You did it again, Mentilara!
You’ve created another masterpiece! It’s as if you combined everything you’ve learned—both the good and some of the bad—from your previous two custom campaigns, and infused it with your incredible creativity, originality, and a touch of craziness to produce your best work yet: this custom campaign!
I had a lot of fun playing it! I used the latest version of Deforged, played on classic mode at hard difficulty. For my first playthrough, I played without mutators (because I find them frustrating), except for the first two chapters. After that, I continued without them. Then, during my second playthrough, I decided to try it with the mutators on.
Here is my playlist:
And here is my Review!:
Review of PurifyEvil - Warcraft 3 Reversed Campaign
Chapter 1
- Arthas just dies to bandits while his ghouls run off by themselves? 07:03 What’s up with that?
- The AI voice for the captain is subpar compared to the other voice lines in later chapters, which detracts from the atmosphere.
Overall, the first chapter was short and sweet. I have to admit, I loved it! It's also kind of funny how the enemy units have zero collision in this one. It seems that the bane of Arthas is just some angry peasants and one tower, along with a few fancy bandits. Who knew Arthas was allergic to those?
Chapter 2
- Permanent silence from mutators? That’s just awful. Having spells and using them is half the fun of gameplay. Why take that away from players? It doesn’t make sense as a challenge. There are plenty of other ways to increase difficulty, and this isn't one of them.
- The idea of spawning units from dead enemies is good, but the resulting units are a bit too strong and they don’t drop anything, which is disappointing. They should drop tomes.
- The mutators seem to introduce difficulty without any rewards.
- Also, my hero randomly stopped following my commands for some reason. 18:56
- The portal and reset stone mechanic is a fascinating addition that truly caught me by surprise. However, launching straight into the original campaign after using the reset stone feels a bit off. It would be far more engaging if you started the original campaign and then experienced some bizarre events—such as random campaign heroes appearing on the map and battling each other. This could build up to an epic showdown featuring all-powerful heroes and demigods like Archimonde and Kil’jaeden. As the battle spirals into chaos, you would then return to the normal timeline after interacting with the reset stone, ultimately earning a unique item. This reset stone would evolve into an exceptional item known as the "Aetherial Rebirth Stone."
- This item could restore your HP and mana to full with a 60-second cooldown, which would be much better than just starting the original campaign and losing everything.
- I’m not a fan of the blue paladin faction in this chapter compared to the teal one. The teal side has resources that are purely wood, allowing you to build an economy with peasants. In contrast, the blue side requires gold for almost everything, and it accumulates too slowly, there are no upgrades to increase the gold gain rate either which sucks!
- A slight increase in gold gain would help balance it since the teal paladin faction excels at resource gathering and army building.
- There are riderless horses scattered around the map near Uther, and since hoplites can mount horses as a spell, it would make sense for them to be able to mount these as well, rather than only those produced from houses.
- Speaking of which, I had no idea you could make horses from houses—that was awkward. A hint for players about this would be helpful, as it makes no sense that little houses could create anything other than supply.
- The prayer ability from units is broken. It has a three-second casting time for some reason, which makes the unit unresponsive during that time. It should be instantaneous!
- What’s the point of the final decision with Uther? Does it affect anything in subsequent chapters?
- When making choices (like with Uther or the blue paladin choosing to save or kill Galivard’s ghost), the mouse cursor vanishes, making it frustrating to click on a choice. Galivard’s reward feels lackluster compared to the effort required to defeat him.
I enjoyed this chapter! The choice between the two paladin factions was a great feature. The map was small and well-organized, and it included some unique and interesting side quests. One side quest, where we fought the ghost of the first paladin who died on this map, was extremely challenging but also a lot of fun.
Chapter 3
- The side quests, especially the one involving the corruptor, are too hidden. I only found the corruptor after using "iseedeadpeople." These quests need to be made more visible, perhaps with hints or marked areas on the minimap.
- Sylvanas’s W spell, which heals in an area, is significantly underpowered, even at level 3—it barely heals and is overall ineffective.
- The zombie mutator is excessively difficult. The zombies spawn too frequently and aren’t easy to kill due to their medium armor, especially when most of my army and towers have piercing damage.
Chapter 4
- The mutators in this chapter are particularly frustrating—arguably the worst in the entire campaign. The AOE healing when an enemy unit or building dies is overpowered. And those annoying land mines scattered across the map? Two mines can kill my hero, which is absurd. The mines and the AOE healing need to be nerfed. After my hero was killed three times by the mines, I stopped reviving her and went full air army.
Chapter 5
- What’s the point of the bonus chapter after Chapter 5? I noticed there’s a counter for undead kills, but what purpose does it serve? It would be cool if there was a reward for reaching a specific number of kills.
- In Chapter 5, I felt like I didn’t have much time to complete quests and explore the map because Arthas and his undead horde were constantly stalking me, which was kind of funny. The AI in this campaign behaves quite differently from other games. The enemy (Arthas) always attacks with his entire army and sometimes even stalks you. It's super unique and reminds me of the AI in Defenders of the Light. It feels almost human, with traits that make it more relatable.
