Mordork's Quest Remake

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The tale of the Archmage Extraordinaire continues with Mordork's Quest Remake, a custom campaign for Warcraft III version 1.35. Originally released in 2004, this fully remade campaign follows the noble Mordork Clavicle and a new cast of characters, including the rash Dummash Hellscream and the silent but deadly Alisa Treefeather and their quest to vanquish the evil LeChunk! Curious about other entries in this series? Then try out Joe's Quest Remake!

Features
  • 5 remade single-player chapters and 3 cinematic interludes!
  • New custom music and sounds!
  • Hundreds of custom models, voice files and music!
  • Featuring voice acting!

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Not interested in this remake? Then come on down and revisit the trials of Joe, Deandra and Mordork with Mordork's Quest Classic and Joe's Quest Classic! Relive the derring-do of Mordork Clavicle, Gimmicky Stonegrinder and Legolamb Treefeather! Do our beloved heroes have what it takes to defeat the evil LeChunk and the dreaded Diablo? Will they ever get to the fireworks factory?! All this and more in Joe's Chronicles Classic and Mordork's Quest Classic!

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FAQ
1) Have all levels been remade?
Yes, all two playable levels and cutscenes have been edited extensively... including the ending!
2) When did you start this remake why didn't you just work on a remaster? I actually started this project early last year when I was just starting to get back into Warcraft III. I wanted to challenge myself by remaking my old works with 'fresh' coat of paint, scrap characters and parts that I personally was never a big fan of, and so on. It was a challenging process and I kept second guessing every decision. I'm quite happy with the results, though some may not agree with the changes... and that's fine.
3) Why did you decide to recast the original cast of characters? It's cool that people have fond memories of Legolamb and Gimmicky, but I wanted to go a different route with the characters.
4) Does the Eye of Newt play a large part in the plot? Yes ,this was the series where I began using the eye as a MacGuffin. Admittedly, it was always kind of this throwaway thing.
5) So you took out a lot of the movie references? Yeah, I did. It was a different time. For some reason, all the big mappers at the time shoved in as many movie references as they could in their stuff, so I was compelled with the original Mordork's Quest. I decided I didn't have to lean on it so hard with this remake.
5) You dropped all Lord of the Rings or Pirates of the Carribean tracks!? Yeah, I decided to stick to Blizzard Entertainment properties as sources for in-game music. You can still play the Classic edition. All that stuff is still in there.
6) Will you still put out Joe's Quest 2? Maybe. It remains to be seen.
7) Does it have voice acting? Yes! All thanks to ElevenLabs.

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Changelog


  • Released on August 10, 2022



  • Added journal entry collectibles to each level (save the last)
  • Added a small reward if the player collects all codex and journal entries
  • Removed hidden codex and journal entries in the final level / ending



  • Modified quest regarding Rexy's treats to use variables



  • Muted water color tint in the Hillsbrad level
  • Added missing pathing blockers to a wall in Dimgarde
  • Made Flint playable in the final Deathtrix boss battle
  • Fixed some minor typos



  • Renamed 'The Syndicate' to 'Kilhelm's Raiders' in 'Hillsbrad Hijinks'
  • LeChunk's model has been swapped with a higher definition version
  • Removed some animations from Dummash model
  • If you have command Rexy and he survives after you kill Kraven Kilhelm and save the town, you can find him sleeping near the newly repaired bridge.
  • Tweaked minor dialogue



