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Hanging Gardens [1.2]

Hanging Gardens


By Zada

Information


Existing on the surface of an ancient hanging gardens is revealed a rich paradise flourishing with beauty and antiquity, which in due time was preserved and formed a brilliant place for compelling and anticipating expeditions.

Overview


134821-881d39640c484a5b64c9e0280d49d01c.png

Changelog & Credits



Version 1.2
Attempted to make terrain wider
Added more trees on starting positions
Added ground & air pathing blockers on columns of arches
Changed drops for one red camp and one critter
Fixed selection circle bug on turtles

Version 1.1
Relocated Taverns closer to players
Changed old Tavern locations into green camps
Minor changes to Loot Tables

Version 1.0
Release Version

Credits
Prehistoric Grass Tile - Felz_09
Ashen_DirtGrass(Onyex) - dhguardianes
Shrub - Variation A - Remixer


Author's Note


I myself don't know what to say.
Contents

Hanging Gardens (Map)

Reviews
mafe
First of, anyone who tries ot make a 12 player map deserves respect. The map has a very nice overall look. At first I was worried because I did not recognize the green spots near the edges of the map in the overview, which wouldve been weird. For FFA...
deepstrasz
1. There are many choke points (narrow zones). 2. Really not enough trees in the main bases. Maybe you'd want to switch the start locations with the expansion mines? 3. There's not enough space to travel between creep camps and...
Level 5
Joined
May 19, 2017
Messages
19
*UPDATED*
V1.2

-Drops were modified in one red camp.
-Added pathing blockers to columns of arches.
-Made some spaces wider.
-Fixed selection circle bug.
-More trees on starting positions.
 
Last edited:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
First of, anyone who tries ot make a 12 player map deserves respect. The map has a very nice overall look.
At first I was worried because I did not recognize the green spots near the edges of the map in the overview, which wouldve been weird.
For FFA, I think the corner spawning positions are significantly worse then the other spawns: All neutral buildings (notable alos the taverns) are very far away, and you have no realisitic option to expand (unless some of the adjacent spawns are wihtout players, and your main bases have much fewer trees.

For 3v3v3 or 6v6, the "stairs" will make it somewhat difficult to get big armies to walk past them in the lategame.

I definitley recommend you look at your the item composition of some spots:
First of all, you often mix items of different type/level, which means the items have different gold value. It is nota big issue, but in FFA it sometimes gets to the point where mostly only heroes survive and gold mines are gone, and then being able to seel an item for 100g more than the opponent can make a difference. In general, there is a reason why some items are usually considered to be of equal strength.
Many of the item tables contain items of highly different strength. I will refer to them by the ingame names:
-GC-In: Boots of speed (very strong early game, much too strong for these kind of creeps) vs claws (maybe a bit too strong for these creeps) vs +3 stats item (maybe a bit too weak for these creeps). My recommendation: lvl 1 permanent item + lvl 1 tome.
-GC-out: One pot heals 100 hp, 25 mana over time. One give instant +250 hp, another instant +150 mana. Big luck factor.
-Almost identical situation for the expansion gold mine creeps
-Critter drops item? I guess this more an easteregg though.

Still, as someone who plays quite a bit of 4v4, this map looks very good; much better than some of the maps in the current bnet pool.
 
Level 5
Joined
May 19, 2017
Messages
19
First of, anyone who tries ot make a 12 player map deserves respect. The map has a very nice overall look.
At first I was worried because I did not recognize the green spots near the edges of the map in the overview, which wouldve been weird.
For FFA, I think the corner spawning positions are significantly worse then the other spawns: All neutral buildings (notable alos the taverns) are very far away, and you have no realisitic option to expand (unless some of the adjacent spawns are wihtout players, and your main bases have much fewer trees.

For 3v3v3 or 6v6, the "stairs" will make it somewhat difficult to get big armies to walk past them in the lategame.

