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The Swarm Invasion BETA 1.1

The moment the Queen of Blades should have been turned back into a terran, someone called her to Azeroth. Tracked by her old enemies, she now aspire to conquer this world and find what called her.


Go to your Local Disk (C, then open Program Files or Program Files (x86) (depending on where you installed Warcraft III: Reforged).
After that, go into the “Retail” folder and paste the file there.
Then enable “Allow Local Files”, and you’ll have all the Zerg sounds available. retail.rar




Demo Trailer:

The Swarm Invasion 1.1:


This demo now includes the prologue, 6 playable missions, and 2 interludes.


Most of the StarCraft 1/2 models and some from Heroes of the Storm were extracted by me. You may use them if you wish, but please give proper credit.


If you are interested in joining the project, doing voice auditions, or contributing in any way, feel free to contact me.




CREDITS

Lore Master: Oceuss

I will keep adding more to this list, as there is too much content to track accurately.
Please let me know if I have forgotten anyone.

I would also like to thank Darnish for helping me clean and adjust the models.
Models from:
Blizzard Entertainment, LoreCraft Desings, MrOgreMan, InsaneMonster, ZoomMan, Yakelad, Vinz, WILL THE ALMIGHTY, Retera, AoW, LackerXQ

Triggers: PiesOfNorth, Zanmgt

Terraining Tileset: Kantarion


Music:
Warhammer, Blizzard Entertainment


Trailer video:
Lilmunsta/LackerXQ




New updates about this saga will be announced soon.
I hope you enjoy it!
Contents

The Swarm Invasion BETA 1.1 (Campaign)

Reviews
deepstrasz
A work in progress but with a playable chapter and enough workload to be Approved. 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...
I was very fortunate to witness the campaign's development process, and I can tell you, guys, you won't regret it! It has a well-thought-out interface, incredibly beautiful landscapes, and cinematics; so much great models ripped by author. It's clear that everything was made with great love for the StarCraft universe. I really recommend to play TSI :peasant-thumbs-up:
Congratulations, Renn, on the release! :peasant-cheers-back:
 
It. Was. AMAZING!

Awaiting for more missions, premise in trailer and prologue looks fruitful. From aesthetic things, I REALLY liked this campaign, especially how did you managed to create portraits for each unit, especially zerg ones.
In terms of difficulty: Story difficulty feels pretty solid to be called a "story", I completed the mission without any issue and barely used my resources.
Zagara's [W] and [R] abilities are a little OP, which I find good - maybe due specifics of this first mission.

Recommend it to anyone who played Starcraft 2/Starcraft or played Warcraft 3 only, and now want to play Starcraft 2 without installing additional GB to their disk.
Like!
 
It. Was. AMAZING!

Awaiting for more missions, premise in trailer and prologue looks fruitful. From aesthetic things, I REALLY liked this campaign, especially how did you managed to create portraits for each unit, especially zerg ones.
In terms of difficulty: Story difficulty feels pretty solid to be called a "story", I completed the mission without any issue and barely used my resources.
Zagara's [W] and [R] abilities are a little OP, which I find good - maybe due specifics of this first mission.

Recommend it to anyone who played Starcraft 2/Starcraft or played Warcraft 3 only, and now want to play Starcraft 2 without installing additional GB to their disk.
Like!
I'm really glad to see that you enjoyed the prologue and the first mission. That motivates me even more to keep working on the next parts. I'll take a look at Zagara's abilities before she completely breaks the game haha. Thanks for the recommendation and the support!
 
Are you considering creating an Altered Melee map (for both SC1 and SC2) that covers the three main races (Terran, Zerg, Protoss)?
 
Interesting. The first mission gives the feel of swarming that only the zergs can offer on the classic Blizzard RTS. I haven't checked specifics of each units, but it may be a fun campaign. First mission isn't hard even on hard, which is expected, but works well for what it is.

It will be an "only swarm" campaign if I understand it? Kerrigan all around with maybe some other zergs heroes? Against Starcraft and Warcraft factions?

Will this be a one shot campaign, or are you considering sequels letting us playing other Starcraft factions, and Warcraft factions against the Starcraft ones?

As a very minor pet peeves, putting space fighters like vikings, valkyries, wraiths, griffons or tac fighters instead of banshee surrounding the raiders' fleet would make more sense than static banshees, and I'm not sure that nuking Char is a very good idea when you eliminate your own forces, because of the nydus network, the zergs may be able to reach the artifact again way before the dominion even start sending drop pods.

