Warcraft : Humans

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


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.



Project is now on
PATCH v2.8

Ver2.8 CHANGE LOG:

- Under permission of @loktar , i'm using his Wc1 models to enrich the remake. Unfortunately not all of the models have been remade yet. The missing ones are the Kennel and the orc Blacksmith.
The renewed models include all human and orc structures, Grunts, Raiders, Spearmen, Crossbowmen, Necrolytes(+attack and Dark Vision effect), Clerics' Holy Lance attacks effect, Conjurers, Scorpions and more.
- To celebrate the 10 years of this project, both Orcs & Humans secret campaigns will be unlocked from the beginning!
- New Hint messages will be displayed during Orc secret map 1 for the player to better understand how to exploit the "allegiance" mechanic, and to quickly acknowledge Garona's new abilities. Same will go for Lothar's secret map 1.
- Conjurer's Comet Strike attack effect has been changed into "howl", so any enemy unit struck will suffer a brief penalty to their attack damage. This ability may work or may not, but as before, who's relying on Conjurer for base defense or attack, anyway?
- Clerics/Necrolytes attack range reduced from 200 to 150, but upgrade from Bonus Objective will now increase their range by +150 instead of +100.
- AI attack waves in most maps were too short in Hard mode and too long in Normal mode. A rebalancement has been made.
- Human secret map 1 will also go through some changes:
First off, autocast function for Cleric Healing spell has been disabled here. Now, as in the previous version of the map, the player is forced to manage his gold on a limited amount of upgrades. In v2.8, this management will carry over to the next map. Furthermore, if you manage to let the Conjurer survive the first map, he will come with you in the second map. Also, if you decided to research the Rain of Fire for him in the previous map, the research will carry over to the next map as well. Any research that has NOT been made in the first map will NOT be available in the second map.
- Fire & Water Elementals, Spiders & Scorpions will now have all Chaos attacks(only get a 1.20 damage ratio over Large Armor type).
- Reworked bonus objective dynamic for human map 9: now losing Catapults or Scorpions to enemy Catapult attacks will not cause the secret objective to fail.
- Fixed some cinematic issues
- Several building sizes and ground textures reworked, in order to accomodate new models.
- Catapults damage has been reworked: now the Catapult will inflict its full damage on direct hit, while 60% of damage will spill in the surrounding area, in a cluster radius of 9 units like warcraft 1 & 2.
In this way only the heaviest units(such as Knights/Raiders, tier 2 summons and other Catapults) will survive the splash damage. This should also prevent Knights/Raiders from getting killed by a quick-lob glitch caused by Catapults firing right at the edge of their minimum attack range.
A mention has to be made towards the damage mitigation system in Warcraft 3, which works on percentage absorption rather than nullifying single numerical units. A Knight/Raider in this remake has a standard defence of 15, which absorbs 47% of damage. This percentage goes up by 4 for each of the two Shields upgrades, so you can guess how it further goes to inflict towards Catapult damage.
- Switched Lothar's Shield Bash ability with Shockwave: deals 50 damage over a straight line at the cost of 50 mana(like "Roar") with 10 seconds cooldown. This should also prove useful in the Human secret map 2, as the Shield Bash was only useful to snipe enemy Catapults, plus with the risk of Lothar getting stuck between obstacles due to a bug from the spell system.
- Added Donations Button down below so if you feel superkind, and think this guy here has well-spent over 10 years in creating and perfecting this remake for you to play for free, any donation would be super appreciated! :) ^^


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!!


Remember: this project took me 8 years. My very first goal was to play it myself, then as it started to take shape I also figured I could gladly share it with the Warcraft 3 community to show them all my passion for the classic games! So, if you want to be super generous and kind, please donate. ;)
Very much appreciated! ^^



Keywords:
warcraft orcs humans remake campaign update enhanced
Contents

Warcraft : Humans (Campaign)

Reviews
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...
Level 1
Joined
Jul 13, 2020
Messages
4
Why in the Secret Intro, the model of Lothar and footman is showen as a footman who is in the WC3?
P.S.I use 1.27 and I didn't unlock new BONUS OBJECTIVES. All above happen in the test of WE.
 
