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Warcraft : Orcs

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:

- 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!!


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 : Orcs (Campaign)

Reviews
17:59, 2nd Feb 2010 ap0calypse: Approved
Level 5
Joined
May 20, 2013
Messages
162
TY so much for putting this all together. A lot of lore here! WC1 was virtually unplayable compared to modern RTS games. Lol, man i went back & played through WC1 & WC2 last month & it was incredible! I couldn't believe i ever beat those games without using cheat codes! :p As a fellow old school WC enthusiast, may i add you to my contacts here, mate?
 
Level 7
Joined
Feb 9, 2010
Messages
298
My fellow Perenolde II, could I use your WC: Human/Orc Campaigns as a basis for a project of mine - meaning to edit them a bit - Credits will go to you and everyone you have included in your campaigns.

I just want to "refresh" it a little by adding some units and remaking some abilities (like the Unholy Shield) that will resemble more with the original game!

Please DO say Yes. :)
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
My fellow Perenolde II, could I use your WC: Human/Orc Campaigns as a basis for a project of mine - meaning to edit them a bit - Credits will go to you and everyone you have included in your campaigns.

I just want to "refresh" it a little by adding some units and remaking some abilities (like the Unholy Shield) that will resemble more with the original game!

Please DO say Yes. :)

Am i seeing this just now? :(
Feel free to do it.
You could have sent me a pm about this. I would have been notified. :/
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
Nice. Enjoyed playing it, but it starts to get hard as I continue.

P.S. When I order my Warlock to summon Daemons, sometimes he summons a Spider instead. Can you fix that please? I think that's because you based the two abilities with the same base ability.

Anyway, good job! 4/5

Hold on, hold on! I've been working back on this project weeks ago and i'm close to release a HUGE update! In which i also fixed bugs like that.
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
Musics you posted are the original sb16 ones, yes, i can remember them exactly as if i was playing the game back in '95. Unfortunately some of them are mixed down with voice effects in the remake, and i don't really feel like working this much more just to swap things up. This matter is but of minor concern. ;)
 

goldtooth

G

goldtooth

Hi i'm new here, just in case, i'm searching for the camaigns of Wacraft 1 and 2 but when i downloaded your maps each time i lanch the intro everithing seems fimne, but when i start mission 1, on both of human and orcs it don't load the map, it just take me back to the campaign map selection :vw_wtf: have you any idea why it does that, and/or can you fix it please ? thank you to reply later.
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
Hi i'm new here, just in case, i'm searching for the camaigns of Wacraft 1 and 2 but when i downloaded your maps each time i lanch the intro everithing seems fimne, but when i start mission 1, on both of human and orcs it don't load the map, it just take me back to the campaign map selection :vw_wtf: have you any idea why it does that, and/or can you fix it please ? thank you to reply later.

You need to update the game to the latest version.
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
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 http://www.gamefaqs.com/boards/565021-warcraft-orcs-and-humans/51863721?page=1)
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"(renamed "Thick composed frame" for buildings and catapults)

AESTHETIC:

- Replaced all the sounds in italian with the standard ones, wc1 "Work Completed" and wc2 "town under attack" sounds for humans.
- 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 prior to start.
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.

Should be all, i think(lol). Probably i forgot few minor things, probably not.
I'm currently having my final tests, and should release VERY SOON! See you all in a few more days and sorry for the giga-wot!
 
Last edited:
Level 28
Joined
Apr 6, 2010
Messages
3,105
Second level: after completing the sidequest (even with iseedeadpeople I barely made it), a message saying I failed it popped up in the middle of the ending cutscene.
Third level: quit the mission, the game crashed after I left the scorescreen.

Gold remaining and healthbars aren't visible.

Will you release the rest of the levels at once or a few at a time?
 
Last edited:
Level 20
Joined
Nov 20, 2005
Messages
1,178
Second level: after completing the sidequest (even with iseedeadpeople I barely made it),
You're not supposed to play it on Hard Mode straight ahead if you don't even know the missions, expecially at first time.
Mostly in first maps, it is impossible to complete bonus objectives without completing their previous map ones' first.

a message saying I failed it popped up in the middle of the ending cutscene.
This happened to me only when completing that bonus objective few seconds before its deadline.

Third level: quit the mission, the game crashed after I left the scorescreen.
will have to see. Never happened.

Gold remaining and healthbars aren't visible.
They don't have to be visible. This is wc1, not wc3. Your mind has to think '90s here.

Will you release the rest of the levels at once or a few at a time?
Altogether
 
Level 2
Joined
Apr 19, 2015
Messages
5
Thanks for your work with the campaigns! I adore it completely, the extra human maps got nice Beyond the Dark Portal feel to them. The first one felt inspired by those gauntlet kind campaign maps, and Northshore felt like those WC2 forts. :)
Are you working on the orc campaign, that's why only five maps are available? I am eager to play 'em!
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
Thanks for your work with the campaigns! I adore it completely, the extra human maps got nice Beyond the Dark Portal feel to them. The first one felt inspired by those gauntlet kind campaign maps, and Northshore felt like those WC2 forts. :)
Are you working on the orc campaign, that's why only five maps are available? I am eager to play 'em!

Very well noticed. Congratz! ;)
Orc campaign is not 100% ready. I'm still performing tests and modifications to the 2nd secret map. It is the campaign i like the most of both anyway. :)
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
Project is now on
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)

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!!

