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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 26
Joined
Nov 5, 2010
Messages
1,383
Of all the custom campaigns I've played this is my favorite, I played it a long time ago and now I've started it again.

Thank you, glad you like it!

Mission number 5 "a rallying point" is a great idea, however you have to get lucky with the timings of the attacks and your allies responses. It's a very frustrating mission and your allies really don't give great back up. A suggestion would be to let the hero's level up 2 points during and maybe a couple more tombs hidden around town. Playing on an easier setting doesn't really make a difference because the attack waves are the same size. Have gotten to 4:00 minutes, it's just finding the timing to get the 2nd gate open is awkward if seemingly non existent.

Edit- have finished the episode now and the campaign, opening the two gates in seperate attempts really helped, plus leaving all the lightening lizards be on the first run through apart from those guarding the gate.

Very enjoyable campaign, the ending seems to suggest some developments in the story and a possible sequel which would be awesome. On a semi related note, it's always bitter sweet to finally play with all your hero's maxxed, which is great, however it's always one of the final missions and then the game ends.

I believe this mission is a bit bugged on Reforged. The enemy attacks too hard at the start which throws the entire difficulty off. But I am glad you liked the campaign!

This is one of the best campaigns ever

Thank you!

The story is the same as RotBW here. A masterpiece that sticks in the brain by selling immersive, gloomy mood and deep narration underneath reimagined events of the WoW. Writing of Sylvanas is something I find to be deserving special highlight, for expressing her dark, complex and deeply hurt mentality. Writing such character was never easy, and was probably also like that for Blizzard team writing TBC and WotLK. But this campaign did it right. Also Forsaken techtree is superfun to play.

I don't play WoW, but I watch cutscenes and stuff from it from time to time to keep up with the story. When I watched cutscenes from Shadowlands, I remember myself thinking something like "Omg, this is so bad. These guys should play CotF to learn how to write Sylvanas correctly".

Thank you, this really means a lot! Shadowlands was definitely a disappointment. There was so much potential with Sylvanas and they didn't deliver at all. I am quite honored you feel I got her character right!
 
Level 3
Joined
Mar 24, 2014
Messages
9
Hello,

Guess it's around the fourth time I do you campaigns, which I still enjoy much. However, regarding the difficulty settings (hard), I have things to say.

Mission 5 is the big issue, it's a "roll the dice until you have the good waves". I've finally made it, because of that, to be honest. This is what I have observed :

- At the start, the obvious choice is to send Jaina get the Lordaeron followers. They are the main force in the up Orgrimmar. At the same time, you can send Sylvanas and Thrall clean the thunderous lizard at Garrosh portail, then Jaina can arrive precisely when you kill them and activate Garrosh. Then you can get back to Orgrimmar just for the arrival of the waves.

- Here start the problem : you have creeps on the map, Drek'thar to free, and a city to defend. The waves are simply too much to leave efficiently the city to get Drek'thar or creeps, making those things useless.

- The allied IA is useless. Really. Garrosh and Drek'thar often take the long road and fight with lizards and murlocs, sometimes even dying in the process. Worst case is they come, then go up and low, locked into movement, never do anything. But anyway, it's not like what they sent is especially good. Something is wrong with those two guys. The problem is I managed to get Jaina pass through the murloc alone when Thrall and Sylvanas where defending, using her ultimate for taking down the quillboar, and my reward is Drek'thar dying alone on the murlocs and barely doing anything for the rest of the mission. Eh.

- It seems that the waves are random. Playing the campaign, it happens that I have sometimes three waves at each point (which means I lose, there is no way the defender can take that much), sometimes only one by one, the best (or worst from a design perspective?) is the south don't attack regularily letting you breath for a second.

- That brings me to the heroes. They are... not exactly the best defenders of the world. Strangely, Jaina don't have the regular Q, it's only 4 waves, meaning you can't kill necromander/banshee/chariots and the like in one wave. Not having access to her aura of illumination means mana is a big issue overall. Ring of frost is good, except that it have friendly fire, making it often unusable or frankly just a tool to fire in you own foot. Thrall is here to play the aura of illumination, make a earth totem and maybe wolves sometimes. You can let him goes low on mana pool. For Sylvanas, the silence and the summoning are usefull, the rest not much. The global problem is that : you have no hero that can clean efficiently large pack of enemy, no hero with an ability to focus and kill quickly the strongest threats that heroes and frost wyrms are, and mana and heal can quickly become a problem to sustain waves.

