• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Jeopardy of the Horde v3.2

full

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

full
full
full
full
full
full
full
full
full
Legendary Items

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

full
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.
full
Goldfeathered Staff
Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
full
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.
full
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.
full
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.
full
Stonemaul Bonecrusher
Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
full
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.
full
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%.
full
Granite Necklace
Increases the hit points of the Hero by 300 and mana by 250 when worn.
full
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
full

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
full

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
Jun 12, 2019
Messages
12
So after quite some time I decided to replay your campaigns since I love them but this time on hard difficulty, and I must say they are pretty hard :). I have finished rowan on hard and now I'm playing this one, and I just wasn't able to assault to fel orc fortress in chapter 6, until I found out this funny trick and wanted to share it: I blocked the fel army with spirit walkers while I destroyed their base lol

WC3ScrnShot_032020_201224_01.png
 
Last edited:
Level 11
Joined
Jul 29, 2014
Messages
328
View attachment 349969 So after quite some time I decided to replay your campaigns since I love them but this time on hard difficulty, and I must say they are pretty hard :). I have finished rowan on hard and now I'm playing this one, and I just wasn't able to assault to fel orc fortress in chapter 6, until I found out this funny trick and wanted to share it: I blocked the fel army with spirit walkers while I destroyed their base lol
How is it that you have Rochan as a playable hero? There are only Thrall and Drek'thar as playable heroes. What version of the campaign are you playing?
By the way, it's a funny bug indeed lol.
 
Level 3
Joined
Jun 12, 2019
Messages
12
How is it that you have Rochan as a playable hero? There are only Thrall and Drek'thar as playable heroes. What version of the campaign are you playing?
By the way, it's a funny bug indeed lol.

I downloaded it only a couple days ago so I assume it is the latest version. You can summon Rokhan and certain other heroes from your altar, provided that you have either rescued or met them on previous missions. If you only play hard they become quite op with items so I did the last missions with heroes only since you can have 7 of them. It might be easy to miss that you can access other heroes too if you never lose your heroes since you never click on altars otherwise.
 
Level 11
Joined
Jul 29, 2014
Messages
328
I downloaded it only a couple days ago so I assume it is the latest version. You can summon Rokhan and certain other heroes from your altar, provided that you have either rescued or met them on previous missions. If you only play hard they become quite op with items so I did the last missions with heroes only since you can have 7 of them. It might be easy to miss that you can access other heroes too if you never lose your heroes since you never click on altars otherwise.
By clicking on Altar can you summon Rochan? No, actually, Rochan is not playable in that chapter and can't be revived from Altar of Storms. And, of course, I met him in third mission. So I really have no idea how you managed to play with Rochan. But I am intrigued as hell how you did it :thumbs_up:
Yes, I know they become very OP later. I managed to beat the last two chapters with only heroes, shamans (Bloodlust) and witch doctors (Healing Wave).
 
Level 10
Joined
Feb 21, 2015
Messages
363
By clicking on Altar can you summon Rochan? No, actually, Rochan is not playable in that chapter and can't be revived from Altar of Storms. And, of course, I met him in third mission. So I really have no idea how you managed to play with Rochan. But I am intrigued as hell how you did it :thumbs_up:
Yes, I know they become very OP later. I managed to beat the last two chapters with only heroes, shamans (Bloodlust) and witch doctors (Healing Wave).
I finished all chapters in a row yesterday. Rokhan can be summoned from the altar for a hefty 1750 gold and 500 lumber every single chapter after you discover him in chapter 3. This is due to the latest update of the campaign, because last time I played the campaign (probably 2 years ago or something like that), he was available in every chapter after you discover him and there was no need to summon him every time. I think it was changed for balancing purposes. Try to get the 1.31 version as soon as you can, because the public test realm version is sooo buggy just as @deepstrasz said.
 
Level 11
Joined
Jul 29, 2014
Messages
328
I finished all chapters in a row yesterday. Rokhan can be summoned from the altar for a hefty 1750 gold and 500 lumber every single chapter after you discover him in chapter 3. This is due to the latest update of the campaign, because last time I played the campaign (probably 2 years ago or something like that), he was available in every chapter after you discover him and there was no need to summon him every time. I think it was changed for balancing purposes. Try to get the 1.31 version as soon as you can, because the public test realm version is sooo buggy just as @deepstrasz said.
Yeah, I suppose it's due to a different patch that I'm currently using (earlier than 1.31) is why I was unable to summon Rochan. Cheers, mate :peasant-cheers-back:
The chapter goes way easier with Rochan because of the Healing Wave getting mixed with Witch Doctors' Healing Wards. It makes the Fel Orcs easy enemies, since the Healing Wave from Fel Shamans restores less health than Rochan's.
 
Level 2
Joined
Jun 6, 2020
Messages
13
Hi, I'm new to this forum and would try to play this campaign on my Warcraft TFT 1.27b. It works on it or there is any version i can get to try this?
 
Level 2
Joined
Nov 1, 2020
Messages
6
Hi, i am pltying it on version 1.27 and i cant find the legendary artefact on chapter 2, i am playing it on hard difficulty, and i checked in youtube videos and it doesnt appear for me
 
Last edited:
Level 3
Joined
Nov 21, 2018
Messages
32
i found a bug. chapter 7 cant be win. mission quests says that i have to destroy blue human base, but it's already destroyed.
 

Attachments

  • WC3ScrnShot_112220_142012_01.png
    WC3ScrnShot_112220_142012_01.png
    3.8 MB · Views: 214
  • WC3ScrnShot_112220_142012_01.png
    WC3ScrnShot_112220_142012_01.png
    3.8 MB · Views: 204
Level 1
Joined
Feb 18, 2021
Messages
3
Hi i just completed this compaign and it was awasome. I also played your human campaigh, and now i am going to try undead one. i liked the story of orc campaign more, couse its more serious and more blizlike.
I found 2 bugs:
a)After ewery video all sentry wards disapier
b) On 7 mision, sometimes last human base dont give mision objective completed. Like others mentioned before after kiling ewerithing mision is not completed and only way to win a map is to restart and try again.
Also i hawe some sugestions to make whis campaign ewen beter:
1 - misions 9 and 10 are way easier when 8 one. Make it a bit harder. my sugestion will be add more enemy heroes, like ewery base can hawe 2 heroes (like u did in mision 8).
2 - on mision 7, speel breakers can steal resurected mortars, it makes last base imba hard. Remove speelbreakers or make mortars imune to steal. (whis one is optional, cause it makes chapter harder).
But overal whis campaign is awesome.
 
Last edited:
Level 2
Joined
Apr 26, 2021
Messages
7
is there a guide as to which heroes appear in what map (level)?

I am editing the files in the custom campaign in map editor

and I want to make Rexxar have alot of strength, hit points, and regeneration, but I don't know if or what map he appears in the campaign?
 
Last edited:
Level 1
Joined
Feb 18, 2021
Messages
3
is there a guide as to which heroes appear in what map (level)?

I am editing the files in the custom campaign in map editor

and I want to make Rexxar have alot of strength, hit points, and regeneration, but I don't know if or what map he appears in the campaign?
Shadow hunter apier in 3th map
rexar and blademaster on 5th (rexar on ogre campaign and blademaster on fel orc)
and warlock on 8th i gues
 
Level 3
Joined
Mar 17, 2018
Messages
13
Harrow afresh, Turnro! I just finished The Jeopardy of the Horde. It was enjoyable not as tough as foregoing Rowan Campaign as usual I fair-minded save mode if I dare ‘iseedeadpeople’ for creep like legendary items then load it albeit Drek’thar’s Far Sight are very useful not neccessary dependable what Chapter, further ado I round off all level on Hard Mode excluding Rexxar on Chapter V-Ogre Side very postulate there one legendary item never cavort it since I’m not replayability-player only lore so far are most impact the storywise. Also keep-in-mind everytime I played on Hard for legendary items, I regularly played on slow speed mainly for enemy swarm on base & heroes get bothered manuever.

I just realized I frolic that campaign really patch alot like Rokhan, etc are only options to bought Altar on Storm with overbuck 1700 gold & 500 lumber talkin’ about balance reason like Healing Wave for Rokhan and Brilliance Aura for Drek’thar got detached.

