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War of the Spider - [Fully Voiced]

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

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

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


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

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


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

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

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

4b.) Open whichever map through the editor
5b.) Click test map on the upper right corner of the editor.
6b.) Once finished move on to the next map.
UPDATE 08APR2024
General (affects every/most missions):
  • Zaq new model and Icon (mostly reskin)
  • Isri new model, projectile, and icon.
  • Okwan new model and icon.
  • Nylaex improved Spreading Corruption coding.
  • New monitor model and icon.
  • New Corpser model and icon. Including Corpser Larva.
  • New Strike model, icon, projectile. Increased projectile speed to 900.
  • Apostate new model and icon.
  • Arbalest new model and icon.
  • Ravager new model and icon.
  • Hovering Redoubt new model and icons. Improved collision selection.
  • Sybil new model.
  • Giant Tombstrider renamed to Broodguard. New model.
  • Cinematics improvements to reflect the speaker's teamcolor.
Mission 03:
  • Small Cinematic changes.
Mission 04:
  • Fixed Melstuutal Portrait.
Mission 04:
  • Slightly more difficult final waves.
  • AI will occasionally attack the southern expo.
Mission 11:
  • Swapped Treasure's presumed crash causing ability. AI will occasionally attack expo.



UPDATE 07JAN2024
General (affects every/most missions):
- Rewrote the description of June's Eldritch Scroll so it describes that ranged attacks cause the secondary effect.
- Typo fixes.
- Adjusted some of the AI timings.

- Misc fixes.
Mission 04:
Challenge Mode: New modifier: Tremor waves and northeast enemy base are fully upgraded at the start.
Mission 07:
- Fixed broken lumber bonus from Fanes.
Mission 11:
- Challenge Mode: Herokillers now deal more damage and deal Chaos damage.
- Challenge Mode: Herokillers and Cache of Anub's now both cast an anti-hero Cripple.
- Challenge Mode: New modifier. Heroes take additional damage per Artifact they carry.
- Northern goldmine now holds 200,000 gold. Meant as a more permanent source of income to break a stalemate.



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

- Fixed "pterostigma" typo.
- Fixed "Backback" typo.
- Fixed Imbibe typos.
- Fixed "Delirium" typos.
- Fixed "Foreboding" typos.
- Reduced fog across all missions.


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

Mission 02:
- Typo in "Attck rate" message.
Mission 03:
- Typo in "Fued" message.
- Fixed issue of warning message playing when cutscene is playing.
- Skipping end cutscene caused another Okwan to spawn briefly. Fixed.
- Mother Zel is now Mother Zar, replacing dialogue accordingly.

Mission 04:
- Reduced ai effectiveness on normal and easy.
- Stinger's ability fixed.

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

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

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

Mission 09:
- Added additional trees and lumber drops.

Mission 10 (MAJOR REVAMP):
- The Gate defenses now have a new mechanic. The defenders now have a special structures that will endless respawn when killed then will continuously start producing more and more forces to defend the gate. The player must actively attack the gate to make progress before they are overwhelmed.
- A special Infernal will periodically spawn to assault the gate. Its up to the player to escort and defend it.
- Fixed the wrong variable for the choice in M2.
- Fixed pest attack dummy bug.
- Reduced AI attack frequency.

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

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


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

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


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

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

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

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

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

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

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

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


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SPECIAL THANKS:
- Spellbound
- SgtWinter
- Junior Elder

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

.

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

Contents

WotS: Fall of Azjol-Nerub (Campaign)

Level 2
Joined
Mar 4, 2015
Messages
2
Heyo!
I've played through the entire map using the Custom Campaign version and I've absolutely loved it!

I didn't have any issues or bugs until chapter 11. I completed every optional mission but it seems like some of them dont show up or work at all during chapter 11. Namely the ice trolls and the crypt defender missions. The rest seem to work, but I didn't go through the entire mission as it seems like the AI (or the triggers) of the allied "Scourge" forces dont work at all. After defeating the enemies at the entrance and setting up the starting bases the scourge ally will just stand completely still. They wont produce any units or buildings or move their heroes at all. This is also the case when defeating the western and eastern nerubian bases and claiming them for the scourge. The bases will just have a necropolis and a gold mine and wont build or produce anything. Also, for some reason the icons for the missions in the quest log are replaced by green squares. I assume these are all bugs that pop up in the custom campaign version as I did a quick check on mission 11 in the split map version and everything worked perfectly there (although I couldn't check any of the optional missions there as I don't wanna clear every mission from the begining again). (Also for some reason chapter 11 shows up as "Chapter Five" during the loading screen, as seen in the last screenshot)
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Level 24
Joined
Feb 19, 2011
Messages
656
Heyo!
I've played through the entire map using the Custom Campaign version and I've absolutely loved it!

I didn't have any issues or bugs until chapter 11. I completed every optional mission but it seems like some of them dont show up or work at all during chapter 11. Namely the ice trolls and the crypt defender missions. The rest seem to work, but I didn't go through the entire mission as it seems like the AI (or the triggers) of the allied "Scourge" forces dont work at all. After defeating the enemies at the entrance and setting up the starting bases the scourge ally will just stand completely still. They wont produce any units or buildings or move their heroes at all. This is also the case when defeating the western and eastern nerubian bases and claiming them for the scourge. The bases will just have a necropolis and a gold mine and wont build or produce anything. Also, for some reason the icons for the missions in the quest log are replaced by green squares. I assume these are all bugs that pop up in the custom campaign version as I did a quick check on mission 11 in the split map version and everything worked perfectly there (although I couldn't check any of the optional missions there as I don't wanna clear every mission from the begining again). (Also for some reason chapter 11 shows up as "Chapter Five" during the loading screen, as seen in the last screenshot)View attachment 427511
Oh I see. I have no idea what happened here. I'll look into it. Something in the custom campaign version must have went awry.
Looking at it, a lot of file, including all AI files, have just randomly crashed.
 
Level 2
Joined
Mar 4, 2015
Messages
2
Oh I see. I have no idea what happened here. I'll look into it. Something in the custom campaign version must have went awry.
Looking at it, a lot of file, including all AI files, have just randomly crashed.
Oh wow, thanks for the extremely quick answer!

And once again thank you for creating such a great campaign <3
 
Level 4
Joined
Jun 22, 2021
Messages
33
Sadly don't have that version of warcraft 3.. I'm using the free versions and the PTR one and will probably be able to get the newer versions at a very very later date.. :sad:
Still I'm sure this is an impeccable map, and I'll be sure to test this one if I can in the future :gg:
 
Level 23
Joined
Jul 26, 2008
Messages
1,321
Some notes I wrote down (I played the older version from December, when there were just single maps, not a campaign file).

Ch1
When the Mountain King says "leave at once", his name is Mountain King, and not his actual name.
Nice Scottish music for dwarves. I'm really happy the campaign started off with Dwarves, even though they only appeared in the first 2 chapters.
Fanes are very cool idea.

Ch2
Very cool queen mechanic, need to kill the building before can target her.

Ch3
The only way I could beat this map on hard mode was by using an invisibility potion to run past the enemy base to our east, and sneak up to the side quest boss to kill her right away when the map began to trigger the nerubian attacks. Otherwise, I would never have been able to beat Okwan with the timer.
I like the idea of this kind of a map storyline, with a race to decide who will be the leader.
For the side quest to kill 1 of the 2 Nerubian bases in the north west, I think it's impossible to kill the air unit side, since they have some kind of replenish heal, which makes it very unwise to kill them over the land unit if we are pressed for time.

Ch4
The dialogue for Nylaex is pretty good, it really does suggest he is completely crazy, always talking to his locusts.
It is hard to play solo missions with Nylaex, because he is not as straight forward a hero to use in terms of abilities as Zaq or the others.

Ch6
Very hard mission, we keep getting weaker over time as enemy keeps sending units to chase us as we slowly lose our army.

Ch7
Introducing the faceless ones here was a great idea. It was nice to have a new enemy race, since it was almost all living nerubians before with the exception of the dwarves.

