• 🏆 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!

Elemental Caverns

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
  • Like
Reactions: Ken-E
(6) Elemental Caverns
*Description*
These wonderful caverns are separated by their nature - on one side there is flames and lava, on the other, freezing coldness and ice. These delicate systems have been in balance for millenia and its inhabitants will do all they can to keep it this way...

*Map Properties*
3v3 or FFA
194769-albums6669-picture104225.png

Properties
---Neutral Buildings---
-12 Gold Mines (2 Each)(With increased Gold Amount)
-4 Taverns
-2 Waygates
-4 Goblin Merchants
-4 Fountains of Mana
-2 Goblin Laboratories

---Creep Camps---
-18 Green (Easy) Creep Camps
-18 Orange (Medium) Creep Camps
-6 Red (Hard) Creep Camps (at each Player's Start Loaction)

-1.0 Uploaded
-1.1 Replaced the posion river with black abyss so it looks like a big crack in the ground, removed the dustfalls, Changed some creeps and thier drops, lightened the fog, added more environments.
-1.2 Fixed a lot of minor bugs, such as the creeps running to your base when you build near them and etc. Also fixed the mushroom pathing in the flame side.


Please do not distribute and post any of my maps to other sites without my permission!
Feel free to comment and rate! Enjoy!

Keywords:
Melee, Map, Flame, Fire, Frost, Cold, Posion, River, Red, Green, Blue, Dungeon, Underground, Freeze, Burn, Element, Elemental, Fight, War, Wars, 6 Pla
Contents

Elemental Caverns (Map)

Reviews
Date: 22:19:52 16-Dec-11 Map Moderator: -Kobas- Map Status: Rejected 1/5 Contact map moderator: Visitor Message / Private Message! Rejection Reasons: Map has low quality terrain! No work in progress, please use Map Development Section for...

Moderator

M

Moderator

Date: 22:19:52 16-Dec-11
Map Moderator: -Kobas-
Map Status: Rejected 1/5
Contact map moderator: Visitor Message / Private Message!

Rejection Reasons:
Map has low quality terrain!
No work in progress, please use Map Development Section for unfinished maps!
Useful Links:
The Important Site Rules.
You can use Map Development Section for testing and improving your maps.
Need help with triggers/memory leaks? Make a thread in the Triggers & Scripts Section.
Got any World Editor related questions? Make a thread in the World Editor Help Zone Section.
Got any Requests (Terrain, resources, spells, systems, loading screens...)? Make a thread in the Requests Section.
The Important Site Tutorials.
If you have any complaints or questions about your map, please make a thread here:Map Resource Moderation.

Comment: I explained problem already, replace lava with something other.
 
Is this some kind of cave or what, dust is falling down from the sky?
Anyway, I don't like it, you should create better bridges, edit doodads and shape terrain better, lava tiles with that fire rising from time to time should damage units or something like that, in like 100% of cases, that's why it's in melee maps used for unreachable locations, I like idea, but you somehow presented it badly. Lightning is really dark, your map miss lightning effects and resources so it can handle such dark fog. Now it just bother eyes, lightning has no effect. There are many more objects and resources that you didn't used, for example crystals or glaciers. Also waterfalls or moving lava can increase terrain beauty.

To sum everything melee map can't handle this terrain, you have 2 options:
1st. Replace lava with different tile, (for example poison and lava be replaced), just find way to keep lava away from standard pathing ground.
2nd. Edit doodads, add more and more resources, forget about melee shape and go for terrain/template map type.
 
