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Legacy of Lordaeron v2.7

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Warseeker Presents

Legacy of Lordaeron
v 2.7

A Forsaken Campaign


Legacy of Lordaeron is a custom singleplayer RPG campaign inspired by the Founding of Durotar campaign and World of Warcraft. The gameplay is basically an adventuring and questing style, levelling and unraveling the story. The object of this campaign is to complete quests while developing your heroes' abilities just like in the Founding of Durotar.

Important : Due to the new features implied in this campaign, this campaign will no longer work on any earlier versions of the game below patch 1.29.2. You can download the latest patch of Warcraft 3 via Battle.net or via the Warcraft 3 Launcher. (Requires CD-Keys)
You can, however, download an old version of the campaign which is compatible with patch 1.27a here. (This version will not receive anymore updates)


Note : The Transition among the campaign maps will not work if the filename of this campaign is too long.


______________________________________________

Features


- Transition Among Campaign Maps.
- A storyline inspired by World of Warcraft : Cataclysm.
- 6 Character Classes.
- Variable Difficulty Level.
- New Custom Units, Items, Abilities and sounds.
___________________________________________________

Story


Following the death of the Lich King. Sylvanas Windrunner, The Queen of the Forsaken, alongside with her Forsaken army started to take far more aggressive stance in their battle against the remnants of the Scarlet Crusade, the Scourge and the Alliance as they attempt to conquer Lordaeron as their own...
_____________________________________________________

Missions


Act One : Rise of the Forsaken
Act Two : Road to Supremacy
Act Three : Conquest of Gilneas
______________________________________________________

Change Log



Released

- Fixed bug in Blackthorn Bandits Quest, the Block Path of Trees is now passable.
- Fixed bug in Odd Vision Quest, the Block Path of Trees in now passable.
- Fellson's Healing Spray Ability has been replaced by Elixir of Death..

- Fixed some dialogue mistakes.

- bugs fixes and small changes.
- Reduced the campaign file size.
- Blackthorn Bandits Quest is now accessible without requirement of finishing "Aiding the Forsakens" Quest.
- Added a Creep Respawn in Sub-Maps.

- Fixed small bugs all over.

Major Changes :
- Transition System : The Transition system works now with multiboards, before stepping into a new zone, a dialogue will ask you either you want/or not to access that zone.
- Fixed a bug which prevent Creep Respawn from working after the Transition.
- The Quest "Slay the Orcs" has now a different feature, You're no longer required to destroy ALL bases. All you have to do now is simply killing the enemy heroes.
- Added 2 more class to play : Death Knight - Hunter
- Fixed a small bug in "Missing Ingredients" quest.
- An improvement in the quests, cinematics description.
- A little bit change of the story.

1.6a : - Added a Drop Item System
- Added two more class to play : Rogue - Warrior
- I made the cinematics transmission a little bit longer.
1.6b : - Changed the Hunter's model.
- Some changes in the DK and Mage skills.
- Fixes in the description and transmissions.
- You are now to able to train Val'kyr in Slay the Orcs quest.

- Major bug fixes and maintenance.
- Fixed two cinematic bugs in Alterac Ruins map.

Released Act Two and Three.

Act One : - Fixed a bug in the Necrolyte's Quest. Black Dragon Claw and Eye of Shadow are now visible.
- Replaced Faranell in the Secret Mission (the underground cave) with Nathanos instead.
- Fixed the Death Knight's Ebon Might ability: It increases the damage by percent instead of a specified number, also this ability affect the DK only.
- Replaced the Hunter's Black Arrows ability with Poison Arrows.
- Replaced the Mage's Meteor Strike ability with Fire Bolt.
- Changed a bit the story of the Blackthorn's bandits.
- Small bug fixes and changes all over the maps of this act.
- Stash in now available in every map, including the sub-maps.
Act Two : - Reworked on all the maps of this act and added 3 new maps.
- Removed the Broken Isles and Den of the Warlock map.
- Replaced Galen's Death Pact ability with Inner Rage.
- Increased the Neutral Hostile units' damage, health and armor.
Act Three : - Map 1 : Changed the design and gameplay style of this map.
- Map 2 : Increased a little bit the Worgen battleships' damage and health.
- Map 3 : The fight with Genn Greymane goes on three bosses instead of fighting him individually.
- Increased the Worgen units' damage and health.
- Removed Ivar Bloodfang and Lord Vincent Godfrey from this map.

- Bug fixes and balance improvement.
- Replaced the Rebel Orcs in Alterac Ruins with Crushridge Ogres.
- Changed the storyline of Act Three to make it similar to WoW : Cataclysm.
- Changed the model of Herod.

- Added a Specialization Selection for each class.
- Reduced the damage of Kill Shot to 750 at level 2.
- Merphist no longer cost food.

- Update the campaign to patch 1.29.2
- Added a new sub-map : Scholomance
- Bug fixes and general improvements
- You are now able to customize your Character's name in the menu selection.
- Added a new optional quest in Silverpine Forest.
- Changed the quest : Crushridge Ogres from main quest to optional.
- Fixed the Scarlet Monastery bug on patch 1.29. The quest should work fine now.
- Changed Merphist's Mana Burn ability.
- Changed Faranell's model.
- Galen is no longer a controlable/obtainable hero in this act. Instead you will get Grimthos. Grimthos is bonus hero that you can obtain as a fourth hero after compeleting his quest, just like Merphist in Act One.
- Revamped the Battle for Andorhal and added 2 Scourge bases.
- Changed the Bloodfang Lieutenant's model.
- Revamped the first chapter of Act Three and added 2 extra Worgen bases.
- Removed the second chapter of Act Three and replaced it with a mini-dungeon in Act Two.
- Turned the last chapter of Act Three into a macro mission.

