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Maelstorm Pass

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MAELSTROM PASS

-Maelstrom Pass-
Discover the great powers hidden in the ruined temples of Zin-Azshari, where once the great Well of Eternity was located.

Defeat the four Naga Witches
The temple is getting guarded by the cursed remaining Highborne, calling themselves Naga. Defeat them and get rewarded by great sources of power. Maybe you can even enslave the Naga forces and use them to demolise your enemies.

Information

Screenshots

Changelog

Credits

Custom Race


Maelstrom Pass is a 3FA map created by Augustus_Magnus. It has a bit of a custom flavour, since you can control Naga units.

Buildings on this map are:
  • - One special building
  • - One Fountain Of Health
  • - One Fountain Of Mana
  • - One Market Place
  • - Nine Goblin Laboratories
  • - Twelve Goblin Merchants
  • - Four Goblin Shipyards
  • - Four Taverns
  • - Twelve main Goldmines, each having 100.000 gold
  • - Four small goldmines, each having 2.000 gold
  • - Eight big goldmines, each having 15.000 gold
  • - A few waygates, to make things complecated :)

Creep camps on this map are:
  • - Twelve red creep camps guarding the main Gold Mines
  • - Twelve green creep camps with avarage diffriculty
  • - Twenty-eight orange creep camps with avarage diffriculty
  • - Twelve rather easy red creep camps
  • - Four very tough red creep camps

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-V1.00: Created a 3v3 map with two temples.
-V2.00: Created a 3FA map with imbalanced creep camps and VERY crap pathing.
-V2.01: Added and removed some stuff, rebalanced and opened some places. This version was played by the most famous youtuber, WTii
-V3.00: Added good terrain and lots of doodads. Rebalanced Creep camps and added several gold mines.
-V3.01: (Tried) Edited the map with the feedback i got.
-V3.02: Fixed a download bug.
-V4.00: Fixed Naga race, gave some heights to the map, updated description.


-WTii: For a "how to upload a map" tutorial.
-WTii: For the gameplay on Version 2.01.
-Rufus: For another "how to upload a map" tutorial.
-Blizzard: For this epic game
-Deepstrasz: For usefull feedback
-Dess_26: For useful feedback
-Ujimasa Hojo:For a Naga model


TEMPLE OF TIDES
The Temple Of Tides is the Naga main building. It can produce Mur'gul Slaves, who can build structures. It also contains the Naga defense and attack upgrades.

SPAWNING GROUNDS
The Spawning Grounds are the Naga unit producing structures.It can train Naga Myrmidons, melee units, Naga Snap Dragons, ranged units, and Sea Turtles, ranged tanks. Upgrades into Trumbling Bath.

TRUMBLING BATH
The Trumbling Bath produces Naga Sea Dragons, Dragon Turtles and overpowered Royal Guards. Royal Guards get countered by Naga Sea Dragons and Air, they counter Ranged and Melee ground units. Naga Sea dragons are ranged, magic damage doing creatures who counter all Melee units. Dragon Turtles are "Naga tanks".

CORAL BED
Coral beds provide food and train Murloc Reavers.

SHRINE OF AZSHARA
The shrine creates Couatls and Sirens, which are Naga Casters (The Couatl also flies).

ALTAR OF AZSHARA
The Altar trains Naga Heros. You have the Illidary Lord, basicly a Demon Hunter, and the Naga Sea Witch.

Thanks for reading and enjoy,
Augustus_Magnus
Contents

Maelstorm Pass (Map)

Level 23
Joined
Oct 12, 2008
Messages
1,783
Its a passable melee map.
Has some interesting ideas, such as how way-gates can be used for easy tavern access; despite said taverns being geographically on a different landmass entirely.
Terrain wise, I felt that the overall landscape was very interesting. It maintains a good degree of symmetry while being chaotic enough to look natural. That said, I would suggest that in future projects; you should work on the doodad placement and keeping the map (ground texture) wise more chaotic. Its a little too easy to see the patterns where individual brush strokes are.
Also a little unsold on Naga-Royal Guards being used as neutral creeps.

TLDR Version
Review version: 1 - 22/10/16
- O.K melee map
- Perhaps not the gold standard for ladder play; but has some interesting ideas
~ Map Approved
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,802
-because another player might start near another while both being enemies (unless this map is played at least 3v3) I suggest this map as an inspiration:
Skeletal Coast v1.3 Ask the creator for the triggers as they ensure no enemy player starts near you
-nice terrain but it's pretty much flat
-Mur'gul Reaver and Dragon Turtle are not available in the Tornado building from the start but the other units there have at least +3 to their stock; later the stack remains 1 for those two while 3 for the others
-although the Mur'gul Slave can only build the Spawning Grounds where basically only upgrades are and no units can be trained (they have to be bought from the special building in the middle), the Naga Siren doesn't have the upgrades for Frost Armour; why complicate yourself with upgrades for each unit instead of using the upgrades for the naga units like in the game expansion's campaign?
-100k start location Gold Mines? I think it's superfluous
-it's weird for a player to have a Naga Sea Witch (tavern) and to fight one that belongs to the neutral hostile; also it's weird for a building to look like the sea witch's ultimate
-ships might not be able to get to the sea because of too many doodads around the port (see picture); happened to the shipyard in the north (check pathing pressing P in the editor); the ports in the west and east have two sides through where the ship can exit to the sea while the one in the south only has one

3/5. Needs fixing.
 

