1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  5. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  6. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  7. The results are out! Check them out.
    Dismiss Notice
  8. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  9. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Calamity

Submitted by lolreported
This bundle is marked as awaiting update. A staff member has requested changes to it before it can be approved.
Map made for the Hive Workshop Cup Melee Mapping Contest.

Description
Out of nowhere pillars of devestating power penetrated the earth and began to spread the void around them. Now the last remaining forces is at war over the scarce resources left on their consumed and shattered land.

Map Size: 96x96 (84x84 playable)

Creep Camps
8 Green Camps
10 Yellow Camps
4 Red Camps

Neutral Buildings
4 Gold Mines
2 Taverns
2 Goblin Merchants
2 Goblin Laboratories


Changelogs

Changelog 1.5.5 (Final)
Neutrals
Swapped position of the Goblin Merchants with the green Voidwalker camps to add some distance between the Neutral Buildings.

Changelog 1.5
Terrain
- Added more aggressive hill variation.
- Added more unbuildable terrain where necessary.
- Most paths slightly increased in size to make navigation easier.
- New paths added in bottom-right and top-left map corners, the "Mountain Path".
- Doodads blocking air pathing adjusted to block same path for each map half.

Neutrals
- Waygates removed from the map.
- 2 Goblin Laboratories added to the map, located at the new "Mountain Paths".
- 2 new very difficult Red Camps (level 25) added, guarding the Goblin Laboratories; zeppelins can fly over the void, could make for some interesting plays.
- Goblin Merchant creep camps modified from 2 to 4 neutral creeps (same camp level (13)).

Changelog 1.4
Small terrain touches.
Removed a lot of "Smoke Smudge" doodads that couldn't be seen by the player.
Added a couple of screenshots of the map from the World Editor view.

Changelog 1.3
Small terrain changes.

Center Gold Mines
The camp guarding this gold mine had their Target Acquisition Range changed from Camp (200) to Normal (500).
Replaced 1 Bloodfiend (level 4) with 1 Felguard (level 2).
Removed 1 Fel Stalker (level 5) from the creep camp.
Overlord now drop a random level 4 permanent item, instead of a level 5 permanent item.
Total level of this camp after the change: 17​

Outer Gold Mines
Removed 1 Voidwalker (level 3) from the creep camp.
Total level of this camp after the change: 20​

Replaced the 4 Netherdrakes guarding the Goblin Merchant with 1 Doom Guard (level 8) and 1 Fel Stalker (level 5).

Changelog 1.2
2 Taverns added to the map
Small terrain changes
Added a couple of neutral Fel Boar critters
Succubus camps moved one square away from road in order to reduce the chance for them to attack
The Voidwalkers protecting the outer neutral Gold Mines had their Target Acquisition Range changed from Camp (200) to Normal (500)

Changelog 1.1

Expanded the map from map size 64x64 (52x52 playable) to 96x96 (84x84 playable).
Terrain reworked with increased map size
More creep camps added
2 more Gold Mines added
2 new Waygates​

Changelog 1.0

- Release.



Previews
Contents

Calamity (Map)

Reviews
Nudl9
-Obelisks look cool, you should repeat that theme with more variations. -Volcanoes look out of place, keep things abyssy. -Very chokey map, chop some trees, make paths more wide. -Tree path to base might be better with just rock debris. -Waygates are...
Mr.Henci
Just my quick two cents: - The map looks nice with enough tile variation, but lacks in a height department. Try using raise/lower tool to make it feel more natural. - The idea with 2 bridges + waygate is nice, but I would advice to use some...
mafe
Quite a good map. Still I dont want to approve it yet, as there are some issues which could be fixed in a short amount of time however. First some general notes: -Despite the unusual tileset, the basics are solid. -In many parts the map is rather...
  1. lolreported

    lolreported

    Joined:
    Aug 16, 2007
    Messages:
    752
    Resources:
    12
    Tools:
    1
    Maps:
    5
    Spells:
    6
    Resources:
    12
    Map updated to version 1.1 with increased map size and a couple of new additions.
     
