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[Campaign] The First War

@loktar When I mean young version I mean like early 20s. Details won't matter much as long as they don't have grey hair.
So for Lothar and Khadgar we don't need grey-haired version but rather versions that look younger than their main model, right? E.g. Lothar without a beard or a shorter beard, or something.
 
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So for Lothar and Khadgar we don't need grey-haired version but rather versions that look younger than their main model, right? E.g. Lothar without a beard or a shorter beard, or something.
For Khadgar we will simply use the TLG models. For Lothar we can use it as well. The difference between a 20 year old and a 40 year old is sometimes not that noticeable :D

Is there another way to contact you? i.e. Discord? You can work on the current campaign version I uploaded if you prefer.
 

Llane (young):​

Llane (old):​

Lothar (young):​

Lothar (old):​

Medivh (young):​

Medivh (old):​

Khadgar (young/old):​

Moroes (I recommend this model) :​

 
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Updated campaign: LL_TFW_SD002.w3n
  • Added basic version of the Prologue cinematic
  • Nearly finished Chapter 1 outro cinematic (use cheat -winmap to watch it immediately)
  • Polished presentation and gameplay of Chapter 1 a bit
  • Started working on Chapter 2
  • Added new art stuff by loktar and some recommendations (most not yet visible in-game)


Chapter 2 will be a challenge as it's set during The Last Guardian Chapter 2, when Lothar met Khadgar in the swamp for the first time. I want players to play with Khadgar, but I don't want to disturb the basic idea that Khadgar was doing puzzles for Lothar at the same time. Current idea is that players need to build a base and protect Khadgar while he does his puzzles (just defend Khadgar for XX minutes; Khadgar is controlled by triggers, he will just be moving around) and players can call him to defend the base if they need help (then he can be controlled). Once the puzzles are done he can be fully controlled to attack the enemy base.
 
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Interesting initiative to remember Warcraft 1 with the retcon background.
I recommend the models:
For Human Stormwind Crossbowman:
Тяжёлый арбалетчик en xgm guru

For Human Stormwind Mage:
Маг Штормвинда en xgm guru

For Human Stormwind Knight:
Рыцарь Штормвинда en xgm guru
 

deepstrasz

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Chapter 2 will be a challenge as it's set during The Last Guardian Chapter 2, when Lothar met Khadgar in the swamp for the first time. I want players to play with Khadgar, but I don't want to disturb the basic idea that Khadgar was doing puzzles for Lothar at the same time.
What puzzles are we talking about? Isn't he there to investigate? Is him going nuts with stuff others don't understand necessary?
I think it has to be clear what he's actually doing. Puzzles sounds vague. It's not like the Swamp of Sorrows is pharaoh's pyramid full of traps or something?
 
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What puzzles are we talking about? Isn't he there to investigate? Is him going nuts with stuff others don't understand necessary?
I think it has to be clear what he's actually doing. Puzzles sounds vague. It's not like the Swamp of Sorrows is pharaoh's pyramid full of traps or something?
I meant the puzzles he does in my TLG campaign. They are in contrast to normal RPG/RTS gameplay this campaign is going to have, and I don't want to contradict what I've done with my The Last Guardian campaign. I want both campaigns feel like they two sides of the same story.

I've decided how solve this:
1. Intro Cinematic: Lothar's army is in the Swamps, they are interrogating some orcs who confess they try to raid along the black Morass road.
2. Main Quest: Reach the human camp to warn them (micro)
3. Mid Cinematic: Lothar is too late, but he meets Medivh and Khadgar (same cinematic as in TLG). Just like in TLG Lothar asks Khadgar to investigate the area because there are force fields. After a fade Khadgar is seen at the Keeper Statue performing a ritual. Then Khadgar returns to Lothar and the force field is gone. Lothar asks Khadgar to help with more force fields.
4. Gameplay: Build a base and get control of Khadgar. Use Khadgar so perform rituals at 4 different sites; defend him while he does (similar to Blood Elf 5: Gates of the Abyss). Destroy the orc base in the end.
5. Outro cinematic: Medivh returns. Khadgar and Medivh leave. Some additional dialogue for Lothar and his army.

