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Living Nerubian Campaign


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MUST BE PLAYED ON THE LATEST VERSION OF WARCRAFT 3 REFORGED. V1.32

PLAY ALL MAPS AS PLAYER 1.

1.) Download Nerub_M1, Nerub_M2, Nerub_M3, Nerub_M4, Nerub_M5, Nerub_M6
2.) Create a folder in your Warcraft 3 maps file. Name it anything.
3.) Move the downloaded maps to the new folder.

4a.) Launch the game.
5a.) Find the downloaded maps where they were moved to.
6a.) Start with Nerub_M1 and keep going to M2,M3, etc.

4b.) Open Nerub_M1 through the editor
5b.) Click test map on the upper right corner of the editor.
6b.) Once finished move on to the next map. M2, M3, etc.








Blizzard Entertainment.
Ujimasa Hojo
infrenus
Sin'dorei300
Mythic
GooS
Spellbound
- Grendel
MatiS
Tarrasque
Callahan
Mr ogre man
Uncle fester
Lender
Red XIII
infrenus
Bribe
Sgt Winter

(If I missed any just tell me)


Previews
Contents

Living Nerubian - Mission Five (Map)

Living Nerubian - Mission Four (Map)

Living Nerubian - Mission One (Map)

Living Nerubian - Mission Six (Map)

Living Nerubian - Mission Three (Map)

Living Nerubian - Mission Two (Map)

Reviews
deepstrasz
Should give some lore/explanation on the optional quest regarding the fane bane. You can finish the mission without bringing the Vizier from the antepenultimum point if you destroy the undead nerubian blockade northwest of the nerubian base. Some...
Level 24
Joined
Feb 19, 2011
Messages
656
Reserved

SEP 9th, 2021. ---
Patched up mission six. No longer start with Haunted Gold Mines. The editor is weird. Everything worked when I tested it through the campaign editor, but when I exported the maps, some problems arised.

SEP 21st, 2021 ---
Updated all the maps. Small text fixes. Removed dummy test player slot.
M4: Added more gold coins.
M5: Increased enemy hero revival time.
M6: Lodestars now reduce enemy attack damage. Making it slightly easier to siege enemy bases.

SEP 27th, 2021 ---
M3: Game crashing bug found and patched.

OCT 30th, 2021 ---
Updated M2, M3, M5 Goldmines. They now spawn at the start of game and Queens go to harvest it.

Updated M2, M3, M5, M6 with a new ability. Main structures now have "Select Birthing Eggs." Which is an ability that can help with macro-ing eggs while looking away from base.

M6 had major revamps expanded the map and moved Grey's base above Red's so that it is easier to defend the Nestholds. New creep areas and neuteral buildings added in the expanded areas.
Red's has a stronger army composition. Nestholds have additional hit points to last longer.
Waves of weak Ghouls constantly swarm the Red base.
Initial enemy waves against player are weaker.
 
Last edited:
Level 4
Joined
Jul 15, 2021
Messages
40
Hello! I was recording the first mission and found a little bug in the triggers (I think). At the last point in front of the Nerub base, the Vizier and entourage just stood there, waiting for small attacks in the back. I ran to the beginning of the map several times and interrupted enemy squads, but nothing happened.

Found a way out just breaking the entire army of dead Nerubov, and then when I broke the towers' mission defended completed, but because I already passed it, I know what should have been the next mission to destroy the base, and after a brief interlude with the Vizier, and they were not

Also, what gives the humiliation of the altars of the dead Nerubians?
And why give at the end of the poison sphere if it will not be in the next mission?

Sorry for errors, I use translator
 
Level 24
Joined
Feb 19, 2011
Messages
656
Hello! I was recording the first mission and found a little bug in the triggers (I think). At the last point in front of the Nerub base, the Vizier and entourage just stood there, waiting for small attacks in the back. I ran to the beginning of the map several times and interrupted enemy squads, but nothing happened.

Found a way out just breaking the entire army of dead Nerubov, and then when I broke the towers' mission defended completed, but because I already passed it, I know what should have been the next mission to destroy the base, and after a brief interlude with the Vizier, and they were not

Also, what gives the humiliation of the altars of the dead Nerubians?
And why give at the end of the poison sphere if it will not be in the next mission?

Sorry for errors, I use translator
I'm so confused of what you're trying to say. The last point on mission one it tells you to go near the ally Vizier to attack. I did this so the player can go back and get items that they missed.
 
