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The Adventures of Rowan the Wise is the first campaign in Turnro's series of Warcraft 3 campaigns. It offers an alternative parody story to what could have happened when the Scourge invaded Lordaeron.
This campaign offers Blizzard-like chapters with fun gameplay and an engaging story. You will relive many of Warcraft 3's major events, along with encountering familiar characters from the Alliance and the Undead Scourge.
If you enjoyed the original Warcraft 3 campaigns, then The Adventures of Rowan the Wise is for you!
New Features
Relive the Warcraft Story Explore the lands of Quel’Thalas, protect Dalaran from the Scourge, and travel through the freezing lands of Northrend.
Control the Vast Armies of the Alliance! Take command of the Silver Hand, take heed to the Blood Elves, and go on treasure hunts with the dwarves of Khaz Modan.
Play as 5 Ultra Powerful Heroes Play as the original human heroes of Warcraft 3 PLUS a new custom hero called the Ranger.
Voice Acting for all Characters A feature that is usually rare in custom Warcraft 3 campaigns!
New Units, Spells and Items Includes powerful legendary items found while playing Hard difficulty
New Background Music throughout Campaign
Variable Difficulty Levels, and much more!
Screenshots
Legandary Items
Find all 10 legendary items while playing The Adventures of Rowan the Wise in Hard difficulty:
Gem of Regeneration Increases the Hero's health regeneration by 2 hit points per second, and mana regeneration by 25% when worn.
Ring of Mastery Increases the damage of the Hero by 8 when worn. Also provides an additional 3 Strength, Agility and Intelligence.
Seal of Protection Increases the Strength of the Hero by 6 and armor by 3 when worn.
Swiftwalker Boots Increases the Agility of the Hero by 12 when worn. Also causes attacks against them to miss 15% of the time.
Mindstaff Increases the mana of the Hero by 250. Also grants the Hero and friendly nearby units a bonus to mana regeneration.
Runic Bracelet Increases the Intelligence of the Hero by 8 when worn. Also reduces Magic damage taken by 33%.
Sapphire Necklace Increases the Intelligence of the Hero by 12 when carried.
Axe of the Ages Increases the attack rate of the Hero by 15% and attack damage by 15.
Crusader Armor Increases the armor of the Hero by 10 when worn.
Blessed Crown of Kings Increases the Strength, Intelligence, and Agility of the Hero by 10 when worn.
Change Log
Fixed a game-breaking bug where the Lich King would not appear in Chapter 10 (Reforged version)
Fixed up certain custom models with inconsistent model portraits
Reduced the duration of Curse to 60 seconds (lasts half as long on Heroes)
Slightly increased the gold in some Gold Mines in Chapter 7 & 8
This Campaign is now compatible with Reforged (taortw_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (taortw_legacy.w3n)
Added a Story difficulty option to the campaign
Added auto-save checkpoints to all missions (Reforged only)
Added new loading screen images for each map
Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
Divine Shield now costs 100 mana across all levels
Changed the duration of Divine Shield from 15 seconds to 12/16/20/24 seconds per level
Decreased the cooldown reduction of Divine Shield per level from 90/75/60/45 seconds to 90/80/70/60
Additional levels in Mass Teleport will now provide increased Area-of-Effect instead of a reduced cooldown
Reduced the duration of Banish from 12/18/24/30 seconds per level to 12/16/20/24
Reduced the damage dealt by the Orc's Spiked Barricades ability on Hard difficulty in Chapter 1
Uther's spells have been revised in Chapter 2. Instead of Divine Shield and Devotion Aura, he now has Hex and Retribution Aura
The Treasure Box now drops a Gem of Mana (+100) instead of a Pendant of Energy (+150) in Chapter 2
Resolved a bug where Uther would not appear after killing all the chickens in Chapter 2
The Blademaster's Mirror Images will now deal 25% of the Hero's base damage in Chapter 3
The player now starts off with additional structures in Chapter 4
Arcane Vaults are now available for construction in Chapter 4
Moved the location of the Orb of Vemon item in Chapter 4
Moved the legendary item to a new secret location in Chapter 4
Made changes to the items dropped from the Treasure Box on Normal difficulty in Chapter 5
Resolved an issue where Kel'Thuzad's Death and Decay spell incorrectly dealt too much damage in Chapter 5
Fixed a bug where Tek's name would change upon turning into a Robo-Goblin in Chapter 6
Replaced the Fountain of Mana with a Fountain of Healing in Chapter 6
Added a Gazlowe Easter Egg reference in Chapter 6
Added a Mercenary Camp with Bandit units for hire in Chapter 7
Anub'arak no longer transfers ownership when defeated in Chapter 8. Instead, a Lich Hero has been added to the main Undead base
Enemy Faceless Ones are no longer magic immune in Chapter 9
Increased the cooldown of Sleep on enemy Faceless Ones in Chapter 9
Player-owned worker units are no longer classified as Ancient in Chapter 10
Arthas is no longer magic immune in Chapter 10
Revised all neutral shop items for sale throughout the campaign
Reduced the mana cost of the Spell Book's Chain Lightning spell from 120 to 100
Increases the bonus armor of the Crusader Armor item from +8 to +10
The Robe of the Archmagi item now provides +3 bonus Intelligence in addition to its armor bonus
Legandary items now have a different model to set them apart from regular items
Made slight changes to the background music throughout the campaign
Fixed numerous spelling and grammar errors
Updated all cinematics for widescreen support
Resolved several sound issues as a result of the current Warcraft 3 patches
Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
Fixed hotkey inconsistencies with the Call of Arms ability across the entire campaign
Increased the starting level of Tek and Razzil in Chapter 6
Replaced some rock tileset on the lone Goldmine island in Chapter 7 to allow more room for constructing a Town Hall
Reduced the power of Anub'arak's Locust Swarm ability for Levels 2 & 3
Increased the mana cost of Divine Shield from 125/100/75/50 per level to 125/110/95/80
Fixed a bug in Chapter 2 where night elven units would disappear during cinematic mode
Fixed a bug in Chapter 5 where the Hood of Cunning would show up in multiple places after completing the optional quest
Increased the Agility gained from the Swiftrunner Boots to +12
Made numerous changes to Chapter 4:
Added additional undead units and heroes throughout the ruins of Silvermoon
The legendary item will now drop from a lich hero within the main undead base
The Orb of Venom no longer drops from destroying the Marketplace
Changed the name of the Shield Breaker's Storm Hammer ability to Thunder Bolt
Changed Kel'Thuzad's model to the Reign of Chaos version
Divine Shield now grants spell immunity to Rowan when activated
Reworked Divine Shield to now last 15 seconds across all levels. Additional levels will instead grant reduced mana cost and cooldown
Fixed a bug where activating Divine Shield would cause a green icon to appear when selecting an aura for Blessing of Wisdom
