Warcraft 3 Re-Reforged: The Scourge of Lordaeron Act I

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WARCRAFT III RE-REFORGED (RR)
HUMAN CAMPAIGN
THE SCOURGE OF LORDAERON
ACT I


This project truly captured what was intended for the Reforged campaign
Kam - Blizzard Warcraft 3: Reforged Campaign 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 fleshed out characters, old and new, meaningful interactions and many references from World of Warcraft
  • Rebalanced difficulty levels, to make the experience tailored and engaging to each player, with completely new AI scripts designed to give opponents a distinguishable personality
  • Multiple languages supported, including some voice acting for the additional dialogues, and all graphics mods compatible
  • New, lore accurate secrets and much much more... only waiting for you to play!

PROJECT'S SUBFORUM




FAQ
  • How do I install the campaign?
    Custom campaigns are not currently supported in Warcraft 3: Reforged are we are all waiting for Blizzardto fix this. Until then, there are two ways to play the campaign:
    1. Download the maps Unpack them in your Warcraft III\Maps\Download folder (under my documents in Windows) Start the game Single Player Custom Game Select the mission you want to play
    2. Download the maps Unpack them where you want Open the World Editor Click on File Open Map Once the map is loaded, you can play the map by pressing the Test Map button (or by pressing Ctrl+F9)
    Please note that the campaign is Reforged HD settings only and cannot be played with classic graphics.
  • What difficulty is for me and how do I select a difficulty?
    If you can beat the vanilla campaign on Hard difficulty, I suggest trying out Hard for an engaging additional challenge or Normal if you just want to play on a similar difficulty level. If you can beat the original campaign on Normal you can try Normal to add some challenge or Easy to have a slightly easier experience than the original. Finally, if you only can beat the vanilla campaign on Easy, I recommend playing on Easy.
    You cannot select a difficulty through the Custom Game menu, directly in the game interface,. You can however do so by playing through the World Editor.
    To choose a difficulty this way click on File Preferences Test Map Select the difficulty of your choice Play the map through the World Editor to play on the chosen difficulty.
    The difficulty of the game when played through the Custom Game menu is always Normal.
  • Can I play with graphics mods?
    Yes, but it's not the intended experience. Graphics is tuned on vanilla settings, and models/textures could look too dark/washed out or animations could bug out completely. Please don't report any glitch or issues unless you are playing with vanilla game.
  • Is hero progress saved between maps?
    Yes, and also much more... It is saved no matter how you play the maps, from the World Editor or from the custom game menu. Just remind that if you change the playing method between missions, progress could be reset
  • What do you mean by Act I?
    It represents the first act of the campaign, both thematically and as far ar releases are concerned. The first act consists in all the missions up to The Culling, excluded, and it depicts the first part of the story, before Arthas starts to fall into darkness. The second act will be released when it's ready...
  • Is music the same as vanilla game?
    Yes, but there are some instances where custom music is played, for example when specific sections or battles happen. Music should feel definitely more interactive and dynamic than in vanilla game.
  • Is there any copyrighted custom music in the campaign?
    All music comes from Blizzard's games, specifically World of Warcraft and all of its expansions. You can record any footage of this campaign and put it online without risk of copyright infringements.
  • Are heroes like in vanilla campaigns?
    Heroes ability are the same of the vanilla campaign and the main heroes of the campaign are Arthas and Jaina, just like in the original one. The experience system, however, is tweaked to be more rewarding. In other words, your heroes needs to do stuff in first person to gain experience and a lot of killing is required to gain levels. Tomes of experience and creep camps to clear come really handy, so make sure to search for them!
  • What do you mean by modernized gameplay and redesigned quests?
    Missions should feel less repetitive and some twists are added to the basic build a base then destroy your opponent's base formula. Additional mechanics are introduced with maximum care to make them not frustrating. Quests are also redesigned to feel modern and more similar to Starcraft 2's ones. This includes easier to understand objectives with more complex quest mechanics. Also checkpoints are used extensively, to better keep the player's progress saved if something bad happens. One mission has also a completely different gameplay with respect to any vanilla map, of any campaign. I really hope you will enjoy it.
  • Is the overall story changed, for example taking care of World of Warcraft's events?
    The overall story is the same as classic, with some restored content. Additional elements from World of Warcraft are referenced and integrated into the main storyline, without retconning it in any way.
  • How can I play in my language?
    First check if your language is supported. I plan to support all languages Reforged supports, in time. If your language is already supported, just launch the map with the game in your language and it will work immediately, just like official campaigns. If your language is not supported all map specific text will be in english, additional dialogue will have no voice. Dialogues, game texts and lip sync will be automatically localized tough. I recommend to play in english if your locale is not supported for the best possible experience.
  • Can I edit the maps?
    All my maps are unprotected and as such you are free to open them, look at how they are done and edit for personal use only. It is forbidden however to republish my maps, modified or not, without my explicit consent.
  • Where can I find the AI scripts of the computer opponents in your maps?
    All my AI scripts are written in JASS and they use a customs set of advanced routines. You can find them in the map files (.ai extension) and they can be opened with any text editor (I do recommend Notepad++). You can also find them in this thread on Hive Workshop, alongside some AI scripts shared by other creators.
  • Do you plan on re-reforging the entire game?
    It depends. Ideally yes, but it is an huge undertaking and the time and effort required to make it real are enormous. How much this project will encompass of the game depends on your support. Only thing that I promise... if I start a campaign, that very campaign will be finished and released. But how many campaigns I do start re-reforging depends on you, more than on me.
  • How can I support you?
    The preferred way to support the project is by joining the Patreon I opened up specifically for this project. Also, you can check out my YouTube channel and share this project and the channel as much as you can in forums, social media, etc. If you are a youtuber and want to showcase my campaign, let me know so that I can include your footage in this page's showcases section. If you want to contribute with models, translations, voice-acting, bugs reports, design ideas and stuff like that you can join the project's Discord server. Finally, if you play the campaign please leave a review. Reviews are very important to me, both as recognition by the community and as a way to get constructive criticism.
  • Are there any known issues?
    Yes, very minor issues. When loading saves, custom music could be reset and default music could be playing instead. This can be annoying, but sadly there is nothing I can do to fix it. Also, the checkpoints saved by the game are in a folder not shown in some menus. Specifically, you can find them under CustomSaves folder. If this folder is not showing up for you, you probably need to load the game from another map and not from the main menu. As before, there is nothing I can do to fix this, but this is an issue that can be worked around with ease anyway. Beside that, I always advice to load the maps from within another map of the project, to make sure the Codex dialog doesn't bug out. Still, this is an engine bug which prevents the preloading necessary for the Codex dialog to work properly when loading a saved game, unless it's from a map of the project (where the initialization has occurred properly). Finally, there is a remote chance the Codex dialog could disable user clicking on the game world. This was only experienced internally, and it's a very rare bug I don't know how to fix yet. In the case it occours, saving and reloading the game is enough to fix it.