- You can't upgrade them efficiently because money is limited and you can't really creep. I think getting a fraction of the money the AI makes during the mission could be good. That reward you if you defend Lordaeron's faction, cause your income is doubled. That means healing and mana potions, and orbs of lightning. Nothing can make your heroes broken but they at least can keep fighting better.

- The size of the map is a problem. The healing and mana fountains are far from each others, going to north to north west to south take a lot of time preventing you to roam efficiently. It's also keep you to creep because you can't afford to walk that far from Orgrimmar.


So, critics is good, but here my ideas to solve a part of the issues (they don't need all to be solve, of course that would totally destroy the difficulty) :

- Concerning Garrosh and Drek'thar, instead of having those two trying to come from the portal, which seems to be a big problem for the pathfinding of the AI, make some space behind Lordaeron and Orgrimmar base. When you activate a portal, they will sent workers, themselves and a bunch of units. The workers will build the altar, and building for troops. Instead of coming with a totally random behavior, they will now be present directly in the Lordaeron base for Drek'thar, and Orgrimmar base for Garrosh. Then it will be a constant reinforcement and a rewarding power spike. The alternative road would be to give control of Drek'thar and Garrosh to the player (not the units, just the heroes).

- About the size of the map, I think you can keep the two, but two changes could help : transform the two fountains in one in the middle of the map that gives mana and health. Being on the middle of the map, that could be a great way to help you to make a last stand (that would buy only a bit of time if the enemy has destroyed north and south, not change everything). Also the shop should be in the middle too.

- Makes the lich coming less often (it's by far the worst enemy to fight, the lich's kit is excellent against anything and the anti magic shield from the banshees prevent you to kill it efficiently). The waves would still be dangerous that way.

One last thing, not sure if it is intended or not, but if you hold 20 minutes but are already drown in the quantity of enemies, the allied don't help you in the defense, meaning you can still lose.

__________________

For the rest of the campaign, my main grip is the unit balance. Dark ranger are interesting by design but things are kinda off about them. They are very fragile, don't have a long range, their ghost form and spiders are too weak to be relevant even in the mission two, and the two types of arrows aren't really a choice. My suggestion, and something that I think is logical from a lore perspective considering dark rangers are heroes to begin with, is changing them to make a 3 food units, with like 500 - 550 hp (so they will not be that fragile). That way, you can justify a stronger spider, ghost form. For the arrows, the poison one needs to be at least at 30% effect instead of 15% to justify itself, I think.

Apothecary have no automatic ability, it's too much micro for abilities not really impactful except the healing waves.

I want just to point that I appreciate the banshees are being able to mind control workers ranging from peons to make dragons in 2, crusader in 3 and 4 for make humans, and vrykul to make mammoth riders in 7 and 10 is awesome. And a solution to many problems. Also, the mammoth rider don't count as food for the later missions, making you able to create an unlimited army of them.

Val'kyr are op. Like, too much op. One of them isn't that strong, but a doomstack of val'kyr is absurd. Ability to heal in pack, going from 1 to 1250 hp, the two different colors means control group are way easier to manager for the heal, you can bring back the deads, and their attack strength is damn powerfull too. Being a flyer, most enemies can just watch you shred everything, and in fly mode, their a armor is still heavy, many the piercing attacks of the ranged units are not as strong as they should be against flyers. They turn mission 11 into a joke. A stack can take down Arthas and every base with no much efforts. I didn't even need the AI in that one (which was doing the same thing as Drek'thar and Garrosh, being unable to know where to go). Why not limit val'kyrs as one per type, so two at the same times in you army? Or turn their armor into light when they fly, so ranged can take down them way faster?

The campaign has a bit too much of heroes sections imo. It's personal, but the RTS aspect is lacking after the Scarlet Crusade arc. 5, Half of 6, 8, 9, and 12 revolves around heroes, that means more than 1/3 of the campaign, and for the rest of the missions, they still do most of the work in 7 and 10. The RTS aspect kinda fell off, especially when most of the strategies are walling and making a big army (of val'kyr in the last two RTS missions).

