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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 1
Joined
Jan 28, 2019
Messages
1
Greetings.
I play your custom campaign and I see how much job you done with that. But I'd like to critisize it.

What in your campaign makes me turn white? It's dialogs and text. In my opinion it's very simple, about 30% is well, 65% is simple or very simple, and 5% absolutely terrible. I'd like to notice one interlution. When Sulvanas told her warriors that they will join the horde.
As I remember - " Alliance will never accept us, that's why we are going to join the Horde". OW REALLY? THAT IS AN ESSENCIAL REASON WHY YOU MADE THAT DECISION? I can understand - little girl tells that when she don't want to play with that boy and wants to play with another one. But Sulvanas, as far as I know, is general which led not a single army and was acting as a commander in, at least, 3 (crossworld) wars. And right now she leads her own, new kingd of people. So, in my opinion, she will not speak such bullshit at all, especially before her people. (and that Hyrrah looks like that we're controlling not an army of smart undeads but some US millitary).
I think you (the creator) should not try to explain that decision (joining the Horde) to players. That's not your headache. As far as I know, even Blizzard itself can't explain that fully.

It's a nice try to remake cinematic of Syndragossa raising, but i can think that it was created just for lulz. It can't be serious.

I'm at 8 character right now, and i can't understand why The Warchief and The Kind took only 1 FUCKING TORCH TO GO TO ENDLESS CAVERNS WITH THOUSANDS OF EXTREMELY DANGEROUS DEAD ENEMY SPIDERS??!! Did you ever been in some kind of tunnels or caverns? You MUST take at least 2-3 light sourses per person. Because if you will lose one when you had one, you can only pray to your God so emergensy will come, because you will never get out from dungeon by yourself.

But, I can say that others part of that canpaign is good, good triggers, animation and models, good bot programming (6-7/10 actually).

I will write more when I end that campaign. It has really good gameplay, maybe not always. Bots sometimes stupid.

That's all I wanted to write. Thank you. I, maybe, will write a review (with my terrible english, yes), when I end your campaign.

P.S. Ow, and that kind of lovestory between Varessa and Sylvanas had a place in WoW? I want to look at meeting between the Warchief and the King, not that bullshit. Do you really think that they're 2 little student-girls?
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,382
Another bug on the mission 12. Fall of the Lich King

The brown colored Obelisk at random doesn't deactivate after fighting the Valkyr sisters in the boss fight. Using cheats a nuking them works well ,_,

Can't tell if that is caused for the 1.30.4 version. The Red and Blue obelisk works as intended.

Edit. as i couldn't turn off the brown Obelisk i restarted the map and used cheat to reach that section.

This being my first Obelisk, Lorth'remar activated his line of "Two gone, one remains.", after Sindragosa the blue Obelisk was deactivated, and the red was still active. But it opened the gate to Kel'thuzad.

LOL I thought I fixed this too. Thanks for reporting it, I'll check it out.

Great work.. Its very cool to use banshee possess alliance wisp,peasant(before kill putress),scourge worker, vrykul dreadlord worker and scarlet peasant..:oops::oops:..
Its not bug though but its awesome to get a chance trying all races and turn in against their own enemies.. It only worked in god mode
And plz dont mad buddy you already make the best campaign..I expect more than you boiiii ;):)
WOW! That was an awesome GAME! I thoroughly enjoyed your campaign. Now im going to try the Blood elves one.!

Glad you liked the campaign!

Greetings.
I play your custom campaign and I see how much job you done with that. But I'd like to critisize it.

What in your campaign makes me turn white? It's dialogs and text. In my opinion it's very simple, about 30% is well, 65% is simple or very simple, and 5% absolutely terrible. I'd like to notice one interlution. When Sulvanas told her warriors that they will join the horde.
As I remember - " Alliance will never accept us, that's why we are going to join the Horde". OW REALLY? THAT IS AN ESSENCIAL REASON WHY YOU MADE THAT DECISION? I can understand - little girl tells that when she don't want to play with that boy and wants to play with another one. But Sulvanas, as far as I know, is general which led not a single army and was acting as a commander in, at least, 3 (crossworld) wars. And right now she leads her own, new kingd of people. So, in my opinion, she will not speak such bullshit at all, especially before her people. (and that Hyrrah looks like that we're controlling not an army of smart undeads but some US millitary).
I think you (the creator) should not try to explain that decision (joining the Horde) to players. That's not your headache. As far as I know, even Blizzard itself can't explain that fully.

It's a nice try to remake cinematic of Syndragossa raising, but i can think that it was created just for lulz. It can't be serious.

I'm at 8 character right now, and i can't understand why The Warchief and The Kind took only 1 FUCKING TORCH TO GO TO ENDLESS CAVERNS WITH THOUSANDS OF EXTREMELY DANGEROUS DEAD ENEMY SPIDERS??!! Did you ever been in some kind of tunnels or caverns? You MUST take at least 2-3 light sourses per person. Because if you will lose one when you had one, you can only pray to your God so emergensy will come, because you will never get out from dungeon by yourself.

But, I can say that others part of that canpaign is good, good triggers, animation and models, good bot programming (6-7/10 actually).

I will write more when I end that campaign. It has really good gameplay, maybe not always. Bots sometimes stupid.

