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War of the Spider - [Fully Voiced]

This bundle is marked as high quality. It exceeds standards and is highly desirable.

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Following the War of the Spider, the nerubians found themselves in a difficult position, unable to properly defend their lands. Contingents of their warriors stationed away from the capital have been ordered back to repel the invading undead force, which they managed successfully. Reinvigorated by their victory, they were able to push back the enemy and reclaimed territory after territory.

This is where the Undead Nerubian campaign begins. The Lich King and Dreadlords have amassed an army of reanimated nerubians reaped from the ongoing war, leaving you to take care of the details before the true assault on Azjol-Nerub can be enacted.


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  • Choices: In this campaign, all missions will have an optional quest that will have an effect on the final mission. Some missions offer a choice on which ally to save, which enemy to take out, or completing difficult tasks. The final mission will be customized depending on your previous choices.
  • Playable Custom Race: In this campaign you take control of the Undead Nerubian, a completely new race offering new units, mechanics, and heroes.
  • Variable Difficulty: The player may choose Easy, Average, or Hard difficulty.
  • Completely AI Voiced: All cutscenes and in-game dialogue, and main heroes have custom AI voiced lines.
  • Challenge Mode: Beating all the missions on Hard difficulty unlocks Challenge Mode. Challenge Mode allows the player to choose an additional option after choosing the Hard Difficulty to enable additional challenges to the map. Beating these challenges grants Artifacts to the player on the following mission.
  • Secret Mission: Completing all Challenge Mode unlock a secret mission and an additional cutscene on the final mission.

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  • Must be played on version the map is uploaded as. (Currently 2.0)
  • Currently Warcraft 3 has problems saving and loading. You might not be able to return to a save point if you quit out to the main menu. You may still save/load while still in the same game map.
  • Currently Warcraft 3 has a bug where opening the menu (F10) causes the game to pause and the menu screen will not appear; thus making you unable to close the menu. ***To work around this: Tab out of the game and right click on the Warcraft 3 icon then close program. This will open a menu in your current running Warcraft 3 game giving you the option to cancel the close program thus allowing you to return to the game.
  • As of version 1.35+ custom campaign are re-added. However; I am unsure what issues may arise so I have a made a separate paste bin for the split mission maps version: HERE. Read the How to Play - Split Mission Version to learn more.
  • I recommend playing on Hard.
  • I am unable to change the recommended version on the download tab.
  • As of version 15MAR2023+ AI voices have been added to all missions.


1.) Download the War of the Spider.w3n file.
2.) Move the file to your warcraft 3 camaigns folder. (For me it is located in This PC > Documents > Warcraft III > Campaigns)
3.) Launch the game. Single Player > Custom Campaigns > War of the Spider.

1.) Download the files on this post.
2.) Create a folder in your Warcraft 3 maps file. (For me it is located in This PC > Documents > Warcraft III > Maps) Name it anything you wish.
3.) Move the downloaded maps to the new folder.

4a.) Launch the game.
5a.) Find the downloaded maps where they were moved to. Single Player > Custom Games
6a.) Start with the 01 mission and go on.

4b.) Open whichever map through the editor
5b.) Click test map on the upper right corner of the editor.
6b.) Once finished move on to the next map.
UPDATE 24MAY2025
  • April update upload failed. Fixed abilities based on Moon Glaive broken by Reforged Patch 2.02.
UPDATE 17APR2025
  • Fixed abilities based on Moon Glaive broken by Reforged Patch 2.02.



UPDATE 13NOV2024
  • Fixed unit portraits that were broken by Reforged Patch 2.0.
  • Allowed maps to be played on SD or HD, results may vary. Especially with maps with custom tile textures. SD still recommended.
  • Slightly altered start on cinematic on M6.
  • Slightly altered start on cinematic on M9.
  • Fixed hotkey for the monitor on M7, M8, and M10.
  • Temporarily disabled multiboard display for gate hit points on m10. Function is broken by Reforged Patch 2.0.



UPDATE 08OCT2024
General (affects every/most missions):
  • Fixed Apostle worker model causing lag then crash.


UPDATE 08APR2024
General (affects every/most missions):
  • Zaq new model and Icon (mostly reskin)
  • Isri new model, projectile, and icon.
  • Okwan new model and icon.
  • Nylaex improved Spreading Corruption coding.
  • New monitor model and icon.
  • New Corpser model and icon. Including Corpser Larva.
  • New Strike model, icon, projectile. Increased projectile speed to 900.
  • Apostate new model and icon.
  • Arbalest new model and icon.
  • Ravager new model and icon.
  • Hovering Redoubt new model and icons. Improved collision selection.
  • Sybil new model.
  • Giant Tombstrider renamed to Broodguard. New model.
  • Cinematics improvements to reflect the speaker's teamcolor.
Mission 03:
  • Small Cinematic changes.
Mission 04:
  • Fixed Melstuutal Portrait.
Mission 04:
  • Slightly more difficult final waves.
  • AI will occasionally attack the southern expo.
Mission 11:
  • Swapped Treasure's presumed crash causing ability. AI will occasionally attack expo.
UPDATE 07JAN2024
General (affects every/most missions):
  • Rewrote the description of June's Eldritch Scroll so it describes that ranged attacks cause the secondary effect.
  • Typo fixes.
  • Adjusted some of the AI timings.
  • Misc fixes.
Mission 04:
Challenge Mode: New modifier: Tremor waves and northeast enemy base are fully upgraded at the start.
Mission 07:
- Fixed broken lumber bonus from Fanes.
Mission 11:

  • Challenge Mode: Herokillers now deal more damage and deal Chaos damage.
  • Challenge Mode: Herokillers and Cache of Anub's now both cast an anti-hero Cripple.
  • Challenge Mode: New modifier. Heroes take additional damage per Artifact they carry.
  • Northern goldmine now holds 200,000 gold. Meant as a more permanent source of income to break a stalemate.


UPDATE 11OCT2023 - MAJOR UPDATE
General (affects every/most missions):
  • NEW: Custom nerubian voice lines for the interface. i.e Town Under Attack, Not enough Gold, HeroDies, etc.
  • NEW: Revamped Zaq's Air Burst ability. Now Upheaval, which causes damage to enemy air and ground units in an area, deals more to air units. Leaves behind a fissure that attacks nearby enemies, prioritizing air foes.
  • NEW: added the Blightweave ability for the Monitor. The ability sacrifices a nearby corpse to buff nearby friendly units to deal additional damage and even more if on blight.
  • NEW: revamped the Carcass Mound ability for the Hover Redoubt. Their attacks now deal additional depending on the amount of corpses around the target and attacks have a chance to spawn a corpse of the target at the target's location.
  • Menace of the Fane now increases Apostates' lumber carry capacity by 5 when the player has at least five Fanes.
  • Pince now affects magic immune targets. However, will not take damage if magic immune.
  • Imbibe no longer provides invisibility.
  • Corrupters have been modified. Now can gather and carry corpses. Blight Spreader now restore hit points per corpse in storage instead of nearby. Also, ability cooldown indicator has been added.
  • Isri's Canalize Essence configured. Now restores 20/40/60% hit point and mana to the target. Now can affect mechanical units and allied targets. Now if cast upon a target that has Dread Casing causes the shield to dissipate and heal nearby friendly targets for 10/20/30% maximum hit points. Cooldown reduced from 15 -> 1 second(s).
  • Nylaex Spreading Corruption that is cast on an enemy or friendly target now causes a nearby blight spore to explode as if Spreading Corruption was cast on it. A very welcome quality of life change.
  • Striker model edited for better collision selection.
  • Monitor model edited for better collision selection.
  • Corpser model edited for better collision selection.
  • Hovering Redoubt model edited for better collision selection.
  • New Trove model
  • New Mausoleum model.
  • Revamped
  • June's Eldritch Scroll item. Now causes attacks attacks to feedback and blocks negative spells periodically.
  • Skin of the Many replaced "Disease Cloud" for "Unholy Aura," now increasing nearby friendly units' movement speed and hit point regeneration. Now has +4 armor.
  • Heart of Cylzagosa now increases all stats by +5 instead of +2.
  • Death's Rod now increases damage to +8.
  • Eye of the Dragon now increases agility to +10.
  • Abominable Mandible now decreased damage bonus to +20.
  • Artifacts have revamped descriptions.
  • Fixed "pterostigma" typo.
  • Fixed "Backback" typo.
  • Fixed Imbibe typos.
  • Fixed "Delirium" typos.
  • Fixed "Foreboding" typos.
  • Reduced fog across all missions.


