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Jeopardy of the Horde v3.2

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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.

Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft 3 campaigns with Blizzard-like maps and fun gameplay
!





Features

14 maps, including 11 Chapters and 3 Interludes
Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor

Numerous Heroes to Play
Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock

New Hero Abilities
Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability

Choose your Own Missions
From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish

New Background Music throughout Campaign

Variable Difficulty Levels, and much more!

Screenshots

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Legendary Items

Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:

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Lordaeron Grand Battlesword
Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
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Goldfeathered Staff
Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
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Thorns Armor
Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
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Crown of Fallen Kings
Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
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Demon Cleaver
Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
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Stonemaul Bonecrusher
Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
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Storm Boots
Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
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Gem of Rejuvenation
Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
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Granite Necklace
Increases the hit points of the Hero by 300 and mana by 250 when worn.
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Ring of the Elder Moon
Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.


Change Log

NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.

- Major terrain changes in all chapters
- Dialogues in all maps have been completely rewritten
- Cinematics in all chapters have been redone
- All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
- Cairne is no longer a playable hero in Chapter 2
- Araj the Summoner is now a hero-type unit
- New items can be found by killing creeps
- Quest changes in all chapters. In addition, new quests have been added into several chapters
- This campaign can now be played through in two difficulty settings: Normal and Hard
- The following spell changes have been made:

THRALL
- Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground which decreases the movement and attack speed of nearby enemy units

GROM HELLSCREAM
- Mirror Images and Critical Strike have been removed.
- Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)

REXXAR
- Storm Bolt has been replaced with Summon Hawk

DREK’THAR
- Shadow Strike has been replaced with Far Sight

SAMURO
- Samuro now possesses the following spells:
- Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
- Mirror Image
- Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
- Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit

DRAK’THUL
- Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
- Soul Burn and Firebolt have been removed
- The Warlock can now cast Incinerate and Summon Voidwalker


- Fixed a few spelling/grammar errors
- Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
- Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
- Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
- Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
- Fixed a problem where Samuro would use Dash and disappear
- Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
- Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
- Engineer Gazlowe's model has been changed to the Goblin Tinker
- The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
- The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
- Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
- Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him


- Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
- Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
- Minor to moderate dialogue changes in all chapters
- Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
- In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
- In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
- In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
- The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
- In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
- In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
- In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
- The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
- Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
- The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
- Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
- In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
- Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
- Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
- The Trees blocking the terrain in Chapter 9 are no longer invulnerable
- The item Frostguard now allows melee Heroes to attack ranged units
- Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
- Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
- Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
- The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
- The Demon Gates in Chapter 10 are now protected by a Mini Boss


– Fixed a problem in Chapter 4 where a particular Night Elf wave would stay idle when attacking Santron
- Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
- Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
- In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
- In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
- Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
- The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty


- The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, story, and in-game events
- A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
- The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
- New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
- Added new custom music throughout cinematics and gameplay
- Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
- The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
- All appropriate buffs will now be removed from all units during cinematics
- Pressing the spacebar will now bring the player to quest-specific locations on the map
- Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
- Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
- Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
- Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
- AI friendly players can no longer be attacked by the player throughout the campaign
- Resolved multiple issues with the Orcish Horde AI player in Chapter 10
- Increased the mana cost of Grom's Frenzy ability to 75 mana
- Samuro's Dash ability now deals more damage across all levels
- Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
- Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
- Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
- Searinal in Chapter 4 now possesses Spell Immunity
- Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
- Increased the hit points and damage of Santron Towers in Chapters 4 and 8
- Neutral units can now be hired from the Goblin Observatory in Chapter 8
- Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
- Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
- Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
- Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
- Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
- Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
- The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
- The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
- The Earth Totem unit Thrall can summon now has a portrait
- The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
- Added unique models for all potion/scroll items
- Tyrande Whisperwind now has a new model
- Shandris and Night Elf Glaive Throwers now have new skins


- Fixed the tooltip description for Drek'Thar's Forked Lightning ability
- The player will now correctly lose Chapter 9 if all of their buildings are destroyed
- Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
- Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
- Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
- Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
- Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
- Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
- Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty


MAIN CHANGES
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Updated all cinematics for widescreen support
- Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes:
- Grom Hellscream
- Rexxar
- Rokhan
- Drak'thul​

