Perpetual Randomizer Human Campaign

THE SCOURGE OF LORDAERON - PERPETUAL RANDOMIZER EDITION
Created by nchp1903 and Blizzard Entertainment

The campaign is made and playtested in Warcraft 3 Version 1.31.1!

Arthas set off to save Strahnbrad for the Nth time, but this time, something feels... off. Arthas himself turned into Lord Garithos? His loyal Footmen are now Night Elven Huntresses who shouldn't be there?

INFORMATION

SCREENSHOTS

CHANGELOG

CREDITS

AUTHOR'S NOTES


Welcome to The Scourge of Lordaeron - Perpetual Randomizer Edition! This campaign randomizes all of your combat units at the start of the game, and the changes persist until campaign completion. For example, every time you train a Footman, you would instead train a unit with similar power level, such as a Mur'gul Reaver, for every mission in the campaign until you reroll. The goal is to be overpowered and to have fun with different unit compositions, without the chaos of a traditional Randomizer Campaign.

FEATURES:
  • Unit tiers and upgrades are unlocked based on vanilla Scourge of Lordaeron progression. For example, on Chapter 6 - The Culling, you will still unlock Castle, along with your Knight equivalents and all tier 3 upgrades.
  • Some upgrades and vanilla units are buffed or changed, so you're not punished if you get the same vanilla Human units after rerolling. Many Heroes and Demiheroes (like Captain) also have different abilities for diversity's sake, so make sure to check them out!
  • QWER/ZXC hotkey mapping for every playable unit.
  • Missions will have minimal gameplay changes. As a result, the difficulty can be drastically easier than vanilla Scourge of Lordaeron. It is recommended to play on Hard difficulty if you are confident with your unit composition.

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[13-03-2025] Released!
[14-03-2025] Updated to version 1.01!

  • Goblin Sappers no longer play their Death animation when casting Clockwerk Helper.
  • Web upgrade for Nerubian Warriors and Crypt Fiends are now tier 1, so it can be used on Chapter 2 for anti-air.
  • Air Unit Attack upgrades are now displayed properly on all air units.
  • Transformable hero like Illidan (Evil) should now be detected in cache properly.
  • Some Heroes being able to attack Mal'Ganis during Chapter 6 ending cinematic remains unfixed. In fact, if Mal'Ganis lets himself be attacked, he will properly die now as he deserves.
  • Due to weird interaction with certain spells, Chapter 8 Ships will now take more attack damage instead of spell damage.
  • Add one extra mercenary camp in Chapter 8 after fourth ship.
  • Cost of Air Attack/Armor upgrades are slightly reduced due to the fact that they only affect a few unit tiers.
  • Air Attack/Armor upgrades before Chapter 7 will only appear in Blacksmith if you unlock units that can morph into air -units like Obsidian Statues or Druids of the Talon.
  • Buff the Hail of Flesh ability of Mal'Ganis (Playable) to have a larger radius. His Disease Cloud is also replaced with a more useful ability to fight against Undead in later levels.
  • Charmed/Possessed/Summonned units in the Frostmourne section are now properly removed after the cinematic.
  • Frostmourne quest reward is now moved to near the Way Gate when Arthas returns.
  • Supply is uncapped and Upkeep is disabled in Chapter 8.
[31-03-2025] Updated to version 1.2!
MAIN FEATURES:
  • The Melee Hero and Ranged Hero pools are now unified! In addition, 24 NEW Heroes were added to the pool, many of which gain custom, non-triggered abilities to keep the Vanilla+ feel and because I’m too lazy to import ability triggers in case I fix anything, which I totally will.
  • Transformable Heroes SHOULD be loaded properly between Chapters now.
  • In addition, there will be 8 NEW Demiheroes added to the pool as well.
  • Items can now stack up to 6 per inventory slot.
  • Tomes now return to have only one charge. However, bonus stats from Tomes now carry over after rerolling. For example, if Arthas reads a Tome of Strength +2, he will still gain +2 Strength after rerolling. This is to prepare for my future loot system.
Various Hero & Unit Adjustments:
  • Various Hero abilities are buffed, including: Searing Arrows, Menacing Aura, Steel Tempest, Immolation, Rain of Chaos, Mana Burn, Incinerate, Soul Burn, Summon Lava Spawn, Volcano, Battle Roar, Finger of Death.
  • Dripping Venom is nerfed because it was too strong for an on-attack passive. Divine Shield is nerfed due to long duration.
  • Gul'dan, Antonidas and Kil'jaeden's abilities were slightly changed to suit their canon power level more. Detheroc also has an ability change.
  • Ragnaros gains bonus base stats to compensate for his bad late game due to being a Firelord.
  • Air Attack/Armor Upgrade before unlocking Air Skirmishers now correctly disappear if no air-morphable ground unit is unlocked.
  • Troll Regeneration now increases HP regeneration of all Trolls by 2 instead of 1.
  • Kel'Thuzad (Ghost) no longer has Ethereal so his fake attack now actually works, allowing for easier micro. As compensation, he gains bonus HP.
  • Infernal Hellshowers were too strong when Demonblood is active, and too weak with it is not active. They will now deal more base damage, but Demonblood on them will be less effective.
  • Dire Frost Wolves now has Wolfpack to summon weaker Frost Wolf instead of Frost Attack, because Frost Attack for some reason can't be applied via a melee attack. Dire Frost Wolves also start with 100 mana instead of 75.
  • Change Corruption Aura icon to no longer overlap with Aura of Blight's icon.
  • Riflemen's Exploit Weakness research now no longer requires Long Rifles.
  • Evolved Hydras now spawn Evolved Hydra Hatchlings (Flying) upon dying, instead of regular Hydra Hatchlings.
  • Neutral structures can now be properly Pillaged, including City Buildings, which is mostly relevant in Chapter 6.
  • Ethereal Form and Corporeal Form now have consistent "R" hotkey.
  • Reduces Sludge Creepers' Lesser Slow's duration from 20 seconds (4 vs Heroes) to 10 seconds (2 vs Heroes).
  • Naga units gain life regeneration when Submerged, similar to Crypt Fiend's Burrow. Can Submerge on land. Submerge now takes more gold and lumber to research and is now a Tier 2 (Keep) upgrade instead of Tier 1.
  • Destroyer Form/Occult Knowledge research requirements now match the requirements of other Adept/Master Training. Destroyer Form now requires nothing, and Occult Knowledge requires Black Citadel/Castle.
  • Priestess of the Moon (Tyrande) and Alchemist (Razzil Naypolm) got new icons to show their faces instead of their mount.
  • Rock Chunks, Cages and Barricades have reduced max HP to be one-shot more easily.
Chapter-Specific Changes:
  • In Chapter 2, Grunts now properly cost 3 Food, and Riderless Horses will properly have 350 base movement speed. As compensation for the Blackrock Clan, Pig Farms now provide extra food.
  • Fix an issue in Chapter 2 where Peasants don't harvest during/after the opening cinematic.
  • In Chapter 3, one Basic Melee unit and two Basic Ranged units are added to the rescue group so you'll be less punished if you rolled for units with low durability.
  • A starting Basic Melee unit in Chapter 4 is replaced with a Demihero.
  • Some dialogues in Chapter 3 and Chapter 5 now correctly show your Basic Melee unit talking instead of Footman.
  • In Chapter 9, you now start with an Arcane Vault.