Level 4
Joined
Jul 15, 2021
Messages
40
I'm so confused of what you're trying to say. The last point on mission one it tells you to go near the ally Vizier to attack. I did this so the player can go back and get items that they missed.
What I meant to say was that Vizier stops one step before the base and goes no further. And to pass the mission, I destroyed everything without him coming to the base and getting a mission to destroy the base of the dead.

But since I had gone through the mission before. I knew that there should be a task together with the Vizier to destroy the undead, and then there should be a video of their conversation after the victory.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Should give some lore/explanation on the optional quest regarding the fane bane.
You can finish the mission without bringing the Vizier from the antepenultimum point if you destroy the undead nerubian blockade northwest of the nerubian base.

Some unit models need a decay animation and the bodies remain on the ground for long periods of time. Example: Guard.

Drones blight trees but they are not undead nerubians.
After getting the Tunneler, some seconds later the game crashed. Not sure what happens after that does this.

Regardless, it's a neat little thing. Could use some more lore though as it feels very old school Warcraft II. Actually there was more lore in that game but you get the idea.

Approved.


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Level 22
Joined
Jun 11, 2017
Messages
626
I played only 3 chapters and now on 4...
What I can say? It's nice map pack!

Firstly, I liked theme of campaign - it feels unusual. Used models are good too (but why you used a silithid models for undead nerubians?)
But when I played, I occurred some specific errors, that sometimes break up my game and crash (yeah):
  • First Mission: visier group could bug, so they don't move even when you clean up a passage from undead nerubians;
  • Mission with Vizier Hero - when I used his 1 spell, game crashed.
Anyway, I liked a gameplay & nerubian race at all!
 
Level 24
Joined
Feb 19, 2011
Messages
656
What I meant to say was that Vizier stops one step before the base and goes no further. And to pass the mission, I destroyed everything without him coming to the base and getting a mission to destroy the base of the dead.

But since I had gone through the mission before. I knew that there should be a task together with the Vizier to destroy the undead, and then there should be a video of their conversation after the victory.
I'll look into the first mission. I wanted to try making something that was way out of my skill-level and it turned into a mess of triggers. I wont be doing escorts anymore for a while. Thank you for the feed back.

Should give some lore/explanation on the optional quest regarding the fane bane.
You can finish the mission without bringing the Vizier from the antepenultimum point if you destroy the undead nerubian blockade northwest of the nerubian base.

Some unit models need a decay animation and the bodies remain on the ground for long periods of time. Example: Guard.

Drones blight trees but they are not undead nerubians.
After getting the Tunneler, some seconds later the game crashed. Not sure what happens after that does this.

Regardless, it's a neat little thing. Could use some more lore though as it feels very old school Warcraft II. Actually there was more lore in that game but you get the idea.

Approved.

Maybe I should. The first missions seems to be a mess for a lot of people, I will look into an overhaul.

Guard decay noted.

The Blighted trees are a side effect of having undead based worker. The only way I can make the gold mines work is to have the Drones be "undead."

Are you playing on the latest version? I'm not sure why you are crashing.

Well, yeah, more lore wouldn't hurt. I made the campaign more so to explore and play as the Nerubians.

I played only 3 chapters and now on 4...
What I can say? It's nice map pack!

Firstly, I liked theme of campaign - it feels unusual. Used models are good too (but why you used a silithid models for undead nerubians?)
But when I played, I occurred some specific errors, that sometimes break up my game and crash (yeah):
  • First Mission: visier group could bug, so they don't move even when you clean up a passage from undead nerubians;
  • Mission with Vizier Hero - when I used his 1 spell, game crashed.
Anyway, I liked a gameplay & nerubian race at all!

I think the models are fitting. Maybe some lore conflicts, but I am not a lore expert by any means.

Are you playing on the latest version? I do not know why you are crashing. I've played the maps multiple times. I'll look into it.

Thank you!!!
 
Level 22
Joined
Jun 11, 2017
Messages
626
I think the models are fitting. Maybe some lore conflicts, but I am not a lore expert by any means.

Are you playing on the latest version? I do not know why you are crashing. I've played the maps multiple times. I'll look into it.