HERO CHANGES
- Reduced the area of effect range of Earthbind Totem from 800 to 600
- Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
- Removed Brilliance Aura from Drek'Thar
- Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
- Reduced the damage of Samuro's Mortal Strike from 750 to 500
- Increased the base movement speed of Araj the Summoner from 240 to 270
- Fixed a bug where the player could summon more than one Misha

GENERAL CHANGES/IMPROVEMENTS
- Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
- Changed the armor type of all Human buildings to Heavy armor in Chapter 1
- Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
- Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
- Player starts off with 500 additional gold in Chapter 3
- Cured fountains in Chapter 3 now provide health or mana regeneration
- Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
- Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
- Renamed the undead AI players in Chapter 3 to have distinct names
- The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
- The path to Rokhan in Chapter 3 is once again blocked off by trees
- Removed the Fountain of Health in Chapter 4
- Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
- Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
- Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
- The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
- Troll Batriders are no longer available to train in Chapter 5b
- Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
- Gazlowe now has additional items to allow him to tank better in Chapter 6
- The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
- Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
- Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
- Removed the Vials of Mana item in Chapter 7
- The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
- Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
- Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
- Player now starts off with an Altar of Storms in Chapter 9
- Added additional enemy Heroes to the Night Elven bases in Chapter 9
- The trees to the final Night Elf base in Chapter 9 are now invulnerable
- Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
- Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
- Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
- Replaced the Fountain of Power with a Fountain of Health in Chapter 10
- Azgalor is now immune to magic in Chapter 10
- Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
- Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
- Removed the damage and hit points increase for enemy players in Chapters 9 & 10
- Reset the hotkey for the Build command back to B
- Changed the hotkey for upgrading the Great Hall/Stronghold to Z
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
- Updated Tyrande's model to the same used in Malfurion's Quest
- Made slight background music changes across the campaign
- Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
- Items are no longer dropped by destroying creep buildings
- Runes are now color coordinated, making them easier to identify for the player
- Made numerous item changes throughout the campaign

Other Campaigns in Turnro’s Warcraft 3 Series
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Important Notes
- It is highly recommended that you update Warcraft 3 to the latest patch version before playing Jeopardy of the Horde. The download to this patch can be found here: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Jeopardy of the Horde on Hard difficulty, you will automatically lose the mission
- There is a known bug on Mac computers where the game will crash when certain custom items/units are selected. While I have tested this campaign to ensure this doesn’t happen, please notify me if you encounter this problem
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STORY, MAP DESIGN AND DEVELOPMENT: Turnro

MODELS
Grey Knight
kangyun
JetFangInferno
Mc!
Ket
EviL_BuddhA
epsilon
Sellenisko
Hexus
Kitabatake
the_firefalcon
PROXY
Shyster
Kirym
Zap


SKINS
Glitzage
Daenar7


ICONS
Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola


MUSIC AND SOUND
Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)


Special Thanks:
Fallen Angel Boy
Rence Kristoff
Flour
Forsaken
slake
CaoSong
Perke
LOTP




Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


Keywords:
Horde, Orc, Troll, Tauren, Thrall, Kalimdor, Santron, Drek'Thar, Cairne, Samuro, Araj, Rokhan, Rexxar, Grom, Hellscream, Drak'thul.
Contents

Jeopardy of the Horde v3.2 (Campaign)

Reviews
18:35, 5th Feb 2010 ap0calypse: Approved
Level 1
Joined
Jun 17, 2010
Messages
8
Hi turnro. In chapter five, The problem with the ogres, you should add a tip warning us about the limit of food since in this chapter is 50 instead of 100.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi turnro. In chapter five, The problem with the ogres, you should add a tip warning us about the limit of food since in this chapter is 50 instead of 100.

Thanks for the feedback, Paletron :)

I originally had this hint in the previous versions of Jeopardy for the Horde (but got rid of it because I thought the hint was pointless). I'll remember to add it back in in the near future.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Resurrection of the Scourge has finally been updated! You can view/download the new version here.

