Randomizer 1: Bane of Bossastiil

WARCRAFT III RANDOMIZER

Episode 1 - Bane of Bossastiil

If you ever wanted to play campaign as some other faction, or to use specific unit, but did not know which - why not play all at once?

Features

Screenshots

How to play

Links

Credits

Notes

Known anomalies

Tech information

Updates

Permissions


  • All friendly combat units are randomized, with option to randomize enemy non-hero units - on level start and when they finish training, they are replaced by a random racial unit of similar purpose, or by a neutral melee unit of corresponding in-editor level based on faction tech tree (see tiers below) or unit's melee level (see here for more info: https://classic.battle.net/war3/basics/unitstats.shtml).
  • All heroes owned and controllable by the user are randomized - on first appearance as usable hero and on revival they are replaced by a random hero from melee and campaigns (including Arthas, Grom, Archimonde, Gul'dan, Evil Illidan, Mannoroth, etc.) or a custom hero. They are transferred between levels without changes, with an option to randomize at start of every level and interlude.
  • All upgrades apply similar levels of similar racial upgrades, if possible.
  • Item stacking is enabled. All stackable items now stack up to 9.
  • All pre-placed, purchased, and dropped items are randomized by in-editor level.
  • If player purchases an item and already has an item of that type in the inventory, player will get a STACKING BONUS - purchased item will be saved, AND new item will also be generated.
  • Quest Items have been remade into powerups, and won't take space in your inventory.
  • All hero models are accessed, and some deleted models are returned, and HD-only melee models now have SD counterparts from community.
  • Progress is shared between Reforged (HD) and Classic (SD) graphics.
  • Save files made on one graphics mode can be accessed in the other mode.
  • All units and destructibles now have an extra 1% chance to drop a random item, with an option to enable a global pity timer.
  • All units and heroes have a chance to create an extra free unit of any level, affected by a global pity timer.
  • Added carriable versions of runes and tomes, and runic versions of most consumables and usable items.
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To use this custom campaign, put the campaign file (Randomizer01-Alliance.w3n) into Documents/Warcraft III/Campaigns.
Classic and Reforged graphics are supported.
Before playing, a short setup level has to be completed. After that, all levels are available.
ReadMe file can be found in a folder here: here.

To join my Discord Channel, click here: this link.

If you decide to support me financially, here's link to my Patreon.

