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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

All Out War - Round Village

Submitted by Makoodzaka
This bundle is marked as approved. It works and satisfies the submission rules.
Makoodzaka Presents

All Out War - Round Village
Created by Makoodzaka (also known as Kerendips)

Map Info:

Greetings! Before you is a map that is similar to the maps of the original Warcraft 3, however, it is altered drastically and features many changes indeed. These changes completely alter the experience and game-play; if you plan on playing this you can throw most of your melee tactics and ploys out of the window because they will seldom help you when things come to All Out War!

(This map is protected... mainly because protecting saves huge amounts of space. Message me if you want to see unprotected version)

Features:

All Out War attempts to make the game-play more realistic. Unit stats are altered to fit what can be expected in reality and the armor and attack systems are completely changed. The range of most ranged units is significantly increased, especially that of archers. Buildings are much more tough and siege weapons kill many units from a single strike. Heroes can no longer sustain hundreds of blows and their agility does not magically cause armor to grow from their skin. The magic of spell-casters is no longer puny and pathetic dealing insignificant amount of damage, now it is a power to be feared as even the toughest armor cannot save the brave warrior from unholy sorceries. Units train and die at a much faster rate making positioning and tactical genius more important than ever. Furthermore, all of the four existing races are redone to fit a more reasonable and grim alternative to the Warcraft 3 lore featuring daemon worshiping night elves, genocidal orcs, and paranoid and self-righteous humans. The races you play with now fit their calling; orcs train orcs, humans train humans, night elves train night elves, and undead trains undead (as opposed to giants, elves, dwarves, tauren, trolls, gargoyles, and statues being mixed in). Flying units are removed from the game as they have no place in this new world of carnage and glory. However, those broken and fun-destroying flyers are replaced with many new additional ground units for every race. Towers no longer lose to a unit in a one-on-one duel and missiles that were homing for no reason now bear more realistic properties. The hippie tank crew has been replaced by those who are willing to fire at living targets and the resource system has been altered. Buildings rarely cost gold and the only units that cost lumber are siege weapons. These siege weapons, though bearing great power, require assistance from your regular units in order to function and can be captured by your enemies if you leave them without an escort. If you're playing for orcs or humans you can add variety to your force by an choosing an ally race; alternatively you can deny all alliances to access stronger units from your own race. The new revamped and altered races are compatible with AI, although the AI at times may be a little dumb and bad at team-work. There are more minor changes here and there but here's the long and short of it:

  1. Units stats are more realistic - units die much faster, have longer ranges, etc.
  2. Grim atmosphere - music, units shout battle-cries, Night Elves are no longer Marry Sues, etc.
  3. Role of heroes is diminished - items are not as important, you can have only 1 hero instead of 3, etc.
  4. Focus on tactics - your army can die in second if you aren't careful, positioning and ambushes are now important, etc.
  5. New content - new units, new sound-sets, new icons, etc.

Screenshots and Videos:

Screenshots


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Video


http://www.youtube.com/watch?v=eLPWFmCeOoQ


Change Log:

Version 1.1

Bug Fixes:
  • Fixed multiple tool-tip errors
  • Allies can no longer steal siege weapons directly from you
  • Fixed caster upgrade icons for multiple units
  • Removed ruinnous gifts buff from multiple units
  • Nathreim Guard has hellfire arrows on autocast initially
  • Stone skin no longer affects mechanical units
  • Buildings can no longer push siege units
Balance Changes:
  • Increased attack cooldown of all archers by 20%
  • Slightly increased attack cooldown of other ranged units
  • Increased the cost and build time of battle tanks
  • Increased food cost of battle tank
  • Decreased vision rage of battle tank
  • Reduced size of all food buildings
  • Changed night vision penalty to 25% from 50%
  • Increased the range of hub of ruin but decreased its damage
Undead Changes:
  • Undead resources gatherers are now dark workers who gather both gold and lumber
  • Dark workers gather gold like other race workers and can build towers
  • Acolytes still build all buildings but have increased cost
  • Acolyte food cost increased and acolytes are given a magical ranged attack
  • Acolytes benefit from necromancer adept training and gain new abilities
  • Ziggurat model changed and ziggurats can no longer upgrade to towers
  • Ziggurats can now upgrade to various halls and serve as additional unit training buildings
  • Bile tower added as an additional tower
  • Ghouls moved to hall abhorrence (upgraded from ziggurat)
  • Ghouls cost and build time is increased and they are given an a chance to spawn another ghoul upon being attacked
  • Temple of the damned model changed
  • Afflicted ones are moved to crypt and skeleton workers are removed
  • Undead building summoning animation is changed
Night Elf Changes:
  • Night elf buildings are now built in the same way as human buildings
  • All night elf building models are now consistent and are all taken from Ujimasa Hojo's Gilneas pack
  • Moon well is replaced with moon shrine which now gives same food as human farmhouse and has no healing ability
  • Moon shrine has a reduced armor and a reduced wood cost
  • Food produced by the night elf town hall is increased
Terrain Changes:
  • Dirt roads stemming from the centre of the map are added
  • Player positions on the outskirts now feature walls that allow the players to cut down trees without opening an extra way for the enemy to attack from
  • Terrain is made less grassy and more randomised in some areas

