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Eye of Persephone

Eye of Persephone
v1.1

Story & general info

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Rent a ship and reach your destination quickly, watching your opponent lose energy moving on foot.

A 1v1 map in round-symmetrical style. Hiring ships is not required, but creates new opportunities that can give an advantage.
  1. Playable area is 100% symetrical. That means both players have exactly the same distance to every object on the map, same free space near mainbase and expansions, same amount of trees, same placing of critters and pathing blockers etc.
  2. Mix of open areas and choke points. Players can force fights in different places based on their race, tactic and preferences.
  3. Undefended Shipyards. Players can build farm/burrow/ziggurat/moon well near Shipyard and hire ships at any time and right from the start.
  4. Terrain and Creeps is a combination of Ashenvale and Sunken Ruins themes.
Shipyards are added as optional, but very handy feature. They can be used for unusual plays, for example:
  1. Shortcuts: moving in a straight line, while ground units must go around deep water
  2. Fast expanding to second, less protected expo
  3. Harassing enemy expo and even mainbase from additional sides
  4. Using Goblin Merchant and Mercenary Camp from the back without interrupting guarding camp

Map specification

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Players2
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Creep Camps8 green, 10 orange, 2 red
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Tavern2
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Goblin Merchant2
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Mercenary Camp (Lordaeron Summer)2
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Goblin Shipyard4
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Gold Mines6 (2 x 12500, 4 x 10000)


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[2022-01-05]
- Uploaded

[2022-02-03]
- Replaced turtle camp with bandit camp + moved position to prevent aggro if player choose to expand to less protected island expo with a boat
- Camps strength and item drops adjusting
- Added additional shallow water behind first expo to prevent boat sinking if attacked with air units (by Zucth)
- Moved Mercenary Camp a bit to make it easier accessible by ships
- Visual polishment

[2022-03-24]
- Changed Ashenvale Mercenary Camp to LS Mercenary Camp
Previews
Contents

Eye of Persephone (Map)

Reviews
mafe
So this might be one of the rare (if not the second ever) decent boat 1v1 boat maps. The layout is fine and does a really good job of making boats useful, but not a must-have. Initially, the map seemed really large to me, but the playable area on its...
Level 26
Joined
Jan 4, 2020
Messages
364
all of the feedback is coming from the ATR version, I'm not sure how many thing has Robogoblin change but I use the tournament + layout look as a base feedback.

-green 2-2-5 lobster lack range units and medium armor same with crap camp, but I think crap camp doing fine.
-AoW spot is kinda far away compare to most of competitive map. (just a point out)
-Ship sneak behind the base from far expo seem kinda impossible without creep those two camp, unless it was night time. I had get a warning before from tenshi with this kind of feature, it better to be able to use it without aggro the creep during day time. (in that case of mine it was a gate used) just take it as a grain of salt from me. people say ship is already a worse version or zep, so I think the idea of to make it to work is to make it more convenient instead of make more limit or condition to use it, so I dont think it worth as much as you try to present it. But that was just my opinion alone
-Shop creeps are very weak imo, item drop p4 is too strong!
-Close expo having poison? look similar to conceal hills close expo. I guess you put him there to make player kind of force to go with ship far expo, but still a bit yikes.
-I like the point that there are more than enough space to play around with boat, the far expo position and how it work :) but yea at some point of the game it doesnt matter course seem like people tend to go mass air... a good point and also a bad point from the map, let called it a feature.
-I dont like the boat path around the tree walls between early gnoll expo and red camp it seem to make a big round for nothing could use the trees as a wall block or hiding apot but against mass air it is a boat destroyer.
-This boat map seem to be unplayable against mass air units. Is there a better way to make boat work?
-Red spot look like a safe red, but really hard to take out if we think about take red spot and enemy rush base, I think it is fair.
-I think shipyard kinda made advantage to the orc... yeah look like a map flavor orc. cause bat win against any air units, mass air destroyer at some point + speed scrolls on ship. Idk it just a feeling maybe because of this map layout support ship path more than Thawing Snow. I didn't have this feeling on that map.
 
Level 12
Joined
Sep 6, 2008
Messages
50
No changes to map/layout, only ATR values and triggers have been added.

