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

Warcraft 3 Re-Reforged: Exodus of the Horde

This bundle is marked as director's cut. It exceeds all expectations and excels in every regard.
full


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



This project truly captured what was intended for the Reforged campaign
Kam - Blizzard Warcraft 3: Reforged Campaign Designer
InsaneMonster did what Blizzard now find's impossible. Created something out of love for the original game and honored its memory
DesignerDave - Blizzard Warcraft 3: Classic Game Designer

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 <-- CLICK HERE FOR INSTALL INFO
  • 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. You can record any footage of this campaign and put it online without risk of copyright infringements.
  • ARE HEROES LIKE IN THE VANILLA CAMPAIGN?
    Heroes abilities 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 be personally involved to gain experience and a lot of killing is usually required to gain levels. Tomes of experience and creep camps to clear come in really handy, so make sure to search for them!
  • 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.
  • 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...
  • ARE THERE ANY KNOWN ISSUES?
    Not many, but I will list the few you might encounter:
    1. Opening the codex dialog while a cinematic is starting might have some weird effects on some cinematics. This is because the system I use to pause the game when the codex is opened just emulates Blizzard natives, which I can't use since that logic is hidden underneath the game engine. I will check if there is a way to prevent this, but it's very weird and low priority, so I can't promise on when it will be done. Don't report this bug to me because it's not really a bug, but just a very rare unintented behaviour that can be avoided very easily.
    2. Difficulty might not be retained between missions. Use the cheat code "howhard" to display the difficulty level of current mission. If it's not what you expect, just quit mission, select the new difficulty and then load it up again. Blizzard should have fixed this by now, but in case it happens again, you know how to deal with it.
    3. Sometimes facial animations of characters might stop working (partially or entirely). Usually restarting the game and reloading the map should fix the issue. It's also been noticed that facial animations tends to break more when alt-tabbing. This is due to Blizzard code, I can't fix it. If anyone knows a workaround, just let me know.
    4. In some locales, loading screen crest might be smaller or not fully centered. This is due to a bug in how the game client handles the loading screen crest, whose partially depends on the amount of text in the loading screen.
    5. If you reload a saved game, the crest might appear of the wrong race. Again, this is a Reforged issue, tell Blizzard about it.
    6. Some crashes might happen due to unpredictable circumstances. Just deal with them. It's not Re-Reforged, it's the game client.
    7. If the game crashes often, make sure to check your graphics settings, for Re-Reforged might be a bit heavier than vanilla Warcraft 3 Reforged:
      1. Reduce graphics quality in settings (make sure to not open options from in-game because, in rare cases, it could freeze the game);
      2. Set game to fullscreen mode;
      3. Close all other applications you can close, to reduce RAM and GPU usages.


CURRENTLY SUPPORTED LANGUAGES

full
full
full
full
full
full
full
full
full


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 assets

Custom systems

Voice actors

Translators

Acknowledgements

Patrons Hall of Fame


My name is Luca Pasqualini and I'm an italian software engineer and teacher. I was a researcher with a PhD in AI. I love developing games in my spare time.

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.

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 am really excited of what's still ahead!

The following list is a definitely not comprehensive list of assets used in some form that you can find on Hive Workshop.
In general, many models are built specifically for Re-Reforged and you can extract them and use them so long you give credits. Many of the following models have also been edited/improved to better work within the Re-Reforged ecosystem. Let me know if you see some assets (models, textures, icons...) in the campaign that are available on this website in some form and that are not credited here, I'll immediately add them in the list and give proper credits to their authors.


All the model designed for Re-Reforged are made by Mr. Ogre Man (main modeler) and Furgrim (fixer and animator).
All the icons designed for Re-Reforged are made by Handclaw. The amazing loading screens are made by Dagren


  • LOA imtotallynotmute (english), Kentel (italian), Warglaive (spanish, europe), Lilmunsta (spanish, latino), Alexlei Negodaev (russian), 杰 (chinese simplified), Dariusz "Noktis"Ćwik (polish), MavByte (german), Akim Belkeir a.k.a "Shunrik" (french)
  • ACOLYTE ShadiHD (english), Alessandro "Dagren" Monti (italian), Warglaive (spanish, europe), Lilmunsta (spanish, latino), Feivurey (russian), 小白狮 (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 Alexandre Faller a.k.a Ehlesgens
  • GERMAN MicRaving
  • POLISH Patryk „Dark Mefisto” Ośka
  • CHINESE (SIMPLIFIED) 正电子海, 蓝蓝子, 斯美拉琪海露, 奥丁信徒, Eddy

  • AlexMSimenov for most early no-glow hero models.
  • loktar for the classic sound files in the second mission Departures. It was beautiful while it lasted... thanks!
  • 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.
  • Barorque 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.
  • Mr Ogre Man for his help with the models.
  • Knall for beta-testing and the collectible scrolls idea.
  • Spooki for overall help with the codex.
  • Zorrot for his help with the chinese community.
  • Warglaive for recording footage with graphics mods for the trailer.

For a comprehensive list of all the supporters, check out this page!

You all are amazing, thank you for your support!



