• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Suggestions for my campaign!

Hello!

This is my FIRST custom map for Warcraft 3.


It takes place right after Arthas's death following the expedition in Andorhal, with a focus primarily on the Cult of the Damned in its non-undead forms. So far, it only has one campaign, but it's a deep and detailed campaign that is still in development. I would love suggestions, tips, and especially feedback.
WHAT TO EXPECT IN THE FUTURE?
  • Better Tilesets
  • Improved overall map color
  • Deeper story, models, and lore
  • More cutscenes
  • 14 Maps



    ( Please send me tutorials on how to change contrast, colors, tilesets, and so on! )
 

Attachments

  • kingsroad.w3n
    907.7 KB · Views: 5
Last edited:
Level 18
Joined
Feb 2, 2009
Messages
217
Conceptually I like the idea of this map, your controlling a High Necromancer with some rabble under his command and you sort of have to make do with what you got. Its implementation could use a good bit of work though, as currently the 'tech tree' for this concept consists of incredibly powerful ranged poison throwing spearmen, and basic melee bandits.

Building reinforcements is tedious from the one tent that you are given, and i think most players worth their salt will just mass the powerful ranged as I did melting any heroes you encounter in less than two seconds and as a countermeasure to the abundance of 'towers-up-on-cliff-over-there" present in the map.I did like the introduction cinematic but it also could use a bit of work, the camera locked at to Semtex at the end of it for example.

The first verbal callout by the rifleman is neat but felt a bit odd, perhaps "undead?" rather than "dead?" would be more prudent.

When I eventually killed yellow's paladin "Gavinrad" I found myself before a stoney patch of terrain where Blue continuously spawned units from. Killing the Paladin didn't seem to stop the spawn, so I had to camp the stony patch and kill the waves of Blue forces as they spawned while I sorta just waited for my forces to rebuild from the tent. The better part of seven or so minutes passed just sort of regenerating mana and rebuilding forces.

After taking the Bastion it was neat to see it replaced with a Necropolis but I still had no resources to use nor a gold mine to haunt so that was unfortunate. But still at least the camera unlocked in time for me to watch my one spearman that had been building for the last minute run into blue's uncapped buildup from its Stony Patch spawn.

Screenshot 2024-12-05 151640.png


When it was stated that the map is "hard", and I say this curtly as I often find that this is the case in the community, a so-called "Hard" map means staring at the screen waiting for little green and blue numbers to go up 1 or 2 seconds at a time for an extended period instead of... just having a heal? Personally I think that you can fix this issue by killing two birds with one stone, Semtex should have some more original abilities instead of being a default lich reskin after all. You could consider giving him a reskinned healing wave, or perhaps a rejuvenation that regenerates mana (could be cool for the necromancers you start with).

Still to not get lost in criticisms I believe that the terrain was quite nice. Though I joked about the abundance of towers on cliffs it is nice to see terrain being properly utilized in the map design. Its also quite nice to have little chokes and barricades and burning villages, still pathing is tight (another reason why I would only restock on ranged units). I would suggest looking at areas where you can open up the map a little bit more, the fight against reds militia was sorta neat for example.

I would also suggest you look into using items to reward explorative play, slaying reds militia leader might drop a horn with devotion aura, killing yellow's paladin might drop a maul of strength, little things like that go a long way to acknowledge the player and reward them for engaging with the game.

So far, a good effort! Its nice to see someone willing to put their work out there for others to see and critique, above all else this is exceedingly commendable. Keep it up, chug along, and this will turn out absolutely radical in no time. My only cautionary note is that I saw you made plans for 14 missions, for a first campaign I would advise you to not be so ambitious. This one map could use alot of work and has nuggets of content that can (and should) be deepened and explored. Best of luck friend, and thank you for your efforts thus far!
 
Conceptually I like the idea of this map, your controlling a High Necromancer with some rabble under his command and you sort of have to make do with what you got. Its implementation could use a good bit of work though, as currently the 'tech tree' for this concept consists of incredibly powerful ranged poison throwing spearmen, and basic melee bandits.

Building reinforcements is tedious from the one tent that you are given, and i think most players worth their salt will just mass the powerful ranged as I did melting any heroes you encounter in less than two seconds and as a countermeasure to the abundance of 'towers-up-on-cliff-over-there" present in the map.I did like the introduction cinematic but it also could use a bit of work, the camera locked at to Semtex at the end of it for example.

The first verbal callout by the rifleman is neat but felt a bit odd, perhaps "undead?" rather than "dead?" would be more prudent.

When I eventually killed yellow's paladin "Gavinrad" I found myself before a stoney patch of terrain where Blue continuously spawned units from. Killing the Paladin didn't seem to stop the spawn, so I had to camp the stony patch and kill the waves of Blue forces as they spawned while I sorta just waited for my forces to rebuild from the tent. The better part of seven or so minutes passed just sort of regenerating mana and rebuilding forces.

