Resurrection of the Scourge

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Resurrection of the Scourge

Created by Turnro


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Map Info

Resurrection of the Scourge is the third campaign of Turnro’s series of alternate Warcraft 3 campaigns. Its story immediately follows from Jeopardy for the Horde.

With Azgalor defeated, Tichondrius, leading dreadlord of the Nathrezim, is burdened to take on the task of invading Azeroth. Accompanied by the dreadlords Varimathras and Dalvengyr, he plans to first resurrect the armies of the Undead Scourge, who had once terrorized the human kingdom of Lordaeron.

Throughout Resurrection of the Scourge, the story will refer to several key events that occurred in The Adventures of Rowan the Wise and Jeopardy for the Horde, revealing important events that have so far been hidden from the story. You will also encounter some familiar characters from both these Campaigns.

The campaigns in Turnro’s series of epic Warcraft 3 campaigns include:


THE ADVENTURES OF ROWAN THE WISE - Click here to view/download
JEOPARDY FOR THE HORDE - Click here to view/download
MALFURION’S QUESTCurrently in Development

Features

14 maps, including 10 Chapters and 4 Interludes
Continue the story from Jeopardy for the Horde as you travel to new places, cross paths with familiar faces, and declare war with the races of Azeroth!

Control 3 Unique Dreadlords
Ever wanted to play a campaign where you control the dreadlords? Then this campaign is for you! Play as Tichondrius, Varimathras and Dalvengyr, with each dreadlord having their own spells and attribute bonus'

Command the Armies of the Scourge to the Excess!
In Resurrection of the Scourge, take command of Flesh Golems, Orc Skeletons, Ice Revenants, or basically any unit that can be raised back as undead!

New Units and Abilities
Includes a variety of new custom units including Tauren workers, Soul Towers and the custom hero Magroth the Defender. Also take command of new spells, such as Dalvangyr's Death Curse ability

Play Through a Variety of Different Map Types!
Resurrection of the Scourge offers a variety of different gameplay missions, including RPG, RTS, and Tower Defense

Variable Difficulty Levels
You can choose to play the campaign in either Normal or Hard version. This allows you to choose the difficulty of the gameplay appropriate to your skills


Screenshots



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Change Log




- Added in 2 maps:
Chapter 6: The Sorcerer and the Horde
Interlude: The Will of Kil'jaeden
- The necromantic spells each dreadlord possesses are no longer items, they are now normal abilities
- Changed Varimathras' necromantic ability to 'Summon Dark Minion'.
- Made changes to dialogue
- Fixed a problem with Night Elves being invulnerable in Chapter 1
- Fixed a problem which allowed the Naga Royal Guard to follow units owned by the player
- Minor changes to terrain, mainly to Chapters 1-4
- Skeletons summoned by Dalvengyr can now learn attack/armor upgrades
- Fixed pathing problems with Pig Farms (for AI reasons)
- Minor changes to cinematics
- Minor changes to gameplay






- Added in Chapter 7: Disobeying Orders
- The player is now able to choose the difficulty of the campaign, Normal or Hard
- Players are now able to start playing the campaign from chapters 1 to 7, for game catching reasons
- Minor changes to terrain
- Tichondrius’ Shadow Strike ability had been replaced by Firebolt
- Fixed a problem in Chapter 4 which disabled the player from completing the main quest as the result of skipping certain cinematics
- Fixed game catch saving problems between Chapters 6 and 7
- Slight changes to dialogue in previous chapters
- Skeletons summoned by Varimathras can now learn attack/armor upgrades
- The Dark Minions that Varimathras raises have been renamed Giant Skeleton Warriors, since the Dark Ranger raises skeletons of the same name
- Dalvengyr now has selection priority over Varimathras (for storyline reasons)
- Minor changes to cinematics
- Considerable changes to gameplay, other than the difficulty






- Added in 2 maps:
Chapter 8: The Ruins of Dalaran
Interlude: Old Hatreds
- The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
- Varimathras' Banish ability has been replaced with Call of Waning: It reduces the movement and attack speed of all nearby enemy units around the dreadlord
- Dalvangyr's Earthquake ability has been replaced with Death Curse: The dreadlord curses a unit so when he dies, he spawns almost instantly from it
- Fixed a bug in Chapter 6 where the timers in the optional quest 'Stop the Tauren' would restart after they have expired
- Fixed an error which disabled the user from selecting the difficulty of the campaign. In addition, the whole difficulty system has been changed. Instead of selecting the campaign's difficulty from the campaign main menu, the option is now given at the start of each map
- Slight changes to dialogue in several chapters
- Drek'Thar's Shadow Strike ability has been replaced with Stone Totem
- Other minor changes within the cinematics and gameplay may be evident






