Legacy of Prometheus (Beta)


Description
Based on an upcoming work, Legacy of Prometheus is a single-player campaign, mostly RPG and a little of other elements.
The current version covers 2 acts, and 38 maps total.
Recommended patch: 1.29.2 - 1.30.4

Features
- New units
Command completely new units, as well as many demi-heroes throughout the campaign.
- Decisions
At some points of the campaign, you'll have the opportunity to decide things, that affect the storyline, characters and sometimes even the chapters you play or how you have to play them. By doing or, not doing certain side quests, you can also affect the campaign.
- Universal hotkeys
Most units use QWER hotkeys.

Story
The universe of Prometheus is getting various troubles.
Command Aisleen, one of the rising stars in Upplysningen, and her eccentric allies to defend the sovereignty and offer refuge to people in troubled times.
Take control of Cassandra to find out the truth behind the superweapon “Mortifica”, and decide his own destiny as the best prodigy in Prometheus.
The time has come to make your choice, though there’s only one result in the end...


v0.5 (24.12.2024): Beta version released!
v0.51 - v0.52 (1.2-14.4.2025):
General
  • Bugfixes and balances mentioned by @deepstrasz and others
  • Changed/added models
  • Changed/added dialogues,
  • Added MapPing sounds for narrators, InGameChatWhat sounds for cinematics, etc.
  • Game cache fixed and renamed - recommended replaying to update your decisions
  • Updated the riddle section so you don't give up for answering a question incorrectly
  • Added regions for boss areas in Act II to prevent Cassandra's teleport exploits
  • Replaced some of the music with ones from The War Within patch while removing some copyrighted ones
  • Ultimate ability for Cassandra and Aisleen is disabled until Chapter 4
Act I
Chapter 2
  • Grey and Mint bases are invulnerable until you finish the first main quest
Chapter 3
  • The player and ally now got teleported inside the region if they get out of it until the reinforcements come
Chapter 4
  • Aisleen now only gets the ultimate ability after encountering the first boss
  • A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
Chapter 5
  • A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
Chapter 6
  • (Part 1) All enemies now return to the boss after triggering the boss scene
  • (Part 1) A playable hero replaces Amelux if the sidequest in Chapter 3 is not completed
  • (Part 2) Enemy sabotaurs also spawn inside the main base
  • (Part 2) You get additional defenders depending on certain sidequests done
Chapter 7
  • Added crates and barrels that contain resources
  • Added sections that can be captured, giving you additional forces or empowering enemy forces depending on your choice
  • Added the leaderboard count for dead citizens
  • Improved the ending scene
  • (A) Added enemy heroes that you need to defeat before attacking the final boss
  • (B) NPCs added that will give you useless advice/help you if you pay them resources
  • (B) Assassins inside the city are hidden, only appearing if you interact with a certain NPC, or in mid-game enemy attack waves
Final Chapter
  • Added enemy spawns for each destroyed building while improving enemies' stats greatly
  • Added a new special unit in allied waves
  • (A) All outposts are needed to be captured before attacking the main base
  • (B) Reworked the ending scene
  • (B) Enemies' stats become stronger if the ritual expires
  • (B) Added a sidequest that requires you to destroy the Corrupted and Vuls'kare
Epilogue
  • Title-related plotline now appears in the planning scene, differing in each ending
  • (A): Added a new scene explaining the disappearance of Allegic Mortifica
  • (B): Added a new scene regarding the fate of Shao Xiuning
Act II
Chapter 2
  • (Part 1) Added a short naval battle in the prologue
  • (Part 2) Extended the bonus scene when you choose to play that one
Chapter 3
  • Opium Dealer will start casting Opium Leak to the player on half hit points, increasing damage greatly at the cost of reducing attack and movement speed
Chapter 4
  • (Part 2) Slutet will be revived after death, unless the player unlocked Arcane Explosion after a certain time
Final Chapter
  • (A) Avatars in Final Boss stage 2 are non-controllable
  • (B) Enemy forces will send waves over time to ambush your allies
Epilogue
  • Credits now include the assets from Act I
  • Added the foreshadowing of new enemies in Act III
  • (A) Added more requirements for True End
  • (B) Added the scenes of Cassandra's party, but with changed dialogue