If you need help, I may be able to lend a hand for a Warcraft's lore perspective and feedback on missions themselves.
 
Are you considering creating an Altered Melee map (for both SC1 and SC2) that covers the three main races (Terran, Zerg, Protoss)?
Are you referring to a melee map for multiplayer/online?
Interesting. The first mission gives the feel of swarming that only the zergs can offer on the classic Blizzard RTS. I haven't checked specifics of each units, but it may be a fun campaign. First mission isn't hard even on hard, which is expected, but works well for what it is.

It will be an "only swarm" campaign if I understand it? Kerrigan all around with maybe some other zergs heroes? Against Starcraft and Warcraft factions?

Will this be a one shot campaign, or are you considering sequels letting us playing other Starcraft factions, and Warcraft factions against the Starcraft ones?

As a very minor pet peeves, putting space fighters like vikings, valkyries, wraiths, griffons or tac fighters instead of banshee surrounding the raiders' fleet would make more sense than static banshees, and I'm not sure that nuking Char is a very good idea when you eliminate your own forces, because of the nydus network, the zergs may be able to reach the artifact again way before the dominion even start sending drop pods.

If you need help, I may be able to lend a hand for a Warcraft's lore perspective and feedback on missions themselves.
Thanks for the comment! Yes, there will be sequels; the idea is to continue with the Zerg, Terran, and Protoss (perhaps in that order, although I haven't completely decided yet and it could change in the future). For now, I want to focus on finishing this first part properly.

If you'd like, we can talk on Discord or wherever is more convenient for you. I'd really appreciate some help with the story and commentary.
 
Are you referring to a melee map for multiplayer/online?
Melee map with new races (Terran from SC1 & SC2, Zerg from SC1 & SC2 and Protoss from SC1 & SC2) along with Classic Warcraft III races (Human, Orc, Undead and Night Elf).
 
If you'd like, we can talk on Discord or wherever is more convenient for you. I'd really appreciate some help with the story and commentary.

Discord is fine :) Just to warn, english isn't my native language.
 
A work in progress but with a playable chapter and enough workload to be Approved.


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 Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Hello,

I'm speaking on behalf of Renn (I'm fully working with him on this campaign, as the guy who do the scenario, lore, and mission design, while he takes care of the whole actual production aspect of the campaign, which is by far the hardest and longest part), we are glad to announce that we have released the first six missions of the Swarm Invasion, with the prologue and two interludes, which represents around 40% of the total campaign length expected. The intro mission was repurposed and now looks quite different.

Making the Swarm working on a full scale campaign was quite a challenge, so if you find bugs, issues, or other stuff like this, you can add comments and screenshot to help Renn solve them. Of course, any kind of feedback is appreciated. I must also add that none of us are english native speakers so you may find quite a lot of language issues. We will try to tackle this later, but in case anyone is crazy and motivated enough to find all errors and share them, it could help!

We hope you will like it and we are already working on the next updates.

Cheer
 
I tend to find units getting caught on larva or other units after spawning from a hatchery every so often when trying to rally point the spawn. Not sure why it does this may be how the game handles rally points or pathing and the multiple units/larva around the hatchery.

chapter 1 - Is orange suppose to help? As I only saw one wave being sent and that was only after 2nd objective was started. The 2nd objective states do not let it destroy the zerg base however the enemy never moves too far from its original starting position. It at most only moved slightly past it southern walls but not much further than that before it went back.

chapter 2 - roaches have the corruption orb effect on their attacks. However I do not see this mentioned anywhere unless I just missed the tooltip back on chapter 1. Queen transfusion tooltip say biological units/structures however I can not heal my lair or spore colony.

Chapter 2 is no longer selectable after beating it. It does allow me to go to chapter 3 and Kerrigan still has her items.

1775836584704.png


The maps and cinematics so far have been really well done. Ill finish the other chapters this weekend but just wanted to post these as I saw them.
 
I'm not sure to understand your first issue, can you clarify it?

Orange in chapter 1 is providing some troops at regular intervals, and will send small attack waves against the Odin only. It is attacked sometimes but by weak attack waves, it's, after all, the introduction mission of the campaign, it's made to be easy for the people who never played the zergs. It's possible that sometimes the AI can get confused tho.

