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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warcraft : Orcs

Submitted by LordPerenoldeII
This bundle is marked as approved. It works and satisfies the submission rules.
As the name says, this is a pure remake of what the glorious Warcraft: Orcs & Humans used to be and is. For all of those who would like to play back Wc1 with the style, the graphic and the interface of Wc3.

Features:
- Dual Single Player campaign: Play as Orcs or Humans and unveil their respective plots in 12 missions of real old Warcraft atmosphere.
- Old original warcraft music brought back and plaid stage by stage as the original soundtrack order was set.
- Old spells recreated. From the Necrolytes' "Unholy Armor" to the knee-dropping Warlocks' "Cloud of Poison".
- Accurate remake of the old levels' geography. Every single corner of all maps has been pasted to the wc3 engine!
- Artificial Intelligence perfectly re-created comparing the old ones. You'll incredibly feel exactly like playing against the original AI!
- All old units recreated. Raiders, "imba" catapults, Spearmen, summoned units and more!!
- Every units' stats same as how they were in the old game: from the "Crystal-fragility" of the Skeletons to the "Tank-resistance" of the Daemons.
- Intro briefings displayed as in-mission cinematics that will display a brief preview of your forces and some of the enemy.
- New plot explanations. Indoor stages have the addition of a longer intro-briefing displaying interesting(non-canon) chat between characters. Also, hit the "mission objective" button in each mission to read more curiosities about the storyline.

ok ladies and gentlemen, i'm happy to announce, after almost 6 years from the release, the big
UPDATE

v2.0 CHANGE LOG

CHANGE LOG

GENERAL:

- Both campaigns now lighter: 88,7 MB together against the previous ones' 120+ MB
- Fixed the campaign buttons not showing after completing each mission WITHOUT CHEATS! Thanks and sorry to all the (honest)players who reported.
- Fixed a bug that caused Summon Spiders/Scorpions to Summon Daemons/Elementals instead
- Fixed a bug which didn't let the player win and move to the ending after completing the last map in both campaigns.
- Fixed the AI Raise Dead spell, now working.

GAMEPLAY:

- Units selection limit(4) restored to normal(12), by popular demand.
- Just like in the original wc1, a voice will inform the player about enemies approaching the base
- Walls now buildable from the Town Hall; system created by Mechanical Man.
- Fixed(by Mechanical Man) a bug which "teleported underground" a worker unit when denied to build too far from the base.
- Revised and changed ALL UNITS' hit-points, armor and damage(original wc1 stats data and game mechanic studied and deeply explained by Clownboss here This game is so old it's not funny. - Warcraft: Orcs & Humans Message Board for PC - Page 2 - GameFAQs)
Now, because wc3 can't really handle the system explained in the link, i had to change stats repeatedly, test and tweak around. You'll see units with incredibly high gap of difference in armor, but still loyal to the old game. Also, because of the fact(as you can read in the link above) that every wc1 unit had a 20% chance of missing their target, i had to give every unit a 20% evasion ability called "Fortitude".

AESTHETIC:

- Swapped the "swampy" maps tileset from Lordaeron Fall to Dalaran Ruins.
- With the exception of buildings, the whole game interface is now entirely customized with Wc1 icons(units, unit commands, spells, etc), created by myself.
- All intro and outro cinematics adjusted and improved.
- All briefing cinematics are now voiced by Bill Roper sounds(as in the CD version of wc1)
- Removed Ferris/Trespus and Zeke/Shivat from briefings and replaced with nameless Grunt/Paladin
- Forced both humans and orcs victory screens to their RoC versions.
- Revised and corrected ALL tooltips and extra dialogues in the game.
- New(and much much lighter) loading screens for every mission, created by me using artworks by Samwise from the wc1 manual, plus few others.
- New loading screens for all intros/endings and for campaigns' main screen.
- New models for:
Humans:
Archer(kitabatake), Knight(loktar), Catapult(AndrewOverload519), Conjurer(loktar), Cleric(retextured from DoC by loktar), Barracks(retextured from DoC by loktar), Mill(retextured from DoC by loktar), Stable(Mike), Blacksmith(retextured from DoC by loktar), Church(Ket), Wall section(retextured from DoC by Loktar)

Orcs:
Spearman(retextured from DoC by Lightskin), Necrolyte(by kam), Warlock(Loktar), Blacksmith(REDXIII), Temple(retextured from DoC by Lightskin), Barracks(retextured from DoC by Loktar), Wall section(retextured from DoC by Loktar)

Neutrals & Others:
Fire Elemental(Alfredx_sotn), Skeleton(HerrDave), LogBridge(Mephestrial), Bandit Crossbowman(Wandering Soul), plus another model from Deolrin which i'm not telling because.....spoilers. ;)