RESOURCES
A.R., Alfredx_sotn, Asssssvi, Alethos, Amigurumi, Aldeia, Anachron, Apheraz Lucent, Arch-archdemon, AndrewOverload519, Afronight_76, Amargaard, acapulco, assasin_lord;
BaiyuGalan, bakr, Buster, BlinkBoy, Black_Stan, Blizzard Entertainment, -Berz-, bgcy_ro002, Blood Raven, Bumhunter;
cotd333, Crowolf, Cuore, ChaoticHunter, Callahan, chilla_killa, Cherrymage, Chunky. CloudWolf, Cakedog345, CRAZYRUSSIAN, CeDiL, Champara Bros, Chaosfury;
Darkholme, Direfury, Daelin, D4RK_G4ND4LF, Deolrin, Darkwind, Daenar7, Dentothor, Dalharukn, darkdeathknight, dickxunder;
Eagle XII, Explobomb, Edge45, expyre, Em!, Elrat, epsilon, Elenai, eubz, eXciTe, exN, enjoy;
Forgotten_Warlord, Footman16, FrIkY, FerSZ, Freddyk, frostwhisper, Fingolin, FreiBier, funkid2;
General Frank, Graystuff111, Gluma, Grey Knight, Gottfrei, GiFun, -Grendel, !!GORO!!, Gamegear, Gyrosphinx;
Himperion, HerrDave, Hellborne, HappyTauren, Hexus, Hantoo, Heinvers, Helix-Magnus, HappyCockroach, Hoth, Heroic_Milkman, Horn, Haistrah;
ILH, Illidan(Evil)X, infrenus, I3lackDeath, icewolf055, ike_ike, Infinitynexus;
Jhonny Janbo, JollyD, JesusHipster, JetFangInferno, johnwar, Jab1z, Jiok;
Ket, kangyun, kellym0, Kuhneghetz, Kitabatake, Kwaliti, kola, Kimbo;
levigeorge1617, loktar, Longbowman, Lord_T, Leopard;
Maximal, Mister_Haudrauf, Murlocologist, Mr. Bob, Misha, Mc!, MatiS, MN Lahmar, MangakaDark, Marcos DAB, Muoteck, Moy, Mr. Goblin, Mr.Andrei, Mouseketeer, morbent, minidreschi, M0rbid, MasterHaosis, MiniMage, Mephestrial, MyPad, Mike, Malvodion, Marenko, Mufanza, Metal_Sonic;
NFWar, nGy, NightSkyAurora, novasmage, Nasrudin;
OgeRfaCes, Orthon, olofmoleman, orc01rus;
Prince Yaser, Palaslayer, Paladon, PeeKay, PROXY, -Peper-, purparisien, Pyritie, Power, Pvt.Toma, Pyramidhe@d, Panda, Praytic;
Remixer, Rubellu Sidus, Rhapsodie, Ribenamania, RusUndead, Redsteel1;
TianJiYiPin, takakenji, Tamplier, Tenebrae, Thrikodius, Tauer, tillinghast, Tranquil, The_Spellweaver, The Weird Human, The_Silent, The_Warchief, Teaspoon;
supertoinkz, Somnium, San, Scias, Suselishe, Stefan.K, Sin'dorei300, Syczewski, Sellenisko, Sxar, Solu9, Sunchips, Shardeth, sPy, stan0033, Sliph-M, Shyrony, SA Dashie, Sharkarsh, stonneash;
Unwirklich, Uncle Fester, UjimasaHojo, UgoUgo;
Vinz, viiva, Villagerino, Vitchie08, Vortigon, valkemiere; xyzier_24; Yours Truly;
WILL THE ALMIGHTY, Weep, Wisdom, Wildfire;
Zwiebelchen, Zess, zbc; 4eNNightmare, 67chrome
MAP TEMPLATES
AGKRogal, Agerron, ByMighty, Connacht, Svetli, Sylvie, foreimashi, RedClaw, The Panda
finlandman_co, Edge45, Binsu, PrinceYaser, Shadow Fury, Vakama_Lynx, Blood Raven
Theoden of KoMe, normalice, Zucth, Leorik, Peaceful Valley, Heinvers, EternalEpix
MUSIC
World of Warcraft
Kingdom Hearts
Two Steps From Hell
Aaron Keugh
Skies of Arcadia Legends
Spellforce 3
Black Mesa
Prey (2017)
Three Kingdoms (2010)
Pandora Journey
Minecraft Chinese Mythology
Majesty 2: Monster Kingdom
And others...

Detailed credits in Google Docs
Please contact me via PM if I forgot to give you credit for your resource!