Mission 01:
  • Reduced the music volume substantially.
  • Extended map edges for better cutscene and camera experiences.
  • Reduced fog density.
  • Final cutscene changed "capture" to "captured."
  • New hint when selecting the Lesser Catacombs explaining Undead Beckon.

Mission 02:
- Typo in "Attck rate" message.
Mission 03:

  • Typo in "Fued" message.
  • Fixed issue of warning message playing when cutscene is playing.
  • Skipping end cutscene caused another Okwan to spawn briefly. Fixed.
  • Mother Zel is now Mother Zar, replacing dialogue accordingly.

Mission 04:

  • Reduced ai effectiveness on normal and easy.
  • Stinger's ability fixed.

Mission 05:
  • Stopped AI item usage duplication.
  • Challenge Mode revamp. No longer choose on base to have their units, now allies will not send forces to defend your base.
  • Reduced creeps quantity by around 50%.
  • Allies start with less starting forces. Reduced game load.
  • Reduced map size, mainly towards the south. This mission has too much focus on creeping.
  • Reduced ally defense forces.

Mission 06:
  • Fixed "Giant" typo.
  • Fixed 5 stack Potion of Restoration. Now 1.
Mission 07:
  • Added an additional Monitor to the north.
  • Catacombs was missing create corpse. Added back.
  • Added hint about Hollow rock. Placed some by the base.
  • Corpser side quest corpse requirement now 15 instead of 20.
  • Fixed "Probe" typo.

Mission 08:
  • Reduced far expo golf from 30,000 to 10,000. Too potent.
  • Removed skeleton creeps.

Mission 09:
- Added additional trees and lumber drops.

Mission 10 (MAJOR REVAMP):

  • The Gate defenses now have a new mechanic. The defenders now have a special structures that will endless respawn when killed then will continuously start producing more and more forces to defend the gate. The player must actively attack the gate to make progress before they are overwhelmed.
  • A special Infernal will periodically spawn to assault the gate. Its up to the player to escort and defend it.
  • Fixed the wrong variable for the choice in M2.
  • Fixed pest attack dummy bug.
  • Reduced AI attack frequency.

Mission 11:
  • Tunnelers replaced with webspinners, and drones with spiderling in the Treasure Hold area.
  • Crystal Golem reverted to Golem.
  • Yellow Vizier drops tomes (+2 each stat)
  • Teal heroes abilities now focused on more support/defense over damage.
  • All gold mines have additional gold
  • Reduced teal regal effect bonus (again)
  • Melstuutal gains Reign of Chaos after Hadnorox is killed. Dreadlord gains reincarnation. Lich gains level 3 Brilliance Aura.
  • Advanced Nerubian Waves (Increased waves after Hadronox) replaced a Queen spawn with a Webspinner. Making each lane slightly easier.
  • Waves intervals increased from every 180 seconds to every 210 seconds.
  • Enemy heroes would not revive with items as intented. Now destroying the Treasury will properly make them no longer revive with healing mana mana potions.
  • If betray by goldmine turned off the betray by killing units. Mestuutal's base.
  • Undead Anub'arak has two gems of health (+600 HP)
  • Cheese can be sold.
  • Added all proper units to Treasury Hold group.

Mission 12:
  • Fixed the "he" line typo.
  • Final cutscene set hit points so it dies proper.


UPDATE 06SEP2023
  • Mission 10 FIXED loading screen.
  • Mission 10 fixed Isri voicelines.
  • Mission 11:
  • Teal AI toned down. Less attack, defense, and longer delays between attacks. Both on Normal and Hard.
  • Teal hero revive rate now set to 200%. Revival takes 5x as long as before.
  • Removed some preplaced units for teal.
  • Regal unit buff reduced hit point gained by half.
  • Light Blue AI toned down. Less attack, defense, and longer delays between attacks. Both on Normal and Hard.
  • Reduced preplaced units all enemies.
  • Kingdom Guardians have overall less hit points and take longer to train.
  • All enemy heroes have reduced levels at start.
  • All enemy heroes take longer to revive.
  • Player food cap increased to 140.
  • Troll Bonus units now have 500 increased hit points each.
  • Protector AI allies no longer have a Liaison, now come from the entrance.
  • Undead Anub'arak has increased stats across the board.
  • Melstuutal has increased strength by 20.
  • Dreadlord and Lich bonus have increased 10 STR and INT each.
  • Reconfigured the layout of the initial and bonus Goldmines. If the first Goldmine is destroyed it wont randomly disappear.
UPDATE 25AUG2023
  • Mission 10 was broken. Imported voice and AI files were corrupted. Now replaced and fixed.
UPDATE 14AUG2023
  • Added new background and music for the campaign screen.
  • Renamed from War of the Spider to WOTS: Fall of Azjol-Nerub. To better fit the prequel I am working on. WOTS = War of the Spider
  • Fixed an issue where Mission 01 Gold Bonus was not working in the final mission.
  • Looked through and fixed any other bonus that were not working. After extensive testing, They SHOULD be all functional.

UPDATE 19MAR2023
  • The mission 11 update. The balancing on the mission was way overtuned. Reduced preplaced units on most enemy bases.
  • Found a bug where attack waves would not activate if defeating Anub'arak too quickly. Fixed.
  • Starting section enemy buildings have reduced hit points so the player is not spending a long time trying to destroy them.
  • Added an additional optional goldmine.
  • Replaced Tunnelers with Webspinners at the western bridge.
  • Undead Anub'arak had a bug where he would run out of gold, breaking the ai. Fixed.
  • Undead Anub'arak now has an aura the debuffs nearby enemy units with reduced armor. Encourages the player to fight alongside him.
  • Added an additional ally after clearing the entrance. The ai ally creates a small force that will defend the players base. Similar to mission 10.


UPDATE 15MAR2023
  • Entire campaign has been reworked with added voices from AI. Download the -15MAR2023+ version.
  • Zaq, Isri, Okwan, and Nylaex all have custom voicelines ingame.
  • Added a new map where you may set your cache datas. Do things like check which maps are completed on hard and/or challenge mode. Set all maps to be completed on those modes. Or reset your data.
  • Cinematics reworked to fit better with the new voiced dialogue.
  • Many, many typos and grammar issues have been found a rectified.
  • Mission 02 has extended landscape to make the Shadow Aid cutscene play and look better.
  • Mission 03 End cutscene was still having bugs such as player units swarming the area as it played out. Fixed.
  • Mission 06 End cutscene had the same issue. Fixed.
  • Mission 07 replaced barrels and crates with destroyable dungeon rocks. To better fit the aesthetic.
  • Mission 09 added three additional lines of dialogue from enemy units around the map. Felt too quite and barren.
  • Mission 10 bonus quest now has a slightly mint color on the minimap when the Crypts are captured by the player.
  • Mission 10 extended Okwans area slightly so he may jump between the bonus to the base.
  • Mission 11 discovered the same challenge mode bugs activating when not playing in challenge mode. Fixed.
  • Mission 11 discovered that the AI could not train the powerful Kingdom Guardians. Now they can. The mission will be more difficult on all levels.
  • Small misc changes.
All these changes apply to the voiced version. From now on I will not be updating the voiceless version(s).

