• 🏆 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!

Calamity

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Map made for the Hive Workshop Cup Melee Mapping Contest.

Description
Out of nowhere pillars of devestating power penetrated the earth and began to spread the void around them. Now the last remaining forces is at war over the scarce resources left on their consumed and shattered land.

Map Size: 96x96 (84x84 playable)

Creep Camps
8 Green Camps
10 Yellow Camps
4 Red Camps

Neutral Buildings
4 Gold Mines
2 Taverns
2 Goblin Merchants
2 Goblin Laboratories



Neutrals
Swapped position of the Goblin Merchants with the green Voidwalker camps to add some distance between the Neutral Buildings.

Terrain
- Added more aggressive hill variation.
- Added more unbuildable terrain where necessary.
- Most paths slightly increased in size to make navigation easier.
- New paths added in bottom-right and top-left map corners, the "Mountain Path".
- Doodads blocking air pathing adjusted to block same path for each map half.

Neutrals
- Waygates removed from the map.
- 2 Goblin Laboratories added to the map, located at the new "Mountain Paths".
- 2 new very difficult Red Camps (level 25) added, guarding the Goblin Laboratories; zeppelins can fly over the void, could make for some interesting plays.
- Goblin Merchant creep camps modified from 2 to 4 neutral creeps (same camp level (13)).

Small terrain touches.
Removed a lot of "Smoke Smudge" doodads that couldn't be seen by the player.
Added a couple of screenshots of the map from the World Editor view.

Small terrain changes.

Center Gold Mines
The camp guarding this gold mine had their Target Acquisition Range changed from Camp (200) to Normal (500).
Replaced 1 Bloodfiend (level 4) with 1 Felguard (level 2).
Removed 1 Fel Stalker (level 5) from the creep camp.
Overlord now drop a random level 4 permanent item, instead of a level 5 permanent item.
Total level of this camp after the change: 17​

Outer Gold Mines
Removed 1 Voidwalker (level 3) from the creep camp.
Total level of this camp after the change: 20​

Replaced the 4 Netherdrakes guarding the Goblin Merchant with 1 Doom Guard (level 8) and 1 Fel Stalker (level 5).

2 Taverns added to the map
Small terrain changes
Added a couple of neutral Fel Boar critters
Succubus camps moved one square away from road in order to reduce the chance for them to attack
The Voidwalkers protecting the outer neutral Gold Mines had their Target Acquisition Range changed from Camp (200) to Normal (500)


Expanded the map from map size 64x64 (52x52 playable) to 96x96 (84x84 playable).
Terrain reworked with increased map size
More creep camps added
2 more Gold Mines added
2 new Waygates​


- Release.



Previews
Contents

Calamity (Map)

Reviews
Nudl9
-Obelisks look cool, you should repeat that theme with more variations. -Volcanoes look out of place, keep things abyssy. -Very chokey map, chop some trees, make paths more wide. -Tree path to base might be better with just rock debris. -Waygates are...
Mr.Henci
Just my quick two cents: - The map looks nice with enough tile variation, but lacks in a height department. Try using raise/lower tool to make it feel more natural. - The idea with 2 bridges + waygate is nice, but I would advice to use some...
mafe
Quite a good map. Still I dont want to approve it yet, as there are some issues which could be fixed in a short amount of time however. First some general notes: -Despite the unusual tileset, the basics are solid. -In many parts the map is rather...
mafe
No update or response in more than 3 months. Therefore set to substandard. If you make an update nevertheless, please contact me or another reviewer.
Level 19
Joined
Aug 16, 2007
Messages
881
map is much better,


another friendly hint: tavern/s , many players use the neutral heroes like the alchemist, tinker, firelord, .... you have more space now to add tavern/s.

(all TFT ladder melee maps have tavern/s)
Thanks for the feedback!