With my Undead Campaign updated, all thoughts now turn towards the development of the final campaign in my series of alternate Warcraft 3 Campaigns: Malfurion's Quest. The proposed project is HUGE, which twice the amount of maps and an overload of new models and spells.

Apart from The Adventures of Rowan the Wise, I will be working solely on Malfurion's Quest over the next year or so.

More news will be given soon.
 
Level 2
Joined
Apr 3, 2013
Messages
18
Btw, yo Turnro :), I downloaded this campaign yesterday, and I've already played through half, that's how addictive it is. I've loved it so far, and as some people already typed here, you just gotta love the classic wc3 campaign look you've given it.

Right now I've only one thing to complain about, and that's Kor'gall's(?)overpowerness on Hard. An Ogre with 8k HP and Chaos dmg and an incredibly good hp regen is just impossible to break.. I even managed to kite him around for like 2min using my summons, but that didn't do shit. Even had Misha smashing him those 2 mins. Had no problem whatsoever with everything else in that mission, just Kor'gall. And oh yeah, if ANYONE manged to kill him without having to use whosyourdaddy or changing difficulty, please respond to this comment and tell me how you did it. Though I highly doubt that because I'm a wc3 campaign veteran, completed 2 of Turnro's other campaigns on Hard, plus the original campaigns, including the one with Rexxar.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Btw, yo Turnro :), I downloaded this campaign yesterday, and I've already played through half, that's how addictive it is. I've loved it so far, and as some people already typed here, you just gotta love the classic wc3 campaign look you've given it.

Right now I've only one thing to complain about, and that's Kor'gall's(?)overpowerness on Hard. An Ogre with 8k HP and Chaos dmg and an incredibly good hp regen is just impossible to break.. I even managed to kite him around for like 2min using my summons, but that didn't do shit. Even had Misha smashing him those 2 mins. Had no problem whatsoever with everything else in that mission, just Kor'gall. And oh yeah, if ANYONE manged to kill him without having to use whosyourdaddy or changing difficulty, please respond to this comment and tell me how you did it. Though I highly doubt that because I'm a wc3 campaign veteran, completed 2 of Turnro's other campaigns on Hard, plus the original campaigns, including the one with Rexxar.

I'm glad of are enjoying Jeopardy for the Horde so far :)

As for Kor'gall, he doesn't have a high hit point regeneration rate (as it is only 0.5 hit points per second). The only times he should recover his health is when he summons Healing Wards. Destroy the Healing Wards whenever Kor'gall summons them and you should be fine.
 
Level 3
Joined
May 1, 2010
Messages
54
Hey,
Played your Campaign today and yesterday and it was pretty impressive, one of the few campaigns that actually held my interest for more than a few hours. Well paced and almost well balanced.
I played the whole thing on Hard my first playthru. Correct me if I'm wrong, you only start doubling enemy HP after at least halfway thru the chapters.
While it works as a balancing technique it meant that my only concern was using the Shadow Hunter's chain heal, that dragon heart heal, and my Mirror Image more prominently.. The game was only hard when I did not have the Shadow Hunter. In fact, I do not think it's possible to even beat the game without the shadow hunter (on hard).

Otherwise it was a very well made game. Just some noteesss
In the end-game with the Night Elves and the likes, they kept attacking me even after the demons came (there was a gate right behind one elf race and in front of the other). Only when the demon spawns lured them to the gate did they actually care.
And killing Az at the end game, man, no idea how to do it properly. I got half his HP down with a few heroes (units are useless against 1200 HP Huntresses and 3K HP infernos unless it's Tauren with spellcasters) because the unit AI kept moving the summoned units North East for some reason.. then all my buildings died :(
I eventually used cheats because I could not actually kill him without the game AI glitching or the base getting destroyed.