Level 19
Joined
Nov 20, 2005
Messages
1,142
What an epic it is!
:smile:
Why in the Secret Intro, the model of Lothar and footman is showen as a footman who is in the WC3?
:peasant-thinking:
P.S.I use 1.27
Could be because of this.

All above happen in the test of WE.
....or also this. You shouldn't open my maps in WE, unless you want to see how they're built script-wise(to inspire you in creating your own). If not, please don't complain about anything you see strange in there, because it should work just fine in the game itself. If not, your version of the game should be the issue.
If the problem still persists, i'm sorry but i can't be of any help at this point.
 
Level 19
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Messages
1,142
How's everyone doing? We're living through hard and nasty times, that's for sure, and I'm no exception.
What happened to me from the start of the covid pandemic till now is too much to mention. I've been through a lot of struggles in life, and been kept away from hobbies to focus on more important things, but the good news is that i'm back and, by looking at the date, it's been over 10 years since i first released this remake!
As such, I decided to rework the project up a bit, and do some polishing here and there.

Project will soon be on
PATCH v2.8

Ver2.8 CHANGE LOG:

- Under permission of @loktar , i'm using his Wc1 models to enrich the remake. Screenshots below are a small preview. Some models still need a fix, which the artist is undergoing as we speak. ;)

wc3scrnshot_080420_015206_02-jpg.361270


wc3scrnshot_080420_014916_01-jpg.361269


- To celebrate the 10 years of this project, both Orcs & Humans secret campaigns will be unlocked from the beginning!
- New Hint messages will be displayed during Orc secret map 1 for the player to better understand how to exploit the "allegiance" mechanic, and to quickly acknowledge Garona's new abilities. Same will go for Lothar's secret map 1.
- Fire & Water Elementals, Spiders & Scorpions will now have all Chaos attacks(only get a 1.20 damage ratio over Large Armor type).
- Fixed some cinematic issues
- Several building sizes and ground textures reworked, in order to accomodate new models.
- Switched Lothar's Shield Bash ability with Shockwave: deals 50 damage over a straight line at the cost of 50 mana(like "Roar") with 10 seconds cooldown. This should also prove useful in the Human secret map 2, as the Shield Bash was only useful to snipe enemy Catapults, plus with the risk of Lothar getting stuck between obstacles due to a bug from the spell system.

Be safe everyone. Will release this as soon as it will be optimized.
 
Level 1
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Aug 13, 2020
Messages
1
Pretty new to this whole mod map thing, and I haven't played anything on battlenet since SC2 came out. but was able to use my old WC3 license to DL and install.
But apparently it's WC reforged... is it possible to install custom maps like this in reforged?
I'm pretty stoked to find this mod, but cannot figure out how to install and play it.
 
Level 19
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Nov 20, 2005
Messages
1,142
Pretty new to this whole mod map thing, and I haven't played anything on battlenet since SC2 came out. but was able to use my old WC3 license to DL and install.
But apparently it's WC reforged... is it possible to install custom maps like this in reforged?
I'm pretty stoked to find this mod, but cannot figure out how to install and play it.
Read my signature
 
Level 19
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Messages
1,142
A new report from the soon-to-come update:

Lots of new material has been added. This picture is a slight preview of what's been improved:

wc3scrnshot_100720_212630_01-jpg.365680


As you can see there is a wider camera angle, which can be turned off during play.
Squared selection "circles" finally working.
Spellbook method for Basic and Advanced structure tabs.
Plenty of new models for units and buildings! Once again thanks to the kind concession of @loktar ;)
More!

All said enhancements will also be used for the remake of Warcraft 2, which goes steady and constant(covid crisis is also giving me plenty of spare time :/ ).

See you soon for more updates!
 
