Legacy of the Master



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...we drank deeply of the Master's bounty, with each sip knowing blood and glory unlike anything we'd ever imagined. Under the leadership of my puppet Warchief, Blackhand, we would be one mind, one Horde, one fist to crush the feeble creatures who might deny our power. Their blood would grease the engine of war.

Azeroth was a verdant world, yearning to be conquered. When our blades thirsted for blood, they were sated in human flesh. But there was something else – a hidden relic, a forgotten power that twisted even my own considerable faculties. I projected myself into the mind of the wizard, the one who had cleared the way for the Dark Portal, scouring its contents.

Suddenly, there was a vision. For one brief moment, all was clear. And then – Darkness.




Rondstat Presents

Legacy of the Master

Months have passed since the human kingdom of Stormwind fell to the orcish Horde. With the few human survivors fled to the north, the orcs have had free reign of the continent. Gul'dan, master of the Shadow Council, has just begun to stir from the depths of a months-long coma. Zuluhed, the last shaman in service of the Horde, seeks a powerful weapon to re-prove his worth. And Doomhammer, the Horde's new Warchief, looks grimly to the future, as the gears of war shift yet again.

A Blizzard-style orc campaign. Experience the Second War from the perspective of the Horde's greatest heroes.

Based on Tides of Darkness by Aaron Rosenberg




Features


A character-driven campaign based on official Warcraft lore

Modified tech trees inspired by WCII and WoW

Gameplay variety - melee, puzzles, escort missions, dungeon crawls, boss fights and more

Moral choices that determine your tech, units, and spells*

Hidden puzzle chapters and secret endings*

Experience the story from the enemy perspective in human mode*





*coming in future versions



Levels


Prologue: Draenor*

Overture: Legacy of the Master* cinematic

Chapter 1: Burning Gorge

Chapter 2: Redridge

Chapter 3: Thandol Valley

Interlude: The Founding of the Alliance* cinematic

Chapter 4: Hillsbrad

Chapter 5: Darrowmere

Chapter 6: Quel'Thalas

Chapter 7: Alterac Mountains

Interlude: Tides of Darkness* cinematic

Chapter 8: Broken Isles*

Chapter 9: Blackrock Spire


Chapter 10: The Black Morass

Epilogue: Undercity*




*coming in future versions



Screenshots


Burning Gorge

Redridge

Thandol Valley

Hillsbrad

Darrowmere

Quel'Thalas

Alterac Mountains

Broken Isles

Blackrock Spire

The Black Morass


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Credits


Misc

Unit Models

Doodad Models

FX Models

Skins

Buttons

Spells and Triggers


Based on
Tides of Darkness by Aaron Rosenberg &
Warcraft II by Blizzard Entertainment

Inspired by
The campaigns of Tomoraider & OutsiderXE

Additional Buttons and Models by Blizzard

AndrewOverload519
Female Human Mage

apaka
Zul'Jin

Aquis
Villager Man

CloudWolf
Galen Trollbane
Sir Valiant

Dan van Ohllus & Cavman
Eversong Lynx

dickxunder
ZodiacWarrior

Direfury
Gnoll Grotto

frostwolf
Shaman

HerrDave
Bishop Hero

Himperion
Farstrider Hunter

JoySoy
Legendary Paladin

Kael Theron
Wild Dwarf Berserker

Ket
WC2 Church

Kitabatake
Crossbowman

Kwaliti
Deathwing

MatiS
High Elf Sanctuary
Dragonhawk Aviary

MassiveMaster
Peasant House

Mc !
FireElemental

Mister X
OldElf

Mr.Goblin, Deolrin, & Pyramidhe@d
Alleria
Gryphon Rider
Knight
Paladin
Death Knight
Warlock

Nasrudin
Watcher

Norinrad
Goblin Day Laborer

PROXY
Deathknight

Radagast
DwarfCavalry
gruntSpearThrower

Ramza
Imp5

RightField
woodelfship

Sellenisko
DragonmawRider

Shyrony
SpiritDragonMissile

SINISTERX
Draenei Pack

supertoinkz
Altar of some sorts

takakenji
OgreWarlock

Tarrasque
Retributer

Tauer
Durotan
Anduin Lothar
Blackhand
OrgrimDoomhammer

Tenebrae
RPG High Elf

Tranquil
King
Healing Well

Ujimasa Hojo
Gryphon King
Mountain King (opt)
Blackhand (Raider)
Shipyard (Elf)
Camp (Gnoll)
Guldan (opt)
Arcane Castle


Deathcom3s
Tree Variation 1

Direfury
Hero Warrior

Epimetheus
TribalDaggers

Fingolfin
Halo Tree Dead
Wooden Gate

Happy Tauren
Pine Models
Destructable Plant

MatiS
Sunken Ruins Tower

Mc !
Death Woods
Magma Cracks

Nasrudin
Animated Plants

Olofmoleman
Naboo Pack

oGre_
Ruins Pack

Rondo
Garage

Wandering Soul
Scarecrow(2)

Whitehorn
cylinder-tower

Blood Raven
Plank Shield
Buckler

Born2Modificate
Cloud

DarkEvil
LionSong

Deolrin
Black Glow

General Frank
Orb of Light

Happy Tauren
Lava

ILH
Star Sphere

iNfraNe
Water Plane

JesusHipster
SoulArmor

JetFangInferno
Holy Armor
BloodBreathDamage

Kitabatake
Power Orb

Kuhneghetz
Hammer Bros. Missile
Retribution

Mc !
Light
Stormsphere
Whirlpool

nGy
DarknessBomb

Power
Red Harvest

RetroSexual
Stone Shield

sc_freak
Eerie Fog

Sunchips
InfernalDestroyer

UgoUgo
ShadowAssault

Vortigon
Dark Orb

WILL THE ALMIGHTY
NuclearExplosion

67chrome
DraeneiHuntress
Wizard
BloodElfAssassin

Apheraz Lucent
DragonMistress

FrIkY
HeroFarseer

Kwaliti
The King

L_Lawliet
MountainGiant

Mr.Goblin
Old Dwarf Hunter

Sweet Oblivion
Veteran Paladin

Tenebis
BlackKnight(mounted)

67chrome
rpgHero

amargaard
HellImp

Apheraz Lucent
DragonMistress

BLazeKraze
RequiemofSouls

Deon
TimeSpell

dickxunder
ZodiacWarrior

Eagle XI
Chapel

Elainiel
MagicalHammer

graystuff111
VillagerMaleGrey

Grendel
EliteShaman

hao00
Lion

JollyD
DemonForgedAtlas

KelThuzad
Charge

Kuhneghetz
WeredragonRed

Mr.Goblin
FireMace
Knight
Paladin
Warlock
Death Knight
Gryphon Rider
Alleria
Catapult

NFWar
FelOrcOutRider
PlateArmor
GarroshHellscream

sigelang
KilroggDeadEye
Nerzhul
SpiritBear

Sin'dorei300
Lust
RagnarFlamebeard

The Panda
Critical Strike

UgoUgo
HumanFaceU

XenoStalker
Deathwing

Archangel678
Ice Shatter

Bribe
GUI Damage Detection

Marsal
Fade Step

BerzekeR
Holy Blessing

KILLICIDE
Spreading Plague

Mainy
Thunderwrath

Weep
Unit Indexer



Notes


Changelog

Known Issues

Development Comments


[2017-08-11] Version 0.6 DEMO uploaded


Special thanks to everyone who has been able to catch bugs - it's a tremendous help!


