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Shapeshifters

Shapeshifters

Lore


High Elves, Humans, Orcs, Undead, Murlocs, Elementals and plenty others races inhabit the vast continent of Martind. Centuries were spent on countless wars between quarrelled factions. However, a conflict to come will be not like anything before...

Characters



Kethund.pngKethundLeader of Shapeshifter's Cult
Akeral.pngAkeralThe intellectual leader of the Cult
General.pngGeneralLeader of remains of Shapeshifter's Cult
Anhorak.pngAnhorakThe powerful undead feared even by a leader of Might of Undead
Malgor.pngMalgorMain healer and voice of reason of Shapeshifer's Cult
Loganis.pngLoganisKing of High Elves

Features & Gameplay

  • Custom Races - Such as Undead, Orcs, High Elves and Shapeshifters. Player get access to most of the custom units through the campaign.
  • Lore - Campaign is not based in Azeroth, the story and history is unveiled during game.
  • Voice Lines - Playable heroes have custom voicelines.
  • Custom Abilities/Items - A lot of new abilities and items.
  • Shapeshifting - Main hero has ability to morph into another hero with other abilities. On each map player get access to diffrent units based on enemies in last mission.
Maps - 9 playable maps and 3 cinematics maps.

Gameplay screenshots

Map1.png

Map2.png

Map5.png

Map7.png

Map8.png

Changelog

Fixed map 3 not being completed in certain scenarios
Lowered attack range of orc throwers.
Fixed Murgol hero being approachable on map 1 after encounter
Fixed some missing names and other small qol
Fixed buildings not having proper pathing
Fixed side quest not being marked as completed on map 3
Fixed issue with statue being untargatable by Al Khir on map 4
Removed text indicating side quest on map 5
Map1 - added more healing and roar to bear to reduce difficulty.
Map2 - fixed wrong hotkeys for some units.
Map3 - fixed wrong hotkeys for some units, some typos and side quest being completed even when not avaible.
Map4 - Ai's Undead hero will be restored with items from previous map.
Map6 - Made enemy heroes weaker and enemy breath fire ability deals now less damage.
Map8 - Kethund hero should be now correctly restored from previous map.
Map9 - Made enemy heroes weaker and enemy waves slightly weaker.

Other changes: The Orc Shaman’s Storm ability was nerfed in both mana cost and damage.

Credits

(Blizzard Entertainment), Darkfang
4eNNightmare, HappyCockroach
84chrome
8512590215848
A.R., HappyTauren, Tarrasque
A.R., PROXY
AhhFreshWeeD
AlienAtSystem
Almia
AndrewOverload519
Asssssvi
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Blizzard Entertainment
Blizzard Entertainment, Jaccouille
Blizzard Entertainment, Kawaii Stain
Blood Raven
Bloody_Turds
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CRAZYRUSSIAN
Callahan
Cavman
Cavman, Hawkwing, Mr.Goblin
Chaosy
Cuore, Mister_Haudrauf
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Darkfang
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Direfury, KILLCIDE, Mr.Goblin
Dragunov
Eagle XI
Edge45
Fang
Fingolfin
GUNNER
General Frank
Grendel
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Gyrosphinx
HandCLAW, Norinrad
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HappyTauren
Hate
Hawk
Hawkwing, Cavman, Mr.Goblin
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Hexus, Hexus
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ILH
Itius Leurn Freim
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Mythic, Spellbound
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NFWar, Null
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Tamplier777
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The Leader
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The_Silent
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Tirlititi
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UgoUgo
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Vinz
WILL THE ALMIGHTY
Waldbaer
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WhiteDeath
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abcdefghstuvwxy
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asdasdgfrw
bakr
bisnar13
cotd333
dhguardianes
diosilva16
doom_sheep
icewolf055
icewolf055, MiniMage
imforfun
induwer
infrenus
jhon wilber
jigrael
kangyun
karland90
karland90, [texture by Just_Spectating]
kola
loktar
nGy
nightelfbuilder
purparisien
s4nji
sPy
shamanyouranus
stan0033
stan0033, biridius
stein123
stonneash
xYours Trulyx
xyzier_24
zbc
zerotul
~Nightmare