CURRENTLY SUPPORTED LANGUAGES

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


SHOWCASES


















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


CREDITS

About me

Custom models

Custom systems

Custom icons

Voice actors

Translators

Acknowledgements

Patreon Supporters


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

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

I was hyped beyond any imagination for Warcraft 3: Reforged, and while the disappointment was there, I saw great potential in the art assets and in the few but key changes Blizzard made to the engine. Mostly for fun, I tried re-reforging the first map of the prologue with better cinematics and now... well, now here we are. I guess it's already been a long journey, and an even longer one awaits ahead...


Note: some models used in the maps are not released on Hive. More often than not, this is because the model is just a small edit or a general fix and not worth being published here, or I just want to keep it private to the project. Other models are instead edited from their Hive counterpart to better suit the project, and the edited version is not worth re-uploading. If you think I should credit your model, it's probably true and I just forgot to add it to this list. So write me about it and I will gladly add it here.


Note: many icons used are bundled together with the respective model or private to the project, i.e. not worth being published here.

  • CAPTAIN MARWYN Rasmus Lemche (english), Luca Pasqualini (italian), Feivurey (russian), MavByte (german), Akim Belkheir a.k.a Shunrik (french), Warglaive (spanish, latino), Dariusz "Noktis"Ćwik (polish), Hurricane_Bo (chinese simplified)
  • ARAJ THE SUMMONER Alexandre Faller a.k.a Ehlesgens (english), Alessandro "Dagren" Monti (italian), Павел Осинягов (russian), MicRaving (german), Alexandre Faller a.k.a Ehlesgens (french), Warglaive (spanish, latino), Dariusz "Noktis"Ćwik (polish), 蓝蓝子 (chinese simplified)
  • KIRTONOS THE HERALD Ethenil (english), Alessandro "Dagren" Monti (italian), Алексей Негодаев (russian), MicRaving (german), Whirlwind (french), Warglaive (spanish, latino), JestePalom (polish), b站伊瑞斯 (chinese simplified)

    A special thanks to Alexandre Faller a.k.a Ehlesgens for voicing the Shard Watcher in the french version of The March of the Scourge.

  • ITALIAN Luca Pasqualini
  • RUSSIAN Buffalo
  • SPANISH Serena H.
  • LATINO Serena H.
  • FRENCH Alexandre Faller a.k.a Ehlesgens
  • GERMAN Vodoochamp, MicRaving
  • POLISH JestePalom
  • CHINESE (SIMPLIFIED) 正电子海, 蓝蓝子, 斯美拉琪海露, 奥丁信徒, Eddy

  • Tamplier777 for the insightful discussions about the World Editor, the overall help and beta-testing.
  • ShadiHD for overall help and beta-testing.
  • Kam for his useful insights of Warcraft 3 Reforged.
  • Knall for beta-testing and the harsh, honest reviews.
  • PaulH for beta-testing and the invaluable help on the lore and codex.
  • Ardenaso for a lot of awesome ideas and his help on certain models.
  • Mr Ogre Man for his incredible help on a ton of custom models.
  • BurnedSmackdown for his help on certain models.
  • Zorrot for his help with the chinese community.
  • Spooki for overall help with the codex.
  • Barorque for overall help and beta-testing.
  • Retera for making Retera Model Studio.
  • A lot of awesome people and supporters on the Hive community and on the Warcraft 3 Re-Reforged Discord server! You are too many to list you all, but I thank you deeply!

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

You all are amazing, thank you for your support!



CHANGELOG

01/15/2022

01/31/2022

05/06/2022


  • Released Mission 05 Interlude (The Prince and the Prophet) [v1.0]
  • Released Mission 05 (March of the Scourge) [v1.0]
  • Released Mission 04 (The Cult of the Damned) [v1.0]
  • Released Mission 03 (Ravages of the Plague) [v1.0]
  • Released Mission 02 Interlude (Jaina's Meeting) [v1.0]
  • Released Mission 02 (Blackrock and Roll) [v1.0]
  • Released Mission 01 (The Defense of Strahnbrad) [v1.0]

Note: this update focuses on general improvements, bug fixes and balance changes. I am really happy with the state of release, and I'm sure within a few month this version will be as balanced and refined as the prologue campaign!

  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.1]:
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 05 (March of the Scourge) [v1.1]:
    - Reduced the amount of resources the player starts with
    - Increased a bit the overall strength of Gran Wagon
    - Reduced a bit the movement time of the Grain Caravan, especially towards the first village
    - Fixed Jaina not playing sound when rescued
    - Fixed Sorceresses not playing sound when rescued
    - Fixed Uther resurrected units stand still instead of attacking enemy bases
    - Now the Fossil item purpose should be clearer
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.1]:
    - Reduced a bit the time Mass Grave skeletons wait before attacking player
    - Increased a bit the chance of cultists heroes to attack the player on their respective lane
    - Reduced the length of Fel Strike phase during Kel'Thuzad boss fight (thus making the fight shorter)
    - Increased the amount of Ghouls and Skeletons raised during Kel'Thuzad fight
    - Reduced the overall amount of resources of the player
    - Fixed swapped west and east gate of Andorhal in the leaderboard
    - Fixed unit keeping their stance when switching to MOBA phase
    - Fixed gold not transferring from previous map
    - Fixed a rare trigger queue bug when switching phases
    - Fixed a rare bug where player units could remain outside of Kel'Thuzad arena (hopefully)
    - Fixed a rare bug where Kel'Thuzad could remain stuck in the Fel Strike phase (hopefully)
    - Fixed a rare bug where Kel'Thuzad could not attack player units (hopefully)
    - Fixed Marwyn ready quote being cut when playing
    - Fixed a rare bug preventing the Main Quest from completing after Kel'Thuzad is defeated (hopefully)
    - Fixed Dargal duplication miracle
    - Removed bounty on Anguished Spectres in Sorrow Hill
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.1]:
    - Fixed Jaina team color in final cinematic
    - Fixed a rare trigger queue bug when switching phases
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.1]:
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.1]:
    - Increased a bit the length of Dark Ritual timer to give player a bit more time to breathe
    - Reduced the strength of Searinox Hunt runes
    - Increased the amount of Whelps and Skeletons in Searinox Hunt
    - Increased the damage dealt by Searinox
    - Reduced the HP of Searinox (the battle should be overall harder but shorter now)
    - Increased Uther acquisition range to help reduce the chance of Blackrock units get stuck (which is quite rare already)
    - Fixed Arthas horse death sound
    - Fixed Searinox Hunt runes brought back to main area
    - Fixed Uther not having divine armor after second cinematic with Dragon Hunters
    - General localizations fixes and improvements
    - Minor fixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.1]:
    - Increased by two minutes the hidden timer before Strahnbrad gets attacked
    - Increased the overall strength of the Slave Master (attack, defense and HP)
    - Fixed Arthas horse death sound
    - Fixed a rare trigger queue bug when switching phases
    - General localizations fixes and improvements
    - Minor fixes and improvements

