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The Heart of Storms: Dusk of Draenor (Release)

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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The project is finally at a version we are proud to call first (but not last) release out of beta stage.

After a very long wait and, finally, 2 years of intense development (as it was relaunched in 2020 and worked from the ground up, only keeping a few old assets and the story), Heart of Storms finally gets an open release!


For a (not very) brief history of this mod, check here.

What's in the release 1.68?
  • The whole Act I of the Heart of Storms campaign.
  • 3 playable races: Ogres, Orcs and Draenei, as well as lots of neutral units, creeps and heroes.
  • 5 missions (with multiple variants depending on player choices) and 2 cinematics.
  • Thousands of new models and textures, including not only unit and building graphics, but also doodads, tilesets, special effects and UI, for a completely different level of detail that we'd describe as "semi-Reforged" (essentially bringing vanilla Warcraft III to Starcraft II visual quality).
  • New music and unit/hero voices.
  • And basically everything we planned to release in Act I: Dusk of Draenor.
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More stuff will be done for the next releases: melee version and further improvements, especially with visuals and voices. But other than that, consider Dusk of Draenor finished. We're waiting for your feedback, because there's always room for more good stuff!

A word of warning: HoS has a completely reworked balance compared to original Warcraft III, and a somewhat harsh learning curve. We strongly recommend that you play on Easy or Normal for the first time, and be prepared that the final mission is very hectic (though more than manageable once you get the mechanics right). HoS is also cheat-friendly, if you want a VERY easy time (when your heroes need to die, they'll die anyway!)

For testing purposes, all missions are unlocked from the beginning. However, we insist you play them in correct order, as the plot heavily depends on choices you make in previous missions, and you'll only see the basic version if you skip them. There's also a true final boss and a secret ending which are available only for those who complete special objectives! Look out for hints, sometimes they're hidden in plain sight!

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Installation:

Heart of Storms Act I requires a clean (non-modded) English version of Warcraft III: The Frozen Throne, patched to 1.27b. It has also been tested on 1.29.2 and works fine, though you may encounter a few minor bugs. Working on later versions and Reforged (on PTR with campaign support) is not guaranteed and will most definitely be very unstable at best. It will not work at all on 1.26 or any earlier versions.

Currently it's available only as a mix of a campaign file, local files and mpq archive. Using campaign file only was originally planned but we had to discard it due to technical limitations (custom team colors not working) and sheer size of it making the campaign crash on a few systems. Standalone campaign version, still, is planned in the final release for purist reasons, though it will likely have some limitations.
You can download a free 1.27b copy of Warcraft III from Blizzard's FTPs here: https://us.forums.blizzard.com/en/w...ii-official-installers-official-patches/21415
or here:
https://www.hiveworkshop.com/threads/wc3-download-archive-1-00-1-31-1-beta-demo.326836/
1. Copy the w3n file into Campaigns\ folder of the game root.
In you are playing 1.29, this folder is instead located in your Documents/Warcraft III/ folder.

2. Enable local files, instructions can be found here: https://www.hiveworkshop.com/threads/local-files.330849/
If you need any help with enabling local files, just ask, and we'll try to help. It's easier than it sounds.
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3. Download HoS local files: https://drive.google.com/file/d/1wO1i2b8BSyHzUhGQ_UBfvGBq3Uyr2hvR/view?usp=share_link
Mirror: https://mega.nz/file/EjRx3IKR#xwYeYjXfuw6G3h3LLn2zLqkfhV6Sux4b5gzlpAVLG7U

We added instructions and a REG file that does a one-double-click local files setting in the archive.

The campaign WILL NOT FUNCTION without these! They contain most of HoS models, sounds and textures.
Copy the entire contents of Local Files archive into game root; so that, for example, textures are in (game folder)\Textures.

4. War3patch.mpq will be replaced as the result, you might want to make a copy. If you use 1.29, delete it.
Without this, new sounds will not work, and some non-critical visual glitches will occur.
5. If you launch the game (Frozen Throne) and see a new main menu, you have done it correctly. Now just go to Custom Campaigns and play (start with Prologue - Chainbreakers).
Notes:
- Set all visual settings to maximum, or the game will crash.
- Highly recommended to turn off other applications that use a lot of CPU power or RAM. WC3 is not very forgiving if it can't find enough computing power or memory.
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Credits:
Too many people involved to name them here, so we compiled a special list.

And now to the most important question... "Can I use your models in my project?"
Well you certainly can. Reviving and finishing HoS would not have been possible without a huge amount of community models on Hive Workshop and other sites that we based our graphics on (giving all proper credit and, where needed, requesting specific permission), so it would be fair to give back to the community. Therefore, game files come without any protection for the resources inside. However, we would ask you to follow the rules set in the PLEASE READ THIS FIRST section of the credits. We'll copy it here, just in case:
Models marked with red color (in the credits list) feature parts of, and/or are based on models whose authors specifically forbid editing or redistributing their work (General Frank and BloodRaven; their names are marked with bold font in the credits). HoS team uses them with these authors' written permission, and you are not allowed to use, modify or redistribute them without receiving the same permission your side as well. You can contact the authors on Hive Workshop.
Models and icons marked with yellow color (in the credits list) require written approval of HoS team (which we are likely to give, just ask us first) to use, as they are either original characters with distinct visuals, or icons that have been done from scratch specifically for HoS. If you plan to use any of HoS protagonist models in your project, we are likely to kindly ask for minor visual changes your side (recoloring skin and making some adjustments would do, we just don't want them 100% identical to central HoS heroes).
Using any other resources from HoS can be done without specifically asking permission, but please properly credit both the original authors and the HoS team (as nearly all models and skins have been modified by the HoS team, sometimes extensively).
If you didn't find your name in the respective contribution list, or there's an error, please message us, mistakes can happen due to sheer number of resources used.
HoS models may deviate from usual Warcraft 3 standards: for example, we are not using hero glow or decay animations, and some animations require specific attachments. By using any of the edited resources, you agree that it's presented "as is" and not guaranteed to work without supplements. We also do not take requests on modifying these resources to your needs.
No resources listed can be sold or used to generate any kind of revenue or donations. If you paid for it, you have been scammed.
By using these resources, you confirm that you are of sound mind, of legal age, aware of what you're doing, and accept full responsibility for it.
You're welcome share your impressions in our Hive thread or Discord channel.
Looking forward to your feedback!
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CREDITS:
(As per the rules, but better consult the Google Document above. Please remember models based on assets made by General Frank and BloodRaven cannot be used/modified/redistributed without these authors' written permission)
PRODUCTION
Med. MapGuy: maps, campaign triggers, doodads, editing, scaling, scripting, terrain.
Dmitry Rommel: script, reskins, concept, story, characters, general idea, colors, visual style, additional model and skin editing.
Stefan.K: unit and structure models, animations, model fixes, custom geosets, animated conversions, special effect fixes.
HandClaw: texture and icon art, unit icons, ability icons, custom skins and reskins, cursors.
PrinceYaser: freehand icons for units and abilities
HerrDave: so many good bases for orcs and tons of model supplements and animations, doodads and polishing
Uraman: melee mode triggering, balance, adjustments and maps, model edits
Fyodor: melee AI, teamwork, resources; 3113r: melee and AI coding
Kantarion: working with terrain and cliff textures
Brian Sink (beepo): modelling
Tarrasque: modelling
Sellenisko: additional model editing
Nexis: artwork and fine lining
ANDGIL: loading screen art
Xelos (Michael32): stash or stunning models and contributions
Dreamkraft: collection of fine ports that saved our model bank
bakr: for his amazing building models and vision of architecture
Maximal: for his stunning custom hero models

VOICE ACTING
Malmgrev: Prelate, Rangari, Captive, Mizrakh, Arnak, Wulnar, Magus, Warlock
HoS 2006 Team: Rogaar, Necrolyte, Skinner, Spearman

