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Darrowshire (reforged)

Darrowshire REFORGED (4v4 melee map)

for the original (classic compatible) map see Darrowshire

this version is made explicitly for the Warcraft 3 Reforged beta! IT WILL PROBABBLY NOT WORK IN 1.31.X or below!


Sadly, due to "visual incompatibilities" between classic graphics and reforged graphics, I had to adjust my map to the reforged graphics (tweaking dooald sizes, rotation, reworking terrain, replacing dooalds etc...).
This is why I thought a second version of my map, specially tweaked for reforged gaphics is required, without however removing my classic map, since I am quite happy with my classic map.


The village of Darrowshire - hidden in the mountains - is one of the last human settlements not yet ravaged by the scourge. However, isolated and surrounded by undead minions, it appears the hamlet awaits a grim future...


it contains 4 merc camps, 8 goblin labs, 1 marketplace in the middle 12 expansion gold mines and 2 goblin shops.

I tried really to create a WoW-ish Eastern Plaguelands athmosphere with that.

Feel Free to send me some suggestions or ideas on how to improve on it.

Best Regards
BaDitO
Contents

Darrowshire (reforged) (Map)

Reviews
mafe
So, I finally got around to have a closer look at this map. There seems to be a few minor issues. -According to the object manager, therer seems to be a skeleton archer missing somewhere, and a giant skeleton warrior seems to drop a powerup instead of...
mafe
Changes made. I'm not noticing any asymmetries anymore. Map approved.
Level 29
Joined
May 21, 2013
Messages
1,635
I think do due lacking backwards compatibility (technically and visually) this doesn'T break the rule

You can't current play maps saved with the reforged world editor on a patch 1.31.X client or earlier!

thats nothing new.

-incompatibility always existed between versions in triggers, with the 1.21 I could not play a 1.26 custom campaign.
-when 1.29 went out, you couldnt play it with a 1.28 .
-Also with the 1.29 many 1.26 custom maps went incompatible to play in the 1.29 (triggers, jass stuff).
-when 1.30 went out, you couldnt play it with a 1.29 v. (you get the missing level info, wich you cant open the map or play it)
-the only difference now is that graphics are a lot more improved, but the incompatibility issue existed since always, and mappers didnt duplicate their maps,

the rule is there for a reason, to avoid have the same maps as copies (duplicated thread) like epic war, wich ends in a huge mountain of pages with duplicated maps
have in the same thread the 2 versions of the map is not much asking. in fact also it will be more usefull if both maps are in the same thread.
(like swamped temple example, the 4 versions of Swamped temple are in the same thread)

and also no single mapper has their maps duplicated because of the rule I mentioned, (I think is a very solid rule actually), mappers update the original thread instead.

upload_2020-1-3_0-38-34.png


but well I am just pointing the rule and my interpretation of it, is up to @mafe to decide what to do. so wait his moderation,
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So, I finally got around to have a closer look at this map.
There seems to be a few minor issues.
-According to the object manager, therer seems to be a skeleton archer missing somewhere, and a giant skeleton warrior seems to drop a powerup instead of a permanent item (or vice versa). Unfortunately, I wasnt able the exact locations of either creep.
-Some ramps have a few bugged tiles which are unpathable. Most of them are covered by trees though. Also the cliff-ramps at a ramp south of the tavern are sharp instead of smooth.
-Generally I think that many creepcamps will be annoying to creep for melee units due to doodads in front of the camps or the creeps being located in really narrow areas. IN particular the merc camps. Not sure if this was also the case on the reforged-version, or if I just didnt pay attention back then.
-Non-sleeping creeps at shops, well for a 1v1 map I would complain, but here it's ok.
-Forests are still non-dense.

For positives:
-The itemdrops seem good. I like the creeps too.
-Nice idea to have the non-occupied player spawns being guarded by different creeps depending on which spawn it is exactly. Maybe some symmetry-enthusiasts will complain, but it should be no big deal, unless you play 2v2 or 1v1, for which the map is not intended anyway.
-Unfortunately my computer isnt good enough to handle max settings reforged graphics. I still think the map looks good.

After talking to some other reviewers, the conclusion is that at least for now "reforged" versions of existing maps can be uploaded as a separate resources.

Still, I'd like you to fix the missing creep and the (probably) asymmetric itemdrop. Until then, map set to Awaiting Update. If you also want to consider the other "issues", I won't mind.
 
Level 29
Joined
May 21, 2013
Messages
1,635
So, I finally got around to have a closer look at this map.
mputer isnt good enough to handle max settings reforged graphics. I still think the map looks good.

After talking to some other reviewers, the conclusion is that at least for now "reforged" versions of existing maps can be uploaded as a separate resources.


Still, I'd like you to fix the missing creep and the (probably) asymmetric itemdrop. Until then, map set to Awaiting Update. If you also want to consider the other "issues", I won't mind.

Is good to know.
 
Level 23
Joined
Jul 26, 2008
Messages
1,317
Does anyone know what the #Reforged tag in the hiveworkshop map section indicates?

I thought it was supposed to be if a map used certain models, etc. that did not have an equivalent in classic Warcraft 3. A good example of such a resource would be some of the new city Doodads. This is the correct use of the tag in my opinion.

From what I can see though, the #Reforged tag is just being used on hive to describe maps which are being designed aesthetically for Reforged. I.e, not using any custom imports and certain resizing of models (though Bliz may end up fixing this anyway).

I don't think maps like this one should be posted as separate resources, but rather just added into the resource of the original map, or the map section will become unnecessarily cluttered.

Also, people are wrongly equating 1.32 with Reforged--- that is incorrect, 1.32 supports the classic version and it is still the same game. Making a map on 1.32 should not automatically warrant the use of #Reforged tag.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,802
Does anyone know what the #Reforged tag in the hiveworkshop map section indicates?
It's a newly added tag. We're putting it on Reforged (currently beta) maps, those saved with that editor version. It will remain on Reforged maps which won't be compatible with Classic (that includes aesthetics "bugs").
Also, people are wrongly equating 1.32 with Reforged--- that is incorrect, 1.32 supports the classic version and it is still the same game. Making a map on 1.32 should not automatically warrant the use of #Reforged tag.
Please open up a thread in Site Discussion about this.
 
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