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[Folder] Blizzard Rework 2.0 Map

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Blizzard rework, Folder.
-This bundle act as a folder to kept all the illegal post based on Hive rule. As Deepstrasz suggestion as a final decision.

Caution:
-This whole stuff are repost. And we probably won't get any other rework after this repost. Unless any tournament seriously need it.
-This is against the Hive rule. Just a repost cause some people keep asking and I'm too lazy to answer all of them. (At the same time, Deepstrasz will stab me behind the scene)
-Some info may missing, as all of the original post that got delete. I didn't save anything for backup.
-Anything that fit in this pack as progression, may be drop at any moment so don't expect anything from it.

What is 2.0?
-2.0 is a series that start with w3champion heavy consider with mapper to remake an old map to build more connection to Chinese part. As their site like old map more than consider new map. Later got separately made for 4v4 after the successful of reintroduce Bloodvenomfall 2.0, This also continue to other community like ATR & FFA.
-In this 2.0 series we do everything in thought of remake it to be able to use on current meta, as some of them is impossible to appear without the remake. There is also some stuff that is so small and doesn't required the 2.0 title. you might have seen something like TM_v1.5, LR_v1.3.
-We do stuff like replace creep, reshape the while terrain, switch stuff out, change item drop and other. You may see something completely different.

Old Progression:
Deem as impossible to fixed:
-Deathknell 2.0, I remember fix this shit so many time and it's still not working, or fitting in the current ladder scene.
-Trisfal Glades 2.0, Too boring game.
-The Two River, 2.0 the most request of all, we did it so many time and it's not getting anywhere.
I'm so sure that there were more, but doesn't matter anymore.

Halfway done but got halt, and will never be finish:
-Deadland 2.0, bottom half is done.
-Plain of Snow 2.0, Left side is done
-Poseidon 2.0, a map that never ever finish by blizzard themself. There was a plan but never really know when will godfather ask me again. As so the situation, I rather say this is scrapped.
-Garcial Thraw 2.0, just a draft done. I'm lazy.
-Bandit Ridge 2.0, just a draft done. Still stuck on redo the doodads.
-Jungle Fever 2.0, there was a plan recently, idk yet, might not need the 2.0 status. As for now still trying to make it possible.
-The Crucible 2.0, remove cliff, more path, more content, still adjust the outer round with w3chmapion 4v4 stuff and ffa party. Seem doesn't work for 4v4 no matter what I do. As for FFA, it's on hold.

On the list and still holding as people request:
-Nothing

I'm not holding the file:
-Melting Valley 2.0 (I may hold the name on this, but I just change stuff here and there based on discussion between caster/players and mapper, most of the credit would go to mafe, Saveorcas, Lovestruck and all the player who is in the discussion.)

Map order are based from Timeline.
I remember throw everything out to start with terrain and start to replace stuff in later. because the whole is so horrible that required to rebuild from scratch.
Favorite rework from me, it has a unique taste that doesn't have in the current meta scene.
Hankk favorite, after TTR that will never be done since it's impossible to fix without change the map layout. Similar to Circumvention, it has unique taste that doesn't fit anywhere in the current meta scene.
I think it was a good idea, but the player revolution mean only me think this is a good idea. So yea never appear on 4v4 ladder, ever.
-a piece that's a failure
I name it v3.0 because according to Liquidpedia of PlunderIsles, the version 2.0 is already exist.

282278-3f26e8ef6c9da8aa7bd94b32be667359.png

Neutral Building:
6 Goldmines (All- 12500)
2 Tavern
2 Merc - Summer
2 Goblin Lab
2 Goblin Merchant

Creep Camp:
8 Green
10 Orange
2 Red

Critical problem the happen on this map:
-nearly impossible for NE,HU to expo.
-first 3 green are too far from each other and lead to empty creep-route (lv3 route), the creep didn't have much xp.
-instant creep dragon camp get fast lv5 charge item - lv5 charge has unbalance drop pool with those random summon creep.
-very long 1st scout time spend. (I'm able to decrease the scout time a bit, hope the creep route that force to go for 1st expo will help opponent predict which camp to harass.)
-Last Refuge problem, take forever to switch lane.

-final decision after all the adjust and playtest on the scene, this work was a failure. I left it here for share.
Focus on make a better 1v1, Better contest position for 2v2. they say the whole place is too clamp, but well it work! Not too bad.
Who else but hankk wouldn't request for more meme remake map for his ATR, But who would have thought that chinese scene would take this one into the "M cup2" No one see that one coming.
Tanaris in this version were made for FFA, as for ffa case each player need 2 expo each and 1 extra for contest. As stuff got closer, I remember did lot of change but forgot later on.
Remake of 3v3 map for a 4v4 but deem as too small. I talk about the path. There isn't enough spave for fighting.
Was made especially for Royale mode for one of the ffa monday night b2warcraft. As Godfather request.
Previews
Contents

Bloodvenom Falls v2.1 (Map)

Broken Shard v2.2 (Map)

Circumvention v2.3 (Map)

Desert Strife v2.0 (Map)

Dragon Fire v2.0 (Map)

Drywater Gulch v2.0 (Map)

Ogre Mound v2.1 (Map)

Plunder Isles v3.0 (Map)

Shamrock Reef 2.0 (Map)

Tanaris v2.0 (Map)

Level 8
Joined
Jun 15, 2013
Messages
122
Hello there, been checking your map and there's a few things I noticed
  • The Sea Giant is a lvl 11 camp with 3 drops, gotta nerf that
  • I'm not sure Makuras are fitting with Gnolls :p
  • The Expand is too weak, with too much drop, or rather, ez drop, replace one small ogre with mauler, keep drop, should be fine
  • Lvl2 power up on lvl6 camp is not fine, replace with lvl1
  • I counted 5 chicken, there 6 different critters on this tileset, you could definitly diversify and double the number
  • Trees near taverns is good
  • I would prolly add some more trees on the early base, especially considering there's not much at expand

Other than that, seems playable, very blizzard looking
 
Level 28
Joined
Jan 4, 2020
Messages
406
Hello there, been checking your map and there's a few things I noticed
  • The Sea Giant is a lvl 11 camp with 3 drops, gotta nerf that
  • I'm not sure Makuras are fitting with Gnolls :p
  • The Expand is too weak, with too much drop, or rather, ez drop, replace one small ogre with mauler, keep drop, should be fine
  • Lvl2 power up on lvl6 camp is not fine, replace with lvl1
  • I counted 5 chicken, there 6 different critters on this tileset, you could definitly diversify and double the number
  • Trees near taverns is good
  • I would prolly add some more trees on the early base, especially considering there's not much at expand

Other than that, seems playable, very blizzard looking
1, i don't mind fix that. I made it like that cause many people think sea giant is strong for an early camp. and yea u might be right I made the camp for AoW, pulverize doesnt matter there anyway.
2, well who care, there is a sea nearby, nobody will notice that.
3, not for HU against some rusher I believe. +it's 4k unit away, which is very far compare to other. there are still some compensate upside such as close tree line. I rather keep it this way probably will see it better after a few game in tournament/ladder
4, yep
5, nah I'm lazy.
6, isn't that common sense?
7, I will do that later.
.
of course it's originally Blizzard map. How is that not Blizzard alike? :goblin_sleep:
 
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