Revenge of Mal'Ganis (Version 1.4)

Zenonoth, Walichrage, joaquim98 presents


1-RoM.png

Made by
Zenonoth - Walichrage - joaquim98

Special Thanks to these awesome guys for testing, providing feedback!
LISBOAH, Dori900l, Lefroit, CGCyan, Morris, deepstrasz

THIS VERSION OF THE CAMPAIGN IS BEST / PERFECTLY MADE FOR 1.26a LEGACY VERSION OF WC3.

• MESSAGE ME WITH YOUR PLAYTHROUGH VIDEOS ON YOUTUBE AND I'LL LINK/EMBED YOUR VIDEOS TO CAMPAIGN POST TO PROMOTE IT (Your Vid.)!
• You have full Authorization to translate this campaign as you please.

Features

2-Features.png

- 8 Missions, 2 Interludes
  • Voice acting
  • Modified Undead Techtree
  • Corrupted Ancients Techtree
  • AI
  • Various Difficulties

Story

3-Story.png

"After his defeat at the hands of Arthas Menethil in Northrend, Mal'Ganis is revived once more by the mysterious lord of the Nathrezim. He plots to enact his ultimate revenge upon Arthas who's now the Lich King's champion and in doing so also keeping him in check."
Playable Characters

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Mal'Ganis (Dreadlord) - The fearsome dreadlord faithful to the Lord of the Nathrezim.

PICDalven-CL.png

Dalvengyr (Dreadlord) - A powerful dreadlord; Dispatched to aid Mal'Ganis' invasion of Silverpine Forest.

PICRage-CL.png

Rage Winterchill (Lich) - A fallen Orc Warlock, risen by Mal'Ganis' necromancery.

PICThule-CL.png

Thule Ravenclaw (Archmage) - Lord of Fenris Keep, recruited to serve the Scourge.

PICArchimonde-CL.png

Archimonde (Eredar Warlock) - Lord of the Legion's invasion forces.

PICMannoroth-CL.png

Mannoroth (Pit Lord) - An unstoppable Pit Lord; summoned to Lordaeron to bring upon its downfall.

PICTichondrius-CL.png

Tichondrius (Dreadlord) - A master strategist dreadlord. Went to Kalimdor to support the legion's invasion.

PICXavalis-CL.png

Prince Xavalis (Satyr Hellcaller) - A Satyr prince, long awaited the legion's return; Supports the corruption of Felwood.

PICArthas-CL.png

Arthas (Death Knight) - The fallen prince of Lordaeron. Arthas is bent on enacting the Lich King's will. Not even a recently-returned Mal'Ganis would stop him.


Screenshots

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1.jpg

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3.jpg

4.jpg

5.jpg


Videos

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Changelog

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- Version 1.0: Map posted
  • Version 1.1: Fixed AI for second and fifth mission
  • Version 1.2: Major fixes
  • Version 1.3: Major fixes
  • Version 1.4: Entire remake


Credits

8-Credits.png


• MAP MAKING: Zenonoth, Walichrage, joaquim98
• MAP TESTING: LISBOAH, Dori900I, Lefroit, Morris, CGCyan
• GREAT FEEDBACK: deepstrasz
• MODELS: Ujimasa Hojo, Blood Raven, Ilya Alaric, The Weird Human, tee.dubs, HerrDave, Kuhneghetz, JetFangInferno, Uncle Fester, doom_sheep, Mecheon, Vinz, Tranquil, Hellblazer-14, chilla_killa, psipenge, 84chrome, PROXY, UgoUgo, hortaxman, Amigurumi, LarsLushmane, prmosquito, Em!, 00110000, Karassu, Zephyrius2412, Ders, Eusira, Ubernator, imforfun, DforDanne, johnwar, Mephestrial, Sellenisko, Sunchips, Power, assassin_lord, stan0033, HappyTauren, kellym0, Solu9, eubz, 67chrome, Situ, Mr Ogre man, MatiS, Draknyte1, Mister_Haudrauf, Deolrin , Wandering Soul, garfield, Jiok, DREADMAN, protivogaznik, alienatsystem, wyrwuulfe, cuore, GiFun, Teaspoon, bisnar13, lender, Tiodor
• ICONS: r.ace613, Diegoit, Grey-Tuzed, Darkfang, Xetanth87, Frlky, Kelthuzad, Hermit, Callahan, Golden-Drake

○ Support is much appreciated and can assist in improving my resource(s)' quality/quantity
Contents

Revenge of Mal'Ganis (Version 1.4) (Campaign)

Reviews
deepstrasz
Pre V. 1.1 -not sure if the music on the campaign screen and main menu collide or not but you should check it just in case; besides no one actually stays more than a couple of seconds on the campaign screen anyway, so no music is needed there. V...
god1ess
I just finished playing v 1.3 (Hard Mode). Overall i enjoyed it. Bit too short perhaps the abrupt ending between chapter 7 to 8 feels disconnected story wise. I prefer RTS dominated campaigns and this is my "type of campaign", so thank you...
Freecell
I've been playing through this for the last couple of days, and I enjoyed it a lot. Personally, I found Chapter 2 to be the hardest, even though repelling enemy zeppelins was pretty easy, just because of how hard it was to take out the bases with all...
Warseeker
Hello, I've just finished playing your campaign. It was pretty fun and interesting, I like its story and features. The gameplay was okay. Here's my review : Chapter One : - Too many tomes and items are spawned in this mission which makes the...
Level 1
Joined
Dec 31, 2017
Messages
1
Hello @Zenonoth just played this map with my brother at a net cafe, I'm Egyptian so pardon my horrid english.

This is by far the easiest campaign I've played in my life but I guess that's because we played on easy difficulty.

These are the bugs we found.

CHAPTER 1
- Although the campaign is easy, the end lich boss at chapter 1 was the only annoyance, he's impossible to beat even when you've collected all items, no matter what I do.. His 4 abominations, 2 necromancers make it just impossible.

CHAPTER 2
-
Book of the Dead says it summons skeletons but it summons Zombies instead and when their timer expires, they dissipate like the Feral Spirit dissipation
- Zombies are very overpowered.
- Gilneas' gate is vulnerable

CHAPTER 3
- Thule repeats his line at the ending cinematic

CHAPTER 4
- There's an unreachable spot with gnolls in it, a tree is blocking the path and the only way to get past it is via summoning an infernal to destroy the tree
- Archimonde's finger ability one shots the Defense Golem, wasn't even a challenge
- Archimonde's finger ability is learnable at level 4
- Archimonde is powerful like hell, there's no challenge in defeating enemies because of his 100% stun chance. Only buildings annoy me.

CHAPTER 5
- Thule Ravenclaw's ability has the same hotkey as his animate dead
- Skeletal Mastery upgrade is missplaced

CHAPTER 6
- The Tauren ranged unit is called: Headhunter and it has ginormous attack damage
- Zombies can be trained from graveyard but there's no telling about it in the graveyard's tooltip
- Tauren Miners can burrow inside their tents

CHAPTER 7
- When I destroyed the blue base, it showed me that I destroyed both that base and the teal base..?
- Why is Dark Portal having 1000 mana when it only summons a Felstalker when Inferno has 250 mana and it summons an Infernal, the mana costs don't make sense.
- Prince Xavalis' spells are not QWERTY

CHAPTER 8
- When either Arthas or Mal'Ganis summon their adds they just get spawned, they appear out of nowhere, no special effects.

THINGS I LIKED ABOUT THE CAMPAIGN
- The voice acting
- The custom icons
- The skins
- The story
- The custom Satyr race
- The various new items you can obtain
- The mission's gameplay time and ideas

THINGS I DIDN'T LIKE ABOUT THE CAMPAIGN
- Lack of music
- The new undead race you modified only has 2 extra units and that's it
- The bugs
- Some spells are just blizzard spells and same applies to units, you just changed the icons

LORE/LOGIC MISTAKES
- Why would Mal'Ganis go to the Twisting Nether if he can already teleport there?
- Why would he go to Fenris Isle by a boat when he can teleport? why does he even go there when his task was to plunder Gilneas?
- Why would they go to the Caverns of Time? I think I understood that because of Anachronos, and it's too far from Razorfen Downs
- Ice Revenants do not side with the Scourge

EDIT: Seems my message is pending approval, I'll send you a PM.
 
Level 11
Joined
Dec 31, 2012
Messages
171
So, I've played through this, and while I think it's a pretty decent campaign, there are some things I wish to point out.
  • When you said "Modified Undead Tech-Tree", I was expecting something like more interesting units or something, kinda like the Forsaken tech-tree's floating about. Not... new icons, some minor adjustments and 1 new unit. Maybe it's my fault for getting my expectations too high?
  • I really wish the Saytr tree was more fleshed out. As it is, it's the Naga Tree but with less development.
  • The voice acting certainly puts this above most other campaigns, and those have none what's so ever. However, the voice acting here is laughably bad. Mal'Ganis's voice actor sounds stoned out of his mind, the Lich sounds like an old man, and so on. It can be argued if this is a bad thing since 1) the fact that this campaign has voice acting is a positive itself and 2) the fact that the voice acting is bad adds to the charm. Maybe that's just me, though.
Overall, I enjoyed it. It has a few flaws, but nothing that destroys the campaign.

Something else I want to note, if you were to add a bonus chapter referencing his appearance in WotLK, I would REALLY enjoy that, and I highly doubt you'd have trouble working something for that.
 
~ * 1ST UPDATE [1/1/2018] * ~

Hello @Zenonoth just played this map with my brother at a net cafe, I'm Egyptian so pardon my horrid english.

This is by far the easiest campaign I've played in my life but I guess that's because we played on easy difficulty.

These are the bugs we found.

