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.

March of the Horde v1.1

Submitted by HERON
This bundle is marked as approved. It works and satisfies the submission rules.
Heron Presents

March of the Horde
V 1.1

An Orc Campaign

A campaign about Thrall and his Horde. As opposed to my first campaign - The Human, this campaign differentiates from the Orc campaign in RoC, involving the meeting with the Trolls, Taurens and the Goblins... and the battles against the Humans and the Demons.

Importent to know
  • My Orc campaign is a continuation of my first campaign - Destiny of Lordaeron, and it's alternate from RoC, so because of that some things are different from the original, like - The model of Grom (that I think is much better than the original), names of abilities (Roar to Howl - fitting for wolves. Bush to Static - Thrall electrocutes his enemies, he doesn't stun them.) and more things that I want to give here so we have something else from what we know.
  • My campaigns - Humans and Orcs are not in the timeline of RoC.
  • BTW, If you consider playing this campaign, I recommend you to play my human campaign first - Destiny of Lordaeron. This will help you understand the story that I created for the humans and the orcs, and maybe in the future the other races.


Story

After King Terenas gave the order regarding the orcs, many of them were defeated or expelled from Lordaeron.
In the meantime, a young Warchief named Thrall wants something else for his Horde, a place they can call their home.
Alongside his orcs army, Thrall will face the bastard Humans, the Night Elfs and the mighty Demons, as each of them attempts to destroy the future of the Horde.



Change Log

Version 1.1

General
- All chapters buttons are invisible
- The ramps in the Chapters are fixed
- Made QWERT hotkeys for unit spells
Chapter 1
- The name of the quest - Reach Grom, changed to Gather Army
- Orc Chieftain's name changed to Gar'thok
- Changed the orcs units in the cinematics after the battle against Gar'thok
Chapter 2
- Changed the name of Troll Scout to Raptor Raider

- The allies trolls will not attack the mad trolls
- After killing the boss of the green trolls, they will change to good
Chapter 3
- Changed the mana cost of Dash and Bone Crusher to 85
- Samuro will can't use in Wind Walk
- Increased the hit points of Dark Revenant from 3000 to 4500
- Increased the mana points of Dark Revenant from 1000 to 1500

Chapter 4
- Heroes now gain experience form neutral units
- Changes the description of the spell - Fire Pillar
- Changed Shandris's model
Chapter 5
- Changed the AI attack of the the Night Elfs
- Decreased the hit points of Nexus Gate from 1500 to 1000
Chapter 6
- Fixed Units selected during the end cinematic scene
Chapter 7
- Increased the hit points of Kor'gall from 4000 to 5000
- Increased the mana points of Kor'gall from 1000 to 1500
- Kor'gall's attack changed from 70 to 75
- Added more spells to Kor'gall
- Decreased the number of the restoration runes in the battle against Kor'gall from 4 to 2
Chapter 8
- Broadened a little the entrance in the orcs base
Chapter 9
(Changed to Chapter 9 - Part One)
- Fixed the cinematics scene
- Fixed the AI demons attack
- Increased the hit points of Kaz'rogal from 5000 to 7500
- Increased the attack 1 of Kaz'rogal to 70 and attack 2 to 85
Chapter 10
(Changed to Chapter 9 - Part Two)
- Increased the hit points of Mannoroth from 20000 to 25000
- Increased the mana points of Kor'gall from 2000 to 3000
- Added the Spell Immunity to Mannoroth



Screenshots

Chapters Screenshots

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]

[​IMG]




Credits

Thanks to:

Championfighter25 - campaign's testers
Blizzard Entertainment
Tauer
DeAtH._.KiTtY - campaign's testers
Ujimasa Hoso
kangyun
loktara
Stefan.K
67chrome
PeeKay
Mr.Goblin
SinisterX
Sellenisko
CRAZYRUSSIAN
Frankster
Dark_Dragon
Darkfang
NaserKingArthas
Sclammerz
Edge45
The Panda
UgoUgo
paladinjst
MatiS
NFWar
Eagle XI
Windrunner29
Sin'dorei300
eubz
General Frank
Heinvers
Shar Dundred
Turnro
tomoraider
Warseeker

If I missed someone, please PM me and I'll add you.


Bugs

Things to fix:

1) Thrall's attacks can't break crates/barrels, because of the change of his Weapon Type from Missile to Missile (Splash).

2) The loading screens of chapters 2 and 3, and the interlude are problematic. I used the loading screens from the Exodus of the Horde campaign .
But still, I don't know why it changes all the time.

3) In chapter 3 I didn't succeed in writing how many enemies are left for the quest - Purify, or how many parts the orb are in this chapter.


4) I still learn how to make cinematic scenes to be skipped.



