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  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Plaguelands

----------Hell_Master Presents----------

Plaguelands
Created by Hell_Master

Map Info:

Once a peaceful forest inhabited by beautiful animals but now, inhabited by the dangerous creatures, corrupted ancients and unknown creatures. Life is almost lost here which also makes it a great battlefield!

Additionally, this type of melee map is a fast pace one and you must expand until you can to defeat the other opposing player. This map is more focused in PvP melee and not creep hunting so you might notice there are quite few creeps. That is all, now have fun!

Features:

This melee map features the following:

  • 8 Green Camps
  • 8 Orange Camps
  • 2 Goblin Merchant
  • 2 Mercenary Camp
  • 1 Tavern
  • 2 Gold Mines
  • 2 Expansion Gold Mines
Some else stuff about map:

Some other stuffs you need to know or not in this melee map:

  • 3744 Doodads Count

Screenshots
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Changelog
Here is the changelog for this melee. Here it will be shown the updates made into this melee map starting from v1.0 to the present:

  • Melee Map uploaded!
  • Made improvements at terrain. Decorated it a bit more with mushrooms, bushes like doodads and such...
  • Added 4 new Green Creep Camps to make creeping more longer and last.
  • Improved a little the terrain, added a waterfall at each end sides of the melee map. Added some more creep camps which changed some terrains at pplayer locations areas.
  • Changed the item drops of creeps. Game mostly depends on tomes for hero powerup and not much on items.
  • Made changes with map form and improved the terrain a bit. Thanks to abgm!
  • Moved other creep camps and changed some color creep camps. Thanks once again to abgm. Mostly this updates were made by abgm so credits goes to him!

Credits:
Here are the ff. to give credits or thanks with. Without the models, this melee map would be pretty much not interesting:

  • Buster
  • Blizzard
  • abgm
  • Orcnet - SWAG

Author's Notes:

So, here you go! I hope you enjoy playing this melee map as I enjoyed making it. If you have comments or feedbacks, feel free to comment here. They are appreciated as always but be neutral in doing so.

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Warcraft, Melee, Plaguelands, Poisonous Lands, Venomous Forest
Contents

Plaguelands (Map)

Reviews
Orcnet09:51, 20th Aug 2013 Map Approved Plaguelands (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet09:51, 20th Aug 2013

Comment

Review

Map Approved
Plaguelands (No Version/s Stated)


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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Total game overview looks good, the item drops now looks fair and even to all player starters although the small cliffs still needs work because it looks tight."

Terrain

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"Terrain looks fine but the spires blocking the player's path made the map smaller and the doodad quality is unnatural, instead of making it look like a wall try distorting the borders of it, it would look better."

Management

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"Overall map can be useful."

Total Score:


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9/1580%C
 
Level 5
Joined
Jul 8, 2013
Messages
489
Here we go mate:


Theoden's Review on "Plaguelands"

Terrian
A bit harsh on the edges and a little rought on the endings.Nice tiles used and "common" combinations.Good thought that you didnt risk any strange things :p
Spaces for expantion and staring locations are enought--good.A well made terrian with mid average skills i would say.Not 100% symetric yet but it could be.

Terrian 3/5

Doodads
Nothing to say here.Cool decoratives,enought trees,no blockers as far as i can see.Good work.

Doodads 4/5

Units
Neutrals are good placed.Creeps also.But i would like 2-3 more green and 1-2 more orange camps.As i have said to ALL my reviews i like creeping in early game :p

Units 3/5

Gameplay
Because i'm experienced in melee map games in FFA and 1v1 i tested it vs comp insane.No problems so far.Comp was expanding fast,creeping too but as i said before there were few only ...We clashed 3-4 times near the laboratory and we became a mess :pGameplay is nice but i (my opinion) am not found of fellwood maps....

Gameplay 4/5

Final Rate
Terrian 3/5
Units 3/5
Doodads 4/5
Gameplay 4/5

Grand Total : 3.5/5

A good map.I want to see it approved.I hope Orcnet wont reject you again mate.
 
Level 13
Joined
Sep 14, 2012
Messages
437
Comment

Map looks greate, but description needs screens shot, could you add some.
_______________
Rating:
4/5

Terrain

Terrain is scary, but very creative.
___________________
Rating:
5/5

Gameplay

A simple melee map.
____________________
Rating:
4/5

Final Rating:

Terrain:5/5
Gameplay:4/5
Comment:4/5

FINAL RATING:
5/5

Suggestions
-Add some screenshots
 
Level 20
Joined
Jun 27, 2011
Messages
1,864
The name and tileset kinda reminds of the original (8)Plaguelands by Blizzard.
Ingame, the map has a plenty of item drops, almost all creeps have, fix that. Also don't use such fixed items, use Random Permanent Item or so.
Some ramps near the bases have some squarish ground at them, they look odd and ugly.

