Warcraft 3 Re-Reforged: Exodus of the Horde

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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!


PROJECT'S SUBFORUM



THE STORY TOLD... BY IN-GAME CINEMATICS




FAQ[/LEFT]
  • How do I install the campaign?
    Custom campaigns are not currently supported in Warcraft 3: Reforged are we are all waiting for Blizzardto fix this. Until then, there are two ways to play the campaign:
    1. Download the maps Unpack them in your Warcraft III\Maps\Download folder (under my documents in Windows) Start the game Single Player Custom Game Select the mission you want to play
    2. Download the maps Unpack them where you want Open the World Editor Click on File Open Map Once the map is loaded, you can play the map by pressing the Test Map button (or by pressing Ctrl+F9)
    Please note that the campaign is Reforged HD settings only and cannot be played with classic graphics.
  • What difficulty is for me and how do I select a difficulty?
    If you can beat the vanilla campaign on Hard difficulty, I suggest trying out Hard for an engaging additional challenge or Normal if you just want to play on a similar difficulty level. If you can beat the original campaign on Normal you can try Normal to add some challenge or Easy to have a slightly easier experience than the original. Finally, if you only can beat the vanilla campaign on Easy, I recommend playing on Easy.
    You cannot select a difficulty through the Custom Game menu, directly in the game interface,. You can however do so by playing through the World Editor.
    To choose a difficulty this way click on File Preferences Test Map Select the difficulty of your choice Play the map through the World Editor to play on the chosen difficulty.
    The difficulty of the game when played through the Custom Game menu is always Normal.
  • Is hero progress saved between maps?
    Yes, and also much more... It is saved no matter how you play the maps, from the World Editor or from the custom game menu.
  • Is music the same as vanilla game?
    Yes, but there are some instances where custom music is played, for example when specific sections or battles happen. Music should feel definitely more interactive and dynamic than in vanilla game.
  • Is there any copyrighted custom music in the campaign?
    All music comes from Blizzard's games, specifically World of Warcraft and all of its expansions. There is one music which is original, and it is actually owned by me, so there is nothing to worry about. You can record any footage of this campaign and put it online without risk of copyright infringements.
  • Are heroes like in vanilla campaigns?
    Heroes ability are the same of the vanilla campaign and the main and only hero of the campaign is Thrall, just like in the original one. The experience system, however, is tweaked to be more rewarding. In other words, your hero needs to do stuff in first person to gain experience and a lot of killing is required to gain levels. Tomes of experience and creep camps to clear come really handy, so make sure to search for them!
  • What are the interlude and the epilogue for?
    They integrate the story. Specifically, the interlude describes the chase of the stolen ships by Admiral Daelin Proudmoore's fleet and the shipwreck caused by the storm near the Maelstrom, as seen by Sen'Jin during its vision. It shows the arrival of the orcs on Darkspear Island and the reason why humans are there, too. The epilogue shows instead the Horde sailing to Kalimdor while something sinister happens in Lordaeron...
  • What do you mean by modernized gameplay and redesigned quests?
    Missions should feel less repetitive and some twists are added to the basic build a base then destroy your opponent's base formula. Additional mechanics are introduced with maximum care to make them not frustrating. Quests are also redesigned to feel modern and more similar to Starcraft 2's ones. This includes easier to understand objectives with more complex quest mechanics. Also checkpoints are used extensively, to better keep the player's progress saved if something bad happens.
  • Is the overall story changed, for example taking care of World of Warcraft's events?
    The overall story is the same as classic, with some restored content. Additional elements from World of Warcraft are referenced and integrated into the main storyline, without retconning it in any way.
  • How can I play in my language?
    First check if your language is supported. I plan to support all languages Reforged supports, in time. If your language is already supported, just launch the map with the game in your language and it will work immediately, just like official campaigns. If your language is not supported all map specific text will be in english, additional dialogue will have no voice. Dialogues, game texts and lip sync will be automatically localized tough. I recommend to play in english if your locale is not supported for the best possible experience.
  • Can I edit the maps?
    All my maps are unprotected and as such you are free to open them, look at how they are done and edit for personal use only. It is forbidden however to republish my maps, modified or not, without my explicit consent.
  • Where can I find the AI scripts of the computer opponents in your maps?
    All my AI scripts are written in JASS. You can find them in the map files (.ai extension) and they can be opened with any text editor (I do recommend Notepad++). You can also find them in this thread on Hive Workshop, alongside some AI scripts shared by other creators.
  • What about the tutorial?
    The tutorial is expanded and improved in many ways, beside the fact that it is now fully skippable. While keeping the same core, the tutorial is more explicative of the game mechanics and more interactive. It also features more hints and a bunch of useful optimizations to its triggers. Moreover, the tutorial is now streched along the entire campaign. In other words, you can choose to play or not to play the tutorials on the first and second map and if you do play them, some additional hints and information will be displayed in following missions too. If you skip the tutorials, simpler hints will be displayed like in regular campaigns. If you know how to play I do recommend skipping the tutorial for a more immersive and overall enjoyable experience.
  • Do you plan on re-reforging the entire game?
    It depends. Ideally yes, but it is an huge undertaking and the time and effort required to make it real are enormous. How much this project will encompass of the game depends on your support. Only thing that I promise... if I start a campaign, that very campaign will be finished and released. But how many campaigns I do start re-reforging depends on you, more than on me.
  • How can I support you?
    The preferred way to support the project is by joining the Patreon I opened up specifically for this project. Also, you can check out my YouTube channel and share this project and the channel as much as you can in forums, social media, etc. If you are a youtuber and want to showcase my campaign, let me know so that I can include your footage in this page's showcases section. If you want to contribute with models, translations, voice-acting, bugs reports, design ideas and stuff like that you can join the project's Discord server. Finally, if you play the campaign please leave a review. Reviews are very important to me, both as recognition by the community and as a way to get constructive criticism.
  • Are there any known issues?
    Yes, very minor issues. If you load a saved game, the loading screen crest could appear of the wrong race. I don't know why this happens but it is just a loading screen bug, no effect on the game whatsoever. Also, when loading saves, custom music could be reset and default music could be playing instead. This can be annoying, but sadly there is nothing I can do to fix it. Also, the checkpoints saved by the game are in a folder not shown in some menus. Specifically, you can find them under CustomSaves folder. If this folder is not showing up for you, you probably need to load the game from another map and not from the main menu. As before, there is nothing I can do to fix this, but this is an issue that can be worked around with ease anyway. Finally, there is a remote chance the Codex dialog could disable user clicking on the game world. This was only experienced internally, and it's a very rare bug I don't know how to fix yet. In the case it occours, saving and reloading the game is enough to fix it.



