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Resurrection of the Scourge



Resurrection of the Scourge

Created by Turnro


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Map Info

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

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

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

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


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

Features

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

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

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

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

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

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


Screenshots



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Change Log




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






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






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






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






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






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






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






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






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

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

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



Credits



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

Skins:
  • R.A.N.G.I.T

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

Other:

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

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

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




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

Resurrection of the Scourge (Campaign)

Level 29
Joined
Mar 28, 2015
Messages
2,678
Will this campaign ever receive an update like the Human and Orc campaigns? :D

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.
 
Level 10
Joined
Dec 11, 2009
Messages
234
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.
 
Level 3
Joined
Nov 11, 2019
Messages
29
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 ^^
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
Rowan and Orcs campaigns were much better imo but even tho this is still a well done campaign

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

that i enjoyed replaying second time after years would like to see all of them in Reforged one day ^^

Maybe. As for me, after seeing how Reforged looks like on Youtube videos, I will stay with the classic Warcraft 3.
 
Level 11
Joined
Jul 29, 2014
Messages
328
For some reason this campaign feels like the weakest out of the four and I don't know why.
I'd say it's because it lacks custom music, legendary items and more heroes.
As for me, after seeing how Reforged looks like on Youtube videos, I will stay with the classic Warcraft 3.
I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrong :grin:
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
I'd say it's because it lacks custom music, legendary items and more heroes.

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.

I thought I was the only guy who dislikes the coming Reforged. I'm glad I was wrong :grin:

You are not alone.
 
Level 3
Joined
Nov 11, 2019
Messages
29
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:
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.


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
 
Level 11
Joined
Jul 29, 2014
Messages
328
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
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).
-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.
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.
 
Level 29
Joined
Mar 28, 2015
Messages
2,678
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.

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.

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.

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.
 
Level 11
Joined
Jul 29, 2014
Messages
328
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.
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.
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.
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.
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.
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.
 
Level 29
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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.

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.

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.

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

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.

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.
 
Level 31
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Dec 8, 2009
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1,330
Hey guys! The end of 2019 is upon us, and the time has come for me to give in update in regards to the development of Malfurion's Quest. In addition, I also need to inform you all how my campaign series will be affected by the release of Warcraft 3: Reforged.


Enjoy the video and I look forward to continue making Warcraft 3 content in 2020 :)
 
Level 5
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Sep 16, 2019
Messages
80
So. I completed this campaign. Fun play. A lot of good elements. I didnt encounter bags
I say do the best that you can today, get better tomorrow. Can someone find problems with this?
Obviously yes. But the point is to have a little bit of fun and make the best of it today.
Oveall very good work.
 
Level 4
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Oct 20, 2020
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18
Hi, just finished this last night. A couple comments about my experience...
-Really liked the gameplay, felt like a good fusion of original WC3 RTS and WoW-style RPG, a little like the Rexxar campaign but with more RTS elements.
-Terraining was fantastic, like in your other campaigns.
-Would have liked to have seen some more custom assets but thats just my personal preference. On the other hand, you did a great job of using the existing WC3 assets (models, files, etc.) without making the campaign seem unoriginal.
-The Dalaran mission was my favourite, the teleporting puzzles were creative and a lot of fun.
-Dalvengyr's ultimate ability felt somewhat useless, I would have preferred regular reincarnation, or another ability altogether.
-The story was decent, I liked the incorporation of all the familiar WC3 characters, and the expansion upon some characters that aren't often discussed, such as Samuro and Dalvengyr.
-The lack of healing abilities was a bit of a pain, but you did a good job providing healing items and fountains to alleviate this.
-The comedic aspects such as the legion voting for a new leader and that old guy's hero type simply being "Old Man" were great.
-The Dreadlord's abilities felt somewhat underpowered, especially in the earlier levels. Some more offensive spells would have made things easier, but I also think that the lack of them lent itself to more challenging and interesting gameplay.
-Lack of custom music and voice acting was a bit of a let down in comparison to your other campaigns, but I won't fault you for that as I know how much extra effort is involved in that.
-Really liked how the Dreadlords all betrayed each other in the end.

Overall a very solid campaign! Thank you very much! Can't wait to play your other instalments in the alternate WC3 series!
 
Level 5
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Nov 29, 2017
Messages
82
Good campaign, although I played this campaign before playing the other two, but I know that there is a similar story to follow, doesn´t directly connects with RoC or TFT.

I like how exploration is rewarded, especially in the first maps for example the amulet of evasion, very helpful.
The difficulty level was very good, I like the differences between the 3 dreadlords, making things a little bit more complex.
The terrain design was so good, feel genuine.
The story is good and how the dreadlords little by little start to betray one another given their evil nature.
The story has some comic reliefs like Mannoroth and Kiljaeden making elections to who should lead the Legion.
The introduction of the human heroes, like the old man are good and a comic relief, their conversations are interesting and funny.

I must say that is a really good campaign, didn't find bugs, played on v1.27b
 
Level 1
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Jun 20, 2017
Messages
4
The last mission on hard is dumb af. Was this even playtested or did the developer just add everything that was supposed to ruin your day and hope someone will be able to beat it?
It goes ok until the towers lose their defense, what are you supposed to do against units that have 6/7 upgrades, that melt all your units and when you don't even have a goldmine at the end? Ridiculous
 
Level 3
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Oct 17, 2019
Messages
29
Greetings, Turnro!

