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 25
Joined
Mar 29, 2020
Messages
1,433
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.
thanks man this saved me. I was going to give up on the whole thing since I didn't feel like replaying the whole last map just to have this happen again.
 
Level 20
Joined
Apr 17, 2021
Messages
208
I finished the first chapter, but I could find neither claws of attack +6, gauntlets of strength or a mantle of intelligence despite being required for comining items. Is that normal ? Because with all the better items that drop, it is hard to justify keeping the items that can be combined.
 
Level 25
Joined
Mar 29, 2020
Messages
1,433
I finished the first chapter, but I could find neither claws of attack +6, gauntlets of strength or a mantle of intelligence despite being required for comining items. Is that normal ? Because with all the better items that drop, it is hard to justify keeping the items that can be combined.
yeah it would be nice if that system was a little more forgiving. like if shops along the way sold things you may have dropped in previous chapters (before you got the combo pieces or just bc you needed the inventory space)
 
Level 8
Joined
Feb 22, 2024
Messages
58
yeah it would be nice if that system was a little more forgiving. like if shops along the way sold things you may have dropped in previous chapters (before you got the combo pieces or just bc you needed the inventory space)
I do agree with this. Maybe even a info list what You lose if You pick to be nice to Kobolt and kill some Saurus. Or let their shop show items (at later mission) but not buyable (if You killed them)
 

frostwhisper

Media Manager
Level 52
Joined
May 25, 2007
Messages
4,256
Patch 2.02
This is mainly to address the overturned Walking Hive boss as well as the slow loading times of the Necropolis Chapter 3 submap.
Also added are a couple of QoL changes for better inventory management and less time spent backtracking.
Finally, some potential pathing issues and light balance changes have been addressed.

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. Happy hunting!
  • 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.
 
Level 25
Joined
Mar 29, 2020
Messages
1,433
just finished this. gonna go on a detailed rant INCLUDING SPOILERS:

praise:
  • holy cow holy cow holy cow. now that is a lot of elbow grease. the level of polish and effort and love clearly put into creating this campaign is amazing. really, hats off.
  • First of all - the terraining and worldbuilding are breathtaking and immersive. you really brought ancient troll civilization to life.
  • the different races seem cohesive and believable, choc full of custom created models.
  • the story is fun, original and interesting, all believable as part of the past of the warcraft world.
  • fleshed out characters, with nuance and their own mysteries (I still am holding out for Kruppe to turn out to be a loa masquerading as a mortal) and backstories.
  • varied and creative boss fights.
  • immersive and engaging dialogue.
  • appropriate custom music that gets you in the right vibe
  • multiple, beautiful custom UIs
  • I like the improvement on a caravan level - being able to control the caravan makes it much less annoying.
  • A FRICKING MUSICAL NUMBER FULLY ANIMATED!?
  • I really liked the cutsene after Kruppe's introduction. the realization that he is more than he appears to be plus the music and just everything - gave me goosebumps.
  • using the Dota2 WD voicepack for a main campaign character is always a plus in my book.
  • straight cut linear gameplay. in many other custom campaigns you are often not sure where to go and what to do, and you might very well get to the end of the level before going through the middle. this campaign was clear cut.
  • is that some Eragon inspired dwarf lore I smell?

