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

Forgotten War COOP Campaign for 2 players version 1.3

Submitted by ForestDefender, Matt V.
This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Link to the original singleplayer version- Forgotten War ver 2.008
Converted by me, Matt V. The original SP campaign was made by ForestDefender and uploaded by Tuzec.
This campaign is for 2 players! sorry about the wrong number shown.

EDIT 18th October 2019- This is the newest version released(1.1). Feel free to let me know about any present bugs/issues, but there shouldn't be too many of the issues anymore. However, I haven't fixed ALL of the bugs I've known about, so I might release a newer version in the future.

EDIT 11th April 2020- This is the newest version released(1.2). Feel free to let me know about any present bugs/issues, but there shouldn't be too many of the issues anymore.

Other than the bugs said down there, the campaign should work flawlessly now. But as I said, let me know in case you find anything worth noting.


EDIT 22th April 2020- This is the newest version released(1.3). Feel free to let me know about any present bugs/issues.
PLEASE NOTE: We tried hard to keep the feel of Forgotten War, so it's mostly the same like the original version posted above. We definitely don't want to dishonor ForestDefender or anything.


Known issues, bugs READ FIRST BEFORE POSTING A REVIEW
-Some cinematics might be way too long and not fused
-After a cinematic is finished, in certain levels another pops up once you or your friend select a unit.. I don't know how else should I do that- open for any ideas)- mostly fixed now though
-Ancestral Architect doesn't heal from fountains, but instead heals from being burrowed. I 'might' keep this thing in the game though.
-No save/load mechanic(I am not really thinking about updating it there since you both get various heroes pretty often(except for first 2 levels, but you will be granted items anyway), but I might reconsider in the future.
-As well as no shared upgrades(intentionally, since you get lots of gold anyway) again, might reconsider with further testing
-Some models appear to be way too big on certain maps

Features:
-9 COOP missions and 6 cinematics(including Credits)
-Custom made models and very altered naga race
-Variety of map types, from base-building to RPG-style, as well as variety of the landscape
-Unique mechanic- Sunlight Curse
-Unique heroes in most of the missions(except for the first few levels) with special abilities
-Unique units with special abilities
-Unique gameplay
-Rewards for completing quests in most missions
-Constant update and review checking for newer versions
-Skippable cinematics


Features I am about to add/edit:
-Rebalance difficulty after reading your reviews




Also, it was @FeelsGoodMan and @Daffa the Mage who helped me do this perfectly. I thank them for that!

I thank @Direfury who provided me the model for Cleaver in level 1 and 2(with his permission of course) Direfury's Murlocs (Murloc Warlock)

Version changes- not all of them are listed here though.
Version 1.1 changes:
Prologues: Unchanged for now, sorry!
Level 1: Added extra route to get to the end of the level, more gold, adjusted terrain(deleted objects that were blocking the path), made triggers act smoother
Level 2: Adjusted the terrain(no more big mountains, better pathfinding and objectives(units should no longer run far away from the village)
Level 3: P2 no longer loses units after the ritual, AI should behave better, Lizard Shed available for both players now, Red Ventar as well
Level 4: Reduced amount of ambushing units, added a new side quest, smoother triggers, City of Eternal Fire now available for both players,deleted/replaced a few turrets, added an easter egg
Level 5: Quests adjusted to work better, the level is actually completable now(script issues)
Level 6: Quest with Darksun now works properly, removed a few dragons, the level works as intended now(Side quests are actually rewarding)
Level 7: Adjusted quests, Larodar now attacks properly(as well as Demon legions)
Level 8: Quest tweaks, the ship is now obtainable, trolls work as intended
Level 9: More resources, more comfortable Deathwing gameplay
Epilogue and Credits unchanged for now.

