(2)Marshlight v1.0

Map Description:
Description:
There have been reports of a corruption in the Marshlight. Investigate the area and drive out all opposition.
Map Type: 1v1 (Melee)
Map Size: 108x108
Tile-set: Northrend, Modified
Modified:Removed Rock(Northrend), Ice(Northrend), Rocky Snow(Northrend). Added Dirt(Icecrown), Rough Dirt(Icecrown), Red Stone(Underground), Grey Stones(Underground), Lordaeron Winter-Grass(Cliff Base Tiles-Group 2), Black Citadel-Dirt(Cliff Base Tiles-Group 1), Light Dirt(Outland), Rough Dirt(Outland), Cracked Dirt(Outland), Flat Stones(Outland), Rock(Outland), Lordaeron Fall-Grass(Cliff Base Tiles-Group 2)

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

Inspiration/Credit:
Zangarmarsh(WoW)

General Statement:
The map is of moderate size, with plenty of open terrain.

Neutral Buildings:
Starting Goldmine:
2, 1 per starting player
Neutral Goldmine: 3
Marketplace: 1
Goblin Shop: 1
Goblin Laboratory: 2
Fountain of Health: 1
Tavern: 1

Creep Camps:
Green(Easy): 10, Levels 6-7
Orange(Moderate): 11, Levels "10"-16
Red(Hard): 2, Levels 20-29


Item Drops:
Charged: 5

-Level 2: 2, Modified: Crystal Ball, Replenishment Potion, Sentry Ward, Wand of Illusion
-Level 3: 2
-Level 4: 1, Modified: Ankh of Reincarnation, Book of the Dead, Healing Wards, Health Stone, Mana Stone, Wand of the Wind

Permanent: 14
-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
-Level 5: 2

Power-up: 7
-Level 1: 4
-Level 2: 3, Modified: Tome of Agility +2, Tome of Intelligence +2, Tome of Knowledge, Tome of Strength +2
Creep Camp Breakdown
Stonemaul Warchief Fountain of Health (29) XP:850 HP:6,370 Item: Permanent 5, Power-up 2

-Stonemaul Chieftain (11) XP:400 HP:3,300 Item: Permanent 5, Power-up 2 [Taunt, Bash, Endurance Aura]
-(x2)Stonemaul Ogre (6) XP:150 HP:1,060 [Ensnare]
-Nether Drake (6) XP:150 HP:950

Enraged Jungle Stalker Goldmine (21) XP:565 HP:3,180 Item: Permanent 5
-Enraged Jungle Stalker (9) XP:285 HP:1,600 Item: Permanent 5 [Slam]
-(x2)Sea Elemental (5) XP:115 HP:550 [Bash]
-(x2)Stormreaver Apprentice (1) XP:25 HP:240

(x2)Makrura Snapper Goblin Laboratory (16) XP:340 HP:2,170 Item: Permanent 4
-Makrura Snapper (5) XP:115 HP:620 Item: Permanent 4
-Enraged Elemental (4) XP:85 HP:550 [Spell Immunity]
-Murloc Flesheater (3) XP:60 HP:400 [Cannibalize]
-Mur'gul Blood-Gill (2) XP:40 HP:300 [Heal]
-Murloc Huntsman (2) XP:40 HP:300 [Ensnare]

Stonemaul Magi Goblin Shop (15) XP:360 HP:2,160 Item: Permanent 4
-Stonemaul Magi (7) XP:190 HP:1,060 Item: Charged 5 [Roar]
-(x2)Enraged Elemental (4) XP:85 HP:550 [Spell Immunity]

Ogre Magi Goblin Marketplace (15) XP:335 HP:1,880 Item: Charged 4
-Ogre Magi (5) XP:115 HP:600 Item: Charged 4 [Bloodlust]
-(x2)Frost Revenant (4) XP:85 HP:450 [Blizzard]
-(x2)Skeleton Archer (1) XP:25 HP:190

(x2)Draenei Harbinger Goldmine (12) XP:250 HP:1,695 Item: Permanent 3, Power-up 1
-Draenei Harbinger (4) XP:85 HP:450 Item: Permanent 3 [Bloodlust, Ray of Disruption]
-Draenei Watcher (3) XP:60 HP:400 Item: Power-up 1
-Draenei Protector (2) XP:40 HP:325 [Ensnare]
-Draenei Disciple (2) XP:40 HP:280 [Heal]
-Draenei (1) XP:25 HP:240

