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The Murloc Islands

-Murloc Islands-
Test your skill and your friends' in a FFA or 6v6 scenario. Work your way thrue nasty Jungle stalker to wreck your enemy.

1v1 or 6v6?

Why is skill so important in this map? Well, help from your allies, you won't get that easy.

Since your stuck with an enemy on the same island, you have only one choice: battle it out in a 1v1 and win!

Information

Screenshots

Changelog

Video's

Authors Notes


Murloc Islands is a 12 player map with can be played in a 6v6 or FFA.
The map has got two Taverns, two Goblin Merchants and two Goblin Laboratories on each island. All goldmines have 12.500 gold.
Creeps on this map are:
- Four green creep camps on each island
- Four less hard red creep camps
- Four hard red creep camps
(Of corse on each island.)

I can give you one advise, melee might have a hard time creeping on this map.
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No changelog yet
Enjoy, good luck and have fun,
Augustus_Magnus
Contents

The Murloc Islands (Map)

Level 3
Joined
Aug 24, 2012
Messages
51
Awesome map bro, interesting idea (even if the concept is not too original). When I say that the concept is not too original it is because there is actually just a 1 versus 1 map, copied and pasted five more times in Map Editor.
Overall, I really enjoyed playing it. I have noticed some issues though, like when you go 1 versus 1, you might get your base on one island, and the enemy on a different island, which can cause the AI to get a little bit confused and get stuck forever on that island (they dont use Zeppelins, unfortunately). When you go 6 versus 6, the computers go and signal the map, and some of them get stuck also, trying to go and help each other, but not being able to do this because they cannot travel over the water. They just stay near water and do nothing. They stay like that even 5 or 10 minutes sometimes. It is like they get bugged...
And the last issue I noticed is about the Taverns, they are half on the ground and half in the air. It is some sort of graphics bug that can be easily repaired.
Decent map, nice creep camps, good size for 12 players. I will give you +1 rep for your work.

All the best!
 
Last edited:
Level 6
Joined
Jun 2, 2016
Messages
117
Awesome map bro, interesting idea (even if the concept is not too original). When I say that the concept is not too original it is because there is actually just a 1 versus 1 map, copied and pasted five more times in Map Editor.
Overall, I really enjoyed playing it. I have noticed some issues though, like when you go 1 versus 1, you might get your base on one island, and the enemy on a different island, which can cause the AI to get a little bit confused and get stuck forever on that island (they dont use Zeppelins, unfortunately). When you go 6 versus 6, the computers go and signal the map, and some of them get stuck also, trying to go and help each other, but not being able to do this because they cannot travel over the water. They just stay near water and do nothing. They stay like that even 5 or 10 minutes sometimes. It is like they get bugged...
And the last issue I noticed is about the Taverns, they are half on the ground and half in the air. It is some sort of graphics bug that can be easily repaired.
Decent map, nice creep camps, good size for 12 players. I will give you +1 rep for your work.

All the best!
Thanks for these kind words. I know Blizzard fucked up with their AI. But maps I created mostly serve for being played with multiplayer.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Inspired by Hero Line Wars type of maps, I guess?

-creeps are rather powerful from the start; better use a flying units strategy
-it's dangerous to walk by neutral hostile groups with a large ground force
-there's not too much space to build on expansions (especially if the map is playerfull and there's no other mine to liberate but those on the islands)
-there are six players per side (north and south) but only 5 expansion zones per side
-wood is a little scarce; not a big problem unless you're night elf

3.5/5.
 
Last edited:
Level 6
Joined
Jun 2, 2016
Messages
117
Inspired by Hero Line Wars type of maps, I guess?

-creeps are rather powerful from the start; better use a flying units strategy
-it's dangerous to walk by neutral hostile groups with a large ground force
-there's not too much space to build on expansions (especially if the map is playerfull and there's no other mine to liberate but those on the islands)
-there are six players per side (north and south) but only 5 expansion zones per side
-wood is a little scarce; not a big problem unless you're night elf

3.5/5.
Thanks, fixes will be done in the weekend.
 
Level 8
Joined
Jan 1, 2017
Messages
69
  This map is too simple. I don't think he is a qualified map. The six units and decorations on the land are completely copied and pasted, which is not in line with the spirit of the artist. Map outline is too monotonous, the game can not use too many tactics, single play. Players in the middle will be surrounded by other players, while players on both sides of the map will survive, which makes the map a little unbalanced. It is recommended to repair the terrain of this map, at least the distance between players, can refer to Blizzard map "Raging Stream" to modify!
 
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