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The Path to Valour

This bundle is marked as high quality. It exceeds standards and is highly desirable.
Footman16 Presents
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An Alliance Campaign

The Third Campaign in the Tales of the Alliance

Made for Latest Version


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Set during the Third War, The Path to Valour tells the story of the Kingdom of Stromgarde. This Kingdom was one of many to fight against the Horde in the Second War but in the following years they would leave the Alliance and begin to lose their power and strength.

By the time of World of Warcraft, Stromgarde has become a shell of it's former self with only the League of Arathor fighting to restore it. But how did this once mighty nation fall so far in the years since the Third War?

The Path to Valour will show what was happening elsewhere in the world during the Reign of Chaos and answer some questions as well as show some of the events of the Chronicles Books and WoW in Warcraft 3.
Lady Hoteshem is a high ranking member of the Stromgarde military and an adept diplomat. Sent to Ironforge to maintain good relations with the Dwarves she is returning to a Stromgarde that has many problems. She will need to navigate many trials and fight to keep her homeland alive amidst both victories and defeats.

Knowing Lady Hoteshem since they were children, Orman of Stromgarde has been a good and loyal friend to her for years. Now a general in the Stromgarde army it has been years since he has seen his close friend. Stubborn and forthright, he has a good heart and is one of the Kingdom's strongest warriors.

Ojin'ba is a Forest Troll of the Witherbark Tribe and is tasked with enacting revenge on their mortal enemies: the Humans of Stromgarde. The Amani Trolls seek to reclaim all that was once there's and the Arathi Highlands are seen as the rightful territory of the Witherbark Tribe. She will stop at nothing, and will do anything it takes to see her tribe ascendant once more.

An ambitious and cunning foe, High Invoker Basaleph is determined to prove his worth to the Lich King and become his right hand.

All these people and many more are in the Path to Valour...
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The Campaign features 10 playable chapters, 2 interludes, a finale cinematic and a playable epilogue. Gameplay ranges from basic dungeon crawler missions to base building as well as some unique gameplay mechanics such as a recreation of the Arathi Basin.

Enjoy the unique Stromgarde techtree, as befitting their martial status they are the basic Human techtree but with even more unique upgrades on top.

New and dangerous enemies are also present from Dire Trolls to Ogre Lords and Wights to Plague Eruptors.
Explore Stromgarde city itself as well as encounter many characters and other locations from the lore. All major and side characters are canon in World of Warcraft and the gaps in their stories have been filled in here.


Background
I started working on this campaign about a year and 7 months ago from the upload. I started it in January 2024 when I moved to Belfast for half a year and continued it since returning to Scotland. It's definitely been a fun project and has followed me through certain events in my life but has also allowed me to express some of the themes and ideas and experiences in my own life.
In terms of what I hoped for this project. I hoped to build something that could fit seamlessly in the lore of Warcraft and tell a compelling story based in the stories we know. To take some of the events in WoW or chronicles and show them in Warcraft 3 with maybe some of my own spins. For example some WoW retcons that I dislike are instead left ambiguous so the player can make up their own mind.
In terms of gameplay I tried to make a concerted effort to include unique and new gameplay loops, the Culling stands out as an iconic mission partly due to its ability to link gameplay and narrative and I've tried to replicate that philosophy across a lot of these missions. So hopefully you'll enjoy the mix of standard blizzard gameplay as well as more novel aspects and features. I could probably write a whole essay about the process of making this campaign and my own thoughts but I'll restrain myself and simply say that this has been a labour of love with many easter eggs, touches and details added to hopefully turn this into an awesome experience.

Showcase
Some kind people have been willing to record their playthroughs of the campaign which I will link the first episode of each below:
Kasrkin

StrategySphereGaming

HushBook

Chernobyl Brotherhood

Avogast



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I'd like to shoutout a few people who have been essential in making this campaign as high quality as it is.
First of all big thanks to wilted_kale for the amazing background artwork, check out the rest of their stuff, they've done a bunch of awesome pieces of art.

