Trip the Darkness (Campaign) Created by Stormvarsel29
Intro This an ongoing custom campaign for Warcraft 3 Reforged.
As of right now, the campaign contains 3 playable maps and 1 interlude.
Additional maps/missions will be add as they are completed.
!Important! - The campaign uses the HD graphics for Warcraft 3.
- Since the campaign is for the latest patch for Warcraft 3, you will have to play each mission through the singleplayer custom games menu.
If you find any bugs please do let me know.
Currently there is no difficulty settings, but this will most likely be added in the future.
Features - Play as Shalis Darkhunter
- New (somewhat) custom Night Elf Watchers race
- New abilities
- Items with unique abilities
- Ongoing story
- New satyr race to fight
Story Due to recent satyr attacks, Maiev Shadowsong has sent Shalis Darkhunter, an amateur warden of the watchers, to investigate in the town of Leafchase. This marks the beginning of a dark journey Shalis under no circumstances could have anticipated...
The story itself is set in Ashenvale, in the Warcraft universe. This means that the campaign will feature a familiar face or two, but most of the characters, locations, etc. are custom.
Missions (so far) - Chapter I - Disturbances in Leafchase
- Interlude - Council of the Wardens
- Chapter II - Echoes of the Past
- Chapter III - Insidious Affection
- Chapter IV - Path to Dawnshire Vale
A lovely night elf campaign that could use more custom-creative material in what the gameplay (especially abilities and techtrees) is concerned.
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R U L E S...
I liked everything so far, the items where unique rather than the standard wc3 ones. Both races displayed are really cool and have new units/tech.
Chapter 1 - your good nothing seem out of place and the sight lines for hidden paths are well done. Enough where you can miss them if not paying attention.
Chapter 3 - 1 or 2 pathing issues in final part, idk if that's the map or wc3 being dumb. Can you change portraits of the 2nd warden rather than having two of the same portrait?
Chapter 4 - Furbolg caster nature spell is not set to auto cast when they are trained like the other two casters are. After cutscene reveling the base text pops up saying "Destroy Green base" when it should say Red. Quest Log says Red.
In all its really good for 3 maps can not wait for you to release the whole thing. The story your building has been set up nicely, keep up the good work.
I'm not too sure about those pathing issues, but if it becomes more evident what it is, I'll definitely look into it.
I don't know how to change portraits, but I how it can be confusing at times having two of the same portraits. At least their colour is different.
I was actually going to put the Furbolg nature blessing spell on auto-cast from when they were trained, but in my experience I just preferred having their ability off auto-cast so I could control their mana usage and not waste the ability. So, the thought was considered.
I'll fix the colour thing, as well.
I appreciate the feedback, and I'm very glad you liked it.
Hey I just started playing this. It's so cool. I was wondering at the end of the mission where is the Save game code or something. Loaded few times too kill the end boss of the first mission and I saw there was none. Entered the next mission and my items are at the exact same place where they were. Are they getting save or something? Custom game data?
Man! Finally a NE lover! A warden lover! I’d love to make some unique warden models for these main characters when I have time, the protagonist could have a more amateur like model showing her face like Maiev, I’d play it this weekend!
Just finished the campaign. It's wonderful to see that there are such projects for Reforged (especially about the Watchers - I always wanted to make something related to this faction). The campaign itself feels well balanced and pretty interesting for me. The only thing I should mention is that side-quests in first missions start without any comments: I believe that the hero should somehow react on the item when she found it or a rescued archer should tell that there's more of her sisters nearby in cages.
Waiting for future updates!
Okay so i have played through this map and the other before and i noticed a few details that could see some improvments. First off The enemy bases have acolytes and they will not rebuild meaning if you run in with blink and kill them you can abuse the AI. (do not know if intended or not). The furbolgs have overlaping hotkeys in Healwave and Natures blessing (E). There are not a lot of trees at the starting base so maybe adding a few more would be nice. Also the sidequest could maybe have a few less to find because they are kinda hard to see because of reforged and they are blending in. I would also suggest adding a bit more gold to the mines. I had no troubles myself but maybe other players would. since i stayed below 50 to get all gold before spending it. And lastly maybe adding a few new units in the red base (maybe some demons) or give the red army some upgrades. they only had 1/0 upgrades. again acolytes in red base ( do not know if intentional). And my final point please make it so you dont have to destroy every single moonwell and haunted goldmine to get the quest finished. Thats all hope this helps <3. Good map and campaign overall and i cant wait to see the rest. PS: there is a crate on an island not contaning anything (at the start)
Hey, thanks for taking your time to tell me these things.
The ai is not meant to be abused, but if you decide to use blink like that to kill the acolytes then I'm afraid it doesn't really make a difference. The acolytes don't actually do anything, since the ai gains resources automatically and is programmed not to rebuild. This is because I don't want destroying their base too much of a hassle.
And yeah, I could imagine the disappointment when that one island didn't have an item xd
Very helpful oberservations indeed, I'll look into everything - thanks again! And I'm glad you liked it overall.
Well, this campaign looks promising.
What coudl be done... In chapter 3, It could be nice if the enemy base would be revealed when main quest shows up (Yellow Base), and it would be nice if you add to your casters upgrade icons from tier 1 to tier 2 (Like regular casters have their adept and master trainings).
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.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
I know it may disappoint some people that I don't have any more to offer than a singular further chapter in the campaign. But, that's just how it is. This map making thing is not in any way my full time job, nor my full time hobby. It's something I do from time to time, sometimes with extensive time gaps.
Anyways, I have gone ahead and looked at some of the issues and other comments you guys have provided, regarding the other chapters, and tried to fix some of them. Besides that, this new chapter has quite a lot of new stuff to explore and experiment with, which most likey isn't perfect. So, if you do play this new chapter, let me know what issues you came across.