Shadows of Hatred v2.2.1 (Patch 1.30)

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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

Sinister X
Ujimasa Hojo
General Frank
Hawkwing
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Sellenisko
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AndrewOverload519
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PROXY
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Mecheon
Red XIII
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Weep
Infrisios
WILL THE ALMIGHTY
Champara Bros
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PeeKay
Daelin
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Epimetheus
Revilo
13lack Death
Blood Raven
UgoUgo
Misha
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FerSZ
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Hyunrai
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Amigurumi
Novart
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Red
Blizzard Entertainment


Ujimasa Hojo
Sinister X
Merry
JediJoe84
67chrome
~Nightmare
Edge45
AndrewOverload519
Marshmalo
General Frank
Blaze Kraze
Heinvers
Dreadwing
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-Berz-
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Blizzard Entertainment


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FrIkY
Apheraz Lucent
Darkholme
THE_END
Ganondorf
Situ
~Void~
~Nightmare
Darkfang
PrinceYaser


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 3
Joined
Oct 5, 2008
Messages
38
Finally finished it.
Black Temple and Final Illidan battle was great. Shattrath in epilogue, particularly that quest and spiders and wolfs around city gave me such nostalgia, i still know most WoW maps like my fingers lol.
I wish i played more with Tirasalah and Sereia, i found that RTS aspect was a bit lacking, more techtree and minions, more maps to expand in the middle of the campaign. A bit too much interlude, didn't need interlude for every 2 maps.

In chapter 5, Aldor AI was bit OP. It can attack alone and clear bottom left camp then complete quest and recruit Avians for me.

TLDR : I enjoyed it, but 2-3 more maps in the middle would pace this campaign much better.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
Finally finished it.
Black Temple and Final Illidan battle was great. Shattrath in epilogue, particularly that quest and spiders and wolfs around city gave me such nostalgia, i still know most WoW maps like my fingers lol.
I wish i played more with Tirasalah and Sereia, i found that RTS aspect was a bit lacking, more techtree and minions, more maps to expand in the middle of the campaign. A bit too much interlude, didn't need interlude for every 2 maps.

In chapter 5, Aldor AI was bit OP. It can attack alone and clear bottom left camp then complete quest and recruit Avians for me.

TLDR : I enjoyed it, but 2-3 more maps in the middle would pace this campaign much better.

Thank you, glad you enjoyed it. The interludes are there for the storyline. You will play more the dreanei in 2.0 and more changes & updates.
 
Level 2
Joined
Jul 16, 2016
Messages
26
It is a good Custom Campaign but.... hahh. you know, there should be selected difficulty button before enter the game rather put it in game over dialog box. I'm tired play from the start again. No need to die if you want to change difficulty i mean. The problem is, it is hard difficulty when i start playing.
 
Level 1
Joined
Jan 14, 2018
Messages
1
Hey Sclamerz!
I just made this account so that I can congratulate you. This is a very good custom campaign. It was very hard for a casual player for me, but this has a lot of potential. Thank you for uploading it.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
It is a good Custom Campaign but.... hahh. you know, there should be selected difficulty button before enter the game rather put it in game over dialog box. I'm tired play from the start again. No need to die if you want to change difficulty i mean. The problem is, it is hard difficulty when i start playing.

Thank you. There will be difficulty selection later on.

Hey Sclamerz!
I just made this account so that I can congratulate you. This is a very good custom campaign. It was very hard for a casual player for me, but this has a lot of potential. Thank you for uploading it.

Thank you. Next time there will be a difficulty option so that it may not be that hard anymore.
 
Level 2
Joined
Apr 4, 2018
Messages
1
Finished the campaign some days ago and holy damn it was enjoyable!

