• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Resurrection of the Scourge



Resurrection of the Scourge

Created by Turnro


183891-albums3097-picture69133.jpg




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



183891-albums3097-picture56470.jpg


183891-albums3097-picture36454.jpg


183891-albums3097-picture71072.jpg


183891-albums3097-picture56469.jpg


183891-albums3097-picture71073.jpg


183891-albums3097-picture71074.jpg


183891-albums3097-picture71071.jpg


183891-albums3097-picture69134.jpg


183891-albums3097-picture69135.jpg

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 10
Joined
Jun 9, 2012
Messages
826
I played your campaign a year ago. Except Jeopardy for the Horde. Although i liked voices in a campaign i still kinda laughed at the voice of Maive Shadowsong, the huntress, Uther and Arthas. Still, a nice campaign. I got a question though, why would the Night Elves go for world domination? And yes, like one of our users mentioned here before, i disliked the fact that the fel guard and fel beast split off and left us.
 
Level 2
Joined
Jul 13, 2012
Messages
7
Gameplay and level design wise I think you did a really great job, even though main ideas and gimmicks seem to repeat once in a while. 4/5 on that one.
Story wise, well, I don't like the fact that you don't follow the real Warcraft plot (Tichondrius and Garithos were killed by Illidan and Sylvanas/Varimathras respectively) among other things and the dialogs seem a bit childish like a deamon saying (just moved on, instead of simply moved on) and necromancers saying "you got to be kidding me", plus there's a few spelling errors here and there, 2/5 on this one, because the story is slightly interesting. So I guess 3.5 would be correct cause all in all it's an enjoyable experience playing through this campaign.
 
Level 3
Joined
Aug 12, 2012
Messages
78
Forgot to say 1 thing , it's not about your campaign but everywhere
When someone is about to kill someone , they just use 1 attack or spell and they're dead , like when Araj the Summoner killed those 3 Necromancers...
And when you fight normally takes more then 10 hits lol
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Forgot to say 1 thing , it's not about your campaign but everywhere
When someone is about to kill someone , they just use 1 attack or spell and they're dead , like when Araj the Summoner killed those 3 Necromancers...
And when you fight normally takes more then 10 hits lol

I understand what you mean lol

I guess sometimes it doesn't matter if the enemy is not a powerful unit (like the necromancers). Of course, there are a few points where that is not the case in Resurrection of the Scourge (though I can't give any examples because they will spoil the story!).
 
Level 3
Joined
Aug 12, 2012
Messages
78
xD Anyway when you would be finishing Malfurion's quest?
I played humans , undeads and orcs ... I need moreee
Rowan the Wise best campaign
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
It has been nearly 4 years in the making, but Resurrection of the Scourge is now finished! The list of recent changes can be found in the campaign's Change Log section.

With my Undead Campaign done, the final campaign of the series will be my Night Elf Campaign, Malfurion's Quest. However, before development can begin, I will be going over my previous campaigns and updating them. This is so that my earlier campaigns will match the same quality as Resurrection of the Scourge.

I will first be working on updating The Adventures of Rowan the Wise. For a list of the main changes I will be making, click here.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
Good campaign but:
Put cinematic music to play as music and not sound.
Has some word misspelling.
Abilities get refreshed after cinematic (found at samuro level)
Should specify the damage of the finger of death spell (normally it's 500)

Tichondrious was dead before this could've happend :D; Varimatrhas was in Lordaeron.
Why would the Orcs be fighting the Night Elves?
The Dreadlords are morons, they do not know of necromancy? Wouldn't they further need Arthas though?
The Naga could destroy the boat while the Dlords were away from it.
Azgalor failed with the orcs and he still got to sit his fat ass but Tichondrious will be killed if he fails one time after thounsands of years of loyalty and success?
They saw the undead destroying the base through the observer. I let no survivors there :D.
If the Shadow Order was hiding then why give themselves up with the demonic markings?
Chapter six: moves Dalvengyr after the Tauren cinematic. The Tauren quest is not much of optional if you can't win the game only with your heroes.
The Tauren should've gotten to Samuro by the time the city was destroyed. Funny that only the three Dlords can defeat the whole city and not Samuro's small time party.
Kiljaeden comes from Holland(Netherlands)? I think Twisting Nether is the correct one.
The Dlords recreated a lich from Araj just like that in short notice.
The 5 human mission. Blue doesn't have any hero but an altar. Also none of them attack outside of their base with their heroes.
Find Dalvengyr but I found him with a Gargoyle and nothing so you might want to change the mission objective text? When I saw those many Paladins I was like WTF? Divine Shield:). There is no time to take care of Dalvengyr's items, they should appear in the next level.
Text message bug: you can now build lighting towers soul towers and anothr one but I can only build soul tower.
That tower defense is a pain in the ass. At least put ghouls or something to carry the Sacrificial Skulls. From minute 22 the sound goes low as if there was a transmission going on. No xp given after towers kill.

