Shadows of Hatred v2.2.1 (Patch 1.30)

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Don't have patch 1.30? Go here.

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Maiev and her watchers arrived in the ruins of the orcish homeworld, Draenor. They soon discovered that Illidan had come alone, thus the recapture proved to be fairly easy.
Then the naga had arrived on Outland, and they had brought new allies: the same blood elves that Maiev had helped before. Maiev and her soldiers fought the naga and their traitorous elven friends, but the new army outnumbered hers, and eventually she was defeated. The naga and blood elves recaptured Illidan and freed him. Upon the warden's final moments, Illidan decided to imprison her instead.Soon after that, Maiev would be contacted by Akama, unsatisfied by not being given the Black Temple as promised and the wary Maiev agreed to enter a partnership and vowed to see Illidan dead.

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-Story based on WoW: The Burning Crusade along with some alterations and original elements.

-Select your own difficulty:
Easy - Enemy has weaker units, slow attack time, small attack groups.
Normal - Enemy has mix of strong and weak units, average attack time, mid-size attack groups.
Hard - Enemy has stronger units, faster attack time, large attack groups.

-New custom units, models, skins, spells, items & music.
-Updated Night Elf techtree and new playable races.
-Hidden special items on selected maps.


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Maiev Shadowsong - Leader of the Watchers. She treated the Watchers as her family and she grew bitter after the death of her comrades. And when their own government would not at least avenge their deaths, then by Elune, Maiev would see it done herself.

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Akama - Elder sage of the Ashtongue tribe. Akama allied himself with Illidan and aided in the overthrow of Magtheridon, only to later find that Illidan was no better than the pit lord. He remained a loyal servant of Illidan but away from his prying eyes, Akama sought to end Illidan's reign.

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Illidan Stormrage - He along with his servants managed to overthrow the tyrannical ruler of Outland, the pit lord Magtheridon, and claim the demon's stronghold and army for himself. After that he was nearly killed in attempting to destroy the Lich King. Having survived, Illidan retreated once more to Outland to muster his forces and prepare for his new plans.

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Anyndra - A night elven member of the Watchers and Maiev's second-in-command. Anyndra succeeded Naisha in the role of Maiev's lieutenant. She accompanied her to Outland to hunt Illidan.

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Marcus Auralion - He is the a High General of the Sha'tar and commander of the draenei army that initiated the battle between the draenei of Shattrath and Illidan's army.

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Lady Sereia - An exarch of the Sha'tar. She led a group of draenei in Zangarmarsh and tasked to keep the sinister activities operated by the Naga in check.

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Kael'thas Sunstrider - Leader of the Blood Elves. Prince of Quel'Thalas, the last of the Sunstrider dynasty. In order to sate the magical addiction of his people he allied to Illidan. He only wants the best for his people.

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Lady Vashj - Leader of Illidan's naga. Her loyalty to Illidan is undeniable. Fiercely loyal to her master, she take his commands without questions nor delay.

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High Priestess Ishanah - She is the leader of the Aldor faction, an ancient order of draenei priests once run by Velen, and are currently led by herself. They are servants of the naaru in Shattrath City known as the Sha'tar.

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Voren'thal the Seer - He led a faction of blood elves that broke away from Prince Kael'thas Sunstrider and offered to assist the naaru. The naaru accepted the defectors, who became known as the Scryers.


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Youtube Playthrough by @Jayborino
Youtube playthrough by RavenPlay on Hard difficulty

CREDITS



Models

Icons

Skins

Music & Others

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Blizzard Entertainment


Ujimasa Hojo
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~Nightmare
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Music:
Two Steps from Hell
Blizzard Entertainment

Trigger:
Paladon

Map Template:
Filmting
Maxwell

Campaign Preview and Loading Screens:
Blizzard Entertainment


Special Thanks to:

~Nightmare
Heinvers
Chaosy
APproject
Shar Dundred
Forsaken
Tomoraider
Turnro
Zenonoth


If you saw your resources and yet I forgot to add you at the credits list.
Please tell me immediately and I will add your name ASAP.

Known Issues

- In Chapter 7, An aesthetic issue of Blood Elf buildings due to using the same texture as the doodads.
- In Chapter 9, the pit lord and his minions can see you even when you are invisible, it's best to keep away from them.
- Equipping an orb along with the Sea Essence will not trigger its chain lightning.



