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[Campaign] Road to Damnation

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This picture shows little I know, but I'm almost done with the terrain and unit placement part. Hold on! ;)

Maphalfweay.png
 
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I changed the atmosphere a little bit, and added raining. Some minor map changes...

View attachment 308645

While this looks good, I have to point out some stuff:
-After the Second War, in which the Horde was defeated, the Goblin cartels ceased their alliances with the orcs as they saw no profit in aiding them anymore.
-If currently the story is prior to the events of 'Day of the Dragon' it makes sense the orcs still have tamed red dragons. If this happened afterwards, then the Blackrock Clan shouldn't have access to red dragons anymore.
-I didn't know that Red Dragons' fire was resistant to water. I am saying this because that building is on fire despite the heavy rain. :D
 
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Hey Everyone!

I just saw that Warcraft 3 will get a "Reforge", with new "almost everything" changed. What do you think, I just continue the campaign or just wait for the Reforged version with them?

I will say continue. You are doing a great job and this Reforged version will only come out in 2019.

I, for one, doesn't like the fact that they intend to make it more WoW-like. Plus, I think it will be harder to create custom models, maps and campaigns, so if you wait for it, it will take an even larger amount of time for you to continue this project.
 
Any news?

I am just asking. I am not growing impatient or anything.
I know that the interests for my campaign lowers with every passing day... BUT!
I will write 3 tests Mon./Tue./Wed. And I will be able to continue the campaign.
I have done so many changes so far since the last update.
I just have to finish the quests, traps, the sounds, the puzzles etc.
I....
I...
:D
 
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I know that the interests for my campaign lowers with every passing day... BUT!
I will write 3 tests Mon./Tue./Wed. And I will be able to continue the campaign.
I have done so many changes so far since the last update.
I just have to finish the quests, traps, the sounds, the puzzles etc.
I....
I...
:D

Dude, chill.
I am not losing interest in your campaign and I most likely never will.

I was just asking.
 
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I wish everyone a happy christmas with the completed fifth map!
Have a nice and happy holiday!
:pgrin:

Merry Christmas to you too @HungaryMaster (Magyar) :D

My review



-Kel'Thuzad's model makes him look older than he actually is. He is on his early fourties around this time.
-Why most items have 'Equip' on their description?



'The Meeting' Mission: "...and so she wants..."
'The Botanica' Mission: "..at her house."
Since the ability of 'Berserker's Necklace' only affects Kel'Thuzad, there is no need to appear 'Thorns' Aura' buff
"If the Burning Legion were to send its agents..."



'Draconic Heat' Mission: There is no need for the description be between "..."
"...It holds power that we..."
I used Esc to skip the final cinematic and Kel'Thuzad went to the same place where he started after the middle cinematic and says the same lines he said.



"...are well barricaded until the orcs are repelled..."
'Robe of the Elders': "...receive a bonus..."
'Orb of Lightning': "... basic attacks dispel... hero's enemies' movement..."



Did you made the fourth chapter quicker?



"...and farmlands and captured..."
"...through the portals..." (By the way, I don't think the orcs can use portals to appear everywhere)
"...Kul Tiran riflemen..."



'The Assassination' Mission: "Alonsus flew...the base that Rivendare's men built...must reach the base safely."
-This doesn't make any sense. So, if Alonsus could fly, why can't Kel'Thuzad? You should say something like 'now that it is night, they won't risk sending gryphons here, not with all these orcs around'
-Why can't we use KelThuzad's 5th ability?
-While I walk, the Peon screams 'A pale-skinned is here' and Kel'Thuzad suddenly dies without any reason. So I am stuck in this first area.
-All orcs can basically one-hit kill me and they are all invulnerable. Why?
-If you don't skip the first cinematic, Kel'Thuzad will appear in the western part of the map, possibly where he should be headed.
 
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Merry Christmas to you too @HungaryMaster (Magyar) :D

- Kel'Thuzad's model makes him look older than he actually is. He is on his early fourties around this time. (Maybe I'll do something with him in the future, it will remain the same for now)
- Why most items have 'Equip' on their description? (Equip means that the item grants an effect/buff to the wearer, just like the 'Use' does something when used.)

- I used Esc to skip the final cinematic and Kel'Thuzad went to the same place where he started after the middle cinematic and says the same lines he said. (I don't know what can I do with this, the triggers and the variables are in the good place so I don't know what could have caused the problem.)

- Did you made the fourth chapter quicker? (I forgot to change back the time, because I have wanted to just skip that chapter when I tried it.)

