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(8)Red Blight

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(8)Red Blight V1.03
Player Suggest: 4v4
Take Inspiration: Nerubian Passage and Mr.Henci work[layout]
Map Creator: Zucth

Map Preview
181619-9ae9381f586013f1dbb2d37344ed9e15.png

Map Description:
Red Blight is a forest in the autumn, which is eaten by the heat from below. Causing the land, water basin, or even living things to change without returning.

Neutral Building:
20 Goldmines (Main and other expo-15000, Corner-8000)
6 Tavern
6 Goblin Merchant
4 Mercenary camp -Outland
6 Goblin Lab
1 Marketplace

Creep Camp:
20 Green
22 Orange
5 Red (+8 base)

Information:
-Nerubian Passage outring neurtal position
-Side player will take the pressure
-lot of raise and lower terrain for beauty
-outland camp, immolation time! [when gang up], +other fast units such as heal and the chaos hound.
-first expo mines [drop permanent 4]
-Mid marketplace with horrible Immolation camp, +drop per5 and charge4
-Base Guard are horrible as well [cause the map didn't design for other than 4v4]
-There are two tile set up to what you choose most of them are similar only some doodad in space that didn't move [Dungeon mixed and Barren mixed]

++There's a WIP down in the photo down there in case you wanna asked of it.
Dungeon Ver
181618-e24ef2cdc82755f9df0aaad72084c447.png

1.0 dungeon ver
1.01 barren ver + release on Hive
1.02 barren ver update-finish all the decoration.
1.03 barren ver + some terrain, doodad decoration, move mid lab position back word a bit// pull aggro fixed

Creator Note:
-The map was first design in dungeon tile set and it look beautiful in my eyes but people say that it was too dark so I did another version called RT [re-texture] for who ever prefer a lighter version.
-Also dungeon had a complain for lava using[Warning] as well who ever addict to dungeon like me can try on that mix dungeon tile set though. Dungeon version related to the map theme more.
Previews
Contents

(8)Red Blight (Map)

(8)Red Blight RT (Map)

Level 29
Joined
May 21, 2013
Messages
1,635
Im impresedd that you are mapping a lot of maps in very fast time with no rest between maps

I wonder do you plan to map forever or you plan to map 50-70-100 maps?

I mean you have 34 so far, wich is quite a large number, is hard to keep so many maps updated to have them in the frontpage.
 
Level 26
Joined
Jan 4, 2020
Messages
364
Im impresedd that you are mapping a lot of maps in very fast time with no rest between maps

I wonder do you plan to map forever or you plan to map 50-70-100 maps?

I mean you have 34 so far, wich is quite a large number, is hard to keep so many maps updated to have them in the frontpage.
After my next one I will take a long break though... Gotta go back doing work. You're right if I didn't have time to do a update it will all go substandard until I got another long break. I guess...
 
Level 29
Joined
May 21, 2013
Messages
1,635
After my next one I will take a long break though... Gotta go back doing work. You're right if I didn't have time to do a update it will all go substandard until I got another long break. I guess...

map to much may saturate, exhaust inspiration, play other games is nice to, then map again more fresh

with no updates maps end forgotten in the page 10 of hive.
also is nice to, is better to work few maps, so people will remember those maps like mafe with BO or Jale with RA,
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This is a good map. The "RT" version is definitely more convenient to look at.
The usual notes:
-Creeps and items seem balanced. However, I did not go as far as checking every single itemdrop, so if both you and me missed it, there could be accidential asymmetries in the itemdrops.
-Most creep camps are mixtures of several different "types" of creeps. I'm not a fan of that, but it makes no differences for gameplay.
-Having 4 players of each team close to each other has strategic implications, which could lead to passive earlygames. Some players might like that, some might not. But it's certainly interesting.
-There are are countless "safe wisp spots", but for 4v4 this does not really matter.
-The big red camp in the middle will probably attack player units by accident in most games. I dont see an easy way to avoid this. Given that similar stuff can happen in other 4v4 maps too (Market Place, Sanctuary), it's acceptable.

Map approved.
 
Level 26
Joined
Jan 4, 2020
Messages
364
This is a good map. The "RT" version is definitely more convenient to look at.
The usual notes:
-Creeps and items seem balanced. However, I did not go as far as checking every single itemdrop, so if both you and me missed it, there could be accidential asymmetries in the itemdrops.
-Most creep camps are mixtures of several different "types" of creeps. I'm not a fan of that, but it makes no differences for gameplay.
-Having 4 players of each team close to each other has strategic implications, which could lead to passive earlygames. Some players might like that, some might not. But it's certainly interesting.
-There are are countless "safe wisp spots", but for 4v4 this does not really matter.
-The big red camp in the middle will probably attack player units by accident in most games. I dont see an easy way to avoid this. Given that similar stuff can happen in other 4v4 maps too (Market Place, Sanctuary), it's acceptable.

Map approved.

I think you forgot to set the map bundle to approved though :plol:
 
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