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Last edited:
Level 6
Joined
Jun 2, 2016
Messages
117
-because another player might start near another while both being enemies (unless this map is played at least 3v3) I suggest this map as an inspiration:
Skeletal Coast v1.3 Ask the creator for the triggers as they ensure no enemy player starts near you
-nice terrain but it's pretty much flat
-Mur'gul Reaver and Dragon Turtle are not available in the Tornado building from the start but the other units there have at least +3 to their stock; nice, players can build a naga base; later the stack remains 1 for those two while 3 for the others
-although the Mur'gul Slave can only build the Spawning Grounds where basically only upgrades are and no units can be trained (they have to be bought from the special building in the middle), the Naga Siren doesn't have the upgrades for Frost Armour; why complicate yourself with upgrades for each unit instead of using the upgrades for the naga units like in the game expansion's campaign?
-100k start location Gold Mines? I think it's superfluous
-it's weird for a player to have a Naga Sea Witch and to fight one that belongs to the neutral hostile; also it's weird for a building to look like the sea witch's ultimate
-ships might not be able to get to the sea because of too many doodads around the port (see picture); happened to the shipyard in the north (check pathing pressing P in the editor); the ports in the west and east have two sides through where the ship can exit to the sea while the one in the south only has one

3/5. Needs fixing.
Thanks for the feedback. Ill start on the new version in the weekends.
 
Level 3
Joined
Aug 24, 2012
Messages
51
Hi there,

I would like to test the map but I do not know which one is the good one. When I hit the download button I end up having an archive that contains 2 maps with the same name but different sizes (Maelstorm Pass - 315 KB and Maelstorm Pass - 319 KB).

Could you tell me please which one is the latest?
 
Level 6
Joined
Jun 2, 2016
Messages
117
Hi there,

I would like to test the map but I do not know which one is the good one. When I hit the download button I end up having an archive that contains 2 maps with the same name but different sizes (Maelstorm Pass - 315 KB and Maelstorm Pass - 319 KB).

Could you tell me please which one is the latest?
Weird, the biggest one is the latest, but this shouldnt have happened. Ill fix this as soon as possible.

EDIT

It should be fixed now, but I am very confused how this happened.
 
Last edited:
Level 3
Joined
Aug 24, 2012
Messages
51
Hello again, I am back with a review.

The map is definitely altered melee, as you have Goblin Shipyards and a special building in the center (which is actually the Maelstorm - the main theme of the map). This maelstorm is the place where you can hire Naga mercenaries to join the battle on your side. The 4 armies that guard the central part are really powerful and you need Tier 2 or Tier 3 units to clean that area, so the moment when you go there should be somewhere in the late game. You also have a Market Place (with very beautiful items that you can buy), a Fountain of Health and a Fountain of Mana, so the team that controls the central part of the map has many advantages over the other teams.
The map is absolutely huge, there is no way you can end a game in less than an hour. The Goblin Laboratories are welcomed on this map, but the Goblin Shipyards are even more welcomed because the transport ships offer you the possibility to transport 10 Units each instead of just 8 (like the Zeppelins do).
The map has very beautiful terrain, the shallow waters look really nice, and the neutral units fit the theme of the map. Awesome drops also (Orb of Darkness, Scourge Bone Chimes, Mask of Death, Khadgar's Gem of Health etc.).

What I did not like about the map:
- Mur'gul slaves (that can be hired at the 'special' shop in the center) can only build Spawning Grounds (where you can upgrade the Naga units) which is a good thing. But when I saw the Mur'gul units for sale, I was thinking I can build a Naga base and train some special Naga Heroes... that was not possible. The Mur'gul slaves will work for you but they will carry only wood. When I tried to get some gold with these units, they were not able to take it to the main base (I played Night-Elf). They go inside the 'un-entangled' gold mine (otherwise they cannot enter the mine), they get the gold and when they reach the main base, they just sit there and do nothing.
- Some Makrura Deepseer units have no aggro at all (even when you fight the other Makrura Units right next to them). If you go for expansions (especially on the Northern Islands) you will easily notice this.
- AI wont play on this map. they buy zeppelins (lots of them) but use them chaotically.
- The map is absolutely huge and there is only one Market Place. In my opinion, the map size requires at least 2 Market Places, because good items take too long to appear in the only shop available. Think about 3v3v3v3 or 6v6 on this map. Think about how many heroes are there. Think about the rare items that everyone desires, and they cannot get them because they are out of stock or simply missing. One Market Place is not enough for 12 players.
- The main Gold Mines have too much gold (just my opinion). 100.000 is way too much.
- The green camps (the first neutrals) right next to the main bases, are located in very narrow places (you can barely enter those areas).
 
Level 6
Joined
Dec 4, 2016
Messages
42
Cool map bro, the terrain desing and textures combination are just excellent, but I noticed that the AI can't play this map, they just get stucked in the mid-game and cant move along, other thing that I saw its that the Naga Siren have improve research but can't get the "Frost Amour" ability and gold mines expansion haven't enought gold, this won't force the player to look up for an expansion, overall loved the desing of the map (good job).
 
Level 6
Joined
Jun 2, 2016
Messages
117
Cool map bro, the terrain desing and textures combination are just excellent, but I noticed that the AI can't play this map, they just get stucked in the mid-game and cant move along, other thing that I saw its that the Naga Siren have improve research but can't get the "Frost Amour" ability and gold mines expansion haven't enought gold, this won't force the player to look up for an expansion, overall loved the desing of the map (good job).
Thanks, ill look to the caster upgrades again.
 
Level 6
Joined
Jun 2, 2016
Messages
117
I'm giving a little preview of a facelift I'm planning to give this map. I'm just waiting for Blizzard to fix their bizarre terrain copying bug. Feel free to give feedback if you think it looks a little too rough (or ugly). I was personally triggered by the unnatural feeling the smooth edges of the islands. (see the before and after attached)

0001.JPG 0002.JPG
 
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