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Tale of the two brothers

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
450



Tale of the two brothers

(Part 1)

After losing the Great War against the Alliance of the Free Races, the remaining orcish clans are having a hard time to survive. Constant human attacks and internal conflicts about spiritual beliefs are taking it's toll on the struggling orcs. And now, a new threat emerges...

Play as the young Rokaro Fairsight in his struggle to survive while facing multiple enemies – even in his own family.



Features


8 playable maps and two interludes
Follow the tale of two brothers through the eyes of Rokaro and his allies.

Various quests
Quest objectives include base-destroying, finding items and escorting a caravan.

Discover multiple new races
Play as the orcish Fairsight Clan, Blood Orcs and trolls.

Several playable heroes
Play as Rokaro Fairsight, his brother Gash and four more heroes.

A variety of enemies to battle with
Fight against humans, High elves and an undead faction consisting of skeletons!

Screenshots



Changelog

Uploaded the original version of the campaign



- Fixed the Power Throw ability
- Fixed the upgrades for the Blood Orcs
- Scorescreens are hidden in the interludes
- Rokaro has a new model
- Disabled icons should work by now
- Disabled air units for the earlier missions



- Changed icons for Force of Blood and Improved armor from active to passive
- Improved several ability descriptions and tooltips, including Fury
- Added more doodads to all maps
- Added more height to the maps (hills, roads, etc.)



-Fixed terraining and vision issues with the buildings of the Ogre-Troll faction
-Added several DISBTN's for the used custom icons so they do not turn green anymore
- Fixed upgrade issues for the Hellwalker faction

Author's note

- This campaign is developed to run with patch 1.29.2. It does not load on earlier patches.
- Do not edit this campaign without my permission.
- Feedback concerning this campaign or general points of improvement will be appreciated if it consists of constructive criticism.


Credits



Models
Ujimasa Hojo
DireFury
Sinister X
Em!
loktar
supertoinkz
BogdanKry
Stefan K.
A Void
Cavman
AndrewOverload519

Icons
BLazeKraze
Nealdros
NFWar
Marcos DAB
The Panda
Murlocologist
Ceterai
Artork312
Alexen
loktar
Scias
BogdanKry


Skins
Deleted member 157129

Spell Effects
Mythic
Champara Bros

Thanks to
Warseeker
Doomblade
HerlySQR
Riki
Footman16
Lordarkangel
Hermit
Uncle
Dr. Super Good
Cheshire
Daffa
MasterBlaster
Tommi Gustafsson
Turnro

For helping me learning how to use the World Editor.

Contents

Tale of the two brothers (Campaign)

Reviews
deepstrasz
Use a proper map thread preview image, not a screenshot, please. Terrain is quite bare and flat. You should check out some terraining tutorials or just inspire yourself from the original campaigns. Doodad variation is also scarce. Fury's description...
Level 10
Joined
Aug 25, 2018
Messages
122
Chapter 3 - only the warlocks receive armor/wep upgrades. Trolls receive armor upgrade but not wep
also warlocks have mele upgrades where trolls have "Steel ranged (BO)"
all the other units have "steel Melee weapons" not the "steel melee weapons (BO)"
 
Level 13
Joined
Dec 19, 2020
Messages
237
Chapter 3 - only the warlocks receive armor/wep upgrades. Trolls receive armor upgrade but not wep
also warlocks have mele upgrades where trolls have "Steel ranged (BO)"
all the other units have "steel Melee weapons" not the "steel melee weapons (BO)"
Thanks for the feedback. I hadn't noticed it yet. I will change it in the next round of updates, which will happen after the campaign has been reviewed.
 
Level 23
Joined
Dec 24, 2019
Messages
399
Hi, I just downloaded it and wanted to tell you about some basic flaws that can be easily corrected.

The cinematic chapters, like the prologue, in the end it is convenient that the victory window is not shown, it is better if you hide it.

On the other hand, it may be because my native language is not English, but I find the times of the dialogues wrong, some very short dialogues last a long time and some very long ones last very little.

I could also notice that the custom icons look green, they don't have the disabled version. To fix it you just have to put the correct path to them when you import them.

I just wanted to tell you because well, these are small, easy-to-fix bugs that will improve the content.

When I play it complete I will comment again. Regards.
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hi, I just downloaded it and wanted to tell you about some basic flaws that can be easily corrected.

The cinematic chapters, like the prologue, in the end it is convenient that the victory window is not shown, it is better if you hide it.

On the other hand, it may be because my native language is not English, but I find the times of the dialogues wrong, some very short dialogues last a long time and some very long ones last very little.

I could also notice that the custom icons look green, they don't have the disabled version. To fix it you just have to put the correct path to them when you import them.

I just wanted to tell you because well, these are small, easy-to-fix bugs that will improve the content.

When I play it complete I will comment again. Regards.
Thanks for the feedback!
I was not aware of the fact that the victoryscreen could be hidden. I will take a look at it.

About the dialog time. My native language is also not English. I've made the time so that I could finish reading plus some extra seconds. If these are more people experiencing this, I will take an extra look.

The icons did I notice myself. This is nu first campaign ever made, so I assumed that this was a problem in the icon itself. Apparently it's not. I will go and see what I can do about it.

Ps. Appreciate your feedback.
 
Level 23
Joined
Dec 24, 2019
Messages
399
Thanks for the feedback!
I was not aware of the fact that the victoryscreen could be hidden. I will take a look at it.

About the dialog time. My native language is also not English. I've made the time so that I could finish reading plus some extra seconds. If these are more people experiencing this, I will take an extra look.

The icons did I notice myself. This is nu first campaign ever made, so I assumed that this was a problem in the icon itself. Apparently it's not. I will go and see what I can do about it.

