Warcraft III Alternate 1 (Undead Campaign): Overgrowth of Lordaeron

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Warcraft III Alternate
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Undead Campaign: Overgrowth of Lordaeron
Alternate version of "The Scourge of Lordaeron", with swapped races
Play the original Reign of Chaos Human campaign from an Undead perspective in an alternate, non-canon reality.
Some expansion units will also be available.
All players are race-swapped, including your allies and your enemies!
Play on Warcraft 3 version
1.31.1!

Inspired by Brood War Alternate. Prequel: Exodus of the Alliance. Next in the series: Path of the Kaldorei.
Features: All Chapters and Interludes are included. Includes a bonus chapter based on the ending cinematic.
Dialogue changed to fit the swaps. Character names are kept the same, but their hero class is changed.
Same map concept, but with different available units as well as different enemies.
Switched tilesets. For example, Northrend is replaced by Ashenvale.

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This Campaign series contains some differences from the original Warcraft lore. They are:
- Dreadlords are Undead beings related to Gargoyles, not Demons.
- The word demon can refer to both Demonic/Fel beings like Doom Guards, and Shadow/Void beings like Void Walkers.

2021-07-25
- Campaign: Small changes to improve consistency
- Chapters 9-10: Increased difficulty slightly
2021-07-12
- Campaign: You can now type -d in any chapter to check the difficulty setting.
- Chapter 10: Fixed enemies getting more upgrades than intended on Hard difficulty.
2021-06-30
- Campaign: Added a bonus Chapter
- Chapter 9: Completing it unlocks chapter 10. If you completed the campaign before, go to the first mission, type -t, exit the mission, and you will have the new chapter unlocked.
- Chapter 10: A bonus Chapter containing a remade cinematic and a boss fight, that links with the first mission of the Path of the Kaldorei campaign
2021-06-15
- Campaign: You can now use -t instead of -toggle.
- Campaign: Acolytes and Jaina each have a new voice line (Acolytes no longer mention Ner'zhul and Jaina no longer calls herself immortal).
- Chapter 4: Chapter title changed
- Chapter 4: Druid of the Talon no longer uses Cyclone in cinematic and dies to Arthas like originally intended.
- Chapter 9: Arthas is now saved. In the future, there will be a Chapter 10 that will load his items.
2021-06-06
- Chapter 2: Arthas now calls Feranor a Crypt Lord instead of a Dwarf when retrieving the heart.
- Chapter 8: Replaced Gnomish Inventor's model with one that looks like the WCII one.
2021-06-05
- Chapter 1: Chapter title changed
- Chapter 1: Footman's "It's a trap!" line is now spoken by Arthas instead of a Ghoul.
- Chapter 2: Feranor no longer uses Muradin's skin.
- Chapter 8: Replaced Goblin Laboratory with Gnomish Inventor.
- Chapter 8: Replaced Goblin Sappers with Gnomish Ballistic Launchers.
- Chapter 8: Fixed some hints not showing properly.
- Chapter 9: Felsong is now green.
2021-05-26
- Campaign: Changed Muradin's skin again. He now uses my own skin and icon.
- Chapter 8: Time is now stuck to 19 instead of 7, so Night Elves will gain benefits (especially Moon Wells).
- Chapter 8: Druids of the Talon and Moon Wells start with more mana.
- Chapter 8: Other minor changes.
2021-05-24
- Campaign: Added new skins for Uther and Muradin. Replaced High Elves with Blood Elves.
- Chapter 9: Mercenary Camp is now Ashenvale instead of Northrend.
2021-05-22
- Campaign: Added new skins for Falric, Jaina, and High Elven Spell Breakers and Buildings.
- Chapter 2 Interlude: Dalaran made to look ruined in order to fit the Undead theme.
- Chapter 3: Jaina no longer gains experience from killed ogre.
- Chapters 8-9: Muradin no longer has his last name in cinematics and transmissions.
2021-05-02
- Campaign: Loading screens show Undead Crest instead of Human
2021-04-22
- Campaign: Added new Preview Image
- Chapter 6: Uther no longer calls himself a Paladin
2021-04-18
- Chapter 1: Replaced burning Farms with Ziggurats
- Chapter 5: Fixed Orange base not building units
- Chapter 7: Modified Muradin's voice line referencing enemy Undead
- Chapter 7: Fixed Green AI
- Chapter 7: Replaced Nerubian Patrol with Furbolg and rebalanced Camp levels
2021-04-17
- Chapter 2: Muted Uther's voice line referencing Orcs
- Chapter 2: Uther can now use Death Coil as originally intended
- Chapters 4-9: Increased difficulty by adding Upgrades to enemies
- Chapter 4 and 9: Druids of the Talon will now cast Cyclone
- Chapter 8: Druids of the Talon will now cast Lesser Force of Nature
- Chapter 8: Replaced Nerubians with Satyrs
- Chapter 8: The Farm gotten after visiting the Goblin Laboratory now has an Undead Theme (Gargoyle Spire)
- Chapter 9: Destroyer Form is researched from the start

