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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. LISBOAH

    LISBOAH

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    Recently both The Adventures of Rowan the Wise and Jeopardy for the Horde received updates, so most likely Ressurection of the Scourge will get one soon as well.
     
  2. YggDruid

    YggDruid

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    Great campaign. 5/5 :)
     
  3. BizzaroFukuro

    BizzaroFukuro

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    The story about Dreadlords, who can teleport anywhere, but need some ships to travel...
    I completed this on Hard in WC 1.31.1, and this was very frustrating.

    Chapter 5 was the worst mission of all. At least on Hard.
    Almost no gold at the beginning. Somehow need to destroy yellow base, ok, did that. Now I have a goldmine. Destroyed every base except main red base.
    I lure him out near the gate to the narrow passage, slaughter his units non-stop, but he keeps swarming me with more units. Just infinite waves of orc units, wtf. Eventually I drop to minimal hp, can't press further.
    This is bullshit, there are no tank units available, and dreadlords suck ass. Undead summons get dispelled by enemy shamans.
    After banging for 1 hour straight, I found out that he doesn't repair buildings and doesn't rebuild them (or does a few times only). Also you can trigger the cutscene with Samuro, then lure him out and kill him alone.
    So the only way to beat this was to get gargoyle stack and harass him from the north, so he moves his bullshit army there, and at that time attack south will dreadlords, take out 1-2 building (goblin mines help a lot), retreat, rinse and repeat.
    After destroying main building he seems to give up and I was finally be able to clean it up.
    This was by far the worst, most tedious mission from this campaign.

    Chapter 6 was fine due to having healing statues at least.
    But it makes zero sense that you can destroy only one bridge at a time, so you have to run back and forth every time (preferably with Blink Dagger and Teleportation Book).

    Chapter 7: Again, extremely tedious.

    Also it seems that somewhere midway into the campaign the creator remembered that the first campaign was a parody. Voting for Burning Legion leader, wow. The story is a complete mess at this point.

    Chapter 9: After destroying Gray, it becomes impossible to complete the map in a conventional way.
    Maybe the AI is just broken in never versions of WC, but both Blue and Teal send their attacks exactly simultaneously EVERY TIME. And you have just one gold mine. Yeah, good luck with that shit.
    After wasting one hour trying to destroy just one of them, I said fuck this and took my army and went straight to Dalvengyr ignoring any combat.
    After the cutscene, another "ingenious" fight awaited me, versus 5 paladins. No army to help you, only your heroes. Brilliant. Again impossible in a conventional way. But I found a trick to pull this off.
    WC3ScrnShot_072419_005359_01.jpg
    Lure those bitches 1-2 at a time, corner them behind the bars and use blink dagger to trap them.
    Fuck this mission.

    Chapter 10: That could be fun and interesting mission, but in reality you need to build towers only in the starting central area. And keep your heroes to the right. And get one statue to heal. That's it. No need to build anywhere else. Clearly, the creator designed the level for you to build towers all over the place, since you have many areas where you can build. But in reality you don't need to, and even if you wanted to, you don't have time to do this, because you need skulls to create blight with a hero, etc... (later I found out that there is a Blight Staff just right near starting point).
    And there should be a colored warning in the description of Lightning Tower, that it will damage YOUR units, too!

    Final thoughts about abilities:
    - Call of Waning radius is just too small.
    - Dalvengyr's ultimate just sucks and useless 99% of the time.
    - No healing abilities from anybody aside from vampirism aura (Araj has Drain but only for himself, obviously).
    - Varimathras raise skeleton sucks and mana cost is too high for such a weak summon.
    - Tichondrius raise dead is the only useful "additional" skill out of 3 heroes. Especially raising big creatures with chaos attack or in mission 10 where enemy troops have boosted stats.

    The first campaign was good. The second was okay.
    This one was annoying, right from the beginning and until the very end.
    Probably the main reason is that it wasn't updated as others.
    It definitely needs rebalancing, reworking hero abilities, items, secret locations, maybe some adjustments to the AI. And a complete rewrite of story.
     
  4. Terhonator

    Terhonator

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    Can I open maps of this campaign in editor? I would like to inspect some maps technically.
     
  5. Malfurion Stormrage

    Malfurion Stormrage

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    Is this doesn't have legendary items like in the Human and horde campaign
     
  6. STEVENS0N

    STEVENS0N

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    Rowan and Orcs campaigns were much better imo but even tho this is still a well done campaign that i enjoyed replaying second time after years would like to see all of them in Reforged one day ^^
     
  7. LISBOAH

    LISBOAH

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    I agree. For some reason this campaign feels like the weakest out of the four and I don't know why.

