The Scourge of Lordaeron Reworked

This bundle is marked as pending. It has not been reviewed by a staff member yet.
The Scourge of Lordaeron Reworked is an edit of the original campaign. Some of the main features of it are:
  • Friendly AI on missions where you have a base
  • Many new units for the player (such as the Conjurer, Hydromancer, Dwarven Battlepriest) and some old ones have some different abilities (such as the Sorceress)
  • Many new voice lines, from unused ones, to ones from the beta, to AI generated ones
  • Balanced gameplay -> hundreds of re-balanced abilities, unit upgrades, unit stats...
  • Not trying to be too custom to the point where it feels like you're playing another game
  • Classic, yet modern, feel to the gameplay and everything else overall
  • Most missions/maps have been expanded quite a lot, some are "connected" and others are brand new
  • During some missions, friendly AI will have randomized attack waves -> for example: wave 1 could either send 5 footmen and 2 conjurers or 5 pikemen and 2 hydromancers

IMPORTANT: Recommended version is 1.31.1, you can get it from here ---> WC3 Download Archive (1.00 - 1.31.1 + BETA & DEMO)

Please note that my "reworked" project does not aim to completely transform the game into something it's not. I've tried my best to keep the essence of the original warcraft 3, while adding quite a few custom units and spells. This specific campaign does not offer an insane amount of diversity because you're mostly fighting the undead. In my next reworked campaign, which will most likely be The Invasion of Kalimdor, you will see a lot more diversity in enemies and allies. For example in the Invasion of Kalimdor the major factions will be humans, night elves, tauren, centaur, murlocs, chaos orc and demons, as opposed to orcs and undead in this campaign.

  • Every single summoned unit will die alongside its summoner when that summoner dies.
  • Hero attack damage type will not be used.
  • Magic attack damage type will be used very sparingly (not used at all in this specific campaign).
  • RoC campaigns will use RoC balancing.
  • Buildings generally cost a bit more gold.
  • All potions, scrolls etc... will have multiple charges.
  • Almost all spells will have longer cooldowns. Spellcasters are still very strong and magic will be very strong too but I aim to prevent a unit to be able to cast the same spell 8 times in 10 seconds.

  • --------- Humans -----------------
  • Arthas Menethil
  • Uther the Lightbringer
  • Jaina Proudmoore
  • Muradin Bronzebeard
  • Baelgun Flamebeard
  • Torq Ironblast
  • Dalar Dawnweaver
  • Lord Garithos
  • Doril Aran
  • Captain
  • Feranor Steeltoe
  • ----------- Bandits (good) ----------------
  • Bandit Lord (maybe will be named)
  • Grand Wizard (maybe will be named)
  • ----------- Bandits (bad) ----------------
  • Menag
  • Benedict
  • -------------- Orc --------------
  • Slave Master (Mathog; but may remain unnamed)
  • Blademaster of the Blackrock Clan (may give him a name)
  • ------------- Undead --------------
  • Kel'Thuzad
  • Mal'Ganis
  • Calis Wraithson
  • Venim Iceblade
  • Salramm the Fleshcrafter
  • Hagron the Decayed
  • Miasmus
  • Glacion
  • -------------- Others --------------
  • Searinox
  • Queen Qar'Xira
  • Kis'goh
  • The Guardian

* I will make the screenshots better later tonight, idk why but my PC currently is not allowing me to paste them normally

For more screenshots -> [Campaign] - The Scourge of Lordaeron Reworked

Special thanks to:


johnwar
absufarker12
JesusHipster
8512590215848
General Frank
-Berz-
Panda
Eagle XI
Hantoo
Paladon
Gear of Rage
Null
Antares
AndrewOverload519
Murcologist
loktar
DarkePacific
bakr
ragmb2194
Sin'dorei300
Alok
Alpain
HerrDave
Tranquil
IamMclovin
Kitabatake
Wandering Soul
Stefan.K
Werelwolf
Ujimasa Hojo
HuanJuan
Zephyrius2412
Tovio
PurrsandMlems
IlyaAlaric
MangakaDark
Windrunner29
Villagerino
CRIS
Greedy Procastinator
InfernalTater
Dasizak
Artork312


for all the models and icons

and special thanks to:

The Nightmare Book for showcasing some of the mission on his youtube channel
Lang for playtesting this a lot and giving me a lot of feedback
ZethHolyblade for creating a lot of AI voice lines for the campaign
and everyone else who playtested it
Contents

The Scourge of Lordaeron Reworked (Campaign)

Level 28
Joined
Dec 3, 2020
Messages
958
As stated, but super important so I will state it again:
PLAY on patch 1.31.1 if possible for the best experience possible (I left a link in the description above for the patch)

Newer patches such as 2.00, 2.01, 2.02 will cause a lot of bugs (it should still be playable but for example I believe that The Culling crashes on patch 2.00 or 2.01)
 
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Level 28
Joined
Dec 3, 2020
Messages
958
seems that the mission select is not being updated. I beat chapter 2 and I can only see the Prophecy cinematic when going back to the selection screen

On 1.31.1
I will check in a bit!
Very strange, thank you for pointing it out!

Looking forward to finishing the unfinished walkthrough.
Thanks!
Also I know I told you to get patch 1.29.2 to play the campaign but the final map crashes on that patch idk why, it worked perfectly for me on patch 1.31.1 (as did the other maps), so I suggest that one
 
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Level 28
Joined
Dec 3, 2020
Messages
958
so after completing the third mission i can now see chapter 1 and 2 but do not see jaina meeting cinematic, so that's kind of odd
Fixed!
Re-uploaded campaign file available for download.
I know why this issue ocurred. So after making all the maps I decided to add the 2 intro cinematics, which changed the order of the maps. I had to change the triggers accordingly but I completely forgot since during playtesting I had all of my maps unlocked.
But I just play-tested 7 missions in a row, clicking the "Quit game" button after victory and it unlocked the next maps correctly.

Thank you for pointing it out!
 
Level 7
Joined
Dec 2, 2024
Messages
60
1745105638662.png

Just a few small observations - the map expansion is really cool, but… wouldn't it also be good to really focus on the other factions? The Undead, for example, in this campaign are mostly about abominations and ghouls.. It would be interesting to see the Cult of the Damned(acolitys or bandits) or even a greater variety of zombies, skeletons, and necromancers as a whole, as for the bandit army—while it is distinct—their buildings feel more like those of a larger, fortified army (like a garrison).. It might be more interesting if it looked more like 'Alterac' tents, wood, less brick—something more improvised. ( The previous mission was a nice addition, but I'm sure that with these changes mentioned (even in the environment—something darker, more plagued, or with a slightly more sophisticated terrain), it could really elevate things)
 
Level 10
Joined
Nov 12, 2018
Messages
74
In theory a great idea, but it needs a lot of work. I like the focus on lore and the introduction of some more factions from the warcraft universe, but the terrain is seriously lacking. So much so that it just breaks the immersivity of the campaign. Some proper decorations, doodads, and proper tree placement would be appreciated, at least to a point closer to the original campaign's. Additionally, I think the undead need some changes of their own. The introduction of some unique new units (e.g. a caster Zombie unit, turning other human units into zombies as well, or a skeleton archer capable of slowing down units. Just dropping some ideas) would be greatly appreciated. I also think Pikemen are just pointless, and they should at least get something to make up for their lack of Defend; maybe some weak Crit?

Otherwise, I commend your work. I'd just work on the aforementioned issues. (especially the terrain)
 
Level 28
Joined
Dec 3, 2020
Messages
958
I'm on patch 1.31.1 and I keep crashing on chapter 12 "The Dark Night". It crashes about every 5 minutes, so I keep quick saving and now I've gotten to the point where I reload a quick save and it immediately crashes, so I can't finish the campaign.
Strange, thank you for pointing it out! I will investigate this as soon as I can.
If you happen to have patch 1.29.2 installed (alongside 1.31.1), I think that you can play it there, the hero items and missions unlocked should be saved between those 2 patches. I'm nearly 100% certain that it will not crash on that patch.
And all of the mission can be beaten with the "allyourbasearebelongtous" cheat code. But of course I will try to fix this as soon as possible!!!
 
