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Hallowed Isles

(2) Hallowed Isles

"The seemingly calm isles are guarded by something evil - a force that never sleeps. Many have treaded on the hallowed ground, but none have returned."

A one-versus-one melee map - created for the Hive Cup 2023: Melee Mapping Contest.
Map Info:
Size: 128x128
Tileset: Sunken Ruins
Players: 1v1
Creep Camps: 6 - 10 - 2

Changelog:
30.7.2023:
Fixed custom object data and changed game version used to default to classify the map as Melee.
Fixed item drops on various creep camps that were incorrectly assigned.
Fixed incorrect placement of starting locations.
Slightly adjusted creep camps and their item drops.
30.7.2023:
Fixed bugged custom loot tables and changed them into direct random item drops.
6.8.2023:
Changed the Revenant of Depths (Level 8) into Deeplord Revenant (Level 10) to make the red camps harder.
Moved and added some critters.
25.9.2023:
Fixed gaps between trees across the map.
Tweaked decorative elements and path-blocking objects.
Swapped the locations of Goblin Laboratory and Mercenary Camps.
13.12.2023:
Adjusted item drops to reflect changes made in Warcraft III patch 1.36.1.
Adjusted item drop rates for the Turtle creep camp.
Added missing orange creep camp icons to the preview image.

Previews
Contents

Hallowed Isles (Map)

Reviews
deepstrasz
Nice touch on the red camp forcing early expansion on the mines near it not quite an option and also making player pay more attention to their units' paths. However, I'd reduce their creep camp acquisition range so that they won't be aggressive from a...
Level 8
Joined
May 7, 2020
Messages
45
Out of current maps in the poll I like this one the most I think. Terrain is great and visually pleasing and not too overwhelming, creeps and item drops seem fine aswell. Combining Lordaeron Summer/Sunken Ruins themes always works nicely :wink: only thing I'm not sure about is if the red camps should be in the crossroad like that but thats just my opinion :wink:
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Out of current maps in the poll I like this one the most I think. Terrain is great and visually pleasing and not too overwhelming, creeps and item drops seem fine aswell. Combining Lordaeron Summer/Sunken Ruins themes always works nicely :wink: only thing I'm not sure about is if the red camps should be in the crossroad like that but thats just my opinion :wink:
The red camps locking out the enemy secondary expansions is intentional - thus the name and decorating around those camps signaling the Hallowness of those spots - not conventional, but intended, but of course easily adjustable.
 

deepstrasz

Map Reviewer
Level 70
Joined
Jun 4, 2009
Messages
19,017
  1. Nice touch on the red camp forcing early expansion on the mines near it not quite an option and also making player pay more attention to their units' paths. However, I'd reduce their creep camp acquisition range so that they won't be aggressive from a high distance.
  2. Mine guards on the other hand should have the highest range so that players won't build too near them towers or ancients without getting aggroed.
  3. Mine gold should also but it's not a must, be based on the defense they have (creep level; maybe even location).
Some feedback from the judges raised a concern for the mercenary camp's utility due to its position far from the starting points: Hive Cup 2023: Melee Mapping Contest #9 - Results However, they could be used more in mid game, I think.
Good classic-like map with nice mix of water, sand and grass tiles as well as weather FX.

Approved.


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