- Added in 1 map:
Chapter 9: Power of the Alliance
- Slight dialogue changes in cinematics
- Fix a camera angle problem in the last cinematic of Chapter 1
- Fix game catching problems in Chapters 2 and 3
- Fix a problem in Chapter 7 where Murlocs could cast Death Curse
- Random items on the ground will no longer appear in cinematics
- Fix the icon XY coordinates for the dreadlords necromantic abilities
- Fix the in-game dialogue skipping problems in Chapter 8
- Re-edited Varimathras' fading in part in the first cinematic of Chapter 5
- Fix a problem where Doom Guards were unable to cast Cripple






- Added in 2 maps:
Chapter 10: Apocalypse
Interlude: The Last Demonlord






- All the custom campaign buttons in the campaign loading screen have been reset
- Increased the model size of all dreadlords by 0.15
- Minor changes to cinematics in all maps, including dialogue changes
- Added in additional in-game dialogue when the player saves the Doom Guard in Chapter 1
- Minor terrain changes in all maps
- The Night Elves in Chapter 1 no longer have Shadow Meld
- Decreased the experience gain rate for the player’s heroes in Hard version for Chapters 2 & 3
- Fixed a bug in Chapter 2 when no in-game dialogue would play the first time the player encounters Naga
- Fixed a problem in Chapter 2 where a Hydra creep would not drop any items when killed
- Increased the Naga Sea Witch’s damage by 15 in Hard version for Chapters 2 & 3
- Added in more runes from killing enemy units/crates in Chapters 3, 4, 8 & 9
- Fixed a bug in Chapter 5 where Varimathras would appear at the undead shipyard if the first cinematic is skipped
- Added in-game dialogue the first time Wind Riders attack the player in Chapter 5
- Increased the starting gold for the player in Hard version in Chapter 5 from 1000 to 1250
- Improved the AI for the Santron Reinforcements in Chapter 6
- The buff animation for Death Curse has been changed (to not look like Parasite)
- Increased the cooldown of the Tauren’s reincarnation ability in Chapter 6 from 0 seconds to 60 seconds
- The Human Archmage can no longer use Mass Teleport in Chapter 7
- Reduced the overall difficulty of Chapters 7 & 9, for both Normal and Hard version
- Siege Engines can now attack ground units in Chapter 7
- Searing Blade now allows heroes to attack air units
- Added an additional gold mine in Chapter 9
- Increased the gradual handicap gained by Garithos’s Forces in Hard version for Chapter 10
- Increased the damage caused by all enemy heroes in Hard version for Chapter 10
- Numerous small changes throughout the campaign have been made






- Fixed a bug in Chapter 1 where the Fel Stalkers would start attacking randomly
- Fixed all spelling errors in all dialogues
- You can now collect Dalvengyr's items at the end of the 2nd cinematic in Chapter 9
- The text description for Finger of Death has been changed
- Added in more battle scenes at the start of Chapter 9
- The Power Obelisk in Chapter 10 can now be repaired
- Fixed a problem in Chapter 10 where the invisible mercenaries would give away their positions by attacking nearby enemy units
- Fixed a sound mute problem in Chapter 10
- The Death Towers and Lightning Towers in Chapter 10 have been buffed
- Reduced the overall difficulty of Chapter 10 in Normal version
- Changed the dialogue in Chapters 7, 8, 10, and the last 2 Interludes to implement new storyline changes
- Included an additional scene at the end of Chapter 8
- Samuro's spells have been changed to suit the spell changes that will take place in the upcoming version of Jeopardy for the Horde






- Slight terrain improvements in all Chapters
- Slight dialogue changes in all Chapters
- The Crystal Ball in Chapter 2 has been removed. Instead, it has been replaced with additional creeps
- Drek’Thar no longer casts Earth Totem in Chapter 6
- Included additional in-game dialogues throughout Chapters 1 to 9. Many of these dialogues include character voices taken directly from the Warcraft 3 Sound Editor
- Ancient Protectors in Chapter 1 now have Heavy Armor in Normal version
- All Quest Descriptions have been revised to fix grammar errors
- In Chapter 4, the Halls of the Dead can no longer be upgraded into a Black Citadel. In addition, Scrolls of Town Portal are no longer available for purchase in this mission
- Fixed a bug which allowed the player’s heroes to teleport away during the start of a cinematic
- The cooldown for Dalvengyr’s Death Curse ability has been reduced from 240 to 180 seconds. In addition, Dalvengyr will have full mana when he revives from a unit
- The Santron Reinforcements in Chapter 6 have gained a new Hero: Rokhan
- The doodad Watch Towers in Chapter 6 have been replaced with unit Towers that attack the player’s forces
- Destroyers are now available for training in Chapter 6. In addition, Frost Wryms are now available for training in Chapter 7
- A Gold Mine in Chapter 9 has been replaced with a Goblin Merchant
- Fixed Araj’s Tome of the Shadow Order description in Chapter 8
- The second main Quest Objective in Chapter 9 has been slightly modified: Once the Human Guards have been destroyed, a cinematic will play of the Undead establishing a base and taking over the Human’s Gold Mine. This saves the player from building an entire base from scratch
- The Human waves in Chapter 10 now choose their paths in a more random fashion
- Included more health items at the start of Chapter 8 in Normal version
- The health of enemy Heroes in Chapter 10 have been slightly increased
- Magroth the Defender now casts Sleep in Chapter 10
- Fixed a problem in Chapter 10 where Araj would not regenerate any health after receiving damage
- Enemy Human Heroes no longer gain experience or levels in Chapter 7
- Reduced the attack range of Ballista from 1150 to 1000