Thank you!!!
  • No problem!
  • Played on Reforged version, not 1.31 or other WC3 version. Didn't used reforged graphics, only classic;
  • No problem :D
 
Level 24
Joined
Feb 19, 2011
Messages
656
  • No problem!
  • Played on Reforged version, not 1.31 or other WC3 version. Didn't used reforged graphics, only classic;
  • No problem :D
Hmmmm I see. Are you sure it was the Vizier's ability that caused the crash? I just got a crash, but not from it. Mission 3.
Bug found and fixed.
 
Last edited:
Level 12
Joined
Mar 4, 2014
Messages
204
Hi, i played the first 3 maps of this campaign and i liked it, here are some of my thoughts:
I played on hard difficulty on latest War3 path.

- Before talking about the missions and my thoughts of them i have to tell you about my first experience with this campaign, so i opened the folder and selected the first mission from top since in my mind that must be the first mission right? from top to buttom, i started playing the mission and i was very confused as in i had no idea what the story was and also i had no idea how to play with this new strange race of insects, it took me a while to read and get used to the way they are played only to figure out after a few minutes that maybe i was playing the wrong mission, when i quit the game and went back to the campaign folder and took a better look at it i noticed.. the order of the missions was a mess lol :gg:
order.png
yea... might want to look into that and put them in the correct order :xxd:

- The maps are done well, i like the 2 new unique races: the Living Nerubians and the Undead Nerubians, they are done really well, from their cool insect/alien skins to their unique abilities and the way they work using more of a starcraft like route to base building with queens and eggs, i very much enjoyed it.

- The Heroes also seem to be done well, their spells are decent, i wasn't a big fan of the spells of the Spider agility hero with the big sword from the second mission tho, his first spell was decent, but the other 2 spells were just totally useless.
The other 2 heroes from mission 1 and 3 had decent spells, i enjoyed playing with them.

- Mission 1 was interesting, it is a good start for a campaign, the way you introduce the heroes and units little by little with small explanations is very well done, and the overall mission was fun to play and explore, reminds me of that mission with escorting the kodos with Cairne from the og war3 campaign.
What can i say other than the mission felt right, fun sidequest and all, little crates to destroy to get some items and tomes always nice to have, for a first mission it was good.

- Mission 2 was your average campaign mission with learning the base buildings and fighting other enemies with bases, i usually dislike these kind of missions cuz they are boring, for example if i wanted to play a melee map i could do so with the milions of the maps and races that already exist, for a custom campaign a melee style mission has to have some more unique fighting aspects to it other than the classic, destroy the enemy base thing, don't get me wrong there was indeed that side quest with the dragons but.. i did the sidequest after i already destroyed both enemy bases so that extra gold and wood was pretty much useless.

The reason i did the side quest after i already destroyed the enemy bases was because building units that can only attack air is a bad idea while fighting only ground units, maybe i would have finished the side quest faster if there wasn't also the food upkeep problem, when i saw i was already going over the 50 food i simply decided to not build any more flying units and focus only on the ground since that was the only threat.

The only way i can see this problem being resolved is to make the blue dragons attack the player's main based from time to time, make them feel like a threat as well, otherwise the player simply ignores them completely and that is bad, you can for example spice things up, make the mission not feel like a boring melee map and make the blue dragons also attack the undead nerubians as well as the player, you can put some blue dragon nests in the same locations and make them spawn dragons that go with periodic waves and just create chaos everywhere, then the player has to put an end to the dragons and he will get the bonus, mind you the bonus being only gold and wood is very lame, the reward from quests should also be some kind of cool items, cool items makes the map fun.

- Talking about items, pretty bad, both in mission 1 and 2 i just had normal weak items, nothing special, also since i was playing on hard i just didn't feel like i was getting much from the increased difficulty, you should make it that if the player chooses hard he should also get better items aka more special items, that is the way to go.

- I stopped playing on mission 3 because i kept getting fatal error after a certain time, i restarted 2 times to see and yea, the fatal error happens after a few seconds after the side quest with saving that nerubian hero is announced, no idea what triggers it, but i know it happens at that time.

- Another problem i noticed is the speed of the dialogue lines in the cinematic part, some of them went a bit too fast and i didn't have time to read them properly.

- Now as another suggestion of what i would have liked to see in the campaign and i think it was in the third mission, is having to fight other races especially the classic ones, usually when you got a new unique race to play with is always fun to see how well they do against the normal races like the humans or the undead, etc. is a shame that i couldn't see that in the third mission because of the fatal error.

- Other things to suggest would be to maybe in the future add some music that is in the theme of the nerubian race, from what i saw the music that plays now is the night elf theme music which doesn't really work with the nerubian race.