Change Log


- Released

- Fixed the Vengeance Aura tool tip
- Remove curse and poison buffs on the prologue.
- Akama's line fix from "fret" to "fare".
- Chapter One's intro cinematic can now be skipped from the beginning.
- Maiev and her watcher's cages, once their levers are activated it will now open instead of being destroyed.
- Changed Maiev's dialogue after the intro cinematic of Chapter One.
- Removed the prison bars that get in the way of the camera.
- Warlock and Grunt is now visible during the Interlude.
- Warlord's Avatar changed.
- The succubi will no longer join to attack Maiev's base.
- Fixed the floating pig farm.
- AI difficulty reduced from all chapters.
- Dungeon Keepers will now teleport if you answer the riddles correctly.
-The Revenant will no longer join the fight when fighting the first Dungeon Keeper.
- When not killed Anna Kondra will no longer say her lines during the ending cinematic.
- Tiras'alan no longer gains level in chapter Five while captive.
- Far Seer, Anchorite and Shaman's tool tip fixed.
- Hippogryph Roost tool tip fixed.
- Changed Vefar's location, nearer to the Orb's location.
- Changed Maiev's Avatar sound set.
- Fixed Voren'thal's name during the cinematic.
- Changed Warlock Boss' name from "Kazzakk" to "Kaz'kruul".
- Illidan can no longer be killed in Chapter Seven.
- Removed Maiev's Avatar food cost.
- Added a trigger that will make the Key holders back to their original position when no enemies inbound.
- Fixed Akama's line in Chapter's Eight ending cinematic.
- Creeps from north will no longer try to join during battling Teron.
- Added an alternate ending in Chapter Six if you managed to destroy their bases before the time.
- Removed day/night cycle in Chapter Eight.
- Maiev's model and icon changed back to original.
- Chapter Eight renamed from "The Betrayer's End" to "Wrath of the Betrayer".

- Grammar and dialogues slightly improved.
- Neutral Creeps no longer sleep.
- Changed Far Seer's Healing Wave ability.
- Changed Warlock's Dark Affliction ability.
- Fel Beast's Mana Burn ability removed. Also decreased damage and hit points.
- Timer is now paused during the Firelord's intro.
- Maiev's Vengeful Attack changed.
- Spammed text on Optional Quests fixed.
- Maiev's units will now be aquired/available differently.
- Cinematic Skip Triggers fixed.
- Kael's forces should now attack in Chapter 6.
- Night/day cycle is now off in cave themed chapters.
- In Chapter 3, starting gold mine's gold reduced.
- Fel Orc Heroes now have Chaos damage type.
- Kobolds remove from Outland.
- Akama's Life Stealth re-scaled from 20/40/60% to 15/30/45%.
- Salamander's armor upgrade removed.
- Salamander's attack missile should now show.
- Changed Maiev's icon and model.
- Minor changes all over the campaign.

- Dark Incantation now target enemy units.
- Dreadwing food cost increased from 2 to 4.
- Changed Hippogryph Roost hotkey from R (the same with Ancient of War) to Y.
- Descriptions in Quest boxes fixed.
- Re-scaled Judgement Strike's damage from 75/150/225 to 60/120/180 damage.
- Increased Judgement Strike's cooldown from 8 sec. to 10 sec.
- Orb of fire and Town scroll of portal are no longer available in Chapter Three.
- Faerie Dragon's health and damage reduced.
- Akama no longer picks up items in Chapter Three.
- Minor changes and various fixes all over the campaign.
- Changed the loading screens, used the default ones.
- Some changes in Chapter Three.
- Reduced the resources available in Chapter Eight.
- Removed Optional Quests in the Epilogue.
- Minor changes all over the campaign.
- Priestesses are no longer invulnerable in Chapter One.
- Alchemist's Quest bug fixed.
- Chapter 4 Optional quest bug fixed.
- Quest marks in the epilogue removed.
- Some small changes and fixes.

- Chapters in the Main menu is now fixed.
- Kamar'gor is now seen escaping in the ending cinematic in Chapter 1.
- Chapter 2 & 3 small terrain changes.
- Some minor changes from chapters 1, 2 & 3.
- The random Hippogryph Rider that joins in the prologue is now removed.
- Sea Essence's cooldown is now visible.
- The interlude after Chapter 3 is now accessible.
- Rage of Hatred duration decreased from 15 sec. to 10 sec.
- Akama's attributes re-scaled.
- Elemental Rage mana cost increased from 40 to 50 mana.
- Removed Fel Orc Kodos from the campaign.
- Replaced the Fel Orc Kodos with Fel Orc Necrolyte.
- Increased the Countdown Timer in Chapter 4.1 from 10 min. to 12 min.
- Lightened the fog in Chapter 4.2 a bit.
- Removed 2 enemy heroes in Chapter 4.2.
- Changed Anna Kondra's forces color from purple to teal in Chapter 4.2.
- Removed 2 enemy heroes in Chapter 5.
- Fixed the Optional Quests in Chapter 3 & 5.
- Added a new Optional Quest in Chapter 5.
- Added a new upgrade for some units of the Watchers, the Vitality Boost.
- Lady Sereia's voice is now fixed.
- Fixed the upgrade tool tips for the Far Seer, Warlock, Watchers and Warden.
- Made the enemy buildings in the last quest invulnerable in Chapter 5.
- Reduce the difficulty on all maps.
- Minor fixes and changes all over the campaign.

Storyline Changes:
- Storyline changed but flows similarly to the original, made it more canon in a way.
- Added new and replaced old characters such as Anyndra, replaced General Tiras'alan with Marcus Auralion, Vagath and others.
- Expanded the role of the Scryers and Aldors, thus giving more roles to Voren'thal and Ishanah.
- Changed most of the original dialogues, revamped interludes and other minor changes.