I definitley recommend you look at your the item composition of some spots:
First of all, you often mix items of different type/level, which means the items have different gold value. It is nota big issue, but in FFA it sometimes gets to the point where mostly only heroes survive and gold mines are gone, and then being able to seel an item for 100g more than the opponent can make a difference. In general, there is a reason why some items are usually considered to be of equal strength.
Many of the item tables contain items of highly different strength. I will refer to them by the ingame names:
-GC-In: Boots of speed (very strong early game, much too strong for these kind of creeps) vs claws (maybe a bit too strong for these creeps) vs +3 stats item (maybe a bit too weak for these creeps). My recommendation: lvl 1 permanent item + lvl 1 tome.
-GC-out: One pot heals 100 hp, 25 mana over time. One give instant +250 hp, another instant +150 mana. Big luck factor.
-Almost identical situation for the expansion gold mine creeps
-Critter drops item? I guess this more an easteregg though.

Still, as someone who plays quite a bit of 4v4, this map looks very good; much better than some of the maps in the current bnet pool.

Thanks for the review, I know the drops are a total mess, so i made minor changes to it and also relocated the taverns, since having to travel all the way to the middle for a neutral hero doesn't make much sense in this map.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,807
1. There are many choke points (narrow zones).
2. Really not enough trees in the main bases. Maybe you'd want to switch the start locations with the expansion mines?
3. There's not enough space to travel between creep camps and doodads/destructibles/cliffs forcing you to engage them or find other ways to travel.
4. Dragons and air units get through the archways where the roost is.
5. For some reason, Giant Sea Turtles have their selection circles way above them. Did you change the unit object data? You only modified the colour of the Tavern and Mercenary Camp. Weird, why does the Turtle have that bug then?
6. From the Stalker and turtles: Inferno Stone and Runed Braces, a bit overpowered.
7. You could use the triggers in this map to make sure enemy players don't start near you: Skeletal Coast v1.3

-Critter drops item? I guess this more an easteregg though.
Phat Lewt and/or Cheese-like items could indeed be Easter Eggs but not items which give gameplay advantage.

While it is beautiful architecturally, it's not melee ready. Ground units will have a hard time being used on this map without annoyance.

Awaiting Update.

=============================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 5
Joined
May 19, 2017
Messages
19
1. There are many choke points (narrow zones).
2. Really not enough trees in the main bases. Maybe you'd want to switch the start locations with the expansion mines?
3. There's not enough space to travel between creep camps and doodads/destructibles/cliffs forcing you to engage them or find other ways to travel.
4. Dragons and air units get through the archways where the roost is.
5. For some reason, Giant Sea Turtles have their selection circles way above them. Did you change the unit object data? You only modified the colour of the Tavern and Mercenary Camp. Weird, why does the Turtle have that bug then?
6. From the Stalker and turtles: Inferno Stone and Runed Braces, a bit overpowered.
7. You could use the triggers in this map to make sure enemy players don't start near you: Skeletal Coast v1.3


Phat Lewt and/or Cheese-like items could indeed be Easter Eggs but not items which give gameplay advantage.

While it is beautiful architecturally, it's not melee ready. Ground units will have a hard time being used on this map without annoyance.

Awaiting Update.

=============================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

If you want more reviews, come here:
The Grand Review Exchange!

Hey, thnx for your review.
1.Well for the main bases i guess ill switch them with the expos, but might be prone to rushing, and probably lessen or move the trees on narrow spaces.
2.With the selection circle thing idk whats wrong with it might be a bug, I guess its because this map wasn't really started from scratch, I had a previous template that I made that i did not like so it was changed, i then messed with adjust cliff levels but it still left floating water, weird. and then removed the water somehow, other weird phenomena are viewing the whole map on WE messes everything placing units has floating shadows and selection circles. Nothing was changed in unit object data, other than tavern, merc camp, and marketplace colors and also the archways. How to fix plz.
3.For the archways, air units but can pass through them by default with their pathing in the object data, but I will make air and ground pathing blockers for the columns but not on the arches themselves since air units fly under them and not necessarily touch them unless they are massive in size.
4.Drops for turtles and stalkers will be changed.

Will be updating soon. c;
 
Last edited:
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