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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Rise of the Blood Elves v3.0

Submitted by tomoraider
This bundle is marked as approved. It works and satisfies the submission rules.
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1) Make sure you have at least the 1.27 patch installed. The campaign WILL NOT WORK properly without it.
Specifically, Chapter Three will not load at all.
2) Download the Rise of the Blood Elves Intro cinematic and extract into your Warcraft III/Movies folder.
LINK TO THE CINEMATIC FILE
3) Download the campaign and place into your Warcraft III/Campaigns folder, or My Documents/Warcraft 3/Campaigns
if you have the 1.28 patch.
4) Play the campaign!


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In a daring campaign against the Scourge in Northrend, Illidan faced off against the death
knight Arthas in an attempt to destroy the Frozen Throne. However, Arthas defeated Illidan and left him
wounded in the snow, allowing Illidan to witness the creation of the new Lich King.

Kael'thas Sunstrider and Lady Vashj, realising their defeat, brought Illidan with them as they fled back to
Outland. Seeing their master's ugly wounds, they decide to bring him back to the Hellfire Citadel so that
he may recover... but, unbeknownst to them, Outland was in a state of a minor civil war.

Soon after that, tensions rise in the blood elven society as the Grand Magistrix Alessandra Katryne
proposes a dangerous idea: reclamation of their homeland, Quel'Thalas.


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- Campaign in the style of Blizzard's campaigns.
- 12 chapters, 6 interludes, 1 epilogue and 1 cinematic.
- A new revamped blood elf techtree, based on the human techtree, but with new units and abilities.
- A storyline with its roots in WoW: The Burning Crusade, along with some unique new stories.
- Lots of custom models, skins, icons, voice sets and music.


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A short story that serves as a prelude to the story of Rise of the Blood Elves.
It depicts the motivations and history of Alessandra Katryne, one of the main characters.
Sorrowfall


[​IMG]

[​IMG] Kael'thas Sunstrider - Lord of the Blood Elves. All Kael'thas wishes is the best for his people,
and he is willing to make questionable some decisions to ensure this future.
[​IMG] Alessandra Katryne - Grand Magistrix of the Blood Elves. Alessandra's past is filled with
disappointment and sorrow, and she will fight to ensure the best for her people.
[​IMG] Lor'themar Theron - Regent-Lord of Quel'Thalas. Lor'themar is a rational and careful leader.
Lor'themar wants to ensure a promising future for his people, but is not willing to cross certain lines.
[​IMG] Aewynne Maysong - Ranger-General of the Blood Elves. Aewynne is a good-willed and noble
leader, who cares about her home more than anything else.
[​IMG] Lady Liadrin - The Blood Knight Matriarch, Lady Liadrin is fiercely loyal to Kael'thas,
but values justice above all. Once the situation changes, Liadrin is not above fighting
with people she once called enemies.
[​IMG] Illidan Stormrage - Lord of Outland. After his defeat at Icecrown, Illidan became
reclusive, focusing on some unknown future.
[​IMG] Dar'Khan Drathir - In the Scourge invasion of Quel'Thalas, Dar'Khan betrayed his people,
ensuring Quel'Thalas' destruction. Now, he rules over the undead of Quel'Thalas, viciously
hunting all remaining elves.
[​IMG] Sylvanas Windrunner - The Banshee Queen, ruler of the Forsaken, a powerful undead faction.
In life, Sylvanas was the ranger-general of Silvermoon and bravely defended her home against
the Undead Scourge in the Third War. She continues the same battle in undeath.
[​IMG] Lady Vashj - Leader of the naga loyal to Illidan. Lady Vashj is cunning and manipulative,
and fiercely loyal to Illidan, ready to give her life for him at any moment.


[​IMG]