Will you upgrade/revamp this campaign after the release of MQ 2.0 version (adding legendary items, etc.)?
 
Level 3
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Mar 17, 2018
Messages
13
I finished Resurrection of the Scourge it was very Blizzard Campaign despite there's no legendary items, playing normal difficulty and RPG-micromanagement. I heard it was the weakest campaign maybe it hasn't impact the Dreadlords fatal flaw, I disagree mostly I heard you promise future revamp like including legendary items & custom musics.

That lorewise is very genuine and silly matter like the Burning Legion democratic movement where Smolderas elected Azgalor as the leader of the Burning Legion without anyone voting even Kil'jaeden made abridged overthrow, the interlude Old Hatreds is probably made me giggle behind Uther's chicken incident.

The only chapter the map similar the Chapter 9: Power of the Alliance is semblance Sylvanas Dreadlord's Fall and Chapter 10 is the most difficult of the final mission in all Turnro-series mainly is resemblance Kael'thas The Crossing mission with bug while playing slow-speed the enemy swarm on two side come at the same time and others the unpredictable from Garithos force in the south where my Obelisk remains defenseless.

Give it props to 4.5 to 5.0 Rating... :thumbs_up:
 
Level 1
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Oct 24, 2021
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3
hi, turnro! I'm stuck in chapter 10(hard) in this campaign, the enemy's forces are too strong to eliminate them. How to get through this mission?
 
Level 29
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Mar 28, 2015
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2,678
hi, turnro! I'm stuck in chapter 10(hard) in this campaign, the enemy's forces are too strong to eliminate them. How to get through this mission?

1- Deploy as many Towers as possible and as quickly as you can, while taking into account that the ones avaliable get stronger as time passes.
2- Use your heroes to their fullest extent. Put your best items on them the moment the mission starts. My advice is that you restart the campaign while already taking into account which Heroes you will have to use in the final chapter.
3- Make your undead armies as strong as possible and make sure that they don't die in vain. The moment the Alliance passes through the towers, they are the only thing standing between them and Araj. They only need to hold the line until the time ends.
 
Level 1
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Oct 24, 2021
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3
1- Deploy as many Towers as possible and as quickly as you can, while taking into account that the ones avaliable get stronger as time passes.
2- Use your heroes to their fullest extent. Put your best items on them the moment the mission starts. My advice is that you restart the campaign while already taking into account which Heroes you will have to use in the final chapter.
3- Make your undead armies as strong as possible and make sure that they don't die in vain. The moment the Alliance passes through the towers, they are the only thing standing between them and Araj. They only need to hold the line until the time ends.
thx, but what forces should i take command of? I've tried to train abominations but they are too fragile. i guess necromancers and meat wagons can help me to defend?
 
Level 29
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2,678
thx, but what forces should i take command of? I've tried to train abominations but they are too fragile. i guess necromancers and meat wagons can help me to defend?
The problem with heavily relying on necromancers in this mission is that the enemy units are tougher than they usually are. Skeletons don't last very long against them. You will have to rely on the Meat Wagons as a source of corpses to provide skeletons in order to stop the enemy. And this will require a lot of effort since the Meat Wagons don't automotically drop corpses for us to use.

Crypt Fiends are only useful against flying units, and therefore in this mission they are pretty much useless. Their attack rate is so low it hurts.

Abominations are more useful if you provide corpses for them to eat and regenerate, as well as using the necromancers' abilities Unholy Frenzy to make them fight better and Cripple to weaken the enemies.

Gargoyles and Frost Wyrms are good, since most units can't hit them, but the problem is also that. Since most units can't target them, they will just keep moving towards Araj. My advice is to use them to target the tougher enemies units in order to make your ground units last longer.
 
Level 9
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Dec 1, 2021
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62
I've been doing the "only no upkeep" challenge on hard difficulty campaigns for quite a while now, and I have to report that I've just reached a milestone while playing the seventh chapter, Disobeying Orders. As I believe that this is the first map where my "Units Produced" number was higher than 1000.
So far, I've done all of the default campaigns (except The Founding of Durotar), Curse of the Forsaken, Day of the Dragon, Rise of the Blood Elves, Rise of the Lich King, Dwarf Campaign, The Adventures of Rowan the Wise and Malfurion's Quest (the absence of Legends of Arkain here is probably responsible for me writing this comment in the first place, though). And if any of you feel like that a map from one of those campaigns should get me a higher amount of produced units, then let me know, and I'll double check (I always save before ending each and every map, so it'll be easy).