Feel free to report any bugs, tips or suggestions!
Contents

March of the Horde (Campaign)

Reviews
Warseeker
Hey @HERON. First of, I would like to thank you for the amazing work that you've put into this campaign, it's a real masterpiece. I've had so much fun playing it. This is by far the best alternative to the RoC orc campaign. I like the way you added...
deepstrasz
All maps are available/visible from the start in the campaign menu. [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [/spoiler] First, the bugs have to be fixed. Please try to learn how to...
  1. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,277
    Resources:
    1
    Maps:
    1
    Resources:
    1
    All maps are available/visible from the start in the campaign menu.

    1. Avoid playing music through the sound channel. Use Play Music, not Play Music Theme.
    2. Static=Bash.
    3. Allied units should not be the same colour as you.
    4. The ramp near the broken bridge has a visual glitch.
    5. Why use another Grom model? This one has more polygones and it doesn't look good among the other models. Frankly, the original model is fine.
    6. Bring Thrall to Grom should disappear after you rescue Grom.
    7. Wrath of the Berserker=Avatar.
    8. You should be able to open the gate with the keys being one in each of the hero's inventory. Also, if you put one in the other hero's inventory thus resulting in the latter having two keys and that hero is near the gate it will not open. You have to get out of the region and come back.
    9. Actually it was Grom who opened the gates :p
    10. That Gar'thok is kind of stupid. He was saved and challenged Thrall for leadership. Too soon for a sane person.
    11. Gar'thok's unit name is Orc Chieftain and the unit is not a hero even though having glow.
    12. Rip=Critical Strike. No need to change icon and name. If you want make a unique spell for real.
    13. The wolves should be near Thrall during scenes not cluttered with the rest of the units. Also, cluttering the units like that makes it look unnatural. During scenes the playable army should not be shown but hidden and you should create some units specially for these cinematic scenes (like you did in the end scene).
    14. One of the Knights that came near the campfire turned with the back at the orcs :D
    15. I don't think the two runes during the Knight fight are necessary. I mean, the difficulty is not hard.
    16. There's something weird going on with upkeep before and after cinematic scenes in that you get low upkeep or you her the upkeep sound.
    17. If you don't know the Warcraft story, you have no idea what the heck they're doing, why Grom was "captured", why they are leaving with boats.
    18. Avoid showing the sky/map edges especially during cinematic mode.
    19. Who was the human admiral?

    1. Old Friends has no loading screen... This is sloppy, I don't like it.
    2. The trolls were teleported on the shallow water... instead of them having to walk there. Problematic because if one had low HP, the teleportation could have killed them as there were creatures where they were teleported.
    3. Not supposed to get to the Gargantuan Sea Turtle? Hehe, Chain Lightning.
    4. Rokhan is not a woman. It goes to show that you did not pay attention to the edit of the Moon Glaive ability's description. Learn about tooltips:
      Tooltip Tutorial
      Creating Good Descriptions
    5. Didn't he just say, that the heroes will protect the base and the trolls were to get the herbs!? The quest says otherwise.
    6. But then, why are the allies attacking if they're supposed to be protecting the base!?
    7. It looks weird when neutral hostile units are in the way of the AI players and none react to each other.
    8. Invincible trees :D
    9. So, Senjin asks the orcs not to destroy the green troll buildings but the allied trolls are allowed to?
    10. Troll Scout is quite powerful for a Scout which isn't supposed to be attacking anyway. Maybe, change the name?
    11. The Makrura units are too far away from each other and don't all engage when some of them are attacked.
    12. What's the point of killing their boss if they don't become friendly anymore? "His soul is free." Does that mean they should kill all of the green trolls to free them?
    13. Voodoo Mask should imply that the ability it gives makes the hero attack and move faster so you won't understand that the item gives that bonus without clicking it.
    14. Rune of Healing near a Mana Fountain!? Well, you've got Rokhan.
    15. If a unit with the rocks rolling effect around (Thrall, Giant Turtle) them dies then the effect remains there on the ground.
    16. Grom stood with the back to Senjin (cinematic scene) right after they brought the plants.
    17. Rokhan's portrait during transmissions was belonging to the red player but the hero was orange.

