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From The Ashes

image.png

( ACT 1. )


A Warcraft III: Reforged Custom Campaign (v1.36+)

“See the Burning Legion through the eyes of a Lesser Dreadlord”
|~|
From the Ashes, follows Eredath, a Lesser Dreadlord and former general of the Burning Legion, in the aftermath of Archimonde’s defeat at Mount Hyjal. This campaign explores the fractured remnants of the Legion as they struggle to survive, scheme, and reclaim relevance after their greatest humiliation.


Features

  • - 3 chapters and 2 cinematic interludes -
  • - Play as Eredath, a cunning Lesser Dreadlord torn between loyalty, ambition, and survival -
  • - Command remnants of the Burning Legion -

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    image.png

LORE


With Archimonde slain and the Burning Legion shattered at Mount Hyjal, Azeroth believes the demonic threat has finally ended. The surviving demons, however, tell a different story.
|~|
Scattered, leaderless, and hunted, the Legion’s remnants retreat into the shadows of Kalimdor and beyond. Some abandon the cause entirely. Others descend into madness. But a few still believe the Legion can rise again.
|~|
Eredath, once a general under the dreadlords, now finds himself stripped of command, power, and purpose. As rival demons vie for dominance and mortal factions tighten their grip on the world, Eredath begins to gather souls, secrets, and forgotten allies, hoping to earn a personal audience with a demonic lord - and secure his place in whatever future the Legion might still have.
|~|
From forbidden rituals to covert manipulations, from ruined outposts to secret cult strongholds, Eredath’s journey will decide whether the Burning Legion is truly finished… or merely waiting to rise FROM THE ASHES!

-


!This is only ACT 1 of the campaign. Your feedback on improvements or general impressions is welcome!

-

Models ( - )

  • Corrupted Wisp – jj84 (Oct 21, 2024)
  • Night Elf Buildings – bakr Manastorm (Nov 19, 2024)
    (Includes: NightElf_Tower, Lodge, Refuge, Sanctuary, Haven variants)
  • Satyr – WyrWuulfe
  • Armored Pit Lord – levigeorge1617
  • Oak of Souls – Retera
  • Orc Warlord (On Foot / Fel / Chaos) – Rubellu Sidus
  • Chaos Shaman – epsilon
  • Troll Elite Headhunter & Berserker (Re-Classic) – johnwar
  • Grunts / Raiders / Footmen / Captains / Huntresses / Archers (Re-Classic Packs) – johnwar
  • Satyr-Elfs Bundle (Ujimasa derivatives) – borissuworov & Ujimasa Hojo
  • Ancient of War / Lore / Wind (and Derivatives) – Ujimasa Hojo
  • Tree of Life (and Derivatives) – Ujimasa Hojo
  • Moon Well (and Derivatives) – Ujimasa Hojo
  • Morphing Dragons – bakr & RedKiwi
  • Dreadlord Pack – Ilya Alaric
  • Orc Catapult (WC1) – loktar
  • WCII Orc Barracks / Temple of the Damned / Altar of Blood – Red XIII & loktar
  • Goldmine Entrance – Ivan_Fall Autumn
  • Barrens Rock / Stone Bridge – Herio-san & Blizzard Entertainment
  • Lightning Elemental – alfredx_sotn
  • Treant – levigeorge1617
  • Void Missiles / Void Rain / Flamestrike – Vinz
  • Corpse Blood Missile – Frotty
  • Poison Elemental – Kuhneghetz
  • Water & Fire Elementals (WC1 / Optimized) – loktar
  • Monster Lure / Shadow Ward – JetFangInferno
  • Spikes (Wood) – communist_orc
  • Mushroom Ent – Jiok
  • Ogre / Tauren / Quilboar Units & Buildings – Mister_Haudrauf, Sellenisko, apaka, Metralex, Wandering Soul, garfield, Deolrin

    Icons ( - )

  • Chaos Shaman (Adept / Master) – Blizzard Entertainment & shamanyouranus
  • Chaos Shaman – Sin’dorei300
  • Fallen Kane – Satyr Pack – Aldeia
  • Broken Shadow – Darkfang
  • Poison Elemental – Marcos DAB
  • Poison Spear – og-loc
  • Void – Cryophoenix
  • Fel Burn / Life Burn – Don Valentino
  • Infernals – MangakaDark
  • Fel Orc Spear Thrower – 84chrome
  • Temple of the Damned – Public Resource Provider
  • Summon Water Elemental – leetslay
  • Ancient of Lore / Wind (Icons) – r.ace613

    Textures & UI (- )

  • Mythical Forest UI [Reforged] (SD) – keepitmovin
  • Corruption Tileset – The_Silent
  • Ashen Leaves (Autumnal) – StonemaulMidget
  • AshenTree_Purplish – StonemaulMidget
  • Night Sky with Moon (Skybox) – ikillforeyou
Contents

From The Ashes (Campaign)

Reviews
deepstrasz
An apparent upgrade to the @Xelasznix's original: From Ashes Not yet finished however. Approved.
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by From The Ashes
You can also upload your map here to generate a list: Asset scanner

Please state what the differences are between this and the original.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by From The Ashes
You can also upload your map here to generate a list: Asset scanner