Version 1.2 changes:
Prologues unchanged
Level 1 terrain adjusted, a new hero added for P2, dragons now attack properly, ventar cavern tweaks, trigger tweaks, flame burner can't be built anywhere anymore, less gold for the players, difficutly more balanced, lizard quest doable now
Level 2 Cleaver(the new hero) for P1 so both can play him, difficulty balances
Level 3 more builders, AI works properly now, terrain adjustment, tech tree fixed, ventars now attack ground units
Level 4 Cinematic tweaks, lesser amount of trolls, more buildings for trolls, quest tweaks, an ambush
Level 5 Cinematic tweaks, quest tweaks, illidan nerfed
Level 6 money tweaks, food tweaks, quest tweaks, darksun cinematic now works properly, tech tree tweaks
Level 7 Quest twaeaks, Larodar should be stronger now
Interlude unchanged
Level 8 quest tweaks, cinematic tweaks, a new passage added, should be more fun to play now.
Level 9 cinematics tweaks, P2 island edited, difficulty balanced.
Overall levels- hint whenever the day's coming
Epilogue unchanged
Credits unchanged

Version 1.3 changes:
Basically fixed all the things deepstrasz disliked. Mostly grammar mistakes and cinematics changes(for example putting two messages into one, since some of the cinematics are just way too exhausting.)
The most important fix is that level 3 is no longer bugged.
And a small hotfix released 2 days later- AI updated in level 2,3 and 4, including some bugfixes in level 3.,
And another small hotfix, cinematic fix in level 3, smoothened triggers, fixed some grammar mistakes.
As well as some AI fixes and such. All of these in level 3.

Feel free to add a review/commentary of any sort(if you want to inform me of a certain bug or issue, please make sure it's not listed in Known bugs and issues shown here. Thank you!
Contents

Forgotten War0 1st part of Prologue (Map)

Forgotten War0 2nd part of Prologue (Map)

Forgotten War0 3rd part of Prologue (Map)

Forgotten War Mission 1 (Map)

Forgotten War Mission 2 (Map)

Forgotten War Mission 3 (Map)

Forgotten War Mission 4 (Map)

Forgotten War Mission 5 (Map)

Forgotten War Mission 6 (Map)

Forgotten War Mission 7 Interlude (Map)

Forgotten War Mission 7 (Map)

Forgotten War Mission 8 (Map)

Forgotten War Mission 9 (Map)

Forgotten War- Epilogue (Map)

Forgotten War Credits cinematic (Map)

Reviews
deepstrasz
Ah. Don't worry. Take your time. EDIT: Generally, there's a delay before cinematic mode goes on. [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] Although some polish would do good and there's...
  1. deepstrasz

    deepstrasz

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    Well, Ralle added non-account names for some campaigns like: The Lonely Nightstar
     
  2. Daffa

    Daffa

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    Done.
     
  3. Matt V.

    Matt V.

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    I wanted to add the save/load mechanic there.. but I decided not to do so after all(at least for now, that is) However, I tweaked the levels and ability selection- by giving the amount of levels but not adding fixed ability points(players have to pick it again every level, so they can possibly decide what to max in another mission)
    And yes, most of the bugs have been fixed I believe.. I made some necessary tweaks in certain levels, to make the playthrough more pleasant for both players(I don't really remember what exactly I've done, but you can see most of the changes in the "version 1.1 changes" in the map description)

    Also I guess you know that, but you can play it yourself, without the need of playing with another person.. heroes get items, but they don't have the ability points preset or anything)
    Since I haven't received any mentions about the issues/bugs in the campaign(and I played the entire campaign twice, with 2 of my fellow friend testers and I fixed/tweaked all of the issues we found) I'm not planning to update it, just because I don't know what to include in the update(Possibly the prologue merging and the grammar mistakes and mispelling changes, but goddamn that's gonna be a pain to deal with)

    It's all up to you whether you decide to approve it or not(I would be glad if it got approved of course, but the fact no one(except for @Lord Esdin , thank you for your comment btw!) posted a "review" yet kinda bothers me..
    Matt V.
     
    Last edited: Nov 21, 2019
  4. deepstrasz

    deepstrasz

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    I would prefer you find someone to help you with the transition codes. Just adding one more player in each map doesn't quite make it a campaign without proper game cache access.
    Maybe @tulee would since he endorses this project. I haven't used such save systems myself so I can't give you any hints.

    Codeless Save and Load (Multiplayer) - v3.0.0
    CodeGen 1.0.2
    Save/Load Code, Yet Another
    Save/Load Code

    Also, I will remove the tag spam.
     
  5. Matt V.

    Matt V.

