Path of the Damned Revamp

This bundle is marked as approved. It works and satisfies the submission rules.
This campaign features the all the original missions as well as a newly added mission taking place as the new mission 3. The main focus of this revamp is to fundamentally change how the undead function as a race via introducing a more impactful Raise Dead. Every unit raised will now be a new unique unit based off of what you killed, albeit with weaker stats. These units are permanent but will not last long against their stronger living counterparts and as such you will constantly need to keep moving forward to crush your foes under a wall of literal bodies. While your necromancers start out with only the ability to raise feeble zombies from corpses, your power will grow as you conquer more and grow your Scourge.


The next important addition is a strategic layer consisting of both picking Arthas Menethil's abilities at the start of every mission and purchasing upgrades for your units to improve their capabilities. The campaign features 3 Difficulty levels each with their own specific achievement attached so that you may prove your mastery of the missions but the main focus is fun for the player over difficulty so players of any skill level can enjoy! Every map features improved atmosphere and terraining but attempts to stay recognizable as the original Path of the Damned Missions.

Requires the latest Warcraft 3 Patch -> 1.32.10.17380 with Classic Graphics!

Model Credits: Ujisama Hojo, NhazUl, TheSlaveOfGod, Mythic, Uncle Fester, Spinel, Callahan, Sin'dorei300, General Frank, Deolrin, Elenai, Kuhneghetz, Direfury, 67Chrome, AndrewOverload519, Tranquil, Eagle XI, Red XIII, Reflex, Sellenisko, Skipper, kangyun, AndrewOverload519, Tauer, R.A.N.G.I.T., Murlocologist, CloudWolf, Kitabatake, Sellenisko, Em!, Cavman, Scias,Tranquil, Stefan.K, JetFangInferno, assasin_lord, Mc !

This campaign was made using the ENGLISH version of Warcraft 3 and will likely not work with other game languages!





Update 1:
Fixed an issue in map 6 which causes hero progress to not be saved when final cutscene is skipped.





Contents

Undead Revamp 00 (Map)

Undead Revamp 01 (Map)

Undead Revamp 02 (Map)

Undead Revamp 03 (Map)

Undead Revamp 03 Interlude (Map)

Undead Revamp 04 (Map)

Undead Revamp 05 (Map)

Undead Revamp 06 (Map)

Undead Revamp 06 Interlude (Map)

Undead Revamp 07 (Map)

Undead Revamp 08 (Map)

Undead Revamp 09 (Map)

Undead Revamp 10 (Map)

Reviews
deepstrasz
Riderless Horses run into houses!? Weird that in chapter 2 you start with 3 dead heroes. They should be created after you get them. Diodor the Damned has hero glow but is a normal unit. Arthas should be the first hero for ease of access through F1...

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
How does the game cache work on this one (items and levels get transported to the next maps)? I don't see any save codes.
Also, you might want to make that credits list more complete with missing authors:
 
Level 7
Joined
Jun 15, 2019
Messages
40
How does the game cache work on this one (items and levels get transported to the next maps)? I don't see any save codes.
Also, you might want to make that credits list more complete with missing authors:
Every map uses the create game cache trigger and then saving the heroes/units in that cache, loading them in the next map.

Thanks I didn't know about that feature!
 
Level 4
Joined
Aug 25, 2018
Messages
45
Mission 2 - Second in line how does this trigger cause I killed Uther after orange pali, also tried killing blue first then Uther still could not get it to pop?

Call of Ner'Zhul is in Tertiary Ability obelisk even though tooltip says secondary
 
Last edited:
Level 8
Joined
Nov 24, 2013
Messages
505
There is something wrong with how attack speed works with the maps. I'm playing on Chapter 2 and it's average speed but on chapter 3 it goes down to slow.
 
Level 4
Joined
Aug 25, 2018
Messages
45
Every level has been fine but when I start Chapter 7 black rock and roll my heroes have no items and the extra heroes are lvl 1? I did do the interlude before.

