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Song of the Serpent

Song of the Serpent is a 5-chapter mini-campaign set in an alternate timeline during the events of Terror of the Tides, told from the Naga’s perspective. Follow Lady Serpentra as she wages war against the Night Elves and pushes her master's plan forward, whatever the cost.
Designed as a vanilla-style Warcraft III experience, the campaign focuses on a smaller, more curated set of missions, with emphasis on the Sea Witch hero, Naga units, and classic TFT-style gameplay.

Features:
  • Full use of the Naga tech tree
  • 5 campaign chapters
  • Varied quests and objectives throughout the campaign
  • A vanilla-style design inspired by classic TFT campaigns
Compatible with the latest version of Reforged. Playable in both Classic and Reforged graphics.


Changelog

Screenshots

Credits



  • Initial release


  • Fixed bug with custom campaign buttons not showing up properly after mission victory


  • Slightly increased the target area for transport ship alert to trigger in chapter 2
  • Slightly reduced transport ship movement speed based on difficulty
  • Fixed a bug with cache not saving properly in chapter 3
  • Replaced some UI elements


  • Fixed possible bug where skipping cutscenes could incorrectly lead to not saving campaign progress


  • Fixed possible bug where hero cache wasn't saved properly in chapter 3


  • Chapter 5 is now playable and can appear on the custom campaign menu
  • Added a short epilogue chapter
  • Chapter 4 can now save game cache for chapter 5
  • All mur'guls now benefit from naga upgrades


  • Slightly increased gold and lumber cost for Mur'gul Blood-Gills
  • Mur'gul Blood-Gills now have an improved heal spell
  • Fixed Lady Vashj hero title to properly display 'Sea Witch'
  • Slightly increased bosses' HP
  • Mur'gul Snarecasters are now trainable in chapter 5
  • Fixed some SFX sound settings


  • Tornado is now a non-channeled summon, but cooldown is doubled
  • Fixed up some bad cutscene triggers that potentially caused music to completely cease playing
  • Slight fixes to hero cache saving and loading
  • Fixed chapter 4's loading screen subtitle and text


  • Identified and fixed a bug that caused hero cache to not save properly in chapter 3 and cause chapter 4 to load chapter 2's save instead


  • All chapters now properly support both SD (Classic) and HD (Reforged) graphics
  • All chapters' game data now follows TFT patch instead of default game data
  • Adjusted chapter 2's mission hint and added a minimap ping around to highlight exit points
  • Changed some creep camps acquisition range in chapter 3
  • Added a mission hint in chapter 3 explaining circle of power specifics
  • Fixed chapter 4 and chapter 5 loading screen titles
  • Slightly decreased Inferno's initial cooldown
  • Slightly increased boss' max HP


  • Fixed music bug that was causing music to not loop properly
Chapter 2
  • Quest requirement in quest log now properly updates with quest progress
  • Slightly shortened Hipporider timer
  • Hipporider attacks can now repeatedly loop instead of only happening once
  • Fixed a small typo in ending cutscene
  • Improved cleanup in ending cutscene
  • Slightly increased AI defenses when AI loses some shipyards
Chapter 5
  • Camera pans closer to player's position after boss cutscene ends in chapter 5


Chapter 3
  • Fixed minor cutscene errors
  • Fixed bug causing Maiev's AI to break
  • Slightly improved Illidan's expansion behavior
  • Slightly increased max attack size for both Illidan and Maiev
  • Slightly increased Maiev's defense forces


Chapter 3
  • Slight improvements to Illidan's expansion behavior
  • Expansion builders are now accompanied by escorts
Chapter 4
  • Minor cutscene fixes
  • Slight improvements to enemies' expansion behavior
  • Slightly buffed Maiev's base defense force
  • Small improvements to enemy AI


Added hotkeys to other Mur'gul units
Chapter 5
  • Slightly fixed some issues with the end cutscene
  • Small buffs to enemy bosses
  • Minor balancing changes
  • Added an easter egg


Chapter 3
  • Fixed a small bug with Illidan's AI


Chapter 2
  • Fixed a bug where enemy AI would spawn two Keepers
Chapter 3
  • Fixed a major bug with Illidan's AI that prevented it from expanding
  • Replaced a small creep camp with goblin merchant
  • Small buff to Illidan's standard attack force size


Chapter 3
  • Fixed a spot where Maiev could get stuck on
Chapter 4
  • Minor improvements to the ending cutscene
  • Small changes to some AI
  • Music now properly plays after the intro cutscene ends



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UI
AlienAtSystem
Previews
Contents

Song of the Serpent v2.1 (Campaign)

