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Malfurion's Quest v1.4b

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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You are Malfurion Stormrage, arch druid of the Night Elves and protector of Kalimdor. A great prophecy has foretold the return of the Burning Legion, who seek to destroy Azeroth once and for all.

For 10,000 years you have roamed the Emerald Dream, awaiting the day for your return to lead your people against the demons. However, you feel that the world has changed much during your absence. Despite Nordrassil being heavily guarded and Illidan the Betrayer sealed deep within his prison, you sense something terribly wrong that threatens your people's survival from the coming invasion.

Your mind is left in doubt, and the Prophecy's fulfillment draws near. Will you make sacrifices to ensure Azeroth's survival from the Burning Legion? Find out as you play Malfurion's Quest, the epic finale in Turnro's series of Warcraft 3 campaigns.





New Features

Choose Your Own Destiny
Malfurion's Quest will feature two separate story lines, with each providing different units, heroes, items, and much more. The campaign currently contains the complete Highborne story with the Sentinel path coming out in v2.0.

New Custom Race: The Highborne
This campaign will give you the opportunity to play as a fully new custom race: the Highborne. This mystical faction's strength lies with their powerful spells and their deep knowledge in arcane magics.

New Boss Fights
Malfurion's Quest features several boss fights that will test your skill and ability in playing Warcraft 3.

35 maps, including 20 Chapters and 12 Interludes
Note that Malfurion’s Quest is still under development. The current version has 20 maps.

New Feature: Pouch Utility
Drop items into Malfurion's pouch throughout the campaign, allowing you to hold onto additional items for later use.

New Heroes, Units, Spells, Items, and more!

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Screenshots and Tech-Trees

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Specific Changes

New Units
SENTRY - Tier-1 melee unit with supportive spells. Has the Shadow Meld, Elune's Blessing and Swiftness of Elune abilities. Can be trained at the Ancient of War.
FURBOLG SHAMAN - Supportive spell-caster, with the Barkskin, Lightning Shield, and Healing Wave spells. Can be trained at the Ancient of Lore.
STALKER - Melee stealthed unit. Has the Shadow Meld, Critical Strike, and Evasion abilities. Can be trained at the Den of Shadows.
JAILOR - Tactical ranged unit. Has the Shadow Meld, Shadow Strike, and Blink abilities. Can be trained at the Den of Shadows.


New Building
DEN OF SHADOWS - Stealth unit training building. Trains Stalkers and Jailors, as well as containing the Permanent Invisibility and Blink upgrades.

New Upgrades
ELUNE'S BLESSING - Grants Sentries with the Elune's Blessing ability, which allows them to recover 250 lost hit points per use.
LUNAR UPGRADE - Upgrades Archers into Lunar Archers, permanently increasing hit points by 100 and damage by 3. 5unar Archers also have access to the Moon Arrows ability, which allows them to deal area-of-effect damage to enemy units. Hippogryph Riders also benefit from the additional damage and Moon Arrows ability.
SWIFTNESS OF ELUNE - Grants Sentries with the Swiftness of Elune ability, which increases the attack and movement rate of a single-target friendly unit for 45 seconds. This ability is auto-cast.
ETHEREAL FORM - Allows Faerie Dragons to transition in and out of ethereal form. Ethereal units are immune to physical damage but cannot attack.
FURBOLG SHAMAN ADEPT/MASTER TRAINING - Increases Furbolg Shamans' mana capacity, mana regeneration rate, hit points, and grants them Lightning Shield/Healing Wave.
PERMANENT INVISIBILITY - Permanently upgrades Stalkers to be invisible. However, Stalkers will break their invisibility while engaging in combat.
BLINK - Grants Jailors with the ability to move in and out of combat at the cost of mana.


Other Changes
- Huntresses now start off with the Moon Glaives upgrade automatically
- Glaive Throwers have a new skin and icon
- The Marksmanship upgrade for Archers has been removed in favor for the Lunar Upgrade
- Mountain Giants now start off with Resistant Skin automatically upgraded
- Phase Shift will now heal Faerie Dragons 75 hit points with each use
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MALFURION'S QUEST MAP FORUM


Legendary Items

Find all 8 legendary items while playing Malfurion's Quest v1.4b in Hard difficulty:

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Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
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Wand of Feedback
Increases the attack damage of the Hero by 10. The Hero's attacks also destroy 12 mana per hit against any unit, causing bonus damage equal to the mana destroyed.
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Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
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Shield of Darkness
Increases the Hero's armor by 5 when worn. Also reduces all piercing and magic damage dealt to the Hero by 33%.
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Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
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Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
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Master Scepter of Healing
Grants the ability to heal a friendly unit for 400 hit points. Also increases the Intelligence of the Hero by 12.
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Orb of the Void
Increases the Strength, Intelligence, and Agility of the Hero by 10, and blocks a spell from hitting the Hero every 40 seconds.


Change Log

- Demo Version uploaded to Hive Workshop


Added 3 new maps:
CHAPTER 3 - Ending the Chase (Sentinel)
CHAPTER 3 - An Arch Druid Reborn (Highborne)
INTERLUDE - The Yearn for Magic (Highborne)
In these maps, new heroes, spells, items, doodads and units have been included. In addition, custom background music has been added into the cinematics for both the old and new maps.

SPELL CHANGES:
- Fixed a bug which prevented Lifesurge from healing
- Mana cost of Lifesurge reduced from 115 to 110
- Lifesurge now heals slightly more hit points with each level, but deals less damage to enemy units overall
- Changed the hotkey for Lifesurge from L to E
- Reduced the mana cost of Force of Nature from 150 to 125
- Increased Wrath of Nature’s enemy units chance to miss with each level
- Malfurion no longer possesses Barkskin. Instead, he has Thorns Aura
- Changed the level requirements for all spell levels

- Vast changes to the Highborne units including hit points, spells, and names
- Slight improvements to the dialogue and cinematics throughout the game
- Slightly increased the health of Archers
- Glaive Throwers now have a new custom skin
- Highborne Ballista have been replaced with Glaive Launchers, a new custom siege unit
- Changed the Ancient Oracle's skin to a custom one
- Changed the benefits given from the Staff of the Oracle and the Sapphire Necklace items
- Healing and Mana potions now have their own unique model


Added 5 new maps:
INTERLUDE - Council of the Legion
CHAPTER 4 - Spread of the Corruption (Sentinel)
CHAPTER 4 PART 1 – Journey to Astranaar (Highborne)
CHAPTER 4 PART 2 - Temple of the Moon (Highborne)
INTERLUDE - Fear of the Prophecy (Sentinel)

- Numerous changes have been made to the Highborne:
- All units have altered stats to make them more balanced
- All buildings have either been renamed, recolored or have had their models replaced

- Added new custom background music
- Hotkeys for all unit and Hero spells have been changed to Q/W/E/R/T respectively
- Increased Lifesurge healing from 90/160/250 to 110/180/265
- Wrath of Nature has been improved: its area selection indicates the radius of enemy units it will hit. In addition, enemies hit by Wrath of Nature have greater reduced movement speed and chance to hit (but no longer reduced attack speed)
- Replaced Highborne Malfurion's Ignite ability with Fire Shield
- Fixed a bug for Arcane Explosion where it would not always damage nearby enemy units
- Increased the casting speed of Arcane Blast by 25%
- Restoration Shell regenerates 90/135/180 mana instead of 100/170/250
- Hero spells have been changed to have mana costs change with each incremental level. This means that level 1 spells will be cheap while level 3 spells with be more expensive. This change, however, have no effect on passives spells or spells that have lower mana costs with each level
- Reverted Archer and Glaive Thrower hit point increases
- Reduced Furbolg Shaman mana pool from 250 to 200. In addition, Furbolg Shaman now gain reduced mana pool and regeneration from caster upgrades
- Renamed Guardians to Royal Archers, Adepts to Guardians, and Overseers to Highmistresses
- Fixed Faradrella's Nature's Gift icon not showing
- Fixed items not selling bug in Chapter 3
- Changed the Entangling Roots icon ability
- Slightly reduced the hit points, armor and/or damage of Treants from Force of Nature for all levels
- The difficulty levels have been changed. Easy is now called Normal, Normal is Hard, and Hard is Insane. Each difficulty level has also been re-balanced to reflect these changes
- Added more items to the previously existing maps
- Permanent items dropped by creeps/crates are now randomized. However, other item types and items received from quests and secret areas remain unchanged
- Barkskin now has a new icon
- Numerous dialogue changes to the already existing maps
- Murloc Flesheaters no longer use Cannibalize in Chapter 1
- Fixed a bug in Chapter 1 where the Magical Pens would remain invulnerable
- Added new models for Scrolls of Healing/Mana/Protection/Restoration

- Cheats are now disabled depending on the difficulty level chosen:
NORMAL - No cheats are disabled
HARD - Only WhosYourDaddy is disabled
INSANE - All cheats are disabled


- Fixed a problem throughout the campaign in Insane difficulty where the player would randomly lose. In addition, the player will now be notified of the actual cheat that was used should they cheat
- Fixed a bug where the wrong loading screen buttons would unlock after completing Chapter 2
- Fixed a bug in Chapter 4 Sentinel where killing the creeps at Astranaar would not allow the player to complete the main quest objective
- The Hel Bear in Chapter 4 Sentinel will now be hidden from the player until the quest to slay it has been discovered
- Tyrande will now properly say her ready dialogue when revived by the player
- Kath'ranis can no longer cast Restoration Shell on himself
- Removed the flags from the Highborne Academy model
- Slightly altered the music lists for chapters 2 and 3


Added 5 new maps:
CHAPTER 5 - The Search for Cenarius (Sentinel)
CHAPTER 5 BONUS - The Restless Dead (Sentinel)
CHAPTER 5 BONUS - Ruins of Zin-Azshari (Sentinel)
INTERLUDE - The Last Guardian (Highborne)
CHAPTER 5 - War at Mount Hyjal (Highborne)

- All upgrades for the Sentry at the War of the Ancient have been replaced with the following:
ELUNE’S BLESSING: Allows Sentries to recover their lost hit points at the cost of mana
SWIFTNESS OF ELUNE: Allows Sentries to bless nearby friendly units, increasing their attack and movement speed
- Fixed a problem where the Prologue could not be skipped by the user
- The player's units no longer become still and un-killable after Murloc cinematic in Chapter 1
- Fixed a problem in Chapter 3 Sentinel where the elevators through the Way gate would stop working
- The Druid in Chapter 4 Sentinel no longer disappears until his associated quest is completed
- Units no longer get stuck after the Temple of the Moon quest in Chapter 4 Sentinel
- Orc Bosses in Chapter 4 Sentinel now deal Chaos damage instead of Hero
- Rend no longer casts Bladestorm indefinitely in Chapter 4 Sentinel
- The Hunters Hall is no longer attacked during a cinematic in Chapter 4 Part 1 Highborne
- Obelisks will now correctly grant shard vision to the player in Chapter 4 Part 2 Highborne
- Added additional healing/mana runes to the boss fight at the end of Chapter 4 Part 2 Highborne
- Changed the build hotkey for Glaive Throwers to T. This fixes an issue where its previous hotkey was conflicting with the War of the Ancient’s Root/Unroot ability
- Reverted hotkeys for unit movement actions and Hide ability
- Fixed an issue where Searing Arrows would not deal additional damage to Heroes, summoned units or creeps above level 5
- Increased the cast range of Kath'ranis' Restoration Shell
- The Highborne Enchanted Gold Mine and Arcane Cathedral buildings now have new icons
- Increased Guardian base armor from 2 to 3
- Increased the mana cost of the Highmistress' Frost Bolt ability from 75 to 100, and Clone from 150 to 200
- Changed the building summon icon for the Highborne Scholar
- Changed the summon animation for all Highborne buildings


- Tyrande now has a new model and icon
- Fixed a problem with saving unit groups at the end boss fight in Chapter 2
- Fixed a problem with the final cinematic not playing in Chapter 5 Highborne
- Altered the dialogue for the ending cinematic in Chapter 5 Sentinel
- Slightly reduced the damage of the final boss in the Sentinel bonus mission 'Ruins of Zin-Azshari'
- Increased the selection priority of Sentries, making it easier to alternate between them in a selection of units


NEW MAPS
INTERLUDE - The Legion's Return (Sentinel)
INTERLUDE - Realm of the Demigod (Highborne)
CHAPTER 6 - Cave of Shadows (Sentinel)
CHAPTER 6 - A World Transformed (Highborne)
CHAPTER 6 BONUS - Remnants of the Ancients (Highborne)

NEW FEATURE: Malfurion's Pouch
- Malfurion now possesses a pouch in each mission, which serves as a storage place for additional items. These items will also transfer into future missions

HERO CHANGES
- Fixed the description of Malfurion's Force of Nature ability for Levels 2 & 3, as well as giving the spell a new icon
- Reset Malfurion's Thorns Aura to reflect melee attacks by a percentage basis rather than flat damage
- Added a new icon for the Taunt ability possessed by Crystal Golems
- Increased the damage per second of Fire Shield from 15/20/25 to 15/25/35
- Arcane Explosion will now damage magic immune units
- Reduced the mana cost of Arcane Explosion by 50 for each level
- Tyrande's model and skin have been improved
- Renamed Owl Scout to Summon Moon Owl, as well as giving this ability a new icon and owl model
- Increased the cast range and mana cost of Crystallization
- Crystallization has been re-balanced to be weaker on lower levels and stronger on higher levels
- Decreased the damage dealt by Arcane Blast from 25/40/60 to 20/35/50 per wave
- Jarod's Sword Slam ability has been replaced with Battle Shout, which silences nearby enemy units for a short time

SENTINEL CHANGES
- Replaced the Marksmanship upgrade with the Lunar Upgrade. Once researched, all Archers will be transformed into Lunar Archers, granting them 100 additional hit points, 3 extra damage and access to the Moon Arrows ability
- Increased the hit points of Sentries to 575 and mana to 250. In light of these changes, Sentries now also cost more resources to train
- Sentries and their upgrades now require a Hunters Hall
- Increased the healing of Elune's Blessing from 150 hit points to 250
- Reverted the build time for Glaive Throwers back to 48 seconds
- Increased the mana cost of Healing Wave from 90 to 125
- Increased the mana pool of Furbolg Shaman from 200/300/400 to 250/375/500 per level of training
- Stalkers now possess the Evasion ability, as well as an increase of hit points from 575 to 650

HIGHBORNE CHANGES
- Scholars have been slightly buffed in regards to health, damage and movement speed. In addition, they now deal piercing damage instead of magic
- Increased the mana capacity of Royal Archers from 100 to 200
- Cold Arrows has been replaced with Arcane Arrows, which gives Royal Archers 6 bonus damage to attacks at the cost of mana
- Renamed Guardians to Battle Maidens
- Battle Maidens and their upgrades now require a Foundry
- Increased Battle Maidens health to 550 and mana capacity to 250. They are also slightly more expensive to train
- Mana Shield no longer requires research. In addition, Battle Maidens can now gain a new upgrade that increases the amount of hit points absorbed by Mana Shield from 1 per point of mana to 2
- Battle Maidens now have Frozen Armor, which increases a friendly unit's armor by 5 and slows the attack and movement speed of enemy melee units that attack it
- Reduced the amount of lumber Arcane Golems can carry from 50 to 40
- Arcane Golems have been reworked to suit more of a tanking role. This includes:
- Increased hit points to 800, and reduced damage dealt from 34-61 to 17-23
- Has access to 2 new abilities: Taunt and Power Discharge
- Will now benefit from the weapon and armor upgrades at the Foundry
- Added a new upgrade at the Foundry, which changes the armor type of Arcane Golems and Towers to fortified once researched​
- Glaive Launchers now require a Violet Observatory to build
- Slow mana cost for Enchantresses increased from 40 to 50
- Anti-magic Shell mana cost for Enchantresses increased from 50 to 75
- Renamed the Enchantress' Crushing Wave spell to Energy Blast, as well as giving it a new icon and special effect
- Clerics now cast Mass Heal instead of their usual Heal ability. In addition, Violet Observatories and Citadels no longer possess Mass Heal
- Increased the mana cost of the Cleric's Resurrection ability from 200 to 250. In addition, this spell has a new icon
- Clones summoned by Highmistresses will now only deal 50% of their original damage. However, all clones will now last for 60 seconds or until their hit points reach 0
- Renamed Wind Serpents to Elite Highguard
- Increased the hit points of Elite Highguard from 785 to 825
- Violet Sanctums no longer cost lumber to summon
- Violet Observatories and Citadels can no longer attack
- Violet Observatories can now cast Blizzard. In addition, Blizzard has been improved to become more powerful with each tier level
- Renamed the Arcane Vault to Vault of Power
- Improved the items offered for sale at the Vault of Power
- Foundries no longer cost lumber, but now cost 210 gold instead of 140
- Increased the build time of Foundries from 60 seconds to 70
- Arcane Towers now start off with heavy armor instead of fortified
- Increased to build time for Arcane Towers from 50 seconds to 60
- The Reveal spell now has a cooldown of 30 seconds

