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Warcraft 3 Re-Reforged: Exodus of the Horde

Submitted by InsaneMonster
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

WARCRAFT III RE-REFORGED (RR)
PROLOGUE CAMPAIGN
EXODUS OF THE HORDE



FEATURES

  • Actually remastered in-game cinematics, with angles, interface and style closely matching the ones shown at Blizzcon 2018

  • Reimagined maps and missions, with beautiful, easy to navigate terrain, modernized gameplay, redesigned quests and more meaningful events, often influencing following maps in interesting ways

  • Detailed and expanded lore, with a completely new interlude and epilogue, fleshed out characters and interactions, with many references from World of Warcraft

  • Rebalanced difficulty levels, to make the experience tailored and engaging to each player, with completely new AI scripts designed to give opponents a distinguishable personality

  • Multiple languages supported, including some voice acting for the additional dialogues, and all graphics mods compatible

  • New, lore accurate secrets and much much more... only waiting for you to play!



[​IMG]
PROJECT'S SUBFORUM




THE STORY TOLD... BY IN-GAME CINEMATICS



Note: a new cinematic will be released each week until the entire story is fully narrated through all the in-game cinematics.


FAQ


CURRENTLY SUPPORTED LANGUAGES

[​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

Note: a greyed out flag means the translation is current in progress, so not yet completed for all missions or just missing some parts.



SHOWCASES










Note: I will feature as many showcases as possible (they may be too many to be all featured here, huge thanks to the creators nonetheless). Please notice that some may not be up to date or they can be localized in languages other than english.


CREDITS

  • My name is Luca Pasqualini and I'm an italian software engineer and teacher/researcher. I work in the field of computer science with a focus on AI and machine learning and I like developing games (possibly, from scratch) in my spare time. Because of that, I know very well Unity, Starcraft 2 Galaxy Editor and of course Warcraft 3 World Editor.

    I have partecipated to the Rock The Cabinet 2017: Co-op edition contest for Starcraft 2 and my map, Mercenary Business made it to the top 10, to my great suprise. I have a Deviant Art page, where I show off mostly 3D arts, as well as a YouTube channel, where I showcase games, maps, mods I make and some music that I assemble together with my father.

    I was hyped beyond any imagination for Warcraft 3: Reforged, and while the disappointment was there, I saw great potential in the art assets and in the few but key changes Blizzard made to the engine. Mostly for fun, I tried re-reforging the first map of the prologue with better cinematics and now... well, now here we are. I guess it's already been a long journey, and I don't even know if that's just the beginning...


  • Note: some models used in the maps are not released on Hive. More often than not, this is because the model is just a small edit and not worth being published here.

    • LOA Exogort (english), Luca Pasqualini (italian), Warglaive (spanish), PraymA (russian, former), Alexey Negodayev (russian, current), Vel (chinese simplified)
    • ACOLYTE ShadiHD (english), Luca Pasqualini (italian), Warglaive (spanish), PraymA (russian, former), Фейвури (russian, current), Vel (chinese simplified)

    • ITALIAN Luca Pasqualini
    • RUSSIAN Buffalo
    • SPANISH Serena H.
    • FRENCH Bauldeury, Xefiggy
    • GERMAN Knall, Walorani
    • POLISH DragonWarden93
    • CHINESE (SIMPLIFIED) Keno, laN, firefox, Vel

    • AlexMSimenov for most early no-glow hero models.
    • loktar for the classic sound files in the second mission Departures.
    • DracoDirik for the overall support and beta-testing!
    • Tamplier777 for the insightful discussions about the World Editor, the overall help and beta-testing.
    • Zenmaster for the insightful discussions about the lore of Warcraft and the overall help.
    • Moonman for overall help and beta-testing.
    • ShadiHD for overall help and beta-testing.
    • Retera for making Retera Model Studio.
    • PaulH for beta-testing and the help on the lore and codex.
    • Serena H. for beta-testing.
    • Knall for beta-testing and the collectible scrolls idea.
    • Warglaive for recording footage with graphics mods for the trailer.

  • Note: Patreon supporters are added to this page after a month of their pledge (when their pledge becomes effective and it's not declined). Beside each one of them it is displayed the time they have been supporters of the project (so also former patrons are displayed here and this list will be always updated).

