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Shadows of Hatred v2.3.0 (Patch 1.30)

This bundle is marked as high quality. It exceeds standards and is highly desirable.

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

Sinister X
Ujimasa Hojo
General Frank
Hawkwing
levingeorge1617
Sellenisko
Edge45
AndrewOverload519
AnemicRoyalty
varsaigen
PROXY
JesusHipster
Mecheon
Red XIII
Tarrasque
sPy
Weep
Infrisios
WILL THE ALMIGHTY
Champara Bros
gookywooky
PeeKay
Daelin
NightSkyAurora
assasin_lord
Epimetheus
Revilo
13lack Death
Blood Raven
UgoUgo
Misha
SuperJakiro
Reflex
GhostThruster
dickxunder
Sin'dorei300
Tenebis
Mc !
izaiphovias
Cavman
INF3RNO
Retera
Mister_Haudrauf
Kam
Tranquil
Direfury
azruk
Himperion
Wraithling
Explobomb
FerSZ
alfredx_sotn
Amigurumi
Power
Hyunrai
RavenBlackbird
Mythic
JetFangInferno
MN Lahmar
The_Spellweaver
Marcelo Hossomi
Lichkings slave
Klayton
Rubellu Sidus
Kuhneghetz
Necrokenis
Thrikodius
Argus
Amigurumi
Novart
epsilon
Red
RightField
Michael Peppers
frostwhisper
Blizzard Entertainment


Ujimasa Hojo
Sinister X
Merry
JediJoe84
67chrome
~Nightmare
Edge45
AndrewOverload519
Marshmalo
General Frank
Blaze Kraze
Heinvers
Dreadwing
Ardenian
Tarrasque
PeeKay
BlackDoom
Static
D.ee
Darkfang
Redeemer59
CreatorD3292
CRAZYRUSSIAN
Hellx-Magnus
b17rider
Palaslayer
morbent
4eNightmare
Apheraz Lucent
lelyahra
Lelling
Anachron
Sin'dorei300
Marcos DAB
Tiodor
GhostThruster
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nightelfbuilder
Novart
MadMax
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BETABABY
The Panda
OgeRfaCes
-Berz-
Mr.Goblin
Zephyrius2412
Blizzard Entertainment


67chrome
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.

- Fixed the Magtheridon bug in Chapter 3.
- Minor model changes.

- Chapter 6 and Chapter 8 map mechanics concerning boss battles, now shares the same with Chapter 3: Magtheridon's Lair. Includes respawnable battle units and limited revivals for heroes.
- The number of revivals vary with difficulty, Easy with 5 revivals, Normal with 4 revivals and Hard with 3 revivals.
- Changes made to Lady Vashj, Kael, Mother Shahrahz and other bosses battle.
- Minor changes and additions all throughout the campaign.




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

Shadows of Hatred v1.4 (Campaign)

Shadows of Hatred v2.3.0 (Campaign)

Level 28
Joined
May 14, 2021
Messages
1,095
I'd love to play this campaign on 1.30 but I already have a version with 1.29 and 1.31 can I have a version with 1.30 as well? And if so could someone link me on how to do so as when made the two other versions it was a while ago and that knowledge has left me
Patch 1.30.4 Backup Game Files
The author had already updated the download link days ago. You should use the "Alternate Download Link".
 
Level 3
Joined
Jul 1, 2018
Messages
33
Thank you for the link but I can't remember how to have multiple versions installed without messing everything up I think in the past I patched the OG install and just created a shortcut to desktop when it got patched I mainly play 1.31 and most custom campaigns work fine
 
Level 28
Joined
May 14, 2021
Messages
1,095
Thank you for the link but I can't remember how to have multiple versions installed without messing everything up I think in the past I patched the OG install and just created a shortcut to desktop when it got patched I mainly play 1.31 and most custom campaigns work fine
It is possible to create a multiple installations of WC3, but there is a small downfall. The registry itself for the older version will cause a problem on 1.26 and 1.28 if you have recent version of WC3. According to the author's notices:
You can have multiple installs. Playing with the registry is the key so you can make a new install each time.
That registry setup will not work with 1.28 due to the save games folder not matching in format (proper slashes instead of backslashes).

I have 6-10 Warcraft 3 versions and, other than 1.26 in fullscreen mode, they all work
1.26 doesn't work only due to "video" settings registry keys, but I do not recommend even using it :p
 
Level 3
Joined
Jul 1, 2018
Messages
33
It is possible to create a multiple installations of WC3, but there is a small downfall. The registry itself for the older version will cause a problem on 1.26 and 1.28 if you have recent version of WC3. According to the author's notices:
Alright thanks I have the original CD version so I'll just patch it to 1.30 from there then fiddle with it
 
Level 28
Joined
May 14, 2021
Messages
1,095
Alright thanks I have the original CD version so I'll just patch it to 1.30 from there then fiddle with it
No, you don't need an original CD to play. The download from this link (1.30/1.31) is a pre-installed game version. After extracting, you just need to play the game without installation. If you are going to use original CD, then you can only patch your way to 1.27b, which is the last WC3 version before Blizzard turned it to Game Launcher (which automatically updates your client to 1.32 instead).
So in summation, if you are going to play WC3 1.30/1.31, just download the archive, then extract to anywhere else. Do not click on "Battle.net" or use the Launcher if you want to play the game.
 
Level 3
Joined
Jul 1, 2018
Messages
33
No, you don't need an original CD to play. The download from this link (1.30/1.31) is a pre-installed game version. After extracting, you just need to play the game without installation. If you are going to use original CD, then you can only patch your way to 1.27b, which is the last WC3 version before Blizzard turned it to Game Launcher (which automatically updates your client to 1.32 instead).
So in summation, if you are going to play WC3 1.30/1.31, just download the archive, then extract to anywhere else. Do not click on "Battle.net" or use the Launcher if you want to play the game.
Forgot to say thanks for the link and advice in getting 1.30 version all I had to do was download unzip and play didn't expect it to be that simple
 
Level 23
Joined
Jul 26, 2008
Messages
1,305
Had a ton of fun playing through the new version of the campaign since the last big change. Great job.

I think the Magtheridon mission is the probably the best way a non-RTS type "storming the enemy base" kind of mission could have been done. One of my biggest issues with lots of those types of missions (think of many of the final type missions in campaigns where its non-rts and you have heroes + starting units fighting through enemy bosses to kill the final boss) is that units die to aoe damage/spells, and it basically becomes your heroes vs everything, i.e units are really useless.
The Magtheridon mission dealt with this perfectly, with heroes being given lives, and units respawning for free at the start. So it was still challenging because heroes could easily die, but the normal units would respawn. This type of mission design is really a great way for these missions to be made in. Thanks for showing us this type of prototype mission design Sclammerz.
 
Level 5
Joined
Sep 6, 2019
Messages
114
Thanks god finaly i finish your campaing after alot bug in other versions i played it on 1.30.4 version 😀and it was realy good special last mission i realy miss wow custom campaings becuse i realy enjoy playing warcraft in strategic mode ‼️😍😂 the bosses work was amazing its was exactly like tbc world warcraft but you Know now what we realy need what happen after Illidan be free the continue story of this campaing are in legion wow so
Ihope you making number 2 of this campaing and show us after Illidan be free and gul'dan back if you do this its be realy amazing campaing becuse we not have any warcraft Custom campaing about legion wow expention you be firt guy ❤️
 
Level 8
Joined
Oct 24, 2018
Messages
78
Started doing a Walkthrough of this Campaign using the Quenching Mod

Only did the first chapter and gotta say It looks really promising!

Mission 2 seems impossible on hard, tried different aproaches but the constant attacks every 1-2minutes doesn´t let the player progress during the building a base phase, any strategies? That Vagath Infernal and constant warlock ressuction and skeletons summs just to op
 
Last edited:
Level 5
Joined
Dec 17, 2014
Messages
42
Hi there,

Intresting bug... or maybe feature? :D I'm playing it all on hard. and it's fun, demanding and difficult. I like that you need to think about startegy and that not everoyne should be able to finish on hard. That's the point. I had to restart many times but I'm getting through :D
The bug/feature. So in mission 5 and 6, when you're fighting nagas as Akama and then with Draenei in non-build mission, you encounter enemy called Markura Deepseer. And in normal game they have summon 2 Markura Pawns. In this game they have "summon 2 Markura Deepseer" which later summons another 2, and another. And another xD. And you start fighting one and suddenly there is whole map of them :D.
1655155045267.png


That's their statblock in pedia.
1655155067959.png


And that is my fight right now :D. Only way to deal is to finish the first one and wait out the other ones since they are summoned. Intresting ngl :p

Still 5/5 campaign. Love it!
 
Level 5
Joined
Dec 17, 2014
Messages
42
Started doing a Walkthrough of this Campaign using the Quenching Mod

Only did the first chapter and gotta say It looks really promising!

Mission 2 seems impossible on hard, tried different aproaches but the constant attacks every 1-2minutes doesn´t let the player progress during the building a base phase, any strategies? That Vagath Infernal and constant warlock ressuction and skeletons summs just to op
Hi! yeah i had same problem as you do. What I did was to make sure i save as many units I can after you reach the town. Then I took 2 draenei units that are very close to town, which also provides bonus exp. Then comes blood elf attack from left, take it down, and prepare for top attack.
after that I had akama at 4, I had 2 lvls in wolves and 2 in his self-heal. with this and 1-2 archers he was able to self-defend top side, while I could focus on the left.
I maxed Maiev W first since it was 1s cd and 10 mana at lvl 3 i just spammed it along with her trap, always prioritizing casters,
After I was able to stabilize it more or less, I quickly researched Nature's blessing and used Ancients or War as front-line, outside of my camp to protect entrance to exapnsion at the same time. When you get 2/2 and multishot on archers it's much easier. Get as much mana-regen items on Maiev (the weird eye that protects expansion has Sobi Mask. It was great. Plus get a shop to buy clarity potions between fights. I think that's as much guide as I can provide. It's diffucult campaign and that's cool :D.
 

nv4

nv4

Level 8
Joined
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Messages
47
Well, that's one of the best campaigns out there, and one of my favourite ones. Custom music is a nice touch. Custom loading screens with detailed maps are also very nice. Terrain is pleasant to look at and play on. Night Elves' tech tree is superb, every unit is usable and makes the gameplay entertaining. RPG maps are nicely done, but RTS maps are the true pearl of this campaign, they offer enjoyable challenge, various viable strategies, high replayability, and each has its own tricks to easily (well, relatively) overcome the challenge so it's never impossibly hard. Had a lot of fun replaying them and trying all the things.

However, nothing is perfect, so here's a list of some of my thoughts and things that IMO could be improved. Played on hard difficulty, in 1.31.1
1) IMO Blink Strike should be 50/30/10 mana, 30/45/60 damage, 8/5/2 cooldown.
2) Chapter 1 - there is no way to see the Ankh, so it's either use cheat, or just blindly blink in every suspicious spot. In general, checking every spot isn't a bad way to implement secrets, but I don't think it should be this way in this mission, Maiev simply doesn't have that much mana yet and blink's cooldown is long. Would be better if it was possible to see ankh, but only from some specific spot, which is likely to be stepped on, but briefly, so it's like a little perception check with neat reward.
3) Killed Timmy with bloodfiend's cleave and there's no reward. Guess I've been had. Would be nice to have a tome of knowledge for that effort. Or is there actually a reward and I simply did something wrong?
4) Fel Stalker has only 20% drop change for +2 tome of agility? Okay, I can understand such randomised drops in some RPG standalone maps that aim at high replayability. But in campaign? Hell no. That's just bad design IMO. Besides, ring of protection is borderline useless; circlet of nobility is good, but in the next mission there's a goblin shop with unlimited circlets anyway. Personally, I'd prefer it to be just 100% for +2 tome.
5) Imprisoned draenei should have full upgrades (and I mean both 3/3 and master training for casters), otherwise it's just counterproductive to free them. Like, food limit is still there, so why would I want a bunch of underperforming units when I can have actually good ones? And I could see them being early game fodder, but that's also not the case - they're too far away from the base and their guards are actually strong for early game, so freeing draenei would take as much (if not more) resources as it would take defending without them. They're simply not worth it.
6) No moon glaive for Huntress here? She's not really usefull here outside of placing owls, moon glaive might add some versatility.
7) It's also a bad position for that tome and slippers, there is absolutely 0 reason to place owl near that spot. That cliff doesn't even look like there's something hidden. So once again player is more likely to find it using cheat or simply miss it.
8) This moonwell is badly placed, should be somewhere else, preferably next to any of the other 2 moonwells.
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9) Chapter 3 - Anyndra can't use shadowmeld before reaching Maiev's base.
10) After reaching Maiev's base Anyndra's hotkey remains F1, which is inconvenient - should be F2. Besides, it becomes that way after entering Hellfire Citadel anyway, so why not make it properly before that?
11) Would be nice if Anyndra's shadow volley description mentioned that it can hit flying units, mechanicals and buildings.
12) Overlord at the gold mine above Akama's base drops either tome of strength +2, or gauntlets of strength +3. Should be just tome - 0 reasons to have gauntlets when there is a goblin shop selling circlet of nobility. And even if circlet was unavailable here, tome is still WAY better than gauntlet - there's an abundance of good items and gauntlet becomes obsolete very quickly.
13) Perhaps there could be some hint to do Hellfire Citadel as early as possible, since artefacts from there are a huge game changer.
14) Endless resurrections for units make it too easy. What do I care about limited hero resurrections, if units can tank all the damage and even clear majority of the map by themselves? Some unit got cripple? Takes less time to kill it and have it run back than waiting for cripple to end naturally. Also, resurrected priestess has 150 mana, and lunar shield costs 125 and even replenishes mana. So "lunar shield -> die -> resurrect -> repeat" allows to replenish mana & health even faster than fountains do.
Now, I could just accept a "don't like it - don't use it", no one forces me to abuse such mechanics, so no problem. Or is there? Well, it becomes a problem when difficulty is pivoted around endless resurrections. For example, Keli'dan - there is no way to beat him without resurrections in a fair fight. Only way to make it deathless is to cheese it - blocking units with spirits of vengeance or shadowmeld, destroying shrine with spirits + arrow volley, and then having a "fair" fight. Doesn't mean that "non-deathless = pivoted around endless resurrections", a few deaths are acceptable, but Keli'dan is not the case for "a few deaths".
I think the better approach would be to keep the resurrections for units, but it make a total amount for ALL units. So whenever any unit dies it decreases the unit resurrection counter and once it hits 0 units won't resurrect anymore. Also, 3 resurrections for heroes feels excessive for hard difficulty.
15) As for Keli'dan, fight with him is the worst moment of the whole campaign. It feels poorly designed and inconsistent in terms of difficulty - he's harder than Magtheridon, who's supposed to be the strongest boss here. Keli'dan is invulnerable and deals high AOE and single target damage - absolutely unfair to make him so dangerous with no way to counter it. Lava spawns have high DPS on their own and it's even further boosted by unholy frenzy - okay, so the high priority targets that a player is supposed to focus first, right? Too bad, they're also quite tanky and have relatively short spawn time. So what is the general idea about the flow of this fight?
Well, you want to kill Keli'dan ASAP since he deals the most damage here, but shrine provides invulnerability. So you want to destroy shrine, but it's very tanky, so it takes some time to deal enough damage. But you can't just stand there and attack shrine because there's Keli'dan demolishing you, a bunch of casters and lava spawns. Especially lava spawns with their high DPS. Now, enemies can kill your units faster than you destroy shrine, so the obvious solution is to kill at least some enemies first. So you aim at lava spawns first as the most dangerous enemies here. But it's a vain effort due to their large health pool and short spawn time, even if you manage to chew through them, there's still Keli'dan and his casters stomping on you. Casters even have stuns, potentially preventing units from moving out of flame strike. And so you're forced to cheesing or abusing resurrections. So the whole fight feels like there was an idea for each aspect but no consideration about how well they would work together.
So, how I see it being better. First, Keli'dan could have 100% damage resistance, but still be vulnerable to status effects. That disallows to kill him too early, keeping the concept that shrine should be destroyed first, he still remains dangerous, but now there's a way to prevent him from annihilating whole squad right away. Might also disallow him to use skull volley before shrine is destroyed. Or even make it a delayed cast like flame strike, but with lower damage and AOE stun. Lava spawns should retain their high DPS but have low health - a glass cannon, basically. Might also give them some spell damage reduction (like Elune's Grace), so they don't simply die to AOE spells and killing them ASAP quickly requires focusing them with all units. Shrine is too tough, it should have heavy armor or less health.
16) Grand Warlock Nethekurse drops mantle of intelligence, same problem as 12).
17) Fight with Magtheridon was cool, music really sets the atmosphere, but he could be stronger. Like, using doom on squishy units like mystic or priestess instead of battle maiden and huntress; war stomp would perfectly fit his ability kit; could also summon a few fel beasts. Also, flame strikes could be more damaging, even without proper micro it's possible to dodge most of them and take very little damage. Flame strikes should be really punishing. And the gate only closes when he starts doing flame strikes, so it's possible to move units out before he does it and move them back in when he finishes. Gate should be closed throughout the whole fight. Also, he has hero type attack and less damage than Keli'dan. Magtheridon's and Keli'dan attack damage values should be swaped and Magtheridon should have chaos attack type.
18) Chapter 4 - sorceress drops maul of strength, golem drops lion's ring, both are as good as nothing. What's even the point of them droping something if it's utterly useless? Could at least drop lesser clarity potion if it's important for them to drop at least something.
19) It's quite irritating to have items without exact numbers mentiond in description, especially the ones providing the same type of bonus, so determining which is better requires manual testing. Like, both sobi mask and arcane ring give mana regen, but which is better? Testing it is just boring extra work for no reason. So, Arcane Ring and Dragonstone could use a few numbers in their descriptions.
20) Vindicator's Seal of Valor requires to pick a target but can only be used on herself.
21) After pre-fight cutscene with Vorpil, camera takes a couple seconds to roll in place and is centered above Vorpil, instead of entrance gate where my army stands. That's rather inconvenient.
22) Does Kar even cast Volcano? I thought I saw him cast it 1 time, but replaying the fight multiple times he only summons 4 more lava spawns when he's "done playing". Anyway, with such epic music I expected the fight to be harder, Kar could definitely use some buffs.
23) Chapter 6 - ah yes, Vashj. Or should I call her Keli'dan 2.0? Once again it feels like there was an idea for each aspect but no consideration about how well they would work together. Okay, I can understand endlessly spawning enemies, makes the fight harder and she's the matron here, so it makes sense that she has endless lackeys. Except she doesn't summon any nagas or at least murlocs. Like, why sporebats and not even couatls? And then marsh walkers and 2 types of water elementals. Right, because that's the army befitting a naga matron - water elementals and dumb animals.
But that's just logical-aesthetic preference, let's talk about gameplay impact. It's terrible, feels like squad composition wasn't considered at all. There are 4 casters, 4 melee (not including furbolg since it's a side quest reward), 2 ranged (okay, 3 if you consider a summon). So 4 out of 10 units can't attack enraged elementals and have rather low DPS against everyone else. 4 melee units can't attack sporebats without ensnare, and there's only 1 battlelord against at best 2 sporebats at the time, and potentially even more spawning faster than they can be killed. And to make it worse, they all have piercing damage, so casters die like flies. And the room is too small for such amount of units, it becomes too cramped too quickly and melee units get bodyblocked to death. Oh, and again fortified armor for generator. Against units that do a fuck all against fortified armor. In the phase where you have to rush generators or get overwhelmed by endlessly spawning units. And there's also slow poison from sporebats and cripple from marsh walkers. You know, because it's just not annoyingly tedious enough yet.
So at best, after destroying generators ASAP there's at least 2 batches of spawned units and no time to kill them before the next phase starts. With magic-immune elementals and more sporebats, which keep spawning until Vashj is damaged enough for the next phase to start. So once again you're basically forced to rush something or get overwhelmed by endlessly spawning units. And don't forget slow poison.
And now the worst phase - tornado. It deals high AOE damage, and you're supposed to hold like a minute running away from it, kind of like it was with Magtheridon's flame strikes. Except now you have a crowd of enemies left from previous phases. They bodyblock you, and of course there's still slow poison, shadow strike and cripple. So you're supposed to kill that huge crowd while getting afflicted by a million slows, lots of damage from tornado and enemies, and don't forget enraged elementals are immune to magic so you have to use only basic attacks against them. While tornado also lifts some units, so you have even less total DPS.
And there's also an invisible barrier preventing resurrected units from re-entering the fight, so if everyone dies on the first try there is no way to even finish this level.
You know what, I said that fight with Keli'dan is the worst moment of campaign, but I really have a hard time deciding whether fight with Vashj is not worse. Such cool and important character gets such poorly designed bossfight, what a shame.
24) Chapter 7 - it's relatively easy to destroy enemy bases and there's also no reward for doing so. There could definitely be more enemies to defend their bases. And perhaps attack waves spawning not entirely right before the attack, but periodically one unit by one. And to clarify what I mean: for example, 12 units spawn every 2 minutes - for 119 seconds there is no one, and at 120th second suddenly 12 units spawn - that's basically how it's right now. Instead it could be 1 unit spawning every 10 seconds, which nets the same 12 units every 2 minutes, and doesn't leave the opening when enemy bases are virtually undefended. Also, idealy, instead of spawning out of thin air, they could spawn at the map borders and run a bit further to rally point (like centaurs in ch2 orc campaign in RoC) - that would look like there's an actual army behind the map borders, and the 3 bases are just vanguard fortifications. You know, to make it feel more like a real siege. And finally, each enemy town hall could drop a +2 tome or tome of knowledge, so the extra effort put into destroying the bases would feel rewarding.
Here's a little clarification about spawning.
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25) I like the music, ambient feels appropriate for the terrain (both Shattrath City and forest around it give that relaxating vibe), but I don't think it corresponds to the level of action this chapter provides.
26) Chapter 8 - blood elven upgrades at the forge have wrong descriptions.
27) Blood Knight doesn't cost lumber. Weird choice if that's intended, she should cost like 40 lumber.
28) Archer, blood knight, watcher, battle maiden should benefit from backpack upgrade.
29) During RPG section (in Tempest Keep) AI-controlled faction should have 3\3 upgrades (or the same level as player-controleld faction) instead of 1\1.
30) Dragonstone shouldn't be able to target magic immune units since it doesn't deal damage to them anyway.
31) Chapter 8's difficulty is heavely unbalanced comparing playing as draenei to playing as elves. Enemies here have LOTS of casters, fighting them without dispels or damaging spells (to mitigate their high armor) is a lost cause. And there's also starfall. And guess what? Elves have it all: priest has AOE dispel at T2, arcane guardian has AOE damage with stun at T2, sorceress has AOE damage at T2, Voren'thal has stun and very strong AOE damage. And what do draenei have? Dispel at T3, Ishanah has 200 AOE damage which is not enough to deal with backliners on its own, and that's it. It's just way easier to play elves. Pathaleon's and void walker's drops should be swaped, draenei could really use staff of silence in early game.
32) Ata'mal Cannon - what's the point of it? It's worse than every other race's dedicated siege unit stats-wise (resources and food cost accounted for), doesn't have any abilities to compensate for weak stats (and I mean abilities like mortar team's Fragmentation Shards), and even requires extra upgrade to have 1150 range. It's a worst draenei unit.
33) Chapter 9 - Once again, Maiev's hotkey should be F1 and Anyndra F2.
34) Watcher's berserk ability should specify how long it works.
35) Now, I played this chapter several times, and almost always fights occur on the left road (the one leading to Sereia's base), with all 3 enemy armies going there. Makes for some cool big battles, but the right side of the map feels unused. Perhaps purple base could launch some attacks too, coming from one-way portal. And maybe tune up the difficulty a bit, it doesn't feel right that 2 AIs+Maiev alone can relatively quickly overpower 3 AIs.
36) Chapter 10 - music overlaps with post-fight dialogue, drowning it out.
37) There should Training Grounds (Broken Draenei) and Crystalline Spire (Aldor), with air units removed. I see no reason to not add whole buildings just because air units are normally hired there.
38) There are more units than food limit and I ended up not spending a single coin. There should be Aldor's and Blood Elves' shops and units should have backpack upgraded.
39) Arcane Scroll (Blood Elves' shop) should cost 500, and Scroll of Resurrection (Aldor's shop) should cost 1000. And I mean throughout the whole campaign, not just in Chapter 10.
40) And again proper order of hero hotkeys for newly added heroes.

