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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
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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.
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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 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...

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804

The unholy weapons buff is actually really loud.
Candor doesn't mention anything when the torch is hit, and showing in another screen the lamp does indeed not show up so a trigger somewhere might be broken.
Most of the bosses don't really hit hard.
Either reloading (1.31.1 issue) or skipping the cutscene causes the force wall to not appear, ironically skipping the cutscene makes the fight in the room much harder as the undead swarm you all at once. Fun fun
After the lich encounter your camera is thrown over here.
Experiments don't have 1/0 like the rest of the scholo undead.
And this banshee without adept.
Oh and are bosses meant to be red?
 

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Level 29
Joined
May 14, 2021
Messages
1,114

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804

While it's not that big of a deal the quest completion and update notice last for almost this entire cutscene.
Not sure what the circle is for.
I didn't think Candor could go in the zombie feeding room.

First time I've seen the forsaken fight the scarlets.
Morson is still a ghost.
Pyraelus is blue in the outro and for the first time something different happen, Istan leveled up in the outro. I know they're probably another player slot for the outro maybe I dunno.

Gentlemen pack it up the King is dead, long live the king! Calia will be happy.
Does the AI actually use any of the resources it gathers, I'm assuming no gold but that's a lot of lumber to tick up every other second.
I knew something was wrong with the virulent towers, they don't actually fire on most of the missions it seems. I think I've only seen that projectile once.
For a second I saw Candor running back in the direction of his base with some troops.
 

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Level 26
Joined
Aug 18, 2022
Messages
640
Scholomance:

After I killed everyone in the chamber of illusions, I activated the lever - I don't had any dialoge after I activated - and the chest containing the item does not open -you need to have it, to put in the right place, to appear Jandice Barov . That mean, I need to REPLAY the whole level, just to complete the only one optional quest. Killing time is my favorite.
By the way, this level's feeling is very good. I like the atmosphere. Very well made.

Update:
I replayed the level, and I can't complete the optional quest, because:
  • If I activate the hidden lever on the wall, before I killed the units front of the carpet: No dialoge, nothing happens
  • If I clear out the whole chamber, and I was there on the carpet and the Dialoge is disappear from my screen, and then finally activating the hidden lever on the wall: No dialoge, nothing happend.

On my side, the optional quest is unfinnishable. In youtube -thanks to one member of hiveworkshop - there is 100% legal walktrough about this campaign, and others as well. In this walktrough the optional quest can be completed.
 
Last edited:

The unholy weapons buff is actually really loud.
Candor doesn't mention anything when the torch is hit, and showing in another screen the lamp does indeed not show up so a trigger somewhere might be broken.
Most of the bosses don't really hit hard.
Either reloading (1.31.1 issue) or skipping the cutscene causes the force wall to not appear, ironically skipping the cutscene makes the fight in the room much harder as the undead swarm you all at once. Fun fun
After the lich encounter your camera is thrown over here.
Experiments don't have 1/0 like the rest of the scholo undead.
And this banshee without adept.
Oh and are bosses meant to be red?
Changed the sound to the Orb of Corruption launch sound so hopefully that sounds better.
I think this is an issue with dialogues playing and trigger action orders, I've moved the dialogue to play after the rest of the trigger actions so hopefully this fixes it as otherwise I can't see anything wrong with the trigger.
Which ones in particular do you think need a buff and by how much would you buff them?
Think I've fixed the issue with the forcewall, tbh save and load issues are very hard to fix although skipping the cutscene should be fixed :)
Yeah the Lich camera one is weird as the trigger all looks fine, I've made the camera pan back to the triggering unit instead as a compromise.
Yep, they're experiments they don't get the good stuff.
Fixed it, was a sneaky Forsaken Banshee rather than a Scourge Banshee.
Nope, no idea why as there's literally nothing that should make him red in the object editor or triggers, so I've added an action to change him to green just to be sure.
the last 1 the 1.35
Ah, I can't really comment on bugs due to the latest version and can only recommend playing in 1.31.1
Well, some people had already tested numerous campaigns (not this one) with the new Reforged patch that includes CC. Some of them were succeeded, but others can't.
To be clear, the author recommends 1.31.1 for this campaign, but expect huge problems when you played with that version. Most notably, black screen when you continue the campaign's progression.
^^ I gave the thread a read and it seems it might be due to a memory issue due to leaks, I have cleared the leaks for any periodic triggers but haven't in most cases as it shouldn't be an issue however it would appear for 1.31.1 I might need to clear every leak which will take a while.

While it's not that big of a deal the quest completion and update notice last for almost this entire cutscene.
Not sure what the circle is for.
I didn't think Candor could go in the zombie feeding room.

First time I've seen the forsaken fight the scarlets.
Morson is still a ghost.
Pyraelus is blue in the outro and for the first time something different happen, Istan leveled up in the outro. I know they're probably another player slot for the outro maybe I dunno.

