Resurrection of the Scourge



Resurrection of the Scourge

Created by Turnro


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Map Info

Resurrection of the Scourge is the third campaign of Turnro’s series of alternate Warcraft 3 campaigns. Its story immediately follows from Jeopardy for the Horde.

With Azgalor defeated, Tichondrius, leading dreadlord of the Nathrezim, is burdened to take on the task of invading Azeroth. Accompanied by the dreadlords Varimathras and Dalvengyr, he plans to first resurrect the armies of the Undead Scourge, who had once terrorized the human kingdom of Lordaeron.

Throughout Resurrection of the Scourge, the story will refer to several key events that occurred in The Adventures of Rowan the Wise and Jeopardy for the Horde, revealing important events that have so far been hidden from the story. You will also encounter some familiar characters from both these Campaigns.

The campaigns in Turnro’s series of epic Warcraft 3 campaigns include:


THE ADVENTURES OF ROWAN THE WISE - Click here to view/download
JEOPARDY FOR THE HORDE - Click here to view/download
MALFURION’S QUESTCurrently in Development

Features

14 maps, including 10 Chapters and 4 Interludes
Continue the story from Jeopardy for the Horde as you travel to new places, cross paths with familiar faces, and declare war with the races of Azeroth!

Control 3 Unique Dreadlords
Ever wanted to play a campaign where you control the dreadlords? Then this campaign is for you! Play as Tichondrius, Varimathras and Dalvengyr, with each dreadlord having their own spells and attribute bonus'

Command the Armies of the Scourge to the Excess!
In Resurrection of the Scourge, take command of Flesh Golems, Orc Skeletons, Ice Revenants, or basically any unit that can be raised back as undead!

New Units and Abilities
Includes a variety of new custom units including Tauren workers, Soul Towers and the custom hero Magroth the Defender. Also take command of new spells, such as Dalvangyr's Death Curse ability

Play Through a Variety of Different Map Types!
Resurrection of the Scourge offers a variety of different gameplay missions, including RPG, RTS, and Tower Defense

Variable Difficulty Levels
You can choose to play the campaign in either Normal or Hard version. This allows you to choose the difficulty of the gameplay appropriate to your skills


Screenshots



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Change Log




- Added in 2 maps:
Chapter 6: The Sorcerer and the Horde
Interlude: The Will of Kil'jaeden
- The necromantic spells each dreadlord possesses are no longer items, they are now normal abilities
- Changed Varimathras' necromantic ability to 'Summon Dark Minion'.
- Made changes to dialogue
- Fixed a problem with Night Elves being invulnerable in Chapter 1
- Fixed a problem which allowed the Naga Royal Guard to follow units owned by the player
- Minor changes to terrain, mainly to Chapters 1-4
- Skeletons summoned by Dalvengyr can now learn attack/armor upgrades
- Fixed pathing problems with Pig Farms (for AI reasons)
- Minor changes to cinematics
- Minor changes to gameplay






- Added in Chapter 7: Disobeying Orders
- The player is now able to choose the difficulty of the campaign, Normal or Hard
- Players are now able to start playing the campaign from chapters 1 to 7, for game catching reasons
- Minor changes to terrain
- Tichondrius’ Shadow Strike ability had been replaced by Firebolt
- Fixed a problem in Chapter 4 which disabled the player from completing the main quest as the result of skipping certain cinematics
- Fixed game catch saving problems between Chapters 6 and 7
- Slight changes to dialogue in previous chapters
- Skeletons summoned by Varimathras can now learn attack/armor upgrades
- The Dark Minions that Varimathras raises have been renamed Giant Skeleton Warriors, since the Dark Ranger raises skeletons of the same name
- Dalvengyr now has selection priority over Varimathras (for storyline reasons)
- Minor changes to cinematics
- Considerable changes to gameplay, other than the difficulty






