendation about the cinematic.

There is a great software called Blender. With that program you can render almost everything with the detail of photographic. It would be nice to see some cinematic in it.

It is not so difficult to use and you can export into any formats :)


Just an old example, and it was created by one of the earliest version of Blender in 2010. :)
Sintel
 
Level 2
Joined
Aug 14, 2018
Messages
10
mine was 1.3
i think only 1.3 got some weird problem

Yeah, take a look at this...

[Feedback] Compiled List of 1.30 / 1.29 Bugs & Issues

There are many problems with it... I have red somewhere that the size of 1.30 update is larger than 1.2 Gb.
Furthermore many mods not working with it.

Nevertheless, I like the way of Blizzard. They started to update the whole game step by step, and maybe there will be an offical Remastered version, in the next 10 years XD...

Hopefully there is an unoffical Remastered version of Warcraft III. The Armies of Azeroth, they did'not stop, just createing the assets from zero. They have lack of 3D modellers.

Very promising! :)

WarCraft: Armies Of Azeroth
 
Level 18
Joined
May 14, 2014
Messages
889
Yeah, take a look at this...

[Feedback] Compiled List of 1.30 / 1.29 Bugs & Issues

There are many problems with it... I have red somewhere that the size of 1.30 update is larger than 1.2 Gb.
Furthermore many mods not working with it.

Nevertheless, I like the way of Blizzard. They started to update the whole game step by step, and maybe there will be an offical Remastered version, in the next 10 years XD...

Hopefully there is an unoffical Remastered version of Warcraft III. The Armies of Azeroth, they did'not stop, just createing the assets from zero. They have lack of 3D modellers.

Very promising! :)

WarCraft: Armies Of Azeroth

that looks amazing, hope my pc can support it
 
Level 1
Joined
Aug 20, 2018
Messages
1
Did someone try to play the campaign on 1.30? Should I download an older version of wc3 before starting Curse of the Forsaken?
 
Level 2
Joined
Aug 14, 2018
Messages
10
Thanks man. But I need to ask, why can't I build buildings from possessed Workers/Peons/Acolytes? I need to know ASAP :)

As far as I know, you could do this in the Reign of Chaos but in The Frozen Throne they remowed that "option".

By the way I had a bug like that, and I only needed to "Re-Load" the previous state of the game and I could build.

Technically this happened sometimes, but in the Rise of the Blood Elves. Maybe it could help :)
 
Level 1
Joined
Aug 25, 2018
Messages
2
I have a problem on the chapter eight Azjol Nerub which might be a bug. After I kill Anub'Arak I still dont get the (Completed) infront of the quest lines. Also he didnt appear in his chamber (behind the walls of fire) but a bit earlier (near the frost tower right before the wall of fire). After I deactivated the walls of fire and entered the place where he ought to be, I got a cutscene with his voice but without him (because I already killed him before that). I tried re-doing the quest again but the same thing occured.
I do everything that the quest asks but I still dont the "completed" after the "kill anub'arak" qest. Any help would be appreciated.
 
Level 2
Joined
Sep 10, 2018
Messages
6
Dear players,

Thanks a lot for this awesome campaign. I'm having some problems in chapter 9 and 10. The game is crashing with no explaination.
I recently bought W3 and Frozen Throne on battle.net and I'm playing it on Windows 10. Unfortunately, the game often crashes and I have no idea why. This also happens with some other custom campaigns.
Do you have an idea what would be the reason of this campaign to crash from chapter 9 (once we escaped the LK) ?

Thank you very much in advance (and sorry for my poor english)
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
I may have... disappeared for a bit!

Sorry about that, everyone. To be completely honest, after working on this campaign for so long, I just needed a break from Warcraft 3. I realise the campaign needs a patch, Chapter Eleven is grossly imbalanced, Chapter Eight has some issues, and there is stuff here and there that needs changing or fixing, but the truth is, a huge part of the working on the campaign itself is just busywork and testing again and again, so I just wanted to get away from it and forget about Warcraft 3 for a while, which for me kind of included ignoring Hive Workshop as well. I still do intend to patch the campaign as well as do an update for Rise of the Blood Elves, I just really can't say at all when I'll get to that.

