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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.
Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft III campaigns with Blizzard-like maps and fun gameplay!
New 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
Voice Overs for All Dialgues Includes primarily AI-generated voice overs for all cutscenes and in-game dialogues
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
Legandary Items
Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:
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.
Goldfeathered Staff Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
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.
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.
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.
Stonemaul Bonecrusher Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
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.
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%.
Granite Necklace Increases the hit points of the Hero by 300 and mana by 250 when worn.
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
- Campaign is now compatible with Reforged (joth_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (joth_legacy.w3n)
- Added voice overs to all cutscenes and dialogues
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Resolved an issue where Sentry Wards would disappear after an in-game cutscene plays throughout the campaign
- Resolved an issue where players could acquire duplicate items by replaying certain missions
- Reduced the mana cost of Earthbind Totem spell from 60 to 50
- Increased the mana cost of Feral Spirit spell from 75 to 85
- Samuro's Mirror Images now deal 25% of the Hero's base damage
- Increased the damage of Mortal Strike from 500 to 750, and reduced the mana cost from 150 to 125
- Swapped the ultimate abilities (Mortal Strike and Bladestorm) with Samuro and Grom Hellscream
- Increased the attack speed of Grom's Frenzy ability from 15/30/45% per level to 25/50/75%. In addition, movement speed is increased by 30% across all levels
- Rexxar's Summon Misha ability now has a cooldown
- Reduced the mana cost of Summon Misha from 150 to 125
- Slightly reduced the gold cost for summoning optional heroes
- Tauren now have the Resistant Skin ability
- Increased the damage of Searing Arrows from 10/20/30 to 12/24/36 per level
- Thorns Aura now grants +1/2/3 armor per level
- Reduced the duration of Curse from 120 to 60 seconds
- Voodoo Lounges are now available for construction in Chapter 3
- Losing the arena fight to Kor'gall in Chapter 5 will once again lose the mission for the player
- Replaced the Troll Witch Doctor with a Troll Berserker in Chapter 6
- Resolved a bug where destroying the Human bases would not always win the mission for the player in Chapter 7
- The trees blocking the path to the Circle of power are no longer invulnerable in Chapter 9
- Increased the starting Gold Mine amount on Normal difficulty in Chapter 9
- Made "The Alternative Route" quest optional in Chapter 9
- Resolved an issue where Frenzy would cost mana for summoned Quilboars in Chapter 9
- Peons no longer require food for the AI to train in Chapter 10
- Replaced Archers and Hipporgryph Riders with Lunar Archers and Riders in Chapter 10
- Reduced the mana capacity bonus from the Goldfeathered Staff from +150 to +125
- Reduced the stun duration of the Stonemaul Bonecrusher against enemy heroes from 2 seconds to 1
- Reduced the bonus armor from the Ring of the Elder Moon from +10 to +8
- Added a Story difficulty option to the campaign
- Legendary items now have a different model to set them apart from regular items
- Fixed numerous spelling and grammar errors
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
Fixed the tooltip description for Drek'Thar's Firked 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
The entire campaign has been polished. This includes, not 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 a problem in Chapter 4 where a particular Night Elf eave 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
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 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
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 where 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
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: joth_legacy.w3n (Warcraft III versions v1.26-1.31) and joth_reforged.w3n (Reforged version)
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 tis campaign on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
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)
Before I write a review about terrain and other I want to show some of my notes.
The thing that I hate the most is the way everyone speak, something like you speaking to your friends, they aren't supossed to be like that. The other thing that I hate too is that everything hasn't been edited at all.
In the second chapter there's a very strange thing, the tauren chieftan allies with Thrall because of a favor, that's unusual, who is willing to leave his own tribe because of that, I understand if he gives an artifact or something else but this.
In the third chapter the witch doctor joins Thrall because of what, he's running from the place where him is going and still comes with Thrall.
In chapter four the witch doctor hasn't got the Healing Ward spell. And the Stonemaul Warchief is a little imba... maybe reducing his hp a little.
The cinematic where Tyrande cooperates with the Demon is imposible, remember that a demon leading sentinels is lame if you ask me.
In chapter six when Samuro has to destroy a power generator he has to kill too much sceletons, remove a couple of them.
In chapter seven in the end when the converstation between Samuro and Araj starts there's an army of sceletons that's in an Spartan formation, it's lame, spread them across the zone where the screen is focused.