[18-04-2025] Finally updated to version 2.0!
MAIN FEATURES:
1. Introduces the World Drop System.
  • Enemy units, neutral units, and destructibles all have a chance to drop random loot. Enemy units that can't be rebuilt (whether Neutral Hostile or in no-build mission), will have slightly higher drop chance. Trees will have the lowest drop chance.
  • Vanilla loot drops from enemies remain the same, but they can still drop randomized items on top. Quest items (Saving Timmy, Recover Lost Ledger, Heart of Searinox) are also changed accordingly.
  • Loots are split into three tiers (rarities): Low, Medium, and High, according to their power level. Most consumables are Low-tier. Most tomes are Medium-tier. Powerful tomes and Artifacts are in High-tier. Drop rates are adjusted accordingly.
  • Low quality loots include items from later patches, such as Idol of the Wild, Scepter of Avarice, and Blue Drake Egg. Artifacts include upgrade vanilla items, items from the Rexxar Campaign, and custom items. Tomes include vanilla ones, and custom tomes such as Manuals of Attack, Manuals of Defense, and Manuals of Mana.
  • Tomes are now Power-Ups again, which means they are instantly used upon being picked up, without having to use in the Inventory.
  • Runes can only be dropped from units, not destructibles, since they're mostly to give an edge in combat. Runes do not have rarity.
  • Mask of Death is nerfed to only have 25% lifesteal. This is to expand the power of the Mid-tier, since there are already very strong items with sustain in High-tier.
  • Goblin Merchants are also changed to include up to 11 Randomized items from the loot pools. Each item from each merchant can only be purchased once.
  • More Goblin Merchants are placed in different chapters, from Chapter 4 to Chapter 9, to ensure that every chapter has 2 Goblin Merchants. As a result, in Chapter 8: the Goblin Laboratory is replaced by a Goblin Merchant. At the end of the Spirit Tower gauntlet, an Amulet of Recall is given for free.
  • Neutral buildings (Except City Buildings in Chapter 6) have reduced HP, for easier looting.

2. Introduces two new-tiers: Basic Towers and Heavy/Support Towers.

  • Basic Towers are Guard Tower equivalents, and Heavy/Support Towers are Cannon Tower equivalents.
  • Arcane Tower is not replaced by a tier, because it is not available in Reign of Chaos. However, it is included as one of the choice for Heavy/Support Towers.
  • Due to the existence of Ivory Towers, Towers can be rerolled right from Chapter 1, and can be upgraded for free in no-build missions.
  • Experimental: All buildings benefit from Improved Masonry and Spiked Barricades. Costs of Reinforced Defenses and Spiked Barricades are slightly increased.

Various Hero & Unit Adjustments:
  • Lightning Shield (Hero Only) is buffed: Increases damage, reduces mana cost and cooldown.
  • Fel Barrage is nerfed: Reduces radius, increases mana cost.
  • All Flame Strike can now burn trees.
  • Frostmourne Hungers' button position is correct. Death Pact was accidentally changed during testing, and is now fixed.
  • Teron Gorefiend has a new innate ability - Sacrifice, which consumes his HP to convert to Mana, on a long cooldown.
  • Gazlowe's (Tinker's) Bash is replaced by Attribute Bonus, for overall usefulness.
  • Rexxar (Beastmaster) can now learn Summon Hawk. Summon Misha will be avaiable by default without skill points, and will be upgraded to Level 2 in Chapter 3, and Level 3 in Chapter 5.
  • Razzil (Alchemist) is buffed. During Chemical Rage, his attack speed against air units is also increased to match his ground attack speed. Chemical Rage also grants bonus HP and mana regeneration. Transmute gives you more money. Healing Spray no longer heals enemy units.
  • Reduces attack speed of Baine's Ancestral Wards.
  • Summonned units now benefit from Attack/Armor upgrades, so Air upgrades from chapter 1-6 are available again in the Blacksmith, in case you wanna upgrade a Hero's summonned air unit.
  • Using Animate Dead/Scroll of Animate Dead on enemy Acolytes no longer spawn dead Peasants.
  • Undead Heroes/Night Elven Heroes now always regenerate HP. If their base hit point regeneration rate is below 1, it is raised to 1.
  • (Unlisted from 1.0) Night Elven Heroes have Ultravision by default.
  • (Unlisted from 1.2) Night Elven units gain base HP regeneration at night, while Undead units gain Aura of Blight to regenerate slowly without Blight.

Chapter-Specific Changes:
  • In Chapter 1, Hints are changed to match the new patch. Gerard's Lost Ledger's type is changed to Power-Up, so you can proceed with the quest without having to waste one inventory slot.
  • In Chapter 2, Heart of Searinox is also changed to Power-Up, for the same reason as Gerard's Lost Ledger. You will also start with extra Gold and Lumber to build Farms to compensate for the fact that you may start with high-supply units.
  • In Chapter 5, the cost to call a messenger is reduced from 500/200 to 425/100, matching the price of a vanilla Hero.
  • In Chapter 6, you start with a Keep and a Blacksmith instead of a Town Hall and no Blacksmith, so you can pick up the pace faster.
  • In Chapter 8, summonned air units can fly normally now. Trees near the third ship are also removed, in case of softlocking due to not having siege units to kill trees.
  • In Chapter 9, Amulets of Recall and Scrolls of Town Portal are no longer removed from Arthas and Muradin. This will cause bugs, but I want fun, so I don't care.
  • Also in Chapter 9, you can now hire Space Fel Orcs and Hydralisks from the Mercenary Camp, in addition to Zerglings and Marines, because why not.

NOTE:
- Updating mid-playthrough can cause Hero with changed abilities to lose skill point. To circumvent this, enter "-ArthasPoint" or "-MuradinPoint" or "-JainaPoint" in chat to add a skill point to Arthas/Muradin/Jaina respectively. I trust you will only use it for troubleshooting and not cheating.