    Maybe. As for me, after seeing how Reforged looks like on Youtube videos, I will stay with the classic Warcraft 3.
     
  8. Lazarator

    Lazarator

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    I'd say it's because it lacks custom music, legendary items and more heroes.
    I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrong :grin:
     
  9. LISBOAH

    LISBOAH

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    Agreed.
    -Lack of Heroes: We control the exact same heroes from start to finish. The fact that the heroes we control are 3 Dreadlords, with similar abilities, makes it less interesting. Araj is only playable on two missions, and he is basically a typical lich hero with only some additional abilities.
    -The stakes aren't high: Tichondrius is simply preparing for the arrival of the Burning Legion. That is his only goal. He could have used the Scourge to destroy the Horde and Alliance so that the Legion's invasion would go smoother. He has all the time in the world to do this, for there is no deadline and the only thing he has to worry is not failing Kil'jaeden.
    -Little Impact on the world: With Rowan's campaign, we save Lordaeron and defeat the Scourge. With Jeopardy for the Horde, we help the Horde find a new home, create a new nation and stop the Burning Legion, even killing the leader. With this campaign, what did we do? We mostly walked around destroying some settlements without delievering a crippling impact on neither Horde nor Alliance, so aside from a few towns and outposts destroyed and hundreds killed, the Alliance and Horde are not weakened at all. Our main goal, ressurecting the Scourge, proved pointless as the Scourge gets destroyed by the Alliance in the last mission (yeah, the Scourge that nearly destroyed Lordaeron got nerfed for plot convenience). The only true impact we made was finding an excuse for Kil'jaeden to kill Tichondrius and giving the Book of Medivh to the Legion, so basically only the last missions actually mattered.
    -The main result of the plot? Tichondrius gets killed: Most of the story simply led to Tichondrius getting killed. Finding and ressurecting Araj alerted Tichondrius of Kil'jaeden's secret agenda, giving the latter a reason to kill him. Dalvengyr's bloodlust alerted the Alliance of their presence, forcing Tichondrius to use the Apocalypse spell prematurely, lose the Scourge and sacrifice Araj. Varimathras handling the Book of Medivh to Kil'jaeden made Tichondrius lose his only true accomplishment and possible bargaining chip.

    You are not alone.
     
  10. STEVENS0N

    STEVENS0N

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    Well for me it's not like Reforged > Classic its quite opposite but still im glad they didn't forgot about imo best RTS of all time and if Blizz will update the game from time to time i will gladly put douzens of hours like with orginal Warcraft 3 and even if they won't i bet the community will do the job cuz custom games are still fun
     
  11. Lazarator

    Lazarator

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    I couldn't agree more, but unfortunately there are many people who'd prefer Reforged to Classic only because it's a new game interior with the same characters, environment, sounds, spells etc. Shortly, it's only an enhanced version of the original Classic WC3 (in my opinion).
    Hmmm, I'm not sure I'd completely agree with you on that one.
    Rowan's and Horde's campaign both had the last one or two chapters that had the most impact on both campaigns, as well as the Scourge campaign. It's normal and it's always the final chapter(s) that has/have the most impact in almost every campaign (at least in those that I know of). In both vanilla and custom campaigns.
    Also, I disagree that the Scourge campaign had the least effect regarding the three campaigns. In my opinion, Rowan's campaign was the campaign that had the most impact. There was no higher impact on a campaign than putting an end to the entire race like humans did in Rowan's campaign.
    Now, in the Scourge campaign, I'm pretty sure the impact was huge for almost destroying the entire three races. Now, we're talking about the entire Alliance kingdom. A kingdom that's consisted of humans, high/blood elves and dwarves. The Apocalypse spell hasn't destroyed the entire Alliance territory. I'm sure at least 20% of the Alliance territory is left untouched by the ultimate spell of destruction.
    On the other hand, orc race was also affected, but in a drastically smaller radius. Only a few orc settlements and a large orc city of Orgrimmar have been destroyed. Now, I'm not sure whether any orc hero was killed, since there were Cairne and Rokhan heroes in a finale cinematic of Malfurion's quest, but, as you said, hundreds of orc citizens were killed. Outcome: no orc heroes were killed only the orc units.
    So, this campaign surely has great effects and consequences on both human and orc civilization. Generally, all three campaigns have more or less effects on a current state of forces of all races of Azeroth.
     
  12. LISBOAH

    LISBOAH

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    Yeah, but both Alliance's and Horde's missions had more missions that actually mattered at the end.