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

01/15/2022

01/30/2022

02/11/2022

05/06/2022

12/10/2022

12/11/2022

04/04/2023

04/05/2023

06/26/2023

07/14/2023

12/23/2023


  • 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

Note: maintenance update to accompany the release of The Scourge of Lordaeron Act I.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.5]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 05 (Contdown to Extinction) [v1.5]:
    - Some typo and consistency fixes in all localizations
    - Some minor improvements to AI
    - Changed gold mine model to reflect Sunken Ruins tileset
    - Some minor model fixes
  • Updated Mission 04 (The Fires Down Below) [v1.5]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 03 (Riders on the Storm) [v1.6]:
    - Some typo and consistency fixes in all localizations
    - Improved music to better reflect Alliance vs Horde theme
    - Changed gold mine model to reflect Sunken Ruins tileset
    - Some minor improvements to AI
    - General improvements to creep camps
  • Updated Mission 02 Interlude (Malestrom) [v1.7]:
    - Some typo and consistency fixes in all localizations
  • Updated Mission 02 (Departures) [v1.8]:
    - Some typo and consistency fixes in all localizations
    - Hellscream is back... sorry guys, cannot risk to anger Games Workshop
    - Improved music to better reflect Alliance vs Horde theme
    - Some minor improvements to villager models and Syndicate units color
    - Some minor improvements to AI
    - General improvements to creep camps
  • Updated Mission 01 (Chasing Vision) [v2.0]:
    - Some typo and consistency fixes in all localizations
    - General improvements to creep camps

Note: this updated is focused on translation. Some english typos have been fixed too around all various maps.

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 05 (Contdown to Extinction) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 04 (The Fires Down Below) [v1.6]:
    - Improved french, russian and italian translation
  • Updated Mission 03 (Riders on the Storm) [v1.7]:
    - Improved french, russian and italian translation
  • Updated Mission 02 Interlude (Malestrom) [v1.8]:
    - Improved french, russian and italian translation
  • Updated Mission 02 (Departures) [v1.9]:
    - Improved french, russian and italian translation
  • Updated Mission 01 (Chasing Vision) [v2.1]:
    - Improved french, russian and italian translation

  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.7]:
    - Improved french translation
  • Updated Mission 05 (Contdown to Extinction) [v1.7]:
    - Improved french translation
  • Updated Mission 04 (The Fires Down Below) [v1.7]:
    - Improved french translation
    - Fixed some italian translation typos
  • Updated Mission 03 (Riders on the Storm) [v1.8]:
    - Improved french translation
  • Updated Mission 02 Interlude (Malestrom) [v1.9]:
    - Improved french translation
  • Updated Mission 02 (Departures) [v2.0]:
    - Improved french translation
    - Fixed bug preventing creep camp fires to turn off when the relative creep camp is defeated
  • Updated Mission 01 (Chasing Vision) [v2.2]:
    - Improved french translation
    - Fixed bug preventing creep camp fires to turn off when the relative creep camp is defeated

Note: this updated is focused on adding some more depth to the characters/factions, while bringing up to par with the human campaign all cinematics, back-end and front-end systems.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.8]:
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - General optimization, bugfixes and improvements
  • Updated Mission 05 (Contdown to Extinction) [v1.8]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Added resistant skin to Nazgrel since it's a demi-hero
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements
  • Updated Mission 04 (The Fires Down Below) [v1.8]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Increased a bit the overall difficulty of the mission, especially in the last encounter (reduced Flame Strike cooldown, increased mana and damage of Dagon, reduced runes dropped by barrier Mur'Ghuls)
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - Added resistant skin to Snowsong since it's a demi-hero
    - General optimization, bugfixes and improvements
  • Updated Mission 03 (Riders on the Storm) [v1.9]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras unit skins with new improved skins much easier to recognize and tell apart
    - Updated barracks, farm and altar Kul Tiras skins to be thematic and easy to recognize (more skins will come in the future for all buildings requiring them!)
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - Fixed Kelen the Seeker not being able to use its Kelen's Dagger of Escape
    - Rebalanced the tidesage (made stronger) and the hydromancer (made a bit weaker)
    - Increased the strength of Sea Giant creep
    - Added resistant skin to Nazgrel since it's a demi-hero
    - Reduced the amount of messages on screen, especially when tutorial is disabled and also for what concerns the optional quest
    - General optimization, bugfixes and improvements
  • Updated Mission 02 Interlude (Malestrom) [v2.0]:
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Updated all Kul Tiras skins (also added new skins, hopefully now nobody will think the captain is Proudmoore...)
    - Fixed Kelen the Seeker eyes not being blue like other High Elves
    - General optimization, bugfixes and improvements
  • Updated Mission 02 (Departures) [v2.1]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Completely redone villagers AI, now much more effective and less heavy on performances
    - Improved chinese translation
    - Updated Warsong Grunt model to be much more unique
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements
  • Updated Mission 01 (Chasing Vision) [v2.3]:
    - Cinematic overhaul (reduced fades to black, improved some camera angle)
    - Light overhaul (added a rim light, improved all Day-Night-Cycle (DNC), fixed black faces of unlit characters during cinematics using also ambient light)
    - Removed low poly grass
    - Added animated natural doddoads
    - Improved chinese translation
    - Added new chinese logo
    - Reduced the amount of messages on screen, especially when tutorial is disabled
    - General optimization, bugfixes and improvements