Map Changes:
Prologue: Now have a completely new cinematic.
Chapter 1:
- Kamar'gor is now replaced with Vagath.
- Added demon units.
- Changed the gameplay for a bit.
Chapter 2:
- Changed the aesthetic of the map, now resembles Shadowmoon Valley.
- Removed the fel orc bases and added an Illidari base and Blood elf base.
- Other minor changes.
Chapter 3:
- Map revamped, made roads wider, more enemy bases, etc.
- Gameplay changed a bit.
- Added an extension map.
Chapter 4:
- Map changed completely.
- Added new enemies and quests.
Chapter 5:
- Map and gameplay changed completely.
Chapter 6:
- New chapter.
Chapter 7: (the old chapter 6)
- Map changed completely.
Chapter 8:
- New Chapter.
Chapter 9:
- Map and gameplay changed.
Chapter 10:
- Map changed.
- Improved boss fights.
- Added more bosses.
Finale:
- Replaced the epilogue, no longer playable.

Hero Changes:
- Akama is now an intelligence hero and have new spells that resembles his default one.
- Maiev's model is reverted back to its original with default spells (fan of knives!).
- Maiev have Blink Strike ability instead of Blink.
- Maiev's Vengeance ability now summoned 2 spirits per corpse but still has a limit of 6 spirits.
- Lady Sereia's spells changed.
- Added Anyndra and made Voren'thal and Ishanah as playable heroes.

Tech-tree Changes:

Night Elf Watchers:
- Archers now have Tripleshot instead of Flaming Arrows.
- Battle Maiden's model changed.
- Removed Dread Raven.
- Watchers now have Berserk and Resistant Skin upgrade. Having Taunt and War Stomp as normal spells.
- Warden is renamed to Mystic. Now have the new ability Shadow Bind instead of Illusion (which was kinda useless).
- Priestess' model changed to Night Elf Runner.
- Lunar Shield now also restores health and mana instead of just armor.

Broken Draenei:
- Stalker renamed into Primalist.
- Disruptor is now changed to Harpooner with a new ability.
- Darkslayer renamed into Battlelord.
- Far Seer renamed into Spiritbinder, along with its spells. Now, have Spirit Cleanse, Spirit Mend & Wind Rush Totem.
- Warlock renamed into Channeler and now have Shadow Bolt, Weaken Soul & Summon Shadowfiend.
- Removed Avian Warriors and now replaced by Spore Bats with new abilities.
- Salamanders now have new ability, Static Charge. Removed Demolish.

Draenei:
- Now playable.
- Removed Faerie Dragons and Shaman.
- Added new buildings, changed some building models.
- Added new units such as Skyguard, Soulpriest, Elekk and Nether Ray.
- Other minor changes.

Blood Elf:
- Now playable.
- Archers now have Flaming Arrows.
- Blood Knight now have new set of abilities.
- Arcane Guardian have new set of abilities.
- Changed the Blood Knight's model.
- Replaced the Sorceress' Invisibility spell to Arcane Explosion.
- Other minor addition and changes.

Other Changes:
- Added difficulty selection on each map.
- Added a bunch of music themes.
- Other minor changes all over the campaign.

- Fixed Anyndra's Q spell.
- Fixed Save/Load issue in Chapter 3 and the Bonus Map, where loading can give you another set of heroes.
- The Way gate to Kael in Chapter 8 should now work.
- Fixed the tooltip of Healing Surge. Should now provide that it also restores mana.
- Fixed the Tooltip of Blink Strike. Should now give the correct info.
- The ending cutscene should now work in Chapter 5 after completing the objectives.
- In Chapter 3, fixed the possibility of the 2nd cut scene to not fire at all.
- Fixed the game cache in Chapter 1 not properly working when the ending scene is skipped.
- Skyguard's ability fixed.
- Defeat conditions in Chapter 4 fixed.
- Skipping the Cabal cutscene near the end will now turn on the next trigger.
- Optional quest in Chapter 9 should now be completed properly.
- Other minor fixes and changes.

- Fixed Anyndra's Q spell so that it won't cause instant kill.
- Fixed Akama's Healing Surge. Now, no longer dispels on attack.
- Penance no longer heals enemy mechanical unit.
- Nether Rays now benefit from attack and defense upgrades.
- Made small adjustments in the fight with Kael.
- Reduced the chances of Sereia selling her items in Chapter 9.
- Separated the main quest in Chapter 5. Now, having two main quests instead of one.
- Fixed the Draenei and Broken building's button position.
- Other minor fixes.

- Added custom loading screens in all maps.
- Added a new 2D campaign screen.
- Added a new scene in the 2nd Interlude.
- Added few plot points explaination in the loading screens of some maps, to explain better what is going on.
- Changed some dialogues of Kael in the 1st Interlude.
- Changed the base ability of Anyndra's Q to avoid one-shotting its target when used along with Maiev's E.
- Fixed the bug where the instance with Vashj is inaccessible in Chapter 5.
- Fixed the icon of Static Charge to a passive one.
- Fixed the issue of Static Charge not having techtree requirement.
- Fixed War Drums ability not active in Chapter 10.
- Other minor fixes and changes.

