• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Missile War v0.67

This map is protected.

TKF Presents:

-Missile War-

132929-albums601-picture4405.jpg

Short Description:
This is a missile war between 2 ships. (bottom and top area are the ships)
The goal is simple. Build harvesters to harvest energy from energy generators. Build missile launchers to nuke the other ship and destroy the ships energy generators. Build shield booster to increase ships shield power. First one to finish off enemy ships energy generators wins.

This is a classic popular map which is still working with current wc3 version

-Youtube link -

Thanks Vidya Only (Youtube)



New Missiles: 7
Anti-Missile - 50 dmg - Destroy Missiles
Anti Matter - 4000 dmg
Death Spore - Kills organic and creates parasites - 50% chance to ignore shields
Plasma Torpedo - 10000 dmg - Destroy Multiple Missiles
Photon Balls - 300 dmg - Creates leak holes in the shield
Big Boy Nuke - 7200 dmg - Destroy Multiple Missiles
Novalith Torpedo - 48000 dmg - Destroy Multiple Missiles - Big Explosion


Added Upgrades to following structures: 10 (added)
Unit Producer -Tech Producer (Can also research techs)
Energy Manager - Improved Energy Manager - Super Energy Manager (10 min)
Energy Manager - Improved Energy Manager - Energy Recycler (15 min)
Rocket Launcher - Missile Launcher (10 min)
Ion Cannon - Anti Matter Cannon (20 min)
Bunker - Shield Bunker (10 min)
Laser - Super Laser (10 min) - Ultra Laser (15 min)


Added Structures: 4
Maintenance tower (10 min)
Mega Shield Booster (20 min) -> Mega Shield Maxer (20 min)
Novalith Cannon (30 min or Novalith Tech)


Added units: 3
Marines - (Combat Training level 4)
Parasites - (Death Spore Spawn)
Spore Beast - (Evolved Parasite)


Added ship control options: 6
Plasma Torpedo (4000) - Launches 2 plasma torpedoes
Photon Balls (4500) - Launches 24 photon balls with different abilties
Shield Wave (4500) - Emits an protective shield wave that lot of missiles
Turbo Regeneration (1750) - Quickly regenerates both shields for short time
Shield-Phasing (1250) - Immune to shield piercing weapons and prevent leaks
Emergency Shield Boost (4500) - Boosts both shields with 50000 hp for short time


Known bug fixes: Gold bug has been fixed, terrain bug fixed, shield regen level fixed upon reload after depletion, prevented teamkill on energy generator.

Added Features:
Leaver gold system
Kick system
Player punishing system
+many minor changes


Changelog from 0.36 to 0.37

Novalith Cannon cost increased from 2000 to 2500
Changed the model of big boy nuke
Novalith torpedo damage is reduced from 48000 to 32000, but the price is also reduced at same rate
Some tooltip fixes
Terrain has been changed: Light square tiles on top ship and black marble on bottom ship
Map preview picture has been added

Changelog from 0.37 to 0.38

Starting gold limit raised from 100 to 200
Increased some of the ship control functions cooldown with 25%
Gameleader commands added: -rush, -nodeathspore, -highincome, -bounty
Unit classification undead renamed to beast
some minor adjustments...
-
Fixed -nodeathspore command (0.38b)
Marines killed by death spores, now also alert the crew (0.38b)

Changelog from 0.38 to 0.39

Added a (crappy) tutorial: type -help. I'm not sure it's good enough yet...
The initial anti-rush time is increased from 2 minutes to 3 minutes. It's only 2 minutes in rush mode. This prevents instant missile ownage at start.
Gameleader command added: -nopassivemissiles
Changed the armor of some structures
Armor upgrades now gives 2 armor pr level, instead of just 1
Photon Balls (5000 gold; increased from 4500) - Launches 30 photon balls, increased from 24
Fixed a bug with the top ship terrain. It's now more space on the edge
Fixed a bug with photon torpedo damaging the laser, causing the laser to instantly damage the enemy structures when part of a laser was destroyed
Minor text changes...
-
Added 3 structures (0.39b)
Missile Jammer (5 min) -> Super Missile Jammer (10 min) -> Ultra Missile Jammer (15 min)
-
Added more hp to missile jammers (0.39c)
Ultra jammer does now work (0.39c)
-
Jammed missiles will now head either straight up or down (0.39d)
Jammers are rebalanced again (0.39d)
Missile Jammer 0.7 cooldown, 2500 range -> Super Missile Jammer 0.3 cooldown, 3000 range -> Ultra Missile Jammer 0.2 cooldown, 4000 range

Changelog from 0.39 to 0.40


Added new system. Gold surplus system. Gold lost though limited gold capacity and destroyed structures will be stored as energy in this system; energy pool can regain gold and the control center can use it for devastating attacks.