Note: this update brings compatibility to W3R 1.34, while adding a small bunch of improvements.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    - General localization improvements
  • Updated Mission 05 (Contdown to Extinction) [v19]:
    - Improved Kul Tiras models
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 04 (The Fires Down Below) [v1.9]:
    - Improved Kul Tiras models
    - Made the Murloc High Sorcerer a bit stronger to fight against
    - Now summoned units can't trigger the end game section
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 03 (Riders on the Storm) [v2.0]:
    - Improved Kul Tiras models
    - Added thematic Kul Tiras buildings
    - Made the Kul Tiras forces more prone to attack and less strong in defense
    - General localization improvements
    - Made all codexes easier to find
  • Updated Mission 02 Interlude (Malestrom) [v2.1]:
    - General localization improvements
    - Improved weather effect during the storm
  • Updated Mission 02 (Departures) [v2.2]:
    - General localization improvements
    - Made Southshore codex easier to find
  • Updated Mission 01 (Chasing Vision) [v2.4]:
    - General localization improvements

Note: this is an hotfix to chinese translation.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v1.9]:
    - Improved chinese localization
  • Updated Mission 05 (Contdown to Extinction) [v1.9]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 04 (The Fires Down Below) [v1.9]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 03 (Riders on the Storm) [v2.0]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 02 Interlude (Malestrom) [v2.1]:
    - Improved chinese localization
  • Updated Mission 02 (Departures) [v2.2]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 01 (Chasing Vision) [v2.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization

CUSTOM CAMPAIGN UPDATE
- The entire prologue campaign is now bundled in a single .w3n (custom campaign) map file. This allows you to select difficulty in the game, select missions in the game and load saved game through game menus.
- The entire package is around 600 MB smaller than the previous version
- The custom campaign features a custom loading screen inspired from the default game one with the appropriate information about Hive Workshop and the project Patreon page
- File organization is reworked completely: all files (including most of the object related strings) are now contained in only one file, thus making translation and fixing backend much easier
- Object data completely reworked: all custom units are assigned as map-specific or campaign-specific and they are all organized with proper ids
- Chaos damage removed on all creeps where it makes no sense to have it
- Divine armor icon now properly displayed
- Items are completely reworked: they are reorganized, harder to kill and their values make more sense on a global scale
- Integrated some balance changes since 1.31 to Re-Reforged (like Sundering Blades, Prioritize Air and more) plus some other to improve gameplay
- Improved some codex and hint texts on all missions
- Now human scout towers have 1800 sight range on both day and night
- Made Death Pact and Death Ritual cost 0 mana (with longer cooldown, like the integrated Far Sight)
- Racial shops are redone according to the new items categorization system
- General improvements to all models (some are even new, other improved and optimized for 1.35)
- All ghosts now have a 15% transparency added to them beside the model fresnel effect
- Complete rework of all walking sounds (they loop correctly now in all cinematics)
- Music save/reload bugs now fixed
- Music overall randomization is better when default music is played
- Music doesn't include TFT tracks as default tracks anymore
- Fixed music sometimes not resetting correctly to the intended playlist
- dded new cheats: now "ggwp" (add "-cache" or "-nocache" to make it save the cache or not). You can also display current difficulty using "howhard" and you can enable all campaign buttons using "notimetowaste"
- Codex system UI reworked: now using icons, more space to display text and better hints to avoid issues with scrolling (please note, it's impossible to make it scroll from the start due to an engine limitation)
- Codex system interaction reworked: now codex scrolls give XP to heroes collecting them depending on how difficult they are to find. Their position is also reworked to be easier to find in all maps
- Added custom loading screens for all missions, reflecting how the missions are supposed to take place in the extended world of WC3 joined with the world from WoW
- Optimized and improved all trees animations
- Added some unit (mostly creeps) randomization to increase replayability
- Added some items randomization to increase replayability
- Reworked the final "thank you" screen to be more up-to-date
- Added intro cinematic you can play before playing the campaign, like in default campaign
- Added campaign logo
- Improved Re-Reforged logo both in maps and in the campaign menu
- Improved custom voice acting
  • Updated Mission 05 Epilogue (Beyond the Sea) [v2.0]:
    - Added more variation to the villagers
    - AI upscaled reslution of ships used in close-up shots
  • Updated Mission 05 (Contdown to Extinction) [v2.0]:
    - Now Snake Creature is a proper Naga Royal Guard (as per its stats)
    - Now the racial shop is already pre-built for the player
    - Some general environmental improvements
  • Updated Mission 04 (The Fires Down Below) [v2.0]:
    - Completely reworked stealth detections sytem: new graphics, better introduction and now more integrated with the game
    - Made Ancient Spirits encounter overall harder
    - Made the fight at the barrier overall harder
    - Made the fight with the Murloc High Sorcerer overall easier
    - Some general environmental improvements
  • Updated Mission 03 (Riders on the Storm) [v2.1]:
    - Improved some camera shots in various cinematics
    - The shop is now in-line with racial shops of the orc (within map tech-tree limits)
    - Made Ancient Spirit encounter overall harder
    - Some general environmental improvements
  • Updated Mission 02 Interlude (Malestrom) [v2.2]:
    - Reduced the amount of white in the dream sequence fades (now they are grey)
    - AI upscaled reslution of ships used in close-up shots
  • Updated Mission 02 (Departures) [v2.3]:
    - Added more variations to the villagers
    - Fixed peasant axing unappropriate stuff, now they axe wood
    - Some general environmental improvements
    - The mission now takes place nearby Southshore
  • Updated Mission 01 (Chasing Vision) [v2.5]:
    - Improved camp animations
    - Improved camp buildings scale
    - Now Medivh can't be selected in-game and its quest icon display the raven icon (why reveal his face earlier than the final cinematic?)
    - Now circles of power are hidden if not playing tutorial
    - Improved some tutorial hints
    - Some general environmental improvements
    - The mission now takes place in the Hillsbrad Foothills, at the boundary with the Arathi Highlands
    - Circle of Outer Binding renamed into Circle of Elements