And a btw, i discovered if you were to put a Peon (or any unit, really) in the attack route of the AI in several missions and if said peon were to die, the attack wave would leave and not go to its target.
I exploited this hardcore in the mission where you get Drak'Thul

Andddd one more thing for your future makings.. Give the characters their personalities back. I dunno, it felt like Cairne was a follower rather than a leader of his people and a wise dude. The characters all felt the same and were there just to make the story progress (my girlfriend made that comment)

But yeah, loved the game, one of the few good ones out there that actually sucked me in rather than made me get bored (took awhile, too!). Your other campaigns are okay but have the same flaws.. Characters don't really feel like characters, just death machines. More custom abilities too and you're set man but I gotta say, using the default WC3 (anndd a few custom) ones for this one was pretty fun regardless
Don't let me get you down though, from the progression of things and from what you plan to do, you're getting better and better

Edit: For the guy who had trouble with Ogre boss guy, give Rexxar Mask of Death thats dropped from the top base and a bunch of damage + AS items if available, have him tank the Ogre and use the Wolves to let him heal up with auto attacks.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey,
Played your Campaign today and yesterday and it was pretty impressive, one of the few campaigns that actually held my interest for more than a few hours. Well paced and almost well balanced.
I played the whole thing on Hard my first playthru. Correct me if I'm wrong, you only start doubling enemy HP after at least halfway thru the chapters.
While it works as a balancing technique it meant that my only concern was using the Shadow Hunter's chain heal, that dragon heart heal, and my Mirror Image more prominently.. The game was only hard when I did not have the Shadow Hunter. In fact, I do not think it's possible to even beat the game without the shadow hunter (on hard).

Otherwise it was a very well made game. Just some noteesss
In the end-game with the Night Elves and the likes, they kept attacking me even after the demons came (there was a gate right behind one elf race and in front of the other). Only when the demon spawns lured them to the gate did they actually care.
And killing Az at the end game, man, no idea how to do it properly. I got half his HP down with a few heroes (units are useless against 1200 HP Huntresses and 3K HP infernos unless it's Tauren with spellcasters) because the unit AI kept moving the summoned units North East for some reason.. then all my buildings died :(
I eventually used cheats because I could not actually kill him without the game AI glitching or the base getting destroyed.

And a btw, i discovered if you were to put a Peon (or any unit, really) in the attack route of the AI in several missions and if said peon were to die, the attack wave would leave and not go to its target.
I exploited this hardcore in the mission where you get Drak'Thul

Andddd one more thing for your future makings.. Give the characters their personalities back. I dunno, it felt like Cairne was a follower rather than a leader of his people and a wise dude. The characters all felt the same and were there just to make the story progress (my girlfriend made that comment)

But yeah, loved the game, one of the few good ones out there that actually sucked me in rather than made me get bored (took awhile, too!). Your other campaigns are okay but have the same flaws.. Characters don't really feel like characters, just death machines. More custom abilities too and you're set man but I gotta say, using the default WC3 (anndd a few custom) ones for this one was pretty fun regardless
Don't let me get you down though, from the progression of things and from what you plan to do, you're getting better and better

Edit: For the guy who had trouble with Ogre boss guy, give Rexxar Mask of Death thats dropped from the top base and a bunch of damage + AS items if available, have him tank the Ogre and use the Wolves to let him heal up with auto attacks.

Thanks for the constructive feedback, TheOverWhelming :)

I found it particularly challenging to balance the game in the end missions due to the fact you can control several powerful heroes. Although the current system isn't perfect, it will suffice for the time being.

Thanks also for letting me know about the characters personality. I will do my best to make each character in my future campaigns have more personality.

As for the AI issue, that is a problem to do with the Warcraft 3 AI (AI controlled players in custom games do this as well). I have no idea how to fix this, but I will investigate and look more into AI script writing to see what I can find.

Finally, you should know that I have a ton of custom spells/units planned for a Night Elf campaign I am currently making.
 