Level 3
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Feb 14, 2018
Messages
33
Extremely terrible map in balancing, just because the user is has a much faster micro and macro you used as a justification to multiply the enemy attack instead of being more often to constantly being attacked in the last few mission resulting in the forcing players to cheese rather than beating it in a normal warcraft way , I also don't remember in wc1 where enemy would stack up and spawn daemons and sent multiple catapault , great design but map is too frustating rather challenging I wouldn't recommend this to any non-veteran wc3 players
 
Level 19
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Messages
1,142
Extremely terrible map in balancing, just because the user is has a much faster micro and macro you used as a justification to multiply the enemy attack instead of being more often to constantly being attacked in the last few mission resulting in the forcing players to cheese rather than beating it in a normal warcraft way
You can always play Normal Mode.

I also don't remember in wc1 where enemy would stack up and spawn daemons and sent multiple catapault
I do.
 
Level 3
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Feb 14, 2018
Messages
33
You can always play Normal Mode.


I do.
In this video , the player barely had any army and yet using only the starter units and like 8 conjurer was able decimate the entire enemy forces and enemy wave come seperately meaning they dont just swarm u with 2 daemons , 2 cataupault , grunts and spearman. Your map on the other hand, despite on normal difficulty took me a whole group of conjurer and a few cataupault just to hold my base and the 2 group conjurers just to start going on an offence, If u have a video of someone beating the hardest difficulty without using cheats/secret mechanic bullcrap I will gladly change my rating to 4
 
Level 19
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Messages
1,142
What i'm seeing in the video you posted is 12 Conjurers camping and casting summons. If you want i can show you this
where he plays roughly the same(only from the point where he switches back to Normal mode). Why? Because it's convenient. It's warcraft1. The game was imbalanced. Period.
Summons were free and when you tech up to them, why not spam them? It's warcraft1.
You can select only 4 units in warcraft1 but you can select up to 12 in warcraft 3.
You must build roads in warcraft 1(50 gold per tile) but you can't in warcraft 3.
The only thing that really tilts the game in this remake is the Catapult.
From what i'm seeing, you're only complaining about the last map, where i purposefully made it impossible to beat at Hard(although i've already planned to tone it down in the next update). Now, because of the last map, you gave me a 2/5, so i shouldn't even bothered about wasting my time replying to you in the first place(like the guy that gave me 1/5 because "Archers were Crossbowmen!!11!".
 
Level 3
Joined
Feb 14, 2018
Messages
33
What i'm seeing in the video you posted is 12 Conjurers camping and casting summons. If you want i can show you this
where he plays roughly the same(only from the point where he switches back to Normal mode). Why? Because it's convenient. It's warcraft1. The game was imbalanced. Period.
Summons were free and when you tech up to them, why not spam them? It's warcraft1.
You can select only 4 units in warcraft1 but you can select up to 12 in warcraft 3.
You must build roads in warcraft 1(50 gold per tile) but you can't in warcraft 3.
The only thing that really tilts the game in this remake is the Catapult.
From what i'm seeing, you're only complaining about the last map, where i purposefully made it impossible to beat at Hard(although i've already planned to tone it down in the next update). Now, because of the last map, you gave me a 2/5, so i shouldn't even bothered about wasting my time replying to you in the first place(like the guy that gave me 1/5 because "Archers were Crossbowmen!!11!".
Everyone and jaybarino included just wants to improve your map but all u do is see any non compliment comment as a kind of braindead bitching instead of asking why some people are crtisizing ur map also i also reduced the star not only because of last mission but ur frustating bonus objective as well whats the point of these bonuses if the enemy are going to get it anyway its basically a must quest if u want to win late mission and i put two out of five instaed of 1 so if u start being nice people will be nice to you
 
Level 19
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Main post updated

Project now on
PATCH v2.8

Ver2.8 CHANGE LOG:

- Under permission of @loktar , i'm using his Wc1 models to enrich the remake. Unfortunately not all of the models have been remade yet. The missing ones are the Kennel and the orc Blacksmith.
The renewed models include all human and orc structures, Grunts, Raiders, Spearmen, Crossbowmen, Necrolytes(+attack and Dark Vision effect), Clerics' Holy Lance attacks effect, Conjurers, Scorpions and more.
- To celebrate the 10 years of this project, both Orcs & Humans secret campaigns will be unlocked from the beginning!
- New Hint messages will be displayed during Orc secret map 1 for the player to better understand how to exploit the "allegiance" mechanic, and to quickly acknowledge Garona's new abilities. Same will go for Lothar's secret map 1.
- Conjurer's Comet Strike attack effect has been changed into "howl", so any enemy unit struck will suffer a brief penalty to their attack damage. This ability may work or may not, but as before, who's relying on Conjurer for base defense or attack, anyway?
- Clerics/Necrolytes attack range reduced from 200 to 150, but upgrade from Bonus Objective will now increase their range by +150 instead of +100.
- AI attack waves in most maps were too short in Hard mode and too long in Normal mode. A rebalancement has been made.
- Human secret map 1 will also go through some changes:
First off, autocast function for Cleric Healing spell has been disabled here. Now, as in the previous version of the map, the player is forced to manage his gold on a limited amount of upgrades. In v2.8, this management will carry over to the next map. Furthermore, if you manage to let the Conjurer survive the first map, he will come with you in the second map. Also, if you decided to research the Rain of Fire for him in the previous map, the research will carry over to the next map as well. Any research that has NOT been made in the first map will NOT be available in the second map.
- Fire & Water Elementals, Spiders & Scorpions will now have all Chaos attacks(only get a 1.20 damage ratio over Large Armor type).
- Reworked bonus objective dynamic for human map 9: now losing Catapults or Scorpions to enemy Catapult attacks will not cause the secret objective to fail.
- Fixed some cinematic issues
- Several building sizes and ground textures reworked, in order to accomodate new models.
- Catapults damage has been reworked: now the Catapult will inflict its full damage on direct hit, while 60% of damage will spill in the surrounding area, in a cluster radius of 9 units like warcraft 1 & 2.
In this way only the heaviest units(such as Knights/Raiders, tier 2 summons and other Catapults) will survive the splash damage. This should also prevent Knights/Raiders from getting killed by a quick-lob glitch caused by Catapults firing right at the edge of their minimum attack range.
A mention has to be made towards the damage mitigation system in Warcraft 3, which works on percentage absorption rather than nullifying single numerical units. A Knight/Raider in this remake has a standard defence of 15, which absorbs 47% of damage. This percentage goes up by 4 for each of the two Shields upgrades, so you can guess how it further goes to inflict towards Catapult damage.
- Switched Lothar's Shield Bash ability with Shockwave: deals 50 damage over a straight line at the cost of 50 mana(like "Roar") with 10 seconds cooldown. This should also prove useful in the Human secret map 2, as the Shield Bash was only useful to snipe enemy Catapults, plus with the risk of Lothar getting stuck between obstacles due to a bug from the spell system.
- Added Donations Button so if you feel superkind, and think this guy here has well-spent over 10 years in creating and perfecting this remake for you to play for free, any donation would be super appreciated! :) ^^
 
Level 1
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Nov 17, 2020
Messages
1
i tried playing this on version 1.27 and i couldnt even finish the first mission because i couldnt see or click the starting town hall and even when i used cheats to try finish the map the map wasnt recognising that i had built 1 baracks and 6 farms, i couldnt complete the mission. Would give it a 5/5 if it worked :(
 
Level 19
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Messages
1,142
i tried playing this on version 1.27 and i couldnt even finish the first mission because i couldnt see or click the starting town hall and even when i used cheats to try finish the map the map wasnt recognising that i had built 1 baracks and 6 farms, i couldnt complete the mission. Would give it a 5/5 if it worked :(
Hey guys,I've getting a bug here, my town hall are not showing.

Please how I can solve this ?
While i'm off to check it out, which version of the game are you guys using? Just asking.
 
Level 19
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Messages
1,142

wc3scrnshot_021921_193327_01-jpg.374004


That's strange, because it's working for me and I'm using 1.28. Try to get it from my signature below. Just unpack it and make sure you paste it in a separate folder(as well as in a separate partition if possible, but is not that necessary), then run it as it is. No need to install it or anything. You also need to run the ProfileFix batch file which comes in its same folder. It will help in case user's profiles won't get saved after every run.
@MrTerrorist007 try this up too, please.
 
