1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  5. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  6. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  7. The results are out! Check them out.
    Dismiss Notice
  8. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  9. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Malfurion's Quest v1.4b

Submitted by Turnro
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

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!



[​IMG]

Screenshots and Tech-Trees

Screenshot 1
[​IMG]
Screenshot 2
[​IMG]
Screenshot 3
[​IMG]
Screenshot 4
[​IMG]
Screenshot 5
[​IMG]
Screenshot 6
[​IMG]
Screenshot 7
[​IMG]
Screenshot 8
[​IMG]
Screenshot 9
[​IMG]
Screenshot 10
[​IMG]
Screenshot 11
[​IMG]
Screenshot 12
[​IMG]
Screenshot 13
[​IMG]
Screenshot 14
[​IMG]
Screenshot 15
[​IMG]
Screenshot 16
[​IMG]

Sentinel Tech-Tree
[​IMG]

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

Highborne Tech-Tree
[​IMG]



[​IMG]


MALFURION'S QUEST MAP FORUM


Legendary Items

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

[​IMG]
Gem of Power
Increases the mana capacity of the Hero by 200 and mana regeneration by 25% when worn.
[​IMG]
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.
[​IMG]
Ancient Totem
Increases the Strength and Intelligence of the Hero by 6 when worn.
[​IMG]
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%.
[​IMG]
Moon Orb
Increases nearby ranged units' damage by 10%. Also increases the Strength, Agility and Intelligence of the Hero by 5.
[​IMG]
Sphere of Nature
Increases the hit points of the Hero by 300 and regeneration by 4 hit points per second.
[​IMG]
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.
[​IMG]
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
Older Versions
Version 1.0.0b

- Demo Version uploaded to Hive Workshop

Version 1.0.1b

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

Version 1.1.0b

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

Version 1.1.1b

- 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

Version 1.2.0b

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

Version 1.2.1b

- 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

Version 1.3.0b

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

Version 1.3.1b

- 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

Version 1.4.0b

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

Version 1.4.1b

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

Version 1.4.2b

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

[​IMG] [​IMG] [​IMG]


Credits and Debug:

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


[​IMG]

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



[​IMG]
Like my content? Donate above and help support me to continue to make great Warcraft 3 campaigns


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
Moderator
[img][c]Orcnet[c]19:35, 14th Oct 2013700 [img] Malfurion's Quest (Tested DEMO release as 1.0) Rate[c]Score[c]Percent[c]Letter [r][img][img][img][img][img][c]5/5[c]91-100[c]A Rate[c]Score[c]Percent[c]Letter...
  1. DD Mikasa

    DD Mikasa

    Joined:
    Dec 19, 2013
    Messages:
    711
    Resources:
    0
    Resources:
    0
    Hmm there seem to be a problem for me,I have the 1.29 patch installed when i drop the map in my campaign directory it does not show when i open the game...Anybody help.
     
  2. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    190
    Resources:
    0
    Resources:
    0
    It happen because TFT doesn't recognize the campaign files from the WC3 directory, but from the Documents folder instead. Try to place the campaign in your Campaign folder in WC3 from Documents directory. For example: Documents -> Warcraft 3 -> Campaign
     
  3. DD Mikasa

    DD Mikasa

    Joined:
    Dec 19, 2013
    Messages:
    711
    Resources:
    0
    Resources:
    0
    I did that...Still does not recognize it
     
  4. Yuefang

    Yuefang

    Joined:
    Apr 14, 2011
    Messages:
    447
    Resources:
    0
    Resources:
    0
    I think it doesn't recognise it since Malfurion's Quest is made on 1.30.3, and 1.29 seems to be not able to load it, but I can't be sure.
     
  5. DD Mikasa

    DD Mikasa

    Joined:
    Dec 19, 2013
    Messages:
    711
    Resources:
    0
    Resources:
    0
    Eh i understand...Thanks for clearing that up for me.
     