    Karol Piątkowski (01/2021 - current)
    KickKing (01/2021 - current)
    Luke Jarvis (01/2021 - current)
    BladeMasterRUSH (01/2021 - current)
    Kevin Mattsson (01/2021 - current)
    klivenn (01/2021 - current)
    Damian Roman (01/2021 - current)
    Johan Hedenäng (01/2021 - current)
    Christopher Carpenter (01/2021 - current)
    Max Grant (01/2021 - current)
    Christian Kaw (01/2021 - current)
    Edgar Möller (01/2021 - current)
    DragonWarden93 (01/2021 - current)
    Fateless44 (01/2021 - current)
    Darlan (01/2021 - current)
    Petabik (01/2021 - current)
    Alex (01/2021 - current)
    Melorandor (02/2021 - current)




CHANGELOG



    • Released Mission 01 (Chasing Visions) [v1.0]

    • Updated Mission 01 (Chasing Visions) [v1.1]:
      - All creep camps now wake up when huts are attacked (if sleeping)
      - All creep camps spawn on harder difficulties is now bounded to the existance of the spawning hut
      - All creep camps spawn huts will immediately spawn their reinforcement if the relative hut is attacked
      - Improved the Sleeping Ogre camp
      - Fixed a bug which may cause the last cinematic to hang if a previous cutscene was skipped
      - Cleaned some triggers and removed some useless one

    • Released Mission 02 (Departures) [v1.0]
    • Updated Mission 01 (Chasing Visions) [v1.2]:
      - The tutorial is now optional and can be skipped with an appropriate dialog (no story content is lost if the tutorial is not played)
      - Added footsteps sounds during cinematics to all units
      - Increased the number of animated tree (thanks to additional trigger optimization)
      - Improved sounds variety and quality both during gameplay and during cinematics
      - Added visual effects to Medivh while morphing
      - Added lighting effects during cutscenes
      - Improved a bit the terrain
      - Improved tutorial in some points (with optimizations and additional indicators)
      - Added lore "hints" to display additional info about the Warcraft lore during the game
      - The ogre now has some personality and is quite of a challenge
      - Added a shaman and a war mill to the orc encampment for additional variety

    • Released Mission 02 Interlude (Maelstrom) [v1.0]
    • Updated Mission 02 (Departures) [v1.1]:
      - Removed hero glow from all heroes during cinematics
      - Added back lip-sync (animated portraits) to all characters during transmissions and cinematics
      - No more Hellscream™
      - Some little improvements to sounds, timings and overall terrain
      - Fixed some typos
      - Fixed some pathing issues
    • Updated Mission 01 (Chasing Vision) [v1.3]:
      - Removed hero glow from all heroes during cinematics
      - Added back lip-sync (animated portraits) to all characters during transmissions and cinematics
      - Fixed some typos

    • Released Mission 03 (Riders on the Storm) [v1.0]
    • Updated Mission 02 Interlude (Maelstrom) [v1.1]:
      - Improved terrain with a lot of small but important tweaks
      - Added custom models to Sen'Jin and Kul Tiras forces
      - Added scene showing the humans attacking the trolls
      - Now Nazgrel is the only raider in Thrall's group
      - Made it clear it is Sen'Jin vision all along
      - Other fixes and minor modifications according to the critiques I recieved when it was first released
    • Updated Mission 02 (Departures) [v1.2]:
      - Improved terrain with a lot of small but important tweaks
      - Added some additional dialogues to increase immersion
      - Added a Gnoll lore hint
      - Improved cutscenes with custom models and small fixes
      - Added a specific Warsong grunt model
      - Gar'Thok has now a more prominent role
      - Fixed some more typos
    • Updated Mission 01 (Chasing Vision) [v1.4]:
      - Improved terrain with a lot of small but important tweaks
      - Now Thrall leaves its tent on foot
      - Snowsong is a thing now
      - Added more sounds to the Horde's camp during the cinematic to make it fell more alive
      - Improved all the cinematics with small but important tweaks
      - Gar'Thok has now a more prominent role
      - Added some additional dialogues to increase immersion
      - Added an appropriate Ogre Mound to the sleeping ogre
      - Now the hidden potion secret is a much more appropriate Circle of Binding secret, summoning the potion

    • Updated Mission 03 (Riders on the Storm) [v1.0.1]:
      - Fixed a tree trunk on the way of a shaman to appease MasterBlaster OCD
      - Fixed some bugs with the trigger queue in the third cinematic (Healed Fountain), where queue was not cleared and the fountain itself was not healed if the cinematics was skipped​

  • Note: this release represent the final release of the campaign, because of that the update is quite heavy on changes to pre-existing maps.