- Increased the spawn time of units in the battle against Vashj and Kael.
- Fixed the bug in Chapter 7, where Illidan's draw soul fully restores his health.
- Fixed the requirement in the optional quest in Chapter 2 "Against the Illdari" which does not marked as completed when it should.
- Lost One tribes in Chapter 5 will now try to ally with naga.
- Added a bit more gold coins and reduced the bundle of lumber obtainable in Chapter 10.
- The cutscene with Vashj in Chapter 6 is now skippable.
- Fixed the buff of Haywire.
- In Chapter 8, the Yellow AI should now work fine in Hard difficulty.
- Minor additions and fixes.
(10/4/2020)
- Added WoW voices in the fight with the Illidari Council.

- Removed corpses in the ending cinematic in Chapter 10.
- Fixed some triggers in Chapter 5.
- Decreased a bit the difficulty of Kael's fight. Spawned units now have increased intervals.
- Remove the mana of Salamanders.
- Arcane Guardian's Haywire now decreases movement of speed instead of increasing it.
- Increased the damage of A'tamal cannon a bit.
- Akama's Healing Rain no longer gives immunity for the first 5 seconds after casting.
- Minor fixes.

- Removed the mana of Guardian and Skyguard.
- Reduced the food cost of Skyguard from 5 to 4.
- Fixed the AI of Chapter 2.
- Fixed the bug in Chapter 9 where Varendis is revealed before freeing and killing Azaloth.
- Added an enemy hero in Chapter 9.
- Increase the mana cost of Arrow Volley from 75 to 85 mana.
- Nerfed the purple AI in Chapter 3.
- Fixed the cooldown of Blink Strike, now should properly have 10/7/4 sec. cooldown instead of 10/10/1 sec.
- Reduced the damage of Blink strike from 60/120/180 to 30/60/90 and reduced the mana cost from 50 mana to 50/30/10 mana.
- Reduced the duration of Lunar Shield from 25 sec. to 15 sec. and increased its cooldown from 15 sec. to 25 sec.
- Buffed the Raise Dead ability of Fel Orc Necrolyte.
- Increase the damage of Arcane Explosion from 125 damage to 150 damage.
- Units affected by Moonlight Shadow no longer auto-attack enemy units when idle.
- Minor item drop changes.
- Minor additions and other changes all over the campaign.

- New 3D campaign screen.
- Increase the range of Skyguard from 350 to 450, similar to the standard rangari.
- Splitting Mirage Illusion now deals 25% damage instead of 50% and takes 150% more damage.
- Removed Mana Burn from Marsh Walkers.
- Other minor fixes and changes.



If you have anything to say, feel free to post!
Contents

Shadows of Hatred v2.2.1 (Campaign)

Level 22
Joined
Apr 12, 2014
Messages
1,842
This took me a while uploading.

Edit:

Common Questions:

1. Can I play this on a patch lower than 1.30? How about higher?

Answer:

1.32 a.k.a reforged - definitely no. Cause no custom campaigns!!
1.31 - you can but it may or may not break some things.
1.30 - recommended patch so yes.
1.29 - I cannot say. Maybe?
1.28 below - I think not.

2. Where can I download the 1.30 patch?

Ans: You can download it here, it requires CD keys though.

Or if you want 1.31 cause you like risks it's here.

Edit 2: Attached the 1.4 version of the campaign, compatible with older patches.
 

Attachments

  • Shadows of Hatred v1.4.w3n
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Last edited:
Level 4
Joined
Nov 14, 2005
Messages
68
Great campaign

Great campaign overall. I have but one complaint... the difficulty :)

The first two missions were ok, had little trouble doing them. But from the third onwards the constant attacking makes the game too hard, if not impossible (I used cheats :S)

I suggest some tweaks:
- Lower the frequency of the attacks (I don't want to spoil anything so I'm saying this overall, on every siege mission)
- All orcs deal ridiculous damage with their chaos type, maybe you could change types for most of them, because they whoop my tough units like if they were paper.
 
Level 22
Joined
Apr 6, 2010
Messages
2,842
General:
* English needs help.
* Can't say I like Maiev's model.
* Vengeance Aura's tooltip still reads Endurance (when in Avatar mode).

Prologue:
* When the night elves are dead, Kael and Vasj don't leave with their troops, and the cage stays where it is. Also, there's an invisible unit with curse and poison buffs.
* You should remove the cage (or at least use another model) after the night elves are defeated, having Illidan look at himself in a cage is distracting.
* Illidan's line should be "fare" instead of "fret".

First level:
* Opening cinematic isn't immediately skippable, it only skips after the first camera change.
* Maiev's gate is killed instead of opened.
* Watchers in perspective cages: Not sure what you mean here.
* The tall prison bars on southern walls get in the way of the camera (for example, the short passage just before the first blademaster).