- Fixed a problem in Chapter 6 where the player could not transform Obsidian Statues into Destroyers after researching the Destroyer upgrade
- Fixed a bug in Chapter 6 where the Quest and mission objectives for the Optional Quest “Santron Reinforcements” would not appear
- The player now starts off with an Altar of Darkness in Chapter 6
- In Chapter 7, the Paladin model has been replaced with Proudmoore’s model
- The terrain in Chapter 10 has been improved
- Fixed a few grammar/spelling errors throughout the campaign
- Added in a new Optional Quest in Chapter 7: “Dragon Firepower”. From completing this Quest, the player will be able to build Frost Wryms
- Fixed some in-game dialogue/cinematic skipping problems in Chapter 7 & 9
- Increased the damage of Tichondrius’ Firebolt ability from 100/150/200 per level to 100/200/300
- The mana cost of Book of the Dead has increased from 100 to 120
- The mana cost for Death Curse has been slightly reduced to 150. In addition, the player can no longer use this ability on a target friendly unit
- Varimathras’ Call of Waning now has a new custom effect model
- The cooldown for Varimathras’ Raise Giant Skeleton Warrior has been reduced from 8 to 7 seconds. In addition, the mana cost for this spell has been reduced from 50 to 40
- Changed the armor type of Nerubian Towers in Chapter 4 to Heavy. In addition, a few Towers have been removed from the path between the player and the Gargoyles
- The dreadlords’ and Araj’s necromantic abilities now have their own custom icons
- Gargoyles can now be built in Chapter 4 when the player acquires them. In addition, Gargoyles have been fixed to always require a Halls of the Dead (in earlier patches of Warcraft 3, a Black Citadel was required instead)
- The difficulty of the game in Normal version has been decreased in the following ways:

- Added in more healing items in Chapter 1, as well as switching a few items between creeps
- Decreased the build times of Naga units in Chapter 3
- Buildings in Chapter 3 now have Heavy armor. However, defensive towers will still have Fortified armor in Hard version
- Increased the time it takes for enemy AI teams to attack in Chapters 5, 6 & 9. In addition, the enemy attack waves in these chapters have also been reduced
- Many enemies in Chapter 8 have either been nerfed or removed

- The player is now given a key to unlock the Sunken Ruins Gate in Chapter 2 (for story reasons)
- Added in additional dialogues in Chapter 4
- Added more gold into the Gold Mines in Chapters 4, 5 & 9
- Fixed a bug in Chapter 5 where putting any hero in a Transport Ship before the final cinematic plays will cause that hero to not appear during the cinematic
- Fixed an issue in Chapter 8 where enemy Water Elementals would get stuck in amongst doodads
- Added in more trees in Chapters 9 & 10
- The Mask of Death has been removed from the game
- Dalvengyr’s items will now be given to the player in Chapter 10 instead of Chapter 9
- Slightly increased the gold cost of the towers summoned by the Acolytes in Chapter 10
- The player’s main team in Chapter 10 will now be the Undead Scourge (Purple) instead of the Acolytes (Green). This fixes a problem where the player’s heroes were untargeted by Rally Points. In addition, any gold earned during the game will now be transferred to the Undead Scourge team
- Towers summoned by the Acolytes in Chapter 10 can now be unsummoned
- Death Towers in Chapter 10 will now deal less damage against air units
- Added in a new item in Chapter 10 called the Staff of Blight: this allows the player to create Blight in a target location, as well as giving the user Aura of Blight



Credits



Models:
  • apaka
  • Klayton
  • Norinrad
  • Whisperwind Archer
  • MasterHaosis
  • Vermillion Edict
  • Pyritie

Skins:
  • R.A.N.G.I.T

Icons:
  • Elainiel
  • M0rbid
  • CRAZYRUSSIAN
  • zbc
  • Hellx-Magnus

Other:

I would like to thank -Kobas-, who gave me some useful advice on how to write map descriptions. His 'Map Description - Templates' page has helped me a lot.