CHAPTER 1
- Although the campaign is easy, the end lich boss at chapter 1 was the only annoyance, he's impossible to beat even when you've collected all items, no matter what I do.. His 4 abominations, 2 necromancers make it just impossible.

CHAPTER 2
-
Book of the Dead says it summons skeletons but it summons Zombies instead and when their timer expires, they dissipate like the Feral Spirit dissipation
- Zombies are very overpowered.
- Gilneas' gate is vulnerable

CHAPTER 3
- Thule repeats his line at the ending cinematic

CHAPTER 4
- There's an unreachable spot with gnolls in it, a tree is blocking the path and the only way to get past it is via summoning an infernal to destroy the tree
- Archimonde's finger ability one shots the Defense Golem, wasn't even a challenge
- Archimonde's finger ability is learnable at level 4
- Archimonde is powerful like hell, there's no challenge in defeating enemies because of his 100% stun chance. Only buildings annoy me.

CHAPTER 5
- Thule Ravenclaw's ability has the same hotkey as his animate dead
- Skeletal Mastery upgrade is missplaced

CHAPTER 6
- The Tauren ranged unit is called: Headhunter and it has ginormous attack damage
- Zombies can be trained from graveyard but there's no telling about it in the graveyard's tooltip
- Tauren Miners can burrow inside their tents

CHAPTER 7
- When I destroyed the blue base, it showed me that I destroyed both that base and the teal base..?
- Why is Dark Portal having 1000 mana when it only summons a Felstalker when Inferno has 250 mana and it summons an Infernal, the mana costs don't make sense.
- Prince Xavalis' spells are not QWERTY

CHAPTER 8
- When either Arthas or Mal'Ganis summon their adds they just get spawned, they appear out of nowhere, no special effects.

THINGS I LIKED ABOUT THE CAMPAIGN
- The voice acting
- The custom icons
- The skins
- The story
- The custom Satyr race
- The various new items you can obtain
- The mission's gameplay time and ideas

THINGS I DIDN'T LIKE ABOUT THE CAMPAIGN
- Lack of music
- The new undead race you modified only has 2 extra units and that's it
- The bugs
- Some spells are just blizzard spells and same applies to units, you just changed the icons

LORE/LOGIC MISTAKES
- Why would Mal'Ganis go to the Twisting Nether if he can already teleport there?
- Why would he go to Fenris Isle by a boat when he can teleport? why does he even go there when his task was to plunder Gilneas?
- Why would they go to the Caverns of Time? I think I understood that because of Anachronos, and it's too far from Razorfen Downs
- Ice Revenants do not side with the Scourge


Thanks for the review @Map Critic 404 here's the hotfixes I made in this new version.

CHAPTER 1
- Although the campaign is easy, the end lich boss at chapter 1 was the only annoyance, he's impossible to beat even when you've collected all items, no matter what I do.. His 4 abominations, 2 necromancers make it just impossible.
[NERFED THE LICH IN CHAPTER#1]

CHAPTER 2
-
Book of the Dead says it summons skeletons but it summons Zombies instead and when their timer expires, they dissipate like the Feral Spirit dissipation [FIXED]
- Zombies are very overpowered. [NERFED THE ZOMBIES]
- Gilneas' gate is vulnerable [FIXED]

CHAPTER 3
- Thule repeats his line at the ending cinematic [FIXED]

CHAPTER 4
- There's an unreachable spot with gnolls in it, a tree is blocking the path and the only way to get past it is via summoning an infernal to destroy the tree [FIXED]
- Archimonde's finger ability one shots the Defense Golem, wasn't even a challenge [NERFED ARCHIMONDE'S ABILITY]
- Archimonde's finger ability is learnable at level 4 [FIXED]
- Archimonde is powerful like hell, there's no challenge in defeating enemies because of his 100% stun chance. Only buildings annoy me. [NERFED ARCHIMONDE'S BASH ABILITY]

CHAPTER 5
- Thule Ravenclaw's ability has the same hotkey as his animate dead [FIXED]
- Skeletal Mastery upgrade is missplaced [FIXED]

CHAPTER 6
- The Tauren ranged unit is called: Headhunter and it has ginormous attack damage [FIXED]
- Zombies can be trained from graveyard but there's no telling about it in the graveyard's tooltip [FIXED]
- Tauren Miners can burrow inside their tents [FIXED]

CHAPTER 7
- When I destroyed the blue base, it showed me that I destroyed both that base and the teal base..? [FIXED]
- Why is Dark Portal having 1000 mana when it only summons a Felstalker when Inferno has 250 mana and it summons an Infernal, the mana costs don't make sense.
[THAT'S BECAUSE IT'S SPAMMABLE WHILE THE INFERNAL/DOOMGUARD IS NOT]
- Prince Xavalis' spells are not QWERTY [FIXED]

CHAPTER 8
- When either Arthas or Mal'Ganis summon their adds they just get spawned, they appear out of nowhere, no special effects. [FIXED]

THINGS I LIKED ABOUT THE CAMPAIGN
- The voice acting
- The custom icons
- The skins
- The story
- The custom Satyr race
- The various new items you can obtain
- The mission's gameplay time and ideas

THINGS I DIDN'T LIKE ABOUT THE CAMPAIGN
- Lack of music [Will add fully custom music to be featured in next update]
- The new undead race you modified only has 2 extra units and that's it [That's intentional for this first Act of the Campaign]
- The bugs [Fixed most of them]
- Some spells are just blizzard spells and same applies to units, you just changed the icons [That's intentional for this first Act of the Campaign]

LORE/LOGIC MISTAKES
- Why would Mal'Ganis go to the Twisting Nether if he can already teleport there?
- Why would he go to Fenris Isle by a boat when he can teleport? why does he even go there when his task was to plunder Gilneas?
- Why would they go to the Caverns of Time? I think I understood that because of Anachronos, and it's too far from Razorfen Downs
- Ice Revenants do not side with the Scourge
[I 100% fully acknowledge your opinion in regards to that matter but my campaign is a little bit custom lore, it's impossible to speculate the events that happened so I added a few imagination to it, and for me it was my idea that Mal'Ganis is to appear a little bit weakened after he was struck down by Arthas; limiting his abilities to a point as for Archimonde's mission.. It's just meant to be a fun mission where you enjoy annihilating your enemies like he did in WC3]


So, I've played through this, and while I think it's a pretty decent campaign, there are some things I wish to point out.
  • When you said "Modified Undead Tech-Tree", I was expecting something like more interesting units or something, kinda like the Forsaken tech-tree's floating about. Not... new icons, some minor adjustments and 1 new unit. Maybe it's my fault for getting my expectations too high?
  • I really wish the Saytr tree was more fleshed out. As it is, it's the Naga Tree but with less development.
  • The voice acting certainly puts this above most other campaigns, and those have none what's so ever. However, the voice acting here is laughably bad. Mal'Ganis's voice actor sounds stoned out of his mind, the Lich sounds like an old man, and so on. It can be argued if this is a bad thing since 1) the fact that this campaign has voice acting is a positive itself and 2) the fact that the voice acting is bad adds to the charm. Maybe that's just me, though.
Overall, I enjoyed it. It has a few flaws, but nothing that destroys the campaign.

Something else I want to note, if you were to add a bonus chapter referencing his appearance in WotLK, I would REALLY enjoy that, and I highly doubt you'd have trouble working something for that.


- The campaign is to be uploaded on separate ACTs, this one has only these to provide unfortunately but I'll greatly take your idea into full consideration
- Unfortunately I'm very helpless in regards to that matter due to the lack of custom models
- The voice acting is very cringy, yes.. that's the only thing I could get with 50$ sadly, 2 Romanian voice actors who're doing their best who voiced most characters but I promise you I'll recruit more seasoned ones in the next ACT which'll feature Illidan's forces. also
+Rep
 
Last edited:
Level 29
Joined
Mar 28, 2015
Messages
2,698
My review for version 1.1.
I putted on the regular Revenge of Mal'ganis thread instead of this thread

First chapter
-"After Arthas claimed Frostmourne...etc" when it should be "After Arthas claimed Frostmourne etc"

Interlude
Mal'ganis still says "brother" and not "brothers" while adressing two dreadlords
-Mal'ganis supposedly was to destroy Gilneas and yet he goes to Fenris Isle?

Second chapter
-Dark Conversion works
-Once again, the purple faction's forces retreats right before attacking my troops
-The Skeletal Mastery upgrade icon doesn't have a fixed position
-The gate of the Greymane Wall is vulnerable

Chapter Three:
-No problems I noticed

Chapter Four:
-I forgot to say but during Archimonde's speech about destroying Dalaran some undead units are walking towards the undead base
-The Undead Scourge never attacks the enemies. They just keep recruting more units and defending
-Archimonde's abilities are weird. Occasionaly by level up, I have the chance to upgrade two abilities at once, but can't
-Shouldn't Archimonde start already with those items regarding Eredars and Argus?

