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World of Warcraft Campaign

Level 3
Joined
Feb 11, 2025
Messages
18
World of Warcraft Campaign


Hi guys. Its a pleasure announce my new project about WoW lore in Warcraft Reforged.

I've been away from the mapmaking world for a long time. I recently replayed almost all of the World of Warcraft Classic quests, so I feel compelled to bring them to Warcraft 3. I have a dream of building the story from Classic to Legion.

I'll be updating this post as development progresses. I hope you'll leave comments based on what I post periodically. Also, if anyone wants to help me or has suggestions, please write to me. All help is welcome.

GOAL: CONTINUE WITH THE EVENTS AFTER WARCRAFT 3. THE IDEA IS TO RECREATE THE WOW CHRONICLES BOOK.

EXPECTED WORKFLOW
  1. CREATE A BASIC EVENT SCRIPT
  2. CREATE A DETAILED EVENT SCRIPT
  3. CREATE DIALOGUE
  4. CREATE REALISTIC MAPS (MAPPING)
  5. CUSTOMIZE THE CHAMPIONS
  6. IMPLEMENT THE STORY IN THE EDITOR
CURRENT DEVELOPMENT

1. BASIC EVENT SCRIPT (100%)
1. Drums of War: Intro cinematic from Blizzard’s WoW Classic.

2. Rise of the Champions: Mini-campaigns (RPG style) featuring key heroes of WoW Classic.

  • Hidden Shadows: Durotar faces new threats—Burning Blade cultists, quilboar, and centaur plot from the shadows. Venture into Ragefire Chasm, Razorfen Kraul, and Razorfen Downs to uncover a scheme that could devastate Thrall’s lands.
  • Ashes of Hyjal: The Cenarion Circle detects troubling signs: corruption spreading from Teldrassil, once-peaceful creatures going mad in Feralas and the Swamp of Sorrows. Investigations lead to Wailing Caverns and Blackfathom Deeps, where druids and heroes fight to contain the Emerald Nightmare. (I will add a new unit called Swordsman)
  • The Rise of Undercity: Sylvanas moves to consolidate her position in the Eastern Kingdoms. The campaign takes place in Tirisfal Glades (purging parts of the Scarlet Crusade) and Silverpine Forest (storming Shadowfang Keep). Along the way, the champions also strike at the Scarlet Monastery. (I will add a new unit called Apothecary)
  • The Missing Diplomat: This campaign reveals the origins of the Defias Brotherhood and a conspiracy to topple Stormwind from within. The central mystery revolves around the disappearance of a key figure, later revealed to be King Varian Wrynn. With strong political undertones, the journey takes us through the Deadmines and the Stockades.
  • Trouble in the Mountain: The final mini-campaign centers on the problems of Ironforge, torn between two foes: the troggs (leading us into Uldaman to uncover their origins) and the Dark Iron dwarves. It begins with the explosion of Thandol Span. A brutal war campaign unfolds as the dwarves fight to hold back the Dark Iron advance. King Magni discovers his daughter Moira has agreed to marry Dagran Thaurissan and suspects magical coercion, sending Alliance champions into Blackrock Depths to rescue her. Instead, she rejects them, vowing to continue her late husband’s plans to forge an army for the Firelord. This sets the stage for the coming of Ragnaros.
3. Molten Core: A raid where champions of both Horde and Alliance unite to defeat Ragnaros. To reach him, they must slay the Firelords and force Majordomo Executus to summon him, just as in WoW. You control 1–3 of the heroes introduced in the mini-campaigns, while others are AI-controlled, alongside the elemental aid of Duke Hydraxis.

4. Mysteries of Maraudon: Back in Kalimdor, centaur aggression draws Horde champions into Desolace. With help from the Magram tribe, they uncover that the source of hostility lies in the influence of Princess Theradras. Rexxar, wandering through Desolace, returns to lead the assault with the heroes and Warug, the Magram leader. Members of the Cenarion Circle also join to free the spirit of Zaetar.

5. The Ruins of Dire Maul: Ogre attacks in Feralas alarm the Horde. The champions slay King Gordok and learn his madness stems from the Emerald Nightmare. They also discover elves who had enslaved a demon, Immol’thar, to use as a power source. After slaying the demon, the champions face Prince Tortheldrin, who launches an assault but ultimately falls.