Second level:
* Orc bases should harvest 1 gold at a time.

Interlude:
* The warlock and grunt that bring news don't appear.

Third level:
* There's a neutral Doom Guard near the purple base that was killed by Stampede, push it further back.
* Warlord's Avatar is the dwarf one ("For Khaz Modan!" instead of the Howl of Terror sound).
* Ally and enemy attack waves have a tendency to randomly turn around instead of attacking.
 
Level 22
Joined
Apr 6, 2010
Messages
2,842
^^ Yes. It's understandable, mind you, so it's not high priority.

Third level:
* The succubi south of the base can see units coming from too far off (even on the cliff), sometimes joining in orc attacks.
* The brown and yellow bases are too close to each other, attacking one is sure to get the other almost immediately. They also tend to send waves at the same time.
* The pig farm near the green base entrance is floating in the air.

Second interlude:
* When the WII music starts, it plays over the background music instead of replacing it.
 
Last edited:
Level 8
Joined
Apr 14, 2011
Messages
456
Despite that the other guys said it all i'll tell something, the second spell of Maiev, Vengeful Attack, i didn't have it activated and a vengeful spirit spawned when she killed an orc, thought i think that shouldn't happen...
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
Great campaign overall. I have but one complaint... the difficulty :)

The first two missions were ok, had little trouble doing them. But from the third onwards the constant attacking makes the game too hard, if not impossible (I used cheats :S)

I suggest some tweaks:
- Lower the frequency of the attacks (I don't want to spoil anything so I'm saying this overall, on every siege mission)
- All orcs deal ridiculous damage with their chaos type, maybe you could change types for most of them, because they whoop my tough units like if they were paper.

Thanks. I don't find chapter hard though, I strike fast and destroy the brown base first. They are Fel Orcs so they will stay with chaos damage.


cleavinghammer said:
General:
* English needs help.
* Can't say I like Maiev's model.
* Vengeance Aura's tooltip still reads Endurance (when in Avatar mode).

Prologue:
* When the night elves are dead, Kael and Vasj don't leave with their troops, and the cage stays where it is. Also, there's an invisible unit with curse and poison buffs.
* You should remove the cage (or at least use another model) after the night elves are defeated, having Illidan look at himself in a cage is distracting.
* Illidan's line should be "fare" instead of "fret".

First level:
* Opening cinematic isn't immediately skippable, it only skips after the first camera change.
* Maiev's gate is killed instead of opened.
* Watchers in perspective cages: Not sure what you mean here.
* The tall prison bars on southern walls get in the way of the camera (for example, the short passage just before the first blademaster).

Second level:
* Orc bases should harvest 1 gold at a time.

Interlude:
* The warlock and grunt that bring news don't appear.

Third level:
* There's a neutral Doom Guard near the purple base that was killed by Stampede, push it further back.
* Warlord's Avatar is the dwarf one ("For Khaz Modan!" instead of the Howl of Terror sound).
* Ally and enemy attack waves have a tendency to randomly turn around instead of attacking.

cleavinghammer said:
Third level:
* The succubi south of the base can see units coming from too far off (even on the cliff), sometimes joining in orc attacks.
* The brown and yellow bases are too close to each other, attacking one is sure to get the other almost immediately. They also tend to send waves at the same time.
* The pig farm near the green base entrance is floating in the air.

Second interlude:
* When the WII music starts, it plays over the background music instead of replacing it.

Thanks. I'm gonna fix these.

Chaosy said:
Do this apply for all chapters? Because I fixed the language in the first 7-8 maps or something. Unless he edited the lines after that of course.
Today 03:40 AM

To be exact almost 12 chapters. Also didn't touch the dialogues as you edited them last time.

micha17 said:
Despite that the other guys said it all i'll tell something, the second spell of Maiev, Vengeful Attack, i didn't have it activated and a vengeful spirit spawned when she killed an orc, thought i think that shouldn't happen...

Yes, it does happen. I really don't know why.
 
Last edited:
Level 22
Joined
Apr 6, 2010
Messages
2,842
* Concerning the difficulty: I think the main problem is that bases often attack at the same time (the second level has the same problem as the third: the red and gray bases are too close to each other, and send out waves at the same time), otherwise they can be dealt with.
* I saw the Vengeful Spirit bug as well.
* Maiev's Judgement spell seems to do more damage than the tooltip says.
 
Level 14
Joined
Sep 24, 2009
Messages
1,464
Still haven't really played it, just tried first map, but I have to ask one question. What is with your obsession to use that absolutely awful Maiev model, while Blizzard made perfect model? I see, you even wasted your time on changing the head... I just can't get it...
Head looks like it is made out of carton.. Just awful.. http://2.bp.blogspot.com/-MAeTvqYsl...s1600/67711749742_Danbo_BoxBoy_Wallpapers.jpg
 
Level 8
Joined
Apr 14, 2011
Messages
456
Guess who stayed too late to finish this?:v
Congratulations Sclammerz, you did it very well, i really like it, hope you make another campaign :)
 
Level 22
Joined
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* Concerning the difficulty: I think the main problem is that bases often attack at the same time (the second level has the same problem as the third: the red and gray bases are too close to each other, and send out waves at the same time), otherwise they can be dealt with.
* I saw the Vengeful Spirit bug as well.
* Maiev's Judgement spell seems to do more damage than the tooltip says.