GENERAL IMPROVEMENTS/BUG FIXES
- All chapters and interludes at and before Chapter 6 are now automatically unlocked in the campaign loading screen
- The image and music for the victory score screen has been changed
- Faradrella will no longer have a Spell Immunity icon show when Nature's Gift is upgraded to Level 3
- Fixed an issue where several Hero custom spells would cause memory leaks to occur
- Increased the cooldown of the Sphere of the Sea item from 20 seconds to 60
- Corrupted Ancient Protectors now deal piercing damage instead of siege
- Added Moon Wells throughout all Sentinel bases in Chapter 1
- Added additional Fountains of Health throughout the campaign
- Arcane Towers no longer possess Magic Sentry in Chapters 1 and 2 on Insane difficulty
- Fixed a bug where the Magical Blades upgrade would have no effect on Glaive Launchers
- Your troops will now start off with tier-1 weapon and armor upgrades in Chapters 1 & 2
- The Arcane Golems harvesting trees in Chapter 2 will now attack when encountered by the player
- The Elune's Blessing ability is now automatically upgraded in Chapter 3 Sentinel
- Slightly reduced the difficulty of Chapter 3 Sentinel for all difficulty levels
- Sentries owned by the player no longer have Swiftness of Elune in Chapter 4 for both story versions
- Added improved anti-cheat triggers to Chapter 5 bonus maps
- Fixed a bug in Chapter 5 Sentinel where the furbolgs would not attack the red Satyrs
- Jarod now starts off on level 9 in Chapter 5 Sentinel
- Rearranged the tablet fragment locations in Chapter 5 Sentinel in order to make them easier to find
- Fixed the Restoration Potion icon in Chapter 5 Sentinel from having it appear as a green square
- Fixed the boss music playing for all sub-maps for Chapter 5 Sentinel
- Items are no longer dropped by destroying creep buildings
- Changed the hotkey for all tier 2 and 3 Town Hall buildings from W to Z
- Improved the hotkeys for all worker Resource Gather and Repair commands
- Unique models have now been given to Tomes of Retraining, Scrolls of the Beast and Scrolls of Resurrection
- Runes are now color coordinated, making them easier to identify for the player
- Shandris now has a new skin


- Resolved several game breaking bugs in Chapter 6 for both story-lines
- Heroes must now be within 1200 range of killing units in order to gain experience
- Regular Hero spells no longer require a level greater than 1 in order to be learnt
- The player no longer needs to repeat Chapter 2 in order to progress to Chapter 3 for both story-lines. However, game caches for Chapter 3 have been reset
- Improved entering through the Way Gates for the first optional quest in Chapter 3 Sentinel
- Turned on ally attack alerts for the furbolg player in Chapter 3 Sentinel
- Changed the hotkey of Fire Cage from V to F in Chapter 3 Highborne
- Players can now enter and leave the kobold cave whenever they choose in Chapter 4 Highborne Part 1
- Fixed a bug where Malfurion would become invulnerable in the kobold cave in Chapter 4 Highborne Part 1
- Fixed a bug where rescue-able Sentinels would not transfer to the player's ownership in Chapter 4 Highborne Part 1
- Tyrande will now correctly gain experience in Chapters 5 & 6 Sentinel
- Fixed an issue in Chapter 6 Sentinel where the main quests were not accurate in the Quest Log
- Increased the shield life of Anti-magic Shell for the final boss in Chapter 6 Sentinel
- Changed the ending cinematic for Chapter 6 Highborne
- Increased the damage caused of Rain of Fire in the final boss fight in Chapter 6 Highborne
- Plagued Ancients now deal area-of-effect damage to ground units, fixing a bug where the mouse icon would not appear for the 'Attack Ground' move
- Changed the color of the player's team from orange to red in the Highborne story-line
- The birth animation for Highborne buildings have been reworked, resolving several in-game issues
- Increased the damage of Moonfire from 60/100/145 to 65/125/170 per level. In addition, units hit by Moonfire will have reduced attack speed as oppossed to movement speed
- Increased the duration of Bladestorm from 5 to 7 seconds
- Trueshot Aura now has a new icon
- Highmistresses now have a new attack missile model
- Stalkers no longer possess Shadow Meld
- Changed the armor type of Arcane Wyrms from Unarmored to Light
- Corrupted Entangled Goldmines now have a new model
- Moon Wells in Chapter 1 are now invulnerable
- Changed the loading screen for Chapter 6 Highborne
- Made slight revisions to the dialogue across the campaign
- Made minor item changes, as well as their locations, throughout the campaign


MAIN CHANGES
- Added the following maps:
HIGHBORNE
Interlude: Pillars of Power
Chapter 7: Howling Treachery
Interlude: Unexpected Measures
Chapter 8: Ysera's Heartbeat
Chapter 9: The Last Guardian
Chapter 10: Darkness and Sorrow
Epilogue
- Made numerous story changes throughout the campaign, affecting the following maps:
HIGHBORNE
Chapter 3: An Arch Druid Reborn
Interlude: The Yearn for Magic
Interlude: Lying in Deceit
Chapter 5: War at Mount Hyjal
Interlude: Battle for Tomorrow
Chapter 6: Shattered Skies
- The Sentinel story path maps from Chapter 3 onward have been locked for revision. These maps will become available again in v2.0
- Hard and Insane difficulty have been merged to be more consistent with the difficulty settings throughout Turnro's campaign series
- Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
- Added legendary items into the campaign for Hard difficulty. There are a total of 8 legendary items to find
- Some optional quests throughout the campaign now grant the player's Heroes additional skill points upon completion

HERO CHANGES
- Increased the item pick up/drop radius of Heroes by 33%
- All main Hero spells now have 4 levels instead of 3. These spells have also been rebalanced to suit this change
- Switched the hotkeys for each Hero's ultimate spell with their aura or equivalant ability. This means that Hero ultimate spells now use R, making hotkeys more consistent across Turnro's campaigns
- Updated the campaign to be compatible with Patch 1.30.3 As a result, the following spells have been affected in one way or another:
Force of Nature
Tranquility
Mystic Affinity
Arcane Explosion
Summon Moon Owl
Entangling Roots
Mass Teleport
Impaling Shot
Enchanted Arrows
Blink
- Removed Thorns Aura from Malfurion
- Renamed Wrath of Nature of Nature's Wrath
- Made numerous changes to Malfurion's Crystal Golem spell:
- Removed Taunt, Hardened Skin and Spell Immunity
- Gains Bash from Level 2 onwards
- Gains Resistant Skin from Level 3 onwards
- Decreased the mana cost of Spell Steal from 50/25/10 per level to 25/10/0
- Increased the cooldown of Spell Steal from 5/3/1 per level to 10/5/1
- Changed the color of Malfurion's and Tyrande's hair to green

SENTINEL CHANGES
- Decreased the hit points of Sentries from 575 to 550
- The Furblog Shaman's Barkskin ability now reflects 25% of melee attack damage back to enemy units. In addition, the mana cost for this spell has been increased to 35
- Increased the mana and mana regeneration rate of Furbolg Shaman

HIGHBORNE CHANGES
- Increased the attack range of Scholars from 400 to 500
- Increased the hit points of Royal Archers to 300
- Increased the attack range of Royal Archers to 550
- Increased the damage dealt by Arcane Arrows from 6 to 8
- Decreased the hit points of Battle Maidens to 525, and increased their mana capacity to 300
- Reduced the mana cost of Frost Shield to 40
- Removed the Taunt ability from Arcane Golems
- Changed the attack type of Arcane Golems to Siege, increased their damage to 27-35 and attack rate to 1.9 seconds
- Power Discharge now requires an upgrade at the Foundry. In addition, its damage has increased from 50 to 70
- Increased the mana capacity of Arcane Golems to 250
- Replaced Power Shield from Clerics with Orb of Sight, which summons an invisible orb at a target location. This spell requires no research to begin using
- Increased the healing of Mass Heal from 10 to 12. In addition, this spell now requires Cleric Adept Training before it can be used
- Anti-magic Shell for Enchantresses now absorbs 300 magic damage instead of granting spell immunity
- Enchantresses now have Counterspell instead of Energy Blast, which silences and reduces an enemy unit's damage for a set amount of time
- Added new adept and master training icons for Clerics and Enchantresses
- Highmistresses now have a proper death decay animation
- Increased the mana and mana regeneration rate of Highmistresses
- Removed the Reveal ability from Violet Sanctum/Observatory/Citadels and Arcane Towers
- Blizzard can now be used by Violet Sanctums
- Removed Wands of Illusion and Arcane Scrolls from the Vault of Power
- Staff of Absorb Mana no longer requires a Violet Observatory in order to purchase from the Vault of Power
- Added Amulets of Recall to purchase at the Vault of Power, which requires a Violet Citadel before they become available
- Highborne attack and armor upgrades now have new icons
- Revised the gold and lumber cost for several Highborne structures

GENERAL CHANGES/IMPROVEMENTS
- Updated all mission loading screen images
- Changed the user interface for the Highborne story path
- Satyr Hellcallers are now Hero-based units
- Resolved a bug in Chapter 4 Part 2 Highborne where the player could use Kath'ranis to explore out of bound areas
- Increased the hit points of Fel Orc Berserkers from 535 to 600
- Updated the Mount Hyjal Guardians to make their units more unique compared to regular night elves
- Removed the Cenarian Horn item from the game in Chapter 5 Highborne
- The player's units in "Remnants of the Ancients" have been rebalanced to make trained units more viable
- Made numerous changes to existing items throughout the game
- Reverted the hotkey for Build back to B
- Command hotkeys (such as Build, Attack, etc) can now be overwritten by player custom hotkey settings
- Updated the icon position and hotkeys for all upgrades to reflect the 1.30 patch changes
- Added a unique model for Potions of Invisibility
- Updated the Lunar Upgrade icon


BUG FIXES/GAMEPLAY CHANGES
- Revised the entire campaign for map leaks
- Fixed a bug where the background music would randomly stop playing after a cutscene
- Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
- Resolved a bug where carrying certain items on Malfurion would cause him to lose his stat benefits while in his Twisted Ancient form
- Fixed an issue where Malfurion would lose all bonus skill points acquired throughout the campaign after using a Tome of Retraining in his Twisted Ancient form
- Resolved a bug where the Book of Spiders and Staff of Corruption shared the same cooldown group
- Increased the build time for all furbolg units in Chapter 3
- Made numerous fountain changes in Chapters 3 & 8
- Resolved a bug in Chapter 4 Part 2 where Tyrande would not turn invisible during the boss fight phases
- Added additional enemy Sacred Wells for the Guardians in Chapter 5
- Velinde must now survive during the final boss fight in Chapter 5
- Changed the model of the Fountains of Power in Chapter 6 to look more corrupted
- Fixed a bug where the Crystal Golem's hit points were not correct on certain levels in the bonus map of Chapter 6
- Increased the amount of enemies to kill between each phase of Velinde's boss fight in Chapter 6
- Resolved a bug in Chapter 6 where Illidan would occasionally become permanently invulnerable during the end boss fight
- Made slight rune changes to all boss fights in Chapter 6
- Moved the location of the Secret Key in Chapter 7
- Added more gold to several Gold Mines in Chapter 7
- Moved the location of the Orb of Thorns from Chapter 7 to Chapter 8
- Magtheridon now starts off with the Orb of the Legion in Chapter 8
- Reduced the time required to protect Malfurion at each obelisk in Chapter 8 from 4 to 3 minutes
- Reduced the time in order to reach most of the obelisks in Chapter 8
- Resolved some obelisk timer bugs in Chapter 8
- Added an additional Way Gate near the path to Ysera's Heart in Chapter 8
- Resolved an issue in Chapter 8 where Malfurion's Pouch would remain inaccessible once Malfurion revived
- Reduced the attack rate of all enemy AI bases in Chapter 9
- Increased the build time of all enemy dragon units in Chapter 9
- All Night Elf AI bases no longer rebuild lost structures on Normal difficulty in Chapter 9
- Fixed an issue in Chapter 9 where Malfurion would have his normal spells while in his Twisted Ancient Form
- Fixed an exploit in Chapter 9 where the player could complete the mission without activating the Demon and Naga enemy AI bases
- Changed the armor type of Dream Portals to Heavy Armor in Chapter 10
- Slightly decreased Kil'jaeden's auto attack damage in Chapter 10
- Decreased the power of Kil'jaeden's Meteor Strike and Armageddon spells on Normal difficulty in Chapter 10
- Changed the number of meteors summoned while Kil'jaeden channels Meteor Strike to make the spell feel progressively harder throughout his boss fight in Chapter 10

HERO/UNIT/ITEM CHANGES
- Increased the duration of Malfurion's Meteor Strike spell to 6 seconds
- Added a death sound to Tyrande's model
- Reduced the melee damage reflected from Barkskin for Furbolg Shaman to 15%
- Royal Archer attack range increased to 600
- Decreased the mana cost of Arcane Arrows for Royal Archers to 6
- Highmistress clones now only last half as long if the cloned unit is a Hero
- Renamed Elite Highguard to Highguard
- Reduced Arcane Wyrm hit points to 465
- Increased the hit points of Felhounds to 975
- Academy hit points decreased to 1200
- Added a death animation to Mana Wells
- The Demon Blade is now classified as an artifact
- Reduced Orb of Thorns's aura melee reflect damage to 10%
- Increased the mana burnt by the Wand of Feedback against Heroic units from 4 to 6
- Shield of Darkness now grants 33% magic damage reduction for Heroes. In light of this change, bonus armor has been reduced to 5 and piercing damage reduction to 33%
- Removed stock start delays for all items purchased from neutral shops throughout the campaign


BUG FIXES
- Fixed an issue where the Glaive Launcher's missile attacks would result in a game crash
- Fixed a bug where loading the "Lying in Deceit" interlude would result in a game crash

Other Campaigns in Turnro’s Warcraft 3 Series


Important Notes
- You will need to update Warcraft 3 to the latest patch version before playing Malfurion’s Quest (v1.30 at minimum). Otherwise, you will experience problems that will prevent you from playing the campaign. To update Warcraft 3, click on the following link: Patching Classic Games
- The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
- If you use the ‘WhosYourDaddy’ cheat while playing Malfurion’s Quest on Hard difficulty, you will automatically lose the mission

183891-albums7057-picture96367.png


GAME DESIGN AND DEVELOPMENT: Turnro

STORY DEVELOPMENT: Turnro with FallenStar

MODELS & SKINS
Blizzard Entertainment
67chrome
Afronight_76
AndrewOverload519
Boneknight
Elenai
HammerFist132
WILL THE ALMIGHTY
JetFangInferno
Trollschnitzel
Nasrudin
Hexus
kellym0
paulH
JesusHipster
PROXY
Sellenisko
Mc!
Malvodion
Ket
Cakedog345
zedeathcame4u
Glitzage
the_firefalcon
опубликован
EviL_BuddhA
Darkholme
Tenebrae
s4nji
Ribenamania
Mephestrial
Gookywooky
Frankster
Randomall
Red XIII
MasterHaosis
Skizzik
Epsilon
Daenar7
Kaizer
Pyritie
sPy
Infrisios
Suselishe
Matarael
Darkfang
kangyun
kellym0
Gamegear
Sin'dorei300
Malgarion
Muoteck
Kirym
UgoUgo
Ujimasa Hojo
Ultimata
Weep
Zbc
Champara Bros
Heinvers
Vortigon
RightField
Wisdom
R.A.N.G.I.T


ICONS
Blizzard Entertainment
Naro
zbc
-BerZeKeR-
Dan van Ohllus
Hellx-Magnus
Hadeis
Darkfang
Dalharukn
bigapple90
PeeKay
Apheraz Lucent
Dan van Ohllus
67chrome
4eNNightmare
SexYFrostWyrM
AndrewOverload519
NFWar
BydkOFF
Darkmoon Hero
Skypsi
JollyD
KelThuzad
~Nightmare
SkriK
Palaslayer
Morbent
Blood Raven
Frankster
CRAZYRUSSIAN
BlackDoom
Anachron
Sin'dorei300
Muoteck
Mr.Goblin
kola
-Kobas-
The_Silent
Lelling
Mc!
Zephyrius2412
Raging Ent
PrinceYaser
Heinvers
Infinitynexus
The Panda
Ardenian
ChevronSeven


SOUND & MUSIC
Blizzard Entertainment - WORLD OF WARCRAFT, STARCRAFT 2
Clint Mansell - REQUIEM FOR A DREAM
Jo Blankenburg - GARADORS FLIGHT
Soundcritters - DARK TIDES
Benjamin Barlett - WALKING WITH DINOSAURS
Ian Livingston - BIONICLE HEROES
Chikayo Fukuda – CENARIUS & MEDIVH BOSS THEMES
Inon Zur – DEEP ROADS
Mikolai Stroinski - TESHAM MUTNA
BrunuhVille – DRAGON EMPRESS
Matt Holle - BATTLE REALMS
Henry Beckett and Keith Zizza - ZEUS: MASTER OF OLYMPUS
Nick Phoenix - THE LAST STAND


MAP TESTERS
FallenStar
Ljarvisone
AnonymousOne
knight26


OTHER
Paladon – Malfurion’s Lifesurge spell
NFWar – Kath’ranis’ Crystallization spell
Maker – Illidan’s Fel Rush spell
Chenralstrasz – Original logo design




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Keywords:
Night Elf, Malfurion, Tyrande, Illidan, Cenarius, Kil'jaeden, Burning Legion, Highborne, Faradrella, Sentinel, Druid, Kath'ranis, Velinde, Ysera, World Tree, Nordrassil.
Contents

Malfurion's Quest v1.4b (Campaign)

Reviews
Orcnet19:35, 14th Oct 2013700 Malfurion's Quest (Tested DEMO release as 1.0) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...
Level 4
Joined
May 9, 2015
Messages
55
This campaign is awesome! Good job, can't wait to see more from you ^^

Though, I have an issue. In the Chatper 4, pt2. The Temple of Moon, I am in stuck in a certain part (here's a screenshot http://prntscr.com/abjuks.) Am not able to teleport/move to the other side and it doesn't recognize the Obelisk as a friendly unit so I can't click on it to teleport there.