Ch8
If this is the last mission we play with Nylaex, I wish we could get him to lvl 10, he is stuck on 9 here.
Using oldgod mist speed aura here was really good. I dislike defence maps that go on for 30-45 minutes, but here you used to speed boost to make the mission 18 minutes- really cool idea.
Also, this is the first time I have ever seen an option quest to delay the timer and defend even longer. Honestly, first time I have ever seen this idea in a wc3 campaign, it is simple but very unique.
Awoken of disaster using the new minimap symbols on 1.35- great.
Also, I just noticed burial sites show research lvl of upgrades - very cool.
I think in some of the faceless bases, the attack waves got stuck and couldn't attack me, because they got surrounded by their own units around the main base building, and couldn't get out.

Ch10
Good macro base mission.

Ch11
My favourite mission. I like how each living nerubian base represents different things (the spider webs, the royal guards, reinforcements from dead buildings, etc), and killing each of them reduces a certain threat from the enemy.
I saw lots of pest attack dummies on the map, they didn't disappear or were hidden, they were all very visible.
If the main starting gold mine is destroyed by the enemy, the gold mine itself teleports back to our starting location before we assault the first base that we make into our main operation base.
Anubarak stops reviving from his throne (when he is our ally) after some time, and then I just saw some carion beetles after that, never saw him again.


General Points
I think this is the first campaign actually made for the latest version of Wc3, so congratulations. I'm sure there might be not as many people playing campaigns on 1.35+ yet since most of the community is still stuck in the past, but once people see how convenient it is to not juggle between multiple versions of wc3, and instead just use 1 version--- the latest, I am sure a lot more people will play your spider campaign.

It is also unique in that the races used here, both living and undead nerubian (and faceless I think) are actually all unique races, completely different from the standard ones in normal Wc3, which made it fun to fully explore how to best play with them.

I looked through your chapter you posted with the AI voice acting example, and i'm shocked at how good it is. I wish I could have waited to play your voice acting version. Also since you have now made it into a campaign file, i'll try to download it again just to see the campaign screen, since your campaign screen would also be the first to be used solely for 1.32+.

Anyway, really looking forward to your next Threads of Conflict campaign, I am sure it will be fantastic!
 
Level 24
Joined
Feb 19, 2011
Messages
656
Some notes I wrote down (I played the older version from December, when there were just single maps, not a campaign file).

Ch1
When the Mountain King says "leave at once", his name is Mountain King, and not his actual name.
Nice Scottish music for dwarves. I'm really happy the campaign started off with Dwarves, even though they only appeared in the first 2 chapters.
Fanes are very cool idea.

Ch2
Very cool queen mechanic, need to kill the building before can target her.

Ch3
The only way I could beat this map on hard mode was by using an invisibility potion to run past the enemy base to our east, and sneak up to the side quest boss to kill her right away when the map began to trigger the nerubian attacks. Otherwise, I would never have been able to beat Okwan with the timer.
I like the idea of this kind of a map storyline, with a race to decide who will be the leader.
For the side quest to kill 1 of the 2 Nerubian bases in the north west, I think it's impossible to kill the air unit side, since they have some kind of replenish heal, which makes it very unwise to kill them over the land unit if we are pressed for time.

Ch4
The dialogue for Nylaex is pretty good, it really does suggest he is completely crazy, always talking to his locusts.
It is hard to play solo missions with Nylaex, because he is not as straight forward a hero to use in terms of abilities as Zaq or the others.

Ch6
Very hard mission, we keep getting weaker over time as enemy keeps sending units to chase us as we slowly lose our army.

Ch7
Introducing the faceless ones here was a great idea. It was nice to have a new enemy race, since it was almost all living nerubians before with the exception of the dwarves.

Ch8
If this is the last mission we play with Nylaex, I wish we could get him to lvl 10, he is stuck on 9 here.
Using oldgod mist speed aura here was really good. I dislike defence maps that go on for 30-45 minutes, but here you used to speed boost to make the mission 18 minutes- really cool idea.
Also, this is the first time I have ever seen an option quest to delay the timer and defend even longer. Honestly, first time I have ever seen this idea in a wc3 campaign, it is simple but very unique.
Awoken of disaster using the new minimap symbols on 1.35- great.
Also, I just noticed burial sites show research lvl of upgrades - very cool.
I think in some of the faceless bases, the attack waves got stuck and couldn't attack me, because they got surrounded by their own units around the main base building, and couldn't get out.

Ch10
Good macro base mission.

Ch11
My favourite mission. I like how each living nerubian base represents different things (the spider webs, the royal guards, reinforcements from dead buildings, etc), and killing each of them reduces a certain threat from the enemy.
I saw lots of pest attack dummies on the map, they didn't disappear or were hidden, they were all very visible.
If the main starting gold mine is destroyed by the enemy, the gold mine itself teleports back to our starting location before we assault the first base that we make into our main operation base.
Anubarak stops reviving from his throne (when he is our ally) after some time, and then I just saw some carion beetles after that, never saw him again.


General Points
I think this is the first campaign actually made for the latest version of Wc3, so congratulations. I'm sure there might be not as many people playing campaigns on 1.35+ yet since most of the community is still stuck in the past, but once people see how convenient it is to not juggle between multiple versions of wc3, and instead just use 1 version--- the latest, I am sure a lot more people will play your spider campaign.

It is also unique in that the races used here, both living and undead nerubian (and faceless I think) are actually all unique races, completely different from the standard ones in normal Wc3, which made it fun to fully explore how to best play with them.

I looked through your chapter you posted with the AI voice acting example, and i'm shocked at how good it is. I wish I could have waited to play your voice acting version. Also since you have now made it into a campaign file, i'll try to download it again just to see the campaign screen, since your campaign screen would also be the first to be used solely for 1.32+.

Anyway, really looking forward to your next Threads of Conflict campaign, I am sure it will be fantastic!
Thanks for the little review!
Ch3: Understandable as you played on an older mission. With the more recent version I balance out the map more. Interesting idea to use the invisibility potion. Can't say Ive ever done that.
No Ch5 review?
Ch8: I noticed that units stuck in base issue and its been fixed in new version.
Ch11: Has a huge amount of bug fixes in the latest version.
No Ch12 review? :c

Well if you feel like playing again in the future the latest version has a Cache Map where you can set certain cache data. Like completing all missions on hard so you can play with challenge mode. And/or unlocking the bonus 12th chapter.

Thanks again for the feedback!
 
Level 11
Joined
Dec 31, 2008
Messages
188
Imagine my surprise when I played all the maps and found out you had to play it on hard to get the extra-secret mission. 🥲
Next time I should read thoroughly the description 😂

I enjoyed the campaign, I didn't find any significally bug to report but I wanted to say that I love the side quests having an effect at the final mission!
 
Level 24
Joined
Feb 19, 2011
Messages
656
Imagine my surprise when I played all the maps and found out you had to play it on hard to get the extra-secret mission. 🥲
Next time I should read thoroughly the description 😂

I enjoyed the campaign, I didn't find any significally bug to report but I wanted to say that I love the side quests having an effect at the final mission!
You know, replayability and all that.
You can bypass it, but then you wont have the Artifacts :c
 
Level 2
Joined
May 23, 2017
Messages
26
Quality of the map is high, so is the production value (dialog, music etc.).
Difficult is acceptable and from me is 5 out of 5.
Would recommend!
 
Level 2
Joined
Dec 5, 2022
Messages
6
When I replayed this campaign, I noticed that in Chapter 8, the enemy heroes no longer launch a full-scale attack at the end, and only see a circular attack throughout the chapter. Is this attack the original intention of the level design? or I just unlucky in the past?
 
Level 24
Joined
Feb 19, 2011
Messages
656
When I replayed this campaign, I noticed that in Chapter 8, the enemy heroes no longer launch a full-scale attack at the end, and only see a circular attack throughout the chapter. Is this attack the original intention of the level design? or I just unlucky in the past?
Maybe the first time you played you pulled an AI's defender force, or the AI just like to acts on its own randomly. But the heroes are not meant to attack your base, I wanted to design the mission so the player would be overwhelmed with numbers rather than heroes.
 
