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Shadows of Twilight v2.2

Description:
Shadows of Twilight is a Warcraft 3 RTS custom campaign that recount the story of World of Warcraft: Cataclysm in Warcraft 3 from the Horde's perspective and its war against Cho'gall and the Twilight's Hammer clan.

Features:
  • 10 chapters including 2 interludes, and an epilogue.
  • 4 custom factions: Orcs, Trolls, Taurens, and Goblins.
  • Custom models, skins, units, abilities, and items.
  • Ambient music and character voices from World of Warcraft.
  • 5 difficulty levels: Casual, Normal, Veteran, Hardcore, and Insanity.
  • New Game+ after beating the campaign.

Story:
Following the fall of the Lich King, Thrall, wise shaman and warchief of the Horde, has discovered that the elementals no longer heed his call. The link shared with these spirits has grown thin and frayed, as if Azeroth itself were under great duress. While Thrall seeks answers to what ails the confused elements, he entrusts Grommash' son, Garrosh Hellscream, to lead the Horde in his absence to deal with the Twilight's Hammer's threat.

Difficulty Settings:
  • Casual : Enemy units' health reduced by 30% + AI doesn't rebuild lost structures nor research upgrades.
  • Normal : AI research upgrades.
  • Veteran: Same as normal + AI rebuild lost structures.
  • Hardcore: Same as Veteran + Enemy units attack and move 50% faster + AI build, train, research x2 times faster. (Unlocks after beating the campaign on Veteran)
  • Insanity: Same as Veteran + Enemy units attack and move 75% faster + AI build, train, research x3 times faster. (Unlocks after beating the campaign on Veteran)
Known Issues:
  • Using cheats during boss fights may break the game since some of them are scripted.
  • This campaign has not been tested on Reforged, therefore it may not work properly on the latest patch.
Recommended Patch:
Patch 1.29 or newer.


v1.0 - 24/11/2022
  • Released.
v1.1 - 29/11/2022
  • Merged the audio files into the campaign. You may now play without having to download the external files and enabling local files.
  • The fleshy corpses will now show up in Chapter 1.
  • Decreased the intial attack wave size in Chapter 3.
  • Added upgrades to the enemies in Chapter 6.
  • Anachronos will now be visible if you skip his cinematic.
  • Fixed lightning lord obelisks in Chapter 7.
  • Fixed Cho'gall's boss fight.
  • Made the 2nd part of Chapter 12 visible in the campaign menu.
v1.2 - 08/02/2023
  • Fireball tootip now shows how much damage it does.
  • Changed the Tauren Wyvern's projectile missile.
  • Renamed the Brave's Berzerker to Enrage and made it autocastable.
  • The Peons in Chapter 1 no longer cut trees fast.
  • Overseer Tregg and his guards now attack together.
  • Removed Bloodlust from Centaur Sorcerers.
  • Removed Endurance Aura, War Stomp, and Reincarnation from Centaur Khan.
  • The AI now longer attack at the same time.
  • Maraudon - Replaced the rock chunks with cages.
  • Removed Spell Immunity from elementals.
  • Removed Charm from Silithid Queen.
  • Removed Sleep from Silithid.
  • Removed Shockwave from Silithid Lord.
  • Removed Silence from Silithid Seer.
  • Removed Animate Dead from Silithid Emperor.
  • Removed flying units in Chapter 6.
  • Added upgrades to ogres in Chapter 8.
  • Changed Bloodaxe Legion color to Brown.
  • Gemstones in Chapter 10 are now undroppable.
  • Changed orc units models to blackrock units in Chapter 11.
  • Fixed the player AI in Chapter 12.
  • Removed Mana Burn and Sleep from Cho'gall.
  • Cho'gall's minions now drop rune of healing.
  • Fixed Sinestra quest description.
  • Changed the owner of spirit of fire to neutral passive.
  • Fixed Garrosh's Command Aura level requirement.
  • Fixed Toradin Greybeard's dialogue.
  • Fixed Eye of Oblivion that prevents Cho'gall from sending the next attack batch.
  • Heroes are no longer hostile when closing the gates in Chapter 12.
v1.3 - 16/08/2023
  • Fixed the difficulty.
  • Added two difficulties: Insane and Nightmare.
v1.4 - 24/11/2023
  • Fixed Garrosh's tooltip.
  • Replaced Garrosh's Charge with Battle Shout (Roar)
  • Replaced Garrosh's Command Aura with Cleaving Attack.
  • Garrosh's Berserker Rage no longer causes him to take more damage.
  • Fixed Brave's tooltip.
  • Replaced Brave's Enrage with Berserker Strength upgrade.
  • Renamed Defender to Watcher.
  • Renamed Seer to Druid.
  • Replaced Warlock' Soul Burn with Unholy Frenzy.
  • Renamed Gunner to Sharpshooter.
  • Removed the defeat cheat on insane and nightmare difficulty.
  • Difficulty can now be changed in-game (Requires Game Restart)
  • Fixed Gazlowe's skill points.
  • Added a path to the Hydralik island in Chapter 3.
  • Fixed Allies AI in Chapter 12.
  • Replaced Alchemist's Frenzy with Banish.
  • Renamed Conjurer to Shadow Priest and replaced his abilities.
  • Tauren and Trolls units can now be trained in orc buildings in Chapter 6.
v2.0 - 06/04/2025
  • Improved dialogues for all cinematics.
  • Disabled aura abilities during cinematics.
  • Changed the effect of the majority of custom items.
  • Fixed Garrosh's attack animation.
  • Fixed Garrosh's Berserker Rage ability tooltip.
  • Fixed Gazlowe's skills resetting after a mission.
  • Changed Garrosh's Battle Shout and Berserker Rage ability visual effect.
  • Changed the Troll faction buildings models.
  • Changed the Goblin faction Watch Tower model.
  • Removed the "Pillage" racial upgrade from the Orc faction.
  • Added "Endurance" racial upgrade to the Tauren faction.
  • Added "Command" racial upgrade to the Orc faction.
  • Added "Pillage" racial upgrade to the Goblin faction.
  • Added a caster unit (Bombardier) to the Goblin faction.
  • Added a flying unit (Wyvern) to the Tauren faction.
  • (Troll) Turtle Rider's "Hardened Skin" now requires an upgrade.
  • (Troll) Renamed "Conjurer" to Hexxer.
  • (Troll) Replaced "Turtle Rider" skin.
  • (Tauren) Druid's "Entanglement Roots" now works on enemy heroes.
  • (Orc) Warlock's "Unholy Frenzy" attack rate reduced to 50%.
  • (Goblin) Added "Shred Armor" upgrade to the Shredder.
  • (Goblin) Added "Improved Kaboom!" upgrade to the Sapper.
  • Prologue: Reverted the map terrain to the original terrain of the mission in v1.0.
  • Prologue: Added a new main quest after interrogating the Overseer.
  • Chapter 1: Reverted the center enemy base to Night Elf instead of Centaur.
  • Chapter 1: Added dialogue for the pit lord side quest.
  • Chapter 2: Made the side quest puzzle work with Vol'jin only.
  • Chapter 2: The "Ancient Tablet" now summons Troll Berserker instead of Hydra Hatchling.
  • Chapter 3: The Kodo Caravan will now follow Baine to Camp Taurajo.
  • Chapter 5: Reverted the Qiraji bosses that holds the shards to Dragons instead.
  • Chapter 7: Added an option to select which faction you want to play this mission.
v2.1 - 15/04/2025
  • Computer bases now research upgrades through their AI script instead of triggers.
  • Added Ancient of Wind and Hunter's Hall to night elf base in Chapter 1.
  • Removed Spell Immunity from Shield Breaker in Chapter 3.
  • Fixed Demon Hunter revives at level 1 in Chapter 5.
  • Fixed troll and tauren upgrades requirement in Chapter 5.
  • Added weapon and armor upgrade to Blackrock Berserker in Chapter 7.
  • Replaced Bael'dun priest and sorceress model.
  • Replaced Hexxer with Witch Doctor in Chapter 6.
  • Increased cooldown of Hexxer's Charm to 45 seconds.
  • Increased mana cost of Eye of Madness item to 200.
  • Removed Tiny Great Hall item from orc shop.
  • Replaced Dust of Appearance with Lesser Clarity Potion in orc and goblin shop.
  • Fixed the Mountain King name in Chapter 8A.
  • Replaced Spell Immunity with Bash for the Shield Breaker in Chapter 8A.
  • Fixed Enhanced Gemstone bug and made the item no longer occupy an inventory slot.
  • Possessed workers can no longer build structures.
v2.2 - 28/04/2025
  • Fixed Malevolence item not working.
  • Fixed Twilight Dragon build time in Chapter 9.
  • Fixed Gordunni buildings repair time in Chapter 4.
  • Fixed Garrosh starting at max level when replaying the campaign.
  • Vol'jin, Baine, and Gazlowe no longer start with pre-selected skills.
  • Fixed the defeat message after skipping the outpost cinematic in Chapter 2.
  • Replaying the campaign on a new difficulty now reset the chapters visibility.
  • Reduced the amount of selected chickens required for the mini-game to 15 in Chapter 6.
  • Increased the health, armor, and damage of the bosses in Chapter 10.
  • Replaced Cho'gall's Finger of Death spell with Charm in Chapter 10.