General
  • Dominate Mind doesn't apply 'necrosis' debuff on transforming units
  • 'Execute' doesn't work on all maps
  • Cutscenes may not work correctly if heroes are loaded on transports when they start
  • 'Devour' ability doesn't work correctly for dragonriders
  • Warlord's Pyre uses wrong tooltip
  • Campaign shows 19 levels. Only 9 are playable (possibly 10)
  • No Chapter 8 (yet!)
Chapter 1
  • Load screen shows incorrect name for level
Chapter 2
  • Spamming 'reset' on Earth puzzle can break the maze, cause too much debris to spawn
  • Zuluhed cannot complete Wind Puzzle if he already has a full inventory when starting
  • Projectile launch and impact points incorrect on Alexstrasza
Chapter 3
  • Bandit Bounty quest sometimes doesn't count first tent, may not be able to be completed
  • Pathing issues between blue and red base
  • Kurdran can fly into inaccessible terrain, making it impossible to complete Grim Battle quest
Chapter 4
  • Durnholde and Dun Garok AI pathing issues - AI tries to target player across the water
  • Leaking sound artifact (crashing noise) at the center of the map
  • Firing Squad scene bugs out if any player units are nearby
  • Cages continue to be pinged after they're destroyed
  • Burning Blade deserters give vision of illusions
Chapter 5

Chapter 6

  • Rod of Pain can't target whelps - taming quest can't be completed
Chapter 7
  • Peasant-built units show wrong requirements/dependencies
Chapter 9
  • No completion condition on caravan quest
Chapter 10
  • AI pathing issues (enemy attackers tend to get lost)


This is the demo version of my campaign, Legacy of the Master.

Currently missing in this version are:

  • Chapter card graphics
  • Music
  • Unique hero voices
  • Alternate builds

As well as
  • Level 8: Broken Isles
  • Prologue (this will allow selection of alternate units, abilities, and hero builds)
  • Epilogue (this will include credits and unlocking human mode)
  • Cinematics
  • 2-4 bonus 'hidden' levels, including an alternate ending
This campaign draws directly from the novel Tides of Darkness, as well as Warcraft II, Warcraft Chronicle vol. II, & World of Warcraft. I have tried to stay fairly close to canon, but I have compressed certain events and conglomerated certain characters for the sake of story. Most notably, I've diminished the roles of Rend and Maim in favor of developing Zuluhed as a character.

I plan on updating when I can.





Contents

Legacy of the Master (Campaign)

Reviews
Morris
You did a great job in terrain, doodads and custom models and excellent description. Chapter 1: Banshees have true sight but they do not detect invisible units. The lava is visible throughout the map, even in unexplored areas. Needs more healing...
deepstrasz
chap8 not yet made :( Overall, a really neat experience with its flaws. This is what we need, not the wave of RoC & TfT rehashes which lingers for at least a year. Approved. ========================================== Always check/recheck the...
Level 14
Joined
Oct 26, 2015
Messages
877
I can't endorse this enough. From the screenshots alone let me tell everyone this is the next Tomoraider / Turno / OutsiderXE/ Razorclaw /Deicide/ Shar Dundred

His updates are frequent Chapter 8 and Prologue should both easily be here by October.

one can only hope we see more campaigns when and most importantly if this is finished.
 
Level 25
Joined
Jul 26, 2008
Messages
1,387
I can't endorse this enough. From the screenshots alone let me tell everyone this is the next Tomoraider / Turno / OutsiderXE/ Razorclaw /Deicide/ Shar Dundred

His updates are frequent Chapter 8 and Prologue should both easily be here by October.

one can only hope we see more campaigns when and most importantly if this is finished.

I wont be happy unless you add BadThrall to that list (Black Company)
 
Level 14
Joined
Oct 26, 2015
Messages
877
Why not leave it in the development forum until finished?
Exposure. More development qa

Its polished and long

And chasing the dawn and mals quest isnt finished...

Adneys orcs and humans ALPHA will probably never be finished either but im thankful to have the first 10 maps and play what he did which is pretty much 10/10 quality

And lastly. He released it due to my urging and support entirely.

He even has the game cache set so it carriesnover through the missing chapter 8.
 
Level 2
Joined
Apr 8, 2017
Messages
12
Great campaign! Enjoying it so far! Very well made and creative hero and units designs. Gameplay is great too, nice plot and not boring main missions. It's definetely gonna be one of the greatest campaign in the future.

I finished 4 missiions and I encoutered some bugs and annoying things want to report.

1.In first mission banshees got true sight mark on them while they cant see shit:)
2. In second mission Water and stone challenges are too hard, i guess it takes a lot of time to beat them without cheats.
3. Deaths knights seems to be very strong: dmg is too high, hp pool and medium armor are too good for mages.
4.Ogres are strong they at least should cost like 80 lumber
5.Death Knight hero is very OP
6.When u posses enemy militia by DK hero they turn into peasant and have no debuff, so u can expand instantly on islands in Mission 4
7.In Mission 3 after destroying all bases except blue, Rend army is going AFK, till u break half of blue base not sure if its planned.
8.After killing blue base i didnt get the win, so i used cheats and found out that enemy flying hero is up in the impassible mountains and only way to kill it was with cheated coil.
9.In Mission 4 enemy army was chasing my boat and after it went out of their attack range they just continue stare at it from the shore:)
10.I couldnt finish draenor blademaster quest for some reason even though i killed BM and his troops.
11. In mission 4 I could make an envenomed spears upgrade bcz it requires berserk upgrade, which i dont have. Also there is almost no need in trolls when u have badass Dks.

I still liked ur campaign a lot, keep it up!
 
Level 3
Joined
Jan 18, 2013
Messages
44
1.In first mission banshees got true sight mark on them while they cant see shit:)
>> you don't need to fight here.
2. In second mission Water and stone challenges are too hard, i guess it takes a lot of time to beat them without cheats.
>> just let them hit you and read the pattern. It is zjg-zag in 1 quarter of circle.
7.In Mission 3 after destroying all bases except blue, Rend army is going AFK, till u break half of blue base not sure if its planned.
>> worked fine for me. I waited a while and they attacked.
8.After killing blue base i didnt get the win, so i used cheats and found out that enemy flying hero is up in the impassible mountains and only way to kill it was with cheated coil.
>> I did it too.
9.In Mission 4 enemy army was chasing my boat and after it went out of their attack range they just continue stare at it from the shore:)
>> pretty much main problem for this campaign. A.I. was hopelessly trying to move around.
10.I couldnt finish draenor blademaster quest for some reason even though i killed BM and his troops.
>> worked fine for me. I killed 2 heroes. Both of them have wind walk so I needed to wait until their mana ran out or used fairy fire.
11. In mission 4 I could make an envenomed spears upgrade bcz it requires berserk upgrade, which i dont have. Also there is almost no need in trolls when u have badass Dks.
>> Trolls were useless here.


I played till chapter 10 but I was clueless after 45 minutes and I did not get what riddle wanted me to do.
Let me share my opinion:
1. Cinematic can be improved. More buildings should be on fired in a few first chapters. Completely controlled units in cinematic, remove uncessary fading special effect, turning some dialogues into subtitle instead of putting them in cinematic, etc.
2. Pathing. warcraft A.I. can not win your pathing design.
3. "h" key of Nekros is for both holding + shadowmend.
4. In Earth lord trial, it would have been great if there was a sentry ward so I could have seen and planed it easier. The reset button could be spammed, :).
5. I could not finish bandit bounty in chapter 3. I killed and took everything.
6. In chapter 3, in F9, it said a base must be destroyed but I needed to kill gryphon hero too so I used hack map coil.
7. In chapter 5, I tried using dragon rider to destroy rune stone + got zuluhed in the boat. When the rune stone was destroyed, I released zuluhed and he joined darkside of burning blade clan. Obelisks should have been invulnerable.
8. In chapter 6, mystic eyes' unit response sound was annoying. Rod of pain was not working on lilttle dragons because it could not be used on friendly units. There was also a hole at barrier letting some dragon riders in.
9. You did not make chapter 8 so we skip to chapter 9.
10. I had no idea how to steal supplies in chapter 9. I killed a mule and the quest was going. Since Alliance were attacking, I decided to skip it and fight with Lothar.
11. I had no idea what I should do to end chapter 10. I destroyed everything, still, no idea.
12. In Hitler's chapter, which you kill *night elves*. I finished destroying everything at 341 elves. 500 elves might be too high.