Level 10
Joined
Mar 29, 2015
Messages
487
Strange, thank you for pointing it out! I will investigate this as soon as I can.
If you happen to have patch 1.29.2 installed (alongside 1.31.1), I think that you can play it there, the hero items and missions unlocked should be saved between those 2 patches. I'm nearly 100% certain that it will not crash on that patch.
And all of the mission can be beaten with the "allyourbasearebelongtous" cheat code. But of course I will try to fix this as soon as possible!!!
I had an earlier save, so I reloaded and it finally didn't crash on me. Chapter 13, Dalar Dawnweaver has level 4 brilliance aura, not 3, and it doesn't affect anybody else, only him. I'm assuming that's not intentional
 
Level 28
Joined
Dec 3, 2020
Messages
958
I had an earlier save, so I reloaded and it finally didn't crash on me. Chapter 13, Dalar Dawnweaver has level 4 brilliance aura, not 3, and it doesn't affect anybody else, only him. I'm assuming that's not intentional
I'm glad it worked! I just playtested 13 mins of gameplay and it worked perfectly for me (I will continue it later).

Chapter 13? You mean the final map? I just opened all the maps to play and his Brilliance Aura affected everyone else as well (allies I mean), not only him.
I am really curious as to why these bugs are happening to you.
And the max level of his Brilliance Aura should be level 3, I never created a 4th level of that ability in the WE.

Regardless of what I said, thank you for pointing out bugs that you've encountered!

But 1 thing about the save, saving and loading the maps should work without an issue, but once in an old map I created a couple of years ago, saving it after having played it a while just froze my game. But as far as I know from playtesting I've done, maps in these campaigns shouldn't have this issue.
 
Level 10
Joined
Mar 29, 2015
Messages
487
I'm glad it worked! I just playtested 13 mins of gameplay and it worked perfectly for me (I will continue it later).

Chapter 13? You mean the final map? I just opened all the maps to play and his Brilliance Aura affected everyone else as well (allies I mean), not only him.
I am really curious as to why these bugs are happening to you.
And the max level of his Brilliance Aura should be level 3, I never created a 4th level of that ability in the WE.

Regardless of what I said, thank you for pointing out bugs that you've encountered!

But 1 thing about the save, saving and loading the maps should work without an issue, but once in an old map I created a couple of years ago, saving it after having played it a while just froze my game. But as far as I know from playtesting I've done, maps in these campaigns shouldn't have this issue.
Yeah, I'm not sure. You said you uploaded an update? I downloaded the campaign a couple days ago, and there's no changelog, so I didn't know there was a new version, so I'm not sure if that's the issue.

Well, I did encounter the freezing issue on the last map, Chapter 13. Unfortunately I saved it a couple seconds before I froze, so I'm stuck and am gonna have to restart the mission.
 
Level 26
Joined
Dec 24, 2019
Messages
488
Well, you've made a maps modification with the goal of increasing the number of units, but a lot. There are tons of units on each map, entire bases full of units.

I must say I played the first five chapters. The third and fourth were exhausting due to the infamous number of enemies to eliminate to reach the objective. And I won't say that's a problem in itself, or something bad. The problem I see at this point is that it just stays there, with an increase in units and that's it. I haven't seen any new optional quests, and you could have taken advantage of all those new bases to link them to new optional objectives that would have added something different to the gameplay.

On the other hand, there are things I don't understand, such as replacing the Rifleman with the Archer; it's the same unit but worse. The changes in armor type and damage... They do change the way you approach the game, but I'm not sure it's an improvement or a positive change compared to the original. And well, there's a lack of attention to detail, active skills with passive skill icons, incorrect or inaccurate descriptions, and the expanded parts of the maps need to be improved... While it's not a huge problem, these are minor details that somewhat spoil the work. It's like selling you an undecorated cake: it has all the ingredients and tastes good, but it looks ugly.

That said, I'd say it could be a good campaign if you make better use of the changes you implement and polish the details. Use everything added for something other than just clutter. Create quests, small stories, and interesting side quests that give meaning to those changes, because as it stands, it feels like they're just clutter. And finally, pay more attention to the small details: icons, descriptions, and new skills. Make sure they're implemented correctly and look good and coherent. That way, the cake won't only taste good, but it'll also look pretty.

I hope you keep working on your project, keep updating and improving it, take advantage of user feedback and advice, take what you think is best and discard the rest. Maybe in a while, if I see that you've updated it enough, I'll play it again, and who knows, maybe you'll surprise me.

Regards.

