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Zangarmarsh

This bundle is marked as lacking. It fails to meet the standard requirements and may only have minor use.



Zangarmarsh

Zangarmarsh is one of the lands untainted by the Burning Legion. It is a mesmerizing swamp covered with a forest of phosphorescent giant mushrooms.


Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
8

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Creep Camps
20 20 13

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Neutral Buildings
21

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Gold Mines
6





- Uploaded.


- Reworked the middle island of the map.
- Removed the annoying single makrura camps in the pathways and replaced with a new Voidwalker camps in between the 2nd gold expansions.
- Fixed creep camp placements and orientation.
- Fixed weird doodad placements.
- Included a zoom command.



This map used to be Hurricane Isle, I 'terraformed' into a marsh, thus Zangarmarsh was born.
I am planning to use this map for my altered melee.

What I changed?
- The path to Taverns are completely unguarded.
- Relocated the Goblin Observatory (Merging path of the bases) and Market (Middle location of the map)
- Removed Marketplace
- Added Lordaeron Summer Mercenary Camp near the bases.

I also included a Zoom command in the 2021-05-27 update.
Just type -zoom xxxx to your preferred camera distance.
You can just reset it to default by: -zoom reset


Of course I have some music that works well with this map
Here is the link to the video if you're interested:
Contents

ZangarmarshV2 (Map)

Reviews
mafe
Well.... I knew I was behind in reviewing maps, but I didnt realize it went as far as April. Sorry about that. So, if you check the database, this isnt the first map with this name (let alone theme) ;) The idea to "terraform" Hurricane Isles (an...
Level 7
Joined
Oct 15, 2019
Messages
55
Greetings traveller,
I like playing this map with the video you posted it. It feels I'm playing WoW. :peasant-victory:.

Tileset and map shape are pretty unique. Pathing is tricky. The first preview picture you uploaded feels more suitable than the one you find ingame (no joke). Creep camps are balanced and item drops are great, although many of the camps must be placed correctly. If you can recheck the creep positions, would be nicer. Finding single-creep spots are something unique as well .. not sure if it's funny or weird, but its totally unique indeed. The huge mushrooms that populates the map are great for aestethic purposes, but I'm afraid you cannot fight or micro properly with such a huge amount of them. I suggest you to replace them into non-pathing areas or just remove some of them.

Overall I like the map but I have some mind-blowing feelings. Map suggests 4v4 players or FFA. This map is totally a FFA map or even a 2v2v2v2. Path distances are pretty long. There are many many narrow paths and end-point roads. For a good 4v4 map, you should open way more paths in general.

I would rate it as 7.5/10
 
Level 19
Joined
Oct 7, 2014
Messages
2,209
Thank you for the feedback! :goblin_good_job:

I like playing this map with the video you posted it. It feels I'm playing WoW. :peasant-victory:
Glad to see that someone also checks my music recommendations haha

...although many of the camps must be placed correctly. If you can recheck the creep positions, would be nicer.
Could you elaborate more? I don't quite get it.

The huge mushrooms that populates the map are great for aestethic purposes, but I'm afraid you cannot fight or micro properly with such a huge amount of them. I suggest you to replace them into non-pathing areas or just remove some of them.

Overall I like the map but I have some mind-blowing feelings. Map suggests 4v4 players or FFA. This map is totally a FFA map or even a 2v2v2v2. Path distances are pretty long. There are many many narrow paths and end-point roads. For a good 4v4 map, you should open way more paths in general.
Yeah I love the giant mushrooms of Zangarmarsh. I will consider the giant mushroom placements or just change the landscape of the middle of the map just to add more versatility and make room for larger armies. The only chokepoints could just be around the base islands and the immediate expansion camps.

I am also considering to just add another map for this bundle. One is the same map here but changes with the tree placements around the middle of the map. Another one is doing what I mentioned before so that it would be may more 4v4 friendly.
 
Level 7
Joined
Oct 15, 2019
Messages
55
Hello!

Glad to see that someone also checks my music recommendations haha
I really wish you could add these music pieces inside the game while playing a specific map..

