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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.


248654-f9ce6508c5b41e42f034a0dd8bf42603.png


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 24
Joined
Feb 19, 2011
Messages
656
Hi Mr. Wa666r. I have a question.
I have put your File of "War of the Spider - 19MAR2023.w3n" in
This PC > Documents > Warcraft III > Maps
but It still dose not show up in the files. I don't understand why. Do you have any idea why. If so, please help me I wanna play your maps. It looks so cool.
Kind Regards Elizar.
Its on the main page.

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.
 
Level 5
Joined
Jun 3, 2023
Messages
40
If you wait a few seconds after you clear out the first section a barge arrives to give you your gold, along with a game message letting you know.
What do you mean with first section? Is it the "Breach" quest? If that so then I still got no log message, idk if there is a barge coming in, I was too busy defending the bases.
I play it on Hard Mode with Reforged V1.36 using the Custom Campaign feature, idk if using Campaign Splitter would be better.
Anyway, here is my experience and review up until the start of 11th mission (I restart some times to check on the bugs so I didnt do anything past building base after Breach quest and defend it from several enemy waves, includes 2 Anubarak's attacks, will continue some time later).


Overall Bugs:
1. When I load my saved file, the exclamation mark in map for any quests will appear again even after the task is done. However, the quest still counted as done. Some of them probably makes a minor bugs on the gameplay, for exampleShadow Weaver aura in the circle of power becomes green after reloading instead of purple (Chapter 4), Respawning enemy/creep like the Tunnelers in the dungeon mission (Chapter 5), for some reason after intercepting NorthEast Grey attack wave in Azjol Nerub gate mission, Anubarak forces stopped coming (Mission 10).
2. Sometimes a saved file cannot be loaded because "it cannot locate the map file" or something like that, as if the map being deleted. Idk if this cause a problem in Optional Quest Reward.

As I said above, I have only finished the 1st quest (Breach) and am still on 2nd Main Quest of the Final Mission, so if there is any rewards that appears later on then idk. Bugs about Rewards in Final Mission (format: Log message received; Implementation (Working or not), in case choices exist, the red one is the one that I chose):

Mission 1 (Get extra 1000 gold): No log; No gold added or barge coming (Not Working)
Mission 2 (Help Lich or Dreadlord): No log; Lich was there from the start, but the necro and banshee only produced after Breach is done and there were still some Aboms, Crypt Fiends, and Obsidians at my base but probably that was only the initial forces (Working).
Mission 3 (Destroy Land Forces or Air Forces): No log; Visually there is almost none of the Nerubian Undertakers up until now. (Working)
Mission 4 (Get Orb or Frost Wyrm): No log because I chose the Orb; The undead ally build a Boneyard but up until now I do not see any Frost Wyrms. (Maybe Working)
Mission 5 (Kill Troll Warlords): Log exists before the Breach quest; Unfortunately no Undead troll at all. (Not Working)
Mission 6 (Weaken Hadronox): No log yet cos I am pretty sure Hadronox will be in later point of the campaign; Even if it works, idk the Hadronox supposed to be at what stats originally, so I guess there is no way to know directly. (Idk yet)
Mission 7 (Collect Corpses): Log exists; Log exist also on the Mission 7 for faceless ones and also the rest of the campaign for the nerubian (Mission 10 & 11), but 10% difference is not really discernible right away. (Pretty sure it is Working)
Mission 8 (Extra time for Safe Passage): Log exists; I get 2 strikers and 1 corruptor, but I got no original starting forces except 4 apostates and 1 monitor so boy it will be hard without them lol. (Working)
Mission 9 (Get Attack or Defense Upgrade): Log exists; It starts with level 1 of both attack upgrades. (Working)
Mission 10 (Defense Crypts): Log exists at the start of the mission; I defended 4 crypts but I have not destroyed the Nerubian Preservers and Pit Broods yet so I guess the spawned reinforcements is not coming until they are destroyed, right?. (Idk yet)
 
Level 24
Joined
Feb 19, 2011
Messages
656
What do you mean with first section? Is it the "Breach" quest? If that so then I still got no log message, idk if there is a barge coming in, I was too busy defending the bases.
I play it on Hard Mode with Reforged V1.36 using the Custom Campaign feature, idk if using Campaign Splitter would be better.
Anyway, here is my experience and review up until the start of 11th mission (I restart some times to check on the bugs so I didnt do anything past building base after Breach quest and defend it from several enemy waves, includes 2 Anubarak's attacks, will continue some time later).


Overall Bugs:
1. When I load my saved file, the exclamation mark in map for any quests will appear again even after the task is done. However, the quest still counted as done. Some of them probably makes a minor bugs on the gameplay, for exampleShadow Weaver aura in the circle of power becomes green after reloading instead of purple (Chapter 4), Respawning enemy/creep like the Tunnelers in the dungeon mission (Chapter 5), for some reason after intercepting NorthEast Grey attack wave in Azjol Nerub gate mission, Anubarak forces stopped coming (Mission 10).
2. Sometimes a saved file cannot be loaded because "it cannot locate the map file" or something like that, as if the map being deleted. Idk if this cause a problem in Optional Quest Reward.

As I said above, I have only finished the 1st quest (Breach) and am still on 2nd Main Quest of the Final Mission, so if there is any rewards that appears later on then idk. Bugs about Rewards in Final Mission (format: Log message received; Implementation (Working or not), in case choices exist, the red one is the one that I chose):

Mission 1 (Get extra 1000 gold): No log; No gold added or barge coming (Not Working)
Mission 2 (Help Lich or Dreadlord): No log; Lich was there from the start, but the necro and banshee only produced after Breach is done and there were still some Aboms, Crypt Fiends, and Obsidians at my base but probably that was only the initial forces (Working).
Mission 3 (Destroy Land Forces or Air Forces): No log; Visually there is almost none of the Nerubian Undertakers up until now. (Working)
Mission 4 (Get Orb or Frost Wyrm): No log because I chose the Orb; The undead ally build a Boneyard but up until now I do not see any Frost Wyrms. (Maybe Working)
Mission 5 (Kill Troll Warlords): Log exists before the Breach quest; Unfortunately no Undead troll at all. (Not Working)
Mission 6 (Weaken Hadronox): No log yet cos I am pretty sure Hadronox will be in later point of the campaign; Even if it works, idk the Hadronox supposed to be at what stats originally, so I guess there is no way to know directly. (Idk yet)
Mission 7 (Collect Corpses): Log exists; Log exist also on the Mission 7 for faceless ones and also the rest of the campaign for the nerubian (Mission 10 & 11), but 10% difference is not really discernible right away. (Pretty sure it is Working)
Mission 8 (Extra time for Safe Passage): Log exists; I get 2 strikers and 1 corruptor, but I got no original starting forces except 4 apostates and 1 monitor so boy it will be hard without them lol. (Working)
Mission 9 (Get Attack or Defense Upgrade): Log exists; It starts with level 1 of both attack upgrades. (Working)
Mission 10 (Defense Crypts): Log exists at the start of the mission; I defended 4 crypts but I have not destroyed the Nerubian Preservers and Pit Broods yet so I guess the spawned reinforcements is not coming until they are destroyed, right?. (Idk yet)
Well... damn. I'll look into the bonuses not activating. As for the save stuff and minimap markers, that is something I can no fix as its a Blzzard issue itself. As I stated, "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."

Maybe all the saving and loading caused some issues? Were the bonuses that didnt work part of the maps where you saved and loaded a lot?

What version of the campaign were you playing?
 
Level 5
Joined
Jun 3, 2023
Messages
40
Well... damn. I'll look into the bonuses not activating. As for the save stuff and minimap markers, that is something I can no fix as its a Blzzard issue itself. As I stated, "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."

Maybe all the saving and loading caused some issues? Were the bonuses that didnt work part of the maps where you saved and loaded a lot?

What version of the campaign were you playing?
"Maybe all the saving and loading caused some issues?"
I initially thought so too, but I actually saved and loaded more in later mission (as things get harder ofc) but the reward still arrived, compared to Mission 1 and Mission 5 that is not really hard.

I am using the 19 Mar 2023 version, but I download the one on the Header section, not the Contents section so idk if it affects stuff. However, I just noticed that the size listed here is 488MB but mine now on 500 MB , not sure if that indicates something or just come from the saved gameplay.

And if it helps, I always click on "Continue" after any Mission ended and save it immediately, so I never choose any from the Mission Selection and only loaded it from the saved file. In case things went wrong, I click restart mission and saved it again.

By the way, I saw Jay uploaded Mission 1 Showcase in his Youtube, so hopefully you can comment on each vids to let people know what supposed to happen in the gameplay when Jay does not explore it enough or simply there are bugs.
 
Level 1
Joined
Jan 17, 2021
Messages
4
Hi Mr. Wa666r. I have a question.
I have put your File of "War of the Spider - 19MAR2023.w3n" in
This PC > Documents > Warcraft III > Maps
but It still dose not show up in the files. I don't understand why. Do you have any idea why. If so, please help me I wanna play your maps. It looks so cool.
Kind Regards Elizar.



View attachment 444163View attachment 444164View attachment 444165View attachment 444162
w3n files have to be placed in "C:\Users\XXX\Documents\Warcraft III\Campaigns" and started in Singleplayer -> Custom Campaigns.
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Like this?
 