- Added in 2 maps:
Chapter 8: The Ruins of Dalaran
Interlude: Old Hatreds
- The campaign has been updated to match the unit stats of the user’s current version of Warcraft 3
- Varimathras' Banish ability has been replaced with Call of Waning: It reduces the movement and attack speed of all nearby enemy units around the dreadlord
- Dalvangyr's Earthquake ability has been replaced with Death Curse: The dreadlord curses a unit so when he dies, he spawns almost instantly from it
- Fixed a bug in Chapter 6 where the timers in the optional quest 'Stop the Tauren' would restart after they have expired
- Fixed an error which disabled the user from selecting the difficulty of the campaign. In addition, the whole difficulty system has been changed. Instead of selecting the campaign's difficulty from the campaign main menu, the option is now given at the start of each map
- Slight changes to dialogue in several chapters
- Drek'Thar's Shadow Strike ability has been replaced with Stone Totem
- Other minor changes within the cinematics and gameplay may be evident






- Added in 1 map:
Chapter 9: Power of the Alliance
- Slight dialogue changes in cinematics
- Fix a camera angle problem in the last cinematic of Chapter 1
- Fix game catching problems in Chapters 2 and 3
- Fix a problem in Chapter 7 where Murlocs could cast Death Curse
- Random items on the ground will no longer appear in cinematics
- Fix the icon XY coordinates for the dreadlords necromantic abilities
- Fix the in-game dialogue skipping problems in Chapter 8
- Re-edited Varimathras' fading in part in the first cinematic of Chapter 5
- Fix a problem where Doom Guards were unable to cast Cripple






- Added in 2 maps:
Chapter 10: Apocalypse
Interlude: The Last Demonlord






- All the custom campaign buttons in the campaign loading screen have been reset
- Increased the model size of all dreadlords by 0.15
- Minor changes to cinematics in all maps, including dialogue changes
- Added in additional in-game dialogue when the player saves the Doom Guard in Chapter 1
- Minor terrain changes in all maps
- The Night Elves in Chapter 1 no longer have Shadow Meld
- Decreased the experience gain rate for the player’s heroes in Hard version for Chapters 2 & 3
- Fixed a bug in Chapter 2 when no in-game dialogue would play the first time the player encounters Naga
- Fixed a problem in Chapter 2 where a Hydra creep would not drop any items when killed
- Increased the Naga Sea Witch’s damage by 15 in Hard version for Chapters 2 & 3
- Added in more runes from killing enemy units/crates in Chapters 3, 4, 8 & 9
- Fixed a bug in Chapter 5 where Varimathras would appear at the undead shipyard if the first cinematic is skipped
- Added in-game dialogue the first time Wind Riders attack the player in Chapter 5
- Increased the starting gold for the player in Hard version in Chapter 5 from 1000 to 1250
- Improved the AI for the Santron Reinforcements in Chapter 6
- The buff animation for Death Curse has been changed (to not look like Parasite)
- Increased the cooldown of the Tauren’s reincarnation ability in Chapter 6 from 0 seconds to 60 seconds
- The Human Archmage can no longer use Mass Teleport in Chapter 7
- Reduced the overall difficulty of Chapters 7 & 9, for both Normal and Hard version
- Siege Engines can now attack ground units in Chapter 7
- Searing Blade now allows heroes to attack air units
- Added an additional gold mine in Chapter 9
- Increased the gradual handicap gained by Garithos’s Forces in Hard version for Chapter 10
- Increased the damage caused by all enemy heroes in Hard version for Chapter 10
- Numerous small changes throughout the campaign have been made






- Fixed a bug in Chapter 1 where the Fel Stalkers would start attacking randomly
- Fixed all spelling errors in all dialogues
- You can now collect Dalvengyr's items at the end of the 2nd cinematic in Chapter 9
- The text description for Finger of Death has been changed
- Added in more battle scenes at the start of Chapter 9
- The Power Obelisk in Chapter 10 can now be repaired
- Fixed a problem in Chapter 10 where the invisible mercenaries would give away their positions by attacking nearby enemy units
- Fixed a sound mute problem in Chapter 10
- The Death Towers and Lightning Towers in Chapter 10 have been buffed
- Reduced the overall difficulty of Chapter 10 in Normal version
- Changed the dialogue in Chapters 7, 8, 10, and the last 2 Interludes to implement new storyline changes
- Included an additional scene at the end of Chapter 8
- Samuro's spells have been changed to suit the spell changes that will take place in the upcoming version of Jeopardy for the Horde