    • Released Mission 05 Epilogue (Beyond the Sea) [v1.0]
    • Released Mission 05 (Contdown to Extinction) [v1.0]
    • Released Mission 04 (The Fires Down Below) [v1.0]
    • Updated Mission 03 (Riders on the Storm) [v1.1]:
      - Fixed quite some bugs
      - Improved the overall design of the mission and the stability of it
      - Included the tutorial and cache to preserve game state
      - Reworked cinematics to look actually like Blizzcon 2018
      - Added localization
    • Updated Mission 02 Interlude (Malestrom) [v1.2]:
      - Reworked cinematics to look actually like Blizzcon 2018
      - Added localization
    • Updated Mission 02 (Departures) [v1.3]:
      - Fixed quite some bugs
      - Improved the overall design of the mission and the stability of it
      - Improved the tutorial and included cache to preserve game state
      - Reworked cinematics to look actually like Blizzcon 2018
      - Added localization
    • Updated Mission 01 (Chasing Vision) [v1.5]:
      - Fixed quite some bugs
      - Improved the overall design of the mission and the stability of it
      - Improved the tutorial and included cache to preserve game state
      - Reworked cinematics to look actually like Blizzcon 2018
      - Now the ogre and the trolls have more personality
      - Added localization

    • Updated Mission 05 Epilogue (Beyond the Sea) [v1.1]:
      - Music timings are now compatible with all localizations
      - Fixed a small bug in the spanish localization
      - Added WarCraft font for russian final text
    • Updated Mission 05 (Contdown to Extinction) [v1.1]:
      - Music timings are now compatible with all localizations
      - Improved general mission balance
      - Fixed an issue that could cause enemy base to aggro on the player
      - Fixed an issue that could cause Zar'jira taunts to be in the wrong order
    • Updated Mission 04 (The Fires Down Below) [v1.1]:
      - Music timings are now compatible with all localizations
      - Reworked Snowsong section to be more engaging
      - Fixed some pathing issues
      - Fixed a bug on normal and easy difficulty that prevent a Tome Wraith from spawning
      - Increased a bit the difficulty of the "Dagon spawn" section of the boss fight
      - Fixed some display issues for spanish localization
      - Fixed some glaring bugs for russian localization
    • Updated Mission 03 (Riders on the Storm) [v1.2]:
      - Music timings are now compatible with all localizations
      - Moved a troll in the third village so that a crate can now be accessed
      - Fixed a display bug in the trolls' villages counter
      - Fixed italian, spanish and russian localization about the trolls' villages counter
      - Added french localization
    • Updated Mission 02 Interlude (Malestrom) [v1.3]:
      - Music timings are now compatible with all localizations
      - Updated french localization
    • Updated Mission 02 (Departures) [v1.4]:
      - Music timings are now compatible with all localizations
      - Fixed an hint about building a second barracks displaying when you already had a second barracks
    • Updated Mission 01 (Chasing Vision) [v1.6]:
      - Improved a bit the last camera on the final cinematic
      - Some small performance improvements in the Horde's base cinematic
      - Music timings are now compatible with all localizations
      - Intro text has now proper russian WarCraft font
      - Fixed a small typo in the spanish intro text
      - Added german localization

    • Updated Mission 05 Epilogue (Beyond the Sea) [v1.2]:
      - Improved Kel'Thuzad animations a little bit
      - Improved russian localization
      - Improved russian voiced dialogues
    • Updated Mission 05 (Contdown to Extinction) [v1.2]:
      - Looping custom music is now restored when loading from save
      - Added codex system
      - Improved russian localization
      - Added french localization
    • Updated Mission 04 (The Fires Down Below) [v1.2]:
      - Looping custom music is now restored when loading from save
      - Added codex system
      - Improved russian localization
      - Improved russian voiced dialogues
      - Added french localization
    • Updated Mission 03 (Riders on the Storm) [v1.3]:
      - Added codex system
      - Improved russian localization
    • Updated Mission 02 Interlude (Malestrom) [v1.4]:
      - Improved russian localization
    • Updated Mission 02 (Departures) [v1.5]:
      - Added codex system
      - Improved russian localization
      - Added german localization
    • Updated Mission 01 (Chasing Vision) [v1.7]:
      - Added codex system
      - Improved russian localization
      - Added polish localization

  • Note: french translation, while made for all missions, is not fully tested, not voiced and has no codex entry for the majority of the mission. Thus, it's still in progress.
    Also, note that on the map description in the custom games menu the wrong version is displayed. I've dropped versioning on the map description for the future and I will remove each one of them for the next update (it's long and I had to time in this update). To find out the map version, check the trigger editor of the map.


