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Myth The Fallen Lords

Hi everyone, Im posting my 3rd project of the Myth Series: Into the Breach
Myth is a RTT that you control only units with special abilities in a full 3d scenario.

In this mission, your troops must recover the castle of Brayle. You will find the dark over the woods when going to the city of Brayle. When you reach the gates the enemy will close the drawbridge, but you must use an invisible dwarf to, in steath mode, enter the castle and destroy the lever to down the drawbridge. Than your troops must kill every unit inside the castle.

FEATURES:

Realistic arrow: Using damage engine and projectile missile system your arrows is very realistic, it can collides with trees, walls, and units, and it can miss arrows. ( you can avoid enemy arrows behind a stone wall or a tree)
Bounty system: In original Myth, killed enemies gives bounty, in this game the units gain attack speed, damage, armor and the archer more acuratte.
IA: When you reach the village of brayle an enemy squad has IA to attack and back stance if needed, it will cast flame arrows too.
Item system: All your units can carry itens, like Flame arrows, Satchel Charges, and Bounty.
Bash system: Almost Every unit that takes damage get stunned for a few seconds.
Dificulty: You can choose three dificults (easy, normal, or legendary), more harder, more enemy units to kill.
Battle sounds: Light units in combat screams like: fire at will, into the battle, foward man!

UNITS:

The Light:

Warrior: Melee soldier that has an passive ability to block an non magical attack with the shield
Archer: Ranged unit, that shots arrows, and has the flame arrow ability, that burns the ground over few seconds.
Dwarf: Small ranged units with high destrucion area power, can place satchel charges (land mines) that explodes at enemy contact.
Dwarven Pathfinder: Same as Dwarf but with more life and attack range and damage.
Crowssbowman: This is my idea introducing to myth, it is a ranged unit like archer, but it bolts flies faster and high damage that archers.

The Dark:

Ghouls: These undead minions are weak vunerable to every attack, but they run faster than every other units. His speciality is surround dwarves and archers.
Thrall: Slow undead minions with slow attack speed, but resistent to every attack.
Dark Archer: These bandits serves the dark now, and has the same abilities of the Light Archer, but less acuratte
Brigand: Bandits that hold a axe and are similar to Warrior but more weak.
Stygian Knight: Dangerous unit, this without soul unit uses a resistent armor making then imune to arrows and bash, and takes low damage from swords, but very vulnerable to explosions.
Souless: These undead minions uses the bow to attack at distance, similar to Archers, but weaker.
Ghast: Slow undead unit, that has pus attack, it petrifies stricken units, for some seconds. 100% Chance (Stun + Cold Effect for 7 seconds) The warrior may block the Ghats attack.

I hope you enjoy

CREDITS:
(I´ve been choosing for weeks, and I love every models I´ve used in the map :))

Shadow Warrior as Stygian Knight from johnwar (Model), 67chrome (Texture)
Crossbowman from loktar
Human Archer as Dark acher from HappyTauren
Drawbridge from Tranquil
Fortification stairs from MassiveMaster
Archer as MaleElfArcher from Mc !

--- MERGE ---

Myth The Fallen Lords: 01. Crow´s Bridge

This is humble remake of the first mission of Myth: The Fallen Lords: 01 Crow´s Bridge
For those who don't know, Myth is an RTT in which you control only units, and each has some skills. (MICRO in this game is essential).
This map is based in Myth Series, the first mission consist in defend a small village and then cross the bridge. (10-15min gameplay)

Other features:
You can choose one of 3 dificults. I recomend you start at easy to see how the mechanical works, then increasing. The difference between levels is that by increasing, the number of enemy units increases, the gameplay remais the same.
The ranger units has missile splash damage, you can micro to avoid an enemy arrow, or your own arrow can damage your own troops.
Left and right key to rotate camera. Type "-cam" to restore camera game

CREDITS
Myth: The Fallen Lords soundtrack in briefing and victory screen (Thank you for bungie@R for create a so beatifull soundtrack that marked my youth a lot.
This map uses a custom model: Loarderon Archer. Idk who make it but Thank you so much, I´ve downloaded it from other map dont know who is the author.
Thank you for all comunity of hive to helped me make this map. Especially Uncle did the Flame arrow.
The units Warrior and bowman has sounds of other game : Knights and Merchants. They has a scream when attacking enemies like (fire at will, in to the battle, arm your bows etc) Thankyou for TopWare for building that sounds I like so much( marked me too).


