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(2)Moon Strand 2 v2.2b +ATR v2.0, Moon Strand v1.0 + ATR v1.0

Description: The serene waters of Darkshore are now embroiled in conflict once again. Strike the enemy and safeguard these ancient lands.
Map Type: 1v1 (Melee)
Map Size: 94 x 98
Tile-set: Dalaran Ruins,
Modified: Added Rock(Ashenvale), Leaves(Ashenvale), Lump Grass(Ashenvale), Pebbles(Barrens), Grassy Dirt(Barrens), Grass(Felwood), Cobble Path(Village), and Thick Grass(Cliff Group 3 - Village Fall); Removed Grass Trim(Dalaran Ruins)

Available on W3C as a Custom Game

Inspiration/Credit:

Darkshore/Zoram Strand (WoW) and Echo Isles (Warcraft III)
SaveOrcas & Zucth, for helping rebalance the creep camps and for map layout suggestions

Contests/Appearances:
GoodGame Moonwell Cup
(2025)
GoodGame ATR World Masters (2026)
Yumiko Arena (2026)
Back2Warcraft Weekly Cup (April 2026)

Notes:
There are Destructible Gates leading into the Naga Myrmidon Goldmine.
There are Destructible Furbolg Huts leading into the back of the Furbolg Tracker Goblin Laboratories.

General Statement:
Small 1v1 Melee, Darkshore Map + ATR version
I will keep the old version of Moonlit Strand available, however it will not receive further updates.

Neutral Buildings:
Goldmines: 7, 1 per player
Goblin Laboratory: 2
Goblin Merchant: 1
Marketplace: 1
Mercenary Camp (Ashenvale): 2
Tavern: 1

Creep Camps:
Critters: 16
Green(Easy): 9, Levels 7-9
Orange(Moderate): 9, Levels 10-18
Red(Hard): 4, Levels 20-21


Mercenary Camp (Ashenvale)
-Dark Troll Shadow Priest:
Food:2 Gold:175 Lumber:10 Stock Delay:120sec Stock Replenish:110sec Attributes:[Heal]
-Dark Troll Berserker: Food:3 Gold:245 Lumber:30 Stock Delay:220sec Stock Replenish:210sec Attributes: N/A
-Satyr Shadowdancer: Food:2 Gold:190 Lumber:20 Stock Delay:440sec Stock Replenish:160sec Attributes:[Shadow Meld, Curse]
-Giant Wolf: Food:3 Gold:215 Lumber:0 Stock Delay:440sec Stock Replenish:210sec Attributes:[Critical Strike]
Item Drops:
Charged: 8
-Level 2:
2, Crystal Ball, Replenishment Potion, Sentry Ward, Wand of Illusion
-Level 3: 4, Potion of Greater Healing, Potion of Greater Mana, Potion of Invulnerability, Scroll of the Beast, Wand of Mana Stealing
-Level 4: 2, Ankh of Reincarnation, Book of the Dead, Healing Wards, Health Stone, Mana Stone, Wand of the Winds

Permanent: 14
-Level 1:
2, Cloak of Shadows, Gauntlets of Ogre Strength, Mantle of Intelligence, Ring of Superiority, Slippers of Agility
-Level 2: 5, Claws of Attack +5, Gloves of Haste, Ring of Protection +3
-Level 3: 3, 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: 2, 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, Ancient Janggo of Endurance, Claws of Attack +12, Cloak of Flames, Helm of Valor, Hood of Cunning, Khadgar's Pipe of Insight, Legion Doom-Horn, Medallion of Courage, Warsong Battle Drums

Power-up: 14
-Level 1:
9, Manual of Health, Tome of Agility +1, Tome of Intelligence +1, Tome of Strength +1
-Level 2: 5, Tome of Agility +2, Tome of Intelligence +2, Tome of Knowledge, Tome of Strength +2
Creep Camp Breakdown
(x2) Furbolg Ursa Warrior Goldmine (21) XP:575 HP:3,000 Item: Permanent 5, Power-up 2