MODELS:
  • 00110000
  • alfredx_sotn
  • AndrewOverload519
  • AnimE
  • Biridius
  • Callahan
  • Daenar7
  • Darkholme
  • Edge45
  • Gluma
  • Hate
  • Hermit
  • HerrDave
  • JetFangInferno
  • Jiok
  • jj84
  • johnwar
  • kangyun
  • Kimbo
  • levigeorge1617
  • Lord_T
  • Misha
  • Rhapsodie
  • Retera
  • s4nji
  • Spacebuns
  • stan0033
  • Stefan.K
  • Tauer
  • Ujimasa Hojo
  • Val_09
  • Vinz
  • WILL THE ALMIGHTY
  • WoO Team
  • xylign
  • Zerox
ICONS:
  • 8512590215848
  • Aldeia
  • Altruistic Anduin
  • AndrewOverload519
  • AnimE
  • Artork312
  • BLazeKraze
  • Blizzard Entertainment
  • Ceterai
  • CRAZYRUSSIAN
  • Darkfang
  • Deathclaw24
  • Eagle XI
  • FrancK
  • Helix-Magnus
  • (Hermit)
  • kangyun
  • lelyenra
  • Marcos DAB
  • NFWar
  • Null
  • PurrsandMlems
  • Pyraeus
  • r.ace613
  • Rhapsodie
  • Samwise Didier
  • Scias
  • Shimrra
  • Sundance
  • WoO Team
  • Xetanth87
  • Zombie
If I forgot to credit anyone, please DM me their names and the resource(s) that I use from them.

TOOLS:
  • BLP <-> TGA Converter by Ralle
  • BLPView by Foxlit
  • Button Manager by Shadow Daemon
  • MDX Pather by Guesst
  • MPQ Editor by Ladiq
  • Paint.NET by Rick Brewster
  • Retera Model Studio by Retera
  • War3 Model Editor by Magos
  • World Editor & Starcraft 2 Editor by Blizzard Entertainment
  • WoW icons were obtained from Wowhead
SPECIAL THANKS:
  • Blizzard Entertainment for making Warcraft III and the World Editor.
  • RazorclawX & Shar Dundred/Kasrkin for their inspiration to make my own campaign.
  • Uncle for helping me with basic triggers when I first used the World Editor.
  • Fishmaster26 for the original idea from the Starcraft II mod Wings of Liberty: Perpetual Randomizer.
  • Synergy & Xetanth87 & Nral for helping me understand that simple maps without heavy scripting can be fun.
  • ScrewTheTrees and other contributors to the Warcraft 3 Editor Ability Insight document.


- I think the Perpetual Randomizer concept is really fun and almost infinitely replayable, so I tried to bring fishmaster26's concept into Warcraft III. Although, there isn't a "hub" map like the Hyperion to unify all the upgrades, I have to make my own upgrade system to make the campaign feel seamless.

- I also want to release a finished campaign, even a slightly low effort one, to familiarize myself with the planning/making/publishing process, after having too many ambitious and discarded maps.

- I plan to implement the Perpetual Randomizer machine into other Reign of Chaos/Frozen Throne campaigns in the foreseeable future, but I don't have a clear schedule yet, due to study and work.

- Overall, thanks for reading, and I hope you enjoy playing the modded campaign as much as I enjoyed making/playtesting it.
Previews
Contents

Perpetual Randomizer Human Campaign (Campaign)

Reviews
deepstrasz
While fun and somewhat diverse in replayability value, the gameplay mechanics remain the same. Also, odds may not be in the player's favour. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S...
Level 7
Joined
Dec 2, 2024
Messages
60
Up until now, this has been a great proposal... although it doesn't randomize the enemies, it's a great experience. I just have one question... wouldn't it be better if the spiders in the randomizer at this part already had the web ability? When you get them in ranged, it makes the Searinox mission impossible.

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The ONLY way I found to kill the Searinox at this point was by using Arthas' Death Coil.

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Definitely making an Illidan story from this :p

Some issues I ran into:
Couatl attack upgrade does not use the custom upgrade, rather use the default Coral Blades.
I also got my hero abilities reset from Chapter 8 to Chapter 9, despite not changing anything.
Chapter 9 does not reward anything from the first quest sequence. You can consider either giving the current hero attack type change to Chaos if not, or just give some tomes at the camp to replace the Frostmourne upgrade, since we lost something from that quest.
Player hero is not locked in place during Chapter 6 closing cinematic.
 
Level 28
Joined
Nov 25, 2021
Messages
507
Up until now, this has been a great proposal... although it doesn't randomize the enemies, it's a great experience.
I haven't had a good idea on how to randomize enemies without breaking enemy AI yet. And if I just change Neutral Hostile units without changing enemy Undead/Orc units, it just feels more uncanny.

I just have one question... wouldn't it be better if the spiders in the randomizer at this part already had the web ability? When you get them in ranged, it makes the Searinox mission impossible.
Crap. I forgot that it's the only ranged unit that can't attack air units right off the bat, and Web isn't available because it's a tier 2 upgrade. I'll fix it next patch.

Couatl attack upgrade does not use the custom upgrade, rather use the default Coral Blades.
I also got my hero abilities reset from Chapter 8 to Chapter 9, despite not changing anything.
Player hero is not locked in place during Chapter 6 closing cinematic.
You already cleared the whole thing? That's impressive as hell. Anyway, Couatls should still benefit from Air Attack Upgrade, despite not showing the +1/+2/+3. As for why it doesn't show, and the Hero problem, I'll investigate further since I didn't spot them during playtesting.
The cinematic problem sounds weird, because Arthas and Mal'Ganis always act normally in my playthroughs. Can you give me example screenshots/videos?

Chapter 9 does not reward anything from the first quest sequence. You can consider either giving the current hero attack type change to Chaos if not, or just give some tomes at the camp to replace the Frostmourne upgrade, since we lost something from that quest.
I kinda like Hero to stick with their given attack type, which is why I kept it the same way. The quest reward is the unique item Frostmourne near your Castle, but I kinda forgot to tell players about it. My bad.
 
You already cleared the whole thing? That's impressive as hell. Anyway, Couatls should still benefit from Air Attack Upgrade, despite not showing the +1/+2/+3. As for why it doesn't show, and the Hero problem, I'll investigate further since I didn't spot them during playtesting.
The cinematic problem sounds weird, because Arthas and Mal'Ganis always act normally in my playthroughs. Can you give me example screenshots/videos?
Yep. Each chapter, barring Frostmourne, is doable in around 20 minutes long (I think I set it HARD except for Chapter 1, since I was skeptical I can steamroll at first). I roll some of the most broken units into the play though :p
Couatl doesn't seem to benefit from it since I have my research at 2/2/2/2 yet it shows 0/2 for Couatl (0 for attack, 2 for armor), at least in chapter 9 Frostmourne. I didn't check on two previous chapters.
I plan to release the videos per chapter from today to show my progress, but I can provide this particular cut from when the bug is happening. The glitches doesn't cause any significant issue but I want to raise it so you are aware of it.