There are also a few bugs, some of them allow to basically break the level.
1) Description says Blink Strike is supposed to have 10\7\4 cooldown. I played on 1.31.1 and it's 10\10\1 here. Then I've tried playing on 1.30.4, but it was still 10\10\1. Maybe it's because I initially completed the whole campaign on 1.31.1
2) Chapter 2 - it's possible to summon wolves behind the trees. Naturally, Maiev can blink there. Before completing first main quest, all 3 enemy AIs don't hire any units and don't repair buildings, so Maiev with 2 wolves can destroy succubi's base. And after she can clear blood elves' base. Also, entering night elves' base from eastern entrance doesn't trigger anything, so Maiev can even heal from moonwells. And finally, destroying Vagath's base allows to finish the mission without even completing first quest.
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3) Chapter 3 - it's possible to run past Maiev without completing the first main quest - need to run above her, close to Hunter's Hall. And once again, all enemy AIs don't hire units or repair buildings. And since zeppelin is also available, it's possible to clear the whole map.
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Also, attacking from behind this barrier allows to destroy some buildings and kill some units.
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Casters even try to run across the whole map, getting killed by night elves in the process.
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4) Hellfire Citadel - there's no way to access 3 tomes at the waterfall, because there's no way to get vision on that cliff nearby.
5) I assume that circle of power is here for a reason, but it doesn't do anything on 1.31.1 nor on 1.30.4
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6) Maybe intended, but killing flying sheep without left-clicking it results in being unable to get the ring.
7) Ring of Light - descrption says "Left-click to use" but it does nothing.
8) Anyndra's Shadow Volley has a cast time of 1 second and description says "up to 180 damage" implying it might deal less if interupted before fully casted. But in case it actually gets interupted, either by enemies or by player, it deals no damage and no stun. Basically, full damage and stun are aplied in one instance when casting is finished, so mechanicaly it's more like Blood Mage's flame strike. Maybe it's intended to be that way, but in this case description is misleading.
9) I don't know if it's just another poorly designed aspect, or actual bug, but Keli'dan's invulnerability expires after some time, even without destroying shrine.
10) Chapter 4 - invulnerable cabal ritualists (the ones summoning Kar) participate in the fight instead of just standing in their places and actually doing their summoning job.
11) Casting animate dead (from Death Revenant or Staff of Reanimation) on any unit of Blackheart the Inciter's group results in cutscene being delayed until animated units expire. And since the area behind the gate is visible it allows to easily cheese the fight. Although killing Vorpil too early that way bugs the fight and Kar never gets summoned.
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12) Maiev can blink behind gates and these units don't react to being attacked until respective gates are opened. Blackheart even speaks his phrases but still doesn't react.
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13) Chapter 5 and Chapter 6 - well, Makrura Deepseer and Bogstrok Crusher summon multiplication has already bean reported.
14) In chapter 7 I gave Voren'thal a few items and in chapter 8 played as draenei. AI-controled Voren'thal sold Dragonstone to buy scroll of town portal. And he didn't even do it to free inventory slot - he had 1 empty anyway. And then he sold staff of reanimation for healing potion. Didn't try giving any items to Ishanah, but probably has the same issue.
15) Maybe intended to be that way, but Arcane Guardian, even though can be affected by magic, can't be effected by Voren'thal's pyroblast and Akama's chain lightning because "Must target organic units".
16) Arcane Guardian's arcane barrage casting time is longer than the time when projectiles actually fly off. So it looks like Guardian has already casted barrage and just stands still, doing nothing, but the arcane barrage's icon is highlighted like it's not finished casting yet.
17) Chapter 8 - when playing as elves, ballista has 89-103 damage with no upgrade (90-118 with T1), but when AI-controlled (throughout the whole campaign, both for allies and enemies) it has 40-62 damage with T1 upgrade.
18) In Chapter 8 AI doesn't upgrade Ishanah's and Voren'thal's skills when they gain levels. Same thing with Akama and Sereia in Chapter 9.
19) Nether Ray has mana but no spells to use it.
20) Berserk upgrade doesn't increase Watcher's health.
21) Teron Gorefiend uses only 2 skeleton pits. I assume he's supposed to use all 4 of them, otherwise what's the point of other 2?
22) Sereia's divine storm description in lvl up menu says it heals her for 5% max health.

And lastly, a few advices for people struggling with Chapter 2, although these advices apply to other chapters too.
A lot of people seem to not know that units can't walk through elves in shadowmeld and spirit wolves. And since there are quite a few narrow pathes it's possible to effectively block enemies, either completely, or partialy to allow only smaller units to pass so it's easier to kill huge groups of enemies by dividing them. So ultimately it allows to block 2 AIs to have enough time to destroy the 3rd one, with moonstone providing extra time. And don't forget that wolves are always invisible, so they can block enemies even during day and they're wide enough to completely block bridges. In fact, blocking with wolves can be virtually infinite since Maiev's stun gives enough time to resummon wolves and put them at the same position. Properly executed, it allows to completely cease offense from Vagath and blood elves, making it 1v1 with succubi.
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Another trick is to make AI go back before reaching your base. You can build some building somewhere on their path, so they would destroy only that and then go back, or even let a single archer die for that. Though it doesn't work consecutively and you'll have to kill enemy waves eventualy.
Vagath is trigger-happy to use Infernal on your heroes, so bait it and bodyblock it from attacking your backline.
Mystic has AOE silence, and half of enemies are casters, so potentially she can make this mission way easier, especially if you block enemies making them stand close to each other, so a single cast covers the entire army with silence.
 
Level 23
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Messages
1,846
Well, that's one of the best campaigns out there, and one of my favourite ones. Custom music is a nice touch. Custom loading screens with detailed maps are also very nice. Terrain is pleasant to look at and play on. Night Elves' tech tree is superb, every unit is usable and makes the gameplay entertaining. RPG maps are nicely done, but RTS maps are the true pearl of this campaign, they offer enjoyable challenge, various viable strategies, high replayability, and each has its own tricks to easily (well, relatively) overcome the challenge so it's never impossibly hard. Had a lot of fun replaying them and trying all the things.

