• 🏆 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 22
Joined
Jun 11, 2017
Messages
625
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.
 
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 10
Joined
Aug 26, 2011
Messages
498
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 8
Joined
Apr 30, 2021
Messages
134
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 2
Joined
Jan 19, 2022
Messages
2
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 6
Joined
Jul 17, 2015
Messages
67
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
70
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.
 
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
6
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.
 
Last edited:
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 :)
 
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.
 
Level 35
Joined
Feb 5, 2009
Messages
4,552
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.
 
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...
 
Level 35
Joined
Feb 5, 2009
Messages
4,552
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 22
Joined
Jun 11, 2017
Messages
625
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
 

Ardenaso

HD Model Reviewer
Level 32
Joined
Jun 22, 2013
Messages
1,804
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
64
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?
 
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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 6
Joined
Jul 17, 2015
Messages
67
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.
 
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 4
Joined
Jul 13, 2020
Messages
28
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 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
Messages
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
Joined
Jan 13, 2022
Messages
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 7
Joined
May 12, 2018
Messages
96
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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