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Frozen Swamp // Marécage gelée

- Frozen Swamp // Marécage gelée (FS) -

General Info:

Players: 1v1
Size: 84x118
Created for "Melee"

Neutral Buildings:

4 Goldmines
1 Shops
1 Market
2 Labs
1 Tavern
2 Camp

Creepcamps:

6 Green
10 Orange
2 Red

(edit 06/03/21)
I took my time but I did a lot of reworking this map.

- The middle has been completely redone, it is now more open, seems shorter and more attractive with a possibility of increased CJ with the shop and the market facing inward as well as the addition of two additional orange creep.

- The space between the trees has been filled.

- the two bases are slightly close to each other.

- Red and orange mine creeps have been reversed.

- Addition of mercenaries' camp up and down.

- recasting and smoothing of the landscape.

These are the major changes made at the moment.
I think I'm getting close to a few things that are correct.

Ps: Added -Zoom option for players.
Previews
Contents

Marécage gelé // Frozen swamp (Map)

Reviews
Mr.Henci
Hey, welcome to Hive melee community! Here are some rookie mistakes I would advise to fix: - The map format is .w3m which is an RoC file type, you can select .w3x in the save menu - It would be nice to have a same name for a map here at Hive and in...
mafe
Hello from me too! I agree with everything @Mr.Henci said. While you apparently already fixed the item drops, the rest is still relevant. Other stuff I noticed: -Also try to use the "smooth terrain" too to prevent edgy terrain, for example at mos the...
mafe
Took me a while, but unfortunately I must have missed some stuff when I first looked at the map: 1. Yes you fixed all the stuff you mentioned and that's good. 2. However the creeps on the expansion are still on camp stance. That is essentially a...
mafe
So you've addressed all the issues mentioned in my last post. Good :) Iirc the merc camps werent there in previous versions, and some other creeps changed too? Maybe I just misrember. In any case, changelog would help, but it's not a necessity...
Level 20
Joined
Nov 6, 2013
Messages
280
Hey, welcome to Hive melee community! Here are some rookie mistakes I would advise to fix:

- The map format is .w3m which is an RoC file type, you can select .w3x in the save menu
001.png
- It would be nice to have a same name for a map here at Hive and in game. Also, your map lacks desribtion, which can be written in a few minutes.
- Your trees have gaps in them, which means wisp and other units can hide there. See pic bellow
002.png
- To prevent that use this tool when placing trees
003.png
- I like the layout, it is fine for a nice melee fight
- You seem to understand creep camps since none of them were agroed by my bypassing units
- Items are ok in general, wolf camp drop +1 PowerUp while the other identical wolf camp drops +2 Perma which is strange
- Some areas are too open e.g. from Tavern to Lab there is nothing but water
- In many areas you only use Drit + Grass combo, if you want your maps to look nicer, try using more tile variation
- 10 000g natural might not be enough, considering it is located in the middle
- Try using raise/lower tools next time, your maps is rather flat at many places
004.png 005.png

Other than that, the map is ok for a first try and I hope you can learn a thing or two from us when creating your next map.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hello from me too!
I agree with everything @Mr.Henci said. While you apparently already fixed the item drops, the rest is still relevant.
Other stuff I noticed:
-Also try to use the "smooth terrain" too to prevent edgy terrain, for example at mos the current transitions from normal ground to shallow water.
-At expansions, at least creep must be not on camp stance (i.e. not blue), unless there is a lvl 7+ creep present (which however should not be the case for natural expansions).

From my perspective, the map looks like a mix of Northren Isles and Melting Valley.

Anyway, as there is much that can/should be improved, map set to Awaiting Update.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Took me a while, but unfortunately I must have missed some stuff when I first looked at the map:
1. Yes you fixed all the stuff you mentioned and that's good.
2. However the creeps on the expansion are still on camp stance. That is essentially a gamebreaking bug.
3. There is asymmetry in creepcamps: The northernmost/southernmost green camps are not identic. If you meant to make both camps like the camp in the north, then the drop should rather be a lvl 2 permanent item.
4. At the labs, a lvl 16 camp drops a lvl 2 permanent + lvl1 tome. It should rather be lvl 3 permanent/charged + lvl 1/2 tome.

Overall, the map isnt bad, and could make for some enjoyable games. Still given that these are simple fixes, I'd still like you to update them. Map set to Awaiting update again.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So you've addressed all the issues mentioned in my last post. Good :)
Iirc the merc camps werent there in previous versions, and some other creeps changed too? Maybe I just misrember. In any case, changelog would help, but it's not a necessity.
Overall this is a very solid map now. It's not quite ladder-material because there are still gaps betweend trees, and expanding might be too strong. Some other stuff might prove problematic for balance too, like the safe lvl 2 by creeping the merc camp, together with strong item and merc access which make harassing much less attractive. That would be the stuff that separates the top 1% and the top 10% of all maps.
But I'd say it is definitely more playable than many of the default wc3 maps made by blizzard.

Map approved.

edit: Nvm, you made a changelog. My bad.
 
Last edited:
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