Chapter Five
-The Skeletal Mastery upgrade icon doesn't have a fixed position
-Thule was on level 7 as an enemy but is level 5 as an ally?
-Orc warlocls have Shaman Master Training
-Thule's Brilliance Aura and Animate Dead have the same hotkey R
-Sometimes the Alliance decide to attack my base instead of the Demon Gate
-When we complete a mission it should say "completed" not "complete"
-There are some grammar mistakes in the last cinematic

Cinematic
-Malganis "returns back"?
-Grammar mistakes "lord Archimonde" and "legion"

Chapter Six
-I can still walk through the trees in order to attack the Grimtotem base from the flank
-Skeletal Mastery icon doesn't have fixed position
-The last barrel standing in the corner next to hidden place cannot be reached
 
My review for version 1.1.
I putted on the regular Revenge of Mal'ganis thread instead of this thread

First chapter
-"After Arthas claimed Frostmourne...etc" when it should be "After Arthas claimed Frostmourne etc"

Interlude
Mal'ganis still says "brother" and not "brothers" while adressing two dreadlords (That's intentional, as he talking to Anetheron)
-Mal'ganis supposedly was to destroy Gilneas and yet he goes to Fenris Isle? (That's intentional, as he is to pursue the Refugees there as Illustrated in the 4th map)

Second chapter
-Dark Conversion works
-Once again, the purple faction's forces retreats right before attacking my troops (Need confirmation for that bug)
-The Skeletal Mastery upgrade icon doesn't have a fixed position [FIXED]
-The gate of the Greymane Wall is vulnerable [FIXED]

Chapter Three:
-No problems I noticed

Chapter Four:
-I forgot to say but during Archimonde's speech about destroying Dalaran some undead units are walking towards the undead base (That's intentional as they're mobilizing to defend the base)
-The Undead Scourge never attacks the enemies. They just keep recruting more units and defending (That's intentional, as they're defending the base while Archimonde destroys Dalaran)
-Archimonde's abilities are weird. Occasionaly by level up, I have the chance to upgrade two abilities at once, but can't [FIXED]
-Shouldn't Archimonde start already with those items regarding Eredars and Argus? [FIXED]

Chapter Five
-The Skeletal Mastery upgrade icon doesn't have a fixed position [FIXED]
-Thule was on level 7 as an enemy but is level 5 as an ally? (That's intentional as he was weakened by Mal'Ganis)
-Orc warlocls have Shaman Master Training (That's intentional)
-Thule's Brilliance Aura and Animate Dead have the same hotkey R [FIXED]
-Sometimes the Alliance decide to attack my base instead of the Demon Gate (That's intentional as it's meant to divide your attention)
-When we complete a mission it should say "completed" not "complete" [FIXED]
-There are some grammar mistakes in the last cinematic [FIXED]

Cinematic
-Malganis "returns back"?
-Grammar mistakes "lord Archimonde" and "legion"

Chapter Six
-I can still walk through the trees in order to attack the Grimtotem base from the flank (Need confirmation for that bug)
-Skeletal Mastery icon doesn't have fixed position [FIXED]
-The last barrel standing in the corner next to hidden place cannot be reached [FIXED]
 
Level 29
Joined
Mar 28, 2015
Messages
2,698
I am sorry I didn't put on this thread my reviews earlier.

-Mal'ganis supposedly was to destroy Gilneas and yet he goes to Fenris Isle? (That's intentional, as he is to pursue the Refugees there as Illustrated in the 4th map)

A pity... I would love to see Mal'ganis kill Greymane...

-I forgot to say but during Archimonde's speech about destroying Dalaran some undead units are walking towards the undead base (That's intentional as they're mobilizing to defend the base)

If I was Archimonde I would be like "Hey I am talking here, don't walk on my front!":D

-Orc warlocls have Shaman Master Training (That's intentional)

I am just saying because Warlocks are not the same thing that Shamans
 

1st Mission
- Grammar Mistake in quest log
- Mal'Ganis and Arthas talk so quickly
- If you skip the 1st cinematic, the camera is taken to where Mal'Ganis died
- I can use the ghouls to harvest lumber and then I can train Crypt Fiends with ease

1st Interlude
- No music

2nd Mission
- You think you were clever by putting some powerful knights to guard the book of the dead? all it took was 5 banshees to possess the knights
- Two unreachable areas, one above the spider cave and another one in the middle of the map

3rd Mission
- After Thule is defeated, in the final cinematic if you haven't killed all adds then your troops will still fight them
- Sometimes a narrow space to move
- Thule's elementals spawn from nowhere like @Map Critic 404 said about Arthas' revenants, no special effects

4th Mission
- Easiest mission in campaign history

5th Mission
- The human footmen come out of nowhere to attack the demon gate and they blindly attack it, they don't give a damn about my warriors
- Humans don't attack the Blackrock Orcs?

2nd Interlude
- No music

6th Mission
- The Tauren spearthrowers are called: Headhunters
- Unreachable Barrel
- Anachronos can be annihilated by aerial units, his flame strike is pointless
- The Scourge sides with the Grimtotems?
- The Scourge and Grimtotems side with Neutral Hostiles

7th Mission
- The Satyr's siege unit is very wimpy
- Some upgrade tooltips are bugged
- Chimeras are very powerful against my units

8th Mission
- Creatures don't despawn after you defeat Mal'Ganis or Arthas

Will rate this map tomorrow if I have time.


Hello, @Zenonoth, I noticed you asked for a nitpicking review on your campaign, this is the largest review; covering most points that I can come up with.

1st Mission
- Grammar Mistake in quest log [FIXED]
- Mal'Ganis and Arthas talk so quickly [FIXED]
- If you skip the 1st cinematic, the camera is taken to where Mal'Ganis died [FIXED]
- I can use the ghouls to harvest lumber and then I can train Crypt Fiends with ease [FIXED]

1st Interlude
- No music (That's Intentional)

2nd Mission
- You think you were clever by putting some powerful knights to guard the book of the dead? all it took was 5 banshees to possess the knights
(That's Intentional)
- Two unreachable areas, one above the spider cave and another one in the middle of the map [FIXED]

3rd Mission
- After Thule is defeated, in the final cinematic if you haven't killed all adds then your troops will still fight them [FIXED]
- Sometimes a narrow space to move (That's Intentional)
- Thule's elementals spawn from nowhere like @Map Critic 404 said about Arthas' revenants, no special effects (If you look closely, they spawn like Water Elementals from a casted spell with birth animation)

4th Mission
- Easiest mission in campaign history (That's Intentional, this mission was only intended to be there for fun)

5th Mission
- The human footmen come out of nowhere to attack the demon gate and they blindly attack it, they don't give a damn about my warriors [FIXED]
- Humans don't attack the Blackrock Orcs? (That's Intentional)

2nd Interlude
- No music [FIXED]

6th Mission
- The Tauren spearthrowers are called: Headhunters [FIXED]
- Unreachable Barrel [FIXED]
- Anachronos can be annihilated by aerial units, his flame strike is pointless
(That's Intentional)
- The Scourge sides with the Grimtotems?
(That's Intentional)
- The Scourge and Grimtotems side with Neutral Hostiles
(That's Intentional)

7th Mission
- The Satyr's siege unit is very wimpy [FIXED]
- Some upgrade tooltips are bugged [FIXED]
- Chimeras are very powerful against my units (You're meant to use Shadowdancers for cursing them)

8th Mission
- Creatures don't despawn after you defeat Mal'Ganis or Arthas [FIXED]

Will rate this map tomorrow if I have time.
 
Wow it is finished. This is a true story of warcraft world? or alternate story?

I would call it semi-custom lore

I played on hard, Lich on chapter 1 is easy, only build Mass Crypt Fiend and upgrade them, and sleep Lich. No need to nerf. You can sleep Lich and pull his army away to kill.

Right so people complain about the lich being hard and others about him being easy.. what to do?

Anyways +Rep to you both
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Pre V. 1.1
-not sure if the music on the campaign screen and main menu collide or not but you should check it just in case; besides no one actually stays more than a couple of seconds on the campaign screen anyway, so no music is needed there.

-are those the original voices but edited!? Weird. If not, who is/are the voice actor(s)?
-use the other Play Music trigger to avoid it being played as sound.
-it's not a good idea to change the icons/skins/models of existing Warcraft III abilities and stuff unless there is need for differentiation, say for example from Tichondrius and Varimathras. Let's be honest here, some only have their hues changed for no good reason. It's confusing in that you have to rememorize/overwrite the new ones with the old ones.
-now I have nothing against using the Dreadlord spells (without the original Vampiric Aura it seems) because we didn't get to play the Dreadlord in the Undead or Warcraft III campaigns. However, I don't think the current abilities without some to fit Mal'Ganis' character are enough. He certainly did not have any Infernal.
-why does the Graveyard have a rally point?
-Slay Sarasthra? Well, I can understand why but he doesn't say it. A little bit more information about things would make things more immersive.
-I wonder who was keeping Ghouls in cages, the Lich King, the Tuskarr :D?
-pressing ESC will give the main quest message again. Also, when meeting other undead forces, he repeats the "my powers are weak" and the optional quest is given again or just the message I can't tell.
-Sarasthra is just a normal tenth level dragon. I suggest adding some uniqueness to the unit. For instance, make it tougher, add Frost Breath or Nova or something to it. You could add the Hydra or Nerubian's spawn -lings ability to it for two dragon whelps or dragon spawns to get out after the dragon dies.
-500 gold from the Wendigo is too much even alone not along with the Ring of Protection +3. More wendigos in that group would be fine.
-maybe let the player just use the Ghouls for lumber? No bundles.
-for some reason, there were Boots of Speed on the ground near some undead after passing the human camp where Mal'Ganis called them pathetic fools.
-I'm playing on normal. Way too many items.
-oh come man, the human base doesn't even have one Guard Tower.
-too much gold from the murlocs. The fountain is already too much a reward.
It's really OK for a first level.