-Furbolg Ursa Warrior (8) XP:235 HP:1,100 [Command Aura, War Stomp] {Chaos Damage} Item: Permanent 5
-Furbolg Elder Shaman (7) XP:190 HP:950 [Rejuvenation, Lightning Shield] {Chaos Damage} Item: Power-up 2
-Green Drake (6) XP:150 HP:950 {Flying}

(x2) Elder Hydra Camp (20) XP:475 HP:2,880 Item: Charged 4, Power-up 2
-Elder Hydra (7) XP:190 HP:850 [Faerie Fire] {Chaos Damage} Item: Permanent 5
-Sea Elemental (5) XP:115 HP:550 [Bash]
-Naga Myrmidon (4) XP:85 HP:1,080 Item: Power-up 2
-Mur'gul Snarecaster (4) XP:85 HP:400 [Abolish Magic, Slow]

Dark Troll Warlord Goblin Merchant (18) XP:405 HP:2,100 Item: Permanent 4, Power-up 1
-Dark Troll Warlord (6) XP:150 HP:750 [True Shot Aura] Item: Permanent 4
-Dark Troll High Priest (4) XP:85 HP:450 [Heal, Abolish Magic, Sleep] Item: Power-up 1
-(x2)Dark Troll Berserker (4) XP:85 HP:450

Makrura Tidal Lord Marketplace (16) XP:385 HP:1,730 Item: Permanent 4, Power-up 2
-Makrura Tidal Lord (7) XP:190 HP:800 [Cleaving Attack, Devotion Aura] {Chaos Damage} Item: Permanent 4
-Makrura Deepseer (5) XP:115 HP:480 [Summon Prawns, Entangling Roots] Item: Power-up 2
-Makrura Tidecaller (2) XP:40 HP:240 [Heal, Frost Armor]
-Makrura Pooldweller (2) XP:40 HP:210

(x2) Furbolg Tracker Goblin Laboratory (14) XP:320 HP:2,050 Item: Charged 3, Power-up 1
-Furbolg Tracker (6) XP:150 HP:950 [Faerie Fire] Item: Charged 3
-Furbolg Shaman (4) XP:85 HP:550 [Rejuvenation] Item: Power-up 1
-Furbolg (4) XP:85 HP:550

(x2) Ogre Mauler Mercenary Camp (Ashenvale) (14) XP:300 HP:1,880 Item: Permanent 3, Power-up 1
-Ogre Mauler (5) XP:115 HP:850 Item: Permanent 3
-Dark Troll Berserker (4) XP:85 HP:450 Item: Power-up 1
-Dark Troll Trapper (3) XP:60 HP:340 [Ensnare]
-Dark Troll Shadow Priest (2) XP:40 HP:240 [Heal]

(x2) Ogre Magi Goldmine (14) XP:300 HP:1,630 Item: Charged 3
-Ogre Magi (5) XP:115 HP:600 [Bloodlust] Item: Charged 3
-Dark Troll Berserker (4) XP:85 HP:450 Item: Power-up 1
-Dark Troll Trapper (3) XP:60 HP:340 [Ensnare]
-Dark Troll Shadow Priest (2) XP:40 HP:240 [Heal]

Naga Myrmidon Goldmine (10) XP:205 HP:2,030 Item: Permanent 3
-Naga Myrmidon (4) XP:85 HP:1,080 Item: Permanent 3
-Naga Siren (2) XP:40 HP:350 [Parasite (Naga)]
-(x2)Murloc Huntsman (2) XP:40 HP:300 [Ensnare]

(x2) Giant Sea Turtle Camp (9) XP:185 HP:1,075 Item: Charged 2
-Giant Sea Turtle (4) XP:85 HP:375 [Spiked Shell] Item: Charged 2
-Spider Crab Limbripper (3) XP:60 HP:400
-Mur'gul Blood-gill (2) XP:40 HP:300 [Heal]

