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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Exodus of the Horde (Original Voice Over)

Submitted by Kostyarik
This bundle is marked as approved. It works and satisfies the submission rules.
Exodus of the Horde with original voiceovers
-- Obsolete with Reforged, only for Classic TFT --
Exodus of the Horde bonus campaign INCLUDING the voiceover which was included in Prologue Campaign that came with the original Warcraft III Demo, but was missing in TFT custom campaign. In fact this one is demo-like (Prologue Campaign that came with the original Warcraft III Demo, which includes tutorial levels) for people who would like to play demo, but wants to have latest version features available like widescreen support and alt for healthbars.
You can start either from Tutorial mission or from Riders on the Storm, but your hero is cache-saved through the whole campaign, so if you do start from the tutorial level, you'll have ring +1 def and a couple of consumables with you on Riders of the Storm =) I have also switched Demolishers to Catapults with it's stats on RoC 1.26 and removed TFT upgrades.

Features


  • Featuring original voiceover from Warcraft III game Demo installation
  • Featuring original Warcraft III game Demo mission pack: two tutorial missions and three missions from
    Exodus of the Horde custom campaign included in the Frozen Throne installation. Here's a little scheme:

    Warcraft III Demo campaign

    RoC Prologue

    • Chasing Visions
    • Departures

    TFT Custom campaign

    • Riders on the Storm
    • The Fires Down Below
    • Countdown To Extinction

  • Featuring original Warcraft III game Demo gameplay (RoC)

You can get more info here. (external link)

Credits

  • Campaign by Blizzard Entertainment
  • Compilation by Kostyarik


The reason for me posting this was because a lot of people didn't know there was a voiceover in a custom campaign that was included in TFT installation and that it was a part of Prologue campaign initially, for it contains some essential lore elements specifically why does the horde has blue trolls.

I think I missed nothing in voiceover and text hints, but you know =) bugs and suggestions will be most welcome =)

Changelog

  • Fixed various minor bugs, including the visibility bug with Sen'jin in The Fires Down Below.
  • Loading screens for tutorial chapters are replaced with wc3 game demo version of those.
  • 23.04.15 Updated cinematic map file to hide scorescreen
  • 30.09.15 Fixed ending cinematic in Countdown to Extinction (ships didn't appear in it)

  • 03.07.16 Revamped 03.09.15 Fix (the one i made included terrain and unit editing - reverted to original map file, the problem existed because original trigger missed a parameter for some reason, just fixed that)
  • 03.07.16 changed victory scorescreen image to RoC one
  • 03.07.16 changed attack/defence type for heroes and spellcasters to RoC settings ("piercing" for spellcasters and "normal" for heroes, "light" defence for spellcasters)
  • 03.07.16 changed description for items involved in optional quest in mission "Riders on the Storm" (couple of sentences of description in game demo map were shrunk to "Magical %itemname%" for TFT bonus campaign map for some reason)
  • 03.07.16 changed cinematic map not to require to press any key (used "default" loading screen with black backround and all the consequences. This is my lapis offensionis, i honestly don't like the way it looks now, but it appears to be more practical)

  • 15.07.16 fixed several sound bugs in "Fires Down Below"
  • 30.01.17 changed cinematic map loading screen
  • 12.01.20 fixed more sound bugs in "Fires Down Below"
  • 12.01.20 changed humans team color to dark green
  • 12.01.20 fixed intro cinematic bug in "Countdown to Extinction" (Sea Witch didn't appear in it)
  • 12.01.20 changed murloc models to use RoC version (just read the wiki lol =) )
  • 12.01.20 changed archmage's name to be Kelen the Seeker only
  • 12.01.20 changed Thrall's attack type to "normal" (RoC version)
  • 13.01.20 fixed murlocks' skin in mission 1
  • 13.01.20 added cinematic subtitles to rescued units from cages in mission 2
  • 13.01.20 changed troll witch doctor's attack to "piercing"
  • 13.01.20 addition to original triggers to fit cinematics for widescreen (hidden units and doodads)
  • 13.01.20 changed scorescreen icon to murloc in episode 4 and 5, thanks to Mayday Much oblidged m8!
  • 21.02.20 remade from 30.01.17 including all the changes with 1.26 version WorldEdit. Should be compartible for all further and previous versions