- This doesn't make any sense. So, if Alonsus could fly, why can't Kel'Thuzad? You should say something like 'now that it is night, they won't risk sending gryphons here, not with all these orcs around' (You're right)
- Why can't we use KelThuzad's 5th ability? (The first segment of the map is a stealth, get through the village without detection, the elementals could have caused a problem.)
- While I walk, the Peon screams 'A pale-skinned is here' and Kel'Thuzad suddenly dies without any reason. So I am stuck in this first area. (I'll gonna fix that, the idea is that you need to pick that meal and put it to that yellow rune, yeah, I forgot a hint there.)
- All orcs can basically one-hit kill me and they are all invulnerable. Why? (This is the first segment.)
- If you don't skip the first cinematic, Kel'Thuzad will appear in the western part of the map, possibly where he should be headed. (I left that trigger there accidentally.)
 
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- Why most items have 'Equip' on their description? (Equip means that the item grants an effect/buff to the wearer, just like the 'Use' does something when used.)

Will you add, in the future, items that can be mixed to create new items?

Any ideas already for the future chapters?
Since this campaign is about Kel'Thuzad's downfall, you should add more events to drive him deeper and deeper into despair. He should see just how powerless the magic of the Kirin Tor and the Light of the priests are against the other powers that lurk around.

There should be a scene in the future where Alonsus and Kel'Thuzad are nearly killed and only survive due to help coming or the enemy retreating. Or maybe, Kel'Thuzad sees the mages he brought with him being massacred by the warlocks and necromancers, without killing nearly any orc.
 
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I have tried again the new mission. I gave the bone to the wolf, used the meat to distract the peon and used the catapult to kill the three guards. Now I have a explosive barrel, but I don't know what to do next.
Could you please tell me?

Grammar errors I found
"... where Alonsus flew...dark magic that these mongrels..."
'Assassination' Quest: 'flew' instead of 'flown'
By the way is this quest called 'Assassination'?
 
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There is a wraith next to a chapel ín that area, you have to blow up a barrel next to a warlock and 2 peons. Then you can find the wraith. (You can't reach the tower until you remove the raider who guards the cemetery somehow). She'll ask you to bring a book for her and She will incapacitate the raider for that.

Ok

"I require... against the Alliance... Not that it matters..."

While I did manage to get the book from the ogres, it was hard and I only managed because Kel'Thuzad was slightly faster.

"...from extinguishing..."

After accomplishing the first quest, the orc Raider in the graveyard should vanish like all orcs and ogres on the town.

When I face the ghosts, there is a gate between me and them. I can attack them with no problem as they don't try to destroy the gate.
What is the purpose of Fenrill, the Unbreakable Spirit?
There shouldn't be Amani Trolls in this region, or at least there aren't any records of it. Plus, the Amani are no longer allied with the Horde.
The rolling gates are destructable, but we can only pass after hitting the levers. You should make the gates invulnerable.

"...different fragments of hatred..."

"...those filthy spiders' own fluids..."
"...task, I'll think about it." (Kel'Thuzad talks like a poet in this part :D)

Add mission updates regarding the number of ichors that we have already gathered

"...no business with that from now on."
"Just make sure that we..."

The Kobold's Quest is an Optional Quest, but when I complete it, it says 'Main Quest Completed"

"...The Horde... through..."
"...thank the Light..."
"...Horde agents..."

You should give an explanation why Kel'Thuzad could only at the end create a portal, otherwise he could have done that to reach the encapment.
 
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Another thing I just noticed after replaying this mission.

These orcs are not part of the Horde, because the Horde no longer exists. This orcs' team should be 'Blackrock Clan'.
 
So, about the next map:

There will be a man called Araj (not the summoner yet) a renegade wizard who has a barn and a little house at the countryside of Stratholme, there will be an epic item obtain secret quest that pertains him. The main part is that you should defend his companions to drain some sort of essence from some of the equipments KT brought from Dalaran. Then once when the orcs have repelled, Antonidas shows up and accuse KT with the strange dark magic he uses. And he knows what is the purpose of the power they are draining from the equipments.

Araj.png
 
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There will be a man called Araj (not the summoner yet) a renegade wizard who has a barn and a little house at the countryside of Stratholme, there will be an epic item obtain secret quest that pertains him. The main part is that you should defend his companions to drain some sort of essence from some of the equipments KT brought from Dalaran. Then once when the orcs have repelled, Antonidas shows up and accuse KT with the strange dark magic he uses. And he knows what is the purpose of the power they are draining from the equipments.

Antonidas and the Kirin Tor only learn of Kel'Thuzad's studies later, during the events of 'The Road to Damnation' short story, which will occur years after this. They might have been aware of his interest in necromancy and other types of dark magic, but not that he was actually studying it.