Ps. Appreciate your feedback.
If you are new in creating a campaign, I advise you to download one of the many campaigns of the forum and review the programming. You can learn a lot that way and it will be a great help to improve your content.

Regards.

PS: For me the best is "Lord of the Clans". Of all the ones there is, it is my favorite, but there are many more.
 
Last edited:
Level 13
Joined
Dec 19, 2020
Messages
237
If you are new in creating a campaign, I advise you to download one of the many campaigns of the forum and review the programming. You can learn a lot that way and it will be a great help to improve your content.

Regards.

PS: For me the best is "Lord of the Clans". Of all the ones there is, it is my favorite, but there are many more.
Thanks for the advice. I already took some inspiration from the wc3 campaigns, but those are quite complicated. Extra inspiration will not hurt :)
 
Level 38
Joined
Oct 11, 2019
Messages
532
I started play, good. You have no idea, how glad I am for campaign compatible with 1.26, and in addition for orcs. But there are things that I do not like - model choose. Sorry, but next to others, main characters seems very indistinctly. Why you did not put on Rokaro that blackrock grom by Ujimasa? And that Frostwolf far seer is really indistincly as chieftain. I would choose other, or change textures
I would too change models of creeps. Ideal example are bandits. I mean, do not look it strange that units look different only cuz tone color?
If you will take note my stupid nitpiging, then also here you have where you can change that tone colour. For normal, all must be 255
2021-08-13 (3)_LI.jpg

Too, like I said, I did not finish it whole yet, but that secondary story - could not you found something more original? Again it must be orcs vs alliance?
 
Level 13
Joined
Dec 19, 2020
Messages
237
I started play, good. You have no idea, how glad I am for campaign compatible with 1.26, and in addition for orcs. But there are things that I do not like - model choose. Sorry, but next to others, main characters seems very indistinctly. Why you did not put on Rokaro that blackrock grom by Ujimasa? And that Frostwolf far seer is really indistincly as chieftain. I would choose other, or change textures
I would too change models of creeps. Ideal example are bandits. I mean, do not look it strange that units look different only cuz tone color?
If you will take note my stupid nitpiging, then also here you have where you can change that tone colour. For normal, all must be 255
View attachment 385130
Too, like I said, I did not finish it whole yet, but that secondary story - could not you found something more original? Again it must be orcs vs alliance?
Thanks for your reply. About the modelling: personally I don't mind about the chosen models, but I can see why it is bothering you. I will see if I can change some hero models, but if I don't like them, then I won't change them.
Edit: those models from Ujimasa hojo look promising :)

About the creep models: I don't think I'm going to change them, simply because I'm satisfied with the original units. On top of that, those units are not playing a significant role in the storyline, so standard unit models for creeps are fine by me.

About the secondary storyline: Although I agree with you on the fact that the Alliance ain't the most creative choice, I still like their role. Despite this, I've created a story of which this campaign is the first part. All four races of WC3 are getting a role and this role fits the alliance most. I can't change it anyway.

Although I don't agree with you on everything, I still appreciate your feedback. If you have more after finishing playing the campaign, let me know.
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hello everyone,

Just a quick update. I'm processing the given feedback and I've noticed that some of the icons aren't working in the later missions. This is a mistake made by me.

You will also notice that you have access to air units before mission 8. This was not meant to be this way, so this will change in the future. For now, you can choose to use them or not. :)

Update: A new version has been posted in which I've processed most of the feedback.
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Use a proper map thread preview image, not a screenshot, please.

  1. Terrain is quite bare and flat. You should check out some terraining tutorials or just inspire yourself from the original campaigns. Doodad variation is also scarce.
  2. Fury's description is weird. Should look like usual an usual ability description to ease of reading.
  3. Why would they need a fountain then when it was urgent to get to his father?
  4. Abilities are regular Warcraft III ones.
  5. Units selected during cinematic mode when meeting the Scarlet bandits.
  6. Karakh's staff says left click to use but nothing happens.
  7. The murloc in the bandit camp attacks the hero during cinematic mode.
  8. Basically, the second chapter is just running around.
  9. Improved armour should have a passive looking icon. It can be made with: Button Manager v1.8.2 Same for Force of Blood.
Sadly, the gameplay is repetitive and monotonous. There's not much custom of anything. Overall, it's not even close to the RoC campaign.

Substandard.


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Level 13
Joined
Dec 19, 2020
Messages
237
Update:

Deepstrasz has pointed me to some flaws in both the gameplay as well as the terraining. I'm planning on updating it in the coming weeks.

Update: I've updated most points noticed by Deepstrasz. The terraining will take some time though. I'm planning on updating that part the coming weeks.
 
Last edited:
I have played till chapter 4, and here are my takes:
  1. For the first chapter, if one just walks blindly, they just go murdered. A next-level meta-knowledge of the chapter is needed to clear it without much risk.
  2. The deviation to the fountain strikes as weird to me, story-wise. It is superb gameplay-wise.
  3. The second chapter is more of running around trying to make sense of what to do. Since only two active spells are given from the book, I suggest having them as extra abilities instead. This makes them more visible and easy to remember.
  4. The third chapter second phase is absurd. Limited resources just hit the sore spot.
  5. Now, a bigger issue I found from chapter three: Blood Orcs weaponries are not properly adjusted. Check Blood Orc Grunt and Blood Orc Raider weapons. They are set to the normal orc one. This applies to all future chapters as well.
  6. Chapter four is mostly easy, though reckless charging warrants death. However, the destroying base part is worth the trouble than the ship, since getting to the ship takes time AND you don't get any extra resources.

Now, the bigger scale problem is the lack of custom content. Most of the content is just default OR a variation of the default (looking at you Spearthrower, Catapult). The unique units like Harg and Markolk are not really unique at all, like glorified shaman and raider, respectively. For these kinds of units, you should aim to show they are unique in their own right in comparison to their own set.
 