No serious bug, more like you did not create this and that yet :p
By looking at the present contents, it was really great. It was almost finish so 9/10 should be given but I can not vote 9/10 so I will go with 5 stars.
 
Last edited:
Level 3
Joined
Jul 29, 2015
Messages
42
I don't get someting.In chapter 3 there are 2 optional quests.One is about the bandits.What's the second one?
 
Last edited:
Level 14
Joined
Oct 26, 2015
Messages
877
These models just came out in the last 2 months

use Tauers Cho'Gall, Gul'dan , Doomhammer, Zul'jin... infact just ask him and raid all his models.
MILES better Tauer
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I think his next model will replace this Ner'zhul with a HK model like the above ones.
WHICH IS AWESOME since Ner'zhul is going to be in your prologue.
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Current campaign blue Cho'gall is horrible to look at. 100% recommend replacing
Cho'gall Gul'dan Zul'jin Doomhammer and Ner'zhul by Tauer are the absolute perfection.

And YOU are making the only campaign that is gonig to get to highlight his amazing models. How fortunate!

In your campaign description I would also do a Bio with Heroes you use...... put the model there too. New high quality models in a high quality campaign draws A LOT of downloads and creates interest.


maybe use for Zuluhead?
Orc Shaman
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Last edited:
Level 29
Joined
Apr 6, 2010
Messages
3,129
First level:
Map is named Burning Steppes in savefile.
The ramps in the intro cinematic are slightly above ground level. And the chains between the pillars should be visible in fog of war.
Needs a lot more healing items.
The lava is visible throughout the entire map, even in unexplored areas, and it looks ugly when the banks are saw-edged. Is the water level supposed to be visible?
Empower Demon tooltip shouldn't use dashes, it makes it look as if the spell slows the target.
Empower Demon buff doesn't show up on the Imp model. Honestly balanced out by how annoying the sound is on the others.
Warlock corpses can't be walked over.
Pathfinding issue on the island containing an orb in a crate: if trying to go north (starting to the west of the crate), Guldan keeps going the other way round unless told to go on exactly the right pixel.


Second level:
Bleeding Hollow units should be a different color when unclaimed.
Some weird pathfinding around the cave entrance near the elemental debris: when told to go north, some units get stuck on the ledge or the cave.
Catapult uses the Demolisher projectile.
Earth Shield should use different sounds for when the effect start and ends.
Not every unit is removed during the waterlord's cutscene.
Frost spirits hitboxes are very weird, sometimes standing in one does no damage.
One arch near the windlord is floating in midair.
Wind challenge needs a reset button. If you show up with six items, Zuluhed gets sent to the circle (landing off-center) without the staff and can't leave.
Warlord's Pyre is called Warlord's Throne in tooltips.
Veterans quest continues to update after being completed.
Devour doesn't work unless the dragon is right over the target (otherwise, they go up to the target, start the animation... and nothing happens).
When flying, Alexstraza's attack comes from the ground.
ascendancy->ascension


Third level:
Red waves move into a base and only then start attacking (catapults often don't even make it that far). At least the heroes are smart enough to pull back if they're too damaged, but then they just sit there.
One blue attack failed when they tried to go back to base and ended up stuck at the big gate.
Bandit Bounty doesn't show up as being completed (the requirement is greyed out, but not the box).
Madness kills trees.
It's possible to build an entire human base by dominating a peasant and continuously healing/replacing him until he finishes building a town hall. In which case, requirement tooltips say the buildings need generic buildings (generic castle, mill, smith), so Siege Engines are unbuildable.
Once the second half of the mission starts, Rend just sits in the middle of the swamp. Clearly Gul'dan's words concerning Blackhand have hit him harder than it seems.
The red base sent a wave to the hill overlooking the blue base (behind the rocks leading to the dragons)... to encounter a blue wave that was just sitting there looking inside the valley. Three times before I attacked the gates.
Ground textures for the Inn are for the wrong building.

Fourth level:
All shipyards are invulnerable except the yellow base.
Tarren Mill's factory is fused with the Mage Citadel.
Cages should stop being pinged once they're destroyed.
Addendum to "get enemy base" situation: you can also build as many of any Alliance hero you can feed.
Sometimes, killing a factory or other building starts darkening the screen as if going into a cinematic, then it goes back to normal.
The firing squad scene was screwed up: as soon as they arrived, the blue units left to attack the base I'd built where the blue base used to be.
Dharl's Mirror Images are blue when he shows up later.
For some reason, the sound of rock chunks falling apart keeps playing during and after the rescue, even during Zul'jin's cutscene and the ending cinematic. If it's meant to be there, it's very distracting.
Not sure if Execute actually works... but as far as I can tell, it doesn't drain mana, so the skullhat stays on at all times.
 
Last edited:
Level 6
Joined
Jan 14, 2016
Messages
43
Thanks guys for the spectacular feedback! It is tremendously helpful.

Can someone help on the windlord puzzle in chapter 2? I'm stuck

Look for posts around the circles of power. Zuluhed should have a Staff of Wind in his inventory. Though, apparently there's an issue if his inventory is already full when you start the Windlord puzzle - it should be fixed in the next release!

2. In second mission Water and stone challenges are too hard, i guess it takes a lot of time to beat them without cheats.
6.When u posses enemy militia by DK hero they turn into peasant and have no debuff, so u can expand instantly on islands in Mission 4
7.In Mission 3 after destroying all bases except blue, Rend army is going AFK, till u break half of blue base not sure if its planned.
8.After killing blue base i didnt get the win, so i used cheats and found out that enemy flying hero is up in the impassible mountains and only way to kill it was with cheated coil.
9.In Mission 4 enemy army was chasing my boat and after it went out of their attack range they just continue stare at it from the shore:)
10.I couldnt finish draenor blademaster quest for some reason even though i killed BM and his troops.

2. I wanted these to feel like a real challenge. I recommend not trying to complete the water challenge until Zuluhed hits level 2. Also, there are a lot of items hidden around the map that will make this easier - you can certainly beat it without them, but there are options. The earth puzzle requires a little bit of doubling back - the strategy is to use your drake at the start of the maze to scout out your path (won't use mana). I'll add some hints for this.
7-8. I wasn't able to replicate this myself, but I think it might be an issue when the Thandol Span base is destroyed 'too quickly'. I'm adding some blocking to the mountains and improving red access to the blue base, which should fix it.
9. They're trying to intimidate the Horde. Nothing strikes fear into the heart of an orc like spasmatically pacing back and forth. Srsly tho, yeah, this is a problem with trying to use Warcraft AI for the land attacks. I'll switch over to manually triggered.
10. Did you kill all five? Two of them have a stealth ability. Also, the kills won't count once they reach the 'orphanage'

I know the balancing seems a little wonky right now. The Prologue (coming soon) will have a pretty drastic effect on the tech tree, which I'm hoping will make things feel more balanced.

