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Lordaeron's Destiny

Footman16 Presents
lordaerons-destiny-png.421108

An Alliance Campaign

The Second Campaign in the Tales of the Alliance and sequel to Lordaeron's Legacy (It is not necessary to play Lordaeron's Legacy to follow the story)


Made for Version 1.31
Now Fully Voice-Acted by the power of AI!



The Setting
During the period of time known as the Cataclysm, Azeroth was shaken when Neltharion now known as Deathwing awakened and reshaped the continents. During this time, the Alliance and Horde went to war again due to the aggressions of the Horde's Warchief Garrosh Hellscream and the leader of the Alliance, the King of Stormwind, Varian Wrynn. Shortly before the Cataclysm occurred, an exiled Noble from Lordaeron had retaken Durnholde Keep and its surrounding area. After achieving this he declared himself de facto King of Lordaeron. In this period of great unrest there are many heroes and villains trying to survive, claim power or just do what they believe is right.

The Characters
269747-6433de65529463e3cccdfa682f7f0caa.jpg

Lord Candor was once a prominent Lordaeron Noble who ruled his lands sternly but fairly with an unyielding loyalty to his people and the Kingdom of Lordaeron itself. After retaking a slice of the former Kingdom he has now styled himself as King Candor, a move which has proven unpopular with many in the Alliance.
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Commander Istan is a decorated officer in Stormwind's Royal Army. The son of a Knight and Mage he has travelled Azeroth extensively and embodies much of the spirit of the Alliance. Whilst some might fight him lacking in seriousness, his flexibility has proven useful in battle.
btnzeus3-png.419790

The Warmages of the Kirin Tor are among some of the most powerful on Azeroth and Pyraelus Buren is no exception. Were it not for his eccentric personality he would be a contender for the Council of Six, nevertheless his penchant for destructive magics make him a force to be reckoned with.
Alongside these three main heroes are many side characters with many based on characters from WoW itself such as Admiral Tarlen Aubrey, Thassarian and Koltira Deathweaver.

The Campaign's Features
The Campaign has 10 playable missions, an intro, an epilogue and 2 interludes. The cinematics are skippable as well as a functional game cache.
In terms of gameplay expect the usual Blizzard style of non-base dungeon crawl missions as well base building segments as well as twists on the objectives and defeat conditions. Hopefully you'll enjoy a wide range of fast-pace stressful missions and slower, more relaxed breather levels. There's also new tech-trees for the Forsaken (Thank you Tomoraider for your permission!), the Alliance and a modified Horde tech-tree.

Every map also features easter eggs, secrets and unique dialogue depending upon your actions, I've tried to account for the various ways people might try to play a mission and to reward these with dialogue or differences to the standard gameplay. For example entering a cutscene using one hero compared to another might change the dialogue or completing quest objectives in a strange order or trying to progress without completing objectives have all been foreseen.



Gameplay
Should anyone wish to play the campaign on Twitch, Youtube etc you have my full permission and let me know so I can enjoy watching it and link it here! If anyone wanted to chat about the process of making the campaign that would be fun too.

The YouTuber John Maximous has been nice enough to play and upload a playthrough of the campaign with the first video being this one here:

Known Issues
There appears to be an issue with 1.31.1 campaigns in relation to chapter progression and button visibility in the menu, thanks to Ravager16829 for sharing this information as outlined in the post and link below:

1.31.1 Campaign Issue

ModelsSkinsIconsMusic/Other
AbominationBodyOperating by Hawkwing
Admiral Proudmoore by Direfury
Airstrike Rocket by Vinz
Altar of Queens by Ujimasa Hojo
Ancient Tomb - Rounded Top by hellblazer-14
Arcane Den by Ujimasa Hojo
Axemaster V1.5 by Tarrasque
Ballista (Scorpion) by Mike
Battle For Azeroth - Sylvanas by kangyun
Calia Menethil by kangyun
Campaign Doodads by -=Emergenzy=-
Coffin by NET-RUN
Dark Harvest by Power
Devotion by JesusHipster
Dire Troll by Cavman
Dwarven Mountaineer by Norinrad
Empathic Bond by Hermit
Fill-Me-Up Treasure Chest
Fountain Defiled by imforfun
Forsaken Catapult by Dr
Forsaken Deathguard by Cavman
Forsaken Grave by Ujimasa Hojo
Forsaken Hall by Ujimasa Hojo
Forsaken House by Ujimasa Hojo
Forsaken Laboratory by Ujimasa Hojo
Forsaken Mage Tower by Ujimasa Hojo
Forsaken Slaughterhouse by Ujimasa Hojo
Forsaken Tents by Heinvers
Forsaken Towers by Ujimasa Hojo
Forsaken Town Hall, Keep and Castle by Ujimasa Hojo
Forsaken Worker by Ujimasa Hojo
Gondorian Towers by Fingolfin
Grim Reaper by Kuhneghetz
High Elf Buildings by SinisterX
High Elf Kid by epsilon
Holder of Entropy by -Grendel
HolyAwakening by JetFangInferno
HolyRestoration by Vinz
Knight of the Ebon Blade by Hawkwing
Koltira Deathweaver by kangyun
Main Menu Beta by Crystalking52
OrbOfCorruption by UgoUgo
Orc Blacksmith WC2 by RedXIII
Outhouse by stan0033
Piercing Thrust by Vinz
Prismatic Wave v3 by xyzier_24
Roar Caster by DarkEvil
Royal Captain by Tranquil
Sunken City Rogue by PROXY
Tauren Tent by Nasrudin
Varian Wrynn by Stefan.K
Wall Set by Tranquil
War Tent (WotR) by HerrDave
WC2 Church by Ket
WoW Towers and Walls by Peacegetter
Archnecromancer by Arowanna
Argent Captain by Peacegetter
CW_Turalyon by CloudWolf
DarkElfArcher by Juice_F
DarkwingBat by 67chrome
Draenei Battlemaster by 67chrome
Field Marshall by 67chrome
HalfElfCrusader by Daenar7
King Arthas by Hueter
Kirin Tor Warmage by chr2
Kor'Kron by Heinvers
Lieutenant Commander by 67chrome
Lordaeron Circle by Mr.Goblin
Lordaeron Tent by Mr.Goblin
Paladin Villager by Mr.Goblin
Returned by 67chrome
Returned Archer by 67chrome
Returned Captain by 67chrome
Returned Mage by 67chrome
Scarlet Crusade Footman by CloudWolf
Scarlet Knight by Heinvers
Scarlet Crusade Priest by WerBackIII
BTNAbilityWarriorShockwave by Blizzard Entertainment
BTNArcaneBlast by Darkfang
BTNArmorUPG3 by SkriK
BTNAxeMasterby Tarrasque
BTNBallista by Mike
BTNBatby67chrome by 67chrome
BTNCeremonialLocketHuman BlackDoom
BTNChurch by ILH
BTNCWBlueAura by CloudWolf
BTNCWScarletCrusader by CloudWolf
BTNCWTuralyon by CloudWolf
BTNDarkChampionby67chrome by67chrome
BTNDarkElfArcher by Sin'dorei300
BTNDarkSylvanasby67chrome by 67chrome
BTNDarkValkyr by Sin'dorei300
BTNDeathGaurd by Cavman
BTNDireTroll by BLazeKraze
BTNDraeneiBattlemaster by 67chrome
BTNDragonKnight by FrIkY
BTNExplosion by zbc
BTNFieldMarshall by 67chrome
BTNAltarofQueens by Mister_Haudrauf
BTNForsakenArcaneDen by Ujimasa Hojo
BTNForsakenCastle by Ujimasa Hojo
BTNForsakenGrave by Ujimasa Hojo
BTNForsakenHall by Ujimasa Hojo
BTNForsakenHouse by Ujimasa Hojo
BTNForsakenLaboratory by Ujimasa Hojo
BTNForsakenMageTower by Ujimasa Hojo
BTNRogue by ~Nightmare
BTNForsakenSlaughterhouse by Ujimasa Hojo
BTNForsakenTower by Ujimasa Hojo
BTNForsakenWorker by Ujimasa Hojo
BTNHolderOfENtropy by -Grendel
BTNLieutenant by 67chrome
BTNLifeEssenceDAB by Marcos DAB
BTNManaLoss2 by D.ee
BTNMasterSpark by Mainy, War_Golum
BTNMight by Coinblin
BTNMountaineer by Norinrad
BTNNoxiousFumes by Lelling
BTNPCosmicBolt by Svenski
BTNPaleValkyr by Sin'dorei300
BTNPlatedGauntlet2 by NFWar
BTNPoison by 8512590215848
BTNPoisonNails by Hemske
BTNSpell_Holy_PrayerOfHealing by Blizzard Entertainment
BTNReanimate66 by Marcos DAB
BTNRetournedCaptain by NFWar
BTNRoyalCaptain by HappyTauren
BTNRunestoneBattlestaff by Blood Raven
BTNScarletCrusader by 67chrome
BTNSkyfireGunship by Eagle XI
BTNSpell_Holy_FlashHeal by Blizzard Entertainment
BTNSpell_Holy_LesserHeal by Blizzard Entertainment
BTNSpell_Shadow_RitualOfSacrifice by Blizzard Entertainment
BTNSteelBoots by NFWar
BTNTaurenV2 by Juice_F
BTNTitanHelmet by Hellx-Magnus
BTNUnguentv2 by 4eNNightmare
Claw Icons by CRAZYRUSSIAN
Warlock Upgrade Icons by Mr.Goblin
Weaver Icons by 8512590215848
Wildhammer Building Icons by bakr
Undead Staffs by Ceterai
Den Defence - Assassin's Creed Revelations - Lorne Balffe
Main Theme - Fable - Danny Elfman
Winter Contingency - Halo Reach - Marty O'Donnell
I'm So Sorry - Star Wars Episode III: Revenge of the Sith - John Williams
Warfronts Arathi Alliance Music - WoW: Battle for Azeroth - Glenn Stafford, Jason Hayes and Leo Kaliski
A very very special thanks to General Frank for the amount of work he's done fixing and editing models for me!
A very very special thanks to Pyrogasm for helping me fix a couple of the boss fight spells!
A very very special thanks to Bogdan who down versioned this campaign to 1.31 when I saved it in the Reforged editor allowing me to edit it and test it again!
A very very special thanks to Kasrkin for his very in-depth and detailed bug reporting which has vastly improved the quality of this campaign!