I have no real solution because you would have to remake for missions from the ground. But heh, I have abandon of the lich king, I was too bored at that point to persist trying him.

I think you can at least turn mission 10 into a time limited one from the beginning. You start with 30 minutes to do it, because you are supposed to come back at the wrathgate. Then Vereesa event after dealing with the vrykuls, with it's own 10 minutes time limit.

Also the Alliance being here in 6 makes no sense. I know you kept that from the 2.0 storyline, but without the wrathgates, they are no explanations of being in Undercity. I think making an event like Jaina warning Thrall when you destroyed the demonic forces outside that Varian, being aware of what happens, have come to deal with the demonic threat, and that he will soon interfere. Then you do the Undercity section, and when the Alliance comes at the end, that makes sense. They are just late.

Anyway, my favorite mission was 4. Defending as hard as you can, collecting meats on the attackers, feeding the bats that slowly take ground for you, and making the Crusade rebels are all great ways to turn what seems to be an impossible mission into a really pleasant one.
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Thanks for your feedback! The difficulty of the campaign is currently all over the place as the AIs have been broken since the last couple of patches. This is the main reason why CH5 is so unpredictable. My main goal with the campaign's next update is to create a new, predictable AI system for all maps, which should make CH5 much easier to balance. This also includes fixing the friendly AIs, which should make them predictable as well.

As for your other suggestions, I like the idea of buffing Dark Rangers, although I'm okay with them staying a 2 food unit. It's interesting that you point out CH11 as too easy since the impression I've had from other people is that it's actually one of the harder maps. I suppose making a ton of val'kyr can make it easy, but I think I'm okay with that. I'm not sure if I want to nerf the val'kyr or prevent the player from using that specific tactic to win. I'll need to look into it.

And your point about CH6 makes sense. I like the idea of involving Jaina there before the actual attack.
 
Level 9
Joined
Dec 29, 2017
Messages
154
So for Mission 5 which is the most difficult mission in the game.

You can actually unlock the 2 bases before the first wave.

First as soon as the game starts send Thrall and Sylvanus to the first Gateway. Then send Jaina to teleport the small units that are the near the undead bases. Then Send Jaina to the first porta

Use Sylvanus and Thrall to quickly kill the enemies but don't use Sylvanus's transform ability.

After they die Jaina should be getting close to the portal

Use sylvanus's blink ability to teleport yourself to the top of the portal. During the fight Jaina should reach the first Portal. Send Thrall back through the portal.

the first waves are the easiest and the best time to make to unlock both portals.

After that use Jaina to unlock the other portal and send both you guys home.

Just to be clear if anyone has any funny ideas. No you cannot train units in this mission. I kept the shadowhall from mission 1 (you can get them at mission 2 as well) and they don't build in this mission.

This was a really difficult mission. I had to save and load several times and half the base was destroyed. But i finally did it.
 
Level 3
Joined
Mar 24, 2014
Messages
9
Thanks for your feedback! The difficulty of the campaign is currently all over the place as the AIs have been broken since the last couple of patches. This is the main reason why CH5 is so unpredictable. My main goal with the campaign's next update is to create a new, predictable AI system for all maps, which should make CH5 much easier to balance. This also includes fixing the friendly AIs, which should make them predictable as well.

Ah, this explains that! I will wait for the fix, it will be cool to play again under better circumstances then.

As for your other suggestions, I like the idea of buffing Dark Rangers, although I'm okay with them staying a 2 food unit. It's interesting that you point out CH11 as too easy since the impression I've had from other people is that it's actually one of the harder maps. I suppose making a ton of val'kyr can make it easy, but I think I'm okay with that. I'm not sure if I want to nerf the val'kyr or prevent the player from using that specific tactic to win. I'll need to look into it.

If you don't buff their attack damages, I think it should be still balanced. Strong ranged units, for sure, but not too op.

I remember doing the chapter 11 also with blood bats years ago, when the AI was efficient (before Reforged). I honestly don't find it hard when you understand making ground units is kinda pointless considering how many people there are on the ground. Bats can utterly destroy frost wyrm and gargoyles and nuke quickly casters, when the ally pushes, or val'kyrs can do val'kyrs things and win without the AI (what I have done). You can even left Vereesa and Sylvanas to defend with towers at your base with ease. It's a long map for sure seeing the amount of ennemies but I had more trouble with more or less all other chapters (not saying all were difficult, just a time to adjust my strat).

