Troll Campaign v2.02

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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A story set 16,000 years ago, when the Old Gods' minions awoke, and the trolls of Zandalar rose to challenge them.





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PATCH:
This campaign was developed on patch 1.29 - it is expected to be completely stable
Rough testing has been done on patch 1.31 - stable
Patch 1.32 and above seem to be fairly stable


ACKNOWLEDGEMENTS:
Dwarf Campaign by @Tommi Gustafsson for introducing me to custom campaigns and the storytelling possibilities of Warcraft 3
This Wreckage by @Rao Dao Zao for demonstrating the passion necessary for a truly polished project
Joe's Quest and Friends by @Med. MapGuy for showing me that humor and showmanship both have a place in such stories
Every custom campaign on this site - because playing through them all helped shape my own
Rayman90 for smoothing out my triggers back in 2021 and continuing to do so even now
Darks0le, Deedo Zah, and Blade - for playtesting since the very start


NOTES:
I began this project in 2020 with limited experience in map-making. Working on it has been an immensely rewarding journey. I hope you have as much fun playing as I had making it.
While this campaign is complete, the journey is far from over. I plan to continue development and deliver new troll stories through additional chapters in the future.


CHANGELOG:
Chapter 1
  • Fixed a sound issue for the Crabby Bribe quest completion (was playing the quest discovered sound).
  • Resolved an issue where the vine trap effect persisted after triggering.
  • Enhanced the visibility of the vine entangle area bounds.
  • Fixed lighting issues when using the tunnel specialist to travel to Saurok town.
  • Updated the Blood Harvest tooltip for better clarity.
  • Attempted to address an issue where the Blood Harvest ability appears when achieving any item combination.
    (Note: the cause of this bug isn't clear to me yet, it might still happen)
Chapter 2
  • Corrected a quest message error when attuning the tablet to air.
  • Added a model for the Orb of Lightning to match other orbs in the campaign.
  • Fixed a skybox issue during the smoke signal quest.
  • Resolved a pathing issue with the Hearthkeeper's teleport ability.
Chapter 3
  • Addressed an issue where testing items would appear at the start of the map.
  • Addressed an issue of duplicate Auxiliary voice lines and quest messages.
Chapter 4
  • Resolved the battle sound issue during the intro cinematic.
Chapter 5
  • Fixed an issue where the optional quest completion message was not displaying.
Chapter 6
  • Addressed an issue where skipping the boss intro would cause the map to restart.
Misc
  • Addressed a visual issue with the Warbeast Kraal model.
  • The backpack upgrade now affects mounted troll units.
    (Note: mounted units and items behave weirdly in wc3. Any time a mount/dismount ability is used all carried items are dropped at the carrier's location)

Chapter 1
  • Fixed an oversight where treants summoned by Ancient Sasquach dropped gold (non-humanoid creeps don't drop gold in this campaign).
  • Kruppe's Vinesolver item now grants an ability upon purchase instead of using an item slot for the duration of its use.
  • Map of Treasure Vaults item now has 3 charges instead of permanent use (as it has no use after the quest anyway).
  • Instead of being removed once the quest counter hits 50, the Blood Harvest ability now remains active for the remainder of the chapter.
  • Addressed lighting issues on load while in the grotto area.
  • Destructible trees and plants are now marked by fireflies to indicate their presence better.
Chapter 2
  • Addressed an issue where a route pathing remained open when it should have closed in the last quest.
  • Kruppe's Raggedy Scroll item now disappears after its use in the cinematic (whether it is bought from the shop or not).
  • Added firefly marks to destructible trees and plants.
Chapter 3
  • Reworked the Walking Hive's locust ability:
    • Before it would channel a single 180-second locust swarm from an untargetable source.
    • Now it spawns three locust eggs each of which launches a swarm. The eggs can be targeted and killed.
  • Addressed multiple trigger leaks in the Necropolis submap (this could potentially prevent the slow load times/crashes when returning to the main map).
  • Addressed an issue where some doodads in the earthen camp would play unintended animations.
  • Corrected an oversight where Oriss' ultimate was visible in the Latent Forge submap.
  • Any items remaining in the Zan'do fight area after the fight will now teleport to the beginning of the Necropolis submap (to avoid backtracking).
Chapter 4
  • Resolved some points where pathing was available to ground units when it should not.
  • Added firefly marks to destructible trees and plants.
Chapter 5
  • Swarm timers have been slightly reduced.
  • Addressed an issue where Aqir Striders appearing from the western spawn points would not attack.
Chapter 6
  • Addressed an issue where Rendar's passive ability would never proc.
  • The barriers appearing during Behemoth miniboss fights now disappear when there are no player units around the boss.
  • Removed pathing from certain areas where it shouldn't be available.
Misc
  • Several tooltip and voice line typos fixed.




