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[Campaign] The Arian Legion

Level 3
Joined
Aug 5, 2024
Messages
8
The Continent of Arkheim is once again plunged into chaos as dark forces return.

This campaign includes:
- custom units and modified building
-9(possibly more) missions

  • Custom Human Techtree with Unique Player Units
  • Custom Undead techtree
  • Custom Elven Techtree


Missions
act 1
1. In Dire Straits (Complete)
2. Invasion (Complete)
3. The Hunter and the Dead (playable, beta)
act 2
4. A Burning City (Unplayable, Alpha)
5. The Broken Covenant (Unplayable, Alpha)

I've always wanted to make a campaign but through various reasons have not been able to actually finish one, this has my dream human and elven units which are from around 4-5 years ago, along with my improved terraining:thumbs_up:.


I have about 5 maps currently and 2 are playable... enough (other 3 are basically just terrain), the missions are working but need a bit of fine tuning and a little more work, also a bit of a balancing issue

I'd love it if you guys try my barebones(?) campaign
Advice and any constructive criticism are very much appreciated
(also, suggestions for a possibly better name for the campaign, missions, units, etc. are appreciated)

Update: will post the campaign once I've finished the 3rd mission meanwhile enjoy a somewhat running 1st and 2nd mission
(expect bugs and maybe unbalanced chapters)
(also some spawning attack waves have randomized unit compositions so you might get lucky with weak enemy attacks and luck out when 3̶0̶ 3 abominations come)
Screenshots:

Screenshot (1).pngScreenshot (2).pngScreenshot (5).pngScreenshot (4).pngScreenshot (3).pngScreenshot (1).pngScreenshot (7).pngScreenshot (6).png

Update: October 9 - Changed the terrain of map 1 and removed all water aspects, changed the brown base layout and added a Level 10 deathknight that drops a legion doom horn, added abominations in certain areas to delay the player, made new dialogue between Fox and the individual high necromancers, added a death dialogue for when the guardian and paladin of teal player dies, fixed bugs on map 1 ( will upload the fully finished 3 chapters of act 1 around december as planned)

update 2: October 28 - Map 2 has been revamped(?) terrain is massively changed but triggers still need readjusting since since the map was expanded, added an exclusive powerful deadly undead tower to deter the player from actually trying to attack too deep and a big siege variant of the screecher which deals aoe seige dmg and a deadly melee damage, triggers for them to spawn and attack and most other attack triggers aren't done yet but its playable, allied units train and send attack waves ocasionally and enemy structures now train undead units until destroyed or food cap is reached(adjusted to 300) and yes there's a base in the pathways the undead come from.

Update 3: November 19 - Finally had time to continue this project, Map 2 Is Almost Completely done with a bigger map and yes re terrained(is this even a word??) aswell(if you ignore a few bugs and a not so good ending and starting cutscenes aswell as a few unfinished enemy attack spawns and pathing( the triggers are a complete mess)) a total of 5 (4 of which train units) Ai for the player on map 2 are done, they each have their own area to defend ( was planning to make the undead build a base where a certain ally's base is destroyed, but too hard for now. enemies now come from three paths top, middle, and bottom. reduced ally numbers and gave the player a second base, certain ai allies have actual heroes guarding their own areas but they're only generic ones but are buffed with increased stats and items to compensate for the difficulty of enemy attacks, siege engine unit now has anti air (splash) 2 undead bases one in the bottom right next to the bottom chokepoint, and one in the upperleft which is a doombase( dont attack) to ensure the player has no funny ideas spawn camping or attacking the doombase, I've added a super strong undead tower across the enemy spawnpoints and doombase.wait did I just repeat a the changes? eh too lazy, map 3 is unchanged still ( I swear ill get it done huhu)

update 4: Nov 20, new model for Arthur, map 2 is completely playable, cutscene is still unskippable though but is short, all enemy spawns have been implemented and from a gameplay perspective is completely playable, is decently hard, helping allies defend is already enough to survive and destroying the undead base on the bottom right turns of one of the air unit spawning triggers, map 3 is currently being worked on updates to come

update 5: Nov 23 terraining for revamped map 3 done, new screenshot added to take a sneakpeak on what it looks like, detailing about to be a pain and likely look bad huhu

update 6: dec 12 and map 3 is almost fully functional except the cutscenes, and a few more triggers, Abandoned my original idea for this map and instead you have to go to surviving vilages in the map and rescue them they send a group of defenseless villagers every 60 seconds and undead will attempt to kill them, if they successfully reach the inside of the fortress you complete one of your main quests and if a packhorse reaches inside you gain resources, after a short story segment, a massive attack will come and breach the fortress' gates, allies are there to help but your main problem is that while defending the fortress you have destroy 2 heavily defended bases while enduring atacks from an untouchable air base, a multitude of undead barges also come and if they reach their destination drop in undead, a new unit will be introduced to help! The SkyPiercer a long range Magic Flyer that has evasion and resistant skin, though you can't train them you initiallygain 5 at the start of the Macro section and gain 2, 3, and finally 5 for a total of 15 they have medium armor meaning they are exceptionally good at taking down air enemies(iirc screechers dont have a melee attack anymore).
 

