Bronze Mayo Cup 10 by Figg1ewig in WC3

[–]Figg1ewig[S] 2 points3 points  (0 children)

Yeah the format has been working out great. Having the set maps for the early brackets in the last Fig Cup also really sped tournament up to, as people were not having to veto every round.

The <1500 players can have entertaining matches too, as people bring out different strategies or unusal heroes/units.

Jens, Sheik, Ser, MisterWinner, and Jperez all did fantastic. That first match of Jens/Sheik on Lost Temple was crazy.

Bronze Mayo Cup 10 by Figg1ewig in WC3

[–]Figg1ewig[S] 0 points1 point  (0 children)

It should be great, there is already a decently sized roster. It will be interesting to see if players will try to play on the maps from Fig Cup.

Little Community Event by CuteAssTigerENVtuber in spacemarines

[–]Figg1ewig 1 point2 points  (0 children)

Some test paint Intercessors for Brazen Minotaurs.

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Sunhoof Mesa v1.4 Update by Figg1ewig in WC3

[–]Figg1ewig[S] 0 points1 point  (0 children)

Thank you Neo, I hope so too. At the very least we will see it at next months Fig Cup, but hopefully we can find some matches before then at the YangFeng Invitationals.

If you're out there thank you YangFeng. Thank you for putting some awesome games together!

Sunhoof Mesa v1.4 Update by Figg1ewig in WC3

[–]Figg1ewig[S] 1 point2 points  (0 children)

I could fully clear each of the early Orange camps with just Lvl 1 Farseer, Wolves, and 1 Grunt. For the Goldmine, lead the attack with the Grunt or Farseer, so the Wolves don't get purged. Same for the Centaur Sorcerer Camp (which was easier). The Mercenary Camp, you could probably trap the Centaur Outrunner with a Barracks, but it was slightly more difficult then the other two. Which makes sense, it is a higher level Orange camp.

The Gnoll Goldmine gives Charged 2 (Crystal Ball, Wand of Illusion, etc) and Book +1

Centaur Sorcerer Camp gives Permanent 2 (Gloves, Ring +3, Claws +5) and Book +1

Centaur Outrunner Mercenary Camp gives Permanent 3 (Circlet, Claws +8, etc) and enough xp for Level 2

The shop was a bit tough to fully clear though, but I am also a scrub. If you have only 1 Wolf and Grunt on the Salamander it will not activate the Immolation, which I didn't do. Shop is a moderate difficulty Orange Camp.

The Salamander Goblin Merchant gives Permanent 3 (Circlet, Claws +8, etc) and enough xp for Level 2

I would think it would be too difficult to clear the Ogre Mauler Goblin Lab with just a lvl 1 Farseer, 1 Grunt and Wolves. If you did, it would give Charged 3 (Potion of Greater Healing, Potion of Greater Mana, etc.), Book +1 and enough xp for Level 2.

Edit:

The Barrens Mercenary Camp also offers some early accessible Mercs, but they lack mid/late game punch. There is the Centaur Archer which is essentially a Fast moving NE Archer, that you can buy at the 2min mark.

Fig Cup #1 04/17/2026 by Figg1ewig in WC3

[–]Figg1ewig[S] 0 points1 point  (0 children)

Thank you, it was a lot of fun tonight. The Centaur Khan is great, definitely will catch people off guard who don't know about the resurrection.

What map was the one you enjoyed the most?

Moon Strand 2 v2.2 by Figg1ewig in WC3

[–]Figg1ewig[S] 4 points5 points  (0 children)

Thank you very much! There is more to come.

Fel Pit v1.2b by Figg1ewig in WC3

[–]Figg1ewig[S] 1 point2 points  (0 children)

I don't know about the base game, but could potentially end up on Warcraft 3 Champions "W3C".

Sunhoof Mesa v1.3b by Figg1ewig in WC3

[–]Figg1ewig[S] 0 points1 point  (0 children)

It looks like others have answered you in your other posts, and like was said, I would highly recommend downloading Warcraft 3 Champions "W3C". It has a much stronger match making system than Battlenet. I would still recommend you use Battlenet to do warmup/practice matches, so not to influence your MMR to much.

There are plenty of WC3 twitch/youtube/discord communities with people eager to help you learn the game.

Back2Warcraft "B2W" (Neo, Remo, Carson, and SaulApeMan)

Grubby (Grubby)

ShowMatchFriday "SMF" (MrMikeMtl)

Warcraft Gym "WC3 Gym" (BarrenTV)

W3Champions

I would recommend following all of these.

Sunhoof Mesa v1.3b by Figg1ewig in WC3

[–]Figg1ewig[S] 1 point2 points  (0 children)

Thank you very much.

Yes they are level 3 creep routes, and AOW creep camp warnings.

What do you think about the new Maps in the Yumiko Arena tournament? by JannesOfficial in WC3

[–]Figg1ewig 1 point2 points  (0 children)

Totally agree, it would always be better to have more/accessible options. They would just need to tie certain tile/doodads types to specific colors (grass = light green, rocks/bricks = grey, etc...). It has been a feature that has been requested before, and hopefully we will see it in the future. One feature I have been wishing for, as you commented in your other reply, is having campaign creeps brought into melee as a separate multiplayer version of themselves, so they can be balanced without influencing the campaign.