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Contents

Troll Campaign v2.02 (Campaign)

Reviews
deepstrasz
A very visually pleasing Classic pre-Warcraft campaign with emphasis on boss fights and melee having a nice story on the background of trolls and around pre-ancient Warcraft events. Approved. If you want more reviews, you should participate in the...
Level 14
Joined
Jun 22, 2020
Messages
208
Played on 1.30.4

Impressive! I knew there was still a lot of potential in these old patches.
Now, let's get straight to the game:

Chap.1 - Minor flaws related to the background music and Oriss's voice. As the guards close the doors, the background music stops. If you save the game and then load it, the problem is resolved; however, Oriss's voice may be missing entirely or partially:
  • it's partially when you only get feedback when you click on the character icon
  • it's completely when you don't have any audible response from the character
Save the game again and reload it and the problems disappear.

Enemies (trolls) that stand in one place in groups of 2-3: if you don't attack them, you can go close to them and they will not react. You can be right next to them and attack only one unit and the other 1-2 don't react at all. I didn't see any indication that they were sleeping. I think these groups were located in the swampy area of the map.

The battles with the dinosaur and the ice revenant are too easy. There are no dynamics in their behavior and no surprises; they remain imperceptible obstacles.

Chap.2 - Headhunter (350 hp) + Raptor (400 hp) = Raptor Rider (750 hp)
When you upgrade the Raptor (+120 hp), if you already have Raptor Riders ready, they will remain at 750 hp instead of 870 hp. You must unmount a Headhunter from its Raptor and then remount it for the upgrade to take effect for all Raptor Riders.

The background music stops again after obtaining the main and side quests. The "Save" and "Load" game functions resolve the issue.

Regarding the flying creatures, the description of each unit states: "Attacks land units" or "Attacks land and air units." However, in reality, both the Rendar and Ravager, as well as the Raptor, can attack the flying creatures.

Chap.3 - AI can talk, but it can't solve riddles. Neither can I. That's why we both play chess.

Chap.4 - In large quantities (12 pieces), some of the units, including the heroes, fail to pass through the tunnels and begin to wander. The reason for this is the accumulation of a large number of units wishing to pass. Those who do not start to wander manage to get through.

There is a high chance that loading a saved game will result in overall lag in the movement (and attack) of all friendly trolls.

I was also struck by the fact that the visual effect is completely missing when you upgrade an item. After reflecting on this, I realized that it has been absent since Chapter 3. It's a shame because I really liked it.

Chap.5 - The optional quest is not counted as completed once it has been finished.

Chap.6 - When you reach the final boss, pressing the ESC key to skip the cutscene causes you to leave the map instantly and return to the beginning of the level—a dark map where the enemies have already been defeated. You must move back to the boss and watch the cutscene, as it is necessary. Additionally, the music stops; it is fixed in the manner previously described.

---

Throughout the campaign, I was unable to sell a single item in Kruppe's shop. I had the impression that it was designed solely for purchases. However, I encountered no issues with the Kobold store.

Favorite character - Bwonsamdi. Favorite level - The Necropolis.
Congratulations. Impressive work. You managed to make me completely immersed in the atmosphere of the game. Thank you.
 
Level 2
Joined
Aug 11, 2024
Messages
2
Decided to start my humble walkthrough of this fantastic campaign. Just from the first cinematic I see the author's passion, and I personally like this theme.
Fully recommend this campaign to anyone.

Click on the hero with riddle in inventory, then open the game menu and take a look at the riddle icon.
thanks man!
 
