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"One of the best first Warcraft game/orc campaign (rather) remakes around, a mishmash of the first and second in terms of story but quite loyal to the original, with some dubious lore directions and creative twists, however. Chapters while following mostly the same gameplay architecture, have been worked upon to be engaging and varied. Warcraft III type heroes have also been implemented, later on it's true, but somehow it came out well supplementing the playing experience." deepstrasz
This is a fully finished custom campaign Warcraft III: Origins, Version 1.3. It is a remake of the very first game Warcraft: Orcs and Humans. This is the Orc Campaign. This project is whole reimagination of the original game with both old and new features. Like: you can’t build town halls or initially you can only select four units at a time (this can be turned off anytime you want). But for the most part, it will be a total conversion with a lot of changes and improvements.
IMPORTANT: If you want to skip a mission, type "done".
Introduction: This is a fully finished, voiced custom campaign Warcraft III: Origins, Version 1.2. It is a remake of the very first game Warcraft: Orcs and Humans. This is the Human Campaign. This project is whole reimagination of the original game with both old and new features. Like: you...
www.hiveworkshop.com
18.01.2025 - uploaded as a demo.
15.06.2025 - uploaded as a campaign.
18.06.2025 - applied some changes in the description of this thread.
19.06.2025 - deepstrasz's quote has been added.
22.06.2025 - added WTii's pleythrough video.
02.07.2025 - added the link to the Human Campaign.
13.07.2025 - following changes have been applied:
Level 02 - spelling mistakes have been corrected, saving Kodos announcement on Hard and Very Hard fixed,
Level 04 - missing voice line "The Orcs are here! Attack!" fixed, enemy farms for the optional quest are visible on Hard and Very Hard,
Level 05 - spelling mistakes have been corrected,
Level 07 - Pack Horses can no longer be placed very close to Gold Mines, camera bounds have been shrinked,
Level 13 - selection issue fixed, food cap problem fixed.
30.07.2025 - following changes have been applied:
Level 01 - bug with the freed footmen counting on Hard and Very Hard fixed,
Level 03 - spelling mistakes in the Clan's Description fixed, bug with no gold in the central gold mine (when hunted) fixed,
Level 08 - bug with no gold in the enemy gold mine (when hunted) fixed,
Level 13 - loading screen bug fixed, bug with no gold in the blue enemy gold mine (when hunted) fixed,
Aspp_'s playthrough added.
06.08.2025 - following changes have been applied:
hint how to skip levels added,
more informations in the "Main Features Section" added,
Level 03 - THAT GODDAMNED GOLD MINE IN THE CENTRE GOT FIXED, JESUS.
31.08.2025 - Simon's playthrough has been added.
09.10.2025 - following changes have been applied:
Level 11 - the Warcraft I selection is now on (unless it has been turned off before),
Level 12 - the bug with the prisoners' quest (the fountain way) not registering saved salves has been fixed,
Level 13 - the battle music during the intro fight scene is now played correctly.
07.02.2026 - following changes have been applied:
Level 12 - bug with the dialog window "What should we do?" poping up again fixed,
The Blackrock Clan is the main army of the Orcish Horde. They are sound, versatile warriors. The wolf riders are the main strike force. However, their warlocks can summon horrifying creatures.
The Clan of Shamans is the weakest Clan in the army of the Horde. They have no wolf riders or any other equivalent unit. But for that they posses the best magi in the whole Azeroth. Their spellcasters spread fear not only amongst their enemies but their allies as well. For instance, their dark ones can capture souls of enemy units.
The Clan of Bloody Fists is the strongest part of the Horde. Personal guard of Blackhand himself, they have the most brutish warriors. Even ogres were from Draenor joined their ranks. But for that, they have almost no magic, although some ogres practice it.
Fighting against the Kingdom of Stormwind is no easy task. Some of the Orcish squads have been brutally destroyed by the defenders of the crown. Those, who survived, had to improvise. Thus, with all their weapons and gear lost, the Marauders had to plunder already overtaken Human lands. So, they took the Human sword and even learned the magic of the Light itself, for the Orcish leaders show a great interest for the powerful art of Azeroths’ magi.