I would also like to thank Fallen Angel Boy. His reviews and feedback for Resurrection of the Scourge has allowed me to make great improvements in the campaign.

Finally, I would like to thank all those who have played Resurrection of the Scourge. Your advice and suggestions allow me to make better campaigns :)




Keywords:
Undead, Tichondrius, Varimathras, Dalvengyr, Scourge, Araj, Burning Legion, Kil'jaeden, Samuro, Azgalor, Lord Garithos, Nathrezim, Demon, Dalaran.
Contents

Resurrection of the Scourge (Campaign)

Level 18
Joined
Feb 28, 2009
Messages
1,971
The campaign is.. ok. Nothing really special but good enaugh. Pretty balanced, kinda fun and generally well done. I`d suggest you to display dilogues during the game coz it`s like for now only moving mouth.
The thing I enjoyed very much was that it`s pretty hard.

I give it 3/5 and vote for approval.
 
Level 4
Joined
Jan 10, 2009
Messages
86
Your lore is extremly retarded!!!!! And why TF did you put impossible missions?! It's like you're begging people to use cheats.
 
Level 16
Joined
Jul 16, 2007
Messages
1,384
Jeopardy of the Horde and this campaign are very great!. i really dont like the fact that u dont use any imported material, but that doesnt mean that the campaign is bad. very enjoyable and great overall..!
you are getting 5/5 to both campaigns.
P.S: Is there any release date for your 1st campaign(human one)?. i really want to understand the storyline better.. atm its kinda... twisted :p
keep on man ;)
 
Level 4
Joined
Dec 10, 2008
Messages
85
Good campaign with basic warcraft gameplay.

The cinematics are great, there's nothing I can complain about.
The gameplay, is normal warcraft gameplay, I hate it, but, it works, so I can't complain.
Terrain, good, sometimes a little flat though. And there are lots of "squares" in the water you should fix that, it looks awful specially in the second and third level.

There are somethings that I don't like, specially with the characters, they have no personality at all, must of the dialogues are just generic, is quite obvious that they were writen by the same person, as I said, no personality for any character, they are all the same person...

Ok, the dialogues sometimes are just out of place, in the first map one elf that says "Demons! They are after the ship" I know they are elves, and they have great and mystic powers, but as far as I know, they can't read minds, so, How they knew they were after the ship? Another mistake was in the last map, and it really ruins the entire atmosphere, because the only thing you can do is laugh... Samuro says something like this "triple the defenses" or something like that and in the next scene an orc opens the main gate... that doesn't makes any sense... I suggest you change the dialogue to something like "Open the gate! Prepare to attack brothers!" or something like that.

I suggest to give another reason to Varimathras, apparently Kil'Jaeden doesn't care about the deal he did with Azgalor, so, why he is so worried? Azgalor is dead, Kil'Jaeden doesn't care, so there's no reason for all of these.

Overall, these is a good campaign, the main troubles for me are in the lore, and dialogues..

I forgot something really important, there's a bug in the last map, something with the cinematics, the camara fades, someone says something (can't remember what, but is something of the first cinematic), nothing big, its just weird.
 
Level 4
Joined
Jan 27, 2010
Messages
93
awesome, downloading this now, I'll have a detailed review for it shortly ^^



Chapter 1: Love it, I'm a major fan of the Nathrezim so getting to control 3 different Dreadlords is awesome. Like the difficulty and the payout for going and destroying the Night Elf bases (a nice item or 2). Nice placement of creeps on the well made map. Only problems I had was that 2 Night Elves stayed invulnerable after they fought with the Lost Orcs, and after I saved the Doom Guard he split, would be better if those Burning Legion guy's joined my group.

Chapter 2: Nice placement of creeps again, and a good map. Kinda annoying fighting Hydra's then suddenly getting attacked by the Naga from behind, but still fun none the less. Wish Arthas could have played a bigger role, was disappointing to see how easily he was killed and how little a role he had considering he was the head of the Scourge and all. Only problem I had was that the Royal Naga Guard's followed me, all the way back to the fountain of health, thought they'd break off their pursuit after a time but no such luck.

Chapter 3: Right off the bat I noticed that I dont like the fact that the Necromancy skills are items, shoulda just been skills, least that's what I would have preferred seeing as how many items you made available having to give 3 of them up for Necromancy items that I dont think are even worth it (not powerful enough, and beyond that Tichondrius's item is just a weaker version of Varimathras's item). Next problem I've noticed, when I reanimate corpses, they either wander of they're auto targeted to be stuck to the Dreadlord that summoned them... it's annoying when I send them to go attack the enemy and they suddenly stop and start heading back makes them almost more work then they're worth (except for Dalvengyr item which actually works correctly)

I'm still working on Chapter 4, so I'll be updating this soon.

