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Legacy of the Damned Reworked v1.4

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Legacy of the Damned, a Warcraft lll Reworked project that I am creating.
This is the original campaign but with many things added by me. I tried to make game feel like Warcraft lll but with slightly more units in fights, but not like Starcraft ll.

I wrote all AI scripts, made all changes to map but I got some help from Lordul Dracula and Xeranth87 for the unit icons (to make them work properly).

Any criticism is more than welcome.


Mission 1: few custom units and cool changed to Kel'Thuzad.

Mission 2: no build missions I did not do much on them since they were hard to balance too. A little change but that's it.

Mission 3: A lot of custom units that Sylvanas uses that Arthas does not. Made new triggers. For example: taking control of the Murloc leader gives you control of all the murlocs. Same with the other leaders like the trolls. Enemy bases also use demon units that they summon from Portals.

Mission 4: a lot has been changed. I didn't want the player to suffer so he can still attack the Naga base and to go the objective. But the player can now also help his allied Nerubian to kill some naga, blood elves and dwarves. The ally will help you with Vashj afterwards. More custom units and spells too. Also a separate Nerubian race has been created for the player. Combining the strenght of both the undead and nerubians (separate worker unit for the nerubians too). The Nerubians don't have a Great Hall. Instead, they use a living, captured Nerubian to return gold and lumber to. It can move around which is the good part.

Mission 5: Varimathras has 3 new abilities (removed Sleep and Vampiric Aura for them). One of the abilities was made with 90% of the effect of it by triggers. Detheroc also uses demons , using even stronger Portals than Varimathras in mission 3. Varimathras' forces also help you with attacking the undead and humans throughout the mission.

Mission 6: a lot of changes. Same as before, Varimathras has the new ablities and his forces also help you with defending and attacking. The Humans have been divided into 3 "parts". .
. Garithos' base is now an AI ally with a custom hero that attacks Balnazzar. A dwarven base below the humans' base was also entirely created by me, using quite a few custom units. Both for the humans and the dwarves. The dwarves also attack Balnazzar. The player can still control Garithos himself, with a small army of humans.
Garithos can now use Pack Horses to gather gold. This gold will go to Sylvanas' bank. But beware, 3 additional undead bases have been created entirely by me and they attack the humans and dwarves very hard.

Mission 7: only Part One has been slightly edited but adding 2 custom units to the dwarves. In Part Two, Forgotten One is slightly stronger. In Part Three, enemies are slightly strongeri n the final fight.

Mission 8: Two extra bases attack you and your ally. Your ally is quite powerful, especially if you aid him. The locatins of 2 of the Obelisks has been changed, making the map bigger. Quite a lot of new custom units have been added to the Naga and Blood Elves and the Sorcerers have a new ability for example. Same for the Blood Elven Mage hero.
Illidan is now guarded from Naga Myrmidons from the start instead of the weak Naga Reavers and he also has a splash attack in his demon form that can damage his allies and himself.



Mission 1: made demi-hero necromancers a bit stronger and revivable (during all missions except no build missions). Sylvanas has a new ability from now on as well.

Mission 2: changed a few enemy units and added a few more. Gave 1 extra bility to the arch necromancer.

Mission 3: not changed since I like it the way it is.

Mission 4: fixed some stuff and added an optional boss fight that gives rewards when you kill him. Gave a new ability to Anubar as well.

Mission 5: not many changes cause I liked it the way it was.

Mission 6: Added Kel'thuzad, who fights both Sylvanas and Balnazzar (Balnazzar fights him as well). Also made Balnazzar a bit stronger and he's also so strong that infernals start raining from the skies around the map and in your base(s). Changed the way Garithos works, now units for him will automatically spawn every X minutes.
Also changed units of Balnazzar, removed voidwalkers and felguards. Now he uses more doom guards and fel stalkers.

Mission 7A: removed some of the dwarves that I added before, to make it easier. Queen Nezar'azret appears on normal difficulty as well and has more HP and 1 extra ability. Also you can find more crypt fiends to rescue around the map.

Mission 7B: made a new mini boss fight.

Mission 7C: Arthas' Shadow of Darkness ability will become stronger after encountering Anub'arak.

