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Warcraft 2 - Tides of Darkness - Humans

Ladies and gentlemen, i'm happy and proud to announce, after almost 5 years of continously interrupted and not-always-frequent works, my Warcraft 2 Remake of the Tides of Darkness Human Campaign.
"What? Only the human campaign??" You will ask. The Enhancement work is what took most of the time, and i had to continously improve and change it every time i was having new ideas(and that happened frequently, even in the latest weeks). However, worry not, as the Orc Campaign work is at its last map and will soon put on beta-test for final release. In the mean time you can enjoy this marvelous project i had so much passion and heart working on. Below you can read some of the most notable aspects of this project, including explanations of the brand-new original real deal of the remake; the Enhanced Mode.
Make sure you're using versions PRIOR to 1.29(preferably any within 1.28), in particular the one which can be found in my user signature below. Of course you need to own the original game first in order to be able to run it. Thank you all for your patience and please have fun playing my campaign.

FEATURES
- Single Player Human Campaign. All 14 maps remade for Warcraft 3 with lots of Warcraft 2 retrospective, including interface, tilesets, unit models and more!
- Old original Warcraft 2 music brought back and played stage by stage. It was originally intended to play in the order it was, but for reasons it has been set in a Warcraft 1 style, which means each level plays a different track in loop.
- Old spells recreated with some adjustments(read below).
- Accurate remake of the old levels' geography, and i must give a MASSIVE credit to @Cuore and @Stormshock for their job on the terraining. Some maps size is a bit over-scaled compared to originals, but the likelihood is still very impressive. Cuore himself provided the customized tilesets and i do believe that this remake wouldn't be considered as such without them!
- Artificial Intelligence recreated and improved(by default). The campaign has been tested, and many adjustments have been done. Credit goes to Clownboss for his patience(and to myself for having even more of it in dealing with his rants and complaints lol)
- Damage system will be the standard Warcraft 3 type. Just like Warcraft 2 was a "balance patch" of Warcraft 1, so this remake will be, compared to its Warcraft 1 predecessor. Catapults will no longer be imba, but they will still play their role in safely taking down enemy fortifications or responding to ships' cannons.
- Oil System recreated by Loktar. The cargo-collection ratio seems a bit faster than original and might break the game a bit but Oil is a relative resource compared to the two primary ones.
- Intro briefings displayed as cinematic maps that will precede the actual missions, accompanying the player through the original briefing musics and narration with a cinematic.
- Mission Objective tabs simplified but the Enhanced version will have new custom subfaction unit tabs for each mission that they will become available.

ECONOMY
An element of warcraft 2 not possible to 100% replicate in Warcraft 3.
In warcraft 2 workers spend 4 seconds inside a mine, and 4 seconds inside a Town Hall during the resource gathering process. Although it would seem slow, the player could send an "unlimited" number of workers at once into a single mine, without one waiting for the other to come out first. I could set a simultaneous cargo possibility too, but in warcraft 3 workers make an instant drop-and-go to the Town Hall/Saw Mill, and it cannot be changed, so it would disrupt the economy rhytm. Hence I had to balance this up making calculations of resource trains over a pre-fixed amount of time. With the invaluable help of Clownboss calculations, the final result was setting the "mining time" to approximately 0.90 seconds and the gold harvested to 60 units per trip. This is the closest remake for warcraft 2 economy, as the standard for Warcraft 3, as i said, was too much disrupting.
Gold, lumber and oil cargo income increases normally(by +5/+10 iirc to fit with the readapted economy system) upon upgrading the Town Hall or building a Lumber Mill(+25) or Refinery(+25).

SPELLS
Paladin Healing will still work as in my Warcraft 1 remake. Most of the readaptations will be much notable from the Orc side and will be explained when the Orc Campaign will be up.
Lordaeron Paladins(Enhanced Mode) have now a new spell called Silver Halo, which works similarly as Rejuvenation: Heals 60hp over 20 seconds, with a 75 mana cost and a cooldown of 10 seconds. This adjustment has been made to try to balance the regular Healing spell that the Lordaeron Paladins had in the previous version, which favoured them more on the offensive than in the defensive.
Like the Dalaran subfaction, some Stormreaver units will benefit from a "Resistant Skin" ability called Runic Ward. Runic Ward and Arcane Plating will now properly reduce the duration and damage of some spells.
Polymorph duration has been changed from 10(600 seconds) to 5 minutes(300 seconds). Units with Runic Ward\Arcane Plating will stay polymorphed for 100 seconds.
Bloodlust has been adjusted and will now increase attack damage instead of attack speed. Also, it will no longer interfere with Haste, as apparently both spells had similar effects due to being generated from the same source-spell.
Exorcism spell implemented! Based on Disenchant, this spell removes all spell effects within a radius of 200, also dealing 30 damage to all undeads within. Dispel feature reflects the prestige(Master Paladin) and cost of the spell research. The catch is that it costs 120 mana and has 20 seconds of cooldown. With this spell, Holy Vision at 60 mana cost and Silver Halo at 75 mana cost, the Lordaeron Paladin might end up being out of spellcasting for a while, but the subfaction's Magik stat sits at 1 for a reason. ;)
Rune spell implemented! The spell creates a single rune for 40 spell points(5:1=200:40) which becomes neutral after casting and will damage anything stepping near it for 50 damage.
Fireball will still work as a sniping spell and not like the way it used to be in Wc2.
Death Coil has been reworked and it now works like a Chain Lightning spell(hooks to a target and does half damage to a target next to it).
Polymorph will turn enemies into sheeps for "only" 10 minutes instead of forever. This is to create some sort of "balance", expecially in the Orc Campaign, when you'll be facing attack waves of Mages in the Dalaran map.
Some spells mana cost/duration have been changed to be more balanced with their orc/human equivalents.
Exorcism and Runes aren't implemented(yet?) in this remake.

OTHER REMAKE MECHANICS
To better accomodate some features in the Enhanced mode, which include more ways of getting invisible units into the game, i've reworked some units to get a sort of balance around this frequent chance of encountering an invisible unit.
- Submarine units are "invisible", hence submerged only technically, but they are not. It means they can be spotted with some detection abilities from spells, units or buildings.
- Scout Towers, air units and Vision spells can detect invisible units.
Flying Machines and submarines have a very reduced detection radius compared to Gryphons. This reflects their cost and accessibility privilege.
- Upgrading a Scout Tower into any of its variations will prevent it from detecting invisible units. This creates actual usefulness in the Scout Towers, making them a reliable building to have within the base, should the need to face invisible units will arise.
- The topic of naval mechanics needs some explanations:
Naval units cannot be attacked from melee units in Warcraft 2. To recreate this in Warcraft 3 i had to classify all ships as "ancient" within the editor, so that ranged units may target them as ancient and melee units not. The reason why melee units cannot attack naval buildngs is because Submarines cannot attack ground targets in Warcraft 2. If neither naval buildings were not ancient it would have meant that Submarines were able to attack ground structures too. Hence, in order for this old Warcraft 2 mechanic to happen and be as balanced as possible i had to sacrifice the possibility for melee units to attack both ships and naval buildings. It was either them or the Submarines able to strike towards land. I preferred the first option.
- Catapult/Balistas, Ships and Flying Machines/Zeppelins can be repaired. ;)

KNOWN BUGS
- Oil system is not 100.00% perfect yet. If you destroy or cancel construction of an oil platform, the oil patch will disappear as well. I wanted to call Loktar and tell him to fix this, as he did every time i told him there was something wrong, but he is STILL inactive since January 2021! :( I hope he's ok, but i don't have the knowledge to be able to fix this on my own.
- When you build a Basic Structure and tell another worker to build an Advanced Structure, the first one won't be able to build the Basic Structure he was going to build, remaining idle at his last building placement location. This gets pretty annoying, expecially if you have multiple workers building a structure from different categories, or, worse yet, a construction command-chain.
- Loading a saved game will show "username" in the defeat/victory screen, instead of a forced "sub/faction name".
- When trying to build naval structures(Shipyard/Foundry/Refinery) not always your worker will be able to build them. This is because of the shallow water on shorelines. These structures are shown to be buildable on water, but the worker has to actually get to the location in order to build them(and he obviously can't swim onto it). In the initial testings we had many occasions of dealing with this issue, so i went into the editor and extended the shallow water shoreline a bit wherever possible because in some maps the tester was continously trying to place a structure in the water, only to be answered back "Can't build there!" over and over and over. It was kinda hilarious to see him hammering the hotkey looking for any possible valid point, but it was not a situation in which I, the player, wished to be in.