Nothing at the moment

I have tested the maps quite a bit, but since I am the only one that tested them, it is possible that some bugs, glitches or unexpected behaviors might have slipped through my testing. If you find anything strange, you should report it here. Also, you can type -toggle or -t while playing the first chapter of the campaign to lock or unlock the buttons for accessing each chapter.
You can type -d in any chapter to check the difficulty.

Blizzard Entertainment - Original Campaign, ported assets
Magos - Model Editor
Shadow Daemon - Button Manager
Anonymous - Mdlvis
Retera - Disarm
Ujimasa Hojo - Acolyte, Footman, Jaina, Lich
Kuhneghetz - Riderless Undead Horse
SinisterX - Blood Elf buildings
ILH - Mortar, Rocket Rain
Beepo - WCII Gnomish Inventor
PrinceYaser - BTNLichKing
HerrDave - Old-school Lich King (modified by me to have the Pitlord's glaive as a weapon)
Xetanth87 - Reversed Crypt Lord Skin and Icon, Falric (And Marwyn) Icon to Match Ujimasa Hojo's Model

If I forgot your resource, tell me.

English:
Russian:

Discord Server: https://discord.gg/J5guv3BHVc
If you want to support this project, you can help me by becoming my patron.
Contents

War3Alt1: Overgrowth of Lordaeron (Campaign)

Reviews
deepstrasz
I guess this can pass ultimately however it's really just some racial swapping work, nothing more. Approved.
Level 2
Joined
May 11, 2019
Messages
5
This was a nice attempt at doing an alternate version of this campaign. It did remind me of BW Alternate, but the difficulty here is not that punishing. Also i did not encounter any bugs, i enjoyed the pitch shifting voices for some of the characters, it felt more appropriate for their looks now. I can see how this alternate universe will evolve, races being switched and all and i hope you will continue with the other campaigns.
 
This was a nice attempt at doing an alternate version of this campaign. It did remind me of BW Alternate, but the difficulty here is not that punishing. Also i did not encounter any bugs, i enjoyed the pitch shifting voices for some of the characters, it felt more appropriate for their looks now.
When you say "Not that punishing" are you comparing it to the Original Human Campaign or the BW Alternate? I know Brood War Alternate is very punishing, and I don't want it to be that difficult. However I want it to be as difficult or a little harder than the Human Campaign and while testing, I finished missions very easily. Maybe it's that I know the originals really well, or maybe it needs to be a little bit harder.
I can see how this alternate universe will evolve, races being switched and all and i hope you will continue with the other campaigns.
I am currently working on the Human Prologue Campaign "Exodus of the Alliance" followed by the Night Elf Campaign "Path of the Watchers". Though I am quite busy, so I don't know when they will be released.
 
Level 2
Joined
May 11, 2019
Messages
5
When you say "Not that punishing" are you comparing it to the Original Human Campaign or the BW Alternate? I know Brood War Alternate is very punishing, and I don't want it to be that difficult. However I want it to be as difficult or a little harder than the Human Campaign and while testing, I finished missions very easily. Maybe it's that I know the originals really well, or maybe it needs to be a little bit harder.
I meant the BW Alternate. Now that i think about it, for Chapter 5 the amount of ghouls that you start with should be less as they will cut wood extremely quickly, changing them with skeletons or zombies i think can work. Also at the end of Chapter 8 with the 3 moon wells and the druids of the talon i think there should be more units, originally you would fight necromancers raising skeletons from their respective graveyards. Still, i only played it on normal so i don't know how it is on hard, might check it out at some point.
 