I've updated the map to version 1.2.
2 Taverns added to the map
Small terrain changes
Added a couple of neutral Fel Boar critters
Succubus camps moved one square away from road in order to reduce the chance for them to attack
The Voidwalkers protecting the outer neutral Gold Mines had their Target Acquisition Range changed from Camp (200) to Normal (500)
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
-Obelisks look cool, you should repeat that theme with more variations.
-Volcanoes look out of place, keep things abyssy.
-Very chokey map, chop some trees, make paths more wide.
-Tree path to base might be better with just rock debris.
-Waygates are not very popular for a reason, clunky to play with, wouldn't recommend using them.
-Goldmine creeps should have aggressive aggro.
-Expansion too hard to creep.
-Flying unit only shop camp isn't creepable by a majority of races unless they get anti-air. Neutral buildings should always have 100% ground.
 
Level 19
Joined
Aug 16, 2007
Messages
881
-Obelisks look cool, you should repeat that theme with more variations.
-Volcanoes look out of place, keep things abyssy.
-Very chokey map, chop some trees, make paths more wide.
-Tree path to base might be better with just rock debris.
-Waygates are not very popular for a reason, clunky to play with, wouldn't recommend using them.
-Goldmine creeps should have aggressive aggro.
-Expansion too hard to creep.
-Flying unit only shop camp isn't creepable by a majority of races unless they get anti-air. Neutral buildings should always have 100% ground.
Thanks for the feedback, appreciated!

I understand Waygates aren't that practical, but I've got no time to do a major remake now.

Map updated to v1.3.

Small terrain changes.

Center Gold Mines
The camp guarding this gold mine had their Target Acquisition Range changed from Camp (200) to Normal (500).
Replaced 1 Bloodfiend (level 4) with 1 Felguard (level 2).
Removed 1 Fel Stalker (level 5) from the creep camp.
Overlord now drop a random level 4 permanent item, instead of a level 5 permanent item.
Total level of this camp after the change: 17​

Outer Gold Mines
Removed 1 Voidwalker (level 3) from the creep camp.
Total level of this camp after the change: 20​

Replaced the 4 Netherdrakes guarding the Goblin Merchant with 1 Doom Guard (level 8) and 1 Fel Stalker (level 5).


EDIT 2019-10-05
Small terrain touches.
Removed a lot of "Smoke Smudge" doodads that couldn't be seen by the player.
Added a couple of screenshots of the map from the World Editor view.
 
Last edited:
Level 20
Joined
Nov 6, 2013
Messages
280
Just my quick two cents:

- The map looks nice with enough tile variation, but lacks in a height department. Try using raise/lower tool to make it feel more natural.
- The idea with 2 bridges + waygate is nice, but I would advice to use some unbuildable terrain near the bridges. Both of them can be blocked with few buildings and waygate pathing is rather a gimmicky not liked by the community.
- Try to use more lower level creeps, rather than fewer stronger ones. (GobMarket creep camp is 8 + 5 lvl atm but using 5 + 3 +3 +2 would be more balanced imo)
- Offering players only GobMarket is of course an option, but some players love mercs while others prefer to see shreders and/or zeppelins. Consider adding MercCamp and/or GobLab to your map.
- Some corridors feel too narrow which can put melee armies in disadvatage.

It's a nice map with few fixable problems. Exoanding on your current skills might bring W3 community some nice melee maps in the future.
 
Level 19
Joined
Aug 16, 2007
Messages
881
Just my quick two cents:

- The map looks nice with enough tile variation, but lacks in a height department. Try using raise/lower tool to make it feel more natural.
- The idea with 2 bridges + waygate is nice, but I would advice to use some unbuildable terrain near the bridges. Both of them can be blocked with few buildings and waygate pathing is rather a gimmicky not liked by the community.
- Try to use more lower level creeps, rather than fewer stronger ones. (GobMarket creep camp is 8 + 5 lvl atm but using 5 + 3 +3 +2 would be more balanced imo)
- Offering players only GobMarket is of course an option, but some players love mercs while others prefer to see shreders and/or zeppelins. Consider adding MercCamp and/or GobLab to your map.
- Some corridors feel too narrow which can put melee armies in disadvatage.

It's a nice map with few fixable problems. Exoanding on your current skills might bring W3 community some nice melee maps in the future.