Screenshots
[​IMG]

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Notice for mapmakers

Campaign archive also contains unused sound files, which were found in game demo .mpq (the following sound files appear in the Demo but aren't used in any known part, they aren't attached to any trigger):

Riders on the Storm
  • D03Grunt17: Warchief, one of the humans escaped!
  • D03HeadHunter19: Our spears would be no good against that shields, run!
  • D03Thrall16: Humans, just what we needed... Don't let them get away!
  • D03Thrall18: Damn, they'll alert the outpost for sure. Prepare for battle!
  • D03Thrall25: Stay alert, not all the island inhabitants are friendly.
  • D03Thrall30: This wards contain healing power.
  • D03Troll26: Welcome to the village mon.
  • D03Troll27: You are green or I'm just seeing things?
  • D03Troll28: I hope you help us get rid of those nasty humans.
The Fires Down Below
  • D04Footman16: Orcs! Get up!
  • D04Footman23: Orcs, I should have known... attack!
  • D04Grunt11: Free at last!
  • D04Grunt13: Those fish creatures must pay!
  • D04MurlocSorcerer30: You may have rescued the others but I'll see to it that the exalted one does not go completely unpleased.
  • D04Thrall15: There are maybe other creatures down here, these paltry wretches died before they were even sacrificed.
  • D04Thrall17: Will you humans never learn?!
  • D04Thrall20: These cave may lead outside, but we can't leave without the others.
Countdown to Extinction
  • D05Thrall15: One of the shamans must have found a way to purify this fountain.
  • D05Troll13: Hey, you got room for one more mon?
Info on those found here: Warcraft III Demo



Keywords:
Demo Campaign, Exodus of the Horde, voiceover, voice acting
Contents

Exodus of the Horde (VoiceOver) (Campaign)

Reviews
Moderator
02:55, 17th Apr 2015 Orcnet: The Voice-Overs are truly amazing, I am really fascinated when Blizzard to Warcraft have unfinished business that ends up leaking inside hidden places, who knows we might catch the map based from Tharifas the green...
  1. Kostyarik

    Kostyarik

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    Thank you =)
     
  2. Kostyarik

    Kostyarik

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    I hope too they will make localisation of Exodus of the Horde campaign for Reforged - i mean that was the reason for me posting this in the first place - cuz there was none =)
     
  3. pyf

    pyf

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    In the demo version of Warcraft 3, all the text and its corresponding voice-overs are in English. Blizzard never released any localized version of the demo version of the game afaik.

    Based on my French paid version of the game, the first two missions (= the RoC Prologue) are fully localized (both text and voice-overs). As for the three remaining missions which shipped with TFT, only the text was localized and there were no voice-overs at all.
     
  4. Kostyarik

    Kostyarik

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    Honestly at this point i think there will be need for same moded content for reforged - and it'll be available in eglish from modders. I doubt that they'll make localisation for those =(
     
  5. Jarvis Mercer

    Jarvis Mercer

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    Thanks for this file

    As new version out from 1.30.2 and above till 1.30.4 this campaign was removed from BE original installation
    I don't know why but even with pre purchase reforged nothing worked

    But I download this and place it : Documents > Warcraft III > Campaigns
    And now I played this wanted map

    Many people has this problem and more ticket sent to BE support day by day

    Thanks

    Still in 2019
     
  6. Jarvis Mercer

    Jarvis Mercer

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    I will checking further releases and checking of compatibility too

    But, as for now anyone wants to try horde campaigns can download maps from this forum

    Specially those not edited and its the original version with voiceover
     
  7. Kostyarik

    Kostyarik

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    Hello everyone, I'm having a bit of trouble launching my WC3 game, sof if anyone has any info on 1.31 compartibiity, i will be very happy to hear it and update the header, if there are no issues =)
     
