I think this might be one of the reasons why you abandon your projects. If you start off with the assumption that the result of your work is going to be crap anyway, you are demoralized to complete it from the get-go. Just to try to think of it this way: you're trying to do the best you can. If it turns out to be sub-par then well, you will always get some feedback and a chance to improve.
You know, that is 70% true, the other 30% is because I think it's gonna be long and I need lots and lots of models and skins and spells (Keep in mind, that time I didn't know how to make caches). I'm gonna try to not abandon it this time.
And... Try not to work on the campaign with the mindset that you're doing this to entertain people. Instead, try to do something that you would be interested in playing. Go for features, gameplay and story that you find interesting and fun, because if you will enjoy your own project, it will be easier to complete it - you know, you as a player will be interested to see it through to the end, so you as a map maker will have that extra motivation to put in the work.
True, true.
And as for other people... You can't please everyone, but if you make a project that's fun for you, I'm pretty sure that there will be others who will also enjoy it.
I don't want to please everyone, I want SOME people to love them, even if it is less than 5.
I think this is an interesting idea, though you'd have to start off with explaining how and why Kael'thas picked up Frostmourne (prefferably something other than "he just found it" or "he wanted power", because that doesn't allow for much of character development). Anyway, I personally like alternate storylines, so yeah, this is probably my favorite.
Well, I didn't want to spoil it, but it will be the same as Arthas's story, but then It will be something else. Look, there is a plague in Quel'thalas. Kael gets called to investigate, he finds out about Kel'thuzad, kills him, finds about Mal'ganis, and then there is a mission similar to The fall of Theramore, where you have to storm Mal'ganis's base. Then you go to Northrend after finding out that is the way to kill him, he finds Muradin, they find Frostmourne, and they kill Mal'ganis. That's that.
Wait... What? So, what you're saying is that there is this prince who has a father who is a king (duh) and then the king murders the prince, because he suddenly realized that his son will eventually claim the throne? Uhm... You know that people die of old age and that the most standard succession model for kingdoms actually depended on the male heir taking over the kingdom one day, right? It makes no sense that a king would suddenly realize that his son would eventually succeed him and see it as a reason to murder the prince, because the whole idea of having a dynasty is that one day your child will take the crown.
Unless you meant that well, the prince was planning a coup or his father thought that he was unfit to rule the kingdom or whatever.
How do I always forget stuff? Yes, he thinks that his son is unfitting for the throne, so he kills him. His goal was to make the younger son the heir, even if it meant killing the other. Then, Thuzadin gets reincarnated as a undead soldier and the rest is spoilers.
I mean, it's definetely a nice intrigue - the prince was killed, no one really knows why, but he comes back to take revenge. I just hope that you would keep this as a secret, i.e. turn it into a mystery that gets solved as you play for a bit and not like have the prince return and be like "yo, my father killed me, because...".
The whole game is basically playing as Thuzadin, trying to take revenge on his father.
I mean, Kel'thuzad is cool and getting to see what he was doing to survive under Bolvar might be interesting, but then again... The description you gave isn't very specific as to what the actual story would be, so I won't really comment on this.
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Well, I'll try to update it, but tell me, what do I write on it?
Either way, I think either one of those can work and ultimately, what premise you choose for your project is not as important as how you actually craft the story within it. So yeah, as always, the devil is in the details.