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You are Thrall, Warchief of the Horde. For many years, your people have been at war with the tyrant humans. Seeking freedom, your mind is indulged with a vision of leading the Horde to the unknown continent of Kalimdor.
Will journeying to Kalimdor allow the Horde to finally live in peace? Find out as you play through the second of Turnro’s series of alternate Warcraft III campaigns with Blizzard-like maps and fun gameplay!
New Features
14 maps, including 11 Chapters and 3 Interludes Lead the Horde through their struggle for freedom as they venture to make their home in the untamed and savage lands of Kalimdor
Numerous Heroes to Play Gain the allegiance of powerful heroes, including Rokhan the Shadow Hunter, Rexxar the Beastmaster, and Drak’thul the Stormreaver Warlock
New Hero Abilities Cast several new custom spells, from Thrall’s Earthbind Totem spell to Samuro’s Dash ability
Voice Overs for All Dialgues Includes primarily AI-generated voice overs for all cutscenes and in-game dialogues
Choose your Own Missions From facing vicious Fel Orcs to dim-witted Ogres, you will be given the choice during the campaign which missions to accomplish
New Background Music throughout Campaign
Variable Difficulty Levels, and much more!
Screenshots
Legandary Items
Find all 10 legendary items while playing Jeopardy of the Horde in Hard difficulty:
Lordaeron Grand Battlesword Increases the attack damage of the Hero by 10 when worn. Attacks also have a 20% chance to deal 2 times their normal damage.
Goldfeathered Staff Increases the mana capacity of the Hero by 150 and Intelligence by 6 when carried.
Thorns Armor Increases the Hero's armor by 5. Also gives nearby friendly units a damage shield, which deals 10% of an enemy unit's attack damage back to it.
Crown of Fallen Kings Increases the Strength of the Hero by 10 when worn. Also causes attacks against the wearer to miss 15% of the time.
Demon Cleaver Increases the attack damage of the Hero by 15 when carried. Also grants friendly nearby melee units life stealing attacks which take 15% of the damage they deal and convert it into life.
Stonemaul Bonecrusher Increases the attack damage of the Hero by 15 when worn. Also gives a 15% chance to stun the enemy.
Storm Boots Increases the Hero's Agility by 12 when worn. Also engulfs the Hero in a shield of lightning, which deals 10 damage per second to nearby enemy land units.
Gem of Rejuvenation Increases the Hero's hit point regeneration by 5 hit points per second. Also reduces Magic damage dealt to the Hero by 33%.
Granite Necklace Increases the hit points of the Hero by 300 and mana by 250 when worn.
Ring of the Elder Moon Increases the Hero's armor by 10 and Strength, Intelligence, and Agility of the Hero by 5 when worn.
Change Log
- Campaign is now compatible with Reforged (joth_reforged.w3n). However, an alternate campaign file is still available for players who have the legacy version of Warcrat III (joth_legacy.w3n)
- Added voice overs to all cutscenes and dialogues
- Added a Story difficulty option to the campaign
- Added auto-save checkpoints to all missions (Reforged only)
- Added new loading screen images for each map
- Resolved an issue where unit and spell stats would differ depending on the player's version of Warcraft III
- Resolved an issue where Sentry Wards would disappear after an in-game cutscene plays throughout the campaign
- Resolved an issue where players could acquire duplicate items by replaying certain missions
- Reduced the mana cost of Earthbind Totem spell from 60 to 50
- Increased the mana cost of Feral Spirit spell from 75 to 85
- Samuro's Mirror Images now deal 25% of the Hero's base damage
- Increased the damage of Mortal Strike from 500 to 750, and reduced the mana cost from 150 to 125
- Swapped the ultimate abilities (Mortal Strike and Bladestorm) with Samuro and Grom Hellscream
- Increased the attack speed of Grom's Frenzy ability from 15/30/45% per level to 25/50/75%. In addition, movement speed is increased by 30% across all levels
