• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

[Campaign] Warcraft 2 campaign (reforged)

I mean I always liked a concept of this "light footman" unit and wanted to play them rather than those Robo-Cop Footmen we play in-game :p
You could just think that one of the richest kingdoms can equip their armies well.. but yes, Blizzard's artstyle has those enormous shoulder pads, however real plate armour looks even more like ¨robo-cop¨

4ec46d4f588fcd1d727c65d833a4dd25.jpg
 
Level 24
Joined
Feb 28, 2007
Messages
3,480
As a fellow Warcraft 2 fan this naturally excites me. If I ever make a HD version of my map I will be using all your assets. :)

However please consider working on your map thread, it's tedious having to go through galleries to find pictures of how your map/assets look.
 

ShadiHD

Hosted Project: W3CSW
Level 31
Joined
Mar 5, 2020
Messages
184
As a fellow Warcraft 2 fan this naturally excites me. If I ever make a HD version of my map I will be using all your assets. :)

However please consider working on your map thread, it's tedious having to go through galleries to find pictures of how your map/assets look.

heey!

we do have an album that is exclusive to our project..hop back to the first page and check the link to the gallery, we upload there
 
Level 3
Joined
Feb 22, 2017
Messages
38
I know you guys already have a writer and from what I can see care very much for the lore, but I hope you don't mind if I drop my outline for how these campaigns would go here. I started working on the idea years ago, then had kids and work and all that grownup stuff and could never really get back to it. Feel free to ignore this as much as you want, I just felt the need to post it so it doesn't feel like I wasted that time researching and planning how the missions would go. Best of luck on your project guys!

03: Horde: Tides of Darkness:



Cin: The Dark Saga



Prologue: Within the Mind

Gul'dan, sensing that Medivh is being killed, attempts to invade his mind and get the location of the Tomb of Sargeras, but is still inside when Medivh dies.


1: Mak'gora (OG: The Black Morass)

Rumour has it that Blackhand's Warlocks are in disarray and he has left minimal defences at his key logistical outpost in the Black Morass. Attack the outpost to disrupt Blackhand's supplies and draw him out, then challenge him to a duel for leadership of the Horde. Avenge the spirits of Durotan, Draka, Griselda and all the others Blackhand has betrayed.



2: Spy Net (OG: Northshire Abbey - ish)

Orgrim's agents bring him word that an agent of this mysterious Shadow Council Durotan spoke of was recently spotted fleeing from the tower of Karazhan. Capture this 'Garona' before the forces allied to the Shadow Council can get her back.



Int: Gul'dan's pet

Under intensive, agonizing torture, Garona is forced to reveal the existence and location of the Shadow Council. Satisfied that Garona has no love for the Shadow Council, Orgrim assigns her to the care of the Blackrock Orc Eitrigg.



3: Shattered Shadows

At last Durotan's death and the devastation of Draenor will be avenged, lead Orgrim's forces in an assault against the Citadel of the Shadow Council near Stormwind Keep.



Int: Warchief of the Horde

Orgrim stands amongst the ruins of the human Capital and wonders in what direction he will lead the Horde. Vengeance was an admirable goal, but now the destiny of the Horde lies in Orgrim's hands. (Mention the bloodlust of clans back home and the bringing over of more ogres, both by Gul'dan and Orgrim)



4: The Demon Soul

Having received the approval of Orgrim Doomhammer, Zuluhed the Whacked, chieftain of the Dragonmaw Clan, follows the visions of his dreams to a cave system in search of a great source of power.



Int: Gul'dan Awakens

Weak and disoriented, Gul'dan awakens to discover the shift in power within the Horde and must beg for his life at Doomhammer's feet, promising the creation of a whole new weapon.



5: Raiding for Allies (OG: Raid at Hillsbrad)

Scouts have reported that human soldiers have captured the Amani Troll Warlord, Zul'jin. Seeing an opportunity to change Zul'jin's mind about an alliance with the Horde, Orgrim orders the Black Tooth Grin Clan to rescue the rebel leader.



6: Riders of Death:

Gul'dan has promised Orgrim that he will create for him a host of undead riders, but he is having little success. As a new idea dawns on Gul'dan, you must acquire the corpses of fallen knights, Ironwood, Blackroot and gather the Necrolytes to perform a mighty ritual.



Int: New Allies

The Alliance appoints a number of righteous knights and clerics to be the new order of Paladins. Meanwhile Orgrim is consumed by suspicion and paranoia and disbands the Sythegore Arm. With Death Knights and trolls as allies, Doomhammer rallies the Horde to march into Khaz Modan.



7: Gates of Iron

The Bronzebeard dwarves have set up defences around their infrastructure, smash through them, claim their mines and foundries and lay siege to Ironforge itself! This task has been appointed to Kilrogg Deadeye of the Bleeding Hollow Clan. You may be able to get aid from the Frostmane Tribe of trolls.



Int: Gold is All

In a secluded bay of the Wetlands, Orgrim secretly builds a massive fleet, Orcs, Trolls and Ogres work together, but are in need of more expertise. The Goblins of the Steamwheedle Cartel have approached Orgrim with an offer, they will ally with the Horde and provide advanced supplies and construction techniques in return for gold from the captured coffers of Stormwind.



8: Reaping the Storm:

Gul'dan, having fulfilled his promise to Orgrim, receives permission to create his own clan so long as he operates in the open. Gul'dan must rally the remnants of the Warlock and Necrolyte Clans, then lead them to Balor to seize control of Thok's Stormreavers, who are trying to capture and tame a race of mighty Sea Turtles. Gul'dan is visited by Kil'jaeden, but he no longer trusts his old master, and makes a deal with other daemons to further his own ambitions.