-the necromancer sounds like someone who caught a cold :D
-if you skip the intro, the transmission sound still plays on until it finishes.
-these replaced icons are so confusing...
-oh neat! You've added Dark Conversion to fit the protagonist's character. Well, those villagers don't do anything against you, not even run :D Maybe you could use a more zombie oriented icon.
-there's no Exhume Corpses, OK, no Cannibalize, no Vampiric Aura, OK but no Blight either... It's not a big deal as you can use Zombies and even Mal'Ganis alone but it'll take a while longer. Ah never mind, there's a fountain quite near the base :D; might be overpowered later.
-a big murloc is in order. Mal'Ganis can beat them all up by himself with level two Vampiric Touch.
-hehe, gnolls have evolved; now they have Watch Towers.
-hmm... did that shipyard belong to undead in the first or afterwards? If not, maybe have it look human and change it to undead after the purple base is razed.
-not sure if the shipyard is supposed to remain invulnerable or not.
-one of the gnoll huts south of the paladin is kind is partially in ai.
-to be honest, the techtree is untouched apart from aesthetics. It would be good to give it a Nathrezim touch, demonic something...
-well, the AI drop their stuff right near the mine where I've got plenty of towers :D I suggest making more regions and using the random number between 1 and how many regions you want to make them not come in the same place each time.
-it's easy to draw out few by few the Knights and the paladin.
-what about having them also attack by ship?
-you can potentially buy Human Transport Ships (from the enemy shipyard).
-the ship adventure is literally a straight line, meh... I thought I'd be sailing towards most of the bases through some canals or something.
-basically you can get to Gilneas by destroying the gate while behind their backs :D
-are gnolls being guerrilla? They took a zone near the wall hostage?
-Golems guarding a 50k mine? Too much gold, especially when you can find around 20k on the human bases, each.
-a cooldown for Dark Conversion as it can be cast fast during battles. Maybe even make it cost mana.
-after the mine in the main base collapses, the two torches remain weirdly there.
-you can easily finish this without passing the low upkeep.
-the AI does not attack you where you haunt other mines. They only come with the zeppelin near the first mine even after it collapses.
-Mercenary Camp: hire Ogre Lord!? Oh my. Also, it's not a secret when you have the Laboratory Reveal.
-orange owned houses floating in the air northeast of the pink base.
-enemy heroes should have some items on them.
-too much Kirin Tor. You could let them have more paladins, or even better, custom made heroes.
-anyways, the three bases aren't too well defended. Maybe some more towers, unit diversity, elites.
-Web doesn't really help with much here.
-ha. The soundset remake isn't complete :D
-so, Mal'Ganis went alone?
This mission would be a swell one if not for the lack of naval use and the fact that the enemy does not attack with infantry a while after you reach their territory.

V. 1.1
-one man army to breach formidable defenses :D
-until now (the first two levels), Vampiric Touch seems rather powerful especially with very fast attack speed (Firehand Gauntlets). Maybe you'd think it might suit better either as the normal Vampiric Aura or a spell based on Vampiric Potion.
-make the gnolls stronger; they barely deal any damage. Don't be afraid to create higher levelled neutral units like in the TfT campaign. They even drop a Rune of Healing :D
-again, too many items; you basically find them almost at every corner.
-maybe some puzzles or places to open the gates instead of just attacking them down?
-why would they keep the remains and even tell about them when the enemy is around? Maybe another way for Mal'Ganis to get the info through a Shade or something? Why were they even thinking a demon would specifically come for the remains when it was obvious he came to hunt them down as they ran to the island?
-the guards at the gate are horribly weak. That should not be for good defense's sake.
-a fountain of health on such a small map? Too easy. Did you forget about Vampiric Touch or you thought some might not use it from the first two levels?
-guard groups shouldn't be easily dragged one by one. They should all attack if one of them sees you. Maybe even make some of them trying to alert for backup. Say, spawned from invulnerable/doodad Barracks when the guard reaches it. Then, the alerted guards start to go after Mal'Ganis.
-I suggest researching the max upgrades for the enemy. Very fast attack speed+life steal+Orb of Corruption=close your eyes and relax.
-the Nobles should be miniboses, if not heroes, at least strong high level units. If some of them are supposed to not be fighters, at least their guards should be powerful. Every noble should be unique with its own set of abilities.
-Fountain of Health+items/runes of healing+/-Vampiric Touch. Imagine that... If you want a fountain for aesthetics, put a doodad.
-You don't even need the zombies. Mal'Ganis is far too strong.
-Would be nice to make the villagers run in their houses and to be able to get them turned, to bring their homes down first. It's plastic seeing them waiting and sitting idle there.
-maybe a zone where they try to ambush the dreadlord and you have to fight between gates or something for a while as in a small arena/ring.
-none of the villagers are protected.
-I suggest different colours for pings of main quests and optional ones.
-just a Knight guarding the entry to the warlock remains!?
-enemy units are repetitive. Add some spice man, some healers, some casters, some archers, some variation.
-pressing ESC brings out fade to black and back and gives the main quest message. I advise checking this issue for every map.
-"Wretched demon, you will...bla bla..." while he was sleeping :D
-what about a puzzle/mystery on how to get the orc bones in the cemetery?
-I'm not sure how and when the orc died but why wasn't he fully decomposed and how did he know of the place and the archmage?
-don't you think that Dark Ritual is a bit too much for 25 mana?
-again with the ESC thing, the lich repeated the line about the archmage.
-honestly, the lich's voice doesn't sound orcish but more like the undead necromancer (human).
-from acquiring the lich forth, the game should be harder with even more powerful troops.
-the Hydromancers only use Slow?
-I had me four zombie control groups and neither of them I needed.
-boss water elemental before the archmage or with him would be nice.
-the three elementals which were guarding the way to Ravenclaw, reappeared once during the battle with him. Maybe, more than once would make a better fight. I suggest they having different spells, like Bash, Critical Strike or even active ones.
-you should mention in the description what Finger of Pain can target. It does not affect heroes. What about structures or mechanical for instance?
-Thule is pretty much alone and weak if you use Infernal. By the way, haven't used that spell at all in this level.
The gameplay feels rushed. You basically kill stationary units on the map. It's plain boring. Too bad for the quite genius terrain. Have troops be strong, vary them, make it so that you need the zombies, not just to collect them.

-same ESC bug.
-most units should be paused during cinematic mode. An Abomination and two Ghouls came right near Archimonde near the end of the scene.
-units don't have QWERTY spell hotkeys.
-Finger of Death's description doesn't mention the damage it deals and the targets. It also costs 50 mana.
-Inferno Stone in a tent? Really!?
-so you've used the same RoC map, I see. Not very nice.
-300 bonus damage with a 100% with no mana cost or cooldown is a bit overwhelming. Thing is Archimonde reaches very fast attack. Also, Helm of Battlethirst+Unholy Frenzy :D Chill-out Archie, you're veins will pop fel. Honestly now, this spell is just too much. Make it have cooldown and if possible cost mana and be autocast based.
-Infernals aren't exactly Infernals in what the stats are concerned but they look the same.
-well, shouldn't Finger of Death be an ultimate? Why be able to choose it before level 6?
-Fearsome Doomguards look too similar to their previous/lesser versions.
-and then you find the Crown of the Archmage (+20 to all stats). Are you insane :D? Listen, I understand Archimonde is supposed to decimate Dalaran but this is gameplay not a video.
-Archimonde becomes so strong, the game isn't fun anymore. I really had hopes for this mission seeing the previous one was not just easy but boring. Not only that but... also fountains everywhere.
-Golem being permastunned... and then Rune of Rebirth? The jokes totally on me.
-shouldn't the Golem be mechanical and not regenerate at a fountain?
-how much damage do the Infernals deal when hiting the ground? It is not mentioned in the spell description.
-there's no end cinematic scene but direct victory.
I suggest centering the level on Archimonde's summons and maybe even add a system to call demons through a portal using currency from killing mages.
I am pretty saddened by the last two levels as they are not challenging at all. I'm not saying to have them make you lose your mind but at least not boringly easy. A bit of have to be attentive, have to retreat, think how to act etc.

-kind of sloppy. Archimonde was the important figure to be brought here. He would easily bring the others afterwards. Imagine having to find a gateway each time for a Legion commander and his fellows to get to Azeroth. That way the Legion would've never come in time and in proper numbers.
-two tenth level red dragons+troops with unholy frenzy as the second attack wave? What the hell man!? At least you can use Sleep on them. Actually, if I don't try to attack their base, they don't send those, so I guess it's good.
-Ravenclaw has red team glow...
-ESC bug again.
-Frost Wyrms do not have magic attack. Intended? They do in Frozen Throne (latest melee patch or something save in the map options/properties).
-their training time is too low or they have too many training facilities that they use at once. Well, it's good that they don't rebuild otherwise GG for them as you run out of resources :D
-there's too much gold in the mines; not referring to the one you start with.
-the orcs were keeping demons in cages not under their control? Poor Warlocks.
-Falconcrest is weak. Dies in a matter of seconds.
-aerial units can get past the pathing blockers to the northwest. Hehe, the human base may spawn with them there if you leave them before they appear.
-so, the humans were monitoring the orcs and only decided to attack the undead after all orcs were annihilated? That's rather a bad strategy considering that the undead can raise the dead.
-Garithos is a dark knight? Wait a minute... what's he doing here? Did he die?
-by the way, is Ravenclaw undead or not? In terms of gameplay for regeneration on blight, I'm asking.
-during the defense, they're not attacking your mines. Also, pretty shy attacks from them. I had the Demon Gate protected by two-three Halls of the Dead (because it's not TfT and they deal 40-50 DPS on Fast attack speed) and Ziggurats.
-so, the defense part is really weak compared to the war with the orcs.
-Footmen to the southwest/west? But they don't even use Defend as Spirit Towers and Necropolis upgrade buildings have piercing attack type.
-and after Mannoroth comes, it's easy-peasy.
-I think destroying production facilities is enough, not needing to include farms, the Lumber Mill and Blacksmith.
This is a good level, just needs more tweaking especially on the defense attacks.