Big shoutout to General Frank for all his modelling assistance, I can't count all the numerous edits he has done for me but they've been invaluable. Also to Uncle for his amazing escort system he created for me, it works so well. Also to Geekio for their work in developing the blight counting system. Tomoraider for their feedback and input throughout the whole design process as well as tons of suggestions and tips. Thanks to Nyctaeus for their doodad models helping bring Stromgarde to life.
Thanks to Kam and InsaneMonster for their help with some of my JASS AIs.
Finally big shoutout to Kasrkin for continuously testing the campaign as I went and giving so much feedback and bug finding.
ModelsTexturesIconsMusic/Other
alfredx_sotn
Aquis
Arowanna
Astromen
A Void
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Blood Raven
Callahan
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ChaoticHunter
Chriz.
Commedia
Craka_J
darkdeathknight
Deolrin
doom_sheep
Eagle XI
Em!
-=Emergenzy=-
EnetheruAnuon
Ergius
eubz
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Felipe Gormadoc
Fingolfin
frostwhisper
General Frank
-Grendel
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Hantoo
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Himperion
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imforfun
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Ujimasa Hojo
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Mr. Goblin
orc01rus
Red
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The_Warchief
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Aldeia
-Berz-
BLazeKraze
Blizzard Entertainment
Chaosy
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Darkfang
Flute
Godslayer
Heinvers
Hemske
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Kam
KelThuzad
kola
lelyanra
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Marcos DAB
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Novart
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Null
Paladon
PeeKay
Stanakin
Svenski
Panda
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Tunadil
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Michael Giaccino and LucasArts
Jason Hayes, Glenn Stafford and Blizzard Entertainment
Russell Shaw and Lionhead Studios
wilted_kale
Marcelo Hossomi
Played N Faved - Sound Effects & Stock Footage

If I have used your resource and your name isn't listed here, please let me know so I can rectify it ASAP!

  • Initial Release
  • All Loading Screens Updated
  • Malin main stat changed to Intelligence and stats per level adjusted
  • Fixed sound levels in some missions
  • Fixed bug in Chapter 4 when skipping the Cave Fight Cinematic
  • Fixed bug in epilogue with checkpoints occurring every 2 seconds.
  • Swapped the Weapon sounds for Orman and Hoteshem
  • Changed description of Danath's abilities
  • Fixed the main quest requirement updating in chapter 8
  • Investigated preventing Hoteshem from jumping back into the palace, but this would be difficult to stop. If you manage it, kudos to you.
  • Added Voiceline once Eastern Bridge is clear informing player they can cross using the makeshift bridge.
  • Removed Dust of Appearance from Mission 2's shop
  • Fixed Mission 2's main quest Requirement for the Southern Garrison not being marked complete in the Quest's Tab.
  • Wasn't able to identify any issues with the cages dying in mission 5 so hoping it was a one time issue.
  • Reduced difficulty slightly on Normal and Hard in Mission 9 with green's defences and timing between spreader spawns.
  • Fixed Hoteshem's AoE and Damage on her Q
  • Fixed Description of damage for her W
  • Fixed issue with Food Supply from rescued units in Mission 5
  • Fixed the wrong Elemental in Mission 9
  • Made it so you get Malin's items in the epilogue.
  • Increased Spreader delay across all difficulties.
  • Added NEW UNIT AVAILABLE hint for Mission 9
  • Decreased mana cost of Feral Leap by 10 mana.

  • Investigated hotkey for Trebuchets before and it doesn't work, can't figure out a fix.
  • Checked Footman flying heights, not sure if it's better or not.
  • Fixed Required Level of Orman's E
  • Moved Orange Undead base further west in final mission
  • Fixed issue with Dwarf Stoneform being audible across the map
  • Fixed issue with villagers fighting being audible during cutscenes
  • Fixed Malin in the epilogue
  • Added Mana Cost to Cleansing Chain
  • Fixed bug where Ojin'ba's AI in mission 3 would stop working
  • Increased timings on Blight Spreaders and Base builders in Ch 9 to reduce difficulty
  • Tweaked Ch 9 Green AI to reduce number of defenders to reduce difficulty
  • Tweaked terrain in Ch 2 in a small area of the map

Contents

The Path to Valour (Campaign)

Reviews
deepstrasz
High Quality. Koala T high in the tree If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB CODES BB Codes | HIVE MELEE MAPS Description...
Besregar has scaled and delivered a campaign that feel's like the perfect activity for introvert's recharge in solitude :]. Congratulations, man. I'm pleased to say that you've made a campaign that feels like a truly refined experience.

The Path to Valour takes a rare theme of Stromgarde on the workbench and packs into a campaign of varied gameplay and good looks. The first thing that I noticed was the terrain - while majority of mapmakers would simply take Lordaeron Summer and pretend that it's Arathi Highlands or something around, you pretty much created a biome of similar temperature and theme with new textures and doodads. This provided areas of Stromgarde and around with fresh look and recognizable identity. The terrain in general feels clear, cozy, organized and readable. It was nice to see finally Dark Iron dwarves in some campaign as well. Nice touch with sudden meeting with Daelin and playable Kul Tiran retrospect. TPoV features many small but important details like that, that enriches and polishes the experience.