Level 1
Joined
Apr 21, 2013
Messages
7
I thought this campaign was quite well made, it was fun and interesting at the same time as challenging, (once the demons came out at the last level). I thought that the last mission was very enjoyable, until the demons arrived. Then all hell broke loose, and to be quite honest I found it rather annoying as I spent all that time in the previous part of the mission, destroying absolutely everything on the map, then finding out that once the demons arrived my base was just being mashed to shit and was incredibly hard to defend against. But it was a challenge and I kinda enjoyed it. Oh and also I found that once you had more than 6 hero's you wouldnt even need an army. You could take out everything with just those 6 heros. If you had anymore then it was just a peace of cake. Im only talking about the normal difficulty, so I cant say much about how it is in Hard. But overall it was a good campaign and I rather enjoyed it. Keep it up ^^
 
Level 1
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Jun 8, 2013
Messages
5
9/10.
-1 because there was just too much talking going on in between missions. "I only hope" or "I hope it isn't too late" or "We must hurry" just seemed too over-used.
Different speech terms could have been used.
Santron mission was very fun.
Last mission was awesome.
Throwing in a Necromancer for a support hero with the orcs was an interesting idea.

One bug though was with Samuro. When you make him Dash with the group selected, it goes to the next hero (Grom), and then back to Samuro when he's done with Dash. I suppose it was tested and couldn't be changed to keep Samuro in the group selection when he's teleporting. The game doesn't 'read' him as active.

Great campaign.
 
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Level 31
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Dec 8, 2009
Messages
1,330
One bug though was with Samuro. When you make him Dash with the group selected, it goes to the next hero (Grom), and then back to Samuro when he's done with Dash. I suppose it was tested and couldn't be changed to keep Samuro in the group selection when he's teleporting. The game doesn't 'read' him as active.

You are right. Making Samuro selected after he casts Dash was tested, and the currently used triggers was the best I could think of.

I'm still eager to know of a better way to make Samuro selected without the troubles of group selection. Until then, the current triggers will suffice.
 
Level 1
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Jun 9, 2013
Messages
3
Awesome campaign. The base building and RPG elements were mixed up perfectly, I wish more campaigns were like that. I really like how you get 2-4 different heroes per mission and get to play as all of them towards the end. Great job, my favorite campaign by far, 5/5 no doubts.
 
Level 31
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Dec 8, 2009
Messages
1,330
Awesome campaign. The base building and RPG elements were mixed up perfectly, I wish more campaigns were like that. I really like how you get 2-4 different heroes per mission and get to play as all of them towards the end. Great job, my favorite campaign by far, 5/5 no doubts.

Thanks for the review, Angamir. It's good to hear you enjoyed playing Jeopardy for the Horde :)
 
Level 5
Joined
Dec 2, 2009
Messages
94
hi turnro, I had already played Jeopardy for the Horde in 2010, but I discovered that it was a part of a serie with the adventures of rowan the wise, so I played again these days.

I didnt remember some parts but when I played it I said: hey I remember that, Im talking about araj, the level with samuro, the first level of the campaign and the first map in ashenvale

rowan was lost, ouch, well, I wont miss him very much and the other heroes because they wasnt of the original warcraft 3, like thrall, cairne, grom and company

the only map I used cheats was in azgalor's return to destroy de light blue night elves. how I was supposed to kill the 3 forest guardians with my attention focused in the night elves? and i only used warpten to resurrect my heroes jaja

also, I went :O when I tried to land at drakthul area with the zeppelins, but finally I discovered how to get him

I enjoy a lot the battle with the fel orcs, first I get grom, that was easy, and destroying the green base too, I suffered a bit at the large purple base, I thought I were not capable of complete the level but I destroy the buildings in the right area and then in he left one, and without buildings, they cant summon units buajajaja, it was a luck that their peons dont rebuilt them like the undeads, to deal with them I remembered how I dealt with the ones in rowan campaing, I kill the acolytes and destroy the necropolis with one army, and with the next I could easily destroy the bases buajaja

excelent 10/10 once more and now I am going to play Resurrection of the Scourge that I played too before, when you release three maps only, when I played rowan campaign just a days ago I understood why in resurrection of the scourge you found arthas in the broken isles, the first time I saw him there I said LOL?

well, I stop to not to make the bible. I hope to see soon furions quest (ohh thank you for use furion and not malfurion)
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
hi turnro, I had already played Jeopardy for the Horde in 2010, but I discovered that it was a part of a serie with the adventures of rowan the wise, so I played again these days.