Maps: 5/5 (original, nice placement of creeps, and no huge empty spaces)
Storyline: 5/5 (gotta love dreadlords XD)
Difficulty: 4/5 (A little too hard at times, but overall I'm loving it thus far)
Overall: 4.6/5
 
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Level 4
Joined
Jan 27, 2010
Messages
93
“With Azgalor defeated, the Burning Legion has failed yet another attempt to invade the world of Azeroth. Now the Horde travels back to the Barren region of Kalimdor and the Sentinels attempt to clean up the horrific, yet small, invasion. However, the Burning Legion will stop at nothing to destroy Azeroth, as another plan is in process.
Tichondrius, leading dreadlord of the Nathrezim, has decided to take on the task for his demon allies. Two other dreadlords, Varimathras and Dalvengyr, have agreed to join him. Tichondrius tells them that he plans to invade Azeroth by resurrecting the Scourge, the undead army that had once terrorised the human kingdom of Lordaeron. Although all is hoped to go according to plan, both Varimathras and Dalvengyr have unanswered questions. How does Tichondrius plan to bring the Scourge back if the Lich King is dead, and why bring them back if they were defeated? It seems that there is more to Tichondrius' plan then what he is actually telling...”

errrrr that shoulda told you right off the bat that it wasnt following the exact Warcraft lore
 
Level 3
Joined
Jan 27, 2006
Messages
24
Just to add my thoughts. While the story in itself is good, the dialogue looks like written by a 12 year old. The characters talk like teenagers not like the fantasy characters that they are.

Secondly, hard would be a overstatement. The campaign is far from hard ( especially after you get necro items )

That said and done, It is a good campaign, as is Jeopardy of the Horde and I would like to offer to join you to help make it. I can make better AI then what you currently have as well as make the dialogue fit a fantasy setting.
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
A note to players.

I will be making one last upload to Jeopardy for the Horde. I will also be continuously updating Resurrection of the Scourge when I have completed more maps.

My Human Campaign is almost ready. Despite some hold ups, it will be available to download on 16th March. It is called 'The Adventures of Rowan the Wise'.
 
Level 3
Joined
Nov 20, 2008
Messages
66
This is a nicely done campaign, good from all viewpoints. I look forward to playing the third espisode of the series.

5/5
 
Level 7
Joined
Nov 5, 2009
Messages
316
well, could you implement a system that loads the old cache info like in Ogre_Bob's Thievery Campaign? sorry if my English is incorrect...
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
This campaign has been updated.
These are the following changes I made:
- Added in 2 maps:
Chapter 6: The Sorcerer and the Horde
Interlude: The Will of Kil'jaeden
- The necromantic spells each dreadlord possess are no longer items, they are normal abilites
- Changed Varimathras' necromantic ability to 'Summon Dark Minion'.
- Made changes to dialogue
- Fixed a problem with Night Elves being invulneable in Chapter 1
- Fixed a problem which allowed the Naga Royal Guard to follow units owned by the player
- Minor changes to terrain, mainly to Chapters 1-4
- Skeletons summoned by Dalvengyr can now learn attack/armour upgrades
- Fixed pathing problems with Pig Farms (for AI reasons)
- Minor changes to cinematics
- Minor changes to gameplay

Sorry it has taken a while to upload. I have been busy doing other things. In the next update, the following maps will be included:
Chapter 7: Diverse Paths
Chapter 8: The Ruins of Dalaran
It will take a few months for the next update.

Feedback is still needed, especially for the new map, Chapter 6. It is suppose to be the hardest map so far, so I would really like your opinions.

well, could you implement a system that loads the old cache info like in Ogre_Bob's Thievery Campaign? sorry if my English is incorrect...

I will definately look into it in my next update.

With the game catches, they're exactly the same (which basically means that you can load the game catch with any map, once it has been saved). So there is good and bad news. All I would need to do would be to unlock the newer chapters to play.

However, with the recent update there is probably no point. If your desperate, cheat. I have changed quite a bit to the earlier chapters, so if you wish to understand the storyline better, it is advised you reply the first 5 chapters.
 
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Level 22
Joined
Dec 8, 2009
Messages
1,205
Good if you can add voices for the dialogues, I can act as Dreadlord, I guess I can do all well with practice, and maybe Pit lord, but I need a good sound recorder.

While additional voices (or sound recordings) do add interest into a campaign, I wasn't intending to do it to Resurrection of the Scourge.

