All the problems I had with the first part are gone here, surely some of the dialogue could get some improvements but overall I did have a great time playing through this second part, the story did get way more interesting as well, the way the story went reminded me a bit of
𝐋𝐞𝐠𝐞𝐧𝐝𝐬 𝐨𝐟 𝐀𝐫𝐤𝐚𝐢𝐧.
I must say it did feel unique, the story and the way the characters interacted, evolved, and changed, it was done very well.
There was even a "boss fight" at the end of it, what else can I say, I am impressed!
The only negatives are, as I said, the dialogue in some parts is still quite rudimentary, but it does convey what is supposed to convey so it's not such a big problem.
The second negative would be the difficulty, not sure what other players thought about it, but for me, the second part similar to the first one was pretty easy in terms of difficulty, Only 1 mission was hard and made me restart it and rethink my strategy, but the others were pretty easy, or I shouldn't say easy, more like normal difficulty, which is fine, but I didn't feel like I was challenging myself or anything.
There was also this weird thing with the tooltip of one of
Fezgrel's spells that went wrong:
This seems to be happening only in chapter 9.
Some thoughts about each mission:
-Chapter 9
It was a strong "first chapter" of part II, I liked it, cool quests and sidequests.
I liked how the only one who could access that secret ritual site zone was
Fezgrel, not sure if that was intended or not, but I liked it, it was like a puzzle in a way, no other hero/unit can deactivate the force wall other than him.
The first time I played this mission I just went and destroyed the night elf bases one after the other and forgot to check the sidequest in the top left corner of the map with saving the lost forces, I guess there needs to be a bigger incentive for the player to even care about these lost forces.
I suggest adding another dialogue line from
Karakh or
Gorfax like this:
"Hmmm, It seems we have shipyards at this base. Perhaps we can utilize them to explore the waters of this area. Who knows what we may discover in these unfamiliar territories."
After I replayed the mission and traveled to the island, I triggered that short dialogue with the night elf battalion and noticed something, or shall I say nothing?
it turns out that during night time the Battalion is invisible even with that watcher ward there, so when
Cromash makes that remark and is night time the player will be pretty confused about wtf is he talking about, maybe he got high on some shrooms
-Chapter 10
Another cool chapter, these types of missions where I have multiple allies fighting against multiple enemy bases are my favorite I must say.
Playing with the new Ogre-troll faction was pretty exciting.
I found
Fezgrel's quest to collect the items for the ogre-evolving device quite interesting, but I must admit I was slightly disappointed with its outcome. The concept itself is fantastic, but its potential was wasted as it only transformed ogre maulers once. Additionally, the device remained unchanged in the following missions, which was a missed opportunity. I would have loved to see
Fezgrel experiment further with the device and create even stronger and more peculiar transformed units.
And about those evolved ogres, I must say they weren't that amazing, other than the pulverize passive they had, they weren't that much stronger than the normal ogre mauler unit, I think their attack speed needs buffed or something cuz I didn't use them that much, they are very big and clunky, and their dmg is laughable.
-Chapter 11
Remember when I said that most of the campaign was on normal difficulty for me and only 1 mission felt hard? Well, this was that hard mission, it turns out those night elves were pretty strong on Gash's side that is.
The enemy seems to send a lot of attack waves and combined with that blue elf base that I had to destroy to move forward gave me a lot of trouble.
Turns out that despite having Gash as a hero, no matter how strong he was, the units on the other hand were not as badass as him so they were getting picked one by one by the enemy, It was a good idea to add that healing fountain there btw, it would have been much harder to complete this mission without it that's for sure lol since there is no way to heal as the blood orcs.
After I managed to destroy that blue elf base the mission went pretty smoothly from there onwards, I liked the whole revenge plot of the Satyrs against
Fezgrel as well.
-Chapter 12
I found the chapter quite interesting. The swamp setting with the poisonous gas was a cool mechanic idea that added to the overall aesthetics.
The side quests were cool.
Saving the baby troll quest was funny, I liked that mechanical sheep critter, this is why I love playing custom campaigns and why I think this site has great potential, because of cool new inventions like that, I wish we could see more of those in the future.
The Mana-eater quest on the other hand wasn't as good, mainly because the Mana-eaters were too weak, their models were cool and the dialogues about them were funny, I liked those, but the fights were just boring, I suggest removing their magic immunity and giving them more health and more fancy spells, poison-related maybe, also they are called mana-eaters but they don't seem to have any abilities to "eat" mana, I suggest giving them Mana Burn spell lvl 2 and feedback passive that burns mana with each hit similar to the spell breaker unit from the Human faction
.
I think this map would also benefit from another "secret" area in the middle of the green lake, create a coiling road, similar to the other poison roads, that goes in the middle of the lake, and once your heroes get there, one of them could say:
"Hmm, this seems to be a dead end" Then a bunch of poison sludge monstrosities will spawn from the water!
Any hero can say then:
"Damn it! this seems to be the nesting place of those strange sludge creatures, defend yourselves!"
After killing them a small earthquake will happen and at the end, a giant poisonous sludge shows up, with 4k hp, 100 chaos dmg, and slow attack speed with poisonous attacks and other poison spells, you can name it Loch PoisoNess (as a reference to the Loch Ness monster)
He can drop some epic items like a Poison Glave (+5 dmg, +7 agi, and +3 int, gives the hero poison attacks {venom orb effect} and Shadow strike lvl 2 ability with a 20-sec cooldown. that costs 50 mana to use.)
What do you think of my idea?
-Chapter 13
Decent survival chapter, I liked it, not much to be said about it, the death of
Karakh at the end cinematic was kinda awkward, to be honest, I did expect something bad to happen the way things were going on, but not like that, it felt like a joke somewhat, that somehow just a few archers managed to do so much dmg to
Karakh, I think it would have made much more sense if there was an actual trap set by the Supreme cardinal himself, this way there would be an even bigger justification to get revenge on him.