You are not available to teleport anymore If you using cheat, try to restart again and don't use cheat.
 
Level 28
Joined
Feb 18, 2014
Messages
3,580
Hi turnro :)
I've seen the size of your campaign 160 Mo which is quite big you know, and I found out you're using some WoW model inside this campaign which makes it bigger, including the new imported sounds.
You should try to resize it a little~
 
Level 3
Joined
Mar 13, 2016
Messages
16
Warning : very huge recital incoming. Take a seat and breathe heavily.





Greetings, Turnro. My name is Luke Hakurei, I'm a fellow Warcraft III gamer from France. I'll do my best to write properly, and apologize for this disastrous grammar.


First of all, I'd like to congratulate you for your astonishing work. I began to play Warcraft III - Reign of Chaos when I was 10, or something like that ; twelve years later, I came back to this wondrous game and nostalgia pumped through my veins. Soon after I bet the fudge out of Archimonde once again, this time without the "whosyourdaddy" godly gift, I found myself lonely doing the Frozen Throne extension. Curiously, the magic I felt while playing the first game wasn't as tremendous as that first experience. I was kinda disappointed.
That's where you interfere, Turnro. Several month ago, I heard about a customised campaign that proposed an alternate storyline from the original story of the game of my childhood. My heart was shaking. I spoiled myself the last interlude of Resurrection of the Scourge (sadly, that’s this youtube video that told me about your works), and decided to further investigate. Soon after, all your four campaigns where downloaded and ready to be played.

Now I’m there, having played almost all of your maps (only the last Sentinel mission of Malfurion’s Quest remains to be done). I got numerous questions to ask you about. But first, as a gift for this nostalgia drive back you granted me, allow me to deliver you all of my impressions about your fantastic work, and review all of the four campaigns that you built up. I hope for you that you like reading long texts, ‘cause in my country, I’m quite well-known for being talkative !



First act : General reviewing


The very first reactions I had when launching the first mission of Rowan’s Adventures were as follow :
- OH MY GOD, IT HAS NEW MUSIC !!!
- God, the scene is so beautifully set !
- This is just like Warcraft III originally was !
- Yeah, I like it.
- OMG WTF BBQ IT’S MOTHER HUGGING DUBBED !!!

Yeah, it was kinda eccentric.
But that’s just how I felt. I wasn’t really expecting anything from this campaigns and had feared that this was a good idea that wasn’t properly exploited. I was all wrong. In numerous ways, you just blew my mind. Let me develop all of the points I found important in your works and comment them.


1- Concerning the maps

Probably one of the features that struck me the most. The hugging maps.
For all four campaigns, without any hesitation, I’d say that the Warcraft III spirit was admirably respected. I didn’t felt any difference from the original maps level design at all, and really felt like this is an alternative version of Reign of Chaos itself.

Roaming through the Fog of War and through adventure, that was with an unspeakable pleasure that I played all of the missions you offered us. It was truly fantastic.
Your art of map designing is godlike, Turnro. This is something I just can’t withstand. Of course, from the Adventures of Rowan to Malfurion’s Quest, you improved quite a lot ; but even at your beginning, some years ago, you were excellent at it.

The exploitation of the wideness of the maps is very good, from creep placement to objectives location. We really expect the quests to trigger and resolve at the moments it should. The mastery of this map designing is almost perfect, and you got all my blessings for sharing this art with us.


2- General difficulty

Difficulty is something very hard to handle. But you managed to do it quite well.
There’s some slight moments were difficulty vary too much, unfortunately. As an example, when fighting the Antiques in Normal difficulty with Rowan, I had probably the hardest time of all the human campaign. Whereas in the last mission, I really didn’t have any hard time to literally STOMP the undead purple base and then destroying the Lich King. Though it was most exciting.

Another hard moment is when you have to do that optional quest in Highborne story with Malfurion : destroying regular then corrupted Furbolgs. Gold is depleting too soon as your forces are being crushed down, from furbolgs to Illidan’s wild forces (even though the animals are the true menace here). I had to regurlarly save and then load back to win this fight. It was really close at numerous moments.

However, I’m quite the bad gamer and doesn’t handle RTS with such skill. Maybe I’m just bad after all.
Overall, the balancing was good anyway. Seeing our own heroes progress and improve through the levels are a really pleasing thing to see.


3- New content

Another point where you hit me with amazement.
New objects, new heroes, new units, and huge more.

Especially within Rowan and Furion’s campaigns, you literally spoiled us with an infinity of beautiful improvements. That is probably the reason why, when I was playing your game, I didn’t felt old or anything : I was playing the game of my dreams, with a couple of radiant shiny newness that brought me back in time, when I was discovering the wonderful game of Warcraft III. Yes, that’s it : all these improvements just allowed me to play Warcraft III, without having the impression of always doing the same thing than twelve years ago. I discovered it once again.

This was especially the case when playing Rowan, this new hero and his new fellowship, and Furion, in a world that needs him and allow him to choose from a regular destiny or a complete, mysterious, dark and mystical other fate. That’s also maybe why I appreciated Orcs and Undead campaign much less than the others, but it can also be explained by the fact that these are my less favourite two races. But I’ll come back to it later.

Let me just say this as a word of conclusion for the new content of your games :
“Congratulations !”


4- Marvellous musics

Music is my guilty pleasure when playing games. For I love all of the Warcraft III soundtracks, I have to say that the new OST you brought within the Human and Night Elf campaign just gave me a heartblow.

These were just PERFECT.
I could felt all of Rowan’s bravery and power with the awesome tracks playing while wandering around enemy bases or roaming into the most cruel wilderness.
I could sense my soul flow like a calm stream snaking through Ashevale’s Forests as Furion headed his way to rally all the forces of the ancients.
I could grasp the essence of magic, and grant myself power as the Highborne taught me true power and let me see what the world should become.
I could fear for my life and the future of Azeroth while the Burning Legion came to end all of what we love, and the orcs desperately fought for the living of all things.

All this, just by the power of music.
You, Turnro, are a hero. The fine selection you made for the tracks playing within this game is spectacular. It’s just a pity we didn’t have enough of this treasure within the second and third campaign. With this, even the one playing about the races I don’t really like could have sounded like a true masterpiece.


5- Set up the scene !

About interludes, and in-game cutscenes with characters.
Just like I said before, the scenes are always beautifully set. The camera takes good angles, have good movements, and show characters in good positioning and attitude.

Just like you did with the maps, the in-game scenes were pure gold. It respected the full Warcraft III spirit, with the same material, the same intelligence, the same attention to detail. What else ? I can only be fulfilled with happiness.
All the means used to create a bright new Warcraft load of campaigns were used. Everything you could do to make this loyal to the original franchise, you did it. And for this, good sire, you have all my respect.


6- Talking about some criticism

Unfortunately, nothing is truly perfect, and despite all I said just before this, there are some things that just disturbed me while playing the campaigns. Here are the flaws I felt during this experience.

The first one, and I hate to admit it : dialogues.
Dialogues are, with music, one of the things I look for the most, in video games and Warcraft above all else. And here, I can just say that somewhere, I felt kinda disappointed.
Warcraft III offered me quite cool lines, and quotations that even in French, I can remember today.
« Tremblez, mortels ! Et perdez tout espoir ! La malédiction envahit votre monde ! »
“Tremble, mortals, and despair ! Doom has come to this world !”
I could not meet again with these lines as I played your campaigns. There wasn’t any line that struck me like they did in the original campaigns. It was like… Something common, and dull. Of course, there were moments where I could feel something from what was being said (Like the interlude where Rowan speaks to all his forces before the final assault, though it’s more like the music is making this scene truly epic).
I’m not criticizing the dubbing, which was really good for a project like yours. It’s within the very lines where I couldn’t find the quality I looked after. That’s a real pity, because without this flaw, your game could almost be perfect.

The second flaw I could say is about the inner storyline of each campaign. Or just one or two missions. But I will say more in the next act of my review.
In fact, all campaigns have its pros and cons. Some fail where the others succeed and vice versa. That’s why I’ll deal with each of them later.

Finally, the last flow is the lack of real character development that lies within these campains. Only Resurrection of the Scourge allowed me to deal with characters that where not just pure evil and stupidity, or light and kindness. The character’s personality, in general, are too stereotyped. It’s really hard for me to get attached to any of the characters in these stories, although I really liked some of them (Rowan, Furion and Varimathras are my most favorites). It would have been really cool if more heroes could have been confronted with deeper problematics and inner conflicts. Instead of that, they are always focusing on their missions and don’t talk about anything else. Fortunatly, Furion’s treatment is tending to make this affirmation false. Especially during the last interlude to date in the Sentinel campaign (the one before the 5th mission), the discussion he has with Tyrande made me smile.


Aaaaand that’s it. In fact, generally speaking, I have to say that you succeed in flawless victory with the making of the maps, the technical part, the “gaming” mecanics.
But where you fail is something different, more like the “story telling” aspect of Warcraft III. In the end, the story you propose is kinda classic and does not really offer something that different from the original story. There’s no revolution in there : we’re always here to prevent the Burning Legion to take over the world, and that’s it.

However, I can’t figure out how it could have been better myself. To tell the truth, fighting against the Burning Legion is one of my favourite dreams since I bet Archimonde at the roots of Nordrassil. Even if the story doesn’t differ much from the original one to this point, I can’t really say that it disturbs me. I’m just eager to kick Kil’jaeden’s butt within the shortests delays.


7- As a word of conclusion

I’d just say that despite these flaws, I just had a splendid experience playing these campaigns. I just can’t wait for Malfurion’s quest to be finished. It is a true masterpiece that is to come. For all what remains to be done, Turnro, you have all my support !



Second act : Four campaigns to rule them all


I – The Adventures of Rowan the Wise

There is lots to say about your first work, and I can’t figure out everything that should be told.
With Rowan came the discover of your fine maps, and the emotions I shared with him are still beating within my heart. I love Rowan, I love his friends, I love the music, I love almost everything in this campaign.

This is the only one which is dubbed, and it’s probably its greatest quality. Even if the dubbing is not as good as professional, the efforts put in it are worth the trick. I highly appreciate the work of all dubbers, even though Arthas’ mic should be renewed really soon ! =p

Like I just said, there are lots of things that made me dream in this campaign :
- The musics. They’re probably the coolest in the entire series. Still today, I love to listen to them, and I play this missions just to do it !
- Rowan. Yes. It’s probably one of the most ingenuous and candid of all the characters here, but I couldn’t help but feel attached to him.
- That freaking last mission !!!
- An alternate ending for Lordaeron against the Scourge.


All Rowan’s adventure was cool as hell. We ventured through lots of scenery and peril together.
The first mission, which serves as a tutorial, was nicely designed and a good introduction to your series. The flow of the story led us to meet lots of friends, and assemble a party of five comrades ready to do everything to save what could be saved. The general storyline was kinda good.

I really liked the way that you proposed us, here, how the story could have turned if it wasn’t up to Arthas but Rowan. A good ending for Lordaeron.
That’s also why I love Rowan so much : he’s the hero that I didn’t have myself, twelve years ago, when the ten-years-old-me looked upon the fall of Arthas and got traumatized by the ending of the human campaign.


However, I have to say that this campaign just had some moments that bothered me quite hard.

First of all. What the fudge did you just do to Uther ? Seriously, what ?
Uther is one of my favourite characters in Warcraft franchise, and the treatment he had in this series left me a bitter taste.
When Arthas came to Rowan to say that Uther was driven mad and was turning into a chicken to kill innocent people for the lone sake of obtaining valuable items, I seriously hoped for a bad joke. Or at least, that Arthas was just manipulating Rowan to make him kill Uther. Unfortunatly, that turned out to be a real deal and we just got to slay a load of chickens to discover that the Silver Hand leader was one of them, kill him, and end of the story.
Seriously, what ? I can’t understand the deal here. Uther is just forgotten afterwards, and we’ll never know what drove him into this stupid madness, leaving me in total incomprehension.

That kind of strange things that darkens the magnificence of this campaign doesn’t end to this disturbing detail, though Uther’s Madness is probably the worst of all.
E.g. : Even though we assume it normal that Arthas falls to the darkside, we don’t have any clue about how it comes to him in this alternative storyline. He found himself a new master, well, okay but, how ? And why ? And when ? And what relationship tie him to Mal’Ganis ? Is he the master that Arthas talks about, or a regular minion, just like he’s treated in the last mission ?
E.g. 2 : Antonidas treason. I just don’t understand how a powerful wizard can open a gate to another world and just walk alone into it without letting anyone come with him. I mean, is the portal just designed for one use ? If that’s the case, how come the two others mages didn’t figure it out, and played along with him knowing that only one person could pass through it ? And even in the end, why does Antonidas takes a whole speech to say them that they are doomed and can’t go with him, instead of just jumping in and leave them to death ? And why does the two mages don’t even try to attack him to pass through the portal instead of him ? This scene was just ridiculous.
E.g. 3 : Nathan’s voice. And Uther voice, too. I know it’s funny how a character can literally sound stupid, but in fact, it just annoyed me. I think I just don’t like stupid characters anyway, especially when their stupidity is useful to the plot (Fortunatly it’s not the case here).
E.g. 4 : wtf that ending.


Oh well. Despite these pesky details, I really enjoyed the whole campaign. Each mission were really nicely designed, and the story is carried out quite well.

If I have to talk about two missions in particular, I’ll say the most impressive are the last one and the interlude that is just before it.

This interlude, not the ending but the one just before, just kicked me into the action. Seeing all five heroes together brought a very satisfying feeling and forecasted the biggest deal yet to come. All the armies, together under a brilliant and tremendous music, set me on fire as I was eager to finally deal with the undead and put an end to the Lich King terror.
And what a great turnabout ! With three whole armies to my disposal, I was able to lead three terrible factions for a total of 300 food stacks. Needless to say, the Undead couldn’t stand the strength of that unbelievable alliance, and the reunion of all these powerful forces just stomped on the enemy bases and carried our will to the Frozen Throne.
The final battle was astonishing. All five heroes against all five Undead enemies. Even the music did change for the final fight, which lasted for longs and intense minutes ! In fact, it was kinda easy, but the emotions I felt during this battle were very satisfying whatsoever.

For all this magic, Turnro, I’d like to say : thank you. This final mission was a true climax, and worth the whole campaign. In here, in fact, I can even say that you surpassed Blizzard itself : for the exception of “Twilight of the Gods”, the last Night elves Mission in Reign of Chaos, none of the missions designed by Blizzard offered me such sensations.
This quality of yours is not limited to the Adventures of Rowan the Wise : ALL of your finals mission are just God’s gifts. These are true climax and pure orgasm to the mind of those who loved Warcraft III.
With that in mind, I just cannot wait for the finals of Malfurion’s Quest ! It’s gonna be pure enjoyment, and I know it !


All of this said, sadly, there a last shadow I have to talk about in this wondrous campaign. In fact, it concerns the very last seconds of it.
Why the hell is King Terenas assassinated to let Rowan become king himself ?
As it is shown, it’s even as if Admiral Proudmoore was the one who ordered this murder. But why ? Why kill a king who righteously ruled the whole kingdom for 70 years to replace him by a paladin that indeed saved the kingdom, but has still probably not much more to live than the old king himself ? That doesn’t make any sense to me. And the way we hear Terenas being murdered in the end, as the words “the end” are displayed, is probably the most casual and ridiculous death that can be comprehend. That’s such a pity…

Anyway. Generally speaking, that campaign is still good, even marvellous. In spite of disturbing flaws, it remains a fantastic experience thanks to its music, characters, new content and design. That was a really cool introduction to your series, Turnro. And to this day, this is my second favourite of yours. Thanks for the emotions !



