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Marsh of Lerna

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Marsh of Lerna


Description

This were volcanic lands long a go. With the water and fel, many life forms born. But they are very dangerous. Some forest trolls and orges came here to make camp. The Lernean creatures custody the best treasures.

Neutral buildings

-1 Tavern
-2 Goblin merchants
-2 Merc. camps
-2 Goblin labs
-2 Expanding mines

Creeps


-6 green
-10 orange
-2 red

Changelog

1) Uploaded WIP.
2) Done.
3) Fixed 2 creeps
Contents

Marsh of Lerna (Map)

Reviews
mafe
Good map. Not much to complain about. The tileset choice looks intriguing to me, but I guess among a larger audience it might be controversial. The map looks rather small; I'm a little worried expanding could suffer from the small distance between...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Good map. Not much to complain about. The tileset choice looks intriguing to me, but I guess among a larger audience it might be controversial.

The map looks rather small; I'm a little worried expanding could suffer from the small distance between the expansion location and the enemy main base. But after Comparing the distances to AZ and LR, it's not really as extreme as I initially thought.

Taking the merc camp creeps gives exactly lvl 2. This seems kinda strong to for me, as the two trolls can be taken down easily with militia, the creep camp has no challenging abilities either, and the enemy might not arrive in time to harass it. Maybe reconsider this; either make the camp stronger so that it takes longer to kill, or downgrade a creep so that you have to take another camp to get to lvl 2.

The non-sleeping creeps at the shops are also a cahnge from the standard, one that benefits the blademaster more then other heroes.

In general, I like the mix of creeps and the itemdrops are balanced too. Maybe think about mixing the armor classes of the creeps more if that's a possibility.

Anyway, map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Good map. Not much to complain about. The tileset choice looks intriguing to me, but I guess among a larger audience it might be controversial.

The map looks rather small; I'm a little worried expanding could suffer from the small distance between the expansion location and the enemy main base. But after Comparing the distances to AZ and LR, it's not really as extreme as I initially thought.

1-Taking the merc camp creeps gives exactly lvl 2. This seems kinda strong to for me, as the two trolls can be taken down easily with militia, the creep camp has no challenging abilities either, and the enemy might not arrive in time to harass it. Maybe reconsider this; either make the camp stronger so that it takes longer to kill, or downgrade a creep so that you have to take another camp to get to lvl 2.

2-The non-sleeping creeps at the shops are also a cahnge from the standard, one that benefits the blademaster more then other heroes.

In general, I like the mix of creeps and the itemdrops are balanced too. Maybe think about mixing the armor classes of the creeps more if that's a possibility.

Anyway, map approved.

1- pure outland/dungeon maps are doomed to be pure red maps, wich are commonly very disliked in general, the only way to save a red map is to mix it with green. Filmting discovered that in her map Red Swamp. The Red Swamp
also that goes for minimap reading, wich is the best in a mix of dark orange and light green.

2- got it. I am on it.
3- oh crap, gotta fix that.

thanks
 
Last edited:
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