Level 13
Joined
Dec 19, 2020
Messages
237
I have played till chapter 4, and here are my takes:
  1. For the first chapter, if one just walks blindly, they just go murdered. A next-level meta-knowledge of the chapter is needed to clear it without much risk.
  2. The deviation to the fountain strikes as weird to me, story-wise. It is superb gameplay-wise.
  3. The second chapter is more of running around trying to make sense of what to do. Since only two active spells are given from the book, I suggest having them as extra abilities instead. This makes them more visible and easy to remember.
  4. The third chapter second phase is absurd. Limited resources just hit the sore spot.
  5. Now, a bigger issue I found from chapter three: Blood Orcs weaponries are not properly adjusted. Check Blood Orc Grunt and Blood Orc Raider weapons. They are set to the normal orc one. This applies to all future chapters as well.
  6. Chapter four is mostly easy, though reckless charging warrants death. However, the destroying base part is worth the trouble than the ship, since getting to the ship takes time AND you don't get any extra resources.

Now, the bigger scale problem is the lack of custom content. Most of the content is just default OR a variation of the default (looking at you Spearthrower, Catapult). The unique units like Harg and Markolk are not really unique at all, like glorified shaman and raider, respectively. For these kinds of units, you should aim to show they are unique in their own right in comparison to their own set.
Thanks for your feedback. I always appreciate it if someone gives his/her opinion.

This campaign is my first campaign ever created and I have to admit that I did underestimate the efforts to put in it. The points you mention are perfect examples of what happens when you are creating a campaign while you're not having experience with it. I'm planning on updating this campaign in the future. However, I will first make the second part (which I recently started to create), so the updating will not happen soon.

Your feedback however is valuable to me. I can use it for the updating and the creation of part two as well. Despite the aforementioned points, I hope you still enjoy playing the campaign. It is intended to be hard, although I might have gone overboard with it...
 
Level 12
Joined
Mar 25, 2019
Messages
129
Well, I play all the 8 chapters and as the fellow users said, the campaign is plain, lack of polish and very few custom stuff.
But besides the already metioned bugs, I don't find nothing that screw up the quests and completed all the chapters without use cheats(But I have to admit that there is some design issues)

About the chapters
Chapter 1
-The healing fountain is vital to succes this level, without it, this chapter is a nightmare and maybe unwinnable
-You get reasonable amount wolf riders yet you can't use the snare ability, really useful in this micro chapters.
-Rokaro can only add damage and nothing more.

Chapter 2
-Karkath(sorry if I spelled bad) is by far my favorite heroe, usefull skills and items, no wonder why is the chieftain.
-His shaman captain is just a normal shaman with only better stats.
-This chapter is ok, but the last part feel really lame and plain and can easily avoid.
-There is a zombie spam(maybe endless?) that maybe cause some leaks and lag(if you spend to much without end the chapter)

Chapter 3
-I really hate, but really hate! This chapter.
-Helltaker is just a glorified beating stick, he just have passive spells.
-The blood red orcs are just chaos/fel orcs, but because everyone has chaos damage, these feel like just more generic that the normal orcs(lol)
-The upgrade of the blood orc warlock, only unlocke the spell(this units feel more like a ranged unit than spellcaster) and never upgrade his HP, manapool, etc.
-Semi AoS chapter in the phase 2, but one bad push and you are screw up, I was expecting a normal melee :(

Chapter 4
-Gorfax is my second favorite hero, AoE heal and summon good golems.
-The lack of AoE dispel is painful here.
-The spear thrower lack of any upgrades, such a wasted.
-The catapult upgrade IS A TRAP! it secondary attack is a weak pierce damage, pierce is only good againts flyers, the normal siege damage is enough to deal with the medium(because is high damage regarless) and have the same bonus against unarmored.
-Take the boats is a really bad idea, ambushes, small corridors and the coast is still well defended (LOL)
-I had the same reaction of Rokaro when Gorfax point of the obvious, this realy maked me laugh. :grin:

Chapter 5
-Feztrel(I don't remember his name) the only good thing about him, is his ultimate just to kill those nasty towers in high ground, his skills are really bad. For a warlock it's really disappointing.
-This was really a big map! Feels like a actually final chapter.
-The warrior are just a buffed grunts, more damage but lack of any survavility(low hp for a tier3 unit) BUG, his upgrade doesn't work, he still attack average, despite the 30% bonus.
-The necrolyte are expensive, also his upgrade don't improved his HP, manapool, etc. Only unlock his second spell.
-The ogre-troll allies barely works as a cannon fodder(their low tiers are really bad)
-Is a nightmare move around the castle, those nasty glaive launcher, the lack of fly units is sad. :(
-The worst part in this chapter is the blue base, damn small ramps! I managed to enter because I pulled off the enemies out there. (lol)
-There is an optional quest that never show up(destroy the elf's base can't count as optional, you NEED to destroy that base before attack the blue base)

Chapter 6
-Karkath is back! I can save the world as we know it.
-The human hero is better that the others 3 orcs heroes(support spell FTW)
-Reasonable use of the previous level.
-Only the blood orcs helped me againts 1 base(southeast) after that, nobody move to help me.
-Master shaman(or elemental master) a really COOL unit :D, those water elemental are top tier, maybe OP.
-This chapter begins good, but try to reach to the blue base is a pain, specialy because the north way always are under attack and my reinforment alway get killed, I was force to build a outdoor base in front of the blue base to build an army(of master shamans of course)
-There is a invulnerable chicken for some reason.(true final boss?)