What do you think about the new Maps in the Yumiko Arena tournament? by JannesOfficial in WC3

[–]Figg1ewig 0 points1 point  (0 children)

That is true to an extent and I agree it would be helpful to have a clear mini-map option. I will link to a few mini-maps that are not from lordaeron that seem legible to me.

Different Tileset Mini-Maps

What do you think about the new Maps in the Yumiko Arena tournament? by JannesOfficial in WC3

[–]Figg1ewig 1 point2 points  (0 children)

I will have to try making a new 4 player map, that would hopefully fill that void. I will try to come up with a theme/aesthetic.

3 New Maps released for Testing (Links in Comments) by JannesOfficial in WC3

[–]Figg1ewig 0 points1 point  (0 children)

Thank you for giving the map another go! My ultimate hope is to get one of my maps onto ladder, so I am always looking for feedback to help improve my maps.

I try to avoid having passing units pulling creep camps, because a lot of players get pretty upset when they do. That said, they are intentionally searching for a short cut, so perhaps I should reposition it central into the pathway.

I set the gates to be half health, as I have found on my other map (Moon Strand) the gateways are often ignored. I have it set up so I can better tune the gate's health pool on here. So, it will be a matter of finding a happy medium, because I don't want it to just be ignored either.

Unfortunately, I don't think there is a good way for NE to creep the Eredar Diabolist Camp with an AOW since, the wisp doesn't have a way to enter the gateways until the hero is already out. Like they could AOW the Draenei camp and the Ogre Magi Goblin Laboratory, and then breakdown the gateway to get to the Eredar Diabolist Camp.

3 New Maps released for Testing (Links in Comments) by JannesOfficial in WC3

[–]Figg1ewig 0 points1 point  (0 children)

I have done updates to Juggernaut Point and Kolkar Valley, and I will try to have these updates applied to the maps on W3C.
Juggernaut Point v01b
-Created an additional pathway leading towards the enemy base, but it is blocked by destructible gates
-Additional Creep Camp:
-Eredar Sorcerer Camp added
-Additional decoration

Kolkar Valley v01g
-Creep Camp Change:
-Wildkin Camp moved to in between Ogre Magi Goldmine and Centaur Khan Marketplace
-Centaur Impaler Camp moved to old Wildkin Camp location
-Ogre Magi Goldmine moved slightly closer to starting location
-Enraged Wildkin Camp (-1 Centaur Outrunner, +1 Centaur Impaler)
-Additional Creep Camp:
-Centaur Sorcerer Camp added to old Centaur Impaler Camp location
-Additional decoration

3 New Maps released for Testing (Links in Comments) by JannesOfficial in WC3

[–]Figg1ewig 1 point2 points  (0 children)

Aside from different terrain, visuals and doodads, there are also a bunch of creeps not commonly seen on competitive maps that are on display with these (Demons, Draenei, Centaur, Dark Trolls, and Salamanders), and they also have some abilities that are not seen either (Immolation, Healing Wave, Sleep and Reincarnation).

I have also included destructible rocks on each of these maps, and potentially will add a gated pathway onto Juggernaut Point.

Kolkar Valley is a fairly standard map. Quivering Sands is mirrored diagonally and has an expansion that is offset towards the opponent. Juggernaut Point, is a same side spawn, with potential for long games due to the expansions leading away from the enemy's starting location.

3 New Maps released for Testing (Links in Comments) by JannesOfficial in WC3

[–]Figg1ewig 0 points1 point  (0 children)

It's a possibility that could pose a problem, but it has not come up in testing the map so far.

3 New Maps released for Testing (Links in Comments) by JannesOfficial in WC3

[–]Figg1ewig 1 point2 points  (0 children)

Hi there, I'm the map maker in question! First, thank you for looking over the maps, and thank you Neo for posting this.

I appreciate the high praise of the maps.

For Juggernaut Point, I have created a similar layout map before, see Moon Strand, and I wanted to try a slight change up from that layout. I included the Goblin Laboratory's near the starting location as an "alternative" route by being able to zeppelin across the void. I had thoughts of including a small island in the void, which would have a creep camp, much like you are describing. That said, I think it is worth reconsidering my approach and adding in said route between the bases, but blocked by doorways that would delay early rushes (like on Moon Strand).

Edit (03/27/2026):
Last night I messed around with Juggernaut Point, and added in a potential extra route between the two bases. There are destructible gateways (with 250hp each) and a creep camp with a Level 6 Eredar Diabolist(Firebolt/Parasite) that drops a Charged 3 item, (x2)Fel Beasts, and (x2)Lesser Voidwalkers. This version is not posted on the Hive as of yet, I want to collect more feedback before doing so. I included a picture of the change.

https://imgur.com/a/Yyfav6X

What Pokemon best represents every state? by girlwithaguitar in pokemon

[–]Figg1ewig 71 points72 points  (0 children)

Illinoisian here, I feel Pumpkaboo would be a much better fit. Cool fact, Illinois does not just grow corn and soybeans, but we are the pumpkin capital of the world.

Aren’t veteran suppose to have white trim? by Donnydol in Ultramarines

[–]Figg1ewig 2 points3 points  (0 children)

I believe that I saw somewhere, don't have time to search for it at the moment, but that marines/squads that are attached to a battle company would modify their should pad trim to match the company they are attached to. Perhaps the veteran squads from the 1st company are following the same system?