About the Chapter: Only I to IV really initial map, well-made terrain, only III so far ticklish like Undead-push but ruffle Necromancers & Banshees made my day Skeletons and Curses infirm Grunts and frontline heroes (thx Rokhan) and screw Abominations.
Chapter V-Fel Orc Side made me rage quitted when plunge the Fel-Orc fortress the army get slaughtered not even Demolisher get specific building, upon the realized I got headache so take a break and penetrate the Fel-Orc purge them all, plus Grom redeemed.
Chapter VI is my favorite it has unique mostly Samuro and Tauren exploit (Spirit Walker ability) over Skeleton-Zerg Rush only thorny part no Witch Doctor Healing and Gazlowe Quest.
Chapter VII can be require save-load and play slow speed it has especial largely Araj summons Skeleton Army upon levelup buffmax Skeleton it required push and the enemy heroes are painful thankfully Samuro has two legendary items and Witch Doctor Healing.
Chapter VIII if Araj and Samuro jointly the battle push when Tauren become handy, Shamans and Witch Doctors Blood Lusts and Healing Wards made my days and 4 Demolishers, lastly upgrade 3/3/3 only hassle parts when dealing another enemy if base under attack.
Chapter IX same as previous chapter when become handy barely optional quest for Drak’thul in-limited hero.
Chapter X very fun chapter about the Night Elves incriminate Eredun for possible Burning Legion invasion on realization bunch of Night Elves are self-centered about nature and distrust the outsider even Warchief Thrall and the rest of the Hordes choke out and Azgalor and bunch of demons came abridged for fun, short live the Demon Gate and the Pit Lord will single handily and guess Thrall gave bump off just ten minutes and get out the Ashenvale and rebuild the Santron once again.

That’s the last mission only Azgalor and Elite Doom Guards burdensome mostly spell immunity for Azgalor if Elite Doom Guards come to us without Azgalor alert it make my force ready to sacrifice for honor. As well I never bought any heroes on Altar on Storm any single chapter only 4 heroes (Thrall, Drek’thar, Cairne &, Samuro) with legendary items they can handle it, unless the enemy hp increasing if i have one.

Overall! The campaign to a degree bestow 4.50 out of 5.00. Only basis minus voice-acting for actual reason, it doesn’t have many depth and exceptional emphasis.
 
Last edited:
Level 1
Joined
Jun 29, 2015
Messages
4
does anyone have an external link? The download keeps failing and I would love to play it, sadly anything about 40 mb seems to fail for some reason.
 
Level 29
Joined
May 14, 2021
Messages
1,113
does anyone have an external link? The download keeps failing and I would love to play it, sadly anything about 40 mb seems to fail for some reason.
I have the same problem. It looks like HIVE's download system has been changed several weeks ago so that when you download something it will start countdown before redirects you to the previous page (the download page confirmation would be appear shortly). However, you can try installing Download Manager and configure the Download Manager so that it automatically downloads W3N file with Download Manager.
 
Level 29
Joined
May 14, 2021
Messages
1,113
I use IDM, but somehow I can never get it to download from this site.
Google Chrome has known for the issue with the IDM integration, so Firefox would be a good option if you want to perform automatic download with IDM.
Also, you can configure the IDM so that it automatically downloads W3N as seen on the picture.
 

Attachments

  • IDM Configuration.jpg
    IDM Configuration.jpg
    346 KB · Views: 48
Level 8
Joined
Oct 24, 2018
Messages
78
Just finished the Campaign

Missions are challenging, with some of them being harder than what I was expecting, but all of them are manageable!!

Lore was pretty awesome

The variety of heroes was pretty awesome and very well done

Missed one of the legendary itens---Storm Boots---Where were these hidden?
 
Level 4
Joined
Mar 31, 2021
Messages
28
the mission where we have to battle against 2 elf 2 human has a very annoying bug when you attack the white human camp game keep crushing i hate it so much my game crushed about 20 times already

sorry i dont think its the problem with the white human camp the bug appears when i place towers in the base left down corner
 
Last edited:
Level 29
Joined
May 14, 2021
Messages
1,113
the mission where we have to battle against 2 elf 2 human has a very annoying bug when you attack the white human camp game keep crushing i hate it so much my game crushed about 20 times already

sorry i dont think its the problem with the white human camp the bug appears when i place towers in the base left down corner
This problem is quite old. The reason why the random crash can be occur during the middle of the gameplay is due to the fact you are using Mac and older versions of Warcraft 3. If you are using the PC, it might be because of the bugs that carried on the latest version (1.31).
 
Level 9
Joined
Dec 1, 2021
Messages
62
Missed one of the legendary itens---Storm Boots---Where were these hidden?
Yeah, so I'm playing through the campaign right now, and I was kind of surprised that I couldn't find a legendary item in CH6, despite looking through the entire map multiple times, but at the end, I was like "Oh well, I guess there isn't a legendary here. It probably means that the Storm Boots is in CH7, and there will be one in each of the following 3 missions".

And then, when I found the Gem of Rejuvenation in CH7, I was extremely confused, since I knew that Turnro always gives out the legendaries in the exact same order that he lists them on the campaign page.
So I went back to CH6 to check through every single area with iseedeadpeople, which resulted in me finally finding the boots right below the destroyed orc camp, around the starting location of the map. You can get to it by dashing through some trees next to a big red rune.

It's a good thing that I always save right before the end of each campaign map, cus it meant that I could keep it for later, though it kinda sucks that I have to completely restart CH7, and that I've made CH6 a whole lot more difficult than it needed to be.

And yeah, I know that I shouldn't be cheating at all, but I don't count this, since I don't keep it activated for my main playthrough, I only use it to gain general information about the map. And if using Ablehawk's easter egg videos doesn't count as cheating, then this shouldn't either.
 
Level 9
Joined
Dec 1, 2021
Messages
62
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. I've been doing this challenge run on all the Turnro campaigns, and this is the one that I saved for last. This campaign is a bit more "basic" than some of the other ones, but it still has a fair share of new things that it offers for players. The maps are also very well balanced and designed, which is the thing that really carries this campaign (along with the story ofc). I've heard somewhere that this campaign is the first one that Turnro made, and I can definitely believe that, since the other ones had a very specific idea, while this one feels like it was done to give players an orc campaign where they can use the Frozen Throne orc additions in a normal macro/micro setting (and that's not a bad thing, as Blizzard kind of left a hole here, and this campaign fills it perfectly, plus a concept has basically nothing to do with the actual quality of a campaign).


The story and the music are great, as they usually are with Turnro:
  • One thing that I really love with the Turnro campaigns is how music is used for storytelling. The chapters all use different soundtracks based on the general atmosphere and situation. And just like in Rowan's and Malfurion's campaign, there's a clear shift in the tone of the soundtracks as you progress through the campaign, to represent how the fights that you're taking have changed from small skirmishes to giant battles that decide the fate of the Horde.
  • Just like with the human and the undead campaigns, the story of this one is also somewhat based on a default campaign from Reign of Chaos (the default campaign is this case being The Invasion of Kalimdor). But there were also some elements from the Founding of Durotar, and a bunch of new ideas from Turnro that made it a drastically different story that is also quite fun.
  • The only other comment I have about the story is how it does a pretty good job at laying the groundwork for the future storyline, without making it feel like that is the only purpose of the campaign. If you're going through the story for the first time, then this campaign will definitely make you ask questions. Questions, which will be thoroughly explored later.


The gameplay also didn't fall short of the mapmaker's standards:
  • This campaign has apparently received an update since I last played it. There were a lot of changes, and a few of them were quite annoying, but overall, I still think the positives outweigh the negatives, as the campaign is definitely a lot more balanced than it was before (at least, it felt more balanced to me).
  • The length of the maps felt perfect. There were some short and long ones, but none of them felt like they ended in a snap or have overstayed their welcome. About everything lasted for just the right amount of time.
  • The difficulty felt pretty consistent. If you were to look at difficulty in a 1 to 10 scale, there wasn't really a single map that was in the 1/2 or the 9/10 category (I'm not sure if I can even think of an example for a 3 or an 8). Basically every map offered a decent amount of challenge, without really going into the ridiculous territory (which is a thing that Turnro kind of failed with in the past, so I'm very happy that he got it right here).
  • The orc tech tree didn't get a single change, which is perfectly ok, though it is admittedly a bit of a missed opportunity. They could have been designed a bit like the Alliance from Rowan's campaign (but instead of humans-elves-dwarves, it would be orcs-trolls-tauren), or we could have had specific units associated to each of the heroes, and the units of the optional heroes would be unlocked upon those heroes being summoned.
  • Saying that the tech tree didn't get a single change was a bit of a lie though, as we do have the optional hero summoning feature in the Altar of Storms, which is unique to this campaign. And honestly, I really like it. This campaign used to be fairly tricky to balance due to the insane amount of free heroes (which the other Turnro campaigns just didn't have to deal with), and making the heroes no longer free is certainly a way to fix this. And yeah, 1750 gold and 500 lumber is an enormous cost, but I think it's a pretty fair one in the grand scheme of things, and it shakes up the early game in a way that other campaigns simply don't, and puts the player through some interesting decision making.
  • Another neat thing that this campaign has is the choice that the player has to make at the end of CH4. I really like seeing choices in campaigns, and this is one of the better ones, as it's a decision that really matters, since not only does it decide the map that you'll play next, but it also influences your cast of heroes in the final 3 missions, and the items that you'll be gaining.