Reduced the amount of mana provided by Blessing of Wisdom from 75/150/225/300 per level to 50/100/150/200
Increased the mana cost of Mend from 115 to 125
Reduced the mana cost of Frost Bolt from 75 to 50, cast range from 600 to 800, and stun duration from 5 seconds to 2
The player now has an additional 30 seconds to complete the first quest in Chapter 2 on Hard difficulty
Uther now possesses the damage-absorb Divine Shield ability in Chapter 2
Reduced the player's Goldmine to 15000 in Chapter 2 on Hard difficulty
Footmen and Knights now start off with +1 weapon and armor upgrades in Chapter 3
Reverted the voice over of the Orc Raider in Chapter 3 to an earlier version
Added Healing and/or Mana Fountains throughout Chapters 3 & 5
The player now starts off with additional gold and towers in Chapter 5
Moved the levers for the Treasure Box in Chapter 5 to make them easier to find
Draenei Advanced Boulder Towers now have Heavy armor in Chapter 6 on Hard difficulty
Changed the background music played during the first quest in Chapter 7
Reduced the level of Arthas from 15 to 12 in Chapter 7 on Hard difficulty
Added an additional Goldmine to one of the islands in Chapter 7. However, Sylvanas' forces will now be able to send attack waves via Sky Barges
Modified the terrain of Chapter 7 to allow base assaults by sea
Human Frigates no longer cost any food in Chapter 7
Human Battleships can now be hired in Chapter 7
Added an Arcane Vault to the dwarven base in Chapter 8
Anub'arak now transfers ownership to the Undead Stronghold base when initially defeated in Chapter 8
Improved the creeps available at the Mercenary Camp in Chapter 8
Added an undead versus nerubian fight scene at the front of the Labyrinth in Chapter 9
Added additional Nerubian dialogues throughout Chapter 9
Increased the cooldown of the Forgotten One's Spawn Tentacle ability in Chapter 9
Re-balanced the Lich King and its defending heroes in Chapter 10
Made slight terrain changes around the path to the Lich King in Chapter 10
Re-balanced the enemy AI throughout several missions on Hard difficulty
Removed the additional damage upgrade for the Undead Scourge on Hard difficulty in Chapters 8, 9 & 10
Arthas can no longer summon more than 6 units using Animate Dead against the player
Increased the power of Anub'arak's Locust Swarm ability on Hard difficulty
Ivory Towers possessed by the player's Heroes are no longer passed into future missions
Shield Breakers now leave footprints on the ground as they walk
Reset the hotkey for the Build command back to B
Changed the hotkey for upgrading the Town Hall/Keep to Z
Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
Items are no longer dropped by destroying creep buildings
Unique models have now been given to Tomes of Retraining, Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
Runes are now color coordinated, making them easier to identify for the player
Made numerous item changes throughout the campaign, including the location of legendary items
Fixed a major problem in Chapter 3 where the Blademaster would become invulnerable and frozen in place
Mal'Ganis no longer holds a Potion of Healing in Chapter 3 Hard difficulty
Fixed the hotkey for purchasing Ivory Towers in Chapter 5
The following characters have had their voice overs redone:
Lord Nicholas Buzan
Demon Summoner
Orc Blademaster
Orc Raider
Most Anti-Cheat systems have been removed. The player will now only instantly lose in Hard difficulty if ‘WhosYourDaddy’ is used
Fixed a bug in Chapter 7 where the different boss phases with Arthas would not run when expected
Fixed an item crashing issue on Mac computers from the new items added into the game from Patch 4.0
Resolved an issue where the Night Elf attacks would be delayed as their forces would often get stuck inside their base
Fixed a bug in Chapter 5 where the second gate to Dalaran would not get destroyed, blocking off Undead reinforcements
Reverted the Hold Position hotkey back to H
All Undead bases will now send constant attacks to the player in Chapter 10 Hard difficulty
Added slightly more gold to the gold mines in Chapters 2, 4, 7 & 8
Added new altar building models to the Dwarf and Blood Elf sub-factions
Altered the statistics of Swordsmen and Guardians to make them more unique from Footman
Re-added the Blood Elf/Dwarf building hints to Chapters 7 & 8
Flesh Golems now have an anti-air attack
The main bandit in Chapter 1 will now drop a healing potion in Hard difficulty
Re-added +1 weapon and armor upgrades for the High Elves in Chapter 3
Changed the legendary item location in Chapter 4 Hard difficulty
The player is no longer blocked-off from reaching the bandits if teleport is used in Chapter 1
The Rock Golems in Chapter 2 will now correctly use Hurl Boulder
The final minions in the boss fight with Arthas in Chapter 7 are now actual units instead of animated dead. This fixes a bug where the player could deliberately wait for the minions corpses to decompose before facing the final stage of the boss fight
Fixed a bug in Hard difficulty which made the player automatically lose the mission, even if no cheats were used
Fixed an issue where passive icons in the game would appear as a green icon
The Book of the Silver Hand in Chapter 1 now has a cooldown after being used. In addition, Rowan will stop casting teleport when a cinematic commences
Fixed an issue in Chapter 5 where the 'secret' magic vault would not drop any items in Normal difficulty
New custom music throughout cinematics and gameplay
The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
New items to find, with extremely powerful legendary items to acquire in Hard difficulty
All known cheats that give the player an unfair advantage have been disabled on Hard difficulty. If a cheat is used, the player will automatically lose the mission
The entire campaign has been polished. This includes, but not limited to, changes to terrain, cinematics, and in-game events
Fixed a bug in Chapter 2 where Rowan would appear in an in-game cinematic after dying
Rowan's Divine Shield ability now correctly absorbs spell damage as opposed to gaining health
Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they have killed a single unit/structure
Fixed a bug in Chapter 2 where the woman would not always give the player a Potion of Mana
Fixed a few issues for the boss fight with Arthas in Chapter 7
Changed the armor types of enemy structures to Heavy Armor in Chapters 1 & 3
The first Shade killed in Chapter 4 will now count towards Shades killed for the optional quest
Remade the losing cinematic in Chapter 5
Fixed Tara's spell description for Mage Armor
Bevan's Trueshot aura no longer grants additional attack range. Instead, Bevan will start off with increased attack range by default
Decreased the mana cost of Bevan's Wounding Arrow ability from 175 to 150
The Shield Breakers Storm Hammer upgrade will now enable that ability as opposed to increasing its overall strength
Reduced the magic resistance of Shield Breakers from 50% to 25%
Added new models for potion and scroll items throughout the game
Night Elf Glaive Throwers now have a new skin
Fixed a crashing bug which would ocur on Mac computers
Slight terrain improvements across all maps