That's all I wanted to write. Thank you. I, maybe, will write a review (with my terrible english, yes), when I end your campaign.

P.S. Ow, and that kind of lovestory between Varessa and Sylvanas had a place in WoW? I want to look at meeting between the Warchief and the King, not that bullshit. Do you really think that they're 2 little student-girls?

You could disagree with Sylvanas' reasoning for joining the Horde, but I don't think it's necessarily bad, they just fought a conflict with undead-hating humans and Sylvanas realised they probably cannot bring down the Lich King on their own, so she decided they could use allies, and the Horde seemed a better option than the Alliance. It's true that not even Blizzard put much effort into explaining this, but I don't think it doesn't make sense. Regardless, since I chose to follow WoW's story of the Forsaken being part of the Horde, it had to be explained somehow since they are not part of the Horde in the beginning of the campaign.

Why can't the Sindragosa cinematic be serious? It might look silly in Warcraft 3, but it plays out the same like the real cinematic. As for the torch, it's just a gameplay mechanic. If you had multiple torches, you'd just end up dropping them to collect items.

And I think Sylvanas' and Vereesa's relationship in the campaign is one of the better parts. It added something different to Sylvanas' character, it added some humanity to her, which I think made her quite a bit more likable, as she is usually just an asshole. Plus, this campaign isn't a military fantasy, it's a story about Sylvanas, a relationship that adds something to her character is going to have far more precedence than whatever Thrall and Varian are up to.

Honestly, I think you're holding the story to a too high standard. WoW's stories aren't even that good, I always find them more fun than actually good, if you look a little deeper and try to make sense of those stories, it honestly just falls apart. There's a ton of nonsense there, stuff far more ridiculous than anything in this campaign, better to just go along with it and have fun. I'd say the same goes for this campaign, as it relies heavily on WoW. I think I succeeded in making a fun story with some fun characters and logical progression, but if you're searching for a more serious, better paced, actually really well-written storyline, this isn't really it.
 
Level 8
Joined
Jul 7, 2011
Messages
264
I again congratulate you for the quality of the campaigns, this one as the Blood Elfs have good quality, alias this is still better. Great cinematics, Blood Knight (campaign of the Blood Elfs does not use with precision) with appropriate model, own and similar to the icon. Forsaken races with many units and unique technologies, and Demon with exclusivity.
Combat with the Lich King, the penultimate and last chapter not do interesting for me (at least playing in the medium difficulty), it does not surprising skills and little work. But cinematic with it, and when it knocks all down, it's pretty cool. Almost a copy of the original.
Last chapter, it's very good, having some bosses challenges (minus the Lich King for me). And running away from the melee theme.
I think taking full advantage of the voiceovers.

But some things this campaign can improve (suggestions):

  • Placing for all units does non-hero the Q, W, E, and R skills hotkey.
  • Forsaken's Abomination may not be able to devour the same of the Scourge.
  • Quel'Delar the item that Jaina carries in the last chapter, only works with she I think, and wish who carries this item, gains a skill that provides skills book, instead of the item. But why? Because the hotkeys from items in Warcraft 3, I think bad.
  • Why does Varian have an ultimate such bad as Taunt? That for bosses of the last chapter is useless. it had to be a skill, which does not need learn. It is above those of Q, W, E and R.
  • One error, when I canceled the Forsaken tower upgrade, the mana of the building was lost, so that building did not have enough mana to use the autocast skills.
 
Level 1
Joined
Feb 2, 2019
Messages
2
Im only at 1st mission and I am so triggered that enemy perma targets my workers! :D even when I'm smashing aggresors with my army they seem to not bother about that :D
 
Level 5
Joined
Jun 15, 2013
Messages
77
Hey, I started to play this campaign again :p on hard diff, but I found out it was quite soft
I only played first chapter for now but besides multiple attacks, I didn't see anything different compared to v2.+ without any difficulty
The attacks should really be much bigger to force player to stay in base the time he is ready, so he can really feel the difficulty
Also, the attacks lacked siege units, sure it was nice fight master caster and some ups on units, but without any siege, none of the attacks had any real impact on the base, nor on the units lost
One more point about which I also found during the previous version, the last base is kind of weak, by the time you get there you have time to get 3 times more units than the AI and some bank to produce more, like I prepared myself really hard and I was kind of disapointed

I'm going to see what is this diff about on the next mission
By the way, do you mind if I take your picture to use as thumbnail for youtube?
Once videos are online, I'll post those here so you can understand my feelings a bit better
 
Level 3
Joined
Oct 25, 2018
Messages
12
Looking forward to playing through this again. BTW Were the cinematic movie files removed? I recall having to choose what kind of cinematics I want to view when starting the campaign. Am I missing something?
 
Level 3
Joined
Nov 30, 2018
Messages
33
Looking forward to playing through this again. BTW Were the cinematic movie files removed? I recall having to choose what kind of cinematics I want to view when starting the campaign. Am I missing something?
1.30 happened, that's why. Blizzard removed the cinematic folder. Tomo can't figure out how to make them work so he removed them instead.
 