Gentlemen pack it up the King is dead, long live the king! Calia will be happy.
Does the AI actually use any of the resources it gathers, I'm assuming no gold but that's a lot of lumber to tick up every other second.
I knew something was wrong with the virulent towers, they don't actually fire on most of the missions it seems. I think I've only seen that projectile once.
For a second I saw Candor running back in the direction of his base with some troops.
Cleared Game text after a short pause for that interlude :)
Circle was for entering downstairs, forgot to remove after so was counted as one of Light Blues units that can be moved into the Zombie Shuffle Rooms.
Yep he can they all can except the Devotees to prevent them from being stuck.
Fixed they shouldn't in that mission.
Again no issue in the triggers so redone it to make sure Morson Spawns, and should be fixed.
Fixed Pyraelus colour and the levelling up :)
Lol
They do use their resources but theres triggers to make sure they never run out if they go below 2000 some gets added but I've no idea why the lumbers went crazy.
Yep, no idea what causes it but it might be to do with the researches so hopefully its been fixed.
Yep fixed Candor in the end scene and his men being dirty cowards :p

Thanks again for the in-depth bug reports. In some cases I fear these issues might be game related and not due to the triggers, but I'll do what I can.
My game crashes right after I watch the prologue. No matter if I fully watch it or skip it the game instantly crashes.
What patch are you on?
Scholomance:

After I killed everyone in the chamber of illusions, I activated the lever - I don't had any dialoge after I activated - and the chest containing the item does not open -you need to have it, to put in the right place, to appear Jandice Barov . That mean, I need to REPLAY the whole level, just to complete the only one optional quest. Killing time is my favorite.
By the way, this level's feeling is very good. I like the atmosphere. Very well made.
This bug again? Interesting, well the triggers look fine, I've edited them a bit so hopefully this fixes it.
Glad you're enjoying it though, it definitely was one of my favourites to make :)
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
Which ones in particular do you think need a buff and by how much would you buff them?
They might all need buffs honestly, Candor can kill them on his own even without the scepter. And the weakest of the bunch are the ones right before Gandling. It might just be a more damage plus more spells kind of situation. There aren't a lot of opportunities for your units to actually die besides those annoying ghosts and gandling himself and his zombie feeding rooms.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
I know I'm probably starting to annoy you by this point but I can confirm the Jandice part of the sidequest is working with the only part that I'm not sure is working correctly is her mirror images the second time around being green.
 

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I know I'm probably starting to annoy you by this point but I can confirm the Jandice part of the sidequest is working with the only part that I'm not sure is working correctly is her mirror images the second time around being green.
Nah not at all, all bug reports are necessary in order to ensure the experience works as intended as much as possible :)

It is weird the second time it didn't work as intended considering the triggers are literally exactly the same; in cases like that its hard to see what I can do to fix it lol.
 
Level 26
Joined
Aug 18, 2022
Messages
640
I know I'm probably starting to annoy you by this point but I can confirm the Jandice part of the sidequest is working with the only part that I'm not sure is working correctly is her mirror images the second time around being green.
How did you found the Lamp? The Lamp is available from the chest instantly when you pull the hiddel lever, or you need some extra to do after that? When you activated the hiddel lever on the wall, you did that with your Hero or with a Non-Hero unit? After you activated the lever, did you receive any type of dialoge from Candor on the left side of the screen? I just asking, because I did not receive any words from Candor, and after I activated the lever I cannot obtain the Lamp.
 
How did you found the Lamp? The Lamp is available from the chest instantly when you pull the hiddel lever, or you need some extra to do after that? When you activated the hiddel lever on the wall, you did that with your Hero or with a Non-Hero unit? After you activated the lever, did you receive any type of dialoge from Candor on the left side of the screen? I just asking, because I did not receive any words from Candor, and after I activated the lever I cannot obtain the Lamp.
It appears to be a bug, type "-lamp" and a lamp should appear.

The trigger is pretty basic, when that destructible dies create the lamp play the animation and play Candors dialogue so I'm a bit stumped as to how it could've occurred.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
How did you found the Lamp? The Lamp is available from the chest instantly when you pull the hiddel lever, or you need some extra to do after that? When you activated the hiddel lever on the wall, you did that with your Hero or with a Non-Hero unit? After you activated the lever, did you receive any type of dialoge from Candor on the left side of the screen? I just asking, because I did not receive any words from Candor, and after I activated the lever I cannot obtain the Lamp.
I've been downloading a new version of the campaign when I can when Footman updates and then opening the world edit making levels visible to get back to what level I was currently playing. Footman fixed the torch in the northern room in a subsequent update.
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
The good captain still appears to have stage fright but appears in the attack sequence of the outro.
The peasants don't start auto collecting resources unless you skip the intro.
Ravagers have 2/2 but no mastery levels for casters.
You can damage argents with spells.
Might need a despawn trigger or some such for buildings in the outro.

And both towers have broken projectiles while the guard tower's is only broken when using its mana arrows.
Oh and before I forget the lumber generated for the Lordaeron AI on the bulwark is still pretty crazy.

 

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Level 29
Joined
May 14, 2021
Messages
1,114
I really want to play this campaign but the campaign screen doesn't save my progress. I'm using 1.31 btw. Any chances to fix this?
Yeah, some people have reported it on 1.31.1. Basically, custom campaigns have some chapters that aren't visible in the menu selection.
The main reason is Blizzard seems to prune the W3P file as of 1.31.1, which record the progress of custom campaigns:

If, after editing the W3P file (which is the only solution for this problem) doesn't work, you could reinstall the game + campaign.
Also, you CANNOT load the previous saves on 1.31.1. Warcraft III will either crash if you do this or the entire gameplay will be altered (incomplete quests and missing hero inventory).
 
Level 2
Joined
Apr 1, 2017
Messages
2
Currently playing on patch 1.35 and cannot progress any further than chapter 1. When I finish it chapter 2 just does not appear in the "Choose a mission" menu. Anyone else having this problem?


EDIT:

Just like the author of the campaign suggested, I've opened the campaign with World Editor and made all missions visible.