Version 1.2

Bug Fixes:
  • Fixed more tool-tip errors
  • Fixed caster upgrade icons for minotaur sage
  • Orc ally heroes now correctly require ally researches instead of ally buildings
  • Hall of decay now correctly trains zombies
  • Portrait of the ziggurat is altered so that there is no constant red glow in the background
  • Night elf hunters' hall no longer can research well springs
  • Skeleton champion's reanimation no longer requires level 6
  • Minotaur sage now correctly benefits from minotaur age adept training
Balance Changes:
  • Increased attack cooldown of tanks
  • Decreased armour of tanks
  • Increased gold cost but decreased lumber cost of battle tanks
  • Added a damage bonus to sanctum guard against cavalry units
  • Decreased armour rating of all buildings and siege weapons
  • Reduced health of all food buildings
  • Replaced warchief's axes-throw spell with shock-wave
  • Decreased flesh golem's health regeneration and increased the cooldown of create flesh golem
  • Added a system where ranged units suffer a damage penalty and are unable to attack from afar when attacked by melee enemies
General Changes:
  • Minotaur chief's area of affect passive replaced with permanent immolation
  • Added a zoom command
  • Changed skeleton champion's shockwave to a blue one
  • Changed orc warchief's model to that of grom

Version 1.3

Bug Fixes:
  • Fixed more tool-tip errors
  • Witch now correctly benefits from piercing weapons upgrade
  • Bug involving the inability to build the night elf town hall is fixed
  • Moon shrine build time reduced to correct amount
  • Meat wagon auto-attack now applies infection with second shot
  • Dark knight's cursed weapon now turns enemies into afflicted ones
  • Units with defend now autocast it when they are attacked by towers
Balance Changes:
  • Decreased sizes of most buildings and units
  • Increased damage of enslaved ancient treants
  • Added a damage bonus to naga guard against cavalry units
  • Decreased movement speed of most non-mounted units
  • All starting positions on the outskirts now have a link to an island with a gold mine nearby
  • Starting positions have a link to a cave network allowing quick access to a second gold mine
  • Slightly reduced cost of most Lounge of Lore units
General Changes:
  • Eye-candy neutral passive units added on some islands
  • Male dryad unit is added and can be randomly summoned by the elven sorceress
  • Night elf skeleton slaves replaced with debtors
  • Night elf skeleton warriors replaced with rogues
  • Removed upgrade benefits from naga units
  • Replaced some of the orc and troll creep camps with naga camps

Version 1.4

General Changes:
  • Added siege weapon expiry system where long-abandoned siege weapons will self-destruct
  • Added a new unit to each race
  • Mounted units now have a chance to survive upon reaching 0 health but lose their mount
  • Abominations now spawn ghouls upon death
  • Revamped infection system to be more effective, bile towers and meat wagons now leave infection clouds
  • Added burning system where siege weapons and tanks will take constant damage one they have low health
  • Increased lumber gathered for dark workers
  • Boosted the effectiveness of the abilities of the Binded Keeper
  • Fixed more minor bugs including tool-tip errors

Credits:

Special Thanks:
  1. Mister Mass
  2. Pinzu
  3. -Kobas-
Also thanks to:

Models:
  1. Tauer
  2. UgoUgo
  3. Kuhneghetz
  4. AhhFresh Weed
  5. Frostwolf
  6. supertoinkz
  7. Skizzik
  8. Sin'dorei300
  9. Wandering Soul
  10. Ujimasa Hojo
  11. Dojo
  12. AndrewOverlord519
  13. CRIS
  14. DeuceGorgon
  15. JetFangInferno
  16. Lord_T
  17. Frankster
  18. Ket
  19. Cavman
  20. NightSkyAurora
  21. Kwaliti
  22. apaka
  23. Red XIII
  24. debode
  25. MasterHaosis
  26. DeuceGorgon
  27. infernus
  28. 00110000
  29. andreariona
  30. Sunchips
  31. Mephestrial
Skins:
  1. GreyArchon
  2. 67chrome
  3. TheReaper
  4. Afronight 76
  5. CloudWolf
  6. The D3ath
  7. Darkholme
Icons:
  1. NFWar
  2. Paladon
  3. SgOD
  4. 4eNNightmare
  5. Death Knight
  6. bigapple90
  7. Marcos DAB
  8. Andrew Overload519
  9. Alpheraz Lucent
  10. -Berz-
  11. 67chrome
  12. NFdizzt
  13. Kuhneghetz
  14. Dalharukn
  15. Hemske
  16. Ujimasa Hojo
  17. M0rbid
  18. Sin'dorei300
  19. xylign
  20. wezthal
  21. Supa-
  22. Ket
  23. Lelling
  24. Nugamentum
  25. Kuhneghetz
  26. The D3ath
  27. loktar
  28. JollyD
  29. Darkfang
  30. Kwaliti
  31. sigelang
  32. graystuf 111
  33. FrIkY
  34. zadelim
  35. CloudWolf
  36. Hellx-Magnus
  37. Afronight_76
  38. Nealdros
  39. CRAZYRUSSIAN
  40. Amargaard
  41. Happy Tauren
  42. MasterHaosis
  43. -Grendel




Keywords:
All Out War, All Out War - Round Village, Round Village, Altered Melee, Alternative Melee, 9 players, Warcraft, Warcraft iii, Warcraft 3, Custom Voice
Contents

All Out War - Round Village (Map)

Reviews
Moderator
22:45, 27th Oct 2014 StoPCampinGn00b: [IMG][IMG] All Out War - Round Village by Kerendips / Makoodzaka [IMG] RATINGS Scores[/COLOR]] Gameplay: 25/30 Terrain & Scenery: 8/20 Total Score: 33/50 Explanation[/COLOR]]5 Stars: 94%+ (47+/50) 4...
?

In later version on the map which race would you like to see included most?

Poll closed Jul 3, 2016.
  1. Blood Elves

    17.1%
  2. Wood Eves

    14.3%
  3. Dwarves

    0 vote(s)
    0.0%
  4. Burning Legion

    17.1%
  5. Draenei (original frozen throne draenei)

    11.4%
  6. Nagas

    11.4%
  7. Trolls

    8.6%
  8. Minotaurs (tauren)

    14.3%
  9. Other (specify in comments)

    5.7%
  1. 22:45, 27th Oct 2014
    StoPCampinGn00b:
    version 1.4
    [​IMG] [​IMG]
    All Out War - Round Village
    by Kerendips / Makoodzaka
    [​IMG] RATINGS
    • Scores[/COLOR]] Gameplay: 25/30
      Terrain & Scenery: 8/20
      Total Score: 33/50

    • Explanation[/COLOR]]5 Stars: 94%+ (47+/50)
      4 Stars: 70% - 93.99% (35-47/50)
      3 Stars: 45% - 69.99% (20-34/50)
      2 Stars: 20 - 44.99% (10-19/50
      1 Stars: 0 - 19.99% (1-9/50)

    [​IMG] CRITIQUE
    Gameplay:
    Going into the map, I read the quests. They really help explain how the map works. Anyway, the premise of the map is large scale RTS, is it not? Well if you didn't think it was, nice job on making this game play out like a military tactics game. The game is set up to be like Warcraft 3 melee with unit counters, heroes, and classic base building, but the fighting in this map is very entertaining. As stated in the description, the map is more about unit positioning rather than hero micro. This means "real life" tactics such as flanking, retreating, ambush, etc will be used to players advanteges more. Even just watching the computers duke it out is fun to watch.