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Trailer
Video


Models Credits Skins Credits Icons Credits Miscellaneous credits
Credits
ArrowVolley by Em!
Blood Elf buildings by SinisterX
Blood Elf doodads by Klayton
Blood Elf Ballista by Sellenisko
Kalecgos by Cakedog345 and Marshmalo
Draenei buildings and some units by SinisterX
DraeneiGemcrafter by Sellenisko
DraeneiHuntress by Sellenisko
DraeneiPaladin by AnemicRoyalty
Elekk Knight by Hawkwing and Cavman
BluefireBolt by UgoUgo
OrbOfVenom by UgoUgo
OrbOfFire by UgoUgo
Arcane_Barrage by florent86
Blood Elf Arcane Guardian by AndrewOverload519
GrandMage by Skipper
SC2ForceField by epsilon
MeteorStrike by UgoUgo
Ghost Strike by Boogles
Arcane Explosion By Champara Bros
Arcane Missile By Weep
BloodelfMage by Frankster
BloodelfPhoenixCrusader by Frankster
Hero Bloodelf Sword Master By Frankster
BloodelvenWarrior by Frankster
IcyGhost by PrMosquito
FelOrcLancer by Frankster
FelOrcWarlord by Frankster
Fire Nova by shamanyouranus
Orb of Dragons By Frankster
Orb of Fire By Frankster
SunfireMissile by pWn3d
Wretched by Cavman
Wraith Lord By donut3.5
Orb of Darkness by Frankster
Queensland Shield by I3lackDeath
WoW Kil'jaeden By takakenji
Bloodelf Wizard By Frankster
Shadow Golem by WILL THE ALMIGHTY
Forsaken Buildings by Ujimasa Hoso
Wretched Worker by Ujimasa Hoso
Wretched Swordsman by Ujimasa Hoso
Wretched Sorceress by Ujimasa Hoso
Lady Liadrin By kangyun
Lor'themar By kangyun
Vereesa Windrunner By kangyun
Holy Rune Golem By Alpain
Holy Blast By JesusHipster
Naaru By Hawkwing
Naga Royal Guard By Tarrasque
Prophet Velen by Stefan.K
Some models by Blizzard Entertainment
Credits
BloodElfArcher_by67chrome.blp By 67chrome
BansheeRanger by Hueter
BloodElfSorceress_by67chrome.blp By 67chrome
HeroTaurenChieftain.blp By zadelim
Sin'dorei UI by I3lackDeath
Silvermoon Tiles by Laercio
ReturnedArcher by 67chrome
ReturnedCaptain by 67chrome
ReturnedMage by 67chrome
Rilrae Thraele by shiiK
DarkChampion by 67chrome
DarkElfArcher by Juice_F
DarkSylvanas by 67chrome
DarkwingBat by 67chrome
corruptedkael By Daenar7
BloodElfSentry By 67chrome
Credits
BTNAdept by PeeKay
BTNBatby67chrome by 67chrome
BTNCRDRAGONBLOODBADBLOOD by CRAZYRUSSIAN
BTNCRFlamez by CRAZYRUSSIAN
BTNCrRICHARD by CRAZYRUSSIAN
BTNDarkChampion by 67chrome
BTNDarkSylvanas by 67chrome
BTNDeathguard by 67chrome
BTNLevelQQDSJaina by 67chrome
BTNPoisonNails by Elainiel
BTNRilraeThraele by shiiK
BTNSylvanas by 67chrome
BTNWeaver by PeeKay
BTNSearingArrow by Darkfang
BTNArcaneSword by Mc !
BTNBloodElfArcherby67chrome By 67chrome
BTNBloodElfEnchantressby67chrome By 67chrome
BTNBloodElfSorceressby67chrome By 67chrome
BTNBloodelfPhoenixCrusader by Frankster
BTNBloodelfHeroSwordChampion By General Frank
BTNBloodelvenWarrior by Frankster
BTNDarkSylvanasby67chrome By 67chrome
BTNFelOrcWarlord By General Frank
BTNHeroBloodelvenPaladin by Frankster
BTNIcyGhostA by PrMosquito
BTNLevelQQDSJaina By 67chrome
BTNPhoenix By bananaHUNT
BTNRPGShadowElf By Tenebrae
BTNScorch By Bogrim
BTNWraith2 By donut3.5
BTNZLTaurenDeathKnightblp By zadelim
BTNCRsoulcrown By CRAZYRUSSIAN
BTNDraeneiHuntressby67chrome By 67chrome
BTNDraeneiMaleShaman By FrIkY
BTNMultipleshot By Mr.Goblin
BTNPhoenixDartv2 By 4eNNightmare
BTNSphereOfDarkness By PeeKay
BTNRubyAmulet By PeeKay
BTNZodiacWarrior By dickxunder
BTNBloodelfGuard By Frankster
BTNPhoenixEgg By Elfsilver Lord
BTNSapphire By PeeKay
BTNJewelofDarkness By PeeKay
BTNArcanicNexus By The_Silent
BTNBloodelfPhoenixGuard By Frankster
BTNBloodElfSentry By 67chrome
BTNHeavenlyBlessing By Atmosferic
BTNPCelestialWings By Paladon
BTNPhoenixCall By Mr.Goblin
BTNRondache2 By PeeKay
BTNRondache3 By PeeKay
BTNSpikeBow By Army-of-Pandas
BTNRainofFire By Mr.Goblin
BTNPyroblast By aki15
BTNOrbThingy By Sin'dorei300
Some icons by Blizzard Entertainment
Credits
Two Steps from Hell - Decimator
audiomachine - Berserker
World of Warcraft music - Xaxas
World of Warcraft music - Eversong Woods
World of Warcraft music - Sunwell Plateau
World of Warcraft music - Icecrown Citadel, Crimson Halls
World of Warcraft music - Undercity
World of Warcraft music - Invincible
World of Warcraft music - Hellfire Peninsula
World of Warctaft music - Broken Shore
Voices from World of Warcraft
GLaDOS voice from Portal, Valve Corporation
Spooky Ambience by Cr1msonKing
Mass Effect - In Pursuit of Saren
Some riddles in Chapter Seven are from The Hobbit