Then as I progressed further, rich palette of mission mechanics made me quite impressed. Most of the missions featured something imaginative, while maintaining reasonable difficulty level and high readability of general gameplay. Two playable levels of Thandol Span? Shooting down incoming Necropoli via docked ships? A map that uses % of map covered in Blight as failure conditional? That's a solid dose ot thought put into gameplay and I can't remember a single moment of boredom, but also all those custom mechanics feel welcoming and instinctive to play. I especially enjoyed the RPG map in Stromgarde City and the third mission. This capture of various POIs looks inconspicuous, but is surprisingly enjoyable and I cannot exactly pinpoint why. Perhaps it's the mix of general theme, balance, pacing and slowly-expand-for-the-effect gameplay that I tend to like. Here all those factors were skilfully tailored together.

The campaign is surprisingly soothing and chill, and triggers such feelings very early on. It does so by combining high project quality and many layers of polish with rather slow pacing, balanced difficulty level and story that feels more like a book, then blockbuster movie filled with explosions and CGI. I quickly realized that this one won't throw any nasty surprises at me and simply offers a stable and solid ride to the very end. Sometimes it has those moments of more magic, like the sequence in the throne room of Lordaeron palace... But those moments of surprise, Arkain-style twists of plot that drive the story into completetly new directions are unfortunately rather rare. The plot takes rather predictable route to the conclusion that's already known.

Oh, and the high-ranking lady of a noble Stromian house jumping on cliffs and ridges to reach some hidden loot. With high mana costs and game calculating jumps to be just not enough to reach the destination... Annoying :p, but I guess I'm biased here and I simply dislike jumping around for hidden loot.

I can definitely recommend PToV especially for those long, autumnal evenings of cold rain behind the window. It's not a "Chaotic Masterpiece"-style campaign like HoS, squeezing sweat from me and forcing me to overclock my brain cells. It's not a crazy drive of constant WTF moments, but something that makes an introvert's evening simply complete with balanced entertainment and zen stimulation. Take a cup of tea, cover yourself in a blanket and enjoy a big piece of a well-crafted campaign that can make you forget about daily grind and struggles.
 
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Finished it some minutes ago. It was a very good, very solid campaign, with an underused but extremely cool faction, that is Stromgarde. It's been a long time since I did find a campaign that didn't break the Warcraft 3 balance, and it was pleasant. The human roster get upgraded, but nothing too crazy, except maybe for griffin riders, but heh, it's only for mission 10, epilogue isn't really a "mission", more a narrative moment through gameplay. Heroes are somewhat in the average balance of power of W3. Very offensive oriented, you get the feeling of having two tauren chieftains at the time. I think balancing it more would be nice. Turning Hoteshem into a supportive hero would be nice imo, the aoe bump + the stun are meh, and her third ability I did not even noticed it at any moment. Something like a +50 to damages for the next attack after an ability would be better, I think.

Overall, we can see a lot of care was put into models, factions, maps, details, triggers, and the likes. The mission design was solid overall with some original and interesting ideas.

Thoughts on missions one by one and my rare issues (did the playthrough on hard):

1) Easy enough if you take your time, I was expecting an escape part but whatever. Solid intro mission, you have to manage carefully your footmens life.

2) Interesting mission with a lot going on. Getting golds by taxing peasants is an interesting concept, and those barracks to fill reminds me of mission 3 of Nova Covert Ops. You are under pressure because there is a lot of ground to travel but it's in a good way. Lot to explore too.

3) My favorite mission I think, you have to be agressive. I would just have liked to make a final charge into enemy base. Using a battleground from WoW and turning it into a mission was a nice idea. There is a lot of ground to cover too, and to hold this time, but proper anticipation and defenses do wonders. You can also pin down enemy in their base.

4) I'm not a fan of no build missions in general, this one was sympathetic, with the ships doing stuff, and Daelin being level 10 without having access to any overpowered ability, forcing you to use your units despite your level 10 hero. Pretty good.

5) I like the mission overall, but I do think both Kael and Garithos troops are too weak. They barely contributes, and cannot put a dent in the final base.