Chapter 7
-A big flaw here! If for some reason, the player spend points in wind walker, in this level you aren't allowed to use it, without the tome that reset your spells, there is a high chance to make this level unwiniable, because rokaro wasted 3 hero point in a spell that can't use!
-I don't gonna lie, at first I belived that in this chapter will sucks, but no. Only until you get allies, the kodo beast carry this with their deveour (lol).
-The troll shadowpriest is bad, and with that model is difficult to click him.
-The last stand was ok, the ogre and the chaos orc warlord saved the day.
-The only reward for explore alternate routes is the healing fountain(saved the day again)
-No master shaman? :(

Chapter 8
-No heroes? :(
-Good concept at least, you control 2 forces, one of flyer and other of land.
-The ogre/troll captain are... just beating stick, that mana fountain is worst that the healing one.
-The spectral wyverm is worthless, can't attack, with his mana barely can use 2 spells. NO! no cool unit :mad:
-This chapter has monetary issues! I destroyed the undead base from the southwest and steal(yes steal!) the gold mine from my allies, to build an flying forces and still was a pain destroy those bases! The big undead base was easier to destroy that the alliance bases!
-The ogre-troll can build a store, BUT nobody here can use items, and the worst? The upgrade of liquid fire that you unlock doesn't work to the troll trapper liquid fire(BUG)
-BUG! The ogre build (the one which train ogres) lack of visions(you need to put one unit or other type of building to use it)

Yes the gameplay is simple(it can improved), and the good chapters(at least to me) suffer for some design flaws, sometimes the chapters become more annoying as you advance, despite started acceptable.
But to be your first campaign and despite the flaws, this campaign is ok, no really good, but no really bad. Is playable without cheats at least.

Other thing that I feel about this campaign is in the execution of the story(there is some flaws too, but at least is no just a war3 remix), but is late from where I from, if you want, I can send you a MP about this.

Finally, I played this campagin because as a fellow orc fan and that the story remember me to a really old project in my mind, I just had the feeling to play it. :smile:
 
Level 13
Joined
Dec 19, 2020
Messages
237
Well, I play all the 8 chapters and as the fellow users said, the campaign is plain, lack of polish and very few custom stuff.
But besides the already metioned bugs, I don't find nothing that screw up the quests and completed all the chapters without use cheats(But I have to admit that there is some design issues)


Yes the gameplay is simple(it can improved), and the good chapters(at least to me) suffer for some design flaws, sometimes the chapters become more annoying as you advance, despite started acceptable.
But to be your first campaign and despite the flaws, this campaign is ok, no really good, but no really bad. Is playable without cheats at least.

Other thing that I feel about this campaign is in the execution of the story(there is some flaws too, but at least is no just a war3 remix), but is late from where I from, if you want, I can send you a MP about this.

Finally, I played this campagin because as a fellow orc fan and that the story remember me to a really old project in my mind, I just had the feeling to play it. :smile:
Thanks for the extensive feedback. You have pointed out some points I didn't even notice. I will take a lot of them in mind when I will start updating this campaign as while creating the second part.

I'm interested in hearing what you have to say about the storyline, so it would be nice if you could send a MP.
 
Level 38
Joined
Oct 11, 2019
Messages
532
Still did not finish it, dammit it is relatively hard, mainly for guy like me that forgeting saving game, and then after defeat I have reactions like average gamer during playing Getting over it(and no, that is not joke, I really have :/)
Anyway, I would like ask for one thing related to one I said before - can I edit models in campaign? I would just change models of units, that is all. Just for me personally, to make it looking better for me.
 
Level 13
Joined
Dec 19, 2020
Messages
237
Still did not finish it, dammit it is relatively hard, mainly for guy like me that forgeting saving game, and then after defeat I have reactions like average gamer during playing Getting over it(and no, that is not joke, I really have :/)
Anyway, I would like ask for one thing related to one I said before - can I edit models in campaign? I would just change models of units, that is all. Just for me personally, to make it looking better for me.
It is intended to be relative hard, so saving during the game is recommended.

Feel free to change the models for the units, as long as you keep it for yourself. :thumbs_up:
 
Level 26
Joined
Aug 18, 2022
Messages
637
Hope sooner or later we can have both parts of this campaign unified into one. I just leave this comment here to rate the campaign.

Feel free to change the models for the units, as long as you keep it for yourself. :thumbs_up:
You mean, if someone editing some of the existing models in the campaign, that model editor can't release it, or share it with the public? Only for private use?
 
Last edited:
Level 13
Joined
Dec 19, 2020
Messages
237
Hi HuanJuan,

I noticed I missed your comment, so here is the reply.

You mean, if someone editing some of the existing models in the campaign, that model editor can't release it, or share it with the public? Only for private use?
I meant that people are free to change the models in the campaign as long as they do it for their use only. It would be kind of strange if there are more versions of this campaign are circling around on Hive with all kinds of different models.:wink:
 
Level 3
Joined
Sep 20, 2020
Messages
8
Hello,RvP21. I am a player from China and interested in your campaign and the story you tell. So could you permit me to translate The Tale of Two Brothers into Chinese so that more people can enjoy your work conveniently? Thank you for your excellent maps!
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hello,RvP21. I am a player from China and interested in your campaign and the story you tell. So could you permit me to translate The Tale of Two Brothers into Chinese so that more people can enjoy your work conveniently? Thank you for your excellent maps!
Hi August Endless! First I would like to thank you for the compliment!

Feel free to translate the campaign into Chinese, as long as you give credit for me as the author. If you have any further questions, feel free to ask them as well :wink:. Good luck (and have fun) translating Tale of the Two Brothers!
 
Level 3
Joined
Sep 20, 2020
Messages
8
Hi August Endless! First I would like to thank you for the compliment!

Feel free to translate the campaign into Chinese, as long as you give credit for me as the author. If you have any further questions, feel free to ask them as well :wink:. Good luck (and have fun) translating Tale of the Two Brothers!
Thank you for your permission!I will try my best and absolutely remember giving credit for you as the author to let Chinese know you as a excellent one.
 