Anyway, Be like Illidan: It doesn't matter how you win, as long as you win :p
 
Level 28
Joined
Nov 25, 2021
Messages
507
I plan to release the videos per chapter from today to show my progress, but I can provide this particular cut from when the bug is happening. The glitches doesn't cause any significant issue but I want to raise it so you are aware of it.
I get it now. I think Illidan's Un-Metamorphosis somehow interacts weirdly with the cinematic, or because Illidan has higher base movement speed than vanilla Arthas. If you keep Illidan throughout the entire playthrough, this may also explain the weird chapter 8 to chapter 9 ability reset. I'll test further.

Anyway, fixing Chapter 6 would be as simple as adding Invulnerable to both, but it's so funny in the vid you showed that I may consider keeping it, as a secret boon for those who actually watches those barely-changed cinematics.
Couatl doesn't seem to benefit from it since I have my research at 2/2/2/2 yet it shows 0/2 for Couatl (0 for attack, 2 for armor), at least in chapter 9 Frostmourne. I didn't check on two previous chapters.
It actually still increases the damage and the armor alike, but the fact that only the Armor is displayed properly is weird. Not both of them bugging at the same time, but only one, for whatever reason.
 
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If you keep Illidan throughout the entire playthrough, this may also explain the weird chapter 8 to chapter 9 ability reset. I'll test further.
I keep him for the whole playthrough. No rerolls as far as I remember.

Anyway, fixing Chapter 6 would be as simple as adding Invulnerable to both, but it's so funny in the vid you showed that I may consider keeping it, as a secret boon for those who actually watches those barely-changed cinematics.
:peasant-cheers-back:
It actually still increases the damage and the armor alike, but the fact that only the Armor is displayed properly is weird. Not both of them bugging at the same time, but only one, for whatever reason.
I only look at the visual saying 0 and thought the upgrade malfunctions. Probably should have take closer look at the damage values, but with a target to sweep the chapters, it is easy to forget such details :(
 

Rheiko

Spell Reviewer
Level 26
Joined
Aug 27, 2013
Messages
4,214
What the heck even is this! Looks like tons of fun! I will give this a try later on, the idea is very intriguing!

The most epic part of the campaign

View attachment 517103
Arthas is asserting his dominance by cosplaying Grom and T-Posing while Spinning before Malganis here. What a badass.
 
Level 28
Joined
Nov 25, 2021
Messages
507
Version 1.01 is officially on air!

  • Goblin Sappers no longer play their Death animation when casting Clockwerk Helper.
  • Web upgrade for Nerubian Warriors and Crypt Fiends are now available at tier 1 Town Hall, so it can be used on Chapter 2 for anti-air.
  • Air Unit Attack upgrades are now displayed properly on all air units.
  • Transformable hero like Illidan (Evil) should now be detected in cache properly.
  • Some Heroes being able to attack Mal'Ganis during Chapter 6 ending cinematic remains unfixed. In fact, if Mal'Ganis lets himself be attacked, he will properly die now as he deserves.
  • Due to weird interaction with certain spells, Chapter 8 Ships will now take more attack damage instead of spell damage.
  • Add one extra mercenary camp in Chapter 8 after fourth ship.
  • Cost of Air Attack/Armor upgrades are slightly reduced due to the fact that they only affect a few unit tiers.
  • Air Attack/Armor upgrades before Chapter 7 will only appear in Blacksmith if you unlock units that can morph into air -units like Obsidian Statues or Druids of the Talon.
  • Buff the Hail of Flesh ability of Mal'Ganis (Playable) to have a larger radius. His Disease Cloud is also replaced with a more useful ability to fight against Undead in later levels.
  • Charmed/Possessed/Summonned units in the Frostmourne section are now properly removed after the cinematic.
  • Frostmourne quest reward is now moved to near the Way Gate when Arthas returns.
  • Supply is uncapped and Upkeep is disabled in Chapter 8.
NOTE:
  • Updating mid-playthrough can cause Hero with changed abilities to lose skill point. To circumvent this, enter "-ArthasPoint" or "-MuradinPoint" or "-JainaPoint" in chat to add a skill point to Arthas/Muradin/Jaina respectively. I trust you will only use it for troubleshooting and not cheating.
 
Level 7
Joined
Dec 2, 2024
Messages
60
No offense but not only people keep 'remaking' Scourge of Lordaeron for some reason but now they're remaking other people's ideas on top of said scourge of lordaeron remake. A randomizer has already been made for this campaign.
Although I enjoy new projects, it's undeniable that Nchp improved this randomizer (which sets it apart from the other randomizer) - Personally, I prefer this one, it's more user-friendly and has better systems. The difficulty isn't extremely high, but it's still a big campaign - The campaign didn't just randomize, but also added a lot of new things, especially when it comes to spells. So, I think it's valid that they created this campaign. :infl_thumbs_up:

Taking the opportunity to leave my review, it's definitely something that surprised me, as I thought it would just randomize things without adding anything really big that would change the game, but I was surprised by the variety of new things added - I played through the entire previous patch and didn't encounter any bugs (except for the spider web part, which was already mentioned, but it's not a bug). I believe that making things more difficult would really improve the campaign, which is already good.

Overall, great additions to the base campaign. 4/5.
 
Level 28
Joined
Nov 25, 2021
Messages
507
No offense but not only people keep 'remaking' Scourge of Lordaeron for some reason but now they're remaking other people's ideas on top of said scourge of lordaeron remake. A randomizer has already been made for this campaign.
No offense taken either. Scourge of Lordaeron is a good starting point for WC3 mapmakers, just as Wings of Liberty is to SC2 modders, because terrain, doodad, story, cinematics,...have already been made. And it would be weird to start at the Undead or Orc campaign for example. As a result, it feels oversaturated.
I am also aware of a Randomizer campaign for WC3, but just like in SC2, I never enjoyed it nearly as much as the Perpetual Randomizer Wings of Liberty, and that's why I tried to bring it here. This one is never meant to replace the traditional Randomizer, it's meant to offer a less chaotic alternative.
The idea was, indeed, Fishmaster26's, not mine, but I tried to incorporate my own personal touch into it as well. The reroll system, the upgrade system, RazorclawX's consumable stacker that isn't available in 1.31, Hero spells that I tried to design without triggers to give a vanilla+ feel, and some are inspired by Legends of Arkain too.
With that being said, I still encourage you to try out.
Taking the opportunity to leave my review, it's definitely something that surprised me, as I thought it would just randomize things without adding anything really big that would change the game, but I was surprised by the variety of new things added - I played through the entire previous patch and didn't encounter any bugs (except for the spider web part, which was already mentioned, but it's not a bug). I believe that making things more difficult would really improve the campaign, which is already good.

