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(2)Silvermoon

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
War comes to Silvermoon, the capital of Quel'Thalas, as armies battle for control of the magical Sunwell. Quickly claim a goldmine and defeat the Sunwell's guardians to access the shopsvthat might just change the tides of war.


SILVERMOON
Created by Blizzard Entertainment, Edited by Xvarts (HouseKarstrak USWEST)

Map Info:
After a very long hiatus during which I gave up on making any maps, I have returned to the Hiveworkshop with a very simple map. Strictly speaking this is not my map. This is Undead05 from Warcraft III: Reign of Chaos and is thus Blizzard Entertainment's map, but I have converted it to a melee map and done some minor edits that optimized it for a melee game.

Changes from the Blizzard Campaign Map:
As part of optimization, in addition to resetting all triggers to make it a melee map and resetting the object data I did the following:

* Terrain Edits
* An Additional Goldmine
* All Elven Farms on the map have been replaced with the Elven Building Doodad
* Added A Few Added Doodads, Trees, etc.
*Additional Creep Camps and Neutral Buildings


Map Features:

*Marketplace (Sunwell Plaza)
* Goblin Merhcant (Sunwell Plaza)
*2 Fountains of Mana (One Each Side)
* 1 Fountain of Health (Center)
* Mercenary Camp (Sunwell Plaza)
* Four Goldmines
* 10 Gold Creep Camps
* 4 Green Creep Camps,
* A Red Creep Camp at each unowned Goldmine
* The Sunwell Area Guarded by Blue Dragons


Screenshots:



Full Map:
113968-8434ade0bf7670099a9b9a2ef3d9b1e1.jpg



Sunwell:
113973-5ab176c2938df68627126a938a96a2f0.jpg


Fountain of Health:
113974-14a1a1c95d338cc08bb86e5de2630082.jpg



113766-e6a78d635d1d44639face421c43514f1.jpg


Author's notes:

I have tested this map as an observer with computer insane AIs on 1v1 and have found that the AIs are able to play the map with very little issue.

I sincerely hope that someone enjoys playing this map. If there are any issues or you have any suggestions contact me.




Added:

  • New Low Level Creeps Camps
  • Central Plaza at Sunwell
  • Balanced Fountains of Mana

Removed:

  • Four Granite Golems (Replaced by Blue Dragon, 2 Blue Drakes)
  • Lower Village (Formerly Site of Fountain of Health)
  • Mercenary Camp at Bottom of Player Two's Island (Replaced by Fountain of Health)

Fixed:

  • Item Tables Balanced
  • Lack of Building Room in Lower Goldmines Resolved
  • Creep Camps Balanced
  • All Creeps Use Item Tables Now

Changed:

  • Deleted Serveral Bridges to Better Seperate Player 1 and 2
  • Creep Composition of Camps (Uniform now)
  • 1v1 Map Now



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Silvermoon (Map)

Reviews
Paillan
5 - 4 - 2017 Moderation No changes were made in more than 3 months which means that no changes are inteded to be made. Acording to rules, this implies that your map will now be classified as substandard. If you wish to revert this decision you can PM...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,956
The map is a campaign map conversion which make the terrain very Blizzard stylish. It however is not acceptable for a melee terrain at its current state:
Player 3 has no place to build on and Player 4 suffers from it too. Only Player 2 has enough place to build on. You might want to fix those roads to turn then buildable ground and fix some doodads off the way, or think some other creative way.

The Neutral building placement is also unfair: Fountain of health is unreachable by Player 2 and 3 for example. Try to mirror the map somehow to make it more balanced. The map seems a bit too small for 4 players (no room for additional gold mines).

Some creeps are facing really odd angles. The item drops are just pure madness. Currently even an easy creep can drop you a Kelen's Dagger of Escape. Make it more realistic: easy creeps drop low tier items and ramp it up as the difficulty of the creeps increases. Also, prefer making the item drops more stable, instead of picking one item out of 25 possible random items that are not even on the same level. Some creep camps (such as the 4 granite golem camp) is also too hard to be efficient - players lose more than they can gain from it. Not to mention that each player does not have the same creep camps: Player 1 and 2 have an easy gnoll camp but that is absent in Player 3 and 4's side of the map. Some creep camps are also too close to the roads and thus should be moved farther to avoid unintentional interruption.

At the current state it is not acceptable.
 
Level 6
Joined
Jun 3, 2009
Messages
91
The map is a campaign map conversion which make the terrain very Blizzard stylish. It however is not acceptable for a melee terrain at its current state:
Player 3 has no place to build on and Player 4 suffers from it too. Only Player 2 has enough place to build on. You might want to fix those roads to turn then buildable ground and fix some doodads off the way, or think some other creative way.

The Neutral building placement is also unfair: Fountain of health is unreachable by Player 2 and 3 for example. Try to mirror the map somehow to make it more balanced. The map seems a bit too small for 4 players (no room for additional gold mines).

Some creeps are facing really odd angles. The item drops are just pure madness. Currently even an easy creep can drop you a Kelen's Dagger of Escape. Make it more realistic: easy creeps drop low tier items and ramp it up as the difficulty of the creeps increases. Also, prefer making the item drops more stable, instead of picking one item out of 25 possible random items that are not even on the same level. Some creep camps (such as the 4 granite golem camp) is also too hard to be efficient - players lose more than they can gain from it. Not to mention that each player does not have the same creep camps: Player 1 and 2 have an easy gnoll camp but that is absent in Player 3 and 4's side of the map. Some creep camps are also too close to the roads and thus should be moved farther to avoid unintentional interruption.

At the current state it is not acceptable.
Will consider making it a two player map after finding suitable starting locations. May use 1 and 2 as starting locations and destroy the bridge that connects them. Creep camps will be adjusted, playable map area may be extended or terrain redone in some areas.

The four golems, at least in the matches I played are usually killed one at a time, but I will consider changing them or making the Sunwell have some benefit as a fountain of replenishment.

EDIT: Many changes, see changelog.
 
Last edited:
Level 23
Joined
Oct 12, 2008
Messages
1,783
Two things
- As of now, the base locations are very unbalanced (Blue player is at a massive disadvantage both in terms of distance from nearest expansion and space they initally start with
- That said, I like the look of the map

With some modification to the blue player starting area this could definitely be approved.
(Personally, Id move it to the bottom left mine, but in the end it is your call.)
 
Level 19
Joined
Jan 22, 2011
Messages
3,968
5 - 4 - 2017 Moderation
No changes were made in more than 3 months which means that no changes are inteded to be made. Acording to rules, this implies that your map will now be classified as substandard. If you wish to revert this decision you can PM a map reviewer once you have updated the map.

Set to Substandard.

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