  • Updated Remake from 1.27b to v.1.35 / Warcraft III: Reforged




  • Added voice acting to all levels

    Chapter One: Hillsbrad Hijinks
  • Mordork said "Dumash" instead of "Dummash" in the opening cinematic
  • Corrected description and stats of Medallion of Mordork
  • Fixed description of Alisa's Searing Arrows in the Hero Ability which erroneously called her a "Failed Ranger" to "Ranger of Azeroth"
  • The description of Mayor's Note #1 has a word "whose" instead of "who's" in the second line
  • Fixed Pack Horse's model / portrait
  • Fixed broken Kilhelm's Journal trigger in the Quest Log
  • Fixed bugged corpses of Footmen that just stood around
  • Fixed the second Kilhelm Journal. Its description has one word "truth" instead of "true"
  • Cleaned up triggers in bandit camp attack
  • Fixed description of Swift Fel Freak Bracers item where it says it increases Strength by 3 and damage by 6, when in fact it increases Strength by 3 and Agility by 6
  • Fixed quest issue when player defeats the Shadow Wyrm, the quest "Mine, All Mine" isn't marked as completed in the quest log
  • Fixed quest issue after defeating Morag the Magnificent, a misplaced objective appears which is meant for "Mine, All Mine" quest
  • The quest "Just Deserters" was originally put in a Codex and Journal Entries section instead of being put in the Quests section
  • Fixed issue where the Sorcerer's ability to summon Fire Elemental actually summons a Harvest Golem unit
  • The Harvest Golem originally has a Slam ability, but the unit has no mana to use it

    Chapter Two: Showdown at Dimgarde
  • The Riderless Horse's portrait model missing texture issue has been fixed
  • The description of the Enchanted Elven Vest says it increases the Agility and Intelligence of the hero by 4, but it doesn't increase anything, this issue has been fixed
  • Fixed stats of Gloves of Greater Attack
  • Fixed texture error in Father Ragged's potrait model
  • Fixed issue where Father Loch had pops up twice in graveyard sequence
  • Fixed Father Loch Lomond's name
  • Removed purple and green squares in race area
  • Fixed description of Keg of Ale item
  • Fixed description of Claws of Greater Strength item
  • When Captain Rottingham is turned into a sheep, he now cannot be killed
  • Fel Stalker now has a proper portrait model
  • Fixed stats for Helm of Valor
  • Fixed area where Mordork is caught
  • Drake Wildebeard has been corrected
  • Changed all in-game warnings from "ACHTUNG" into "WARNING"
  • Clerics now have correct abilities
  • Fixed Necromancer's models
  • Captain Flint and Dummash section during the defend the town hall segment is now completely opened
  • Reduced enemy count during defend the town hall segment
  • Replaced "an" instead of "a" in the beginning of the description of the "Deathtrix the Corruptor" codex

    Chapter Three: Hidden Truth
  • Corrected Drake Wildebeard's name
  • Corrected Flint's spells
  • Also, two same quests have appeared in the quest log: "Finish the Fight". I am sure this happened due to the second same "potion cutscene" cinematic that had triggered
  • Corrected Grondork's unit classification



Known Issues
  • Game may crash in certain levels due to Reforged's instability

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Credits


Blizzard Entertainment
Warcraft Underground
YourArthas
Renn
Aeonux
Lazarator
Sumadin
Waredcraft
Aobo Wang



Blizzard Entertainment
Diablo III



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Contents

Mordork's Quest Remake (Campaign)

Mordork's Quest WOOD (Campaign)

Reviews
Bob27: A fun campaign. Although it hasn't got many missions, the missions are still long, hard and fun. Good Terrain, decent Cinematic, and awesome Gameplay. Approved.
Level 4
Joined
Nov 3, 2013
Messages
12
Oh dang! Well you know I have to play this as soon as I'm able.

I lowkey kind of figured that if you remade this, you'd probably move away from the movie influences of the classic version, I'm fond of Lord of the Rings and Pirates of the Carribean, and I do enjoy the original's homages to them, but that was very much something that was characteristic of Warcraft 3 creations during those times, when it wasn't those movies, it was The Matrix influences, or Resident Evil/Dawn of the Dead, throw some Linkin Park in there along with your favorite anime from the big 3, and you got the classic flavor of a Wc3 map hahaha, so yeah I'm curious to see how you turned this campaign into more of its own thing. I'm excited for this.

@Med. MapGuy I think I've encountered the same issue as VanAndro, I have slain Kilhelm and killed 30 bandits according to the counter, but the requisite for killing 25 bandits has not been completed in the quest log and I can't proceed. I'm playing on version 1.28, should I try again with a different version?

