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Valley of Reflections

Hello

So this is my second map. This time I want to create something different. Main goal was to create a map that will be pretty accurate recreation of Azuremyst Isle zone from WoW while using only basic texture, and eventually editing some other stuff, like colors of flowers. And I must say zones recreations from WoW to Warcraft 3 are more or less possible - of course with good taste and choice between available terrain textures and other available stuff.

Let me know what you guys think about it. Do you like it and what about important stuff like balance, creeps and other things that influence the gameplay.

Notes and trivia

  • I spend some time in WoW, traveling to Azuremyst Isle to learn how it exactly looks like, what terrains in Warcraft 3 are similar to those from WoW and how to recreate some important details.
  • All creatures and some other stuff (like waterfalls, etc.) are like those from original Azuremyst Isle zone (so we have some Wildkins or Furbolgs for example).
  • I added some lightblue fog (zone is called Azuremyst Isle after all) but in WoW I've never noticed any fog there, except some purple haze/smoke above Exodar or some other places (so it's not exactly purple fog there like it is/was in Teldrassil).
Hope you guys will enjoy.




Changelog:

First update: 22.09.2018:

-camps ranges fixed
-item levels, drops and overall drops balance changed in proper way


Contents

Valley of Reflections (Map)

Reviews
deepstrasz
Some changes made, Approved. (previous review: Valley of Reflections)

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
  1. Only neutral hostile units guarding mines should have the highest camp range. The others should not engage unless player units are quite near or attack them. It seems you've done quite the opposite.
  2. Only magic immune units in one neutral camp is not a good idea especially if those units also cast spells. Well, at least the bigger golem dropped a Talisman of Evasion.
  3. Also, not good to have only melee units for stronger camps because in mid-late game you can kill them with air units.
  4. Potion of Divinity should drop from red camps not orange ones like that of the sludges defending mercenary camps.
  5. Item drops need to be more balanced. Please read the tutorials I link way below.
  6. Crabs, ghosts and golems? If only for their spell/ability diversity alright.
  7. Not sure if more than 1 tome of power should drop in the middle. It might become problematic when only one player/hero takes them all.
  8. Neutral hostile units which have the Possession ability (ghots and derivatives) shouldn't drop items.

Awaiting Update.


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Daffa the Mage
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Joined
Apr 12, 2018
Messages
5
Only neutral hostile units guarding mines should have the highest camp range. The others should not engage unless player units are quite near or attack them. It seems you've done quite the opposite.

Yeah! I just I just swapped it in wrong way. Now it's done properly.


Only magic immune units in one neutral camp is not a good idea especially if those units also cast spells. Well, at least the bigger golem dropped a Talisman of Evasion.

Thats right. I remember creep camps from maps like Golems in the mist or The Cruccible, and also want to have camps similar to them.


Potion of Divinity should drop from red camps not orange ones like that of the sludges defending mercenary camps.

Yeah, probably. Anyway - items level is now reduced.


Item drops need to be more balanced. Please read the tutorials I link way below.

I checked almost all of them and I changed it a little bit. Less tomes and overall a little less item level - in my opinion balance is now ok.


Crabs, ghosts and golems? If only for their spell/ability diversity alright.

Well - I could say yes. But for the most it's because of details of WoW zone that I borrowed ideas from. Another (problematic) example are Wildkins on the edges - thats why they are just melee and not any of them can attack air units.


Not sure if more than 1 tome of power should drop in the middle. It might become problematic when only one player/hero takes them all.

Sure. It was the highest item lvl - now it's fixed. I changed it to chance for two tomes of power.


Neutral hostile units which have the Possession ability (ghots and derivatives) shouldn't drop items.

Thats right - another good note. Also fixed.



I think those changes (especially with camp ranges and drops) were the most important. About those two camps like Wildkins and Golems - well I would like not to change them. I don't think it's as that big issue as camp ranges or item drops balance.
 
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