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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 3
Joined
Aug 12, 2012
Messages
78
Lol i don't know why don't people download more of this amazing camapaigns...
 
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Level 2
Joined
Aug 28, 2012
Messages
12
I like this campaign but I think it's a bit too hard compared to original warcraft campaign.
When Thrall met Drak'thul, for instance, how can Thrall defeat 3 wildkins?
And also there's a bug here, I brought many warriors with Thrall, Thrall died and after the cinematic, the other warriors trapped inside the locked gate.
 
Level 3
Joined
Jul 23, 2011
Messages
34
It would be cool if u would re-create first mission of this campaign by adding a intro or something that explaine plot Rowan => Jeopardy and why Thrall want go too Kalimdor anytway. After finishing that new version of Adventure of Rowan I started this campaign and in my opinion this mission was kinda dull.

Oh and if u could add durning demons attack in last mission the soundtrack from Battle Realms last mission of Dragon Clan campaign when those black little shits starting to swarm that would be so damn cool :D
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
It would be cool if u would re-create first mission of this campaign by adding a intro or something that explaine plot Rowan => Jeopardy and why Thrall want go too Kalimdor anytway. After finishing that new version of Adventure of Rowan I started this campaign and in my opinion this mission was kinda dull.

Hey LOTP,

I am working through updating Jeopardy for the Horde at the moment. There is a lot of work to be done, so it will take a while ;)
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
Greetings Hive users :)

For those of you who don't know, I am currently in the process of updating Jeopardy for the Horde. I have to date re-edited half of the chapters.

The new version will take a couple of months to finish, as there are so many changes I need to implement. This includes total terrain remakes, rewritten dialogues, improved cinematics, quest changes, spell changes, and the list goes on.

I will reveal closer to the time when the new version of Jeopardy for the Horde will be uploaded on Hive.
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
After nearly 5 months, the NEW version of Jeopardy for the Horde is finally ready!

With the succession of my Orc Campaign updated, all thoughts now turn on the final campaign of my Warcraft 3 campaign series: Malfurion's Quest. However, I am still currently planning how the development will take place, mostly because it will be almost twice the size of my previous campaigns. More information will be revealed next week.

Until then, I welcome the chance for people to play the new version of Jeopardy for the Horde. I would like to know what everyone thinks of it to date, and if necessary, do whatever it takes to make it even better.
 

Deleted member 212788

D

Deleted member 212788

Twice the size eh? *turns on Wc3 sound* It smells like voice overs are involved ;)
 
Level 1
Joined
Jun 17, 2010
Messages
8
Hello Turnro, congratulations for finishing the update of your campaign. I already start playing it and up to now is great. One thing though, in chapter 4 when you are attacking the night elves with Samuro and Drek´tar forces, at some point between the fight Samuro banished. I thought he died but I didn´t failed the quest. During the ending cinematic Samuro speaks but his model doesn´t appear at all. I just played the chapter once so I don´t know if it happens always or if something triggers his dissapearence. Hope this helps, keep up with the good work.
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
One thing though, in chapter 4 when you are attacking the night elves with Samuro and Drek´tar forces, at some point between the fight Samuro banished. I thought he died but I didn´t failed the quest. During the ending cinematic Samuro speaks but his model doesn´t appear at all. I just played the chapter once so I don´t know if it happens always or if something triggers his dissapearence. Hope this helps, keep up with the good work.

Don't worry. I understand how this might have happened, and I will fix this bug in the next update.
 
Level 24
Joined
Feb 19, 2011
Messages
656
WOW. This campaign was amazing, I loved every second of it. The triggers were great and unglitchy, the cinematics were very well done, the AI was grand, the maps themselves were amazing, the new hero abilities fit the heroes very well, the gameplay was fun and engaging. I have to say, I played the earlier version and it ehh off and on, it was somewhat amateurish(still better than what I could've done), but this update or remake is completely spectacular. I spend hours playing it, mission after mission and found myself unable to detach until I was done (much like the original RoC and TFT campaigns). Again, this was a grand update, you had really turned this campaign into professionally made campaign (something that entire team from the creators would map) from what used-to-be a 'ehh' campaign.
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
WOW. This campaign was amazing, I loved every second of it. The triggers were great and unglitchy, the cinematics were very well done, the AI was grand, the maps themselves were amazing, the new hero abilities fit the heroes very well, the gameplay was fun and engaging. I have to say, I played the earlier version and it ehh off and on, it was somewhat amateurish(still better than what I could've done), but this update or remake is completely spectacular. I spend hours playing it, mission after mission and found myself unable to detach until I was done (much like the original RoC and TFT campaigns). Again, this was a grand update, you had really turned this campaign into professionally made campaign (something that entire team from the creators would map) from what used-to-be a 'ehh' campaign.