(x2)Mur'gul Marauder Camp (11) XP:260 HP:1,640 Item: Charged 3
-Mur'gul Marauder (6) XP:150 HP:1,000 Item: Charged 3 [Command Aura]
-Mur'gul Snarecaster (4) XP:85 HP:400 [Abolish Magic, Slow]
-Mur'gul Cliffrunner (1) XP:25 HP:240

(x2)Stormreaver Necrolyte (11) XP:250 HP:1,375 Item: Permanent 3
-Stormreaver Necrolyte (6) XP:150 HP:675 Item: Permanent 3 [Chain Lightning, Bloodlust]
-Jungle Stalker (3) XP:60 HP:400
-Mur'gul Blood-Gill (2) XP:40 HP:300 [Heal]

Ancient Hydra Camp ("10") XP:880 HP:4,050 Item: Permanent 4
-Ancient Hydra (10) XP:340 HP:1,600 Item: Permanent 4 [Spawn Hydra, Devour, War Stomp, Slow Poison]
-(x2)Hydra (6) XP:150 HP:575 [Spawn Hydra Hatchling, Slow Poison]
-(x4)Hydra Hatchling (3) XP:60 HP:325 [Slow Poison]

(x2)Draenei Harbinger Camp (8) XP:165 HP:1,055 Item: Charged 2
-Draenei Watcher (4) XP:85 HP:450 Item: Charged 2 [Bloodlust, Ray of Disruption]
-Draenei Protector (2) XP:40 HP:325 [Ensnare]
-Draenei Disciple (2) XP:40 HP:280 [Heal]

(x2)Hydra Hatchling Camp (7) XP:140 HP:950 Item: Permanent 2
-Hydra Hatchling (3) XP:60 HP:350 Item: Permanent 2 [Slow Poison]
-(x2)Reef Elemental (2) XP:40 HP:300

(x2)Ogre Warrior Camp (7) XP:140 HP:1,005 Item: Power-up 2
-Ogre Warrior (3) XP:60 HP:400 Item: Power-up 2
-Draenei Protector (2) XP:40 HP:325 [Ensnare]
-Draenei Disciple (2) XP:40 HP:280 [Heal]

(x2)Stormreaver Hermit Camp (6) XP:125 HP:880 Item: Permanent 1
-Stormreaver Hermit (3) XP:60 HP:340 Item: Permanent 1 [Purge]
-Mur'gul Blood-Gill (2) XP:40 HP:300 [Heal]
-Mur'gul Cliffrunner (1) XP:25 HP:240

(x2)Makrura Tidecaller Camp (6) XP:120 HP:660 Item: Power-up 1
-Makrura Tidecaller (2) XP:40 HP:240 Item: Power-up 1 [Heal, Frost Armor]
-(x2)Makrura Pooldweller (2) XP:40 HP:210
Changelog
v01a

-Added Manual of Health to Power-up 1 Drop Table
-Added 2 "Trees" near Tavern
-Added the forgotten creeps Oops
v02
-Streamlined Tree lines
-Cleaned up outskirts
v02a
-Increased the amount of space available to ancient of war creep
v03
-Changes to Creep Camp locations and layout
-Adjustment of Creep Camps and Item drops
-Fully blocked out outskirts
-+1 Creep Camp
-More Critters & more space for Ancient of War Creeping
v03a
-Adjusted Tree Lines
-Changed Makura Tidecaller for Mur'gul Blood-Gill on Goblin Laboratory
-Brought Goblin Marketplace and Goblin Shop closer to Tavern
-Pushed Stormreaver Camp further out of unit lanes
-Fixed Northern Starting Location to be within proper proximity to the Goldmine
-Adjusted position of SouthEast Goldmine to be equal distant to both Starting Locations
v03b
-Oops, my bad
v03e
-Rebalanced Creep Camps (Fountain of Health, Natural Goldmine, Goblin Laboratory & Makura Green Camp)
-Shuffled Item Drops
-Proper Position for Starting Locations to Goldmine
v03f
-Non-camp mode select creeps at goldmines
v03g
-Rebalance Creep Camps and Item Drops
-Additional Orange Camp
v03h
-Fixed issue with Makura Tidecaller Camp pulling Mur'gul Marauder Camp
v03i
-Updated Item drop pool due to patch changes
-Added Nether Drake to Stonemaul Warchief Fountain of Health
Contents