Note: this update focuses on some update balances and additional improvements for what concerns models and overall lighting, plus some localization fixes and improvements. There are a lot of performance improvements and maps should load even faster in the editor.

  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.2]:
    - Added a new improved model for captain Marwyn
    - 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 (March of the Scourge) [v1.2]:
    - Fixed Mardenholde Keep model which was having some issues
    - Fixed an issue with a rare double quest message on the Grain Caravan optional quest
    - Now the caravan quest will start a bit later in the game
    - Now the attack waves on hard should be slightly slower
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.2]:
    - Increased a bit the difficulty of the cultists waves
    - Fixed a bug that was causing the skeletons to never attack (they should rarely attack, but they were never attacking)
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - Added a system to make the Haunted Gold Mines easier to destroy without siege damage, attacking them should be easier now
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.2]:
    - Now zombie sounds are more appropriate to zombies and are the same for all localizations
    - Improved the Abomination animations
    - Reduced abilities cooldown for the Abomination, making the fight a bit harder overall
    - The final ambush is now overall harder
    - Fixed a bug in the zombies animation speed not being synced with their actual in-game speed
    - Improved some camera angles and cutscene, plus now the camera will focus on the Andorhal crates when Jaina speaks about them
    - Now Andorhal crates have the Andorhal logo on them
    - Added a new improved model for captain Marwyn
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.2]:
    - 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
    - General optimization, bugfixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.2]:
    - Increased a bit the time required for the Dark Ritual to finish
    - Searinox will no longer drop a rune of resurrection if there is no dead player unit nearby
    - Added a system to make the orc structures easier to destroy without siege damage, attacking their base should take less time now
    - 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
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.2]:
    - Reduced the amount of repeated dialogue when Strahnbrad buildings collapse
    - Increased a little bit the time of the hidden timer before Strahnbrad is attacked
    - Added shaking and noise when building collapse as in The Culling
    - Improved intro cutscene animations and camera angles
    - Increased a bit the strength of Menag and the Slave Master
    - 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
    - Added new chinese logo
    - Reduced the amount of messages on screen
    - General optimization, bugfixes and improvements
Contents

RR Human 01 (Map)

RR Human 02 (Map)

RR Human 02 Interlude (Map)

RR Human 03 (Map)

RR Human 04 (Map)

RR Human 05 (Map)

RR Human 05 Interlude (Map)

Reviews
Wazzz
Another Act, another banger. Following the Prologue, the quality has continued to be upheld and, in some instances, improved. While the Prologue was partially limited in being a tutorial, the addition of various assets for the Blackrock Clan (which...
Level 16
Joined
Jun 11, 2017
Messages
329
I've completed all maps yesterday and what I can say briefly - some of them I liked, some not.
First of all - why I can't change difficulty? Or I'm dumb?
And what I can say about all missions, from 1 to 5, played on English:

Mission 1: "The Defence of Strahnbrad":
  • Well, custom models are good. But it limits player to play only on Reforged, as I understood;
  • But on Reforged graphics I've strange lags in nearly all cinematics in campaign;
  • All viilagers have their daytime tasks? I liked it. It's nice to see when villagers tries to go home when it's too late and returns back with first sunlights;
  • Sometimes texts in Codex have a strange scrolling. As I think;
  • How I ever be supposed to explore whole pre-Strahnbrad map with timer of 3 minutes? I was slowly & steady exploring and timer just appeared. I understand that it's logical, but…
  • For what stands hint about Glyph of Ultravision after visiting secret Graveyard? I don't encountered it before and I think that's unlogical, especially for me;
  • Good reworking of Strahnbrad assault.
Mission 2: "Blackrock & Roll":
  • Again - timed mission. I can't focus myself on map exploring after I set up my base - I need to push Blackrock base;
  • And here comes the problem - AI doesn't want to push you. He just sitting on his base and chilling, sacrificing poor villiages, while listening lo-fi music :D It's my impression from AI in campaign. Maybe if you would add difficulty selection, they'd be challengeable…
  • Searinox boss… I like him. He's not simple, but not too challengeable. It's fair enough;
  • Sometimes sacrifices just took off 2 lifes from counter. Is this intended or bug?
Interlude: "Jaina's Meeting":
  • Poor battle golem;
  • I like sounds what Jaina & Antonidas use when teleports - makes feeling that they're casting really hard spell;