Also I'm gonna talk about one of my biggest issue with the campaign which shows up first here: the update on the Scourge is too much. The added units are conceptually cool but they remove EVERY weaknesses of the Undeads as a race while offering way too much. They have every kind of melee units possible, they use possess on banshees, wights have absurd health and powerful aoe spells, they can pin down your units with wraiths to prevent fleeing, on top of everything the Undead already have as strengths. And they rebuild their main bases. So you either snipe acolytes and main building with suicide rush, or you make what I did here: a moronic mass griffin riders. Tried other things, didn't work unfortunately. It may be balanced in this mission if Garithos and Kael could get a bit more strength on their respective waves. Kael barely feels worth recruiting.

6) An OK no build mission. It's more narratively focused than really anything gameplay wise. It's a fun mission, but I believe it will be a boring one if I ever happened (probably) to replay this campaign one day. Great work on Stromgarde tho.

7) Worst mission by far. It's basically more or less The Flight from Lordaeron from the UD TFT campaign, and it's the reason that I think it's a mediocre mission. First, I'm not sure of a necessity of making a mission about retaking the Menethil's crown while the story is about Stromgarde downfall. Second, it's just another (the fourth) no build mission, following directly one, with a hero that is still nothing crazy to play, with nothing that special happening. You walk forward carefully and that's kind of it. There is an ambush, an easy boss, a gauntlet, but they are as simple as they can, and it was boring to play. The map looks too much like the Flight of Lordaeron too. If you intend to work on the campaign again, frankly, I would suggest totally reworking it into something else. Skiping it, maybe, and doing something else instead.

8) Cool concept, it's the trentch of zergs Char's mission 2 of SC2. I would simply suggest to make the road a bit bigger. Also the secondary quest is not really interesting, you just sent two peasants to the ship and it's done in ten seconds. Something else could be better.

9) The mission is overtuned, like, way too much overtuned. You get attacked everywhere, everytime. I don't know how you can deal with it on hard without relying on turtling with tower walls and spawn camping multiple waves. Green base is insanely defended and it's the issues of mission 5 twice as hard. I've tried multiple strats to break the enemy base, mass tanks, mass gyros, balance composition, but the undeads have an answer for everything. Aoes for low hp units and possess for high hp units, as long as mass gargoyles to take care of anything that flies. I did rush acolytes and catacombs to get rid of production and the hero on a first attack, after having fortified with tower walls every critical area. The dwarven attack waves are quite useless, too. They sent forces similar to Jaina's on last orc mission from RoC. They could not be here at all, it would not change anything, really. I would suggest to let them build some defenses in some critical points to help the player and make them feel a bit more usefull.

The main objective, preventing the covering of the map in blight, it's extremely interesting, but I never really felt like it was that important. Kill the waves, clean with the rune stones, done. It felt like a side objective more than a main objective.

I would also give the paladin its classical abilities. You cant give him an orb to attack flyers, you can't give him stuff to be able to take hits, and because he lacks divine shield, he is extremely squishy. His healing ability cannot keep up with the amount of enemy when something is focused too. His ultimate ability didn't impressed me at all.

The core of the mission is very good but it needs to be rebalanced here and there and maybe makes it more important to actively cleanse with priests the blight instead of focusing on killing green.

10) The opposite of 9, it's way too easy. Tirassian and dwarves can hold almost alone for half the mission, and a minimal help is enough to defend. If you simply put some towers, make some priests to heal allied troops, and use griffins to quickly attack enemy waves, you fear nothing at all. Not one time did the Scourge manage to do anything besides destroying some towers, even when I didn't used any hero ability at all. The troll base can be destroyed with your two heroes right at the start without much trouble too. I never used trebuchets to kill units, just to destroy the necropolis. This mechanic is also lacking something, I think. One spawn, you use trebuchet ability, done and gone. It's also weird that the scourge is sending you like 18 necropolis in one mission, it seems a bit excessive. And after that, it's just the exact same thing over and over until 2000 undeads are dead. And the mission end. It was extremely anticlimatic that they just fleed like that. I was expecting a final rush with our allies, maybe Kel'thuzad sending reinforcements or something like that. Nop, just goodbye. It's a good mission but you should add things to shake up the whole thing a bit.

Epilogue) Simple but efficient, makes good use of the Stromgarde map, fast to do, one final showdown for the enemies of Arathi.

The story was better than 90% of other campaigns. The writing too is better than what I generally find from custom campaigns. Big ups for it.

So in summary, some missions could use a bit of rebalance, only mission 7 is bad to my taste. The execution is not perfect but the ideas and will are both here. Good job.
 