Added, redone and/or replaced several voice recordings for the following characters:
Rowan the Wise
Footman
Knight
Villager
Maiev Shadowsong
Uther
Captain
Chaplain
Archmage
Tek
Bevan the Swift
High Elf Priest
Logan the Mysterious
Spell Breaker
Shield Breaker
Rifleman
Malganis
Akama
Admiral Proudmoore
Slight cinematic changes (including dialogue, camera movements, etc.) throughout all Chapters
Slightly altered the ending (Epilogue) of the campaign
Added more in-game dialogue and/or events to Chapters 2, 5, and 7
Improved the boss fight with Arthas Menethil in Chapter 7
The damage absorbed from Divine Shield now correctly absorbs 100% damage taken
The following spell changes have been made:
ROWAN
Blessing of Wisdom no longer grants additional mana regeneration
Divine Shield is no longer deactivatable. In addition, the spell’s duration has been changed to 12/18/24/30 seconds, and has increased in both mana cost and cooldown
Command Aura has been reverted to only affect melee units
Retribution Aura’s damage reflected has been changed to 15/25/35/45%
Resurrection no longer increases the amount of allies raised with each level. Instead, the cooldown will further decrease by 90 seconds for each level
BEVAN
Far Range has been removed
Bevan now has Trueshot Aura again. This spell also grants additional range for the hero, but does not increment with each level
Critical Shot has been reverted back to a passive ability
Increased the mana cost of Mend from 105 to 115
Decreased the mana cost of Wounding Arrow from 225 to 175
TARA
Mage Armor is now classified as an auto-cast ability. However, this spell will not automatically be activated at the start of each chapter
Decreased the casting delay of Mass Teleport for levels 2 & 3 from 5 seconds to 3
LOGAN
Increased the duration of Banish to 12/18/24/30 seconds. In addition, the cooldown for this spell also decreases with each level (6/4/2/0 seconds) and has a mana cost of 75 throughout all levels
NATHAN
Bash now grants both increased damage and a chance to bash with each incremental level
Bevan’s model now uses the Priest death sound when killed
Fixed a problem in Chapter 5 where flying units like Gargoyles could slip pass the player’s defenses, which caused the player to unexpectedly lose the mission
Fixed a problem in certain missions where cinematics would make the player’s worker units forget their build orders
The Silver Hand army in Chapter 1 will no longer run away when fighting the Orcs
Decreased the range of Ballista from 1150 to 1000
Fixed a bug in Chapter 1 where having Rowan dead would not make the player loss the mission
Added in a new Optional Quest to Chapter 5
Transport Ships in Chapter 7 no longer cost food
The Archmages in Chapter 5 now have slightly different models
The Mask of Death in Chapter 9 has been replaced with the Necklace of Spell Immunity
Pressing the space bar will now bring the player to quest-specific locations on the map
The Undead will now have increased damage in Hard Version in Chapters 8, 9, & 10
Slight AI improvements to the Undead in Chapters 4, 7, & 8. In addition, a problem was fixed in Chapter 7 which allowed the player to destroy the Undead with ease using only Ballistae
Flesh Golems now deal Normal damage from Chaos, have less health, and are affected by weapon/armor upgrades
Tek and Razzil are now classified as Hero units in Chapter 6. This means that their unit stats and spells are now identical to the default Goblin Tinker and Alchemist
The following spell changes have been made:
ROWAN
Command Aura now affects both melee and ranged units
Divine Shield has been reworked: it is no longer usable on units other than Rowan. The spell provides a shield which absorbs damage for a set amount of time. In addition, this change fixes a bug in Chapter 5 where the Undead would retreat back to their base after Rowan uses Divine Shield
The damage reflected by Retribution Aura has been increased from 10/20/30/40% to 12/24/36/48%. In addition, the aura’s model effect has been changed
BEVAN
Trueshot Aura has been removed
Critical Shot is now a Hero ability, with each level further increasing damage
Bevan has been given a new passive ability: Far Range. This permanently increases his attack range by 100
NATHAN
Ensnare has been replaced with Demolish, which allows the Mountain King to deal x2 damage vs. buildings
Minor terrain changes and additional doodads have been added to Chapters 1, 3, 5, 7, 8, & 9
The Bandit’s voice in Chapter 1 has been replaced
Additional creeps have been added in the second part of Chapter 8. Before, much of the terrain was empty, making exploring on behalf of the player boring and pointless
The Quest Descriptions in every chapter have been revised to fix grammar errors
Minor item rearrangements in Chapter 9
The experience rate for heroes in Chapter 9 have been slightly increased
The ending to the Interlude “The Alliance’s Reunion” has been completely remade
Decreased timing between attacks from the Undead in Chapter 10
Maiev no longer uses Shadow Meld in Chapter 2. This fixes an issue where the Warden would become permanently invisible at night, and disabled the player from seeing her until it is daytime
Re-edited the cinematic in Chapter 1 when Rowan reads the Tome of Knowledge
Slight dialogue/voice changes to the final cinematic of Chapter 5
Blood Elf Archers and their upgrades no longer require a Blacksmith
The player now starts with a Blood Elven Barracks in Chapter 7
The Undead Shipyard in Chapter 7 no longer needs to be destroyed for the player to complete the chapter. In addition, lost Undead Ships will now be retrained at the shipyard
Fixed a major problem in Chapter 1 where Rowan would become stuck in among doodads after using the Scroll of Town Portal in Chapter 1
Fixed a problem in Chapters 1 & 6 where the hotkey for Rowan’s Divine Shield was not D
Fixed a problem in Chapter 6 where skipping certain cinematics would cause random items on the ground to permanently disappear
The Forgotten One’s health in Chapter 9 has been slightly increased, to compensate for Nathan’s Demolish ability
The credits map has been removed
Fixed a problem where the difficulty would set to Hard when currently in Normal version. In addition, the difficulty system has been changed: the player can now choose the game difficulty at the start of each map
Redone several voice recordings (both partly and completely) for the following characters:
Rowan the Wise
Lord Nicholas Buzan
Villager
Knight
Footman
Captain
Antonidas
High Elf Priest
Logan the Mysterious
Demon Summoner
Admiral Proudmoore
Fixed a problem in Chapter 1 where Rowan would become stuck in between fences after using a Scroll of Town Portal
Minor/moderate terrain changes to all Chapters
Maiev no longer uses Blink in Chapter 2
Malganis no longer casts Sleep in Normal version
A timer has been added to the first quest in Chapter 2
The quest to slay Uther in Chapter 2 has been redone
The mirror images of the Blademaster now deal 10% of the Blademaster’s base damage
The Blademaster’s mirror images no longer disappear after a certain amount of time. However, they will cease to exist once the Blademaster is dead
Made AI changes to Chapters 3, 4, 5, 8, & 10