SPECIAL THANKS TO
General Frank, for Draenei vehicle models, icons and skins, plus many other bits and pieces.
WILL THE ALMIGHTY, for explosions of the buildings and units.
Mythic (now Vinz), for visual and special effects, spells, missiles, Draenei buildings and animations.
Hawkwing, for custom geosets when we needed them most.
stein123, for collections of treasures we thought lost, and preservation of the most rare and valuable models.
Darkfang, for skins and ability icons.
Tauer, for high quality named hero models and skins
PROXY, for doing what we were all too lazy to do with special models.
I3lackDeath, Wildfire and FeelsGoodMan, for the UI that inspired us to do our own UI.
P3in, for his stash of amazing special effects
Empyreal, for his visual effects of brilliant design.
Grey Knight, Deolrin and Red, for rally point animations.
The_Warchief, for his time indicators.
johnwar, for lots of reimagined orcs.
Vulfar, HappyCockroach, Ujimasa Hojo, Remixer, Rangnar, Racziel, Deolrin, Red, doom_sheep, eubz, 8512590215848, xw1995327www, Эльрат, Mc !, Fingolfin, Ageron, Tamplier, NilasAran_39, Lothar1994, for doodads.
NhazUl, for autocast.
~Nightmare, for his Move Mithril Spear 3.
Spellbound, for Lightning effects.
Sin'dorei300, for his collection of icons and UI assets
Kenathorn, for item models
Milan The Ripper, for Torchlight icons
Loken Ironwolf, for extracting Pale Orc sounds
DanielGovar, for the book page art
Nаirun, for melee and AI coding

MODELS LIST

UNITS, BUILDINGS, UPGRADES
OGRES Credits
Drudge Base model by Xaran Alamas. Collar by Blizzard. Axe by Justify.
Basher Base model by unknown contributor. Helm by Blizzard.
Skinner Model by Sellenisko. Reskin by Dmitry Rommel. Track icon by Maxwell.
Gladiator Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind.
Gronnling Base model by Explobomb and HerrDave. Head and skin by Sellenisko.
War Hog Base model by Callahan. Head by Tauer. Jaw by HerrDave. Accessories and boar by Blizzard. Armor by HerrDave.
Ogron Siegebreaker Model by Explobomb. Reskin by HandClaw. Portrait animation by HerrDave.
Keg Keeper Base model by strongwill. Barrel by Naga-Meister. Accessories by Blood Raven. Head by Tauer.
Giant Eater Base model by -Grendel. Weapon by Sunchips. Head by Blizzard (animated by Brian Sink/HoS team). Skin by Rommel, HandClaw and Tauer.
Gronn Base model by Blizzard, extracted by Soldier. Reskin by Rommel. Portrait animation by HerrDave.
Magus Model by Tauer. Reskin by HandClaw.
Geomancer Base model by Direfury. Staff by Blizzard. Reskin by HandClaw. Head by Tauer. Elemental by War of the Three Hammers team (preserved by stein123). Bulwark effect by Yours Truly.
Beastbreaker Base model by johnwar. Accessories by Blizzard. Reskin by Dmitry Rommel.
Slave Miner Base model by Ujimasa Hojo. Pick and skin by Blizzard.
Slave Fighter Base model by Stefan.K. Helm, weapon and skin by Blizzard.
Slave Charmer Base model by unknown contributor on XGM. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Slave Shortener Base model by johnwar. Skin by Blizzard.
Ruinous Calamity / Lava Elemental Base model and icon by SuPa-.
Broken Wolf Model by Sellenisko. Icon by Sin'doei300.
Carrion Roc Base model by Rise of the Horde team (preserved by stein123).
Frenzied Rylak Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Oculus Base model by Blizzard. Reskin by Dmitry Rommel.
Migrant Base model by infrenus. Blades by Mr.Goblin and PROXY. Pirate port by loktar.
Flamebringer Base model by Dmitry Rommel. Skin and parts by Blizzard. Missile by kellym0. Portrait by IronMaiden.
Imperator Base model by Dmitry Rommel. Skin and parts by Blizzard. Portrait by Rexxsar.
Slavedriver Base model by Direfury. Mace and head by Blizzard. Reskin by HandClaw.
Prophet of Ruin Base model by johnwar. Reskin by Dmitry Rommel. Accessories by Blizzard. Star by Grey Knight.
Warbringer Base model by johnwar. Reskin by HandClaw. Banner by HerrDave. Helm by Blood Raven.
Butcher Base model by Dionesiist (animations by Chriz). Mask, armor and banner by HerrDave. Blades and cauldron by Blizzard.
Altar of Goria Base model and stones by loktar. Skull by Blizzard. Banner by Ujimasa Hojo.
Stonehold Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Seat of Victors Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Gorthenon Base model by Rise of the Lich King team. Accents and skin by Blizzard. Redesign by Trolldaeron.
Mound Base model by Azazzello. Skin by Blizzard.
Ring of Blood Coliseum model by purparisien. Model base by Blizzard.
Smelter Base model by Mephestrial. Torch by Blizzard. Weapons by johnwar and Sunchips.
Den of the Breakers Base model and skull by Blizzard. Cave by HerrDave. Molten skin by Darkfang.
Rune Circle Base model by loktar. Runes by Retera. Skin by Blizzard.
Flame of Grond Base model by NilasAran_39, Storm Shadow and Galenrad. Pillar and skin by Blizzard.
Bazaar Base model and decorations by Blizzard. Marketplace by Potato_Powered.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Storm Pillar Base and skin by Blizzard. Banner by loktar.
Sea Strand Rocks and piers by Azazzello. Decorations and skin by Blizzard.

ORCS Credits
Peon Base model by PROXY. Chest by 126647. Axe by Justify.
Grunt Base model and skin by Dmitry Rommel.
Spearthrower Base model by loktar. Thunderspear by Bloody_Turds.
Infiltrator Base model by HerrDave. Head and hair by Blizzard, extracted by Сказочник. Blade by PROXY. Missile by -Grendel.
Catapult Model and skin by Dmitry Rommel.
Brute Base model by HerrDave. Edits by stein123.
Marauder Base model by HerrDave. Edits by stein123. Hair by Fastumgel. Skin by Dmitry Rommel.
Dragon Whelp Base model and skin by Blizzard.
Drake Rider Base model by Sellenisko. Icon by Sin'dorei300. Jaw by Kwaliti. Missiles by kellym0 and Empyreal.
Raider Model and skin by Dmitry Rommel.
Necrolyte Base model by Kam, Xaran Alamas and Dmitry Rommel. Staff by Sunchips. Bones by Blizzard. Special effect by frostwhisper. Missile by -Grendel.
Warlock Base model by T.J. Skin by Dmitry Rommel.
Death Knight Base model by HerrDave. Reskin by Dmitry Rommel.
War Pig Base model and skin by Blizzard.
Daemonic Circle Model by JetFangInferno. Rune circle by Yuu Kusaheki / Yukito Tsukishiro (from XXX Holic / Tsubasa Reservoir Chronicle). Mass sacrifice icon by The Panda.
Daemon Base model by -Grendel. Head by General Frank. Blade by Mythic.
Eye of Killrogg Model by Dmitry Rommel.
Bone Warrior Base model by Mister_Haudrauf. Shield and armor by Dmitry Rommel. Skull by Blizzard. Skin by HandClaw.
Boarder Base model by Dmitry Rommel. Accents by HerrDave. Chains by Mythic. Portrait by General Frank.
Destroyer Base model by Blizzard. Accessories by HerrDave, Mr.Goblin and PROXY. Portrait by Murlocologist.Sword by paradise.engineeri.
Juggernaught Base model by Dmitry Rommel and Xaran Alamas. Icon by Mr.Goblin. Portrait by Tauer.
Mercenary: Zeppelin Base model by HerrDave. Blades by Mr.Goblin and PROXY. Portrait by IronMaiden.
Mercenary: Gronnling Base model by Explobomb and HerrDave. Head and skin by Sellenisko. Blades by Mr.Goblin and PROXY.
Mercenary: Pathfinder Base model by Tauer. Skin, hair and face by Blizzard.
Packleader Base model by PROXY. Weapons by Blood Raven. Axe by Deolrin and Red. Hair and skin by Blizzard.
Netherlord Base model by -Grendel.
Slayer Model and skin by Dmitry Rommel. Weapons by Blizzard. Visuals by Mythic.
Shadowblade Base model by General Frank. Blades by Uncle Fester. Head and hair by Blizzard, extracted by Сказочник. Warp effect by doom_sheep.
Altar of Conquerors (ex. Storms) Base model by Ujimasa Hojo. Pitlord preserved by stein123.
Great Hall Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Stronghold Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Fortress Base model by Red XIII. Skin by Blizzard and Dmitry Rommel.
Pig Farm Model by HerrDave and Tamplier. Pig by Blizzard.
Hall of the Brave Base model by Azazzello.Tusks by loktar.
Steelworks Model by Rise of the Lich King team (preserved by stein123). Reskin by Dmitry Rommel.
Hall of Legends Base model by NilasAran_39. Accessories and skin by Blizzard.
Temple of the Damned Base model by NilasAran_39. Skull and skin by Blizzard (extracted by HL_Vortex). Orb by General Frank.
Dragon Roost Nest by Stefan.K. Dragon by FerSZ. Skin by Blizzard. Original animations by Alok.
Chieftain's Hoard Base model by NilasAran_39. Gold by Mike.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Hellfire Tower (ex. Dragon Tower) Base model by Azazzello.
Maw of Hell Base model by Azazzello.
War Docks Base model by NilasAran_39. Crane by Ket. Skin and decorations by Blizzard.