Possible Questions:
1. How can I play this?
Download the campaign-> put it in your Warcraft III campaign folder (usually it’s C:/ Documents:/ Warcraft III:/ Campaigns) -> launch the game –> single player –> custom campign -> select the project -> enjoy
2. Which version of Warcraft III is required?
You need a licensed, fully updated copy of Warcraft III.
3. Does this campaign follow the lore of Warcraft precisely?
No, because I decided to concentrate myself on the gameplay. I changed or added some events and conditions in order to make the process more variable.
How to play:
Download the campaign-> put it in your Warcraft III campaign folder (usually it’s C:/ Documents:/ Warcraft III:/ Campaigns) -> launch the game –> single player –> custom campign -> select the project -> enjoy
Evilhog for helping me to test the campaign, write the dialogues and for voice acting. Mickcraft for voice acting. FabisQuest for voice acting. WTiiWarcraft for voice acting. Admiral Iddy for voice acting. Grubby for voice acting (he has olny a few lines in the project).
Benedikt Kölsch for the help with the 3D part of the teaser.
It's definitely a lovely reimplementation, good on the story side, wonders compared to the human campaign you released before. While it has a lot of neat gemaplay mechanics I feel it strays from the original in the techtree (stronger versions of units...
Do you mean the Dark One unit or a technical bug (one of textures doesn't appear)?.. Oh, you mean the art work? Yeah! You're right. But it's just a demo.
Hello there.
I have played the demo.
Knowing and playing the Human campaign, I'm sure that also this custom campaign is going to be very good.
The only thing I didn't understand is why Doomhammer is a simple Grunt? I understand that Doomhammer is going to be the WarChief of the Horde but why not using a custom model only for him? Maybe there isn't a model that reflects the character during the first war?
Anyway, I didn't upload a video because, let's be honest, the demo is only one map. You can see the screenshot I took during my playthrogh.
Hello there.
I have played the demo.
Knowing and playing the Human campaign, I'm sure that also this custom campaign is going to be very good.
The only thing I didn't understand is why Doomhammer is a simple Grunt? I understand that Doomhammer is going to be the WarChief of the Horde but why not using a custom model only for him? Maybe there isn't a model that reflects the character during the first war?
Anyway, I didn't upload a video because, let's be honest, the demo is only one map. You can see the screenshot I took during my playthrogh.
In case you guys haven't noticed yet, @AkulaSubmarine has released a huge update for the Orc Campaign featuring fully-voiced cutscenes and tons of other cool improvements.
Be sure to check the awesome brand-new trailer at the top!
Though my own contribution to Akula's herculean effort was marginal, being a part of something this cool & special makes me all kinds of happy.
Enjoy!
N.B.: This is a complete package, not a demo! You can play it (theOrc Campaignfeatured here) through from start to finish.
To avoid further confusion: the Human Campaign of the WC3 Origins project has its own thread and is available as a separate download.
Having to bring rangers as items one by one is annoying as you have to sacrifice grunts and be careful not to lose the only Marauder. In addition rangers have to be left alone not to risk not having enough to bring to complete the quest. Grunts could also carry.
Kodos in Azeroth?
Who the heck sends ogres as scouts? They're so big (conspicuously visible) and slow. In this chapter, the orange humans can get around the doodad walls (south gate).
Even the Ogre Magi has Raise Dead. What's the gameplay difference then, some stat variation and eye candy?
Don't get the voices inconsistency. Units all sound like the Grunt/orc regardless if ogres and the announcer is custom made rather than the one from the original game? Also, the music is too different, like what's Enclave even got to do with Warcraft? Even so, the light years instrument quality or music style is too far between the original game's tracks and other imported ones that it's immersion breaking.
Griselda's bigger than the biggest ogre xD
I suppose it's intended for the sludges not to be tough like in the original.
Not sure it makes sense to have orcs casting holy light just like that.
An actual playable hero. What a turn of events.
I get the gameplay aid using clerics but lorewise does it make sense for so many to be rogue/bandits? Also, it takes away from the orc game feeling.
After speaking with them pertaining the hidden treasure, my units were all moved near them. It's tad annoying if you had any around the map for various reasons.
Fire Elementals are also weak compared to the original.
Would be nice to have the chapter number and name as the title in the quest log for each map rather than Quests.