Valve
TJ Ramini
Michael Gregory
Sam A. Mowry
Dave Fennoy
Tony Todd
Nolan North
Jon St. John
Bruce Miles

xyzier_24
Chaosy
KILLCIDE
Bribe

Contents

Shapeshifters (Campaign)

Reviews
deepstrasz
Both elf heroes have the same abilities. Kind of meh for gameplay diversity. Plus Thorns Aura doesn't stack. Etund looks like the elf swordsman unit. Shield of Justice's autocast form changes icon position and icon. Also the spell icon doesn't have...
Honestly the idea is good, I played until chapter 3 - I think you need to make some adjustments
The spearthrowers they have 1150 range I think (?) kinda broken + they have burn
Some units don't even have names or what they are etc
U can reach the murgol in chapter 1 but nothing happens
 
Honestly the idea is good, I played until chapter 3 - I think you need to make some adjustments
The spearthrowers they have 1150 range I think (?) kinda broken + they have burn
Some units don't even have names or what they are etc
U can reach the murgol in chapter 1 but nothing happens
Thank you for feedback.

Did Murgol put your untis to sleep, and then walk away? Then he should leave item on the ground. But i assume he leaves at the spot he stands at first, so it might be easy to not see it. I will probably add some notification that he dropped item.


Can you expand in/on what names/descriptions were missing. Were these neutral units (i don't think you can see their description, so some of them might not have them ), or units that you can recruit.

Units in this campgain are supposed to be slightly stronger than in normal game (allows to make them more unique and situational some units are strong at one map but kinda meh at other), and orc throwers kinda cost a lot i think around 270 gold and 4 food. They can defintly be annoying since they deal solid(especially with bloodlust) amount of damage and you can't target them, since you need to target frontlines first to get to them. But their damage once they run out of mana is kinda lackluster, so i might be more inclined to nerf they burning spear ability(altought it was nerfed already) than range, but might nerf range also to around 900-1000 if needed.
 
One of the naming issues he may be referring to, I noticed the hero altar on the worker is named "Circle of the Fallen" but the building itself is called "Summoning Circle".

Chapter 3 I am unable to complete as when I got to the third camp the counter still shows 2/3 in the quest log.
 
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Like the idea of the secret locations and the artifacts

Chapter 1 - As I said above, you can get to Murgul by destroying the rocks
ch 1 murgol.png



Chapter 2 - The house build is bugged
ch 2 house.png
ch2 house 2.png

The altar of heroes it has different names
ch 2 cirlce of fallen.png
ch2 summings.png


Orcs fighting the elements
ch 2 orcs fight.png
ch2 orcs.png



ch 2 murloc 1.png
ch 2 murloc 2.png



No names -
ch 2 spider.png
ch 2 spiders.png
spiders.png


Chapter 3 - When I pickup the book the quest is not complete (?)
chapter 3.png
chapter 3 hatz.png


EDIT - Same issue as @shadowhog in chapter 3
Also some things I forgot to mention - Some units have the same keybind
1.png

2.png


Same names -
3.png
4.png
 

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One of the naming issues he may be referring to, I noticed the hero altar on the worker is named "Circle of the Fallen" but the building itself is called "Summoning Circle".

Chapter 3 I am unable to complete as when I got to the third camp the counter still shows 2/3 in the quest log.
Final Quest in chapter 3 should now always work. If you want (or any other person) want to continue campgain, but do not want to replay mission you can type in chat WIN and then it should trigger final cienematic.