Hotfix
- Removed all animated trees triggers (now it's done by fixing the models)
- Fixed some typos
- Added a missing loading screen (sometimes loading screens get removed by the editor when saving campaigns. In time I will understand the pattern to avoid that, but for now, just bear with me)

This version add localization in most languages, plus a bunch of fixes and improvements. As of now, only polish localization is still missing.
- Added french, spanish latino, spanish european, italian, chinese simplified, german, french and russian localization, consisting in UI, texts and full voice acting
- Added hydromancer adept/master icons
- Increased responsiveness of codex dialog buttons (when clicking on the text, now they are fully responsive)
- Removed most memory leaks in all maps
- Improved the loading screen graphics of Thoradin's Wall landmark
- Fixed some graphical issues on Kul Tiras buildings portraits
- Fixed detection aura moving around following the head of the model it was attached to
- Some minor improvements here and there

Hotfix, doesn't require map version change.
  • Updated Mission 05 Epilogue (Beyond the Sea) [v2.1]:
    - Fixed an optimization issue causing attack waves to not start

This version add localization in polish language, plus a bunch of fixes and improvements.
- Added polish localization, consisting in UI, texts and full voice acting
- Fixed some typos in french localization
- Fixed some typos in the english localization
- Magic damage is now added on all creeps where it makes sense to have it, including custom units (e.g. tome wraiths, etc)
- Improved some models, textures and animations (e.g. golems, ogre mounds)
- Added custom model to Scurvy Pirates and Phat Lewt
- Removed built-in crest from loading screens
- Improved some AIs
- Optimized AI routines and removed their leaks
- Reworked checkpoints to avoid bugs and improve their spreading within the maps
Contents

W3RR Exodus of the Horde (Campaign)

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...
Wazzz
What can be said about this rendition of the Prologue that hasn't been said already? Everything that was promised by Blizzard didn't even come close to what's been presented here. A lot of the touch ups to even the tutorial missions are intuitive. The...
I've added a video playthrough of the first map!

The next update will come in a while and will feature a complete new interlude between mission 02 and mission 03.

Toghter with some polishing and bug-fixing, you can expect an huge overhaul to hero graphics in cinematics. Here some teasers (on mission 02, but they also applies to mission 01):

WC3ScrnShot_051120_122523_001.png
WC3ScrnShot_051120_122603_001.png
WC3ScrnShot_051120_122710_001.png
WC3ScrnShot_051120_122750_001.png
WC3ScrnShot_051120_122830_001.png
WC3ScrnShot_051120_122839_001.png
 
Updated the campaign. This update is huuuge for it brings back lip-sync and the hero-glow is removed from heroes during the cinematics.

It also adds a new interlude, I hope you may like it.

I've also added a video showcasing the interlude:

Of course, now all the previous videos are outdated, but I will update them as time goes by.

As always, critics and comments are welcome and very appreciated! I hope you like it.

As a side note, you can see now I managed to make lip-sync working again.
You can find a written tutorial at [Misc] - How to: Warcraft 3 Reforged Animated Portraits

Or if you like it more, there is also a video tutorial:
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
It also adds a new interlude, I hope you may like it.
Okay, dude... I don't care how long it takes, but you have to keep going after the prologue - your work is the REFORGED campaign that we all deserved. Amazing job!

---

As for the cinematic - I think it could use to be a bit... shorter, especially at the end. The whole battle sequence is amazing, but later it drags a little. I'd suggest adding a bit more action/logic behind what's happening after that, rather than just showing that everyone washed ashore and that there are trolls on the island. For example:

#Cut 1) Human forces landed, setting up camp, Proudmoore moves out with a scouting party.
#Cut 2) Trolls walking out, as if to see who landed on their shore.
#Cut 3) Proudmoore's scouting party notices the trolls and takes them captive, other trolls escape. You can use the "seize them all" line from the first custscene with Admiral Proudmoore in the Rexxar campaign for this.
#Cut 4) Thrall and the Orcs - just like you have it now.

I feel something like this would lead in to the events of the next mission better. Especially the Thrall's scene being the last one :)
 
Okay, dude... I don't care how long it takes, but you have to keep going after the prologue - your work is the REFORGED campaign that we all deserved. Amazing job!

Thank you mate! I cannot make everything, unless I start a patreon and get some financial support. It's too much work to do just on spare time. To do something like that I have to gain something from doing it, don't you think?