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    Well what exactly do you mean by that? I mean, I have done much more than that.. both of the players get to see the cinematics, which is quite time consuming itself to be honest.. all the changes I've done apply for both of the players(if that's what you meant, that is..)
    Maybe I'm just being stupid and inexperienced in all this, so please make that clear to me.
    Also, I don't think the save/load mechanic is needed at all(I have talked about that before with tulee as well in private conversation, and I decided not to add it there after all, because you get items before the game starts anyway..)
     
  6. deepstrasz

    deepstrasz

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    OK, I'll do a run sometime to see how things go then.

    Just in case, take a look at my review on the original campaign Forgotten War ver 2.008 and see if you can fix stuff that's present there so I won't have to mention it again.
     
  7. Matt V.

    Matt V.

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    Alright.. I have to confess though, I have changed quite many things you mentioned there, but I haven't been messing with the units at all. So for example Darksun's aura remains the same.. and so on. You know, many people here said that I already edit beyond co-op :) so I figured I shouldn't edit it too much. I guess I can never really do a favour to everyone here..

    But I changed some things in the triggers- for example the dryads saying "none"(also just to be clear, I added another hero for chapter 5, who's a Crypt Lord. I guess some people might disagree, but I thought it would be more pleasant for the players so both of the players have a hero.)
    I also changed the size of certain buildings that were too annoying(also mentioned it in the description of the map)
    If you want to, deepstrasz, I can send you a private message of all the tweaks I made according to your review of Forgotten War ver 2.008.
    If not I can just post it here, but it might be a longer text(cant tell at the moment, its your call anyway)
     
  8. deepstrasz

    deepstrasz

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    I don't know... does it fit the theme? Also, try at least not copying all the spells and think of some strategy using spells from here and there?
    Wait, each has the same hero type or they share one new hero?
    Yes please.
    Doesn't matter if it's long. You can hide it under spoiler/hidden tags like so:

    [spoiler] or [hidden="title"]
    wall of text
    [/spoiler] or [/hidden]
     
  9. Anaxie

    Anaxie

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    looks like this campaign is going about as I expected and said it would.

    lets just throw in a random crypt lord

    Item Cache. Naahh cant do it sorry brah

    as i said pages ago. butchered
     
  10. Matt V.

    Matt V.

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    Long time no see..
    Seems like we're off for a great New Year start :)
    Also Anaxie, could you kindly tell me how else would have you done it? I don't take no as an answer. Just think about it. Giving them both same heroes? nawh. It's just for this level, which you havent even played yourself.. also 950 downloads is more than enough for me.

    Oh and not that I CAN'T do it, I just find it pointless. Players get items at the start anyway, so what's the point? There aren't any items (besides level 5) where players get to keep actually good items. And if they do, they automatically receive it in the next level anyway.
    By the way Happy New Year :))))
     
  11. tulee

    tulee

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    So you trigger the maps so all potential items on past maps appear on the ground/in the inventory of heroes at the start of maps?
    This disincentivizes players from collecting items. In those typical rpg maps in campaigns, players will normally look at the shape of the terrain in the fog of war. Even though you cannot see anything specially, people can see the shape of a deadend. It is in those times that people who will ordinarily go the dead-end route first to collect w/e items drop from optional creeps in that area, and then go back the correct path. But no-one will ever choose to go the dead-end path if they get the items anyway.

    The save/code system I posted is simple to implement, if you ever change your mind about it.
     
  12. Matt V.

    Matt V.

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    Well I don't remember too exactly, but there usually was something in these deadends.. for example some quests. But the thing is, I've been shouted at for editing beyond coop, and none of the players have expressed their opinions yet, so I still don't know(although I tested it twice with 2 of my friends in earlier version-s) whether it's good to go in the current state or not.
    I'd be happy to do it for others(the Item Cache), although it probably would have changed ForestDefender's original intentions.. and if that's not a problem for you great :)
    So basically I'm just waiting for some reviews, don't wanna change something that might work just fine.
    But tulee once again I'm very glad you even took the time to consider doing the Item Cache for me(and others)! I feel kinda sorry for not implementing it to be honest..
     
  13. tulee

    tulee

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    Yea, I thought it was strange no-one commented at all on playing it.