It's just a little achievement that I wanted to share. I'll also put up the numbers from the eleventh mission of Curse of the Forsaken, Trial of Monsters as a comparison, since that was also a huge bloodbath of a map. (And of course, I wasn't trying to inflate the numbers on purpose on either of these missions, I was just playing normally)
Screenshot (693).png
Screenshot (697).png


Oh, and I also encountered a bug, where if you leave the elven and the southern human base for last, then destroying the elven base will actually not count towards the quest. Instead, you'll have to destroy the buildings from the top section of the southern human base (which will make the elves count as the 4th base destroyed), and then you destroy the bottom part of the human base to end the mission. But if you destroy too many of the bottom part human buildings before destroying the ones from the top section, then the quest will only add 1 extra destroyed base to the counter, and you won't be able to complete the map.
This happened to me while playing on version 1.29, and it's not a big deal, since I've saved before attacking the final base, and I can just simply cheat, as I've already completed the objective of the map, so I'm not really skipping any challenges by doing this (and "destroying the buildings of a very powerful enemy base in a very specific order to prevent a gamebreaking bug" is not the kind of challenge I'm really looking for here).
 
Last edited:
Level 9
Joined
Dec 1, 2021
Messages
62
So, I've recently been doing a playthrough of every campaign on hard, but with the twist of not being able to go above no upkeep, or 20/25 supply, if it was one of those missions where you can't build stuff. I'm on a bit of a Turnro campaign marathon right now, and this is the third one I've played. RotS has a bit of a special place in my heart, as I always really liked necromancy in games, the Dreadlord is basically my favorite strength hero, and I also kind of got a neat record that I just posted recently. Still, this is by far the worst performing Turnro campaign in terms of ratings, and just one more flaw would have made me give it a 4 star too (but I still gave 5, cus I had a lot of fun, and everything was quite well polished).


The story didn't exactly have the same charm that Rowan's or Malfurion's campaign did:
  • I wouldn't really call it bad or anything, but it was kind of just a Path of the Damned without the fun of Arthas. What I mean is that the campaign was basically used to show how the evil guys got into a position where they're a threat to the good guys, so that the follow up campaign/campaigns can happen, rather than being a compelling and well rounded story on its own (like the campaigns of the other races). Unfortunately, this is kind of a necessary evil, and I'm not really sure if there's anything that could have been done to make the story more engaging.
  • There were also a few questions that I couldn't really find an answer to. Maybe these are just be me not understanding the story well enough, instead of plotholes, but I can't remember a single campaign that made me ask this many questions (well... other than the Lonely Nightstar, but that was translated from a different language, so I'm not counting it)
  • My questions are the following: Why did the dreadlords make a portal to Ashenvale, if it was a dangerous area that they needed to get away from? How did the illusionist guy not get hurt from the spell of Medivh's tome (Smolderas makes sense btw, cus he is an elemental), when he seems to be a demon himself? Why did the original Scourge just leave the insanely powerful tome in Dalaran? Why couldn't they just summon the Apocalypse eye thingy in a safe area, and then carry it to a good location? Why couldn't they just run away from Garithos and the Alliance, when it didn't appear that they were surrounded (maybe they were though)? How come Tichondrius "failed" his mission, when he had the tome and all he needed was another summoner to actually start off the invasion? If you ignore the human bases and just bolt straight for Dalvengy in CH9, shouldn't Garithos be able to just send the armies that are still in the town right at the characters, while they are leaving the prison?
  • Though there were still things I really liked. For instance, seeing that mysterious voice is interesting, and I imagine it's connected to the one we see in Malfurion's Quest, though it's not clear how (it might be the same one, but we don't really know what it wanted from Magroth). Tichondrius is also a whole lot more relatable here, than in the original campaigns. He was definitely a jerk, but his luck was also extremely bad, and there was a lot of pressure that was put on him.
  • Lovin the little comedy aspects too. Though my headcannon for the legion vote system is that every demon brings a different number of points based on their strength, so the more powerful a demon is, the more its vote matters. It just sounds like it fits them, since they're all about power and destruction.


The gameplay was alright, though it's definitely not the kind that everyone would like:
  • The thing that really separates the gameplay of this campaign from the rest of the Turnro ones is just how punishing it is. Small mistakes will cost you a lot, and big mistakes will most likely result in a defeat or a situation where you must reload. The amount of times I had to retry things in different ways is insane, and almost every mission had at least one part that ate up a lot of reloads/resets. I personally am ok with this, and it didn't really ruin the campaign for me, but you need to have a lot of patience if you're looking to play it on hard.
  • Having about half of the maps be macro missions with multiple enemy bases is a bit of a detriment to the campaign, as it's not exactly playing around the strengths of Turnro as a mapmaker (which are the big micro maps with a ton of quests and boss fights). The maps of this campaign aren't exactly bad or anything, but they're just simply not as memorable, plus the balance could feel a little off at times.
  • One of the bigger complaints that I've seen with the gameplay is the lack of new features, and I kind of have to agree with that. The only new thing that the campaign offers are the three custom dreadlords with the necromancy spells, which definitely doesn't seem like a lot when you compare it to something like Malfurion's Quest (which has occasional player choices, and a new ability leveling setup, and the legendary items on hard, and the backpack, and the custom units along with a faction made entirely out of custom units and buildings, and the majority of the items are custom too).
  • The thing that I would really like to see with the undead here, is how they expand their roster as the dreadlords are getting new races to mass raise. First we get some undead naga, then some nerubians, then the orcs, and we finish off with the three races of the Alliance. There are definitely a lot of unused opportunities that were opened up by making the characters travel around so much. (And even if we don't get all of that, then at least let us keep the units we got from the sidequest in CH3. Like, we already got to use them, so why not keep them as trainable units?)