For roaches, it's their regular attacks, it's just that the acid spew isn't made right now so Renn used an alternative. And he is looking for the transfusion ability not healing buildings, as well as chapter 2 not being on the select screen.

Overall, the Swarm still needs a lot of improvement right now, I'm working on a big rebalance patch for all three SC2 races, which needs to keep their SC1/2 logic while blending on W3. It will also come with debugs.
 
I have been very close to the production of this personalized campaign and I can assure its great quality, all the day-to-day dedication by Renn in this project has been amazing, being a gift to all Warcraft and Starcraft lovers. Not only that, the ingenuity behind the mechanics and gameplay of the campaign is simply a masterpiece being just a beta. On the part of the story, the collaboration of Oceuss is a pillar of the quality of the project, being coherent in the story and taking full advantage of the lore of Warcraft 3, Wow and Starcraft, combined with the scenarios based and reinvented for an RTS, the love with which the campaign is made dazzles.

This campaign has caught me, I have always loved projects with good cinematics and coherent lore. This project has plenty of both, recreated wow scenarios, which are incredible. I believe that this campaign is surpassed chapter by chapter in all areas, this is what I called a titanic level project
 
I have been very close to the production of this personalized campaign and I can assure its great quality, all the day-to-day dedication by Renn in this project has been amazing, being a gift to all Warcraft and Starcraft lovers. Not only that, the ingenuity behind the mechanics and gameplay of the campaign is simply a masterpiece being just a beta. On the part of the story, the collaboration of Oceuss is a pillar of the quality of the project, being coherent in the story and taking full advantage of the lore of Warcraft 3, Wow and Starcraft, combined with the scenarios based and reinvented for an RTS, the love with which the campaign is made dazzles.

This campaign has caught me, I have always loved projects with good cinematics and coherent lore. This project has plenty of both, recreated wow scenarios, which are incredible. I believe that this campaign is surpassed chapter by chapter in all areas, this is what I called a titanic level project
Thank you
 
As an avid fan and long-time player of SC1 and SC2, this campaign immediately caught my eye and so far I was really impressed with how you've managed to tie in Starcraft 2 with Warcraft 3 thematically. Graphically and visually, it feels epic and grand and every cutscene is extremely well done albeit with some grammatical errors. Unfortunately this campaign REALLY suffers in the gameplay department. Currently I have only played up to two missions on Normal difficult, and plan on doing the rest in the future, but I had to stop because the current gameplay loop has left me exhausted. I would like to see these issues fixed before more missions are pumped out because this project is quite exciting! :grin:

I have found a number of issues, but bear in mind this is not to be insulting or mean, its to highlight potentially problematic areas in the campaign that could and should be improved upon.


This mission was a cool little prologue and you've managed to capture the look of Char from Starcraft 2 immaculately, but the actual gameplay feels VERY overwhelming for a first time mission. I've completed the Zerg campaigns on Brutal in SC2 and have achieved Masters 3 on the ladder with them so I am extremely familiar with the roster and the techtree, but even then I had a tough time adjusting to suddenly being thrown into a familiar environment in a different engine.

You control a max level Zagara with all her abilities unlocked, without any introduction to how those abilities work, then you are given almost the entirety of the Zerg unit composition against the entirety of the Terran unit composition, which work a tad bit differently from how they are in SC2 so I had to adjust myself to their stats, damage types, and armor types to know which counters what.

On top of trying to adjust to the new environment of now controlling a Zerg roster in Warcraft 3's engine, there is also a timer pressuring the player to finish the mission. Fortunately this timer is long enough that it actually doesn't matter and you're given so much army that you can freely just a-move into everything, although with the 12 selection limit, it becomes super difficult to get your constantly spawning army into the fight. Not to mention you get access to Hydralisks with a manual cast Frenzy ability, as well as Lurkers that have to burrow, which is just additional micromanagement in a map where you are given 100+ food worth of units.