- Rexxar's Summon Misha ability now has a cooldown
- Reduced the mana cost of Summon Misha from 150 to 125
- Slightly reduced the gold cost for summoning optional heroes
- Tauren now have the Resistant Skin ability
- Increased the damage of Searing Arrows from 10/20/30 to 12/24/36 per level
- Thorns Aura now grants +1/2/3 armor per level
- Reduced the duration of Curse from 120 to 60 seconds
- Voodoo Lounges are now available for construction in Chapter 3
- Losing the arena fight to Kor'gall in Chapter 5 will once again lose the mission for the player
- Replaced the Troll Witch Doctor with a Troll Berserker in Chapter 6
- Resolved a bug where destroying the Human bases would not always win the mission for the player in Chapter 7
- The trees blocking the path to the Circle of power are no longer invulnerable in Chapter 9
- Increased the starting Gold Mine amount on Normal difficulty in Chapter 9
- Made "The Alternative Route" quest optional in Chapter 9
- Resolved an issue where Frenzy would cost mana for summoned Quilboars in Chapter 9
- Peons no longer require food for the AI to train in Chapter 10
- Replaced Archers and Hipporgryph Riders with Lunar Archers and Riders in Chapter 10
- Reduced the mana capacity bonus from the Goldfeathered Staff from +150 to +125
- Reduced the stun duration of the Stonemaul Bonecrusher against enemy heroes from 2 seconds to 1
- Reduced the bonus armor from the Ring of the Elder Moon from +10 to +8
- Added a Story difficulty option to the campaign
- Legendary items now have a different model to set them apart from regular items
- Fixed numerous spelling and grammar errors
MAIN CHANGES
Hero, unit, building and spell stats no longer change depending on the player's Warcraft 3 version
Updated all cinematics for widescreen support
Optional Heroes can now be summoned from the Altar of Storms in missions where the player controls a base. In most cases, this means that the player will no longer automatically start off with optional Heroes at the beginning of the map. This change applies to the following Heroes (Grom Hellscream, Rexxar, Rokhan, Drak'thul)
HERO CHANGES
Reduced the area of effect range of Earthbind Totem from 800 to 600
Drek'Thar now has a new ability: Earth Shield, which increases the armor and hit point regeneration rate of a friendly unit
Removed Brilliance Aura from Drek'Thar
Reduced Cairne's collision size from 48 to 32, as well as increased his base movement speed from 250 to 270
Reduced the damage of Samuro's Mortal Strike from 750 to 500
Increased the base movement speed of Araj the Summoner from 240 to 270
Fixed a bug where the player could summon more than one Misha
GENERAL CHANGES/IMPROVEMENTS
Fixed a bug in Chapter 1 where the player's units will freeze after unloading them from the boat at the end of the mission
Changed the armor type of all Human buildings to Heavy armor in Chapter 1
Peons are no longer available to train in Chapter 2. Instead, the player will receive all their structures after completing 'The Lost Cargo' quest
Potion of Restoration removed from 'The Stolen Artifact' quest in Chapter 2
Player starts off with 500 additional gold in Chapter 3
Cured fountains in Chapter 3 now provide health or mana regeneration
Nearby enemies must now be killed before corrupted fountains can be claimed in Chapter 3
Removed the Fountain near the Centaur Khan in Chapter 3, reducing the number of fountains from 5 to 4
Renamed the undead AI players in Chapter 3 to have distinct names
The path to the purple and green Undead bases in Chapter 3 are no longer blocked off by trees
The path to Rokhan in Chapter 3 is once again blocked off by trees
Removed the Fountain of Health in Chapter 4
Replaced the rescuable Kodo Beast with a Grunt in Chapter 4 due to trigger conflicts with units affected by Devour
Removed the Orb of Lightning from the Voodoo Lounge in Chapter 4
Lowered the starting level of Drek'Thar in Chapters 4, 5a and 8
Increased the hit points of Fel Orc Berserkers from 535 to 600