Similarly to Malfurion's and Rowan's campaign, the hero cast wasn't exactly huge. But I think they were quite solid:
  • The idea of the Dreadlord hero is that he's kind of a cruel jerk that just wants to make enemies suffer, and doesn't care about being the most powerful or about how his allies feel. The idea of having a strength, an agility and an intelligence Dreadlord in one crew is pretty interesting, and it's one of the few cases where it can actually work.
  • Tichondrius being the intelligence Dreadlord makes a lot of sense, since he's the smartest one in the group. He is also supposed to be the most powerful one, which kind of comes across in his ultimate being the most game changing one, and his necromancy spell having the highest potential. (I do love raising those enemy mini bosses with it) His base kit is a bit dull, but the hero is still interesting, since I don't think I've ever seen a melee intelligence hero that is focused exclusively on damage and CC, with no utility whatsoever. I'd be down the seeing Firebolt changed, but otherwise, he's great.
  • Varimathras is kind of a weird design for a melee agility hero. Melee agis usually have a very high damage output, either through spells or through auto attacks. They also usually have some mobility and/or extra survivability, but they lack CC and utility. Varimathras on the other hand is the exact opposite of everything I've just described, as he has no mobility, low survivability, and his damage is the lowest out of the 3 dreadlords, but he has a lot of CC and utility. His necromancy spell is also the most mana intensive, so the player is put in a weird spot where the agi hero needs the mana items while he's also using an int hero. He definitely does his job well, I just don't see the reason behind him being an agi hero (other than the group lacking one).
  • Dalvengyr is the dumb showoff that is never willing to back down, and honestly, his kit really reflects that. He's very hard to take down due to his ability to constantly heal up, and Book of the Dead is simply the perfect necromancy skill for him, since he's the one who really fantasizes about summoning a giant army of undead to destroy everything. Death Curse is a very cool and unique, albeit situational ultimate, and I had some fun moments with during the 3 chapters where it was available (though it's quite annoying when you accidently kill the marked target too soon :angry:).
  • Araj is just a normal Lich, with the addition of the Tome of the Shadow Order, which actually makes him a really versatile hero that is kind of fun to play. I really like how basically all 3 of the spells from the tome cover up one of the weaknesses of the Lich, as Drain gives him health sustain, Finger of Pain gives him single target damage, and he now has the ability to summon stuff. Though it's a bit annoying that the fel beasts aren't undead, so they can't be Dark Ritual-ed.
  • The Drow Ranger from the tavern is just a normal Drow Ranger. That hero is quite common in campaigns, and I would have liked to get a more underutilized hero like the Firelord. But I guess Turnro wanted to avoid an ability overlap between the heroes, and her Silence and Black Arrow abilities have helped a lot, so I'm not complaining. It's nice that she has an inventory too (it's pretty annoying when some side heroes don't have it).


Lastly, before we talk about the individual chapters, I wanna go over some of my general thoughts regarding the campaign and the feedback it received:
  • This really felt like the kind of campaign that some people would really enjoy and give it 5 stars, while others might feel like they got basically nothing out of it and would give a 2 or a 3. I personally belong to the first group, as I generally like the kind of gameplay that this thing offers, but it's not like you're wrong if you don't.
  • Though I do have to say that there's a ton of wasted potential here. Turnro's campaigns in 2022 are absolutely insane, but this one was kind of just left behind. (According to this page, it was last updated 9 years ago, in Jul 1, 2013, which was actually before mana bars were shown in-game)
  • I've already mentioned the gameplay features before, but the other campaigns also have more "fluff" features. They have custom music, voice acted cinematics, new voice lines on some heroes, and warnings to save before bossfights or rough battles/instances. Though this campaign still has the neat difficulty selection system, and the terrain was decent with only a small amount of annoying tiny passageways.
  • One thing that I really liked here were the secrets. Turnro is generally pretty good at hiding stuff, and while Rowan had a few tricky items to find, it really felt like this campaign had the highest amount of unconventionally hidden treasures.


And now, I'll be going over my thoughts regarding these interesting chapters:

CHAPTER 1 - This is a pretty interesting and unique first mission. Having only a few level 1-2 heroes is quite rough, but it adds an interesting strategic layer to the map, as the player can't just run into every encounter and win through good micro. So the map becomes a pseudo stealth mission where you have to be smart about choosing fights, which certainly isn't a common thing in first maps, but it kind of establishes how badly the dreadlords need the Scourge. I actually had a really hard time figuring out how to get all of the items behind the elf camps, and I feel like it would be fair to make the camp behind the southern base drop another Potion of Invisibility, as the player can't really get out after killing the murlocs. Oh, and it would be nice if the doom guard would be sent to literally any other location, where the distraction might actually be helpful.

CHAPTER 2 - A pretty normal map, where you're just running around with your heroes and killing stuff, with the twist that there's a naga base that sends decently strong attacks against you. This map was quite small, but I think it's quite enjoyable, and the shop definitely makes things a bit more interesting. It's pretty similar to the first one, in that the dreadlords are still kind of weak, since they haven't found the undead yet, so they have to avoid the enemy bases, and there are also more Potion of Invisibility secrets, though this time, you can easily just buy two to make the infiltration much safer. I was kind of surprised when I first saw that the dreadlords actually wanted to kill Arthas, since they're known to be quite manipulative, so I expected them to further use him for their own benefits. Oh well.