DRAENEI Credits
Artificer Base model by WyrWuulfe. Animations by Stefan.K. Focus by GoldenEggCN.
Peacekeeper Base model by Sellenisko. Face by Zenonoth. Reskin by Dmitry Rommel.
Rangari Base model by Gluma. Head by Hawkwing. Skin by HandClaw. Bow by Mythic.
Vindicator Base model by kangyun. Visuals by Mythic. Hair and face by Blizzard.
Irontusk Base model by Hawkwing. Reskin by HandClaw. Spear by Blood Raven.
Shadow Keeper Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Eye of Augari Base model by Mythic. Reskin by HandClaw. Focus by GoldenEggCN.
Vigilant Base model by AndrewOverload519. Head, skin and shields by Blizzard (extracted by FeelsGoodMan).
Argunite Battery / Protector Base model by General Frank. Skin by HandClaw. Shield and missile by Mythic. Shrapnel by WILL THE ALMIGHTY.
Solar Hawk Base model by -Grendel. Head and portrait by Blizzard (extracted by gy0243).
Solar Flare Base model and skin by Blizzard. Missile by Mythic.
Skyguard Base model by General Frank. Skin by Blizzard.
Anchorite Base model by kangyun.
Sorcerer Base model by Hawkwing. Reskin by HandClaw. Visuals by Mythic.
Soulpriest Base model by old HoS team. Face texture by FrIkY. Armor by Blizzard (extracted by BloodRock). Staff by Stefan.K. Blessed ground effect by Vadim 647 and stan0033, rune circle by Wattpad (for King of Dragons Highschool DxD Fanfiction project).
Lucent Base model by supertoinkz. Crystals by Mythic. Skin by HandClaw.
Awakener Base model and skin by Blizzard. Shield by General Frank. Portrait by Ujimasa Hojo (head by Blizzard).
Sun Keeper (x3) Base model by Ujimasa Hojo, head by Blizzard.
Lightbringer Base model by General Frank. Reskin with Blizzard assets. Orbital rift by P3in.
Exarch Base model by Gluma. Face and shoulders by dickxunder. Wings by FeelsGoodMan. Blade by Hawkwing. Decorations by Mythic. Occulum by Sellenisko.
Arbiter Base model by Himperion. Reskin by HandClaw. Naaru by Hawkwing. Face and hair by Blizzard (extracted by deme3s and Darious). Accents by Solu9. Visuals by Mythic.
Consul Base model by kangyun. Collar by Stefan.K. Hair by Blizzard. Horns by PROXY. Beacon by Tranquil.
Prelate Base model by DarkClaw and classic. Hammers by Blood Raven. Wings by Mythic. Face by LRAC.
Praetorium Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Warriors' Tier Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Arkonite Crystal Base model by Mythic. Visuals by StefanK. Skin by HandClaw. Crystal by Blizzard.
Crystal Forge Base model by Mythic. Skin by HandClaw. Crystal by Blizzard.
Mana Forge Base model by Mythic. Skin by HandClaw. Forge by Blizzard.
Altar of the Naaru Base model by Mythic. Skin by HandClaw. Statue by Blizzard. Naaru by Bmm34.
Nexus Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing.
Seat of Light Base model by Mythic. Skin by HandClaw. Geosets by Hawkwing. Force shield by Fingolfin.
Halls of Meditation Base model by Mythic. Skin by HandClaw.
Soul Shrine Base model by Mythic. Skin by HandClaw. Gravestones by Blizzard. Assets converted by Renn01 and Navys.
Sky Watch Base model by Mythic. Skin by HandClaw. Crystal by Blizzard.
Emporium Base model by Mythic. Skin by HandClaw.
(Items) Item models by Kenathorn and HerrDave. Orb models by General Frank. Axe and ring by terrio.
Argunite Cannon Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Mortar Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Melter Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Argunite Emitter Base model by General Frank. Visuals by Stefan.K. Skin by HandClaw.
Harbor Ward Base model by Mythic. Skin by HandClaw. Tower by Blizzard (ripped by Racziel).
Crystal Vault Base model by Mythic. Skin by HandClaw. Crystals by Uncle Fester.

NAMED HEROES Credits
Teron Gorefiend Base model by HerrDave. Reskin by Dmitry Rommel. Robe and weapon by Blizzard.
Yrel Base models by Stefan.K and kangyun. Extra animations by HerrDave. Hair by Blizzard (extracted by Razorclaw_X). Hammer by Deolrin and Red. Wings by Mythic. Face by FerSZ. Animations by Maximal.
Velen Base model by Stefan.K. Reskin and dress by Dmitry Rommel. Animations by HerrDave.
Arnak Bladeweaver Base model by Direfury. Helmet by Blizzard. Extra animations by HerrDave.
Rogaar the Half-Blood Base model by Sellenisko. Edited by Dmitry Rommel. Elemental by Astromen. Orb by Mythic.
Wulnar Steelskin Base model by Tarrasque. Extra animations by HerrDave. Portrait by old HoS team.
Orgrim Doomhammer Model by Tauer. Skin edited by Dmitry Rommel. Hammer by Murlocologist.
Varok Saurfang Base model by kangyun. Icon by LordGandulfo88. Skin by Blizzard.
Gul'dan Base model by Tauer. Skin edited by Rommel. Accents by Blizzard.
Teron'gor Base model by PROXY. Cloak by Raging Ent.
Cho'gall Base model by Tauer. Voidwalker by -Grendel (preserved by stein123).
Blackhand Model and skin by Dmitry Rommel. Weapons and skulls by Blizzard. Visuals by Mythic.
Rend Blackhand Base model by HerrDave.
Maim Blackhand Model and skin by Dmitry Rommel. Accessories by Pheonix IV and Blizzard.
Grommash Hellscream Base model by Tauer. Icons by Murlocologist and Sin'dorei300.
Garona Halforcen Base model by Sellenisko and General Frank. Head and hair by Blizzard, extracted by Сказочник. Daggers by Forgotten_Warlord.
Zolaana Base model by kangyun. Collar by Stefan.K. Hair by Blizzard. Horns by PROXY. Circlet by Kenathorn.
Maraad Base model by Stefan.K. Skin and head model by Blizzard. Sword by Blood Raven. Extra animations by HerrDave.
Grizzik Base model by Ujimasa Hojo, head by Blizzard.
Grizzik (Cursed) Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Gug'rokk Base model by Direfury. Mace and head by Blizzard. Reskin by HandClaw.
Durotan Base model by Tauer.
Draka Base model by PROXY. Head and hair by Blizzard, extracted by Сказочник.
Fenris Base model by Эльрат (made for Rise of Lich King project). Skin by Direfury. Armor by Blizzard. Beard by Tauer. Icon by Murlocologist.
Ginghema / Bhastinde Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Skulls by Doom Wolf. Weapon, accents and harness by -Grendel.
Kil'jaeden Base model by unknown contributor, converted from Blizzard's assets. Reskin by Dmitry Rommel. Source models ported by Zenonoth.
Mannoroth Model preserved by stein123, assumed to be made by IronMaiden. Based on Blizzard's assets. Armor and icon by Murlocologist.
Medivh Base model by Blizzard, extracted by Razorclaw_X. Reskin by Dmitry Rommel.
Gharal Base model by johnwar. Icon by Scias. Fix by Uraman. Concept by Feodor.
Mizrakh Base model by icewolf055 and Direfury. Horns by Blizzard, extracted by Zenonoth. Face by FeelsGoodMan. Icon by Murlocogist.
Kilrogg Deadeye Model by Tauer. Icon by HandClaw.