1625010569855.png
 
Level 1
Joined
May 2, 2019
Messages
1
Welp one word Good Job. It's really fun to play unstopable horde of undeads and even on brutal (If we don't do achivements) it's really easy to overpower your opponents. Arthas later is a powerhouse able to solo attack waves alone and just gather more and more free warriors. Also quick question why does undead variants of orc units get upgrades from normal horde race rather then monster upgrade from graveyard?
 
Level 4
Joined
Aug 25, 2018
Messages
45
Rechecked myself quick and it carries over correctly for me, did you finish map 6 before starting map 7/ are you playing on the same profile as before?
Yeah I even went back and played fall of silvermoon then did the interlude and tried the chapter still nothing, my perk points are correct to its just items/levels. Is it possible since I played your maporino submission a while back its messing with the cache?
 
Level 7
Joined
Jun 15, 2019
Messages
40
Yeah I even went back and played fall of silvermoon then did the interlude and tried the chapter still nothing, my perk points are correct to its just items/levels. Is it possible since I played your maporino submission a while back its messing with the cache?
Unlikely since the maporino map didn't have a working cache attached to it and map 7 uses the same cache system as every other map and I can't replicate it not carrying over, sorry and I'll keep trying to figure out what's messing up :smile:

The weird thing is that arthas and the secondary heroes are saved using two different triggers that runs after the scorescreen shows up at the end, so if the scorescreen shows they should be saved correctly.
 
Level 4
Joined
Aug 25, 2018
Messages
45
Unlikely since the maporino map didn't have a working cache attached to it and map 7 uses the same cache system as every other map and I can't replicate it not carrying over, sorry and I'll keep trying to figure out what's messing up :smile:
Dam thought that be it. Oh well I only have the last mission to do anyways. Everything has been fun keep up the good work.
 
Actually just found the issue, if you skip the final cutscene it ends the mission instead of showing the scorescreen which skips saving Arthas, thanks for helping me find this since I usually watch all the end cutscenes through :smile:
For some reason, Blizzard loves writing the same code twice for both Cinematic End and Cinematic Skip, and when editing the campaigns you need to modify both, otherwise you get different behaviors. I don't get why they didn't just call Cinematic Skip at the end of the cinematic and only write the post-cinematic code there.
 
Level 16
Joined
Jul 26, 2008
Messages
1,195
Map01
The atmosphere of the opening scene with young arthas/ his horse was really good in terms of the fog and snow background
Nice to have death pact reworked so it is actually a useful spell
Like how the fallen footmen and zombie are actually slow in movement speed, which is representative of how those kind of undead units should be
Do scout towers count as part of the alliance units (for the achievement to eliminate all alliance units)
Canabalize skill, if there is no way to research it in the mission, might be better to be hidden

Map02
Araj goes from being in the cutscene to suddenly dead according to the avatar picture top left, also didn’t he die in human 05?
The other 2 heroes also all die at the start of the map
Araj goes to F1 hotkey, so arthas only F2
Was the cinemastics about kelthuzad saying don’t tell the dreadlord about him removed in the half way cinematic?
During this mission, all my units and buildings would suddenly turn blue for a split second, this happened multiple times
Uther facing backwards in the final cinematics

1625440780641.png


Map03
"Whats wrong Necromancer" line could have a comma between wrong and Necromancer, since all the other lines use that as a pause.
Gargoyle buildable from both spire and crypt
Fallen troll warlord (lvl 6) has no portrait/only shows the top of the head
You can get the fixed portrait for it here, since Chucky helped me with it cause I also used this model in my project and had the same prortrait problem for Tulle
Thanks to @Chucky for that.
Cultist don’t have raise dead on autocast upon being made, unlike necromancers
What are we supposed to do in the mission. I just killed trees on the right side of blue with meat weagons and attacked Dolar, which ended the mission. I noticed a purple base top guarding a gate, but he didn't attack if I didn’t kill the gate

Map04
Red ally never attacked anyone and was stuck at 35-37 food

Map05
Skip cinematic at starts skips to the part with the fiends instead of skipping entire cinematic
Darkhan mana channel skill cannot give mana to allies, despite it saying it does on tooltip
Dreadlord hero’s W and E spell are mixed up on the hero skill display (W is 3rd spot and E is 2nd spot)
Ending cinematic not skipable
Mission ended too fast after Sylvanas death, couldn’t pick up her item cause she had teleported away from my heroes just before death

Please consider writing a guide on how to work the game cache system for your maps, since map-to-map could be the future of campaigns on Reforged. Using map to map was actually simpler than a campaign format, from the player perspective. It seemed to create a folder under the name "Classic" in the campaign folder
Enjoyed the campaign a lot so far.
 