EDIT: I had a thought, when is the "bandits killed" counter supposed to show up? I can't recall exactly where/when it happened, I'll have to get back to you once I give the campaign a retry, but I am pretty certain that it started before encountering Rexy and before entering the village, I recall noticing the counter showing up at some point and thinking it was a bit sudden, but I didn't think it was a big deal at the time, now I'm beginning to think that maybe this is what broke the quest, I triggered that part early on somehow, maybe I entered some trigger zone while I was exploring near the barricades that prevent you from entering the town, or maybe Alisa or Mordork managed to kill some quest-related bandit from across the barricades, I really don't know. You can even see that the counter already said "26" in one of my screenshots below, and if you look at the map, I wasn't done clearing out all of the bandits in the village yet, so I think it was already broken for a while at that point.

Here are some other minor issues I encountered in chapter 1:
-Duplicate item: Hm, I picked up an item called "Kilhelm's journal" by the first river crossing but it isn't anywhere in our inventories and it didn't give me a journal entry in the quests, was that supposed to be the case? UPDATE: Okay I found the proper Kilhelm's journal in a camp further north, I now understand that this item was a duplicate that was not connected to the triggers, I will include a screenshot of where I found it.
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-Minor description error: So I'm shuffling the starting items around while I wait for Dummash to heal from our battle, and I'm noticing that they don't give the bonuses described in his and Mordork's friendship necklaces, Mordork's says Strength and Agility +3, Intelligence +2, but it only gives him Int +4 and nothing else; Dummash's says that he gets +3 Strength which is correct, but it also says that he gets +4 armor, when he gets 3 instead, as well as the ability to immolate, maybe that's a passive that I haven't seen happen yet, but I'm not noticing any circle of flames around him or anything.

And here is my usual silly nonsense/commentary up to this point:
-These cinematic shots of Mordork riding into a new adventure have always been some of my favorite shots in the entirety of Warcrat 3 mapping, you've done such a great job conveying this sense of location, with the farm hands working the fields and the rays of light poking through the tree leaves in the wooded path, it's like seeing something out of the world of warcraft (no, not that one) beyond the RTS and RPG stuff, it feels like a beautiful, real place. Were these shots inspired by anything?
-Also, it is pretty funny to have Dummash sloooowly following Mordork this time around hahaha.
-I do miss that awesome city you made, but I guess with the current story set up it wouldn't make sense for Mordork to visit it, I hope it comes back in some way, it was quite a sight.

-Oh crap, it's Kratos! He leads a bunch of brigands now!
-I like the sense of placement in the Warcraft 3 story better in this version, both the prologue with that idiot Garithos, and now Alissa saying that Quel'Thalas is gone, makes it feel like we are in the middle of the apocalypse of the eastern kingdoms, whereas before things felt a tad more stable, I think the scene with Mordork consulting the royals in that city, as well as the fact that the dwarves and elves had champions readily available for questing, gave a different feel to the story, now it feels more desperate, Mordork is allying with an Orc, Alissa is roaming the lands looking for purpose and a way out, Dalaran is gone.
-Ohhh Legolamb is dead? That's wild. This kind of feels like an alternate universe type of story, you know, What If stuff, where the father dies and his daughter goes on the quest with Mordork instead
-I really like the music in Alissa's introduction, it reminds me of the Tristam music from Diablo. Okay, I wrote like, an entire paragraph about these cutscenes, and I haven't even moved yet, I should stop being a dork, there can be only one.
-These environments look phenomenal, they already were phenomenal at the time, but the ground texturing in particular caught my eye.
-Oh hey, it's Chad D'Albero (is he related to someone from the Raiders?), and he is battling brigands, but he's a chad, I'm sure he's got this. O-oh, okay, maybe not.
-I do like the change of turning the apples into non-combat healing items the player can find, the apples were a nice flavor item, but they took up my entire inventory back then, this is much more clean and streamlined.
-lol the bridge is out, but Dummash says we could swim across the river, what's next? Shooting locked doors open? Climbing over fences and walls? Clearly this orc has never played a video game before.
-Come on Kratos, there is still time to turn back from this Le Chunk thing you got going on, think of The BOI.
-You know, I've always wanted a dinosaur, I now I get to have one! Dreams do indeed come true.
-A small pause to behold this high fidelity frog model. Behold it, it is beautiful
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I'm really enjoying it! I love all of the work you've put into this. I'm not sure what to do about that bug, I may try an earlier version of Wc3 some other time.
 