Mission 8: Big changes: reduced difficulty quite a lot, so it's not almost impossible.
Now the allied undead guards 1 of the obelisks as well, beware since he will be attack quite heavily after a while and will die if you do not help from time to time.


Added 2 new entire missions (made by me) where the choices you make carry over to the next mission. 1 mission for Arthas and 1 for Sylvanas. The outcome of your choice either determines the enemy during the next mission or your ally/allies (a.k.a: making the mission easier as a compensation of doing an optional quest for example).

Other changes were done like giving the Undead Warlock a Charm ability (weak one) or for example giving the Nerubian Archmage a new Frostbite ability.

I tinkered more with the final mission, especially Illidan's AI and the obelisks.
Illidan's army will now become bigger the more obelisks he has under control (and smaller the less obelisks he controls).

Other small, insignificant changes were done that I cannot fully remember but mostly units balance, or making the new Sylvanas units fully undead so they're not affected by Disease Cloud.

And finally, things like Arthas not having hero glow or some heroes having maxed out abilities on level 8 or 9 are intentional. And things like units changing their gold, lumber or food costs on different missions are all intentional (to adapt to each map individually).

Special thanks to:

Ujimasa Hojo
Kwaliti
Sellenisko
General Frank
Alok
-Grendel
67chrome
Sin'dorei 300
HateCrew
AndrewOverload519
tomoraider
Kitabatake
Wandering Soul
Kuhnghetz
Trainquil
IamMclovin
Edge45
84chrome
Himperion
johnwar
Direfury
MatiS
Callahan
Eagle XI
Tarrasque

For all the unit and icon models. :thumbs_up:
Contents

Legacy of the Damned Reworked v1.4 (Campaign)

Reviews
deepstrasz
A simple difficulty edit of an original work doesn't go beyond the Substandard bar, sadly. There are some really good campaign edits on the site to get inspiration from. If you want more reviews, you should participate in the The Grand Review...
Level 29
Joined
Mar 28, 2015
Messages
2,685
Alright, I will give my review.
Since this is a simply harder version of "Legacy of the Damned" campaign, I paid attention only to gameplay, rather than grammar or bugs, and I only checked the missions you mentioned.
Note: my version is 1.31.1

All chapters:
-If I decide to quit the mission at any point, even at the start, the campaign screen doesn't show any map to be selected. I have to go back and select the campaign again

Here is the demonstration
Campaign Screen | HIVE

Chapter One:
-If you want a lore-wise opinion, the Scourge was never capable of taking control of revenants

Chapter Three:
-While playing, I very rarely suffered any attack from Varimathras, and when I eventually attacked, I found it quite easy to destroy. So I restarted the mission and used the "iseedeadpeople" cheat to check Varimathras' forces and I saw demons attacking Varimathras' undead base and Varimathras himself. The demons are part of another team named "Varimathras' Forces", and yet they are considered neutral towards me (their team's name was yellow-colored). They trashed nearly half of Varimathras' base.

Chapter Six:
-Varimathras has Rain of Fire and Finger of Death (which share the same F hotkey) and Doom and Animate Dead (which share the D hotkey)
-Why Sylvanas has Piercing Damage rather than Hero Damage in this mission?
-Good idea to put another Dreadlords in Balnazzar's camp. I always found it odd that, while we faced dreadlords in the previous campaigns, there were only four dreadlords left by the time of "Legacy of the Damned"
-I am not sure if Varimathras, having betrayed the Legion, can enlist the help of Doomguards. Infernals and Felhounds, sure, but Doomguards?

Chapter Eight:
-It is nigh unfair that Illidan can do all that damage, while Arthas is around the same stats he usually has. But since this is a Brutal campaign, I will let that pass...
 
