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(2)Poison Waters

Story - As poison slides into these rivers the hostiles become more enraged with power. Watch your step, the waters may damage anything that comes in contact. Fight your way through these lands with potions and clean water healing wells.

Map Features -
: 4 Gold Mines
: 10 Orange Camps
: 4 Green Camps
: 2 Red Camps
: 7 Neutral Buildings
: 2 Players

Credits - N/A

Map Type - Melee

Author - The Panda/ItsKrylon

Changes:
Edited murloc loot drops.
Added critters
Adjusted AOW area in orange camp
Added doodads.
Took out disease cloud units and added replacement's.
Reworked doodads.
Added some trees, and re did goldmine hostiles.
Previews
Contents

Poison Waters (Map)

Reviews
twojstaryjakcie
The map is beautiful, the terrain and water convey the idea of a poisonous forest very well; the greenish landscape looks captivating, too. Creeps are mostly balanced, the map is symmetrical and from what I experienced, there are no apparent pathing...
mafe
Another map that is quite rather similar to the last 3-4 of yours, but it surely has its own unique aspects. I like the creep positions. Having 3 neutral buildings "in line" always looks a bit unnatural, but given the map layout, this is still best...
Level 8
Joined
Feb 4, 2017
Messages
111
The map is beautiful, the terrain and water convey the idea of a poisonous forest very well; the greenish landscape looks captivating, too. Creeps are mostly balanced, the map is symmetrical and from what I experienced, there are no apparent pathing issues. However, there are some problems with the map, but they're rather easy to fix.

The Murloc camps near the Tavern don't drop any items - I suppose that's not intentional.

The expansions don't offer much wood and I see no reason why they shouldn't. Moreover, the creeps at the expansion are way too easy to kill - it's possible to secure the expansion with as few as just three Militia and a Level 1 Archmage without taking any losses. This means that fast-expanding is an extremely potent strategy for Human players and gives them an edge over other races.

Speaking of other races, I think it'd be a good idea to add a critter or two on each side of the map so that Undead players can use them for their Rods of Necromancy.

There is too much water around orange creep camps, preventing Night Elves from using their Ancient of War to creep - if you increased the height of the areas around the orange camps and removed unbuildable terrain, Night Elf players would no longer be at a disadvantage.

It's not a big problem, but the green spider camp looks quite silly underwater - I think you could make a little hill for those poor creatures so that they can breathe again.

This map has some potential, but the aforementioned issues are holding it back when it comes to competitive experience (apart from the spiders, they just need some air).
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
hello there, nice map, there are two things that I sugest to change if you wish to:

1) I think those murlocks creeps level 16 can loot something

upload_2017-12-26_19-5-51.png



2) You are genius or you have to much luck, no you don´t have agrro by an inch , still I sugest you to pull those creeps a bit behind, you can remove some trees so the U part will be more deep,is an easy thing to do there is plenty of space


upload_2017-12-26_19-9-35.png



rating

5/5

see ya


(apart from the spiders, they just need some air).

Magic spiders don´t breath air, they have some sulfurous enzymes so they can metabolize the minerals in the water.

Now talking serius many spiders can swim and they can capture a bubble of air and go to swim underwater, when the bubble is out, they go back to the surface and capture another


maxresdefault.jpg



They breath by the abdomen and not by the mouth. In their abbdomen they have book lungs and they have some kind of shutoff structure so they can hold the air in their abbdomen.
 
Last edited by a moderator:
Level 8
Joined
Feb 4, 2017
Messages
111
People seem to be taking my spider remark a bit too much to heart XD Of course there are water spiders and obviously even if there weren't, one could argue that Warcraft is a fantasy universe and spiders can breathe through their abdomen, legs and eyes combined, yadi yadi yada. I could argue and say that I don't see any air bubbles in-game, hurr durr, but that's not the point. I meant it more as a joke, but I think it'd just be easier for players to notice those little spiders - they're small, their bodies don't go above the water level and the water itself is pretty opaque due to its greenish hue. If they were above the water level, they'd just be easier to spot, that's all.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
People seem to be taking my spider remark a bit too much to heart XD Of course there are water spiders and obviously even if there weren't, one could argue that Warcraft is a fantasy universe and spiders can breathe through their abdomen, legs and eyes combined, yadi yadi yada. I could argue and say that I don't see any air bubbles in-game, hurr durr, but that's not the point. I meant it more as a joke, but I think it'd just be easier for players to notice those little spiders - they're small, their bodies don't go above the water level and the water itself is pretty opaque due to its greenish hue. If they were above the water level, they'd just be easier to spot, that's all.

yes for melee purpouse, the scroll targeting will be harder :)
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Another map that is quite rather similar to the last 3-4 of yours, but it surely has its own unique aspects. I like the creep positions. Having 3 neutral buildings "in line" always looks a bit unnatural, but given the map layout, this is still best option I think.
About creeps:
-I would not use disease cloud creeps, these are very nasty against humans, annoying for orcs and elfs, but undeads are completely immune. Gives one race a clear advantage.
-I am usually not a fan of manaburn creeps, but as here the evil guy is at red camp, I dont think it is an issue. For the same reason, the felwood merc camp is a very two-edged sword though, as that creep can also be bougth there, any manaburn is an very, very strong ability, that I believe can completely shift the balance of some matchups.
-For the lizards at the shop, a lvl 1 tome is probably justified. One could even make a case for a lvl 2 powerup.
 
Level 30
Joined
Mar 14, 2014
Messages
1,215
Explain this issue please. How are they immune?

Disease Cloud is an Ability (effect), which damages everything not classified as undead. Undead on the other hand aren't even affected by the Cloud. Just tested it with a Disease Treant and a Giant Skeleton Warrior fighting each other. The Skeleton wasn't affected by the Disease Cloud.
Normal Enemies will get affected by the Disease Cloud. (Also tested)
 
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