I didnt remember some parts but when I played it I said: hey I remember that, Im talking about araj, the level with samuro, the first level of the campaign and the first map in ashenvale

rowan was lost, ouch, well, I wont miss him very much and the other heroes because they wasnt of the original warcraft 3, like thrall, cairne, grom and company

the only map I used cheats was in azgalor's return to destroy de light blue night elves. how I was supposed to kill the 3 forest guardians with my attention focused in the night elves? and i only used warpten to resurrect my heroes jaja

also, I went :O when I tried to land at drakthul area with the zeppelins, but finally I discovered how to get him

I enjoy a lot the battle with the fel orcs, first I get grom, that was easy, and destroying the green base too, I suffered a bit at the large purple base, I thought I were not capable of complete the level but I destroy the buildings in the right area and then in he left one, and without buildings, they cant summon units buajajaja, it was a luck that their peons dont rebuilt them like the undeads, to deal with them I remembered how I dealt with the ones in rowan campaing, I kill the acolytes and destroy the necropolis with one army, and with the next I could easily destroy the bases buajaja

excelent 10/10 once more and now I am going to play Resurrection of the Scourge that I played too before, when you release three maps only, when I played rowan campaign just a days ago I understood why in resurrection of the scourge you found arthas in the broken isles, the first time I saw him there I said LOL?

well, I stop to not to make the bible. I hope to see soon furions quest (ohh thank you for use furion and not malfurion)

Glad to see you experiencing my campaigns in order. This will allow you to fully understand and make sense of the story. For this reason, you should definitely like Resurrection of the Scourge as its story is heavily influenced by my other campaigns.

It will take me a while for me to do my Night Elf Campaign, though, but rest assured I plan to get there ;)
 
Level 2
Joined
Jul 1, 2013
Messages
35
This is an excellent campaign , just like all your campaigns ! But I think in the 4th chapter Samuro dies so fast , he keeps fighting on the front line and when hes low on health every nightelf focuses on him so the healing ward cant heal fast enough to save him , thats why I failed that chapter 3 times .

-Bug report : I encountered a bug when playing the 6th chapter that the goblins do not move towards , just stand still so I couldnt complete that optional quest , it happens when they pass 2 caves of undead , and I can make sure no undead survived on the way .
 
Level 3
Joined
Jun 30, 2013
Messages
60
Great campaign, one of the few which have no bugs at all.
I played other two of Turnro's campaigns and all of them are great, but this is my favorite :thumbs_up:
 
Level 1
Joined
Jul 2, 2013
Messages
4
Epic campaign as your other two...You are so talented man keep them coming :)
I found some minor things that perhaps can be improved for example when you get araj his hotkey for raise dead is R which is the same as dark ritual.. same thing on far seer his forked lightning is on F same as his far sight..also i noticed something wierd when i played chapter 7 i think? the one when you play with araj and samuro... when you kill 2 lizards west of first base (one with mountain king) one of them dropped scroll of healing then i used staff of reanimation and gain him for some time when he expired he dropped one more scroll of healing and i was like :S:S i dont know if you can reproduce this effect on other creeps since i didnt test it..
 
Level 2
Joined
Jul 1, 2013
Messages
35
Hmm... this bug is strange. Did you play through this chapter only once?

Im sorry i played again some days ago but havent commented yet . I think the possible cause at the first time is that i killed the undead on the way before the group comes , so they dont meet each other and more wont spawn !
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
I found some minor things that perhaps can be improved for example when you get araj his hotkey for raise dead is R which is the same as dark ritual.. same thing on far seer his forked lightning is on F same as his far sight..also i noticed something wierd when i played chapter 7 i think? the one when you play with araj and samuro... when you kill 2 lizards west of first base (one with mountain king) one of them dropped scroll of healing then i used staff of reanimation and gain him for some time when he expired he dropped one more scroll of healing and i was like :S:S i dont know if you can reproduce this effect on other creeps since i didnt test it..

Thanks for the feedback, Arijevska. I never thought about the hotkey cross problem lol

I'll be sure to look into the Staff of Reanimation problem at some point in the future ;)

Im sorry i played again some days ago but havent commented yet . I think the possible cause at the first time is that i killed the undead on the way before the group comes , so they dont meet each other and more wont spawn !

