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Warcraft 3 Re-Reforged Prologue Campaign

Submitted by InsaneMonster
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]
Welcome to Warcraft III Re-Refoged (RR) Prologue Campaign!



Re-experience the prologue campaign of Warcraft III, Exodus of the Horde, in a truly reforged fashion.

Currently the first, second and third missions of the Prologue Campaign, Chasing Visions, Departures and Riders on the Storm are re-reforged and available to download. You can also download a completely new map acting as interlude between the second and the third mission of the campaign, Maelstrom. This map refines some lore facts and contextualize the events of the second part of the prologue.

If any bug is found, please report and I'll do my best to fix it.




FAQ
What is Warcraft III RR?
Warcraft III RR re-imagines cinematics, terrain, map design, AI, balance and graphics of the main campaigns' maps. Refer to the screenshots to see what kind of improvements I'm talking about.
Each map is an overhauled version of the respective reforged map by Blizzard Entertainment. So, don't expect completely new story content, this just isn't the goal of this project.
All difficulty levels are rebalanced, with easy made a little harder than a cake walk, normal being an average level of difficulty and hard made more similar to Starcraft II brutal difficulty level.
I work on this in my free time. I plan to re-reforge the entire Prologue Campaign but cannot put a deadline on when it will be done. I'm also waiting for Blizzard to fix their game otherwise some things just cannot be done.
My goal is to show the amazing stuff that can be done with the new graphics (the Reforged engine) to really brings Warcraft III into the modern era. I believe this game deserves it. It is very disappointing to see such an amazing graphics and such a classic game be re-released so unpolished.

Wait, you mean like what they promised on Blizzcon 2018?
Re-reforged means mostly to update the terrain, to update some maps/quests design, to add a choreography to each map briging neutral units or "background" units (villagers, etc.) to life. Also, it means to redesign completely all cutscene cinematics to be similar to the style of the Blizzcon 2018 The Culling cinematics. This comprehends adding additional cutscenes.

The overall feeling of each mission should be a modernized, polished and more immersive version of the original. Some citation to World of Warcraft or in general to Warcraft lore are added, without altering the overall story.

About that: the story is not changed and cannot be. This is just not possible with the resources at our disposal, and I believe it will never be. Anyway, I think I can get quite close to what Blizzard envisioned back in 2018!

Who is the creator?
I'm an italian software engineer and currently PhD student at the University of Siena. I'm also an hobbyst indie game developer working with Unity, Starcraft II Galaxy Editor and Warcraft III World Editor. Some of my works in Starcraft II comprehends a suite of scripts and the Top 10 finalist of the 2017 Rock the Cabinet competion Mercenary Business map.

If you like classical fantasy music, you can check out my Thimas Symphony. It's a set of orchestral pieces actually composed by my father!

How to play the maps?
Until custom campaigns are back, to play the map you need to open the editor and load my map. Then you can choose the difficulty level by pressing File -> Preferences -> Test Map -> Difficulty level. You can also play using the single player menu but to my knowledge you won't be able to change the difficulty.
If you play and make a video out of it, please feel free to send it to me and I will gladly attach it here to showcase the map.
Note that owning of Warcraft III Reforged is required to play!

Are locales supported?
Currently only the english locale is supported! I plan to support other locales once the campaign is finished, but right now I cannot guarantee the maps to work with other locales. If you want to help with localization just contact me in the thread below or in private.
DO YOU WANT TO CONTRIBUTE?

Translation in multiple languages (the ones supported by Reforged) would be handy. If you want to help me translate the maps, contact me by PM or in this project page.


OFFICIAL VIDEOS






Note: all official playthroughs are played on hard difficulty and are played by me. Some videos may be not up-to-date. Check in the video itself if that's the case. Know that all not updated videos will be updated, in time.


SHOWCASE VIDEOS



The showcase videos may not be up-to-date. In any case, they will not be removed (unless the same showcase is updated with another video).

CONTRIBUTORS

AlexMSimenov for most no-glow hero models.
loktar for the classic sound files in the second mission "Departures".​
Exogort for voice-acting the Loa in the third mission "Riders on the Storm".
DracoDirik for the overall support and beta-testing!
Tamplier777 for overall help, beta-testing and for many great models (for details see the custom models section of this page).
Moonman for overall help, beta-testing and for the amazing Kul Tiras models (for details see the custom models section of this page).
ShadiHD for overall help and beta-testing.
Retera for making Retera Model Studio.
PaulH for beta-testing.
Bagysta for the amazing orcs models (for details see the custom models section of this page).