    • Updated Mission 05 Epilogue (Beyond the Sea) [v1.3]:
      - Added french localization
      - Added chinese (simplified) localization
    • Updated Mission 05 (Contdown to Extinction) [v1.3]:
      - Added chinese (simplified) localization
    • Updated Mission 04 (The Fires Down Below) [v1.3]:
      - Added chinese (simplified) localization
    • Updated Mission 03 (Riders on the Storm) [v1.4]:
      - Fixed layout of trees around fountain to avoid units to get stuck
      - Added chinese (simplified) localization
    • Updated Mission 02 Interlude (Malestrom) [v1.5]:
      - Added chinese (simplified) localization
    • Updated Mission 02 (Departures) [v1.6]:
      - Adjusted Hellscream head angle during cinematics
      - Improved human base decorations
      - Added chinese (simplified) localization
    • Updated Mission 01 (Chasing Vision) [v1.8]:
      - Fixed a typo in the english Forest Trolls codex
      - Added chinese (simplified) localization

Contents

RR Prologue 01 (Map)

RR Prologue 02 (Map)

RR Prologue 02 Interlude (Map)

RR Prologue 03 (Map)

RR Prologue 04 (Map)

RR Prologue 05 (Map)

RR Prologue 05 Epilogue (Map)

Reviews
  1. tulee

    tulee

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    Would it not be better to put your energy into making a campaign that is not based on the original blizzard campaigns? Not trying to discourage you, but new campaigns often can bring more value to players than a revisioning of a campaign most people have already played.
     
  2. InsaneMonster

    InsaneMonster

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    Actually I'm just trying to reforge it for good...
     
  3. A]mun

    A]mun

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    Nicely done, i just played the prologue some days ago.

    btw, when razing creep buildings at night, they will:
    a) not respond to the destruction of their buildings
    b) still spawn additional creeps, even-though you destroyed said buildings

    here are some impressions (i'm playing with shadows off - much more fps in unit heavy mp-maps)

    WC3ScrnShot_030720_181004_001.png WC3ScrnShot_030720_181452_001.png
     
  4. InsaneMonster

    InsaneMonster

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    Thanks! :)

    Good catch! I didn't think of that. Will fix it soon and update accordingly.


    Was the frame rate good? I added a ton of doddoad but on my rig I had no problem whatsoever.
     
  5. tulee

    tulee

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    Maybe you might try to "reforged it for good", but in the end how can you avoid doing exactly what blizzard did with Reforged?

    Blizzard originally promised reforged to be something with a complete overhaul of the entire design of maps (such as the Stratholme demo), as well as the story changing based on WoW storyline (something which we did not even see in the demo, it was supposed to be that the entire dialogues would be changed).

    Based on the screenshots you provided, you are not changing to the terrain to the extent the Stratholme mission was redesigned in, nor are you changing the story, since that would require voice acting.

    It would appear you are "reforging" the campaign in the same way blizzard did--- i.e the way that was not promised, with just an updated campaign. Blizzard already did this. It did update cutscenes and cinematics in small ways. You are just following in its footsteps. If you are really serious about a Reforging the campaigns, then maybe it should be based on the way blizzard originally promised the campaign would be?
     
  6. InsaneMonster

    InsaneMonster

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    I'm mostly talking about cinematics, terrain quality and difficulties rebalance. The original idea is of course not feasibile with the resource at my disposal. I've not said: I'll do what Blizzard promised at Blizzcon 2018, I just can't.

    I've just done what I believe they should have done to make those amazing assets justice... I'm actually trying to make cinematics really more... cinematics. There are loads of changes, since they are redone from scratch to be similar to the original The Culling Blizzcon 2018 demo cinematics.

    Reforged cinematics are so bad. While classic graphics was good for that kind of simplistic shots and animations, new reforged graphics is not. That's one big part of what I did here.