Story trailer

Gameplay trailer

Episode 0: Da Boyz Depart

Randomizer design and additional male voicelines by Yevhen Snizhko.
Extra female voiceline generated with xVATrainer and xVASynth.
Uses sound fragments from 'Epic NPC Man' by Viva La Dirt League, and 'Who's on first?' by Abbot and Costello.
Restored Classic RoC Space Orc, Gyrocopter, Catapult, Ballista by Karzama: https://www.hiveworkshop.com/threads/lost-reign-of-chaos-models.329879/
Classic Horde Transport Ship by jj84: https://www.hiveworkshop.com/threads/orcish-transport-ship.349287/
Classic Demon Huntress icon by Karmondia: https://www.hiveworkshop.com/threads/blood-elf-demon-huntress.325008/
Classic Death Dame Icon by 67chrome: https://www.hiveworkshop.com/threads/btnwatcherdeathknight.121158/
Classic Mountless Thrall model by johnwar: https://www.hiveworkshop.com/threads/warchief-thrall-dismounted-re-classic.332006/
Classic Nightmare Cenarius icon from WoW by Zenonoth: https://www.hiveworkshop.com/threads/cenarius.334665/
Classic Nightmare Cenarius model by FerSZ: https://www.hiveworkshop.com/threads/cenarius-nightmare-nightmare-keeper.309949/
Classic Daughter of the Sea Jaina icon by Scias: https://www.hiveworkshop.com/threads/btnherojaina.327392/
Classic Daughter of the Sea Jaina model by kangyun: https://www.hiveworkshop.com/threads/world-of-warcraft-jaina.307527/
Classic World Shaman Thrall icon by Sin'dorei300: https://www.hiveworkshop.com/threads/btnwowthrall.213759/
Classic World Shaman Thrall model by Rubellu Sidus: https://www.hiveworkshop.com/threads/elder-shaman-thrall.287234/
Classic Fallen King Arthas icon by PrinceYaser: https://www.hiveworkshop.com/threads/btnarthas.313848/
Classic Fallen King Arthas model by Kuhneghetz: https://www.hiveworkshop.com/threads/arthas-with-horse-frostmourne-version.48330/
Tiny Mill icons by NFWar: https://www.hiveworkshop.com/threads/btnlotsoflumber.168216/
Flamethrower icon from Dota 2 ripped by Milan the Ripper: https://www.hiveworkshop.com/threads/btnflamethrower.345403/
Restored Reforged Beta RoC Furion by Retera: https://www.hiveworkshop.com/threads/furion-reforged-beta.327199/
Reforged Space Orc model by Retera: https://www.hiveworkshop.com/threads/chaos-space-orc-reforged.333105/
Reforged Thalassian Ballista by Adrenaso, Flinn, Mr Ogre man, VictorZ: https://www.hiveworkshop.com/threads/thalassian-ballista-1-5.336553/
Reforged RoC Catapult model and icon, Reforged RoC Gyrocopter model by Tamplier: https://www.hiveworkshop.com/threads/roc-mechanical-units-reforged.332051/
Reforged TFT Stagless Malfurion by Retera, with slight edits by Yevhen Snizhko: https://www.hiveworkshop.com/threads/malfurion-without-stag-reforged.322458/ (edits not included)
Reforged Mountless Thrall by Retera, InsaneMonster: https://www.hiveworkshop.com/threads/thrall-mountless-with-spell-and-attack.322490/
Discovery of Hidden Materials in the Editor by Goffterdom: https://www.hiveworkshop.com/threads/list-of-hidden-material-within-the-world-editor.323961/
Testing by Yevhen Snizhko, Synergy.
Dialogue and Cinematic Consultation by Kyrylo Snizhko, Elena L'ubarova-Vinnik.
Additional tools used: Mini Mouse Macro, Shutter Encoder, Audacity, Ladik's Casc Viewer, Retera's Model Studio, OBS Studio, Sizer, War3 Model Editor, xVATrainer, xVASynth.
Special thanks to GiantGrantGames, Synergy, Jayborino, Photoloss, Xetanth87, Kostyarik, Malmgrev, OutsiderXE, Tamplier, zam, XXXconanXXX, Water, InsaneMonster (aka Luca Pasqualini), Kyrylo Snizhko, Elena L'ubarova-Vinnik, CaptainHero, NarGalloth, Darg, Retera, Exide, kentzeus, Wrda, Gelinho, AceHart, SD_Ryoko, Bob27, Water (aka water4525) for inspiration, support, consultations, productive discussions and forum posts.
Inspired by Starcraft 2 Randomizer.
Original maps, models and icons by Blizzard Entertainment.

  • Recommended options: non-randomized enemies, disabled 'pity timer', non-randomized heroes. The game will be playable with other options, but difficulty may become too easy or too hard.
  • Recommended sound and UI language - english (extra voicelines are only available in english currently). On some levels in other languages text and spoken language will become inconsistent.
  • On campaign screen sometimes wrong graphics setting is shown. Check in options which you've selected - it will be used for gameplay.
  • Difficulty may reset between levels. To avoid this, set difficulty in main campaign window (preferably in all avialable campaigns) to same value as in custom campaign. Be warned that this may not always work. If it indeed does not, exit campaign after every level and start new level with correct difficulty selected.
  • Unit balance is mostly based on current melee balance. On some levels there will be changes to how melee units behave, but they are mostly same as in campaign.
  • Computer-controlled units can be randomized. They will attack player, but as time goes on, more will stay at base.
  • In Classic mode campaign heroes have less unique models. I don't plan on adding extra models for them.
  • In Reforged mode some skyboxes are buggy in classic levels.
  • In Classic mode campaign heroes have less unique models.
  • All levels contain the following:
    = several new voice lines;
    = extra challenge, rewarding items;
    = small terrain changes that are not critical for gameplay (but sometimes relevant for challenges);
    = slightly reworked cinematics;
    = level names are changed.
  • Summoned units are not randomized.
  • There are some new abilities and effects.
  • Some tooltips were changed to reflect the randomizer mechanics.
  • Added heroes from WarChasers and some other custom heroes.
  • Campaign-only trainable units are included in main randomization pool: Archer (High Elf), Swordsman, RoC Dragon Hawk, Naga units. Their neutral creep level is -1 (any creep), since in the campaigns the tech trees don't limit the player in which of these units can be built when. Their alternative level is based on their in-editor level.
  • Naga unit purpose is set according to original in-game lore cinematic from NEx3: Archers became Sirens, Druids of the Talon became Myrmidons, and Druids of the Claw became Royal Guards. Others are set in the remaining niches. Their upgrades remain in their actual niches.
  • Melee units are included in creep pool. Due to this, neutral hostile units may become melee units.
  • Neutral hostile units are always randomized (except some bosses). On some levels some pre-placed enemy units will be randomized even if player chose not to, and some pre-placed enemies won't be randomized even if player chose to randomize.
  • Only properly tested on easy difficulty. Some missions may be impossible to complete on hard difficulty with randomized enemies.

