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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warcraft : Humans

Submitted by LordPerenoldeII
This bundle is marked as approved. It works and satisfies the submission rules.
As the name says, this is a pure remake of what the glorious Warcraft: Orcs & Humans used to be and is. For all of those who would like to play back Wc1 with the style, the graphic and the interface of Wc3.

Features:
- Dual Single Player campaign: Play as Orcs or Humans and unveil their respective plots in 12 missions of real old Warcraft atmosphere.
- Old original warcraft music brought back and plaid stage by stage as the original soundtrack order was set.
- Old spells recreated. From the Necrolytes' "Unholy Armor" to the knee-dropping Warlocks' "Cloud of Poison".
- Accurate remake of the old levels' geography. Every single corner of all maps has been pasted to the wc3 engine!
- Artificial Intelligence perfectly re-created comparing the old ones. You'll incredibly feel exactly like playing against the original AI!
- All old units recreated. Raiders, "imba" catapults, Spearmen, summoned units and more!!
- Every units' stats same as how they were in the old game: from the "Crystal-fragility" of the Skeletons to the "Tank-resistance" of the Daemons.
- Intro briefings displayed as in-mission cinematics that will display a brief preview of your forces and some of the enemy.
- New plot explanations. Indoor stages have the addition of a longer intro-briefing displaying interesting(non-canon) chat between characters. Also, hit the "mission objective" button in each mission to read more curiosities about the storyline.

ok ladies and gentlemen, i'm happy to announce, after almost 6 years from the release, the big
UPDATE

v2.0 CHANGE LOG

CHANGE LOG

GENERAL:

- Both campaigns now lighter: 88,7 MB together against the previous ones' 120+ MB
- Fixed the campaign buttons not showing after completing each mission WITHOUT CHEATS! Thanks and sorry to all the (honest)players who reported.
- Fixed a bug that caused Summon Spiders/Scorpions to Summon Daemons/Elementals instead
- Fixed a bug which didn't let the player win and move to the ending after completing the last map in both campaigns.
- Fixed the AI Raise Dead spell, now working.

GAMEPLAY:

- Units selection limit(4) restored to normal(12), by popular demand.
- Just like in the original wc1, a voice will inform the player about enemies approaching the base
- Walls now buildable from the Town Hall; system created by Mechanical Man.
- Fixed(by Mechanical Man) a bug which "teleported underground" a worker unit when denied to build too far from the base.
- Revised and changed ALL UNITS' hit-points, armor and damage(original wc1 stats data and game mechanic studied and deeply explained by Clownboss here This game is so old it's not funny. - Warcraft: Orcs & Humans Message Board for PC - Page 2 - GameFAQs)
Now, because wc3 can't really handle the system explained in the link, i had to change stats repeatedly, test and tweak around. You'll see units with incredibly high gap of difference in armor, but still loyal to the old game. Also, because of the fact(as you can read in the link above) that every wc1 unit had a 20% chance of missing their target, i had to give every unit a 20% evasion ability called "Fortitude".

AESTHETIC:

- Swapped the "swampy" maps tileset from Lordaeron Fall to Dalaran Ruins.
- With the exception of buildings, the whole game interface is now entirely customized with Wc1 icons(units, unit commands, spells, etc), created by myself.
- All intro and outro cinematics adjusted and improved.
- All briefing cinematics are now voiced by Bill Roper sounds(as in the CD version of wc1)
- Removed Ferris/Trespus and Zeke/Shivat from briefings and replaced with nameless Grunt/Paladin
- Forced both humans and orcs victory screens to their RoC versions.
- Revised and corrected ALL tooltips and extra dialogues in the game.
- New(and much much lighter) loading screens for every mission, created by me using artworks by Samwise from the wc1 manual, plus few others.
- New loading screens for all intros/endings and for campaigns' main screen.
- New models for:
Humans:
Archer(kitabatake), Knight(loktar), Catapult(AndrewOverload519), Conjurer(loktar), Cleric(retextured from DoC by loktar), Barracks(retextured from DoC by loktar), Mill(retextured from DoC by loktar), Stable(Mike), Blacksmith(retextured from DoC by loktar), Church(Ket), Wall section(retextured from DoC by Loktar)

Orcs:
Spearman(retextured from DoC by Lightskin), Necrolyte(by kam), Warlock(Loktar), Blacksmith(REDXIII), Temple(retextured from DoC by Lightskin), Barracks(retextured from DoC by Loktar), Wall section(retextured from DoC by Loktar)

Neutrals & Others:
Fire Elemental(Alfredx_sotn), Skeleton(HerrDave), LogBridge(Mephestrial), Bandit Crossbowman(Wandering Soul), plus another model from Deolrin which i'm not telling because.....spoilers. ;)

Now I guess it's time for the most important part, the main event, the new

HARD MODE

Every map in the game now has a Dialogue Box system(created by 3ICE) that allows you to choose between NORMAL and HARD mode.
WHAT DOES THE HARD MODE DO:
The hard mode drastically modifies the whole game.
All missions have transitions between day and night.
When playing as humans, orcs will strike with more aggressiveness during the night, while the opposite happens when playing as orcs.
Don't relax even when playing the first missions, as the Hard mode will render them more difficult(and interesting) to play!
Completing a map in Hard Mode will unlock the Hard Mode level for the next one.
In addition(finally we're here), the Hard mode will unlock new BONUS OBJECTIVES in each map. Completing a bonus objective will unlock a new ability for a specific unit which will carry-over the rest of the campaign(only in Hard Mode). Completing ALL of the Bonus Objectives will unlock a special objective in the last map(Blackrock Spire/Stormwind Keep), which, if accomplished, will unlock a secret intro which will lead to 2 bonus maps(for each campaign) and a bonus finale at their completion.
The bonus maps are sub-plot missions following the aftermath of the first war for both Lothar and Garona.


