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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- Fellson's Healing Spray Ability has been replaced by Elixir of Death..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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_______________________________________________________

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!
Level 6
Joined
Jul 10, 2016
Messages
167
If I understand correct, you went to Andorhal and met with Koltira and nothing happended? Did you manage to kill all the Alliance units around the Forsaken camp?

Yeah but I somehow just fixed it. I used charm on the Crown of Will on a gryphon and I think it messed up the whole triggers. Thanks anyways
 
Level 6
Joined
Jul 10, 2016
Messages
167
BTW. can you fix the cooldowns of stormreaver staff and staff of musris?? i cant put them on the same hero because if you would use one, the other one would have a cooldown
 
Level 6
Joined
Jul 10, 2016
Messages
167
Update on my problem about the necrolyte quest

I actually tried something and fixed it.

I went to Warcraft\save\Profile2\CustomSaves\Forsaken v2.0
and deleted all the files in there and somehow the wizard and dragon spawn
 
Level 6
Joined
Jul 10, 2016
Messages
167
Amazing game, amazing idea but the last chapter was a bit anti climatic. meaning somehow it became boring.
The game was exciting and hard, but the end was somehow weak and not that challenging.

I really hope you could make the units or atleast the heroes of worgen to be stronger or have higher hp and better abilities but nevertheless, amazing campaign
 
Level 1
Joined
Jun 11, 2017
Messages
3
I agree with above, the game was amazing but still needs to be polish. At the beginning kept the Forsaken essence-really nice-, but through time it lost the same until remaining only the end gray and bored. However it a good reference to Rexxar's campaing. You wold add more optional quests and maybe one or two custom dungeons (as the Outland Arena) or a mission where you control one hero (Samuro :p).
Congratz, this caused me to stop playing Founding of Durotar one and again.
 
Level 3
Joined
Aug 13, 2009
Messages
51
hello. I have a little problem in the first act. I can't find the eye of shadow and the dragon claw. I mean, I killed all the creeps and they don't drop the items. I used normal play and cheat replay, and nothing, nada, zip. would've liked to play with the necromancer character a bit, just to see his abilities. thanks for an awesome campaign. I played the first version of it and I loved it.
 
Level 2
Joined
Nov 8, 2017
Messages
17
Act 2 seems like it should start in the Hillsbrad Foothills map, but it starts in Arathi Highlands.
Edit: Koltira probably should have his inventory disabled, since he's a temporary hero. Or did you enable his inventory on purpose to buff him up for the Araj fight? Doesn't really matter in the end since he drops his inventory when you lose control of him, though.
 
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Level 28
Joined
Feb 18, 2014
Messages
3,574
Act 2 seems like it should start in the Hillsbrad Foothills map, but it starts in Arathi Highlands.
Wasn't the campaign button of Act Two visible at the start?
Koltira probably should have his inventory disabled, since he's a temporary hero. Or did you enable his inventory on purpose to buff him up for the Araj fight?
Kinda.
E: Wait, nevermind. The cutscene activated when the reanimated enemy died
Glad that everything went well. Although, I thought that I have removed the Animate Dead ability in this mission as well as the Crown of Will to prevent confusion.
 
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Level 10
Joined
Dec 19, 2015
Messages
692
No problem. I figured out that the cutscene won't start as long as there are alliance units on forsaken grounds, including reanimated ones. Since I've finished the campaign (a super campaign) I might leave my comments/experience here after a few days. Good job.
 
Level 3
Joined
Dec 10, 2016
Messages
41
Hi there Warseeker,

I have been enjoying your great quality campaign for more than 8 hours.

I would like to thank you for contributing this hard work of yours to our community.

Apart from the problem stated out by Lurker245 up there, so far I have found only one little bug:

- The Searing Blade, which was taken from killing the Bandit Lord in Agamand Mills (Act I), only provides 5 Attack Damage instead of 10 (written in the item description).

I will continue playing and give my feedback if I encounter anything new.