  • Some levels may crash and exit the game in different graphics modes, but not for all players. It seems to be an engine problem, not a hardware issue. To bypass, lower the graphics settings - particles must be set to Low, and other settings may be lowered to ensure higher stability if it still crashes. This will only remove weather effects (and some other visual effects), but should not give any disadvantage during gameplay.
  • Save files may get visual bugs when loaded, including but not limited to: portrait backgrounds for models appearing on the map, units losing their icons, portraits and models. This especially affects units added with Reforged and units with new separate models added for Reforged, especially if file is loaded in different graphics mode. Backgrounds and icons issue occurs only sometimes and is an engine issue. Models and portraits issue is partially solved, but it still sometimes occurs.
  • On settings level, text on the dialog may be slightly uncentered. I did all I could, but due to different screen sizes and resolutions I can't predict this behaviour for all users.
  • On some buttons wrong hotkeys are diplayed when Grid hotkey preset is used. This happens due to how the game handles buttons that occupy same space. These buttons will react to both their proper hotkey and their actual hotkey.
  • Sometimes a custom passive unit will come out as a Neutral Hostile or randomized. I have no idea what causes that. As a safeguard, I made them identical to normal versions of those units stat-wise, except in levels where they are relevant.
  • Rare bug - a specific unit has no model and can't be selected, but can be auto-targeted. I am unable to check which unit it is specifically.
  • RoC Illidan's Metamorphosis ability is toggleable - effect is not temporary, and re-activating it reverts Illidan to basic form - it was not planned to be used outside of original campaign, but I chose to not modify it. I think it is fun.
  • Classic Female Demon Huntress Metamorphosis model is fully white due to unprocessed textures. I kept it so for fun.
  • In Reforged mode, sometimes units stop using facial animations for their responses. It seems to be an engine bug.
  • Some randomized actions give same results when performed in same order - this is due to cinematics setting specific seed number to the game. Seed is a pseudo-randomization tool, which is basically an array of numbers placed in certain programmer-inputted order. When a random number is called, it actually takes one in current position of an array, does some stuff to it based on specific case, and goes to next position. Seed is originally responsible for random damage and map-specific random events. Due to this, performing same actions in same order will give same results. As far as I know it is currently practically impossible to make more randomized seed without breaking some cinematics. I don't intend to create a separate mechanic for randomizer seed.
  • Some heroes have more abilities than there are buttons. They are copied from actually encountered enemies specifically for this interaction.
  • Some expansion tech may be available on some levels, and some expected abilities will be absent. This is part of the experience.
  • If randomized purchased item is the same stackable item as the original, you will get two of the item instead of one - a relatively rare occurrence, but I don't think it is too overpowered.
  • Sometimes in Reforged graphics portraits stop playing their talking animations. I can't do anything about it. Generally all voice lines have proper animation paths set, and they are played properly.
  • Audio levels for voice lines are varying from a bit too loud to adequate to impossibly quiet. I got tired of fighting how engine handles this, so I do what I can outside of the engine with audio levels in modified/new files, and set them to similar settings as the unmodified ones.
=================================
LIST OF RANDOMIZER UNITS BY TIERS
=================================

Tier 0 (workers):
  • not randomized.