Level 24
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What do you mean with first section? Is it the "Breach" quest? If that so then I still got no log message, idk if there is a barge coming in, I was too busy defending the bases.
I play it on Hard Mode with Reforged V1.36 using the Custom Campaign feature, idk if using Campaign Splitter would be better.
Anyway, here is my experience and review up until the start of 11th mission (I restart some times to check on the bugs so I didnt do anything past building base after Breach quest and defend it from several enemy waves, includes 2 Anubarak's attacks, will continue some time later).


Overall Bugs:
1. When I load my saved file, the exclamation mark in map for any quests will appear again even after the task is done. However, the quest still counted as done. Some of them probably makes a minor bugs on the gameplay, for exampleShadow Weaver aura in the circle of power becomes green after reloading instead of purple (Chapter 4), Respawning enemy/creep like the Tunnelers in the dungeon mission (Chapter 5), for some reason after intercepting NorthEast Grey attack wave in Azjol Nerub gate mission, Anubarak forces stopped coming (Mission 10).
2. Sometimes a saved file cannot be loaded because "it cannot locate the map file" or something like that, as if the map being deleted. Idk if this cause a problem in Optional Quest Reward.

As I said above, I have only finished the 1st quest (Breach) and am still on 2nd Main Quest of the Final Mission, so if there is any rewards that appears later on then idk. Bugs about Rewards in Final Mission (format: Log message received; Implementation (Working or not), in case choices exist, the red one is the one that I chose):

Mission 1 (Get extra 1000 gold): No log; No gold added or barge coming (Not Working)
Mission 2 (Help Lich or Dreadlord): No log; Lich was there from the start, but the necro and banshee only produced after Breach is done and there were still some Aboms, Crypt Fiends, and Obsidians at my base but probably that was only the initial forces (Working).
Mission 3 (Destroy Land Forces or Air Forces): No log; Visually there is almost none of the Nerubian Undertakers up until now. (Working)
Mission 4 (Get Orb or Frost Wyrm): No log because I chose the Orb; The undead ally build a Boneyard but up until now I do not see any Frost Wyrms. (Maybe Working)
Mission 5 (Kill Troll Warlords): Log exists before the Breach quest; Unfortunately no Undead troll at all. (Not Working)
Mission 6 (Weaken Hadronox): No log yet cos I am pretty sure Hadronox will be in later point of the campaign; Even if it works, idk the Hadronox supposed to be at what stats originally, so I guess there is no way to know directly. (Idk yet)
Mission 7 (Collect Corpses): Log exists; Log exist also on the Mission 7 for faceless ones and also the rest of the campaign for the nerubian (Mission 10 & 11), but 10% difference is not really discernible right away. (Pretty sure it is Working)
Mission 8 (Extra time for Safe Passage): Log exists; I get 2 strikers and 1 corruptor, but I got no original starting forces except 4 apostates and 1 monitor so boy it will be hard without them lol. (Working)
Mission 9 (Get Attack or Defense Upgrade): Log exists; It starts with level 1 of both attack upgrades. (Working)
Mission 10 (Defense Crypts): Log exists at the start of the mission; I defended 4 crypts but I have not destroyed the Nerubian Preservers and Pit Broods yet so I guess the spawned reinforcements is not coming until they are destroyed, right?. (Idk yet)

So I did find an issue with mission 1 and patched it. Decided to look through the rest and made sure they worked. Just updated the file. Thanks for bringing the issue to my attention.

I dont think the issue had anything to do with the Save and Loading, but I cant be too sure.

I am keeping up with Jay's showcase for sure.


I think your campaign files are elsewhere. Click on the exclamation mark next to the filter custom campaign and it will tell you exactly where to put the file(s).
 
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Level 5
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So I did find an issue with mission 1 and patched it. Decided to look through the rest and made sure they worked. Just updated the file. Thanks for bringing the issue to my attention.

I dont think the issue had anything to do with the Save and Loading, but I cant be too sure.

I am keeping up with Jay's showcase for sure.
Oh and here is the worst one on Mission 11, suddenly Melstutaal forces stop reproducing armies, man I have gotten so far (destroyed Pit Broods and crippled Preserver)
 
Level 5
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The AI can be so unpredictable. Did you notice he had no money or anything?
Yes indeed, it is the hardest thing when you have allies AI, but AI problem, though not necessarily in the same behaviour, happen in all Campaign though.
They still have 1000+ gold and lumber, active gold mine, 2-3 acolytes, only 15 food at the moment, etc. Is there any trigger or anything that might cause this? For example, are there only some acolytes that can build stuff or only some building that can rebuild army?
 
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I think your campaign files are elsewhere. Click on the exclamation mark next to the filter custom campaign and it will tell you exactly where to put the file(s).
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Are you sure? It dose not tell me anything.
Also for some reson this almost allways happens :(
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Level 24
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Yes indeed, it is the hardest thing when you have allies AI, but AI problem, though not necessarily in the same behaviour, happen in all Campaign though.
They still have 1000+ gold and lumber, active gold mine, 2-3 acolytes, only 15 food at the moment, etc. Is there any trigger or anything that might cause this? For example, are there only some acolytes that can build stuff or only some building that can rebuild army?
I do not know. Sometimes AIs just kinda break. Especially on bigger maps. I am not sure what I can do. I tried reaching out to folks that better understand AI, but there are few of them, none of which wish to help.

So they were attacked and almost destroyed then stopped?

do you have version 1.31? or else that not reforged one?
I do not. A lot of the features of my campaign require features that were added in reforged.
 
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I do not know. Sometimes AIs just kinda break. Especially on bigger maps. I am not sure what I can do. I tried reaching out to folks that better understand AI, but there are few of them, none of which wish to help.

So they were attacked and almost destroyed then stopped?
That's what I suspect. I tried to go back a few saved file to check it out, but I am not sure if that is the case though. The worst part is, when the Undead reinforcement has spawned, I pretty much got no opening to attack at all because it activates the other sleeping base, even when I already destroyed a side base (The Pit Brood). Unfortunately, I can only destroy 1 base before the reinforcement spawning. In other words, it is almost impossible to try attacking the enemy base without taking significant damage to my base or the allies' base. But the thing is my gold mine will be gone for good (cant be rebuild) if destroyed, so it is best to attract enemy waves to the allies' base.
 
Level 24
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That's what I suspect. I tried to go back a few saved file to check it out, but I am not sure if that is the case though. The worst part is, when the Undead reinforcement has spawned, I pretty much got no opening to attack at all because it activates the other sleeping base, even when I already destroyed a side base (The Pit Brood). Unfortunately, I can only destroy 1 base before the reinforcement spawning. In other words, it is almost impossible to try attacking the enemy base without taking significant damage to my base or the allies' base. But the thing is my gold mine will be gone for good (cant be rebuild) if destroyed, so it is best to attract enemy waves to the allies' base.
I see. You should be able to take on the two side bases before the other bases activate. You could try a diffrent startegy or lowering the difficulty for a time. The final mission is exceedingly difficult. The bugs don't help.You do have a little additional ally that helps protect your base.
As for the goldmine, thats a bug the refuses to die. In the future I'll outright patch it out. The way Warcraft 3 works with custom goldmines is hell.
 
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I see. You should be able to take on the two side bases before the other bases activate. You could try a diffrent startegy or lowering the difficulty for a time. The final mission is exceedingly difficult. The bugs don't help.You do have a little additional ally that helps protect your base.
As for the goldmine, thats a bug the refuses to die. In the future I'll outright patch it out. The way Warcraft 3 works with custom goldmines is hell.
Yeah that is what I am thinking right now, trying to take both of the bases before the reinforcement come in, but the Nerubian tech tree is a little bit confusing for me, like I dont really now which produces what. But the goldmine in other missions work fine tho
 
Level 24
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Yeah that is what I am thinking right now, trying to take both of the bases before the reinforcement come in, but the Nerubian tech tree is a little bit confusing for me, like I dont really now which produces what. But the goldmine in other missions work fine tho
I would hope by the 11th mission you would understand the tech tree a tad. I dont have a guide on how exactly to finish it. However, the way I do it is firstly build up a decent force with lots of siege and Hover Redoubts. Wait for the light green base to attack then attack them as their heroes are reviving. Target down eggs with Redoubts and Altars with ranged siege. Base should fall fairly quick.
Then move on to the Brood Pits. Draw the enemy forces to an open clearing, target down the heroes as fast as you can. Target down the Tunnelers with heroes and siege because they will shred your air forces.

Once all that is done, I wait in my base until Anub'arak attacks the ally and dies, charge in with a massive force. Target down the preplaced tunnelers and Undertakers. Then keep pushing snipe their eggs and altars. Then I usually go for the Ground or Air base that was from mission 3. The base itself isnt that tough. Then the egg side quest as its on the way there. Then go for Dark Blue and all you have left is Hadronox and the main enemy base. Which, you could try to attack with allies, but there are so many enemies that you can wait for an ally to destrict them while you siege down the Nesholds.
 
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hi guys. hi wa666r i tryed to download this interesting campaign and cant play it on 1.31 version.
where i can get any version which is not reforged?
the 1.35 version is also from blizzard reforged?
 