CURRENTLY SUPPORTED LANGUAGES

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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

About me

Custom models

Voice actors

Translators

Acknowledgements

Patreon Supporters


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, special thanks to Horgian
  • GERMAN Knall
  • 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 - 05/2021)
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 - 04/2021)
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 - 03/2021)
Melorandor (02/2021 - current)
Trond Troaab (02/2021 - current)
Vel Wu (02/2021 - current)
Antii Alajääskö (02/2021 - 05/2021)
Seyahnayr (02/2021 - current)
Ruler_Red (02/2021 - current)
Bruno Pereira (03/2021 - current)
David Zelenka (03/2021 - current)
Lindsay Butler (03/2021 - current)
Braulio Diaz (04/2021 - current)
Gabriela Mendez (04/2021 - current)
Rayan Booth (04/2021 - current)
Cristopher Vallejo (04/2021 - current)
Style72 (04/2021 - current)


CHANGELOG



03/07/2020

03/09/2020

05/03/2020

06/17/2020

09/19/2020

09/23/2020

01/07/2021

01/21/2021

02/12/2021

02/24/2021

TBD


  • 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
    - Made the children invulnerable
    - Added chinese (simplified) localization
  • Updated Mission 01 (Chasing Vision) [v1.8]:
    - Fixed a typo in the english Forest Trolls codex
    - Added chinese (simplified) localization

