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Memories of Suramar

Name: Memories of Suramar
Players: 2
Playable size: 112 x 96
Tileset: Sunken Ruins
I'm a big fan of the Sunken Ruins tileset, but I hate its palm tress. They're just too exotic looking, and the regular Lordaeron Summer trees give it a much more normal vibe.

The tavern and the lvl 18 orange creep camp in the center swap places randomly at the beginning of the game, so they might end up on either side.

The map may appear very large at first glance, but keep in the mind that the right and left side bare almost completely cut off. The actual playing field is more like 92x96.

A lot of people – too many to name actually – from various clans have helped me test this map and get it to playable level. I'm sure there's still much to improve simply by tweaking creep camps, but it's pretty stable for the moment.

Enjoy!


=== CHANGELOG ===

v01
- uploaded map

v02
- set red creep camp aggro from camp to normal
- set mana of all neutral creeps to full
- altered orientation of a green camp close to base

v03
- basically just re-saved

v04
- changed the name
- changed arc doodad in the center of the map

v05
- Removed arc in the map center cause it might obstruct vision.
- Relocated arc in the left half of the map to prevent it from obstructing vision.
- Made the entrance to the map center more equal from both sides.
- Adjusted the terrain in the center to equalize where players can build.
- Removed the hydra camp from the corners.
- Made the island rounder to look nicer. Doesn't affect gameplay.
- Relocated a green creep camp so there won't be too many of those near the stating position.
- Removed one neutral building from the center. Instead added a red creep camp since the ones in the corners have gone.
- Switched the position of Shop and Lab, thus duplicating the Labs from 1 to 2 and and reducing the number of shops from 2 to 1.
- Placed the Merc Camps on the sides of the map, where they are guarded by the yellow creep camps that have been there before.

v06
- removed the red camp from the center
- removed one tavern and moved one to the center instead
- replaced Merc Camp
- created a red camp where the Merc Camp used to be

v07
- increased gold in secondary expo from 12500 to 15000
- enabled AoW creeping at the Goblin Labs
- tweaked creep camps around the starting location to facilitate reaching hero level 3
- boosted creep camp at Goblin Merchant

v08
- buffed creep camp opposite of your base from 2/1/1 to 2/2/1
- moved one green creep camp from behind your base closer towards the center of the map and changed it from murloc to jungle stalker / trolls
- replaced Lordaeron Summer Merc Camp with Sunken Ruins Merc Camp
- pushed the Merc Camps a little further back to make room for a new creep camp
- added some cliffs behind the starting positions to seal off the area
- set secondary gold mine (3 and 9 o'clock) creeps mostly to camp to prevent undesirable attacks
- replaced secondary gold mine creep Enraged Jungle Stalker with Ogre Lord. buffed rest of the camp to keep it lvl 18
- overall added trees and through that made many paths a little more narrow
- changed the terrain in the map center because you could AoW the Goblin Merchant from one side
- equalized the tree lines at the starting positions and expo

v09
- made the Merc Camp spot point towards the center of the map
- relocated the Sea Giant Hunter camp closer to the center

v10
- elevated terrain in some spots
- made the turtle creep camp close to your starting position point towards the base again
- fixed a broken creep

v11
- slightly buffed natural expo creep camp
- slightly nerfed murloc creep camp, also added water elemental
- creep camp near base: item now drops from stormreaver apprentice
- remixed red creep camps on the sides
- removed the column semi circle near the 3 o'clock expo that obstructed view

v12
- repositioned the tutle creep camp near the base a little to prevent it from attacking scouts
- added some cliffs behind all expansions

v13
- gave both bases slightly more room by removing a few trees
- made more terrain behind the Goblin Lab buildable
- changed one forest troll to shadow priest at the lvl 7 camps close to the strong expo
- fixed the Goblin Lab creep camp (bug - one unit had disappeared)
- weakened the natural expo creep camp back to what it previously was
- reworked the area around the starting positions and changed creep compositions
- moved creep camps to improve AoW creeping
- in the end moved one creep camp closer to the center of the map and buffed it
- removed some trees to shorten walking distance to natural expo

v14
- changed item drop of murloc camp near base from lvl 2 charged to lvl 2 permanent
- changed item drop of creep camp at natural expo from lvl 2 permanent to lvl 2 charged
- swapped Merc Camp + creeps with Sea Giant Hunter creep camp
- nerfed creep camp at Merc Camp
- remixed and buffed Sea Giant Hunter creep camp to an Ancient Hyrdra / turtle composition
- remixed red creep camps in the 4 and 10 positions to feature more threatening creeps
- remixed natural creep camp to make it a little tougher to beat (trappers). creep level (11) remains the same
- widened the choke point at the natural expo
- remixed the lvl 5 green turtle camp near the base to crabs because it needed to provide slightly more exp
- also moved that creep camp around a little to allow a straight path from your base to the natural
- remixed the creep camp at the Goblin Shop