  8. Kacpa2

    Kacpa2

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    Its works properly so far for me, voicelines work cutscenes plays. Btw did you update the kul tiras forces to dark green or its some old edit of your campaign i did when i downloaded it first myself xD?
    [​IMG]
    Aside of widescreen showing some things unintentionally(like human footman on a shore in scene where Sen'jin walks it. On 4:3 he wouldnt be visible but in windescreen he is standing there and it looks weird xD)
    [​IMG]
    [​IMG]
    It kind of messes up Thrall's surprise with humans being on the island xD
    As additional suggestion it would be nice to fix few of these issues(it happenes in cutscene where grom is released too, grunt who informs about clans assembling for the voyage just spawns on the right side of hte screen in 16:9 resolution spawning him further back and adding short wait trigger for 1s so he can run up to thrall would solve the problem.
    Ah and shouldnt it be...2 knights near the last gate in departures in stead of 2 captains and 2 riflemen?
     
    Last edited: Jul 22, 2019
  9. Kostyarik

    Kostyarik

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    @Kapca2:
    Thank you for your much informative response =) and your rate =) i'll update the header.

    1) No, i didn't modify any colors/models/etc to keep the condition of files as close to genuine as i could. There was a suggestion by "A Void" to change sea witch model to naga one, which i actually liked, but as it says in header - author - B.E.; compilation - K =) so again - as genuine as possible =)
    2) Right, this was a nice suggestion about 4:3 going to 16:9. It's honestly not a big deal to add a couple of triggers to hide units/buildings "owned by someone" during cinematics, but TBH i think it happens throughout the whole campaign here and there, so i'll wait and check the news if Blizzard is going to do something about this issue - if they do it for main campaign and forget about this one - this'll be added, if not... ff i'll think about it (still want it to be as genuine as possible). TBH i doubt they'll going to do it as the reforged is coming out this year, but we'll wait and see =)

    Also, if the Reforged will be compatible with current game files and the demo campaign won't be in it - i'll update this one for Reforged compatibility =)
     
    Last edited: Sep 12, 2019
  10. cleavinghammer

    cleavinghammer

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    Chapter 3 is available without completing chapter 2.
    Weird terrain bug in the first level where large areas of terrain blink on and off (and reveal the terrain when in fog of war. Seen in the first level north of the gnoll camp (wheren the path turns south) and in the second level's intro cutscene.
     
  11. Kostyarik

    Kostyarik

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    Chapter 3 is available because some people only want Demo missions, not the tutorial (made to skip one =) )
    I'll check about the terrain bug, thank you =)
     
  12. cleavinghammer

    cleavinghammer

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    4th level:
    The second grunt's "For The Horde!" isn't voiced and has no origin.
     
  13. Augur

    Augur

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    Very nice bundle! I like the ease of use and convenience of it. Not everything has to be custom and original, sometimes little projects like this are welcome. Whenever I replay Reign of Chaos and Frozen Throne campaigns in order, I always play first your Exodus of the Horde pack to get a nice sense of continuity.

    In this regard, I would love for you to apply Kacpa2's suggestion to change the humans' color to dark green. Not only to be consistent with Kul Tiras' nation color in Warcraft II, but because the Kul Tirans appear again in chapter 3 of the Reign of Chaos orc campaign (Cry of the Warsong) and in the Frozen Throne bonus campaign, and in both of them they are dark green. On the other hand, blue is the standard, boring color the game gives to humans for the second chapter of Exodus of the Horde and all the chapters in the human RoC campaign, so changing the humans' color would make for a nice visual cue that something is different this time... I don't know, it might be a bit of nitpicking but I think it's a good change and easy to apply.

    Another thing I want to suggest is to change the loading screen pictures for chapters 1 and 2, I think the ones from the prologue version in RoC are more detailed and beautiful. I don't know if this is feasible or easy to do, though. I know I can play the prologue version and then continue with chapter 3, but I like to save my progress from mission to mission.

    Anyway, thanks for puting this bundle together!
     
    Last edited: Oct 3, 2019
  14. Kostyarik

    Kostyarik

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    Fixed, thank you =)

    Thanks for your warm comment =) After giving it some thought i think i agree with this, would be quite lore-wise, changed that =)
    On the point of changing loading screens - those from RoC prologue were there originaly but i decided to replace them with demo ones, so there would be single lloading screen style throughout the campaign.