Note: this update features quite a lot of bug fixes with respect to localizations (typos, inconsistencies, some missing localization, etc), english included. Beside that, I also did an optimization pass. Technically speaking, all maps now runs on native lua and are fully leak free. I also optimized many triggers by enabling them only when needed in order to get a bit of performance back. This may be successful or not, always consider though that the high quantity of HD assets on screen (especially during cinematics) will always be taxing for any PC.
This update also features improved facial expression through all cinematics. Let me know what you think of it. While subtle, it can be noticed mostly by looking at the eyes movements of the characters while speaking.
You an also expect minor fixes through all the maps, even if not listed down below.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.4]:
    - Finished french localization
    - Added multiple models for the villagers of Andhoral
    - Improved a bit cutscenes animations
  • Updated Mission 05 (Contdown to Extinction) [v1.4]:
    - Finished french localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Fixed a bug on the Kul Tiras base preventing a rifleman to exit his tent when the camp was under attack
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Fixed Zar'jira attack routines to make sure she attacks twice and comments twice before the final wave
    - Overhauled environmental fog both in game and in cutscenes
    - Improved some camera angles
    - Improved a bit cutscenes animations
    - Improved a bit gameplay animations
  • Updated Mission 04 (The Fires Down Below) [v1.4]:
    - Finished french localization
    - Added range indicator on the 3D world for the murlocs on Snowsong section
    - Improved a bit the Snowsong countdown mechanic system to be a bit less punishing (but still impossible to cheese)
    - Improved Murloc High Sorcerer AI so now it won't as often stop while casting
    - Overhauled environmental fog both in game and in cutscenes
    - Uniformed prisoners stats with player's one
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
  • Updated Mission 03 (Riders on the Storm) [v1.5]:
    - Finished french localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Overhauled environmental fog both in game and in cutscenes
    - Rebalanced the Ogres to be stronger than Grunts
    - Improved a bit cutscenes animations
    - Improved a bit gameplay animations
  • Updated Mission 02 Interlude (Malestrom) [v1.6]:
    - Finished french localization
    - Fixed height of the troll hut of the first scene in order to be on the ground
    - Improved a bit cutscenes animations
  • Updated Mission 02 (Departures) [v1.7]:
    - Finished french localization
    - Added multiple models for the villagers of Southshore
    - Improved and optimized the routines of the villagers of Southshore
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Fixed a bug preventing certain neutral units (e.g. riderless horse) to be shown during cinematics
    - Vastly improved AI (how the AI attacks, where it attacks, etc)
    - Overhauled environmental fog both in game and in cutscenes
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
    - Improved a bit ambient sounds
  • Updated Mission 01 (Chasing Vision) [v1.9]:
    - Finished french localization
    - Added system to auto target certain neutral buildings (e.g. creep camps)
    - Removed some critters that were making hard to path through
    - Overhauled environmental fog both in game and in cutscenes
    - Removed any visible boundary from the view
    - Improved a bit gameplay animations
    - Improved a bit ambient sounds
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
Level 16
Joined
Jul 26, 2008
Messages
1,181
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.
 

InsaneMonster

Hosted Project: W3RR
Level 16
Joined
Jul 20, 2011
Messages
240
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.

Actually I'm just trying to reforge it for good...
 
Level 12
Joined
Dec 4, 2007
Messages
1,082
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
 

InsaneMonster

Hosted Project: W3RR
Level 16
Joined
Jul 20, 2011
Messages
240
Nicely done, i just played the prologue some days ago.

Thanks! :)

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

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


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

View attachment 348956 View attachment 348957

Was the frame rate good? I added a ton of doddoad but on my rig I had no problem whatsoever.
 
Level 16
Joined
Jul 26, 2008
Messages
1,181
Actually I'm just trying to reforge it for good...
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?
 

InsaneMonster

Hosted Project: W3RR
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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?

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.
 
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
 
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InsaneMonster

Hosted Project: W3RR
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Could you please put some hay below the sleeping ogre.

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

When Thrall steps out of hist hut - can he be unmounted? you could switch him to mounted version when he arrives to camp.

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

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

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.
 
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

Check this
Thrall (Mountless) with Spell and Attack
 
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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.
 

InsaneMonster

Hosted Project: W3RR
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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.

Since you are planning to actually Reforged the campaign, I was wondering if you could see my ideas?

Your ideas for a Reforged campaign?

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

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

Thank you very much :)
 
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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.
 

InsaneMonster

Hosted Project: W3RR
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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.

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
 
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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 :)
 
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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..
 
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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

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.
 
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I just gave it a go. I really enjoyed what you've made so far. When WC3R came out I started on a similar project, mostly fixing the tileset on the island maps and making Kul'tiras, but I gave up when I was unable to replace the maps by running them locally. If you're interested in those, I can see about giving them to you and you can just use whatever you want from those.

