• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

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

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

Story

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"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.

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

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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.

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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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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

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• 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 6
Joined
Feb 8, 2021
Messages
48
when mission 2 start i recommend to don't waste your time to turn villager into zombie and attack the human base as fast as possible because if you late enemy will send force to attack us and train new unit again and again until you lose.
AND NEVER PLAY MISSION 2 IN HARD MODE BECAUSE IT IMPOSSIBLE.
Not that bad actually just let one of your heroes guard your base with the two of doomguard and spam build ziggurats at enime forces landing zone while the other hero scout the area.
 
Level 22
Joined
Apr 17, 2021
Messages
250
I don't know if anyone else had this issue, but in the satyr chapter, satyr mages have the same voiceline as nerubian viziers and furbolgs have the same as Archimonde (which is very funny).
Also, are the satyr soulstealer (the melee ones with raise dead) supposed to be so weak ? They cost 3 food yet have about the same stats as workers.
 
I don't know if anyone else had this issue, but in the satyr chapter, satyr mages have the same voiceline as nerubian viziers and furbolgs have the same as Archimonde (which is very funny).
Also, are the satyr soulstealer (the melee ones with raise dead) supposed to be so weak ? They cost 3 food yet have about the same stats as workers.
This bug happens when sometimes you play the game in one sit in. Happens only in SD.
 
So when you play "Continue" at the end of the last map ?
Yes, and also btw thanks a lot for the great feedback, @Navy45 Im implementing these fixes now, I just wanna ask if there are any other comments/nitpicking feedback you have so I can fix any other inconvenience on the way.
 
Level 22
Joined
Apr 17, 2021
Messages
250
Yes, and also btw thanks a lot for the great feedback, @Navy45 Im implementing these fixes now, I just wanna ask if there are any other comments/nitpicking feedback you have so I can fix any other inconvenience on the way.
Thanks for the reply ! I haven't finished the campaign yet, but here's what I've got :
  • In mission 2, Dalvengyr could use a written line to introduce his presence, because teh "Greetings" can be difficult to hear if you select other units and it makes finding Dalvengyr and his doom guards weird.
  • In Fenris Isle, killing the paladins doesn't give any item, just restauration runes, while the quest description mentions items they carry.
  • In the mission where we summon Mannoroth, I think the hint message for the new unit still states that it's effective against buildings, which is no longer the case. Also, the map always had a kind of weird design in the early game, where you can't really move out because all exits are blocked by orc buildings and if you attack any of them, they send all their stuff at you. So, since you can't beat 3 red dragons and 15 grunts, you end up just waiting 30 minutes at your base waiting to fully upgrade your units and level up your heroes against attack waves. I think it would be nice to have access to a few more creep camps that aren't behind the orcs, if only to pass the time. Also, starting with better tech could help speed up the beginning.
  • In the first mission in Kalimdor, I haven't been attacked by the quilboar once. Also destroying them didn't complete the quest. Still thank you for replacing the taurens of the previous version. The original was incredibly overtuned, especially after the previous mission.
  • Still haven't finished the satyr mission, so I don't have much to say except for what I mentioned about the satyr soulstealers' stats. Other than that, I like the new units unlocking as we complete side quests.
 
Level 29
Joined
Aug 18, 2022
Messages
757
Yes, and also btw thanks a lot for the great feedback, @Navy45 Im implementing these fixes now, I just wanna ask if there are any other comments/nitpicking feedback you have so I can fix any other inconvenience on the way.
You just said, you want to read some nitpicking?... You want some, uncomfortable feedback?...
I'm coming for you. In this weekend maybe, or the next weekend, I'm gonna give you feedback...
AND NITPICKING.... We meet again, here...
 
Level 7
Joined
Feb 11, 2024
Messages
66
I think this campaign still needs more work. I am currently at the mission where we summon Mannoroth, but here's some feedback
ch1- Good and balanced
ch2- Dalvengyr could use some voicelines, and also getting out of the spider cave is bugged
ch3- This mission remained roughly the same. Also, the paladins do not drop any items
ch4- I can see Archimonde was hella nerfed. Still a good mission

Also, missions don't "save" after I finish c1, I am stuck at the next interlude. I can't progress unless I already have a saved mission and I take it from there.
 
Level 7
Joined
Feb 11, 2024
Messages
66
I am back with a review after being at the penultimate chapter
ch5- I can see manaraoth was nerfed.. no new changes here
ch6- the quills are bugged. they don't attack me but produce more units. also there's an unreachable area ( unless you use meat wagons) that barely rewards you anything
ch7- What's with the skull of gul'dan spells? heavily nerfed for no reason

One thing I noticed with this campaign is that it's not really reworked fully. I can see mission 1 and mission 2 being truly reworked and adjusted, but the other missions are simply just nerfs. I prefer the old version instead of this one.
 