ACKNOWLEDGEMENT
All the people on Hive Workshop and especially on the Jayburrito and Altcraft discord servers!

CUSTOM MODELS
Warsong Grunt by Bagysta
Animated Grass by Sunchips
Ogre Mound by Tamplier777
Human Kingdoms Banners Reforged by Tamplier777
Orc Clans Banners by Tamplier777
Kul Tiras Pack by Moonman from the Chronicles of the Second War Campaign
Bushes Pack by Tamplier777 from the Chronicles of the Second War Campaign
Sen'Jin Reforged by me
Gar'Thok Reforged Fixed by me

There are many more custom models by me I use internally for this project. Also, I've modified some of the models listed above for this project use only.

Changelog



09-23-2020:
  • 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
09-19-2020:
  • 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

06-17-2020:
  • 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
05-03-2020:
  • 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
03-09-2020:
  • 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
03-07-2020:
  • Released Mission 01 (Chasing Visions) [v1.0]




Mission 03 (Riders on the Storm) changes from Blizzard's reforged
  • Mission is remade from scratch both with respect to terrain and quest design. Now the map uses the Sunken Ruins tileset and the appropriate creeps and the quest involves defending the trolls while destroying the Kul Tiras outpost. The map is made from scratch, so expect almost everything to be changed
  • Restored a ton of cut content, both lore, immersion and quest wise
  • Added a secret with a reference to a novel
  • Custom models for Sen'Jin and the Kul Tiras Mariners fitting their appearances in the lore
  • Removed hero glows to all heroes during cinematics
  • Animated the trees (during the game AND during cinematics) taking care of performance
  • Increased the overall difficulty of the map (it's actually engaging now, even if not too challenging if the appropriate difficulty is chosen with respect to player's game experience)
  • Increased immersion with additional dialogues and creep encounters
  • Overhauled the optional "Fountain" quest to feel much more modern
  • Rebalanced the units available to the player with respect to the story
  • Added lore "hints" to display additional info about the Warcraft lore during the game (tip: click on units around the map and use Thrall's vision ability to discover hidden things)
  • Overhauled all cinematics (redone from scratch while hinting at the original design, they are now much more like the Culling Demo of 2018)
  • Added hints and tips all around for better playability
  • Improved scripts performances and timings
  • Improved creep camps, at normal and hard difficulties neutral buildings will now reinforce their fellow comrades when the camp is attacked
  • Overhauled all three difficulty levels hero experience gain, damage dealt handicap and HP handicap standpoint
  • Increased the number of enemies found on hard and normal difficulties
  • Added more items/runes drops (very useful especially on hard difficulty)
  • Reorganized checkpoints to be more similar to Starcraft II
  • Now Nazgrel acts as a demi-hero unit (like Naisha) for the entirety of the mission
Mission 02 Interlude (Maelstrom) changes from Blizzard's reforged
  • It is a new map, so there is no change!
  • The map explores Thrall misfortunes in the open seas and the Admiral Proudmore chase for the orcs' stolen ships which ultimately lead to some Kul Tiras forces being dispersed on the Darkspear islands. If some events are more hinted than properly displayed it's because there is no actual lore. What you see is my own interpretation of the confusing lore about that, and I hope you can fine it evocative, interesting and of course entertaining.

Mission 02 (Departures) changes from Blizzard's reforged
  • Overhauled terrain, level design and ambience sounds, remade from scratch the Alliance Naval Base and human village near it (more than half of the map) inspired by WoW lore
  • Added the fully animated and interactable village of Southshore, with some named WoW characters in it
  • Added a secret with a nice reference to WoW
  • Custom models for Warsong grunts
  • Increased immersion with additional dialogues
  • Removed hero glows to all heroes during cinematics
  • No more Hellscream™
  • Added a murloc creep camp
  • Added a secret creep camp referencing Wow lore of the area
  • Made the tutorial skippable while the story content is left intact
  • Added novel placement graphics during the "building structures" tutorial
  • Animated the trees (during the game AND during cinematics) taking care of performance
  • Added lore "hints" to display additional info about the Warcraft lore during the game
  • Added neutral critters all around the map
  • Added a custom (JASS) AI to the Alliance Forces
  • Increased a little bit the overall difficulty of the map (mostly because of the AI which is now able to react)
  • Overhauled all cinematics (redone from scratch while keeping the original design, you will be able to recognize them easily but they are much more like the Culling Demo of 2018)
  • Added hints and tips all around for better playability
  • Improved scripts performances and timings
  • Improved creep camps, at normal and hard difficulties neutral buildings will now reinforce their fellow comrades when the camp is attacked
  • Overhauled all three difficulty levels hero experience gain, damage dealt handicap and HP handicap standpoint
  • Increased the number of enemies found on hard and normal difficulties
  • Added more items/runes drops (very useful especially on hard difficulty)
  • Reorganized checkpoints to be more similar to Starcraft II