Level 5
Joined
Jun 15, 2013
Messages
77
Alright so about the second chapter
There's not much to be said, difficulty felt hard indeed, harder than on the previous version
This mission really needs some patience, first to set up your base and tech, and then to take out ennemy one by one wisely and not strategically
Like what I mean is that, I did fail mission twice, first I went for yellow, with a low army, to be ganked by both dragons and Blademaster
Secondly I went for ogres, to be ganked again rip
So on the third try, instead of actually doing the objectives, (I also remembered I had gold mine nearby), I took expo, and started with Teal rather than do missions, after third gold mine under control I was really openned for anyone and it seems silly because it is
Because, why would you expand on Ogres, when you got 3 safer gold mines? Why would you empower yourself when you could take out teal?

So yeah, thats basically it, what I find bad about this mission, is that it leads you towards what you should not do, on Hard diff at least
Oh and, the fact that Putress is actually a melee hero mess up things quite a lot, even a 400 short ranged hero would feel better
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
I enjoyed playing this campaign a lot! In particular, the character of Putress was fleshed out really well, and it was easy to emphasize with what he did. I thought it was really funny how you explained the presence of the character "Phaylen" who previous held Purtress' role, with that quote: "I am not sure if she even existed". That was really clever way to mention her but also explain why she does not the same major role she did in previous versions.
 
Level 2
Joined
Nov 24, 2018
Messages
15
Aww! I cant play it, cus im in patch 1.27b if anyone would nicely send me the WVS 1.30.. pls.. i wanna fucking play this
I would HIGHLY recommend going to battle.net and reinstalling the game. I recently did this, and I'm entirely up to date with patches on the game, and can play online again! It'll give you a CD key to unlock it and everything.
 
Level 2
Joined
Nov 24, 2018
Messages
15
[/QUOTE]
You could disagree with Sylvanas' reasoning for joining the Horde, but I don't think it's necessarily bad, they just fought a conflict with undead-hating humans and Sylvanas realised they probably cannot bring down the Lich King on their own, so she decided they could use allies, and the Horde seemed a better option than the Alliance. It's true that not even Blizzard put much effort into explaining this, but I don't think it doesn't make sense. Regardless, since I chose to follow WoW's story of the Forsaken being part of the Horde, it had to be explained somehow since they are not part of the Horde in the beginning of the campaign.

Why can't the Sindragosa cinematic be serious? It might look silly in Warcraft 3, but it plays out the same like the real cinematic. As for the torch, it's just a gameplay mechanic. If you had multiple torches, you'd just end up dropping them to collect items.

And I think Sylvanas' and Vereesa's relationship in the campaign is one of the better parts. It added something different to Sylvanas' character, it added some humanity to her, which I think made her quite a bit more likable, as she is usually just an asshole. Plus, this campaign isn't a military fantasy, it's a story about Sylvanas, a relationship that adds something to her character is going to have far more precedence than whatever Thrall and Varian are up to.

Honestly, I think you're holding the story to a too high standard. WoW's stories aren't even that good, I always find them more fun than actually good, if you look a little deeper and try to make sense of those stories, it honestly just falls apart. There's a ton of nonsense there, stuff far more ridiculous than anything in this campaign, better to just go along with it and have fun. I'd say the same goes for this campaign, as it relies heavily on WoW. I think I succeeded in making a fun story with some fun characters and logical progression, but if you're searching for a more serious, better paced, actually really well-written storyline, this isn't really it.[/QUOTE]

I'm 100% with you on this. In the intro cinematic for the Forsaken in Classic WoW, the narrator LITERALLY SAYS that their choice to join the Horde was an 'alliance of convenience.' She opted to join them because the Alliance would've sooner killed them than talk to them at that point, given Lordaeron was still destroyed fairly recently at that point.

Edit: Not sure why the quote thing didn't work.. maybe it's because I deleted some of it to make it less of a wall of text. x.x
 
Level 5
Joined
Jun 15, 2013
Messages
77
Review on Chapter 3 :

Buggs :
- The trigger that changes player's color comes after the first spawn on the graveyard, making the ghoul there red instead of blue
- Banshee Adept/Master training is hotkeyed as "A" which is really annoying since Apo have the same, and that I don't use Banshees at all


Difficulty :
Mission is quite hard, for one side at least, I really struggled to face the multiple attacks with Sylvanas, on the other hand, since the hero from Vari's base was removed, this side is rather easier than hard, I guessed it was a way to balance the game rather than balance the sides, but it still feels bad
And it also opens a new strategy that I don't think was meant to be (with the new terraining) and by this I mean you can play purely defensive with Sylvanas, and in the meantime lead Vari's forces to ennemy base, then travel to sylvanas and it should be ezpz win, without even taking more time than if you'd play both sides properly

Terrain & Quests :
The fact that Dalaran now has a use instead of being purely graphics is nice, the new base is easier to destroy than the old one, and the reward is not really great, besides for the tomes. The aerial base with gryphons on the previous version was a pain to deal with
New terrain on the south is decent as well, would have been cool if the quest to get Murlocs had custom units in it, rather than only the chief

Overall nice improvements I guess, I kinda miss the worgen plebs, but hopefully we gonna see them later
 

Ann

Ann

Level 3
Joined
May 30, 2018
Messages
34
Man, this custom story is awesome, especially the end, make me wish you could made more custom, but will this be your last custom campaign you made?
 
