March of the Horde v1.2

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Heron Presents

March of the Horde
V 1.2

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


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



General
- Added a new model - Flamethrower Machine
- Added a new building - Launcher
- Changed the abilities of Fel Shaman - Flame Shield to Flame Shell and Fel Bloodlust to Hydra Ward
- Changed the models of Fel Grunt and Fel Raider
- Changed the model of Drek'Thar
- Changed the of Thrall
- Changed the icon of Grom
- Changed the icon and model of Nazgrel
- Changed the icon of the ability - Lightning Hammer
- Increased the hit point of Fel Kodo Beast from 1000 to 1200
- Changed the icon and model of Crossbowman
- The Quests fixed
- Changed the icon and model of Baron Modi
Chapter 1
- Changed the part with Gar'Thok
Chapter 3
- Changed the icon and model of Deathlord
- Increased the hit points of Dark Revenant from 4500 to 5000
- Decreased the mana points of Dark Revenant from 1500 to 1000
Chapter 4
- Changed a little bit the base of Drek'Thar and the part with the Taurens
Chapter 5
- Added a side quest
Chapter 7
- Fixed the battle with Kor'gall
- Fixed the quest with Bloodfeather

- Decreased the mana points of Kor'gall from 1500 to 1000
- Kor'gall's attack changed from 75 to 70

Screenshots


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Credits


Championfighter25 - campaign's testers
Blizzard Entertainment
johnwar
Rhapsodie
Snirou
Ceterai
induwer
Murlocologist
Scias
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


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
W
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] 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...
Level 7
Joined
Feb 11, 2016
Messages
180
To be honest I downloaded it just by looking on resources in use <3.

Edit 1: All until 10th mission is unlocked at same start! Maybe it's by misstake.

Edit 2: In first mission my Thrall got one-shoted by Knights after fight with Warchief. I fight, win with 10% of hp and Knight came, I didn't have time to run and I died :-|. Maybe you should position Thrall 200 range units back.

Edit 3: Yeah, you got 5 stars of course, such a good campaign, enormously effort putted.
 
Last edited:
Level 8
Joined
Jul 29, 2014
Messages
270
I ran into a bug in chapter 2. I found both herbs but nothing happened. I was searching for maybe one more herb, I revealed everywhere where a player could possibly go, I even typed "ISeeDeadPeople" cheat and I still haven't found a third herb (if there even is third herb). How do I pass this chapter?
Also, in an interlude after chapter 3, when orcs attack the humans, it says: "We're under attack!" warning, even though it's just an interlude.
- In chapter 4, the heroes don't receive any experience for killing the enemies. They get stucked in level 5 (the regular chapter level).
 
Last edited:
Level 8
Joined
Mar 27, 2015
Messages
120
I ran into a bug in chapter 2. I found both herbs but nothing happened. I was searching for maybe one more herb, I revealed everywhere where a player could possibly go, I even typed "ISeeDeadPeople" cheat and I still haven't found a third herb (if there even is third herb). How do I pass this chapter?
Also, in an interlude after chapter 3, when orcs attack the humans, it says: "We're under attack!" warning, even though it's just an interlude.
- In chapter 4, the heroes don't receive any experience for killing the enemies. They get stucked in level 5 (the regular chapter level).

In chapter 2 there is only two herbs, but only one hero can collecting and then return so senjin - I gave a hint for this in this chapter
In regards to the interlude - I don't know how to fix this, so sorry about that
 
Level 8
Joined
Mar 27, 2015
Messages
120
To be honest I downloaded it just by looking on resources in use <3.

Edit 1: All until 10th mission is unlocked at same start! Maybe it's by misstake.

Edit 2: In first mission my Thrall got one-shoted by Knights after fight with Warchief. I fight, win with 10% of hp and Knight came, I didn't have time to run and I died :-|. Maybe you should position Thrall 200 range units back.

Edit 3: Yeah, you got 5 stars of course, such a good campaign, enormously effort putted.

I will try to fix this, and thank you!
 
Level 8
Joined
Jul 29, 2014
Messages
270
In chapter 2 there is only two herbs, but only one hero can collecting and then return so senjin - I gave a hint for this in this chapter
Oh, I must have skipped that part. Thrall had one and Grom had other herb, so that has been a problem. I'll check it out tomorrow. Thanks :)
 
Level 4
Joined
Jun 25, 2018
Messages
76
@HERON i am not able to destroy barrels, crates and cages in chapter 1.......why ?
also lighting hammer doesn't add 10 bonus damage on thrall
 
Level 1
Joined
Dec 21, 2018
Messages
5
I've start playing this campaign for the first 3 chapters, so far so good! Well done sir!

I can't find all the orbs in Chapter 3? Only found 5 how many are there. I used the vision cheat, and still couldn't them all? Any hints???

Also any way to make so the orb fragments only take up one item slot in your next update?
 
Level 23
Joined
Feb 18, 2014
Messages
3,423
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 some events from the Foudning of Durotar aswell which makes it very special. Well done, mate! Now. I found some bugs and issues throughout this campaign, which I think you may wanna consider fixing them or improving them. Here's my final review about this whole campaign :

General :

- All chapters buttons are visible.
- Apparently, Thrall is the only one that can't break crates/barrels in this campaign. I don't know why.
- Creeps wander : Sometimes the neutral hostile units flee during fights.