- One last thing i'm curious about is the way the continuation is done from one map to the next, for example do the items and the progress of the hero is even saved to the next mission in this kind of format? i didn't have the chance to see that since all 3 missions had different heroes, that is a big important part of the custom campaign, the progress of the heroes being saved from one mission to the next till the end.



In conclusion i enjoyed playing this campaign, the story wasn't that interesting to me but probably because i only played 2 missions properly, the potential is 100% there tho, i can't wait to play the whole thing when is more polished and there are no fatal errors.

~Edit~ after i downloaded the campaign again there were no more fatal errors and i finished it, thoughts:

~ Mission 3 felt bad, i understand playing on hard is difficult but what in the world is up with that teal base, is insane, it always feels like they have 200 food army all the time and i just could not destroy them no matter what i was doing, also my allies this game werent that great, they barely were sending attack waves, most of the times they were staying afk in their base, not helpful!

Also i had no idea again how to do the sidequest with saving the second hero untill the very end of the game because i had no idea i had to go through the way gates to get to her... maybe give the player a tip that u have to use the way gates to save the widow... or else u end up like me running towards the corner of the map only to find out that oh, this is not the correct way...

~ Mission 4 was perfect except for the last part .. . . wtf is that, every other cave was easy then comes the last set of caves to block and boooom 1000000 enemy units, how is this fair? this was such a joke and a big fuck u to my face is not even funny, sure just spawn 10 abominations and 10 destroyers and 4 frost warms, i wonder what could go wrong, oh yea, i know what, all my units die thats what happens...

Suggestion for this mission:
- decrease the amount of units that spawn in the last set of caves
- and make it that the hero can use his ultimate while in the circle cuz my god, what is even the point of that ultimate if u can't even use it in this mission properly.

~ Mission 5 was ok i guess, just surviving and defending that building was easy enough, mind u i was playing on normal from now on since last part of mission 4 was so stupid.

~ Mission 6

The side quest with killing the enemy teal base in 10 minutes was bad, since all the air units suck at destroying buildings and my melee units could not get there, so i had to only spam air units for 6 minutes and do a massive attack which worked but then i got destroyed by the undead heroes that came to my base and just killed all my heroes and units easily.. death coils, infernals, frost nova > dead insects all over the place :xxd: , i simply did not have enough time and resources to make an army that can combat those undead heroes after i already spent all my gold and time on killing the teal base from the left, so i got annoyed and just used greedisgood massed my armies and went and destroyed all enemy bases...

Suggestions for this mission to make it fair and not feel like shit:

- Change the terrain so ground units can go to the teal base OR make it obvious that there is a goblin laboratory on the right side of the map cuz plz, how was i suppose to know that exactly? this is not the first time things are just hidden from the player, is not like i'm playing with iseedeadpeople now am i?

You should Create a tip that says something like this: "Oh look this shitty teal base cannot be reached by ground so maybe we should seek another way of getting there so we need to scout the surrounding area"
While playing this map i always thought to myself, man why couldn't i have something like a zepelling to get to the teal base but of course...

- Having to control more than 2 bases is never fun and this was not fun indeed especially when i already had other things to do with the main base like destroying the teal enemy base and going to those 2 buildings from the other sidequest, there is simply not enough time to scout the area, maintain the base, build units, get more goldmines, do the sidequests and also do the same thing with the other base as well, is not fun is stressfull!

- The red allied base only focuses on defense and never attacks, i think they should also attack.

- A big problem i had with this mission was the fact that 3 of my heroes started with 0 items, the only hero that had items was the agility blue spider guy with the sword, so that was bad.

- those items from the second shop which the game told me they are op are firstly too expensive and second 2 of them are consumables and the other 2 which are not, they are also shit, i expected to buy some unique and op items that boost my stats or maybe has some badass dmg spells but nah.


~ Overall thoughts:

- I feel like i never had enough gold and wood the whole campaign, i feel like the upkeep should be changed especially when the max cap was increased to 300 already, make it that no upkeep is 0 - 100 food and low upkeep is 100 - 170, this should make the game more fun and easier to mass units.

- Like i already said, playing on hard seems like a waste of time since the only thing u are getting is just rage from how weak your units are, i don't think this is the way to go, decreasing the hp and dmg of my units is simply put incredible unfair and not fun at all to play with, playing with 50% handicap basically and for what exactly?