- However, doing side quests here was challenging, as it has been in all chapters so far. The side quests are very vague, and I often have no idea where to go. I find myself having to scout the whole map to complete them, and time runs out quickly. It would really help if you could highlight the side quest locations on the minimap.
- After replaying with mutators, I found this to be the best and most enjoyable chapter. The mutator that sends armies from different factions from the original campaign to attack your base is amazing. However, I’m not a fan of the tornadoes; they’re just annoying. I wish the bosses from the mutator waves, like Mannoroth and Cenarius, dropped rewards such as tomes or an item that summons their ghost for 20 seconds. What if each hero from the attack waves dropped a fragment, and once you collected all the fragments, they could combine into an item that randomly summons the ghost of Illidan, Grom, Cenarius, or Mannoroth for 20 seconds—the ghosts having no spells. That would be epic and amusing.
Chapter 6
- Another incredible chapter! I loved every moment of it. The unique tech with the mercenary/goblin faction was fantastic. However, the mutator in this chapter is quite annoying, especially the beast that comes and has to kill five units to be defeated. I found that you can kill it even while it’s invulnerable with the ogre hero’s first spell, which is amusing.
- Most ogre units are quite underwhelming. Even the high-tech ones don’t stand a chance against the undead army. The only overpowered unit is the ogre magi that summons the snowman golem.
- When playing as the gladiator orcs (orange), the beast shows up way too often, which is really frustrating. The whole concept of an invulnerable beast needing to kill five units is just silly—it disrupts gameplay and can aggro on my normal army units for no reason and damage them.
- The second side quest with the ogres, where you have to solve the acolyte’s riddle (“What type of stones aren’t found in a river?”), is broken. The answer should clearly be “dry stone,” but it doesn’t work. What’s going on? I really dislike riddles in games because they always seem to be flawed. Either it’s glitched, or there’s a different answer—some tips would be appreciated.
- The side quests involving the red orcs were fun, but I wish the undead from the red undead base (after the purple one is destroyed) were a bit stronger.
- I loved all the orc factions, but my favorites are the Mercenaries, featuring El Goblino with his machine gun, and the Shaman Orcs, who have those incredibly powerful and expensive elemental units. These two factions absolutely obliterated the undead forces—the Mercenaries with their otherworldly rockets and the Shamans with their elementals. I really enjoyed playing them!
- The other factions struggled a bit more, but they were still cool to play with.
Chapter 7
- At some point, Arthas and his army stopped attacking and just went AFK in their base after I destroyed their citadel and acolytes, lol, using one of my famous surgical strike strategies. This chapter is hindered by the “fun” mutator, which gives you zero vision while you are attacked by undead hordes from obelisks on the map. That’s not enjoyable at all.
- In addition to the mutators, this chapter has another significant drawback: the timed woodworkers. I found them incredibly annoying, and there really should be an upgrade to make them permanent, because they are truly frustrating.
- On the positive side, I enjoyed the chapter (without the mutators). I loved all the side quests and the runes scattered throughout the map.
- However, the riddle side quest was lackluster. I wasn't a fan of it because the main issue is that when you answer incorrectly, your hero loses 80% of their health. This means you'll have to wait a long time to heal before trying again, which is quite frustrating. It shouldn't deal that much damage for a wrong answer, especially considering how silly some of the riddles are.
Chapter 8
- The bandit faction in this chapter is super unique and fun to play with. Unfortunately, I can’t say the same about the mage faction. The main hero’s spells are genuinely awful— a 10-second casting time for a firebolt? The bandit hero has instant spells that deal 300 damage. I’d definitely prefer that over the mage’s 10-second cast for 500 damage. Additionally, the demonologist’s third spell has a 20-second casting time… what the heck? That’s way too long!
- Overall, the bandit faction is just much better in this chapter. Their units and hero excel in combat, while the mages struggle significantly.
- I’m surprised this is the final chapter. Yes, it’s canonically the last one in the original campaign, too, but I would have loved a “what if” scenario where Archimonde is successfully summoned, and you have to play against him as a bonus chapter. The teal mages could call for reinforcements, leading to a huge epic battle with tons of mages, bandits, and human forces against the undead, Archimonde, and his demons. That would be amazing!
- When I tried the mutator in this chapter, my resources kept getting drained by something, and I had no clue what was going on. It turns out that was intended because it’s part of the mutator gimmick. Absolutely terrible!
Positives
I loved playing the campaign without mutators. It’s a 100/100. With mutators, it’s a 30/100—they ruin the campaign and make it unplayable.
Everything about it is awesome, starting with the moment I open the campaign. That GIF with Arthas in the campaign “lobby” is just a chef’s kiss level of awesomeness! So badass!
All the new quests you implemented and the skins are beautiful. The AI voices are great most of the time, but sometimes they’re kinda weak/lackluster, to be honest. The best example is Chapter 1’s human soldier lines in the cinematics—they’re just bad.
The ending cinematics are always beautifully well-made.