UPDATE 11MAR2023
  • Missions 4, 5, 6, 8, and 9 had some challenge mode effects activated without selecting challenge mode if the player already achieved challenge mode in the mission. Replaying those missions would cause issues. Fixed.

UPDATE 08MAR2023
  • Mission 11 had an issue where more than half the imported assets broke. Causing a plethora of bugs. Patched.

UPDATE 29JAN2023
  • Mission 01 Optional Quest marker would break if dialogue skipped. Fixed.
    Added a cheat. Type "cheatcheat" to reveal all mission buttons.
  • Missions 01 and 02 have a new Dwarf Worker model
  • Mission 05. Looked into an issue with the Ice Troll Warlord bonus not activating proper in Mission 11. Fixed. Also changed the faction name from Frost Trolls to Ice Trolls.
  • Mission 08 Leftmost ai would begin to act strange and accumulate too many troops- blocking off their own attack waves. Fixed. Challenge mode mapwide mist was broken making the effect no longer work midgame. fixed.
  • Mission 09 Lodestar activation would sometimes bug out and not be properly removed and ability not properly deactivated. Fixed.
  • Mission 10 description typo for bonus fixed.
  • Mission 11 resolved Ice Troll Warlords bonus not properly activating. Enemy Anub'arak would remain even after the cutscene played. Fixed . Pest dummy units show up around the map after cutscenes - added a failsafe.
UPDATE 19JAN2023
  • Transcribed the campaign missions into a custom campaign fashion with the release of version 1.35. Played and tested. Everything seems to be in order; however, with Blizzard's recent record on updates I do not know what issues may arise yet.
  • Split mission version still exists. Check out the Important Notes section.
  • Mission 11 had a bug where some of your choices did not activated properly. Has been fixed on both versions.

UPDATE 12DEC2022
  • Missions 10,11, and 12 have a failsafe for hero leveling. When level 10 is reached all the heroes abilities are learnt and set to max level.

UPDATE 06DEC2022
  • Fixed Tome of Spellbound in Mission(s) 3,5,6.

UPDATE 03DEC2022
  • Fixed Mission 10 Challenge Mode prompt not being available.
  • Fixed Mission 03 Scroll of Late June not working proper.
  • Fixed Mission 05 Challenge Mode not properly setting parameters for which units get trained.
  • Fixed Abominable Mandible description.

UPDATE 01DEC2022
  • Fixed all maps not properly providing proper Game Cache Data for finishing missions on Hard and Challenge Mode.
  • Challenge Mode not being available when it should now is fixed.
  • Fixed minor issue with Mission 05 cinematic being triggered by typing.
Note: If you had already achieved Challenge Mode and/or the Secret Level you may still be able to play the updated maps.


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SPECIAL THANKS:
  • Spellbound
  • SgtWinter
  • Junior Elder

Blizzard Entertainment
Ujimasa Hojo
infrenus
Sin'dorei300
Mythic
GooS
Spellbound
- Grendel
MatiS
Tarrasque
Callahan
Mr ogre man
Uncle fester
Lender
Red XIII
infrenus
Bribe
Misha
Retera
Alok
Kenntaur
Khazmo
Lender
AndrewOverload519
Radagast
Mister_Haudrauf
dhguardianes
Windrunner29
Boogles

.

(If I missed any just tell me, please)
Check out the Prequel in the works.

Contents

WotS: Fall of Azjol-Nerub (Campaign)

Outstanding - new faction, new heroes (and I mean it - none of the playable heroes are just slight alterations of base ones), 11 long and challenging chapters.
I'd enjoy it more if there were no human tanks copy though
 
I think you should include the War Within lore into the fray cause Anub'arak tried to convince Queen Neferess about the Scourge but she couldn't listen.
I dont play WoW, so I'm not sure. Maybe it'll be a more fitting part for the Prequel.
Outstanding - new faction, new heroes (and I mean it - none of the playable heroes are just slight alterations of base ones), 11 long and challenging chapters.
I'd enjoy it more if there were no human tanks copy though
Glad you enjoyed it.
Well, always need to make sure you have counters to everything the enemy can throw. They can be a pain.
 
I dont play WoW, so I'm not sure. Maybe it'll be a more fitting part for the Prequel.

Glad you enjoyed it.
Well, always need to make sure you have counters to everything the enemy can throw. They can be a pain.
Yeah, that wasn't an actual criticism of the campaign, just me moaning as I hate dealing with mass tanks.
I should add that I've felt challenged constantly and had to keep on my toes most of the time, which is amazing. I have never felt that in any campaign, original or custom.
Out of curiosity, what kind of level is the "secret" level - like a regular mission or Blood Elf campaign tower defense type map. I don't really feel like replaying the campaign I just played just to get one map, but considering the quality of the other levels it might be worth it.
 
Yeah, that wasn't an actual criticism of the campaign, just me moaning as I hate dealing with mass tanks.
I should add that I've felt challenged constantly and had to keep on my toes most of the time, which is amazing. I have never felt that in any campaign, original or custom.
Out of curiosity, what kind of level is the "secret" level - like a regular mission or Blood Elf campaign tower defense type map. I don't really feel like replaying the campaign I just played just to get one map, but considering the quality of the other levels it might be worth it.
Nice. Seems like the difficulty felt right for you. Glad you enjoyed it.
Its a regular style mission. Fairly short. You can unlock it through the settings map without replaying the whole campaign
 
I dont play WoW, so I'm not sure. Maybe it'll be a more fitting part for the Prequel.
Perhaps, you should see these...

 
Heya, seem to be having some sort of crashing issue while playing on Reforged

So, I was just down to literally the last 3 units (the white wolves) guarding the Fane right before the reachable dwarven base and the game crashes immediately upon the last unit being killed

Any clue what the issue might be here? Would entering the win cheat let me play the rest of the missions while preserving the Hero's state and the optional mission?
 
Heya, seem to be having some sort of crashing issue while playing on Reforged

So, I was just down to literally the last 3 units (the white wolves) guarding the Fane right before the reachable dwarven base and the game crashes immediately upon the last unit being killed

Any clue what the issue might be here? Would entering the win cheat let me play the rest of the missions while preserving the Hero's state and the optional mission?
Are you saving and loading after closing the game?
 
Are you saving and loading after closing the game?
I'm loading the save after opening the game, even if it's the first thing I do upon booting up Reforged

That aside, yes, the save file is from around a week ago now and I've closed the game a couple of times since. But I think the issue happened even when I'd gone and done the mission in one sitting without closing the game when the crash first happened
 
I'm loading the save after opening the game, even if it's the first thing I do upon booting up Reforged

That aside, yes, the save file is from around a week ago now and I've closed the game a couple of times since. But I think the issue happened even when I'd gone and done the mission in one sitting without closing the game when the crash first happened
Most likely the saving and loading is causing the issue. I just replayed the mission and found no crash.
 
Most likely the saving and loading is causing the issue. I just replayed the mission and found no crash.
So, I should do the mission in one go without saving or loading at any point during it? Certainly doable on Hard, but I'm not sure about whatever the Challenge version of the mission will be
 
So, I should do the mission in one go without saving or loading at any point during it? Certainly doable on Hard, but I'm not sure about whatever the Challenge version of the mission will be
You can save and load, just don't leave the game then load the save.
I dont have control of how well saving and loading works.
Blizz is too busy making balance changes for pvp instead of fixing core bugs.
 
You can save and load, just don't leave the game then load the save.
I dont have control of how well saving and loading works.
Blizz is too busy making balance changes for pvp instead of fixing core bugs.
I'm aware, I was just asking to make sure I'd understood how I was supposed to go about it - worst case scenario, I can just speedrun the mission with the godmode cheat since I've beaten it legitimately once already. Is that just for the 1st chapter, or is it for all of them no matter the difficulty mode?