10/10 :)
 
Level 1
Joined
Dec 30, 2014
Messages
3
Hi Warseeker,

first, I'd like to thank you for your great work! :)

I guess I found one glitch which I believe hasn't been reported yet:

In the quest "into the scarlet monastery" I killed all bosses, but the quest log still says "kill all scarlet leaders". Also the spot where one of the leaders was placed before I killed him -or her (in the north/west corner of the map) still pops up while the frame where the names of the leaders which are remaining is still showing up, but is empty. When I return to undercity, of course I can't speak to Sylvanas to finalize the quest and the spot at the monastery still popping up.

I am the only one encountering this?

Is there a way to continue without having to start the map again (like a "refresh"-command)?

If I switch directly to act 2, how many quests would I be missing (considering I stopped at "into the monastery")?

Also if I do and I have unlocked Kreshis Soulbane before, will I have him in act 2 without having completed act 1?

I am sorry if these are too many (nooby) questions :rolleyes:

Keep up th good work!
 
Level 28
Joined
Feb 18, 2014
Messages
3,574
The Searing Blade, which was taken from killing the Bandit Lord in Agamand Mills (Act I), only provides 5 Attack Damage instead of 10 (written in the item description).
Yes, I made a small modification to Searing blade and I forgot to edit its tooltip :p
In the quest "into the scarlet monastery" I killed all bosses, but the quest log still says "kill all scarlet leaders". Also the spot where one of the leaders was placed before I killed him -or her (in the north/west corner of the map) still pops up while the frame where the names of the leaders which are remaining is still showing up, but is empty. When I return to undercity, of course I can't speak to Sylvanas to finalize the quest and the spot at the monastery still popping up.

I am the only one encountering this?
I have no idea what causing that bug, it's works fine for me.
Is there a way to continue without having to start the map again (like a "refresh"-command)?
Sadly, No. Do you have a save copy? If yes, try to restart this mission (The Scarlet Monastery).
If I switch directly to act 2, how many quests would I be missing (considering I stopped at "into the monastery")?
Two mission. One in Silverpine the other in Alterac Ruins.
Also if I do and I have unlocked Kreshis Soulbane before, will I have him in act 2 without having completed act 1?
Yes, you can use the cheat " AllYourBaseAreBelongToUs" to get an instant victory and jump to Act two. Beware though. As @Lurker245 mentioned if you click "Continue" on the victory dialogue you will start in the wrong map. But you can still play Act two in the menu screen. All your heroes and items including the items stored in the "stash" will be loaded in Act two.
 
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Level 10
Joined
Dec 19, 2015
Messages
692
Oh. I forgot to mention this with my earlier problem. Since I read this ^ I remembered that after finishing talking to Sylvanas in the boat area, it didn't take me to act 2, It loaded to Galen's map. And my main hero died after loading. Things went to normal when I went up to the zone whete act 2 is. Don't know if this helps or if anyone else experienced this
 
Level 28
Joined
Feb 18, 2014
Messages
3,574
Oh. I forgot to mention this with my earlier problem. Since I read this ^ I remembered that after finishing talking to Sylvanas in the boat area, it didn't take me to act 2, It loaded to Galen's map. And my main hero died after loading. Things went to normal when I went up to the zone whete act 2 is. Don't know if this helps or if anyone else experienced this
Yes, I'm aware of that. This only happens when clicking "Continue" on the victory dialogue box of Act I. It's not a big deal though cause people can still play Act Two in the menu screen.
Also, I just found out that the campaign button of Act Three won't load if you don't click "continue" after finishing Act Two...
I'm sorry for creating this confusion. Because when I added those new maps I forgot to switch between them and the previous ones. This will be fixed soon.
 
Level 1
Joined
Dec 30, 2014
Messages
3
Thank you for the hints. Well, I went for the cheat-option, got to Arathi Highlands and headed straight to Hillsbrad. I also I tried first to start directly with act 2, but the opening cinematic was bugged (dialogues were not shown), while with the cheat-option cinematic was ok.
 

Deleted member 239421

D

Deleted member 239421

Just finished this campaign. It was great overall, almost as good as founding of durotar.

