Tw1 by Ascrelle posted Jan 11, 2019 at 11:02 PM
"Wizarding pirates cling to the last of their riches as their footholds surrender to the sea. Venture onto the water and find the mystical Waygates that serve as alternate routes to strike at the heart of the enemy."
I'd like to participate!
EDIT: A point for discussion. Since the latest patch tried to fix a lot of map hosting issues, it would be a lot easier to get a lot of these maps tested in teams. Would others be interested in testing the maps?
A legion of greedy Ogres has enslaved the native Kobold miners and taken control over this resource-rich area. Brave the shallow rivers and feed the water with the flowing blood of your enemies.
Bloodmyst Quarry is a 1v1 melee map and an entry for the...
@Twilight looking good! Although I'd recommend using a different creep type than Ghosts/Wraiths, which are quite annoying to fight thanks to the Possession spell.
@Ragnaros17 Well done! I like how the lava turned out.
@Kam There is one issue with this as far as the contest rules go: As...
True, though I do recall TS being changed in a recent patch to fix the Laboratory issue :p
Anyway, I've uploaded my WIP map for testing purposes here:
Bloodmyst Quarry - Warcraft 3 Maps - Epic War.com
Feel free to give it a try!
@mafe I'm liking the layout on this one. I don't know the exact distances for this to be dangerous, but having a Goblin Laboratory too close to a player's main base allows for easy Sapper access by opponents, which can be problematic especially with something like an Orc Scroll of Speed...
I've updated my submissions and added the Random Hero version to my map submission here
(24) Pillars of Corruption
This version fixes a relevant issue, so @HighTac please use this one as the final entry for the contest if that is allowed. As long as people know that this is the final version...
-Since the latest PTR version increased the creep limit, the triggers that place neutral creeps at the start of the game are no longer needed and have been removed.
-Fixed aggro radius of a few gold mine creep camps.
I have the same issues with the editor crashing regularly on large maps like these. It's got something to do with my drivers, but I'm not sure exactly what. It makes map editing a pain and is the reason I do terraining at the very last point only, since that's what causes most my issues...
Version 1.1 (March 12 2018)
-Removed 4 small creep camps that were accidentally duplicated.
-Made the map area outside of the playable island smaller to reduce loading times and improve
-Made some small terrain changes.
If you have any notable replays, please share them...
"Six opposing cabals of warlocks built their spires atop an ancient magic source on this island, using their demonic
powers to fight one another and corrupt the lands below as they saw fit.
Their downfall was inevitable. Your victory is not."
Pillars of Corruption is my attempt at creating a...
This is really interesting. It's a shame Blizzard didn't make any 12+ player melee maps themselves (they still might for the actual patch after PTR) and a contest like this is a great way to get an initial map pool for these kinds of massive team / FFA games.
Are custom terrain-only imports...
Well done everyone! I myself refrained from voting in the poll, but the winners here were definitely among my favorites. Congratulations to the winners!
Now to hope Back2Warcraft can do something useful with these awesome maps :3
All creeps drop random items of a certain level and class, with only a few items as exceptions:
The Tome of Experience is omitted from the level 2 tome category because it creates spikes in a player's creeping route solely based on luck.
The Wand of Lightning is omitted from the level 2 charged...
I have updated the map!
-Heavily modified the terrain for more detail.
-Made the creeps near the gold mines more aggressive (non-blue). For the bottom center gold mine, only the Warlord is aggressive so that units merely passing by won't be attacked as often.
-Changed the item drops...
This is a custom skin texture for the Priest unit to resemble a member of the Nightborne faction from World of Warcraft.
-The torso, shoulders and cloak are new from scratch.
-The face, hair and neck have been heavily modified.
-The staff has received some slight...
"All but the Eversong Monarch's heart is corrputed with undeath. In the Ghostlands, no soul may rest forever, and those you free from that torment may find themselves at your side."
This is a 1 versus 1 melee map with custom terrain inspired by the Ghostlands in World of Warcraft. The map's...
Isn't the idea that you can use a map of any size, but it will only be judged based on how it plays in 1v1? There are plenty of commonly used maps that are more than 2 players but are great for 1v1 games. (Turtle Rock, Twisted Meadows to name a few).
There was even a 3-player map entry in this...
I've had a look at your map and here's a few comments to help you finish it :)
-This cliff leading to the Waygate (and the same area on the other side of the map) has pathing issues; There is only a very small section where you can get on the higher ground (pictured below; The pink squares are...
Trees are a 2x2 size object in the editor. If they are not neatly placed together, there are small 1x1 blocks of empty space between them. Making the trees 'dense' means placing the trees close together so all the empty spaces are closed off and no units can walk between the trees. Units being...
If you mean custom neutral buildings or neutral heroes, those definitely wouldn't be allowed.
It was confirmed earlier that custom murloc hut-type decorations (which are decorations but filed under neutral passive) are allowed.
And, for critters, though they are mostly decoration, they do...
@Kaer#2460 Your map looks good so far! What I mentioned for Mafe's map regarding the Laboratories counts here as well, but your version of the island seems more fleshed out, as well as the rest of the map having some more natural barriers in the form of water, so I guess that's perfectly fine...
@mafe The map looks quite good so far! I particularly like the idea of the random building, though caution should be taken that whatever outcomes it gives it remains balanced.
You might want to reconsider the Dragon Roost as a random option for that building, as that would heavily impact how a...