Tier 1 (basic close-quarters unit):
  • Footman (neutral levels 1-2) / Swordsman (neutral levels -1, 2)
  • Grunt (neutral levels 1, 3)
  • Ghoul (neutral levels 1-2)
  • Huntress (neutral levels 2-3)
  • Mur'Gul Reaver (neutral levels -1, 2)

Tier 2 (basic ranged unit):
  • Rifleman (neutral levels 2-3) / High Elf Archer (neutral levels -1, 2)
  • Headhunter/Berserker (neutral level 2)
  • Crypt Fiend (neutral levels 2-3)
  • Night Elf Archer (neutral level 1-2)
  • Naga Siren (neutral levels -1, 2)

Tier 3 (harasser):
  • Knight (neutral levels 3-4)
  • Raider (neutral levels 3-6)
  • Abomination (neutral level 4, 7)
  • Dryad (neutral levels 3, 6-7)
  • Snap Dragon (neutral levels -1, 4)

Tier 4 (offensive spellcaster):
  • Sorceress (neutral levels 2, 4-5)
  • Shaman (neutral levels 2, 4-6) / Warlock (neutral levels 2, 4-6)
  • Banshee (neutral levels 2, 5-6)
  • Druid of the Talon (neutral levels 2, 4-5)
  • Naga Myrmidon (neutral levels -1, 4)

Tier 5 (support spellcaster):
  • Priest (neutral levels 2, 4-5)
  • Witch Doctor (neutral levels 2, 4-6)
  • Necromancer (neutral levels 2, 5-6)
  • Druid of the Claw (neutral levels 4, 6-7)
  • Naga Royal Guard (neutral levels -1, 6)

Tier 6 (basic air unit):
  • Flying Machine / Gyrocopter (neutral levels 2, 6-7)
  • Wind Rider (neutral levels 4, 8)
  • Gargoyle (neutral level 2-3)
  • Hippogryph/Hippogryph Rider (neutral levels 2, 4-5)
  • Couatl (neutral levels -1, 2)

Tier 7 (siege unit):
  • Mortar Team (neutral levels 3, 6-7)
  • Demolisher/Catapult (neutral levels 2-3)
  • Meat Wagon (neutral levels 2, 5-6)
  • Glaive Thrower / Ballista (neutral levels 2-3)
  • Dragon Turtle (neutral levels -1, 5)

Tier 8 (specialized units):
  • Steam Tank/Siege Engine (neutral levels 3/4, 8)
  • Tauren (neutral level 5, 9)
  • Meat Wagon (neutral levels 2, 5-6)
  • Chimaera (neutral levels 5, 8-9)
  • Dragon Turtle (neutral levels -1, 5)

Tier 9 (ultimate units):
  • Gryphon Rider (neutral levels 5, 9) / High Elf Dragon Hawk (neutral levels -1, 5)
  • Kodo Beast (neutral levels 4, 7)
  • Frost Wyrm (neutral levels 8-9)
  • Chimaera (neutral levels 5, 8-9)
  • Couatl (neutral levels -1, 2)

Tier 10a (expansion air units)
  • Dragonhawk Rider (neutral levels 3, 10)
  • Batrider (neutral levels 2, 10)
  • Obsidian Statue/Destroyer (neutral levels 5, 10)
  • Faerie Dragon (neutral levels 3, 10)
  • Couatl (neutral levels -1, 2)

Tier 10g (expansion ground units):
  • Spellbreaker (neutral levels 3, 10)
  • Spirit Walker (neutral level 3, 10)
  • Obsidian Statue (neutral levels 3, 10)
  • Mountain Giant (neutral levels 6, 10)
  • Mur'Gul Reaver / Snap Dragon / Naga Myrmidon / Naga Siren / Dragon Turtle / Naga Royal Guard (neutral levels -1/2/4-6)

Tier 10h (hero):
  • random melee, campaign, or custom (from Blizzard custom maps and Patreon requests) hero.