LEGION Credits
Fel Imp Base model preserved by stein123.
Succubus Base model preserved by stein123. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Sentinax Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic.
Immortal Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic.
Paraxis Base model by Blizzard. Animations by Stefan.K. Warp effects by DeuceGorgon and Mythic. Engine by General Frank. Blades by FerSZ. Visuals by Rykon-V73, JesusHipster, UgoUgo and Zephyrius2412. Emblem by xw1995327www.
Infernal (Greater) Base model by LRAC and FerSZ.
Infernal (Unstable) Base model by Blizzard, extracted by Zenonoth.

NEUTRAL UNITS Credits
Gold Mine (Draenor) Base model and additions by Blizzard. Crystals by Uncle Fester. Gold by Mike.
Black Gate Base model by Dark Hunter1357.
Black Market (Draenor) Base model by WarSC. Marketplace revamp by Ujimasa Hojo.
Artifact Merchant (Draenor) Base model by by johnwar. Head, skin and portrait by by IronMaiden. Shop by Эльрат.
Fountain of Life/Mana (Draenor) Base model by Yours Truly. Accents by Jab1z.
Mercenary Camp (Draenor) Base model by Иллисор, Кет.
Impaler Model by johnwar. Skin by Dmitry Rommel.
Smasher Model by Sellenisko. Reskin by Dmitry Rommel.
Handmaiden Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Reskin by Handclaw.
Pitfighter Base model by Stefan.K. Skin and helm by Blizzard.
Wild Ogron Model by Explobomb. Reskin by HandClaw. Club by Sunchips.
Imperatrix Base model by Sin'dorei300. Head and hair by Blizzard. Portrait animation by Stefan.K. Reskin by Handclaw. Skulls by Doom Wolf. Weapon, accents and harness by -Grendel.
Soulgrinder Model by Explobomb.
Genesaur Model by Explobomb.
Deathbloom Model by Explobomb.
Giant Herder Base model by Callahan. Accessories and clefthoof by Blizzard. Rider by IronMaiden. Armor by HerrDave.
Overgrown Base model by Dreamkraft and Xelos. Palm by HerrDave.
Sporehost Base model by Blizzard, extracted by killax and replikanT.
Heartless Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind. Mask by Solu9.
Stalker Base model by Blizzard, extracted by killax and replikanT. Claws by Darkwind.
Blooddrinker Base model by Blizzard, extracted by killax and replikanT. Claws by unknown contributor. Icon by Mr.Goblin.
Shaper Base model by Blizzard, extracted by killax and replikanT. Claws by Blood Raven. Mask by Solu9.
Scrollkeeper Base model by Hawkwing. Head by Blizzard, extracted by Zenonoth. Staff by Epimetheus.
Talonguard Model by Blizzard, converted by Zenonoth. Weapons by Blood Raven.
Talon King Model by Blizzard, converted by Zenonoth. Weapons by Blood Raven.
Solarion Base model by Ujimasa Hojo, head by Blizzard.
Adherent Base model by Ujimasa Hojo, head by Blizzard.
Savage Model by Tauer. Axe by Blizzard.
Barbarian Model by Ujimasa Hojo.
Nomad Model by JokeMaster. Skin by Dmitry Rommel.
Rampager Model by old HoS team. Skin by Dmitry Rommel.
Shadowspeaker Model by Stefan.K., reskin by Dmitry Rommel. Icon by Ginufe.
Beastlord Model by BaiyuGalan. Skin by Dmitry Rommel.
Blademaster Model by Direfury. Blade by Murlocologist. Icon by stein123.
Returned Base model by П4ела. Helm, skin and axe by Dmitry Rommel. Dark skin by Mr.Goblin.
Restless Model by -Grendel. Head and portrait by paulH.
Eternal Model by -Grendel. Fur skin by Dmitry Rommel.
She-Wolf Base model by by Sellenisko. Head, hair and skin by Blizzard (extracted by Сказочник), edited by Dmitry Rommel.
Gronnslayer Model by BaiyuGalan. Skin by Dmitry Rommel.
Prowler Base model by Blizzard. Head and skin by Dmitry Rommel.
Prowler Alpha Base model by Blizzard. Head and skin by Dmitry Rommel. Arrow by JokeMaster. Spear by johnwar.
Goretusk Base model by Callahan. Skin and head by Blizzard.
Hellboar Base model by Callahan. Skin and head by Blizzard.
Wild Rylak Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Rylak Matriarch Base model by Blizzard (extracted by ReVVeR). Blood by Vestras. Missile by kellym0.
Draenei Kids Base model by Alethos / Ujimasa Hojo. Heads and skins by Blizzard (extracted by Zenonoth).
Sargerei Base model by Hawkwing. Reskin by HandClaw and Dmitry Rommel. Visuals by Mythic. Face by Blizzard.
Felsworn Base model by Hawkwing. Reskin by HandClaw and Dmitry Rommel. Visuals by Mythic. Face by Blizzard. Staff by PROXY.
Warped Base model by Retera.
Malformed Base model by Retera.
Lightless Base model by Direfury. Head and skin by Blizzard (extracted by Tier10Trash).
Desecrated Bones Base model by HerrDave.
Voidspawn Model by alfredx_sotn.
Grasp of the Dark Star Model by frostwhisper.
Star Shard Model by WILL THE ALMIGHTY.
Scarshield Base model by johnwar. Edits by stein123. Skin by chr2. Helm by Blizzard.
Inciter Base model by johnwar. Spear by Mythic. Icon by r.ace613.
Terrorizer Model by HerrDave. Skin by Dmitry Rommel. Blade by Blood Raven.
Behemoth Base model by HerrDave, edits by stein123. Skins by Dmitry Rommel, stein123 and HerrDave. Armor by Blizzard. Banner by Azazzello.
Corpse Burner Base model by Sellenisko. Wand by Sunchips. Skin by Dmitry Rommel. Skeleton by PAMEXI. Skeleton skin by Dmitry Rommel.
Hellcaller Base model by Ujimasa Hojo. Skin by chr2. Horns by Blood Raven. Wand by JesusHipster.
Siege Worker Base model by PROXY. Chest by 126647. Axe by Justify.
Sythegore Raider Hammer by Sunchips. Horns by HerrDave.
Fireshot Base model by General Frank. Bolt by Retera. Shield by HerrDave. Helmet by Blizzard.
Pale Wretch Base model by HerrDave. Old version by GhostThruster. Head, portrait and icon by SuPa-.
Pale Scavenger Model by HerrDave. Head, portrait and icon by SuPa-.
Pale Stinger Model by HerrDave.
Pale Eviscerator Model by HerrDave. Hammer by Tauer.
Pale Bloodgorger Model by HerrDave. Sword by Blood Raven.
Pale Desecrator Model by loktar. Skin by Blizzard. Sickle by Apocalypsen. Staff by stonneash.
Twilight Magus Model by Tauer. Reskin by HandClaw.
Void-Blessed Base model by Direfury. Mask by Blizzard.
Tormentor Model by Tauer. Skin preserved by stein123. Icon by Stanakin.
Ripper Model by Mister_Haudrauf. Skin preserved by stein123. Head by Dmitry Rommel. Icon by BLazeKraze.
Paingiver Base model by Aeonux. Skin and shield preserved by stein123 and edited by Dmitry Rommel.
Venomblade Base model by HerrDave. Head and hair by Blizzard, extracted by Сказочник. Blades by Lender and PROXY.
Plunderer Base model by johnwar. Skin by Dmitry Rommel. Icon by r.ace613.
Pillager Base model by johnwar. Head, blade and skin by Dmitry Rommel. Icon by r.ace613. Axe by Sliph-M.
Grunt Model and skin by Dmitry Rommel.
Spearman Base model by loktar. Thunderspear by Bloody_Turds.
Bloodclaw Base model by johnwar. Skin by IamMclovin. Icon by r.ace613.
Wolf Lord Base model by johnwar. Wolf by Эльрат (made for Rise of Lich King project). Icon by r.ace613.
Captive Base model by loktar. Reskin by Dmitry Rommel.
Unseen Defiler Model by Blizzard, converted by Astromen. Icon by Murlocologist.
Sister of Torment Base model preserved by stein123. Head, skin and wings by Blizzard. Portrait by kangyun. Charm by Mythic.
Felhunter Model by Blizzard, converted by Astromen.
Trickster Base model preserved by stein123.
Wildblaze Model by War of the Three Hammers team (preserved by stein123).
Adamant Base model by Kenntaur. Icon by PrinceYaser.
Felspark Base model by Tarrasque. Icons by Mad and Darkfang.
Marshblood Base model and icon by icewolf055.
Flame Walker Base model by Xelos. Icon by zadelim and Marrymind.