v15
- fixed an item drop

v16
- renamed the map from Capitis Island to Suramar
- made the direct entrance to the natural expo a little bit wider
- dissolved Goblin Lab creep camp and moved the Lab to the Hydra creep camp
- moved Jungle Stalker green camp to where the Goblin Lab (+camp) used to be
- slightly nerfed Elder Jungle Stalker creep camp at Merc Camp by replacing it with a Sea Giant Hunter
- created new Elder Jungle Stalker creep camp where Jungle Stalker green camp used to be

v17
- replaced Sea Giant Behemoth in Goblin Shop creep camp with Sasquatch Oracle, also buffed the camp slightly and increased item drop from lvl 3 permanent to lvl 4 permanent
- made the area opposite of the Merc Camps a little wider
- replaced the Hydra camp at the Goblin Lab with a Murloc Mutant and some other murlocs
- remixed green Murloc creep camp near the starting position with turtles and a Stormreaver Hermit. lvl composition and item drop remained identical

v18
- renamed the map from Suramar to Memories of Suramar
- murgul creep camps in the center: replaced one healing murgul with an ensnaring murloc

v19
- renamed map back from Memories of Suramar to just Suramar
- remixed the same murgul creep camp again to buff it / item drop remains same (lvl 3 charged). This integrates the camp in a 3-camps-to-lvl-3-route
- fixed Giant Sea Turtle Camp near base from not being set to camp aggro

v20
- made access to natural expo a little wider
- removed standalone red creep camps on the sides
- remixed and buffed secondary expo creep camp to red / item drop: lvl 4 permanent -> lvl 5 permanent
- fixed critter symmetry

v21
- renamed to Memories of Suramar
- beta version for nwc3l

v22
- redesigned the area between the starting position and the center, making the chokepoints a little wider
- slightly relocated the starting position to increase its distance to the center
- slightly relocated the natural expo to keep the distance to the starting position the same as before
- relocated the lvl 15 murloc camp. reason: creeping it from the expo put you in a very risky spot, but it is essential for lvl 3
- moved the Goblin Labs to the center to have them guarded by stronger creep camps

v23
- replaced Goblin Shop with a Goblin Lab and Goblin Labs with Goblin Shops
- second betaversion for nwc3l

v24
- sealed off the bottom left and top right areas of the map
- added more trees to the starting location, pushing the lvl 9 turtle creep camp a little to the side
- replaced Golin Lab with a Marketplace
- replaced Goblin Shops with Goblin Labs
- added Goblin Shops to the orange murloc creep camps near the expo

v25
- relocated the Golin Shop to the Elder Jungle Stalker orange creep camp
- remixed the Elder Jungle Stalker orange creep camp
- redesigned the unpathable areas on the sides to make them look nicer

v26
- moved a few doodads that were in the way
- assigned powerup item drop to different creep at gold mine red creep camp

v27
- added trees to the new Goblin Lab position
- removed marketplace
- gave tavern and orange creep camp in a center a random chance to switch places
- changed Merc Camp creep camp item drop from lvl 2 charged to lvl 2 permanent
- probably the stable version for the foreseeable future

v28
- swapped Goblin Lab and Merc Camp
- reduced gold in secondary expo
Contents

Memories of Suramar v28 (Map)

Reviews
WolfFarkas
Got it, got something to spot. Set the mana of the hydra to full. this is a IMO, you have the loot of charged L3 in creep L17 in the merc camp and charged L3 in the L14 goblin lab. if one player gets boths, mmm to much I would put a permanent level...
deepstrasz
Nearest neutral hostile camp a bit in the base. Rush is quite viable since Militia can even attack a few times. Do hydras have bigger camp range? Also, the ones in the northeast haven't got full mana. Approved. If you want more reviews, you should...
Level 29
Joined
May 21, 2013
Messages
1,635
Got it, got something to spot.
upload_2019-4-11_14-8-44.png

Set the mana of the hydra to full.

this is a IMO, you have the loot of charged L3 in creep L17 in the merc camp and charged L3 in the L14 goblin lab. if one player gets boths, mmm to much I would put a permanent level 3 or even 2 in the L14. those charged L3 are to near each but IMO.

those spirals are very creative.


5/5
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
  1. Nearest neutral hostile camp a bit in the base.
  2. Rush is quite viable since Militia can even attack a few times.
  3. Do hydras have bigger camp range? Also, the ones in the northeast haven't got full mana.

Approved.


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Level 12
Joined
May 12, 2012
Messages
104
Ragnaros17:

It's weird, the editor shows me that the hydra has full mana (which I agree it should). Perhaps I've already fixed that and forgot about it? Oh well. It'll be done in the next version.

