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




FAQ
  • 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. Beside that, I always advice to load the maps from within another map of the project, to make sure the Codex dialog doesn't bug out. Still, this is an engine bug which prevents the preloading necessary for the Codex dialog to work properly when loading a saved game, unless it's from a map of the project (where the initialization has occurred properly). 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, latino), PraymA (russian, former), Alexey Negodayev (russian, current), Vel (chinese simplified), Dariusz "Noktis"Ćwik (polish), MavByte (german), Alexandre Faller aka Ehlesgens (french)
  • ACOLYTE ShadiHD (english), Luca Pasqualini (italian), Warglaive (spanish, latino), PraymA (russian, former), Фейвури (russian, current), Vel (chinese simplified), Dariusz "Noktis"Ćwik (polish), MavByte (german), Alexandre Faller aka Ehlesgens (french)

  • ITALIAN Luca Pasqualini
  • RUSSIAN Buffalo
  • SPANISH Serena H.
  • LATINO Serena H.
  • FRENCH Bauldeury, Xefiggy, special thanks to Horgian
  • GERMAN Knall, special thanks to MavByte
  • POLISH Ravan, special thanks to 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 - 07/2021)
Vel Wu (02/2021 - 06/2021)
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)
Jacob (05/2021 - 07/2021)
Justine (05/2021 - current)
Marvin Hartwitch (05/2021 - current)
Hjorleif (05/2021 - current)
CasualLoLAddict (06/2021 - current)
michael thomas (06/2021 - current)
PieTroSx (06/2021 - 08/2021)
桑原 麗沙 (06/2021 - current)
Milan Rusnák (06/2021 - current)
ShadowOfOwl (06/2021 - current)
Isaac Partridge (06/2021 - current)
Diego Urquizo Lizarraga (06/2021 - current)
Lex Honecker (07/2021 - current)
MarvinFendt (07/2021 - current)
Артём Романов (07/2021 - current)
Modern Moonlight (07/2021 - current)
Daniel Wurzinger (08/2021 - current)
Yuck (08/2021 - 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

08/19/2021


  • 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
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) localization
    - Added multiple models for the villagers of Andhoral
    - Improved a bit cutscenes animations
    - Fixed Kel'thuzad particle effect to be green
  • Updated Mission 05 (Contdown to Extinction) [v1.4]:
    - Finished french localization
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) 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
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) 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
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) 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
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) 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
    - Finished german localization
    - Finished polish localization
    - Added spanish (latin america) 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
Barorque
First of all: @InsaneMonster managed to Re-Reforge the campaign, there is no doubt about that. Everyone who followed Reforged way back then was hyped. We were promised cinematics on far with modern expectations, some of us have hoped for extra...

InsaneMonster

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Moved back to pending to be re-evaluated.
Will take another look at it when I have the time.

That was unexpected. Let me know what you think, it is important to me (that applies to everyone, not only the moderator). The remaining two maps expect to be changed as much as the third one (overall I mean).
 

InsaneMonster

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I said it would be taken another look at when the third chapter was added. I am a man of my word. ;)
If you wish to edit the first two maps before I take another look, however, let me know.

I always update the already released maps when I release one new. However, I'm quite happy how they turned out. Not all maps should have changed gameplay. To summarize:
1) Gameplay unchanged, reworked terrain (with same design), cinematics (with many added), increased difficulty, added some encounters, refined tutorial, improved secret
2) Base construction gameplay unchanged, improved tutorial, added more creeps. Assault gameplay completely changed (the enemy has an AI now). Terrain updated in the first part (like first map), completely redone in the second one. Of course cinematic fully redone.
2 Interlude) It's new!
3) Map done from scratch, new quest design, cinematics, restored content, tileset, etc...
 