Map is in good shape overall, I like the usage of those Northrend trees. Good job! :D
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
Well here is a short review.

The terrain, for me, isn't really that attractive as everyone is rating it here. Its bland, flat and wasn't really designed well. It doesn't have the atmosphere that felwood usually have and it just ugly without that ambient and creepy atmosphere. I recommend you to use more felwood doodads like mushrooms and some more shrubs and river rushes to clog some space and add fog to give atmosphere.

Gameplay wise, I would have prefer to have a tavern than a fountain it the middle and maybe an identical neutral building instead of a goblin lab and a merchant for a more balance gaming. Also I think you should expand or open a few areas to add some neutral buildings and creep camp.

Also just like what UI said, fix the item drops. Every creep drops item and that kinda ruin the item management.

2.5/5.

P.S.

Northend trees sucks.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
@SoJ
There is actualy a fog into this map.

For the gameplay, will change the fountain to Tavern but will this affect the the neutrals put into this place or not if I may ask? For the Goblin Lab, what would be a good change into it?

BTW, its quite a negative comment a low rating but as always any review is accepted by me and this helps me to improve it. Thanks and +4 REP!
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
There is actualy a fog into this map.

There is? If that so then you better change it to a more a fitting fog.

For the gameplay, will change the fountain to Tavern but will this affect the the neutrals put into this place or not if I may ask?

Remove the creeps or adjust them to a distance where they'll not be aggressive to any player unit who approach the tavern.

For the Goblin Lab, what would be a good change into it?

Goblin lab is just bad for this small type of melee map and I'm not saying that you just change it to other neutral buildings instead, I prefer if the two neutral buildings are identical for balance purposes. Your call.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
I would go with your call then. I'll make both sides have both merchants but still Im still having some problems in changing the Fountain to Tavern because If I will remove the creeps there, there will be no red creep camp anymore which I prefer there is and another is there quite no space to put creeps.

Well, Im not aiming for overall Felwood environment but a poisonous land so I chose Dark Green as fog maybe that fits?

BTW, I am very thankful for these suggestions. You made me brainstorm some more ideas into this! =)
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Updated to v1.1 with the ff. changes:

  • Made improvements at terrain. Decorated it a bit more with mushrooms, bushes like doodads and such...
  • Added 4 new Green Creep Camps to make creeping more longer and last.

And yes, Im very sorry for the double post but I prefer to do this when updating because to bump users who are subscribed here.
 
Level 29
Joined
May 21, 2013
Messages
1,637
well there isnt much to say, many users already did proper reviews so, this are just some sujestions

1)work the tiles more in the starting location, 2 tiles seems few, use the poison and leaves, you can construct there
2) put the goblin markets in the high ground,
where you put the spiders and the ugly mud monster, really goblins wont put market under water, fountains under water =ok, but goblin markets under water = ugly
3) i think the water part will be interesting with noise, make a try,some parts will be out of water, is just to avoid flat view
4)as stated above, put loot to the main creep and not to the weak creeps in the same camp
5)try to be simetric with the creeps, what i mean is copy paste them, thats for balance
6)you dont need to configure the loot manual, use random objets per level like blizzard maps do, and copy paste the units , that will reduce much the work

i think you can have from my the

voting for approve

but make the creep fix


7)also, if you want to know something, in wow and wc3 plaguelands doesnt have felwood tile set :p
plaguelands is in eastern kingdoms where you have the cities of andohral and stratholme

title sugestions
1)Bloodvenom fallls (recommend,fits perfect)
2)Irontree woods (second recommend, the trees are with the color of the iron)
3)Maybess Riverbreeze (third recommend, you have a water)
4)Jaedenar
5) Shatar scar vale

all this are felwood areas
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Well, I have just consulted my parents about the meaning of plague and its more of refering to "destroyed" so I thought of it to be fitting. And I am not really aiming for WoW based lore names. But thanks for that review. Those other things will be fixed.

+4 REP for the great review :)
 
Level 20
Joined
Aug 13, 2013
Messages
1,696
Title Idea: 4/5
________________________________
Map Idea: 5/5
________________________________
ScreenShots: 5/5
________________________________
Creep's Populations: 4/5
_________________________________
Player's Locations: 5/5
_________________________________
Doodads: 5/5
_________________________________
Terrains: 5/5
__________________________________
Fog: 5/5
_________________________________
Final Total Rating: 9.5/10
Vote for Approval!
 