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Level 14
Joined
Jun 22, 2020
Messages
213
how to pass this? i put each 1/3 in feeding box but didnt work

When the dinosaur falls asleep, take one of the items and drop it into the box with the right mouse button. I think there was an instruction that pops up on the screen, but I could be wrong. In any case, in such situations, check the Quest Logs (F12) for information you may have missed.

OR Kill Rexy :)
 
Level 21
Joined
Dec 15, 2021
Messages
337
I know how important good feedback is, so I'm trying to give as much as possible (and hopefully useful advices as a fellow mapmaker) :
WALL OF TEXT & MAJOR NICKPICKING INCOMING !

-Played the 2.02 version on normal difficulty on my 1.27 game version-

*those are mostly the same as for Joe's remake :
-first, the presentation is top-notch : loading screens, new models, sounds, music, cutscenes etc. are excellent as always
-for the models, do you use a map with all the models from the mod Rebirth as a base for all your maps ?
-is it on purpose that all the maps are available immediately and aren't connected ? because of Reforged's aversion to campaigns maybe ?
-the music rarely stops after playing this time compared to Joe's quest
-love the idea of collectible codex entries rewarding exploration, but some are a bit dry (the humorous ones are great) - the deep lore is not the selling point of Joe's series after all
-the npc dialogs that appear overhead are easy to miss and don't get logged, I would prefer if you used "transmission from unit" to not miss anything