Chapter One :

- I only have one complaint about this mission : the bossfight with Gar'thok. I understand the circumstances of this fight (The no escape thing) but what if Thrall doesn't have any healing potions on him before the fight? Plus, Gar'thok is too strong and the Spirit Wolf aren't quite helpful here. Also making cinemtaics skippable in situations like this would be very helpful.
- Creeps shouldn't be sleeping in campaigns unlike melee maps.
- More Healing Runes or Healing Salves would be helpful.

Chapter two :

- This chapter doesn't have an appropriate campaign Loading screen or was that intentional?
- Adding a vision to the Troll Headhunters will help the player keep track on them.
- Stone Shield ability says its Spiked Carapace in the tooltip when learning it.
- You should precise which herbs needs to be collected rather then just saying Medical Herbs. Also you should add a tiny visibility on the location of those herbs.
- The enemy trolls are still attacking in the ending cinematic. They should be paused or hided during that time.

Chapter three :

- The last transmission in the intro cinematic didn't last not even a second.
- Units can get pass some doodads (like the Throne). You should add path blockers to them.
- You should write in the quest log how many broken orbs needs to be collected.
- I think enabling Healing Wards for the Witch doctors would be helpful here since there aren't many healing items in this mission.

Chapter four :

- The AI is building insanely fast than normal.
- The entrance to the Night Elf base is very very small, I can barely push away their attacks especially with their insane training time.
- Nazgrel's face looks very similar to Thrall, just saying...

Chapter five :

- Spear burning --> Burning Spear.
- Samuro's Mirror Images can stun enemy units.
- Are the trees undieable? The peons keeps harversting them but they never fall?
- Strangly, the Lightbleu AI stopped sending attack waves after I wiped out the Bleu base.
- Fiery Hand : You shouldn't use the hotkey "A" for this ability because it may interrupt the Attack order hotkey for this unit (Warlock)
- How did the Night Elves fail to the Demonic energy in the first place?
- Grom's portrait is still green after he became consumed by the demonic power.

Chapter six :

- The Fel shaman's upgrades tooltips should be different than the normal shaman.

Chapter seven :

- Cairne's Avalanche ability is laggy.
- After I cleared out the goblin villages from the ogres, a Grunt spawned at the bottom of the map near the ogres camp.
- The ogres watching over during the bossfight with Kor'gall should be paused.
- You should add a waygate to teleport to the ogres camp instead of going all way back there.
- Kor'gall's body can still be selected when he's dead and he also regenerate health lol.
- I find that the amount of Rune of Restorations during the bossfight is way too much since Thrall is OP.

Chapter Eight :

- I feel like Gazlowe is the biggest issue/consern in this mission, he's too weak comparing to the other heroes, you should give him some better stuff.
- I think it will be best if you allow the player to build some units like Demolishers for example to speed up the destruction of the enemy buildings.
- If you could add a shortcut to the Dwarf Base in the human base like you did for the Elves, that would be very helpful.

Chapter nine :

- The Demon Gates of that type shouldn't be spawned out just like that.
- The Demon Gate doesn't have a proper death animation.
- The Flame Pilar ability has an attack sound.
- Kaz'rogal should be more stronger.
- Not even a small discussion between Thrall and Nazgrel? He should at least say thank you for rescuing him.
- The South-eastern Demon Gate doesn't send troops to attack you.
- Funny thing, Mannoroth is already summoned during the cutscene lol.
- Thrall gets attacked and then dies during the cutscene with Grom. You should pause units during cutscenes or at least make them not hostile to each other.
- Grom's animations are bugged during the custscene with Mannoroth and Thrall is nowhere to be seen in that cinematic.

Chapter ten :

- Nothing to say here. All seems fine. Although, it's a short mission to be a made as a seperate chapter imo.

Overrall, It's a great campaign that deserves it's placed among the best campaigns of Warcraft 3. You've improved very much. I give it a 5/5 rate. Keep up with the good work, mate. Hope to see more of your projects in the future. Cheers! :)
 
Level 8
Joined
Mar 27, 2015
Messages
120
yes all the heros lost their items ? anyone else have this problem?

I don't know why it's happen to you, but I will try to fix this...


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 some events from the Foudning of Durotar aswell which makes it very special. Well done, mate! Now. I found some bugs and issues throughout this campaign, which I think you may wanna consider fixing them or improving them. Here's my final review about this whole campaign :

General :

- All chapters buttons are visible.
- Apparently, Thrall is the only one that can't break crates/barrels in this campaign. I don't know why.
- Creeps wander : Sometimes the neutral hostile units flee during fights.

Chapter One :

- I only have one complaint about this mission : the bossfight with Gar'thok. I understand the circumstances of this fight (The no escape thing) but what if Thrall doesn't have any healing potions on him before the fight? Plus, Gar'thok is too strong and the Spirit Wolf aren't quite helpful here. Also making cinemtaics skippable in situations like this would be very helpful.
- Creeps shouldn't be sleeping in campaigns unlike melee maps.
- More Healing Runes or Healing Salves would be helpful.