Level 6
Joined
Jul 17, 2015
Messages
67
Okay, I don't know if I'm maybe remembering something differently or what's happening, but the attacks from the Demon forces in Chapter 6 (Battle for Undercity) in the first half of the map seem *OPPRESSIVELY* massive at times, with scary numbers of very high-power units. To say nothing of the *standard* difficulty at the start of the map in the sheer factor of having to face a multitude of enemy bases.

I'm playing on Normal Difficulty, at least I think I am. But I barely have time to rebuild the unit I had *before* each attack before the next Jailer shows up accompanied by Life Draining Succubi, Howl of Terroring Felguard, and a few Felhounds just for good measure to make sure I am consistently out of mana.

I'm mostly just venting, but seriously, did the Demon bases get amped up in difficulty in 3.0.1 or something?

EDIT: It would appear the Fortified Defenses upgrade isn't quite working properly. In chapter 10, it doesn't appear to do *anything*, I didn't notice any of my towers getting Fortified Armor. In chapter 11, it appears to be partially working, but still doesn't affect Virulent Towers.

Also, the "NEW UPGRADES AVAILABLE" popup that tells you of Reinforced Defenses in Chapter 4, suggests that it gives Guard Towers fortified armor, which it does not. The actual research tooltip does not indicate such, so it's just that one help popup.

EDIT 2: As an afterthought, since the game only carries inventory forward from the last time you controlled a given hero, and disregards what the AI does with the heroes' inventories, maybe consider setting AI heroes to use their item shops, and generally grab and use available items like Tiras-alan does in the final level of Rise of the Forsaken? I know I've seen him grab items off the ground in my base (and then LEAVE without helping kill the Infernal attacking me! Dick.) and use them. One big reason I say this is that Varian, unless you give him an Orb yourself (such as having Thrall give him one in Azjol-nerub, or by simply giving him one in THIS map, which won't carry to the last level), he cannot attack air, which considering all the Valkyr, Frostwyrms, and those evil Frostbrood Vanquishers that flood Chapter 11, puts Varian at a bit of a disadvantage.
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,382
I again congratulate you for the quality of the campaigns, this one as the Blood Elfs have good quality, alias this is still better. Great cinematics, Blood Knight (campaign of the Blood Elfs does not use with precision) with appropriate model, own and similar to the icon. Forsaken races with many units and unique technologies, and Demon with exclusivity.
Combat with the Lich King, the penultimate and last chapter not do interesting for me (at least playing in the medium difficulty), it does not surprising skills and little work. But cinematic with it, and when it knocks all down, it's pretty cool. Almost a copy of the original.
Last chapter, it's very good, having some bosses challenges (minus the Lich King for me). And running away from the melee theme.
I think taking full advantage of the voiceovers.

But some things this campaign can improve (suggestions):

  • Placing for all units does non-hero the Q, W, E, and R skills hotkey.
  • Forsaken's Abomination may not be able to devour the same of the Scourge.
  • Quel'Delar the item that Jaina carries in the last chapter, only works with she I think, and wish who carries this item, gains a skill that provides skills book, instead of the item. But why? Because the hotkeys from items in Warcraft 3, I think bad.
  • Why does Varian have an ultimate such bad as Taunt? That for bosses of the last chapter is useless. it had to be a skill, which does not need learn. It is above those of Q, W, E and R.
  • One error, when I canceled the Forsaken tower upgrade, the mana of the building was lost, so that building did not have enough mana to use the autocast skills.

Glad you liked it. Thanks for your suggestions and bug reports, however I disagree with Taunt being a bad ultimate, it's pretty effective at keeping the heat off other heroes in the final map. It's not too exciting, but there's a lot of other heroes, and I wanted Varian to be a pure tank, so that's why I gave him that ultimate.

I enjoyed playing this campaign a lot! In particular, the character of Putress was fleshed out really well, and it was easy to emphasize with what he did. I thought it was really funny how you explained the presence of the character "Phaylen" who previous held Purtress' role, with that quote: "I am not sure if she even existed". That was really clever way to mention her but also explain why she does not the same major role she did in previous versions.

Glad you liked it! Yeah, that was just a silly little nod to Phaelynne.

Man, this custom story is awesome, especially the end, make me wish you could made more custom, but will this be your last custom campaign you made?

Thanks, glad you liked it! I have no plans for any more campaigns right now.

Hey, I started to play this campaign again :p on hard diff, but I found out it was quite soft
I only played first chapter for now but besides multiple attacks, I didn't see anything different compared to v2.+ without any difficulty
The attacks should really be much bigger to force player to stay in base the time he is ready, so he can really feel the difficulty
Also, the attacks lacked siege units, sure it was nice fight master caster and some ups on units, but without any siege, none of the attacks had any real impact on the base, nor on the units lost
One more point about which I also found during the previous version, the last base is kind of weak, by the time you get there you have time to get 3 times more units than the AI and some bank to produce more, like I prepared myself really hard and I was kind of disapointed

I'm going to see what is this diff about on the next mission
By the way, do you mind if I take your picture to use as thumbnail for youtube?
Once videos are online, I'll post those here so you can understand my feelings a bit better
Alright so about the second chapter
There's not much to be said, difficulty felt hard indeed, harder than on the previous version
This mission really needs some patience, first to set up your base and tech, and then to take out ennemy one by one wisely and not strategically
Like what I mean is that, I did fail mission twice, first I went for yellow, with a low army, to be ganked by both dragons and Blademaster
Secondly I went for ogres, to be ganked again rip
So on the third try, instead of actually doing the objectives, (I also remembered I had gold mine nearby), I took expo, and started with Teal rather than do missions, after third gold mine under control I was really openned for anyone and it seems silly because it is
Because, why would you expand on Ogres, when you got 3 safer gold mines? Why would you empower yourself when you could take out teal?