Some visual inconsistency: Reforged (doodad/destructible) models along the Classic/SD ones. It's already tad of a stretch that you're using higher poly ones like Tauer's hero models.
Orgrim summons spiders but the icon shows a wolf. Oh, it's level dependent although the icon is the same. Not sure how much sense it makes lorewise that he has warlock abilities but then again Garona is a shamaness rather than an assassin or the like.
He can also attack flying units by simply hitting them with the hammer xD
Orc paladins too!? Oh well...
Would be nice to see the explosive barrels on the spots Maim walks on.
Even if they could swim with armour on it would be quite improbable.
It's definitely a lovely reimplementation, good on the story side, wonders compared to the human campaign you released before. While it has a lot of neat gemaplay mechanics I feel it strays from the original in the techtree (stronger versions of units rather than uniqueness) and abilities department and that heroes don't have stuff of their own but many renamed/reused abilities. But there's even retro game puzzles (like in that Arthas+Anub'arak TfT campaign part; could've been more and not all based on elevating platforms). Tad disappointed there's no real/scripted boss fights.
One of the best first Warcraft game/orc campaign (rather) remakes around, a mishmash of the first and second in terms of story but quite loyal to the original, with some dubious lore directions and creative twists, however. Chapters while following mostly the same gameplay architecture, have been worked upon to be engaging and varied. Warcraft III type heroes have also been implemented, later on it's true, but somehow it came out well supplementing the playing experience.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
Having to bring rangers as items one by one is annoying as you have to sacrifice grunts and be careful not to lose the only Marauder. In addition rangers have to be left alone not to risk not having enough to bring to complete the quest. Grunts could also carry.
Kodos in Azeroth?
Who the heck sends ogres as scouts? They're so big (conspicuously visible) and slow. In this chapter, the orange humans can get around the doodad walls (south gate).
Even the Ogre Magi has Raise Dead. What's the gameplay difference then, some stat variation and eye candy?
Don't get the voices inconsistency. Units all sound like the Grunt/orc regardless if ogres and the announcer is custom made rather than the one from the original game? Also, the music is too different, like what's Enclave even got to do with Warcraft? Even so, the light years instrument quality or music style is too far between the original game's tracks and other imported ones that it's immersion breaking.
Griselda's bigger than the biggest ogre xD
I suppose it's intended for the sludges not to be tough like in the original.
Not sure it makes sense to have orcs casting holy light just like that.
An actual playable hero. What a turn of events.
I get the gameplay aid using clerics but lorewise does it make sense for so many to be rogue/bandits? Also, it takes away from the orc game feeling.
After speaking with them pertaining the hidden treasure, my units were all moved near them. It's tad annoying if you had any around the map for various reasons.
Fire Elementals are also weak compared to the original.
Would be nice to have the chapter number and name as the title in the quest log for each map rather than Quests.
Some visual inconsistency: Reforged (doodad/destructible) models along the Classic/SD ones. It's already tad of a stretch that you're using higher poly ones like Tauer's hero models.
Orgrim summons spiders but the icon shows a wolf. Oh, it's level dependent although the icon is the same. Not sure how much sense it makes lorewise that he has warlock abilities but then again Garona is a shamaness rather than an assassin or the like.
He can also attack flying units by simply hitting them with the hammer xD
Orc paladins too!? Oh well...
Would be nice to see the explosive barrels on the spots Maim walks on.
Even if they could swim with armour on it would be quite improbable.
It's definitely a lovely reimplementation, good on the story side, wonders compared to the human campaign you released before. While it has a lot of neat gemaplay mechanics I feel it strays from the original in the techtree (stronger versions of units rather than uniqueness) and abilities department and that heroes don't have stuff of their own but many renamed/reused abilities. But there's even retro game puzzles (like in that Arthas+Anub'arak TfT campaign part; could've been more and not all based on elevating platforms). Tad disappointed there's no real/scripted boss fights.