*those are just for Mordork :
-as much as I like the Howard shore score, it was probably a good idea to change the music since mordork is less of a ripoff hommage to LOTR now :grin:
-I really like the change from dwarf to orc because it gives much more a feel of "ragtag band of adventurers" and the intro is more funny this way
-the whole move-attack in buildings wasn't in the old version as far as I remember, why the change ?
-healing touch is great for groups of units, not so much for a couple of heroes because it's expensive mana-wise and dummash doesn't have much intelligence
-the spell animation you use in cutscenes in dummash's dialogs is sometimes appropriate but you use it a bit too much IMO - I love the "showing my muscles" animation though
-I like the new twist on the relation between mordork and Lechunk, I just hope he will be able to redeem himself some day if there is a Mordork/Joe 2
-overall I prefer the old intro because I don't think seeing Garithos has much purpose, unless it's for something down the line ?
-the horse sound should be just before mordork answers him and not long before
-I love the awakening of Mordork using mostly sounds
-it's strange having dummash stroll after mordork who's galloping :gg:, I suppose the orc model doesn't have a running animation
-I like the namedrop of Legolamb : even if you change the characters it's nice to know the old version is not forgotten
-dummash's horns are ridiculous :gg: I know WOW's shoulder pads have a reputation of being too big but come on... he looks like a car from Texas
-the color of the water is really strange - I suppose it's to mimic this zone in WOW ?
-Chad is a relative of the guy from shards raiders I suppose... can't save him :sad:
-the start is really hard in general but the group with the harvest golem is just ridiculous : too many enemies, you can't use abilities on the golem and they got 3 healers !
-gameplay-wise I think it would be cool to get control of the militamen you can save in each skirmish : it would give you a reward for saving them, the healing ability would be more useful and it would be less frustating/hard - a few runes of mana/healing could be good too if you keep the difficulty
-there's an ear-splitting sound that plays at the start of the rexy cutscene, probaly a sound file corrupted ?
-codex mayor's note1 "have think"
-I love the rexy "definitely not a kodo from deandra" puzzle but why did you take her from me after the village is complete ? you can't give me a T-rex and then take it back, you monster ! :gg:
-dummash's necklace is supposed to give immolate but you can't click it
-sylvanas should give something when she dies IMO
-after hitting the lever one of the clockwork sapper stays neutral and one of the spiders is given to the player
-having a bunch of goblin mechs is cool but saying the pathfinding is a pain would be the understatement of the year :angry:
-the female goblin looks really freaky - is that how they are in WOW ?
-I'm a bit bummed we didn't get to control cassandra - farewell, we hardly kew ye !
-polymorphing a bear turned it into a flying ship which is a bit weird, I've never seen a ground unit turned into a flying sheep before, is it vanilla behavior ?
-dummash codex entry "chip on his soldier" : mistake or humor ? it doesn't really work IMO if it's the latter
-the path AROUND the bridge after you get reinforcements is real wacky
-apples are much better as a healing item now, maybe too good
-I got the bonus with still one undiscovered entry in the codex (when I got the alisa one)
-I prefer a barricade or some crates/rocks to invisible walls but maybe that's just me
-the frog in the fountain in the priest's cutscene in a nice touch :thumbs_up:
-the boat race is super easy since the other ship goes in reverse at some point - don't know if it's intended or the pathfinding bugging out, as it often does
-farelly and felipe : is it a reference ?
-there is a "father joe" too ?
-banshees and ghosts are a bit boring to fight since all they do is make you miss half your attacks
-pitheads codex entry : what's a "jueteng" ?
-when you get control of mordork, you destroy a gate - you can go through the wall on the right of the gate
-I preferred the ol' Pirates of the carribean/Gladiator song for the siege at the end
-the city is eerily quiet when the undead attack - to be clear I only say this because you're usually so good about ambiant sounds (and the music stopped again)
-is the new Deathtrix model an hybrid from starcraft2 ? I loved the old one but this is good too
-after mordork's jailbreak I had to kill a child to get to the items and reinforcements :hohum: - maybe make civilians run to and disappear into houses ?
-in the cutscene of mordork's spell - alisa's dialog "what he up to"
-the stand is pretty rough because you get a bunch of new heroes you don't know that have to stay alive, and 3 sides to guard - fortunately they're not too squishy, so it's stressing but fun
-OTOH giving another point of the map to protect at the same time is a bit much : the orc and captain manage to handle themselves without me, lucky me
-Flint is still hidden for the showdown with Deathtrix (you can see his icon on the left)
-some of the last minute heroes abilities are pretty useless (earthquake, tornado)
-when you meet dummash you get control of the dwarf but he is stuck outside and still invincible so I suppose it's not meant to give you control
-alisa has a "rune of beserk" with a buggy description
in her inventory
-I think this last part is the best balanced of the campaign : the different Deathtrix clones hit hard but aren't too tanky and your heroes are strong, so you have to be careful but the fights don't drag on like in some custom maps

All in all, a great remake with improved gameplay and great presentation. It's less impressive now than the first version when it came out, but it plays better and has a better story IMO. Only the start should be toned down in difficulty or at least have easier healing.

I hope this will be useful to Med. MapGuy.
 
Level 25
Joined
May 14, 2004
Messages
323
Thanks again to VanAndro, I'll be uploading the Pre-Reforged versions soon for those that do not have Warcraft III: Reforged.

Anyway, I updated Mordork's Quest Remake to be compatible with the latest version of Warcraft III: Reforged. This version has a proper mission select screen, and widescreen loading screens for each mission. I hardly touched the gameplay as... I'll be honest, Mordork's Quest is one of the buggiest campaigns I've ever worked on. Loading between levels causes the game to crash pre-Reforged, and I feel some of the triggers are prone to break if they are edited too much.

Anyway, I feel this latest version is pretty stable, and if there's any issues, don't hesitate to post your thoughts here. Thanks and enjoy!
 