Honestly I don't think you should nerf that much val'kyr in this case if you want to keep them strong, maybe just making their armor light so they are a regular flyer with the regular weakness of flyers. Don't know if it's possible to keep an heavy armor on the ground and a light one in air when you swtich? Even then, by being cautious, I think you can deal with the mission.

Shellshock :

Ah I didn't think of using Sylvanas ultimate ability to directly deal with the hurans in the highground. Interesting idea.

But with the broken AI, I have to point that the first waves are actually not necessary the easiest, I've faced more than one time (I've reload this chapter 20 times) three attack waves able to destroy a lot of buildings. It will probably be better when everything with the AI will be fixed.
 
Level 5
Joined
Dec 28, 2017
Messages
63
Thanks for your feedback! The difficulty of the campaign is currently all over the place as the AIs have been broken since the last couple of patches. This is the main reason why CH5 is so unpredictable. My main goal with the campaign's next update is to create a new, predictable AI system for all maps, which should make CH5 much easier to balance. This also includes fixing the friendly AIs, which should make them predictable as well.

As for your other suggestions, I like the idea of buffing Dark Rangers, although I'm okay with them staying a 2 food unit. It's interesting that you point out CH11 as too easy since the impression I've had from other people is that it's actually one of the harder maps. I suppose making a ton of val'kyr can make it easy, but I think I'm okay with that. I'm not sure if I want to nerf the val'kyr or prevent the player from using that specific tactic to win. I'll need to look into it.

And your point about CH6 makes sense. I like the idea of involving Jaina there before the actual attack.
Hi ! Will you update it for 1.36 or for the latest patch before reforged ? Kinda curious since i have to keep like 4-5 different versions of the game to be able to play all my favourite campaigns :/ Wish all the creators would update it to latest patch just for convinience but i understand their reasons why they are not :p
Anyway, glad to hear the update is coming, cant wait to try it ;)
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Just to be clear if anyone has any funny ideas. No you cannot train units in this mission. I kept the shadowhall from mission 1 (you can get them at mission 2 as well) and they don't build in this mission.
Never occurred to me you could bring a Tiny Shadowkeep to a later mission. I should turn on building options then, if I a player does that, they should be rewarded!

If you don't buff their attack damages, I think it should be still balanced. Strong ranged units, for sure, but not too op.
I think I'll buff their HP a bit and give them a weaker version of Evasion as a passive. It feels in theme with Dark Rangers (calling it something like Wrapped in Shadows), and I would like them to have a bit more survivability.

Hi ! Will you update it for 1.36 or for the latest patch before reforged ? Kinda curious since i have to keep like 4-5 different versions of the game to be able to play all my favourite campaigns :/ Wish all the creators would update it to latest patch just for convinience but i understand their reasons why they are not :p
Anyway, glad to hear the update is coming, cant wait to try it ;)
I am planning to update it for the current patch and just keep one version of the game available in the future. It's a lot of work, but I hope to finish it sometime soon-ish.
 
Level 9
Joined
Dec 29, 2017
Messages
154
Never occurred to me you could bring a Tiny Shadowkeep to a later mission. I should turn on building options then, if I a player does that, they should be rewarded!
If that's the case I do Request an additional goldmine as the units that you save nearest to the base use that goldmine. Also a goldmine on the last mission since you can keep one in that regard as well.

I'm sure you have a bunch of ideas that you want to implement. I should've kept track of the things I wanted to change.

But Overall I don't think I have that much of a problem.

For the mission Involving Balanzaar that you have to kill. Why not Have us kill a Hero from the Human side so Balanzar has a reason to get pissed.

I would like an option for this because I would like to test whether or not I can kill both Balanzar whilst being attacked by humans as well for the flex.

My Final request would be to have control over my allies in every mission. IN EVERY MISSION.

Final Final Request. A good chunk of us have already beaten the level (without cheats) despite it being this hard. Would you add an impossible difficulty?