As I've said, this campaign has an insane amount of heroes, and most of them were quite solid:
  • The majority of the heroes are characters from the original campaigns with either completely identical, or slightly modified kits. Normally, it would feel a little boring to have the normal old Cairne and Rokhan, but it's perfectly fine here, as having a completely unique kit on all heroes could end up making things a little too complicated/confusing. Plus it stays loyal to how we've known those heroes, and if their kits are already good and fun, then what would be the point of changing them?
  • Thrall is pretty much the same, except that his old W is now Drek'thar's, so he has the slow totem. I think it fits well into his kit, as he's always been a hero focused around aoe, but he was kind of lacking when it came to actually controlling the battlefield.
  • Samuro being an important character is an interesting twist. I really liked his Dash, especially as someone who plays MOBAs a lot, and is used to seeing everything jumping around non-stop. It honestly changes up so much about how you play the Blademaster hero, and it also turns an otherwise bad ult into a pretty solid one. My only problem is that if you use it and then immediately select a different unit, then the game will automatically reselect Samuro, which can really throw you off in a hectic fight where you're switching to a different unit every second or so. I also think the ability should also give a bit of sight around the damage wave thingy.
  • Araj is mostly just a necromancer turned into a hero, and he honestly fills the necromancer niche quite well. I'd probably increase his Q and W cooldown by a little bit (he can unload his entire mana pool very quickly, which is why he is so good at snowballing out of control in fights), while lowering the cooldown on his animate dead item
  • Drek'thar is the second Far Seer of the group, and he is certainly very distinct from Thrall, while still keeping the basic idea of the Far Seer hero. Far Sight feels a lot more reasonable in this campaign, as the cooldown means that you have to be smart about its usage, and the lack of mana cost means that it's actually worth using, and it won't just make you weaker. The Earth Shield is a nice ability, though I really felt the lack of Brilliance Aura, and Volcano became a really bad ult, as it stops Drek'thar from spamming his buff, and even when I wanted to use it, I almost never had the mana for it. So I'd replace Volcano with something that gives mana in an aoe (of course, it doesn't have to be as simple as a stronger Scroll of Mana or a mana regen aura, just something that gives mana in some shape or form).
  • Drak'thul isn't playable until basically the very end of the campaign, but I think he does his job pretty decently. His kit isn't really what I'd call interesting, but he definitely works as a warlock, and his Q and W are especially powerful. Tornado is a bit of a weird ult to have on him, but it isn't really a commonly used one, so I'm ok with it.
  • While Samuro is the hard to kill Blademaster that is focused around spellcasting, Grom is the hard carry auto attacker that goes in and wrecks stuff. I think his kit does a great job at showing his aggressive approach to fighting, and I honestly really like it.
  • It's a shame that in terms of overall usefulness, Rexxar just simply outclasses him, so if you're looking to make the future missions easier, then picking him is most likely better. Yeah, they're different heroes that fulfill different roles, but having the permanent bear from the Founding of Durotar instead of the timed bear from melee map Beastmasters is a huge deal breaker, and Grom needs to have some insane stats to even compete with that (since he has little to no utility). Maybe I'm just wrong here, but that's kind of how I felt about the choice. One thing that I'd like to report is that the quilbeast's Frenzy ability costs mana, but he doesn't have any, so the ability is just inaccessible. Here's a lil screenshot of that.
    1650756301296.png


There are some neat things that the campaign has going for it, that I couldn't really cover in the other sections:
  • The difficulty being selectable at the start of maps is something I'll always appreciate. It's just a really nice way to do it.
  • This campaign has some insanely well hidden secrets. I still think that Resurrection of the Scourge is the best Turnro campaign when it comes to well hidden loot, but this campaign is a very close second.
  • Legendaries on hard difficulty is something I very much support. It really encourages you to think about trying the campaign on hard, even if you're an extremely casual player. Also, they aren't so overpowered that they practically neutralize the extra difficulty, but they still feel very helpful and rewarding to find.
  • The terrain of the campaign felt solid. They were a few annoying tiny passageways, but none of them felt that bad (plus the orcs have a ton of mobility, with Endurance Aura, Bloodlust and Berserk, while Samuro and Grom have their Qs). I think the terrain in the Barrens could have been a tad more wild (somewhat like in the Founding of Durotar), but I still kind of liked it.

And now with that out of the way, let's talk about the chapters themselves:

CHAPTER 1 - Pretty straightforward quick micro mission to start off things. This is kind of a safe way to start a campaign, as the short length of the map will leave the player wanting more, so he'll feel compelled to keep going (and the way the map sets up the story also supports this little "reaction"). Blizzard has done this in 4 out of their 7 normal campaigns (or 5 out of 8, if we're counting Exodus of the Horde), and this is basically the reason for it. And this map definitely does a great job at being a simple introduction to the campaign, while still having some ideas to make it interesting and fun. I really liked how the legendary item was hidden here, as I've always enjoyed the idea of infiltrating into dangerous enemy territory to get the loot. I don't really have anything else to say here, it's just a solid map.

CHAPTER 2 - For some reason, Turnro really likes to do this thing where the second map has basically the same base concept as the first one, but with a new idea to support it. In Malfurion's Quest, the first two missions are both long micro maps where you're exploring the map with a small squad and you get reinforcements on the way, and in Resurrection of the Scourge, the first two missions are both small maps where you're controlling 3 low level heroes, and you're trying to find loot while avoiding powerful enemy camps. And here, the first two missions are both short micro maps where you're gathering reinforcements while killing stuff. I wouldn't really call this lazy, as the mapmaker still done a lot to make all these maps unique in a way, and they're still fun, but this is just a weird pattern that I've noticed. The gold mine being removed was a change that really caught me off guard, but honestly, it kind of makes sense, considering the general design of the map, and the cargo quest (if you could just harvest resources, then collecting them wouldn't feel as important y know). Overall, I think the map is quite good, especially since it has a lot of stages and events, which should usually be the main goal when designing micro/adventure maps.

CHAPTER 3 - If CH1 was a basic micro map, then this is a basic macro map. I always felt like this mission is a bit of filler, but actually, I now just realized that it may have been a teaser for Araj, since the Scourge wasn't present in Kalimdor, which means that someone had to bring them here. And not to mention, the campaign doesn't really have a lot of macro maps before the final 3 chapters, so this map kind of balances it out. I really appreciate the fact that the fountains are actually usable now, as the map used to be an absolute nightmare, back them Rokhan's Healing Wave was the only source of sustain available (which isn't quite enough this early in the campaign, as he lacks items and levels, plus the player doesn't get a Voodoo Lounge). Speaking of which, I like how Rokhan was really well hidden, but not so well that even some very observant players would easily miss him. The undead bases were quite tricky to take down, but I think they should be perfectly balanced if the player isn't doing a challenge run (I'm just glad they don't have a hero, cus even a single level 5 hero in 1 base would make things a lot harder).


CHAPTER 4 - This is honestly a pretty interesting map. The start is kind of rough, as the you don't really get too much time, but you should be fine if you aren't getting sidetracked by all the loot (don't forget that you can backtrack after you defended Santron, so just stick to the main path). The night elf attacks were a tad excessive, but I don't think they're really that bad, especially since your heroes can take care of them pretty reliably, though you do need to be on top of your micro game to handle everything they send at you. Afterwards, the map became pretty easy. I was excepting the base to be a little bit rough, as I had to kill a lot of my units due to my challenge rules, yet it still didn't give me too much trouble. Overall, I think everything was good here. I liked this map basically for the same reason I liked CH2. The only thing I'd maybe change, is that I would buff the night elf base a little, while also nerfing their attacks (though I understand that the huge power difference is in place, because at first, the orcs are outnumbered, but it flips at the end, and the night elves become the outnumbered ones).

CHAPTER 5 OGRE - Unless there's another long term change that I'm not aware of, then I think picking this map is better than picking the other one. This one is just simpler/easier, and I feel like Rexxar is more consistently useful than Grom (though the legendary item of the other map looks slightly more useful, but that's really the only strategic benefit that I could find). I really like how Turnro made a custom ogre faction just for this mission alone, and I think it's a shame that they don't appear in any Turnro map again. I think the balance was pretty good here, as the ogres will kind of you a run for your money in the early game, but they get outscaled hard. I'm not really sure why Rexxar is present in the final fight against Kor'gall, since I thought that it was supposed to be 1 on 1 combat. Rexxar's inclusion also brings some balance problems, because if you make the fight balanced for the 1v1, then the 2v1 becomes laughably easy, but if you make it balanced for the 2v1, then the 1v1 will be stupidly hard (and the side quest will basically be a requirement). Though, I think the campaign did an ok job at balancing it, despite this issue. Oh, and the Altar is placed in way, where a hero could get stuck if the player puts the rally point to the north, so that should probably be fixed.