Level 5
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I would hope by the 11th mission you would understand the tech tree a tad. I dont have a guide on how exactly to finish it. However, the way I do it is firstly build up a decent force with lots of siege and Hover Redoubts. Wait for the light green base to attack then attack them as their heroes are reviving. Target down eggs with Redoubts and Altars with ranged siege. Base should fall fairly quick.
Then move on to the Brood Pits. Draw the enemy forces to an open clearing, target down the heroes as fast as you can. Target down the Tunnelers with heroes and siege because they will shred your air forces.

Once all that is done, I wait in my base until Anub'arak attacks the ally and dies, charge in with a massive force. Target down the preplaced tunnelers and Undertakers. Then keep pushing snipe their eggs and altars. Then I usually go for the Ground or Air base that was from mission 3. The base itself isnt that tough. Then the egg side quest as its on the way there. Then go for Dark Blue and all you have left is Hadronox and the main enemy base. Which, you could try to attack with allies, but there are so many enemies that you can wait for an ally to destrict them while you siege down the Nesholds.
Wait what?? The Nerubian town hall does not produce the worker?? All this time I targeted the town hall and the worker first... Your startegy is basically the same as mine (though I am still half way on the map I think).
 
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Idk what you want me to do here. I playtested and beat the missions on hard + challenge. Its possible. If it's too difficult, there is Average and Easy difficulties.
I think you misunderstood me, let me clarify:

Yes, the Mission 11 War of Spider is possible
But, Mission 5 in Living Nerubian is unbalanced
 
Level 5
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Probably one of the most polished and intresting campaign ever introducing diffrent tech trees, non-boring gameplay. Difficult and exciting. Plus voiced characters. Amazing campaign
 
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Hello! i loved this campaign and wanted to write a big feedback message but then i remembered that i am lazy,o just wanted to point out a bug that i had!

It was on the big gates mission. So,i have cleared both grey bases,and then clicked my heroes to go to the other base from one of them. Then,they just walked off the map,where i literally cannot see,and were attacked my someone,then to just walk out to the another base. It was also a way to just walk to the green base on the high ground,so yeah,that was very strange.

I think they somehow walked into the Anubarak base,from which he teleports. Also gates on that mission have way too much health. I literally just cleared the map,clicke on them and then went away because of the amount of health they have. I think that mission should just end if you destroy the three main bases to not just waste like 10 minutes attacking the gate
 
Level 5
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Finally finished the campaign recently (Hard Mode), so a quick review from me:
Apart from some of the bugs, overall it is 5/5.

Gameplay:
I only played in Hard so idk how it compares to other difficulty. The Hard level missions were crazy, but I think it could be a lot easier had I known the enemy have unique tech tree and mechanics, I had to stop at Mission 11's beginning and played the Living Nerubian Campaign to understand the nerubians tech tree and mechanics lol. Defo like this more compared to the Living Nerubian Campaign.

Unique units and spells, but ordinary tech tree and mechanics (besides the Fane system). The fane system is nice but imo some of the unit buff does not come handy in real combat. Instigator is very weak, slow attack, fragile HP, and not much a damage, pretty much never use it. Monitor also not handy because it is not invisible automatically and enemy units have good detection of invisibility too. Lack of healer is frustrating too. Some of the units skill's is impractical, Houver's carcass is not autocast, also not really helping. Pretty sure it should be a combo with Isri reanimation, Corruptor's heal, etc, but in battle there are already a lot of corpse to be used. Qualming is great, but hopefully it is passive or autocast, dont worry because in such crazy level it is not going to turn easy instantly by having it in autocast.

The hero is so-so. Zaq and Okwan is very good, the skill sets and their stats is nice, though I think Zaq's aerial damage skill should be wider, because enemy's air units are big so sometimes it can only hit 1 unit, at best it is 3 units. Compared to Zaq and Okwan's skills that designed to be crowd-control and disrupting enemy's moves, Nylaex is a hero that focus on his own skill combo. It is a nice concept, but to put 1 spore using skill 2 and select it with skill 1 to detonate is not practical (plus damage is not that much), it would be better if skill 1 will detonates the nearest/nearby spores, also I did hope that the locust is permanent like Anubarak's beetle. At the bottom is Isri, like literally none of her skills is good in practice (probably only in specific missions). 1st skill is okay, 2nd skill sadly cannot be used on Heroes plus it makes the unit sleep for very long time, sometimes I heal dying units only to have it surrounded by enemies and dying again because it cannot escape. Im not sure of 3rd skill, pretty sure it automatically activate on timer based regardless whether the last activation is resurrecting corpses or not. If I was correct, then it is not good, hopefully it should be like necromancer that autocast when there are corpse around (Also I think it is better to have lower cooldown time rather than longer animation). Ulti is very weak, it flies very low and slow and not really long range, it tends to dies within seconds in great battle lol.

Features:
Love the AI though sometimes they are off because of AI limitation, I find it funny however lol. Background sound is too loud by the usual settings that I used in regular campaign, sometimes the in-game dialogue cannot be heard because of it, though it is adjustable.

Bugs:
Optional Quest Reward: As described above, sometimes I am not sure if it is a bug or just that is how it is supposed to work. Like Troll Warlord log message appear in the beginning but they only spawn after the reinforcement comes.

I only notice some serious bugs in Mission 11: The undead ally might stop producing units and reviving their heroes and our main gold mine will be gone forever when destroyed (Be sure to save a lot like literally, I have around 200 saved files for this mission alone). Also sometimes when starting new gold mine, it needs like 1-2 minutes after built before starting the harvest cycle.

I wanted to play the Secret Level directly by using the Cache but turns out I have to do the Challenge Mode so maybe in the future I will play this Campaign again
 
Level 24
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Hello! i loved this campaign and wanted to write a big feedback message but then i remembered that i am lazy,o just wanted to point out a bug that i had!

It was on the big gates mission. So,i have cleared both grey bases,and then clicked my heroes to go to the other base from one of them. Then,they just walked off the map,where i literally cannot see,and were attacked my someone,then to just walk out to the another base. It was also a way to just walk to the green base on the high ground,so yeah,that was very strange.

I think they somehow walked into the Anubarak base,from which he teleports. Also gates on that mission have way too much health. I literally just cleared the map,clicke on them and then went away because of the amount of health they have. I think that mission should just end if you destroy the three main bases to not just waste like 10 minutes attacking the gate
Ah, yes. I going to assume you played an older version. Just yesterday I discovered that that map had a lot of corrupted files, so none of the ai's even worked. I just updated it. Sorry about that. When I update my maps sometimes it breaks other unrelated ones. (Thanks, blizz)

You're meant to be attacking the gate throughout the game session.


Finally finished the campaign recently (Hard Mode), so a quick review from me:
Apart from some of the bugs, overall it is 5/5.

Gameplay:
I only played in Hard so idk how it compares to other difficulty. The Hard level missions were crazy, but I think it could be a lot easier had I known the enemy have unique tech tree and mechanics, I had to stop at Mission 11's beginning and played the Living Nerubian Campaign to understand the nerubians tech tree and mechanics lol. Defo like this more compared to the Living Nerubian Campaign.

Unique units and spells, but ordinary tech tree and mechanics (besides the Fane system). The fane system is nice but imo some of the unit buff does not come handy in real combat. Instigator is very weak, slow attack, fragile HP, and not much a damage, pretty much never use it. Monitor also not handy because it is not invisible automatically and enemy units have good detection of invisibility too. Lack of healer is frustrating too. Some of the units skill's is impractical, Houver's carcass is not autocast, also not really helping. Pretty sure it should be a combo with Isri reanimation, Corruptor's heal, etc, but in battle there are already a lot of corpse to be used. Qualming is great, but hopefully it is passive or autocast, dont worry because in such crazy level it is not going to turn easy instantly by having it in autocast.

The hero is so-so. Zaq and Okwan is very good, the skill sets and their stats is nice, though I think Zaq's aerial damage skill should be wider, because enemy's air units are big so sometimes it can only hit 1 unit, at best it is 3 units. Compared to Zaq and Okwan's skills that designed to be crowd-control and disrupting enemy's moves, Nylaex is a hero that focus on his own skill combo. It is a nice concept, but to put 1 spore using skill 2 and select it with skill 1 to detonate is not practical (plus damage is not that much), it would be better if skill 1 will detonates the nearest/nearby spores, also I did hope that the locust is permanent like Anubarak's beetle. At the bottom is Isri, like literally none of her skills is good in practice (probably only in specific missions). 1st skill is okay, 2nd skill sadly cannot be used on Heroes plus it makes the unit sleep for very long time, sometimes I heal dying units only to have it surrounded by enemies and dying again because it cannot escape. Im not sure of 3rd skill, pretty sure it automatically activate on timer based regardless whether the last activation is resurrecting corpses or not. If I was correct, then it is not good, hopefully it should be like necromancer that autocast when there are corpse around (Also I think it is better to have lower cooldown time rather than longer animation). Ulti is very weak, it flies very low and slow and not really long range, it tends to dies within seconds in great battle lol.

Features:
Love the AI though sometimes they are off because of AI limitation, I find it funny however lol. Background sound is too loud by the usual settings that I used in regular campaign, sometimes the in-game dialogue cannot be heard because of it, though it is adjustable.

Bugs:
Optional Quest Reward: As described above, sometimes I am not sure if it is a bug or just that is how it is supposed to work. Like Troll Warlord log message appear in the beginning but they only spawn after the reinforcement comes.