Added 2 structures for the basic builder
Energy Pool added (Slowly recovers lost energy)
Control center (Recovers and uses lost energy)
Both structures has a mana pool, which shows the lost energy
The missile jammer can now only be built by the armament specialist, since it is a defensive structure
Ships energy generators have now 10 armor, instead of just 5.
Ships hull (aka generators) will now lose 0.4% of it's hp every time a structure is destroyed.
Maintenance towers has 25% less build time
-
Fixed a bug with the gold surplus system when a player left the game (0.40b)
Fixed a bug with the napalm bomb not doing damage to the shields (0.40b)
Text warnings will occur when the control center uses it's abilities (0.40b)
Energy generators will benefit from the best armor upgrade available (0.40b)
-
Earthcracker does now cost 2500 energy, raised from 2000 (0.40c)
Fixed the annoying issue with upgrade messages (my fault) (0.40c)

Changelog from 0.40 to 0.41

Fixed a bug with the kick command, causing the player to still observe the game (hopefully fixed)
Fixed a big with launching 3 novalith topedoes - it does now launch 3 torpedoes!
Missile moving frequency changed from 0.05 to 0.06 sec
Added 1 new ability to the Control center
Clean Infestion added
Minor fixes and changes...
-
Fixed another kick command bug (0.41b)

Changelog from 0.41 to 0.42

Fixed a bug that caused the missile jammer to jam shield wave (it looked ridiculous!)
Fixed a damage bug with the napalm
Ships hull (aka generators) will now lose 0.5% of it's hp every time a structure is destroyed, increased from 0.4%.
Greatly increased the cooldown of 2 ship shield recharge control functions
Recharge inner ship control function does now also works when shield is online
Recharge outer ship control function does now also works when shield is online
Added 3 new abilties for the control center
Disable Structure (Stuns target structure for 15 sec)
Convert gold to energy (1000 gold -> 1000 mana)
Convert energy to goldy (1000 energy -> 1000 gold)
Spore beasts now counts as 10% each instead of 1% level of infection.
-
Removed the annoying infestation message (0.42b)
-
Added death spore warning when some research tech level 2 before 10 min. (0.42c)
The inner shield recharge do now cost 1500 again instead of 20 gold (my mistake) (0.42c)

Changelog from 0.42 to 0.43

Fixed a minor bug with the gold surplus energy system
Parasites do now only have 150 hp in the 10 first minutes of the game. (except rush)
Control Center abilities changed: Changed Thunder bomb and napalm bomb. Cost reduction 1250 -> 1000 mana, damage reduced to 2/3, outer shield piercing ability added
Nuclear Missile is renamed to Missile (250 dmg)
Big Boy is renamed to Nuclear Missile (7200 dmg)
New icon imported for Nuclear Missile (earlier known as big boy)
Shield booster regen limit is raised from 100 to 200. (there is 2 auras now)

Changelog from 0.43 to 0.44

Implemented homing system for a new missile

Thunder and napalm bomb does now correct damage on the shields
Fixed the multi mutiny bug, caused a team to "lose" before all players left cuz the player used shift command and did get itself kicked more than twice, thus tricking the trigger leaver counter (hopefully I didn't fuck it up this time again)
Reduced the cost of Energy Pool to 500, down from 600.
Control center's Energy Chain ability has been nerfed. Mana cost 500 -> 800. Damage reduced to 1250
Control center's Earthcrack ability has been nerfed. Mana cost 2500 -> 3500
Control center's ECM Jamming ability has been nerfed. Mana cost 1500 -> 2000
Death spores can no longer dodge anti missiles
Death spores can no longer ignore shield wave
10 anti missiles option has been removed from Missile Launcher
Upgrade added to Missile Launcher -> Nuclear Missile Launcher (900 gold, 20 min)
1 new missile added: Anti-missile seeker (homing)
Plasma torpedoes is immune to jamming now, but not the damage
Plasma torpedoes cannot be homed by anti-missile seekers
Minor fixes...
-
MAJOR BUG: TK system reverted to the old working system! (0.44b)

Changelog from 0.44 to 0.45

Fixed a bug with the parasites drowning stuck in the waters
Fixed a multiboard bug when the parasite evolved manually
Added regen info about -sss mode when initiated
All missiles do now have 0 armor
Energy pools will now be slowly destroyed when energy = 0
Upgrade added to Ultra Laser -> Plasma Defense Tower (3600 gold, 20 min)
Minor fixes...

Changelog from 0.45 to 0.46

Fixed a major bug which caused a fatal error when a anti missile killed a structure
Fixed a bug with the bounty text, making it appear for all players when a structure was destroyed in bounty mode.
Fixed a bug with the energy pools which didn't degenerate when the energy was 0
Novalith Torpedo do now have 10000 hp, increased from 8000hp
Shield wave missile kill range slightly reduced
Removed Plasma Defense Tower upgrade due to endless games (50 of them killed everything -.-)
Control center's Earthcrack ability has been nerfed. Mana cost 3500 -> 4000
Gameleader command added: -suddendeath (-sd; disables shield boosters)
After 1 hour gameplay, suddendeath mode is enforced to end the game
Instant victory is changed to a good slow victory
End game stats awards added:
Killer, Builder, Launchers, Shields, Missile Freak, Point Defense, Destroyer, Researcher, Ships Weapon Officer, Ships Shield Officer.