Level 5
Joined
Dec 17, 2014
Messages
42
Hi!

So... first of all,
I love the campagin, the chapters are not as easy but also not impossible,
The game pace is good, new faction with new mechanics,
Just great 5/5,
I run into some problems,

First of all the voice acting doesn't work on it.
Like completly. I do not know why :/
2nd,
Last mission I think got bugged?
My ziggurats dissapeared when I evolved them into the anti-ground versions.
They still exist because Limit cap of food is still raised, and i have vision from them,
But i Cannot click on them. They are just... gone :D.

2nd,
THe same thing happen to some of the enemies units?
I am aware some of them are burrowed,
But these ones move on the map as "walking shadow" and attack. My units and hereos react and counter hit and auto-attack but I have no clue what they are fighting.
3rd,
Troll warlods did not join.
They are gone nowhere to be found,
4th
I dont think Zag's bonuses are included?
Maybe they are already accoutned for but I do not see that.
5th.
Lich that I chosen on mission 1(or 2?) joins during the initial assault,
But then he dissapears with his all army besides the Dreadlord that stands between camps and the allied base doesn't produce any buildings whatsoever.
6th
The enemies also I think don't attack? they are gathering resources but not producing or advancing. Just.... Standing...

The voice acting didn't work for me in none of the episodes.
All other problems are happening only in the final One.

Ideas?
 
Level 24
Joined
Feb 19, 2011
Messages
656
Hi!

So... first of all,
I love the campagin, the chapters are not as easy but also not impossible,
The game pace is good, new faction with new mechanics,
Just great 5/5,
I run into some problems,

First of all the voice acting doesn't work on it.
Like completly. I do not know why :/
2nd,
Last mission I think got bugged?
My ziggurats dissapeared when I evolved them into the anti-ground versions.
They still exist because Limit cap of food is still raised, and i have vision from them,
But i Cannot click on them. They are just... gone :D.

2nd,
THe same thing happen to some of the enemies units?
I am aware some of them are burrowed,
But these ones move on the map as "walking shadow" and attack. My units and hereos react and counter hit and auto-attack but I have no clue what they are fighting.
3rd,
Troll warlods did not join.
They are gone nowhere to be found,
4th
I dont think Zag's bonuses are included?
Maybe they are already accoutned for but I do not see that.
5th.
Lich that I chosen on mission 1(or 2?) joins during the initial assault,
But then he dissapears with his all army besides the Dreadlord that stands between camps and the allied base doesn't produce any buildings whatsoever.
6th
The enemies also I think don't attack? they are gathering resources but not producing or advancing. Just.... Standing...

The voice acting didn't work for me in none of the episodes.
All other problems are happening only in the final One.

Ideas?
I think you're not playing on my latest version. The issue you described seem to be the same ones already reported and fixed.
Are you playing on 19MAR2023 version?
Also, make sure youre on the latest version of warcraft 3.
 
Level 5
Joined
Dec 17, 2014
Messages
42
That's possible,
Is there an option to download latest version that won't erase my progress? :D
I have latest version of Warcraft.
Yeah. I just checked.
It wasn't latest....
So...

Is there otion to play latest versoin that won't erase my progress so far :D
I wanted to replay it on challange mode, but replaying it twice is....

EDIT:
Nevermind I see you've already thought of it making Cache settings.
THANK YOU!
I'm gonna go enjoy voice lines now and Challange modes :D
 
Level 24
Joined
Feb 19, 2011
Messages
656
That's possible,
Is there an option to download latest version that won't erase my progress? :D
I have latest version of Warcraft.
Yeah. I just checked.
It wasn't latest....
So...

Is there otion to play latest versoin that won't erase my progress so far :D
I wanted to replay it on challange mode, but replaying it twice is....

EDIT:
Nevermind I see you've already thought of it making Cache settings.
THANK YOU!
I'm gonna go enjoy voice lines now and Challange modes :D
Enjoy :goblin_yeah:
 
Level 5
Joined
Jun 3, 2023
Messages
40
I downloaded the latest version of this campaign, but the file's name is still labeled as 19 Mar 2023.
What is the difference between the latest and the 19 Mar 2023 version?

*Note: I also suggest you put change log in this thread especially if you are still planning to update the campaign in the future
 
Level 24
Joined
Feb 19, 2011
Messages
656
I downloaded the latest version of this campaign, but the file's name is still labeled as 19 Mar 2023.
What is the difference between the latest and the 19 Mar 2023 version?

*Note: I also suggest you put change log in this thread especially if you are still planning to update the campaign in the future
The latest version is 19Mar2023.

The change log is the very first comment on the the page. I'll probably change that.

If you're confused why "Updated" states July, that's because even when the page is updated, the "Updated" on the upper right changes.
 
Level 5
Joined
Jun 3, 2023
Messages
40
The latest version is 19Mar2023.

The change log is the very first comment on the the page. I'll probably change that.

If you're confused why "Updated" states July, that's because even when the page is updated, the "Updated" on the upper right changes.
Oh I see, well that clears things up. Thanks mate
 
Level 12
Joined
Mar 4, 2014
Messages
204
Waaasuuup Just finished this beauty . . . and it was amazing! I would 100% recommend this to everyone, especially to people suffering from arachnophobia :gg:

I played on Hard first then I replayed it with the challenge mode!
I played on the latest War3 version (1.36)

~Negatives


Two biggest issues:



1. Firstly, there is an issue with the unit's hitboxes, I found this out when I was trying to pick up an item from the ground that was near a unit/hero and it's just not possible most of the time, u gotta back away from the item and then you can take it.

Same when trying to focus on the enemy heroes, I kept right-clicking my heroes instead of the enemy one.

I did some tests and this happens with every unit, usually how this works is, when an item is on the ground and there are some units over it, you hover the mouse over the item, and when u right click on it your hero is supposed to target the item on the ground always and not the unit that is above it, this is how it always worked, but for some reason in this custom campaign is the other way when you click on the item it selects the unit that is above it and because of that you can't take the item without moving the unit first.

It works in normal melee maps, I just tested it to make sure it does.


Talking a bit about each unit in particular:

The Striker, Hornet, and obsidian ravager units have a tiny hitbox, is very hard to select them.

Hovering Redoubt on the other hand has his hitbox too large, I keep clicking on him many times without wanting to, specifically at the south part of his hitbox is too big, here is an example of how his hitbox looks like, wherever you click inside the red area you will select the unit.
hitbox.png

2. Second biggest issue I noticed is with the allied A.I. It just feels too weak to me, here are some examples:


In Mission 5 my two allies weren't that helpful in the attacks.

In mission 10 The undead allied A.I. forces were just mindlessly going to attack the gate without attacking any other enemies in their path and that to me was pretty hard to watch, I think they should attack all enemies they encounter before starting to focus the gate, that sounds more logical in my opinion.

In mission 11 The main undead base with the 2 heroes was decent as a sponge for the enemy attacks but that's it, they were sending attack waves very rarely and those were too small and weak to make any impact anyway, same could be said about the other 2 undead bases that had no heroes, it just feels like they don't do much of anything, to be honest, this is supposed to be the final epic battle and yet, it feels like I am still alone against the world! :mwahaha:


Basically, in chapters 5, 10, and especially 11 the allied forces need to get a buff is what I'm saying, they need to be more aggressive and make more units!



Minor negatives:

- The Corpser, after he eats a corpse, becomes invisible but stops attacking, only when I make him specifically attack a target he does do it, so basically like Windwalk from Blademaster, but that is bad for a unit to have, he should break out of his invis when there are enemies around or when I attack ground in a certain area he should also attack whatever enemy is in his path, similar to how Akama was in the original campaign, he was all the time invisible, but at the same time, he was still attacking any enemies near him by himself.

- Owkwan's ultimate takes too much time to activate, until it activates is usually too late, also if he gets stunned it gets interrupted...

- The wood gathering seems to be a problem, the apostate gathers wood too slowly, and there needs to be an upgrade to make them chop wood faster or gather more wood, as humans have their upgrades in melee games.