(Despite ok to build, the Shipyard can't be built because the peasant can't get to target location)

wc3scrnshot_052921_140159_02-jpg.386725


(with the target location placed a bit back in, now he can)

wc3scrnshot_052921_140204_03-jpg.386726


All shorelines should be ok now, but there might still be some sections that "escaped" my hand. Let me know with a screenshot if you find some.
- When you try to load a transport with a group of Knights or a group of units including Knights, the units will all stop for no reasons, either right after ordered to board or after one of the Knights boards. So far this happens only with Knights and not with Ogres or any other unit. Anyone knows why? Anyone can eventually explan how i can fix this? Let me know, please.
Other bugs might happen? Should anyone experience something weird, please come here and report. Thank you.

ENHANCED MODE
The Enhanced Mode is basically my childhood dream. However, even with the custom tilesets, it will never feel like playing the original game. Is something that i feel. The dazzling and exquisite graphic of Warcraft 2 is such an original and eternal work of heart that no 3d engine will be able to replicate.

- Once activated, complete a map with it and you will unlock it for the next one, and so on.
- It changes the game so that in each ACT of the campaign you play as a different subfaction(as partially described here https://www.hiveworkshop.com/threads/warcraft-2-the-remake.293076/ ) between the Nations of the Alliance.
- The enemy will change appearance of units and buildings according to the Orc subfaction in that map.
For example, in the first act you will play as the Azeroth subfaction, against the Blackrock subfaction. In the 2nd Act you will play as Stromgarde subfaction against Black Tooth Grin subfaction, and so on.
- Every subfaction has its perks, distinct traits and features(like customized icons, upgrades, spells, units etc.) that will let you discover multiple styles of gameplay and curious combinations of warfare to tackle your opponents with.
- Some maps will change drastically regarding position of enemy units or entire starting conditions of the map you're playing.
- Unlike my Warcraft 1 Hard Mode, the Enhanced mode will not feature Bonus Objectives or extremely hard AI opponents. The presence of subfaction units and their many abilities and features will be an asset that will enrich your gameplay and give you more variables and ways to complete a mission as you travel through the campaign.


Project is now on
PATCH v1.4

Ver CHANGE LOG:

COSMETIC CHANGES

  • Changed Dragons Fireball attack model with the one I originally had from the project Rebirth. This one has a sparkling effect upon hit like the Gryphons' one. Same model has been set to the Fireball spell.
  • Swapped Gryphons/Dragons target effects' Death animation with Stand, so that the "clap" happens upon impact and hence without abnormal delay. Also, replaced the "clap" sound with the original fire explosion from Warcraft 2.
  • Added new models for Doomhammer, Turalyon, Khadgar(from Tauer) and Lord Perenolde(Khadgar_Young by Stefan.K) with due credits.
  • Added portraits for Gryphons and Black Tooth Grin Ogres. Gryphons' portraits have a bit of static lips when talking, and Ogres' portraits bug a bit(play not corresponding talking animations) due to the 2-headed Ogre voiceset, but they're both cool nevertheless.
  • Fixed tooltips for subfactions Mage Towers not displaying the correct name of mages to be trained.
  • Added a new skin for Dragons. This one looks even more like the one seen in Warcraft 2.
  • Added a new model for Death & Decay effect. This one looks more like the "boiling" effect seen in Warcraft 2. Also added a customized debuff effect for said spell.
  • Due to all subfactions' Holy Vision and Eye of Killrogg abilities now being separate spells for each corresponding casting unit, separate icons have now been created for each of them, with each own corresponding teamcolor! :)

GENERAL CHANGES

  • All artillery units(except cannons) "small damage AoE" increased from 70 to 100.
  • Some maps show some excessive text croppings within their Subfaction Unit list tabs, so I made some fixes to make them readable.
  • All AoE spells should now work correctly, being able to damage building and units(friendly or enemy) alike, with Monsoon and Mana Storm only able to attack enemy units.
  • The "Khaboom!" ability couldn't target walls. Fixed. Also, damage increased by 410(total 810). In this way it should one-shot Farms like in the original game. Farms with Upgraded Masonry may still survive a blast.
  • Silver Halo and Healing Salve visual effects were accidentally swapped between each other. Fixed.
  • Added firing sound to the Ballista model.
  • Unholy Armor removed from Enhanced Mode. The spell is scripted and thus can't be dispelled nor spell-stolen. The "remade" version of Exorcism, though, may dispel the buff, but the script will still keep the spell active till its duration.
  • Added wc2 sound for Runes cast, Shipyard and Eye/Ward of Killrogg cast. Also, by popular demand: "I got the flying machine!".
  • Due to the fact that Stromgarde can no longer build Cannon Towers from this patch, all the Orc maps which feature them have their Cannon Towers swapped with Guard Towers.
  • Human maps 5 and 6 now have Black Tooth Grin Guard Towers swapped with Goblin Towers.
  • Enemy Lordaeron or Black Tooth Grin subfactions will have their signature Masonry/Barricades upgrades researched according to how far you are progressing in the campaign.

MAP CHANGES

  • Reworked rogue prisoners mechanic in Enhanced human map "The Prisoners". Now the attacking Peasants will not turn into neutral, nor hostile, but will periodically engage player's units whilst remaining "friendly" and will count towards the required number for map completion objective.
  • Reworked cinematic in human intro map1. Human coastal town is now black teamcolored. Instead of depicting an orcish onslaught on a doomed human outpost, now the scene will better portrait what the narrator mentions as for "orcish marauders raiding coastal towns", showing a Gilneas outpost struggling with defenses, yet about to receive backup from a nearby party of Footmen.
  • Reduced number of Footmen in human intro map2 to reflect the starting force of Enhanced Human map2. Same done on Enhanced Human map6, adding two Stromgardian Footmen joining Turalyon and the newly acquired Knight on their way to the Dun Algaz outpost.
  • Enemy tankers weren't gathering oil in Orc map4. Fixed.
  • Objective completion on Classic Orc map10 wasn't terminating the map. Fixed.
  • Objective on Enhanced Orc map12 wasn't working as intended. Fixed.
  • Lordaeron Knights are no longer available in Enhanced human map "The Prisoners".
  • In Enhanced human map "The Dark Portal", the Blackrock Clan shows Warlocks in the intro but standard Death Knights in the actual map. Fixed.
  • Removed a bunch of unused stuff from the Grim Batol building tabs in the orc map "Badlands".
  • Repositioned enemy Troll Destroyers in Enhanced human map "Grim Batol". They will not patrol the river any longer, but will remain stationary within its inner section, so that none of your ground units can kite them from the shoreside.
  • Removed unused trainable ships in Classic orc map "Fall of Lordaeron".
  • In Enhanced "Betrayal of Alterac" the sun rises when the Archmage is rescued. This will now occour when the Archmage is teleported away at the Circle of Power.
  • Removed pre-placed Demo Squads, Destroyers, Battleships, and Shipyard from Enhanced map "Battle at Crestfall".
  • All Blackrock Clan's Guard Towers and Cannon Towers replaced with Frost/Hellfire Towers in Enhanced maps "Battle at Crestfall" and "Assault on Blackrock Spire". Improved Blackrock AI upon Burning Blade's defeat in the latter one.
  • Gryphons and other flying enemy units now have their map patrolling patterns in both Classic & Enhanced version of the orc map "Fall of Lordaeron".

ARMOR & ATTACK TOOLTIPS COMPILED
Since the first release of this remake, armor types and attack types have been set to a different standard than Warcraft 3. But how? This is a list which you will also see in the game, from now on, by moving the cursor over the corresponding icons on every unit within the game.
"more/extra damage" is about 1.25 to 1.40 of the indicated amount.
"reduced damage" is about 0.75 of the amount dealt by the mentioned type.

CHAOS ATTACKS (i.e. Dragons, Gryphons) do more damage to Medium, Large and Fortified Armor. Other top-tier units in enhanced mode(including Archmages and Storm Knights) also have Chaos type attacks, mostly due to the fact that there are units whose abilities may make them immune to magic attacks. Note: This tooltip appears unexplicably cropped off in game, terminating at "Chaos".
NORMAL ATTACKS (i.e. Footmen, Knights) do extra damage against Medium armor.
PIERCING ATTACKS (all ranged non-spellcaster units, with few exceptions) do extra damage to Small armor, Heavy armor, Fortified armor, and reduced damage to Medium armor. Note that damage from Piercing attacks can be reduced through abilities.
SIEGE ATTACKS (Artillery units and few melee units within the Enhanced Mode) do extra damage to Normal armor, Heavy armor and Fortified armor.
MAGIC ATTACKS (i.e. spellcaster units) do extra damage against Heavy armor, Fortified armor, Normal armor, and reduced damage to Medium armor.
TORPEDO ATTACKS (submarines) cannot hit ground units. This was set before I decided to make submarine able to target ships and naval structures only. Being able to attack land units, even with a next-to-zero damage factor, simply couldn't stand up.