So yeah, thats basically it, what I find bad about this mission, is that it leads you towards what you should not do, on Hard diff at least
Oh and, the fact that Putress is actually a melee hero mess up things quite a lot, even a 400 short ranged hero would feel better
Review on Chapter 3 :

Buggs :
- The trigger that changes player's color comes after the first spawn on the graveyard, making the ghoul there red instead of blue
- Banshee Adept/Master training is hotkeyed as "A" which is really annoying since Apo have the same, and that I don't use Banshees at all


Difficulty :
Mission is quite hard, for one side at least, I really struggled to face the multiple attacks with Sylvanas, on the other hand, since the hero from Vari's base was removed, this side is rather easier than hard, I guessed it was a way to balance the game rather than balance the sides, but it still feels bad
And it also opens a new strategy that I don't think was meant to be (with the new terraining) and by this I mean you can play purely defensive with Sylvanas, and in the meantime lead Vari's forces to ennemy base, then travel to sylvanas and it should be ezpz win, without even taking more time than if you'd play both sides properly

Terrain & Quests :
The fact that Dalaran now has a use instead of being purely graphics is nice, the new base is easier to destroy than the old one, and the reward is not really great, besides for the tomes. The aerial base with gryphons on the previous version was a pain to deal with
New terrain on the south is decent as well, would have been cool if the quest to get Murlocs had custom units in it, rather than only the chief

Overall nice improvements I guess, I kinda miss the worgen plebs, but hopefully we gonna see them later

Thanks for the deatiled thoughts! Chapter One is intended to be pretty easy, no big challenge there. The side quest in Chapter Two is more intended to encourage the player to acquire the +6 strenght item, even if it is about the gold mine. Didn't realise that upgrade had the same hotkey, thanks for reporting that. I definitely do not miss the worgen plebs, however! Younger me made some strange choices in the earlier versions of these campaigns...

Okay, I don't know if I'm maybe remembering something differently or what's happening, but the attacks from the Demon forces in Chapter 6 (Battle for Undercity) in the first half of the map seem *OPPRESSIVELY* massive at times, with scary numbers of very high-power units. To say nothing of the *standard* difficulty at the start of the map in the sheer factor of having to face a multitude of enemy bases.

I'm playing on Normal Difficulty, at least I think I am. But I barely have time to rebuild the unit I had *before* each attack before the next Jailer shows up accompanied by Life Draining Succubi, Howl of Terroring Felguard, and a few Felhounds just for good measure to make sure I am consistently out of mana.

I'm mostly just venting, but seriously, did the Demon bases get amped up in difficulty in 3.0.1 or something?

EDIT: It would appear the Fortified Defenses upgrade isn't quite working properly. In chapter 10, it doesn't appear to do *anything*, I didn't notice any of my towers getting Fortified Armor. In chapter 11, it appears to be partially working, but still doesn't affect Virulent Towers.

Also, the "NEW UPGRADES AVAILABLE" popup that tells you of Reinforced Defenses in Chapter 4, suggests that it gives Guard Towers fortified armor, which it does not. The actual research tooltip does not indicate such, so it's just that one help popup.

EDIT 2: As an afterthought, since the game only carries inventory forward from the last time you controlled a given hero, and disregards what the AI does with the heroes' inventories, maybe consider setting AI heroes to use their item shops, and generally grab and use available items like Tiras-alan does in the final level of Rise of the Forsaken? I know I've seen him grab items off the ground in my base (and then LEAVE without helping kill the Infernal attacking me! Dick.) and use them. One big reason I say this is that Varian, unless you give him an Orb yourself (such as having Thrall give him one in Azjol-nerub, or by simply giving him one in THIS map, which won't carry to the last level), he cannot attack air, which considering all the Valkyr, Frostwyrms, and those evil Frostbrood Vanquishers that flood Chapter 11, puts Varian at a bit of a disadvantage.

Yeah, Chapter Six has more enemy AIs than before, I basically wanted to encourage the player more to risk taking the Forsaken bases by killing the demon generals.

Huh, weird, I'll check out the Fortified Defenses, I remember having some issues with it, but I thought it worked correctly. And you're right about that tooltip, small thing, but I'll change it.

As for the AIs and items, I made it that way is because the AI heroes would sometimes drop items, even items such as the Signet of the Traitor King and you could pick it up with your heroes, so you could end up having two of the same unique items.
 