9: Grim Mountains

Having taken up residence in the abandoned, cursed, mountain of Grim Batol, Zuluhed and the Dragonmaw Clan prepare to capture the Dragonqueen Alextrazsa and bind her in the rookery of the mountain. The nearby dwarves of Dun Algaz will not likely sit idly by while this takes place. Zuluhed professes his loyalty to the sons of Blackhand, who offer their aid in concocting a plan.



Int: Arathi Oath

Meanwhile in Alliance lands the High Elves of Quel'thalas send an expedition to human lands to honour the ancient oath they made to the Arathi bloodline, of which Anduin Lothar is a descendant.



10: Seas of Blood (OG: Zul'dare and Southshore)

Secure Zul'dare and the Channel Islands in preparation for the Horde's assault upon Lordaeron. The Kul Tiran navy shows up to oppose the Horde's efforts, but the first of Zuluhed's tamed dragons are unleashed to drive them off.



Cin: Tides of Darkness (OG: Intro)



11: Breakthrough (OG: Assault on Hillsbrad)

The Alliance has deployed all of their forces on the shores of their continent to oppose you. Orgrim knows he could avoid them, but he has a plan that involves drawing them away. To accomplish this we must make a direct assault on the human lines and break through to reach the lands beyond.



12: Hammers in the Highlands:

On their way north, Orgrim's forces are intercepted by the Wildhammer dwarves. In a hurry to reach Quel'thalas to fulfill his oath to Zul'jin, Orgrim orders the Rageroar clan to stay behind to assault Aerie peak and hold up the Alliance forces that are pursuing them. Orgrim receives distressing news that Garona has escaped Eitrigg's custody.



Int: The Highland Slip

In the Arathi Highlands, the Alliance joins up with the Wildhammer dwarves and tries to pin down Orgrim's army, but find themselves only chasing a small number of orcs as the main Horde moves north. Orgrim moves through the mountains, explaining to Rend and Maim his reasoning.



13: Demonstration of Power (OG: Tol Ronal, Dun Argath and Thandol)

The forces of Stromgarde are holding the Horde back at the Thandol Span and Dun Modr. In preparation for pushing north, the Horde must claim these strategic locations.



Cin: Victims of War (1st Old Cinematic)



14: The Bell Tolls (OG: Tol Barad)

The township of Hillsbrad has been decimated, and throughout the Human kingdoms the rumors of impending doom spread like wildfire. War Chief Doomhammer is pleased with your success and has deemed you worthy of a more difficult task. Troubles have arisen in the Dwarven lands of Khaz Modan. A taskforce of Stromgarde warriors have laid siege to Dun Modr - a vital staging area for Horde troops. You are to retake Dun Modr and then bring your forces to bear against Stromgarde's nearby island citadel of Tol Barad. (Include Duke Reginald Baradin?)



Int: The Breaking of a Queen

Zuluhed's chief warlock, Nekros Skullcrusher, uses the Daemon Soul to force the Dragons to obey the Horde.



15: Badland Refineries (OG: Badland Refineries)

Cho'gall of the Twilight's Hammer Clan has been sent to inspect the refineries near Grim Batol to ensure they are meeting their quota for the upcoming offensive. It is expected that the warriors of Stromguarde will attempt an ambush.



16: Ancient Enemies:

As the Horde encamps on the edge of Quel'thalas and begins their logging operation, Zul'jin leads a warband to Zul'Aman to rally the different tribes for an invasion of Quel'thalas. Gather the tribes of the Amani Empire and lead them to their vengeance!



17: Fall of Stromgarde (OG: The Fall of Stromgarde)

Cho'gall reports that the Khaz Modan Refineries are well maintained and fulfilling their quotas. The Horde will now have more than enough oil to mount a fierce campaign in the lands far to the north. Only the troublesome Human defenders of Stromgarde remain to be dealt with before sending the Horde on its next sojourn. The Human fleet has captured a group of our Transports just south of Stromgarde. Recapture these vessels and then lay waste to their capital.



Cin: Thalassocracy (2nd Old Cinematic)



18: The Runestone at Caer Darrow (OG: The Runestone at Caer Darrow)

Gul'dan and Cho'gall have decided to attempt to claim the powerful elven runestone on the human island of Caer Darrow in order to utilize its powers for the Horde. They are aided by the addition of the Witherbark Troll tribe. Claim the Runestone, use it to construct an Altar of Storms and begin your incantations.



19: The Razing of Tyr's Hand (OG: The Razing of Tyr's Hand)

With the creation of the Ogre-magi from the runestones, Gul'dan has now been assigned to construct a fortress at the mouth of Tyr's Bay, cutting off the human supply lines into Quel'thalas.



20: The Destruction of Stratholme (OG: The Destruction of Stratholme)

Stratholme, the chief source of Alliance oil in the north, is preparing to deliver massive amounts of oil to the kingdoms in western Lordaeron. You must sabotage their Refineries and Platforms to halt this shipment. Once Stratholme's ability to gather and process Oil is destroyed, proceed to crush any and all resistance offered by the Alliance. Also wipe out the puny human settlement of Blackwood.



Cin: Victory of the Horde (Original End)



Int: A Traitor in the Dark (Move to 'Demands of Honour' or start of 'Pass to Dalaran')

With the Horde's victory seemingly assured, a mysterious human has arrived at Orgrim's camp seeking to parlay, safe passage for the Horde in return for his lands being spared.



21: The Dead Rise as Quel'Thalas Falls (OG: The Dead Rise as Quel'thalas Falls)

With the destruction of Stratholme, the Alliance supply lines to Quel'thalas have been severed. Only a handful of Human and Elven defenders remain to safeguard the ancient Elf kingdom from the onslaught of the Horde. The enchanted domain of the Elves has inspired Gul'dan to unleash his most perverted creation - the Death Knight. Formed from the corpses of the fallen Knights of Azeroth, these once proud defenders of Humanity now serve the Horde in a blasphemous state of eternal undeath. Conjuring dark spells of necromantic horror upon their terrified foes, these Death Knights seek to unleash their wrath upon any foolish enough to stand in their way. As the victory is completed, Zuluhed's dragons are unleashed in full, setting the woods of Quel'thalas alight.