Please state what the differences are between this and the original.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Credits are on the last line of the description, linking directly to all the models used in the campaign so far.
1765908809099.png

If you want me to list EVERYTHING I used, I think it would be way too spammy, and I don’t know how to organize it in a list or anything… But if it’s really REQUIRED to post it here instead of providing a link that shows EXACTLY what I’m using (like the scan list), I will do it.
-
The changes are numerous, practically a whole new campaign with just a few aspects of the original story remaining

 

Attachments

  • 1765908744503.png
    1765908744503.png
    11.8 KB · Views: 53
Credits are on the last line of the description, linking directly to all the models used in the campaign so far.
No. That's a link that can be clicked below anyways.
That's not crediting. Please check the crediting guides or look at how others have done it.
You can categorize by resource type: icons, models, skins etc.
 
No. That's a link that can be clicked below anyways.
That's not crediting. Please check the crediting guides or look at how others have done it.
You can categorize by resource type: icons, models, skins etc.
I learned how to create the button; it's in the spoiler section. It's not very intuitive, but it was quite easy. All credits are properly given
 
I tried playing it, but I get killed in the first chapter. A horde of orcs and night elves appears, and I only have the hero and a couple of super weak units. I'd have to keep backing up a thousand times to kill them, and I really don't like that kind of gameplay. So it's not for me, but anyway, good luck with your project.
 
I tried playing it, but I get killed in the first chapter. A horde of orcs and night elves appears, and I only have the hero and a couple of super weak units. I'd have to keep backing up a thousand times to kill them, and I really don't like that kind of gameplay. So it's not for me, but anyway, good luck with your project.
An Undead reinforcement helps you on the lower side where the Alliance reinforcements are. Do you think it's better to fortify the two initial demons?

I fixed a few things and also made some parts easier.
 
Do you think it's better to fortify the two initial demons?
Well, I'm just saying it's tedious for me, but that doesn't mean it's bad. It's just a matter of personal taste, nothing more.

EDIT: I've never been a big fan of excessively increasing the difficulty. Personally, I detest this trend, started by Dark Souls, of making every game a real pain... But again, this is just a personal preference, not a hard and fast rule.
 
Well, I'm just saying it's tedious for me, but that doesn't mean it's bad. It's just a matter of personal taste, nothing more.

EDIT: I've never been a big fan of excessively increasing the difficulty. Personally, I detest this trend, started by Dark Souls, of making every game a real pain... But again, this is just a personal preference, not a hard and fast rule.
Right, however, the main goal wasn’t to make the first mission a difficult experience, especially considering that you receive many units right at the beginning. That’s why I made the undead reinforcements you receive a bit more obvious
 
How am I supposed to revive my hero? There is no Altar in mission 2.
Is this on purpose or what?
Indeed… excellent question. I had forgotten to set the revive on the Town Hall, i’ve already fixed it and will post the update once I finish Act 2 in the coming weeks, thanks for pointing it out
 

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ACT II – Development Update


- A few small updates regarding Act II -

-
Yes, I am currently working on the first mission of Act II, which will take place in Kalimdor. I will be sharing a few images below, this update is meant to reassure everyone that the project is not abandoned.


I experienced an issue with my drive, which delayed progress and updates. Additionally, since this is my first custom campaign, I have been facing several challenges with triggers that are not always easy to resolve. This has also contributed to the slower development pace.


Thank you for your patience and continued support. More updates will follow as development progresses
-



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1766092080456.png


 
So, the gameplay feels smooth and the maps look pretty (terrain, foliage etc.), but sometimes the paths you have to walk feel too narrow (especially in the second chapter, where on top of that there is barely enough space to build your base).

Moonwells do not heal (idk if that's intentional).

IMO, Evasion skill does not make much sense on a ranged hero. Maybe it could be replaced by an aura or passive autoattack modifier.

Fel orc spearthrower's attack (in the third chapter) gets upgraded by melee attack upgrade instead of ranged attack upgrade.

In the third chapter, peons cannot build anything, not even towers, but that might be intentional.

(I know this campaign is unfinished, but) the maps would definitely deserve more content; especially in the third chapter, this is painfully obvious. Due to gold constraints (you get just enough gold to finish this mission) and shortness of the mission (given the map's size), you do not have enough time and resources to "divide and conquer". You are basically confined to the lower third of the map. It would be great if after summoning Kil'jeaden, you'd get additional main quest that would take you to the upper parts of the map.
 
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So, the gameplay feels smooth and the maps look pretty (terrain, foliage etc.), but sometimes the paths you have to walk feel too narrow (especially in the second chapter, where on top of that there is barely enough space to build your base).

Moonwells do not heal (idk if that's intentional).

IMO, Evasion skill does not make much sense on a ranged hero. Maybe it could be replaced by an aura or passive autoattack modifier.

Fel orc spearthrower's attack (in the scond chapter) gets upgraded by melee attack upgrade instead of ranged attack upgrade.