1. Cinematic can be improved. More buildings should be on fired in a few first chapters. Completely controlled units in cinematic, remove uncessary fading special effect, turning some dialogues into subtitle instead of putting them in cinematic, etc.
5. I could not finish bandit bounty in chapter 3. I killed and took everything.
7. In chapter 5, I tried using dragon rider to destroy rune stone + got zuluhed in the boat. When the rune stone was destroyed, I released zuluhed and he joined darkside of burning blade clan. Obelisks should have been invulnerable.
8. In chapter 6, mystic eyes' unit response sound was annoying. Rod of pain was not working on lilttle dragons because it could not be used on friendly units. There was also a hole at barrier letting some dragon riders in.
10. I had no idea how to steal supplies in chapter 9. I killed a mule and the quest was going. Since Alliance were attacking, I decided to skip it and fight with Lothar.
11. I had no idea what I should do to end chapter 10. I destroyed everything, still, no idea.
12. In Hitler's chapter, which you kill *night elves*. I finished destroying everything at 341 elves. 500 elves might be too high.

1. I don't think I understand all your points. I use a quick fade out/fade in every time I change location entirely (not a different camera in the same location). Here are my thoughts: Let's say a guy in a field is talking about a castle. Smash cut to a castle, same dialogue. If a player isn't paying very close attention, I think they could get confused - hey, we were just in a field, and now someone in this castle is saying something? The quick fade shows this is another place - the subject of the dialogue, while the long fade moves us into another scene. If this were voice-acted, I probably wouldn't feel the need to do that. As for unnecessary dialogues - are you thinking of the elemental scenes in level 2? I think those are the only cinematics I didn't make skippable, but I can add that if they feel tedious. Do you have any suggestions for a map with really good cinematics? I want mine to have impact, and I'm always looking to improve!

5. There's an odd issue where sometimes it counts the first tent, sometimes it doesn't. Anyways, I've fixed this in my build, so it should be working properly on the next release.
7. Man, I didn't even think about taking down the runestone with a dragonrider. Heroes on transports is a weird thing in warcraft 3. I think I might have to just give the cinematics on the naval levels an extra-long fade, though I wonder if there's some Jass method out there for instantly removing/moving a unit in a transport. If anyone knows anything...?
8. Boy, I'm dumb. Changed the rod to use it in level 10. Anyways, it should be fixed for the next build.
10. The packhorses did drop gold and lumber though, right? They should drop resources if you kill them before they make it to a human base. If they don't, there's some other issue I can't find. I actually didn't make a 'win' condition for this quest, but I probably should. Maybe there should be a 'Jackass of Unending Despair!' miniboss if you raid enough caravans.
11. Is your campaign called 'Legacy of the Mansplainer'? I briefly uploaded the wrong version of the campaign, before uploading the correct one a few minutes later. If you were one of the first three downloads, this map's ending won't show. Now, if your campaign IS called 'Legacy of the Master,' there's some other issue I couldn't find. Did you get the brief scene at the end where the raider comes through the Portal and talks to Zuluhed?

Thanks so much for your kind words! I definitely want to add some good polish on this.

I don't get someting.In chapter 3 there are 2 optional quests.One is about the bandits.What's the second one?

Play around with Gorefiend to find out!

These models just came out in the last 2 months

use Tauers Cho'Gall, Gul'dan , Doomhammer, Zul'jin... infact just ask him and raid all his models.
MILES better Tauer

Tauer's models are spectacular. I'm actually already using several of them in LotM (including his older Doomhammer).

Here's the issue (and I'm gonna get a little philosophical here): Pretty early on in the creation process, I had to figure out whether I wanted to use the best of everything I could find, or whether I wanted to make something that could rest very comfortably in the aesthetic of WCIII. I chose the second one. As I've scoured Hive (and a couple other places) for models, I've come across several absolutely fantastic pieces that I'd love to use, but I've passed them over because I don't want them to stick out, clash with the rest of the world. I eschewed detail in favor of consistency. I made an exception for Lothar (a Tauer model), because I want him to stand sort of larger-than-life, but even that I felt a little uncomfortable with.

All of this said, you may notice a bit of an aesthetic shift in my maps - between my first five maps (Thandol, Quel'Thalas, Hillsbrad, Alterac, Redridge) and my last four (Burning, Darrowmere, Blackrock, Morass). Midway through, I became a bit more conscious of some of the full-conversion RPG maps, and discovered some of the mind-blowing terraining galleries. Which inspired me a bit more, and sort of shifted my philosophy (you can see all the hi-res doodads in the Blackrock end fight).

I'm a bit torn on updating the hero models. There are some (like the abominable Cho'Gall) that I really only use cos they were all I could find at the time. Zuluhed uses the reskin just because I had the arbitrary idea that one of my heroes needed to be mounted (which makes no sense). I still have some pause on switching over. There's a lot in WCIII that just doesn't hold up when put next to one of these high quality models. If I do switch, I feel like I'd also have to find new models for a lot of the default units, new doodads - ESPECIALLY destructible tree models across the board, and redo a lot of terrain in those first five maps. And it may be worthwhile to do all that. But it's not really where I want to put my focus just yet.

I really do appreciate all the suggestions, though. Perhaps I'll use high-res models just in the Prologue to start.




Man, I thought I'd reply to everything bullet-by-bullet, but I'm getting sorta burnt out. cleavinghammer, your notes are fantastic, you've got a great attention to detail and you caught a lot of stuff I missed. I'm hoping to hear more from you when you progress further in the campaign. I'll be working on fixing all of these for the next version.


I don't plan on releasing again here until I have something with a lot of big, substantial changes, but I'll probably have a couple more versions between now and the next 'real' release over at map development.
 
Level 14
Joined
Oct 26, 2015
Messages
877
@Rondstat. Idk your chogall for example looks nothing like chogall considering for one hes not blue. Do you have zuljin wearing a scarf? While the might stick out very character inacurate models stick out even harder imo

Heroes i feel should stick out. The story revolves around them. And since most of the horde cast would all be high quality models. I dont believe it would be that bad at all. Of course stick with traditional unit models for the rank and file. Something to ponder on but with every major hero having one already and lothar asince you used it already being an exception. I would urge you to just do it chogalls model is not good. Guldans default model is barely indisingushable from necrolytes

As for an older orgrim model considering orgrim and lothar duel is a major event of the campaign both looking great would mesh better then super quality lothar only.

Cho'gall guldan and orgrim are all extraordinary figures

Chogall founded the twilights hammer the principle cult of the old gods

Guldan founded the shadow council and has an epic storied history rivaling arthas

And doomhammer thralls mentor and warchief of the old horde that brought the entire alliance to its knees with only half the orc clans

I know for one i get excited when i get to play a good custom campaign. With unique spells. Two things you nailed.

And incrediable unique models that i havnt used before in tons of other campaigns ive played already.

Tomoraider sticks out. As does malfurions quest the revamped wanderers of sorceria. OutsiderXEs trilogy ect
 
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Level 9
Joined
Mar 29, 2015
Messages
471
Look for posts around the circles of power. Zuluhed should have a Staff of Wind in his inventory. Though, apparently there's an issue if his inventory is already full when you start the Windlord puzzle - it should be fixed in the next release!

I saw the posts, I just can't figure out the order in which to do them. I get to the 2nd circle of power and I get sent right back to the start because I got it wrong.
 
Level 18
Joined
Jul 3, 2010
Messages
536
When you enter the Circle of Power, your camera will be shifted to the Windlord. He will create a Tornado in one of the four directions. Hit the Wind Rod in that direction. If he creates a tornado to the north, hit the Pillar to the north - with the Staff in your inventory.