6. Assault on Blackwing Lair: Nefarian promises aid to Rend Blackhand’s Horde against Thrall. Moira warns of this dangerous alliance. The champions strike Lower and Upper Blackrock Spire, slaying Rend and the Black Dragonflight.

7. Dragons of Nightmare: The Sunken Temple once again becomes the stage for Atal’ai rituals. Itharius, a green dragon, calls for aid to stop Hakkar’s return, but the Emerald Nightmare has already corrupted many of his kin. The champions contain the threat, but the Nightmare spreads unchecked across Azeroth. Corrupted green dragons emerge everywhere, forcing the Cenarion Circle to slay them to halt the rampage.

8. The Blood Loa: Raid on Zul’Gurub. The surviving Atal’ai enslave the Gurubashi priests and begin rituals to summon Hakkar. The Zandalari, through the Darkspear Tribe, warn of the threat. Thrall himself leads the assault from Stranglethorn Vale. Much like the finale of Rexxar’s campaign, armies clash on their own while the player pushes the Atal’ai back. Inside Zul’Gurub, the champions fail to stop the summoning, and Hakkar manifests. He poisons the heroes and feeds on their blood, not realizing it will be his undoing. (I will add a new unit called Raptor rider)

9. The Buried Evil:
C’Thun unleashes swarms to destroy the Silithus outposts. Thrall and Bolvar unite their armies, with Varok leading the vanguard to push them back to the Gates of Ahn’Qiraj. The champions reforge the Scepter of the Shifting Sands to break the Scarab Wall. Endless insectoid legions pour forth, but the united forces hold them off. Varok orders the Horde to assault the ruins while the Alliance faces the Old God himself.

10. Shadow of the Necropolis: The Lich King commands the necropolises to begin their assault on the Plaguelands. The Argent Dawn declares that the center of Scourge power lies in Naxxramas. Bolvar Fordragon rallies the Alliance champions to attack the necropolis, but first we attack Andorhal, Scholomance, and Stratholme. Kel’Thuzad falls, vowing with his last breath that he will return stronger than ever. (I will add a new unit called Templar)

11. Credits:
Rock & roll music plays over the credits, with two post-credit scenes: the Dark Portal reigniting (TBC incoming), and three hooded figures being led into Feralas (a nod to the Varian comic).

2. ADVANCED EVENT SCRIPT (55%)

Cinematic implemented.
1756276109770.png

  1. To Guard a Land:
  2. Ragefire Chasm:
  3. The Barrens:
  4. Wailing Caverns:
  5. Razorfen Kraul:
  6. Razorfen Downs:

  1. Teldrassil:
  2. Darkshore:
  3. Ashenvale:
  4. Blackfathom Deeps:

  1. Tirisfal Glades:
  2. Silverpine Forest:
  3. Shadowfang Keep:
  4. Alterac Mountains:
  5. Scarlet Monastery:

  1. Elwynn Forest:
  2. Westfall:
  3. The Deadmines:
  4. The Stockades:
  5. Theramore:

  1. War in Wetlands:
  2. Uldaman:
  3. C
  4. D
  5. Blackrock Depths:

  1. Molten Core:
  2. Blacrock Spire:
  3. Blackwing Lair:

  1. Desolace: Muchos ataques de centauros llevan a Thrall a enviar a sus campeones como refuerzo en Desolace. Rexxar informa que hay diversos clanes en guerra y que cada día se vuelven más sangrientos. Te ordena parlamentar con Warug, líder de los Magram. Warug te pide probar tu valor matando miembros de la tribu Gelkis y su líder Hrata. Warug te cuenta la historia del origen de los centauros y te dice que si quieres detener esto, deben matar a la princesa Theradras.
  2. Mysteries of Maraudon: Con ayuda de Rexxar y Warug, limpian Maraudon y matan a la princesa Theradras.
  3. Feralas: Los campeones investigan diversos problemas de la región. Problemas con las bestias y los ogros locales los llevan a descubrir indicios de influencia demoníaca, pero no hay nada confirmado.
  4. The Ruins of Dire Maul: Los campeones ingresan a La Masacre y acaban con el líder de los Gordunni, el rey Gordok. Se descubre la fuente del poder de los elfos Shen'dralar: el demonio Immolthar. Acaban con este monstruo y los elfos corrompidos.