Join the discord server for discussions and updates: Join Warseeker's Campaigns Discord!
Contents

Shadows of Twilight v2.2 (Campaign)

Reviews
deepstrasz
While my time reviewing is less than before and because I played the previous version and remember it was good, I can only Approve this. Ah, the map thread description could give some details about the gameplay/campaign since not everyone has played...
Level 30
Joined
Feb 18, 2014
Messages
3,623
Mission 8 the spoil of war in hard mode it was too hard
-enemy attack me and my allies so hard
-black dragon destroy all of my watch tower so easy
-tauren and goblin base isn't strong enough to defend them self .
and I think you should let me control all off the base because their is a lot of items in this map so i can manage item for the best set for all hero.
Yeah, that mission can be challenging. Although, I believe I made an option that lets you control your ally bases through a chat command (/Alliance or something like that) or maybe I removed it, I don't remember. In any case, I'm updating this campaign as we speak to make some adjustments for the dialogues and AI.
 
Level 14
Joined
Mar 4, 2014
Messages
257
Hey @Warseeker

I started a playthrough of your campaign since I noticed you updated it, but I ran into some issues. There are a lot of bugs when playing on the latest version of Reforged. For instance, the unit portraits display something different from the actual models, and there are pillage passives on heroes and units that shouldn’t have them. Also, the difficulty setting doesn’t seem to work; I selected "Veteran," but it feels like the game is on "Easy" mode. Enemies don’t upgrade their units, nor do they rebuild buildings, etc.

The biggest issue I encountered is in Chapter 5, "Shifting Sands," where none of the waygates function at all, which is why I had to stop playing. I’m convinced this is due to Reforged, so I suggest not mentioning in the game description that the campaign works on version 1.29 or newer because it clearly doesn’t.

Additionally, some upgrades from buildings didn’t work because they required specific structures, like "Spirit Lodge," but I only had "Soul Lodge," or vice versa. It seems that Reforged changed the names of some buildings, which caused this issue. Also, the kodos in the chapter don’t have the drums aura.

Overall, Reforged has created a lot of problems, so I think I’ll start playing on version 1.29. Hopefully, it will work better there.
 
Level 34
Joined
May 14, 2021
Messages
1,602
Hey @Warseeker

I started a playthrough of your campaign since I noticed you updated it, but I ran into some issues. There are a lot of bugs when playing on the latest version of Reforged. For instance, the unit portraits display something different from the actual models, and there are pillage passives on heroes and units that shouldn’t have them. Also, the difficulty setting doesn’t seem to work; I selected "Veteran," but it feels like the game is on "Easy" mode. Enemies don’t upgrade their units, nor do they rebuild buildings, etc.