Thank you, Wa666r. I'm glad you enjoyed it.
 
Level 3
Joined
Jul 23, 2011
Messages
34
I had only time to play first 2 missions on hard (becouse normal is for pussies buahahaha :D), but I will share my opinion about those 2.

- U know this version SHOULDNT have number 1.1 . The amount of changes is so signifigent that I think it should be called 2.0 :D

- In second mission Cairne with his buddies durning their holding position after defeating a wave of Centaures stop at that spawn point, sometimes even leting Cairne their alone to be gangraped by horse people. It would be nice if those guys, after every wave, go back to the same position or something.
 
Last edited:
Level 31
Joined
Dec 8, 2009
Messages
1,331
I had only time to play first 2 missions on hard (becouse normal is for pussies buahahaha :D), but I will share my opinion about those 2.

- U know this version SHOULDNT have number 1.1 . The amount of changes is so signifigent that I think it should be called 2.0 :D

- In second mission Cairne with his buddies durning their holding position after defeating a wave of Centaures stop at that spawn point, sometimes even leting Cairne their alone to be gangraped by horse people. It would be nice if those guys, after every wave, go back to the same position or something.

Ok. I'll rename the patch notes to 2.0, and I will have a look at the tauren problem. Thanks for letting me know :)
 
Level 3
Joined
Jul 23, 2011
Messages
34
Another bug, yay ^^

- In chapter 6 if use Dash with Samuro near the end of the map (so that he dash to the dark zone) he dissapear. I still have him alive as hero (that icon on the left is still there), but I cant select him.
 
Level 3
Joined
Jul 23, 2011
Messages
34
Ok, today I had some time and I played through 6 chapter. There is some thing I would change.

- Dash ability makes Samuro for a instance disapear. Sometimes if Dash is not able to find a spot that Samuro may land on it makes him disapear permanetly.

- I would change Gazloue model from Goblin sapper on Goblin Tinker Hero or other custom goblin unit. I didnt realy liked that model in that Rexxar campaign and since Goblin Tinker was in the game (which was add on patch 1.17 I think) they would surely pick that model for Gazloue

- That message for Skeleton King: I would add "Only those who can fly can reach his destiny." or shit like that. And then Samuro could say "Someone who can fly, huh?". Becouse if someone just went to that place without any powers that could get to him and read the sign "To the west is big bad skeleton that will kick butt." could not even get to him.
 
Level 31
Joined
Dec 8, 2009
Messages
1,331
- Dash ability makes Samuro for a instance disapear. Sometimes if Dash is not able to find a spot that Samuro may land on it makes him disapear permanetly.

This bug will be fixed in the next update.

- I would change Gazloue model from Goblin sapper on Goblin Tinker Hero or other custom goblin unit. I didnt realy liked that model in that Rexxar campaign and since Goblin Tinker was in the game (which was add on patch 1.17 I think) they would surely pick that model for Gazloue

I'll have a look at changing Gazlowe's model.

- That message for Skeleton King: I would add "Only those who can fly can reach his destiny." or shit like that. And then Samuro could say "Someone who can fly, huh?". Becouse if someone just went to that place without any powers that could get to him and read the sign "To the west is big bad skeleton that will kick butt." could not even get to him.

Although I don't understand the dialogue you've suggested, I do understand what you are trying to say. I'll have a play with the dialogue to change it a bit.
 
Level 27
Joined
Nov 5, 2010
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1,383
I played your campaign and I have to say I love the new update. I played the older version and I just kind of found some parts boring, but you really improved it and it's so much fun now.

I played all your campaigns and they're all a lot of fun, I especially liked the campaign about Rowan the Wise and what I like the most is that they're very like Blizzard's campaigns. Keep up the good work!
 
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I played your campaign and I have to say I love the new update. I played the older version and I just kind of found some parts boring, but you really improved it and it's so much fun now.