Level 23
Joined
Dec 3, 2020
Messages
612
Alright, I will give my review.
Since this is a simply harder version of "Legacy of the Damned" campaign, I paid attention only to gameplay, rather than grammar or bugs, and I only checked the missions you mentioned.
Note: my version is 1.31.1

All chapters:
-If I decide to quit the mission at any point, even at the start, the campaign screen doesn't show any map to be selected. I have to go back and select the campaign again

Here is the demonstration
Campaign Screen | HIVE

Chapter One:
-If you want a lore-wise opinion, the Scourge was never capable of taking control of revenants

Chapter Three:
-While playing, I very rarely suffered any attack from Varimathras, and when I eventually attacked, I found it quite easy to destroy. So I restarted the mission and used the "iseedeadpeople" cheat to check Varimathras' forces and I saw demons attacking Varimathras' undead base and Varimathras himself. The demons are part of another team named "Varimathras' Forces", and yet they are considered neutral towards me (their team's name was yellow-colored). They trashed nearly half of Varimathras' base.

Chapter Six:
-Varimathras has Rain of Fire and Finger of Death (which share the same F hotkey) and Doom and Animate Dead (which share the D hotkey)
-Why Sylvanas has Piercing Damage rather than Hero Damage in this mission?
-Good idea to put another Dreadlords in Balnazzar's camp. I always found it odd that, while we faced dreadlords in the previous campaigns, there were only four dreadlords left by the time of "Legacy of the Damned"
-I am not sure if Varimathras, having betrayed the Legion, can enlist the help of Doomguards. Infernals and Felhounds, sure, but Doomguards?

Chapter Eight:
-It is nigh unfair that Illidan can do all that damage, while Arthas is around the same stats he usually has. But since this is a Brutal campaign, I will let that pass...
Wow, thank you for honest review!
I will look into mission 3, I don't know how I missed that...
I will keep improving, and may update it soon, really really soon!
:)
 
Level 23
Joined
Dec 3, 2020
Messages
612
Edit:
February 22: updated the campaign (thanks to LISBOAH). Changed revenants from chapter 1 with a new special undead unit :), fixed mission 3, made Detheroc slightly stronger in mission 5, removed doomguards for Sylvanas' Forces in mission 6 (didn't make sense lore-wise) and made Illidan slightly weaker in mission 8 (100 less hp :D).

And, thank you for 200 downloads, it was my pleasure!
 
Level 23
Joined
Dec 24, 2019
Messages
407
It is an interesting concept, increasing the difficulty of something or creating something really difficult without it becoming simply tedious or boring is, perhaps, one of the difficult things to achieve. I say this from experience.

You have good ideas, maybe you should think about creating something of your own in the future.

Regards.
 
Level 23
Joined
Dec 3, 2020
Messages
612
It is an interesting concept, increasing the difficulty of something or creating something really difficult without it becoming simply tedious or boring is, perhaps, one of the difficult things to achieve. I say this from experience.

You have good ideas, maybe you should think about creating something of your own in the future.

Regards.
Thank you! I am slowly getting better and better (I hope :D)!
Soon I might update this and my other campaigns with a little bit of custom files (units mostly, and some spells, who knows...).
:-D
 

deepstrasz

Map Reviewer
Level 70
Joined
Jun 4, 2009
Messages
19,142
A simple difficulty edit of an original work doesn't go beyond the Substandard bar, sadly. There are some really good campaign edits on the site to get inspiration from.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 23
Joined
Dec 3, 2020
Messages
612
Important news:
As I have been gaining a lot of experience over the last 4-5 months with the World Editor, I will be updating this campaign in the (hopefully very) near future!
Complete rework, Sylvanas will have (mostly) different units than the Scourge. Some custom abilities, units and models.

And yes, it will still be Brutal difficulty but it will feel way better, not just units sitting in enemy base and enemy units having 2x damage and armor. Some special characters will still be stronger than usual like Balnazzar.
 
Level 23
Joined
Dec 3, 2020
Messages
612
A simple difficulty edit of an original work doesn't go beyond the Substandard bar, sadly. There are some really good campaign edits on the site to get inspiration from.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
Alexen
eubz
https://www.hiveworkshop.com/forums/staff-contact.692/
Requesting a re-review as campaign has been greatly updated. :xxd:
 
Level 10
Joined
Aug 25, 2018
Messages
122
Chapter 1 - Still a pain mission as always lol. Kel new ability was nice and giving Arthas the option to use zombies without food was a nice touch. The new necromancer for each base was nice but stinks they could not be respawned for what little hp they have.