Level 7
Joined
Feb 11, 2024
Messages
66
I have finished the campaign. I have to say, I am not that impressed of it being "reworked"
The only reworked stuff I've seen is ch1, ch2, and ch8 last fight
The other chapters were nerfed by taking the "fun" part out of them
mannoroth was nerfed, archimonde was nerfed, skull of gul'dan was nerfed. It feels like the last chapters were done in a rush, except for ch7 which was still cool.

I really hope to see more of Mal'Ganis. Ch1 really gave me hope that the campaign has been reworked. I prefer the first part
Good campaign nonetheless. I will wait for more.
 
Level 29
Joined
Aug 18, 2022
Messages
757
The New Revenge of Malganis is better, than the previous versions. Still, it has some odd moments to me.

I want to say first, that @Ilya Alaric must have a better job, because the graveyard guard job is not a life insurance nowdays in Lordaeron.
(Why I suspect it's him? Because there is no other Alaric in this website that I know.)
I had to supress my guilt to defeat him and his fellow comrades to proceed. Zenonoth made me to do it, very sorry.

Other moments was, when Dalvengyr & Mal'ganis had the same icon, only Mal'ganis is Red and Dalvengyr is green. (Probably not the right color order, but I write this from memories, not from fresh experience).

The Satyr chapter was my favorite. The Skull of Gul'dan has a lot of power, and making the player's job easier. Sadly, power comes with a cost ofcourse: slow mana regenaration, and there is no way to use the mana made by the Corrupted Soul Wells. So you must have a lot of patiance to have enough mana, to deal multiple blows on bases with Skull of Gul'dan. Also, Skull of Gul'dan has a lot of range, but some abilities (like Mana Syphon) has a very short range, and doesn't work well. I also wanted to highlight, that in this chapter the Health and Mana Fountains and not working somehow to my units, and the Satyr Melee unit is much weaker than the Furbolg unit (the latter has no sign of corruption). Further more, the Satyr melee unit has very weak armor, even having the maximum armor upgrade researched. I mean: Poor guy has 3 light armored armor, compare to the Footman Max Armor upgrade: the guy is naked literally.
 
Level 2
Joined
Oct 13, 2024
Messages
3
Hello, I have recently finished version 1.4 and uploaded it to Youtube! I played version 1.3 in the past and have noticed some major differences! For one I played both versions on 1.31 warcraft 3 patch the last one available before reforged! I didn't have any issues with the previous version whatsoever, but I had some with this one! Everything up to mission 4 is fine with the exception that mission 3 does not appear as available mission to select in the menu! On mission 5 all the items and extra stats on malganis are reverted, that is the case for all the heroes! And the last thing I have noticed is that Archimonde and Mannoroth are significantly nerfed! Archimonde is actually ok and I enjoyed it especially when I did 1 vs 1 with the new BETTER Dalaran siege golem it is a proper mini boss fight now! Mannoroth on the other hand lost 20 armor and 250 damage his abilities were also changed for the worst in my oppinion! The humans on that mission build insane amount of units and at mind blowing speed I admit with shame I could beat this mission without whosyourdaddy! I did beat it legit on the last version however! In my opinion 1 good thing you can do is let Mannoroth hit air that is definitely going to help! All in all I enjoyed this campaign albeit less than the previous version! If it is possible for you I think it is a great idea to publish the previous versions as well so people can try them and compare! Thank you for your time!
 
Level 7
Joined
Feb 11, 2024
Messages
66
Hello, I have recently finished version 1.4 and uploaded it to Youtube! I played version 1.3 in the past and have noticed some major differences! For one I played both versions on 1.31 warcraft 3 patch the last one available before reforged! I didn't have any issues with the previous version whatsoever, but I had some with this one! Everything up to mission 4 is fine with the exception that mission 3 does not appear as available mission to select in the menu! On mission 5 all the items and extra stats on malganis are reverted, that is the case for all the heroes! And the last thing I have noticed is that Archimonde and Mannoroth are significantly nerfed! Archimonde is actually ok and I enjoyed it especially when I did 1 vs 1 with the new BETTER Dalaran siege golem it is a proper mini boss fight now! Mannoroth on the other hand lost 20 armor and 250 damage his abilities were also changed for the worst in my oppinion! The humans on that mission build insane amount of units and at mind blowing speed I admit with shame I could beat this mission without whosyourdaddy! I did beat it legit on the last version however! In my opinion 1 good thing you can do is let Mannoroth hit air that is definitely going to help! All in all I enjoyed this campaign albeit less than the previous version! If it is possible for you I think it is a great idea to publish the previous versions as well so people can try them and compare! Thank you for your time!
I think it'd be a great idea if you compare them
 