Mission 3: "Ravagers of Plague":
  • Maybe first map phase is boring, but when we enter pre-Brill villiages… Well, I liked that atmosphere: killed poors, zombies hiding among corpses, some of undeads roams on fields - they even ignored my water elemental attacks. Good job;
  • Demi-heroes are nice concept, but I don't understand - if I lose them, they can be ressurected or not? Or they'll appear on next mission only?
  • Firstly I thought that high elf priest demi-hero is OP due to his "Refreshment" ability, but… He can't cast it on himself :slp: ;
  • Pudge fight isn't hard. I think that you could increase it's difficulty maybe with devour ability - Pudge will slowly consume your non-hero/demi-hero limit, making you to kite him or nuking. Anyway I feeled that fight lacks difficulty;
Mission 4: "The Cult of Damned":
  • Firstly I thought - what you can remake in this easiest mission in whole WC3. Maybe just add new bases? Or change race balance? But I never thought about THAT...
  • Well, why I need to cleanup gold mines? My ally seems ignore gold and just spawn his units with timer? For me? Buying consumables from shops? Well, I don't think that I've needed them along mission, but it would be better if you add some "artifacts" for heroes;
  • Raj & Kirtonos models are good. Voiceacting too;
  • Whole concept with pushing only one line is good, but if I manage to push 2 lines? Can I capture 2 enemy basepoints? I'll recieve some bonuses or it's not planned in these mission?
  • Why acolytes attacking us? They're working units and quickly died under our fire, what a waste of workers :D
  • Kel'thuzad boss isn't too hard, but compared to Pudge, he didn't lack some difficulty. And as I understand - he tries to focus with his Felstrike ability units with low hp or what?
Mission 5: "March of the Scourge":
  • After such huge re-imaging, I thought that last 5 mission would be epic fightning with 3 undead bots and you've just collected all difficulty from previous missions and… What a mess, this mission is so SLOW;
  • 25 times isn't bad, but Scourge didn't want to harass me at all - sending 1-2 low-tier squads of ghouls, who quickly dies near towers? Seriously? It looked like Scourge really tired up with their offense and sayed: "Okay Alliance, I need to relax and then we will continue, ok?";
  • Grain Caravan side quest is too easy - I've killed them even before they reached first villiage. Maybe make it instanly infested to increase difficulty?
  • Poor Tirion Fordring…
  • For what stands orange Shard Defender unit?
  • And when on timer 1 minute remained, Scourge just woke up and send all units from their bases to push me… :slp:
And what I can say after all…
It's good Re-Reforging, but sometimes balance is missing: or enemies too easy, or they're too hard.
However I liked it and would recommend it to anyone, who wants to replay Warcraft 3 campaign as it was supposed to be in Reforged.
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
I've completed all maps yesterday and what I can say briefly - some of them I liked, some not.
First of all - why I can't change difficulty? Or I'm dumb?
And what I can say about all missions, from 1 to 5, played on English:

Mission 1: "The Defence of Strahnbrad":
  • Well, custom models are good. But it limits player to play only on Reforged, as I understood;
  • But on Reforged graphics I've strange lags in nearly all cinematics in campaign;
  • All viilagers have their daytime tasks? I liked it. It's nice to see when villagers tries to go home when it's too late and returns back with first sunlights;
  • Sometimes texts in Codex have a strange scrolling. As I think;
  • How I ever be supposed to explore whole pre-Strahnbrad map with timer of 3 minutes? I was slowly & steady exploring and timer just appeared. I understand that it's logical, but…
  • For what stands hint about Glyph of Ultravision after visiting secret Graveyard? I don't encountered it before and I think that's unlogical, especially for me;
  • Good reworking of Strahnbrad assault.
Mission 2: "Blackrock & Roll":
  • Again - timed mission. I can't focus myself on map exploring after I set up my base - I need to push Blackrock base;
  • And here comes the problem - AI doesn't want to push you. He just sitting on his base and chilling, sacrificing poor villiages, while listening lo-fi music :D It's my impression from AI in campaign. Maybe if you would add difficulty selection, they'd be challengeable…
  • Searinox boss… I like him. He's not simple, but not too challengeable. It's fair enough;
  • Sometimes sacrifices just took off 2 lifes from counter. Is this intended or bug?
Interlude: "Jaina's Meeting":
  • Poor battle golem;
  • I like sounds what Jaina & Antonidas use when teleports - makes feeling that they're casting really hard spell;

Mission 3: "Ravagers of Plague":
  • Maybe first map phase is boring, but when we enter pre-Brill villiages… Well, I liked that atmosphere: killed poors, zombies hiding among corpses, some of undeads roams on fields - they even ignored my water elemental attacks. Good job;
  • Demi-heroes are nice concept, but I don't understand - if I lose them, they can be ressurected or not? Or they'll appear on next mission only?
  • Firstly I thought that high elf priest demi-hero is OP due to his "Refreshment" ability, but… He can't cast it on himself :slp: ;
  • Pudge fight isn't hard. I think that you could increase it's difficulty maybe with devour ability - Pudge will slowly consume your non-hero/demi-hero limit, making you to kite him or nuking. Anyway I feeled that fight lacks difficulty;
Mission 4: "The Cult of Damned":
  • Firstly I thought - what you can remake in this easiest mission in whole WC3. Maybe just add new bases? Or change race balance? But I never thought about THAT...
  • Well, why I need to cleanup gold mines? My ally seems ignore gold and just spawn his units with timer? For me? Buying consumables from shops? Well, I don't think that I've needed them along mission, but it would be better if you add some "artifacts" for heroes;
  • Raj & Kirtonos models are good. Voiceacting too;
  • Whole concept with pushing only one line is good, but if I manage to push 2 lines? Can I capture 2 enemy basepoints? I'll recieve some bonuses or it's not planned in these mission?
  • Why acolytes attacking us? They're working units and quickly died under our fire, what a waste of workers :D
  • Kel'thuzad boss isn't too hard, but compared to Pudge, he didn't lack some difficulty. And as I understand - he tries to focus with his Felstrike ability units with low hp or what?
Mission 5: "March of the Scourge":
  • After such huge re-imaging, I thought that last 5 mission would be epic fightning with 3 undead bots and you've just collected all difficulty from previous missions and… What a mess, this mission is so SLOW;
  • 25 times isn't bad, but Scourge didn't want to harass me at all - sending 1-2 low-tier squads of ghouls, who quickly dies near towers? Seriously? It looked like Scourge really tired up with their offense and sayed: "Okay Alliance, I need to relax and then we will continue, ok?";
  • Grain Caravan side quest is too easy - I've killed them even before they reached first villiage. Maybe make it instanly infested to increase difficulty?
  • Poor Tirion Fordring…
  • For what stands orange Shard Defender unit?
  • And when on timer 1 minute remained, Scourge just woke up and send all units from their bases to push me… :slp:
And what I can say after all…
It's good Re-Reforging, but sometimes balance is missing: or enemies too easy, or they're too hard.
However I liked it and would recommend it to anyone, who wants to replay Warcraft 3 campaign as it was supposed to be in Reforged.

Thank you for the in-depth review. Consider that some of the missions are not supposed to be hard per-se. It is their original design and they are also built for new players. It's Re-Reforged, how it should have been, not some very hard custom stuff. Also, if you don't discover everything on the first try, it just increases replayability. The same applies for the two gates, the mission would be too long with both gates as objective. The two sacrifices at once should not happen, will check it out.