(I know this campaign is unfinished, but) the maps would definitely deserve more content; especially in the third chapter, this is painfully obvious. Due to gold constraints (you get just enough gold for kills to finish this mission) and shortness of the mission (given the map's size), you do not have enough time and resources to "divide and conquer". You are basically confined to the lower third of the map. It would be great if after summoning Kil'jeaden, you'd get additional main quest that would take you to the upper parts of the map.
The mission paths were intentionally made narrow in order to force the player to expand quickly toward the lower part of the map. Even so, there is still enough space to build the basics without much concern, regarding the Evasion ability, the plan is indeed to replace it with an aura that applies Curse to enemies. This is something I’ve been trying to implement for quite a while now, but it has proven to be very difficult, and I haven’t been able to make it work the way I want yet, i really liked your suggestion of allowing the attack after the timeout ends, it’s a great idea and fits the mission flow very well.
Overall, I’m very happy with your analysis. Feedback like this is extremely helpful for improving the campaign, so I genuinely appreciate the time you took to play and share your thoughts. Do you have any suggestions for what to put in the corrupted well?
 
The mission paths were intentionally made narrow in order to force the player to expand quickly toward the lower part of the map. Even so, there is still enough space to build the basics without much concern, regarding the Evasion ability, the plan is indeed to replace it with an aura that applies Curse to enemies. This is something I’ve been trying to implement for quite a while now, but it has proven to be very difficult, and I haven’t been able to make it work the way I want yet, i really liked your suggestion of allowing the attack after the timeout ends, it’s a great idea and fits the mission flow very well.
Overall, I’m very happy with your analysis. Feedback like this is extremely helpful for improving the campaign, so I genuinely appreciate the time you took to play and share your thoughts. Do you have any suggestions for what to put in the corrupted well?
Well (if you plan to expand upon playable races - additional units etc.), I think each race should have some sort of ability to heal (be it buildings, spells or buyable items like orcish heal salve). So, even though it might sound boring to someone, regular old heal (like elven moonwell) might work well.

One more thing. Given the fact that you cannot drop Orb of souls, it would be great if you could gradually upgrade this item throughout the campaign (via sidequests, secrets, or some other way).

Also when your hero dies (at least in the second mission - I did not check the others), you cannot revive him, but it also doesn't fail the mission. This might have been your intention, but it is pretty unusual :)
 
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ACT I – Development Update



{ - }

- A few updates regarding Act I -
  • - I’m happy to report that all the issues mentioned in previous updates have been resolved. Thank you to everyone who provided feedback and constructive criticism, it really helped improve the campaign. -

  • - Act I now includes an additional new mission(In Chapter 3) and more areas to explore, offering players a richer and more engaging experience -

    -
    - More updates and content will follow as development progresses -

(The next update will only happen once I finish Act II. If you’re curious, the campaign file already contains the first map of Act II, but it’s only halfway done, feel free to test it)
 
I got the chance to play your campaign. It's not very long, so it didn't take much time to finish but here are my thoughts if you're looking for feedback.

The starting cinematic, the cutscenes, and the overall atmosphere were genuinely strong. Terraining and setting are clearly your strengths, and you've got a powerful vision.
I've always enjoyed seeing alternate perspectives on Warcraft III events, and you definitely capture something here.

The terrain, while not very "Ashenvale", still looks great and has a distinct style. In fact, it feels like a completely different world...which isn't necessarily bad, but it does make the setting feel disconnected from Kalimdor. I've felt like I was playing in a fever dream.
Perhaps this story would've fit better in a different location.

I also liked getting to control a Satyr faction. It's a cool idea, and I hope they get refined even more in future updates. The concept of a Dreadlord gathering whatever Legion remnants he can find to push back against the Night Elves is fun and brings new challenges.

However, the direction things were going confused me a little bit.
There are no clear objectives or direction (storywise).
The Dreadlord teleports in, but then he gets briefed by the Fel Guards who teleported with him.
I assumed they were his escorts, so why are they the ones explaining the situation to him?
It would make more sense if the Fel Guards were already on the ground and informed him after he arrived. (Or even better, they perhaps summoned Eredath to help them out?)

I understand that Eredath and the remaining Legion forces are cut off from Archimonde's main army, but I still don't know what his actual mission is supposed to be. What's his goal?
What's he trying to accomplish?
He clearly doesn't know what happened in Mount Hyjal, and based on how Chapter 1 ends, with the earthquake, it's implied that that's when Archimonde died, and to an extent, the Dreadlords cannot control the undead because the Lich King went rogue.

The Fel Orcs being in Ashenvale also raises questions. Lorewise, Grom's forces were stopped in the Barrens... so why would any remnants push deeper into Ashenvale instead of fleeing toward safer regions? Their presence feels a bit random without more explanation.

I have a lot of questions based on what we're shown, and I hope future updates or Act 2 will expand the dialogue and clarify the story.

The final chapter is a bit overwhelming. The objective wasn't fully clear, and the enemy waves never stop. After several retries, I ended up ignoring the intended objective and just pushed into the Night Elf bases. The green one that spawns units outside your base, and the blue one. Destroying the blue base ended the chapter, even though I hadn't completed the soul‑collecting objective. I assume destroying the second blue base was supposed to be a later objective, but because the pressure was nonstop, I just went for it.