- Slight terrain improvements in all Chapters
- Slight dialogue changes in all Chapters
- The Crystal Ball in Chapter 2 has been removed. Instead, it has been replaced with additional creeps
- Drek’Thar no longer casts Earth Totem in Chapter 6
- Included additional in-game dialogues throughout Chapters 1 to 9. Many of these dialogues include character voices taken directly from the Warcraft 3 Sound Editor
- Ancient Protectors in Chapter 1 now have Heavy Armor in Normal version
- All Quest Descriptions have been revised to fix grammar errors
- In Chapter 4, the Halls of the Dead can no longer be upgraded into a Black Citadel. In addition, Scrolls of Town Portal are no longer available for purchase in this mission
- Fixed a bug which allowed the player’s heroes to teleport away during the start of a cinematic
- The cooldown for Dalvengyr’s Death Curse ability has been reduced from 240 to 180 seconds. In addition, Dalvengyr will have full mana when he revives from a unit
- The Santron Reinforcements in Chapter 6 have gained a new Hero: Rokhan
- The doodad Watch Towers in Chapter 6 have been replaced with unit Towers that attack the player’s forces
- Destroyers are now available for training in Chapter 6. In addition, Frost Wryms are now available for training in Chapter 7
- A Gold Mine in Chapter 9 has been replaced with a Goblin Merchant
- Fixed Araj’s Tome of the Shadow Order description in Chapter 8
- The second main Quest Objective in Chapter 9 has been slightly modified: Once the Human Guards have been destroyed, a cinematic will play of the Undead establishing a base and taking over the Human’s Gold Mine. This saves the player from building an entire base from scratch
- The Human waves in Chapter 10 now choose their paths in a more random fashion
- Included more health items at the start of Chapter 8 in Normal version
- The health of enemy Heroes in Chapter 10 have been slightly increased
- Magroth the Defender now casts Sleep in Chapter 10
- Fixed a problem in Chapter 10 where Araj would not regenerate any health after receiving damage
- Enemy Human Heroes no longer gain experience or levels in Chapter 7
- Reduced the attack range of Ballista from 1150 to 1000






- Fixed a problem in Chapter 6 where the player could not transform Obsidian Statues into Destroyers after researching the Destroyer upgrade
- Fixed a bug in Chapter 6 where the Quest and mission objectives for the Optional Quest “Santron Reinforcements” would not appear
- The player now starts off with an Altar of Darkness in Chapter 6
- In Chapter 7, the Paladin model has been replaced with Proudmoore’s model
- The terrain in Chapter 10 has been improved
- Fixed a few grammar/spelling errors throughout the campaign
- Added in a new Optional Quest in Chapter 7: “Dragon Firepower”. From completing this Quest, the player will be able to build Frost Wryms
- Fixed some in-game dialogue/cinematic skipping problems in Chapter 7 & 9
- Increased the damage of Tichondrius’ Firebolt ability from 100/150/200 per level to 100/200/300
- The mana cost of Book of the Dead has increased from 100 to 120
- The mana cost for Death Curse has been slightly reduced to 150. In addition, the player can no longer use this ability on a target friendly unit
- Varimathras’ Call of Waning now has a new custom effect model
- The cooldown for Varimathras’ Raise Giant Skeleton Warrior has been reduced from 8 to 7 seconds. In addition, the mana cost for this spell has been reduced from 50 to 40
- Changed the armor type of Nerubian Towers in Chapter 4 to Heavy. In addition, a few Towers have been removed from the path between the player and the Gargoyles
- The dreadlords’ and Araj’s necromantic abilities now have their own custom icons
- Gargoyles can now be built in Chapter 4 when the player acquires them. In addition, Gargoyles have been fixed to always require a Halls of the Dead (in earlier patches of Warcraft 3, a Black Citadel was required instead)
- The difficulty of the game in Normal version has been decreased in the following ways:

- Added in more healing items in Chapter 1, as well as switching a few items between creeps
- Decreased the build times of Naga units in Chapter 3
- Buildings in Chapter 3 now have Heavy armor. However, defensive towers will still have Fortified armor in Hard version
- Increased the time it takes for enemy AI teams to attack in Chapters 5, 6 & 9. In addition, the enemy attack waves in these chapters have also been reduced
- Many enemies in Chapter 8 have either been nerfed or removed

- The player is now given a key to unlock the Sunken Ruins Gate in Chapter 2 (for story reasons)
- Added in additional dialogues in Chapter 4
- Added more gold into the Gold Mines in Chapters 4, 5 & 9
- Fixed a bug in Chapter 5 where putting any hero in a Transport Ship before the final cinematic plays will cause that hero to not appear during the cinematic
- Fixed an issue in Chapter 8 where enemy Water Elementals would get stuck in amongst doodads
- Added in more trees in Chapters 9 & 10
- The Mask of Death has been removed from the game
- Dalvengyr’s items will now be given to the player in Chapter 10 instead of Chapter 9
- Slightly increased the gold cost of the towers summoned by the Acolytes in Chapter 10
- The player’s main team in Chapter 10 will now be the Undead Scourge (Purple) instead of the Acolytes (Green). This fixes a problem where the player’s heroes were untargeted by Rally Points. In addition, any gold earned during the game will now be transferred to the Undead Scourge team
- Towers summoned by the Acolytes in Chapter 10 can now be unsummoned
- Death Towers in Chapter 10 will now deal less damage against air units
- Added in a new item in Chapter 10 called the Staff of Blight: this allows the player to create Blight in a target location, as well as giving the user Aura of Blight



Credits



Models:
  • apaka
  • Klayton
  • Norinrad
  • Whisperwind Archer
  • MasterHaosis
  • Vermillion Edict
  • Pyritie

Skins:
  • R.A.N.G.I.T

Icons:
  • Elainiel
  • M0rbid
  • CRAZYRUSSIAN
  • zbc
  • Hellx-Magnus

Other:

I would like to thank -Kobas-, who gave me some useful advice on how to write map descriptions. His 'Map Description - Templates' page has helped me a lot.

I would also like to thank Fallen Angel Boy. His reviews and feedback for Resurrection of the Scourge has allowed me to make great improvements in the campaign.

Finally, I would like to thank all those who have played Resurrection of the Scourge. Your advice and suggestions allow me to make better campaigns :)




Keywords:
Undead, Tichondrius, Varimathras, Dalvengyr, Scourge, Araj, Burning Legion, Kil'jaeden, Samuro, Azgalor, Lord Garithos, Nathrezim, Demon, Dalaran.
Contents

Resurrection of the Scourge (Campaign)

Level 32
Joined
Dec 8, 2009
Messages
1,356
Resurrection of the Scourge has been updated. Details on the updates can be read from the map description.

This update was made possible with the exception of Chapter 8. I was unable to finish it on time and need a few more weeks to work on it. However, I have loaded what I have made so far, including Chapter 7.

A couple of points on the updates. Firstly, this campaign now has variable difficulty levels, so players no longer have to play the campaign in Hard version. When playing in Hard though (and this might be annoying for current players), you must reset the difficulty to Hard at the start of each map.

Players are also now able to play the camapign from any chapter up to Chapter 7. While this is a good thing, there is a problem with Tichondrius' Game Catch and it is to do with the fact that he has had one of his spells replaced. When you play any chapter he won't have Shadow Strike, but neither will he have Firebolt. This problem can be easily fixed by replaying all the chapters again, replacing the already made Game Catches.
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
A note to players.