Marshlight v1.0 (Map)

Reviews
deepstrasz
For less annoyance in clicking, I suggest non-targetable rock chunks instead if they're not meant to be broken/blocking an openable path. Generally, good melee layout. Nice colours. Approved. If you want more reviews, you should participate in the...
Level 8
Joined
May 28, 2020
Messages
40
It's me again, this time with a Zangarmarsh themed map. It utilizes multiple assets from different tile-sets. There are loads of mushrooms abound, and a mixture of Sunken Ruin, Outland and Ogre Creeps. Also do not be fooled by the Orange Camp in the bottom right corner of the map, it's an Ancient Hydra>Hydra x2>Hydra Hatchling x4, plus a Draenei Seer.

As always, I look forward to any and all feedback. Best of luck out there.
 
Level 8
Joined
Jun 15, 2013
Messages
122
Hello there
Yet again it's me checking your map
I was comparing your modifications on items compared to their melee counterpart
Level 1 : Permanent
Somehow I don't understand why remove the ring of armor + 3, it's really good, compared to cloak imo
I know cloak saves heroes on high lvl plays but still, I always sell it
Level 2 : I personally never see the staff of tp being dropped, guess its fine
Lvl 3 : Boots of Speed is great there, it cost 250gold, which is quite a investment on the early game, so I would definitly suggest you bring it back
It's not because an item can be bought that it shouldn't drop
Lvl 4 : Dark Summonning always nice imo, but yet again not the kind of item I see dropping, tho it can save some lives, fine ish
lvl 6 : Okay staff of imbalance is definitly broken, I hate it, but its needed? Don't have enough data on it, can't say for sure
What I can say is, it dropping from a lvl 16 is definitly not fine, doesn't matter if it multiplies on death and has a healer nearby, not fine on hydra sorry

The rest is fine ish, Removing tome of health even tho sometimes you just need hp vs burst instead of stats
The lvl 5 Charged tho, nope, summons are just way too good, each can turn the tide of the battle in your favor, especially in a 1v1
Fel stalker is amazing, -100 mana, you cast it 3-4 times, if you're fighting an undead you just win straight up
Invul pot on a DH is amazing as well, and I could go on

Definitly want to re-add some if not all of the drops on lvl5

Otherwise I feel map is fine, there's no cliff I like it, green camps are fine
Aethetic fine, even tho I dislike those barrens doodads, its personnal opinion, they prolly fit well

Edit : You forgot critters, could as well add some trees near taven for NE players
 
Level 8
Joined
May 28, 2020
Messages
40
Hi OnyxTheDark,

The item drops I have mostly tailored to follow what I found on Liquipedia for the competitive 1v1 map pools. My original thought process for not including the Manual of Health was that the Tome of Strength would already give a hero health, so why bother adding in two health gain options. However, in doing so I made the Tome of Agility more likely to appear, so I have re-added in the Manual of Health to all of my current maps. Otherwise, the only other difference would be the actual inclusion of Charged 5 drops compared to the competitive map pool. Out of the drops, I felt the the most balanced options were between the two healing options, Potion of Restoration and Scroll of Restoration. I agreed with your sentiment that the Fel Stalker and Invul Pot would be too powerful.

That all said, I did take what you said and added in a couple trees near the Tavern and the critters that I forgot to put in.

As for the barrens doodads, I felt the desire to add in a bit of "corruption" by using the fissure doodad and to coincide with the color pallet change in the area to be more red and dry.

All in all, I really do appreciate you taking the time to review my maps and providing me with feedback.

On a similar note, it has been great to have a creative outlet that I could share with the community, and I will endeavor to continue to improve and create new maps.

Like always, I look forward to any and all feedback.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,215
For less annoyance in clicking, I suggest non-targetable rock chunks instead if they're not meant to be broken/blocking an openable path.

Generally, good melee layout. Nice colours.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

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Level 8
Joined
May 28, 2020
Messages
40
Alrighty, I did a pass through the tree lines and cleaned up the outskirts. Did not get to go through the rock chunks.

edit: 03/19/2025
Having received a lot of feedback. Marshlight has moved significantly towards better playability. I have done a bunch of rebalancing and restructuring over the past month, with the help of some great playtesters. Hopefully others will enjoy this map.

deepstrasz, the rock chunks are gone.

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