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Myth The Fallen Lords

Myth: The Fallen Lords – Mission 01: Crow’s Bridge (Remake)


This is a humble recreation of the first mission from Myth: The Fallen Lords — Crow’s Bridge.


For those unfamiliar, Myth is a real-time tactics (RTT) game in which you command only units — no buildings, no economy — each with unique abilities. Micro-management is essential.


In this mission, you must defend a small village and then push forward across the bridge to eliminate the invading Dark forces.
Estimated playtime: 10–15 minutes.




Features


Three Difficulty Levels


Start on Easy to learn the mechanics, then increase the difficulty.
Harder modes simply add more enemy units — gameplay remains the same.


Ranged Splash Damage


Missile units deal minor splash damage:


  • You can dodge enemy arrows with good micro.
  • Your own arrows can hit and damage your troops.
Units

The Light


Warrior
A frontline melee soldier with a passive ability to block non-magical attacks using his shield.


Archer
Ranged unit that fires arrows and can use Flame Arrow, igniting the ground for several seconds.


Dwarf
Short-range demolitions unit with powerful area damage.
Can place Satchel Charges (land mines) that explode on enemy contact.




The Dark


Ghouls
Fast undead minions, weak to all attacks but deadly in groups.
Their specialty is surrounding dwarves and archers.


Thrall
Slow, heavily resilient undead with low attack speed but high durability.


Soulless
Ranged undead similar to Archers but weaker overall.




Additional Credits


(I spent weeks choosing the right models — I truly love every asset used in this map!)


  • Shadow Warrior as Stygian Knight
    Model: johnwar
    Texture: 67chrome
  • Crossbowman – by loktar
  • Human Archer (used as Dark Archer) – by HappyTauren
  • Drawbridge – by Tranquil
  • Fortification Stairs – by MassiveMaster
  • MaleElfArcher – by Mc !



Merged / Additional Notes


This remake is based directly on the original Myth Series mission:
Defend the village → Cross the bridge → Survive.


Additional Features​


  • Three difficulties (Easy, Normal, Hard).
  • Rangers have missile splash damage.
  • Camera rotation with Left/Right keys.
  • Type “-cam” to restore default camera.



Sound & Music Credits


Soundtrack


Myth: The Fallen Lords music is used for the briefing and victory screen.
Huge thanks to Bungie for creating such a beautiful soundtrack that marked my youth.


Unit Voices


Warrior and Bowman use voice lines from Knights and Merchants, including:
“Fire at will!”, “Into the battle!”, “Arm your bows!”
Thank you, TopWare, for these iconic sounds.
Contents

01.Crow´s Bridge (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...
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!
 

Attachments

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
 
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!

R U L E S

Site Rules
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BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
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Description Guide - Maps
Map Thread Guide
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Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Alexen
https://www.hiveworkshop.com/forums/staff-contact.692/
 
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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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!
 
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...
 
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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.
 
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.
 
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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""NEW UPDATE""

In multiplayer myth games, you can choose which army you want to play. So I decided to introduce this into the original campaign. You start the game with a certain amount of gold, and you choose your army, each unit costs a certain amount.

New units present in the myth game were added, one of them is the "souless" skeleton that shoots javelins.
In light units, we have two types of archers, Walock of Flame, Journeyman, Heron Guard and Berserker, each with unique abilities.

I decided to change all the tilesets and leave the game in the war3 classic format due to it having better gameplay and more resources available, as well as being more practical to load and test the maps.
 
New update to Crow´s Bridge

1- Bowmans has again missile splash to enable micro enemies missiles (like in original myth) / (before it was normal attack with 20% chance miss)
2- Bounty removed, now the unit kills increases directly the damage of the unit. Has been removed to enabled cast charge with all warriors selected
3- The Warriors has charge ability, that make it runs 50% faster in direction of its facing angle ( you lose the control of the unit for 5 seconds)
4- SD / HD suported but all units inclued villagers and ghouls are SD.
 
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