  2. WolfFarkas

    WolfFarkas

    Joined:
    Jul 5, 2019
    Messages:
    197
    Resources:
    17
    Maps:
    17
    Resources:
    17
    map is much better,


    another friendly hint: tavern/s , many players use the neutral heroes like the alchemist, tinker, firelord, .... you have more space now to add tavern/s.

    (all TFT ladder melee maps have tavern/s)
     
  3. lolreported

    lolreported

    Joined:
    Aug 16, 2007
    Messages:
    752
    Resources:
    12
    Tools:
    1
    Maps:
    5
    Spells:
    6
    Resources:
    12
    Thanks for the feedback!

    I've updated the map to version 1.2.
    Changelog
    2 Taverns added to the map
    Small terrain changes
    Added a couple of neutral Fel Boar critters
    Succubus camps moved one square away from road in order to reduce the chance for them to attack
    The Voidwalkers protecting the outer neutral Gold Mines had their Target Acquisition Range changed from Camp (200) to Normal (500)
     
  4. Nudl9

    Nudl9

    Joined:
    Nov 9, 2006
    Messages:
    2,203
    Resources:
    28
    Icons:
    11
    Skins:
    1
    Maps:
    16
    Resources:
    28
    -Obelisks look cool, you should repeat that theme with more variations.
    -Volcanoes look out of place, keep things abyssy.
    -Very chokey map, chop some trees, make paths more wide.
    -Tree path to base might be better with just rock debris.
    -Waygates are not very popular for a reason, clunky to play with, wouldn't recommend using them.
    -Goldmine creeps should have aggressive aggro.
    -Expansion too hard to creep.
    -Flying unit only shop camp isn't creepable by a majority of races unless they get anti-air. Neutral buildings should always have 100% ground.
     
  5. lolreported

    lolreported

    Joined:
    Aug 16, 2007
    Messages:
    752
    Resources:
    12
    Tools:
    1
    Maps:
    5
    Spells:
    6
    Resources:
    12
    Thanks for the feedback, appreciated!

    I understand Waygates aren't that practical, but I've got no time to do a major remake now.

    Map updated to v1.3.

    Changelog 1.3
    Small terrain changes.

    Center Gold Mines
    The camp guarding this gold mine had their Target Acquisition Range changed from Camp (200) to Normal (500).
    Replaced 1 Bloodfiend (level 4) with 1 Felguard (level 2).
    Removed 1 Fel Stalker (level 5) from the creep camp.
    Overlord now drop a random level 4 permanent item, instead of a level 5 permanent item.
    Total level of this camp after the change: 17​

    Outer Gold Mines
    Removed 1 Voidwalker (level 3) from the creep camp.
    Total level of this camp after the change: 20​

    Replaced the 4 Netherdrakes guarding the Goblin Merchant with 1 Doom Guard (level 8) and 1 Fel Stalker (level 5).


    EDIT 2019-10-05
    Changelog 1.4
    Small terrain touches.
    Removed a lot of "Smoke Smudge" doodads that couldn't be seen by the player.
    Added a couple of screenshots of the map from the World Editor view.
     
    Last edited: Oct 6, 2019
  6. Mr.Henci

    Mr.Henci

    Joined:
    Nov 6, 2013
    Messages:
    231
    Resources:
    19
    Packs:
    1
    Maps:
    18
    Resources:
    19
    Just my quick two cents:

    - The map looks nice with enough tile variation, but lacks in a height department. Try using raise/lower tool to make it feel more natural.
    - The idea with 2 bridges + waygate is nice, but I would advice to use some unbuildable terrain near the bridges. Both of them can be blocked with few buildings and waygate pathing is rather a gimmicky not liked by the community.
    - Try to use more lower level creeps, rather than fewer stronger ones. (GobMarket creep camp is 8 + 5 lvl atm but using 5 + 3 +3 +2 would be more balanced imo)
    - Offering players only GobMarket is of course an option, but some players love mercs while others prefer to see shreders and/or zeppelins. Consider adding MercCamp and/or GobLab to your map.
    - Some corridors feel too narrow which can put melee armies in disadvatage.