II – Jeopardy for the Horde

Talking about Jeopardy for the Horde will probably be shorter than Rowan.

I was kinda sad when figured out that it wasn’t dubbed anymore, but that’s not that bad. In fact, dubbing voices that we already know in the original franchise would have probably been strange to the ears. The only drawback effect is that the dialogues seems to last for too long when playing. I had the time to read them three times before the next line displayed, and English is not my main language, as you figured out for sure.

This campaign was good, but to my mind, way too similar to the original one of Reign of Chaos. Almost the same events are being displayed : Thrall assemble the Horde to get to Kalimdor, meet with Cairne there, confront with his forces to the Night Elves, Hellscream gets the doom of the Fel Orcs, et caetera.
The newness I could felt with Rowan was considerably lessened down with Thrall, although I love this hero too. Unfortunatly, even if I still enjoyed the story, that brought down its quality a lot to me.

That lack of innovation isn’t that bad, however. Hellscream survives his curse, and for the very first time in the whole Warcraft gameplay experience, you offer us a choice within the campaign ! Even though I just took the bad one and finished the story without the support of Rexxar. I just figure it out when playing it again after finishing the last mission.

Then I’d like to talk about one of the features of this campaign that I, frankly, don’t know if it’s a pro or a con.
Heroes !! Heroes everywhere !!!!
There are too many heroes, here ! Too many ability to be used, too many units to control ! I really just got the impression that you were trying to cast every single possible orcish hero in the franchise, here, and that made me kinda amused.
Even if I forgot Rexxar and if the Shadow hunter (I can’t remember his name…) saved my butt countless times with his heals, I felt like having seven to eight heroes to my disposal was just too much.

However, the last mission kinda justify this choice. And what hell of a last mission ! Just like Rowan’s one, it’s amazing. Getting up to Algammon wasn’t easy at all when I had no control on the building of my barracks, and I had to force my way and exterminate every single Night Elf before trying to kill the Demon. And what a turnabout it was to fight against the whole Burning Legion after that.
I was already suspecting something with the title of the mission (quite the spoiler one, huh), and the strange demonic circles I found with Satyres all around Ashenvale, but I couldn’t expect that.
When I was roaming around the forest, trying to keep alive my forces as we attempted to destroy all five portals, the music reminded me as desperate my situation was. We couldn’t achieve the destruction of all that portals without the sacrifice of almost all my army, and my seven heroes were trying to keep up with all the mess. When I saw that Azgalor remained to be killed, I thought it was truly impossible.
Fortunatly, having all these heroes to my control wasn’t a bad thing in the end. Without then, I could never have beaten that Pit Lord. As the Burning Legion destroyed every single base on the map, I couldn’t grant myself reinforcements and was forced to deal with these monsters with my own remaining men. I cursed the Night Elves to let us deal with this fight alone, but assembled my brave heroes and dealt with these demons once and for all.
Just like destroying the Frozen Throne in Rowan the Wise Adventure, ending Azgalor’s existence provided me a huge satisfying feeling, this time with the difficulty rate pushing my strategy to the limit. Indeed, this last mission was even better than the last one !

Indubitably, that climax was clearly all the point about Jeopardy for the Horde.
I just regret that some features were missing, compared to the previous campaign. No new music until the last mission, not much of a new story, no dubbing.
But compared to Rowan’s campaign, that one didn’t suffer at all from plot holes or ridiculous situations. If I liked the orcs more than that, if the story proposed was bigger and if new music had responded to the call, maybe it even could have go farther than Rowan’s Adventures in my rating. Unfortunatly, it will only have the third position for my preferences !



III – Resurrection of the Scourge

Let me get this clear : I don’t like the Undead.
Clearing the Undead campaign, in Reign of Chaos just like in Frozen Throne, always had been a pain in the butt for me. There is no particular reason for this : I just don’t like the units, I don’t like the buildings, I don’t like the gameplay of that race. Of course, I like Arthas, the hero design and general story of the Scourge ; however, playing it never had been a pleasure.

That’s quite impressive that despite this, you made me have a good time playing this campaign. Especially with the innovation of letting us play as three dreadlords, each of them granted with custom abilities, instead of flooding us with heroes just like you did in Jeopardy for the Horde. Dreadlord are my favourite heroes in the Undead race anyway, so it was well initiated.

Forgetting about my personal preferences about the Warcraft lore, let’s try to talk impartially about Resurrection of the Scourge.

For the very first time, this campaign offer me something the others couldn’t achieve to do : internal conflicts and true interactions between its characters. Tichondrius’s strange plans, Dalvengyr’s brutality and Varimathras trying to cope with all this things, was a good cocktail to have the alchemy of a good story. It turned out quite well, in fact. Each character had its proper personality, no pure evil nor pure loyalty, even if we still talk about the Undead and the Burning Legion.

However, some things really bothered me during this story. Talking about it, the story is probably the weak point and the strong one of this campaign. This paradox is quite impressive, in fact. Let me explain myself :

What this story is good at, it’s its suspense and tension. We all know that something is wrong in all this and we can’t say what. If I hadn’t spoiled myself with the ending of the campaign, I could even have been surprised. This time, unlike the two other campaigns, you manage to create a real mystery with a development in the whole process, a build-up that ends in the very last interlude which reveals everything that was needed to be known. Just like a police movie.

And that’s precisely what’s wrong with the campaign. The Undead. Police movie.
How come this can even be the slightest compatible ?!
When I think about Burning Legion or the Scourge, I figure myself great armies, desolated worlds, blood and death. Not an inquiry about who is the traitor and why he’s doing this ! I can easily accept that there are treasons in these organisations, but the fact that it becomes the whole point makes me quite sceptical. There where many races where it could have been better to develop this : humans and night elves, I think. That’s why doing this with the Undead is making me so puzzled.

This is quite a minor flaw in fact. After all, manipulation and evil schemes are a demon’s job. And with this, I can say that you didn’t offer us anything knew from the original franchise. It was quite audacious, in fact. And it could have been really interesting if some things didn’t turn out so unlikely at some point.

I’m talking about a special interlude, and you will soon know which one.
How the flying freaking hugging hell, does the Burning Legion elect its leader to the Universal suffrage ? Is that a freaking democracy ?! The Burning Legion, a democracy ? I just can’t believe it.
Burning Legion is an army which consumed countless worlds with fire and brutality. Seeing them taking decision with votes and democracy is just the most improbable thing I saw in your entire series. To determine which leader should be taken on after Sargeras, Azgalor and Kil’Jaeden should just have fought one and each other to death. That would have been much, much more consistent. Instead of that, Kil’Jaeden just curse about his defeat and plan a machiavelic scheme to kill Azgalor and take his place, 10 000 years later. Yeah, cool. It could have been exactly the same thing if he lost at Azgalor’s fight, and asked for mercy for not being killed. Burning Legion lost lots of credibility with this useless vote.

That’s maybe the worst point about Resurrection of the Scourge, to my mind. Unfortunatly, it’s not the last one.
A bit earlier, I said that I didn’t really bothered about stupid characters if their stupid actions didn’t impact on the plot. Guess what, it’s the case here !
- The first character I’d like to talk about is this … useless Magroth. The whole character is a clumsy oaf that says nothing but trash. Fortunatly, it’s not a one as important as Uther was, and his stupidity doesn’t really matter on the plot. Yes, he federates the humans against the Dreadlords in the end, but it’s a pretty good thing in fact. Until he just goes in the melee and suicide himself with all the stupidity he had since the beginning.
- Garithos. I know that he’s not the smart one, even in the original franchise, but here, he’s just worse than everything else. I just couldn’t bear with him. Especially when he’s the one destroying the whole alliance with the Apocalypse spell in the end… What an idiot. Kinda ironic, in fact. If the humans were stupid enough to let him rule the armies, it’s a good payback that he’s the one ending them all. Or almost them all. Yeah, Garithos just got on my nerves. He’s the kind of guy impossible to take on seriously…

Besides all this, finally, there are few minor things I could say about this campaign. I’d call them the “how convenient” damage.
- First of these is about the potions that are supposed o prevent death from the apocalypse spell. For something capable of ending almost all of the human kingdom, I find it very, very, very convenient that some kind of random potion is sufficient to save Tichondrius and Varimathras from the doom. And even more when the ingredients are so rare that Araj can only create two of them ! It just looks like all this kicks in randomly, just because it is needed for the plot to go on. That’s why I could just say “Oh, how convenient”.
- Another thing like this is the spell around Medivh’s spellbook. In fact, I don’t really see what is the purpose to this for the plot. The only thing it does, is that Araj let the potion to Varimathras, knowing that his death will eventually come anyway. And also that it reinforces Tichondrius betrayal for Varimathras. That’s puzzling.

Well, even though all of this sounds strange and artificial to me, I have to say that this campaign is quite different from the others in many points that make it worth the play. Particularly, because almost all of the heroes we controlled died in the end ! I wasn’t expecting Dalvengyr death at all, not even Araj’s one until the last mission. And if I hadn’t spoiled myself the ending, Tichondrius death would have been a surprise as well. All of this say, even Varimathras survival seems miraculous !

Varimathras is my most favourite of all Dreadlord because of his personality. Dalvengyr and Tichondrius are like two sides of the Undead that almost conflict each other every time they can, and I felt like Varimathras was more like the natural balance between these two. He didn’t understood why was Tichondrius was hiding all these things to them, and was smart enough to spot that something was wrong about his doing, and not to resolve this with Dalvengyr’s brutality and simple-mindedness. I’m just glad he made it to the end. And look forward for his next apparition in Malfurion’s Quest, if he has to come back once again.

Last thing I’d like to say, is about the general gameplay : I really liked the way all dreadlord could invoke the dead, from the necromantic tomes. That was truly a good idea, with new game possibilities from the original franchise. A great point for this campaign !
And to conclude : the treatment you reserved for Arthas is just laughable. Even though his death is completely underrated, and does not have any consequences, I just found it hilarious how come the great Lich King we all know from the original franchise gets rekt by a bunch of demons. He was saying that he’ll be back some day…
“I highly doubt that !” – Rowan the Wise

Quite the ambivalent campaign, for this one. It has the qualities that lacked in the others, but suffer from their worst flaws in addition. With me not liking the Undead, it’s not really surprising that this remains my least favourite of all four.



IV – Malfurion’s Quest

Okay. So this is it. The final round of your epic series…
Night Elves are my favourite race. For a final quest, it’s kind of the best opportunity to end the story, to me !

And what a great exploitation of such opportunity.
The very first interlude of the campaign, which cast all of the background and the basics elements about the future plot, is pure gold. Genious work. It is the climax of all your skill in map development, scene setting up, music selection, new content, use of the original lore, and much more !
I found this introduction a little long, but it was worth it. Isn’t everything you displayed here, for the exception of Furion’s sinister vision about the future, about canon lore ? I think so, just not sure. Whatever it is, it’s a brilliant introduction with very good scenery and setting up.

And I haven’t talk about the Highborne yet ! That new “race” is very, very, very well designed in-game. Even though the models are very similar to regular night elves, it is very easy to distinguish one from the others, and their outfit is perfectly in phase with what they represent.

Malfurion’s Quest began with this splendid cutscene, I should say longscene, about the background and all the issues of the story that is to come. There was no more perfect way to introduce the final epic campaign of your series. Right when I began, I already was astonished by the improvement since Resurrection of the Scourge.

This kind of nice surprises didn’t falter anyhow. The very first mission with Furion’s awakening only gave me good feelings. Furion’s personality was clearly respected. His love for nature, his kindness, and his concerns ; they were all there, just like in the original campaign. The only thing that disturbed me, not only in a bad way however, was that dark voice echoing inside him.
“What does that mean ?” I said. “This is called Malfurion’s Dark Voice, this cannot be good”.

I continued the process. Eventually, came the biggest choice of all of the campaign. Drink the water, of destroy the fountain ? Here, I just figure myself some kind of reasoning : “Hey, this just looks like a choice between bad and good ending. I’ll just take the bad one in order to finish the adventure with the good one afterwards.”
Was I wrong or right ? Only the future will tell me. Whatever we say, I think there’s a little problem with that choice, but I’ll tell more afterwards.


A – By the blood of the Highborne !

Let’s just talk about the first choice I made : the Highborne.
As I didn’t spoiled myself from anything, I couldn’t even imagine that you developed a whole brand new playable race for this campaign ! It was a very nice surprise.
Getting used to that new gameplay wasn’t easy at first. I find these new units and armies surprisingly weak for a race who was supposed to dominate all the others with magic and rituals. I soon understood that training a whole group of clerics and letting them just follow my troops to heal them when needed instead of including them in my attack groups, was maybe the best strategy to order stomps over enemy bases. Pretty powerful, in fact. I’m just not used to use such numerous abilities and the new units weren’t properly learnt at first.
In fact, I found this campaign pretty hard. Not impossible, but pretty hard. And I was playing in Normal difficulty (I can’t even imagine the hell it has to be in Insane mode !!).

As usual, your genious about map development and new content was up to the rendezvous. Roaming this adventure was really cool, the music was truly inspiring, and there was a huge load of new items/ability/units/buildings/gameplay to obtain and command. All of this is clearly the pinnacle of all your skill and mastery of Warcraft III’s mecanics and programming opportunities. I am speechless before all this. This is just majestic.

However, there is a little point that tickles me in all that alchemy of brilliant ideas. In fact, it is about that “Dark” side of Furion.
I’m not totally dumb. Of course, consuming the fountain waters was a bad idea. Our hero just becomes an asshole after drinking it, and it was most predictable. That’s the point where something is bad : this is way too predictable.
The whole problem with the two choices of that campaign, is that it is too Manichean. On the one side, Furion stay the same kind, gentle and caring druid he’s always been. On the other side, brutally, he becomes the greatest asshole in the universe from nothing to everything. That is quite surprising, and not in a good way.

In fact, I am pretty enjoyed by the idea of Shan’do descending to the darkside. This is clearly a good idea, with lots of good things to do with. However, I think it’s way too fast appearing, and Furion’s transformation is way too brutal.
That’s not such a big deal too, but I have a problem with that “Furion’s Dark Voice”. I mean, it’s called “Dark voice”. Isn’t this much of a spoiler ? Let’s think about it.
When we are confronted with the choice of the main storyline, that Dark Voice had constantly bullied us, threatened us, and treated the hero as a pitiful guy, just like all his allies. How the hell are we supposed to trust that thing ? It’s clearly a bad guy talking inside Furion’s head here. It’s a trap so obvious that none in this freaking world would fall for it. So here, while taking this choice, I was just like :
“What the hell Shan’do, how stupid can you be falling for such an obvious trap ?!”

In short, with all these elements clearly telling us not to trust in that “Dark voice”, it’s really hard to take on seriously the fact that Shan’do falls for it. I mean, it’s a “dark” voice, and it’s acting just like every single classic and dull bad guy does in every bad movie or manga. How can our hero be so stupid to listen to it ?
To my mind, renaming this voice from a dark one to something like “Malfurion’s inner voice” would be a first step to something way more convincing. It would sounds much less of a trap like this, and maybe it’ll be more inviting to think about what is good or bad to do in order to save the world. Just like Furion said in a Sentinel mission, this voice should more be treated like his conscious, and I don’t think Shan’do conscious is so proud and despicable. To me, it should be more calm, more relevant, dealing with true arguments other than “you are stupid and weak” in order to become realistically manipulative. With this, Furion’s fall for the trap would be much more believable, and even the player could be deceived. Because for the time being, it is impossible for us to be deceived by such obvious manipulation !

Well, anyway, Furion’s descent toward the dark side is quite quick. Fortunatly, there are steps during this transformation, such as Faradrella’s pursuit and Furbolg’s mayhem. In fact, it is pretty well done for this personality’s change, even though it still tickles me.
Not only Furion becomes addicted to power, but I found it quite stupid that he despise every single other races because of his power. I mean, this is the Legion we’re dealing with. Why should we exterminate every other races before attacking he Legion, instead of trying to dominate them and lead them to war ? I think that would be much more clever. Well. If that’s the way of the Highborne…

I was incredibly sad when Furion killed Tyrande. That brought me quite a feeling of revolt inside of me. Yes, Furion’s changes in personality are indeed interesting, compared to the one he used to be. And I think the doing of this “dark voice” doesn’t limit to the fact of pressing him to drink the corrupted waters. But … I don’t know.
Just like he says in an interlude of the Sentinel choice line, while he roamed for 10 000 years within the Emerald Dream, he did nothing but always thought of Tyrande. And then, several days (or weeks ?) after awakening, he just kill her with an emotionless face ? What a mother hugging douchebag.