- This is the first custom campaign I play on Deforged I think and there seems to be a problem, I can't find when I am in-game what chapter I am in the campaign, there is just no info about it, and that's bad, how when I open f9 it should say somewhere the number of the chapter and its name.

- The fanes cost a bit too much gold in my opinion and their buffs aren't that impactful since I played mostly with my heroes and the units I was making were mainly the siege ones.

I think units and heroes should get more buffs from the fanes other than what they already have otherwise there isn't much of a need to make them.
Besides the small hp regen, they should also give extra dmg, attack speed, and move speed.

- It happened just 2 times while playing the campaign and it happened at random, most pictures became green boxes, I noticed this glitch in other maps as well, this is a new bug from Deforged that happens in most maps.
bug with green boxes.png
It can be fixed very easily tho, just by quick saving and reloading the game will fix the problem.

- In my second playthrough on challenge mode in chapter 10 these little things showed up:
what.png

- And lastly, the fog in some maps was a bit too much when I zoomed up a bit you can notice it, it reduces the visibility a lot.
This fog is present in the following chapters: 1, 4, 8, 9, and 10, it needs to be slightly reduced to improve visibility at higher zoom levels.
the fog is a bit too much when you scroll up.png







I will now share my thoughts on each mission.


~Chapter 1 challenge:

No towers ha, well they were bad anyway :smile:

I somehow managed to win this one without the towers, I just built a shit ton of Lesser Catacombs to heal my units so I had 1 group of units defending the base while my main group of units + the hero was doing the quests, it went pretty smoothly.



~Chapter 2 challenge

The second mission was fun, I liked how the allied spider hero was announcing each time he was attacking the enemy, that was pretty cool and he also had different dialogues

If I remember correctly these spiders we are fighting are from the "𝐋𝐢𝐯𝐢𝐧𝐠 𝐍𝐞𝐫𝐮𝐛𝐢𝐚𝐧 𝐂𝐚𝐦𝐩𝐚𝐢𝐠𝐧" aren't they:wink: I immediately recognized the hero's skins, that's cool.

I liked the whole story arc with the 2 spider heroes having an old grudge against each other, It did make them more human-like despite them being very different from humans as a race.

This one took me 48 minutes, after completing all sidequests as well.

I feel like there should be a way to save both armies in this chapter, maybe if both heroes enter both circles at the same time.



~Chapter 3 challenge

hehe, I like how the whole fight between the 2 heroes culminated in this chapter, I wasn't expecting it to be so soon either, it took me by surprise, but I guess this must be a characteristic of the undead spider race when they have a disagreement they solve it quickly through a challenge fight.

I must say this mission was much harder than the previous ones, I did die a few times, but to be fair, I was stubborn and my strategy was to destroy the enemy base instead of destroying the eggs with the normal quest :smile: what can I say, I like to do things differently in my playthroughs.

I did manage to defeat Okwan's base or shall I say, his beefy altar, I didn't expect the game to end there just by destroying his altar but to my surprise it did, I guess that was also a way to win the game.

Finished it in 19 minutes, but I couldn't do the side quest with destroying one of the bases, just not enough time!



Eldrich scroll of late June, aaah why can't I use it on enemy units? this seems kinda bad.

also, the fel hounds should last waay more, their timer ends too soon. (I ended up selling this item in chapter 9)



I think there should be a bigger emphasis on the side quest with the spider queen since she will send forces to attack Okwan as a reward!

The player might ignore the quest at first and finish it later, but then the reward won't have much of an impact.



~Chapter 4 challenge

ok.. disease cloud as a legendary item.. really? That's the worst item I have ever seen. it doesn't help with anything

Finished it in 33 minutes.

This mission is pretty easy, especially when you get the 2 frost wyrms, at first I thought destroying the enemy bases was impossible the first time I played this mission, but now that I know how to counter their counter (those annoying borrowed archers that obliterate your air army in 3 seconds) is pretty easy.



~Chapter 5 challenge

After I destroyed the 3 enemy bases and saved the Allies I couldn't make any units from any building except the normal ones, even tho it says I should be able to make the ones I saved first, but that's not the case.

finished it in 1 hour and 14 minutes and Holy shit! turns out that not having siege units makes destroying buildings a nightmare like wtf, so in this chapter, I only had the normal units to play with, they are soooooooooooooooo bad, they both have shit dmg, they die like flies, and don't have any good abilities (to be fair that could be said about all units from the undead Nerubians but oh well).

I mean don't get me wrong the Pince from the Guard is a unique and cool idea of a spell and it does work well in small battles like in the first chapters, but after that, they just become useless, same with Qualming spell from the striker, it is a nice debuff, but again not in a big fight, those 2 starting units have 0 impact after the first chapters.

As always My heroes had to do all the work, also my allies just, they are never good are they, you have no idea how weird is to watch my allies send as their attack force just their hero and 3 units AGAINST an entire base with at least 100 food of units, I was like, really?? what even...

By the end of the game I managed to destroy the enemy's bases bit by bit, building by building and it somehow worked, they didn't rebuild much of it, thank god.

I feel like I should get an extra reward for finishing this mission with only the basic units :cool:2



~Chapter 6 challenge

Finished it in 35 minutes and oh wow, that was a cool idea, to bring a devourer that follows your heroes and tries to assassinate them and each time you kill him he comes back stronger? hehe, I got worried by the end, he became pretty strong, I think he was level 9 and had some op stats, no items thankfully!

This mission was nice, I always liked these kinds of missions where u don't have to manage a base, they are much easier, because base missions are just so much worse, cuz of the infinite amount of units the enemy has and so many buildings to destroy, alas.



~Chapter 7 challenge

Finished it in 52 minutes.

Once again the A.I. broke somehow, the living nerubian army for some reason at some point just went afk in their base in some spot and stayed there, even when I was attacking their base and destroying some buildings they were still patrolling in that spot, only when I started attacking them, they started to fight back, but after that, they stopped spawning units, now, in contrast, the mother fucking faceless ones purple base, they just kept making units! the enemy A.I. has infinite gold and wood, they keep pumping units nonstop, and the only way I defeated them is by destroying their buildings, there was no other way............................

Also...What's going on with that little sad Murloc? It was pretty cute! :cute: his crying voice tho



~Chapter 8 challenge

Turns out being the defender instead of the attacker is quite easy ha? To be honest they never made a huge attack with their heroes, only with units.
Finished it in 26 minutes.

It is quite sad losing my favorite hero/character in this mission, he was the best by far! from amazing dialogue with his locusts :xxd: and a very useful healing spell that also dealt dmg to the enemies, talk about multi-functions, his other 3 spells were good too, the locusts from his ultimate could get some extra hp since they can die pretty fast from some aoe attacks tho.



~Chapter 9 challenge

Finished it in 49 minutes, the more I think about it the more I feel like replaying the campaign makes me realize certain things like items and units I missed in the previous playthrough and overall the gameplay is much easier because I know what to expect and how to counter things, also I noticed that group of seals listening to some rock and roll in the corner of the map this time :wink: ~The power of the horde~ or in this case, the Host! like Anubarak said :gg:



~Chapter 10 challenge

First things first... finally a decent looking item lol ~Abomidable mandible~ +30 dmg and 20% chance to crit, now we are talking :smile:

So the Widow hero from the enemy has a spell that summons an egg that spawns some little spiders that cannot be targeted, those seem to be pretty op

Finished it in 1 hour and 5 minutes, damn I was too close to defeat in this one, Anubarak and his allies did a nasty combo wombo attack on my base and almost destroyed it all, I barely managed to survive, mind you I was also attacking the other enemy bases at the same time, so I only had 1 hero to defend the base lol, somehow I managed to repel the attack and rebuild my base in many places all over the map, and for some reason the A.I> broke again, Anubarak's forces just stopped attacking after that big attack, I guess they destroyed so much of my base they just thought it was over? :wink:



~Chapter 11 challenge

Ah yes, the boneyards, yes very helpful what can I say, I love how my allies built the boneyards but they didn't actually make any frotwyrms from them, 10 out of 10 logic

As always my allies manage to disappoint me in every regard :ugly:

Ok, Turns out my allies did create some frostwyrms but only when the map was pretty much over already... brilliant!