I played all your campaigns and they're all a lot of fun, I especially liked the campaign about Rowan the Wise and what I like the most is that they're very like Blizzard's campaigns. Keep up the good work!

Thanks Tomoraider :)
 
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Forsaken's Review

Terrain

Let's say the terrain is classic ,perfect really remember the Blizzard campaings the terrain of Barrens and Ashenvale

Gameplay

The Gameplay is very insteristing when start play the campaign the player can not stop want know about the end, and i really like the two history ways" go the the ogres and gain Rexxar or attack the Fel orcs Fortress and gain Hellscram,and i play i do the wrong choise and go to the ogres, after i return for only see the fel orc path i see that Hellscream is so better then Rexxar.
But the Gameplay is fascinating

Icons,Itens and Spells

Don't have custom itens only edites of the Warcraft,,i don't have many custom icons just more or less 3 custom, but this don't interfere in any aspects of the Game,and is really cool, and about the spell is very nice and useful for the mission, the Thrall spell help so much against the emeny,good choise for this spell


Heros and Storyline

The heros like in your other campaign you use the Blizzard Caracters only change them History like the Story of everything doing with your touch.
Like i told before the mission of different path is really perfect.

Bugs
The bugs that i have found you already have updated fixed


Overall

Your campaings is the only that i love that don't follow War or Wow lore.
Rating: 5/5 + rep for this good campaign :)
 
Level 31
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Hi guys,

I am informing you all of my current plans in working on my alternative Warcraft 3 campaigns series.


THE ADVENTURES OF ROWAN THE WISE

This campaign is planned to receive 2 updates over the next few months.

The first update will be available on Hive on 19th April. It will fix up some major bugs, as well as making some slight improvements to the gameplay and custom spells.

The second update is hoped to feature some voice recording changes. It is planned for a 28th July release.


JEOPARDY FOR THE HORDE

This campaign seems to be fine at the moment, but I'll be prepared to update it once I receive enough reported bugs and suggestions.


RESURRECTION OF THE SCOURGE

Once I have been informed of enough bugs and suggestions, I'll look into updating Resurrection of the Scourge.


MALFURION’S QUEST

Now comes the news everyone has been waiting for! I am indeed planning to make Malfurion's Quest, the Night Elf Campaign which will finalize my series of Warcraft 3 campaigns.

Here are some of the campaign's planned features:
- 18 Chapters and 7 Interludes, making it twice the size of any campaign I have ever made before
- Two completely different storylines, in which you will choose to either play as the Sentinels and Druids, or the Highbourne.
- Loads of new custom units, heroes, and spells

Malfurion's Quest is planned for a beta release on 3rd March 2014, with the finalized campaign to be done by 15th May in the same year.

In addition, a demo version with the first two Chapters should be ready by 28th July 2013.
 
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Hello Turnro, thanks for let us know the schedule of your campaign. But why releasing the whole Furion campaign next year when you could do the same as you did with Resurrection of the Scourge, updating your campaign from time to time adding one or two chapters. One more thing, who are the Highbourne, the naga?
 
Level 31
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Hello Turnro, thanks for let us know the schedule of your campaign. But why releasing the whole Furion campaign next year when you could do the same as you did with Resurrection of the Scourge, updating your campaign from time to time adding one or two chapters. One more thing, who are the Highbourne, the naga?

Hi Paletron,

I would be more than willing to update Resurrection of the Scourge. However, I haven't received enough feedback to allow enough changes to make for an update. Perhaps over the next few weeks, I'll start asking people for some feedback. I'll post of the threads if and when I will be updating Resurrection of the Scourge next.

As for your final question, I won't spoil the surprise for you ;)
 
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Hi Paletron,

I would be more than willing to update Resurrection of the Scourge. However, I haven't received enough feedback to allow enough changes to make for an update. Perhaps over the next few weeks, I'll start asking people for some feedback. I'll post of the threads if and when I will be updating Resurrection of the Scourge next.

As for your final question, I won't spoil the surprise for you ;)

Sorry Turnro, I didn´t explain myself correctly. You said you will release the demo version in July of this year, while uploading the beta in March of 2014 and the full version( I assume) in May. My question was: Why not update your campaign periodically adding one or two chapters along with some bug fixes instead of releasing the full version next year. You used this method with Resurrection of the Scourge.
 
