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Tides of Darkness - Orc

Submitted by Enoshima, tulee
This bundle is marked as approved. It works and satisfies the submission rules.

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Important
This campaign was made by Enoshima. He is the author of this campaign. The campaign is being posted on HiveWorkShop on his behalf with his express permission.

The campaign was originally posted here:
Enoshimashrine


Permission From Author
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Tides of Darkness - Orc
This campaign follows Orgrim Doomhammer and the Horde. This campaign is comprised of 9 playable missions and 3 cinematic missions, and follows the style of the Blizzard campaign with RTS-style missions as well as RPG-style missions.


It is recommended to play the campaign using the most recent patch.




List of Enoshima's Campaigns


1. Tides of Darkness - Orc



Characters
[​IMG] Orgrim Doomhammer: The warchief of the Horde and chieftain of the Blackrock clan.
[​IMG] Rend Blackhand: The son of former warchief Blackhand the Destroyer.
[​IMG] Zul'jin: The chieftain of the Amani tribe.
[​IMG] Teron Gorefiend: The former follower of Gul'dan, currently resurrected as a death knight.





Screenshots
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Credits
Click to show

Message from Enoshima (creator): Thank you hiveworkshop for supporting my campaign. If the models I need are collected, then I might continue with the preparations for the next campaign.


These are the hiveworkshop resources in use, based on the automatic credit generator:
Resources in Use by Tides of Darkness: Orc | HIVE



Miseracord, dmitry rommel, eXciTe, Mister X, minkeun0806, sc_freek, Wyrwuulfe, Meanmachine, wingednosering, YoshiRyu, General Frank, Blizzard Entertainment, Carrington2k, Final Tyrant, darklord_avalon, Prmosquito, vile, Jetfanginferno, Waggawagga, Kuhneghetz, Tranquil, dickxunder, taurer, cavman, anteabte, takakenji, deolrin, sellenisko, cloudwolf, wandering soul, epsilon, anvil, proxy, handclaw, freddyk, whitewolf8, dhguardianes, dcrimson, herrdave, 67chrome, olyvian, mr.goblin, shiik, darkfang, twovenomous, gottfrei, blazekraze, sin’dorei300, mister_haudrauf, ujimasa hojo, Alok, zephyrius2412, A.R., mrhoon, scias, Stefan.k, prizraknadache, nightelfbuilder, loktar



Special Thanks
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Message from Enoshima (creator): Thank you hiveworkshop for supporting my campaign. If the models I need are collected, then I might continue with the preparations for the next campaign.


These people helped in various ways in bringing the campaign to hiveworkshop.
Quinten- map description title picture, Deepstrasz/Cleavinghammer- various things, Tuwnew- map template.



Change Log
Click to show


ToDOv0.027- Initial Upload
ToDOgre - Deepstrasz fix for Ogre Crash
ToDOOE- Edit of Deepstrasz fix (Portrait)
ToDOOgre2Ed- Invis Cho'gal chapter 8 fix


Contents

Tides of Darkness: Orc v2.0 (Campaign)

Reviews
deepstrasz
[spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] [spoiler] It's a good adaptation that doesn't quite follow the original game. Approved. If you want more reviews, you should participate in the The Grand...
  1. anzelayne

    anzelayne

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    Hello will this campaign run on 1.27? I dont want to patch to that launcher thingy and forced Reforged download.
     
  2. cleavinghammer

    cleavinghammer

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    Can finally get around to finishing this. Added new comments to previous posts.

    Warlock training is for Witch Doctor.


    Level 6:

    No SFX for the ogre transformation, they just pop into existence. Also, Ogre-Mages (not to mention the Altar of Storms) were already present in earlier levels.
    Ballistae are still called Glaive Throwers.
    Again with the simultaneous attack waves.
    Mana Ward tooltip has no name.
    Several ranger responses happen in the wrong order.
    Animate Dead would be a lot more useful as an ultimate. Maybe replace it with a better Raise Dead.
    WHY WOULD YOU GIVE THEM CHARM
    If sorceresses have Control Magic, it doesn't show in the caster tooltip.
    Goblin Lab should be located closer to the base.
    Well that was anticlimactic. He doesn't even give an explanation for why the ritual failed?

    Level 7:

    Now this one was a lot better, even if there are sometimes simultaneous attack waves. Mostly because there's an actually competent ally this time around.
    Reinforcement bases shouldn't be blocked off before they teleport in.
    Super Mage's spells seems a bit excessive (also needs a better name).
    Palace Gate has no name.

    Level 8:

    Annnd we're back to "fuck you for playing". Both bases attack simultaneously, know exactly where you are, get two healing spells, get to build zeppelins...
    Intro cutscene:
    * Gul'dan should be bigger than the necrolyte next to him.
    * Gul'dan's shamans should have a different name and model/skin.
    One of the heroes should have a healing ability and/or a disruption spell.
    Spirit Lodge and Bestiary, as well as armor and damage upgrades don't have tooltips on this level.
    Sidequest doesn't give Goblin mercs?
    Enemies get Healing Wave AND Healing Ward, before you can even build a Spirit Lodge. Hell, they get casters before you even get a base up and running. On Normal.
    It wasn't enough that the Succubus summon gets Life Drain and Shadow Strike, the Shadow Strike can hit ships?!?