Reviews
deepstrasz
One of the night elf fishing village remained neutral in the northeast. Kind of disappointed due to the lack of a proper techtree and same sea witch spells (Mana Drain from the Blood Mage) but it's nice to play a naga campaign and I guess for the...
  • After I finished chapter 3, cutscene at the end has no text
  • In chapter 4, my hero has 0 items and other points in abilities
  • After I finished chapter 4, the game sent me back to custom campaigns, as if there is no chapter 5
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While it could use some polishing, it's not that bad for something done with purely standard assets

Since it's meant to be set during TotT, the attempt to fill in the narrative doesn't really match up with the actual events, unless the twist is that the story is Serpentra swooning over Illidan and was just her imagining a fanfic in her head where she is the chad and three very prominent and powerful night elven figures are the soyjaks

Chapter 2 suffers from the fact that the transport ship alerts come too late, the ships are too quick, and the naga units are comparatively slower, so much so that I missed my first ship immediately since ensnare wasn't researched from the start, so I had to restart and kept saving and reloading while keeping several myrmidons in specific positions to intercept them. It was an interesting gameplay loop, but I played on normal, so maybe the transport ship speed should depend on the difficulty, and you can keep the existing speed on hard

Replacing Mana Shield with Drain Mana doesn't really add anything of value since buying mana pots the whole time was much easier. It might be preferable to revert it

If there will be no further changes to spice up the tech tree and item drops, or visual changes like custom UI and music, then this will be an enjoyable yet average experience when it's done, so good job so far

After I finished chapter 4, the game sent me back to custom campaigns, as if there is no chapter 5
Because there actually currently is no chapter 5, per the description
  • 4 mostly complete missions, with 1 chapter still in progress
 
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Hero's items do not get transferred from the 3rd to chapter to the 4th. (I have items I had at the end of the 2nd chapter.)
 
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Chapter 3
  • I liked it when Illidan destroy his enemy side and starts builds more structures
  • Illidan purchase items form goblin merchant (interesting)
  • I put some items on Illidan but in chapter 4 they are back in my inventory (losing my good items)
Overall
  • Naga has always been one of my favorite races, always a plasure when I play with them, I wish there were more campaigns when we play Naga
  • I liked that some creeps and units has names, it was very funny (like Jimmy)
  • What's your next project?
  • Chapter 2 still doesn't appear
3.png
 
Chapter 3
  • I liked it when Illidan destroy his enemy side and starts builds more structures
  • Illidan purchase items form goblin merchant (interesting)
  • I put some items on Illidan but in chapter 4 they are back in my inventory (losing my good items)
Overall
  • Naga has always been one of my favorite races, always a plasure when I play with them, I wish there were more campaigns when we play Naga
  • I liked that some creeps and units has names, it was very funny (like Jimmy)
  • What's your next project?
  • Chapter 2 still doesn't appear
View attachment 583028
Not sure why chapter 2 doesn't properly show up after victory, but I think it should work fine now.

I am working next on a large-scale Burning Legion campaign taking place during Eternity's End. Still in a very early WIP state but I'll share more details about it hopefully soon.
 
Thought I would add some notes I wrote down from when I first played this campaign:

Ch1
I was going into this thinking it was just copy pasted terrain from the Maiev Frozen Throne campaign, so I was pleasantly surprised it was not.
Very cool to have different attack groups hitting different parts of the Night Elf villages over time.
Having the AI Murlocs build our base and collect lumber for us, which could then be converted to gold, was a very cool idea.


Ch2
Would have been nice to have some map ping at the start of the mission to show where the boats were heading to, since it was not immediately clear until the first boat set off very quickly.
Not sure if there was any intention for us to destroy the night elf bases. I just sniped the shipyards since I didn't think there was any reason to fight them directly.


Ch3
This was a very good RTS mission, with an AI ally. The teal Night Elf was no push over and definitely presented a decent challenge.
People not familiar with the Maiev mission where she recovers artifacts as a side quest might not realize that the builders are the ones who excavate the tunnels for the side quest. I almost thought it was a bug at first when the Naga hero didn't trigger anything going into the circle of power. Maybe make a hint about that, as well as there being a defending aspect to the excavation, since it was not clear from the mission description that we would be attacked during the timers.


Ch4/5
Items carried into Ch4 came from ch2, not the previous chapter (3). This made it demoralizing to finish, so I just had a quick look at the game play of 4 and 5. Both seemed good. Ch4 probably required massing towers on 2 sides so that our army could finish off 1 of the 3 enemy bases, and then it would be a slow victory from there. Decent amount of high-level creeps to drop good items on that map too.
Ch5 was a nice finisher, explaining how this story was happening concurrently with Illidan in the Tomb.


General Points
This was definitely a fun campaign. It was described on the description as a mini campaign, and it did an extremely good job of that. The story made sense and flowed well. Thanks for sharing.