One of the best first Warcraft game/orc campaign (rather) remakes around, a mishmash of the first and second in terms of story but quite loyal to the original, with some dubious lore directions and creative twists, however. Chapters while following mostly the same gameplay architecture, have been worked upon to be engaging and varied. Warcraft III type heroes have also been implemented, later on it's true, but somehow it came out well supplementing the playing experience.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
As someone who still has not updated to Reforged and only has my old copy from the 2000's, I will not be able to play this... but I regret that deeply! This looks awesome. The artwork you put together (it looks hand drawn?) is wonderful and evocative, very reminiscent to me of old medieval paintings - I really appreciate the style and care that I can see was put into the making of this.
maybe now that I am working I will be able to afford ruining progress on all of my current W3 Classic projects and switch over to learning the cursed Reforged client...
As someone who still has not updated to Reforged and only has my old copy from the 2000's, I will not be able to play this... but I regret that deeply! This looks awesome. The artwork you put together (it looks hand drawn?) is wonderful and evocative, very reminiscent to me of old medieval paintings - I really appreciate the style and care that I can see was put into the making of this.
maybe now that I am working I will be able to afford ruining progress on all of my current W3 Classic projects and switch over to learning the cursed Reforged client...
Thank you so much! Yes, the art is hand drawn (it's watercolor).
One of the reasons, why I made this for Regorged, is that there are a lot of game versions. And some awesome projects work exclusively on 1.29. Some require 1.30. And there also few custom campaign which require something else.
I find this pretty exhausting, although it's not the fault of the community and mapmakers, it's just how it used to be back then.
Moreover there are projects like Chronicles of the Second War and Warcraft III: Re-Reforged, which alone make this game worth a buy. Because Warcraft is so awesome, it's being kept alive and amazing by its loyal community.
I find this pretty exhausting, although it's not the fault of the community and mapmakers, it's just how it used to be back then.
Moreover there are projects like Chronicles of the Second War and Warcraft III: Re-Reforged, which alone make this game worth a buy. Because Warcraft is so awesome, it's being kept alive and amazing by its loyal community.
Yes - the community is what keeps this game alive, despite corporate interests in Blizzard trying really hard to dominate it (not counting devs and employees who are truly doing it for the love of course - in this case, I'm just dissing the money hungry people who fail to address community concerns and continue to break down trust / abuse their workforce, but that's a whole can of worms, as they say).
I've heard some about the struggles that the CotSW team was going through with Reforged's client & having setbacks introduced with each patch. Their work looks truly fantastic.
Yes - the community is what keeps this game alive, despite corporate interests in Blizzard trying really hard to dominate it (not counting devs and employees who are truly doing it for the love of course - in this case, I'm just dissing the money hungry people who fail to address community concerns and continue to break down trust / abuse their workforce, but that's a whole can of worms, as they say).
I've heard some about the struggles that the CotSW team was going through with Reforged's client & having setbacks introduced with each patch. Their work looks truly fantastic.
Oh, Jesus... The issues of the Reforged graphics is the reason I decided to make Origins for the classic one. 'Cause I've had so much trouble during my work on Remembered... Jesus.
Hi! I just finished both your Origin campaigns. Oh boi what a ride it was It was truly impressive experience. Gameplay options were complex, bringing the whole new spirit into the game. You also had a different insight into some parts of the story on both sides, but it in the end we got the same conclusion as we know, which is nice. However there were few things which were totally inaccurate from the lore perspective. Like orcs having paladins? That´s not even possible, for the beings with chaotic fel demonic energies to learn how to posses powers of light. But I understand you made these changes for the sake of gameplay. Overall this was the best remake of the original game I had chance to play so far. I thank you for that!
I was wondering what are your plans for the future projects? Making more remakes or something purely new?
Hi! I just finished both your Origin campaigns. Oh boi what a ride it was It was truly impressive experience. Gameplay options were complex, bringing the whole new spirit into the game. You also had a different insight into some parts of the story on both sides, but it in the end we got the same conclusion as we know, which is nice. However there were few things which were totally inaccurate from the lore perspective. Like orcs having paladins? That´s not even possible, for the beings with chaotic fel demonic energies to learn how to posses powers of light. But I understand you made these changes for the sake of gameplay. Overall this was the best remake of the original game I had chance to play so far. I thank you for that!
I was wondering what are your plans for the future projects? Making more remakes or something purely new?
As for now, I'm planning on refreshing my very first project - Warcraft III: Remembered. The Human campaign is done. Ther Orcish one and the expansion are on the list.
