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(12)Vashj'ir v2.1

Vashj'ir
Player Suggest: FFA, Any team game.
Inspiration: Undersea, A symphony of frost and flame middle area.
Map Creator: Zucth

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Map Description:
Ruins of the lost city. Tale of an old time forgotten. Now known as home of monstrous naga.

Neutral Building:
28 Goldmines (Base - 14000, Mid - 15500)
8 Tavern
4 Goblin Merchant
1 Marketplace

Creep Camp:
24 green
24 orange
1 red + (12 base)

Information:
-Map have a size [156x156]
-Very small 12 players map.

12Players-FFA-FML-Community-Showmatch-Back2Warcraft

This map concept has been laid long ago. First time the layout has failed on term of competitive, but it got released anyway under the name Spinach Enfolded. Second time it was done as an 8 players map like 1 and a half year ago I think? Later the idea got throw into the idea bins, The layout was a disappointment in term of high level competitive(If anyone wanna copy it just Take it.), it's not good enough.
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Till like November that I dug it up again and scrapped for a very small 12 players instead. kick the word 'competitive balance' out the window. On the file name you may see stuff like 2.0, don't get confused It's not like the remake of other people map. I just used that one to make me not forget about the 2nd unreleased map(most likely that I haven't forget it yet). Who know maybe one day I will remove the word 2.0 like nothing ever happen here.
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I was once thought that I wanted to bring this undersea environment concept to a bigger map size. I know that it will be a lot of work on environment side. long story short, I'm very pleased with this run, I probably won't do any custom theme on the big map like this ever again after the next one(not any time soon).
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Why a 12 players map? For multi-purpose I would say, Like sometime we want a smaller size 12 players map, or an average team game with enough content. It may not be that good in term of overall gameplay experience. But it served its purpose.

v.1 - 8 players map got throw off.
v.demo - 12 players map with stuff like concept. never get released.
v2.0 - released.
v2.1 - fixed path bridge broken.
Previews
Contents

Vashj'ir v2.1 (Map)

Reviews
Remixer
Review - Vashj'ir v2.1 (Version January 17th 2025) Synopsis: Vashj'ir is a melee map for twelve players, while it accommodates all players, it does not leave much room between each player while encouraging teams of 3. The map surrounds the players...

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,112
Review - Vashj'ir v2.1
(Version January 17th 2025)
Synopsis: Vashj'ir is a melee map for twelve players, while it accommodates all players, it does not leave much room between each player while encouraging teams of 3. The map surrounds the players with an underwater theme to offer unusual battlegrounds.
Map Aesthetics: It is nice to see an underwater map - something that is rarely done due to how hard it is to properly carry out the visual aspects of the immersion. Moreover, there's quite a bit of a lack of appropriate models and objects that creators can use for such map. While the map resembles an underwater arena in some parts, there are quite a few weird design choices that are not visually pleasing and create quite a bit of confusion: pristine marble pillars next to sunken ruins tiles, fir trees growing underwater, and the brownish-terracotta tiling next to deep-blue hue'd rock tiles. While I understand the use of all these individually, they do not mix together well and look very inconsistent overall. Some flavor effects are also seemingly out of place: the snow weather effect (why is it snowing underwater), and the the rising water props placed at the top edge of the map look very out of place: the edge of the model looks horrendous and they continuously clip out of existence, making them look very distracting without actually improving the immersion. I'd encourage you to have another take on the aesthetics of the map and find more creative ways to utilize existing models and objects to deepen the level of immersion (there can be floating schools of fish, there can be bubble columns, and much more). Good use of Naga buildings as decoration.
Map Layout: It is very nice to see a map for twelve players, it's a rare treat. The layout is quite typical for a map of so many players: bases on outer ring with another ring of gold mines, with radial mirroring on all axes. The central area of the map is quite claustrophobic, considering it is made for twelve players, and I wonder how smoothly it can operate with all the staircases and bridges in every direction. The outer ring (where bases are) is very nice though. The corner players could be pushed inwards a little to expose the bases tiny bit more (maybe make them have two entrances like the rest of the bases), but I understand you are working with little space for so many players.
Neutral Objectives: Item drops and creep difficulty seem appropriate, the creep placement is very nice. There are some spots where creeps are quite tightly placed, but their surroundings are placed excellently with decorations and other obstacles reducing the chances/possibilities of running into the crepe camp head-on. The Taverns are plentiful - perhaps too much so, and it could be more interesting to see more variation on the neutral buildings available, as having 9 Taverns seems excessive - even for a 12-player map.
Map Gameplay: Playable map for twelve-players with decent game quality. Neutral buildings could be more variable. The aesthetics could use improvement to improve the thematic aspect of the map. Currently the visual work can be quite disruptive at times without actually improving the immersion.
 
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