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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. LordPerenoldeII

    LordPerenoldeII

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    I'm afraid it's gotta be because of the latest version. Many people have been reporting different bug/glitches related to map loadings or campaign buttons not unlocking properly.
    Try with the version linked in my signature.
     
  2. czh123

    czh123

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    Can you add heroes in every missions like the newest war2 campaign remake?And the Stormwind keep can use wc2 human castle model instead of Dalaran style castle.
    Warcraft II: Human Campaign
     
    Last edited: May 29, 2019
  3. LordPerenoldeII

    LordPerenoldeII

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    I wanted to do a remake as accurate as possible without twisting the basic old-style gameplay, but i'm planning to add a different Heroes playstyle in the expansion campaigns of my wc2 remake.
     
  4. czh123

    czh123

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    Are your wc2 remake includes Beyond the Dark Portal or only have Tides of Darkness campaigns?
     
  5. Anaxie

    Anaxie

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    If youd actually read...
     
  6. Eldar

    Eldar

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    Hi there!
    I am playing this your campaign now.

    First of all - it's wonderful, thanks for making it!

    I have a short question though: I am on 12 level (human campaign) and after completing an optional quest "Fade to black" I have immediate victory.
    Is it a bug or is it how it is supposed to work? It's a bit strange to win the last level almost without killing enemies.

    I have checked it on 1.24a and 1.27b versions - it works in the same way.
     
  7. LordPerenoldeII

    LordPerenoldeII

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    Hello. Thanks for your feedback.
    Yes, you're supposed to get straight away the victory so that you unlock and move to the secret campaign.
     
  8. BizzaroFukuro

    BizzaroFukuro

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    Completed the whole campaign on Hard along with every optional quest.
    Bonus rewards for optional quests are nice and bring variety to overall old and monotonous WC1 gameplay.

    Some bugs encountered:
    - HP indicators are shown after game is loaded (on some earlier maps only)
    - Tree chop sound doesn't check distance to camera position
    - Spiders/Scorpions don't have attack sounds
    - No bonus reward for "Mastered master" quest?
    - Poison cloud sound is bugged (played in a loop forever, I think I even heard it in Main Menu after exiting the campaign)

    At first I thought that "Hard" isn't hard at all, but then I got to missions with catapults. And Medivh quest. And then missions 11&12, oh my holy shit...
    Final mission on "Hard" is FUCKING INSANE, it took me 2 hours to beat "Main Quest". And around 1000 or quick saves/loads...
    However if going for "Optional Quest", it's very easy if you know what to do. Because the quest goal text is misleading: instead of "Attack Blackrock Spire in less than 5 minutes" it should be something like "Infiltrate Blackrock Spire in less than 5 minutes", since this is exactly what needs to be done in order to complete the quest (and to get a secret ending).
     
  9. LordPerenoldeII

    LordPerenoldeII

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    Hey man, thanks for the feedback and the rating! Also, that's some good timing right there. I just saw your other post on Helldoom's thread as well!
    That's the intention. ^^
    I noticed that too, also on Jayborino's play on map4 which made it a bit easier for the manual healing.
    Neither they did in the original wc1. Perhaps i went too maniacal on details like this. :)
    Nope. Tbh there was a point in which i basically ran out of ideas regarding Bonuses. Anyway it counts towards "Total completion", and the same happens in Orc8.

    Yeah, sorry to hear that, but you're really not supposed to finish that in Hard mode, unless you do it with the final bonus objective. I know this sounds stupid, but i preferred to make it that way.

    This is another detail i was always afraid of when imagining people playing it. I was going to modify it the way you said, along with some small polishments here and there in both campaigns, but tbf i abandoned the idea shortly after Jayborino's longplay, also because since then i started the Warcraft 2 remake, thus moving my attention to that project instead.

    Thank you very much for playing. I hope you enjoyed nevertheless. Wc2 remake will be more accurate and funny. ;)
     
  10. BizzaroFukuro

    BizzaroFukuro

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    Well, the first I did is going for optional quest. But then I saw that "Secret Level" is unlocked, so it felt like some easter egg or something...
    Plus it was too easy for a final mission, so I thought that I broke something or it was bugged.
    Then I decided to replay it going for "Main Quest", being a completionist and all that :)

    Oh yes, I'm on WC1-2 marathon :D
    Looking forward for your version of WC2 remake.
     
  11. tulee

    tulee

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    Did anyone ever find a technique to successfully kill catapults before they destroy your entire army? Was never sure if the best tactic was to use cheap units to attack enemy catapults in a suicide attempt, or to use knights and quickly kill it while dodging the attacks.

    I still cannot beat the Abby mission (where you fight the rogue humans) because of the catapult.
     
  12. LordPerenoldeII

    LordPerenoldeII

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    Wutt?? There shouldn't be any catapult on indoor maps! o_O
    As for other missions, try using knights with upgraded speed to avoid their shots while running up to them.
    It should work with footmen as well.
     
  13. tulee

    tulee

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    It's not an indoor map, it's the one where the main rebel base is in the top right part of the map.
     
  14. LordPerenoldeII

    LordPerenoldeII

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    Ah i see, well I've modified the post i just wrote above with some suggestions.
     
  15. tulee

    tulee

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    Great, I will try that, thanks!
     
  16. cleavinghammer

    cleavinghammer

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    Kiting works (sometimes).
     
  17. Anaxie

    Anaxie

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    Literally all you have to do is kite with 1 unit and send the rest in the catapults face just keep the bait unit moving and not out of its range or it will shoot for someone else

    If i recall i simply killed the catapults with crossbowmen and even left them at range because i knew they were fine
     
  18. SS.Spaghet

    SS.Spaghet

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    I like it. Cool modding. I say the modder deserves to be hired by Blizzard.
    Even though it took him 7 years, it was worth it.
    5 STARS!!
     
  19. Herod

    Herod

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    Congratulations, very good. It reminded me of my youthful time, came a lot of memories of a good time, thank you so much for that. 5 full stars. The only thing I found strange was the necrolytes, who don't use the raise dead spell, the skeletons just raise near a necro, it was a trigger, but it was very good nonetheless !!!
     
  20. LordPerenoldeII

    LordPerenoldeII

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    Yeah, the Raise Dead on necros has always been a taboo in this remake. It looks like for some reason the spell is bugged when even slightly customized(or something like that) and it won't work for the AI, so i had to do it via trigger in some clever way.
    Now that i think of it, though, i could also have given the Necros a spell animation playing just when the trigger activates; or i probably didn't because it would have looked weird if the caster was fighting in that very moment. See? All sorts of considerations have to be taken.
    Anyway thank you so much for your feedback. Recreating my own childhood times playing this game was my first goal, so that other players could have the same nostalgic feeling too. Much love!