I only notice some serious bugs in Mission 11: The undead ally might stop producing units and reviving their heroes and our main gold mine will be gone forever when destroyed (Be sure to save a lot like literally, I have around 200 saved files for this mission alone). Also sometimes when starting new gold mine, it needs like 1-2 minutes after built before starting the harvest cycle.

I wanted to play the Secret Level directly by using the Cache but turns out I have to do the Challenge Mode so maybe in the future I will play this Campaign again

Good job. I'm proud of you!

Some units could always be tweaked, however. Instigators can be effective, mainly if massed. Monitors I use constant to scout of enemy forces. In the later stages you can easily spread blight. The Shadow Weaver is the primary healer. You also have constant regen through Fanes and blight and the main structure. You're forgetting the biggest combo potential for Carcass Mound: Corpsers.

Yeah. In the future, I will be overhauling Isri. Though, I disagree on his ult. I think the damage output is massive and it's quite durable.

Mission 11 will have significant changes in the future. Hopefully it will rid of the issues. I am unsure of why the AI acts the way it does sometimes.

You can set all the missions to be completed on Cache Map. That will grant you the secret mission.
 
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Level 5
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Jun 3, 2023
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Ah, yes. I going to assume you played an older version. Just yesterday I discovered that that map had a lot of corrupted files, so none of the ai's even worked. I just updated it. Sorry about that. When I update my maps sometimes it breaks other unrelated ones. (Thanks, blizz)

You're meant to be attacking the gate throughout the game session.




Good job. I'm proud of you!

Some units could always be tweaked, however. Instigators can be effective, mainly if massed. Monitors I use constant to scout of enemy forces. In the later stages you can easily spread blight. The Shadow Weaver is the primary healer. You also have constant regen through Fanes and blight and the main structure. You're forgetting the biggest combo potential for Carcass Mound: Corpsers.

Yeah. In the future, I will be overhauling Isri. Though, I disagree on his ult. I think the damage output is massive and it's quite durable.

Mission 11 will have significant changes in the future. Hopefully it will rid of the issues. I am unsure of why the AI acts the way it does sometimes.

You can set all the missions to be completed on Cache Map. That will grant you the secret mission.
Well, I did the first 10 missions wrong because my lack of understanding for the enemies' mechanic, so probably some of my feedback about the gameplay is not pretty accurate. But glad that you will overhaul Isri.

I didn't know the Cache Map can do that, I will try it later.

Anyway, it would also be nice to know the back story of each units and heroes, maybe what they were before becoming undead, for example monitors used to be the sybils, strikers used to be webspinner, Zaq used to be treasurer, etc. I see that you create a prequel for this campaign so maybe you could try to introduce it there, instead of adding them here.
 
Level 21
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Dec 20, 2015
Messages
330
Just finished recording my series. Overall great work introducing two entirely new factions with the Undead faction being quite fun to use throughout. AI voicing is way better than I expected with only a few specific sentence/word inflections that end up being a little cringe.

I liked the playable race and the heroes grew on me after I was pretty skeptical of them at first. Isri's stasis and Zaq's anti-air both need some sort of rework as those both feel mostly worthless, otherwise their abilities are decent. Nylaex starts slow but is legit great.

I'm a HUGE fan of the optional objectives that contribute to the final mission. That being said, the last mission (11) is wayyyy over the top, the final Teal base in particular. I played on Normal for reference. I did experience some technical problems with stuttering and crashing, so I had to replay sections multiple times. The outlying optional objectives all feel fine once you get acclimated, but the timings of bases coming online are very tight and you almost definitely need multiple practice runs to plan a proper route out, which feels like a higher difficulty type thing to be honest.

I would suggest still giving the player a higher supply cap if they give the extra bases to the Scourge, but just not as much. The last Teal base has 3 bases worth of an overlapping defense force, three level 15 heroes that respawn very quickly and have inexplicable abilities that killed 50 army supply in seconds (maybe it was the Elite Kingdom Guards?), and free spawning waves from caves that get very strong and go down three different pathways simultaneously. Overall, I can't say exactly what needs changed with this map, or rather the last area in particular, other than it needs toned down legit like 50% if not more, I am not exaggerating. Maybe the recent update that fixed AI made that base go into overdrive, but I have no idea how do it on Normal, let alone how you've done it on Hard. Maybe there's some insane OP composition/synergy with the faction I never figured out to get through it.

I probably could let my ally lure the defensive force to one side and make 10-15 Arbalests to snipe the SEVEN THOUSAND FIVE HUNDRED hp town hall, then rinse and repeat two more times. I didn't have the drive to do this because I am not a crazy person nor would that be fun to do, so I cheated to finish the final section of the map after getting that far. I also do not think every enemy hero needs to be level 15 and each base have at least two of them. I know the Easy difficulty exists, but I've got the street cred for playing a lot of campaigns and this is the most egregious enemy fortress I have ever seen bar none.

This is a lot of my time in the review spent on the last map, but it is my final experience with the project, fresh on my mind, and such a big part of the campaign considering all the optional objectives leading up to it. Ultimately, excellent work with unique mission objectives rather than same old build and destroy, GOOD rewards for exploring via early resource pickups, and fun immersion with the AI voices. Reading earlier comments, it seems like the last map is indeed functioning as intended. All I can say is Good Luck to anyone who makes it there.

EDIT: I've seen the latest update and have revised my rating to 5 stars. I'm interested in giving the final mission another try.
 
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Not yet. If you have any more suggestions feel free to let me know.
Truth be told, I got stuck at Chapter 3 Challenge Mode, it is very hard (well it is already quite hard without the challenge anyway). The challenge is too much because deactivating Zaq's 1st skill has severe impact when killing Okwan, but I think the worst is having Okwan on 25% completion since beginning.

However, what makes it worse is the AI. Okwan's hunting forces is literally a legion, he bring so much army and left a few in his base even before killing Mother Zel. Last time I played on Hard mode, Mother Zel broods are able to take down Okwan's hunting army alone, after then Okwan's forces are increasing to counter that. So either the Broods is getting weaker/fewer or Okwan's AI is broken or both.

Also, I saw Okwan going 1-hit-kill on the eggs at some point.

Idk if this is occassional bug or a constant bug or just how it intended to be, but right now I am still trying to figure out the winning formula.
 
Level 24
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Truth be told, I got stuck at Chapter 3 Challenge Mode, it is very hard (well it is already quite hard without the challenge anyway). The challenge is too much because deactivating Zaq's 1st skill has severe impact when killing Okwan, but I think the worst is having Okwan on 25% completion since beginning.

However, what makes it worse is the AI. Okwan's hunting forces is literally a legion, he bring so much army and left a few in his base even before killing Mother Zel. Last time I played on Hard mode, Mother Zel broods are able to take down Okwan's hunting army alone, after then Okwan's forces are increasing to counter that. So either the Broods is getting weaker/fewer or Okwan's AI is broken or both.

Also, I saw Okwan going 1-hit-kill on the eggs at some point.

Idk if this is occassional bug or a constant bug or just how it intended to be, but right now I am still trying to figure out the winning formula.
I believe in you! Though not advisable, you can get a large stack of items from m02 then sell em in m03 for a big economy boost at start.

ON A SIDE NOT
Working on substantial update. It will have some revamped abilities, some new abilities, re-balances. Along with general bug fixes and difficulty balances.
 
Level 2
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Hi People of Hive!

I've been a player of WC3 for 10 years, a casual gamer not a try harder.
At the beginnning I really enjoyed this campaign, the work behind the scene is truly awesome this is crearly.
I'm playing it in normal mode, but unfortunately I think I have to switch down to easy in chapter 5, I'm not able to build an army while countering anubarak attacks. For me is too hard even in normal mode.
It took me 2.5 hours to beat chapter 4.

Can someone explain me the ultimate of nylaex?
I advice the creator to nerf the healing of nerub flying units and reduce the damage of undertaker units.


thank you for your great work.
 
Level 24
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Feb 19, 2011
Messages
656
Hi People of Hive!

I've been a player of WC3 for 10 years, a casual gamer not a try harder.
At the beginnning I really enjoyed this campaign, the work behind the scene is truly awesome this is crearly.
I'm playing it in normal mode, but unfortunately I think I have to switch down to easy in chapter 5, I'm not able to build an army while countering anubarak attacks. For me is too hard even in normal mode.
It took me 2.5 hours to beat chapter 4.

Can someone explain me the ultimate of nylaex?
I advice the creator to nerf the healing of nerub flying units and reduce the damage of undertaker units.


thank you for your great work.

I dont know what to say. Try a different approach or lower the difficulty if its too hard or until you learn how the race(s) function.

Nylaex ult creates a massive area of blight, provides truesight vision, and creates locusts depening of how many Bligh Spores you have. Also heals per Bligh Spore.
 