Then you finally reach the Odin boss fight. At first it was a great surprise to see the Odin in Warcraft 3 since I really enjoyed the Odin missions in Wings of Liberty, and its appearance in Heart of the Swarm as a boss unit. However, the actual boss fight itself is absolutely dreadful despite being visually stunning.
One of its abilities allows it to launch a barrage of nukes around it, which after a few seconds deals HUGE damage. This in itself normally wouldn't be an issue since you can just move away from it, BUT the ability either has a short or no cooldown at all because the Odin can just keep spamming it, zoning me away from dealing damage to it. Additionally, its high HP pool means that if the Odin managed to kill a bunch of your units with this absolutely BS ability, you'll eventually reach a point where it becomes flat out impossible to kill the Odin or at least take a very long time.

Oh there's also a bug where the Queen unit has 2 Creep Tumor ability icons for some reason. The health bars of some Terran units such as the Battlecruiser is also extremely tiny.

Suggestions:
  • Trickle the unit types in. Start with Zerglings and Hydralisks. Unlock Roaches and Ultralisks as you clear areas, followed by a "New Unit Available" text to show when you're able to use new unit types. Currently, it just overwhelms the player with too much junk. You should instead be teaching/guiding players into utilizing the first few unit types OR don't give them Queens/Lurkers, units that require micro. Think of the mission 3 of the HotS campaign, or mission 1 of the LotV campaign. HotS only let you control swarms of Zerglings and Queens in the 3rd mission, while LotV mainly only gave you a-move units such as Zealots, Immortals, and Collosus. I get that you're trying to go for an "epic big swarm" feel, but you need to tone it down to allow the player to digest whatever the hell is happening here.
  • Perhaps lock Zagara's Ultimate ability, and unlock it as you encounter more areas to clear, with some dialogue from Zagara hinting at it being unlocked.
  • Give the player periodic income so the player can keep pumping out Zerg units even after they've picked up all the loot and have spent it all. This mission is supposed to be an introduction mission, so you should add safeguards to prevent the player from getting softlocked and having to restart/load an earlier save.
  • Change Hydralisk's Frenzy to be an autocast ability. There is NO reason for this to be an ability I have to manually cast.
  • Add a longer cooldown to the Odin's nuke ability. It spams it way too frequently and makes the entire fight unfun and unfair.
  • Maybe take a look at the Terran units selection circles and health bars so they look right.


I loved the vibes and aesthetic of this mission. Kerrigan's first encounter with the Gurubashi trolls was cool, and I was looking forward to see how the Zerg would adjust to Azeroth. Once again, the terraining is extremely high quality and well-done. Buuuut, then we're back to gameplay issues that have dragged what would be an amazing experience down to the ground.

Kerrigan's Psionic Storm feels extremely unusable in the early portions of this mission as a player is more likely to just storm their Zerglings against the early creeps, that it just became easier to attack move with Kerrigan and proc Chain Lightning on attacks. It also feels really weird that Kerrigan is a melee hero when in the HotS campaign, she was a ranged hero that struck enemies with lightning.

Once we destroy the first troll village, we get another masterfully made cutscene, and then we finally get to build our very first Zerg base, yay! Now that the pacing has slowed down, I was actually able to check out how you've translated the Zerg units to Starcraft 2, and I've noticed some questionable decisions.
  • Overlord only has 200 hit points, which is exactly how much HP they have in Starcraft 2. I was expecting these to have at least 400 HP.
  • Roaches and Hydralisks both have Medium armor and a Piercing attack. Roaches also have more attack range than the Hydralisks for some reason. The Roach in Starcraft 2 is meant to be a frontline short-ranged attacker, so I was expecting it to have Normal damage, and Heavy armor. so they can actually function as a proper frontline unit. Heck, maybe even give them Siege damage.
  • Hunter Killers have a fixed amount of damage, which is weird if the intent is to translate everything to Warcraft 3's gameplay.
  • The costs of everything seem relatively unchanged despite now using the Warcraft 3 economy.
  • Banelings do not have an attack, and have to use the Explode ability to deal damage. This is annoying because you cannot Attack Move, and not only that, they do FRIENDLY FIRE, so if you spam Banelings, you are more than likely to just blow your own units up,
  • The Extractor has a smaller building size than the Gold Mine, and the Hatchery is smaller than a Town Hall. I assume this is because a lot of the data is taken from the original Warcraft vs Starcraft mod on moddb, and these things haven't been changed.

And then we finally fight the Trolls, and the AI and troll faction is just way too overtuned.
Screenshot_80.png

Here I'm thrown against an entire army of Batriders, Dire Trolls, and casters that can summon Serpents AND use Lightning Shield. This is meant to be the 2nd mission, and the "first" actual base you have to destroy to reach and save Zagara, yet it is such a slog.