However, nothing is perfect, so here's a list of some of my thoughts and things that IMO could be improved. Played on hard difficulty, in 1.31.1
1) IMO Blink Strike should be 50/30/10 mana, 30/45/60 damage, 8/5/2 cooldown.
2) Chapter 1 - there is no way to see the Ankh, so it's either use cheat, or just blindly blink in every suspicious spot. In general, checking every spot isn't a bad way to implement secrets, but I don't think it should be this way in this mission, Maiev simply doesn't have that much mana yet and blink's cooldown is long. Would be better if it was possible to see ankh, but only from some specific spot, which is likely to be stepped on, but briefly, so it's like a little perception check with neat reward.
3) Killed Timmy with bloodfiend's cleave and there's no reward. Guess I've been had. Would be nice to have a tome of knowledge for that effort. Or is there actually a reward and I simply did something wrong?
4) Fel Stalker has only 20% drop change for +2 tome of agility? Okay, I can understand such randomised drops in some RPG standalone maps that aim at high replayability. But in campaign? Hell no. That's just bad design IMO. Besides, ring of protection is borderline useless; circlet of nobility is good, but in the next mission there's a goblin shop with unlimited circlets anyway. Personally, I'd prefer it to be just 100% for +2 tome.
5) Imprisoned draenei should have full upgrades (and I mean both 3/3 and master training for casters), otherwise it's just counterproductive to free them. Like, food limit is still there, so why would I want a bunch of underperforming units when I can have actually good ones? And I could see them being early game fodder, but that's also not the case - they're too far away from the base and their guards are actually strong for early game, so freeing draenei would take as much (if not more) resources as it would take defending without them. They're simply not worth it.
6) No moon glaive for Huntress here? She's not really usefull here outside of placing owls, moon glaive might add some versatility.
7) It's also a bad position for that tome and slippers, there is absolutely 0 reason to place owl near that spot. That cliff doesn't even look like there's something hidden. So once again player is more likely to find it using cheat or simply miss it.
8) This moonwell is badly placed, should be somewhere else, preferably next to any of the other 2 moonwells.
9) Chapter 3 - Anyndra can't use shadowmeld before reaching Maiev's base.
10) After reaching Maiev's base Anyndra's hotkey remains F1, which is inconvenient - should be F2. Besides, it becomes that way after entering Hellfire Citadel anyway, so why not make it properly before that?
11) Would be nice if Anyndra's shadow volley description mentioned that it can hit flying units, mechanicals and buildings.
12) Overlord at the gold mine above Akama's base drops either tome of strength +2, or gauntlets of strength +3. Should be just tome - 0 reasons to have gauntlets when there is a goblin shop selling circlet of nobility. And even if circlet was unavailable here, tome is still WAY better than gauntlet - there's an abundance of good items and gauntlet becomes obsolete very quickly.
13) Perhaps there could be some hint to do Hellfire Citadel as early as possible, since artefacts from there are a huge game changer.
14) Endless resurrections for units make it too easy. What do I care about limited hero resurrections, if units can tank all the damage and even clear majority of the map by themselves? Some unit got cripple? Takes less time to kill it and have it run back than waiting for cripple to end naturally. Also, resurrected priestess has 150 mana, and lunar shield costs 125 and even replenishes mana. So "lunar shield -> die -> resurrect -> repeat" allows to replenish mana & health even faster than fountains do.
Now, I could just accept a "don't like it - don't use it", no one forces me to abuse such mechanics, so no problem. Or is there? Well, it becomes a problem when difficulty is pivoted around endless resurrections. For example, Keli'dan - there is no way to beat him without resurrections in a fair fight. Only way to make it deathless is to cheese it - blocking units with spirits of vengeance or shadowmeld, destroying shrine with spirits + arrow volley, and then having a "fair" fight. Doesn't mean that "non-deathless = pivoted around endless resurrections", a few deaths are acceptable, but Keli'dan is not the case for "a few deaths".
I think the better approach would be to keep the resurrections for units, but it make a total amount for ALL units. So whenever any unit dies it decreases the unit resurrection counter and once it hits 0 units won't resurrect anymore. Also, 3 resurrections for heroes feels excessive for hard difficulty.
15) As for Keli'dan, fight with him is the worst moment of the whole campaign. It feels poorly designed and inconsistent in terms of difficulty - he's harder than Magtheridon, who's supposed to be the strongest boss here. Keli'dan is invulnerable and deals high AOE and single target damage - absolutely unfair to make him so dangerous with no way to counter it. Lava spawns have high DPS on their own and it's even further boosted by unholy frenzy - okay, so the high priority targets that a player is supposed to focus first, right? Too bad, they're also quite tanky and have relatively short spawn time. So what is the general idea about the flow of this fight?
Well, you want to kill Keli'dan ASAP since he deals the most damage here, but shrine provides invulnerability. So you want to destroy shrine, but it's very tanky, so it takes some time to deal enough damage. But you can't just stand there and attack shrine because there's Keli'dan demolishing you, a bunch of casters and lava spawns. Especially lava spawns with their high DPS. Now, enemies can kill your units faster than you destroy shrine, so the obvious solution is to kill at least some enemies first. So you aim at lava spawns first as the most dangerous enemies here. But it's a vain effort due to their large health pool and short spawn time, even if you manage to chew through them, there's still Keli'dan and his casters stomping on you. Casters even have stuns, potentially preventing units from moving out of flame strike. And so you're forced to cheesing or abusing resurrections. So the whole fight feels like there was an idea for each aspect but no consideration about how well they would work together.
So, how I see it being better. First, Keli'dan could have 100% damage resistance, but still be vulnerable to status effects. That disallows to kill him too early, keeping the concept that shrine should be destroyed first, he still remains dangerous, but now there's a way to prevent him from annihilating whole squad right away. Might also disallow him to use skull volley before shrine is destroyed. Or even make it a delayed cast like flame strike, but with lower damage and AOE stun. Lava spawns should retain their high DPS but have low health - a glass cannon, basically. Might also give them some spell damage reduction (like Elune's Grace), so they don't simply die to AOE spells and killing them ASAP quickly requires focusing them with all units. Shrine is too tough, it should have heavy armor or less health.
16) Grand Warlock Nethekurse drops mantle of intelligence, same problem as 12).
17) Fight with Magtheridon was cool, music really sets the atmosphere, but he could be stronger. Like, using doom on squishy units like mystic or priestess instead of battle maiden and huntress; war stomp would perfectly fit his ability kit; could also summon a few fel beasts. Also, flame strikes could be more damaging, even without proper micro it's possible to dodge most of them and take very little damage. Flame strikes should be really punishing. And the gate only closes when he starts doing flame strikes, so it's possible to move units out before he does it and move them back in when he finishes. Gate should be closed throughout the whole fight. Also, he has hero type attack and less damage than Keli'dan. Magtheridon's and Keli'dan attack damage values should be swaped and Magtheridon should have chaos attack type.
18) Chapter 4 - sorceress drops maul of strength, golem drops lion's ring, both are as good as nothing. What's even the point of them droping something if it's utterly useless? Could at least drop lesser clarity potion if it's important for them to drop at least something.
19) It's quite irritating to have items without exact numbers mentiond in description, especially the ones providing the same type of bonus, so determining which is better requires manual testing. Like, both sobi mask and arcane ring give mana regen, but which is better? Testing it is just boring extra work for no reason. So, Arcane Ring and Dragonstone could use a few numbers in their descriptions.
20) Vindicator's Seal of Valor requires to pick a target but can only be used on herself.
21) After pre-fight cutscene with Vorpil, camera takes a couple seconds to roll in place and is centered above Vorpil, instead of entrance gate where my army stands. That's rather inconvenient.
22) Does Kar even cast Volcano? I thought I saw him cast it 1 time, but replaying the fight multiple times he only summons 4 more lava spawns when he's "done playing". Anyway, with such epic music I expected the fight to be harder, Kar could definitely use some buffs.
23) Chapter 6 - ah yes, Vashj. Or should I call her Keli'dan 2.0? Once again it feels like there was an idea for each aspect but no consideration about how well they would work together. Okay, I can understand endlessly spawning enemies, makes the fight harder and she's the matron here, so it makes sense that she has endless lackeys. Except she doesn't summon any nagas or at least murlocs. Like, why sporebats and not even couatls? And then marsh walkers and 2 types of water elementals. Right, because that's the army befitting a naga matron - water elementals and dumb animals.
But that's just logical-aesthetic preference, let's talk about gameplay impact. It's terrible, feels like squad composition wasn't considered at all. There are 4 casters, 4 melee (not including furbolg since it's a side quest reward), 2 ranged (okay, 3 if you consider a summon). So 4 out of 10 units can't attack enraged elementals and have rather low DPS against everyone else. 4 melee units can't attack sporebats without ensnare, and there's only 1 battlelord against at best 2 sporebats at the time, and potentially even more spawning faster than they can be killed. And to make it worse, they all have piercing damage, so casters die like flies. And the room is too small for such amount of units, it becomes too cramped too quickly and melee units get bodyblocked to death. Oh, and again fortified armor for generator. Against units that do a fuck all against fortified armor. In the phase where you have to rush generators or get overwhelmed by endlessly spawning units. And there's also slow poison from sporebats and cripple from marsh walkers. You know, because it's just not annoyingly tedious enough yet.
So at best, after destroying generators ASAP there's at least 2 batches of spawned units and no time to kill them before the next phase starts. With magic-immune elementals and more sporebats, which keep spawning until Vashj is damaged enough for the next phase to start. So once again you're basically forced to rush something or get overwhelmed by endlessly spawning units. And don't forget slow poison.
And now the worst phase - tornado. It deals high AOE damage, and you're supposed to hold like a minute running away from it, kind of like it was with Magtheridon's flame strikes. Except now you have a crowd of enemies left from previous phases. They bodyblock you, and of course there's still slow poison, shadow strike and cripple. So you're supposed to kill that huge crowd while getting afflicted by a million slows, lots of damage from tornado and enemies, and don't forget enraged elementals are immune to magic so you have to use only basic attacks against them. While tornado also lifts some units, so you have even less total DPS.
And there's also an invisible barrier preventing resurrected units from re-entering the fight, so if everyone dies on the first try there is no way to even finish this level.
You know what, I said that fight with Keli'dan is the worst moment of campaign, but I really have a hard time deciding whether fight with Vashj is not worse. Such cool and important character gets such poorly designed bossfight, what a shame.
24) Chapter 7 - it's relatively easy to destroy enemy bases and there's also no reward for doing so. There could definitely be more enemies to defend their bases. And perhaps attack waves spawning not entirely right before the attack, but periodically one unit by one. And to clarify what I mean: for example, 12 units spawn every 2 minutes - for 119 seconds there is no one, and at 120th second suddenly 12 units spawn - that's basically how it's right now. Instead it could be 1 unit spawning every 10 seconds, which nets the same 12 units every 2 minutes, and doesn't leave the opening when enemy bases are virtually undefended. Also, idealy, instead of spawning out of thin air, they could spawn at the map borders and run a bit further to rally point (like centaurs in ch2 orc campaign in RoC) - that would look like there's an actual army behind the map borders, and the 3 bases are just vanguard fortifications. You know, to make it feel more like a real siege. And finally, each enemy town hall could drop a +2 tome or tome of knowledge, so the extra effort put into destroying the bases would feel rewarding.
Here's a little clarification about spawning.
25) I like the music, ambient feels appropriate for the terrain (both Shattrath City and forest around it give that relaxating vibe), but I don't think it corresponds to the level of action this chapter provides.
26) Chapter 8 - blood elven upgrades at the forge have wrong descriptions.
27) Blood Knight doesn't cost lumber. Weird choice if that's intended, she should cost like 40 lumber.
28) Archer, blood knight, watcher, battle maiden should benefit from backpack upgrade.
29) During RPG section (in Tempest Keep) AI-controlled faction should have 3\3 upgrades (or the same level as player-controleld faction) instead of 1\1.
30) Dragonstone shouldn't be able to target magic immune units since it doesn't deal damage to them anyway.
31) Chapter 8's difficulty is heavely unbalanced comparing playing as draenei to playing as elves. Enemies here have LOTS of casters, fighting them without dispels or damaging spells (to mitigate their high armor) is a lost cause. And there's also starfall. And guess what? Elves have it all: priest has AOE dispel at T2, arcane guardian has AOE damage with stun at T2, sorceress has AOE damage at T2, Voren'thal has stun and very strong AOE damage. And what do draenei have? Dispel at T3, Ishanah has 200 AOE damage which is not enough to deal with backliners on its own, and that's it. It's just way easier to play elves. Pathaleon's and void walker's drops should be swaped, draenei could really use staff of silence in early game.
32) Ata'mal Cannon - what's the point of it? It's worse than every other race's dedicated siege unit stats-wise (resources and food cost accounted for), doesn't have any abilities to compensate for weak stats (and I mean abilities like mortar team's Fragmentation Shards), and even requires extra upgrade to have 1150 range. It's a worst draenei unit.
33) Chapter 9 - Once again, Maiev's hotkey should be F1 and Anyndra F2.
34) Watcher's berserk ability should specify how long it works.
35) Now, I played this chapter several times, and almost always fights occur on the left road (the one leading to Sereia's base), with all 3 enemy armies going there. Makes for some cool big battles, but the right side of the map feels unused. Perhaps purple base could launch some attacks too, coming from one-way portal. And maybe tune up the difficulty a bit, it doesn't feel right that 2 AIs+Maiev alone can relatively quickly overpower 3 AIs.
36) Chapter 10 - music overlaps with post-fight dialogue, drowning it out.
37) There should Training Grounds (Broken Draenei) and Crystalline Spire (Aldor), with air units removed. I see no reason to not add whole buildings just because air units are normally hired there.
38) There are more units than food limit and I ended up not spending a single coin. There should be Aldor's and Blood Elves' shops and units should have backpack upgraded.
39) Arcane Scroll (Blood Elves' shop) should cost 500, and Scroll of Resurrection (Aldor's shop) should cost 1000. And I mean throughout the whole campaign, not just in Chapter 10.
40) And again proper order of hero hotkeys for newly added heroes.

There are also a few bugs, some of them allow to basically break the level.
1) Description says Blink Strike is supposed to have 10\7\4 cooldown. I played on 1.31.1 and it's 10\10\1 here. Then I've tried playing on 1.30.4, but it was still 10\10\1. Maybe it's because I initially completed the whole campaign on 1.31.1
2) Chapter 2 - it's possible to summon wolves behind the trees. Naturally, Maiev can blink there. Before completing first main quest, all 3 enemy AIs don't hire any units and don't repair buildings, so Maiev with 2 wolves can destroy succubi's base. And after she can clear blood elves' base. Also, entering night elves' base from eastern entrance doesn't trigger anything, so Maiev can even heal from moonwells. And finally, destroying Vagath's base allows to finish the mission without even completing first quest.
3) Chapter 3 - it's possible to run past Maiev without completing the first main quest - need to run above her, close to Hunter's Hall. And once again, all enemy AIs don't hire units or repair buildings. And since zeppelin is also available, it's possible to clear the whole map.
Also, attacking from behind this barrier allows to destroy some buildings and kill some units.
Casters even try to run across the whole map, getting killed by night elves in the process.
4) Hellfire Citadel - there's no way to access 3 tomes at the waterfall, because there's no way to get vision on that cliff nearby.
5) I assume that circle of power is here for a reason, but it doesn't do anything on 1.31.1 nor on 1.30.4
6) Maybe intended, but killing flying sheep without left-clicking it results in being unable to get the ring.
7) Ring of Light - descrption says "Left-click to use" but it does nothing.
8) Anyndra's Shadow Volley has a cast time of 1 second and description says "up to 180 damage" implying it might deal less if interupted before fully casted. But in case it actually gets interupted, either by enemies or by player, it deals no damage and no stun. Basically, full damage and stun are aplied in one instance when casting is finished, so mechanicaly it's more like Blood Mage's flame strike. Maybe it's intended to be that way, but in this case description is misleading.
9) I don't know if it's just another poorly designed aspect, or actual bug, but Keli'dan's invulnerability expires after some time, even without destroying shrine.
10) Chapter 4 - invulnerable cabal ritualists (the ones summoning Kar) participate in the fight instead of just standing in their places and actually doing their summoning job.
11) Casting animate dead (from Death Revenant or Staff of Reanimation) on any unit of Blackheart the Inciter's group results in cutscene being delayed until animated units expire. And since the area behind the gate is visible it allows to easily cheese the fight. Although killing Vorpil too early that way bugs the fight and Kar never gets summoned.
12) Maiev can blink behind gates and these units don't react to being attacked until respective gates are opened. Blackheart even speaks his phrases but still doesn't react.
13) Chapter 5 and Chapter 6 - well, Makrura Deepseer and Bogstrok Crusher summon multiplication has already bean reported.
14) In chapter 7 I gave Voren'thal a few items and in chapter 8 played as draenei. AI-controled Voren'thal sold Dragonstone to buy scroll of town portal. And he didn't even do it to free inventory slot - he had 1 empty anyway. And then he sold staff of reanimation for healing potion. Didn't try giving any items to Ishanah, but probably has the same issue.
15) Maybe intended to be that way, but Arcane Guardian, even though can be affected by magic, can't be effected by Voren'thal's pyroblast and Akama's chain lightning because "Must target organic units".
16) Arcane Guardian's arcane barrage casting time is longer than the time when projectiles actually fly off. So it looks like Guardian has already casted barrage and just stands still, doing nothing, but the arcane barrage's icon is highlighted like it's not finished casting yet.
17) Chapter 8 - when playing as elves, ballista has 89-103 damage with no upgrade (90-118 with T1), but when AI-controlled (throughout the whole campaign, both for allies and enemies) it has 40-62 damage with T1 upgrade.
18) In Chapter 8 AI doesn't upgrade Ishanah's and Voren'thal's skills when they gain levels. Same thing with Akama and Sereia in Chapter 9.
19) Nether Ray has mana but no spells to use it.
20) Berserk upgrade doesn't increase Watcher's health.
21) Teron Gorefiend uses only 2 skeleton pits. I assume he's supposed to use all 4 of them, otherwise what's the point of other 2?
22) Sereia's divine storm description in lvl up menu says it heals her for 5% max health.

And lastly, a few advices for people struggling with Chapter 2, although these advices apply to other chapters too.
A lot of people seem to not know that units can't walk through elves in shadowmeld and spirit wolves. And since there are quite a few narrow pathes it's possible to effectively block enemies, either completely, or partialy to allow only smaller units to pass so it's easier to kill huge groups of enemies by dividing them. So ultimately it allows to block 2 AIs to have enough time to destroy the 3rd one, with moonstone providing extra time. And don't forget that wolves are always invisible, so they can block enemies even during day and they're wide enough to completely block bridges. In fact, blocking with wolves can be virtually infinite since Maiev's stun gives enough time to resummon wolves and put them at the same position. Properly executed, it allows to completely cease offense from Vagath and blood elves, making it 1v1 with succubi.
Another trick is to make AI go back before reaching your base. You can build some building somewhere on their path, so they would destroy only that and then go back, or even let a single archer die for that. Though it doesn't work consecutively and you'll have to kill enemy waves eventualy.
Vagath is trigger-happy to use Infernal on your heroes, so bait it and bodyblock it from attacking your backline.
Mystic has AOE silence, and half of enemies are casters, so potentially she can make this mission way easier, especially if you block enemies making them stand close to each other, so a single cast covers the entire army with silence.

Hi! Thank you and I'm thrilled that you liked the campaign. I've read every bit of your feedback and will most likely consider many of them in future updates especially to those things needed to be fixed. Now, regarding the random drop of items from earlier maps, it was from my early development (version 1) and I probably forgot about them and now that you said it, random drop in a campaign is a bit silly. Also to point out, Keli'dan is supposed to be vulnerable after sometime if the player did not able to destroy the shrine. Moreover, cheesing missions with blink, I was actually skeptical giving Maiev that ability because I know for a fact it can be abused, which you presented well and that I had to have some controls over it, so it cannot in the most obvious way destroy the whole experience but I can only do much which I will try to fill. And, the circle of power in the Hellfire Citadel was supposedly have something on it but did not able to implement it fully, an evidence for my laziness. Lastly, I commend you for trying out different strategies for each missions and trying out things with major details, like damn that's incredible.
 

nv4

nv4

Level 8
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Jul 17, 2022
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Moreover, cheesing missions with blink, I was actually skeptical giving Maiev that ability because I know for a fact it can be abused, which you presented well and that I had to have some controls over it, so it cannot in the most obvious way destroy the whole experience but I can only do much which I will try to fill.
I actually played version 1.4 as well, and Maiev not having blink was among the things I hated the most. Like, blink is virtually Maiev's signature feature, in original TFT elf campaign there were different secret and otherwise inaccessible spots throughout the whole campaign, and 2 levels even entirely designed aroud Maiev's ability to blink. And now she suddenly doesn't have it? That's absolutely preposterous. Not to mention obvious gameplay value, with extreme mobility and strategic potential it provides. I think reverting to Maiev's original ability kit was 100% right decision. As for game breaking potential, I think it's a fair price for such awesome ability. Besides, you've done rather well dealing with potential cheesing, using Akama's wolves' spawn point like that to provide a vision is not a thing a lot of people would try to do, that's like the opposite of obvious way.
 
Level 17
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@nv4 Make sure to proof check the bugs you're reporting to know whether or not its the fault of the campaign or is it the fault of you not playing on the correct 1.30.4 patch. as far as i know, generally speaking not playing a campaign on the intended patch is bound to have some issues. on 1.31.1 specifically we know that if the authors used Specific Unit triggers as opposed to Generic Unit ones~ events related to them can straight up break after a save and load.
 

nv4

nv4

Level 8
Joined
Jul 17, 2022
Messages
47
@nv4 Make sure to proof check the bugs you're reporting to know whether or not its the fault of the campaign or is it the fault of you not playing on the correct 1.30.4 patch. as far as i know, generally speaking not playing a campaign on the intended patch is bound to have some issues. on 1.31.1 specifically we know that if the authors used Specific Unit triggers as opposed to Generic Unit ones~ events related to them can straight up break after a save and load.
I know about that issue with save-loading breaking triggers on 1.31.1 and I did check some bugs that I thought might be related to that issue, on 1.30.4. I even specifically mentioned replaying on 1.30.4 here:
1) Description says Blink Strike is supposed to have 10\7\4 cooldown. I played on 1.31.1 and it's 10\10\1 here. Then I've tried playing on 1.30.4, but it was still 10\10\1. Maybe it's because I initially completed the whole campaign on 1.31.1
5) I assume that circle of power is here for a reason, but it doesn't do anything on 1.31.1 nor on 1.30.4
But I guess I should've specifically mentioned each one I tried on 1.30.4. So to be clear - bugs 10, 11, 12 apply to 1.30.4 as well.
 
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Well, that's one of the best campaigns out there, and one of my favourite ones. Custom music is a nice touch. Custom loading screens with detailed maps are also very nice. Terrain is pleasant to look at and play on. Night Elves' tech tree is superb, every unit is usable and makes the gameplay entertaining. RPG maps are nicely done, but RTS maps are the true pearl of this campaign, they offer enjoyable challenge, various viable strategies, high replayability, and each has its own tricks to easily (well, relatively) overcome the challenge so it's never impossibly hard. Had a lot of fun replaying them and trying all the things.