Contents

Lordaeron's Destiny (Campaign)

Reviews
deepstrasz
A well polished post-Classic campaign especially for WoW fans to enjoy but not necessarily. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C...
A very well-developed story with tons of references that makes the player happy—at least I was happy playing it. It's very entertaining, with well-crafted cinematics and settings, and well-crafted mission development that keeps the gameplay just right so it never feels tedious or boring (despite not being an easy campaign at all, which has even more merit). A very good campaign that gave me a great time.
 
I played this campaign a long time ago, I never finished it, but I liked the gameplay, overall Alliance-style atmosphere and also had a sentiment for seeing old Reynart and old Thardis back together, so I decided to gave it another shot. I see there's been a few pleasant changes, including voice over.

Some suggestions from me so far:
  • Intro - the very first camera goes through the wall
  • Voices during in-game dialogs overlap with units' normal what/yes/attack/etc. voices which gives a not very pleasant impression. You can avoid it by adding "Set all volume channels for speech" in the beginning of a dialog and "Reset all volume channels" afterwards. It's also best to use a trigger queue when you do that, so that two dialogs won't play at the same time.
  • Is it me or the Field Marshal (the elven lady) unit has only 2 voice lines?
  • Chapter three - there's a group of soldiers and a priest to be rescued in the south, but there's a problem - trolls immediately target the priest - the only priest we have for majority of the map - and kill him in 2 shots. Please move him slightly back :p.
  • I'll humbly remind that you could use one of the many cool Alliance Spearmen reskins instead of the vanilla bandit one ;).
 