Has:
-excellent gameplay
Needs:
-a better thought storyline

Overall a humorous and fun campaign. I loved the dark ending.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
After receiving feedback concerned with the numerous spelling errors and story potholes, I have taken the liberty of updating Resurrection of the Scourge. You can find the list of changes made in the campaign's map description.

I will now spend the next couple of months updating Jeopardy for the Horde. The campaign is in desperate need for some improvement.

One thing is for certain, though. Once Jeopardy for the Horde has been updated, work will commence for the final campaign for the series, Malfurion's Quest. More information about the features of this campaign will be given closer to the time.
 
Level 1
Joined
Jun 17, 2010
Messages
8
Great campaign Turnro. Just great. However there are some issues I would like to point:

In chapter 10 normal difficulty, by the time the timer is at 10 min more or less the gold mine is empty. Don´t know if this is intended or not but it´s quite hard to continue without gold to make more forces.
About the story, there are just 2 things I don´t get:
1- Why Dalvengyr is so hesitant about giving the power to resurrect Araj if when he does he doesn´t change in any way? I mean he doesn´t loose any levels or abilities or anything. I mean, after the ritual he doesn´t even complain about loosing some power.
2- In your orc campaign Samuro is the first who encounters Araj and the one who take it to Thrall. He even battled side by side with him against the humans using Araj necromantic powers. And then now he come and say "I´ve never trusted you, I´ll kill you". A little weird don´t you think? Perhaps you can make a different character kills him.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
About the story, there are just 2 things I don´t get:
1- Why Dalvengyr is so hesitant about giving the power to resurrect Araj if when he does he doesn´t change in any way? I mean he doesn´t loose any levels or abilities or anything. I mean, after the ritual he doesn´t even complain about loosing some power.

Well he would not know if something would happen to him or not. You find out that it does not but that does not mean he shouldn't be skeptical.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Great campaign Turnro. Just great. However there are some issues I would like to point:

In chapter 10 normal difficulty, by the time the timer is at 10 min more or less the gold mine is empty. Don´t know if this is intended or not but it´s quite hard to continue without gold to make more forces.
About the story, there are just 2 things I don´t get:
1- Why Dalvengyr is so hesitant about giving the power to resurrect Araj if when he does he doesn´t change in any way? I mean he doesn´t loose any levels or abilities or anything. I mean, after the ritual he doesn´t even complain about loosing some power.
2- In your orc campaign Samuro is the first who encounters Araj and the one who take it to Thrall. He even battled side by side with him against the humans using Araj necromantic powers. And then now he come and say "I´ve never trusted you, I´ll kill you". A little weird don´t you think? Perhaps you can make a different character kills him.

Hey Paletron. Thanks for playing my Undead Campaign!

I will now address the several interesting points you made:

- Having the gold mine collapse near the end of Chapter 10 is intentional. On the other hand, it is something that should not affect you much since it is the Undead Scourge's gold mine. You will still have another gold mine which provides gold to allow you to summon towers, revive your heroes, purchase items, etc.

- Dalvengyr was hesitant about giving his power to Araj in case he were to die. He wasn't afraid of what would happen, but what could happen. No exact specification was given to exactly how much demonic energy was needed, or if the demon would live to tell the tale. You can assume that when the spell commenced, only a small amount of Dalvengyr's power was needed to revive Araj.

