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Sandy Shores

Sunken Ruins
1v1
84x84 playable area


6 green camps
12 orange camps
2 red camps

20 camps total

2+4 gold mines
2 merc camps (lordaeron summer)
2 shops
2 labs
1 tavern

Update 1 10/26/2024:
  • More charged drops (notably the Behemoths drop a charged item instead of permanent)
  • Red camp tome down from level 2 to level 1
  • Replaced level 6 Hydra at the shop with a level 4 Giant Sea Turtle and a level 2 Mur'gul Blood-gill
Previews
Contents

Sandy Shores (Map)

Reviews
mafe
This lamp is looking very promising. The layout is perfectly fine, the visuals too (only the shallow water areas look kinda boring). To be a ladder-worthy map, imo mostl the creeps require finetuning: 1. The merc might be available too easily, as...
Level 28
Joined
Jan 4, 2020
Messages
407
A fine looking map! :psmile:

I didn't look into any item or creep yet but... from the look
1.goldmines expansion is too close for my taste Idk what other think about this
2. too many creep on the out rings > similar to Amzonia, but what's more is that the creep camp look pretty close together. I don't know how I feel about this.
3. merc position look pretty safe from the opponent this may gave opportunity to HU much more than NE +safe mines spot
4. minimap gave a little confuse [I guess I can't say much since I always did it to my maps]
5.unbuildable path seem like this could be a unbalance point for both player

positive+
6.nice lab position
 
Level 5
Joined
Feb 23, 2019
Messages
14
A fine looking map! :psmile:

I didn't look into any item or creep yet but... from the look
1.goldmines expansion is too close for my taste Idk what other think about this
2. too many creep on the out rings > similar to Amzonia, but what's more is that the creep camp look pretty close together. I don't know how I feel about this.
3. merc position look pretty safe from the opponent this may gave opportunity to HU much more than NE +safe mines spot
4. minimap gave a little confuse [I guess I can't say much since I always did it to my maps]
5.unbuildable path seem like this could be a unbalance point for both player

positive+
6.nice lab position
1. You mean too close to each other or too close to the main? Originally, I had the Expo in the area in between the two current expansions, but I thought that, conversely, they may be too difficult to hold.

2. You may be right but you don't get level 3 quickly because they're low level camps

3. I sort of agree, thought a lot about it, there are many spots to place the Merc camp, I wasn't even sure the store itself is considered op or not since the new maps don't have it. Do you think it would be better in between the expansions or perhaps around the middle area?

4. I am confused about what you mean by that

5. What would you build on those paths? Easy fix, however there is room for an AoW and even a ToL, and at the taverns there is just enough room for a farm on both sides.

Thanks for the feedback!
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
865
This lamp is looking very promising. The layout is perfectly fine, the visuals too (only the shallow water areas look kinda boring). To be a ladder-worthy map, imo mostl the creeps require finetuning:
1. The merc might be available too easily, as @Zucth pointed out. Maybe it's fine, but a common factor among the current ladder with mercs (LR, TS, EI, TM) is that they are defended by relatively strong creeps so that if you intend to take them early, the opponent has a good chance to harass you.
2. The natural expansion creeps on the other hand might be too stong. If that stromreaver gets of a second chain lightning (which apparently he might not do, due to running out of mana from casting bloodlust), a hu probably will lose all of his militia if harassed by an ud. Maybe this can be mitigates by pulling the creeps, but but some players might not have the patience to figure out how best deal with such "new" mechanics.
3. The multiple purging creeps at the gold mine and merc camp are also annoying to deal with, also not balance issue.
4. The fact that the merc and the lab are equally good choices as first creepcamps for hu/ne is very interesting, but it gives them more flexibility compared to other maps. While I like that, it could have repercussions, for example orcs would be forced to peon scout if they want to harass.
5. I'm also no a fan of putting the the majority of creeps near the edges of the map. But it is something that just happen naturall, and in fact it did not preven most current ladder maps from succeeding.
6. Stacking 3 pulverize guy in a single creepspot makes this camp nigh-impossible to take for footies or ghouls early on, as some bad RNG could cost half the hp on most of them.
7. The shop creeps: I'd assume few people know what hydras do and in turn might suffer from some nasty surprises with that camp. Imo it would be better to have just one of the larger hydras, in combination with some more "normal" creeps like crabs or turtles.

But this is highlevel criticism. The map certainly is good already, better than most blizzard-made maps. Map approved.
 
Level 5
Joined
Feb 23, 2019
Messages
14
Update 10/26/2024:
Replaced some permanent items with charged items, notably the Behemoths, to have more variety and allow more strategy, and reduce the effectiveness of dps heroes slightly
Lowered the tome level at Red camp from 2 to 1
Replaced level 6 Hydra at the shop with a level 4 Giant Sea Turtle and a level 2 Mur'gul Blood-gill

@mafe
Point 2: I agree, I've come to the same conclusion. I wanted a unit that is ferocious but low HP. Can't think of a satisfactory replacement creep group within the tileset. I try to avoid Sea Elementals.
Point 3: Unfortunately the Sunken Ruins tileset is fairly limited with ranged creeps in my opinion. I think the Mercenary camp is fine if not too easy, given the lack of low level disables in the tileset, but the gold mine is a bit trickier, as mentioned above.
Point 6: This is an interesting point and certainly one to consider. These creeps have super low HP and armor and die very quickly. You're meant to take on the Laboratory or Mercenary camp first. This camp is meant as an early option for the Orc player.
Point 7: The camp is meant to be a challenging late game camp, given its strategic position in the middle of the map, enemy-facing. It is technically a red camp because of the 2 spawns, and for that, I see your point. I've replaced the splitter with a level 4 Turtle and a level 2 healer Mur'gul, to keep the same original camp level but without the jumpscare at the end.

Thank you for your comments
 
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