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Marsh of Oblivion

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by BLazeKraze

Story:

A dark, barren area where it is said that people who enter the place never come back out. The waters produce a foul scent that makes people sick or sometimes leads to death.
Features:

Neutral Buildings:
4 Goldmine Expansions
1 Fountain of Health
2 Goblin Merchants

Neutral Creeps:
6 Green creep camps
12 Orange creep camps
3 Red creep camps
Screenshots:

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Changelogs:

1.0: First release.
1.1:
- Add 2 green creep camps at the back of each starting points.
- Give a way through the dragons.
- Fixed some item drops
- Ramps on goldmine expansions are now unbuildable. :(
- Modified the area of fountain of health to prevent being slaughtered by Satyrs accidentally.
- Fixed some things for a e s t h e t i c s.

Author Notes:

Tips: Sometimes, if you're noob, you forgot to monitor your unit when you command him to go somewhere. In this map, the center is dangerous. Maybe your unit will end up being killed by the creeps. So be careful when you pass through it. But don't worry, if you're stronger enough, thus it's not a problem anymore.


If you have questions, suggestions or criticisms, just leave your comments below

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Contents

Marsh of Oblivion (Map)

Reviews
deepstrasz
1. What's the point of the space between trees and the cliffs at the back of the starting bases (aside from aesthetics)? You could either fill it with trees for more wood or add a green neutral camp at the dead end.. 2. Problem with those rock chunks...
deepstrasz
I have nothing against Ring of Protection +5 except if it drops for the Crypt Lord and even Paladin. I suggest switching the gold for the expansion mines since the one protected by trolls has more gold and is placed in a strategic region which can be...
Level 29
Joined
May 21, 2013
Messages
1,635
Time for a super jolly image review !!!
Now this is one hell of a map mate, I like it, very twisted and cunning gameplay, including nice enviroment too.
I have some sugestions, study them, and see if someone is usefull to improve the map


upload_2017-11-14_20-16-50.png



creeps and loot:
dragons level 28, charged level 3, power up level 2 , artifact item , 5 units
satyrs level 29: charged level 3, power up level 2, permanent level 2, 10 units, wait permanent level 2 thats for low orange creeps? really? I think it should be level 4 or 5

Markets, they are near base, I dont mind that, but if they are near, better defended??? and beter loot? also maybe too much item charged level 3, others options could be considered.

I think you should move those murlocks, there are better places to place them, otherwise is instead an optional creep a forced creep, dont mind that either, but i think is better if you can choose between the green creeps with freedom.


upload_2017-11-14_20-22-48.png



eeh?? wood and log? you know there are many areas that they are just wood and cliff and could be playable areas with things, also dont fall in this 3 things together, sugestion consider moving them or, put the goblin lab so you can log with the saw goblin machine or use a zepeling.


upload_2017-11-14_20-32-54.png



I think this map could be improved, more neutrals could be attended, consider the unused areas to expand the gameplay so you wont have things crowded, (like you have to kill 2 orange to get the goldmine and the rock walls)

Again good work, study ways to improve this map, I think it worth it.

As it is I rate 3/5 , I think you can improve it to earn a 4/5 from me mate, I will wait the mod review and the final version to my final rate

good luck
 

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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
1. What's the point of the space between trees and the cliffs at the back of the starting bases (aside from aesthetics)? You could either fill it with trees for more wood or add a green neutral camp at the dead end..
2. Problem with those rock chunks near the edge to the expansions is that you could build towers right behind the rocks and would give too much protection to the mine owner. You can't get through the trees from behind to the mine because there are doodad rocks and water which block pathing. Only air units may get there without major problems. I suggest placing unbuildable tiles on the ramps.
3. Avoid items being dropped by neutral hostiles with the Possession ability.
4. A lot of neutral camps you cannot reach without chopping trees. I suggest at least leaving the way clear to the dragons.

Awaiting Update.

=========================================

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deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
I have nothing against Ring of Protection +5 except if it drops for the Crypt Lord and even Paladin.
I suggest switching the gold for the expansion mines since the one protected by trolls has more gold and is placed in a strategic region which can be reached by the enemy either by air or by foot passing through enemy territory. The one guarded by ghosts is harder to protect.

Changes made,
Approved.
 
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