Level 6
Joined
Jul 5, 2017
Messages
46
Things of note while I was playing the campaign

-Several times, while the full quest completion objectives pop up on the game screen just fine, when I go to the quest log - I saw parts of those objectives missing.

-Trees do not get chopped down and neither can they be attacked by workers or catapults

-Major props to having gone through the pain of trying to make the enemy AI rebuild their buildings. Don't think the ally AI was designed the exact same way though, since they didn't rebuild their food supply buildings

-Malkork's revive skill doesn't work. He just lays dead permanently in that short period state between the death and the revival stage of the skill. Didn't test Zul'Rall and Gomol's revival skill, that said, assuming it's the wired the same way as Malkork's - it likely also doesn't work as it should. Speaking of Zul'Rall and Gomol, they would have likely been better as just hero units or something.

-The available items in the troll-ogre voodoo lounge stay at Tier 1 availability despite the town hall building being at Tier 2 and 3.

-While not exactly necessary, it would be good to hotkey all active skills to QWERTY. Both for ease of use in combat and to avoid overlapping hotkeys for some skills. Example coming to mind is the elemental master's Fire and Lightning skills both having "F" as the default hotkey.

-The Minas Tazul map is...huge and doesn't feel as filled up as a big map like it should be. That, or Arkain maps have spoiled me too much lmao

-The marketplace shop in Minas Tazul kept having new items rotate in no matter how many times I bought them out. No clue if it that's intentional or not

-Blood Orcs don't really feel like they're dealing chaos damage, if I'm being honest. Tried to test it using Gash and it seemed like he never really dealt that minimum of 50 or so true damage per hit he should have been doing. That said, I didn't test it with the other Blood orc units, so it might have just been him

-Tier 3 melee units feel kinda weak. The armor and damage is about where they should be roughly speaking, but the health pool ain't and I often found myself wishing that I was just able to use the vanilla tauren for the orcs and the lv7 Ogre unit (or something) for the ogres. Speaking of Tier 3 units, the Warrior's attack speed upgrade doesn't seem to do anything upon being researched - his attack speed stays at Average when it should have gotten to Fast with that 30% boost

-The above bit said, the spellcaster units from Tier 1 to 3 were pretty good, even if the absence of a troll witch doctor hurt at times and all their skills seem to be working properly

-The troll berserker's skill would likely be better being auto-toggled instead of manual

-Not sure if it was like that from the onset, but after my first load of a save for the final map, for some bizarre reason - I eventually noticed that the ogre tent buildings and that general small area there became shadowed (with me thus enable to select the damn things. Didn't check if the training process also stopped during that period) if neither orange or red units were nearby to get em in the line of sight. Not sure if it's just that small area that was funky like that or if it was all orange buildings

-I'm a bit confused as to why Rokaro and Karakh didn't participate in the fighting during the last mission far as in-universe reasons go. Doubt they were needed for the actual evacuation all that much. They would have certainly come in handy for destroying the undead bases that little bit quicker, not gonna lie.

-As other peeps have mentioned, parts of the dialogue last long enough to be read comfortably while others (usually the longer texts) get replaced just a little bit before they could be fully read comfortably. Had to start skimming them to be able to get the gist of things. Maybe take a look at Arkain cinematics to see how the long text dialogues are paced there? Or, at the very least, add a few more seconds to those long text dialogues than whatever the given time for them is right now.

-Speaking of dialogues, they are better than the usual I've seen from maps made by people whose English ain't their mother tongue (Mind, I'm saying that as someone whose mother tongue ain't English either) but it could still do at parts with some corrections to grammar and the sentences themselves to make the dialogue flow better overall.

The above's about it in regards to criticisms that formed up during my playthrough that I can currently remember.

The story itself kinda feels like it follows a lot of the major/overall story beats that the orc story does in vanilla RoC. With orckind being in a bad place at the start due to picking a fight with the humans and their allies and with them eventually deciding to go to a new continent where the Night Elves are to make a new home for themselves due to the Alliance and undead threat - the major difference here is that the undead currently haven't done nearly as much damage on the starting continent yet as in vanilla RoC. That said, it's interesting enough for me to be curious to see where you take it in Part 2
 
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Level 38
Joined
Oct 11, 2019
Messages
532
Okay, after looong time, I played it again and - oh my god.

Chapter 1 - relatively okay, just what about this fountain?

Chapter 2 - okay, but seriously, this creeps are not in groups, they are in armies!

Chapter 3 - Seriously, how I am supposed to destroy that goddamn townhall when I haven’t some real income to train units? I am sorry, but that 5000 are nothing for this mission. Not talking about fact these two waves of humans, have abviously shorter spawn time. In the end I made it, but just by tactic with Gash infiltrate villige and slowly kill all local standing units. And then I had to be quick, because Uzumaki had troubles asf. Also, why there is this monolit?

Chapter 4 - not so hard mission as lengthy. Also - did these dark green turds had warpten?

Chapter 5 - few things

1. If I could kick my orange allies to nuts, I would do so with skier. Seriously, I couldn't leave them on their own in term of defense of their camp. And why they didn't repair their own buildings?

2. Too big map. Thanks to god for zappelins.

3. I hate elves.

4. I hate elves.

5. I hate elves.

6. I hate elves

7. I hate these light blue jerks.

8. I hate elves.

Chapter 6 - fine nice map, except I for whole hour didn’t do nothing more than just finding these goddamn book. Lord Marshal served well. #randomwyrmsincitysucks

Chapter 7 - nice rest missiom for relax.

Chapter 8 - Oh, good old 3! I didn’t made it. Like seriously how? The only way how you can defend yourself from these Aliance jerks, is build a great great wall from towers, and leave there few troll for these bloody arses. Good. And how actually destroy them? Everytime I send my dudes, they are massacred as americans at Omaha beach. I do not hate undead here by some capacity as I hate elves, yet still, I hate them. :|
 
Level 26
Joined
Aug 18, 2022
Messages
637
Okay, after looong time, I played it again and - oh my god.

