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Taldaram Lake v 1.04

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Taldaram Lake
This is a 96x96 melee map for 1 vs 1 players. It is designed with underground tile set. The general layout is an underground lake, where players are at oposite sites.


Neutrals and creeps

-8 gold mines (1 per base, 6 expanding options 6 defended with orange creeps)
-2 goblin markets defended with orange creeps
-2 unguarded taverns.
-2 mercenary camp defended with orange creeps
-2 Fountains of mana defended with red creeps
-2 Fountain of health defended with a red creep
-2 orange creep low level 10, defending nothing


Creeps amount

- 6 green creeps (3 per player)
- 14 orange creeps (7 per player)
- 2 red creep (1 per player)

Strategy
-There are many ways of attack. After the green creeps, you can expand. The confortable expanding
has a powerfull red creep. The goldmines far away have orange creep to benefit that expantion.

Fictional history
Every map I create has fictional history behind its creation, the enviroment will have relation with the fictional history.

Tyrande Whisperwind led a great expedition to Northrend to make a war against the Lich King Arthas.She was commanding the night elves from her homeland and also she was being helped by the orc forces of Saurfang, the Forsaken forces of Sylvanas Windrunner, and representing the Alliance and the Knigths of the Ebon Blade, the death knigth Thassarian. After many victories against Arthas forces. Tyrande continued her journey through Iskaal river and ended in Taldaram underground lake. There Prince Taldaram showed himself to Tyrande. After Kael´thas failed against the Lich King, some of his greatest followers were slained and raised as undead. Prince Taldaram is one of them. He is very cunning and bloodthirsty when he is near his master. He is member of the Blood Prince Council with Kelesth and Valanar.

Taldaram Lake Journal
Tyrande: speak, what do you seek?
Taldaram: I don´t wish to fight you, if you are seeking Anub´arak, he is heading to the north. I told him I would delay you. But I am not a fool, I can not win against your forces.
Tyrande: You will let us pass through your lands?
Taldaram: Yes.
Thassarian: I do not understand, if this are your lands, how can be you let all this creatures live.
Taldaram: When I am near my master I have to obey his commands, but when I am not, I seek to protect life. I siphon the mana of this creatures to make powerfull crystals for the Lich King. I am prudent with my method and in that way life can spring here. As long I supply my master he doesn´t care what I do or what I don´t do with the living creatures.
Tyrande: Madness, I should slay you right now in the name of Elune!
Taldaram: If you do that, my master will send a replacement, probably one who doesn´t care about life. If you care about this place, you should let me live.
Thassarian: Tyrande, We should let him go.
Tyrande: Don´t you want to join us against your master?
Taldaram: I am afraid not, if I go near him, his command will overwhelm my will and I will betray you. I sugest you you to continue to the north, you will reach Naz´anak. But be carefull, you will find loyal nerubians to Arthas there. If you deafet them, you will be able to reach the tower of Balzaphon, the lich who has a sentinel place before the walls of the Death Gate.
Tyrande: How do we know you are not setting us a trap?
Taldaram: I tell you this, I wish you defeat King Arthas.
Tyrande: I see, I believe you, we shall continue our path then.
It will continue...

No imported matierial has been used, only WC3 preset elements

Changelog
Version 1.00 upload
Version 1.01
Changed murlocks green creeps from level 7 to 8
Changed market orange creeps from level 12 to 16 so the level 4 loot is more balanced.
Version 1.02
- I had a lot of orange and red creeps vulnerable to air attacks. Changed the creeps so now they have anti air units.
-Worked the loot of creeps
-Changed 1 tile set.
Version 1.03
-Added a health fountain and a red creep
- Fixed agro in the center path
- Converted 1 green creep (murlocks) in orange level 10
- And some more decoration
Version 1.04
-Ajusted loot, and no more gaps between trees

Credits

Map made by Ragnaros17
Contents

Taldaram Lake (Map)

Reviews
deepstrasz
I guess Phase Shift FXs are nice. I usually disagree with mines having the same amount of gold even though their guardians are not at the same strength. However, it's a personal thing. Other factors might be considered like the strategical point...
Level 15
Joined
Nov 30, 2007
Messages
1,202
I'm not sure what I think about having such an easy expansion combined with the access to the mana and later health fountains does for the balance, but it might be a fun aspect of the map.