Frankly, I don’t know if I have to count Tyrande’s Death as a flaw or not. Because it is very striking, and even though it just shows our fallen hero as a monster, it brings lots of emotions. Maybe the only flaw of this choice of killing her, was not to show enough reactions of Furion after his doing. At least, might he be grieving, even just a little ? Tyrande’s Death, whether being his doing or not, should be affecting him by one way or another. And maybe it could even persuade him that what he’s doing is necessary, and that this was an inevitable sacrifice to save the world, as an example.
From this point now, maybe you figured out that relationships between characters are one of my biggest concerns about stories…

That’s also what I meant by “Manichaeism”. In the Highborne storyline, Furion is only being a douche that craves for power and try to erase everything else. There is nothing interesting in this. At least, I’m more interested by the reactions of all his old friends when they are seeing what he has become, than in Shan’do himself. Because Furion just became a faceless machine, unable to feel anything and impossible to be sympathized with. That’s it. If Furion has to be reduced to increasing power in the Highborne storyline, without any inner conflict within or even concerns about anything else, I don’t think I’ll like the pursuit of this story.
And what a waste it would be. Because the idea of Furion descending towards the darkside was truly genious.

I really hope that the ending of the 5th mission will have an impact on Furion. That he won’t just get up and say “oh well, I’m fine, let’s just head to Nordrassil and absorb its energies”, and question himself about what just happened and why he failed at protecting Kalimdor and his new people, even after making the choice of consuming the corrupted waters that were supposed to grant him great power. Get ahold of yourself, you damned Arch Sage !

… I think I got a little carried away here. Sorry for all that negativity, maybe it was a little too much. That’s everything in found wrong about that campaign, I think I’ve said everything I had to say for the cons of that storyline.
For everything else, what can I say except that the amount of work for such a quality is colossal ? It’s almost as you created a whole new gameplay all by yourself. Of course the story and the characters could do better ; however, that doesn’t change the fact that you encoded a whole new set of units and buildings, and new abilities too, and the result is unbelievable. I had lots of fun playing this race, and the difficulty never was a frustration. It gave me quite the challenge, and with all that new content, the nostalgia drive back about discovery and everything in Warcraft was up to its maximum.

I’m not good with gameplay mecanics, so reviewing it would be quite hard. All I can say is that I didn’t felt any difference with the holy thing I hang to since the beginning of that review : the original Warcraft III spirit. It’s here, it is real.
And it even has good innovations. I can still remember the sequence where we have to chase Faradrella, which was a very nice new gameplay sequence. Thank god you advised us to save before, because I failed many times before making it.
I could said again that the music choices were delightful. But I guess you understand it well now, as many times I said that !

I guess that’s all for he Highborne series. In general, I could say that the creation of all that new species and it’s gameplay is an amazing feat. The story could prove better, but is quite good nonetheless. It’s much appreciable that a real player choice can influence the whole destiny of a hero, and even if I still find it too Manichaean, that’s a pretty audacious choice you made in the development of this campaign.
Good luck to finish that great work !


B – Sentinels, attack !

The ending of the last mission of the Highborne is quite abrupt. I was still in the heat of the story when the main menu brutally came back to me. I didn’t even know that Malfurion’s Quest was still in development, so I was quite shocked … I thought it was just the end of the world and that’s it, end of the story. I’m relieved that it’s not the case.

So, I just loaded back an old save, got to the crucial choice once again, and destroyed the fountain. There began a new adventure…

So, in the Sentinel storyline, Furion is still the wise man we all know and assemble his old friends to fight for the legion. Surprisingly enough, I have not many things to say about it whereas that campaign was probably the best experience I had through the entire gameplay of your series. Maybe I just can’t say much because it has no flaw at all !

This campaign is very loyal to the original NightElves ones, yet is still different and offers a real new experience.
Unlike the Highborne one, Furion has his own internal conflicts and question himself about how to deal with the Burning Legion with care and seriousness. He assemble many allies and roam through Kalimdor, giving his advices and help to anyone who needs it. That’s the hero I needed after doing the Highborne ! And he wasn’t alone.

Surprisingly, I found Faradrella very endearing. Even though she talks too much and like a kid, she has a unique personality between all the other characters and that’s what make her special. I love her innocence and her joyful attitude. What a good one to have within the hero team !
Tyrande’s character were respected as well. Even though she did serious and bad things, just like she says in the last interlude, she has regrets towards it and sees herself relieved by Furion’s presence. A strong warrior hiding a lonely heart, is truly what I wanted Tyrande to be. Thank you for respecting this !
This storyline achieved something the others couldn’t do : offer me some nice character’s interactions, development, and sociability. All of the people fighting here are really interesting and I’m eager to follow their adventures. Please, just go on like this ! And to make Furion even more interesting than he already is, you could for example make him question himself once again about the original choice he made not to drink the water, and the consequences it had on his quest. This idea can also be applied to the Highborne line too.

Well, I don’t know what’s your point of view about me doing suggestions like that. Maybe I shouldn’t, I’m here since very little time, and I’m already kicking in your work like a scumbag. I’m sorry if I offended you, all I said about that was just ideas I figured out while playing your game, and I just wanted to share them to you in case you’re out of inspiration. Feel free to do whatever you want with these, I don’t really care about that.

To go on with the review, I’ll say the same thing I already said about the Highborne : the map development is perfect and the quests very inspiring. I wasn’t really surprised when I saw that the maps of the third and fourth missions were the same as before, with the quests log changed and other stuff to vary (a gold mine from the Highborne disappeared with the sentinel for example). The exploitation of all the stories and quests you can do with a single map is very intelligent, here. I couldn’t even believed that I was just there some time ago, doing the opposite of what I was doing right at the moment !

But you didn’t limit to recycle all your maps. I had the nice surprise to see that the fifth one was a brand new one ! And what a mother hugging great new map. It has new features, like map travelling and other great stuff !!
I haven’t even spoken about the new items yet. I think that’s where there is the most of this new stuff here, with a huge load of new objects, collectable like Pokemons. Hey, a rod that grants me the power to launch Lightning chain ? Such a BADASS !
What’s more, you even created new units, such as Shaman Furbolg or the men of the shadow league. New and endless gameplay mecanics can be discovered with such units, which insert themselves flawlessly into the Night elf race. Very great stuff !

And I think that’s all. Sorry, I don’t know what to say anymore. I found this storyline perfect, and haven’t got anything to blame about it. I’m just eager to play it when it will be finished. I’m just curious to see how Furion will deal with the Legion like this.


I guess you figured it out : Malfurion’s Quest, whether it is for the Highborne or the Sentinels, remains my top favourite campaign or all four. I’m glad that people still work on Warcraft III development nowadays, particularly if it’s to grant us such good gameplay.
You can be really proud of yourself, Turnro.




Third act : Pour conclure

I had a really, really, really good time playing your four campaigns.
If your challenge was to create a new Warcraft timeline, you succeeded brilliantly. Of course it’s not always perfect, but the good points of your work just erase the bad from existence, and playing these maps is as fun as playing the original game, if not even better.

I could say much more but that would just be repetition of all what I said before. I just hope that my grammar wasn’t too bad and that you could understand everything I said here. I’m studying English since my childhood but that’s the first time I have to write such a long text about my feelings and ideas.

So, to put everything in a nutshell, I’ll just say : “I’m Luke Hakurei, and I approve this !”

I hope that this review pleased you and gave enough feedback for all the good times you gave me for free. Consider it as a thank-you gift for these chilling and nostalgic moments that your work provided me.


To end this long message, I just have a final question to ask you !
In my country, I’m an amateur writer and I love to work with music. When I compose my texts, I almost always go on Youtube and let some good music play. Warcraft’s OST are one of my favourites choices when it comes to write some epic scenes.
I was just wondering, where does the musics you used in your campaigns come from ? Did you composed them yourself ? Is there any way I could listen to them without running the game ? I especially love Rowan soundtracks, and it would be a pleasure to write stories with these. So could you please tell me where could I find those ?

Whatever your answer is, thank you for reading this all ! I hope I didn’t take too much of your time. And may the Force be with you !


Have a nice day !
- Luke Hakurei


______________________________

tl;dr : this work is great.
 
Level 31
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Messages
1,330
I had a really, really, really good time playing your four campaigns.
If your challenge was to create a new Warcraft timeline, you succeeded brilliantly. Of course it’s not always perfect, but the good points of your work just erase the bad from existence, and playing these maps is as fun as playing the original game, if not even better.

I could say much more but that would just be repetition of all what I said before. I just hope that my grammar wasn’t too bad and that you could understand everything I said here. I’m studying English since my childhood but that’s the first time I have to write such a long text about my feelings and ideas.

So, to put everything in a nutshell, I’ll just say : “I’m Luke Hakurei, and I approve this !”

I hope that this review pleased you and gave enough feedback for all the good times you gave me for free. Consider it as a thank-you gift for these chilling and nostalgic moments that your work provided me.


To end this long message, I just have a final question to ask you !
In my country, I’m an amateur writer and I love to work with music. When I compose my texts, I almost always go on Youtube and let some good music play. Warcraft’s OST are one of my favourites choices when it comes to write some epic scenes.
I was just wondering, where does the musics you used in your campaigns come from ? Did you composed them yourself ? Is there any way I could listen to them without running the game ? I especially love Rowan soundtracks, and it would be a pleasure to write stories with these. So could you please tell me where could I find those ?

Whatever your answer is, thank you for reading this all ! I hope I didn’t take too much of your time. And may the Force be with you !


Have a nice day !

Hi Luke,

Thank you for the informative reply. I'll take what you said into account as I work on Malfurion's Quest, as well as update my other campaigns.

In answer to your question, the music I have used in my campaigns comes mostly from the games I have played over the years:

- Majesty 2 soundtrack for The Adventures of Rowan the Wise
- Zeus:Master of Olympus for the ending of Jeopardy for the Horde

For Malfurion's Quest, it was a combination of games and random music I found on the Internet.
 
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Hi !
Thank you for your quick answer, Turnro. I'm glad that you took what I said into account.
I'll take a look to Majesty 2. Its music seems very pleasing and inspiring. ^^
For Malfurion's quest, I recognised Requiem for a Tower for the first interlude and some musics that seemed really near to WoW soundtracks (especially Nordrassil's theme).

Thank you again and good luck for your works !
 
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Hi Turnro, could u like to give me This Map about 1.24a version? Please :) my w3 can't change patch its self, idk why cant.. I u would, u can send the link to me by private message.. HOPE, i want play this map badly.......
thank you before
 
Level 31
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Dec 8, 2009
Messages
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Any news for Malfurion campagin?
Btw we love your maps and your works.

I've recently posted some news here: Malfurion's Quest Official Forum

when i click download it only completes 2 or 3 MB then stops automatically help plz

I have had a few people come to me with the same problem. Unfortunately, the only way they were able to acquire the campaign was by re-downloading it until it worked.

Which browser are you using? If you are using Chrome, you may have a better chance using Firefox.
 
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Just downloaded your map but can't play it. :vw_sad: It says "Just another W3 campaign", is it that your map is broken or mine? anyway whatever the reason is.. Please help me on this. :vw_wtf: :goblin_boom:
 
Level 31
Joined
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Messages
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Just downloaded your map but can't play it. :vw_sad: It says "Just another W3 campaign", is it that your map is broken or mine? anyway whatever the reason is.. Please help me on this. :vw_wtf: :goblin_boom:

Hi Frailwing,

This problem is not to do with the campaign but rather a problem downloading files from Hive. There are multiple posts about this in this thread as well as The Adventures of Rowan the Wise.
 
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Messages
108
Just finished the natural Night Elf storyline and still struggling with Highborne's certain side quest in Temple of Elune. :p
In many things I agree with Luke Hakurei above, like the Night Elves vs Highborne, evil Shan'do etc.

So far it makes no sense for Highborne to think of themselves as a super powerful who could defeat the Legion themselves, since Night Elves not only outmatch them in numbers (lorewise), but also have much better units (gameplaywise) in my opinion. Still I like to play Highborne just cause I'm a sucker for magic races/factions and is very satisfying to overcome impossible odds by using tricks and magic.
I'm not seeing the evil Shan'do as being any stronger than the good verison.. he simply has offensive spells while the other has defensive - I even favor the good one cause I like his abilities more.
I also can't really wrap my head around evil Furion's mentality, like Luke above said. It's just weird.

These are the nitpicks, nothing compared to greatness of the whole, and you're definitely getting a 5/5 from me :D

Edit - finished Highborne finally! Damn cliffhangers at the end, now I won't be able to resist peaking here every day in hopes to find updates. In ch.5 I finally got to strategize some more with the Highborne faction, and must admit, after seeing how devious they can be in assaulting bases, I changed my opinion on them (invisible unit in enemy base + mass teleport army is so satisfying when it works as planned).
A damn good campaign, must be my favorite so far!

Another EDIT:
I replayed a few chapters and noticed something that can lead to mission failure at Elune's Temple chapter: in the race to the key part, the waygates don't work well when you send a group on units in; only if you give each unit the right-click-on-waygate command will make them telleport smoothly, else they will just stand there while you repetedly click and Tyrande wins.. At best, several seconds are lost per waygate.

And there's something I wanted to ask; in the so far last chapter of the "good" Furion (the ruined isles map with lots of sidequests), will there be any difference if we do the side quests or don't do? Just curious, because in the ending cinematic, the heroes are worried if they lingered there too long, instead of rushing to Cenarius. I guess the extra hero will continue with the rest of our hero patry..
 
Last edited:
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Hey there Tunro!! Nice work on the Campaign! I really appreciated your work, giving the Warcraft III lore a different perspective. I have followed your works since The Adventures of Rowan the Wise.

Let me get to my concern. (even though it may be minor)

On the Chapter 5 of the Sentinels (Malfurion's Quest), I'm really worried on how the Optional Quest on Jarod's Stone Tablets. Is it lacking?? Because the Stone Tablets were only 8 instead of 10, and the quest needs 10 pieces. Any reaction from you would be greatly appreciated. Thanks! More power on your work!!
:thumbs_up::thumbs_up:

P.S. I also wanted to help on your work if you want. I can help on the story or the gameplay balancing as well. (even though I lack in worldedit-ing skills but I want to offer all help I can give as possible):wink::wink:
 
Level 31
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Dec 8, 2009
Messages
1,330
Hey there Tunro!! Nice work on the Campaign! I really appreciated your work, giving the Warcraft III lore a different perspective. I have followed your works since The Adventures of Rowan the Wise.

Let me get to my concern. (even though it may be minor)

On the Chapter 5 of the Sentinels (Malfurion's Quest), I'm really worried on how the Optional Quest on Jarod's Stone Tablets. Is it lacking?? Because the Stone Tablets were only 8 instead of 10, and the quest needs 10 pieces. Any reaction from you would be greatly appreciated. Thanks! More power on your work!!
:thumbs_up::thumbs_up:

P.S. I also wanted to help on your work if you want. I can help on the story or the gameplay balancing as well. (even though I lack in worldedit-ing skills but I want to offer all help I can give as possible):wink::wink:

Yes, you will only find 8 of the 10 fragments inside the ruins sub-map. The remaining two lie along the coast inside crates and creep buildings.

You are welcome to test map/campaign releases I'm working on. If you like, you can test the updates to Jeopardy for the Horde I'll be making when its ready, as well as new maps for Malfurion's Quest.
 
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May 17, 2016
Messages
2
Yes, you will only find 8 of the 10 fragments inside the ruins sub-map. The remaining two lie along the coast inside crates and creep buildings.

You are welcome to test map/campaign releases I'm working on. If you like, you can test the updates to Jeopardy for the Horde I'll be making when its ready, as well as new maps for Malfurion's Quest.

Oh. I haven't told of that. HAHA!:goblin_jawdrop:

By the way. Thanks for the feedback. I thought it was due to the beta or something. :eekani::grin:

Oh well. Just inform me or rather I will be patiently waiting for the update on the Jeopardy of the Horde. It's also nice because my most favorite characters in Warcraft III are Thrall and Grom as well. :grin::grin:

Another thing. If I may suggest if you can add more interesting units for the Jeopardy of the Horde. Like what you've done for the Night Elves in this campaign. It may give the orc race a new flavor perhaps. :thumbs_up:
 
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Apr 27, 2015
Messages
32
Warning : very huge recital incoming. Take a seat and breathe heavily.





Greetings, Turnro. My name is Luke Hakurei, I'm a fellow Warcraft III gamer from France. I'll do my best to write properly, and apologize for this disastrous grammar.


