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Warcraft 2 Campaign In Warcraft 3

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A few years after creating my first Warcraft 2 map I started working with the Warcraft 3 map editor. With Warcraft 3 came the trigger system and many other advanced features that would make the above tricks obsolete. Despite this, the Warcraft 2 map editor is still my favourite of the two due to its elegance and simplicity. There are some differences between the original Warcraft 2 and the remake (besides the graphics), and those include the campaign chronology and the addition of Warcraft 3 mechanics like sidequests. Alliance Campaign Act 1: A Time for Heroes Act 2. Draenor, The Red World Act 3: War in the Shadows Act 4: The Measure of Valor Alleria's Journey: Beyond the Dark Portal: Deathwing: Siege of Vanguard: The Battle for Nethergarde: Upon the Shadowed Seas: Coast of Bones: Dance of the Laughing Skull: Once More Unto the Breach: The Fall of Auchindoun.

For Warcraft II: Battle.net Edition on the PC, GameFAQs has 20 guides and walkthroughs.

Warcraft 2 was one of the first PC games I played and to this day remains one of my all-time favourites. Not long after purchasing the game I discovered the custom mapping scene on the battle.net servers and was instantly hooked. Eventually I decided to start making my own maps, and my own interest in game design and development can be traced back to this point in time. While Warcraft 2 is a relatively simple game by today's standards, the user-friendly editor interface combined with the ability to rapidly create and test maps really helped to hook me in. I would go on to make dozens of maps over the next few years (from about 2003 until 2008). The best of these can be downloaded here. Screenshots from a few of these maps are shown below while discussion about some of the interesting aspects of the map editor can be found further on.

Warcraft 2 Human Campaign In Warcraft 3

Limitations in the map editor helped to drive innovation and creativity. For example, it was impossible to 'program' a hero selection screen as is seen in many modern games. To let players select a hero the map editor would have to use tricks such as hiding 'rescuable units' behind walls that could only be broken by goblin sappers or dwarf demolition squads. The player would then break the wall of the hero they wanted and move one of their units next to the rescuable hero to 'select' it. An example is shown below.

There were other tricks a map editor could do with rescuable units. Rescuing the key structure of an allied player (such as a town hall or fortress) would instantly bring all units of the allied player under the human player's control. For example, pictured below is a human player 'rescuing' a castle only to find that they are now under siege.

Warcraft

This wasn't the only way to create a siege scenario. Another trick involved placing a single enemy building in a place you would like them to attack. As soon as the map started the 'defending' units would destroy the structure, triggering the AI to send all of its units to assault that location.

One other interesting quirk of the AI that could be exploited was the fact that the AI would refuse to attack walls, even if another player had troops hiding behind the walls shooting at their units. With this knowledge in hand it was possible to create maps where a human player could feel safe… For a time. Eventually area of effect damage such as catapults and spells would break the walls allowing enemy units to flood in.

Another trick that could be used was to create 'healing stations' with paladins stuck on an island. The paladins could be used to heal the player's hero units whenever they visited 'town'.

Unfortunately, there were some cases in which the standard editing tool was insufficient. One issue in particular was quite annoying to deal with: it was impossible to put trees directly next to a body of water. This meant that players could send units down these paths, allowing them to bypass obstacles and reach areas they weren't intended to discover. To resolve this issue a map developer would need to use a custom editing tool such as War2xEd. The first image below shows a map created with the standard map editor, the second image shows how a grid space can be modified with a custom editor to prevent a unit from moving through it.

A few years after creating my first Warcraft 2 map I started working with the Warcraft 3 map editor. With Warcraft 3 came the trigger system and many other advanced features that would make the above tricks obsolete. Despite this, the Warcraft 2 map editor is still my favourite of the two due to its elegance and simplicity.

Warcraft 2 Return of the chaos1.17a

created by
Osama-binliden

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Warcraft
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14 July, 2018

Full House

Lordaeron Winter

128 x 128

Not yet tested with Warcraft 3: Reforged.

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In total 3 map versions for Warcraft 2 Return of the chaos

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Warcraft 2 Return of the chaos1.00b

Warcraft 2 Campaign In Warcraft 3 Download

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This wasn't the only way to create a siege scenario. Another trick involved placing a single enemy building in a place you would like them to attack. As soon as the map started the 'defending' units would destroy the structure, triggering the AI to send all of its units to assault that location.

One other interesting quirk of the AI that could be exploited was the fact that the AI would refuse to attack walls, even if another player had troops hiding behind the walls shooting at their units. With this knowledge in hand it was possible to create maps where a human player could feel safe… For a time. Eventually area of effect damage such as catapults and spells would break the walls allowing enemy units to flood in.

Another trick that could be used was to create 'healing stations' with paladins stuck on an island. The paladins could be used to heal the player's hero units whenever they visited 'town'.

Unfortunately, there were some cases in which the standard editing tool was insufficient. One issue in particular was quite annoying to deal with: it was impossible to put trees directly next to a body of water. This meant that players could send units down these paths, allowing them to bypass obstacles and reach areas they weren't intended to discover. To resolve this issue a map developer would need to use a custom editing tool such as War2xEd. The first image below shows a map created with the standard map editor, the second image shows how a grid space can be modified with a custom editor to prevent a unit from moving through it.

A few years after creating my first Warcraft 2 map I started working with the Warcraft 3 map editor. With Warcraft 3 came the trigger system and many other advanced features that would make the above tricks obsolete. Despite this, the Warcraft 2 map editor is still my favourite of the two due to its elegance and simplicity.

Warcraft 2 Return of the chaos1.17a

created by
Osama-binliden

(0.00)
Thank you for voting!

14 July, 2018

Full House

Lordaeron Winter

128 x 128

Not yet tested with Warcraft 3: Reforged.

Map versions
In total 3 map versions for Warcraft 2 Return of the chaos

Warcraft 2 Return of the chaos1.17a latest version (0.00)
Thank you for voting!
Warcraft 2 Return of the chaos1.00b

Warcraft 2 Campaign In Warcraft 3 Download

(0.00)
Thank you for voting!
Warcraft 2 Return of the chaos (0.00)
Thank you for voting!

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Warcraft 2 Campaign In Warcraft 3 Game

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