(8) 4vs4 Murloc Lake (ATR:Disruption)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Game Mode
All The Randoms: Disruption
An extended mod of the classic ATR (All The Randoms) mode.

Map Name: Murloc Lake
Suggested Players: 4v4
Theme: Summer Lordaeron
Version: 1.3
Map Creator: PaulNice



Additions:
  • Unique heroes – no duplicate heroes across players
  • Random mercenaries – you never know which unit you'll get until you hire
  • Neutral waves – waves of neutral creeps attack players



Neutral Buildings:
  • Starting Goldmines: 8 (1 per player)
  • Neutral Goldmines: 10
  • Goblin Laboratories: 4
  • Goblin Merchants: 4
  • Mercenary Camps: 4


Notes:
  • Due to the fact that standard AI can't train random units, this map is intended for human players only.


Updates:

v. 1.2

  • Player spawn positions have been corrected.
v. 1.3
  • Memory leaks in triggers fixed.
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4vs4 Murloc Lake (ATR:Disruption) (Map)

Reviews
deepstrasz
It might be a nice map overall but it's pretty meager in the altered melee spectrum. Simple. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I...
Hello there, I've done a quick test in solo
Some player spawns are too far away from the goldmine, which is a dire handicap. It is because you spawn players THEN remove creeps around, this should be the other way around.
AI can't do jack shit since they aren't coded to select the right heroes. I think the map is meant to be played by humans only.
Random heroes can be very a handicap than anything else. For example if you get a paladin as undead, or a death night as non-undead.
You should fix memory leaks and absolutely avoid using one line functions
Random mercenaries are not viable at all, because mercenaries are by default much more expensive and high leveled (and thus feed more XP to enemy heroes)
Teams are fix, I would prefer letting the host and players decide in which team they belong (and even FFA)
Random hero icon positions in the UI are stacked together. You might put them in 0 2, 1 2 and 2 2.

I am not experienced enough concerning item drops and map layout. But this should definitely benefit from more flavor, in a sense of accentuating the altered melee aspect.
 
Level 2
Joined
Apr 20, 2025
Messages
4
Ty for comment FlameofChange.
☼ Some player spawns are too far away from the goldmine, which is a dire handicap. It is because you spawn players THEN remove creeps around, this should be the other way around.
✓ Fixed. Creeps are now removed before spawning players.

☼ AI can't do jack shit since they aren't coded to select the right heroes. I think the map is meant to be played by humans only.
✓ Intended for human players only. AI is not supported.

☼ Random heroes can be very a handicap than anything else. For example if you get a paladin as undead, or a death knight as non-undead.
✓ Paladin and Death Knight are strong in most comps. Paladin heals mercs/allies, DK has coil nuke+ aura. Pit Lord is actually the worst opener based on tournament results.

☼ You should fix memory leaks and absolutely avoid using one line functions.
? Is there any tool to monitor memory usage in-game?

☼ Random mercenaries are not viable at all, because mercenaries are by default much more expensive and high leveled (and thus feed more XP to enemy heroes)
✓ Merc prices/timers follow W3Champions ATR 1v1 maps.

☼ Teams are fix, I would prefer letting the host and players decide in which team they belong (and even FFA)
✓ Planned for future updates. Current version is symmetric for 4v4.

☼ Random hero icon positions in the UI are stacked together. You might put them in 0 2, 1 2 and 2 2.
✓ I think they follow default altar UI layout from the Object Editor - Techtree - Units trained.
 
✓ Intended for human players only. AI is not supported.
A way to circunventing it is by allowing regular heroes for AI, but replacing them with the random one like for the humans.
✓ Paladin and Death Knight are strong in most comps. Paladin heals mercs/allies, DK has coil nuke+ aura. Pit Lord is actually the worst opener based on tournament results.
Almost any hero is strong against most camps. The problem with paladin as undead is you may almost never use holy light.
? Is there any tool to monitor memory usage in-game?
Yes and no. You either get a very thicc and overkill library, or some kind of auto cleaner. However the best way is to remove them directly in the code. For your case the map is not very complex so it would be an excellent exercise. It will install good mapping habits within you.
✓ Merc prices/timers follow W3Champions ATR 1v1 maps.
Mercs are extremely specific cases. If in your map you can spam mercenaries, at least make them less expensive and have lower level. I don't mind the random-but-similar-level aspect but there's no real juice of going full mercenaries. They do not scale as well as regular units.
✓ I think they follow default altar UI layout from the Object Editor - Techtree - Units trained.
This is not what I meant. The hero list is on the bottom of the UI. A rule of thumb is to never allow a button to move during the game, for example when you make a research the other buttons must not move. The solution is simple : never put overlaps.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,213
It might be a nice map overall but it's pretty meager in the altered melee spectrum.

Simple.


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

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