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Zangar Marsh

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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-Zangar Marsh v2.4-

# Free hand submission #
** UPDATE v2.4: Triumph of Murloc **
In a secluded grove, mutated by viruses and strange protists, lies a mangrove forest. The fertile land is home to Fountains of Youth and the dark streets play host to Tavern-goers. Guard your territory fiercely and don't wade in too deep into the mud!

[2019-05-26] Uploaded V2.4***LATEST UPDATE***
- Added Goblin Shops
- Changed Sludge creeps paths to avoid scout problems
- Moved 1st XPansion Gold Mine closer to trees for Acolyte balance
- Removed Lv2 Tome on Murlocs
- Cosmetic upgrades- doodad improvement
- Fountains were retained for the moment as they are far from the main bases, therefore not leading to balance issues as the player has to decide whether to keep his army at home or venture out.
- Trees pathing improved. I consider it good enough at this point (equal to the original Blizz maps)
- Would welcome suggestions on creep loot balance (serious suggestions only plz)

Information

Screenshots

Changelog

Credits

Authors Notes


- Players : 2
- Tileset : Modified Ashenvale
- Gold Mines : 3 per player
- Play Style : Fast (determined by AI testing)

See attachments for Screenshots.

[2019-05-19] Uploaded
[2019-05-22] Uploaded V2.1!**NEW**
- Changed Fountain of Mana to Marketplace
- Adjusted one creep from Lv3 Charged to Lv3 Permanent
- Added one creep camp
- Added many trees and pathing optimization
- Added many props and doodads
- Added whales and fish
[2019-05-26] Uploaded V2.4***NEW UPDATE***
- Added Goblin Shops
- Changed Sludge creeps paths to avoid scout problems
- Moved 1st XPansion Gold Mine closer to trees for Acolyte balance
- Removed Lv2 Tome on Murlocs
- Cosmetic upgrades- doodad improvement
- Fountains were retained for the moment as they are far from the main bases, therefore not leading to balance issues as the player has to decide whether to keep his army at home or venture out.
- Trees pathing improved. I consider it good enough at this point (equal to the original Blizz maps)
- Would welcome suggestions on creep loot balance (serious suggestions only plz)
** First upload in 8 months! **

Created by RFWH.
Plz test and share
Copyright 2019.

WoW homage
Contents

Zangar Marsh (Map)

Reviews
deepstrasz
There are still spaces between trees but at least you need to cut some first to get there. The problem is, non-night elf races will have less lumber. Try placing the trees again with the round and smaller to smallest brush. Still neutral hostile units...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Where to start:
-Vine Tile is really ugle and should be used more sparsely
-Theres no reason to have that many gold mines, 1 or 2 is fine.
-The map needs a shop and could really use a lordearon summer merc. camp.
-Fountain of Mana should be removed and placed by a center Tavern.
-There are no trees, where are the trees? Atmosphere or not, this isn't going to work.
-Sending a scout unit towards enemy will draw aggro from creeps.
-Mushrooms growing from deep water looks wierd
-Leaf texture doesn't make sense when there are no trees (only mushrooms)
-I recommend mixing in Northrend Dirt, Felwood Dirt, Lordearon Winter Grass tiles if you want a blue-hue alien like atmosphere.
 
Level 8
Joined
Sep 30, 2017
Messages
75
Look Nudl, I know there are certain standards when it comes to melee mapping but you know what? I don't want to make every map with a shop and tavern, if you go back to WC3 and Frozen Throne there are some very bizarre maps that don't either. Anyway, I'll take your suggestions to heart as I'm not fully happy with the map either. Maybe I'll add more trees and get rid of some of the creeps.
Yours-
R
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
The mods review melee maps with a certain base level of balance in mind. You can make wierd maps all you like, but theres only so and so much moderators will accept variance from standard melee maps. Keep that in mind if you want your map to get accepted. I'm not a moderator btw.