Level 30
Joined
Jul 31, 2010
Messages
5,259
sonofjay just said all of the things I want to say so kudos! :p

okay so I'll be venturing with the latest one then, right now I'll just give quick pointers instead:

-Ditch the middle part and replace it with a tavern, TFT heroes + conditional patrons for this route is gone so just replaced it, kinda awkward having red levels on a small map and its a 1v1 match

-The map is too small and you manage to place 2 goblin merchants, its just silly instead 1 goblin merchant and 1 fellwood mercenary camp would suffice.

-Giving all creeps item drops is not fitting, this more boosts agile heroes(Blademaster, Demon Hunter, Warden etc.) than filling all heroes. Instead just give 1 item drop to all creep camps.

-Main player bases are quite huge just for a small match up, so while your at it do add a green level creep camp a little bit far from the entrance.

That's for now I'll set this to Need Fix
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
I am in plan with adding green camps to the game at player loc for I find it big, now that you also think that putting creeps is good so I'll add some creeps there. For the tavern, will do but a question, will that change the creep camps in there?

For the item drops which is my last, Im not quite enlighten. What do you mean by 1 item for all creep camp? Can you give an example situation?
 
Level 30
Joined
Jul 31, 2010
Messages
5,259
will that change the creep camps in there?

Remove the creep camps along with the fountain, Taverns don't need creeps it should be free for players to patron neutral heroes without trouble.

For the item drops which is my last, Im not quite enlighten. What do you mean by 1 item for all creep camp? Can you give an example situation?

I meant to say you just need to lessen the item drops, don't give all of your creep camps loots, if its just a small creep camp only give 1 item drop to a single creep, 2 item drops to creep camps guarding neutral buildings etc.

Like this for an example:
 

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Level 30
Joined
Nov 29, 2012
Messages
6,637
Well, I have planned something like this as item drops. All of the level 1 creeps, only their drop is random level 1 powerups and level 2-4, their drops are level 1 random powerups and level 2 permanent, and level 5-7, their drops are level 2 random powerups and level 3 permanent. They also have a chance to drop ranging 5-12% to make drops not frequently.

Will this do?
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Thanks for the great review Jake, forgot to thank you for that!

BTW guys, updated the map to v1.2 with some new items drops which morely drops tomes rather than items to make hero power-upping faster.

  • Improved a little the terrain, added a waterfall at each end sides of the melee map. Added some more creep camps which changed some terrains at pplayer locations areas.
  • Changed the item drops of creeps. Game mostly depends on tomes for hero powerup and not much on items.
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
lets do a review of a review(jakeZinc review) in a friendly way, please nobody take nothing hard and serius, is just my point of view

Title Idea: 4/5
Not aplicable, plaguelands is an existing area of wc3 or just a simple mix of plague...lands, category deleted


Oh my God. Since when we rate map based on its title, I can make a Ashenvale themed map then make a very lively terrain then call it "The Barren"? Also just counting all the total neutral buildings is wrong, I prefer criticizing what neutral building is in the map and they're strategical position instead.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637


lets do a review of a review(jakeZinc review) in a friendly way, please nobody take nothing hard and serius, is just my point of view

Title Idea: 4/5
Not aplicable, plaguelands is an existing area of wc3 or just a simple mix of plague...lands,(edit), judge maps for the title doesnt have relation with wc3 editor skills category deleted
________________________________
Map Idea: 5/5 i will reduce 2 point to a 3/5, because i think is not for a 5/5, the general design such neutral building use, 96x96 can have more neutral buildings, the water bites game play, thats a double sharp sword

the design is similar to
http://www.hiveworkshop.com/forums/maps-564/deathmist-bog-239029/?prev=d=list&r=20&t=51
http://www.hiveworkshop.com/forums/maps-564/black-morass-234758/?prev=t=51&r=20&d=list&page=3

im not acusing of nothing,maps arent equal,but similar maps are very common ( like sunken ruins with the temple in the midle)also, bases have only one way of attack, no backs or flanks, two ramps enough separated will be more interesting by the sacrifice of a litle of deep water

just saying that the layout is not like discover the gunpowder


also this is a 64x64 map, with same tile set and has more neutral buildings
http://www.hiveworkshop.com/forums/...237764/?prev=t=51&r=20&d=list&status=a&page=2

Remixer map = 9 neutral buildings for a 64x64 map
Hell master map = 7 neutral buildings for 96x96 map
(edit) what i want to state is, that neutral buildings seems few to me for a 96x96 map
1 market, 1 mercenary camp,1 tavern, 4 gold mines, i think for a 96x96 map, it can have more, i think water bites much game play, also 1 market, it will be an early rush from both players in the only market


so 3/5
_________________________________
ScreenShots: 5/5 "not aplicable", submit nice screeen in HQ depends on the quality of the game set and the experience with bbcods/ size, jpg,png files, not relation with wc3 editor skills, category deleted
________________________________
Creep's Populations: 4/5 Creep amount is ok but, loot system(all creeps loot isnt good,see blizard maps is one or 2,the main creeps, the low doesnt loot), simetry and position can be improved
the mercenary camp creep should have one more unit (camps should have 1 main unit and 2 company at least,
gold mines are restricted with others creeps camps that are in the road
3/5