Level 4
Joined
Nov 17, 2016
Messages
18
Is description correct? There are two chapters, 2 cinematics and a final visible in map selection (I remember there were 2 chapters and cinematics in original)
 
Level 14
Joined
Jun 22, 2020
Messages
213
Is description correct? There are two chapters, 2 cinematics and a final visible in map selection (I remember there were 2 chapters and cinematics in original)

This is a Remake. Play - list them and you will understand. Combine the pleasant with the useful.
 
Level 4
Joined
Aug 4, 2018
Messages
106
I feel you! In retrospect, Mordork was my attempt at making an "epic" out of the Joe's Quest Saga, with mixed results. I did a final followup with Joe's Quest 1.5, which goes back to my humorous roots. The sequel never came out because again, I got too ambitious for my own good.
Is Dumash Hellscream related to Garrosh maybe he is his cousin and the nephew of Gromm ?
 
Level 25
Joined
May 14, 2004
Messages
323
MQ1 Patch Update.png


Oh, fiddlesticks! Return to the misadventures of Mordork Clavicle, Archmage Extraordinaire in Mordork's Quest Remake, now with voice acting! This remade version will only be playable with v.1.36 (or higher) of the game.

The follow-up to Joe's Quest Remake, this one fixes many lingering issues (hopefully I got them all) that should make the experience much more fun and immersive! Here's the full changelog.

Changelog for v.2.06:


  • Added voice acting to all levels

    Chapter One: Hillsbrad Hijinks
  • Mordork said "Dumash" instead of "Dummash" in the opening cinematic
  • Corrected description and stats of Medallion of Mordork
  • Fixed description of Alisa's Searing Arrows in the Hero Ability which erroneously called her a "Failed Ranger" to "Ranger of Azeroth"
  • The description of Mayor's Note #1 has a word "whose" instead of "who's" in the second line
  • Fixed Pack Horse's model / portrait
  • Fixed broken Kilhelm's Journal trigger in the Quest Log
  • Fixed bugged corpses of Footmen that just stood around
  • Fixed the second Kilhelm Journal. Its description has one word "truth" instead of "true"
  • Cleaned up triggers in bandit camp attack
  • Fixed description of Swift Fel Freak Bracers item where it says it increases Strength by 3 and damage by 6, when in fact it increases Strength by 3 and Agility by 6
  • Fixed quest issue when player defeats the Shadow Wyrm, the quest "Mine, All Mine" isn't marked as completed in the quest log
  • Fixed quest issue after defeating Morag the Magnificent, a misplaced objective appears which is meant for "Mine, All Mine" quest
  • The quest "Just Deserters" was originally put in a Codex and Journal Entries section instead of being put in the Quests section
  • Fixed issue where the Sorcerer's ability to summon Fire Elemental actually summons a Harvest Golem unit
  • The Harvest Golem originally has a Slam ability, but the unit has no mana to use it

    Chapter Two: Showdown at Dimgarde
  • The Riderless Horse's portrait model missing texture issue has been fixed
  • The description of the Enchanted Elven Vest says it increases the Agility and Intelligence of the hero by 4, but it doesn't increase anything, this issue has been fixed
  • Fixed stats of Gloves of Greater Attack
  • Fixed texture error in Father Ragged's potrait model
  • Fixed issue where Father Loch had pops up twice in graveyard sequence
  • Fixed Father Loch Lomond's name
  • Removed purple and green squares in race area
  • Fixed description of Keg of Ale item
  • Fixed description of Claws of Greater Strength item
  • When Captain Rottingham is turned into a sheep, he now cannot be killed
  • Fel Stalker now has a proper portrait model
  • Fixed stats for Helm of Valor
  • Fixed area where Mordork is caught
  • Drake Wildebeard has been corrected
  • Changed all in-game warnings from "ACHTUNG" into "WARNING"
  • Clerics now have correct abilities
  • Fixed Necromancer's models
  • Captain Flint and Dummash section during the defend the town hall segment is now completely opened
  • Reduced enemy count during defend the town hall segment
  • Replaced "an" instead of "a" in the beginning of the description of the "Deathtrix the Corruptor" codex