To Turnro, Shar Dundred and RazorclawX, as well as others whose great campaigns inspired me to revive this old project.
muaddib, the tester from its beginning up to its release!
To all who supported this project, reported bugs and gave constructive feedback during the development!
Contents

Legacy of Prometheus <I> (Campaign)

Reviews
deepstrasz
Story development is quite fast or at least not captivating, characters exchanging few words with no proper character development. Each chapter seems to be quite similar in scope and gameplay with few exceptions, most are mere strolls. Overall, not...
Level 28
Joined
Jul 26, 2008
Messages
1,491
Just from looking at the screenshots in your album for this campaign, many of the heroes/units are facing the camera directly, almost as if they are posing for the camera. Even the screenshots with characters that are not directly facing the camera give the impression that you placed random units on a map and then took a screenshot of them. Don't mean any offense by that, just an observation.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
  1. Adaptation and Barskin have the same icon.
  2. Would be easier for abilities to have their original name and icons than to have to remember the renamed ones with different icons.
  3. Treants and reanimated units last forever. You could raise an army.
  4. Not sure if intended but chapter 1 is quite easy. Actually this seems to be the trend of the campaign.
  5. Her Slashes/first ability has a different icon from this chapter onward.
  6. Terrain is rather dull but not entirely bad.
  7. Shao Yuan's animation freezes after slashing during the intro. Should use the queue animation trigger so when that one finishes he'd go into stand.
  8. There doesn't seem to be a game cache working between the maps. The CTRL+1 is lost on the main hero and abilities are preplaced rather than learned by the player.
  9. Quite chaotic in terms of creature and model visuals ranging from humans, elves to raccoons and anime.
  10. In chapter 4 during the intro the cam clips through doodads.
  11. Some units can walk through the rock doodads.
  12. Nouhime simply teleports to the barrier breaking zone instead of moving nicely. It's tad confusing. I found her quite fast but it was weird and confusing for a few seconds.
  13. The Jinywei can walk through some doodads. They even passed the blockers to the nomads but couldn't get back.
  14. Is it intended for Ja Mun to still follow you if you go against his draconian kin? Well, he said he was under the emperor though. Alright, the secret missions shows the green ones were an enemy of the other ones.
  15. In chapter 5b you can go through the wall near the starting point.
  16. In the second interlude button, only the firecamp is shown, no heroes; they are talking however. But why the need to choose? If you already saw the first one? Why doesn't the proper one load by itself? I assume you're using the same map for all these interludes?
  17. Why must I choose between draconians and the court in chapter 6 part 1 if I already chose the court in a previous chapter?
  18. Enemies attacked by Ja Mun don't come to fend him off, they remain idle to die.
  19. You can walk though trees and roots. Therefore you can reach Miner'va without needing to battle all his troops.
  20. Aisleen asks him something then doesn't care about the answer or details anyway and kills him.
  21. OK, I guess, a whole campaign partisan choice wasn't yet implemented and you can play the chapters with either choices. That's a nice touch if you don't want to replay the whole thing again.
  22. Third time I got the interlude map, still only two things to choose from instead of 3. Chose surface something again (second one). Then Unforeseen Consequences/chapter 6 part i started again... Loaded and pressed Exit instead and got to the campaign menu. Chose chapter 7 manually.
  23. Don't understand why Aisleen always has free ability points when you can never choose an ability.
  24. With enough patience you can take care of the two dragon groups beyond the bridges separately before getting to the citadel. Also killed assassins before that.
  25. The heroes can circle around the castle. While nice, it's useless and time consuming. Would be a good idea to block paths which are not supposed to be traversed. There's no point in having the freedom to go there for nothing. Oh wait, Watcher Vashj'ir is there but nothing happens.
  26. For some reason, only Amelux can pass by the guards near the pedestal.
  27. The main quest requirement says 20 minutes the message 15 as the timer before the siege. But what citizens are we supposed to talk to? Nothing happens going to the market villagers. Went to the visible guards around the keep but nothing happened. Also went to the farm.
  28. After the timer ends nothing happens again.
  29. Don't understand, Heji Negabrata is against you, with you, then against you again?
  30. During the scene where you meet Locke he just goes away after a short while.
  31. It's a bit unforgiving to throw two units with so many spells into a boss fight as one has to do trial and error to learn the spells annoyingly rather than step by step fighting some easier units before that.
  32. Instead of going to Vyni I made a run for the boat exploring the other side to the west. The enemy found a way around some missing pathing blockers to get there (see image).
  33. The boat can go through the big rocks on the water.
  34. Anyways, a lot of unused map space, just for doodads. There was some hermit hero but that was about it. Summing this chapter up it's two boss fights.
  35. Maika can convert alone without issues as the wild creatures sleep.
  36. Lady Alaryne talks to you before even knowing where she is.
  37. Anotchi can't pass towards the flame traveller because of the Bloodred Sun units.
prometheus01.png
Story development is quite fast or at least not captivating, characters exchanging few words with no proper character development. Each chapter seems to be quite similar in scope and gameplay with few exceptions, most are mere strolls. Overall, not bad but rough in many parts including story and gameplay (for instance troops and tech trees are all over the place, disorganized). Needs a lot of polish.

