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Ruins in the Mist v1.02

Ruins in the Mist
Created by Arrr

full



Map Info

This map was made for fun, as I wanted to try using Race units as creeps.
So, majority of creep camps are Troll ones: Troll headhunters, troll berserkers, witch doctors, and also ice trappers and ice priests (just because they are blue, to fit the blue headhunters color (no racism)).
There are also some runes of rebirth, and some campaign items dropping (nothing op).
You can also find 2 healing wards that will heal everyone getting close. These can be destroyed but are only accessible by using a zeppelin or anfibious units.

Hopefully Nightelfs wont try to AoW creep the lv7 Turtle, as it aggroes (lv7 creeps are mean).

Features


A 128x128 map, Village Autumn tileset +some barrens.

-2 Players
-2 Expos - Orange camp
-2 Expos - Red camp (easy one tho)
-1 shop - orange camp
-2 goblin labs - orange camp
-2 Subkeb merc camps - orange camp
-1 Fountain of Health - Red Camp
-1 tavern

total creeps:
-10 green camps
-11 orange camps
-3 Red camps (2 are easy, the other is Hard)

Some other stuff about map


Some things have been changed in the Object editor:
Orc units used as creeps (trolls, etch) have their gold bounty reduced (to match the standard creeps one)
Critters have ghost(visible), which means they will not collide
Campaign items used have their gold cost changed
A murloc has now anphibious movement type (intead of walk)
Other minor stuff

Screenshots




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Note:These are screenshots of the 1.0 version, new versions will not vary the map drastically, so these still are quite accurate


Change Log




-v1.0 First release

-v1.01
Minor text changes (ice trolls are no longer called ice trolls)

-v1.02
Minor terrain updates
Fixed filename



Other


Please report any issue/complain you have.

Map is free to use and edit

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates

Keywords:
Sunken, ruins, mist, troll, human, undead, night, elf, orc, wolf.
Contents

Ruins in the Mist v1.02 (Map)

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,956
Review Information

Reviewer - Remixer
Map - Ruins in the Mist v1.01

Date of Review - 30.7.2016
Review Result -
Review Information
Awaiting Update


Map Presentation:
The map's presentation is appealing and accurate. The file name is not as good as it could be, "(2)MistInTheRuins.w3x - format would help to find it and read it - version number is not necessary for melee map, you want to play the latest version in any case.

Map Terrain:
The terrain is beautiful and appealing to the eyes. Barrens rough dirt has been blended in well to change the theme of the ruins successfully and there's a lots of doodads used. Some parts of the terrain however seem extremely empty, having no doodads on them - occasional shrub or flower - or even something bigger would really freshen the feeling a bit. Also, shallow water areas have no height variation, which is a shame, since rest of the map has lovely height variation. Albeit having a lots of doodads some of them feel awkwardly placed - fountains inside rocks and ruins rune shelves colliding with fire pots. Also, the ramps next to the goblin camps are really sharp, smooth them up a little. Terrain seems functional for melee match and is very pleasing to the eyes, apart from the few cons mentioned above.

Map Units:
In melee map, you should not edit the race's units if you are going to use them somewhere around the map, be it even as creeps. Instead, you should copy them and edit and use the copies instead to avoid balance changes between the actual playable races. I'd heavily recommend you to revert the changes you did to the basic units and make copies of them instead. Other than that there's nothing wrong with using them, even though I feel you did not succeed on that factor as well as you did with the terrain.

Generically it's not a good idea to mix many creep races together in the same camp, and seeing Makruras and Trolls is very odd - same applies to Trolls and Turtles. I'd recommend to place either turtles or trolls - choose one to each camp. The creeps guarding goblin laboratories are also awkwardly places, you might want to move them in front of the neutral buildings.

The neutral buildings are placed neatly, having their own space just like the creep camps - they don't seem "bunched up" which is very good. There's even two extra gold mines per player which is really nice, though they could be guarded a little heavier - especially the ones closer to the middle. Unguarded tavern is a nice twist along with numerous creep camps around the map.

I don't quite get the point of the neutral goblins or the permanently invisible Kel'Thuzad. What is their point? I do think they look amazing, but you are not going to see them in-game as the places are not reachable. Especially the Kel'Thuzad is a big question mark for me, you should at least add spell immunity to it to avoid it being Possessed.

Map Items:
I like the way you mixed some customization to the item drops, however Enhanced Shield seems very strong drop, albeit you dropped its value, it still has the armor bonus, and notable hit point bonus. Also, the rune of rebirth seems very strong drop from those top creep camps, might want to change that, maybe a health rune?

Other than that the item drops seem more or less appropriate. Custom twist is always refreshing to see - especially when it's done correctly, like here.


Map Summary:
A visually beautiful melee map with sweet custom twist. Albeit having a few flaws it's acceptable. However for now I am going to set it Awaiting Update. If you do not feel willing to fix the things I said I am going to Approve it in a couple of days or after you update it.
 
Level 18
Joined
Jun 15, 2012
Messages
498
^
Thankyou for the review.

TERRAIN
In melee maps i try using doodads on the sides, cliffs and treewalls, trying to compensate for its lack in the open areas with terrain variations, in order to keep these areas where the fights are happening as clear as possible.

the outer shallow water areas are slightly deeper than the inner ones, other height variations are not really possible with shallow water.
Also there are not many height variations in the map aside from cliffs, in order to give the map a bit more 'sunken' feeling.

The fountains are there mainly for the blue splash, while bookshelver simply look good.

Will fix the ramp.

UNITS

Those unit changes do not have any direct influence on melee gameplay, as they work only for creeps.
Will keep in mind your suggestion for the future.

races are mixed because of level, attack type, armour type, other stats balance.
Some camps are weirdly placed in order to avoid aggroing them too easily while passing by.

Middle mines are lightly guarded because they are closer to the goblin laboratory and fountain.

Neutral goblin sappers and shredders are there just to look good, and you can see them if you use amphibious movement units (can get them at the merc camp or with runes of rebirth) to harrass the main base from behind the mine.
The keltuzad is there, like the arpy nest, to avoid early zeppelin drops on the cliff.

ITEMS
The enhanced shield can be considered as a level 2.5/low3 item, will see what to do about it.


I didn't get the point about the map filename.


I will update the map, but it may take a while (cannot access it atm), so I an find with it awaiting update.
 
Last edited:

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,956
About the shallow water height variation I'd suggest you to check my map "Paradise Shoals" it is possible and it really helps the look.

I get your point about making the terrain clear but a few shrubs here and there do not make it look any more confusing.

The filename should be "(2)RuinsInTheMist.w3x" instead of what it is now. Using capital letters on the each word helps out the reading, and as a melee map that should remain the same once it's finished the version number is unnecessary.

Before
After


It's all shallow water albeit looking not to be, you don't need to raise such huge areas above the real water level in order to make it look less confusing.
 
Last edited:
Level 18
Joined
Jun 15, 2012
Messages
498
^
Thankyou for the suggestion, but I'd rather keep the water like that, as having shallow water (pathing) not look like it is kinda confusing (i often raise the terrain at the edge of water areas to keep it as clear as possible where you can build and where you can't); also didn't really like the aestethics of it, just not my style (no offense).

The changes are minor: smoother ramps and clearer filename.

After thinking about where to add more doodads around, I decided not to, as they felt kinda out of place in the middle like that (not too melee map "blizzard-ish").
The items I decided to keep as they are: although they are definetly strong for the camp, i feel like having these as "lucky drops";

Thankyou again for the help.
Will have to upload a more balanced map in the future to make up for this one ^^'
 
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