 
Level 2
Joined
Oct 25, 2014
Messages
13
Yes! It's finally arrived, in perfect timing for the release of the Warcraft film. I shall be playing through this the next few days. I left a comment on the trailer. Thank you for all your hard work.
 
Level 1
Joined
May 21, 2016
Messages
4
I really enjoyed these campaigns, but one thing that really bothered me was how terribly low quality the music was, clearly recorded from the midis using the stock windows midi output, rather than a proper synthesizer.
Both Warcraft 1 and 2 were composed by Glenn Stafford with Roland SC-55 synthesizer in mind, and I just so happen to have said synthesizer.
I took the liberty of replacing the music with properly recorded one on Roland SC-55.
Here's the download link to the edited campaign file (I take no credit for anything beyond the improved music quality):
https://mega.nz/#!OcJl2ZqS!paJF2eR-i5kpRWEnqgkrWodpjrxPd6fsCBk16ZzwvI8
 
Level 1
Joined
Aug 9, 2016
Messages
1
In place of your campaign i see "Just Another Warcraft 3 Campaign" ,but when i look in campaign files i saw full size campaign\


I downloaded campaign ,but it's not working.

I have the same problem.
Plus: I'm french and the sentence "Just Another Warcraft 3 Campaign" is translate in french by my french game.

EDIT : I opened the game in "administrator mode" (idk if the translation is correct, it's directly from french), it did not work. I deleted the .w3n files, downloaded them again, place them in the right folder... it worked !
 
Last edited:
Level 20
Joined
Nov 20, 2005
Messages
1,178
I have the same problem.
Plus: I'm french and the sentence "Just Another Warcraft 3 Campaign" is translate in french by my french game.

EDIT : I opened the game in "administrator mode" (idk if the translation is correct, it's directly from french), it did not work. I deleted the .w3n files, downloaded them again, place them in the right folder... it worked !

I don't really know what can cause that issue. Anyway, i'm glad you managed to solve it!
 
Level 1
Joined
Dec 5, 2016
Messages
2
I started a walkthrough of this mod, (here is the link if anyone interested) and I have to say two things. Its AMAZING, and omg, why is it so hard. Srs I can't go through on the 3rd orc lvl, on medium. Anyways, thanks for this mod, its truly a masterpiece, I always wanted to play the first warcraft like this without the annoying controls, and the dosbox :D I'm not sure if I ever finish it, because of the difficulty, but I play it a lot I'm sure :D
 
Level 20
Joined
Nov 20, 2005
Messages
1,178
I started a walkthrough of this mod, (here is the link if anyone interested) and I have to say two things. Its AMAZING, and omg, why is it so hard. Srs I can't go through on the 3rd orc lvl, on medium. Anyways, thanks for this mod, its truly a masterpiece, I always wanted to play the first warcraft like this without the annoying controls, and the dosbox :D I'm not sure if I ever finish it, because of the difficulty, but I play it a lot I'm sure :D

Just liked the first video and subscribed to your channel! Keep up the nice work! Loving it!
Note that you do not lose resources when a building gets canceled outside the "starting point": i triggered the refund on purpose! ;)
By the way: my nickname is spelled "second" not "L" :D The "II" is the roman number for "2nd".
Another thing: which software did you use for recording?
 
Level 1
Joined
Dec 5, 2016
Messages
2
Just liked the first video and subscribed to your channel! Keep up the nice work! Loving it!
Note that you do not lose resources when a building gets canceled outside the "starting point": i triggered the refund on purpose! ;)
By the way: my nickname is spelled "second" not "L" :D The "II" is the roman number for "2nd".
Another thing: which software did you use for recording?

Yes, later I realized your nickname has a 2, instead of the LL, I just uploaded the vid, and then I realized I made a mistake. :D I used Fraps, I always use fraps, since its the easiest and most comfortable for me, even though there are a lot of good recording softwares out there. And still stuck with mission 3. :D
EDIT: I just realized how to do it, i think i'll finish it now :D
 
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Level 21
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Dec 20, 2015
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330
Holy catapults, Batman. This campaign is not for everyone, but it does what it sets out to do, which is recreate WC1 as accurately as possible within the "limitations" of WC3. Well done from that perspective, though I would expect others to get frustrated and hate how hard this campaign is, even on default Medium difficulty. You get a good rating from me at least because I know that, even though this is not entirely my cup of tea, the amount of work to make this match the source material is truly admirable and deserves a lot of recognition.

I'm playing on Hard, just about done with the Orc campaign, and it seems like the Bonus Objectives were created to be specifically irritating (kills with Skeletons, Catapult kills with Spearmen). I get the challenge, but they basically just ended up making missions that would have taken 30 minutes go for over an hour. I quite like the carry over upgrades mechanic though and would suggest a few minor adjustments to some of the Bonus Objectives to make them less frustrating.

1) Provide a counter for "kills needed by" type mechanics, and maybe a separate timer for "complete in under"
2) Lower the number requirements on the two "kills needed by" objectives I described earlier by maybe 25-50%. After the first catapult, it's pretty plain that the point is to tell the player that Spearmen are not as cool as they used to be so stretching it to 5 became fairly frustrating. Rewarding challenge is good, as opposed to frustrating challenge and many of the bonus objectives ride that thin line!
 
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