Well, I'm gona write something like bla bla this 4/5 and bla bla that 3/5 but that's gona be after 1 year or when I just finish thinking about the maps in the campaign.
Im gonna check this out though the description freaks me out.
"Years after Lich King was defeated, an orc named Thrall was made Warchief."
How the heck did this happen, after the Lich King died?
What happens when you have one of your units attacking a power generator, a hint will come up telling you that only Samuro can destroy them. Send Samuro to destroy the power generators.
I will be making one last upload to Jeopardy for the Horde. I will also be continuously updating Resurrection of the Scourge when I have completed more maps.
My Human Campaign is almost ready. Despite some hold ups, it will be available to download on 16th March. It is called 'The Adventures of Rowan the Wise'.
I'm at chapter 3 atm and the campaign seems blizzlike I will make a review after I finish it. At last I found a RTS campaign not a RPG one. Congratz I will give you rep after I finish it.
This campaign has been updated.
These are the following changes I made:
- Fixed a problem which allowed the player to lose the mission when all their buildings (excluding those that are being built or upgraded) have been destroyed
- Spirit Walkers now have Resistant Skin, which they had in normal Warcraft 3 melee maps
- Added a new model for an ogre building, made by forgotten warlord
- Minor changes to cinematics
- Minor changes to gameplay
- Minor changes to dialogue (to fix up a few typos)
- Disabled the user from controlling the transport ships in Chapter 2
- Fixed a problem where Rokhan will appear in different places in Chapter 3
- Added more Night Elf buildings in Chapter 10, making the gameplay a bit harder
- Added AI for Teal Night Elf base in Chapter 9
As you would have guessed (or probably not), this update is mainly to fix up a couple of things out of place. This will be my last update for a while. However, feedback is still appreciated.
in the mission where you have an optional quest to find drak'thul, I forgot what the riddle was, and there is no way of hearing/reading it again, and I'm pretty sure I need that riddle to find the guy.
You should add the riddle to the quest log, so it can be read over.
in the mission where you have an optional quest to find drak'thul, I forgot what the riddle was, and there is no way of hearing/reading it again, and I'm pretty sure I need that riddle to find the guy.
You should add the riddle to the quest log, so it can be read over.
You can read it again. 'Message Log' allows you to re-read all messages and unit transmissions in the map you play. If you don't know how to get into Message Log, press F12.
Awesome Campaign 5/5, hmm but for some reason at the end i only ended up with Samuro, Caine, Thrall, Shadow hunter and Far Seer. Can someone tell me how to get the other 3?
Awesome Campaign 5/5, hmm but for some reason at the end i only ended up with Samuro, Caine, Thrall, Shadow hunter and Far Seer. Can someone tell me how to get the other 3?
I have a couple of problems with this campaign, but on the whole it was pretty good, though not nearly as good as Rowan the Wise. Here are my criticisms:
1. Dialogue is a little too informal; these are warriors talking to each other most of the time, and this is especially evident when people who don't know each other are talking.
2. Too monotonous:the final few levels are pretty similar. I reached chapter 10 and thought to myself "Great, ANOTHER level where I get to mass up an army and beat my way through several night elf bases. Basically you fight night elves for the whole of the second half of the campaign.
3.Where did the Undead you fight go? They're there for one (pretty easy) level and then disappear. The acolyte warned that they were remaking the scourge, where is their leader? Putting some more undead (or humans) in the campaign would help, preferably in base building levels rather than hero levels.
4. Some of the maps are just too bloody big. Chapter nine is a monster. I decided I'd take out the light blue night elf so I could more easily get more gold, I was running low. 5 minutes later I FINALLY reach the base, and then have to TP back to my base to beat off the other night elves which are destroying it. The map doesn't really need to be that big. i would suggest cutting it down.
Apart from those, the campaign was pretty good, 7/10. I'm a big undead fan, so I hope to see your Resurrection of the Scourge finished soon. Should be good.
I have a couple of problems with this campaign, but on the whole it was pretty good, though not nearly as good as Rowan the Wise. Here are my criticisms:
1. Dialogue is a little too informal; these are warriors talking to each other most of the time, and this is especially evident when people who don't know each other are talking.
2. Too monotonous:the final few levels are pretty similar. I reached chapter 10 and thought to myself "Great, ANOTHER level where I get to mass up an army and beat my way through several night elf bases. Basically you fight night elves for the whole of the second half of the campaign.