Int: The Demands of Honour

With the city of Silvermoon having erected an impenetrable barrier and the Alliance army having maneuvered behind them, Orgrim believes their only chance is to accept the Traitor's proposal and march through Alterac to strike Lordaeron itself. Zul'jin refuses to abandon his siege of the elves, and though Orgrim is loathe to move without the bulk of the Amani forces, Gul'dan assures him that he and his Stormreavers can soon bring down the barrier and allow the Amani to rejoin the Horde. Not fully trusting Gul'dan, Orgrim orders the Dragonmaw to watch over him.



22: Pass to Dalaran (OG: The Siege of Dalaran)

Orgrim takes up the traitor on his offer and leads the Horde through the mountain passes of Alterac to avoid the army of Anduin Lothar that is closing in. Streaming down out of the Alterac mountains, Doomhammer's armies lay siege to the Violet Citadel of the mages of Dalaran. They posses powerful magics, but Doomhammer has finally unleashed his ultimate weapon, the dragons.



Int: In Search of Godhood

Gul'dan convinces Cho'gall to abandon their posts and take most of the fleet across the seas in search of the Tomb of Sargeras.



23: Wolves at the Gate (OG: The Fall of Lordaeron)

Moving from Dalaran to Fenris Isle, Orgrim begins his ultimate coup, to take the Capital City of Lordaeron and end the war in one decisive move. As the various forces of the Alliance stream in to support the city, Orgrim calls on his reinforcements, only to realize they are no longer there. Frustrated he orders the remaining Clans to fall back and sends Rend and Maim to hunt down Gul'dan.



Int: Darkness Incarnate:

Gul'dan raises islands from the sea floor



24: Traitors' Due (OG: The Tomb of Sargeras)

Gul'dan and his Stormreaver Clan have betrayed the Horde and coerced the Twilight's Hammer Clan to set sail and search for an ancient tomb said to be buried beneath the waves. An infiltrator under the direction of Doomhammer reports that Gul'dan has indeed raised volcanic islands from the ocean floor and thus has opened a hidden vault. While it is unknown what the great Warlock has released from this tomb, the War Chief has issued this command - Destroy the renegade clans and return with the head of Gul'dan. (Warlocks: Dak'mar, Drak'thul)



Cin: Gul'dan's Folly (3rd Old Cinematic)



Epilogue: Retreat of the Horde

With the supply lines stretched thin, the betrayal of Gul'dan, unconquered enemy capitals and the losses suffered as a result, Orgrim feels there is no choice but to fall back and regroup, hoping to bring the other clans from Draenor. Meanwhile Zul'jin chooses to stay in Quel'thalas to finish the war he started against the High Elves. On a distant shore a wounded Cho'gall hears a new voice calling to him.







04: Alliance: The Liberation of Azeroth:



Cin: Refugees (OG: 1st old cinematic)



Prologue: From the Ashes

The Horde has fallen back from the Capital towards the coast of Lordaeron, leaving much of the land in ruins, including Dalaran. With Lord Lothar occupied helping the Wildhammer Dwarves in the Highlands, Turalyon must take command of the Alliance army in pursuit of the Horde, aided by his comrade Khadgar the mage.



1: March to the Shores of Lordaeron (OG: Hillsbrad)

With the Horde in full retreat through southern Lordaeron, construct a forward base for the advancing forces of the Alliance.



2: Ambush at Tarren Mill (OG: Ambush at Tarren Mill)

Elven scouts investigating the retreating Horde forces have been ambushed. Rescue them to prove the Alliance's commitment to its members.



3: Back to the Seas (OG: Southshore)

Prepare a naval base for the combined fleets of Kul Tiras and Quel'thalas to begin joint operations. This will be instrumental in preventing the main Horde from retreating across the sea.



4: Attack on Zul'dare (OG: Attack on Zul'dare)

The Horde is preparing to withdraw in good order from the coast, in order to prevent this, hit the naval base Admiral Proudmoore has discovered in the Zul'dare region of the Channel Islands. Before he attacks he says farewell to his daughter, Jaina.



5: The Bell Tolls Again (OG: Tol Barad)

The Horde, unable to withdraw using its fleet, has begun marching across the Arathi Highlands towards Khaz Modan. In order to pursue the Horde the Alliance must reclaim the island Keep of Tol Barad and besiege the Horde's forces in the ancient Dwarven city of Dun Modr.



6: The Purging of Tyr's Hand (OG: Tyr's Hand)

While Lord Lothar aids the Wildhammer dwarves in driving the last Orcs from the Highlands, Uther is ordered to help push out Horde forces from the north. First, however, he must deal with a peasant revolt in the township of Tyr's Hand.



7: Spanning Continents (OG: Dun Algaz)

Following their defeat at Dun Modr, the Orcs were forced to retreat south, across the Thadol valley to a secondary outpost at Dun Algaz. Lord Lothar, hoping to push the Orcs even further back into Khaz Modan, has ordered that you destroy this newly discovered encampment.



Int: Wounds to be Healed

With the Horde pushed into Khaz Modan and out of human lands, Alleria has decided to lead many of her forces home to Quel'thalas to help heal her ravaged land and drive back the Amani trolls.