- The biggest positive i can say about the whole campaign was the cool way some units work like the undertakers, tunnelers and stingers! those 3 units were tons of fun to play with, their unique abilities to attack and counter enemy units were pretty fantastic and badass to play with, my only problem is that all the other units except those 3 are just bad, they are soo weak and underwhelming in comparison..

In conclusion:

- The living nerubians heroes feel bad to play with, their spells are too weird and weak to make much of a difference in battle.

- All the missions with base building were stressful, i always had to restart them at some point because i didn't really know what was the best thing to do and even when i knew i still got fucked up sometimes.

- The only good items from the living nerubians race was the racial orb since it spawns those little spiders which are pretty good in combat.

- The story could be better, wasn't a big fan of it and like i said some dialogue lines in the cutscenes go too fast, the only thing i can say about the story is that it felt shallow and rushed, there should be some dialogue lines from the enemy heroes as well so they don't feel like nobodies, i felt like i was fighting the A.I and that's it, what most A and S Tier custom campaigns have in common is the fact that their creators managed to give so much life and personality to their characters and the world where the player feels like he is a part of this amazing new world and not just a mere traveler passing by.

My rating for this campaign is a B+
 
Last edited:
Level 14
Joined
Jun 12, 2012
Messages
228
I'm glad to see your custom maps are now expanding into campaigns. You did a solid work with all these different missions like escorting, capturing points, etc - that is the thing I like in campaigns so much. Yeah, some chapters are way more difficult that another ones (and I'm looking at you, №4), but it's still enjoyable for me.
The only thing that makes me curious is a plot. Somehow it feels… abstract.

- There's not so much info about the timeline - does that happen after the ascention of Arthas or before that?

- What about main characters' backgrounds? For example, there are Azjol-anak group, the Sundered Monolith and Voru'kar in lore. You also can give the player interesting information about how these nerubians survived the Spider War - like Voru'kar leader, for example, escapes through the tunnels but was forced to consume much of his own young to survive. Such bits of lore can be find in items, dialogues etc.

- In the end, it lacks of "Grand Final" - not just a big and hard mission but the events that followed the player's success. A catharsis, if you wish. Maybe it's because there's no interludes that can show such end. I know that such things are time-consuming and hard to do, but it would be nice to have one here.
 
Level 23
Joined
Jul 26, 2008
Messages
1,307
This is the first campaign I have played where a real custom race is used, and not just some some alternation of normal blizzard stuff. Very impressive. Mission 6 seems to allow 2 players to play the mission (2nd player would get that grey base above red I think).
Hope you consider bringing other custom races into campaign form.

The story leaves a bit to be desired, but that is fine, it was still engaging.

It was also really nice to be able to play this on 1.32, and not need to go through the headache of using old wc3 versions.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I'm glad to see your custom maps are now expanding into campaigns. You did a solid work with all these different missions like escorting, capturing points, etc - that is the thing I like in campaigns so much. Yeah, some chapters are way more difficult that another ones (and I'm looking at you, №4), but it's still enjoyable for me.
The only thing that makes me curious is a plot. Somehow it feels… abstract.

- There's not so much info about the timeline - does that happen after the ascention of Arthas or before that?

- What about main characters' backgrounds? For example, there are Azjol-anak group, the Sundered Monolith and Voru'kar in lore. You also can give the player interesting information about how these nerubians survived the Spider War - like Voru'kar leader, for example, escapes through the tunnels but was forced to consume much of his own young to survive. Such bits of lore can be find in items, dialogues etc.

- In the end, it lacks of "Grand Final" - not just a big and hard mission but the events that followed the player's success. A catharsis, if you wish. Maybe it's because there's no interludes that can show such end. I know that such things are time-consuming and hard to do, but it would be nice to have one here.
Thank you. I am trying to expand more of my races into campaigns. My focus wasn't so much on the story as it is for gameplay and experiencing the race in a different medium. However, I do agree it could use more story and explanation. I personally hate dealing with cinematics so I only make the bare minimum.
This is the first campaign I have played where a real custom race is used, and not just some some alternation of normal blizzard stuff. Very impressive. Mission 6 seems to allow 2 players to play the mission (2nd player would get that grey base above red I think).
Hope you consider bringing other custom races into campaign form.

The story leaves a bit to be desired, but that is fine, it was still engaging.