I will try make the AI not to attack at the same time then.
I don't know what's with that spell though. If someone know how to fix that I'll be glad to.
About Maiev's spell yes it does do more damage to especially to unit's with medium armor since the damage type of that spell is normal.

MogulKahn said:
Still haven't really played it, just tried first map, but I have to ask one question. What is with your obsession to use that absolutely awful Maiev model, while Blizzard made perfect model? I see, you even wasted your time on changing the head... I just can't get it...
Head looks like it is made out of carton.. Just awful..

Hmm. Yes, perhaps I could turn it back to original.

micha17 said:
Guess who stayed too late to finish this?:v
Congratulations Sclammerz, you did it very well, i really like it, hope you make another campaign :)

Thanks.
 
Level 22
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Fourth level (Maiev):
* If you fight the first Dungeon Keeper, a Fire Revenant from the south tries to join in. Also, the Keepers should disappear or teleport away instead of dying when you get the riddle right.
* Maiev can untrasform during the ending cutscene.

Fourth level (Akama):
* If Anna Kondra isn't killed during the mission, all her lines play during the ending cutscene, including threats, death, and Akama confirming the kill.
* Chain Lightning is still hotkey C (personlly, I prefer non-custom spells to keep their hotkeys).
* Sea Essence cooldown is invisible.
 
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Fourth level (Maiev):
* If you fight the first Dungeon Keeper, a Fire Revenant from the south tries to join in. Also, the Keepers should disappear or teleport away instead of dying when you get the riddle right.
* Maiev can untrasform during the ending cutscene.

*I will fix these. Hmm. teleport, make more sense. I could consider this.

cleavinghammer said:
Fourth level (Akama):
* If Anna Kondra isn't killed during the mission, all her lines play during the ending cutscene, including threats, death, and Akama confirming the kill.
* Chain Lightning is still hotkey C (personlly, I prefer non-custom spells to keep their hotkeys).
* Sea Essence cooldown is invisible.

*What? I must look for this then.
* I kept that one though.
* I don't know why it doesn't show since it's based item was Thunderlizard diamond.

Thanks. I'll try to look up more feedback before updating this.
 
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One I just noticed: Salamanders either don't have a projectile or there's something messed up with the lightning attack.

Fifth level:
* Again, both bases attacking at once.
* Took out the northern yellow base (while I wasn't watching, my allies had taken out the south base), but the guards were invulnerable and didn't react to my units. You should make the northern base more isolated (unless it sends attack waves, I didn't see any).
* I almost missed the sidequest, you should put the questgiver closer to the orb.
* Okay, the last part is just horrible. Army gone for no reason, ridiculously tiny supply and money, and the draenei casters get stuck behind their own building. And why didn't the general cast that when he still had his army in the first place?!
 
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Level 22
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One I just noticed: Salamanders either don't have a projectile or there's something messed up with the lightning attack.

Fifth level:
* Again, both bases attacking at once.
* Took out the northern yellow base (while I wasn't watching, my allies had taken out the south base), but the guards were invulnerable and didn't react to my units. You should make the northern base more isolated (unless it sends attack waves, I didn't see any).
* I almost missed the sidequest, you should put the questgiver closer to the orb.
* Okay, the last part is just horrible. Army gone for no reason, ridiculously tiny supply and money, and the draenei casters get stuck behind their own building. And why didn't the general cast that when he still had his army in the first place?!

Yes, there is something quite wrong with their projectile for some reasons. I'll try to figure it out.
Yes, they should send some forces.
I'll see to it.
He have no time to do it and was held captive.
 
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As in, why didn't he teleport his entire army to the city.

Maiev's Avatar uses the Spirit of Vengeance voice, not the Avatar.
When multiple Priestesses are selected, they all cast the shield spell at the same time.

Sixth level:
* As far as I can tell, yellow only attacks you, green only attacks blue. The other two only attacked each other with five minutes left to go. Purple sent some units south through my base at one point, but don't seem to have helped defend me.
* Tooltip: Hippogryph roost says it builds Watchers. Far Seer, Anchorite and Shaman tooltips have the wrong spells.
* I reloaded a game to find two moon wells floating in the air (the water pools were on the ground). I suspect this is a glitch from the Judgement spell.
* I'd taken out the yellow base before the time limit (that got a response from the absent general), yet a few minutes later there was a yellow attack wave on my base.
* Some of the dialogues are kinda iffy. "It is you who etc." in particular.
 
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As in, why didn't he teleport his entire army to the city.

Maiev's Avatar uses the Spirit of Vengeance voice, not the Avatar.