Thanks for the in-depth feedback, I've got a couple of bugs to fix so when I go back to do that I can look at re-balancing some of the missions. I'm surprised you thought the Lordaeron mission was the worst but hey, it's everyone's personal taste and I'm glad you enjoyed it :)
Footman, can I ask if you'd ever be interested in doing a Gnoll Campaign for Warcraft 3?
Nope, sorry, Gnolls aren't my thing, they will appear in my next campaign but only to be killed by our valiant Alliance Heroes!
 
Nope, sorry, Gnolls aren't my thing, they will appear in my next campaign but only to be killed by our valiant Alliance Heroes!
Lol, it was worth a try. I kinda hope you do a High Elf campaign next though, very few such campaigns I see.
 
Great campaing i enyojed it very much. Difficulty was really good, on some missions it was really hard even on Nomarl settings so i really enjoyed it.

Hope to see another campaings which will explain some other parts of world of warcraft lore

Thank you :-)
 
This is grand. New units, new heroes, custom races, map detailing and Stormgrade detaling is just from another world. The dialouges are fully voiced. New interesting and challenging missions. This is like Warcraft 4. Great job, I enjoyed every single bit of this campaing.
 
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What a well-crafted campaign this was. From cinematics to characters, story, and gameplay, Path to Valour felt like a true Warcraft III expansion and a perfect example of what someone can achieve with custom content. This is Director's Cut material, and I hope it becomes a benchmark for future map makers.

The terrain was beautiful, diverse, and never repetitive. Every mission felt distinct, matching the world map and the faction controlling that region.
Stromgarde especially felt alive: exploring the city, hearing the citizens' talk, and seeing the war closing in on them was fantastic worldbuilding.

The cinematics were masterfully done: clean camera angles, strong pacing, and dialogue that never dragged. Every character kept their personality throughout the game.

The recreation of Arthas' walk to the throne room was bone‑chilling. The moment I realized what I was seeing, I was impressed. It even made me replay that section just to retrace those steps, knowing what they ultimately led to. That's the power of a strong vision.

None of the chapters felt repetitive or like filler. Each mission introduced new ideas, objectives, and clever callbacks to Warcraft III's original events.

Seeing Garithos, Kael'thas, and Proudmoore appear was a great touch (story and gameplay-wise) their lines fit perfectly with their established personalities and made the world feel connected.

You can tell the main characters have a history together. If anything, I would've loved a bit more dialogue or an extra quest exploring Orman and Lady Hoteshem, although, perhaps the lack of it made everything just evermore bittersweet.

My only real issue comes from Chapter 9. I understand the Scourge is meant to feel overwhelming, but the AI here feels like it's running at x100 speed with pointbreak and greedisgood consantly spammed.

Even with:
keeping Orange in check,
destroying corrupter bases,
building multiple outposts,
and controlling the map…
…the Green base still took me around 10 attempts to break.
They retrain powerful units nonstop, Pink spams corrupters, and Orange keeps pushing. I can't imagine doing this mission without the Paladin from the side quest.
A suggestion: If the player destroys the surrounding outposts, maybe add a cooldown before new corrupters spawn (visible timer), or reduce how often Orange rebuilds and attacks. The mission is doable, but the imbalance is definitely felt, even if it makes sense story‑wise.

I also want to speak on something mentioned in another comment related to reviews (my opinion):
Free custom Warcraft III content and commercial Steam games cannot be judged by the same standards. When you're reviewing a product, you have to take into consideration the process that went into making it because obviously, the process of big game studios is different than what has been done here.
This campaign exists because of passion, dedication, and countless hours of unpaid work, all to give players like us an amazing experience at no cost. That deserves recognition.

Path to Valour is a masterclass in custom campaign design. The mood, the music, the characters, the presentation - flawless. A true passion project, and one of the best Warcraft III experiences I've played.

10/5
 
I wasn't expecting it to be so fun to be honest. But it was great, especially the mission where you run around the capital city. Arathi Basing also xD

And I also liked mr Proudmoore missions Very much. In fact they are my fav after the capital city. He's just so pleasant to play with.

Going to Undercity was kinda weird but okay xD mission where we had to run around catch blight machines was a bit annoying. Last mission 2000 undead was underwhelming xD

10/10 big thank you.
 
Wanted to complain it was way too easy but I was just playing on story and didn't know how to change to harder difficulty until I was done (recently reinstalled wc3).