Overall, great additions to the base campaign. 4/5.
Thanks for the review and the first rating as well. I'm thinking of ways to make it more difficult without accidentally messing up computer AIs, but at the same time, not too overbearing to the point that it distracts you from having fun with the army, but I have a bunch of ideas that went nowhere. Hopefully I find a balance soon.

(except for the spider web part, which was already mentioned, but it's not a bug)
Yes, it's not really a bug. It's an arachnid.
 
Level 28
Joined
Nov 25, 2021
Messages
507
Curious, will you continue the randomizer for the other campaigns?
As stated in the Author's Note, I'll do so in the foreseeable (or not-so-foreseeable) future, but I can't have an exact date, because my schedule is kinda icky at the moment.

Plus, I won't be satisfied with using the same unit pools for all 4 Reign of Chaos campaign. I'll need to brainstorm for new ability ideas, preferably ones that don't crash the game, because 1.31.1 sucks.
 
Level 30
Joined
Jun 11, 2017
Messages
979
Baby wake up, cause the new Scourge of Lordaeron has dropped!

This is Scourge of Lordaeron, babe.
Another "Defense of Strahnbrad" mission, where newly-appointed Slave Master raids poor town for #9121 time. Another "Cult of the Damned", where we can hear Kel'Thuzad's annoyance to print 'dozen more cult leaflets'...


Overall I played a very different Randomizer in the past, this "Perpetual Randomizer" offers more control over randomness and gives hilarious scenarios. Albeit it doesn't randomize enemies, rolling dice each mission and hoping to have a mission-doable setup. I like such a feeling.
More details later, after finishing the whole campaign once more.
 
Level 8
Joined
May 13, 2023
Messages
62
No offense but not only people keep 'remaking' Scourge of Lordaeron for some reason but now they're remaking other people's ideas on top of said scourge of lordaeron remake. A randomizer has already been made for this campaign.
1. As the author said, this is completely different from my randomizer (even though I was planning to add this mode with my spin on it in a few weeks - with ability to perpetualize enemies and set specific unit combinations instead of rolling, if player desires so).
2. From what I've seen on Youtube, this campaign solved one issue I did not - displaying correct units as trainable. I'd be really interested to work with @nchp1903 in the future on this feature and some other stuff.
 
Level 6
Joined
May 14, 2016
Messages
61
1. As the author said, this is completely different from my randomizer (even though I was planning to add this mode with my spin on it in a few weeks - with ability to perpetualize enemies and set specific unit combinations instead of rolling, if player desires so).
2. From what I've seen on Youtube, this campaign solved one issue I did not - displaying correct units as trainable. I'd be really interested to work with @nchp1903 in the future on this feature and some other stuff.
Fair enough. Like I said, I don't mean to disregard either work. I just said that because no one is showing any love to the frozen throne campaigns 😂
 
Level 28
Joined
Nov 25, 2021
Messages
507
1. As the author said, this is completely different from my randomizer (even though I was planning to add this mode with my spin on it in a few weeks - with ability to perpetualize enemies and set specific unit combinations instead of rolling, if player desires so).
2. From what I've seen on Youtube, this campaign solved one issue I did not - displaying correct units as trainable. I'd be really interested to work with @nchp1903 in the future on this feature and some other stuff.
Yo, it's the original WC3 Randomizer maker. Thanks for checking out my shit.

Anyway, my schedule is chaotic, my teamwork is shit, and I tend to wake up one day to add things on the fly, so I'll make for a poor partner to work with.

What I can say, however, is that there is a LOT of technical and and menial stuff behind the scene. You can open any map in the editor, to check the triggers and object editor to learn about my system. In fact, anyone can. Copy the whole thing if you want, as long as you leave credits.

RazorclawX let me copy all of his stuff from Wanderers of Sorceria for free, so I don't see why I shouldn't do the same.
 
Level 28
Joined
Nov 25, 2021
Messages
507
I'm planning to add some new Heroes (and maybe normal units!) to the Randomizer pool, but I need people's opinion on how to approach this.

For Ranged Heroes and Melee Heroes, should I:
1. Merge them into the same pool?
2. Keep the two seperate as is?

The Heroes I add can belong to one of the below categories:
1. Alternate versions of WC3 Heroes (Watcher Tyrande, Undead Jaina, Druid Illidan, King Arthas,...)
2. Other Canon Warcraft characters (Garrosh Hellscream, Bolvar Fordragon, Lor'themar Theron,...)
3. Non-canon characters like from Starcraft or other series, or just my own creations that I like to share.

Please pick the option you like the most.
 
Level 28
Joined
Nov 25, 2021
Messages
507
I think merging them would make for more interesting combinations, though is there any particular way things might break if they are merged?
At the top of my head, I can't think of anywhere where stuff should be breaking at all, except Heroes with Mass Teleport/Blink, and summonable air units, but I let the players have that freedom. Hopefully I remain correct about the "nothing breaking" part.
 
Level 28
Joined
Nov 25, 2021
Messages
507
I played this in Reforged and I had a fun wacky time with the random options, I hope you do the offer campaigns
Right now, I am designing new Heroes and abilities for them. I'll then have get to design new units and towers, and bugfix them, then deploy them. Only then will I get to the Undead Campaign.
Will take a long time for that update to happen though. Hopefully less than a month.
 
Level 28
Joined
Nov 25, 2021
Messages
507
Transformable hero like Illidan (Evil) should now be detected in cache properly.
I was testing out some new Heroes, and it turns out the "fix" in the current patch is worse than in the original 1.00.

At least in the original release, it is consistently broken. Now, it's too long to go into details, but tl;dr it works half of the time, and it doesn't work half of the other time, and I really don't know why.

I don't like the idea of players being punished for having a transformed Hero at the end of a chapter, only to lose their Tome stats in the next chapter, but if I can't find a good solution by the end of this week, I have to rollback that "fix" for the next patch.
 
Level 8
Joined
May 13, 2023
Messages
62
It happens due to them being transformed (morphed).
You need a system that will keep track of modified stats (health, strength, agility, intellect) and abilities, then when saving or loading replace them with main unit and give them necessary stats. It concerns all morphers - Illidan/DH, Alchemist, Tinker (not Muradin/MK, Avatar does not morph a unit). Also you may want to add a system that restores their abilities.

If you have Tinker, in this guide I replied with a working method of storing and restoring them due to having Engineering Upgrade.
 
Last edited:
Level 28
Joined
Nov 25, 2021
Messages
507
It happens due to them being transformed (morphed).
You need a system that will keep track of modified stats (health, strength, agility, intellect) and abilities, then when saving or loading replace them with main unit and give them necessary stats. It concerns all morphers - Illidan/DH, Alchemist, Tinker (not Muradin/MK, Avatar does not morph a unit). Also you may want to add a system that restores their abilities.

