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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. Gauda

    Gauda

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    Hi,
    it does not matter in which order you defeat the nightelves. (I killed them in this order btw: middle, top-left, top-right)
    I also took a look at the map in the editor: The victory condition is that you kill ALL units of the following players: 2, 5 and 10.
    These are the bases: top-right, middle and top-left. If enemy units are missing try using the cheat iseedeadpeople to reveal the entire map (and check that it is day so that there are no hidden archers)
     
  2. The_Messenger

    The_Messenger

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    Truly a unique experience for an alternative Reign of Chaos Custom Campaign. What I enjoyed the most were the abilities each hero has, their unique passive skills and combat potential. In fact, the heroes are so well made in some missions I didn't bother to build up a base. Grom could easily solo two waves of enemies because of his abilities and skills and after he got buffed with chaos damage he was nearly unstoppable landing critical hits that numbered over 600, and Samuro because of his passive skill that lands random effects per hit could control enemies and escape if he had to (it is a bit dissapointing that in fact he hits hard if your target has more HP. but that is my personal opinion).

    The maps that stand out the most and offer the best environmental experience and immersion are the ones with the Night Elves and the Cursed Temple. The other maps are good but these ones were generously decorated, detailed and well populated to offer your a challenge.

    The grammar is bad... There are lines that require further polish, editing and modification. There are also mistakes on item descriptions (ex: Foredt Shield), quest information, dialogues between characters and skill descriptions (ex: Thrall's passive earth shield has a weird text composition). Most of the lines are clumsy while some are either copy-pasted from original WC3 text or were written without proper punctuation.

    The bugs I did manage to find were minor annoyances but I will post them:
    - After you deliver the medicinal herbs and Samuro recovers during the cut scene he was attacked by a patrol of trolls
    - The quest in the Cursed Temple where you have to gather the orb fragments is a little bugged. The fragments do not stack and they take up inventory space. After you gathered all of them there is a chance they might not unite to form the final item. I've solved this by emptying the inventory of Thrall and then picked up all of the fragments, only three united and formed the Orb and completed the quest, while the remaining two were discard-able items

    Overall I grade this campaign with a solid 3.8/5. The action and some of the maps are great and offer a good gameplay and challenge.
     
  3. Ayush Pandey

    Ayush Pandey

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    In chapter 7 how can i go to Tinker all the ways are blocked when I used cheat and try to go from city entrance my troops couldn't enter and when I use attack hotkey it says unvuolnerable target to those ogres.
     
  4. HERON

    HERON

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    After you kill the Harpies, go to the rocks that blocked the way and it will open you a cinemaitc for the Ogers\Goblins...
     
  5. kinGoFpaiN

    kinGoFpaiN

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    A surprisingly good campaign. Really didn't expect myself to enjoy it as much as I am to be honest. I will edit this comment tomorrow and give my feedback of the campaign so far. Keep up the good work!

    And here's the edit, after completing this great campaign. I'll go straight to the raitings, and explain them all after

    What I liked: Great gameplay, superb custom models/spells, cool new units, and a good variety in missions. Very good and challenging difficulty setting in most missions. Beautiful terrain.

    What I didn't like: Not much ways of healing, except drops from crates and fountains. However the fountains in most maps were located too far away from your main base to be effective. I don't see why the shop isn't available in building options. I assume it's to make it more difficult, but sadly it just made some missions so much more frustruating, forcing you to spend many minutes on just running back and forth from the fountain, due to it being your only source of healing in most missions. Some hard-to-find paths that led to basically nothing served no real purpose either, and could also be frustruating, at times.

    I will for the record give you a break regarding the grammar, seeing you've said it yourself that your English isn't very good.

    Some bugs:

    - Said "defeat" in Mission 1, even though I won.
    - Thrall sometimes couldn't destroy crates. Tried with and without his Orb effect, but to no avail.
    - You could occansionally be attacked during cinematics, causing dmg to your army/heroes and sometimes even kill them (although units dying was very rare, and heroes as well, thankfully).
    - Intelligence doesn't add to Rokhan's damage.
    - Last mission, part 1: Demon gates bugged, leading to me only getting attacked by the demons a few times, making the mission MUCH easier than I assume it's meant to be.


    Final verdict: 4,2/5. A very solid campaign, which could've been a 5/5 if only there were more efficient ways of healing, and not as many hard-to-find paths leading to nothing of importance. Still, the positives outweights the negatives easily. Can't wait to play your other campaign.

    EDIT: Cinematics cannot be skipped, which was very frustruating, and is one of the main reasons why this isn't a 5/5.
     
    Last edited: May 17, 2019
  6. HERON

    HERON

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    Thank you man!!
     