World Editor -> Loading Screen -> Click on each button and make it visible.

Hope this helps people who are not playing on 1.31 in the future.
 
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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,847
Please, even if the author has clearly suggested the necessary version for the campaign to properly work, that does not mean people cannot try it on other versions and report if it is or not working. The user did not comment anything about money or complained about Reforged 1.35 being the culprit of all evils. Please do not instigate drama from the abyss.
 
Last edited:
Level 26
Joined
Aug 18, 2022
Messages
640
Please, even if the author has clearly suggested the necessary version for the campaign to properly work, that does not mean people cannot try it on other versions and report if it is or not working. The user did not comment anything about money or complained about Reforged 1.35 being the culprit of all evils. Please do not instigate drama from the abyss.
I deleted my post, sorry

UPDATE:
Sadly I need to report another bug.

Chapter 10:
I can't load any save from this map. Hard save, or quicksave: it crashes my game when I try it. (WC 3 1.31) Not many campaigns/maps are did that. It is, the second time I experience something like this. Usually from this campaign Saves are load quicker than other campaign, and I had no problems with loading saves. Only in this chapter.
 
Last edited:
The good captain still appears to have stage fright but appears in the attack sequence of the outro.
The peasants don't start auto collecting resources unless you skip the intro.
Ravagers have 2/2 but no mastery levels for casters.
You can damage argents with spells.
Might need a despawn trigger or some such for buildings in the outro.

And both towers have broken projectiles while the guard tower's is only broken when using its mana arrows.
Oh and before I forget the lumber generated for the Lordaeron AI on the bulwark is still pretty crazy.

Yep, I thought I'd found the issue tested it and no joy, so I've made the 1000IQ decision to remove him from that scene lol.
Fixed that, I had them unpause after the command so it wouldn't work.
Added mastery to all casters since you like to make things more difficult :p
Fixed damaging Argent with spells.
Added despawn trigger for structures in End Cine, although why you built some there I don't know :p
Fixed the broken projectiles, forgot to import them from Tomoraider's campaign.
Changed the lumber trigger so hopefully that's it fixed :)

As a side note, on my playthrough I found a couple of bugs, some of which I could fix and others which do seem to be genuinely a Warcraft problem, things like certain actions or triggers not firing seems to be a Warcraft issue as I've poured over some triggers for ages and can't find any issues. That said please keep reporting any and all that you find :)
Yeah, some people have reported it on 1.31.1. Basically, custom campaigns have some chapters that aren't visible in the menu selection.
The main reason is Blizzard seems to prune the W3P file as of 1.31.1, which record the progress of custom campaigns:

If, after editing the W3P file (which is the only solution for this problem) doesn't work, you could reinstall the game + campaign.
Also, you CANNOT load the previous saves on 1.31.1. Warcraft III will either crash if you do this or the entire gameplay will be altered (incomplete quests and missing hero inventory).
I'll see about adding a bit about this to the description just as a heads up to people, thanks!
Currently playing on patch 1.35 and cannot progress any further than chapter 1. When I finish it chapter 2 just does not appear in the "Choose a mission" menu. Anyone else having this problem?
If you want you can go in and edit the campaign to make every mission visible, see if this helps :)
Please, even if the author has clearly suggested the necessary version for the campaign to properly work, that does not mean people cannot try it on other versions and report if it is or not working. The user did not comment anything about money or complained about Reforged 1.35 being the culprit of all evils. Please do not instigate drama from the abyss.
Yep, I'm more than happy for people to play on other versions, but just to bare in mind it was made in 1.31.1 and will be maintained for 1.31.1 :)
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
One last post from me I think.

You can kill the spires without aggroing anything but that might just me being nitpicky.
Quest log says discovered instead of just updated/completed.
Not that important but it is strange the whole army disappears just for parts of it be retrained.

Maste-
The kill counter still doesn't seem to be working.
Istan sold some of my items it seems the bastard.
The banshee can go rather far before being stopped by a path blocker.
The central air faction doesn't have any upgrades nor eventually gets any, not sure if I even want them to get any.
BY THE LIGHT I LOVE THE SMELL OF DEAD HORDE IN THE MORNING.

Istan and Thassarian still do a bit of a dancing jig.

Well I guess that's it as long as nothing else comes up, it's been fun Footman.

Edit: Actually there is one last thing, chapter ten is a bit unstable. You cannot load a chapter ten save or restart from in-level it must be completed in one go.
 

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Level 27
Joined
Nov 25, 2021
Messages
480
I've just finished the campaign, and I had fun, so I'll drop a review here. I don't know anything about WoW lore, so sadly, I can't review the story thoroughly.

- Chapter 1:
  • Easy level, can get through with 0 losses because Battle Roar + basic infantry is OP.
  • Istan's sword makes hammer's sound.

- Chapter 2:
  • I tried to play it again, but the button for it doesn't pop up on the campaign main screen.
  • A full clear is achievable, with barely a few seconds left on the clock.
  • I kinda don't like the fact that Pyraelus' Annihilate deals splash damage to allies AND himself. Is there a way to change it.

- Chapter 3:
+ So, we got the Dwarves and the Elves, with custom units and heroes and model, but none of them appear for the rest of the campaign? I thought they would send reinforcements for the Alliance in the few last chapters, or is Candor too much of an ass for them to send help?
- The Red Troll Warlord that I was asked to kill was not the tough named troll, but is instead a nameless warlord tucked in a corner? Doesn't make sense to me.
+ Candor's sword also makes hammer's sound. Me OCD, me no like.