========
UPGRADES
========

Melee Attack:
  • Iron Forged Swords
  • Steel Melee Weapons
  • Unholy Strength
  • Strength of the Wild
  • Coral Blades

Ranged Attack:
  • Black Gunpowder
  • Steel Ranged Weapons
  • Creature Attack
  • Strength of the Moon
  • Coral Blades

Melee Armor:
  • Iron Plating
  • Steel Armor
  • Unholy Armor
  • Reinforced Hides
  • Coral Scales

Ranged Armor:
  • Studded Leather Armor
  • Steel Armor
  • Creature Carapace
  • Moon Armor
  • Coral Scales

Ultimate Unit Upgrades:
  • Storm Hammers
  • War Drums Damage Increase
  • Freezing Breath
  • Corrosive Breath
  • Abolish Magic (Naga)

Basic Air Unit Upgrades:
  • Flying Machine Bombs
  • Envenomed Spears
  • Stone Form
  • Marksmanship
  • Abolish Magic (Naga)

Building Armor Upgrades:
  • Improved Masonry
  • Spiked Barricades
  • Exhume Corpses
  • Nature's Blessing

Basic Close-Quarter Unit Upgrades:
  • Defend
  • Brute Strength
  • Cannibalize
  • Upgrade Moon Glaive
  • Ensnare (Naga)

Harasser Upgrade:
  • Animal War Training
  • Ensnare (Orc)
  • Disease Cloud
  • Abolish Magic (Night Elf)
  • Ensnare (Naga)

Basic Ranged Unit Upgrades:
  • Long Rifles
  • Troll Regeneration
  • Web
  • Improved Bows
  • Ensnare (Naga)

Support Spellcaster Upgrades:
  • Priest Training
  • Witch Doctor Training
  • Necromancer Training
  • Druid of the Claw Training
  • Naga Siren Training

Offensive Spellcaster Upgrades:
  • Sorceress Training
  • Shaman Training
  • Banshee Training
  • Druid of the Talon Training
  • Naga Siren Training

Resource Usage Upgrade:
  • Improved Lumber Harvesting
  • Pillage
  • Ghoul Frenzy
  • Well Spring

Defensive Upgrades:
  • Magic Sentry
  • Reinforced Defenses
  • Skeletal Longevity
  • Ultravision

Specialty Upgrades:
  • Flare
  • Berserker Upgrade
  • Skeletal Mastery
  • Sentinel

Expansion Ground Unit Upgrades:
  • Control Magic
  • Spirit Walker Training
  • Destroyer Form
  • Hardened/Resistant Skin

Siege Upgrades:
  • Barrage
  • Burning Oil
  • Exhume Corpses
  • Vorpal Blades

Backpacks:
  • Backpack (Human)
  • Backpack (Orc)
  • Backpack (Undead)
  • Backpack (Night Elf)

Special Effectiveness Upgrades 1:
  • Flak Cannons
  • Pulverize Damage Increase
  • Stone Form
  • Hippogryph Taming

Special Effectiveness Upgrades 2:
  • Sundering Blades
  • Pulverize
  • Disease Cloud
  • Mark of the Claw

Special Effectiveness Upgrades 3:
  • Fragmentation Shards
  • Burning Oil
  • Disease Cloud
  • Mark of the Claw

Expansion Air Upgrades:
  • Cloud
  • Liquid Fire
  • Destroyer Form
  • Mark of the Talon
2024 September 13th

Bugfixes

Level 8: if intro is not skipped player should now be able to start and complete the challenge without issues.

----------------
2024 September 11th

Bugfixes

Level 5: if intro is skipped and conditions are met, Jaina will now drop items if challenge on level 4 was completed.
Tiny Mill: now has a DISBTN icon. Icon has been changed.
Grain Caravan: attached model now will have proper team color.

Balance changes

If user has selected option to randomize heroes on level start, and the hero had Reincarnation or Ankh Of Reincarnation, the hero will now be properly randomized. Note: If there were empty slots in the middle of the inventory, items will get moved up.
After serving their prison time, Space Fel Orcs are now back in creep roster at level 7.
Sidequest enemies that gave most trouble (air transports and shade-alikes) are now removed from important zones. Note: players still have to deal with Akama-likes, shadowmelded, burrowed and submerged enemies. There may be a rare occurence of all units being removed, making the task auto-completed or impossible to complete, but the odds of that are very low.
CTF flags are no longer dropped from inventory on death.

New features

Options are optional
Changed settings descriptions to better indicate expected experience changes.