Anyway, while playing this mission, I spotted some small things that might be worth considering:

- The models for Gar'thok and Nazgrel are used but they are named after generic units. I think it'd be better if they kept their names, as players who have played the Rexxar campaign would like the connection, and if they haven't, the two are loosely established (at least visually as part of the Horde) as far back as the Prologue.
- In theory you could add Drek'thar to the encampment, as he was around Thrall at this time.
- The encampment has two Barracks, I would suggest changing one of the buildings to a War Mill for the sake of variety.
- I think you should change one uit (perhaps a Peon?) for a Shaman, so that all the "ground" Orc units are visible as part of the Horde.

Good luck with your future missions, I'm keen to see how those go :)
 
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It's very good so far, I really enjoyed the improvement you put there.
I agree with other, you can go even further and enchance the gameplay. I understand that your concerns are voices and models so you can't add additionnal dialogues.

In hard it still felt too easy, even with the additional creeps.
You may replace creeps by a faction "Wilderness", like "The Centaurs" in the hord campaign in order for them to focus on injured units rather than the closest one. The 2 golems on the back may be linked together so when you attack one, the other one come from behind ; or the first one may try to flee to the other when he has 50% life left.

You may add a fountain of life in place of the life potion and add additionnals ennemy units or you may meet a shaman in the wild that give you an healing salve (hard beacause of voice acting) or even add a camp or a tent somewhere to hint that someone let it there (you may meet the shaman entering the orc camp when you enter it.) Actually, foutain should have been discovered on third mission from human campaign, but with the addition of the 3 missions from the demo tft campain on the prologue, there is an healing fountain on the third prologue campaign, so you can just put an hint anyway since it's allready broken.

You may replace farseer ability by the one in the ladder, it's actually frustrating to have an useless ability that cost you mana. Remove mana cost and add a cooldown, I think it would feel nicer.

Is it just me or trolls on the east doens't use their abilities ? Trappers should send a net on your grunts.

Actually the fight against the ogre doesn't feel good at all (it's not your fault). There is no reason to put an ogre here for blizzard at the first place except for hinting that ogres are not part of the hord anymore, but the gameplay feel horrible
. In any case, the fight should be harder if you choose to fight him instead of continuing without fighting. I would suggest to give him way more health and make the fight in 2 phases. Maybe he should be unarmed (if models can do it) when you engage him, then he return to his camp and take his weapon when he realize he will die if he don't take a weapon, or maybe give him an enrage ability that boost his damage in 2nd phase or maybe the countrary, he has nice stats from the begining with a temporary debuff that give him less damage and attack speed "lethargy", then reward the player with an item (ring of protection +1 ?) for killing it.


I will keep an eye on your future release as your project feel very good to me.

Good luck and hafe fun.
 

InsaneMonster

Hosted Project: W3RR
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Currently I've started reterraining the second prologue mission. Since I'm Italian I'm forced home for 15 days due to coronavirus outbreak so I've time to work on that, much more than I thought.

I'm trying to make the alliance base an actual naval base, so I'm reterraining much more than the first mission (also, the terrain in this one is very ugly).

I just gave it a go. I really enjoyed what you've made so far. When WC3R came out I started on a similar project, mostly fixing the tileset on the island maps and making Kul'tiras, but I gave up when I was unable to replace the maps by running them locally. If you're interested in those, I can see about giving them to you and you can just use whatever you want from those.

Anyway, while playing this mission, I spotted some small things that might be worth considering:

- The models for Gar'thok and Nazgrel are used but they are named after generic units. I think it'd be better if they kept their names, as players who have played the Rexxar campaign would like the connection, and if they haven't, the two are loosely established (at least visually as part of the Horde) as far back as the Prologue.
- In theory you could add Drek'thar to the encampment, as he was around Thrall at this time.
- The encampment has two Barracks, I would suggest changing one of the buildings to a War Mill for the sake of variety.
- I think you should change one uit (perhaps a Peon?) for a Shaman, so that all the "ground" Orc units are visible as part of the Horde.