Chapter 2 - Basically the same mission except with the 1 new necromancer unit

Chapter 3 - Greens side base good for the extra income against reds tougher units and the new forsaken units help since red/puple just dont spam as much abominations as they normally do.

Chapter 4 - You can see Anubarak as a red color during the intro. Heigan The Undead "Raise Dead" tooltip should say raise Giant Skeleton Warrior vs just 2 skeletons. Some units are not affected by aura of blight both visually and mechanically. Example 1 abom has the slight glow underneath his feet (no icons on any unit cards) but his regen is still slow while another abom regen is notably faster. This was done off blight

Chapter 5 - Only Hero ability that works on enemy heroes is rain of fire. Every other ability says "Unable to target Heroes"

Chapter 6 - Sylvanus starts lvl 7 but only has Silence lvl 2 and lvl drain life, she had all her skills on the previous lvl. Bone Sentinel tooltip says can bash but the unit does not have the ability unless its a hidden passive. Hero ability issue carries over into this mission as well. Garthos can use holy light/shockwave on any Dreadlord or Lich hero. Maybe add undead barges to gargoyle spire since the amount of bases and units that alliance has to deal with is a lot or have the old side quest increase the cap on units Garthos can train once you rescue them uptop.

Chapter 7 part 2- Arthas lvl 4 but only has first lvl of death coil? is that cause he has the new skill he got at chapter 4

Chapter 7 part 3 - Arthas lvl 3 but has 2nd level of death coil

Chapter 8 - Anubarak does not have enough skill points to get last level of his skills and the new skill. You should refund the point or just have it replace the carrion beetles. Arthas also does not have enough skill points to get last level of his skills. Example Death Pact was still lvl 2

General - buff Undead fire mage in someway the knight he summons is okay just a little stronger than a ghoul since it has higher base armor. Being able to summon 2 skeles from corpse/meat wagon corpses or using the nerubian archmage are better caster options. Expanded maps like chapter 4 and the huge base up north you can fight with the nerubians

Negative - Every mission goes back to selection screen still. The rpg style missions are still basic besides maybe 1-2 new units here and there.

Overall - its a really good improvement from your other stuff and I loved it. The different units from scourge vs forsaken was nice. Like how Arthas does not have banshees anymore. I can see you also gave blood elfs calvary unit and new dwarf units. Keep improving man your doing great
 
Level 23
Joined
Dec 3, 2020
Messages
612
Thanks so much!
I will look into the hero abilities and some of the tooltips very soon. Will take a break this week since I really need it. :xxd:

As for Sylvanas' Silence and Varimathras' Soul Burn cannot affect heroes! It is intended so the player uses them on units like Necromancers.

I will keep improving, thanks for inspiring me :thumbs_up::grin:
 
Level 23
Joined
Dec 3, 2020
Messages
612
Quick note: I will come back to this from next week and work on the little bugs it has, try to make no build missions more interesting and most importantly: work on the balance, especially on the finale. I will make enemy attacks smaller, the extra enemy base's defenses weaker and enemy will attack your ally more so you don't get attacked 75% of attacks. More like 50/50.

Also I'm planning on re-doing some missions again like A New Power in Lordaeron and A Symphony of Frost and Flame.
I have already something planned for the latter. Your ally will have 1 Obelisk, the enemy naga and blood elves too (like they already do). So your ally will get attacked by Illidan hard and you will need to protect him so he doesn't die (I will try to make it so you'd need to help your ally only when Illidan attacks).

For A New Power in Lordaeron I don't have anything huge planned yet but I will try to add Kel'thuzad in there.
 

deepstrasz

Map Reviewer
Level 70
Joined
Jun 4, 2009
Messages
19,142
Tested it again.
  • Charm has the same description for all levels. Is it not intended as one level ultimate spell? It can be chosen after each level up. Or I guess that would be the Black Arrow? Regardless, Charm's level up description doesn't mention levels and details like other spells.
  • Finishing the first chapter takes you back to the campaign menu.
  • In chapter 2 Aura of Blight's description is broken. Same after any chapter.
  • Mur'gul towers don't seem to attack.
  • In chapter 4, Arthas has no hero glow. It can simply be added. How to add Hero Glow without Modeling
  • The Burrower's Burrow spell mentions the Crypt Fiend.
  • Black Arrow doesn't say how much damage it does.
So, generally it's a cute improvement but not enough from my point of view to approve considering there are better edits out there.
 