NORMAL ARMOR (standard troops) takes extra damage from Siege and Magic attacks.
FORTIFIED ARMOR (i.e. buildings) takes extra damage from all but Normal attacks. This is due to buildings having an average of 17 armor points(50% damage reduction) by default. Some have 11, also Lordaeron and Black Tooth Grin can upgrade their armor, etc.
HEAVY ARMOR (ships) takes extra damage from Chaos, Magic, Piercing and Siege attacks. Same as above, the standard armor of ships has a high damage resistance percentage factor.
HEROES (in Beyond the Dark Portal, will) take reduced damage from Magic, Piercing and Siege attacks.
LIGHT ARMOR (unused?) takes extra damage from Magic and Piercing attacks.
MEDIUM ARMOR (Flyers, some artillery units and some other units(i.e. Genbu) which encourage a melee response over a ranged one) takes extra damage from Chaos and Normal attacks, and reduces damage from Piercing and Magic attacks.

NEW ENHANCED MASTER TRAINING MECHANIC
Upgrading spellcaster units for each subfaction in the Enhanced Mode will now unlock multiple advantages. These upgrades will not only grant additional spells for the corresponding unit, as usual, but will also stack up permanent stat benefits according to the type of unit, depending on which faction they belong to. The researches' tooltips will give you an idea.

SUBFACTIONS CHANGES

H U M A N S

AZEROTH
  • Added independent Armor and Attack upgrades to the subfaction, with corresponding icons from Warcraft 1.
  • Crossbowman: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. A large Crossbowmen/Clerics team proves an incredible wall of defense, nevertheless, and this subfaction shouldn't excel in defense, anyway.
  • Conjurer: Increased attack range from 338 to 450. Replaced Fire Shield with Entangling Roots. This ability binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Cleric now has passive "True Sight", with range 600(submarines/Scout Towers/flying Machines have 300, Gryphons have 600). Reason to give them this ability is that without being able to build Flying Machines or Scout Towers the Azeroth subfaction would be pretty penalized by only having to rely on Holy Vision or Water Dragons to scout invisible units. It's the same reason of why I decided to give them their own Destroyers with a small innate detection radius. However, this ability won't be unlocked before the last map and for the only reason of showcasing since the Orcish subfactions featured there do not have any invisible unit whatsoever. It will but play a small key role in the Alterac Campaign. ;)

STROMGARDE
  • Added independent Armor and Attack upgrades to the subfaction. Sword Upgrades have a balanced cost between each level. 800-1600-2400 instead of 800-2400-3000(which should have initially been 800-2400-4000, had I not made Level 3 a custom separate upgrade).
  • Peasant: Battle Hunger removed.
  • Cannon Tower removed.
  • Ballista upgrades removed.
  • New siege unit: Manticore(by Mechanical Man). Replaces Ballista. Deals double the damage of a Guard Tower in a small area. Medium armor type. Has two dedicated levels of Attack Upgrade at the Blacksmith.
  • Inquisitors were mistakenly given less base armor than Knights. Fixed.
  • Ranger: Poison Arrows bonus damage removed. Now the ability will only slow down enemy targets for 3 seconds.
  • Fiery Spirit can now be researched from the Barracks instead of the Church, with a Castle as Tech-requirement.
  • Pyromancer: new spell added: Rain of Fire. Channeling spell. Casts 3 waves of fire, dealing 13 damage on all units in a 400 radius area.
  • Phoenix: Tech requirement changed from Fiery Spirit to Pyromancer Master Training.

LORDAERON
  • Added independent Armor and Attack upgrades to the subfaction.
  • Peasant: Spiked Armor removed.
  • Ballista upgrades removed.
  • New siege Unit: Cannon(by Khazmo). Replaces Ballista. Damage of a Cannon Tower. Medium armor type. Shares attack upgrades with Ships and defense upgrades with Footman and Knights(up to level 3; 2 points per upgrade).
  • Cryomancer: new spell added: Blizzard. Channeling spell. Casts 3 waves of ice shards, dealing 13 damage on all units in a 400 radius area.

DALARAN
  • Added independent Armor and Attack upgrades to the subfaction.
  • Ballista upgrades removed.
  • New siege unit: (runic)Catapult(by Em!). Replaces Ballista. Passive Magic attacks and Spell Immunity. Cannot be upgraded.
  • Iron Golem: changed model to JesusHipster's Siege Golem, which features teamcolor shoulder pads and a "Spinning Lariat" animation which inspired me to give it a new passive ability called "Whirlwind Attack", all and all matching the "Pulverize" ability from the Tauren.
  • Archmage: Damage increased from 6-8 to 8-14. Changed Attack Type to Chaos(bypasses units with Spell Immunity). Training time decreased from 60 to 40 seconds. Added minor passive health regeneration.
O R C S

BLACKROCK
  • Added independent Attack upgrade to the subfaction. This dual-level upgrade increases base damage of Grunts and Raiders by 1 point(as opposed to common 2 points).
  • Cannon Tower removed.
  • Warlock Tower: tech requirement changed from Stronghold to Blacksmith.
  • Hellfire Tower: Damage increased from 2-6 to 5-9. The incinerate ability doesn't seem to stack damage, hence this building has never been that effective in Defense, yet it still caused explosion at the target's death.
  • Grunt: Attacks now upgradeable.
  • Raider: Base damage increased from 6-12 to 7-13. Armor upgrades reduced from 4 to 2 points per level. Blood Frenzy changed to a new ability which doubles attack damage and changes the unit skin to red(Fel). The reason is: Whether or not the Blood Frenzy could have been dispelled or Spell-stolen(it wasn't supposed to be but apparently it is in the Orc Campaign for some reason), a TRIPLE attack speed on top of a 2-levels attack/defense upgrade simply overshadows the rest of the subfactions' features for a unit of this tier, and the player would obviously cease training Grunts in favour of Raiders. In this way the player might still see some usefulness in the Grunts' Demolish ability in case of having to attack fortified locations.

BLACK TOOTH GRIN
  • Spearthrower: Armor reduced from 2 to 1. Point per upgrade reduced from 4 to 3. "Defend" still makes it a good unit for ranged defenses. Not to mention that it can always be healed by Ogre-Tinkers, or buffed by Goblin Sorcerers.
  • Troll Destroyer replaced with Goblin Destroyer(Goblin Steamboat by kellym0 & MiniMage). This clan really wants no Trolls, does it? Just a separate model without any difference in stats. And no, I won't call it Steamboat, because it's got to require Oil to be built! ;)
  • Catapult specific armor upgrades removed. Now the unit will benefit from defense upgrades for Grunts & Ogres(2 points per upgrade). Sharpened Tusks Upgrade still remains.

STORMREAVER
  • Storm Knight: Attack Range increased from 336 to 567. Damage increased from 6-8 to 8-14. Changed Attack-Type to Chaos(bypasses units with Spell Immunity). Added Vampiric Drain ability.

BURNING BLADE
  • Added independent Armor and Attack upgrades to the subfaction. Attack Upgrades have a balanced cost between each level(overall cheaper, considering you can only upgrade Grunt's weapons with it). 500-1000-1500 Gold and 100-200-300 Lumber instead of 500-1250-2000 Gold and 100-300-500 Lumber.
  • Grunt model replaced with a variation from johnwar (sorry Tauer), which in my opinion has a closer look to a classic Wc2 Grunt(whose orange teamcolored pouldrons always seemed somehow bulkier to me). Also, the previous model showed a glitch which pasted some of its parts onto an enemy after being killed by it.
  • Ogre/Fel Ogre: Base Armor reduced from 11 to 7.
  • Fel Ogre now has a new spell called Fel Overdrive. It works as an Unholy Frenzy: increases attack speed by 300% but inflicts 4 hit-points damage per second.
  • Commander's Ward renamed into Commander's Battle Vest. This upgrade now increases Ogre/Fel Ogre hit-points by +10 on top of the additional defense upgrade.
  • Famine Knight: Increased attack range from 338 to 450. Added new Abilities called Vampiric Drain and Acid Web. Vampiric Drain restores life equal to 50% of the damage dealt by attacks; Acid Web binds single targets in place for 6(3) seconds for 50 mana and 5 seconds of cooldown, also dealing 2 hit-points of damage per second.
  • Hatred: Tweaked the combination between standard armor and Gelatinous Skin ability. Now the unit should be properly tanky for its designated role.