There are two things that make this campaign stand out from the rest for me:

1. The difficulty

I'm somewhat of a comebacker to War III after about a 9 year break, this being the first campaign/game I played. At first the difficulty was a discouraging factor, especially the first part of the prison level, the tight corridors, the huge damage on my weak heroes and units. It changed however quite quickly once I got used to it, from "kicking me while I'm down" to "great and riskful attempts at glory." It was not this impossible/irritaiting hard like most campaigns end up doing, instead it made me feel that: "Sure, I'm not thriving, but atleast I'm alive!" king of feeling, which I greatly enjoyed. The creativity of the multible blockades on the journey also helped alot on making it fun.


2. The Coop

I have always liked having a AI-teammate in campaigns. Personally, most of the time that you have one (which is almost never), they are done wrong, playing this very passive role that makes you wonder why they are there at all, and god forbid, that you have to babysit. In this campaign however they actually play a key-role in your survival, together with the difficulty, it feels like you and the AI got eachothers back, helping defend the others base, etc. And that you had a teammate for most of the campaign vs. this seemingless unstopable horde of enemies, just two thumbs up.


A honourable mention is the last three missions, the siege of black temple, the rpg-ish boss battles and the highly relatable "hero of the day, go pick flowers for me" mission. All these three have made it into my heart.

Only -Con I really have is the defend mission from Illidan's forces. My reasons being:
  • Too overwhelming attacks/ Your units being too weak, I would suggest giving your and your allies some kind of passive ability that buffs your units, examples being health/mana regen or bonus armour/attack.
  • Babysit your allies (Blood elf base), not only did I need to defend my own base but I had to have a constant army in BE's base as they could bearly survive the very first wave and could not rebuild fast enough for the next attack.
Absolutly wonderful campaign, would love to play more of your future work.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
Finished the campaign some days ago and holy damn it was enjoyable!

There are two things that make this campaign stand out from the rest for me:

1. The difficulty

I'm somewhat of a comebacker to War III after about a 9 year break, this being the first campaign/game I played. At first the difficulty was a discouraging factor, especially the first part of the prison level, the tight corridors, the huge damage on my weak heroes and units. It changed however quite quickly once I got used to it, from "kicking me while I'm down" to "great and riskful attempts at glory." It was not this impossible/irritaiting hard like most campaigns end up doing, instead it made me feel that: "Sure, I'm not thriving, but atleast I'm alive!" king of feeling, which I greatly enjoyed. The creativity of the multible blockades on the journey also helped alot on making it fun.


2. The Coop

I have always liked having a AI-teammate in campaigns. Personally, most of the time that you have one (which is almost never), they are done wrong, playing this very passive role that makes you wonder why they are there at all, and god forbid, that you have to babysit. In this campaign however they actually play a key-role in your survival, together with the difficulty, it feels like you and the AI got eachothers back, helping defend the others base, etc. And that you had a teammate for most of the campaign vs. this seemingless unstopable horde of enemies, just two thumbs up.


A honourable mention is the last three missions, the siege of black temple, the rpg-ish boss battles and the highly relatable "hero of the day, go pick flowers for me" mission. All these three have made it into my heart.

Only -Con I really have is the defend mission from Illidan's forces. My reasons being:
  • Too overwhelming attacks/ Your units being too weak, I would suggest giving your and your allies some kind of passive ability that buffs your units, examples being health/mana regen or bonus armour/attack.
  • Babysit your allies (Blood elf base), not only did I need to defend my own base but I had to have a constant army in BE's base as they could bearly survive the very first wave and could not rebuild fast enough for the next attack.
Absolutly wonderful campaign, would love to play more of your future work.

Thank you very much and I'm glad you enjoyed the campaign. :)
 
Level 3
Joined
Jun 19, 2018
Messages
31
I also replayed this campaign with the new patch, it's still a very good one, very similar to Tomaraider's work
I'll only mention things I disliked because overall I really envoyed this campaign

My main complain is the unit path: sometimes my allies are blocking my path and we also have to take narrow path to push into ennemies bases, which make things harder.