8: The Healing of Darrowmere (OG: The Battle at Darrowmere + The Prisoners)

Uther must bring comfort to the people of Caer Darrow after all they have been through. This mission is made complicated, however, with the interference of soldiers from Alterac. Seize some prisoners to provide testimony to the Alliance and prepare to transport them to Lordaeron. (maybe split back up and put a Hinterlands mission with Lothar somewhere)



Int: Pride's Death

The Alliance navy under Admiral Proudmoore and his son Derek attempt to halt the Blacktooth Grin Clan from rejoining the rest of the Horde, but they are struck by an overwhelming number of Dragons.



9: The Refineries of Khaz Modan (OG: Grim Batol)

It is believed that if the Horde's refinery operation in Khaz Modan can be undermined, they will have no further use for this territory and will fall back to Azeroth/Stormwind. You may be able to get aid from Thundermar.



Cin: Cutting off Supplies (2nd old cinematic)



10: Justice Comes to Alterac (OG: Betrayal and the Destruction of Alterac)

After hearing from prisoners taken by Uther and Admiral Proudmoore, a further investigation has reveled that Alterac under Lord Aiden Perenolde has been allied with the Horde for some time. They aided the Horde's march through Alterac, helped them capture the Elven expedition, instigated the rebellion at Tyr's hand and helped guide the Horde navy to avoid the Kul Tirans. The High Command has decreed that the nation of Alterac has committed treason against the Alliance and their union with the Orcish Hordes must be broken. You must free those unjustly held by Perenolde and enlist their aid in launching an attack against Alterac's capital. Among these are dwarves of the Stormpike Clan. Frostwolf Orcs and Crushridge Ogres cameo.



11: Troll Hunt

Alleria and Lor'Themar Theron, leader of the Farstriders, join forces to hunt and capture the Amani Warlord, Zul'jin.



12: Legacy of the Guardian (OG: Beetle Island)

Created by the eldritch energies unleashed by Medivh during the birth of the Dark Portal, a giant, carnivorous beetle roams the lands of Azeroth. The Horde forces in the area are of secondary importance to stopping this monstrosity, but after that is accomplished . . .



Int: Student no More:

Having finished routing the Horde from the Arathi Highlands, Lord Lothar and Kurdran Wildhammer rejoin Turalyon and congratulate him on his success so far. It is agreed that Ironforge must be liberated.



13: The Liberation of Ironforge

Lord Lothar and Turalyon push against the Bleeding Hollow Clan's siege of Ironforge, hoping that the Dwarves, under King Magni Bronzebeard, will sally forth.



Int: Races United

Lord Lothar presides over the united forces of Elves, Dwarves, Gnomes and Humans as they prepare for their final offensive against Blackrock Spire.



14: Pride's Vengeance (OG: The Battle at Crestfall)

The Orcish armies are attempting to rally the remnants of their fleet to perform a full retreat of all forces so they can regroup in Azeroth. Admiral Daelin Proudmoore, still grieving from the loss of his son, brings his fleets to bear on the Horde's armada. (Include Zethresh?)



Cin: Vengeance on the High Seas (3rd old cinematic)



15: Assault on Blackrock Spire (OG: Assault on Blackrock Spire)

Lord Lothar and a small contingent have advanced ahead of the main army to attempt a parlay with the Horde's leader, Orgrim Doomhammer. Things do not go according to plan and Lothar is killed in a duel with Doomhammer. Turalyon must rally the main Alliance army and finish what his teacher and hero started.



Int: The Horde in Chains

The majority of the Orcish Horde lies dead or surrendered at the base of Blackrock Spire. As they are led away, the Alliance discusses what to do with them.



16: The Great Portal (OG: The Great Portal)

The last of the Horde, mostly the crazed members of the Burning Blade Clan, have rallied at the base of the portal that brought them into this world. If Azeroth is to be fully reclaimed then the portal must be secured and destroyed!



Cin: Hollow Victory (OG: Beyond the Dark Portal Intro)



Epilogue: Victory and Defeat

Orgrim Doomhammer is brought before King Terenas who issues the Alliance Internment Act. Genn Greymane of Gilneas and Thoras Trollbane of Stromgarde disagree and leave the Alliance. Admiral Daelin Proudmoore of Kul Tiras also becomes distant. The mages of Dalaran turn their attentions to the Dark Portal and Nethergarde while Varian Wrynn begins the reconstruction of the nation of Azeroth, now Stormwind. The Blackrock, Rageroar and Black Tooth Grin Clans have been captured, the Stormreavers, Twilight's Hammer and Burning Blade Clans destroyed, but the Dragonmaw and Bleeding Hollow Clans remain elusive.





05: Horde: Return of Ner'zhul



Prologue: The Red World

On the far side of the Dark Portal, ragged bands of survivors stream through before the portal is destroyed. The Death Knight Teron Gorefiend seeks out Ner'zhul.



1: Slayer of the Shadowmoon (OG: Slayer of the Shadowmoon)

Ner'zhul speaks with Gorefiend about reopening the rift and returning to Azeroth to gather a number of artifacts needed to open whole new portals off of their dying world. Much of this knowledge lies with Death Knights who were claimed by Mogor of the Laughing Skull Clan. They have also captured the Warsong Chieftain Grommash Hellscream, free him to gain his aid.



Int: Hope Rekindled

Many of the Chieftains gather to hear Ner'zhul's plans to reunite the scattered and warped clans of Draenor and lead their people to a new destiny.



2: The Skull of Gul'dan (OG: The Skull of Gul'dan)

In order to reopen the rift between Azeroth and Draenor, Ner'zhul requires the skull of his former apprentice, Gul'dan. It has been claimed by Chieftain Hurkan Skullsplinter of the Bonechewers. Ner'zhul sends Dentarg to retrieve the skull and leaves him his choice of taking aid from Korgath Bladefist or Grommash Hellscream in convincing the Thunderlords to join the effort.