    His original campaign had a game cache, so the item cache is just keeping in accord with his original product.

    Yea, I guess the best option is to see how other players feel about it.
     
  14. deepstrasz

    deepstrasz

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    1. OK, so I don't see the reason why both players would have the exact same hero, Malkor. That's unoriginal. Makes things much easier with double Hypnotism.
    2. The Ventars can't all harvest the same mine if they belong to different players.
    3. The dragons don't send any troops.
    4. The Flame Burner can be built over doodads and buildings.
    5. The first Eternal Flame Burner has Inner Fire which can't be used requiring an upgrade. The others build after, don't have this.
    6. You should mention in the Eternal Flame Burner or somewhere in the game that players can't pass 60 food.
    7. The dragons are weak. 12 Ventars are almost enough to dispose of them.
    8. The Architect's Burrow ability doesn't say it let's the unit regenerate. The unit description does.
    9. The dragon optional quest reward is useless. You've already got tons of gold to spare.
    10. Captured 7 lizards. Can't seem to find any more to complete. Checked the map's object editor and there's only 7 as I remembered from the original. So the quest doesn't finish. I used Hypnotism from both heroes to get them. Checked the triggers and it's checking for 8 lizards instead of 7.
    11. Every enemy belongs to the dragons, heh.
    12. Well the game cache isn't working (I mean no save-load codes since it's multiplayer) but in the second chapter you get another Orb of Venom for the other hero :D I guess it's more beneficial this way.
    13. Later on players have different heroes, not new ones but not a copy. That's better implementation. In this way, a sort of StarCraft Archon Mode would do for the first levels where one player could play with the economy and troops and the other with the hero or something.
    Generally, this campaign isn't giving us much more than the possibility of playing it with another person. I find it a somewhat easy edit.
    Will check with the other reviewers on what to do with its status.



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    EDIT: OK so I've been chatting with Shar Dundred since he's also a reviewer and played the original years back. We think it's best that you at least fix the issues the campaign originally had and try to be more creative while not deviating from the original too much as you don't want that.
    My comments on the original could help you fix some of the issues: Forgotten War ver 2.008

    Awaiting Update.
     
    Last edited: Apr 4, 2020
  15. Matt V.

    Matt V.

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    Well, I'll try to be as honest as possible here. Don't yell at me if you dislike some of my decisions. Now that I look back at it again, I realise those decisions were actually quite terrible. But I'll try to comment every single point you made. Thank you for the review btw. If LITERALLY ANYONE posted a review sooner I woulda updated it right away. However, I really lost the hope and the vigour to even dare trying to fix things anymore. It's just been too long without ANY feedback whatsoever.
    1. I admit, this was a bit of my own laziness. I thought I'm too incapable to create a brand new hero. Plus I'm not much of a creative person. On the other hand, I wanted both players to meet with Malkor, since he'll be reintroduced for both players later on.
    2. Correct me if I'm wrong, but.. is that possible in WC 3 overall? for multiple people to harvest from one mine? Doesn't it tell you that this mine is already being used by another player? If it's not the case, sorry about that.
    3. Yeaaaaaaah about that... when we tested it, sometimes it worked sometimes it didn't. Iirc I set the timer to late game, but maybe I tweaked it TOO much. See? This could be said by literally anyone and I woulda changed it right away. But nooo. Things woulda been way too easy then.
    4. As *some* people complained, I edited beyond coop. Since I'm incapable of customising units and stuff like that, I didn't want to mess with this too much due to that statement.. The record I've made when it comes to units and buildings was editing the size of certain buildings/tech trees. That was about it. (it seems you haven't played all the levels, right? just curious... yeah would've been boring I reckon)
    5. Thanks for letting me know, didn't know that. Seems like testing it twice wasn't enough. I gotta confess though- I have done some editing after the testing, so maybe I messed something up here and there. Sorry!
    6. That was one of the difficulty balancing I wanted to tweak after some reviews. I guess now it's time then.
    7. Again, difficulty balancing, could be tweaked easily.
    8. Thanks for letting me know. Can change that.
    9. -II-
    10. Now I'm not so sure about that. Maybe I deleted one, I don't quite remember. But what I remember is that I disliked this level a lot. I thought about changing the entirely, but that would have been too much editing, and again I thought people would mind that(apparently they mind nothing, or just remain silent and act like everything is alright which is annoys me), but it seems I'll at least add the lizard back :D that was a mistake, sorry.
    11. Oops..
    12. This is a topic worth talking about(although I'll keep it short) tulee, this wonderful guy, sent me the save cache scripts. I told him I'll definitely consider implementing it, but again... since people didn't post a single review nor expressed their opinions about any of this, I decided to NOT put it in the game.. yet. And yeah, I thought this would temporarily solve everything, to give the heroes stuff they could find(at least most of it) into their inventories. Should I keep it this way? I mean it works, and I suppose I shouldn't edit too much stuff that works.. lemme know.
    13. About the heroes- I was wondering what to do about this. I asked my testers what would they do, and we all agreed to keep it like this for now. I'll see what I can do.