Chapter 1 - relatively okay, just what about this fountain?

Chapter 2 - okay, but seriously, this creeps are not in groups, they are in armies!

Chapter 3 - Seriously, how I am supposed to destroy that goddamn townhall when I haven’t some real income to train units? I am sorry, but that 5000 are nothing for this mission. Not talking about fact these two waves of humans, have abviously shorter spawn time. In the end I made it, but just by tactic with Gash infiltrate villige and slowly kill all local standing units. And then I had to be quick, because Uzumaki had troubles asf. Also, why there is this monolit?

Chapter 4 - not so hard mission as lengthy. Also - did these dark green turds had warpten?

Chapter 5 - few things

1. If I could kick my orange allies to nuts, I would do so with skier. Seriously, I couldn't leave them on their own in term of defense of their camp. And why they didn't repair their own buildings?

2. Too big map. Thanks to god for zappelins.

3. I hate elves.

4. I hate elves.

5. I hate elves.

6. I hate elves

7. I hate these light blue jerks.

8. I hate elves.

Chapter 6 - fine nice map, except I for whole hour didn’t do nothing more than just finding these goddamn book. Lord Marshal served well. #randomwyrmsincitysucks

Chapter 7 - nice rest missiom for relax.

Chapter 8 - Oh, good old 3! I didn’t made it. Like seriously how? The only way how you can defend yourself from these Aliance jerks, is build a great great wall from towers, and leave there few troll for these bloody arses. Good. And how actually destroy them? Everytime I send my dudes, they are massacred as americans at Omaha beach. I do not hate undead here by some capacity as I hate elves, yet still, I hate them. :|
Your complete review of this campaign was amazingly short & enjoyable :D Thanks to let us know!

Some tips for Chapter 8: You should take care first the towers of the bases there, and you should wait for the attack wave to come to your base: less units waiting for you in the other side in this case. You only need to train 3-4 type of units with the orcs, and for the ogre-Trolls, you should defend it with few, but heavily upgraded units. Ogre Magis are pretty good, but please have some Troll Healers with them. Hope these tips are going to be enough for you.
 
Level 6
Joined
Jul 5, 2017
Messages
46
Okay, after looong time, I played it again and - oh my god.

Chapter 1 - relatively okay, just what about this fountain?

Chapter 2 - okay, but seriously, this creeps are not in groups, they are in armies!

Chapter 3 - Seriously, how I am supposed to destroy that goddamn townhall when I haven’t some real income to train units? I am sorry, but that 5000 are nothing for this mission. Not talking about fact these two waves of humans, have abviously shorter spawn time. In the end I made it, but just by tactic with Gash infiltrate villige and slowly kill all local standing units. And then I had to be quick, because Uzumaki had troubles asf. Also, why there is this monolit?

Chapter 4 - not so hard mission as lengthy. Also - did these dark green turds had warpten?

Chapter 5 - few things

1. If I could kick my orange allies to nuts, I would do so with skier. Seriously, I couldn't leave them on their own in term of defense of their camp. And why they didn't repair their own buildings?

2. Too big map. Thanks to god for zappelins.

3. I hate elves.

4. I hate elves.

5. I hate elves.

6. I hate elves

7. I hate these light blue jerks.

8. I hate elves.

Chapter 6 - fine nice map, except I for whole hour didn’t do nothing more than just finding these goddamn book. Lord Marshal served well. #randomwyrmsincitysucks

Chapter 7 - nice rest missiom for relax.

Chapter 8 - Oh, good old 3! I didn’t made it. Like seriously how? The only way how you can defend yourself from these Aliance jerks, is build a great great wall from towers, and leave there few troll for these bloody arses. Good. And how actually destroy them? Everytime I send my dudes, they are massacred as americans at Omaha beach. I do not hate undead here by some capacity as I hate elves, yet still, I hate them. :|
I love these kinds of reviews lmao

Must question how cultured your taste actually is if you legit hate elves of all things, though

For chapter 8 - Build tower wall. Afterwards use your air units to assist ogre-trolls in destroying the two undead enemy bases. An army made up of Ogre Maulers/Ogre Magi/Troll Priest did the job real nicely. Then, destroy the human bases at your leisure - poison flyers for dealing with the hostiles (tip, focus fire) and bat riders for the buildings did the trick pretty well (12 of each, to give an estimate squad troop size). And use the troll priests to heal your air units by getting em back to base
 
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Level 3
Joined
Sep 20, 2020
Messages
8
I do appreciate this :) Let me know when you are done translating it! :thumbs_up:
Here are a few translated screenshots. Since Chinese players usually use version 1.31, I used the same version of the editor, and there are no bugs. But it might not open through 1.29, sorry.
And I have a few more questions:
1. The second part of the campaign will flash back when opened with the 1.31 version editor, because most players in China use the 1.31 version, so I still plan to use that version of the editor, but I don't know if others will flash back.
2. Then I tried to use version 1.29, but when I tested the map the screen was black, was it because of your encryption?
If so, can you send the non-encrypted version to me?
3. Do you want the translated Chinese version as a souvenir? If so, I will attach it to the attachment below.
YA0K2QQU[H_I{_OAB`I7BZF.png
7QX@(U4LL$AIHN_}8M[15N1.png
5`Z[9[M3[QM@VP(]@63FG1D.png
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hi everyone! I noticed that a some reviews have been posted here in the few days I was not online. Because of the lenght, I will respond to it in general :)

@JackBlaze ,thanks for the lenghty review. You are right that this campaign had a lot of bugs. It is the first one ever made by me. A rework is being planned by me, but that will take a lot of time (also because I am making the next sequel at the same time). So the bugs will be removed, but it will not happen very soon.

