• 🏆 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!

Blossoming Valley

  • Like
Reactions: ISL and deepstrasz
Blossoming Valley
by Knecht & WolfFarkas

174375-1c2a13da8dcbb62f19302ad75e53d4aa.jpg

Description

The golden Vale of Eternal Blossoms has been corrupted by the Sha. Do your biddings fast before the corruption spreads.

Neutral Buildings

- 4 Expanding goldmines.
- 2 Goblin Merchants.
- 2 Goblin Labs.
- 2 Lordaeron Summer Mercenary camps.
- 2 Barrens Mercenary Camps
- 1 Tavern

Creeps

- 6 Green creeps.
- 14 Orange creeps.
- 4 Red creeps.

Unique Features

- Terraining that represents a region of Pandaria.
- Unique neutral buildings positions and shapes.
- Unique creeps balanced using Pandarem creeps.
- 4 red creeps.
- Barrens merc. defended by red creeps, where you can buy air units (ideal for scouting).

Creeps detail and Loot

Green:
1) L6: Tortoise camp units 2 L1; 1 L4: loot permanent L1.
2)L8: 2 Reef elementals L2; 1 tortoise L4: loot permanent L1 + power up L1.
3) L9: 1 Tuskar L2; 1 Tuskar L3; 1 Pandarem L5: loot power up L2.

Orange:

1) L10: 1 troll priest L2; 2 troll L2; 1 pandarem L4: loot permanent L2 + power up L1. (LS merc. camp)
2) L12: 1 troll priest L2; 1 troll L2; 2 pandarem L4: loot permanent L2 + power up L1. (Center mine)
3) L12: 1 pandarem L4; 2 trolls L4: loot charged L2 + power up L1. (defending nothing)
4) L14: 1 Tuskar L4; 1 tuskar L2; 2 pandarem L4: loot permanent L3 + power up L1. ( Border mine)
5) L16: 2 pandarem L4: 1 troll priest L4; 1 troll L4: loot charged L3 + power up L1. (Goblin merchant)
6) L16: 2 pandarem L4; 2 tuskar L2; 1 tuskar L4: loot charged L3 + power up L1 (defending nothing)
7) L16: 2 pandarem L4; 2 polar fulborg shamman L4: permanent L3 + power up L1 (Goblin Lab)

Red:
1) L20: 1 polar elder shamman L8; 2 pandarem L4; 1 Tuskar L4: loot charged L2 + 2 power ups L1.
(Defending nothing)

2)L21: 1 Bronze dragon L6; 2 windwitch harpies L3; 2 pandarem L4; 1 harpy L1: loot: 1 permanent L5 + 2 power ups L1. (Barrens merchant)



Map Layout


174387-e484696a2b6471d92b585aae5b2b0510.png



Strategy: Creeps routes

1) Green L6 ---> Green L8 ---> Mine L14 ---> Goblin Merchant L16 --> Goblin Lab L16 ---> Red creeps
2) Green L6 ---> Merc. camp L10 ---> Orange L12 ---> Orange L16 ---> Goblin Lab L16 ---> Red creeps
3) Tavern hero ---> Green creep L9 ---> Green creep L8 backwards base ---> Mine L14 ... repeat 1.
4) Green L8 ---> Green L6 ---> Green L9 ---> Center mine L12 ---> Gob Lab L16---> Orange L16 ---> red creeps.



Changelog
1) Uploaded
2) changed 2 creeps
3) the first expos are more open than before.

Credits

This map was made by Knecht & WolfFarkas, users of Hiveworkshop.
Contents

Blossoming Valley (Map)

Reviews
mafe
Ok, it is a good map. I havent played WoW beyond Burning Crusade, so I cant comment on how well the terrain fist Mist-of-Pandaria landscape but from the screenshot it seems to achieve its purpose. Even if it didnt, it just as well looks good on its...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok, it is a good map. I havent played WoW beyond Burning Crusade, so I cant comment on how well the terrain fist Mist-of-Pandaria landscape but from the screenshot it seems to achieve its purpose. Even if it didnt, it just as well looks good on its own.