It's implied that Khadgar does the TLG campaign puzzles during the cinematic fade/offscreen. On the other hand, when you play the TLG campaign you could say Khadgar helped with the other forcefields offscreen as well. There is some additional dialogue that the Khadgar and Lothar have about Medivh. A lot of that is negligible, but I could either put it at the beginning of the outro cinematic (as that is currently very short) or during random gameplay.
 
IMO force fields sounds too science-fiction. Perhaps, enchanted places? Zones which poison/affect/curse the humans in some way?
Also, ors are quite tough so the humans better torture them good to get information out of them (I guess they know the human tongue?).
Someone hasn't checked out the destructibles in a while :p there's literally a forcefield destructible that can be used as a gate that blizz uses a few times. Think of it more like a magical barrier/force field than a tech-y plasma "shield".
 

deepstrasz

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Someone hasn't checked out the destructibles in a while :p there's literally a forcefield destructible that can be used as a gate that blizz uses a few times. Think of it more like a magical barrier/force field than a tech-y plasma "shield".
I know what it's supposed to represent. I just feel it's too cheesy and creates room for linear gameplay.
 
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OutsiderXE making new content SOOO AWESOME!

If I may throw a few ideas about unit composition. It is a bit immersion breaking that we end up recruiting way more high level melee units, like the knights, when we know the average footman is the bread and butter of the Human/Alliance armies.

I was toying with the idea if, somehow, a system can be implemented of the basic melee unit being required to be recruited to allow the recruitment of the next level of melee unit.

What if the higher units have a separate food pool ? This why we are obligated to field both footmen and knight to make use of both pools of food.
We can also have the archer as the basic ranged unit and the arbalest as the advanced ranged unit for Stormwind. This way we are forced to field a more varied and authentic armies for the WarCraft universe.

The Horde counterpart to the Knight could very well be the Wolf Rider, but instead of the fortified damage it has, it should have normal damage. The Wolf Riders have been disbanded by Doomhammer AFTER the end of the First War.
For the basic Horde ranged units I think a female orc archer would convey the image of a warrior race in which everyone picks up a weapon very well. The advanced Horde ranged unit can be a Spear Thrower.

And one more thing, could you make the footman wear chainmail armor instead of full plate armor ? It`s just strange for the basic unit to have access to such complex armor.
 
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Thank you all for your ideas!

I think Chapter 1 works well as a proof-of-concept, but now I need to flesh out the detailed dialogue of the campaign before moving on. I've already done so for Prologue, Mission 1, Mission 2 and the first Interlude, giving proper introduction to relationship of Lothar, Llane and Medivh. Next up will be Mission 3 and the introduction of Gavinrad, the third playable hero. He is pretty unknown other than he was a succesful commander, so I think we can be a bit creative here.

You can read the work-in-progress here: LLTFW_Transcript.xlsx
 

deepstrasz

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Nice ideas, but I think it's too much of a departure from classic WC3 (campaign) gameplay.
@Shatterfury
Definitely nice ideas for a campaign/map but I feel it's overthinking for what's going on here.
I could imagine something like that (although seems to complicate things with separate food supplies and all) with units upgrading to higher tiers as in games like Disciples and some Heroes of Might & Magic ones. Basically, a first tier unit could reach the highest tier by levelling up through multiple variations/tiers to the highest. There's branching too. See video for more details if interested.
1734514864257.png

1734515020297.png

Also, female orc warriors aren't canon until after Warcraft III.
 
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Draka was not a warrior until later, canonically speaking. Even in some implementations she is a defending mother/wife/mate, not technically a warrior.
What do you mean by later? She became a warrior before Rise of the Horde.

Btw. I will include both Draka and Griselda. Griselda was never written out of the canon from what I know. ~~I will include her to lead some failed attacks during the human campaign~~, giving Blackhand a good reason to get rid of her in the orc campaign.

I've written the script for Mission 3: LLTFW_Transcript.xlsx
 
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I've been working on some loading screens, and I'm curious what you all think.

Version 1, based on a map I found online:
Chapter1LoadingScreenV1.png

Version 2, basically a collage from the Reforged campaign loading screens, loosely based on the map layout:
Chapter1LoadingScreenV2.png

Version 3, another collage but with a wider view, loosely based on the WoW map:
Chapter1LoadingScreenV3.png

So, what do you think? Which one is better? What's bad about them, what could be better? What's good about them?

Thanks for any feedback!
 
