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Mission Impossible

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
  • 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.
The game has 3 levels
  • 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.
One (amongst others) way to win the war
  • 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.)
Defeat
  • 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.
The following chat commands can be used internally to influence 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:


233234-albums7237-picture86766.jpg


Techtree

The complete techtree with it's requirements can be seen here:


233234-albums7237-picture96423.jpg



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.
233234-albums7237-picture81921.jpg

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.
233234-albums7237-picture86517.jpg

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
  • Corrected minor typing mistakes
  • minor mistakes in descriptions and regarding the order of the updates
Version 1.02
  • improved landscaping: trees
  • disabled certain triggers
  • programmed fixed order of the days, when the Orcs are changing their union
Version 1.03
  • bugfix regarding the spawning of orcish attackwaves. Importance of that fix: High.
Version 1.04
  • 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 1.06
  • 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 1.07
  • Generell improvement: Mapdesign and gameplay
Version 1.08
  • 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



Keywords:
warcraft,frozen throne,battle,orcs,alliance,lordaeron,
Contents

Mission Impossible (Map)

Mission Impossible (Map)

Mission Impossible (Map)

Reviews
10:22, 23rd Apr 2014 Orcnet: Map approved.
Nice terrain, but those trees seem unfitting to the environment.
The Lordaeron Fall trees indeed look out of place there. Try adding something else, even dead trees if you can.
Edit: As for the coasts you could also add river rushes there to make a more pleasant scenery(also cattails).
Edit: On the river parts you can add river rushes, cattails, some well placed rocks(not too much) and some lily pads.
 
Regarding the trees: I indeed think about to try out some custom tree models in near future. Those trees here are just the frozen throne trees as in the maps from Blizzard. Some dead trees I already added, thats always a good idea - northrend canopy tree, could add more of them.
 
@eubz

in the cinematic scene? They run to gather wood for the sake of ... because its a movie. They shall do something and not stand around.
If you dont choose the cinematic, and start immediatly, I also did let them run to the same place where they have to gather lumber. Just because I do not have to order them, and - you will see in the game - they are running to the right place. (and it's a dangerous place, thats a reason, too) They dont run away, even it looks like. Did that make the matter clear?

I like it sometimes sharp in the terrain - however, maybe I overdid it at some places. What parts do you have in mind?
 
@eubz you mean, it confuses the player, that when he ll start to play, the peons are running around without his orders? Because he's not used to that behavor? If i understand you right - i can understand that.


@all
I did load up an update with minor changes, nonetheless important. And I serve a video in the description. Regarding all other ideas I will still let the list of to-do's growing up a litte bit more.
 
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Hi, I'd just like to say that this a fun and great mod, and it has very interesting triggers. I do like that when I Charmed an Orc peon it created a trigger giving all the orcs much higher tech, but I dislike that the waves spawned from the buildings I built with the peons attacked my own buildings.

Good job, otherwise, very fun. 4.5/5 :D
 
This is amazing! and you're good using warcraft resources, anyone may be put edited doodads, destructibles, etc, with rere textures to make a ''unique'' map, but this finish with an ugly terrain.
I admire your work with the bases and the terrain modeling.

TIP: you can add more vegetation in green zones with a lot of trees, add flower if you want (try to use blue flower in big zones with grass), add mushrooms near ashenvalle trees and add more rocks in dirty zones because this last make a good dry terrain.

Anyway you're very good and you know what to do.
 
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@ ldragogode297

As far as I understand you right, the attackwaves did spawn even then, when there are no orish greathalls etc. no more? So you deestroyed a base and build your own at the goldmine I suppose. I did'nt used that strategic on this map, hence I did oversee that wrong spawning. I checked the trigger and now they spawn at the Greathalls and their updates and stop spawning there when there are none of those buildings no more. So thanks a lot for your really valuable hint and have fun!
 
@ iBraianHD

Thanks a lot for your positve comment. Regarding the terrain - thats quiet e neverending task, whenever I improve the triggers, adding new ideas (have some in mind) I also do something in the enevironment, but its also takes some times, coz this needs care. Thanks for your tips!
 