Once again thank you for your feedback Cristian23. All the bugs that you mentioned are now fixed.
how can i get to the spiders. i cant get throuh the cave
The actual cave with spiders is next to your base (i assume you went towards one close to gold mine), to make things more clear i removed cliff close to ogres, and removed some trees next to actual cave to make it more visible.
 
How do I get here?
1765469026755.png
I am thinking this portal should be used, but it's disabled. Have I missed something or is it bugged?
1765469076639.png


Also in this chapter, there are many items (attribute books, gold coins) on elevated platforms in the fortress. Seemingly with no way to get there. Have I missed something as well?
 
How do I get here?View attachment 563053I am thinking this portal should be used, but it's disabled. Have I missed something or is it bugged?
View attachment 563054

Also in this chapter, there are many items (attribute books, gold coins) on elevated platforms in the fortress. Seemingly with no way to get there. Have I missed something as well?
You can get to that area using assassinate (Al Khir r) on the statue with healthbar.
Simirarly you can get too other hidden items with using assassinate on flying units when they are over elevated platforms. Although this other items are more of easter eggs not something that you activly seek to get but, rather something you would get by accident. But since i added wards(withouth wards you wouldn't be able to see them without cheats), i might to decide to remove them to not confuse players.
 
You can get to that area using assassinate (Al Khir r) on the statue with healthbar.
Simirarly you can get too other hidden items with using assassinate on flying units when they are over elevated platforms. Although this other items are more of easter eggs not something that you activly seek to get but, rather something you would get by accident. But since i added wards(withouth wards you wouldn't be able to see them without cheats), i might to decide to remove them to not confuse players.
Um.. I actually tried the assassinate trick before, but it says "Unable to target friendly units". I can do it, if I attack some unit first, thus becoming unfriendly. But honestly, this looks like a design flaw.

Btw in the next chapter, where you are supposed to rescue the cultists, there is a side quest to rescue 40 (instead of just 30 for main quest), but the mission ends immediately after rescuing 30, making it impossible to ever complete the side quest.
 
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Um.. I actually tried the assassinate trick before, but it says "Unable to target friendly units". I can do it, if I attack some unit first, thus becoming unfriendly. But honestly, this looks like a design flaw.

Btw in the next chapter, where you are supposed to rescue the cultists, there is a side quest to rescue 40 (instead of just 30 for main quest), but the mission ends immediately after rescuing 30, making it impossible to ever complete the side quest.
So the problem was that i added alliance (for some reason) to neutral hostile for player that controls Al Khir hero.
On map 5, I removed the side quest but forgot to remove the text notifying about it.

Both of these issues are now fixed. Thank you for bringing them to my attention.
 
Both elf heroes have the same abilities. Kind of meh for gameplay diversity. Plus Thorns Aura doesn't stack.
Etund looks like the elf swordsman unit.
Shield of Justice's autocast form changes icon position and icon. Also the spell icon doesn't have autocast icons. Can be made with:
Button Manager v1.8.2
"Don't worry, I'm one of you" he says to a faceless then turns into a bear to prove it xD
You don't get mission failed or a way to get friendly again with the orcs to complete the siege weapons quest.
Chapter 5 starts with hints during the intro and all heroes are half HP.
Elemental bosses are quite overpowering Ketlund. Same with the Old One, too fast for you and constantly rooting.
Summon Golem doesn't do what it says. It has 1 HP and can't attack.

Overall a nice story driven campaign.
Approved.


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Both elf heroes have the same abilities. Kind of meh for gameplay diversity. Plus Thorns Aura doesn't stack.
Etund looks like the elf swordsman unit.
Shield of Justice's autocast form changes icon position and icon. Also the spell icon doesn't have autocast icons. Can be made with:
Button Manager v1.8.2
"Don't worry, I'm one of you" he says to a faceless then turns into a bear to prove it xD
You don't get mission failed or a way to get friendly again with the orcs to complete the siege weapons quest.
Chapter 5 starts with hints during the intro and all heroes are half HP.
Elemental bosses are quite overpowering Ketlund. Same with the Old One, too fast for you and constantly rooting.
Summon Golem doesn't do what it says. It has 1 HP and can't attack.