BLEEDING HOLLOW
  • Shadow Dragon: Decreased hit points from 100 to 70. Decreased training cost from 2500 to 2000. New animation for its breath attack. Passive ability Fel Breath renamed to Void Bolt.
  • Spirit Walker: Added Vampiric Drain ability. Removed health regeneration during Ethereal form.


Once again i would like to thank @Helldoom and Stormshock for their kind availability, the latter expecially for his work on the terraining.
Cuore for the terraining and custom tilesets!
Loktar for his invaluable help with the oil system and many other systems and models adjustments.
Azazzello for his kind concession of his source material of his early Warcraft:Rebirth project. Special mention goes to him for his masterpiece, the warcraft 2 Daemon, which was one of the missing GOLDEN tiles for this massive puzzle of a project.
@Vanza Crandle for testing the campaign in Normal Mode and Clownboss for testing it in Enhanced Mode!
Other authors are mentioned in the ending credits.



REDXIII
Urkdrengi
Mythic
deolrin
AndrewOverload519
3ICE
Ket
BogdanKry
PaulH
HerrDave
Tauer
Darkfang
Whisper
Static
Kola
The_Silent
Callahan
Dragonskull
Induwer
Kellym0
Kitabatake
Ujimasa Hojo
Supertoinkz
Takakenji
Loktar
AnemicRoyalty
Direfury
Jinn
Azazzello

Custom tilesets, icons and musics from Warcraft 2 by Blizzard


Please enjoy FOR FREE my work of heart of these past 5 years, and if you want to be super generous and kind, please donate. ;)
Very much appreciated! ^^



THIS THREAD MIGHT BE FURTHER MODIFIED OR EXPANDED LATER WITH ADDITIONAL EXPLANATIONS

SCREENSHOTS DISPLAYING KEY ASPECTS OF THE REMAKE



Campaign screens from Warcraft 2: The Dark Saga, for both progression and Act Interludes

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Original cutscenes remade

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Custom ported tilesets for Grasslands and Dirt maps

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Cinematic cutscenes for every mission briefing for a greater plot-involvement

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All original musics and screens ported

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Enjoy and explore the Enhanced Mode, which adds more plot content to the campaign and custom material to play

(A group of Stromgarde Rangers use their custom "Poison Arrow" ability to slow down a group of Black Tooth Grin Grunts, safely taking them out)

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(A Dalaran force advances supported by a group of Footmen, with their signature Mana Shield ability active)

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(A squadron of damaged Elven Destroyers advances relentless towards its next objective)

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Contents

WCII - Tides of Darkness - Humans (Campaign)

Reviews
deepstrasz
Maps/chapters should start after the previous finishes. Every chapter's end leads to the campaign screen. The B hotkey from the Oil Platform doesn't work when pressing the key B. The Oil text in descriptions is mostly invisible. Destroy the orc...
Level 7
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Jun 9, 2015
Messages
237
aha, so its not for me. i was under the impression, that if it is using warcraft 2 tides of darkness as the project thumbnail, that it is about warcraft 2 tides of darkness inside of warcraft 3, including voicelines, gameplay mechanics, game and unit speed, and harvesting, all copied from warcraft 2 tides of darkness without any change.
what made wc2 unique, was the combination of sound effects, visual design, assets, and the speed at which everything happened.
adjust all of it to fit a different game and a different engine, and be angry with me all you want, but thats not a wc2 remake, and has very little in common with wc2. of course, the different engine is the largest problem, but just replicating all of the features as they were in the original, isnt that the meaning of the word “remake”? to remake things as they once were, just with updated visuals? wouldnt that have been much closer to a remake then?
and on that note, you say that your goal is to replicate as much as possible, but on that same page, when i point out what isnt replicated, its met with a read the intro. ok, how about you put it on the thumbnail picture, that its not wc2, but a wc3-adjusted version of wc2?
 
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and be angry with me all you want
Who said i was?
you say that your goal is to replicate as much as possible, but on that same page, when i point out what isnt replicated, its met with a read the intro.
Exactly, because, as you metioned, there is also the issue of engine difference, and that can't be bypassed. Did you go through the description, anyway? Or it's too long and tedious for you to read? You'll see what i ran into, and had to leave or tweak to get this as closer as possible.
Sounds? Hearing a Gryphon Rider just shriek one sound or two over and over, as much as it would bring back the nostalgia, would be fine for you? Perhaps you'd like catapults/Balistas with their "click" and wheel-grinding noise, or Town-Hall, or three-liner voiced ships, etc. etc.
Which Warcraft 2 voice would you give for a Goblin Sorcerer, or a Genbu, or a Hatred, or an Ogre-Tinker, or an Iron Golem, and so on?
what made wc2 unique, was the combination of sound effects, visual design, assets, and the speed at which everything happened.
Exactly, and in order to preserve said speed, i had to do what i pointed out in the description.
of course, the different engine is the largest problem, but just replicating all of the features as they were in the original, isnt that the meaning of the word “remake”? to remake things as they once were, just with updated visuals?
You answered yourself here. Replicating all the features as they were in the original, WITH the different engine. That is called a remake. No wonder why movie directors and game companies nowadays are constantly rinsing old games with new and enhanced engines. People complained about Resident Evil Remakes, people complained about the Total Recall remake. People will always complain, just like you, because nothing will really bring back what used to be our childhood. Nothing. And, once again, it is what i also said in the description.
how about you put it on the thumbnail picture, that its not wc2, but a wc3-adjusted version of wc2?
I haven't seen you around when i released the Warcraft: Orcs and Humans Remake, or perhaps i must have missed you complaining on Helldoom's Warcraft 2 Remake, or Kam's, etc. Maybe you'll complain on the Chronicles of the Second War Team too because they won't put the original Warcraft 2 sounds in their Reforged version. :D I'm looking forward for that.
 
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237
to the first point, your final paragraph said you were.
to the second point, yes, thats what made warcraft 2, the warcraft 2. i mean, you say that, but then you put a single song to loop in every level? as to the unit names you speak of, they arent wc2 units, so thats on you. once again, signs of not a remake.
to the third, to preserve what speed? warcraft 2's? definitely not. warcraft 3's? neither, as the peasants and other units move at a pace slower than that of base wc3
to your fourth, you try to make the customer sound entitled, but without a customer there would be no company. the company is there for the customer, not the other way around. the customer goes away, the company goes bankrupt. if the company goes away, customer picks a different company to replace it with. and the scope of remakes in this age is more about political agenda and to fit new political narratives than to faithfully remake a product. to write off gamers' rejection of insertion of new-age real world politics into products that havent had them before, as just complaining, is disingenuous at best.
and yes, i come to a modding site as a player to read hundreds of lines of text, and not just to look at screenshots and reviews.
to your fifth, keep your personal attacks for someone else. i stayed on the topic of the product you are offering, and pointed out why i think its not what it looks like to anyone who doesnt read the entirety of the description. another generic impatient complaining gamer i know. but labels will only get you so many internet points, and nothing runs on those points. look forward to me not complaining on similar project's pages, because they didnt get my attention, this one did.

if you really wanted to, perhaps you could replicate wc2's mechanics. workers stay inside of a mine for 4 seconds, and upon drop-off they stay inside of the town hall for 2 seconds. set a trigger, make the worker switch owners, become invisible, untargetable, and perhaps be in the paused status during the stay in x period, and set the worker to re-appear after x seconds where it disappeared initially. i am not the best or even mediocre at doing triggers but i could come up with this potential draft of how to solve this one thing, which makes me question even more if your argument of “it cannot be done” really holds up at all.
but i digress, this isnt getting anywhere. continue as if i never happened upon this page.
 
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your final paragraph said you were.
nah, that's on you.

i mean, you say that, but then you put a single song to loop in every level?
sure, unless you want the game to lag in between each song's transition.

to the third, to preserve what speed? warcraft 2's? definitely not. warcraft 3's? neither, as the peasants and other units move at a pace slower than that of base wc3
Speed, as of "pace".

as to the unit names you speak of, they arent wc2 units, so thats on you.
Exactly. That's the Enhanced Mode.
to your fourth, you try to make the customer sound entitled, but without a customer there would be no company. the company is there for the customer, not the other way around. the customer goes away, the company goes bankrupt.
Except i did all of this for free, so you're not even paying what you're playing. Yet, you are complaining.
keep your personal attacks for someone else.
No idea what you're talking about. Keep your personal assumptions for yourself.
look forward to me not complaining on similar project's pages, because they didnt get my attention, this one did.
Appreciated.
if you really wanted to, perhaps you could replicate wc2's mechanics. workers stay inside of a mine for 4 seconds, and upon drop-off they stay inside of the town hall for 2 seconds. set a trigger, make the worker switch owners, become invisible, untargetable, and perhaps be in the paused status during the stay in x period, and set the worker to re-appear after x seconds where it disappeared initially. i am not the best or even mediocre at doing triggers but i could come up with this potential draft of how to solve this one thing, which makes me question even more if your argument of “it cannot be done” really holds up at all.
No, I don't have jass knowledge for that kind of stuff, so don't you pretend, just comprehend.
 