Very nice campaign I always wondered why Stormgrade declined and at the time there was no info on it really and I think ill consider this story canon now haha. I'm not sure if Orman is implied to be dead or his story will continue in some other campaign (or it has already happened and I just didn't play it). Thank you for nice campaign!
 
So, like... what happened to Orman:( I was expecting that they'd at least see each other at the end. But I guess the message of the campaign wouldn't have really made sense if he were to show up during the finale. But heh, I can't believe I'm able to say that I miss the lad T_T

May you indeed be fighting a righteous cause somewhere 'ma dude.
 
So, like... what happened to Orman:( I was expecting that they'd at least see each other at the end. But I guess the message of the campaign wouldn't have really made sense if he were to show up during the finale. But heh, I can't believe I'm able to say that I miss the lad T_T

May you indeed be fighting a righteous cause somewhere 'ma dude.
Orman died somewhere in Tirisfal or Plaguelands, his statue was built inside Scarlet Monastery, you can see it in WoW Classic dungeon.
https://wowpedia.fandom.com/wiki/Hall_of_Champions
 
So, like... what happened to Orman:( I was expecting that they'd at least see each other at the end. But I guess the message of the campaign wouldn't have really made sense if he were to show up during the finale. But heh, I can't believe I'm able to say that I miss the lad T_T

May you indeed be fighting a righteous cause somewhere 'ma dude.
As his ghost in the epilogue suggests he died at some point hence why his ghost appears and as The Nightmare Book showed his fate can be seen in WoW too where it says he was "lost at the mouth of Icecrown Glacier". As for exactly how it happened, we don't know but someone else is releasing a campaign soon that will show where he eventually ended up. As you say unfortunately that's part of the theme of the story is that we sometimes don't get the perfect resolution with people or friends. Sometimes they leave and we just have to come to terms with it and the fact we'll never see them again.

Glad you enjoyed his character though :)
 
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A pleasant and cozy campaign to play. Canon lore based, follows the people from Stromgarde, which are interesting for the new players after the release of the first campaign in Chronicles of the Second War, and will be even more interesting with the coming to release Act I of the Rise of the Alliance.
On a level it is now, it is a must for every fan to try out.
The author is a very dedicated fan who is able to ultimately cover every faction of the old and new Alliance in his stories.
Wish it will be someday remaked in Reforged 2.0 version with more quests and in-depth mechanics.
 
A pleasant and cozy campaign to play. Canon lore based, follows the people from Stromgarde, which are interesting for the new players after the release of the first campaign in Chronicles of the Second War, and will be even more interesting with the coming to release Act I of the Rise of the Alliance.
On a level it is now, it is a must for every fan to try out.
The author is a very dedicated fan who is able to ultimately cover every faction of the old and new Alliance in his stories.
Wish it will be someday remaked in Reforged 2.0 version with more quests and in-depth mechanics.
This campaign is made for latest version though?

Also you want MORE quests and mechanics? I'm struggling to think what more could be added since almost every mission has something unique mechanic wise in it.
 
Wow, this is honestly one of the best campaigns I ever played on Warcraft 3. I didn’t expect it to be so fun. The story is awesome. The voice acting is good too.
Very well made, with nice terrain and good atmosphere. You can see that a lot of work was put into every chapter. The gameplay is balanced and enjoyable, not too hard but also not too easy, just the right balance to keep you focused. I liked the variety of missions and how each one feels different from the previous.
 
hello i face some problem when i try to play the campaign after i download and place the file in campaign folder when i open reforged i dont see the campaign but a just anothere warcraft 3 campaign and when i select it it just brought me to the mission select but there no map to select
 
hello i face some problem when i try to play the campaign after i download and place the file in campaign folder when i open reforged i dont see the campaign but a just anothere warcraft 3 campaign and when i select it it just brought me to the mission select but there no map to select
I'd probably make sure your game is up to date and an official version.
 
Just finished the campaign. I enjoyed it. The different strategic elements to each mission made it feel like a true RTS campaign. I like the fact that the focus was on your army, and your base. In my opinion there are recent campaigns that kind of force you into these sort of "story moments" where your base and army is completely ignored. (That doesn't have to be a bad thing, necessarily.) I appreciate the tactical approach in The Path to Valour.

Edit: I also want to give you credit for the wide variety of mission objectives and their mechanics. Each mission brought something new, which was very enjoyable.
 
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Just started campaign and it feels amazing.