As for the cinematic - I think it could use to be a bit... shorter, especially at the end. The whole battle sequence is amazing, but later it drags a little. I'd suggest adding a bit more action/logic behind what's happening after that, rather than just showing that everyone washed ashore and that there are trolls on the island. For example:

#Cut 1) Human forces landed, setting up camp, Proudmoore moves out with a scouting party.
#Cut 2) Trolls walking out, as if to see who landed on their shore.
#Cut 3) Proudmoore's scouting party notices the trolls and takes them captive, other trolls escape. You can use the "seize them all" line from the first custscene with Admiral Proudmoore in the Rexxar campaign for this.
#Cut 4) Thrall and the Orcs - just like you have it now.

I feel something like this would lead in to the events of the next mission better. Especially the Thrall's scene being the last one :)

Mmh, now there is something I think you didn't get from the cinematic (correct me if I'm wrong): it's a dream.

It's the vision Sen'Jin talks about in the following mission. This is why it looks... strange. There are many cuts, some weird pauses and some confusing actions (for example the battle is not a real battle, for the Maelstrom interrupted it before it could even start for real).

Beside that I wanted to showcase the new (from the new player perspective) tileset of sunken ruins. Also, Proudmoore is not on the island and what you see is just a small number of dispersed troops led by the archmage Kelen the Seeker. Since there is no precise lore for this events, I used the dream to summon sensations, feeling and what is happening, just to represent my own interpretation of the lore without forcing my own view on the players.

Hope you understand.
Some of your suggestions contradict the lore and what I plan for the next mission. Proudmoore (or in this case the Archmage) do not take the trolls captive. They kill them.
The next mission will be redesigned to have you actually defend the trolls while defeating the humans ;)
 
Level 20
Joined
Feb 23, 2014
Messages
1,264
I cannot make everything, unless I start a patreon and get some financial support.
I'm not saying everything, but... every little bit helps as your work is truly amazing :)

To do something like that I have to gain something from doing it, don't you think?
That's fair - my money's a bit tight at the moment, but once things get better I'd be happy to support you financially and I think I might not be the only one. That said, it remains to be seen whether Blizzard would be okay with something like this, that is if you ever choose to try :)

there is something I think you didn't get from the cinematic (correct me if I'm wrong): it's a dream
Good point, I didn't get that :)

Beside that I wanted to showcase the new (from the new player perspective) tileset of sunken ruins.
Also a fair point, but I still feel that the back half of the cinematic feels a bit dragged out and could use to either be shorter or have more action. I mean no offence, but I had the impression that this part was more you showing off your terraining/cinematic-making skills, than something that would be actually relevant to the story.

Also, Proudmoore is not on the island and what you see is just a small number of dispersed troops led by the archmage Kelen the Seeker.
Another fair point. It's good to see that you seem to have a perfectly logical reasoning for every little bit of the cinematic :)

That said, if it's a vision... well, visions were usually something that was granted for a pretty specific purpose, regardless if that purpose was clear initially or not. In your vision, I don't really see a meaningful purpose - it appears to just inform Sen'jin that there was a naval battle nearby and that humans and orcs have landed on his island.

That's a little ambiguous, which might be a good thing if that's what you're going for, but I think it could use to be a bit more structured, i.e. be more of a warning. Thus, I feel it might be a good idea to show that the humans are attacking the trolls inside the vision. Or maybe, if you don't want to be so direct, do something like a vision of a troll village with human forces coming from all sides. Something that would more or less directly portray humans as a threat to the trolls.

Finally, I think you could consider moving the Thrall's part to the end of the vision sequence. In my opinion it would add a little more structure to the vision, i.e. it would first show the context (sea battle), then the threat (humans attacking the trolls) and then the hope (Thrall and the Horde) - it could make the vision feel more like it's directed to warn the trolls and push them towards seeking out the Horde, which is what they do in the next mission.
 
Last edited:
Also a fair point, but I still feel that the back half of the cinematic feels a bit dragged out and could use to either be shorter or have more action. I mean no offence, but I had the impression that this part was more you showing off your terraining/cinematic-making skills, than something that would be actually relevant to the story.

Another fair point. It's good to see that you seem to have a perfectly logical reasoning for every little bit of the cinematic :)

That said, if it's a vision... well, visions were usually something that was granted for a pretty specific purpose, regardless if that purpose was clear initially or not. In your vision, I don't really see a meaningful purpose - it appears to just inform Sen'jin that there was a naval battle nearby and that humans and orcs have landed on his island.

That's a little ambiguous, which might be a good thing if that's what you're going for, but I think it could use to be a bit more structured, i.e. be more of a warning. Thus, I feel it might be a good idea to show that the humans are attacking the trolls inside the vision. Or maybe, if you don't want to be so direct, do something like a vision of a troll village with human forces coming from all sides. Something that would more or less directly portray humans as a threat to the trolls.

Finally, I think you could consider moving the Thrall's part to the end of the vision sequence. In my opinion it would add a little more structure to the vision, i.e. it would first show the context (sea battle), then the threat (humans attacking the trolls) and then the hope (Thrall and the Horde) - it could make the vision feel more like it's directed to warn the trolls and push them towards seeking out the Horde, which is what they do in the next mission.

Your suggestions are greatly appreciated and I think I will try to do that (humans going towards trolls village, thrall at the end) while reducing some wandering. Thank you, very good suggestions!

