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

Warcraft 3 Re-Reforged: The Scourge of Lordaeron

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




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

FEATURES

  • Actually remastered in-game cinematics, with angles, interface and style closely matching the ones shown at Blizzcon 2018
  • Reimagined maps and missions, with beautiful, easy to navigate terrain, modernized gameplay, redesigned quests and more meaningful events, often influencing following maps in interesting ways
  • Detailed and expanded lore, with a completely new epilogue and playable interludes, 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 <-- CLICK HERE FOR INSTALL INFO
  • IS THERE ANY COPYRIGHTED CUSTOM MUSIC IN THE CAMPAIGN?
    All music comes from Blizzard's games, specifically World of Warcraft and all of its expansions. You can record any footage of this campaign and put it online without risk of copyright infringements.
  • ARE HEROES LIKE IN THE VANILLA CAMPAIGN?
    Heroes abilities are the same of the vanilla campaign and the main and heroes of the campaign are Arthas, Jaina and Muradin, just like in the original one. The experience system, however, is tweaked to be more rewarding. In other words, your heroes need 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 IS THE EPILOGUE FOR?
    It expands to a proper interactive cinematic the events of Arthas attacking Mal'Ganis after Frostmourne has been claimed and it represents the actual ending of the human campaign, creating a much more fulfilling and clear bridge to the undead campaign.
  • WHAT ARE PLAYABLE INTERLUDES/EPILOGUES?
    They are expanded cinematic sequences with a section of gameplay, usually reduced in scope with respect to regular missions and with a more RPG style camera and mechanics. In this campaign, the interlude Divergent Courses is now playable and the new epilogue is also playable. Both can be skipped to experience the cinematics only, if you so wish.
  • ARE THERE ANY KNOWN ISSUES?
    Not many, but I will list the few you might encounter:
    1. Opening the codex dialog while a cinematic is starting might have some weird effects on some cinematics. This is because the system I use to pause the game when the codex is opened just emulates Blizzard natives, which I can't use since that logic is hidden underneath the game engine. I will check if there is a way to prevent this, but it's very weird and low priority, so I can't promise on when it will be done. Don't report this bug to me because it's not really a bug, but just a very rare unintented behaviour that can be avoided very easily.
    2. Difficulty might not be retained between missions. Use the cheat code "howhard" to display the difficulty level of current mission. If it's not what you expect, just quit mission, select the new difficulty and then load it up again. Blizzard should have fixed this by now, but in case it happens again, you know how to deal with it.
    3. Sometimes facial animations of characters might stop working (partially or entirely). Usually restarting the game and reloading the map should fix the issue. It's also been noticed that facial animations tends to break more when alt-tabbing. This is due to Blizzard code, I can't fix it. If anyone knows a workaround, just let me know.
    4. In some locales, loading screen crest might be smaller or not fully centered. This is due to a bug in how the game client handles the loading screen crest, whose partially depends on the amount of text in the loading screen.
    5. If you reload a saved game, the crest might appear of the wrong race. Again, this is a Reforged issue, tell Blizzard about it.
    6. Some crashes might happen due to unpredictable circumstances. Just deal with them. It's not Re-Reforged, it's the game client.
    7. If the game crashes often, make sure to check your graphics settings, for Re-Reforged might be a bit heavier than vanilla Warcraft 3 Reforged:
      1. Reduce graphics quality in settings (make sure to not open options from in-game because, in rare cases, it could freeze the game);
      2. Set game to fullscreen mode;
      3. Close all other applications you can close, to reduce RAM and GPU usages.

CURRENTLY IN OPEN-BETA - ENGLISH ONLY

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 assets

Custom systems

Voice actors

Translators

Acknowledgements

Patrons Hall of Fame


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

I have partecipated to the Rock The Cabinet 2017: Co-op edition contest for Starcraft 2 and my map, Mercenary Business made it to the top 10.

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

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


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


  • CAPTAIN MARWYN Rasmus Lemche (english), Luca Pasqualini (italian), Feivurey (russian), MavByte (german), Akim Belkheir a.k.a Shunrik (french), Lilmunsta (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.