- Chapter 4:
  • This is kind of a hard chapter for me. By using the entire gold mine, I barely scrape up an army to beat the Forsaken.
  • Or at least, that should have been the case, until I found out that the side quest gave me a broken Blessed Scepter, that basically gives me a free Scroll of Healing (and the passive says that it "increases life regen by 10%", but I think it actually regen 1% of allies' max HP per second.

- Chapter 5:
  • With Blessed Scepter and Horse Stomp, this chapter becomes too easy. The Lich who summons Flesh Golem is basically a free XP source.
  • Call me stupid, but I really don't know how to summon Jandice Barov, even after I tried dropping a bunch of item into the Circle.
  • I was able to get to the lower floor before killing the Instructor and Lorekeeper, by just moving Candor close to the stairs. Don't know if that's intentional.

- Chapter 6:
  • Enemy attack from multiple sides which requires early aggression to take out the bottom Forsaken base first. Thankfully, an army juiced up with Level 3 Battle Roar + Endurance Aura is just insanely strong.
  • Pyraelus now gains access to Level 3 Spellbound, which can basically lock down a hero or a boss indefinitely, and Power Drain, which basically disables his targets' spellcasting capabilities (even if he's only missing like 10 mana, he can still siphon the full 500 mana amount, which is just broken, considering that many threats in the campaign only have around 500-700 mana.)
  • Lastly, the final Forsaken base is tough, but with a bit of luring, a few Siege Engines, a >100 supply army, I managed to send them to their final death.
  • If Morwin is killed, he doesn't show up in the final cinematic, but he can still talk.

- Chapter 7:
  • Another chapter that requires early aggression. If I don't deal with the Scourge and the Crusade early, their attacks will actually stack up and overwhelm my base. Luckily, each base only have like three production structures + Black Citadel/Castle, so they were dealt with easily.
  • I found an exploit that also helped. Since my peasants weren't paused at the start, by watching the cinematic instead of skipping, my starting resources went up to 1100/300 instead 0/0.
  • The Forsaken just attack whatever base is the weakest I think. In the early game, when I was weak, they attacked mine, but when I built up my defense, they start to attack Candor's instead.
  • Instead of using the Ballista like Candor said, I just attacked the Forsaken from the upper path. Much easier that way.
  • Also, why does Candor have like 1 million lumber?

  • Chapter 8:
  • This is another hard mission which requires precise micro and early aggression.
  • By the way, I was speaking from the Undead's side.
  • Knights of the Silver Hand are literally unkillable. Four of them (with Holy Empowerment) + some anti-air and they can hold off Forsaken attack waves for the ENTIRE game.
  • Candor and Istan mercilessly mowed through waves and waves of Undead tirelessly, empowered by artifacts such as Kul Tiras' Shield of Honor and Blessed Scepters. The Cauldron Lords only managed to send 300 Zombies to Anderhal at the end.
- At some point that I didn't notice, the Undead Ravagers stopped sending attack waves and stopped their production also. Guess they just accepted their fate.

  • Chapter 9:
  • Invisibility and Saving Grace right through the enemy defense line, and cleaned up Andorhal without the Skysword.
  • Although, during this phase, if the Scarlet Crusade Commander is killed but the Phylactery isn't picked up, then the mission will be bugged if a save game is loaded, or if the Spires are destroyed after. The bug causes Araj to always have his reincarnation on, even if the Phylactery is picked up afterwards.
  • Also, in the crate near the Commander, there's a Crown of the Deathlord, that's only pickable by using Saving Grace on Pyraelus. But then, both him and the Devotee will be stuck there, and I were to pick it up, I would be force to fight Araj without the two of them.
  • Spellbound level 3 is still a problem. No enemy can stand up to it.

  • Chapter 10:
  • Sylvanas seems to be perfectly fine with wasting her time on chasing Istan, but she doesn't want to show up to help her allies. What a leader.
  • Why are some building invincible? I try to cripple the Forsaken's gargoyle nest, but every building there is invincible.
  • Istan selling all of the insanely good item that I gave him is just sad to watch. (Or since this is the last chapter, you can just make him drop everything in Candor's base at the start. Whatever I give back to Istan will become undroppable.)
  • Also, when I load a save from this map, I got an instant crash.
  • Gunships are broken. I don't know if you know about the Destructors in Legends of Arkain, but Gunships are basically Destructors on meth. Insane splash AoE, fortified armor, 2000+ HP and can summon Gyrocopters on demand. All of that only for 10 supply.
  • The boss lady Val'kyr however, got too much sustain and high base armor, that not even the Gunships are able to destroy her. A real shame that the funny mage man just walked up and drain all her mana, rooting her for 1000s continuously, while Candor was smashing her real hard from behind (innuendo intended).
  • So, canonically, Candor's Field Marshall survived until the end. I feel like she should have been a named character.

Overall, this is a 4/5 for me. Fun gameplay, with big maps that have multiple creep camps and neutral camp to explore, but I think it needs a more diverse techtree, more consistent difficulty curve, and of course, make funny mage man a stronger damage dealer, instead of a Spellbound abuser.
 
One last post from me I think.

You can kill the spires without aggroing anything but that might just me being nitpicky.
Quest log says discovered instead of just updated/completed.
Not that important but it is strange the whole army disappears just for parts of it be retrained.

Maste-
The kill counter still doesn't seem to be working.
Istan sold some of my items it seems the bastard.
The banshee can go rather far before being stopped by a path blocker.
The central air faction doesn't have any upgrades nor eventually gets any, not sure if I even want them to get any.
BY THE LIGHT I LOVE THE SMELL OF DEAD HORDE IN THE MORNING.

