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The Dead Scar

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The Dead Scar
<2v2 or FFA>
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Description
The undead invasion on Silvermoon has left death and destruction in its path trough the beautiful homeland of the high elves - Eversong Woods. Even now, years after the invasion, mindless dead wander the Scar, seeking only to further spread the destruction
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Features:

12 Gold Mines (4 at Starting Locations, 8 Expansions)
1 Fountain of Life (Center)
2 Taverns
2 Mercenary Camps
2 Fountains of Mana
4 Goblin Merchants
4 Goblin Laboratories
4 Waygates
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10 Green (Easy) Creep camps
26 Orange (Medium) Creep camps
8 Red (Hard) Creep camps (4 are at player starting locations)
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1.2 [05.05.2014] -Added more environmental and sturctural doodads all over the map, imported new custom texture for trees and flowers and re-calculated the shadows.
1.1 [02.05.2014] - Cleaned the scar of pathing and doodads, so it will be easily walkable and removed the fog.
1.0 [27.04.2014] - Uploaded.

Feel free to rate and comment! Enjoy!

Keywords:
Melee, Dead Scar, Death, Undead, Silvermoon, Eversong Woods, Blood Elf, High Elf, Forest
Contents

The Dead Scar (Map)

Reviews
11:47, 4th May 2014 Orcnet: Map approved
The Hive Workshop Official
mr_design_mapreview.jpg
Map Title:The Dead Scar
Map Author/Uploader:Blood Raven
Reviewer:eubz
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[TD]

Review

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Terrain is nicely done. Using those cliffs is good. I like how your play with them. I also like the way gates, functional for far places and could be useful for early attacks. Item drops is fine though I don't like/ not comfortable with a units having two item drops--one 80% and the other 90%. I like the scar at the middle of the map which actually bisects the entire map, it's a good idea

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Suggestions

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I don't have many suggestion here but on the item drops. I think it is better to have only one drop for each creep having 100% change.

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Vote

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I vote for Approval with a 3/5 rating.
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Nice melee map indeed. :thumbs_up:

 
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The Hive Workshop Official
mr_design_mapreview.jpg
Map Title:The Dead Scar
Map Author/Uploader:Blood Raven
Reviewer:eubz

[tr]
[TD]

Review

[/TD]
Terrain is nicely done. Using those cliffs is good. I like how your play with them. I also like the way gates, functional for far places and could be useful for early attacks. Item drops is fine though I don't like/ not comfortable with a units having two item drops--one 80% and the other 90%. I like the scar at the middle of the map which actually bisects the entire map, it's a good idea

[TD]

Suggestions

[/TD]

I don't have many suggestion here but on the item drops. I think it is better to have only one drop for each creep having 100% change.

[TD]

Vote

[/TD]
I vote for Approval with a 3/5 rating.
Nice melee map indeed. :thumbs_up:

Thank you for your review, I appreciate it. :)
But which mob exactly has that 80%/90% item drop?
I like

The fog is a bit unfitting tho
Yeah, I was wondering if i should remove it at all.
 
Updated! The ugly fog is no more.

Also i noticed that there are too many small doodads that prevent the units from walking freely around the scar, so i moved/deleted them a bit.

Still, i looked at ALL of the drop rates of the creeps and found none that drops 2 item sets. Some of the mobs have different chances to drop different items, but that is all in one item set that has 100% to drop, so in the end there will always be 1 item dropped, no matter what.

A new review would be nice :)
 
Goddamn it, Blood Raven, I was just doing a map with the same name, and with custom-made tile textures. Oh, well.

Good job, man! :)
Oh, I'm sorry :/
Though this is a very old project of mine, started it around one or two years back, but never found it interesting enough to finish it.
You can still make your version, you know... :)

News: New update planned for tomorrow.

EDIT: UPDATED!
Added new wow-ripped textures for trees and flowers!
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Looks nice. Can the Blight used for the Dead Scar itself be removed by building non-Undead buildings? The Dear Scar is supposed to be unhealable so it would be a nice touch to find a way for the blight not to be removed.
Well, I can import a custom tile with the textures of the blight, but then again, an undead building in the scar will override it with normal blight, which can be removed by other buildings and if that custom tile was unbuildable, it wouldn't work whatsoever, unless the whole scar is covered in it, which would look ugly. So no, it's impossible without breaking the bonds of a melee map.
But thanks for the suggestion ;)
 
Well, I can import a custom tile with the textures of the blight, but then again, an undead building in the scar will override it with normal blight, which can be removed by other buildings and if that custom tile was unbuildable, it wouldn't work whatsoever, unless the whole scar is covered in it, which would look ugly. So no, it's impossible without breaking the bonds of a melee map.
But thanks for the suggestion ;)

Uh.. Jass has such option to make certain tiles build-able and un-build-able. You can add custom tile-set ex: Ashenvale Rock, replace it with custom made blight. Then override Ashenvale Rock via import manager and use it in the scar only. I see no reason that it would not work. It has no flaws, since prefix "Rock" tile-sets are un-build-able and cant be override d by normal blight.
 
Uh.. Jass has such option to make certain tiles build-able and un-build-able. You can add custom tile-set ex: Ashenvale Rock, replace it with custom made blight. Then override Ashenvale Rock via import manager and use it in the scar only. I see no reason that it would not work. It has no flaws, since prefix "Rock" tile-sets are un-build-able and cant be override d by normal blight.
May be, but i've run out of tile space anyway. I'm currently using 16 tiles PLUS the blight, so i might need to remove one tile to import that custom blight, which i'm unwilling to do. It isn't that big of a flaw anyway, it's not like grass is going to grow in that scar.
 
Level 7
Joined
Aug 11, 2010
Messages
269
Undead are sadly a bit overpowered on this map. Not only do they get free blight to build upon, but they can simply retreat to the middle of the map when they need a heal, which grants them an INCREDIBLY efficient way to heal.
With that being said; the map is quite pretty. May I perhaps use the texture you used for your trees?
 
Undead are sadly a bit overpowered on this map. Not only do they get free blight to build upon, but they can simply retreat to the middle of the map when they need a heal, which grants them an INCREDIBLY efficient way to heal.
With that being said; the map is quite pretty. May I perhaps use the texture you used for your trees?
Yeah noticed this problem sadly, there are a few solutions.
Also, these textures were ripped from World of Warcraft, so I guess you're free to use them, they are not mine :)
 
Level 7
Joined
Aug 11, 2010
Messages
269
Yeah noticed this problem sadly, there are a few solutions.
Also, these textures were ripped from World of Warcraft, so I guess you're free to use them, they are not mine :)

I can imagine. Still, I hope you find some sort of solution out!
Also, thanks for giving me the permission, I love autumn looking trees; and i've been looking for something close (ish) to these sort of trees.

Edit: Also, I forgot to mention a very minor suggestion (and this could be very subjective, so take it with a grain of salt) I would change the two mercenary camps in the Scar to Dungeon (or underground) ones; since it makes more sense than having the creeps the Lordaeron ones sell. (Lordaeron: Forest Troll Berserker, Forest Troll Shadow Priest, Ogre Mauler, Mud Golem -- Dungeon: Burning Archer, Kobold Geomancer, Wildkin,) the Felwood one would also make a fair amount of sense, considering the area. (Murloc Flesheater, Sludge Flinger, Satyr Soulstealer)
Also, as others have recommended -- I recommend a custom fog. It can actually add a surprising amount of awe to a map. I'd suggest something vaguely sunset looking; due to the surrounding area. (perhaps R185,G110,B30?)
 
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