CURRENTLY IN PROGRESS

  • 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 and Nsyw for his help with the chinese community.
  • Spooki for overall help with the codex and english typos.
  • Dagren for overall help and support.
  • 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

12/10/2022

12/11/2022

12/23/2023


  • 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

Note: this update focuses on making the campaign compatible with W3R 1.34, while also releasing the second act.

  • Released Mission 09 Epilogue (Vengeance) [v1.0]
  • Released Mission 09 (Frostmourne) [v1.0]
  • Released Mission 08 (Dissension) [v1.0]
  • Released Mission 07 (The Shores of Northrend) [v1.0]
  • Released Mission 06 Interlude (Divergent Courses) [v1.0]
  • Released Mission 06 (The Culling) [v1.0]
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.3]:
    - Removed end credit scene
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 05 (March of the Scourge) [v1.3]:
    - Increased overall map difficulty
    - Fixed a bug causing Mark the Archeaologist to not move towards its camp
    - Fixed a bug causing villagers to not run away when a shadee visible to the player is nearby
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 04 (The Cult of the Damned) [v1.3]:
    - Fixed (hopefully) a bug causing Kel'Thuzad to not be defeated, halting the quest
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 03 (Ravages of the Plague) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 02 (Blackrock and Roll) [v1.3]:
    - General localization improvements
    - Minor fixes and improvements
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.3]:
    - Adjusted Alicia cinematics camera
    - Added new ghost: Heinz Georg
    - General localization improvements
    - Minor fixes and improvements

Note: this update is an hotfix.

  • Updated Mission 09 Epilogue (Vengeance) [v1.1]:
    - Removed last ability Paladin from Arthas when hearing the last memory
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 09 (Frostmourne) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 08 (Dissension) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 07 (The Shores of Northrend) [v1.1]:
    - Fixed Arthas being invulnerable after first main quest
  • Updated Mission 06 Interlude (Divergent Courses) [v1.1]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
  • Updated Mission 06 (The Culling) [v1.1]:
    - Zoo animals will no longer sleep
    - Zoo animals will no longer aggro the player
    - Removed rain because it was causing crashes on some hardware
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
    - Improved italian localization
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.4]:
    - Improved chinese localization
  • Updated Mission 05 (March of the Scourge) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 04 (The Cult of the Damned) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 03 (Ravages of the Plague) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.4]:
    - Improved chinese localization
  • Updated Mission 02 (Blackrock and Roll) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.4]:
    - Fixed chinese Codex dialog and buttons appearing as Allies
    - Improved chinese localization