Istan and Thassarian still do a bit of a dancing jig.

Well I guess that's it as long as nothing else comes up, it's been fun Footman.

Edit: Actually there is one last thing, chapter ten is a bit unstable. You cannot load a chapter ten save or restart from in-level it must be completed in one go.
Added triggers so if a spire is attacked its guards will aggro
Fixed incorrect Quest text (Damn you Copy and paste!)
Yeah... my original plan was for the AI to go in and build up and stuff and to be able to watch it... buuuuut it wasn't working very well so this is a better solution imo but still not ideal or what I had envisioned.

Listen, listen, listen, not every enemy needs master upgrades :p
Ok, I think I've finally fixed the multiboard.... hopefully.
Fixed Istan selling items, had applied the wrong action to the wrong unit
Made the pathing blockers thicker.
Yeah I don't think its worth giving the air base upgrades imo. I may however need some advice as to how to make the two main Forsaken bases unbreakable.

The jig... is unfixable, I've done as much as I can and it always works fine for me so I think its just luck at this point. I've got actions to make them not dance but if they keep doing it there's not much I can do as far as I can tell.

I'm not sure how to make it more stable, will need to investigate more before I can say it's been fixed.

I appreciate all your effort and bug reporting, so much I've missed in all my testing which has now been fixed :)
- Chapter 1:
  • Easy level, can get through with 0 losses because Battle Roar + basic infantry is OP.
  • Istan's sword makes hammer's sound.

- Chapter 2:
  • I tried to play it again, but the button for it doesn't pop up on the campaign main screen.
  • A full clear is achievable, with barely a few seconds left on the clock.
  • I kinda don't like the fact that Pyraelus' Annihilate deals splash damage to allies AND himself. Is there a way to change it.

- Chapter 3:
+ So, we got the Dwarves and the Elves, with custom units and heroes and model, but none of them appear for the rest of the campaign? I thought they would send reinforcements for the Alliance in the few last chapters, or is Candor too much of an ass for them to send help?
- The Red Troll Warlord that I was asked to kill was not the tough named troll, but is instead a nameless warlord tucked in a corner? Doesn't make sense to me.
+ Candor's sword also makes hammer's sound. Me OCD, me no like.

- Chapter 4:
  • This is kind of a hard chapter for me. By using the entire gold mine, I barely scrape up an army to beat the Forsaken.
  • Or at least, that should have been the case, until I found out that the side quest gave me a broken Blessed Scepter, that basically gives me a free Scroll of Healing (and the passive says that it "increases life regen by 10%", but I think it actually regen 1% of allies' max HP per second.

- Chapter 5:
  • With Blessed Scepter and Horse Stomp, this chapter becomes too easy. The Lich who summons Flesh Golem is basically a free XP source.
  • Call me stupid, but I really don't know how to summon Jandice Barov, even after I tried dropping a bunch of item into the Circle.
  • I was able to get to the lower floor before killing the Instructor and Lorekeeper, by just moving Candor close to the stairs. Don't know if that's intentional.

- Chapter 6:
  • Enemy attack from multiple sides which requires early aggression to take out the bottom Forsaken base first. Thankfully, an army juiced up with Level 3 Battle Roar + Endurance Aura is just insanely strong.
  • Pyraelus now gains access to Level 3 Spellbound, which can basically lock down a hero or a boss indefinitely, and Power Drain, which basically disables his targets' spellcasting capabilities (even if he's only missing like 10 mana, he can still siphon the full 500 mana amount, which is just broken, considering that many threats in the campaign only have around 500-700 mana.)
  • Lastly, the final Forsaken base is tough, but with a bit of luring, a few Siege Engines, a >100 supply army, I managed to send them to their final death.
  • If Morwin is killed, he doesn't show up in the final cinematic, but he can still talk.

- Chapter 7:
  • Another chapter that requires early aggression. If I don't deal with the Scourge and the Crusade early, their attacks will actually stack up and overwhelm my base. Luckily, each base only have like three production structures + Black Citadel/Castle, so they were dealt with easily.
  • I found an exploit that also helped. Since my peasants weren't paused at the start, by watching the cinematic instead of skipping, my starting resources went up to 1100/300 instead 0/0.
  • The Forsaken just attack whatever base is the weakest I think. In the early game, when I was weak, they attacked mine, but when I built up my defense, they start to attack Candor's instead.
  • Instead of using the Ballista like Candor said, I just attacked the Forsaken from the upper path. Much easier that way.
  • Also, why does Candor have like 1 million lumber?

  • Chapter 8:
  • This is another hard mission which requires precise micro and early aggression.
  • By the way, I was speaking from the Undead's side.
  • Knights of the Silver Hand are literally unkillable. Four of them (with Holy Empowerment) + some anti-air and they can hold off Forsaken attack waves for the ENTIRE game.
  • Candor and Istan mercilessly mowed through waves and waves of Undead tirelessly, empowered by artifacts such as Kul Tiras' Shield of Honor and Blessed Scepters. The Cauldron Lords only managed to send 300 Zombies to Anderhal at the end.
- At some point that I didn't notice, the Undead Ravagers stopped sending attack waves and stopped their production also. Guess they just accepted their fate.