However, nothing is perfect, so here's a list of some of my thoughts and things that IMO could be improved. Played on hard difficulty, in 1.31.1
1) IMO Blink Strike should be 50/30/10 mana, 30/45/60 damage, 8/5/2 cooldown.
2) Chapter 1 - there is no way to see the Ankh, so it's either use cheat, or just blindly blink in every suspicious spot. In general, checking every spot isn't a bad way to implement secrets, but I don't think it should be this way in this mission, Maiev simply doesn't have that much mana yet and blink's cooldown is long. Would be better if it was possible to see ankh, but only from some specific spot, which is likely to be stepped on, but briefly, so it's like a little perception check with neat reward.
3) Killed Timmy with bloodfiend's cleave and there's no reward. Guess I've been had. Would be nice to have a tome of knowledge for that effort. Or is there actually a reward and I simply did something wrong?
4) Fel Stalker has only 20% drop change for +2 tome of agility? Okay, I can understand such randomised drops in some RPG standalone maps that aim at high replayability. But in campaign? Hell no. That's just bad design IMO. Besides, ring of protection is borderline useless; circlet of nobility is good, but in the next mission there's a goblin shop with unlimited circlets anyway. Personally, I'd prefer it to be just 100% for +2 tome.
5) Imprisoned draenei should have full upgrades (and I mean both 3/3 and master training for casters), otherwise it's just counterproductive to free them. Like, food limit is still there, so why would I want a bunch of underperforming units when I can have actually good ones? And I could see them being early game fodder, but that's also not the case - they're too far away from the base and their guards are actually strong for early game, so freeing draenei would take as much (if not more) resources as it would take defending without them. They're simply not worth it.
6) No moon glaive for Huntress here? She's not really usefull here outside of placing owls, moon glaive might add some versatility.
7) It's also a bad position for that tome and slippers, there is absolutely 0 reason to place owl near that spot. That cliff doesn't even look like there's something hidden. So once again player is more likely to find it using cheat or simply miss it.
8) This moonwell is badly placed, should be somewhere else, preferably next to any of the other 2 moonwells.
9) Chapter 3 - Anyndra can't use shadowmeld before reaching Maiev's base.
10) After reaching Maiev's base Anyndra's hotkey remains F1, which is inconvenient - should be F2. Besides, it becomes that way after entering Hellfire Citadel anyway, so why not make it properly before that?
11) Would be nice if Anyndra's shadow volley description mentioned that it can hit flying units, mechanicals and buildings.
12) Overlord at the gold mine above Akama's base drops either tome of strength +2, or gauntlets of strength +3. Should be just tome - 0 reasons to have gauntlets when there is a goblin shop selling circlet of nobility. And even if circlet was unavailable here, tome is still WAY better than gauntlet - there's an abundance of good items and gauntlet becomes obsolete very quickly.
13) Perhaps there could be some hint to do Hellfire Citadel as early as possible, since artefacts from there are a huge game changer.
14) Endless resurrections for units make it too easy. What do I care about limited hero resurrections, if units can tank all the damage and even clear majority of the map by themselves? Some unit got cripple? Takes less time to kill it and have it run back than waiting for cripple to end naturally. Also, resurrected priestess has 150 mana, and lunar shield costs 125 and even replenishes mana. So "lunar shield -> die -> resurrect -> repeat" allows to replenish mana & health even faster than fountains do.
Now, I could just accept a "don't like it - don't use it", no one forces me to abuse such mechanics, so no problem. Or is there? Well, it becomes a problem when difficulty is pivoted around endless resurrections. For example, Keli'dan - there is no way to beat him without resurrections in a fair fight. Only way to make it deathless is to cheese it - blocking units with spirits of vengeance or shadowmeld, destroying shrine with spirits + arrow volley, and then having a "fair" fight. Doesn't mean that "non-deathless = pivoted around endless resurrections", a few deaths are acceptable, but Keli'dan is not the case for "a few deaths".
I think the better approach would be to keep the resurrections for units, but it make a total amount for ALL units. So whenever any unit dies it decreases the unit resurrection counter and once it hits 0 units won't resurrect anymore. Also, 3 resurrections for heroes feels excessive for hard difficulty.
15) As for Keli'dan, fight with him is the worst moment of the whole campaign. It feels poorly designed and inconsistent in terms of difficulty - he's harder than Magtheridon, who's supposed to be the strongest boss here. Keli'dan is invulnerable and deals high AOE and single target damage - absolutely unfair to make him so dangerous with no way to counter it. Lava spawns have high DPS on their own and it's even further boosted by unholy frenzy - okay, so the high priority targets that a player is supposed to focus first, right? Too bad, they're also quite tanky and have relatively short spawn time. So what is the general idea about the flow of this fight?
Well, you want to kill Keli'dan ASAP since he deals the most damage here, but shrine provides invulnerability. So you want to destroy shrine, but it's very tanky, so it takes some time to deal enough damage. But you can't just stand there and attack shrine because there's Keli'dan demolishing you, a bunch of casters and lava spawns. Especially lava spawns with their high DPS. Now, enemies can kill your units faster than you destroy shrine, so the obvious solution is to kill at least some enemies first. So you aim at lava spawns first as the most dangerous enemies here. But it's a vain effort due to their large health pool and short spawn time, even if you manage to chew through them, there's still Keli'dan and his casters stomping on you. Casters even have stuns, potentially preventing units from moving out of flame strike. And so you're forced to cheesing or abusing resurrections. So the whole fight feels like there was an idea for each aspect but no consideration about how well they would work together.
So, how I see it being better. First, Keli'dan could have 100% damage resistance, but still be vulnerable to status effects. That disallows to kill him too early, keeping the concept that shrine should be destroyed first, he still remains dangerous, but now there's a way to prevent him from annihilating whole squad right away. Might also disallow him to use skull volley before shrine is destroyed. Or even make it a delayed cast like flame strike, but with lower damage and AOE stun. Lava spawns should retain their high DPS but have low health - a glass cannon, basically. Might also give them some spell damage reduction (like Elune's Grace), so they don't simply die to AOE spells and killing them ASAP quickly requires focusing them with all units. Shrine is too tough, it should have heavy armor or less health.
16) Grand Warlock Nethekurse drops mantle of intelligence, same problem as 12).
17) Fight with Magtheridon was cool, music really sets the atmosphere, but he could be stronger. Like, using doom on squishy units like mystic or priestess instead of battle maiden and huntress; war stomp would perfectly fit his ability kit; could also summon a few fel beasts. Also, flame strikes could be more damaging, even without proper micro it's possible to dodge most of them and take very little damage. Flame strikes should be really punishing. And the gate only closes when he starts doing flame strikes, so it's possible to move units out before he does it and move them back in when he finishes. Gate should be closed throughout the whole fight. Also, he has hero type attack and less damage than Keli'dan. Magtheridon's and Keli'dan attack damage values should be swaped and Magtheridon should have chaos attack type.
18) Chapter 4 - sorceress drops maul of strength, golem drops lion's ring, both are as good as nothing. What's even the point of them droping something if it's utterly useless? Could at least drop lesser clarity potion if it's important for them to drop at least something.
19) It's quite irritating to have items without exact numbers mentiond in description, especially the ones providing the same type of bonus, so determining which is better requires manual testing. Like, both sobi mask and arcane ring give mana regen, but which is better? Testing it is just boring extra work for no reason. So, Arcane Ring and Dragonstone could use a few numbers in their descriptions.
20) Vindicator's Seal of Valor requires to pick a target but can only be used on herself.
21) After pre-fight cutscene with Vorpil, camera takes a couple seconds to roll in place and is centered above Vorpil, instead of entrance gate where my army stands. That's rather inconvenient.
22) Does Kar even cast Volcano? I thought I saw him cast it 1 time, but replaying the fight multiple times he only summons 4 more lava spawns when he's "done playing". Anyway, with such epic music I expected the fight to be harder, Kar could definitely use some buffs.
23) Chapter 6 - ah yes, Vashj. Or should I call her Keli'dan 2.0? Once again it feels like there was an idea for each aspect but no consideration about how well they would work together. Okay, I can understand endlessly spawning enemies, makes the fight harder and she's the matron here, so it makes sense that she has endless lackeys. Except she doesn't summon any nagas or at least murlocs. Like, why sporebats and not even couatls? And then marsh walkers and 2 types of water elementals. Right, because that's the army befitting a naga matron - water elementals and dumb animals.
But that's just logical-aesthetic preference, let's talk about gameplay impact. It's terrible, feels like squad composition wasn't considered at all. There are 4 casters, 4 melee (not including furbolg since it's a side quest reward), 2 ranged (okay, 3 if you consider a summon). So 4 out of 10 units can't attack enraged elementals and have rather low DPS against everyone else. 4 melee units can't attack sporebats without ensnare, and there's only 1 battlelord against at best 2 sporebats at the time, and potentially even more spawning faster than they can be killed. And to make it worse, they all have piercing damage, so casters die like flies. And the room is too small for such amount of units, it becomes too cramped too quickly and melee units get bodyblocked to death. Oh, and again fortified armor for generator. Against units that do a fuck all against fortified armor. In the phase where you have to rush generators or get overwhelmed by endlessly spawning units. And there's also slow poison from sporebats and cripple from marsh walkers. You know, because it's just not annoyingly tedious enough yet.
So at best, after destroying generators ASAP there's at least 2 batches of spawned units and no time to kill them before the next phase starts. With magic-immune elementals and more sporebats, which keep spawning until Vashj is damaged enough for the next phase to start. So once again you're basically forced to rush something or get overwhelmed by endlessly spawning units. And don't forget slow poison.
And now the worst phase - tornado. It deals high AOE damage, and you're supposed to hold like a minute running away from it, kind of like it was with Magtheridon's flame strikes. Except now you have a crowd of enemies left from previous phases. They bodyblock you, and of course there's still slow poison, shadow strike and cripple. So you're supposed to kill that huge crowd while getting afflicted by a million slows, lots of damage from tornado and enemies, and don't forget enraged elementals are immune to magic so you have to use only basic attacks against them. While tornado also lifts some units, so you have even less total DPS.
And there's also an invisible barrier preventing resurrected units from re-entering the fight, so if everyone dies on the first try there is no way to even finish this level.
You know what, I said that fight with Keli'dan is the worst moment of campaign, but I really have a hard time deciding whether fight with Vashj is not worse. Such cool and important character gets such poorly designed bossfight, what a shame.
24) Chapter 7 - it's relatively easy to destroy enemy bases and there's also no reward for doing so. There could definitely be more enemies to defend their bases. And perhaps attack waves spawning not entirely right before the attack, but periodically one unit by one. And to clarify what I mean: for example, 12 units spawn every 2 minutes - for 119 seconds there is no one, and at 120th second suddenly 12 units spawn - that's basically how it's right now. Instead it could be 1 unit spawning every 10 seconds, which nets the same 12 units every 2 minutes, and doesn't leave the opening when enemy bases are virtually undefended. Also, idealy, instead of spawning out of thin air, they could spawn at the map borders and run a bit further to rally point (like centaurs in ch2 orc campaign in RoC) - that would look like there's an actual army behind the map borders, and the 3 bases are just vanguard fortifications. You know, to make it feel more like a real siege. And finally, each enemy town hall could drop a +2 tome or tome of knowledge, so the extra effort put into destroying the bases would feel rewarding.
Here's a little clarification about spawning.
25) I like the music, ambient feels appropriate for the terrain (both Shattrath City and forest around it give that relaxating vibe), but I don't think it corresponds to the level of action this chapter provides.
26) Chapter 8 - blood elven upgrades at the forge have wrong descriptions.
27) Blood Knight doesn't cost lumber. Weird choice if that's intended, she should cost like 40 lumber.
28) Archer, blood knight, watcher, battle maiden should benefit from backpack upgrade.
29) During RPG section (in Tempest Keep) AI-controlled faction should have 3\3 upgrades (or the same level as player-controleld faction) instead of 1\1.
30) Dragonstone shouldn't be able to target magic immune units since it doesn't deal damage to them anyway.
31) Chapter 8's difficulty is heavely unbalanced comparing playing as draenei to playing as elves. Enemies here have LOTS of casters, fighting them without dispels or damaging spells (to mitigate their high armor) is a lost cause. And there's also starfall. And guess what? Elves have it all: priest has AOE dispel at T2, arcane guardian has AOE damage with stun at T2, sorceress has AOE damage at T2, Voren'thal has stun and very strong AOE damage. And what do draenei have? Dispel at T3, Ishanah has 200 AOE damage which is not enough to deal with backliners on its own, and that's it. It's just way easier to play elves. Pathaleon's and void walker's drops should be swaped, draenei could really use staff of silence in early game.
32) Ata'mal Cannon - what's the point of it? It's worse than every other race's dedicated siege unit stats-wise (resources and food cost accounted for), doesn't have any abilities to compensate for weak stats (and I mean abilities like mortar team's Fragmentation Shards), and even requires extra upgrade to have 1150 range. It's a worst draenei unit.
33) Chapter 9 - Once again, Maiev's hotkey should be F1 and Anyndra F2.
34) Watcher's berserk ability should specify how long it works.
35) Now, I played this chapter several times, and almost always fights occur on the left road (the one leading to Sereia's base), with all 3 enemy armies going there. Makes for some cool big battles, but the right side of the map feels unused. Perhaps purple base could launch some attacks too, coming from one-way portal. And maybe tune up the difficulty a bit, it doesn't feel right that 2 AIs+Maiev alone can relatively quickly overpower 3 AIs.
36) Chapter 10 - music overlaps with post-fight dialogue, drowning it out.
37) There should Training Grounds (Broken Draenei) and Crystalline Spire (Aldor), with air units removed. I see no reason to not add whole buildings just because air units are normally hired there.
38) There are more units than food limit and I ended up not spending a single coin. There should be Aldor's and Blood Elves' shops and units should have backpack upgraded.
39) Arcane Scroll (Blood Elves' shop) should cost 500, and Scroll of Resurrection (Aldor's shop) should cost 1000. And I mean throughout the whole campaign, not just in Chapter 10.
40) And again proper order of hero hotkeys for newly added heroes.

There are also a few bugs, some of them allow to basically break the level.
1) Description says Blink Strike is supposed to have 10\7\4 cooldown. I played on 1.31.1 and it's 10\10\1 here. Then I've tried playing on 1.30.4, but it was still 10\10\1. Maybe it's because I initially completed the whole campaign on 1.31.1
2) Chapter 2 - it's possible to summon wolves behind the trees. Naturally, Maiev can blink there. Before completing first main quest, all 3 enemy AIs don't hire any units and don't repair buildings, so Maiev with 2 wolves can destroy succubi's base. And after she can clear blood elves' base. Also, entering night elves' base from eastern entrance doesn't trigger anything, so Maiev can even heal from moonwells. And finally, destroying Vagath's base allows to finish the mission without even completing first quest.
3) Chapter 3 - it's possible to run past Maiev without completing the first main quest - need to run above her, close to Hunter's Hall. And once again, all enemy AIs don't hire units or repair buildings. And since zeppelin is also available, it's possible to clear the whole map.
Also, attacking from behind this barrier allows to destroy some buildings and kill some units.
Casters even try to run across the whole map, getting killed by night elves in the process.
4) Hellfire Citadel - there's no way to access 3 tomes at the waterfall, because there's no way to get vision on that cliff nearby.
5) I assume that circle of power is here for a reason, but it doesn't do anything on 1.31.1 nor on 1.30.4
6) Maybe intended, but killing flying sheep without left-clicking it results in being unable to get the ring.
7) Ring of Light - descrption says "Left-click to use" but it does nothing.
8) Anyndra's Shadow Volley has a cast time of 1 second and description says "up to 180 damage" implying it might deal less if interupted before fully casted. But in case it actually gets interupted, either by enemies or by player, it deals no damage and no stun. Basically, full damage and stun are aplied in one instance when casting is finished, so mechanicaly it's more like Blood Mage's flame strike. Maybe it's intended to be that way, but in this case description is misleading.
9) I don't know if it's just another poorly designed aspect, or actual bug, but Keli'dan's invulnerability expires after some time, even without destroying shrine.
10) Chapter 4 - invulnerable cabal ritualists (the ones summoning Kar) participate in the fight instead of just standing in their places and actually doing their summoning job.
11) Casting animate dead (from Death Revenant or Staff of Reanimation) on any unit of Blackheart the Inciter's group results in cutscene being delayed until animated units expire. And since the area behind the gate is visible it allows to easily cheese the fight. Although killing Vorpil too early that way bugs the fight and Kar never gets summoned.
12) Maiev can blink behind gates and these units don't react to being attacked until respective gates are opened. Blackheart even speaks his phrases but still doesn't react.
13) Chapter 5 and Chapter 6 - well, Makrura Deepseer and Bogstrok Crusher summon multiplication has already bean reported.
14) In chapter 7 I gave Voren'thal a few items and in chapter 8 played as draenei. AI-controled Voren'thal sold Dragonstone to buy scroll of town portal. And he didn't even do it to free inventory slot - he had 1 empty anyway. And then he sold staff of reanimation for healing potion. Didn't try giving any items to Ishanah, but probably has the same issue.
15) Maybe intended to be that way, but Arcane Guardian, even though can be affected by magic, can't be effected by Voren'thal's pyroblast and Akama's chain lightning because "Must target organic units".
16) Arcane Guardian's arcane barrage casting time is longer than the time when projectiles actually fly off. So it looks like Guardian has already casted barrage and just stands still, doing nothing, but the arcane barrage's icon is highlighted like it's not finished casting yet.
17) Chapter 8 - when playing as elves, ballista has 89-103 damage with no upgrade (90-118 with T1), but when AI-controlled (throughout the whole campaign, both for allies and enemies) it has 40-62 damage with T1 upgrade.
18) In Chapter 8 AI doesn't upgrade Ishanah's and Voren'thal's skills when they gain levels. Same thing with Akama and Sereia in Chapter 9.
19) Nether Ray has mana but no spells to use it.
20) Berserk upgrade doesn't increase Watcher's health.
21) Teron Gorefiend uses only 2 skeleton pits. I assume he's supposed to use all 4 of them, otherwise what's the point of other 2?
22) Sereia's divine storm description in lvl up menu says it heals her for 5% max health.