Myth 2: Soulblighter 01.Willow Creek

(10-13min gameplay)
I´ve decide introduce Myth 2. The gameplay remains the same.

Short History:
After sixty years of Myth: The Fallen Lords , hear about the Great War, and the Fallen Lords were just tales of grandfathers for grandchildren. But that would change after certain strange events when finding open graves in various locations. Cruniac, the Captain believes it's wild dog service. But one day on a routine patrol, we spotted smoke in the village of Willow Creek, and went to investigate.

Gameplay:
Staying away from Ghasts is the key. Use archers and the dwarf to eliminate them from a distance, use the warriors only when cornered.



Thanks to:
@Kitabatake for make the villager I´ve used in the "fisherman"
@MeteORA for making the wooden fishing rod, I´ve used in "fisherman"
@olofmoleman for making the Araucaria tree. Araucaria is native from my homeland, I´ve introduced here.
@eubz for making the tree variation, that model is very similar tree used in Myth Series.
Contents

01.Crow´s Bridge (Map)

03.IntoTheBreach (Map)

Reviews
deepstrasz
Decided to approve this as it got a nice update and the gameplay isn't really that familiar, let's say, to Warcraft III. Although, I'm hoping you'll add more maps in this thread. If you want more reviews, you should participate in the The Grand...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
It's a really nice map. Could get a bit monotonous; needs a lot of micromanaging.
Hopefully you'll make more maps with diverse gameplay mechanics.
An annoyance is that the archers can't cast the fire arrows when they are all selected.
 
Level 22
Joined
Jun 11, 2017
Messages
626
Failed it on normal. Completed it on easy, but failed all optional quests. Will post all two attempts here as WC3:REF replays.
And what we have at all:
  • It felt smooth and like a charm - I, myself, never played an original game so maybe slowly walking units and slow-flying arrows are intented. As Starcraft enjoyer, I found it a rather slow. Then I read about "RTT" genre and understood why - my fail :)
  • Sometimes player can recieve "optional quest failed" about killed unit, maybe twice in row. But after that bugged message no longer appear;
  • Does Ghouls have increased chance to bash?
  • Can Mortair unit suicide itself with his ability - I mean, is it damages EVERYONE or only enemies?
After all, it's nice map - looking forward to play next chapters of this old game, interpreted in Warcraft 3 Reforged!
 

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Level 12
Joined
Oct 28, 2019
Messages
457
Failed it on normal. Completed it on easy, but failed all optional quests. Will post all two attempts here as WC3:REF replays.
And what we have at all:
  • It felt smooth and like a charm - I, myself, never played an original game so maybe slowly walking units and slow-flying arrows are intented. As Starcraft enjoyer, I found it a rather slow. Then I read about "RTT" genre and understood why - my fail :)
  • Sometimes player can recieve "optional quest failed" about killed unit, maybe twice in row. But after that bugged message no longer appear;
  • Does Ghouls have increased chance to bash?
  • Can Mortair unit suicide itself with his ability - I mean, is it damages EVERYONE or only enemies?
After all, it's nice map - looking forward to play next chapters of this old game, interpreted in Warcraft 3 Reforged!