InsaneMonster

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Awwww <3

By the way, in the interlude... the Shaman walks straight through a tree trunk, which viewed from a cinematic angle really triggers my OCD :D

I'll solve that, but I will write in the changelog that's just to appease your OCD :mwahaha:


tried chapter 3 and, there's no Watch Towers? Also if you ESC during the fountain quest turn in the fountain won't get restored and it will take like 5 mins before Thrall gets free Healing Wards; very good chapter otherwise

Thank you for reporting the bugs, I'll fix them in the next version. About the watch towers, they are supposed to be introduced in mission 5, alongside the holdout mission. As you can see, I've changed quite a lot the units you can use (specifically, I'm adding 1 unit per mission).
 

InsaneMonster

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Awesome campaign, land and cinematics are really perfecr, I also enjoyed new models, will wait for new missions!

Thank you! Two new mission are on the works, but they will require some time.

In a couple of hours I'll update the third map with an hotfix. Very minor changes, but required. You can find the changelog as follows:

Updated Mission 03 (Riders on the Storm) [v1.1]:
- 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
 
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Dude it's so inspiring!

This is single handedly make me wanna reinstall to replay a lil bit of that campaign... on your terms these times!

EDIT: It's great that you added the videos, I would have never had installed War3 to check it out. But it made me possibly want to...
 

InsaneMonster

Hosted Project: W3RR
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Dude it's so inspiring!

This is single handedly make me wanna reinstall to replay a lil bit of that campaign... on your terms these times!

EDIT: It's great that you added the videos, I would have never had installed War3 to check it out. But it made me possibly want to...

You reviewed me without playing it? It's... odd!. I really hope you play them for good and tell me what you think!
 
Level 14
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You reviewed me without playing it? It's... odd!
It's not odd, can't I just encourage a fellow developer if there's something in his work which just... "ding" with my feelings?
Not to mention the passion and the hardwork you seem to be putting in there.
I can't do anything else than use the different vectors I have to encourage that.
 
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It's not. Lots of people do it especially with low ratings.
However, it's not fair.
If there were a thousands people rating and commenting every day, I wouldn't feel the need to bump up the morale of fellow devs.

Sorry if I'm stepping out of the lines \o/

EDIT: Now if that makes you more comfortable, I'm writing comments, voting and giving rep to many people.
 

InsaneMonster

Hosted Project: W3RR
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Maps approved!

Great! Thanks! This is amazing news!

If there were a thousands people rating and commenting every day, I wouldn't feel the need to bump up the morale of fellow devs.

Sorry if I'm stepping out of the lines \o/

EDIT: Now if that makes you more comfortable, I'm writing comments, voting and giving rep to many people.

Hey I didn't want to start any kind of argument. Anyway Goffterdom, I'm looking forward to know what you think of the maps once you have played them! :)
 
Level 14
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Yeah me neither, sorry if it looked that way.

I'm just filled with emotions whenever I see people hard working on Reforged projects, I can't help myself but to pop in and try to bring some love, in any way I can.

I have a question though, since the custom campaign feature is gone, do we launch your maps one after the others?

If yes, how did you do with character progression? Do you just consider that the player "collected" everything he could on previous mission and spawn him with it in the next one?

EDIT: Another question if I may, when (and if) the custom campaign feature comes back, will you instantly port your work to it? (I guess so). How hard do you think it'll be to convert it to a functional campaign?
 

InsaneMonster

Hosted Project: W3RR
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Yeah me neither, sorry if it looked that way.

I'm just filled with emotions whenever I see people hard working on Reforged projects, I can't help myself but to pop in and try to bring some love, in any way I can.

I have a question though, since the custom campaign feature is gone, do we launch your maps one after the others?

If yes, how did you do with character progression? Do you just consider that the player "collected" everything he could on previous mission and spawn him with it in the next one?

EDIT: Another question if I may, when (and if) the custom campaign feature comes back, will you instantly port your work to it? (I guess so). How hard do you think it'll be to convert it to a functional campaign?

Well well, for now I disabled character progression but I will enable it as soon as custom campaigns come back. The best way to start the maps is through the editor (test map). This way, you can select the difficulty. Otherwise it will always default to normal.