    1. Samuro's first spell only damages one target? It deals same damage as Grom's first spell but does not stun and costs more mana.
    2. Arsenal should have a custom icon.
    3. You can Dash on enemies up on cliffs and not be able to get down.
    4. You should at least write Orb+n (n=number) so you know how many you have since you only have one after getting another one.
    5. Howl=Roar. Why not keep it that way, or be original and make a unique spell? This spell requires 100 mana and the wolves have none. Also, the Spirit Wolves ability description doesn't say anything about this spell.
    6. Why would those trolls be locked instead of killed and why aren't they mad?
    7. Does the temple have any windows? If not, there should only be night or day (same line of sight).
    8. Try not to get repetitive with the keys opening doors thing.
    9. To avoid confusion, you should also make WERT hotkeys for unit spells.
    10. Try making keys as variables to avoid wasting inventory space for them.
    11. Sphere Orb doesn't work with Static. Thrall deals 0 damage with both on. Actually, no, Thrall can't destroy doodads (barrels).
    12. There's something wrong with Samuro's sight range at night. I think it's too small that it makes the hero sometimes disappear for a blink.
    13. The revenant "boss" is weak and doesn't do much, mostly attacks.
    14. It's enough to only get one unit to the exit to win and if you have Wind Walk...
    15. Interlude
    16. How does Samuro know Drek'thar is alive or not in danger in Kalimdor?
    17. Why did the Captain and part of the humans run instead of finishing the orcs?
    18. Why does Kul Tiras go after orcs? Last I knew in RoC, they were hunted by Lordaeron.
    19. You can hear that your units are under attack. You should disable that. It's a cinematic scene, not a playable part.

    1. Heroes don't gain experience form neutral units anymore because they're level 5 and you've not removed the level cap in game constants.
    2. Glitched ramp south in the nearby quilbeast camp.
    3. No idea why you've changed the murloc models if they're the same units.
    4. Until now character development is pretty absent.
    5. Arsenal becomes useless/invalid after you get an orb.
    6. Rokhan remained on that island? But, he and the trolls are in danger there...
    7. The Barrens is not night elven territory.
    8. Fire Pillar doesn't say what damage it does etc.
    9. The Gold mine is considered enemy.
    10. No Voodoo Lounge? Healing Salve and stuff since the night elves have Moon Wells, you know.
    11. Invincible trees again :D
    12. The Upkeep panel says Low Upkeep begins at 80 food but it's still on 50. Anyways, it's good with 50 being the limit.
    13. Linear gameplay.
    14. Shandris doesn't have hero glow. You can add some: How to add Hero Glow without Modeling
    15. If they were helping the orcs, why weren't any of the tauren in there or why didn't Drek'thar send for help against the night elves?
    16. Three heroes against an army of centaurs? So, basically, they'll do a run through hoping to kill the Khan fast so the remaining centaurs will run away?
    17. Why rename Brilliance Aura to Wisdom Aura?
    18. If you don't get the reward from the Khan fast, you might lose it because the cinematic scene starts.

    1. Wow, only two days!?
    2. Fiery Hand=Cripple. Be creative.
    3. Why are the orcs using Warlocks anyway?
    4. What are murlocs doing in the woods?
    5. There are spaces between trees and units can go through them to various parts close by (beginning part). Use P to check pathing. there are holes between trees right north of the merchant shop.
    6. Still not gaining xp from neutral hostile.
    7. Another glitched ramp; one in every level/map it seems. Near the beginning.
    8. Lucky I have orbs on my heroes... otherwise those Hippie riders...
    9. Dragons were under orc command because they were raised them and because they had their queen in chains...
    10. The blues attack but the base isn't ready. I mean, just completed first barracks and stuff. And they are attacking continuously. The second wave came fast. Actually, it's manageable. I thought the elves would also attack from the north but only the blue ones come.
    11. Still no Voodoo Lounge :( Well, at least there's that shop. Too bad I found about it after destroying the blues...
    12. Orc techtree is pretty much the same.
    13. Grom's Critical Strike is in fact Drunken Brawler.
    14. The dragon said that the orcs weren't welcome there after it died.
    15. After killing the relatives and neighbours, the dragon would accept to help over a duel? Anyways, it's not like the could not just fly away from there.
    16. What are red dragons doing in Kalimdor?
    17. Invincible trees againo_O? What happened to old Warcraft lumber gathering?
    18. I have to kill some units now because most of the army is infantry.
    19. The wisp reparis the nexus in a matter of few seconds... when it is attacked.
    20. Lack of enemy heroes. Only one so far, Shandris.
    21. We need this power because we need it. They defeated every night elf attacker even without Thrall and/or other heroes/troops to help them. There was no reason for them to take the power. In RoC, it was because of Cenarius, it made sense.
    22. Also, why would they trust a strange fountain when the elves didn't take the power for themselves? What if it was cursed, poisoned etc.?
    23. I think Samuro was too easily convinced.