Level 5
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WOW!!! You really made your own version of the remake, friend! I just discovered it today so instant download! :)

Cant wait for you to finish Orc part, and also BtDP campaigns too! :)
 
Level 3
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Mar 1, 2018
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This campaing rocks!

I love the diferent units representing each faction under the aliance banner. It's so creative and it makes each map feel really unique as a result. :)

I haven't found any bugs so far (i'm on the second mission of chapter 2), so i'l report anything here as i find them.

Great job!
 
Level 20
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This campaing rocks!

I love the diferent units representing each faction under the aliance banner. It's so creative and it makes each map feel really unique as a result. :)

I haven't found any bugs so far (i'm on the second mission of chapter 2), so i'l report anything here as i find them.

Great job!
Thank you so much for your feedback! Looking forward to hearing your progresses!

WOW!!! You really made your own version of the remake, friend! I just discovered it today so instant download! :)

Cant wait for you to finish Orc part, and also BtDP campaigns too! :)
Thank you! I think i'll probably have to change my job if i'm going to pursue BtDP at this point. ^^' I'll try to finish the Orc Campaign this weekend.
 
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I encountered 2 bugs while playing mission 3 of chapter 3.

The first one turned my two silver hand peasents into neutral alterac peasants.

Is this a history thing? The betrayers literaly converted my poor units into the dark side! I wouldn't think so since later in the misson, two of my controllabe alterac peasants also became neutral.

The second one got rid of my ability to create either elven or human battleships at the docks. I was under attack by troll ships and managed to create one elven ship before losing to ability to build.
 
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I encountered 2 bugs while playing mission 3 of chapter 3.

The first one turned my two silver hand peasents into neutral alterac peasants.

Is this a history thing? The betrayers literaly converted my poor units into the dark side! I wouldn't think so since later in the misson, two of my controllabe alterac peasants also became neutral.
hmmm chapter 3 of act 3 should be "The Prisoners" mission, right? 4 randomly picked Orange peasants are scripted to gradually become "enemy" in order to kill your peasants there so that you can no longer build up defenses in the southeast. They become neutral so you won't receive "unit under attack" warning from the game. You can kill them off no problem, as you only need to take 4 traitors to the circle of power.
The second one got rid of my ability to create either elven or human battleships at the docks. I was under attack by troll ships and managed to create one elven ship before losing to ability to build.
I have no idea or other reports about this. Could you be a little more detailed?
 
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hmmm chapter 3 of act 3 should be "The Prisoners" mission, right? 4 randomly picked Orange peasants are scripted to gradually become "enemy" in order to kill your peasants there so that you can no longer build up defenses in the southeast. They become neutral so you won't receive "unit under attack" warning from the game. You can kill them off no problem, as you only need to take 4 traitors to the circle of power.
I see. So that's what happened to my silver hand peasants! They were killed, not turned. Good to known that they stayed loyal until de end. :)

I have no idea or other reports about this. Could you be a little more detailed?
I build two shipwards, after securing a steady flow of gold and lumber at the main land using the dalaran faction, so i could start with the rescue mission. First i bought a few oil ships to collect some oil (three of them to be exact) and then i started building Elven destroyers so i could deal with pesky enemy ships. One of them came out, but the others did not. I went to check and noticed that the option to build both elver destroyers and human battleships vanished completely, leaving only transporters and oil ships remaining.

Edit: i'm playing using the recomended version. 1.28f(1.28.5.7680)
 
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Level 5
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Apr 27, 2014
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85
Just finished playing it right now! Awesome remake! Well done. Stable gameplay, no crashes!

However, in the Stratholme mission, the Blackrock Clan is summoning Raiders instead of Ogres...

and in the last mission, the Blackrock guardians of the Dark Portal are Warlocks instead of Death Knights... was the change on purpose?
 
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Just finished playing it right now! Awesome remake! Well done. Stable gameplay, no crashes!

However, in the Stratholme mission, the Blackrock Clan is summoning Raiders instead of Ogres...

and in the last mission, the Blackrock guardians of the Dark Portal are Warlocks instead of Death Knights... was the change on purpose?
Yes, Blackrock subfaction has Raiders instead of Ogres and Warlocks instead of Death Knights. :) All good. Thank you for your feedback!
EDIT: unless you were playing in Classic mode. Were you playing in Enhanced mode?

Oh, just for general information, i've FINALLY finished the Orc Campaign, and i'm fixing up the final cinematic because it has a lot of dynamic stuff regarding player's subfaction choice, as the same option in the last human mission.
 
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Yes, Blackrock subfaction has Raiders instead of Ogres and Warlocks instead of Death Knights. :) All good. Thank you for your feedback!
EDIT: unless you were playing in Classic mode. Were you playing in Enhanced mode?

Oh, just for general information, i've FINALLY finished the Orc Campaign, and i'm fixing up the final cinematic because it has a lot of dynamic stuff regarding player's subfaction choice, as the same option in the last human mission.
Actually I did played in classic version since I prefer the exact original Warcraft 2 gameplay. I played only in CLASSIC.

Which is why i was surprised and weirded out to see raiders and warlocks that existed in WC1.

Lorewise, doomhammer got disassemble the raiders after wc1 and he killed the vast majority of the warlocks of Gul'dan.

BTW, why no Exorcism spell for Paladins?

Again well done and thanks for this.

PS: I REALLY LOVE THE DAEMON MODEL, and no friendly fire for the gryphon riders, and the way you include the cinematics in every aftermath of each ACT.
 
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Level 20
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Actually I did played in classic version since I prefer the exact original Warcraft 2 gameplay. I played only in CLASSIC.

Which is why i was surprised and weirded out to see raiders and warlocks that existed in WC1.

Lorewise, doomhammer got disassemble the raiders after wc1 and he killed the vast majority of the warlocks of Gul'dan.

BTW, why no Exorcism spell for Paladins?

Again well done and thanks for this.

PS: I REALLY LOVE THE DAEMON MODEL, and no friendly fire for the gryphon riders, and the way you include the cinematics in every aftermath of each ACT.
Thank you very much for the reply and the report.
I'm on mobile atm so i can't quote each line I'm gonna refer to.
I know the lore about the Raiders and Warlocks. Truth is I needed some ideas for the Blackrock subfaction because otherwise it was going to be the most plain and dull of the Enhanced Horde.
When you play in Enhanced Mode, every custom unit will be explained within each map, even enemy ones as you encounter them.
In the instance of the Raiders, I made up lore in which Doomhammer developed a special armor to harness his soldiers into a forced loyalty. As for the Warlocks: when Doomhammer destroyed the Shadow Council, he forced the remaining Warlocks to work for him secretly, before the time would have come for them to actually enter the battlefield.
Furthermore is explained in the Enhanced Mode. I know that without explanation it was strange for you to see them, but this is clearly some mistake and i shall look into it. Weird though, as i thought i tested everything right.
If you're interested in playing the Enhanced Mode please do so, as the campaign acquires a deeper gameplay flavour and unlocks new scenes in the finale with further storytelling. ;)
Thank you again.

EDIT: No exorcism for Paladins and no Runes for Ogres.
I haven't found a system for Exorcism around the net, and Holy Bolt is a hardcoded spell that hence targets friendly units regardless of how you set its Targets field, so I can't make a custom version on my own.
As for Runes, I always felt it was a spell that suddenly slowed down the pace of the game. And even if I did manage to create a version loyal to the original, the paladins would still have 2 spells out of 3. I don't know. It's a weird decision to take, at this point.
 
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Level 5
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Thank you very much for the reply and the report.
I'm on mobile atm so i can't quote each line I'm gonna refer to.
I know the lore about the Raiders and Warlocks. Truth is I needed some ideas for the Blackrock subfaction because otherwise it was going to be the most plain and dull of the Enhanced Horde.
When you play in Enhanced Mode, every custom unit will be explained within each map, even enemy ones as you encounter them.
In the instance of the Raiders, I made up lore in which Doomhammer developed a special armor to harness his soldiers into a forced loyalty. As for the Warlocks: when Doomhammer destroyed the Shadow Council, he forced the remaining Warlocks to work for him secretly, before the time would have come for them to actually enter the battlefield.
Furthermore is explained in the Enhanced Mode. I know that without explanation it was strange for you to see them, but this is clearly some mistake and i shall look into it. Weird though, as i thought i tested everything right.
If you're interested in playing the Enhanced Mode please do so, as the campaign acquires a deeper gameplay flavour and unlocks new scenes in the finale with further storytelling. ;)
Thank you again.