Screenshot (828).png


CHAPTER 5 FEL ORC - I've backtracked to play through this mission after I finished the campaign, and I'm kind of struggling to figure out what to really say here about the gameplay. There weren't any bugs, balance issues, or noteworthy changes. It's just a solid marco map with decent sidequests, lots of camps and areas to explore, and pretty reasonable enemy bases and attacks. I especially liked the Grom sidequest, and how his curing happening so early helps him become pretty likeable, and not a dumb jerk like in the original campaigns (I'm not saying that the original Grom was bad, but he really didn't get a lot of chances to do good things, as he died right after his redemption). There were definitely some interesting lore implications with the fel orcs here, and thanks to Malfurion's Quest, we now know that they were either sent here by Magtheridon to investigate and look for the fountains, or by Kil'jaeden to prepare ahead of time, so that the invasion can immediately be started when both Azgalor and Tichondrius are dead (and since there was a demon gate here, I imagine that Kil'jaeden is the correct answer). Overall, I think this was a pretty well made map. It suffers from being a little forgettable, but that's perfectly fine, since when you have 11 maps in your campaign, then a few of them are bound to be a bit less memorable, and not every map needs to be a gigantic battle, or something with a really weird gimmick that completely changes everything.

CHAPTER 6 - If you play this on hard, and don't know where the legendary is (and naturally, this was literally the only legendary item in all of the Turnro campaigns that I couldn't find until after I already completed the map...), then this will unironically be one of the most difficult maps of the campaign, because Turnro straight up removed the Healing Wards ability of the witch doctor, without actually putting in extra runes of healing to compensate, so now you have to play a very lengthy micro map without any sustain. Thankfully, he didn't remove Ancestral Spirit and Mirror image, so you can still use the taurens and the clones to soak damage, but if anything else gets low, it will most likely stay low for a veeeeery long time (poor grunt). The map is still very fun, as it has a lovely caravan escorting sidequest, and you get to have a lot of fun with Samuro's Dash, similarly to Maiev's Blink in The Tomb of Sargeras. But yeah, you have to get ready to let your taurens die non stop, as that is literally the only way you'll actually survive what the map will be throwing at you. I think it would enough if the Healing Wards would just be nerfed to 1% heal per second from 2%, and then it could be justified by saying that the blight of the undead is reducing the effectiveness of the healing.

CHAPTER 7 - Ah, my sweet overpowered Araj. I'm not gonna lie, having a mission that's just about you running down entire bases with the sheer power of a necromancer hero is extremely fun. It's also very unexpected, since this is an orc campaign, and necromancers are usually playable when you're the undead, so it's a nice subversion of expectations too. The legendary item was also really well hidden here, and I have only found it way later through the map. I'm not sure why the Vials of Mana were removed from the fountain quest, as it added a long-term benefit, and it wasn't just a glorified hint about the fountain like the sidequest in the third chapter of The Scourge of Lordaeron (which was there to teach new players about how fountains work, but if you're playing this mission, then it's very likely that you already know it). I think I would have increased Araj's level, or mana regeneration, or maximum mana, but the level isn't that hard anyway, so I guess it isn't really necessary.

CHAPTER 8 - The final 3 maps of the campaign are where things really go crazy, giving the player 7 heroes, while also having big map sizes and a lot of enemy bases. I would really call them overly difficult or anything, but it's insanely chaotic (even if you're an experienced Warcraft player) and I absolutely love it! But funnily enough, I actually forgot that Rokhan was supposed to be trained at the Altar, and I only noticed it when I was about 70% in, so I kind of shot myself in the foot here (wish I could go back and tell past me about it, cus Starfall and the lack of sustain was quite annoying). I think the optional heroes should appear as dead at the start of the map, kind of like in SevenBlood's revamped campaigns, especially when the rules for when they appear in the Altar compared to just being free is a little inconsistent. (I'm a bit confused on why Rexxar gets to break this rule here, but not Rokhan. I guess it's probably due to balance reasons, which I can kind of accept.) But I guess the fact that I managed to beat the map without really making use of Rokhan just goes to show how well balanced it is, and how the campaign is still doable even if you aren't on a mad hunt for the optional bonuses. The idea of the map is pretty interesting. Usually, the players get at least some time where they can safely harvest resources from their main, well protected base, since it allows them to be well prepared for when they need to leave it, and harvest from a different location that is much more vulnerable. But this map throws this entire concept out the window, and forces the player to harvest resources from a dangerous position at the very beginning, which results in an extremely intense defense map, as loosing either of the two bases will result in certain doom. I really appreciate the addition of the timer in the first part. Yeah, it does remove a bit of the immersion (since none of the defenders know about Araj and Samuro being on their way), but the lack of the timer could easily deceive people into thinking that the defense part is a scripted loss, so I'd say that adding the timer is still worth it.

CHAPTER 9 - Storywise, this isn't really the most interesting map, but I think this is a great way to do a macro mission focused around exploration. I believe that Turnro's main strength as a mapmaker are those big adventurous maps with lots of secrets to uncover, and it's nice to see that he doesn't restrict himself to only using it on micro missions. Making the trees invulnerable on the main way is a bit cheap, though I do understand that it was done to prevent players from just using Volcano and Earthquake to break through them very quickly, and increasing their numbers or their health won't solve that. (I'm not 100% sure if the health of trees can be increased, but I think I've seen it somewhere. And I imagine spells that destroy trees are instant kill effects, so health increases don't work against them.) Something that I really like about this map is the design of the Drak'thul sidequest. Its great for the story, its great for the gameplay, and it makes the hero feel very satisfying to use, as you've had to actively work to get him added to your arsenal, rather than having him offered to you on a silver platter. It also does a lot for the characterization of Thrall. He didn't really feel as developed as the other Turnro campaign main characters, since he was constantly being surrounded by other important characters, so having him interact 1 on 1 with a Gul'dan supporting traditionalist was an awesome idea.

CHAPTER 10 - So, lategame Turnro maps are kind of notorious for using an insanely powerful enemy force against players, which forces people that challenge run on hard to whip out their hidden weapon, the cheese. Basically, I got the side objective, killed some creeps, and then immediately rushed through an enemy base to kill the demon, only to teleport back to the base safely (thanks teleport book). Doing this meant that the elves and demons should be killing and distracting each other, and it also got rid of the demon gate near the prison cell for free. Unfortunately, I was unaware of two important details. The first one being that the demons are actually hostile towards neutral creeps (including satyrs, which is hilariously ironic), so I would have been better off leaving them alone. And the second one was that both Azgalor and the three guardians hate the orcs with a burning passion, and it's pretty difficult to get them to fight their other enemy. Thankfully, my heroes were well equipped with items, but even that wasn't enough to defeat the magic immune boss, so I had to lure him near a guardian, so I could him to tank while I swoop in with my tiny survivor group and steal the kill to end the campaign (if you're wondering why I really love the highborne and undead, but never felt strong about the orcs... well, I think this dirty playstyle is a perfect demonstration:gg:). As for the design of the map, I actually really liked it. Giving the workers, and only the workers, to an allied AI is a pretty smart call for a final mission with 7 heroes, as not only does it entirely stop tower spamming (which would completely ruin the point of the map), but it'll also allow players to focus purely on the combat with minimal distractions (which is great, because the combat alone is pretty darn chaotic). Though there's a pretty big bug that happens with the second optional base. That base gets an extra Voodoo Lounge, but when it's done, there's a chat notification about a Tauren Totem being complete, which is just a complete lie.


And that is it for my review of Jeopardy for the Horde! It's a bit ironic to end my journey through the Turnro campaigns with a bug and a cheese, as he actually did a really great job at balancing and polishing his campaigns. This guy has been making custom campaigns for a very long time, and the quality of his work has improved a lot, while he also managed to craft a pretty funny, yet interesting narrative that binds all the campaigns together. The campaigns definitely have what makes the original Warcraft 3 campaigns so beloved, except that there's a lot of new things that the creator envisioned, that the original campaigns would have simply never thought of doing, which results in a similar experience that also feels very refreshing. So I absolutely recommend these campaigns to anyone who liked the default campaigns. (Just don't forget to play these in canonical order if you're a first time player. Which would be: Human - Orc - Undead - Night Elf/Highborne.) For this campaign specifically, I'd give it a 9/10 or a 10/10, as I didn't find many issues with it, only a very few minor ones.
Thanks to anyone who made it this far, and thanks to Turnro for putting in so much work to deliver an insane amount of great content to us! Here's a little screenshot of the mysterious God Mode Baiter (whatever the hell that is supposed to be, though I wonder if synchronized demolisher shots could kill it) as a reward to you all! Have a great day and night!

Screenshot (829).png
 
Level 4
Joined
Oct 20, 2020
Messages
18
Hi all. Just finished a deathless run of this Campaign on Hard! I would like to make a video detailing the process at some point. Would this be alright, Turnro? Full credit will be given. Regardless, here's a quick combination run-down/review of each of the chapters:

Chapter One: I really liked Grom's new abilities. And Earthbind Totem is really good. This mission wasn't too hard to complete without losing anything, I did miss the legendary item on the first go-through, though. Solid introductory level.

Chapter Two: Another nice no-build map. I liked that it felt like a refinement of the first mission of the vanilla Orc Campaign. Lack of healing started to take a toll here, and I couldn't beat the final segment at first. I had to replay chapter one to get the legendary item and hoard healing items in order to keep everyone alive. It was also at this point that I introduced the rule that any allied units were allowed to die unless explicitly stipulated.