Int: The Dark Horde

Dal'Rend and Maim reach out from the tattered remnants of Blackrock Spire to Kilrogg and Nekros/Zuluhed. The Dragonmaw agree to join this faction and lend them dragons, bu the Bleeding Hollow refuse.



3: Dissension (OG: Thunderlord and Bonechewer + Brokenrock Mountains)

Some of the clans are rebelling against Ner'zhul's plans of gathering artefacts to open new rifts. In order to force Ner'zhul's hand, these clans have taken control of the valuable Brokenrock Mountains and their rich mineral resources. They wish to go to Azeroth and conquer it where the other clans failed. This is a vision not shared by your Warchief... You are to lead the forces of Shadowmoon against the strongholds of both Redwalker and Kil'sorrow. Once these weak fools and their clans are removed, no others will dare to interfere with the dark schemes of Ner'zhul.



Int: The Rift Awakened

With the skull of Gul'dan in hand, Ner'zhul and Gorefiend reopen the rift.



4: Veterans of the Horde

It is the year 606 and a freak darkness has swept across the Black Morass. Seizing this opportunity, Kilrogg Deadeye slips past Nethergarde and makes for the Dark Portal.



Int: Heroes' Welcome

Kilrogg and his fellow veterans are heralded as heroes by the rest of the Horde and Ner'zhul fills him in on his plan while welcoming new Death Knights, Trolls, Goblins and even a few dragons into the Horde.



5: Diversion (OG: The Rift Awakened)

The Citadel of Nethergarde is heavily fortified, and the Horde is not at full strength. Launch an assault on this fortress to distract the Alliance and set up a Warsong base while the strike teams Ner'zhul has organized slip by.



Cin: Return to Azeroth (1st old cinematic)



6: New Stormwind (OG: New Stormwind)

Teron Gorefiend teleports a small group into Stormwind's library in search of the Book of Medivh, but finds that is gone, stolen by the people of Alterac.



7: Wayward Sons (OG: Dragons of Blackrock Spire)

Attempt to gain an alliance with the Blackrock remnants under Rend and Maim. The dragons they control will be much needed, but if they do not agree, there may be another source of dragons . . .



8: The Seas of Azeroth (OG: The Seas of Azeroth)

In order to reach the artifacts Ner'zhul needs, the Horde must claim a naval base to get the ships and supplies it needs. Seize the newly built Menethil Harbour with the help of Fenris, Tagar and Gorefiend.



Cin: The Burning of Azeroth (2nd old cinematic)



9: Prelude to New Worlds (OG: Alterac)

In the traitorous human nation of Alterac, Gorefiend must bargain with the imprisoned king Aiden Perenolde, his freedom for the Book of Medivh. The dragon Deathwing has promised a diversion to keep some of the Alliance nations off their back.



Cin: The Book of Medivh (3rd old cinematic)



10: The Daring of the Amani

Encouraged by recent events, the trolls of the Amani launch a rescue attempt to free Zul'jin.



11: Pridefall (OG: Assault on Kul Tiras)

Distanced from the other Alliance nations, KulTiras stands alone as a barrier to Fenris and Tagar's mission to retrieve the jewelled sceptre of Sargeras. Assault Kul Tiras to break their naval blockade.



12: The Eye of Dalaran (OG: The Eye of Dalaran)

Fight through the dungeons and vaults of Cross Island alongside Gorefiend to seize the Eye of Dalaran to help in focusing the magicks Ner'zhul will wield. Deathwing will provide extraction.



13: Of Warlocks and Titans (OG: The Tomb of Sargeras)

Breach the Tomb that claimed Gul'dan's life and find the Jewelled Sceptre with Tagar and Fenris.



14: Within Our Grasp (OG: The Dark Portal)

The Alliance has moved in and blockaded the Dark Portal, engaging the defending forces of the Warsong and Shattered Hand Clans. Break through the Alliance siege and return the artefacts you have secured to Draenor, alongside a special package Deathwing wants brought along.



Cin: Ner'zhul's Victory (old 3rd cinematic)





06: Alliance: Beyond the Dark Portal



Prologue: Healing Old Wounds

Khadgar runs into his old friend, whom he long believed betrayed him, Garona halforcen. With a great deal of effort, Khadgar frees Garona of the spells Medivh, Gul'dan and the Shadow Council put on her.



1: A Time For Heroes (OG: Alleria's Journey)

Khadgar has summoned reinforcements in the battle against the second Horde invasion. The Ranger-General Alleria is responding to these summons and must rendezvous with the Paladin Turalyon and the mercenary captain of the Internment Camps, Danath Dungalion, on the way.



2: The Battle For Nethergarde (OG: The Battle for Nethergarde)

Danath has been tasked with leading the army of New Stormwind to relieve the beleaguered forces at Nethergarde, who are under siege by orcs of the Warsong Clan. Beware, however, of the dragons the Horde has rallied to its side, spawn and minions of the great terror, Deathwing.



3: Once more Unto the Breach (OG: Once More Unto the Breach)

Having broken the momentum of the Horde offensive at Nethergarde, the time is ripe for a decisive counterattack. The High Command agrees that a strong assault upon the fortress that the Orcs have raised near the Dark Portal may well end the conflict before it has rightly begun. The Arch-Wizard Khadgar, however, believes that the Orcish Hordes may not be here for the sake of mere conquest. He believes that if the Portal can be captured, and not destroyed, he can uncover the purpose for the Horde's present invasion into Azeroth.



Cin: On New Worlds (OG: 1st old cinematic)



4: Beyond the Dark Portal (OG: Beyond the Dark Portal)

Khadgar is convinced that the Horde is attempting to learn how the great sorcerer opened the rift between our world and that of the Horde, known in the Book of Medivh only as Draenor. With countless domains to plunder, the Horde would become an unstoppable power. The High Command believes that our only recourse is to venture through the Portal - both to reclaim the Book of Medivh and to ensure that the Horde can never again threaten Azeroth. Establish a foothold on this strange new world, but for Khadgar himself, the sight is unpleasantly familiar.