 
  1. One of the night elf fishing village remained neutral in the northeast.
  2. Kind of disappointed due to the lack of a proper techtree and same sea witch spells (Mana Drain from the Blood Mage) but it's nice to play a naga campaign and I guess for the shortness of it it might not be that repetitive when the gameplay is pretty diverse. Also some compensation through mercenary camps.
  3. In chapter 3 some creep camps don't attack you unless you do first.
  4. The terrain is well crafted for a Warcraft III melee campaign. Not fancy, but pleasing.
  5. Serpentra doesn't gain experience from neutral hostile past level 5 like in melee games rather than how it happens in the campaigns.
  6. Indeed it's not clear that you should bring workers to the excavation sites.
  7. I don't remember Sentinels being on the archipelago in TfT.
  8. Crazy. Illidan's forces even expand on other mines xD
  9. Too fanfic turn. Furion and Tyrande not only being present during Maiev's mission but also scolding her like in primary school.
  10. Royal Guards should take 5 food and be trained from the Shrine of Azshara not to clutter the main troops barracks. Otherwise it would be no reason to train Myrmidons anymore.
  11. Would be nice to have some hydra mercs since they're more in theme with the naga than revenants and sea giants.
  12. Truly some items don't appear in chapter 4 in her inventory.
  13. Enemies sometimes rebuild after the quest requirement has been completed.
  14. It says chapter four instead of 5 on the loading screen for the Tomb of Sargeras mission. Same in the quest log.
  15. Illidan has been in cahoots with the demons months after Archimonde fell as he was visited by Kil'jaeden. So, either Jaraxxus is a liar, somehow stupidly informed or the plot smells.
  16. The ending/epilogue is a bit disappointing.
Approved.


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Well, well, well. What do we have here? Naga Campaign? Moreover, Ilidan's Naga campaign?
Instantly like.
I felt myself like playing for the "evil faction" of the original Maiev campaign, but instead for the parallel "side" of view.

Overall, this campaign felt quite short, and honestly, the last twist with the Tomb of Sargeras mission felt a bit too spontaneous. Although the epilogue clearly hints that our heroine did not survive, I still want to think that she rejoined Lord Illidan, survived through the long march, and then we either fought her in the Burning Crusade addon or she follows the player as an Illdary ally (if the player is a demon hunter, ofc).
Just mine headcanon.

Gameplay-wise, I cannot admit that you've not tried any "water-related" flavor for all missions - you did, clearly. Some missions felt somewhat harsh (especially the ship escape mission), some were positively surprised with AI Ally and Enemy, who actually play it like a melee, not suiciding on each other/player.
Last dungeon mission felt messy, Jarraxxus boss fight felt out of story implementation, but okay.


Techtree is the same? No new units I've found. Or we can count that allowing training mur'gul creeps in the dungeon mission is an addition, right? If yes - well, then.
I want to disagree that Naga Royal Guard is cooler than Naga Myrmidon; the latter has free channel cast kick, while Royal Guard still needs to procast with Waves.
Units could have some custom abilities, especially Naga Sirens.
But if your idea was to play Naga as they were in Maiev Campaign, well - you've succeeded.

I enjoyed this little adventure and await more little adventures altogether :)
Cheers!
 

Well, well, well. What do we have here? Naga Campaign? Moreover, Ilidan's Naga campaign?
Instantly like.
I felt myself like playing for the "evil faction" of the original Maiev campaign, but instead for the parallel "side" of view.

Overall, this campaign felt quite short, and honestly, the last twist with the Tomb of Sargeras mission felt a bit too spontaneous. Although the epilogue clearly hints that our heroine did not survive, I still want to think that she rejoined Lord Illidan, survived through the long march, and then we either fought her in the Burning Crusade addon or she follows the player as an Illdary ally (if the player is a demon hunter, ofc).
Just mine headcanon.

Gameplay-wise, I cannot admit that you've not tried any "water-related" flavor for all missions - you did, clearly. Some missions felt somewhat harsh (especially the ship escape mission), some were positively surprised with AI Ally and Enemy, who actually play it like a melee, not suiciding on each other/player.
Last dungeon mission felt messy, Jarraxxus boss fight felt out of story implementation, but okay.


Techtree is the same? No new units I've found. Or we can count that allowing training mur'gul creeps in the dungeon mission is an addition, right? If yes - well, then.
I want to disagree that Naga Royal Guard is cooler than Naga Myrmidon; the latter has free channel cast kick, while Royal Guard still needs to procast with Waves.
Units could have some custom abilities, especially Naga Sirens.
But if your idea was to play Naga as they were in Maiev Campaign, well - you've succeeded.

I enjoyed this little adventure and await more little adventures altogether :)
Cheers!
Thanks for covering my campaign! I'm glad you liked it.