The biggest issue I encountered is in Chapter 5, "Shifting Sands," where none of the waygates function at all, which is why I had to stop playing. I’m convinced this is due to Reforged, so I suggest not mentioning in the game description that the campaign works on version 1.29 or newer because it clearly doesn’t.

Additionally, some upgrades from buildings didn’t work because they required specific structures, like "Spirit Lodge," but I only had "Soul Lodge," or vice versa. It seems that Reforged changed the names of some buildings, which caused this issue. Also, the kodos in the chapter don’t have the drums aura.

Overall, Reforged has created a lot of problems, so I think I’ll start playing on version 1.29. Hopefully, it will work better there.
The bugs you were encountering must be coming from the Reforged. Only Blizzard will tell about the bugfixes, which might not happen soon. That's why Warseeker had actually put a disclaimer stating that this campaign hasn't been tested on the latest patch in the description.
 
Level 14
Joined
Mar 4, 2014
Messages
257

@Gauss , Amirmadi

All answers presented kinda in order:
1. Scarab Wall
2. Twin Emperors
3. Anachronos
4. Rajaxx
5. Cho'gall
6. Silithid
7. Eldre'thalas
8. Signet Ring
9. C'thun
10. War of the Shifting Sands

Honestly, these riddles are super tricky to figure out! Unless you're a total WoW history nerd :razz:, there's no way you're getting them all right. I only managed to get 1 out of 10 myself, which is crazy. I had a tough time finding the answers online and even had to get some help from AIs. If you asked people to answer all 10 without looking anything up, they wouldn't get them all either. You could count the people who know the answers on one hand, seriously!
 
Level 3
Joined
Dec 4, 2024
Messages
10
High quality campaign, you get to play for different factions and heroes. Though in the chapter with riddles you get a troll unit that can posses enemies, same as sylvanas ultimate, the cooldown on this ability is 15 secs, basically you just possess all the enemies and the chapter feels really easy. This ability is imbalanced. Other than this great campaign, especially the chapter with Baine vs alliance where you get attacked from all sides and have to plan your defence and assault with weak hero and weak faction, you will have to really come up with a good strategy to pass it. Brainstorm chapter.
 
Level 6
Joined
Jun 2, 2018
Messages
38
It's good I guess and pretty long which is nice, but at times it's somewhat dull, especially the first half of the campaign (repetitive maps and their content - basically always there's one map with several identical enemy bases, then dungeon with some doors to open to get to the main part/boss).
Instead of using standard heroes (with the exception of Garrosh), it would not hurt to be a bit creative and mix their spells up a bit, or even create new ones.
The custom races are enjoyable, although they could use a bit more work/polish. Not to mention the Goblin race is pretty weak compared to the others (which is tough in Chapter 10). Some cool custom items are also a plus.

Some bugs / issues / other notes:
  1. Chapter 2B - The item (I forgot its name) that you get near the begging from "the pond monster" (I forgot its name) grants you the Mana shield ability. Once you turn it on though, you cannot turn it off, except by dropping the item (or running out of mana).
  2. Chapter 3A - There is a strong monster in the lower right corner on an island. The issue is that considering that you need to go out of your way to find it (reachable only via boat or zeppelin), it drops a really useless item (+2 armor ring). It's just not worth it going there at all.
  3. Chapter 4A -
    1. IDK if that's intended but when you get the Alchemist, he does not have inventory. I suppose it is intended since you have him only for this mission.
    2. The ogre workers repair buildings blazingly fast - like 3 seconds to repair from nearly 0% to 100% HP using just one worker.
  4. Chapter 5A - "Witch doctor master training", "Spirit walker master training" and "Hardened skin" upgrades are greyed out (and it says "Requires: Fortress") even though I upgraded to Fortress.
  5. Chapter 6A - "The chicken game" has a design flaw. Due to the raised walls and the fact that player's view is angled a bit, some of the chickens are not visible sometimes (as they wander around close to the south wall).
  6. Chapter 8B - The first Enchanted gemstone activates both pillars so you don't need the second gemstone for that, but you need to pick it up anyway because that also activates the portal. The issue is, since both pillars are already activated, the second gemstone does not get removed from your inventory. And since you cannot drop it, you are stuck with it forever.
  7. Chapter 9 - There's a big spike in difficulty in this chapter. IMHO it's a bit too much. Those dimensional gates (when being closed) just spit out too many monsters.
  8. Chapter 10 -
    1. For some reason, Tinker only has 8 skill points at level 10 in this chapter (in the previous one, he correctly has 9 points at level 9).
    2. "Malevolence" item says it grants Curse ability, but it actually doesn't.
    3. What is the purpose of the four neutral dragons in the lower-middle chamber? They do not do anything when I break their gates, nor does anything happen when I kill them.
    4. ***
  9. XX - Pretty often, Bloodlust and Berserk spells don't do any sound when cast.
  10. XX - Except for Garrosh, the heroes have pre-selected spells, which is pretty bad especially with TC and Tinker (having Shockwave + Stomp and Factory + Rockets at 2nd lvl just sucks). And the Goblin marketplaces do not sell the retraining book.
  11. XX - Dungeon chapters 1B, 2B, 3B and 4B (and maybe some others, I'm not sure anymore) are not listed in the campaign menu. Maybe that's intended, but it kinda sucks.
*** I'm stuck in the middle chamber of chapter 10. There is an inactive portal and 4 closed force walls. There's nowhere for me to go and there's no switch or something (at least I haven't found it). I suppose the walls should have gotten unlocked after defeating those twin dragon minibosses, but that did not happen. EDIT: restarting the mission solved the issue.
 