Level 2
Joined
Oct 19, 2023
Messages
4
Hy,

Just registered for this campaing to thank you the hard work with it and report som bugs, and comment the changes.
Mission 01:
  • Reduced the music volume substantially. (it was not anoying but ok)
  • Extended map edges for better cutscene and camera experiences.
  • Reduced fog density. (its a huge welcome change)
  • 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. (it would be a welcomed change if the placment is switched with the second Okwan base, case in hard mode to didnt have enough time to do this and the main secondary objective to win the mission, the chaleng mode is not tested but if i read back correctly its have more less time to do it)

Mission 04:
  • Reduced ai effectiveness on normal and easy. (only doing mission on hard mode, i like the challeng :D)
  • Stinger's ability fixed. (not sure what do you mean by this, if it is the heal rate and efficiency then its the same here and the other mission to, canot kill 2 stinger with 1 hero, just after 1 min(they runed out of mana))

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. (what do you mean by this, i canot understand it now, they not giving me the hero and unit or they dont defend me, or both?)
  • 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. (buuu, this was actualy good to have)

Mission 07:
  • Added an additional Monitor to the north. (its not neseseary in my oponion, on hard mode (duno if in chaleng to) the 2 enemy base dont attack each other that frequent, they only focusing me and the reduced gold in the mines is a hard hit to, my first mine is just runing out to build up and upgrade my forces to start attacking without additional fane)
  • Catacombs was missing create corpse. Added back. (needed, especialy case the new corruptor effect)
  • 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.
anoying bug (if its a bug) the south east enemy base is attacking endlessly, they keep spawning the ranged unit after i destroye the first ancient tree (before its geting rooted or if it was rooted), and after i destroye the 5. tree its keep spawn attacking with the artillery unit endlessly

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. (i didnt even notice this, only after i destroyed all the enemy bases i get to attack the gate)
  • 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. (what do you mean?)
  • Fixed pest attack dummy bug. (but its anoying to focus it XD)
  • Reduced AI attack frequency. (but now they attack with anubarak (the 2 top corner base) and its a hard attack wave each time)

Mission 11:
  • Tunnelers replaced with webspinners, and drones with spiderling in the Treasure Hold area. (it was anoying as heck to chase the drone to complete this)
  • Crystal Golem reverted to Golem. (what golem?)
  • Yellow Vizier drops tomes (+2 each stat) (where is he/she, i used cheat to see where it is but didnt found yellow Vizier, only teal found it)
  • Teal heroes abilities now focused on more support/defense over damage.
  • All gold mines have additional gold (its a welcome change)
  • Reduced teal regal effect bonus (again) (its the royal quarter or the royal guard?)
  • Melstuutal gains Reign of Chaos after Hadnorox is killed. Dreadlord gains reincarnation. Lich gains level 3 Brilliance Aura. (this trigger is not working as intended, they get these abilitis in the start of the mission, i mean Melstuutal get the Reign of Chaos, the dreadlords one is not sure, the lich is not comformed, didnt have the patien to play it again from the start, only done it in the older wersion)
  • Advanced Nerubian Waves (Increased waves after Hadronox) replaced a Queen spawn with a Webspinner. Making each lane slightly easier. (not made there to test it, case the triggers for additional enemy base waves is bugged, they sending armys after the troll assault begins (after ~30 min)
  • 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. (what dose this means?)
  • Undead Anub'arak has two gems of health (+600 HP)
  • Cheese can be sold. (a what? ok found it XD)
  • Added all proper units to Treasury Hold group.
bugs (i think it is) the main allies ud base only have 1/1 for melle and 2/1 ranged upgrades for their units, if its lich then only the spelcasters fully upgraded (in older wersion) but with same units upgrade and not with additional upgrades like the ghoul attack rate or the meatwagon/abbomation plague efect, the other allies ud is 3/3 upped but without the bonus unit upgrades, this is present both easy, norm and hard mode and its render its useless the allies

after ~ 30 min the troll warlords attack wave charging in the city and its triggering the other 2 base and the royal quarter to to attack me and it is a hard pressure, especialy if i didnt finish with anubarak base and the other first 2 base, it would be welcome change if this attack wave only triggered after the 2. main mission was compleated, or the lanes for the other enemy bases was closed with gates so these attack waves first only attack anubarak base and the 2 other enemy base in phase 2
Edit: in the last mission its needed to have some bonus mission on the other 10 mission, who is nerfing the royal guards power as a whole, they are a f.ck.ng blast canons, if i dont focus them or not paying attention they just murdering my full army with the 2 sumoner hero and with 3-4 kingdom guard + arterely scorpion, i dont have enough aoe just to clear the 30 spiderling what is got summoned in 10 second, and not to mention their base, that is a fortress with 5-6 guards and a stack of artelary scorpions, and runed it almost 45 min before got rekt with the royal guard+anubarak attack comba while i tried to assault the royal guard base (that army is got rekt like i mentioned befor)

Main allied ud got their ghoul and abo specific upgrade but not damage/armor upgrade, and the enemy to is didnt upgraded their damage/armor(but the kingdom guard is steal heck strong)

the mission 7 bonus quest needs to be reworked in my oponion to become an aura on the enemy witch is nerfing their attack and armor, otherwise its didnt even noticeble if its on or not

Edit 2: So I finaly completed mission 11 but it was a hell of a ride, and im not sure if would it been good to have the nerugian preserwers place to be an undead base or to have a gold mine, case its every time got rekted with royal guard attack wave before i got there to defend it eiter of it I chose

The agality enemy heros in the pit lord side is broken with the 30 sec immortaliti/life steal and attack speed, those 2 just can wrek the main ud base if im not there

Royal guards seriusly needs to have a nerfig previous mission, their army is broken just like mentioned above, needed to have 6-8 flighing nexus or how it is called to have just so I can snipe the kingdom gurads with them, the mass creep spell what the 2 queen hero dose is always got focused with zac otherwise just those creep can overwhelm me (I especialy build Zac to have a huge mana pull and regen for only this reason)

In the end the 4 ud troll wave if i cleaned the midle of the royal quarter its just sit stuck there and dont do anything, ud Anu is attacking way less than the main allaied ud forces

And a question, if i want to switch to lich allai in the begining i have to play again all the maps or only need the 2. map? nvm its only needed the 2. mission
gona do challeng mode now, i think for that i gona open a new post, this is alredy long :D
 
Last edited:
Level 6
Joined
Mar 19, 2015
Messages
60
First thank you for making these custom campaigns.
The AI voice acting adds a nice flavor, and the overall visual & audio design is absolutely amazing.
The missions and optional objectives/bonuses are also very good and entertaining, and the general race mechanics feel good & inventive.
Dialogue between heroes is also fun, particularly Isri voice lines are great.
Even the racial shop items feel unique and interesting, though i do wish Tome of Retraining was available on every mission for more player freedom.

However the parts of the campaign that imho feel lackluster are the Heroes & some combat Units, which is a really important part of any War3 gameplay.

Most of the hero abilities, while unique, tend to be rather boring to use.
I ended up wishing i had some spells from regular War3 heroes instead of the custom but boring spells Okwan and Zaq have.
Okwan in particular feels like a boring lame NElf Mountain Giant who i just toss into the enemy army and forget about.
Isri has a more interesting design but really all you can do with her is cast "frost armor" and "heal", sometimes combo-ed for AOE heal...
The fact that the AI is hell bent on spamming dispel magic makes the above feel even worse.

Some air and spell caster units felt needlessly annoying to use, especially considering that almost every player unit has an ability that needs to be micro-ed (even workers to spawn big areas of blight for combat bonuses).
Monitor Q could really use an auto cast option since its something you always want active in combat, and creating new Monitors to replace the ones lost through W felt tedious.
Shadow Weaver Q has a painfully long 15 sec cooldown, and their AI seems to cast it on completely random units instead of on those that are actually wounded - which makes the long cooldown that much worse... also the cast ranges for Shadow Weaver spells felt really short.

Instigator feels too slow, too short range and too fragile considering its 4 population, even with maxed out Fanes.
Hornet feels a bit too expensive considering what it does, a rather boring NElf hippogryph unit.
Obsidian Ravager could use an auto cast on its Q ability... also feels really odd that a flying siege unit has dispel magic, perhaps Hornets should have it instead?
Corpsers melee concept just gets them killed, i ended up only keeping them at a distance & only using the "cloud" ability... seems more like a Player vs Player harass unit.
Corrupter Contamination (fane passive) feels too slow & rather meaningless even when maxed.
Guard Pince could really use an auto-cast option, since after early game their best value is spamming Pince on whatever they can reach.

Overall the WOTS is a truly incredible work of art that is somewhat marred by the staggeringly boring Hero abilities and some questionable combat units/spells.
 
Last edited:
Level 2
Joined
Oct 19, 2023
Messages
4
So finaly done with chalenge mode and secret mission and here is my thougst and some bugg report

If someone stuggling with mission 3 and 8 check out the mission in this reply, I writed it down how I beat it

Firstly bugs
Mission 1
noticed that only the last 3 fane defending dwarf base have upgrades, the main attacking base and the other fane defending dwars dosent have upgrades
Misssion 2
Pls make the artifat that this mission gave a passiv ittem, I was overyojed when I readed the description of the ittem but this quickly faded when I discovered it was usebla ittem, its such a waste and the cooldown is to damn long to get it usable some new discoverise was made with this ittem, in the mission 6 is described more to
Mission 4
The Hearth of Cynagosa now bugged, only giving +2 bonus start either hard or chalange difficulty, only got +5 stat when checked out the last mission if i get the forstworm or the orb and there got only +5 stat.
Bug pls fix Nyalex Q when casted as a heal, its 50% chance that its just consuming the skill but dose not heal the target, the dot wersion is fine with the cd
Mission 7
the apostate in this mission dosnt get the fane bonus wood capaciti with 5 manenc of fate, they carry only 10 wood if i reach the maximum amount of fane to.
Mission 8
When I kill the first Big Tree the spawning attack not stoping from there, its floving constantly from the sout enemy base and its make it extra hard when I not paying attention and 3 spawn killing my towers there, then the same bug (but its in the end game and that time i alredy have a maxed army) hapens after 15 min and the southest base keep constantly sending seage units in the midle (oh and the above mentioned spawn attack is last until this time)
Mission 10
i noticed here that is the Obsidian Raveger Unlishe Salvo is not scaling correctly whith fane, the attack rate and dmg incrase is same if i have 1 fane or 10
Mission 11
I duno if this is bug or not, but the webways not always working, or if it works it gets behind my back some royal quarter units and hero, i got a gosebump when I seen them behind my base poping up.
Secondly the chalenges
The concept is good, I like this limited food count, must have to think like the AI enemy, after every attack I go back and sit in the base and waiting for the next attack wave.