Level 4
Joined
Aug 4, 2018
Messages
102
The strategy is quite simple, yet may require above-average micro-managing skills.
Oriss got a "Hypnotic gaze" stun ability, Kruppe got a "Bad juju" silence ability. Kaldra's set summon got a "Throw rock" stun skill. Most of the time you need only to evade aoe-attacks of Kith'ix and effectively dispatch summoned nuisances, such as aqir drones, egg clutches, Void creatures and so on. Attacking main boss can be left on auto attack, except when he speak - only then you need to have a disable spell, one of the mentioned above, recharged and fast casted when the ring sounds. You'll have at max around 6 seconds to do it, then - game over. Highly advised to have a fast save after each succesful disable on main boss
That's pretty much it, good luck and have fun)
Thank for the info friend, by the way is there be possible sequel because there is a sign said to be continued
 
Level 10
Joined
Feb 21, 2015
Messages
366
Seems to be a really well-made campaign. I just finished chapter 1. That was a treat:ogre_datass:.It's kind of cheesy that the guardian of the dark stone speaks the same way the Frostmourne guardian does. However, it does have an unexpected ending in the conclusion of chapter 1. Anyways, I like the options you get in cut-scenes. That increases the immersion and the amount of effort that went into this campaign really pushes the limits of Warcraft 3, in my opinion.

I may write an EDIT after I finish the campaign if I have more thoughts to share.
5/5, Cheers:ogre_hurrhurr:
 
Level 2
Joined
Mar 26, 2024
Messages
2
I completely understand not wanting to bother with the Reforged HD graphics (even though I personnally find them okay), but why release a campaign that's supposed to work on a patch no longer officially available at the time?

This means missing out on a vast amount of potential players, who don't know that it's possible to rollback the game, or don't know how to do it...
 
Level 25
Joined
Jun 11, 2017
Messages
763
I completely understand not wanting to bother with the Reforged HD graphics (even though I personnally find them okay), but why release a campaign that's supposed to work on a patch no longer officially available at the time?

This means missing out on a vast amount of potential players, who don't know that it's possible to rollback the game, or don't know how to do it...
The campaign works fine on the Reforged latest patch.
 
Level 25
Joined
Jul 26, 2008
Messages
1,388
I completely understand not wanting to bother with the Reforged HD graphics (even though I personnally find them okay), but why release a campaign that's supposed to work on a patch no longer officially available at the time?

This means missing out on a vast amount of potential players, who don't know that it's possible to rollback the game, or don't know how to do it...
Wc3 maps are forward compatible. Unless they are made with a non-standard WE, use memory hacks, everything made on previous versions should work fine on later versions. That was not always the case since they released 1.32 (initial "reforged" patch) in a very buggy state and many things did not work on it. Now, currently at 1.36+, I can comfortably say almost everything made on previous versions should work on later versions, outside of those exceptions I mentioned above. So, there is no need for making it "compatible" on the latest wc3 patch, since everything made on older patches should work fine on later patches without any intervention.
 

frostwhisper

Media Manager
Level 52
Joined
May 25, 2007
Messages
4,256
I've got a patch out which sorts out most of the reported issues:
Chapter 1
  • Fixed a sound issue for the Crabby Bribe quest completion (was playing the quest discovered sound).
  • Resolved an issue where the vine trap effect persisted after triggering.
  • Enhanced the visibility of the vine entangle area bounds.
  • Fixed lighting issues when using the tunnel specialist to travel to Saurok town.
  • Updated the Blood Harvest tooltip for better clarity.
  • Attempted to address an issue where the Blood Harvest ability appears when achieving any item combination.
    (Note: the cause of this bug isn't clear to me yet, it might still happen)
Chapter 2
  • Corrected a quest message error when attuning the tablet to air.
  • Added a model for the Orb of Lightning to match other orbs in the campaign.
  • Fixed a skybox issue during the smoke signal quest.
  • Resolved a pathing issue with the Hearthkeeper's teleport ability.
Chapter 3
  • Addressed an issue where testing items would appear at the start of the map.
  • Addressed an issue of duplicate Auxiliary voice lines and quest messages.
Chapter 4
  • Resolved the battle sound issue during the intro cinematic.
Chapter 5
  • Fixed an issue where the optional quest completion message was not displaying.
Chapter 6
  • Addressed an issue where skipping the boss intro would cause the map to restart.
Misc
  • Addressed a visual issue with the Warbeast Kraal model.
  • The backpack upgrade now affects mounted troll units.
    (Note: mounted units and items behave weirdly in wc3. Any time a mount/dismount ability is used all carried items are dropped at the carrier's location)
 
