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Jarilo Jungle

Title

Description

Features

Screenshots

Jarilo Jungle
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Map Preview by Wtii:


Author: ReSilence

Description



Clasic Melee map made by myself, played lots of times with my friends. Good for both 4v4 or 3v3 games.
Sunken Ruins style.
It has all types of neutral buildings.
Aside from standard a creep camps rotation has been added so it won't get boring after few games.
Allso one pair of gateways has been added so the lenght of the map won't favor flying units too much (it also gives flanking or early harass opportunities with basic hero).
Creep camps next to the fountains of health drop watcher ward.
Starting positions gold mines have increased amount of gold by 10k (just like on Friends map).
Item drops are well balanced besides two middle, strongest creep camps on the map.
Map is perfectly mirrored and provides variety of strategies because of its layout.
Besides waygate map has two (north and south) main lanes that are mirrored.
Starting locations closer to the middle are really close to each other (similar to Friends map) which makes defending easier but they still can be attacked from 3 diferent directions while it's relatively easy for bases in the corners of the map to wall off.
Enjoy!
P.S. Also check the altered melee (custom heroes) version by Ozisop12 ; Jarilo Jungle Heros

Features

26 Green Creep Encampment
20 Orange Creep Encampment
8 Red Creep Encampment
4 Goblin Merchant
4 Goblin Laboratory
2 Fountain of Health
2 Fountain of Mana
2 Green Dragon Roost
4 Mercenary Camp
2 Tavern
2 Way Gates
20 Goldmine

Screenshots


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Full album: Imgur: The most awesome images on the Internet




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Previews
Contents

Jarilo Jungle (Map)

Reviews
Paillan
Alright, after some play testing along with my meele budies we find this one quite good, although a bit long (camping in portals is very easy) but nevertheless, quite a good map. Set to Approved
Level 19
Joined
Jan 22, 2011
Messages
3,968
Uhhh... I guess your description is pasable. You should still add at least one screenshot of the map for watch purposes. It's the map a bit too thin?

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 2
Joined
Jul 3, 2017
Messages
10
My sincere apologies. I've been making maps to play with my friends for a long time but it's a first time I posted one anywhere. I hope that now it will be on more appropriate level.
Map isn't really thin, just appears as such because of the scale (256x128). That's why I added waygates near natural expansions. Also distance between locations in many cases is longer than it appears thanks to diferent cliff levels and digonal ramps.
 
Last edited:
Level 19
Joined
Jan 22, 2011
Messages
3,968
Okay, looks very good, better than I expect to be honest. though, I have only one problem:
full

As you can see there's a lot of green in those sections. Too much if you ask me. It looks a bit unnatural, nothing too worry about. If you think it looks fine how it is, just tell me.
Otherwise you should try to diversify that zone in particular an the others removing so much green and adding rocks probably would help a lot.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 2
Joined
Jul 3, 2017
Messages
10
That's because I removed doadds and units before making the screenshot to better show the maps layout... In reality this spot only seems too big, but it's also two starting locations next to each other.
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I tried to go for a plateu/ grassland feeling thus not a lot of texture diversity but once you add gold mines and trees - free vs occupied space ratio becomes quite well balanced (at least in my opinion).
OtPUayd.jpg

I think that the best way to decide would be for you to take it for a spin. I played on it many times but still might have missed something. I'd love to hear an experts opinion on how to tweak it.
 
Last edited:
Level 2
Joined
Jul 3, 2017
Messages
10
Thank you very much! About portals - that was exactly what I was after, portals were meant only to allow early harass with basic heroes or creep jacking, that's why I added some empty buildable ground and nerby expansions next to the portals (so you can either tp to your expo or put up to 12 towers next to the portal if your race is either human or orc)
I'll be adding more of my maps in the future after I check them so I hope working with you.
 
Last edited:
Level 2
Joined
Jul 3, 2017
Messages
10
Of course mate! I posted it exctly so everyone can enjoy it, would preffer the way I intended it to work for sure but honestly I don't mind people tinkering with it at all.
Just be sure to put a link in here and a link in your thread to the original so people can try them both. ;)
 
Level 2
Joined
Jul 3, 2017
Messages
10
I've been trying to resolve the issue with both enemy and ally bases beeing put on the same side of the map, so far I can tell that... there's nothing wrong with map. *shrugs*
The chance of it occuring is minor and it most probably depends on unusuall starting positions closer to the middle. It's either fault of base placement or creep camp that are placed in case there's no base. Unfortunately changing either would screw up the ballance;
Placing bases in more "Friends like" map setup would prevent you from defending foward entrances as reliably because gold mines would get in the way and removing creep camps would make two gold mines next to each other undefended which would deffinietly make it unbalanced for some races in 2v2 battle.

Anyway case of it happening is slim so it shouldn't be much of an issue.
If someone with more experience has any solution to it or even an answer - I'd gladly hear it.

Also I've been asked why the creep camps are changing each game and how random is it. Let me explain in detail:
  • Main point is to prevent repetitiveness
  • It DOES NOT make it unbalanced for either side as map is mirrored also in case of camps (you can be sure for example that all goblin laboratories or exapansions on both sides will have identical set of creeps in exactly same formation).
  • Level of the creeps in each camp doesn't change - just the types of creeps.
  • Each creep camp has 2-6 different variants and each one of them has similar chance of appearing. This makes the map unique as each game each type of camp is beeing shuffled separately. For example you might meet exactly same types of monsters in the middle temple twice in a row while the middle gold mines changed from casters with debuffs to full team of skeletal enemies that leave no corpses (it's like a box of chocolates, you never know what you're gonna get). Of course one type of camp may favor different race or playstyle but as levels of mobs don't change the dificulty level doesn't vary by much either.
  • Loot tables don't change no matter the set of creeps you encounter.

I've been thinking about removing the marketplace in either the middle or edges as 3 make it a bit too much... but at the same time, options gallore is what this map was aimed for!
 
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