  6. Darastrix

    Darastrix

    Joined:
    Dec 21, 2014
    Messages:
    27
    Resources:
    0
    Resources:
    0
    When is the night elf path expected to release (I mean prediction as in date, like a couple of months or is it gonna get re hauled with Reforged)? I wanna play with Malfurion's E ability, it's so crazy good (hopefully doesn't get nerfed, I mean it is countered by dispel).
     
  7. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    I’ve been replaying this campaign for the last few weeks. I know you won’t update it for a while, and that the future is uncertain(besides other reasons we have no clue about Reforged). But I found a bug and a few minor bugs and have a few questions and thoughts, and felt the urge to post it. It's version 1.31.1.something. I played the first eight chapters on hard. Tried chapter 9 on hard, got destroyed two times, then completed on normal chapters 9 and 10. Will try 9 and 10 on hard later.

    BUGS:
    1. Kath’ranis boss fight was broken. He just stood there attacking a random unit and doing nothing else, until he died. He didn’t teleport away, have ground exploding or send more Highborne at me. I did use save and load, had to Malfurion died.
    2. Whenever Malfurion was poisoned or diseased, the Shield of Darkness kept blocking the attack with visual and sound blocking effect(Sooooo annoying)
    3. The dialog when Malfurion confronts Remulos has quite a few typos/grammatical errors.
    4. In many cutscenes and cinematics throughout the campaign the characters are talking behind the opstical. Some that I remember: When Malfurion and Kath’ranis are talking with the Furbolg chieftain in chapter 3, when Malfurion meets Tyrande in chapter 4, when he talks to the Druid in Astranaar, when talking to the Druids of the Jaw iirc, in big Naga base in chapter 9, when he confronts Illidan in chapter 10, in the epilogue, somewhere in chapter 7 don’t remember where.
    GAMEPLAY:

    Gamplay was really fun. This is possibly the longest campaign ever. Every mission takes more than 90 mins to complete. Well done. And all are really diverse and fun with a lot of elements and gameplay. My favorites are 5 and 8. I just have a few questions and some stuff:
    • To give the feeling of continuity with chapters 1 and 2, in chapter 3, before the base building part, the timer should be fixed to midnight like in chapters 1 and 2. Also Sentinel units should have tier one attack and armor upgrades and ultravision. Would help to feel continuity with chapters 1 and 2. And hide would be really helpful to archers/huntresses/sentries in those type of missions.
    • Might also be good to fix the timer every time there is no base building?
    • Also noticed that in chapters 3 and 5, Furbolg Shamans do not use Barkskin and Healing Wave. Why not?
    • Would it be better if we got the treant quest in chapter 6 in the main map, telling us to go to the sub map, to visit the grove of the Ancients?
    • In chapter 6 bonus map we can not train the largest corrupted treant that has Disease Cloud. Why not? Would be more fun.
    • Also killing the Keeper in chapter 6 bonus should be part of the quest. Would be more fun and makes sense to kill the leader of the ancients/treants.
    • In chapter 5 Guardian unit(male unit, forgot the name :p) has medium armor, while in all others it has heavy. Was that on purpose?
    • Also noticed that in chapter 7 the satyrs don’t attack you. Why not?
    • Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun.
    • Might be better when claiming the second obelisk in chapter 8, there were less corrupted beasts and more satyrs and corrupted treants. There were more than enough beasts at the first obelisk.
    • Would you consider replacing Firewave in Twisted Ancient Form with Flame Strike. Would be more interesting to switch between the two heroes.
    • In chapter 9 among Legion forces there are no succubuses and shivarra. Why not? There were all Legion forces in chapter 7, and here, when we face the “main army” there are no these two.
    • The Keeper of the Grove in chapter 9 needs to go. It’s like the 10th Keeper we fight, especially after chapter 8. A Keeper in chapter 4, than 6, than like five in chapter 8, too many if you ask me.
    • Imo chapter 9 is too late to meet the Watcher units for the first time(Stalkers and Jailors). How about making them appear in chapter 5? When you go underground to corrupt the fountain and fight the Warden replace the Guardian units with Watcher units(Stalkers, Jailors, Wildkin, Lunar Archers). Would make sense that the Watchers are guarding the underground important place.
    • Also there is a whole Guardian base that’s used for nothing in chapter 5. Maybe make it a watcher base(without Chimaeras) and an optional to destroy it? Explaining that the Guardians are elite branch of the Watchers.
    STORY:

    Story is good, unique and fun though it has few problems/leaves a few questions:
    • In the Prologue the Oracle says that only one race will survive, Night Elves or Demons. And in the Epilogue in Malfurion’s army there are both Demons and Night Elves(Highborne).
    • Why does Malfurion all of a sudden want to destroy Raynwood Retreat and Silverwind Refuge?
    • Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?
    • If the Key to Mount Hyjal was needed, how did Azhara and Kil’Jaeden come there?
    • If the Portal was destroyed how did Mother Sharaz, Magtheridon and Kil’Jaeden manage to get large armies to Azeroth?
    • Did Alexstrasza die off camera?
    VISUALS:

    Visuals are stunning. The terrain was nailed. Every chapter looks stunning. Everything is just stunning. Though some small stuff:
    • Malfurion’s Egyptian skin looks really out of place. He looks nothing like the rest of the Highborne. He needs a new skin desperately.
    • Malfurion gets a new skin after the world explosion. That makes no sense. Wouldn’t he wash up and change after the Highborne regrouped. That skin is awesome and he should instead get it after obtaining Ysera’s Hearth. He has story reasons to get a new skin then.
    • Would you consider giving Malfurion in Twisted Ancient form (Corrupted) Ancient of War voice lines? Would make this form look and sound more monstrous.
    • In Twisted Ancient Form Malfurion has the ability that throws down meteros. Would it be possible to make thouse meteors Rain of Fire ones, instead of Inferno ones. Inferno ones are kinda out of place, cause Malfurion has no Demon or Fel powers.
    • Velinde needs a new skin from chapter 7. Like Egyptian Malfurion, she looks nothing like the rest of the Highborne.
    • Medivh changes his skin through the Campaign. Why?
    • I think that night elf Ysera uses an outdated models. Possibly the other Aspects too.
    • I’m not a fan of Azshara’s model. She looks like a sea witch from a Japanese horror manga.
    • Shalis needs a different skin. She looks more like a blood elf, than a night elf.
    • Tyrande might look better without the leaves and with blue hair. The fall leaves in her hair really look out of place, at least they should be green.
    • Kath’ranis is a good hero. Though he could use a different name. It’s just a generic Blood mage name. Maybe rename him to some Highborne from WoW(e.g Mordest Evenshade, Prince Tortheldrin etc…)
    • Have you thought about renaming Faradrella to Lunara? Faradrella is a random dryad, and Lunara is the most powerful daughter of Cenarius.
    • Have you considered renaming Lady Darkscale to Lady Vashj(she survived the Dreadlords)? I mean it's hard to imagine Illidan and the Naga without her.
    • I think that the artifact name "Ysera's Hearth" doesn't really fit. Either story wise, and Ysera's fight while you have her "hearth" sounds weird. Maybe use some other name like "Hearth of the Land", "Essence of Nature", "Hearth of the Emerald Dream", "Essence of the Emerald Dream" etc... Crazy idea, maybe rename to "Hearth of Azeroth", would explain why Malfurion becomes so powerful, and "Azeroth's Hearth Beat" would be an awesome name for the chapter.
    • I think it would be visually stunning that the Magtheridon’s Demons were purple all the way. Look just how awesome it looks in the interlude with red Highborne and purple Magtheridon and demons. Red doesn’t really suit them. Also story reasons, in chapter 7 the Highborne become red once they are enslaved by Malfurion, and the Demons are his allies, not slaves.
    TECHTREE:

    Highborne love it. Looks really like I would imagine the Highborne during the War of the Ancients, in WC3 environment. Love that they also have Demons, just like in War of the Ancients. Love all the powerful spellcaster, Clerics reviving, Enchantresses silencing heroes, Highmistresses units that can change the whole battle, Arcane Wyrms with absorbing. Though Demoness’s Parasite could use a new icon. Something more like Torture, Curse, Void etc.. Also have you thought about enabling Ultravision upgrade to the Highborne. They are still Night Elves. It’s a simple upgrade that can make things a lot easier. And towers are kinda weak. Maybe make their attack do magic damage, and give them Feedback ability. Would make defending your base easier and assulting Highborne enemy base harder. Would also fit the Highborne culture well.

    Sentinel is very interesting. Love the idea to fight different part of the sentinel tech tree. Sentinels in chapter 4, Guardians in chapter 5, Cenarion Circle in chapter 8 and the Watchers in chapter 9. However there are two problems imo. Furbolg shaman looks out of place, furbolgs are already heavily present. How about replacing the with the Druid of the Brench(night elf), that has Barkskin(renamed), Healing Wave(or some other healing spell) and a Treant Form. Like the Furbolg Shaman supportive spellcaster, but can turn into a treant to fight when you attack them. Can use barkskin in Treant Form. They would look better, at least in chapter 8 where you fight the Cenarian Circle. Also I’m not a fan of the Sentinel techtree in chapter 9. Furbolgs and Wildkin look like they are thrown into a mesh. Maybe add Sentries and Huntresses as enemies, at least in Priestess’s base. it's the ultimate base building mission and all enemies should appear. Maybe also add a mini furbolg village next to Medivhs bases that sends all furbolg creeps to attack you.

    BOSSFIGHTS:

    Boss fights are really interesting. Everyone is unique. My favorites are Smolderas, Illidan(both) and Cenarius. Loved also Kath’ranis a lot, but now it’s broken. The rest are really good though:
    • Sharaz is really good idea when you fight shivarra and succubuses, but Sharaz herself could be more powerful. At least she could have immolation.
    • Kazzak is also good with Demons swarming you, but Kazzak himself didn’t seem to use any abilities.
    However there are three bossfights I didn’t really like:
    1. Tyrande was just standing and fireing searing arrows at you. She is supposed to be one of the three most powerful Night Elves alive(beside Malfurion and Illidan). Beside the owls some archers/huntresses/sentries should also join the fight. Also she should be running around and using some more “starfalling abilities”.
    2. Medivh. I lloved the Azshara part. But Medivh not really. He multiplies and uses abilities, so you know which one is real. Also his abilities are kinda lame for the last guardian. At this point he should be a mage on par with Malfruion. I don’t know, maybe look at World of Warcraft or Heroes of the Storm for inspiration.
    3. Ysera’s fight is kinda boring. It comes down to destroying portals. She only uses sleep and stun. She should be the most powerful druid ever. You already have a dozen druid abilities. Also maybe make green wheps/drakes/dragons just appear without portals, so you have to fight them without the portals. I’m not really a fan of destroying gems. Maybe after she transforms into a dragon shen flies up and becomes invulnerable and starts healing. You have to kill three of her consorts (more powerful dragons with some abilities), who appear with some whelps/drakes/dragons on the corners of the battlefield. The sooner you kill them, the less Ysera is healed. After you kill them, she lands and fights you with empovered abilities. Also Ysera is using Onyxia’s model from WoW. Why? She would look much better with her own WoW model. Also she says her goddess is Elune, she is actually called Eonar.
     