Int: Division of Spoils

The nations of the Alliance, no longer on the back foot from the Horde, begin the difficult discussion of who should take over in the ruined traitor kingdom of Alterac.



5: Upon the Shadowed Seas (OG: Upon the Shadowed Seas)

The Orcish shipyards of Zeth'kur lie nearby, and for our plans to progress you must destroy them and the ships of war that are stationed there. While the Horde has been stunned by the ferocity of your attack, our presence here has driven the clans to new heights of fury. You will be unable to maintain this foothold for long against their numbers, so your victories must be daring and swift.



6: Hellfire Citadel

The Horde is awaiting a specific alignment of stars for their great ritual, but time is running out. Push out and seize the Horde's fortress of Hellfire Citadel, with Turalyon and Khadgar leading the charge and Alleria and her rangers opening the gates. Beware though, for the fortress is guarded by the Ogre-Mage Dentarg and the chieftain Kargath Bladefist.



7: The Fall of Auchindoun (OG: The Fall of Auchindoun)

Kurdran Wildhammer – Gryphon Rider of Northeron – has been captured while scouting ahead of the army! He has been taken by the Horde to a hidden location nearby, rumoured to be the Fortress of Auchindoun, which serves as the stronghold of the Bleeding Hollow clan. Alleria's Rangers also report that they have seen a massive force moving towards the North, and suspect that these troops are staging for another attack upon Azeroth. Although the Orcish army is too large for your forces to battle alone, you may be able to launch a raid against Auchindoun. Should your strike succeed, you would force their army to retreat - or be cut off and destroyed. Raze the Fortress of Auchindoun, rescue Kurdran and retreat before their forces can rally against you. Local natives known as Draenei may be able to assist you.



8: War in the Shadows (OG: Deathwing)

Following the mystical trail of the Skull of Gul'dan has lead Khadgar, Turalyon and Alleria into the Blades Edge Mountains, where it turns out that the artefact is being held by the corrupted Earth Warden himself, Deathwing. Deathwing is planning to use this world to breed a new, superior, Black Dragonflight. To do so he has angered the local giants, known as Gronn. Gain the aid of these giants, defeat Deathwing and seize the Skull of |Gul'dan.



Cin: Lair of the Earth Warden (OG: 2nd old cinematic)



9: Coast of Bones (OG: Coast of Bones + Deathwing)

Seeking out the artifacts needed to seal the rift has given the Horde time to mount a strike against us. A great Orcish armada threatens the coasts that you have captured, and the armies of the Alliance have been hard pressed on many fronts. Our only chance for victory now lies in obtaining the Book of Medivh. All knowledge of the Portal rests in the keeping of Ner'zhul and his Order of Death Knights at the Fortress of Shadowmoon. You must storm and raze the strongholds that guard the coastline of his lands so that our forces may be brought to bear in an effort to isolate and destroy his cursed sanctuary. Beware, however, for the rogue dragon Deathwing has been driven to a new lair on a great mountain isle to the northeast. It is rumoured that Orcish tribes live on this island and offer captives from the Great War as sacrifices to Deathwing. If you can rescue them, they may know of some weakness in the creature.



Int: The Problem of Deathwing

Back in the Violet Citadel of the Dalaran, the Kirin Tor meet to discuss the reappearance of Deathwing on Azeroth, and what to do about the captive dragon queen Alexstrazsa in Grim Batol.



10: The Heart of Evil (OG: The Heart of Evil))

The towering spires of Shadowmoon reach upwards as obsidian blades to cleave the hostile amber skies above. The corrupt heart of the mighty Shaman's power is within reach. Press your attack and the bane of Ner'zhul and his Order of Death Knights, led by Teron Gorefiend, will be wiped from the face of Draenor, forever. By destroying this dark fortress and claiming the Book of Medivh, Khadgar will be able to close the rift and Azeroth will be rid of the Orcish Hordes once and for all!



11: Safe Passage

In Dalaran, the disgraced mage Rhonin has been given the task of travelling to Khaz Modan, ostensibly to survey the remnants of the Dragonmaw clan, but in truth to attempt the rescue of Alextraszsa. He is to be escorted to the coast by the Ranger Vereesa Windrunner. Along the way he meets the dwarf Falstad Wildhammer and the Paladin Lord Duncan Senturus.



12: The Measure of Valour (OG: Siege of the Vanguard)

Although the Fortress of Ner'zhul has been destroyed and the Death Knights scattered, neither the Shaman nor the Book of Medivh has been found. As Khadgar and Turalyon use their magics to search the ruins for some clue as to the location of the mystic tome, a Gnomish flying machine descends, bringing news from the Hellfire Peninsula and the Portal. A multitude of Orcs have laid siege to the fortifications at Hellfire. Although the attacking warriors are not well equipped, their sheer numbers may spell the downfall of our forces there. You must take command of the Alliance armies at Hellfire and break the siege before our troops are pushed back through the Dark Portal. We must withstand their charge long enough for the Book of Medivh to be recovered and the rift forever sealed.



Cin: The Line is Held (OG: 3rd old cinematic)



13: In the Shadow of the Mountain

Rhonin reaches Khaz Modan thanks to a surprising ally, Deathwing! As he struggles to reach the mountain of Grim Batol, Vereesa and Falstad make the journey themselves in hopes of saving the human wizard they have come to like.



