~Chapter 1
- The first chapter was pretty much perfect, i loved all the new implements you made, with the bookshelf, being able to choose from multiple spells and learn them.
- The enemy units and creeps having special attack power moves was really interesting to see, i really loved that aspect, also some of them can use the power moves against each other by mistake which was pretty funny to see lol.
- The gladiator fights were cool, not too hard nor too easy.
- The optional quests with exploring the prison and the flashbacks were great.
Suggestions for this Chapter:
- The skeletal Orc Grunt needs buffed, he was too easy to kill.
- What if when Thrall gets really low hp during a battle someone from the crowd, a kid or even the Sergeant throws an item on the ground in the ring to help Thrall, the item can be anything (a net, spears, potions, etc). This event can happen only once tho.
After the item was thrown on the ground the guards will start searching for the one that tried to help Thrall.
You can implement some kind of dialogue like this: When Thrall's hp gets to 15% someone from the crowd at random will say:
Mysterious person: "Hey! take this!" and he throws the item on the ground, after that Langston will say: "What.. who did that!? guards! search the crowd for the culprit!"

All of that happens while the fights goes on.
- The Giant Lizard from the bandits fight should drop something as a reward for killing it, since killing the lizard is an optional thing, and is somewhat difficult, a random tome at least would be nice.
~Chapter 2
- This mission was perfect similar to the first, it felt like a cool rpg game, so much content in this mission alone it really blew me away, lots of cool side quests and creeps, fights, so much is happening all over the place, i loved it.
- I liked the implementation of fires that actually deal damage if u go near them, makes for some strategical fights of pulling the enemy into the fire, loved it.
- In this chapter we see for the first time the backpack, like wow, a custom campaign that actually has a backpack, imagine my shock when i saw it, since 99% of most campaigns don't have it, this is pretty much a huge win as it is, but not only that there is a backpack, this backpack has multiple skills to use as well, nani!?
The backpack:
-So it has the abilities/upgrades option for the hero, which is great.
-The Fire Pit, wow, i really liked the idea, being able to craft a fire pit anytime and slowly heal yourself, but the longer i played through the missions i noticed that this ability is waay too good, even tho it costs some wood per second to maintain the fire pit i think is still too good especially when the player can just get tons of wood through out the missions.
Suggestion: I think Summoning the Fire Pit should cost atleast 100 mana from the backpack + 25 wood from the player, for how good this ability is i think that cost is pretty fair, being able to heal Thrall and basically a huge army of units with just 1 fire pit is too op as it is, so the improved cost is necessary.
-It also has Cooking, now the idea seems fine but i am not a fan of the whole temporary aspect, why should i use cooking and use gold/wood to just increase my stats for a few minutes, it doesn't seem like a good use of my money and wood, clearly the logical thing to do witch i did was to always save gold for the permanent stats, i only used the temporary buff once and thats it, i knew it was useless.
Suggestion: In my opinion the whole killing critters and storing them in the backpack for cooking is a very good idea, since in every other map the critters are always just there for a cosmetic/immersion kind of thing, so having an actual use for them is 100% a good idea, the only problem is with the temporary aspect, so how about when the player kills and collects 5 critters then he can exchange them for the corresponding stat, or when the player collects 1 critter, he can use the bodies to sell them instead of cooking for gold, basically the whole temporary thing in my eyes is a waste of potential for this cool cooking/collecting critters idea, so yea..
How about also, by using the critters you can permanently increase the move speed, attack speed, damage, hp regen or mp regen, of the hero as well along side the stats, like for example, if you have 3 pig meat and 1 raccoon meat you can increase hp regen by 0.3 permanently, or with 4 raccoon meat and 2 rabbit meat you can increase the damage and int of the hero by 1 or with 4 rabbit meat and 1 raccoon meat u can increase move speed and attack speed by 3%. Basically there can be endless possibilities here, also u can add more types of animal meats that the player can collect like rats, stags, chicken, etc. huge potential with this cooking idea.
-And finally the Crafting:
Again, i like the idea, but similar to the cooking one, i end up not using it because is flawed.
Firstly, the main problem is that crafting anything costs both gold and wood, and since gold is a scarce resource, i just can't justify crafting any of the items, because saving the gold for buying the permanent stats is still the better strategy.
Second, the items themselves are just some weak consumables items that are used a few times and thats it, they aren't even that necessary, during my playthrough i think i used those consumable items 2 or 3 times, thats it.. every time i ended up finding them i always sold them for a few extra gold/wood.
