• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a faction for Warcraft 3 and enter Hive's 19th Techtree Contest: Co-Op Commanders! Click here to enter!
  • Get your art tools and paintbrushes ready and enter Hive's 34th Texturing Contest: Void! Click here to enter!

[Campaign] The Invasion of Kalimdor Reworked

Level 28
Joined
Dec 3, 2020
Messages
1,017
This is another campaign that I am reworking (previously I did Legacy of the Damned & The Scourge of Lordaeron).
The idea of my "reworked" project is to make the campaign a little bit more juicy than the original, while not putting some ridiculous stuff in it.
Making boss fights more fun and challenging but in a RTS envisioned style, not RPG style.

Some extra units will be added but ones that will fit the game, the player will be unlocking units from the trolls and the tauren, apart from orcish units.
The campaign will have 2 parts (but I will release everything together obviously): 1st is Prologue -> 5 missions and 11 or 12 in Kalimdor (2nd part)

Recommended version will be 1.29.2, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)
Any other versions will most likely cause some bugs, ruining the intended experience and there might be some game breaking bugs as well. So I really recommend you to play this on patch 1.29.2. Patch 1.31 should also work fine.


The things this campaign will bring to the table:
  • Slightly longer and harder missions but easy enough to beat if you've completed the original campaign on Hard difficulty.
  • Friendly AI on all missions where you have a base (except Departures). This is the main feature I can be proud of from this entire project.
  • Very smooth combat (mostly AI related). Trust me on this one.
  • Added some unused voice lines.
  • Balanced gameplay -> hundreds of re-balanced abilities, unit upgrades, unit stats.
  • Not trying to be too custom to the point where it feels like you're playing another game.
  • Classic, yet modern, feel to the gameplay and everything else overall.

  • Every single summoned unit will die alongside its summoner when that summoner dies.
  • Hero attack damage type will not be used.
  • Magic attack damage type will be used very sparingly (might not be used at all in this specific campaign).
  • RoC campaigns will use RoC balancing.
  • Buildings generally cost a bit more gold.
  • All potions, scrolls etc... will have multiple charges.
  • Almost all spells will have longer cooldowns. Spellcasters are still very strong and magic will be very strong too but I aim to prevent a unit to be able to cast the same spell 8 times in 10 seconds.


---- More will be added over time -----
  • --------- Orcs -----------------
  • Thrall
  • Grommash Hellscream
  • Cairne Bloodhoof
  • Nazgrel
  • Tagar Spinebreaker
  • Kilrogg Deadeye
  • Sen'jin
  • ------- Humans --------
  • Jaina Proudmoore
  • Kargin Ironknee
  • Sanath Tidebringer
  • ------- Others --------
  • Sea Witch
  • Murloc Sorcerer


-------- More will be added over time --------
** Note that not all of the orcish units will be available to the player **

-------- Orcish Units --------
  • Thrall: has Chain Lightning, Thunder Shock, Lightning Attack, Earthquake and Far Sight abilities. A very strong spellcaster unit. Will most likely change his ultimate.
  • Grom: has Bladestorm, Mirror Image, Critical Strike and Cry of the Warsong abilities.
  • Kilrogg Deadeye: has Fire Barrage, Death Coil, Critical Strike and Blood Rage abilities.
  • Tagar Spinebreaker: has Bladestorm, Howl of Terror, Critical Strike and Slam abilities.
  • Grunt: has 680 hp. Is the same for now. It's a pretty good unit overall so no changes so far.
  • Troll Headhunter: has 280 hp.
  • Orc Archer: has 325, a bit less attack damage than a headhunter, but faster attack speed and 50 more attack range. For now doesn't use any upgrades but I will most likely give him an attack range upgrade and maybe even an HP upgrade (+75 hp or +100 hp).
  • Catapult: uses RoC model. Has 500 hp.
  • Raider: is the same for now, but I am planning of doing some changes to him. Either make him a little bit better against units or enable him to switch between being a Raider and a Raider Spear-thrower.
  • Peon: is the same for now, but I plan to enable them to switch between being Peons and Peons Spearthrowers.
  • Orc Shaman: uses alpha model. Has Purge, Moonson and Earthquake.
  • Troll Witch Doctor: has Shadow Strike, Healing Wave and Acid Bomb.
  • Troll Warder: has observer ward, serpent ward, ward of protection and mana ward. I'm still planning and deciding if I should give him a Healing Ward (it will regenerate 240 HP total over 30 seconds, so 8 hp/sec, instead of percentage regeneration).
  • Troll Conjurer: has Curse, Entangling Roots and Hex.
  • Troll Bonecaster: has Banish, Death Barrage and Death Ward.
  • Troll Watcher: melee warrior of the Darkspear Tribe/Island Trolls. Has 550 hp and Defend.
  • Troll Gatherer: the worker of the trolls.
  • Elder Shaman: is basically the normal Shaman, but now a melee spellcaster. Has 400 HP, but gets up to 550 with caster upgrades. Damage also increases with upgrades. Has Lightning Shield (reskinned immolation), Frenzy (self bloodlust) and Summon Feral Spirit.
  • Tauren Youngblood: has 500 hp and Hardened Skin upgrade. Note that I might give some spell damage reduction to all tauren units.
  • Tauren: has Pulverize and Hardened Skin.
  • Tauren War Priest: has 600 hp, Command Aura, Heal and Thorns Aura (still deciding on Thorns Aura).
  • Tauren Bearwalker: has 725 hp, Roar and Rejuvenation (still deciding on his abilities).
  • Tauren Worker: worker unit of the tauren
  • Tauren Brute: has 900 hp, Hardened Skin and will most likely deal some extra damage against buildings.
  • Tauren Catapult: tauren variant of the orcish catapult. Will try to give it some differences.
  • Kodo Beast: has 790 hp, might make it upgradeable to 1000 in the last missions of the campaign. Might give it Hardened Skin.
  • Tauren Koto Beast: tauren variant of the Kodo Beast. Has 1000 hp. Might give it Hardened Skin.