Here is my list of things to fix/improve on this campaign.
- Gold transition doesn't seem to be consistent (i.e. gold progress throughout the entire campaign). Sometimes it works, sometimes it doesn't.
- Give us more reasons to spend our gold on Acts 2 and 3. Act 1 seems to be the only place where you can spend them (the marketplace or buying stat tomes). Should definitely add the marketplace and tome shop in those 2 acts.
- The marketplace in Act 1 feels like it needs a rework. You can wait for it to keep spawning some really good items (like the dark gem that gives +5 to all stats and lifesteal). Maybe see if you can restrict unique and artifact items to just 1 in the marketplace? As in if you buy one, it will not spawn anymore.
- Grammar and wording. Not the biggest issue though since I understood the story anyway but still makes the campaign look better.

And like others have said:
- After beating Act 1, the transition to Act 2 is buggy. It starts me at the Arathi Highlands.
- Some misleading item tooltip like the searing blade which actually gives +5 attack (that might be the only one actually, other items seem to have worked fine).

I also have 3 questions.
- In Act 1, in the secret cave, is there a way to reach the bloodseeker the proper way? I used the death knight's ghoul summoning ability and the item with 3 spells to teleport to my ghouls so I can go kill the bloodseeker.
- In Act 1, in the map where you start the game, I used the same method above to reach the far north east area where there are some scarlet crusaders and murlocs. Is there a normal way to reach or no?
- In the last Act, where my heroes all reached lvl 15, the 3 of them could not get the last ability point needed to upgrade their final skill. Is this intentional or did I miss some secret side quest that gives an extra ability point as a reward? The 3 heroes (including your selected hero) start with 2 ability points to spend on and one of the quests in Act 1 gives 1 ability point as a reward.
 
Level 1
Joined
Jan 5, 2018
Messages
4
Hi, I liked your campaign, but I found a bug after the completion of dialogue with Sylvanas the time I spend in Arathi Highlands. I came to Galen, and he doesn't give me the quest
 
Level 28
Joined
Feb 18, 2014
Messages
3,574
Update :

- Fixed the transition bug of Act Two.
- Fixed Searing Blade's damage.
- Removed Koltira's inventory.
- Removed the Dreadguard's magic immunity ability.
- Fixed the transition between Act Two and Three.
- The Victory Cheat now works in all levels.

- In Act 1, in the secret cave, is there a way to reach the bloodseeker the proper way? I used the death knight's ghoul summoning ability and the item with 3 spells to teleport to my ghouls so I can go kill the bloodseeker.
You can use the explosive barrel to destroy the rocks.
- In Act 1, in the map where you start the game, I used the same method above to reach the far north east area where there are some scarlet crusaders and murlocs. Is there a normal way to reach or no?
Fixed.
- In the last Act, where my heroes all reached lvl 15, the 3 of them could not get the last ability point needed to upgrade their final skill. Is this intentional or did I miss some secret side quest that gives an extra ability point as a reward? The 3 heroes (including your selected hero) start with 2 ability points to spend on and one of the quests in Act 1 gives 1 ability point as a reward
I am aware of that. I will try to find a way to add a bonus skill point.
Hi, I liked your campaign, but I found a bug after the completion of dialogue with Sylvanas the time I spend in Arathi Highlands. I came to Galen, and he doesn't give me the quest
It's okay. You can go to Hillsbrad Foothills to start the act or play Act Two directly via the Menu Screen.
 
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Level 3
Joined
Dec 10, 2016
Messages
41
Hi Warseeker,

I have finished your wonderful campaign. Here are some things that I come across:

1) Bug: Sphere of Darkness + Chemical Rage. Skill and Item do not stack with each other.

- When Fellson carries Sphere of Darkness (+10 Damage, +3 Armor), his Chemical Rage does not grant him anything when activated.

2) Bug: Death Knight Keadjin's Army Of The Dead Level 2: Ghoul 36-50 Damage?

- The Death Knight's Ultimate skill should give Ghouls 54-64 Damage at Level 2, not 36-50 Damage.
This makes me feel like I wasted 01 skill point.