CUSTOM CAMPAIGN UPDATE
- The entire human campaign is now bundled in a single .w3n (custom campaign) map file. This allows you to select difficulty in the game, select missions in the game and load saved game through game menus.
- The entire package is around 500 MB smaller than the previous version
- The custom campaign features a custom loading screen inspired from the default game one with the appropriate information about Hive Workshop and the project Patreon page
- File organization is reworked completely: all files (including most of the object related strings) are now contained in only one file, thus making translation and fixing backend much easier
- Object data completely reworked: all custom units are assigned as map-specific or campaign-specific and they are all organized with proper ids
- Chaos damage removed on all creeps where it makes no sense to have it
- Magic damage is now added on all creeps where it makes sense to have it
- Divine armor icon now properly displayed
- Items are completely reworked: they are reorganized, harder to kill and their values make more sense on a global scale
- Integrated some balance changes since 1.31 to Re-Reforged (like Sundering Blades, Prioritize Air and more) plus some other to improve gameplay
- Improved some codex and hint texts on all missions
- Now human scout towers have 1800 sight range on both day and night
- Made Death Pact and Death Ritual cost 0 mana (with longer cooldown, like the integrated Far Sight)
- Racial shops are redone according to the new items categorization system
- General improvements to all models (some are even new, other improved and optimized for 1.36)
- Improved some texture quality (they were lower quality before to save space)
- Added snowcaps for all human and undead buildings where it does make sense to have them
- All ghosts now have a 15% transparency added to them beside the model fresnel effect
- Complete rework of all walking sounds (they loop correctly now in all cinematics)
- Music save/reload bugs now fixed
- Music overall randomization is better when default music is played
- Music doesn't include TFT tracks as default tracks anymore
- Fixed music sometimes not resetting correctly to the intended playlist
- Added new cheats: now "ggwp" (add "-cache" or "-nocache" to make it save the cache or not). You can also display current difficulty using "howhard" and you can enable all campaign buttons using "notimetowaste"
- Codex system UI reworked: now using icons, more space to display text and better hints to avoid issues with scrolling (please note, it's impossible to make it scroll from the start due to an engine limitation)
- Codex system interaction reworked: now codex scrolls give XP to heroes collecting them depending on how difficult they are to find. Their position is also reworked to be easier to find in all maps
- Optimized and improved all trees animations without any trigger usage
- Added some unit (mostly creeps) randomization to increase replayability
- Added some items randomization to increase replayability
- Reworked the final "thank you" screen to be more up-to-date
- Added intro cinematic you can play before playing the campaign and after the end, like in default campaign
- Added campaign logo
- Improved Re-Reforged logo both in maps and in the campaign menu
- Improved custom voice acting
- Improved all AIs
- Optimized AI routines and removed their leaks
- Optimized ALL triggers and removed their leaks
- Rebalanced shades to be less annoying (especially their build times)
- Now dwarven Curators will use their abilities properly
- Reworked checkpoints to avoid bugs and improve their spreading within the maps
- Improved many shots and animations in many cinematics
  • Updated Mission 09 Epilogue (Vengeance) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Added cheering animations by soldiers when bases are defeated
    - Fixed an issue causing selection to be available after loading a save
    - Fixed timing on the final cutscene when Arthas kills Marwyn and Falric to prevent desync on various locales
  • Updated Mission 09 (Frostmourne) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Decreased divine shield duration and increased divine shield cooldown on mirror Arthas
    - Increased the time required for The Guardian to Ice Strike
    - Added UI indicator to show where The Guardian is going to Ice Strike
    - Reworked the path to Frostmourne section items to be useful in next map section and be smart with respect to current hero level
    - Fixed pathing blockers on the first Revenant's force field while progressing in the path to Frostmourne section
    - Reworked AIs of allies and enemies
    - Now suicide will happen earlier and at a better pace
    - Now the dwarfs will not attack the scourge bases
    - Added a new Undead base on the bottom left
    - Improved terrain to prevent Mal'Ganis attacks from being blocked
    - Increased base time required to finish second part of the mission
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 08 (Dissension) [v1.2]:
    - Improved some shots in the various scenes
    - Added snowcaps on all buildings
    - Added the center of the map with enemy AIs
    - Added allied bases
    - Added an altar to revive heroes and an arcane vault to buy items
    - Added some enemies around the ships to reduce how cheesable the map is
    - Fixed a bug forcing certain murlocs to swim to the player when there was no player unit there
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 07 (The Shores of Northrend) [v1.2]:
    - Improved some shots in the various scenes
    - Reworked AIs of allies and enemies
    - Now the green base forces will deploy their defences slower, allowing the player to win by attacking fast enough
    - Made the mission overall easier
    - Reduced the amount of carriable items dropped by creeps in the first part of the map
    - General improvements to terrain (mostly aesthetics)
  • Updated Mission 06 Interlude (Divergent Courses) [v1.2]:
    - Improved some shots in the various scenes
    - Fixed a bug on reload that would break cinematic frames during the fight with Diablo
    - Fixed an issue causing selection to be available after loading a save
    - Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    - Added monks around the map
  • Updated Mission 06 (The Culling) [v1.2]:
    - Added back rain
    - Added back the fountain of life
    - Made the mission less cheeseable
    - Made the beginning time to breath for the player a bit longer
    - Added more rewards to exploration
    - Added an optional quest to destroy plague cauldrons that will otherwise spawns endless amount of zombies towards your base
    - Improved the intro cutscene with new animations to reproduce even more the Blizzcon 2018 cutscene
    - Added custom UI to display kill counts
  • Updated Mission 05 Interlude (The Prince and the Prophet) [v1.5]:
    - Improved some shots in the various scenes
  • Updated Mission 05 (March of the Scourge) [v1.5]:
    - Improved some shots in the various scenes
    - Made the mission overall harder if the player doesn't explore and overall easier if the player explores
  • Updated Mission 04 (The Cult of the Damned) [v1.5]:
    - Improved some animations in the various cutscenes
    - Reword the Haunted Gold Mine optional quest to actually award a new income for the player
    - Made income actually meaningful by letting the player to buy soldiers
    - Added custom UI for both remaining soldiers and control points, designed specifically for them
    - Made the mission overall harder (but not by much)
    - During Kel'Thuzad fight, now camera pans are less intrusive
    - Fixed some data being saved to cache without any actual reason
  • Updated Mission 03 (Ravages of the Plague) [v1.5]:
    - Improved some animations in the various cutscenes
    - Vastly improved Pudge animations
    - Made the mission overall harder (but not by much)
  • Updated Mission 02 Interlude (Jaina's Meeting) [v1.5]:
    - Improved some models and animations in the various scenes
  • Updated Mission 02 (Blackrock and Roll) [v1.5]:
    - Improved some shots in cinematics
    - Made the mission overall easier
    - Reworked Searinox fight to now being able to land and be overall more dynamic
    - Now to enter Searinox Canyon the player can use a custom UI designed specifically for that
    - Fixed an issue causing minimap markers that should be hidden to reappear when loading a save
    - Fixed a cheese allowing the player to destroy the orc base before proceeding to the next phase in story mode
  • Updated Mission 01 (The Defense of Strahnbrad) [v1.5]:
    - Improved some shots in cinematics
    - Fixed a pathing blocker in the initial camp
    - Improved balance a bit in the various fights
Contents

