An alternate story following the Frozen throne campaign. WOW and the Rexxar story never happened and the Lich King is not content to just sit on his cold chair for years. Play as blood elves, nagas, humans and undead.
- 10 playable maps + 4 cutscenes
- Difficulty : between Blizzard normal and hard overall
- Playable races : bloodelves, nagas, undead and humans
- Gameplay : varied like the Frozen Throne campaigns, with some inspiration from Starcraft 2
Prince Kael'Thas Sunstrider
|Now that his master has been defeated and this source of magic lost, the situation of the bloodelves seems more desperate than ever. With the undead coming after him, he will soon have to decide between avenging the fallen and saving the survivors...|
|Still as cold-blooded and power-hungry as ever, the leader of the nagas still hates the nightelves but has found an even stronger hatred for Arthas after he killed Illidan. The Lich King is now her primary target for revenge, but the nagas alone can't hope to defeat the Scourge...|
|Unaware of the new situation in Northrend, the banshee managed to conquer almost all of Lordaeron. The Forsaken have won each battle against the forces of Kel'Thuzad, and now it's time to slay the favorite servant of the hatred Arthas and become the Queen of his former kingdom.|
|Still the cowardly and scheming demon we all know and |
|The loyal lich which stayed in Lordaeron to hold the kingdom for Arthas is in a tricky situation as Sylvanas is a much better tactician than him. But even as he's about to lose his last stronghold, he's not too worried, as he trusts his master the Lich King will save him or, in the worst case scenario, will raise him again.|
The Lich King
|After the fusion between the mortal Arthas and the entity that was once called Ner'zhul, the new Lich King has retained most of the death knight's personality. However, with each passing day his perspective is expanding more beyond individual concerns. He now wants to unify all of Azeroth under the undead banner of the Scourge to prepare for the inevitable return of the Legion.|
|After organizing the exodus of the survivors from the human kingdoms with the help of the fleet of her father, the young sorceress has become the leader of the new nation founded on Theramore. The small island colony has become a real city in record time, thanks to the magic of the surviving mages all working together.|
|Jaina's father is a grizzled soldier from the Second war, but he didn't fight directly in the recent battles against the Scourge and the Legion that much, as he was tasked to protect the civilians and bombard the coastal bases of the enemy from the sea. He trusts the dwarves and elves of the old alliance, but is still wary of the new allies his daughter found, especially the orcs.|
|This old archmage from the Kirin Tor was lucky enough to be outside Dalaran when Archimonde attacked the city. He is now technically the senior archmage and could order Jaina if the old hierarchy still existed, and more importantly, if he cared. But fortunately this good-natured but odd character prefers to leave those responsibilities to “people-persons”.|
Normally will play levels twice one legitimate and second time I aim to break it, as in like you said those buildings are nigh impossible to do normallythanks for the feedback !
chapter 2 : 1 of the ogres is prisoner of the human soldiers. He is in a cage
chapter 4 : I deleted the item by mistake so the gnoll chief couldn't drop it ! My bad
chapter 5 :
-any untranslated stuff is good to know
-the ring is dropped by one of the hydras, I never had any trouble picking it up with Vashj - Sylvanas can't, obviously
You must be really unlucky if it dropped in a place where it's unpickable
-the trigger spam at the end : I noticed that when I made a speedrun test to check the campaign buttons unlocking - it can only happen if you destroy the undead buildings which I doubt many players can do without cheats - still, I'll fix it
Chapter 6 the portal was in the opening cutscene and after the dialogue he just stood there same issue as the chapter 7 opening scene.Glad you liked the last map and the secrets !
about the bugs :
-in map 6 you didn't answer if the portal was in the cutscene and if yes did you skip it and when ?
-in map 7 I suppose you're talking about the boss at the end ? so same question : cutscene skipped ?/when ?
Please answer, I need details on the bugs to be able to fix.