Maybe another choice would be: Araj suggests to do what you asked. After the battle to defend Stratholme, the Kirin Tor might seek to imprison Araj for both being a rogue mage and for making such actions, and Araj is forced to flee. Ke'Thuzad might be scolded a little by the other mages, which could further increase his isolation, and Kel'Thuzad's dissilusionment towards the Kirin Tor increases, since they attempted to punish a guy that helped them defeat the orcs.
 
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What if the warlocks use the rest of the power they have gathered to create summoning circles (transporter) to call some demons to wither the land and for the siege aganist stratholme? :eek:

A good idea, but I should point out some facts.

Since most orc warlocks were either killed by Doomhammer or left with Teron to Draenor, these Blackrock warlocks shouldn't bee too powerful so chances of them summoning strong demons or large numbers of demons are incredibly low. Not to mention the fact that the orcs are no longer in favor with the Legion, so it is not like the Legion is going to support them in mere raids.

The demons summoned by these warlocks, therfore, would have to be rather weak compared to the demons that serve in the Legion's armies, so like imps, weak succubus, fel hounds and maybe, just maybe, one or two infernals.

A possibility is that, like in the first missions of the Human Campaign in Reign of Chaos, they have been abducting civilians and sacrificing them in order to summon demons.

Another thing you could implement is maybe a powerful orc commander that is still a fel orc, one that is still blessed by the demons and still has the Blood of Mannoroth running through his veins.
 
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Some things about:

1. The available units on different maps aren't completelly done (techtree)
2. Some grammar problems may have to be fixed
3. Cinematics aren't that long, I'm planning making them longer

Understood.

Gameplay
-I can't play as Kel'Thuzad in the new chapter. He doesn't appear.
-Increase the space in our base, as I nearly have no space to build new buildings
-I found three merchants in Stratholme, the one selling plants, the one selling items and the one selling fishes. Should there be more?
-I can't talk with Elenis, the woman with the Quest mark above her. However, after I passed next to her with a fish and a plant, she gave me a ring and it said 'Quest Completed'
-Make the buildings follow the same hotkeys as the units
-What is the purpose of the footlocker that is found on the western corner of the map?
-Orc warlocks shouldn't be capable of summoning Wailing Souls. Necrolytes are the ones specialized in necromancy. If you want warlocks to summon minions, they should be either spiders or imps.
-Make Defend ability have hotkey Q
-Alonsus' Envagelism ability doesn't have a buff

Grammar
"Are you and your... renegades..."
"...isn't that what the Kirin Tor..."
Quest 'Purging the Wicked': "...orcs. The onl way to save the city... and reinforce the walls."
The other team should be named 'Lordaeron's Forces'

Lore:
-I didn't understand the final cinematic. Did Araj saw signs regarding what Kel'Thuzad will do in the future? How could he see this from the items they gathered from orc encapments? It is true that some orc shamans, Ner'zhul included, could see glimpses of the future but the Blackrock Clan is a clan very devoted to demons and prefers warlocks over shamans.
-Kel'Thuzad's hostility towards Araj seems to imply that by this point he was already planning to do something nefarious, which isn't true at all. At the time of this mission Kel'Thuzad is still a good guy, even if he is already a bit cynical and distrustful of how the Kirin Tor works.
 
Gameplay
-I can't play as Kel'Thuzad in the new chapter. He doesn't appear. - Do you know that you should have a new game cache for map 5 again, right?
-Increase the space in our base, as I nearly have no space to build new buildings - Got it.
-I found three merchants in Stratholme, the one selling plants, the one selling items and the one selling fishes. Should there be more? - No.
-I can't talk with Elenis, the woman with the Quest mark above her. However, after I passed next to her with a fish and a plant, she gave me a ring and it said 'Quest Completed' - This should be problem with our patch differences. I'll work on it.
-Make the buildings follow the same hotkeys as the units - Okay.
-What is the purpose of the footlocker that is found on the western corner of the map? - Well, that's a secret, you need to find it out. Hint: 'chestmare'
-Orc warlocks shouldn't be capable of summoning Wailing Souls. Necrolytes are the ones specialized in necromancy. If you want warlocks to summon minions, they should be either spiders or imps. - Hm, okay I will replace it with imps.
-Make Defend ability have hotkey Q - OK.
-Alonsus' Envagelism ability doesn't have a buff - Uhm, only on the sixth map or?

Grammar (fixed)
"Are you and your... renegades..."
"...isn't that what the Kirin Tor..."
Quest 'Purging the Wicked': "...orcs. The onl way to save the city... and reinforce the walls."
The other team should be named 'Lordaeron's Forces'

Lore:
-I didn't understand the final cinematic. Did Araj saw signs regarding what Kel'Thuzad will do in the future? How could he see this from the items they gathered from orc encapments? It is true that some orc shamans, Ner'zhul included, could see glimpses of the future but the Blackrock Clan is a clan very devoted to demons and prefers warlocks over shamans. (I will make a point.)
-Kel'Thuzad's hostility towards Araj seems to imply that by this point he was already planning to do something nefarious, which isn't true at all. At the time of this mission Kel'Thuzad is still a good guy, even if he is already a bit cynical and distrustful of how the Kirin Tor works. (Well, probably yes, I've just tried to imply that he's 'angry' because his work.)
 