I was only interested in adding voice to my Human Campaign, and it created a lot of problems for me. This includes:
- Finding people and voices that fit characters
- Disables changing dialogue (unless your willing to redo them, as most people aren't)
- Increased amount of production time of the campaign
- Having people do half of their voices, then being unable to continue with them for certain reasons

From my own experience, if I was asked to make a new campaign with added voices, I would say no! One campaign with sound recordings is enough.
 
Level 4
Joined
Jan 27, 2010
Messages
93
I downloaded it again... going to write another review level by level, so I'll be editing this a couple times I'm sure :p

Chapter 1: The Elf units were no longer invincible after their battle with the orcs... however I still don't like that the Burning Legion demons split after you save them, don't think the Dreadlords would let them just leave either.

Chapter 2: Still don't like the little role that Arthas plays... his death just seems way to quick considering how powerful he is. Only problem I had seems to be fixed, the Naga guards broke off pursuit and didn't follow me all the way back to the fountain.

Chapter 3: Same problem still happening with Tichcondrious... the reanimated corpses ignore orders and try to auto follow him wherever he moves, makes them useless when trying to send them out to battle without sending in my Dreadlords... other then that no problems... oh and I'm happy that the items were turned into skills instead, much better.

Chapter 4: Love the map, nicely done. Only things that annoyed me was that the Human Expedition wouldnt let up... each time I moved forward and took a bit of their outlying base, they'd relentlessly send units to try and retake it, couldnt get enough time to get my Mana and stuff refilled... other then that I like the rest of the map, collecting the Scourge is fun though it's difficult at the start there having to deal with the spiders constant attacks.

Chapter 5: Good map, however for some reason the Brown base didn't do anything... even when I launched an attack on it the only units that defended were the ones that were in range to attack, none of the other units came to defend, which made overwhelming the base pretty easy. Also the Red base sent 1 unit to attack me, however they got stuck looking like they were trying to cross the water to attack the base I had made there... even when I attacked the red base that unit didn't move, they just stood on the shore. Didn't find any other glitches or anything else wrong with the level... I enjoyed it, but putting more importance in the outlying red bases would be nice... currently they're just kinda... there... dont have to destroy them, and they never once sent troops from them so they're just kinda lurking around.

Chapter 6: Nice map, could have used more meaning for the creeps, given better items or something but the layout was nicely done. Level was pretty easy considering from the comments I was expecting the Tauren to destroy my base like a hurricane... all it took was about 25 spaced towers mixed in with about 10 of the ice towers and a couple acolytes to repair, and they were no problem (However I noticed that Cairn went around and tried to attack the other side of my base alone... I defeated him with just my Dreadlords). The Orc reinforcements... way too easy to destroy ^_^; I rushed them as soon as they appeared... 5 Crypt Fiends, 1 Meat Wagon, 2 Necromancers, and my Dreadlords were able to destroy the Orc reinforcements. I liked the hidden Spellbook, however I found it to be quite useless... +75 Mana, -33% from Magic damage, and the ability to teleport to your town Hall... no thank you (kept my Rusty Pickaxe, +1 damage and 15% to confuse). The red base was on the other hand pretty challenging since it was like 2 vs 1, every time, as soon as I'd get the upper hand against the lower part of the base, the upper base would send out it's troops and I'd end up getting destroyed... it took me attacking with my Dreadlords, 7 Necromancers, 14 Crypt Fiends, 12 Gargoyles, and 7 Meat Wagons before I finally destroyed the Stronghold and killed all the peons... after that I was able to pick off the rest of the lower base at my whim. With the lower base gone it was basically a 1 vs 1 game, so it wasnt too difficult.

Maps: 5/5
Storyline: 5/5
Difficulty: 4/5
Overall: 4.6/5

Score is unchanged cause I still think the level's are a little too hard at times, while a little to easy at others =P
 
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Level 3
Joined
Feb 13, 2009
Messages
68
I have played the updated version and i have some suggestions:
Why don't you change the Shadow strike on Tichondrius for a Howl of terror or a better ability for controlling battles?
The Darks minions raised by Varimathras should have less Attack and Armor, but they should be able to gain upgrades from the Graveyard, as well as reducing the cooldown of the ability by 0.5 or 1 second, it is just less useful than Tichoundrius and Dalvengyr Necro abilities.
I had a problem with the last chapter, when the Tauren are coming, i destroyed 3 of the 4 bridges, and they still were able to pass through my units and base, they were just too powerful to destroy, they had Resurrection (all of them), OMG Resistant skin AND i think a more powerful AoE attack. After all that, they destroyed almost all my base and the optional quest was Failed. You could nerf the Taurens of just to make it so, when they reach the first bridge the quest should be already failed. It just slows a bit their unstopable arrival.
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
I had a problem with the last chapter, when the Tauren are coming, i destroyed 3 of the 4 bridges, and they still were able to pass through my units and base...