(x2) Misha Camp (8) XP:165 HP:1,075 Item: Permanent 2
-Misha (4) XP:85 HP:475 Item: Permanent 2
-(x2)Timber Wolf (2) XP:40 HP:300

Mur'gul Snarecaster Camp (8) XP:165 HP:1,000 Item: Permanent 2
-Mur'gul Snarecaster (4) XP:85 HP:400 [Abolish Magic, Slow] Item: Permanent 2
-Mur'gul Blood-Gill (2) XP:40 HP:300 [Heal]
-Murloc Huntsman (2) XP:40 HP:300 [Ensnare]

(x2) Succubus Camp (8) XP:160 HP:1,040 Item: Permanent 2, Power-up 1
-Succubus (3) XP:60 HP:400 Item: Permanent 2
-Satyr Shadowdancer (3) XP:60 HP:340 [Shadow Meld, Curse] Item: Power-up 1
-Felguard (2) XP:40 HP:300 {Chaos Damage}

(x2) Murloc Flesheater Camp (7) XP:140 HP:1,000 Item: Permanent 1, Power-up 1
-Murloc Flesheater (3) XP:60 HP:400 [Cannibalize] Item: Permanent 1
-Mur'gul Blood-Gill (2) XP:40 HP:300 [Heal] Item: Power-up 1
-Murloc Huntsman (2) XP:40 HP:300 [Ensnare]
Changelog
Name Changed from Moontouched Strand to Moonlit Strand
(Requested for brevity)
ATR Map Version Update v1.0.1
-Fixed Night Elf Shipyard
Name Changed from Moonlit Strand to Moon Strand (Requested due to language barriers)
-Major Creep Camp Overhauls
-Replaced Goblin Merchant Locations for Goldmines
-Replaced Central Goldmine for Goblin Merchant
-Replaced Marketplace for Goldmine
-Added 2 Marketplaces on far left-side of the map
-Readjusted map size to reduce deadspace
-Adjusted map layout for additional pathing to starting locations
-Replaced destructible rocks for destructible gateways to the far right central goldmine
Moon Strand 2
v2.0

-Major map adjustments
-Removal of Re-skinned Creeps
-Map size shrunk
v2.2b
-Additional Detailing/Decoration in center, top, bottom and left side of the map
-Reduced Gateway Health by 25%
-Added Destructible Furbolg Hut to back of Furbolg Tracker Goblin Laboratory
-Building Changes: -1 Marketplace (Moved to Makrura Tidal Lord), +1 Goblin Laboratory (Moved to Furbolg Tracker)
-Treeline adjustments at Orange/Green Creep Camps outside the Goldmines and Green Camp outside Starting Location
-Creep Camp Adjustments
-Murloc Flesheater Green Camp: Moved (Item Drops: Permanent 1, Power-up 1)
-Giant Sea Turtle Green Camp: Moved; -1 Sea Giant, -1 Sea Turtle Hatchling, +1 Spider Crab Limbripper, +1 Mur'gul Blood-gill (Item Drops: Charged 2)
-Naga Siren Green Camp: Eliminated
-Misha Green Camp: Unchanged
-(New) Succubus Green Camp: 1 Succubus, 1 Satyr Shadowdancer, 1 Felguard (Item Drops: Permanent 2, Power-up 1)
-(New) Mur'gul Snarecaster Green Camp: 1 Mur'gul Snarecaster, 1 Murloc Huntsman, 1 Mur'gul Blood-gill (Item Drops: Permanent 2)
-Naga Myrmidon Orange Goldmine: Unchanged
-Ogre Mauler Orange Mercenary Camp (Ashenvale): (Item Drops: Permanent 3, Power-up 1)
-Ogre Magi Orange Goldmine: (Item Drops: Charged 3)
-Furbolg Tracker Orange Goblin Laboratory: (Item Drops: Charged 3, Power-up 1)
-Dark Troll Warlord Orange Goblin Merchant: (Item Drops: Permanent 4, Power-up 1)
-Makrura Tidal Lord Orange Marketplace: (Item Drops: Permanent 4, Power-up 2)
-Elder Hydra Red Camp: -1 Naga Myrmidon, +1 Mur'gul Snarecaster (Item Drops: Charged 4, Power-up 2)
-Faceless One Terror Red Goldmine: Eliminated
-(New) Furbolg Ursa Warrior Red Goldmine: 1 Furbolg Ursa Warrior, 1 Furbolg Elder Shaman, 1 Green Drake (Item Drops: Permanent 5, Power-up 2)
Contents