EDIT: No exorcism for Paladins and no Runes for Ogres.
I haven't found a system for Exorcism around the net, and Holy Bolt is a hardcoded spell that hence targets friendly units regardless of how you set its Targets field, so I can't make a custom version on my own.
As for Runes, I always felt it was a spell that suddenly slowed down the pace of the game. And even if I did manage to create a version loyal to the original, the paladins would still have 2 spells out of 3. I don't know. It's a weird decision to take, at this point.
Well i guess. Its only fair to have no exorcism for paladins if ogres dont have runes. Heal and bloodlust plus vision and kilrogg eye are enough.

Now if you really wanna push on with the raiders and warlocks. I have a friendly addition or suggestion for you about that concept for your story.

Lorewise, Doomhammer and the entire Blackrock Clan are close to the Thunderlord Clan, which is an orc clan in Draenor that has specialty on the formation of raiders considering its chieftain, Fenris Wolfbrother is captain of the raiders. Plus in warcraft 3, the renegade blackrocks still have raiders anyway.

As for the warlocks, i guess its easier to assume that not all orc warlocks were killed. Some probably got spared and survived. Which explains guys like Drak'thul and the rest of the stormreaver hermit orc creeps in wc3.

Btw, just another question. Was the gameplay of enemy army rebuilding structures really part of the gameplay? I mean it kinda makes it hard if i just destroy a building and then enemy workers quickly rebuild it after a few seconds.

That goes for the missions:
Act 1 - mission 4 - zul'dare
Act 2 - mission 1 - tol barad vs dun modr

PS: if ever you make the BTDP campaigns. I hope you still make them in this 1.24 version of WC3, friend!
 
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Level 20
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Yeah, I'm always open to suggestions. Yours about the Raiders sounds cool. Anyway, Doomhammer used to be a Raider himself before he turned against Blackhand, and because of that he disbanded the Raiders division(in the original lore). Raiders were within Blackrock in wc3 but Doomhammer was already gone before then.
About the Warlocks, your suggestion doesn't really shift aside mine. ;)

About the AI rebuilding structures. Yeah i know, it's kinda annoying and it requires a lot of manpower to overcome but... isn't the AI supposed to do so? Or it's just the fact that it is too fast in doing it?
I do have another system in mind for that. I keep thinking about doing it but punctually(along with other ideas) I end up completely forgetting about it by the time i come back home.

As for your PS: I do have in plan to develop BTDP campaigns but at the moment I feel like giving priority to the secret ToD campaigns. Oh, and yes, I shall use the older editor version for them all.
 
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Yes, Blackrock subfaction has Raiders instead of Ogres and Warlocks instead of Death Knights. :) All good. Thank you for your feedback!
EDIT: unless you were playing in Classic mode. Were you playing in Enhanced mode?

Oh, just for general information, i've FINALLY finished the Orc Campaign, and i'm fixing up the final cinematic because it has a lot of dynamic stuff regarding player's subfaction choice, as the same option in the last human mission.
Am excited to see the Orc Campaign soon. Hopefully maybe next week? or before this month ends! :)
 
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LordPerenoldeII! I wanna share you my own analysis of the entire 2nd War on both story flows of both Alliance and Horde campaigns in Warcraft 2. I actually posted this on my reddit, and I feel I wanna share it to you here since were both enthusiastic about the OG Warcraft lore! It may or may not help you out further in your enhanced or secret ToD campaigns! Here goes...

ACT 1:
  • Both Alliance and Horde build up their defenses in Hillsbrad and Zul'dare.
  • Alliance frees the captive elves near Tarren Mill while Horde raids the secret prison camp near Hillsbrad to free Zul'jin and his trolls.
  • The Alliance and Horde had a naval war battle around Southshore for oil but ended up in a stalemate.
  • Finally a heavy war battle between Hillsbrad Vs Zul'dare that also ended up in a stalemate since its stated in both accounts that Zul'dare was conquered, and Hillsbrad and Southshore are left in ruins after the battle.

ACT 2:
  • Alliance defends Tol Barad and destroys Dun Modr, Horde retaliates by retaking Dun Modr and destroying Tol Barad.
  • The Alliance army that destroyed Dun Modr went to attack Dun Algaz, while Cho'gall and another Horde force pass through the Badlands to inspect the oil operations in Grim Batol.
  • The Alliance army that destroyed Dun Algaz discovered and assaulted Grim Batol, while the Horde army that retook Dun Modr went to the north and attacked Stromgarde.

ACT 3:
  • An Alliance army strengthen up and defeated Horde forces around Tyrs Hand, while a Horde army attacks Caer Darrow and takes control of the Runestone there.
  • Uther and his soldiers visited the recently attack Caer Darrow, while the Horde army attacked the bay of Tyrs Hand to hold and prevent the Alliance forces in there from joining the open war battle.
  • Uther and his soldiers captured a bunch Alterac traitor sailors in Caer Darrow and escorted them to Stratholme to be brought to Lordaeron Capital City, some time later, Stratholme was destroyed by the Horde army because of its oil operations.
  • After confirming the betrayal of Alterac, the bulk of the Alliance army destroyed Alterac, while the Horde army in the eastern side attacked and burned the southern forests edge of Quel'thalas.

ACT 4:
  • Shortly after burning the southern part of Quel'thalas, the Stormreaver and Twilight's Hammer betrayed and abandoned the Horde to raise the Broken Isles and open the Tomb of Sargeras, Doomhammer sends a huge force of a Horde army to destroy the renegade traitorous clans.
  • The remaining Horde army in the mainland of Lordaeron attacked and somehow still managed to destroy Dalaran.
  • Doomhammer and his remaining Horde army attacked Lordaeron Capital City, but failed to conquer it since the Horde lost too many warriors. (Horde Ending Victory Cinematic is NON-CANON as we all know)
  • The Alliance Army that was held in Tyrs Hand, the survivors from Dalaran, Stromgarde, and Quel'thalas, and Kul Tiras navy, and the Alliance army that destroyed Alterac have all regrouped and help defend the Lordaeron Capital City.
  • Outnumbered, Doomhammer and his remaining Horde forces withdraw back to the sea, while the regrouped Alliance armies chase them all the way to the island of Crestfall.
  • After conquering Crestfall, the Alliance army push on to the Blackrock Spire where Sir Anduin Lothar died.
  • After destroying Blackrock Spire, the Alliance made a final push towards the Dark Portal, and Khadgar destroys it, achieving the ultimate victory in the 2nd war.

EPILOGUE:
The Dark Portal is destroyed, and the Horde is defeated with a few clan remnants hiding and evading capture for the internment camps such as the Bleeding Hollow, and the Dragonmaw.

PS: You may have already figured out the entire story flow, but I just wanna share it! :)
 
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The second one got rid of my ability to create either elven or human battleships at the docks. I was under attack by troll ships and managed to create one elven ship before losing to ability to build.
I build two shipwards, after securing a steady flow of gold and lumber at the main land using the dalaran faction, so i could start with the rescue mission. First i bought a few oil ships to collect some oil (three of them to be exact) and then i started building Elven destroyers so i could deal with pesky enemy ships. One of them came out, but the others did not. I went to check and noticed that the option to build both elver destroyers and human battleships vanished completely, leaving only transporters and oil ships remaining.
I think i've run into this sort-of bug as well. I was testing the final map the other day and I needed Destroyers more quickly, so I built a second one and at some point, probably as I started bulding two ships at the same time, their icon went off the production tab!
I might try to set up a periodic trigger to enable the training of Destroyers, should that bug come out again from time to time. Hopefully that will sort it out, otherwise I have no idea. :/ I never had to build a second Shipyard before then, actually, coming to think of it. I shall run a quick test and update. Fingers crossed. Sorry if it took so long to come on top of it. I thought it was a situational bug due to different versions of the game. My bad, i apologize.

EDIT: I just tested again the Southshore map and INDEED by building 2 Shipyards and start massing Destroyers eventually the Destroyer's icon goes off the production tab! I shall try to set that mentioned trigger. Fingers crossed.

EDIT2: Ok, the trigger works and i've fully identified the bug: When two oil-requiring ships are simultaneously clicked while there's no oil available AND a training queue is up, as the "Not enough oil" text shows up the icon of the clicked ship will disappear, which means we're talking about either Destroyers, Transports, Juggernauts or Submarines. The fixing trigger must be periodical because the bug persists as soon as the process is triggered again.
This must be some oversight in the Oil System script, which I have no knowledge about it myself and as we all know Loktar went dark for over a year by now. :(
Anyway, looks like i got some quick last-minute work to do before Tuesday's release! :D Thank you @Maltazar
 
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Orc campaign released:

A new updated version of the wc2 Human campaign has also just been released.