----------------
2024 August 24th

Bugfixes

All restored classic models should now be visible.
Level 2 (Darkstone and Yaw / Blackrock and Roll): Boss should no longer be able to crash the game.
Level 5 (Bane's Stride / March of the Scourge): Lagging is minimized. It may still occur, but it shouldn't make the level unplayable.[/B]
  • You are allowed to publish videos with gameplay of this campaign, with comments or without them, leaving a link to this page in an easily accessible place, such as description. Notifying author of the campaign is appreciated, but not required.
  • You are allowed to publish essays in video or text form about this campaign, leaving a link to this page in an easily accessible place. Notifying author of the campaign is appreciated, but not required.
  • You are allowed to open and modify this campaign for personal non-commercial use.
  • You are not allowed to publish modified versions of this campaign without authors permission. This includes modified text, gameplay, translation, and availability on previous or later versions of Warcraft 3.
Contents

Randomizer 1: Bane of Bossastiil (Campaign)

Reviews
deepstrasz
Pretty loony and memey but pretty replayable. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE...
Level 6
Joined
May 13, 2023
Messages
35
Update 2024 August 24th

Bugfixes

Classic Gyrocopter now has visible model.
Level 2 (Darkstone and Yaw / Blackrock and Roll): Boss should no longer be able to crash the game.
Level 5 (Bane's Stride / March of the Scourge): Lagging is minimized. It may still occur, but it shouldn't make the level unplayable.
 
Level 6
Joined
May 13, 2023
Messages
35
Idea is awesome!

But it would be great to make it completely random. Like "Archimonde stole my ledger..."
"Glad you could make it Naga Myrmidon". Someone instead of Uther. etc etc.

Is it possible?
Mb make it an option for setup.
TLDR: It is possible, but not something I am interested in doing due to technical difficulties of the process.

Main text:
Technically it is possible, but specifically this is not something I am planning to do, because there are several self-imposed limitations.

I have no idea if voicelines can be injected on the fly, and making 800+ voicelines for variations of units per file is out of current scope. And adapting only text is bad - check level 5 on HD mode, one of voicelines for caravan getting to second or third village has only partial subtitles, since I took that map from 1.31.1, where text was written in the trigger action instead of outside file for different voicelines. I know how it could be fixed, but it can potentially break the game if it is modified for multiplayer.

"Archimonde stole my ledger..."

I had played with that idea, but making non-hero bosses into heroes is risky. I try to make modified bosses completable with base version of your army, and only then add randomization mechanics.
In your example, Archimonde (if set up fully) would decimate your level 1 band. Even not fully leveled up, I think he is too dangerous (considering I'm using his NE7 combat form, which is more powerful than how he is saved in the editor).
Also, setting up enemy heroes if they are random has a ton of problems - currently it would require 130+ versions of setups for abilities. Even if I take shortcuts, this will take a ton of time, and I am not interested in investing that much time into an obviously not-really-stable feature.

Someone instead of Uther.

Since I intend for him to appear as he is in U02, he has to stay as he is throughout previous levels. His mechanics will be dependent on his abilities.

Lorewise there are limitations to randomization. For example, original casters won't get randomized. Mass randomization does not affect too strong- or too weak-minded (Uther and villagers, respectively).
(making people mindless is a separate process)
 
Level 6
Joined
May 13, 2023
Messages
35
Why 1.36? why not 1.31? Most people don't have reforged version
1. Because someone will always ask why not 1.31, 1.30, 1.29, 1.28, 1.27, 1.26, 1.13, 1.10, 1.32, 1.33, 1.35, 1.4923, 2.718281828459045, 3.14159265... I can't satisfy everyone, so I use the tools that are easier to manage for me. Especially since working on LotC HD - changing registry every time I have to downgrade is not something I am willing to do regularly. I recently had to install a tool to change language of the editor to explain to another user some stuff, and it was a whole adventure finding how to get english UI back.
2. There are those who like HD graphics and those who hate them. And those who can't stand playing on SD, while others don't accept anything else. This is a compromise - available in both SD and HD. I originally wanted to have a mix of them in levels, but it would only be available in HD then, and that is not something I wanted. And not all HD assets can bleed through SD easily.
3. I strongly believe that if a user knows how to modify game files or get a different version, they are smart enough to hack into a modification and change it to be playable for them. Or they can politely request the modmaker to do certain big changes with fair compensation for their time and effort, especially since the mod/campaign is distributed for free. Or just pirate the game (not recommended) and use it to play the custom campaign.
4. When making a statement that there are some statistics (like most users having a certain version of game), please provide a link to source of this information as proof that the issue really exists. I have not found information on which version is most used.
 