    1. Not fair. I did not choose leap. Now I have Critical Strike level 2 instead of 3... and War Cry too... You should have used the Chaos spell/ability not replace the units with totally new ones... Ugly move. You should have saved the abilities and their level in the game cache or at least give us Tomes of Retraining.
    2. Some other glitched ramps. You can see the sky through one of them, west of the green night elf base.
    3. Flame Shield=Lightning Shield :|
    4. Fel Bloodlust is still Bloodlust. Be creative...
    5. Was it intended for night to suddenly come during the cinematic scene where Shandris is notified by the Archer about the orcs?
    6. This Shandris appearing in more chapters is like Arthas and Sylvanas in RoC.
    7. Was it intended for the camera to be left in the dark on the position where Shandris was after the scene ended?
    8. Burning Spear is present on two units. Be creative/original? Also it is basically the same spell as the Envenomed Spears.
    9. None of the caster units has any dispel ability.
    10. Does the Fire Pillar only attack one unit at a time? I suggest you remove the attack and add the immolation ability to it.
    11. War Drums damage increase by how much? The description does not mention. Neither the research nor the spell mentions any value.
    12. Animal Power does not increase the hit points of the fel Kodos and Dragon Riders.
    13. No optional quest(s)?
    14. It's a time waste to destroy absolutely every building (especially when you have to find them on the map). Only workers, main buildings and producing facilities. That's how it should work.
    15. Worst of all, you have to kill all blue units too...
    16. Units selected during the end cinematic scene.
    17. This makes no sense. Why would Mannoroth be so stupid to give the orcs a hint that he's behind the fountain? The demon should have waited for the orcs to eliminate the elves first.

    1. Interlude: Theramore has already been founded? But there was no time for it unless it was made into a fortress before RoC. And what war are they preparing for?
    2. A knight (even with his horse) to stay and greet people in the port?
    3. The elves were not decimated by the undead? I don't remember what happened in your previous campaign.
    4. I think there's too much emphasis on orcs as a threat that two other nations have to join the humans and hunt them on every continent.
    5. Drek'thar is a boy!? Isn't he like supposed to be older than Thrall?
    6. Well, Nazgrel's Cleaving Attack is just that. Changing its icon won't change the spell.
    7. Shouldn't Cairne be defending the tauren from a centaur regroup?
    8. So, Cairne, Rokhan and Samuro are orange but Drek'thar is white/gray while Grom and Thrall are red?
    9. How did Ogres get to Kalimdor?
    10. Logically, why would harpies fight you on ground?
    11. War Axe and Sturdy Axe both can be sold for 300 gold but one is better than the other.
    12. Wouldn't it have been smarter for the orcs just to kill the ogres and be done with it than risk Thrall dying?
    13. During the duel, Rokhan heals Thrall (even Kro'gall...) and the auras from the other heroes are active on Thrall.
    14. Kro'gall dones't do much, just runs around and attacks. Doesn't even cast a spell.
    15. Too many restoration runes. Didn't use any.
    16. This is stupid. Even with Ensnare or Hex on, the harpy miniboss becomes invulnerable so you can't finish the quest.

    1. Intended for Caldwell to remain on the cliff near the orc base? You can kill the hero as there's no other units for protection. Haven't seen the hero since then.
    2. Sometimes you have to kill allied units to unblock your heroes in narrows places like ramps.
    3. Units should be paused during cinematic mode so they won't die.
    4. Shouldn't the centaurs be going to the tauren base instead!?
    5. The centaurs which appear in their zone, might just run to the orc base ignoring the player heroes when they are in the centaur base.
    6. The harpies are a bit annoying because they are flying and reach the base faster than the centaurs. That means their waves come faster too.
    7. From minute 4, the dwarves attack unit by unit.
    8. During the orc attack phase the enemy does not train troops anymore. They are just there to be slaughtered. It's too easy and a time waste also because you have to destroy all buildings... I was expecting an AoS type at this point where the orcs were attacking (AI) and the enemy as well until you destroyed base by base (maybe main building).

    1. It took three days for the rider to haste back to Thrall but it took two days for Grom and Samuro and an army to get to that place?
    2. This map's layout is quite familiar. Are you recycling maps from the original campaign?
    3. The demon appeared out of nowhere in the cinematic scene.
    4. I think you should have given the Witch Doctor to the orange base since they have no healing and the red also have Rokhan.
    5. This map is could have been a pain (never liked these), two bases and chaos damage on all enemy units. Plus, if the orcs attack with their heroes with the demons at the same time... Well, it's manageable if you group all your troops together as the purple AI attacks only base afterwards so you can keep your troops in the orange base between the chaos orcs and demons. Good thing the purple AI isn't that smart.
    6. Grom does not attack?
    7. Samuro is orange but the hero's illusions are purple.
    8. Maybe, you should use the usual Demon Gate model since this one was meant to be a doodad since it has no death animation.
    9. Would've been nice for another gate in the east that came later so that you'd have to destroy the first one fast so you would not get overwhelmed by the other one and the chaos orcs. Wait... there is a gate in the other side too but no demons came from there. I think the first units (two fel stalkers) appeared in the rocks so they could not move from there. Probably those needed to die in order for next waves to come. MarchOfTheHordeEastGateBug.png
    10. You don't need another mine than the starting two to win.
    11. There's something wrong with the pathing in the demon zones. If you send units from your base to the those zones directly (minimap), the units will not go there but around. If you want to get out of there the same way, the units will remain there and try to get through the cliffs.
    12. There's a centaur camp that's too near the chaos orcs. They should have killed them or something :D
    13. Kaz'rogal is too weak. Stun lasts too much on the demon. The 4 heroes are enough to kill him without a scratch.
    14. Killing Kaz'rogal automatically releases the riders which might be problematic because there might still be enemy units and towers there.
    15. Samuro drank from the fountain during battle when the hero got near it :D but it didn't make him good again.
    16. Seriously... Thrall was killed by the Infernals in the scene where the hero meets Grom... At least the mission wasn't failed.
    17. Grom is no sorcerer and I doubt there were any powerful warlocks to summon Mannoroth.
    18. Grom is too weak.
    19. Thrall was invisible during the ending (because he was killed in the previous scene).