Okay, so:
1) It's 5-1-1, not 5-2-2. Propably that's why camp is doing fine, even if it lacks medium armor. It's also considered as a very early camp.
2) Nah, it ain't so far. Also you can creep two camps at once, so still good advantage for NE, if not interrupted by enemy early. We saw it in few games.
3) Yeah, noticed. I'll move camp position + change it to non-swimming units to prevent boat chasing if aggroed by mistake.
4) Camp is lvl16 and drops lvl4 item, it ain't very weak at all. The problem is that item is dropped by 750hp Troll Warlord, which is trully too weak to carry such item. I'll tweak this camp.
5) Yes, you guessed it ;) I'm also thinking about making second expo even easier.
6) That's why there are two expos and players can choose.
7) So you're thinking about adding another walking path there? It could be done.
8) There was few games with mass air, and it wasn't a big deal. To be honest, these games didn't worked well: Sheik tried mass Wyvern and lost. TGW had fun with siege Flying Machines, but lost anyway. Neytpoh tried Destro and lost. Then tried mass Wyvern again and lost to Panda+Dryads. So I think it's counterable as always.
9) I was aiming for that.
10) You have in mind early MiWi/Cement game, where Cement countered MisterWinner's Hippo Riders with Bats? I think it isn't a good example, because no one plays NE like MiWi :p Also during whole 13 games I didn't noticed any other Orc advantage. We'll see.

Thanks!
 
Level 26
Joined
Jan 4, 2020
Messages
364
No changes to map/layout, only ATR values and triggers have been added.

Okay, so:
1) It's 5-1-1, not 5-2-2. Propably that's why camp is doing fine, even if it lacks medium armor. It's also considered as a very early camp.
2) Nah, it ain't so far. Also you can creep two camps at once, so still good advantage for NE, if not interrupted by enemy early. We saw it in few games.
3) Yeah, noticed. I'll move camp position + change it to non-swimming units to prevent boat chasing if aggroed by mistake.
4) Camp is lvl16 and drops lvl4 item, it ain't very weak at all. The problem is that item is dropped by 750hp Troll Warlord, which is trully too weak to carry such item. I'll tweak this camp.
5) Yes, you guessed it ;) I'm also thinking about making second expo even easier.
6) That's why there are two expos and players can choose.
7) So you're thinking about adding another walking path there? It could be done.
8) There was few games with mass air, and it wasn't a big deal. To be honest, these games didn't worked well: Sheik tried mass Wyvern and lost. TGW had fun with siege Flying Machines, but lost anyway. Neytpoh tried Destro and lost. Then tried mass Wyvern again and lost to Panda+Dryads. So I think it's counterable as always.
9) I was aiming for that.
10) You have in mind early MiWi/Cement game, where Cement countered MisterWinner's Hippo Riders with Bats? I think it isn't a good example, because no one plays NE like MiWi :p Also during whole 13 games I didn't noticed any other Orc advantage. We'll see.

Thanks!
2> maybe? I'm not main NE not really have that many idea
4> really still feel very weak to me lol
7> I think there should be a short cut deep water to play around the isles. but it just me lol
I'm not sure about mass air but could be annoy yes...

still feel like ship flavor to orc, but anyway zep doing better in any term of ship lol. But that's why we trying to make boat work :3
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So this might be one of the rare (if not the second ever) decent boat 1v1 boat maps.
The layout is fine and does a really good job of making boats useful, but not a must-have. Initially, the map seemed really large to me, but the playable area on its own is within acceptable limits. Creeps and itemdrop look good. There are only some minor areas where could see room for improvement:
1. Creeproutes for lvl 2 seem to involve more ealkign around than usual, which could increase the impression that the map is bigger than usual.
2. Nightelves would probably like to be able to build and AoW even closer to the 5-1-1 Makrura spot.
3. The kotg would like to see some trees near the shops.
4. Maybe the map boundaries could be moved inwards.

With respect to looks, I'd say that each part of the map looks great, but maybe there is some kind of "obvious" visual structure missing. And I'm still not convinced the boats as a general concept are something that works for wc3 ;) But still, this is a very good map. Approved.
 
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