Changelog from 0.46 to 0.47

Fixed some bugs with the end game awards, preventing the ships AI to gain awards (hopefully fixed now)
added command: -stats: Allows you to see the potential awards at any given time
added command: -mode: Allows you to see the current game modes
Added new victory condition. Kill the ship crew (unit producers included)
Marines do now have 50% damage reduction from death spores and gas clouds
Death spores which ignores the shields get a green color now
The initial start units is now added to the death spores target list
The shield bunker upgrade has been buffed. Hp increased from 2000 hp to 2400 hp
Added minor distant sounds effect from large explosion and big missile launches
Changed the titles of some of the end game awards
Added Admiral award.

Added a new ship weapon. Water Torpedoes (6000)
Added new projectile: Submerged Energy Torpedoes - 12000 dmg - Invisible on radar - Damages ship hull
-
Critical Bug fixed that caused instant win to top ship crew (added missing condition) (0.47b)
-
Critical Bug fixed that caused the game to crash (LOL! looping hang xD) (0.47c)
-
Critical Bug fixed that caused the torpedoes to be jammed, and then kill the enemy? LOL (0.47d)
Critical Bug fixed that caused major impact party all the time on the map! LOL (0.47d)
Reduced the chance for the AI to get awards (0.47d)


Changelog from 0.47 to 0.48

Fixed tooltip missing icon bug for the laser towers
Fixed a bug with the added sound effects
Fixed a bug with the award counter that counts structures built
Anti matter must be hit twice with seekers now to be destroyed
Buffed the combat training upgrade. Hp pr level increased from 15 to 20
Slighly nerfed the initial hp of harvesters, parasites and spore beasts
Nerfed the anti missiles with shorter killing range
Slightly increased the cooldown of ships defensive control functions
Changed a chance ability of photon ball. High hp is replaced with unjammable.
Gameleader command added: -fragilemode (-fm; max hp is halved)
Control center's Earthcrack ability has been changed. It can no longer pierce shields. Mana cost decrease from 4000mp -> 2500mp. If it's being used while shield is down, it will continue until it expires, even if the shields would go online again

Added a new ship control shield option. Multi-Dimensional Shielding (8000). Greatly reduces damage taken from missiles and lasts only 25 seconds.
-
Fixed a fatal bug which made the missiles to move way to fast (0.48b)
Added a new JASS move script, which should make the game lagg a little less (0.48b)


Changelog from 0.48 to 0.49

Slightly improved the movement script. Replaced bj_DEGTORAD with 0.01745
Revealing secret hotkeys for missile launching (Q,W,E,A,S,D,Z,X,C)
Missile which hit the left and right edge of the map will instantly die
Multi-Dimensional shielding has been nerfed. Cost increased from 8000 to 8500
Multi-Dimensional shielding does block less damage now.
Missile Jammers do cost 12,5% more now.
Novalith cannons passive anti matter fire rate is reduced from 160 to 150
Team gold income bonus factor has been increased from 2,5% to 4%
Nuclear Launcher upgrade cost increased from 900 gold to 1000 gold
Removed passive anti-missile seeker fire from nuclear launchers
Imported a new missile model into the map (by Kofi_Banan)
1 new missile added: Cruise Missile (fast, anti homing system)
Added passive cruise missile fire to nuclear launchers
-
Fixed a bug causing the cruise missile to act like a anti-missile seeker (0.49b)
-
I think I fixed the fatal error bug, but not sure (cause is unknown) (0.49c)


Changelog from 0.49 to 0.50

Fixed a bug that sometimes caused the shields to suddenly deplete
Fixed a bug with the homing missile engine, that could be a source of fatal errors
Fixed a bug causing fatal error when a cruise missile killed a mega shield maxer. For the same reason, mega boosters cannot block of missiles anymore.
Cruise Missiles no longer destroy each other, they do instead 400 damage
Slightly reduced the cost of cruise missiles
Nerfed the Multi-Dimensional shielding, it cost 8000, but dmg reduction reduced to 82% instead of 86%.
Increased the cost of multi-phasing from 1250 gold to 1500 gold
Gameleader command added: -slowmissiles (-sm; disables the movement engine for reduced lagg and slower missiles)
New structure added: Orbital Center (Novalith tech required)
New unit added: Mothership (Orbital Center)
Mothership has 17500 hp and is equipped with 2 long range photon launchers with 6 sec cooldown; 3 Point defense plasma cannons against enemy missiles and ships with 2 sec cooldown, 4 short range energy cannons against ground and structures with 2 sec cooldown.
-
Damage done by jammers reduced from 20 to 15 (0.50b)
Attempted to tweak the homing system in -sm mode (0.50b)
-
Fixed a overseen memory in the homing missile system in -sm mode (0.50c)