    1. Samuro has different items than what I put on him. At least Grom has the same.
    2. Mannoroth is not immune to magic and prone to War Stomp, Hex etc. Note that magic immune units get stunned by Bash.
    3. The pit lord is way too weak. The demon should have spells to stun the heroes, knock them back, keep them at bay temporarily etc. plus more HP.
    4. This level is too short and doesn't make for a good ending. The battle should have been interesting, having many phases to last at least 30 minutes, a true boss fight...
    5. Well, stomped the demon but in the scene all but Grom were down. Oh, Rokhan was also standing.

    First, the bugs have to be fixed. Please try to learn how to make cinematic scenes to be skipped. It's not rocket science (Making Cinematics Skippable).
    Work more on unit abilities and race techtrees. Don't recycle Warcraft III material to kingdom come. Don't be afraid to experiment, get out of the melee/Warcraft III style.
    Careful with pathing, it can create annoyances. Also with unit pausing during cinematic mode.
    Work more on character and story development. Don't expect players to know things from other sources.

    Approved
    .



    If you want more reviews, you should participate in the The Grand Review Exchange!

    R U L E S

    Site Rules
    Map Submission Rules

    M A P - D E S C R I P T I O N
    Details
    BB CODES
    BB Codes | HIVE

    MAPS IN GENERAL
    The importance of a Description
    Description Guide - Maps
    Map Thread Guide
    Map Description Making: Good & Bad
    Map Description - Templates
    Map Description Generator [1.2]

    How to Add a Screenshot to your Map Description


    ADDITIONAL NECESSARY INFORMATION
    • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
    • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
    • Map thread tags are important. Please use those that fit and not more or none.

    If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
    Paillan
    twojstaryjakcie
    Daffa the Mage
    https://www.hiveworkshop.com/forums/staff-contact.692/



    You can easily destroy the base with Demolishers at your back. I didn't have much problem in this mission since they only attack from the same place and you have those big towers.
    I disagree. You have Rokhan to heal Gazlowe and frankly, the level isn't hard. Plus, you can share some of the items on the other heroes until the end to give them back, not to lose them.
    I agree that it's a pain that you have to destroy all the buildings (which can be changed through triggers) you already have Volcano and Earthquake (hopefully, if you chose them) which basically eliminate towers in seconds. Having Demolishers with that would be too easy.
    I think it's OK like that, gives the map a bit of a strategy flavour.
     
    Last edited: Jan 13, 2019
  2. MasterBlaster

    MasterBlaster

    Joined:
    Feb 23, 2014
    Messages:
    491
    Resources:
    0
    Resources:
    0
    It's almost like you've become obsessed with everything having fully custom tech-trees, my friend :D

    Jesting aside, while I do agree that some more custom object data would be nice... It's a Warcraft universe campaign that - if I got this right - is supposed to basically replace RoC orc campaign, so within that context I think it's completely fine that he uses the standard tech-tree.
     
    Last edited: Jan 13, 2019
  3. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    184
    Resources:
    0
    Resources:
    0
    I've finished the campaign and I gotta admit I'm impressed. The gameplay, the storyline, the AI, the terrain, everything is just perfect. It's a shame those Stonemaul Ogres never joined the Horde. As an Old (WC2) Horde fan, I'd rather they've joined the Horde, but at least there are Goblins. I liked Gazlowe hero :thumbs_up:
    There are a few bugs that I ran into. I didn't read the previous comments from other people from Hive, so I'll just write what I didn't like. For example, in the very end of the chapter 9 "Brothers' War", when Thrall is facing Grom, Thrall gets attacked and killed by 3 Infernals :con: Even though the mission's goal is to have all heroes survive the attack, killing Thrall didn't make the mission fail. I still had other heroes with which I killed the Infernos, the Warsong guards and Grom :mwahaha:
    There are also a few more minnor game bugs, nothing to worry too much about. But there are also so many grammar mistakes. While I was reading, I was like: "Oh my Gosh, who wrote these scripts :eekani:?"
    Everything else is OK. I had some good time playing the campaign, so, good job! :infl_thumbs_up:
    My favourite chapter is chapter 8 "Breaking Point". I love defending the base and holding on until the timer runs out.:grin:
     