- chapter 2: the ennemies attack shouldn't be so frequent (it's the 1st macro mission and the player needs to get used with the tech tree)
- chapter 5: our allies shouldn't be able to complete the main quest by their own (I barely managed to complete the side quests because of this)
- chapter 6: I had to face a huge Illidan's attack and at the same time blood elves and naga air units attacked my expansions
also near the end of the timer the naga ignored my allies and attacked my base from the rear (it was very frustrating)
the doom guard dropped a sturdy axe and I think I got another bloodbane armor when I first played (is it random?) and why the secret item is a useless amulet?
 
Level 2
Joined
Aug 14, 2018
Messages
10
This took me a while uploading.

Hi!

I really like your work! :)

The campaign that you created was very entertaining. It was "TEAM" based.

Sometimes the missions were very difficult like the 1st, 2nd and the 3rd one.

Just a small recommandation to make it better and fluid. :)

1st Mission: Less orc warriors or more ally units
2nd Mission: During the base building at least 3 "Wisps" or one more "Moonwell".
3rd Mission: Was hard but Good! No need to change :)

Thanks for the Great Campaign!

I hope you will create more Campaigns!

:):):):):)
 
Level 4
Joined
Aug 5, 2018
Messages
43
An early review after 4 missions. Note that despite me disliking outland terrain, I rather liked your campaign so far. I'm mostly pointing out things which are wrong to help you fix them.

Obviously, there is no difficulty selection in your campaign. While this is not really an issue for me, some player may like the option to have an easier difficulty for some missions (or if some future missions are easier, an harder one).

Some carefulness is needed as your units as very frail compared to the orcs, but there is no major issue. I also found Timmy the Frog.
This chapter offers interesting balance.Trying to defend your base is frustrating because of the numerous enemy attacks. However, the enemy bases are lightly defended, so it's not hard to overwhelm them. Instead of a passive defensive attitude, being aggressive and striking as soon as possible to destroy the light-grey base does wonders.

I take issue with the base building at the beginning, however. The positions of the initial buildings are simply awful. The life ancient should be more to the left, and the ancient of war should not at all be in the top-right, where it is an hindrance to movement. Sure, you can unroot your buildings and change their positions, but the default one should not be bad.

Generally speaking, there are a lot of issues with units collisions in the narrow outland paths, and it can get really frustrating really fast.
Found the flying sheep ! Now, this mission is quite similar to the previous one : attacking fast to take out the brown base makes your life easier. Once again, collisions when moving get very annoying.

There are others issue. The bridge north of the draenei base is not at the correct height ; if you move units over it you will notice that they suddenly change height. The "Over the Mountain quest" has two errors in its text. One is a small typo, "atleast" instead of "at least". The other is "After finding the Sha'tar for days" instead of "After searching the Sha'tar for days".

The sidequest tells you you need an invulnerability potion, but what you really need is a minor invulnerability potion. This is slightly confusing.
Having changed the orientation of the map messes up with the minimap. Whatever you wanted to achieve with this move is, in my opinion, not worth it compared to the huge annoyance of the direction in the main view and the minimap not matching.

There is another thing which I absolutely hate in any mission - the spectres taking control of your units. The usual solution is to use only your heroes to kill them and to keep your other units in the back. However, this mission suffers heavily from collision hindrance to movement (I'll never repeat this enough, this is one of the most common flaws across the 100+ W3 campaign missions I played) and has spectre appearing in your back, meaning that escaping is extremely hard. Really ?

However, there are two excellent things in this mission, in my opinion. First, the riddles. They were all logical enough, and it was very satisfying getting the right answers (even more to find the "horizon" one before even having the 4 choices).

Then, the cutscene before the inferno monster apparition is absolutely great, with the voice, the camera and the music together. Your camera effects are undoubtedly of a very high quality in this campaign.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
How's progress on 2.0?

Extremely slow.

Hi!

I really like your work! :)

The campaign that you created was very entertaining. It was "TEAM" based.

Sometimes the missions were very difficult like the 1st, 2nd and the 3rd one.