I played this campaign a long time ago, I never finished it, but I liked the gameplay, overall Alliance-style atmosphere and also had a sentiment for seeing old Reynart and old Thardis back together, so I decided to gave it another shot. I see there's been a few pleasant changes, including voice over.

Some suggestions from me so far:
  • Intro - the very first camera goes through the wall
  • Voices during in-game dialogs overlap with units' normal what/yes/attack/etc. voices which gives a not very pleasant impression. You can avoid it by adding "Set all volume channels for speech" in the beginning of a dialog and "Reset all volume channels" afterwards. It's also best to use a trigger queue when you do that, so that two dialogs won't play at the same time.
  • Is it me or the Field Marshal (the elven lady) unit has only 2 voice lines?
  • Chapter three - there's a group of soldiers and a priest to be rescued in the south, but there's a problem - trolls immediately target the priest - the only priest we have for majority of the map - and kill him in 2 shots. Please move him slightly back :p.
  • I'll humbly remind that you could use one of the many cool Alliance Spearmen reskins instead of the vanilla bandit one ;).
Thanks for the feedback! Yeah this one is much better than Lordaeron's Legacy but still has some glaring flaws (mission 3 has a bad layout, the AI voices are quite bad, no difficulty selection etc) I'll need to go back after my current project and give this and Lordaeron's Legacy a proper update to bring them up in terms of quality to where they should be.
 
Okay, chapter four... sorry to say but this one I strongly disliked before and that didn't change a bit. Being the first real RTS map, with creeps, a side quest, a single enemy base, the mission gives a relaxing, explorational vibe... until you realize by the time you explore the map, your gold mine is almost depleted and there are no more. And the enemy base's AI goes instant "fuck you mode" with instantly replenishing armies the moment your first unit appears at their base. Which could be fine for a late game challenge with buffed heroes and armies, but here, with lack of heavy units, a single hero, only tier-1 upgrades, and lots of enemy casters with master training... it's just out of balance, even with Candor's OP healing item.

I'd advice first to increase gold in our initial mine or put a second gold mine somewhere (or both). Maybe expand the map section in the west, because right now half the map is completely empty.

As for AI, I frequenty see this balance problem in scripted AIs. AI checks for build orders every 2s and executes them until one of them fails. So if it has a lot of production buildings and infinite resources, it just instantly orders retraining of any lost unit, so defeating it is practically impossible without sniping buldings, huge tug of war or building a huge tower wall near the enemy base. My recommendation - at least on normal difficulty big AI bases should be restricted by either resources (you probably periodically set their resources to e.g. 5000gold/lumber - set them to 600 instead) OR modifying common.ai to make the build loop less frequent.

I didn't finish this mission previously, I did it now. Quite pleasant dungeon, very creative mix of vanilla assets and some custom ones, cool bossfight at the end, demanding but satisfying - using the devotees to pull back our troops was a nice touch.

Only some minor issues here:
  • Unit fade into stairs when they walk upon them. You could place invisible platforms to avoid that.
  • When you hit the wrong Jandice's illusion, all your units take damage, all including... a beacon near the stairs to the headmaster's study
  • In the headmaster's study, after I killed the three sub-bosses (north one, then south one, then east one) and returned to the main hall, initially nothing happened. Only after Candor crossed the east door again and returned, the boss fight was triggered.
  • There was no level cap here, so I levelled up Candor to level 10 - not sure if that's on purpose
  • Candor's sceptre works differently in this and the following chapters than in chapter four (where it was a moving health fountain)

Quite tough mission that required a lot of multitasking. There's a quite tight schedule for the ships' arrival, but the real challenge was keeping the farmstead in one piece.
  • I know this map had a custom music from Battle for Azeroth, but it only played in one case after a few minutes of standard game music, when I restarted the map, the standard music played for the entirety of the map
  • Wasn't the farmstead supposed to have an AI? Peasants near the lumbermill do nothing, and the initial defending squad can barely survive a single Forsaken attack without our help
  • I'm not sure how much time we had to save each ship. A timer window would be nice. Or if there's in fact no attacks scheduled, dialogs could reflect that so the player doesn't have to rush
  • I rushed to them the moment they appeared, while struggling to hold off the Forsaken attacks on the south. After the third ship I decided to focus on exploration, expansion and fortification of the farmstead, and the attack on the last ship... never came, allowing me to freely clear out the rest of the map apart from the purple Forsaken base
  • Speaking of the devil - the forementioned base goes "f*ck you mode" the moment they spot my forces. I tried breaching it several times, destroyed half the buildings, but the stream of instantly retraining units was too much eventually. So eventually I gave it up and proceeded to the last ship. Then the base was attacked by us in the final cutscene, so perhaps it was made super-tough on purpose... but if that's the case, a hint or a dialog would be nice for us not to attack this base