But with the broken AI, I have to point that the first waves are actually not necessary the easiest, I've faced more than one time (I've reload this chapter 20 times) three attack waves able to destroy a lot of buildings. It will probably be better when everything with the AI will be fixed.
You should still be able to beat the enemies. I know they aren't the easiest but thrall should be able to slow down until the rest of your heroes arrive.
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
For the mission Involving Balanzaar that you have to kill. Why not Have us kill a Hero from the Human side so Balanzar has a reason to get pissed.
Oh I'm way ahead of you ;)

dfd.png


Final Final Request. A good chunk of us have already beaten the level (without cheats) despite it being this hard. Would you add an impossible difficulty?
An insanity difficulty, eh? I like this idea...
 
Last edited:
Level 5
Joined
Dec 28, 2017
Messages
63
I am planning to update it for the current patch and just keep one version of the game available in the future. It's a lot of work, but I hope to finish it sometime soon-ish.
Awesome ! Also, will you update Rise of the Blood Elves too ? I think rotbe update is a bit more urgent, since cotf got a bit more love back in the days :p (just my opinion)
 
Level 3
Joined
Mar 24, 2014
Messages
9
You should still be able to beat the enemies. I know they aren't the easiest but thrall should be able to slow down until the rest of your heroes arrive.

I've done it before writing my post. It's just that the IA don't work properly for now and the difficulty depends very much from what they actually do.
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Hello, friends! I need a few people to help me test the new AI system in Curse of the Forsaken. So far, it is implemented into only one map (Chapter Four, the final Scarlet Crusade map). I really want to test it to death before implementing it further, so I think it would be very helpful if I had more hands and eyes on it. Five or six people would be ideal.

This is for the current version of the game (WC3 v1.36.0). Please apply only if you own this version of the game, and if you are going to be available to play the map a few times on multiple difficulties and provide more thorough feedback, especially if you run into any issues. I will invite you into a Discord server where we can discuss a bit more in detail how I'd like you to approach testing.

It would also be very helpful if anyone who is more experienced with triggers would like to take a look at how I set it up and offer suggestions whether anything can or should be done differently, if I might be missing anything, etc.

Also, I will likely need additional testing once the whole campaign update is done, so let me know immediately if you are interesting in doing that in the future as well.
 
Last edited:
Level 3
Joined
Mar 24, 2014
Messages
9
I would have gladly helped you but I will be a bit busy with Baldur's Gate for the next... days, at least? Not the best timing haha
 
Level 9
Joined
Dec 29, 2017
Messages
154
its wild to think this is actually getting an update.

Played adventures Rowan the Wise. Got an update

Played Curse of the Forsaken. Got an Update

what should I play next? XD
 

mym

mym

Level 4
Joined
Jul 29, 2023
Messages
9
Hello, friends! I need a few people to help me test the new AI system in Curse of the Forsaken. So far, it is implemented into only one map (Chapter Four, the final Scarlet Crusade map). I really want to test it to death before implementing it further, so I think it would be very helpful if I had more hands and eyes on it. Five or six people would be ideal.

This is for the current version of the game (WC3 v1.36.0). Please apply only if you own this version of the game, and if you are going to be available to play the map a few times on multiple difficulties and provide more thorough feedback, especially if you run into any issues. I will reach out in a day or two and then invite you into a Discord server where we can discuss a bit more in detail how I'd like you to approach testing.

It would also be very helpful if anyone who is more experienced with triggers would like to take a look at how I set it up and offer suggestions whether anything can or should be done differently, if I might be missing anything, etc.

Also, I will likely need additional testing once the whole campaign update is done, so let me know immediately if you are interesting in doing that in the future as well.
discord: mym97
 

mym

mym

Level 4
Joined
Jul 29, 2023
Messages
9
Curse of the Forsaken (5/5)

Pros:
  • Gameplay
  • Cinematics
  • Language/dialogue
  • Story
  • Easter Eggs
  • Lenght
  • Diversity in playstyle
  • Balance
  • Atmosphere

Cons:
- Nothing worth mentioning

However some times custom models are not better than the original resources, hope to see AI voices added.

played on Reforged
 
Level 6
Joined
Feb 18, 2020
Messages
36
Curse of the Forsaken (5/5)

Pros:
  • Gameplay
  • Cinematics
  • Language/dialogue
  • Story
  • Easter Eggs
  • Lenght
  • Diversity in playstyle
  • Balance
  • Atmosphere

Cons:
- Nothing worth mentioning

However some times custom models are not better than the original resources, hope to see AI voices added.

played on Reforged
I have played the campaign in Reforged and i changed some models like the dark rangers and sylvanas banshee form . I will stream the campaign on my chanel next month after finishing Rise of the Blood Elves
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Curse of the Forsaken Classic

Hi, everyone! This is a bit of an update post. I feel confident enough to say that the upcoming update for Curse of the Forsaken is progressing very well. I will also be be bold and say, if everything goes according to plan, it will be finished in a month or two.