    As for the AI, well they are difficult to beat the two times I've played. I just couldn't catch up, but if I learn I'm sure I could beat them some day.

    The big problem with the gameplay of the map are fps issues. Lagging in a large scale warfare map like this makes you fall behind, and I drop down to 2-5 fps every few minutes for a few seconds. I do not have these problems with other maps.

    25/30
    Terrain & Scenery:
    The terrain in the map is alright, the tile variation isn't too great. Pathways look nice, but everything else, more specifically starting points and open field areas are dull and empty. Good use of terrain height leveling.

    Your job decorating was okay, environmental doodads are spread out throughout the map 'enough' but not to a point where I can call it good doodad placement. There isn't much more to say how the map look aesthetically, other than some nice custom icons.

    Now, the reason I haven't given you a low score (I've given a below average) for terrain & scenery is because the "grim atmosphere" makes up for it. I suggest in your next map you read terraining tutorials.

    9/20​


    [​IMG] VERDICT
    The only way a map can be approved is if it follows the map submission rules.
    - All rules are followed. I have chosen to APPROVE the map!
    [​IMG] NOTES
    Overall the map is a well thought out RTS with lacking terrain. I give it a high 3 star rating. Feel free to contact me about this review on this map page OR message me about anything. (+2) reputation points for taking your time to upload this map to Hive.

    [​IMG] [​IMG]
     
  2. Makoodzaka

    Makoodzaka

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    Thanks, the upgrades are meant to seem realistic: improved piercing weapons, improved cutting weapons etc. so heroes that use those weapons (model based) get the upgrades. Some heroes, those who use sorcery for example, don't benefit from those upgrades. The night elf town hall is the same size as the other town halls (in regards to the pathing), although it does seem larger.
     
  3. Sunreaver

    Sunreaver

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    My Review

    My Review
    I like this map very much
    It's very unique in it's own style even it doesn't follows Wc Lore
    But i found a little bug: Train Headhunter writes train Headhnter
    Vote for Approval 4/5
    :ogre_love:
     
  4. Mythic

    Mythic

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    Post will be updated as I progress.

    Review


    Aestethics
    - I didn't expect even workers to have upgraded damage. :eek:
    Still okay though.

    - Why do skeletons and night elves work together?
    - I don't know if it's "Priority" in Object Editor, but the units are selected first over the heroes, specifically Archers and Night Elf Units over the Priestess.
    + I like how fast units are trained.

    Gameplay
    - I suppose you made it more realistic through enlarging buildings? However, food buildings are a pain.
    - The game was too quick for slowpoke cakes like me. >.<
    - The Night vision is too low, for attack ranges that high, it is very hard.
    - The FPS drops at around 7 minutes in 3v3, probably due to the obscene amount of units in-game. This might be a problem with more players.
    + It's very nice that you made some temporary rescuable units near gold mines.


    These are just suggestions, feel free not to follow them.

    Rating: 3/5
     
    Last edited: Aug 2, 2014
  5. Makoodzaka

    Makoodzaka

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    A bug with the 'Zeal Assassin'? Could you please be a little more specific which unit from which race this ability affects because I have no recollection of such an ability. Night elves have skeletons because they are, in this map, twisted daemon-worshiping, necromancy practicing sadists. Heroes do have a lower priority than the rest of the troops so that they aren't completely useless in battle due to instant death.
     
  6. Mythic

    Mythic

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    Sorry. That was for my review on another map. >.<

    Okay, I see. That's a nice twist to the Night Elves.
     
  7. Makoodzaka

    Makoodzaka

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    Map is updated featuring many changes to night elves and undead, balance changes including the reduction of the sizes of food buildings and the reduced penalty to vision at night for all units, and other changes.
     
  8. BandolXD

    BandolXD

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    Review

    Review


    [​IMG]

    All Out War - Round Village



    Gameplay
    The map is a melee map, where everybody can build their own base and troops. It will take you some minutes before you make a whole base and army to attack your enemy. Somehow, this map is an Altered Melee, it has a difference from Melee maps. Custom things that used in map are very well created and picked. The map is balanced and no op, unless your enemy has a good strategy. Every Melee and Altered Melee maps has a less bugs. When I tried this map, there's no bugs or leaked were found. When I already saw the whole map, I was like 'wow', just 'wow'. I really amazed when I saw the effects and different units. Every workshop buildings in each race are working fine.