    Let's say it this way: I just would like to reforge the game (or parts of it, depends on the time I have) the way I like it to be reforged. I cannot change the story. I can however redesign some missions, for example I would like to make Thrall protect some troll encampments in the third mission of the prologue while humans attack them. I would like to completely redesign mission three, four and five to use Naga themed units and sunken ruins tileset. Also I would like to add a real enemy to the second mission, while bringing back the naval base to life.

    The first mission was so simple it didn't require such extensive changes. It very much depends on the mission. But god I dislike WoW so much and I will never ever use it as a reference for anything.

    I will edit the description to make the scope of the project clear, however.
     
  7. Tamplier777

    Tamplier777

    Joined:
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    Playing now. Very nice decision with adding critters, fog and and some actions to the camp)) It looks really live now!
    Suggestions:
    • Could you please put some hay below the sleeping ogre.
    • When Thrall steps out of hist hut - can he be unmounted? you could switch him to mounted version when he arrives to camp.
    • Don't you want to add cinematic shots for forest trolls encounter? You could add an agressive quote from one of the trolls using sound foresttrollwhat2 (Do you wanna axe?) or using jungle troll quote (Don't mess with a bad guy) headhunteryesatack2
     
    Last edited: Mar 8, 2020
  8. InsaneMonster

    InsaneMonster

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    Good idea! I will add it in the next update.

    That was my first choice but I have to work with the limitations of the Reforged models. Thrall unmounted model has only three actually working animations (including the walk one), no head bone (cannot rotate its head) and no animations to be used during play (attack, spell, etc). If Blizzard (or some other modder) updates it, also by adding a mountless version of his wolf, I'll be glad to add what you suggest. After all, it doesn't make much sense to sleep with your wolf :p

    Mmmh I'm not too convinced by that. Trolls are supposed to be part of the tutorial on sleeping creeps, but they have no sleep animation. I could remove that tutorial part and make them awake all along, but I'm not completely certain that is a good change. Otherwise I believe the cutscene would look bad without proper animation of them sleeping.
     
  9. Ardenaso

    Ardenaso

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  10. Tamplier777

    Tamplier777

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    Check this
    Thrall (Mountless) with Spell and Attack
     
  11. Yousef

    Yousef

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    As I predicted, Blizzard failed us, but map makers will keep this game alive and do what Blizz failed to do.
     
  12. InsaneMonster

    InsaneMonster

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    Updated!

    Thanks, I will write to the author to check if he can provide me all the fix I need to make it work properly in cutscenes.

    I will keep an eye on that, but story changes are not planned (I cannot do them without additional dialogues).

    Thank you very much :)
     
  13. Storm Knight

    Storm Knight

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    Reforging Reforged should be pretty easy.

    I also hope u add some improvement to the gameplay of some of the missions.

    Also some custom and more fitting spells for some heros, like Grom.
     
  14. InsaneMonster

    InsaneMonster

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    It's not easy at all. The game is not reforged actually, is just reskinned. Terrain is bad, design is old and cutscene are hard to make if you want them to look really good and modern. Also most cinematic animations are bugged a lot. Many assets are incomplete. The list goes on... I will do what I can, for now I want to limit myself to the prologue campaign, otherwise the task would become too big :p
     
  15. Goffterdom

    Goffterdom

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    I wish you the best of luck and love for all the passion you're putting into this.

    I can tell, I can read it.

    Keep up the good work!

    PS: I think it would be catchy to have one of your cinematic in a youtube video preview in the map description :)
     
  16. Anaxie

    Anaxie

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    Being realistic here the chances you finiah the entire game are very unlikely.

    Id estimate working daily this is atleast a 3 year project. Thats not counting bugs and broken ai that will emerge..
     
  17. Storm Knight

    Storm Knight

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    Yeah you are right, i was just saying its easy because if Blizzard actually did a good job it would be hard to convince people you added on top of it.
    But now that they have kindly went and F'ed the Campaigns. there is a lot you can do to improve it.

    A proper reterraining alone should already make the Campaign leagues and bounds ahead of what Reforged is.

    That's what i meant, if you get my point.

    It was actually so underwhelming i never played it and i don't think i will, i'm actually looking forward to play some community made Campaigns.
    I guess your project will just be long time coming of making a better Campaign, because you know, multi billion dollar company, or should i say, smoll indie company, couldn't pull it off.
     
  18. InsaneMonster

    InsaneMonster

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    That's why I set up as goal only the prologue campaign as of now :)
     
  19. Ardenaso

    Ardenaso

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