• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Azshara's Secrets

Azshara's Secrets (2v2, 1v1)

A small sized map for 4 players created by Mr. Painkiller (Nevermore822 on the Hive) . This map has a good amount of creep camps and almost every type of neutral building. The aim of this map is to see how quickly players can improvise based on time, positioning, creeping and enemy harassing. It is NOT meant to replicate standard types of melee maps.

Map Description: The land of Azsuna is filled with secrets and treasures, but they're not left unguarded. Powerful warriors have tried to conquer these lands, but Azshara's pets have made short work of them.

Preview:
minimap.png


Features:

Creep Camps:
- 10 Green Camps
- 16 Orange Camps
- 6 Red camps
(+4 if there are no players on the starting positions)

Neutral Buildings:
-
4 Expansion Gold Mines, guarded by mediumly difficult creeps.
- 1 Tavern in the middle, unguarded.
- 2 Marketplaces in the middle.
- 2 Goblin Shops, 2 Goblin Laboratories
- 4 Merc camps (Sunken Ruins)


Disclaimer: The 4 gold mines in the middle were removed due to imbalanced gameplay..
Preview screenshot made by:
Zephyrius2412


Looking forward to Feedback. Enjoy!
Previews
Contents

Azshara's Secrets (Map)

Reviews
deepstrasz
There's a difference between the username and map author. Melee maps should have the minimap as the preview image. 1. To avoid players which aren't allied starting near each other you could use the triggers of this map: Skeletal Coast v1.3 2. I'm not...
Level 3
Joined
May 17, 2015
Messages
12
Looks like a map suitable for FFA.
Why don't you give central twin expo a little more space?

Nice terrain.

In my preference FFA will be a little more like a 1v1 and another 1v1 separate on this map, and whoever wins first on his side has a huge advantage over the remaining 2 players. So I believe that a map divided like this is not balanced for FFA, but that's just my opinion. I'm also still debating whether I should keep the twin expos or actually improve them. Thanks for the feedback!
 
Level 29
Joined
May 21, 2013
Messages
1,635
hello there, now thats a nice one sunken ruins map you have been working on, very interesting, many neutrals for a 4 player map,
I have some sugestion I you like to study them and see if the map can be improved





24 green creeps?? 24/4 = thats 6 per player, I think is a lot and they are near each other , 4 per player is very generous, 2 per player is the minimum. after campping 2 green creeps you can go orange, camping 6 green seems a waste of time.

Map simetry, in 1vs1 I think the player near mercenary camp, gets distance benefit for camping, that the one with the red creep, 3 orange for player 4, 4 orange for player 1

Paths: a bad move and you got bitten by a creep camp, you have to walk in some narrow imaginary paths, and the goldmines with murlocks in camp mode: I dont know what the hell happen, if they are in camp you should walk safe, still in test they attack the tower so you cant walk there, they have 600 range it seems

96x96 maps for 4 players is like put a bear inside a car, you dont have space for anything
128x128 is much mor confortable.
128x96 is a midle thing but, you still can feel the compactation effect


upload_2017-11-16_19-55-14.png



Azshara statue, you didnt put her, why? why? actually this is not important at all, but if you are interested in adding her, this prop is with the dungeon tileset.

again really nice map, but I think you got some balance things that can be improved and thats gonna cost you points bro (and I am doing blind eye to that 2 goldmines thing)
remeber 128x96 for 4 players you dont have that much space so study paths and if there are unnecery creeps mind remove them.

as it is, I rate 3/5 ( I actually think is a 3,5 but I dont like to overrate so I am rounding to 3, I also wish to see others users reviews and the mod review to consider my final rate, this has the potential to reach the 5/5)

try to improve this map, it worth it for shure, good luck, happpy mapping.
 