    It's a nice map with few fixable problems. Exoanding on your current skills might bring W3 community some nice melee maps in the future.
     
  7. lolreported

    lolreported

    Joined:
    Aug 16, 2007
    Messages:
    752
    Resources:
    12
    Tools:
    1
    Maps:
    5
    Spells:
    6
    Resources:
    12
    Thanks for the feedback! I've made some last minute changes before the contest deadline ends.

    Decided to take some time to re-do the terrain and remove the waygates as it seems using them will result in contest auto-loss. :)

    Changelog v1.5
    Terrain
    - Added more aggressive hill variation.
    - Added more unbuildable terrain where necessary.
    - Most paths slightly increased in size to make navigation easier.
    - New paths added in bottom-right and top-left map corners, the "Mountain Path".
    - Doodads blocking air pathing adjusted to block same path for each map half.

    Neutrals
    - Waygates removed from the map.
    - 2 Goblin Laboratories added to the map, located at the new "Mountain Paths".
    - 2 new very difficult Red Camps (level 25) added, guarding the Goblin Laboratories; zeppelins can fly over the void, could make for some interesting plays.
    - Goblin Merchant creep camps modified from 2 to 4 neutral creeps (same camp level (13)).


    EDIT
    Changelog 1.5.5 (Final)
    Neutrals
    Swapped position of the Goblin Merchants with the green Voidwalker camps to add some distance between the Neutral Buildings.
     
    Last edited: Oct 6, 2019
  8. mafe

    mafe

    Map Reviewer

    Joined:
    Nov 2, 2013
    Messages:
    390
    Resources:
    11
    Maps:
    10
    Tutorials:
    1
    Resources:
    11
    Quite a good map. Still I dont want to approve it yet, as there are some issues which could be fixed in a short amount of time however.

    First some general notes:
    -Despite the unusual tileset, the basics are solid.
    -In many parts the map is rather linear (i.e. you can only go forward or backwards, but not sideways). Imho this can lead to static gameplay.
    -Related to this: Large amount of unpathable terrain, for no real reason (from a gameplay perspective, but I can understand why that it emulates the true outland feeling).
    -Interesting idea with the small wall of trees opening another path towards the main base. I'm normally not a fan of this, but I like how it is implemented here. But just on default exit to the main base can mean you can easily be trapped.

    Now for the small, but imho important issues where the map could be improved without much work:
    -At the orange spots, item generally are too strong in relation to the strength of the creepcamp. For example, a lvl 3 item shoud drop from creepcamps of lvl around 14-16. A lvl 20 spot normally drops a lvl 4/5 item and a lvl 2 powerup, whereas at the expansions on your map it is 5+3+2. Consider making some changes here.
    -The natural expansions are guarded by very strong/annoying creep (mana burn + double cleave). This makes fastexpaning hard-to-impossible for hu, which could be a balance problem.
    -The creeps at the shops might accidentially attack player units.

    It would be great if you could adress these one or several of these 3 issues. Therefore I'll set the map to Awaiting update. If you say you dont want to make any further updates, please contact me and I might approve the map nevertheless.
     
  9. lolreported

    lolreported

    Joined:
    Aug 16, 2007
    Messages:
    752
    Resources:
    12
    Tools:
    1
    Maps:
    5
    Spells:
    6
    Resources:
    12
    Thanks for the review; it's fine if you leave it at "Awaiting update", as I'm not sure when or if I'll spend the time update it.

    I'll ask for approval when (if) changes are made. :)