    Last edited: Nov 26, 2019
  8. FallenStar

    FallenStar

    Joined:
    Mar 1, 2012
    Messages:
    173
    Resources:
    0
    Resources:
    0

    Hello there, we're glad you've enjoyed the Highborne storyline of Malfurion's Quest.
    I cannot answer all of your questions, that is up to Turnro but I'll try and tackle some of those that I can.

    1: BUGS

    Most of these bugs weren't present when Malfurion's Quest was released (Kath'ranis, the camera being behind obstacles, etc.). That unfortunately happened due to Blizzard's updates to Warcraft III which messed up a lot of Warcraft Custom Campaigns. Some of these bugs will be looked into at a later time.

    2: GAMEPLAY
    "Imo would be better if in chapter 8 the main quest would be not to lose a single obelisk. Would make more tension and be more fun."
    There's a cutscene if you do lose one of the obelisks. Your suggestion means that we need to cut that out and we'd rather not at this point.

    "In chapter 9 among Legion forces there are no succubuses and shivarra. Why not? There were all Legion forces in chapter 7, and here, when we face the “main army” there are no these two."
    From our perspective in this alternative universe the Burning Legion is formed by a coallition of several demonic factions. Mother Shahrazz leads most of the Shivarra and succubuses as well as Magtherion.
    These units follow their respective leaders who in turn follow the Legion's leader. However, due to their inner conflicts, some of these branched out with their own motives (Shahraz leaving Kil'jaeden to fight Malfurion, Magtherion leaving the Black Citadel)
    Once Mother Shahraz is killed the shivarra are off the table.


    "In the Prologue the Oracle says that only one race will survive, Night Elves or Demons. And in the Epilogue in Malfurion’s army there are both Demons and Night Elves(Highborne)."
    Malfurion controls everyone in the bad ending through his blood which resembles the fel energies. All races are his thralls now and are a part of his army unable to think or act of their own accord no matter their race.

    "Why does Malfurion all of a sudden want to destroy Raynwood Retreat and Silverwind Refuge?"

    He's aware that his ruse to trick the elves won't work forever as it didn't in Chapter 2 (He only had absorbed the first fountain of power and the ancients were able to recognize the energies within him).
    Weakening the Night elves was apart of his plan as he knew they would become depended on him to defend Astrannar from the corrupted. If the other two settlements would've won, Astrannar would've been safe. This would result in Tyrande paying full attention to Malfurion and his change making him unable to reach the Temple of the Moon, let alone recover the key.

    "Also shouldn’t his and Tyrande’s reunion be more emotional? Their love was supposed to be legendary. He killed her too easily, he should still love her at that point. If I got it right in chapter 10 he loved her the whole time?"
    If he had met her when he absorbed the 1st fountain, perhaps things would've been different. However he was already too far gone by that point.
    The reason why those scenes weren't made too dramatic it's simply because we didn't wanna turn the story into a drama-fest. We thought that it being quick, swift and pricise wouldn't detter from the main point of the game: Playing as the bad guy.
    The highborne Malfurion is meant to be the polar opposite of Sentinel Malfurion. We didn't want something in between.


    "If the Key to Mount Hyjal was needed, how did Azhara and Kil’Jaeden come there?"
    As Malfurion states in Chapter 9: "Reaching Mount Hyjal is no easy task without the key"
    While Malfurion went for Ysera's Heart heart and fought off Kath'ranis and Mother Shahraz, the Naga and the Legion were both advancing on the World Tree through tough areas meeting heavy Night Elves resistance.
    Malfurion was able to catch up to them due to the fact that he had the key.


    "If the Portal was destroyed how did Mother Sharaz, Magtheridon and Kil’Jaeden manage to get large armies to Azeroth?"
    Portals can transport smaller armies and divisions. That's what Magtherion, Kil'jaeden and Shahraz used.
    The portal that was initially opened in War at Mount Hyjal could transport the entire Legion through.
    The other ones, not so much which is why the Night Elf resistance as well as Malfurion was able to crush through them easie
    r.