Regardless, thank you to everyone who posted their thoughts and suggestions, I will be sure to keep it all in mind once I get to working on the campaign again. I am really glad you enjoyed it!
 
Level 5
Joined
Aug 31, 2018
Messages
64
Your campaign has really great atmosphere. I remember playing it through a few years ago and I'm going to do that again.

edit: Too bad blizzard is fucking up things... Not sure if I will play this again but I'm playing Rise of the blood elves right now, which is awesome!
Keep up the good work! This is like warcraft 4 :)
 
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Level 4
Joined
Sep 16, 2018
Messages
31
the newest patch on PTR killed this game. Level ten after the Valkyr Bonus Obj spawns, causes the game to crash. pretty sure this is a dead map, but just wanted to say. I can't even just skip this level either. trying the "allyourbasearebelongtous" cheat made it crash too.
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
I went through the entire thread and compiled a giant list of all the bugs and suggestions I liked. Since I didn't post for a long time, and it would be a gigantic post to respond to everyone, I'd just like to thank: @Nayala, @meister11, @Blazethesage, @Relith96, @Pokemanharald, @Raxistaicho, @MasterBlaster, @Himperion, @Currentmaster, @Warseeker, @Formidable10, @Rafael Silva, @cleavinghammer, and anyone else I might've missed. I'm hoping to get started soon on the patch.

Plus everyone else who posted they loved the campaign: thank you, it means a lot to me!

Your campaign has really great atmosphere. I remember playing it through a few years ago and I'm going to do that again.
I will keep this post updated.

Thank you!

the newest patch on PTR killed this game. Level ten after the Valkyr Bonus Obj spawns, causes the game to crash. pretty sure this is a dead map, but just wanted to say. I can't even just skip this level either. trying the "allyourbasearebelongtous" cheat made it crash too.

Damn, I'll check it out, hopefully the new patches won't break anything else.
 
Level 4
Joined
Feb 24, 2017
Messages
49
Welcome back tomo! I know you've read a lot of stuff, but I need to inform you that the Movie folder does not exist in the WCIII directory anymore, am I stupid or not, because I can't make you cinematics work again, I love those but the game skips them automatically. I'm playing on the latest patch :(
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
Welcome back tomo! I know you've read a lot of stuff, but I need to inform you that the Movie folder does not exist in the WCIII directory anymore, am I stupid or not, because I can't make you cinematics work again, I love those but the game skips them automatically. I'm playing on the latest patch :(

Thanks! Yeah, I saw that, I'm trying to figure out a solution, hopefully I can keep them.
 
Level 4
Joined
Sep 16, 2018
Messages
31
OH MAN! im so glad
I went through the entire thread and compiled a giant list of all the bugs and suggestions I liked. Since I didn't post for a long time, and it would be a gigantic post to respond to everyone, I'd just like to thank: @Nayala, @meister11, @Blazethesage, @Relith96, @Pokemanharald, @Raxistaicho, @MasterBlaster, @Himperion, @Currentmaster, @Warseeker, @Formidable10, @Rafael Silva, @cleavinghammer, and anyone else I might've missed. I'm hoping to get started soon on the patch.

Plus everyone else who posted they loved the campaign: thank you, it means a lot to me!



Thank you!



Damn, I'll check it out, hopefully the new patches won't break anything else.

OH MAN! Im so glad that this isn't a dead map! I was super worried, since this is an amazing campaign. all of your work is really amazing. Glad i could be helpful in locating some problems for you.
 
