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[Campaign] Fight for Freedom

Fight for Freedom 0.1v is a campaign set in the war scarred world of Arkathor an unforgiving land shaped by the ashes of the First and Second Great Wars. Empires once thought eternal have fallen, their ruins now serving as both graveyards and reminders of a fractured past.
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This is not a tale of kings or heroes.
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You will experience the story through the eyes of outcasts, bandits, exiles, and survivors those who still cling to the fading memory of the fallen Kingdom of Lathric. Bound not by honor, but by loyalty, desperation, and a shared hatred for what the world has become, they walk the thin line between survival and damnation.

With this campaign, the goal is more than storytelling. It is a culmination a proving ground of everything learned through countless past builds, iterations, and forgotten maps. Every battle, every choice, every moment reflects that journey.

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Dark Mage Valdemar


An ancient figure from the long-lost Black Orders, Valdemar is a relic of a darker age. Once a wielder of forbidden knowledge within a powerful empire, he now wanders a broken world that turned its back on him. Cold, calculating, and burdened by secrets best left buried, he abandoned his homeland not out of cowardice but necessity. Whatever he seeks now, it did not die with his empire.


Ruther, Son of Valdemar


Raised in ruin, Ruther knows nothing of glory—only the aftermath of ambition and war. Young, volatile, and dangerously impulsive, he carries both the blood and the shadow of his father. Where Valdemar is restraint, Ruther is fury. The world forged him in violence, and he answers in kind. Whether he will rise above it… or become something worse, remains uncertain.


The Ancient Black Order


Whispers of their existence linger like a curse. Once a secretive circle of mages who delved into powers beyond mortal understanding, their influence shaped empires from the shadows. When those empires fell, the Order vanished erased from history… or so it seems.

Some say they were destroyed.
Others believe they are watching.

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Chapter One Complete.
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I feel that having Warcraft on the logo is misleading since it's supposed to be in a custom story universe? But one huge similarity: two great wars.
Well, I don’t think it would mislead anyone at least that wasn’t my intention. I just thought the name sounded nice, even if it’s associated with Warcraft, since that’s where the mod is hosted. The actual name is Fight for Freedom xd
 
Well, I don’t think it would mislead anyone at least that wasn’t my intention. I just thought the name sounded nice, even if it’s associated with Warcraft, since that’s where the mod is hosted. The actual name is Fight for Freedom xd
It's like saying Star Wars: Garbage Collector but you'd expect people to think it's about some garbage collecting relating stuff not set in the Star Wars universe but made in the Star Wars way? Just my zip cents.
 
It's like saying Star Wars: Garbage Collector but you'd expect people to think it's about some garbage collecting relating stuff not set in the Star Wars universe but made in the Star Wars way? Just my zip cents.
Let me explain it better: only the map introduction (Chapter 1) will have that intro. In other media (like here, for example), I don’t refer to it as Warcraft: Fight for Freedom. That’s just for the campaign’s introduction, not its actual name
 
Let me explain it better: only the map introduction (Chapter 1) will have that intro. In other media (like here, for example), I don’t refer to it as Warcraft: Fight for Freedom. That’s just for the campaign’s introduction, not its actual name
I feel such association is bound to be misleading.
Why not instead, have it like Fight for Freedom a campaign for Warcraft III or something like that?
 
I feel such association is bound to be misleading.
Why not instead, have it like Fight for Freedom a campaign for Warcraft III or something like that?
I’ll think of a better name for the intro then. Right now I’m fixing the attack waves and trying to do it in a way that doesn’t rely on a huge RNG system. I’ll also take the opportunity to make a new cover. Would you have some time to check out my campaign? I think you might like it, or at least give me some good feedback. I really admire how much attention you give to this community
 
I’ll think of a better name for the intro then. Right now I’m fixing the attack waves and trying to do it in a way that doesn’t rely on a huge RNG system. I’ll also take the opportunity to make a new cover. Would you have some time to check out my campaign? I think you might like it, or at least give me some good feedback. I really admire how much attention you give to this community
I prefer to do that on completed or very close to finished works for time constraints reasons. But I appreciate the invitation.
 