Changelog
Changelog

v2.0 December 7th 2013
- Released.

v2.0.1
- Fixed a bug in chapter nine that let the
first quest finish immediately.

v2.0.2
- Interludes The Forsaken and Tempest Keep should now play
with no problem.

v2.0.3
- Ghost in Chapter Seven has a new model.
- Sylvanas will no longer run away in the ending cinematic in Chapter Six.
- The Draenei AI in Chapter Eleven should now work fine.
- The hint in Chapter Two appears when you secure the base.

v2.0.4
- Ragebeast Clan alliance fixed.
- The wretched are now using models from Ujimasa Hoso.
- The Draenei AI should now work for real.

v2.1
- Cliff ramps are now more smooth in every map.
- Some terrain fixed.
- Forsaken are now using buildings from Ujimasa Hoso, and techtree from
Curse of the Forsaken 2.0.
- Forsaken AI in Chapter Six now builds much faster.
- Draenei AI in Chapter Eleven should really work now.
- Mention of Vereesa removed in Chapter Four.
- Scout/Guard/Cannon/Arcane Tower model is now fixed.
- Gold in Chapter Three is now limited.
- Difficulty description changed to Normal/Hard.
- Marksmanship now increases attack by 15/30/35%.
- Wretched Swordsman has increased attack.
- Wretched in Chapter Five have level 2 upgrades now, not level 3.
- Kael is now invulnerable in Chapter Eleven until he
finishes saying his lines.
- Enemy buildings can now be destroyed in Chapter Eight. There is
also an alternate ending if you manage to destroy them all.
- Triggers whose goal is destroying all enemy buildings have been
updated to work better. (Except in Chapter Ten.)
- New easter egg added in Chapter Five.
- Riddle of the Future easter egg added across multiple maps.

v2.2
- Ragebeast Clan bug fixed in Chapter Two.
- Riddle of the Future removed.
- Dar'khan's units at the end now attack in faster intervals in Chapter Seven.
- You now start allied with other blood elves in Chapter Three.
- You now get the side quest in Chapter Three later.
- Side quest in Chapter Three is explained a little bit different.
- All heroes' spell are now hotkeyed to QWER.
- Kalecgos' title changed to Steward of Magic.
- Lor'themar's title changed to Battlemage.
- Forsaken buildings' tooltips fixed.
- Forsaken Workers can no longer become Shades and unsummon buildings.
- All chapters are now skippable with a cheat.
- There are now two specific hard waves in Chapter Eight, triggered after
15 minutes and 28 minutes.
- The Draenei AI in Chapter Eleven has finally been fixed.
- Demon Portals in Chapter Eleven now work through triggers.

v3.0 February 15th 2017
Main Changes
- World of Warcaft: The Burning Crusade CGI Cinematic now plays as the intro to the campaign.
- New map: Chapter Ten - The Siege of Black Temple.
- Campaign cover picture updated.
- Heavily rewritten dialogues in: Chapter One, Three, Four, Five, Six, Nine and Eleven (Ten), and in almost all of the interludes. Other chapters have received some minor alterations to dialogues.
- Rewritten intro descriptions to almost all maps.
- Lowered collision size of almost all units for easier pathing.
- Updated a lot of tooltips.
- Cinematics updated.
- Difficulty altered in most maps, harder maps should now be a bit easier.
- Aewynne is no longer controllable in Chapter Eleven (Ten).

Techtree Changes
- Arcane Affinity now reduces magic damage by 25% (was 20%).
- Magic Sentry now instead gives Towers the ability to increase nearby friendly units' mana regeneration.

Hawkstrider Knight
- Requires Sanctuary instead of Spire to be trained.
- Cleave now strikes 25% of damage to nearby enemy units (was 12%).

Sorceress
- Can now once again use Polymorph.
- Can no longer use Illusion.

Arcane Golem
- Resistant Skin is now called Prismatic Barrier and also gives Arcane Golems passive health regeneration.

Blood Knight
- Holy Light heals for 250 hit points (from 125).
- Seal of Protection now lasts 30 seconds (from 25).
- Wings of Retribution increases movement speed and attack rate by 40%. Has a new special effect when cast.

Ballista
- Damage buffed.

Phoenix
- No longer has Spell Immunity. Instead, has a new ability, Spell Resistance, which reduces magic damage taken by 50%.
- Now costs 7 food (from 6).