Attachments

  • upload_2017-11-14_21-54-27.png
    upload_2017-11-14_21-54-27.png
    331.6 KB · Views: 272
Last edited by a moderator:
Level 3
Joined
May 17, 2015
Messages
12
hello there, now thats a nice one sunken ruins map you have been working on, very interesting, many neutrals for a 4 player map,
I have some sugestion I you like to study them and see if the map can be improved
...
again really nice map, but I think you got some balance things that can be improved and thats gonna cost you points bro (and I am doing blind eye to that 2 goldmines thing)
remeber 128x96 for 4 players you dont have that much space so study paths and if there are unnecery creeps mind remove them.

as it is, I rate 3/5 ( I actually think is a 3,5 but I dont like to overrate so I am rounding to 3, I also wish to see others users reviews and the mod review to consider my final rate, this has the potential to reach the 5/5)

try to improve this map, it worth it for shure, good luck, happpy mapping.

Thanks for the Feedback, I've updated the map.
 
Level 10
Joined
Oct 26, 2016
Messages
160
I was mistaken it for a FFA due to too many creeps scattered all across the map! You will need to skimp on them!

Also, with only one entrance to the twin expo on the cliffside, it will provide an impregnable defence which attackers will have to take great risks. Use unbuildable tiles to prevent tower blockage!
 
Level 3
Joined
May 17, 2015
Messages
12
I was mistaken it for a FFA due to too many creeps scattered all across the map! You will need to skimp on them!

Also, with only one entrance to the twin expo on the cliffside, it will provide an impregnable defence which attackers will have to take great risks. Use unbuildable tiles to prevent tower blockage!

Both issues were resolved. Creep camps have been decreased and the expansions in the middle were replaced with Marketplaces.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
There's a difference between the username and map author.
Melee maps should have the minimap as the preview image.

1. To avoid players which aren't allied starting near each other you could use the triggers of this map: Skeletal Coast v1.3
2. I'm not sure that the neutral camp guarding the Merchant (not Marketplace) should drop an Inferno Stone.
3. Engaging the dragons might bring the nearby revenants to their aid.

Awaiting Update.

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

Always check/recheck the Map Submission Rules! (Map Submission Rules)

Screenshots could attract more players to download your work. Make the best of them.

A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 3
Joined
May 17, 2015
Messages
12
There's a difference between the username and map author.
Melee maps should have the minimap as the preview image.

1. To avoid players which aren't allied starting near each other you could use the triggers of this map: Skeletal Coast v1.3
2. I'm not sure that the neutral camp guarding the Merchant (not Marketplace) should drop an Inferno Stone.
3. Engaging the dragons might bring the nearby revenants to their aid.

Awaiting Update.

I've made it a bit more clear that I'm both Mr. Painkiller and Nevermore822. The reason for the different names is that I've made this Hive account way before I decided to change my in-game/online handle, and from what I saw it's quite a hassle to change your name on this website and I really can't be bothered. I have both names written on the map description and where I've posted it here on the Hive.

Now for the feedback you gave me:

1 - Adding any kinds of triggers will make the editor classify the map as an Altered Map and not a Melee one. You can see that on the little icon that displays the number of players the map has right next to the Map's name. And for the Ally Player thing, the editor has a tool and a basic preset to how this works: If you go to Scenario -> Ally Priorities Properties you can see that there's a "High Priority" that the players Red And Blue will be allied, and so will Teal and Purple. In any way that should be the case, I believe the editor automatically bases this off of how close each players starting area is. I will test this out just in case but I do believe I'm correct.

2 - I initially had a different camp there and I accidentally left that type of item drop there. My bad, it's fixed now.

3 - Correct. I've relocated the Revenants to the opposite side of the pathway.

Thank you for the Feedback, I'm slowly getting the hang of this melee map thing thanks to it, terraining is what I'm mostly good at so this is a new field of work for me and I like it so far.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
1 - Adding any kinds of triggers will make the editor classify the map as an Altered Map and not a Melee one
So would custom doodads but it is allowed. It's your choice of course.

Approved.

've done some balancing in that case, thanks for the feedback, glad you enjoyed it either way
Please use the green Edit button at the bottom of your posts and add text there instead of writing one post after another of yours unless it's an update.
 
Top