ICONS AND UI
Dusk of Draenor icons By HandClaw.
Draenei (Alliance) and Horde interface By HoS team, based on Blizzard's assets.

MUSIC
Assorted mission music is taken from soundtracks of World of Warcraft, Heroes of the Storm, Lord of the Rings: Conquest, Beowulf, Shadow of Mordor, Shadow of War, C&C4: Tiberian Twilight, League of Legends, Total War: Warhammer III, The Incredible Adventures of Van Helsing.

UNIT VOICES RECYCLED FROM OTHER GAMES (most non-Blizzard ones should be considered placeholders and will be replaced eventually)
DotA2: Gladiator, Netherlord, Ruinous Calamity, Awakener
World of Warcraft: Warlords of Draenor: most Draenei and Orc units and heroes, many ogres (Geomancer, Butcher, Giant Eater)
Warhammer 40000: Dawn of War (and derivatives): untis such as Infiltrator, Warbringer, Basher, older versions of some Draenei
Paladins: Consul, Vigilant, Sorcerer
Overwatch: War Hog
Heroes of the Storm: Yrel, Handmaiden, Shadowblade, Medivh, Gul'dan, Cho'gall, Slayer, Arbiter
League of Legends: Lightbringer, Lucent, Prophet of Ruin
StarCraft II: Protoss machine sounds
Mobile Legends Bang Bang: Orc Destroyer, Keg Keeper
Universe at War: Zolaana
War of the Ring: Pale Orcs; Eternal Darkness: Puppeteer's voice ("The Universe is a yawning chasm")
- Final interlude should now load properly.
- Chapter 4 Garona/Rogaar bug fixed.
- New unit voices for Arbiter and Anchorite.
- Chapter 4 final stage (in normal route) now also spawns a greater Infernal in addition to lesser ones.
- Slightly buffed the forces of Bladespire in Chapter 3.
- Some minor fixes for many models.
- Rangari cost increased.
- Chapter 2 Eyes of Kilrogg are now timed (90s) instead of permanent.
- Chapter 4 sacrificing allies should now give x1.5 the mana gained for player's units, and sacrificing dominated enemies should give x10 (maybe will increase further).
- Reconverted voice lines for Peacekeeper and Irontusk to reduce static.
- Cho'gall can now cast his ultimate more often.

- Final interlude should now load for everyone, at the cost of some reduction in detail. The post-credits scene is coming in a later update.
- Fixed lots of models that could crash the game above 1.29. Launching at 1.30 or higher is still very highly experimental, please provide feedback.
- Fixed M4 bugs with AI of ogres.
- In M4, ogre allies (but not Reckoners) now get a resource boost like Blackrock and Twilight's Hammer.
- New Giant Eater unit replies sound.
- Yrel, Velen, Daemon, Giant Eater, Skinner, Wulnar, Kil'jaeden models updated. Arnak skin made brighter.
- Damage of all frigate-type ships buffed.
- Fixed M3 bugs where random dialogue could overlap with cinematics of Bloodmaul and Grimfrost quests.
- Most ogres got new leg geosets with proper feet instead of stumps.
- Buildings now decay for 90s like units (which helps Draenei revive tanks).
- Some M0 default dungeon doodads replaced.
- Tree replaceable textures changed a bit to make sure the game properly blackens the trees on Fel.
- Main menu and loading screen updated to include HIVE credit.

GENERAL
- Local files now include the installation instructions and REG file that enables them automatically.
- All missions are now locked from the beginning and are unlocked one by one, in order. NOTE: if you really wish to open them again for some reason, type UNLOCK in the Prologue.
- Each campaign chapter got a book near the start that contains a hint to an achievement that will unlock the secret ending. Book will not appear if the achievement is already earned.
- Fixed some in-game tooltips that had wrong color, duplications or unclear descriptions, as well as describing entities that didn't happen before the opening of the Dark Portal.
- Some orc death sounds replaced to be less vanilla.

VISUALS
- Horde got a new UI frame, made from scratch by Murlocogist.
- Added an experimental feature of hero glow. Type heroglow in chat to enable team-colored glow on all heroes and hero-like units. Type again to disable it. This effect is purely visual.
- Fixed more models of doodads and some portraits (missed last time) that caused lag spikes on 1.30 or higher.
- Succubi model portraits now have fangs, consistent with WoW.
- In cinematic close-up frames, using more detailed succubi models now.
- New icons for Maraad, Eye of Prophecy, Bonesplitter and Chainbreaker.
- Updated the glitchy texture and model of Orc Rallypoint Banner (and variants).
- Experimenting with armor type icons; we are trying to find the ones that are comprehensive and not 100% WoW-copied, replaced Divine and Unarmored to see how it goes.
- Orc Netherlord, Blackhand and Gul'dan models slightly revamped.
- Orc tower doodads (in M0) should no longer appear with pitch-black roofs in version 1.29 and above.
- Removed required attachments of large and medium from small heroes.
- Emporium no longer has its overhead Tesseract visual.
- Uncorrupted Spearmen no longer use wrongly-colored spears.
- Shattered Hand Venomblade now has a prosthetic hand as all male warriors do.
- Added a few more additional animations for Yrel.
- Warbringer model got slight texture fixes.
- Prelate got a new cape.

GAMEPLAY AND BALANCE
- Weakened the Clan Banner and Grog healing to 2% and 1% respectively; to compensate, increasing banner durability and decreasing barrel mana cost.
- Veinrender proc chance increased to 20%.
- For all current and future Attack type heroes (Slayer, Prelate and Butcher), Mana cost of their spells is reduced.
- Eyes summoned by Rogaar now damage structures as well.