Kael'thas
- Can no longer use Summon Lava Spawn. Instead, can use Summon Al'ar, which summons Al'ar, a powerful phoenix, to fight alongside Kael'thas.

Alessandra
- Has a new voice. (Valeera from Heroes of the Storm)
- Soulburn has been significantly buffed and now drastically increases Alessandra's attack speed.
- Dark Soul's Voidlord is no longer immobile.

Lor'themar
- Has a new model and a new icon.
- Flames of Retribution no longer does friendly fire. Now costs 75 mana (from 85).
- Blood Cry now affects a larger area. Now costs 50 mana (from 90).
- Can no longer use Dashing Winds. Instead, has a new ability, Living Bomb, which adds extra damage on each attack and causes units that die while under the effect to explode, dealing damage to nearby enemy units.

Liadrin
- Has a new model, a new icon and a new voice.
- Desiccation Aura is no longer visually displayed.

Aewynne
- Paralysing Arrow's range is now 800 (was 600).
- Evergreen now costs 50 mana (from 75).
- Marksmanship has been significantly buffed and now drastically increases Aewynne's attack damage.
- Volley of Arrows no longer does friendly fire.

Sylvanas
- Has a new voice.

Kalecgos
- Has a new voice.
- Abilities are now stronger.

v3.0.1 February 16th 2017
- Lowered all units' collision size, which should make it easier to move units around the map and reduce units getting stuck.
- Fixed a bug in Chapter Twelve which could cause the boss fight to begin at the beginning of the map.

v3.0.2 February 18th 2017
- Fixed a bug in Chapter Nine where you could end the map early by just flying around the map with Al'ar.
- Removed the ability Web from Kil'jaeden in Chapter Twelve which could prevent Kalecgos from executing his triggers.

v3.0.3 February 20th 2017
- Increased Kargath's respawn timer in Chapter Ten.
- Added a new gold mine in Chapter Ten.

v3.0.4 April 8th 2017
- Chapter Ten should be a little easier now.
- Lor'themar's Blood Cry has been buffed. It now lasts for 10 seconds and affects a larger area.
- Prophet Velen has a new model.
- Aurora and Vesper are now the collect colour in the Epilogue.

v3.0.5 July 5th 2017
- Hawkstrider Knight now costs less resources, 3 food instead of 4, and does a little bit more damage.
- Phoenix now attacks a little slower, and can no longer increase its attack from the Blacksmith upgrades.


Please post any bugs, suggestions and tips!


Translations
Russian - v3.0.5, hosted on xgm.guru, by kirlandiya


Links
Curse of the Forsaken - My other campaign, following the story of Sylvanas and Forsaken
during the war with the Lich King.
Contents

Rise of the Blood Elves v3.0 (Campaign)

Reviews
Moderator
11:15, 15th Jan 2014 Hell_Master: Map approved with a rating of 4/5. See my review here for more information: Review I have finished this map right now and still deserves 4/5 unless you fix the bugs I mentioned on the review even if its not...
  1. cleavinghammer

    cleavinghammer

    Joined:
    Apr 6, 2010
    Messages:
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    First level: Ah, way gates. How little I missed your pathing problems.

    Second level: In the final cutscene, Kargeth's transport ends up stuck on land.

    Third level: Aewynne can attack walls, no one else can.
    Yellows don't auto-target your units for buffs and vice-versa.

    Fifth level: Lor'themar stops moving during the ending cutscene, it looks like he forgot to say something then forgot what it was he forgot to say.

    Sixth Level: After completing the first part, I ended up with a battleship stuck on land.

    Seventh level: Invisible wall in the room with the "death comes for you" line should have a force wall effect.
    Music sometimes starts playing the standard Blood Elf music before fading out and playing the dungeon music.
    A'lar should be his own light source (especially if Sylvanas had the torch).

    Tenth level: Possibly due to invisibility, Draenai Seer's Brilliance Aura only affects himself.
    Illidan's bossfight cutscene is unskippable.
    Two Hippogryph riders showed up during the final battle but didn't do anything.

    Eleventh level: One of Kael'thas' Phoenixes flew over my base for some reason. It didn't attack (except for the Phoenix Fire), but Liadrin said not to attack Kael'thas until we had the birds. Similarly, after A'lar's death Illidan's forces attacked, and I was told not to attack them.

    Heart of Darkness interude: The second interlude has the same name, and isn't visible from the menu. Also, I'm not sure "decimated Tempest Keep" is the right adjective, maybe "desecrated"?

    Twelfth level: Some weird pathfinding in the first part of the level, Kalec keeps running into walls when told to move far away.
     
    Last edited: Jun 27, 2018
  2. Ann

    Ann

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    that really unique to play, with unique soundtrack, im wish that should be a official campaign in warcraft 4
     
  3. MrRious

    MrRious

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    Great campaign with excellent writing, good level design and (because I haven't played WoW) a surprising plot twist.
     