    "Did Alexstrasza die off camera?"

    She was supposed to be a part of Chapter 9 but she was cut off unfortunately due to pressure in releasing the campaign on time.
    Short answer: yes, she died off camera.


    Boss Fights
    "Sharaz is really good idea when you fight shivarra and succubuses, but Sharaz herself could be more powerful. At least she could have immolation."
    Shahraz is not much of a fighter. She uses espionage, tricks and her forte is her intelligence and spies. She can't stand up to other Legion lieutenants which is why she's trying to outsmart them.

    "Kazzak is also good with Demons swarming you, but Kazzak himself didn’t seem to use any abilities."
    Same reason for Alexstrasza. There's a possibility in the future though, no promises.

    "Tyrande was just standing and fireing searing arrows at you. She is supposed to be one of the three most powerful Night Elves alive(beside Malfurion and Illidan). Beside the owls some archers/huntresses/sentries should also join the fight. Also she should be running around and using some more “starfalling abilities”.
    She was holding back especially after locking down some of Malfurion's powers. Her love is what killed her.

    "Medivh. I lloved the Azshara part. But Medivh not really. He multiplies and uses abilities, so you know which one is real. Also his abilities are kinda lame for the last guardian. I don’t know, maybe look at Heroes of the Storm for inspiration."
    Same reason for Kazzak. There's a possibility in the future though, no promises.

    "Ysera’s fight is kinda boring. It comes down to destroying portals. She only uses sleep and stun. She should be the most powerful druid ever. You already have a dozen druid abilities. Also maybe make green wheps/drakes/dragons just appear without portals, so you have to fight them without the portals. I’m not really a fan of destroying gems. Maybe after she transforms into a dragon shen flies up and becomes invulnerable and starts healing. You have to kill three of her consorts (more powerful dragons with some abilities), who appear with some whelps/drakes/dragons on the corners of the battlefield. The sooner you kill them, the less Ysera is healed. After you kill them, she lands and fights you with empovered abilities. Also Ysera is using Onyxia’s model from WoW. Why? She would look much better with her own WoW model. Also she says her goddess is Elune, she is actually called Eonar."

    Turnro is making all of these boss fights on his own, granted with some input here and there.
    We had great ideas for pretty much every fight but sadly we had to cut some of these short due to time, effort, etc.
    Future updates may perfect and cover up some of these boss fights weaknesses but we'll have to see.
    Malfurion's Quest Sentinel storyline has its own boss fights that differ from the Highborne path so having everything working as it should with only 1 man working is quite a challenge.

    Great Review though and we're very grateful that you played and enjoyed the campaign.
    We're looking forward to any future input you have to give us!



     
  9. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    Maybe you could slightly change the cinematic when you loose the obelisk, so it becomes a "You Loose" cinematic?
    Imo it should definitely be more dramatic. They are the main characters, and the love triangle is one of the main plots in the story. Maybe also add more dialog in Tyrande's fight how she loves him and can't kill him for that reason. Making a point that her love killed her. But that's just me and it's your choice.
    So Alexstrasza and Nozdormu boss fights were cut out? Too bad :(. Time is always limited :(. It's still one of the best campaigns out there. If there are no ideas, maybe look at HotS or WoW again for inspiration. If there is no time maybe just make her die in the cutscene when Malfurion consumes the World Tree and destroys the World Tree. Would still be lame for the death of the Dragonqueen, but better than nothing.

    Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role, possibly be the main protagonist alongside Malfurion? Also I know we won't be fighting allied bosses in the Sentinel story(e.g Tyrande, Cenarius, Velinde), but also not the Sentinel enemy Highborne bosses(e.g Shahraz, Kazzak, Smolderas, Azshara)?
     