Version 1.04 is availlabe.

Most important changings:
- When a player's soldier is ensnaring an orcish peon, the peon changes the ownership and belongs to the player and can do some basic work.
- the Ghost Towers are loosing mana over the time. At a certain amount of remaining mana the become visible.
 
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Oh geez, I'm sorry for being dumb and not replying. With the charmed peon thing, it wasn't that they were spawning from destroyed great halls, it was that they were spawning from my own buildings and attacking my own buildings. I built my base just SE of the SW base.

Specifically I captured him while assisting my NE buddies while they were attacking the base just SE of them, before I met up with my buddies, and I sent him alone back to the original base, then moved him out with a just-revived Archmage. :)

Probably should have responded earlier, my bad....
 
With the charmed peon thing, it wasn't that they were spawning from destroyed great halls, it was that they were spawning from my own buildings and attacking my own buildings. I built my base just SE of the SW base.

Hi, thanks for response :)

Since Version 1.02, orcish great halls, strongholds and townhalls are, when its time for a new attackwave - loaded in an empty group, which is used for the location of spawning/creating attacking units in a loop.

In the first version they seemed spawning at the starting locations, so they spawned even then, when its no longer orcish ground - a logic mistake. So i guess, that was the case, can not look in version 1.00 and .01 no more, its deleted.:ao:

The attacking units are mostly fel orcs and a bit stronger. They are not controlled by the AI, just by themself - and, thats a little bit un-pretty, standing around if no enemy nearby. So i delete them before each new wave - just to say btw.
 
I wanna suggest something' make the orcs more orcish because trolls and tauens are weird in this map

Like Troll Headhunter to Spearman
Troll Witchdoctors to Warlocks
Troll Battrider to Spirit Wyvrens
Spirit Walkers to Magi
Tauren to Ogre Smasher

But overall, good map! +rep!
 
Update 1.08 is available/

A major changing is:
It turned out, that destroying all the orcish buildings after a good amount of game days is rather boring. Therefore now: If you destroy an orcish fortress with a big Flame Strike Bomb, then the Orcs are deeply terrified (or impressed?) and the relationship is changed to neutral and they will count as if defeated. You get also 50 percent of their income. (The clan appears brown). They will nonetheless take part in any other automatically happening coalations with other orcish clans so that they fight maybe each other.

The programming behind is unusual. Because I dont found a way to check wether the fortress was destroyed or attacked by the specific flamestrike of that specific weapon I made a triggersystem which compares the times of the dead of the the fortress and the dead of the flybomb. If it's close by, its "True".

There is a wierd issue regarding the Doom Ghost Towers which summon the Flame Strike Bombs. The towers can be teleported with mass teleport. This is because they are organic to have the ability to summon. It's not a bug, it's maybe a feature, haha, well, I think about to prevent mass teleportation in this game in a future update to solve that "problem" or do not provide the archmage no more. It may be an interesting thing. But the towers are, if more then one, when teleported, gathering at exact the same place, becoming like one.
 
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Well it is rather disappointing as your ally have the capacity to build units while you're stuck in your existing and priests/sorcerers which is not fun (squishy af). I hope you can build additional units, like air units. Overall can be played twice for me and it's not fun anymore.
 
Well it is rather disappointing as your ally have the capacity to build units while you're stuck in your existing and priests/sorcerers which is not fun (squishy af). I hope you can build additional units, like air units. Overall can be played twice for me and it's not fun anymore.
It is not my intention to dissapoint the player but to present a challange, the opportunity to apply "out of the box" thinking and the experience of surprises and a glorious defeat in an epic battle :grin:.

Forget the common melee map strategie and build order etc. expectations.

And you are not helpless or stuck - just disvover the other strategic possibilites, consider the helping power of the two AI controlled "normal" allied armies in the NW (in case you did your task and helpeld them to get on their feet) and use the custom updates. Keep in mind: You are just a small special op troop in a "Mission Impossible." You shall not build a base, create a big army and play at the books.
 
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