Last edited:
Level 4
Joined
Nov 2, 2018
Messages
29
@Sam002 Same! Is there anything I can do to make this game easier on myself (playing on casual, too)? I just can't seem to get better than 17 golden chickens. My eyes hurt at this point haha!
Download cheat engine and slow down the game with it. Thats the only way. Start war3, tab-out, start C.E. Click that flashing button (under file), search for the games exe, click open, enable speedhack on the right hand side, and use the slider to slow down the game.

*** I'm stuck in the middle chamber of chapter 10. There is an inactive portal and 4 closed force walls. There's nowhere for me to go and there's no switch or something (at least I haven't found it). I suppose the walls should have gotten unlocked after defeating those twin dragon minibosses, but that did not happen.
Reload the mission.
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
Thanks everyone for the feedback!
Hey @Warseeker

I started a playthrough of your campaign since I noticed you updated it, but I ran into some issues. There are a lot of bugs when playing on the latest version of Reforged. For instance, the unit portraits display something different from the actual models, and there are pillage passives on heroes and units that shouldn’t have them. Also, the difficulty setting doesn’t seem to work; I selected "Veteran," but it feels like the game is on "Easy" mode. Enemies don’t upgrade their units, nor do they rebuild buildings, etc.

The biggest issue I encountered is in Chapter 5, "Shifting Sands," where none of the waygates function at all, which is why I had to stop playing. I’m convinced this is due to Reforged, so I suggest not mentioning in the game description that the campaign works on version 1.29 or newer because it clearly doesn’t.

Additionally, some upgrades from buildings didn’t work because they required specific structures, like "Spirit Lodge," but I only had "Soul Lodge," or vice versa. It seems that Reforged changed the names of some buildings, which caused this issue. Also, the kodos in the chapter don’t have the drums aura.

Overall, Reforged has created a lot of problems, so I think I’ll start playing on version 1.29. Hopefully, it will work better there.
I suspected that Reforged would break comptability with this campaign. Unfortunatly, it seems that Blizzard keeps breaking things on older maps with their new patches. I could port this campaign to the latest patch to fix those bugs, but this will break comptability with older pre-reforged patches... For now, I'd advice everyone to play this one on 1.29 or 1.31 until Blizzard fixes the bugs or I find a workaround.
High quality campaign, you get to play for different factions and heroes. Though in the chapter with riddles you get a troll unit that can posses enemies, same as sylvanas ultimate, the cooldown on this ability is 15 secs, basically you just possess all the enemies and the chapter feels really easy. This ability is imbalanced. Other than this great campaign, especially the chapter with Baine vs alliance where you get attacked from all sides and have to plan your defence and assault with weak hero and weak faction, you will have to really come up with a good strategy to pass it. Brainstorm chapter.
Perhaps I should increase that ability's cooldown or replace it altogether. I am not a fan of possession spells either because they often render the experience too easy. Sure, they do provide advantage, but as long as they're not abused too much.
@Sam002 Same! Is there anything I can do to make this game easier on myself (playing on casual, too)? I just can't seem to get better than 17 golden chickens. My eyes hurt at this point haha!
I tested that puzzle many times and I had little trouble solving it. Now if everyone still find it difficult, I will lower the amount to 15.
It's good I guess and pretty long which is nice, but at times it's somewhat dull, especially the first half of the campaign (repetitive maps and their content - basically always there's one map with several identical enemy bases, then dungeon with some doors to open to get to the main part/boss).
I wanted to give each of the four factions the same mission design (Macro + Micro) but with different objectives. In the first part of the mission, they get to learn about their faction units when fighting against enemy bases. And on the second part, test their faction units survivablity. (Equality in other words)
Instead of using standard heroes (with the exception of Garrosh), it would not hurt to be a bit creative and mix their spells up a bit, or even create new ones.
I am quite fine with the current spells for the heroes. Now if you have suggestions, let me know.
The custom races are enjoyable, although they could use a bit more work/polish. Not to mention the Goblin race is pretty weak compared to the others (which is tough in Chapter 10). Some cool custom items are also a plus.
I gave each race a similar tech-tree, just with different units and upgrades, so they are all equal and balanced. I don't think the Goblin race is really weak, I mean they do have some AoE damage and stuns (Cluster Rockets, Flash Grenade) They can handle themselves if you manage them well.
Chapter 2B - The item (I forgot its name) that you get near the begging from "the pond monster" (I forgot its name) grants you the Mana shield ability. Once you turn it on though, you cannot turn it off, except by dropping the item (or running out of mana).
Yeah this is a known issue with Mana Shield used on items.
IDK if that's intended but when you get the Alchemist, he does not have inventory. I suppose it is intended since you have him only for this mission.
Exactly.
The ogre workers repair buildings blazingly fast - like 3 seconds to repair from nearly 0% to 100% HP using just one worker.
Chapter 5A - "Witch doctor master training", "Spirit walker master training" and "Hardened skin" upgrades are greyed out (and it says "Requires: Fortress") even though I upgraded to Fortress.
Chapter 8B - The first Enchanted gemstone activates both pillars so you don't need the second gemstone for that, but you need to pick it up anyway because that also activates the portal. The issue is, since both pillars are already activated, the second gemstone does not get removed from your inventory. And since you cannot drop it, you are stuck with it forever.
Noted.
What is the purpose of the four neutral dragons in the lower-middle chamber? They do not do anything when I break their gates, nor does anything happen when I kill them.
They were supposed to help you fight Halfus unless you killed him before releasing them.
XX - Dungeon chapters 1B, 2B, 3B and 4B (and maybe some others, I'm not sure anymore) are not listed in the campaign menu. Maybe that's intended, but it kinda sucks.
They're considered sub-maps and thus part of the chapter.
*** I'm stuck in the middle chamber of chapter 10. There is an inactive portal and 4 closed force walls. There's nowhere for me to go and there's no switch or something (at least I haven't found it). I suppose the walls should have gotten unlocked after defeating those twin dragon minibosses, but that did not happen.
The two dragons must be killed at once for the quest to procced. Since they both share the same health pool, killing one of them should kill the other instantly.
 