  4. Tiniden

    Tiniden

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    I love it keep up good work.
     
  5. Lordlycan

    Lordlycan

    Joined:
    Jan 11, 2008
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    What a splendid piece of content! I really enjoyed this!

    Like many i always resented how blizzard used WoW to just kill of all the cool characters for a raid. And never got myself to play WoW over it. But following the way you presented the actual narrative from wow i have to admit it was better done that i gave credit for and i might be more than be a quick moneygrab after all.

    The variety of types of levels and the designs of the terrain and locations were really good.
    The overal atmosphere of the units really feel like a different race with the buildings as well.
    The AI is very well done, a lot smarter than insane bots in normal melee.

    Some levels really took me 10 or more tries to get them right on normal so i'm prolly not even gonna try it on hard. But in general taking out smaller opponents first to gain some breathing room was nearly always mandatory for me.

    Overal hero designs are well done. Liadrin takes the cake in usefullness just her alone is better than any combination of three others in the bloodelven army due to he aoe heal skill. But the others aren't bad or unusable in the slightest.

    In the earlier levels you really do feel a lack for a nice frontline unit. So even though how "bad" the arcane golem is for it's food cost (imho) he still serves a purpose. But i'd like to see a bit of a higher speed on repairing them. Since especially in the level where you get acces to the phoenixes you're only halfway through repairs and the next wave is at your throat again.

    The custom blood elf orb of slow i would've rather seen the effect of combustion on corpses on their custom orb instead of both movementspeed decrease and attackspeed decrease. It would give some more AoE presence and since most the elves themselves have very poor health pools it allows some decent trades. (like how lor'themar theron has on his cumulative damage autocast skill) for i think that much better serves them and adds a better type of flavor to their custom orb. Than in terms of experience a similar orb to the night elf orb of slow.

    The hawkstrider knights having cleave didn't really serve me at all, not sure if there might've been a better option like a leap skill on them or something like a lancer strike. that would make them much more interesting since they aren't really good frontliners either. I found no real use for them in any of the levels. 7 food for the Phoenixes felt a bit to much for me personally.

    At the stage to prevent the sunwell from opening a portal and you get allied draenei it's a nice foreshadow but you don't get to fiddle around with their units even a little i felt this is a wasted opportunity. While we got to toy around with the forsaken a bit which was fun.

    But it hooked me to try the forsaken for sure.

    6/5
     
  6. Zelda95

    Zelda95

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    can someone tell me the name of the music that plays on "March on silvermoon" when the forsaken fleet lands?
     
  7. Nayala

    Nayala

    Joined:
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    As for CotF, this is an awesome campaign.

    I liked that you pick up the story right after the end of TFT.

    Honestly, if your two campaigns had been the main content of a 2nd W3 expansion after TFT, I'd have gladly bought it.