Sixth level:
* As far as I can tell, yellow only attacks you, green only attacks blue. The other two only attacked each other with five minutes left to go. Purple sent some units south through my base at one point, but don't seem to have helped defend me.
* Tooltip: Hippogryph roost says it builds Watchers. Far Seer, Anchorite and Shaman tooltips have the wrong spells.
* I reloaded a game to find two moon wells floating in the air (the water pools were on the ground). I suspect this is a glitch from the Judgement spell.
* I'd taken out the yellow base before the time limit (that got a response from the absent general), yet a few minutes later there was a yellow attack wave on my base).

Because he intended to delay Illidan not to escape or whatnot. Also time wasn't on his mind on that situation. He was busy to battle Illidan's forces until his forces lose and he was captured.

Yes.
I'll fix them.
Moon wells floating? Hmm. can't do much on this.
To fix this problem, also for people who don't want to defend for 30 minutes (just wan to destroy) an alternative ending might do the trick.
Iffy? I contacted Chaosy and try to resolve these kind of things since can't do it myself.
 
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Level 22
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:goblin_cry:
Are there different endings for the Defense of Shat'trah?

Not yet.

cleavinghammer said:
When multiple Priestesses are selected, they all cast the shield spell at the same time.

Interlude: The blood elf is labeled "Lady Liadrin" in his last responses.

Hmm. I forgot to change them.

MogulKahn said:
Map is not in the "Maps" section?

Still pending.
 
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Seventh level:
* You guessed it, simultaneous attack waves.
* Maiev's avatar apparently costs 5 food.
* So is there any way to take out the generator other than while under fire from the towers? I was half expecting a stealth mission, what with the side gates (can those be opened?).
* during the generator cutscene, channeling spells (monsoon, starfall etc.) are interrupted.
* Illidan is reachable by air, neutral and killable before his gates are opened. This doesn't prevent the end cutscene from happening with an invisible Illidan.
* You should have a trigger to make the keyholders move back to their start positions if there are no enemies around, Vashj ended up stranded alone in a corridor, making her much easier to kill.

Eight level:
* Day/night cycle still present.
* During the Teron fight, the creeps to the north try to join in.
* I don't like teleporting all units in for the boss fights, most get killed off far too quickly.
* During the final cutscene, Akama's text reads "fill" instead of "bless".
 
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Level 22
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Shar Dundred said:
So, finally released AND finished after one and a half year development?

You've done well and can be proud of yourself & your creation!

Not entirely one and a half year development it was stopped for months so. Only about a year of development I guess. Thank you.

Seventh level:
* You guessed it, simultaneous attack waves.
* Maiev's avatar apparently costs 5 food.
* So is there any way to take out the generator other than while under fire from the towers? I was half expecting a stealth mission, what with the side gates (can those be opened?).
* during the generator cutscene, channeling spells (monsoon, starfall etc.) are interrupted.
* Illidan is reachable by air, neutral and killable before his gates are opened. This doesn't prevent the end cutscene from happening with an invisible Illidan.
* You should have a trigger to make the keyholders move back to their start positions if there are no enemies around, Vashj ended up stranded alone in a corridor, making her much easier to kill.

Eight level:
* Day/night cycle still present.
* During the Teron fight, the creeps to the north try to join in.
* I don't like teleporting all units in for the boss fights, most get killed off far too quickly.
* During the final cutscene, Akama's text reads "fill" instead of "bless".

I will reduced the difficulty of all AI of all chapters.
Yes, I was thinking about a stealth mission first but I realized I changed the Warden's spell "Conceal" and trash the idea. Originally the gates were opened and you can send forces from those sides but I realized it would be an easy kill to obtain the keys so I closed them.
I'll fix those things.
 
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Hi, i just want to ask a sclammerz, how do you imagine to survive 10 minutes with barely 7-8 wariors and with that huge and massive attacks from kargath, and other units?
I am talking about 5th mission the last quest, it's really immposible, i came once to 1 minute and that's it, it's to hard man, you should reduce level of their attack or let us made at least 50 food instead of 30.

Akama's mission in 4th chapter is hard too, they attacked me like 4 heroes with units in a minute, i just had a lucky that i survived that, because my ally came to me when i beat them...
It is great campaign until now, i am stuck on this chapter trying to survive and not using cheats, but it is too heavy.

P.S. Also i saw a bug in first interlude, orc and warlock while speaking i can' see them :)
Great work and hope that you will make more of the campaigns. :)
 
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Hi, i just want to ask a sclammerz, how do you imagine to survive 10 minutes with barely 7-8 wariors and with that huge and massive attacks from kargath, and other units?
I am talking about 5th mission the last quest, it's really immposible, i came once to 1 minute and that's it, it's to hard man, you should reduce level of their attack or let us made at least 50 food instead of 30.

Akama's mission in 4th chapter is hard too, they attacked me like 4 heroes with units in a minute, i just had a lucky that i survived that, because my ally came to me when i beat them...
It is great campaign until now, i am stuck on this chapter trying to survive and not using cheats, but it is too heavy.