You are stuck on 1 base, and the enemy spams so much junk that the Zerg do not have the tools to counter. Lightning Shield makes Zerglings useless, Dire Trolls are just way too tanky, and the Batriders force you to spam Hydralisks which get shredded by the Dire Trolls and Lightning Shield. By the time you have a decent army, the enemy has maxed out on a massive army, and it becomes impossible to keep up against them as your resources are limited.
Once you clear this area out, the entire mission becomes a breeze, but getting to that point shouldn't be a painful experience.
Additionally, I've gotten all 4 masks, and Kerrigan mentions that she has somehow grown stronger, but it doesn't actually state what part of her has gotten stronger?

There's also a few issues such as Creep Tumors not even providing a move speed or attack speed boost, so spreading creep is kind of useless.

Suggestions:
  • Kerrigan could be ranged instead of melee, and perhaps make burrow give her hp regen because you have no healing options until you get Zagara and the Queen.
  • Psionic Storm should NOT do friendly fire. It is too easy to kill your own Zerglings.
  • Banelings should have an attack which triggers their Explode ability, so you can just attack move with them. Also remove friendly fire from the explosion so you can spam Banelings like in Starcraft 2.
  • Roaches should have a different attack type and armor type from the Hydralisk, as well as less range. The Roach is supposed to be a short-ranged frontline unit, so give them Heavy armor. Also don't they spit green acid biles in Starcraft 2 instead of whatever the purple missile is?
  • Fix the Extractor and Hatchery pathing/building sizes to match what their Warcraft 3 equivalent would be (Town Hall / Gold Mine)
  • The AI's production should be slowed down. They produce WAY too fast. They should also have LESS Dire Trolls and Batriders. Lightning Shield is absolutely cancer to fight against when all my Zerg units have 200-450 hit points, they should not have this on mission 2.
  • Actually tell the player what getting the 4 masks do for Kerrigan, or give her an item with a tooltip for it.
  • Fix the creep tumors so they can provide a move speed buff, adding a purpose for spreading creep.


With the main line of criticism and issues done, I can move onto some praise. The main strength of this campaign is definitely the visuals, cutscenes, and the way it ties Starcraft into Warcraft in a way that just feels right. The rips of the Starcraft 2 model work really well with the Reforged graphics, and blends it seamlessly with the game engine, The cinematics are high quality, and the terraining is extremely pretty and well-done that I spent some time ogling the visuals. All-in-all, this is a project that has potential and I'm eager to see where it goes! I hope you keep working on this! (hopefully with all the issues I mentioned fixed)

Also, one final issue. The collision/selection boxes of the Zerg units are either tiny or just non-existent because it is very hard to click on units such as the Hydralisk or Queen. This is mainly a model issue that could easily be resolved by just adding some collision spheres/boxes, or recalculating extents. Fixing this would improve the responsiveness of these units a lot.
 
Thank you for the feedback.

Most of the issues you faced, it seems, are related to balance. I'm currently working on it, it's still more or less a beta right now. I'm taking time specifically to rebalance the whole zerg roster (which was made before I joined the project). Including unit size and such. The balance of missions will be checked after, as it would be pointless without the updated zerg race.

Accessibility is also a concern for me, considering I am aware many people may have never played Starcraft before. We are talking about introducing more tips here and there. And of course bugs are a big focus.


Thank you again and I suggest you to still try the other missions. 3 especially is quite different and less exhausting if you struggle with the actual macro aspect of the Swarm.
 
As an avid fan and long-time player of SC1 and SC2, this campaign immediately caught my eye and so far I was really impressed with how you've managed to tie in Starcraft 2 with Warcraft 3 thematically. Graphically and visually, it feels epic and grand and every cutscene is extremely well done albeit with some grammatical errors. Unfortunately this campaign REALLY suffers in the gameplay department. Currently I have only played up to two missions on Normal difficult, and plan on doing the rest in the future, but I had to stop because the current gameplay loop has left me exhausted. I would like to see these issues fixed before more missions are pumped out because this project is quite exciting! :grin:

I have found a number of issues, but bear in mind this is not to be insulting or mean, its to highlight potentially problematic areas in the campaign that could and should be improved upon.