    Most of the Scourge's missions centered on rebuilding the Scourge and finding Araj, and both of these goals ended up worthless at the end. The only thing that resulted from Araj's part was finding the Book of Medivh.

    How many Alliance towns got destroyed? Around 6 or 8 and one major city. Taking into account the size of Lordaeron, this is practically nothing.
    The same can be said regarding the orcs.

    Plus, both factions believe, and are indeed correct, that the Scourge and its leaders died. The Horde assumed that the Scourge was recreated by Araj, that is why they killed him, and the survivors of Garithos' army (if there were any) can confirm that they destroyed the undead army and that the level of destruction caused by the Apocalypse spell was more than enough to wipe out the leaders (since they had no idea that there were potions to make people immune).

    To them, the undead that attacked them were simply either the remnants of a failed attempt to recreate the full might of the Scourge and they all died. The damage caused by the Scourge will take, like what, a couple of years to recover?

    I am not saying that the new Scourge didn't leave a mark, but compared to what the original Scourge did to Lordaeron or what the Night Elves and their human allies did to the orcs, the damage caused was not as significant. Tichondrius' Scourge was more like an army of ravagers passing by and destroying cities rather than an actual invading army meant to cleanse the land of all life.
     
  13. Lazarator

    Lazarator

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    Why worthless? Destroying or weakening the mortal forces of Azeroth was the only goal of the dreadlords. They didn't destroy them completely, but only weakened them, especially humans. And they needed Araj for that, since dreadlords didn't know how to create the ultimate spell of destruction.
    Well, it's not practically nothing. The size of the Alliance property that was destroyed and citizens killed is huge. It's more than half the Alliance civilization that was wiped out. So I consider it a huge disaster to humans and a far less disaster to orcs.
    Don't forget about the timeline between the first campaign and the current timeline of the other three. Rowan's campaign was set 60 years before Jeopardy of the Horde. So we can see that the Alliance needed around six decades to fully recover from the Lich King's onslaught. So it's more than just a couple of years.
    And, yes. Tichondrius's Scourge was an army or ravagers, not the conquering army such as the Lich King's. They only moved from place to place, following the dreadlords' orders. I agree. But comparing the damage the original Scourge did to the Alliance, it's not so hard to understand it's almost the same, or even worse. The original Scourge was conquering the lands of humans, while the dreadlords' Scourge destroyed them. Now, when the Lich King was defeated, the Scourge was destroyed and the conquered lands were liberated. But after the Apocalypse spell, the huge Alliance territory is destroyed and every man is dead.
    So I think it may be even a higher disaster for humanity.
     
  14. LISBOAH

    LISBOAH

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    No, it was not.

    The dreadlords went to Kalimdor in search of the order of the necromancers, and were forced to go through Horde outposts in order to reach it. Then, they find out that Araj destroyed the order and joined the Horde, so they attacked a large city so that they could draw his attention. Then we find out that Tichondrius wanted to find the order because he wanted to learn spells regarding the creation of portals.

    Then they went to Lordaeron because they had to go to Dalaran. Dalvengyr and Varimathras decided to attack the Alliance, and thus alerted them of the undead's presence, simply to test the Scourge's power and then decided to venture deep inland. Dalvengyr gets captured and so the Scourge had to invade a large Alliance city to release him, but then gets surrounded and they are forced to use the Apocalypse spell.

    Basically, Tichondrius weakened the mortal forces not because he wanted, but because he was forced. Unlike the original Scourge, that was meant to weaken Lordaeron before the Legion could arrive and get their hands on the Book of Medivh, Tichondrius used the Scourge because they would need an army to walk around.
    And this leads to another question. If the original Scourge took the Book of Medivh after conquering Dalaran, why on earth did it took them more than three days to start conjuring the portal meant to summon the demons? That was purely plot convenience in order for Rowan to have the chance to prevent it if you ask me.

    Not so sure about that. There are no indications to say that it took them that long to recover.

    We are not entirely sure of the range of destruction that the spell caused. For all we know, only the city they were standing and the area surrouding it could have been affected. They decided to use it in order to destroy the Alliance forces that would soon overwhelm them, so most likely Araj casted it with this goal in mind rather than with the aim of causing as much destruction as possible.

    Araj said that the range of the area of destruction had to depend on the location of the place of casting. Since they casted the spell on a hurry in the middle of a city, most likely the spell didn't reach the area of effect that it could have on maximum power.
     
  15. kuyondo

    kuyondo

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    This campaign need updates just like the previous campaigns. Hotkey q,w,e,r is missing.