For what concerns difficulty, literally from the FAQ on this page:
"What difficulty is for me and how do I select a difficulty?
If you can beat the vanilla campaign on Hard difficulty, I suggest trying out Hard for an engaging additional challenge or Normal if you just want to play on a similar difficulty level. If you can beat the original campaign on Normal you can try Normal to add some challenge or Easy to have a slightly easier experience than the original. Finally, if you only can beat the vanilla campaign on Easy, I recommend playing on Easy.
You cannot select a difficulty through the Custom Game menu, directly in the game interface,. You can however do so by playing through the World Editor.
To choose a difficulty this way click on File ► Preferences ► Test Map ► Select the difficulty of your choice ► Play the map through the World Editor to play on the chosen difficulty.
The difficulty of the game when played through the Custom Game menu is always Normal."

You just played at the wrong difficulty level... consider that some of my testers reported some maps to be too hard on normal. Problem is you all have different skillsets. Demi-heroes, when you control them, function like in the prologue campaign.
 
Level 9
Joined
Aug 26, 2011
Messages
483
I have to say i really like this project a lot but the first two missions feel kinda rushed to complete but even with this it still outshines what Blizzard made with their lazy assess you are truly the Hero that we don't deserve you managed to keep this game alive even though Blizzard seems to given up on it keep up the fine work my friend i am anxious for Act 2 now.
 
Level 6
Joined
Apr 30, 2021
Messages
72
This is such a great job. I can't wait for the last 4 missions to be remade for the Human Campaign and then the Undead Campaign is up next.

Also when will the New Units like the Dwarf name Dragul, White Hair High Elf Priest, and etc be released on Hiveworkship?
 
Level 1
Joined
Jan 19, 2022
Messages
1
Excellent reforging of the game with just as much polish as the prologue Orc missions.

The depth that you have gone into in both environments and objectives is great and really makes the urgency of the situation apparent.
The 4th mission was definitely my favourite as the whole mission was changed into a new ant interesting format and the gradual introduction of the Scourge through the Cult of the Damned was a very nice touch.
Only negative feedback I would share would be that the 5th mission was quite easy compared to its original counterpart, but I did really like the feature of actually destroying the Undead bases with your reinforcements to eliminate the threat as Uther says at the end cutscene.

Keep up the good work!
 
Level 5
Joined
Jul 17, 2015
Messages
53
I appear to have run into an issue. After killing Kel'thuzad, the game doesn't appear to recognize that I've beaten him, and I'm now just sitting in his empty boss arena with my troops while nothing happens. The boss music is still going, the ominous whispering in the background, but... Kel'thuzad is dead and gone. No dialogue, no nothing.

EDIT: after playing through the mission a second time, it appears to have been a one-off fluke, and unfortunately I'm not sure what might have caused it.
 
Last edited:
Level 6
Joined
May 27, 2021
Messages
64
Я начал проходить. И это здорово! Уровни, модели, ландшафт, камеры в катсценах - все просто фантастика! Я очень рад, что вы есть. Ты справляешься намного лучше, чем метель.
Rules: 4. English only
In english please write.
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
I appear to have run into an issue. After killing Kel'thuzad, the game doesn't appear to recognize that I've beaten him, and I'm now just sitting in his empty boss arena with my troops while nothing happens. The boss music is still going, the ominous whispering in the background, but... Kel'thuzad is dead and gone. No dialogue, no nothing.

EDIT: after playing through the mission a second time, it appears to have been a one-off fluke, and unfortunately I'm not sure what might have caused it.

I'm investigating into it. It's some kind of race condition.
 
Level 3
Joined
Jan 21, 2009
Messages
4
Incredible work, truly. If this was what we'd have gotten with Reforged, people would have praised Blizzard for a job well done.
The custom models fit seamlessly, the custom animations really add to the athmosphere and the map redesigns improve upon key areas while keeping the overall feel of the missions intact.

I do have a few very minor suggestions, though:
  • Giving the first two missions a (partial) time limit is an odd choice in my book. It's fine if your target audience are experienced players who have gone through the campaigns before and are familiar with the way the game and the Humans as a race work. But for new players still trying to get a grasp on things, this seems unnecessarily stressful and punishing considering these are the first two "real" missions after the prologue. Additionally, while it is certainly possible to explore everything and finish all side content within the time limit, some folks just like to take their time.
    One relatively low-effort way out of this could be to have the end-map triggers not fire immediately after completing the main objective but make the player move Arthas to a certain spot to finish the mission. And drop an early "HINT: You will have time to explore after stopping the Orcs." to make that clear. This way, the actual mission difficulty and gameplay doesn't have to change but people don't have to rush their exploration.
  • I really like the Demi-Hero concept for the no-build missions as it gives more opportunity for micro.
    But there's a minor issue on mission 3. When having selected all your units and turning on the "Duel" ability, all the selected footmen's "Defend" will also activate. Often, this is unintended, unintuitive and counterproductive. I'm guessing you also based Duel on Defend and the game can't tell the difference. Not sure if there is an easy fix to this.
  • Speaking of Demi-Heroes: I believe the ones introduced so far are all actual characters in Warcraft lore (from the books or comics), so it would be nice if we could learn a bit about them. Maybe give them a short Codex entry that is unlocked as soon as you acquire them?
  • And speaking of Codex entries: While I personally am a sucker for lore, I know that a bunch of people won't bother reading things like this. For them, being rewarded for exploration with a "useless" Codex entry will just feel bad.
    You could consider attaching a tiny bonus to acquiring an entry and/or a medium sized bonus for finding all entries on a map. Nothing that would upset the balance, but something like +10-20 XP per entry or +1 Int or +20 HP for all of them.
    The same can be said for the Secret locations: Lore nerds will love them the way they are, but others will have no clue of their significance making them somewhat pointless if not confusing. That could be alleviated with similar minor rewards or ensuring that they all have related Codex entries nearby.
  • Mission 4 was unexpected, but I enjoyed it. While Blizzard has avoided two no-build missions in a row (WC3 is still an RTS, after all) I think it's different enough that it still works. The only minor complaint I have is that Gold was relatively useless. I didn't need any consumables and my heroes never died, so I just had nothing to spend it on.
    Introducing useful, permanent items to the shops is the simplest solution but might upset the balance in future missions, so maybe that's not ideal. Another option would be to introduce a way to upgrade the wave units via Gold. Maybe have them start off a bit weaker than they currently are: Either straight up fewer units per wave or Militia instead of Footmen - something like that. Then, you could have a few costly upgrades in the central building which give additional units for each spawned wave and/or make the units spawned stronger (back up to Footmen or even Captains, upgrades for the Priests, Blacksmith upgrades for Riflemen). The weaker start might also make the threat of your base getting destroyed real on Normal difficulty, as it just wasn't ever close to that for me.
  • Finally, I found two novelty items that I was unsure what to do with. Wirt's leg in mission 4 and the archeology reward (a fern?) in 5. While those are nice little easter eggs, it's unclear to players whether they have any use. I guess Wirt's leg was just supposed to be sold, but it wasn't unreasonable to expect it to lead to something more, given its use in Diablo 2. Still not sure about the other one as IIRC that was only 100 Gold. Giving the player items that they're not sure what to do with is fine if they have 100 inventory slots, but with just 6? Sacrificing a precious slot for an item that turns out useless is frustrating. A little addition to the tooltips (which are already 4th-wall-breakingly tongue in cheek) stating that those are meant to be sold would alleviate that issue.
Again, you did an incredible job with these missions and my points are nothing but minor nit-picks. With the amount of effort and care you clearly put into these missions, there aren't really any major ways to improve upon them - so all that's left is nit-picking. I hope that even if you don't agree with my propositions, my description of why I think certain aspects aren't perfect might help.
 