Just a small recommandation to make it better and fluid. :)

1st Mission: Less orc warriors or more ally units
2nd Mission: During the base building at least 3 "Wisps" or one more "Moonwell".
3rd Mission: Was hard but Good! No need to change :)

Thanks for the Great Campaign!

I hope you will create more Campaigns!

:):):):):)

Thank you, I'm glad you enjoyed it so far.

An early review after 4 missions. Note that despite me disliking outland terrain, I rather liked your campaign so far. I'm mostly pointing out things which are wrong to help you fix them.

Obviously, there is no difficulty selection in your campaign. While this is not really an issue for me, some player may like the option to have an easier difficulty for some missions (or if some future missions are easier, an harder one).

Some carefulness is needed as your units as very frail compared to the orcs, but there is no major issue. I also found Timmy the Frog.
This chapter offers interesting balance.Trying to defend your base is frustrating because of the numerous enemy attacks. However, the enemy bases are lightly defended, so it's not hard to overwhelm them. Instead of a passive defensive attitude, being aggressive and striking as soon as possible to destroy the light-grey base does wonders.

I take issue with the base building at the beginning, however. The positions of the initial buildings are simply awful. The life ancient should be more to the left, and the ancient of war should not at all be in the top-right, where it is an hindrance to movement. Sure, you can unroot your buildings and change their positions, but the default one should not be bad.

Generally speaking, there are a lot of issues with units collisions in the narrow outland paths, and it can get really frustrating really fast.
Found the flying sheep ! Now, this mission is quite similar to the previous one : attacking fast to take out the brown base makes your life easier. Once again, collisions when moving get very annoying.

There are others issue. The bridge north of the draenei base is not at the correct height ; if you move units over it you will notice that they suddenly change height. The "Over the Mountain quest" has two errors in its text. One is a small typo, "atleast" instead of "at least". The other is "After finding the Sha'tar for days" instead of "After searching the Sha'tar for days".

The sidequest tells you you need an invulnerability potion, but what you really need is a minor invulnerability potion. This is slightly confusing.
Having changed the orientation of the map messes up with the minimap. Whatever you wanted to achieve with this move is, in my opinion, not worth it compared to the huge annoyance of the direction in the main view and the minimap not matching.

There is another thing which I absolutely hate in any mission - the spectres taking control of your units. The usual solution is to use only your heroes to kill them and to keep your other units in the back. However, this mission suffers heavily from collision hindrance to movement (I'll never repeat this enough, this is one of the most common flaws across the 100+ W3 campaign missions I played) and has spectre appearing in your back, meaning that escaping is extremely hard. Really ?

However, there are two excellent things in this mission, in my opinion. First, the riddles. They were all logical enough, and it was very satisfying getting the right answers (even more to find the "horizon" one before even having the 4 choices).

Then, the cutscene before the inferno monster apparition is absolutely great, with the voice, the camera and the music together. Your camera effects are undoubtedly of a very high quality in this campaign.

Thanks for playing and for the long feedback. Gonna keep those things in mind.
 
Level 4
Joined
Aug 31, 2018
Messages
46
Negative things : AoE Stun from Akamar is too op because it's instant cast as well as maiev's first ability.
Challenge isn't that great because of the stun combo you can do.
It kinda gets borring to play so often against these warlocks with unholy frenzy.
I have enough of that already from the dwarven campaign etc...
The NPCs are kinda stupid:
I can tank with my tree of life alone while I repair it with my wisps.
I don't even need to protect my main base.

Postive things: Great models, terrain looks nice and not borring.
Also the atmosphere and music are great.

I rate it 3/5
 
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Level 2
Joined
Jan 7, 2018
Messages
9
I believe I have struck gold with this gem of a campaigns of yours. Honestly there is little one can say about this masterpiece that has not been said already, just thank you for your hard work, I can only wish you will bring us another campaign someday.
 