Level 2
Joined
Apr 26, 2018
Messages
3
This is a wonderful thought. In SC2, I can often see protoss in terran campaigns, but never in WC3.
Advice: It's a little too easy. For example, Chapter 5 is the most difficult one in origin campaign, even in all ROC and TFT ones, as lot of skeletons, abominations with dot and Lichs are really terrible. For this campaign, if there are druid as bear, giant with -12 damage tech, chimera with siege attack and the Wardens in attack waves of last 15 mins, player may feel really bad, haha :)
 
Level 10
Joined
Jun 11, 2017
Messages
135
I completed first mission only and I liked it!
But some questions:
  • Why Garitos is Slave Master?
  • Why all farms are burning? How undead will live in them?
  • Why Arthas killed family in ending cinematic?
  • After all, why necromancer replaced knight? If we talk about alternate - maybe a abomination should be a knight?

Good campaign, I saw JayborinoPlays WT about Starcraft Alternative - laught, and you're created such thing in WC3!
 
I completed first mission only and I liked it!
But some questions:
  • Why Garitos is Slave Master?
  • Why all farms are burning? How undead will live in them?
  • Why Arthas killed family in ending cinematic?
  • After all, why necromancer replaced knight? If we talk about alternate - maybe a abomination should be a knight?

Good campaign, I saw JayborinoPlays WT about Starcraft Alternative - laught, and you're created such thing in WC3!
  • It fits
  • Maybe i'm gonna change this one
  • Because he doesn't care about his minions. They are resources to him. He can use them but he doesn't want them do be wasted (Killed). He doesn't just kill them he casts Death Pact to heal after a hard battle.
  • Ghouls and Abominations don't talk. Footman lines are spoken by Acolytes or Crypt Fiends. Knight lines are spoken by Necromancers.
This alternate is not a 1-to-1 conversion. Some changes are made to make it more interesting and to make more sense.
 
Is it possible to play on 1.29.2 or does the campaign break on any other version aside from 1.31.1?
I first worked on it for 1.30, then updated to 1.31.1. Didn't test it on any other version. I'd say just to be sure, make a backup of your 1.29.2, and then update to 1.31 (linked in the post). If you don't want to play on 1.31.1, you could try .29 but I'm not sure if everything will work as intended.
 
Level 3
Joined
Jul 5, 2017
Messages
18
I first worked on it for 1.30, then updated to 1.31.1. Didn't test it on any other version. I'd say just to be sure, make a backup of your 1.29.2, and then update to 1.31 (linked in the post). If you don't want to play on 1.31.1, you could try .29 but I'm not sure if everything will work as intended.
Fair enough, I'll try on .29 and hope for the best
 
Level 1
Joined
Feb 26, 2018
Messages
4
Just finished the campaign and I have to say I loved it. It like the concept a lot and can't wait to see more of it.
Besides some audio still refering to some races as in the original version (Uther saying paladins at the begining of Chapter 7 or Muradin still calling the attackers undead in a part of his side-quest) I only found a bug in chapter 5 where the orange base that appears if you fail the caravan side-quest doesn't do anything beyond building a tree of life and a couple of moonwells.
 
Just finished the campaign and I have to say I loved it. It like the concept a lot and can't wait to see more of it.
Besides some audio still refering to some races as in the original version (Uther saying paladins at the begining of Chapter 7 or Muradin still calling the attackers undead in a part of his side-quest) I only found a bug in chapter 5 where the orange base that appears if you fail the caravan side-quest doesn't do anything beyond building a tree of life and a couple of moonwells.
Can you be more specific about Uther? He is not in Chapter 7. Chapter 7 is Shores of Ashenvale.