Thanks for the feedback! I've made some last minute changes before the contest deadline ends.

Decided to take some time to re-do the terrain and remove the waygates as it seems using them will result in contest auto-loss. :)

Terrain
- Added more aggressive hill variation.
- Added more unbuildable terrain where necessary.
- Most paths slightly increased in size to make navigation easier.
- New paths added in bottom-right and top-left map corners, the "Mountain Path".
- Doodads blocking air pathing adjusted to block same path for each map half.

Neutrals
- Waygates removed from the map.
- 2 Goblin Laboratories added to the map, located at the new "Mountain Paths".
- 2 new very difficult Red Camps (level 25) added, guarding the Goblin Laboratories; zeppelins can fly over the void, could make for some interesting plays.
- Goblin Merchant creep camps modified from 2 to 4 neutral creeps (same camp level (13)).


EDIT
Neutrals
Swapped position of the Goblin Merchants with the green Voidwalker camps to add some distance between the Neutral Buildings.
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Quite a good map. Still I dont want to approve it yet, as there are some issues which could be fixed in a short amount of time however.

First some general notes:
-Despite the unusual tileset, the basics are solid.
-In many parts the map is rather linear (i.e. you can only go forward or backwards, but not sideways). Imho this can lead to static gameplay.
-Related to this: Large amount of unpathable terrain, for no real reason (from a gameplay perspective, but I can understand why that it emulates the true outland feeling).
-Interesting idea with the small wall of trees opening another path towards the main base. I'm normally not a fan of this, but I like how it is implemented here. But just on default exit to the main base can mean you can easily be trapped.

Now for the small, but imho important issues where the map could be improved without much work:
-At the orange spots, item generally are too strong in relation to the strength of the creepcamp. For example, a lvl 3 item shoud drop from creepcamps of lvl around 14-16. A lvl 20 spot normally drops a lvl 4/5 item and a lvl 2 powerup, whereas at the expansions on your map it is 5+3+2. Consider making some changes here.
-The natural expansions are guarded by very strong/annoying creep (mana burn + double cleave). This makes fastexpaning hard-to-impossible for hu, which could be a balance problem.
-The creeps at the shops might accidentially attack player units.

It would be great if you could adress these one or several of these 3 issues. Therefore I'll set the map to Awaiting update. If you say you dont want to make any further updates, please contact me and I might approve the map nevertheless.
 
Level 19
Joined
Aug 16, 2007
Messages
881
Quite a good map. Still I dont want to approve it yet, as there are some issues which could be fixed in a short amount of time however.

First some general notes:
-Despite the unusual tileset, the basics are solid.
-In many parts the map is rather linear (i.e. you can only go forward or backwards, but not sideways). Imho this can lead to static gameplay.
-Related to this: Large amount of unpathable terrain, for no real reason (from a gameplay perspective, but I can understand why that it emulates the true outland feeling).
-Interesting idea with the small wall of trees opening another path towards the main base. I'm normally not a fan of this, but I like how it is implemented here. But just on default exit to the main base can mean you can easily be trapped.

Now for the small, but imho important issues where the map could be improved without much work:
-At the orange spots, item generally are too strong in relation to the strength of the creepcamp. For example, a lvl 3 item shoud drop from creepcamps of lvl around 14-16. A lvl 20 spot normally drops a lvl 4/5 item and a lvl 2 powerup, whereas at the expansions on your map it is 5+3+2. Consider making some changes here.
-The natural expansions are guarded by very strong/annoying creep (mana burn + double cleave). This makes fastexpaning hard-to-impossible for hu, which could be a balance problem.
-The creeps at the shops might accidentially attack player units.

It would be great if you could adress these one or several of these 3 issues. Therefore I'll set the map to Awaiting update. If you say you dont want to make any further updates, please contact me and I might approve the map nevertheless.
Thanks for the review; it's fine if you leave it at "Awaiting update", as I'm not sure when or if I'll spend the time update it.

I'll ask for approval when (if) changes are made. :)
 
Top