Chapter Three: This was a tough mission. My heroes weren't strong enough yet to solo bases without help, and I still lacked consistent healing. However, I found Rhokan, and he solved a lot of my problems. He was an absolute godsend on this run. Once I had him, I threw all my intelligence and mana increasing items on him so I could have him nearly constantly healing. I had to use a semi tower rush strategy in order to destroy the bases without losing anyone, but in the end it worked. Nice to have a mission featuring the undead. I feel that Cairne may have benefitted from a custom ability or two, but other than that this was a challenging mission that felt great to finally beat.

Chapter Four: This one wasn't so bad to complete deathless. After the initial segment, I could relax a little and just use my heroes to rescue my allied units. The part at the end was hard but I eventually managed it with the use of witch doctors. I liked the first part of the mission, tense but not stressful. It was a little hard to keep Samuro alive, but I guess it was hard difficulty!

Chapter Five: I chose to go with the ogres because I didn't want to deal with chaos damage and spiked barricades. It wasn't too difficult. By this point my heroes were strong enough to take on most fights on their own. I really liked how the boss fight at the end was easier if you found Rexxar, the Mask of Death and the legendary item. It really felt great to be rewarded for exploring and doing sidequests. Good design.

Chapter Six: Here I had to introduce the rule that if a unit dies, and I manage to revive them, like with the ancestral spirit ability, it doesn't count as a death. Otherwise I think this mission would be possible, but require a TON of waiting around for my units to regenerate health. Other than that it wasn't too hard. I liked using Samuro's Dash to find secrets. The Skeleton King was pretty tough! Again though, I liked that if you went out of your way to find the ring of regeneration, the fight was a lot more manageable.

Chapter Seven: Araj is a cool character. His unholy frenzy combined with Samuro made for a great combination. The first base was quite tough because I had to rely on skeletons to support me, and they are fragile and difficult to micro. Thankfully, once I finally managed it, the mortar teams gave me enough supporting firepower that I didn't need to use raise dead anymore. The other two bases weren't too bad, although the Paladin was a bit of a pain. I liked the idea that you were fighting these huge bases with a limited number of units. It lent itself to some pretty unique and strategic gameplay, even without taking into account the fact I was doing it deathless.

Chapter Eight: By far the most challenging chapter. But with so many powerful heroes, I was eventually able to do it. I basically just hid all non-hero units in a safe spot, then went for the top left humans first, then the top right night elves, then bottom left humans, then bottom right night elves. It took a while but MAN was it satisfying to beat this. It felt great to be using so many powerful heroes.

Chapter Nine: Pretty tough too, but I exploited the enemy AI to make it a lot easier on me. If an attack wave destroys a building, and they don't see any other buildings around, they'll just leave until they send another wave. So what I did was build single towers a little outside of my base, and whenever they'd get destroyed and the Night Elves would retreat, I would just rebuild the towers. This way I didn't have to worry about base defense and was free to send my heroes around the map, slowly taking out each enemy base. I liked how much there was to do in this map. And another thing, is that Walking With Beasts music that I hear? Man, I watched that series so many times as a kid, that music is burned into my mind. I don't think that I ever thought in a million years that I would hear it in a Warcraft III custom campaign. Great taste. A small bug to report: Any save I made while inside Drak'thul's challenge area with the wildkin and the bear god was corrupt and would crash the game if I tried to load them. Not sure what would be causing this.

Chapter Ten: This chapter was made for a deathless run. Surprisingly not too difficult, especially since I didn't need to worry about my allies, and losing all my structures mercifully did not result in a game over. It felt more like a victory lap, like another chance to use all these awesome heroes I'd worked hard to train and strengthen in the past 9 missions, another chance to use all their unique abilities and overcome impossible odds. I really liked that. One thing that I did feel might have given the map more flavour would be if Tyrande's Night Elves remained hostile to you after Azgalor arrived, but the demons would assault them too. You could even have it so that if you take the time to go and destroy Tyrande's base, you get one last legendary item. Other than that though, I loved this mission. A great conclusion to a great campaign.

Overall:
-Terrain was amazing. Blizzard Quality.
-Storyline was interesting and went in unexpected ways.
-Heroes had refreshing changes made to them that made them fun to use (except Cairne, unfortunately)
-Triggers and enemy AI were flawless.
-Cutscenes were very nice.
-A few typos here and there, but that's no problem.
-I rate this campaign a 5/5.

Thanks so much for making this! Once I finish making my video detailing the run further I can send it here if anyone wants to see it :). I'm planning on doing the same thing with Rowan the Wise next. Already done missions 1 and 2!
 
Level 7
Joined
Oct 12, 2020
Messages
81
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. I've been doing this challenge run on all the Turnro campaigns, and this is the one that I saved for last. This campaign is a bit more "basic" than some of the other ones, but it still has a fair share of new things that it offers for players. The maps are also very well balanced and designed, which is the thing that really carries this campaign (along with the story ofc). I've heard somewhere that this campaign is the first one that Turnro made, and I can definitely believe that, since the other ones had a very specific idea, while this one feels like it was done to give players an orc campaign where they can use the Frozen Throne orc additions in a normal macro/micro setting (and that's not a bad thing, as Blizzard kind of left a hole here, and this campaign fills it perfectly, plus a concept has basically nothing to do with the actual quality of a campaign).


The story and the music are great, as they usually are with Turnro:
  • One thing that I really love with the Turnro campaigns is how music is used for storytelling. The chapters all use different soundtracks based on the general atmosphere and situation. And just like in Rowan's and Malfurion's campaign, there's a clear shift in the tone of the soundtracks as you progress through the campaign, to represent how the fights that you're taking have changed from small skirmishes to giant battles that decide the fate of the Horde.
  • Just like with the human and the undead campaigns, the story of this one is also somewhat based on a default campaign from Reign of Chaos (the default campaign is this case being The Invasion of Kalimdor). But there were also some elements from the Founding of Durotar, and a bunch of new ideas from Turnro that made it a drastically different story that is also quite fun.
  • The only other comment I have about the story is how it does a pretty good job at laying the groundwork for the future storyline, without making it feel like that is the only purpose of the campaign. If you're going through the story for the first time, then this campaign will definitely make you ask questions. Questions, which will be thoroughly explored later.


The gameplay also didn't fall short of the mapmaker's standards:
  • This campaign has apparently received an update since I last played it. There were a lot of changes, and a few of them were quite annoying, but overall, I still think the positives outweigh the negatives, as the campaign is definitely a lot more balanced than it was before (at least, it felt more balanced to me).
  • The length of the maps felt perfect. There were some short and long ones, but none of them felt like they ended in a snap or have overstayed their welcome. About everything lasted for just the right amount of time.
  • The difficulty felt pretty consistent. If you were to look at difficulty in a 1 to 10 scale, there wasn't really a single map that was in the 1/2 or the 9/10 category (I'm not sure if I can even think of an example for a 3 or an 8). Basically every map offered a decent amount of challenge, without really going into the ridiculous territory (which is a thing that Turnro kind of failed with in the past, so I'm very happy that he got it right here).
  • The orc tech tree didn't get a single change, which is perfectly ok, though it is admittedly a bit of a missed opportunity. They could have been designed a bit like the Alliance from Rowan's campaign (but instead of humans-elves-dwarves, it would be orcs-trolls-tauren), or we could have had specific units associated to each of the heroes, and the units of the optional heroes would be unlocked upon those heroes being summoned.
  • Saying that the tech tree didn't get a single change was a bit of a lie though, as we do have the optional hero summoning feature in the Altar of Storms, which is unique to this campaign. And honestly, I really like it. This campaign used to be fairly tricky to balance due to the insane amount of free heroes (which the other Turnro campaigns just didn't have to deal with), and making the heroes no longer free is certainly a way to fix this. And yeah, 1750 gold and 500 lumber is an enormous cost, but I think it's a pretty fair one in the grand scheme of things, and it shakes up the early game in a way that other campaigns simply don't, and puts the player through some interesting decision making.
  • Another neat thing that this campaign has is the choice that the player has to make at the end of CH4. I really like seeing choices in campaigns, and this is one of the better ones, as it's a decision that really matters, since not only does it decide the map that you'll play next, but it also influences your cast of heroes in the final 3 missions, and the items that you'll be gaining.