A few notes:
1. On chapter 2, I'd like food to be limited to 50 or 60 perhaps. I tried to complete it via gathering deathball and it feels rather easy (even thought its still very unique in comparison to most melee maps), but afterwards you just stat snowballing hard. If you, however, had a lower limit cap it would force you to be a bit more tactical.
2. When cleared an enemy base in chapter 2, game automatically finished, which I thought wouldn't be the case cause its not a main objective. Ended up falling back to last save to check the rest of the map
3. Also add tome of intelligence/rune of mana in here, pls, it felt like an easter egg spot to me and I marched half the map in here as a result for w/e reason xD
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Found a minor bug, it gives 150 hp and 4 armor, not 4 int and 100 mana.
 
Incredible campaign 10/10
Fully in keeping with Warcraft lore, with fascinating chapters.
Cool landscapes, awesome abilities, captivating interludes.
Huge thanks to the author and everyone who helped create this wonderful campaign.
I'd love to play similar campaigns for Kul Tiras, Gilneas, Alterac, or the Scarlet Crusade.
 
Great campaing!!! Playing on normal difficulty, I found it quite easy going, except for chapter nine, destroying that green base was a challenge. Maybe I did something wrong but it felt like even 100 supply wont do it :D
 
Man, I really liked your campaign, it was honestly pretty unique. The way you looked at some lesser-known events was different, not 100% canon from what I read on WoWpedia :D But you still managed to really deepen the lore of Stormgarde as a less prominent, not-so-explored faction. Gameplay was classic, quests were pretty interesting, especially the ones in the capital city. The main heroine fit into the story pretty well. Meeting Candor tied all your projects together perfectly, and Danath coming back basically wrapped up that whole storyline.


So what other projects are you planning for the future?
 
Man, I really liked your campaign, it was honestly pretty unique. The way you looked at some lesser-known events was different, not 100% canon from what I read on WoWpedia :D But you still managed to really deepen the lore of Stormgarde as a less prominent, not-so-explored faction. Gameplay was classic, quests were pretty interesting, especially the ones in the capital city. The main heroine fit into the story pretty well. Meeting Candor tied all your projects together perfectly, and Danath coming back basically wrapped up that whole storyline.


So what other projects are you planning for the future?
Thanks glad you enjoyed it, just out of curiosity what things conflicted with Wowpedia? I'm curious.

I'm currently working on a campaign that tells the WoW vanilla Stormwind storyline with the Defias, although progress will be slow as I don't have as much free time as I did when working on The Path to Valour.
 
Thanks glad you enjoyed it, just out of curiosity what things conflicted with Wowpedia? I'm curious.

I'm currently working on a campaign that tells the WoW vanilla Stormwind storyline with the Defias, although progress will be slow as I don't have as much free time as I did when working on The Path to Valour.
Spoilers! Galen betrayed and murdered his own father, not some trolls. And he later fell too, by hand of Sylvanas while defeding Thoradin´s wall and was reanimated by her, as the new servant for the Forsaken. And there was never mage who would razed city by chaotic magic while defeding it. Ogres wtih trolls did it, and they cooperated with Syndicate. I am not saying, these were bad changes, overall I liked them more than the original :D
 
Spoilers! Galen betrayed and murdered his own father, not some trolls. And he later fell too, by hand of Sylvanas while defeding Thoradin´s wall and was reanimated by her, as the new servant for the Forsaken. And there was never mage who would razed city by chaotic magic while defeding it. Ogres wtih trolls did it, and they cooperated with Syndicate. I am not saying, these were bad changes, overall I liked them more than the original :D
Ah, I see, I made that ambiguous, if you want to go along the canon storyline then you can believe that Galen let the Trolls into the city or they made it in themselves so it's up to players which version they want to believe. The Epilogue takes place after the whole Galen thing too so whilst it's not shown or mention it did occur.

The city was taken over and damaged by the Trolls, Ogres and Syndicate as shown in the finale and epilogue, I thought I'd made that clear but perhaps I could've made it clearer. Although yes the actions of Archmage Trelane are my own invention.
 
Just finished the Campaign on Hard.
Awesome!
Some missions gave me memories of the original campaign, but there was always a twist or enhancement to it!
That made the game exicting and almost all missions were complex and needed multitasking.

I wish the last mission against the undead had some more optional quests, it was also sad that the rescued paladin from before disappeared.
But anyway...it took me 4 days to play all missions...again great work!

Voice acting, cut scences are as good as in the original.
Story is interesting and fun (I did not play WOW).
Awesome to see units from other custom campaigns like the plague spreader.

Missions remind me often of the original but have a twist or cool feature that makes them more complex, so you really need multitasking.
 