Level 23
Joined
Dec 3, 2020
Messages
612
Quick message: I'm currently working on a few maps of this, specifically "A New Power in Lordaeron" and "A Symphony of Frost and Flame".
I will make them a little bit harder, this is the general idea for them.

Will also try to create new maps, at least 1 for Sylvanas and 1 for Arthas. Cannot promise but will do my best.
I will also try to make it so the "choices" you make in them carry over to the next mission (which would be "A New Power in Lordaeron" for Sylvanas and "A Symphony of Frost and Flame" for Arthas).
I'm planning to make 2 main quests for each of the maps. The player will choose which one to complete and the choice will carry over to the next mission (Basically destroy building "A" or bulding "B").

So as Sylvanas you can choose if you want to weaken the Undead or the Demons for her next mission. (There will be less undead or less demons depends on what you choose).
Similar to the Wings of Liberty campaign in Starcraft 2, for the final mission there.
 
Level 23
Joined
Dec 3, 2020
Messages
612
Thank y'all for 1100 downloads!

Huge update coming very soon, I'm already done with the 2nd new map where your choices matter and carry over to the next mission. I'm considering a 3rd new map as well but not sure. Right now focused on making the Illidan AI for final mission be perfect (ps: it's hard but I think I managed to do it the way I wanted it to be).

:grin::thumbs_up:
 
Level 23
Joined
Dec 3, 2020
Messages
612
Campaign updated, added 2 new entire missions where player choices carry over to the next mission (1 for Sylvanas and 1 for Arthas).
More details in the thread below the download button area with text.

PS: also made Balnazzar's base stronger and his attack forces and also made Balnazzar himself respawn 27 seconds faster than normal and his Rain of Chaos ability is refreshed every time he is revived.

Requesting a (hopefully final) re-review.
 
Last edited:
Level 23
Joined
Dec 3, 2020
Messages
612
I did some changes before I updated it and it messed up Sylvanas' abilities levels, she will lose Essence Drain and Charm in "A People Divided" and "A New Power in Lordaeron" missions.
Will fix soon.

PS: "Nerubian Guard" ability on Anub'arak on chapter nine "Together We Stand" will also be fixed and the chapter will be made a little bit easier.

PS2: The second undead ally on finale (if you manage to save him in previous mission (player choice)) will be fixed, now he trains only ghouls.
 
Last edited:
Level 9
Joined
Dec 29, 2017
Messages
157
Played on Warcraft 1.31.1 - Used iseedeadpeople

Mission - 1

  • Animate Dead doesn't make the units Invulnerable.
  • Maleki the Paladin (Kelthuzad Bonus Unit) Hurts himself and his own units using the stun.
  • Frost Armor can't be Auto'd
  • Charm lets you have an endless amount of Millita
  • 19 villagers. The Skin of my teeth.
  • Though I didn't really do it. But this mission is incredibly easy to cheese.

Mission - 2

  • Pretty basic, I didn't really notice any changes.
  • I like the inclusion of the arch mage.

Mission - 3

- Taking over key units doesnt grant control of all of there armies. I did save and load before taking him over. Including the already existing side quests.

I'm stopping playing temporarily. This is a big part of the game hoping it gets a fix.
 
Level 23
Joined
Dec 3, 2020
Messages
612
Played on Warcraft 1.31.1 - Used iseedeadpeople

Mission - 1

  • Animate Dead doesn't make the units Invulnerable.
  • Maleki the Paladin (Kelthuzad Bonus Unit) Hurts himself and his own units using the stun.
  • Frost Armor can't be Auto'd
  • Charm lets you have an endless amount of Millita
  • 19 villagers. The Skin of my teeth.
  • Though I didn't really do it. But this mission is incredibly easy to cheese.

Mission - 2

  • Pretty basic, I didn't really notice any changes.
  • I like the inclusion of the arch mage.

