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Resurrection of the Scourge

Submitted by Turnro
This bundle is marked as approved. It works and satisfies the submission rules.


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


Gameplay Screenshot 1

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Gameplay Screenshot 2

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Gameplay Screenshot 3

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Gameplay Screenshot 4

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Gameplay Screenshot 5

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Gameplay Screenshot 6

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Gameplay Screenshot 7

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Gameplay Screenshot 8

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Gameplay Screenshot 9

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Change Log


Version 1.1


- 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




Version 1.2


- 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




Version 1.3


- 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




Version 1.4


- 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




Version 1.5


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




Version 2.0


- 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




Version 2.1


- 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




Version 2.2


- 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




Version 2.3


- 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


Special thanks to:

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)

  1. Flame_in_the_Dark

    Flame_in_the_Dark

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    Wrong.

    Even so, Tichondrius WAS NOT actually KILLED by Illidan, infact he went into hiding, the same as Balnazarr, as Fandral Staghelm, a druid. So this could actually work.
     
  2. Turnro

    Turnro

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    Hi Flame in the Dark,

    What I meant was that Resurrection of the Scourge follows a different story which continues from an alternative storyline of Warcraft 3. In it, Illidan never faced Tichondrius and thus the two never fought.

    The beginning of this alternative story begins with my first campaign, The Adventures of Rowan the Wise, followed by Jeopardy for the Horde. You can find both of these campaigns on Hive.
     
  3. Turnro

    Turnro

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    After receiving a HUGE amount of feedback and suggestions, Resurrection of the Scourge has been updated again. Although Version 2.2 was proposed to be the final update for Resurrection of the Scourge for a while, I felt it was necessary to fix the critical issues that existed that I was unaware of before (such as bugs and the difficulty).

    I truly thank all those who have given me their opinions in regard to this campaign. With Version 2.3 out, I also feel confident that no further updates will be needed for Resurrection of the Scourge (for the time being, anyway).


    I will now share you all my revised plans for my Warcraft 3 Campaign series:


    THE ADVENTURES OF ROWAN THE WISE

    This campaign is scheduled for an update, mainly to fix voice recording and cinematic issues. This update was scheduled to be done by 28th July, but now has been postponed to 19th August.


    MALFURION’S QUEST

    The progress in the development of Malfurion's Quest is well underway. However, I now realize it is too early to determine when this campaign will actually be finished. All I can say for now is that the campaign is expected to be finished sometime next year.

    In addition, the demo for Malfurion's Quest has been postponed from 28th July to 5th August. I will need this extra time to ensure the demo will be up to scratch.

    I will reveal more about Malfurion's Quest once the demo is released.
     
  4. Brachyceran

    Brachyceran

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    Hi ,
    I really love campaigns like this because I dont micro very well , only have to micro heroes fits me best ^^ I have some opinions and a question after finishing the campaign days ago . I will give this 5/5 after 10 days .

    A.Opinions :
    -I love Dalvengyr most for his ability to imediately call a big army of skeletons , rather than his brothers only with corpses and only 1 skeleton/reanimate which isnt as strong as Dalvengyr's in my view , so I admit I didnt used Varithmathras's and Tichondrius's skills very much . I suggest we put the skill to another hero , like Varithmathras so the skill doesnt vanish when Dalvengyr dies ! I know this may sound epic as the skill only vanishes in the last chapter , but it would be great if I used the skills I got from the book more often to defense , not only the skills from heroes .
    -The Orb of Corruption(from vendor-buildings of the Scourge) is already really strong in first place , and now it makes the Dreadlords leech so badly with 45% leech from Varithmathras' aura . Why not replace it with Orb of Darkness ? I think it will fit more for an undead army .
    -The Rain of Fire spell of Dalvengyr melts buildings down . I love this spell so much , so I think he is the best hero for me . also Varithmathras doesnt have any mass destructive spell like that , only Call of Waning with AOE (I dont like very much as I think I kill enemies fast enough) . Why dont we replace Soul Burn (which is not very commonly used in my opinion) with something like Rain of Chaos (calls an inferno stone from the sky with no summon and with stun/damage) or Flamestrike ?
    -When Dalvengyr dies by the Purrifies of Paladins , why dont we give a short timer for Varithmathras and Tichondrius to fight back (like 3 or 4 minutes) , after the timer is off a Dreadlord will die and then a shorter timer for the other to go . I think this will make the fight less boring . EDIT : my opinion on this is that after 1 Dreadlord dies , the other will use the reanimating spell to resurrect him in next campaign , and after 2 die , we fail the campaign . The cinematic maybe calling the 2 Dreadlord ghosts back but only 1 survive and came back to life (of course not Dalvengyr) , and if the timer to fight isnt off , they only call Dalvengyr back but he doesnt survive .

