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(2)Hallowed Dark

(Story)
This dark land lives between death and decay. Ghoul-like creatures lurk around every corner. The ghosts who walk these lands protect and rupture every stone placed throughout the hills. Do not creep the wrong areas or else.

(Tactics)
Build your base and train units to destroy your opponents, kill hostile creeps to help you get stronger in the fight!

(Map Specifics)

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
2

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
6 14 0

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
7

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
4

-Uploaded




(Authors Notes)
Please credit me if you use this map anywhere, thank you.
Contents

Hallowed Dark (Map)

Reviews
mafe
Definitrly a unique and nice look. If I go from the outland lore, then I think spiders, webs and green plants dont really fit, but if you dont care, then thats fine. -Regarding balance, humans will suffer from no fastexpansion possibilities and orcs...
deepstrasz
As if pumpkins do :D 1. Avoid using units as doodads (spiders and Kel'thuzad included). I'll approve when you fix this: Awaiting Update. ================================================= Always check/recheck the Map Submission Rules! (Map...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Definitrly a unique and nice look. If I go from the outland lore, then I think spiders, webs and green plants dont really fit, but if you dont care, then thats fine.
-Regarding balance, humans will suffer from no fastexpansion possibilities and orcs from the many narrow paths.
-There are are a few paths through forests which I suppose are unintentional (it's easier to avoid them when looking at the map and by hiding doods with ctrl-d).
-Creep with the possession ability that could drop an item?
-Itemdrops are balanced nicely, except that maybe the netherdrakes drop a too strong item.
-Creeps near goblin shop highly likely to attack trespassers. I think they and the shop could be placed a little further into the forest.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,808
If I go from the outland lore, then I think spiders, webs and green plants dont really fit
As if pumpkins do :D

1. Avoid using units as doodads (spiders and Kel'thuzad included).

I'll approve when you fix this:
-Creep with the possession ability that could drop an item?

Awaiting Update.

=================================================

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

These will help make a better description:


A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

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Level 8
Joined
Sep 30, 2017
Messages
75
I'm old-fashioned but I can't say I approve of the flashing rune things at the tavern. That plus the wind everywhere is sorta jarring on what is otherwise a very well designed map. The spiderwebs are a bit much too but I guess it's a "scary" map for Halloween rather than Outland proper...
It's also very large for a 1v1.
 
Level 29
Joined
May 21, 2013
Messages
1,635
nice map in deed, perfectly symetric, I like you used cliff and there are a lot of ways to attack, very diverse in neutrals, and imported models use.

I think a red creep or two with high loot will be great you know to get permanent items level 5, you have space to that. you can have space to add a couple of fountains if you want to.
I wanted to find bugs or ways to improve and the only thing in mind is to add red creeps and foutains but still is perfect (even as I am not a fan of the halloween theme in real life, I like the way you executed it in your map)

again really nice map

5/5

edit

Definitrly a unique and nice look. If I go from the outland lore, then I think spiders, webs and green plants dont really fit, but if you dont care, then thats fine.
-Regarding balance, humans will suffer from no fastexpansion possibilities and orcs from the many narrow paths.
-There are are a few paths through forests which I suppose are unintentional (it's easier to avoid them when looking at the map and by hiding doods with ctrl-d).
-Creep with the possession ability that could drop an item?
-Itemdrops are balanced nicely, except that maybe the netherdrakes drop a too strong item.
-Creeps near goblin shop highly likely to attack trespassers. I think they and the shop could be placed a little further into the forest.

About the creeps with possesion ability that can drop items, I did a test and yes if the banshee captures a unit you dont get a loot
I have to correct that in a map of mine as well (never put loots on banshees)
upload_2017-10-30_17-46-30.png
 

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Level 15
Joined
Nov 30, 2007
Messages
1,202
About the creeps with possesion ability that can drop items, I did a test and yes if the banshee captures a unit you dont get a loot
I have to correct that in a map of mine as well (never put loots on banshees)
View attachment 283167

This is normal melee behaviour which you take account for when creeping banshees, by stunning them, using air, nets, running back before the possession is triggered etc.


The things that come to mind to me, that might be flaws from a balance/gameplay perspective without having played the map:

  • Position of expansion and the distance to it combined with what seems to be a lack of gold in the main.

  • Very few green camps, and those that exist are very meager.

  • Generally speaking having a Goblin Labaratoy near the main base is often "abused" to cripple food supply. I don't know how big a deal people think this is, but it's a extremly deadly and cheesy strategy on Terenas Stand and Twisted Meadows. Moving it futher away would change the risk/reward ratio to more appropriate levels. Altough it doesn't look to be that big an issue on this map.

  • A common problem with Outland maps, the few I recall is that creeping is not exactly associated with a good experience, and the creeping on this map does seem to fall into that category. Especially be aware of the creeps with chaos damage and high health, those are extremly hard to creep for some races.

    As an Orc player I can say with certainty that 1) They can't creep on this map at all before mid game. 2) Because they can't creep and the distance to the enemy position is long they are at a double disadvantage. There are issues for the other races but I'll leave this as an example.

It's a nice looking map but I suggest the following improvements:
  • As a rule of thumb you want 2 green camps (or easy camps) to take you to level 2 or at least close to. This map doesn't even reach 50% of that. It's a big deal. You could add a Giant Skeleton and Voidwalker into the mix.

  • I think removing the lakes outside both player locations would improve the manouverability when attacking/defending as that is an important aspect of base design. This is also important to keep in mind when it comes to expansions.

  • I would probably change 2 of the 4 orange camps near the players base. But I haven't tested enough to say for certain.

  • I would also consider the risk/reward cost/benefit ratio of some of the creep camps. Perhaps change a few drops.

    Risk: How likely you are to be interrupted by the enemy.
    Cost: How much damage will you sustain for creeping the camp.
    Benefit/Reward: exp + items
 
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