Moderator
M
Moderator
10:22, 23rd Apr 2014
Orcnet: Map approved.
Orcnet: Map approved.
Mission Impossible
Mission Impossible 3.0
Created by S.R.Cherusker
About the general concept:
This map, like all my maps, departs from quick, game-deciding campaigns and the usual base building, along with many other traditional expectations, right down to details like "proper" balance. The Warcraft Editor and the character attributes are therefore experimental material for my ideas regarding the game world and player experience. Long-term strategy, more freedom of choice, and a longer gameplay experience are paramount. I aim to achieve this through appropriate triggers and map design. The fun for the gamer here lies in a mix of trying out what's possible and voluntarily adapting to the narrative, the story. Either the player participates or will be disappointed if their only goal is to exploit flaws and win as quickly as possible. My goal of implementing this game design is fifty percent achieved. Bugs included.
Game play basics:
The story
The game has 3 levels
- Your Special Task Force is sent out to support two armies of the alliance. The ignorant generals based them next to 6 warlike orcish clans. And now the shit hits the fan.
One (amongst others) way to win the war
- Easy The six orc clans begin as disunited clans and then, according to a fixed plan, gradually form coalitions of varying sizes over the course of the game. Sometimes they're all together, sometimes in groups of two or three, then alone again, and so on. So they are hostile towards other clans or united. If your are lucky, if they are a coalition, they might suddenly start fighting amongst themselves in the middle of a major attack because they went hostile to other clans.
- Normal Similar to the "Easy" level, but other orcs, spawned and controlled by triggers, regularly pass by your base and disturb you.
- Hard The orcs begin as a single coalition, all six united, and this never changes.
Defeat
- You can destroy an orc fortress in one hit using so-called "Flame strike Fly-bombs" (similar to long-range drones), which cover half the playing field and are launched from towers that you build. If the attack on an orcish fortress is successful, the affected clan withdraws from the war, becoming permanently neutral. You have one less opponent at a time. They will act for themselves or fight other orcs. (Their current behavior in this case is subject of change in the next update, because it makes the game sometimes chaotic though also funny.)
The following chat commands can be used internally to influence the orcs
- According to the game's narrative (quest), you lose as soon as both allied bases are destroyed. However, you can continue playing and fighting the Orcs.
- orcs union
orcs 3 tribes
orcs 2 tribes
orcs disunited
Credits
Banshee Queen and Icons by Sellenisko / 67chrome
Spell [Manasurge] Whirlpool v1.0.5 by Manasurge
Paladin (Sword) by Murlocologist
Footman and Rifleman Lordaeron by Asssssvi
Gnome Worker by Pvt.Toma
HighElf Priestess by Sin'dorei300 and Uncle Fester
HighElvenSorcerer by PROXY, BTNHighElvenCleric by Elenai
Unarmed Runner by RageEnforcer
Calia Menethil by kangyun, Icon by Heinvers
Name of (heavy modified) originalmap: Goldrush (by Blizzard)
Features
- Cinematic Intro
- Quests (Narrative orientied gameplay)
- imported ability and models
- modified object data
Techtree Information
Highelven Embassy Support
Core of the game is a new techtree in addition to the common one of the humans. Its origin is the High Elven Embassy. It enables an updating to 2 new towers, 15 abilities and updates the towers in generell. All abilites and units are taken from the warcraft ressources, but values, dependencies and requirements have been modified. The picture here gives an overview:
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Techtree
The complete techtree with it's requirements can be seen here:
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Multimedia
Loading Screen:
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Gameplay Screenshots:
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Cinematic Video:
Video Description:
Cinematic scene
Video Description:
Introduction at the beginning of the mission.
Mapdesign:
Image Description:
The terrain.
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Image Description:
I improved with Version 1.02 the forests. Now its a mix of lordaeron summer trees, ashenvale canopy trees and northrend canopy trees.
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Image Description:
Just landed. Now your mission begins.
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Image Description:
Your fortress in the south-west.
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Updates
Version 1.01
Version 1.02
- Corrected minor typing mistakes
- minor mistakes in descriptions and regarding the order of the updates
Version 1.03
- improved landscaping: trees
- disabled certain triggers
- programmed fixed order of the days, when the Orcs are changing their union
Version 1.04
- bugfix regarding the spawning of orcish attackwaves. Importance of that fix: High.
Version 1.06
- Players townhalls, keeps and castles definitly cant train any Peasants no more.
- Players Elite Soldiers can "convert" orcish Peons, when they ensnare them. They can do some peon's work then.
- All 2 kinds of ghost towers loosing mana (-0.27). They become visible when they have less then 300 mana. They become invisible again, if they are filled up with mana from a Mana Wagon.
- removed attribut bonus ability for players heroes
- set mana-cost for whirlpool-spell to 80 (was 0 before)
- corrected typing mistakes, minor changing of trigger-descriptons, re-arranging some triggers, minor changes of some trigger-code, changing some descriptions in quests, removed the message of constructed Arcane Ghost Towers, added message regarding coalitions of Orcs.
Version 1.07
- Arcane Ghost Towers: reduced defense base to zero and defense type to unarmored.
- Doom Ghost Towers need to filled up with mana after being constructed.
- changed icon of Priest Arcane Master Training, Engeneering level 1, and level 2.
- quest and other ingame informations got partielly some (other) colors, making them more readable. Correcting typing mistakes
- improved description of map
Version 1.08
- Generell improvement: Mapdesign and gameplay
- removed a goldmine
- allied AI can't get an archmage (because player is forced to have one)
- archmage has 5 blizzard levels
- properties of an defeated orc-clan will be shared automatically with the remaining orc clans.
- Level 2 (normal) new balanced
- starting time at level 1 (easy) changed
- lower upgrade costs of Arcane Ghost Towers and Arcane Doom Ghost Towers
- vultures at scout towers now summoned, no longer sold. They die after seom hours
- Orcs can be pacified
Version 1.09
- some memory leaks eleminated
- minor edits in object editor and trigger
Version 1.10
- improvements (functions of allies-handling, better stomp for human towers, better armor for human sieges
Version 2.0
- Landscape, minor changes
- custum units for the player added
- 2 heros right away when starting
Version 3.0
- trigger improvements
- landscape improvements
- change of difficulties in 3 levels