The following spell changes have been made:
ROWAN
Rowan no longer has Spell Immunity
Divine Shield has been reworked: it is now an ability that can be cast on nearby friendly units. The spell now protects friendly units from all magic attacks and spells for a fixed time. However, if Rowan casts Divine Shield on himself, he will instead turn invulnerable for the same duration
Devotion Aura has been semi-replaced with Blessing of Wisdom: it grants Rowan increased mana pool and regeneration, as well as a choice of three different auras. The auras effects and the bonus mana for Rowan will increase with each level
BEVAN
True Sight has been replaced with Critical Shot: it gives Bevan a 15% chance to deal 1.5 times normal damage to an enemy unit
Trueshot Aura also increases the attack range of Bevan with each level
TARA
Control Magic has been replaced with Frostbolt
Brilliance Aura has been replaced with Mage Armor: it increases the armor and grants mana regeneration to nearby friendly units
LOGAN
Increased the Phoenix’s hits points and damage for levels 2 & 3
Feedback has been replaced with Life Drain, which converts 15% of his attack damage to health
NATHAN
Reverted the cooldown increase of Avatar for each incremental level. However, the amount of additional damage has been changed from 20/40/60 to 20/30/40
Increased the duration of Ensnare and reduced its cooldown for Nathan
Bash no longer increases the chance of Nathan casting Bash with each level. Instead, the damage it deals has been increased with each level
Additional runes have been added into Chapter 6
Fixed a problem in Chapter 6 Normal version where the AI for the Draenei would not run
A Marketplace has been added into Chapter 6 which can sells items to the player’s heroes
Fixed a problem in Chapter 7 & 10 where Sylvanas would no longer attack the player after charming units
Fixed a problem which disabled the player from building a Gryphon Aviary to train Dragonhawk Riders until a Castle is present
Fixed a bug where creeps would not drop items in Hard version
Fixed an issue in Chapter 9 concerned with bridge pathing problems
The amount of Faceless Ones to kill in Chapter 9 has been slightly reduced
The Lich King’s damage in Chapter 10 has been reduced. However, his attack range has been increased
Arthas’ and Kel’Thuzad’s base in Chapter 10 has been split
The Undead heroes in Chapter 10 no longer disappear when their base is destroyed. They merely help defend other bases, and can even defend the Lich King if all Undead bases are destroyed
The Dwarf Foundry has been replaced with the Tavern
Random items no longer appear during cinematics
The Boulder Towers in Chapter 6 Hard version no longer have fortified armor
The Spell Book no longer grants the hero bonus mana and mana regeneration
The Tome of Retraining is no longer available in Chapter 5
Tek’s Command Aura has been replaced with Pocket Factory. In addition, Tek has been given Demolish, which allows him to deal 2x normal damage to buildings
Numerous small changes have also been made
Fixed a problem where Chapter 4 wouldn't load
Corrected a few spelling/grammar errors
Fixed an issue where the Chaplain would attack the Silver Hand's buildings in the final cinematic of Chapter 2
Re-edited Chapter 1's loading screen text to offer more of an introduction to the story
Minor changes to cinematics
Minor changes to terrain
Changed the name of the Storm Boulder ability to Storm Hammer, as well as changing its icon
Fixed building hide/unhide problems in Chapter 2
Removed the Possession ability from Ghosts and Wraiths in Chapter 6. Instead, they can cast Curse
Created new minor challenges/puzzles to Chapter 6
Boulder towers now have Fortified armor instead of Heavy armor in Chapter 6 Hard version
Fixed cinematic skipping problems during Faceless One rounds in Chapter 9
Slight AI changes (in upgrades) to all chapters in Normal version
The AI types of all maps have been reverted back to Melee
The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
Changed the path of Nathan’s and Logan’s sound recordings, for campaign reasons
Hero revive duration no longer has a max revive time
Modified Bevan’s Mend and Wounding Arrow abilities
Changed the armor type of Uther (chicken) to flesh. This is so that when the chicken is attacked, it doesn’t sound like a paladin is being hit
Fixed a problem in Chapter 6 where Tek and Razzil could attack trees
Increased the damage dealt by creeps in Hard version in Chapters 6, 8, 9 and 10
Numerous other changes made
Added the final sound recordings. All custom voice overs have now been added in
Minor changes to existing sound recordings
Fixed a problem in Chapter 3 where the Blademaster would disappear after using Mirror Image
Edited the AI for enemy bases in all chapters in Hard version
Exceptional changes to terrain
Attacking the Night Elves in Chapter 2 is no longer an optional quest
Edited the following hero abilities:
Resurrection: Cooldown decreases with each level, but does not raise as many warriors as it used to
Mass Teleport: Cooldown decreases with each level
Avatar: Cooldown still increases with each level, but not as much as it used to
Wounding Arrow: Mana cost does not increase with each level
Shield Breakers no longer need to have Storm Boulder researched in order for them to use the ability
Shield Breakers can now gain the Improved Storm Boulder upgrade, which increases the damage and stun duration of the ability
Changed the model of Gyrocoptors
Replaced Troll Headhunters with Forest Trolls in Chapter 1 (for storyline reasons)
Decreased the difficulty of Chapter 10 in Normal version. The Lich King is no longer immune to magic, enemy heroes do not have items, the number of towers have been reduced, and the number of units in Arthas' and Kel'Thuzad's base has been reduced by 50%
Numerous gameplay changes
Due to gameplay reasons, Logan's Phoenix ability is disabled for the first part of Chapter 8
Fixed a problem where the High Elves in Chapter 3 would only attempt to attack the Undead once and do not send additional reinforcements
Decreased the damage dealt by Arcane Towers in Chapter 1
Rowan no longer gets revived at the Sunwell if he gets killed Chapter 1. Instead, the player loses the mission
There is now background music at the start of Chapter 7
Added in more sound recordings. There are now at least some sound recordings in every chapter
Slight changes to dialogues throughout the campaign
Now added in the option to play the campaign in Normal or Hard version
Re-edited the AI for all maps except Chapter 10
Slight changes to Ballista to make them more similar to their Reign of Chaos version
Modified Shield Breakers, as well as giving them Resistant Skin. However, they are no longer immune to magic
Minor changes to terrain, especially in Chapter 6
Fixed a problem in Chapter 2 where killing Uther would not complete the main quest
Minor changes to cinematics
Changed Blood Elf worker and Dwarf miner models
Decreased the timing remaining in Chapter 5 from 45 minutes to 35 minutes
Fixed problems in regards to Rowan's and Bevan's custom sound pathing
Dragonhawk Riders now have reasonable health in Chapter 3 (before they only had 1 hit point!)