CHAPTER 3 - This is a level that is mostly just there for players to have some fun stomping through the naga bases after enduring constant attacks in the previous chapter, without actually advancing the plot in any meaningful way. And I think that's fine, as not every mission needs to be a gigantic battle with huge consequences, or an exploration of a mysterious place where you'll learn many many new things. Putting in orcs as the corpses was pretty smart, as the Turnro canon didn't really change anything about the history of Gul'dan and his followers. This map is quite small and quite easy, but I think that fits with the concept much better than map that is big and hard. I always appreciate those heavy armor buildings in micro maps too.

CHAPTER 4 - Yeah... and now the heavy armor is gone, even though the player gets no permanent siege or chaos damage units in the first section (while he actually does in CH3). You basically have to try to hit mortar teams with Animate Dead, in order to take out the buildings at a reasonable speed. Otherwise, dealing with the human base is a very slow grind, which makes me very thankful that they don't have a Town Hall. Or maybe I was supposed to just run though the base, but the game itself didn't really give any indications about that being the intended solution, so I'm assuming that it wasn't. The second section felt pretty reasonable, other than the fact that the path to the necromancers was designed to be a whole lot longer and more challenging than to path to the other units, for reasons that I couldn't quite figure out. The nerubian base was obviously very OP, but that made sense, since you aren't supposed to destroy it, and you can just rush through it to claim that troll camp right before ending the map.

CHAPTER 5 - Finally, the Scourge has been fully resurrected and the extremely rough missions can begin! And the very start of this level most certainly punches you in the gut with the difficulty when you have to siege that decently defended yellow base with very limited resources, only for brown to quickly show up out of nowhere with a sizeable army that will demolish you. This first section genuinely took me hours due to all the restarting and reloading I had to do, until I figured out that I can cheese them with battleships and gargoyles, killing most of their defenses while they can't fight back. If I'd have to pick one thing to change in this entire campaign, I would disable the brown AI until the first main quest is complete, because it honestly feels like the map was balanced around that, but Turnro simply forgot to actually turn them off. The rest of the map was fairly well done, though it's quite annoying that ships cost supply when they can only really support you in 3 small areas after you cleared the yellow base. Samuro and his base would be rough, but thankfully, the game gives the player a Potion of Invulnerability and a whole bunch of Goblin Land Mines, so we did a little Fortress sniping. And Samuro can just be lured out into the player's base, so that wasn't very difficult. Oh, and I found a weird bug where if you load a ghoul into a ship, it can still visually look like he's outside, but he is invulnerable, rooted in place, and if you select him, he immediately gets deselected (I don't remember what caused it, though).

CHAPTER 6 - I was actually expecting this one to be a monstrously hard mission too, but it was actually quite reasonable overall. Orgrimmar is indeed enormous, but its two red bases didn't feel undefeatable, and Drek'thar isn't exactly a scary hero. The tauren sidequest was a pretty annoying one, especially because I didn't really understand why Dalvengyr couldn't just destroy all of the bridges in one go, as it's not like he had to use mana, cooldowns, resources or items to do so. But it did add time and tension in an interesting way, where failing to complete the map in time won't just result in outright defeat, but you'll have one rough attack heading your way (and if you survive it, then you can just keep on playing like normal). Though weirdly enough, the tauren actually just stand there and keep on working for a few seconds after the timer reaches 0:00, so that helped me a bit. The book was actually a really well hidden secret that I only found thanks to some air units accidentally getting sent there, but that book has been an absolute life saver at times, so I'm thankful for my luck.

CHAPTER 7 - So, this is the one. The map where I actually went over 1000 with the amount of units I produced. This thing was one of the most challenging maps that I've had in my entire challenge run, which says a lot, since so far, I've played through 15 different campaigns. Having 5 powerful bases with around 100 supply defenses that will occasionally launch gigantic attacks may have been a little too much, and I was basically just base trading throughout the entire level. And for some reason, archers just absolutely annihilate anything they decide to hit. Seriously, just compare them to the crypt fiends and the riflemen, and just keep in mind that they cost less supply, less resources, have longer range, and most likely have a lower training time too.
Screenshot (795).png
Screenshot (797).png
Screenshot (796).png

And now, let's look at the how the archer is in every other campaign, including The Adventures of Rowan the Wise:
Screenshot (800).png

And the funny thing is that 36-38 is their damage in normal difficulty too. I suppose it was buffed to make them much more of a priority target, while forcing the player to make use of necro wagon to avoid being completely demolished, but maybe, adding 20 damage to a 2 supply unit with long range and good attack speed, was a bit of an overkill (don't forget that they gain support from priests and spell breakers too).
...Anyways, stupidly overpowered archers aside, I've also had a weird bug with the colors of the enemies, as they're all supposed to be different from each other, yet I've had three of the enemies as light blue, as you can see in the screenshot of my previous post. There was also a bug with the elven and the southern human base that I mentioned in the previous post too. And there were a few neatly hidden things here too, including that murloc camp near the starting base, and this very weirdly positioned crate that dropped nothing. I wonder what that was for.
Screenshot (670).png