As for the patch thing, my view on it atm is that it might mean they've decided to finally start listening to us (after a long 5 years) about what they should be doing (well, besides torching the whole remake and starting from scratch or not at all, but I digress) so mayhaps the bigger issues will get fixed as well relatively soon

Or maybe not, who knows
 
Finally, I managed to complete this astonishing campaign. It's astonishing, not because I too like Old God stuff in Warcraft Lore.

One moment about the campaign storyline - why Undead Nerubians threaten Faceless as unknown? For me, its strange, cause Nerubians are descendants of aqir, who were one of two races, spawned by Old Gods. Another was... Well, nraqi or "faceless".
It maybe better to add in a secret mission some hint that they had a connection to each other, even if Undead Nerubians are enslaved to do Lich King's will.

In terms of gameplay:
  • Unique races by design: it feels more than a civil war between Nerubians.
  • The second (third?) mission was tough. I generally don't like missions with a 'fast-fast' attitude and while Stratholme was an example of nice design even on Hard difficulty, this Okwan Challenge is rough on hard. But I like that you write down a disclaimer at each mission start, what has changed by selected difficulty!
  • 3 Underground missions were likable. Liked the Faceless One race design - they rock. Even on Easy, if you don't use Corruptors (their corpse heal is a NICE choice for a tanky unit!) and actively use Nisri Q-W combinations and her ultimate, they will smash you. Hard.
  • The last mission is pure ecstasy - if we account to story moments, it's sad to see how you destroyed your former homeland at all, showing no mercy. The gameplay is smooth on played difficulty, last part with 3 nerubian queens is quite hard but doable.
  • Secret mission is nice. Playing a mirror match (like we played in OKWAN CHALLENGE) is always good to see how race can counter her own. However, some faceless heroes felt very strong, but still - doable.
Overall this campaign reassures me to continue my Old God-related stuff: we have Qiraji stuff, Nerubian stuff, and Faceless stuff.
Maybe someday we will see Mantid stuff?
Love!
 
So if you want more challenge. Ok. And how hard is hard? I'm a normal campaign enjoyer, taking my time, explore, build up, not a click/sec guy.
 
So if you want more challenge. Ok. And how hard is hard? I'm a normal campaign enjoyer, taking my time, explore, build up, not a click/sec guy.
I play predominantly custom campaigns and custom maps only. The last ladder game I played was probably anywhere between half to a full decade ago

I don't have all that much difficulty playing just about all official and custom campaigns on Hard and beating the missions on the first go. Neither do I consider myself that amazing a player
 
Played it a couple of minutes looks high quality, but you overdesigned and oversaturated the U.I with totally pointless aesthetics to the point it hurts the experience.
 
Played it a couple of minutes looks high quality, but you overdesigned and oversaturated the U.I with totally pointless aesthetics to the point it hurts the experience.
The graphical effects of the UI barely reach out beyond it's borders onto the screen. If you're that upset at a high quality UI, to the point where you don't even bother trying the gameplay itself, then high quality custom campaigns aren't for you.

Also, oml I finally made this stupid account..... so much stuff just to do that, and it still took me almost a week to be able to send messages.. never had that on literally any other site, but oh well.

I don't even know the rules so I'm a bit scared to do or say anything out of bounds lmao like cussing, I purely made this to give constructive feedback and criticism, as a 'professional' tester on your campaigns, after having played them, and honestly finding most of them more enjoyable than the official ones. One that can stick with you and help you identify anything weird, with any of them. I can only hope and wish that you might remaster the first campaign like you mentioned before, because the other two have peak Blizzard level polish, aside from still having a few bugs. Not to mention, you would be following their campaign formula to a tee and it's kind of amazing, where you start the game as "the good guys", setting the scene for the story, then "the bad guys" as you take everything over, and then "the good guys" again (It's clear to me that the first LN (Living Nerubian) campaign comes after WoTS) to either fight back or flee to salvation.

I had a whole list of bugs from all 3 of your campaigns (played on Reforged's most recent version with classic graphics) that I wanted to discuss, including the demo of the prequel which you locked the thread of, but now I have to replay them all to remember the bugs lmao. Won't do that now but probably within a few days to a week, because I definitely want to see these be the best that they can. I, (playing on hard, no challenge) repeated each mission, or each point where I encountered the bug multiple times, confirming it as an actual bug and not some random glitch, and will do the same again on my re-playthrough. I remember a couple key things though very clearly that need pretty big attention:

- WoTS (War of The Spider) Mission 2, I've noticed starting from the first allied Undead Nerubian mission, there seems to be some sort of resource bug. This I've also seen on every following UN ally, they are unable to harvest gold from their goldmine, so when they run out they die unless I use the gold cheat to pump up their treasury. Sometimes they seem to get some gold at random, but I don't know how because the gold mine amount never decreases and it isn't at a regular interval so I don't think it's a script. I don't know too much about the WC3 editor, but destroying the goldmine out of curiosity didn't free it from the 'haunting', but straight up destroyed it. Which makes me think somehow the entity isn't being defined as a neutral goldmine, but the "unit" itself of the 'corrupted goldmine', otherwise it would have simply reverted. Potential fixes could include fixing the root issue, or having regular goldmines in their bases with a short and sweet script that makes a drone quickly corrupt it for the gold. either way you'd have to make sure that they have the classic 'AI depletes 1 gold per harvest' cheat or they would still run out within an hour. Or, leaving it as is, and just adding a script to give them gold at regular intervals equal to the corrupt gold mine.

- In that same mission, if you hit Okwan's side with more than a few hundred hitpoints worth of splash damage from the artillery he turns on you, which seems more like a bug than a feature. That means if I use artillery when he's being attacked to defend him, or I join his attack wave but have artillery in mine, it's basically game over. I would think you might be able to fix the cause itself and define direct vs splash damage, but that might be a little complex. Or you could just make it so instead of him getting angered from taking a certain amount of damage, maybe only after destroying 1 or 2 of his buildings? This way, unless you're fighting near a building with like 10 hp there's no way to accidentally make him hostile, fixing this issue easily.

- WoTS Mission 10, At the gates, completing the bonus objective of destroying the bottom 2 Nerubian bases seems to not trigger, I assume if it did it would have added a few friendly AI to fight with me? Yeah.... that mission was pretty hard without those lol. I don't know what the actual trigger is, because below each base there was a contingent of hostile neutral Nerubian troops, and one quest marker was over the bottom left's HQ, the other on the right was over that neutral garrison. I tried redoing the part a few different ways, including reloading before I finished the quest, before I attacked either of them period, and restarting the mission as a whole, to no avail.

- Every mission in ToC (Threads of Conflict), There's a disturbing and strange bug I've noticed that isn't present in your first LN campaign, as far as I can tell. The tooltip for the "Queen's Dominance" specifically states that it will make up to 5 eggs near the building (which I know is touching it's hitbox) and then stop. This insinuates that spreading my buildings out some and filling them with queens would give me terrific unit production, as expected of such an aggressive race without defensive capabilities. This seems to hold true in the first LN, because after playing ToC I had to go back to check, because in ToC there seems to be some sort of invisible arbitrary global egg limit, around 10 or 12, which is horrendous for a number of pretty obvious reasons.
First, this means if I have queens scattered between multiple bases, there could either be 1 or 2 eggs at every building, which doesn't give me much to defend with if I get attacked, or it could be all 10-12 at one base and none at the other... Second, if I try to counteract that with their manual egg laying ability, #1 that costs gold that I can't waste like that, and #2, then no garrisoned queen will lay ANY eggs, defeating most of their purpose, to be able to ready eggs for production. Also would like to point out in this section, that the 'select all available spawning eggs' ability from your HQ doesn't seem to work, or if it does it has an extremely short range that needs to be bumped quite a bit. I would prefer if the ability is fully global, and goes from nearest to furthest eggs, which would fix a lot of the macro issues I had playing as them. Third, this means they make units slower than every other race, which are able to spam their unit production buildings, when I would think it's supposed to be the other way around since this one can't make defenses.