W3RR The Scourge of Lordaeron (Campaign)

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 21
Joined
Jul 2, 2009
Messages
2,934
I tried to download this Campaign, but it didn't work...

Oh well...
Hopefully the problem will be fixed soon enough...
 
Level 1
Joined
Jun 15, 2023
Messages
1
wow nice work for your work on Re-Reforge i hope one days i can play this map coop whit my friends
 
View attachment 437945

I'll play Exodus of the Horde to pass the time and I'll link it when I do it so you know...

Mmh report on Hive discord server. It's an Hive issue. I didn't understand you were failing to download while it was very clear. Silly me.
 
Level 32
Joined
Jan 1, 2013
Messages
521
This is a masterpiece. I enjoyed playing that campaign much more than the original one. Are you really going to create an undead campaign?? This would be beyond praise because mapmaking in Warcraft is a reallyyyyyyyyyyyyy hard work. And Path of the Damned includes complicated maps.
 
Level 3
Joined
May 17, 2019
Messages
45
Hey,

I have not played it yet but I was just wondering : will this be playable as a custom campaign anytime soon ?

If I play it with individual maps there won't be any save for heroes skills and items right ?
 
Level 2
Joined
Feb 11, 2023
Messages
4
Hey,

I have not played it yet but I was just wondering : will this be playable as a custom campaign anytime soon ?

If I play it with individual maps there won't be any save for heroes skills and items right ?
No, your hero skills and items will still be saved.

The only issue with individual maps is that it's a bit tedious loading each map/interlude every time and if you take a break, you might forget where you are so it's recommended to finish everything in one go.
 
Level 2
Joined
Jul 4, 2023
Messages
3
Perfection, love it! But for some reason i can't run the interludes like the one before meeting Jaina. I'm playing it in the editor.
 
Level 3
Joined
May 17, 2019
Messages
45
I don't know if I didn't get how it works, but on map 2 I couldn't reach the canyon towards Searinox. Nothing happened when I entered the circle. Played in editor.
 
