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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 versions 1.35+
  • 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. It is recommended to play on 1.35+.
  • 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 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.
- All
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)

Level 1
Joined
Dec 17, 2023
Messages
1
I absolutely love how this campaign takes mechanics and implements them in another way and even expands them.

Wonderful campaign, reignited my love for custom campaigns
 
Level 5
Joined
Aug 22, 2021
Messages
20
Hey, boss! Can I translate this campaign into chinese? I wanna share it with chinese players.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I absolutely love how this campaign takes mechanics and implements them in another way and even expands them.

Wonderful campaign, reignited my love for custom campaigns

Appreciate it! Keep a lookout for my other campaign.

Hey, boss! Can I translate this campaign into chinese? I wanna share it with chinese players.

Sure, but right now I'm in the process of making some little updates.
 
Level 1
Joined
Mar 26, 2024
Messages
1
Hello Wa666r. I finished your campaign on hard (got a playlist of it here, but commentary is in french).

Overall, it was pretty great. I encountered a few bugs (including a freeze in the last mission).

For some reason, Zaq's name changed in the last mission, and he lost his third spell (the crack in the ground, don't remember the name of the skill).
Overall, I think the pacing and the difficulty were alright.

The hardest missions, IMO, were 7 (Unfathomable depths 2) and 10 (Gate of Azjol Nerub). In 7, the faceless are really, really strong. Their heavy unit's damage range is something like 80-110, which is insane. In comparison, the living Nerubians feel really weaker. As a matter of fact, the only way I found to beat the faceless was to pull them and bring them to the living nerubian base. While the two were fighting, I destroyed the faceless' base. I don't think I could have taken them head on with the units we have in this mission.

Mission 10 was hard too, mostly because, after a while it feels like you're constantly under attack by very powerful heroes. The two heroes from the left base, then two minutes later Anu'barak, then two minutes later the two heroes from the right base. Then five minutes later it starts again. I don't think I could have detroyed their base too, but tbh I never felt like I had enough time to even try.

In mission 11, oddly, the hardest base to destroy IMO was the Royal Guard base. That is because the two queen heroes are completely fubar. They create dozens upon dozens of spiders and they are relentless. Overall, I think the living nerubian heroes are either too weak (the Vizier and the guy with the sword, treasurer I think?) or really OP (the Queen and the guy who heals way faster than you can damage him). I also think the AI also has way too much siege damage, which makes towers (which aren't that great to begin with) completely useless: the long range scorpions, the long range flyers, the big armored dudes... I'm not a big fan of the invisible archers too, if only because they can one shot the monitor, which makes dealing with them really annoying.

I think the idea of introducing a challenge mode is nice and all, but to be honest, I don't feel like redoing some missions when they're even harder. I'm going through them with cheats, and I've already found some bugs. In mission 3, Zaq doesn't have his first spell (the stun). Even if you select it at level 4, it doesn't appear on your character. In mission 4, it says that you have to destroy two bases (light grey and green?), but all the living nerubians are red (same thing for the blue dragons), so heh? Edit: the same thing happens in mission 5: all AI factions are red, even the trolls.

Lastly, I think the campaign lacks some cool items. It's pretty much only vanilla items, except for a handful of stuff you can buy in the store. It's nice that challenge mode provides extra items, but a few additionnal ones in the regular campaign wouldn't hurt.
 
Last edited:
Level 24
Joined
Feb 19, 2011
Messages
656
Hello Wa666r. I finished your campaign on hard (got a playlist of it here, but commentary is in french).

Overall, it was pretty great. I encountered a few bugs (including a freeze in the last mission).

For some reason, Zaq's name changed in the last mission, and he lost his third spell (the crack in the ground, don't remember the name of the skill).
Overall, I think the pacing and the difficulty were alright.