The ittem what i get in the next mission (the 75 mana increase and the use effect 100 manarestoration/40sec) need some buff in the mana capacity, its a bit underwhelming to have in the limited space only a litle bit of mana buff, in later missions its going to be replaced with the 250 mana capacity ittem

How I don it: 3 melle 4 ranged unit sit on the base, the rest is going out with Zac to liberate the fane, after 1-1 fane go back base, sit and wait the next attack wave coming then repeat
I like it, but nothing to serious, the heroes with usable ittem its was anoying, not chalenging, done the same ways just like in hard
This was hard and I realy like it, the first mission artifact helped a lot, the second mission artifact is just sit in my hero bag not used much (it was in Zac bag), case its was not so much oportuniti for using and after 5-6 min i comletely forgott that i even have it

How i beat it: always focused Ocwan when he respawned and if his second attacking forces attacked the egs, this was done 3-4 times and that time I alredy have the advantage what ocwan have in the begining, oh and I bringed 2 stack home teleport scroll just to get a head start ing old, that realy helped a lot

The artifact I get from here like it
Seriously? This is the chalenge? From the start I just doing this XD so no change.

When I see the artifact in the next mission instant reload that part where I completed the cinagosa questline and switched to frostwyrm.
Nothing to serious, balanced chaleng, the artifact is good

Side note: in the challenge you meant to anubarak forces take 90% less damage or just anubarak? In case its just anu then this chaleng is not harder than the normal hard mode, case the other units and heroes take the same amount damage from my allaies
This was a good challenge, the 60% additional damage was hard to mitigate in Zac especialy when the devourer attacked, but the artifact what i got here is helped a lot whit that, whit this artifact i actualy have to remember that it is in the bag :D

How i beat it: Zac was stacked with the new and old artifact from mission 1 and 4+ crown of kings in this mission and orb of corruption from the last mission, and the hiden mana pendant (i wanted the chadgars pendant to but run out spaces for zac)

And here is where the mission 2 artifact (June's Eldritch Scroll) got cicked in, you didnt mention it in the front page on the forum, that the manaburn effect only working with ranged hero, now that artifact value is got skyrocketed, checked it out only working with ranged hero the mana burn, with mele hero only the block efect working or i use the ittem, but that it dose nothing

For next mission artifact i get for beating this i realy like you for this, that was a huge boost from the GoTS from mission 4
So this mission was not to much of a chalenge, i done it befor the 5 min countdown finished with the broodmother :D, but in the begining always have a gose bump when i reached one of my tower defense a bit late, for it only be 10-15% hp, that minus gold its hurt more than the repair cost

The artifact from here a perfect Int hero artifact with suport skill, I like it
Now this is what i call chalange, got 8-10 try to figure it out how to beat it, the +50 armor on the tree is was quiet hard to figure it out how to beat it, but in the last try got figured out, the mist max is a headache until i got max armor and fane, then its rolling

How do I beat it:

First you need this army comp asap: 7 Guard, 2 Striker (ore 2 more if you like), 2 or more shadow weaver, then if you go focusing on making 6 Obsidian Ravager and get their unique upgrade (whit this you gona kill the Big Trees), get 1-3 (I only got just 1 more) Hovering Redoubt and 3 Hornet for air deffens, this is the final comp what I have when finised the bonus quest

Second: grab the 2 (or if you have time 3) bonus gold mines (the one right next to the base) and the one in south (you have to fight the way there) and spread the blight with Nylaex ulti (the thirde gold mine is in the midle, dragons coming that way and they hiting hard on building)

Then you build up the army and the flying siege and defending the base (only go assault the Big Tree if you have the 6 Ravager with upgrade and use the Unlieshe Salva when atacking the tree), upgrade your units weapons and armor (especialy armor, they hit hard in the begining) and build up the Fane

Use the guards abiliti to stun the mele units and the casters (this unit are top prioriti) in the ground, tank the flying units with the Hornet, dont let the suport units (Veaver and Hovering) die, case its gona snowbal your mortalyti rate

The artifact from here to mission 9 hm intresting, cannibalizm with healt and mana pedant :D
Deacent challeng nothing searious, the invisibiliti was anoying insted of chalenging, the others meh, done just like in normal hard

The artiact in mission 10 is overkill, i like it :D
Hm this mission is controversial, its a good mission with the chalenges, but i think Anubarak in this mission is a blast canon, he can solo 3 hero + army by herself, especialy when he cast avatar in 75% hp, otherwise its a good chalenge, but the damage buff is not so good case when i beginning to attack the gate that time all the others bases long gone and only anubarak attackwave remains and that is got handled with maxed army

The artifact is good but i dont want to leave in the base that hero for defense, its needed for the attack :D
So are you f.ck.ng kiding me? XD This mission is way more easyer than the normal hard mission case of the 10 artifact, they make this mission so much easyer, I just got done this in the first try, but with the normal hard mission I just sweated blood to done it.

The chalenge for this mission is good, but i almost done all base with one attack, only the royal quarter was the one what i have gone to do 4-5 times (the base was full with defender units and it was buffed so for the last push i waited for ud Anu to show up (seariusly his attack wave timing is way much longer than the ud base attack waves, every 2. attack wave was when he attacked.

And I realised that the Lich is op, not the dreadlord, the necromancer and banshe support is way better than the meat shield dreadlord, and the 2 additional ud base only making these, abo or gargroly was never trained with them.

The frost wyrm bonus here need some rework to get supplyd to me to, so every now and then gave me 1 frost worm, case after I lose them I never got anymore of these, but the allais are making them in all 3 base for time to time, and not realy using them for attack
So Im slightly disapointed after the whole campaing, the secret mission is a meh, expected a multy staged mission like the last one but this only have 2 and its just run in and destroy everithing.
Im the only one who find it strange lorevise that the old god minions just whith that maneuver seized the whole army who stayed underground? :D Sory but if I remeber it correctly the old god never have taken any undead will over in the lore, only the undead have a deep heatred against him.

Overal I liked the chalenge mode, loking forward for the second campaing. :D :D
 
Level 24
Joined
Feb 19, 2011
Messages
656
Hy,

Just registered for this campaing to thank you the hard work with it and report som bugs, and comment the changes.
Mission 01:
  • Reduced the music volume substantially. (it was not anoying but ok)
  • Extended map edges for better cutscene and camera experiences.
  • Reduced fog density. (its a huge welcome change)
  • 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. (it would be a welcomed change if the placment is switched with the second Okwan base, case in hard mode to didnt have enough time to do this and the main secondary objective to win the mission, the chaleng mode is not tested but if i read back correctly its have more less time to do it)

Mission 04:
  • Reduced ai effectiveness on normal and easy. (only doing mission on hard mode, i like the challeng :D)
  • Stinger's ability fixed. (not sure what do you mean by this, if it is the heal rate and efficiency then its the same here and the other mission to, canot kill 2 stinger with 1 hero, just after 1 min(they runed out of mana))

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. (what do you mean by this, i canot understand it now, they not giving me the hero and unit or they dont defend me, or both?)
  • 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. (buuu, this was actualy good to have)

Mission 07:
  • Added an additional Monitor to the north. (its not neseseary in my oponion, on hard mode (duno if in chaleng to) the 2 enemy base dont attack each other that frequent, they only focusing me and the reduced gold in the mines is a hard hit to, my first mine is just runing out to build up and upgrade my forces to start attacking without additional fane)
  • Catacombs was missing create corpse. Added back. (needed, especialy case the new corruptor effect)
  • 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.
anoying bug (if its a bug) the south east enemy base is attacking endlessly, they keep spawning the ranged unit after i destroye the first ancient tree (before its geting rooted or if it was rooted), and after i destroye the 5. tree its keep spawn attacking with the artillery unit endlessly

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. (i didnt even notice this, only after i destroyed all the enemy bases i get to attack the gate)
  • 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. (what do you mean?)
  • Fixed pest attack dummy bug. (but its anoying to focus it XD)
  • Reduced AI attack frequency. (but now they attack with anubarak (the 2 top corner base) and its a hard attack wave each time)

