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Temple of Iguana

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Reactions: deepstrasz
Macro focused map for late game fights. Space for up 6 players, made for good 3v3 batlles. I made this map as Thanks to WTII for his great work, this streamer/YouTuber returned me to WC3 after more then 10 years. I hope it will be good map, bcs i didnt make maps wor a while.

Informations:

Neutral buildings:

Gold mines: 19 each: 15000
Goblin merchants: 4
Goblin Shipyards: 4
Goblin Laboratory: 4
Merc camps: 4
Green dragon roost: 1
Health fountain: 2
Mana fountain: 2
Taverns: 4

Creeps:
Red camps: 26 (32 with starting positions)
Orange camps: 8
Green camps: 14

Check WTII on: Twitch

Have fun guys. :)

Changelog: 19.5.2018
Red creep camps are no weaker.
More green camps on map.
Mid creep camps are now separated.
Mid ramp Hydra camps are now possitioned correctly to dont pull other camps.
Fountain camps are now possitioned correctly to avoid pulling other camps.

Bridge creeps now dont block path to tavern.
Most creep camps now sleep in night.
Removed Naga Royal guards from creep camps.
Fixed issue with missing loot on G. merchant creep camps.
Fixed issue with missing loot on one hydra and on one giant camp.
Fixed issue with camps aggro.
Gold mines incriesed to 15000 gold.
Mid section of map is fixed due to derpy unit movment in 3v3.
Mid section ramp are bigger to enchance big combats.
Added two small landing zones in water with creep camps.
Fixed mid position open base issue.
Fixed some map mountain drop-offs to avoid map abuse.
Fixed some tree gaps issues.
Iguana mage mana raised from 200 to 400.

Changelog: 20.5.2018
Custom merc caps removed (replaced with default one).
Midlle creeps removed.
Starting position creeps set to normal from camp.
Fixed some creep camps agro issue.
Fixed creep camps facing issue.
Removed all campaing units and buildings from creep camps.
Removed trees taking space in expansions.
Map is no longer that flat.
Reduced number of creep camps.
Fixed fountain creeps position.
Removed two small shallow water islands on both sides.
Fixed tree gaps.


Thanks evryone for testing, i will fix evry bit of issues. :)
Contents

Temple of Iguana (Map)

Reviews
Rennathrim
Played a 1v1, won rather quickly. Here's my review. The map is simple (like every other melee map), however, there are some minor issues with it (in my opinion). Starting gold mine creeps are...way too hard, being that early in the game however...
mafe
Hi I welcome any new mapper and in particular your courage to start with a large map. I think you definitely succeeded in making a macro oriented map. The central area looks very nice. That being said, it is kinda unavoidable you make some rookie...
deepstrasz
Please fix the space between trees so small units won't get through. Try not having the terrain flat and one tile. Symmetry isn't really there. Some players are closer to some mines/neutral buildings than others. In terms of an altered melee, this map...
deepstrasz
There is too much asymmetry and the northern players are nearer to most things than those in the south. If you can do something about it, OK, if not, I'm sure your next maps will be better. Awaiting Update.
deepstrasz
Here, you can copy terrain by selecting it and using CTRL+C -> CTRL+V. Alright, set to Substandard.
Level 9
Joined
Apr 12, 2018
Messages
65
Played a 1v1, won rather quickly. Here's my review.

The map is simple (like every other melee map), however, there are some minor issues with it (in my opinion).

  1. Starting gold mine creeps are...way too hard, being that early in the game however. (You can ignore this if you you actually want early expansions to not be so early)
  2. Starting locations are not all the same (I think), top middle person will surely get attacked by one of those gold creep camps.
  3. There are slight tree gaps, which can benefit Night Elven players.
  4. In terms of terrain (optional), try not being so bland and add a little more variety. Also, white marble and black marble does not fit the sunken ruins theme of the map.
Those are all of the minor mistakes I had found with the map. 4/5.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
868
Hi I welcome any new mapper and in particular your courage to start with a large map. I think you definitely succeeded in making a macro oriented map. The central area looks very nice.
That being said, it is kinda unavoidable you make some rookie mistakes:
-As long as Game Data is not "melee latest patch", the map will use the vanilla TFT patch as it is not classified as "melee" by the editor due to custom units. So for example, Tinker, Firelord, alchemist are not available in tavern.
-The creeps are not set to camp stance, so they will attack player untis from very far away. Any creeps except near goldmines should be set to camp stance.
-There are numerous paths through the forest where small units like footmen can pass through but bigger units and heroes cant. This will screw up pathing and can unintentionally split armies in earlygame. Checl with "P" for pathing view while hiding doodads with "CRTL+D".
-All itemdrops are of "any" class which unusual for melee maps. Normally you specify if they are supposed to be permanent, charged or powerups.
-Creeps at shops dont drop anything?
-There strength of creeps and items dropped appear to be only loosely related. Like, a spot with 8886 creeps and another with 633 creeps both drop a lvl 3 item?

Unfortunately, due to the customized units your map should probably have the "altered melee" tag instad of "melee" by the (current) hive standards.
 

deepstrasz

Map Reviewer
Level 71
Joined
Jun 4, 2009
Messages
19,248
Please fix the space between trees so small units won't get through.
Try not having the terrain flat and one tile.
Symmetry isn't really there. Some players are closer to some mines/neutral buildings than others.
In terms of an altered melee, this map is too simple. This is what good altered melee looks like:
How to: Create a Full-working Custom Race
Custom Race Creation: Advanced Mechanics
UB - Ultimate Battle v1.99c AI+
Deforestation of Felwood v2.1.1
Nightborne v1.04
Planetary Domination v2.04
Sands of Time [v1.9]
The Grand Citadel (Racial Issue 1.6)
To keep this melee, remove everything that you've modified (custom units, object data aside from doodads) and campaign units. Certainly no neutral hostile towers (e.g. Tidal Guardians).
Legion Doom Horn falling from two level 3 naga unit of a two units camp. Item dropping needs rethinking.
Expansions should give enough space for players to build more than the main building.
Creeps guarding gold mines should have the highest camp range. OK, so not all of them have this issue but some mine guards do (those with few building space and creatures facing east or west and not only; better check them all).
Some neutral camps are too near each other and might help one another. Crabs and a Siren in the mid-north/south. These, don't have the lowest camp range and may aggress scouting units.
Fountain guards are placed behind so they are vulnerable to attack since player units will have the fountain effect on.

Awaiting Update.


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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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Level 3
Joined
May 19, 2018
Messages
10
Ok i thing i will leave tihs map behind and make new one insted, i will must remove half or more of this map in order to fix asymemetry problems, i miss tool from Starcraft 2 map editor what helps you to make map symetry by mirroring thing you doing on one part...
 

deepstrasz

Map Reviewer
Level 71
Joined
Jun 4, 2009
Messages
19,248
Ok i thing i will leave tihs map behind and make new one insted, i will must remove half or more of this map in order to fix asymemetry problems, i miss tool from Starcraft 2 map editor what helps you to make map symetry by mirroring thing you doing on one part...
Here, you can copy terrain by selecting it and using CTRL+C -> CTRL+V.

Alright, set to Substandard.
 
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