As I've said, this campaign has an insane amount of heroes, and most of them were quite solid:
  • The majority of the heroes are characters from the original campaigns with either completely identical, or slightly modified kits. Normally, it would feel a little boring to have the normal old Cairne and Rokhan, but it's perfectly fine here, as having a completely unique kit on all heroes could end up making things a little too complicated/confusing. Plus it stays loyal to how we've known those heroes, and if their kits are already good and fun, then what would be the point of changing them?
  • Thrall is pretty much the same, except that his old W is now Drek'thar's, so he has the slow totem. I think it fits well into his kit, as he's always been a hero focused around aoe, but he was kind of lacking when it came to actually controlling the battlefield.
  • Samuro being an important character is an interesting twist. I really liked his Dash, especially as someone who plays MOBAs a lot, and is used to seeing everything jumping around non-stop. It honestly changes up so much about how you play the Blademaster hero, and it also turns an otherwise bad ult into a pretty solid one. My only problem is that if you use it and then immediately select a different unit, then the game will automatically reselect Samuro, which can really throw you off in a hectic fight where you're switching to a different unit every second or so. I also think the ability should also give a bit of sight around the damage wave thingy.
  • Araj is mostly just a necromancer turned into a hero, and he honestly fills the necromancer niche quite well. I'd probably increase his Q and W cooldown by a little bit (he can unload his entire mana pool very quickly, which is why he is so good at snowballing out of control in fights), while lowering the cooldown on his animate dead item
  • Drek'thar is the second Far Seer of the group, and he is certainly very distinct from Thrall, while still keeping the basic idea of the Far Seer hero. Far Sight feels a lot more reasonable in this campaign, as the cooldown means that you have to be smart about its usage, and the lack of mana cost means that it's actually worth using, and it won't just make you weaker. The Earth Shield is a nice ability, though I really felt the lack of Brilliance Aura, and Volcano became a really bad ult, as it stops Drek'thar from spamming his buff, and even when I wanted to use it, I almost never had the mana for it. So I'd replace Volcano with something that gives mana in an aoe (of course, it doesn't have to be as simple as a stronger Scroll of Mana or a mana regen aura, just something that gives mana in some shape or form).
  • Drak'thul isn't playable until basically the very end of the campaign, but I think he does his job pretty decently. His kit isn't really what I'd call interesting, but he definitely works as a warlock, and his Q and W are especially powerful. Tornado is a bit of a weird ult to have on him, but it isn't really a commonly used one, so I'm ok with it.
  • While Samuro is the hard to kill Blademaster that is focused around spellcasting, Grom is the hard carry auto attacker that goes in and wrecks stuff. I think his kit does a great job at showing his aggressive approach to fighting, and I honestly really like it.
  • It's a shame that in terms of overall usefulness, Rexxar just simply outclasses him, so if you're looking to make the future missions easier, then picking him is most likely better. Yeah, they're different heroes that fulfill different roles, but having the permanent bear from the Founding of Durotar instead of the timed bear from melee map Beastmasters is a huge deal breaker, and Grom needs to have some insane stats to even compete with that (since he has little to no utility). Maybe I'm just wrong here, but that's kind of how I felt about the choice. One thing that I'd like to report is that the quilbeast's Frenzy ability costs mana, but he doesn't have any, so the ability is just inaccessible. Here's a lil screenshot of that. View attachment 398631


There are some neat things that the campaign has going for it, that I couldn't really cover in the other sections:
  • The difficulty being selectable at the start of maps is something I'll always appreciate. It's just a really nice way to do it.
  • This campaign has some insanely well hidden secrets. I still think that Resurrection of the Scourge is the best Turnro campaign when it comes to well hidden loot, but this campaign is a very close second.
  • Legendaries on hard difficulty is something I very much support. It really encourages you to think about trying the campaign on hard, even if you're an extremely casual player. Also, they aren't so overpowered that they practically neutralize the extra difficulty, but they still feel very helpful and rewarding to find.
  • The terrain of the campaign felt solid. They were a few annoying tiny passageways, but none of them felt that bad (plus the orcs have a ton of mobility, with Endurance Aura, Bloodlust and Berserk, while Samuro and Grom have their Qs). I think the terrain in the Barrens could have been a tad more wild (somewhat like in the Founding of Durotar), but I still kind of liked it.

And now with that out of the way, let's talk about the chapters themselves:

CHAPTER 1 - Pretty straightforward quick micro mission to start off things. This is kind of a safe way to start a campaign, as the short length of the map will leave the player wanting more, so he'll feel compelled to keep going (and the way the map sets up the story also supports this little "reaction"). Blizzard has done this in 4 out of their 7 normal campaigns (or 5 out of 8, if we're counting Exodus of the Horde), and this is basically the reason for it. And this map definitely does a great job at being a simple introduction to the campaign, while still having some ideas to make it interesting and fun. I really liked how the legendary item was hidden here, as I've always enjoyed the idea of infiltrating into dangerous enemy territory to get the loot. I don't really have anything else to say here, it's just a solid map.

CHAPTER 2 - For some reason, Turnro really likes to do this thing where the second map has basically the same base concept as the first one, but with a new idea to support it. In Malfurion's Quest, the first two missions are both long micro maps where you're exploring the map with a small squad and you get reinforcements on the way, and in Resurrection of the Scourge, the first two missions are both small maps where you're controlling 3 low level heroes, and you're trying to find loot while avoiding powerful enemy camps. And here, the first two missions are both short micro maps where you're gathering reinforcements while killing stuff. I wouldn't really call this lazy, as the mapmaker still done a lot to make all these maps unique in a way, and they're still fun, but this is just a weird pattern that I've noticed. The gold mine being removed was a change that really caught me off guard, but honestly, it kind of makes sense, considering the general design of the map, and the cargo quest (if you could just harvest resources, then collecting them wouldn't feel as important y know). Overall, I think the map is quite good, especially since it has a lot of stages and events, which should usually be the main goal when designing micro/adventure maps.

CHAPTER 3 - If CH1 was a basic micro map, then this is a basic macro map. I always felt like this mission is a bit of filler, but actually, I now just realized that it may have been a teaser for Araj, since the Scourge wasn't present in Kalimdor, which means that someone had to bring them here. And not to mention, the campaign doesn't really have a lot of macro maps before the final 3 chapters, so this map kind of balances it out. I really appreciate the fact that the fountains are actually usable now, as the map used to be an absolute nightmare, back them Rokhan's Healing Wave was the only source of sustain available (which isn't quite enough this early in the campaign, as he lacks items and levels, plus the player doesn't get a Voodoo Lounge). Speaking of which, I like how Rokhan was really well hidden, but not so well that even some very observant players would easily miss him. The undead bases were quite tricky to take down, but I think they should be perfectly balanced if the player isn't doing a challenge run (I'm just glad they don't have a hero, cus even a single level 5 hero in 1 base would make things a lot harder).


CHAPTER 4 - This is honestly a pretty interesting map. The start is kind of rough, as the you don't really get too much time, but you should be fine if you aren't getting sidetracked by all the loot (don't forget that you can backtrack after you defended Santron, so just stick to the main path). The night elf attacks were a tad excessive, but I don't think they're really that bad, especially since your heroes can take care of them pretty reliably, though you do need to be on top of your micro game to handle everything they send at you. Afterwards, the map became pretty easy. I was excepting the base to be a little bit rough, as I had to kill a lot of my units due to my challenge rules, yet it still didn't give me too much trouble. Overall, I think everything was good here. I liked this map basically for the same reason I liked CH2. The only thing I'd maybe change, is that I would buff the night elf base a little, while also nerfing their attacks (though I understand that the huge power difference is in place, because at first, the orcs are outnumbered, but it flips at the end, and the night elves become the outnumbered ones).

CHAPTER 5 OGRE - Unless there's another long term change that I'm not aware of, then I think picking this map is better than picking the other one. This one is just simpler/easier, and I feel like Rexxar is more consistently useful than Grom (though the legendary item of the other map looks slightly more useful, but that's really the only strategic benefit that I could find). I really like how Turnro made a custom ogre faction just for this mission alone, and I think it's a shame that they don't appear in any Turnro map again. I think the balance was pretty good here, as the ogres will kind of you a run for your money in the early game, but they get outscaled hard. I'm not really sure why Rexxar is present in the final fight against Kor'gall, since I thought that it was supposed to be 1 on 1 combat. Rexxar's inclusion also brings some balance problems, because if you make the fight balanced for the 1v1, then the 2v1 becomes laughably easy, but if you make it balanced for the 2v1, then the 1v1 will be stupidly hard (and the side quest will basically be a requirement). Though, I think the campaign did an ok job at balancing it, despite this issue. Oh, and the Altar is placed in way, where a hero could get stuck if the player puts the rally point to the north, so that should probably be fixed.

View attachment 398647

CHAPTER 5 FEL ORC - I've backtracked to play through this mission after I finished the campaign, and I'm kind of struggling to figure out what to really say here about the gameplay. There weren't any bugs, balance issues, or noteworthy changes. It's just a solid marco map with decent sidequests, lots of camps and areas to explore, and pretty reasonable enemy bases and attacks. I especially liked the Grom sidequest, and how his curing happening so early helps him become pretty likeable, and not a dumb jerk like in the original campaigns (I'm not saying that the original Grom was bad, but he really didn't get a lot of chances to do good things, as he died right after his redemption). There were definitely some interesting lore implications with the fel orcs here, and thanks to Malfurion's Quest, we now know that they were either sent here by Magtheridon to investigate and look for the fountains, or by Kil'jaeden to prepare ahead of time, so that the invasion can immediately be started when both Azgalor and Tichondrius are dead (and since there was a demon gate here, I imagine that Kil'jaeden is the correct answer). Overall, I think this was a pretty well made map. It suffers from being a little forgettable, but that's perfectly fine, since when you have 11 maps in your campaign, then a few of them are bound to be a bit less memorable, and not every map needs to be a gigantic battle, or something with a really weird gimmick that completely changes everything.