From what I see, you have the AI work in a slightly different way in WoTS, sometimes the buildings make eggs, sometimes the drones 'build' them, but they also don't have this issue. And if this is somehow intentional, trust me, it shouldn't be. Instead you could just double the cooldown on the egg laying passive or something to compensate. The Living Nerubians just feel too punishing to play, but if this got fixed, it would entirely fix that issue by proxy.


Also you said you made 4 or 5 missions for ToC? I'm sorry to say, but only the first 3 are playable. I could show you a screenshot, but exactly what's happening, is the menu shows two duplicates of mission 4 and mission 5A, and it also shows mission 5B which I thought you said wasn't done. Trying to click on any of them, all sound stops, and it doesn't work. Even trying to click on one of the first three after that doesn't work, until you go back to the main menu, and then back into the ToC mission select. Also when leaving the menu, for just a split second it shows more clones of 4 and 5A/B, seemingly doubled, so for a moment there's missions 1, 2, 3, 4, 5A, 5B, 4, 5A, 4, 5A, 5B, 4, 5A lmao. Little bit of a nightmare, but the 3 I played I noticed were of the same quality as WoTS which is exciting, can't wait to see what happens when you decide to try at the campaigns again.
 
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Finally, I managed to complete this astonishing campaign. It's astonishing, not because I too like Old God stuff in Warcraft Lore.

One moment about the campaign storyline - why Undead Nerubians threaten Faceless as unknown? For me, its strange, cause Nerubians are descendants of aqir, who were one of two races, spawned by Old Gods. Another was... Well, nraqi or "faceless".
It maybe better to add in a secret mission some hint that they had a connection to each other, even if Undead Nerubians are enslaved to do Lich King's will.

In terms of gameplay:
  • Unique races by design: it feels more than a civil war between Nerubians.
  • The second (third?) mission was tough. I generally don't like missions with a 'fast-fast' attitude and while Stratholme was an example of nice design even on Hard difficulty, this Okwan Challenge is rough on hard. But I like that you write down a disclaimer at each mission start, what has changed by selected difficulty!
  • 3 Underground missions were likable. Liked the Faceless One race design - they rock. Even on Easy, if you don't use Corruptors (their corpse heal is a NICE choice for a tanky unit!) and actively use Nisri Q-W combinations and her ultimate, they will smash you. Hard.
  • The last mission is pure ecstasy - if we account to story moments, it's sad to see how you destroyed your former homeland at all, showing no mercy. The gameplay is smooth on played difficulty, last part with 3 nerubian queens is quite hard but doable.
  • Secret mission is nice. Playing a mirror match (like we played in OKWAN CHALLENGE) is always good to see how race can counter her own. However, some faceless heroes felt very strong, but still - doable.
Overall this campaign reassures me to continue my Old God-related stuff: we have Qiraji stuff, Nerubian stuff, and Faceless stuff.
Maybe someday we will see Mantid stuff?
Love!

Well the Old God's kinda do their own thing. True, something to allude to who the Faceless Ones are to the Nerubians would be a cool detail. I'm glad you enjoyed the campaign and thank you for all the vids! I hope you'll continue to work on your own campaign.
If the good folks of the hive manage to make enough Mantid models, there could be a possibility.
Played it a couple of minutes looks high quality, but you overdesigned and oversaturated the U.I with totally pointless aesthetics to the point it hurts the experience.
Well, I think you're the first to complain about the UI. Sorry, cant be helped. I like it.

Also, oml I finally made this stupid account..... so much stuff just to do that, and it still took me almost a week to be able to send messages.. never had that on literally any other site, but oh well.

I don't even know the rules so I'm a bit scared to do or say anything out of bounds lmao like cussing, I purely made this to give constructive feedback and criticism, as a 'professional' tester on your campaigns, after having played them, and honestly finding most of them more enjoyable than the official ones. One that can stick with you and help you identify anything weird, with any of them. I can only hope and wish that you might remaster the first campaign like you mentioned before, because the other two have peak Blizzard level polish, aside from still having a few bugs. Not to mention, you would be following their campaign formula to a tee and it's kind of amazing, where you start the game as "the good guys", setting the scene for the story, then "the bad guys" as you take everything over, and then "the good guys" again (It's clear to me that the first LN (Living Nerubian) campaign comes after WoTS) to either fight back or flee to salvation.

I had a whole list of bugs from all 3 of your campaigns (played on Reforged's most recent version with classic graphics) that I wanted to discuss, including the demo of the prequel which you locked the thread of, but now I have to replay them all to remember the bugs lmao. Won't do that now but probably within a few days to a week, because I definitely want to see these be the best that they can. I, (playing on hard, no challenge) repeated each mission, or each point where I encountered the bug multiple times, confirming it as an actual bug and not some random glitch, and will do the same again on my re-playthrough. I remember a couple key things though very clearly that need pretty big attention:

- WoTS (War of The Spider) Mission 2, I've noticed starting from the first allied Undead Nerubian mission, there seems to be some sort of resource bug. This I've also seen on every following UN ally, they are unable to harvest gold from their goldmine, so when they run out they die unless I use the gold cheat to pump up their treasury. Sometimes they seem to get some gold at random, but I don't know how because the gold mine amount never decreases and it isn't at a regular interval so I don't think it's a script. I don't know too much about the WC3 editor, but destroying the goldmine out of curiosity didn't free it from the 'haunting', but straight up destroyed it. Which makes me think somehow the entity isn't being defined as a neutral goldmine, but the "unit" itself of the 'corrupted goldmine', otherwise it would have simply reverted. Potential fixes could include fixing the root issue, or having regular goldmines in their bases with a short and sweet script that makes a drone quickly corrupt it for the gold. either way you'd have to make sure that they have the classic 'AI depletes 1 gold per harvest' cheat or they would still run out within an hour. Or, leaving it as is, and just adding a script to give them gold at regular intervals equal to the corrupt gold mine.

- In that same mission, if you hit Okwan's side with more than a few hundred hitpoints worth of splash damage from the artillery he turns on you, which seems more like a bug than a feature. That means if I use artillery when he's being attacked to defend him, or I join his attack wave but have artillery in mine, it's basically game over. I would think you might be able to fix the cause itself and define direct vs splash damage, but that might be a little complex. Or you could just make it so instead of him getting angered from taking a certain amount of damage, maybe only after destroying 1 or 2 of his buildings? This way, unless you're fighting near a building with like 10 hp there's no way to accidentally make him hostile, fixing this issue easily.

- WoTS Mission 10, At the gates, completing the bonus objective of destroying the bottom 2 Nerubian bases seems to not trigger, I assume if it did it would have added a few friendly AI to fight with me? Yeah.... that mission was pretty hard without those lol. I don't know what the actual trigger is, because below each base there was a contingent of hostile neutral Nerubian troops, and one quest marker was over the bottom left's HQ, the other on the right was over that neutral garrison. I tried redoing the part a few different ways, including reloading before I finished the quest, before I attacked either of them period, and restarting the mission as a whole, to no avail.