- Chapter 1: Goblins items have to be: Robogoblin, Rusty Pick, Goblin scope and Dubious vial. If I'm not mistaken - this quest cannot be completed under the following condition (no matter which character carries the items and how they are positioned) : first I neutralize the Undead base so that I don't get in the way, and then I complete the side quests and look for the hidden things ; Tuskarr didn't detect me at first that I had completed the task, but when I turned around a bit it detected me
Using Quenching Mod can transform this campaign into reforged automatically. I want to replace some models by using reforged WE and then use Quenching Mod to transform this campaign.-Thanks !
-Well if you do that all the custom stuff I added will severely clash with reforged versions, except maybe the HD heroes - but by transform do you mean play with Reforged graphics or make you own version of the campaign ?
Yes, i want to make a version matches reforged HD graphic. But i think i won't release it on this site, because it is just some models changed, no need for formal release .So basically you want to make a different version with just some models changed ? And release it on this site ?
I downloaded this patch and applied it to the .exe file but haven't tried the load issue. Chapter 10 however is still a black screen for about 2 seconds and then back to the mission list. I'm using REBIRTH mod with which I haven't had a problem with other campaigns so far. I do not know.Don't understand these things. I will replay the campaign on 1.30.4. because have noticed some minor glitches in some models with this mod on 1.27 that are usually missing on 1.30 with the same mod (or vice versa). Maybe the white rabbit is hiding here.First, I thought of something for the loading problems : I'm using a patch for older games which permits to use more than 2 Go on 64bits systems.
A quick search for "4 GB patch" gives lots of links, but I've been using the one here : 4gb patch for >5 years so I'm 100% sure it's safe - I think I used it initially for Dragon age origins which lagged with all the mods I use
-I just checked and the 10th map is linked to the button in the downloadable campaign so I don't know what happened for you
-I timed the dialogs to be read out loud, but if you read normally you have to wait so with the sound you can look elsewhere (the pretty scenery that took me so long to make for example) without worrying to miss something
-sometimes crates and barrels have items but they're mostly scenery so no point letting the player waste time
-glad you liked the music, it's sort of a best of the video game music I listen to
-"not overhelmed with items and beauty" do you mean to say I didn't use too many custom models/skins ?
I don't plan to disappear again and I have other plans for warcraft3 maps but I will take a break before starting that.
It's bad every time since cutscenes are also having more low poly models.Only the heroes and the captain/footman have HD models for cutscenes purposes, but I understand that still clashes - but having heroes revert to normal model during gameplay like in Age of mythology would be worse IMO
Yeah, why not? It's just a model FX you put on your hero like that of orbs.Does it still work ? I thought I read in one of the topics on hero glow it stopped working on some later patch so I didn't bother trying
You can simply deselect all when the scenes start, and reselect all after. It's simple to do it specifically by using a unit group. Pick all units in group units selected by player 1, set variable unit group = selected units. Then when the scene finishes, you just do unit group-pick all units in group "selected units". But again, you can simply just either select only the heroes or all units near the heroes or region where the scene starts.and all later mentions : I don't deselect units in cutscene (except at the end) since it's a lot of work to keep track of who's selected, deselect then reselect after, just for a minor detail
Yes, that scene. You can see two hero icons. It may happen in other cinematic scenes in the campaign. I guess, you're using dummy heroes for the cutscenes and the cinematic borders/mode doesn't fully appear before the dummies appear.20. what cutscene is that ? the knight that appear in the village in ruins ? you mean the icon/hero unit appeared before the cinematic mode ?
Actually, in some maps there's stuff in them, like gold for the optional quest when you defend against undead ships.21. I want to make clear what barrels/crates are just scenery and you don't need to bother checking them, but maybe it's still not clear ?
They are enemies and probably appeared after the Scourge started attacking the base.23. the crypt fiends that appear, are they part of the force that attack the base ? (not that important) or part of the group that follows sylvanas after the base part ? (needs to be addressed)
You can see them disappear which is weird.40. that sounds like working as intended, what's the problem ?