    Last edited: Sep 26, 2019
  10. nuck001

    nuck001

    Joined:
    May 8, 2014
    Messages:
    141
    Resources:
    0
    Resources:
    0
    Tyrande did accompany with Malfurion side by side in Sentinel storyline of earlier version(v1.3).There were also some familiar lore characters such as Garrod Shadowsong who could satisfy you.However,Turnro has temporarily deleted Chapter 3 to 6 of that storyline,avoiding too much file size perhaps.I have no idea if there is an old version link of Malfurion's Quest.Maybe someone still keeps it.
     
  11. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    I have a few ideas about Alexstrasza and Nozdormu fights and story. Sorry if I'm a bother. If ideas are welcome I'll be happy to post some. If not than just ignore this comment, sorry.
    I know it's probably too much work, might not be worth it and would require to expand the last chapter, but I'm just saying. So all three aspects should be fought in chapter 10, being the ultimate powers of good in the world. Nozdormu before Ysera, near the beginning of the chapter, and Alexstrasza just before entering the gate where Kil'Jaeden is. Both of them teleporting Malfurion away.

    Nozdormu teleports him away with some sandy effect after Malfurions kills the Demons and Guardians that are fighting. malfurion ends up in the Caverns of time, confused not knowing where he is and how he ended up in a barrens place, with all stuff mashed up and hoarded. He sees Nozdormu, who tells him how he destroyed everything he loved, but he can still save the world if he turns back. Malfurion insults him, Nozdormu teleports him on a walk through time. First Malfurion is with the Highborne during WotA. You have to kill Sentinel Malfurion and Tyrande and their sentinel army with the Highborne Malfurion and some Highborne Demon army. After that Malfurion is sent to the possible near future, where he has to kill Sentinel Malfurion again with some sentinel army. Lastly he is teleported to the far away dystopian future where he has to kill the Satyr Malfurion(of normal size) with some satyrs. Finially he is back at the coverns of time where the fight starts. Nozdormu has some time based spells(like increasing his attack speed, slowing enemies etc.. or look at WoW for inspiration or Chromie from HotS). Some bronze whelps/drakes/dragons show up as well. When you get him to the certain health percentage the ghosts of past, possible near future and dystopian Malfurion show up and you have to kill them to finish the fight. Then Nozdormu becomes a Dragon and starts the fight with empowered abilities. When you get him to a certain percentage again he flies up and summons his past self, who shows up with some bronze whelps/drakes/dragons. After defeating the past Nozdormu. You coninue the fight with present Nozdormu. After some time the same thing repeats like with the past Nozdormu, this time with possible future Nozdormu. Lastely when you get him to low health he summons his future self. To Nozdormu's surprise the future self shows up alone and is corrupted(Muruzond). Malfurion fights him, but later corrupts him and both Malfurion and Muruzond fight Nozdormu until they get his hit points to 0,5%. Then Nozdormu says this is not good, my sisters will die I have to warn everyone and runs away. Malfurion mocks him as a coward and teleports back to the main map.

    Alexstrasza is the last fight before Kil'Jaeden. Being the Dragonqueen and the ultimate force of good in the world. She teleports him away to the last sanctuary of life she has created. Malfurion is not the surprised this time and asks what does she have to show him. She says the present and reality which is far scarier than anything Nozdormu or Ysera have showed him. He says that he defeated time and dream what can she possibly hope to achive. She says that Life is the most powerful weapon and that he may destroy the world, but can not hope to end life. malfurion says that she was unable to even stop the Legion or Azshara. Alexstrasza says that they are heading for their doom, and that she will avenge her sister and make Malfurion pay. Like the other aspects she starts the fight as a human. Some red whelps/drakes/dragons join her. But also a bunch of other uncorrupted furbolgs/bears/wolves/sentinels/druids come during the fight. Unlike other bosses she is a healer and heals her allies during the fight. When you kill her allies and get her to the certain health percentage she transforms into a dragon with empowered abilities. You get her to the certain health, when she flies away and some adds come to battle(dragons mostly). She moves to the other part of the battlefield where she heals herself. After you killed the adds, she lands down and the fight continues. That repeats for a couple of times until she is dead.
     