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when I open chapter 2 there is a black screen that does not make me play, I tried to reinstall but it does not change anything
 
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Hey Tomoraider, just wondering about something when will be the Next time you make your: "grand apperance" again by that i mean you make some changes an update or a completly New campaign, idk am just bored thats why i am asking
 
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If Banshee use Possession on Vrykul worker, can the Vrykul worker build DragonRoom to product Vrykul DragonRider ?
 

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Hi,tomoraider.I've uploaded the translated version onto this link (extract code:bb2w) which I've mentioned in our emails.I've also shared it with campaign fans on multiple Chinese Wc3-WoW forums.Our players,some of whom have already played CotF_3.0.0 last year,love this translated version very much.

However,there's something you should know.Most of Chinese Wc3 players are still playing 1.27a for free,which is downloaded from Netease and permitted by Blizzard.Pre-perchasing Wc3:Reforged in China do not award us access to classic Wc3.The reason is complicated while the consequence is clear:Only a few Chinese players who have bought CD-Keys years ago are able to upgrade their Wc3 to the latest patch.I've found a pirate CD-Key which could probably impel our players to unlock 1.30.4,though I highly doubted if it's legal in Blizzard's eyes.

Anyway,in spite of few number of our campaign players,their capabilities of bug-digging is impressive.I'll share their feedback with you from time to time.

-Chapter One
If Varimathras keeps Tiny Shadow Hall in his inventory,he could inherit it in Chapter Two.However,the item would be replaced by a Claw of Attack+9.If Varimathras still keeps it,that Claw would disappear in Chapter Three.

-Chapter Two
Some players complained that the hotkey of Shadow Bolt,which is "B",is too far to press on keyboard.
One guy has encountered a strange bug which directly complete this chapter at the beginning of the first cutscene(Varimathras talking to banshees).

-Chapter Four
Some players think this chapter was too easy,even in hard mode.The allied Vampire Bat waves were too strong.

-Chapter Seven
If Lor'themar picks the Tiny Shadow Hall and use it,the blood elf would own an additional forsaken base with full tech tree unlocked.It seems that Lor'themar could command Val'kyr Battlemaiden earlier than Sylvanas. :D

-Chapter Nine
Wc3 players who haven't played WoW before felt this chapter a little bit boring.They were upset by too many returning-to-Aethas.But those who played Wotlk ten years ago did enjoy every moment of this Chapter.

-Chapter Ten
The HP of Kel'thuzad is 800,which makes him too easy to be killed.
If a player deals with Kel'thuzad's base first,neglecting Vrykuls for a while,the blood elf's base would fall.But never mind,such a strategy would be useful to rescue Vereesa,which makes the countdown timer meaningless.

-Chapter Eleven
The items delivered to allies' heroes would disappear in Chapter Twelve.
One of our guy claimed that Cleansing Toxin didn't work on friendly flying units.

That's all for now.
 
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Level 26
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Hi,tomoraider.I've uploaded the translated version onto this link (extract code:bb2w) which I've mentioned in our emails.I've also shared it with campaign fans on multiple Chinese Wc3-WoW forums.Our players,some of whom have already played CotF_3.0.0 last year,love this translated version very much.

However,there's something you should know.Most of Chinese Wc3 players are still playing 1.27a for free,which is downloaded from Netease and permitted by Blizzard.Pre-perchasing Wc3:Reforged in China do not award us access to classic Wc3.The reason is complicated while the consequence is clear:Only a few Chinese players who have bought CD-Keys years ago are able to upgrade their Wc3 to the latest patch.I've found a pirate CD-Key which could probably impel our players to unlock 1.30.4,though I highly doubted if it's legal in Blizzard's eyes.

Anyway,in spite of few number of our campaign players,their capabilities of bug-digging is impressive.I'll share their feedback with you from time to time.

-Chapter One
If Varimathras keeps Tiny Shadow Hall in his inventory,he could inherit it in Chapter Two.However,the item would be replaced by a Claw of Attack+9.If Varimathras still keeps it,that Claw would disappear in Chapter Three.

-Chapter Two
Some players complained that the hotkey of Shadow Bolt,which is "B",is too far to press on keyboard.
One guy has encountered a strange bug which directly complete this chapter at the beginning of the first cutscene(Varimathras talking to banshees).

-Chapter Four
Some players think this chapter was too easy,even in hard mode.The allied Vampire Bat waves were too strong.

-Chapter Seven
If Lor'themar picks the Tiny Shadow Hall and use it,the blood elf would own an additional forsaken base with full tech tree unlocked.It seems that Lor'themar could command Val'kyr Battlemaiden earlier than Sylvanas. :D

-Chapter Nine
Wc3 players who haven't played WoW before felt this chapter a little bit boring.They were upset by too many returning-to-Aethas.But those who played Wotlk ten years ago did enjoy every moment of this Chapter.

-Chapter Ten
The HP of Kel'thuzad is 800,which makes him too easy to be killed.
If a player deals with Kel'thuzad's base first,neglecting Vrykuls for a while,the blood elf's base would fall.But never mind,such a strategy would be useful to rescue Vereesa,which makes the countdown timer meaningless.

-Chapter Eleven
The items delivered to allies' heroes would disappear in Chapter Twelve.
One of our guy claimed that Cleansing Toxin didn't work on friendly flying units.

That's all for now.

