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Manhattan Project 2 is a dark survival–adventure map that plunges players into a twisted reimagining of a secret military experiment gone wrong. Inspired by post-apocalyptic and horror themes, the map emphasizes tension, exploration, and careful resource management. The environment is deliberately designed to feel hostile—claustrophobic corridors, ruined laboratories, and corrupted city streets—forcing players to remain on edge as they progress.
Map Features:
Immersive Survival Atmosphere: Navigate through dimly lit laboratories, ruined facilities, and eerie wastelands, where every corner hides danger.
Branching Missions & Choices: Every playthrough can unfold differently depending on your actions—help survivors, sabotage experiments, or uncover hidden objectives. This branching path design creates high replay value.
Dynamic Lighting System: The map uses custom lighting effects to create tension—sometimes your only guide will be flickering lamps or the faint glow of your abilities.
Unique Assets & Models: A custom set of models, textures, and sound effects reinforce the horror theme, making the environment feel unlike standard Warcraft 3 maps.
Gameplay Mechanics:
Persistent Progression System: An experience tracker remembers your performance across different sectors of the map, rewarding players who survive longer with stronger abilities and better gear.
Hero Specialization: Each hero has a distinct role and set of abilities—ranging from brute-force combat to stealth infiltration or technical gadget use—encouraging experimentation with playstyles.
Resource Scarcity: Healing, mana, and items are limited, adding weight to every decision. Mismanagement can cost you your survival.
Enemy Variety: Mutated creatures, rogue machines, and hostile survivors each require different strategies, keeping encounters fresh and unpredictable.
Tactical Objectives: Missions aren’t just “kill all enemies”—you may need to disable reactors, rescue trapped NPCs, or escape in time-sensitive scenarios.
Tone & Replayability:
Every run through Manhattan Project 2 feels different. Whether you ally with certain factions, uncover hidden rooms, or get trapped in deadlier branches of the story, the map ensures no two attempts are alike. With its blend of survival horror and RPG mechanics, it offers both adrenaline-pumping combat and slow-burn exploration.
Video:
Images:
Credits:
Asssssvi
Fingolfin
ILH
darkdeathknight
loktar
NFWar
8512590215848
PrinceYaser
eubz
supertoinkz
HappyCockroach
Kitabatake
Mechanical Man
inhuman89
GolluM_KoMe
Dentothor
Mike
Aldeia
Sunchips
Pinachet
Ket
Grey Knight
Hueter
Uncle Fester
Tranquil
Illidan(Evil)X
DEAD FiSH
Lord_T
The Iranian threat just set the context of the map. Actually, you won't fight any Iranian soldier in the whole map. So don't worry, they're not the bad dudes here.
I'm making a similar type of FPS movement and camera system I managed to shrug off 89% those similar camera and movement issues, I'll let you know when finished XD.
Manhattan Project 2 2.0 marks a major overhaul of the original survival map. The camera has been reworked, shifting from an experimental FPS system to the classic Warcraft III top-down perspective for smoother gameplay. The campaign now features more levels, offering extended progression and variety. Instead of being limited to a single protagonist, players can now choose between multiple heroes, each with a unique set of spells and playstyle.
To deepen the experience, new items have been added along with both primary and secondary objectives, ensuring more strategic choices and replayability. This version aims to refine the atmosphere while delivering a much richer and more flexible adventure.
Version 2.01:
-fix elevator bug
-add a prone option
-add cover system in the map
-medic can self heal
-new icon for drop magazine
-mobs have more hp
-prone ability of the sniper hero changed
Version 2.02:
-add AI
-fix invulnerable mobs bug in the research center
-new commands to give orders to AI
-font changed
-no more tk at the start
-starting ammo increased from 4 to 15
-fix spell tooltips
-healthbar visible
-sapper turret now gains upgrades
-fix bug with pudge spell that could stuck you outside of the map
-slight damage improved of bolters
-gas mask sound reduced
-ammo drop rate increased by 100%
Gave it a good run (around 50 minutes). Here are my impressions:
Some small typos:
Map preview:
-High replayability thanks "to" branching missions.
-Dynamic lighting and unique models (lighting not lightning)
Chose the Rocketeer class, seems like the V (explosive rocket) ability is not working.
Kept playing anyway (grenades are very powerful and saving me from remaking).
Those grenades don't seem to work like expected, they spawn at target location, instead of flying there as you'd expect from a custom projectile system or so
The choice of music is a bit odd, doesn't really fit the action
Raiders in the toxic zone have a buggy head attachment, or the helmet attachment bugs out
The hill texture looks a bit odd, but the grassy terrain looks nice (but lacks highlights)
The roof of the police station does not hide (had to zoom in to play on)
Ghoul scientists with bows seem a bit out of place
Had to reload at the forgotten one boss (tried to use explosive rocket ability again, stunlocked me permanently), but the reload crashed the game.
Tried to load again, another crash - sadly this marks the end of my run.
edit: i think it permastunned me, because it loops on and on (the explosive rocket V-ability) and reloading in that state seems to crash
So sadly my run ended abruptly.
The doodad work, ui and models stood out to me .