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Last edited:
Level 3
Joined
Aug 5, 2024
Messages
8
U
The Continent of Arkheim is once again plunged into chaos as dark forces return.

This campaign includes:
- custom units and modified building
-9(possibly more) missions

  • Custom Human Techtree with Unique Player Units
  • Custom Undead techtree
  • Custom Elven Techtree


Missions
act 1
1. In Dire Straits (Playable, beta)
2. Invasion (Playable, beta)
3. The Hunter and the Dead (playable, beta)
act 2
4. A Burning City (Unplayable, Alpha)
5. The Broken Covenant (Unplayable, Alpha)

I've always wanted to make a campaign but through various reasons have not been able to actually finish one, this has my dream human and elven units which are from around 4-5 years ago, along with my improved terraining:thumbs_up:.


I have about 5 maps currently and 2 are playable... enough (other 3 are basically just terrain), the missions are working but need a bit of fine tuning and a little more work, also a bit of a balancing issue

I'd love it if you guys try my barebones(?) campaign
Advice and any constructive criticism are very much appreciated
(also, suggestions for a possibly better name for the campaign, missions, units, etc. are appreciated)

Update: will post the campaign once I've finished the 3rd mission meanwhile enjoy a somewhat running 1st and 2nd mission
(expect bugs and maybe unbalanced chapters)
(also some spawning attack waves have randomized unit compositions so you might get lucky with weak enemy attacks and luck out when 3̶0̶ 3 abominations come)
Screenshots:

View attachment 483124View attachment 483126View attachment 483121View attachment 483122View attachment 483123View attachment 483124View attachment 483119View attachment 483120
Update: terrain has been reworked on 1st and 2nd chapters, will probably release this around end of the year officially the changes are mostly to remove the water aspect as I find it unfitting and decided to stick to a mountainous area (inspired by americas deserts where the mountains block the moisture or something which caused a desert to form) which evidently is better for my future maps planned on the desert areas :) also have given up doing the skippable cutscenes for now, a rework on chapter 3 will also be made as its really lacking in gameplay(?) i find it boring and you really dont get to explore the map and decided to make it a two part segment (the first no enemy ai, exploration. the second ai is activated and 2 maybe 3 of the expansions to be attacked before your main base( I plan that each outpost lost makes it harder by adding their own unique attacks such as a western mountain base getting destroyed results in the enemy building screechers(gargoyles but they scream instead) well hopefully HOPEFULLY i'll finish by then.

edit: the segment where your hero is on a no build mission is removed and instead just replaced with a cutscene of a few guardians being sent out (I figured the aspect of undead being past the natural barrier of mountains to be not good because what's the point of them attacking the fortress in the first place) but yeah still thinking

suggestions again are to be very helpful
 
Level 8
Joined
Mar 11, 2020
Messages
103
thanks ^^ what do you think would help here? is it too hard? too easy? boring?
hi mate the flock of air units is crazy i like the infantry but we have no real way to deal with air unless we mass towers in ally's base maybe give the tanks a barrage or single target Air damage to help deal with the crazy numbers of air its the main probleme i like the models maybe change the arthas one there are great vendicator models out there as i said this is promising im allawys up to play A human campaign since they have to rely on tactics rather then just masss grunts and blood lust :D tho i noticed a bug or a few i haven't played it again but i will do so maybe after your next update the unit from the alter can be bought infinitely without food cost
 
Level 3
Joined
Aug 5, 2024
Messages
8
hi mate the flock of air units is crazy i like the infantry but we have no real way to deal with air unless we mass towers in ally's base maybe give the tanks a barrage or single target Air damage to help deal with the crazy numbers of air its the main probleme i like the models maybe change the arthas one there are great vendicator models out there as i said this is promising im allawys up to play A human campaign since they have to rely on tactics rather then just masss grunts and blood lust :D tho i noticed a bug or a few i haven't played it again but i will do so maybe after your next update the unit from the alter can be bought infinitely without food cost
I'll definitely need some anti air for them lol, adding very very big siege flyers, and im really going for a massive enemy siege thing in this campaign, thanks for the feedbck definitely gonna try to get a stable version for the 1st 3 chapters
 
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