- Updated the campaign to make it work with patch 1.30.1.
- Changed the Hero Selection System with a different one.
- Added a shared vision of Brill, Velonara's Camp and the Transition Locations.
- Added a Tomb of Relics in Brill.
- Removed the Blizzard and Mana Siphon from the Spellbook.
- Warlock : Summon Felhunter : Reduced to 1 Felhunter instead of 2, Increased damage and armor; can now be healed.
- DK : Scourge Strike : Fixed the instant kill bug also reduced the extra damage per second and the spell duration.

-----------------------------------------------
Tirisfal Glades
: - Most of the Skeletons have been replaced by Scourge minions.
Scarlet Monastery : - Added a new Resurrection Stone in the north-west.
- Changed the location of the first Resurrection Stone and stash.
Arathi Highlands : - Added two Resurrection Stones, one on the north-east, the other on the south-west.
Alterac Ruins : - Added more spells to the ogre heroes.
Hillsbrad Foothills : - Added a Tomb of Relics in Tarren Mill.
----------------------------------------------------------------------------
Cinematics and Dialogues : - Improved most of the dialogues.
Items : Changed some of the loots dropped by creeps.
-----------------------------------------------------------------------------
Death Knight (Frost) : - Deathchill : No longer decrease attack damage.
Warlock (Demonology) : - Shadow bolt --> Summon Succubus.
- Summon Felhunter : Increased hit points and mana cost.
Hunter (Survival) : - Kill Shot : Increased mana cost and cooldown.
Fellson : - Elixir of Death : Reduced the amount of heal for level 2,3 and 4 (200/350/500/600 instead of 200/400/600/800)
- Chemical Rage : Reduced the attack rate for each level.
Merphist : - Skewer : Reduced the amount of damage.
Grimthos : - Vampiric Aura --> Vampiric Touch (Single Target)
- Hardened Armor --> Howl of Terror.

- Act 3 button should now appear after completing Act 2.
- Agamand Mills : - The level 6 Lich is no longer a Hero.
- Hillsbrad Foothills : - Removed the tomes from the Tomb of Relics.
- Added a shared vision for Southshore and the Sludge Fields.
- Hinterlands : - Added a Tomb of Relics in Maranel's camp.
- Added a Hero in the Highvale Elves' outpost.
- Eastern Plaguelands : - Added a Tomb of Relics in the Forsaken outpost.
- Western Plaguelands : - Added a Goblin Merchant.
- The Portals are now invulnerables during the fight with Araj.
- Koltira will now engage in fight with Araj.
- Silverpine Forest : - Added a Tomb of Relics in the Forsaken outpost.

------------------------ Heroes -------------------------------

- Death Knight : - Changed his model.
- Warlock (Demonology) : - Succubus can now be healed with Elixir of Death.
- Hunter (Beast Master) : - Black Spider can now be healed with Elixir of Death.
- Mage (Arcane) : Changed all his spells.
- Fellson : - Nerfed Elixir of Death ( 150/300/450/600 instead of 200/350/500/600)
- Sludges can now be healed with Elixir of Death.
- Merphist : - Nerfed the chances of Critical Strike to 10% instead of 15%.
- Grimthos : - Changed all his spells except Reincarnation.
- Fixed Grimthos' Exp Cap in Act 2.

- Added a Hero in the undead encampment of the first mission of Act 3.
- Worgen Workers can no longer build structures when possessing them.
- After destroying the Bloodfang and Liberation Worgen bases, the Forsaken will send more reinforcements.

- Fixed the Death Knight's Frost Presence ability.
- Nerfed the Rogue's Adrenaline Rush ability.
- Increased the stats of the items that can be found in Scholamance.
- Improved the Forsaken AI in the last mission of Act 3.
- Nerfed the Worgen units' HP in the last mission of Act 3.
- Changed the model of Merphist and his ultimate.

- Fellson's Summon Sludge ability no longer requires a corpse.
- Replaced the Arcane Mage's Absord Magic ability with Summon Arcane Golem.
- Gold/Lumber will now transition to Act 2.
- Battle for Andorhal : No longer requires to destroy the bases.

- Arcane Blast now deals accurate damage.
- Illusion : No longer take multiple damage, Reduced cooldown from 45 to 30, Reduced mana cost to 75. Illusions can now deal damage to enemy units.
- Evocation can now be used on friendly units/Heroes aswell.

- Fixed Memory Leaks.
- Fixed a known issue in patch 1.31.


______________________________________________________

Screenshots



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wc3scrnshot_072618_101925_10-jpeg.303518
wc3scrnshot_072618_103236_14-jpeg.303520

_______________________________________________________

Credits




- Anemic Royalty
- Ujimasa Hojo
- ironmaiden
- Alastor
- Edge45
- Fingolfin
- Suselishe
- Kuhneghetz
- Mike
- Buster
- Matarael
- Grendel
- JesusHipster
- Tarrasque
- UgoUgo
- Sellenisko
- Power
- GUNNER
- Kitabatake
- assasin_lord
- donut3.5
- AndrewOverload519
- Callahan
- imforfun
- xyzier_24
- General Frank
- Nasrudin
- Stefan.K

- 67chrome
- Juice_F
- Dionesiist
- chr2
- CloudWolf
- THE_END
- Blood Raven

- Apheraz Lucent
- Marcos DAB
- Kyzerdrood32
- AndrewOverload519
- San
- PeeKay
- M0rbid
- Heinvers
- FrlkY
- BLazeKrake
- 67chrome
- Mr.Goblin
- PrinceYaser
- Nuhneghetz
- CRAZYRUSSIAN
- Sin'dorei300
- NFWar
- Paladon
- Kael Theron
- Zephyrius2412

- Transition System by Starquizer
- Respawn System by SkriK
- Hero Selection System by Felipe Gormadoc
- Knockback System by Tom_Kazansky
- Omnislash System by f0rsAk3n
If you saw your resource and I didn't give you credit for it, just tell me so I can add you.



