[Campaign] Warcraft 3 Altershift

Level 12
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So, this is a thread for a series inspired by Xetanth87's Warcraft 3 Alternate. The concept for this is the same, but in reverse. So, for his series, the race shifting is Human → Orc → Night Elf → Undead → Human. In this version, it's Human → Undead → Night Elf → Orc → Human.
As such, many of the race's and their tech trees get altered heavily depending on their position. I have a few things planned out ahead of time, such as the big bad of the series, as well as certain character alternations made because of the race shift.
Also, character names are kept generally the same, but certain locations have their names changed.

Racial Changes

Thank Yous

Screen Shots


Night Elf

Orc

Human

Undead

Creeps

The Huntress, Dryad, Mountain Giant, Hippogriff, Faerie Dragon, and Chimera have been ripped out.
Taking their place are the new Furbolg Brawler, Furbolg Shaman, Watcher, and Worgen Hunter.
WC3ScrnShot_031825_095632_000.png

Not too many chanced TBH. I decided that the Tauren are the dwarves and the Trolls are high elves in this universe. So, the headhunters are replaced with gun weilding Plainshunters, and the kodos are ridden by Tauren. Also, the wyverns are ridden by trolls, and bat riders are gone.
WC3ScrnShot_031825_100245_000.png

The humans are primarily human focused, with the elves completely removed. Also, the dwarven presence is there, due to troggs being the neurbians of this setting.
WC3ScrnShot_041225_113628_000.png

To Be Worked On. Plan on removing Nerubians from the tech tree, as living Nerubians take the role of Furbolgs in this universe.
Elementals are going to be more of a thing. So far, I've made Earth and Fire Elementals. I've also made some custom bandits to serve as "stray undead" and Rock Giants to serve as ogre replacements. Also, stupid kobolds are their ice witch, sacrificing all those innocent bears.

Note that this list will be updates as this series is worked on

Models & Skins

Icons

System

Ujimasa Hojo for a variety of models
Ilya Alaric for a handful of models
PROXY for the Treant worker model
johnwar for the Grunt and Furbolg models
jordan10 for the Druid of the Talon model
Mister_Haudrauf for the Worgen Hunter model
apaka for the Plainshunter and Kodo Rider models
Epsilon for the Bruteguard model
Khazmo for the Cannon model used
loktar for the Blood Altar model
Norinrad for the Earth Elemental model
Mc1 for the Fire Elemental model
Bleeq for all the Kobold models
Chainsaw for the Rock Giants' skin
DREADMAN for the various bandit models
biridius & stan0033 for a handful of aura effects
Vadim 647 for the Lifeblood Aura effect
doom_sheep for the Spore Cloud models
Kenathorn for various item models
republicola for the Ring of Protection models
Ilya Alaric for a handful of icons
Kuhneghetz for the Druid of the Talon icon
Xetanth87 for the Bruteguard icon
r.ace613 for the custom ancient icons
NFWar for the Earth Elemental icons
Artork312 for the Fire Elemental icons
WRM for the Spore Cloud icon
PrinceYaser for the Mana Berries icons
Bribe for the Damage Engine

 

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Macielos

Hosted Project: W3E
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My main objection to all those race swapped campaigns is that they make very little sense story-wise, which completely breaks immersion and hence the urge to continue playing, even if they are well made gameplay-wise. I mean, of course the story will be inconsistent with the original, but it should feel consistent internally. E.g. you play as humans, but your heroes are named Thrall and Grom and talk/behave in a very orcish way. They sail to Kalimdor which is Draenor, but you still get there by ships, etc, etc. Burning Legion was replaced by the Void, which was a very cool concept, but Mannoroth was a big Draenei and Archimonde was a big makrur or something, rather then some Old God or other Void creature. Everything just felt... odd.

So my advice is this: make this make sense. Make alterations to the plot and maps that would make these swapped races and their heroes behave realistically. Change dialog lines or create some parts from scratch if necessary, you can now do this more easily with Elevenlabs.

There is one project that made race-swapping right, and it's race-swapped Brood War campaign I once watched on Executor Nral's channel. You can watch it for inspirations.

Of course, feel free to ignore my suggestions, and whatever choices you'll make, good luck and have fun ;).
 
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Level 12
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Made an update to the prologue. Might be the last before I official upload it. Anyways, I've managed to clean up quite a bit of the campaign, such as making the kobolds spawn on chapter 5 and changed some texts around. Feel free to let me know if anything should be fixed up.
 

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The first campaign has officially been posted to Hive!
 
Level 12
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Well, this was a trip. I thought Chapter 6 would give me the most mental strain, but it's Chapter 5 and it's dumb caravan shenanigans that made this hell. Anyways, Chapters 5 and 6, alongside their respective interludes, are ready to go.
I should point this out; Mal'Ganis AI is weird, and I don't know if it's a quark of Warcraft or if I did something stupid, but occasionally Mal'Ganis's forces will just... abandon him.
Anyways, I made a minor adjustment to the human tech tree, which you might see in the unit showcase on the first post :peasant-wink:
 

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Hey guys! I'm still working on the last few chapters of the Orc Campaign. However, I realized I never really made the goblin replacements. So... here are the Ethereal Units one can acquire at an Ethereal Foundry.
WC3ScrnShot_041725_113009_000.png

From Left to Right, we have the Mystic Detonator, the Ethereal Portaller, and the Mystic Pillager.
The Mystic Detonator is a self-destructing ball of energy. Much like the sapper, it's explosion can deal some hefty damage and destroy trees. Unlike the sapper, however, it's damage is focused on spellcasters instead of buildings, as they deal extra damage to summoned creature and drain 50 mana from units.
The Ethereal Portaller is a unit that can't fight or survive for long. They also cannot fly. They, however, make up for it by summoning two portals; one at it's location, and the other at a location of your choosing (within range). The portals are linked to each other and last for a minute and a half, allowing you to teleport your units between two separate points.
The Mystic Pillager is a big melee unit that can do some series damage. However, it's main ability is that, when it deals damage to a target enemy unit, it's own gains gold and lumber equal to 10% of the damage it deals.
 
Level 12
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I'm going to assume:

Native races: Orcs, Trolls, Taurens, Nerubians, etc.
Invader races: Humans, Elves, Furbolgs, Dwarves, etc.
Demons are the Naaru?
Orc, Trolls, and Tauren are native. Furbolgs and Nerubians are also native.
Kaldorei (which is what everyone calls night elves) and Humans are an invading species.
Also, no. Titans and Demons swap roles in this.
 
Level 8
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I see why the elves completely removed in Human tech tree in Altershift because the elves are the counterpart of dreadlords, such Mal'Ganis is a Quel'dorei Blood Mage.
The humans are primarily human focused, with the elves completely removed. Also, the dwarven presence is there, due to troggs being the nerubians of this setting.
View attachment 527557
 
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