    P.S. fixed some other minor bugs, see changelog =)
     
    Last edited: Jan 12, 2020
  15. Azalen999

    Azalen999

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    Something i have noticed about this campaign about the third, final chapter. The mission is kinda very hard to complete, which surprised me since this is basically a tutorial campaign. The murlocs are constantly attacking not giving you a second to recover, not to mention their overpowering siege golems which are making mincemeat out of my towers. i could barely even complete the secondary objective and i was playing on normal difficulty. Also i have seen that this map has a bunch of neutral creeps like wolfes and thunder lizards, how is it possible to kill them when i cant even leave my base with all the constant attacks? Maybe originally this mission had a 30 minute timer instead of 15min?
     
  16. Kostyarik

    Kostyarik

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    Sorry m8, it's Blizzard original, changed nothing =)
     
  17. Kostyarik

    Kostyarik

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    Fixed A LOT please consider downloading new version =)
     
  18. Josephine Lithius

    Josephine Lithius

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    I played this version of the Demo Campaign, today. Everything seems mostly right. However, I did run into a couple of minor things and… one major one.
    • In Chapter Three: Riders on the Storm, I've noticed that destroying any random Human building will sometimes trigger the end of the mission. In the demo, destroying the Altar of Heroes is what normally triggers this.
      (Destroying the Altar of Heroes will consistently end the mission in this Custom Campaign, however.)
    • In Chapter Four: The Fires Down Below, after Sen'Jin is killed by the Murloc Sorcerer, his corpse disintegrates and eventually disappears, just like any slain unit. This does not happen in the demo, however – his body stays right where it is, making the conversation that follows a little less weird.
    • In Chapter Five: Countdown to Extinction, the map acts as expected until there is one minute left on the clock. When the countdown reads 1:00, the game suddenly slows down to an unplayable 0.25 FPS.
      At first, I thought it was because of the absolutely overwhelming amount of units that spawns, at that time. When I replayed the mission and destroyed every single enemy building, however, the game still slowed to a crawl once the clock hit 1:00. So, if I had to guess as to why this happens, it's a simple case of overloading the game engine with requests/commands. And, of course, whether or not the enemy buildings are there to spawn creatures, the map seems hard-coded to make requests every couple of cycles (I think?) to spawn new units.
      (If you're curious, the computer I tried this on isn't exactly a "gaming computer," but it can run the game pretty consistently at somewhere between 20-to-30 FPS at Fast speed, on the lowest graphic settings, and at 1366 x 768 resolution in Windowed Fullscreen.)
    Weirdness (and the last thing) aside, this has been a very enjoyable step into the past. I'm very happy that you went to the trouble to make this so people like me can play the full demo campaign in the modern client. (Well… in the last pre-Reforged/Public Test Realm version, anyway. So… June '19?) I also like the one-or-two little changes you made, such as making the Kul'Tiras light-blue instead of Alliance-blue.

    Cheers and thank you!
     
    Last edited: Feb 1, 2020
  19. Kostyarik

    Kostyarik

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    Thank you for your warm reply and much informative report. I wanted to abandon this project as long as these maps were included into the Reforged version of Wc3, but after metacritic hype i think i'll update it a bit. Right now i want to convert reforged campaign maps to be compartible with classic TFT, and replace demo maps with those, hope it'll fix the mission 4 death animation bug and mission 5 performance bug. I'll look into those if not =)

    Also I'm quite struggling for now - should i change the Sea Witch model (missions 4-5) and murloc custom structures (altar and water towers) to naga ones (according to Reforged) or not. There were requests, but i feel like it's more WoW cannon than Wc3 cannon... and i always prefer to stick with wc3 - i'm old =)))

    When I'll take the decision, the update will be available =)
     
  20. cleavinghammer

    cleavinghammer

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    Sea Witch I think you should change to a Naga, it just makes more sense than her being a ghost. Structures I feel can be kept, since, well, they're Murlocs.