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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. Basinator

    Basinator

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    First off: Great job.

    But now the negative critism.
    It sucks just to have been able to command four units at once. I know WC I was this way, but it sucks. But I can understand you that you want to keep the retro feeling, but I want to use the comfort options of the WC3 engine. How about letting the player choose which behaviour he wants? Just create a short option at the beginning of the campaign.

    Same goes for the health bars.

    For me it is just a pain playing this great campaign this way.
     
  2. LordPerenoldeII

    LordPerenoldeII

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    Thanks

    Complain to Blizzard then, not to me. Imagine how would the gameplay be if you could select 12 units at once. That means less defence/attack management, less worriness, less retro-feeling, less fun. The enemy always has a maximum of 4 units per wave of attack. You would be too overpowered compared to AI in this case. Well, except for a thing: you can still give team numbers, so you're still able to do that in some sort of way. I knew this when i started it all, don't worry, but it's better like this. Few may agree to what you say; most of the rest will agree to what I say.

    P.S you hadn't health bar preview in wc1 neither. And i also forgot to add squared selection circles.
     
  3. Basinator

    Basinator

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    And that's just the reason why I suggested to let the player choose which style he prefers.

    THEY are the ones who are playing it - and seriously - Why shouldn't they play it with the maximum of fun? If they make the campaign too easy because of their configuration - It's their funeral!

    I guess many people have different reasons to play this campaign. Some of them might want to play in the total retro style but I guess I am not the only one who just wants mainly to re-play and archieve the Warcraft I story.

    What makes more fun and what not is a really personal feeling. It might be more fun to you, but for instance, it isn't for me.

    I hope you get the point about which I am talking here - And that you don't get offended by this posting. It might look this way (I hope not), but I just want to give suggestions in a friendly way.
     
  4. LordPerenoldeII

    LordPerenoldeII

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    no offence. I made this campaign as a wc1 player so, mainly, to play it by myself, not just for you players. My curiousness was how a remade wc1 would have looked like. I thought that 4 unit limit setting was fine. Everyone has his opinion. It is a bore for me too, but i can't complain to Blizzard for introducing it in its first wc.
     
  5. LordPerenoldeII

    LordPerenoldeII

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    Again, at this time, i wish to give.....
    ....3243 thanks for downloading the human campaign and...
    ....2560 thanks for downloading the orcs campaign!!

    THANK YOU ALL! YOU'RE FANTASTIC!
    ...and more thanks for those few who also left +rep!! LOVE YA!!
     
  6. andreasaspenberg

    andreasaspenberg

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    there is language in the speech that isnt english.
     
  7. LordPerenoldeII

    LordPerenoldeII

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    known stuff. Read the thread to find the answer for it.
     
  8. Salius

    Salius

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    error when trying to load these campaigns...

    I'm wondering if any of you are experiencing this. I am running win 7 64bit brand new comp and getting an error when trying to load these campaigns. it says i dont have enough memory to run it. this sounds ludicrous since i have 9gigs of ram. Any ideas on how to get this working? Looks really cool and can't wait to try it.

    edit: ran in Xp compatibility mode for worldedit and the game itself still no go. Human intro works fine but screen goes black when trying to load the first mission. Orc campaign stops loading mid-way when loading up the intro.
     
  9. HiveMinder

    HiveMinder

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    If not using 1.24, upgrade.
     
  10. GamingFreak212

    GamingFreak212

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    When i downloaded to my campaign folder it didnt work when i do the campaign part
     
  11. LordPerenoldeII

    LordPerenoldeII

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    check the post just above yours.
     
  12. daverave1212

    daverave1212

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    when i get to an next level it doesn t work and gets me back to chapter select .PLZ HELP!
     
  13. LordPerenoldeII

    LordPerenoldeII

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    see that?
     
  14. daverave1212

    daverave1212

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    i am using 1.24 patch =(
     
  15. LordPerenoldeII

    LordPerenoldeII

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    are you using TFT?
    No one ever told of this. Never happened. Oo
     
  16. LordPerenoldeII

    LordPerenoldeII

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    GENTLEMEN, WE'RE ON.....

    ........5010 THANKS FOR ORC CAMPAIGN DL TIMES!.....AND.....
    ........6025 THANKS FOR THE HUMAN CAMPAIGN DL TIMES! oO

    My sincere love goes to people who continues to +rep me.
     
  17. Ninow

    Ninow

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    Great maps! Can you make a version with Warcraft III units and scenarios? It would be a nice experience too, playing first game with newer graphics =)
     
  18. LordPerenoldeII

    LordPerenoldeII

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    I don't understand what you're talking about.
     
  19. osama-binliden

    osama-binliden

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    he is basickly asking (to my understanding) for a skirmish or mellee map with full techtrees (ladder) wich you have said that it would be to hard in the past, he is also asking for u to replace models with there wc3 counterparts, so that it feels :)
     
  20. LordPerenoldeII

    LordPerenoldeII

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    unfortunately i didn't plan to do that because of the corrupted spell-tree that i somehow caused while i was creating the remake.