Chapter two :

- This chapter doesn't have an appropriate campaign Loading screen or was that intentional?
- Adding a vision to the Troll Headhunters will help the player keep track on them.
- Stone Shield ability says its Spiked Carapace in the tooltip when learning it.
- You should precise which herbs needs to be collected rather then just saying Medical Herbs. Also you should add a tiny visibility on the location of those herbs.
- The enemy trolls are still attacking in the ending cinematic. They should be paused or hided during that time.

Chapter three :

- The last transmission in the intro cinematic didn't last not even a second.
- Units can get pass some doodads (like the Throne). You should add path blockers to them.
- You should write in the quest log how many broken orbs needs to be collected.
- I think enabling Healing Wards for the Witch doctors would be helpful here since there aren't many healing items in this mission.

Chapter four :

- The AI is building insanely fast than normal.
- The entrance to the Night Elf base is very very small, I can barely push away their attacks especially with their insane training time.
- Nazgrel's face looks very similar to Thrall, just saying...

Chapter five :

- Spear burning --> Burning Spear.
- Samuro's Mirror Images can stun enemy units.
- Are the trees undieable? The peons keeps harversting them but they never fall?
- Strangly, the Lightbleu AI stopped sending attack waves after I wiped out the Bleu base.
- Fiery Hand : You shouldn't use the hotkey "A" for this ability because it may interrupt the Attack order hotkey for this unit (Warlock)
- How did the Night Elves fail to the Demonic energy in the first place?
- Grom's portrait is still green after he became consumed by the demonic power.

Chapter six :

- The Fel shaman's upgrades tooltips should be different than the normal shaman.

Chapter seven :

- Cairne's Avalanche ability is laggy.
- After I cleared out the goblin villages from the ogres, a Grunt spawned at the bottom of the map near the ogres camp.
- The ogres watching over during the bossfight with Kor'gall should be paused.
- You should add a waygate to teleport to the ogres camp instead of going all way back there.
- Kor'gall's body can still be selected when he's dead and he also regenerate health lol.
- I find that the amount of Rune of Restorations during the bossfight is way too much since Thrall is OP.

Chapter Eight :

- I feel like Gazlowe is the biggest issue/consern in this mission, he's too weak comparing to the other heroes, you should give him some better stuff.
- I think it will be best if you allow the player to build some units like Demolishers for example to speed up the destruction of the enemy buildings.
- If you could add a shortcut to the Dwarf Base in the human base like you did for the Elves, that would be very helpful.

Chapter nine :

- The Demon Gates of that type shouldn't be spawned out just like that.
- The Demon Gate doesn't have a proper death animation.
- The Flame Pilar ability has an attack sound.
- Kaz'rogal should be more stronger.
- Not even a small discussion between Thrall and Nazgrel? He should at least say thank you for rescuing him.
- The South-eastern Demon Gate doesn't send troops to attack you.
- Funny thing, Mannoroth is already summoned during the cutscene lol.
- Thrall gets attacked and then dies during the cutscene with Grom. You should pause units during cutscenes or at least make them not hostile to each other.
- Grom's animations are bugged during the custscene with Mannoroth and Thrall is nowhere to be seen in that cinematic.

Chapter ten :

- Nothing to say here. All seems fine. Although, it's a short mission to be a made as a seperate chapter imo.

Overrall, It's a great campaign that deserves it's placed among the best campaigns of Warcraft 3. You've improved very much. I give it a 5/5 rate. Keep up with the good work, mate. Hope to see more of your projects in the future. Cheers! :)

First of all, thank you about your review, I took a many inspiration from your campaign :)
second, I will fix this and update the campaign as soon as I can


Yeah, on mission 3 are there more than 5 orbs to collect?

No, only 5 parts of orbs to collect
 
Last edited:

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
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
.


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The entrance to the Night Elf base is very very small, I can barely push away their attacks especially with their insane training time.
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 feel like Gazlowe is the biggest issue/consern in this mission, he's too weak comparing to the other heroes, you should give him some better stuff.
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 think it will be best if you allow the player to build some units like Demolishers for example to speed up the destruction of the enemy buildings.
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.
- If you could add a shortcut to the Dwarf Base in the human base like you did for the Elves, that would be very helpful.
I think it's OK like that, gives the map a bit of a strategy flavour.
 
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Level 18
Joined
Feb 23, 2014
Messages
1,186
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.
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.
 
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Level 8
Joined
Jul 29, 2014
Messages
270
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:
 

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
It's almost like you've become obsessed with everything having fully custom tech-trees, my friend :D
Not fully but honestly, we've played the original techtrees more than a 100 of times (and if we are to add melee too...).
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.
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.
 
Level 18
Joined
Feb 23, 2014
Messages
1,186
@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
 
Level 23
Joined
Feb 18, 2014
Messages
3,423
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.
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.
 
Level 8
Joined
Mar 27, 2015
Messages
120
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.
 
Level 18
Joined
Feb 23, 2014
Messages
1,186
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.
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.
 
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