Now I guess it's time for the most important part, the main event, the new

HARD MODE

Every map in the game now has a Dialogue Box system(created by 3ICE) that allows you to choose between NORMAL and HARD mode.
WHAT DOES THE HARD MODE DO:
The hard mode drastically modifies the whole game.
All missions have transitions between day and night.
When playing as humans, orcs will strike with more aggressiveness during the night, while the opposite happens when playing as orcs.
Don't relax even when playing the first missions, as the Hard mode will render them more difficult(and interesting) to play!
Completing a map in Hard Mode will unlock the Hard Mode level for the next one.
In addition(finally we're here), the Hard mode will unlock new BONUS OBJECTIVES in each map. Completing a bonus objective will unlock a new ability for a specific unit which will carry-over the rest of the campaign(only in Hard Mode). Completing ALL of the Bonus Objectives will unlock a special objective in the last map(Blackrock Spire/Stormwind Keep), which, if accomplished, will unlock a secret intro which will lead to 2 bonus maps(for each campaign) and a bonus finale at their completion.
The bonus maps are sub-plot missions following the aftermath of the first war for both Lothar and Garona.


PATCHES LOG

Project is now on
PATCH v2.6

Ver2.6 CHANGE LOG:

- Archers on map 5 slightly moved aside the middle of the right bridge to prevent a very little(yet possible) chance for AI units from getting stuck there while attacking in a big balled-up fashion.
- Trees on southeastern corner of map 11 slightly moved to prevent AI units from getting stuck underneath while attacking.
- Timer for Hard mode on map 10 increased from 5 to 8 minutes.
- Timer for Hard mode bonus objective on map 12 increased from 5 to 6 minutes.
- 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.
- Water Elemental attack type changed from Piercing to Magic, as a bypass for the Footmen Defense ability.
- Upkeep removed
- Damage of Chaos/Magic attack type decreased from 1.30 to 1.20 on heavy armors.

PATCH v2.4

Ver2.4 CHANGE LOG:

- Clerics cooldown attack speed increased from 0.30 to 0.35
- Necrolytes cooldown attack speed decreased from 0.30 to 0.25
- Warlocks cooldown attack speed increased from 0.40 to 0.70
- Conjurers cooldown attack speed increased from 0.40 to 0.65
- Fixed a bug that prevented losing a bonus quest in human mission 9
- Conjurers' "Comet Strike" ability should now work normally
- Fixed building refund that was giving +25 wood everytime a Tower was placed beyond limit(both campaigns)

PATCH v2.2

Ver2.2 CHANGE LOG:

- Archer/Spearman cooldown attack speed decreased from 0.85 to 0.75
- Archer/Spearman projectile's speed increased from 2400 to 3000
- Water Elementals cooldown attack speed decreased from 0.90 to 0.75
- Water Elementals projectile's speed increased from 1400 to 2000
- Daemon cooldown attack speed decreased from 1.10 to 1.00
- Skeleton(both types) cooldown attack speed decreased from 1.10 to 1.00
- All Cavalry and infantry melee units(spellcasters excluded) cooldown attack speed decreased from 0.60 to 0.50
- Scorpion and Spider cooldown attack speed increased from 0.60 to 0.65
- Slime cooldown attack speed decreased from 1.10 to 1.00
- Ogre cooldown attack speed increased from 0.60 to 0.65
- Fire Elemental cooldown attack speed decreased from 0.70 to 0.65
- Adjusted enemy summonings on level medium in advanced/final missions
- Enemy units training in missions 5, 6, 7, 9, 11 and 12 delayed and slowed down in both medium and hard modes
- Forced Catapult periodic training for AI in map 6 and 9 to accomodate Hard Mode Bonus achievement
- Fixed enemy casters waypoints in map 11
- Footmen Deflect ability set back to deflect projectiles(was disabled).
- Conjurers' Comet Strike ability has now "Storm Hammers" effects.
- Fixed Comet Strike ability that appeared as researched in some missions in Normal mode.
- Adjusted Ogres to the left side in the second part of mission 4.
- Corrected Armor Upgrade tooltip.
- Adjusted log-bridges height in swampy maps


TO PLAYERS

- Hard mode and Bonus objectives have been tested. They are working 100% and are accomplishable even without cheats; so thanks in advance to all players who will play this remake as it should be.
- Bonus objectives are easier(most of them are possibile only) if you have achieved bonus goals in previous missions, so that the abilities you carry-over may save the day.
- Please notify me of ANY bugs, and i will fix them straight away.
- DO NOT attempt to sell, distribute or whatever idea comes in your mind about this remake(expecially claiming it your own)!!!!!!
- Enjoy FOR FREE my 8 years-long work!
- PLEASE SHARE THE TRAILER!!



Keywords:
warcraft orcs humans remake campaign update enhanced
Contents

Warcraft : Orcs (Campaign)

Reviews
Moderator
17:59, 2nd Feb 2010 ap0calypse: Approved
  1. 17:59, 2nd Feb 2010
    ap0calypse: Approved
     
  2. Dj0z

    Dj0z

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    64 mb... Well, for a total of 24 missions though, right?

    May i ask how long it took to make this?

    Also, i haven't played warcraft 1. Is it normal that the last chapter's name make it seem like the Horde eventually wins no matter who you're playing?
     