3) The Optional Quest in Act II, which asks you to kill a Spider Queen (summoned by the Trolls), given by the Dreadguard:
- I received this quest from that Dreadguard but I decided to do it later. Unfortunately, the Dwarves attacked the Forsaken Camp and killed the Dreadguard, I could not return the quest and claim the reward.
- Also please check the Quest Description: It says "Return to the Dark Cleric" after "Kill the Spider Queen". This should be changed to "Return to the Dreadguard", instead.

4) Please check the Tooltip for Galen Skills.

Thank you for reading my comments, Warseeker.
Wish you all the best things.
 
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Level 28
Joined
Feb 18, 2014
Messages
3,574
Hi Warseeker,

I have finished your wonderful campaign. Here are some things that I come across:

1) Bug: Sphere of Darkness + Chemical Rage. Skill and Item do not stack with each other.

- When Fellson carries Sphere of Darkness (+10 Damage, +3 Armor), his Chemical Rage does not grant him anything when activated.

2) Bug: Death Knight Keadjin's Army Of The Dead Level 2: Ghoul 36-50 Damage?

- The Death Knight's Ultimate skill should give Ghouls 54-64 Damage at Level 2, not 36-50 Damage.
This makes me feel like I wasted 01 skill point.

3) The Optional Quest in Act II, which asks you to kill a Spider Queen (summoned by the Trolls), given by the Dreadguard:
- I received this quest from that Dreadguard but I decided to do it later. Unfortunately, the Dwarves attacked the Forsaken Camp and killed the Dreadguard, I could not return the quest and claim the reward.
- Also please check the Quest Description: It says "Return to the Dark Cleric" after "Kill the Spider Queen". This should be changed to "Return to the Dreadguard", instead.

4) Please check the Tooltip for Galen Skills.

Thank you for reading my comments, Warseeker.
Wish you all the best things.
Hey, thanks for reviewing my campaign, I will look into those bugs and fix them asap.
 
Level 12
Joined
Mar 4, 2014
Messages
204
Hi, i just wanted to start this custom campaign but i am not sure about something, does the difficulty levels work or not? because no matter what difficulty i select the mobs are always the same hp and dps i think, i will wait for an answer untill then i will not play this.
 
Level 28
Joined
Feb 18, 2014
Messages
3,574
I really enjoyed amazing work remember me rexxar champion ,
Thanks, I'm glad you like it.
Is there be any worgon champion too ?
You mean Campaign? Yes, there will be a sequel to this campaign.
Hi, i just wanted to start this custom campaign but i am not sure about something, does the difficulty levels work or not? because no matter what difficulty i select the mobs are always the same hp and dps i think, i will wait for an answer untill then i will not play this.
The difficulty is different from one map to another. It's not just about HP or DPS. There is however some maps where the handicap increases according to the game difficulty.
 
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Thanks, I'm glad you like it.

You mean Campaign? Yes, there will be a sequel to this campaign.

The difficulty is different from one map to another. It's not just about HP or DPS. There is however some maps where the handicap increases according to the game difficulty.

Wow there will be a sequel to this campaign? That is fantastic news Warseeker!
 
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Thanks, I'm glad you like it.

You mean Campaign? Yes, there will be a sequel to this campaign.

The difficulty is different from one map to another. It's not just about HP or DPS. There is however some maps where the handicap increases according to the game difficulty.
Sorry for that word I use my phone :D
 
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Nice one, had a lot of fun playing through it, although the last lvl was a little difficult having to defend from three way attacks and pushing forward a bit every now and then! Very nice campaign i ll be looking forward to your future works! (You even made me to post , that speaks for itself )!
 
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A shittier reskin of an already existing campaign.

This looked really good when I first opened it up. Original designs? A whole new sub-race? Focusing on the Forsaken? Wow! I prepared myself to be impressed. I was not. In fact, such was the level of my disappointment that I had to stop lurking and create a whole account just to air my many, many grievances with this map. What's so sad about this is it's obvious that a lot of work was put into this map, but all that's ruined because of the complete lack of thought put in. It's just manpower, there's no design or originality.