CHAPTER 8 - After the bloodbath of the previous mission, I was quite happy about finally getting a chill micro map where you mostly just use heroes. Having some enemies hidden behind trees is quite clever here, as Death and Decay's ability to destroy trees is not as much of a common knowledge as Flame Strike or Force of Nature. I really like the way Dalaran was designed in this mission, and I wish some of the ideas from this map would be used in the fifth chapter of Rowan's campaign (maybe the player could use the mana of their heroes and units to feed some generators, which turns on traps and obstacles, and there could be some rune puzzles that would release the experiments at the enemy, or would provide some other benefits). The way the fog of war worked in Dalaran was a little weird, and I didn't really understand why it was changed in the first place (Maybe it's because the magic is concealing vision?). A lot of the traps and secrets were really interesting, and the invisible Uther is one of my favorite easter eggs from the entire campaign. The thing that I would change, is that I'd increase the health of the melee skeletons so they don't die so fast, and I would give new abilities to some of the ghost archmages, while making all of the player's summoned disappear after their introduction cinematic, since raising that big zombie makes the fight extremely easy.

CHAPTER 9 - The micro section of this map felt pretty good. The fights were decently balanced, there were some neat secrets, and the general idea was quite interesting. The macro section felt a bit more meh. It was obviously designed to be difficult since it's the ninth chapter and all, but those 4 human bases are extremely tough to break, and I've been mostly just sniping off buildings from the outskirts with Death and Decay to make their defense structure weaker (I really didn't want to relive the craziness of CH7)... until I noticed something interesting. The marketplace inside the city apparently sells a consumable that gives you a 25 second Divine Shield, all the while the main quest was just to walk into Dalvengyr's cell, while I also had a Kelen's Dagger from a previous level. This resulted in the mission becoming one of the easiest to cheese out of every single playable campaign in Warcraft 3 (so much so that I'm actually wondering if "pressing bubble and running past everything" might have been the intended way to play this map). The Paladin fight is a bit tricky, but if you were good at finding items, and if you'll micro your heroes and summons well, then it's perfectly beatable. The only tricky part is that the human bases can easily destroy mine thanks to the heroes not being there to defend, but luckily, I had a Graveyard outside of the city to deal with some lumber issues, and the AI ignored it, so I just barely won. Afterwards, I quickly went back to check through the map with cheats (I appreciate the absence of the anti cheat system btw, even if I understand why Turnro uses it in the other campaigns) to see if there's any unfound items that I might want to backtrack for, but honestly, most of the loot didn't feel worthwhile when my heroes are stacked with Unique/Artifact items, even though pretty much everything was at least decent.

CHAPTER 10 - Ah, the infamous tower defense map. This map was obviously inspired by The Crossing (the secret mission) from Curse of the Blood Elves, but with the twist that the enemy will actually fight you, which made it very unique and memorable. This also meant that people who sometimes struggle with Tower Defense (like me) can still use their micro and resource management skills to win the level. But basically, the key rules are that you mustn't place towers near the enemy base (it's hard to get acolytes up there, plus it's also inefficient, since you want to tower up spots that the enemy is guaranteed to travel through, and ones where you'll fight in), you shouldn't build too many towers near the obelisk, and banshees should absolutely be your go-to in the lategame, as possessing those 2K health knights does wonders (imagine if they would keep their damage upgrades too...). Completely filling up one side near the enemy base with Nerubian Towers could also be an interesting strategy, I suppose. Anyways, I do appreciate some of the little touches, like the Blight Staff and the Backpack upgrade on the units, as these make the map a lot less tedious to play. Though one thing I don't understand is why the purple gold mine runs out so fast, especially since the player will really need gold once the towers become vulnerable (which is probably enough of a limitation if you ask me). But all in all, it was still a great a final mission.


So that's that for my Resurrection of the Scourge review. This campaign is definitely an amazing one, even despite all the flaws and mistakes I've just mentioned above. It is obviously the weakest campaign out of all the Turnro ones, but that's simply because it received the least attention from the developer. But it's undeniable that the foundation is still very solid, as the missions themselves are all quite fun and competently designed (for the most part - *looks at archers with visible frustration). For me, this campaign was kind of in between 8/10 and 9/10, as I think it's very enjoyable, and I'd recommend it to anyone who either likes hero focused micro maps, or Blizzard style base building maps. Though do I have to mention that I only advise playing on hard difficulty if you're very patient and you can tolerate getting destroyed at times, because unless you're a complete god at this game, there will be at least 1 moment that will throw you off.
Thanks to everyone who actually read through this, and thanks to Turnro for making great campaigns like this one! It has been quite the blast, and I'm definitely looking forward to experiencing the update that Jeopardy for the Horde has received. Peace!
 