It was also really nice to be able to play this on 1.32, and not need to go through the headache of using old wc3 versions.
I tried to incorporate the unique things about the race into some of the missions. I would like to have a 2 player coop campaign option, but then hero data wont transfer between maps. That is highly important to a warcraft 3 feel. Yeah, the story is not all there, main focus was the gameplay. I was already juggling a lot of new things I am not too good with e.i terrain, AI, triggers.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
802
For the first chapter I had no real problems until the last blockade and killing the caster holding up the force spawning guards right on top of the vizier, effectively ending the mission without me being able to do anything. As for the ending dialogue, the charge dialogue ends up being repeated.

Researching the final supply increase does not actually increase it beyond what it was at even though it said 75, and I'm pretty sure the select all eggs from the main building in this mission doesn't work either but it works on other missions. No way to get the crown either?

For the mission with the vizier the supply increase did actually work, although I'm unsure what caused the scouts allied faction to activate whether it was timed or not. But the mission does reveal how weak the economy of the nerubians is, combined with the queens' 2 food cost and the need to garrison them to have defense structures all adding up into the upkeep problem. Your army feels quite weak next to your undead counterparts and even the vanilla scourge so you need a lot of them to win but your gold income effectively gets cut into tiny pieces the further you go into upkeep. Despite the ability to go quite high in army size it's more detrimental to do so, maybe modify the upkeep gold values so you could build up faster. As for the ending of the mission I do not have much to say besides the final undead base effectively murdering my army and the only way I won was somehow pulling the death knight out of the base to be surrounded and eventually die.

As for four I don't have much to say besides I wish I had the undertakers or stingers in the previous mission, undertakers especially are very good when having a haste buff.

I have not had a look at five yet besides a quick overview.

But in the end I have enjoyed what I played, it's a bit janky but still very fun.
 

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Level 24
Joined
Feb 19, 2011
Messages
656
For the first chapter I had no real problems until the last blockade and killing the caster holding up the force spawning guards right on top of the vizier, effectively ending the mission without me being able to do anything. As for the ending dialogue, the charge dialogue ends up being repeated.

Researching the final supply increase does not actually increase it beyond what it was at even though it said 75, and I'm pretty sure the select all eggs from the main building in this mission doesn't work either but it works on other missions. No way to get the crown either?

For the mission with the vizier the supply increase did actually work, although I'm unsure what caused the scouts allied faction to activate whether it was timed or not. But the mission does reveal how weak the economy of the nerubians is, combined with the queens' 2 food cost and the need to garrison them to have defense structures all adding up into the upkeep problem. Your army feels quite weak next to your undead counterparts and even the vanilla scourge so you need a lot of them to win but your gold income effectively gets cut into tiny pieces the further you go into upkeep. Despite the ability to go quite high in army size it's more detrimental to do so, maybe modify the upkeep gold values so you could build up faster. As for the ending of the mission I do not have much to say besides the final undead base effectively murdering my army and the only way I won was somehow pulling the death knight out of the base to be surrounded and eventually die.

As for four I don't have much to say besides I wish I had the undertakers or stingers in the previous mission, undertakers especially are very good when having a haste buff.

I have not had a look at five yet besides a quick overview.

But in the end I have enjoyed what I played, it's a bit janky but still very fun.
Awesome. Thanks for the review. Twas my first time making campaigns. Throughout the ordeal my Living Nerubians went through so many overhauls. I didn't really have a plan or anything in mind so the story isn't really there and a lot of the elements are subpar.
My Undead Nerubian campaign is far more polished and has a lot more effort thrown in there. After I finish that I'll probably go back and update this campaign and add more missions.


Mission 1:
Can't say I've ever had that issue happen with the Vizeir being surrounded and killed. Can make it so he charges after a shirt delay.

Mission 2:
You can reach the crown but it's pretty difficult. A puzzle of sort. Everything you need to reach it is on that map.

Mission 3:
At first the race gathered far too much gold now they seem to gather not enough. Needs testing. Not sure about messing with the Upkeep system though.

Mission 4:
Well that's the progression from t2 to t3. The Undertakers are one of my favorite.

Mission 5:
The hard difficulty is way overturned. I recommend playing on Normal or Easy.

I appreciate the feedback.
 
Level 21
Joined
Dec 20, 2015
Messages
328
Starting a video showcase of this next week, seems pretty neat. Also, really well done for this being your first released project! After working through every available option, I did manage to get that darn Crown of Kings on map 2.
 