Level 4
Joined
Jan 3, 2024
Messages
22
I couldn't make any sense of the chapter where we control Archimonde. Despite being one of the most powerful lords of the Burning Legion, you start as level 1 and die in a few hits. As if fighting multiple human territories wasn't enough of a problem, all human units are advanced to the last level and heroes are also level 10. On top of that you have to defend your territory under attack. Did the developer of this campaign actually play this chapter? The campaign is ridiculously difficult and not fun. The only plus is that it has a good voice acting, otherwise it's a grind. I see the same problem in all the campaigns here. They all have an unbalanced difficulty. None of them really appeal to players looking for a good story with immersive gameplay. There's no point in wasting time doing the same thing for hours every chapter.
 
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Level 2
Joined
Oct 13, 2024
Messages
3
I couldn't make any sense of the chapter where we control Archimonde. Despite being one of the most powerful lords of the Burning Legion, you start as level 1 and die in a few hits. As if fighting multiple human territories wasn't enough of a problem, all human units are advanced to the last level and heroes are also level 10. On top of that you have to defend your territory under attack. Did the developer of this campaign actually play this chapter? The campaign is ridiculously difficult and not fun. The only plus is that it has a good voice acting, otherwise it's a grind. I see the same problem in all the campaigns here. They all have an unbalanced difficulty. None of them really appeal to players looking for a good story with immersive gameplay. There's no point in wasting time doing the same thing for hours every chapter.
In version 1.3 he was more powerful but to be honest this mission was nothing too difficult even on hard! Mission 5 however is an absolute joke! Mannoroth cannot hit flying units his abilities got changed for the worst and he lost 2 items one was giving him 250 attack and the other 20 armor! That mission needs a rework!
 
Level 5
Joined
Jan 29, 2014
Messages
40
Its truly great campaign! Great custom acting, the difficulty (played on hard) was absolutely nailed for me, even as a veteran wc3 player i didnt have easy time at all, didnt finish it yet but i have made it to 5th mission i think, the one with the orc bases. The vizier is here to give it 5/5 rating:)
 