Mission - 3

- Taking over key units doesnt grant control of all of there armies. I did save and load before taking him over. Including the already existing side quests.

I'm stopping playing temporarily. This is a big part of the game hoping it gets a fix.
Hi,
thanks for playing my campaign. To clarify some things:

Everything you mentioned is intended except for Maleki the Pallid's ability where he hurts himself and Mission 3, it works perfectly for me when I take control of a commander (both optional quest ones and non optional quests ones like the Murloc Puddle Lord or the Troll Chieftain).

Things like Frost Armor is 100% intentional.
 
Level 23
Joined
Dec 3, 2020
Messages
612
Final message before I fix the few issues left:
I will try to do it as soon as possible but will probably take a couple of weeks, since I cannot work too much on it, maybe once or twice a week for 1 hour.

When I fix the issues, I will ask for a (hopefully) final review.

Main issues are to fix a few ability, a couple of tooltips, and the Undead Scourge (optional ally) on final mission and few other little things I've encountered like Sylvanas Essence Drain ability.
 
Level 7
Joined
Dec 1, 2021
Messages
65
:)
Good to see that I make people happy!
I still haven't uploaded the Sentinel and Blood Elven campaigns because I think I can make them harder than
what I have currently.
I'm waiting for the next campaign similar to this one, the mechanism of this campaign you made is amazing for me, added some ally on campaign is what i wish. Finally some campaign with Undead ally, since Undead always fight in number, there is few campaign Undead with ally. I already wait since the part map of A New Power In Lordaeron. And yeah on the new hero on last mission, the shortcut for Frost Nova is same as Mana Shield and when use N, it takes the mana shield, and why hero abillity is not fully upgraded too, Arthas and Anub'Arak is lv 10 but Anub'Arak can't up his abbility to max.
I like the gameplay on your custom campaign map, i'm waiting for the other custom campaign from you
 
Last edited:
Level 23
Joined
Dec 3, 2020
Messages
612
I'm waiting for the next campaign similar to this one, the mechanism of this campaign you made is amazing for me, added some ally on campaign is what i wish. Finally some campaign with Undead ally, since Undead always fight in number, there is few campaign Undead with ally. I already wait since the part map of A New Power In Lordaeron. And yeah on the new hero on last mission, the shortcut for Frost Nova is same as Mana Shield and when use N, it takes the mana shield, and why hero abillity is not fully upgraded too, Arthas and Anub'Arak is lv 10 but Anub'Arak can't up his abbility to max.
I like the gameplay on your custom campaign map, i'm waiting for the other custom campaign from you
I'm glad you enjoyed it my man.
Yes the AI allies is something I feel like a lot of RTS games lack, especially the old ones like Warcraft 3. So that's why I did it.
Yeah about the issues you mention... I was very bad at map making when I worked on this project (I'm still not good but at least not horrible). I think it would be easier to start from scratch than trying to fix it.
I did try to work on it again a few weeks ago, especially A New Power in Lordaeron and A Symphony of Frost and Flame but I kinda left it "unfinished".
So now the enemy is too strong and I didn't even bother to upload it; plus I'm working on my new map War Crafts.

Right now after this new map I've been planning to do the blood elven campaign of the human campaign but will have to see. I have so little time to work on maps, that's why I'm working on a single map right now only.

Again, thank you for playing this and enjoying it!
 
Level 23
Joined
Dec 3, 2020
Messages
612
Will this Campaign be fixed and completed??
The campaign is in a playable state. But what I was trying to say is that for example 1 or 2 abilities might have the same hotkey button and the 2 extra missions I made aren't very polished but they are important because they can help you get an upper hand in A New Power in Lordaeron and A Symphony of Frost and Flame.
But to the point I was making: I meant to say that it would be better if I started editing this campaign from scratch because I'd have a clear goal what to do and there wouldn't be 500 things at once because maybe if I changed some of them, it might screw up some missions etc...
 