You should read mafe's 1v1 guide, everyone who makes melee maps should read it because its just that good.

edit:
KOTG and just NE in general need trees to function or your map is simply not gonna fly.
Tavern and shop are basicly required btw.
Mana Fountain is very iffy and generally frowned upon because of balance issues.
MK with a mana fountain is bonkers.
Life Fountain is acceptable in some cases, but still OP for huntress.
 
Level 30
Joined
Mar 14, 2014
Messages
1,215
Yeah finally a Zangarmarsh map.
- How about different sized Mushrooms. Some bigger some smaller. (Giving more or less resources)
- Where are the Naga, Broken? The most Important thing about Zangarmarsh.
- I do however have to agree: Your Zangarmarsh map could use more Mushrooms. (Google Link)

But so far: Good looking.

Ps. I'm not a guy that is much for balancing. I'm more of a guy that sees how much a Map resembles it's counterpart. Cheers.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Filename has no player number between brackets before the map title.

  1. There are spaces between trees where small units can pass through. Wisps especially could be used to spy. You could select trees and move them close together with the mouse or arrow keys which also have numbers on them (Num Lock must be on) or fill the spaces with doodads. This applies to most if not all mushroom forests.
  2. Neutral hostile units don't start with full mana. You have to select them individually and set the mana to full.
  3. Although you can send a scouting unit directly to your enemy's base without it being attacked by neutral hostile camps, many camps should be less exposed/out in the open for non-direct type of scouting.
  4. Mine guardians should have the longest camp range (eredar) to engage player units from a farther distance so they won't build towers nearby or use cheap strategies.
  5. Good that you've placed the fountains far from the main bases. However, they could be close to expansions and because it's not one fountain, players will rarely if at all have any conflict over who's to control the fountain.
  6. The position of the mines guarded by Draenei create vulnerability for Acolytes. Push them backward, closer to the trees.
  7. Generally, it's not a good idea to have paths with neutral hostile units on them because that leaves less manoeuvrability for the early game.
  8. Tomes of Experience on weaker camps like the murlocs near their huts could cause balance problems for early-mid game.
It would be best to re-read the melee mapping guides below.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. There are still spaces between trees but at least you need to cut some first to get there. The problem is, non-night elf races will have less lumber.
  2. Try placing the trees again with the round and smaller to smallest brush.
  3. Still neutral hostile units start with low mana. It could be a patch related issue to since you're using 1.21...
  4. Try not having any neutral hostile units with the back to the coming enemy; for instance the spiders. A camp should all face towards the front.
  5. The eredar near the mines still don't have the longest camp range.
So, I'm not sure if I'm being played, defied or ignored.

Awaiting Update.

(previous comments: Zangar Marsh)
 
Level 8
Joined
Sep 30, 2017
Messages
75
You are being defied and I don't understand how you can be so insufferable to your content creators. There's nothing glaringly wrong with it, so why give me so much grief? Why can it not be approved? It's a full map.

Yours
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
You are being defied and I don't understand how you can be so insufferable to your content creators. There's nothing glaringly wrong with it, so why give me so much grief? Why can it not be approved? It's a full map.
Then it means you've not really done any update, which kind of means you've lied.
I'm not approving maps which aren't properly working. When it comes to melee, I'm way more strict since they are not maps you work on that much. Plus, they follow the same rules usually.

If you don't want to improve at all find someone else to review:
If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 8
Joined
Sep 30, 2017
Messages
75
Comrades I am sorry. My response was unjustified.

I will try my best to improve my maps, while that is true, some concepts, as you have rightly said may just not work as melee maps. Maybe I could come up with the concepts and let someone more qualified help with balance.

I am working on more improved versions of most of my maps but sometimes haven't the time.

Sorry for what I said. I know this is our community and we have to work together.

Please look forward to more finished maps that meet the rules in the near future. Thank you all for your support and comments. Hope we can be friends again

~~~~RFWH
 
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