Approved
.


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Level 14
Joined
Mar 4, 2014
Messages
257
Well, hello there!
My Playlist of playing through this custom campaign:

You've got a Huge project here! Let’s start with what I liked:

- I appreciate the multiple choices available; it’s enjoyable to play games where players can choose and influence the future of the story based on their decisions.

- This campaign has many intriguing ideas, such as the story and plot twist involving the fox pet transforming into a dragon after dying and The riddles were also interesting, although I didn’t solve half of them. I'm not sure if they were broken or if I just couldn't guess correctly.

- The skins were cool, with tons of variety.



~Negatives

- Gonna be frank with ya, by the middle of the campaign, the plot stopped making sense to me. I kept pushing through, hoping it would start to make more sense later, but that didn’t happen. This custom campaign is enormous, with so many characters and storylines that it's overwhelming. The narrative is all over the place, and the story is so convoluted that I got a headache trying to keep up. Honestly, I have no idea what the story even was. From the start, it was hard to understand, and I was hoping it would get better.

For example, what was the deal with that Prometheus guy? I have no idea what his story was. Since the campaign is named after this character, I assumed we would get more information about him.

Another thing that made it difficult to understand the story was that the interactions between the characters always felt strange. I’m guessing English isn’t your first language. You could use tools like ChatGPT or Grammarly to help with that.


- I can see your passion for this project and how much work you put into it, but the whole story needs to be reworked. As it stands, it feels nonsensical. Numerous plots are happening everywhere, and characters are interacting with others whom I have no idea about. I couldn’t understand their motivations or what they were even talking about. This is the biggest negative aspect of the custom campaign: the convoluted storylines.


- In terms of gameplay, it’s also quite bizarre. Right from the start, we begin with high-level characters equipped with complex spells and items. It feels like this custom campaign primarily showcases the multitude of skins available for Warcraft III characters instead of anything else.


- As for the difficulty, every mission feels like playing on very easy mode. I never really felt like I was going to lose—except for 1 or 2 rare cases, which felt more like I caused my own defeat than the enemy did because I had no idea what most spells were doing.

The enemies in this campaign are a joke; the heroes are way too overpowered, so there’s no challenge in defeating anything in their path. (you can see that from my videos).

- I’m also confused about the main character: why is he called Cassandra when he appears to be male? I assume he’s male, judging by his appearance, but he has a feminine name. Furthermore, when Cassandra was a child, he looked like a girl, so I really have no idea what to think anymore.


- I did like the themes; they reminded me a bit of "Kingdom" and those epic ancient Chinese battles reminiscent of the Three Kingdoms era, Although it was, as I mentioned earlier, very confusing to grasp the story.


- Most chapters start with the main characters instantly fighting the enemy, which was a fun experience (jk). Imagine reading the text while engaging in battle and simultaneously acquiring new heroes and units with about six new abilities you don’t fully understand—that was chaotic. I don’t think I ever fully grasped what all the spells did while playing because there were just too many of them, and there wasn’t enough time to read them all.


- The main issue here is that you should start from level 1 and gradually work your way up. This way, players can fully grasp how the heroes feel and what their abilities do. If there’s no gradual progression and players are just handed maxed-out heroes, demi-heroes, and units with tons of spells and items, it becomes overwhelmingly confusing and annoying to play, regardless of how good the skins look or how unique the spells are.

- Everything can be improved, but it has to start with baby steps. You need to start slowly and build up from there. Playing this custom campaign felt like having a fever dream, where I kept jumping from point A to B to C without understanding any of the intermediate story connections. It felt like I was being teleported from plot to plot, completely lost about what just happened or why—absolute madness.


More Funny Analogies:

- Playing this custom campaign was like trying to read a complex novel while simultaneously watching an action movie with no subtitles—the plot twists were flying at me, but I couldn't keep track of the characters or their motivations. Just when I thought I understood one section, I was whisked away to another scene, leaving me just as confused as before.

- Playing through this complex custom campaign feels like trying to assemble a jigsaw puzzle that has pieces from multiple sets—some pieces fit, while others make no sense at all, leaving you constantly confused and struggling to find clarity in the chaotic image you're trying to create. Without a clear and logical framework, the beautiful picture you hope to see remains frustratingly out of reach.