  7. kinGoFpaiN

    kinGoFpaiN

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    No, thank you mon ami for your great campaign!
     
  8. HERON

    HERON

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    Thank you for your review, I will try to fix these.
     
  9. kinGoFpaiN

    kinGoFpaiN

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    Edited my last comment, for I missed one of the more important issues I had with this campaign. Make the cinematics skippable and it's a 4,5/5, give more ways of healing (healing salves is more than enough, or closer proximity to the fountains) and it could just as well be a 5/5. Very impressed by the campaign, to say the least. Merci again, mon ami.
     
  10. Verb8im

    Verb8im

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    In chapter 5, the forest shield does not increase armor like it says it should.

    Also numerous grammar and spelling problems

    Why are the trees invulnerable in both campaigns?
     
  11. kinGoFpaiN

    kinGoFpaiN

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    He's stated that his English isn't very good, so consider giving him a break for those.
     
  12. cleavinghammer

    cleavinghammer

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    Thrall seems to do no damage to debris (crates, barrels...).
    Both Samuro and Grom's abilities can leave them stuck on walls, they should target points instead of units (especially since they don't track if the target unit has changed position in the meantime).
    Shadow Wolves should spawn with enough mana to cast their spell. Also, Howl->Roar.

    2nd level:
    During the escort phase, the trolls suddenly pop up ahead of you and half-dead.
    Boar Rider -> Bear Rider
    Creeps can be attracted towards battle by green trolls because they're too close to them.
    If the evil troll isn't killed before the level ends, it's entirely possible for an attack wave to enter the village and kill Samuro.
    How do you get to the Dragon Turtle?
    Why would Thrall authorize fel magic?
    Weird bug where there's a strip of land (above the gargantuan sea turtle island during the escort phase) where units get stuck, unable to get out.

    3rd level:
    Rooms with rubble-blocked doorways are visible through the rubble.
    Could use stronger ranged units given the tendency of ranged units to be on walls.
    Ghostly Elemental's slowing aura still reads "Tornado".
    The fact that the big door needs two keys should be mentioned.
    Broken orb fragments should meld into their own item (even if it gives no stats). Currently one broken orb seems to disappear (and only seems to work if Thrall is the one carrying the fragments). While the fragments did fuse into a healing item, I was left with two leftover Broken Orbs.
    Sphere Orb is redundant. Cooldown does not appear.
    Non-hero units have zero sight range for some reason, meaning they sometimes disappear in fog of war.
    Massive Big Ruined Gate is redundant. Enormous/Gigantic/Titanic Ruined Gate maybe.
    No music except background music for the boss scene and escape.

    4th level: No healers.

    5th level:
    No healers.
    Heroes start with different skills.
    Nexus' location should be revealed.
    Wisps' repair speed is stupidly high.
    Some creep camps are too close to each other.
    Some creep camps are unreachable to land units.

    6th level:
    Stop teleporting all owned units during cutscenes, I keep losing units during the ogre camp because they end up stuck behind their own units (and Cairne ends up stuck in the back).
    Kor'gall's fight should not be just after the battle and definitely needs nerfing, wolves barely last a few seconds against him and the arena is too small.
     
    Last edited: May 23, 2019
  13. cleavinghammer

    cleavinghammer

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    7th mission: Demolishers can be built, but there are no burrows. Spearmen are available but need a War Mill.
    Transferred units should be a different color.
    Needs a better way of making money than Pillage.
    "Bother Creatures" needs a rename.

    8th mission: During the demon gate cutscene, an attack wave ended up teleporting inside the orange base.
    Attacks waves come in at the same time.
     
  14. HERON

    HERON

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    I will try to fix this
     
  15. cleavinghammer

    cleavinghammer

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    Tried the 8th one again.
    This time, the purples attacked only the orange base.
    Samuro sometimes also goes to creep camps and just stays there.
    Sometimes attack waves accumulate in the purple base.
    Thrall's "You did this etc." line is out of place.
    When the Infernals land, the heroes are affected by Immolation.

    9th level:
    Only BGM during cutscenes.
    Infernals should make a different sound when attacking (and some of them weren't attacking the barrier).
    Some of the Horde units go back to their starting positions once they run out of enemies. Maybe give them crisscrossing destinations so they keep attacking.
    Mannoroth should use his knockout spell while invulnerable but before the cutscene starts.
    Rokhan was unaffected by the spell.
    Grom's spell should be slower, he's barely visible in the cutscene.
     
  16. Keyfrisk

    Keyfrisk

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    There's a bug where Grom's passive work momentarily in chapter 1 and then it never works till the end of the chapters.
     