-how does Mal'Ganis know where Arthas is going to take a shortcut? And how does he know of shortcuts in this land? Has he even been once here before?
-the taurens don't say a word. It's kind of weird logicwise if they only attack you. Or is it because they are near you and only caught eye of you... But seriously... they are allied!?
-what about some after level 10 :D? At least it increases the attributes levelling up.
-truth be told, the taurens are anything but optional; they just pulverize through your base. They're annoying. Train too fast, too much and too powerful for optional. At least they don't rebuild. Thank the gods. Or so it seemed...
-I don't remember, was the tauren hero level 1-2 the first time he came? I swear he had Reincarnation. I think he was 10. Alright, the third time, the dude with level 10 came.
-there was a Tauren near the northern edge of the high land their base was on and he didn't do anything, just stood there. Haha, two more behind the trees with a Totem, probably built after destroying the existing ones. After I freed them, they were going towards my base but didn't attack anything on the way.
-three tomes of knowledge appeared near their mine after finishing the optional quest. Should signal that just in case you miss it.
-check/add pathing blockers as you can in some places get from the raised terrain down from and up on it in regions where you shouldn't be able to (I guess).
-teleporting back through the orange Way Gate does not get you to the entrance but somewhere north of it.
-Gelihast is so weak man.
-I guess Arthas took over the revenants somehow? Were they somehow linked to the sword?
-is the Wight included into the weapon-armour upgrade descriptions?
-Wights can devour Abominations which are bigger and stronger than them :D
-so, what I did was to rush with Wights and destroy their production facilities. Not really fun but they kept training and retraining...
-Lok Orcbane. Now that's a nice neutral boss.
Optional quests need to be optional and not a major nuisance forcing the player to finish them. Building raze rush is not a nice strategy. Actually the last word should contain more ways of winning a level. Maybe, I'm not good or patient enough to do multiple attacks, who knows. However, I don't like long repetitive levels so I try to finish them as fast as I can.

V. 1.2
-you should check things like hearing the conversations after skipping a scene. Happened with the intro here.
-Tichondrius' icon=Mal'Ganis'. His abilities, well, pretty much the same as the dreadlord protagonist's. Even worse, there are two heroes with Finger of Pain. I propose you make Tichondrius unique.
-Corrupted Ancient Protectors have natively broken animations. Please use another unit/a skin for the Ancient Protector. Same with the main building.
-There were an Orb of Corruption and Ring of Protection +3 on the ground just outside of the base to the right. I assume they were from Ravenclaw's inventory.
-QWERTY for Skull of Gul'dan abilities?
-could do QWERTY for buildings too.
-why another icon for Animate Dead? Is this ability any different?
-not sure if a unit should have to abilities based on autocast.
-Corrupted Thorns Aura, really... it's just a copy.
-not sure if Doom should work on Dryads/magic immune units. Finger of Pain can be cast o them but to no use.
-once you defeat the nearest elf base, you can safely play on high upkeep too. I'm saying there's much gold.
-should mention that the Entangling Roots from the Treant do not affect heroes.
-Raise Dead and Curse icon positions exchange places after load.
-counter air for the player is weak and protectors require too much wood.
-tome of power is useless as a reward when you reach 10 pretty fast.
-production facilities only to avoid wasting time destroying Moon Wells and such.
-if you destroy the blue Tree of Eternity you get main quest completed. I've destroyed the other trees before this one but the requirements were marked as completed only after all buildings were destroyed...
-Ceredwyn uses Force of Nature on trees behind the metal fences and the treants can't get to help him.
-after killing Nandieb last, the optional quest completed message spammed the screen. Same with the Skull of Gul'dan hint regarding the cenarians.
-pointless to have those three shadowdancers as to be rescued right near the base. Might as well have an optional quest with some satyr groups captured.
-another to be rescued satyr group. Just feels weird for them to be without concern in enemy territory.
-some green treants that spawned to the very south, remained there instead of going forth.
-a lot of items you don't get to use. I assume they'll follow in Act II? I usually finish the optional quests after crippling the main enemy attacks.
-I like it that you put a Mercenary Camp in many maps. However, on this one, it's so far, that I've discovered it some minutes before completing the level.
It's a good game in general, not much to complain about or fix.

-gotta check in every map on those wrong camera positions after cinematic scene skip.
-odd; so he knew he was being followed but got to Illidan with no concern? Or was it that he realized he was being followed after parting with Illidan?
-Mal'Ganis makes short work of Arthas. Add some more strength to him, some spell block, reduction, something. Even when he is using Life Drain, I don't even need to put him to sleep. I'm at 100% HP 99% of the time.
-the reverse fight is much more harder and that's how the first one should also be.
-Arthas quickly killed an/the Infernal and Mal'Ganis with one shot each in the end scene. I don't think that's how it should've been since they talk to each other right after.
It's a rather short level for the finale (of the act). Moreover, it ends bluntly without proper explanations to what might follow. It does not even end on a cliffhanger. I'm saying you don't even get to know if it'll be continued or not. It's left in the mist.

It has decent voice acting and that's a spicy plus.
It more or less lacks custom techtrees for some factions (undead, night elf, human), custom spells, level gameplay design refinement.
It has changed icons for no good reason.

But, it's a decent to good campaign overall.

Approved.

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Deleted member 237964

D

Deleted member 237964

Alright...it's time for my review or more likely just a list of suggestions and fixes.

Mission 1:

-Ghoul prisoners? Dosen't make much sense.How about fallen footman prisoners or zombies? That would make at least a bit more sense.
-Mal'ganis says nothing about the Optional quest.
-How about replacing Footman with Captain durning the dialogue in human encampment?

Mission 2:
-The spider cave.Add a trigger that lets you enter inside of it,i know you planned that because there is small cave area that is empty.
-I've noticed a small island in the middle of the the map.Something tells me you planned to place some unique creep there but resigned from that idea.Bring it back,let player hire transport from Goblin shipyard to reach the island.
-If you posses human worker you can build human forces.
-There is Gilneas Tower model.You can find it and replace ordinary towers with it.
-Add Hydromancer and Chaplain training.
-There is Gilneas footman model just replace ordinary footman with it for better effect if you don't want to make new human unit,also replace rifleman with something new so it's not defult humans again.
-Add unique Golem miniboss to Golem cave.
-Make villiagers hide in their houses,once destroyed you could still convert them to zombies.Better effect and at least it would add something to 'innocent peasants' thing instead of having them just sit and wait to be turned into zombie.
-There is Gilneas model for Battleship.Try using this one for better effect.
-You can destroy Gilneas Gate.

Mission 3:

-Add some puzzles that would make sneaking inside a Fortress much more interesting than just killing everything on your way.
-Once again there is nothing telling you about the Loarderon Nobles.Make Mal'ganis sa something about them,also give every noble an Unique model and replace name of Knight with 'Bodyguard' or something so we know that Nobles have their own guards instead of random knights at their side.
-Give Alaric (That was his name? The Captain in the warlock resting place) An unique model and make him stronger,also replace footman beside him with "Elite footman' so at least we know that Warlock remains are protected by elite Guard instead of ordinary guards.
-Coffins are empty.Add some zombies for better effect.
-The throne area behind the Dalaran towers.I have a feeling you planned to have something placed in there.
-For some reason the Archmage hero only uses slow and it's not a hero abillity.

Mission 4:

-I can't reach Gnoll camp.You can't destroy the tree that prevents you from entering it.
-I don't mind Golem droping rebirth rune,just make him stronger so at leats he offer some challange against Archimonde as a last defense of Dalaran.
-Why undead are just protecting their base? Make them attack enemy so at least we have an epic battle,i know that this will make mission even more easier but isn't that what this mission is about in first place? The fall of Dalaran?
-Why not make 'Elite' units for Dalaran? If it's their last stand they should have stronger and more powerful units.
-There is Dalaran building set you can replace normal human buildings with them.There is also Dalaran archmage model,you can find it here.
-No victory cutscene.
-How about unique model for 'Fearsome' doomguards?

Mission 5:

-Make Orcs hostile toward humans in case player forgets to destroy everything.I left few towers standing and Garithos army fully ignored them.
-Skull trophy...i understand the point of it but why not add give some stats to it instead of making it all useless? Or better....make every trophy skull unique?
- I be honest....that mission is ultra unfair.I picked easy mode for entire campaign and it was okey.....till i reached this mission and one after it.Garithos rebuild his army every 30 seconds and i mean it,plus what's his poplation limit? 500? If you don't want to make it any easier at leats let player reach 200 population limit.
-The rewards from ship wrecks are nothing.How about rewarding player with some items or at least a bit more gold? Also how about adding 'Drowned footman" or even some skeleton sailor creeps for better effect?
-The warlock cripple/chaos damage is nightmare.I don't blame you for making this campaign challanging but why easy mode have to be hard?

Mission 6:

-Mute taurens.Shouldn't at least they say something to Mal'ganis? Also why are they hostile just to you?
-I know Tauren are tough but their Headhunters with almost 80 damage is just nightmare.
-Once again the undead base is just massive unit spam.Instead of fighting them i just providied some distraction and had Mal'ganis Lerooy Jenkins through enemy base.
-Give a ping to books of wisdom reward after destroying Tauren base so player don't accidently skip it.
-Not much of suggestionJust huge + from me because i love unique creeps.Loc Orcbane was awesome.I wish we could posses that unit.

Mission 7:

-Man i love Corrupted Ancients race,a really big plus from me for adding that race.Just why not give them entire tech tree instead of few buildings? There is entire building set for them
-Satyr Warriors are so weak....6-7 attack? Even worker have bigger damage.Buff their units a bit and give Corrupted ones more units.
-I be honest....Skull of Gul'dan is useless.I know,i know....nopoint of making it overpowered but how about at least giving it a bit faster mana regeneration or shorter spell cooldown? Or just teo more spells to it that would be more powerful but also would cost much more mana.
-The rewards for killing Forest Guardians are well...not worth the effort,i know it restores Skull of Gul'dan mana but still...not worth it,considering how strong Guardians are.
-Wave after wave after wave of attack plus those annoying trees swarming your base.It's not easy mode if it's not easy.I admit...i'm a noob and i prefer to focus on the story instead of strategy.
-Shouldn't Tichondrius be at least a bit more stronger than Mal'ganis? Why remove his 'rain of chaos' abillity? It's not really overpowered if you give it a long cooldown or make him summon weaker infernals.