Level 6
Joined
Jun 2, 2018
Messages
38
They were supposed to help you fight Halfus unless you killed him before releasing them.
Right, I destroyed the gates after killing him :)

I am quite fine with the current spells for the heroes. Now if you have suggestions, let me know.
I don't have any specific spells in mind. I just think it's good when custom campaigns creators create new heroes (like Garrosh) instead of re-using standard ones, that everybody has played with countless times. I'm not necessarily saying every hero should have new unique spells, just mixing existing spells up a bit could work as well. Why not replace SH's Snake Wards with Thorns Aura and Big Bad Vodooo with Healing Rain for example? (That's not a specific suggestion, just an example.) It brings additional freshness to the campaign, which IMHO is welcomed by most players since the game is over 20 years old. Of course, it's up to you :) Just an idea.

The two dragons must be killed at once for the quest to procced. Since they both share the same health pool, killing one of them should kill the other instantly.
I did kill them, but none of the force walls went down. As another user suggested, the kill trigger to open the walls worked after restarting the mission and killing them again.
 
Level 30
Joined
Feb 18, 2014
Messages
3,623
Update v2.1
  • Computer bases now research upgrades through their AI script instead of triggers.
  • Added Ancient of Wind and Hunter's Hall to night elf base in Chapter 1.
  • Removed Spell Immunity from Shield Breaker in Chapter 3.
  • Fixed Demon Hunter revives at level 1 in Chapter 5.
  • Fixed troll and tauren upgrades requirement in Chapter 5.
  • Added weapon and armor upgrade to Blackrock Berserker in Chapter 7.
  • Replaced Bael'dun priest and sorceress model.
  • Replaced Hexxer with Witch Doctor in Chapter 6.
  • Increased cooldown of Hexxer's Charm to 45 seconds.
  • Increased mana cost of Eye of Madness item to 200.
  • Removed Tiny Great Hall item from orc shop.
  • Replaced Dust of Appearance with Lesser Clarity Potion in orc and goblin shop.
  • Fixed the Mountain King name in Chapter 8A.
  • Replaced Spell Immunity with Bash for the Shield Breaker in Chapter 8A.
  • Fixed Enhanced Gemstone bug and made the item no longer occupy an inventory slot.
  • Possessed workers can no longer build structures.
 
Level 14
Joined
Mar 4, 2014
Messages
257

~Sup!


Well, here is my review after replaying the campaign again!
I played using version 1.29 on Veteran Mode.


Playthrough:



Prologue:

There are a lot of weak and useless items, like +1 strength, agility, and intelligence items. It would have been great to combine these items, especially since there's a shop on this map.
Surprisingly, there are plenty of intelligence tomes that can be found here (for my Str Hero).:slp:

The reward from completing the side quest with the level 9 purple Earth Elemental is a joke item—a 30% reduction in magic damage. I would much rather have tomes of strength and agility over all the items that drop in this chapter any day.


Chapter 1:

This chapter is decent, and I have almost no negative comments about it. I liked both the first and second maps. In the latter part of the chapter, there are many items, but most of them are not very useful. I will likely reiterate this: I would always choose tomes over subpar items.

For example, at this point, my inventory is full of circlets that provide +2 to all stats. Therefore, any item that drops in this chapter that offers +3 strength, for instance, or +1 to all stats, feels pointless.

The final boss was somewhat weak; she could use more HP and perhaps some cleave or splash passive abilities. However, the item she drops is excellent—finally, a good item!



Chapter 2:

Negatives: In the first part of this chapter, when we have to take down the first enemy troll outpost, it’s super annoying that I have to destroy every single building just to move on. I’ve got only a handful of units, and there are tons of enemy structures to demolish. None of my units have siege damage, so it takes forever to get this done.

I’d suggest either lowering the health points (HP) of those buildings or giving the player two turtle units with siege damage right from the start of the mission.

Other than that, not much else bugs me. But, once again, there are loads of useless items scattered all over the map. On the bright side, I do like the shop where I can buy circlets, which are the only good items I’ve found so far in chapters 1 and 2. (except the boss drom at the end of the chapters)

The sub-map is pretty decent too, just like the last chapter. However, some of the enemy units are placed in weird spots down the corridors; they’re spaced out enough to make it easy to take them down one by one. Some reside in random areas of the dungeon where there’s nothing there, so I can just skip them—what’s the point of fighting if there’s no reward, right? No tomes or anything.

On a positive note, the troll units are a blast to use and play around with!

The boss drops a really good item—the mana regeneration aura—which is a nice touch. Finally, a useful item!



Chapter 3:

In this chapter, we receive the best item in the entire campaign with Baine: the Scepter of Healing. It heals a constant 2% HP to all units around the hero, including the hero himself. What can I say? It feels overpowered! From this point onward, whenever I have Baine with my other heroes or any other units, he becomes nearly unkillable, making the gameplay exceptionally easy. I'm not complaining, considering this chapter and some future ones are indeed quite difficult without the scepter, but it definitely makes things easier.

However, I pity the players who choose not to complete the side quest for the scepter in this mission. Without that powerful item, the mission and the following chapters become pretty challenging.

This chapter also features many weak items scattered throughout. There's even a hidden item that can only be accessed with the zeppelin, but it’s not worthwhile since the item sucks. It seems you like to drop weak items all over the place for some reason, except for the scepter from the side quest, which is genuinely overpowered.

I like that the fire elementals attack both Baine's camp and the enemy camps at the same time—it adds an interesting dynamic.

The sub-map in this chapter feels like the weakest of all three. The dwarfs take a long time to kill, and what’s the point? They don’t drop anything valuable. My hero is already level-capped, so it seems like a waste of time to fight the dwarfs in this sub-map; you can just ignore most of them.