The hardest missions, IMO, were 7 (Unfathomable depths 2) and 10 (Gate of Azjol Nerub). In 7, the faceless are really, really strong. Their heavy unit's damage range is something like 80-110, which is insane. In comparison, the living Nerubians feel really weaker. As a matter of fact, the only way I found to beat the faceless was to pull them and bring them to the living nerubian base. While the two were fighting, I destroyed the faceless' base. I don't think I could have taken them head on with the units we have in this mission.

Mission 10 was hard too, mostly because, after a while it feels like you're constantly under attack by very powerful heroes. The two heroes from the left base, then two minutes later Anu'barak, then two minutes later the two heroes from the right base. Then five minutes later it starts again. I don't think I could have detroyed their base too, but tbh I never felt like I had enough time to even try.

In mission 11, oddly, the hardest base to destroy IMO was the Royal Guard base. That is because the two queen heroes are completely fubar. They create dozens upon dozens of spiders and they are relentless. Overall, I think the living nerubian heroes are either too weak (the Vizier and the guy with the sword, treasurer I think?) or really OP (the Queen and the guy who heals way faster than you can damage him). I also think the AI also has way too much siege damage, which makes towers (which aren't that great to begin with) completely useless: the long range scorpions, the long range flyers, the big armored dudes... I'm not a big fan of the invisible archers too, if only because they can one shot the monitor, which makes dealing with them really annoying.

I think the idea of introducing a challenge mode is nice and all, but to be honest, I don't feel like redoing some missions when they're even harder. I'm going through them with cheats, and I've already found some bugs. In mission 3, Zaq doesn't have his first spell (the stun). Even if you select it at level 4, it doesn't appear on your character. In mission 4, it says that you have to destroy two bases (light grey and green?), but all the living nerubians are red (same thing for the blue dragons), so heh? Edit: the same thing happens in mission 5: all AI factions are red, even the trolls.

Lastly, I think the campaign lacks some cool items. It's pretty much only vanilla items, except for a handful of stuff you can buy in the store. It's nice that challenge mode provides extra items, but a few additionnal ones in the regular campaign wouldn't hurt.
Awesome. Thank you for the input and the showcase. I'll keep a lookout on the bugs.

A lot of the difficulty usually comes down to playing it the first time, afterwards it's fairly simple. In mission 7, you are meant to attack while the enemy are attacking together. Mission 11 is hard, yes. You're not meant to destroy the enemy bases, but focus more on the Gate to win.

In mission 3 challenge mode, his spell is removed for the challenge. Are you sure you did not just click the ally colors button by the minimap? That changes player color to blue, allies to teal, and all enemies to red.
 
Level 7
Joined
Mar 7, 2018
Messages
50
Took me a while but I just finished it. Love the story the heroes are nice, even the units you get access to and the ones you face ..So much work you guys put into this. I don't have any complaints about this. There were just a few things that annoyed me a bit is how fragile was Zack and how his spells where a bit boring. The other two heroes were really nicely done.. like the tank hero and the int one were really interesting and fun to play with. I used to often keep Zack near the base or just to defend as he was getting killed so easily regarding the items. The Legendary items made him a bit less paper but still not a real front liner, even with the taunt from the tank hero he was getting demolished:D. Lastly, one annoying game design was the fanes... I am not talking about the way they work just the space and resources required to build them. My main issue was the space for them.. I tend to build more than one production building and combine it with two different types of towers my base got quite spread out and hard to defend most of the time depending on the attack waves. Outside of this, everything was amazing. I loved the choices you had to make regarding saving the lick or dreadlord or many others and how that changed some aspects of the future missions. The reward with the dragons was a bit one-sided as once dead you were not able to create more :D So I always chose the item. Regarding the secret chapter.. I would have loved to find out more about the story there and what actually happened with the Naylax felt a bit empty in terms of story telling:D but I had fun. This was a really good one.

As a small question, how did you guys manage to create the voices? I mean what tools have you guys used? If you guys want or are able to share, voicing is something that many campaigns need as it brings things to life in a way.
 
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