This mission was a cool little prologue and you've managed to capture the look of Char from Starcraft 2 immaculately, but the actual gameplay feels VERY overwhelming for a first time mission. I've completed the Zerg campaigns on Brutal in SC2 and have achieved Masters 3 on the ladder with them so I am extremely familiar with the roster and the techtree, but even then I had a tough time adjusting to suddenly being thrown into a familiar environment in a different engine.

You control a max level Zagara with all her abilities unlocked, without any introduction to how those abilities work, then you are given almost the entirety of the Zerg unit composition against the entirety of the Terran unit composition, which work a tad bit differently from how they are in SC2 so I had to adjust myself to their stats, damage types, and armor types to know which counters what.

On top of trying to adjust to the new environment of now controlling a Zerg roster in Warcraft 3's engine, there is also a timer pressuring the player to finish the mission. Fortunately this timer is long enough that it actually doesn't matter and you're given so much army that you can freely just a-move into everything, although with the 12 selection limit, it becomes super difficult to get your constantly spawning army into the fight. Not to mention you get access to Hydralisks with a manual cast Frenzy ability, as well as Lurkers that have to burrow, which is just additional micromanagement in a map where you are given 100+ food worth of units.

Then you finally reach the Odin boss fight. At first it was a great surprise to see the Odin in Warcraft 3 since I really enjoyed the Odin missions in Wings of Liberty, and its appearance in Heart of the Swarm as a boss unit. However, the actual boss fight itself is absolutely dreadful despite being visually stunning.
One of its abilities allows it to launch a barrage of nukes around it, which after a few seconds deals HUGE damage. This in itself normally wouldn't be an issue since you can just move away from it, BUT the ability either has a short or no cooldown at all because the Odin can just keep spamming it, zoning me away from dealing damage to it. Additionally, its high HP pool means that if the Odin managed to kill a bunch of your units with this absolutely BS ability, you'll eventually reach a point where it becomes flat out impossible to kill the Odin or at least take a very long time.

Oh there's also a bug where the Queen unit has 2 Creep Tumor ability icons for some reason. The health bars of some Terran units such as the Battlecruiser is also extremely tiny.

Suggestions:
  • Trickle the unit types in. Start with Zerglings and Hydralisks. Unlock Roaches and Ultralisks as you clear areas, followed by a "New Unit Available" text to show when you're able to use new unit types. Currently, it just overwhelms the player with too much junk. You should instead be teaching/guiding players into utilizing the first few unit types OR don't give them Queens/Lurkers, units that require micro. Think of the mission 3 of the HotS campaign, or mission 1 of the LotV campaign. HotS only let you control swarms of Zerglings and Queens in the 3rd mission, while LotV mainly only gave you a-move units such as Zealots, Immortals, and Collosus. I get that you're trying to go for an "epic big swarm" feel, but you need to tone it down to allow the player to digest whatever the hell is happening here.
  • Perhaps lock Zagara's Ultimate ability, and unlock it as you encounter more areas to clear, with some dialogue from Zagara hinting at it being unlocked.
  • Give the player periodic income so the player can keep pumping out Zerg units even after they've picked up all the loot and have spent it all. This mission is supposed to be an introduction mission, so you should add safeguards to prevent the player from getting softlocked and having to restart/load an earlier save.
  • Change Hydralisk's Frenzy to be an autocast ability. There is NO reason for this to be an ability I have to manually cast.
  • Add a longer cooldown to the Odin's nuke ability. It spams it way too frequently and makes the entire fight unfun and unfair.
  • Maybe take a look at the Terran units selection circles and health bars so they look right.


I loved the vibes and aesthetic of this mission. Kerrigan's first encounter with the Gurubashi trolls was cool, and I was looking forward to see how the Zerg would adjust to Azeroth. Once again, the terraining is extremely high quality and well-done. Buuuut, then we're back to gameplay issues that have dragged what would be an amazing experience down to the ground.

Kerrigan's Psionic Storm feels extremely unusable in the early portions of this mission as a player is more likely to just storm their Zerglings against the early creeps, that it just became easier to attack move with Kerrigan and proc Chain Lightning on attacks. It also feels really weird that Kerrigan is a melee hero when in the HotS campaign, she was a ranged hero that struck enemies with lightning.