Overall a nice story driven campaign.
Approved.
Thank you for feedback/review.

You can regain friendly status Orc-Kethund on map 3 if you walk out of their base shapeshift into normal form and then shapeshift again into orc.
Eltund lives for like a minute of gameplay so i think it is fine for him to have same model and skillset. Especially that it makes player not skill thorns aura on second hero, while giving them illusion of choice lol.
I have completly forgotten that shield of justice is auto cast since it based on bloodlust spell. This spell was first thing that i did in warcraft editor, and mostly I had no idea what i was doing.

For bosses all their abilities are dodgeable either by using shapeshift (to either dispell things like root, or disjoint things like projectiles), or moving out of stomp/ice path/sun strike/etc areas, which made it harder to balance for me, since in testing it got pretty easy for to play around their skillset. So in return I probably made this abilities punish player too much when not dodged. Did you manage to defeat them all did you have to use cheats?
 
You can regain friendly status Orc-Kethund on map 3 if you walk out of their base shapeshift into normal form and then shapeshift again into orc.
Tried that but didn't work.
Problem with dispelling with morph is that the control group is lost since the morph is not a normal one but more like a unit being replaced via triggers.
I couldn't defeat them all no. Hadn't the proper time to try more either but it didn't feel like Kethund was strong enough really. Even 1v1 normal damage was too much for the bear.
 
Tried that but didn't work.
Problem with dispelling with morph is that the control group is lost since the morph is not a normal one but more like a unit being replaced via triggers.
I couldn't defeat them all no. Hadn't the proper time to try more either but it didn't feel like Kethund was strong enough really. Even 1v1 normal damage was too much for the bear.
Yes shapeshift replaces unit with triggers (since using morph created some huge bugs) which leads to Kethund being removed from control groups. But selection stays the same, so on map where you have one unit it shouldn't matter anyway.
 
Thought I would add some notes I wrote down from when I first played this campaign:

Ch1
There needs to be some way of indicating the fountain of health in this mission. I missed it initially, and thought the map was impossible because of how hard it was without healing. Didn't help that I had no vision of past places I had traveled through.
I was shocked at the main character being killed by the Shapeshifter after helping him escape the cave.
I like how we can see more lore by bringing specific items to specific spots. For a few of the later missions of the campaign, the writing regarding this was too long to be read in game, so I had to guess what items needed to be brought to which specific spots (most of necessary the items were unique items dropped by strong neutral creeps).

Ch2
This is where I really get a feeling for how hard the campaign was going to be. Multiple objectives, with the orange base launching very strong attacks.

Ch3
I wish the 2nd base was controlled by an AI ally.
Having the Orc hero need to walk through hidden paths into the orc bases was a very cool requirement. I had to think a lot about this initially.
I cannot comment on the difficulty since I had 2 crashes in this mission specifically when I built up a large force and attacked, so I skipped trying to beat it. But I think it may have been the hardest of all missions from what I saw.

Ch4
The amount of content for the hero inside the castle to do was really cool. I thought this mission was impossible, until I started using the poison and firebombs to aim a base's main town hall, and then with all the peasants dead, I firebombed the unit producing buildings. Did this to most of the human bases, and only then was I able to push in with my ally forces into the castle area.
Some of the events you can trigger, like releasing the wolves and destroying the cold reserves, somehow reset randomly in the mission, so I was able to release a 2nd set of wolves and kill a 2nd set of gold reserves.
When I brought the Murloc item to the graveyard, a portal appeared but there was no tome dropped or lore dialogue.
I enjoyed this mission a lot.

Ch5
The time limit meant I needed to rush blue's base to the east, and then purple's base to the north. Then I went for the 30 cultists. This was an enjoyable map, and I liked the concept.
It was better to use all my heroes on the offensive then keep 1 behind to stop the workers from fleeing.