14: Dance of the Laughing Skull (OG: Dance of the Laughing Skull)

You have proven your strength in battle, but none can stand against the combined might of the Horde. We of the Laughing Skull Clan, however, seek advantage from the turmoil of this war. With the aid of your strongest warriors, our clan can gain dominance over the northern clans of Draenor. Do not show surprise, Human - only the strongest survive within the Horde. You must secure the passes across the Blade's Edge Mountains and destroy the stronghold of the Thunderlord Clan that dwell there. We will supply you with warriors and supplies culled from our villages. In return, we will give you the Book of Medivh, which we seized from Ner'zhul's stronghold before your armies could destroy it.



15: Day of the Dragon

In the mountain of Grim Batol, Rhonin, Vereesa and Falstad struggle to free the dragon queen, all the while remembering that the black dragon, Deathwing, is not far away.



16: The Bitter Taste of Victory (OG: The Bitter Taste of Victory)

Khadgar has discovered that although the Book of Medivh was stolen from Ner'zhul, the ancient Shaman has learned enough of its secrets to conjure his darkest spell. Over the blood red skies of Draenor, huge dimensional rifts appear, crackling with the cosmic energy of the Twisting Nether. Alleria's scouts report that Ner'zhul and his followers escaped through the largest of the new rifts as Draenor felt the first of its death throes. The tremendous energies emitted from the converging rifts have succeeded in breaking down the fabric of reality in Draenor; unleashing massive earth quakes and tidal waves upon its shores. Unless the Dark Portal is closed on both worlds, Azeroth will be subject to an enormous backlash of energy resulting from Draenor's catastrophic discorporation. Using the combined powers of the Book of Medivh and the Skull of Gul'dan, you must return Khadgar to the Dark Portal and seal the rift between Azeroth and the doomed world of Draenor, forever.



Cin: Khadgar's Sacrifice (OG: Beyond the Dark Portal outro, Dark Saga version)



Epilogue: Valley of Heroes

Explore the Valley of Heroes outside New Stormwind.
 
Level 34
Joined
Sep 17, 2010
Messages
2,733
They were already green when the dark portal opened, orcs became green by drinking directly from mannoroth's blood, but also by exposing themselves to Guldan's fel, and if i recall, most of the clans, even the ones that didn't drink, were already exposed to it (the only orcs that remained brown were the ones quarentined by redpox inside Garadar)
 

Vidovit

Banned
Level 3
Joined
Sep 27, 2014
Messages
37
This just popped up on my yt recommendations!

Looks really good and promising; looking forward to more updates :)
 
Level 18
Joined
Oct 25, 2006
Messages
1,170
Hello guys :)

Can't wait to see your take on Wc2 Campaigns which I played when I was a kid (not sure I mentioned that before).

In any case, this project has grown quite a lot since I last checked, it's really promising!

Keep up the good work!
 
Level 8
Joined
Sep 28, 2020
Messages
107
t's funny. How much can Warcraft 3 add to Warcraft 2? I was pleased with the completed campaign missions. Am looking forward to the release of the final version for the game. The only bad thing is if you make the events of the Orc and Human campaign the same as in the original Warcraft 2. Because in Warcraft 2, one plot breaks the other. Orcs must not take over Lordaeron. They must run. Run as far as the Dark Portal itself. And the great battle in the burning steppes that ended the second war.
 
t's funny. How much can Warcraft 3 add to Warcraft 2? I was pleased with the completed campaign missions. Am looking forward to the release of the final version for the game. The only bad thing is if you make the events of the Orc and Human campaign the same as in the original Warcraft 2. Because in Warcraft 2, one plot breaks the other. Orcs must not take over Lordaeron. They must run. Run as far as the Dark Portal itself. And the great battle in the burning steppes that ended the second war.

Yes. I will give a Spoiler and say that Orcs won't have lordaeron siege mission) Orc campaign ends up with cinematic of Lordaeron Siege started.
And human Campaign will have Dalaran and Lordaeron siege in first missions. So that is the point where WC2 is smoothed with actual wc3-wow Lore.

Will there be any way to play Chronicle of the second war style custom games ? (Melee ?)
Nope. You can check melee purist map of @antontama Warcraft II: Reforged Melee v1.23
 
Last edited:
Level 8
Joined
Sep 28, 2020
Messages
107
Yes. I will give a Spoiler and say that Orcs won't have lordaeron siege mission) Orc campaign ends up with cinematic of Lordaeron Siege started.
And human Campaign will have Dalaran and Lordaeron siege in first missions. So that is the point where WC2 is smoothed with actual wc3-wow Lore.

Well, then good people are involved in the project. I really believe you do what you want to play. I wanted to give you advice. Units do not regenerate health by default like in Warcraft 2. I liked this idea. But what happens if you give the trolls this ability? Let's say with upgrade in Barracks. Perhaps you will do this after the 4th mission. So I don’t know.
 

ShadiHD

Hosted Project: W3CSW
Level 31
Joined
Mar 5, 2020
Messages
184
Well, then good people are involved in the project. I really believe you do what you want to play. I wanted to give you advice. Units do not regenerate health by default like in Warcraft 2. I liked this idea. But what happens if you give the trolls this ability? Let's say with upgrade in Barracks. Perhaps you will do this after the 4th mission. So I don’t know.


the Tech-tree and Units are a hybrid of WC2 and WC3 systems, Trolls will have their regenerate ability, you'll just have to wait and see, don't worry, everything's put into detail :D
 
Level 11
Joined
Feb 1, 2020
Messages
107
Speaking of voice acting: I noticed that in the beginning of a mission the character of Rend Blackhand quotes the texts of original WC2 mission briefings almost word-by-word. Unless you are going to completely overhaul the scenario (and replace Rend with someone else), I suggest contacting the original voice actor, who provided character voices and narration for WarCraft 2. I am, of course, talking about the former Blizzard producer and Vice President Bill Roper. He's a really cool guy and I'm sure he will be glad to help you with the project.