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I wouldn't really call it bad or anything, but it was kind of just a Path of the Damned without the fun of Arthas. What I mean is that the campaign was basically used to show how the evil guys got into a position where they're a threat to the good guys, so that the follow up campaign/campaigns can happen, rather than being a compelling and well rounded story on its own (like the campaigns of the other races). Unfortunately, this is kind of a necessary evil, and I'm not really sure if there's anything that could have been done to make the story more engaging.
Agree. The only outcome this campaign had was the Legion getting the Tome of Medivh. Tichondrius bringing back the Scourge was pointless.
Why did the dreadlords make a portal to Ashenvale, if it was a dangerous area that they needed to get away from?
I honestly have the same doubt. Especially since they appeared in Ashenvale simply to take a boat for the Broken Isles. Couldn't they just make a portal directly to the islands or teleport?
And before anyone says "well, in this alternate universe the Dreadlords can't teleport", we see Varimathras doing it in the opening cinematic of Chapter 5!
How did the illusionist guy not get hurt from the spell of Medivh's tome (Smolderas makes sense btw, cus he is an elemental), when he seems to be a demon himself?
My guess is that Eredon is very hard to kill. Remember that Kil'jaeden thought that he had killed him, and his death was meant to trigger the invasion in "Jeopardy for the Horde", and yet he didn't die for real.
Maybe is he some sort of demon lich?
Why did the original Scourge just leave the insanely powerful tome in Dalaran?
Not only that. The Scourge invaded Dalaran in order to get the book. And yet, they decided to attempt to summon the Legion somewhere else (plot convenience since this gave Rowan the chance to stop them), and the summoner didn't even have the book with him when he died. So they invaded Dalaran, read the book and then left the book in the middle of ruins?
Why couldn't they just summon the Apocalypse eye thingy in a safe area, and then carry it to a good location? Why couldn't they just run away from Garithos and the Alliance, when it didn't appear that they were surrounded (maybe they were though)?
Exactly. They could have made a portal and retreat to another location. They can create a portal from the Twisting Nether to Ashenvale, but they can't make a portal that allows them to travel across distances in the same planet?
How come Tichondrius "failed" his mission, when he had the tome and all he needed was another summoner to actually start off the invasion?
Kil'jaeden simply wanted an excuse to kill Tichondrius. He even sent Eredon to aid the Alliance in order to get rid of him.
 
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The only outcome this campaign had was the Legion getting the Tome of Medivh. Tichondrius bringing back the Scourge was pointless.
And Lordaeron getting completely wiped. Though again, if you look at most campaign series, the impact of the individual campaigns is usually higher than "a nation gets destroyed and the bad guys get an artifact", as that is something that could easily happen within 3 chapters (Path of the Damned has destroyed 2, while fully bringing in the Legion as well, plus the resurrected Kel'thuzad was more of a long term character than Araj).

I honestly have the same doubt. Especially since they appeared in Ashenvale simply to take a boat for the Broken Isles. Couldn't they just make a portal directly to the islands or teleport?
And before anyone says "well, in this alternate universe the Dreadlords can't teleport", we see Varimathras doing it in the opening cinematic of Chapter 5!
I think this could be easily explained by just mentioning the rules of Dreadlord teleportation, because it feels a tad convoluted this way. I guess the idea is that their teleportation abilities require a lot of channeling (meaning that they can't do it when enemies could attack them), and can only be used to transport a few people. This would explain that they need the boat since they couldn't just teleport from the Broken Isles to Northrend, and there weren't any boats in the isles, so they had to start off somewhere else. It would also explain why the Legion couldn't just be summoned in by the raw power of dreadlords. And also this question:
They could have made a portal and retreat to another location. They can create a portal from the Twisting Nether to Ashenvale, but they can't make a portal that allows them to travel across distances in the same planet?
But none of that was even mentioned in the campaign, which is a bit of a problem. For all I know, my explanation could be entirely wrong.

Kil'jaeden simply wanted an excuse to kill Tichondrius. He even sent Eredon to aid the Alliance in order to get rid of him.
That actually makes a lot of sense. Tichondrius failing his mission was kind of a half-truth there, but a half-truth is truth enough for Kil'jaeden in that scenario (half-truths are used a lot for deceptions and manipulations after all, so it's fitting for him to use it when his literal title is "The Deceiver")

I kind of missed the part where it was mentioned that Eredon aided the Alliance, but it's absolutely plausible that he did. I guess it could also be possible that the mysterious voice was him as well (don't forget that Magroth immediately recognized a demon from it). Though that makes it a little less likely that the voice from here and the voice from Malfruion's Quest is connected, but I do find it curious that Eredon didn't show up a single time in that campaign.

(This is kind of a crazy theory, but maybe he is a sentient being of magical energy that creates those demonic forms as a puppets, and has placed his consciousness into the magic fountains, and was basically doing everything to try and get Malfurion to consume the fountains, so that he can overpower his mind and take control of Azeroth by absorbing even more power. It's pretty unlikely, since in the Character Sheet, he was shown as a Legion character and not a neutral one, but it's still an interesting idea nonetheless, especially because it's pretty funny to imagine that he faked his loyalty to Azgalor while also faking his loyalty to his competitor so that he could get them both killed)
 
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And Lordaeron getting completely wiped. Though again, if you look at most campaign series, the impact of the individual campaigns is usually higher than "a nation gets destroyed and the bad guys get an artifact", as that is something that could easily happen within 3 chapters (Path of the Damned has destroyed 2, while fully bringing in the Legion as well, plus the resurrected Kel'thuzad was more of a long term character than Araj).
Actually Lordaeron didn't get wiped out. Araj stated that spell required a good location in order to cause as much damage as possible, and Tichondrius decided to use it to kill all the forces that were surrounding them, regardless of the range.