Once we destroy the first troll village, we get another masterfully made cutscene, and then we finally get to build our very first Zerg base, yay! Now that the pacing has slowed down, I was actually able to check out how you've translated the Zerg units to Starcraft 2, and I've noticed some questionable decisions.
  • Overlord only has 200 hit points, which is exactly how much HP they have in Starcraft 2. I was expecting these to have at least 400 HP.
  • Roaches and Hydralisks both have Medium armor and a Piercing attack. Roaches also have more attack range than the Hydralisks for some reason. The Roach in Starcraft 2 is meant to be a frontline short-ranged attacker, so I was expecting it to have Normal damage, and Heavy armor. so they can actually function as a proper frontline unit. Heck, maybe even give them Siege damage.
  • Hunter Killers have a fixed amount of damage, which is weird if the intent is to translate everything to Warcraft 3's gameplay.
  • The costs of everything seem relatively unchanged despite now using the Warcraft 3 economy.
  • Banelings do not have an attack, and have to use the Explode ability to deal damage. This is annoying because you cannot Attack Move, and not only that, they do FRIENDLY FIRE, so if you spam Banelings, you are more than likely to just blow your own units up,
  • The Extractor has a smaller building size than the Gold Mine, and the Hatchery is smaller than a Town Hall. I assume this is because a lot of the data is taken from the original Warcraft vs Starcraft mod on moddb, and these things haven't been changed.

And then we finally fight the Trolls, and the AI and troll faction is just way too overtuned.
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Here I'm thrown against an entire army of Batriders, Dire Trolls, and casters that can summon Serpents AND use Lightning Shield. This is meant to be the 2nd mission, and the "first" actual base you have to destroy to reach and save Zagara, yet it is such a slog.

You are stuck on 1 base, and the enemy spams so much junk that the Zerg do not have the tools to counter. Lightning Shield makes Zerglings useless, Dire Trolls are just way too tanky, and the Batriders force you to spam Hydralisks which get shredded by the Dire Trolls and Lightning Shield. By the time you have a decent army, the enemy has maxed out on a massive army, and it becomes impossible to keep up against them as your resources are limited.
Once you clear this area out, the entire mission becomes a breeze, but getting to that point shouldn't be a painful experience.
Additionally, I've gotten all 4 masks, and Kerrigan mentions that she has somehow grown stronger, but it doesn't actually state what part of her has gotten stronger?

There's also a few issues such as Creep Tumors not even providing a move speed or attack speed boost, so spreading creep is kind of useless.

Suggestions:
  • Kerrigan could be ranged instead of melee, and perhaps make burrow give her hp regen because you have no healing options until you get Zagara and the Queen.
  • Psionic Storm should NOT do friendly fire. It is too easy to kill your own Zerglings.
  • Banelings should have an attack which triggers their Explode ability, so you can just attack move with them. Also remove friendly fire from the explosion so you can spam Banelings like in Starcraft 2.
  • Roaches should have a different attack type and armor type from the Hydralisk, as well as less range. The Roach is supposed to be a short-ranged frontline unit, so give them Heavy armor. Also don't they spit green acid biles in Starcraft 2 instead of whatever the purple missile is?
  • Fix the Extractor and Hatchery pathing/building sizes to match what their Warcraft 3 equivalent would be (Town Hall / Gold Mine)
  • The AI's production should be slowed down. They produce WAY too fast. They should also have LESS Dire Trolls and Batriders. Lightning Shield is absolutely cancer to fight against when all my Zerg units have 200-450 hit points, they should not have this on mission 2.
  • Actually tell the player what getting the 4 masks do for Kerrigan, or give her an item with a tooltip for it.
  • Fix the creep tumors so they can provide a move speed buff, adding a purpose for spreading creep.


With the main line of criticism and issues done, I can move onto some praise. The main strength of this campaign is definitely the visuals, cutscenes, and the way it ties Starcraft into Warcraft in a way that just feels right. The rips of the Starcraft 2 model work really well with the Reforged graphics, and blends it seamlessly with the game engine, The cinematics are high quality, and the terraining is extremely pretty and well-done that I spent some time ogling the visuals. All-in-all, this is a project that has potential and I'm eager to see where it goes! I hope you keep working on this! (hopefully with all the issues I mentioned fixed)

Also, one final issue. The collision/selection boxes of the Zerg units are either tiny or just non-existent because it is very hard to click on units such as the Hydralisk or Queen. This is mainly a model issue that could easily be resolved by just adding some collision spheres/boxes, or recalculating extents. Fixing this would improve the responsiveness of these units a lot.
Thanks for your suggestion, I'll keep it in mind. I'm glad you liked it :D
 
I'm not sure to understand your first issue, can you clarify it?