And lastly, a few advices for people struggling with Chapter 2, although these advices apply to other chapters too.
A lot of people seem to not know that units can't walk through elves in shadowmeld and spirit wolves. And since there are quite a few narrow pathes it's possible to effectively block enemies, either completely, or partialy to allow only smaller units to pass so it's easier to kill huge groups of enemies by dividing them. So ultimately it allows to block 2 AIs to have enough time to destroy the 3rd one, with moonstone providing extra time. And don't forget that wolves are always invisible, so they can block enemies even during day and they're wide enough to completely block bridges. In fact, blocking with wolves can be virtually infinite since Maiev's stun gives enough time to resummon wolves and put them at the same position. Properly executed, it allows to completely cease offense from Vagath and blood elves, making it 1v1 with succubi.
Another trick is to make AI go back before reaching your base. You can build some building somewhere on their path, so they would destroy only that and then go back, or even let a single archer die for that. Though it doesn't work consecutively and you'll have to kill enemy waves eventualy.
Vagath is trigger-happy to use Infernal on your heroes, so bait it and bodyblock it from attacking your backline.
Mystic has AOE silence, and half of enemies are casters, so potentially she can make this mission way easier, especially if you block enemies making them stand close to each other, so a single cast covers the entire army with silence.
Reply to spoilers 4 and 5:
4 - Hellfire Citadel: how to access 3 tomes in this waterfall you. Accidentally found out when pressing miscellaneous. Use Malev's ability to place bombs on the cliff, then jump on it and have a view of the waterfall.
5 - The circle of power really doesn't know what to do. ^ ^
 

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Level 12
Joined
Mar 4, 2014
Messages
204
I finished replaying this campaign and it was awesome, i played it on Hard, on version 1.30 of War3.
~Negatives

- All enemy heroes didn't have any items except maybe 1 orb, that's it, i think they should have more op items, otherwise it feels kinda weird watching these mighty heroes coming into battle with such a weak inventory.

- Talking about heroes, illidan was very weak during the first chapters except last one where he is like the final boss of the mission, i feel like illidan needs some buffs, fighting him and killing him so easily feels weird.


Overall bugs:

- The wolves from akama dont attack unless i make them attack, they seem to be on passive mode or something (must be related to their permanent invisibility somehow, is like they are under the effect of the Moonlight Shadow spell from Anyndra, where units don't attack on their own).

- Similar to what Mavcik said in a previous post, the creep Bogstrok Crusher is a bit glitchy, he summons 2 Bogstrok Crushers and those 2 can summon 4 other Bogstrok Crushers and so on till infinite, that seems a bit silly, the only way you can deal with this creep is to kill the orignal one then just back off to let all the other ones despawn since they are summons with a time limit.

- There are moments when the normal war3 music starts to play but after a few seconds the custom music takes its place very abruptly, its pretty annoying.

- Lady vash's dialogue is very quiet in the end cinematic of chapter 6, i could barely hear what she was saying.

- In Chapter 7 the end cinematic can be ruined if the player decides to build structures in that area where the cinematic takes place, i think this can be solved by making the yellow orc's base be impossible to be destroyed by making the buildings invulnerable or adding super powerful towers that deal lots of dmg (because as u can see, not only buildings can be seen in the cinematic but units and heroes too, so if there were some powerful towers there to keep them at bay, the cinematic would have been fine), either way, in this kind of survival time based missions the player shouldn't be able to defeat the enemy bases in the first place.


Chapter 8:

There is a problem with the Aldors and their Shrine of Luminary building, the upgrades for their spell casters are in the wrong place, basically they should be switched so each upgrade is under their correct unit
upgrades are in the wrong spot.png




~Possitives/Suggestions


- Similar to what Tulee said in a previous comment, the dungeon crawl missions were very well done and unique, having a limited amount of lives for the heroes while the units have infinite lives was a nice touch since they can get killed pretty easily (to be honest i wouldn't have minded only playing with the heroes either, since in my opinion is more fun that way but oh well, this was nice as well, gives people a choice to either use the units or not).

- The custom music was fantastic, it fit really well with the theme of each mission.

- All Heroes and the majority of units having Q W E R was really nice to play with!

- I enjoyed the voiced dialogues even tho not everything was voiced, the most important moments were.

- The units of each fanction were really well done and i had a lot of fun playing with them.

- All the enemy units especially the ones in the dungeon type missions were pretty cool and very fun to play against, i felt kinda bad having to kill them all, i think my favorite one was the Giant Squid, i did not expect to see a Giant Squid monster in war3 but here we are :xxd:

- Overall all the units were cool, so many unique skins for both units and heroes, and the spells of each hero felt really well balanced and fun to use.

- The story was also interesting, i know it was based on the WOW story/universe, even tho i am not the biggest fan of anything wow related, i did enjoy the overall story, even tho it felt kinda shallow, by that i mean the player can only play with the night elves and their allies, and when you win each mission, by the end of the campaign it makes Illidan's side feel kinda dumb, since they lost every battle from one point, it felt like Illidan didn't really do much, but thats just how it felt to me.

- The boss fights were decent, they weren't bad, but they didn't really feel good either, most of them ended up being the same, the bosses always summon a shit ton of units and then i gotta spam spells and kill all of them constantly till they stopped spawning, then focus the boss and kill him easily, i don't know, they felt pretty shallow, also the "bosses" in this case were just basically normal heroes like Kael and vash, even illidan, and to not make the fights very short you gave them tons of hp pretty much, they felt more like dps sponges/punching bags than real actual heroes/bosses.

Remember what i said before when i fought illidan he was really weak, no items , no stats, no op spells, he was the same here, but with just an extra huge amount of hp.


~Gameplay

- Since i played on hard of course the gameplay was difficult, i died multiple times, especially in the rts type missions with base vs base, indeed the enemy waves at first seem pretty hard (if not impossible to deal with), but once you learn how to deal with them it gets pretty easy.

From my own experience playing through this custom capaign i came to the conclusion that building towers is always a mistake, since they always get destroyed easily by the enemy waves then u are left with no units of your own and lots of resources wasted on those now destroyed towers... so the best option is to tech as fast as possible and get the best units your race can muster, for the Night elves it was the Priestess, hands down the most broken OP unit in the whole campaign! :cool:2

Seriously, whenever u get 4 or 6 of those badass girls your army becomes invincible, no units are gonna die anymore! Spirit Link + Lunar Shield renders all the damage the enemies can make totally useless! I always thought that spirit link was strong, but after playing through this campaign with the night elves i came to the realization that is not just strong, but broken! :xxd:

In every mission with Night elves i just massed normal archers with their op multishot passive + Priestesses with their spirit link and lunar shields, and from then onwards the enemy armies became a joke, the battles became super one sided in my favor, it felt really good destroying them without losing a single unit not gonna lie! :ogre_datass:

- The Broken Draenei had their casters with the normal rejuvination, but it wasnt that great since is single target and it heals slowly over a period of time.

- The Blood elves were also strong with the Blood Knights having their own aoe healing spells

- And the normal Draenei race felt the most unique not gonna lie, i really liked their unit combos, with the mammoth knighs as tanks in the front, the rangers in the back as dps and the healers with healing wave as support.


Overall i can say i really enjoyed this custom campaign :infl_thumbs_up: I will give it an S Tier with 91 points out of 100
 
Level 2
Joined
Nov 14, 2022
Messages
7
This campaign narrates the plot of tbc very well. I appreciate the author's contribution. I played it once in 2016 and plan to play it again.
 
Level 2
Joined
Dec 13, 2022
Messages
4
finished the campaign yesterday playing on the reforged client but using classic graphics (also, for some reason the graphics randomly got switched to reforged after starting some chapters? weird)

Overall liked it, on normal it was fairly challenging to me, tho i only play the game in single player, so take that as you will. Liked the new units even if some of them were a little op, but for a player like me they were a godsend :grin:

Loved the maps and the dungeon implementations. Only complains i can think of is the crab summons on chapter 7 where they just keep spawning non stop (not sure if thats a reforged thing), had to cheat there to instantly skip the boss fight, the voices sometimes sounding extremely quiet compared to the music in cutscenes, and the English being a bit iffy during dialogues, just enough to notice it, but not enough to take you out of the story.

Thank you for making and sharing this campaign with the community!
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
I finished replaying this campaign and it was awesome, i played it on Hard, on version 1.30 of War3.
~Negatives

- All enemy heroes didn't have any items except maybe 1 orb, that's it, i think they should have more op items, otherwise it feels kinda weird watching these mighty heroes coming into battle with such a weak inventory.

- Talking about heroes, illidan was very weak during the first chapters except last one where he is like the final boss of the mission, i feel like illidan needs some buffs, fighting him and killing him so easily feels weird.


Overall bugs:

- The wolves from akama dont attack unless i make them attack, they seem to be on passive mode or something (must be related to their permanent invisibility somehow, is like they are under the effect of the Moonlight Shadow spell from Anyndra, where units don't attack on their own).

- Similar to what Mavcik said in a previous post, the creep Bogstrok Crusher is a bit glitchy, he summons 2 Bogstrok Crushers and those 2 can summon 4 other Bogstrok Crushers and so on till infinite, that seems a bit silly, the only way you can deal with this creep is to kill the orignal one then just back off to let all the other ones despawn since they are summons with a time limit.

- There are moments when the normal war3 music starts to play but after a few seconds the custom music takes its place very abruptly, its pretty annoying.

- Lady vash's dialogue is very quiet in the end cinematic of chapter 6, i could barely hear what she was saying.

- In Chapter 7 the end cinematic can be ruined if the player decides to build structures in that area where the cinematic takes place, i think this can be solved by making the yellow orc's base be impossible to be destroyed by making the buildings invulnerable or adding super powerful towers that deal lots of dmg (because as u can see, not only buildings can be seen in the cinematic but units and heroes too, so if there were some powerful towers there to keep them at bay, the cinematic would have been fine), either way, in this kind of survival time based missions the player shouldn't be able to defeat the enemy bases in the first place.


Chapter 8:

There is a problem with the Aldors and their Shrine of Luminary building, the upgrades for their spell casters are in the wrong place, basically they should be switched so each upgrade is under their correct unit



~Possitives/Suggestions


- Similar to what Tulee said in a previous comment, the dungeon crawl missions were very well done and unique, having a limited amount of lives for the heroes while the units have infinite lives was a nice touch since they can get killed pretty easily (to be honest i wouldn't have minded only playing with the heroes either, since in my opinion is more fun that way but oh well, this was nice as well, gives people a choice to either use the units or not).

- The custom music was fantastic, it fit really well with the theme of each mission.

- All Heroes and the majority of units having Q W E R was really nice to play with!

- I enjoyed the voiced dialogues even tho not everything was voiced, the most important moments were.

- The units of each fanction were really well done and i had a lot of fun playing with them.

- All the enemy units especially the ones in the dungeon type missions were pretty cool and very fun to play against, i felt kinda bad having to kill them all, i think my favorite one was the Giant Squid, i did not expect to see a Giant Squid monster in war3 but here we are :xxd:

- Overall all the units were cool, so many unique skins for both units and heroes, and the spells of each hero felt really well balanced and fun to use.

- The story was also interesting, i know it was based on the WOW story/universe, even tho i am not the biggest fan of anything wow related, i did enjoy the overall story, even tho it felt kinda shallow, by that i mean the player can only play with the night elves and their allies, and when you win each mission, by the end of the campaign it makes Illidan's side feel kinda dumb, since they lost every battle from one point, it felt like Illidan didn't really do much, but thats just how it felt to me.

- The boss fights were decent, they weren't bad, but they didn't really feel good either, most of them ended up being the same, the bosses always summon a shit ton of units and then i gotta spam spells and kill all of them constantly till they stopped spawning, then focus the boss and kill him easily, i don't know, they felt pretty shallow, also the "bosses" in this case were just basically normal heroes like Kael and vash, even illidan, and to not make the fights very short you gave them tons of hp pretty much, they felt more like dps sponges/punching bags than real actual heroes/bosses.

Remember what i said before when i fought illidan he was really weak, no items , no stats, no op spells, he was the same here, but with just an extra huge amount of hp.


~Gameplay

- Since i played on hard of course the gameplay was difficult, i died multiple times, especially in the rts type missions with base vs base, indeed the enemy waves at first seem pretty hard (if not impossible to deal with), but once you learn how to deal with them it gets pretty easy.

From my own experience playing through this custom capaign i came to the conclusion that building towers is always a mistake, since they always get destroyed easily by the enemy waves then u are left with no units of your own and lots of resources wasted on those now destroyed towers... so the best option is to tech as fast as possible and get the best units your race can muster, for the Night elves it was the Priestess, hands down the most broken OP unit in the whole campaign! :cool:2

Seriously, whenever u get 4 or 6 of those badass girls your army becomes invincible, no units are gonna die anymore! Spirit Link + Lunar Shield renders all the damage the enemies can make totally useless! I always thought that spirit link was strong, but after playing through this campaign with the night elves i came to the realization that is not just strong, but broken! :xxd:

In every mission with Night elves i just massed normal archers with their op multishot passive + Priestesses with their spirit link and lunar shields, and from then onwards the enemy armies became a joke, the battles became super one sided in my favor, it felt really good destroying them without losing a single unit not gonna lie! :ogre_datass:

- The Broken Draenei had their casters with the normal rejuvination, but it wasnt that great since is single target and it heals slowly over a period of time.

- The Blood elves were also strong with the Blood Knights having their own aoe healing spells

- And the normal Draenei race felt the most unique not gonna lie, i really liked their unit combos, with the mammoth knighs as tanks in the front, the rangers in the back as dps and the healers with healing wave as support.


Overall i can say i really enjoyed this custom campaign :infl_thumbs_up: I will give it an S Tier with 91 points out of 100

Kinda late but thank you for your detailed review. Yeah, I agree that Illidan's side was a bit shallow and I was actually considering creating a campaign with Illidan that will somehow go hand in hand with SoH that will hopefully explain his side of the deal but it only stayed in my mind. I think I should give him stronger presence in the campaign not just in the final battle as you mentioned would be good too.

Just finished the new version on hard. Gorgeous and well made campaign, despite the makruras "bug" in certain maps. Thanks, Sclammerz :D
Overall, this is my favorite campaign, and I love it so much.

Thank you very much. :D

finished the campaign yesterday playing on the reforged client but using classic graphics (also, for some reason the graphics randomly got switched to reforged after starting some chapters? weird)

Overall liked it, on normal it was fairly challenging to me, tho i only play the game in single player, so take that as you will. Liked the new units even if some of them were a little op, but for a player like me they were a godsend :grin:

Loved the maps and the dungeon implementations. Only complains i can think of is the crab summons on chapter 7 where they just keep spawning non stop (not sure if thats a reforged thing), had to cheat there to instantly skip the boss fight, the voices sometimes sounding extremely quiet compared to the music in cutscenes, and the English being a bit iffy during dialogues, just enough to notice it, but not enough to take you out of the story.

Thank you for making and sharing this campaign with the community!

Thank you for playing! I'm happy to know that many people had enjoyed this as much as I enjoyed making it. About that makrura bug, I already fixed it but didn't update the campaign yet but I will try to update it sooner.
 
Level 2
Joined
Nov 14, 2022
Messages
7
You have a new campaign plan? That was really exciting news for me!
You are the best campaign author I've ever seen combining World of Warcraft and the Warcraft editor. If you have new work, that's another great experience for me.
Kinda late but thank you for your detailed review. Yeah, I agree that Illidan's side was a bit shallow and I was actually considering creating a campaign with Illidan that will somehow go hand in hand with SoH that will hopefully explain his side of the deal but it only stayed in my mind. I think I should give him stronger presence in the campaign not just in the final battle as you mentioned would be good too.




Thank you very much. :D



Thank you for playing! I'm happy to know that many people had enjoyed this as much as I enjoyed making it. About that makrura bug, I already fixed it but didn't update the campaign yet but I will try to update it sooner.
 
Level 2
Joined
Jun 2, 2018
Messages
11
I think I found several bugs (I'm using W3 of version 1.29 though, without any other issues so far. It's possible though that all of these are OK on 1.30).

1/ When I step on Circle of power in order to befriend the Umbrafen tribe, nothing happens. The other Circle of power (Ferfalen tribe) works as expected.

2/ Akama's 3rd level wolves (once they get invisibility) are nearly always passive unless explicitely ordered to attack an unit. (Attack command on the ground is not enough, they just walk there and stay there in the middle of enemies).

3/ Makura deepseer spawns two of himself and each one of them subsequently does the same, and so on, eventually creating an infinite army of these guys. (Although they do eventually time out and despawn.). Luckily this can be solved by just using whosyourdaddy for a few seconds.
Makura.png


4/ And at last, the most serious one: in chapter eight, all 3 enemy bases sometimes attack all at once on my ally (rarely also me), or rather the others come to aid when one of them initiates a fight. Or they attack in quick succession. I don't know if that's intended, but seems to harsh. We get absolutely destroyed few minutes into the mission, when that happens.

Also it would be nice to add an option to reset heroes' spells. (Buy a book at the shop or something like that.)
 
Last edited:
Level 13
Joined
Jun 22, 2020
Messages
194
I think I found several bugs (I'm using W3 of version 1.29 though, without any other issues so far. It's possible though that all of these are OK on 1.30).

Please be so kind and explain why you use v.1.29 when you know that the recommended one is v.1.30? - resulting in reporting a ?bug? (point 3 is not an bug) about an incorrect version of Wc III. You haven't indicated which version of the campaign you are using!