PATCHES LOG

Project is now on
PATCH v2.6

Ver2.6 CHANGE LOG:

- Repositioned enemy units in some maps to prevent a very little(yet possible) chance for AI units from getting stuck there while attacking in a big balled-up fashion.
- Timer for Hard mode on map 10 increased from 6 to 10 minutes.
- Starting base and tech in map 12 reduced when Final bonus objective is unlocked to give the adequate difficulty for its completion(was brain-dead easy).
- Rain of fire/cloud of poison: Damage of each wave reduced from 18 to 13, decreased number of waves from 4 to 3, decreased building resistance to the spell from 25% to 0%, increased mana cost from 28 to 30.
- Human Catapult collision side reduced. It should avoid other Catapult hits now.
- Upkeep removed
- Damage of Chaos/Magic attack type decreased from 1.30 to 1.20 on heavy armors.

PATCH v2.4

Ver2.4 CHANGE LOG:

- Clerics cooldown attack speed increased from 0.30 to 0.35
- Necrolytes cooldown attack speed decreased from 0.30 to 0.25
- Warlocks cooldown attack speed increased from 0.40 to 0.70
- Conjurers cooldown attack speed increased from 0.40 to 0.65
- Fixed a bug that prevented losing a bonus quest in human mission 9
- Conjurers' "Comet Strike" ability should now work normally
- Fixed building refund that was giving +25 wood everytime a Tower was placed beyond limit(both campaigns)

PATCH v2.2

Ver2.2 CHANGE LOG:

- Archer/Spearman cooldown attack speed decreased from 0.85 to 0.75
- Archer/Spearman projectile's speed increased from 2400 to 3000
- Water Elementals cooldown attack speed decreased from 0.90 to 0.75
- Water Elementals projectile's speed increased from 1400 to 2000
- Daemon cooldown attack speed decreased from 1.10 to 1.00
- Skeleton(both types) cooldown attack speed decreased from 1.10 to 1.00
- All Cavalry and infantry melee units(spellcasters excluded) cooldown attack speed decreased from 0.60 to 0.50
- Scorpion and Spider cooldown attack speed increased from 0.60 to 0.65
- Slime cooldown attack speed decreased from 1.10 to 1.00
- Ogre cooldown attack speed increased from 0.60 to 0.65
- Fire Elemental cooldown attack speed decreased from 0.70 to 0.65
- Adjusted enemy summonings on level medium in advanced/final missions
- Enemy units training in missions 5, 6, 7, 9, 11 and 12 delayed and slowed down in both medium and hard modes
- Forced Catapult periodic training for AI in map 6 and 9 to accomodate Hard Mode Bonus achievement
- Fixed enemy casters waypoints in map 11
- Footmen Deflect ability set back to deflect projectiles(was disabled).
- Conjurers' Comet Strike ability has now "Storm Hammers" effects.
- Fixed Comet Strike ability that appeared as researched in some missions in Normal mode.
- Adjusted Ogres to the left side in the second part of mission 4.
- Corrected Armor Upgrade tooltip.
- Adjusted log-bridges height in swampy maps


TO PLAYERS

- Hard mode and Bonus objectives have been tested. They are working 100% and are accomplishable even without cheats; so thanks in advance to all players who will play this remake as it should be.
- Bonus objectives are easier(most of them are possibile only) if you have achieved bonus goals in previous missions, so that the abilities you carry-over may save the day.
- Please notify me of ANY bugs, and i will fix them straight away.
- DO NOT attempt to sell, distribute or whatever idea comes in your mind about this remake(expecially claiming it your own)!!!!!!
- Enjoy FOR FREE my 8 years-long work!
- PLEASE SHARE THE TRAILER!!



Keywords:
warcraft orcs humans remake campaign update enhanced
Contents

Warcraft : Humans (Campaign)

Reviews
Moderator
17:50, 2nd May 2016 StoPCampinGn00b: This set of nostalgic missions are exactly what the description advertises - the remake of WarCraft 1 (Humans) in WarCraft 3. It's great, accurate, and innovative in its changes which won't turn people off....
  1. aple

    aple

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    I don't think a WC1-style Road system in WC3 is practical. It might be doable, but it would not be easy and it would be messy pretty much no matter what you do. There'd pretty much only be 2 ways to do it. Using a lot of fake gold mines and all the buildings are built by haunting these gold mines, and then they are placed a certain distance from roads that are built, or by placing building-blocking buildings (or maybe items? I don't know) that are then removed around built roads which don't require buildable space. But both of these ideas have lots of problems attached to them that don't really have any answers.
     