1)TY for playing it, Im really grateful. The original game is a little slow I´ve tried to make similar.
2) About the "optional quest failed" I will investigate.
3)Ghouls has more movement speed, and the chance to bash of all units is 100% (1 second) if hit the target, if a ghoul try hit a Warrior and it get missed, the bash dont work. Archers can miss target, so the bash will happen only if the target is hitted.
4)Are u talking about the "land mine" and the normal attack? YES, it damage all units around. This is a little diferent of Myth series... In original game is placed a satchel charge (land mine) that only explode if hitted by the dwarf or other kind of flame (like the flame arrow of the bowmans) Im trying to make this but with no sucess until now...
one more time ty
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Decided to approve this as it got a nice update and the gameplay isn't really that familiar, let's say, to Warcraft III. Although, I'm hoping you'll add more maps in this thread.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 12
Joined
Oct 28, 2019
Messages
457
NEW UPDATE!!!

1. Units moves more quickly (a little bit)
2. There is hill bonus (more range to ranged units, archers gain critical strike in cliff)
3. Satchel charges now is the same of Myth game, it doesnt explode at enemy contact, but yes when mines are killed by fire (flame arrow or dwarf explosion) So you can do traps against enemis, when they are above the sequence of mines, you shoot a flame arrow, and one mine will explode other (if in range of explosion)
4. Added killing units bonus (Bounty hunter) . When a unit kill other, in game myth it stay more stronger (I´ve add damage, attack speed and armor)
5. Now I use damage engine (unknow author) to detect when warriors can block an attack, an animation defend is showed when a warrior block an physical attack.
6. Item system, now units can drop what they carries in inventory like flame arrows, satchel charges, (bounty no). You can find in the map itens that your units can use, and other kinds of itens.
7. Classic and reforged gameplay.

Added 2 new units: Crossbowman (WC1) by @loktar and MaleElfArcher(WC2) by @Mc ! TY FOR THESE MODELS liked it so much

TY for all comunity helped me do these maps, Making a map is like leonardo da vinci paints a picture, sometimes it takes, weeks, months or even years.

plz if anyone has a little time send replays.
 
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Level 12
Joined
Mar 4, 2014
Messages
204
Played the map for a few minutes, and after i killed over 100 zombies with the mortarteam i got bored and left, not sure what this map is supposed to be, for starters the units move too slow, as if the game speed was slowed down from the game itself, this is the worst thing you can implement in a map, i don't see what is fun about playing war3 in slow-motion, we do get a quest at start to find some fisherman which i never found because zombies kep spawning and i kept killing them, but to what end? what is the goal, no idea...

I played on the latest veersion of War3 (classic graphics), hardest difficulty.

Things to make the map playable:

- Increase the move speed of all units and zombies.

- Show how many zombies are left on the map and how many will spawn so the player has an idea of his progress so he isn't just killing zombies at random for who knows how much time.

- Put a quest marker on the map to know where we have to go to complete the quest so we dont have to search the entire map, i mean this wouldn't have been such a big problem if my units weren't moving in slow-motion, slower than a snail!

- Implement some sort of different zombies, since having only 1 type of zombies is boring, could even implment a boss type zombie that comes at the end of the waves!

- I like the item idea when you kill zombies with a unit you get stacks of 1 item that increases dmg and armor, but after i killed 100+ zombies with my mortarteam i just run out of space so the item stacks just dropped on the ground, they seem to have a max cap of 10, you should remove the cap, since getting max items is kinda boring, and not being able to stack them defeats the point of the kills.

About the item stacks, each stack should increase the attack speed and move speed as well, so it gets better the more zombies you kill the more op your units get in terms of agility, of course with each wave you can increase the move speed of the zombies as well, you can give them some spells, like dash and jumping spells to make the game more intresting and less boring.

The map as it is now is incomplete, keep working on it, good luck!
 
Level 12
Joined
Oct 28, 2019
Messages
457
Played the map for a few minutes, and after i killed over 100 zombies with the mortarteam i got bored and left, not sure what this map is supposed to be, for starters the units move too slow, as if the game speed was slowed down from the game itself, this is the worst thing you can implement in a map, i don't see what is fun about playing war3 in slow-motion, we do get a quest at start to find some fisherman which i never found because zombies kep spawning and i kept killing them, but to what end? what is the goal, no idea...