Each circle beyond that will add another Tornado. For example, for the fouth circle, the Windlord might create a Tornado to the north, then to the west, then another to the west then one to the south. Hit your pillars in this exact order - north, west, west, south.
 
Level 1
Joined
Jul 25, 2017
Messages
3
Yo~
I love the campaign so much!!
makes me wonder.Why is it there's a 19 Chapter
buti can only play 10 Chapter is it a bug.?


Also..


Im Stuck at Chapter 10 with a puzzle tho can someone please help me
Thanks ^_^
 
Level 14
Joined
Aug 30, 2004
Messages
909
Was going along really well until Map 2, the Earth Challenge. There was something wrong with the re-spawn. It might have been my point when I spammed the Reset button. There were a few spots where the rocks were piled ontop of each other, so I had to mine 6-7 times on the same node to destroy it.

Overall I liked the campaign so far. The side quests were challenging and fun.
 
Level 6
Joined
Jan 14, 2016
Messages
43
Thanks for the continuing feedback, guys!

@Verb8im Explore, and you may find out why your warriors seem weaker than they should be!

@Bj Apad Is it the dragon puzzle you're having trouble with? Did you pick up the Rod of Pain? Some folks here had trouble with that level not finishing correctly, and I think it's because they had the wrong version (I accidentally uploaded an earlier version of the campaign called 'Legacy of the Mansplainer' but set it to the 'correct' version within the hour. Still, there were a few downloads of the 'wrong' version). If you have trouble with the level not finishing/seeing no end cinematic, let me know!

@Stefan.K Bleh, I did a silly thing and forgot to add the cargo ability to the dragons. Thanks for pointing this out! I should probably make a separate tab for known bugs.

@darwin Thanks! I think this is an issue with spam-clicking the reset button (honestly, I didn't even consider that when I made the puzzle). I'll add a cooldown to resets - I think that should fix the problem!
 
Level 6
Joined
Jan 14, 2016
Messages
43
Thanks, annaqueen. You know, using that spell on workers hadn't even occurred to me - I'm glad that you (and some others) caught this! I've fixed it internally - when I release the next build, you'll find that Gorefiend's necromancy is too powerful for lowly peasants - they explode! For now though, uh, enjoy!
 
Level 1
Joined
Aug 4, 2017
Messages
5
lol okay i will quite enjoy abusing gorefiends dominate mind on the other workers :p oh i also found out something but i was too lazy to record it on the misson where doomhammer sends u out to help those 2 elites (i think its the 3rd misson) you can control one of the humans in that misson that holds a spear and go into using an axe if you have that unit use the spell that gives them an axe they stop taking the dominate minds damge
 
Level 11
Joined
Jul 29, 2014
Messages
342
This is no doubt one of the greatest campaigns I've ever played. I just love Warcraft 2 events and the campaign itself! Also, I'm dying to see what happens after the defeat of the orcs and what will happen to Orgrim after he gets captured by the humans (I know he will escape the humans, but it'll be great if you could make a chapter about that event). I seriously hope you'll post some more chapters, Rondstat. This is really a great campaign. To be honest, I was having difficulties with the High Elves' chapter. It was a bit hard for me to defend the base, since the Alliance forces were spamming units too often, but it was still fun to play. Keep up the wonderful work!
 
Level 7
Joined
Jun 9, 2015
Messages
237
i broke dialogues in mission 4, and objective and triggers in mission 5
in mission 4 - destroying the last factory near the cave entrance triggered goblin cinematic, while the burning blade leader cinematic triggered as well
mission 5 - green (after joining teal) base (also wasnt yellow supposed to join too?) can build all buildings including dragonrider roost and a shop which offers tiny great hall
i guess the hall is supposed to be there, but dragonriders and altar of storms not, correct?
 
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Level 6
Joined
Jan 14, 2016
Messages
43
@YetAnotherYoutuber Thanks for catching this! I also saw you posted vids of the campaign - very cool! I only got to watch part of the first one, but it's a massive boon to see it through someone else's eyes, really lets me know where I should improve. I'll be squashing these bugs and reworking some of the dialogue timing. Stay tuned - the next update will have some pretty substantial changes for the campaign as a whole.
 
Level 12
Joined
Jun 15, 2016
Messages
472
Played up to mission 2 so far (reason below), and so far this looks fantastic. There are a few minor things you should look at, and one very major thing you should fix.

The reason I stopped at the second mission is because of a game breaking bug at the trial of earth. Sometimes when I hit the reset button, the rock chunks at some spots, especially right above the starting point (for the road going up) are duplicated. It has reached a point where I start the puzzle by breaking 5 rock chunks at the same place, losing 50 mana in the process. Needless to say one CANNOT pass the puzzle like that.

This is very important, especially because it was not entirely clear at first that this is a bug (for me at least).

Besides that there are some other small problems, Mission 1:

- Green scorescreen icon for Gul'dan.
- Allow infinite sayaadi spawns from a circle of power near the lava puzzle part (and disable it once the puzzle is done). I don't think waiting for Gul'dan to regen 120-150 mana is necessary when this puzzle blocks access to the rest of the level.
- I had some problem with the hints in the dark iron base area. The hint saying Gul'dan can hide inside houses, for example, did not appear until after I found the 4 ally warlocks.

Mission 2:
- The trial of earth cinematic is unskippable.
- Having a flying summoned unit can trigger certain events while scouting ahead. Consider adding a condition to make sure this does not occur.
- Also, y'know, the bug above, very important, okay I'll stop now...

Besides that, I really want to encourage 2 things you did well: aesthetics and dialogue.
The maps look great. The maps don't feel empty, there is a good coherent use of doodads, and the maps' terrain is well planned. The cinematics and eye candy spots (like the demon soul) are also very well made. The dialogue is also much more compelling than your run on the mill custom campaign dialog, capturing the insubordination of Zuluhed's group well.

So far 4/5 (because of the bug), to be continued :grin:

EDIT: continued up to chapter 3

I haven't been able to uncover the second optional quest in chapter 3, but there's a far bigger problem then that: computer player actions the part I done about AI. In both mission 2 & 3 computer players act with the trigger "go to player X start point and the aggro will do the rest". It doesn't work well, and it causes extremely stupid behavior like rend/maim not aggroing to buildings not that far away, or running blindly through tower fire. It was most noticed in the last part of mission 3, where instead of storming blue player doomhammer just goes around the map destroying random buildings.

A smarter triggering or an actual AI will do good for these missions.
 
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Level 5
Joined
Dec 18, 2016
Messages
92
So, I will give you 2.5 (3) stars for the artistic part (terrain, cinematics, techtree etc.). The lore is totally missing, you only presented a few battles. Just by playing your campaign, you can clearly not understand how the Second War unfolded. You skipped the siege of Aerie Peak, the splitting of the 2 armies in Hinterlands, the personalities of the characters and the relationship between them, the relationship between factions (especially Alliance-Quel'Thalas). I don't think you've read the novel, maybe you played warcraft 2. I would have loved to see the battle between the orcs and the elves and humans in Quel'Thalas (a battle that extended over more chapters, my favourite part of the book, it would have been great). You can find more lore-related issues on yetanotheryoutuber's youtube comments. Leave it as it is, people enjoy the gameplay (except for me, who only cares about the lore). If you create another lore-based campaign, please read the novels first and maybe even play wow.
 