    B.Questions : My biggest question for this campaign is how does Kil'jaden kill Tichondrius ? Tichondrius proved to be very strong to defeat the infernals and doom guards , then when hes alone with Kil'jaden why doesnt he use his 2 spells which are Sleep and Fire Bolt ? With those 2 spells he could have taken down any enemies that is facing with him alone , just need time for cooldowns . I would prefer Tichondrius be the leader as in my opinion hes very wise in choices (sometimes I didnt even think his choice is good but then it proves me wrong) , even if he had abaddon his brothers , hes still better than Kil'jaden that he never wanted to be the leader , just loyal .

    I know 2.3 maybe the last update , just want to let you know my opinions .
     
    Last edited: Jul 3, 2013
  5. Turnro

    Turnro

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    Hi Brachyceran,

    Thanks for the feedback :) In answer to your question, the fact that Kil'jaeden is more powerful than Tichondrius makes total sense. According to the lore, Sagaras, Kil'jaeden and Archimode were the most powerful in all the Burning Legion.

    While in gameplay sense you could take Kil'jaeden out by putting him to sleep or stunning him continuously, the cinematics are only supposed to reflect the story. In both the Warcraft lore and Resurrection of the Scourge, Kil'jaeden is more powerful than Tichondrius.
     
  6. Arijevska

    Arijevska

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    despite my bad english i must post and say that this is the best custom campaigns i have ever played,whole series is such well made...i am having so much fun playing it in hard mode especially chapter 6 and 7...i like how you have 1 dreadlord agi 1 str 1 int so their item build can be independent.i like how you can have such powerful items if you take time and explore map to the fullest 5/5 from me

    I have a little question:is it possible to open the door in dalaran mission that require ghost key because i cant seem to find it :)
     
  7. map designer

    map designer

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    I found the ghost key from the first time I tried! I was lucky!
    I wont give any hint though, I dont like to spoil. I'll that for the Turnro, the campaign author :)
     
  8. Turnro

    Turnro

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    Glad you enjoyed Resurrection of the Scourge, Arijevska :)

    One little hint in finding the Ghost key is to make sure you take every path when stepping on the levers. One of these paths may help you in finding the Ghost key.
     
  9. Paletron

    Paletron

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    No offense but the new the custom icons for the necro abilities aren´t that good. Varimathras´s is quite bad since I can barely appreciate anything because of it´s quality, I think there are a bunch of skeletons raising from some green light. The other 2 are just recolors with just some minor details. I would rather have the others back. I still didn´t the Araj one. Other than keep up with the good work and thanks for implement the changes I suggest.

    Edit: And how about a little sneak peek about Malfurion quest? Like one of the heroes we will commanding(apart form furion) or some of the new units?
     
    Last edited: Jul 4, 2013
  10. Turnro

    Turnro

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    More will be revealed about Malfurion's Quest once the demo version comes out next month ;)
     
  11. god1ess

    god1ess

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    Looking forward to the new campaign :goblin_yeah:
     
  12. Theoden of KoMe

    Theoden of KoMe

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    I have played all 3 of your campaigns
    I was really exited with sounds and voises at Rowan's campaign,Nathan was my best :p
    A bit dissapointed with no sounds at the 2 others but they are still awsome.
    I look forward to see the next one Furion's quest
    Be fast plz :p !
     
  13. jocacar

    jocacar

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    I don't like playing undead campaigns but this one is really great.
    I'll give it 5/5 :thumbs_up:
     
  14. Lord Simon

    Lord Simon

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    I Have Play all your 3 Campaigns And I like it I Give all 5/5 . I Can,t Wait for Malfurions Quest.

    I hope is come out soon . And I Hope is gonna be a new Unit or a new hero. ?

    But I Like Your Campaigns .


    // Lord Simon
     
  15. Turnro

    Turnro

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    Hey Lord Simon. Thanks for playing my campaigns :)

    You'll be glad to know that Malfurion's Quest will feature new heroes and models (I'm not sure what you meant by "is gonna be a new hero" since it is a campaign I am making, but I hope I understood your question).
     
  16. rotjeking7

    rotjeking7

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    I really liked all your campaigns and I'm really looking forward to Furions quest.
    (I'm quite good at English, so if you need my help with grammer or something like that I'd be happy to help, so you can ask anytime) :infl_thumbs_up:
     
  17. Turnro

    Turnro

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    Thanks rotjeking7. Feel free to do a grammar check for the demo of Malfurion's Quest. I'll be uploading it latter today when it's ready.
     
  18. Theoden of KoMe

    Theoden of KoMe

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    may i download it and beta test it ?
     
  19. Turnro

    Turnro

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    I'm uploading it now. Let me know what you think of it as soon as you can.
     
  20. Turnro

    Turnro

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    5
    It is the 5th August and with it, the demo version of Malfurion's Quest is now available to play.

    As the campaign is classified as PENDING, it will not show normally in the campaigns section of this site. To download it, click here.