  • Now each map starts after the previous one is completed. ;)
  • All units melee range has been reduced so that no one will be able to attack anything right beyond walls if squeezed against.
  • The Orc ending features dynamic banner at the start (play the Enhanced mode to see what i'm talking about), this feature has now been added to the Human ending as well.
  • Instead of Healing, Lordaeron Paladins have now a new spell called Silver Halo, which act as Rejuvenation: 30hp over 20 secs, 15 secs cooldown, 80 mana.
  • Runes and Exorcism successfully implemented. Read the description under "SPELLS" for details.
There may be more changes that I forgot to mention.
 
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Orc campaign released:

A new updated version of the wc2 Human campaign has also just been released.

  • Now each map starts after the previous one is completed. ;)
  • All units melee range has been reduced so that no one will be able to attack anything right beyond walls if squeezed against.
  • The Orc ending features dynamic banner at the start (play the Enhanced mode to see what i'm talking about), this feature has now been added to the Human ending as well.
  • Instead of Healing, Lordaeron Paladins have now a new spell called Silver Halo, which act as Rejuvenation: 30hp over 20 secs, 15 secs cooldown, 80 mana.
  • Runes and Exorcism successfully implemented. Read the description under "SPELLS" for details.
There may be more changes that I forgot to mention.
YAAAAAYYYY! Horde Campaign is here! Your WC2 ToD campaigns are complete!

Oh btw, why grunts have heavy armor type in some certain missions?

also sometimes in the 3rd mission, Southshore mission... sometimes it does not end even if i already built a shipyard and 4 oil platforms... i played it a while ago and had to use "allyourbasearebelongtous" cheat code to end the mission
 
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YAAAAAYYYY! Horde Campaign is here! Your WC2 ToD campaigns are complete!

Oh btw, why grunts have heavy armor type in some certain missions?

also sometimes in the 3rd mission, Southshore mission... sometimes it does not end even if i already built a shipyard and 4 oil platforms... i played it a while ago and had to use "allyourbasearebelongtous" cheat code to end the mission
I heard that for the last question (mission won't end after establishing base), this can be caused by the version of the game being higher than the recommended. There are a lot of bugs you might encounter when using the latest versions. You're going to need the 1.28 as the author suggested.
 
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also sometimes in the 3rd mission, Southshore mission... sometimes it does not end even if i already built a shipyard and 4 oil platforms... i played it a while ago and had to use "allyourbasearebelongtous" cheat code to end the mission
Southshore won't end with common ToD objectives if you're playing on Enhanced Mode. In any case try using the correct version of the game. As for the Grunts armor I'll see what is it, could be due to different subfaction Grunts? Anyway there shouldn't be difference between Heavy and Normal armor type in this remake. Only major difference is with Medium and Fortified.
Thank you again for your feedback!
 
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Southshore won't end with common ToD objectives if you're playing on Enhanced Mode. In any case try using the correct version of the game. As for the Grunts armor I'll see what is it, could be due to different subfaction Grunts? Anyway there shouldn't be difference between Heavy and Normal armor type in this remake. Only major difference is with Medium and Fortified.
Thank you again for your feedback!
Playing in Classic Mode. my warcraft version is 1.27 actually. works perfectly fine except for that ending... all the rest are good. raiders are still being summoned by the blackrock clan in the stratholme mission. (classic)

my feedbacks are all based on classic version, my friend. yes, i can see that all the armor are in medium... though still some mission, you could see enemy grunts with heavy armor... armor that is only weak on magic and nothing else.
 
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Playing in Classic Mode. my warcraft version is 1.27 actually. works perfectly fine except for that ending...
Tried on my own but it works normally.
Anyway, for both this one and the first map I've now added extra conditions in case the (-)variables should trigger when a structure gets canceled while building. I tested it and it works normally. Try it now.
raiders are still being summoned by the blackrock clan in the stratholme mission. (classic)
fixed
my feedbacks are all based on classic version, my friend. yes, i can see that all the armor are in medium... though still some mission, you could see enemy grunts with heavy armor... armor that is only weak on magic and nothing else.
All armor values for units are Normal, except for some epic unit in the Enhanced mode.
the Grunts with large armor you seen are classic Grunts. Large Armors take regular damage just as Normal type. Nothing changes. Anyway I fixed it back to Normal type.
Furthermore I must thank you for this detail because I went through the Armor types of the Orc Campaign, which I had slightly modified due to some testing with late game units and I found incorrections in the human campaign, which I now corrected, along with other changes. I shall list these changes below:

  • Chaos damage(the one from flyers and some other late game units) vs Medium armor changed from 1.00x to 1.20x
  • Pierce damage vs Fortified Armor changed from 1.30x to 1.40x
  • Siege damage vs Medium Armor changed from 0.75x to 1.00x and vs Normal Armor from 1.00x to 1.20x
  • GENBU: Armor type changed from Large to Medium. Medium armor takes 1.25x from normal attacks, 0.75x from magic/pierce and 1.00x from siege, 1.20x from chaos.
  • HATRED: Armor value raised from 17(50% reduction) to 150(90% reduction) after removing a faulty Hardened Skin ability. Armor type changed from Normal to Large. Large armor takes 1.30x from siege/pierce and 1.40x from magic, 1.00x from normal attacks, 1.20x from chaos.
  • IRON GOLEM: Armor type changed from Medium to Fortified. Fortified armor takes 1.00x from normal attacks, 1.40x from siege/pierce/magic, 1.20x from chaos.
 
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Tried on my own but it works normally.
Anyway, for both this one and the first map I've now added extra conditions in case the (-)variables should trigger when a structure gets canceled while building. I tested it and it works normally. Try it now.

fixed

All armor values for units are Normal, except for some epic unit in the Enhanced mode.
the Grunts with large armor you seen are classic Grunts. Large Armors take regular damage just as Normal type. Nothing changes. Anyway I fixed it back to Normal type.
Furthermore I must thank you for this detail because I went through the Armor types of the Orc Campaign, which I had slightly modified due to some testing with late game units and I found incorrections in the human campaign, which I now corrected, along with other changes. I shall list these changes below:

  • Chaos damage(the one from flyers and some other late game units) vs Medium armor changed from 1.00x to 1.20x
  • Pierce damage vs Fortified Armor changed from 1.30x to 1.40x
  • Siege damage vs Medium Armor changed from 0.75x to 1.00x and vs Normal Armor from 1.00x to 1.20x
  • GENBU: Armor type changed from Large to Medium. Medium armor takes 1.25x from normal attacks, 0.75x from magic/pierce and 1.00x from siege, 1.20x from chaos.
  • HATRED: Armor value raised from 17(50% reduction) to 150(90% reduction) after removing a faulty Hardened Skin ability. Armor type changed from Normal to Large. Large armor takes 1.30x from siege/pierce and 1.40x from magic, 1.00x from normal attacks, 1.20x from chaos.
  • IRON GOLEM: Armor type changed from Medium to Fortified. Fortified armor takes 1.00x from normal attacks, 1.40x from siege/pierce/magic, 1.20x from chaos.
Okay here is the thing... i finally figured out why the southshore mission is not ending properly in my gameplay.
it is BECAUSE im building 2 SHIPYARDS instead of just 1. The mission will only end properly if i build only 1 shipyard.
not really much of a big deal, but why is that? it should still end properly regardless if i build more shipyards or oil platforms than what is supposedly required in the mission. (this goes the same for the southshore mission also of the Horde campaign) - BOTH CLASSIC MODES

As ive already tried my hands on your recently uploaded Horde campaign, so far ive finished the ACT 1 only... grunts again have heavy armor in all 4 missions of ACT 1. Ill continue my gameplay of it tomorrow.

Still, well done, great remakes, and thank you and all the people who worked on these wc2 remakes.
 
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Okay here is the thing... i finally figured out why the southshore mission is not ending properly in my gameplay.
it is BECAUSE im building 2 SHIPYARDS instead of just 1. The mission will only end properly if i build only 1 shipyard.
not really much of a big deal, but why is that? it should still end properly regardless if i build more shipyards or oil platforms than what is supposedly required in the mission. (this goes the same for the southshore mission also of the Horde campaign) - BOTH CLASSIC MODES

As ive already tried my hands on your recently uploaded Horde campaign, so far ive finished the ACT 1 only... grunts again have heavy armor in all 4 missions of ACT 1. Ill continue my gameplay of it tomorrow.