So let me get this straight... Kingdom Guardian, has a shit ton of hp and a shit ton of dmg, can attack both ground and air (500 range), and they have average attack speed, the stronger ones are also immune to magic..... wtf seems fair, every time those bad boys were coming into battle everything in their gaze vanished! :gg:

The way to deal with them and how I did it, was to just taunt them with Okwan while the other 2 heroes were attacking them 1 by 1.

DONE! finished it in 1 hour and a half, oh boy that last army of teal, the elite cast, or whatever, yea there is no way to kill them :jd: that is like 1 huge army of 500 food all marching together like a hive mind, well... I guess they do have that since they are insects kinda, anyway, I just ignored them and sieged down their buildings and won.

I observed that my undead allies had a maximum food capacity of 300, I noticed that by clicking their buildings. Additionally, they consistently built armies with a maximum food capacity of 40 ~ 50. I couldn't help but ponder how the map would play out if they built their armies up to the maximum just like the enemy AI did. It would certainly make for an epic battle!

Also, those allied waves that kept coming from the back were pretty weak as well, especially that extra troll from the previous sidequest I did, which was pretty useless, I feel like all the sidequests I did for this final mission had no impact, to be honest.



~Secret mission

Ah, was that it? what was the point, finished it in 27 minutes

I expected something more epic, but I guess this was to find out more about what happened to my fav hero. ~My Locusts~!!!




~Positives

Well, TL;DR the entire campaign :xxd:

Jokes aside, I did enjoy this way more than I thought I would, from the amazing story, characters, their interactions and cinematics, and the incredible A.I. voice-acted dialogue which I cannot believe is real, I can kinda still tell is made by an A.I. but still tho, it sounds amazing, some of the lines especially, you can feel the power and emotion in their voices, For me the voices brought the campaign to life, it was marvelous to watch and listen to them!
I wonder what program did you use to make the dialogue voice acted tho because this might very well be the future for all custom campaigns from now on! this is the standard now in my eyes, All the custom campaigns that don't have custom voice-acted dialogue should use these A.I. ones instead!


I can say that you improved a lot from your previous campaign (The Living nerubian one) everything improved, especially the gameplay!

Some other things I noticed that I liked, were the level of custom things like the mouse cursor being a spider :gg: that was neat!

Same with the loading screen, really liked it.

The overall terrain and map layout and the enemy bases layout are really well-made and beautiful!

For some reason, the name of the DreadLord Melstuutal sounds really funny to me when they were saying his name in the cinematics. (I guess it is a funny name)





All in all, this is a splendid continuation of the previous campaign, I hope you will keep making new custom campaigns in the future, the quality level was super high with this one and I loved it!


My rating for this Custom Campaign is an S Tier with 95 out of 100 points! :infl_thumbs_up:
 
Level 24
Joined
Feb 19, 2011
Messages
656
Waaasuuup Just finished this beauty . . . and it was amazing! I would 100% recommend this to everyone, especially to people suffering from arachnophobia :gg:

I played on Hard first then I replayed it with the challenge mode!
I played on the latest War3 version (1.36)

~Negatives


Two biggest issues:



1. Firstly, there is an issue with the unit's hitboxes, I found this out when I was trying to pick up an item from the ground that was near a unit/hero and it's just not possible most of the time, u gotta back away from the item and then you can take it.

Same when trying to focus on the enemy heroes, I kept right-clicking my heroes instead of the enemy one.

I did some tests and this happens with every unit, usually how this works is, when an item is on the ground and there are some units over it, you hover the mouse over the item, and when u right click on it your hero is supposed to target the item on the ground always and not the unit that is above it, this is how it always worked, but for some reason in this custom campaign is the other way when you click on the item it selects the unit that is above it and because of that you can't take the item without moving the unit first.

It works in normal melee maps, I just tested it to make sure it does.


Talking a bit about each unit in particular:

The Striker, Hornet, and obsidian ravager units have a tiny hitbox, is very hard to select them.

Hovering Redoubt on the other hand has his hitbox too large, I keep clicking on him many times without wanting to, specifically at the south part of his hitbox is too big, here is an example of how his hitbox looks like, wherever you click inside the red area you will select the unit.

2. Second biggest issue I noticed is with the allied A.I. It just feels too weak to me, here are some examples:


In Mission 5 my two allies weren't that helpful in the attacks.

In mission 10 The undead allied A.I. forces were just mindlessly going to attack the gate without attacking any other enemies in their path and that to me was pretty hard to watch, I think they should attack all enemies they encounter before starting to focus the gate, that sounds more logical in my opinion.

In mission 11 The main undead base with the 2 heroes was decent as a sponge for the enemy attacks but that's it, they were sending attack waves very rarely and those were too small and weak to make any impact anyway, same could be said about the other 2 undead bases that had no heroes, it just feels like they don't do much of anything, to be honest, this is supposed to be the final epic battle and yet, it feels like I am still alone against the world! :mwahaha:


Basically, in chapters 5, 10, and especially 11 the allied forces need to get a buff is what I'm saying, they need to be more aggressive and make more units!



Minor negatives:

- The Corpser, after he eats a corpse, becomes invisible but stops attacking, only when I make him specifically attack a target he does do it, so basically like Windwalk from Blademaster, but that is bad for a unit to have, he should break out of his invis when there are enemies around or when I attack ground in a certain area he should also attack whatever enemy is in his path, similar to how Akama was in the original campaign, he was all the time invisible, but at the same time, he was still attacking any enemies near him by himself.

- Owkwan's ultimate takes too much time to activate, until it activates is usually too late, also if he gets stunned it gets interrupted...

- The wood gathering seems to be a problem, the apostate gathers wood too slowly, and there needs to be an upgrade to make them chop wood faster or gather more wood, as humans have their upgrades in melee games.


- This is the first custom campaign I play on Deforged I think and there seems to be a problem, I can't find when I am in-game what chapter I am in the campaign, there is just no info about it, and that's bad, how when I open f9 it should say somewhere the number of the chapter and its name.

- The fanes cost a bit too much gold in my opinion and their buffs aren't that impactful since I played mostly with my heroes and the units I was making were mainly the siege ones.

I think units and heroes should get more buffs from the fanes other than what they already have otherwise there isn't much of a need to make them.
Besides the small hp regen, they should also give extra dmg, attack speed, and move speed.

- It happened just 2 times while playing the campaign and it happened at random, most pictures became green boxes, I noticed this glitch in other maps as well, this is a new bug from Deforged that happens in most maps.
It can be fixed very easily tho, just by quick saving and reloading the game will fix the problem.

- In my second playthrough on challenge mode in chapter 10 these little things showed up:

- And lastly, the fog in some maps was a bit too much when I zoomed up a bit you can notice it, it reduces the visibility a lot.
This fog is present in the following chapters: 1, 4, 8, 9, and 10, it needs to be slightly reduced to improve visibility at higher zoom levels.







I will now share my thoughts on each mission.


~Chapter 1 challenge:

No towers ha, well they were bad anyway :smile:

I somehow managed to win this one without the towers, I just built a shit ton of Lesser Catacombs to heal my units so I had 1 group of units defending the base while my main group of units + the hero was doing the quests, it went pretty smoothly.



~Chapter 2 challenge

The second mission was fun, I liked how the allied spider hero was announcing each time he was attacking the enemy, that was pretty cool and he also had different dialogues

If I remember correctly these spiders we are fighting are from the "𝐋𝐢𝐯𝐢𝐧𝐠 𝐍𝐞𝐫𝐮𝐛𝐢𝐚𝐧 𝐂𝐚𝐦𝐩𝐚𝐢𝐠𝐧" aren't they:wink: I immediately recognized the hero's skins, that's cool.

I liked the whole story arc with the 2 spider heroes having an old grudge against each other, It did make them more human-like despite them being very different from humans as a race.