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Sorry Turnro, I didn´t explain myself correctly. You said you will release the demo version in July of this year, while uploading the beta in March of 2014 and the full version( I assume) in May. My question was: Why not update your campaign periodically adding one or two chapters along with some bug fixes instead of releasing the full version next year. You used this method with Resurrection of the Scourge.

Oh... I get you now ;)

Yes, it would be an option. Although this would be more challenging to implement to Malfurion's Quest because of its structure, I will keep this idea in mind.
 
Level 31
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After receiving more feedback on Jeopardy for the Horde, I'm currently in the process of updating several of the maps.

This next update will involve some major changes, particularly with Chapters 4 & 7. The purpose of this update is to finalize Jeopardy for the Horde. After that, no updates will be given to this campaign until Malfurion's Quest is completed.

This final updated version will be available on Hive on 30th April.
 
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Level 2
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24
Hello turnro,on some Windows XP and Vista CP,they get black screen,and when will RotS finish? or is it finished,i had it like,It was Desobeying Orders or what was that.
 
Level 31
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Hello turnro,on some Windows XP and Vista CP,they get black screen,and when will RotS finish? or is it finished,i had it like,It was Desobeying Orders or what was that.

Hi EvilYoshi100,

The black screen problem for Jeopardy for the Horde should only be present in the old versions of the Campaign. The new versions should not have that problem.

Also, Resurrection of the Scourge is mostly complete. It contains all its Chapters and Interludes. I will be updating it shortly to polish the Campaign off, as well as improving the gameplay in particular chapters.
 
Level 31
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Only two days left before the final version of Jeopardy for the Horde is released!

Here are some of the main improvements that have been made:

- Additional cinematics added in Chapter 3, 5, and 7
- Major quest and gameplay changes in Chapters 4, 5, and 7
- The final battle in Chapter 10 will be greatly improved
- New dialogue improvements
- And many more changes along the way!

After the release of the final update for Jeopardy for the Horde, I will move straight into improving Resurrection of the Scourge.

In regards to Malfurion's Quest, the story and campaign is well on its way to ensure that development will officially commence soon. Development is expected to begin within the next 2-3 weeks.
 
Level 9
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275
Finished. \o/

http://www.hiveworkshop.com/forums/attachment.php?attachmentid=124850&stc=1&d=1367179532

I played on normal difficulty, but even then the game was difficult.
Primarily the Azgalor (last boss) with high damage, cleave and life. Along with Infernal, Doom Guard (Removes buffs) and Fel Beast (Mana Burn).

Congratulations game is really cool.

But the engineer Gazlowe with this quest (bug, error, no complete) that not working. He does not move in the second part.
 

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Level 31
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Finished. \o/

http://www.hiveworkshop.com/forums/attachment.php?attachmentid=124850&stc=1&d=1367179532

I played on normal difficulty, but even then the game was difficult.
Primarily the Azgalor (last boss) with high damage, cleave and life. Along with Infernal, Doom Guard (Removes buffs) and Fel Beast (Mana Burn).

Congratulations game is really cool.

But the engineer Gazlowe with this quest (bug, error, no complete) that not working. He does not move in the second part.

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?
 
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The final version of Jeopardy for the Horde has now received its final version! As always, you can have a look at the changes made with the Change Log section of the Map Description.

This update came a bit late, but was mainly to do with my Internet connection.

During the next fortnight, I'll be updating Resurrection of the Scourge before getting started into the development of the final campaign in my series of Warcraft 3 Campaigns, Malfurion's Quest. The update is scheduled for a 10th May release, but we'll see how we go ;)
 
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34
I found 2 bugs
- In chapter 4 Santron the Night Elf wave that should attack from north-west stay in their place and does not attack. For an instant I thought that something glitched. Later on I noticed that group.
- There is searious AI issue that I can find in all your camps. Enemy wave can retreat after destroying one turret or killin one unit. So there is a trick that I once use on Hard that I placed a one turret on the way from enemy base to my. When the wave destroy it and dont find any other obstacles... it fallback.
 