Last edited:
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I wish we could release all maps as quickly as Chapter 1, but we needed to take a step back, to write the detailed plot for the cinematics. So far we have finished writing the human campaign and the first mission of the orc campaign.

Major changes include focusing on Medivh as a main antagonist for the human campaign. We believe we have solved the challenge of depicting events of The Last Guardian from Lothar's perspective, without copying the custom campaign too much.

Our script deliberately lacks most in-game dialogue, to give level designers as much freedom as possible when designing quests.

We will go into quest/level design once all the cinematics have been written.

You can read the transcript here: LLTFW_Transcript.xlsx
 
I wish we could release all maps as quickly as Chapter 1, but we needed to take a step back, to write the detailed plot for the cinematics. So far we have finished writing the human campaign and the first mission of the orc campaign.

Major changes include focusing on Medivh as a main antagonist for the human campaign. We believe we have solved the challenge of depicting events of The Last Guardian from Lothar's perspective, without copying the custom campaign too much.

Our script deliberately lacks most in-game dialogue, to give level designers as much freedom as possible when designing quests.

We will go into quest/level design once all the cinematics have been written.

You can read the transcript here: LLTFW_Transcript.xlsx
It all looks good! I think you've done a great job in terms of pacing, layout and translating the original story into a campaign that isn't too long or overly complex. Obviously this doesn't give an indication of how each mission will look or play but in terms of stories and characters I think you've managed to keep that tight blizzard style of story-telling and mission progression. (For the human campaign at least since you guys haven't outlined the Orc one yet).
 
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@OutsiderXE , one this that might find interesting, is that if you change the HP of trees they last longer while being harvested. It long campaigns you no longer deforest 20% of the map.

Also, lorewise the most active clans during this war were the Blackrock Clan (duh!), the Bleeding Hollow Clan and the Twilight`s Hammer Clan.

Would you consider giving each of those clans an unique unit to give them floavour?

The Blackrocks could have the Wolfraider, the Bleeding Hollow Clan could have the Brute - the huge Blood Magic infused orcs - and the Twilight`s Hammer Clan could have the Ogres - the kinsmen Cho`Gall uses to keep the rest of the clan in check.

Also, in new missions that would require basebuilding could you make it so that you also have an ally, make the fights 2 v 2 or 2 x 3 ? I still remember fondly the mission in which as Thrall you team up with Grom and take on all the Human factions. It gives the conflict more depth.
 

deepstrasz

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the Bleeding Hollow Clan could have the Brute - the huge Blood Magic infused orcs
Unless there won't also be those around^ for less repetition, although Warcraft III has Grunt's Berserker Upgrade and the Troll Berserker, so I don't know.
However, it also states here that the Twilight Hammer made dire orcs as well: Dire orc
Funny though that the ogre magi have a spell named after the Bleeding Hollow Clan's leader, Kilrogg.
 
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Unless there won't also be those around^ for less repetition, although Warcraft III has Grunt's Berserker Upgrade and the Troll Berserker, so I don't know.
However, it also states here that the Twilight Hammer made dire orcs as well: Dire orc
Funny though that the ogre magi have a spell named after the Bleeding Hollow Clan's leader, Kilrogg.
Just a few days ago I wrote the script for a cinematic where Cho'gall uses an Eye of Kilrogg to scout the enemy and Kilrogg was also in the scene. Thinking the naming is weird, I looked it up and found out that Kilrogg also had some warlock abilities - so I rewrote the scene with him casting the Eye.
 
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Just a few days ago I wrote the script for a cinematic where Cho'gall uses an Eye of Kilrogg to scout the enemy and Kilrogg was also in the scene. Thinking the naming is weird, I looked it up and found out that Kilrogg also had some warlock abilities - so I rewrote the scene with him casting the Eye.
May I ask for source of where his warlock abilities are stated?

Also I agree with @Shatterfury , it would be nice to have some allies here and there.
I will assume that you know how to write .ai script files but I could help out, especially if they are campaign styled AI scripts.
I can give you a few hints and tips for some stuff that will add a lot of flavour to the AIs in my opinion.
 
Would you consider giving each of those clans an unique unit to give them floavour?
Personally I feel this deviates a bit too much from classic gameplay. I think we will mostly be sticking to the default tech tree as far as controllable units are concerned. But as everything this is not set in stone.