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-I can't play as Kel'Thuzad in the new chapter. He doesn't appear. - Do you know that you should have a new game cache for map 5 again, right?

I replayed the fifth chapter and somehow I found it more difficult

-When I give the wolf the bone, he goes to a building then returns to the place he was and suddenly vanishes in thin air.
-The orc peon that eats the meat and falls asleep no longer falls asleep in the place of the yellow rune. He now falls asleep next to the catapult
-The 'laser bean' thing that is guarding a chest containing a tome of experience after a while ceases to stop, making it impossible for me to reach the chest
-The patrolling warlock has a larger sight radius than the other orcs. Even when I am very far away from him, he attacks me
-One of the ogres (the one whose patrol doesn't make him get close to the village's gate) eventually stops patrolling and stops in a location where I have to go in order to avoid the other ogres.

-I can't talk with Elenis, the woman with the Quest mark above her. However, after I passed next to her with a fish and a plant, she gave me a ring and it said 'Quest Completed' - This should be problem with our patch differences. I'll work on it.

In order for the Optional Quest to appear, Kel'Thuzad has to be the one that approaches Elenis. If Alonsus approaches her, the optional quest doesn't appear.
Kel'Thuzad should adress her as 'miss' rather than 'woman'
Grammar errors: Optional Quest: "...a potion to cure herself... her dead child."

-I found three merchants in Stratholme, the one selling plants, the one selling items and the one selling fishes. Should there be more? - No.

There is another shop next to my base where they sell gold and lumber

-What is the purpose of the footlocker that is found on the western corner of the map? - Well, that's a secret, you need to find it out. Hint: 'chestmare'

I killed the 'chestmare' sheep and a voice says a few phrases that appear to come from a book. Is that it?

-Alonsus' Envagelism ability doesn't have a buff - Uhm, only on the sixth map or?

In Chapter 4 we only reach level 5, so I didn't have access Evangelism. So I have no idea.

Another things I noticed.
-Kel'Thuzad stops leveling at level 6, but both Alonsus and Araj can keep leveling up until they reach level 10.
-After playing the fifth mission, we don't go right to mission six.
 
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Well made campaign. The terrain is particularly well designed. I only wish there was a little bit more variety. Even the chest opening with a key only applies once.

Found bugs: 1) in the siege, quests discovered twice for some reason; this reset the timer to 45 minutes, which was annoying; 2) in the mission after that, sixth, I believe, I could bypass the raider without doing the optional quest.
 
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The new map, Whispers of Temptation has been released, please report if it has bugs or minor mistakes I havent seen while I created it. Please, do not hesitate to share your opinion about the map. This is the way I can improve. :)

Glad to see that you are still commited to this campaign.

First off. I had to replay the campaign from the start because otherwise Kel'Thuzad will not appear on following missions.

So I made a review of all maps to find any possible error that I may not have noticed.


-Recheck the stats of the Elementals because their descriptions don't match their actual stats (same to all missions)
-Make the Elementals' abilities follow QWER (same to all missions)
'cannot' instead of 'can not'
'...access from King Terenas...'
Main Quest: '...want Kel'Thuzad...need to be discussed... and so they want Modera...permission is needed...'
Andromath: '...and tell the Council that...'
Optional Quest 'Restless Ghosts': '...near Riversdale."



-Technically it was Antonidas who sent Kel'Thuzad to investigate, not Modera.
-Make the Necrolytes have Magic attacks rather than Piercing
-Glad to see that you fixed the bugs if we were to try to skip the cinematics. Good job!



-The Death Knights don't decay. While this is not a issue at all, I feel like I should point it out.
-Make the Skeletal Mages have Magic attacks rather than Piercing



-Kel'Thuzad claims that he brought mages but we have no access to them, only to Priests. And no, Priests are not mages.
-Review the hotkeys for the buildings



'...against the orcs...'



'...with the assistance...'
'...dark magic that these..."
'...against...'
-The Peon that should be asleep after eating the meat can see me and kills me. So I can't continue.
 
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always the same problem played the campaign from the beginning . Than Chapter 5 Imperial Hunger there is a black map can´t click on untits ( no Kel Thuzad available)
 
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always the same problem played the campaign from the beginning . Than Chapter 5 Imperial Hunger there is a black map can´t click on untits ( no Kel Thuzad available)

You have to replay from the first mission in order for Kel'Thuzad to appear.
 
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