Level 36
Joined
Sep 17, 2010
Messages
2,800
So, I will give you 2.5 (3) stars for the artistic part (terrain, cinematics, techtree etc.). The lore is totally missing, you only presented a few battles. Just by playing your campaign, you can clearly not understand how the Second War unfolded. You skipped the siege of Aerie Peak, the splitting of the 2 armies in Hinterlands, the personalities of the characters and the relationship between them, the relationship between factions (especially Alliance-Quel'Thalas). I don't think you've read the novel, maybe you played warcraft 2. I would have loved to see the battle between the orcs and the elves and humans in Quel'Thalas (a battle that extended over more chapters, my favourite part of the book, it would have been great). You can find more lore-related issues on yetanotheryoutuber's youtube comments. Leave it as it is, people enjoy the gameplay (except for me, who only cares about the lore). If you create another lore-based campaign, please read the novels first and maybe even play wow.
lol dis guy XD
 
Level 9
Joined
Oct 1, 2015
Messages
355
other than the bugs and suggestions our friends here mentioned I add in chapter 3 there was some kind of glitch in the ending cinematic that made the dialogues overlap each other and repeat randomly.
In chapter 4, I killed the Burning Blade clan including the stealth units but the quest was not marked as finished. Also, why does the blade-master become an uncontrollable unit after I destroy Tol Barad?
Some weird glitch in chapter 4 too that happens after I destroy a factory is the screen fades to black for a few seconds then go back as if there was a cutscene intended to play.
And the cutscene after I destroy the factories with Lothar and riflemen executing the goblins
He repeated "Fire!" 4 times and when he said it the first time they moved away without killing them, walked a bit around the map then came back and killed one of the goblins and just stared at the other two.
Chapter 5 is a bit hard. The player has only two dragons and I have to destroy most of the burning blade to get them to my side even after I do that the base is control-shared with the player and AI
I suggest also reducing the health of the recruitment centers to destroy them faster or plant charges next to them or anything and the villagers should not turn to militia after I destroy the centers.
I'm still playing the campaign. I'll give more after I finish it.
 
Level 9
Joined
Oct 1, 2015
Messages
355
You did a great job in terrain, doodads and custom models and excellent description.

Chapter 1:
Banshees have true sight but they do not detect invisible units.
The lava is visible throughout the map, even in unexplored areas.
Needs more healing runes\items
Give hints for Shadow Council orb optional quest, when I reached near the knights on the hill I found only 7 and had to use Iseedeadpeople cheat to look for the others.
Pathfinding issue on the island containing an orb in a crate: if trying to go north (starting to the west of the crate), Guldan keeps going the other way round unless told to go on exactly the right pixel.
Empower Demon tooltip shouldn't use dashes, it makes it look as if the spell slows the target.
Empower Demon buff doesn't show up on the Imp model. Honestly balanced out by how annoying the sound is on the others.
Warlock corpses can't be walked over.
Dark iron base area. The hint saying Gul'dan can hide inside Inns did not appear until after I reached the warlocks.

Chapter 2:
Pathfinding around the cave entrance near the elemental debris: when told to go north, some units get stuck on the ledge or the cave.
Catapult uses the Demolisher projectile.
Warlord's Pyre is called Warlord's Throne in tooltips.
Veterans quest continues to update after being completed. ( It says I need to find 10 but actually, they are 12)
Devour doesn't work unless the dragon is right over the target, otherwise, they go up to the target, start the animation and nothing happens.
When flying, Alexstraza's attack comes from the ground.
In Waterlord quest: Sometimes standing or getting near the frost balls doesn't damage the hero. Also, the damage is high and sometimes the hero gets stuck in their movement loop. I had to use cheat to pass that quest:")
Stonelord quest: I used the flying elemental to scout ahead and I tried multiple tactics to get to the other side but the mana isn't enough. Perhaps I used wrong strategies but the quest is a bit hard especially when you reach the door, the amount of debris is large. I used a cheat too to pass it.
Having a flying summoned unit can trigger certain events while scouting ahead. Consider adding a condition to make sure this does not occur.

Chapter 3:
Bandit Bounty doesn't show up as being completed (the requirement is grayed out, but not the box).
It's possible to build a human base by dominating a peasant and continuously healing/replacing him until he finishes building a town hall. In which case, requirement tooltips say the buildings need generic buildings (generic castle, mill, Smith), so Siege Engines are unbuildable.
Once the second half of the mission starts, Rend just sits in the middle of the swamp.
The red base sent a wave to the hill overlooking the blue base (behind the rocks leading to the dragons)... to encounter a blue wave that was just sitting there looking at the valley. Three times before I attacked the gates.
Red waves move into a base and then start attacking
One blue attack failed when they tried to go back to base and ended up stuck at the big gate.
A glitch in the ending cinematic that made the dialogues overlap each other and repeat randomly.

Chapter 4:
The blue base shipyard is invulnerable.
Cages don't stop being pinged once they are destroyed.
Some weird glitch that happens after I destroy a factory is the screen fades to black for a few seconds then go back as if there was a cutscene intended to play.
Dharl's Mirror Images are blue when he shows up later.
cutscene after I destroy the factories with Lothar and riflemen executing the goblins
He repeated "Fire!" 4 times and when he said it the first time they moved away without killing them, walked a bit around the map then came back and killed one of the goblins and just stared at the other two.
For some reason, the sound of rock chunks falling apart keeps playing during and after the rescue, even during Zul'jin's cutscene and the ending cinematic.
Not sure if Execute actually works... but as far as I can tell, it doesn't drain mana, so the skull hat stays on at all times.
I killed the Burning Blade clan including the stealth units but the quest was not marked as finished.
Naga??? They appeared after the Third War, there was no sign of them before.
Uther's model looks like it's made out of carton board, the hammer is flat when zooming in on him.

Chapter 5:
High Elves use Blood Elves model
If there is a gold mine at the starting area, I suggest adding a town hall drop from one of the units on the eastern island.
Cannot build dragon riders.
In the Burning Blade clan optional quest, only the green base joins the player while the yellow one continues to be hostile and the AI and player have shared control of the base.
I suggest also reducing the health of the recruitment centers to destroy them faster or plant charges next to them or anything and the villagers should not turn to militia after I destroy the centers.
Tyr's Hand red units attack me while they are marked as allied to the player.

Chapter 6:
"Obedience Training" optional quest's item Rod of Pain doesn't work on the whelps because they are considered friendly.
Something is wrong with enemy attack waves, they retreat to their bases when I damage one of their units and doesn't continue the attack then repeats.
Why are there Dark Trolls in Quel'thalas?
The second main quest takes too long if you destroyed the enemy bases quick. It took me one and half an hour to complete it. Even though I killed 300~ when I destroyed the bases.

Chapter 7:
I only found two things.
After I defeat Stromgarde and gain access to human tech, the town hall can only be upgraded to Keep. All upgrades and techs that require a castle show on all buildings even there is an option to build a castle but not available because Altar of Kings is disabled.
Blue base rebuilds units too fast for some reason, I destroyed two large attack waves then 3 minutes later a larger one attacked.

Chapter 8:
I guess it was supposed to be a cinematic or a playable mission

Chapter 9:
The optional quest for raiding caravans is very far from the player's base and I had to cross through enemy bases, even when I tried taking a longer path the enemy attacks my units.
Need to spawn healing runes when fighting Lothar otherwise, it won't be balanced.

Chapter 10:
The Orange base doesn't attack and they have an attack wave stuck on the side of the river.
After I destroy the first blue attack wave they keep sending their trained units at me one by one.
Creeps should be friendly to enemies.
Gurubashi Loa doesn't drop any loot, there is no point in killing or summoning him
The dragon puzzle should be close or give some sort of hint to the player to know what he\she must do
I see no point in the hostile ogres and trolls other than leveling my heroes.