FAQ

- Q : Why do I get a black screen when I try to play this campaign?
- A: That's because you don't have the latest patch of Warcraft 3 installed. You need to update your Warcraft 3 version in order to play this campaign. (Currently it works only on patch above 1.29.2)
- Q: Why do I get back to the menu screen whenever I return from a sub-map?
- A: As I said above. You need to update your Warcraft 3 version to the latest patch.
- Q: If I rename the filename of this campaign, will it cause any bug?
- A: Yes, it will. The campaign transition will not work if the filename of this campaign is too long.
- Q : Why do I get back to the beginning of this campaign when I reload?
- A : It is possible that sometimes the transition will fail and you will get back to the beginning of this campaign, this occur even in Rexxar's campaign, my advice is to always backup your progress or make sure to save regularly to prevent losing your progress.

Feel free to report any bugs, tips or suggestions!
Contents

Legacy of Lordaeron v2.7 (Campaign)

Reviews
Rufus
As the bugs I found have been fixed, and I trust that you will fix any future ones after your best ability, this campaign is now approved. I don't usually replay things I've moderated, but for this one, I'll look forward to future updates! Good luck!

Deleted member 237964

D

Deleted member 237964

So Sequel is on the way? That's great!
 
Level 28
Joined
Feb 18, 2014
Messages
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Level 1
Joined
May 26, 2017
Messages
2
I just finished the Rebel Orcs mission, but when I return to Sylvanas her dialogue doesn't trigger so I can't progress through the campaign any more.
 
Level 14
Joined
Jan 7, 2017
Messages
466
Well I havent commented in this campgain yet but I played it

1.The map is pretty well made
2.The campgain is hard and so stragestic I love it

Rated the map 5/5

===============================================

Overall the campgain is great such as the storyline and more.Keep up the good work!
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
* A few spelling errors (Mortel Arrow -> Mortal Arrow, disactivate -> deactivate, conserne->concern, etc.).
* Mortal Arrow doesn't mention that it stuns (and could use a better model, like Black Arrow or the Night Elf Battleship projectile).
* Shadow Trap's effect is barely visible on the target, maybe make it bigger or on their head?
* Given all the running around, you should set the movespeed to at least Fast for all heroes (including Fellson and Aldrith).
* Some item drops are seriously unbalanced. A black dragon in Silverpine dropped a periapt of vitality, a granite golem in Alterac dropped a ring of protection +5.
* There's an invisible wall southeast of the cathedral with no apparent reason (the trees leading to it are trigger-killed, so it looks like you need to go there).
* Scarlet Priest tooltip says he has Heal, not Healing Wave.
* The units in the final cathedral room can be attacked (and start attacking) before the cutscene starts (though not during, fortunately). The necromancer doesn't join in, making him particularly easy to kill after the troops are dealt with.
* The town halls in the outpost and city can't be targeted by Town Portal spells.
* Void Spirits take damage from Purge, not sure about other dispels or if they can be killed from it.
* Accidentally killed the last orc hero before rescuing the Val'kyr: both cutscenes ended up overlapping.
* Killed the orc heroes, returned to Sylvanas, who has an exclamation mark... but the cutscene isn't triggering.

* Just a personal thought, but maybe have the heroes talk with each other more during cutscenes, it's something I always thought was missing from the Rexxar campaign.
* I think you should give one of the secondary heroes a better AoE spell than Acid Bomb, especially given how many crowds there are.
* If you use trees to block off paths until the plot says you're supposed to reach them, make them invulnerable or don't give a tree-destroying ability (Fellson's ultimate), I ended up killing the Worgen captain too early.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
did you finish all act ?
Is this project dead or will we see other parts ?
I apologize for the delay on this campaign but the project is still up, I just had some issues regarding some maps, but I'll do my best to finish it.
* A few spelling errors (Mortel Arrow -> Mortal Arrow, disactivate -> deactivate, conserne->concern, etc.).
* Mortal Arrow doesn't mention that it stuns (and could use a better model, like Black Arrow or the Night Elf Battleship projectile).
* Shadow Trap's effect is barely visible on the target, maybe make it bigger or on their head?
* Given all the running around, you should set the movespeed to at least Fast for all heroes (including Fellson and Aldrith).
* Some item drops are seriously unbalanced. A black dragon in Silverpine dropped a periapt of vitality, a granite golem in Alterac dropped a ring of protection +5.
* There's an invisible wall southeast of the cathedral with no apparent reason (the trees leading to it are trigger-killed, so it looks like you need to go there).
* Scarlet Priest tooltip says he has Heal, not Healing Wave.
* The units in the final cathedral room can be attacked (and start attacking) before the cutscene starts (though not during, fortunately). The necromancer doesn't join in, making him particularly easy to kill after the troops are dealt with.
* The town halls in the outpost and city can't be targeted by Town Portal spells.as a matter of fact, all the
* Void Spirits take damage from Purge, not sure about other dispels or if they can be killed from it.
* Accidentally killed the last orc hero before rescuing the Val'kyr: both cutscenes ended up overlapping.
* Killed the orc heroes, returned to Sylvanas, who has an exclamation mark... but the cutscene isn't triggering.

* Just a personal thought, but maybe have the heroes talk with each other more during cutscenes, it's something I always thought was missing from the Rexxar campaign.
* I think you should give one of the secondary heroes a better AoE spell than Acid Bomb, especially given how many crowds there are.
* If you use trees to block off paths until the plot says you're supposed to reach them, make them invulnerable or don't give a tree-destroying ability (Fellson's ultimate), I ended up killing the Worgen captain too early.
Thanks for the feedback, All those errors will be fixed and some other will be replaced with better use.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Another thing, if you're still working on this and the other acts: you should add some "new" creeps, as the Rexxar campaign did (different color, size and a new ability: Centaur Firecaller and Deathcaller, Thunder Phoenix, etc.). Adds a novelty factor to the whole campaign.
Will look forward to it.
Kinda agreed with cleavinghammer's pointe here. You could go ways with level scaling as your character/s progresses. So, what maps are you working on at the moment?
In the meantime, I'm working on the last mission of Act 3 ( ~70% completed) also developing and fixing bugs in Act 1.
 