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Level 1
Joined
Jan 21, 2022
Messages
1
Omg .That was amazing .... This is what I expected from reforged ..
Thank you for remake it was really fun . Blizz should be jealous to your job ;)
Can´t wait for the next act . The childhood comes back :)
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
Incredible work, truly. If this was what we'd have gotten with Reforged, people would have praised Blizzard for a job well done.
The custom models fit seamlessly, the custom animations really add to the athmosphere and the map redesigns improve upon key areas while keeping the overall feel of the missions intact.

I do have a few very minor suggestions, though:
  • Giving the first two missions a (partial) time limit is an odd choice in my book. It's fine if your target audience are experienced players who have gone through the campaigns before and are familiar with the way the game and the Humans as a race work. But for new players still trying to get a grasp on things, this seems unnecessarily stressful and punishing considering these are the first two "real" missions after the prologue. Additionally, while it is certainly possible to explore everything and finish all side content within the time limit, some folks just like to take their time.
    One relatively low-effort way out of this could be to have the end-map triggers not fire immediately after completing the main objective but make the player move Arthas to a certain spot to finish the mission. And drop an early "HINT: You will have time to explore after stopping the Orcs." to make that clear. This way, the actual mission difficulty and gameplay doesn't have to change but people don't have to rush their exploration.
  • I really like the Demi-Hero concept for the no-build missions as it gives more opportunity for micro.
    But there's a minor issue on mission 3. When having selected all your units and turning on the "Duel" ability, all the selected footmen's "Defend" will also activate. Often, this is unintended, unintuitive and counterproductive. I'm guessing you also based Duel on Defend and the game can't tell the difference. Not sure if there is an easy fix to this.
  • Speaking of Demi-Heroes: I believe the ones introduced so far are all actual characters in Warcraft lore (from the books or comics), so it would be nice if we could learn a bit about them. Maybe give them a short Codex entry that is unlocked as soon as you acquire them?
  • And speaking of Codex entries: While I personally am a sucker for lore, I know that a bunch of people won't bother reading things like this. For them, being rewarded for exploration with a "useless" Codex entry will just feel bad.
    You could consider attaching a tiny bonus to acquiring an entry and/or a medium sized bonus for finding all entries on a map. Nothing that would upset the balance, but something like +10-20 XP per entry or +1 Int or +20 HP for all of them.
    The same can be said for the Secret locations: Lore nerds will love them the way they are, but others will have no clue of their significance making them somewhat pointless if not confusing. That could be alleviated with similar minor rewards or ensuring that they all have related Codex entries nearby.
  • Mission 4 was unexpected, but I enjoyed it. While Blizzard has avoided two no-build missions in a row (WC3 is still an RTS, after all) I think it's different enough that it still works. The only minor complaint I have is that Gold was relatively useless. I didn't need any consumables and my heroes never died, so I just had nothing to spend it on.
    Introducing useful, permanent items to the shops is the simplest solution but might upset the balance in future missions, so maybe that's not ideal. Another option would be to introduce a way to upgrade the wave units via Gold. Maybe have them start off a bit weaker than they currently are: Either straight up fewer units per wave or Militia instead of Footmen - something like that. Then, you could have a few costly upgrades in the central building which give additional units for each spawned wave and/or make the units spawned stronger (back up to Footmen or even Captains, upgrades for the Priests, Blacksmith upgrades for Riflemen). The weaker start might also make the threat of your base getting destroyed real on Normal difficulty, as it just wasn't ever close to that for me.
  • Finally, I found two novelty items that I was unsure what to do with. Wirt's leg in mission 4 and the archeology reward (a fern?) in 5. While those are nice little easter eggs, it's unclear to players whether they have any use. I guess Wirt's leg was just supposed to be sold, but it wasn't unreasonable to expect it to lead to something more, given its use in Diablo 2. Still not sure about the other one as IIRC that was only 100 Gold. Giving the player items that they're not sure what to do with is fine if they have 100 inventory slots, but with just 6? Sacrificing a precious slot for an item that turns out useless is frustrating. A little addition to the tooltips (which are already 4th-wall-breakingly tongue in cheek) stating that those are meant to be sold would alleviate that issue.
Again, you did an incredible job with these missions and my points are nothing but minor nit-picks. With the amount of effort and care you clearly put into these missions, there aren't really any major ways to improve upon them - so all that's left is nit-picking. I hope that even if you don't agree with my propositions, my description of why I think certain aspects aren't perfect might help.

What can I say? Thank you so much for the in-depth review. All your points are taken into consideration and I've already started to balance some stuff and to fix some minor glitches or annoyances.
 

Wazzz

Map Reviewer
Level 33
Joined
Feb 5, 2009
Messages
4,449
Another Act, another banger. Following the Prologue, the quality has continued to be upheld and, in some instances, improved. While the Prologue was partially limited in being a tutorial, the addition of various assets for the Blackrock Clan (which really stepped up what Reforged did for them) as well as the Cult of the Damned is absolutely brilliant. The level design is wonderful, maintaining the story of the original campaign while building new gameplay around it in some instances, and the cinematics are so good.

I have been recently playing through the Reforged campaign, something I procrastinated for some time, so there has been an element of a direct comparison for me. I had my doubts about mission 4's design but found it serviceable enough (the Cult of the Damned being a huge factor for this). Multiple boss fights throughout really capture the essence of what could have been given Blizzard's love for throwing money at WoW. And, of course, the demi-heroes. So many of them.