- Samuro is supposed to be a character who has always been skeptical of Araj. The problem is to do with Jeopardy for the Horde: it was the very first campaign I ever made. This issue will be fixed in an upcoming update for the campaign.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
i cant see the download button please help me !! :(

Hi virusxd,

There are two download buttons you can use.

The first one is displayed when you are looking through the campaigns/map sections. There will be text for each map saying 'Download MAP NAME.w3m', towards the right of each maps portrait.

The second download button is displayed on each campaigns description page. Scroll down past the details and sub maps sections, and there should be a big button labeled DOWNLOAD.

Let me know if you are having any further trouble.
 
Level 3
Joined
Aug 26, 2012
Messages
34
Maybe a bit too late for me to show up in this topic, but has anyone passed the 7th chapter: Disobeying order on Hard difficulty? From my opinion that chapter was impossible to complete without using cheat (on hard mode of course) because:
Lack of gold: the 1st mine you have from beginning doesn't have much, and the 2nd which does is right in the middle of the map, where the AIs would never leave you to harvest in peace. And there re 5 forces that keep attacking you time to time, so no way to keep the gold mine for more than 3'.
The undead is simply too weak agains such powerful forces, please don't tell me to use necro-wagon is the key cuz I'm a very experienced campaign player, I won all ROC & TFT campaign on hard mode including original & custom. Attacking & defending 5 enemies definitely have no chance of winning. The AI you made is really annoying I admit, make them to chase my heroes until they re dead lol
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hey ngxkhoi,

The idea of this mission is to build up your forces at the start, THEN attack the human bases. At the start, the humans have no idea that you are going to attack, so you are free to take as long as you want.

However, I feel that this is still an error on my part. When I update this campaign next, I will remember to place a hint reminding players of this.
 
Level 3
Joined
Aug 26, 2012
Messages
34
Thanks a lot Turnro ,I tried that but in fact you'll need more time than u expect. Even the blue camp which doesn't have a hero but still got a massive force with knights, I hired the dark ranger too but it still took enough time for the other camps to attack my base, or worse attack my force from behind (that often result in death 1 of my heroes).
Try that mission a few times and you'll know what i mean, and thanks again :D:D
 
Level 3
Joined
Jun 13, 2011
Messages
29
hello,turnro.
In chapter one of The Adventures of Rowan the Wise, when i used TP ,i were blocked by the plants at the right of castle.i cant move anywhere.hope turnro fix this bug.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
After nearly 5 months, Jeopardy for the Horde has received a MASSIVE update.

You can view the new campaign's description and download link here.

With my Orc Campaign updated, I am currently planning out Malfurion's Quest, the final campaign of my Warcraft 3 campaign series. More info about this campaign will be revealed next week.
 
Level 2
Joined
Apr 3, 2013
Messages
18
Took the words straight out of my mind

Maybe a bit too late for me to show up in this topic, but has anyone passed the 7th chapter: Disobeying order on Hard difficulty? From my opinion that chapter was impossible to complete without using cheat (on hard mode of course) because:
Lack of gold: the 1st mine you have from beginning doesn't have much, and the 2nd which does is right in the middle of the map, where the AIs would never leave you to harvest in peace. And there re 5 forces that keep attacking you time to time, so no way to keep the gold mine for more than 3'.
The undead is simply too weak agains such powerful forces, please don't tell me to use necro-wagon is the key cuz I'm a very experienced campaign player, I won all ROC & TFT campaign on hard mode including original & custom. Attacking & defending 5 enemies definitely have no chance of winning. The AI you made is really annoying I admit, make them to chase my heroes until they re dead lol

Lol, that's just sick, haha.. You've pretty much said exactly EVERYTHING I was thinking when I played it. I too play this campaign on Hard, and just like you say, It just wasn't possible to win Chapter 7 on Hard without cheats, and why that is I don't have to explain, because you already have.. :) And just like you, I'm also a really experienced campaign player. I've also completed ALL campaigns on TFT and RoC on Hard (including Rowan The Wise :thumbs_up:) without ANY cheats whatsoever. But when it comes to RotS (especially Chapter 7) the AI is just too overwhelming.. I had to use whosyourdaddy to win. Even though I hate to cheat, I thought to myself " I'm not going to restart and try again, it's just not worth it", and by that time I had already restarted the map 3 times. Lol, I even had to use cheat to defeat the last remaining human base, because they had SOOO many unit-producing structures, plus they've all the gold in the world, so they can just keep spamming units all day long.
Well, hopefully it won't be that hard again, but if it is, I REALLY hope I can make frosties.. If I could have made frost wyrms in Chapter 7, I think the AI would've gotten their asses smacked.