Although the campaign description says that you can choose the difficulty of the gameplay, I have been notified that you are not given this option.

Sorry for those people who wish to play in Hard version. I will fix this problem immediantly after I have finished making Chapter 8.
 
Level 5
Joined
Sep 18, 2010
Messages
183
Really 1 thing : AWSOME
i love your campgain soo hard 5/5 Gonna try out now 7 chapter
ubdate: the chapter 7 wasnt really a good one and really i dont think in that age ,race or what ever they used a word "baby sitter " but still your campgain is awsome xD 5/5 rating....
note: i can help you with voices how about demarathus ? im young so tell me what age you require
 
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Level 1
Joined
Oct 16, 2010
Messages
1
Downloaded your campaign the other day and really enjoyed playing through it. It’s been the first and only custom campaign I’ve played right to the end. Cinematics and story were really good, terrain looked nice and gameplay was pretty fun too, only mission I didn’t like that much was Chapter 6, I thought Orgrimmar could have been better tbh, like, could have looked better and been a little harder.

You could do with putting path blockers around big doodad buildings rather than being able to run through them lol, I have nothing against using buildings as large scaled doodads but the pig farms looked really ugly and stupid, seeing huge pigs and all, same for the big scaled orc units, like Nazgrel (Raider) in chapter5, he was huge, looked a little silly.

I didn’t come across any major glitches, apart from on chapter 6 - the timer for the taurens looked like it was glitched, I had like 5 timers counting down, and they looked like they were resetting.

Overall I thought it was really good, look forward to playing the finished version. Add a few more items and spells maybe?
 
Level 1
Joined
Mar 27, 2010
Messages
1
Only if you want to understand the story better (my story is not the same as the normal Warcraft 3, so starting from my Human Campaign you won't be confused).

Dear Turnro, I had played your campaign( including human and orc ).
It is really nice works especially Rowan the wise, excellent.
However, this undead campaign had kept me waiting for almost half a year. I don't mean to urge you, but still I have a strong desire to enjoy your campaign.
So, what I'm going to ask is, when can we paly the full version dreadlord campaign? And, will you creat more campaigns in the future?
 
Level 2
Joined
Feb 12, 2009
Messages
24
Man, your campaigns are really cool and the stories are well elaborated. There's just something that I would like to suggest to make it be more veracious. It's cause the original Varimathras's model file is the same as Tichondrius's one, not Dalvengyr's. I know it's not that important but its cause I find the original model much nicer, beside fitting better.
For sure, thanks for the nice campaign. Rate: 4/5
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
However, this undead campaign had kept me waiting for almost half a year. I don't mean to urge you, but still I have a strong desire to enjoy your campaign.
So, what I'm going to ask is, when can we paly the full version dreadlord campaign? And, will you creat more campaigns in the future?

There is no date so far. Expect the campaign to be completed sometime next year. I have had a lot happening at the moment so I have had less time to work on the Undead Campaign.
 
Level 2
Joined
Dec 3, 2010
Messages
30
7/10

There is a bug in "Chapter Four: Finding the Scourge"
where the necromancer will not raise up when you went to their corpse..
am i the only one to encounter this bug? please fix it..thnx :)
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
7/10

There is a bug in "Chapter Four: Finding the Scourge"
where the necromancer will not raise up when you went to their corpse..
am i the only one to encounter this bug? please fix it..thnx :)

I'll have a look at it. There was a bug similar to that, which occurred when the cinematic was skipped (the one when you first encounter the necromancers).
 