Mission 01 (Chasing Visions) changes from Blizzard's reforged
  • Overhauled terrain and ambience sounds, while keeping the level design intact (trees, doddoads, terrain textures, etc)
  • Made the tutorial skippable while the story content is left intact
  • Removed hero glows to all heroes during cinematics
  • Increased immersion with additional dialogues
  • Animated the trees (during the game AND during cinematics) taking care of performance
  • Added lore "hints" to display additional info about the Warcraft lore during the game (tip: click on the units in the orc encampment)
  • Added neutral critters all around the map
  • Overhauled orc encampment to actually be alive
  • Overhauled all cinematics (redone from scratch while keeping the original design, you will be able to recognize them easily but they are much more like the Culling Demo of 2018)
  • Added three new cinematics
  • Added hints and tips all around for new mechanics, from the marks on the minimap to rune and many more
  • Improved scripts performances and timings
  • Improved creep camps, at normal and hard difficulties neutral buildings will now reinforce their fellow comrades when the camp is attacked
  • Overhauled all three difficulty levels hero experience gain, damage dealt handicap and HP handicap standpoint
  • Increased the number of enemies found on hard and normal difficulties
  • Fixed some inconsistencies in unit stats
  • Reorganized checkpoints to be more similar to Starcraft II
Contents

RR Prologue 01 (Map)

RR Prologue 02 (Map)

RR Prologue 02 Interlude (Map)

RR Prologue 03 (Map)

Reviews
  1. InsaneMonster

    InsaneMonster

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    This looks interesting. It's also possible to increase the number of maps?
     
  2. Malistroth

    Malistroth

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    As far as I know - no.
     
  3. InsaneMonster

    InsaneMonster

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    That's sad. I will anyway look into your guide. Point is, I have an additional interlude I need to show. But your research is a good one and very welcome indeed. Thank you for sharing (and for using my Sen'Jin model in your tutorial ;) )
     
  4. Malistroth

    Malistroth

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    You can integrate it into the third mission or remove it.
    Thank you for creating it! :)
     
  5. Goffterdom

    Goffterdom

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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 :)
     
  6. InsaneMonster

    InsaneMonster

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    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.
     
  7. rahul12

    rahul12

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    Will it work in patch 1.31 or reforged only ?
     
  8. InsaneMonster

    InsaneMonster

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    This is reforged only.
    Cinematics, cameras, doddoads and custom models are all for Reforged and built with Reforged in mind.
     
  9. InsaneMonster

    InsaneMonster

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    Updated cinematics showcase with latest version!
     
  10. kingfirex2

    kingfirex2

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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!!! ;)
     
  11. InsaneMonster

    InsaneMonster

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    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).
     
  12. InsaneMonster

    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




    upload_2020-10-31_12-36-10.png
    upload_2020-10-31_12-36-39.png
    upload_2020-10-31_12-37-18.png
    WC3ScrnShot_103120_124319_001.png
    WC3ScrnShot_103120_124327_001.png
    WC3ScrnShot_103120_124352_001.png
    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.
     
  13. Ardenaso

    Ardenaso

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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
     
  14. InsaneMonster

    InsaneMonster

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    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.
     
  15. Fireaxe64

    Fireaxe64

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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)
     
  16. Goffterdom

    Goffterdom

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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.
     
  17. InsaneMonster

    InsaneMonster

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    Thanks! Stay tuned for final release of Prologue Soon.

    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.
     
  18. Goffterdom

    Goffterdom

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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 :)
     
  19. Rafcio123

    Rafcio123

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    Do you plan re-reforged human, undead, orc night elfes campaign as well? :D
     
  20. istvan921

    istvan921

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