The gameplay was alright (default wc3 combat), yet could easily be made more intersting by either going more into rpg elements, or/and tactical obstacles - which would require a more elaborate ai.
I don't feel comfortable with a rating atm, there seems to be a lot of untapped potential here.
Gave it a good run (around 50 minutes). Here are my impressions:
Some small typos:
Map preview:
-High replayability thanks "to" branching missions.
-Dynamic lighting and unique models (lighting not lightning)
Chose the Rocketeer class, seems like the V (explosive rocket) ability is not working.
Kept playing anyway (grenades are very powerful and saving me from remaking).
Those grenades don't seem to work like expected, they spawn at target location, instead of flying there as you'd expect from a custom projectile system or so
The choice of music is a bit odd, doesn't really fit the action
Raiders in the toxic zone have a buggy head attachment, or the helmet attachment bugs out
The hill texture looks a bit odd, but the grassy terrain looks nice (but lacks highlights)
The roof of the police station does not hide (had to zoom in to play on)
Ghoul scientists with bows seem a bit out of place
Had to reload at the forgotten one boss (tried to use explosive rocket ability again, stunlocked me permanently), but the reload crashed the game.
Tried to load again, another crash - sadly this marks the end of my run.
edit: i think it permastunned me, because it loops on and on (the explosive rocket V-ability) and reloading in that state seems to crash
So sadly my run ended abruptly.
The doodad work, ui and models stood out to me .
The gameplay was alright (default wc3 combat), yet could easily be made more intersting by either going more into rpg elements, or/and tactical obstacles - which would require a more elaborate ai.
I don't feel comfortable with a rating atm, there seems to be a lot of untapped potential here.
The Rocketeer’s ability not working properly — definitely noted. The spell overlaped with the prone spell. So you couldn't trigger both. It is fixed in the new version.
Grenades spawning directly instead of traveling — they’re meant to use a simple point-target system, but I agree a projectile arc would look and feel much better. I’ll experiment with that for the next version.
Raiders’ helmet attachment bug and ghoul scientists I wil remove the attachments on units prior to their death to prevent these graphic oddities.
Police station roof visibility — good catch, I’ll fix that camera obstruction with a hide trigger.
Saturation Barrage tooltip not updating damage: easy fix. I've updated the tooltip of the speel.
Music choice — yeah, it's not optimal. I'm trying to fit musics that wouldnt be copystrike on youtube.
Version 2.03:
-fix ammo transfer between players
-fix explosive spell for the Rocketeer
-ammo drop by ennemy reduced by 50%
-AI heroes wear gas mask while on a poison surface
-bosses more durable
Edit:
For some reason I cannot upload the last version. I'm trying to figure this out.
Both HIVE download and upload servers are broken right now. I have read several comments regarding that matter, including the ones from Discord (both HIVE and Warcraft United). Same "Unknown error" issue.
Until Ralle found the exact reason about that server issues, your best bet would be to wait for a while.
Some issues:
-Tooltip for ricochet after learning says it does 0 damage and bounces 0 times
-Tooltip for improved scope gives the wrong range values (eg. level 1 says sets range to 1400 but actually sets it to 1560, level 2 says 1600 range but you get 1720 etc.)
-Item stacking is buggy if an item is picked up in a earlier slot the item doesn't stack and just adds a separate stack into your inventory (eg have slot 1 open and a stack of items in slot 2 item will pick up to slot 1 and not combine), additionally when stacking does occur it only ever adds a single stack regardless of how many stacks you pick (eg. you have a stack of 2 bandages pick up a stack of 5 you end up with 3)
Environmentally/ terrain wise the map is good, gameplay itself is pretty standard wc3
-Tooltip for improved scope gives the wrong range values (eg. level 1 says sets range to 1400 but actually sets it to 1560, level 2 says 1600 range but you get 1720 etc.)
-Item stacking is buggy if an item is picked up in a earlier slot the item doesn't stack and just adds a separate stack into your inventory (eg have slot 1 open and a stack of items in slot 2 item will pick up to slot 1 and not combine), additionally when stacking does occur it only ever adds a single stack regardless of how many stacks you pick (eg. you have a stack of 2 bandages pick up a stack of 5 you end up with 3)
I think one of the things that needs some adjustments is the bosses, comparatively to like the swarm sections of the map the bosses posed very little threat in comparison usually they just focus one player with their dodgeable basic attacks, and then rarely used any abilities, especially the Manhattan Project itself it seemed to never use a single ability and just basic attacked until we killed it. Overall a lot of the bosses just trivialized by one guy taking aggro and running circles around the boss while the others just DPS down the boss without much player interaction.
I think additionally some additional enemy types are needed within the research facility they just seemed overall more basic in comparison to the early game ones with no type of mobs within the research facility that stood out as something you need to play around or focus down compared to the hook guys and the medics who raise dead. Overall I think the map could benefit with just having some additional abilities on bosses and possibly some sort of new mobs specifically later on in the map.
Version 2.04:
-one more underground level
-fix sniper spells typo
-items can stack properly
-new mob types added in the underground level
-new custom music added
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