(2)Blighted Grove v1.0

Map Description:
Description:
The undead plague has scarred these lands and its people. Stomp out the monsters that roam these lands.
Map Type: 1v1 (Melee)
Map Size: 104x100
Tile-set: Barrens, Modified
Modified: Added Light Dirt(Outland), Rough Dirt(Outland), Light Flat Stones(Outland), Stone Path(Village Fall), Lordaeron Fall-Grass(Cliff Base Tiles-Group 2)

Availability:
Playable on Warcraft 3 Champions (W3C), Blighted Grove v1.0

Inspiraton/Credit:
Eastern Plaguelands(WoW)

General Statement:
The map is of moderate size, with plenty of expansion play and undead creeps.

Neutral Buildings:
Starting Goldmine:
2, 1 per starting player
Neutral Goldmine: 5
Marketplace: 1
Goblin Shop: 1
Goblin Laboratory: 2
Fountain of Health: 1
Tavern: 1

Creep Camps:
Green(Easy): 10, Levels 6-8
Orange(Moderate): 11, Levels 12-16
Red(Hard): 3, Levels 21-23

Item Drops:
Charged: 5

-Level 2: 2, Modified: Crystal Ball, Replenishment Potion, Sentry Ward, Wand of Illusion
-Level 3: 2
-Level 4: 1

Permanent: 13
-Level 1: 2, Modified: Cloak of Shadows, Gauntlets of Ogre Strength, Mantle of Intelligence, Ring of Superiority, Slippers of Agility
-Level 2: 2, Modified: Claws of Attack +5, Gloves of Haste, Ring of Protection +3
-Level 3: 4, Modified: Circlet of Nobility, Claws of Attack +8, Pendant of Energy, Periapt of Vitality, Ring of Protection +5, Ring of Regeneration, Talisman of Evasion
-Level 4: 4, Modified: Alleria's Flute of Accuracy, Belt of Giant Strength, Boots of Quel'Thalas, Ring of the Archmagi, Robe of the Magi, Runed Bracers, Scourge Bone Chimes, Sobi Mask, The Lion Horn of Stormwind
-Level 5: 2
-Level 6: 1, Modified: Amulet of Spell Shield, Khadgar's Gem of Health, Orb of Darkness, Pendant of Mana

Power-up: 10
-Level 1: 8
-Level 2: 2, Modified: Tome of Agility +2, Tome of Intelligence +2, Tome of Knowledge, Tome of Strength +2
Creep Camp Breakdown
Flesh Golem Fountain of Health (23) XP:640 HP:6,800 Item: Permanent 6, Power-up 1(x2)

-Flesh Golem (11) XP:400 HP:5,600 Item: Permanent 6 [Shockwave, Cripple]
-(x2)Skeletal Marksman (3) XP:60 HP:300 Item: Power-up 1(x2) [Cold Arrows]
-(x2)Burning Archer (3) XP:60 HP:300 [Searing Arrows]

Forest Troll Warlord Goblin Shop (22) XP:490 HP:2,550 Item: Permanent 5
-Forest Troll Warlord (6) XP:150 HP:750 Item: Permanent 4 [Trueshot Aura]
-(x2)Forest Troll High Priest (4) XP:85 HP:450 [Heal, Abolish Magic, Inner Fire]
-(x2)Forest Troll Berserker (4) XP:85 HP:450

Bandit Lord Goldmine (21) XP:480 HP:2,530 Item: Permanent 5
-Bandit Lord (7) XP:190 HP:950 Item: Permaneant 5 [Divine Shield, Devotion Aura]
-(x2)Assassin (4) XP:85 HP:450 [Shadow Meld, Envenomed Weapons]
-(x2)Rogue Wizard (3) XP:60 HP:340 [Frost Armor]