  • My favourite map so far. An ally protecting my flank, lots of enemy bases to take own at my own pace. Candor was so full of artifacts after raiding Scholomance that he was single-handedly taking down entire Forsaken armies when AI left him alone in front of his base. Pity we couldn't split his items among our other heroes though
  • I had some graphic issues with one of the Forsaken structures (see a screenshot). I believe Nyctaeus fixed that one, so feel free to take it from Exodus campaign file :p.
  • It would be cool if the balistae continued firing at enemy fortifications after destroying the towers. They could have a long interval between attacks and each shot could attract enemy retaliation not to take away the challenge.
  • We're seeing the Scarlet Crusade everythere, but there's not much story behind it, they're like mindless creeps. Why would they attack us if we're right in the midst of battle with common enemy? I get the idea of making them secondary enemies, but this should have some background. E.g. they agreed to help us take the Bulwark, but they demand it for themselves after the battle, for which our heroes did not agree.

LD bug.png

  • Okay, another timed attack, with quite a tight schedule. Which would probably be a nice challenge, if not one simple problem: we have no idea where the cauldrons are on the map. I started rushing with my heroes quite early while defending with towers and a small force. I cleared half the map in the south, still not knowing where to look. By accident I bumped into a stream of zombies in the middile of the map, then followed it to the source. But when I destroyed the first cauldron, the counter was already at 300. Come on, dude... The player doesn't know what you know. Just give us a marker or a visibility circle. Look how Blizz did it in e.g. Night Elven map in the Ruins of Dalaran.
  • I am under impression that lots of these timed maps require making a playthrough, exploring the map, finding the mission objectvies, restarting, and going straight for them before the time runs out... which is not fun, to say the least.
  • I destroyed 2 cauldrons, left a squad to kill zombies from the third one and went to happily explore the map. There are some invulnerable undead buildings I can do nothing with. I think they're related to a secondary quest, but it never appeared.
  • I went to destroy Violet undead base and found out it had almost no units - just the acolytes and a necromancer. It was sending attacks for a long time, but at some point it was stuck on something

  • Heh, Death Knight in service of Stormwind? That's weird, but I supposed it's a WoW thing.
  • No major complaints about the initial no-base section, maybe we could use some more life/mana restoring items or runes
  • Holy crap, the Gunship is really the one-unit-army
  • After the Gunship arrived, allied base "teleported" inside the city walls... but all the units were gone, and the AI started training them from scratch. To be honest, I'd keep the initial base outside the walls too, even if passive. It would look cooler.
  • Clearing the rest of the city with the Skysword was badass as hell

  • Okay, I expected the Grande Finale to be hard and wasn't disappointed. Forsaken and Horde attacks are huge and frequent and our allies are quickly losing ground, so the map is in fact a timed attack. Fortunately our high tier units are also very strong, with Devotees resurrecting, Knights of the Silver Hand healing, Spearmen as ultimate anti-air (piercing + defend) plus of course, the mighty Gunships. Free Gyrocopters were a great help to snipe Demolishers and deal with mass Gargoyles
  • I admit I had to cheat at the very end, with gold mine depleted and base overwhelmed by attacks from the north and missing the last few minutes to kill the Top Valkyr Bitch - but I think I was overly defensive in the beginning, so I won't complain too much here.
  • I'd only recommend increasing gold in our gold mine, or alternatively - give gold packages as drops from enemies when we fight our way through the city
  • The music was switching between standard WC3 game music and the custom music - I suppose it's a Reforged issue, but you can avoid it by calling "clear music list", "play music" and then "set music list to (last played music)". The same fix will probably fix music in chapter six.
  • Skysword's last stand was badass, but pity it wasn't of much use during the battle. Maybe you could introduce it as a powerful summon, kinda like the Gorgon or Hyperion in Starcraft 2 - make it show up in the sky, bombard a selected area lowering its height gradually, then you command it for 60 seconds obliterating everything on your path, and when the time is out or its HP is below 10%, it gets invulnerable, flies up and disappears until it's summoned again.