Could you elaborate more? I don't quite get it.

I would like to see more opinions before change it. Hope we can see more posts, especially from those who are more familiar with map making and have a lot of experience. I attached some screenshots. As you can see, some creeps are far from the gold mine while others are closer. Orientation is weird in some creeps. Also positioning creeps very close each other makes surrounding very difficult.
 

Attachments

  • bad orientation and a bit far from gold.png
    bad orientation and a bit far from gold.png
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    bad orientation.png
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  • far away from gold mine.png
    far away from gold mine.png
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  • far away from gold.png
    far away from gold.png
    3.7 MB · Views: 37
  • i think weird positioning.png
    i think weird positioning.png
    3.7 MB · Views: 34
  • perfect position and orientation GOOD.png
    perfect position and orientation GOOD.png
    3.8 MB · Views: 37
  • perfect position and orientation.png
    perfect position and orientation.png
    3.7 MB · Views: 52
Level 19
Joined
Oct 7, 2014
Messages
2,209
I really wish you could add these music pieces inside the game while playing a specific map..
People usually don't like the additional file size especially for a melee map.

I would like to see more opinions before change it. Hope we can see more posts, especially from those who are more familiar with map making and have a lot of experience. I attached some screenshots. As you can see, some creeps are far from the gold mine while others are closer. Orientation is weird in some creeps. Also positioning creeps very close each other makes surrounding very difficult.
Ohh no it is really a mistake for the weird creep positioning. It will be in my first priority for the next update. Thanks for noticing it!
 
Level 19
Joined
Oct 7, 2014
Messages
2,209
I would like to see more opinions before change it. Hope we can see more posts, especially from those who are more familiar with map making and have a lot of experience. I attached some screenshots. As you can see, some creeps are far from the gold mine while others are closer. Orientation is weird in some creeps. Also positioning creeps very close each other makes surrounding very difficult.

Hello I updated it now and made a couple of changes. I've already fixed the creep positioning and orientation. I also removed the creeps in the middle of the paths as they were annoying when I try to scout and go to the tavern haha.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well.... I knew I was behind in reviewing maps, but I didnt realize it went as far as April. Sorry about that.

So, if you check the database, this isnt the first map with this name (let alone theme) ;) The idea to "terraform" Hurricane Isles (an iconic but controversial map that I personally never liked) into something better is very nice a fresh on the other hand.

Visually imho it works really well and captures the feeling from Zangarmarsh as I remember it from tbc. The only downside I see is that most of the map looks very similar, which for such a large map could mean that players will feel lost quickly. However, the middle is nice change. Just as an idea, maybe you can find a way to make some part, for example around the labs, look similar like the naga areas of tbc with the water pumps, i.e. give them an engineering-inspired vibe.
Using heavy global rain can be distracting, it's usually better to use only light weather effects globally and add heavy effects only in some locations.

Regarding gameplay:
1. Generally the map is alright in terms of layout and I like your changes. Maybe the central areas could have a few more green/orange camps, to be more interesting in the earlier stages of the game (and because some of these areas is atm relatively empty.
2. All itemdrops are sensible, with the exeption of the scroll of healing. They are way too strong to be dropped from a lvl 5 creepcamp.
3. The hydras at the central mines can and will aggro by accident, and due to poison have good change of killing single units. Better to only set one them (the one furthest back) to non-camp stance.
4. For 4v4/FFA there is no need to use Lordaeron Summer mercs, so you could go for outland/sunken ruins if you want to. Similarly, you could also consider using a few more outland creeps like dreanei.

You have also modified some doodads. While this technically makes the map and "altered melee", these are only cosmetics as far as I can tell. Therefore I'll still review this from a melee map standpoint. However, there are also some modified gameplay constants, which look like leftovers from this map being an altered melee before. Imho any uncessary modifications should be checked and removed if no longer needed.

So to conclude map: This is a good map, but a few simple fixes could go a long way; i.e. I strongly suggest you should fix 2, 3 and the unnecessary modifications. Until the map set to Awaiting Update. (I'll try my best to not need another 5 months to review the changes)
 
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