Campaign Version - 2.3.0 and WcIII Recommended Version - 1.30 are two completely different things. The requirement for a Recommended version of WcIII is not given by chance, nor is it written up there just like that - to fill up some more space. If you want the most trouble-free gaming possible, play 2.3.0 on 1.30 patch and then report a bug. If you are playing a previous version of the campaign - the author no longer deals with these bugs.

Also look at the post above yours ( the one by Ravager16829 )

I would really like you to be as thorough as possible in your answer.
 
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Level 2
Joined
Jun 2, 2018
Messages
11
Please be so kind and explain why you use v.1.29 when you know that the recommended one is v.1.30? - resulting in reporting a ?bug? (point 3 is not an bug) about an incorrect version of Wc III. You haven't indicated which version of the campaign you are using!

Campaign Version - 2.3.0 and WcIII Recommended Version - 1.30 are two completely different things. The requirement for a Recommended version of WcIII is not given by chance, nor is it written up there just like that - to fill up some more space. If you want the most trouble-free gaming possible, play 2.3.0 on 1.30 patch and then report a bug. If you are playing a previous version of the campaign - the author no longer deals with these bugs.

Also look at the post above yours ( the one by Ravager16829 )

I would really like you to be as thorough as possible in your answer.
Well, why do you think. Because v1.29 just is what I have. Obviously I don't want the author to fix bugs that manifest only on v1.29, if that's indeed the case. I just thought it might still be worth mentioning this stuff, because it could apply to v1.30, too. Of course I don't know that, but it could.

And yes, I do have campaign version 2.3.0.

(I did see that post, but I don't have spare CD key to use for v1.30)
 
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Level 13
Joined
Jun 22, 2020
Messages
194
Well, why do you think. Because v1.29 just is what I have. Obviously I don't want the author to fix bugs that manifest only on v1.29, if that's indeed the case. I just thought it might still be worth mentioning this stuff, because it could apply to v1.30, too. Of course I don't know that, but it could.

And yes, I do have campaign version 2.3.0.

(I did see that post, but I don't have spare CD key to use for v1.30)

In this short article you will find a link from where to download any version of WcIII you want. Especially versions after 1.27 do not require a key. Just download unzip anywhere you want and play ---> Curse of the Forsaken v3.0.1

You should always start WcIII from Warcraft III.exe and NOT from Warcraft III Launcher.exe !!!

I expect you to confirm or deny the so-called "bugs" after trying the game on 1.30.

EDIT from Ravager16829's post below: ... or re-enter the key you already have if the game asks for it.
 
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Level 28
Joined
May 14, 2021
Messages
1,095
In this short article you will find a link from where to download any version of WcIII you want. Especially versions after 1.27 do not require a key. Just download unzip anywhere you want and play ---> Curse of the Forsaken v3.0.1

You should always start WcIII from Warcraft III.exe and NOT from Warcraft III Launcher.exe !!!

I expect you to confirm or deny the so-called "bugs" after trying the game on 1.30.
I will add some info about your post:
1.The fact that version after 1.27 doesn't require a key is not true. You'll still need this because the game will always prompt for you to enter a key when you start the game. However, it's possible to bypass this warning by referring to this post. This only possible if you don't have any existing w3k files.
2.It's possible to delete the "Warcraft III Launcher.exe" after installing the game. It's pretty worthless since you don't want the game to be auto-updated to 1.35. In case you are currently playing on 1.31.1, sometimes the game will either display a Reforged auto-update notification or even has the "Battle.net" button being disabled.

Also, if you want to ask problems related to Warcraft III, there is a separate forum already. The moderator will probably move your post if it's in wrong one.
 
Level 13
Joined
Jun 22, 2020
Messages
194
I remember the first time I played this campaign was somewhere between 2015 and 2020. My memories of her have faded quite a bit, so I decided to do a second playthrough.

I'm now on Chap.5 and so far a few small things have struck me, two of which are unpleasant. Played on 1.30.4, game v.2.3.0. I use Rebirth 8 which in this case doesn't visibly help with the way characters and some game units look. I definitely like the new character models and game units better. In this regard:

Warcraft III Screenshot 2023.05.26 - 18.57.41.46.png Warcraft III Screenshot 2023.05.26 - 18.58.46.25.png Warcraft III Screenshot 2023.05.26 - 18.59.58.62.png Warcraft III Screenshot 2023.05.26 - 19.01.50.13.png and later Warcraft III Screenshot 2023.05.26 - 19.08.28.97.png

Here I guess the year in which these things were made and the way they were made is important. It would be good if the campaign had uniformity and completeness and not look like an old garment with patches of different colors on it.

I mentioned that I'm on Chap.5 but I haven't finished it yet. Is this how it should be on the screenshot or not because something is missing (chap.3,4,5). If I want to start some of them I have to watch the Interlude before it first (or Esc).

Warcraft III Screenshot 2023.05.27 - 08.22.31.28.png

The short stop of the game when changing the music is quite unpleasant especially in a tense situation. In chap.2 it struck me that one of the tracks stops suddenly - it sounds somewhat unfinished as if it was cut at that very moment. I could recommend a basic sound editing program with very useful effects that would be able to make this track fade out smoothly or vice versa just where it seems cut smoothly to raise the pitches at the last second to get the effect of rising tension as it is well suited for this and blends perfectly into the atmosphere of the level. If you need help with cutting, merging sounds or whole tracks, continuously repeating one or several tracks merged into one, adding sounds to the tracks themselves, adding effects you can count on me.
Sometimes I really wonder why you (the map and campaign creators) go to so much trouble with background music doing all kinds of magic to get a few music tracks working properly. Collect all the tracks in one. Add as many seconds of pause between them as you like. Set a continuous repeat - save and done. It remains only to insert it into the map. Instead of inserting 2-3 or 5 you insert only one file. As far as I've noticed so far these are quite small files so if they are combined into one they are unlikely to exceed the limit if there is one and all this without even losing the sound quality. If this system can't completely eliminate the game pausing when changing background music, it will at least make it happen 2-3-4 times less.

Two errors that sometimes happen and sometimes don't: in the cinematic at the end of chap.2 - while the characters are talking Akama keeps hitting the Demon until Maiev finishes it; one critical exit from Wc on restart chap.2.

Magtheridon (sound) Voice in chap.2 - sounds like some spoiled wizard to me. Very frivolous! Better to remain silent.

Hellfire Citadel chap.2 - you can only leave the citadel with one character, then you have to leave it with the other. Should one character leave the citadel, it should automatically transfer the other as well.

There may be other places on this map where the character can enter and then be unable to exit.
може да има други такива места по картата.png

At least up to this point, the campaign does not cover my understanding of High Quality, which in no way prevents the ending from getting the maximum 5 stars. In a way, the campaign reminds me of Rise Of the Blood Elves, but I still can't get my head around what exactly (definitely not because of some characters or game units, but rather something in the gameplay structure).


Continuation...

Chap.9 - the second optional quest:
I failed to find Illidan's Pup. There was also a second main quest which was never revealed to me and I had no idea what this quest slot was for - remained Unrevealed until the end. The Unbreakable Gates opened at the end when I broke all three generators (is that how it's supposed to be here?). First I destroyed all the enemies outside The fortress. Then I freed the imprisoned Demon. He was killed by the objective of the second optional quest.
The fortress was empty inside. Where there should have been a lot of opponents (in the two small bases) there were only two-three to five-six maximum. In fact, the buildings in these 2 small bases were twice as many as the opponents in them. Strange.

Game Difficulty: Easy difficulty gives a nice relaxing gameplay for the less experienced players. Normal difficulty provides enough challenge, satisfaction and dynamism. Here I decided that Hard is not for me.

Quick cues in some places.

What I liked the most:

  • the music and changing the music according to the circumstances
  • gameplay enjoyment
  • interesting Bosses
  • terrain on the last level and the level with the Water Towers
  • skipable and not long cinematics
  • the infinite multiplication of some enemy units in case you attack the wrong one
  • the variety of Heroes and races

Overall, the campaign suffers from no critical bugs, only minor flaws with two exceptions: the short freezing when changing background music as well as her erratic behavior. From a purely consumer point of view I agree that the campaign has a lot of HQ characteristics but not enough to agree that it is HQ work. Thanks for sharing. I await updates.

7719-100Satisf-80-73.png
 
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Level 5
Joined
Jun 3, 2023
Messages
40
Currently playing this version on Hard. Still could not get things right in Mission 3 (also wonder why people think Mission 2 is the hard one). Any advice on the strategy? My big problem is the allies AI, broken draenei forces seems to never do anything besides staying in their base and the draenei is losing their ground fast.


Edit 1: I cruised through Mission 3 after trying different strategy. So idk if it is true or not but I think the allies AI "copy" my in-game progress, like if I aggresively building units and upgrading tech tree, both broken draenei and draenei forces will do that too. Now I am stuck at Mission 5 because of the shrimp bug lol
 
Last edited:
Level 5
Joined
Jun 3, 2023
Messages
40
Continuation of my previous post:

Chap.9 - the second optional quest: I failed to find Illidan's Pup. There was also a second main quest which was never revealed to me and I had no idea what this quest slot was for - remained Unrevealed until the end. The Unbreakable Gates opened at the end when I broke all three generators (is that how it's supposed to be here?). First I destroyed all the enemies outside The fortress. Then I freed the imprisoned Demon. He was killed by the objective of the second optional quest.
The fortress was empty inside. Where there should have been a lot of opponents (in the two small bases) there were only two-three to five-six maximum. In fact, the buildings in these 2 small bases were twice as many as the opponents in them. Strange.

Game Difficulty: Easy difficulty gives a nice relaxing gameplay for the less experienced players. Normal difficulty provides enough challenge, satisfaction and dynamism. Here I decided that Hard is not for me.

Quick cues in some places.

Sudden and surprising onset of cinematic in some places.

What I liked the most:

  • the music and changing the music according to the circumstances
  • gameplay enjoyment
  • interesting Bosses
  • terrain on the last level and the level with the Water Towers
  • skipable and not long cinematics
  • the infinite multiplication of some enemy units in case you attack the wrong one
  • the variety of Heroes and races

Overall, the campaign suffers from no critical bugs, only minor flaws with two exceptions: the short freezing when changing background music as well as her erratic behavior. From a purely consumer point of view I agree that the campaign has a lot of HQ characteristics but not enough to agree that it is HQ work. Thanks for sharing. I await updates.

View attachment 436664
I also just finished the campaign but on Hard Mode so idk if this also applies on Normal/Easy, but on Chapter 9, the 2nd main quest is destroying the illidari base (the purple demon base) and should be available once you opened the Gate. The base is located on top right corner near one of the fel generator. I am guessing that you already destroyed their base with Anyndra's forces when trying to reach the fel generator (on Hard this would be almost impossible to do). In my case, Illidan's pupil (objective of 2nd optional quest) was near the generator that powered the pit lord's cage. Also the two bases that you mentioned would be the naga and blood elves right? On Hard they have lots of army there but most of the army is always sent as attack wave, so if you strike them right after the attack wave then you will find their bases quite empty.

I assume the infinite multiplication is the makrura-like creeps on Chap 5 & 6 right? Pretty sure those are bug and i have to use instant kill cheat only for them before the game crash lol.

Also a quick tip on Hard Mode, "Play the macro aggresively" as in get extra production building, always produce units, and fast gold mine expansion (also too many ancient protector is useless, just 2-3 on each side of your base is enough) & "Maiev is OP" which means get any tome, good items, etc for her and micro her well.

I was stuck at Chapter 2 a little bit, I was playing defense for too long (though it worked somehow):
  • The demon illidari (purple) wave even with their Hero also attacking can be defeated with 3 protectors and Maiev (stun bomb then blink and fan knives)
  • For the other side of the base that were attacked by blood elves and Vagath's orc, I use 8-10 ancient protectors (position them in concave formation) and 6-8 ballista behind them (This strategy progress very slow tbh)
  • Blood elves attack are weak, target their hero first and the rest are squishy
  • Vagath's orc is the deadliest but Maiev is the key. Set the stun bomb near your protectors and use her blink to target the demolisher first. Use Akama and wolves to tank for Vagath's infernal and the rest of their army.
  • The attack wave are frequent so counterattack timing is crucial. Only do counter attack right after Vagath's attack wave. Destroy Blood Elves first, retreat and prepare for next Vagath's attack, then attack the Illidari. Retreat again and deal with Vagath's attack, then build another base (includes production building) in Blood Elves former sites then after another Vagath's attack, destroy his base.

Fyi, the archer (with multishot) and priestess (with spirit link and their 3rd skill) is OP and really useful during the hardest chapters (imo Chapter 3 and 7)
 
Level 13
Joined
Jun 22, 2020
Messages
194
I also just finished the campaign but on Hard Mode so idk if this also applies on Normal/Easy, but on Chapter 9, the 2nd main quest is destroying the illidari base (the purple demon base) and should be available once you opened the Gate. The base is located on top right corner near one of the fel generator. I am guessing that you already destroyed their base with Anyndra's forces when trying to reach the fel generator (on Hard this would be almost impossible to do). In my case, Illidan's pupil (objective of 2nd optional quest) was near the generator that powered the pit lord's cage. Also the two bases that you mentioned would be the naga and blood elves right? On Hard they have lots of army there but most of the army is always sent as attack wave, so if you strike them right after the attack wave then you will find their bases quite empty.

I assume the infinite multiplication is the makrura-like creeps on Chap 5 & 6 right? Pretty sure those are bug and i have to use instant kill cheat only for them before the game crash lol.

Also a quick tip on Hard Mode, "Play the macro aggresively" as in get extra production building, always produce units, and fast gold mine expansion (also too many ancient protector is useless, just 2-3 on each side of your base is enough) & "Maiev is OP" which means get any tome, good items, etc for her and micro her well.

I was stuck at Chapter 2 a little bit, I was playing defense for too long (though it worked somehow):
  • The demon illidari (purple) wave even with their Hero also attacking can be defeated with 3 protectors and Maiev (stun bomb then blink and fan knives)
  • For the other side of the base that were attacked by blood elves and Vagath's orc, I use 8-10 ancient protectors (position them in concave formation) and 6-8 ballista behind them (This strategy progress very slow tbh)
  • Blood elves attack are weak, target their hero first and the rest are squishy
  • Vagath's orc is the deadliest but Maiev is the key. Set the stun bomb near your protectors and use her blink to target the demolisher first. Use Akama and wolves to tank for Vagath's infernal and the rest of their army.
  • The attack wave are frequent so counterattack timing is crucial. Only do counter attack right after Vagath's attack wave. Destroy Blood Elves first, retreat and prepare for next Vagath's attack, then attack the Illidari. Retreat again and deal with Vagath's attack, then build another base (includes production building) in Blood Elves former sites then after another Vagath's attack, destroy his base.

Fyi, the archer (with multishot) and priestess (with spirit link and their 3rd skill) is OP and really useful during the hardest chapters (imo Chapter 3 and 7)

On Chap.9 There is a other way to release the Demon (optional quest 1). You can jump with Maiev directly to the generator that keeps it locked after destroying the enemy base that is located right below the generator. Perhaps this possibility is the cause of complete confusion in this level which I described above.
From the beginning of the level, Anindra's forces can stay in place - just don't bother with them and focus on destroying the enemy bases. After that jump with Maiev to the generator and freed the Demon. After that, if you want, you can free up space by the trees with the Ballists and jump with Maiev to Anindra. On your way you will find almost empty enemy bases (with 5-6 max weak units) and all doors remain closed until the end of the level.

makrura-like creeps - I don't know if this is a bug or not. From my point of view it's a well laid trap because if you ONLY attack the Right Crab this infinite multiplication doesn't happen. Also once you kill the Right Crab you can also kill the companions and multiplication doesn't happen. If you don't hit the correct crab from the start or attack all the crabs at the same time, they start multiplying. In this situation just run away and come back later - they will be three again and try again.
 
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Level 5
Joined
Jun 3, 2023
Messages
40
On Chap.9 There is a other way to release the Demon (optional quest 1). You can jump with Maiev directly to the generator that keeps it locked after destroying the enemy base that is located right below the generator. Perhaps this possibility is the cause of complete confusion in this level which I described above.
From the beginning of the level, Anindra's forces can stay in place - just don't bother with them and focus on destroying the enemy bases. After that jump with Maiev to the generator and freed the Demon. After that, if you want, you can free up space by the trees with the Ballists and jump with Maiev to Anindra. On your way you will find almost empty enemy bases (with 5-6 max weak units) and all doors remain closed until the end of the level.

makrura-like creeps - I don't know if this is a bug or not. From my point of view it's a well laid trap because if you ONLY attack the Right Crab this infinite multiplication doesn't happen. Also once you kill the Right Crab you can also kill the companions and multiplication doesn't happen. If you don't hit the correct crab from the start or attack all the crabs at the same time, they start multiplying. In this situation just run away and come back later - they will be three again and try again.

On Chap.9 There is a other way to release the Demon (optional quest 1). You can jump with Maiev directly to the generator that keeps it locked after destroying the enemy base that is located right below the generator. Perhaps this possibility is the cause of complete confusion in this level which I described above.
From the beginning of the level, Anindra's forces can stay in place - just don't bother with them and focus on destroying the enemy bases. After that jump with Maiev to the generator and freed the Demon. After that, if you want, you can free up space by the trees with the Ballists and jump with Maiev to Anindra. On your way you will find almost empty enemy bases (with 5-6 max weak units) and all doors remain closed until the end of the level.

makrura-like creeps - I don't know if this is a bug or not. From my point of view it's a well laid trap because if you ONLY attack the Right Crab this infinite multiplication doesn't happen. Also once you kill the Right Crab you can also kill the companions and multiplication doesn't happen. If you don't hit the correct crab from the start or attack all the crabs at the same time, they start multiplying. In this situation just run away and come back later - they will be three again and try again.
Ah I see, that was similar to my initial plan but I ended up only destroying Kargath's base and crippling the blood elves and Naga because that is enough to play Anyndra's side undistracted and I was also afraid messing up the trigger if I get Maiev to the other side.