Edit: For the chapter 5 Orange Base: AI scripts are created by replacing the units and upgrades in the original. Like:
JASS:
call SetBuildUnit( 1,ACOLYTE) -> call SetBuildUnit( 1,WISP)
But for some reason I left this in:
JASS:
call SetBuildUnit( 1,UNDEAD_MINE)
And the AI didn't know how to create a Haunted Goldmine (since it only has Night Elf units) and it stopped. As far as I know this is the only script where I didn't remove this instruction.
Edit: Was a problem on Chapter 7 too but it was less noticeable.
 
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deepstrasz

Map Reviewer
Level 53
Joined
Jun 4, 2009
Messages
15,729
For a parody, this isn't really funny.

The idea would have been to properly switch the races not just replace characters in the way Antonidas is still Antonidas but a Dreadlord and Jaina still Jaina. Well, actually she looks like a Dreadlord when the cinematic ends in chapter 3.
Also, you have two melee strength heroes now.
High Elves are night elves... and Kel'thuzad is Furion...
So instead of the undead being turned to living, now they're dying in Stratholme?
Arthas became a demon hunter in demon form, not living? Also, he's been called Paladin instead of Death Knight by Uther who should've been Kel'thuzad.

While the concept might be fun, the execution is pretty sloppy, the gameplay just being Undead instead of Human without any techtree or quest or any other additions/changes.

Awaiting Update.


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For a parody, this isn't really funny.
It's not meant to be funny. It's meant to be fun. Simply put an alternate universe that doesn't take itself too seriously.
Antonidas is still Antonidas but a Dreadlord and Jaina still Jaina.
That's just a funny twist I came up. The player thinks: Wait is Jaina still going to be a Human Archmage? And then it happens. Don't need to think too hard about it. Jayn (the dreadlord) is using a human woman Archmage as a disguise.
High Elves are night elves... and Kel'thuzad is Furion...
Where are High Elves Night Elves? High Elves are only mentioned twice:
1) The Blood Mage is a High Elf (High Elves and Humans both replace orcs)
2) Arthas thinks the Night Elf Archers are High Elves because he had never seen Night Elves before.
High Elf Archers replace Headhunters/Wc2 Axethrowers and Night Elf Archers replace Ghouls or Skeleton Archers (Replacements are not 1-to-1. If they don't make sense they are changed slightly)
Kel'Thuzad is not Furion. He is the Night Elf version of a Hero Necromancer, which would be a Hero Druid
Also, he's been called Paladin instead of Death Knight by Uther who should've been Kel'thuzad.
Uther never says Paladin. If he does it is a mistake that needs fixing. Uther shouldn't have been Kel'thuzad because this is my vision for Alternate Warcraft III. I am inspired by BW Alternate, but that doesn't mean I have to do everything exactly the same. I could have made Uther a Death Knight and Jaina a Lich, but what I find more fun is unexpected changes. I knew some people won't like the idea of Uther, Jaina and Muradin being undead and instead being replaced by Kel'Thuzad and Anub'arak. This was the original idea but I was like "Who would Uther be?" There is no other named Death Knight in Warcraft III, so should I make him Mal'Ganis? And then I came to the conclusion that the best way to make this is to leave the characters as they were but change their races. Uther is still Arthas' mentor. Jaina is still Arthas' friend. Muradin is still the guy that gets sacrificed by Arthas. But now they are Undead.
Also, you have two melee strength heroes now.
Works well when one has Vampiric Aura. Also Night Elves have no Strength Heroes so the replacement Heroes for Death Knights, Dreadlords and Crypt Lords can't be Strength Heroes. Also there are pairs of two melee strength heroes in the original campaigns: Arthas/Muradin, Arthas/Anub'arak, Rexxar/Chen and they still work.
So instead of the undead being turned to living, now they're dying in Stratholme?
Undead are being reborn and turned into night elven spirits. In BW Alternate, Infested Duran who is an Infested Terran becomes a Protoss (Instead of Kerrigan who is Terran becomes Infested). In this campaign Undead become Night Elf Spirits (Instead of Humans turning Undead). It doesn't make a lot of sense but it doesn't have to. I tried to make the campaign serious when I could, but it doesn't have to take itself too seriously.
Arthas became a demon hunter in demon form, not living?
Arthas needs to become Night Elf for the next campaign. Since Undead replaces Human and Night Elf replaces Undead. The reason he become a Night Elf will be explained in the next campaign.
While the concept might be fun, the execution is pretty sloppy, the gameplay just being Undead instead of Human without any techtree or quest or any other additions/changes.
While the Tech Tree is Vanilla, it tries to follow the Human Techtree unlocks. This campaign let's you reexperience the original campaign from a new perspective. In RoC and TFT there are only 3 missions where you battle night elves, and one of them is the Illidan Wagon one. Since Undead is replaced by Night Elves, you get to fight them a lot more. This is a What if campaign. I wanted Quests to be the same but what if... you had to use undead.