EDIT: I only give it a 5/5 rating because I see real effort behind the project. It's obviously not a project of that level, but I appreciate the effort of the content creators because I know how much it costs and how much time it takes to do anything in World Editor. And hey, 5 stars always encourage you to keep going, and that's what I want: for you to keep improving.
 
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Level 28
Joined
Dec 3, 2020
Messages
958
Thank you for the comment, @Resyak
There are a lot of valid points you've made and that I should learn from them such as creating new small stories etc (which I do but at the very end basically).
That said, there are a couple of things I'd like to say regarding some of the things you mentioned:

1 - You said "The changes in armor type and damage... They do change the way you approach the game, but I'm not sure it's an improvement or a positive change compared to the original."
Well these are actually the original armor and damage types from 2002 so I'm not sure what else to say. I do love using them (at least for RoC campaigns) since not only are they like the original but I also love the simple philosophy it has, which is: melee units deal extra damage against ranged units. So spellcasters won't take 2x more damage from ranged units such as Riflemen and Crypt Fiends.

2 - The Archer does "replace" the Rifleman for a couple of missions but then you can also train the Rifleman. While I agree that they don't have that many differences (no different abilities or stuff like that), there are a couple of key differences.
  • Difference in food cost
  • The archers have 100 more attack range
  • The archers get the improved bows upgrade quite a few missions before the riflemen get their Long Rifles upgrade, meaning that they can have 300 more attack range, meaning that they are a bit more useful during the Lordaeron missions for base defense specifically.
  • The attack range difference allows the archers to line up behind the riflemen
  • The archers are "smaller", which does impact gameplay
  • Archers have faster training time
  • Archers are quite a lot cheaper than Riflemen, meaning that in case of emergency when your base is attacked and you don't have a lot of gold, you can still easily afford an archer and plus the faster training time, it makes defending your base faster and cheaper. Same for the Pikeman, it's a bit cheaper than the Footman and trains quite faster.

My point being: there are a lot of small things like this that aren't easily noticeable but they impact the gameplay. 1 small thing like that does not have much impact but now imagine dozens of small things like this.

But overall you made really good criticism, thank you so much and as always, I will keep improving!
 
Level 7
Joined
Dec 2, 2024
Messages
60
I finished your campaign and now I can speak about it with confidence.
First of all, the additions are really good, both in terms of troops (for the humans) and allies. However, when it comes to enemies, it leaves a bit to be desired. As I’ve mentioned before, you could have expanded the undead army more in each map. But let’s get to the main points.

(The Defense of Strahnbrad)
The increase in troops for Arthas’ army makes the mission very easy (I played the entire campaign on hard) - There’s not much expansion, but there are several changes compared to the original game that make this campaign feel unique (new events with the orcs) - However, there are no extra missions, which would have been an interesting and necessary addition.
-
(Blackrock and Roll)
The mission to kill the dragon was really challenging for me — I wasn’t expecting the enemy expansion in that area, which in my opinion was a great addition. I also liked Uther’s army on the other side of the orc base — However, I didn’t really enjoy the expansion around the boss area (enemy spam and few changes to the orc boss itself). Still, it remains a great mission. (Also, no new side quests.)
-
(Ravages of the Plague)
This mission surprised me - A major change to the map and terrain — even if it’s not entirely faithful to the original Warcraft style — made me happy to see such a significant transformation. It brought much more life to the villages, which in the base game feel quite superficial. An excellent addition.
-
(The Cult of the Damned)
Another mission that really surprised me — I like the idea of undead "spam," as it should be. Also, the bandit army that helps us (something that really should happen) was an excellent idea. Additions like this make the world more detailed and enrich the experience. A great addition to the campaign.
-
(March of the Scourge)
This mission is much more fun than the base version (including the difficulty) - To be honest, I had to try three times to get a good result. As always, you made everything feel more alive, less artificial. A GREAT addition to the original campaign.
-
Your original mission that comes after March of the Scourge was, for me, very difficult — and also very well done — As always, the map and terrain could be better, but they’re still very good. The map expansion is excellent, and the 'adventure' in search of items was a nice addition. You managed to convey the feeling of a village very well — the base game makes everything feel so artificial, and you brought it to life. The expansion of the Alliance (Arthas & Jaina) was also really cool.
-
But we can’t ignore the problems... Everything still feels very basic and doesn’t really go deeper into each mission itself - This is mainly due to the lack of new side quests in each part of the campaign, which makes the 'rework' label feel a bit unnecessary. And as already mentioned, the limited expansion of the undead (and orc) armies contributes to that.