-------- Human Units (worth mentioning) --------
  • Human Conjurer: has Summon Stone Golem, Blizzard and Polymorph.
  • Footman Archer: has 300 hp. More frail than a Rifleman but longer attack range.
  • Sorceress: has Slow, Arcane Explosion and Summon Water Elemental.
  • Hydromancer: has Ice Shards Attack, Ice Prison and Ice Shards.


Missions:
-------- Currently planned missions (might change over time) --------
  • Cinematic: The Prophecy (Completed)
  • Cinematic: The Vision (Completed)
  • Mission 1: Chasing Visions (Completed)
  • Mission 2: Departures (Completed)
  • Mission 3: Riders on the Storm (Completed)
  • Mission 4: The Fires Down Below (99% Completed; fully playable, just missing 1 small trigger that doesn't affect the mission)
  • Mission 5: Countdown to Extinction (Completed)
  • Mission 6: Landfall (Uncompleted)
  • *Potential Mission: The Devils' Plains (Uncompleted)
  • Mission 7: The Long March (Uncompleted)
  • Interlude: The Wreckage of Lordaeron (Completed)
  • Mission 8: Cry of the Warsong (Uncompleted)
  • Mission 9: The Spirits of Ashenvale (Uncompleted)
  • Mission 10: Name to be determined (Uncompleted)
  • Mission 11: Name to be determined (Uncompleted)
  • Mission 12: Name to be determined (Uncompleted)
  • Mission 13: Where Wyverns Dare (Uncompleted)
  • Mission 14: The Oracle (Uncompleted)
  • Mission 15: By Demons be Driven (Uncompleted)
  • Mission 16: Name to be determined (Uncompleted)


1748291371440.png

1748291387284.png

1748291400511.png

1748291441032.png

1748291498013.png

1748291527522.png

1748291547932.png

1748291565907.png

1748291588473.png

1748291619075.png

1748291642007.png

1748291691140.png

1748291705248.png

1748291727239.png

1748291747902.png

1748291765686.png

1748291823870.png

1748291854897.png

1748291894951.png

1748291967986.png

1748291983217.png

1748292015243.png

1748292130261.png

1748292166297.png

1748292194091.png

1748292257461.png

1748292329686.png
 

Attachments

  • TheInvasionOfKalimdorReworked.w3n
    23.2 MB · Views: 16
Last edited:
Level 28
Joined
Dec 3, 2020
Messages
1,017
As always, to anyone who has spared some time to check this thread out, a huge thanks!
And an even bigger thanks if you decide to play it while it's still in development.
As I keep working on this, I will most likely make changes to some of the units (either stats or change their abilities), but there's some units that most likely won't receive many changes or won't receive any at all, such as the Troll Witch Doctor, who has 3 brand new abilities.

I am open to any advice and criticism, however harsh.
 
Last edited:
Level 12
Joined
Mar 25, 2019
Messages
138
Hello there! I have some time so I tested up to chapter 3.