Players will no longer lose the mission in Chapter 5b at Korgall's Arena. Instead, the arena will reset and the player must try again
The outpost now has a Stronghold instead of a Great Hall in Chapter 5b
Troll Batriders are no longer available to train in Chapter 5b
Fixed a bug in Chapter 6 where the player is not able to complete 'The Goblins' optional quest
Gazlowe now has additional items to allow him to tank better in Chapter 6
The fountain in Chapter 7 will now restore both health and mana once the 'Mystical Fountain' quest is completed
Fixed a bug in Chapter 7 where items on the ground would permanantly disappear after a cinematic plays
Summoned undead humans by the player in Chapter 7 now have +3 weapon and armor upgrades
Removed the Vials of Mana item in Chapter 7
The 'Protect Santron' quest in Chapter 8 has been changed so that the player must now defend the city for 12 minutes
Updated the Death to the Invaders to list the bases that need to be destroyed in Chapter 8
Replaced the Fountain of Health with a Fountain of Mana in Chapter 8
Player now starts off with an Altar of Storms in Chapter 9
Added additional enemy Heroes to the Night Elven bases in Chapter 9
The trees to the final Night Elf base in Chapter 9 are now invulnerable
Reinforced Defenses is now automatically researched on Hard difficulty in Chapter 10
Slightly changed the items for purchase at the Goblin Merchant in Chapters 9 & 10
Scrolls of Restoration have been replaced by Scrolls of Healing at the Voodoo Lounge in Chapter 10
Replaced the Fountain of Power with a Fountain of Health in Chapter 10
Azgalor is now immune to magic in Chapter 10
Fixed a bug in Chapter 10 where the player would not lose the mission if all of their buildings were destroyed
Rebalanced the enemy AI in Chapters 3, 5a, 7, 8, 9 & 10 on Hard difficulty
Removed the damage and hit points increase for enemy players in Chapters 9 & 10
Reset the hotkey for the Build command back to B
Changed the hotkey for upgrading the Great Hall/Stronghold to Z
Command hotkeys (such as Build, Attack, etc) can now be overwritten by the player's custom hotkey settings
Updated Tyrande's model to the same used in Malfurion's Quest
Made slight background music changes across the campaign
Unique models have now been given to Potions of Invisibility, Scrolls of the Beast and Scrolls of Resurrection
Items are no longer dropped by destroying creep buildings
Runes are now color coordinated, making them easier to identify for the player
Made numerous item changes throughout the campaign
Fixed the tooltip description for Drek'Thar's Firked Lightning ability
The player will now correctly lose Chapter 9 if all of their buildings are destroyed
Fixed a bug in Chapter 4 where Scrolls of Town Portal would cause the player's heroes to teleport at the start of cinematics
Fixed a bug in Chapter 6 where Samuro's Dash ability would cost no mana on level 2. In addition, this spell has had its mana cost reverted to 70 throughout the campaign
Enemy heroes in Chapter 7 no longer possess Potions of Greater Healing on hard difficulty. Instead, they have items that permanently increase their health
Satyr Hellcallers and Shadowstalkers can now attack air units in Chapters 9 & 10
Fixed a bug in Chapter 10 where the AI Peons would not rebuild Great Halls when they are destroyed
Fixed a bug in Chapter 10 where the light blue Night Elves would not send their first attack wave on hard difficulty
Reduced the cooldown of Azgalor's Reign of Chaos ability in Chapter 10 on hard difficulty
The entire campaign has been polished. This includes, not not limited to, changes to terrain, cinematics, story, and in-game events
A new interlude has been added titled 'Conflicts of the Past'. This interlude plays after completing Chapter 2
The hotkeys for units, buildings, spell, etc, have been changed around the QWER composition. However, most of these hotkeys will have no effect on the game if Custom Hotkeys are enabled through the user’s profile
New items have been added throughout the campaign. Some of these are legendary items, which can only be found on Hard difficulty