A few things about Eredath's abilities that would help:
  • The Dreadlord summons a "Force of Nature" elemental. It feels strange thematically. Summoning a Felhound or another demonic creature would make more sense imo.
  • Since you can only regenerate health on blight, and healing items are scarce, maybe the Dreadlord's blight creation ability could restore health a bit faster. I literally had time to finish two drinks while waiting for my units to heal.
  • Please, if possible, replace the Dreadlord's basic attack model. That comes from an ability, and the sound of it repeating over and over...gets annoying after a while.
It's a short, niche experience, but I enjoyed it. The terrain, atmosphere, and mood are great. Definitely stronger than the story and setting at this stage. You've built a solid foundation with a lot of potential, and I'd love to see where you take it next and give it another go with the next major update .:grin:
 
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I got the chance to play your campaign. It's not very long, so it didn't take much time to finish but here are my thoughts if you're looking for feedback.

The starting cinematic, the cutscenes, and the overall atmosphere were genuinely strong. Terraining and setting are clearly your strengths, and you've got a powerful vision.
I've always enjoyed seeing alternate perspectives on Warcraft III events, and you definitely capture something here.

The terrain, while not very "Ashenvale", still looks great and has a distinct style. In fact, it feels like a completely different world...which isn't necessarily bad, but it does make the setting feel disconnected from Kalimdor. I've felt like I was playing in a fever dream.
Perhaps this story would've fit better in a different location.

I also liked getting to control a Satyr faction. It's a cool idea, and I hope they get refined even more in future updates. The concept of a Dreadlord gathering whatever Legion remnants he can find to push back against the Night Elves is fun and brings new challenges.

However, the direction things were going confused me a little bit.
There are no clear objectives or direction (storywise).
The Dreadlord teleports in, but then he gets briefed by the Fel Guards who teleported with him.
I assumed they were his escorts, so why are they the ones explaining the situation to him?
It would make more sense if the Fel Guards were already on the ground and informed him after he arrived. (Or even better, they perhaps summoned Eredath to help them out?)

I understand that Eredath and the remaining Legion forces are cut off from Archimonde's main army, but I still don't know what his actual mission is supposed to be. What's his goal?
What's he trying to accomplish?
He clearly doesn't know what happened in Mount Hyjal, and based on how Chapter 1 ends, with the earthquake, it's implied that that's when Archimonde died, and to an extent, the Dreadlords cannot control the undead because the Lich King went rogue.

The Fel Orcs being in Ashenvale also raises questions. Lorewise, Grom's forces were stopped in the Barrens... so why would any remnants push deeper into Ashenvale instead of fleeing toward safer regions? Their presence feels a bit random without more explanation.

I have a lot of questions based on what we're shown, and I hope future updates or Act 2 will expand the dialogue and clarify the story.

The final chapter is a bit overwhelming. The objective wasn't fully clear, and the enemy waves never stop. After several retries, I ended up ignoring the intended objective and just pushed into the Night Elf bases. The green one that spawns units outside your base, and the blue one. Destroying the blue base ended the chapter, even though I hadn't completed the soul‑collecting objective. I assume destroying the second blue base was supposed to be a later objective, but because the pressure was nonstop, I just went for it.

A few things about Eredath's abilities that would help:
  • The Dreadlord summons a "Force of Nature" elemental. It feels strange thematically. Summoning a Felhound or another demonic creature would make more sense imo.
  • Since you can only regenerate health on blight, and healing items are scarce, maybe the Dreadlord's blight creation ability could restore health a bit faster. I literally had time to finish two drinks while waiting for my units to heal.
  • Please, if possible, replace the Dreadlord's basic attack model. That comes from an ability, and the sound of it repeating over and over...gets annoying after a while.
It's a short, niche experience, but I enjoyed it. The terrain, atmosphere, and mood are great. Definitely stronger than the story and setting at this stage. You've built a solid foundation with a lot of potential, and I'd love to see where you take it next and give it another go with the next major update .:grin:
Thank you very much for your feedback. I want to say that I’m trying to change some things related to the story, but I don’t have a very clear direction yet on where exactly to make changes, especially when it comes to the dialogue.
The Orcs you encounter are on the border between Ashenvale and the Barrens. The map is the exact location where you kill Cenarius in the Orc campaign, so I’d say they are remnants still present in that area. They’re not really advancing deeper, they’re surviving.
I’m also considering whether I should release the revised Act 1 as soon as it’s done, or wait and only post it once Act 2 is ready, which will cover the invasion of the Barrens, Mulgore, and Orgrimmar.

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1766847550526.png
 
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Thank you very much for your feedback. I want to say that I’m trying to change some things related to the story, but I don’t have a very clear direction yet on where exactly to make changes, especially when it comes to the dialogue.
The Orcs you encounter are on the border between Ashenvale and the Barrens. The map is the exact location where you kill Cenarius in the Orc campaign, so I’d say they are remnants still present in that area. They’re not really advancing deeper, they’re surviving.
I’m also considering whether I should release the revised Act 1 as soon as it’s done, or wait and only post it once Act 2 is ready, which will cover the invasion of the Barrens, Mulgore, and Orgrimmar.
You're most welcome and thank you for creating this campaign.
If you'd allow me, I'd love to offer some ideas that may inspire you on where the story could potentially go, especially regarding Eredath's character arc.