 
Level 1
Joined
Sep 30, 2020
Messages
1
So Hillsbrad is impossible? Or if not impossible, just extremely tedious. I've thrown wave after wave against the only way in and they just get slaughtered. Got tons of resources but an hours-long battle of attrition bereft of any strategy is super boring.

Love levels 1-3 though, lots of fun additions and the spirit of the original game still came through. I really like the attention to detail and I'm looking forward to how the whole thing hashes out.

Hillsbrad is just a miss in its current form.
 

ShadiHD

Hosted Project: W3CSW
Level 31
Joined
Mar 5, 2020
Messages
184
So Hillsbrad is impossible? Or if not impossible, just extremely tedious. I've thrown wave after wave against the only way in and they just get slaughtered. Got tons of resources but an hours-long battle of attrition bereft of any strategy is super boring.

Love levels 1-3 though, lots of fun additions and the spirit of the original game still came through. I really like the attention to detail and I'm looking forward to how the whole thing hashes out.

Hillsbrad is just a miss in its current form.


while it's unfortunate that it was a hard for you, but trust me, there are multiple strategies to win this mission, instead of Zerging the Town, hit and run, pull out the defenders closer to the beach, then kill them in groups, after you feel that the defenders dwindled, invade the town and enjoy the slaughter!
 
Your custom campaign has attracted some attention in Chinese media, and NetEase’s social media accounts have liked some of your content. I think this is a very good trend, which means that players are looking forward to new content like this.

This inspired me, maybe every project in preparation needs an attractive promotional video to win more attention. This will also make more people in the forum willing to help this project.
 
Level 2
Joined
Aug 26, 2020
Messages
6
Someone published this just 2 hours ago.

This warcraft 2 custom game looks good, even if it seems really different than chronicles of the second war : more purely w2 gameplay, and no clans/nations specific units; however, if I knew how I could get it, i'd do it.
 
Level 1
Joined
Oct 1, 2020
Messages
3
I saw this project posted a couple days ago and this has me really excited to see it progress. I'm a huge Warcraft II fan and still regularly play it with friends.

I saw in the start of the post that the team is looking for voice actors. I am interested in helping with this and would like to know more about what I would need to do to help. I have a blue yeti microphone that I could use for recording voice samples. Who do I contact for more information on this?
 
Level 3
Joined
Feb 23, 2020
Messages
51
I saw this project posted a couple days ago and this has me really excited to see it progress. I'm a huge Warcraft II fan and still regularly play it with friends.

I saw in the start of the post that the team is looking for voice actors. I am interested in helping with this and would like to know more about what I would need to do to help. I have a blue yeti microphone that I could use for recording voice samples. Who do I contact for more information on this?

You can contact @ShadiHD by sending an email to this address: [email protected]
 
Last edited:
Level 8
Joined
Sep 28, 2020
Messages
107
Interesting. Will the campaign continue in the well-known "Beyond the Dark Portal"? If so, have you thought about telling the story before Wacraft III? The idea of a campaign of events that took place after the second war and before the start of the third war. This could be timed to coincide with Thrall, who leaves Blackmoor's captivity and discovers a lot of new things. Do you like Rexxar's campaign? You can do something like this, only the Hillsbrad version where the main character was Thrall. Think about it. I also want to help the project from a mapping perspective if you need help.
 
Level 4
Joined
Oct 25, 2019
Messages
14
Looks very good and has a lot of potential!
I hope that it will feel and looks a lot like Warcraft 2. The atmosphere of Warcraft 2 (and partly also lord of the clans) feels darker than Warcraft 3 and WoW, I hope you can recreat it.
 
Level 1
Joined
Oct 5, 2020
Messages
2
I am really looking forward to this project! I remember playing WC2 on my uncle's computer 20 years ago and it always blew my mind I could control 9 units at a time, and the story was so engaging! (my computer at home could only run WC1, and it is a bit clunky lol).

I do have a question though @ShadiHD or @Templier777. I just created an account here so I can't DM anyone yet. How do I audition for the voice acting? I'd love to give it a shot!
 
Level 1
Joined
Oct 1, 2020
Messages
3
I am really looking forward to this project! I remember playing WC2 on my uncle's computer 20 years ago and it always blew my mind I could control 9 units at a time, and the story was so engaging! (my computer at home could only run WC1, and it is a bit clunky lol).

I do have a question though @ShadiHD or @Templier777. I just created an account here so I can't DM anyone yet. How do I audition for the voice acting? I'd love to give it a shot!

I am in the same boat. I signed up for this site recently, I tried to contact both of them for the same reason but didn't get a response.
 
I am really looking forward to this project! I remember playing WC2 on my uncle's computer 20 years ago and it always blew my mind I could control 9 units at a time, and the story was so engaging! (my computer at home could only run WC1, and it is a bit clunky lol).

I do have a question though @ShadiHD or @Templier777. I just created an account here so I can't DM anyone yet. How do I audition for the voice acting? I'd love to give it a shot!

I am in the same boat. I signed up for this site recently, I tried to contact both of them for the same reason but didn't get a response.

You'll get quicker messages if you come on their discord channel :) cheers!
 
Level 4
Joined
Aug 4, 2018
Messages
89
hey please to meet you, just want to ask when will the campaign is ready, but is it seperated where we can choose to be Orc or human, and can the campaign be played by normal warcraft 3 game ?
 
Level 48
Joined
Apr 18, 2008
Messages
8,416
thanks for the info well i do mean where can i download the actual reforge game and play it with out problem if you knew ?

You can download it by buying it on Blizzard's official site or through their Battle.net app.

Talking about piracy or illegal downloads is not allowed on the Hive Workshop, because it's illegal in most countries.
 
Top