-Kobas-, Well, from my point of view, the map is good enough.
The dust is not "falling from the sky", cuz ingame you can't see where is it exactly falling from. And yes, it is cave. And i want this to be a melee map, not some of the stupid non balanced and buggy alternated melees. If i put "damage from the fire" and etc, then if the computer playes leave thier army on the lava, then what? And i dont want to change the terrain tiles after such a hard work, i like it as it is. And i really like it. The thing i am agreed with you is the fog and the doodads. Yes, im agreed i put too dark fog, really, looks like i'm playing the warcraft on higher lighning gamma, that's why i didn't noticed it. And yes, there are not enough environments, i will try o fix that. But about the damage and etc things, i will say no. I like it as it is, no need to "damage the units", why anyway they need to be damaged, that's just a terrain tile, a texture. I don't think i wasted my time to make this map better, when i could create 3 maps for the same time. I wanted to create something unique and i think i did it. Hmm, maybe really the posion is a little out of place, but i didn't know what to place there :D
About the Bridges, i created such ones to be bigger than the standard ones, so there can be more MASSACRES >:D
EDIT: hmm, maybe i know what to replace the posion with... i will try some variantions... ;)

Also, The Santa Pug (Ken-E :D), im happy you like the map :p
also i noticed that if you put 3v3 and you have chosen the option "Teams together", you and your allies will spawn in the same half of the map ;) i like that.
Hope you enjoy it ;)

And the Mouse1234, i'm happy you would rate the map for 5/5 but it isn't really rated xD

EDIT2: Kk, i updated it, hope this is better... also there was a crazy drop, i fixed that and some other minor things. And, ta da, there is no poison :D
 
Last edited:
The 2 passages look quite dumb to be honest, a bridge would really have been better.
Also the problem with the fire/ice effects would be that people usually think it will damage them, when in reality, they're just representing the heat coming from the lava tiles.
It's a terrible choice and adding the feature Kobas said would actually make your melee map a bit more interesting, damaging the units walking on them would be really hectic and intense.
Also the terrain heights are way too random at the starting points, lower/raise them a bit and smoothen them.
Although I do think it looks quite nice and as a template, it would be a pretty cool treat.

Rejected until updated.
 
It's a terrible choice and adding the feature Kobas said would actually make your melee map a bit more interesting, damaging the units walking on them would be really hectic and intense.
Hey you both missed point, I said (or wanted) that lava usually damage units, right, so it's terrible idea to use it as base tile without any effect when unit stand on it.
 
Level 15
Joined
Apr 5, 2009
Messages
969
Full Review

Since I was so curious about this map, I gave it a played it already unlike other melee maps. Anyway, its enjoyable for sure! Its concept is very creative if you ask me, I haven't thought of mixing different tiles to come up with an innovative change, the tile setting is superb, it doesn't feel messy at all. The falling dust didn't bother as if it was already said it was set on a cave. Creeps are symmetric, so nobody would worry if the map have different units from both opposing sides. Fortunately, the poison terrain doesn't show up in-game, In short, I really like this map.

Although, the pathing and terraining is somewhat bothersome, overall spaces is very strict and limited, making unit and building management irritating, more irritating when your using Night Elf, since you can't cut on trees until you have research for Glaive Throwers. Also, the trees have some unbuildable doodads such as mushrooms, making it unavailable for building. The pathing feels utterly ridiculous, tight path spacings makes a hectic management, and the crossing between only 2 bridges with all 3 forces feels like marching towards on a predictable straight line, but the Goblin Labs should do the trick for the element of surprise. I would suggest that you make Waygates for both opposing sides making different both offensive and defensive paths alot less linear. Also limit bursting blue/red fire from the ground, it can cause eyesore and unbelievable that units doesn't gets toast for standing there.

"Innovative, but has pathing and terraining issues"
Giving it 3/5 for now, lemme know if this is updated. :goblin_yeah:
 
Blood Raven I removed your comment that was placed above this one, if you have something to say about other resources or bad moderation come into map moderation forum or admin contact, otherwise you just insult other users work, not staff members.

Now about resource, I explained nicely what is problem, lava tile can't be used as walking ground. There are few suggestions how to fix this, maybe you can create low ground like canyons and place lava/ice there, while keeping normal mud or rock like tiles above where units can walk.
 
Top