The Apocalypse spell razed that whole city to the ground and wiped out Garithos' army, but that was it. In other words, that spell is Azeroth's version of a nuclear bomb.

So yeah, the original Scourge dealt far more damage to Lordaeron than Tichondrius'.
That actually makes a lot of sense. Tichondrius failing his mission was kind of a half-truth there, but a half-truth is truth enough for Kil'jaeden in that scenario (half-truths are used a lot for deceptions and manipulations after all, so it's fitting for him to use it when his literal title is "The Deceiver")
If you recall, he even lied to his lieutenants in Malfurion's Quest, stating that Tichondrius fell in combat against the mortals.
I kind of missed the part where it was mentioned that Eredon aided the Alliance, but it's absolutely plausible that he did. I guess it could also be possible that the mysterious voice was him as well (don't forget that Magroth immediately recognized a demon from it). Though that makes it a little less likely that the voice from here and the voice from Malfruion's Quest is connected, but I do find it curious that Eredon didn't show up a single time in that campaign.
Magroth says that he was approached by a demon. And since this happened around the time Tichondrius got hold of the Tome of Medivh, it is like 90% possible that it was Eredon. Kil'jaeden most likely sent him to spy on Tichondrius and to ensure he would fail.
(This is kind of a crazy theory, but maybe he is a sentient being of magical energy that creates those demonic forms as a puppets, and has placed his consciousness into the magic fountains, and was basically doing everything to try and get Malfurion to consume the fountains, so that he can overpower his mind and take control of Azeroth by absorbing even more power. It's pretty unlikely, since in the Character Sheet, he was shown as a Legion character and not a neutral one, but it's still an interesting idea nonetheless, especially because it's pretty funny to imagine that he faked his loyalty to Azgalor while also faking his loyalty to his competitor so that he could get them both killed)
Who knows, maybe Eredon is an agent of the Void, and he is simply making all powerful factions kill each other.

I mean, in Shadowlands we find out that the Dreadlords were never truly loyal to the Legion to begin with.
 
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Keep in mind that when this project was written, Shadowlands did not even exist yet.
I know, but those kind of plot twists have always existed. You think for a long time that someone has always been loyal, and then you find out that he or she was a double agent all along.
 
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I know, but those kind of plot twists have always existed. You think for a long time that someone has always been loyal, and then you find out that he or she was a double agent all along.
I think the nature of Dreadlords is not much different from humans. Mal'ganis sided with Death (Denathrius), Lothraxion sided with Light, while Tichondrius, Mephistroth, and Balnazzar sided with the Burning Legion. Actually, I've always doubted that Mal'ganis was the Dreadlord of the Burning Legion.
 
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(This is kind of a crazy theory, but maybe he is a sentient being of magical energy that creates those demonic forms as a puppets, and has placed his consciousness into the magic fountains, and was basically doing everything to try and get Malfurion to consume the fountains, so that he can overpower his mind and take control of Azeroth by absorbing even more power. It's pretty unlikely, since in the Character Sheet, he was shown as a Legion character and not a neutral one, but it's still an interesting idea nonetheless, especially because it's pretty funny to imagine that he faked his loyalty to Azgalor while also faking his loyalty to his competitor so that he could get them both killed)

interesting theory and ig we will find truth in the other path since the demon died in the evil path
 
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Need Some Help! I´m trying to play this one with Quenching Mod or Campaign Splitter and Everytime I get green icon on Varimathas and on Some Spells Like Call of the Warning. Any suggestion? I tried out with all Turnro´s campaign and everything was good except for this one. What is the problem?
 
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Need Some Help! I´m trying to play this one with Quenching Mod or Campaign Splitter and Everytime I get green icon on Varimathas and on Some Spells Like Call of the Warning. Any suggestion? I tried out with all Turnro´s campaign and everything was good except for this one. What is the problem?

The issue is Resurrection of the Scourge was made for legacy Warcraft 3 and has never been tested in Reforged. As such, you are bound to come across some issues when playing through the Quenching Mod.
 
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The issue is Resurrection of the Scourge was made for legacy Warcraft 3 and has never been tested in Reforged. As such, you are bound to come across some issues when playing through the Quenching Mod.
That´s sad really wanted to showcase how the campaign woulda look with Reforged on my channel. Well Thanks anyway for taking your time to answer.
 
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Hi all,

As many of you are aware, Custom Campaigns are now available in Warcraft III Reforged! Moving forward, I'll be supporting both Reforged and Legacy when releasing new campaign updates in future.

Here is what to expect for future updates:
  • There will be 2 separate campaign files: one for Reforged and another for Legacy
  • The Reforged version can be played in SD graphics only (may support HD in future)
  • The Reforged and Legacy versions will be almost identically. The only differences with Reforged is the difficulty selection will be moved to the campaign loading screen, and the game will auto-save for you throughout certain missions (such as at the start of boss fights)
  • These changes will apply to the Malfurion's Quest v1.5b update later this year. I also intend to release a Reforged version for my earlier campaigns at some point, though this may not be for a while as I am busy with working on Malfurion's Quest
 
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