    Chapter Three: Hidden Truth
  • Corrected Drake Wildebeard's name
  • Corrected Flint's spells
  • Also, two same quests have appeared in the quest log: "Finish the Fight". I am sure this happened due to the second same "potion cutscene" cinematic that had triggered
  • Corrected Grondork's unit classification
 
Level 28
Joined
Jul 26, 2008
Messages
1,491
Thought I would add some notes I wrote down from when I played this campaign:





All missions show when opening up the campaign.

Opening cinematic
Maybe make an order to your campaigns in your map descriptions if you use "previously on... Joes quest", since they often reference previous campaigns in the series (this one is clearly a sequel to Joe's Quest).
Love the scene of Mordork riding his horse over that bridge spanning across the waterfall. It made me think of Gandalf from Lord of the Rings.
Great sound effect with the match being struck to light up the room, so Mordork can freak out about his Saviour being an Orc.

Ch1
Next to Kilhelm's journal, there is a footman that is unclickable just standing there.
After the Dummash's line "they saw through my disguise" (replying to the mayor's line about how he would normally shoot Orcs), Mordork's line is not voiced.
The terrain of the area outside the Goblin mine with those railway tracks is really beautiful.
I gave Dummash all my good items, right before he left our group RiP.
Nice LOTR reference with the Balrog.
Foreman Grabapple's AI voice has such great emotion and character, I love it.
The group of clockwork sappers we get after getting the goblin blasters seem to join us as soon as we move up on the hill without needing to hit the lever?
The final Blaster Operator we meet next to Foreman Grabapples' final location has the name Shen something when talking, but when you click on him in game, he has no special name.
The escape cinematic from the Goblin mine was great.
After the Humans join us on the final part (after we encounter Pithead again) of the map, that bridge that leads out of the small town cannot be crossed; my units had to walk around it clockwise to get to the other side.
I must have missed where the Pithead fight was. Thought I searched the entire area. (After finishing the campaign, I know realize you meet him later in Ch2, so this optional quest cannot be completed no matter what?



Cinematic
I like how you used the world map from Joe's Quest in that opening scene... it feels more interconnected with that, like a series.

Ch2
Alleria's bow says it grants Berserk when you click the item on the ground, but it doesn't in reality.
The blimps shining light down on the ground creates a great atmosphere of a quarantine/curfew situation.
The Father (priest) just constantly uses the heal spell on my heroes during the cutscene talking to him since I had low HP heroes.
The map is still pinging the kids' location even though I completed the tar side of the quest (it keeps pinging for the rest of the mission, even during Mordock's part).
After the Elf says "so you didn't need the priest, you just wanted to see if we would do it" when the captain replies "yeah", I am not sure if I heard sound or not, I could have just missed it since it was a short line, but thought I would mention it just in case.
"Guest Relations" woman lol.
I really like the layout of having multiple layers or floors to fight through. It is very cool.
Says "Atcatung" for the hint message (about the bodyguards being dead?) before the cutscene with Jacques Pithead begins.
After LeChunk brings Infernals down on those guards Morlock meets, the riflemen have an issue with their decay animation; their bodies are standing there like they are alive but unclickable.
Same thing happens with the rifleman after we meet the two knights.
Pressing the ESC key somehow sends Mordork back to the beginning place he started out and resets the quest.
There is a serious lack of healing for Mordork at the area with the 2 knights who ran south then back up. If we don't learn the hex spell, it requires a lot of waiting around for mana/hp to recover.
Once I get near the town hall, a message from a peasant back north from where I came said "help the Undead have returned".
Somehow, I have a unit called Joe under my command. Not sure where he came from. He is not a hero, just a normal unit.
The ESC key bug rears its head again, because when I want to skip cinematics (I died to the final boss and needed to reload), pressing ECS still skips the cinematics, but it teleports Mordork back to the original place where his part of the mission begins.