Still, well done, great remakes, and thank you and all the people who worked on these wc2 remakes.
As I said, heavy armor doesn't differ much from Normal armor. Just because it's labeled as heavy doesn't have to mean there's got to be a huge gap in between the two. If it was Medium then there would have been a problem.

Southshore objectives clearly say "Build A Shipyard" after all, right? 😁

Thanks for the feedback. I shall give my own shoulder a pat.
 
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As I said, heavy armor doesn't differ much from Normal armor. Just because it's labeled as heavy doesn't have to mean there's got to be a huge gap in between the two. If it was Medium then there would have been a problem.

Southshore objectives clearly say "Build A Shipyard" after all, right? 😁

Thanks for the feedback. I shall give my own shoulder a pat.
Well in the first mission, sometimes i tend to build more than 1 barracks for the sake of just being extra and fun in it, and yet the mission still ends properly.

As for the Normal armor type, im reading its description within the game and the definition says and is labeled to be like of a Medium. Weak against normal melee attacks but strong over pierce, siege, and magic. So in what i seen and read in the game itself, normal armor = medium armor, which makes a footman vs. grunt to be unbalanced.
 
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Well in the first mission, sometimes i tend to build more than 1 barracks for the sake of just being extra and fun in it, and yet the mission still ends properly.
Strange, because it is scripted the same as in Southshore.
As for the Normal armor type, im reading its description within the game and the definition says and is labeled to be like of a Medium. Weak against normal melee attacks but strong over pierce, siege, and magic. So in what i seen and read in the game itself, normal armor = medium armor, which makes a footman vs. grunt to be unbalanced.
Yeah, I know. That's the standard wc3 armor description but no one ever really needed to care, because the original "damage vs armor" asset was generally recreated with only 2 armor types. I shall make a thought about it, but it's gonna be later when i'll release the secret campaigns.
Please inform me if you find anything else not looking right, thanks.
 
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Hellooooooooo - this project seems excellent so far. I am playing on the recommended 1.28. When I try to open Act 1 Map 4 either from the launcher or straight from Map 3 I get a Cannot load map data error. Anyone else have this issue and can assist?
 
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Hellooooooooo - this project seems excellent so far. I am playing on the recommended 1.28. When I try to open Act 1 Map 4 either from the launcher or straight from Map 3 I get a Cannot load map data error. Anyone else have this issue and can assist?
Seems that your download is corrupted.
 
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Fixed - I realized I had a WC3Mod file in my 1.28 install directory from when I played that Zerg campaign. Not sure if anyone who needs it would ever find this post, but you must remove any mod mpq files. Seems obvious, but I had simply forgotten I had one in there.
 
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Fixed - I realized I had a WC3Mod file in my 1.28 install directory from when I played that Zerg campaign. Not sure if anyone who needs it would ever find this post, but you must remove any mod mpq files. Seems obvious, but I had simply forgotten I had one in there.
Hey Jay! It's good to hear you again after long time and I hope you're doing great!
If you're planning to record playthroughs about this may I please suggest you to hold them until I release the Secret Campaigns? The reason is I'm adding new elements, fixing many imperfections and also modifying some maps here and there along with its release.
Thank you. You and your viewers have been a good part of the inspiration I had for all of this. Looking forward to hearing from you if you have any questions. 🤗
 
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Hey Jay! It's good to hear you again after long time and I hope you're doing great!
If you're planning to record playthroughs about this may I please suggest you to hold them until I release the Secret Campaigns? The reason is I'm adding new elements, fixing many imperfections and also modifying some maps here and there along with its release.
Thank you. You and your viewers have been a good part of the inspiration I had for all of this. Looking forward to hearing from you if you have any questions. 🤗
Hey bud, well done with this project :) I hope you also are doing well! I've recorded the first 5 maps - the issue is I don't have any time this weekend to pivot to a different series before my typical WC3 video schedule for them next week. I've been really busy at work lately and have much less time to make videos unfortunately, so I'm sort of locked in at this point to any footage I already have.

How does it sound if I record and release the Human campaign as planned starting with videos releasing next Tuesday, but I will hold off on the Orc campaign until you're all done?
 
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How does it sound if I record and release the Human campaign as planned starting with videos releasing next Tuesday, but I will hold off on the Orc campaign until you're all done?
Sounds good! Human campaign was the first one I worked on, and besides a few new units here and there and a few other minor adjustments, there shouldn't be much difference between any old and new playthrough. But the Orc campaign...that's the one receiving bigger changes. Thank you for letting me know of your progress so far! Looking forward to watching the episodes!
Also, I shall send you a DM soon. Take care! 🙂
 
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Hey, brother (as a fellow custom WC campaign creator), I have difficulties playing Grim Batol Mission in the enhanced mode. There is no way to build a shipyard shipyard playing for the Stromgade Nation. Do I do something wrong?
Yes. It is stated in the briefing as you approach the northeastern shoreline: You need to build a Gnomish Inventor and Demo Squads to destroy the southern mountain chain in order to open a ground path towards Grim Batol. From there you need to destroy all Refineries by land.
And if you're wondering, yes, the amount of gold in the expansion mine on the eastern island is added to the northern one's pool to compensate for the lack of ships that would get you there otherwise.
 
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Yes. It is stated in the briefing as you approach the northeastern shoreline: You need to build a Gnomish Inventor and Demo Squads to destroy the southern mountain chain in order to open a ground path towards Grim Batol. From there you need to destroy all Refineries by land.
And if you're wondering, yes, the amount of gold in the expansion mine on the eastern island is added to the northern one's pool to compensate for the lack of ships that would get you there otherwise.
I'm sorry for being inattentive, master. :hohum:
 
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Hi, saw the youtube channel following this and thought I'd give it a try, but not done any custom campaigns since I bought reforged. How do I actually play it? I tried downloading and running on test map but it seemed to be missing some units, coulnd't build from town hall, etc.
 
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Hi, saw the youtube channel following this and thought I'd give it a try, but not done any custom campaigns since I bought reforged. How do I actually play it? I tried downloading and running on test map but it seemed to be missing some units, coulnd't build from town hall, etc.
It is best to use the version the author recommended (1.28) if you want to play this campaign without numerous issues.
To be fair, 1.35 adds this legendary feature, but I'm not sure if all campaigns available on Hive are compatible with this new Reforged CC.
 
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Hi, saw the youtube channel following this and thought I'd give it a try, but not done any custom campaigns since I bought reforged. How do I actually play it? I tried downloading and running on test map but it seemed to be missing some units, coulnd't build from town hall, etc.
You need to put the campaign files into the Campaign directory and then going to "Custom Campaign" under "Single Player" mode. Any version beyond 1.28 isn't either advised or compatible(let alone Reforged). Don't click on "test map" because it only acquires object data from the map currently open and not the Campaign file.
 
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LordPerenoldeII! HAPPY NEW YEAR! I actually have an idea that could contribute further to your masterpiece! Despite the long many missions of the original campaigns, I still always felt that there are still some important unseen battles of the Second War that are referenced in some lore accounts. It would be nice to make bonus extra additional missions, kinda like an Extended Edition to the LOTR/Hobbit movies.

Few Suggestions for the Horde Campaign:
1. The Liberation of Ironforge - It is implied that before WC2 officially began, the orcs battled the dwarves in Ironforge first as they head to the north coming from Stormwind in WC1. Ironforge wasnt exactly destroyed nor conquered by the orc forces, BUT they were able to pin down and forced the dwarves to be shut inside their own mountain from the outside UNTIL the Alliance was able to drive the Horde forces out and grant the dwarves freedom to finally go out. I would humbly suggest that this could have happened AFTER the Alliance forces had destroyed the oil operations in Grim Batol lake in ACT2.

2. The Reclamation of Stormwind Keep - After WC1 events, the orcs used the Ruins of Stormwind as their own stronghold. I would like to think that some time in WC2, the Alliance was truly able to reclaim the keep for Varian and the people of Azeroth even before the Dark Portal was destroyed by Khadgar. I would imagine that this event could have happened AFTER the Alliance forces destroyed the Horde bases in Crestfall in ACT4. Somehow it makes sense cause coming from the isle of Crestfall near Kul Tiras, the Alliance forces would land on the northwestern shores of Azeroth, near Stormwind City ruins. I would think that they would have tried to reclaim the ruined city first BEFORE heading into Blackrock Spire in the east, plus it would be a nice touch in the story for Anduin Lothar to directly witness his own city finally retaken, before he would meet his end in Blackrock Spire.

These are just some humble suggestions of mine to further add more canonical unseen stuff in WC2! What do you think about my suggestions?
Again, big fan of your work and I always have my support for it, bro! Id also left another suggestion in the Horde side, so I left my comment on your WC2 Horde Camp.
 
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