Good luck with your future missions, I'm keen to see how those go :)

Good ideas, I'll look into them, except for Drek'Thar who I prefer not to add since he is another hero. Remember that the mission is supposed to be a tutorial. I don't want to change that and adding another hero would confuse (novice) players. Beside that, I've no story content to give him so I'm a bit locked (I don't want to add dialogue without audio).

It's very good so far, I really enjoyed the improvement you put there.
I agree with other, you can go even further and enchance the gameplay. I understand that your concerns are voices and models so you can't add additionnal dialogues.

In hard it still felt too easy, even with the additional creeps.
You may replace creeps by a faction "Wilderness", like "The Centaurs" in the hord campaign in order for them to focus on injured units rather than the closest one. The 2 golems on the back may be linked together so when you attack one, the other one come from behind ; or the first one may try to flee to the other when he has 50% life left.

You may add a fountain of life in place of the life potion and add additionnals ennemy units or you may meet a shaman in the wild that give you an healing salve (hard beacause of voice acting) or even add a camp or a tent somewhere to hint that someone let it there (you may meet the shaman entering the orc camp when you enter it.) Actually, foutain should have been discovered on third mission from human campaign, but with the addition of the 3 missions from the demo tft campain on the prologue, there is an healing fountain on the third prologue campaign, so you can just put an hint anyway since it's allready broken.

You may replace farseer ability by the one in the ladder, it's actually frustrating to have an useless ability that cost you mana. Remove mana cost and add a cooldown, I think it would feel nicer.

Is it just me or trolls on the east doens't use their abilities ? Trappers should send a net on your grunts.

Actually the fight against the ogre doesn't feel good at all (it's not your fault). There is no reason to put an ogre here for blizzard at the first place except for hinting that ogres are not part of the hord anymore, but the gameplay feel horrible
. In any case, the fight should be harder if you choose to fight him instead of continuing without fighting. I would suggest to give him way more health and make the fight in 2 phases. Maybe he should be unarmed (if models can do it) when you engage him, then he return to his camp and take his weapon when he realize he will die if he don't take a weapon, or maybe give him an enrage ability that boost his damage in 2nd phase or maybe the countrary, he has nice stats from the begining with a temporary debuff that give him less damage and attack speed "lethargy", then reward the player with an item (ring of protection +1 ?) for killing it.


I will keep an eye on your future release as your project feel very good to me.

Good luck and hafe fun.

Thank you very much. I believe most of the changes you propose are too drastic and would harm the tutorial nature of this mission. That means: too many mechanics presented all at once are not good and would confuse a new player. Beside that, tutorials should be easy to beat for everyone. I balanced it around losing max two grunts on hard difficulty for players that are not veterans.

Yes I plan on updating the tutorial of the fountain on the third mission of the prologue, along many other things.

I may agree I should make the ogre a bit stronger. I already added the rune and the rune tutorial so I believe it's fine for what concerns items dropped. Keep in mind the original design was to teach sleeping creatures, not how to boss fight. I can however confirm with 100% certainty that trolls do use their abilities.
 

InsaneMonster

Hosted Project: W3RR
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Looks good, though I was actually expecting you to turn the map into like WoW where you first charge the Internment Camp near Hillsbrad to free Grom and then raid Southshore

Thank you for your suggestions! I never played WoW, but from Wowpedia:
"An Alliance naval base, southern Lordaeron - Served as a temporary holding area for captured Warsong orcs, who were quickly freed by the Horde."

I used that as guideline, and I actually turned the first part of the naval base (from the point of view of the invaders, so near the entrance) to an internment camp only, where most orcs are held prisoner (except for Grom, which is the mission goal). I will not change the story, because I can't (dialogues...). This is a preview of the internment camp "near" the naval base (but still whitin its walls):

upload_2020-3-19_9-42-41.png


Also, from Wowpedia:
"The Alliance Naval Base was an Alliance port southwest of Durnholde Keep, east of a river bisecting the area in Arathi Highlands. It was where the humans had captured Grommash Hellscream and his clan. It was manned by a group called Alliance Forces. The base was raided by the Horde led by Thrall who freed Grom and stole ships".

So I believe the naval base and the internment camp within it, raided before stealing the ships of the base itself is canon. What you mentioned is under speculation:
"It may have been part of Southshore, considering it is just northeast of where Southshore is in World of Warcraft. World of Warcraft: Chronicle Volume 3 later confirmed that Thrall stole the ships from Southshore, but Grommash's capture in the town was not mentioned."