The update will be called Curse of the Forsaken Classic, referring to the campaign's usage of classic graphics. I originally intended for this to be a fairly small update, but it has grown quite a bit in the meantime. It's not a massive overhaul of the campaign as v3.0 was, but it's fairly significant update on its own.

At the moment, most of the changes and systems are set in place and it's just a matter of applying them to all the maps.

Here's a brief of some of the main changes to come:
  • An overhaul of the enemy and ally AI system across all maps, ensuring a more stable gameplay experience due to lack of unpredictable AI behaviour or glitches.
  • Rebalanced difficulties. Normal will now allow the player to take a breath, but hard will remain properly challenging. With the new AI system the maps are significantly easier to balance.
  • Update to all the factions in the campaign, making everyone stand out in their own way. For example, the Forsaken will see some visual updates and new abilities while the Scarlet Crusade will receive a full overhaul.
  • Overhaul and update to some of the side quests. Some of the more boring side quests have been replaced with more unique, interesting ones. For example, in Chapter Three, Rhonin will no longer ask you to destroy a Scarlet Crusade base but to help him stabilise the waygate network the Kirin Tor has set up around the map. You will have to destroy ghosts and wraiths haunting the network while facing some familiar enemies.
  • New unique items.
  • The terrain of some of the maps has been siginificantly updated.
  • Some of the maps have received some changes and some have new features. For example, the Scarlet Crusade in Chapter Four has some new, familiar heroes on their side, while in Chapter Eleven the Horde and Alliance's gunships will be joining the pitched battle in Icecrown.
  • A couple of cinematics have new scenes in order to improve the pacing of the story.
  • A lot of other minor fixes and changes ensuring a more overall polished experience.
I am very excited for you all to play this update. It's been a long time since I've done anything Warcraft 3 related, so it has been a lot of fun working on this. After this update, Curse of the Forsaken will be, in my opinion, a truly polished experience.


State of Rise of the Blood Elves

Read more here about my intention for an update for Rise of the Blood Elves: Rise of the Blood Elves v3.0


Discord server

Additionally, I've created a Discord server for the discussion of my campaigns. I will share screenshots there, ask for suggestions if I need any, and update you on the progress of the campaign as I'm working on it. I have made separate channels for discussing RotBE and CotF. Feel free to join if you'd like to discuss my campaigns and share any of your own suggestions.

Click here to join: Join the Tomoraider's WC3 Campaigns Discord Server!
 
Last edited:
Level 26
Joined
Nov 5, 2010
Messages
1,383
Hey everyone, I wanted to post a bit of a general update where I'm at with CotF Classic since I had originally said it would take a month or two in my last post.

While it's progressing really well, it's going to take longer. Not sure how much, but I am about halfway there. I had underestimated how much time some of these changes would take, and one thing led to another and I had a bunch of new ideas along the way (as well as some issues) that have added to the time.

I post occasional updates of my progress in the Discord server I made, and some of the users there have made some great suggestions that have made it into the campaign (and added to the development time as well! 😄). Here's a new invite link if anyone would like to join: Join the Tomoraider's WC3 Campaigns Discord Server!

I am confident this is going to be an awesome update once it's done. With the new AI system, updated factions and other stuff, it really feels like a more advanced version of CotF. I'm super excited for everyone to experience this version of the campaign!
 
Last edited:
Level 8
Joined
Apr 14, 2011
Messages
463
Curse of the Forsaken Classic

Hi, everyone! This is a bit of an update post. I feel confident enough to say that the upcoming update for Curse of the Forsaken is progressing very well. I will also be be bold and say, if everything goes according to plan, it will be finished in a month or two.

The update will be called Curse of the Forsaken Classic, referring to the campaign's usage of classic graphics. I originally intended for this to be a fairly small update, but it has grown quite a bit in the meantime. It's not a massive overhaul of the campaign as v3.0 was, but it's fairly significant update on its own.