Added new custom music throughout cinematics and gameplay
Fixed a problem with the AI where waves sent to attack the player would retreat back to base once they had killed a single unit/structure
The player will now lose the current mission if they use the 'WhosYourDaddy' cheat on Hard difficulty
All appropriate buffs will now be removed from all units during cinematics
Pressing the spacebar will now bring the player to quest-specific locations on the map
Fixed a bug where using Animate Dead would allow creeps/enemy units to drop the same item more than once
Fixed a bug in Chapter 5 'The Problem with Ogres' where the player could acquire Rexxar after losing the quest to save him
Fixed a bug in Chapter 6 where the Goblins during the optional quest would stop moving
Only Arcane Towers will now possess the Magic Sentry ability on Hard difficulty in Chapter 1
AI friendly players can no longer be attacked by the player throughout the campaign
Resolved multiple issues with the Orcish Horde AI player in Chapter 10
Increased the mana cost of Grom's Frenzy ability to 75 mana
Samuro's Dash ability now deals more damage across all levels
Samuro's Mortal Strike ability can now damage enemy Heroes. In addition, the mana cost of this spell has increased to 150
Increased the damage dealt by Drak’thul’s Monsoon ability from 20/30/40 damage per level to 20/35/50
Gazlowe will now always appear in Chapter 9, regardless whether or not the player completes his optional quest in Chapter 6
Searinal in Chapter 4 now possesses Spell Immunity
Items can now be purchased from the Voodoo Lounge in Santron in Chapter 4
Increased the hit points and damage of Santron Towers in Chapters 4 and 8
Neutral units can now be hired from the Goblin Observatory in Chapter 8
Replaced the Potions of Lesser Invulnerability with Potions of Anti-Magic at the Goblin Merchants in Chapters 9 & 10
Zeppelins can now be hired again once the 'Alternative Route' quest is completed in Chapter 9
Re-added the food limit hint in Chapter 5 'The Problem with Ogres'
Renamed Chapter 3 from "Competition for the Horde" to "Remnants of the Scourge"
Renamed Chapter 10 from “Azgalor’s Return” to “Destiny of the Horde”
Jarod Shadowsong in Chapter 10 has been renamed to Wrathbringer for story reasons
The Fel Orcs in Chapter 5 'Fel Orc Attack' now train new units
The Ogres in Chapter 5 'The Problem with Ogres' now train Ogre Stone Throwers
The Earth Totem unit Thrall can summon now has a portrait
The abilities Frenzy, Forkerd Lightning, Raise Dead and Tornado now have new icons
Added unique models for all potion/scroll items
Tyrande Whisperwind now has a new model
Shandris and Night Elf Glaive Throwers now have new skins
Fixed a problem in Chapter 4 where a particular Night Elf eave would stay idle when attacking Santron
Decreased the amount of Infernos Azgalor can summon in Chapter 10 in Normal Version
Decreased the attacking and movement speed reduction given to enemy units from Thrall’s Earthbind Totem by 5% for all levels for attack damage, and 10% for all levels for movement speed
In Chapter 5 (The Problem with Ogres), Kor’gall will regain all his mana in the final part of the boss fight if the player has acquired Rexxar and is playing Hard Version. This allows Kor’gall to make use of all of his abilities (whereas before he only had limited mana, disallowing him to cast all of his spells)
In Chapter 5 (Fel Orc Attack), the mini boss Gogonnash has had his health and damage increased
Araj is now classified as an undead unit. This allows him to be healed with the Death Coil ability possessed by Death Revenants
The damage dealt by all demon units in Chapter 10 have been increased on Hard difficulty
Fixed a bug in Chapter 1 where skipping the second last cinematic would disable the player from completing the chapter
Another Centaur spawning point has been added during the Protect Bloodhoof Village Quest in Chapter 2
Minor to moderate dialogue changes in all chapters