Yes, as soon as custom campaigns are back this will be ported over immediately. There are a few things I want to port from mission to mission:
1) Lore tips and hints where applicable (if you click in one mission, it's not repeated in another)
2) Character progression (as always)
3) The base, gold remaining (both within a certain boundary) and survived trolls villages in the 3rd mission are ported to the 5th (the map layout is shared already, you can see the attacking murloc villages in the 3rd even if, in the 3rd, they do nothing), plus some other little comments and dialogues (for example about the fountain if it was not healed, there is cut content for that)
4) The remaining troops at the end of 4th mission are ported to the 5th as initial troops (plus some default ones)
 
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I played the first map and what really stroke me was the quality of the terrain :)

One thing bothers me though (like it does with official campaigns): the hero progression is not pleasing in terms of XP.

You grind forever little monsters for no benefits and you are deliberately locked to certain levels.

It would be nice to see a campaign where farming your hero actually feels rewarding in terms of XP and level gains (of course the difficulty of the campaign should adjust to that).

In any case, it felt better than the Reforged prologue so far :)
 

InsaneMonster

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I played the first map and what really stroke me was the quality of the terrain :)

One thing bothers me though (like it does with official campaigns): the hero progression is not pleasing in terms of XP.

You grind forever little monsters for no benefits and you are deliberately locked to certain levels.

It would be nice to see a campaign where farming your hero actually feels rewarding in terms of XP and level gains (of course the difficulty of the campaign should adjust to that).

In any case, it felt better than the Reforged prologue so far :)

The first map is the most similar one. Go on playing.

Btw, I don't want to change warcraft 3, just to modernize it. If you feel in following maps to have to grind too many creeps, tell me. The first map is what it is because it's built around the tutorial. I could make it so you level slower when you skip the tutorial tough.
 
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HI,

i loved so much your campaign, that is what we need in warcraft 3 reforged

One ting man i played "Chronicles of the Second War: Tides of Darkness Demo" before i play your campaign the most impressive thing was mission progress (items, abilities ...) and when i played your campaign i was said when i played the second mission no mission prgress :( why?? plz make mission progress :) your map dessign is beautiful make the good work man!!! ;)
 

InsaneMonster

Hosted Project: W3RR
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HI,

i loved so much your campaign, that is what we need in warcraft 3 reforged

One ting man i played "Chronicles of the Second War: Tides of Darkness Demo" before i play your campaign the most impressive thing was mission progress (items, abilities ...) and when i played your campaign i was said when i played the second mission no mission prgress :( why?? plz make mission progress :) your map dessign is beautiful make the good work man!!! ;)

Hey there, I am waiting to complete the campaign (btw, the next update) so to properly balance everything. As of now, I've balanced the missions as-is, then I need to properly balance progression. It's not easy, because progression will be more extensive and complex than just items and abilities, so I need to have all laid out to make it work properly without having to redo it multiple times (I am one guy, and I would like to avoid doing the same work multiple times).
 

InsaneMonster

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Updated some showcase videos with latest version PLUS some teaser of what is to come in the next update (campaign full release) :p


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WC3ScrnShot_103120_124319_001.png

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WC3ScrnShot_103120_124421_001.png

PS: I'll probably stop showcase videos when it releases for quite a while, both because we have quite a lot of mission and at the same time I want people to play it instead of just watching me playing it. Probably, I'll make some cinematics showcase sooner than playthroughs. You can expect me to update all the showcases for when the campaign is full released.
 

InsaneMonster

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I like how you made the Darkspear Dungeon look more Highborne and Sunken Ruins-ish while keeping the fiery underworld theme

I really do feel Zar'jira needs her own model; I hope someone makes one

Well, the Naga Sea Witch model is only used for her, so there should be no repetition. Before release, I'll port many Vashi's animations to her to improve the cinematics.
 
