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Gealia the Land

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Gealia – The Land of Deep Mysteries

Once a peaceful island known for its rich forests and fertile farmlands,
Gealia has changed forever since the day the meteor fell
...

A
glowing green crater now pulses with unnatural energy.
The Pressure of the Meteor moved the Landmass into the
Ocean,
where hungry Murlocs found a safe haven.

The
Windset Village lies broken, drowned and ablaze
its people either fled or fell prey to savage
Murlocs.

The old mines, once a source of
wealth,
are now twisted caves overgrown with
giant mushrooms and crawling with corrupted beasts.

In the
frigid peaks of the northeast, the surviving Gnolls have built a new stronghold.
They defend it with savage force, attacking any outsiders who dare approach.

Only a few still believe
Gealia can be saved.
Their journey begins at the edge of the unknown... in the last safe path through Gealia.

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Contents

Gealia the Land (Map)

Reviews
12:22, 14th Jun 2010 ap0calypse: Rejected
Greetings Lungdrache. The Hive includes many talented Warcraft III modders of all skill levels among its users. New members (especially friendly ones) are always welcome. Take a look around and enjoy your stay, may it be long and productive!

Some good places to start include:
Searching the site using the above link always helps, you can learn a lot that way: just reading and learning is usually the best place to start, especially if one feels overwhelmed.

Likewise, the tutorials can really teach ALL of us a thing or two.
The chat room is cool: lots of people can answer questions there.

A few other tips that might help too:
-Always search first! Did I already mention THAT?
-When creating a new thread, make the title VERY specific: so the site's search engine (and we users) can easily understand just what the thread contains.
-Post your new threads in the proper forum: read the descriptions of each one so that you know what to post there.
-If all else fails, just send me a private message! I'll try to do whatever I can to help.
Well dude first of all try to improve map description:
I will post some links and hope you will check and learn something!

First map description:

Here check this one: Click and this one also: Click again

Then about map:
If map isn't finished jet, use Map Development forum for that! You can make thread there upload your map so people can tell you what they think just like here! Also for any help with triggers or how to clean memory leaks post triggers and create threads here Triggers & Scripts! Btw if you need any help with WE we have World Editor Help Zone here on THW! And at the end if you need any resource from icons to loading screens check this out Requests!

Now come THW rules:
Map Rules

What you need to improve/fix/change...
You don't have terrain at all, you use only grass and water to create your map, dude that is very very bad!
Here are some links to terrain tutorials:

Beginners F.A.Q To Terraining [22 May 2009 21:18]iPeez
Creating a Dungeon Entrance [07 Oct 2009 14:07]X-OMG-X
Creating Rivers with Rolling Shores [31 Dec 2006 21:56]1337D00D
Editing Cliff Skins [02 Jan 2009 20:17]Argus
How to Make Easy Waterfalls [10 Nov 2009 08:38]RoboHippo
How to make good looking lava in WE [03 Feb 2010 13:50]Piwlady
How to remove Blight's green clouds [26 Oct 2009 04:11]Stathisdjs
iPeez's Complete Terraing Tutorial v1.0 [18 Jan 2009 18:38]iPeez
Natural Environments [30 Aug 2008 21:42]~Void~
Pathing - Everything about it [01 Jan 2010 18:33]Dr. Boom
Playable Terrain: Islands [06 Sep 2008 08:41]Belgarath
Playable Terrain: Overgrown Forests [03 May 2008 01:27]Belgarath
Polishing Your Game [25 May 2010 00:55]N1ghthawk
Terrain Overgoes - a small guide [28 Sep 2009 04:33]Belgarath
Terrain: Advanced Lighting [13 Feb 2008 05:41]~Void~
Terrain: Forest Cliffs [06 May 2007 11:48]Jattenalle
Terraining - Path by the Sea [16 Feb 2008 02:23]Belgarath
Terraining Tut. - Forests [04 Dec 2006 03:52]HernanG
The Ultimate Beginners Terrain Tutorial [12 Jun 2007 13:31]HermanTheGibbon
Various Terraining Tips! [17 Sep 2009 21:59]Revolve

Well I attached links to few tut here on THW and to their Authors!
Some are easy some are for advanced users!