Ok. That seems to make sense. Thank :)
 
Level 9
Joined
Jul 7, 2011
Messages
275
Good to know you enjoyed Jeopardy for the Horde :)

You found the boss fight with Azgalor difficult? I have received feedback that he was too easy in Normal version (funny, huh?). Nonetheless, I'll definitely take this into consideration.

As for Gazlowe's Quest, are you referring to Chapter 6 where you have to escort him past the undead?

Well this.

They are stopped there. Even killing enemies on the way.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Help i cant play this?!?!?:vw_wtf: i put in custom compigain and it was unknown what should i do?

Was the file unknown to your computer, or when you tried to play it through Warcraft 3?

I wish I knew more about the problem you are facing so I can help you. In all cases, custom campaigns are as easy as saving them into the Campaigns folder of your Warcraft 3 directory.
 
Level 3
Joined
Aug 8, 2013
Messages
28
Downloading right now !!!! I just finished The adventures of Rowan The Wise and im Very eager to play more!!!! I loved the Voices in it XD.......
In the words of a once great man...."i like horses" XD omg that was sooooo funny I loved it keep it up? Btw do you need any help with tiggers or unit customization?
Im very skilled in that area.
Keep up the good work!!!!!
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Downloading right now !!!! I just finished The adventures of Rowan The Wise and im Very eager to play more!!!! I loved the Voices in it XD.......
In the words of a once great man...."i like horses" XD omg that was sooooo funny I loved it keep it up? Btw do you need any help with tiggers or unit customization?
Im very skilled in that area.
Keep up the good work!!!!!

Hi Halo99,

Thank you for your offer, but I don't seem to have any problems with triggers or unit customization at the moment. However, if I do, I'll let you know ;)
 
Level 5
Joined
Sep 7, 2013
Messages
115
Campaign problems

In the final mission of the Campaign, I was missing Rexxar in my party, who is one of my favorite warcraft characters. I did make a mistake or something?
 
Level 14
Joined
Aug 30, 2004
Messages
909
Review:

I know this campaign has been out for a while, but for those interested in my opinion here it is.

Overall, an excellent and enjoyable campaign. Remarkably bug free (a few spelling errors - one from Drak'Thar when you are doing his side quest...sorry, forgot the details). It sticks with the horde story and lets you experience the various horde units as you go.

Strengths:
- A good variety of maps with some very intelligent AI. The final map, for example, has the computer take over your peons while you just crank out troops. I thought that was very interesting. It would also be interesting to do the reverse in a map sometime.
- A few new heroes with fairly standard but fun spells
- The difficulty was appropriate
- Some interesting puzzles but not too hard (I really thought there was a bug when I was getting Drek'Thar until i remembered to use ALL of Thrall's spells).
- Camera work was fantastic, not too jumpy or all over the place. I learned some things about camera work for my campaign actually.
- The doodads in Ashenvale were excellent. The terrain was less flat and dull than in other campaigns.
- There is a custom blink-like ability. It doesn't look that great (I'd recommend using his slam animation rather than the mirror image style animation) but the map that enables you to use the ability is fantastic. It reminded me of the blizz map with the Warden and blink where she had to discover various areas. Very cool; very well done.
- Good use of creeps, optional quests, and items. Some interesting new items as well.

Weaknesses: (I should point out that I don't think any of these should be or could be corrected exactly, they're just feedback for map-makers so they can think about these issues when designing new maps)
- The terrain was highly repetitious, with almost all maps being Barrens-like or Ashenvale. Granted, given location of the story, there wasn't too much that could be done about that.
- The plot was okay, but a little generic and back heavy. The plot reveal, twist, counter and denouement were all in the same map. One issue I've noticed in campaign after campaign including Blizzard's and my own (in progress) is that almost all the plots involves stuff happening TO the heroes...not the heroes doing something on their own. They're always following orders, being tricked, trying to escape, and so forth. I think it would be great to have a campaign where the Hero is the one with the idea...trying to make something happen, tricking someone else, etc. Anyway...that's a side issue and not just an issue with this campaign.
- The ending was a bit sudden though I might have just been spoiled with the unbelievably cool finish in Rowan
- There were too many heroes under my control I think. The last map had 7. To balance this the enemies were massively powered, meaning that any units I trained more or less died instantly in battle, leaving my 7 heroes. It wasn't all bad; but of it was fun, but it was a bit overwhelming at first and I spent a lot of time just cycling through abilities to burn rather than using them strategically.