That's fair - my money's a bit tight at the moment, but once things get better I'd be happy to support you financially and I think I might not be the only one. That said, it remains to be seen whether Blizzard would be okay with something like this, that is if you ever choose to try :)

I believe donations are always possible. Patreon is more like a donation platform than a business platform.


I've added some showcase videos and updated the first of the official ones, about Chasing Visions cinematics. With lip-sync and no hero glows, the cinematics can really shine :)
 
Hi man and very good job i love your work when i see it in "Quarantino! 2020"

Thank you so much! :)

I think the attempt was admirable, and some parts are really good, but I think you might have been better off trying to focus on the sea battle and storm itself, rather than showing a vision.

Yes I've received a lot of constructive criticism. I am going to improve the interlude when I release the next update, featuring the 3rd mission. Thanks!

I love this. Looking forward to see how this develops.

Thank you!

I've updated the playthrough video of the first mission, so you can check the gameplay differences.
Hope you enjoy it:
 
Level 15
Joined
Apr 6, 2004
Messages
230
Looking forward to seeing how it plays out ^^

And it's a shame we can't really flesh out the campaign more than this. I know there is Thrall dialogue in WoW that could be recycled, spliced up, etc to create new scenes, but otherwise any new maps would feature very little audio.
 
Looking forward to seeing how it plays out ^^

And it's a shame we can't really flesh out the campaign more than this. I know there is Thrall dialogue in WoW that could be recycled, spliced up, etc to create new scenes, but otherwise any new maps would feature very little audio.

I'm doing my best about that. I'm not Blizzard ;)

Added cinematics showcase of the second mission, Departures:
 
Level 13
Joined
Feb 3, 2019
Messages
802
Holy cow! This is awesome! An actual Reforged Campaign! Congrats on doing Blizzard's job!

While I can't play it cause I don't own Reforged any longer, I just want to give you a like and say how awesome is this. Congrats! It's awesome to have one actual Reforged Campaign!

One suggestion, in the new interlude replace the Elven Archmage with Hydromancer with a hero glow. And in the next chapter make him a BfA Tide Sage, with spells such as Forked Lightning or Chain Lightning, Summon Sea Elemental instead of Water, Crushing Wave and Tornado. Also if possible replace the Rifleman with Spearthrowers, Mortar Team with Cannons or Catapults and Priests and Sorceresses with some more Tide Sage like units. I know that Kul Tirans have both Priests and Mages, but still they're not supposed to be featured in the army so prominently.
 
Level 1
Joined
Jul 7, 2020
Messages
1
Awesome job, just created the account to say i love your work!
If you need an English to Spanish translator, send me a PM. I'll be more than glad to help!
 
One suggestion, in the new interlude replace the Elven Archmage with Hydromancer with a hero glow. And in the next chapter make him a BfA Tide Sage, with spells such as Forked Lightning or Chain Lightning, Summon Sea Elemental instead of Water, Crushing Wave and Tornado. Also if possible replace the Rifleman with Spearthrowers, Mortar Team with Cannons or Catapults and Priests and Sorceresses with some more Tide Sage like units. I know that Kul Tirans have both Priests and Mages, but still they're not supposed to be featured in the army so prominently.

The Elven Archmage is Kelen the Seeker. It is elven to rectify some lore mismanagement on the prologue. He is the archmage you slay in Silvermoon in the undead campaign. I am adding on-foot hydromancer instead of priests, with heal, crushing wave and dispel magic. I want to keep the unit roster as intact as possible to not confuse the player, but there are some pre-placed/scripted units belonging specifically to Kul Tiras. If some skins will be made available, I'll also use them!


Awesome job, just created the account to say i love your work!
If you need an English to Spanish translator, send me a PM. I'll be more than glad to help!

That's amazing man! When the campaign is completed I want to translate it all (starting from original Blizzard translation). Any help is appreciated!

Added playthrough of the second map, Departures, to show differences in gameplay:
 
Level 15
Joined
Apr 6, 2004
Messages
230
I have a few thoughts about this prologue campaign:

  1. Kelen the Seeker is found in Silvermoon and is seen with Kul'tiras in the prologue & TFT Orc campaign. Which means one or the other is incorrect. Either he's with Silvermoon or with Kul'tiras, but there is cut content that suggests he is captured during the prologue. My suggestion would be to give Silvermoon Kelen a new name (possibly to Belo'vir as Ardenaso suggests, though he died on the Isle of Quel'danas), restoring the cut content capture of the mage, and then show him teleporting to safety at some point during Chapter 4: The Fires Down Below. That way he can return during the TFT Orc campaign without lore issues.
  2. A great selection of Orc Grunt variants have been posted onto Hive recently in the Substandard section. Though some wouldn't work due to their clans being on Draenor (or even wiped out), a few could be used to add some variety to your cutscenes and gameplay. For example, you could apply the Warsong Grunt model as a skin to those grunts you rescue during Chapter 2: Departures, or use the Frostwolf Grunt skin to give the speaking grunt a unique look.
  3. In WoW, the Sea Witch returned (as a naga) and was given the name Zar'jira, but she was capable of summoning Manifestations of the Sea Witch that looked like Banshees (as she originally did in RoC). It might be worth giving her a spell to summon those manifestations, or giving that as a unit for the Underworld Minions to use in Chapter 5.
  4. In the original demo the Murloc Sorcerer was called the Murloc High Sorcerer. Might be worth using that name again.
  5. One of the units used by the Underworld Minions in Chapter 5 is the Siege Golem. I recommend changing that golem into a Sea Elemental that fulfils a similar role on the battlefield. This would be more in keeping with the overall design of the minions.
  6. There are Witch Doctors on Chapter 5, it might be worth giving them names of some of the known Witch Doctors from WoW, such as Zalazane or Master Gadrin.
  7. In Warcraft: Adventures, a cancelled game made before Warcraft 3, the Warsong Clan had an ogre in it called Mugg'roth. It might be worth considering adding him somewhere for a bit of fun.
 