Changelog from 0.50 to 0.51

Fixed a bug with the death spores which caused them to ignore the shields 100%
Fixed a bug with the ECM Jamming and EM Field abilities in -sm mode
Fixed a bug which caused the cruise missile to often slip trough the inner shield
Added a new control center ability: Gravity Vortex. Sucks all missiles.
added command: -zoom x: Where x is your view distance. 1000 min - 6000 max
-sd mode does now also eliminate some great laggs (lol without shield system, you're doomed xD)
-sd mode stacks perfectly with -sm mode. Great lagg reduction combined :cute:
Fixed other minor bugs...
Minor tweaks...
-
Fixed a fatal bug with the Gravity Vortex. It will no longer kill the player casting it (0.51b)
Fixed a fatal bug the napalm bomb in -sm mode (0.51b)
-
Fixed a bug that caused the Orbital beacon to not benefit from upgrades (0.51c)
Made an attempted fix to the seeker homing system in -sm mode (0.51c)
Added another bunker upgrade (0.51c)
Bunker unit capacity reduced to 4 (0.51c)

Changelog from 0.51 to 0.52

Fixed a bug with the submerged energy torpedo which could damage the enemy ship when it did hit a shield wave
Jammers do now 20 damage in normal mode, and 15 in -sm mode
Lasers nol onger suffer 50% damage penalty, but 75% damage penalty in -sm mode
Orbital Beacon is now available earlier - 20 minutes
Parasites do now evolve 20% slower. This should give the crew enough time to eliminate the infection
-npm mode does now properly remove passive missile fire icons
Mothership hp has been increased from 17.5k to 20k
Motherships long range weapon has 20% faster fire rate
Gameleader command added: -nobeacon (-nb; Disables orbital beacon)
Orbital beacon has now special com research to unlock the 2 new ships
ADDED NEW SPACE SHIP: SPACE BOMBER :cute:
ADDED NEW SPACE SHIP: MARINE FRIGATE :cute:
-
Reduced the reaction range of the bomber (0.52b)
Frigate do now auto acquire on targets - crew increased to 6 (0.52b)
Marines can now be controlled by the owner (0.52b)
-
Shield regeneration is now triggered and updates every second (0.52c)
There's no longer a limit to the regeneration bonus, even if both the shield abilities is at lv100 (0.52c)

Changelog from 0.52 to 0.53

Fixed several bugs with the submerged energy torpedo
Fixed a bug with the ultra bunker which didn't block the laser properly
Fixed a bug with the Nuclear Missile which prevented it to kill harvesters
Fixed a old bug that caused the units to get combat training lv 10 in -nds mode (I finally remembered it ^^)
Fixed a bug which caused the anti missile to effectively kill the big ships. It's now ineffective vs ships now except the bomber
Marine Frigate now keeps the same color to prevent player control abuse when boarding the other ship
Nukes and Torpedoes does now more damage on their outer explosion radius
Energy Recyclers will now be instantly destroyed when the energy reaches 0
Added player colors to the player names when they leave
1 new missile added: Razor Blade (replaces death spore in -nds mode)
The razor blade doesn't create parasites, but follow enemy units and slaughter them. When the razor blade is done with killing units, it will begin to slice up the structures. It takes full benefit from attack upgrades.
-
Rebalanced the Razor Blade in -nds mode: hp is halved so defending is much easier, duration reduced a little, cost increased a little (0.53b)
Razor blade do now move slower in -nds mode (0.53b)

Changelog from 0.53 to 0.54

Removed the ultra bunker income abuse bug and also nerfed it to 4k hp. It can no longer attack.
Removed the annoying homing system lagg bug in -fm mode, (replaced with normal anti missiles)
Added 2 new structures
Local Shield Gen (10 min)
Huge Shield Gen (20 min)
Made the Anti Matter cannon available just after 15 min
Orbital Beacon does now only cost 5k gold
Frigate can now be built without nova tech, but requires control center
Mothership does now only require Nova tech
Added a new control center ability - Energy Ripper. Destroys energy based structure.
-
0.54b
Bunkers and shield gens does dissipate in 1 hour sudden death. The game should now end faster

Changelog from 0.54 to 0.55

Fixed a deactivate bug for the local shield gens
Fixed a bug with the math, which allowed the huge shield gens to absorb 1 novalith
Fixed 1 fatal error issue with -b command (lets hope there is no more...)
Jammers does cost slightly more
The cost of single cruise missile is now 400 gold. Rest is the same
Only armament specialists can build local shield gens now
The bonus and cost of upgrading mega shields has been doubled
Other minor fixes...