  • Chapter 9:
  • Invisibility and Saving Grace right through the enemy defense line, and cleaned up Andorhal without the Skysword.
  • Although, during this phase, if the Scarlet Crusade Commander is killed but the Phylactery isn't picked up, then the mission will be bugged if a save game is loaded, or if the Spires are destroyed after. The bug causes Araj to always have his reincarnation on, even if the Phylactery is picked up afterwards.
  • Also, in the crate near the Commander, there's a Crown of the Deathlord, that's only pickable by using Saving Grace on Pyraelus. But then, both him and the Devotee will be stuck there, and I were to pick it up, I would be force to fight Araj without the two of them.
  • Spellbound level 3 is still a problem. No enemy can stand up to it.

  • Chapter 10:
  • Sylvanas seems to be perfectly fine with wasting her time on chasing Istan, but she doesn't want to show up to help her allies. What a leader.
  • Why are some building invincible? I try to cripple the Forsaken's gargoyle nest, but every building there is invincible.
  • Istan selling all of the insanely good item that I gave him is just sad to watch. (Or since this is the last chapter, you can just make him drop everything in Candor's base at the start. Whatever I give back to Istan will become undroppable.)
  • Also, when I load a save from this map, I got an instant crash.
  • Gunships are broken. I don't know if you know about the Destructors in Legends of Arkain, but Gunships are basically Destructors on meth. Insane splash AoE, fortified armor, 2000+ HP and can summon Gyrocopters on demand. All of that only for 10 supply.
  • The boss lady Val'kyr however, got too much sustain and high base armor, that not even the Gunships are able to destroy her. A real shame that the funny mage man just walked up and drain all her mana, rooting her for 1000s continuously, while Candor was smashing her real hard from behind (innuendo intended).
  • So, canonically, Candor's Field Marshall survived until the end. I feel like she should have been a named character.

Overall, this is a 4/5 for me. Fun gameplay, with big maps that have multiple creep camps and neutral camp to explore, but I think it needs a more diverse techtree, more consistent difficulty curve, and of course, make funny mage man a stronger damage dealer, instead of a Spellbound abuser.
Fixed weapon sounds for Istan and Candor :)
The issue with buttons is concerning as the triggers all seem to be fine, I'll need to investigate possible causes more.
Sadly this is unchangeable and will always hurt both irregardless of attack targets allowed etc.
They do send help :) every elf and dwarf unit you use is from them.
I'll see about maybe making that side quest more interesting.
The Blessed Sceptre is very powerful, and I did nerf it from its even more broken state, but decided to leave it up to the player whether they want to use it or not to make the gameplay easier :)
I might nerf Horse Stomp and the Sceptre some more then.
You need to destroy one of the torches in the room which opens a chest later on with a lamp and you then enter the circle of power with the lamp and it should spawn her :)
Fixed that issue, was a holdover from where you used to get a dialogue option to go down or not which I scrapped because it broke.
I've nerfed Spellbound.
Removed Morson from the final cinematic since he refused to play ball and turn up.
I've equalised the resources from watching or skipping the intro :)
The AI logic doesn't take into account base strength, however the AI does what it wants and can only be guided in the vaguest of ways by the editor.
Candor likes to stockpile lumber just in case, don't question it :p I'm joking but I've honestly no idea why that trigger isn't working as intended.
I might nerf the Knights of the Silver Hand then.
I'll also maybe see about nerfing Istan and Candor.
Added a trigger for loading the game to make sure the Phylactery trigger works.
Changed the hidden crates layout to prevent getting stuck.
Spellbound has been nerfed :)
I was in two minds about having Sylvanas show up but decided against it since I wanted to focus on the heroes.
You're not meant to destroy the air base is the short answer :)
Istan will no longer sell items.
I'll need to work more on finding causes of crashes to see if they're fixable.
Gunships have 1600 hp not 2000+ but I've changed their amour type to heavy and increased their food cost.
I've nerfed Aradne's armour a bit to make her less tough.
I'm glad you noticed the recurring Field Marshall :) I was tempted to make her a named character but felt she works better this way.

I'm glad you enjoyed it and I'm open to any and all suggestions for improvement, especially in terms of difficulty, when testing it myself I thought I'd struck a good balance but I'm impressed by people's ability.
 
I can't give a rating yet because it's still broken with the most recent Reforged patch. But I can still provide a rating over the first cinematic and the first chapter.

Gameplay: 8/10 (Chapter 1 only)
It's fairly difficult for a micro mission to the point not a single one of my footmen survived to the end both times I played the first chapter now.
The only thing I can complain about are the random encounters coming out of nowhere here and there. Without any warning and quite punishing, especially the first time. The second time playing the mission I managed to save so many unit I had a 12 unit group and 3 footmen to spare at the very start, haha. There's some imbalanced things like Spearmen with Medium armor + Defend are almost impervious to Piercing damage, the Hero's Battleroar is a tad too powerful with the flat damage bonus (a %-based damage bonus like 15/30/45% or 20/40/60% would be more balanced than adding +12 damage on top of footmen.)
Lastly, I like to say that the item and rune distribution is bliss, couldn't have done it better myself :)

Story: 9/10
It's WoW Cataclysm. So in terms of story for a custom campaign, you can't go wrong. You represent the WoW-equivalent places in Warcraft 3 well enough, but not to the fullest. Could just be your creative choice, but I do say you manage to capture a blizzard campaign vibe.