- Every mission in ToC (Threads of Conflict), There's a disturbing and strange bug I've noticed that isn't present in your first LN campaign, as far as I can tell. The tooltip for the "Queen's Dominance" specifically states that it will make up to 5 eggs near the building (which I know is touching it's hitbox) and then stop. This insinuates that spreading my buildings out some and filling them with queens would give me terrific unit production, as expected of such an aggressive race without defensive capabilities. This seems to hold true in the first LN, because after playing ToC I had to go back to check, because in ToC there seems to be some sort of invisible arbitrary global egg limit, around 10 or 12, which is horrendous for a number of pretty obvious reasons.
First, this means if I have queens scattered between multiple bases, there could either be 1 or 2 eggs at every building, which doesn't give me much to defend with if I get attacked, or it could be all 10-12 at one base and none at the other... Second, if I try to counteract that with their manual egg laying ability, #1 that costs gold that I can't waste like that, and #2, then no garrisoned queen will lay ANY eggs, defeating most of their purpose, to be able to ready eggs for production. Also would like to point out in this section, that the 'select all available spawning eggs' ability from your HQ doesn't seem to work, or if it does it has an extremely short range that needs to be bumped quite a bit. I would prefer if the ability is fully global, and goes from nearest to furthest eggs, which would fix a lot of the macro issues I had playing as them. Third, this means they make units slower than every other race, which are able to spam their unit production buildings, when I would think it's supposed to be the other way around since this one can't make defenses.

From what I see, you have the AI work in a slightly different way in WoTS, sometimes the buildings make eggs, sometimes the drones 'build' them, but they also don't have this issue. And if this is somehow intentional, trust me, it shouldn't be. Instead you could just double the cooldown on the egg laying passive or something to compensate. The Living Nerubians just feel too punishing to play, but if this got fixed, it would entirely fix that issue by proxy.


Also you said you made 4 or 5 missions for ToC? I'm sorry to say, but only the first 3 are playable. I could show you a screenshot, but exactly what's happening, is the menu shows two duplicates of mission 4 and mission 5A, and it also shows mission 5B which I thought you said wasn't done. Trying to click on any of them, all sound stops, and it doesn't work. Even trying to click on one of the first three after that doesn't work, until you go back to the main menu, and then back into the ToC mission select. Also when leaving the menu, for just a split second it shows more clones of 4 and 5A/B, seemingly doubled, so for a moment there's missions 1, 2, 3, 4, 5A, 5B, 4, 5A, 4, 5A, 5B, 4, 5A lmao. Little bit of a nightmare, but the 3 I played I noticed were of the same quality as WoTS which is exciting, can't wait to see what happens when you decide to try at the campaigns again.

I don't know how to comment on your grievances on making an account, I made mine well over a decade ago.

Funny thing about that locked out thread is I didn't lock it. I hadn't posted on it for so long that the site locked it, I cant even get access back to it. So, all those demo missions are very outdated, and a lot of what you mentioned has already been rectified and reworked. You can see how the "latest" version would play through War's Legacy.

Good things to point out on mission 2. The ai actually doesn't use that goldmine because the way warcraft 3 handles custom goldmines and ai is horrible. There are triggers that grant endless gold to ai players. Maybe it should be increased if you ran into an issue where Okwan's ai stopped producing without a cheat.
Also, good not on the aoe thing affecting the betrayer mechanic. Making it so aoe doesnt affect the betrayer would let players cheese it by just not directly attacking the ally, but using attack ground.

I feel like this some bug I overlooked in mission 10. I need to go back and take a hard look at it. Mission 3 and 10 gave me the most issues when making.

Thank you for your review. Maybe someday I'll continue to work on my ToC campaign, but I have put it on hiatus for now.
 
The graphical effects of the UI barely reach out beyond it's borders onto the screen. If you're that upset at a high quality UI, to the point where you don't even bother trying the gameplay itself, then high quality custom campaigns aren't for you. That's a you problem, not a dev problem.
The only one who's upset here, is you. If you can’t handle different opinions without getting offended, then yes, you really shouldn't have created that stupid account. Chill a bit.
 
Yeah idk, I struggled with the account but I think it was mostly on me lol. Either way, I remembered something else I've noticed. The corpser "consume corpse" ability autocast doesn't seem to have any other triggers besides a corpse being available, which is a bit of a problem. Even at full health, they will basically steal the corpses out of corruptors and eat them, which quickly runs them out, vastly reducing their tankiness since their blight spread/heal passive's healing amount is tied to the amount of corpses they carry. If the ability autocast only worked when they had less than full health, then they would just eat corpses to heal which is how I thought the ability would work when I first used them, and would save corruptor corpses for themselves, and storing for some of the other corpse related active abilities like the monitor's buff.

Otherwise you have to micro the corpse eating which defeats the purpose of the autocast.
 
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Your campaign gives me a very comforting feeling of peace that contrasts with the entire story of the campaign itself… something I don't feel in any other. Maybe it's the art direction? The sound effects or the cool colors? I don't know, but it's something that always makes me come back to play it again. It's a kind of 'nostalgia' I can't really explain. A great work and campaign.
 
hi, sorry to bother, for some reason the burial site has a big screen behind it, the other building is fine, just the burial site is a bit buggy. I tried to redownload the map, and redownload the game and my game is up to date, so i dont really know what is the problem. can you please help
 

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hi, sorry to bother, for some reason the burial site has a big screen behind it, the other building is fine, just the burial site is a bit buggy. I tried to redownload the map, and redownload the game and my game is up to date, so i dont really know what is the problem. can you please help
Are you playing with the Reforged graphics? Even just one? That breaks some structures. I tested it myself a few days ago.
 
Hello,

As the site recommended, I'm just putting down here that a number of creep/troll models are invisible on SD graphics, though I am running the latest patch and assume part of it is broken.

I'm curious as to why mission 07 (part two) features the premise that the Nerubians and Faceless will war against another when I found myself getting attacked by four bases basically non-stop? Again, this could be triggers breaking due to loading/reloading. I even left out monitors stealthed to see this alleged battle.

Otherwise the campaign is great.
 
deepstrasz want's you to write more info about why it's 5/5.

Am I right Deep?
i don't know but I watched some episodes on YT and also saw some WIPs, I realised how much effort was put into the campaign, that it was even updated through all these years, this is a precious gem, not ideal but I admire many things.
 
Yeah idk, I struggled with the account but I think it was mostly on me lol. Either way, I remembered something else I've noticed. The corpser "consume corpse" ability autocast doesn't seem to have any other triggers besides a corpse being available, which is a bit of a problem. Even at full health, they will basically steal the corpses out of corruptors and eat them, which quickly runs them out, vastly reducing their tankiness since their blight spread/heal passive's healing amount is tied to the amount of corpses they carry. If the ability autocast only worked when they had less than full health, then they would just eat corpses to heal which is how I thought the ability would work when I first used them, and would save corruptor corpses for themselves, and storing for some of the other corpse related active abilities like the monitor's buff.

Otherwise you have to micro the corpse eating which defeats the purpose of the autocast.
I suppose it can be reworked to disable autocast when at full hp. Or can be reworked to have a corpse not disappear when at full health.

Your campaign gives me a very comforting feeling of peace that contrasts with the entire story of the campaign itself… something I don't feel in any other. Maybe it's the art direction? The sound effects or the cool colors? I don't know, but it's something that always makes me come back to play it again. It's a kind of 'nostalgia' I can't really explain. A great work and campaign.
That's good to hear. I'm glad you enjoy it and you get that feeling. I was truly a lot of hard work.

Hello,

As the site recommended, I'm just putting down here that a number of creep/troll models are invisible on SD graphics, though I am running the latest patch and assume part of it is broken.

I'm curious as to why mission 07 (part two) features the premise that the Nerubians and Faceless will war against another when I found myself getting attacked by four bases basically non-stop? Again, this could be triggers breaking due to loading/reloading. I even left out monitors stealthed to see this alleged battle.

Otherwise the campaign is great.
Save and Loading is a huge issue for this game. Even in the base game. The two armies should fight each other and the player.

This deserves 5/5!