Level 2
Joined
Feb 19, 2021
Messages
6
wc3scrnshot_021921_193327_01-jpg.374004


That's strange, because it's working for me and I'm using 1.28. Try to get it from my signature below. Just unpack it and make sure you paste it in a separate folder(as well as in a separate partition if possible, but is not that necessary), then run it as it is. No need to install it or anything. You also need to run the ProfileFix batch file which comes in its same folder. It will help in case user's profiles won't get saved after every run.
@MrTerrorist007 try this up too, please.
I've downloaded your version but my crack do not work anymore =(

Please, you know a link to 1.28 crack version ?
 
Level 2
Joined
Feb 19, 2021
Messages
6
I've tried with Warcraft 3 1.27a but still got invisible Town Hall

Man im fucking want to play this campaign, please help me in finding a solution !

Edit: Tested the Orcs campaign and its showing the town hall, the problem only continues with the humans

Thanks
 
Last edited:
Level 19
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Nov 20, 2005
Messages
1,142
I've tried with Warcraft 3 1.27a but still got invisible Town Hall

Man im fucking want to play this campaign, please help me in finding a solution !

Edit: Tested the Orcs campaign and its showing the town hall, the problem only continues with the humans

Thanks
You mean you can actually play the orc campaign no problem?
I'll try to look for a clue.
 
Level 2
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Feb 19, 2021
Messages
6
You mean you can actually play the orc campaign no problem?
I'll try to look for a clue.

Yes, The Orc Campaign does not have the problem, it shows the Town Hall, but on Human Campaign not show, i tried on other stages too but none show and i cant interact with the town hall
 
Level 19
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1,142
Yes, The Orc Campaign does not have the problem, it shows the Town Hall, but on Human Campaign not show, i tried on other stages too but none show and i cant interact with the town hall

Maybe i found a clue but i can't see if it's going to work for you. Could you do this below on your own?

Your model doesn't work because in it's texture paths you wrote "Textures\Doodads0-0.blp" not "Textures\Doodads0.blp" like it should be. I fixed it for myself but still fix pls.
- Export the TowhHallWC1_Purist.mdx from the campaign file, using the editor.
- Open the exported file with Mdxpather tool and rename the blp like the quote suggests. Then save it.
- Import it again by deleting the original TowhHallWC1_Purist.mdx present or by renaming the one you import.
- Restart world editor so that changes take effect.
- Look for the Town Hall in the Custom Data tab in the Campaign editor and set "art - model file" to the one you imported previously. If it shows up in the editor then it might be a good sign
- Save the editor and run the game
If it shows up in the game as well I will update the download link, because i know that if it works for you then it'll work for everyone.
You said only the Town Hall displays as blank, right? Not the human lumber mill or the church? That can be a sign that the problem is indeed focused on the Town Hall and not the set of wc1 models by Loktar.

EDIT: I just found a difference between the two campaign files. The human one has a non-purist version of the Town Hall imported(the orc campaign doesn't have it), along with the purist, which is the one used for the building in the game. Try to delete the non purist version. It doesn't have the word "purist" in its filename, so you should be able to easily identify it. There might be a conflict of some sort between the two versions. Perhaps you might want to try this together with the changes i suggested above.

Let me know.
 
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Level 2
Joined
Feb 19, 2021
Messages
6
Maybe i found a clue but i can't see if it's going to work for you. Could you do this below on your own?


  • Export the TowhHallWC1_Purist.mdx from the campaign file, using the editor.
  • Open the exported file with Mdxpather tool and rename the blp like the quote suggests. Then save it.
  • Import it again by deleting the original TowhHallWC1_Purist.mdx present or by renaming the one you import.
  • Restart world editor so that changes take effect.
  • Look for the Town Hall in the Custom Data tab in the Campaign editor and set "art - model file" to the one you imported previously. If it shows up in the editor then it might be a good sign
  • Save the editor and run the game
If it shows up in the game as well I will update the download link, because i know that if it works for you then it'll work for everyone.
You said only the Town Hall displays as blank, right? Not the human lumber mill or the church? That can be a sign that the problem is indeed focused on the Town Hall and not the set of wc1 models by Loktar.