If you have Tinker, in this guide I replied with a working method of storing and restoring them due to having Engineering Upgrade.
Yep, I may need to make an extra system just for those guys specifically. I cut way too many corners, so I now may as well put actual work in.

One said cut corner is with the Tinker. For example, to circumvent bugs, I actually "buffed" him by giving him bonus base stats and upgraded abilities by default so I can remove Engineering Upgrade altogether, on the basis that it is "available by default".
 
Level 28
Joined
Nov 25, 2021
Messages
507
Big update 1.2 is finally live after half a month! Well, I actually planned for an even bigger update 2.0, but I have to cut it into smaller manageable chunks. For now, enjoy!

It is recommended to start a new playthrough after updating.

MAIN FEATURES:
  • The Melee Hero and Ranged Hero pools are now unified! In addition, 24 NEW Heroes were added to the pool, many of which gain custom, non-triggered abilities to keep the Vanilla+ feel and because I’m too lazy to import ability triggers in case I fix anything, which I totally will.
  • Transformable Heroes SHOULD be loaded properly between Chapters now.
  • In addition, there will be 8 NEW Demiheroes added to the pool as well.
  • Items can now stack up to 6 per inventory slot.
  • Tomes now return to have only one charge. However, bonus stats from Tomes now carry over after rerolling. For example, if Arthas reads a Tome of Strength +2, he will still gain +2 Strength after rerolling. This is to prepare for my future loot system.
Various Hero & Unit Adjustments:
  • Various Hero abilities are buffed, including: Searing Arrows, Menacing Aura, Steel Tempest, Immolation, Rain of Chaos, Mana Burn, Incinerate, Soul Burn, Summon Lava Spawn, Volcano, Battle Roar, Finger of Death.
  • Dripping Venom is nerfed because it was too strong for an on-attack passive. Divine Shield is nerfed due to long duration.
  • Gul'dan, Antonidas and Kil'jaeden's abilities were slightly changed to suit their canon power level more. Detheroc also has an ability change.
  • Ragnaros gains bonus base stats to compensate for his bad late game due to being a Firelord.
  • Air Attack/Armor Upgrade before unlocking Air Skirmishers now correctly disappear if no air-morphable ground unit is unlocked.
  • Troll Regeneration now increases HP regeneration of all Trolls by 2 instead of 1.
  • Kel'Thuzad (Ghost) no longer has Ethereal so his fake attack now actually works, allowing for easier micro. As compensation, he gains bonus HP.
  • Infernal Hellshowers were too strong when Demonblood is active, and too weak with it is not active. They will now deal more base damage, but Demonblood on them will be less effective.
  • Dire Frost Wolves now has Wolfpack to summon weaker Frost Wolf instead of Frost Attack, because Frost Attack for some reason can't be applied via a melee attack. Dire Frost Wolves also start with 100 mana instead of 75.
  • Change Corruption Aura icon to no longer overlap with Aura of Blight's icon.
  • Riflemen's Exploit Weakness research now no longer requires Long Rifles.
  • Evolved Hydras now spawn Evolved Hydra Hatchlings (Flying) upon dying, instead of regular Hydra Hatchlings.
  • Neutral structures can now be properly Pillaged, including City Buildings, which is mostly relevant in Chapter 6.
  • Ethereal Form and Corporeal Form now have consistent "R" hotkey.
  • Reduces Sludge Creepers' Lesser Slow's duration from 20 seconds (4 vs Heroes) to 10 seconds (2 vs Heroes).
  • Naga units gain life regeneration when Submerged, similar to Crypt Fiend's Burrow. Can Submerge on land. Submerge now takes more gold and lumber to research and is now a Tier 2 (Keep) upgrade instead of Tier 1.
  • Destroyer Form/Occult Knowledge research requirements now match the requirements of other Adept/Master Training. Destroyer Form now requires nothing, and Occult Knowledge requires Black Citadel/Castle.
  • Priestess of the Moon (Tyrande) and Alchemist (Razzil Naypolm) got new icons to show their faces instead of their mount.
  • Rock Chunks, Cages and Barricades have reduced max HP to be one-shot more easily.
Chapter-Specific Changes:
  • In Chapter 2, Grunts now properly cost 3 Food, and Riderless Horses will properly have 350 base movement speed. As compensation for the Blackrock Clan, Pig Farms now provide extra food.
  • Fix an issue in Chapter 2 where Peasants don't harvest during/after the opening cinematic.
  • In Chapter 3, one Basic Melee unit and two Basic Ranged units are added to the rescue group so you'll be less punished if you rolled for units with low durability.
  • A starting Basic Melee unit in Chapter 4 is replaced with a Demihero.
  • Some dialogues in Chapter 3 and Chapter 5 now correctly show your Basic Melee unit talking instead of Footman.
  • In Chapter 9, you now start with an Arcane Vault.
 
Level 28
Joined
Nov 25, 2021
Messages
507
During testing for the next patch, there's still one thing that bothers me: The patrolling Footmen/Riflemen in the opening cinematic of Chapter 5 refused to move. I tried many fixes, including removing my own triggers to revert the map to near default state, but it still doesn't work as smoothly as in vanilla. And by that, I mean it doesn't work at all.
Of all the systems I make and bugs I spotted, somehow this is the only thing that still boggles me. I'll release an update later this week, but chances are, this will remain unfixed.
 
Level 28
Joined
Nov 25, 2021
Messages
507
I'm gonna delay the next update for another week, because I got busy with some last minute stuffs this week.

Fortunately, lots of the work in the Object Editor is complete, so after deploying the new patch, I will have plenty of time to troubleshoot before updating the campaign here.
 