Fixed pausing problems after cinematics in Chapter 7
The hotkey for Shield Breakers has been fixed
Many other minor changes to gameplay
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: taortw_legacy.w3n (Warcraft III versions v1.26-1.31) and taortw_reforged.w3n (Reforged version)
The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
If you use the ‘WhosYourDaddy’ cheat while playing this campaign on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
STORY, MAP DESIGN AND DEVELOPMENT: Turnro
LOGO DESIGN: carlvic
VOICE ACTORS Turnro Rowan the Wise
Antonidas
Admiral Proudmoore
Knight
Footman
Captain
Tek
Goblin Sapper
Akama
Ghost
Archmages
Villager
King Terenas
Ixmil Arthas Menethil
Nathan the Mighty
Mal’Ganis
Raider
AnonymousOne Bevan the Swift
bettylou Tara the Magnificent
Huntress
Drathicus Logan the Mysterious
Holly Lindin Maiev Shadowsong
Pr0nogo Lord Nicholas Buzan
Blademaster
Demon Summoner
Cord Grabarz Rifleman
Chaplain
Spell Breaker
Mega Pieman Shield Breaker
Johannes Envall Priest
MODELS JetFangInferno
Olofmoleman
Mr. Bob
Red XIII
R.A.N.G.I.T
Tranquil
Burning_Dragoon5
Norinrad
Ultimata
Lender
Mc
EviL_BuddhA
Ket
General Frank
SinisterX
SKINS R.A.N.G.I.T
Norinrad
Tranquil
Glitzage
ICONS Blizzard Entertainment
Mc
Olofmoleman
R.A.N.G.I.T
Norinrad
Grey Archon
General Frank
Tenebrae
CRAZYRUSSIAN
Coinblin
PeeKay
kola
NFWar
Naro
This campaign has been updated.
These are the following changes I made:
- Added in more sound recordings (more details down below)
- Slight changes to dialogue
- Now added in the option to play the campaign in Normal or Hard version
- Any other minor changes to gameplay
- Re-edited AI for all maps except Chapter 10
- Slight changes to Ballista to make them more like the Ballista in Reign of Chaos
- Modified Shield Breakers, as well as giving them Resistant Skin. However, they are no longer immune to magic.
- Minor changes to terrain, especially Chapter 6
- Fixed a problem in Chapter 2 wher killing Uther did not complete the main quest
- Minor changes to cinematics
- Changed Blood Elf worker and Dwarf miner models
- Decreased the timing of the main quest in Chapter 5 from 45 minutes to 35 minutes
- Fixed problems referring to Rowan's and Bevan's custom sounds pathing
- Dragonhawk Riders now have reasonable health in Chapter 3 (before they only had 1 hit point!)
- Fixed pausing problems after cinematics in Chapter 7
- The hotkey for Shield Breakers from A to B has been fixed
If any of you read the map description, I tried adding in some screenshots but they just ended up as code. Any help?
There are now sound recordings in every chapter. There is just a couple of Tara's sayings that are yet to be done. In the next update, all the sound records will be included.
As pointed out in the map description, if you wish to play in Hard version, keep in mind that each time you complete a map and begin a new one, the difficulty will automatically reset back to Normal version.
For my other campaigns, an update for Resurrection of the Scourge will be available in a few months time. I am also considering updating Jeopardy for the Horde, mainly to do with adding in the option to select the difficulty. However, I am not considering adding this option for my Undead Campaign at the moment.
Remember, feedback is still much appreciated. I need to know of any bugs/errors or anything out of place so that I can take it into account in the next update.
For starters I'd like to begin with thanking you for the amazing campain. If every map maker was as good as you I could spend all my time playing custom campaigns.
I really liked it, I played it all on hard (made sure to enable hard after each map) and I had great fun. The maps were challenging without being to hard.
However, I did play after you changed Dalaran timer to 35 minutes. Did that really effect the map much? Because when I won I had my army placed at Oranges entrance, intercepting purple/green as they arrived without breaking a sweat. I also had large reserves of resources.
Same with the last map. Everyone says it was to hard, but I felt no such issues. All my heroes were virtually gods, The elves+human heroes could easily solo a base just the 4 of them. And after reds side was safe from attack it was a cakewalk.
Ok, I've just finished playing this campaign, and I must say it's a very good campaign. Good work, Turnro!
Full review:
[+] Custom voices for the characters and cinematics. This is a very nice detail, very blizzard-like. Arthas' and Rowan's voices were specially well done. [+] Very well designed custom tech-trees for the different alliance races. I really liked controlling dwarven and blood elven bases. [+] Nice imported models (specially the dwarves and the Ranger hero) [+] Powerful heroes. The heroes' speciall non-hero abilities were a nice touch (Rowan's spell immunity, Nathan's ensnare, etc). [+] The story was creative, interesting and fun. [+] Retarded Uther was hilarious! and he turned into a chicken lol! [+] In most (not all) levels, the difficulty was good. Challenging but possible, and overall well planned (see the negative part of the review for exceptions).
[-] Arthas was way overpowered! He had a spell that healed him back to full HP and summoned a bunch of invulnerable monsters, WTF?? Not to mention he's immune to magic. Sylvannas is also a bit too powerful. [-] Chapter 10 was almost impossible! I had to cheat in order to see the end (I couldn't resist) you should consider tuning down the difficulty, prefereably by having more time between waves of attacks, less units per wave, removing some ziggurat towers from the fortress, and giving some more space between the player bases and the entrace to the fortress. [-] The terrain in outdoor maps could really use some work. Try to open some of Blizz's original campaign maps in the editor (and play them) and pay careful attention to the terrain, to make yours more blizzlike. Blizz terrain feels much more... natural somehow. [+-] Lore inconsistencies: Even for a fan-made alternate storyline, some stuff just seems out of place, like everybody is acting out-of-character.