Changelog from 0.55 to 0.56

Fixed a minor bug with the local shield gen
Removed the -bounty mode
Added a permanent mini bounty system instead.
Changed the energy system, which extends the benefit of having energy pools.
Increased the team bonus income bonus with 12.5% pr player -1 (4 players = 37.5%)
Doubled the starting shield strength
Increased both shield regen with 25hp pr sec.
In -sss mode, the shield strength will only be multiplied with 3 instead of 5, still that will make the shields in -sss mode 20% stronger than earlier.
Added an invisible handicap at start (2500 shield and 200 hp regen) which disappears later.
Halved the laser amount, but still does same damage.
-
0.56b
Laser do now 10000 damage instead of 5000 (a bug)
Fixed the laser description
Orbital beacon do now cost 4000, reduced from 5000.


Changelog from 0.56 to 0.57

Fixed a bug with the reserve energy system
Fixed a bug which caused you to not gain 50% money back when destroying your own structures
Added a new mode: -cf ; ceasefire mode which disallows missile launches at beginning.
Minor adjustments on loading screen text
Lessened the requirements on laser defense (500) - You no longer need ion cannon
Changed the missile seeker model
Decreased the research time for unit and structure upgrades

Changelog from 0.57 to 0.58

1.24b Compatible version
Reduced the casting range of Gravity Vortex
Ultra Laser Tower cost increased from 1200 to 1500
*Ultra laser tower dps increase by 25% accordingly to price

Changelog from 0.58 to 0.59

Fatal bunker bug caused the game to crash. Fixed.
Megashield booster cost increased by 5%
Reduced the cost of all shield booster upgrades a little
Local shield gens does now cost 45% more
Jammers cost reduced by 10%
Increased the cost of bunker upgrades
Greatly reduced the cost of energy managers (not recyclers)
Energy pool cost reduced from 500 to 400
Unit producer and tech producer does now have 25% more hp
Bomber no longer collides with normal missiles
Bomber cost increased from 2500 to 3000
Death spore toxic cloud damage increased
Novalith Cannon passive anti matter fire rate reduced from 150s to 140s
Reduced the cost of shield wave from 4500 to 4000
Increased the cost of shield boost from 4500 to 4750
Increased the cost of Multi-Dimensional shielding from 8000 to 9000
Increased the shield wave hp from 2000 to 2200
Reduced the cooldown on some of the ship shield powers
Minor edits...


0.61 - Version build from 0.57, stats might now match like in 0.59
Recoded the movement engine - should be much more efficient now
Removed slow mode as result of movement engine optimization
Greatly improved the anti-missile homing system
Increased the cost of local shield gen to 2500
Increased the upgrade cost of huge shield gen to 7500
Energy ripper damage is limited to 4500 now
Set shield booster upgrade the price same as costs

0.62
Fixed missile edge bug (You know, fatal error when its out the map edges)

0.63
Added a teamkill failsafe by killing main builder at start
Added Plasma Defense Tower (8000) - Ultra Laser Upgrade
Sudden death will occur at min 50, instead of 1 hour
Increased the costs of anti missiles
Doubled the storage capacity of Energy Managers
Also increased Energy Managers costs accordlingly
Workers can no longer attack gold wards (team kill bug)
Fixed a bug with Jamming System (New Projectile system)
Fixed a bug with laser damaging other ship before it hit inner
Removed Ultra defense bunker upgrade
Upgrade shield booster available before min 5 (To prevent unfair rush)

0.64
Reduced cost of Energy Recycler from 1250 to 1000
Fixed a bug with the jamming system, it will now jam properly
Fixed a teamkill punishment bug which caused a team to lose
Energy spike does now 7000 max damage
You will need 2 energy spike shots against a huge shield gen

0.65
Added alternative regen upgrades to shield boosters
Shield Inner Maxer does add 200% more shield hp, but cost more
Shield Outer Maxer do add 100% more shield hp
Shield Inner Regenerator do add 100% more regen bonus
Shield Outer Regenerator do add 200% more regen bonus, but cost more
Added new mode: -quicktech, halves the delay of time restrictions
Novaliths are now more resistant to jamming
Extended top area at top ship to match bottom ship
25% faster default gold income at normal mode
Recharge outer is now available after only 5 mins



Latest Changelog

0.66

Added -fog mode: Fog of War enabled
Added -npt mode: Disables Plasma Defense Tower
Added -ncc mode: Disables Control Center building
Added build effect on rocket launchers now
Increased energy storage by 50%
Space vessels slightly cheaper
Anti Missiles is now ineffecive against vessels and vortex
Some ship control functions is available earlier now
Extended multiboard to show number of enemy missiles
Radar Scan replaces EM Slow field for control center
Fixed a bug with quick tech mode not working
Fixed a bug that could disable mode commands for host


0.67
Added mode dialog selection for blue player
Strong starting shields is now default
Energy spike do now cost 3000 energy to use
Increased cost of control center to 3000
Radar scan will drain 200 energy in fog mode
Nerfed Control centers energy drain ability
Fixed leak entry waits to same for both teams
Fixed a missile bug with vessels taking to much damage
Fixed a bug with gravity vortex kicking out players
Fixed a fatal error bug with bunkers
Fixed small multiboard bug