Level 26
Joined
Aug 18, 2022
Messages
643
The campaign is in a playable state. But what I was trying to say is that for example 1 or 2 abilities might have the same hotkey button and the 2 extra missions I made aren't very polished but they are important because they can help you get an upper hand in A New Power in Lordaeron and A Symphony of Frost and Flame.
But to the point I was making: I meant to say that it would be better if I started editing this campaign from scratch because I'd have a clear goal what to do and there wouldn't be 500 things at once because maybe if I changed some of them, it might screw up some missions etc...
You should rebuild this reworked campaign from the bare ground. It's better to pick all the weed from the fertile soil, before you plant anything into it.
The ideas of this campaign is good, but the implementation, and the gameplay made me dislike it.
 
Level 4
Joined
Jun 22, 2021
Messages
33
I actually quite enjoyed it, even if its not perfect I've always been a sucker for campaigns and maps with new stuff in em, so do what you think is best if you plan to rework this :grin:
 
Level 23
Joined
Dec 3, 2020
Messages
612
Some skill points were missing
Yes I know. This campaign has a few issues. I will definitely re-rework it but I am updating my other maps right now plus I want to do a Rework of the Scourge of Lordaeron (so far 3 missions done).
Thank you though for the feedback, although I would have loved a more detailed review of the experience :D.

For example, did you enjoy it? What did you like and what did you not like? This will help me in the future for my next projects.
 
Level 7
Joined
Dec 1, 2021
Messages
65
Yes I know. This campaign has a few issues. I will definitely re-rework it but I am updating my other maps right now plus I want to do a Rework of the Scourge of Lordaeron (so far 3 missions done).
Thank you though for the feedback, although I would have loved a more detailed review of the experience :D.

For example, did you enjoy it? What did you like and what did you not like? This will help me in the future for my next projects.
i really enjoy a campaign with ally AI, moreover for your custom campaign.
yes on this map there is a little buggy on hero one, that surely need an update.

on Sylvanas map, i prefer the ally is likely one whole base that a few production building though, so ally could protect it own base, it makes player must 100% protect the ally building, kind of hard to attack and defend at the same time.

on maps there Arthas start with boat and fight against Vashj, i feel a big gap on army power, it tremendously outnumbered even undead race with just 1 ally, i hope on the enemy and ally number is balanced since even it undead it will crushed against all direction attack wave, where player bases on the middle.

what other one that i prefer, like more allies that require some quest to be done, as optional quest, kind of when destroy enemy medium base we got new ally AI. even though i didn't hate the way you put ally condition on one chapter maps that define next chapter ally. surely i hope your next project keep this ally AI as your characteristic custom campaign that i will waiting for. don't worry i will play as long your custom campaign still serving ally AI mechanism :grin:
 
Level 23
Joined
Dec 3, 2020
Messages
612
i really enjoy a campaign with ally AI, moreover for your custom campaign.
yes on this map there is a little buggy on hero one, that surely need an update.

on Sylvanas map, i prefer the ally is likely one whole base that a few production building though, so ally could protect it own base, it makes player must 100% protect the ally building, kind of hard to attack and defend at the same time.

on maps there Arthas start with boat and fight against Vashj, i feel a big gap on army power, it tremendously outnumbered even undead race with just 1 ally, i hope on the enemy and ally number is balanced since even it undead it will crushed against all direction attack wave, where player bases on the middle.

what other one that i prefer, like more allies that require some quest to be done, as optional quest, kind of when destroy enemy medium base we got new ally AI. even though i didn't hate the way you put ally condition on one chapter maps that define next chapter ally. surely i hope your next project keep this ally AI as your characteristic custom campaign that i will waiting for. don't worry i will play as long your custom campaign still serving ally AI mechanism :grin:
Thanks for review!

About the AI; you got that right! All my campaigns will feature new AI allies.
As I've mentioned previously, I'm already working on the Scourge of Lordaeron Reworked and I even made an AI ally on mission 2 :razz:
 
Level 7
Joined
Dec 1, 2021
Messages
65
Thanks for review!

About the AI; you got that right! All my campaigns will feature new AI allies.
As I've mentioned previously, I'm already working on the Scourge of Lordaeron Reworked and I even made an AI ally on mission 2 :razz:
do you have an estimation when it will release? i already not patient to try it, all your maps really suit my taste:vw_love:
 
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