Let's start with the most obvious one. This is the Rexxar campaign, nearly mission for mission, except it's been stripped of any storytelling, plotline or character, and a bunch of the missions have been duplicated. The vast majority of the important, memorable missions are reskinned from the bonus campaign, with slight changes like the positioning of the camps (whao). The very first thing I'm greeted with when I enter the game is Sylvanas giving me the "earn my keep" quest where I have to complete 3 odd jobs so we can proceed. The missions were slightly different I think, but so forgettable I don't even remember what they were. I think one of them was to kill a dreadlord. I don't really remember. What I do remember is that it took me more time to traverse the needlessly huge map than it did to actually complete the damn things. The similarities keep happening, too. The final two missions are the exact same as the ones in the bonus campaign, but redesigned to be less enjoyable.

So then what happens after you finish that? You have to make another round trip through the map (ugh) so you can do the important work that is... completing more odd jobs. For hours. There is hours worth of play time that is invested in completing jobs for random undead units that take less time than the walking between them. And you're constantly passing through creep camps who are too dangerous to run through (especially the ones that stun) but too easy and boring to enjoy fighting one on one. And even if you've defeated them once, they'll spawn back the exact same way just so that next time you pass through this area you'll have to defeat the same creep miniboss all over again, even though you've already proved that you can beat it and are getting kind of sick of granite golems. The creeps don't even make sense. There's no thematic consistency, especially in the early levels. Why are there four elementals standing six yards away from an army of kobolds? Next to them are a bunch of wraiths and undead. Then there are some golems, and now some bandits. What? It feels like someone just upended a mixed bag of "assorted creeps" and let it all work itself out. It makes no sense, and it's a pain to battle through. And the map is huge, holy shit. I made the mistake of combing through the first map pretty thoroughly before moving on because I thought, just like the Rexxar campaign, there would be neat little secrets and side quests hidden within. It made sense, why else is the map so huge? But no. It's literally just there so your greatest enemy will be your short little legs, and the map doesn't even have rune of speed drops like the campaign it's ripping off which might have made it slightly more bearable.

There were a couple of good missions, actually. I'm probably doing it a disservice by ripping into it so broadly and generally. The mission in the temple where you had to kill a bunch of mages in the first act was interesting and had some original concepts, and the quest to kill the summoner was fantastic! If this campaign was just those two missions, it would be great. Unfortunately to get to these interesting parts, you have to go through SO MUCH WALKING. The optional gryphon quest was the worst offender. The whole mission is to walk to three corners of a map to destroy a couple of nearly unguarded gryphon nests. The mission is incredibly easy, but it took forever because I kept walking the wrong way, or fighting through a creep camp I'd already killed 5 or 6 times, or getting interrupted by a bunch of high-armour, low-attack gryphons who presented no threat but took forever to kill. And leaving them wasn't an option, otherwise I'd be trying to fight while surrounded by twenty gryphons I'd neglected to kill.

Most of the missions were BAD. You have some generic "kill X" missions. You can't really go wrong with those, they're more or less the same no matter how many times you make them. They get very boring if nothing new is introduced though. And it really isn't. It doesn't matter if I'm fighting the wolf assholes or the dwarves or the scourge or the orcs, they're all the same and by the fourth or fifth I just wanted to get on with it. They barely introduce any new concepts or anything. There's the stun-happy dwarves, but they're just annoying. The other main source of mission is "destroy X base." Also not fun after the eighth repeat. I liked it the first few times, I did not once it became obvious I was just repeating the mission I'd just completed. And of course there's the fun business of running around through the map. I keep bringing it up because that's the memory that is burned into my skull more than anything else. But I digress. The third type of mission is a "defend the base" type of mission. These were actually quite enjoyable. It was annoying that the only difficult part of most of them was making sure I was healing the person I had to keep alive, and sometimes enemies got stuck behind trees and I had to find them and kill them to progress, but they weren't bad. Probably because there weren't 80 of them. If the campaign was stripped of all the superfluous missions, it would be way more fun.