After taking the Bastion it was neat to see it replaced with a Necropolis but I still had no resources to use nor a gold mine to haunt so that was unfortunate. But still at least the camera unlocked in time for me to watch my one spearman that had been building for the last minute run into blue's uncapped buildup from its Stony Patch spawn.

View attachment 500305

When it was stated that the map is "hard", and I say this curtly as I often find that this is the case in the community, a so-called "Hard" map means staring at the screen waiting for little green and blue numbers to go up 1 or 2 seconds at a time for an extended period instead of... just having a heal? Personally I think that you can fix this issue by killing two birds with one stone, Semtex should have some more original abilities instead of being a default lich reskin after all. You could consider giving him a reskinned healing wave, or perhaps a rejuvenation that regenerates mana (could be cool for the necromancers you start with).

Still to not get lost in criticisms I believe that the terrain was quite nice. Though I joked about the abundance of towers on cliffs it is nice to see terrain being properly utilized in the map design. Its also quite nice to have little chokes and barricades and burning villages, still pathing is tight (another reason why I would only restock on ranged units). I would suggest looking at areas where you can open up the map a little bit more, the fight against reds militia was sorta neat for example.

I would also suggest you look into using items to reward explorative play, slaying reds militia leader might drop a horn with devotion aura, killing yellow's paladin might drop a maul of strength, little things like that go a long way to acknowledge the player and reward them for engaging with the game.

So far, a good effort! Its nice to see someone willing to put their work out there for others to see and critique, above all else this is exceedingly commendable. Keep it up, chug along, and this will turn out absolutely radical in no time. My only cautionary note is that I saw you made plans for 14 missions, for a first campaign I would advise you to not be so ambitious. This one map could use alot of work and has nuggets of content that can (and should) be deepened and explored. Best of luck friend, and thank you for your efforts thus far!
Thank you, Achille! Since I started working on the map, you've been helping me improve, and that means a lot! About the infinite spawning, I believe it was a trigger mistake that I just fixed. The Necromancer isn't fully developed yet, and that's part of my future plan, once I learn how to export his level data to the next level! The Red Militia was initially planned to be something like Sylvanas to Arthas, and I plan to continue that idea. I will include side quests as rewards, starting with the local militia leader. You know, I actually started with the editor on the day I published the first version of the map, and I have no experience at all yet, so your advice will really help me.

Yes, the camera is meant to stay fixed on the Necromancer until the end of the siege on the fortress to maintain a constant combat focus. Do you think I should modify this? What did you think of the cinematic after destroying the fortress and before destroying it? With the music from WC2? (When you destroy the Blue lumber mill)

I will be updating the campaign daily in a true campaign format and would like you to comment there so we can keep a constant dialogue, and I can send updates more easily. Just go to my profile and click on RESOURCES :thumbs_up:

I’ll leave below some changes I made and errors I fixed, in case you want to play the whole thing ( realized I was sending the wrong version (the one where I hadn't really done any triggers yet, which is probably the one you played :infl_thumbs_up: ). This version in this thread is the most updated one
 

Attachments

  • kingsroad.w3n
    907.7 KB · Views: 4
Last edited:
Good morning! I’ve finished the first cinematic, and I believe it turned out well. It took me some time to build the castle and the island, but I think it will be on the same level as the previous mission - The story is starting to take shape, and I think it's getting interesting!

I’ll include the link below for the updated previous mission and the new cinematic
 

Attachments

  • kingsroad.w3n
    951.4 KB · Views: 11
An AoS where enemies keep coming out of a portal in the center and allied troops keep going down (removing the side ramps so it forms a spiral) until they can kill the portal.

Stationary boss in the center of the crater.

Former location of a flying city.

Wow! It's incredible how I almost thought of the same thing you suggested - The photos below are the latest version of this map






1733609841665.png
1733609860546.png
1733609920193.png
1733609941493.png



What do you think?



 
Good evening everyone! I started working on this map 34 minutes ago! It’s an island that defends the river’s course, which in the story follows the path after the militia! I will share the file for the 3rd mission (almost finished) and the 4th map (still being worked on)

1733701373168.png


1733701383564.png


1733701391762.png



Feel free to leave any tips!:spell_breaker:
 

Attachments

  • canion.w3m
    336.8 KB · Views: 3
  • ilha.w3m
    386.5 KB · Views: 3
Last edited:
Hello! I’ve been a bit absent lately since it’s almost Christmas… I spent the whole day today working on a secondary campaign that will follow the same storyline as this one, but from the humans' perspective - I’ve created an intro map that still lacks the final cutscene and may have some bugs, but I’ll be posting it here soon to get some feedback!
 

Attachments

  • humanos.w3m
    5.6 MB · Views: 7
Top