-Chapter 14
Now this is what I call an epic chapter! I liked this one, the design and terrain layout of the map were pretty unique.
I liked the whole idea of the Bell tower that calls for
Kazumaki to do a quick push into the city every so often, but I feel like his push was pretty underwhelming, his attack waves weren't doing that much dmg to the enemy, and they were getting destroyed pretty easily.
Also, I gave some items to
Kazumaki and it seems that with each push his hero is reset somehow and loses all items and xp as well I guess.
I wish we could upgrade his forces over time so that with each bell ring
Kazumaki's attack waves gets stronger and stronger, we could upgrade the tower itself, the upgrade can cost 500 gold and 1 quest item that drops after destroying some random enemy bases, I think that would be a good idea for an extra side quest.
With each upgrade,
Kazumaki gets extra items + extra units.
The other 2 sidequests were good also, I liked them.
The way I played this mission was to only mass Hellbeasts and just go with a group of them with
Gash and wreck the enemy bases, the other units felt pretty slow to walk with them since the enemies were sending attack waves as well and they were getting intercepted and killed easily, so I choose the air route.
Now about the boss fight at the end, I think it was waaay too easy, the druid boss and his bodyguard were too weak, I think you should buff them by a lot and give them some better spells other than the normal keeper of the grove spells, the entire fight was anticlimactic!
-Chapter 15
This chapter was cool, I couldn't but notice the similarities between this chapter and Chapter 9
Frostmourne (From Reign of Chaos) The
Scourge of Lordaeron Campaign.
The quest on the left side of the map, where you had to defeat Gomol and acquire the abilities of his clan, has a layout similar to the original campaign mission. In that mission, Arthas and Muradin had to battle their way to Frostmourne and gain its powers.
Also, I noticed there are no side-quests in this chapter, I can give you an idea for one since we have this random dark troll village in the north of the map, we could use them like this: When one of your heroes gets close to the dark troll village a small cinematic starts, the Dark troll chieftain notices that your heroes are in a rush to get revenge on the blood orcs and offers his services to help them get rid of the blood orcs (their mutual enemy) in the area because they also hate them since they are very hostile and ravage their lands, so in exchange for 500 gold and an item that drops from the big lvl 9 Monstrous Lizzard that already is on the map, they can become allies.
The player could also decline this and become enemies with the dark trolls or accept and if the quest is completed then the player becomes allies with them and they will start preparing for one huge push against
Kazumaki's base that will happen in 2 minutes, during this time the player has time to prepare himself as well to help with the push.
If the player successfully completes the push, destroying the purple base and keeping the dark troll Chieftain alive, they will receive a badass item as a reward in the next mission.
U could call this quest "The enemy of my enemy is my friend"
So what do you think?
-Chapter 16
Another Epic chapter, this one resembles chapter 6 (Lord of Outland) from The Frozen Throne Blood Elves campaign in terms of themes and those power generators, always good to see people getting inspiration from the og campaigns.
I loved the side-quests and the map layout, very unique and beautiful to look at and explore.
This chapter was pretty perfect, I only had 1 small problem with the timer at the beginning, it felt a bit too long, 25 minutes is too much prep time, after I quickly destroyed those 2 enemy bases near my base I didn't have much else to do other than mass building my favorite unit in this campaign, that being The
Spirit Wyvern, and just exploring the map with a full group of them, I must say they are so much fun to play with, their spells are amazing, I even had the time to destroy the ogre enemy base with just this group of Spirit Wyverns
, Also I tried searching the map for a mana fountain after finding the health one but sadly there wasn't one
, if there was one I think I could have finished the map with the Spirit Wyverns alone, no other units or heroes required! haha
-Chapter 17
And finally, the last chapter, this one also reminded me of another classic, chapter 7 (The Oracle) from the Orc campaign [
The Invasion of Kalimdor] (Reign of Chaos) I bet Gorfax felt at home in this chapter since his skin model aka Thrall already did this kind of mission in the past
and instead of Rokaro was Cairne alongside him.
What can I say, I always loved dungeon crawl missions, the level of adventure, the wonders, the mysteries, and the random monsters in them always fascinated me and this chapter does just that, I only wished it was longer
I liked how you made those 2 teams of blood orcs fight each other, it was pretty funny, same with releasing those fire beasts on the blood orcs, great ideas.
The boss fight at the end was pretty epic not gonna lie, I loved the whole idea of
Rokoro's father helping him from the spirit world by giving him some extra elemental powers, that was cool.
Although I was able to defeat
Gash in our fight, it felt too effortless. I realized that I could have kept attacking and using spells to prevent him from killing me since he could only perform auto attacks. So during the final part of the fight where
Gash's health keeps regenerating and he becomes invincible, I suggest increasing his damage and attack speed. This will make it feel like
Rokoro is the one struggling against
Gash, instead of the other way around.
All in all, I really enjoyed playing this campaign, lots of cool missions, units, heroes, spells, and battles and the story was pretty unique.
Also since I trust you will eventually upgrade the First part as well to a similar quality to this one, my following rating would be for the whole thing, both parts at the same time!
So my rating for This custom campaign (both the first and second part) is an
𝓢 Tier (Masterpiece) with
90 points out of
100.
P.S. I noticed that English might not be your first language so to help you with the writing I suggest using this app called
Grammarly, it's very easy to use, and it works on most sites that have comment sections like this site and apps like Word and google sheets.
I recently started using it and is mind-blowing how great it is, even with the free version it helps a lot, it has a premium version as well but I only have the free one for now, and is more than enough for me.
The future is now old man the age of A.I. tools is here