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
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.
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:
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).
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.
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:
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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