Overall, it was a fun campaign. The story kept me engaged and wanting to carry on despite the balance issues, characters were rather simple but likeable and with distinct personalities - decent and honorable Istan, grim and determined Stannis-like Candor, Pyraelus as an eccentric mage to deliver comic relief stuff.

Voiceover definitely added to the experience, although some lines had a very strange intonation, long pauses or lack of emotions, so they could be re-recorded with a bit of tuning parameters in Elevenlabs (I assume they're from Elevenlabs). Some Pyraelus lines were a bit too fast ("yes, yes, I heard you, I heard you") which often happens when your voice sample is too short. Usually 2 minutes is enough to get a decent quality and a diversity of tones and emotions, but sometimes we used even 10 minute samples. For more emotional lines we also used lower stability and sometimes style exaggeration.

Some missions suffer from balance issues or insufficient information for the player to know what to expect. I know that feel because it used to be a problem in my maps too - I thought I knew how the players will play, but some outsiders testing it gave me a reality check. These are not big issues, mostly quick to fix, by e.g. timer windows, pings or visiblity circles, but they would radically improve the fun from playing for the first time.
 
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Chapter 5 - Darkmaster Gandling - in Reforged (perhaps it doesn't relate to the version), skeletons are swarming you pretty quickly, and without a devotee, you are soft locked to get out from experiments room. Maybe it would be nice to add a condition to leave the experiment room if you manage defeating those zombies (perhaps making them more weaker to achieve such possiblity). IMO it would be perfect to sync priests' "Dispell" and summoned zombies/skeletons/ghouls being dispellable since we dont have much AOE (Candor's Stomp is not a good AOE, actually).
It's rough.
 
This campaign should be playable on the latest Battle.net patch if I'm not mistaken. Same thing goes to Lordaeron's Legacy and Path of Valour.
Please be more specific so I can help with that problem.
Well after the loading screen of the first mission, for a brief second there is a game display but then it crashes.
 
Well after the loading screen of the first mission, for a brief second there is a game display but then it crashes.
Maybe Footman (the original author) can help solving this problem.

In the meantime you can try playing this campaign on older WC3 version. Get 1.31 from this thread, unzip the content to a different folder, and start the game so that you have an option to enter CD Key. Make sure you use the correct exe file for 1.31 as the launcher will update your game to the latest patch.
 
Well after the loading screen of the first mission, for a brief second there is a game display but then it crashes.
Are you using Reforged or Classic graphics? I started it today with Reforged graphics and it crashes in the interlude, the first mission is fine in Reforged but the lighting is crazy bright.

So I went with Classic graphics and everything works fine, it is meant to be played like that I believe. Will give review when I finish it.

Great campaign, much better in terms of balance on Hard difficulty and pretty much everything from the first one, was a joy to play and sad it is over.

Gotta admit I used cheats in Chapter 4 since I was lazy to restart, but having only 1 gold mine when the AI has infinite and without having strong units and limited ones because of no additional gold mines, it was hard to break the base when the enemy spams you with units for free, while I had to break it with 80 pop army, after I got to 60 its just impossible, its stale mate and I have no gold to train new units, while they spam forever. So maybe if that map has another gold mine for expansion or the base one should have more.

Other than that the last map also needed few restarts, but the only way for me to beat it was to spam cannon and scout towers in base for the Horde attacks with 4 griffins and 1 ship, while I cleared the optional and main quest with both heroes. It was pretty easy that way, the first thing I tried was using Candor only for defense, but it was impossible to push with only 1 hero.