    The creeps and enemies are placed right. There's no other race in one creep camp. The map is well planned and created. The soundsets are very interesting, for me they are awesome. It impress me when I hear those soundsets.


    Score:


    5/5


    Score:




    Terrain & Landscape
    Erm... The terrain is a little bit empty. Using Warcraft III cliffs aren't fit to the map. I'm not saying that you should not use a Warcraft III cliffs. The terrain looks very plain for me. It has a less animals or critters that can help the map be more impressive. When I saw the water area, where there are warlock and shaman are, that looks good. I suggest you put some water lily in that place. Putting a critter or animals is a good idea. I suggest one, you should put some Raccoon around. The space are enough to make a whole base. That's a good thing in Melee maps. It will be hard for player to make a base if the space is too small. The map is very flat, the way I hate the terrain. You should raise and lower some of the part.

    Score:


    3/5


    Score:




    ( - ) Bugs
    As what I said in Gameplay, there's no bugs or leaked found in this map.

    Score:


    5/5


    Score:



    Doodads
    Well, the trees are enough for a player. I don't think how many they need to make an army and base. Doodads aren't that spam, somehow they are lack.

    Score:


    3/5


    Score:



    Score Section:


    BandolXD's Scoring System:


    15 - 20 = 5 Thumbs Up
    10 - 14 = 4 Thumbs Up

    6 - 9 = 3 Thumbs Up
    0 - 5 = 1 - 2 Thumbs Up


    Overall Result:


    Gameplay: 5/5

    Terrain & Landscape: 3/5

    ( - ) Bugs: 5/5

    Doodads: 3/5

    16

    / 20



    [​IMG]
    Click Image for Profile

     
  9. Makoodzaka

    Makoodzaka

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    Although you rated 5/5 for bugs I must admit I find new ones every now and again in my games (you can look in the change-log for the hall of shame). Just today my in-game ally brought to my attention that it was impossible to build a night elf palace of death (it would be placed but would not be built by the skeletons). I have fixed this major bug and will update to 1.3 with improved and expanded terrain and all units resized soon enough.
     
  10. Mythic

    Mythic

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    Oh, just a note. Priority does not seem to work with combat aggro.
     
  11. Zaramorus

    Zaramorus

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    So i played the map and the gameplay was pretty hard. What i dont like is that no creeps drop items which is very unrealistic. When i was fighting against orc berserkers their damage was way too high. Heroes health is way too low at level 1. Also mostly buildings need wood to build them so you should increase starting wood to atleast 250.
    It would be worth 3/5, but i rate it 4/5, because there is more food and units train faster.
     
  12. Makoodzaka

    Makoodzaka

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    Orc berserkers, some of the melee creeps around the map, have lower damage than normal orc grunts. Heroes, unlike in some other maps, are not rambo demi-gods who crush armies with a flick of a finger. I tried making the map more relevant to reality but even then the heroes are still stronger than most units on level 1, on level 10 they can take on small groups no problem, some if used correctly can destroy entire armies.
     
  13. Sunreaver

    Sunreaver

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    Use this as your preview just remove war3import
     

    Attached Files:

  14. Makoodzaka

    Makoodzaka

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    The file size is huge for a minor detail and I already had to cut some portraits out to save space.
     
  15. Sunreaver

    Sunreaver

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    Oh I see when will the Next Version be update
     
  16. Makoodzaka

    Makoodzaka

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    Well I recently updated the map featuring several new systems but I think there is little more to be added to the map. If you know of any bugs or have any suggestions you can let me know.
     
  17. kakuzu

    kakuzu

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    A very good altered melee, i can see that you work hard to create this !
     
  18. Makoodzaka

    Makoodzaka

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    I am working on a big update for the map and already made new features including cavalry trample system, tower garrison system, burning buildings taking damage, axes and crossbows have a bonus against armor, spy units for all races... I will post it later once I complete all the new features which will include: new races and better AI.
     
  19. StoPCampinGn00b

    StoPCampinGn00b

    Community Manager

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    Check moderator comment near your map description to see the status of your map :thumbs_up:
     
    Last edited: Oct 28, 2014