A few nitpicks. One major one is in mission four, some of the demi-heroes seem to double up. Mostly Dargal, I think, although others may as well. I'm not sure if this is intentional or not but it does seem a bit strange for a named character to appear more than once in the same instance. I also found there wasn't much of a need for using gold in that mission at all, although I have been playing on Normal difficulty by accident (I started by playing through the ingame Single Player mode long before I realized how to play it on Hard and I was too lazy to change it. I'm sorry).

Everything else is top quality. Mission 5 feels more forgiving buuuut also looks like it can really punish you if you're not careful. Such a wonderful take on it, I won't spoil it here, people will need to play it for themselves (or watch one of the many, many Youtube channels covering this project). Very easy to approve this, might be looking at something more - we'll keep you updated.

For now, I am definitely looking forward to what comes next. Lamenting that a little bit. I can see how much love and attention goes into each individual mission, so I know there won't be a whole lot of new content any time soon. But if the work you've been producing continues to uphold the quality that you've been putting out so far, it's worth the wait and the support.
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
I noticed my Chaos Combust icon being used for the Burning Rage ability, neat!

Oh thank you! I will add you to the credits in the next update (hopefully very soon, I just would like to avoid pinging everyone without a real update). I think I forgot to add also all the custom effects authors! Sorry for that...

Another Act, another banger. Following the Prologue, the quality has continued to be upheld and, in some instances, improved. While the Prologue was partially limited in being a tutorial, the addition of various assets for the Blackrock Clan (which really stepped up what Reforged did for them) as well as the Cult of the Damned is absolutely brilliant. The level design is wonderful, maintaining the story of the original campaign while building new gameplay around it in some instances, and the cinematics are so good.

I have been recently playing through the Reforged campaign, something I procrastinated for some time, so there has been an element of a direct comparison for me. I had my doubts about mission 4's design but found it serviceable enough (the Cult of the Damned being a huge factor for this). Multiple boss fights throughout really capture the essence of what could have been given Blizzard's love for throwing money at WoW. And, of course, the demi-heroes. So many of them.

A few nitpicks. One major one is in mission four, some of the demi-heroes seem to double up. Mostly Dargal, I think, although others may as well. I'm not sure if this is intentional or not but it does seem a bit strange for a named character to appear more than once in the same instance. I also found there wasn't much of a need for using gold in that mission at all, although I have been playing on Normal difficulty by accident (I started by playing through the ingame Single Player mode long before I realized how to play it on Hard and I was too lazy to change it. I'm sorry).

Everything else is top quality. Mission 5 feels more forgiving buuuut also looks like it can really punish you if you're not careful. Such a wonderful take on it, I won't spoil it here, people will need to play it for themselves (or watch one of the many, many Youtube channels covering this project). Very easy to approve this, might be looking at something more - we'll keep you updated.

For now, I am definitely looking forward to what comes next. Lamenting that a little bit. I can see how much love and attention goes into each individual mission, so I know there won't be a whole lot of new content any time soon. But if the work you've been producing continues to uphold the quality that you've been putting out so far, it's worth the wait and the support.

Ahah, yes, I'm still balancing some stuff and fixing some minor bugs (like the Dargal duplication miracle, as I like to call it). The gold in the mission four has already been reduced in the internal build, and difficulty of map five has been increased a bit.

In the prologue I had an year to refine all of its components, this campaign feels much better balance wise (from all the feedbacks I gathered) than the prologue did at release. Also, the campaign is not completed, so I'm reserving the hardest stuff for the final missions, especially the last one (I plan to have all final mission of each campaign harder than the linear increase I usually try to follow when I switch to mission to mission).

I hope to finish it all this year. I'll start working on The Culling tomorrow or early next week, but I'll go back into full development on February.
Thank you for all these reviews. I had a lot of troubles getting my work to be approved in the past and I don't want any award or title if not deserved. So, lets keep this approved until I finish the campaign. I've still a lot of work to do...
 

Wazzz

Map Reviewer
Level 33
Joined
Feb 5, 2009
Messages
4,449
Oh thank you! I will add you to the credits in the next update (hopefully very soon, I just would like to avoid pinging everyone without a real update). I think I forgot to add also all the custom effects authors! Sorry for that...



Ahah, yes, I'm still balancing some stuff and fixing some minor bugs (like the Dargal duplication miracle, as I like to call it). The gold in the mission four has already been reduced in the internal build, and difficulty of map five has been increased a bit.

In the prologue I had an year to refine all of its components, this campaign feels much better balance wise (from all the feedbacks I gathered) than the prologue did at release. Also, the campaign is not completed, so I'm reserving the hardest stuff for the final missions, especially the last one (I plan to have all final mission of each campaign harder than the linear increase I usually try to follow when I switch to mission to mission).

I hope to finish it all this year. I'll start working on The Culling tomorrow or early next week, but I'll go back into full development on February.
Thank you for all these reviews. I had a lot of troubles getting my work to be approved in the past and I don't want any award or title if not deserved. So, lets keep this approved until I finish the campaign. I've still a lot of work to do...
Absolutely, we're looking at a diamond in the rough, so we'll give you time to refine it. For now, it is certainly able to be approved, and I look forward to seeing what updates there are. I'm also an absolute sucker for the Cult of the Damned units, I just think they're neat.
 
Level 16
Joined
Jun 11, 2017
Messages
329
Oh thank you! I will add you to the credits in the next update (hopefully very soon, I just would like to avoid pinging everyone without a real update). I think I forgot to add also all the custom effects authors! Sorry for that...



Ahah, yes, I'm still balancing some stuff and fixing some minor bugs (like the Dargal duplication miracle, as I like to call it). The gold in the mission four has already been reduced in the internal build, and difficulty of map five has been increased a bit.

In the prologue I had an year to refine all of its components, this campaign feels much better balance wise (from all the feedbacks I gathered) than the prologue did at release. Also, the campaign is not completed, so I'm reserving the hardest stuff for the final missions, especially the last one (I plan to have all final mission of each campaign harder than the linear increase I usually try to follow when I switch to mission to mission).

I hope to finish it all this year. I'll start working on The Culling tomorrow or early next week, but I'll go back into full development on February.
Thank you for all these reviews. I had a lot of troubles getting my work to be approved in the past and I don't want any award or title if not deserved. So, lets keep this approved until I finish the campaign. I've still a lot of work to do...
Looking forward to see your Stratholme adaptation!
I wish you a good mood and don't need to hurry up - great works are done by slow & steady temp :D
 
Level 2
Joined
Apr 21, 2021
Messages
10
I started to pass. And it's great! Levels, models, terrain, cameras in cutscenes - everything is fantastic! I am very glad that you are. You're doing much better than the blizzard.
 