Level 24
Joined
Feb 19, 2011
Messages
656
Starting a video showcase of this next week, seems pretty neat. Also, really well done for this being your first released project! After working through every available option, I did manage to get that darn Crown of Kings on map 2.
Oh man. This project is quite embarrassing but served as a good learning experience for campaign making. My next campaign is gearing up to be vastly, vastly improved in every aspect.

Also can't wait to see the showcase! :D
You'll probably see me in the comments.
 
Level 21
Joined
Dec 20, 2015
Messages
328
This new faction is interesting, but the maps are pretty poorly balanced and the different difficulties should not exist at all if they are only damage multipliers with no thought on balance. In general, the difficulty of this campaign is too far out there for me to enjoy that much and maps take way longer than they need to.

Overall neat ideas here, but more thought needs to go into how this faction is incredibly weak compared to their undead counterparts as well as more fundamental map mechanics such as attack wave and defense force balancing.
 
Level 24
Joined
Feb 19, 2011
Messages
656
This new faction is interesting, but the maps are pretty poorly balanced and the different difficulties should not exist at all if they are only damage multipliers with no thought on balance. In general, the difficulty of this campaign is too far out there for me to enjoy that much and maps take way longer than they need to.

Overall neat ideas here, but more thought needs to go into how this faction is incredibly weak compared to their undead counterparts as well as more fundamental map mechanics such as attack wave and defense force balancing.
I would have to agree with you there on the balance part. I underestimated how difficult it is to balance right when you're the one creating the maps and factions knowing all the stats and routes. It's one of the things I took into consideration in my following campaign.

This was a poorly done campaign; in the future I hope to revamp the entire thing.

As for the difficulty selection - I would love if blizz/microsoft returned the campaign screen. That difficulty option would allow the AI to act more or less aggressive. This is something else I took into consideration in the next campaign. Though it still has damage modifiers, the effect is vastly lessened and I added other mechanics to increase the difficulty in other ways than pure stats.

I hope the experience did not leave a sour taste in your mouth. I can guarantee that my following campaign is FAR more improved and competent.
 
Level 21
Joined
Dec 20, 2015
Messages
328
To be clear, this campaign is not far from being really well done. If the living bug people faction was made a little stronger and allowed for garrisoned Queens to refund their supply cost, then the existing macro maps on Normal difficulty fit a "Hard" difficulty pretty well. As it stands, it feels like the faction should be super powerful defensively, but in reality fails pretty badly at nearly everything. Maybe this is because the undead bug people are much stronger, I really couldn't say for sure, but those flying things that do 130 magic damage at an enormous range to both air and ground targets are some real bullshit. Overall though, it's really close to being a higher score from me and a brief revisit to change only a couple things would make a big difference.
 
Level 24
Joined
Feb 19, 2011
Messages
656
To be clear, this campaign is not far from being really well done. If the living bug people faction was made a little stronger and allowed for garrisoned Queens to refund their supply cost, then the existing macro maps on Normal difficulty fit a "Hard" difficulty pretty well. As it stands, it feels like the faction should be super powerful defensively, but in reality fails pretty badly at nearly everything. Maybe this is because the undead bug people are much stronger, I really couldn't say for sure, but those flying things that do 130 magic damage at an enormous range to both air and ground targets are some real bullshit. Overall though, it's really close to being a higher score from me and a brief revisit to change only a couple things would make a big difference.

Can you elaborate on the garrisoned Queens supply? I'm not sure if you understand that the Queens may exit the garrisoned building at any time. They are not consumed when garrisoned. Think Orc Burrow and Peons.
They do need some balance changes but I do think they are very strong defensively. With Tunnelers, Undertakers, garrisoned structures (which can be upgraded to heal nearby units), AoE slow from Spitters, and the Stingers they do well at choke points.
A lot of it is also not being familiar with either of the races. Not being too familiar with the race your playing as or fighting against.
Those Hover Redoubts are extremely powerful akin to Frost Wyrms and Chimeras. I believe I made them too durable for the attack range that they do get.

Thank you for the inputs. I'm excited to see more of your videos. I already noted a few changes I could make.
 