Cinematic
Surely this is a dream Deathtrix has put us into?
Lovely interior of the house.
Meeting all the characters we know normally in this dream sequence in their new roles is very cool.
The Pirate Captain has his spells reset and he also doesn't have his previous items.
Pressing ESC here brings Mordor back to the choice of taking the poison or not (so cannot skip future cinematics, like I mentioned previously).
So LeChunk cut out the dream sequence before they could make the connection between killing Mordork = killing LeChunk?
Nice credits at the end.






General points
Fantastic campaign. I really enjoy playing through your remakes; these are incredibly high-quality campaigns. I doesn't even require effort on my part to play them since I am naturally pulled into them because of the story/ the beautiful environment.

 
Level 25
Joined
May 14, 2004
Messages
323
Thanks for the feedback, Tulee. I'm having a bit of trouble locating the issues with skipping cinematics! Will try to resolve this issue when I have time.

FYI to all new players, I made a minor update to the campaign after the latest update to Warcraft III: Reforged caused issues with custom unit portraits. I do hope newer versions of the game won't cause this many issues again!
 
Last edited:
Level 6
Joined
Feb 27, 2021
Messages
33
Feedback on Mordork’s Quest Remake
Hello Team,
I played Mordork’s Quest Remake, part of the Warcraft Adventures trilogy, and would like to share my feedback. The first game, Joe's Quest Remake, impressed me greatly, and this sequel provided a very different experience. Below are my detailed notes:
Overall Impression
This game had a completely different tone compared to the first story. The characters were new and original; instead of Joe's humorous and relaxed demeanor, this story offered a more serious atmosphere. The uniqueness of the new characters showcased the variety within the series.
Gameplay
The gameplay was enjoyable, maintaining a great balance between exploration, storytelling, and combat.
  • Episode: Hillsbrad Hijinks
    In the cave scene, Mordork’s line appeared as text on the screen, but the voiceover for the line didn’t play. It’s a minor issue, but noticeable nonetheless.
  • Port City of Dimgarde
    It was wonderful to see a familiar face from the first game! Spoiler:
    Drunk Joe, saying something like, “Haven’t you ever seen a drunk dwarf before?” made me laugh. These small callbacks serve as delightful details connecting the series.
Design and World-Building
The map design was once again impressive. The fact that inaccessible areas were part of the next chapter was clever and added a sense of continuity to the game.
  • City of Dimgarde
    The city’s detailed design and the sense of hidden areas waiting to be discovered motivated me to explore every corner of the map. The ability to enter buildings added excitement and made the world feel more interactive. I tried to find shimmerweed for the poor ogre, but it turned out to be more of a fun detail than a side quest. Still, being able to give him something would have been a nice touch.
Technical Performance and Bugs
The game ran smoothly overall, but I did encounter a few issues:
  • Shadow at Dimgarde (Defense Section)
    During the Arrowfall attack, Mordork, despite being a member of our team, was affected by the spell. This led to Mordork’s death and mission failure. Adjusting the mechanics to prevent friendly units from being affected would make the game more seamless.
Models and Visuals
The models were once again outstanding. The Deathrix model, in particular, was incredible. The design and animations made the character feel imposing and grand.


Thank you for bringing this series to life. I’m excited to continue the adventure and can’t wait to see what surprises await in the next game!
Best regards!
 
Level 2
Joined
Nov 16, 2024
Messages
3
Hello, really nice work.
By the way, need to ask something.
For the first quest, Hillsbrad Hijinks. I got the quest:
Just Deserts. Is it just me or it is uncompletable?
I haven't able to finish that optional quest even after scouring the whole map.
 
Hello, really nice work.
By the way, need to ask something.
For the first quest, Hillsbrad Hijinks. I got the quest:
Just Deserts. Is it just me or it is uncompletable?
I haven't able to finish that optional quest even after scouring the whole map.
All can be completed as far as I know. But was months since i played
 
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