Don't take this the wrong way, I am just defending my creation. However I ask of you to pay more attention before nitpicking, especially when some of the things you say are not true or are simply misunderstood. Also I find it unfair to request changes to it because it doesn't match your idea of an alternate universe. Also it is not possible to simply change Uther to Kel'thuzad since I have all heroes, hero classes, races and tilesets planned already. My Demo Campaign is already started with Thrall as a Human Archmage.
 
Last edited:
Level 4
Joined
May 14, 2016
Messages
35
For a parody, this isn't really funny.

The idea would have been to properly switch the races not just replace characters in the way Antonidas is still Antonidas but a Dreadlord and Jaina still Jaina. Well, actually she looks like a Dreadlord when the cinematic ends in chapter 3.
Also, you have two melee strength heroes now.
High Elves are night elves... and Kel'thuzad is Furion...
So instead of the undead being turned to living, now they're dying in Stratholme?
Arthas became a demon hunter in demon form, not living? Also, he's been called Paladin instead of Death Knight by Uther who should've been Kel'thuzad.

While the concept might be fun, the execution is pretty sloppy, the gameplay just being Undead instead of Human without any techtree or quest or any other additions/changes.

I thought it was pretty funny in some parts and enjoyable.

That's the point of a parody, nothing is supposed to make sense or have meaning. It's an alternate universe while keeping the same narrative, it's like a 'randomized' mod like you see in other games.

Why should Uther be Kel'Thuzad if the latter is killed in mission 4 while Uther himself is somewhere else?

Don't take this the wrong way, I am just defending my creation. However I ask of you to pay more attention before nitpicking, especially when some of the things you say are not true or are simply misunderstood. Also I find it unfair to request changes to it because it doesn't match your idea of an alternate universe. Also it is not possible to simply change Uther to Kel'thuzad since I have all heroes, hero classes, races and tilesets planned already. My Demo Campaign is already started with Thrall as a Human Archmage.

I agree with what you say here and I appreciate that you are planning sequels to this. Playing this one made me want more even if I'm in the minority. The only major issue I had was it being a little easy since I feel, generally speaking, undead overpowers night elves so (basically in every mission) it lacked balance compensation due to switching races.
 
Last edited:

deepstrasz

Map Reviewer
Level 53
Joined
Jun 4, 2009
Messages
15,729
Also there are pairs of two melee strength heroes in the original campaigns: Arthas/Muradin, Arthas/Anub'arak, Rexxar/Chen and they still work.
The Crypt Lord is still on strength so you get a lack of gameplay variety in such a manner.
Also I find it unfair to request changes to it because it doesn't match your idea of an alternate universe. Also it is not possible to simply change Uther to Kel'thuzad since I have all heroes, hero classes, races and tilesets planned already.
No. I asked the gameplay to be enhanced. Right now, it's just plain Warcraft III and on to of that, an edit of an original work, not 100% your stuff, meaning quite substandard.
 
No. I asked the gameplay to be enhanced. Right now, it's just plain Warcraft III and on to of that, an edit of an original work, not 100% your stuff, meaning quite substandard.
Well of course it's not 100% my stuff. There are other campaigns that are not 100% made by the author like Scourge of Lordaeron edits, 2P versions of Campaigns (including my own 2P Rexxar Campaign) that have been approved that change the techtree, add some new features and a couple of trigger changes (like enabling 2 player mode, making cinematics work for 2 players etc.). The only difference is that this one doesn't add new units, it changes the race. And I felt like keeping things vanilla would make it feel more natural. I was quite pleased with how it ended, mirroring the original but keeping the twist going through to the very last mission. If Scourge of Lordaeron edits, 2P Campaigns and my 2P Rexxar Campaign weren't approved I would have understood the problem with this not being 100% my work. I love The Spoon's 2P Campaigns a lot, his maps being approved is well deserved, but I would say the amount of work that goes into making a 2P Campaign map is similar to the amount that goes into making one of my alternate maps.