Last edited:
I have a few thoughts about this prologue campaign:

  1. Kelen the Seeker is found in Silvermoon and is seen with Kul'tiras in the prologue & TFT Orc campaign. Which means one or the other is incorrect. Either he's with Silvermoon or with Kul'tiras, but there is cut content that suggests he is captured during the prologue. My suggestion would be to give Silvermoon Kelen a new name (possibly to Belo'vir as Ardenaso suggests, though he died on the Isle of Quel'danas), restoring the cut content capture of the mage, and then show him teleporting to safety at some point during Chapter 4: The Fires Down Below. That way he can return during the TFT Orc campaign without lore issues.
  2. A great selection of Orc Grunt variants have been posted onto Hive recently in the Substandard section. Though some wouldn't work due to their clans being on Draenor (or even wiped out), a few could be used to add some variety to your cutscenes and gameplay. For example, you could apply the Warsong Grunt model as a skin to those grunts you rescue during Chapter 2: Departures, or use the Frostwolf Grunt skin to give the speaking grunt a unique look.
  3. In WoW, the Sea Witch returned (as a naga) and was given the name Zar'jira, but she was capable of summoning Manifestations of the Sea Witch that looked like Banshees (as she originally did in RoC). It might be worth giving her a spell to summon those manifestations, or giving that as a unit for the Underworld Minions to use in Chapter 5.
  4. In the original demo the Murloc Sorcerer was called the Murloc High Sorcerer. Might be worth using that name again.
  5. One of the units used by the Underworld Minions in Chapter 5 is the Siege Golem. I recommend changing that golem into a Sea Elemental that fulfils a similar role on the battlefield. This would be more in keeping with the overall design of the minions.
  6. There are Witch Doctors on Chapter 5, it might be worth giving them names of some of the known Witch Doctors from WoW, such as Zalazane or Master Gadrin.
  7. In Warcraft: Adventures, a cancelled game made before Warcraft 3, the Warsong Clan had an ogre in it called Mugg'roth. It might be worth considering adding him somewhere for a bit of fun.

Now I need to spoiler some things I'm working on it seems :p
So:
  1. Kelen the Seeker is supposed to teleport away when murlocs arrive at the end of mission 3. He will not appear again in this campaign, and I tought to let it appear again in Silvermoon. This is why I made he an elf and why his color is white and not green like other Kul Tiras. It is supposed to be some kind of elven Dalaran advisor. Since there is no actual lore about that, this is what I envision for it.
  2. This will be taken into consideration, yes. I'm constantly monitoring custom models to give some kind of flavour to the maps. The idea of mine is to use mostly skin variations, like Blizzard did in the SC2 campaigns. I must be wary to not confuse players tough. The idea is to make a proper Re-Reforge, not going wild with customization where not required.
  3. I thought to make her directly summon sea elementals (like the archmage with water elementals). It seems fitting to me.
  4. I didn't notice that. Do you think there is a reason for that change? Maybe their retcon is correct?
  5. Siege Golem is no more. The new 5th map features murlocs (with some mur'guls) attacking you from all sides (with amphibious assaults) and the naga sea witch with some support naga units (dragon turtles, snap dragons) and mur'guls. This is because mur'guls are supposed to be engineered murlocs commanded by the nagas, so I try to be lore accurate and introduce a little bit the naga roster (while keeping the naga name and iconic units hidden).
  6. The third map (which is now the exact same map as the fifth and it is done from scratch in the right tileset and with bigger size) features a custom Sen'Jin and Zalazane models (with Sen'Jin full lip-sync) and our dear Vol'Jin. It will also feature a secret involving First Home and the entire mission design is reimagined to make you actively defend the trolls while fighiting the humans.
  7. I really don't know where to put such a thing. The second mission don't look too appropriate to me. Dunno.
 