The infinite multiplication is definitely a bug, because on Chapter 6 Hard Mode (Coilfang) there are 2 naga's lieutenants that can summon makruras (which later duplicate infinitely) and it is impossible to kill a lieutenant quick enough before they start using their skill
 
Level 2
Joined
Jul 10, 2023
Messages
4
I choose normal and the following is my experience:
Chapter 1:
Just lure part of enemies to move and avoid harsh fighting of all units in areas.

Chapter 2:
Before arrving the base, use similar strategy in Chapter 1.
After that, build additional ancient of war at first. Then moon wells to reach up to 60 maximum food.
Produce several huntresses and then produce at least 3 glavive throwers.
Then buid several protectors (top and right with 2~3 respectibely) to delay the seige of enemies.
Then destroy the cages on the right of your base and try to destroy the blood elf base.
To ensure the sucess, attack that after the dreadlord attacks your base(of course after you succeed to defend his siege.)
If you succeeds and your base is not been damaged severely, your pressure to defend your base is reduced a lot.
If not, just reload your game and try several times(remember to save game before attacking the base.)
Then, attack the other base to complete the side quest.
(This should be easier than before because there is less one enemy base to support the fighting)
Finally, produce enough units to finish the main quest(at least 80 food units with about 4 glavive throwers).
Just take care the dreadlord to summon internal(so you may choose the time after he attacks your base.)

Chapter 3:
what is this difficult design?
I don't know how to pass this...
Update: I finally pass it, but I don't know why the boss is invulnerable and how this is canceled.
In any boss fighting, it's impossible to pass each boss fighting if losing too much units.
However, there is some traps (especially spikes in front of this boss and bombs near generators) to kill many units.
Then, I have to reload game save to try out many possible methods to pass each boss fighting.
Overall, the most difficult boss of this submap is this orc mage.
By the way, I found the units will be automatically supplemented at the end of finishing Magtheridon.
No wonder this boss is designed to be such difficult.

Chapter 4:
In the final boss fighting, after the animation ends, orc mages cast rain fires suddenly and I have no reaction time to stop their casting.
After lots of trying, I found the entrance is not closed. So I relied on this to pull units back to pass this final fighting.

Chapter 5:
Well, the enemies' AI is odd... I try 3 timee. At the first time, the Naga attack my base. Then they are no longer to attack my base afterward.
At the second time, the Naga and lost ones attack my base and I'm unfamilar with the technology tree, so I lost.
At the third time, there is no enemy to attack my base, but frequently attack dranei's base.
So, I decide to help this base and safely update my technology.
This time, the game is very very easy and I destroy the Naga bases without any pain.
But there is a bug in neural unit: Brogstrok crusher will produce its mirrors infinitely...

Chapter 6:
Well, the boss before Vashj will produce lobsters and they will produce infinite mirrors as I mentioned in Chapter 5.
I don't know how this bug occur. So, I use "whosyourdaddy" to bypass this.
Basically, if you know the boss' skills and know how to use your skills to deal with them, you can pass each boss fighting without any loss.
(Of course, you may have to try lots of times to fulfill that.)
The most difficult part is to defeat the boss in steamvault and Vashj.
For the former one, I use "pull-back" to avoid fighting and use ONLY heroes to fight when asking me to kill summoners.
When boss becomes invulnerable, I also use "pull back" to avoid fighting. Then use heroes as tank and call other units to destroy the building.
(Notice NOT to make the casters attacked by boss!)
For the latter, I can't defeat Vashj in the first wave. Hopefully, the units including heroes will resurrect.
So, don't worry even if you make some mistakes.

Chapter 7:
Although I try to maintain the second gold mine, it's prone to be destroyed. So, I give up the plan.
However, the difficuly is not hard and just keeining the units about 60 food units is sufficient.
(By the way, it's hard to find a place to build new buildings...)

Chapter 8:
I choose Aldor.
Just help blood elves to defend their base. Then build powerful units and upgrade technology.
It should be not hard to destroy the enemies' bases.
After acquiring all keys and open the gate, it's not hard to defeat the boss fighting.
(Since lost units will be automatically supplemented, it's a easy task.)

Chapter 9:
Help dranei's base and if your allies attack Kagath's base, just use your all units so far to attack it, too.
Then, try to destroy blood elves' and Naga base.
If it's done, then you can focus on Anyndra's side.
If the enemies are too powerful to defeat, just use Moonlight Shadow to avoid fighting.
You may use Hippogryph riders to help her tasks.
Sometimes, your allies may help you to destroy the generator to release the Pit Lord.
You may also try to use Maiev's blink strike to enter into the temple to help fight.(although I didn't do that)
Basically, this chapter is easy.

Chapter 10:
Remember to divide and conquer!
The most difficult part is Illidari Council. The spell can kill a large amount of units.
So, try to lure one of the boss to fight solely with you. Then try to stun and silence him/her.
Here, since they don't share hit points, the strategy to divide and conquer works.(unlike WOW)
The second most difficult is Mother Shahraz because blade storm is very powerful.
The best way is to periodically cast silent and stun skills to avoid her making to much damage to your team.
Although Illidan is not easy to defeat, you wll get supports from Aldor and Scryper after you kill the two fire elements summoned by Illidan.
So, if you succeed to hold on in this phase, it's much easy afterward.

Overall, the most difficult parts are Chapter 1~3 and the game will become much easier later as the heroes and units become more and more poweful.
(approximately like Hard Level Campaign in Warcraft 3 (not Reforged!) if choosing normal mode.)
This campaign is a well adpation from WOW: The Burning Crusade.
Remember to fix the bugs for infinitely producing lobster units.
That's all my playing experience.
 

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Level 3
Joined
Mar 24, 2014
Messages
9
I'm in mission 7, I will do a feedback for the six missions before :

Overall, terrain, quests, objectives and ideas here and there are cool. I think all the new techtree are interesting in their own ways. I honestly wishes that you make worker start working without player input, it's kinda boring, like in Starcraft 2 WoL, to have to clic on your workers and sent them to the mines when they could be in it from the beginning. It's especially boring when you restart a lot the missions for trying new things.

My biggest issue is the way the difficulty is handle, which I find not very adapted for what Warcraft 3 can do (btw I'm playing in hard).

I will make a review for every chapter :

1 - A no-build mission, classic one, take your time, let summon tank hits for you, let heroes do most of the job. Classic. Nothing special.

2 - Chapter 2 is insanely tricky and you will probably have to save scum a lot to see the end of it. After trying some tips here and there, nothing worked, but I've finally come up with my strategy. In order :
- At first, clean the road and go to the base. Save and try to save as many units as you can in the base, and watch that the enemy don't destroy the ancient of war or the tree of life.

- The map is made of small corridors, base is tiny, and attack waves happens like every minutes, sometimes more or less at the same time, from two enemy in the east and one in the north. Only the fel orcs are dangerous, but the demons and blood elves will weaken you for the dreadlord. Being level 6, this... gentleman can sleep your units and send the hellish infernal in your cluster of units, cluster because of the small corridors and base. To be clear, you have to be able to defend two points from attacks that came 1/2 with heroes every minutes with a midlife base, nothing to build immediatly good units, an economy that needs to be create from the ground, against enemies with chaos damages that will destroy your towers. Fun.

- The best way to win will come after, but first what you need to do after taking the base. Akama and Maiev are the keys of defending the base. Use the two and go directly to the gold mine to the right, kill the demons, and destroy the upper skull building, you should have enough time to stop the wave of the blood elves coming from the east with those two, and go directly defending north against demons.

- In the same time (be quick), make a lot of whisps, sent them to the trees to harvest, build another ancient of war, build a new ancient of life in the gold mine at the place where the skull was. Why? Because if you put the tree of life at the lower skull, demolishers can target it from the bridge. In my way, they can only target the rooted mine, which is free to replace. Also, unroot your towers, eat trees, reroot in order to heal them.

- Go to the east, and prepare defending against other waves. Start the upgrade of the ancient of life as soon as you can and produce only archers. Why archers? Because a lot can fit in small areas, contrary to glaive throwers and huntress, being ranged without a deadzone and being able to move quick is essential in order to survive. Ballistas are too big and slow to manoeuver here, and huntresses will be destroyed by the orcs. Also, the upgrade triple shot is what interest you, and what you must get asap, so this is why you need the upgrade of the ancient of life. It basically triple the damages done by your archers, making them Reapers coming to slay orcs, demons and elves.

- You won't have the upgrade when the dreadlord will show up the first time. Lock him as much as you can on the bridge, with Akama, his wolves, and Maiev stun, makes all your units fight. Do not let your heroes die. I suggest you to save before his appearance. You have to save as many units as you can. It's especially import to keep the broken caster that can heal.

- After that, keep using Akama and Maiev when other units are not necessary (when there is no hero in the east or for the north attacks), and use units when the dreadlord and the elf hero come. If you have two attacks, one north and one east, send you archers deal with north and slow the enemies in the east in order to let the archers come back.

- When you will have enough wisp harvesting woods and a good economy, wait for the orcs and elves to attack with their heroes, and just after, transform like 6-10 wisps into towers in the east, not in your base, but in a concave formation (with a tower behind another to let your units pass through) in front of the bridge. At this point, Akama and Maiev can defend it alone together. Always keep six-eight whisps just above them to replace the towers if they are destroyed. Keep in mind it's useless to have one or two towers only, you have enough to destroy quickly the waves or you have none. You're just losing ressources if not because the orcs will pass through with their chaos attacks.

- You should have a critical mass of archers and the upgrades. Basically, you win at this point, your defenses will only get stronger over time as your army grows. Now it's time to prepare the counter attack. Makes now a group of huntress and 3-4 ballistas, withwhat should be a full group of archers. Wait for the north to attack with its hero, kill her, and sent all your units except the heroes who will keep defending east alone with the towers. Your army should be able to destroy the demon base, even with microing what they do, so you can focus on keeping orcs and elves at bay.

- Once it's done, recruit, and repeat. Destroy the elves, then the orcs. You can free the brokens to do the side quest, don't forget to take the bonus stats from the fallen bases.

3 - First part of the mission is easy, pull the enemies, kill them far from the tower, destroy the tower, uses the moon well if you need to heal your wounds or restore mana. Once you get to control the base, don't be afraid for the draenei : they can finish the mission alone, they will probably tear appart brown with ease, and then slowly take down yellow.

Don't build towers, there is not enough space for them (again). Use Maiev and Anyndra to tank the enemies and make only archers. Archers is good, archer is life. With a doomstack of them, you will slay the waves in no time. When the orcs are attacking Akama, if possible, sent your heroes helping him, he can be overwhelm. When you have a good bunch of units, two group of archers, wait for Akama to attack a base, send one group and your heroes to help him, and repeat. Do not forget to do the goblin quest. When all bases are destroyed, you can go for the submap (Hellfire citadel). Once it's done, buy zeppelin, destroy Kargath, and mission done.

Submap and chapter 6 - Those are no build missions revolving around doing dungeons and raids from BC and killing the bosses from that era, which is a very cool concept imo. Your heroes have three lives, and you are given a small group of units that can come back to life with no limit at the entrance. I've seen people sayin those missions were hard, especially Hellfire, but... no. You have unlimited units and time. Your unlimited units can finish the mission mostly alone, I've used my heroes only to get the job done quickly at some part. Just zerg rush everything when your heroes are taking a nap with your poor elves, and later broken and nagas, that's it. You have Mother fu... Akama in chapter 6 also, so nothing should be an issue. A trick for Hellfire, at some point, there is spike trap that can kill you in two second. It works on enemies. Just hit & run and watch them die.

4 - Another classic no-build mission. Take your time, let your heroes do the job. Be aware that the firelord at the end drop an artifact weapon. You have like 4 seconds to get it before the mission end, so you should prepare one hero with a place for it.

5 - At first glance, this mission looks like a nightmare. You have one ally. You must destroy the two naga bases, which are more on gigantic base in two parts at the center of the map. They have one lost one faction at their side with a level 8 hero, and nagas have two level heroes too. North and south there is two other lost one factions that you or the enemy can recruit. In order to do so, north will ask 800 golds and 600 woods, and south an orb of slow coming from the shop of the draenei and 700 woods.

At first, it seems that the enemy act random. They can attack you and your allies in whatever order. If you take asap north broken, the AI will come to destroy it. You will not have an army able to face the weight of the nagas before very late. They also seems recruit randomly the other lost ones. In true, it seems that the AI has to move and paid them to actually recruit them.

So, like 2, the solution is tricky but quite easy to do when you understand. But let me tell you a story. There was before a broken named Akama, so ugly that the draenei didn't wanted him with them and that the orcs and demons have tried to save the world by killing him. Rejected by everyone, Akama has gone to the gym despite being an intel hero, and after years of training, he came back in order to punish all of them, free some night elves babes to bang them, and watch the draenei bow down before him. And then slap Gods who have makes him that ugly.

JesusAkama is a one man army, a hero utterly broken. You see it when you reach level 6. Akama ultimate is in fact three ultimate, with a better starfall, a tranquility, and a powerfull stun/damage in line ability. All of them are on short CD. You have wolves, and a healing abilities that refund you an absurd amount of life and mana, meaning you can fight pretty much without stopping.

This is the strategy here, Akama can win this chapter alone. Recruit the north broken faction asap, and then wait for the sha'tar to attack the nagas. Use the wolves, you regen ability, then your starfall-like behind the sha'tar, as much as you can, it's insane how fast it kills anything behind 700 hp. Switch to the tornado, then the heal, and repeat this cycle. By falling back and pulling nagas to the sha'tar base and using correctly all your toolkit, you can take down the armies and never let do anything except rebuild units. The lost one will try to stop you as much as they can, but that will not work. Because they are busy, you can what you want with your base, I suggest building 8 towers in the lost one north base, so you will be sure it will not be destroy. Repeat the process of attacking and at the third or fourth attack wave of the sha'tar, they should be able to destroy the entire naga base. Buy an orb of slow, recruit south lost ones, build towers here, and then go creep around. When it's done, destroy everything else and finish the mission.

At this point, just keep in mind that the crabs creeps can summon two other crabs that can summon two other crabs, etc. Activa whosyourdaddy to kill them because unfortunately, if you don't, they will make your game crash. The side quest is in the left of the map, and is easy to do buy using the wolves/starfalllike ability, fleeing, and coming back at the nagas.

Also, the before last boss of chapter six summons the summoning crabs... so use whosyourdaddy. It's sad to have to kill a boss that way, but no choice here.
 
Level 3
Joined
Mar 24, 2014
Messages
9
7 - I don't like this mission to be honest. You have to defend Shattrath against bloods elves in the east which face Aldor, nagas in the west which face your blood elves, and your are up against fel orcs. They have their own heroes and Illidan will show up three times with a full assaut. And it's again a map full of corridors making units having a hard time to walk through.

The allied IA seems really incompetent and it's weird system of being hidden behind portals make them sometimes wandering more than fighting.

Anyway... heroes are the key here, as always. Throw whisp at the mine, create an ancient of life in the second mine, research upgrades for priestesses and archers. After that, for the macro, you will need to create an ancient of eternity, an ancient of wonder and the nest, your objective : priestess, archers and hippogryff riders. This composition can deal a great amount of damage, hippogryffs are fast and ignore terrain and collisions, and can avoid melee, priestess have a mass healing ability very usefull for sustain your army as much as their normal heal ability.

Throw Maiev in the melee, spam everything you have, and good luck. Save before each wave : you want to have as less casualities as you can.

Regarding Illidan, keep in mind you will lose things. Focus him as much as you can with your heroes, the two can actually kill him together but it's hard and that means you don't micromanage much the rest (this is why my composition is good, no need to micro much).

Regarding how and when helping your allies :
  • Enemies blood elves have a lot of units like ballistas and spell breakers that are a pain because they are immune to magic for the later and can't be targeted by spell for the first. Clean the casters and then let your units deal with the rest. The heroes here is a pain in the ass : it will make starfall as quick as he can, so keep a control for that, and after, it will divine shield. Your allies will struggle a lot to kill her, but if she is alone, she can't hurt... that much, so if you are busy elsewhere, go.
  • Nagas tend to cut the elves into pieces but their group are rather small, and they have no way of preventing your heroes to deal with them. If they don't split too much, easy to clean. If they, sent your army. Archers should have no trouble. The hero is especially easy to kill compared to the three others.
  • In general, protect your entrance first. When Illidan comes the first time, focus him with the heroes and ranged, and what you have at the start in melee tank the rest. The second time Illidan comes, sent Maiev to slow him down and deal with your wave with the rest of your army, then come to help Maiev to deal with Illidan, it's wave of elves, and the second waves following with the elven hero. The third time, if like the elven ally base is down, they will try to go through the upper level of Shattrath, block him here with your heroes and kill him, then destroy the wave of nagas, at the same time, your army should be strong enough to deal with the orcs and after you can sent it on the elves.

Don't let your heroes die, use the fountain if you need, when nothing comes clean what you have to clean and focus on the macro, think of making wells in the upper level to avoid them being destroyed, and you should make it.

8 – Easy one, defend your base, help your ally when he needs to, make an army, roll on every base, you can even let Scryers finish the job after bases are done. Part 2 is a no build dungeon/raid like 3 and 6, same logic here.

For the bosses, keep in mind that even if the arena stop you from going out, you can still send your units.

Funny coincidence, I have done years ago a video for my guild when we were doing the old raids with the appropriate level and gear, and I’ve used the exact same song on Kael’thas
.

9 – Just use Maiev to drive away the enemies forces from you and your allies, make an army, hippogryff riders are still good, destroy the elves and the nagas. Then teleport Maiev with the other hero, kill everything in your path, destroy purple base, end. A very easy mission.

10 – You can do each bosses with heroes alone if you manage well. Akama shade is the worst imo because it’s hard to tell which is the real one, Shahraz can be punishing quickly, illidari council is your team but weaker, and Illidan asks just you to focus the portals asap.