    Reply to EDIT: I managed to convince one of my friends to test it again with me. I'll try to take a look at it asap. About the comments on the original map- I've read them, and I believe I've fixed most of them. I'll take a look at it again, just in case. Oh, and didn't I fix most of it? If not, I'll do it, if you so desire. About the deviating from the original- Well it seemed I would be blamed for editing too much. That's one of the main reasons why I didn't bother trying to be more creative. I'll see what I can do.

    Well thank you overall. I admit I could have been more committed to edit the campaign to your liking. HOWEVER, third and the last time I'm saying it- due to lack of reviews, I didn't do so.
    Matt V.
     
  16. deepstrasz

    deepstrasz

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    Hey, there are people around who can give ideas. Try these forums:
    Idea Factory
    Project Recruitment
    Requests
    Oops. I forgot to write that there's nothing you could potentially do, I guess. Didn't check the game constants though to see if there's any way you could change it.
    Not in completion, no. I took a look at the others and they seemed pretty much the same as in the original. Such minor issues might be present, yeah.
    It'd help if the dragons attacked now and then, later on if you don't go for them early, with big dudes.
    Well, it would be really neat if you could delve into the lore and create some nifty items that you could get from one map to another, instead of seeing scrolls and potions all the time.
    Something like with the items, you could create another character. Or just make it more Archon Mode as mentioned, split player attributes so that one would not have Malkor. This could create replayability at least for some maps where there is only one hero.
    Well, it's not about my liking. It's so that it'd be of quality since now there's so little difference between your edit and the original.
     
  17. Matt V.

    Matt V.

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    I'll take a look at these for sure, thanks
    I don't mean to brag, but isn't it supposed to be like that? That it should be pretty much the same like the original? In my opinion it should mostly remain the same like singleplayer(or at least the terrain and units, that is). Although if that's not the case, I can edit it more than I did so far I suppose.
    That's a good idea(and a logical one), I can do that.

    That's a long term thing, but I'll see what I can do. I guess Forgotten War seems to be less forgotten and actually could appreciate some love..
    Again that's a bit more complicated, but I'll see what I can do. Not saying I'll include it in the next patch though- I'll see what happens, and how hard it will actually be.

    Yeah I meant your in general, of all the people.. If my friend/tester will have some ideas(or anyone else :) ) then I'll try to include it in the game.
     
  18. deepstrasz

    deepstrasz

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    Ah. I meant like with some of the stuff that could use some tweaking still there.
    Yeah, try to go beyond the hard fan part and try seeing the stuff that can be improved.
    Would be a good idea to play some co-op campaigns to get some inspiration.
     
  19. Matt V.

    Matt V.

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    Okay, as you wish. Glad you didnt delete the campaign :)
    Also this might surprise you but COOP maps inspired me enough to create this. It helped me a lot, especially with the triggers and such.
    Just saying, thanks to your comment you made me download the game again from my laptop into my PC. Maybe Forgotten War would have actually been forgotten if it wasnt for you :)
    I'm also about to replay all the COOP campaigns with my well-known friend.

    I should be able to update a new version within a month at most.. I hope.
     
  20. deepstrasz

    deepstrasz

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    We don't do that unless it breaks the rules. Worst case scenario->Substandard.
    Don't worry. One step at a time.