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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 5
Joined
May 12, 2009
Messages
201
Furst review is mine muhaha...

Edit:
Well, I can't say much cause when I double click on the campaign everything goes black and after almost four minutes I just push the on/off button because I can't do anything else.
 
Last edited:
Level 30
Joined
Dec 8, 2009
Messages
1,320
Furst review is mine muhaha...

Edit:
Well, I can't say much cause when I double click on the campaign everything goes black and after almost four minutes I just push the on/off button because I can't do anything else.

I think the problem was to do with adding advanced trigger settings to the maps. Anyway, I have deleted them so the maps should load now.
 
Level 4
Joined
Aug 5, 2009
Messages
71
finally a campaign ready to be played! :)
im playing this as soon as i get some free time..!
thnx for making it. :p

I totaly agree when is the human campiang coming out?

I can tell its still the black screen thing like by slake doesnt work =(
 
This looks to me to be an alternate warcraft story(there sure are a lot of THOSE) where horde never took off to Kalimdor. Although I question if he filled in all the plotholes resulting from making such a "seemingly simple yet so complicated" change in the storyline(if the horde never went to kalimdor several things have to be accounted for that are now ripped out and replaced, think of history like a pool of ripples. Take out one small detail and you remove everything that is related to that event. With the orcs never leaving Kalimdor, that's a BIG ripple, as everything in the third war is based on that event transpiring. I know this may be a little complicated but I want you to understand when time is changed how complicated things become. In my guess you probably didn't fill in every plothole.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
finally a campaign ready to be played! :)
im playing this as soon as i get some free time..!
thnx for making it. :p

I totaly agree when is the human campiang coming out?

I can tell its still the black screen thing like by slake doesnt work =(

My campaigns are a different storyline, yes. You probably won't completely get the storyline until my Human Campaign is released. By the way, is my Orc Campaign still showing up as a black screen?
 
Level 15
Joined
Sep 3, 2009
Messages
1,521
dling now and testing soon...
ok well it works im playing now. currently im in kalimdor and fighting the undead.
i think you should add custom items.
custom skins for the regular orcs im tired of seeing wc3 units :D
focus a bit less on the units maybe? still testing will be back with more.
 
Last edited:
Level 9
Joined
Apr 4, 2004
Messages
519
I like the original Warcraft 3 style you went with like with the campaigns of Reign of Chaos. But, you should really try and decorate your terrain more, it looks very vast and empty.
 
Level 23
Joined
Nov 17, 2008
Messages
17,312
Ok, Im in chapter 2 and I have to say something:
Typos, however tolerable.
The most important thing is that you have jugnle trolls for orcs. They didnt have any before they left Lordaeron and because in your universe they didnt meet Island Trolls near Maelstrom ... Im saying that you should use forest trolls.
 
Level 15
Joined
Sep 3, 2009
Messages
1,521
hey in chapter 5 i think it is. the one with samuro and when you meet araj the summoner. well i was able to skip the whole chapter by using his blink. i killed like 5 monsters in total. but i was able to blink from the first set of ramps up to araj you should fill in the gaps in trees and such.
 
I love your campaign, it's fun, easy, nice story. I'm on the beginning of the third chapter. But did you have to make the scourge sound so casual with the orcs? They're enemies and thrall called them guys! Plus, he said "Hey that was our idea!" like orcs and the scourge were close and they were just playfully talking to each other. Other than that GREAT campaign :thumbs_up: Keep it up!
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
dling now and testing soon...
ok well it works im playing now. currently im in kalimdor and fighting the undead.
i think you should add custom items.
custom skins for the regular orcs im tired of seeing wc3 units :D
focus a bit less on the units maybe? still testing will be back with more.

As you play Jeopardy for the Horde, you will notice that there are hardly any, or no custom units/items/spells. There are reasons for this:

1. This is the first campaign I had ever made, despite that it is the second campaign of my series.
2. I finished the original version about 2 years ago. Times have changed with Warcraft maps now expected to be more advanced then earlier ones.
3. I myself found the campaign fun to play. As a result, I have no intention of making any drastic changes to adding new custom units or spells.

However, don't be dissapointed. I have added or will add custom units/items/spells in my other campaigns, particularly my Human and Night Elf Campaign.
 
Level 15
Joined
Sep 3, 2009
Messages
1,521
ive been testing it. chapter 8 is quite hard it took me about 15 tries to get it. try giving hints during that time as where they should start. the mistake i made like 3 times was attacking the human base next to me right away then getting destroyed by the blue night elves. i managed to kill the blue and the humans next to me and the teal but i my army was gone and i didnt think grey was gonna attack since it hadn't all game so i died there(didnt save). Still use custom models plzz. will make it much better. i was able to beat chapter 9 with ease but i used the iseedeadpeople cheat to see when they were coming so i could run back :/ im currently on 10 and since i wanted to just test stuff i went immortal to just finish but i destroyed all the buildings but the invulnerable ones. and i couldnt get the quest completed for some reason. plus why are the buildings invulnerable. O also in chapter 9 the demon was taken prisoner so i would put him in a prison and you have to get the key from one of the heroes. well thats some stuff i saw.
 