Thanks anyway for the review, because it highlights a lot of bugs. I can use it as a list of things which need a rework.

@Ilya Alaric ,thanks for your review as well. I get the impression you do not like Elves that much.:grin: I will use your feedback as well during the rework. Small spoiler: the Elves are not going to disappear. :grin:


I have completed the translation of the first part. Thank you for your authorization. Although I am not sure if I have the time and energy to complete the second part, I will try my best.
@August Edoarus , feel free to translate it, but it must (of course) remain fun for you to do it. Good luck!

2. Then I tried to use version 1.29, but when I tested the map the screen was black, was it because of your encryption?
If so, can you send the non-encrypted version to me?
I have not used any encryption as far as I know. The version on Hive is the same version I have...

3. Do you want the translated Chinese version as a souvenir? If so, I will attach it to the attachment below.
Yes please. That would be fun.
 
Level 3
Joined
Sep 20, 2020
Messages
8
feel free to translate it, but it must (of course) remain fun for you to do it. Good luck!


I have not used any encryption as far as I know. The version on Hive is the same version I have...


Yes please. That would be fun.
Thank you for your blessing, but considering the version played by most Chinese players and my habit of using, the Chinese version of this campaign can only be opened with 1.31, which is a bit of a pity. (I don't know if 1.30 works because I haven't tried it.)
If it's not encrypted, I'll translate it directly into Chinese. Thank you for your permission.
 

Attachments

  • Tale of the Two Brothers - Part One(CN1.31).w3n
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Level 6
Joined
Jul 5, 2017
Messages
46
Hi everyone! I noticed that a some reviews have been posted here in the few days I was not online. Because of the lenght, I will respond to it in general :)

@JackBlaze ,thanks for the lenghty review. You are right that this campaign had a lot of bugs. It is the first one ever made by me. A rework is being planned by me, but that will take a lot of time (also because I am making the next sequel at the same time). So the bugs will be removed, but it will not happen very soon.

Thanks anyway for the review, because it highlights a lot of bugs. I can use it as a list of things which need a rework.
Glad to have been of assistance mate
 
Level 12
Joined
Mar 4, 2014
Messages
204
Hello! Just finished playing this and I liked it!
I played on War3 version 1.29 and I didn't find any bugs.

~Negatives

- Some commenters have pointed out already that the text in cinematics can be difficult to keep up with. I've noticed that each dialogue box switches every 5 seconds, regardless of how much text is in it. This means that sometimes we only have a short line of dialogue that can be read in 3 seconds, which is manageable, but other times we have an entire paragraph that requires at least 10 seconds to read which is not feasible in only 5 seconds, as you can probably understand.

- The purple orcs in Chapter 3 don't have shared vision with the player.

- The terrain goes without saying is too simple, everything is too basic, like a tutorial mission.

- Not having q w e r hotkeys for spells is bad.

- Another negative is the lack of sidequests, items, and creeps, hence why some maps feel so empty.

- No voice acting for the dialogues. (is not a must, but it would be a huge bonus to have)


~Others

I liked your version of fel orcs in this one, changing their names to blood orcs and making them venerate the Blood God is an interesting new way of seeing their transformation.

I also liked how Gash had 1 int lol, guess becoming a blood orc does cut all your affinities with magic, for heroes anyway, interesting.

I wish we had the chance to play more with this new blood orc faction!


~Positives

- The heroes and units were fun to play with, especially the new units like the Elemental Master!
I had a great time massing those and spawning an army of water elementals in a second and overwhelming the enemy forces with them :xxd:

- The allied forces were actually making tons of units almost always being at max food and fending off enemy attacks by themselves without my help! Having worthy allies is a nice thing to see. The only problem I encountered was that they didn't send as many attacks against the enemy bases as I had hoped.






To summarize this custom campaign in a few words, I would say it was hella fun!

It seems that many map makers focus too much on the appearance of their maps and forget the most important aspect of a game: gameplay. In my opinion, a game with fast, enjoyable, and seamless gameplay has an added advantage. The aesthetics of the terrain and units are secondary to the smoothness, enjoyment, and fun of gameplay.

And you my friend did just that! The initial maps were quite basic and felt like a tutorial level, but the later missions were much more engaging. The storyline was also good, even though it wasn't particularly original. I found myself invested in the characters, which means that the storytelling was effective in its purpose. Well done!

The characters were well-crafted with distinct personalities and their conversations were thoughtfully written, the very core essence of a great campaign is already here, it just needs a bit of polishing and with time it can become a great shining diamond! 💎


I'm heading off to play the second part now, and I must say I'm excited to find out what happens next.

Once again great job with this first part and keep up the good work! :infl_thumbs_up:


My rating for this Custom Campaign is a 𝓑 Tier (Good) with 78 points out of 100.
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hi Blasterixx! Thanks for your feedback and the compliments! I'm glad you liked part one. :)

About the negatives: Like you mentioned, more players pointed this out to me. I am aware of them and are planning to improve part one. The improvement has already started, but it will take a long time... Your feedback will help me with the improvement, so thanks for that. :thumbs_up:

About the positives: Glad you liked the gameplay. I did my best to make the campaign fun to play (and I think it worked out pretty well).

I'm heading off to play the second part now, and I must say I'm excited to find out what happens next.
If you liked part one, you will certainly like part two. :) Have fun playing it!