1. Eredath's motivation:
Since he's described as a lesser Dreadlord, there's a lot of room for ambition. Dreadlords are opportunists by nature. With Tichondrius dead, several Dreadlords fallen in Kalimdor, and the remaining ones occupied in Lordaeron (assuming Sylvanas hasn't dealt with them yet), Eredath could see this chaos as a chance to rise in rank. Following his journey toward power could make for an interesting narrative.

2. Chapter 1
The opening could begin as a simple assignment from the Burning Legion:
Eredath is summoned to clear the forest of remaining Night Elf and Human forces.
He arrives through the Demon Gate, greeted by two Fel Guards:
Dialogue could potentially go something like:
Fel Guards: Hail, Eredath.
Eredath: What is the meaning of this? Where are we, and why have I been summoned?
Fel Guards: Lord Anetheron is assaulting the World Tree with Archimonde. He ordered this forest purged of Night Elf activity before they regroup.
Eredath: Killing remnant elves? Anetheron insults my capabilities yet again…
Fel Guard: We've lost most of our forces here. We'll support you, sir.
Eredath: This situation vexes me…but the Legion's will must be done.

He hates the assignment because it's beneath him, but he obeys.
As he progresses, he begins losing control over the Scourge. A subtle sign that Archimonde has fallen, and the Legion's power is collapsing.

3. Chapter 2
With Archimonde defeated, the portals lose power. Eredath is cut off from the Legion and must retreat. His original mission becomes impossible.
During this retreat, he encounters Satyrs who have lost their leader. Seeing an opportunity, he rallies them under his command and uses them to strike back at the Night Elves.

4. Chapter Interlude and 3
The Satyrs inform Eredath of an ancinet power they feel in the land: It'st he Blood Well Mannoroth defiled.
Eredath follow the Satyrs and discovers a Fel Orc outpost surrounding the blood well.
The Orcs reveal they are remnants of Grom Hellscream's forces at the same location where Cenarius was slain. (We add the information you've written above in the story and this clears out the reason they're there immediately)
Eredath sees yet another opportunity: Control the Satyrs and the Fel Orcs.
But outside their base, the Night Elves are preparing to wipe them out before they escape the forest, setting up the next conflict.

From here, Eredath could:
Break free from the Legion entirely and form his own faction (similar to Sylvanas)
Attempt to rebuild the legion in his own image
There's a lot of potential depending on the tone you want.

5. Updates:
For smaller updates, I'd only fix urgent issues.
For example, in Chapter 3, if Eredath dies and you only have 100 gold left, the mission becomes unwinnable because no unit can pick up the gold scraps. That's a game breaking situation and needs a workaround.

For major updates, I'd recommend polishing Act 1 story‑wise and releasing it together with Act 2.
That way, players have a strong reason to revisit Act 1 while also enjoying the new content.

Best of luck with the campaign!
 
You're most welcome and thank you for creating this campaign.
If you'd allow me, I'd love to offer some ideas that may inspire you on where the story could potentially go, especially regarding Eredath's character arc.

1. Eredath's motivation:
Since he's described as a lesser Dreadlord, there's a lot of room for ambition. Dreadlords are opportunists by nature. With Tichondrius dead, several Dreadlords fallen in Kalimdor, and the remaining ones occupied in Lordaeron (assuming Sylvanas hasn't dealt with them yet), Eredath could see this chaos as a chance to rise in rank. Following his journey toward power could make for an interesting narrative.

2. Chapter 1
The opening could begin as a simple assignment from the Burning Legion:
Eredath is summoned to clear the forest of remaining Night Elf and Human forces.
He arrives through the Demon Gate, greeted by two Fel Guards:
Dialogue could potentially go something like:
Fel Guards: Hail, Eredath.
Eredath: What is the meaning of this? Where are we, and why have I been summoned?
Fel Guards: Lord Anetheron is assaulting the World Tree with Archimonde. He ordered this forest purged of Night Elf activity before they regroup.
Eredath: Killing remnant elves? Anetheron insults my capabilities yet again…
Fel Guard: We've lost most of our forces here. We'll support you, sir.
Eredath: This situation vexes me…but the Legion's will must be done.

He hates the assignment because it's beneath him, but he obeys.
As he progresses, he begins losing control over the Scourge. A subtle sign that Archimonde has fallen, and the Legion's power is collapsing.

3. Chapter 2
With Archimonde defeated, the portals lose power. Eredath is cut off from the Legion and must retreat. His original mission becomes impossible.
During this retreat, he encounters Satyrs who have lost their leader. Seeing an opportunity, he rallies them under his command and uses them to strike back at the Night Elves.

4. Chapter Interlude and 3
The Satyrs inform Eredath of an ancinet power they feel in the land: It'st he Blood Well Mannoroth defiled.
Eredath follow the Satyrs and discovers a Fel Orc outpost surrounding the blood well.
The Orcs reveal they are remnants of Grom Hellscream's forces at the same location where Cenarius was slain. (We add the information you've written above in the story and this clears out the reason they're there immediately)
Eredath sees yet another opportunity: Control the Satyrs and the Fel Orcs.
But outside their base, the Night Elves are preparing to wipe them out before they escape the forest, setting up the next conflict.

From here, Eredath could:
Break free from the Legion entirely and form his own faction (similar to Sylvanas)
Attempt to rebuild the legion in his own image
There's a lot of potential depending on the tone you want.