- Why is Tyrande obsessed with conquering the world?
- Shouldn't Maiev be underground, watching over Illidan's prison?
- Uther was turned crazy by the Night Elves? Or was he already crazy before, and Maiev just focused his madness towards inocent civilians? (the story doesn't make this clear).
- Why is it that nobody is suprised by the existance of hostile, tall and blue skinned elves? Rowan and Arthas act like they've always known of their existance.
- How did Tyrande and/or Maiev know about the humans or the Eastern Kingdoms?
- How did Arthas become part of the scourge? why is he working with Mal'Ganis? Why didn't he kill his own father?
- Why is Antonidas a dick for no aparent reason? (besides comic relief)
- There are jungle trolls working with the Blackrock Clan. But they didn't join the Horde until Thrall traveled to Kalimdor. I know they are also present in the original Human campaign, but that's because of a mistake from blizzard, and you could have corrected that in your campaign.
Well that's my opinion on your campaign. I'm giving it a 4/5, but if you improve the terrain in some maps and moderate the difficulty, it can easily turn into a 5/5. You have talent and potential man, and I'd like to see your other campaigns upgraded to match the quality of this one.
EDIT: Changed the lore stuff from negative to neutral, since it doesn't affect the quality of the campaign in any way, and it's mostly explained.
First of all, I would like to thank you for your feedback, SidheKnight. I will work on those couple of things for the next update (like the terrain and difficulty).
Indeed, this campaign may be off-lore, but most of it can be explained:
Tyrande, Maiev and the Night Elves
Of course, the idea of coming to conquer Lordaeron sounds non-night elven like. However, there is one thing I would like to point out. If you played Jeopardy for the Horde, you would have noticed that the Night Elves took over the Orcs in the Barren region of Kalimdor. What I am basically trying to say is that all of my campaigns connect to each other in several ways. While some things aren't explored in one campaign, it is answered in another. In relation to my Human Campaign, you don't get to find out Tyrande's true intentions, yet. It is all revealed in my upcoming Night Elf campaign, Furion's Quest.
Uther being crazy, Antonidas is out of character...
When I started making The Adventures of Rowan the Wise, I wanted to add humour into it. One way this was achieved was by changing the personality of a couple of characters. From my point of view, there was no harm in doing so, since Antonidas only played a minor role in the overall Warcraft storyline, and that Uther suddenly went mad, not as in he was always like that.
Arthas and his roll in the Scourge...
We all know the story. Arthas goes to Northrend where he takes up Forstmourne and becomes possessed by the Lich King. In my Human Campaign, there was no need to explore this. It is taken as something that is assumed. In Chapter 2, there is a time gap between defeating Uther and Rowan and the Silver Hand being sent to Quel'thalas, so anything could have happened. With Mal'Ganis, it is assumed that he didn't die and was left to live. On a side note, he is actually working for Arthas, not with him.
I have to agree with the Humans never seeing Night Elves before, though. I will try to fix that. For anything else that might seem non-lore like, just remember that one of the advantages of making campaigns is that you are in control and can make them however you want. There is no requirement saying that they have to fit in 100% with the storyline of Warcraft 3.
Ohh, I see now. I haven't played the Horde campaing yet. Antonidas is ok, since he really doesn't do much in the story. Uther being crazy I had no problem with. Mal'Ganis was just revived by the Lich King I guess.
I'm glad you're updating this campaign, maybe I'll be able to pass chapter 10 without cheats next time xD
I liked this campaign, great job on it overall. I liked chapter 10 because I used a strategy to solving it that is outside of the box. I think maybe the terrain could have just a little bit more detail in every chapter. I think the one thing I didn't like, but really never do like, is the Paladin's ultimate skill. The only place I found it useful was in the map where you battle the faceless ones, but that was the only map. When fighting undead, it's really a bit useless because they just use raise skeletons or animate dead and you really don't get a chance to use your ultimate. At level 3, it has the ability to raise I think like 18 corpses but if you're lucky/quick enough you get like maybe 1 or 2. In that, I would maybe suggest giving Rowan a different ultimate. More units or not with each level increase, that ability isn't much use against the undead. I would maybe suggest giving him a different ultimate. I don't know, maybe a mass damage spell targeted specifically on the undead like Mass Turn Undead or something. Kinda like the reverse of the elven ranger's mass heal spell except it is an offensive spell. Or it could be a completely different ultimate. This is of course entirely up to you. I don't know if anyone else thought the same about resurrection as an ultimate, I just know I didn't really find it very useful.
EDIT: Another thing I didn't find to be of much use was the scepter of healing, at least not in the last chapter. That is a common artifact that I've seen in several different games, except yours does not extend to heal heroes with it's aura. You might want to consider changing that, even if it's only like 1% instead of 2. To use it for just it's healing spell is really kind of a drop in the bucket when healing heroes. I know I for one just use my heroes when attacking because Sylvanas mind controls any units I bring, except ballistae of course, but those don't benefit from the aura of the scepter.
Like I said, overall I really liked this campaign. It was a bit difficult at times and there were a couple maps I had to try several times, but it forced me to try different strategies to successfully complete them. I like that. So all in all, keep up the good work.
Actually, side, I would like to help you and everyone else who is having trouble, because I am writing a guide to campaigns, similar to the Warcraft handbook. I will post it here, and in the social group. I am currently on chapter six, and as I have gotten much more skilled with my playing recently, I should be able to finish it, the campaign walkthrough will be finished soon, but I will need to transfer it off of it's holding place on my macintosh, you will soon be helped warcrafters, we are going to do much the same for starcraft campaigns, though there is no news of how that will playout yet. Thanks guys! Good job turnro!
- Added in more sound recordings (more details down below)
- Slight changes to dialogue
- Now added in the option to play the campaign in Normal or Hard version
- Any other minor changes to gameplay
- Re-edited AI for all maps except Chapter 10
- Slight changes to Ballista to make them more like the Ballista in Reign of Chaos
- Modified Shield Breakers, as well as giving them Resistant Skin. However, they are no longer immune to magic.
- Minor changes to terrain, especially Chapter 6
- Fixed a problem in Chapter 2 wher killing Uther did not complete the main quest
- Minor changes to cinematics
- Changed Blood Elf worker and Dwarf miner models
- Decreased the timing of the main quest in Chapter 5 from 45 minutes to 35 minutes
- Fixed problems referring to Rowan's and Bevan's custom sounds pathing
- Dragonhawk Riders now have reasonable health in Chapter 3 (before they only had 1 hit point!)