5d46354211981f2409d93bddb3ec804b_4403.jpg

Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: https://entgaming.net/link/host.php

Load code for ENT is
iwxu2 for the 0.67 version


Feedback appreciated


Credits
  • Credits to Exilus5 as the first mapper. Map is continued from an old Missile war map of his.
  • With the 1.24 incompatibility special credits to Procyon for fixing the return bug for me.
    [*]Credits to:
    WILLTHEALMIGHTY for the BTNSharkMissile icon
    [*]Credits to:
    Kofi_Banan for the RocketMissile-2- model
    [*]Credits to:
    RightField for the laser model
    [*]Credits to: ? for the blue shield bubble


Notice: If you're tired of being early game missile rushing, type -cf and you have a enjoyable longer game.

Keywords:
Missile, Nuke, Ship War, Missile Wars, Nuclear, Rocket, Cruise Missile, Nuclear, Ship, USA vs Iraq, NUKING MADNESS
Contents

Missile War v0.67 (Map)

Reviews
21:17, 7th Oct 2015 StoPCampinGn00b: Rating bumped from three to four. It's a quality classic and the user ratings shows how favorable this decision would be. Enjoy :) 12:04, 12th Sep 2009 PurplePoot: Bumping to hopefully unlock the topic.

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
There is 1 problem, the blizzard 1.22 patch made WEU useless and i can't update the map again. Saving the map in 1.21b, with WEU, won't work on 1.22 when you try to play the map. So it's no way to update the map, unless you want to stay with 1.21b forever, but you cannot play it on b.net since you need 1.22. Currently I map 2 other maps, so I'm done with this map. :sad:

You have to live with the bug. 0.53b is the absolute final version.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Good news, i finally figured out a way to update. Now a update will arrive soon.... :)

Edit_

New version released. It features a new tactical structure which allows you to protect key positions. The Local Shield Gen protects a small area and is quite expensive. I put a high price on it, and I need to balance it.


I only played 1 game to see if the shield gen work, and it did. Released a b ver cuz I forgot to add the shield in sudden death.

Missile War group
http://www.hiveworkshop.com/forums/groups/missile+war+addicts/




Also added tag names for techs, so you easier can identify your tech level.

T1 (Starting structures)
T2 (Energy pool, jammers, ions...)
T3 (Unlocks Some more structures, Upgrades of several structures)
T4 (Unlocks Few more structure and even better upgrades)
T5 (Unlocks high tech structures)
T6 (Unlocks Novalith and mothership)

T1 = avaiable from start, T2 = 5 min, T3 = 10 min, T4 = 15 min, T5 = 20 min, T6 = 30 min. All these can be researched to be unlocked earlier...
 
Last edited:
Level 2
Joined
Aug 28, 2008
Messages
12
okay. this is AWESOME!
The crash bug is fixed, which is one of only two flaws i saw in this map,
the overall Missile War system is just awesome,
the Mothership is INSANE

it's a great laugh to see a GOLD MINE flying across the map on the torpedoes,
jammers are handy
lasers are lifesavers,
command centers are convenient

simple way of saying it,

this whole thing is just AWESOME!


it is a little lag heavy, so for me 3v3 is the cutoff to play the game and not go insane
but lag is not a really severe problem, it's just an annoyance.

Thanks for finding how to work this new system. The gaming community is now that much better around here.
 
Level 4
Joined
Jul 28, 2008
Messages
93
Ah, by the way i found a new cause for crashing if you haven't realized this yet...the game crashes when a bunker unloads a unit...
 
Level 4
Joined
Jul 28, 2008
Messages
93
The non upgraded one (possibly with upgraded) , built by a specialist engineer. It could just be me, but i had it happen in a game and then i tested alone and crashed both times. (maybe my wc3 is corrupt)

I wasn't using -b
 
Last edited:
Level 2
Joined
Nov 1, 2008
Messages
15
Sujestion

Well in Missile War what my friend and me suggest its

-More Space (building can take 1 small square instead change map design)

-More Upgradable building like shield instead of 1 upgrade can be 3 like this its will req. less space

-More Ressource for More Player (i play always the map 2vs2 because i don't want have low resources gathering and i play -HI)

-Counter Missiles would be cool

-Building Defensive fire Counter-Missiles (can upgrade) at the end full upgrade he fire 20 Counter Missiles each time enemy missiles on the map

-Square Map base (its difficult to build shield and defensive if the map go like circle)

-More shield Regeneration (me and my friend play allot and we play 2v5 and we still win easily... because of pressure you send 30 small missile always each 5 sec and there shield will break really easy)

-Game Mode -Apocalypse (Fire 2 time missile and shield are 2 time more effective)

-Stronger Defensive building (when the shield break the game its over its would be cool make something can really stop missiles when they destroy the shield)

I hope you like my suggestion and thanks allot for have read that list
 
Level 8
Joined
Nov 29, 2007
Messages
371
Your apocalypse game mode doesn't make much sense. If you fire two times as many missiles and the shields are two times more effective, then your net difference is zero.
Except for more lag from the extra missiles.
I would also disagree with square bases, that would make the game less interesting.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
sry for late response!