-
I rate this 4/5 an i have only few more suggestions:

-If you don't want to make entire tech tree for Dalaran and Gilneas at least give them unique models and skins.
-Add more new units for the undead and fix undead building description so player can know about the new units.
-Continue the story! I like it a lot,it's very fun campaign,easy mode dosen't feel like easy for me but i still had lot of fun with it!
-Add more secrets or easter eggs,i'm sure everyone would love them and you already added few,like the sneaky Elven Altar in Mission 6! How about adding undead Elf to it and make it say something?
 
Alright...it's time for my review or more likely just a list of suggestions and fixes.

Mission 1:

-Ghoul prisoners? Dosen't make much sense.How about fallen footman prisoners or zombies? That would make at least a bit more sense.
-Mal'ganis says nothing about the Optional quest.
-How about replacing Footman with Captain durning the dialogue in human encampment?

Mission 2:
-The spider cave.Add a trigger that lets you enter inside of it,i know you planned that because there is small cave area that is empty.
-I've noticed a small island in the middle of the the map.Something tells me you planned to place some unique creep there but resigned from that idea.Bring it back,let player hire transport from Goblin shipyard to reach the island.
-If you posses human worker you can build human forces.
-There is Gilneas Tower model.You can find it and replace ordinary towers with it.
-Add Hydromancer and Chaplain training.
-There is Gilneas footman model just replace ordinary footman with it for better effect if you don't want to make new human unit,also replace rifleman with something new so it's not defult humans again.
-Add unique Golem miniboss to Golem cave.
-Make villiagers hide in their houses,once destroyed you could still convert them to zombies.Better effect and at least it would add something to 'innocent peasants' thing instead of having them just sit and wait to be turned into zombie.
-There is Gilneas model for Battleship.Try using this one for better effect.
-You can destroy Gilneas Gate.

Mission 3:

-Add some puzzles that would make sneaking inside a Fortress much more interesting than just killing everything on your way.
-Once again there is nothing telling you about the Loarderon Nobles.Make Mal'ganis sa something about them,also give every noble an Unique model and replace name of Knight with 'Bodyguard' or something so we know that Nobles have their own guards instead of random knights at their side.
-Give Alaric (That was his name? The Captain in the warlock resting place) An unique model and make him stronger,also replace footman beside him with "Elite footman' so at least we know that Warlock remains are protected by elite Guard instead of ordinary guards.
-Coffins are empty.Add some zombies for better effect.
-The throne area behind the Dalaran towers.I have a feeling you planned to have something placed in there.
-For some reason the Archmage hero only uses slow and it's not a hero abillity.

Mission 4:

-I can't reach Gnoll camp.You can't destroy the tree that prevents you from entering it.
-I don't mind Golem droping rebirth rune,just make him stronger so at leats he offer some challange against Archimonde as a last defense of Dalaran.
-Why undead are just protecting their base? Make them attack enemy so at least we have an epic battle,i know that this will make mission even more easier but isn't that what this mission is about in first place? The fall of Dalaran?
-Why not make 'Elite' units for Dalaran? If it's their last stand they should have stronger and more powerful units.
-There is Dalaran building set you can replace normal human buildings with them.There is also Dalaran archmage model,you can find it here.
-No victory cutscene.
-How about unique model for 'Fearsome' doomguards?

Mission 5:

-Make Orcs hostile toward humans in case player forgets to destroy everything.I left few towers standing and Garithos army fully ignored them.
-Skull trophy...i understand the point of it but why not add give some stats to it instead of making it all useless? Or better....make every trophy skull unique?
- I be honest....that mission is ultra unfair.I picked easy mode for entire campaign and it was okey.....till i reached this mission and one after it.Garithos rebuild his army every 30 seconds and i mean it,plus what's his poplation limit? 500? If you don't want to make it any easier at leats let player reach 200 population limit.
-The rewards from ship wrecks are nothing.How about rewarding player with some items or at least a bit more gold? Also how about adding 'Drowned footman" or even some skeleton sailor creeps for better effect?
-The warlock cripple/chaos damage is nightmare.I don't blame you for making this campaign challanging but why easy mode have to be hard?

Mission 6:

-Mute taurens.Shouldn't at least they say something to Mal'ganis? Also why are they hostile just to you?
-I know Tauren are tough but their Headhunters with almost 80 damage is just nightmare.
-Once again the undead base is just massive unit spam.Instead of fighting them i just providied some distraction and had Mal'ganis Lerooy Jenkins through enemy base.
-Give a ping to books of wisdom reward after destroying Tauren base so player don't accidently skip it.
-Not much of suggestionJust huge + from me because i love unique creeps.Loc Orcbane was awesome.I wish we could posses that unit.

Mission 7:

-Man i love Corrupted Ancients race,a really big plus from me for adding that race.Just why not give them entire tech tree instead of few buildings? There is entire building set for them
-Satyr Warriors are so weak....6-7 attack? Even worker have bigger damage.Buff their units a bit and give Corrupted ones more units.
-I be honest....Skull of Gul'dan is useless.I know,i know....nopoint of making it overpowered but how about at least giving it a bit faster mana regeneration or shorter spell cooldown? Or just teo more spells to it that would be more powerful but also would cost much more mana.
-The rewards for killing Forest Guardians are well...not worth the effort,i know it restores Skull of Gul'dan mana but still...not worth it,considering how strong Guardians are.
-Wave after wave after wave of attack plus those annoying trees swarming your base.It's not easy mode if it's not easy.I admit...i'm a noob and i prefer to focus on the story instead of strategy.
-Shouldn't Tichondrius be at least a bit more stronger than Mal'ganis? Why remove his 'rain of chaos' abillity? It's not really overpowered if you give it a long cooldown or make him summon weaker infernals.


-
I rate this 4/5 an i have only few more suggestions:

-If you don't want to make entire tech tree for Dalaran and Gilneas at least give them unique models and skins.
-Add more new units for the undead and fix undead building description so player can know about the new units.
-Continue the story! I like it a lot,it's very fun campaign,easy mode dosen't feel like easy for me but i still had lot of fun with it!
-Add more secrets or easter eggs,i'm sure everyone would love them and you already added few,like the sneaky Elven Altar in Mission 6! How about adding undead Elf to it and make it say something?

Thanks @Admiral Proudmoore all these changes will be added in the next version ASAP.
 
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A
-Ghoul prisoners? Dosen't make much sense.How about fallen footman prisoners or zombies? That would make at least a bit more sense.

Maybe they capture them for study?

-You can destroy Gilneas Gate.

I said the same thing.

-I don't mind Golem droping rebirth rune,just make him stronger so at leats he offer some challange against Archimonde as a last defense of Dalaran.

Archimonde is a Demon Lord. A mere Golem should never be a challenge to him.

-Why undead are just protecting their base? Make them attack enemy so at least we have an epic battle,i know that this will make mission even more easier but isn't that what this mission is about in first place? The fall of Dalaran?

In the Undead campaign, Archimonde used a spell to destroy Dalaran. But that would be boring for a mission.

Archimonde is the leader of the Legion army, so it makes sense he would like to crush his foes by himself.

-Make Orcs hostile toward humans in case player forgets to destroy everything.I left few towers standing and Garithos army fully ignored them.

Thought the same thing.

-Mute taurens.Shouldn't at least they say something to Mal'ganis? Also why are they hostile just to you?

Thought the same.

-Not much of suggestionJust huge + from me because i love unique creeps.Loc Orcbane was awesome.I wish we could posses that unit.

On the previous thread of this campaign I suggested @Zenonoth put the Death's Head tribe as allies of the Scourge, and even Charlga as a hero.

-The rewards for killing Forest Guardians are well...not worth the effort,i know it restores Skull of Gul'dan mana but still...not worth it,considering how strong Guardians are.

Thought the same. And they should be spreaded across the map.

-Shouldn't Tichondrius be at least a bit more stronger than Mal'ganis? Why remove his 'rain of chaos' abillity? It's not really overpowered if you give it a long cooldown or make him summon weaker infernals.

Said the same. I don't like that Tichondrius has the same abilities as Mal'ganis. He is the leader of the Dreadlords and one of the most powerful demons.

One more thing: in the lore, Sylvanas only turned into a dark ranger after the Lich King began to lose control over her. Till then, she was a banshee.
 
Level 7
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In chapter 5 orcs and humans are allied, because player could otherwise exploit it. Originally their were hostile, but it didn't work too well. Player don't need to destroy the orc base completly to activate gate (far north and far south orc building production can stand), so it is possible that player won't be even attacked by humans at all before Manroth appear. So maybe increase power of human attack? It will make impossible for player who doesn't make shield from orcs. So maybe make whole orc base required to be destroyed before activate the gate? Then player could simply let one orc farm alive then build great wall of towers with no enemy and unlimited time, then start gate quest. It is just example, when unfortunately logic-wise must be compromised with gameplay-wise

Admiral Proudmoore, you play chapter 5 on easy and it was still too hard? Which part exactly? It is possible to make AI less agreesive and/or just make manroth nearly immortal for easy difficulty.