    Last edited: Feb 28, 2017
  2. Xetanth87

    Xetanth87

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    what about making roads generate blight? it works for the orcs, but for humans a retexture could be good (not sure if you can retexture blight

    Edit1: Blight is already used in the swamp tileset so this might not be a good idea
     
  3. LordPerenoldeII

    LordPerenoldeII

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    Exactly :(
    Any help about this would be super-appreciated. I'm always keeping the campaign updated as soon as i find something new(concerning old mechanics) to adapt.
    I saw long time ago a map about Pylon system. Seemed ok but roads are not "concrete" buildings. Once laid down they are unselectable, you can walk over them, BUILD over them, and you can't destroy them. A system i was thinking would be laying down tiles of road and applying a small radius of that building bound system(which is already in my remake) around each one of them. Doesn't even sound hard. I'm dead-impatient to try to create it, being mad as hell because atm i'm on holiday in Italy until 6th March and i left my pc in London. -_-
     
  4. Xetanth87

    Xetanth87

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    roads can be invulnerable wards with locust effect aka unselectable
     
  5. LordPerenoldeII

    LordPerenoldeII

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    my concern was that, being "units", if by laying down too many of these, after a while the game would stuck up and no longer be able to produce any of any type. Locust with roads seems ok, because i tried to give locust to walls before, obviously ending up with units being able to walk through them(lol).
     
  6. Xetanth87

    Xetanth87

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    there are usually 2 players per mission so a couple of roads won't be that hard on the game. in warcraft III can naturally hold up to 12 players, each with their own units. if only player 1 has roads, that would be nothing compared to a 12 player game
     
  7. aple

    aple

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    The game can easily run about 500 to 1,000 units no-problem, depending on the system running the game. You could also use doodads, as doodads are much more efficient than units. (Pretty much all WC3 maps run 2,000 or 3,000 doodads at a time, that includes trees, with 0 problems because pretty much all they have to keep track of is pathing, art, and HP for destructibles such as trees)

    Instead of using actual blight in the swamp map, you could just use some other tile and then replace it's texture with the blight texture.
     
  8. LordAndrew

    LordAndrew

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    LordPerenoldeII could you make a cooperative version of the campaign orcs and humans? (sorry for my english, not a native speaker)
     
  9. LordPerenoldeII

    LordPerenoldeII

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    I don't know how to do it.

    EDIT: And frankly, I don't even care anymore, as i'm now working on the wc2 remake.
     
    Last edited: May 10, 2017
  10. LordBekks

    LordBekks

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    I absolutely loved this campaign. You can tell the amount of time and love the maker for this has of Warcraft 5/5.
     
  11. LordBekks

    LordBekks

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    I saw there was one in the works (by another developer I believe)... but I so would love there to be a Warcraft 2 re-make,,, that was of the quality this was!
     
  12. LordPerenoldeII

    LordPerenoldeII

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    i am working on it.
     
  13. LordBekks

    LordBekks

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    OMG I'm totally pumped. Your remake of WC1 is my favourite custom campaign !!! More than happy to wait for a second one, considering the quality and extra love you put into this one.
     
  14. LordPerenoldeII

    LordPerenoldeII

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    Thank you. I didn't want at first, mostly because of the improved AI and naval warfare with oil resource which is a nightmare to code. I've been urged to do this by the players, partly against my own will(for reasons i've explained above), and that's probably what's making me taking it very slow(somewhat against my own mood). Now with the latest patch something in the editor has gone faulty and is causing me even more trouble. We'll see.
     
  15. Ruinous_Bear

    Ruinous_Bear

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    I greatly love these maps and always wanted to go back to the old school warcraft to play again.

    I am not sure if anyone else has noticed though (least I only started on the human campaign) but it seems that the warlocks even when dead still somehow raise skeletons. Is this a bug of sorts? Makes some maps for me almost impossible to beat since those extra units screw me over even when I focused the spellcasters down.

    Just two other things that might just be on my end. The other missions don't show up even after I beaten them (Lion of Azeroth shows up but nothing afterwards) and the mission after that only has the medium button difficulty up but when I click on it the difficulty is set to hard automatically.
     
    Last edited: Aug 27, 2018
  16. Ruinous_Bear

    Ruinous_Bear

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    Came back after a break and redownloaded the file again. Seems when I try to open it though I get an error message saying the format is unknown or damaged.
     
  17. LordPerenoldeII

    LordPerenoldeII

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    This must definitely have something to do with different versions of the game. I suggest you download and use the 1.28 at most, to play it.
     
  18. jymarksman

    jymarksman

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    I played this custom campaign, and I can't finish Mission 5 because it's too hard.
     
  19. LordPerenoldeII

    LordPerenoldeII

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    Follow this:
     
  20. Byarmf

    Byarmf

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    Excellent job on this, just as absolutely frustrating as the original. One question: I can't access the two secret maps. I can watch the secret intro, but the maps aren't available or wont start. Is this because I'm using the latest version, or is there some other reason?