Mission 11:
  • Tunnelers replaced with webspinners, and drones with spiderling in the Treasure Hold area. (it was anoying as heck to chase the drone to complete this)
  • Crystal Golem reverted to Golem. (what golem?)
  • Yellow Vizier drops tomes (+2 each stat) (where is he/she, i used cheat to see where it is but didnt found yellow Vizier, only teal found it)
  • Teal heroes abilities now focused on more support/defense over damage.
  • All gold mines have additional gold (its a welcome change)
  • Reduced teal regal effect bonus (again) (its the royal quarter or the royal guard?)
  • Melstuutal gains Reign of Chaos after Hadnorox is killed. Dreadlord gains reincarnation. Lich gains level 3 Brilliance Aura. (this trigger is not working as intended, they get these abilitis in the start of the mission, i mean Melstuutal get the Reign of Chaos, the dreadlords one is not sure, the lich is not comformed, didnt have the patien to play it again from the start, only done it in the older wersion)
  • Advanced Nerubian Waves (Increased waves after Hadronox) replaced a Queen spawn with a Webspinner. Making each lane slightly easier. (not made there to test it, case the triggers for additional enemy base waves is bugged, they sending armys after the troll assault begins (after ~30 min)
  • 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. (what dose this means?)
  • Undead Anub'arak has two gems of health (+600 HP)
  • Cheese can be sold. (a what? ok found it XD)
  • Added all proper units to Treasury Hold group.
bugs (i think it is) the main allies ud base only have 1/1 for melle and 2/1 ranged upgrades for their units, if its lich then only the spelcasters fully upgraded (in older wersion) but with same units upgrade and not with additional upgrades like the ghoul attack rate or the meatwagon/abbomation plague efect, the other allies ud is 3/3 upped but without the bonus unit upgrades, this is present both easy, norm and hard mode and its render its useless the allies

after ~ 30 min the troll warlords attack wave charging in the city and its triggering the other 2 base and the royal quarter to to attack me and it is a hard pressure, especialy if i didnt finish with anubarak base and the other first 2 base, it would be welcome change if this attack wave only triggered after the 2. main mission was compleated, or the lanes for the other enemy bases was closed with gates so these attack waves first only attack anubarak base and the 2 other enemy base in phase 2
Edit: in the last mission its needed to have some bonus mission on the other 10 mission, who is nerfing the royal guards power as a whole, they are a f.ck.ng blast canons, if i dont focus them or not paying attention they just murdering my full army with the 2 sumoner hero and with 3-4 kingdom guard + arterely scorpion, i dont have enough aoe just to clear the 30 spiderling what is got summoned in 10 second, and not to mention their base, that is a fortress with 5-6 guards and a stack of artelary scorpions, and runed it almost 45 min before got rekt with the royal guard+anubarak attack comba while i tried to assault the royal guard base (that army is got rekt like i mentioned befor)

Main allied ud got their ghoul and abo specific upgrade but not damage/armor upgrade, and the enemy to is didnt upgraded their damage/armor(but the kingdom guard is steal heck strong)

the mission 7 bonus quest needs to be reworked in my oponion to become an aura on the enemy witch is nerfing their attack and armor, otherwise its didnt even noticeble if its on or not

Edit 2: So I finaly completed mission 11 but it was a hell of a ride, and im not sure if would it been good to have the nerugian preserwers place to be an undead base or to have a gold mine, case its every time got rekted with royal guard attack wave before i got there to defend it eiter of it I chose

The agality enemy heros in the pit lord side is broken with the 30 sec immortaliti/life steal and attack speed, those 2 just can wrek the main ud base if im not there

Royal guards seriusly needs to have a nerfig previous mission, their army is broken just like mentioned above, needed to have 6-8 flighing nexus or how it is called to have just so I can snipe the kingdom gurads with them, the mass creep spell what the 2 queen hero dose is always got focused with zac otherwise just those creep can overwhelm me (I especialy build Zac to have a huge mana pull and regen for only this reason)

In the end the 4 ud troll wave if i cleaned the midle of the royal quarter its just sit stuck there and dont do anything, ud Anu is attacking way less than the main allaied ud forces

And a question, if i want to switch to lich allai in the begining i have to play again all the maps or only need the 2. map? nvm its only needed the 2. mission
gona do challeng mode now, i think for that i gona open a new post, this is alredy long :D
Oh wow. I appreciate all the detailed comments. You defiently went in depth with a lot of things. It will be helpful to patching it.
First thank you for making these custom campaigns.
The AI voice acting adds a nice flavor, and the overall visual & audio design is absolutely amazing.
The missions and optional objectives/bonuses are also very good and entertaining, and the general race mechanics feel good & inventive.
Dialogue between heroes is also fun, particularly Isri voice lines are great.
Even the racial shop items feel unique and interesting, though i do wish Tome of Retraining was available on every mission for more player freedom.

However the parts of the campaign that imho feel lackluster are the Heroes & some combat Units, which is a really important part of any War3 gameplay.

Most of the hero abilities, while unique, tend to be rather boring to use.
I ended up wishing i had some spells from regular War3 heroes instead of the custom but boring spells Okwan and Zaq have.
Okwan in particular feels like a boring lame NElf Mountain Giant who i just toss into the enemy army and forget about.
Isri has a more interesting design but really all you can do with her is cast "frost armor" and "heal", sometimes combo-ed for AOE heal...
The fact that the AI is hell bent on spamming dispel magic makes the above feel even worse.

Some air and spell caster units felt needlessly annoying to use, especially considering that almost every player unit has an ability that needs to be micro-ed (even workers to spawn big areas of blight for combat bonuses).
Monitor Q could really use an auto cast option since its something you always want active in combat, and creating new Monitors to replace the ones lost through W felt tedious.
Shadow Weaver Q has a painfully long 15 sec cooldown, and their AI seems to cast it on completely random units instead of on those that are actually wounded - which makes the long cooldown that much worse... also the cast ranges for Shadow Weaver spells felt really short.

Instigator feels too slow, too short range and too fragile considering its 4 population, even with maxed out Fanes.
Hornet feels a bit too expensive considering what it does, a rather boring NElf hippogryph unit.
Obsidian Ravager could use an auto cast on its Q ability... also feels really odd that a flying siege unit has dispel magic, perhaps Hornets should have it instead?
Corpsers melee concept just gets them killed, i ended up only keeping them at a distance & only using the "cloud" ability... seems more like a Player vs Player harass unit.
Corrupter Contamination (fane passive) feels too slow & rather meaningless even when maxed.
Guard Pince could really use an auto-cast option, since after early game their best value is spamming Pince on whatever they can reach.

Overall the WOTS is a truly incredible work of art that is somewhat marred by the staggeringly boring Hero abilities and some questionable combat units/spells.

Thanks for the review.
I would have to disagree with you on the heroes and units being boring to use. I feel they hold more interesting mechanics and potential than a lot of the vanilla races. They're not perfect but fun. But thanks for the input regardless.


So finaly done with chalenge mode and secret mission and here is my thougst and some bugg report

If someone stuggling with mission 3 and 8 check out the mission in this reply, I writed it down how I beat it

Firstly bugs
Mission 1
noticed that only the last 3 fane defending dwarf base have upgrades, the main attacking base and the other fane defending dwars dosent have upgrades
Misssion 2
Pls make the artifat that this mission gave a passiv ittem, I was overyojed when I readed the description of the ittem but this quickly faded when I discovered it was usebla ittem, its such a waste and the cooldown is to damn long to get it usable some new discoverise was made with this ittem, in the mission 6 is described more to
Mission 4
The Hearth of Cynagosa now bugged, only giving +2 bonus start either hard or chalange difficulty, only got +5 stat when checked out the last mission if i get the forstworm or the orb and there got only +5 stat.
Bug pls fix Nyalex Q when casted as a heal, its 50% chance that its just consuming the skill but dose not heal the target, the dot wersion is fine with the cd
Mission 7
the apostate in this mission dosnt get the fane bonus wood capaciti with 5 manenc of fate, they carry only 10 wood if i reach the maximum amount of fane to.
Mission 8
When I kill the first Big Tree the spawning attack not stoping from there, its floving constantly from the sout enemy base and its make it extra hard when I not paying attention and 3 spawn killing my towers there, then the same bug (but its in the end game and that time i alredy have a maxed army) hapens after 15 min and the southest base keep constantly sending seage units in the midle (oh and the above mentioned spawn attack is last until this time)
Mission 10
i noticed here that is the Obsidian Raveger Unlishe Salvo is not scaling correctly whith fane, the attack rate and dmg incrase is same if i have 1 fane or 10
Mission 11
I duno if this is bug or not, but the webways not always working, or if it works it gets behind my back some royal quarter units and hero, i got a gosebump when I seen them behind my base poping up.
Secondly the chalenges
The concept is good, I like this limited food count, must have to think like the AI enemy, after every attack I go back and sit in the base and waiting for the next attack wave.

The ittem what i get in the next mission (the 75 mana increase and the use effect 100 manarestoration/40sec) need some buff in the mana capacity, its a bit underwhelming to have in the limited space only a litle bit of mana buff, in later missions its going to be replaced with the 250 mana capacity ittem

How I don it: 3 melle 4 ranged unit sit on the base, the rest is going out with Zac to liberate the fane, after 1-1 fane go back base, sit and wait the next attack wave coming then repeat
I like it, but nothing to serious, the heroes with usable ittem its was anoying, not chalenging, done the same ways just like in hard
This was hard and I realy like it, the first mission artifact helped a lot, the second mission artifact is just sit in my hero bag not used much (it was in Zac bag), case its was not so much oportuniti for using and after 5-6 min i comletely forgott that i even have it

How i beat it: always focused Ocwan when he respawned and if his second attacking forces attacked the egs, this was done 3-4 times and that time I alredy have the advantage what ocwan have in the begining, oh and I bringed 2 stack home teleport scroll just to get a head start ing old, that realy helped a lot

The artifact I get from here like it
Seriously? This is the chalenge? From the start I just doing this XD so no change.