In chapter 8 killing guardians stop treant attacks and grant full mana for Skull of Guldan and it basically means that player have opprotunity too summon 100 fel beast at once and that should mean instant win in most cases. However it is possible to replace summon fel beast with summon doomguard for easy difficulty if it isn't OP enough.
About Assasin, this unit can be misjudged, because have only 6 base damage. Hovewer extremaly high attack speed and feedback ability make it insane against some units.
actually it deal 5 times more damage against heroes than spellbreaker, and it is adviced to use them for easy win againts keepers


I have a request to write on what level of difficulty you have gone through campaigns when you write reviews
 
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deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
-There is Gilneas Tower model.You can find it and replace ordinary towers with it.
Make sure to not leave it just a copy of the Human Tower(s). Add multishot for instance (enabling the target of more units at one time).
-There is Gilneas footman model just replace ordinary footman with it for better effect
Same as above. Also make the unit different than the original.
-There is Gilneas model for Battleship.Try using this one for better effect.
Same as above.
-I can't reach Gnoll camp.You can't destroy the tree that prevents you from entering it.
Are they invulnerable? If not use Rain of Chaos.
Why undead are just protecting their base? Make them attack enemy so at least we have an epic battle,i know that this will make mission even more easier but isn't that what this mission is about in first place? The fall of Dalaran?
I disagree. The mission is already clicking with the eyes closed. Besides, there's no need for the undead to attack when Archimonde used a spell to destroy the mage city in the RoC video.
I be honest....that mission is ultra unfair.I picked easy mode for entire campaign and it was okey.....till i reached this mission and one after it.Garithos rebuild his army every 30 seconds and i mean it,plus what's his poplation limit? 500? If you don't want to make it any easier at leats let player reach 200 population limit.
But with Ziggurats and Halls of the Dead it's easy... I played with wyrms and gargoyles. You have a fountain right near the gate. I've played on normal. I think you're complaining. I'm no hardcore player.
The rewards from ship wrecks are nothing.How about rewarding player with some items or at least a bit more gold? Also how about adding 'Drowned footman" or even some skeleton sailor creeps for better effect?
Well, in order to make the rewards more meaningful, guards should be there. Because, it's quite no danger to just have a stroll and take the resources. You just have to move out of your base.
The warlock cripple/chaos damage is nightmare.I don't blame you for making this campaign challanging but why easy mode have to be hard?
I've had more trouble with them all having Unholy Frenzy. I don't know about easy, but for normal I hope it stays.
-I know Tauren are tough but their Headhunters with almost 80 damage is just nightmare.
This is indeed true and I forgot to mention it. Reducing with 10-15, maybe 20 damage would be a good idea.
-Man i love Corrupted Ancients race,a really big plus from me for adding that race.Just why not give them entire tech tree instead of few buildings? There is entire building set for them
I was thinking of that too, however I think it would cut on the usefulness of the Skull of Gul'dan.
-Satyr Warriors are so weak....6-7 attack? Even worker have bigger damage.Buff their units a bit and give Corrupted ones more units.
It's true however Shadowdancers have 500 mana which is quite something.
-I be honest....Skull of Gul'dan is useless.I know,i know....nopoint of making it overpowered but how about at least giving it a bit faster mana regeneration or shorter spell cooldown? Or just teo more spells to it that would be more powerful but also would cost much more mana.
I strongly disagree. For normal it's quite enough. You can kill one Chimaera from the start with Doom and use Infernal to counter Starfall.
-Shouldn't Tichondrius be at least a bit more stronger than Mal'ganis? Why remove his 'rain of chaos' abillity? It's not really overpowered if you give it a long cooldown or make him summon weaker infernals.
It is when you already have an Infernal and a Doomguard (Skull of Gul'dan).

Maybe they capture them for study?
Are you sure it was the humans who caged them :D?
I said the same thing.
Don't be silly. People aren't obliged to read every review. Plus, some don't have time for it.
Archimonde is a Demon Lord. A mere Golem should never be a challenge to him.
I disagree. It's about gameplay, not story character prowess. That level is a waste of time in its current condition and so is the one before it.
One more thing: in the lore, Sylvanas only turned into a dark ranger after the Lich King began to lose control over her. Till then, she was a banshee.
That happened even before Arthas was notified by Ner'zhul to come to him? Because, the first mission of the TfT undead campaign where Sylvanas makes an appearance, she doesn't look like a banshee.

In chapter 8 killing guardians stop treant attacks and grant full mana for Skull of Guldan and it basically means that player have opprotunity too summon 100 fel beast at once and that should mean instant win in most cases.
Wow, really!? I hope that's only for easy. 100 of those at a time is, a nono. By the time I finished the optional quest, the night elf bases were in ruin without any way to make more troops.
About Assasin, this unit can be misjudged, because have only 6 base damage. Hovewer extremaly high attack speed and feedback ability make it insane against some units.
Exactly.
 
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That happened even before Arthas was notified by Ner'zhul to come to him? Because, the first mission of the TfT undead campaign where Sylvanas makes an appearance, she doesn't look like a banshee.

In the lore, Arthas turned Sylvanas into a banshee and sealed her corpse in a coffin. After she regained her free-will, Sylvanas frees her corpse and becomes a dark ranger.

Arthas only sees her as a dark ranger when he is ambushed by her in the forest and paralyzed by her arrow.
 
Level 13
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224
Sorry but, as far as i see this campaign is bad...
In the first mission you can't chop wood with the ghouls for some reason and that is very annoying because i had like 3k gold and 0 wood(on hard difficuty).
And the second mission is just insane.. i got attacked by what i belived was a 60 food human army from 3 to 3 minutes, i didnt have any chance to do anything, and on top of that when i somehow managed to destroy the purple human and make my own base guess what? my base is getting attacked now by 3 human forces fully upgraded with 100 food, yea sure this seems legit, plz fix this first missions, the rest of the missions are good but those first 2 especially the second one is just stupid..:goblin_jawdrop:

Btw those hydromancers are the worst thing ever, just delete that unit and replace it with something else because is 100% imbalance, they can destroy any army in seconds, they are like naga royal guards and you know how insane are those.
 
Sorry but, as far as i see this campaign is bad...
In the first mission you can't chop wood with the ghouls for some reason and that is very annoying because i had like 3k gold and 0 wood(on hard difficuty).
And the second mission is just insane.. i got attacked by what i belived was a 60 food human army from 3 to 3 minutes, i didnt have any chance to do anything, and on top of that when i somehow managed to destroy the purple human and make my own base guess what? my base is getting attacked now by 3 human forces fully upgraded with 100 food, yea sure this seems legit, plz fix this first missions, the rest of the missions are good but those first 2 especially the second one is just stupid..:goblin_jawdrop:

Btw those hydromancers are the worst thing ever, just delete that unit and replace it with something else because is 100% imbalance, they can destroy any army in seconds, they are like naga royal guards and you know how insane are those.

Thanks a lot @Blasterixx your review helped me improve, will update the AI ASAP.
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Arthas only sees her as a dark ranger when he is ambushed by her in the forest and paralyzed by her arrow.
In Warcraft III TfT? Are you delusional?
n the lore, Arthas turned Sylvanas into a banshee and sealed her corpse in a coffin.
Why? Was he a necrophile?

In the first mission you can't chop wood with the ghouls for some reason and that is very annoying because i had like 3k gold and 0 wood(on hard difficuty).
Oh, you removed their harvest ability? Why? That was an interesting game mechanic: gold to be found, lumber to be harvested. At least, it's what I think.
they are like naga royal guards and you know how insane are those.
Honestly, you've only played hard. I've not encountered any kind of grim annoyances on normal.
I wonder if anyone (looking at the creators too) actually finished it on hard (without cheats of course).
 
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Level 29
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In Warcraft III TfT? Are you delusional?

I said in the lore, to be more specific the book "Arthas: Rise of the Lich King".
This whole mission doesn't happen in the lore.

Why? Was he a necrophile?

One of the many tortures he made Sylvanas endure just because of her persistence and stubborness...
 
Level 3
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Oct 5, 2008
Messages
38
Hi, I'm on chapter 2 and i noticed something, when i enter on Hard mode first camp has only 3 minions, but on Normal, it's much bigger. Could the difficulties switched off accidently ? I've yet to play rest of the mission i thought it was weird. This made me think i should always load from save if i want to continue as Hard mode.
 
~ * 2ND UPDATE [2/1/2018] * ~

CHAPTER 1 CHANGES
1-Replaced Ghoul prisoners with ''Fallen Footman'' to make much more sense.
2-Added a Breath of Frost Attack to Sarathstra
3-Reduced the amount of gold gains
4-Increased the amount of bundles of lumber
5-Added guard towers to the human base
6-Mal'Ganis now announces the optional quest

CHAPTER 2 CHANGES
1-Added accessibility to the spider area and mid-map waterfall area
2-Greymane gate no longer attackable
3-Reduced the amount of gold found in the gold mine protected by the golems
4-You can no longer build the human techtree if you possess a peasant

CHAPTER 3 CHANGES

1-Mal'Ganis now announces the Noble's quest
2-Buffed Alaric's damage and health
3-Coffins now spawn zombies when destroyed

CHAPTER 4 CHANGES

1-Removed the ability to rebirth the Dalaran Defense Golem
2-The Dalaran Defense Golem is now immune to magic and has more health
3-Gnoll area is now accessible
4-Nerfed Archimonde's ability

CHAPTER 5 CHANGES
1-Buffed Lord Falconcrest's damage

CHAPTER 6 CHANGES

1-Tauren Chieftain now announces his assault on Mal'Ganis' base
2-The discovery of Tomes of Knowledge are announced by a ping on the map
3-The way gate ability is no longer bugged
4-Buffed Geliheast

CHAPTER 7 CHANGES
1-Fixed the optional quest complete bug
2-Added a new Icon for Tichondrius and the Finger of Death ability
3-Fixed Raise Dead and Curse's Icon glitch
 
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Level 6
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Jul 17, 2015
Messages
67
I see in your notes at the bottom of the previous page, you say you've added accessibility to the mid-map waterfall of Map 2... But I don't see how. There's no boat to reach the Waterfall area, no way to access a usable shipyard, and the cave that reasonably should lead to the spider cave does not take Mal'Ganis anywhere.