Level 28
Joined
Nov 25, 2021
Messages
507
After a few delays, the big 2.0 Patch is finally here! I should be able to move on to the Undead Campaign next week, if I don't have any surprise work.
[18-04-2025] Finally updated to version 2.0!
MAIN FEATURES:
1. Introduces the World Drop System.
  • Enemy units, neutral units, and destructibles all have a chance to drop random loot. Enemy units that can't be rebuilt (whether Neutral Hostile or in no-build mission), will have slightly higher drop chance. Trees will have the lowest drop chance.
  • Vanilla loot drops from enemies remain the same, but they can still drop randomized items on top. Quest items (Saving Timmy, Recover Lost Ledger, Heart of Searinox) are also changed accordingly.
  • Loots are split into three tiers (rarities): Low, Medium, and High, according to their power level. Most consumables are Low-tier. Most tomes are Medium-tier. Powerful tomes and Artifacts are in High-tier. Drop rates are adjusted accordingly.
  • Low quality loots include items from later patches, such as Idol of the Wild, Scepter of Avarice, and Blue Drake Egg. Artifacts include upgrade vanilla items, items from the Rexxar Campaign, and custom items. Tomes include vanilla ones, and custom tomes such as Manuals of Attack, Manuals of Defense, and Manuals of Mana.
  • Tomes are now Power-Ups again, which means they are instantly used upon being picked up, without having to use in the Inventory.
  • Runes can only be dropped from units, not destructibles, since they're mostly to give an edge in combat. Runes do not have rarity.
  • Mask of Death is nerfed to only have 25% lifesteal. This is to expand the power of the Mid-tier, since there are already very strong items with sustain in High-tier.
  • Goblin Merchants are also changed to include up to 11 Randomized items from the loot pools. Each item from each merchant can only be purchased once.
  • More Goblin Merchants are placed in different chapters, from Chapter 4 to Chapter 9, to ensure that every chapter has 2 Goblin Merchants. As a result, in Chapter 8: the Goblin Laboratory is replaced by a Goblin Merchant. At the end of the Spirit Tower gauntlet, an Amulet of Recall is given for free.
  • Neutral buildings (Except City Buildings in Chapter 6) have reduced HP, for easier looting.

2. Introduces two new-tiers: Basic Towers and Heavy/Support Towers.
  • Basic Towers are Guard Tower equivalents, and Heavy/Support Towers are Cannon Tower equivalents.
  • Arcane Tower is not replaced by a tier, because it is not available in Reign of Chaos. However, it is included as one of the choice for Heavy/Support Towers.
  • Due to the existence of Ivory Towers, Towers can be rerolled right from Chapter 1, and can be upgraded for free in no-build missions.
  • Experimental: All buildings benefit from Improved Masonry and Spiked Barricades. Costs of Reinforced Defenses and Spiked Barricades are slightly increased.

Various Hero & Unit Adjustments:
  • Lightning Shield (Hero Only) is buffed: Increases damage, reduces mana cost and cooldown.
  • Fel Barrage is nerfed: Reduces radius, increases mana cost.
  • All Flame Strike can now burn trees.
  • Frostmourne Hungers' button position is correct. Death Pact was accidentally changed during testing, and is now fixed.
  • Teron Gorefiend has a new innate ability - Sacrifice, which consumes his HP to convert to Mana, on a long cooldown.
  • Gazlowe's (Tinker's) Bash is replaced by Attribute Bonus, for overall usefulness.
  • Experimental Progression: Rexxar (Beastmaster) can now learn Summon Hawk. Summon Misha will be avaiable by default without skill points, and will be upgraded to Level 2 in Chapter 3, and Level 3 in Chapter 5.
  • Razzil (Alchemist) is buffed. During Chemical Rage, his attack speed against air units is also increased to match his ground attack speed. Chemical Rage also grants bonus HP and mana regeneration. Transmute gives you more money. Healing Spray no longer heals enemy units.
  • Reduces attack speed of Baine's Ancestral Wards.
  • Summonned units now benefit from Attack/Armor upgrades, so Air upgrades from chapter 1-6 are available again in the Blacksmith, in case you wanna upgrade a Hero's summonned air unit.
  • Using Animate Dead/Scroll of Animate Dead on enemy Acolytes no longer spawn dead Peasants.
  • Undead Heroes/Night Elven Heroes now always regenerate HP. If their base hit point regeneration rate is below 1, it is raised to 1.
  • (Unlisted from 1.0) Night Elven Heroes have Ultravision by default.
  • (Unlisted from 1.2) Night Elven units gain base HP regeneration at night, while Undead units gain Aura of Blight to regenerate slowly without Blight.

Chapter-Specific Changes:
  • In Chapter 1, Hints are changed to match the new patch. Gerard's Lost Ledger's type is changed to Power-Up, so you can proceed with the quest without having to waste one inventory slot.
  • In Chapter 2, Heart of Searinox is also changed to Power-Up, for the same reason as Gerard's Lost Ledger. You will also start with extra Gold and Lumber to build Farms to compensate for the fact that you may start with high-supply units.
  • In Chapter 5, the cost to call a messenger is reduced from 500/200 to 425/100, matching the price of a vanilla Hero.
  • In Chapter 6, you start with a Keep and a Blacksmith instead of a Town Hall and no Blacksmith, so you can pick up the pace faster.
  • In Chapter 8, summonned air units can fly normally now. Trees near the third ship are also removed, in case of softlocking due to not having siege units to kill trees.
  • In Chapter 9, Amulets of Recall and Scrolls of Town Portal are no longer removed from Arthas and Muradin. This will cause bugs, but I want fun, so I don't care.
  • Also in Chapter 9, you can now hire Space Fel Orcs and Hydralisks from the Mercenary Camp, in addition to Zerglings and Marines, because why not.

I also added ScrewTheTrees to the Special Thanks section, due to his diligent maintenance of the Warcraft 3 Editor Ability Insight document. If you ever want to make interesting abilities that are just based off vanilla ablities, with no triggering required, I highly recommend checking this document out.
 
Level 7
Joined
Dec 2, 2024
Messages
60
After a few delays, the big 2.0 Patch is finally here! I should be able to move on to the Undead Campaign next week, if I don't have any surprise work.
[18-04-2025] Finally updated to version 2.0!
MAIN FEATURES:
1. Introduces the World Drop System.
  • Enemy units, neutral units, and destructibles all have a chance to drop random loot. Enemy units that can't be rebuilt (whether Neutral Hostile or in no-build mission), will have slightly higher drop chance. Trees will have the lowest drop chance.
  • Vanilla loot drops from enemies remain the same, but they can still drop randomized items on top. Quest items (Saving Timmy, Recover Lost Ledger, Heart of Searinox) are also changed accordingly.
  • Loots are split into three tiers (rarities): Low, Medium, and High, according to their power level. Most consumables are Low-tier. Most tomes are Medium-tier. Powerful tomes and Artifacts are in High-tier. Drop rates are adjusted accordingly.
  • Low quality loots include items from later patches, such as Idol of the Wild, Scepter of Avarice, and Blue Drake Egg. Artifacts include upgrade vanilla items, items from the Rexxar Campaign, and custom items. Tomes include vanilla ones, and custom tomes such as Manuals of Attack, Manuals of Defense, and Manuals of Mana.
  • Tomes are now Power-Ups again, which means they are instantly used upon being picked up, without having to use in the Inventory.
  • Runes can only be dropped from units, not destructibles, since they're mostly to give an edge in combat. Runes do not have rarity.
  • Mask of Death is nerfed to only have 25% lifesteal. This is to expand the power of the Mid-tier, since there are already very strong items with sustain in High-tier.
  • Goblin Merchants are also changed to include up to 11 Randomized items from the loot pools. Each item from each merchant can only be purchased once.
  • More Goblin Merchants are placed in different chapters, from Chapter 4 to Chapter 9, to ensure that every chapter has 2 Goblin Merchants. As a result, in Chapter 8: the Goblin Laboratory is replaced by a Goblin Merchant. At the end of the Spirit Tower gauntlet, an Amulet of Recall is given for free.
  • Neutral buildings (Except City Buildings in Chapter 6) have reduced HP, for easier looting.