Suggestion: In my eyes, for the items in the crafting category to be made usable by the player, they need to be more useful first of all, since healing hp/mp and doing dmg can be done already very much by the hero itself with the fire pit ability and the spells, so the items themselves need to be slightly buffed or replaced with permanent crafting items for the hero, like some awesome recipes, that the player has to collect from different missions even to be able to craft the recipes, i believe that is the better way of going with the crafting idea rather than only having some weak and useless consumable items, there is a lot of wasted potential here, similar to the cooking concept.
~Chapter 3
- I really hated this chapter because of one thing: the levels, stats, spells, of Thrall get reset, like why? i understand that the items and the gold/wood get reseted because the humans took them away basically when they captured Thrall, they also took the backpack, i liked that concept, BUT why did all the other things get reset??? i hope this was a glitch and not intended, and if it was intended, i hope you will consider changing that, because it really ruins the whole aspect of the campaign, since all the progress and work i did in the previous mission has gone to waste basically, until Chapter 3 to me the game was almost perfect, but with this weird and forced mega reset it pretty much ruined the whole great mood i had from the previous missions.
Bug: when i go to get my backpack there is a rune on the ground and the letter from Taretha, but both of them don't actually work, taking the rune doesn't actually spawn a spearthrower and the letter cannot be consumed to get the 1 int stat.
- The whole Orgus bit of the map was pretty strange, first of all, Orgus seems to have infinite resurrections, which in my opinion is pretty bad, it takes away from the gameplay, there is no reason for this random grunt to be immortal, he should be able to die, and if he does the optional quest is failed and thats the end of that, he should not have infinite revives.
And because of that reset thing, i also lost the ability to gain mana with hp, it felt really bad having to fight the spiders without that ability...
Bug/Suggestion: Also there is a bug with Orgus, if i try to leave the spider area with him he seems to change teams/colors from purple back to my team/color and when he does that he comes back and has full hp, that was kinda strange, i feel like you should be able to be free to go anywhere you want with him, but i guess u can also make him in such a way that when you try to leave the spider area he will be blocked by an invisible wall trigger that doesn't let him leave, but without the whole changing teams thing, you can also add a text dialogue that says: Orgus: "Hey, we can't leave yet, we got spiders to kill!"
Suggestion: There should be some reward for killing tom and jerry the villagers that are fighting eachother, a tome or something, i managed to kill them summoning a shredder.
- So yea besides the whole reset thing, this mission was cool, i liked all the parts, the goblins region quest was good, the whole ghostly archmage part was really fun to play (that was my favorite), and lastly the hiding and gathering food part which was in the previous versions of the campaign was decent, what i liked in that region was the part where u can fish and sometimes when you fish a murloc appears from the water, i thought that was a nice touch!
- Also those are some pretty ugly fish my dude haha, seeing fish type critters in a war3 custom game/campaign is always a nice thing since there are very rare, i really liked seeing them here.
~Chapter 4
- This was another great Chapter, i loved everything about it, my only problem i guess it was with the first 3 duels against the 3 champions, the enemy heroes were a bit too weak in my opinion, that might have something to do probably with 2 things:
1. The slow effect from the Duel spell seems to be a bit too strong, it makes all enemy mobs and heroes hit by the spell move and attack too slow, it renders them useless, i think the slow effect should be nerfed, lvl 1 has 40% slow attack speed and move speed, thats huge, and thats only lvl 1, in my opinion it should be something more like this: lvl 1 > 2 > 3 > 4 > 5 = 20% slow > 25% > 30% > 35% > 40% , considering this slow lasts a long time and the cooldown is short u can keep an enemy perma slowed, also this ability is used mainly to increase the spell damage as well, so having that extra slow effect is already a huge deal, it makes the enemies too weak and is not fun, i think the spell dmg receive aspect is good, just the slow aspect i feel like is a bit overkill and too strong.
2. The casting time of their super attacks, is waaay too easy to dodge those, like i understand that the creeps have 3 seconds casting time for their super attacks cuz yea they are just normal creeps, but the heroes should have their casting time of the super attacks much faster, between 1 and 1.5 seconds, this way it would make the fights more entertaining and make the enemy heroes feel more dangerous, more like a real life and death scenario.
- Besides that, the duels and the regions where you fight were nice, i really loved how there were grunts put as the walls of the ring, and when you get close they attack you, that was one of those unique moments when i was blown away

, Fantastic job with that idea!