Level 3
Joined
Nov 20, 2008
Messages
66
Well, finally a dear old campaing that has it all, you did a good job. Some other side quests would be nice, but it's a nice campaing with a well-developed plot. You might want to consider the following suggestions to improve it:

- Chapter four: there's a small bug, when the Tauren hero reaches the sixth level and select the resurrection ability, you still lose the mission if he gets killed once

- Chapter Nine: it's probably me, but you should debuff the elves a bit, or give more gold in the first mine. The mission is a kinda impossible to do.

- General: add a few "hero-only" missions, just to take a break from the standard melee and go for some old-fashion dungeon-and-loot fun :)

Anyway, great job. I look forward to seeing the second chapter of the saga
 
Level 4
Joined
Aug 5, 2009
Messages
71
A general note to players.

While Jeopardy for the Horde is my first campaign, it is also the second campaign of my series. Not the first! My Human Campaign is the first, but will not be released for a while yet.


no =( =( =( =( =( =( =( pls try to make it quick you make good campiangs and also full not like others make 3 missons and stop pls make it perfect i know you can make it perfect
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
no =( =( =( =( =( =( =( pls try to make it quick you make good campiangs and also full not like others make 3 missons and stop pls make it perfect i know you can make it perfect

You would be glad to know that I have made most of it. It is also unique, as not only does it have more custom units/spells/items added into it, but sound recordings too! It should be more popular then my Orc Campaign.
 
You would be glad to know that I have made most of it. It is also unique, as not only does it have more custom units/spells/items added into it, but sound recordings too! It should be more popular then my Orc Campaign.

I'm doing that for my map too(completely voiced from head-to-toe). Anyway, that one is more of a joke. Good Luck on human campaign too! Good Stuff Man!
:)
 
Level 1
Joined
Mar 13, 2008
Messages
5
I just finished playing and i must say that this is a very fun campaign and will probably be playing again one of these days. I only noticed one little bug in Chapter 9 after you get Drak'Thul. Every time you open one of the gates he like freezes right after the cutscene. He won't respond to anything and you can get control only by killing him. Other than that i saw nothing.
 
Level 6
Joined
Jan 3, 2010
Messages
185
Ok I have played this (an earlier version i think) however from the comments its pretty much the same. and personally I didnt like it much it seemed to copy from the WC story line but it was its own story at the same time, however you could have improved it by changing names to something completely different, and "Duotar" if you had you spelling right that was a name of a city anyway. Also i would like to say the end was disapointing aswell.
Aside from that i think this was Really well made (bar a few minor bugs) and should still be played by anyone who can ignore the things that bugged me throughout the campaign.
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
Ok I have played this (an earlier version i think) however from the comments its pretty much the same. and personally I didnt like it much it seemed to copy from the WC story line but it was its own story at the same time, however you could have improved it by changing names to something completely different, and "Duotar" if you had you spelling right that was a name of a city anyway. Also i would like to say the end was disapointing aswell.
Aside from that i think this was Really well made (bar a few minor bugs) and should still be played by anyone who can ignore the things that bugged me throughout the campaign.

'Duotar' is not the same as 'Durotar'. Keep that in mind...
 
Level 4
Joined
Jan 10, 2009
Messages
86
Great,but I think it would be better if you'd follow to the original Wc story a little more!
And,maby you could add some naval battles?
 
Level 4
Joined
Jan 27, 2010
Messages
93
I loved this campaign, mostly cause I'm a major fan of the Horde, but other then that I thought it was really well done... I noticed a typo here and there, but for the most part I found it to be one of the best custom campaigns I've ever played.

Only thing close to a bug I found was on the Fel Orc mission after I got Grom to return to normal and rejoin the Horde... all his buildings were still immortal, which made it rather interesting when the Fel Orcs attacked my invinsible Orc Burrows which had been filled with peon's :p

On a side note, on the last level, I found it to be a little easy... I mean, I had 7 Hero's to control (Thrall, Cairne, Grom, Drek'Thar, Drak'Thur, Samuro, and Rokhan)... All i had to do was send out my 7 Hero's... I didnt once use any other units to attack the Night Elves, all my units I left at my base while I used my army of Hero's to do my attacking :p oh and btw Earthquake + Volcano + Tornado = Pwnage on the enemy base XD

Maps: 5/5
Storyline 5/5
Difficulty: 3/5
Overall: 4.3/5
 
Level 30
Joined
Dec 8, 2009
Messages
1,320
This campaign has been updated.
These are the following changes I made:
- Fixed a problem which allowed the player to lose Chapter 4 when Cairne dies with Reincarnation
- Minor terrian changes, mainly in Chapter 6 to disable Samuro from using Blink in certain places
- Minor changes to make Chapters 8 & 9 easier and Chapter 10 harder
- Fixed a problem with invulnerable buildings in Chapter 5: Fel Orc Attack
- Fixed a problem in Chapter 9 where Drak'Thul would pause every time a gate opens.
- Fixed a problem in Chapter 10 where the Demon would not attack and stays invulnerable
- Re-edited text in first cinematic in Chapter 3, to stop making the orcs sound casual with the undead

OTHER NEWS:

Very shortly, I will be uploading what I have made of my Undead Campaign so far. Keep an eye out for it. It's called 'Resurrection of the Scourge'.

My Human Campaign is well on it's way to being completed. It will be available to download on Hive some time in March.
 
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