SPECIFIC MISSIONS
- Epilogue got a post-credits scene answering one of the most frequent lore questions.
- Epilogue visuals revamped, including lighting, doodads, terrain, orc clan composition and Kilrogg model.
- Fixed M3 bug where Velen's cinematic could be played more than once.
- In M4, Barbaros's projection is now transparent (for clarity that it's a magical vision).
- In M4, finishing a side quest after 80% gate power should no longer reset fog back to normal.
- In M4, Reckoners should no longer retain any units besides Crystals and Sorcerers (becoming Felsworn) after the side quest is complete.
- Further increasing mana gained by Circles in M4 for sacrificing allies and especially dominated enemies. Previously finishing up the mission was taking too long. Mana for Gul'dan's own minions will remain the same, though.
- M2 succubi vision now uses unique models for each of the three characters.
- M2 bug with sleeping Vigilants is resolved.
- Found a better sky for M2 Legion ships vision.
- In M2, units now can't walk through Horde banners.
- Grommash in M1 should no longer cast Blood Fury. In return, beating him until he honors Arnak by pretending to be defeated now awards an achievement.
- In M2, attempting to avoid fighting at sea and letting Horde ships amass will now make them deploy much more troops from the sea. Eventually all guarding Boarders will join, and in the (unlikely) case of somehow surviving that, Velen will be bombarded every few seconds until he dies or the ships are destroyed.
- In M3 Ginghema's dying animation should no longer glitch.
- In M4, if Avelarii dies while orbital bombardment is in progress, the cinematic should no longer show it.
- Reduced the Ogrogeddon achievement (M3) kill requirement to 50, let's assume each ogre was two-headed to add up to a hundred.
- Fixed a but that prevented the final achievement for the secret ending from being achievable in M4.

KNOWN BUGS
- The game may sometimes choose to shut down all special effects. Reload the map for it to stop.
- Subtitles may disappear from the game (but still appear in log). Go to options, turn the subtitles off, then back on.
- Game may crash with "not enough memory" message. Relaunch with fewer background apps.

BUG FIXES
- Putting Draenei heroes on a transport ship in M2 no longer makes you permanently lose them and render mission unwinnable.
Contents

The Heart of Storms: Dusk of Draenor (Campaign)

Level 13
Joined
Jun 22, 2020
Messages
194
"And so it begins. After 20 (!) years of development (and hanging in limbo), and 2 relaunches, Heart of Storms finally gets an open release - the Public Beta!"
"The whole Act I of the Heart of Storms campaign"


This does not sound at all optimistic and reminds me of another very good and original campaign by some Scandinavians with the same open end in development but mentioned indirectly but their version of the game is stable. There are wonderful campaigns on the site that are finished and work perfectly without their creators chasing the heights of perfection. Personally, I would delete the first quote entirely or rework it so that it doesn't make it clear that I'm more likely to not see this campaign completed than the other way around.

It also reminds me of the band Wintersun, where the first album without any development, thinking and rethinking is a classic in the genre then they started to create (you mean to think, rethink, adjust, change, etc. to make the new album even better and even nicer) so that in 8-9 years we get a BIG nothing: the album will be in several parts and this is the first part of 4 songs which, on top of that, sound desperate.

Some of you may have but I don't have another 20 years for Act II etc :plol: take that literally. I hope you understand me correctly what I'm actually saying indirectly.

It is worthwhile for the entire permanent team to reflect on the following: 1. Can we finish this project and when? / 2. If we can't what else should we do to complete it as soon as possible (5 years) with minimum sacrifices (that means no less than 50%)? / 3. What can we improve on the game in the future after it is completely finished?
 
Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Please put screenshots and copy the credits list as text in the map thread description.
Also credit everything else that's not just models, skins and icons like music and sounds you've used, anything that's not made by you.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Thank you all :3

The texture of the main character in the game is too similar to the terrain texture, it is easy to be blind, you have to make up the team. Can you modify the texture of the main character? As soon as I started playing, the protagonist was killed. This is a the player.
Do you mean Orgrim in the very beginning, or Arnak on the arena?

"And so it begins. After 20 (!) years of development (and hanging in limbo), and 2 relaunches, Heart of Storms finally gets an open release - the Public Beta!"
"The whole Act I of the Heart of Storms campaign"


This does not sound at all optimistic and reminds me of another very good and original campaign by some Scandinavians with the same open end in development but mentioned indirectly but their version of the game is stable. There are wonderful campaigns on the site that are finished and work perfectly without their creators chasing the heights of perfection. Personally, I would delete the first quote entirely or rework it so that it doesn't make it clear that I'm more likely to not see this campaign completed than the other way around.

It also reminds me of the band Wintersun, where the first album without any development, thinking and rethinking is a classic in the genre then they started to create (you mean to think, rethink, adjust, change, etc. to make the new album even better and even nicer) so that in 8-9 years we get a BIG nothing: the album will be in several parts and this is the first part of 4 songs which, on top of that, sound desperate.

Some of you may have but I don't have another 20 years for Act II etc :plol: take that literally. I hope you understand me correctly what I'm actually saying indirectly.

It is worthwhile for the entire permanent team to reflect on the following: 1. Can we finish this project and when? / 2. If we can't what else should we do to complete it as soon as possible (5 years) with minimum sacrifices (that means no less than 50%)? / 3. What can we improve on the game in the future after it is completely finished?
Good point, thanks) Will rephrase it now. Regarding the time it took, the development of Act I began exactly 2 years ago, and though some of the old HoS assets were used, most stuff was done from the ground up (in 2006/2017 versions we didn't even plan the Draenor part, and when the 2020 version's development began, we wanted to start right from Azeroth First and Second Wars interbellum, what will now be in Act II). Considering during these 2 years we also did 3 more races that will be featured in Act II (Humans, Dwarves and Goblins) it's safe to say HoS isn't that slow. But I see what you mean, so rewriting the intro)

Finally ! I am so excited to see this ! I will keep on looking forward to the map's new development ~
Thanks ))

Please put screenshots and copy the credits list as text in the map thread description.
Also credit everything else that's not just models, skins and icons like music and sounds you've used, anything that's not made by you.
Yes, will look into it. Will need to take more screens, and listing music and sounds right now. By the map thread description, do you mean the top post here? If there's a char limit, there's a possibility the list won't fit.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
They will be working all the time unless deleted, though they would probably not affect the game too much as most assets do not replace default Wacraft III ones and use new paths (so only the game menu and some icons and sounds will be replaced).
Considering Warcraft III's relatively small size, I'd recommend making a standalone copy of clean game installation and use it for HoS only.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Added a mirror on mega.nz for the local files!
Also added screenshots and a copy of credits, as per rules.
Somehow the first thing I want to do here is port it to 1.35 :D
That would be very nice (well, once 1.35 actually is released... aaaany day now... they promised...). But probably need to wait until release, when most or all bugs are fixed and last pieces are added.

More versions = more people!
 
Last edited:
Level 28
Joined
Sep 28, 2004
Messages
1,376
the prologue worked perfect so it doesn t make sence that the rest of the campaign doesn t
It makes sense if that chapter asks for files that wont be anywhere but in the local files. Not all maps may need the same files i.e. AI scripts

Added a mirror on mega.nz for the local files!
Also added screenshots and a copy of credits, as per rules.

That would be very nice (well, once 1.35 actually is released... aaaany day now... they promised...). But probably need to wait until release, when most or all bugs are fixed and last pieces are added.

More versions = more people!
I never used local files. Is there something to it beyond replacing the main menu and sharing data between campaigns?
I am asking to better understand the posible port to 1.35. Am I right that I could just extract all data from your mpq and local files and put them in the campaign and it would run out of the box as long as the file paths are correct?
 
Last edited:

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
I never used local files. Is there something to it beyond replacing the main menu and sharing data between campaigns?
I am asking to better understand the posible port to 1.35. Am I right that I could just extract all data from your mpq and local files and put them in the campaign and it would run out of the box as long as the file paths are correct?
Standalone campaign file (where everything's imported) is possible, will try to do that one too. The reasons local files are more preferable are that, in vanilla:
  • Team colors require some weird stuff to update (with 1.29 new ones, became less relevant but will need some tinkering with triggers)
  • UnitAckSound.slk file refuses to work when imported (and sometimes even in local files), which makes any custom unit voices unplayable
  • Any texture updated via patch can (and often is) overridden by patch file
  • WC3 has a very weird glitch where, if it cannot load the entire campaign file into memory at once, it will crash before it even shows you mission selection screen, the moment you choose that campaign in menu

1.35 will likely fix the last problem, the first one can be fixed in World Editor, the second one should be fixed in Reforged (just didn't test it yet), and the third one is rendered moot in 1.29.