First of all, I'd like to congratulate you for your astonishing work. I began to play Warcraft III - Reign of Chaos when I was 10, or something like that ; twelve years later, I came back to this wondrous game and nostalgia pumped through my veins. Soon after I bet the fudge out of Archimonde once again, this time without the "whosyourdaddy" godly gift, I found myself lonely doing the Frozen Throne extension. Curiously, the magic I felt while playing the first game wasn't as tremendous as that first experience. I was kinda disappointed.
That's where you interfere, Turnro. Several month ago, I heard about a customised campaign that proposed an alternate storyline from the original story of the game of my childhood. My heart was shaking. I spoiled myself the last interlude of Resurrection of the Scourge (sadly, that’s this youtube video that told me about your works), and decided to further investigate. Soon after, all your four campaigns where downloaded and ready to be played.

Now I’m there, having played almost all of your maps (only the last Sentinel mission of Malfurion’s Quest remains to be done). I got numerous questions to ask you about. But first, as a gift for this nostalgia drive back you granted me, allow me to deliver you all of my impressions about your fantastic work, and review all of the four campaigns that you built up. I hope for you that you like reading long texts, ‘cause in my country, I’m quite well-known for being talkative !



First act : General reviewing


The very first reactions I had when launching the first mission of Rowan’s Adventures were as follow :
- OH MY GOD, IT HAS NEW MUSIC !!!
- God, the scene is so beautifully set !
- This is just like Warcraft III originally was !
- Yeah, I like it.
- OMG WTF BBQ IT’S MOTHER HUGGING DUBBED !!!

Yeah, it was kinda eccentric.
But that’s just how I felt. I wasn’t really expecting anything from this campaigns and had feared that this was a good idea that wasn’t properly exploited. I was all wrong. In numerous ways, you just blew my mind. Let me develop all of the points I found important in your works and comment them.


1- Concerning the maps

Probably one of the features that struck me the most. The hugging maps.
For all four campaigns, without any hesitation, I’d say that the Warcraft III spirit was admirably respected. I didn’t felt any difference from the original maps level design at all, and really felt like this is an alternative version of Reign of Chaos itself.

Roaming through the Fog of War and through adventure, that was with an unspeakable pleasure that I played all of the missions you offered us. It was truly fantastic.
Your art of map designing is godlike, Turnro. This is something I just can’t withstand. Of course, from the Adventures of Rowan to Malfurion’s Quest, you improved quite a lot ; but even at your beginning, some years ago, you were excellent at it.

The exploitation of the wideness of the maps is very good, from creep placement to objectives location. We really expect the quests to trigger and resolve at the moments it should. The mastery of this map designing is almost perfect, and you got all my blessings for sharing this art with us.


2- General difficulty

Difficulty is something very hard to handle. But you managed to do it quite well.
There’s some slight moments were difficulty vary too much, unfortunately. As an example, when fighting the Antiques in Normal difficulty with Rowan, I had probably the hardest time of all the human campaign. Whereas in the last mission, I really didn’t have any hard time to literally STOMP the undead purple base and then destroying the Lich King. Though it was most exciting.

Another hard moment is when you have to do that optional quest in Highborne story with Malfurion : destroying regular then corrupted Furbolgs. Gold is depleting too soon as your forces are being crushed down, from furbolgs to Illidan’s wild forces (even though the animals are the true menace here). I had to regurlarly save and then load back to win this fight. It was really close at numerous moments.

However, I’m quite the bad gamer and doesn’t handle RTS with such skill. Maybe I’m just bad after all.
Overall, the balancing was good anyway. Seeing our own heroes progress and improve through the levels are a really pleasing thing to see.


3- New content

Another point where you hit me with amazement.
New objects, new heroes, new units, and huge more.

Especially within Rowan and Furion’s campaigns, you literally spoiled us with an infinity of beautiful improvements. That is probably the reason why, when I was playing your game, I didn’t felt old or anything : I was playing the game of my dreams, with a couple of radiant shiny newness that brought me back in time, when I was discovering the wonderful game of Warcraft III. Yes, that’s it : all these improvements just allowed me to play Warcraft III, without having the impression of always doing the same thing than twelve years ago. I discovered it once again.

This was especially the case when playing Rowan, this new hero and his new fellowship, and Furion, in a world that needs him and allow him to choose from a regular destiny or a complete, mysterious, dark and mystical other fate. That’s also maybe why I appreciated Orcs and Undead campaign much less than the others, but it can also be explained by the fact that these are my less favourite two races. But I’ll come back to it later.

Let me just say this as a word of conclusion for the new content of your games :
“Congratulations !”


4- Marvellous musics

Music is my guilty pleasure when playing games. For I love all of the Warcraft III soundtracks, I have to say that the new OST you brought within the Human and Night Elf campaign just gave me a heartblow.

These were just PERFECT.
I could felt all of Rowan’s bravery and power with the awesome tracks playing while wandering around enemy bases or roaming into the most cruel wilderness.
I could sense my soul flow like a calm stream snaking through Ashevale’s Forests as Furion headed his way to rally all the forces of the ancients.
I could grasp the essence of magic, and grant myself power as the Highborne taught me true power and let me see what the world should become.
I could fear for my life and the future of Azeroth while the Burning Legion came to end all of what we love, and the orcs desperately fought for the living of all things.

All this, just by the power of music.
You, Turnro, are a hero. The fine selection you made for the tracks playing within this game is spectacular. It’s just a pity we didn’t have enough of this treasure within the second and third campaign. With this, even the one playing about the races I don’t really like could have sounded like a true masterpiece.


5- Set up the scene !

About interludes, and in-game cutscenes with characters.
Just like I said before, the scenes are always beautifully set. The camera takes good angles, have good movements, and show characters in good positioning and attitude.

Just like you did with the maps, the in-game scenes were pure gold. It respected the full Warcraft III spirit, with the same material, the same intelligence, the same attention to detail. What else ? I can only be fulfilled with happiness.
All the means used to create a bright new Warcraft load of campaigns were used. Everything you could do to make this loyal to the original franchise, you did it. And for this, good sire, you have all my respect.


6- Talking about some criticism

Unfortunately, nothing is truly perfect, and despite all I said just before this, there are some things that just disturbed me while playing the campaigns. Here are the flaws I felt during this experience.

The first one, and I hate to admit it : dialogues.
Dialogues are, with music, one of the things I look for the most, in video games and Warcraft above all else. And here, I can just say that somewhere, I felt kinda disappointed.
Warcraft III offered me quite cool lines, and quotations that even in French, I can remember today.
« Tremblez, mortels ! Et perdez tout espoir ! La malédiction envahit votre monde ! »
“Tremble, mortals, and despair ! Doom has come to this world !”
I could not meet again with these lines as I played your campaigns. There wasn’t any line that struck me like they did in the original campaigns. It was like… Something common, and dull. Of course, there were moments where I could feel something from what was being said (Like the interlude where Rowan speaks to all his forces before the final assault, though it’s more like the music is making this scene truly epic).
I’m not criticizing the dubbing, which was really good for a project like yours. It’s within the very lines where I couldn’t find the quality I looked after. That’s a real pity, because without this flaw, your game could almost be perfect.

The second flaw I could say is about the inner storyline of each campaign. Or just one or two missions. But I will say more in the next act of my review.
In fact, all campaigns have its pros and cons. Some fail where the others succeed and vice versa. That’s why I’ll deal with each of them later.

Finally, the last flow is the lack of real character development that lies within these campains. Only Resurrection of the Scourge allowed me to deal with characters that where not just pure evil and stupidity, or light and kindness. The character’s personality, in general, are too stereotyped. It’s really hard for me to get attached to any of the characters in these stories, although I really liked some of them (Rowan, Furion and Varimathras are my most favorites). It would have been really cool if more heroes could have been confronted with deeper problematics and inner conflicts. Instead of that, they are always focusing on their missions and don’t talk about anything else. Fortunatly, Furion’s treatment is tending to make this affirmation false. Especially during the last interlude to date in the Sentinel campaign (the one before the 5th mission), the discussion he has with Tyrande made me smile.


Aaaaand that’s it. In fact, generally speaking, I have to say that you succeed in flawless victory with the making of the maps, the technical part, the “gaming” mecanics.
But where you fail is something different, more like the “story telling” aspect of Warcraft III. In the end, the story you propose is kinda classic and does not really offer something that different from the original story. There’s no revolution in there : we’re always here to prevent the Burning Legion to take over the world, and that’s it.

However, I can’t figure out how it could have been better myself. To tell the truth, fighting against the Burning Legion is one of my favourite dreams since I bet Archimonde at the roots of Nordrassil. Even if the story doesn’t differ much from the original one to this point, I can’t really say that it disturbs me. I’m just eager to kick Kil’jaeden’s butt within the shortests delays.


7- As a word of conclusion

I’d just say that despite these flaws, I just had a splendid experience playing these campaigns. I just can’t wait for Malfurion’s quest to be finished. It is a true masterpiece that is to come. For all what remains to be done, Turnro, you have all my support !



Second act : Four campaigns to rule them all


I – The Adventures of Rowan the Wise

There is lots to say about your first work, and I can’t figure out everything that should be told.
With Rowan came the discover of your fine maps, and the emotions I shared with him are still beating within my heart. I love Rowan, I love his friends, I love the music, I love almost everything in this campaign.

This is the only one which is dubbed, and it’s probably its greatest quality. Even if the dubbing is not as good as professional, the efforts put in it are worth the trick. I highly appreciate the work of all dubbers, even though Arthas’ mic should be renewed really soon ! =p

Like I just said, there are lots of things that made me dream in this campaign :
- The musics. They’re probably the coolest in the entire series. Still today, I love to listen to them, and I play this missions just to do it !
- Rowan. Yes. It’s probably one of the most ingenuous and candid of all the characters here, but I couldn’t help but feel attached to him.
- That freaking last mission !!!
- An alternate ending for Lordaeron against the Scourge.


All Rowan’s adventure was cool as hell. We ventured through lots of scenery and peril together.
The first mission, which serves as a tutorial, was nicely designed and a good introduction to your series. The flow of the story led us to meet lots of friends, and assemble a party of five comrades ready to do everything to save what could be saved. The general storyline was kinda good.

I really liked the way that you proposed us, here, how the story could have turned if it wasn’t up to Arthas but Rowan. A good ending for Lordaeron.
That’s also why I love Rowan so much : he’s the hero that I didn’t have myself, twelve years ago, when the ten-years-old-me looked upon the fall of Arthas and got traumatized by the ending of the human campaign.


However, I have to say that this campaign just had some moments that bothered me quite hard.

First of all. What the fudge did you just do to Uther ? Seriously, what ?
Uther is one of my favourite characters in Warcraft franchise, and the treatment he had in this series left me a bitter taste.
When Arthas came to Rowan to say that Uther was driven mad and was turning into a chicken to kill innocent people for the lone sake of obtaining valuable items, I seriously hoped for a bad joke. Or at least, that Arthas was just manipulating Rowan to make him kill Uther. Unfortunatly, that turned out to be a real deal and we just got to slay a load of chickens to discover that the Silver Hand leader was one of them, kill him, and end of the story.
Seriously, what ? I can’t understand the deal here. Uther is just forgotten afterwards, and we’ll never know what drove him into this stupid madness, leaving me in total incomprehension.

That kind of strange things that darkens the magnificence of this campaign doesn’t end to this disturbing detail, though Uther’s Madness is probably the worst of all.
E.g. : Even though we assume it normal that Arthas falls to the darkside, we don’t have any clue about how it comes to him in this alternative storyline. He found himself a new master, well, okay but, how ? And why ? And when ? And what relationship tie him to Mal’Ganis ? Is he the master that Arthas talks about, or a regular minion, just like he’s treated in the last mission ?
E.g. 2 : Antonidas treason. I just don’t understand how a powerful wizard can open a gate to another world and just walk alone into it without letting anyone come with him. I mean, is the portal just designed for one use ? If that’s the case, how come the two others mages didn’t figure it out, and played along with him knowing that only one person could pass through it ? And even in the end, why does Antonidas takes a whole speech to say them that they are doomed and can’t go with him, instead of just jumping in and leave them to death ? And why does the two mages don’t even try to attack him to pass through the portal instead of him ? This scene was just ridiculous.
E.g. 3 : Nathan’s voice. And Uther voice, too. I know it’s funny how a character can literally sound stupid, but in fact, it just annoyed me. I think I just don’t like stupid characters anyway, especially when their stupidity is useful to the plot (Fortunatly it’s not the case here).
E.g. 4 : wtf that ending.


Oh well. Despite these pesky details, I really enjoyed the whole campaign. Each mission were really nicely designed, and the story is carried out quite well.

If I have to talk about two missions in particular, I’ll say the most impressive are the last one and the interlude that is just before it.

This interlude, not the ending but the one just before, just kicked me into the action. Seeing all five heroes together brought a very satisfying feeling and forecasted the biggest deal yet to come. All the armies, together under a brilliant and tremendous music, set me on fire as I was eager to finally deal with the undead and put an end to the Lich King terror.
And what a great turnabout ! With three whole armies to my disposal, I was able to lead three terrible factions for a total of 300 food stacks. Needless to say, the Undead couldn’t stand the strength of that unbelievable alliance, and the reunion of all these powerful forces just stomped on the enemy bases and carried our will to the Frozen Throne.
The final battle was astonishing. All five heroes against all five Undead enemies. Even the music did change for the final fight, which lasted for longs and intense minutes ! In fact, it was kinda easy, but the emotions I felt during this battle were very satisfying whatsoever.

For all this magic, Turnro, I’d like to say : thank you. This final mission was a true climax, and worth the whole campaign. In here, in fact, I can even say that you surpassed Blizzard itself : for the exception of “Twilight of the Gods”, the last Night elves Mission in Reign of Chaos, none of the missions designed by Blizzard offered me such sensations.
This quality of yours is not limited to the Adventures of Rowan the Wise : ALL of your finals mission are just God’s gifts. These are true climax and pure orgasm to the mind of those who loved Warcraft III.
With that in mind, I just cannot wait for the finals of Malfurion’s Quest ! It’s gonna be pure enjoyment, and I know it !


All of this said, sadly, there a last shadow I have to talk about in this wondrous campaign. In fact, it concerns the very last seconds of it.
Why the hell is King Terenas assassinated to let Rowan become king himself ?
As it is shown, it’s even as if Admiral Proudmoore was the one who ordered this murder. But why ? Why kill a king who righteously ruled the whole kingdom for 70 years to replace him by a paladin that indeed saved the kingdom, but has still probably not much more to live than the old king himself ? That doesn’t make any sense to me. And the way we hear Terenas being murdered in the end, as the words “the end” are displayed, is probably the most casual and ridiculous death that can be comprehend. That’s such a pity…

Anyway. Generally speaking, that campaign is still good, even marvellous. In spite of disturbing flaws, it remains a fantastic experience thanks to its music, characters, new content and design. That was a really cool introduction to your series, Turnro. And to this day, this is my second favourite of yours. Thanks for the emotions !



II – Jeopardy for the Horde

Talking about Jeopardy for the Horde will probably be shorter than Rowan.

I was kinda sad when figured out that it wasn’t dubbed anymore, but that’s not that bad. In fact, dubbing voices that we already know in the original franchise would have probably been strange to the ears. The only drawback effect is that the dialogues seems to last for too long when playing. I had the time to read them three times before the next line displayed, and English is not my main language, as you figured out for sure.

This campaign was good, but to my mind, way too similar to the original one of Reign of Chaos. Almost the same events are being displayed : Thrall assemble the Horde to get to Kalimdor, meet with Cairne there, confront with his forces to the Night Elves, Hellscream gets the doom of the Fel Orcs, et caetera.
The newness I could felt with Rowan was considerably lessened down with Thrall, although I love this hero too. Unfortunatly, even if I still enjoyed the story, that brought down its quality a lot to me.

That lack of innovation isn’t that bad, however. Hellscream survives his curse, and for the very first time in the whole Warcraft gameplay experience, you offer us a choice within the campaign ! Even though I just took the bad one and finished the story without the support of Rexxar. I just figure it out when playing it again after finishing the last mission.

Then I’d like to talk about one of the features of this campaign that I, frankly, don’t know if it’s a pro or a con.
Heroes !! Heroes everywhere !!!!
There are too many heroes, here ! Too many ability to be used, too many units to control ! I really just got the impression that you were trying to cast every single possible orcish hero in the franchise, here, and that made me kinda amused.
Even if I forgot Rexxar and if the Shadow hunter (I can’t remember his name…) saved my butt countless times with his heals, I felt like having seven to eight heroes to my disposal was just too much.