Level 28
Joined
Feb 18, 2014
Messages
3,576
Due to a recent change of the story, I had to change the Gameplay Design of two maps in Act three so this may take a bit long to finish. Also I'm trying to make a balance between all classes to make them more suitable and enjoyable to play.
 
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Level 2
Joined
Jun 5, 2017
Messages
16
Due to a recent change of the story, I had to change the Gameplay Design of two maps in Act three so this may take a bit long to finish. Also I'm trying to make a balance between all classes to make them more suitable and enjoyable to play.
I hope it will be finished soon
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
Tried it again, and this time everything triggered correctly (Sylvanas ends up at the harbor, though there should be a messenger unit when you return from Alterac to tell you where she is).

Realm of the Dead:
There are no hints as to this submap's existence, maybe have a unit waiting at the Undercity Fortress telling you where he went.
The Darkness Spheres quest doesn't trigger in the right order (I picked up the one behind the closed door first, which displayed the 2/3 message, and then the one guarded by wildkins, which gave the "start quest" lines. Also, the quest name uses Drakness.


Some general thoughts:
Moving around should be a lot faster.
Aldrith's dragon claw should be easier to get, given the much lower difficulty of the other two.
Only played as Hunter so far, but there needs to be better AoE spells, otherwise the only worthwhile spells are stat bonuses, heals and autocasts.
 
Level 2
Joined
Oct 21, 2015
Messages
12
* Mortal Arrow doesn't mention that it stuns (and could use a better model, like Black Arrow or the Night Elf Battleship projectile).
it also (at least for me) stuns infinitely (2+ minutes is waaaay too long in warcraft standard), doen't menton you can't cast it on hardened skin units and can be cast on magic immune units.
stunning an abomination or an enraged elemental (lvl4) for the entire fight is somewhat acceptable but when it happens to a black dragon it's debatably not (you can not cast it after all)
Also a little hint to first go for faranells quest would be super helpful (I did it last and ended up with a lvl 6 hunter to lvl1 apothecary)
 
Last edited:
Level 28
Joined
Feb 18, 2014
Messages
3,576
Hello guys, it's been a long time I didn't do updates for this campaign but here I am. Today, I'll be releasing the newest update 2.0.
This new version include the release of Act Two and Three. But that's not all. There are also plenty of updates for the previous maps of Act One, This affects the Gameplay, Storyline and bug fixes. Here's a list of all the general updates available in this version (This includes all the campaign maps) :

General Update :

- Added a new character class : Warlock.
- Neutral Hostile no longer spawn when they're visible to the Player.
- Added Custom Loading Screen.
- Added Custom Quotes from the Death Knight/Rogue/Warrior.
- Changed the Model of the Warrior.
- Added a Stash (A place where you can store items while moving them through the Acts)
- Character Name Changes (NPC) : I decided to use the original characters of WoW in this campaign and remove the custom ones so the story will be a bit similar to WoW lore.

In Here, I will try to give you an overview of all the updates I made in Act One Maps :

Lordaeron Ruins :

- Changed a bit the design of Undercity.
- When casting the Soul Gem on the Dreadlord this one will instantly revive and the gem will be brought back to the caster.
- Removed the quest "Mysterious Warlock" including the hero (Aldrith) himself (This is due to the new addition of the Warlock to the Hero Selection)
- Changed the Scarlet Crusade Cinematic cutscene.

Silverpine Forest :

- Replaced the Lordaeron fall tileset with Dalaran Ruins tileset instead.
- Fixed a small bug which prevent the Worgen from attacking after the cinematic.

Scarlet Monastery :

There has been a big change of the Scarlet Crusade storyline and gameplay, Previously, this map had an objective to kill a Necromancer but now it's diffrent. The Scarlet Monastery is now a normal dungeon with 5 boss fight similar to the one of WoW.

Asylum of the Dead :

- Just some units health, items modifications.

Alterac Ruins :

- Removed "Lost Val'kyr" quest and replaced it with "Crushridge Ogres" quest instead.

Agamand Mills : (Previously known as Tirisfal Glades)

- Increased the Neutral Hostile Respawn timer to 10 minutes instead of 6 minutes.
- Removed Kelen's dagger item (I decided to remove all teleportation Ability on this campaign due to the scripted events)

An overview on the Heroes' skills :

I made a major improvements on the characters's abilities so there will be a balance between each class. It may sound hard to play for example Mage or Warlock at the beginning but with leveling everything will be much easier and more fun.

What you should know about act two and three :

You don't have to play comletely Act One to access to Act two. The campaign button of this Act is visible at the start which means you can start directly with Act two without playing the first one. Don't worry about the hero selection, if you haven't selected a character class in Act one you can always do it in Act Two. ( Your hero will start directly at Level 8 including Fellson as well) :)

That's all for now, I might be adding two or three maps for Act two in the next update, and if you have any question or if there is a bug somewhere, let me know.

Enjoy!
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
Hello guys, it's been a long time I didn't do updates for this campaign but here I am. Today, I'll be releasing the newest update 2.0.
This new version include the release of Act Two and Three. But that's not all. There are also plenty of updates for the previous maps of Act One, This affects the Gameplay, Storyline and bug fixes. Here's a list of all the general updates available in this version (This includes all the campaign maps) :

General Update :

- Added a new character class : Warlock.
- Neutral Hostile no longer spawn when they're visible to the Player.
- Added Custom Loading Screen.
- Added Custom Quotes from the Death Knight/Rogue/Warrior.
- Changed the Model of the Warrior.
- Added a Stash (A place where you can store items while moving them through the Acts)
- Character Name Changes (NPC) : I decided to use the original characters of WoW in this campaign and remove the custom ones so the story will be a bit similar to WoW lore.

In Here, I will try to give you an overview of all the updates I made in Act One Maps :

Lordaeron Ruins :

- Changed a bit the design of Undercity.
- When casting the Soul Gem on the Dreadlord this one will instantly revive and the gem will be brought back to the caster.
- Removed the quest "Mysterious Warlock" including the hero (Aldrith) himself (This is due to the new addition of the Warlock to the Hero Selection)
- Changed the Scarlet Crusade Cinematic cutscene.