According to the speculations, this is my Southshore, just near the naval base. I hope to have mantained the spirit of WoW Southshore, while making it a bit better graphically:

upload_2020-3-19_10-0-49.png
 
Last edited:
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Thank you very much. I believe most of the changes you propose are too drastic and would harm the tutorial nature of this mission. That means: too many mechanics presented all at once are not good and would confuse a new player. Beside that, tutorials should be easy to beat for everyone. I balanced it around losing max two grunts on hard difficulty for players that are not veterans.

I may agree I should make the ogre a bit stronger. I already added the rune and the rune tutorial so I believe it's fine for what concerns items dropped. Keep in mind the original design was to teach sleeping creatures, not how to boss fight. I can however confirm with 100% certainty that trolls do use their abilities.

You have my point, I forgot about the rune, it's a great thing.

The new map looks great so far.
 

InsaneMonster

Hosted Project: W3RR
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Messages
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While the changes to the Reforged version are appreciated (and this is still WIP), they are still too minor to properly approve this resource.

Moved to Substandard.

Ok! I hope you'll reconsider when the next update (the second mission) is released. Dunno why reviewing the bundle so early in development actually... But it's fine nonetheless.
 

InsaneMonster

Hosted Project: W3RR
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Messages
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If this is in "early development", it should be in Map Development instead of the Map Section.

It's a campaign. One mission is ready (two will be soon), other three are in development. There is no campaign section in the site, how does it work in this case?

Edit: I found it useful to publish early to get fast feedback. If none liked it, I would not have made the other maps :p
 

ShadiHD

Hosted Project: W3CSW
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Hello good sir!

it's about time someone started this, I'm willing to contribute and help you with this project, here's my suggestions to further improve the gameplay and lore :

- make custom skins for different orc clans and Human kingdoms for Units and perhaps some buildings (farms for example to reflect the Clan/Kingdom's culture) (for better immersiveness) and not just generic Alliance/Horde units.
- fix the Geography to better reflect the current world map of Warcraft.
- voice record for some major units, (I'm also willing to aid in this since I have a mini-recording studio and I have experience in recording and adding effects to voices).


DM me if you're up for it!
 

InsaneMonster

Hosted Project: W3RR
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Huge update today!

Released Mission 02 (Departures)

Updated Mission 01 (Chasing Visions):
  • 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
Next update you will have to wait for a while and it won't be mission 03... but something inbetween mission 02 and 03!

Map Development is also for campaigns - and it is the place to publish early to get fast feedback. :)

Hi good sir, can you please tell me what kind of minimum criteria should I meet in order to no longer qualify as substandard? Thanks a lot!

Hello good sir!

it's about time someone started this, I'm willing to contribute and help you with this project, here's my suggestions to further improve the gameplay and lore :

- make custom skins for different orc clans and Human kingdoms for Units and perhaps some buildings (farms for example to reflect the Clan/Kingdom's culture) (for better immersiveness) and not just generic Alliance/Horde units.
- fix the Geography to better reflect the current world map of Warcraft.
- voice record for some major units, (I'm also willing to aid in this since I have a mini-recording studio and I have experience in recording and adding effects to voices).


DM me if you're up for it!

I'll answer to you tomorrow, I have to sleep now :p
 

Shar Dundred

Hosted Project: LoA
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Messages
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I think you have already discussed this matter with someone on Discord but I will still reply here.
I understand the desire to improve the campaign maps of Reforged, but campaign edits require
very thorough changes to be sufficient enough for approval.
Improvement of the existing campaigns, Reforged or not, is appreciated, ut improving an existing
map itself is not enough for approval.

Also, substandard =/= bad.
 
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Messages
191
Substandard is an absurd word to use for these kind of maps, it paints them as something crap when they are anything but.

InsaneMonster, I'm playing through the new mission now and I'm very impressed. So far I've only spotted these issues:

1st Mission

- You have the target point as inside the village, but then there is a cinematic that shows the village and Thrall entering it. I suggest moving the target to the village entrance, so the cinematic is the first shot you get of the village.
-

2nd Mission

- The camera pan over the Alliance base needs additional smoothing.
- The Lore info when you get the second quest needs to be delayed, you get too many updates at once and it gets lost in the crowd.
- Path blockers need to be added to the rocks beside the second Scout Tower as your orcs can stand inside the rocks.