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Hi Turnro.
- "Enemy wave can retreat after destroying one turret or killin one unit" Happened to me at chapter 8, specifically,human camp on bottom side usually retreats after destroying 1 building.
Oh man, Orc is extremely wood hungry race and it seems there isnt much wood on starting areas, thus putting me at weird situations often like 2000 gold 0 wood :|
If Araj's summoned minion's deathcoil could heal its master it wouldve been nice. But looks like you made Araj not Undead type.
Exploring maps was always worth it, since you always hid some good treasure here and there :).
Earthbind totem so strong,
I havent played normal mode but after finishing Hard mode i would rate
Balance 5/5
Terrain 4.5/5
Story 4/5
Fun 4.5/5

I would suggest make your "bosses" in campaigns little bit harder. At least in Hard Mode.
Overall this was great campaign, although i was expecting my heroes to reach level 20 like in "Rowan the Wise" :D. Level 20 Rowan was some scary OP hero with great fun.
 
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Level 31
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Dec 8, 2009
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1,331
- In chapter 4 Santron the Night Elf wave that should attack from north-west stay in their place and does not attack. For an instant I thought that something glitched. Later on I noticed that group.

This happened? I will fix this issue right away!

Thank you for letting me know.

- There is searious AI issue that I can find in all your camps. Enemy wave can retreat after destroying one turret or killin one unit. So there is a trick that I once use on Hard that I placed a one turret on the way from enemy base to my. When the wave destroy it and dont find any other obstacles... it fallback.

This is, unfortunately, an AI problem. This occurs in normal melee maps too (Player vs. AI). There's very little I can do to change this.

Hi Turnro.
- "Enemy wave can retreat after destroying one turret or killin one unit" Happened to me at chapter 8, specifically,human camp on bottom side usually retreats after destroying 1 building.
Oh man, Orc is extremely wood hungry race and it seems there isnt much wood on starting areas, thus putting me at weird situations often like 2000 gold 0 wood :|
If Araj's summoned minion's deathcoil could heal its master it wouldve been nice. But looks like you made Araj not Undead type.
Exploring maps was always worth it, since you always hid some good treasure here and there :).
Earthbind totem so strong,
I havent played normal mode but after finishing Hard mode i would rate
Balance 5/5
Terrain 4.5/5
Story 4/5
Fun 4.5/5

I would suggest make your "bosses" in campaigns little bit harder. At least in Hard Mode.
Overall this was great campaign, although i was expecting my heroes to reach level 20 like in "Rowan the Wise" :D. Level 20 Rowan was some scary OP hero with great fun.

Thank you for you feedback, god1ess. many of your suggestions will be incorporated in a quick-fix version I am uploading very shortly.
 
Level 3
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34
Here is my opinion about last level.

I kinda miss that good old Battle-Realms-lookalike map, but this one has preaty damn cool view on the economy.

But I would buff up demons a little on hard, becouse at the point when we kill that small demon dude thanks to constant combat with the elves my army was preaty damn strong. And against that demons had no chance. Destroying those gates was a piece of cake. The only problem I had was the Azgalor, since that douche aimed constantly my fragile Samuro and I didnt want him not to be on last cinematic (since Drak'Thar was missin when he died on last push on that Night Elf base with deamons :<).
Maybe change those mini-bosses that guard those gates to OP heroes (only on hard or something).

And since on the last levels we got some insane amount of heroes (if we finished all that optional quests of course). It would be nice if enemy had more heroes in last missions.
 
Level 31
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1,331
Here is my opinion about last level.

I kinda miss that good old Battle-Realms-lookalike map, but this one has preaty damn cool view on the economy.

But I would buff up demons a little on hard, becouse at the point when we kill that small demon dude thanks to constant combat with the elves my army was preaty damn strong. And against that demons had no chance. Destroying those gates was a piece of cake. The only problem I had was the Azgalor, since that douche aimed constantly my fragile Samuro and I didnt want him not to be on last cinematic (since Drak'Thar was missin when he died on last push on that Night Elf base with deamons :<).
Maybe change those mini-bosses that guard those gates to OP heroes (only on hard or something).

And since on the last levels we got some insane amount of heroes (if we finished all that optional quests of course). It would be nice if enemy had more heroes in last missions.

I'll buff up the demons on Hard then.

By the way, did you come across any cinematics when heroes talked, but they weren't there because they died? I will need to know, as this shouldn't happen in Jeopardy for the Horde.
 
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