  4. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,277
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Not fully but honestly, we've played the original techtrees more than a 100 of times (and if we are to add melee too...).
    That would be totally lackluster. I'd prefer RoC over it obviously which would make this one worse, especially on the creative side.
    It's fine now but could have been better. That's what I was pointing out.
     
  5. HellGrom

    HellGrom

    Joined:
    May 7, 2018
    Messages:
    8
    Resources:
    0
    Resources:
    0
    Heron i installed, version 1.30.2 and everything works fine now. Thanks for this campaign.
     
  6. MasterBlaster

    MasterBlaster

    Joined:
    Feb 23, 2014
    Messages:
    491
    Resources:
    0
    Resources:
    0
    @deepstrasz - I'm pretty confident that it will get better in time :)

    Anyway, one thing - what kinda bugs me about so many of the custom campaigns is... "sensing". I'm going to go on a bit of a semi-related rant here, but there's so many campaigns where someone senses some power. Now, for some characters this would actually make sense - let's say Thrall could definetely feel some disturbance of the elements or whatever, but... In this campaign we have Samuro and Grom - warriors. And yet they are somehow able to magically sense things from a distance. How? :D
     
  7. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,277
    Resources:
    1
    Maps:
    1
    Resources:
    1
    Yeah, hopefully this one wasn't followed by a prophecy but it was followed by a summoning in almost the same manner you've mentioned.
     
  8. Warseeker

    Warseeker

    Joined:
    Feb 18, 2014
    Messages:
    2,560
    Resources:
    1
    Maps:
    1
    Resources:
    1
    The problem is the AI which is building so fast than usual. Also your units might get stuck there and die quickly... But yeah, Demolishers would have been useful there.
     
  9. HERON

    HERON

    Joined:
    Mar 27, 2015
    Messages:
    47
    Resources:
    2
    Maps:
    2
    Resources:
    2
    First of all, I want to thank you all for your reviews, each one. They are very good and help me so much, so again, thank you!

    Second, my Orc campaign is a continuation of my first campaign - Destiny of Lordaeron, and it's alternate from RoC, so because of that some things are different from the original, like - The model of Grom (that I think is much better than the original), names of abilities (Roar to Howl - fitting for wolves. Bush to Static - Thrall electrocutes his enemies, he doesn't stun them.)
    And more things that I want to give here so we have something else from what we know.
    My campaigns - Humans and Orcs are not in the timeline of RoC.

    Third - My english isn't good, and Championfighter25 helps me so much in this regard and dedicates his time for me, and I know that there still are things to fix in the grammar, so there is no need to repeat it over and over again.

    @deepstrasz - Thank you for your review. There are some things that I don't agree with, but your opinion is very important to me, so thank you for that and for approving my campaign.

    BTW, I will fix the bugs and update it as soon as I can.
     
  10. MasterBlaster

    MasterBlaster

    Joined:
    Feb 23, 2014
    Messages:
    491
    Resources:
    0
    Resources:
    0
    Uhm... Your campaign description says that "the grammar is fixed" - this implies that the fixing process was finished. Thus, people probably just understand that what they see is the final version of the script and they point out that it still needs work.

    I'd suggest updating the campaign description to something like: "The grammar is BEING fixed", which translates to - "I am/We are currently in the process of fixing the grammar, so what you see in the game right now is not how it's going to be".

    ---

    I'm not going to write a wall-of-text review (edit: I've SO failed at that, hahahaha), but - so far - my early impressions (after finishing about half of the campaign):

    1) Terraining - considering this is a campaign and not a dedicated terrain showcase, the terrain in this project is for the most part very well done. The overall design is interesting and varied, the usage of textures and doodads is really good and the practicality... well, there are a few spots where paths are a bit too narrow or the terrain otherwise obstructs the play area, but nothing that would piss me off too much. Overall I think the author put in a great deal of time and effort into crafting a detailed and interesting terrain, which is why I will rate this aspect as high as 4,5/5.

    2) Story & writing - the campaign could definetely use some more world building. What I mean by that is that it would be nice to learn more than just the basic context of each mission, for instance - which Admiral (I assume Proudmoore) is chasing the orcs, how did the Trolls end up on the Isles, what was the Death Revenant in Chapter III, etc. Moreover, from what I've seen so far, the main plot is a bit basic and straight-forward, but still decently enjoyable, so I won't really complain on that front.