I enjoy playing this campaign yet i don't know where to report a bug side mission with the level 12 where you chose Maim side to poison the fountains, when you rescue the caged batch of prisoners, they do not become vulnerable again (even after being move to the second part of the level) and other the with the last batch of enslaved workers, the mission is not marked as complete.
I enjoy playing this campaign yet i don't know where to report a bug side mission with the level 12 where you chose Maim side to poison the fountains, when you rescue the caged batch of prisoners, they do not become vulnerable again (even after being move to the second part of the level) and other the with the last batch of enslaved workers, the mission is not marked as complete.
Hello.
After more than two months that I fully played your campaign, I wanted to leave a rating since I really enjoyed it.
I know that you already watched my videos and actually helped you fix some of the bugs I have encountered during my playthrough. So some things will not be mentioned since are solved.
So let's start with the good thing, the campaign is absolutely wonderful . It has that 90s, early 2000 Blizzard flavor where after finishing a mission I wanted to immediately play the next one because I wanted to know how the story tend to progress. This is something that rarely tends to happen to me when I play other custom campaigns but yours nailed it flawlessly.
Also very interesting to have different Horde factions instead of fighting only as the Blackrock Clan and I think the subfactions for the Horse is actually better compared to the Human Alliance .
However, similar to the Human Campaign, there are some things that I didn't like so much which are:
Catapults... Ok what I don't like is basically the amount of damage they can deal. I know that catapults in WarCraft Orcs and Humans were nightmare fuel because they can annihilate an entire army and this is something I abuse during my playthrough of the campaign.
Chapter 9 Gul'dan is OP. Basically you can complete most of the map only with him because since he is a Hero unit he can regenerate his health and it also moves very fast that you can allure the enemies to come near to you but, since he is fast, the enemy will not be able to reach him with the passive speed boost ability.
As I mentioned in the beginning of the review, since some bugs have been fixed the, only main complaints are the two ones I mentioned right now.
In case someone is interested to see my playthrough you can check out on YouTube.
Unfortunately I had to split my full playthrough into two videos because YouTube won't allow me to publish videos longer than 12 hours. This is the main reason why I had to make two videos.
Hello.
After more than two months that I fully played your campaign, I wanted to leave a rating since I really enjoyed it.
I know that you already watched my videos and actually helped you fix some of the bugs I have encountered during my playthrough. So some things will not be mentioned since are solved.
So let's start with the good thing, the campaign is absolutely wonderful . It has that 90s, early 2000 Blizzard flavor where after finishing a mission I wanted to immediately play the next one because I wanted to know how the story tend to progress. This is something that rarely tends to happen to me when I play other custom campaigns but yours nailed it flawlessly.
Also very interesting to have different Horde factions instead of fighting only as the Blackrock Clan and I think the subfactions for the Horse is actually better compared to the Human Alliance .
However, similar to the Human Campaign, there are some things that I didn't like so much which are:
Catapults... Ok what I don't like is basically the amount of damage they can deal. I know that catapults in WarCraft Orcs and Humans were nightmare fuel because they can annihilate an entire army and this is something I abuse during my playthrough of the campaign.
Chapter 9 Gul'dan is OP. Basically you can complete most of the map only with him because since he is a Hero unit he can regenerate his health and it also moves very fast that you can allure the enemies to come near to you but, since he is fast, the enemy will not be able to reach him with the passive speed boost ability.
As I mentioned in the beginning of the review, since some bugs have been fixed the, only main complaints are the two ones I mentioned right now.
In case someone is interested to see my playthrough you can check out on YouTube.
Unfortunately I had to split my full playthrough into two videos because YouTube won't allow me to publish videos longer than 12 hours. This is the main reason why I had to make two videos.
Now that I have completed the campaign, I feel I can give this campaign a proper rating.
First of all, wow, incredible work @AkulaSubmarine. Completing a campaign of this scale is no easy task. The cinematics, the voice acting (thanks for letting me be a part of that, by the way), the custom factions, all of the little details lead to this being an incredibly memorable campaign.
In addition, you've been on top of bug fixes as they are found, which says a lot to the continued longevity of a campaign.
I think it is great that you allow many ways to play the campaign. Four difficulty levels plus the option to use Warcraft 1 style four-unit at a time selection vs Warcraft 3 style.
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