All headcanon is valid! Her fate is not explicitly stated, so there's always room for a possible reappearance at some point in the future.

This campaign was intentionally kept relatively short since it's technically my first campaign release. I opted for a vanilla techtree with slight edits since I felt a small set of missions wouldn't give enough room for a proper custom techtree for the naga (since there's only 3 macro/base building missions). There were actually a handful of ideas that I was going to implement but ended up cutting them for simpler mission flow and also to keep the missions somewhat well-balanced.

As for the ending, I was originally planning on making chapter 4 be the last chapter with it being a scripted loss (to be closer to TFT timeline), but felt that it wouldn't be satisfying as a final mission to be a timed/holdout map that ends with scripted defeat, so I changed it into its current version and then made chapter 5 to wrap things up. There were also other ideas on how it would've played out both gameplay-wise and story-wise, but to break the monotony of fighting one race for 4 missions in a row, I decided I'd instead go for a mirror match style mission and kind of used the Legion as excuse for it.

In the meantime, I am working on another campaign that's larger-scale in comparison, as well as a few other smaller projects that I hope I can showcase some time soon!
 
A fun 5-mission campaign with the already existing Naga tech tree we all know from The Frozen Throne campaigns. I haven't played Warcraft III for quite some time, so I was a bit rusty, but managed to beat the campaing on hard difficulty.


Following are my thoughts/impressions/walkthrough of the chapters:

1. The first chapter had an interesting concept on what happened before the 1st Sentinel mission. Attacking villages with strong naga is a great power trip and overall a good introductory mission. If you want this mission to be a bit more challenging, a bonus challenge is defeating all night elf bases.

2. Second chapter can be beat fairly easily, if you only go for the main objectives. If you are playing too aggressively, enemy transport ships can pass you and having a limit of max 2 transport ships allowed to pass, you need to take care, especially since the transport ships are faster than your units. I didn't attempt to destroy the enemy bases as an extra challenge, as it would have been annoying to try and not lose due to transport ships getting away and fighting with 3 enemies seemed like to much to me at that point. Although, battle with 3 enemies won't be avoided later in the campaign :D

3. Third chapter was a bit tricky with continous back-and-forth, with fighting enemy forces in their base and defending in my own, but luckily Illidan could handle his opponent and he didn't need a lot of help. It seemed to me that opponents always had more units with a possibly larger population cap, so attacking their bases was difficult. Once I've stabilized and taken the second gold mine, it became easier to defend the forward base as I was close to the enemy. Besides enemy's large numbers, they were quick to rebuild any buildings lost, so I couldn't chip at them slowly, but needed to attack fast and decisively. Once the first enemy has fallen, the second one was not that hard together with Illidan's combined forces.

4. The plot of missions was loosely related to the plot of original TFT campaign up to this point, but it diverged with coming of Tyrande and Malfurion to aid Maiev on Sunken Isles (I guess it diverged a bit earlire with the player defeating Maiev in front of gates towards Tomb of Sargeras in previous mission). This mission added an opportunity to train a single Naga royal guard, which was very useful and I like the decision of being able to have only 1 of that unit as I would've been overpowered if there wasn't a limit on it. The mission was really challenging, having us fight 3 enemies at once, this time without allies. I had to rush Maiev's base almost immediately after filling population capacity with combination of myrmidons and spitting lizards. With the starting 4 bases, this can be done easily. After rushing Maiev, I lost 2 of the forward bases and was fighting for dear life agains Tyrande and Malfurion, while they built forward bases where mine once were, a mechanic I really liked. With couple of back-and-forths one by one the enemy bases were beaten, but timing was very important as one enemy army can destroy you while you fight against the other enemy. Overall, the mission was very satisfying once everything clicked and it was the culminating mission in my opinion.

5. In the final mission the story gets a bit strange as you are betrayed by Lady Vashj. It's a dungeon crawl mission where you can obtain enemy bases, but they weren't necessary to win as the army you can get by freeing naga is enough. I liked that mission added a couple of extra units (mostly murlocs) that could be trained and it would've been fun to have them in a regular build-and-destroy mission, as I didn't need to use them in this mission. Concept of the mission was fun and didn't overstay its welcome. Dungeon corridors were a bit too narrow for chunky Naga units and 100 food maxed-out army. Boss fights were interesting, but not difficult even on hard. The mission ends with protagonist Lady Serpentra being buried by Illidan using Eye of Sargeras, which was showed in the end cutscene (epilogue).

The epilogue was from the TFT campaign and included Maiev which was a bit weird as we've beat her twice in the previous missions already and the ending is a bit anti-climactic, but I liked the gameplay of the missions overall.

EDIT: Great job Regalus32! I've just read that you are making another larger campaign and I am looking forward to it :)
 
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