    Character development seems to be a bit lacking too - other than Trall and occasionally Grom, the vast majority of characters serve as exposition tools and thus come across as pretty bland, for instance - Sen'jin or Samuro, who in my experience never do or say anything that would build them up as characters. Moreover, there's quite a bit of weird moments - for instance Thrall just assumes that the Trolls want to be a part of the Horde and enlists them without asking only to later abandon Rokhan and his decimated clansmen on an island that was once before attacked by the humans, despite the trolls wanting to go with him. It makes no sense. There's also some sensing, petty Mak'gora in the first mission, Drek'thar who somehow got to Kalimdor before everyone else to establish a foothold and more. So yeah, overall the story is kinda meh.

    As for writing... It needs help. Don't get me wrong, you can totally understand what the characters mean, but there's quite a lot of mistakes or stylistically questionable sentences. That, however, I can forgive. Not everyone is a native English speaker. What I can't forgive though is that there are also some lines that contain silly mistakes (missing dots or whatever) that came not from the lack of knowledge, but the lack of will to proofread the scrip. There's not a lot of them, but it happens. So, ultimately I have to say that while this is in no way, shape or form the worst writing that I have ever seen, nor does it come close to it for that matter, it does need some work.

    Overall, I'd rate the Story & Writing section... well, sadly just 2/5 and that is still me being rather generous, because I honestly like this project.

    3) Custom content - contrary to @deepstrasz, I won't complain that the author went with the standard tech-tree. To me it makes sense within the context of this project. There's also quite a bit of custom assets, though - as @deepstrasz said, the campaign could use a bit more of custom units, especially in the "player-controlled" area. But still, there's a decent amount of custom assets and from my experience they all work. As for the Grom model - I do like it. Yes, it does look better than other models and it is kinda weird that a side-kick gets a better looking model than the main hero, but you can't have everything. And while on the topic, so far Thrall also seems to be the most boring hero in terms of abilities, at least in my opinion, which is even more weird considering that he is the protagonist of the whole campaign. But well...

    Anywho, as for custom data itself... Yes, most of it is a simple edit or copy of existing stuff, but at least to me it gave an illusion of freshness. Granted, I don't play W3 a lot these days, so I may be less fatigued with the original abilities and such. Anyway, there are also a couple of pretty unique spells imported from the Hive (I guess), which is a major plus in my book. So, overall - the custom data in this campaign is maybe not very impressive, but totally fine. My rating: 3,5/5.

    4) Gameplay - it could really use a higher difficulty settings, because so far it's rather and I imagine some people would love a little more challenge. Other than that... Well, there were some moments that I didn't like - for instance not being able to kill the enemy trolls in chapter 2 (or otherwise stop them from attacking) or pretty much every boss fight, but overall the gameplay is really enjoyable, the maps and objectives are fairly varied and even though it's just your regular W3 gameplay, I've grown to actually really like it. To me a 4/5 rating is justified.

    5) Execution - I haven't found any huge bugs, but... the lack of polish is apparent. Missing loading screens, unskippable cinematics, weird use of text messages and the quest log (i.e no "undiscovered quests), unexplained pathing blockers, units teleporting, cinematics showing sides of the screen, etc. There's quite a bit of those. Do they make me enjoy the campaign less? Well, not really (bar the unskippable cinematics), but they exist and thus for the purpose of this review I just have to mention them. Other than that, the triggering is fairly standard and it just works (for the most part), so obviously no issues here. Overall I'm going to give it a 2.5/5 rating right now, but this could easily go higher when the author applies some extra polish.

    ---

    So, to summarize - this is a very promising project. Granted the writing (and not just the grammar!!!) is improved and the author polishes the execution, we're looking at a campaign that to me could definetely end up as something that I could safely recommend to anyone loving the core W3 RTS gameplay and wanting some more Orc action. Right now, sadly, I see this project as a little more of a work in progress and I genuinely want to see the author being as commited to improving as he appears in this thread. I'll keep a look out and update my score first once I'm done playing and most likely revisit the project in a few months to see how it has evolved :)

    For now - we have 16,5 score in 5 categories, which gives us a 3,3 average, i.e. 3/5 stars rating.

    P.S. If the author is interested to hear the details of my critique, I'm of course ready to elaborate and provide specifics, but due to the already considerable length of this review and the fact that it's generally more of a general-impressions kind of thing, I'm going to abstain from doing it for now.
     