Level 15
Joined
Apr 6, 2004
Messages
230
Now I need to spoiler some things I'm working on it seems :p
So:
  1. Kelen the Seeker is supposed to teleport away when murlocs arrive at the end of mission 3. He will not appear again in this campaign, and I tought to let it appear again in Silvermoon. This is why I made he an elf and why his color is white and not green like other Kul Tiras. It is supposed to be some kind of elven Dalaran advisor. Since there is no actual lore about that, this is what I envision for it.
  2. This will be taken into consideration, yes. I'm constantly monitoring custom models to give some kind of flavour to the maps. The idea of mine is to use mostly skin variations, like Blizzard did in the SC2 campaigns. I must be wary to not confuse players tough. The idea is to make a proper Re-Reforge, not going wild with customization where not required.
  3. I thought to make her directly summon sea elementals (like the archmage with water elementals). It seems fitting to me.
  4. I didn't notice that. Do you think there is a reason for that change? Maybe their retcon is correct?
  5. Siege Golem is no more. The new 5th map features murlocs (with some mur'guls) attacking you from all sides (with amphibious assaults) and the naga sea witch with some support naga units (dragon turtles, snap dragons) and mur'guls. This is because mur'guls are supposed to be engineered murlocs commanded by the nagas, so I try to be lore accurate and introduce a little bit the naga roster (while keeping the naga name and iconic units hidden).
  6. The third map (which is now the exact same map as the fifth and it is done from scratch in the right tileset and with bigger size) features a custom Sen'Jin and Zalazane models (with Sen'Jin full lip-sync) and our dear Vol'Jin. It will also feature a secret involving First Home and the entire mission design is reimagined to make you actively defend the trolls while fighiting the humans.
  7. I really don't know where to put such a thing. The second mission don't look too appropriate to me. Dunno.

  1. That might work, though I'm pretty sure he appears in the TFT Orc campaign too, so he'd have to escape Silvermoon in that situation as well :D
  2. I'd agree. You want to use them relatively sparsely and effectively, and I definitely agree with the idea of using them as skins. My thought was that by giving the Warsong a different looking Grunt, it makes it clearer that they are a distinct entity within the Horde (unlike the other clans in Thralls Horde who are not mentioned at all). This would mean it'd appear in... 5 maps across 9 campaigns. A different looking grunt for the demon worshipping Blackrock's might be another idea as well, to sell that they're a different faction of Orc.
  3. Sounds good!
  4. Not sure why they did it really, it's just a small change in the grand scheme of things, but I thought it was worth pointing out so you can consider the two names and which one you prefer :)
  5. Glad to hear it's no more, and the use of the animalistic Naga units works well in my book, nice one!
  6. Very cool ideas, I won't press for more details as I'll happily find them as I play the mission.
  7. Hmmm, well, you could put him in the 2nd mission at the end, he could be walking along with the rest of the Horde. He could then re-appear in Grom's base during his battles against the Alliance and the Night Elves in the later Orc campaign, and perhaps as a "boss" to kill in the mission where you fight to cure Grom of his bloodlust.... Or you could just ignore him entirely :D, it was just a suggestion.
 
Level 5
Joined
Sep 22, 2011
Messages
77
@InsaneMonster What do you think about the idea of including lore characters in the maps, for example the grunt Thrall speaks to could be Nazgrel, and he can be a stronger grunt with the nazgrel model ( think the Captain, Shandris, Naisha). Also Thralls model makes him look like an orc child near the grunts, Maybe scale him up a bit :)
 
@InsaneMonster What do you think about the idea of including lore characters in the maps, for example the grunt Thrall speaks to could be Nazgrel, and he can be a stronger grunt with the nazgrel model ( think the Captain, Shandris, Naisha). Also Thralls model makes him look like an orc child near the grunts, Maybe scale him up a bit :)

Well well, I can already say that you will love the third map as soon as it gets released, just for that!
 
Level 5
Joined
Sep 22, 2011
Messages
77
I got the impression that was Eitrigg
Could be either one really, or even Varok or Broxigar, but i always had a feeling it was Nazgrel. The reason being that he was Captain of the warchief's security force and Thrall's blood brother and advisor, hence the closest one to him - proximity wise at least, so it makes sense for him to be the one giving reports.
 
Amazing!! I was wondering when someone would do it! :D When Fans do a much better job then paid people, it's sad.

Thank you! I'm quite near releasing the third mission and a big update overall. Once the prologue if finished I'll open a patreon and if people are interested, I'll go on with other campaigns.

The difference being is obviously that the former do in fact, care.

I think devs care. Higher-ups don't however.

Some previews for the next update, I'm currently polishing it:
WC3ScrnShot_082020_123854_001.png
WC3ScrnShot_082020_123939_001.png
WC3ScrnShot_082020_124106_001.png
WC3ScrnShot_082020_124321_001.png
WC3ScrnShot_082020_125822_001.png
WC3ScrnShot_082020_125514_001.png
WC3ScrnShot_082020_125059_001.png
WC3ScrnShot_082020_125853_001.png
 

Attachments

  • WC3ScrnShot_082020_124859_001.png
    WC3ScrnShot_082020_124859_001.png
    4.1 MB · Views: 1,839
You made that custom Sen'jin model? it's nice

Yes, with a little help from Moonman.

Also, don't you think the priests should be like the Kul Tirans?

They are human pries with special abilities to reflect their Kul Tirans heritage. They are called hydromancer. I'm thinking of adding some custom textures too to them.

I also hope someone makes a human marine gunman model for more Kul Tiran immersion

I've already asked the team behind Warcraft 2 campaign for reforged for their Kul Tirans skins. Let's see if I can get them in before the first release.
 
Level 5
Joined
Sep 22, 2011
Messages
77
Thank you! I'm quite near releasing the third mission and a big update overall. Once the prologue if finished I'll open a patreon and if people are interested, I'll go on with other campaigns.



I think devs care. Higher-ups don't however.

Some previews for the next update, I'm currently polishing it:
This is just wow, you are doing some amazing work, keep it up!
 
Top