The optional quest 'Stop the Tauren' is intended to be hard. You said you destroyed 3 bridges, when the actual fact is that destroying the bridges ONLY STOPS THE TAUREN TEMPORARY. You can destroy all the bridges and still loose the quest.

This is noted to you when the tauren start repairing the bridges. Varimathras says that destroying the bridges will only hold the tauren for a short period of time. Then Tichondrius says that no time should be wasted and you must hurry to destroy Orgrimmar. Did you have subtitles turned off?

The only way to win the quest is if you complete the main quest of invading Orgrimmar before the tauren reach your base. Think of it as a timed mission. When the tauren come, you have a certain amount of time to destroy Orgrimmar. Destroying the bridges only bides you more time. The only difference is that you only fail the quest if the tauren reach your base instead of failing the whole chapter.
 
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Level 13
Joined
Jan 3, 2008
Messages
1,167
Awesome campaign, Like all the other previous chapters. :p

• Pro's
• Awesome story
• Decent enough terrain

• Con's
• I didn't see any worthwhile necromancy spells, :/ Also, The shadow strike ability on Tichondrius should be replaced, It doesn't really fit his category that much I don't know why.


My suggestions are that you should add some more custom spells, Also, Could you try adding an option where we could choose our own necromancy spells when we finish the Necromanic book quest? That would be awesome. :D Overall it is 4/5 Complete the campaign so that I can make it 5/5.
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
...for some reason the Brown base didn't do anything... even when I launched an attack on it the only units that defended were the ones that were in range to attack, none of the other units came to defend...

This suggestion is quite weird. The only reason for this to happen is if you attacked the brown orc base before you haunted a new gold mine (a main quest). AI is only given to the brown orc base if you have completed the quest.

I will have a look at this when I upload the campaign next, but I would like to know whether you haunted a gold mine or not (and if you didn't, did you cheat?)
 
Level 4
Joined
Jan 27, 2010
Messages
93
ha, yea I didnt haunt a new gold mine XD and the only cheat I used was "iseedeadpeople" so I can see the whole map... I actually haunted the gold mine that the brown base was mining after I wiped them out.
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
I'm waiting for it to be finished, will you buddy ?

I am working on it at the moment. Chapter 7 is nearly done and I have gone and made some minor changes to the earlier chapters. However, I have Chapter 8 to make before the campaign is updated. There is no date yet, but it is expected to come out within the next couple of months. Sorry if it is taking a while (I had been working on my Human Campaign earlier on), but rest assurred it is worth the wait.
 
