Patch 1.28.6 was a major patch that was released on August 25, 2017. This patch was never released to the live production, only the PTR.
General Improvements & Gameplay Objectives[]
Balanced creep camp difficulty progression from early to late game
Balanced creep drop tables for better item progression from early game to late game
Item diversity: Varied Level 1 though 6 charged items and Level 1 through 6 permanent items
Balanced all start locations: total amount and starting distance from lumber, equal amount of spacing, equal size choke points, et cetera
Balanced expansion distance from start locations
Decluttered points of interest to reduce visual competition during gameplay
Retextured map surfaces for better visual clarity - both on screen and mini-map
Minimized the size of trees and doodads that obstructed player view of points of interest
Added cliff lines or deep water to edges of the map - removing hard edges (aesthetic choice for immersion)
Properly placed trees and doodads on the pathing grid: full-cell Medium Grid to half-cell Medium Grid alternate
Removed the rolling shoreline waves from rolling hills to remove the noise the waves created - remains for cliff shores
List of 1 v 1 maps[]
(2)Bandit Ridge[]
This is an original map
(2)Melting Valley[]
This is an original map
(2)Plunder Isle LV[]
Added a Tavern to the center of the map
Added two Mercenary Camps
Added an additional path/ramp to each player’s middle expansion
(2)Road To Stratholme LV[]
Rotated 3 neutral buildings (Goblin Laboratory moved to the Goblin Merchant; Goblin Merchant moved to the Mercenary Camp; Mercenary Camp moved to the Goblin Laboratory)
Added an additional green creep camp to each player’s side of the map
Swapped the Mercenary camps with the Goblin Laboratories.
(2)Terenas Stand LV[]
Swapped Start Location with Goblin Laboratory
Swapped Goblin Laboratory with Mercenary Camp
Swapped two center green creep camps with orange creep camps
Changed corner player expansions from green creep camps to orange creep camps
Moved starting green creep camps further from start location
Added unpathable terrain to the eastern Mercenary camp, so that both sides of the map have relatively the same amount of unpathable terrain.
(2)Tirisfal Glades LV[]
Added two Taverns per player side
Swapped the Mercenary Camp with expansion gold mines
Opened a path through the middle of the map.
Removed the +1 cliff level for each start location
Removed the -1 cliff level for the northern Murloc creep camp next the players start location, so that both the north and south camp are similar.
(2)The Two Rivers LV[]
Added a Tavern to the right side of the map
Swapped Goblin Laboratory with Mercenary Camp
Added some environmental effects (Light rain; Green fog)
Tightened the choke point around the northern expansion - similar to the southern position.
(4)Bridge Too Near LV[]
Changed tileset from Lordaeron Summer to Lordaeron Winter
Added Mercenary camp with Goblin Laboratory
Balanced the number of trees needed to harvest and reach the center of the map for all start locations
(4)Broken Shard[]
This is an original map
(4)Flood Plains LV[]
Added a Goblin Observatory to each corner of the map
Added 2 additional green creep camps per start location area
Removed cliff level (1up) from the map (no more ramps)
(4V)1V1 Flood Plains LV[]
Added some flair to the creep camps – attempt to bring life to the those points of interest (POI’s).
(6)Gnoll Wood[]
This is an original map
List of 2 v 2 maps[]
(4)Avalanche LV[]
Swapped the east and west Gold Mine expansions with Goblin Merchant
Swapped out the Fountain of Health with Mercenary Camps
Removed the lower cliff level to the expansion
Removed one layer of destructible rock chunks from the expansion
Added an additional green creep camp to each start location
(4)Bridge Too Near LV[]
Changed tileset from Lordaeron Summer to Lordaeron Winter
Added Mercenary camp with Goblin Laboratory
Balanced the number of trees needed to harvest and reach the center of the map for all start locations
Opened the center of the map.
Removed the Market place and Red creep camp; Added a Tavern in its place.
Added upbuildable terrain around the bridges to help prevent blocking the bridges with structures.
(4)Duskwood LV[]
Replaced Fountain of Health with a Tavern at the center of the map
Removed red creep camp from the center of the map
Replaced the Gold Mines on the north/south/east/west locations with a Goblin Observatory
Replaced the single red creep camp at the north/south/east/west locations with two Orange creep camps - separated by water to separate encounters
Added an additional green creep camp for each start location
(4)Frozen Clover LV[]
Replaced center red creep cap with a Tavern
Removed cliffs from the player’s base and center of the map; added trees to create lanes
Added a third lane to the player’s base
Added a 3rd green creep camp per start location
(4)Moonglade[]
This is an original map
(4)Phantom Grove LV[]
Changed tileset from Lordaeron Summer to Lodaeron Fall
Added deep water to certain parts of the map to help define expansion
Swapped the orange and green expansion creep camps
Expanded upon the “creepy” creep theme by using creep from a different tilesest to thematically fit point of interest
(4)River of Souls[]
This is an original map
(4)Tidewater Glades LV[]
Rotated 3 neutral buildings (Goblin Laboratory moved to Mercenary Camp; Mercenary camp moved to Goblin Merchant; Goblin Merchant moved to Goblin Laboratory)
Changed the layout to better define intended Gold Mine expansions
(4)Turtle Rock[]
This is an original map
(6)Duststorm LV[]
Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
Removed all the neutral buildings from start location plateau
Added orange creep camp to the expansion Gold Mines
Swapped out the orange creep in the corner for each start location with a green creep camp
(6)Gnoll Wood[]
This is an original map
List of 3 v 3 maps[]
(6)Gnoll Wood[]
This is an original map
(6)Hinterland Raid[]
This is an original map
(6)Monsoon LV[]
Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
Added a 2nd green creep camp to each start location
Removed pure Golem creep camps for better player engagement with creep camps
Changed to global constant for rain
Thickened the grey fog for a heavy fantasy feel for the map
(6)River of Souls[]
This is an original map
(6)Ruins of Stratholme[]
This is an original map
(6)Thunder Lake LV[]
Added 2 Taverns to the north and south of the lake
Swapped Goblin Merchant with all 6 Mercenary Camps
Removed the 6 Gold Mine expansions from the center of the map
Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
Removed double cliff ramp into start location
(6)Typhoon[]
This is an original map
(6)Upper Kingdom[]
This is an original map
(8)Battleground LV[]
Swapped neutral buildings around the edge of the map with Gold Mines
Swapped the center Gold Mines with Goblin Merchant
Swapped the near center Gold mines with Mercenary Camps
Replaced the orange creep camp near start location with a green creep camp
Removed the +1 cliff level from the expansion goldmine between Purple and Blue start location.