5. Updates:
For smaller updates, I'd only fix urgent issues.
For example, in Chapter 3, if Eredath dies and you only have 100 gold left, the mission becomes unwinnable because no unit can pick up the gold scraps. That's a game breaking situation and needs a workaround.

For major updates, I'd recommend polishing Act 1 story‑wise and releasing it together with Act 2.
That way, players have a strong reason to revisit Act 1 while also enjoying the new content.

Best of luck with the campaign!
Thank you very much! I just posted a version with some fixes, making certain parts easier or more lore-accurate, and adding a few new cutscenes. I’m posting it so future players won’t have any issues with the experience. Chapter 1 of Act 2 is also ready, and I included it in this version. Feel free to test it if you want, and thank you for your time.
 
I started playing this campaign recently and only finished ch1 and ch2. It's not a bad campaign. The terrain is nice ( although, the UI is something I dislike, but this is only my preference ) but the map is a bit too detailed. Just a bit

The models are nice as well, the idea is good too. The story is somewhat good but there's no clear objective. The lore can be worked on a bit more, same with dialogues.


I will come back with a full review after I finish ch3. Still, you've got a great idea in you.

You're most welcome and thank you for creating this campaign.
If you'd allow me, I'd love to offer some ideas that may inspire you on where the story could potentially go, especially regarding Eredath's character arc.

1. Eredath's motivation:
Since he's described as a lesser Dreadlord, there's a lot of room for ambition. Dreadlords are opportunists by nature. With Tichondrius dead, several Dreadlords fallen in Kalimdor, and the remaining ones occupied in Lordaeron (assuming Sylvanas hasn't dealt with them yet), Eredath could see this chaos as a chance to rise in rank. Following his journey toward power could make for an interesting narrative.

2. Chapter 1
The opening could begin as a simple assignment from the Burning Legion:
Eredath is summoned to clear the forest of remaining Night Elf and Human forces.
He arrives through the Demon Gate, greeted by two Fel Guards:
Dialogue could potentially go something like:
Fel Guards: Hail, Eredath.
Eredath: What is the meaning of this? Where are we, and why have I been summoned?
Fel Guards: Lord Anetheron is assaulting the World Tree with Archimonde. He ordered this forest purged of Night Elf activity before they regroup.
Eredath: Killing remnant elves? Anetheron insults my capabilities yet again…
Fel Guard: We've lost most of our forces here. We'll support you, sir.
Eredath: This situation vexes me…but the Legion's will must be done.

He hates the assignment because it's beneath him, but he obeys.
As he progresses, he begins losing control over the Scourge. A subtle sign that Archimonde has fallen, and the Legion's power is collapsing.

3. Chapter 2
With Archimonde defeated, the portals lose power. Eredath is cut off from the Legion and must retreat. His original mission becomes impossible.
During this retreat, he encounters Satyrs who have lost their leader. Seeing an opportunity, he rallies them under his command and uses them to strike back at the Night Elves.

4. Chapter Interlude and 3
The Satyrs inform Eredath of an ancinet power they feel in the land: It'st he Blood Well Mannoroth defiled.
Eredath follow the Satyrs and discovers a Fel Orc outpost surrounding the blood well.
The Orcs reveal they are remnants of Grom Hellscream's forces at the same location where Cenarius was slain. (We add the information you've written above in the story and this clears out the reason they're there immediately)
Eredath sees yet another opportunity: Control the Satyrs and the Fel Orcs.
But outside their base, the Night Elves are preparing to wipe them out before they escape the forest, setting up the next conflict.

From here, Eredath could:
Break free from the Legion entirely and form his own faction (similar to Sylvanas)
Attempt to rebuild the legion in his own image
There's a lot of potential depending on the tone you want.

5. Updates:
For smaller updates, I'd only fix urgent issues.
For example, in Chapter 3, if Eredath dies and you only have 100 gold left, the mission becomes unwinnable because no unit can pick up the gold scraps. That's a game breaking situation and needs a workaround.

For major updates, I'd recommend polishing Act 1 story‑wise and releasing it together with Act 2.
That way, players have a strong reason to revisit Act 1 while also enjoying the new content.

Best of luck with the campaign!
I very much agree with all of this.
 
I have finished Chapter 3 of this campaign, and oh boy, it was frustrating. All of the issues in the chapter can be solved by destroying the northwest Ancient of War and destroying the “optional” Ancient of War that progresses halfway through the chapter (not really optional, you have to destroy it), and the chapter becomes easy. There are some crates that contain gold and lumber, which are very useful.


All of the chapters suffer from good ideas but poor execution. The maps were not tested as much as they needed to be.


The Eredath hero needs some serious balance changes. The blight ability needs a rework so that the ground heals more, has a shorter cooldown and mana cost, and a bigger area of effect. It’s almost useless.
The elemental is stronger at level 2 than it is at level 3, which is an issue that needs to be fixed.
The Void Slip ability really doesn’t fit an intelligence-based Dreadlord hero. A new ability would be much better.
The comets are nice but really weak.
The ultimate is really awesome, but his auto-attacks damage your units as well. This needs fixing.