Well in Missile War what my friend and me suggest its

-More Space (building can take 1 small square instead change map design)

-More Upgradable building like shield instead of 1 upgrade can be 3 like this its will req. less space
I don't think the build space is bad. It should be so building tons of shields won't have unlimited advantage due to good space. But leaving this isn't completely out of option yet...

A team which builds messy will learn that it's a bad tactic to waste valuable space. Also building in perfect order will on the other hand increase the effect of the missiles splash. But I would say

SoldierDuMM said:
-More Ressource for More Player (i play always the map 2vs2 because i don't want have low resources gathering and i play -HI)
Every team gets 4% more for each player on the team. I've considered increasing the team bonus and I will.
SoldierDuMM said:
-Counter Missiles would be cool

-Building Defensive fire Counter-Missiles (can upgrade) at the end full upgrade he fire 20 Counter Missiles each time enemy missiles on the map
You have structures that fires anti missiles (manually ofc), and no I won't add buildings that make the games unnecesary long. Also jammers and lasers are good enough, in addition to the ship control AND control center you can defend almost against any kind of situations. I think the defensive means is good enough as it is.

Purpose of being defensive, is that you have an option of doing an effective counter move.
SoldierDuMM said:
-Square Map base (its difficult to build shield and defensive if the map go like circle)
Please elaborate.

SoldierDuMM said:
-More shield Regeneration (me and my friend play allot and we play 2v5 and we still win easily... because of pressure you send 30 small missile always each 5 sec and there shield will break really easy)
I've considered this before and often thought of increasing the initial regeneration.

At least massing missiles at start part is the critical issue. The shields have only 50hp pr sec regen at start. I'll look at this cuz I've experienced this myself.

Maybe I increase the initial shield strength.

SoldierDuMM said:
-Game Mode -Apocalypse (Fire 2 time missile and shield are 2 time more effective)
I Agree with DrazharLn. 2 times more missiles / 2 more effective shields = 1. This is absolutely pointless and will just cause more lagg.

SoldierDuMM said:
-Stronger Defensive building (when the shield break the game its over its would be cool make something can really stop missiles when they destroy the shield)
You have local shield gen later in the game. Also upgraded bunkers work as walls.
SoldierDuMM said:
I hope you like my suggestion and thanks allot for have read that list
np.



When I got time, I'll work on the update.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
its was suggestion .... but wow you just refuse everything
If you can read, I did not refuse everything.

_______________________

I released a new version.


The major changes are a buff to the energy system and changing the bounty system.

I also buffed the initial shields at start.


There is a new gamemode, which disables any form for missile attacks within the first 8 minutes; also the ship laser. This gives you time to build up your defenses and is more suited for long games.
 
Last edited:
Level 1
Joined
Dec 7, 2008
Messages
1
Nice map.

First I would like to say I love your map insane much! But I also have some suggestions about some changes, I dont know if some of them are even possible but gonna post em anyway.

First I think you should change the Local Shield Generators, make them drain some mana each sec they are on, perhaps like 10-15 on small and perhaps 30-40 on the upgraded, this is to make them more realistic and also so we would have to manualy turn them on and off.

Also I think you should make it possible to to turn of the main shields, like a new building called "Ship Command Center" where you can either turn of shield 1 or 2, this would be helpful in some situations like if you opponent sends a nuke against you, I rather want it hitting inner shield since outer shield is strong and it would take out either one I let it hit.

The shield system should be changed some, make inner shield and outer shield depend on one stat, "Energy" would be how much power your ship has to power its shield, so instead of making shield booster we make energy producers, there can be some upgrades, one bit safer one with a little lower energy output and one massive one with an explosion effect on destruction.

Also we should be able to control how much energy we give each shield like write -os (Outer Shield) 40, which would give the outer shield 40% power and then the other way around. Got some more changes but dont got time to write them all down now :D
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Well thanks for opening it! And thanks to procyon at us east for making it 1.24 compatible


I have released 0.58 which is 1.24b compatible. It has been so long time I've worked on this that I forgot which important changes to do.

Also for those who hates missile rush at the very beginning, type -cf and you delay the missile rush until 8 mins has elapsed. I forgot to add it in the Mode commands list in quests ingame.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Well, sry to disapoint you. I cannot add an more features due to severe problems when saving the map in the editor. I might if the one who fixed the return bug sends me the map back, I may update it further and do the necesary changes.


But this is 1.24b compatible, which would please those who missed missile war when the 1.24 patch made it unplayable.