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Im making the new units for Chapter 2 and spells

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The terrain for Chapter 2 is being developed. For some reason, the water always looks very dark in the editor, which doesn’t happen in-game
 
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Gave it a spin just now, some observations:

  • Hobbit music for a rough and tough band of brigands and rogues? Seems a bit strange (hobbits are known for peace, innocence, easy going)
  • (it also repeats over and over, think about using more songs)
  • The first camp has hostile ogres just right out of the gate - rather odd to have them this close?!
  • Terrain tiles are full of seams, which is not your fault (i know the resource) but looks messy
  • You went a tad heavy with white glow effects for atmosphere, which makes certain parts too bright to look at
  • (this is very striking in the southern base)
  • I've been overrun easily by the attackers, crazy spike in difficulty
  • ^ with this in mind, why do the Private Knights have medium armor? They get crushed very easily by normal attack types
  • Why do the void elementals get cleaving attack, they are ranged units?!
  • Level design is alright, but extremely linear
In conclusion, it's a fair first step. I wonder what you are trying to do with the old gods here.
 
FIGHT FOR FREEDOM
ASHES OF ARKATHOR
0.2


Arkathor is a land scarred by the First and Second Great Wars.
Empires have fallen. Their glory reduced to ash.
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Amid ruins and forgotten battlefields, those who remain live on the fringes fighting not for honor, but for necessity.

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Valdemar, the Dark Mage
A living relic of a forgotten age. A former member of the Black Orders, Valdemar carries forbidden knowledge that survived the fall of his empire. Cold, calculating, and shrouded in mystery, he does not wander without purpose he simply does not reveal it.
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Ruther, Son of Valdemar
Raised among ruin and blood, Ruther knows only the broken world he inherited. Impulsive and violent, he embodies everything his father seeks to restrain. Where Valdemar hesitates, Ruther destroys. His fate remains uncertain redemption or ruin.


The Ancient Black Order
A presence that never truly vanished.
Once a secretive circle of mages who shaped empires from the shadows, their legacy lingers as a whisper or a threat.



Update and 'official release' of a more polished version with bugs fixed; also a more presentable build for those who want to test and share their feedback ; )

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  • Many models fixed or replaced
  • Music system greatly improved, now featuring 3 tracks that alternate dynamically
  • Systems and triggers refined with various improvements
  • Wording and phrasing adjusted for better clarity
  • Memory leaks fixed
  • Minor issues resolved

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SO MANY things being made for the campaign’s second mission: a whole system based on soul collection for the Necropolis, using spectral forms as a new way to attack; a new tech tree centered around the Acolyte as the only worker (everything revolves around him); heavy and light undead units, plus many other additions like new spells and bandit units in general!
 
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Many things related to GAMEPLAY and BALANCING have been changed!

Changelog

  • Reworked the Void Spawn abilities.
  • Reworked the lighting and overall map atmosphere.
  • Improved triggers (transferred to JASS).
  • Smoother gameplay experience.
  • Many parts of the map were revised to provide better control and difficulty adjustments.
  • Peons (in general) no longer cost food.
 
It's still pretty rough around the edges but it was enjoyable.

  • The void bolt ability needs a proper disabled button.
  • The ogre and hobgoblin attack waves hit your base at once so dialogue pertaining to the two happens immediately after another.
  • Is there a hob goblin spawn not connected to the bases?
  • The bandit crossbowman has normal damage but the undead version given to the player has piercing also neither have projectiles.

  • There is no cache so you're not carrying any items or stat changes over.
  • Letting the intro cutscene to chapter two play out causes a duplication of the main objective, but skipping it causes this to not occur.
  • The cursed skeletons seem to have something weird going on with their defend, whenever defend is up and they touch things, and I do mean like the model touching things, it causes the skeleton death sound to play. This can cascade easily.
  • The shockwave ability has thrown some of my units into the tree line to be stuck permanently in this section.
  • Paladin boss fight has way too many runes for what's going on, if there were more units I could maybe see the justification of all those runes but not as it is now.
  • Is there a way for it to say build black citadel instead of upgrade?
  • Backpack should probably be taken out or tech requirement given to something else.
  • Skeletal longevity is in the crypt?
  • Frenzy has pretty much no cooldown is that meant to be so?
  • Your tower upgrades in chapter one cost three food each but the ziggurat upgrades cost nothing?
  • Blacksmith upgrades have the wrong requirement/tier 2 shouldn't be showing up for this mission?
  • The void units have a 2-3 second build time? Also the corrupted treant spawn spell doesn't seem to work.
  • Faction owned mine.
  • And it seems like the enemy AI isn't actually working, not building nor rebuilding or attacking. There was just the initial forces in the base?
  • Finally, portraits for the paladin and cleric aren't working.
 