But the bad design comes to its peak when we get to the third act. Oh boy. This thing. I hated this thing. It has three missions. The first is the last mission in the Rexxar campaign, reskinned, again. Sylvanas has a base, the Worgen have a base (and two strikeforces). Sylvanas tells you that she'll be in charge of the defense, while you lead an assault. This is the greatest lie I've ever heard come out of her mouth, and she was the one who killed Garithos after promising to free his people in the original game. She is so unbelievably, ludicrously incompetent and worthless that it was easier to just let the entire base die and complete the game exclusively with my heroes, with no semblance of teamwork between us. I was waiting the entire mission for me to stage my inevitable coup and overthrow her, since she was clearly not capable of leading. Unfortunately that never happened. I think it was a glitch that allowed a couple of buildings of the base to survive after I abandoned it for greener pastures, but I didn't care.

So let me tell you about the actual battle. At this point, I have reached ~hero invincibility~. I am essentially unkillable, as long as I pay attention. My heroes have so much summoning buffer from my sludges, such strong healing abilities, and so much mana regen that it wasn't a struggle to stay alive at all. No matter the size of the army I just needed to approach it sensibly and it would be defeated. But, and this is the key point, I did actually need to focus on the army. And something I noticed is that these Worgen may not have enough DPS to kill me, but they have more than enough armour to keep me occupied, and they breed like rabbits. I was not fighting an army. I was a single exterminator trying to systematically wipe out a colony of rats. I'd take out one army and before the minute was up they had made another for me to deal with. It wasn't a matter of surviving. It was a matter of keeping the damn things dead long enough so that I could actually start destroying buildings and other important stuff. Their armies were so huge they could not all attack me at once. You had giant platoons of Worgen patiently waiting in line to have a swing at me, and I had to wipe all of them out to destroy even a single building before they came back. It was not hard. It was hard labour. It was a chore.

What next? It's the "destroy battleships using 3 battleships, two frigates and a transport ship". There is nothing to separate this mission from the Rexxar one, except less nifty stuff like the mercenary camp. It's the same mission, cut and paste. Not much more to say about it.

So then we get to what I assume was the final mission. I didn't complete it because it had the exact same problems as the last battle mission, and I didn't feel like grinding any more. It's the DOTA-esque mission from A Blaze of Glory, but the design is godawful. It has some serious balance issues. Sylvanas has three bases, but they're utterly worthless. An army of undead can barely kill a single Worgen knight with a healer. If you are not present in the bases at all times, they will die, and they will die at an unprecedented speed. You don't have any way to fast warp between bases like you do in A Blaze of Glory (if you have one of the secret items) and the map contains none of the little passageways that allow you to walk between these bases in less than a few minutes. You essentially have to station the heroes in the base at all times to ensure that someone doesn't sneak-kill them while you're out doing something productive, because by the time you've walked all the way back to the central base and into the passages that lead to the other two, half the base is already destroyed. And even then you simply can't kill them fast enough. The assault never lets up, either. The gap between waves is so small it might as well be an unending assault.

"That's just part of the difficulty!" I hear you cry. Well, no, not really. The truth is the map would be really easy if I just decided to squat my heroes in the central base and left the two on the sides to be destroyed. As I said before, I have reached invincibility. The worgen simply cannot kill me. It can't be done. And as long as I take the inglorious duty of mopping the floor, I'll win the game eventually. I could probably even send my melee hero out with the undead army to speed things up and it would still be fine. But I'm not going to do that, because that's boring. Even more so than walking through a map for 10 minutes to get to my next quest. There's no challenge to it. I don't have to adapt, I don't have to think. It's all sitting there periodically pressing Q, E and R when the cooldowns run off, and maybe even W if I feel particularly funky. I don't want to do that. A mission where I have to sit for hours in a base exterminating rodents and doing Sylvanas' job for her while abominations slowly whittle away distant buildings does not sound like my idea of a good time.

It wouldn't be hard to fix, either. Add some more paths between the three bases to cut down travel time. Make the worgen stronger and Sylvanas' army MUCH stronger so that Sylvanas can still put up a fight without my help, and the worgen actually pose a threat to me. That way it would feel like a cooperation, rather than a mission that I could honestly complete on my own just fine even if "no deaths" was a condition, but I'm hampered by my incompetent and suicidal "allies." With regards to the entire campaign, cut out the boring parts. This mission is a repeat? Get rid of it. Make the maps smaller, or add something interesting in the maps to justify their large size. Add fast travel. Make creep camps respawn smaller after their first defeat so you don't have to do the same thing over and over again. Choose creep camps that make sense thematically. Focus on a single story so you aren't just doing arbitrary odd jobs. Give the characters some personality. THINK about what you're making.

