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Zangarmarsh [v1.5]

Submitted by Maxwell
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

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After Outlands destruction, Zangarmarsh remains one of the
few places still capable of sustaining life. These swamps are
rich with water and wildlife, and are essential to control if your
faction would stand a chance on this desolate world.

But local creatures are accustomed to constantly adapt to new
conditions and defend their abode, so they will certainly try to
drive out the invaders.


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A favorable environment makes the Zangarmash
an endless source of wood that grows here in the
form of giant mushrooms.


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The invasion caused the Alpha representative
of the Mushroom Giants to protect the native lands
and the ecosystem. He will constantly try to stop the
players, alternately attacking their bases.

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Every time the Swamp Giant is defeated by the player,
he will adapt to the conditions, gaining additional health,
attack power and also gaining new abilities and perks.



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• 4 Gold Mines
• 8 Green Creep Camps
• 6 Orange Creep Camps
• 4 Red Creep Camps
• 2 Night Elf Posts (Shops)
• 2 Fountain of Mana
• 1 Tavern


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Version 1.0

Added:
• Upload on Hiveworkshop
Version 1.1

Added:
• Added all neutral heroes to Tavern.
• Fireflies now have light glow and new behaviour (!)
Changed:
• Removed vision around Swamp Giant.
• New Swamp Giant minimap indicator.
• Increased range between wisps and mushroom trees, so you can see them better now.
Version 1.2

Changed:
• Look at review of deepstrasz.
Version 1.3

Added:
• New Perk for Swamp Giant:
  • DEVASTATING INFECTION: reduce receiving healing by 50% for 8 seconds when units takes damage from Swamp Giant.
• 4 New Items that can be droped:
  • Plant Root: Increases the Strength, Agility, and Intelligence of the Hero by 1 when worn.
  • Lantern: Allows the Hero to detect hidden or invisible units in close proximity to the Hero and increase Hero's line of sight radius at night when carried.
  • Pendant of Serenity: Restores 1 mana per second when worn if the Hero has full health.
  • Pendant of Life: Increase receiving healing for Hero by 20% when worn.
Version 1.4

Fixed:
• Mechanical Critter now works properly.
• Fixed some Swamp Giant perks.
Version 1.5

Fixed:
• Updated to the last Patch.




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I'm very grateful to:
Flimting and she's Zangarmash map, that I use as base.
Cavman for Sporebat model
Direfury for Nox Cloud models
Empyreal for Soul Storm model
INF3RNO for Fenstrider model
Dhguardianes for Green Ring model
Nosferoh for Firefly model
Windrunner29 for Tropical Blue Frog skin
Selketo for Ant Lion Behemoth skin
stein123 that helps me to find some models
• All images and pictures in description drawn by Blizzard Entertainment!

[​IMG]

If you have interesting ideas, found any bug or
just want to support my projects - please contact me.
Previews
Contents

Zangarmarsh [v1.4] (Map)

Reviews
deepstrasz
1. Use the other Play Music trigger. Now it plays as sound. 2. Why do you write the descriptions of "quests" in the log like poems instead of making them look like normal paragraphs? 3. Unselectable creatures (not even critters) are sometimes...
  1. Relith96

    Relith96

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    Well, what can I say... It works! It works nicely, but I really would like it to be a 4 players map. How hard would it be? (Maybe put it as a map bundle with both 2 players and 4 players maps)

    Only thing is NE is in a bit of disadvantage due to the lack of trees (not a big deal I think, I'm not too much into competitive play).