I played on the latest veersion of War3 (classic graphics), hardest difficulty.

Things to make the map playable:

- Increase the move speed of all units and zombies.

- Show how many zombies are left on the map and how many will spawn so the player has an idea of his progress so he isn't just killing zombies at random for who knows how much time.

- Put a quest marker on the map to know where we have to go to complete the quest so we dont have to search the entire map, i mean this wouldn't have been such a big problem if my units weren't moving in slow-motion, slower than a snail!

- Implement some sort of different zombies, since having only 1 type of zombies is boring, could even implment a boss type zombie that comes at the end of the waves!

- I like the item idea when you kill zombies with a unit you get stacks of 1 item that increases dmg and armor, but after i killed 100+ zombies with my mortarteam i just run out of space so the item stacks just dropped on the ground, they seem to have a max cap of 10, you should remove the cap, since getting max items is kinda boring, and not being able to stack them defeats the point of the kills.

About the item stacks, each stack should increase the attack speed and move speed as well, so it gets better the more zombies you kill the more op your units get in terms of agility, of course with each wave you can increase the move speed of the zombies as well, you can give them some spells, like dash and jumping spells to make the game more intresting and less boring.

The map as it is now is incomplete, keep working on it, good luck!
This will be a campaign, you should try the next mission, crow´s bridge too, myth is in slow motion (no way to change this). About the item stack, I´ve added 20 stacks to the zombie map. About the stack to increase movement too is a good idea ty. In willow creek mission has only one type of zombie, im doing the recopy of the myth campaign. The fisherman is near the river, fishing... It turns into a crossbowman, I will ping fisherman location.

the first mission of myth 2, is willow creek, need kill about 120 zombies, walking deads, you talk about other kind of zombie, maybe a boss? What difficult you played for the first time? Did you find it normal difficult hard? Easy?? Cause even with weak zombies, the fact them comes from everywhere and has petrifying attack, it cannot be so easy...
 
Last edited:
Level 12
Joined
Oct 28, 2019
Messages
457
NEW UPDATE IN BOTH LEVELS,

01.Crow´s Bridge: decided this map will be the first, cause its more cool. Features: Now the captain, warn you when the enemies squads is comming, Cause in this kind of gameplay is better be ready from where the enemies is comming.
02. Willow Creek: the fisherman location is showed when get this quest, now the dwarf has 40 kill stack size, to prevent dropping in the ground when the inventory is full.

FUTURES PROJECTS:

03. Tallow: Rubrick, one of the townsfolk of willow's survivors said he has an important message for the mayor of tallow, so Cruniac, our captain, decided to agree to escort him to the town of tallow.
In this mission, you must follow rubrick, and protect him, until arrives the town of Tallow.

04. In to the Breach.
After talking to the mayor of tallow, it was discovered that the Braile baron was involved in the conjuration of the dead, as he was spotted wagons entering with bodies in his fortress.
In this mission must penetrate the castle walls, and using a invisible dwarf to destroy the leveler that open the gates of the fortress, to our troops enter.

OBS: all these has in myth campaign.

05. Braile´Defense (bonus) (this is not in myth campaign)
Survive map. The player will defend the castle of Braile from the Dark forces.
 
Level 12
Joined
Oct 28, 2019
Messages
457
NEW UPDATE,

I tried to give agility to the units, to prevent slow motion. Units now move faster, and projectiles too. For ex, before Warriors move speed was 100, now its 150, even this is more slow than original game (270). The life of all units was increased, to prevent that an unintentional dwarf attack could ruin the game, that is, the dwarf was nerfed. More balances were made, and small text bugs were fixed.
 
Level 2
Joined
Sep 16, 2020
Messages
7
Good idea for a mod! I remember Myth 1 and 2 were great and challenging but game controlls were terrible (worse than in old RTS games like Warcraft 2, Age of Empires 1 etc.) so it was also frustrating :D It would be nice to replay it with at least War3 responsiveness.
 
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