Additional cinematics and/or in-game dialogues have been added into Chapters 3, 4, 5, 7, 9, & 10
In Chapter 4, the quest that requires the player to defend Santron has been changed: The player must now defend the town from 4 separate Night Elf waves
In Chapter 4, the Find the Survivors Quest has been slightly modified for story-line reasons
In Chapter 5 (both Fel Orc and Ogre), the player now starts off with an Altar of Storms
The Tower doodads protecting Santron in Chapters 4 & 8 have been replaced with actual Towers, which attack nearby hostile units
In Chapter 5 (Fel Orc Attack), Grom’s warriors now attack the player until he is saved
In Chapter 5 (Fel Orc Attack), the difficulty of destroying the Fel Orcs’ Fortress has been slightly reduced in Normal Version
In Chapter 5 (The Problem with Ogres), the boss fight with Kor’gall has been completely remade: it now represents a proper duel between Thrall and Kor’gall. If Thrall dies, the player loses the chapter
The Tiny Great Hall and Orb of Lightning items are no longer available for purchase from the Voodoo Lounge in Chapter 5 (The Problem with Ogres)
Fixed an issue where the Quilboars summoned by Rexxar were unable to cast Frenzy
The Demolishers have been removed in Chapter 7. Instead, the player now gains additional summoned undead units at certain points during the mission. This also aligns with the changes done to the main quest objectives for the chapter
Spell Breakers can no longer use Control Magic in Chapter 7 in Normal Version
In Chapter 7, the player now gains Vials of Mana for completing the optional quest The Mystical Fountain. However, the fountain no longer restores the mana of nearby units
Araj now automatically starts with the Staff of Reanimation. This item is permanent for him and cannot be sold or dropped
Zeppelins can no longer be hired from the Goblin Laboratory from completing the Quest “The Alternative Path” in Chapter 9. In addition, certain areas of the map have been masked to prevent the Zeppelins from flying everywhere
The Trees blocking the terrain in Chapter 9 are no longer invulnerable
The item Frostguard now allows melee Heroes to attack ranged units
Fixed an issue in Chapter 10 where the Goblin Merchant would not sell any items to the player
Fixed a bug which made key Heroes disappear during a cinematic if the player uses Town Portal just before the cinematic commences
Fixed an issue that allowed Samuro to either disappear or relocate himself in a cinematic if the player uses Dash just before the cinematic commences
The Doom Guards protecting Azgalor in Chapter 10 have been buffed. In addition, Azgalor’s Reign of Chaos ability now summons more Infernos from the sky in both difficulty levels
The Demon Gates in Chapter 10 are now protected by a Mini Boss
Fixed a few spelling/grammar errors
Fixed a problem in Chapter 2 when the centaurs would attack during a cinematic
Fixed a bug in Chapter 2 where Cairne would drop the Phat Lewt
Fixed a problem in all cinematics where Thrall's Earthbind Totem would slow down enemy units
Hints are now shown when new items are gained from completing Stop the Blight in Chapter 3 and Destroy the Demon Gate in Chapter 5
Fixed a problem where Samuro would use Dash and disappear
Thrall's Earthbind Totem ability hotkey has been changed to resolve hotkey conflicts
Samuro's Mortal Strike ability damage dealt has been changed from 850 to 800
Engineer Gazlowe's model has been changed to the Goblin Tinker
The Skeleton King in Chapter 5 no longer has Resistant Skin in Normal version. However, his health has been slightly increased
The Town Portal hint in Chapter 8 has been changed to alert the player at the beginning of the chapter
Fixed a problem in Chapter 9 where having heroes loaded into a Zeppelin before a cinematic commences would permanently pause the hero
Fixed a problem in Chapter 10 where Azgalor's Doom Guards would walk off without him
NOTE: Many changes were made in this version, and so only the most important are noted. In addition, all previous version notes from earlier updates have not been kept track of.