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My friend I want to be one the people that just wants to say THANK YOU!!!
You gave me what I was hoping for when I pre-purchased this WC reforged and what I waited for until it came out
I can't want to play all your maps (y)
 
Level 14
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I just played the latest available chapter and I must say I really enjoyed it.

It was a bit too easy (but is there a difficulty option?).

The terraining is amazing overall, a few rocks are too big and ground brushes could feel a little bit more natural, but I can only tell because the rest is awesome :)

I was pretty amazed at Kul Tiras unit model details as well (noticeably the Knight, which "seems" to be the same but has actually quite a few distinctive details <3).

Looking forward the rest, keep up the good work!

EDIT: And I didn't mention the cinematic but they are well staged as well. My only regret is that my GPU starts burning because of Reforged (and I literally hear the crisp sounds), and by no mean is it an "old" GPU, just not a recent one.
 

InsaneMonster

Hosted Project: W3RR
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My friend I want to be one the people that just wants to say THANK YOU!!!
You gave me what I was hoping for when I pre-purchased this WC reforged and what I waited for until it came out
I can't want to play all your maps (y)

Thanks! Stay tuned for final release of Prologue Soon.

I just played the latest available chapter and I must say I really enjoyed it.

It was a bit too easy (but is there a difficulty option?).

The terraining is amazing overall, a few rocks are too big and ground brushes could feel a little bit more natural, but I can only tell because the rest is awesome :)

I was pretty amazed at Kul Tiras unit model details as well (noticeably the Knight, which "seems" to be the same but has actually quite a few distinctive details <3).

Looking forward the rest, keep up the good work!

EDIT: And I didn't mention the cinematic but they are well staged as well. My only regret is that my GPU starts burning because of Reforged (and I literally hear the crisp sounds), and by no mean is it an "old" GPU, just not a recent one.

First of all thank you and I'm happy you managed to play it at last! :)

So, terrain brushes are what they are. If you tell me where you feel them innatural I can take a look, but there is only so much I can do with the way editor handles terrain. Some rocks are big yes, the problem is that some Sunken Ruins tileset rocks are also low res with respect to the others, so they are easier to notice when upscaled.

About difficulty, you played on normal if you played from the custom game section of the game. Normal is balanced and overall enjoyable but if you are a veteran and play like me, or just to make an example you play like Jayborino, you really need to play on hard to get some challenge. In other words, easy is for noobs, hard for veterans and normal for everyone else. By default in the custom game section you can only play on normal, but you could give the maps a try (especially the third one) on hard by using the editor. You need to open the map in the World Editor (it's not protected so you can do it easily) and then go to preferences -> test -> hard difficulty and then test the map.
 
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Thanks for the details. I definitely prefer harder difficulty even if I'm by no mean a pro RTS player (I got some solid foundations nonetheless).

I might give it another try once the other chapters release :)
 

InsaneMonster

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Do you plan re-reforged human, undead, orc night elfes campaign as well? :D

Yes, depending on support received as soon as I release this one.

I have to say you did a pretty good job with it far much better what Blizzard made

Wait to see the final complete version of the prologue out Soon(TM)! ;)
 

InsaneMonster

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Great work on this.

Thank you! I hope to deliver a late christmas gift to the whole community... and I hope the next version will be played by you Blues too. I think I nailed what your intentions originally were with Reforged, both from a game design and a cinematic standpoint ;)
 
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I've played through the whole Prologue in one sitting and i must say.... My god, you outdid yourself, mate! This is amazing! Every little detail. And that Boss battle in Chapter 4, it was intense and fun!

WARCRAFT III: RE-REFORGED is in good hands! I can't wait to see the next campaign, which is a favorite of mine - The Scourge of Lordaeron.
 
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Honestly it's the best mod ever, can't wait for the next campaigns, specially the night elf ones <3

It's funny that a single fan in less than a year can make a better truly reforged campaign than the original company who made this game.
 
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