Anyways, I just gotta say that I LOVE you for making these campaigns. I really enjoyed Rowan The Wise, and I've really enjoyed this campaign as well (even though the AI is "a little" too overwhelming on Hard) :wink:. Oh, and one more thing, I just LOVED Rowan The Wise Chapter 6. Well, the whole campaign was great, but I just fell in love in Chapter 6. The enviorement was simply stunning and the secrets in it was just perfectly made. It took me some time to figure out how to get to some of them, which is the main purpose with secrets. Your Rowan campaign gets a straight 10/10, I really, really enjoyed it. Keep up the good work mate, you ROCK!
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Well, hopefully it won't be that hard again, but if it is, I REALLY hope I can make frosties.. If I could have made frost wyrms in Chapter 7, I think the AI would've gotten their asses smacked.

Anyways, I just gotta say that I LOVE you for making these campaigns. I really enjoyed Rowan The Wise, and I've really enjoyed this campaign as well (even though the AI is "a little" too overwhelming on Hard) :wink:. Oh, and one more thing, I just LOVED Rowan The Wise Chapter 6. Well, the whole campaign was great, but I just fell in love in Chapter 6. The enviorement was simply stunning and the secrets in it was just perfectly made. It took me some time to figure out how to get to some of them, which is the main purpose with secrets. Your Rowan campaign gets a straight 10/10, I really, really enjoyed it. Keep up the good work mate, you ROCK!

I'll definitely consider adding in Frost Wyrms in Chapter 7. Also, I'm happy to know you enjoyed playing through the campaigns :)
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Hi guys,

I am informing you all of my current plans in working on my alternative Warcraft 3 campaigns series.


THE ADVENTURES OF ROWAN THE WISE

This campaign is planned to receive 2 updates over the next few months.

The first update will be available on Hive on 19th April. It will fix up some major bugs, as well as making some slight improvements to the gameplay and custom spells.

The second update is hoped to feature some voice recording changes. It is planned for a 28th July release.


JEOPARDY FOR THE HORDE

This campaign seems to be fine at the moment, but I'll be prepared to update it once I receive enough reported bugs and suggestions.


RESURRECTION OF THE SCOURGE

Once I have been informed of enough bugs and suggestions, I'll look into updating Resurrection of the Scourge.


MALFURION’S QUEST

Now comes the news everyone has been waiting for! I am indeed planning to make Malfurion's Quest, the Night Elf Campaign which will finalize my series of Warcraft 3 campaigns.

Here are some of the campaign's planned features:
- 18 Chapters and 7 Interludes, making it twice the size of any campaign I have ever made before
- Two completely different storylines, in which you will choose to either play as the Sentinels and Druids, or the Highbourne.
- Loads of new custom units, heroes, and spells

Malfurion's Quest is planned for a beta release on 3rd March 2014, with the finalized campaign to be done by 15th May in the same year.

In addition, a demo version with the first two Chapters should be ready by 28th July 2013.
 
Level 31
Joined
Dec 8, 2009
Messages
1,330
Great campaign lovin the story so far. Any idea on the release date of the next part?

Hi Murfinator,

The final campaign in my Warcraft 3 Campaign series, Malfurion's Quest, is planned for a beta release on 3rd March 2014, with the finalized version due on 15th May in the same year.

In addition, a demo version with the first two Chapters is planned by 28th July 2013.
 
Level 3
Joined
Aug 26, 2012
Messages
34
I love you and your campaigns a lot, Turnro. They re just what we - those who really really enjoy the campaign mode expect. It's been a very long time since war3 has been released with its amazing campaign, and now I just have those feelings again playing your :) :)
 
Top