When I see the artifact in the next mission instant reload that part where I completed the cinagosa questline and switched to frostwyrm.
Nothing to serious, balanced chaleng, the artifact is good

Side note: in the challenge you meant to anubarak forces take 90% less damage or just anubarak? In case its just anu then this chaleng is not harder than the normal hard mode, case the other units and heroes take the same amount damage from my allaies
This was a good challenge, the 60% additional damage was hard to mitigate in Zac especialy when the devourer attacked, but the artifact what i got here is helped a lot whit that, whit this artifact i actualy have to remember that it is in the bag :D

How i beat it: Zac was stacked with the new and old artifact from mission 1 and 4+ crown of kings in this mission and orb of corruption from the last mission, and the hiden mana pendant (i wanted the chadgars pendant to but run out spaces for zac)

And here is where the mission 2 artifact (June's Eldritch Scroll) got cicked in, you didnt mention it in the front page on the forum, that the manaburn effect only working with ranged hero, now that artifact value is got skyrocketed, checked it out only working with ranged hero the mana burn, with mele hero only the block efect working or i use the ittem, but that it dose nothing

For next mission artifact i get for beating this i realy like you for this, that was a huge boost from the GoTS from mission 4
So this mission was not to much of a chalenge, i done it befor the 5 min countdown finished with the broodmother :D, but in the begining always have a gose bump when i reached one of my tower defense a bit late, for it only be 10-15% hp, that minus gold its hurt more than the repair cost

The artifact from here a perfect Int hero artifact with suport skill, I like it
Now this is what i call chalange, got 8-10 try to figure it out how to beat it, the +50 armor on the tree is was quiet hard to figure it out how to beat it, but in the last try got figured out, the mist max is a headache until i got max armor and fane, then its rolling

How do I beat it:

First you need this army comp asap: 7 Guard, 2 Striker (ore 2 more if you like), 2 or more shadow weaver, then if you go focusing on making 6 Obsidian Ravager and get their unique upgrade (whit this you gona kill the Big Trees), get 1-3 (I only got just 1 more) Hovering Redoubt and 3 Hornet for air deffens, this is the final comp what I have when finised the bonus quest

Second: grab the 2 (or if you have time 3) bonus gold mines (the one right next to the base) and the one in south (you have to fight the way there) and spread the blight with Nylaex ulti (the thirde gold mine is in the midle, dragons coming that way and they hiting hard on building)

Then you build up the army and the flying siege and defending the base (only go assault the Big Tree if you have the 6 Ravager with upgrade and use the Unlieshe Salva when atacking the tree), upgrade your units weapons and armor (especialy armor, they hit hard in the begining) and build up the Fane

Use the guards abiliti to stun the mele units and the casters (this unit are top prioriti) in the ground, tank the flying units with the Hornet, dont let the suport units (Veaver and Hovering) die, case its gona snowbal your mortalyti rate

The artifact from here to mission 9 hm intresting, cannibalizm with healt and mana pedant :D
Deacent challeng nothing searious, the invisibiliti was anoying insted of chalenging, the others meh, done just like in normal hard

The artiact in mission 10 is overkill, i like it :D
Hm this mission is controversial, its a good mission with the chalenges, but i think Anubarak in this mission is a blast canon, he can solo 3 hero + army by herself, especialy when he cast avatar in 75% hp, otherwise its a good chalenge, but the damage buff is not so good case when i beginning to attack the gate that time all the others bases long gone and only anubarak attackwave remains and that is got handled with maxed army

The artifact is good but i dont want to leave in the base that hero for defense, its needed for the attack :D
So are you f.ck.ng kiding me? XD This mission is way more easyer than the normal hard mission case of the 10 artifact, they make this mission so much easyer, I just got done this in the first try, but with the normal hard mission I just sweated blood to done it.

The chalenge for this mission is good, but i almost done all base with one attack, only the royal quarter was the one what i have gone to do 4-5 times (the base was full with defender units and it was buffed so for the last push i waited for ud Anu to show up (seariusly his attack wave timing is way much longer than the ud base attack waves, every 2. attack wave was when he attacked.

And I realised that the Lich is op, not the dreadlord, the necromancer and banshe support is way better than the meat shield dreadlord, and the 2 additional ud base only making these, abo or gargroly was never trained with them.

The frost wyrm bonus here need some rework to get supplyd to me to, so every now and then gave me 1 frost worm, case after I lose them I never got anymore of these, but the allais are making them in all 3 base for time to time, and not realy using them for attack
So Im slightly disapointed after the whole campaing, the secret mission is a meh, expected a multy staged mission like the last one but this only have 2 and its just run in and destroy everithing.
Im the only one who find it strange lorevise that the old god minions just whith that maneuver seized the whole army who stayed underground? :D Sory but if I remeber it correctly the old god never have taken any undead will over in the lore, only the undead have a deep heatred against him.

Overal I liked the chalenge mode, loking forward for the second campaing. :D :D

Oh man. Even more bugs. What a treat lol. Again, thank you for all the reports of them, its a tremendous amount of help.

I'll need to reread your reviews. There is quite a lot of feedback.
 
Level 10
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Feb 21, 2015
Messages
363
I don't understand how to download the campaign map by map. Where are they? can someone guide me?
I only see the same campaign file in "contents" down there, after all the campaign discription and stuff. Usually, if the maps are uploaded map by map, I find them there.
 
Level 24
Joined
Feb 19, 2011
Messages
656
I don't understand how to download the campaign map by map. Where are they? can someone guide me?
I only see the same campaign file in "contents" down there, after all the campaign discription and stuff. Usually, if the maps are uploaded map by map, I find them there.
I completely forgot about it.

The split version is VERY OUTDATED and I do not recommend playing it this way.

Here

To play the proper version:
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.
 
Level 10
Joined
Feb 21, 2015
Messages
363
I completely forgot about it.

The split version is VERY OUTDATED and I do not recommend playing it this way.

Here

To play the proper version:
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.
I did that, but it crashes as soon as I click "Custom Campaigns" :ogre_rage: :ogre_rage: :ogre_rage:
Any idea what is the issue ?
 

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Level 10
Joined
Feb 21, 2015
Messages
363
well-made campaign. Excellent quality, but "Hard" difficulty is cancer :ogre_rage: :ogre_rage: . I won most of the chapters on this difficulty, but it was too intense. I'm at chapter 7. For example, look at this garbage enemy hero. He's invincible. I have my whole army on him, and he takes like 1 damage off his hp even though my heroes are fully stacked. They can't get stronger than this, so what is the point of getting everything on the map if you're gonna face an enemy using Invincible mode that makes you question the time you spent on finding all the secrets and items? Going back to normal before I get a brain tumor.


EDIT: Finally managed to win somehow. Used a few tricks to lure them out and then destroy their remaining forces. Still really difficult
 

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Level 2
Joined
Oct 19, 2023
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4
well-made campaign. Excellent quality, but "Hard" difficulty is cancer :ogre_rage: :ogre_rage: . I won most of the chapters on this difficulty, but it was too intense. I'm at chapter 7. For example, look at this garbage enemy hero. He's invincible. I have my whole army on him, and he takes like 1 damage off his hp even though my heroes are fully stacked. They can't get stronger than this, so what is the point of getting everything on the map if you're gonna face an enemy using Invincible mode that makes you question the time you spent on finding all the secrets and items? Going back to normal before I get a brain tumor.


EDIT: Finally managed to win somehow. Used a few tricks to lure them out and then destroy their remaining forces. Still really difficult

Tip for you here, attack the facless ones base after you defeted their hero in your base when he is attacking, then its pice of cake to get trough that base, the hero only invincible in his base case there the buildings have aura which is working like a vampiric aura (30-40% damage converted to hp), and the hero have more attack speed in his base to, so you can only kill him in your base
Stationer your army (full 100/100 population cap, exoect the defending ones) right next to the gold mine withc is beneth the facless base, for some reason they didnt use that route when they attacking your base, then when you got the defense done go there and massacra that base, and with seage (ground or air witch one you prefer, 5-6 each) snipe his building to get rid of the aura and especialy snipe the altar so the hero dosnt get back to action
oh and dont forget to use Zac Q abiliti on the hero after 5 sec, in heroes it only last that much
 
Level 24
Joined
Feb 19, 2011
Messages
656
well-made campaign. Excellent quality, but "Hard" difficulty is cancer :ogre_rage: :ogre_rage: . I won most of the chapters on this difficulty, but it was too intense. I'm at chapter 7. For example, look at this garbage enemy hero. He's invincible. I have my whole army on him, and he takes like 1 damage off his hp even though my heroes are fully stacked. They can't get stronger than this, so what is the point of getting everything on the map if you're gonna face an enemy using Invincible mode that makes you question the time you spent on finding all the secrets and items? Going back to normal before I get a brain tumor.


EDIT: Finally managed to win somehow. Used a few tricks to lure them out and then destroy their remaining forces. Still really difficult
Are you playing on the newest version? or the split map version?
 
Level 10
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Feb 21, 2015
Messages
363
Are you playing on the newest version? or the split map version?
The newest version, from "Custom Campaigns" tab. Some chapters are alright on "Hard", like the defence mission with the locuses guy. I expected to be overrun by everything on Hard difficulty, given how hard it normally it.
 
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