    I really like it, it reminds me of how HotS maps work, and I love HotS!
    Overall very nice map, nice idea to change the music to Zangarmarsh's and the unique creeps gives it some more flavour. Loving it. :D

    Only thing to note is that the Tavern doesn't have Tinker, Alchemist and Firelord. I wanted to pick Firelord :(
     
  2. Maxwell

    Maxwell

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    Thank you mate :)
    I dunno, I'm really into 1x1 maps, HoTS style like you say :)
    But they are surprising good at map exploration by sending wisps on single trees.
    Hm, I don't want why it is so. But don't worry, i will fix that :p
     
  3. Feed_Me

    Feed_Me

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    O_O Man, it's looks so great! So much details and doodads, it's wonderful.
    P.S: I'm glad that you have returned :p
     
  4. Maxwell

    Maxwell

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    Happy to hear it :)
    And thanks everybody for such hight rating!
     
  5. dukewayne

    dukewayne

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    Keep up the great work. :)
     
  6. Maxwell

    Maxwell

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    Ahh, well, only if you ask :P
     
  7. BABA

    BABA

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    No comment for another amazing map . You have best pack of altered melee maps.
    Keep up ;)
     
  8. Unregret

    Unregret

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    Wow, another great atmosphere map made by you. Thump up!
     
  9. stein123

    stein123

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    fantastic map!!!! *-* *-* *-*
     
  10. Maxwell

    Maxwell

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    Thank you Dear :p
     
  11. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Use the other Play Music trigger. Now it plays as sound.
    2. Why do you write the descriptions of "quests" in the log like poems instead of making them look like normal paragraphs?
    3. Unselectable creatures (not even critters) are sometimes confusing. Plus they get in the way of seeing your or the enemy's units.
    4. I don't think Ogres fit at all with this theme.
    5. Harvesting wood is Night Elf unfriendly. They are forced to keep one worker at a time on a tree. This requires them to spread their Wisps over some distance into undefended territory.
    6. Night Elf Post? Why? Why not leave the Goblin Marketplace? The post looks like the Hunter's Hall.
    7. Naga Reavers look exactly like the Myrmydon. What about the other skin/model, Royal Guard?
    8. Swamp Giant's buff has no description.
    9. This map's gameplay is quite similar to your other one with the desert theme.
    10. I hope the giant doesn't always start to attack the southeastern player when he first spawns.

    Overall, a neat little Altered Melee map.
    However, the Night Elf wood harvesting issue needs to be addressed.

    Awaiting Update.

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Always check/recheck the Map Submission Rules! (Map Submission Rules)

    To make your work run smoother, fix the so called leaks: Triggers - Memory Leaks and Custom Scripts

    If you want more reviews, come here:
    The Grand Review Exchange!
     
  12. Maxwell

    Maxwell

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    Thanks for review!
    Fixed.
    Rewrited '-'
    Fen Striders (Giant "bug" critters) now will patrol rivers only.
    Sorry, it's WoW Lore. Ogres come to Zangarmash for great amount of lumber.
    But the trees are arranged by 1-2, which allows the wisps to be the wards for the player. Yeah, they are not protected, but playing for the NE, I practically controlled visibility throughout the entire map. So as for me it is balanced advantage.
    Lore. NE come to Zangr to protect the ecology. So they are more suitable than goblins and so on.
    Fixed.
    It's just system buff but OK, fixed.
    Not at all. The main theme of Sands of Time was actually "time". And boss in the middle was just an additional object on a map.
    It's random man.
     
  13. deepstrasz

    deepstrasz

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  14. trebla ratilla

    trebla ratilla

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    i played your map yesterday, i love it :aht::aht: nice altered melee Maxwell :infl_thumbs_up:
     
  15. Maxwell

    Maxwell

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    Thank you, it's cute :3
     
  16. Michael the Boombringer

    Michael the Boombringer

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    @deepstrasz Ogres are actually present there in the lore. They have a stronghold and outposts in all of the northwestern part of the marsh. Goblins? There are none of them in Zangarmarsh. The name could even be changed to Cenarion Post.

    This map is really fun to play Good job!
     
  17. Maxwell

    Maxwell

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    Thank you a lot! Don't worry, we are all settled with him :)
     
  18. kirbyfish

    kirbyfish

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    Noice !:D
     
  19. The Panda

    The Panda

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    Love the tavern look man nice job.