    Level 9:

    The map isn't in the campaign menu after beating level 8.
    No healer at the start?
    The doors Maim goes through should be open, why would he close them behind him?
    Maybe give Maim Wind Walk instead of Mirror Image, it'd make more sense given that he goes through rooms of enemies.
    Rescuable Raiders use the Twilight's Hammer clan model. Similarly, why are Berserkers rescuable?
    Not much point in putting a rune that increases armor if the ogre behind it just debuffs you.
    Ulruk's "I dedicate etc." line doesn't play. When he says "Thunder!", the subtitle is "Lightning!"
    Naga sorceress' lines and subtitles are mismatched, and sometimes the line doesn't play at all.
    There's an elevator that doesn't go up in one room, was it meant to do something?
    End fight:
    * You should meet Maim before the bossfight so you can rearrange his items.
    * Kenuoshen starts saying his lines, but they're cut off immediately after. Also needs a better name.
    * The next wave should spawn after you've beaten the current wave, not its boss.
    * Enemies should not have Finger of Death, it's hard enough keeping your units alive without their corpses disappearing.
    Can't say I like the way the ending goes, since Gul'dan was supposed to be dead instead of just wounded enough to leave. Maybe put the voiced cutscene first, then Gul'dan getting killed by the Dreadlord, Maim and Rend reuniting, and then the orcs chopping Gul'dan's head off.

    Epilogue: No final battle?
     
    Last edited: May 2, 2020
  3. tulee

    tulee

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    Ok, many thanks to reviewer Deepstrasz. He has updated Enoshima's campaign so it now works with 1.31. He managed to identify the issues with Cho'gall.

    The language/grammar/spelling errors will be fixed at a later date.
     
    Last edited: May 15, 2020
  4. Re uben

    Re uben

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    Hey sorry to ask do you still had that version 0.29 or 0.30 download please ?
     
  5. Yehya Omar

    Yehya Omar

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  6. rahul12

    rahul12

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    I have version 1.28 , will it work or have to update ?
    If I have to update, then anyone knows how to update my version ?
     
  7. deepstrasz

    deepstrasz

    Map Reviewer

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    You literally have a post about that right above yours.
     
  8. Verb8im

    Verb8im

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    In Chapter 8, Battle of the Broken Shore, Cho'Gall is invisible
     
  9. deepstrasz

    deepstrasz

    Map Reviewer

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    What game version are you playing on?
     
  10. Verb8im

    Verb8im

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    The latest PTR, 1.31.1
     
  11. deepstrasz

    deepstrasz

    Map Reviewer

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    @Verb8im try now. Start directly from chapter 8
     

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  12. Verb8im

    Verb8im

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    That worked. He's there now
     
  13. kingfirex2

    kingfirex2

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    OMG i loves this campaign so much!!
     
  14. deepstrasz

    deepstrasz

    Map Reviewer

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    1. -there is no need for such a map. We're not learning to play anymore. There's nothing for us to get familiar with.
    2. -the allied/non-usable units should be another colour to avoid confusion.
    3. -QWERTY spells wouldn't hurt.
    4. -in the town, villagers stand idly instead of running to their houses like before.

    1. -how come now human villagers are neutral?
    2. -orcs during an invasion doing errands for humans? At least it would've made more sense if it was done so that the witch wouldn't tell on them.
    3. -linearity is bad game design. The trees to the bandits fall after taking the quest.
    4. -Switch Form doesn't have any descriptions in defense mode.
    5. -melee trolls though? We already have melee units, Grunts.
    6. -Hydromancers cast Rain of Fire :confused:2
    7. -Jailor Kassan?:confused:2
    8. -Jailor Kassan the 2nd?:confused:2 What about a unit name change instead?
    9. -hero spells are uncreative, basically Warcraft III ones.
    10. -there's no point to waste time returning Zul'jin if nothing else happens along the way.
    11. -seems no difference between melee and ranged Zul'jin so staying ranged is the logical option.

    1. -Goblin Riflemen are a joke. They cost and need more food than trolls and are weaker. They also have the same icon as the Sapper.
    2. -villagers are enemies again.
    3. -quest items should be variables (rune like items) so they won't take inventory space.
    4. -the staff item that looks like Brilliance Aura in the Voodoo Lounge has its description broken.
    5. -the Pulverize upgrade should look active not passive like the spell.