Level 4
Joined
Apr 15, 2019
Messages
28
Finished the playthrough today. I agree with all positive reviews. Very beautiful campaign. All the envoriment, terrain, visuals, models, textures, lighting in dungeons, all is really high quality. Its scary to imagine how many hours went to creating all of those ))

The plot is interesting.

Heroes/units are very well made and fun to play. Rendar felt like kind of weak at the beginning, but after gaining some levels/books/items he became a pretty much unstoppable force )

Does Old Djon have Decard Cain voice ? lol

All in all this campaign is 5/5 without a slightest doubt.
 
Level 2
Joined
Jun 4, 2021
Messages
3
What an incredible peace of work. To believe this was made in the same world editor we use is downright baffling. I cannot wait for the next part. Amazing work.
 
Level 5
Joined
Sep 3, 2017
Messages
93
Incredible campaign. It's been a while since I got back into the swing of playing through custom campaigns but this is really up there. There's a lot of passion put into it, just from the cutscenes alone with the custom animations already makes it incredibly fun. Story was interesting to follow. I can also tell all the various inspirations you took for this campaign, getting a feel for the Rao Dao Zao vibe in terms of game feel. Heroes were fun and decently balanced and I liked the simple but good item combination system. Kruppe's Shop of Wonders ability was also really cool.

The voice acting, while still can be jarring at times, does for the most part sound consistently good for this custom campaign. Pretty impressive stuff, almost fooled me in Chapter 1 into believing it was non-AI voice acting. AI voice acting has introduced this influx of campaigns that utilize the technology, which most of the time are a big miss, taking me out of the immersion instead of the opposite. No offense to campaign makers that do use AI voice acting, but it is quite difficult to believe in characters who sound unemotional or robotic. The voice acting here, however, is decent. Great job! (Another project iirc that uses great AI voice acting is War of the Spider)

A few things to note though - I feel like Oriss' default ability (the one that doesn't level up) is only ever good in the first chapter, and subsequent chapters it only serves as a stun you sometimes remember to use. It gets most of its use out of Chapter 6, but even then I just spammed the Avatar Golem unit you get from combining all three of those unique items.

Chapter 1 felt a bit egregious in how I had to go back and forth certain places to complete quests, especially with the one involving the ents. You complete the mission quite far from where the ents are stationed at so you have to walk back quite a bit.

Chapter 6 when you're looking for the shards, you have to fight one of those big guys, right? (I apologize for not remembering their names lol they look like ultralisks). When you fight them a barrier shows up and blocks your heroes from escaping. This bugged out on me once, with only Kruppe being inside the arena while the rest of the heroes were outside. Funnily enough Kruppe also couldn't move, he was stuck on the barrier. I had to reload to fix this so you might want to check that out.

Otherwise, phenomenal work!
 

frostwhisper

Media Manager
Level 52
Joined
May 25, 2007
Messages
4,256
Love the Campaign - shame I cannot finish it.

Crashes when final(?) boss is killed. Tried 5 times.

Every time same reason.
The model in question is used for day-night ambiance and lighting. Interesting that the error fires off at the end and not during the fight where a day-night model changes as well.
What patch are you playing on?
 
Level 2
Joined
Aug 18, 2024
Messages
7
First off I just want to say this is incredible. So far the best campaign I've ever played. However, I'm sad that I can't continue playing it as the it doesnt allow me to even load into chapter 2 without crashing. I posted a screenshot of the error message

I'm on 1.36 if that helps.
 

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Level 2
Joined
Aug 19, 2024
Messages
1
First off I just want to say this is incredible. So far the best campaign I've ever played. However, I'm sad that I can't continue playing it as the it doesnt allow me to even load into chapter 2 without crashing. I posted a screenshot of the error message

I'm on 1.36 if that helps.
Hi mate, I had the same crash. I went to setting in your battle.net (with your wc3 game closed) and i searched for updates and repaired the Game. Afterwards the second Chapter worked.