Regarding gameplay:
1. Having so many pandarens is kinda repetitive. They are also relatively boring creeps, given that they have no special abilities.
2. Related to 1, there are relatively few medium armor creeps.
3. AoW creeping only possible at the merc camp, but here it is fine due to being close to the main base.
4. I like the use of two different merc camps. There's a chance however that the barrens mercs prove to be imbalanced in the long run.
5. It is nice that you avoided the pitfall of having to many creeps on the sides of the map.
6. Itemdrops are ok.
7. I dont expect the more central goldmines to be taken often. Maybe consider swapping them with the labs. Or even rotate mines -> labs, labs -> shops, shops -> mines.
8. Maybe the natural expansions could be more open.
9. The numnber of narrow chokepoints (created by the arches) might too high.

Overall, map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Ok, it is a good map. I havent played WoW beyond Burning Crusade, so I cant comment on how well the terrain fist Mist-of-Pandaria landscape but from the screenshot it seems to achieve its purpose. Even if it didnt, it just as well looks good on its own.

Regarding gameplay:
1. Having so many pandarens is kinda repetitive. They are also relatively boring creeps, given that they have no special abilities.
2. Related to 1, there are relatively few medium armor creeps.
3. AoW creeping only possible at the merc camp, but here it is fine due to being close to the main base.
4. I like the use of two different merc camps. There's a chance however that the barrens mercs prove to be imbalanced in the long run.
5. It is nice that you avoided the pitfall of having to many creeps on the sides of the map.
6. Itemdrops are ok.
7. I dont expect the more central goldmines to be taken often. Maybe consider swapping them with the labs. Or even rotate mines -> labs, labs -> shops, shops -> mines.
8. Maybe the natural expansions could be more open.
9. The numnber of narrow chokepoints (created by the arches) might too high.

Overall, map approved.

1) Yeah well that was the idea to offer new posibilities with the pandarem since this is pandaria. We used it in a wide way as a troll or orge. (trolls are very used for balance),
2) We tested the creeps, mostly the early game phase, I could creep confortable with the KOG and not using skills, just armies and some spinnings, so skills will do the thing more easy. noted, will be considered.
3) Yeah that was the main goal, AOW the merc.
4) We read your tutorial minduflly, and the windwich harpy only has 280 hp, is very easy to nuke, and the mercs are in oposite corners so hardly you can use 2 at the same time, 1 windwich arpy hardly will harm balance in tier 3 with the orb of corruption. A quimera or a frost wyrm would be better.
5) thanks,
6) thanks
7) If the game is very long, and players have equal skill, the center mine may be used for the final battle. Or well maybe someone will go to that mine to confuse the enemy we based that mine position considering pre-existant maps. I could even think that those center mines are much more viable than corner mines of many maps.
8) noted.
9) actually the chokes are not created by the archs they are created by the trees, we use them as a map needs both chokes and open areas. And since arches are wide used in other maps, we use them.

edit:
2) 2 early creeps where changed, regarding armor types.
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
104
The first expo is really close to your base. If you take some militia with you to clear it out, that militia will last for an eternity. And it's easier to defend two bases that are close to each other. This proximity issue is my major concern with this map. Perhaps opening the pocket to a different direction is the key. Like so:
pocket.jpg

The gold mines in the center may be easy to capture, but they're equally far away from both starting positions, turning them into very easy targets. I think that makes them unattractive for a long time because players will always prefer the easier mines to the right and left. You could therefore switch the weak creep camp of the central gold mines with those defending the Goblin Labs, allowing better access to the Labs in mid game.

===

The egg sacks at the turtle camp are a very cool idea, but the whole camp needs to be pushed back into the trees, else they will attack anything that moves.
turtles.jpg

I think one lvl 2 permanent for the lvl 2 creep camp guarding the Merc Camp is enough, you don't need the powerup addition.