The plot twist with the fire naga hero who kills the Mountain King was a nice touch.

I almost forgot: for some reason, Baine has average movement speed? Why? He is so slow and clunky, always lagging behind the army when he should be at the front as the tank. It would be better to increase his speed to "fast," like all the other heroes. (Just because he is a cow doesn't mean he has to be slow like a snail). :bored:

The boss fight at the end was decent, but the boss itself seems a bit weak. However, the item he drops is anything but that; it’s a great damage item with critical hit, which is awesome!

Oh, and I can't forget about the annoying fact that Baine starts with both active spells already selected. This is frustrating because I want to have the power to choose his spells. Having two active spells means I can’t select his aura passive, which significantly boosts his movement speed and the army's. It’s such a waste to have him at level 2 with Shockwave and Stomp selected instead of the aura. It also puts the player at a disadvantage because, due to having Stomp already selected, the only way to choose the aura would be only at level 3 or 5, which sucks.


Chapter 4 El goblino chapter

As others have mentioned, the ogre workers can repair buildings at an incredibly fast rate, almost instantaneously. This makes it necessary to eliminate all the ogre workers before attempting to destroy their structures.

The land mines, created by the girl goblins, are a fun aspect of this chapter. Unfortunately, the hero is pretty much useless and continues to be disappointing. The goblin tinker isn't a great fighter or support hero, so that’s a letdown.

Most goblin units are somewhat weak, which makes sense given they are goblins. The one overpowered feature of this race is still only the land mine spell, as they deal significant area-of-effect damage when they trigger.

The side quest is rather odd; it is somewhat hidden and requires 1500 gold to purchase the item needed to control an ogre magi. I suggest removing the gold cost for that item, as a player will typically only accumulate 1500 gold toward the end of the chapter.

Loved the cutscenes tho, they were funny.

Additionally, the goblin alchemist starts with two pre-selected spells, which is frustrating. Players should have the option to choose spells instead.

The sub-map, however, was enjoyable. My only critique is that the four elemental ogres Chogall sends at the player in the final battle are rather weak; they barely use one spell before they die. In contrast, Chogall himself was somewhat challenging to fight against. It wasn’t entirely clear that the player needs to deal around 1,000 points of damage to him before completing the chapter. This information should be included somewhere, as many inexperienced players might think there’s an issue when they see that their damage output against Chogall is so low due to him having divine armor. I recommend providing players with a tip at the beginning of the fight, indicating that they only need to inflict some damage, since defeating him is impossible.



Chapter 5

I liked this chapter; it was the first time reuniting most of the heroes, without El Goblino.

The only negative is about the portals, there should be a tip or message indicating that this portal needs to be activated by someone or something. This would help players avoid thinking the portals might be bugged, as I initially did.

Other than that, this chapter is quite decent.



Chapter 6

Oh boy, this chapter is super unique and the most distinct in the entire campaign. I love the dungeon-crawl style maps, especially those set in ancient and forbidden dungeons. There’s something thrilling about exploring an ancient and forgotten dungeon, filled with mystery and lost treasures. I loved it!

My only complaint about this chapter is with the riddles. As I mentioned in a previous post, A player needs to be a major WoW nerd to be able to answer all the riddles. I could only solve one on my own and had to use AI to find the others, which wasn’t easy. I suggest providing small hints throughout the dungeon. For example, for the answer related to the Twin Emperor, hints could be shared through an item, a creature’s dialogue, or a rune displayed on the walls, which can be interpreted by one of the units. The key is to have a hint for each riddle; otherwise, players will struggle to solve even half of them.

The mini-games at the end of the chapter were fine, though nothing spectacular. I’m not sure how they fit into the ancient dungeon theme; they seem more suitable as a bonus feature rather than a required part of the main quest, since players need to win all the mini-games to continue.
Loved the tomes as rewards tho!

The final fight with Cho'gall felt underwhelming and lackluster. I had so many units and overpowered heroes, along with the healing scepter, that the battle became quite boring. I mainly just had to auto-attack and could almost go AFK. It would have been more engaging if he could spawn additional units to assist him, like more Silithid-type creatures, to fit the theme of the whole dungeon. That would have been a cool addition.

On the other hand, I enjoyed the escape part at the end. I especially liked how Cho'gall was chasing your heroes; that was a nice touch.


- Chapter 7

I enjoyed this chapter; it was exciting, with lots of epic battles. We are now entering dragon territory, where most enemies have level 10 dragons on their side, which adds an interesting challenge. The difficulty has definitely increased, but with some focused effort, these new enemies can be defeated.

However, this mission lacks rewards for defeating enemy bases, unlike Chapter 1, where the centaur bases dropped tomes. In this chapter, the enemy bases don’t provide any rewards at all.

Additionally, it would be great if there were some side quests. For example, if the player could explore a cave and face a dragon mini-boss, defeating it could yield a dragon pet as a reward. That would be an exciting addition!



- Chapter 8, Part One

The dark dwarves in this mission were incredibly weak, to the point where it was laughable. They barely put up a fight. They need a buff; they should be able to use more traps against your army, launching secret attacks from behind since this is their territory. The boss battle against the Mountain King was also disappointing; he was just an average level 10 Mountain King, facing my entire army with overpowered heroes and items? There was no chance. It made for a boring fight.
Yes, the golems activating one by one was a nice addition, but even with that, the fight was still too easy.



- Chapter 8, Part Two

This was a decent chapter, but once again, super easy, just like the previous one—no challenge whatsoever. The mini-bosses were a cakewalk for my heroes, even for El Goblino, the weakest of them all. The mini-bosses definitely need a buff; they should have more health and additional spells, like summoning fire creeps in theme with this mission, along with skeletons and fire breath spells, etc. They should be spamming their spells. The issue is, we’re close to the end of the campaign, and we’re still facing weak mini-bosses with only one or two spells in their arsenal, and they barely use those... They are just too weak for this stage of the campaign.