Yeah, breaks immersion; the whole or most of the scene could be seen through the scope.46. Is it too short ? I thought the duration was fine
That makes other ships organic or something. You could just make spells target mechanical stuff instead and add resistant skin or magic immunity to the big ones.49. well the normal ships can be targeted by spells, Dreadnoughts have to be attacked head-on since most spells won't work
Probably the converted units remain in the enemy group and are ordered by the trigger(s).52. looks like there are still units that take orders they shouldn't after you possess them, I thought I had already fixed that
Yeah, there's a boat in that village. When Varimathras moved towards it, the hero was paused (like trigger pause unit) for a few seconds.53. I don't understand what you're saying, you mean the fishing boat in map 6 ?
Not a reason not to improve.55. it's the vanilla icon
Are the units pre-placed or created via triggers? Also, Locust should not be added via triggers but be put via the unit editor as their default ability.61. I've tried everything I thought of to make the detection zone units unselectable, to no avail... and yes they have the locust ability (same with the ships in map3)
Like, make a dummy rune item and when you pick it up, make a trigger that makes a bolean called DragonEggFound = true. Then when you get back to the dragon, there's a condition checking if the bolean is true when the hero enters the region or gets within a certain range of the dragon.65. what do you mean rune-variable ?
Sure but the Light wasn't something the Kirin Tor believed in or used so it feels out of character.71. What dialog are you referring to ? I don't know if Jaina personally believes in the Light, but a lot of humans do, and paladins were a big deal before getting slaughtered
Maybe, use portals instead76. I tried making them attackable but it ruins the unloading deep in your lines mechanic and makes the side quest too easy
Not really, I just somehow maybe circumvented the region or something. I went with my heroes mainly.77. you sniped the portal with invisible or flying units, didn't you ? I'll make the zombies not spawn if you already won against this base
So, the fade should last longer so you don't see the ice trap again after the fade.79. you mean there is a fade that you shouldn't get before the transition to the ending cutscene after the varimathras scene ?
Let them fight from the start and only enable them take damage when you get closer to them.81. I tried to make idle units not visible before you trigger the fights but it's not 100% -line of sight is tricky sometimes
It's all fine. I just expected Jaina-Arthas interaction, proper one. Sylvanas had more screen time with Arthas which was good but made Jaina a minor character.I'm bummed out you found the ending underwhelming as I thought it was some of my best work (and the lich king boss abilities were a pain to make work)
Actually, the orcs could just come like the elven units did. For instance, instead of the dragons and wildkins/animals. Thrall and/or Cairne could have taken Daelin's place in the end to give him more time to recuperate.84. I added the nightelves already, as they were nowhere to be found on the old version, but another race on the last map(s) was too much and the orcs are already present in map 4 and map 7 - and it's sort of a plot point that the different races should exchange more in the epilogue - same as forsaken fans, sorry orc fans ^^
Or make those that are supposed to be vulnerable have specific models, something like you did with the trees.-for the barrels and crates do you think maybe I should put in a different color those that are destructible ? so players know the others are just scenery
It breaks immersion of the scenes when you see the circles. You already have the screen filled with aura and whatever else effects, at times too.-it's not hard to deselect for cutscene, it's just I don't see much point
I saw them on the cliff where you start with her and the banshees I think, near the edge of it to the west. The base is northeast of that part of the highland terrain.-the crypt fiends appear on the cliff where sylvanas is during the cutscene/before she arrives at the base ? or is it a different cliff ?