Terrain: 7/10 (again, chapter 1 only)
The terrain/environment are a tad bland, however, the layout and encounter distribution are amazing. Still, theres many weird out of bounds areas that lack polish and diversity in particular. The actual roaded areas have some solid tile-work and aren't too flat, but there are some areas that just feel empty and unpolished. If the style you're going for is blizzard campaign, you might need to add a little more environmental detail all-round and polish up the lesser/empty areas. The actual overgrowth part was decent tho :)

All in all, solid 8/10 mission! I hope the rest becomes playable soon.
 
I can't give a rating yet because it's still broken with the most recent Reforged patch. But I can still provide a rating over the first cinematic and the first chapter.

Gameplay: 8/10 (Chapter 1 only)
It's fairly difficult for a micro mission to the point not a single one of my footmen survived to the end both times I played the first chapter now.
The only thing I can complain about are the random encounters coming out of nowhere here and there. Without any warning and quite punishing, especially the first time. The second time playing the mission I managed to save so many unit I had a 12 unit group and 3 footmen to spare at the very start, haha. There's some imbalanced things like Spearmen with Medium armor + Defend are almost impervious to Piercing damage, the Hero's Battleroar is a tad too powerful with the flat damage bonus (a %-based damage bonus like 15/30/45% or 20/40/60% would be more balanced than adding +12 damage on top of footmen.)
Lastly, I like to say that the item and rune distribution is bliss, couldn't have done it better myself :)

Story: 9/10
It's WoW Cataclysm. So in terms of story for a custom campaign, you can't go wrong. You represent the WoW-equivalent places in Warcraft 3 well enough, but not to the fullest. Could just be your creative choice, but I do say you manage to capture a blizzard campaign vibe.

Terrain: 7/10 (again, chapter 1 only)
The terrain/environment are a tad bland, however, the layout and encounter distribution are amazing. Still, theres many weird out of bounds areas that lack polish and diversity in particular. The actual roaded areas have some solid tile-work and aren't too flat, but there are some areas that just feel empty and unpolished. If the style you're going for is blizzard campaign, you might need to add a little more environmental detail all-round and polish up the lesser/empty areas. The actual overgrowth part was decent tho :)

All in all, solid 8/10 mission! I hope the rest becomes playable soon.
Thanks for the review in terms of the mission bug, did you save and load the mission at all before finishing it?

I'm currently trying to iron out some of these crashes and issues.
 
Thanks for the review in terms of the mission bug, did you save and load the mission at all before finishing it?

I'm currently trying to iron out some of these crashes and issues.
I didn't :(
Only issue I have is no new missions appearing after the first.
 
Level 27
Joined
Nov 25, 2021
Messages
480
Sadly this is unchangeable and will always hurt both irregardless of attack targets allowed etc.
After seeing this, I try to mess around with Orb of Annihilation in the World Editor for a bit and I found out that the splash targets do not adhere to the ability's Target Allowed, but rather, to the Area of Effect Targets on the unit itself.

I don't know if you still want to fix it or decide to leave it as a feature, but just in case it's the former, you can just simply add the "Enemy" tag to Pyraelus' Combat - Attack 1 - Area of Effect Targets.

Gunships have 1600 hp not 2000+
By the way, I also checked again and while they had 1600 HP, they will have 2080 after LV3 Masonry.

Of course, thank you for fixing the things I mentioned like weapon sounds and all that. I know that they're minor and often unnoticed, but I'm the type to be easily triggered by them.
 
After seeing this, I try to mess around with Orb of Annihilation in the World Editor for a bit and I found out that the splash targets do not adhere to the ability's Target Allowed, but rather, to the Area of Effect Targets on the unit itself.

I don't know if you still want to fix it or decide to leave it as a feature, but just in case it's the former, you can just simply add the "Enemy" tag to Pyraelus' Combat - Attack 1 - Area of Effect Targets.


By the way, I also checked again and while they had 1600 HP, they will have 2080 after LV3 Masonry.

Of course, thank you for fixing the things I mentioned like weapon sounds and all that. I know that they're minor and often unnoticed, but I'm the type to be easily triggered by them.
I think I have those fields set correctly but I can double check.

Ah that makes sense, tbf I do want people to have that feeling of controlling something powerful, I just need to balance the heroes and tech-tree against the enemies you face. In the next campaign rest assured I've cooked up some exciting enemies to face.

Yeah in the latest patch I think I've also fixed an issue with a lot of the dialogue not playing in some missions and will try to add more voiced lines to gameplay from WoW. I'm also trying to find a suitable replacement for the Spellbreakers "The Blood Elves await!" line.
 
I feel you're to generous for making mobs dropping a lot of loot. :'D
In terms of difficulty I tried to make it not too easy but also not overly punishing for newer players.

Also in terms of game design ideally difficulty should come from the encounters not scarcity of healing as all that does is make players afraid to play aggressively and play overly cautiously waiting to slowly heal up before engaging rather than jumping in. I've tried to create this idea of player trust so that the player trusts they can launch into an encounter and fight and as long as they play smart they will either win or lose and be able to continue quickly onto the next encounter.

Whether I succeeded or not I'm not sure, I think I managed it in some areas but not in others.
 
Level 26
Joined
Aug 18, 2022
Messages
640
In terms of difficulty I tried to make it not too easy but also not overly punishing for newer players.

Also in terms of game design ideally difficulty should come from the encounters not scarcity of healing as all that does is make players afraid to play aggressively and play overly cautiously waiting to slowly heal up before engaging rather than jumping in. I've tried to create this idea of player trust so that the player trusts they can launch into an encounter and fight and as long as they play smart they will either win or lose and be able to continue quickly onto the next encounter.