This one took me 48 minutes, after completing all sidequests as well.

I feel like there should be a way to save both armies in this chapter, maybe if both heroes enter both circles at the same time.



~Chapter 3 challenge

hehe, I like how the whole fight between the 2 heroes culminated in this chapter, I wasn't expecting it to be so soon either, it took me by surprise, but I guess this must be a characteristic of the undead spider race when they have a disagreement they solve it quickly through a challenge fight.

I must say this mission was much harder than the previous ones, I did die a few times, but to be fair, I was stubborn and my strategy was to destroy the enemy base instead of destroying the eggs with the normal quest :smile: what can I say, I like to do things differently in my playthroughs.

I did manage to defeat Okwan's base or shall I say, his beefy altar, I didn't expect the game to end there just by destroying his altar but to my surprise it did, I guess that was also a way to win the game.

Finished it in 19 minutes, but I couldn't do the side quest with destroying one of the bases, just not enough time!



Eldrich scroll of late June, aaah why can't I use it on enemy units? this seems kinda bad.

also, the fel hounds should last waay more, their timer ends too soon. (I ended up selling this item in chapter 9)



I think there should be a bigger emphasis on the side quest with the spider queen since she will send forces to attack Okwan as a reward!

The player might ignore the quest at first and finish it later, but then the reward won't have much of an impact.



~Chapter 4 challenge

ok.. disease cloud as a legendary item.. really? That's the worst item I have ever seen. it doesn't help with anything

Finished it in 33 minutes.

This mission is pretty easy, especially when you get the 2 frost wyrms, at first I thought destroying the enemy bases was impossible the first time I played this mission, but now that I know how to counter their counter (those annoying borrowed archers that obliterate your air army in 3 seconds) is pretty easy.



~Chapter 5 challenge

After I destroyed the 3 enemy bases and saved the Allies I couldn't make any units from any building except the normal ones, even tho it says I should be able to make the ones I saved first, but that's not the case.

finished it in 1 hour and 14 minutes and Holy shit! turns out that not having siege units makes destroying buildings a nightmare like wtf, so in this chapter, I only had the normal units to play with, they are soooooooooooooooo bad, they both have shit dmg, they die like flies, and don't have any good abilities (to be fair that could be said about all units from the undead Nerubians but oh well).

I mean don't get me wrong the Pince from the Guard is a unique and cool idea of a spell and it does work well in small battles like in the first chapters, but after that, they just become useless, same with Qualming spell from the striker, it is a nice debuff, but again not in a big fight, those 2 starting units have 0 impact after the first chapters.

As always My heroes had to do all the work, also my allies just, they are never good are they, you have no idea how weird is to watch my allies send as their attack force just their hero and 3 units AGAINST an entire base with at least 100 food of units, I was like, really?? what even...

By the end of the game I managed to destroy the enemy's bases bit by bit, building by building and it somehow worked, they didn't rebuild much of it, thank god.

I feel like I should get an extra reward for finishing this mission with only the basic units :cool:2



~Chapter 6 challenge

Finished it in 35 minutes and oh wow, that was a cool idea, to bring a devourer that follows your heroes and tries to assassinate them and each time you kill him he comes back stronger? hehe, I got worried by the end, he became pretty strong, I think he was level 9 and had some op stats, no items thankfully!

This mission was nice, I always liked these kinds of missions where u don't have to manage a base, they are much easier, because base missions are just so much worse, cuz of the infinite amount of units the enemy has and so many buildings to destroy, alas.



~Chapter 7 challenge

Finished it in 52 minutes.

Once again the A.I. broke somehow, the living nerubian army for some reason at some point just went afk in their base in some spot and stayed there, even when I was attacking their base and destroying some buildings they were still patrolling in that spot, only when I started attacking them, they started to fight back, but after that, they stopped spawning units, now, in contrast, the mother fucking faceless ones purple base, they just kept making units! the enemy A.I. has infinite gold and wood, they keep pumping units nonstop, and the only way I defeated them is by destroying their buildings, there was no other way............................

Also...What's going on with that little sad Murloc? It was pretty cute! :cute: his crying voice tho



~Chapter 8 challenge

Turns out being the defender instead of the attacker is quite easy ha? To be honest they never made a huge attack with their heroes, only with units.
Finished it in 26 minutes.

It is quite sad losing my favorite hero/character in this mission, he was the best by far! from amazing dialogue with his locusts :xxd: and a very useful healing spell that also dealt dmg to the enemies, talk about multi-functions, his other 3 spells were good too, the locusts from his ultimate could get some extra hp since they can die pretty fast from some aoe attacks tho.



~Chapter 9 challenge

Finished it in 49 minutes, the more I think about it the more I feel like replaying the campaign makes me realize certain things like items and units I missed in the previous playthrough and overall the gameplay is much easier because I know what to expect and how to counter things, also I noticed that group of seals listening to some rock and roll in the corner of the map this time :wink: ~The power of the horde~ or in this case, the Host! like Anubarak said :gg:



~Chapter 10 challenge

First things first... finally a decent looking item lol ~Abomidable mandible~ +30 dmg and 20% chance to crit, now we are talking :smile:

So the Widow hero from the enemy has a spell that summons an egg that spawns some little spiders that cannot be targeted, those seem to be pretty op

Finished it in 1 hour and 5 minutes, damn I was too close to defeat in this one, Anubarak and his allies did a nasty combo wombo attack on my base and almost destroyed it all, I barely managed to survive, mind you I was also attacking the other enemy bases at the same time, so I only had 1 hero to defend the base lol, somehow I managed to repel the attack and rebuild my base in many places all over the map, and for some reason the A.I> broke again, Anubarak's forces just stopped attacking after that big attack, I guess they destroyed so much of my base they just thought it was over? :wink:



~Chapter 11 challenge

Ah yes, the boneyards, yes very helpful what can I say, I love how my allies built the boneyards but they didn't actually make any frotwyrms from them, 10 out of 10 logic

As always my allies manage to disappoint me in every regard :ugly:

Ok, Turns out my allies did create some frostwyrms but only when the map was pretty much over already... brilliant!

So let me get this straight... Kingdom Guardian, has a shit ton of hp and a shit ton of dmg, can attack both ground and air (500 range), and they have average attack speed, the stronger ones are also immune to magic..... wtf seems fair, every time those bad boys were coming into battle everything in their gaze vanished! :gg:

The way to deal with them and how I did it, was to just taunt them with Okwan while the other 2 heroes were attacking them 1 by 1.

DONE! finished it in 1 hour and a half, oh boy that last army of teal, the elite cast, or whatever, yea there is no way to kill them :jd: that is like 1 huge army of 500 food all marching together like a hive mind, well... I guess they do have that since they are insects kinda, anyway, I just ignored them and sieged down their buildings and won.

I observed that my undead allies had a maximum food capacity of 300, I noticed that by clicking their buildings. Additionally, they consistently built armies with a maximum food capacity of 40 ~ 50. I couldn't help but ponder how the map would play out if they built their armies up to the maximum just like the enemy AI did. It would certainly make for an epic battle!

Also, those allied waves that kept coming from the back were pretty weak as well, especially that extra troll from the previous sidequest I did, which was pretty useless, I feel like all the sidequests I did for this final mission had no impact, to be honest.



~Secret mission

Ah, was that it? what was the point, finished it in 27 minutes

I expected something more epic, but I guess this was to find out more about what happened to my fav hero. ~My Locusts~!!!




~Positives

Well, TL;DR the entire campaign :xxd:

Jokes aside, I did enjoy this way more than I thought I would, from the amazing story, characters, their interactions and cinematics, and the incredible A.I. voice-acted dialogue which I cannot believe is real, I can kinda still tell is made by an A.I. but still tho, it sounds amazing, some of the lines especially, you can feel the power and emotion in their voices, For me the voices brought the campaign to life, it was marvelous to watch and listen to them!
I wonder what program did you use to make the dialogue voice acted tho because this might very well be the future for all custom campaigns from now on! this is the standard now in my eyes, All the custom campaigns that don't have custom voice-acted dialogue should use these A.I. ones instead!


