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Red Storm Rising

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Red Storm Rising
Based on Tom Clancy's Red Storm Rising and EndWar

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Story
2024.

It has been almost a decade since the two nations of Iraq and Afghanistan have been freed from centuries of oppression and conflict. Now, leading the world as economic supergiants, the young democracies celebrate their freedom, declaring the 10th anniversary of their freedom a national holiday.

All was well...

Suffering from setbacks in its economy due to overspending and corruption in the government, Iran turns its eyes towards the two nations. Seeing an opportunity, Iran activates its sleeper agents within the two governments. One week later, the two Presidents mysteriously "disappear" from the face of the earth. An investigation is launched; but after one month, no trace of them is found.

Now, with two puppet governments under their control, Iran, along with Iraq and Afghanistan establish the United Islamic Republic, rallying other Arab nations to join the UIR. All refuse, but with Iraq and Afghanistan under its control, Iran has little to fear. With this acquired wealth, Iran spends heavily on its weapons development and more importantly, nuclear weapons research. All this happens despite enquiring questions from the international community.

One month later, without warning, the UIR launches a massive invasion against Israel. Despite their heavily modernised armed forces, Israel can do little but fall back from the fight, as its population is slowly exiled to Europe. However, the UIR also cannot take Tel Aviv without losing the majority of its troops.

And that's when it happens...the UIR launches a Tactical Nuclear Missile towards the city. Within the matter of seconds, Tel Aviv is decimated into nothing more than a smouldering pile of rubble and destruction.

Declaring victory over Israel, the UIR soon turns its eyes towards Saudi Arabia, a nation that the UIR has long considered a "traitorous dog" for the West. Outrage and promised actions of retribution from the international community nonetheless fail to allow them to prevent yet another nuclear missile from dropping in Riyadh. The Saudi army, despite being technologically superior to the UIR forces, is simply exterminated by the sheer numbers of the UIR.

18 million civillians are killed in a matter of five seconds.

Threats from the international community fail to stop the UIR, as it promises to fire more nukes towards both the East and the West. With no one able to stop them, the UIR unites the two additional nations, and then shuts itself off from the rest of the world.

However, with almost half of the world's total oil supply under its control, the internation community faces the problem of petroleum. Radical developments in green technology cause the conversion of most fossil fuel systems to hydrogen, electric, solar and biofuel instead by 2044. But the demands for such technology simply surpass the supply. Both the East and the West can simply do nothing more than appeal for the UIR to sell petroleum, at an extremely high and unfair price of course.

2046.

Almost four years after the UIR was created, never-before-discovered oil reserves are found in the Siberian region of Russia, supplies rivalling that of the Middle East. Overnight, and in the following weeks, Russia's economy skyrockets to top the GDP list, topping the United States, the EU and the UIR. With this newfound wealth, Russia slowly begins to expand its sphere of influence and begins the building blocks for the creation of the Eastern Alliance. Many former eastern bloc nations readily join the EA, seeking to join the benefits of Russia's wealth.

2047.

Frustrated by setbacks in the petroleum industry and faced with a potential economic meltdown, the UIR sends in a black-ops team with the help of a sleeper agent, to Nizhnevartovsk, Russia's largest refinery in the Siberian region (and prime source of income) with one mission; destroy the plant at any cost neccessary, including their own lives.

They thought they were striking a blow for freedom. What they had done, unknowingly, was fire the first shots in World War III.

Desperately short of oil, the Kremlin hawks see only one way of solving their problem; seize supplies in the UIR. To do that, they must first neutralise NATO's forces and eliminate their response. And so begins Operation Red Storm, a dazzling master plan of diplomatic subterfuge and intense re-armament...

2048.

War breaks out. Germany is invaded. Iceland is overrun by EA Forces. World War III begins.

(Yes, I know the story part was long but I needed to explain the background story more :grin: )


Description
Red Storm Rising is a Modern Warfare-themed map based on the Battle of Alfed in Tom Clancy's Red Storm Rising. Gameplay is a mix of WiC (World In Conflict) and EndWar.

It pits two teams of five players against each other. There is a heavy emphasis on battalion control, so there are no buildings to build or resources to harvest. Just select what units you want to bring in to fight and let the battle commence!