Orange in chapter 1 is providing some troops at regular intervals, and will send small attack waves against the Odin only. It is attacked sometimes but by weak attack waves, it's, after all, the introduction mission of the campaign, it's made to be easy for the people who never played the zergs. It's possible that sometimes the AI can get confused tho.

For roaches, it's their regular attacks, it's just that the acid spew isn't made right now so Renn used an alternative. And he is looking for the transfusion ability not healing buildings, as well as chapter 2 not being on the select screen.

Overall, the Swarm still needs a lot of improvement right now, I'm working on a big rebalance patch for all three SC2 races, which needs to keep their SC1/2 logic while blending on W3. It will also come with debugs.
So ill try my best but in Sc2 the unit collision is different compared to wc3 as they can kind of push/stack other units. You also have the select all of course since that game has way more units on screen. Since the larva spawn around hatchery in turn the units spawn at the larva/egg position. When units come out of the eggs it seems they are surrounded by other eggs or the larva themselves. They then do not go to the rally point as they are not allowed to push other units like they are in sc2. It seems to not happen if your constantly spawning units due to the respawn on larva. It seems to happen consistently though if your using the queens ability.

Below I spawned roaches while the queen ability was active on chapter 4 as they are slightly bigger than zerglings. As you can see only some of the roaches went to the rally point and others are stayed at the hatchery. They are not blocked in currently but I believe due to their spawn timing they are being "blocked/stuck" on either the larva or other eggs/roaches preventing them from going to the rally point at the time they are created.

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I have seen this issue before with other custom factions that use the egg/larva style to make units but it was not too apparent as they did a few things different. Those factions though only had 3 maybe 4 spawning objects on the ground at a time. They also always had the eggs/larva spawn in a line below the building itself I assume to prevent blockage for units. I believe one faction had no collision on the eggs at all.

I would say it is not a huge issue as if you change it up too much it wont feel like the swarm without all of the larva by the hatchery. However from a gameplay perspective having to check the production building a lot during a mission tends to be tedious especially on larger or multiple base maps were the player may just hotkey the production and rally the units to were they want them to go. Only solution I can think of is have the larva attempt to spawn at specific locations around hatchery a little more spread out or just give them no collision. Not sure how that will work within the editor though as I am not overly knowledgeable on it.

With all that haha I love everything that has been done so far and I can not wait to play the rest when it comes out.


only issue i saw really was some units walking through walls on the lower right side of the troll base.
The secondary objective did not trigger for me. I assume it had something to do with the random black dragons and orc zepplins around the area. I was able to infest a peon to start building the orc great hall. When it got done building the peon was back under reds control but the building was mine. It looked like it had all the orc tech besides the altar, it had the option to build a wisp for 60g that did not spawn.
 
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Not a big fan of 2.0 HD 1.36 HD graphics i am more like a sd guy my pc is very bad for it but i dont judge with people who plays there whatever settings its your things not mine played older campaign to swarm sd version of it but its amazing had a bug with storwind part 2 without quests so i rushed its fine i guess good work 9/10
 
The secondary objective did not trigger for me. I assume it had something to do with the random black dragons and orc zepplins around the area.

Not at all. There is a certain tower in the area. You must go there and you'll see. :peasant-cool:

I was able to infest a peon to start building the orc great hall. When it got done building the peon was back under reds control but the building was mine. It looked like it had all the orc tech besides the altar, it had the option to build a wisp for 60g that did not spawn.

We will check this at one moment.
 
Not sure if it's just me doing something wrong but mission 4 keeps crashing moments after I start it up, a few seconds into the cutscene of the footman cleaning off his shield. Have tried both classic and reforged graphics, same result.
 
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Not sure if it's just me doing something wrong but mission 4 keeps crashing moments after I start it up, a few seconds into the cutscene of the footman cleaning off his shield. Have tried both classic and reforged graphics, same result.
Yes, two other people have had the same thing happen to them, and I'm looking into the cause, as it seems strange to me
 
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