- So yea the optional quests with reading and getting to know the orc language was cool, great idea.
- The Escape part was also done really well, with being able to destroy the support collums to stop the orcs from chasing you, that whole part was amazing.
- Thonos Firestar and the sheep part was great, i know him from the previous versions, i see you moved him in this chapter.
"You took everything from me" "I don't even know who you are" loved the Avengers:Infinity War reference

, also Thonos/Thanos, i see what you did there
- The hunt for the Yeti was good as well, always nice to see different factions of creeps fighting eachother, rats fighting yeti, skeletons fighting everyone.
~Chapter 5
- Now even tho this chapter overall is much better than the previous versions, i feel like is missing something very important, first of all, this chapter felt very easy.
My main problem was with the first part of the mission, where you travel with Thrall in search of the frost wolf clan, in the previous versions of the campaign there was the extra damage over time from the cold air from the ice storm thing, usually i am against those time based missions, but in this case it felt just right having that extra dmg over time that was always there giving the player that extra rush and feeling of despair to find shelter, it felt great, and i believe you should implement that one back.
Also the other thing missing is the lack of visibility from the storm, again it gave such a great and nice atmospheric vibe not being able to see that far cuz of the ice storm and bumping into creeps by mistake was pretty cool, it made finding a fire pit so much more rewarding.
Now don't get me wrong, i do like the new implements you made like the water doing damage cuz is freezing and the casual blizzard that keeps showing up and deals dmg, i did liked those, but the old atmospheric vibe was still missing i feel like, so my suggestion would be combining the new implements with the old ones, low visibility + dmg over time from cold air.
Suggestion: I think the ability of summoning a Fire Pit during the first part of this mission should be disabled, to make for a more entertaining and fun experience, of feeling actually lost and struggle with the freezing weather, and like i said, instead of being able to casually summon Fire pits anytime you want, finding them instead would feel more rewarding.
- The other 3 parts of the mission were good, the gnoll quest felt good, but the other 2 quests with the ogres and the twilights hammer felt a bit too easy, i killed them too easily and took almost no damage.
Suggestion: There should be more twilight's hammer units in that area, and some elite ones as well maybe.
- The bounty hunter quest i found interesting, but the fight with them felt bad, i did like their spots, 1 of them being inside a prison being captured by the gnolls lol, and the other 2 kinda waiting for me, but it didn't really feel like they were dangerous enough..
Suggestion: I think they should be buffed, the one that was in prison can't be helped really, but the other 2 that are waiting for Thrall in the open should feel like they are actually setting a trap, so when you approach them, and start fighting they should call for reinforcements of extra smaller bandits that were in stealth mode, this way it would feel more like a trap/ambush. The One near the cave can call some sort of Ogre or other beast to help him capture Thrall, to make things more interesting.
- The minigame with catching the pigs ended too soon, i think it should have lasted a bit more time.
- The fight at the end against Orgrim as always, too easy, the reasons i already stated at Chapter 4.
~Chapter 6
- I liked this Chapter, the way you did the flashbacks after fighting some of the elemental spirits was nice.
- Bug: There should be Water instead of Air in the Drek'Thar's dialogue line.
- As always the boss fights against the Elemental Spirits felt too easy, the fights themselves were unique and well done but the bosses went down too quick, they should have more hp (like double the hp) for the fights to feel more serious and be more fun, also the spirits should use their spells more often, with faster casting time.
- Before getting to the Spirit of Water, there are those murlocs here, but u can easily dodge them and get straight to the boss.
I suggest you put those murlocs a bit further ahead so the player doesn't see the circle and will fight the murlocs instead.
Also as you can see the fight against an elemental spirit is too easy.
~Chapter 7
- Now this chapter was pretty epic, the only mission were we had to control some sort of an army, it felt great, tons of huge fights against strong enemies.
- Two things i didn't like in this mission:
1. I would have loved to know why we were fighting against the dwarves and the elves, like where did they come from? some sort of small explanation through some dialogue would have been nice, otherwise it feels strange.
2. The fight at the end against Langston was too easy, he has too little hp, i think he should make more use of those elite knights somehow, maybe give him divine shield since he is somewhat of a paladin, that way the player is forced to focus on the knights, and if they die, Langston should be able to revive them.
Bug: couldn't do the optional quest because those 2 orcs cannot be rescued
Bug: sometimes during the mission some units must have used a blizzard type spell and the sound of the spell kept going , it never went away.