  12. FallenStar

    FallenStar

    Joined:
    Mar 1, 2012
    Messages:
    173
    Resources:
    0
    Resources:
    0
    "Also can you give me a small spoiler. Is it planed in the Sentinel story, for Tyrande to have a larger role, possibly be the main protagonist alongside Malfurion? Also I know we won't be fighting allied bosses in the Sentinel story(e.g Tyrande, Cenarius, Velinde), but also not the Sentinel enemy Highborne bosses(e.g Shahraz, Kazzak, Smolderas, Azshara)?"

    What often is missed in the Highborne story will be definitely present in the Sentinel one. Malfurion's Quest wasn't meant to be just: The highborne story. Its goal was to bring two-story branches. We released the one near completion to offer something to the players. I believe the campaign will be judged quite differently with both storylines being out.
    That being said: Tyrande will have a much more significant role in the Sentinel storyline and boss fights will be different than those from the Highborne path.
     
  13. FraughtCoin

    FraughtCoin

    Joined:
    Dec 23, 2018
    Messages:
    2
    Resources:
    0
    Resources:
    0
    After I download this map and put it in my campaigns map, it doesn't show in game. Do I need a specific patch as I have 1.26a.
     
  14. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    Anyone got any tips on how to complete chapter 9 (base building part) on hard?
    I always manage to get destroyed :'D
     
  15. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    190
    Resources:
    0
    Resources:
    0
    Nope. Only in a WoW method with heroes. Because building a base triggers the attack waves of the Legion, the Naga and the Night Elves. That way you have to turn your attention on defending the base instead of focusing on attacking the Medivh's forces. It's so much easier to just rush with the heroes (at least for me it was) and keeping them alive.
     
  16. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    The Demons, Naga and Night Elves attack you automatically now, in the newest version. Even if you don't build anything.:'D
     
  17. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    190
    Resources:
    0
    Resources:
    0
    Oh... I haven't updated the 1.4 version of the game, so I didn't know about that :D my mistake :vw_sad:
    So do you get a "Mission Fail" if all your units are killed before building the base at the site where you destroy the first naga base? And is destroying the very first naga base in front of the starting point of the game the main priority of the game now?
     
  18. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    No the main quest is to bring Malfurion to the world tree. But you have to destroy that base, simply to pass. If all your units are killed, and all buildings destroyed, you get one worker at the starting location, but you don't have "a lot of hope to succeed", the enemy will destroy you before you revive Malfurion. Theoretically you can get a new worker untill you are out of rescources. But I didn't try that. I restart the mission when my base is destroyed.
     
  19. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    190
    Resources:
    0
    Resources:
    0
    Who says that you have to revive Malfurion and build a base? Or even who says you have to destroy the first naga base? You don't have to. You can just move your heroes away from the base. Just rush them away. They will take some damage, yes, but they are way more powerful enough to survive since they'd be 12th or 13th level (I don't remember correctly) by chapter 9.
    By the way, since you can always get a worker after your units get killed, you don't have to worry about getting a "Mission Fail" after you get all your units killed. All that matters is keeping the heroes alive. You need to have good healing items on your heroes for that (Scapter of Healing and the Heart that heals about 400 HPs instantly).
     
  20. Venombite

    Venombite

    Joined:
    Feb 3, 2019
    Messages:
    279
    Resources:
    0
    Resources:
    0
    Thanks! I'll try it. Though when you have to destroy a base (two bases actually) with two lvl 15 heroes, ~5 dragons with lvl 3 attack and armor upgrades, ~10 drakes with lvl 3 attack and armor upgrades plus an army, with three heroes, and Demons/Naga attack you while you retreat with large armies and possibly a lvl 15 hero. The chances are pretty high you'll lose your heroes one by one. And Demons/Night Elves will eventually destroy the small Naga base.