Level 3
Joined
Feb 4, 2010
Messages
45
5/5
A very nice map but i liked how you could get 3 heroes and kill 2 undead bases in the adventures of rowan but in campaign 2-3 i see you have changed basing it largely on the heroes, i would like it if you could bring back the strong heroes and level 20 limit :)
On a side note its not nice to kill the main arch-nemesis (Arthas) :(
 
Level 4
Joined
Jan 27, 2010
Messages
93
bug in Chapter 6 where Cairn and his group wouldn't fix the 2nd bridge, whenever the counter go to 0 another counter would pop up with another 10 minutes... so I didn't have to do anything with them.
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
Thanks for everyone for the feedback so far. Whether or not anyone is aware, I have had not had the time to continue with the Undead Campaign over the last half year. Unfortunately, I won't be able to get a start into finishing the campaign until the end of June.

Again, thanks for playing the campaign so far and for giving the valuable feedback.
 
Level 2
Joined
Jun 27, 2011
Messages
13
So now that I am Finish with Roawn the Wise I will test this map :)
When I look at the comments and rating, I think it will be pretty good.

edit: Is there no Voice acting like in Rowan? It confused me because sometimes he talks and I see no text and voice :/
edit2: I am finish with this campain and it was really awesome. Can't wait for the rest :)
 
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Level 1
Joined
Aug 12, 2010
Messages
4
When is it finally finished,
your last date when it should have been done is long gone,
are you not even close on finishing it.
When is it done?
Srry if i'm not being nice,
i just love the campaign.

all your campaigns are suuuper 100/100!!
 
Last edited:
Level 32
Joined
Dec 8, 2009
Messages
1,356
It has been a year in the making, but I have finally had time to update Resurrection of the Scourge. A list of changes, as well as maps added, are stated in the Change Log description. I wasn't able to recall every single change I had made (being that it has been a year), but at least I have noted every major change which I think is worth knowing.

For all those who wish to know when the entire campaign will be finished, it is hard to predict since there are too many things happening with me at this stage. However, rest assured that I will FINISH THIS CAMPAIGN. The aim is to have it done before March next year. Even if I don't have it finished by then, I should be working on the final map of the campaign.

The next update will add in Chapter 9, as well as fixing any errors or bugs found. As always, feedback is much appreciated.
 
Level 2
Joined
Sep 15, 2010
Messages
16
only Tichondirus is already dead, he was killed by Illidan (skull of gul'dan), dreadlords can only be kill by the power greater than them.
 
Level 3
Joined
Jun 4, 2011
Messages
66
This campaign does not follow the Warcraft 3 storyline. Check previous comments for more info.

xD i'll check previous comments next time before i comment and look like an idiot , anyway keep up the good work :)
and didn't Dalvengyr die in the "Dark covenant" by Kael ?
 
Level 2
Joined
Mar 8, 2011
Messages
16
Planning to add voice actors to your other campaigns?


Now the legion has turned into a democracy? :p
 
Level 1
Joined
Nov 4, 2010
Messages
8
I have an ask.Why after i end chapter 1 and start chapter 2 i dont have any item (beside orb)? and my skill is other them i chosen in first chapter?
 
Level 1
Joined
Nov 4, 2010
Messages
8
I think this problem with item and skill could be cause by this window where is possible to choose difficult at the beginning of the map (sorry but I'm not good at grammatical). But i hope you can understand what i mean :D
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
I think this problem with item and skill could be cause by this window where is possible to choose difficult at the beginning of the map (sorry but I'm not good at grammatical). But i hope you can understand what i mean :D

Don't worry, I know what you mean. I just tried out Chapter 1 again and everything seemed to go fine. Just curious, though, when you played Chapter 1:

- Did you skip the last cinematic at the end of the chapter?
- What difficulty did you select (for chapters 1 and 2)?
 
Level 4
Joined
Jan 27, 2010
Messages
93
I'm dying to finish this campaign >_< I've beaten it like 5 times already lol guess I'll replay your Orc Campaign again lol.
 
Level 32
Joined
Dec 8, 2009
Messages
1,356
A note to fellow players:

You can expect the next update for Resurrection of the Scourge (which will include Chapter 9) on 19th February. I will confirm the finish date of this campaign closer to the time.

Also, if there is anyone interested in some modelling for this campaign, PM me. I am in need for some towers based on the ziggurats for Chapter 10.
 
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