Well, this may be the final version.
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Ok, I released a new version which balanced the game. I discovered that the local shield generators were acutally quite imba, so I had to increase the cost of these so they don't rival the ships shields by price and used only for protecting tactical locations. They are still vulnerable to energy spikes so I didn't make them to expensive either since the energy spikes are such a great counter against local shield generators.


0.59 Changlog
Fatal bunker bug caused the game to crash. Fixed.
Megashield booster cost increased from 1000 to 1050
Reduced the cost of all shield booster upgrades a little
Local shield gens does now cost 45% more
Jammers costs reduced by 10%
Increased the cost of bunker upgrades
Greatly reduced the cost of energy managers (not recyclers)
Energy pool cost reduced from 500 to 400
Unit producer and tech producer does now have 25% more hp
Bomber no longer collides with normal missiles
Bomber cost increased from 2500 to 3000
Death spore toxic cloud damage increased
Novalith Cannon passive anti matter fire rate reduced from 150s to 140s
Reduced the cost of shield wave from 4500 to 4000
Increased the cost of shield boost from 4500 to 4750
Increased the cost of Multi-Dimensional shielding from 8000 to 9000
Increased the shield wave hp from 2000 to 2200
Reduced the cooldown on some of the ship shield powers a little
Minor edits...
No new stuff added, only balancing.
 
Level 5
Joined
Mar 22, 2009
Messages
170
For a new gold collection method, you could make the energy generaters have four smaller generators nearby, that have 100 health, but start with 10 health, or any amount that is less than 100%(the are immune to all attacks, and never take damage). The harvesters(priest model) would have a custom heal spell, that can heal buildings, heals 0 health per cast, has the gold bounty animation (or somthing), and has a duration of .01 (if you use 0, it will glitch). a trigger detects the cast of this spell, and gives xx gold (use a variable, and increase it for -hi mode, and when income increases). When a generator dies, kill the four smaller generators.

This will allow you to change the income rate, allow any number of harvesters to harvest, and prevent anything else from harvesting. (parasites can harvest, odd)

For the shield recharge (both) ship control, make the cost of the item (or unit, I'm not sure which it is) nothing, and make the cooldown nothing. When it is bought, it takes the players money, multiplies it by two, and restores the shield to that amount. In the case that the the shield capacity is lower than the money times 2, it will recharge the shield to max instead, and charge the shield capacity divided by 2 money. If it is bought when the shield is not depleted, it will use one gold per 5 health restored.

This is one of the better games I've seen, and i would love to help you with it if you needed it. I would note that if you upgraded to vjass, it would lag much less, however, this game is the best gui game i have ever seen
 
Last edited:

N.O

N.O

Level 6
Joined
Feb 20, 2009
Messages
200
Great job on continuing Exilus5's map, I like how you used the phoenix fire ability in this with the damage taken action. Though I wish the lag wasn't so bad and I got a idea that might reduce it a bit more which is decrease the size of the missiles by a little bit.

- Very Great Use of GUI
 
Level 1
Joined
Oct 28, 2009
Messages
3
Would it be possible to get a mode to switch outer and inner shield?
Also, perhaps giving a way to defend the Huge shield Generators vs the Energy spikes, they make them useless.
 
Level 3
Joined
Apr 11, 2009
Messages
43
Good point about the energy spike. It is a pain beyond all hell and is more a war of who can energy spike the other persons centre first. This is too direct, and so I agree. A major flaw is there is no way to protect the huge shield generators. <--- The one massive update required. The only way a properly protected command centre should be able to be destroyed is through a direct missile attack, or the spores' infections. Whenever you do update, make sure you fix that.
 
Level 1
Joined
Nov 7, 2009
Messages
1
TKF (Exilus5) I dont really know if you're looking at all these comments but I think the walls are a bit bad like if i get 6 rocket launcher its down in some seconds, like make them have 5% hp regen then you can upgrade to 10% and last 30% or something like that, and make the walls have more hp not just 20 or 40 -.- make like 80-100 on first wall and 60-80 on next or the other way around but w/e. So umm just gonna tell you that I love this game but change the thing about the walls thanks, Greetings / VilestyleShim
 
Level 1
Joined
Jan 22, 2010
Messages
4
Starcraft 2 missile wars?

Are you going to make a starcraft 2 version of missile wars? If so as a fan of missile wars I would like to give some of my missile war two suggestions to you.
 
Last edited:
Level 3
Joined
Apr 11, 2009
Messages
43
Hmmm. Do you have any problem with myself else creating a similar map in SC2?

I wouldn't create a duplicate, but I would follow similar ideas. (Goal and method would be the same almost, but different resource systems, different structures, etc.)
 

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Hmmm. Do you have any problem with myself else creating a similar map in SC2?

I wouldn't create a duplicate, but I would follow similar ideas. (Goal and method would be the same almost, but different resource systems, different structures, etc.)
No I don't have anything against that you create a similar map in SC2. You can do what you want by all means. You can say that this map is based on a wc3 map made by Exilus in the way already used ideas should be credited.
 
Top