My rating for this Custom Campaign is a 𝓑 Tier (Good) with 78 points out of 100.
Thanks :grin: :grin:
 

mym

mym

Level 4
Joined
Jul 29, 2023
Messages
9
Tale of two brothers part I (4/5)

Pros:
  • Gameplay
  • Concept
  • Missions design give a nice Warcraft 3 campaigns familiar feeling


Cons:
  • Disabling Abilities in some missions but not giving back the skillpoints to use
  • Environment layout a bit too simple
  • Spell hotkeys
  • Dialogue (some mistakes and bad speech)
  • Some optional quest not working in Minas Tazul (goblin merchant)
  • easy to abuse item shop in Minas Tazul (I filled inventory of all my heroes with OP items)
  • Some AI issues
  • Liquid fire has conflict in the last mission and doesn't apply to trolls after you research the upgrade
  • Please don't force me to watch credits before victory screen

forgot to mention, I am playing this on Reforged.
 
Level 13
Joined
Dec 19, 2020
Messages
237
Hi mym! Thanks for the rating and feedback! I'm glad to read you liked playing part one (and hope you enjoy playing part two).
About the feedback: thanks for posting it. I will take it into account when reworking this campaign. :thumbs_up:
 
Level 13
Joined
Jun 22, 2020
Messages
194
Played on 1.30.

There have been cases in which I have not at all agreed with HIVE's rating, but not here. Although this is your first campaign, you could invest a little more time and significantly improve some or all of the aspects I will list below. Quite a bit more - to literally sit down and play the finished product before uploading it to the site. Immerse yourself in your own creation. I think you would have noticed things in red. Too bad if you did that and didn't notice the notes in red.
The good thing is that the game does not suffer from sudden crashes and obvious bugs. And there are other good things:

Gameplay and Missions: i can see that most of the effort has gone into this. The game turned out to be interesting, dynamic and varied. I read somewhere above that there is an idea for the game to have a higher level of difficulty. In my opinion, it turned out well because the element of challenge is not missing. In fact, if played calmly and consistently I would rate the difficulty as Normal. I also liked the characters, the game units, the behavior of the allies on the battlefield, although if instead of going straight into battle you go to reveal the map, the allies do 75% of the work.

Despite the things I like, the campaign gives a lot of room for improvement: terrain, music, minor flaws, story, dialogues, cutscenes.

  • - THE TERRAIN is uninteresting and simple. Filling up free space on the map, nothing more. The goal is to look so that it not only pleases the eye but also adds and complements the atmosphere at the appropriate level.
  • - the same applies to choosing suitable background MUSIC. We have listened to music from ROC and TFT. Let it be a well-chosen variety. and to bring even more dynamics you could include all or parts of music from Wc1 and Wc2.
  • - Character models and game units: the other thing I liked here is that few of them are "locked" into the campaign. This allows the triangle to be turned into a circle by an extra for Wc3 created just for this purpose. The same goes for the terrain and doodads.
  • - THE STORY: here, as with the terrain, you can spend a lot of time on improvements. For me, the important thing is not whether the story is good, bad or original, but how it is told, how it is voiced (musically) and how it is presented visually. In short, I would give it 1 star. Why?
Fast dialogues and they all seem to have the same length of time. I managed to read to the end no more than 50-60% of everything.
Although the majority of the dialogues feel natural, they are not interesting, and there is no lack of familiar and annoying things, as well as those that are completely out of place:
"Boy" doesn't sound right or of place in orc speech to me.
"What are you doing here" or "You! What are you doing here" is repeated too often, especially in one of the cutscenes it was said three times by three different characters. I was very disappointed here with the lack of an Elementary overview of things. These lines could be replaced by "Gash, I never thought I'd meet you here" or "I didn't think I'd see you here" or "Gash, what an unexpected surprise" or "meeting". There are also replicas that are literally Copy/Paste.
These are my Icons of how a story can be told, voiced (musically) and displayed visually: example 1 example 2

As minor and medium flaws, I would define the following:
  • Chapter 3: if you destroy the People's Barracks first instead of the City Hall, soldiers pop out of nowhere from the location of the barracks
  • Catapults can't knock down trees and Peons can't cut them down, which gives an inexhaustible resource of wood, which takes away from the game's challenge.
  • GROBAR Artifact - increases damage by 12 (not 15)
  • Healing Water Item - does not recharge when the character approaches a Health Fountain. This item could become more valuable and effective if it recharged.
  • MARKETPLACE: when you sell items you don't get the gold the item is worth. You actually get about half of the value of the item.
  • SHADOW Priest it cannot be selected in the normal way - you have to select it with the left mouse button by dragging.

In general, these are the things that impressed me from first play the campaign.
There are many things that needed attention - some of them really small. There are also things I like. A solid foundation has been laid for future improvements and the game runs smoothly. Really hesitant - 3 or 4 stars.

4 stars - an exaggerated rating in my opinion because most of the First Campaigns I've played are at a much higher level in every way. On the other hand, it could be deserved because of the good sides of the game and the work put in.

3 stars - I think that's a realistic rating. Things that require very little attention were heavily weighted here.

Thanks for sharing. I'll be happy to play the new, much better version when it's ready.
 
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Level 13
Joined
Dec 19, 2020
Messages
237
Hi VanAndro!

Thanks for the feedback. You did describe a lot of points of improvement (most of them I agree with). I have started reworking this campaign, but I do not expect it to be posted online soon.

Most of your feedback appears to be about the appearance of the game (terrain, music, unit models, etc.). In that case, I would like to invite you to play Part Two as well. I have spent a lot more time on that campaign and I used the given feedback here while making Part Two.

I'm interested in hearing your opinion about the second part :grin:
 
Level 10
Joined
Feb 21, 2015
Messages
363
I like this campaign, but I can't help but notice that chapter 5 is designed to be annoying. it is the size of 4 chapters in one, filled with unnecessary number of enemy bases that sometimes coordinate their attacks to send 4 armies at once (barely survived whenever that happened), and not to mention the layout of the whole map on top of walking endlessly for thousands of kilometers to reach the final objective. Just flat-out bad chapter. Whosyourdaddied my way out of it when I got close to finishing it, just to be done with it. Good riddance.
 
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