    1. -Admiral Proudmoore doesn't appear during cinematic mode. Seems to be a Hard difficulty only option but then the scene should not trigger on other difficulty options. Also, that means content loss for those not playing on Hard.
    2. -the enemy ceases to attack after a while, I think after the Mountain King attacked the main base or somewhere around that time.
    3. -they don't seem to attack your settlements with any ships.
    4. -Sanders should be there from the start not appear after one of the orange units gets hit.
    5. -Warlocks with Healing Ward:eekani:

    1. -Worgen?:confused:2 Gilneas was doing fine during the Second War.
    2. -Death Coil doesn't heal just any friendly units, but undead. Should be mentioned.
    3. -I think they're attacking a bit too soon, three AI players, one after the other. Actually, make that 6 waves with few seconds of relief in between. Not to mention they already have 2 to attack and armour.
    4. -so, the optional quest is pretty much required. You have to quickly run in the enemy bases to press the switches.
    5. -this chapter needs serious difficulty optimization. Even on Easy it's pretty much sheer annoyance.
    6. -maybe it'd be fine if you had more gold in the mine so you could withstand the attacks with towers+low upkeep. The Dragon Riders are weak.
    7. -the naga sirens have no name, blank. Also, naga!?:confused:2
    8. -what's the point of killing the naga myrmidon boss if you only get a Greater Rune of Healing? By that time experience is maxed out anyway.
    9. -shouldn't the orcs know their previous base was destroyed by something? I have yet to find what the optional quest is about.
    10. -I like it how the buildings still remained but not the mines.
    11. -Outrunner's Shield has the same icon as Enchanted Shield and it's basically an improvement of the latter.
    12. -the defeated humans on the islands to the south should be a different colour than the ones you face.
    13. -if you raise the western bridge, you'll have to build a shipyard to construct a transport ship and get to the bandits on the island.
    14. -great, the optional quest giver is right near the enemy end quest zone...
    15. -Thorsen's Shield looks like the third shields upgrade.

    1. -but we've already got an Altar of Storms to revive heroes.
    2. -makes no sense he'd need that altar when he can change ogres into magi in less than 1 second.
    3. -meh, didn't even try to recreate the Warcraft II spells properly. Sentry Ward instead of Eye of Kilrogg? Disenchant instead of Runes?
    4. -I guess staying in the base is better since going out might ensure your loss. Towers fall like dead trees in the wind.
    5. -from the previous chapter onward, I should expect Flower Fairy's type of gameplay.

    1. -OK, this level seems sane.
    2. -those dragons are lit, upgrades and all.
    3. -idle and enemy villagers again.
    4. -units that spawn in places you've been before after quests are given break immersion. Similarly with the reinforcements spots that were blocked by invulnerable rocks.
    5. -compared to the naga siren boss, this black dragon can be defeated only with the heroes.
    6. -sergeant Cleese can just be devoured. That's kind of lame. Same for the royal guards. I suggest strong archer and mage troops too against dragon heavy armour. OK, there are some stronger magi but near the gate. They should have custom models/skins or something.
    7. -like it how there are gold coins right at the end of the chapter; what for?
    8. -even the Guard Captain can be devoured, basically all units at the gate.
    9. -the gate has a blank square name.
    10. -Stormbolt doesn't have a title only (T) for the hotkey.
    11. -there was no rush getting Gul'dan and from what I remember from Warcraft II, only a party was sent after him, not all or most of the Horde. Also, sending those two probable traitors is a bad decision as they might get in cahoots with Gul'dan instead.

    1. -Maim looks like Grom Hellscream though. Both heroes are on Strength, I mean steroids. Both have Shockwave. Both are Blademasters.
    2. -weapon and armour upgrades have no description.
    3. -Barracks, Spirit Lodge and Beastiary have no description.
    4. -the Skink is an enemy!?
    5. -I think the AI attacks neutral hostile unit. One murloc had half HP.
    6. -goblins, goblins everywhere. Why are they red like the player though?
    7. -I had more trouble fighting Jorb than Cho'gall.

    1. -what's with these surrended orcs?
    2. -funny thing about Urluk is that he said "For the Horde". Was there another with Gul'dan?
    3. -Toxic Ooze doesn't use any mana.
    4. -the dreadlord was ensuring Sargeras got proper rest :D?
    5. -so, no Dalaran and Lordaeron last levels?

    It's a good adaptation that doesn't quite follow the original game.

    Approved.



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  15. Re uben

    Re uben

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    Hey there sorry to disturb, i kind of need help i got problem suddenly my Warcraft 3 costum Campaign map not working, can you can help me how to fix this problem ?
     

    Attached Files:

  16. gaurdian of the flame

    gaurdian of the flame

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    you must put the campaign in warcraft 3 not world of warcraft and is the remaining campaigns work or no
     
  17. deepstrasz

    deepstrasz

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    The path should be C:\users\user\documents\Warcraft III\Campaigns
     
  18. Re uben

    Re uben

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    I allready did but the form of the map usualy look like brown paper but instead i still got like blank, any other way that might can help sorry ?
     
  19. gaurdian of the flame

    gaurdian of the flame

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    what is your version and the path should be like deepstrasz said above
     
  20. Re uben

    Re uben

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    It's okay its allready taking care off well i use verson 30 and now verson 29 but as usual the other problem always got error when i reach level 6 of Tide of Dartkness Campaign, at first it was okay but second time i restart it once again i cannot play that level, so is it must use verson 28 or this campain always jinx ? sorry to ask again