Mutant Murloc Goblin Marketplace (16) XP:350 HP:1,910 Item: Charged 4
-Murloc Mutant (6) XP:150 HP:750 Item: Charged 4 [Cripple]
-(x2)Murloc Nightcrawler (3) XP:60 HP:400 [Shadow Meld, Envenomed Weapons]
-(x2)Murloc Plaguebearer (2) XP:40 HP:180 [Disease Cloud]

(x2)Renegade Wizard Goblin Laboratory (15) XP:320 HP:1,790 Item: Permanent 4
-Renegade Wizard (5) XP:115 HP:600 Item: Permanent 4 [Purge, Lightning Shield]
-Assassin (4) XP:85 HP:450 [Shadow Meld, Envenomed Weapons]
-Rogue (3) XP:60 HP:400 [Shadow Meld]
-Blood Wizard (3) XP:60 HP:340 [Bloodlust]

(x2)Heretic Goldmine (15) XP:320 HP:1,730 Item: Permanent 4
-Heretic (5) XP:115 HP:600 Item: Permanent 4 [Carrion Swarm, Raise Dead]
-Frost Revenant (4) XP:85 HP:450 [Blizzard]
-Giant Skeleton Warrior (3) XP:60 HP:380
-Skeletal Marksman (3) XP:60 HP:300 [Cold Arrows]

(x2)Giant Skeleton Warrior Camp (13) XP:265 HP:1,520 Item: Permanent 3
-Giant Skeleton Warrior (3) XP:60 HP:380 Item: Permanent 3
-Burning Archer (3) XP:60 HP:300 [Searing Arrows]
-Deceiver (3) XP:60 HP:300 [Curse]
-Skeletal Marksman (3) XP:60 HP:300 [Cold Arrows]
-Spiderling (1) XP:25 HP:240

(x2)Enraged Elemental Camp (12) XP:255 HP:1,715 Item: Charged 3, Power-up 1
-(x2)Enraged Elemental (4) XP:85 HP:550 Item: (x1)Charged 3, (x1)Power-up 1 [Spell Immunity]
-Revenant of the Tides (3) XP:60 HP:375
-Spider Crab Shorecrawler (1) XP:25 HP:240

(x2)Forest Troll Berserker Goldmine (12) XP:250 HP:1,630 Item: Permanent 3, Power-up 1
-Forest Troll Berserker (4) XP:85 HP:450 Item: Permanent 3
-Forest Troll Trapper (3) XP:60 HP:400 Item: Power-up 1 [Ensnare]
-Timber Wolf (2) XP:40 HP:300
-Forest Troll Shadow Priest (2) XP:40 HP:240 [Abolish Magic, Heal]
-Black Spider (1) XP:25 HP:240

(x2)Giant Spider Camp (8) XP:170 HP:1,000 Item: Charged 2
-(x2)Giant Spider (4) XP:85 HP:500 Item: (x1)Charged 2 [Ensnare, Envenomed Weapons]

(x2)Giant Wolf Camp (8) XP:165 HP:1,150 Item: Permanent 2
-Giant Wolf (4) XP:85 HP:550 Item: Permanent 2 [Critical Strike]
-(x2)Timber Wolf (2) XP:40 HP:300

(x2)Deceiver Camp (7) XP:140 HP:980 Item: Power-up 2
-Deceiver (3) XP:60 HP:300 Item: Power-up 2 [Curse]
-(x2)Dalaran Mutant (2) XP:40 HP:340 Higher Gold Bounty

(x2)Murloc Flesheater Camp (6) XP:125 HP:940 Item: Permanent 1
-Murloc Flesheater (3) XP:60 HP:400 [Cannibalize]
-Murloc Huntsman (2) XP:40 HP:300 [Ensnare]
-Murloc Tiderunner (1) XP:25 HP:240

(x2)Rogue Camp (6) XP:125 HP:900 Item: Power-up 1
-Rogue (3) XP:60 HP:400 Item: Permanent 1 [Shadow Meld]
-Timber Wolf (2) XP:40 HP:300
-Apprentice Wizard (1) XP:25 HP:200
Changelog
v01a