- Chapter 8, Part Three

There was a Necklace of Immunity in this chapter, but after I defeated and deactivated all the things I could find, the fire guarding it still didn’t go away. So that was that.

I’m conflicted about this chapter. On one hand, it’s a cool and challenging concept to have to escape from the dungeon under pressure with a timer. However, the first time I played it, I ran out of time, as there are so many mini-bosses to fight, and each one of them drops a purple item. I lost extra time inspecting these new items, which ultimately caused me to run out of time.

When I played it the second time, even though I rushed through the dungeon to reach the end and ignored most things, I still only had one minute left on the timer. It was quite close! My suggestion is to add three minutes to the timer, increasing it from 15 minutes to 18 minutes. This would help players have extra time to read the items, explore a bit more, and take a breath.

I believe this chapter drops the most purple items in the entire campaign—it’s insane!

As for the puzzles and mini-bosses, I didn’t put much thought into them during my first run or second one, as I was under pressure. I just focused hard on them, and they died in seconds, which was somewhat disappointing.

Even the final battle felt rushed and odd. I had to focus on the dragon boss due to the time constraint. There were some fire elementals on platforms at one point, but I chose to ignore them, kill the boss, and move on.

I assume you intended to do something with those elementals? Perhaps you could make the dragon invulnerable and require players to defeat the fire elementals to make the dragon vulnerable again. That would be a decent gimmick, I guess.



### Chapter 9

Oh boy, this chapter was unnecessarily challenging! The main issue I encountered was that the dragon roosts at each enemy base had virtually zero cooldown for building those level 10 dragons. It was insane! You kill one dragon, and after just three seconds, another one starts attacking you, lol. Once I figured that out and destroyed the dragon roosts at each base, I could finally crack their army and defences and win—brilliant!

This chapter was quite frustrating because I had to manage four different bases. It would have been great if there had been a way to bring all four heroes together using a Zeppelin. Perhaps you could add a side quest featuring a tough mini-boss that can only be accessed by flying units. After defeating this mini-boss, players could purchase a Zeppelin. This addition would not only be exciting but would also address the lack of side quests in this chapter—two birds with one stone!



### Chapter 10

Finally, the last chapter! I liked this one much more; it was easier than the previous one, lol.

For some reason, I encountered a problem with my video for this chapter and had to redo it. Since I had already selected a new "Insanity" mode and tried to redo the mission, my items fell on the ground. I was like, "What the hell.." and ended up playing the final chapter without them, lol. So, essentially, I played the last chapter on Insanity mode.

There were lots of nice mini-bosses and interesting challenges.

Negatives:

The main issue I had with this final chapter was the fight at the end against Cho'gall. For some reason, he is invulnerable the entire time until the final wave is eliminated. Because of that, I had to carefully kite all the units surrounding him away and then kill them one by one. He just summons tons of infernals and other units against my army, and there's nothing I can do about it since he is, you know, INVULNERABLE! It was incredibly frustrating.

Solution: Make him vulnerable from the start and allow him to fight the player. However, when he loses 10% of his health, he should revert to an invulnerable state and only cast his animation spell, similar to how he behaved during the first three waves when he was invulnerable and stationary. This adjustment would create a fairer encounter.

In the final wave, he should regain his full health and unleash his full power, leading to an epic final battle when he’s alone.

To summarize: during wave 10 of 10, he starts vulnerable. Once the player reduces his health to 90%, he becomes invulnerable again and stops attacking as the next wave begins. When the wave attacks, he becomes vulnerable once more and resumes fighting. This process continues until his health reaches 10% during the last wave.


Another problem was with the four elemental mini-bosses near the end of the map—they were so weak and a waste of time. They barely used spells, and all four of them were the same, which was boring!

By the way, you can skip all of them by just using a possessed dragon to fly over the walls directly to Cho'gall's area, haha!


After defeating Cho'gall, we get to fight another dragon boss, which was interesting. The main issue there was the high number of little dragon whelps that spawned from the eggs. Overall, though, the whole fight was awesome—no complaints! It was the best fight of the entire campaign.





Overall Negatives:

There are too many items, especially in the early chapters, that feel weak and unnecessary. I would have preferred to find stat tomes instead of those items. There were so many crates and barrels scattered throughout, and to my surprise, almost none of them contained tomes! I think I only found one or two tomes in those, throughout the whole campaign...

- The whole concept of replaying the campaign after winning once on veteran difficulty seems pointless. I tried it, and to my surprise, only Garrosh starts at level 10 with all items carried over from the previous playthrough. The other heroes begin at level 2 with no items, which is super lame. Is this a bug or intended?

- What is the point of the Insanity mode? The fact that heroes lack an inventory slot is one of the worst design choices for a custom campaign. It removes all the fun from the game. Not only can they not acquire items, but they also can’t pick up tomes, runes, or anything else. It’s infuriating and defeats the purpose of playing. If you want that experience, you might as well play Starcraft.
The main focus of playing a custom campaign is to buff your hero and make them stronger with tomes and items. Insanity mode completely negates that.

- Why should anyone bother replaying the campaign in those two modes? There’s no extra content as a reward; it feels like a wasted effort. There should be new chapters, new cutscenes, or new bosses as a reward for completing the game on hardcore or insanity difficulty.

- Removing significant aspects of gameplay, like hero inventory, is not a good way to increase difficulty. You could instead enhance the upgrades and stats of enemy units or increase their numbers. Battling against large armies with overpowered heroes is incredibly fun, so that approach would be much better than stripping away the hero element from the game.

Overall Positives:

- I loved the story and the interactions between characters, especially the ones with the goblins. My favorite scene was the cinematic in Chapter 10 with the Tinker and Cho'gall involving the wallet. Cho'gall's monologue was also incredibly well-crafted and hilarious. Whether you created it yourself or adapted it from World of Warcraft, it deserves a 10/10 for dialogue and voice acting.