- There is this random villager that has a dialogue line, but after she is left there, nothing happens, is there something suppose to happen? if not i have a suggestion.
Suggestion: What if after she gets left behind, Thrall will tell her that she won't be harmed and they are letting all the villagers alone and that they are only fighting against the enemy armies, after that the villager will give thrall the key to the magical cages where the other 2 elite orcs are as a reward for not harming the villagers or something.
~Chapter 8
Bug: Thrall has average move speed instead of fast.
- Now when the previous mission was pretty epic, this one felt like anything but:
1. Both the enemy units and the allied units that kept spawning from the buildings in waves were very basic, i think the waves should get more and more complex as time passes by to make the gameplay more fun and epic.
2. After i destroy the enemy buildings on the lanes, the allied orcs from the waves stop spawning and they just go afk in the spot of where the enemy buildings on the lane were.
3. The orc Watch Towers seem to have a shit ton of hp regen for some reason, why?, how can the player lose the game then, this feels wrong, there should be an incoming constant threat from the enemy forces to destroy the orc base and the player should be the one to balance the scales in the orcs favor, but if the orcs can't be destroyed by the enemy then whats the point...
4. The optional quest with saving the villagers in this mission was pretty bad, since as other people pointed out you can save all of them with Grom in windwalk very easily, and the reward for completing the quest is pretty much useless at this point since this was the last mission.
Suggestion: I think you should make 3 main groups of villagers, that are somewhat in the middle of the map, 1 group on each lane, where they are heavily defended by the human units and other elite special units.
The villagers should be behind a gate, and you should make it in such a way, that if Grom tries to save them with Windwalk while the elite guard units are still there, then the elite units will attack the escaping villagers and kill them therefore making the player fail the quest, making all the elite units that were guarding the villagers make a full blown attack to the orc's base as punishment for failing the quest.
Now if the player succeeds in saving the villagers by killing the elite guards, the reward should be some bonus elite orc units added to the attack waves on all 3 sides of the battleground, i think that would not only make for an epic fight and reward, but would also make the optional quest with saving the villagers feel more important, having a bigger impact on the scale of the battle, giving Thrall a strategical advantage not having to worry about anything else other than the main enemy army itself, therefore bringing his elite orc units to the battle.
5. The fight against Blackmoore was too easy, i killed him in 45 seconds without taking almost any damage, yea... this wasn't a fight.. it was a slaughter
For a second i thought Thrall was going to follow Blackmoore into the citadel like in the previous versions of the campaign but sike, he actually came back lol, bad move.
Suggestion:
1. The armies on both sides need to gain stronger elite units the more the game goes on. (but the human waves need to be much stronger than the orc ones, so the player is forced to balance the scales to the orc side by destroying the human base).
2. The orc towers should not have that high regen, they should be able to be destroyed by the enemy waves if the player doesn't do anything about it.
3. The orc waves should continue to attack into the heart of the enemy base after the lane buildings were destroyed, for realism sake, the war goes on after all, they can't take a break and go afk after they just destroyed a few buildings.
4. The human enemy base needs to be made a bit bigger and needs to be more buffed overall, the more you go deeper into the base the more towers and elite units should be, also in the middle of the base you can implement some sort of general that was hand picked by Blackmoore himself to lead the battle, he can be the final Boss of the mission before fighting Blackmoore himself.
5. Increase the hp and dmg of all enemy heroes.
Other suggestions/feedback:
- There should be either at the fire pits or at some other random or secret shop a thing to trade wood for gold or the other way around, since you can get a lot of wood during the whole campaign and there is no way to spend it on anything other than the fire pits.
- Even tho i really liked the overall story, i do feel like is very onesided against the humans, making Blackmoore and the humans feel like they are very evil for almost no reason at all, but we all know that is not the case since the main reason Blackmoore and the humans treat the orcs like that is because the orcs were the one that started the war and slaughtered tons of humans (most of them innocent).
So maybe u can add some sort of small backstory to why Blackmoore is doing what he is doing, even tho he is pretty evil, there should be given atleast some sort of reason to why he is the way he is, having an antagonist being evil just because he is evil makes the character pretty boring.
- I can craft potions of speed (that cost 25 gold 50 wood) but i can sell them for 37 gold, so as long as i got tons of wood i can keep buying and selling those to make lots of gold

STONKS
- Similar to what other people said, some of Thrall's spells are kinda bad.