The cinematics and cutscenes need to be longer, with more dialogue and information about what is happening. I still have no idea what I am supposed to do in terms of lore. Also, please take the chapters slowly. Everything happens so fast. The maps are small and everything happens fast, which is not good. You need to take each map slowly and add more optional objectives that are not harder than the main objectives.


As I’ve said, the terrain is really well done. It feels like I am in a fever dream, and the satyr race is fun, and it’s a great idea to have them by your side. But the UI and the overuse of effects are something I don’t like that much, although that’s a personal opinion.


I still have no idea what that Exodus Tower was for, why the night elves in Chapter 2 attacked the satyrs and had so many units, or what happens in Chapter 3. But your ideas are really great. Please don’t give up on this; Your ideas are very bright, especially in Chapter 3. Just do test them more, and try to find a balance between them. Good luck! This can be a really great campaign if you continue!


P.S - How I longed for a campaign where the heroes have chaos damage.. and they have a range attack that "sucks" the soul of their enemies. Eredath is a really unique hero you made. Keep it up

I would rate it 4/5 but there's some issues that keep me from doing so. Still, you can fix them!


P.S2- I found out I played the old version instead of the new one.. I will play the new one and give another review.
 
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Terminei o Capítulo 3 desta campanha e, nossa, foi frustrante. Todos os problemas do capítulo podem ser resolvidos destruindo o Ancião da Guerra do noroeste e o Ancião da Guerra "opcional" que aparece na metade do capítulo (na verdade, não é opcional, você precisa destruí-lo), e aí o capítulo fica fácil. Há alguns baús que contêm ouro e madeira, que são muito úteis.


Todos os capítulos sofrem com boas ideias, mas má execução. Os mapas não foram testados o suficiente.


O herói Eredath precisa de mudanças sérias de balanceamento. A habilidade Praga precisa ser reformulada para que o chão se cure mais, tenha um tempo de recarga e custo de mana menores, e uma área de efeito maior. Atualmente, é praticamente inútil.
O elemental é mais forte no nível 2 do que no nível 3, o que é um problema que precisa ser corrigido.
A habilidade Deslizamento do Vazio realmente não combina com um herói Lorde do Terror baseado em inteligência. Uma nova habilidade seria muito melhor.
Os cometas são bonitos, mas muito fracos.
A habilidade suprema dele é realmente incrível, mas os ataques automáticos também causam dano às suas unidades. Isso precisa ser corrigido.


As cenas cinematográficas e as cutscenes precisam ser mais longas, com mais diálogos e informações sobre o que está acontecendo. Ainda não tenho ideia do que devo fazer em termos de história. Além disso, por favor, desenvolvam os capítulos com mais calma. Tudo acontece muito rápido. Os mapas são pequenos e tudo acontece muito depressa, o que não é bom. Vocês precisam desenvolver cada mapa com mais calma e adicionar mais objetivos opcionais que não sejam mais difíceis do que os objetivos principais.


Como eu disse, o terreno é realmente muito bem feito. Parece que estou num sonho febril, e a raça dos sátiros é divertida, e tê-los ao seu lado é uma ótima ideia. Mas a interface do usuário e o uso excessivo de efeitos são coisas que não me agradam muito, embora isso seja uma opinião pessoal.


Ainda não faço ideia para que servia aquela Torre do Êxodo, por que os elfos noturnos do Capítulo 2 atacaram os sátiros e tinham tantas unidades, ou o que acontece no Capítulo 3. Mas suas ideias são realmente ótimas. Por favor, não desista; suas ideias são muito brilhantes, especialmente para o Capítulo 3. Continue testando-as e tente encontrar um equilíbrio entre elas. Boa sorte! Esta pode ser uma campanha incrível se você continuar!


PS - Como eu ansiava por uma campanha onde os heróis causassem dano de caos... e tivessem um ataque à distância que "sugasse" a alma dos inimigos. Eredath é um herói realmente único que você criou. Continue assim!

Eu daria uma nota de 4/5, mas há alguns problemas que me impedem de dar essa nota. Mesmo assim, vocês podem corrigi-los!


P.S. 2 - Descobri que joguei a versão antiga em vez da nova... Vou jogar a nova e fazer outra avaliação.
Funny how level 2 is actually stronger than level 3, and I didn’t notice it in any of my tests, I just fixed it xd
 
You have potential to make great campaigns if you listen to feedback and continue doing what you love!
Thank you, I am currently reviewing all the chapters and adding new things. At this exact moment, I have updated the map with some changes, but these are silent updates that don’t really require an announcement, especially since I was informed that I can’t do that here. I am waiting to Deepstrasz to review the map, but I think it’s unlikely because the project is currently not very complete (although I believe it already needs some kind of official evaluation, since the project is already quite solid, IMO)
 
1. There is custom music, on latest reforged version I get both default undead music and custom one. It seems like probably 2.0x+ version bug, but considering campaign says its for 1.36+, it seems a bit weird.
2. Some tooltips are confusing. For instance satyr's dancers have parasite-like ability, but description makes it sound like its a polymorph spell. Same goes to Hero's innate ability.
3. Intro cinematic seems slightly long/too empty, considering its not showing a lot except for the same scene with different angles.
From positives: terrain is perfect.
4. Hero dreadlord and unit dreadlord have the same icon, I'd recommend to use something to differentiate them: Dread Lord, Tichondrius and Derivatives
5. I'd like satyr workers to have a slightly different color, so it would be easier to note which one is combatant and which one is worker.