Level 3
Joined
Aug 14, 2023
Messages
3
Probably one of the best campaigns i've ever played, i personally think blizz should replace original campaigns with these (i hope someday we'll have a chance to play them all!)
 
Level 1
Joined
Feb 28, 2017
Messages
2
Help me, I have put the files on CostumeCampain but every time I try to enter on Warcaft crash.

Ti scrivo in Italiano che mi vian meglio XD. Da quando metto la cartella nel percorso corretto ed rientro in warcraft non vuole farmi più accedere alla campagne personalizzate bloccandomi tutto il gioco.
 
Level 2
Joined
Sep 2, 2023
Messages
5
Help me, I have put the files on CostumeCampain but every time I try to enter on Warcaft crash.

Ti scrivo in Italiano che mi vian meglio XD. Da quando metto la cartella nel percorso corretto ed rientro in warcraft non vuole farmi più accedere alla campagne personalizzate bloccandomi tutto il gioco.
I afraid it's not custom campaing, it's just set of maps, you should extract and copy them to Documents/Warcraft III/Maps/Download/ReReforged
 
Help me, I have put the files on CostumeCampain but every time I try to enter on Warcaft crash.

Ti scrivo in Italiano che mi vian meglio XD. Da quando metto la cartella nel percorso corretto ed rientro in warcraft non vuole farmi più accedere alla campagne personalizzate bloccandomi tutto il gioco.

Write me a DM so we can speak italian and I can better explain you, or join the discord server.
 
Level 2
Joined
Oct 14, 2023
Messages
5
Does anybody have this problem, i cant play them, pls of someone have Any solution, ty!
 

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Level 9
Joined
Oct 10, 2020
Messages
281
Superb! Cinematic rework is everything fans asked for an immersive storytelling experience. The playable events in between chapters such as playing Jaina was great since you get a little more lore bits in there and I love lore. The hidden lore items I thought was a great addition. Basically everything about it is great. Looking forward to seeing Arthas taking his undead army to the gates of Silvermoon and see how that whole section of the Undead campaign is reworked. If I had more experience with the WE such as trigger events, cinematics, and other tools I would gladly assist in kind of speeding things up. However, the effort ONE person is putting in to recreate an entire game is something of greatness. Much respect to InsaneMonster.
 
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Level 3
Joined
Oct 5, 2021
Messages
22
Excellent excellent excellent champaign. Worthy of the Warcraft game. I can't wait to jump into your Path of the damned story. Keep it up.
 
Level 2
Joined
Nov 19, 2023
Messages
5
You are absolute beast man seriously. Just few weeks ago I was telling to my friend: I wish Blizzard made Reforge campaign true to original story but with some distinctive changes instead of just reusing stuff made 20 years ago. Amazing, amazing work you did with the campaign I enjoyed it so much.
 
Level 3
Joined
Mar 24, 2014
Messages
9
Just finished it. Seems like I will be the less convinced of the people here.

Don't get me wrong, I love the work done about the whole presentation. The cinematics are gorgeous and still makes me wonder why they didn't put any effort in them, the models seems to have a lot more of animations than what I expected. And the WoW music is always welcomed to create some variation. Also the little scenario missions were a nice addition.

It's more about the gameplay of each maps that I'm kind of not sure.

If I understand, the idea is to remake Warcraft in what you imagine Reforged should have been. So there is the idea if it's your first time in Warcraft, it should fit you.

So, about the difficulty, except a specific case, everything was damn easy. But I suppose there is a way to change it? Didn't find any option when launching the map so no idea.

But about the structure of the missions, I have things to say.

The campaign is 9 missions long, and honestly, there is too much no building section. 1, a part of 2, 3, 4, part of the 7, 8, and half of 9 are no build missions. So you have just half of 2, 5, 6, half of 7, and half of 9 to play the humans. My problem here is that you don't have much opportunity to use the full roster and at the same time I just find human heroes outside of blood mage horribly boring to play in those map, especially paladin. I don't understand why you can't nuke some undead units with Arthas, like necromancers, it just turn him into a healing machine and nothing else. I suppose the idea is they are not undead, so for a lore perspective it works, but that's kill one of the reasons you play a paladin during this whole campaign in the original.