  1. The Sunken Temple: The Cenarion Circle dispatches expeditions to the Sunken Temple after detecting an ancient, growing evil. There they discover that the green dragons, once guardians of the Emerald Dream, have been corrupted by the Nightmare. Itharius, one of the few dragons still free from corruption, desperately calls for aid to prevent the return of Hakkar, the Blood God. Though the champions manage to momentarily contain the Atal’ai ritual, the seed of the Nightmare spreads unchecked across Azeroth.
  2. Dragons of Nightmare: This chapter is a cinematic interlude. The true extent of the disaster is revealed: corrupted green dragons emerge everywhere, laying waste to forests and sowing chaos. With great sorrow, the Cenarion Circle is forced to slay their former allies to halt the catastrophe. At the end of the sequence, it is shown that several Atal’ai trolls have escaped the Sunken Temple and head south.
  3. Stranglethorn Vale: Weeks later, the surviving Atal’ai arrive in Stranglethorn Vale, where they enslave the local troll tribes and resume their forbidden rites. From the ruins of Zul’Gurub, they begin the final ritual to bring Hakkar back into the world. The Horde is warned of this threat by the Zandalari tribe. This chapter plays out in an RTS style: the heroes take command of the Grom’gol base under the leadership of Thrall. The battle is a race against time—if the Atal’ai camps are not destroyed quickly enough, Hakkar will be summoned.
  4. Zul’Gurub: This is a dungeon-style chapter. The champions assault Zul’Gurub and face the troll priests, each one consumed by Hakkar’s influence. Though the heroes fight valiantly, they fail to prevent the summoning. The Blood God rises once more… but the champions’ cunning prevails: by allowing Hakkar to feast upon their poisoned blood, the god of blood dooms himself.

  1. Whispers in the Sands: Kalahad arrives in Silithus in search of Magni’s brother, Brann Bronzebeard. His journey begins at the Cenarion Hold, from where he is tasked with investigating the nearby hives of Hive’Ashi and Hive’Zora, as well as the Southwind Village. Eventually, he reaches the Bronzebeard camp, only to learn troubling news: the dwarves report that Brann has gone missing. They warn Kalahad that something far greater is stirring in the desert. They urge him to convince Ironforge to send reinforcements. Kalahad presses on toward Hive’Regal, where he uncovers a letter written by Brann himself. In it, Brann reveals that he has discovered a hidden tunnel leading into Ahn’Qiraj. He warns that if Kalahad is reading the letter, he may already have met his end.
  2. Hive'Regal: Following the trail, Kalahad encounters Natalia, the wife of Commander Mar’alith, now twisted by dark powers. After a fierce battle, she is defeated. With her dying breath, she confesses the truth: Cho’gall has gathered the cultists of the Twilight’s Hammer and performed a ritual to weaken the magical chains that bind the Old God, C’Thun.
  3. The Reunion: After the revelation that the Old God’s chains had been weakened, the Cenarion Circle summoned the leaders of the Horde and the Alliance—Thrall and Bolvar Fordragon—to unite in an unprecedented war effort. Despite lingering mistrust and deep-seated rivalries, both sides agreed to set aside their differences. In a historic decision, Varok Saurfang was chosen to command the combined forces of the Might of Kalimdor.
  4. The Gates of Ahn'Qiraj: With the champions’ triumph in reforging the legendary Scepter of the Shifting Sands, the gates of Ahn’Qiraj were at last forced open. The time for reckoning had come. United under banners seldom raised together, the combined armies of Azeroth prepared for war. Horde and Alliance alike marched into the burning heart of Silithus, their encampments sprawling across the desert like an endless tide of steel and banners. Thus, the Might of Kalimdor was forged. The assault commenced with the Horde striking the Ruins of Ahn’Qiraj.
  5. Temple of Ahn'Qiraj: The Alliance turns its gaze toward the Temple of Ahn’Qiraj, determined to strike at the very heart of the Old God’s domain. The guardians of the temple fall one by one before their advance: colossal silithid lieutenants are cut down beneath hammers and blades; the twin emperors are laid low after a brutal clash of steel and sorcery; and the twisted creations of the qiraji swarm are broken in the fury of battle. Step by step, hall by hall, the Alliance drives deeper into the temple’s blackened corridors. With each victory, the whispers of madness grow louder, but their resolve does not waver. Their purpose is clear—to cleanse the temple of every horror within and to bring death to C’Thun before its chains shatter completely.