That's my review and rating is 3.5\5
The campaign is great just needs some fixes
If I remembered anything else I shall tell you.
Keep up the good work, Rondstat

EDIT: In Chapter 10, when the timer is under 2 minutes, all enemy forces attack the portal BUT all they do in gather right in front of it and stand idle.
 
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Level 2
Joined
Mar 16, 2017
Messages
17
Well.. I did like the campaign :3 but the missions where doomhammer needs to defeat 4 armies without gold was harsh xD had to reload like 60 times :''D Because when 2-3 armies comes at you at once... its hard... even if full blue army comes, its sometimes hard xD
But in all honesty I enjoyted it xD Besides the puzzle with dragon whelps... couldnt figure that one out...
I give this unfinished thing 4/5 :3 because it was hard and enjoyable :3
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,466
1. You could have put Gul'dan's last anger thoughts in the last part of the intro cinematic scene.
2. Would look nicer if all spells had hotkey text like [Q], [W] etc. Some of them have their hotkey letter implemented in their title. I also advise against using Q as ALT+Q, then Q might get the player accidentally out of the game. Learning spells should be on the same hotkeys.
3. I suggest using the Locust ability on Blackrock Fire and other doodad units to avoid being selected by the player. They will still deal damage. They should also be hidden on the minimap. There's an option for that in the Object Editor.
4. It's a shame you can't have more than 1 demon at a time from the start. Why not have the demons spawned with full mana? It's a time waste to wait for mana regeneration, in general.
5. Permanent Invisibility should have a passive icon. You can use this to make the icon look like a passive ability's: Button Manager v1.8.2
6. Why "L" for Seduction and not "W" if it's the second spell? Same with Taunt and Mana Burn.
7. I think Gul'dan's soundset has a horse heard sometime when clicking for attack.
8. Empower Demon should have the "-" before the numbers as it looks as if it reduces instead of increases attack and movement speed.
9. Since there are more variations of the same unit (Lava Spawn), you can have them show their level as other units.
10. I suggest that the Shadow Orb also give a bit of mana bonus or just intelligence instead of damage.
11. Some ramps aren't properly placed as they have visual glitches which show the lava under them.
12. Fel Hunters don't seem to regenerate HP.
13. I think the AoE for the Blackrock Fire is a bit too large.
14. Sad part is that Empower Demon doesn't work on Fel Hounds because they are immune to magic.
15. Maybe you could ask someone in the request forum to edit the dwarf skins to make them look like dark dwarves: Requests
16. Gul'dan informs about the ghost grimoire after it was destroyed if he doesn't get in the region before.
17. Rakmar's Firebolt is placed farther than on the Warlocks. Why not hide/disable the other abilities if they can't be used yet?
18. Fel Fire=Faerie Fire.
19. I did not received a message when I got the 7th fragment from the Dark Wizard (that has Polymorph and Chaos attack type).
20. The level is pretty slow paced especially in the first half and it gets a bit tiring to finish the optional quest.

1. You could make/request for some loading screens with the places where the events happen in every chapter.
2. Transmissions run too fast. I suggest using a chronometer while you read them to decide their timing. Read them, as the character would speak.
3. The buff of Shadowmend is called Heal and has its icon.
4. Gale's description doesn't have levels and values.
5. Would be nice to use custom icons for custom abilities. There are many on this site.
6. Shadowmend does not mention how much healing it does.
7. Why are there Warlocks under Zuluhed's command and why do they follow him?
8. Why is there a human (ghost?) talking to him?
9. Interestingly, Nekros is a Warlock who heals.
10. Javeliner's icon doesn't fit. It looks like a Chaos Grunt.
11. No more QWERTY for Zuluhed?
12. Nekros' autocast has been disabled during the Demon Soul scene.
13. The Staff of Wind can be used on the Windlord moving him.
14. Wolves sleeping in the middle of the road :D
15. Abilities that aren't supposed to be used, shouldn't be seen as disabled. Oh, later in the level.
16. Really have to make transmissions not run so fast...
17. The water trial is just random, sadly since the AoE of the Frost Spirits isn't always the same.
18. Units are selected during cinematic mode, usually Zuluhed.
19. Using the Deepholm Pick on the Rolling Stone Door consumes mana.
20. You could even make the maze visible as there's too much trial and error (save-load/reset) without visibility. It's not quite easy being able to see the whole thing either.
21. It would be a good idea to be able to get the Rune of Mana 2 behind the lever without having to break 3 rocks...
22. Nekros Skullcrusher the healer :D
23. Orastrasz for some reason flies around instead of constantly attacking. Might it be because of the Elemental Dragon attacking it? I don't know...
24. Oh, I just realized, the Shadow is Deathwing.
25. Dragons only start attacking after they reach the orc main building region.
26. If you can find someone to do proper icons for Ogre Mound and Warlord's Throne.
27. Nobody is mining in their base? At least not their northern mine. Or did all spirits come for repairs?
28. Interesting that you've used a Tree of Life as their main building. Usually dragons were not seen having entourages like these. There's also an elf unit which might point to the dragons' ability of shapeshifting.

1. The orcs who go to Dun Algaz, do not attack the dwarves unless they reach a specific region.
2. Teron's spells and other units' spells in general aren't cast by QWERTY. It's confusing to have two different types of hotkey systems..
3. Touch of the Grave icon. You could make it look passive: Button Manager v1.8.2
4. Maim's party goes off-road through the shallow water south of the pass to get to the second dwarven base.
5. A red ogre remained between the second dwarven base and the orc base, just a bit to the east of where the Cannon Towers were.
6. The red AI is an idiot. It just gets through towers and units till it gets to a region in the dwarven bases to then attack. This is problematic as the warchiefs can die or the player's heroes while trying to get to guard the chiefs.
7. Rend might just end up standing idly on the west bridge of the northeastern dwarven base after a part of it is razed. You have to do the rest yourself which is good since you can finish the first optional quest without stress.
8. Bandit Bounty is not marked as completed in the log after finishing it.
9. How do you access the second optional quest?
10. Maybe you can find another Temple of the Damned model :D?
11. After the green base is destroyed, Rend becomes stuck somewhere in the swampland between the green and the red bases.
12. Orgrim is weaker than Rend or Maim...
13. The red AI oversaturates the mine with Peons.
14. Maybe another aura model/effect for the Touch of the Grave? Maybe, even icon?
15. Why are there two of green 1s and a ! when casting Death Coil on a unit?
16. Whirlwind=Cyclone.
17. Rend finally moved after Orgrim and his squad eliminated all remaining enemy buildings except blue of course.

1. Cho'gall comes in later?
2. Burning Oil should be under the Catapult not under the Troll's upgrade.
3. Should the Burning Blade hero remain neutral/out of the player's control and still keep colour?
4. Destroy shipyards which are invulnerable? At least the blue one is.
5. I suggest using different ping colours for quests (main and/or optional).
6. Orgrim's icon doesn't show him as being green.
7. Pings in your base should stop.
8. The blues don't attack until they get to the part of the island where the mine is.
9. Backpack cannot be researched because Voodoo Lounge is inexistent.
10. It's annoying that summoned demons can't board the transport ship.
11. Steamwheedle Engineer Repair's range is like 400... actually, it might be even over 600.
12. Dharl might get to the northeastern part of the base and stay there.
13. On the yellow and orange base islands the heroes cannot get through the trees but the enemy units can.
14. Uther has no hero glow. You can make one: How to add Hero Glow without Modeling
15. Pings should really stop in places the player went and basically done the requirement there.
16. Gods, the pathing in the Tarren Mill zone... but I get the realism.
17. Tarren Mill Factory is placed upon a Mage Citadel. Check placing pathing.
18. Orgrim's selection scale/circle is too wide.
19. The gray AI built a Barrack near the Wildkins. Guess they didn't mind :D
20. Reaching the teal player, a fade to black and out appears as if a cinematic scene wanted to start.
21. You could turn off Orgrim's Execute during cinematic scenes.
22. Meeting Zul'jin leads to a scene in which enemy units might be present (if not killed before rescuing him) standing idly. After this scene, Gul'dan was moved somewhere to the southwest out of the teal camp.
23. (Orc) Assassins are too weak.
24. The Burning Blade troops move out of battle with Orgrim because of the trigger(s) that force them to move towards the human whelps.

