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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 12
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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.
 
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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.


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
 
Level 20
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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. -_-
 
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. -_-

roads can be invulnerable wards with locust effect aka unselectable
 
Level 20
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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).
 
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).

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
 
Level 12
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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.
 
Level 2
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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.
 
Level 20
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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.
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.
 
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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.
 
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Level 2
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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.
 
Level 1
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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?
 
Level 20
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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?
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.
 
Level 20
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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
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.
 
Level 1
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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.
 
Level 20
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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.
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.
 
Level 10
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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).
 
Level 20
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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!
Bonus rewards for optional quests are nice and bring variety to overall old and monotonous WC1 gameplay.
That's the intention. ^^
HP indicators are shown after game is loaded (on some earlier maps only)
I noticed that too, also on Jayborino's play on map4 which made it a bit easier for the manual healing.
Spiders/Scorpions don't have attack sounds
Neither they did in the original wc1. Perhaps i went too maniacal on details like this. :)
No bonus reward for "Mastered master" quest?
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.

Final mission on "Hard" is FUCKING INSANE, it took me 2 hours to beat "Main Quest". And around 1000 or quick saves/loads...
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.

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).
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. ;)
 
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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.
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 :)

Also, that's some good timing right there. I just saw your other post on Helldoom's thread as well!
Oh yes, I'm on WC1-2 marathon :D
Looking forward for your version of WC2 remake.
 
Level 23
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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.
 
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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.
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.
 
Level 14
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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.
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
 
Level 12
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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 !!!
 
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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 !!!
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!
 
Level 20
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You have to kill very enemy on the map even though you completed the main task, including spawned minions.
So was in wc1. Spawned minions automatically attack in suicide fashion. The only ones that remains hiding in the woods are peasant.
The voiceover of the cinematics is music, not sound. So I had to increase the music volume in order to hear it.
Yep, it's mixed so to save filesize. So what, then?
 
Level 11
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I've just come across this wonderful recording of Orcs & Humans soundtrack with real SC-55 hardware:

It's available for free at the project's Patreon page here: https://www.patreon.com/posts/25371340

As stated in the comments by the maker of this video, this recording was done in cooperation with Gregory Alper, the original composer of Warcraft's music, and its sounds exactly as intended by the composer back in the day.

Would be cool to have this rendition included in the campaign.
 
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lol what's up with people today suggesting me to put restyled music in my remakes! xD

Because your remakes are better than Reforged.

I've just come across this wonderful recording of Orcs & Humans soundtrack with real SC-55 hardware:

It's available for free at the project's Patreon page here: https://www.patreon.com/posts/25371340

As stated in the comments by the maker of this video, this recording was done in cooperation with Gregory Alper, the original composer of Warcraft's music, and its sounds exactly as intended by the composer back in the day.

Would be cool to have this rendition included in the campaign.

Nice rework on the music by the author. I love it.
I feel like WC1 and WC2 had better music compared to WC3.
 
Level 12
Joined
Oct 28, 2019
Messages
454
I already commented but I will speak again. I really liked this campaign, because I got to know blizzard with warcraft 1. I voted 5 stars. I would just like to know if in warcraft 1 spearman has 4 range and 5 damage, and archer has 5 range and 4 damage, in his remake spearman has 825 and archer 800 range and even damage ?? Another important point that should be changed: The enemy gold mine, in warcraft 1 when the enemy gold mine is "unexplored" each gather extracts 10 gold, this prevents enemy workers from exploring other mines. On the Orc3 map I made many skeletons with peasant enemies trying to extract gold from another mine, as the first one ended quickly. xD
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
I already commented but I will speak again. I really liked this campaign, because I got to know blizzard with warcraft 1. I voted 5 stars. I would just like to know if in warcraft 1 spearman has 4 range and 5 damage, and archer has 5 range and 4 damage, in his remake spearman has 825 and archer 800 range and even damage ??
I wanted to balance rhe whole thing in this way because Spearmen animation makes up for the distance when Archers shoot instantly. About the other thing, i have no idea what you're talking about.
 
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