_Whirwind: deals too little dmg, also even tho it makes Thrall invulnerable to spells, it also makes him unable to attack or use other spells which is pretty bad.
Suggestion: decrease the duration to 1.5 seconds and increase the dmg by 70%.
_Ravage: This might be the worst spell since, it deals the less dmg overall, i really dislike this spell to be honest, nothing about this spell is good and even if it were to be buffed, it would still feel bad when you got as the other E spell Duel which is by far the best.
Suggestion: I think u should keep the name and picture of the spell as it is, but make it a passive instead since there are only active spells so far( including some passives will help with the variety).
The passive spell can be some sort of aoe dmg over time in 200 aoe range, that is based on Thrall's stats maybe, or u can make it be flat dmg but combo it with other spells like Challenge or Will of the wilds, where the passive will deal triple extra dmg when those spells are active on the ground.
_Challenge: It deals too little dmg overall, the pike being vulnerable to dmg is kinda bad since it can get killed very easily and the cooldown is too high, also because Indestructible is on the same hotkey R, its just not worth trying to switch to any other spell unless it would have a big impact on the battlefield.
Suggestion: Increase the dmg over time, make the pike invulnerable or increase the hp and reduce the cooldown.
_Ice shards: Similar to Ravage, pretty useless spell compared to the other ones, dmg is very low, aoe is very small, just bad.
Suggestion: Increase the aoe similar to how blizzard is and increase the waves, basically make it blizzard cuz why not, u can also make it that it deals dmg based on int.
_Summon fire elementals: The elementals are too weak, they die too fast and deal no damage, pretty bad, they also last too little.
Suggestion: Increase everything about them, dmg, hp, attackspeed, lifetime.
_Will of the Wilds: The final spell which again i never used during my playthrough, is not worth using, just hexing the enemy units for a few seconds is not doing anything to help really since i still have to kill them at the end of the day, also when they are hexed they keep running around and is very annoying having to chase and kill them.
Suggestion: Replace the hex, with summoning 5 wild animals instead, like: 1 Strong Bear (earth), 1 Strong Thunder Hawk (Air), 1 Hydra (Water) and 1 Fire Lizard (fire). Also after 10 seconds from summoning them you should be able to merge them into 1 strong chimera similar to the flying sheep, that has chaos splash ranged attacks. just an idea
Basically my main point here is the fact that the first row of spells (the gladiator ones) are very strong, BUT the Shaman Row of spells should be better since that is the end goal of Thrall him becoming a Powerful Shaman, you know all that training from chapter 6 should have been a big deal after all and that should be seen in the last row of spells, the Shaman spells, they should be much better than the first row of spells.
Also very important, one other reason for why i haven't actually played with the other spells is the fact that it costs lost of gold to upgrade them, so it felt like a waste to even upgrade them when i saw what they were doing at lvl 1.
Suggestion: After you upgrade a spell for example the first Q spell, then all the other Q spells should have the upgrade cost heavily reduced, this way the player can feel better in having to test and switch to other spells instead of staying with the basic ones, this will give more of a flexibility to the player to choose and not feel like he wasted his gold in upgrading the other spells for nothing.
- Another negative/suggestion i can say about this campaign was about the items or to be more precise, the lack of items (permanent items).
Even tho you implemented a backpack that can store items, i am not sure what items you were supposed to store in it since there aren't actually any permanent items or crafting items that need to be stored from mission to mission.
So a big suggestion and feedback i can give that this custom campaign lacks are some cool permanent items and recipes that you can craft, you can tie this with the crafting ability from the backpack!
- Random Postive:
I almost forgot to mention the fact that everything in this custom campaign has Q W E R system which is great, it might seem like a small thing, but is anything but small, this was one of the main reasons why i rated this campaign so high.
As final thoughts i really did enjoy replaying this custom campaign, i do believe this new version is much better than the previous one, but is not perfect, Even tho the focus on the story is done very well and i do think is pretty much perfect, it still lacks some things in the gameplay department, with the main "boss" fights being too easy and the last mission being too basic and short instead of feeling more epic.
Final Rating:
I would put this in a
S Tier (93 points out of 100) for now, if all the problems i described can be fixed it has the potential to get really close to perfection.
P.S.
I wonder where did u get that Art of orcs that shows up in every loading screen for each chapter, i found them really interesting and cool looking and i would want to know if i can get them somehow.
P.S P.S.
Thanks for creating such an amazing Custom Campaign and Merry Christmas!