    Now, let's move on more detailed feedback (warning : there are spoilers) :
    • As for CotF, I like a lot that there are a lot of well-done interludes.
    • Mission 1 : not much to say, a classical "fight with your heroes" mission, except that they are extremely weak. Tbh, I don't like that much how they were OP lvl 10 heroes in the last mission of TFT, and begin as ultra-frail lvl 1 hero here. If you could make them something like lvl3 and give them one or two emblematic items the player could have picked with them in the TFT campaigns, it would be much nicer imho ; in exchange for a few buff to the enemies. Also, I'd suggest adding a timer. According to the cinematics, Illidan is injured and it's important to get him to his base quick, but the gameplay don't reflect this. You don't need to put a punishing timer ; it can be something with a generous margin letting you time to safely regen your heroes between battle. Because the timer's goal wouldn't be to actually defeat you, only to create emotional tension.
    • Mission 2 : a very quiet mission, which serves as a good intro to the blood elven tech tree. The naga base is never attacked, so you can use Vashj and a few myrmidons as an elite defense, with Kael also. You should never lose any unit on defense and should be able to push various orcs into your side. On first try, I waited too much for this though and got them against me. That quest of rallying orcs to Illidan by offering them what they want is really well thought. Also, those mushrooms are used real fast ! One approach you could try instead of the "put more trees/shroom" approach to wood would be to increase their HP, so they give more wood for the same space.
    • Mission 3 : I find outland terrain disagreeable, so I'm not a great fan of this mission, but it's a necessary step for the story and is well done on this side. The side-quest was easier than I thought it would be, as the enemy elves in the final part of the mission don't count. I find it quite cool to have a quest requiring you to NOT kill. However, I don't recall this success having any gameplay effect ? Looking at the triggers in the editor, it doesn't seem to do anything particular either.
    • Mission 4 : A nice mission, as you have to find your path with your base units before having a base. The game likes to tell you that you need to hurry up to save Lorthemar, but actually from my experience that's the worst thing to do. Lor'themar's base is at no risk at all, a bit like Tyrande in the last elven TFT mission. If you hurry up, you get his base, and that's very, very bad because you now have two bases to defend and must stay at least in medium upkeep reducing your gold income. It's much more effective to build up your main base with a lot of towers, max out upgrades, collect a lot of gold, then max out units and go find Lorthemar. Then, you can overwhelm enemy bases one after another. By the way, I didn't realize you're not supposed to wipe out Drek'thal's base, so I just did it.
    • At this point in the playthrough, the awful weakness of blood elven units is really felt. They're just so frail. But this makes sense, so don't take this comment as something to change.
    • Mission 5 : A great mission. The base defence at the beginning is frankly hard (small rant : couldn't they build up towers before alerting everyone to their position ?), but as I played in hard, that's expected. It's nonetheless fair, and careful play can absolutely repulse the enemy assault waves (once again, it boils down to defending well enough to be able to build up your towers). Then, you gain control of two new heroes and can go on the offensive, which is quite satisfying, as you can make them pay for all the trouble they gave you at the beginning.
    • Mission 6 : frankly, this mission is weird, and even on hard, well, is not so hard. You control 5 heroes which get their ultimate and become strong enough to not die unexpectedly. If you play it safe, you are never in serious trouble, can complete upgrades, build towers, and obliterate the green undead base before recalling that eh, you're supposed to get Sylvanas help. If it wasn't for the invulnerable gates, it would be easy to complete the mission without bothering with Sylvanas at all ; heroes to clean up enemy units and golems to raze to the ground enemy buildings (they're very effective at this, and when battling in an enemy base, wiping out their production building is extremely important to avoid them stalling you)
    • Mission 7 : another "use your heroes" mission... or so it seems. The blood knight and the dreadguard are extremely resistant, and you can take them with you in fights without worrying that they will die, as long as you pay attention to them. The riddles are a great idea and I enjoyed it a lot (finding the correct answer without help is also quite satisfying !). However, those enemies are easy to kill and give you xp, so answering the riddle correctly is not a real advantage. I found this mission quite emotionally immersive, with great choices for the music and a very interesting scenario. Small note : Sylvanas spells icons don't exactly match CotF v3.0 ; at least for the call of the queen, if I'm not mistaken.
    • Mission 8 : well, this mission needs serious changes. As for the other missions, I played it on hard, and it didn't really feel like a hard defence mission. Let me explain. As a lot of your missions, the difficulty here is front-loaded. This may seem like a weird comment for a defensive mission where the stronger attacks come at the end, but it is really not. At the beginning, your defences are awful, and you can't easily move from one place to another. A bit later, however, you've a bunch of tower and some units in the forsaken base so they can hold their know without you even having to micro them in battle. You exploit two gold mines per base and are less resource constrained that at the beginning. You can also have several scroll allowing to teleport from the western entrance to the southern entrance with your heroes. This teleporting is key for effective defence in this mission. Now, once you can repel the enemy attacks without too much difficulty... YOU CAN GO ON THE OFFENSIVE ! Mind you, I did this on hard. Admittedly, I did a few save reloads, but that mainly accelerate the trial-and-error process. Once you know enemy attack patterns and the best build-up path, you can do this without reloads. So, around 10 minutes before the timer's end, I went to attack the western enemy base. With OP heroes, it wasn't hard to kill many defenders, while my arcane golems were tasked with razing to the ground buildings producing units as fast as possible. The enemy base is too small to rebuild units quickly enough, so you can really wipe it out. Then, it becomes much easier, as you only receive attacks from 2 bases. You teleport your unit backs to your southern base, and don't have to worry anymore about attacks on the western entrance. You can build