Thanks for posting everything you discovered, and thank you for all the effort you put into translating the campaign! I'm sorry to hear about this situation with the campaign, the only thing I can do is provide the link to the 1.27 version of the campaign (https://www.hiveworkshop.com/attachments/curse-of-the-forsaken-v3-0-1-27-w3n.299766/), however this is the 3.0 version of the campaign, not 3.0.1.

I have added the link to the Chinese translation by @nuck001 to the campaign's description, as well as to the Russian translation by @kirlandiya (apologies for putting it up only just now!). Thanks again to both of you!
 
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I will note, there is a good reason for the question of Allied Heroes' inventories in Chapter 11 going into Chapter 12. When loading your heroes for Chapter 12, the game imports their inventories from the last time YOU controlled them. Of note, this means they retain any consumables they might have had, which the AI uses at first opportunity in Chapter 11, such as if Varian is holding the Ice Shard from the Azjol'Nerub mission.
 
Level 26
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Nov 5, 2010
Messages
1,382
I will note, there is a good reason for the question of Allied Heroes' inventories in Chapter 11 going into Chapter 12. When loading your heroes for Chapter 12, the game imports their inventories from the last time YOU controlled them. Of note, this means they retain any consumables they might have had, which the AI uses at first opportunity in Chapter 11, such as if Varian is holding the Ice Shard from the Azjol'Nerub mission.

Yeah, I didn't want the players to lose consumable items because of the AI. The AI heroes also just handle items pretty oddly. I used to have it turned on that they can buy/sell items, but often they'd end up dropping items, even unique ones such as the Signet of the Traitor King so you could pick it up and end up with two.

You're welcome.We love you and your campaigns.Hopefully this version could impel Chinese players to keep pace with the times.

Glad you like it!
 
Level 6
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Messages
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I have to admit, I'm curious as to what kind of logic is behind the AI deciding to drop some of those powerful, unique items. Not even from a 'how can this maybe be changed' standpoint, but from just a matter of sheer curiosity. Why on earth would they just dump something that powerful?

It is a shame about having to turn off their ability to buy/sell items, I would have liked to see them using store-bought items like maybe Scrolls of Town Portal, or maybe see Varian buy a damn orb so he can hit air units when I didn't think to hand him one during Azjol'Nerub.

*grumble-mutters about having to spend gold to buy an orb myself and hand it off to him knowing he won't even keep it for the next mission*
 
Level 3
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Jan 31, 2017
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45
Okay I just played it recently... No done yet though I HAVE to rate this. Absolutely 5/5! ,
I literally cried watching Jaina not trusting Sylvanas... She just fought with her, And I think saved her when Turalyon was about to kill them.. Also,When the betrayal happened. Thats when I was so ANGRY!, Anyways a heartbreaking, Jaw dropping, PERFECT Campaign!
 
Level 12
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great work you did i just have a number of ideas to improve 1) there are new models for jaina and Rhonin that you can use .2) i get it when you start with meat wegons but when the plague is developt why not use for exsampel a plague wegon with a new model ? .3) keep doing a great jobes ;) you think you make a campaign following jainas story ?
 
Level 26
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Okay I just played it recently... No done yet though I HAVE to rate this. Absolutely 5/5! ,
I literally cried watching Jaina not trusting Sylvanas... She just fought with her, And I think saved her when Turalyon was about to kill them.. Also,When the betrayal happened. Thats when I was so ANGRY!, Anyways a heartbreaking, Jaw dropping, PERFECT Campaign!

Glad you liked it!

great work you did i just have a number of ideas to improve 1) there are new models for jaina and Rhonin that you can use .2) i get it when you start with meat wegons but when the plague is developt why not use for exsampel a plague wegon with a new model ? .3) keep doing a great jobes ;) you think you make a campaign following jainas story ?

Glad you liked it! I don't think Jaina and Rhonin need new models, and I haven't found any good models to replace meat wagons with. No, I won't be making a Jaina campaign.

What's your next one, Tomorider?

Planning some Rise of the Blood Elves updates.
 
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although its a bit dissapointment hearing from the man himself that ROTB is going to get some updates instead of coming in like: OKEY EVERYONE I GOT SOME GREAT THINGS TO IMPROVE IN THIS CAMPAIGN AND A BUTT TON OF STUFF I GOING TO BE ADDED, but that will take maybe years to prep, and what do i know about makeing custom campaigns in warcraft 3, LITTERLEY NOTHING
 
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although its a bit dissapointment hearing from the man himself that ROTB is going to get some updates instead of coming in like: OKEY EVERYONE I GOT SOME GREAT THINGS TO IMPROVE IN THIS CAMPAIGN AND A BUTT TON OF STUFF I GOING TO BE ADDED, but that will take maybe years to prep, and what do i know about makeing custom campaigns in warcraft 3, LITTERLEY NOTHING

Gesh, calm down, we don't know that yet, we just have to wait.
 
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@tomoraider , greetings from a fan, if i am reading this right, you have made an update to the Forsaken camp, correct??

If so could you provide a link to the changes you made?

Also what is is the current version number?

Thanks again for making these very enjoyable campaigns.
 
Level 26
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@tomoraider , greetings from a fan, if i am reading this right, you have made an update to the Forsaken camp, correct??