If you are looking to balance it for competitive though I would change either where the fast expansion is located or remove the mana fountains, most likely the latter or even both, not sure. I can't recall ever seeing a 1vs1 map with a mana fountain, but I might be a senile old fool at this point.

I think you've done a good job overall regarding the creep design and item balance, but boy, a few of them are deadly, which is a good thing as it utilizes the access to a health fountain and the play associated to that.

As for the terrain I like the design you got going and the use of the colored minerals and the magic effects, gives the whole thing character. If I was editing the map though I would try to take it futher and create more mountain/cliffs with specific colored minerals in them and experiment by giving one side of the map one color, and another on the other side. Also, if you're asking me I wouldn't miss the sea shells, but thats a matter of personal preference.

Overall I would say this is a fun custom 1v1 map, with a few balance cocerns. But other than that, looks good and provides some challanges for the player. Is this WIP or are you finished?
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
Is this WIP or are you finished?
Is a 1.00 release (first release)
This is a I am waiting the list of sins I made in the map so I will fix them one by one.

The problem of this form of doodads is that they block pathways, so you cant put them everywhere, you have to let the road areas empty. And to much of the crystals can saturate, the crystals should be used in small amounts I think.
 
Last edited by a moderator:
Level 15
Joined
Nov 30, 2007
Messages
1,202
The problem of this form of doodads is that they block pathways, so you cant put them everywhere, you have to let the road areas empty. And to much of the crystals can saturate, the crystals should be used in small amounts I think.

You can make them into flowers. There is also a terraining trick where you remove the pathing of the doodad when you are placing stuff, gives you more flexibility to put things ontop of eachother, and then when you are finished you toggle back the pathing. Think you can read about this trick under one of the tutorials listed in the melee map tournament.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,829
I guess Phase Shift FXs are nice.
I usually disagree with mines having the same amount of gold even though their guardians are not at the same strength. However, it's a personal thing. Other factors might be considered like the strategical point they're in.

Quite nifty.

Approved.

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Level 13
Joined
Oct 12, 2016
Messages
769
Out of all the 1v1 melee maps I've seen popping up, this one stands out the most.
The layout has a nice feel.
There is a nice ambience: it does feel like an underground lake.
The creeps for the terrain make sense.
Lots of tactical options.
Good use of doodads, shift + page up/down for positioning, nice attention to detail.

Out of all your maps, I would like to see this one refined the most. It has the greatest potential.
 
Level 10
Joined
Oct 26, 2016
Messages
160
I like the overall theme of the map as underground tileset based melee maps are quite rare.
Map is of appropriate size and pathing is interesting as well.

Yet, there are a couple things to point out

-Item drops in some area are imba
Total lv of 12 creeping zone shouldn't drop lv4 items. You can switch it with merc.
Lv2 consumable at murloc zone is a little too generous as well. Scale down to lv1.

-Fountain of mana may favor certain races.
It can be exploited by a shadow hunter, a death knight or a paladin.
 
Level 29
Joined
May 21, 2013
Messages
1,635
I like the overall theme of the map as underground tileset based melee maps are quite rare.
Map is of appropriate size and pathing is interesting as well.

Yet, there are a couple things to point out

-Item drops in some area are imba
Total lv of 12 creeping zone shouldn't drop lv4 items. You can switch it with merc.
Lv2 consumable at murloc zone is a little too generous as well. Scale down to lv1.

-Fountain of mana may favor certain races.
It can be exploited by a shadow hunter, a death knight or a paladin.

I decided to increase murlocks, the level from level 7 to level 8 (still green creep). Still I think the loot should be level 2 since is very far away from bases so the reward should be a little more generous.
About the level 12, totally agree, increased from 12 to 16 consider there is a flying unit.



v 1.02 edit
mayor update
I had orange and red creeps vulnerable to air units, so I changed them so they can defend against air units

v 1.03
major thing, fixed agro, added 1 health fountain and a red creep

v 1.04
Major thing: no more gaps between trees
 
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