Ch6
The 2nd goldmine to the northwest was too far away from my base and too vulnerable to air units, so I ignored it completely. Our heroes were pretty Overpowered here, but even they could not hold off 2 attacks from both purple and orange at the same time when both enemy heroes were in the attack waves (well, survival was possible, but it crippled our base too much to recover for the next attacks.) The enemy air unit with breath of fire was particularly annoying, and even with Melor healing it was too much damage.
I just let my buildings in the southwest die to the catapults, since they didn't do anything besides attack those 3 buildings.

Ch7
This entire mission being an exaggeration by Kelthund is hilarious.
The mission design of this map was very good, and it never got boring as a micro mission.
The crown dropped by the optional boss here did not appear in the next mission.
The mana wave absorb from the water elemental is an extremely strong spell.

Ch8
Haha, the enemy King already knew it was a trap.
The best mission of this entire campaign. Just using heroes, but it was extremely challenging, managing pushing and defending.
Using all the unique items from past missions was just as crucial as using hero spells. The voodoo mask with AOE entangling was particularly useful.
Same as almost all past missions, Kelthund in his bear form is far superior to any other shapeshifting form, simply because of his roar, passive damage increase per attack on a target, and his attack damage aura.

Final Mission
I exited the mission as soon as I saw it was back to base building. This is because the previous mission was already stressful enough with just controlling 4-5 heroes + Melor. I could not deal with going back to base building.


General Points
The hero spells were excellent. None was recycled wc3 spells, with all of them being very unique.
I loved being able to shapeshift between heroes as Kelthund, and I loved how we gained enemies we killed previously as the tech tree for the Shapeshifter race.
All the missions were very unique and different from each other.
I definitely recommend making the first mission more friendly to people coming to the campaign, since it was hard enough that many might quit and miss such a wonderful campaign you made.
This is such a hidden gem. Thank you for sharing it.


 
Thought I would add some notes I wrote down from when I first played this campaign:
I am glad that you enjoyed the campaign.
I defintly plan to make campaign easier on some maps mostly 6 and 9 and probably revamp cave part in map 1 since it is kinda slugish.
On map 4 using fire bombs and poison to destroy enemies is of the intended strategiest to win although defintly most cheesy one (map is kinda designed to be hard to lose, but hard to win in way, that you have to find a plan to destoy enemy bases). Wolfs and golems are supposed to respawn.


Map 8 is my favorite one as well. Creating the spells/skillsets was the my favorite part of creating this campaign, and this map is all about using heroes to maximum.

Map 3 sadly sometimes crashes, but i have no idea why. There are no map specific triggers that should cause crash. Crash doesn't seem to be consistnent thing that i can pinpoint to anything, but it's only map that crashed during testing so there has to be something wrong.

Also I thought that main character dying in first mission might be too obvious because of campgain name and loading screen, so it is nice that it come as suprise to you.
 
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Im currently at chapter 4 but I wanna show some things before I continue

Same hotkey
ch 2.png
ch 2 1.png


Where is this quest?
ch 3.png
ch 3 1.png


Capitan elite orc should pe hotkey A
ch 3 2.png


"Eite" orc (?) also should be hotkey S
ch 3 3.png



Also in chapter 3 I put some items on Anhorak and in chapter 4 he has 0 items
 

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Where is this quest?
View attachment 564785View attachment 564786




Also in chapter 3 I put some items on Anhorak and in chapter 4 he has 0 items
So side quest "Good orc is dead orc" is only available on map 3. if you didn't finish side quest on map 2 with destorying purple base (since reward is the same, access to elite orc and captain elite orc), but i forgot to turn off trigger that progress this quest, hence message about completing it.
Anhorak doesn't have items on map 4 since it is controlled by ai, so i didnt restore unit (it will be fixed in next update). But on later map, once you have access to him he will still have his items.
 
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