However, the last mission kinda justify this choice. And what hell of a last mission ! Just like Rowan’s one, it’s amazing. Getting up to Algammon wasn’t easy at all when I had no control on the building of my barracks, and I had to force my way and exterminate every single Night Elf before trying to kill the Demon. And what a turnabout it was to fight against the whole Burning Legion after that.
I was already suspecting something with the title of the mission (quite the spoiler one, huh), and the strange demonic circles I found with Satyres all around Ashenvale, but I couldn’t expect that.
When I was roaming around the forest, trying to keep alive my forces as we attempted to destroy all five portals, the music reminded me as desperate my situation was. We couldn’t achieve the destruction of all that portals without the sacrifice of almost all my army, and my seven heroes were trying to keep up with all the mess. When I saw that Azgalor remained to be killed, I thought it was truly impossible.
Fortunatly, having all these heroes to my control wasn’t a bad thing in the end. Without then, I could never have beaten that Pit Lord. As the Burning Legion destroyed every single base on the map, I couldn’t grant myself reinforcements and was forced to deal with these monsters with my own remaining men. I cursed the Night Elves to let us deal with this fight alone, but assembled my brave heroes and dealt with these demons once and for all.
Just like destroying the Frozen Throne in Rowan the Wise Adventure, ending Azgalor’s existence provided me a huge satisfying feeling, this time with the difficulty rate pushing my strategy to the limit. Indeed, this last mission was even better than the last one !

Indubitably, that climax was clearly all the point about Jeopardy for the Horde.
I just regret that some features were missing, compared to the previous campaign. No new music until the last mission, not much of a new story, no dubbing.
But compared to Rowan’s campaign, that one didn’t suffer at all from plot holes or ridiculous situations. If I liked the orcs more than that, if the story proposed was bigger and if new music had responded to the call, maybe it even could have go farther than Rowan’s Adventures in my rating. Unfortunatly, it will only have the third position for my preferences !



III – Resurrection of the Scourge

Let me get this clear : I don’t like the Undead.
Clearing the Undead campaign, in Reign of Chaos just like in Frozen Throne, always had been a pain in the butt for me. There is no particular reason for this : I just don’t like the units, I don’t like the buildings, I don’t like the gameplay of that race. Of course, I like Arthas, the hero design and general story of the Scourge ; however, playing it never had been a pleasure.

That’s quite impressive that despite this, you made me have a good time playing this campaign. Especially with the innovation of letting us play as three dreadlords, each of them granted with custom abilities, instead of flooding us with heroes just like you did in Jeopardy for the Horde. Dreadlord are my favourite heroes in the Undead race anyway, so it was well initiated.

Forgetting about my personal preferences about the Warcraft lore, let’s try to talk impartially about Resurrection of the Scourge.

For the very first time, this campaign offer me something the others couldn’t achieve to do : internal conflicts and true interactions between its characters. Tichondrius’s strange plans, Dalvengyr’s brutality and Varimathras trying to cope with all this things, was a good cocktail to have the alchemy of a good story. It turned out quite well, in fact. Each character had its proper personality, no pure evil nor pure loyalty, even if we still talk about the Undead and the Burning Legion.

However, some things really bothered me during this story. Talking about it, the story is probably the weak point and the strong one of this campaign. This paradox is quite impressive, in fact. Let me explain myself :

What this story is good at, it’s its suspense and tension. We all know that something is wrong in all this and we can’t say what. If I hadn’t spoiled myself with the ending of the campaign, I could even have been surprised. This time, unlike the two other campaigns, you manage to create a real mystery with a development in the whole process, a build-up that ends in the very last interlude which reveals everything that was needed to be known. Just like a police movie.

And that’s precisely what’s wrong with the campaign. The Undead. Police movie.
How come this can even be the slightest compatible ?!
When I think about Burning Legion or the Scourge, I figure myself great armies, desolated worlds, blood and death. Not an inquiry about who is the traitor and why he’s doing this ! I can easily accept that there are treasons in these organisations, but the fact that it becomes the whole point makes me quite sceptical. There where many races where it could have been better to develop this : humans and night elves, I think. That’s why doing this with the Undead is making me so puzzled.

This is quite a minor flaw in fact. After all, manipulation and evil schemes are a demon’s job. And with this, I can say that you didn’t offer us anything knew from the original franchise. It was quite audacious, in fact. And it could have been really interesting if some things didn’t turn out so unlikely at some point.

I’m talking about a special interlude, and you will soon know which one.
How the flying freaking hugging hell, does the Burning Legion elect its leader to the Universal suffrage ? Is that a freaking democracy ?! The Burning Legion, a democracy ? I just can’t believe it.
Burning Legion is an army which consumed countless worlds with fire and brutality. Seeing them taking decision with votes and democracy is just the most improbable thing I saw in your entire series. To determine which leader should be taken on after Sargeras, Azgalor and Kil’Jaeden should just have fought one and each other to death. That would have been much, much more consistent. Instead of that, Kil’Jaeden just curse about his defeat and plan a machiavelic scheme to kill Azgalor and take his place, 10 000 years later. Yeah, cool. It could have been exactly the same thing if he lost at Azgalor’s fight, and asked for mercy for not being killed. Burning Legion lost lots of credibility with this useless vote.

That’s maybe the worst point about Resurrection of the Scourge, to my mind. Unfortunatly, it’s not the last one.
A bit earlier, I said that I didn’t really bothered about stupid characters if their stupid actions didn’t impact on the plot. Guess what, it’s the case here !
- The first character I’d like to talk about is this … useless Magroth. The whole character is a clumsy oaf that says nothing but trash. Fortunatly, it’s not a one as important as Uther was, and his stupidity doesn’t really matter on the plot. Yes, he federates the humans against the Dreadlords in the end, but it’s a pretty good thing in fact. Until he just goes in the melee and suicide himself with all the stupidity he had since the beginning.
- Garithos. I know that he’s not the smart one, even in the original franchise, but here, he’s just worse than everything else. I just couldn’t bear with him. Especially when he’s the one destroying the whole alliance with the Apocalypse spell in the end… What an idiot. Kinda ironic, in fact. If the humans were stupid enough to let him rule the armies, it’s a good payback that he’s the one ending them all. Or almost them all. Yeah, Garithos just got on my nerves. He’s the kind of guy impossible to take on seriously…

Besides all this, finally, there are few minor things I could say about this campaign. I’d call them the “how convenient” damage.
- First of these is about the potions that are supposed o prevent death from the apocalypse spell. For something capable of ending almost all of the human kingdom, I find it very, very, very convenient that some kind of random potion is sufficient to save Tichondrius and Varimathras from the doom. And even more when the ingredients are so rare that Araj can only create two of them ! It just looks like all this kicks in randomly, just because it is needed for the plot to go on. That’s why I could just say “Oh, how convenient”.
- Another thing like this is the spell around Medivh’s spellbook. In fact, I don’t really see what is the purpose to this for the plot. The only thing it does, is that Araj let the potion to Varimathras, knowing that his death will eventually come anyway. And also that it reinforces Tichondrius betrayal for Varimathras. That’s puzzling.

Well, even though all of this sounds strange and artificial to me, I have to say that this campaign is quite different from the others in many points that make it worth the play. Particularly, because almost all of the heroes we controlled died in the end ! I wasn’t expecting Dalvengyr death at all, not even Araj’s one until the last mission. And if I hadn’t spoiled myself the ending, Tichondrius death would have been a surprise as well. All of this say, even Varimathras survival seems miraculous !

Varimathras is my most favourite of all Dreadlord because of his personality. Dalvengyr and Tichondrius are like two sides of the Undead that almost conflict each other every time they can, and I felt like Varimathras was more like the natural balance between these two. He didn’t understood why was Tichondrius was hiding all these things to them, and was smart enough to spot that something was wrong about his doing, and not to resolve this with Dalvengyr’s brutality and simple-mindedness. I’m just glad he made it to the end. And look forward for his next apparition in Malfurion’s Quest, if he has to come back once again.

Last thing I’d like to say, is about the general gameplay : I really liked the way all dreadlord could invoke the dead, from the necromantic tomes. That was truly a good idea, with new game possibilities from the original franchise. A great point for this campaign !
And to conclude : the treatment you reserved for Arthas is just laughable. Even though his death is completely underrated, and does not have any consequences, I just found it hilarious how come the great Lich King we all know from the original franchise gets rekt by a bunch of demons. He was saying that he’ll be back some day…
“I highly doubt that !” – Rowan the Wise

Quite the ambivalent campaign, for this one. It has the qualities that lacked in the others, but suffer from their worst flaws in addition. With me not liking the Undead, it’s not really surprising that this remains my least favourite of all four.



IV – Malfurion’s Quest

Okay. So this is it. The final round of your epic series…
Night Elves are my favourite race. For a final quest, it’s kind of the best opportunity to end the story, to me !

And what a great exploitation of such opportunity.
The very first interlude of the campaign, which cast all of the background and the basics elements about the future plot, is pure gold. Genious work. It is the climax of all your skill in map development, scene setting up, music selection, new content, use of the original lore, and much more !
I found this introduction a little long, but it was worth it. Isn’t everything you displayed here, for the exception of Furion’s sinister vision about the future, about canon lore ? I think so, just not sure. Whatever it is, it’s a brilliant introduction with very good scenery and setting up.

And I haven’t talk about the Highborne yet ! That new “race” is very, very, very well designed in-game. Even though the models are very similar to regular night elves, it is very easy to distinguish one from the others, and their outfit is perfectly in phase with what they represent.

Malfurion’s Quest began with this splendid cutscene, I should say longscene, about the background and all the issues of the story that is to come. There was no more perfect way to introduce the final epic campaign of your series. Right when I began, I already was astonished by the improvement since Resurrection of the Scourge.

This kind of nice surprises didn’t falter anyhow. The very first mission with Furion’s awakening only gave me good feelings. Furion’s personality was clearly respected. His love for nature, his kindness, and his concerns ; they were all there, just like in the original campaign. The only thing that disturbed me, not only in a bad way however, was that dark voice echoing inside him.
“What does that mean ?” I said. “This is called Malfurion’s Dark Voice, this cannot be good”.

I continued the process. Eventually, came the biggest choice of all of the campaign. Drink the water, of destroy the fountain ? Here, I just figure myself some kind of reasoning : “Hey, this just looks like a choice between bad and good ending. I’ll just take the bad one in order to finish the adventure with the good one afterwards.”
Was I wrong or right ? Only the future will tell me. Whatever we say, I think there’s a little problem with that choice, but I’ll tell more afterwards.


A – By the blood of the Highborne !

Let’s just talk about the first choice I made : the Highborne.
As I didn’t spoiled myself from anything, I couldn’t even imagine that you developed a whole brand new playable race for this campaign ! It was a very nice surprise.
Getting used to that new gameplay wasn’t easy at first. I find these new units and armies surprisingly weak for a race who was supposed to dominate all the others with magic and rituals. I soon understood that training a whole group of clerics and letting them just follow my troops to heal them when needed instead of including them in my attack groups, was maybe the best strategy to order stomps over enemy bases. Pretty powerful, in fact. I’m just not used to use such numerous abilities and the new units weren’t properly learnt at first.
In fact, I found this campaign pretty hard. Not impossible, but pretty hard. And I was playing in Normal difficulty (I can’t even imagine the hell it has to be in Insane mode !!).

As usual, your genious about map development and new content was up to the rendezvous. Roaming this adventure was really cool, the music was truly inspiring, and there was a huge load of new items/ability/units/buildings/gameplay to obtain and command. All of this is clearly the pinnacle of all your skill and mastery of Warcraft III’s mecanics and programming opportunities. I am speechless before all this. This is just majestic.

However, there is a little point that tickles me in all that alchemy of brilliant ideas. In fact, it is about that “Dark” side of Furion.
I’m not totally dumb. Of course, consuming the fountain waters was a bad idea. Our hero just becomes an asshole after drinking it, and it was most predictable. That’s the point where something is bad : this is way too predictable.
The whole problem with the two choices of that campaign, is that it is too Manichean. On the one side, Furion stay the same kind, gentle and caring druid he’s always been. On the other side, brutally, he becomes the greatest asshole in the universe from nothing to everything. That is quite surprising, and not in a good way.

In fact, I am pretty enjoyed by the idea of Shan’do descending to the darkside. This is clearly a good idea, with lots of good things to do with. However, I think it’s way too fast appearing, and Furion’s transformation is way too brutal.
That’s not such a big deal too, but I have a problem with that “Furion’s Dark Voice”. I mean, it’s called “Dark voice”. Isn’t this much of a spoiler ? Let’s think about it.
When we are confronted with the choice of the main storyline, that Dark Voice had constantly bullied us, threatened us, and treated the hero as a pitiful guy, just like all his allies. How the hell are we supposed to trust that thing ? It’s clearly a bad guy talking inside Furion’s head here. It’s a trap so obvious that none in this freaking world would fall for it. So here, while taking this choice, I was just like :
“What the hell Shan’do, how stupid can you be falling for such an obvious trap ?!”

In short, with all these elements clearly telling us not to trust in that “Dark voice”, it’s really hard to take on seriously the fact that Shan’do falls for it. I mean, it’s a “dark” voice, and it’s acting just like every single classic and dull bad guy does in every bad movie or manga. How can our hero be so stupid to listen to it ?
To my mind, renaming this voice from a dark one to something like “Malfurion’s inner voice” would be a first step to something way more convincing. It would sounds much less of a trap like this, and maybe it’ll be more inviting to think about what is good or bad to do in order to save the world. Just like Furion said in a Sentinel mission, this voice should more be treated like his conscious, and I don’t think Shan’do conscious is so proud and despicable. To me, it should be more calm, more relevant, dealing with true arguments other than “you are stupid and weak” in order to become realistically manipulative. With this, Furion’s fall for the trap would be much more believable, and even the player could be deceived. Because for the time being, it is impossible for us to be deceived by such obvious manipulation !

Well, anyway, Furion’s descent toward the dark side is quite quick. Fortunatly, there are steps during this transformation, such as Faradrella’s pursuit and Furbolg’s mayhem. In fact, it is pretty well done for this personality’s change, even though it still tickles me.
Not only Furion becomes addicted to power, but I found it quite stupid that he despise every single other races because of his power. I mean, this is the Legion we’re dealing with. Why should we exterminate every other races before attacking he Legion, instead of trying to dominate them and lead them to war ? I think that would be much more clever. Well. If that’s the way of the Highborne…

I was incredibly sad when Furion killed Tyrande. That brought me quite a feeling of revolt inside of me. Yes, Furion’s changes in personality are indeed interesting, compared to the one he used to be. And I think the doing of this “dark voice” doesn’t limit to the fact of pressing him to drink the corrupted waters. But … I don’t know.
Just like he says in an interlude of the Sentinel choice line, while he roamed for 10 000 years within the Emerald Dream, he did nothing but always thought of Tyrande. And then, several days (or weeks ?) after awakening, he just kill her with an emotionless face ? What a mother hugging douchebag.

Frankly, I don’t know if I have to count Tyrande’s Death as a flaw or not. Because it is very striking, and even though it just shows our fallen hero as a monster, it brings lots of emotions. Maybe the only flaw of this choice of killing her, was not to show enough reactions of Furion after his doing. At least, might he be grieving, even just a little ? Tyrande’s Death, whether being his doing or not, should be affecting him by one way or another. And maybe it could even persuade him that what he’s doing is necessary, and that this was an inevitable sacrifice to save the world, as an example.
From this point now, maybe you figured out that relationships between characters are one of my biggest concerns about stories…

That’s also what I meant by “Manichaeism”. In the Highborne storyline, Furion is only being a douche that craves for power and try to erase everything else. There is nothing interesting in this. At least, I’m more interested by the reactions of all his old friends when they are seeing what he has become, than in Shan’do himself. Because Furion just became a faceless machine, unable to feel anything and impossible to be sympathized with. That’s it. If Furion has to be reduced to increasing power in the Highborne storyline, without any inner conflict within or even concerns about anything else, I don’t think I’ll like the pursuit of this story.
And what a waste it would be. Because the idea of Furion descending towards the darkside was truly genious.

I really hope that the ending of the 5th mission will have an impact on Furion. That he won’t just get up and say “oh well, I’m fine, let’s just head to Nordrassil and absorb its energies”, and question himself about what just happened and why he failed at protecting Kalimdor and his new people, even after making the choice of consuming the corrupted waters that were supposed to grant him great power. Get ahold of yourself, you damned Arch Sage !

… I think I got a little carried away here. Sorry for all that negativity, maybe it was a little too much. That’s everything in found wrong about that campaign, I think I’ve said everything I had to say for the cons of that storyline.
For everything else, what can I say except that the amount of work for such a quality is colossal ? It’s almost as you created a whole new gameplay all by yourself. Of course the story and the characters could do better ; however, that doesn’t change the fact that you encoded a whole new set of units and buildings, and new abilities too, and the result is unbelievable. I had lots of fun playing this race, and the difficulty never was a frustration. It gave me quite the challenge, and with all that new content, the nostalgia drive back about discovery and everything in Warcraft was up to its maximum.