2. Introduces two new-tiers: Basic Towers and Heavy/Support Towers.
  • Basic Towers are Guard Tower equivalents, and Heavy/Support Towers are Cannon Tower equivalents.
  • Arcane Tower is not replaced by a tier, because it is not available in Reign of Chaos. However, it is included as one of the choice for Heavy/Support Towers.
  • Due to the existence of Ivory Towers, Towers can be rerolled right from Chapter 1, and can be upgraded for free in no-build missions.
  • Experimental: All buildings benefit from Improved Masonry and Spiked Barricades. Costs of Reinforced Defenses and Spiked Barricades are slightly increased.

Various Hero & Unit Adjustments:
  • Lightning Shield (Hero Only) is buffed: Increases damage, reduces mana cost and cooldown.
  • Fel Barrage is nerfed: Reduces radius, increases mana cost.
  • All Flame Strike can now burn trees.
  • Frostmourne Hungers' button position is correct. Death Pact was accidentally changed during testing, and is now fixed.
  • Teron Gorefiend has a new innate ability - Sacrifice, which consumes his HP to convert to Mana, on a long cooldown.
  • Gazlowe's (Tinker's) Bash is replaced by Attribute Bonus, for overall usefulness.
  • Experimental Progression: Rexxar (Beastmaster) can now learn Summon Hawk. Summon Misha will be avaiable by default without skill points, and will be upgraded to Level 2 in Chapter 3, and Level 3 in Chapter 5.
  • Razzil (Alchemist) is buffed. During Chemical Rage, his attack speed against air units is also increased to match his ground attack speed. Chemical Rage also grants bonus HP and mana regeneration. Transmute gives you more money. Healing Spray no longer heals enemy units.
  • Reduces attack speed of Baine's Ancestral Wards.
  • Summonned units now benefit from Attack/Armor upgrades, so Air upgrades from chapter 1-6 are available again in the Blacksmith, in case you wanna upgrade a Hero's summonned air unit.
  • Using Animate Dead/Scroll of Animate Dead on enemy Acolytes no longer spawn dead Peasants.
  • Undead Heroes/Night Elven Heroes now always regenerate HP. If their base hit point regeneration rate is below 1, it is raised to 1.
  • (Unlisted from 1.0) Night Elven Heroes have Ultravision by default.
  • (Unlisted from 1.2) Night Elven units gain base HP regeneration at night, while Undead units gain Aura of Blight to regenerate slowly without Blight.

Chapter-Specific Changes:
  • In Chapter 1, Hints are changed to match the new patch. Gerard's Lost Ledger's type is changed to Power-Up, so you can proceed with the quest without having to waste one inventory slot.
  • In Chapter 2, Heart of Searinox is also changed to Power-Up, for the same reason as Gerard's Lost Ledger. You will also start with extra Gold and Lumber to build Farms to compensate for the fact that you may start with high-supply units.
  • In Chapter 5, the cost to call a messenger is reduced from 500/200 to 425/100, matching the price of a vanilla Hero.
  • In Chapter 6, you start with a Keep and a Blacksmith instead of a Town Hall and no Blacksmith, so you can pick up the pace faster.
  • In Chapter 8, summonned air units can fly normally now. Trees near the third ship are also removed, in case of softlocking due to not having siege units to kill trees.
  • In Chapter 9, Amulets of Recall and Scrolls of Town Portal are no longer removed from Arthas and Muradin. This will cause bugs, but I want fun, so I don't care.
  • Also in Chapter 9, you can now hire Space Fel Orcs and Hydralisks from the Mercenary Camp, in addition to Zerglings and Marines, because why not.

I also added ScrewTheTrees to the Special Thanks section, due to his diligent maintenance of the Warcraft 3 Editor Ability Insight document. If you ever want to make interesting abilities that are just based off vanilla ablities, with no triggering required, I highly recommend checking this document out.

Would this be a good time to try that campaign again? Sure!
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,172
While fun and somewhat diverse in replayability value, the gameplay mechanics remain the same. Also, odds may not be in the player's favour.

Approved
.


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MAPS IN GENERAL
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Description Guide - Maps
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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
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Level 28
Joined
Nov 25, 2021
Messages
507
While fun and somewhat diverse in replayability value, the gameplay mechanics remain the same. Also, odds may not be in the player's favour.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Thanks for the approved rating! Have you encountered any bug or pet peeve as well?
 
Level 10
Joined
Nov 12, 2018
Messages
74
This is so fucking insane lmao. I really want to see Path of the Damned next.
To add some more, I really enjoyed how well-thought and unique all the randomized units were, but they could definitely use a heavier selection. Looking in the triggers, I see 10 Heavy Melee units at most, when there's a really large amount of possible creeps to use, and a nice amount of models on Hive for some more variation. I understand that at the end of the day it's probably not your biggest priority to add more to the cast of possible randomized options though.

As for a bug, in Mission 01, when I went to the farmer being robbed by the bandits, the quest was completed instantly. Otherwise, the campaign went on by seamlessly with no bugs or any issues.

Great work!
 
Level 28
Joined
Nov 25, 2021
Messages
507
This is so fucking insane lmao. I really want to see Path of the Damned next.
Thanks for the 5 star ratings. I think I need to brainstorm some more for the Undead campaign, because I think maps are not as interesting as the Human Campaign. I might need to make more than mininal changes.

Looking in the triggers, I see 10 Heavy Melee units at most, when there's a really large amount of possible creeps to use, and a nice amount of models on Hive for some more variation. I understand that at the end of the day it's probably not your biggest priority to add more to the cast of possible randomized options though.
This IS a big priority actually, but also I don't wanna pick a creep, attach Weapon/Armor upgrade to it, and add it to the list. I kinda want to edit it a bit to make it look balanced, more like it belonged to a race, and with custom upgrades as well. I also try to not have too much overlap with other units in the same tier.

Might be overthinking it though.


As for a bug, in Mission 01, when I went to the farmer being robbed by the bandits, the quest was completed instantly. Otherwise, the campaign went on by seamlessly with no bugs or any issues.
I think I fixed it in the latest 2.0 update. This thing randomly came up during testing of the previous patch, and I didn't notice until after I shipped the product.
 
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