Warcraft 2.5 - ACT 1 - Ambush at Tarren Mill
the second Human mission of Warcraft 2 re-imagined in Warcraft 3
[ THE GOODS ]
First, a link to download the map:
https://www.hiveworkshop.com/threads/warcraft-2-5-human-campaign.352688/
All future campaign maps will be posted in the same thread.
[ THE FUTURE ]
It may be a while before I produce more. I've proven to myself that I could, in fact, make such a campaign if I dedicated myself to it, which is what I was curious about. The second mission is already a noticeable step-up from the first one, and it wasn't nearly as painful to make. I have writing projects to tend to, so I think Warcraft maps will be on backburner for a little while. Though I’m not sure. I’m really enjoying this, so I’ll have to see.
One thing on my mind has been that the maps become of a naval nature after this point... and for all of its overall superiority, naval anything in Warcraft 3 sucks. The ships are annoying to control, the cannons feel bad by comparison, the crude oil extraction mechanic isn't there at all, nor the assets to implement it in some roundabout way... and then there's the question of submarines, which just don't exist. I would very much have to redesign these maps into primarily land-oriented missions, which I may do, if it comes to it. But it's simply yet another complication, requiring more creative solutions.
When I need a break from writing again, I'll probably get back to this, because it's very enjoyable, but for now there are other priorities… I need to at least wrap up the Raptor story.
[ THE DETAILS ]
There's enough content there for about three somewhat different playthroughs. You can obtain two separate means of securing the main objective, but you can also brute-force it with a high level hero and an army of two control groups. The map has optional encounters and things to discover, ways of making both main and secondary objectives easier, as well as multiple ways of approaching certain issues. Even the ships you have (as per the original mission) may serve a purpose and make your life easier. All of the hero's abilities genuinely have a place, even the Scout is useful.
Simply put, I've been striving for a genuinely decent game-design. It's not meant to be an epic story or a lesson in Warcraft lore, it's a game... and I think it plays reasonably well. There's stuff to do, player agency – ways of getting it right and getting it wrong – and there's a reasonable degree of challenge in the... oldschool RTS sense. I'm not holding your hand here and the map doesn't telegraph everything it does just so you can feel safe, coddled and get everything right the first time around.
No, if you take risks, you may get caught off-guard by a few things, and end up reloading. That's just the nature of the beast. And if you're too cautious and turtle too much, the enemy will get out of control, drain your resources and crush you. The core design philosophy pushes you to seek balance between caution and swift, decisive action. You won't win by rushing hard, and you also won't win by turtling hard.
That is what I was going for. A design that punishes you for going to the extremes of both action and inaction, combined with a map that is alive with detail and things to discover and do. It's not grand, epic adventure, but I made sure there's a lot to see if you're paying attention and willing to explore different avenues, including the ones leading to failure.
In any case, here it is... a little vanilla-flavoured something for anyone, who just likes Warcraft for what it once was. Whether you enjoy it or don't, I had a great deal of fun making it. On my part it’s truly a labour of love.