    Last edited: Jan 14, 2019
  11. Ahman

    Ahman

    Joined:
    Feb 21, 2015
    Messages:
    256
    Resources:
    0
    Resources:
    0
    Wonderful campaign and I enjoyed every last bit of it. However, I would like to mention a few things that you can improve:
    Spoiler
    It would be good if you add more dialogue ti chapter 9. For example when Samuro attacks for the first time and when you rescue Nazgrel.
    You should also make a trigger that makes Samuro retrieve his items in Chapter 9 and 10 which the player spent a lot of time collecting in Chapter 5 and 6. Same thing goes for Grom in the final Chapter. Another thing is that Thrall just attacks Grom's forces in chapter 9's cut-scene where you arrive at the final part of it which results to him dying in that cut-scene and you fight Grom and his forces without Thrall. Was that intentional? I don't think so.

    Anyway, great campaign and the story is awesome! Grom's model is rightfully chosen and way better than the original one. The gameplay is phenomenal in which you get to play with heroes that have lots of powerful spells as well as a cap of 15 levels maximum. Difficulty is fine, but it can be made slightly hard, as I cleared most chapters with my heroes alone.
    Can't wait for the epilogue!
     
  12. Wardota2 Gamer

    Wardota2 Gamer

    Joined:
    Jan 7, 2017
    Messages:
    477
    Resources:
    9
    Maps:
    9
    Resources:
    9
    Can this be playable in path 1.30 or 1.29?
     
  13. Warseeker

    Warseeker

    Joined:
    Feb 18, 2014
    Messages:
    2,560
    Resources:
    1
    Maps:
    1
    Resources:
    1
    It works fine for me on patch 1.29.2.
     
  14. Ahman

    Ahman

    Joined:
    Feb 21, 2015
    Messages:
    256
    Resources:
    0
    Resources:
    0
    It works fine on patch 1.30.4.
     
  15. Wardota2 Gamer

    Wardota2 Gamer

    Joined:
    Jan 7, 2017
    Messages:
    477
    Resources:
    9
    Maps:
    9
    Resources:
    9
    Thank's!
     
  16. Jackjagalos

    Jackjagalos

    Joined:
    Jan 18, 2019
    Messages:
    2
    Resources:
    0
    Resources:
    0
    Hey, I've been enjoying the content so far, thank you for your work. Right now though I am currently stuck on chapter six where the objective is to destroy the blue base. I've gone left right, used flying units to look in every nook and cranny the pathing allows, and I can't find a single building left. I'm pretty sure I've killed them all at this point to. So I am left at the indestructible massive gate not sure what to do.
     
  17. deepstrasz

    deepstrasz

    Map Reviewer

    Joined:
    Jun 4, 2009
    Messages:
    11,277
    Resources:
    1
    Maps:
    1
    Resources:
    1
    You have to kill absolutely every blue unit and destroy all of their buildings.
    Did you get the dragons?
    If you did, then use iseedeadpeople to see where some blue wisp or flying unit was left. Do that to avoid wasting time searching further.
     
  18. MasterBlaster

    MasterBlaster

    Joined:
    Feb 23, 2014
    Messages:
    491
    Resources:
    0
    Resources:
    0
    I've wanted to wait until I finish the campaign to give more detailed suggestion, but chapter 7 is just... I'm going to come back to some things later, but this:

    - Bloodfeather becomes invulnerable and the quest to kill her fails.

    This has got to be one of the biggest dick moves that I have ever seen in a custom map - and no, I don't mean it in a fun way. I've reloaded like 3-4 times to fight her again, because I've thought that I must have done something wrong and that's why I've failed the quest. Eventually I've opened the map in the editor and noticed that this was the way it was meant to happen.

    Now, I'm not opposed to the idea of Bloodfeather running away, but the decision to end it with a failed quest and no subsequent commentary... That's a terrible design choice.

    Doing something like this leads to a situation where the player becomes confused as to what happened and while some people will get the joke, I'm pretty confident that many will either consider this to be a bug or even waste a decent amount of time replaying that part and trying different things just to complete the quest, without realizing that it was meant to be failed.

    To me it's simple - if the player does exactly what he was supposed to do to complete a quest, he MUST be informed about it. You want Bloodfeather to run? Fine, do it, but for the love of... either mark the quest as completed or in some way communicate to the player that this quest failing was the intended outcome.
     
    Last edited: Jan 20, 2019
  19. HERON

    HERON

    Joined:
    Mar 27, 2015
    Messages:
    47
    Resources:
    2
    Maps:
    2
    Resources:
    2
    I don't understand, you wrote all of these just because Bloodfeather?
    It is only a side quest!
    But if this bother you, I will change this...
     
  20. Lazarator

    Lazarator

    Joined:
    Jul 29, 2014
    Messages:
    184
    Resources:
    0
    Resources:
    0
    That had to happen, it wasn't your fault. It's one of the reasons I liked that map. Unlike other custom campaign side quests where you have to move to a place, kill/protect a target, aquire the item etc, this campaign gives some uniqueness because of what you complained about (I don't wanna spoil it).