'Gold' is represented by Command Points. These are needed for certain Commander support commands and for ordering in more reinforcements. Players are given one CP every 15 seconds. Kills also grant CP.

Objectives
NATO (Players 1,2,3,4,5)
Destroy the EA Fuel Dump located to the EAST of Alfed while preventing the EA from taking control of the Strategic Location within Alfed. Destroy it by any means.

Eastern Alliance (Players 6,7,8,9,11)
Capture the Strategic Location located to the WEST of Alfed while preventing NATO from destroying the EA Fuel Dump located WEST on the outskirts of Alfed. To capture the Strategic Location, you must move at least a platoon (12) of units into it, with all NATO forces near it eliminated.

Units
There are five categories of units that can be called in as reinforcements for both sides. Each unit has its own advantages and disadvantages against certain types, so 'spamming' one type of unit will not work.

The categories are:
Infantry, Main Battle Tanks (MBT's), Infantry Fighting Vehicles (IFVs), Gunships and Special Forces.

Infantry
There are six types of Infantry units for both sides; there is a heavy emphasis on Infantry units so make sure you have at least a platoon of them. They are: Rifleman, Medic, Marksman/Designated Marksman, Assaultman/Anti-Armour Infantry, Heavy Support/Machine Gunner and Combat Engineers.

Main Battle Tanks (MBTs)
There is only one MBT (at this time) for both sides; they are the T-100 Ogre for the EA and M5A2 Schwarzkopf for NATO.

Infantry Fighting Vehicles (IFVs)
There is only one IFV (at this time) for both sides; they are the BTR-112 Cockroach for the EA and M118 Fastback for NATO.

Gunships
There is only one Gunship (at this time) for both sides; they are the Mi-55 Locust (which is actually a Gunship/Attack Helicopter) for the EA and AH-80 Blackfoot for NATO.

Special Forces
Special Forces troops can only be called in via special skills usable by the Commander only. They are divided into two types for each side; standard Special Forces and Covert Ops. They are the Kommando (standard) and Delta Operator (covert) for NATO; Spetznaz Operative (standard) and Wolf (covert) for the EA.

Commanders
Each side has a Commander 'hero' that they can use to call in airstrikes, artillery fire missions and other forms of support. You can also request for Special Forces troops this way.

WMDs
WMDs (Weapons of Mass Destruction) are single-use commands that can only be used once every 860 seconds by one player at a time (the authorisation will be given randomly to one player on the losing side). The WMD will deal massive damage in one large area of the map and pretty much kill every unit caught in Ground Zero. The WMD for NATO is Kinetic Strike; EA's WMD being a Tactical Nuclear Missile.

There is also a third WMD that can be used by both sides; EMP Discharge. EMP does not kill units but will disable every unit in the map (allied and hostile). Hostile ground mechanical units will be disabled permanently; hostile helicopters are destroyed instantly.


Game Modes

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Normal
Standard gameplay.

Short Mode
WMDs unlocked automatically. All players begin with 1000 Command Points (CP).

=====================================


There are several additional game modes that will be implemented in the first 30 seconds of the game:

No Armour (-na)
Disables the option of picking IFVs or MBTs for both sides. Only Gunships and Infantry can be deployed.

No Artillery (-nart)
Disables all Artillery-based commands for all Commanders.

Midnight Combat (-mc)
Normal gameplay but with both sides fighting in complete darkness.

Zombie Conflict (-zc)
Adds zombies to the fight!
[NOTE: Game mode not related to story :wink:]


Progress
Terrain : 100%
Units : 90%
Triggers : 70%
Alpha Stable : Not yet tested.

Images - Terrain
wc3scrnshot030910203434.jpg

wc3scrnshot030910203106.jpg

wc3scrnshot030910202947.jpg

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You will fight them in the cities...

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...in the forests.

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...in the wilderness.


Credits
Spells
Exide
icewarrior98
Amigurumi
Ham Ham
NFWar

Models
Kofi_Banan
Illidan(Evil)X
Azazel_
Ham Ham
shamanyouranus
WILLTHEALMIGHTY

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UPDATES:
09-03-10 Thread Created (Images not uploaded)
09-03-10 Terrain images uploaded/Added some more stuff
17-03-10 Cleaned up thread abit
09-04-10 Red Storm Rising on hiatus; working on another map
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