Silverpine Forest :

- Replaced the Lordaeron fall tileset with Dalaran Ruins tileset instead.
- Fixed a small bug which prevent the Worgen from attacking after the cinematic.

Scarlet Monastery :

There has been a big change of the Scarlet Crusade storyline and gameplay, Previously, this map had an objective to kill a Necromancer but now it's diffrent. The Scarlet Monastery is now a normal dungeon with 5 boss fight similar to the one of WoW.

Asylum of the Dead :

- Just some units health, items modifications.

Alterac Ruins :

- Removed "Lost Val'kyr" quest and replaced it with "Crushridge Ogres" quest instead.

Agamand Mills : (Previously known as Tirisfal Glades)

- Increased the Neutral Hostile Respawn timer to 10 minutes instead of 6 minutes.
- Removed Kelen's dagger item (I decided to remove all teleportation Ability on this campaign due to the scripted events)

An overview on the Heroes' skills :

I made a major improvements on the characters's abilities so there will be a balance between each class. It may sound hard to play for example Mage or Warlock at the beginning but with leveling everything will be much easier and more fun.

What you should know about act two and three :

You don't have to play comletely Act One to access to Act two. The campaign button of this Act is visible at the start which means you can start directly with Act two without playing the first one. Don't worry about the hero selection, if you haven't selected a character class in Act one you can always do it in Act Two. ( Your hero will start directly at Level 8 including Fellson as well) :)

That's all for now, I might be adding two or three maps for Act two in the next update, and if you have any question or if there is a bug somewhere, let me know.

Enjoy!

Wonderful!
 
Level 28
Joined
Apr 6, 2010
Messages
3,105
It's not so much the difficulty (although I'm definitely feeling the difference at low levels) but the loss of 6 useable item slots.

Act One is still called Aiding the Forsaken in the savefile.
The Graveyard in the Undercity shouldn't be blocked off, Fellson tends to spawn his sludges inside.
If a Mage uses Meteor out of sight, enemies don't react. He also uses the same projectile with and without Incinerate.
Skeleton Knights leave corpses.
Undead Horse is alive.
Fire Golem's learning tooltip says it lasts 60 seconds instead of 180.

Lordaeron Ruins: There's an area on the eastern edge of the map with a bunch of revenants and a gate: there's a gap next to the gate that the revenant can pass through.
A Disease Cloud turned up in the middle of Sylvanas' throne room.

Agamand Mills: Gem of Lighting -> Gem of Lightning
When returning for the bandits, many of the creeps respawned instantly (the golems and sludge at the beginning were missing but returned later), but only once.

Silverpine Forest: A ping appears in the Undead base before you're supposed to know about it (it also shows up when pinging Faranell's plants).
 
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Level 28
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It's not so much the difficulty (although I'm definitely feeling the difference at low levels) but the loss of 6 useable item slots.
That's the reason I added a "Stash"
The Graveyard in the Undercity shouldn't be blocked off, Fellson tends to spawn his sludges inside.
I wasn't aware of this. That graveyard was used for decoration.
Skeleton Knights leave corpses.
Sadly, the model doesn't have a "decay bone" animation...
A Disease Cloud turned up in the middle of Sylvanas' throne room.
Huh? It never happend to me before, I'm using patch 1.27.
When returning for the bandits, many of the creeps respawned instantly (the golems and sludge at the beginning were missing but returned later), but only once.
I suppose the Creep Respawn Timer expired. There is, however, something you should know about the respawn, when a creep point is visible the unit will no longer spawn, in other words, it will be removed from the Creep Respawn System.
 
Level 28
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As in, the knights can be used to create sludges, unlike other skeletons.

Respawn: in this case they popped up as soon as their predecessor died (so right next to the heroes), more or less in the same place.
Speaking of which, a giant skeleton showed up in the throne room while I was clearing out the monastery, in the exact same place as the disease cloud, and none of the Forsaken are attacking it.

Items: yeah, but the stash doesn't follow on submaps, meaning there's a lot of abandoned gear that could have been sold or been useful in battle.
 
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Speaking of which, a giant skeleton showed up in the throne room while I was clearing out the monastery, in the exact same place as the disease cloud, and none of the Forsaken are attacking it
I think I finally understand what's the problem here, I've just checked Rexxar's campaign triggers and I found that during the transition to another map they remove summonable and buffs from units in the map so I guess that's the reason why this disease cloud and skeleton showed up.
Anyway, I'm working on fixing that bug right now. Thanks for the info :)
 
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Alterac: Captain Keyton isn't undead either. And please change his voice, hearing the exact same "hrrrrn" every time he does something is nerve-grinding.
Keyton has an inventory at the beginning but seems to lose it after killing the orc heroes.
Crushridge Ogres apparently have a pet bunny.
Crown of Will works on mechanical units.
Rebel Orc peons don't have Repair.

So while this hasn't happened to me, is there a way to get off the island if your zeppelin was killed and you have no way of buying another?
 