Some have little to do with terrain some much more!
Pls at least scroll down each one just to check pictures!

If you really want to learn how to terrain, check also other sites like
http://world-editor-tutorials.thehelper.net/
http://www.wc3c.net/
and others...

open maps, check terrain contest etc etc, check terrain board and people showcases, explore user albums, search Hive... You can always ask some user for help, join to Chat room sometimes (http://www.hiveworkshop.com/forums/apps.php?p=gochat)

:razz: 2 Much work to do right :xxd:


And for the end my rating:
I will give you 1/5 mark (because I don't like map or map breaks rules) and must vote for rejection (same) and report map to moderator! (to check your map)
But don't worry, when you finish your map just update this one and ask moderator to unlock it so people can leave comments etc etc!
Here: Map resource moderation

1/5 Vote for Rejection
Map Reported
 
Level 8
Joined
May 24, 2010
Messages
184
Greetings -Kobas-,
and also hi to everyone else who remembers this glorious disaster! 😅

Back when I uploaded that map... I was 15 years old.
I barely spoke English, had no clue what I was doing, and honestly :hohum: I didn't care if it was good or bad.
I just wanted to make stuff. I wasn't looking for tutorials or structure, I just threw things together and hit upload. 😂

Looking back now, with 30 years on the clock...
Yup. It was bad. Really bad. Like... “how did this even make any Sense!?” kind of bad.

I read through your comment again,
and I have to say, you were spot on! 😅

And surprisingly patient, considering the quality you were responding to.


So, here's the deal:
I’ve grown a lot since then.
I learned English, programming, game development, 3D art, and a bunch of other things.
And now – after all these years – I’ve decided:


I’m going to fix that mess.
Not just tweak it – completely overhaul it.

Why? Because making Warcraft III maps still gives me this warm, nostalgic feeling I can’t shake. ❤️

So yes, this is my unofficial re-announcement of a very old and very broken project!
I'm working on a proper remake, with actual effort, care – and maybe even terrain this time 😜
No promises on timeframes (life is chaotic), but it’s something I want to do right.

Thanks again for the original feedback – and for anyone who still remembers the map:
Get ready to be surprised!
(Or at least less horrified than last time.)


All the best,
Lungdrache
 
Level 8
Joined
May 24, 2010
Messages
184
Quick Update – Yes, I'm really reworking this!


Hey folks,
this is just a very quick update to show that I’m actively reworking the map! 🛠️


I know this isn't a proper Work-in-Progress thread, so I’ll keep it short:


🔹 New Map = New version – much more terrain detail, balanced layout
🔹 Old Map = Old version – super basic and... well... not very playable 😅


I’m rushing a bit right now and have more stuff to do tomorrow,
but I didn’t want to wait to show that progress is being made!


I'll upload the actual reworked version soon.
Until then – enjoy this little preview snapshot!


1747391251739.jpeg
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Last edited:
Level 2
Joined
May 17, 2025
Messages
3
Hey I like the new terrain a lot, but I think this is not balanced for a melee map.

The Good:
  • Nice looking terrains with lots of details.
  • Doodads placement makes the map feels lively.
  • I especially liked the mine area, feels like a part of a campaign map

The Imbalances:
  • Paths are too narrow, moving armies are difficult.
  • Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
  • Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
  • Lack of a tavern. This is rough for night elves.
  • There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.

Other observations:
  • There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
  • Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
  • You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
  • Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.

Summary: I think this map fits more for some kind of RPG, as it is not really balanced for a melee map. I still had some fun playing a few games with a friend though!
 
Level 8
Joined
May 24, 2010
Messages
184
Hey I like the new terrain a lot, but I think this is not balanced for a melee map.