Major terrain changes in all chapters
Dialogues in all maps have been completely rewritten
Cinematics in all chapters have been redone
All the maps with an Ashenvale tile-set have been completely remade. This includes the 1st Interlude, and Chapters 9 and 10
Cairne is no longer a playable hero in Chapter 2
Araj the Summoner is now a hero-type unit
New items can be found by killing creeps
Quest changes in all chapters. In addition, new quests have been added into several chapters
This campaign can now be played through in two difficulty settings: Normal and Hard
The following spell changes have been made:
THRALL
Far Sight has been replaced with Earthbind Totem. This ability allows Thrall to place a totem on the ground where decreases the movement and attack speed of nearby enemy units.
GROM HELLSCREAM
Mirror Images and Critical Strike have been removed.
Grom now has two new abilities: Frenzy (increases attack and movement speed for a short time) and Cleave (gives a percent chance to stun an enemy unit and deal additional damage)
REXXAR
Storm Bolt has been replaced with Summon Hawk
DREK’THAR
Shadow Strike has been replaced with Far Sight
SAMURO
Samuro now possesses the following spells:
Dash – Allows the Bladesmaster to dash through enemy units, dealing damage to all he passes
Mirror Image
Battle Wary – Gives a percent chance to dodge an attack and deal additional damage
Mortal Strike – A powerful once-off attack which can be used to deal large damage to a single non-hero unit
DRAK’THUL
Monsoon now increases damage dealt with each level. In addition, the spell’s icon has been changed
Soul Burn and Firebolt have been removed
The Warlock can now cast Incinerate and Summon Voidwalker
Check out these other campaigns in Turnro's Warcraft III Series!
Important Notes
There are 2 campaign files to download depending on your version of Warcraft III: joth_legacy.w3n (Warcraft III versions v1.26-1.31) and joth_reforged.w3n (Reforged version)
The normal background music of Warcraft 3 has been replaced with better music. Be sure to enable music through your profile as it is an integral part of the campaign experience
If you use the ‘WhosYourDaddy’ cheat while playing tis campaign on Hard difficulty, you will automatically lose the mission
There is currently a model bug in Reforged where units will become invisible upon loading a saved game. To resolve this issue until Blizzard fix this bug, turn off Reforged graphics in your profile
ICONS Blizzard Entertainment
NFWar
-BerZeKeR-
Naro
PeeKay
The_Silent
GooS
BLazeKraze
kola
MUSIC AND SOUND Blizzard Entertainment
Matt Holle (Battle Realms)
Benjamin Bartlett (Walking with Beasts soundtrack)
Henry Beckett and Keith Zizza (Zeus: Master of Olympus soundtrack)
Edit:
Well, I can't say much cause when I double click on the campaign everything goes black and after almost four minutes I just push the on/off button because I can't do anything else.
Edit:
Well, I can't say much cause when I double click on the campaign everything goes black and after almost four minutes I just push the on/off button because I can't do anything else.
Im gonna check this out though the description freaks me out.
"Years after Lich King was defeated, an orc named Thrall was made Warchief."
How the heck did this happen, after the Lich King died?
This looks to me to be an alternate warcraft story(there sure are a lot of THOSE) where horde never took off to Kalimdor. Although I question if he filled in all the plotholes resulting from making such a "seemingly simple yet so complicated" change in the storyline(if the horde never went to kalimdor several things have to be accounted for that are now ripped out and replaced, think of history like a pool of ripples. Take out one small detail and you remove everything that is related to that event. With the orcs never leaving Kalimdor, that's a BIG ripple, as everything in the third war is based on that event transpiring. I know this may be a little complicated but I want you to understand when time is changed how complicated things become. In my guess you probably didn't fill in every plothole.