- I appreciated the high variety of unique purple items. However, I wish I could have obtained some of them earlier in the game, rather than waiting until Chapter 8.


My final rating for this custom campaign is 𝓐 Tier (Great) with 83 out of 100 points!
 
Level 30
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Hey, thanks for the detailed feedback, playthrough, and rating!
In contrast, Chogall himself was somewhat challenging to fight against. It wasn’t entirely clear that the player needs to deal around 1,000 points of damage to him before completing the chapter. This information should be included somewhere, as many inexperienced players might think there’s an issue when they see that their damage output against Chogall is so low due to him having divine armor. I recommend providing players with a tip at the beginning of the fight, indicating that they only need to inflict some damage, since defeating him is impossible.
It's not about inflicting enough damage to him but to survive for at least 3 minutes before he retreat. Gazlowe gives a hint to dodge his attack until he's tired.
My only complaint about this chapter is with the riddles. As I mentioned in a previous post, A player needs to be a major WoW nerd to be able to answer all the riddles. I could only solve one on my own and had to use AI to find the others, which wasn’t easy. I suggest providing small hints throughout the dungeon. For example, for the answer related to the Twin Emperor, hints could be shared through an item, a creature’s dialogue, or a rune displayed on the walls, which can be interpreted by one of the units. The key is to have a hint for each riddle; otherwise, players will struggle to solve even half of them
There were some hints in the previous chapter. For example, Scarab Wall from the title of the main quest in Chapter 5, and Anachronos for the dragon that helps you in it. As for the others, you will need some knowledge about the history of Ahn'Qiraj raid and the War of the Shifting Sands.
There was a Necklace of Immunity in this chapter, but after I defeated and deactivated all the things I could find, the fire guarding it still didn’t go away. So that was that.
You have to use the Potion of Invulnerability found in the right room of the fire platform to pass through the wall.
This chapter was quite frustrating because I had to manage four different bases. It would have been great if there had been a way to bring all four heroes together using a Zeppelin. Perhaps you could add a side quest featuring a tough mini-boss that can only be accessed by flying units. After defeating this mini-boss, players could purchase a Zeppelin. This addition would not only be exciting but would also address the lack of side quests in this chapter—two birds with one stone!
The purpose of the chapter is make each faction rely on itself (expect for flying units of course)
- The whole concept of replaying the campaign after winning once on veteran difficulty seems pointless. I tried it, and to my surprise, only Garrosh starts at level 10 with all items carried over from the previous playthrough. The other heroes begin at level 2 with no items, which is super lame. Is this a bug or intended?
Must be a bug for sure. I'll look into it.
- What is the point of the Insanity mode? The fact that heroes lack an inventory slot is one of the worst design choices for a custom campaign. It removes all the fun from the game. Not only can they not acquire items, but they also can’t pick up tomes, runes, or anything else. It’s infuriating and defeats the purpose of playing. If you want that experience, you might as well play Starcraft.
The main focus of playing a custom campaign is to buff your hero and make them stronger with tomes and items. Insanity mode completely negates that.
It adds a challenge to the campaign so that players are more careful when controlling their units and heroes without relying on items.
- Why should anyone bother replaying the campaign in those two modes? There’s no extra content as a reward; it feels like a wasted effort. There should be new chapters, new cutscenes, or new bosses as a reward for completing the game on hardcore or insanity difficulty.
There is one extra cutscene and boss fight when playing this campaign on Veteran difficulty. The new difficulities adds a favor for those looking for a challenge without using upgrades and items.
 
Level 30
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Feb 18, 2014
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v2.2 Update:

General:
  • Fixed Malevolence item not working.
  • Fixed Twilight Dragon build time in Chapter 9.
  • Fixed Gordunni buildings repair time in Chapter 4.
  • Fixed Garrosh starting at max level when replaying the campaign.
  • Vol'jin, Baine, and Gazlowe no longer start with pre-selected skills.
  • Fixed the defeat message after skipping the outpost cinematic in Chapter 2.
  • Replaying the campaign on a new difficulty now reset the chapters visibility.
  • Reduced the amount of selected chickens required for the mini-game to 15 in Chapter 6.
  • Increased the health, armor, and damage of the bosses in Chapter 10.
  • Replaced Cho'gall's Finger of Death spell with Charm in Chapter 10.
Difficulty:
I've changed the way the two bonus difficulties work. Now instead of disabling the player upgrades and inventory, enemy units (including Neutral Hostile) will attack and move faster and the the AI will build, train, and research faster than normal. It's like you're playing with Warpten cheat active expect that the player units are not affected.
 
Level 5
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Oct 15, 2024
Messages
21
Campaign Screen, no animated background. Simple custom music for campaign. No voiced dialogues. No custom items. No custom icons for heroes skills and, in general, lack of editting for hero skills. No messages for quest found, update nor completed. Empty maps, missed so much more decoration. Missed more originality for normal units. Orc spearthrower has a human animated icon. Berserker´s Rage of Garrosh costs such a low amount of mana, that it has no impact in gameplay. Stage 1: too repetitive, barely no alttitude difference throughout the map, more difference in heights is mandatory. Can´t understand what you people take into account when rating a campaign, so clear you never did one.
 
Last edited:
Level 10
Joined
Dec 29, 2017
Messages
172
Campaign Screen, no animated background. Simple custom music for campaign. No voiced dialogues. No custom items. No custom icons for heroes skills and, in general, lack of editting for hero skills. No messages for quest found, update nor completed. Empty maps, missed so much more decoration. Missed more originality for normal units. Orc spearthrower has a human animated icon. Berserker´s Rage of Garrosh costs such a low amount of mana, that it has no impact in gameplay. Stage 1: too repetitive, barely no alttitude difference throughout the map, more difference in heights is mandatory. Can´t understand what you people take into account when rating a campaign, so clear you never did one.
This seems like such a negative viewpoint for the series for relatively high quality campaign.

Did you only play the first level?
 
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