CHAPTER 6 - If you play this on hard, and don't know where the legendary is (and naturally, this was literally the only legendary item in all of the Turnro campaigns that I couldn't find until after I already completed the map...), then this will unironically be one of the most difficult maps of the campaign, because Turnro straight up removed the Healing Wards ability of the witch doctor, without actually putting in extra runes of healing to compensate, so now you have to play a very lengthy micro map without any sustain. Thankfully, he didn't remove Ancestral Spirit and Mirror image, so you can still use the taurens and the clones to soak damage, but if anything else gets low, it will most likely stay low for a veeeeery long time (poor grunt). The map is still very fun, as it has a lovely caravan escorting sidequest, and you get to have a lot of fun with Samuro's Dash, similarly to Maiev's Blink in The Tomb of Sargeras. But yeah, you have to get ready to let your taurens die non stop, as that is literally the only way you'll actually survive what the map will be throwing at you. I think it would enough if the Healing Wards would just be nerfed to 1% heal per second from 2%, and then it could be justified by saying that the blight of the undead is reducing the effectiveness of the healing.

CHAPTER 7 - Ah, my sweet overpowered Araj. I'm not gonna lie, having a mission that's just about you running down entire bases with the sheer power of a necromancer hero is extremely fun. It's also very unexpected, since this is an orc campaign, and necromancers are usually playable when you're the undead, so it's a nice subversion of expectations too. The legendary item was also really well hidden here, and I have only found it way later through the map. I'm not sure why the Vials of Mana were removed from the fountain quest, as it added a long-term benefit, and it wasn't just a glorified hint about the fountain like the sidequest in the third chapter of The Scourge of Lordaeron (which was there to teach new players about how fountains work, but if you're playing this mission, then it's very likely that you already know it). I think I would have increased Araj's level, or mana regeneration, or maximum mana, but the level isn't that hard anyway, so I guess it isn't really necessary.

CHAPTER 8 - The final 3 maps of the campaign are where things really go crazy, giving the player 7 heroes, while also having big map sizes and a lot of enemy bases. I would really call them overly difficult or anything, but it's insanely chaotic (even if you're an experienced Warcraft player) and I absolutely love it! But funnily enough, I actually forgot that Rokhan was supposed to be trained at the Altar, and I only noticed it when I was about 70% in, so I kind of shot myself in the foot here (wish I could go back and tell past me about it, cus Starfall and the lack of sustain was quite annoying). I think the optional heroes should appear as dead at the start of the map, kind of like in SevenBlood's revamped campaigns, especially when the rules for when they appear in the Altar compared to just being free is a little inconsistent. (I'm a bit confused on why Rexxar gets to break this rule here, but not Rokhan. I guess it's probably due to balance reasons, which I can kind of accept.) But I guess the fact that I managed to beat the map without really making use of Rokhan just goes to show how well balanced it is, and how the campaign is still doable even if you aren't on a mad hunt for the optional bonuses. The idea of the map is pretty interesting. Usually, the players get at least some time where they can safely harvest resources from their main, well protected base, since it allows them to be well prepared for when they need to leave it, and harvest from a different location that is much more vulnerable. But this map throws this entire concept out the window, and forces the player to harvest resources from a dangerous position at the very beginning, which results in an extremely intense defense map, as loosing either of the two bases will result in certain doom. I really appreciate the addition of the timer in the first part. Yeah, it does remove a bit of the immersion (since none of the defenders know about Araj and Samuro being on their way), but the lack of the timer could easily deceive people into thinking that the defense part is a scripted loss, so I'd say that adding the timer is still worth it.

CHAPTER 9 - Storywise, this isn't really the most interesting map, but I think this is a great way to do a macro mission focused around exploration. I believe that Turnro's main strength as a mapmaker are those big adventurous maps with lots of secrets to uncover, and it's nice to see that he doesn't restrict himself to only using it on micro missions. Making the trees invulnerable on the main way is a bit cheap, though I do understand that it was done to prevent players from just using Volcano and Earthquake to break through them very quickly, and increasing their numbers or their health won't solve that. (I'm not 100% sure if the health of trees can be increased, but I think I've seen it somewhere. And I imagine spells that destroy trees are instant kill effects, so health increases don't work against them.) Something that I really like about this map is the design of the Drak'thul sidequest. Its great for the story, its great for the gameplay, and it makes the hero feel very satisfying to use, as you've had to actively work to get him added to your arsenal, rather than having him offered to you on a silver platter. It also does a lot for the characterization of Thrall. He didn't really feel as developed as the other Turnro campaign main characters, since he was constantly being surrounded by other important characters, so having him interact 1 on 1 with a Gul'dan supporting traditionalist was an awesome idea.

CHAPTER 10 - So, lategame Turnro maps are kind of notorious for using an insanely powerful enemy force against players, which forces people that challenge run on hard to whip out their hidden weapon, the cheese. Basically, I got the side objective, killed some creeps, and then immediately rushed through an enemy base to kill the demon, only to teleport back to the base safely (thanks teleport book). Doing this meant that the elves and demons should be killing and distracting each other, and it also got rid of the demon gate near the prison cell for free. Unfortunately, I was unaware of two important details. The first one being that the demons are actually hostile towards neutral creeps (including satyrs, which is hilariously ironic), so I would have been better off leaving them alone. And the second one was that both Azgalor and the three guardians hate the orcs with a burning passion, and it's pretty difficult to get them to fight their other enemy. Thankfully, my heroes were well equipped with items, but even that wasn't enough to defeat the magic immune boss, so I had to lure him near a guardian, so I could him to tank while I swoop in with my tiny survivor group and steal the kill to end the campaign (if you're wondering why I really love the highborne and undead, but never felt strong about the orcs... well, I think this dirty playstyle is a perfect demonstration:gg:). As for the design of the map, I actually really liked it. Giving the workers, and only the workers, to an allied AI is a pretty smart call for a final mission with 7 heroes, as not only does it entirely stop tower spamming (which would completely ruin the point of the map), but it'll also allow players to focus purely on the combat with minimal distractions (which is great, because the combat alone is pretty darn chaotic). Though there's a pretty big bug that happens with the second optional base. That base gets an extra Voodoo Lounge, but when it's done, there's a chat notification about a Tauren Totem being complete, which is just a complete lie.


And that is it for my review of Jeopardy for the Horde! It's a bit ironic to end my journey through the Turnro campaigns with a bug and a cheese, as he actually did a really great job at balancing and polishing his campaigns. This guy has been making custom campaigns for a very long time, and the quality of his work has improved a lot, while he also managed to craft a pretty funny, yet interesting narrative that binds all the campaigns together. The campaigns definitely have what makes the original Warcraft 3 campaigns so beloved, except that there's a lot of new things that the creator envisioned, that the original campaigns would have simply never thought of doing, which results in a similar experience that also feels very refreshing. So I absolutely recommend these campaigns to anyone who liked the default campaigns. (Just don't forget to play these in canonical order if you're a first time player. Which would be: Human - Orc - Undead - Night Elf/Highborne.) For this campaign specifically, I'd give it a 9/10 or a 10/10, as I didn't find many issues with it, only a very few minor ones.
Thanks to anyone who made it this far, and thanks to Turnro for putting in so much work to deliver an insane amount of great content to us! Here's a little screenshot of the mysterious God Mode Baiter (whatever the hell that is supposed to be, though I wonder if synchronized demolisher shots could kill it) as a reward to you all! Have a great day and night!

View attachment 398705
it's rare to find actual good reviews , great job!
 
Level 4
Joined
Dec 1, 2008
Messages
48
Now that patch 1.35 has reintroduced custom campaigns into the game I decided to finally try this one out, with Reforged graphics on top of that. Unfortunately at the Ashenvale mission the game constantly crashes due to this stupid bug:

Rain weahter effect cause crashes on certain maps

After that, when I loaded the save file and crashed again, I returned to the campaign menu after restarting the game only to find all missions unlocked. Including the one I didn't play (I chose go for the Fel Orcs so I didn't play the mission from the other option). I did many loads but all of them were during game and none unlocked the missions. However, it seems when loading a mission from the campaign menu it then unlocks all missions? I assume this is yet another bug with the game.

The campaign obviously isn't updated for Reforged graphics. I noticed units such as Tyrande (awesome custom model), Fel Orc shaman and Fel Orc Wyvern use custom models which are only for the original graphics.

Too bad I can't continue the campaign because of this stupid bug which probably won't be fixed anytime soon. It's an awesome campaign I've been willing to play for years, but never wanted to bother with installing old versions of Warcraft 3 just for that.
 