-Updated Easy Murloc Camp (-1 Nightcrawler, -1 Plaugebearer to +1 Flesheater, +1 Huntsman)
-Updated Flesh Golem(Granit Golem) Camp (-1 Granite Golem, -2 Sludge Minions to +1 Flesh Golem, +Level 6 Permanent instead of Level 5 Permanent)
-Cleaned up open spots in tree lines and outskirts.
v02
-Cleaned up Tree Lines and Creep Camps
-Fully Closed off Outskirts
-Swapped Goblin Marketplace and Goblin Laboratory Locations
-More Doodads
v02a
-Added more trees to help Ancient of War creep route
v02b
-Adjusted tree lines near Natural Expansion
-More Scenes/Doodads
-More Critters
v02c
-Adjusted Blighted Side Goldmine (-1 Skeletal Orc Champion, +1 Heretic)
-Added Trees behind Dire Wolf Camp
-Hit with Terrain Gun
v02d
-Landscaping
v02e
-Non-camp mode select creeps at goldmines
v02f
-Creep camp rebalancing and item adjustments
-Additional green creep camp added
v02g
-Adjusted Item Drops due to new patch
-Adjusted Flesh Golem Fountain of Health (-2 Giant Skeletal Warriors, +2 Skeletal Marksman)
Contents

Blighted Grove v1.0 (Map)

Reviews
deepstrasz
Disease Cloud neutral hostile units are controversial because undead do not get affected by them. Perhaps some unit with Holy Light in some other camp would be somewhat of a balance although it might be used on healing the allied neutrals instead of...
Level 8
Joined
May 28, 2020
Messages
40
Alrighty, back again this time with a Small/Mid sized map and themed around the Eastern Plaguelands. I tinkered around with the Terrain Fog and adding in Regional Weather effects. There is also a few Undead Creep camps, that could potentially add some unique play from a Paladin 1st hero for Human. Hopefully you all can enjoy it, and I look forward to any feedback.
 
Level 8
Joined
Jun 15, 2013
Messages
122
Alright, it's me again
First :
Top left corner red camp seems fine, drop good
The 2 other red camps are fine too, tho I would have wished for a charged item at some point instead of 3 permanents
Okay never mind, aside for the lvl4 charged and lvl 2 lvl 2 charged there's barely any charged item, could definitly switch some

Would love to see marketplace and lab being switch and then turn marketplace into race
It's personnal opinion wait for more, but one lab only feels a bit poor

I feel like human road would be : expand, green near base, and then lab for shredder

Whereas, as ud, I would green green expo or green oj expo
But I'm usually getting fiends, for a 1v1 undeads tend to go early ghouls rather and still get shredder asap, so you bring more manpower to the fight

On the aethetic lvl, I feel like outland trees are really out of place, but once again thats personnal opinion

I would have loved a mixed of lordaeron summer, northrend dead trees, blighted trees and still keep most of the lordaeron fall trees

Some road tiles are too linear, check tavern and bottom right
Same for the buildings there, could spread a bit

I feel like the palette tile is nice, but once again, personnal opinion, don't like peebles, would have added village road, change water color or just not start with barren at all, village/lordaeron fall is good for plaguelands theme

Definitly seem playable, open spaces, decent creep camps, only one shop and one lab vs 2 markets

Decent work tho
 
Level 8
Joined
May 28, 2020
Messages
40
Welcome back OnyxTheDark,

Top left corner red camp seems fine, drop good
The 2 other red camps are fine too, tho I would have wished for a charged item at some point instead of 3 permanents
Okay never mind, aside for the lvl4 charged and lvl 2 lvl 2 charged there's barely any charged item, could definitly switch some
There are also Level 3 Charged drops from the Renegade Wizard Camps at each of the Marketplaces.

Would love to see marketplace and lab being switch and then turn marketplace into race
It's personnal opinion wait for more, but one lab only feels a bit poor
I was debating on this swap too, and wanted to see feedback. My only thought for the Marketplace was to give some level of insight on your opponent, based on what items were available at the marketplace at that time vs having easier access to a shredder for either player.