I can say that you improved a lot from your previous campaign (The Living nerubian one) everything improved, especially the gameplay!

Some other things I noticed that I liked, were the level of custom things like the mouse cursor being a spider :gg: that was neat!

Same with the loading screen, really liked it.

The overall terrain and map layout and the enemy bases layout are really well-made and beautiful!

For some reason, the name of the DreadLord Melstuutal sounds really funny to me when they were saying his name in the cinematics. (I guess it is a funny name)





All in all, this is a splendid continuation of the previous campaign, I hope you will keep making new custom campaigns in the future, the quality level was super high with this one and I loved it!


My rating for this Custom Campaign is an S Tier with 95 out of 100 points! :infl_thumbs_up:
Oh wow. Really appreciate the reviews! I'll definitely take a lot of it into account when I make an update.

Glad you enjoyed it. A lot of hard work went into it.
You can thank @Spellbound for the amazing dialogue. The AI voice acting is truly a blessing for something like this. Regardless if some of it sounds bad, it adds so much to the gameplay. I used ElevenLabs for the voices, but it did cost a few dollars. Because it costs anything, I do not think it will take off all that well in custom campaigns.

If youre interested, I am completely remaking my Living Nerubian campaign. You can check it out here. Im always looking for help, particularly playtesters.

Major Negatives:
The hitboxes issues SEEMS like I could fix. With hitboxes its the model themselves that are the issues, as thus require their model to be edited. Its something that sense I spend hundred of hours playing, I fail to notice the issues as I adapted to them.

Reading I see you have a lot of issues with the allied AI. For the most part I wanted to make it so that they are not too strong and can just handle everything by themselves while the player sits back. A lot of the time they act as a buffer for the enemy waves, particularly M11.
On mission 5 I do agree that they may be a little too weak, you're meant to attack with them. Now I learned more about AI I plan to make it so maybe you can ping or use an ability yourself to order your allies to attack certain points that way you may better create better plans.

Minor Negatives:
The Corpser is simultaneous my most loved and hated unit. Though I see your point about attacking when invisible, it breaks the point of using as an escape or a scouting ability. Maybe I could make it so it has those unbreakable invisibility after feasting for like 10 seconds or something. Still a conditional ability, plus it already has so many other effects.

Okwan's ult was far too powerful when it was instant. I dont know about this one, it requires some timing and micro to keep it engaging. Also, most ults can be stunned out off e.i starfall, tranquility, Death and Decay, etc. Maybe a small reduction to the casting time.

Maybe I'll tie food harvest rate to the Fanes system. Perhaps every 5 Fanes grants plus +2 wood gather or something.

I dont know what exactly you mean you cant find the chapter you're in. Does the vanilla campaign even have that?

The Fanes are meant as gold dumps, partly. I feel like they're pretty impactful if used correctly. They not only increase hp regen, but most units' abilities get stronger with more Fanes, and gold harvest rate increases too. Example: Strikers gain increased attack range per Fane.

The green boxes stuff I don't know what is happening. That might be a blizzard thing with loading and reloading. Can you describe when exactly it happened? What were you doing?

THOSE FUCKING PEST ATTACK DUMMIES! I SWEAR THEY COME TO HAUNT ME NO MATTER HOW MANY TIMES I TRY TO PATCH THEM OUT!

The fog noted. The campaign was made before blizz added the extra zoom functionality. Players weren't meant to zoom up that high.

Challenge/Reviews
CHAP1
: Good job. As intended. UwU

CHAP2: You cannot save both. I wanted some hard decisions for replayability.

CHAP3: Well, I originally planned to have another mission before this. Who knows, I might add another in the future. But lord that would require overhauling all the cache date on each map. There is a lot going on behind the screens to make it all work.

I don't know how else to tell they play to do the side quest xD
"GO DO THE QUEST NOW!"

The Eldritch Scroll is noted. I'll probably overhaul it.

CHAP4: Imagine how knowing a counter to a counter could change your whole strategy :D .If you didn't notice, there a slight change to the end dialogue if you finish the quest by destroying the bases.
That legendary is on the chopping block.

CHAP5: I thought I finally fixed all the issues with that challenge mode. I might overall that challenge overall. More trouble than it's worth at this point. You weren't meant to finish it like that, but good on you! Have a cookie.

CHAP6: The only truly micro mission. I like how it turned out.

CHAP7: The AI is an enigma. Sometimes it works perfectly fine, other times its a mess. The infinite gold is just a part of how wc3 ai functions mostly. Its possible to make them actually harvest gold and lumber and use finite resources, but that comes with its own set of issues. I plan on making a mission where you starve out the enemy of resources.

The Sad Lil Murloc is a silly easter egg :cute:
Its a soundbyte from a vtuber Rosemi.

CHAP8: I specifically made it so no enemy heroes attack. Wanted to swarm the player instead. Nylaex was a great hero. Alexa, play despacito.

CHAP9: Possibly my least favorite mission, but I'm still proud of it. The seals are rocking out.

CHAP10: The widows spiders cant be killed, but if you destroy the egg, they will die instantly. And you can dispel the egg with Ravagers or Shadow Weavers, wink wink nudge nudge.
God damn AI.

CHAP11: The kingdom guardians are meant to be super strong to counter those 3 (sometimes 5) super OP heroes they face off against. They have spell IMMUNITY? They shouldnt. What version are you playing?
As a reminder to myself, make the allied ai periodically make additional units and add them to attack groups with more enemy bases destroyed.
But those allied waves manage to keep the enemy from reaching you, so win some, lose some.
Do they feel not impactful? I feel like most were. I play tested without any bonuses and it was quite more challenging.

Secret: Well it wasnt meant to be a hard mission, more to serve as a reprieve from the difficulty of M11 and to set up possible expansions.



 
Level 12
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204
I dont know what exactly you mean you cant find the chapter you're in. Does the vanilla campaign even have that?
yes it does, here is an example: by checking f9(quests)
here.png
While in your campaign it doesn't say
nada.png
The Fanes are meant as gold dumps, partly. I feel like they're pretty impactful if used correctly. They not only increase hp regen, but most units' abilities get stronger with more Fanes, and gold harvest rate increases too. Example: Strikers gain increased attack range per Fane.
Yes I know they do give some bonuses, but like I said, just a small hp regen increase and range increase is pretty useless when you fight against waves of strong enemies and heroes that deal a lot of dmg in a very short amount of time.

hence why I suggested maybe they should increase move speed, attack speed, and dmg alongside the hp regen to all units and heroes.

The range increase for the striker has no impact in my eyes, especially when I don't even make this unit in later chapters, it dies too fast and deals almost no dmg, also his attack speed is too slow as well.

The green boxes stuff I don't know what is happening. That might be a blizzard thing with loading and reloading. Can you describe when exactly it happened? What were you doing?
As I said, this glitch happens at random pretty much, I cannot make it happen when I want to, it happens in most other war3 maps, it's here to stay until future patches.

CHAP2: You cannot save both. I wanted some hard decisions for replayability.
Well that's the thing, at first, the player thinks he has to choose 1 and abandons the other, but when the player will replay this chapter again, he might consider saving both and it will be different :wink:


I don't know how else to tell they play to do the side quest xD
"GO DO THE QUEST NOW!"
Just a hint at the start of the game:

one of the heroes can come up with a dialogue line like: "Perhaps visiting the Nerubian Queen before anything else might be a good idea. She could help us in delaying Okwan's advancement."

CHAP11: The kingdom guardians are meant to be super strong to counter those 3 (sometimes 5) super OP heroes they face off against. They have spell IMMUNITY? They shouldn't. What version are you playing?
What do you mean by sometimes 5 OP heroes? if you refer to the allied undead heroes, then I wouldn't really consider them op no :xxd:, they are just normal heroes with normal stats and without any items, besides the orb of corruption, maybe you could add another sidequest where you can mirror the items of your heroes to their heroes if you complete the sidequest that is. (like there is a faceless one/demon boss somewhere on the map that once defeated can give you that reward).

