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Oasis: Hidden Paradise

Oasis: Hidden Paradise

Our players found themselves this time on a hidden paradise deep in the middle of the Azearoth Desert, Have fun and Good luck.


Buildings:
-2 Goblin Merchant
-2 Goblin Laboratory
-4 Expansion Goldmine
-2 Taverns

Creeps:
-4 Green Camps
-10 Orange Camps


full


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Credits for the models:
MatiS
eubz


Update log:

Oasis (27/3/18)
-Uploaded
-Re positioned middle area's doodad and neutral buildings
-Added creep variation
-Reduce land mass
-Added pathing blockers


Check out my other resources: Templates
Contents

Oasis: Hidden Paradise (Map)

Reviews
deepstrasz
Map layout is a bit asymmetrical, mid neutral building positioning too. Starting base trees are quite few. Your save is that it's a 1v1 map. You can run through some doodads at least partially. Please check pathing by pressing P or clicking the option...
deepstrasz
As you can see ground units can pass through some doodads. Imagine hiding small unit like that. Some neutral hostile units are way too in front and might attack scouting units early in the game. Awaiting Update.

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
  1. Map layout is a bit asymmetrical, mid neutral building positioning too.
  2. Starting base trees are quite few. Your save is that it's a 1v1 map.
  3. You can run through some doodads at least partially. Please check pathing by pressing P or clicking the option in the View of the top menu bar.
  4. Creeps should not be placed right near edges of a tree half-moon because they will attack scouting units in early game. Put them inward the crescents.
  5. Some of the murloc camps which are near one another might come and help their neighbours.
  6. Usually neutrals are used to partially encircle neutral buildings while the back of the building is covered by doodads/trees.
  7. Not necessary but you could have given the water zones some use by placing a or two shipyards.
  8. Trees create lag when I hover over them for some reason. It might be because of their animation+rays.
  9. Don't hide neutral units behind trees/doodads. This is not a campaign/custom map with secrets and whatnot.
  10. Maybe use more neutral hostile unit types. There's a lot of the same. I'm surprised you haven't used any turtles for example.

Awaiting Update.
 
  1. Map layout is a bit asymmetrical, mid neutral building positioning too.
  2. Starting base trees are quite few. Your save is that it's a 1v1 map.
  3. You can run through some doodads at least partially. Please check pathing by pressing P or clicking the option in the View of the top menu bar.
  4. Creeps should not be placed right near edges of a tree half-moon because they will attack scouting units in early game. Put them inward the crescents.
  5. Some of the murloc camps which are near one another might come and help their neighbours.
  6. Usually neutrals are used to partially encircle neutral buildings while the back of the building is covered by doodads/trees.
  7. Not necessary but you could have given the water zones some use by placing a or two shipyards.
  8. Trees create lag when I hover over them for some reason. It might be because of their animation+rays.
  9. Don't hide neutral units behind trees/doodads. This is not a campaign/custom map with secrets and whatnot.
  10. Maybe use more neutral hostile unit types. There's a lot of the same. I'm surprised you haven't used any turtles for example.
Awaiting Update.
Alright I'll rework the map, it's been a long time since my last melee and things got mixed up.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
oasis01.jpg oasis02.jpg oasis03.jpg

As you can see ground units can pass through some doodads. Imagine hiding small unit like that.
Some neutral hostile units are way too in front and might attack scouting units early in the game.

Awaiting Update
.
 
View attachment 295068 View attachment 295069 View attachment 295070

As you can see ground units can pass through some doodads. Imagine hiding small unit like that.
Some neutral hostile units are way too in front and might attack scouting units early in the game.

Awaiting Update
.
Changes Made. Btw in the third attachment the units there won't really be a problem cause they will be removed once the game has started if you play it the proper way which is a 1v1 and not play it by your lonesome.
 
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