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It's still pretty rough around the edges but it was enjoyable.

  • The void bolt ability needs a proper disabled button.
  • The ogre and hobgoblin attack waves hit your base at once so dialogue pertaining to the two happens immediately after another.
  • Is there a hob goblin spawn not connected to the bases?
  • The bandit crossbowman has normal damage but the undead version given to the player has piercing also neither have projectiles.

  • There is no cache so you're not carrying any items or stat changes over.
  • Letting the intro cutscene to chapter two play out causes a duplication of the main objective, but skipping it causes this to not occur.
  • The cursed skeletons seem to have something weird going on with their defend, whenever defend is up and they touch things, and I do mean like the model touching things, it causes the skeleton death sound to play. This can cascade easily.
  • The shockwave ability has thrown some of my units into the tree line to be stuck permanently in this section.
  • Paladin boss fight has way too many runes for what's going on, if there were more units I could maybe see the justification of all those runes but not as it is now.
  • Is there a way for it to say build black citadel instead of upgrade?
  • Backpack should probably be taken out or tech requirement given to something else.
  • Skeletal longevity is in the crypt?
  • Frenzy has pretty much no cooldown is that meant to be so?
  • Your tower upgrades in chapter one cost three food each but the ziggurat upgrades cost nothing?
  • Blacksmith upgrades have the wrong requirement/tier 2 shouldn't be showing up for this mission?
  • The void units have a 2-3 second build time? Also the corrupted treant spawn spell doesn't seem to work.
  • Faction owned mine.
  • And it seems like the enemy AI isn't actually working, not building nor rebuilding or attacking. There was just the initial forces in the base?
  • Finally, portraits for the paladin and cleric aren't working.
Thank you very much for finding these issues! I'll be fixing them now. Just one question: did the AI really not work? That's strange... for me, it works normally.
 
It seemed like it, orange never went out to attack me and never left the base. The mine only had a few hundred gold left by the time I attacked. I am ultimately unsure if all the units I fought in the base were trained beforehand, but I did see nothing else was being built as I was killing units in the base.
I already fixed many of the things you mentioned. I'm trying to rewrite the AI to see if it works properly. When I finish, I'll post a more functional version. Thanks again


Everything you pointed out has been fixed (I hope), and here is the new version!
(Unfortunately I can't fix the hotkeys right now. I'll do that later.)
Thank you!
 

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Guys, unfortunately a VERY annoying problem happened. Randomly, EVERYTHING I created (and when I say everything, I mean EVERYTHING) was automatically changed to TRIGGERSTR_RandomNumbers in my campaign. And unfortunately this is a much more advanced version than the one I posted here, which forces me to change everything manually (more than 100 custom things), which is massively annoying and discouraging. Don't expect any news anytime soon.

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Guys, unfortunately a VERY annoying problem happened. Randomly, EVERYTHING I created (and when I say everything, I mean EVERYTHING) was automatically changed to TRIGGERSTR_RandomNumbers in my campaign. And unfortunately this is a much more advanced version than the one I posted here, which forces me to change everything manually (more than 100 custom things), which is massively annoying and discouraging. Don't expect any news anytime soon.

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Doesn't reopening the campaign file fix this? Just restart the editor and re-open the campaign file. It worked for me in the past...
 
Just curious. Are you on the latest patch/game version? Also, what exactly did you do before this started happening? Did you save the map or campaign file?
Yes, the most recent version. I just saved the game(campaing file) and closed it, and a few hours later when I checked, it was like this. It didn’t only change the names, but also the icons, paths, and descriptions (involving units and the Object Editor). There were no apparent issues when saving, otherwise I would have noticed
 
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That's crazy. I suggest trying to work individually on the maps and add them to the campaign file for saving only after being done with them rather than editing them directly in the .w3n file and saving. Yes, that means importing stuff in each map separately rather than in the campaign editor's import manager.
 
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