Here are things I need to do for every Alternate map:
Plan the replacements
Replace Tileset, making sure units and doodads aren't removed since they don't fit with the new terrains
Replace Player Races and Names, Available Units, Buildings, Abilities, Upgrades settings
Replace Player Units and Creeps
Replace Destructibles and Doodads to fit the new tileset and races
Make sure the hero loading and hero levels are correct
Check every trigger and manually replace triggers like "Create 1 Footman" with triggers like "Create 1 Ghoul"
Export each Campaign AI script and change the units and upgrades from Undead to Night Elf
Look at cinematics, transmissions and voicelines
Cut, modify or pitch shift voicelines that work in the current context
Mute and heavily modify the text of those that don't work
Modify cinematics to fit the current context (replace units, visual and sound effects, timings)
Create custom units to replace campaign units (Captain -> Undead Captain, Zombie -> Sprite)
Replace descriptions and quest messages for each quest to fit the new races
Run multiple tests for gameplay (both normal and hard), available techtree, hero loading, cinematics, AI and special events
Fix unexpected things like when a cinematic ends something happens, but if you skip the cinematic something else happens

Here are things I needed to do for every 2P Rexxar Campaign map:
Replace the default bank data save system with my own
Enable saving and loading
Making Units Shared
Making Cinematics play camera motions of the second player as well
Run multiple tests for gameplay (both normal and hard), hero saving, hero loading, cinematics and special events
Fix unexpected things like code too long to be printed to file
One was approved and one is called substandard.:vw_wtf:
Enabling a campaign map to be for 2 players and enabling it to be replayed with a new perspective are pretty similar concepts, both being edits. If I make a 2P campaign map that doesn't need new Side Quests, why would an Alternate take require them?

If it was a simple find and replace I guess you could say it was a lazy attempt at a campaign. But it isn't that simple. Sure it's not 100% my work, but I have done a lot of work. I could have just replaced the player's units with Undead and called it a day. Kept the same enemy Undead AI. But I didn't! I tried to make something of quality.

Edit:

The Crypt Lord is still on strength so you get a lack of gameplay variety in such a manner.
Can you elaborate? I pointed out how in the original campaigns you had Paladin Arthas and Muradin or DK Arthas and Anub'arak and both pairs were strength. And there is no lack of variety there.
 
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Level 3
Joined
Jan 22, 2021
Messages
9
I must admit that I had never seen something like that, I understand that it is the same story in reverse, the living are dead and the dead are alive. I have played the first 5 chapters and this are my impressions:

1. The voices, in my opinion, should be completely eliminated. It is quite rare and, on many occasions, very bad. The combination and the slowed down voice of some characters did not like me at all.

2. The character of Jaina left me a bit confused, I understand that she is a dreadlord who takes on a human aspect. Perhaps it would have been better to use a custom undead Jaina model from the forum.

3. The maps, I don't see anything wrong with using them, but maybe it would be better if you modified them. It looks strange a human village in flames full of acolytes. Maybe you could use models of undead structures from the forum.

4. The idea is fun and obviously has taken a lot of work, but I honestly think that this same idea would have been much better if you had done it from scratch. Reusing cinematics, dialogues and maps... do not look good, at least I don't like it. In short, I like the idea and I find it very funny, but I think that the execution was not the most successful.

I'm not saying it's bad, just that it could have been done, this very thing in a better way.
 