I think you did an excellent job on it. Well done!
 
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InsaneMonster

Hosted Project: W3RR
Level 16
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Messages
240
Hello good sir!

it's about time someone started this, I'm willing to contribute and help you with this project, here's my suggestions to further improve the gameplay and lore :

- make custom skins for different orc clans and Human kingdoms for Units and perhaps some buildings (farms for example to reflect the Clan/Kingdom's culture) (for better immersiveness) and not just generic Alliance/Horde units.
- fix the Geography to better reflect the current world map of Warcraft.
- voice record for some major units, (I'm also willing to aid in this since I have a mini-recording studio and I have experience in recording and adding effects to voices).


DM me if you're up for it!

There is a contribute section in the project description. Before adding so much I think it is better to improve about what's there. A lot is missing, a lot can be improved. It is already very hard this way, trust me. But I could use a couple models to get improved cinematics :p

I think you have already discussed this matter with someone on Discord but I will still reply here.
I understand the desire to improve the campaign maps of Reforged, but campaign edits require
very thorough changes to be sufficient enough for approval.
Improvement of the existing campaigns, Reforged or not, is appreciated, ut improving an existing
map itself is not enough for approval.

Also, substandard =/= bad.

Yes, I understood it even the word substandard does feel like it is somehow bad, but I got your point.
If you have played my maps, what should I add, change to qualify as "very thorough changes". That is what I'm interested in and asked around on discord. Otherwise it is very hard for me to comply with your rules, even in perspective of future updates. I would like to directly tell me if it is impossible or not, for you are the mod.

Substandard is an absurd word to use for these kind of maps, it paints them as something crap when they are anything but.

1st Mission

- You have the target point as inside the village, but then there is a cinematic that shows the village and Thrall entering it. I suggest moving the target to the village entrance, so the cinematic is the first shot you get of the village.

2nd Mission

- The camera pan over the Alliance base needs additional smoothing.
- The Lore info when you get the second quest needs to be delayed, you get too many updates at once and it gets lost in the crowd.
- Path blockers need to be added to the rocks beside the second Scout Tower as your orcs can stand inside the rocks.

I think you did an excellent job on it. Well done!

Before all, thank you! I'm glad you liked them!

1st Mission:
- yes it is true, but I really don't know if I like it more the other way... I will think about it!
2nd Mission:
- the camera pan is hardcoded and the only think I can do is removing it sadly
- ok about the lore, I will delay it further in future updates
- yes I noticed that right after I published, so I think this will go in the next update :p
 

Shar Dundred

Hosted Project: LoA
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When I reviewed the map, the second mission had not been released yet so I cannot really
judge how your changes there affect gameplay. I have your project on my radar for re-reviewing,
but I would prefer to see more work done & maps added before that. :)

For the first map I can say that your changes are mostly visual or quality of life improvements
with little impact on the gameplay itself.
I am not saying that these changes are unimportant or do not affect the visual presentation of
your maps, but given the fact that you are working on existing material when editing Blizzard maps,
I am sure you will agree that the gameplay must also be affected in some way.

If you take a look around in the Map Section, you will find a lot of edited Blizzard campaign maps
that are in Substandard because of the changes being not enough.

If you wish to discuss the matter about Substandard itself, feel free to create a thread in either
Staff Contact or Site Discussion.
Don't let something like "Substandard" discourage you from continuing to work on your project, still. :)
The name may be connected with "low quality" but if you look i. e. at the Substandard creations in
the Models section, you will find some great model edits. They are in Substandard due to being simple
edits but many of them are still extremely useful and great to use.
 

InsaneMonster

Hosted Project: W3RR
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Messages
240
When I reviewed the map, the second mission had not been released yet so I cannot really
judge how your changes there affect gameplay. I have your project on my radar for re-reviewing,
but I would prefer to see more work done & maps added before that. :)

For the first map I can say that your changes are mostly visual or quality of life improvements
with little impact on the gameplay itself.
I am not saying that these changes are unimportant or do not affect the visual presentation of
your maps, but given the fact that you are working on existing material when editing Blizzard maps,
I am sure you will agree that the gameplay must also be affected in some way.