Despite the negative things I've said, I don't want you to come away thinking that everything is bad. There’s a reason I kept playing through the campaign: the gameplay on at least half of the maps was genuinely fun. It is still War3, after all. You just need to work on how you connect the story elements to make them more logical and cohesive. Achieving a consistent flow from the beginning to the end is essential. If you can manage that, everything else will fall into place.

Good Luck!
 
Level 9
Joined
Oct 22, 2004
Messages
99
i was having more setbacks then i hoped to leave you a review so here goes, finally after a full sweep yet again: im well aware its still in beta stages, so it makes sense some stuff needs adressing. first most, well done cassandra for pulling off this chunky and very ambitious campaign. sorry for the huge bump, so here goes on the nit picking and glaring issues i was having :

act 1 : chapter 1 and 2 worked smoothely.
chapter 3 was where things gone messy with the pathing, and the issue with the friendly a.i and hostile a.i [ political alliance]. the enemy and friendly a.i would often clash too early and too close to the chapter's boss, causing a very early aggro and wiping the map early during the countdown. i reccomend perhapse adding a force shield prreventing the boss movement too soon.or a larger pathing for the "trash mobs" to clash during the count down, with enough distance not to bug the chapters.

hidden chapter with tower defence didnt have enemies swarming during the countdown.

rest of the chapters worked smoothely, what ever path you chose.


act 2 chapter one- enchanted forest: the second bit of the map has a huge pathing issue, causing the characters run all over the place, rendering them reaching their goal properly.
chapter 2,3,4 and 5 part a worked fine.

chapter 5 part b- labyrinth: still having the same issue with the gaurdian asking questions, getting buggy.

final chapter a: the side quest with the terminal isnt always registered.

rest of the chapters behaved smoothly.

act two- extra: the arena reward system might need fixing. loved the cameo you added there ;)

small nit picking: drago'stanos model is vastly different between the two acts. not sure if intentional

general feedback: the character behaviour feels bit inconsistant at times and the dynamic between some feels bit lacking, or confusing. i.e the huge shift of how drago'stanos talks and acts between the two acts.

i hope you wont falter, and keep up the great work! over all, a very fun and challenging custom campaign :).
 
Level 9
Joined
Jan 28, 2018
Messages
90
chapter 3 was where things gone messy with the pathing, and the issue with the friendly a.i and hostile a.i. the enemy and friendly a.i would often clash too early and too close to the chapter's boss, causing a very early aggro and wiping the map early during the countdown.
hidden chapter with tower defence didnt have enemies swarming during the countdown.
act 2 chapter 1: the second bit of the map has a huge pathing issue, causing the characters run all over the place, rendering them reaching their goal properly.
chapter 5 part b: still having the same issue with the gaurdian asking questions, getting buggy.
final chapter a: the side quest with the terminal isnt always registered.
act two- extra: the arena reward system might need fixing. loved the cameo you added there ;)
small nit picking: drago'stanos model is vastly different between the two acts. not sure if intentional
general feedback: the character behaviour feels bit inconsistant at times and the dynamic between some feels bit lacking, or confusing. i.e the huge shift of how drago'stanos talks and acts between the two acts.
@muaddib Thank you for your review!
1. For now I'll add the restriction area that limit the player and ally from moving too far out of their base, while limiting the range of these trebuchets at an acceptable number (only applied to that chapter). The boss is standing as it should until the reinforcements come.
2. You mean Act I Chapter 7? Well, that one only got updated recently in v0.52. Other chapters with these features should have been fixed by now.
3. I wanted to reduce map size for that one, but for some reason it always crashed when doing so, I can only fill the spaces though.
4. I'm sure the ending scene doesn't always work as it should... But all chapters with riddles should have virtually no issues regarding the dialogs (apart from it being awkward).
5. Hmmm... Maybe it's an issue with incorrect pathing in game cache? Anyways I need to make it look more like a technical room, not good enough.
6. This is the case for both acts. I can only hope that it can be implemented better in the final version though, these requires adding a lot of game cache.
Of course, these cameo are intended to make use of the assets, also someone pointed out that there's nothing related to the title, so it could be only used this way. 😅
7. It's 100% intentional. It used to be the same in the past, but since I decided to make it appear early in Act I, its model should be immature but still have good enough abilities.
8. This is what happens when you combine two acts in a campaign but don't want to make more long maps, most extended storyline is in PlanetMinecraft. I'll try to do it seriously in the final act, at least there should be more maps for room of improvement.
Also I both add the lore and edit at the same time so it's not that easy.

By the way, we always update campaign files in Mediafire every weekend, so you know if there's anything new :)
 
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