Whether I succeeded or not I'm not sure, I think I managed it in some areas but not in others.
In terms of loot, I think I found too many loot during in some missions. I even thinked, that you put these loots on the map/ or creep loots, because if the player run out of gold, than the player can sell these in the Arcane Vault. (Some of the items and loots are not very useful, but valuable from my perspective.) Still there are rare/unique/epic finds/loots on some maps that I was amazed that even I found them. Before the last mission with only Pyraelus is like that. Many items and loots on the map, but large portion of them are just not useful for me. ( +3 Mantle of Intelligence, +3 Gauntlets of Ogre Strength, and so on.)
 
In terms of loot, I think I found too many loot during in some missions. I even thinked, that you put these loots on the map/ or creep loots, because if the player run out of gold, than the player can sell these in the Arcane Vault. (Some of the items and loots are not very useful, but valuable from my perspective.) Still there are rare/unique/epic finds/loots on some maps that I was amazed that even I found them. Before the last mission with only Pyraelus is like that. Many items and loots on the map, but large portion of them are just not useful for me. ( +3 Mantle of Intelligence, +3 Gauntlets of Ogre Strength, and so on.)
I might go back and change the item drops across the campaign, I'm quite proud of the unique items. The reason some of these "useless" items appear is to allow people to try multiple builds so if you wanted to stack strength vs intelligence items on Candor or rings of protection you can do that.
 
Level 26
Joined
Aug 18, 2022
Messages
640
I might go back and change the item drops across the campaign, I'm quite proud of the unique items. The reason some of these "useless" items appear is to allow people to try multiple builds so if you wanted to stack strength vs intelligence items on Candor or rings of protection you can do that.
Not every item is useless. Some of them are even helped me (like healing items: Healing Salve, Healings Scroll, etc.), and mana potions. In the mission I mentioned, I found out the Mantle of Inteligence behind a tree. It was not too hard to discover, because it's nearby from a creep camp.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,847
One thing I could put out here is when you want many items but can only choose from a certain number due to inventory slot limitations, you could just add a Rexxar campaign type hero inventory immobile unit that carries your unneeded (for that certain chapter) items to the next map. That way, you don't have to sell them or leave them behind (if there's no shop around; or just make a way to send them to the Matrix architect to get some funds for them).
 
One thing I could put out here is when you want many items but can only choose from a certain number due to inventory slot limitations, you could just add a Rexxar campaign type hero inventory immobile unit that carries your unneeded (for that certain chapter) items to the next map. That way, you don't have to sell them or leave them behind (if there's no shop around; or just make a way to send them to the Matrix architect to get some funds for them).
True but people need to be forced to make choices sometimes when it comes to items and then have to deal with the consequence of those choices ;)
 
Level 26
Joined
Aug 18, 2022
Messages
640
One thing I could put out here is when you want many items but can only choose from a certain number due to inventory slot limitations, you could just add a Rexxar campaign type hero inventory immobile unit that carries your unneeded (for that certain chapter) items to the next map. That way, you don't have to sell them or leave them behind (if there's no shop around; or just make a way to send them to the Matrix architect to get some funds for them).
I've seen that idea in another campaigns, it's a good to have, but not must to have in my opinion. I personally liked it, but somehow after I played LD(Lordaeron's Destiny), I don't feel like that is gonna fit in.

@Kasrkin
Do that! Make a video about it! I'm not that creative like you in the game.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,847
True but people need to be forced to make choices sometimes when it comes to items and then have to deal with the consequence of those choices
I guess, only one chapter might enable you to use Alleria's Flute of Accuracy and the next, non-melee (no base), might force you to play with just melee units. So, you have to find a replacement and hope the next chapter would either be good for the previous item if not, the safest way is to keep the new one.
I've seen that idea in another campaigns, it's a good to have, but not must to have in my opinion. I personally liked it, but somehow after I played LD(Lordaeron's Destiny), I don't feel like that is gonna fit in.
Nothing is truly necessary :p you could potentially play with only the first tier 1 unit all campaign long ;)
 
You give me an item stash and I'll be able to break the last mission even more. Sell all of it right into an arcane vault. :goblin_boom:
Yeah Kasrkin stop breaking my shit :p

Actually what would make the landfall Chapter and the final Chapter bases near impossible or harder to break?
I've seen that idea in another campaigns, it's a good to have, but not must to have in my opinion. I personally liked it, but somehow after I played LD(Lordaeron's Destiny), I don't feel like that is gonna fit in.

@Kasrkin
Do that! Make a video about it! I'm not that creative like you in the game.
Yeah I don't think it would fit well with a campaign like this, also you get 3 heroes who can all have items.
I guess, only one chapter might enable you to use Alleria's Flute of Accuracy and the next, non-melee (no base), might force you to play with just melee units. So, you have to find a replacement and hope the next chapter would either be good for the previous item if not, the safest way is to keep the new one.

Nothing is truly necessary :p you could potentially play with only the first tier 1 unit all campaign long ;)
GiantGrantGames challenge runs of my campaigns when?
 

Kasrkin

Hosted Project: LoA
Level 26
Joined
Apr 6, 2014
Messages
804
Do that! Make a video about it! I'm not that creative like you in the game.
I'll try without the gunships this time.

Yeah Kasrkin stop breaking my shit :p

Actually what would make the landfall Chapter and the final Chapter bases near impossible or harder to break?
Denied

Probably more static elite units and towers it's what Shar does when he wants to stop me... or place a giant burning wall of fire to ward off my favored way of clearing DARK BLADES. Doesn't always work though I'm stubborn like that.
 
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