I see that there's a Waygate that presumably takes one between those two areas, but neither area is actually accessible, unless the way to do so is extremely obscure, or VERY well hidden.

EDIT: Alright, I'm at chapter 5 right now, and holy crap. So, I'm playing on normal. And I see a few people complaining about Garithos' forces, but just the Orcs are kicking my ass. It's the Dragons. The dragons are *BONKERS*. They come 2-3 at a time, with warlock support, and because they're not immune to magic for some reason, they get buffed with Unholy Frenzy! Between that and my heroes basically getting stunlocked by Warlocks, it doesn't matter how large a force I build up, no matter what I attack, the Orc army descends upon me like the wrath of an angry god; because they react to my attacking any of their outposts by sending their main force to defend it.

The same happened with the purple player guarding the gold mine in Silverpine; their forces along the road getting attacked would provoke their main army to rush to their aid. I just feel like it's odd behavior for campaign AI; the player shouldn't be so harshly punished for trying to whittle down outlying outposts.
 
Last edited:

deepstrasz

Map Reviewer
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Messages
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EDIT: Alright, I'm at chapter 5 right now, and holy crap. So, I'm playing on normal. And I see a few people complaining about Garithos' forces, but just the Orcs are kicking my ass. It's the Dragons. The dragons are *BONKERS*. They come 2-3 at a time, with warlock support, and because they're not immune to magic for some reason, they get buffed with Unholy Frenzy! Between that and my heroes basically getting stunlocked by Warlocks, it doesn't matter how large a force I build up, no matter what I attack, the Orc army descends upon me like the wrath of an angry god; because they react to my attacking any of their outposts by sending their main force to defend it.
It's a bit tough indeed but with wyrms and especially gargs the dragons are no problem. Plus you've got the Sleep spell (I assume). I agree that their main force should not strike your base for it was only designed to defend the base. Also, build Nerubian Towers. You have three heroes and the enemy only one that doesn't do much, really, doesn't even attack with forces or is revived from what I've seen.
Another strategy would be to quickly raze their buildings with Wights assuming you've got enough gold to do it multiple times. However, that strategy is lame and boring.

About the Silverpine chapter, I thought those were some patrol groups but it looks like it's the same issue.
 
Level 3
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Oct 5, 2008
Messages
38
I just finished playing v 1.3 (Hard Mode).

Overall i enjoyed it. Bit too short perhaps the abrupt ending between chapter 7 to 8 feels disconnected story wise.
I prefer RTS dominated campaigns and this is my "type of campaign", so thank you.

Here is list of bugs and inconveniences that i think should be fixed or updated as well as thoughts on gameplay.

Chapter 2

- Main quest pops up again after some time https://i.imgur.com/Kr7Qx9A.jpg. Must be some kind of trigger mistake but my knowledge about these things are limited..

- I feel like Book of the Dead should have visible cooldown https://i.imgur.com/YNnNTM5.jpg . Personally i don' mind but for gameplay's sake you know. Also maybe add mana cost for Hard Mode, would it be possible to make seperate item for different mode? Something like 50 mana.

- Can't access waterfall in middle of the map. Maybe this shipyard (https://i.imgur.com/doxdHUE.jpg) is supposed to lead to there but it's not available in middle of mission. Goblin Labarotary does not offer vehicle.

Chapter 4

- Archimonde is Most OP hero i've seen in campaign ever. It was fun in a good way.

Chapter 5

- Is it just me or trees on my main base never gets chopped down? It became anoying as i needed more space in base, but they got fixed once i summoned Mannoroth, trees started getting cleared.

- Quest Double po-up at the start of chapter https://i.imgur.com/7QsB8ZU.jpg.

- https://i.imgur.com/LcbVzxj.jpg Quest pops up again.

- When i started attacking Last human base with Mannoroth, Mannoroth quest completed middle of siege, causing Mannoroth teleport back to portal.

- I feel like "Lord Falcon"'s quest should be introduced differently, you know? Like it should pop-up when i'm walking somewhere on the map. A bit boring to introduce straight at the beginning, same as the other optional quest. One of them should remain "Unknown" until we discover them.

Chapter 6

- Zombie was added to Graveyard. When i trained him "New Unit Available" https://i.imgur.com/E44HWFC.jpg popped up. I think it should pop up without needing to train a zombie to reminder as well as introduction.

- Also both Main and Optional quests doesn't point anywhere at the Map, map is pitch black. It should tell us where to go on map.

Chapter 7

- Double popup quest again https://i.imgur.com/VfTzlzk.jpg.

- Prince Xavalis's Immolation doesn't change icon when activated. I think it should use different icon for gameplay.

- There was No cooldown on Dark Portal from Skull of Gul'dan. It makes it fun but at the same time weird. I know it's a reward for us after completing optional quest but i think it should have something like 10 second cooldown at least. Spamming it without cooldown feels wrong.

- I was unable to establish any expo, was that intentional? I think it is because i kept finding extra gold and lumber packages on map.

- Up the difficulty for Hard Mode, this is too easy.

Chapter 8

- Up the dificulty


I hope was helpful, i played it on latest 1.28 patch on PC.
 
I just finished playing v 1.3 (Hard Mode).

Overall i enjoyed it. Bit too short perhaps the abrupt ending between chapter 7 to 8 feels disconnected story wise.
I prefer RTS dominated campaigns and this is my "type of campaign", so thank you.

Here is list of bugs and inconveniences that i think should be fixed or updated as well as thoughts on gameplay.

Chapter 2

- Main quest pops up again after some time https://i.imgur.com/Kr7Qx9A.jpg. Must be some kind of trigger mistake but my knowledge about these things are limited..

- I feel like Book of the Dead should have visible cooldown https://i.imgur.com/YNnNTM5.jpg . Personally i don' mind but for gameplay's sake you know. Also maybe add mana cost for Hard Mode, would it be possible to make seperate item for different mode? Something like 50 mana.

- Can't access waterfall in middle of the map. Maybe this shipyard (https://i.imgur.com/doxdHUE.jpg) is supposed to lead to there but it's not available in middle of mission. Goblin Labarotary does not offer vehicle.

Chapter 4

- Archimonde is Most OP hero i've seen in campaign ever. It was fun in a good way.

Chapter 5

- Is it just me or trees on my main base never gets chopped down? It became anoying as i needed more space in base, but they got fixed once i summoned Mannoroth, trees started getting cleared.

- Quest Double po-up at the start of chapter https://i.imgur.com/7QsB8ZU.jpg.

- https://i.imgur.com/LcbVzxj.jpg Quest pops up again.

- When i started attacking Last human base with Mannoroth, Mannoroth quest completed middle of siege, causing Mannoroth teleport back to portal.

- I feel like "Lord Falcon"'s quest should be introduced differently, you know? Like it should pop-up when i'm walking somewhere on the map. A bit boring to introduce straight at the beginning, same as the other optional quest. One of them should remain "Unknown" until we discover them.

Chapter 6

- Zombie was added to Graveyard. When i trained him "New Unit Available" https://i.imgur.com/E44HWFC.jpg popped up. I think it should pop up without needing to train a zombie to reminder as well as introduction.

- Also both Main and Optional quests doesn't point anywhere at the Map, map is pitch black. It should tell us where to go on map.

Chapter 7

- Double popup quest again https://i.imgur.com/VfTzlzk.jpg.

- Prince Xavalis's Immolation doesn't change icon when activated. I think it should use different icon for gameplay.

- There was No cooldown on Dark Portal from Skull of Gul'dan. It makes it fun but at the same time weird. I know it's a reward for us after completing optional quest but i think it should have something like 10 second cooldown at least. Spamming it without cooldown feels wrong.

- I was unable to establish any expo, was that intentional? I think it is because i kept finding extra gold and lumber packages on map.

- Up the difficulty for Hard Mode, this is too easy.

Chapter 8

- Up the dificulty


I hope was helpful, i played it on latest 1.28 patch on PC.

Thanks a lot, will fix all these bugs ASAP
 
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When can we expect the next part @Zenonoth ?

Mal'ganis had the chance to get his revenge but failed. Now he will have to get his revenge for his failed revenge...

Revenge of Mal'ganis: The Second Time is the Charm!
 

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
Mal'ganis had the chance to get his revenge but failed. Now he will have to get his revenge for his failed revenge...
:) yeah, I was thinking about the title if it fits. I guess it's more of an ironic take.
-------------------------------------------------------------------------------
- I feel like Book of the Dead should have visible cooldown https://i.imgur.com/YNnNTM5.jpg . Personally i don' mind but for gameplay's sake you know. Also maybe add mana cost for Hard Mode, would it be possible to make seperate item for different mode? Something like 50 mana.
Hey, good find! I guess it should cost mana on every difficulty regardless. It's a powerful item.
- Also both Main and Optional quests doesn't point anywhere at the Map, map is pitch black. It should tell us where to go on map.
It's the fun of exploring :D It's not a huge map RPG you know :)
- There was No cooldown on Dark Portal from Skull of Gul'dan. It makes it fun but at the same time weird. I know it's a reward for us after completing optional quest but i think it should have something like 10 second cooldown at least. Spamming it without cooldown feels wrong.
Indeed.
 
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Level 3
Joined
Oct 5, 2008
Messages
38
It's the fun of exploring :D It's not a huge map RPG you know :)

I try to explore as much as possible, just thought they should be visible for Blizz-like experience, not everyone is like us :D

Also can i suggest you change Campaign theme song for Chapter select screen? @Zenonoth ? It just doesn't fit. If you don't have better theme, just use UD default WC3 campaign song, it's still great.
Also remove version number (i.e 1.3) at the end of Revenge of Mal'Ganis on background picture , it makes look it ugly aesthetically. :)
 
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