Level 6
Joined
May 13, 2023
Messages
35
Yes, they were both Mannoroth :xxd:

Edit: my fault, i should have read the anomalies section
It's okay, I myself don't like reading walls of text :)
I am currently thinking how to change the system for that, but won't implement it coming months due to other obligations and having to rest from testing for a bit.

I agree that this is an issue, but I don't see it as critical.
 
Level 3
Joined
Jan 9, 2023
Messages
7
I thoroughly enjoyed the campaign, but the randomness is so wild that you could end up with a shade/any perma invisible unit as an enemy and softlocked a side quest or 2, so i hope that is fixed. Other than that it's so chaotically fun if you don't wanna focus on lore and such.
 
Level 6
Joined
May 13, 2023
Messages
35
I thoroughly enjoyed the campaign, but the randomness is so wild that you could end up with a shade/any perma invisible unit as an enemy and softlocked a side quest or 2, so i hope that is fixed. Other than that it's so chaotically fun if you don't wanna focus on lore and such.
Thanks!
I'm aware of sidequests being softlocked by perma-invisible, burrowed and tranporting units, and will look into it when I'll have time.
 
Level 25
Joined
Jun 11, 2017
Messages
746
Started my humble walkthrough, and it's already bizarre - on Hard difficulty...
Well, I have finished the walkthrough of this campaign, and what can I say @Yevhen Snizhko..
  • Due to the campaign's specific nature, you need to the sheer amount of LUCK to complete it without issues on Hard difficulty. Hell, I had problems mostly on mission 2 - cause that strange blade master boss battle, and final mission - I still don't understand why and how Mal'Ganis kept resurrecting all of his mindless minions.
  • That was a hilarious adventure indeed - I could not never thought what I will see next and your challenges are a funny addition to this little chaos.
  • I hope that in the next campaign about Undeads, we will have fully randomized buildings and everything else. Or just more random, maybe with lore addition won't hurt.
Keep cooking, cool stuff indeed!
 
Level 6
Joined
May 13, 2023
Messages
35
Well, I have finished the walkthrough of this campaign, and what can I say @Yevhen Snizhko..
  • Due to the campaign's specific nature, you need to the sheer amount of LUCK to complete it without issues on Hard difficulty. Hell, I had problems mostly on mission 2 - cause that strange blade master boss battle, and final mission - I still don't understand why and how Mal'Ganis kept resurrecting all of his mindless minions.
  • That was a hilarious adventure indeed - I could not never thought what I will see next and your challenges are a funny addition to this little chaos.
  • I hope that in the next campaign about Undeads, we will have fully randomized buildings and everything else. Or just more random, maybe with lore addition won't hurt.
Keep cooking, cool stuff indeed!
Thanks for high praise!

Luck on hard required:
I agree that on hard game seems unfair. When I started this series, I only intended to make a bit of relaxing fun, and never expected to have players asking for a mode that is harder to implement, and thus is harder to complete. After all, I wrote in description that I don't recommend randomizing enemies.
I'll be honest here - in this campaign enemies were only supposed to be randomized on level 3 for lore reasons, and it is done manually there. But many players requested that feature, and it seemed to be an interesting challenge for me. Just today I had to reload four times on mission 5 on easy because I didn't handle Royal Guards well enough at start.
While I see that this setting could be twinkled a bit, I regard it as Nightmare difficulty from classic DooM - an afterthought for hardcore players, which gives more challenge, is not even remotely fair, and even the developer has trouble completing the game on it.
(Trust me, previous versions of it had enemies just stay at base after some point, and it was just 100 supply army run-through with no microing. Now player is incentivized to use abilities at least a bit).


Bosses use triggered mechanics. Here is their description step by step:
Boss Blademaster has bladestorm and 1 point in every ability per difficulty level. He creates mirror images (1 on easy, 2 on med, 3 on hard, with the core ability). With each mirror image an extra blademaster is created, and each has:
  • Bladestorm
  • Same level and stats as Main BM
  • No items
  • 1 less levels in every other ability (so 0 on easy, 1 on medium, 2 on hard)
  • ((Current life and mana of Main BM)/(4 on easy, 3 on med, 2 on hard)) life and mana
  • Timed life (15 sec on easy, 30 on med, 60 on hard)
These extra BMs don't create more extra BMs, but they deal full damage, which is compensated by them having less health and mana. I added random tint and transparency for eagle-eyed players to see whom they shouldn't really prioritize.