I like the worgen, and I like the new designs and units. I just wish the gameplay lived up to it.

Tl;dr: Just play the official Bonus campaign, it's the same but better.
 
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I think this campaign is revolutionary in following the format of the Rexxar campaign. I do not think the fact that there might be similarities between it and the Rexxar campaign lowers the rating of the campaign; on the contrary, the fact that it is like the Rexxar campaign is its strong point, since for many of us the Rexxar campaign was one of the most fun parts of the Frozen Throne campaign.

The original campaign was huge and required vast amounts of time walking around, especially the first map. And yes, in the Rexxar campaign, the heroes became almost invincible at the end. So I do not really understand the criticism.

While I do not think creators should not be criticized just because they put in vast amounts of time into a project, in this case he put in a vast amount of effort into this project and it very obviously paid off.

Your criticism should perhaps aim to be more constructive if you want him to make improvements. Highlighting the word "bad" and using words like "shitier" make it hard to take your post seriously.
 
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If I wanted to play the Rexxar campaign again, I would play the Rexxar campaign again. I loved the Rexxar campaign as a kid and am still fond of it, that's not the issue. The issue is it has very few draws that aren't copies. The story is surface-level. The characters are pretty much non-existent. The tiny bit of lore there is skimmed over. There are no secrets or optional quests. The creeps are easy to kill, but time consuming. Essentially the only reason to play it is for the quests, and if they're the exact same as the Durotar ones, what's the point?

You can make something inspired by the Durotar campaign without making it a copy. The summoner quest was great. It was original, but still stuck to the same sort of mechanics as the campaign it's based off. That's how good inspired works are done. Unfortunately that summoner quest was pretty much one-of-a-kind and the rest are just worse ripoffs. I could literally point to certain characters and say "Ah, that's Rokhan. That's Thrall. That's Admirable Proudmoore. That's Cairne Bloodhoof," not to mention all the quests I could do that with. That's not a good thing.

The vast amounts of time put into this project is admirable. I just wish they'd put nearly as much time into thinking about it as they did actually making it. I just have so many issues with it I simply can't appreciate the hard work that went into it.

Imagine reading a story that someone spent years working on, is thousands of pages long, but they didn't plan it out in the slightest. There's no character, it's full of cliches and it just feels like a version of something else you've read, only it's bogged down and feels like a slog. That's sort of what this campaign feels like. Oh, I know it was worked hard on, that's what makes it so disappointing. It could have been so good if you just took a few more hours to actually think it through. The fact that it's inspired by Founding of Durotar is not the problem. It's that the only really appealing feature of it (the quests) are just copied and pasted over, but with worse design.

If playing this is just playing the Durotar campaign again, but with a lot of the charm missing, why shouldn't I just play the Durotar mission again? And the Durotar campaign did involve some walking, but not anywhere near as much and it was pretty easy just to walk past creep camps beyond a certain level if you really wanted to just get on with it. The Durotar campaign also included lots of little secrets and fun stuff like a bonus Pandaren quest which would get you an extra hero, an optional shaman quest, a shaman you could free for a bonus ally, a squeaky penguin, various artifacts and unique items and much more which would make you feel like you weren't just wasting your time when you walked through unexplored areas. You'd often find something cool hidden in the fog of war. It's not necessary to include all these secrets, no, but if you're not going to include stuff like that it makes me question why you would make a map this big in the first place. What advantage do you get? If there's none, make it smaller.

Sometimes I use certain words or phrase things a certain way for emphasis. "Most of the missions were bad," feels like I'm saying they just weren't good, in an inarticulate way. I'd probably say they were poor or something instead if that's the modality I wanted to use. I capitalised bad because I wanted to draw attention to the fact that I actively disliked playing them. It wasn't just a matter of being bored. Their design legitimately bothered me. But if you're going to judge my criticism based on the words I use and not the points I make, that's your problem.