General things about the campain :

Maps feel small. All of them. There is very little space to maoeuver and certain place, like the siege of the Black Temple, you feel so constraint. You hardly find space to build things on certain map (2, 7), and moving clunky units is a nightmare (which is responsible for my choice of archers or hippogryffs).

Too much power overall. Everything is so damn strong. Every spellcasters has access to totally broken spells, heroes are damn powerful and quickly play a one man army role. The balance of W3 is shifted at this point, why bother making intelligent army comp, using towers, or being careful when you fight when the best strat is making one ranged units and go ouga bouga everything ? The only thing you have to manage is heroes. Archers/hippogryffs do the job well during all the game.

The three dungeon times are cool but you can’t really lose if you just use your basic units. Maybe making a timer with a special reward in the end could be a good idea. Players will not be forced to rush through them, but can get something usefull.

I like the fact that the campaign isn’t about hidding behind a tower wall and build a big army on every mission. It’s often a problem with W3 design, and I’ve done that only one time in ten missions.

Having no occasion to play the draenei, broken and blood elves more than one time is sad. You see those races, their techs, their roster, and as soon as you have seen them, gone. But having the choice of race for one mission was an idea I appreciate.

The AI works well, allies are usefull most of the time, except in mission 7. You need to keep an eye on them but they do their job. It’s pleasant.

The difficulty curve goes from insane in the second mission to average until seven which is a bit harder and then fell off completly. Once you know how the map works, coming up with a strategy and steamroll everything is easily achieve. But I think it’s again how strong the heroes are. It’s not exactly bad, who decide which mission should be hard after all, but a more consistent difficulty could be appreciate.

The map on mission 5 is a multiplayer one, isn’t it ?

Overall, great campaign, much better than the previous version. Hope my advices for hard will help some players around here.
 
Level 23
Joined
Apr 12, 2014
Messages
1,846
7 - I don't like this mission to be honest. You have to defend Shattrath against bloods elves in the east which face Aldor, nagas in the west which face your blood elves, and your are up against fel orcs. They have their own heroes and Illidan will show up three times with a full assaut. And it's again a map full of corridors making units having a hard time to walk through.

The allied IA seems really incompetent and it's weird system of being hidden behind portals make them sometimes wandering more than fighting.

Anyway... heroes are the key here, as always. Throw whisp at the mine, create an ancient of life in the second mine, research upgrades for priestesses and archers. After that, for the macro, you will need to create an ancient of eternity, an ancient of wonder and the nest, your objective : priestess, archers and hippogryff riders. This composition can deal a great amount of damage, hippogryffs are fast and ignore terrain and collisions, and can avoid melee, priestess have a mass healing ability very usefull for sustain your army as much as their normal heal ability.

Throw Maiev in the melee, spam everything you have, and good luck. Save before each wave : you want to have as less casualities as you can.

Regarding Illidan, keep in mind you will lose things. Focus him as much as you can with your heroes, the two can actually kill him together but it's hard and that means you don't micromanage much the rest (this is why my composition is good, no need to micro much).

Regarding how and when helping your allies :
  • Enemies blood elves have a lot of units like ballistas and spell breakers that are a pain because they are immune to magic for the later and can't be targeted by spell for the first. Clean the casters and then let your units deal with the rest. The heroes here is a pain in the ass : it will make starfall as quick as he can, so keep a control for that, and after, it will divine shield. Your allies will struggle a lot to kill her, but if she is alone, she can't hurt... that much, so if you are busy elsewhere, go.
  • Nagas tend to cut the elves into pieces but their group are rather small, and they have no way of preventing your heroes to deal with them. If they don't split too much, easy to clean. If they, sent your army. Archers should have no trouble. The hero is especially easy to kill compared to the three others.
  • In general, protect your entrance first. When Illidan comes the first time, focus him with the heroes and ranged, and what you have at the start in melee tank the rest. The second time Illidan comes, sent Maiev to slow him down and deal with your wave with the rest of your army, then come to help Maiev to deal with Illidan, it's wave of elves, and the second waves following with the elven hero. The third time, if like the elven ally base is down, they will try to go through the upper level of Shattrath, block him here with your heroes and kill him, then destroy the wave of nagas, at the same time, your army should be strong enough to deal with the orcs and after you can sent it on the elves.

Don't let your heroes die, use the fountain if you need, when nothing comes clean what you have to clean and focus on the macro, think of making wells in the upper level to avoid them being destroyed, and you should make it.

8 – Easy one, defend your base, help your ally when he needs to, make an army, roll on every base, you can even let Scryers finish the job after bases are done. Part 2 is a no build dungeon/raid like 3 and 6, same logic here.

For the bosses, keep in mind that even if the arena stop you from going out, you can still send your units.

Funny coincidence, I have done years ago a video for my guild when we were doing the old raids with the appropriate level and gear, and I’ve used the exact same song on Kael’thas
.

9 – Just use Maiev to drive away the enemies forces from you and your allies, make an army, hippogryff riders are still good, destroy the elves and the nagas. Then teleport Maiev with the other hero, kill everything in your path, destroy purple base, end. A very easy mission.

10 – You can do each bosses with heroes alone if you manage well. Akama shade is the worst imo because it’s hard to tell which is the real one, Shahraz can be punishing quickly, illidari council is your team but weaker, and Illidan asks just you to focus the portals asap.


General things about the campain :

Maps feel small. All of them. There is very little space to maoeuver and certain place, like the siege of the Black Temple, you feel so constraint. You hardly find space to build things on certain map (2, 7), and moving clunky units is a nightmare (which is responsible for my choice of archers or hippogryffs).

Too much power overall. Everything is so damn strong. Every spellcasters has access to totally broken spells, heroes are damn powerful and quickly play a one man army role. The balance of W3 is shifted at this point, why bother making intelligent army comp, using towers, or being careful when you fight when the best strat is making one ranged units and go ouga bouga everything ? The only thing you have to manage is heroes. Archers/hippogryffs do the job well during all the game.

The three dungeon times are cool but you can’t really lose if you just use your basic units. Maybe making a timer with a special reward in the end could be a good idea. Players will not be forced to rush through them, but can get something usefull.

I like the fact that the campaign isn’t about hidding behind a tower wall and build a big army on every mission. It’s often a problem with W3 design, and I’ve done that only one time in ten missions.

Having no occasion to play the draenei, broken and blood elves more than one time is sad. You see those races, their techs, their roster, and as soon as you have seen them, gone. But having the choice of race for one mission was an idea I appreciate.

The AI works well, allies are usefull most of the time, except in mission 7. You need to keep an eye on them but they do their job. It’s pleasant.

The difficulty curve goes from insane in the second mission to average until seven which is a bit harder and then fell off completly. Once you know how the map works, coming up with a strategy and steamroll everything is easily achieve. But I think it’s again how strong the heroes are. It’s not exactly bad, who decide which mission should be hard after all, but a more consistent difficulty could be appreciate.

The map on mission 5 is a multiplayer one, isn’t it ?

Overall, great campaign, much better than the previous version. Hope my advices for hard will help some players around here.

Thanks for this lengthy review and gameplay advices, highly appreciated! :>

I like some of the points made and will be considered for future updates, especially Akama being a one man army (TBH I like spamming spells with him lol) and the difficulty curve overall.

I choose normal and the following is my experience:
Chapter 1:
Just lure part of enemies to move and avoid harsh fighting of all units in areas.

Chapter 2:
Before arrving the base, use similar strategy in Chapter 1.
After that, build additional ancient of war at first. Then moon wells to reach up to 60 maximum food.
Produce several huntresses and then produce at least 3 glavive throwers.
Then buid several protectors (top and right with 2~3 respectibely) to delay the seige of enemies.
Then destroy the cages on the right of your base and try to destroy the blood elf base.
To ensure the sucess, attack that after the dreadlord attacks your base(of course after you succeed to defend his siege.)
If you succeeds and your base is not been damaged severely, your pressure to defend your base is reduced a lot.
If not, just reload your game and try several times(remember to save game before attacking the base.)
Then, attack the other base to complete the side quest.
(This should be easier than before because there is less one enemy base to support the fighting)
Finally, produce enough units to finish the main quest(at least 80 food units with about 4 glavive throwers).
Just take care the dreadlord to summon internal(so you may choose the time after he attacks your base.)

Chapter 3:
what is this difficult design?
I don't know how to pass this...
Update: I finally pass it, but I don't know why the boss is invulnerable and how this is canceled.
In any boss fighting, it's impossible to pass each boss fighting if losing too much units.
However, there is some traps (especially spikes in front of this boss and bombs near generators) to kill many units.
Then, I have to reload game save to try out many possible methods to pass each boss fighting.
Overall, the most difficult boss of this submap is this orc mage.
By the way, I found the units will be automatically supplemented at the end of finishing Magtheridon.
No wonder this boss is designed to be such difficult.

Chapter 4:
In the final boss fighting, after the animation ends, orc mages cast rain fires suddenly and I have no reaction time to stop their casting.
After lots of trying, I found the entrance is not closed. So I relied on this to pull units back to pass this final fighting.

Chapter 5:
Well, the enemies' AI is odd... I try 3 timee. At the first time, the Naga attack my base. Then they are no longer to attack my base afterward.
At the second time, the Naga and lost ones attack my base and I'm unfamilar with the technology tree, so I lost.
At the third time, there is no enemy to attack my base, but frequently attack dranei's base.
So, I decide to help this base and safely update my technology.
This time, the game is very very easy and I destroy the Naga bases without any pain.
But there is a bug in neural unit: Brogstrok crusher will produce its mirrors infinitely...

Chapter 6:
Well, the boss before Vashj will produce lobsters and they will produce infinite mirrors as I mentioned in Chapter 5.
I don't know how this bug occur. So, I use "whosyourdaddy" to bypass this.
Basically, if you know the boss' skills and know how to use your skills to deal with them, you can pass each boss fighting without any loss.
(Of course, you may have to try lots of times to fulfill that.)
The most difficult part is to defeat the boss in steamvault and Vashj.
For the former one, I use "pull-back" to avoid fighting and use ONLY heroes to fight when asking me to kill summoners.
When boss becomes invulnerable, I also use "pull back" to avoid fighting. Then use heroes as tank and call other units to destroy the building.
(Notice NOT to make the casters attacked by boss!)
For the latter, I can't defeat Vashj in the first wave. Hopefully, the units including heroes will resurrect.
So, don't worry even if you make some mistakes.

Chapter 7:
Although I try to maintain the second gold mine, it's prone to be destroyed. So, I give up the plan.
However, the difficuly is not hard and just keeining the units about 60 food units is sufficient.
(By the way, it's hard to find a place to build new buildings...)

Chapter 8:
I choose Aldor.
Just help blood elves to defend their base. Then build powerful units and upgrade technology.
It should be not hard to destroy the enemies' bases.
After acquiring all keys and open the gate, it's not hard to defeat the boss fighting.
(Since lost units will be automatically supplemented, it's a easy task.)

Chapter 9:
Help dranei's base and if your allies attack Kagath's base, just use your all units so far to attack it, too.
Then, try to destroy blood elves' and Naga base.
If it's done, then you can focus on Anyndra's side.
If the enemies are too powerful to defeat, just use Moonlight Shadow to avoid fighting.
You may use Hippogryph riders to help her tasks.
Sometimes, your allies may help you to destroy the generator to release the Pit Lord.
You may also try to use Maiev's blink strike to enter into the temple to help fight.(although I didn't do that)
Basically, this chapter is easy.

Chapter 10:
Remember to divide and conquer!
The most difficult part is Illidari Council. The spell can kill a large amount of units.
So, try to lure one of the boss to fight solely with you. Then try to stun and silence him/her.
Here, since they don't share hit points, the strategy to divide and conquer works.(unlike WOW)
The second most difficult is Mother Shahraz because blade storm is very powerful.
The best way is to periodically cast silent and stun skills to avoid her making to much damage to your team.
Although Illidan is not easy to defeat, you wll get supports from Aldor and Scryper after you kill the two fire elements summoned by Illidan.
So, if you succeed to hold on in this phase, it's much easy afterward.

Overall, the most difficult parts are Chapter 1~3 and the game will become much easier later as the heroes and units become more and more poweful.
(approximately like Hard Level Campaign in Warcraft 3 (not Reforged!) if choosing normal mode.)
This campaign is a well adpation from WOW: The Burning Crusade.
Remember to fix the bugs for infinitely producing lobster units.
That's all my playing experience.

Thanks for playing, glad you liked it. C: Will definitely fix the lobster bug soonish.

I remember the first time I played this campaign was somewhere between 2015 and 2020. My memories of her have faded quite a bit, so I decided to do a second playthrough.

I'm now on Chap.5 and so far a few small things have struck me, two of which are unpleasant. Played on 1.30.4, game v.2.3.0. I use Rebirth 8 which in this case doesn't visibly help with the way characters and some game units look. I definitely like the new character models and game units better. In this regard:

View attachment 435320 View attachment 435321 View attachment 435323 View attachment 435324 and later View attachment 435325

Here I guess the year in which these things were made and the way they were made is important. It would be good if the campaign had uniformity and completeness and not look like an old garment with patches of different colors on it.

I mentioned that I'm on Chap.5 but I haven't finished it yet. Is this how it should be on the screenshot or not because something is missing (chap.3,4,5). If I want to start some of them I have to watch the Interlude before it first (or Esc).

View attachment 435332

The short stop of the game when changing the music is quite unpleasant especially in a tense situation. In chap.2 it struck me that one of the tracks stops suddenly - it sounds somewhat unfinished as if it was cut at that very moment. I could recommend a basic sound editing program with very useful effects that would be able to make this track fade out smoothly or vice versa just where it seems cut smoothly to raise the pitches at the last second to get the effect of rising tension as it is well suited for this and blends perfectly into the atmosphere of the level. If you need help with cutting, merging sounds or whole tracks, continuously repeating one or several tracks merged into one, adding sounds to the tracks themselves, adding effects you can count on me.
Sometimes I really wonder why you (the map and campaign creators) go to so much trouble with background music doing all kinds of magic to get a few music tracks working properly. Collect all the tracks in one. Add as many seconds of pause between them as you like. Set a continuous repeat - save and done. It remains only to insert it into the map. Instead of inserting 2-3 or 5 you insert only one file. As far as I've noticed so far these are quite small files so if they are combined into one they are unlikely to exceed the limit if there is one and all this without even losing the sound quality. If this system can't completely eliminate the game pausing when changing background music, it will at least make it happen 2-3-4 times less.

Two errors that sometimes happen and sometimes don't: in the cinematic at the end of chap.2 - while the characters are talking Akama keeps hitting the Demon until Maiev finishes it; one critical exit from Wc on restart chap.2.

Magtheridon (sound) Voice in chap.2 - sounds like some spoiled wizard to me. Very frivolous! Better to remain silent.

Hellfire Citadel chap.2 - you can only leave the citadel with one character, then you have to leave it with the other. Should one character leave the citadel, it should automatically transfer the other as well.

There may be other places on this map where the character can enter and then be unable to exit.
View attachment 435536

At least up to this point, the campaign does not cover my understanding of High Quality, which in no way prevents the ending from getting the maximum 5 stars. In a way, the campaign reminds me of Rise Of the Blood Elves, but I still can't get my head around what exactly (definitely not because of some characters or game units, but rather something in the gameplay structure).


Continuation...

Chap.9 - the second optional quest:
I failed to find Illidan's Pup. There was also a second main quest which was never revealed to me and I had no idea what this quest slot was for - remained Unrevealed until the end. The Unbreakable Gates opened at the end when I broke all three generators (is that how it's supposed to be here?). First I destroyed all the enemies outside The fortress. Then I freed the imprisoned Demon. He was killed by the objective of the second optional quest.
The fortress was empty inside. Where there should have been a lot of opponents (in the two small bases) there were only two-three to five-six maximum. In fact, the buildings in these 2 small bases were twice as many as the opponents in them. Strange.

Game Difficulty: Easy difficulty gives a nice relaxing gameplay for the less experienced players. Normal difficulty provides enough challenge, satisfaction and dynamism. Here I decided that Hard is not for me.

Quick cues in some places.

What I liked the most:

  • the music and changing the music according to the circumstances
  • gameplay enjoyment
  • interesting Bosses
  • terrain on the last level and the level with the Water Towers
  • skipable and not long cinematics
  • the infinite multiplication of some enemy units in case you attack the wrong one
  • the variety of Heroes and races

Overall, the campaign suffers from no critical bugs, only minor flaws with two exceptions: the short freezing when changing background music as well as her erratic behavior. From a purely consumer point of view I agree that the campaign has a lot of HQ characteristics but not enough to agree that it is HQ work. Thanks for sharing. I await updates.

7719-100Satisf-80-73.png

Thanks for playing, will consider some points made for sure.

I am working on the update and bug fixing as well as planning to add extra things to the campaign but yeah it keeps getting delayed lol but hopefully I can roll it out soon. Thanks everyone.
 
Level 5
Joined
Dec 28, 2017
Messages
63
Awesome campaign, on my top shelf together with tomoraider and outsiderXE campaigns ! Now just if it only was updated for latest patch...:peasant-thinking:
 
Level 3
Joined
Aug 24, 2023
Messages
10
This campaign is a beautiful gem.
To adress some of the bugs upper, the makruras are summoned units that dissapear, and you need to be carefull not to kill the first ones.They dont need any fix.
The Akam invisible wolves are a passive unless they receive the order to attack.
The campaign can be done by heroes mostly, except the buid missions.
On the mission with the 3 piece key, all enemies tend to gather on the blood elf base, rather than going 2 / 1.I don't know if its intended but on hard difficulty is a bit hard at some point when playing Aldors.

A huge thumbs up to the creator and many thanks to those that helped develop this campaign.
 
Level 3
Joined
May 29, 2023
Messages
8
what a surprise ,this great campaign still gets update, I play it through in July. So,what changes in this version?
 
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