Level 14
Joined
Mar 4, 2014
Messages
257
~~~Sup :goblin_yeah:

I just wrapped up playing this on War3 version 1.29, skipping 1.26 because the camera view in that version is too close to the ground, and I love that 1.29 shows mana bars on units. Honestly, any version before 1.29 works just fine with 1.29. No bugs popped up during my playthrough, which is always nice.
I played on Hard difficulty, although I have the feeling that when you click "Continue" after finishing a chapter, the next chapter may start on Normal difficulty. Nonetheless, I assume I played on Hard for most chapters.

Overall, I had a blast! It’s super fun playing as the “bad guys,” and the storyline flips the original narrative with Mal'Ganis coming back for revenge against Arthas and Ner'zhul for offing him. That twist was pretty awesome!

The AI voices were a cool touch—maybe not perfect, but they definitely made the cutscenes livelier.

My playthrough:

Chapter 1:

This chapter was a solid intro to the campaign. I loved it! The hard difficulty felt just right, and there were lots of hiding spots for items to get to with my ghouls. I also liked the side quests with the Dragons and the small skirmishes between the undead and humans throughout the mission. Everything felt really well-designed.



Chapter 2:

This was the first building mission, and it was quite challenging. I liked the three enemies, each with unique themes and persistent attacks from those pesky zeppelins! I can imagine that a casual player might struggle with this one, but for me the difficulty felt appropriate for hard mode.

I appreciated the addition of turning peasants into zombies with Mal'Ganis—a nice touch since he could do that too in the original campaign also.

But I do have some critiques about this mission:

- There’s a spider cave north of the purple human base that’s a bit of a mess. Units can go in but can't get out. I’m assuming that’s a bug. There is an Amulet of Recall dropped by one of the mobs inside, but it’s impractical to have to kill my main hero, revive him, and then use the amulet to free the stuck units. I suggest replacing the Amulet of Recall with a Scroll of Town Portal, or even better, implementing a teleporter that brings units back to the cave entrance. Additionally, there’s not much incentive to explore the cave, as the only rewards are some resources. It would be great to add a mini-boss there, perhaps a spider mini-boss or a water elemental mini-boss, given that the way gate is surrounded by waterfalls.

- For quality-of-life, it’d be nice if you revealed where the side quest bosses or units are when a side quest pops up. That way, players have a better idea of where to find the side quest stuff on the mini map.

- I noticed a bridge in this mission, but unfortunately, the acolytes cannot get close enough to it to repair it due to an invisible wall surrounding it. Is that intended? If not, I suggest removing it, as it would provide a cool alternative route to the enemy human bases besides the water path.

- I did enjoy the side quest reward with the book that summons zombies, but I have a feeling that they don’t actually deal 100 damage upon dying.



Chapter 3:

This chapter was another engaging no-build mission, similar to Chapter 1, but overall, it felt easier. The enemies here seemed quite weak, especially the enemy paladin heroes, who feel underpowered. I suggest buffing them a bit.

The mini-boss archmage at the end was a decent fight, particularly with all those water elementals, and being able to recruit him after his defeat was a nice touch.



Chapter 4:

This was my favorite mission! Playing as Archimonde was awesome, even if he felt a bit underpowered. It's just epic to control strong heroes against huge groups of soldiers. But I’m not really feeling his third spell. His first two summoning spells are the originals and fit well, plus the Finger of Death spell is super handy for taking out both units and buildings. But that Incinerate spell just feels off, and it swaps his epic green meteor for a regular firelord projectile. I remember an older version of this chapter where Archimonde had a spell that made a sand copy of a building, and when it got destroyed, the original one went down too. That would work way better as his third spell.

The mission was pretty tough on hard mode, but once you get the hang of what to do, it gets easier. The buildings don’t help, either, since they have a +20 armor buff from the golem, but once you take him out, the buff disappears, making destroying the buildings quite manageable. Still, the castles have way too much health—it takes forever to destroy them, which is just annoying. I’d suggest lowering their health a bit.



Chapter 5

This chapter was much harder than usual, especially if you choose to attack instead of defending the base for a while to build an army. I have some suggestions for this chapter.

Since we have a new hero, the Archmage from two missions ago, and we just played with Archimonde, wouldn’t it make sense for the items to transfer from the previous mission to this one? It seems logical, especially since we won’t get to play as Archimonde anymore. I know you can implement this because you did something similar in later chapters. I suggest considering this for this chapter as well, especially since the new Archmage hero could really use some items. In my opinion, this chapter is the hardest mission of the entire campaign. The level 10 red dragons are pretty difficult to handle, and the warlocks are also a nuisance with their fire bolts and crippling spells.

The new units we get to use, the Wights, are interesting, but they feel somewhat weak. Their damage spell costs an excessive amount of mana—600 mana—which is the entire mana pool for just one spell. I suggest lowering the mana cost to at least 300.

Their resurrection passive is also a cool feature, requiring 600 mana to revive. However, it feels challenging to gather enough mana for them, so I'm conflicted about this aspect.

Similar to the previous mission, we have Manaroth as another powerful Demon Lord-level hero, but his spells are somewhat lackluster. His most effective spell is Howl of Terror and the Cleave passive. His first spell, Rain of Fire, is simply the standard Rain of Fire from melee, and that feels underwhelming. Since he has to cast it, he can’t attack at the same time. Given that his attacks deal chaos damage at a modest 70 damage, it doesn’t seem worth casting. The same applies for Volcano; it requires casting and isn't useful against the large human army in this mission, which is nearly 200 food strong. Both Rain of Fire and Volcano feel ineffective with Manaroth. Similar to the Incinerate spell you gave to Archimonde, giving another spell from the Firellord to manaroth is just wrong and it doesn't fit his theme, I have two suggestions:

1. Either increase the damage of Rain of Fire or replace it with Shock Wave (as Manaroth had it in the original campaign). It could be a slightly buffed version of Shock Wave with a green color to fit better with his theme.
2. Secondly, consider switching the ultimate, Volcano, with either Ankh of Reincarnation (since that is what he had in the original campaign) or, to add a bit of fun, give him Rain of Chaos or Doom. These spells would be far more suitable for a Pit Lord and effective against the massive human army in this mission.

Overall, this chapter is engaging, and battling against such a formidable army of human units and Garithos was thrilling!

The side quests involving the bandits were a nice touch. The bandit lord mentioned returning for revenge, but it seems nothing came of that.

I have an idea: what if instead of the bandit boss escaping after the player defeats the bandits, he could be converted by Mal'Ganis to their side? Then they could start sending attack waves of bandits against the Chaos Orcs and then against the humans led by Garithos. That would be much more exciting!



Chapter 6

This mission was decent. I wish that after we defeated the Pigman base, we could have converted them to our side and sent attack waves against the purple undead.

Many items dropped in this mission, but all of them were significantly weaker than what I already had. This felt off, so I suggest replacing them with tomes instead. This tends to be a recurring issue in many campaigns where heroes receive powerful items early on, only to encounter weaker drops in later chapters that often get ignored.

Overall, this chapter felt a bit basic, and compared to the thrilling tension of the previous one, it was certainly easier.



Chapter 7

I really enjoyed this chapter! Playing with the new fell satyrs race was a blast. I loved how completing side quests gives you new units from this race, including corrupted enemies. But I ran into an issue during my playthrough—I couldn't find the keeper for the side quest and got too wrapped up with the enemies, so I ended up finishing the map with just the regular units. That was a bummer.

Like in the previous missions, the side quests should be revealed on the mini-map so that players know where to go. I tried searching for the keeper, exploring all corners of the map, but to my surprise and dismay, he was right in the middle of the map! :mwahaha:It would have been helpful if he was revealed to the player on the mini-map for a few seconds, especially since this side quest is important for unlocking new units.

I also loved the concept of the Skull of Gul'dan as a support building with infinite range on the map. However, it would be better if the building generated more mana over time. I didn’t get to use it much because the mana siphon seems broken; it starts siphoning mana but stops abruptly after 2 seconds and doesn’t gain much from enemy units. I suggest buffing that spell or increasing the mana regeneration of the building so players can use it more frequently, as it is a cool and fun concept.

Getting to play as Tichondrius and the new satyr hero was awesome! Having the buffed lich from the previous missions definitely helped, as the enemies were quite strong. I mostly relied on the heroes, as the units were quickly focused and killed.:gg:



Chapter 8

Finally, the last mission, I didn’t expect it to be the final one, but I actually liked it, even though it felt a bit easy. The first part, where I played as Mal’ganis, was particularly straightforward. With the buffed Mal’ganis and all his stats and items from previous missions, I barely lost any health during the fight.

I have a suggestion for the first part of the boss fight as Mal’ganis: I recommend increasing the levels of the enemy ghost heroes that Arthas summons with Frostmourne. The level 3 paladins, archmage, and level 6 blade master were far too easy to defeat. It would add an extra challenge if they also had some items. The only decent fight was against the ghost King Terenas, who was level 9, but even that ended quickly. So, I suggest increasing their levels to closer to 10 and giving them some items.

The second part of the boss fight, where we play as Arthas, was much more challenging and exciting. I loved the new spells and how the fight played out, especially Mal’ganis summoning those infernals that deal AoE damage. Overall, it was a fantastic boss fight and a great ending to the campaign.



Overall Thoughts:

I really enjoyed the revenge story of Mal’ganis and all the new elements you added to the original campaign, as well as most of the elements you used from the OG campaign. I loved all the chapters. The heroes felt awesome and fun to play with, and the terrain was great, along with the units and enemy units. The nice items were also a highlight, especially the book that summons zombies.

Overall, I really liked this custom campaign. My rating for it is 𝓢 Tier (Masterpiece), with a score of 93 out of 100 points! I hope you continue working on the next part as well—keep up the awesome work!:infl_thumbs_up:
 
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Thanks a lot @Blasterixx I added your playthrough vids to the map and am so honored you like it. I was collecting as many possible feedback as possible before I launch the final version with all bugs fixed.

Chapter 2:

  • Did everything to fix the cave, I'll figure something out but it'll be fixed in final version.
  • Will do the side-quest thing.
  • Will fix the zombies
  • Bridge is intentional

Chapter 3:
- Will buff the paladins

Chapter 4:
  • Will fix the firelord projectile and buff it up.
  • Will fix the castle HP

Chapter 5:
  • Will lower shock blast ability to just 300 as you requested.
  • Will fix Mannoroth's spells with better ones as you requested.

Chapter 6:

- Will add interesting drops.

Chapter 7:

  • Will add the side-quest mark-fixing
  • Will replace Skull of Gul'dan's siphon mana with something else and boost its mana regeneration rate.

Chapter 8:
- Will fix spirit heroes and make them harder.
 
Level 2
Joined
Jul 21, 2020
Messages
4
Hello, its rare to see a Undead campaign so i try this.
i just finish your map and i really enjoy it.

The most interest me is beat chapter 5 without wait Mannoroth come. i done it.
but somehow i feel its easier beat human than orc.

at chapter 6, also easy beat them with summon mass skeleton. heroes no need in this chapter

i also enjoy at chapter 7, i found a way to beat those elf without attacking. heroes also no need in this chapter

the most disappointed is the ending, Malganis still lose to Arthas.
if there is a part 2, maybe my disappointed will lift up 😀
i just hope he can kill Arthas
 
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