  3. LordPerenoldeII

    LordPerenoldeII

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    sorry but this is only the ORC CAMPAIGN(lol).
    I'm currently uploading the Human one, which will be 57 mb.
    Previous size was about 47 each. It rises with the adding of loading screens.

    what's featured HERE:

    You're playing(virtually) as Orgrim Doomhammer, one of Blackhand's chieftains and commanders of the orcish army. From the daily routine-tasks(& tests) you will be soon put to the front against the most cunning and brilliant tactician of the kingdom of Azeroth. However, you will then discover that you are not a simple commander and strategist. Between a direct insurrection and a strange new force that seizes the Northshire's Abbey, the final prize awaits: the destruction of Stormwind keep!

    EDIT: forgot to add in the main post: this project took 3 years of work.
    credits for the developer(s):

    Terraining: LordPerenoldeII
    Map geography: LordPerenoldeII
    Global stats & spells editing: LordPerenoldeII
    AI editing: LordPerenoldeII
    AI testing: LordPerenoldeII
    Music format conversion: LordPerenoldeII
    Sound ripping: LordPerenoldeII
    Cinematics: LordPerenoldeII
    Public relations: LordPerenoldeII
    First Beta-tests: LordPerenoldeII
     
  4. krisserz

    krisserz

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    I`ve got to play this ;p
    I`ll post my review soon.
     
  5. Acorn511

    Acorn511

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    One thing that really affects playablity is the fact that units automatically unselect sometimes. I was at the 2nd campaign and this one footman attacked my base. I had 10 grunts/spearmen but as soon as i select them, they deselect =(

    Other than this bug, it's a great campaign!
     
  6. LordPerenoldeII

    LordPerenoldeII

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    Sorry, heck, i forgot to explain this one! :D

    YOU CAN ONLY SELECT 4 UNITS AT ONCE, JUST LIKE THE ORGINAL WARCRAFT 1!

    The reason is that AI strikes are(and were) at a maximum of 4 units per wave(magicians excluded), and you would be too overpowered commanding a 12 units group when you attack or defend, so here you are. ANYWAY, you can still give number to groups, and that's still overpowers you(expecially in the 4th human mission). More to come! I'm currently uploading the human campaign. Thanks for your early comments(and downloads!!!)!! I'll be in touch. Feel free to say ANYTHING you guys wish. ;)
     
  7. Malcous

    Malcous

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    Looks nice , will test it :)

    lulz :p
     
  8. krisserz

    krisserz

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    I`ts pretty good but at 2nd mission the camera get black and I couldn`t do anything so I`ve had to restart the mission.
     
  9. LordPerenoldeII

    LordPerenoldeII

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    It could be a camera-bug when skipping the level intro. It may happen in the 4th mission as well.
     
  10. Dj0z

    Dj0z

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    Damn, now That's real dedication. Nice to see it still exists.

    Hmml so we can say "ANYTHING" we want right? Then what about instead of one line per role, you just wrote "Absolutely All the work: LordPerenoldeII" :p ?
     
  11. LordPerenoldeII

    LordPerenoldeII

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    ASD, it was clearly a funny thing i wanted to put now(because is not in the credit ending movie ;) ), and i saw it by one of my friends that wrote at the end of it: IN A FEW WORDS: THE OTHER ONES DIDN'T DO A SHIT AT ALL! lol but i've been simple this time. ^^
     
  12. Edhel-dur

    Edhel-dur

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    Finally :) you uploaded it :D
     
  13. knight26

    knight26

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    that filesize.... its huge :|
     
  14. krisserz

    krisserz

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    The choosen ones has like 100+ mb.
     
  15. LordPerenoldeII

    LordPerenoldeII

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    I'm very sorry for everyone but i found a BBB(a Big-Bad-Bug) :((( you got the camp already, so you'll notice it by yourself. :( I repeat i'm very sorry. I'm already on my way to fix it.
     
  16. knight26

    knight26

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    No shit Sherlock?. :) If this is good as chosen ones, ill be more than happy to dl it, but compare 'chosen ones' description with this ones..and you'll see why im not dling a 64mb map ;)
    Im glad i didn't download it yet then!, fix the bug. Also I'd like to see somescreenshots, a better description i guess, and some PROOF that this campaign is great, cos in no other way im downloading it..
     
  17. LordPerenoldeII

    LordPerenoldeII

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    It ain't immediate: you'll see it only towards the final missions of the game(i'm glad there isn't in the hum camp).

    EDIT: i spotted it, i'm almost there. :)
     
  18. M1n1sh4

    M1n1sh4

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    Good work 3/5
    But I think that It needs more dedication.
    Human Archers are Crossbowmen, there isn't a road system...
    Keep working ^^

    P.S: In Warcraft 1 you can only select one unit, not four ¬¬
     
  19. LordPerenoldeII

    LordPerenoldeII

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    There isn't road systems but you can't build too far from your starting point. It is a fact related to the AI.
    In wc1 there are crossbowmen, but they're still called "Archers".
    I wc1 you can select 4 units max. Just keep ctrl pushed and drag the mouse. Do i have to teach anybody else how to play? LOL