3.Where did the Undead you fight go? They're there for one (pretty easy) level and then disappear. The acolyte warned that they were remaking the scourge, where is their leader? Putting some more undead (or humans) in the campaign would help, preferably in base building levels rather than hero levels.
4. Some of the maps are just too bloody big. Chapter nine is a monster. I decided I'd take out the light blue night elf so I could more easily get more gold, I was running low. 5 minutes later I FINALLY reach the base, and then have to TP back to my base to beat off the other night elves which are destroying it. The map doesn't really need to be that big. i would suggest cutting it down.
Before I explain my point, I would like you to know that Jeopardy for the Horde was the first campaign I made. Don't ask why, I was just more motivated in making it before The Adventures of Rowan the Wise.
1. Dialogue? I will have to change a couple, but you have only described it in general. If you can give me specific examples, I will be more then willing to change them.
2. Chapters 8 and 10 are supposed to be similar (as in attacking multiple enemy bases). Chapter 9 is suppose to be more of an exploring map. There is more to it then fighting the Night Elves. They only attack you frequently because the map is supposed to be hard (the start of the campaign starts off easy then eventually gets harder). In the next update (which I will do soon), you will have the option to choose the difficulty of the campaign, so the enemy waves won't be harder if you choose to play in Normal version. Just on a side note, though, there are 11 playable chapters and the Night Elfs are only in 4 of them.
3. You're wondering about the Undead Scourge? There are quite a few things left unsaid about them in Jeopardy for the Horde. If you wish to know more about undead and their purpose in Kalimdor, play Resurrection of the Scourge. The leader of the Scourge should be self-explanatory, though. The Acolyte called him a 'necromancer'.
4. I don't think many of the maps are big, but Chapter 9 definitely is. When I originally made the map, I wanted it to be big. However, I was quick to realise that I had made it too big. A similar problem was with the original map I made for the 1st chapter. I got complaints that it was too small, so I re-made the map. I will consider re-making the map for Chapter 9.
I can't tell you how to get each one (since people are suppose to find things out for themselves), but I can tell you which chapters you can find them.
Rokhan - Chapter 3 (but from reading the previous post, you already know this)
Grom Hellscream - Chapter 5 (you loose Grom after Chapter 2 and have a chance to get him back)
Rexxar - Chapter 5
Drak’thul - Chapter 9 (a hint is that he is quite hard to find, since there is quite a bit to do to reach him)
Keep in mind that you can only get 3 of these heroes. In Chapter 5, you can either get Grom or Rexxar. It depends on which map you do, as in going to attack the Fel Orcs or the Ogres.
I like this campaign overall. Good terrain and good idea with the choosing the path for chapter 5. A couple things I would probably change though. I like the idea of Araj being basically an arch-necromancer. I like how his raise dead is different from a standard necromancer. The only thing I would probably change on him is silence. I'd replace it with another summoning ability. He only has one summon ability but he is called Araj the summoner. I think based on that name, you'd expect there'd be more available to summon. Another thing is the night elf heroes in the last mission. They are way over powered. Even having seven heroes against one of theirs, my force gets massacred within seconds with the units they send. The heroes alone do over 100 damage and have magic immunity. I would suggest removing the immunity. Other than that, it was good.
As always the gameplay is blizzlike wich I definitely enjoy. The best part of the game is when you play with 5 to 6 heroes, that's pretty neat.
The storyline is soap opera and the grammar in the cinematic has its issues.
Your ideas are good, but I would prefer you think them more before you put them into action (no offense ).
I'm not gonna say your campaigns are the best I've ever played, but they are all pretty damn good and provide what I want, blizzlike gameplay with custom heroes and units.
Jeopardy of the Horde is my favorite of your campaigns and one of my favorite campaigns in general. Loved every minute of it.
Nice campaign! Love all the heroes although near the end of the last campaign i have like finger cramp because I was trying to be micro god controlling the 8 heroes and the units. Not a good idea XD. Overall nice campaign, very blizzard like
I've just finished your human campaign, Rowan The Wise. I'm now starting to play Jeopardy for the Horde and it looks to be nice, unless for one little thing related to the esthetics of the map...Man, come on, why the hell did you put Thrall and Grom with those ridiculous voices, I mean, they were fine in the human campaign(except Logan's voice...) but were completely non-sense in the orc campaign. By the way, Rowan the Wise is such a great campaign! Very good job! 5/5
Suggestion: Why dont u make level 20 be the max level for heroes instead of 10, like u did in your human campaign? It's much better this way, cause the max level of skills would be 4, there would be atrib bonus and ultimates would have more levels.