Room for improvement IMO:
  • I will start by saying everything here is just nitpicking. this campaign blew me away.
  • inconsistencies between the dialogue and the accents. If (for whatever technical reasons) the trolls do not have jamaican accents - they shouldn't keep saying "mon" and things like that in an american accent. it's very jarring.
  • inconsistent accents in general. this was the clearest with Oriss who switches off accents between american, british and something maybe european...
  • flat voiceline delivery - I know, much of the voice acting was probably done with AI, but even throughout the campaign there is a large variance in the quality of the delivery. I think the later levels seem consistently better. It's still much better than no voice acting, but some of the voicelines are very flat, or just have intonation which is completely "off".
  • the constant desync bug. I don't know if that is a blizzard custom campaign thing, or related to something you are using, but I got that like 8 times throughout the campaign (and needed to scan and fix etc from the client). don't know if that's even in your control.
  • Item system - I'm not sure how to implement this better, but the item combination system is kind of a downer. you want to hold on to things just because you have no idea what they will combine into and dont want to miss out on something really cool. and some of them add up to not much. it's just a lot of being in the dark, and not really rewarded enough for holding on to the items in the end, or just dropping better things and not knowing what you will get back. maybe if there was a system that let each hero hold more items in a non-active inventory, or some storage like rexars crates (and more than the 6 you get with the shop)
  • the items you create from combining 6! different items (like campaign gear) should be more impactful than a crown of kings+4. or at least you should be able to further upgrade it into something cool.
  • I think the implication at the very end that kruppe reveals his mysteries to Rendar is a little annoying. both story wise, because it seems unlikely he would spill everything to rendar and lay out his plan - whatever that is, and because the big mystery of the game is being revealed and not to us. but it does make you want to play the next one so maybe mission accomplished...
  • seems like there should be a cutscene showing the fruition of the big ceremony that we collected all the aqir blood for in the survival chapter. kind of anti climactic.
  • We hear a lot about Rendar being a butcher and enforcer, but besides people talking about it, you don't see anything that goes with that. it would be cool if the first chapter with him started off with some mini quests that helped establish him as the anti-hero the dialogue makes him out to be, or maybe to see some people later who actually seem to fear/resent him. from the dialogue at the beginning I was getting "butcher of blaviken" vibes, but there was nothing to really "enforce" that.
  • the survival level is kind of long. and it's not like in the blizzard ones where you at least know how much time you need. it's just - lets see how long it takes me to kill 700 bugs. gets kind of monotonous. also I think it might make that level more fun if you could buy a staff of TP. that way you could be more dynamic on the map with your heroes.
  • the final boss also seemed a little long to me. got a little repetitive.
  • Oriss's face is kind of lacking personality IMO. some tribal paint or more visible eyebrows might go a long way.

like I said, mostly just nitpicking. Really impressive campaign.
 
Last edited:

deepstrasz

Map Reviewer
Level 72
Joined
Jun 4, 2009
Messages
19,457
  1. Oriss the Jarbreaker.
  2. While exploring the village feels nice, it's so silent. No one seems to say anything to you or others there (aside optional quests). Also, static feel. No one moves around. Take that back. There's two outside the village/fort talking about the lost key.
  3. Keys and perhaps other items (like Ashes of the Phoenix) could be variables not to fill the inventory senselessly.
  4. Would be nice during the talk of some optional quests to have some nice angle cameras to showcase the village. Also, units not to be selected during cinematic mode.
  5. Primal Raptors are red player coloured even though enemies, not yours.
  6. For some reason no more minimap pings appeared after a while. Reached the bandits by the time it started happening. Maybe after the shell optional quest was finished. No idea. The last vault map piece pinger didn't work either. Eventually reappeared after the Devilsaur affair.
  7. Trolls don't talk like Warcraft trolls at all.
  8. Not fancying the linear vine have to dissolved thing.
  9. For a T-Rex inspired creature, the Devilsaur sure is slow. Perhaps its belly was filled with magically heavyweight meat.
  10. The custom doodad water waterfalls and rivers are exceptionally beautiful. However, there are parts where the fusing isn't done right and lines can be seen.
  11. Not sure what to think of those low flying pteradons. A bit weird looking so close to the ground. Would have been fitting if they were more like flying chickens or something but it looks like they're soaring.
  12. Crates! Crates everywhere! Apparently even thousands of years ago they had them in the same manner.
  13. History repeats itself almost literally in the future with Arthas (revenant part).
  14. Into the Unknown can be finished without setting up a camp.
  15. Even kobolds are academia worthy.
  16. Ring of Protection +2's DISBTN looks different than the actual ring. Looks like Ring of Preservation.
  17. Some huts are pure doodads (grotto) while some are destructibles (outside).
  18. Rendar was probably taken by surprise by Ten'jin's attitude as he said no word.
  19. Would be nice to mention where the new units are trained since you don't get the message about them when you also get them on the terrain playable like in the original game.
  20. Both trolls and Furbolgs have the same walls as furbolgs and saurok same huts.
  21. Boots of Dazar'alor=Boots of Quel'Thalas.
  22. Bad Juju=Soul Burn. Spiritual Journey=multi Banish. Healing Potion Wave=Healing Wave.
  23. "Light it up" but Oriss and some other troll remained a bit in the fire before running again.
  24. I don't get it. Did they jump in the huge hole beside the worm till they reach the bottom or was it another entrance?
  25. And of course, everyone talks the same tongue, whether surface or underground dwellers, humanoids, insectoid or whatever.
  26. Tad annoying the glyphs in the shop aren't runes and can't be used/bought with a full inventory.
  27. The lava platforms are too fast to go down. If one of your heroes is slower it won't make it in time and they won't make it in time moved all at the same time.
  28. Nice meme temple but pianos?
  29. Not sure if intended but the Dormant Hand orb turns to the number in the riddle while the game is on F10.
  30. Tunnel Visions is definitely Armies of Exigo but with no insect special flier surface-underground transition places.
  31. Overall, not impressed by the troll techtree. Aqir are also pretty much undead.
  32. Raptors can get up to the enemy occupied fort due to incomplete pathing blocking.
  33. Unnatural Expansion is not marked as completed upon finishing even though the quest completion message is shown.
  34. Ensnare shouldn't be cast on the striders since they're moved/teleported in different places from their over doodad/cliff positions.
  35. By the way, Torvald looks just like the other dwarves.
  36. In chapter six, the shop's items move all over the place after you buy each.
  37. There's some mogu references in items and chat but none to be seen.
  38. So many crates, barrels and jars in this campaign as if they populate Azeroth or something.
  39. Force Wall came too late that the behemoth got time to get outside the zone following the heroes. It can essentially be done with all which means battling only the behemoth without the spell caster aid.
  40. Annoying to waste time getting the void shards and getting your item back. Ah well, unless you use the flying shop.
  41. Loading the game might render the last boss to face to the east covering a lot of the battlefield.
  42. No credits map/ending? Alright then.
troll02.pngtroll03.pngtroll04.png
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.