up your troops in peace. Obviously, I didn't stop at this point and went to raze the southern undead base. Around two minutes before the end, I completed its utter destruction. "Ha ! How will you launch your final mega-attack now that I've wiped out 2 of your 3 bases ?", I thought. Oh, I was wrong here, very wrong. Actually, it turns out that the final attack wave just magically appear from thin air on the road between the undead base and your own. They literally appeared in my back. I rushed to defence, but actually despite having half of my buildings razed, the undead were way too far from having the time to finish the job. Then timer ends, and outro. The outro was very weird. It was supposed to show my units overwhelmed at the southern entrance ? Well, it's where my main army went back, so the attacking undead are all wiped out while the characters talk about "endless numbers". And when the undead bases are supposed to auto-destroy, I get cinematics showing blight with nothing on it as 2 of the 3 bases were already destroyed. Look at the pictures : Imgur
    [​IMG]
    • To deal with the aforementioned issues, here are my suggestions : 1)bigger undead bases, so they can respawn an army faster and can't be destroyed like I did ; 2)if possible, use the bases to produce the troops for the final assault rather than just spawning them from nowhere, as this behavior can be spotted by the player and breaks immersion ; 3)generally, make sure that the outro is not as awkward as it was for me.
    • Also, forsaken buildings are not built in the same way as in the latest CotF, some small updating is needed here.
    • Mission 9 : It's more of an exposition mission to allow the player to understand the story. The difficulty is rather low, but after the more intense Silvermoon mission, some relaxing/respite is rather welcome.
    • Mission 10 : That mission is hard. Oh, it is hard. It's not a complaint, as after all I chose the hard mode (though I hope it's not too hard in easy). I tried to take out the fel orcs base with the gold mine to the west quickly, but if you let your base undefended for a moment, you can lose buildings very quickly, and more importantly, you don't have the mobility to defend both bases at the same time. I had to bid my time, and slowly research tech, get an army and build towers. Towers were really effective against the naga offensive at west, so I could keep my troop at the eastern entrance without issue. Once I finally got to destroy one of the bases of the sidequest, things got much easier, with less attack to repulse and new helpful allied troops. From there, I could complete the sidequest, exploit the second mine, and liberate Maiev. I thought I had done the hard part, but I was wrong. With Vashj and her troops attacking, you get another difficulty spike. And while the legion can handle its own with the towers, the night elves are frankly weak, apart from Maiev you get to control. It was a massive challenge to destroy the orc base south of the gates as the nagas intervened, but it could be done. A slow step-by-step progress with Aewynne and Akama followed, and better play it safe as it's easy to be overwhelmed otherwise. The stealth was useless, though. Aewynne's stealth ability flat out didn't work in the base you're supposed to go through stealthily (it gives the effect, but the effect do nothing, I played on 1.29), and I had to do hit-and-runs to slowly destroy it. Then I could go on and destroy the remaining enemy bases. Bloodknight's are really OP, by the way. I used a group of 11 BK + Maiev on the offense, and their ability to protect allies and heal each other (and Maiev) made it very hard for the enemy to kill any of them. The final battle is a great moment, hard but very rewarding.
    • Mission 11 : I don't like that kind of terrain, but this mission is rather well done. It was not too difficult to turtle and take out those bases who attack you. It was harder to take out the phoenix base, but the remaining were the real difficulty. It may have been the wrong choice, but I first destroyed Illidan's forces. They're really though, but arcane golems are excellent building destructor and if with your heroes and other units you can deal with other units, it's doable. But the final battle... Let's just say I threw all I had, I constantly resupplied my troops with zeppelin sending new golems and blood knight to the front, and I only made slow and painful progress. May have been easier if I had built production buildings closer to the front, alleviating the need to use zeppelin, though. I had exploited pretty much all free gold mines in the map, and thank I did, because constantly building troops drained my resources fast.
    • Mission 12 : The two characters at the beginning of the mission have never been introduced before, so it's hard to care about them. Once we get with our base, it seems hopeless at the start, but with additional time granted a few minutes in it becomes much more manageable. Securing the second gold mine as soon as possible and defending it well is key. Once it has enough towers, it can sustain demonic attacks well enough while you go destroy the northern enemy base. Honestly, the allies you get there feel weak and irrelevant. Their attacks are not frequent enough and are just ineffective. However, it's one enemy base less and theses allies take some of the heat from your own bases, so it's still useful. From there, the rest of the mission is quite straightforward if not too much time has been lost. Destroy demonic portals, raze enemy bases and go on to the final fight. Blood Knight are really OP due to their ability to heal each other. In the ultimate fight, I could keep nearly all my units alive for a very long time with Liadrin's help.
    • There is a defeat condition if the blue dragon dies in that final battle, but the player isn't clearly informed of it iirc.
    • There is one unskippable cinematic at one point, or rather it skips only a part of the cinematic. Sadly, I don't remember where exactly.
    • Too long intro texts don't fit on screen (I wrote it in my CotF review, but I think I mainly got this issue with RotBE).
    • Great epilogue
    • Liadrin's mass friendly heal ability is entirely OP. It gives much more HP than a heal wave, and doesn't require targeting. It's handy, sure, but this is nonetheless broken.
    • Aewynne's markmanship is a poor ability, because you need to activate it. Sure, it gives you better burst damage, but when you have to micro many units, even with keyboard shortcuts, one more spell to use is a pain.
    • Alessandra has a massive mana pool, but nothing really interesting to do with it. Her ultimate summon isn't impressive, her first spell can be handy but is not really spammable, and you just sit on 1000 mana you don't know what to do with.
    You wrote somewhere, it seems, that you won't do other campaigns. Well, I hope that one day you'll change opinion and do a follow up on these two masterpieces.