I’m not good with gameplay mecanics, so reviewing it would be quite hard. All I can say is that I didn’t felt any difference with the holy thing I hang to since the beginning of that review : the original Warcraft III spirit. It’s here, it is real.
And it even has good innovations. I can still remember the sequence where we have to chase Faradrella, which was a very nice new gameplay sequence. Thank god you advised us to save before, because I failed many times before making it.
I could said again that the music choices were delightful. But I guess you understand it well now, as many times I said that !

I guess that’s all for he Highborne series. In general, I could say that the creation of all that new species and it’s gameplay is an amazing feat. The story could prove better, but is quite good nonetheless. It’s much appreciable that a real player choice can influence the whole destiny of a hero, and even if I still find it too Manichaean, that’s a pretty audacious choice you made in the development of this campaign.
Good luck to finish that great work !


B – Sentinels, attack !

The ending of the last mission of the Highborne is quite abrupt. I was still in the heat of the story when the main menu brutally came back to me. I didn’t even know that Malfurion’s Quest was still in development, so I was quite shocked … I thought it was just the end of the world and that’s it, end of the story. I’m relieved that it’s not the case.

So, I just loaded back an old save, got to the crucial choice once again, and destroyed the fountain. There began a new adventure…

So, in the Sentinel storyline, Furion is still the wise man we all know and assemble his old friends to fight for the legion. Surprisingly enough, I have not many things to say about it whereas that campaign was probably the best experience I had through the entire gameplay of your series. Maybe I just can’t say much because it has no flaw at all !

This campaign is very loyal to the original NightElves ones, yet is still different and offers a real new experience.
Unlike the Highborne one, Furion has his own internal conflicts and question himself about how to deal with the Burning Legion with care and seriousness. He assemble many allies and roam through Kalimdor, giving his advices and help to anyone who needs it. That’s the hero I needed after doing the Highborne ! And he wasn’t alone.

Surprisingly, I found Faradrella very endearing. Even though she talks too much and like a kid, she has a unique personality between all the other characters and that’s what make her special. I love her innocence and her joyful attitude. What a good one to have within the hero team !
Tyrande’s character were respected as well. Even though she did serious and bad things, just like she says in the last interlude, she has regrets towards it and sees herself relieved by Furion’s presence. A strong warrior hiding a lonely heart, is truly what I wanted Tyrande to be. Thank you for respecting this !
This storyline achieved something the others couldn’t do : offer me some nice character’s interactions, development, and sociability. All of the people fighting here are really interesting and I’m eager to follow their adventures. Please, just go on like this ! And to make Furion even more interesting than he already is, you could for example make him question himself once again about the original choice he made not to drink the water, and the consequences it had on his quest. This idea can also be applied to the Highborne line too.

Well, I don’t know what’s your point of view about me doing suggestions like that. Maybe I shouldn’t, I’m here since very little time, and I’m already kicking in your work like a scumbag. I’m sorry if I offended you, all I said about that was just ideas I figured out while playing your game, and I just wanted to share them to you in case you’re out of inspiration. Feel free to do whatever you want with these, I don’t really care about that.

To go on with the review, I’ll say the same thing I already said about the Highborne : the map development is perfect and the quests very inspiring. I wasn’t really surprised when I saw that the maps of the third and fourth missions were the same as before, with the quests log changed and other stuff to vary (a gold mine from the Highborne disappeared with the sentinel for example). The exploitation of all the stories and quests you can do with a single map is very intelligent, here. I couldn’t even believed that I was just there some time ago, doing the opposite of what I was doing right at the moment !

But you didn’t limit to recycle all your maps. I had the nice surprise to see that the fifth one was a brand new one ! And what a mother hugging great new map. It has new features, like map travelling and other great stuff !!
I haven’t even spoken about the new items yet. I think that’s where there is the most of this new stuff here, with a huge load of new objects, collectable like Pokemons. Hey, a rod that grants me the power to launch Lightning chain ? Such a BADASS !
What’s more, you even created new units, such as Shaman Furbolg or the men of the shadow league. New and endless gameplay mecanics can be discovered with such units, which insert themselves flawlessly into the Night elf race. Very great stuff !

And I think that’s all. Sorry, I don’t know what to say anymore. I found this storyline perfect, and haven’t got anything to blame about it. I’m just eager to play it when it will be finished. I’m just curious to see how Furion will deal with the Legion like this.


I guess you figured it out : Malfurion’s Quest, whether it is for the Highborne or the Sentinels, remains my top favourite campaign or all four. I’m glad that people still work on Warcraft III development nowadays, particularly if it’s to grant us such good gameplay.
You can be really proud of yourself, Turnro.




Third act : Pour conclure

I had a really, really, really good time playing your four campaigns.
If your challenge was to create a new Warcraft timeline, you succeeded brilliantly. Of course it’s not always perfect, but the good points of your work just erase the bad from existence, and playing these maps is as fun as playing the original game, if not even better.

I could say much more but that would just be repetition of all what I said before. I just hope that my grammar wasn’t too bad and that you could understand everything I said here. I’m studying English since my childhood but that’s the first time I have to write such a long text about my feelings and ideas.

So, to put everything in a nutshell, I’ll just say : “I’m Luke Hakurei, and I approve this !”

I hope that this review pleased you and gave enough feedback for all the good times you gave me for free. Consider it as a thank-you gift for these chilling and nostalgic moments that your work provided me.


To end this long message, I just have a final question to ask you !
In my country, I’m an amateur writer and I love to work with music. When I compose my texts, I almost always go on Youtube and let some good music play. Warcraft’s OST are one of my favourites choices when it comes to write some epic scenes.
I was just wondering, where does the musics you used in your campaigns come from ? Did you composed them yourself ? Is there any way I could listen to them without running the game ? I especially love Rowan soundtracks, and it would be a pleasure to write stories with these. So could you please tell me where could I find those ?

Whatever your answer is, thank you for reading this all ! I hope I didn’t take too much of your time. And may the Force be with you !


Have a nice day !
- Luke Hakurei


______________________________

tl;dr : this work is great.

Wow! I've never thought I would read your compliment and criticism for the four campaign of Turnro.

For the first campaign
I'm against about the ill-fated Uther and the last scene, where Admiral Proudmoore was likely the mastermind in the death of King Terenas which he anticpated that he could benefit from Rowan once he become the new King.

About Antonidas Portal I agree and also 3 Archmage channeling their mana to create and could only transport 1 person, they could have all gone pass the portal but denying Rowan and Jaina from passing the portal using their elemental and arcane magic forcing the two heroes finding another way.

Second Campaign:
No reply to your comment bro. You've gone all-out typing everything damned good about the campaign.

Third Campaign:
Never got the feeling of being hyped playing the Undead yet, It feels like the Burning Legion Ranks are somehow alike to the game "Middle Earth: Shadow of Mordor" where Orcs battling for supremacy in the inside of their threshold in spite of having a frontal war among their borders and outside. Metaphorically speaking, Real-Life politicians are Dreadlords and Warlocks plotting something to each other to attain power for themselves.

I almost cried and got a heart attack when Arthas died. ROFL he died like a sheep.

Fourth Campaign:
I recommend you replaying all of the campaign in Insane Mode. I'm a hardcore player except from Horror Genre Games which of course you'll die frequently only provoking me and leave the game for good. Sorry but I'm not boasting my skills but it is my pride and joy. LOL. Aside from that I only

RTOS especially in Warcraft III System is my specialty. Manipulating the Food Upkeep to avoid the gold 40% earned and mastering the Attack and Armor type of the creeps. Saving every ass of your unit from death is a must, because each and every one of them count (I watched a lot of Military films and anime. Lol). Also the invasions of your forces should wipe out the enemy base or troops with minimal casualties.

I loved and hated those Furbolgs in the Highbourne part, they entice my lust for insane difficulty. Swiftly I'd just eradicate Illidan's forces before the Furbolgs task begin.

Tyrande's demise brought a lot of shocked. "What a mother hugging douchebag." That line, I could record it and play it all day long while playing it. Tyrande could have played a more interesting part in the end or putting an end to Furion's dark side with words like in anime or manga. It felt like Furion was Anakin Skywalker.

This ideas would never come up to my mind if it weren't for your great feedback to Turnro the Great.

I too sorry for my harsh words oh Turnro the Great. Keep up the good work and keep the Insane mode Insane! :D :ogre_datass:
Just got back from vacation hope you had a great one too!
 
Level 9
Joined
Oct 1, 2015
Messages
352
I've really loved the campaign
the terrain is well placed and organized
the custom spells and unit models
the script and gameplay
I really loved the highborne race and the option to choose which affects the rest of your progress
can't wait for the full campaign
Best of luck!
 
Level 2
Joined
Dec 24, 2009
Messages
34
You have been working on this map for over 3 years. Are you not considering getting some help with the map making?
I am really looking forward to playing the final version (no pressure), but is it not going a little to far spending 5-6 years making 1 campaign?
I assume a lot of good mapers on the Hive would help out if you requsted it :)
 
Level 1
Joined
May 31, 2016
Messages
2
Great campaign,great history and new Race 5/5

Only 1 question....WHERE IS THE 3RD PART OF THE Key of the three moon???

Besides that,Amazing campaign can't wait for Full Version.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Great campaign,great history and new Race 5/5

Only 1 question....WHERE IS THE 3RD PART OF THE Key of the three moon???

Besides that,Amazing campaign can't wait for Full Version.

Happy to hear you enjoyed Malfurion's Quest :) I don't know which key part you've missed, so I'll briefly say where they all are:
- One is in a crate behind a bookshelf
- Another is located on a foot switch
- The last key is dropped by a water elemental
 
Level 1
Joined
May 8, 2016
Messages
3
Hi, I just recently discovered this website and all the custom maps that it has to offer. I must say that your maps are by far my favorites.

The ammount of detail and work that you have put into them is on par with Blizzard's quality. Gameplay is engaging, maps are absolutely gorgeous, and the story is incredibly interesting.
Best part is that with every update that you make it just keeps getting better.

Anyway, I just wanted to drop by and say that you have created some truly wonderful campaigns.
Thank you for all the hours that I've enjoyed playing them. :)
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi, I just recently discovered this website and all the custom maps that it has to offer. I must say that your maps are by far my favorites.

The ammount of detail and work that you have put into them is on par with Blizzard's quality. Gameplay is engaging, maps are absolutely gorgeous, and the story is incredibly interesting.
Best part is that with every update that you make it just keeps getting better.

Anyway, I just wanted to drop by and say that you have created some truly wonderful campaigns.
Thank you for all the hours that I've enjoyed playing them. :)

Thank you, Machaque. It is good to hear you are enjoying my campaigns :)
 
Level 6
Joined
Jul 10, 2016
Messages
167
Turnro i really want to play your four campaigns but everytime i download it, it seems to be corrupted or missing files (ex. Malfurion's quest should be 100+mb google chrome downloads it with 6mb WTF) and my warcraft wont read it please reply ASAP ty
PS. can you give me seperate links of download or please help me with the problem tnx
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Turnro i really want to play your four campaigns but everytime i download it, it seems to be corrupted or missing files (ex. Malfurion's quest should be 100+mb google chrome downloads it with 6mb WTF) and my warcraft wont read it please reply ASAP ty
PS. can you give me seperate links of download or please help me with the problem tnx

Hi tdrsmynm,

Which web browser are you using? If it is Chrome, you may have a better chance using Firefox for example.
 
Level 10
Joined
Feb 21, 2015
Messages
363
how to see all of the chapters of the map?
i really am facing some problems with this new site :/
 
Level 3
Joined
May 27, 2015
Messages
36
WANING: i didn't realize how long my comment was until i was done reading so whoops sorry about that. and of o sound stupid/annoying i'm so sorry for that.

since the makrura is a (possible) ally does that mean we might see others join the night elves?

since mal'furion saw in his vision that the forces of elves, ancients and dragons is not enourgh i gould see him visiting other parts of the world or maybe even outland in order to find allies.

humans and orcs who is most likely going to join them like in the original story.

(though i want thrall to point out every mistake tyrande did, such as attacking the tauren even though night elves and taurens are good friends, being the cause of grommash and others corruption and much more, and the fact that if tyrande had asked for the not to attack eachother at least and not be all "we much higher then those primitive beings they can't do anything we don't need them" and just see thrall pwning her with facts all the way)

as for races that i think could be fun to se are the following:

Draconic (and other dragonoid races) mo'arg (uncorrupted of course. remember the night elves were pretty much hostile to the dreanais to but they accepted them later so the same could go here, and unlike the draenai they do not look like the guy who snapped Malorne's neck), Arakkoa, dark trolls (since they were allies in the original story in the final mission and are the night elves ancestor and both worship Elune), gnolls (cause why not? we get Hogger the chuck norris of warcraft), centaurs, harpies (they WERE alies until their wildgod Aviana died and her tree destroyed so maybe bringin her back as well as her tree could return the harpies as alies?), magnataur,, polar furbolg, tuskarr, tol'vir (and other titanic creations because it's their job to protect Azeroth), quilboar, wolvar (because they are wolvarines and they are awesome and needs more screentime), taunka (night elves have been stated to be good friends with the taurens for a long time so mal'furion going to northrend to ask them to join ain't far fetched), Ethereal, murloc, maybe a naga rebel tribe/faction that seeks redeemtion?(some nagas have left Ashara and either went their own way or began worshipping neptulon the tidehunter)

anyway that was all i know you can't put all of these in to your campaign, but it's still a cool thougt, anyway continue being awesome and i just can't wait to see more from you. have a good day :D
 
Last edited:
Level 11
Joined
Jul 29, 2014
Messages
328
WANING: i didn't realize how long my comment was until i was done reading so whoops sorry about that. and of o sound stupid/annoying i'm so sorry for that.

since the makrura is a (possible) ally does that mean we might see others join the night elves?

since mal'furion saw in his vision that the forces of elves, ancients and dragons is not enourgh i gould see him visiting other parts of the world or maybe even outland in order to find allies.

humans and orcs who is most likely going to join them like in the original story.

(though i want thrall to point out every mistake tyrande did, such as attacking the tauren even though night elves and taurens are good friends, being the cause of grommash and others corruption and much more, and the fact that if tyrande had asked for the not to attack eachother at least and not be all "we much higher then those primitive beings they can't do anything we don't need them" and just see thrall pwning her with facts all the way)

as for races that i think could be fun to se are the following:

Draconic (and other dragonoid races) mo'arg (uncorrupted of course. remember the night elves were pretty much hostile to the dreanais to but they accepted them later so the same could go here, and unlike the draenai they do not look like the guy who snapped Malorne's neck), Arakkoa, dark trolls (since they were allies in the original story in the final mission and are the night elves ancestor and both worship Elune), gnolls (cause why not? we get Hogger the chuck norris of warcraft), centaurs, harpies (they WERE alies until their wildgod Aviana died and her tree destroyed so maybe bringin her back as well as her tree could return the harpies as alies?), magnataur,, polar furbolg, tuskarr, tol'vir (and other titanic creations because it's their job to protect Azeroth), quilboar, wolvar (because they are wolvarines and they are awesome and needs more screentime), taunka (night elves have been stated to be good friends with the taurens for a long time so mal'furion going to northrend to ask them to join ain't far fetched), Ethereal, murloc, maybe a naga rebel tribe/faction that seeks redeemtion?(some nagas have left Ashara and either went their own way or began worshipping neptulon the tidehunter)

anyway that was all i know you can't put all of these in to your campaign, but it's still a cool thougt, anyway continue being awesome and i just can't wait to see more from you. have a good day :D

I don't think it's possible, since these allies you say are mostly categorized as "Hostile Creeps" in Warcraft lore.
- Firstly, Orcs and Humans have returned to their lands and has no interest in allying with the Night Elves, especially since in both Rowan The Wise and Jeopardy of the Horde they were fighting against the Night Elves. Where did you see that Night Elves and Tauren are allies as you pointed here? Maybe they are in the original Warcraft lore after the last Night Elf chapter (Twilight of the Gods) in RoC, but Turnro's series have a far different lore.
- Secondly, why would there be Draenei in Azeroth since they were originally captured by Goblins after Akama is killed by Rowan in a Human campaign?
- About dragons, there already are Green Dragonflights as the Night Elves' allies.
- Trolls and gnolls, as well as Naga, are primitive creatures and they would never ally with the Night Elves. In Warcraft lore, only one Troll clan aided Night Elves in a battle against the Burning Legion, but that's only that one clan which I'm not sure would aid them in Malfurion's Quest. By the way, since when Trolls worship Elune? If that was the case, they would have been a main unit in the Night Elf Tech-Tree throughout the original Warcraft lore.
Also, centaurs and harpies doesn't live in Ashenvale Forest, so there's absolutely no way they could ever aid Night Elves. The same goes to every other "creep" unit throughout the entire game. Only furbolgs (as creeps) are included as the spellcasters and no other creeps.

But don't worry, Heimgri123. I'm sure Turnro got it all planned about who will aid Night Elves in a great finale. Only time will tell. :)
 
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