Excellent campaign through-out. Really enjoyed my time. Thank you very much for creating this.

First I'd like to complement the map designer on the fantastic work on Strombrad and the Lordaeron environments. Truly a joy to jog through and experience a new dimension of existing within a Warcraft 3 campaign. Wonderful stuff. Every other map served their purpose and then some, great designs and map flows overall. My eyes were seldom bored.

The different mechanics, gimmicks, side-quests never left be bored & was never, as far as I recall, repeated. Great imagination and execution here.

Gameplay wise: I played every single mission on Hard.

I thought this to be very fun & engaging for the most part. I felt that the balance most often hit the mark, with heroes feeling very powerful but not to such a degree that I felt compelled to eschew unit production and micro.

The undead, troll/ogre and to a lesser extent the syndicate faction were interesting opponents with some great models & roles. The undead faction in particular fielding many diverse tools - perhaps too many. Countering any specific composition from the undead faction proved problematic. Overpowering them with pure force was instead my chosen style after many bouts.
This is not wholly negative, but definitely pads the runtime on some base building missions.
-> On the point of padding runtime and base building; I have to quickly mention & echo my experience of mission 9. I do not believe this is a fun or well balanced mission on hard mode. Despite entirely eliminating orange, they still spawn in with units to reclaim lost bases. With green waves and constant pink deployments having a third factor to eliminate would of really mitigated the stresses the player is put under. So the constant drain of resources and multitasking, mixed with the requirement to amass a troop large enough to defeat greens might base, proves to much.

Suggestion 1: Make it possible to completely eliminate orange.
Suggestion 2: Make it possible to shut down blight corruption spawners, with at least 2 of them being effectively integrated into green base. (Shutting them all down and simply battling green is not a desired result)

I really liked the pressure and demand from the mission, so don't get me wrong there.


Further on specific mission balance, I believe mission 10 can be made harder. I loved having my formidable friends I've made under the campaign by my side. I very much enjoyed the "gimmick" of mission 10, even if it proved to be mostly a cute mini-game - but the demands of attention splitting is still effective and provided some rushes of adrenaline.

Mission 10 can definitely be made harder, but I'm not sure how to achieve this without taking away player power. Simply extending the timeline will not help or engage, the 40 minutes or so allocated seemed perfect in my opinion.

(Also Alterac Valley Battlegrounds was so cute and fun, but the very slim options in troops left hero-carry and tower-spam to be the optimal solution, which kind of reduces the potential of the map in terms of fun)

As far as the story goes; I like it.
The plot has a through-line without much happenstance diversions or divine knowledge. I.E the situations, strategies and missions the characters undertook were caused by circumstances, logic and prioritization rather than the narrator providing them with a globe-trotting goal.
The writing itself is quite rough. Much of the dialogue is exposition and stating of facts, not a lot happening under the surface.
Every character tries to co-operate and solve things together, which is fine. But the motivations or inner feelings do not come through at all, which again is fine considering the medium and scope - but there is more potential for interpretation and characterization if you leave the quiet part quiet, instead of spoken in fact-sharing dialogue.

I'm very glad the campaign is voice acted, even though it is AI (mostly). It is a perfectly fine use-case, considering the unpaid nature of modding & resource intensive task to do without. I much prefer this over bad €15 microphones with only first-takes being used accompanied by a desktop fan.
The line delivery and cadence of many of the voice lines requires an editor/producer to filter the "bad takes". I think it would help a lot. Like re-generating lines with more intent, leaving pauses were there should be etc.
I think WC3 Mapping community is a great first step for anyone looking to begin or practice voice acting, so I'll always be positive towards the opportunity being given under Project Recruitment.

All in all; great stuff. Loved it. Very excited to play whatever you have next. Will also go back and play the two earlier campaigns (But later story-wise, thanks for the Tales of the Alliance thread - much appreciated).
 
Sorry for bother with this kind of question...

But i can't see the campaing in my game, i got 2.00 version and still dont see it...
 
this is peak,currently chapter 4 and its a blast. thx for map
edit:u are an artist bro, some of the cutscenes are cinema. refreshing immersion, cool mission variety i liked arathi basin and stromgarde city quests & exploration, peak campaign. not even done yet im on chapter 10 now but i gotta sleep
 
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Amazing campaign, one of the best campaigns I have played in a long time. I really enjoyed the story and the environment it takes in. Every map looks unique and different, I especially liked the way Stromgarde looked. Absolute cinema of characters. Really beautiful job Footman16!
 
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