Why are you sad @deepstrasz 😟
You deserve a 5/5

i don't know but I watched some episodes on YT and also saw some WIPs, I realised how much effort was put into the campaign, that it was even updated through all these years, this is a precious gem, not ideal but I admire many things.
I wasn't getting any traction/interest at the time and lost motivation in continuing working on the prequel.
 
Hello wa666r, I wanted to let you know that when I try the demo for War of the Spider: Threads of Conflict, I can’t join missions 4 or 5. I’m not sure if it’s a bug or related to the version I’m on (v1.36). I’d really appreciate it if you could tell me what the problem might be. Hope you have a great day!
 
Hello wa666r, I wanted to let you know that when I try the demo for War of the Spider: Threads of Conflict, I can’t join missions 4 or 5. I’m not sure if it’s a bug or related to the version I’m on (v1.36). I’d really appreciate it if you could tell me what the problem might be. Hope you have a great day!
Demo only goes to chapter 3. The campaign production is on hiatus.
 
Hello wa666r, I wanted to let you know that when I try the demo for War of the Spider: Threads of Conflict, I can’t join missions 4 or 5. I’m not sure if it’s a bug or related to the version I’m on (v1.36). I’d really appreciate it if you could tell me what the problem might be. Hope you have a great day!
Yeah, pretty much what Wa666r said. The sequel's development is currently in frozen state.

Why you are using v1.36? 2.0.3 is the latest Warcraft III patch. Buy the game officially, no pirated copies. With the latest patch, you can even play this campaign (and the other) without issues.
 
I'm currently doing a playthrough on hard, but is there anything broken with mission 8? Each time, the second spawn of the tree comes with three waves at something like 30 seconds interval, striking at different points, with those siege ranged units that shred anything I field. It's just too much, even if I survive it, I take so much damages that I'm crippled after and can't prepare against the air waves following.

I've looked at this video :
and he does not have anything like what I'm facing. Sorry for the screenshot, it's hard to see, but I would like also to point that the mist is very frustrating with how much it does limit your ability to see. Here you can see two huges waves hitting me on both side, while I just killed one, and I already killed some of the units. Of course I cannot do anything against the tree here.
 

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I'm currently doing a playthrough on hard, but is there anything broken with mission 8? Each time, the second spawn of the tree comes with three waves at something like 30 seconds interval, striking at different points, with those siege ranged units that shred anything I field. It's just too much, even if I survive it, I take so much damages that I'm crippled after and can't prepare against the air waves following.

I've looked at this video :
and he does not have anything like what I'm facing. Sorry for the screenshot, it's hard to see, but I would like also to point that the mist is very frustrating with how much it does limit your ability to see. Here you can see two huges waves hitting me on both side, while I just killed one, and I already killed some of the units. Of course I cannot do anything against the tree here.
Are you perhaps attacking too close to the enemy base? Yeah, the mist is too much. When I go back to update this, it will be rectified.
 
Are you perhaps attacking too close to the enemy base? Yeah, the mist is too much. When I go back to update this, it will be rectified.
Nop, engaging the tree or slacking in my base doesn't change this. Checked more videos on hard, but all of them are older so nothing comparable happens (the mission seemed to have been relatively easy before). I've restarted the mission with the invincibility and remove fog of war cheats to just wait to see it happening.

See the minimap on the screenshot. So the central base sent a wave of 5 melee units and 3 siege at 11m30 to come at the same time as the tree, and at something like 10m50 you have to waves very similar coming from north and south, striking from both sides. I will retry the mission later, trying to use the corspers anti-ranged spell, but I already have to spend funds for anti air, anti building units, and also some towers, it seems to be a bit too much here. Not sure that two bases attacking at once just after the third with a secondary target is intended not even halfway through the normal timer.

Maybe I'm just bad at using the tools at my disposition, if anyone did pass this mission with the same "issues" that I face, I would be curious to know what the strat used was.
 

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Nop, engaging the tree or slacking in my base doesn't change this. Checked more videos on hard, but all of them are older so nothing comparable happens (the mission seemed to have been relatively easy before). I've restarted the mission with the invincibility and remove fog of war cheats to just wait to see it happening.

See the minimap on the screenshot. So the central base sent a wave of 5 melee units and 3 siege at 11m30 to come at the same time as the tree, and at something like 10m50 you have to waves very similar coming from north and south, striking from both sides. I will retry the mission later, trying to use the corspers anti-ranged spell, but I already have to spend funds for anti air, anti building units, and also some towers, it seems to be a bit too much here. Not sure that two bases attacking at once just after the third with a secondary target is intended not even halfway through the normal timer.

Maybe I'm just bad at using the tools at my disposition, if anyone did pass this mission with the same "issues" that I face, I would be curious to know what the strat used was.
I'm not sure. Try using the Hovering Redoubts. They have long range and line damage, particularly good against the heavy armored enemies.
 
I'd love to play your campaign when it's updated. I originally planned to play it before the original Warcraft III campaign because it would have been chronologically consistent, but when I learned that the Threads of Conflict campaign was in development, I decided to play both campaigns simultaneously in the future.
 
I don't think I will finish this campaign. It's a shame really because I can see the insane amount of work put in it, but outside of mission 8 that is, for me, definitely not balanced in hard (I've tried everything I can think of), I find it to be simply exhausting the more I play.

Like, why 350k hp for the gate in mission 10? Why such an insanely long grind? Why does the towers automatically respawn just in range of your siege unit? Why heroes over level 10 with abilities making killing them soooo long? I admit, I simply ragequit while reaching 25% and seeing that the AI sent to me four different waves at the same time with their heroes attacking from every side my army and my base. I mean, I'm already at more than an hour, bored to death grinding this door to the last hp, and just like that, the game decide to crush me without warning. Doesn't feel good or fair. I could not save because it was greyed for reason, probably a reforged thing, so yeah, not feeling redoing +30 minutes of a mission. I'm pretty sure the logical conclusion is to destroy the two grey bases but unfortunately, I don't have the patience to restart the whole thing.

I took a look at mission 11 with cheats, seems like a 2 hour mission with again the same kind of grind. It's definitely not for me. And for mission 12 of course doing a challenge run will not happen.

My main negative cristicism here:
  • The roster while impressive in diversity and ideas never felt "strong" to me. Guards and strikers are a good exemple, being both 3 supply while being respectively 500 and 450 hps. I imagine the ideas is that their stats are not impressives but this is their special ability that makes them strong, but even with that, they get obliterated everytime someone looks at them. Fanes seems to try to compensate the wearknesses but this is always bugging me because they could be simply better to begin with. Even with them, it always felt "mediocre" at best. I don't know why, but the ground towers always felt bad to use. Maybe it's because many units are medium armored but they struggle to kill anything.
  • I find sometimes quite hard to see what is happening. The main color of the player, teal, and the grey/dark skin tone of units, combined with the icy and underground background, makes hard to clearly differentiate between units and terrain. Another color, the classic blue for example, may be more approriate for this faction (even if blue for everyone is boring). Fog in multiple missions is preventing you to see if you move the camera back.
  • Many maps have too narrow pathways, making unit movement messy at times. I can count how many times I lose units because of this.
  • The campaign could use some custom item. Contrary to... everything else, all the items are vanilla multiplayer. One artifact and one legendary could be nice to make rewards more interesting and exciting.