- Fixed pausing problems after cinematics in Chapter 7
- The hotkey for Shield Breakers from A to B has been fixed
It's just a few minor fixes, as well as adding more custom voices and adding the option for the player to choose the difficulty of the campaign.
In a week's time, I will be uploading e newer version of The Adventures of Rowan the Wise. Its main features include:
- Fixes to minor bug/errors
- Reduced the difficulty in Chapter 10 in Normal version
- Changes to terrain, to make them more natural and blizzard-like
- All custom voices for the characters will be included
I have been taking into account everyone's opinions and suggestions. There are a couple however that I haven’t completely agreed with, but I still looked into it.
[-] Arthas was way overpowered! He had a spell that healed him back to full HP and summoned a bunch of invulnerable monsters, WTF?? Not to mention he's immune to magic. Sylvannas is also a bit too powerful.
Arthas is only the normal strength of a death knight. He's healing ability is Death Pact, and he has Animate Dead. Not much to say, other then that although some enemy heroes may seem to be strong, don't forget that your heroes are strong too. Rowan is able to turn invulnerable for 60 seconds and if you equipt him with a Mask of Death, he is almost impossible to defeat!
With referring to Arthas, I have changes it so that the undead summoned by Animate Dead are no longer invulnerable.
I think the one thing I didn't like, but really never do like, is the Paladin's ultimate skill... When fighting undead, it's really a bit useless because they just use raise skeletons or animate dead...
I won't be changing Rowan's Resurrection ability. However, I have changed it so that the enemy undead do not use corpses as often. Ghouls and Abominations no longer have cannibalise, and the necromancers do not get upgrades in base missions, meaning that they do not get as much mana.
I will also be editing Resurrection a bit, so that it dosen't raise as many warriors. Instead, it will have a shorter cooldown so it can be used more frequently.
... I didn't find to be of much use was the scepter of healing, at least not in the last chapter. That is a common artifact that I've seen in several different games, except yours does not extend to heal heroes with it's aura. You might want to consider changing that...
When I first made this campaign, I made the Scepter of Healing able to heal all units. After first testing Chapter 9, I realised that the item made your heroes invincible! I didn't want this to be the case, but neither did I want to get rid of the item. The item is still useful, as it gives normal units increased hit point regeneration. If they didn't, you would come to realise that your units would drop like flies when versing the undead!
On a side note, The Adventures of Rowan the Wise has been on hive for some time, and it has not been approved yet. Are there any map testers or staff playing this campaign, because at this stage there is no reason why this campaign should still be pending.
This was a really great campaign i had a very nice time playing at il !!! (exept for the faceless "rounds" thats get boring ....)
i say 5/5
-its a other version of the scourges vs Loarderon i found it interesting
-Nice skins and voices (altrough some voices are weird some time)
-I liked the humour (the chicken thing and the plan of Anthonidas for instance)
-the cinematics are not boring (unlike other campaign i tried)
This campaign has been updated.
These are the following changes I made:
- Added the final sound recordings. All custom voices have now been added in.
- Minor changes to existing sound recordings.
- Fixed a problem in Chapter 3 where the Bladsmaster would disappear after using Mirror Image.
- Edited AI for enemy bases in all chapters in Hard version.
- Exceptional changes to terrain.
- Attacking the Night Elves in Chapter 2 is no longer an optional quest.
- Edited the following hero abilities:
Resurrection: Cooldown decreases with each level, but does not raise as many warriors as it used to.
Mass Teleport: Cooldown decreases with each level.
Avatar: Cooldown still increases with each level, but not as much as it used to.
Wounding Arrow: Mana cost does not increase with each level.
- Shield Breakers no longer need to have Storm Boulder researched in order for them to use the ability.
- Shield Breakers can now gain the Improved Storm Boulder upgrade, which increases the damage and stun duration of the ability.
- Changes the model of Gyrocoptors.
- Replaced Troll Headhunters with Forest Trolls in Chapter 1 (for storyline reasons).
- Decreased the difficulty of Chapter 10 in Normal version. The Lich King is no longer immune to magic, enemy heroes do not have items, the number of towers have been reduced, and the unit numbers in Arthas' and Kel'Thuzad's base has been reduced by 50%.
- Numerous minor gameplay changes.
- Due to gameplay reasons, Logan's Phoenix ability is disabled for the first part of Chapter 8.
- Fixed a problem where the High Elves in Chapter 3 would only attempt to attack the Undead once and not send additional reinforcements.
- Decreased the damage Arcane Towers deal in Chapter 1.
- Rowan no longer gets revived at the Sunwell if he gets killed Chapter 1. Instead, the player looses the mission.
- There is now background music at the start of Chapter 7.
Now that the campaign is complete, I will not be updating it for a while. However, feedback is still accepted.
I will now be spending the next few months updating my Orc and Undead Campaigns. At this point, I have not decided which campaign I will update first, but I will make an effort to work on my Undead Campaign.
Over the last few months, I have been gaining ideas for my Night Elf Campaign. In my opinion, the Night Elf Campaigns in Warcraft 3 tend to be my least favourite, which is why I have decided to be a little more creative with the gameplay. I can't give away much since I have not started working on the maps, but I have been working on the units and their spells. The campaign will also have DOUBLE the amount of maps compared to my previous ones.
It's perfect ! you know a couple of mistakes maybe* but I like it
Btw, the last chapter in fact it's "hard" but with a strategy it turns VERY easy , of course that is not funny because the main atractive is defeat the "big" undead base, that strategy it is focused in the lich king only, and the base it is not touched!
You opened it with world editor and you pressed the "test" button. The test button will only test the map with any custom content on said map. It will not include any imports made via campaign editor.
amirite?
You opened it with world editor and you pressed the "test" button. The test button will only test the map with any custom content on said map. It will not include any imports made via campaign editor.
amirite?
The only explaination is if the map was opened and either tested or edited (and saved, of course). You may be right, but the doodads in the preview screenshots aren't imported.
The only *explanation* is if the map was opened and either tested or edited (and saved, of course). You may be right, but the doodads in the preview screenshots aren't imported.
Well, I played this campaign a second time and the updated version fixed its most pressing issues. Now that the black spots are gone, I give it a full and totally deserved 5/5. Great job.
A side note: in mission 10 Sylvanas can use her ultimate on shieldbreakers, who are supposed to be immune to magic.