Some people hate arcs because they block their vision.
arc.jpg

I am open to the idea of mixing in "foul" terrain to give the map a theme, but some tilesets don't mix well here. The edge between grey stones and rock, as well as between grey stones and snow looks weird. This is perhaps not a problem with reforged? Also, you might want to smooth the terrain a little, as it's very edgy.
rock.jpg

The mixture of doodads is a little too wild for my taste. Many of the cityscape doodads (like a bench or a flower pot) feel out of place. Same goes for the occasional green mushroom – I understand that those are meant to represent the ongoing/expanding corruption of the valley or something, but they should still be more concentrated in areas near the dark tilesets.

Some areas, however, are really good, like the shipwreck island to the left and its nearby coast:
boat.jpg

I don't really have an opinion on the creep camps in the corners. Will the Merc Camp even matter at that late stage of the game?
 
Level 29
Joined
May 21, 2013
Messages
1,635
A-The first expo is really close to your base. If you take some militia with you to clear it out, that militia will last for an eternity. And it's easier to defend two bases that are close to each other. This proximity issue is my major concern with this map. Perhaps opening the pocket to a different direction is the key. Like so:
View attachment 354603

1-The gold mines in the center may be easy to capture, but they're equally far away from both starting positions, turning them into very easy targets. I think that makes them unattractive for a long time because players will always prefer the easier mines to the right and left. You could therefore switch the weak creep camp of the central gold mines with those defending the Goblin Labs, allowing better access to the Labs in mid game.

===

2-The egg sacks at the turtle camp are a very cool idea, but the whole camp needs to be pushed back into the trees, else they will attack anything that moves.
View attachment 354598

3-I think one lvl 2 permanent for the lvl 2 creep camp guarding the Merc Camp is enough, you don't need the powerup addition.

4-Some people hate arcs because they block their vision.
View attachment 354599

5-I am open to the idea of mixing in "foul" terrain to give the map a theme, but some tilesets don't mix well here. The edge between grey stones and rock, as well as between grey stones and snow looks weird. This is perhaps not a problem with reforged? Also, you might want to smooth the terrain a little, as it's very edgy.
View attachment 354600

The mixture of doodads is a little too wild for my taste. Many of the cityscape doodads (like a bench or a flower pot) feel out of place. Same goes for the occasional green mushroom – I understand that those are meant to represent the ongoing/expanding corruption of the valley or something, but they should still be more concentrated in areas near the dark tilesets.

Some areas, however, are really good, like the shipwreck island to the left and its nearby coast:
View attachment 354601

I don't really have an opinion on the creep camps in the corners. Will the Merc Camp even matter at that late stage of the game?

A- mafe pointed that out, expos could be more open., thats something important to consider, true.

1- center mines need easy creeps: see Northfall Isles from Mr.Henci. or Terenas stand far mines have greens.

2- for the first green thats not an issue. If you want to scout enemy you wont use that inner path, and if you are going with your hero and 2 units, yes thats the first creep to take down, I understand such layout has been used before, cant remember where, aggro is annoying when it clearly interrupts your gameplay, but if you play the map, this green creep layout you wont notice it at all.

3- perma L2 are crap items in long run, so it needs a pu. is something very minor, it wont change the overall play. also thats the AOW spot, AOW need to be rewarding, otherwise the AOW effort would be pointless.
4- it was used in many maps before, they look awsome, but well , they can be removed, perhaps they look better in reforged, that I dont know.
5) yeah Knecht is the one who saw it in reforged and told me it looks awsome, in this case is about represent the Screen of the pandaria region, the screen provided in the frontpage that is quite a big cliff

6-the city scape like benchs or columns or plants in pots, it was to , there is an area of the blossoming valley called Golden Terrance, so we liked the idea that this is like some mix of natural- park, I also got inspiration in the Nigth elves in wow that have their construction in natural areas.
I felt pandarem was well represented with the white color, because they are white.
where the pandarem used to live, train martial arts, and meditate,and sit in benchs they put there. again we wanted to create Pandaria lore with wc3 elements, going with something, trying to be new,
 
Last edited:
Top