Level 16
Joined
Jul 26, 2008
Messages
1,195
You are aware of the fact that even pre-Reforged maps used game cache that is stored in the profile, not the campaign file, right?
Didn't know. I normally just interact with save code map-map systems, so I've never played around with cache before.

Map06
Workers not collecting gold at start of map if cinematic is skipped at start of mission
Dealthholme (red) sent a bunch of zombified peasants to the far middle left goldmine, but they didn’t build a base.

Map07
Ogre undead have no portraits
When frostwyrms come into being from killing the blue dragons, their animations are completely paused until moved.
Orc bases did not attack much, probably because they were fighting Alterac too.


Map08
Pink constantly rebuilding forward buildings caused problem with AI allies, since the forward buildings were too far away from the main human bases, so the undead AI kept running back and forth without attacking the main bases


Map09
No shared vision of Tichondrius
Pretty sure Drakan and the Alterac hero are the best AI choices, because regardless of the unit composition it means those bases gain an extra hero in addition to sylvanas / kelthuzad, and even if kel/Syl don’t go in the attack waves they still help defend.
 

deepstrasz

Map Reviewer
Level 54
Joined
Jun 4, 2009
Messages
15,765
Riderless Horses run into houses!?

Weird that in chapter 2 you start with 3 dead heroes. They should be created after you get them.
Diodor the Damned has hero glow but is a normal unit.
Arthas should be the first hero for ease of access through F1.
The Urn should not be dropped, no? (all chapters have this possibility). It should be a variable instead of an item.

Deatholme and the Haunted Gold Mine near it spawn instantly unlike the other buildings that begin at 0% HP.

You can spam the Corpse Pile Circle of Power with a Meat Wagon and a Necromancer that is let in the circle and retaken as a corpse by the wagon and so on.
Heroes can also be sacrificed in there. Not sure if that should be an option. Maybe you accidentally move one there. Dal'vengyr, I mean.
No actual time to get Sylvanas' item after you kill her.

Not all achievements in chapter six are written in the quest requirements list.

Death Knights use a hero model and their bodies don't decay. They also have hero glow.
Kragh has two Orb of Slow items.
Your allies attack the big dragons. Would killing them make the optional quest break?
The last converted dragon had its animations frozen.

Anyways, a really good enhancement,
Approved.


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Level 10
Joined
Jun 11, 2017
Messages
139
Played diffirent missions on diffirent difficulties. And I liked it!
Currently I start a "Siege of Silvermoon" mission on Hard and... I don't feel it Hard. Without any items and standard (I think) 25 LVL Arthas I've pushed so far, without any help from Sylvanas (yes, somehow she was pushed by elfs and doesn't do anything for pushing them back) or Deathholme waves.

Anyway as far I played - I like it! Good concept, good idea that nobody strangely do before and good realisation. Some minor text errors like missing comma or dot I didn't count as a problem.

If someone wants to play a RoC Undead Campaign but want to feel like a real SCOURGE, I'd recommend it.
 
Level 8
Joined
May 14, 2021
Messages
105
honestly would love for this to go to version 1.29 so that those who are like me -didn't update to reforged- can enjoy it
Is it playable in warcraft 3 frozen throne latest patch 1.31.1 which came before reforged
Read the map description. It's made on the very LATEST version of Warcraft 3, which is Reforged (1.32.10).
 
Level 10
Joined
Jul 19, 2011
Messages
559
This is way too cool man, it's probably the coolest revamp of the classic campaigns ever! Do you plan on giving the same treatment for the rest of the campaigns?
 
Level 2
Joined
Nov 13, 2015
Messages
4
Very cool campaing mate!!! But in encountered a strange problem, on every interlude the dialog doesnt work. Most of the campaign works fine, just the interlude dialog doesnt work, the heroes move around without actually speaking.
 
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