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Level 25
Joined
Mar 29, 2020
Messages
1,433
History repeats itself almost literally in the future with Arthas (revenant part).
while initially I found this kind of lazy, I ended up thinking It's kind of cool lore wise. this may not be the creator intended, but it could hint at the revenants being some kind of order of primordial guardians positioned by higher powers to save mortalkind from dark powers that lurk in azeroth.
 
Level 8
Joined
Feb 22, 2024
Messages
58
while initially I found this kind of lazy, I ended up thinking It's kind of cool lore wise. this may not be the creator intended, but it could hint at the revenants being some kind of order of primordial guardians positioned by higher powers to save mortalkind from dark powers that lurk in azeroth.
I have to agree with this, yes I reacted and was like "this is exactly the same sentence" but then I thought about it. In that moment when the Raven claim that it is trying to protect Arthas from himself, why? There is NO explanation to it, the raven's seems "undead" to me and still of that kind we seen before, not undead influenced by The Lich King.

So like Cheshire said, why can it not just be that they, in their state sense something/know something and trying to defend the living from a fate.

But yea. I've might changed the sentence at least a bit tho.
 
Level 4
Joined
May 25, 2024
Messages
17
I have completed the first two missions and really that was enough for me to say , this is one of the best campaigns i have ever played!

the terraining is just fantastic and really sets the environment as well as the cinematics.

i really liked the heroes and their skill sets as well as the pacing of the story.

my only tiny complaint till now is that i think you should give the player a hint about the bandit attacks on mission 1 as it caught me off guard.

if it was mentioned and i missed it then my bad!

thank you for making this amazing project!:goblin_yeah:
 
Level 2
Joined
Sep 25, 2024
Messages
1
Had to make an account just to comment.

This is a phenomenal piece of work you've made, I can't remember the last time I was this immersed and invested. The story, the characters, the pacing, the gameplay, everything just felt perfect, even down to the UI grid. Kruppe is really well written, I can't wait to see what his deal is.



Thanks so much for sharing this with us, I'll be super keen for a part 2!
 
Last edited:
Level 3
Joined
Jan 21, 2009
Messages
7
Absolutely incredible work.
Coherent custom models & animations to make a solid new faction. A story that fits into the canon without retreading what we've seen a million times. And a nice little item fusion system to keep progression interesting.
This is the level of quality any custom campaign should strive for.
 
Level 4
Joined
Nov 4, 2010
Messages
29
Great work! You should be proud :)

EDIT: After playing this mod for a while, I also wanted to add that I love the way you made the portraits, and how clean everything worked! Not to mention, the cutscenes brought me back to 2003 when Warcraft 3 first came out, as your work feels just like what I would expect to be made by the old Blizzard, which is one of the biggest compliments I could give regarding a mod! Also, I love how you can combine items, great work on that too!
 
Last edited:
Level 4
Joined
Nov 4, 2010
Messages
29
Also, in addition to what I wrote before, I love the way you have balanced all the units! I have been playing it some more, and didn't want to go too far into details until I've done so, but I really like the way the units interact and how each has pretty much its unique role (to an extend), and feel like they have a place in the roster :) In fact, both the traditional building and unit style, as well as the hero questing you get, were both enough to keep me invested all throughout the missions. Not many mods can do that. Again, truly stellar work!
 
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