P.S. Also i saw a bug in first interlude, orc and warlock while speaking i can' see them :)
Great work and hope that you will make more of the campaigns. :)


Hmm. I will try to reduced the difficulty on the next update. I don't really find it hard on the Chapter 5 though. I just train Far seer and spam their healing wave as Akama tanks them. Thank you. :)
 
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You can also destroy the generator with aerial units, i did that, while the forces of Akama and The Draenei were battling, i sent aerial units to destroy the generator.
 
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Epilogue: I... I really don't get the point of this one. Fetch quests for no reason, quest givers that don't react when you finish the quests... why? Is this how the WoW version ends?

Anyway, finished the campaign. Overall, it's excellent, especially the terrains. Only things I think there should have been different are more music (during the game, not just the cutcenes) and a level where you control blood elf forces.
 
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Good campaign, I would even say that it can be as good as tomoraider campaigns, only a few small details that I think should be improved to make the campaign better, with respect to the races

In the night elves did not taste much change in some units like the battle maiden (stats) and perhaps use a different model, in my opinion were better in the beta, in the case of beasts I did not like very much because if not are the giants of the mountains because the beasts?

Old draenei, perhaps the best in my opinion I have nothing to criticize

Shat`thar draenei, there are many repeat units in this race, archers, mages and vindicator curiously drawn from the elves do not know if there are many models of draenei but it would be good idea to change some of these units as a model.

Naga, I liked the new models, nothing to criticize

on the side of the cinematics, nothing critical exept a small thing,when a cinematic begins would be a good idea that begins with the black screen (like most campaigns warcraft),well,that's my opinion :)

4/5

PD:if there will be an update how something like 2.0 or 2.1 would be great
 
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I don't know if someone mentions this already but sometimes if the neutrals are sleeping. I can manage get pass them without battling them.
 
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Epilogue: I... I really don't get the point of this one. Fetch quests for no reason, quest givers that don't react when you finish the quests... why? Is this how the WoW version ends?

Anyway, finished the campaign. Overall, it's excellent, especially the terrains. Only things I think there should have been different are more music (during the game, not just the cutcenes) and a level where you control blood elf forces.

Yes, they don't make much sense. Quests were present for gameplay purposes. I was thinking there was no point on making quest rewards since it's the end. Perhaps, abolish the optional quests? Well, this is my own ending, WoW don't end like that. lol

Thank you. I have once a plan to import several music but I think it was unnecessary since in game music seems fine.

LeKaiser said:
Good campaign, I would even say that it can be as good as tomoraider campaigns, only a few small details that I think should be improved to make the campaign better, with respect to the races

In the night elves did not taste much change in some units like the maiden battle (stats) and perhaps use a different model, in my opinion were better in the beta, in the case of beasts I did not like very much because if not are the giants of the mountains because the beasts?

Old draenei, perhaps the best in my opinion I have nothing to criticize

Shat`thar draenei, there are many repeat units in this race, archers, mages and vindicator curiously drawn from the elves do not know if there are many models of draenei but it would be good idea to change some of these units as a model.

Naga, I liked the new models, nothing to criticize

on the side of the cinematics, nothing critical exept a small thing, when a serious cinematics good idea that begins with the black screen (like most campaigns warcraft),well,that's my opinion :)

4/5

PD:if there will be an update how something like 2.0 or 2.1 would be great

Thank you. Yeah, I know the draenei have repeated units, but these are the only available models/skins I could find and I think they are fine.

Aether said:
I don't know if someone mentions this already but sometimes if the neutrals are sleeping. I can manage get pass them without battling them.

I'll check this out.
 
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Level 14
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Went through half of the first mission, and stopped. Why? Because, no offense, but this campaign needs a lot of more work.
First, that W summoning working even if it isn't activated is just game braking. When I read it here, I thought that it isn't that big of a deal (low chance to get it), but after every group of enemies, I got around 2-4 spirits. That is just a lot. Fix it, or just simply replace it with another spell.
Second, that intro cinematic is, I hate to say it, but, it is bad. Story is somehow naive. If I had no idea about Burning Crusade lore, I would have no idea what is going on there and why.
And lastly, I don't like that you just overwhelm us with new units. In WC3 campaigns it doesn't work that way. We are introduced with units gradually. Every mission you introduce new unit, sometimes even making quest around it. I am always excited to see what unit am I going to get next. What spells it has. While here, you showed us half of the tech-tree in the first 5 minutes of the gameplay.
And I have to add that you need to work around balance. That Warlock broken draenei is just plain broken (huehehuehehe):
Q - DMG + stun
W - 150 AoE DMG
E - summon WITH Mana Burn (it also deals DMG)
This is simply nuts. You can't give to unit casters that much DMG. Also summons on casters are bad. You are getting 2 in 1, pretty much. And it involves no risk. You can summon another one.
Also not big fan of Healing Wave on unit casters. Spell is just too good to have it on normal unit..

Don't get me wrong, this campaign has a lot of potential. First campaign after tomorider's that I felt that WC3 vibe in it. Don't abandon it, you just need to remember that tomorider worked for years on his campaigns, and even now, some things are still not perfect!
 
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