I'm now starting to play Jeopardy for the Horde and it looks to be nice, unless for one little thing related to the esthetics of the map...Man, come on, why the hell did you put Thrall and Grom with those ridiculous voices, I mean, they were fine in the human campaign(except Logan's voice...) but were completely non-sense in the orc campaign.
What you have come across is a error/glitch in the game. This is not supposed to happen. To make Thrall and Grom talk like their original selves, restart the game.
thank you,bro,your map is very great. i want to ask you one question about the map Jeopardy for the Horde. in the last chapter,i was driven to crazy. it was so hard that i couldn't resist the attack of the night elves. i tried to find the demon and i got it. but bm alone can't kill him. the heroes altogether can't break into the base. i want to if there is some way to kill the demon easily. dh and wd are all immune to magic. they are hard to be killed. i can resist 4 waves of their attack. i am from china. my english is not very good. thank you!
In answer to your question, one way you could go about killing the demon would be to lure him out of the main Night Elf base. This will involve you ordering your units to reveal the demon and immediantly run when he starts attacking you.
Hope this helps (works for me very well). I'll also be updating this campaign sometime, though it could be awhile since I don't have much spare time.
Well does this campaign have voice? because I download this campaign from another site there it don't have voice
Also will you create a campaign with Goblin Tinker as a main character because I want one with neutral Hero well custom units and Hero are always appreciated at least by me
There are two Chapter 5's because at the end of Chapter 4, the player has a choice of two alternatives. For Chapter 5, you can either go and attack the fel orcs or travel to where the ogres are and slay the soulmaul leader.
Awsome campaign but not very hard, except chapter 10. Those huge waves of Night Elves were very hard to beat on the first minuts of the mission... But still I had hell of a fun with those 10 missions of yours (just like I had with Rowan's Adventure)
Was U inspired by Battle Realms? Becouse I notice that some of the missions are VERY similar to those in BR.
But the demon inavsion was not very impresive. Compare to those endless waves of night elves, demons were realy easy to defeat. Even the Pit Lord was not very strong. I would add more demons on spawn, some freakin badass spells for Azgalor and stronger attack
The campaign was nice. The terrain was decent, but you should use more dodads; it will beautify your map. Cinematics were good, no bugs that I know of. Missions tend to be a little repetive sometimes. I liked that you could choose two ways: to attack the fel orcs or slay the soulmaul leader of the ogres.
Chapter 8 is simply too hard... I managed to get rid of blue human base to the left, but then they started attacking wave by wave by wave... In less than 2 minutes two enemy attacks (from north bases) with enemy heroes that are too powerful... In-frakkin-possible... At least, make 2 difficulties (for those who wanna finish the campaign and see the storyline and for those who want some serious challenge) or significantly reduce difficulty for 8th chapter... As for the campaign, it awesome, fun and great story as well as heroes...
Really really good idea, and the execution you went with is also very good. This could benefit from a screenshot, ideally from each of the missions. Many players want a preview of something they're going to play first before actually downloading.
Good campaign, 4.5/5.
I am working on a Orc campaign myself , i was new to triggers so i tried to open up your map. I don't see the triggers there , but then i opened up a map from tomoraider Rise of the Blood Elves which is one of my favorite storyline , so i solved trigger problems after some researching , and since im a terrible terrain maker i need some help...
You have decent terrain , i just made some flat hills and that's it lol
Really like your campaign 5/5 and i love the way you connected these three campaigns almost as good as Blizzard , and i believe that in ressurection of the scourge you should put only first chapter button visible
Review from me
4/5 Terrain
5/5 Gameplay since i love normal warcraft III one
4.5/5 Storyline
And one more thing. I think you should put Ogres as mission 6 and Fel Orcs as mission 5
I played your campaign all over again to notice any bugs , at chapter 8 it didn't say santron should stay alive or i lose
I had Teal's base , and Light Blue's Base , and santron was destroyed it said i lost , nowhere was written i lose if santron dies...
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