As for constructiveness, the entire last paragraph of my last post listed tangible ways to improve the experience.
 
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If I wanted to play the Rexxar campaign again, I would play the Rexxar campaign again. I loved the Rexxar campaign as a kid and am still fond of it, that's not the issue. The issue is it has very few draws that aren't copies. The story is surface-level. The characters are pretty much non-existent. The tiny bit of lore there is skimmed over. There are no secrets or optional quests. The creeps are easy to kill, but time consuming. Essentially the only reason to play it is for the quests, and if they're the exact same as the Durotar ones, what's the point?

You can make something inspired by the Durotar campaign without making it a copy. The summoner quest was great. It was original, but still stuck to the same sort of mechanics as the campaign it's based off. That's how good inspired works are done. Unfortunately that summoner quest was pretty much one-of-a-kind and the rest are just worse ripoffs. I could literally point to certain characters and say "Ah, that's Rokhan. That's Thrall. That's Admirable Proudmoore. That's Cairne Bloodhoof," not to mention all the quests I could do that with. That's not a good thing.

The vast amounts of time put into this project is admirable. I just wish they'd put nearly as much time into thinking about it as they did actually making it. I just have so many issues with it I simply can't appreciate the hard work that went into it.

Imagine reading a story that someone spent years working on, is thousands of pages long, but they didn't plan it out in the slightest. There's no character, it's full of cliches and it just feels like a version of something else you've read, only it's bogged down and feels like a slog. That's sort of what this campaign feels like. Oh, I know it was worked hard on, that's what makes it so disappointing. It could have been so good if you just took a few more hours to actually think it through. The fact that it's inspired by Founding of Durotar is not the problem. It's that the only really appealing feature of it (the quests) are just copied and pasted over, but with worse design.

If playing this is just playing the Durotar campaign again, but with a lot of the charm missing, why shouldn't I just play the Durotar mission again? And the Durotar campaign did involve some walking, but not anywhere near as much and it was pretty easy just to walk past creep camps beyond a certain level if you really wanted to just get on with it. The Durotar campaign also included lots of little secrets and fun stuff like a bonus Pandaren quest which would get you an extra hero, an optional shaman quest, a shaman you could free for a bonus ally, a squeaky penguin, various artifacts and unique items and much more which would make you feel like you weren't just wasting your time when you walked through unexplored areas. You'd often find something cool hidden in the fog of war. It's not necessary to include all these secrets, no, but if you're not going to include stuff like that it makes me question why you would make a map this big in the first place. What advantage do you get? If there's none, make it smaller.

Sometimes I use certain words or phrase things a certain way for emphasis. "Most of the missions were bad," feels like I'm saying they just weren't good, in an inarticulate way. I'd probably say they were poor or something instead if that's the modality I wanted to use. I capitalised bad because I wanted to draw attention to the fact that I actively disliked playing them. It wasn't just a matter of being bored. Their design legitimately bothered me. But if you're going to judge my criticism based on the words I use and not the points I make, that's your problem.

As for constructiveness, the entire last paragraph of my last post listed tangible ways to improve the experience.

I think the key sentence here is "The Vast amount of time put into this project is admirable. I just wish they' put nearly as much time into thinking about it..."

To be honest, I do not think this project would ever reach completion if he did x2 the amount of work he did for making this campaign into the story elements. It is mind boggling when I think about even the amount of work he used just to make explored locations stay as explored (but still with fog of war) after travelling between maps.

While you do give some contructive criticism, the whole background that it is given gives off the wrong impression. If you start out a post saying that you created an account for the sole purpose of releasing your grievances about a map that required an incredible amount of effort, and then just wrote a wall of text of criticisms, no matter how good your feedback is, it will be seen as an entitlement/arrogant attitude (of course this is just my opinon, I could be wrong).

I think the issue is more about expectations than anything else. You are comparing this campaign with one that was made by professionals. The maker of this campaign is doing it as a hobby.
(And for the record, I am not saying this campaign is inferior to the Rexxar campaign, I think Warseeker has done a great job, I am just trying to put this into perspective)
 
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