I was playing on the latest version, I just tested it by re-downloading the campaign and it is the same file.

The Kingdom guardians from the elite cast (teal player) were magic immune, and the ones from the other enemy bases were not immune.


But those allied waves manage to keep the enemy from reaching you, so win some, lose some.
I don't think they did no, how can they even do that, they are weak waves of a few units, the enemy will destroy them in a blink of an eye.

I got an idea, maybe change the strength of the waves based on the difficulty, so on easy, the extra allied waves stay the same as they are, on normal you add a few extra units and on hard you add even more extra units + more of the undead trolls, what do you think?

Do they feel not impactful? I feel like most were. I play tested without any bonuses and it was quite more challenging.
Maybe on easier difficulties, but on hard they weren't, they were just getting killed by random enemy mobs and waves, if this were a Lol/Dota game I would say they were just feeding the enemy heroes :xxd:
 
Level 24
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yes it does, here is an example: by checking f9(quests)
While in your campaign it doesn't say
Wow. I dont think I ever even noticed that on the F9 screen. I can definitely ask around and see how people change that. Thanks on the screenies.

Ah. Heres the issue at hand. Blizz never fixed the text positioning on loading screens after reforged, and the only way to change the quest menu things is by editing the map description for the loading screen. Unfortunately, Blizz only make the proper text position work on none-custom loading screens. Once they fix the text position I can fix everything there.

IssueP2.png
IssueP1.png

As I said, this glitch happens at random pretty much, I cannot make it happen when I want to, it happens in most other war3 maps, it's here to stay until future patches.
Damn reforged.
Just a hint at the start of the game:

one of the heroes can come up with a dialogue line like: "Perhaps visiting the Nerubian Queen before anything else might be a good idea. She could help us in delaying Okwan's advancement."
I could a line after the cinematic. If the player hasn't started it within x amount of time.

Yes I know they do give some bonuses, but like I said, just a small hp regen increase and range increase is pretty useless when you fight against waves of strong enemies and heroes that deal a lot of dmg in a very short amount of time.

hence why I suggested maybe they should increase move speed, attack speed, and dmg alongside the hp regen to all units and heroes.

The range increase for the striker has no impact in my eyes, especially when I don't even make this unit in later chapters, it dies too fast and deals almost no dmg, also his attack speed is too slow as well.
That was only one example of what the Fanes improve. Every unit gains some sort of a buff per Fane the player has. I feel like I dont show exactly how much power Fanes grants. I dont think it needs to increase damage and stuff since you already have upgrades and ways to increase damage output even more. I am thinking of having some threshold effects. Maybe there a bump at 5 Fanes then at max Fanes.
What do you mean by sometimes 5 OP heroes? if you refer to the allied undead heroes, then I wouldn't really consider them op no :xxd:, they are just normal heroes with normal stats and without any items, besides the orb of corruption, maybe you could add another sidequest where you can mirror the items of your heroes to their heroes if you complete the sidequest that is. (like there is a faceless one/demon boss somewhere on the map that once defeated can give you that reward).

I was playing on the latest version, I just tested it by re-downloading the campaign and it is the same file.

The Kingdom guardians from the elite cast (teal player) were magic immune, and the ones from the other enemy bases were not immune.
Well the bonus heroes are OP compared to a regular unit.
Maybe. I dont think I'll be adding anymore quests unless I add a new map.

Ah that what you meant. Yeah, the elite variants gain magic immunity.
I don't think they did no, how can they even do that, they are weak waves of a few units, the enemy will destroy them in a blink of an eye.

I got an idea, maybe change the strength of the waves based on the difficulty, so on easy, the extra allied waves stay the same as they are, on normal you add a few extra units and on hard you add even more extra units + more of the undead trolls, what do you think?
The moba waves keep the enemy moba waves away from you.

Thats counterproductive to difficulty itself. Making your allies stronger as the difficulty goes up negates the difficulty gain as the ally takes on more enemies. If anything it should be the other way around, your ally is stronger on easy so they can do more of the job hence making the mission easier.

Maybe on easier difficulties, but on hard they weren't, they were just getting killed by random enemy mobs and waves, if this were a Lol/Dota game I would say they were just feeding the enemy heroes :xxd:

Are you saying all the bonuses are lackluster or just the troll one?
 
Level 12
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Are you saying all the bonuses are lackluster or just the troll one?
in my eyes all of them were yes, especially the trolls lol, I mean to be fair with you, after playing on hard and giving my all in these missions just to get to the final chapter and see my "helpful allies" getting rekt then I rather not have them at all. :angry:

My intention was to improve the gameplay experience by making it fair and enjoyable to the player. It's not fun to team up with weaker forces when one side is dominating, so my goal was to balance the playing field, but alas.
 
Level 24
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in my eyes all of them were yes, especially the trolls lol, I mean to be fair with you, after playing on hard and giving my all in these missions just to get to the final chapter and see my "helpful allies" getting rekt then I rather not have them at all. :angry:

My intention was to improve the gameplay experience by making it fair and enjoyable to the player. It's not fun to team up with weaker forces when one side is dominating, so my goal was to balance the playing field, but alas.
I'm not sure I share your sentiment there. Making an allied AI so powerful that they can just take on the enemy bases themselves isnt fun. I see them as a supplement and a vanguard. You can wait for them to attack and attack with them. You can count on them to delay the enemy here and here. The player is the one that should take the initiative.
 
Level 5
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WHat is the trigger start for the Optional Quest in Chapter 8 (The defense mission to let Zaq escape)? Is it timer based or should I explore and else? Mine not popping up at all
No spoiler about the outcome, reward, or anything past Chapter 7 please lol, except how to trigger the optional quest in Chapter 8
 
Level 24
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WHat is the trigger start for the Optional Quest in Chapter 8 (The defense mission to let Zaq escape)? Is it timer based or should I explore and else? Mine not popping up at all
No spoiler about the outcome, reward, or anything past Chapter 7 please lol, except how to trigger the optional quest in Chapter 8
It should be time based. Did yours never show up until the end?
 
Level 21
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Can anyone give me some opinions on Hard Mode/Challenge Mode? I'm thinking I'll showcase this soon and want to decide from the beginning whether I'll go for the extra content or play on Normal. Just want to know if it realistically needs map knowledge in advance to conquer. The predecessor of this campaign gave me some trouble but I still was able to complete it, for reference.
 
Level 24
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656
Can anyone give me some opinions on Hard Mode/Challenge Mode? I'm thinking I'll showcase this soon and want to decide from the beginning whether I'll go for the extra content or play on Normal. Just want to know if it realistically needs map knowledge in advance to conquer. The predecessor of this campaign gave me some trouble but I still was able to complete it, for reference.
I strongly recommend Hard to start with. There are additional features on it. I not only added stronger enemy AI(s), but also has additional modifications to keep things interesting. As far as the difficulty goes I would say its reasonable even with challenge mode. I heavily tuned the absurd difficulty from my previous campaign. I would say its easier than some of the Arkain series maps you showcase.

Challenge mode can fundamentally change the playstyle of each map. So having prior knowledge is important. Challenge Mode is locked away behind beating the campaign on hard, and the bonus mission is locked away by beating the campaign with challenge mode. However, both can be bypassed by the cache data map.

I wouldn't mind the secret bonus map being showcased, even without beating the campaign on challenge mode.
 
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It should be time based. Did yours never show up until the end?
It turned out it did showed up but I got caught in the game flow and I didnt realize there was extra timer is for the extra mission. Anyway, I am on the start of the last mission now and I think not optional quest rewards are present, Idk if there is other since I dont really remember all of them but the 1st mission rewards is not here, I start with less than 1000 gold
 
Level 24
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It turned out it did showed up but I got caught in the game flow and I didnt realize there was extra timer is for the extra mission. Anyway, I am on the start of the last mission now and I think not optional quest rewards are present, Idk if there is other since I dont really remember all of them but the 1st mission rewards is not here, I start with less than 1000 gold
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.
 
Level 1
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Jan 17, 2021
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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.



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