    If I had the time and ability, I'd try to do something, but I don't really have the months it would take available.
     
    Last edited: Aug 18, 2018
  8. Arkhfen

    Arkhfen

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    Hi!


    I finished the "Rise of The Blood Elves" Campaign. It is hard to say, but I have never believed that I will ever play again a WOW based story in Warcraft III.


    I enjoyed every moment of your work!!!!!!!!!


    As far as I now, the Warcraft III engine is very old, realised almost 20 years ago but you always found a way somehow to give a "Fresh new look".


    The Compositions of the maps, the colours, the assets, even your camera works were AWESOME!!!!!!!!!


    The new races, which you add to the game were VERY POLISHED, just like in the Original Blizzard Warcraft III.


    During the gameplay I totally forgot that it is a mod campaign!


    I highly recommend to EVERYONE this Campaign because it is like a "Forgotten official Campaign of Warcraft III".


    Thank you for this GREAT experience!

    :):):):):):):)
     
  9. Legion5

    Legion5

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    Can you add the elven magic tower model fix?
     
  10. BioNickel

    BioNickel

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    Signed up here just to say thank you to the creator! But I will stay cause this seems like a great place with many talanted people.

    I am at the defending of Silvermoon chapter now and what I have seen until now made me think that this is Blizzard's natural expansion after TFT, just without the voices in the cutscenes. Amazing work, amazing maps, heroes, units storyline - pleasure playing through the quests and having those new units!
    Sorry for the stupid question, I havent played much WoW, may I ask if the story in Rise of the Blood Elves is from the real lore? Which things in the campaign were made up by the author and which ones stick to the original lore?
     
  11. Lordlycan

    Lordlycan

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    rts is a slightly different media than rpg but the narrative closely follows wow lore.
     
  12. MrMiller

    MrMiller

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    I'm having an issue in a few maps with bugged/completely missing models. On Mission 5 there were two units that just showed as shadows to me (some kind of small melee unit and another that was casting deathcoils). In the Rise of the Scourge campaign, on chapter 1 my main "town hall" and workers also had missing models so I couldn't interact with them at all or create more workers or make any buildings. Total deal breakers :/

    I expected other similar issues in the comments but didn't find anything.

    I just rebought and installed TFT on the newest patch, and am playing on a mac. I'd guess the issue is the mac! Any help would be appreciated. Thanks
     
  13. Verb8im

    Verb8im

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    Actually I'm sure your issue is the patch
     
  14. Arkhfen

    Arkhfen

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    I agree...
     
  15. Regeneration

    Regeneration

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    The Prelude is well written. It makes totally sense and it's even realistic!
    I already give you 5* for it. Like CotF it's one of my favorite Campaign!

    edit1: In my opinion the first and second map are way too easy to accomplish. I just rushed through the second map while I was looking for the items I needed, so the orc clans would ally with me.. But too much ressources made this map too easy and not even needed. The first map was also no challenge. Still great story, atmosphere etc. but the challenge is missing.
    edit2: The third chapter is more challenging. I would make the optional "bloodshed" quest part of the main quest and then you really don't want to kill too many. I'm a big fan of the aoe invisibility and sneaking through. I also love the terrains! Great job!
    edit3: I just finished the fifth chapter and it still lacks a bit of difficulty. You can just send the troops to attack and not really have to micro, also you have 3 heroes and it's easy to defend. I don't want to complain too much about it but I think it's the main thing this campaign lacks. I understand that it's hard to balance but maybe the enemy could be sending more siege units? That would be one way to make it harder to defend.
    edit4: Chapter 6 is totally unbalanced. 5 heroes with massive AOE abillities is too op. Enemys send too much of necromancer and banshees, and it's easily countered by dispel magic from priests. The funny part is that it's not even needed because you have so much AOE with Kael alone. It's your choice if you want to rework on your difficulty but it's not immersive when you just rush through silvermoon with AOE. Just doesn't make any sense.
     
    Last edited: Sep 18, 2018
  16. Hruska

    Hruska

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    There is no "movies" folder, where warcraft 3 is installed, when I create it, it gets deleted after I start the game ..
     
  17. Relith96

    Relith96

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    because 1.30 messed up some stuff, tomoraider is trying to find a solution. :(
     
  18. Vareth

    Vareth

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    Very Good I like it is Amazing.
     
  19. ploteventflag

    ploteventflag

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    So Im not sure if this is a bug or I mess something up,in mission 11 theres a pheonix that attacked Illidan base and cannot be killed, making the entire Illidan army to stuck inside their base constantly attacking dat pheoni, which makes my mission easier so Im not gonna complain about it, but still, maybe its just me, but if its a bug I will just put it right here for anyone thats sees it
     
  20. Wooden PC

    Wooden PC

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    I just play the campaign the 2nd times and the Blood Knight model was changed to night elf sentry. Is it because of the new patch?