Also, in new missions that would require basebuilding could you make it so that you also have an ally, make the fights 2 v 2 or 2 x 3 ? I still remember fondly the mission in which as Thrall you team up with Grom and take on all the Human factions. It gives the conflict more depth.
This is definitely a good thing to have in at least a mission or two. I'm not sure if many missions will allow for this though, especially for the human missions. We will have to see as we work on each chapter.

I posted a thread in project recruitment in case anyone is interested. Personally at the moment I am mostly hoping for someone who can spruce up the terrain for existing maps and someone who can create nice cinematics :grin:
 
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Interesting initiative to remember Warcraft 1 with the retcon background.
I recommend the models:
For Human Stormwind Crossbowman:

For Human Stormwind Mage:

For Human Stormwind Knight:
 
Hello. Tell me where I can download this project, Google says file not found?
Unfortunately I won't be working on this anymore for the foreseeable future. Here is the latest version in case anyone else wants to continue the project (or just to check it out). Chapters Zero, One and Three are playable.

@Gorin also made a map for Chapter Four (Deadmines) which isn't included in the campaign file. Apologies for abandoning the project without letting you know, btw!
@PROXY also expressed interest in contributing to the project, but I suspect he is busy with other things.
 
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Project isn't dead. @Gorin and I have continued working on this and we have Chapters 0-4 playable, currently working on Chapter 5.

We could use another triggerer to help speed up the creation. Skillset doesn't matter just be motivated to get a single map to be fully playable. We can provide any guidance necessary.

Latest version can be found here: LL_TFW_SD005.w3n
 

deepstrasz

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Not sure if the intro/Dawn of Chaos is done.
The conversations are in place but the action is mismatched. It's not clear that Medivh suffers from anything during the troll engagement, he just shoots normally. The line about the curse seems to come out of nowhere. Then, there's talk with Moroes but we see Lothar hitting Medivh while he's hitting back from this bed. The latter dies eventually when Moroes says he will look after him. Then Lothar asks him to be told if anything at all changes xD
Not sure we should get a glimpse of Sargeras/demon so soon as that would make it so that Lothar knew Medivh was evil from the get-go while in the actual story we learn that later.

Chapter Zero:
  1. Shouldn't maps have black mask?
  2. Would be nice for the portal to show Outland/Draenor instead of Azeroth (what lies behind the portal structure).
  3. Garona is named Togis Proudrage.
  4. What does blind mean in Blinding Smoke (not in the spell's description)?
  5. "This gate is too reinforced" but it's smaller than the previous one which opened by itself xD Yeah, not a fan of linear gameplay especially one that makes little sense in design.
  6. The grunt says he will throw the human troops off the cliff but there aren't any cliffs xD
  7. Perhaps Garona's Shadowmeld/Hide should be disabled during scenes.
  8. During night time, the second torch bearer started running before he was visible.
  9. Before the "We?" line from Blackhand, Garona's runs too fast.
  10. The corridor aid part is too short and easy. There's no need to go cinematic mode every time, could simply use transmissions and move the camera and only if necessary disable user control or pause units.
  11. I guess this chapter is not quite near completion, Isaias is killed by an ultimate+Shadow Strike, the grunts being filler, not to mention the allies...
  12. 1746180320953.png
Ugh, chapter two starts with your units under plague/disease cloud...
Oh, lol the conjurer has it as an ability
1746180635204.png

  1. The troops scattered around the map are already under the player's control. They occupy food disabling you from training peasants.
  2. The spiders invaded the murloc settlement but why was there a murloc attacking them? Was it coming from another village? It doesn't look like the murlocs are defending the zone from an invasion since the spiders are already there and eggs are too many not to look like an infestation from some time ago.
  3. Lothar: "Are you gravely wounded soldier?" (red/low HP) "No time to rest!"
  4. Terrain here is much nicer than on chapter zero.
  5. Finishing the light in the forest quest shows the regular game camera and you can't see the other characters. Plus, some transmissions have no portrait. Not sure if related to the fact that I moved the units right before the scene started.
  6. One of the footmen wasn't moved to the base after the scene.
  7. Some neutral hostiles attacked a group of orcs to which a footman joined
    1746181546239.png
  8. Khadgar is named Huggarin, has 75 HP and 60 mana. Can't even use the first ability because of that.
  9. Medivh remains in the meeting place/woods.
  10. Fighting the sludges in their camp, doesn't give you any items.
  11. The barracks tech tree seems to be all available.
  12. Khadgar could go through a magic wall but couldn't get back. Also the first wall I tried opening. Destroyed the base there and after a while (perhaps triggered by moving Lothar to the southeastern wall?) orc troops appeared in their base zone (where the buildings were) out of the blue and attacked Khadgar
    1746182245711.png
  13. All in all, this chapter is pretty unplayable. You can also get Lothar through the southeastern wall and back. Didn't try other magic walls. Same with troops.
There's no point continuing right now. Want it to be somewhat consistent before trying the other maps out.
 