So, for 1.35, there should be no issues with standalone campaign itself, but we have no idea if everything else will work fine. Importing everything from the local files into campaign itself should at least not break anything.

Importing anything from war3patch.mpq is not needed because everything is duplicated in local files. It's only there for the few files that refuse to work when imported/placed in game folder.

Thank you in advance for helping us with this very non-trivial task.
the prologue worked perfect so it doesn t make sence that the rest of the campaign doesn t
Did it generate an Error log in the Errors folder? That could help us get what went wrong.
 
Last edited:
Level 11
Joined
Aug 1, 2019
Messages
268
1/10 21:27:15.743 GameMain Started
1/10 21:27:15.743 Command Line: "E:\Warcraft III\x86_64\Warcraft III.exe"
1/10 21:27:15.743 Current Directory: "E:\Warcraft III\x86_64"
1/10 21:27:16.866 Telemetry Launch Info:

<\Device\HarddiskVolume3\Warcraft III\x86_64\Warcraft III.exe,\Device\HarddiskVolume1\Windows\explorer.exe5\Device\HarddiskVolume1\Windows\System32\userinit.exe"W3XP*W3XP

1/10 21:28:00.642 Accessed Deprecated MPQ for file: ReplaceableTextures\Water\B_Water00.blp Please import the file into your map to ensure it is available in the future.
1/10 21:28:01.580 Accessed Deprecated MPQ for file: ReplaceableTextures\Water\A_Water00.blp Please import the file into your map to ensure it is available in the future.
1/10 21:28:04.212 Accessed Deprecated MPQ for file: ReplaceableTextures\Cliff\D_Cliff0.blp Please import the file into your map to ensure it is available in the future.
1/10 21:28:07.355 Accessed Deprecated MPQ for file: ReplaceableTextures\Splats\D_UndeadUberSplat.blp Please import the file into your map to ensure it is available in the future.
1/10 21:28:09.884 Gx - Texture Width & Height should both be multiple of 4, otherwise there could be wrong behaviors
Current Width: 354, Height: 354

1/10 21:28:10.712 Gx - Texture Width & Height should both be multiple of 4, otherwise there could be wrong behaviors
Current Width: 266, Height: 261

1/10 21:28:12.902 Accessed Deprecated MPQ for file: ReplaceableTextures\Water\D_Water00.blp Please import the file into your map to ensure it is available in the future.
1/10 21:28:15.145 Gx - Texture Width & Height should both be multiple of 4, otherwise there could be wrong behaviors
Current Width: 50, Height: 70

1/10 21:28:18.244 NGDP Diagnostic Log:
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: NGDP initialization - (archive: true, cache: false, Async: true)
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: Initialization step - FETCHING_CDN_CONFIG
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: Initialization step - FETCHING_BUILD_CONFIG
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: no patch configuration
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: Prepatch
1/10 21:28:18.244 [20230110T21:27:16] {1bbc} INF: Prepatch done
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.108:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.121:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.122:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.109:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.39:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.120:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.123:80 for server http://level3.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.7:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.8:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.6:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.1:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.3:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.5:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.4:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.2:80 for server http://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 2.21.14.168:443 for server https://blzddist1-a.akamaihd.net/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 2.20.252.11:443 for server https://blzddist1-a.akamaihd.net/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.48:443 for server https://level3.ssl.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.49:443 for server https://level3.ssl.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 213.158.175.44:443 for server https://level3.ssl.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.7:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.8:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.6:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.1:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.3:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.5:443 for server https://us.cdn.blizzard.com/
1/10 21:28:18.244 [20230110T21:27:16] {2380} INF: adding network address 137.221.64.4:443 for server https://us.cdn.blizzard.com/

this is the log error file
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Curious... Like... Does it crash because it can't find the older versions of assets? Although timing marks say it's not the problem, since the game worked after that.

Thanks for sharing. Will very likely need to research how older WC3 versions even behave here.

How to play this in widescreen? I can't find 1.29 anywhere :(
Not sure if there even is a widescreen option/support in WC3 until that version.

Any chance a client can be found here: WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO) ?
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Got it :D Will have a quick look now and might stream it in the near future. Any creator care to join my stream to talk about it?
View attachment 419373
The idea of streaming HoS is quite interesting, we'd be grateful if you looked into it)
Not sure if I can join you on a live stream though, due to a number of issues( Perhaps you could instead ask people in chat what they want to know about the project, and we would answer them in text form?
And thank you!
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
I can't play the fifth mission.If click the fifth mission, it will return to main menu.
That is a bug we thought 1.27 and onwards fixed, please tell us your version.
We will try to add an insurance to full release, just in case.

Did everything else (besides the final cinematic) work as intended?
Doesn't work for me in my 1.30 version and there are too many bugs in the company
Well, 1.30 is not officially supported. That it even launched on that version is more than expected.
On 1.27b and 1.29.2 it should work fine.
If you get any issues there, please tell us.
 
Last edited:
Level 7
Joined
Oct 22, 2004
Messages
67
greetings rommel. i remember watching the original works and teasers a long while back [on samods/ campaign creations i believe?]. welcome back. 1 heck of a project. thank you for the guides and reccomendations. i will try to test this chonky beast asap. absoloutly mind blowing stuff. bravo to you and the rest of the benefactors :D
 
Level 4
Joined
Jan 31, 2013
Messages
11
Just finished this campaign on hard. FYI for others, it is not my first swing with this.

Lets start with the good. It is beautiful. It is the pristine art quality that I have come to expect from modern custom campaigns. Impressive stuff.

Most of it works fine on 1.27 with the local files setup. Which is an impressive feat when smaller campaigns have made that version cry on my PC.

What does not work is the epilogue. It just skips, regardless of how I launch it. As others have mentioned.

As for gameplay:

There is way too much blabbering going on. It becomes tedious to figure out which dialogues are important and which are just the miscellaneous stuff. I would probably turn it down a notch.

Speaking of turning down, Peacekeepers and Argunite Batteries are quite loud.


I really consider this a really strong start. It is a neat mechanic with arming the slaves. That being said, all parts of this campaign suffers from an extreme upfront difficulty spike and this is certainly the case here. Until you reach level 2 it is razors edge with the hero's health. Then Wulnar learns healing ward, and the entire party becomes immortal... basically.

It is pretty much suicide to try and complete any of the side missions before you get to that point.

Still, no noteworthy bugs or issues that I found. Good job


Just as before this map has huge upfront difficulty spike. I would place the first holdout as being 3-4 times harder than any other part of this map. Including the end which is honestly a snooze fest in comparison.

I am not a fan of Maraad's death being a lose condition if he isn't marked as a hero


As others have mentioned, getting the full tech tree right out the gate is brutal. I don’t consider this a proper way to introduce your campaigns macro mechanics. Not here, not ever.

The map is also massive, but not very good at giving directions. And then there is the need to manage your ally, and manage the boat attacks. If this map had a third of the things going on, it would still be completely overwhelming as the introductory macro mission.

I also really really hate the use of one-way teleporters. Lets call it Arkain PTSD.

In the end, all this complexity… is shallow. Draenei has a one-tool for all tasks and they are called Rangari. One supply archers with frost arrows and critical strike. Just spam those. Leave 5 of them at each of the bays to hold off the boats. Once the defense is stable max arakoa for the boats and then use them to roll over the orcs.

This is the equivalent of a Starcraft 2 mission that does everything in it’s power to force you to turtle with marines until you got a max army of Battlecruisers. Not fond of this design at all.

Phase 2 works fine.