Fixes:
- The farseer hero has "f" as the hotkey for both Forked Lightning and Farsight. You can't cast Farsight with the hotkey.
- I failed the Beastmaster quest and he died, but somehow I got the Quest Completed and was able to play as him.

Conclusions:

All in all, a great campaign that I enjoyed immensely. Very good quality and no real bugs (see fixes). Some interesting goblin work (always the best).

5/5 - and thank you very much for the effort! +rep
 
Level 31
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Dec 8, 2009
Messages
1,330
In the final mission of the Campaign, I was missing Rexxar in my party, who is one of my favorite warcraft characters. I did make a mistake or something?

Hi Formidable10,

To answer your question, it is normal to get to the the of the campaign and not have Rexxar. He is in the mission where you verse the ogres. You can always replay that part of the game again to get him, but it will disable you from versing the fel orcs and getting Grom.

Hope this helps :)

Fixes:
- The farseer hero has "f" as the hotkey for both Forked Lightning and Farsight. You can't cast Farsight with the hotkey.
- I failed the Beastmaster quest and he died, but somehow I got the Quest Completed and was able to play as him.

Rexxar died and the quest was completed? This is a serious bug lol

I'll look into it when I update the campaign next.
 
Level 3
Joined
Mar 3, 2012
Messages
73
Epic campaign, a bit typo (i only notice 2-3, didn't realize i can screenshot and report it because the gameplay bring me to the game world XD ), shame no sound (i like the sound from rowan the wise)

But somehow today when i played chapter 10 , got fatal error, i did multiple stuff at once.
The fatal error occur ~5 mins after the three forest guardian released to attack me,
Details (maybe the reason):
The difficulty i chose is normal
The game is a loaded game.
i was ordering my far seer (forgot the name) to cast forked lightning and just realizes it is magic immune, and receive magic immune message (top)
My middle base is unprotected and is being destroyed
My bottom base is protected by blademaster (not grom, it is the one with dash)
I hear "Our tower is under attack" multiple time before fatal error occur (probably from mid tower)
I have all hero but rexxar (chosen fel orc path)
All other hero (and units) is marching the teal base.

Am i the only one that receive fatal error here? o_O
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
But somehow today when i played chapter 10 , got fatal error, i did multiple stuff at once.
The fatal error occur ~5 mins after the three forest guardian released to attack me,
Details (maybe the reason):
The difficulty i chose is normal
The game is a loaded game.
i was ordering my far seer (forgot the name) to cast forked lightning and just realizes it is magic immune, and receive magic immune message (top)
My middle base is unprotected and is being destroyed
My bottom base is protected by blademaster (not grom, it is the one with dash)
I hear "Our tower is under attack" multiple time before fatal error occur (probably from mid tower)
I have all hero but rexxar (chosen fel orc path)
All other hero (and units) is marching the teal base.

Am i the only one that receive fatal error here? o_O

Thanks for play funAlways :)

I'll look into this bug soon. It has never occurred for me.
 
Level 3
Joined
Mar 3, 2012
Messages
73
No one reported this before me, so i guess it is something with my laptop xD
Anyway, will this map ever has sound recording? This map will be epic with sound recordings xD
Will try the undead one soon, after restarting this mission 8 (i didn't save the mission when i destroyed the teal base because i think "oh come on, this will be a fast battle, i destroyed other base already", and then wild crash occur xD )

==EDIT==
oh my it is crashed again, all base are defended by taurens already, seems like i am not allowed to finish this xD

==EDIT2==
Okay, this is caused by save and load i think, because a 'fresh' game without save and load does not crash
 
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Level 3
Joined
Aug 12, 2012
Messages
78
My favorite campaign.Didn't play it for long time, but I want to see it now, after half a year.
 
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