If so could you provide a link to the changes you made?

Also what is is the current version number?

Thanks again for making these very enjoyable campaigns.

Glad you like my campaigns. All this info is written in the changelog in the campaign's description.
 

Ann

Ann

Level 3
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May 30, 2018
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talk to Rise of the blood elves, i wonder what happened after Naga? maybe making naga campiagn or not?
 
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Level 3
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44
It's a good campaign. But rn I'm stuck at the chapter where you have to obliterate Varimathras' Demon Generals. Even with the difficulty set to 'Easy', its still way too hard.

A few minutes after the game starts, you'll get to train units and gather resources. And then demons and enslaved forsakens get to attack you in all directions and get your units to hell in just a few seconds after coming out of the crypt.

I tried defending and at the same time bolstering my forces, was planning to initiate an attack to one of the enemy outposts and when I did, a whole squad of demons got me and killed off my heroes alongside my meat wagons without spending a sweat.

Enemies from the south and east starts attacking my main base, and I had no choice but to enter cheat codes just to save my ass from having defeated. It's like they keep attacking you in all directions and won't give you any time to strengthen yourself.


Atleast a little nerf?
 
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It's a good campaign. But rn I'm stuck at the chapter where you have to obliterate Varimathras' Demon Generals. Even with the difficulty set to 'Easy', its still way too hard.

A few minutes after the game starts, you'll get to train units and gather resources. And then demons and enslaved forsakens get to attack you in all directions and get your units to hell in just a few seconds after coming out of the crypt.

I tried defending and at the same time bolstering my forces, was planning to initiate an attack to one of the enemy outposts and when I did, a whole squad of demons got me and killed off my heroes alongside my meat wagons without spending a sweat.

Enemies from the south and east starts attacking my main base, and I had no choice but to enter cheat codes just to save my ass from having defeated. It's like they keep attacking you in all directions and won't give you any time to strengthen yourself.


Atleast a little nerf?
This chapter kinda forces you to play offensive I think, my tip is:
-As soon as you kill the first general, rally all your remaining forces and kill the general in the base that's north of yours.
-Train troops at both bases since enemies will attack both of them.
-Begin destroying the general of the remaining forsaken base and then push forward to the demon base up ahead.
That's all I can say.
 
Level 3
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This chapter kinda forces you to play offensive I think, my tip is:
-As soon as you kill the first general, rally all your remaining forces and kill the general in the base that's north of yours.
-Train troops at both bases since enemies will attack both of them.
-Begin destroying the general of the remaining forsaken base and then push forward to the demon base up ahead.
That's all I can say.

Nvm. I just finished. lol

Here's what I did;

After recovering control of the first base (First Townhall), I led Sylvanas to the forsaken outpost in the north. Used call of the queen and allowed the banshees to distract the enemy forsakens while I get sylvanas on her banshee form to murder the frick out of the general guarding the town. Proved quite helpful. I left thrall for the defense while I use sylvanas to individually murder the generals (With additional unit supports ofcourse. I also neglected attacking the generals hiding in the Demon areas).

So when I gained full control over the forsaken outposts (My first town was tortured af gordo got killed too. lmfao) I built four meat wagons and trained up some dread guards and a considerable amount of rangers to attack the demon general in its outpost right beside the forsaken town in the North. Was about to murder the demon builders when the thought of possessing them crossed my mind lol.

Interesting stuff I did; I possessed the demon builders with the banshees and constructed its race's structures and trained a whole legion. Marched them right into the enemies and the enemy demons got burned af.

Was a great gameplay tho, overall.
 
Level 26
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Hey where can I get version 3.0.1 for the 1.27 update that you had previously uploaded? is that I have the pirated warcraft and I can not update it at 1.30

There is no v3.0.1 for 1.27, but you can find v3.0 for 1.27 linked few posts behind.

Nvm. I just finished. lol

Here's what I did;

After recovering control of the first base (First Townhall), I led Sylvanas to the forsaken outpost in the north. Used call of the queen and allowed the banshees to distract the enemy forsakens while I get sylvanas on her banshee form to murder the frick out of the general guarding the town. Proved quite helpful. I left thrall for the defense while I use sylvanas to individually murder the generals (With additional unit supports ofcourse. I also neglected attacking the generals hiding in the Demon areas).

So when I gained full control over the forsaken outposts (My first town was tortured af gordo got killed too. lmfao) I built four meat wagons and trained up some dread guards and a considerable amount of rangers to attack the demon general in its outpost right beside the forsaken town in the North. Was about to murder the demon builders when the thought of possessing them crossed my mind lol.

Interesting stuff I did; I possessed the demon builders with the banshees and constructed its race's structures and trained a whole legion. Marched them right into the enemies and the enemy demons got burned af.

Was a great gameplay tho, overall.

Glad you figured it out! As Yuefang said, this map forces you to play offensively at the start. My favorite tactic is to immediately rush to the Forsaken base to the east and kill the general since you get a castle.
 
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When is your new project? "if you are still making any"
BTW this campaign is still phenomenal as the last version but even better
 
Level 1
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May 6, 2019
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Hello, Need help here.
When I start the chapter2 the screen just went completely black and I couldn't do anything.

Thx in advance.
 
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