Overall seems nice, with a bunch of fixes I believe it would be 5/5.
 
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1. There is custom music, on latest reforged version I get both default undead music and custom one. It seems like probably 2.0x+ version bug, but considering campaign says its for 1.36+, it seems a bit weird.
2. Some tooltips are confusing. For instance satyr's dancers have parasite-like ability, but description makes it sound like its a polymorph spell. Same goes to Hero's innate ability.
3. Intro cinematic seems slightly long/too empty, considering its not showing a lot except for the same scene with different angles.
From positives: terrain is perfect.
4. Hero dreadlord and unit dreadlord have the same icon, I'd recommend to use something to differentiate them: Dread Lord, Tichondrius and Derivatives
5. I'd like satyr workers to have a slightly different color, so it would be easier to note which one is combatant and which one is worker.

Overall seems nice, with a bunch of fixes I believe it would be 5/5.
1. The music here seems normal… strange
2. I’m fixing a lot of tooltips, and thank you for the suggestion
3. The intro cinematic is intentionally long and completely skippable. The original plan was to add a screen in front with the campaign’s name, but I still haven’t learned how to do that
4.I changed the icons, thanks again
5.I’m still thinking about the models for the satyrs, but I will definitely change them


Thank you for the suggestions, do you think the pacing of the missions feels boring, or too easy/too difficult?
 
1. The music here seems normal… strange
2. I’m fixing a lot of tooltips, and thank you for the suggestion
3. The intro cinematic is intentionally long and completely skippable. The original plan was to add a screen in front with the campaign’s name, but I still haven’t learned how to do that
4.I changed the icons, thanks again
5.I’m still thinking about the models for the satyrs, but I will definitely change them


Thank you for the suggestions, do you think the pacing of the missions feels boring, or too easy/too difficult?
Regarding music, do you mean it doesn't play default music for you and it's just mine issue? Do you play on latest reforged patch?
 
Finished chapter 4. You are definitely improving, ch4 may the best yet in terms of ideas and mechanics
The only downside I find in this campaign is that I don't quite understand the story, too little cutscenes and dialogue. No clear objectives
You improved ch3 a lot, and ch1 and ch2 a bit as well. Great job. My rating is now 4.
 
Finished chapter 4. You are definitely improving, ch4 may the best yet in terms of ideas and mechanics
The only downside I find in this campaign is that I don't quite understand the story, too little cutscenes and dialogue. No clear objectives
You improved ch3 a lot, and ch1 and ch2 a bit as well. Great job. My rating is now 4.
Thank you very much for your feedback, it helps a lot, i’ve been spending quite some time revising and polishing several things in the earlier chapters, and I’m already finishing Chapter 5, however, I’ll only post Act 2 once everything is fully ready. I’ve been a bit short on time lately, but the campaign is not stalled and is still being developed.
 
Thank you very much for your feedback, it helps a lot, i’ve been spending quite some time revising and polishing several things in the earlier chapters, and I’m already finishing Chapter 5, however, I’ll only post Act 2 once everything is fully ready. I’ve been a bit short on time lately, but the campaign is not stalled and is still being developed.
Great. there's one bug in ch4, sometimes the first mission restarts all of a sudden and the Eredath gets back to his starting place. The mission is not lost but the dialogue repeats. That, and with some model bugs, is all I've found. keep going, man.
 
Note that I've played only your first 3 chapters, didn't play chapter 4 yet.

Whole story premise: "What's going on in the Burning Legion ranks after they suffered defeat at Mount Hyjal?" Just right AFTER that defeat is cool, because it allows you to show some army disorganisation/collapse and our walking through such.
Maybe by 3 chapters it mostly happen at background, but I slightly disliked the amount of buildable space you gave to the player at Chapter 2 and the aggressiveness of the natural guardians in Chapter 3.

Looking forward to seeing what Chapter 4 brings to this story.
Please keep it going!
 
Note that I've played only your first 3 chapters, didn't play chapter 4 yet.

Whole story premise: "What's going on in the Burning Legion ranks after they suffered defeat at Mount Hyjal?" Just right AFTER that defeat is cool, because it allows you to show some army disorganisation/collapse and our walking through such.
Maybe by 3 chapters it mostly happen at background, but I slightly disliked the amount of buildable space you gave to the player at Chapter 2 and the aggressiveness of the natural guardians in Chapter 3.

Looking forward to seeing what Chapter 4 brings to this story.
Please keep it going!
I’m truly surprised that you gave the campaign a chance, it really motivates me a lot. You played the initial version of the project. The current version already includes Mission 4, with many expansions to the story and some mechanics, as well as improved PATHS and the addition of other smaller things in each chapter. Thank you very much for giving this campaign a chance
 
1769702731284.png

This project now has an official project page, where I’ll try to post as many updates as possible. I’m also taking this opportunity to let you know that I’m revising several texts and making the Act I story more engaging. Thank you to everyone who follows this project and looks forward to updates!

( Click on the image to go to the project page )


 
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