While I appreciate 1, I'm not sure about adding two timers in the mission. It is supposed to be the first, the one when you discorver the mechanics of the race so for a beginner, it's not ideal. Kind of boring also when you search the codex entries on the map and try to loot things to be urged to move towards the objective.

2 is fine, even if I found Searinox a bit of long for nothing. If you bring rifleman, there's not much he can do to you and it's just long.

3 isn't much different from the original.

4 I appreciate the idea but it ultimately suffers from the fact that paladin is already boring to play in no build, but also that you can't nuke the numerous necromancers around the map, which reduce your options to play in an agressive way.

5, I'm not sure. Maybe it's because of the difficulty settings but the Scourge is really... weak. I don't even remember if they are using a hero. The idea of having two different areas to defend is cool because the buildings can't be recreated but it really lacks the aspect of the original with the relentless tide of undeads. The side quest don't have much interest in this map, you just go as soon as the map start, clean things, and go back to your base. At least cleaning the area with Uther in the end is appreciate. The defensive kind of missions is not optimal to search codex entry, too.

6 is ok. Also not much different from the original.

7 is boring. First half suffer from the same issues as the other no build sections, and the second half, considering you have to send someone to help to defend, and you have three enemies, to face, and a base to build from the scratch, it's really slow for not much reasons. I would suggest to start with at least a tier 2 town hall to speed up the whole process.

8, I don't like this one. I find the original to be already a boring mission, here it's more or less the same but extended by 10-15 minutes. I don't see the point.

9, the add section on the boss is basically just running around and letting them get killed by the frost attacks. You don't have much time to strike and the pathfinding of Warcraft 3 don't let you avoid efficiently the attacks. Like 5, the Scourge is not really menacing when you defend. And it's sad that you can't really play Arthas with Frostmourne, having your chaos damages and insane autoattack damages with divine shield was a whole part of the fun of the original. But at least defending without a hero is a good change of pace, don't think W3 has any mission where you play units without a hero.

So I've overall appreciated the whole experience, terrain and narrative are exceptionnal, the custom units here and there are cool, the special interlude missions are kind of cool to (but you should unlock the camera), the concept of the missions for most of them are great, but I think there is balance to do here and there to really make it feel good to play.
 
Level 2
Joined
Oct 1, 2022
Messages
2
Everything you have done to enhance the first Human campaign is just utterly commendable and inspired. I adore the changes you've made that continue to add on to what the developers originally put in, especially the Codex system which is a wonderful way for new people to not just learn more about the setting but provide context-sensitive information! I am especially very happy with some of the twists you put on some of the classic missions, particularly in Andorhal, the defense of Hearthglen, the minor but oh-so-important changes to The Culling, the way you portrayed the ending... it's all fantastic work. This is, without hyperbole, the best way to experience the classic Warcraft 3 story.

The only real request I have is that (Spoiler for the Culling):
For someone with a lot more experience with Chapter 6, The Culling, the mission seems almost the easiest of the campaign now, where before it could be challenging but fair (Let's not talk about Reforged Hard Culling. I shiver to remember how much I butt my head against that). Having more enemies walk around with Mal'Ganis sooner, or enemies interspersed amongst the populace could help offset that. I'd also enjoy it if holding Wirt's leg could perhaps just put a marker on the map, or some indication for where Jaina could investigate, I walked around quite a bit before finding it in the Interlude :p

I really, really hope you continue doing work on this and I am already thinking of supporting you on Patreon for the efforts. You truly, truly, deserve it.
 
Level 2
Joined
Nov 6, 2019
Messages
5
It's Incredibly sad, that some fans made a better "re-forge" campaign than blizzard. And they had a whole paid "team of professionals". Incredible work, and sadly far more effort than blizzard put into remaking the campaigns. Good job!
 
Level 2
Joined
Mar 4, 2013
Messages
4
Oh damn, just now found the new patch notes. This is an amazing christmas gift! Thank you very much, I am really looking forward to playing this!
 
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