Level 29
Joined
May 14, 2021
Messages
1,113
Now that patch 1.35 has reintroduced custom campaigns into the game I decided to finally try this one out, with Reforged graphics on top of that. Unfortunately at the Ashenvale mission the game constantly crashes due to this stupid bug:

Rain weahter effect cause crashes on certain maps

After that, when I loaded the save file and crashed again, I returned to the campaign menu after restarting the game only to find all missions unlocked. Including the one I didn't play (I chose go for the Fel Orcs so I didn't play the mission from the other option). I did many loads but all of them were during game and none unlocked the missions. However, it seems when loading a mission from the campaign menu it then unlocks all missions? I assume this is yet another bug with the game.

The campaign obviously isn't updated for Reforged graphics. I noticed units such as Tyrande (awesome custom model), Fel Orc shaman and Fel Orc Wyvern use custom models which are only for the original graphics.

Too bad I can't continue the campaign because of this stupid bug which probably won't be fixed anytime soon. It's an awesome campaign I've been willing to play for years, but never wanted to bother with installing old versions of Warcraft 3 just for that.
Yeah, people have reported it, even someone had tested using the Campaign Splitter, which was before Blizzard re-introduced the CC back with 1.35.

When you play the Resurrection of Scourge in Reforged, you might notice missing models and green icons.

The original author (Turnro) might not update the whole campaign series to be playable for 1.35, including the upcoming update of Malfurion's Quest, which is set to be released this year. Most assets are only made for the legacy versions of Warcraft III, but I'm not sure if he will update the campaign series to be playable on 1.35.
 
Level 31
Joined
Dec 8, 2009
Messages
1,327
Hi all,

As many of you are aware, Custom Campaigns are now available in Warcraft III Reforged! Moving forward, I'll be supporting both Reforged and Legacy when releasing new campaign updates in future.

Here is what to expect for future updates:
  • There will be 2 separate campaign files: one for Reforged and another for Legacy
  • The Reforged version can be played in SD graphics only (may support HD in future)
  • The Reforged and Legacy versions will be almost identically. The only differences with Reforged is the difficulty selection will be moved to the campaign loading screen, and the game will auto-save for you throughout certain missions (such as at the start of boss fights)
  • These changes will apply to the Malfurion's Quest v1.5b update later this year. I also intend to release a Reforged version for my earlier campaigns at some point, though this may not be for a while as I am busy with working on Malfurion's Quest
 
Level 2
Joined
Mar 11, 2006
Messages
8
Hi Turnro,

I was wondering if you could allow players to use God mode on Hard difficulty because there are a couple of missions that I don't want to play through legitimately on Hard.
 
Level 29
Joined
May 14, 2021
Messages
1,113
Hi Turnro,

I was wondering if you could allow players to use God mode on Hard difficulty because there are a couple of missions that I don't want to play through legitimately on Hard.
I don't highly recommend using cheat codes on custom campaigns. It feels as if you were too destructive during the gameplay. Even though Turnro doesn't allow "WhosYourDaddy" cheat to be applied if you are playing Human (Rowan the Wise), Orc (Jeopardy), and Night Elves (Malfurion) on Hard Mode, using cheat codes might led to technical problems during the gameplay.
When I played the normal game (skirmish, not campaign), I encountered numerous crashes related to "Warpten" cheat, which speeds up the building of units/structures.
 
Level 2
Joined
Mar 11, 2006
Messages
8
So I'm thinking that Grom should be buffed so that he can be equally as useful as Rexxar. Either buff the Legendary item from the Fel Orc mission or buff Grom himself, that's just my suggestion.
 
Level 4
Joined
May 18, 2023
Messages
23
Pretty good. However the last mission where there's an AI controlling base construction is so crap. Not a bad idea however the reconstruction doesn't always work nor the base expansion and can be thrown off easily. Was enjoying until that mission and would of given a better rating however because of that mission have given an average rating.
 
Level 4
Joined
Jun 14, 2023
Messages
21
Does anyone know if the list of Legenday Items is given in order? I already have the Basher but not yet found the Godfather scepter and the Demon Clever. Really don't want to miss the 15% life steal AOE of the Demon Clever, do you know which mission we can find it?
 
Level 4
Joined
Jul 1, 2022
Messages
23
Does anyone know if the list of Legenday Items is given in order? I already have the Basher but not yet found the Godfather scepter and the Demon Clever. Really don't want to miss the 15% life steal AOE of the Demon Clever, do you know which mission we can find it?
Yes, the list of Legendaries are given in order. You can find the Goldfeathered Staff in Chapter 2 since it's the second one listed and the Cleaver is the 5th so it's in chapter 5. These things are either locked behind an optional quests or hidden in some crafty corner somewhere.

Note: If you are have trouble finding a specific Legendary, the name can provide some clues. You can also do the mission in normal to find every item drop and see which drop is similar to whatever legendary is available for that chapter and replay on hard and go to where there. For example, in chapter 4 you can find a Talisman of Evasion on normal but on hard, it's replaced by the Crown which also happens to have the 15% evasion.

Spoilers for the staff. The Staff is "Goldfeathered" and what feathery creatures are there in chapter 2? Answer: it's behind the queen's nest behind some trees in a crate as mentioned by another user in an earlier message. On normal, it's replaced by an item that gives 1 int and 75 mana
 
Level 4
Joined
Jun 14, 2023
Messages
21
Yes, the list of Legendaries are given in order. You can find the Goldfeathered Staff in Chapter 2 since it's the second one listed and the Cleaver is the 5th so it's in chapter 5. These things are either locked behind an optional quests or hidden in some crafty corner somewhere.

Note: If you are have trouble finding a specific Legendary, the name can provide some clues. You can also do the mission in normal to find every item drop and see which drop is similar to whatever legendary is available for that chapter and replay on hard and go to where there. For example, in chapter 4 you can find a Talisman of Evasion on normal but on hard, it's replaced by the Crown which also happens to have the 15% evasion.

Spoilers for the staff. The Staff is "Goldfeathered" and what feathery creatures are there in chapter 2? Answer: it's behind the queen's nest behind some trees in a crate as mentioned by another user in an earlier message. On normal, it's replaced by an item that gives 1 int and 75 mana
Thank you. I played again Chapter 2 and found the Staff.
I would add one info to your answer: some items belong to different story line and cannot be obtained together. Those item(s) depend on the path you chose.
 
Level 4
Joined
Jul 1, 2022
Messages
23
Thank you. I played again Chapter 2 and found the Staff.
I would add one info to your answer: some items belong to different story line and cannot be obtained together. Those item(s) depend on the path you chose.
I figured that was case. I don't really remember ever choosing the ogres over the fel orcs mission during my playthroughs.
 
Level 9
Joined
Dec 29, 2017
Messages
154
Played on Hard

I honestly found the entire Campaign too easy. Especially since you get like 7 heroes with 42 items of mass destruction.

1 big change I have a request for

Mission 7:

Make this a Macro Mission rather than a Micro mission. It would be nice to kind of have a semi Orc/Undead Base I think that would be pretty cool for 1 mission. I've never been a fan of Micro missions tbh. But this is just feels like a macro mission dumbed down.

Overall Request:

Since Somehow I'm finding these Campaigns to be too easy. I would like an overall more Difficult Option. Nightmare option as it were.
 
Level 13
Joined
Jun 22, 2020
Messages
196
I've always wondered why opposing Necromancers don't play right? This is where I finally saw them play properly - spewing waves of skeletons more than once + the combination of Necromancers and Meat Wagons. This game must be played on Hard.
 
Level 13
Joined
Jun 22, 2020
Messages
196
Wish I could've tried this out past the second mission but it crashed and I lost 15 minutes of progress slogging through centaurs. Figured I would just "whosyourdaddy" my way through quickly back to where I was but nope! Instant failure of the mission if you do that. I love when tryhards feel the need to dictate how people can and can't enjoy a SINGLE PLAYER experience. The entire experience was ruined for me before it could even begin so what rating is more appropriate?

10 pages of people managed to enjoy the campaign only you didn't. It's irresponsible to give a rating without having played the game. You can't even turn it on to play it. Everything is fine with the game. Look for the problem in the device behind the keyboard.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
Wish I could've tried this out past the second mission but it crashed and I lost 15 minutes of progress slogging through centaurs. Figured I would just "whosyourdaddy" my way through quickly back to where I was but nope! Instant failure of the mission if you do that. I love when tryhards feel the need to dictate how people can and can't enjoy a SINGLE PLAYER experience. The entire experience was ruined for me before it could even begin so what rating is more appropriate?
You can't also dictate how authors should make their thing. If you don't enjoy it by playing it fairly and deem that cheating is fun for you, then please stay away from this and moreover do not rate based on your misconceptions. Thank you.
 
Level 6
Joined
Mar 19, 2015
Messages
60
The Mission where you escort the goblin tinker caravan as blademaster Samuro (fighting versus skeletons) has Master Witch Doctors that do not have Healing Wards available.
Feels like a bug?
 
Top