Level 21
Joined
Dec 20, 2015
Messages
328
I understand how garrisoned Queens work, I just dislike it. It would be way better if they couldn't be ungarrisoned and refunded their supply cost instead. As it stands, this faction is unnecessarily punished for expanding and building static defense. If I don't want to micro queen egg spawning for every unit, I'd rather garrison, but doing so costs 2 supply for a crappy amount of damage added. Undertakers do stun but are underwhelming and killed quickly. Spitters shoot so slow that they are simply not good in practice versus more than a few Hornets at once. I completely understand what roles all these things are meant to fill, but they are also poor at them for a variety of reasons. I say this after playing the M5 holdout where I was shocked at how badly everything held up.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I understand how garrisoned Queens work, I just dislike it. It would be way better if they couldn't be ungarrisoned and refunded their supply cost instead. As it stands, this faction is unnecessarily punished for expanding and building static defense. If I don't want to micro queen egg spawning for every unit, I'd rather garrison, but doing so costs 2 supply for a crappy amount of damage added. Undertakers do stun but are underwhelming and killed quickly. Spitters shoot so slow that they are simply not good in practice versus more than a few Hornets at once. I completely understand what roles all these things are meant to fill, but they are also poor at them for a variety of reasons. I say this after playing the M5 holdout where I was shocked at how badly everything held up.
You do have a point. It is a big negative to have to spend supply cost on defense structures while other races do not.
I however do not want the race just to have towers like any other. Mayhaps I could give the Drone the ability to remove the garrison feature from a non-main structure so it can attack all the time but will not be able to spawn eggs or heal friendly units around anymore.

M5 was completely overtuned so I do not blame you there.

As for the expanding and being punished I already have a new mechanic in the works that I will eventually implement. A pseudo-waygate system where the player can move their units around the map with a Tunnel Network. Making things like defending expansions and getting Queens to harvest way easier.
 
Level 2
Joined
Aug 25, 2021
Messages
3
I understand and love the (new) units of the Nerubian army but I can't split an army in three if I don't have an army.
I've played up to level five as well to end up losing inside the center of the map when I'm being encouraged to use units instead of structures to knock back attacks at the same time when [Food] increases to 300 (up to that point) but only from [High Unkeep] and it's quite restrictive that Queens cost 2 supply and barely mine 12 gold at a rate that feels less than usual.
Micro Missions (4 in particular) are fun to play, but Macro Missionsare tedious and (5 in particular) even somewhat unfair.
Heroes abilities for me are something like: to use all the time (Widow to push the defensive line, spawning Brood Youth & Devourer in front, attacking and killing); use only the first and occasionally the second (Vizier has a good AoE heal and a life saver that doesn't work on Heroes) and use them to activate the damage reduction (Treasurer, his second ability is not worth it except to activate the passive and then run away with the first when things go south).
But let me say, i would play it (this campaign) again.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I understand and love the (new) units of the Nerubian army but I can't split an army in three if I don't have an army.
I've played up to level five as well to end up losing inside the center of the map when I'm being encouraged to use units instead of structures to knock back attacks at the same time when [Food] increases to 300 (up to that point) but only from [High Unkeep] and it's quite restrictive that Queens cost 2 supply and barely mine 12 gold at a rate that feels less than usual.
Micro Missions (4 in particular) are fun to play, but Macro Missionsare tedious and (5 in particular) even somewhat unfair.
Heroes abilities for me are something like: to use all the time (Widow to push the defensive line, spawning Brood Youth & Devourer in front, attacking and killing); use only the first and occasionally the second (Vizier has a good AoE heal and a life saver that doesn't work on Heroes) and use them to activate the damage reduction (Treasurer, his second ability is not worth it except to activate the passive and then run away with the first when things go south).
But let me say, i would play it (this campaign) again.
I'm glad you enjoyed parts of it.
Yes. mission 5 needs a massive overhaul. Eventually I plan to revamp the whole campaign and possibly double the mission count. We shall see.
The Heroes I plan of changing in the future somewhat too.

Widow - I think is good. Just need to tweak some stats around.

Vizier - Also think fairly good. Maybe buff her first three abilities a bit.

Devourer - I'll change the third ability so that instead of having to deal the killing blow (too micro intensive and fidgety in large battles), he infects an enemy with a debuff for a few seconds when that target dies he will get the effect.

Treasurer - His Q is terrible. Going to replace it with a single target damage and debuff but also spills out webs to trap nearby enemies and the target. The W will reduce attack rate and movement speed for a short time after casting as well as the previous effects from standing in the web. The E will be buffed. Ult remains the same.

If you enjoyed this please check out my Undead Nerubian campaign project. There's three (almost) complete missions available to play right now.
 
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