If you take a look around in the Map Section, you will find a lot of edited Blizzard campaign maps
that are in Substandard because of the changes being not enough.

If you wish to discuss the matter about Substandard itself, feel free to create a thread in either
Staff Contact or Site Discussion.
Don't let something like "Substandard" discourage you from continuing to work on your project, still. :)
The name may be connected with "low quality" but if you look i. e. at the Substandard creations in
the Models section, you will find some great model edits. They are in Substandard due to being simple
edits but many of them are still extremely useful and great to use.

Thank you, this is finally clear now. Take your time to re-review, the more time I have to add maps and improve them, the better is for anyone involved =)

PS: I'm sorry if in any place I sounded rude or whatever, english is not my first language and all my questions or even critics to the word "substandard" were never meant to be unpolite.
 
Level 12
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Oct 25, 2006
Messages
906
I just watched it! Great work.

Maybe you should shorten it a bit to make it more of a tease. Anyway it's up to you.

I'm delighted!
 
Level 17
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1,164
Haven't played it yet but it better also show the reason why the Amani left the Horde
I think it's rather unlikely considering that the goal of this project is to keep the story intact.

Also, the Amani left the Horde, because Orgrim Doomhammer abandoned them during the siege of Quel'thalas, causing the Trolls to lose and Zul'jin to be captured by the High Elves. I don't see how that relates to the locations or the plot of the Prologue Campaign in W3.

---

As for the campaign itself - I only watched the video, because... well, I refunded my Reforged copy, but I have to say that I'm absolutely amazed with what I've seen and to be perfectly honest: if this wasn't just two maps, but the whole RoC/TFT campaign series... I'd probably re-purchase Reforged just to play it.

So, to keep it simple - I'm rooting for you :) Keep up the good work!
 
Last edited:

InsaneMonster

Hosted Project: W3RR
Level 16
Joined
Jul 20, 2011
Messages
240
I just watched it! Great work.

Maybe you should shorten it a bit to make it more of a tease. Anyway it's up to you.

I'm delighted!

Thank you!

A teaser will come only when the campaign is finished. Until then, you can expect new videos of cinematics/playthroughs for all added mission and also new videos for significantly updated ones :)

New videos, when needed, are published at least once a week, you can follow me on YouTube but I'll also post them here.

Haven't played it yet but it better also show the reason why the Amani left the Horde

That sound quite threathening :p

On a more serious note, anyway, I added a bit of lore explaining the fact that trolls, like the Amani tribe you mentioned, fought alongside the Horde of Gul'Dan during the Second War. I did that to reinforce and explain a bit that sentence from Thrall you quoted.

However it felt to me unfitting to tell why they left. Beside that, I think it would be a bit too long to explain with just a lore hint.

I think it's rather unlikely considering that the goal of this project is to keep the story intact.

Also, the Amani left the Horde, because Orgrim Doomhammer abandoned them during the siege of Quel'thalas, causing the Trolls to lose and Zul'jin to be captured by the High Elves. I don't see how that relates to the locations or the plot of the Prologue Campaign in W3.

---

As for the campaign itself - I only watched the video, because... well, I refunded my Reforged copy, but I have to say that I'm absolutely amazed with what I've seen and to be perfectly honest: if this wasn't just two maps, but the whole RoC/TFT campaign series... I'd probably re-purchase Reforged just to play it.

So, to keep it simple - I'm rooting for you :) Keep up the good work!

Thank you very much for your support!

Remaking everything is a too big project for any solo dev I fear. I also have a game I'm developing in my spare time and I have to work.
But I promise that at least the prologue campaign will be finished. You can count on that! :)
 

InsaneMonster

Hosted Project: W3RR
Level 16
Joined
Jul 20, 2011
Messages
240
err... I think "the Amani left because they were abandoned by the Horde" or "Thrall found distaste in Amani prisoners while he was a slave" would be enough

Hey there, the current lore hint about the trolls states: "Some forest trolls, like the Amani tribe lead by Zul'Jin, fought alongside Gul'Dan during the Second War."

Without making it too longer (long hints are bad from a game design perspective for they worsen the user experience), you are free to contribute by adding what you think is missing :)

Post here and if I think it's good enough I'll add in the next update!
 
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