My campaigns are a different storyline, yes. You probably won't completely get the storyline until my Human Campaign is released. By the way, is my Orc Campaign still showing up as a black screen?
dling now and testing soon...
ok well it works im playing now. currently im in kalimdor and fighting the undead.
i think you should add custom items.
custom skins for the regular orcs im tired of seeing wc3 units
focus a bit less on the units maybe? still testing will be back with more.
I like the original Warcraft 3 style you went with like with the campaigns of Reign of Chaos. But, you should really try and decorate your terrain more, it looks very vast and empty.
Ok, Im in chapter 2 and I have to say something:
Typos, however tolerable.
The most important thing is that you have jugnle trolls for orcs. They didnt have any before they left Lordaeron and because in your universe they didnt meet Island Trolls near Maelstrom ... Im saying that you should use forest trolls.
hey in chapter 5 i think it is. the one with samuro and when you meet araj the summoner. well i was able to skip the whole chapter by using his blink. i killed like 5 monsters in total. but i was able to blink from the first set of ramps up to araj you should fill in the gaps in trees and such.
I love your campaign, it's fun, easy, nice story. I'm on the beginning of the third chapter. But did you have to make the scourge sound so casual with the orcs? They're enemies and thrall called them guys! Plus, he said "Hey that was our idea!" like orcs and the scourge were close and they were just playfully talking to each other. Other than that GREAT campaign Keep it up!
dling now and testing soon...
ok well it works im playing now. currently im in kalimdor and fighting the undead.
i think you should add custom items.
custom skins for the regular orcs im tired of seeing wc3 units
focus a bit less on the units maybe? still testing will be back with more.
As you play Jeopardy for the Horde, you will notice that there are hardly any, or no custom units/items/spells. There are reasons for this:
1. This is the first campaign I had ever made, despite that it is the second campaign of my series.
2. I finished the original version about 2 years ago. Times have changed with Warcraft maps now expected to be more advanced then earlier ones.
3. I myself found the campaign fun to play. As a result, I have no intention of making any drastic changes to adding new custom units or spells.
However, don't be dissapointed. I have added or will add custom units/items/spells in my other campaigns, particularly my Human and Night Elf Campaign.
ive been testing it. chapter 8 is quite hard it took me about 15 tries to get it. try giving hints during that time as where they should start. the mistake i made like 3 times was attacking the human base next to me right away then getting destroyed by the blue night elves. i managed to kill the blue and the humans next to me and the teal but i my army was gone and i didnt think grey was gonna attack since it hadn't all game so i died there(didnt save). Still use custom models plzz. will make it much better. i was able to beat chapter 9 with ease but i used the iseedeadpeople cheat to see when they were coming so i could run back :/ im currently on 10 and since i wanted to just test stuff i went immortal to just finish but i destroyed all the buildings but the invulnerable ones. and i couldnt get the quest completed for some reason. plus why are the buildings invulnerable. O also in chapter 9 the demon was taken prisoner so i would put him in a prison and you have to get the key from one of the heroes. well thats some stuff i saw.
Well, finally a dear old campaing that has it all, you did a good job. Some other side quests would be nice, but it's a nice campaing with a well-developed plot. You might want to consider the following suggestions to improve it:
- Chapter four: there's a small bug, when the Tauren hero reaches the sixth level and select the resurrection ability, you still lose the mission if he gets killed once
- Chapter Nine: it's probably me, but you should debuff the elves a bit, or give more gold in the first mine. The mission is a kinda impossible to do.
- General: add a few "hero-only" missions, just to take a break from the standard melee and go for some old-fashion dungeon-and-loot fun
Anyway, great job. I look forward to seeing the second chapter of the saga
While Jeopardy for the Horde is my first campaign, it is also the second campaign of my series. Not the first! My Human Campaign is the first, but will not be released for a while yet.