-
(Still, this doesn’t take away from your campaign — it just makes it feel shallow in some parts - Do you plan to update this campaign? Maybe do something more, something even more detailed in the future?)

4/5 :peasant-thumbs-up-cheers:
 
Level 9
Joined
Dec 1, 2021
Messages
84
I been replay using version 1.31 and here I got.
  • I been wondering why the object that defaultly has invicible armor like Gold Mine and Fountain has HP.
  • The second hero on F2 shortcuts have the first place in army group on mission Ravages of the Plague, Shores of Northrend.
  • Blacksmith weapon and armor upgrade not mention Pikeman in description.
  • Majority on whole campaign, ally have broken UI for supply count.
  • For Ghoul and Abomination, they purposely had 2 models?, the Ghoul with more fleshy, and Abomination with big forehead.
  • Ally Dwarven Engineer could recover our building HP that under construction but not it's progress. I don't think it's necessary but seems weird. just try build some building near Dwarven Engineer.
  • Overall the best unit is Human Conjurer, He had the best combination for casters. He just outstanding others in many ways.

The Dark Knight
  • Did Dalar Dawnreaver means to start on lv 2? since the other heroes already like at lv 5, but yeah he lv up eventually.
  • Sometimes the custom voice that unit shout are different that shown on subtitles, I guess this occur after I load the campaign from saves, not quite sure the trigger though.
  • The ally supply count UI messed up, Garithos with big army that raise the supply count but always refresh and shown as 49 supply count, Torg with 52 supply count, and Dalar with 54 supply count. Their army size still increasing, just the supply count UI that broke.
  • Undead on top leftside green colour, did it tech upgrades? their weapon and armor still 1 and Necromancer still 0 upgrade where other 2 big Undead already 2 upgrades.

Shores of Northrend
  • Orb of Frost description still have air attack.
  • Baelgun worker not repair any damaged tower.

Hammerfalls

Sorceress a little buggy after cast water elemental, then she had a animation with lightning impulse thing that line along to bottom right map. she just froze on the ground while using channeling animation.

The Dark Night

Human Conjurer utterly powerful with Dalar combo, unlimited mana with summon and polymorph. Since our ally could protect themselves, i manage to lay siege on enemy bases rather than defending undead waves. Released version feel easier, could change from defense mission to siege mission.

The Retribution
  • Some Undead attack waves mechanism become different than on development progress, if we don't destroy orange Undead, Kirin Tor would easily wiped out by 3 Undead waves.
  • Poorly special ally that depend on magic to damage enemy aerial attack.
  • Someone already mention, I had the crashing issues too on this map, it happen at random encounter, some after 15 mins, some when attacking enemy. It makes saves really important here.
 
Level 30
Joined
Jun 11, 2017
Messages
979
Can someone please remake the Night Elf campaign in the Frozen Throne - "Terror of the Tides"? "The Scourge of Lordaeron" has been done to death...
I saw someday that @SevenBlood was cooking some stuff like that. And Curse of Blood Elves is already done, if you want some TFT Remake/Remastered/REVAMP campaigns.

 
Level 9
Joined
Dec 1, 2021
Messages
84
Dalar on The Retribution didn't cast his spell properly, as I watch, he didn't cast Summon Water Elemental at all and Chain Arcane Blast not executed properly, only animation that he cast Chained Arcane Blast but not damaging at all.
 
Level 2
Joined
Dec 16, 2018
Messages
9
Out of curiosity, what's with all the nerfs that make your army feel so much more awful? Priests heal nerfed, Arthas' Holy Light costs 10 more mana and it's cooldown is seemingly doubled, Meat Wagons have more HP, Priest dispel has like a 15 second CD, Sorceress slow has like an 8 second CD, Devotion Aura gives less armor., really throws off my ability to judge what fights I can and can't take.

Pikeman feel like a downgrade from Footman, doing a little bit more damage but being so much more brittle. Conjurer's don't feel worth making with super weak golem summons and wimpy blizzard. Hydromancers seem useful with their crowd control.

Also what's with the huge price increase on buildings?
 
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