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(2) Eternal Vale

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「Eternal Vale」

By Mythic

Gameplay
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The energies of this place caught light in its purest forms. Strengthen your territory, or lay siege to and contest the enemy expansion.

Features
- 3 Red Camps
- 6 (+2) Orange Camps
- 6 Green Camps
- 4 Gold Mines; 12.5k for 2 and 25k for 2
- 2 Goblin Merchants
- 2 Goblin Observatories
- 2 Taverns

Screenshots
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141315d1417346439-2-eternal-vale-eternalvale_entrieview.png

141260d1417205698-2-eternal-vale-eternalvale_aerialview.png

141262d1417205698-2-eternal-vale-eternalvale_screenshot1.png


141263d1417205698-2-eternal-vale-eternalvale_screenshot2.png


141264d1417205698-2-eternal-vale-eternalvale_screenshot3.png


Changelog
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11/29/14: v1 - Uploaded
11/30/14: v2 - Updated. Added 2 taverns and some terrain changes.
11/30/14: v3 - Updated. Fixed too many Runes of the Watcher dropping from creeps, removed three tome drops and edited the Granite Golem's drop from Artifact to Level 6 Charged. Also fixed the trees!
Map Description Generator 「By Vengeancekael」

Keywords:
Eternal, Vale, Ether, Light, Eternal Vale, Myth
Contents

(2) Eternal Vale (Map)

Reviews
00:33, 10th Dec 2014 Orcnet: Aside from stabilizing a fortified base and gain recess from creep difficulty, the map's quality is more into a quick round up than your typical extensive play. I like how you were able to apply path blockers for the...

Moderator

M

Moderator

00:33, 10th Dec 2014
Orcnet: Aside from stabilizing a fortified base and gain recess from creep difficulty, the map's quality is more into a quick round up than your typical extensive play.

I like how you were able to apply path blockers for the map, unfortunately this decrease the certain chance of night fog and miss upon ground attack, the idea of cliffs is not just ground level, but also a tactical proportion coded for the game itself.

Terrain seems very wide because of the shallow waters and open spaces, not sure why there is a fire pit on shallow waters though, better clean it up, anyways it looks fair.

Overall map can be approved.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
Another good melee map yet with multiple issues

- Overpowered items for the high-levelled creeps and too many Power Up items (especially in small melee maps, it's not recommended to let multiple creeps drop runes)
- The trees you decided look good but unfortunately they don't have the Stand Hot and especially the Death animations. So if I chop or destroy a tree, it will remain there for a lot of time before vanishing. You need to find another custom tree with both Stand Hit and Death animations or just use a Blizzard tree
- Sharp edges of the raisings. They need to be smoothed
- Personally, I think the watery part could have more Dark Grass on it

Overall I think this map can get 3/5 just like Abyssal Gorge. I vote for APPROVAL!
 
Level 16
Joined
May 25, 2004
Messages
1,170
Pretty straight forward melee map.

I don't like the trees that you're using, doesn't blend well with the tileset.

The layout is fine and there seems to be enough spaces to maneuver your army even though its a 64x64 map. Haven't check the map yet though so I can't give a more elaborate comment.

I agree, but I would like to test it melee balance before I give my review.
was the creeps readjusted for balance?
 
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