Level 11
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Messages
328
Warseeker, I've been playing the first act and I've come to a bug. Instead of raising Sludges, Fellson raises skeletons. Actually, only a model of Sludge has been replaced with a Skeleton Warrior model. I don't know if there were reports about this bug, since I haven't scrolled through the comments of other players. If there are reports already, I apologise for this duplicate. I just thought you should know about it to make the campaign better.
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Level 6
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91
Damm finally seeing a new update from ya i can see you removed Marchent (RIP my misunderstanding of searing blade and frost guard can attack air units :( ) glad to see you back and kicking ass my friend also here is my thoughts on the first map

1.I no longer need to save because the map transition was better
2.Every shop in undercity is so close now i don't have to worry about running half the map to buy some potions or items lol
3.I choose the hunter class and max my spider pet so me and Fellson could create a mini army to kick ass lol
4.some creep respawn were pretty weird the exact moment i killed them they instantly respawn which makes me have to hit and run multiples time for example those sasquatch in silverpine forest and ogres as well as soon as i killed them they instantly respawn also are the bandits hiding in the buldings ? or do they instantly respawn as well ? cause when i killed one of them another respawn which to be honest kind of feel like a real ambush which scared the crap out of me from time to time also in the place where you use the soul gem or orb to capture the wizard on the far right of the map in the ruins city there's a fire revenant with blue color hinting it belongs to player 2 instead of being a normal creep
5.The scarlet crusade monastery boss fight was awesome too bad some boss items aren't that good orb of the forgotten seer is basically orb of slow and herod shoulders gives very little armor and health the other 3 items were pretty nice
6.Captain keyton is a warrior so i expect him to have some kind of bash or thunderclap or war stomps you know ? make him feel like more of a warrior ? but you give him lich skills and earthquake ultimate damm didn't know the forsaken was into combining lich magic and being one with the earth like a shaman lol
7.Faranell Shadow Poison have the same hotkey as his ultimate Death and Decay and i love how faranell is so blunt about cleansing th cave "oh this cave is haunted so i invite both of you here to help me kill that big ass revenant in order to release this cave of the spooky ghost :D" a massive lol moment for me also when the revenant shout "turn back mortal only death is what you can find here" we need fellson to say "ain't we already dead ?" it could be more comedic that way also i maxed out black arrow but the skeleton stats didn't change at all
8.In hinterlands the villagers doesn't give a single crap about there soldiers getting killed (damm the alliance must have been real assholes)
 
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Level 28
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Alterac: Captain Keyton isn't undead either. And please change his voice, hearing the exact same "hrrrrn" every time he does something is nerve-grinding.
Keyton has an inventory at the beginning but seems to lose it after killing the orc heroes.
Crushridge Ogres apparently have a pet bunny.
Crown of Will works on mechanical units.
Rebel Orc peons don't have Repair
Will fix them in no time.
So while this hasn't happened to me, is there a way to get off the island if your zeppelin was killed and you have no way of buying another?
You can send a flying unit like Val'kyr or Bleu Dragon to purchase a new zeppelin.
Warseeker, I've been playing the first act and I've come to a bug. Instead of raising Sludges, Fellson raises skeletons. Actually, only a model of Sludge has been replaced with a Skeleton Warrior model. I don't know if there were reports about this bug, since I haven't scrolled through the comments of other players. If there are reports already, I apologise for this duplicate. I just thought you should know about it to make the campaign better
This is really confusing, I never encountred this bug while playing this campaign, Fellson summons Sludges not skeletons warrior...
P:S : Have you played any map that has a similar ability to Sludge Carrion? It could be an Ability ID problem or something.
Edit : I found the problem, the sludge uses the Skeleton Model when Sludge Carrior is at Level 4. This must be a bug in the Object Editor of the map itself but everything is normal in the campaign object editor.
4.some creep respawn were pretty weird the exact moment i killed them they instantly respawn which makes me have to hit and run multiples time for example those sasquatch in silverpine forest and ogres as well as soon as i killed them they instantly respawn also are the bandits hiding in the buldings ? or do they instantly respawn as well ? cause when i killed one of them another respawn which to be honest kind of feel like a real ambush which scared the crap out of me from time to time also in the place where you use the soul gem or orb to capture the wizard on the far right of the map in the ruins city there's a fire revenant with blue color hinting it belongs to player 2 instead of being a normal creep
That's very strange, I will recheck the Respawn System and see what's the problem on it. (P.S : Does this happen when you reload the game via the savefile or for the first time?)

Thank you guys for mentioning these bugs. I will try to update this campaign as soon as possible.
 
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Level 28
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3,105
Regarding the instaspawn: as far as I can tell it happens on submaps that were already visited. Although it might have been on a saved file.

Hinterlands: The Royal Knight's units start attacking during his cutscene, I lost all my dominated units that way.
The two human ships are too low in the water.

Broken Isles: The heroes left the mainland on a human ship and arrive on an undead ship.
Clea Deathstrider has her name as a class.

Stormreaver Den: The walls don't block flyers (i.e. Musris' staff).
Turtle boss is named Giant Sea Turtle.
The boat back to the Highlands should let you go back to the isles.

Game ended when I tried to return to the Hinterlands with Galen in tow. The map loaded, but then it got stuck in a cinematic with the three heroes just sitting there.


I'll try again later, but for now I have one main request (until you decide on whether or not to have a third hero): Have the stash travel to every submap, it's very annoying having to give up perfectly good gear when it could be used later.
 
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No, I haven't played any map that has a similar ability to Sludge Carrion.
Well, it seems the model bugs only while my heroes are in the Undercity map. The bug itself happen to me after I fought against the Scarlet Crusade heroes, after I got out of their monastery. So only while they're in the Undercity map the bug appears, and while I'm in the other maps Sludge Carrion seems to have a correct Sludge model. At the moment, I'm playing the 3rd act and it all seems to be ok. Even in a whole previous act the Sludge model was correct.
 
Level 28
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The boat back to the Highlands should let you go back to the isles.
Unfortunately, there is no transition between Arathi Highlands and the Broken Isles. But I may consider it.
Game ended when I tried to return to the Hinterlands with Galen in tow. The map loaded, but then it got stuck in a cinematic with the three heroes just sitting there.
Can you please tell me which scene this bug occured?
I'll try again later, but for now I have one main request (until you decide on whether or not to have a third hero): Have the stash travel to every submap, it's very annoying having to give up perfectly good gear when it could be used later.
For now, I'm thinking about adding a Priest Class as a third character to this campaign. Will probably be added in the next update.
 

deepstrasz

Map Reviewer
Level 69
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Messages
18,806
Starting Act Two, only with Felson and another hero I had to choose at the start with no other items than a Cloak of the Magi? I remember having more heroes and items. Did the cache load or even save after Act One ended? At least let us choose the spells we want on that hero instead of having them preset on level 2 or 3 or whatever.