EDIT: I just found a difference between the two campaign files. The human one has a non-purist version of the Town Hall imported(the orc campaign doesn't have it), along with the purist, which is the one used for the building in the game. Try to delete the non purist version. It doesn't have the word "purist" in its filename, so you should be able to easily identify it. There might be a conflict of some sort between the two versions. Perhaps you might want to try this together with the changes i suggested above.

Let me know.
YES YES YES I've never worked on a map editor, but i did all the steps you said and it worked !

Thank you very much sir =D

1615593941137.png
 
Level 19
Joined
Nov 20, 2005
Messages
1,142
EXCELLENT! I am genuinely impressed! I will update the download link in about...12 hours or so. At the moment i'm up to something important(like sleeping, duh).
By the way, forgot to tell you: there is another Town Hall unit(the one made for human traitors) down below the same tree of units in the editor. Scroll further down below under Custom Units and you will find it: Custom Units > Melee > Human > Buildings. Change that one as well into the one you imported.

EDIT: Download now updated
 
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Level 10
Joined
Oct 28, 2019
Messages
332
Excellent remake. Warcraft 1 was my first rts game that I loveit. Already completed this campaign, but will check the news updates.... other question any chance to make mission by mission workable on reforged?

And I keep saying lol if the archer has 800 range and in warcraft 1 has 5 squares of range and 4 normal damage, the spearman should has 640 range (4 squares) and 5 damage like in original wc1... lol ive edited that
 
Level 4
Joined
Feb 27, 2020
Messages
36
Greetings.

Previously was usually stick to 1.27b RU version here. Installed 1.28 over it in case, it seems, it is required. Got a problem - game lags in menu / in overall by some reason. Do you know what can cause it / possible fix for?

Tried changing the resolution - doesn't help. 1920x1080 here, Windows 10 x64. 1.27b works fine in compare. Refogred works fine too on my side.

1.28f.png

Update. Solved. I've created the shortcut for Warcraft III.exe and added to run parametrs -nativefullscr. Now it runs smooth / works fine.
 
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Level 19
Joined
Nov 20, 2005
Messages
1,142
Greetings.

Previously was usually stick to 1.27b RU version here. Installed 1.28 over it in case, it seems, it is required. Got a problem - game lags in menu / in overall by some reason. Do you know what can cause it / possible fix for?

Tried changing the resolution - doesn't help. 1920x1080 here, Windows 10 x64. 1.27b works fine in compare. Refogred works fine too on my side.

View attachment 394250

Update. Solved. I've created the shortcut for Warcraft III.exe and added to run parametrs -nativefullscr. Now it runs smooth / works fine.
I've been experiencing some minor stutterings after button clicks on main menu myself. Is that your case as well? Is this the solution to it?
 
Level 4
Joined
Feb 27, 2020
Messages
36
DxWnd might work. I've used it for MechCommander (1998-1999), while many others solutions didn't help / didn't go well in compare too, or become outdated to use for. Not sure, but perhaps Dege's stuffs might be used here as well, it has some related to mouse things (same as DxWnd). Different standalone (i.e. one .dll) wrappers... I guess not, in case of mouse problems.

mouse_fix.png
 
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Level 3
Joined
Mar 2, 2022
Messages
8
So I tried this and had no difficulties until I hit the 5th mission where it seems like the mod is just broken and you get killed off no matter what (medium difficulty). There is just no time to build up a base and set up defenses since the game is balanced in a way that unupgraded footmen and archers just don't work against those wolf raider things. That's the bug maybe? It just felt terrible and unplayable.

Tried it on 1.30 which is a version I downloaded since thanks to Acti Blizz's incompetence there is no way to access anything apart from the Reforged client if you didn't buy the original game when it was still available. And that's my issue really: like this is really cool but it's such a shame that it doesn't support a version of the game that's readily available and even if I somehow got my hands on that I don't want to play without widescreen support. So uh maybe make it compatible with Blizzard's recent "effort" so it's not broken?
 