Moon Strand 2 (Map)

Moon Strand v2.0 ATR (Map)

Moonlit Strand v1.0 (Map)

Moonlit Strand v1.0 ATR (Map)

Reviews
Remixer
Review - Moonlit Strand v1.0 (Version June 28th 2025) Synopsis: The dreamy-looking terrain work offers a battle arena for two players for a standard melee match in a beautiful setting, that's been spiced-up by customized tileset as well as re-skinned...
Review - Moonlit Strand v1.0
(Version June 28th 2025)
Synopsis: The dreamy-looking terrain work offers a battle arena for two players for a standard melee match in a beautiful setting, that's been spiced-up by customized tileset as well as re-skinned creeps.
Map Aesthetics: Visually the carries very strong visual values, with quite heavy decoration levels throughout. At times it does however seem a bit unequal (in level of attention) as well as lacking some contrast. The central gold mine area with the dreamy color mixture of blue, green and dark brownslooks gorgeous and enchanting - excellent visual work that gives an amazing atmosphere. The left-side of the map however looks very grim (too much so) and seems to mix-up a lot of different visual themes which results in quite patch-worky looking terrain (fall trees, city trees, winter trees, dead trees, vibrant shrubs, fall ground, summer grass, rock, leaves and so forth), which is then combined with outlandish and sunken ruins creeps. It just looks very scattered. The area is also quite hard to read (gameplay-wise) due to the dark tones). The custom clifs on the right side of the map are nice looking, and bring a factor of uniqueness - especially combined with the waterfalls.
Map Layout: The map looks quite large with a lot of creep camps positioned across the map. The direct passage through the cave is shortest and fastest, but is quite restricted by the narrow cave entrances. An undefended assault from this pathway however can be very brutal due to leaving two mercenary camps behind the attacking player, allowing very one-sided back-up troop hiring. The more open area (left side) of the map looks very accessible - the routes to main bases could be more open (without the little tree line in the middle of the corridor) to make bases more exposed.
Neutral Objectives: The neutral objectives are very plentiful with five green camps and even more orange and red camps up for contesting. I do like the macro placement of the creep camps and objectives with natural order of easier camps closer to baess and harder camps farther away. The cave camp (right side of the map). Red camps are quite tough for a one-on-one map, especially the cave camp. I'd argue there is very little incentive to contest the cave camp, as it leaves your army so heavily exposed if the enemy spots it (your own army cannot fall back through the narrow entrance, while simultaneously fighting the enemy army and the strong creep camp). The re-skin feature has been used a lot. I'd say a bit too much as 9 camps are using reskins (even skinning creatures that are in other camps of the map as themselves). It can be a bit annoying to read which creep unit is which, and I'd wonder if there is a less heavy approach with the reskin. The ancient of war as a reskin looks fascinating, but it leaves behind weird visual left-overs (the roots on the ground as a splat image).
Map Gameplay: A functional melee map that follows the standard ruleset. The layout is decent with interesting 'shortcut' passage between the bases. Very heavy uniqueness-brush is used with very unconventional tileset and doodad mixture as well as reskins of creeps, perhaps to the point where the clarity and readability of the gameplay suffers too much. Nevertheless approved.
 
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