Really amazing Game so far. Thanks alot!
 
Level 3
Joined
Jan 24, 2021
Messages
13
just wow. this is a good job a very good one. the item details are masterclass works. and i guess some of the other items are avaiable with the sauris shop. i would play it again to kill kobolds insteead of sauris. cant wait to play the continue. also there is a campaign called old gods idk if its around that time or way later etc
 
Level 25
Joined
Jun 11, 2017
Messages
763
Finished my walkthrough and campaign... Played on version 2.00.
What I can say? I liked it a lot, but I want to notice about next campaign elements or, in my humble opinion, "flaws":
  1. In RTS missions, our aqir enemies are not pressing players hard enough. It's so laughable to see on mission "Tunnel Vision", where the main purple aqir lazily sends aqir flyers to attack me and even focuses on my heroes rather than my base. The same goes for Chapter 2 - enemy attacks are rare and seems that they spawn from thin air. I thought that it would be better to see chapter 2 as a mini-FFA mission, where all enemies and you fight against each other.
  2. Walking Hive. This boss has one serious problem, which I had confirmed by looking through WorldEditor, - "Locusts". Spell has a 3-minute CD and locusts live for 3 minutes, they have the same stats as normal locusts, but there are 30 of them! It's a lot of locusts and they, thanks to their basic AI, quickly eat units one by one. It would be better if they would be killable, dispellable, etc. Or lower their amount. IMO.
  3. Final Boss - I see it is inspired by a typical retail WoW arcade-style boss and he was easy enough to defeat him. I think that adding one or two Aqir Giants could increase difficulty during the fight and urge the player to use his interruptable spells with some strategy.
...And that's all!
That music in Necropolis - it's so cool.

Awaiting for more!
 

frostwhisper

Media Manager
Level 52
Joined
May 25, 2007
Messages
4,256
I looked over all the credits. I still don't get who created all the amazing art on the map description. Even though some of it is Blizzard it looks like a lot of it is custom made. where is all this epicness from?
I made those using AI and a lot of image postprocessing. Aiming at Blizz style presentations.

Great campaign. Love the Malazan references btw
I was reading them when I started the project. You can probably tell Kruppe's my favourite character :)

Finished my walkthrough and campaign...
I watched your playthrough and caught quite a few details to fix going forward with the next patch. It's been a great help!
 
Level 4
Joined
Apr 21, 2016
Messages
28
This was fantastic! I wasn't this invested in characters and story in a long long while. Thank you for the amazing campaign and looking forward for continuation :)

Edit: typo
 
Last edited:
Level 2
Joined
Oct 21, 2015
Messages
4
I just started playing in middle of 1st map. Im very impressed. This intro was insane. Everything seems so hiqh quality and Blizzard-like. And I mean Warcraft 3 Blizzard-like. I love custom music, voices, graphic. Can't wait to play this.
 
Level 16
Joined
Sep 24, 2009
Messages
1,569
Just started the campaign, the quality is top notch. Really impressed. Great job.

I am confused. Are we supposed to play jungle trolls, zandalari trolls or?

Also, not a fan of some voices. Female troll having sexy american voice instead of jamaican voice with heavy accent is not my cup of tea. Or, that old troll from the beginning sounding like Decard Cain from Diablo series..
 
Level 2
Joined
Aug 22, 2024
Messages
6
This is an unquestioned masterpiece. The campaign has a very high playability, especially the final BOSS battle, which has the characteristics of WOW. I am very grateful to the author for his efforts and look forward to his next campaign
 
Level 2
Joined
Jun 14, 2022
Messages
2
In my top 3 of campaigns I've played. Wonderful all around, an amazing experience. The dialogue, the characters, everything. I hope to see more soon!
 
Level 3
Joined
Oct 20, 2016
Messages
4
Yeah, I'm having that issue, too. I'm playing on 1.31, what is going on here and is there a fix that doesn't require restarting the whole campaign?
Had that stuff too on 1.31, you don't have to restart the campaign - for some reason loading time to temple of death and returning to main map requires several minutes, so the only solution is just wait for it.
 
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