I've changed one of the drops to a lvl 3 permanent and added a lvl 1 gnoll to power up the camp a tiny bit.


deepstrasz:

I've changed the opening of the tiny camp.

The range is set to normal because that's often the case for red spots in Blizzard maps. I've never really questioned that, only copied it.


Thank you for the feedback. If anybody has any other please, please step forward!
 
Level 29
Joined
May 21, 2013
Messages
1,635
I did.

I must have fixed it, uploaded the fixed version and then forgot about it, it's the only logical explanation. herp derp

View attachment 320870

distractions tend to happen, specially with many creeps, in green creeps I put power up any level instead of power up level 1, a distraction, and detected when loot a tome of knoledge from a level 6 creep.
 
Level 7
Joined
Oct 15, 2019
Messages
55
Very creative map It's almost symmetrical, except the middle side, but looks perfect. I remember I watched a blizzard comment about non symetrical maps, they love it. Watch echo isles, two rivers, gnoll wood..
Like the tileset too. Some stuff I found weird:

Gold mines "closed" to shops look red camps instead of orange ones. That green bear (jungle stalker level 9) hits soo hard to ground mele units. Level 10 hydra also hits hard with poison, but it's okay as red spot. I would like to see this map on ladder. Fits perfect.

What about adding a description on the map? :D
 
Level 12
Joined
May 12, 2012
Messages
104
As a naming suggestion I would use the Latin word for Capital (capitis) - However you should likely combine it with something else, as it would otherwise make most people think of problems with ones scalp (it being the top of the "pillar" aka body).
That is the best idea so far, even though Latin always feels a little out of place in the Warcraft universe. I've changed the name to that, at least for the time being. Thanks!

Very creative map It's almost symmetrical, except the middle side, but looks perfect. I remember I watched a blizzard comment about non symetrical maps, they love it. Watch echo isles, two rivers, gnoll wood..
Like the tileset too. Some stuff I found weird:

Gold mines "closed" to shops look red camps instead of orange ones. That green bear (jungle stalker level 9) hits soo hard to ground mele units. Level 10 hydra also hits hard with poison, but it's okay as red spot. I would like to see this map on ladder. Fits perfect.

What about adding a description on the map? :D
Technically speaking, the map is symmetrical. What's shallow water on the one side is unbuildable terrain on the other, and they behave the same in almost all regards.
PS: A short brainstorming in discord came to the conclusion that the only difference are footsteps.

The outter gold mines are supposed to have strong creep camps around them (though I'm not absolutely fixed on a total level of 18 or a red spot). The jungle stalker just seemed like a matching creep for the tileset, if you have any suggestions for a replacement, I'll consider it.

The hydras might be removed entirely, I'm not very happy with that spot.

Thank you for your feedback!
 
Last edited:
Level 35
Joined
Oct 9, 2006
Messages
6,392
That is the best idea so far, even though Latin always feels a little out of place in the Warcraft universe. I've changed the name to that, at least for the time being. Thanks!

Glad to hear you could use it :smile: It is funny with latin. It is part of so many languages and inspiration for many fictional. So in a way it fits and at the same time, it is sometimes so close to what we know that it feels odd.
 
Level 12
Joined
May 12, 2012
Messages
104
Remixed practically all creep camps and improved the creeping routes.

White is for level 2, green is for level 3
creep-route.jpg


Did a lot of other stuff as well, check first post for changelog.

Still not sure about the center, the red spot there, and the two taverns.
 

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Last edited:
Level 12
Joined
May 12, 2012
Messages
104
This map has gone through some changes after seeing play in a small tournament. It is now considerably more narrow and the action is pulled more towards the center.

I'm thinking of pointing the access to the Merc Camps to the water. Right now there are a lvl 17, lvl 18 and lvl 22 spot pretty close to each other. By turning the Camp, at least that would face away from the other two so canÄt wipe them up in one go.

Edit: Tested some more, edited creep camps and altered terrain here and there.
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
104
Got any overview shots?
I don't have wc3 installed to check.

The new name sounds better btw.
Uploaded some new pics. Tell me if you'd like to see anything in particular, creeping routes or so.

Curious about the new name.. I am assuming it is not inspired by the actual area known as Surama, as it has little to do with the maps appearance.. other than being fairly depopulated I guess.
It's how the ruins of Suramar are depicted in the Warcraft 3 TFT campaign Terror of the Tides. It looks different on WoW, yes.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
It's got a different feel to it now.
I think the reduction of shoreline did it.
Older versions were more open and now it feels a little tight.
I liked the open area version better, but i don't know if it's better for gameplay.

I think the trees surrounding expansions could be shaved a little.
It looks easy to secure an expansion.

I'm not down on the random building stuff, but whatever.
 
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