While Jeopardy for the Horde is my first campaign, it is also the second campaign of my series. Not the first! My Human Campaign is the first, but will not be released for a while yet.
no =( =( =( =( =( =( =( pls try to make it quick you make good campiangs and also full not like others make 3 missons and stop pls make it perfect i know you can make it perfect
no =( =( =( =( =( =( =( pls try to make it quick you make good campiangs and also full not like others make 3 missons and stop pls make it perfect i know you can make it perfect
You would be glad to know that I have made most of it. It is also unique, as not only does it have more custom units/spells/items added into it, but sound recordings too! It should be more popular then my Orc Campaign.
You would be glad to know that I have made most of it. It is also unique, as not only does it have more custom units/spells/items added into it, but sound recordings too! It should be more popular then my Orc Campaign.
I'm doing that for my map too(completely voiced from head-to-toe). Anyway, that one is more of a joke. Good Luck on human campaign too! Good Stuff Man!
I just finished playing and i must say that this is a very fun campaign and will probably be playing again one of these days. I only noticed one little bug in Chapter 9 after you get Drak'Thul. Every time you open one of the gates he like freezes right after the cutscene. He won't respond to anything and you can get control only by killing him. Other than that i saw nothing.
Ok I have played this (an earlier version i think) however from the comments its pretty much the same. and personally I didnt like it much it seemed to copy from the WC story line but it was its own story at the same time, however you could have improved it by changing names to something completely different, and "Duotar" if you had you spelling right that was a name of a city anyway. Also i would like to say the end was disapointing aswell.
Aside from that i think this was Really well made (bar a few minor bugs) and should still be played by anyone who can ignore the things that bugged me throughout the campaign.
Ok I have played this (an earlier version i think) however from the comments its pretty much the same. and personally I didnt like it much it seemed to copy from the WC story line but it was its own story at the same time, however you could have improved it by changing names to something completely different, and "Duotar" if you had you spelling right that was a name of a city anyway. Also i would like to say the end was disapointing aswell.
Aside from that i think this was Really well made (bar a few minor bugs) and should still be played by anyone who can ignore the things that bugged me throughout the campaign.
You would be glad to know that I have made most of it. It is also unique, as not only does it have more custom units/spells/items added into it, but sound recordings too! It should be more popular then my Orc Campaign.
I loved this campaign, mostly cause I'm a major fan of the Horde, but other then that I thought it was really well done... I noticed a typo here and there, but for the most part I found it to be one of the best custom campaigns I've ever played.
Only thing close to a bug I found was on the Fel Orc mission after I got Grom to return to normal and rejoin the Horde... all his buildings were still immortal, which made it rather interesting when the Fel Orcs attacked my invinsible Orc Burrows which had been filled with peon's
On a side note, on the last level, I found it to be a little easy... I mean, I had 7 Hero's to control (Thrall, Cairne, Grom, Drek'Thar, Drak'Thur, Samuro, and Rokhan)... All i had to do was send out my 7 Hero's... I didnt once use any other units to attack the Night Elves, all my units I left at my base while I used my army of Hero's to do my attacking oh and btw Earthquake + Volcano + Tornado = Pwnage on the enemy base XD
This campaign has been updated.
These are the following changes I made:
- Fixed a problem which allowed the player to lose Chapter 4 when Cairne dies with Reincarnation
- Minor terrian changes, mainly in Chapter 6 to disable Samuro from using Blink in certain places
- Minor changes to make Chapters 8 & 9 easier and Chapter 10 harder
- Fixed a problem with invulnerable buildings in Chapter 5: Fel Orc Attack
- Fixed a problem in Chapter 9 where Drak'Thul would pause every time a gate opens.
- Fixed a problem in Chapter 10 where the Demon would not attack and stays invulnerable
- Re-edited text in first cinematic in Chapter 3, to stop making the orcs sound casual with the undead
OTHER NEWS:
Very shortly, I will be uploading what I have made of my Undead Campaign so far. Keep an eye out for it. It's called 'Resurrection of the Scourge'.
My Human Campaign is well on it's way to being completed. It will be available to download on Hive some time in March.
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