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Swampyland

MELEE MAP

Swampyland


Many said that this land once contained great treasures. Scaterred pile of treasures and junks show evidence with this. Expand quickly, take hold of the goldmines and destroy your opponents.

This is a melee map created by eubz

The Creeps

Creep encampments are stated below:
1. Red Camps -> [3]
2. Orange Camps -> [6]
3. Green Camps -> [6]

Neutral Buildings

Neutral Buildings are stated below:
Goldmines
Number of Goldmines: =[number]
1. low - [10,000]
2. high - [15,000]
others
1. Goblin Merchant - [3]
2. Taverns - [1]
3. Mercenary Camps - [3]

Screenshots

attachment.php

Note

All models and doodads herein are from Blizzard Intertainment. No other models have been exported for use in the map.
Keywords:
swamp, swampy, swampyland, land of swamps...
Contents

Swampyland (Map)

Reviews
11:45, 18th Sep 2011 -Kobas-: Status: Approved
Type should be Melee.
Category should be Medieval/WarCraft.
Many said that this land once contained great treasures. Scattered piles of treasure and junk makes this evident. Expand quickly, take hold of the goldmines and destroy your opponents.

Well, it's a melee map. I don't really like 3 - player melee maps, unless they are made well.
Yours isn't.
-Blue player has less area.
-Terrain design/layout too basic. It's 3 sausages around a little blob.
-I think there are too many Goblin Merchants and Mercenary Camps. I know it is one for each player, but they are just too close and convenient and numerous.
-Dislike the placement of trees around the centre (those 'C' shaped ones with creeps). Use something else as a wall for creeps.
-Like BLIZZARD CLIFFS. I know it's been said they look ugly, but aesthetics don't matter in melee maps. Blizz Cliffs offer quick and easy land levelling, land separating, CREEP WALLS (seriously those trees are just wierd), and sight blocking strategic advantage.
-Lack of environmental doodads. Those rocks behind the trees where nobody can see don't count.
-Tile placement not very nice. I dislike the tiles in the shallow water around the centre, and I think if you added a dirt path to and from bases/locations, it would be better.

At the very least, it is playable. However, I think the quality is too low to be approvable. Soz 2/5.

EDIT: Ah yes, and change the stupid name.
 
Level 4
Joined
Jun 5, 2011
Messages
23
I'm actually surprised Kobas likes this, since he judges on previews, and the preview looks bland, and it doesn't use too many doodads.
But the map looks really nice on close inspection, the terrain might be simple, but it looks natural and convincing. I like that it's very open, no cramped passages or choke points to abuse.
Good work!
 
Level 1
Joined
Jul 21, 2011
Messages
5
I like this map, however it's true, that the blue player has way smaller space than the red and teal. The terrianing is simple, but nice. (As it mentioned above, it looks natural.)
 
I'm actually surprised Kobas likes this, since he judges on previews, and the preview looks bland, and it doesn't use too many doodads.
But the map looks really nice on close inspection, the terrain might be simple, but it looks natural and convincing. I like that it's very open, no cramped passages or choke points to abuse.
Good work!
First of all all maps I moderated I downloaded and opened in WE.
And I mean all of them.

When I check map script, object editor data, import manager and terrain I"m 100% sure what to do with it.
 
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