Well, a lot of spells are normal Warcraft III ones with changed icons and names. You could use triggers (and dummy units) to diversify them.

1. Small units like Footmen might get through the walls surrounding houses. Ranged units can attack them through/over those walls from behind. Example place: southwest where there is a locked/invulnerable gate. You can even fight Knights in melee through a wall to the southeastern part of that village. You can even use Sludges to attract more units to the wall. You can check pathing by pressing P in the editor (I think you might know it but just to be sure). I think you could use line of sight blockers for thin walls like those.
2. Well, suddenly opening the door after taking the quest and getting in doesn't quite mean infiltrate.
3. Would be nicer if enemy units respawned after entering the map again instead of after a while staying on the map.
4. How did you save the explored places on the map? Did you use variables and regions for every part of the map?
5. When getting back to Galen from Andorhal, his first transmission lasts long and the second which is bigger, lasts less almost not all readable.
6. Sludges could have some other soundset. The constant growling is annoying.

1. Play music using the other trigger/action as now it plays as sound not music.
2. Not all troops in the base are helping out. They also do not train or repair.
3. You could let the blue finish the rest of the buildings after units and towers and production facilities are down in a base.
4. Would have been interesting for them to send troops from time to time like in an AoS map (or that level when you fight Daelin Proudmoore with Rexxar).
5. Is level 10 max for this level?
6. Small units like Sludges can get through trees. Example: northern pines from where Koltira is.

1. Check pathing on all maps. Trees and other doodads sometimes don't block ways for small units.
2. Creature roster is repetitive. Feels like I'm committing genocide. At least, create varied types of the same races, eg: stronger Gnolls with some other abilities than they normally have or as a bonus. There are many models on the site, you could even create totally new units. I even suggest upgrades (bonus attack, armour etc.) for enemy units based on the level of the heroes. Of course that means XP gain does not slow down too much because the enemy units also get stronger when heroes get stronger.
3. There's a place to the southeast on the cliff with gnolls that only the small units can get through even though visibly there is no obstacle. They can get to the southwestern part of the map where some other gnolls are and to the utmost southwest a gray human base. I understand it's for later use, however no units should be able to reach there before the way is supposed to be opened.
4. Could make other spells like Hurl Boulder have QWERTY hotkeys. I advise against using Q since accidental ALT+Q, then Q can get you out of the game.
5. Avoid using same icons as other items or spells (eg: Storm Hammer=Storm Bolt's icon; Trol'kalar=Curse).
6. You even have to destroy the farms near the shipyard...
7. There are two heroes; why no interaction between them and with others? We mostly see the chosen hero talk to himself or be talked at.

1. Funny thing is they went with a Human Transport Ship and came with an Undead Transport Ship.
2. Not gaining any xp in this level. Both my heroes are level 12.
3. You could use a different ping colour for optional quest zones.
4. Clea Deathstrider the Clea Deathstrider.
5. You can pass through some shallow water in places. Not sure if intended.
6. Bash in general is very powerful. I suggest reducing the chance (spells, items). I'm referring to bosses being vulnerable to this.
7. Would be nice to mention the values of item bonuses: life steal, return damage etc.
8. You could add hero glow to Thaoran Doomseeker: How to add Hero Glow without Modeling
9. Stormreaver Staff's description says it summons <A1sh,B1> Fel Hounds.

1. Maybe try to find silverish pine models? :D
2. Still at level 12 not gaining any xp.
3. I guess the barricades to the northwest should have been invulnerable until you got the quest as you can't get to the other northern encampment of the Worgen? Same to the southwest. Then, when you meet with Sylvanas, after killing two of the lieutenants, the quest says 0/6 but the pings are only four. After I kill one of the remaining 4, the quest correctly updates to 3/6.
4. Careful with the Worgen Peasants. They might cut ways to shorten travel :D
5. These worgen settlements don't pose any trouble.
6. No comment on Galen's abilities. Also that Vampiric Aura... Imagine Killmaim+Vampiric Aura+Very Fast Attack+Elixir of Death+Bonus Armour (items)+Critical Strike (item).

1. Finally started to gain XP :p
2. Gold is pretty much useless. I got 20k+. What to do with it? Revive my heroes? None of them died yet :p
3. Aren't Wildkins native to Kalimdor?
4. This Greymane had so many Farms :(

5. Max level 15? I guess there's one more level as I don't see Genn. Also, is Sylvanas a coward :D? Oh well, it ended right there.
6. Love the look of this level, so Gothic! All maps have immersive visuals by the way.
7. Aw man, the Marketplace doesn't make any items :(
8. I suggest making the enemy heroes tougher. They should be able to withstand three heroes. Now, they die in mere seconds. Also, not all units near the thrones come to aid them; the heroes might go forth leaving the minions behind.
9. Ranged units block the way to Genn (the gates zone) while attacking.
10. No Genn Metamorphosis :p?
LoL01.jpg LoL02.jpg LoL03.jpg LoL04.jpg LoL01.jpg LoL02.jpg LoL03.jpg LoL04.jpg
 