Level 5
Joined
Aug 31, 2018
Messages
64
I will play this when the new patch hits. I already commented on the rise of the bloodelves campaign.
I would like it if you make it a bit harder, atleast in chapter 6 on the bloodelf campaign.
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
Not that I'll love to say, but I'm pretty sure immunity to all spells includes buffs and debuffs :p
(From the Fall of the Lich King)
https://cdn.discordapp.com/attachments/321965807502622721/492798927498641419/unknown.png

P.S: I've actually done all the versions of your campaign series, and I just have to say "Thank You for your hard work!" right here and now :D

Thank you, glad you liked them!

Hah, well, I guess it's implied that they're immune to buffs and debuffs since they can't get debuffed if they're immune.

I will play this when the new patch hits. I already commented on the rise of the bloodelves campaign.
I would like it if you make it a bit harder, atleast in chapter 6 on the bloodelf campaign.

Working on that! I plan to make normal easier than it is now and hard a bit harder than it is.
 
Level 4
Joined
Sep 16, 2018
Messages
31
Working on that! I plan to make normal easier than it is now and hard a bit harder than it is.[/QUOTE]


Aww yisss that would be super dope. I seriously get on here every other day to see if anything has changed. Lol.
 
Level 4
Joined
Feb 7, 2015
Messages
67
This campaign deserves 5/5, period.
Some interesting points :
  • Vampire Bats are overpowered. GG bats.
    700 health for 2 food. No mana, auto-cast spell that causes 5DPS and 50 damage AoE upon death. Bring 2-3 bats along and you can infect entire horde of enemies without extra APS. Easily the strongest unit in the entire Forsaken techtree.
  • Meat wagon + defile = win
    Imba and cheesy. Meat wagon creates blight and Forsaken units heal 2 health per second. Don't bother with Regenerative Flesh.
  • Banshee the powerhouse
    I beat the campaign on hard using only 3 units : Meat Wagon, Bat, Banshee. The Banshee isn't exactly 1 type of unit though :p
 
Level 3
Joined
Jul 24, 2018
Messages
34
yeah probably the new patch is for the multiplayer stuff maybe the next update will fix that i hope and its affects the game not the custom campaigns thou. (i don't know its the patch issues or the game itself)
 
Level 26
Joined
Nov 5, 2010
Messages
1,382
Hello Tomoraider, I'm currently playing this campaign and I'm having much fun. Sadly, its too hard for me to handle it so I'm taking it slow hehe

Thanks, glad you like it!

This campaign deserves 5/5, period.
Some interesting points :
  • Vampire Bats are overpowered. GG bats.
    700 health for 2 food. No mana, auto-cast spell that causes 5DPS and 50 damage AoE upon death. Bring 2-3 bats along and you can infect entire horde of enemies without extra APS. Easily the strongest unit in the entire Forsaken techtree.
  • Meat wagon + defile = win
    Imba and cheesy. Meat wagon creates blight and Forsaken units heal 2 health per second. Don't bother with Regenerative Flesh.
  • Banshee the powerhouse
    I beat the campaign on hard using only 3 units : Meat Wagon, Bat, Banshee. The Banshee isn't exactly 1 type of unit though :p

Glad you liked it! I didn't really find Vampire Bats OP, but I'll think about it.

Did the new patch from Blizzard fixed something? I WANT TO PLAY CUSTOM CAMPAIGNS FOR FUCKS SAKE
yeah probably the new patch is for the multiplayer stuff maybe the next update will fix that i hope and its affects the game not the custom campaigns thou. (i don't know its the patch issues or the game itself)

The campaign works fine, but a lot of sounds are broken since 1.30. I think 1.30.2 fixed a lot of these, so I'll be waiting for that before I release any updates.
 
Level 4
Joined
Dec 16, 2013
Messages
84
MAN I REALLY LOVE YOUR CAMPAIGN, IM NOT GOOD AT ENGLISH, SO I'LL JUST TYPE THIS TO REPRESENT MY FEELING.
RATE FROM ME: 999/10
 
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