Level 1
Joined
Aug 25, 2010
Messages
8
I have a good chapter 7: The Dredlords arive in Dalaran but they discover that the Book OF Medieval is guarded by a Wizard cald Telcu the Great but as the Dredlords plan to attack Telcu and take the book of Medieval a Druid apers from the wood and present to as Ahile and he want to make a deal with the Dredlords he will give his NightElf's to help them with 1 conditione that and his men to be created Demonic powers.
Thicondrius agres with him so they attack Telcu. The objectiv is to kill Telcu wich is in the middel of a great army of night's.
Chapter 8 Intrudel:Now with Telcu dead they give power to the Ahile and his men but it was a trap o Thicondrius he transformed the NightElf's and Ahile into naga that obeys only them.
Chapter 9: Now they preperd a great army of naga and undead Arja say that he rather be dead than face Kil'jaden but Varimathras says that he is alredy dead Thicondrius reads the book of Medieval befor Arja:He say that the book is prepede for him Arja with fear sumons the spell(Alfter the sumons Kil'jaden apers) :You must protect Arja 30 MINuts
Chapter 10:Intrudel: KIl'jaden apers and says that they did a good job Thicondrius want to be hem the 1 replayd but Kil'jaden raplayd Arja with great demonic powers transforming him into a dredlord ,He says that this world will fall to the demons and he sumons a great number of Demons and they began to destroy Lorderan.
Chaptre 11:Kil'jaden with the Dredlords and the naga begin to destroy Lordelan and ther is only 1 great base that can be a problem Arja tries to comand the undead but they disobey him then Ahile the naga kils him by Thicondrius comand then Kil'jaden start to smile that he seen that. Kil'jaden start to order the attack of the Undead,Naga and Demons, the undead ar comanded by Varimathras:you comand 3 armies Undead,Naga and a few demons you must destroy the castel
Final: With the capital under ther comande Thicondrius ask what is ther next target Kil'jaden say with a great ton that the next land is Kalindor Thicondrius ask why and Kil'jaden answer"Becaus with the Humen dead and with the power of the Naga,Undead and Demons Cenarius wil be dead and ther will be now 1 how can defay the demon and i have corupted som orcs into Fel Orcs sow ar forces ar great at number" Thicondrius numbers a gain "Fel Orcs,Naga,Undead and Demons we will destroy th orcs in Kalindor and the NightElf's.
Pleas say your idea of my story and say it on my profile page you can make it and if you will pleas say that i have a minor roll in this campaign pleas
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
I have a good chapter 7: The Dredlords arive in Dalaran but they discover that the Book OF Medieval is guarded by a Wizard cald Telcu the Great but as the Dredlords plan to attack Telcu and take the book of Medieval a Druid apers from the wood and present to as Ahile and he want to make a deal with the Dredlords he will give his NightElf's to help them with 1 conditione that and his men to be created Demonic powers.
Thicondrius agres with him so they attack Telcu. The objectiv is to kill Telcu wich is in the middel of a great army of night's.
Chapter 8 Intrudel:Now with Telcu dead they give power to the Ahile and his men but it was a trap o Thicondrius he transformed the NightElf's and Ahile into naga that obeys only them.
Chapter 9: Now they preperd a great army of naga and undead Arja say that he rather be dead than face Kil'jaden but Varimathras says that he is alredy dead Thicondrius reads the book of Medieval befor Arja:He say that the book is prepede for him Arja with fear sumons the spell(Alfter the sumons Kil'jaden apers) :You must protect Arja 30 MINuts
Chapter 10:Intrudel: KIl'jaden apers and says that they did a good job Thicondrius want to be hem the 1 replayd but Kil'jaden raplayd Arja with great demonic powers transforming him into a dredlord ,He says that this world will fall to the demons and he sumons a great number of Demons and they began to destroy Lorderan.
Chaptre 11:Kil'jaden with the Dredlords and the naga begin to destroy Lordelan and ther is only 1 great base that can be a problem Arja tries to comand the undead but they disobey him then Ahile the naga kils him by Thicondrius comand then Kil'jaden start to smile that he seen that. Kil'jaden start to order the attack of the Undead,Naga and Demons, the undead ar comanded by Varimathras:you comand 3 armies Undead,Naga and a few demons you must destroy the castel
Final: With the capital under ther comande Thicondrius ask what is ther next target Kil'jaden say with a great ton that the next land is Kalindor Thicondrius ask why and Kil'jaden answer"Becaus with the Humen dead and with the power of the Naga,Undead and Demons Cenarius wil be dead and ther will be now 1 how can defay the demon and i have corupted som orcs into Fel Orcs sow ar forces ar great at number" Thicondrius numbers a gain "Fel Orcs,Naga,Undead and Demons we will destroy th orcs in Kalindor and the NightElf's.
Pleas say your idea of my story and say it on my profile page you can make it and if you will pleas say that i have a minor roll in this campaign pleas

Your ideas are quite good and creative. Indeed they would be of use... if I actually needed a storyline made up for me.

I have already planned out what the remaining chapters are going to consist of and have since I started making the campaign. Even if I was to use some of your ideas, it wouldn't fit in with my storyline properly.

So thankyou, but no thankyou. If you like, though, you can give me some basic ideas for my Night Elf campaign. If you wish to know my ideas so far, PM me.

Um when do you expect to finish this? Its been at 6 maps for a long time man.

I know the campaign has not been updated for a while, but I have had other things happening. The next update will consist of the following:
- Addition of 2 maps:
Chapter 7: Disobeying Orders
Chapter 8: The Ruins of Dalaran
- Tichondrius' Shadow Strike ability will be replaced
- Varimathras' Dark Minions will be able to benefit from attack/armour upgrades
- The player will have the option to choose the difficulty of gameplay: Normal or Hard.
- Other minor updates

So far, I have updated half the maps and made Chapter 7. I am currently on Chapter 8, and at this stage I am not sure when it will be ready. I will try to finish Chapter 8 as quickly as I can.
Expect the campaign to be updated within late this month/early October.
 
Level 7
Joined
Nov 5, 2009
Messages
316
A bug (Chapter 3): I found all the Crypt Fiends, Gargoyles, Meat Wagons and Necromancers but the chapter didn't end simply because one of the Crypt Fiends' corpse wasn't reanimated and when my dreadlords approached there was no cinematic. Stuck.
 
Level 22
Joined
Dec 8, 2009
Messages
1,205
A bug (Chapter 3): I found all the Crypt Fiends, Gargoyles, Meat Wagons and Necromancers but the chapter didn't end simply because one of the Crypt Fiends' corpse wasn't reanimated and when my dreadlords approached there was no cinematic. Stuck.

The bug will be fixed. It is encountered by skipping certain cinematics, which disable the Main Quest being updated (If any of that makes sense to you). The update is to be available shortly.
 
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