The bonus chapters where we pick reward items are some of the best things I’ve seen, really cool. Can’t say the same about the reward items themselves—they’re absolute trash, lol. The only good ones are the item that gives 3 gold per second and the one that gives unholy aura level 1.
It would have been awesome if the items you picked would level up somehow, maybe after completing a sidequest, just a thought.
Negatives:
- Why is there no information on what chapter I’m in? Even when I start a chapter, there’s no chapter name or number—just some story text. Is this a Reforged thing, or what?
- The game crashes sometimes, and I’m not sure why. Additionally, there’s the old Reforged glitch where some units become invisible after loading; spellbreakers did this in Chapter 5.
- The first time I played the campaign, I had a blast—it was one of the best I’ve experienced. However, during my second playthrough with mutators, I wanted to see how challenging it could be, and it was frustratingly unbalanced.
Chapter 1 Mutators:
The first one gives enemies 3 seconds of invulnerability. This is manageable and doesn’t ruin the chapter; it just adds a slight increase in difficulty.
Chapter 2 Mutators:
This is where it started to become problematic. The first mutator spawns unique, stronger mobs after killing enemy units. While they don't drop anything, they should drop at least tomes, it’s manageable.
But the second mutator? After any unit dies—be it enemy, ally, or mine—all my heroes and units get silenced for a few seconds. Given how quickly units die, my heroes and units end up silenced for the entire fight. This is extremely annoying and feels more like a bug, but it’s intended? Please reconsider changing this mutator to something else.
Chapter 3 Mutators:
Enemies have increased movement speed, and zombies spawn continuously to attack the elves. This is an improvement over Chapter 2, but the frequency of zombie spawns is excessive. When three zombies are spawning every 12 seconds (I counted), they are fully upgraded with medium armor, which takes less damage from everything except melee footmen. This is incredibly frustrating. I suggest increasing the spawn cooldown to 25 seconds and changing their armor from medium to heavy. Medium armor is overpowered in Warcraft 3—think about it--no wonder mountain giants have it; they make perfect tanks.
Chapter 4 Mutators:
There are land mines scattered across the map that only affect my ground units. Additionally, when an enemy unit dies, it heals every unit around it for 50 HP in a large area.
This is the worst gimmick I’ve encountered on any map, period. The mines force you to rely solely on flying units and can seriously injure my hero, dropping her from 100% to under 20% HP with just 1 mine.
Suggestion: Either remove them or reduce the dmg.
The 50 HP AOE heal is ridiculous as well.
Suggestion: Reduce the AOE and the healing amount to 25 HP.
Chapter 5 Mutators:
The first mutator sends waves of heroes and units from the original campaign to attack your base. This is the only mutator I enjoyed in the whole campaign—it’s badass and cool. The waves are spaced out, giving time to prepare. The only downside is that I wish the heroes dropped rewards, and adding magic immunity was a bad idea (it ruins the fun).
For the second mutator, invulnerable tornadoes appear that slow units and lift them into the air, perma-stunning them for about a minute. This is a terrible idea. You did something similar in your first campaign (humans vs. Thrall on that island), and it was bad then too. They follow your units, which makes it worse. Please remove this unless you want players to dislike your campaign.
Chapter 6 Mutators:
The first mutator introduces an invulnerable ghoul beast that has to kill five units to disappear. This is a tedious and frustrating gimmick—absolutely ridiculous. Sacrificing five workers every time is annoying, and sometimes the ghoul gets distracted, follows my army, and damages my units. It’s truly a 10/10 stupid idea.
My Suggestion? Remove it or increase the time between waves.
The second mutator gives enemies and buildings lifesteal. This one’s manageable and not bad.
Chapter 7 Mutators:
The first mutator spawns obelisks on the map that release undead to attack everyone. In one game I lost early because I didn’t notice them attacking Antonidas lol. This isn’t a bad gimmick, but the obelisks should always be revealed. They are marked on the minimap initially, but it’s barely noticeable.
Sometimes, they spawn an excessive number of abominations—like 10 in just 15 seconds. That’s insane. Zombies and ghouls are fine, but abominations should be rare.
The second mutator imposes permanent darkness, giving players zero vision on the minimap. This is not fun. I suggest allowing players the chance to remove the darkness by destroying an undead generator guarded by powerful undead.
Chapter 8 Mutators:
The first mutator causes Infernals to periodically fall in my base. This is manageable, but having a timer to indicate when they drop would help with defense.
The second one drains resources every time I give a command to my units.....
I initially thought it was a glitch, but it’s a mutator—this is the worst gimmick in the campaign, by far. It’s frustrating beyond belief!!!
Conclusion:
Without mutators, this campaign is a 100/100 masterpiece. With them, it plummets to a 30/100 disaster. Please fix the mutators, add chapter names and numbers, clarify side quests with minimap markers, buff weak rewards, and address the crashes and glitches. If you do that, this could be one of the best Warcraft 3 campaigns out there.
My final rating is
𝓢 Tier (Masterpiece) with
95 out of
100 points!