I look forward to checking out the elves campaing.
You can actually use Charm on a unit that is immune to magic. It may seem wierd though since Banshee's can't use Possession on magic immune units, but it has always been like that. Play the Scourge campaign and use Charm on a Destroyer and see what happens if you don't believe me.
You can actually use Charm on a units that is immune to magic. It may seem wierd though since Banshee's can't use Possession on magic immune units, but it has always been like that. Play the Scourge campaign and use Charm on a Destroyer and see what happens if you don't believe me.
Fair enough, though I assume that might be fixed. Anyway, this is really a minor issue that doesn't affect the game by any stretch of immagination.
My personal preference, go for the elves campaign.
As a member of the Group Map Reviewers, I will be reviewing campaigns/cinematics :
[+] Voice Acting
[+] Nice way of learning spells
[+] Nice dialogues
[+] Different types of quests
[-] Not a lot of custom spells
[-] Flat Terrain
[-] No intro
This campaign is actually pretty fun to play and has a lot of potential but there are some things missing, for example a proper intro, or custom spells and the terrain needs some work.
I highly enjoyed playing your campaign. I was expecting a very difficult campaign when I read some of the comments; but I found most levels to be very do-able. I really like that some chapters call for various strategies to get the job done. For example, chapter 5 was really easy once I retreated to the camp.
Chapter 10 had me on my toes for an hour and was a very fun map to play. Here you did a good job of challenging the player to find his own strategy aswell. Personally I find that controlling three bases is a bit overwhelming. The first time around I let the dwarf camp bite the dust as I was swiping the undead from the east; but I suddenly lost the game as I wasn't supposed to do that. I can understand why you chose to make a multiplayer version of this map.
The level 20 hero thing is both good and bad. In the last few chapters I was just owning with my Heroes. I didn't need the units anymore to back them up*. The +6 armor boost and healing of Rowan in combination with any hero was nearly invincible, especially with all the artifacts on him. I guess that makes the earlier investments searching for items worth the effort though.
Although playing with the regular units, you made some important changes that set your campaign aside from other maps a bit. The use of team color, extending the dwarves, the ranger hero, the level 20 cap and the custom unit soundsets** made the Silver Hand come to life.
I didn't really like the hurl boulder ability on the Dwarf Shieldbreaker. It doesn't fit it's tank strategy and therefore seems a bit random. Anyways, if you can upgrade the ability add a level in the tooltip.
In the underground level I suggest removing Possession from the ghosts. I went back with the goblins to check for items and my alchemist got posessed, costing me the game. Also, you could put in a few more puzzles to fix with your heroes. Kudo's to the teleport one, though.
Good luck on your NightElf campaign. If you need some creative help let me know.
* (Also, they were just being killed rapidly by the huge amount of enemies )
**(the Bloodmage soudset made me laugh: "do you see something", LOL)
In the underground level I suggest removing Possession from the ghosts. I went back with the goblins to check for items and my alchemist got posessed, costing me the game. Also, you could put in a few more puzzles to fix with your heroes. Kudo's to the teleport one, though.
It's good to see that you are giving me feedback, just as I gave you feedback on your campaign. I will remove possession, since I thought I got rid of it eariler.
I also see you found the secrets in Chapter 6. The map itself is not suppose to be full of puzzles, but it might be considered when I upload the campaign next time.
It's good to see that you are giving me feedback, just as I gave you feedback on your campaign. I will remove possession, since I thought I got rid of it eariler.
I also see you found the secrets in Chapter 6. The map itself is not suppose to be full of puzzles, but it might be considered when I upload the campaign next time.
1. how did u get that paladin model its like uther's body with dagrens head.
2. slight bug: after finishing this i went to play the rexxar campaign and Jaina had Tara's voice
3. Logan sounds like a whiney 8 year old i want to punch
4. Nathan scared me
5. Tara sounded like a hill billy jaina
5 1/2. i liked this over all 4/5
well... i didnt care about the Tara voice thingy i laughed my ass off...because she sounds like a hill billy no offense. can u post the skin Please? i really liked it (Rowan one)
Loved the campaign! Gj Though the voices sent chills down my spine due to some being really awkward, tara for example. Other than that, very nice and challenging campaign
Hey, i found on the internet an old campaign of yours. It's called Furion's Quest , but there is only one map Legion of the Betrayer. i liked it. If it's finished, could you upload it on the Hive? I'd like to play the entire campaign.
I played the campaign a few weeks ago, and decided to do a small review.
Gameplay: The standard WC III campaign gameplay, which is fine with me. Never gets old.
And the AI is great. Really hard in some missions. More custom (triggered) spells would've been nice though.
Terrain: Good enough, but could be improved. Adding more environment doodads and props would be great.
Cinematics: The dialogs are good (except for some minor grammar issues), but the cameras could use some work. Cinematics are the best way to show off nice terrain, big fights, etc. But I saw none of that (not that I can remember, at least).
Voice-acting: Good.
I give it a 3.5/5.
I don't agree with this though: ''Voice acting - A feature that you will only find in the very best of campaigns!''
Some of the best (if not the best) campaigns on this site do not have voice-acting. Campaigns like Shards of Resistance, The Last Guardian, The Coming of the Horde, etc.
Hey, i found on the internet an old campaign of yours. It's called Furion's Quest , but there is only one map Legion of the Betrayer. i liked it. If it's finished, could you upload it on the Hive? I'd like to play the entire campaign.
When I first looked at uploading maps onto the Internet, I experimented by first uploading Legion of the Betrayer. It is for that reason why I didn't upload it onto Hive.
There have been points where I got inspired to make my Night Elf Campaign, which explains why I made the map. It is also the only map of the campaign I made and looking back on it, I will have to make some changes to it eventually.
I won't properly start making the campaign until I have finished my Undead Campaign, which may take a while.
This is an excellent parody of some of the most horrible custom campaigns out there.
I mean this story has just so many flaws that I am tempted to believe these flaws were all planned out.
Nevertheless, the creator still succeeded in creating a fun gameplay to deliver this parody. Good job.
One little mistake though is that the Goblins can be possessed on the underground mission and if you get a Goblin possessed and then you kill it, you make yourself fail the game.
I really enjoyed playing this campaign. I'm giving it definite 5/5.
Although, i found a little.. bug?
When i was playing chapter 6, at the very south, there are bunch of wraiths. Razzil, the bodyguard of the goblins leader Tek got possessed by one very easily and the campaign was lost. Shouldn't he count as a Hero or something?
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