Adjusted all the expansion goldmines, so that there is more room to build Town Hall equivalent and defenses.
Red start location no longer has two expansion goldmines pointing its way. The expansion between Red and Pink start locations now points towards pinks location.
(8)Mur’gul Oasis LV[]
Removed the Fountain of Mana
List of 4 v 4 maps[]
(8)Gold Rush[]
This is an original map
(8)Market Square[]
This is an original map
(8)Battleground LV[]
Swapped neutral buildings around the edge of the map with Gold Mines
Swapped the center Gold Mines with Goblin Merchants
Swapped the near center Gold mines with Mercenary Camps
Replaced the orange creep camp near the players start location with a green creep camp
Removed the +1 cliff level from the expansion goldmine between Purple and Blue start location.
Adjusted all the expansion goldmines, so that there is more room to build Town Hall equivalent and defenses.
Red start location no longer has two expansion goldmines pointing its way. The expansion between Red and Pink start locations now points towards pinks location.
(8)Deadlock LV[]
Swapped out center Gold Mines with a Marketplace
Swapped locations of Goblin Merchants and Mercenary Camps
(8)Feralas LV[]
Added 2 Goblin Merchants and 2 Mercenary Camps to the middle of the map
Expansion Gold Mine creep camp now drops items
(8)Golems In The Mist LV[]
Added 2 Mercenary Camps and 2 Goblin Merchants
Added a Tavern to the center of the map
Added an additional Green creep camp per start location
Adjusted the ally properties so teams can be top vs bottom or east vs west
(8)Mur’gul Oasis LV[]
Removed the Fountain of Mana
(8)Northshire LV[]
Replaced the 4 Taverns with 2 Goblin Merchants and 2 Mercenary Camps
Swapped the 2 Goblin Merchants with 2 Taverns
Added an additional green camp to each start location
Orange camps at the 4 corners are now red camps
Eased path to the red corner creep camps
Adjusted the ally properties so teams can be top vs bottom or east vs west
Tucked the Goblin Laboratory and Mercenary camp buildings and creep off the main path. Now easier to move around without engaging them.
(8)Sanctuary LV[]
Swapped the 4 Mercenary camps with Goblin Laboratories
Swapped the 2 center Gold Mines with Mercenary Camps
Added a second Tavern to the center of the map
Added 2 green creep camps to the center of the map
Added a red creep camp to the center of the map
No more all Golem creep camps
Lowered the previous 2 center red creep camps to orange creep camps
Replaced most Lordaeron creep camp units with Cityscape creep units
(8)Twilight Ruins LV[]
Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
Created three distinct difficulties for the orange camps
List of FFA maps[]
(6)Death Rose[]
This is an original map
(6)Duststorm LV[]
Swapped out the center expansion Gold Mines with neutral buildings (2 Mercenary Camps; 2 Goblin Merchant camps; 2 Goblin Laboratory).
Removed all the neutral buildings from start location plateau
Added orange creep camp to the expansion Gold Mines
Swapped out the orange creep in the corner for each start location with a green creep camp
(6)Emerald Shores[]
This is an original map
(6)Monsoon LV[]
Swapped Goblin Merchant with Mercenary Camps (4 Goblin Merchants to 2 Goblin Merchants; 2 Mercenary to 4 Mercenary Camps)
Added a 2nd green creep camp to each start location
Removed pure Golem creep camps for better player engagement with creep camps
Changed to global constant for rain
Thickened the grey fog for a heavy fantasy feel for the map
(6)Stranglethorn Vale[]
This is an original map
(6)Thunder Lake LV[]
Added 2 Taverns to the north and south of the lake
Swapped Goblin Merchant with all 6 Mercenary Camps
Removed the 6 Gold Mine expansions from the center of the map
Added 2 Goblin Merchants, 2 Goblin Laboratories, and 2 Marketplaces where the center Gold Mine expansions were
Removed double cliff ramp into start location
(8)Battleground LV[]
Swapped neutral buildings around the edge of the map with Gold Mines
Swapped the center Gold Mines with Goblin Merchants
Swapped the near center Gold mines with Mercenary Camps
Replaced the orange creep camp near the players start location with a green creep camp
(8)Deadlock LV[]
Swapped out center Gold Mines with a Marketplace
Swapped locations of Goblin Merchants and Mercenary Camps
(8)Mur’gul Oasis LV[]
Removed the Fountain of Mana
(8)Twilight Ruins LV[]
Swapped the Goblin Laboratories with Mercenary Camps at the edges of the map
Created three distinct difficulties for the orange camps
Known Issues[]
We are aware Warcraft III matchmaking is a bit long in the tusk; we will be improving matchmaker logic for a future patch
Automated Tournaments and Ladder Board are not functional for PTR
Latency was improved with 1.28, but still needs work to meet modern standards