The Good:
  • Nice looking terrains with lots of details.
  • Doodads placement makes the map feels lively.
  • I especially liked the mine area, feels like a part of a campaign map

The Imbalances:
  • Paths are too narrow, moving armies are difficult.
  • Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
  • Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
  • Lack of a tavern. This is rough for night elves.
  • There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.

Other observations:
  • There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
  • Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
  • You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
  • Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.

Summary: I think this map fits more for some kind of RPG, as it is not really balanced for a melee map. I still had some fun playing a few games with a friend though!
This is a really helpfull Feedback! thank you alot for it!
Let me go trough and bring you my thoughts to it:

  • Nice looking terrains with lots of details.
    i actually tried to bring alot trough "Enviromental Story" Telling, really thank you for it i was pretty worried XD
  • Doodads placement makes the map feels lively.
    As it is, i had a ton of experience in Level Designing
  • I especially liked the mine area, feels like a part of a campaign map
    Yea it is my favorit Idea cause the feel of the enviromental change worked perfektly...
    I'm still a bit sad that i don't had a better choice for the walls X3
The Imbalances: Yea there are some pretty important points you got here!
  • Paths are too narrow, moving armies are difficult. You are totally correct... this is a Problem i had... the more i build...
    do you have an recomandation how much space would be allright?
  • Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
    Yeahh... i tried to orient my placement to the Creep Camp Map markers... but i guess.. that's not the best way to do it XD
    Would you recommand keeping the Creeps at the same level?
  • Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
    It's pretty hard to find a good balance for those..
    i thought about placing one for red... but i wasn't able to find a decent spot
    maybe i could expand the island a bit to the sea so i could add some more Sections.... what would you think?
  • Lack of a tavern. This is rough for night elves.
    Ohh... i didn't knew that! but where would be a good placement?
    should that be closer to the Center or in the paths between the players? XD
  • There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.
    I honestly didn't thought about that 😅 mhhh...
    maybe i could replace the mana well with a healing well and place a Market at the Healing Fountain?
Other observations: Even more good points here ;P
  • There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
    This is one made me think alot... i actually was really worried about how to make it not to easy to just attack red... cause blue and teal are appart trough the Creeps
  • Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
    Yea i really have problems with that 😅 i'll need to look into that again ;P
  • You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
    I don't know why... but.. I FORGOT THAT LOL
  • Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.
    Yea at first i thought i add destructibles like in the campaign with hidden loottables... but then.. i removed them.. well i thought i did XD
    I'm sorry i'll check again!
I'm happy that you had fun playtest it with a friend! Maybe i'll make an RPG like:"Gealia.. before the meteor hits" XD
I really want to refine this into an Melee map, so i gotta collect some Feedback <3 please let me know your thoughts to it!


Thank you alot for your creative Feedback !
 
Level 2
Joined
May 17, 2025
Messages
3
This is a really helpfull Feedback! thank you alot for it!
Let me go trough and bring you my thoughts to it:

  • Nice looking terrains with lots of details.
    i actually tried to bring alot trough "Enviromental Story" Telling, really thank you for it i was pretty worried XD
  • Doodads placement makes the map feels lively.
    As it is, i had a ton of experience in Level Designing
  • I especially liked the mine area, feels like a part of a campaign map
    Yea it is my favorit Idea cause the feel of the enviromental change worked perfektly...
    I'm still a bit sad that i don't had a better choice for the walls X3
The Imbalances: Yea there are some pretty important points you got here!
  • Paths are too narrow, moving armies are difficult. You are totally correct... this is a Problem i had... the more i build...
    do you have an recomandation how much space would be allright?
  • Red have to creep a camp with a level 8 Satyr to expand while blue and teal have a camp with level 6 troll.
    Yeahh... i tried to orient my placement to the Creep Camp Map markers... but i guess.. that's not the best way to do it XD
    Would you recommand keeping the Creeps at the same level?
  • Blue have easy access to Mana Fountain. Teal have a healing fountain kinda close. Red have nothing close.
    It's pretty hard to find a good balance for those..
    i thought about placing one for red... but i wasn't able to find a decent spot
    maybe i could expand the island a bit to the sea so i could add some more Sections.... what would you think?
  • Lack of a tavern. This is rough for night elves.
    Ohh... i didn't knew that! but where would be a good placement?
    should that be closer to the Center or in the paths between the players? XD
  • There seems to be a LOT of critters in the mana fountain area. This would mean an undead in blue spot would have a much nicer time creeping at early game.
    I honestly didn't thought about that 😅 mhhh...
    maybe i could replace the mana well with a healing well and place a Market at the Healing Fountain?
Other observations: Even more good points here ;P
  • There are a lot of other imbalances that I'm not so sure of, like it feels like red are easier to rush than the other two, but I'm not too sure.
    This is one made me think alot... i actually was really worried about how to make it not to easy to just attack red... cause blue and teal are appart trough the Creeps
  • Usually in a melee map a creep camp can be avoided. Like they would sit in an alcove that players can attack, not in the middle of the road.
    Yea i really have problems with that 😅 i'll need to look into that again ;P
  • You should add a creep camp in player starting spot, they would get removed if a player occupy that spot. Otherwise, there will be a gold mine without any creep guarding it.
    I don't know why... but.. I FORGOT THAT LOL
  • Seems like you put a(or maybe some) secret in destructibles? I found a healing scroll when I destroyed a spider egg. I think this kind of secret is fun for a campaign/rpg map, but for melee it could be another factor that makes the map imbalanced.
    Yea at first i thought i add destructibles like in the campaign with hidden loottables... but then.. i removed them.. well i thought i did XD
    I'm sorry i'll check again!
I'm happy that you had fun playtest it with a friend! Maybe i'll make an RPG like:"Gealia.. before the meteor hits" XD
I really want to refine this into an Melee map, so i gotta collect some Feedback <3 please let me know your thoughts to it!


Thank you alot for your creative Feedback !
To answer your questions:
1. How much space? Not too entirely sure. Usually melee maps are rather spacious. Keep in mind to have enough space for 3 armies fighting. However, having a choke point could be a unique point too.
2. Same creep: Usually it's better to have symmetry in terms of creeping and expansion.
3. Mana fountain: Not sure how to balance the mana fountain. Move it closer to the middle? But then what about the healing fountain? Yeah not too sure myself.
4. Tavern: Usually a tavern is equidistant to all players, so either have it in the middle (like in Echo Isles or most maps), or have multiple taverns kinda close to each player (like in Concealed Hill).
5. It might be a decent idea. Currently the shop is hard to reach due to that granite golem guarding it. In most melee maps I think shop creep usually sleep at night to allow players to buy without creeping them first (might be exceptions). Balancing the amount of critters near each player is also quite important due to rod of necromancy.

Good luck on improving your map!
 
Level 8
Joined
May 24, 2010
Messages
184
To answer your questions:
1. How much space? Not too entirely sure. Usually melee maps are rather spacious. Keep in mind to have enough space for 3 armies fighting. However, having a choke point could be a unique point too.
2. Same creep: Usually it's better to have symmetry in terms of creeping and expansion.
3. Mana fountain: Not sure how to balance the mana fountain. Move it closer to the middle? But then what about the healing fountain? Yeah not too sure myself.
4. Tavern: Usually a tavern is equidistant to all players, so either have it in the middle (like in Echo Isles or most maps), or have multiple taverns kinda close to each player (like in Concealed Hill).
5. It might be a decent idea. Currently the shop is hard to reach due to that granite golem guarding it. In most melee maps I think shop creep usually sleep at night to allow players to buy without creeping them first (might be exceptions). Balancing the amount of critters near each player is also quite important due to rod of necromancy.

Good luck on improving your map!
Thank you! This is still really helpful!
 
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