  1. Western Plaguelands: The paladin Crayton and his apprentice Arius arrive in the Plaguelands to join the Argent Dawn, just after the Chapel of the Light’s Hope withstood a devastating assault led by Kel’Thuzad. The Argent Dawn has begun recruiting heroes of all races willing to stand against the Scourge. Their first mission is clear: assault Andorhal and destroy the plague cauldrons through which the Scourge corrupts the land. This RTS-style chapter pits players against powerful undead bases and introduces a new unit: the Templar, elite warriors imbued with the Light.
  2. Scholomance: The forces of the Argent Dawn march toward the Eastern Plaguelands. The commanders order you to lead an assault on Scholomance, the Scourge’s school of necromancy. After purging its halls and confronting the dark masters, you emerge victorious… only to discover the sky darkened by the shadow of multiple floating necropolises. The Lich King seizes upon the aftermath of the conflict in Ahn’Qiraj to strengthen his grip over Azeroth.
  3. Eastern Plaguelands: RTS chapter. The news is grim: the Scourge advances with unstoppable force. In response, the Argent Dawn calls for aid, and Bolvar Fordragon dispatches warriors to reinforce their ranks. With these combined forces, you march against the undead defenses guarding Stratholme.
  4. Stratholme: To reach Naxxramas, the Scourge’s fortress, it is necessary to enter Stratholme, a key stronghold of the Plague. Here you face some of the most dangerous generals of both the Scourge and the Scarlet Crusade. You uncover the truth about Balnazzar, the Nathrezim lord in disguise, and put an end to Baron Rivendare.
  5. Naxxramas: The battle culminates in the very heart of the Scourge’s power in the Plaguelands: Naxxramas, the floating fortress. The champions of the Argent Dawn venture into its halls infested with horrors, facing the necropolis’ lieutenants until they reach Kel’Thuzad himself. After an epic battle, the arch-lich is defeated—though before falling, he warns that his return is inevitable. With the fall of their master, Naxxramas withdraws from the Plaguelands, restoring hope to a realm long ravaged by darkness.

3. DIALOGUE (10%)

4. MAPPING (10%)

5. CHAMPIONS (95%)
  1. Warrior Dwarf (Protection)
    • Heroic Leap
    • Thunder Clap
    • Defense Stance
    • Last Stand
  2. Priest Human (Holy)
    • Word of Life
    • Holy Fire
    • Divine Purpose
    • Prayer of Healing
  3. Druid Elf (Restoration)
    • Rejuvenation
    • Swiftmend
    • Nature's Protection
    • Tranquility
  4. Hunter Elf (Marksmanship)
    • Aimed Shot
    • Frost Arrow
    • Hunter's Mark
    • Flock of Owls
  5. Paladin Human (Protection)
    • Righteous Fury
    • Blessed Hammer
    • Protection Aura
    • Ardent Defender
  6. Paladin Human (Retribution)
    • Blade of Justice
    • Judgment
    • Templar's Verdict
    • Avenging Wrath
  7. Mage Gnome (Frost)
    • Frostbolt
    • Blizzard
    • Brilliance Aura
    • Frozen Orb
  8. Warrior Human (Arms)
    • Charge
    • Stormbolt
    • Battle Stance
    • Bladestorm
  9. Rogue Human (Subtetly)
  10. Hunter Dwarf (Beastmaster)

HORDE HEROES
  1. Druid Tauren (Guardian)
    • Solar Beam
    • Barkskin
    • Regrowth
    • Bear Form:
      • Growl
      • Mangle
      • Frenzied Regeneration
      • Tauren Form
  2. Shaman Trol (Restoration)
    • Healing Wave
    • Lightning Bolt
    • Resurgence
    • Tide Totem
  3. Shaman Orc (Enhancement)
    • Earthen Spike
    • Feral Spirit
    • Flametongue Weapon
    • Stormbringer
  4. Druid Trol (Feral)

    • Cat Form
  5. Priest Undead (Shadow)
    • Mind Flay
    • Word of Pain
    • Void Tendril
    • Shadowform
  6. Warrior Orc (Fury)
    • Berserk
    • Battle Shout
    • Gladiator Stance
    • Execute
  7. Hunter Trol (Survival)
    • Firebomb
    • Aspect of the Cheetah
    • Poisoned Spear
    • Raptor Strike
  8. Warlock Undead (Demonology)
    • Shadowbolt
    • Felhunter
    • Demon Skin
    • Infernal

6. IMPLEMENTATION (3%)
 
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