_________________________________
Player's Locations: 5/5 for a 1 vs 1 map player location is not merit, if we talk for a 12 player map then so that will be something to be proud, category deleted
_________________________________
Doodads: 5/5
_________________________________
Terrains: 5/5
__________________________________
Fog: 5/5

this 3 can be merged in one the general enviroment, fog is almost a really insignificant variable,

general enviroment 3/5 or 4/5 but not 5/5, i will give a 3/5(edit) water part seems flat and main bases should have more tile, waterfalls can have more quality by make a continue with another water part or make waterfall composed by a chain of waterfalls and get high efect, the south waterfalls appear from the earth(doesnt look nice), and those neutral buildings (merc camp and market) under waters looks ugly and silly (who will put a building in the water, and they arent naga or murguls so thats my point, i sugest to rise the terrain a little there, i think it wont hurt.

Edited


well, maybe the trees in the center can be of northrend, but all northrend in the expanding bases...mmm, maybe mix them will look better , i mean 5 felwood trees / 1 northrend tree
or just 1 or two isolated and all the map with felwood trees.

, 3/5 will be ok (edit even if i reduce it from 4/5 3/5 the final taunt changes from 3,3 to 3 so in the end by math is the same ... meh reduce aplied)

jakeZinc Final Total Rating: 9.5/10

my final count is 3/5(map idea) + 3/5(creeps) + 3/5 (general enviroment) /3

= 10/3 thats a 3/5 or a 6/10

still
Vote for Approval!


deicated to SeedinAethyr, the wall of text reviewer

well see ya people
mistake = to learn or something like that

and maybe all this wall of text is a HUGE mistake from my part XD so again dont take it hard and serius
not the first time i fail in a review, alert failure is posible caution is advised XD



PD: now that you changed the fountain for the tavern, you can just rush the enemy if you go straigth to the enemy base, and do the NE bug, the tower thing, the militia stuff, i prefer the fountain and maybe taverns in other parts
Wow that was long. I really apppreciate your review and for that +4 REP but I do disagree at some point mostly because there is a reason why I did not do that and also I dont like how you judge some other maps such as Remixer's into my map relating to Neutral buildings and I do agree to SoJ that its for strategical purpose. I do not quite aim to make it many that will make it spammy and less strategical.

But overall, thanks and I will change the name. I got some ideas for it. :)
 
Level 29
Joined
May 21, 2013
Messages
1,637
Wow that was long. I really apppreciate your review and for that +4 REP but I do disagree at some point mostly because there is a reason why I did not do that and also I dont like how you judge some other maps such as Remixer's into my map relating to Neutral buildings and I do agree to SoJ that its for strategical purpose. I do not quite aim to make it many that will make it spammy and less strategical.

But overall, thanks and I will change the name. I got some ideas for it. :)


and maybe all this wall of text is a HUGE mistake from my part XD so again dont take it hard and serius
not the first time i fail in a review, alert failure is posible caution is advised XD

well take what do you think it has use and discart the rest, i will most consider to not do this type of reviews anymore, i was... lets say testing or exploring

see ya
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Updated to 2.0. Yes, a big updates and those updates was made possible by abgm, a melee map maker and friend of mine here in Hive. Credits goes to him for that. Thanks abgm! By the way, the updates are the ff:

  • Made changes with map form and improved the terrain a bit. Thanks to abgm!
  • Moved other creep camps and changed some color creep camps. Thanks once again to abgm. Mostly this updates were made to abgm so credits goes to him!

I suggest guys for all of you to play this because this is a lot more improvised! Cheers!
 
Level 2
Joined
Aug 17, 2013
Messages
24
Comment

Maps is definitely good and looks symmetrical. Nice use of Decorations (Environment, Props, etc.).

~Rating:
4/5

Terrain

Very Nice use of Terrain. I love the deep color and choices of terrain templates.

~Rating:
4/5

Gameplay

Great melee map for 1v1 practice or (to check who's the best player :p)

~Rating:
5/5

Overall Rating:

Comment: 4/5
Terrain: 4/5
Gameplay: 5/5

FINAL RATING:
4.5/5

*I suggest you add gameplay screenshots too, and more neutral creeps. :) Anyway, Nice Map!
Thumbs Up!
 
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