For phase 3 I am not a fan of a no-build segment being dependent on the upgrades I made (and especially didn’t make) during phase 1.


This map would have worked much better as the introductory macro mission. By design, it opens up tech at a smooth pace, letting you get access to it, little by little.

For the starting phase, it really isn’t explained that killing flamebringers provides an additional Lucent.

The Bladespire clan seems very weak. In a previous playthrough they got stomped on their own without me needing to touch a finger for that. Now as I choose to let them be my ally, they still needed a lot of assistance to hold the line.

The Arnak side mission is… weird. It is marked as optional, but the final stage of the main mission cannot be reached without it. Firstly you got to kill all his forces on the island. On the mission that provided a large naval siege weapon with 4000 range. Yea that is trivial.

Then the legion sends attack waves toward him. No actually they send waves towards your base. Supposedly they are going after Arnak…. who is on a separate island.

The last weirdness is that if you start the mission after completing the 3 sideclans then you got both the legion and the highmaul charging your main base relentlessly… except they aren’t allied so it turns into a FFA outside your camp while you get to pick off the scraps of survivors.

Wierd map, but enjoyable nonetheless.


This map is bad. I don’t have kinder words to say about it. In previous versions my assessment of this map was borderline unplayable, so it has improved. That does not make it good yet.

Firstly, you know what I am going to say at this point. Extreme upfront difficulty. 0/0 vs 3/3… thanks a lot. Four different attack routes that needs to be covered, miles apart, plus the occasional air waves.

Then there is all the allies that needs to be babysit. With 2 different sides objectives to complete on their own.

I believe there is a bug with Rogaar and Garona, where in if they kill Ghaled but not the rest of his party, they are not teleported to safety, but must instead be ressed without an option to complete their mission.

The biggest sin of all for this map though? Once it is all done, once the upgrades are caught up, once there is a critical mass of towers, the map is boring as hell. It is literally just a hold-out against the Draenei while you rally enough workers into the circles to reach max energy. It is not very well advertised what metric gives most energy, but workers wins on most of the metrics per cost anyway. It takes forever. My final playtime for this mission was 3 hours in-game. Not counting resets. Everything was mined out.

I don’t understand why the eyes of Kill’rog works differently to the Eyes made in Chapter 2. This campaign has enough of a problem with it’s steep learning curves. Inconsistency is not really needed at this point.

I would also really prefer if Guldan wasn’t teleported to the center after the phase 2 end cutscene. Yes, that is where stuff happens, but the place is also completely uncovered by the time I reached max energy, so had to rush Guldan to safety from attacking forces after that.





It is great to see this campaign finally come through after so long. I look forward to other parts.
 

Rommel

Hosted Project: HoS
Level 19
Joined
Mar 31, 2004
Messages
132
Just finished this campaign on hard. FYI for others, it is not my first swing with this.

It is great to see this campaign finally come through after so long. I look forward to other parts.
Thank you :) Your feedback was invaluable to make it see the release.

The skipping epilogue we seemed to pinpoint to the importing issue, it works for some people but not others. Today we made a fix that should remedy it; if it proves well, will upload an intermediate patched version.

Rangari were weakened a little, so they aren't that imbalanced (Draenei are rather powerful already with their heavy hitters and healers, and the vehicles/towers mechanic that no other faction has, so there are many ways to steamroll this mission), will tweak them again if they turn out better than everything else. Maybe keep them powerful, but make them more expensive.

For chapter 3, IIRC the side quest of Agony is not mandatory (there's even a change of some cutscenes if it's not done), but if it's problematic to reach the final base without it, will investigate (the fel mist is rather narrow, we hoped one can just run quickly through it, it's the force wall that won't let player pass until the final phase).

Ironically, with that quest we originally wanted to send waves onto the island, but turned out that sudden shock of having to defend it (with likely little to no troops brought in advance) was far worse than confusion over why would the demons attack on land.

Chapter 4 is a weirder case, we tried to improve it, but it was too late into production to revamp it from scratch without also making it lose something of value. Hopefully can think of a better way to make it more enjoyable. At least AI and mass sacrifice took a bit of stress off.

One of the core ideas with this mission is that, as per Gul'dan being a villain surrounded by expendable minions (or so he thinks), the player has to first play it as normal before getting a good defense and completing optional quests, and then just sacrifice basically everything that's not being used at the current moment. Summon some succubi, have them hijack some attacking draenei, then toss all into a circle. Allied player has a surplus of units and not being attacked (this is more true for the Twilight's Hammer who's more out of harm's way than Blackrocks) - grab them and sacrifice them. In fact, the third allied base you gain after Cho'gall's quest is supposed to be little more than a source of fuel for the circles. At least that's how it plays on Normal, Hard may be hard indeed.

The bug I'll take a look at tonight, should be something simple.

And thanks again for the feedback and the time you put into testing our campaign! It's very much appreciated, and will be put to a good use in preparing the next version, and next chapters).
 
Level 4
Joined
Jan 31, 2013
Messages
11
One of the core ideas with this mission is that, as per Gul'dan being a villain surrounded by expendable minions (or so he thinks), the player has to first play it as normal before getting a good defense and completing optional quests, and then just sacrifice basically everything that's not being used at the current moment. Summon some succubi, have them hijack some attacking draenei, then toss all into a circle. Allied player has a surplus of units and not being attacked (this is more true for the Twilight's Hammer who's more out of harm's way than Blackrocks) - grab them and sacrifice them. In fact, the third allied base you gain after Cho'gall's quest is supposed to be little more than a source of fuel for the circles. At least that's how it plays on Normal, Hard may be hard indeed.

Okay, I can tell the problems with this idea.

There are 3 primary threats from the Draenei that makes this map hard (You know besides the infinite attack angles and severe initial upgrade disparity).
  1. Eye of Angari, which can vaporize circles in seconds, if unattended. They are mechanical so no charming them
  2. Argunite Batteries, which will raze your base. Mechanical, no charming.
  3. Vindicators. They are resistant. No charming.
Anything not one of those 3 gets vaporized in seconds by the firepower needed to deal with said 3. Maybe the Iron Tusks, but again, it is not highlighted well whether that is worth it. I would rather used a charmed Iron tusk to you know... FIGHT.

Secondly to that "Sacrifice anything not nailed down mentality", Gul'dan learns (as will you) that phase 3 does not mean the Draenei lets down. Infact I think they double their efforts. And now the demon-summoning circles are gone. So if you didn't keep an Army around, you will live to regret it. Mostly through a reset.

I can say that the Ogres were not my sacrifice. They were my Vanguard. While 5 level 10 heroes at my base were desperately holding the line, they used their powerful siege tools to erase the main hall.

Here is what I would suggest:

  1. Give a message (and apply of course) that allied units and charmed enemies gives more energy compared to player-owned units. Maybe a 1.5-2 multiplier for allied and a 50-100 multiplier for charmed enemies (I am serious btw). Again, I haven't checked what the current numbers looks like, but this is the range I would think is needed for it to be worth the effort. This mission got a lot of bloat time to cut away.
  2. Give Guldans warlocks the better Eye of Kill'rog. Set and forget scouting is way stronger than another way of sacrificing units, how does Guldan get a worse deal than random server warlocks? Regardless it will be shot down the first time a rangari walks by, it is not that braindead.
  3. Maybe raise the range of the circles to cover more of the base. It is not like there is any enemy infrastruture that can get hurt by such a change. You might have to add an enemy cost on the infernal spawn. That being free seems unintended regardless. Full base imps might also be too strong.
Good luck with the fixes.
 
Level 5
Joined
Feb 16, 2021
Messages
76
That is a bug we thought 1.27 and onwards fixed, please tell us your version.
We will try to add an insurance to full release, just in case.

Did everything else (besides the final cinematic) work as intended?

Well, 1.30 is not officially supported. That it even launched on that version is more than expected.
On 1.27b and 1.29.2 it should work fine.
If you get any issues there, please tell us.
ok bro
 
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