1. Careful with the camera clipping through water and doodads.
2. Text from villagers just appears over other text and is unintelligible.
3. Some Militia get behind the walls in the water.
4. Why don't the agitators disappear or why do they just stand idly after the enemy center falls?
5. The Shipyard should be invulnerable... else after you complete the quest, there's none to repurpose...
6. The S hero and her party crashed the game (made it stop) after I came back to them. This, after the light spell was cast in the battle before. I tried attacking her with a catapult from the other side and it killed the game after she was hit. It even crashed when just being near the place.
7. You can hire ships from enemy shipyards (example: the light blue AI).
8. Not sure if the blues are supposed to send troops on the starting island/peninsula or not but they don't come to attack the orc base but stand near the sea. Many ships remain docked to the northern part of this place too. Got back with my heroes later on and gave her what for.
9. It looks like the blue AI player is not affected by the giant tentacles.
10. I suggest Gul'dan dealing some damage or something after teleporting to a demon.
11. In the scene at the start of the level, the camera shows the Burning Blade camp. I think, they should not be shown as you discover them for the optional quest to appear.
12. Villagers in the riot village have a buff with tooltip missing.
13. There's a group of Tyr's Hand people to the west of Vereesa's base which are neutral but attack the player.
14. Shadowform, passive icon?
15. You could make the Healing Salve buff for the Repair Kit have the same icon as the item.
16. You can absolutely not know the green base will become yours if the blademaster dies... I've already destroyed their main building before that and no other can be built.
17. Earth Shield also regenerates mechanical units.
18. The Whirlpool affects catapults too if they get too close to the coast.
19. Skeleton Warriors (raised by Death Kinghts) are immobilized by Zuluhed's ultimate. Actually even the Death Knights and Gul'dan.
20. You gain nothing destroying the Farstriders.
21. I thought maybe I'd be able to train other units later as they appeared in the Barracks but they just were there as tease.
22. It looks like you've put Ogre Magi as different units than an upgrade. Not that I can train them though :p
23. The demons which come under S' control disappear if Gul'dan summons another one.
24. Why not make the Obelisks invulnerable so the units and towers won't target them?
25. Whom am I supposed to protect the altar against? The silver base I destroyed before :D?
26. You could change the ownership of the altar or disable user control for it to avoid accidental construction cancel :D
27. Envenomed Blades, why after Berserk and not any of them to start with?
28. "Brace yourselves! The elves are throwing all they've got at us!" :D sure, maybe in another universe. Not even the wind came.
29. Yeah, transmissions shouldn't go too fast especially if you want to look at the unit movements in the scenes.
30. Fast learners these Ogres are.

1. She didn't actually shoot the eagle as there were no projectiles. The Eagles didn't even flinch; they were just keeping it Harrier.
2. Zul'jin has one foot in the air when speaking to Orgrim.
3. The Ogres just appeared out of nowhere?
4. Not sure if intended but the green elves retreat from the orc occupied land when 1 or two of their units are almost dead.
5. You should remove the Backpack ability. It's not possible to research it.
6. After scene following the destruction of the green base, besides my units being moved to the main base, the Peons were all idle instead of continuing their chores.
7. Dragon Roost only costs 50 gold and it can be built on anything, buildings, units and doodads alike.
8. Fantasy instant self-building bridge.
9. Where is the Rod of Pain? I do not see it until getting back on the road. Hopefully, enemy units don't take items from the ground.
10. Ruby Flames needs passive icon. Same: Aura of Fear.
11. The game started lagging after I killed Alleria, maybe the third time, and she went into Reincarnation.
12. Tyranastrasz has Divine armour which means the player can explore everywhere (through enemy bases), well, unless they use Ensnare and Aerial Shackles.
13. Why would there be revenants in Quel'thalas? Eternally fighting elements?
14. Check ramps, many have visual glitches because of being improperly placed.
15. The gold mine in the dark green base belongs to Rangers.
16. Lor'themar rarely attack the base, so does Sylvanas.
17. Rod of Pain cannot be used on whelps. It says friendly units cannot be targeted.
18. For some reason if you attack the murlocs in the southeast with dragons at night the ones which aren't attacked don't wake up.
19. The funny thing about the barrier is that projectiles pass through to destroy the gate.
20. I suggest revealing more elves at a time as it gets time consuming to burn every destructible. I've destroyed every base. I guess that should be enough instead? I've been lucky that I've killed enough of their troops otherwise those hiding wouldn't have been enough to reach 500. I suggest reducing it to 400.
21. Eversong Bush has the portrait of Rock Chunks.
22. Tyranastrasz does not regenerate or did that stop after the Runestones were destroyed?

1. Even ingame transmissions run fast, even faster than those during cinematic scenes.
2. Not sure if you're supposed to be able to destroy the pink base while still on the road. You can get to it with catapults. So, I finished the second optional quest without even discovering it :)
3. Meeting Teron, the Peasants given by Aiden and buildings I've built were moved in the orc base...
4. I don't think the human base belonging to the player should be able to train elves.
5. When meeting Drek'Thar, the other cinematic scene with Trollbane started too. I guess, because I've destroyed the pink base before.
6. Alterac Map's model could be different.
7. "The elemetal will has faltered. Go for the totem." I've no idea what this is about. Found about it. You can reach it only by ship. The Zeppelin explodes. Also, it wrote something about 4 phases. Don't know about that, I just went to the totem and hit a boulder and then part of the blocking barrier broke to the south and I got to the totem. However, the ship had problems wanting to get close to the little island as if there was still some obstacle there.

chap8 not yet made :(

1. :) the assassin while invisible has a head visual glitch; her face is seen through the back of her head.
2. I don't know what's the purpose of the optional quest because I just went through every base with Orgrim till I reached Lothar; that means I ran to him.
3. Lothar can be somewhat easily beaten with the switch traps, notably the southern one.

1. The orange troops destroyed a burrow and retreat. They don't do it all the time. The blue also did it.
2. The portal is usually attacked from behind where units are hard to see.
3. There are pings on the map without any explanation.
4. Units were following Zuluhed (as the buildings had their rally point set on him) in the last scene; also my dragons were idle somewhere near the portal.
5. When they get through the portal they move to the middle of it, walking on the air.
6. When I pressed continue, I heard: "Our town is under attack" :D
7. I did not get any info about the optional quest although there was a periodic ping to its location.

Overall, a really neat experience with its flaws.
This is what we need, not the wave of RoC & TfT rehashes which lingers for at least a year.

Approved.

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Last edited:
Level 5
Joined
May 23, 2015
Messages
142
Got save very often in this, and I beleive I found a bug, the trial of stone whenever you play retry the stones you broke respawn more than once, meaning once u mine them u got do it again and again, up to 5 times, with so limited mana made the game impossible.
 
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