What? Well, that's the point, that if ships don't have the mechanical or some other unit type tag (like ancient for example, on them, abilities like Parasite, Doom, Cripple, Posses etc. would work. So, in this (how it is in the game now) case, only the Dreadnaught would be protected against those.-between making the ships organic and changing all the spells that you, the ally and the scourge could use on the ships... yeah I'll stick with what I did, it won't make sense any way to parasite/possess etc. a mechanical unit
Oh, maybe that happened but I failed to see the villagers. Well, it's a bit weird that you are totally locked to just watching. You could leave it at the player having the option to kill/delay them before they arm themselves. They did this in the RoC undead campaign.-when one of your unit goes north towards the ship the camera should show you some villagers arm themselves, your units are paused during that but you can miss it if you move the camera yourself - I didn't want to make a cutscene each time it happens as it would kill the pacing
Then, try making them via triggers. That will work; you won't be able to select them anymore.-the detection zone units are preplaced and they have Locust as a default ability - for some reason some units are unselectable as intended (wards or towers I used as scenery for example) but some are selectable by dragging the mouse around
Or just find a neat flying undead transport and make it super resistant as you made the barges in the last chapter, fortified.-I made a plot point that portals aren't that easy to use so it wouldn't work... maybe some teleporting, limited device
Ha-ha. I loved that in Turnro's Jeopardy of the Horde. It could be really neat although, you'd need a lot of space to move through.-if I make a Rise of the Lich King ReHorded in 15 years I'll do that - and you'll control 12 heroes in the final map !
I meant the scale of the campaign - huge maps, lots of content, lots of time to play it through, that kind of stuff.Just because I'm curious : what makes a campaign "grandiose" ?
Well, there were mithril golems as normal units in the original campaign. I thought it makes sense that dwarfs use all of their best technologies as a last resort, when enemy is at the doorstep.2) No golems for dwarfs? well have you seen the boss ?
I was refering to this. Sylvanas got hurt while defending the base, next RPG section started and she retained the amount of health & mana she had before that, even anti-magic shell cast before that is retained. Banshees have ~33% mana. Same thing with Kel'Thuzad and Varimathras - they retain health & mana values they had before RPG section started.3) mana in squad sections: They have about 75%, but you're right normal units maybe should have 100%
Thought I might show a couple of examples what I mean. I know it's a minor thing, that hardly anyone might notice, but to me personally it just looks copypasted and kind of ruins the immersion.6) trees in straight lines : I'll look into that
Well, I just find it strange that Scourge sends so many units during first part, and then in the second part it feels like they suddenly ran out of army.9) Second part of this mission : you get 4 heroes and you can train royal guards so it's a victory lap - you can get in trouble only if you're caught in static defenses with 2 enemy attack waves at the same time I think
Heroes were indeed overpowered, but it didn't matter much, I was mostly using spells, so only mana mattered. As for allies' support - that's the problem, there were too many of them. By the time I got to Lich King, there were a huge army and my heroes even had trouble getting closer to Lich King due to bodyblocking.13) difficulty of bosses : did you play with overpowered heroes/without allies' support ?
It probably has to do something with the bugged patron selection. When Kael and Jaina stay like this, you can see red and blue arrows pointing at corresponding heroes, but Kael is always selected as a current customer (on screen, inventory with 4 items is his), and trying to select Jaina (Select User button in the marketplace) doesn't do anything. So to buy anything for Jaina I need only her to be in marketplace's selection range. Also, if Jaina is alone and selected by marketplace, when I move Kael in marketplace's range he automatically gets selected.7) In Chapter 8 buying stuff from marketplace for Jaina spends money from blood elves instead of Jaina's Forces : really ? that's strange since jaina belongs to a different player - I never tested if it's the same in vanilla TFT campaign, like the map with garithos
Skyrim intro meme.I don't recognize this reference
Didn't skip, was the first time I played this mission. Ironically, everything worked fine when I loaded the save and then skiped the cutscene.that sure looks like it, did you skip it/when if yes ?
It's not the game version, but the campaign file seems to be corrupted. Re-downloading that file is the only way to solve this problem.Hello, I just tried to play the campaign, but this is what I got when I opened up the mission list screen
Is it due to me trying to play it on 1.29.2?
Must've been corrupted, then. Yeah that's where I always put the campaigns I downloadIt's not the game version, but the campaign file seems to be corrupted. Re-downloading that file is the only way to solve this problem.
Also, the location of the custom campaigns for 1.29.2 is now in "Documents/Warcraft III/Campaigns" folder.