In the end great campaign, on to Path to Valour :)
 
I loved the campaign and atmosphere, truly grim. Hoping for more Candor content or some form of continuation of the story.
5/5
 
You cannot even imagine the joy I have to play your campaigns that tell the story of Lordaeron's remnants.
Very cool campaigns with special items, units, quests. I'm not sure how much canon lore is in here, but it's really a must for every Warcraft veteran to dive into this saga.
Thank you very much and keep up the good work.
 

Feedback: Lordaeron's Destiny

Game Version: Warcraft III: Reforged 2.0
Campaign Version: Updated Mar 9, 2025

I completed the campaign on Warcraft III: Reforged 2.0 and overall had a decent experience.

One of the strongest aspects of the campaign was the inclusion of full voice acting. The voice work helped bring the characters to life and made the story easier to follow, especially during the many story-driven moments and cinematics throughout the campaign.

The campaign also offers an interesting alternate Warcraft narrative with a good variety of missions and gameplay styles. The mixture of base-building maps, hero-focused missions, and story segments helped keep the experience engaging.

However, there were some issues that negatively affected the presentation. Since several units and characters were not designed with HD Reforged graphics in mind, they often looked visually inconsistent when placed alongside Reforged assets. This occasionally broke immersion and weakened the overall visual atmosphere.

I also encountered several graphical issues while playing. At various points the screen became excessively bright, with noticeable color and lighting glitches that were distracting during gameplay and cinematics.

Despite these shortcomings, the campaign remains enjoyable thanks to its story, mission variety, and voice acting. With better visual consistency and improved graphical stability, the experience would be significantly stronger.

⭐ Rating​

  • Story & Lore: ⭐⭐⭐⭐
  • Gameplay: ⭐⭐⭐⭐
  • Visuals & Design: ⭐⭐⭐☆☆
  • Audio & Voice Acting: ⭐⭐⭐⭐⭐
  • Creativity & Originality: ⭐⭐⭐⭐
  • Technical Performance: ⭐⭐☆☆☆
  • Replayability: ⭐⭐⭐⭐
  • Overall Rating: ⭐⭐⭐☆☆ (3/5)
 

Feedback: Lordaeron's Destiny

Game Version: Warcraft III: Reforged 2.0
Campaign Version: Updated Mar 9, 2025

I completed the campaign on Warcraft III: Reforged 2.0 and overall had a decent experience.

One of the strongest aspects of the campaign was the inclusion of full voice acting. The voice work helped bring the characters to life and made the story easier to follow, especially during the many story-driven moments and cinematics throughout the campaign.

The campaign also offers an interesting alternate Warcraft narrative with a good variety of missions and gameplay styles. The mixture of base-building maps, hero-focused missions, and story segments helped keep the experience engaging.

However, there were some issues that negatively affected the presentation. Since several units and characters were not designed with HD Reforged graphics in mind, they often looked visually inconsistent when placed alongside Reforged assets. This occasionally broke immersion and weakened the overall visual atmosphere.

I also encountered several graphical issues while playing. At various points the screen became excessively bright, with noticeable color and lighting glitches that were distracting during gameplay and cinematics.

Despite these shortcomings, the campaign remains enjoyable thanks to its story, mission variety, and voice acting. With better visual consistency and improved graphical stability, the experience would be significantly stronger.

⭐ Rating​

  • Story & Lore: ⭐⭐⭐⭐
  • Gameplay: ⭐⭐⭐⭐
  • Visuals & Design: ⭐⭐⭐☆☆
  • Audio & Voice Acting: ⭐⭐⭐⭐⭐
  • Creativity & Originality: ⭐⭐⭐⭐
  • Technical Performance: ⭐⭐☆☆☆
  • Replayability: ⭐⭐⭐⭐
  • Overall Rating: ⭐⭐⭐☆☆ (3/5)
I appreciate the feedback, however the campaign was made for SD mode. If I ever get around to updating it I'll make it so it forces SD mode to avoid some of the graphical glitches described.

A 3/5 is a very fair rating for this work which whilst it has a soft spot in my heart is still very rough around the edges and does need a bunch of polishing and re-working in areas :)
 
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