1. The voices, in my opinion, should be completely eliminated. It is quite rare and, on many occasions, very bad. The combination and the slowed down voice of some characters did not like me at all.
Voices are not slowed down, they are pitch shifted. This means I can change them to be more masculine or feminine, more demonic or colder without increasing or decreasing the duration. This might just be me but I hate to read subtitles with no audio. Because of this I tried to rework all voice lines to fit the change.
2. The character of Jaina left me a bit confused, I understand that she is a dreadlord who takes on a human aspect. Perhaps it would have been better to use a custom undead Jaina model from the forum.
The idea of it is that when you see 'her' for the first time you may think that you are going to play an Archmage and then the twist happens. If I used an Undead Jaina model it would defeat the purpose of it. I'd rather have Jaina always be in Dreadlord form than use an Undead Jaina model for her human appearance.
3. The maps, I don't see anything wrong with using them, but maybe it would be better if you modified them. It looks strange a human village in flames full of acolytes. Maybe you could use models of undead structures from the forum.
Undead are Humans. Their villagers live in similar houses. The Undead won't rebuild villages with good houses. The village is in flames because of the human raiders, not because the acolytes live in burning buildings. (They are burning in the original mission too)
I must admit that I had never seen something like that, I understand that it is the same story in reverse
4. The idea is fun and obviously has taken a lot of work, but I honestly think that this same idea would have been much better if you had done it from scratch. Reusing cinematics, dialogues and maps... do not look good, at least I don't like it. In short, I like the idea and I find it very funny, but I think that the execution was not the most successful.
Since you said you had never seen something like this, you should take a look at these Starcraft and Starcraft II campaigns that inspired my campaign:
(check 8:29)
(check 17:41)

As you can see both of them reuse existing campaigns. The first swaps the three races causing the characters to take new roles, while preserving the original story. It also changes map layouts in order to make the campaign extremely difficult. The second one only changes the player's race while leaving the enemies, as well as the map layouts the same. This leads to pretty funny cinematics like the one linked above that aren't meant to be taken seriously. I thought that if this kind of campaign worked in those games it could work in Warcraft III as well. Changing the cinematics, map layouts or quests defeats the purpose of the edit. If I created my own terrain it wouldn't be half as good. Since I am modifying official maps, I can preserve the objective quality of the maps. I understand it may feel cheap, but this is something I can work on in my spare time. If I had to redo the maps from scratch the project would take way longer and would be way worse.
 
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I guess this can pass ultimately however it's really just some racial swapping work, nothing more.

Approved.
Thanks a lot for the approval. That's the point of these campaigns: revisiting the old campaigns with a new perspective. In this campaign, I stuck with vanilla tech trees and heroes because everything felt right, and I didn't think anything custom was necessary, but in future campaigns there will be more custom heroes, units, boss fights (Murloc Sorceror, Uther and his Paladins, Antonidas, Mannaroth (the latter will have a separate mission where you fight him using Thrall and Grom, replacing the Cinematic) and adding interesting features from the beta versions of Warcraft III like the original Mountain King ultimate. The factions that replace Demo Murlocs, High/Blood Elves, Forsaken, Fel Orcs, Watchers, Naga, Satyrs, Taurens and Draenei will have entirely new tech trees.
 
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Thanks a lot for the approval. That's the point of these campaigns: revisiting the old campaigns with a new perspective. In this campaign, I stuck with vanilla tech trees and heroes because everything felt right, and I didn't think anything custom was necessary, but in future campaigns there will be more custom heroes, units, boss fights (Murloc Sorceror, Uther and his Paladins, Antonidas, Mannaroth (the latter will have a separate mission where you fight him using Thrall and Grom, replacing the Cinematic) and adding interesting features from the beta versions of Warcraft III like the original Mountain King ultimate. The factions that replace Demo Murlocs, High/Blood Elves, Forsaken, Fel Orcs, Watchers, Naga, Satyrs, Taurens and Draenei will have entirely new tech trees.

So you're moving forward with this idea as far as the end of frozen throne?
 
Added a bonus chapter based on the ending cinematic. It is unlocked by completing Chapter 9. If you played the campaign before, you can jump right into Chapter 10 by doing the following:
1) Go to Chapter 1.
2) Type -t in the chat and check for the "Chapters unlocked" message
3) Quit the map.
4) You now have all missions unlocked including Chapter 10.
If you have played Chapter 9 a long time ago, or you haven't played it at all, you will start with 4 generic items. If you want the items from Chapter 9, the only way is to replay Chapter 9 before playing Chapter 10. Your items will transition between missions.
 
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