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Level 28
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Starting Act Two, only with Felson and another hero I had to choose at the start with no other items than a Cloak of the Magi? I remember having more heroes and items. Did the cache load or even save after Act One ended? At least let us choose the spells we want on that hero instead of having them preset on level 2 or 3 or whatever
Your hero and items will be loaded only if you played Act One before. Because unfortunately the game cache will not load the previous data of Act One when updating this campaign, that's the reason I added a hero selection in Act Two.
4. How did you save the explored places on the map? Did you use variables and regions for every part of the map?
It's like reloading the game from a savefile. This is how Transition works :)
5. Is level 10 max for this level?
2. Not gaining any xp in this level. Both my heroes are level 12.
Level 12 is the max level in Act Two.
3. I guess the barricades to the northwest should have been invulnerable until you got the quest as you can't get to the other northern encampment of the Worgen? Same to the southwest. Then, when you meet with Sylvanas, after killing two of the lieutenants, the quest says 0/6 but the pings are only four. After I kill one of the remaining 4, the quest correctly updates to 3/6
Well, it should. Is this due to the small unit pathing?
Edit : Oups... My bad.
8. I suggest making the enemy heroes tougher. They should be able to withstand three heroes. Now, they die in mere seconds. Also, not all units near the thrones come to aid them; the heroes might go forth leaving the minions behind.
I know, sometimes the units act weirdly, when a unit is spawned she usually target a random enemy unit. e.g : the Forsaken west base attack the enemy west base until they're all dead then they target Genn's base. same thing for the others.
10. No Genn Metamorphosis :p?
What? I don't remember giving him a Metamorphosis ability?
^^ No scene, the camera just stayed on the three heroes, with no movement or dialogue, just after starting the map (I was trying to see if you could go back to the isles by taking the same path)
It must be the <Turn cinematic mode on> while traveling to the new zone, gonna fix it.
 
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Level 28
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Here's a small update atm :

- Reduced Meteor Strike cast range to 600 instead of 900.
- Added classification "Undead" to Captain Keyton also changed his voice, spells and removed his inventory.
- Fixed Fellson's Sludge Carrion ability at level 4. Fellson summons a normal sludge instead of a Skeleton Warrior.
- Replaced the undead ship in the Broken isles with a human ship.
- You are able to choose spells for you hero at the beginning of act two instead of a random set.
- Enemy units in Andorhal Map retrain when they die (Avaiable on Hard difficulty only)
- Silverpine Forest : Barricades in the northwestern are invulnerable until the cinematic is over.
- Act Three : Added some items to the Marketplace in the last mission.

Neutral Hostile Respawn :

Apprently, the reason why some neutral hostile instantly respawn is due to the transition, but I fixed it now. And about the visibility, when Neutral Hostile respawn while they're visible to the Player, they become invisible until the player leave their spawn location.

Note : Avoid using the cheat "Iseedeadpeople" is this campaign because it may bug the Respawn System. (Not truly but the units will be hidden until the cheat is deactivated)
 

Deleted member 237964

D

Deleted member 237964

Sorry for saying that because i really like this campaign and it's story but i feel like 'hard' mode is a mistake.You removed most of hidden items and just increased enemy attack/hp.I feel like at one sides it's good because you made your maps a bit harder but at other side... you took all the pleasure from exploring the map.(I'm reffering to hidden items and that makes exploring the map interesting) Random creeps are always almostthe same.Why not make more side quests in act two or.....a few more dungeon to explore? I really liked the crypt and few bosses,i was a bit dissapointed by lack of unique creeps,miniboss and you know....perhaps some hidden easter eggs?

By the way...in first act (The map where you have to find and capture renegade wizard soul) there is a little barren area surrounded by three glowing runes in the left upper corner of the map.It looks veyr interesting and i feel like this area ws supossed to have some minibosss or a powerful item but somehow..it's empty. :(
 
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@Admiral Proudmoore
I didn't remove no items on hard difficulty, they're all the same in every level but that will change later on. Also this campaign isn't 100% completed it's still on developement. Only the basics for now, and as you said, I will add two or three maps for act two (Perhaps 1 normal map and 2 dungeon map). Also improve the quests, gameplay and many more.

P.S : There isn't anything special on that side of the map (Agamand Mills). First time. I thought about adding a hidden item there. But since I removed kelen's dagger teleportation ability. I left it empty.
 

Deleted member 237964

D

Deleted member 237964

@Admiral Proudmoore
I didn't remove no items on hard difficulty, they're all the same in every level but that will change later on. Also this campaign isn't 100% completed it's still on developement. Only the basics for now, and as you said, I will add two or three maps for act two (Perhaps 1 normal map and 2 dungeon map). Also improve the quests, gameplay and many more.

P.S : There isn't anything special on that side of the map (Agamand Mills). First time. I thought about adding a hidden item there. But since I removed kelen's dagger teleportation ability. I left it empty.

Actually? You did,and i'm not reffering to hidden stuff like ice shards,inferno stones or other like that.I'm for example reffering to hidden books behind Bandit hideout and the one in Alterac ruins.Also...i bet you will,you really made a ot of improvements,i don't mean to be offensive i just want to give you some suggestions.New creeps really add a lot to the gameplay and exploring was really great in rexxar campaign.

Feels bad but...i'm sure you will fix it!
 
Level 1
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Sep 20, 2017
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Hey man on Hinterlands(act2) when my heroes are getting on the boat the game stucks. The cimematic starts with the ship getting away and then the screen goes dark while in cinematic mode and nothing happens. I have to terminate the whole game to exit. Any ideas

P.S I am playnig with rogue heroe evelyne if this somehow connects, but i doubt. Thanks.
 
Level 28
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Fellson can not heal Captian Keyton.
Already fixed. See this Post
Hey man on Hinterlands(act2) when my heroes are getting on the boat the game stucks. The cimematic starts with the ship getting away and then the screen goes dark while in cinematic mode and nothing happens. I have to terminate the whole game to exit. Any ideas

P.S I am playnig with rogue heroe evelyne if this somehow connects, but i doubt. Thanks.
Oh man. Everytime I try to fix a bug I create a new one :D
No problem. I will check it and fix it.

Edit : Fixed.

- Also added 3 hidden items in Agamand Mills.
- Added classification Undead to the Undead Horse.
 
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Pretty nice, just started it and I found a small thing that it should be changed. So when you are supposed to get the ghostly archmage with the soulgem I first went to the right where the gate is invulnerable and I pulled the mage from the room closer to get range to use the gem on him, boom quest done, even if he wasnt the right one. id suggest a few sightblockers that dissapear or something, ah and after death the mage leaves the gem, I kill him and get the fire gem, but at respawn the soulgem is still full. Idk if thats a small trick or something. If its intended ignore me=). Overall a nice map, gj for that:D.
 
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