  17. Blasterixx

    Blasterixx

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    Small review
    ~
    ~~Negatives/Bugs~~

    ~Overall

    - Typos/mistakes in 40% of sentences and some of the dialogues feel really strange and out of place, i can tell that english is not your native language and you are not that great at it but in my opinion this was the worst part of the campaign, i couldn't take some of the story parts too seriously because of that.

    - When a cutscene starts to play all the units should become invulnerable, otherwise the player can just lose the game when a cutscene starts at a bad timing.

    - All cutscenes should be skippable!

    - Lighting hammer's splash damage from Thrall affects allies as well when attacking an enemy unit, (on lvl 3 anyway).

    - Grom's spell "Bone Crasher" pushes the units too far making the spell annoying to use, especially when you want to focus the enemy with melle units, i suggest reducing the push range to 200 max from what i can see it is now like 600 range.
    The same for his other pushing spell "Leap Axe", reduce the push to 200 range.

    - After a mission ends it should slowly fade into dark and then show the Victory box, it looks weird otherwise.

    - There are some missions where some high level creeps are in places where you cannot get to them, and u can't see them without using "iseedeadpeople", i'm not sure why they exist.

    - The overall terrain design is too narrow.

    - In all the mission where you have those tunnels/corridors that are made out with invisible walls have problems with the pathings, (i suggest removing all the invisible walls from all the missions).



    ~ Chapter 2

    - The Troll Ravager should have some kind of aura to indicate he is the one in charge that needs to be killed, otherwise he just looks like a normal unit and would be ignored, making the player confused not knowing who is the leader.


    ~ Chapter 4

    - The terrain is too narrow, especially in the elf base and at the centaur part, playing with taurens was not fun in this mission because of that.

    - Why are Drek'Thar and Nazgrel not helping against the elves? they just stay there doing nothing.


    ~ Chapter 5

    - Visual bug: visual bug  mission 5.png


    ~ Chapter 6

    - In this mission the main quest says to destroy the elf bases, but the mission didn't end untill i killed every unit on the map, which was pretty frustrating.


    ~ Chapter 8

    - The enemy waves sometimes attack the base, kill 1 unit and after that they go back to their own base, canceling the current attack, making the mission pretty easy.

    - The centaurs and harpies are hostile to the human/elf/dwarf alliance and they fight eachother (not sure this is intended or not).


    ~ Chapter 9 (Part one)

    - Units get really confused near the 2 zones that lead to the 2 demon portals, basically if u click to go to the portal the unit will walk into a wall and stay there confused forever, same with enemy units as well.


    ~ Chapter 9 (Part two)

    - Visual bug (Shadow hunter is still alive and is in the way):
    shadow hunter in the cutscene,,,.png

    ~ Another visual bug, but i forgot what mission was it from:
    visual bug.png


    ~~Positives~~

    - All heroes having 1 extra unique passive is pretty cool.

    - Replacing and using some new skins for units/heroes is a good thing yes, but sometimes "new" doesn't mean better, and i think using those new skins for Grom , the elf and dwarf heroes and Mannaroth feels a bit out of place, especially when every other unit/hero have the same old skins.

    - Lots of new unique and powerfull items, i liked those a lot.

    - Even tho the story is pretty much the same as the old "Reign of chaos" campaign i still enjoyed it and the extra maps helped a lot as well to provide some fresh adventures.

    - Heroes beeing able to go over lvl 10, its always a good thing.

    - I liked that the campaign wasn't too easy nor too hard either, it was just right.
    ~
     
  18. X59

    X59

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    This was really good. I liked the twists and how we got a variety of units depending on what was going on. At the same time some aspects were confusing like the Night Elves expanding their territorial nature beyond Ashenvale and stuff into all of Kalimdor. That got me off guard and I rather liked how you create moments to incorporate Destiny of Lordaeron moments, like when Admiral Proudmoore departed because of disturbing reports from his daughter. It was a neat way of connecting the stories together.

    I have to admit that once Grom and Samuro drank the Blood of Mannoroth I knew that Thrall and co were going to have to fight them. I just expected it to be the last mission and the epilogue would be the battle against Mannoroth, instead of being the second to last mission. And I did really enjoy that I got to actually fight against Mannoroth over just witnessing his death.

    Now I did find some bugs/errors.
    *Spelling issues here and there.
    *I forgot the exact chapter but it's the one with the Stonemaul ogres.... After the first encounter with them I received a troll witch doctor and the two ogres in front of the main Stonemaul encampment gate were invulnerable.

    Lastly to just complain here but on the mission that introduces Cairne there's barely enough time to loot the item from the Khan before the end scene begins. Thus it's possible to lose out on a really good item.