Level 19
Joined
Nov 20, 2005
Messages
1,142
So I tried this and had no difficulties until I hit the 5th mission where it seems like the mod is just broken and you get killed off no matter what (medium difficulty). There is just no time to build up a base and set up defenses since the game is balanced in a way that unupgraded footmen and archers just don't work against those wolf raider things. That's the bug maybe? It just felt terrible and unplayable.

Tried it on 1.30 which is a version I downloaded since thanks to Acti Blizz's incompetence there is no way to access anything apart from the Reforged client if you didn't buy the original game when it was still available. And that's my issue really: like this is really cool but it's such a shame that it doesn't support a version of the game that's readily available and even if I somehow got my hands on that I don't want to play without widescreen support. So uh maybe make it compatible with Blizzard's recent "effort" so it's not broken?
Try using the version within my signature. It should work if you have the original wc3 installed somewhere else.
As for that 5th map, harvest the gold mine to the north and as usual start massing Archers with upgrades asap. Economy is key.
 
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Level 3
Joined
Mar 2, 2022
Messages
8
Try using the version within my signature. It should work if you have the original wc3 installed somewhere else.
As for that 5th map, harvest the gold mine to the north and as usual start massing Archers with upgrades asap. Economy is key.
Yep, my issue was that I kinda figured out what I was supposed to do (go to the northern goldmine until you cut the treeline on the south, then switch to the south mine, mass archers and archer upgrades and then you're fine) but still got messed up. Tried again a bunch of times and eventually I got it and while I guess I got better at executing the plan at every retry I did notice that the attacks seem kinda random? I had the feeling that I got the attack with 2 raiders a bit prematurely sometimes and that killed me so that might be an issue if it's a bug.

Other than this I've yet to notice anything "wrong" on 1.30.1.10211 but I haven't played the mod before so I don't know how much is affected if anything. Looks fine too I guess:
war1remake.jpg


As for using a different version I have two "issues" with that:

- I don't have the keys to the kingdom: I only have an old Reign of Chaos key from back in the day because I never bought Frozen Throne, I did purchase Reforged when it launched but I refunded it a day later. So what I'm able to do with my old RoC key is play the Reforged client with the classic (and good looking) graphics with RoC and TFT unlocked but if I download an old client I only have access to RoC. And yep, that means I sadly have to do "dirty tricks" if I want to play custom campaigns made for TFT. I've not given up hope in finding an old Battlechest key that's not 100+ bucks though. :D

- As far as I know proper widescreen support (where the image is not stretched) was only added with 1.30 and I really like having that nice widescreen field of view. As someone who mostly played Age of Empires 2 and SC2 and never liked War3's slightly more limited view it really does help.
 
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Level 3
Joined
Mar 2, 2022
Messages
8
Oh god, seems like the issues just keep cropping up: the 9th mission seems fairly broken too where the AI just keeps throwing these warlock units at you and they just cast a spell that has a huge area of effect and it just kills your army. :D Catapults were already fairly bad (cavalry should counter I feel... it just doesn't if there's more than one) but this thing is just bafflingly frustrating, like how many clerics would be able to counter that mass DPS and you just can't micro out if it, it's just dumb.

Guess I'm out but I'll keep hoping for a more compatible (or balanced?) version.

Edit: And I somehow passed it, turns out you can absolutely micro out of those poison clouds if you can bait them and with that those boys are actually better than the goddamn catapults. :D
 
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Level 3
Joined
Mar 2, 2022
Messages
8
Does the game still shows custom loading screens to you? It was a big obstacle for me to edit with 1.29 and above because everything is no longer on mpq, that's why i couldn't go forward from that version on.
You mean these?

rockard.jpg


The only thing that definitely seems like a bug so far is related to the lighting: if I'm on a micro mission (the ones where you're in a dungeon) and reload a save the lighting changes to how nighttime looks like when on a regular map.
 
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