About chapter 1
-Maybe you want to check and removed all the reference of tutorial.
-The first optional quest reward was a little disappointed, that item was really weak and my troops were damaged enough soooo maybe a waste of time.
-Nice secret saving a grunt vs the troll and also a small detour to get two additional grunts, too bad that I did that after the ogres.
-I like that the optional path of the ogres connect with the main path.
-I don't understand the inactive golems, yeah looks cool but those are really weak and you reach the point where you already win.
-BUGS, the dialogue when you rescue the grunt vs troll repeat two times, the same with the dialogue about the golems, probably that occurred because you can go from two points, you should turn off once the other activate.

About chapter 2
-Same about the tutorial stuff
-A small enemy with the gnolls is good enough, unfortunately I forgot the reward.
-No new units to train?
-A little disappointed that the humans don't have attack waves, but I see that you expand the place so is like an adventure.
-I never was fan about shaman's purge, a new enemy the conjurer summon golems, that could made purge really useful, but the golem was magic inmune so purge spell remain useless in this chapter.
-I think that was a little miss opportunity of not train archer here.
-A few lore stuff: Honestly I don't like that enemy villagers and child are enemy so our units kill them, I mean I always do that with arthas for the lolz but Thrall is on command and he can and will trample alliance soldier in his way but never unarmed folks. Also I saw two orc heroes Kilrogg and Tagar, I think that the first one is dead already by wc3 canon and the second one I'm 100% sure that will be with Grom red team.
-BUG,I think that one of the cameras when Thrall release grom is in the wrong place and don't show a good angle, maybe because I was playing with reforged.

About chapter 3
-Nice small adventure and use of some FT enemies, weird that thrall don't speak about the stormreaver.
-A new unit the archer, looks ok, have the pierce version of grunt damage but less hp.
-Shaman get monsoon is ok I guess, what ranged it have? The purge here can help with the water elemental.
-I died like a dummy the first assault of the enemy base, too much AoE damage or things that I didn't see, the next assault was different.
-My allied were doing ok, but we only team up to fight the second enemy.
-It is me or the enemy have too many spellcasters? Priest, Sorceress, the conjurer and the hydromancer(this one doesn't show wnat spells he can use like other spellcaster. Maybe a little overkill.
-I don't find any reason WHY you can't use the ranged upgrade here, you can train the catapult in this level(BTW, because I was playing reforged and looks like the demolisher) and the archer, that are 2 units that lose an upgrade, the enemies can upgrade their archers.
-In the last cinematic there is a rifleman but the enemy can't train it, maybe you want to change that for consistence.

A few feedback in general and some suggestion.
-Maybe you want to QWERT the hotkeys of the units and spells.
-A little disappointed that thrall only have damage spell, he lost the wolves to get a heavy hit spell sure is nice but there is not support for the troops.
-The archer feels a not cool name, maybe you want to rename him Grunt Archer or Grunt Bowman or just Bowman just for have different name that the elven archer/footman archer.
-I gonna be honest in this one, you put too many consumable items, I know that the orcs struggles with sustain, but there is a reason why in FT Blizzard made the runes, you can change some of the items for runes especially in "hard" fights to you can restore and continue. Also I strongly recommend made the books/attributes just instant like FT. The fact that you need to drop one of your item to get the stat boost then use it, hurt the pacing, besides because there is not rexxar stash and probably the second hero we get gonna be too far away, there is not point of keep that for later.

That's everything that I can give for now, when I have time I gonna finish the other 2 chapter that finish the prologue part. BTW I tested with reforged because I read too fast and I didn't notice that play better with the 1.29.

Have a good day.
 
Level 28
Joined
Dec 3, 2020
Messages
1,017
Thank you for testing this, @Tryce09 ! To get a few things clear:

  • All these little bugs or small inconsistencies will be fixed.
  • I guess I shall make the Orc Archer available to train for the 2nd mission.
  • Yeah Shamans can't use Purge against the Stone Golems of the humans, but the Golems are quite fragile and the Purge will come really handy later on.
  • Thrall doesn't have Spirit Wolves for now, but the actual Shaman, which right now has the name of "Elder Shaman" will be able to summon 1 spirit wolf when fully upgraded. Elder Shamans will be melee spellcasters.
  • I could make the Villagers neutral in the 2nd mission.
  • Yeah so I know both Kilrogg and Tagar are dead by the time WC3 happens, but I really hated how they killed off Kilrogg off screen between WC2 and WC3.
  • And about Tagar, I just really love his model and he will have a role later on in the campaign. Also I guess this "Reworked" project should be stated that it's an "alternate" universe. Just another way to re-tell the events of the third war.

I also hope to use AI voice lines for this campaign, like I did for my Scourge of Lordaeron Reworked campaign.
 
Top