At the moment, most of the changes and systems are set in place and it's just a matter of applying them to all the maps.

Here's a brief of some of the main changes to come:
  • An overhaul of the enemy and ally AI system across all maps, ensuring a more stable gameplay experience due to lack of unpredictable AI behaviour or glitches.
  • Rebalanced difficulties. Normal will now allow the player to take a breath, but hard will remain properly challenging. With the new AI system the maps are significantly easier to balance.
  • Update to all the factions in the campaign, making everyone stand out in their own way. For example, the Forsaken will see some visual updates and new abilities while the Scarlet Crusade will receive a full overhaul.
  • Overhaul and update to some of the side quests. Some of the more boring side quests have been replaced with more unique, interesting ones. For example, in Chapter Three, Rhonin will no longer ask you to destroy a Scarlet Crusade base but to help him stabilise the waygate network the Kirin Tor has set up around the map. You will have to destroy ghosts and wraiths haunting the network while facing some familiar enemies.
  • New unique items.
  • The terrain of some of the maps has been siginificantly updated.
  • Some of the maps have received some changes and some have new features. For example, the Scarlet Crusade in Chapter Four has some new, familiar heroes on their side, while in Chapter Eleven the Horde and Alliance's gunships will be joining the pitched battle in Icecrown.
  • A couple of cinematics have new scenes in order to improve the pacing of the story.
  • A lot of other minor fixes and changes ensuring a more overall polished experience.
I am very excited for you all to play this update. It's been a long time since I've done anything Warcraft 3 related, so it has been a lot of fun working on this. After this update, Curse of the Forsaken will be, in my opinion, a truly polished experience.


State of Rise of the Blood Elves

Read more here about my intention for an update for Rise of the Blood Elves: Rise of the Blood Elves v3.0


Discord server

Additionally, I've created a Discord server for the discussion of my campaigns. I will share screenshots there, ask for suggestions if I need any, and update you on the progress of the campaign as I'm working on it. I have made separate channels for discussing RotBE and CotF. Feel free to join if you'd like to discuss my campaigns and share any of your own suggestions.

Click here to join: Join the Tomoraider's WC3 Campaigns Discord Server!
Hey, I've tried to join the discord server but it says invitation it's expired, can I get other? :D
 
Level 7
Joined
Oct 12, 2020
Messages
82
just finished hard mode today and i am gonna be honest i expected it to be a total nightmare but was pleasantly on how balanced all difficulties so that it wasn't just a grind of sitting in your base till you get all upgrades then attack
thank you for providing such a great experience once again!
 

D35

D35

Level 2
Joined
Nov 5, 2023
Messages
2
This is a masterpiece. It is at the same level that a Blizzard Campaign if not better. It's my favorite campaign so far. The last 5 missions are pure art. I'm very surprissed by the level design, everything fits perfect. ★★★★★
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
just finished hard mode today and i am gonna be honest i expected it to be a total nightmare but was pleasantly on how balanced all difficulties so that it wasn't just a grind of sitting in your base till you get all upgrades then attack
thank you for providing such a great experience once again!

This is a masterpiece. It is at the same level that a Blizzard Campaign if not better. It's my favorite campaign so far. The last 5 missions are pure art. I'm very surprissed by the level design, everything fits perfect. ★★★★★
Thanks for playing, glad you liked it!
 
Level 26
Joined
Nov 5, 2010
Messages
1,383
Hey everyone! As you may recall, a few months back I had said CotF Classic would take a month or two to be finished, which I very much overestimated. But the scope of the project has significantly grown since those few months back and there is a lot more work to do than I had originally intended.

So I wanted to give something back, and December is the best month to share winter-themed content. Enjoy this first proper view into the update, an overhaul of the previous version of this very familiar cinematic.


I discuss my work on the campaign regularly with the members of my Discord server and share work in progress, feel free to join if you'd like to participate: Join the Tomoraider's WC3 Campaigns Discord Server!
 
Level 29
Joined
May 14, 2021
Messages
1,114
Chapter 2 won't load :( I'm stuck on a black screen
Check your game version. There were many comments regarding this matter. I even posted the picture about detailed instructions in order for this campaign to be playable long time ago. However, since the detailed instructions was deleted for some reason by the moderator, I couldn't give an exact methods here. Go to the previous posts of this thread and look for solution.
 
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