This is such a great job. I can't wait for the last 4 missions to be remade for the Human Campaign and then the Undead Campaign is up next.

Also when will the New Units like the Dwarf name Dragul, White Hair High Elf Priest, and etc be released on Hiveworkship?
I believe InsaneMonster's maps are open for all so you can read the triggers and see how he made them but you can also extract them ^ from there if you want
 
Level 4
Joined
Dec 3, 2014
Messages
56
First i have to say that additions/changes are great.
Hey is there a place where i can give feed back and mention things i noticed that maybe fix worthy?
 
Last edited:

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
First i have to say that additions/changes are great.
Hey is there a place where i can give feed back and mention things i noticed that maybe fix worthy?

This place is also fine. You can write all feedbacks here. Please note that I am already developing an update to fix some bugs and balance issues, but any feedback is appreciated.
 
Level 2
Joined
Jan 23, 2022
Messages
2
Hello! Just finished first two missions of freshly released SoL Act I and that I want to say... This is amazing! All of it, the cinematics, reimagined maps and quests (especially battle with Searinox, it was reeeeally great!) all done on such a great level Blizzard themselves could not achieve... Thank you for great re-reforge which we were waiting from the very announce of remastered version.
Also I want to say that time limit on first two missions is not so strange decision at all. It's highly reasonable, but (well, I'd say that I'm a slightly skilled person who couldn't pass entire vanilla game on hard though...) it doesn't disturb gameplay at all. For my experience, I just done with exploring first part of the mission accurately before siege is began. And in the second mission I just pushed the base of Orcs until there wasn't only one orcish Keep. Then I could done all exploring easily without fearing that hostages will be killed. %)
Also I wanted to say about one bug I encountered during Searinox battle. Well, I don't know if it's a bug or done intentionally, but when you pick up spiritual link rune, Arthas can't use his skills and inventory until rune's effect wores off.
And also AI of orcs in second mission is a little strange when they attack players base. They just run to towers then stand for a couple of seconds. When they come to my base with a catapult, it just drove up to tower then drove off from it and only then started to shoot.
 
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Level 5
Joined
Jul 17, 2015
Messages
53
Fortunately, in the second mission everything except the Orc base is accessible before you finish setting up your base (I think?). So if you really want, you can delay something like the Blacksmith or Lumber Mill until you've had your fill of exploring.
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
For cinematheque, Plus
For the time limits for completing tasks, Minus
I can't stand being pushed around.

I am delaying the timer of the first mission to be a bit more accessible in the next update. I am also going to delay a little bit the sacrifices in the second mission, for the same reason. I like the timers, I understand they could be a bit tight though. Consider that dialogues imply that there is quite the hurry to save the villagers.
 
Level 1
Joined
Jan 25, 2022
Messages
1
What can I say? These newly interpretations of the maps are so awesome. I really like this. I played the campaign 2 times now, in normal and hard difficulty. I looking forward to the next act and hopefully to all other campaigns.

Thank you very much for your time and your work. THIS IS WHAT REFORGED SHOULD HAVE BEEN!!!
 
Level 3
Joined
Jul 13, 2020
Messages
26
I didn't like the gameplay of 'The Cult of the Damned" mission. I'd prefer it to be more vanilla like. Also there is no reward for doing side quests. Could be some artifacts.
And there are too many semi-heroes, too OP. Half of the army are semi-heroes. One or two would be enough.
Also I didn't like the time-limit in the first missions.
 

InsaneMonster

Hosted Project: W3RR
Level 25
Joined
Jul 20, 2011
Messages
352
I didn't like the gameplay of 'The Cult of the Damned" mission. I'd prefer it to be more vanilla like. Also there is no reward for doing side quests. Could be some artifacts.
And there are too many semi-heroes, too OP. Half of the army are semi-heroes. One or two would be enough.
Also I didn't like the time-limit in the first missions.

I will not answer to your taste, to each his own of course, but I will answer on the quest rewards, because it's just not true:
Mass Graves quest -> killing each Candlestick Mage prevents the Skeletons from spawning, making it easier for your forces to cut through the enemy base
Haunted Gold Mines quest -> destroying each gold mine awards with gold, additional soldiers, a tome and, if you break the crates, you can find a glyph increasing melee damage or melee armor of your units. Beside that, it weakens the cultists in a variety of subtle ways
 
Level 2
Joined
Jan 23, 2022
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2
So I finished last (for now) 3 missions. They were great and interesting to explore, 4th mission was VERY cool and got changed the most of all at the moment, I think. Acolytes and henchmen of Cult instead of undead surprised me (in pleasant way), and some references to Diablo were really cool. Every boss battle is a masterpiece and I hope there will be more of them in (hope not so distant...) the future. So, the 3-4th missions was great... And 5th not so great. Missions on defence never was my strong side, but this mission is frustrating me more than when I was defeated again and again in vanilla... 'Cause there weren't Chronicles!!! Now from 4 chronicles of this mission I could find only one (I think it's clear which one) and... Nothing more.
In the first part of mission undead attacks you very fast and I jus't can't constantly switching between Arthas and two bases under siege and concentrate. And AI of my troops is too stupid to not die without my interference. In the second part, on the other hand, Uther rushing to undead bases like a hurricane and all I could do is kill couple of creeps on map and get to Ogre camp... And then Uther already destroyed second base and I was a "winner". So I think the best time for exploring of this mission is second part, but you need to make Uther less rushing.
 
Level 2
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Jan 13, 2022
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3
The quality of your work never ceases to amaze me and once again you have delivered a BANGER first act that is leaps and bounds better than the original. The detailing that goes into each map will always come second to none in my eyes and, I cannot wait to immerse myself in the next release. I'm very glad to see you're not giving up on this project and have the intention to continue till the end. Once again a true work of art deserving 10/10 rating!
 
Level 2
Joined
May 12, 2018
Messages
22
Great job! I love this project, I can't wait for the RR to be completed!

Due to the propensity of the existing Warcraft 3 mission, the main strategy to clear in hard mode is to defend the base with only towers to maintain low upkeep and gather many resources, then produce a large number of troops at once and eliminate enemies at once.
It's very interesting to induce The Player to keep moving actively with time & resources limits!

Moreover, in the fifth mission, forcing Player to continue to go outside for searching Sorceresses and bonus quest, and the distance between special main hall and special Lumber Mill are an interesting reinterpretation that matched WoW's background while limiting the strategy of defending with only towers!
 
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