My good ones:
  • Again, it's clear that you put an insane amount of work into making custom things and trying as much as you could to make sure everything feels unique and not just a reused ability from the regular campaigns. I think it may be better on replay, because some heroes and units are not very clear at the get go at what they are supposed to do, but it's a good thing nonetheless. The whole race with its four heroes, own units and tech tree feels like it could be a fifth race to the game. The way blight is not a building requirement contrary to undeads but a tool to combat is a good way to use it and make it different.
  • The voices are overall good. Zaq's voice sound is a bit low, but overall, for AI content, it's pretty solid.
  • The idea of making you chose paths the whole campaign that will reward you later in the final mission is an interesting idea, and it is well done, even if some rewards feels a bit lacklusters (1000 golds from the dwarven treasure isn't that much for such a big mission, it's like 5 guards).
  • All missions comes with mostly unique main and secondary objectives. It means a lot because even if you are a player that played a lot of RTS, you are not under the impression of replaying a campaign you already did. Of course, when you mix this with the custom roster, it's clearly the BIG selling point of this campaign.
  • The story is straightforward but work well enough for fan made content. Zaq and Isri are both lacking in personality, meanwhile Nylaex and Okwan are the most interesting of the four. The flow of events make sense, you feel advancement towards your objective, there is no lore breaking or out of character moment, so good job.

I can talk only for myself here but if you happen to make missions a bit less of a slog in the future, I would probably finish it for real and enjoy it until the end. In any case, it's a very solid content, so even if I have my fair share of criticism, I can only encourage you to continue your work.
 
I'd love to play your campaign when it's updated. I originally planned to play it before the original Warcraft III campaign because it would have been chronologically consistent, but when I learned that the Threads of Conflict campaign was in development, I decided to play both campaigns simultaneously in the future.
I'm not sure when I'll update the campaign. And the work on Threads even less so.

I don't think I will finish this campaign. It's a shame really because I can see the insane amount of work put in it, but outside of mission 8 that is, for me, definitely not balanced in hard (I've tried everything I can think of), I find it to be simply exhausting the more I play.

Like, why 350k hp for the gate in mission 10? Why such an insanely long grind? Why does the towers automatically respawn just in range of your siege unit? Why heroes over level 10 with abilities making killing them soooo long? I admit, I simply ragequit while reaching 25% and seeing that the AI sent to me four different waves at the same time with their heroes attacking from every side my army and my base. I mean, I'm already at more than an hour, bored to death grinding this door to the last hp, and just like that, the game decide to crush me without warning. Doesn't feel good or fair. I could not save because it was greyed for reason, probably a reforged thing, so yeah, not feeling redoing +30 minutes of a mission. I'm pretty sure the logical conclusion is to destroy the two grey bases but unfortunately, I don't have the patience to restart the whole thing.

I took a look at mission 11 with cheats, seems like a 2 hour mission with again the same kind of grind. It's definitely not for me. And for mission 12 of course doing a challenge run will not happen.

My main negative cristicism here:
  • The roster while impressive in diversity and ideas never felt "strong" to me. Guards and strikers are a good exemple, being both 3 supply while being respectively 500 and 450 hps. I imagine the ideas is that their stats are not impressives but this is their special ability that makes them strong, but even with that, they get obliterated everytime someone looks at them. Fanes seems to try to compensate the wearknesses but this is always bugging me because they could be simply better to begin with. Even with them, it always felt "mediocre" at best. I don't know why, but the ground towers always felt bad to use. Maybe it's because many units are medium armored but they struggle to kill anything.
  • I find sometimes quite hard to see what is happening. The main color of the player, teal, and the grey/dark skin tone of units, combined with the icy and underground background, makes hard to clearly differentiate between units and terrain. Another color, the classic blue for example, may be more approriate for this faction (even if blue for everyone is boring). Fog in multiple missions is preventing you to see if you move the camera back.
  • Many maps have too narrow pathways, making unit movement messy at times. I can count how many times I lose units because of this.
  • The campaign could use some custom item. Contrary to... everything else, all the items are vanilla multiplayer. One artifact and one legendary could be nice to make rewards more interesting and exciting.

My good ones:
  • Again, it's clear that you put an insane amount of work into making custom things and trying as much as you could to make sure everything feels unique and not just a reused ability from the regular campaigns. I think it may be better on replay, because some heroes and units are not very clear at the get go at what they are supposed to do, but it's a good thing nonetheless. The whole race with its four heroes, own units and tech tree feels like it could be a fifth race to the game. The way blight is not a building requirement contrary to undeads but a tool to combat is a good way to use it and make it different.
  • The voices are overall good. Zaq's voice sound is a bit low, but overall, for AI content, it's pretty solid.
  • The idea of making you chose paths the whole campaign that will reward you later in the final mission is an interesting idea, and it is well done, even if some rewards feels a bit lacklusters (1000 golds from the dwarven treasure isn't that much for such a big mission, it's like 5 guards).
  • All missions comes with mostly unique main and secondary objectives. It means a lot because even if you are a player that played a lot of RTS, you are not under the impression of replaying a campaign you already did. Of course, when you mix this with the custom roster, it's clearly the BIG selling point of this campaign.
  • The story is straightforward but work well enough for fan made content. Zaq and Isri are both lacking in personality, meanwhile Nylaex and Okwan are the most interesting of the four. The flow of events make sense, you feel advancement towards your objective, there is no lore breaking or out of character moment, so good job.

I can talk only for myself here but if you happen to make missions a bit less of a slog in the future, I would probably finish it for real and enjoy it until the end. In any case, it's a very solid content, so even if I have my fair share of criticism, I can only encourage you to continue your work.
Well thanks for the review. I will say that you could have always played on "Normal" difficulty. Difficulty is subjective, what you might have found grueling others might have felt was just fine. Playing a new race with new enemy, none of which you're familiar with, adds to the difficulty playing through the first time. I won't say that my difficulty balancing is perfect, but from all the playtests and playthroughs that I've seen its mostly there.

I have no idea of what's going on with the saves. I am frustrated with that issue as well. And even if it did work, save and loading can cause issues too. I wish blizz would fix that instead of giving Ghouls +1 damage.

The faction is not meant to have one perfect unit like Gryphons, Wyrms, and so on. There's a lot of synergies that are the strong points.
The gate mission is my least favorite. I had the idea in my head where you're meant to attack it throughout the whole mission, but regardless of the changes, it never formulated to what I wanted.
 
Hello, I am kinda new using the tools of this website, but i've been so moved by the idea of the campaign that i downloaded it instantly, sadly, the first cinemetic has bugged icons, and from what i've red on other projects chat, it must be a war3 patch issue

The reason I am posting on your page is to signal that launching the 2nd mission make my game crashes after i've chosen any of the three difficulties, I hear the start of a sentence "Grea..." and the game crash

Just for you to know, I tried to play the individual map version, and I could play the mission.
I would like to play it in latest version with controlled progression, what can I do ?
Could be related to the game version. Make sure your Warcraft III is legit, must be downloaded from Battle.net.
 
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Hello, I am kinda new using the tools of this website, but i've been so moved by the idea of the campaign that i downloaded it instantly, sadly, the first cinemetic has bugged icons, and from what i've red on other projects chat, it must be a war3 patch issue

The reason I am posting on your page is to signal that launching the 2nd mission make my game crashes after i've chosen any of the three difficulties, I hear the start of a sentence "Grea..." and the game crash

Just for you to know, I tried to play the individual map version, and I could play the mission.
I would like to play it in latest version with controlled progression, what can I do ?
Are you playing on the latest legal/unpirated version of Warcraft 3?

It's already mentioned multiple times by the author.

I think the current patch (2.0.4) fixed those issues (like unit portraits). But once again, some of them remain unresolved. Notably random crashes during the save-load thing.

So, Wa666r will need to edit the campaign in order to reflect those changes and fixes from the current patch. Currently, the campaign project remains frozen since the last major update (May 2025).

Also, make sure you are playing this campaign on SD graphics. Reforged HD is prone to visual bugs on certain custom maps and campaigns.

The whole save/load issue is not something I know how to fix. Its something that exists even in the base vanilla campaign. From my testing as long as you save/load from the same mission, without exiting warcraft 3, you shouldn't have issues.
 
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