Level 3
Joined
Jan 27, 2019
Messages
34
This might be the Night Elf campaign mentioned by Mechanical Man..:confused::confused:
Oh yes new unit thizzzzz is what i want :):):):)..
Will write a review after finishing thizz campaign...
 
Level 1
Joined
Feb 8, 2014
Messages
7
Thank you, I'm pleased that you like the campaign.

Hey, I really loved the campaign so far. I have a few questions though. Is the fountain in the first mission destroyable on purpose?
Also, Could you post or at least send me the list of secret items? Cause I spent a while trying to kill Timmy the Frog and breaking the Fountain to find an item.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
Hey, I really loved the campaign so far. I have a few questions though. Is the fountain in the first mission destroyable on purpose?
Also, Could you post or at least send me the list of secret items? Cause I spent a while trying to kill Timmy the Frog and breaking the Fountain to find an item.

I'll give you all some hints.

Secret Items are:
1. The item from timmy the frog.
2. Ring of Light (Chp 3)
3. Arcane Ring (Chp 4.1)
4. Arcane Shield (Chp 4.2) - this is quite tricky to obtain. hehe
5. Spell Shield (Chp 6)
6. Demon Book (Chap 7)

I think that's all the items as far as I remember. Happy finding them specially the 4th item lol.
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
More tips for the 5th and 4th items ^^? Got rest of these,
GREAT campaign overall well done bro

Thank you.

I have no clue how to get that 4th item. I even used cheat hackmap, destroyed everything but still cant find it... Did someone find it yet?

Well...
Use an item from the shop to 'reveal' it
 
Level 22
Joined
Apr 12, 2014
Messages
1,842
In case of a question I've posted here a while ago WoW plot in the WC3. Suggestion - cover other DLC's plot (i.e. after Wrath of the Lich King). Apparently no one has such plans yet... But in terms of user demand - these are some of the most popular onces.

Well, for one creating such campaign is not easy. If you're looking for the campaign of Tides of War which was built around Mists of Pandaria but the author deleted it, I think.
 
Level 2
Joined
Feb 27, 2020
Messages
4
Well, for one creating such campaign is not easy.
Perhabs someone can help you? May be cooperate with tomoraider But seems to he don't want to produce something new anymore... Also. You can start from one campaign, i.e. cover 1 more DLC and see how it goes.
If you're looking for the campaign of Tides of War which was built around Mists of Pandaria but the author deleted it, I think.
I don't know the name of it... So. Some info I've found about one that you have mentioned:

1. Tides of War 2.0. Still available for download. It's based on the book? I.e. not DLC plot?
(?). 2. There also was a sequel that was never finished, I suppose. Topic here: [Campaign] - Shadows of the Horde

Desription from another site:
Dark and terrible news arrives in Jaina's favorite city, Theramore. The artifact of one of the most powerful strong dragons in the world was stolen. The name of this artifact is the Focusing Iris. To solve the mysterious disappearance of the element, Jaina works with a former patron of the Dragons. Now two brilliant heroes will have to find an artifact and punish thieves!

3. That guy DarkRanger2 planned something about Legion DLC. But idea was never finished in the end product as I can see.
4. Battle for Azeroth plot campaign (?) from same guy here: [Campaign] - Even Death may die.

Don't know much details. So if someone can confirm that facts - I can add that links to the main list here WoW plot in the WC3 then.
 
Last edited:
Level 22
Joined
Apr 12, 2014
Messages
1,842
Perhabs someone can help you? May be cooperate with tomoraider But seems to he don't want to produce something new anymore... Also. You can start from one campaign, i.e. cover 1 more DLC and see how it goes.

Well, I for one have no plans to make another campaign of any kind at the moment.

1. Tides of War 2.0. Still available for download. It's based on the book? I.e. not DLC plot?
(?). 2. There also was a sequel that was never finished, I suppose. Topic here: [Campaign] - Shadows of the Horde

That's the one. Based on the book, yes.
 
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