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Not sure if the intro/Dawn of Chaos is done.
The conversations are in place but the action is mismatched. It's not clear that Medivh suffers from anything during the troll engagement, he just shoots normally. The line about the curse seems to come out of nowhere. Then, there's talk with Moroes but we see Lothar hitting Medivh while he's hitting back from this bed. The latter dies eventually when Moroes says he will look after him. Then Lothar asks him to be told if anything at all changes xD
Not sure we should get a glimpse of Sargeras/demon so soon as that would make it so that Lothar knew Medivh was evil from the get-go while in the actual story we learn that later.

Chapter Zero:
  1. Shouldn't maps have black mask?
  2. Would be nice for the portal to show Outland/Draenor instead of Azeroth (what lies behind the portal structure).
  3. Garona is named Togis Proudrage.
  4. What does blind mean in Blinding Smoke (not in the spell's description)?
  5. "This gate is too reinforced" but it's smaller than the previous one which opened by itself xD Yeah, not a fan of linear gameplay especially one that makes little sense in design.
  6. The grunt says he will throw the human troops off the cliff but there aren't any cliffs xD
  7. Perhaps Garona's Shadowmeld/Hide should be disabled during scenes.
  8. During night time, the second torch bearer started running before he was visible.
  9. Before the "We?" line from Blackhand, Garona's runs too fast.
  10. The corridor aid part is too short and easy. There's no need to go cinematic mode every time, could simply use transmissions and move the camera and only if necessary disable user control or pause units.
  11. I guess this chapter is not quite near completion, Isaias is killed by an ultimate+Shadow Strike, the grunts being filler, not to mention the allies...
  12. View attachment 531621
Ugh, chapter two starts with your units under plague/disease cloud...
Oh, lol the conjurer has it as an ability View attachment 531622
  1. The troops scattered around the map are already under the player's control. They occupy food disabling you from training peasants.
  2. The spiders invaded the murloc settlement but why was there a murloc attacking them? Was it coming from another village? It doesn't look like the murlocs are defending the zone from an invasion since the spiders are already there and eggs are too many not to look like an infestation from some time ago.
  3. Lothar: "Are you gravely wounded soldier?" (red/low HP) "No time to rest!"
  4. Terrain here is much nicer than on chapter zero.
  5. Finishing the light in the forest quest shows the regular game camera and you can't see the other characters. Plus, some transmissions have no portrait. Not sure if related to the fact that I moved the units right before the scene started.
  6. One of the footmen wasn't moved to the base after the scene.
  7. Some neutral hostiles attacked a group of orcs to which a footman joined View attachment 531625
  8. Khadgar is named Huggarin, has 75 HP and 60 mana. Can't even use the first ability because of that.
  9. Medivh remains in the meeting place/woods.
  10. Fighting the sludges in their camp, doesn't give you any items.
  11. The barracks tech tree seems to be all available.
  12. Khadgar could go through a magic wall but couldn't get back. Also the first wall I tried opening. Destroyed the base there and after a while (perhaps triggered by moving Lothar to the southeastern wall?) orc troops appeared in their base zone (where the buildings were) out of the blue and attacked KhadgarView attachment 531626
  13. All in all, this chapter is pretty unplayable. You can also get Lothar through the southeastern wall and back. Didn't try other magic walls. Same with troops.
There's no point continuing right now. Want it to be somewhat consistent before trying the other maps out.
Thank you. This campaign is far from a polished state and most maps have barely been tested. Currently we merely create the maps and bring gameplay to a somewhat playable state. Cinematics are also not representative of the final quality. Polishing will most likely happen either with chapter 8 (end of human campaign) or chapter 16 (end of orc campaign).
 
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