On the aethetic lvl, I feel like outland trees are really out of place, but once again thats personnal opinion

I would have loved a mixed of lordaeron summer, northrend dead trees, blighted trees and still keep most of the lordaeron fall trees
I utilized the outland trees as I felt they would more closely resemble the mushrooms found in the western plaguelands. The alternative would be the Dungeon Mushroom Trees, but I felt they didn't feel alien/weird enough.

1717458875570.png

1717458914561.png

I already included the Cityscape Fall Trees mixed into the Village Fall Trees. I think I could probably utilize some more of the Scorched Trees from the Dalaran Ruins, rather than just utilizing them in the bottom right corner.

Some road tiles are too linear, check tavern and bottom right
Same for the buildings there, could spread a bit
I wish I could just have the road tile more wispy like the angled sections compared to the horizontal or vertical, but I also wanted there to be some linearity to show structure or form (that it was crafted).

Blighted Grove Tavern.png

Do you feel I should pull all of the features back away from the Tavern, to make it more open or to just move the buildings?

I feel like the palette tile is nice, but once again, personnal opinion, don't like peebles, would have added village road, change water color or just not start with barren at all, village/lordaeron fall is good for plaguelands theme
Yeah I just like how the pebbles tile mesh in with the grass and dirt tiles, especially compared to the barrens rock tile. That said, the water color is set to orange, but it doesn't appear to greatly (if at all) effect the shallow water, only the deep water. I chose barrens because I felt the pallet better brought out reds (without being outland). Also, I might be biased towards the barrens tile set, lol.

Thank you again for your feedback OnyxTheDark, always appreciated.
 
Level 8
Joined
Jun 15, 2013
Messages
122
Alright nevermind, didn't know there were mushroom trees on plaguelands, tho a good terrain about plaguelands I know comes from an RTS map
Go check out War in the Plaguelands, decent terrain, and stratholme is just godlike

Yes, you can definitly open up a bit the tavern, so you get less possibilities of being surrounded right after buying a hero
No need to delete everything tho
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
Disease Cloud neutral hostile units are controversial because undead do not get affected by them. Perhaps some unit with Holy Light in some other camp would be somewhat of a balance although it might be used on healing the allied neutrals instead of damaging the undead player. Regardless, Disease Cloud on green camp units is unforgiving and slows down non-undead player level up/creeping. Keep in mind it's an AoE DPS ability, not single target or instant damage.
I feel it's a lame move to change how the Granite Golem looks instead of adding a real Flesh Golem.

It's a cool map overall.

Approved.


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Level 8
Joined
May 28, 2020
Messages
40
Thank you Onyx and deepstrasz, I took a pass through on the map tonight.

I went through and cleared up some tree line issues and little open spots in the outskirts. Then changed the easy murloc camp to not include the plaguebearer, and to still keep a "creepy vibe" added in the flesheater instead of the nightcrawler. I still wanted to keep the plaguebearers in the high level murloc camp though since I just feel like they should be included somewhere in an plague ridden map.

I also pulled the lever and changed the Granit Golem into an actual Flesh Golem. Mwuahaha lightning strike I removed the sludge minions, to compensate for the higher hp on the flesh golem.

edit:03/16/2025
I have further revised the map, adjusted the blighted side goldmine creeps (farewell Skeletal Orc Champion), cleaned up tree lines, and hit the map with the terrain gun to give more height variance. Added a former battlefield within the city walls, to balance out the available space within the area for both sides.

edit:03/19/2025
There has been further clean up work done to make the tree lines less straight and more organic.

I would also like to thank all of the playtesters who have helped make this map in such a great state.

Thank you to: OnyxTheDark, deepstrasz, Raynor88, Sunshine, mrmikemtl, and others for all their time and effort. :thumbs_up:
 
Last edited:
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