Malganis has 3 Ankhs. When he is resummoned from altar, he gets them back.
When he resurrects through Ankh (not altar), every dead unit still in the map is recreated for enemy with
  • ((25 on easy, 50 on med, 100 on hard)/(number of such units))% health
  • Full mana
This affects even buildings, as they technically have a decay timer. So basically anything that died in last 60 seconds will be recreated as almost dead. Even towers in your base if you bypass the attack wave. Trolling? Yes. Playable? Still yes.

Also, while I haven't completed the campaign on hard properly, I can confirm that it is possible to complete the boss fights on hard in one 75+ wave with somewhat proper ability management and completed sidequests.


Randomized everything:
Buildings: I have a table of buildings corresponding to each other, but I'm still not sold on this idea, since requirements are harder to parallelize than upgrades just from how they work in the engine. I'm sure I could do it in SC2, but haven't figured out a way for WC3 yet. Naga are pretty much the only ones who can do anything at any time. If I'll get too much trouble, I'll just limit this feature to farms and towers. (IN-PROGRESS EDIT: just found a way to implement it, so now it seems totally possible. I'll have trouble with upgrades being researched simultaneously, but that is a problem for even-more-future-me).
Workers - I am still thinking what I should do about Acolytes and Wisps using a different gathering system. Ghouls and Shredders are already implemented, and AI uses that quite nicely - Huntresses gathering wood look fun. The draenei workers will not be added in main worker roster, as they were never meant to be usable by player, and their tech tree pretty much does not exist with only 3 neutral units trainable. Thus, if player gets their buildings with Building randomization on, they will not be randomized (except maybe towers).
Inventory items randomization on mission start seems possible and may even get implemented for next campaign. Can't promise that I'll take number of stacks into account though.
Bosses and enemy heroes will not be randomized, because lore. And setting ability levels for all 134 heroes (and possibly more) is annoying. But I will try to make the mechanics more forgiving in the future. I'm not sure if I'll add more chance-based mechanics, as they tend to be not working (first version of BM fight only spawned 1 extra BM on hard during a solo hero vs hero fight with 0 items for player, which was underwhelming).
I'm also thinking about making upgrade parallelization optional just for that extra bit of hardcore (it will be shared by enemy, so they won't be that much harder).
I have no idea what else can be randomized. Mission order? Archipelago mode is a whole different thing. Specific trainable units/buildings? Perpetual randomizer is also a separate project on which someone already called dibs somewhere. Randomized costs? Not in WC3 (to anyone reading this: consider that a challenge). But I will gladly listen to any suggestions and will aggressively criticize them :peasant-i-object:.

Lore - Undead campaign is a huge lore dump for players, so it will be a good place to add some :grin: Just don't expect anything too original, it will all be set within current WC lore (with appropriate modifications), maybe with a bit of SC and Diablo sprinkled on top.
 
Level 6
Joined
May 13, 2023
Messages
35
2024 September 11th

Bugfixes

Level 5: if intro is skipped and conditions are met, Jaina will now drop items if challenge on level 4 was completed.
Tiny Mill: now has a DISBTN icon. Icon has been changed.
Grain Caravan: attached model now will have proper team color.

Balance changes

If user has selected option to randomize heroes on level start, and the hero had Reincarnation or Ankh Of Reincarnation, the hero will now be properly randomized. Note: If there were empty slots in the middle of the inventory, items will get moved up.
After serving their prison time, Space Fel Orcs are now back in creep roster at level 7.
Sidequest enemies that gave most trouble (air transports and shade-alikes) are now removed from important zones. Note: players still have to deal with Akama-likes, shadowmelded, burrowed and submerged enemies. There may be a rare occurence of all units being removed, making the task auto-completed or impossible to complete, but the odds of that are very low.
CTF flags are no longer dropped from inventory on death.

New features

Options are optional
Changed settings descriptions to better indicate expected experience changes.
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,438
Pretty loony and memey but pretty replayable.
Approved.


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