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Players: 2 Goldmines: 6 Version: 1.3 Playable area: 64 x 64 Suggested modes: 1 v 1 Tileset: Lordaeron Winter
Description: Ah, the north pole. How do children would of loved to go here and have meet santa claus. But sadly you dont see any santa. You can only see his hat in the middle.
Notes from me: I found this Christmas tree model on THW and that made me create this small map. If you look at it you can see the hat in the middle.
Version 1.1
- Removed third player (teal)
- Replaced one goblin merchant with a blue dragon roost
- Some terrain improvement
- New screenshot for you to glaze upon
- New item drops (level 8 permanent 100%) from level 9 golem in teals old base, and the level 10 dragon thats guarding the roost
Version 1.2
- Terrain improvements
- Fixed the player amount in the name
Version 1.3
- Small terrain updates
Version 1.4
- Slight improvements in terrain.
- More room to build in spawn.
- Fixed the hats head to have more room.
- Drops now have all type items, not only permanent.
- Shadows fixed.
- Added keywords.
- Mixed some of the snow trees with regular trees.
Seems a bit to small for three players seeing as how the gold mine on the hat doesn't have a lot of building space around it for a defense. The northern part of the map seems a little bare which isn't a problem unless your going for a good terrain. I do like the alteration between the textures on the ground and the placement of doodads. I also enjoy the Santa hat idea you should stick with it even if you redo the terrain. I would recommend making the map a little bit bigger, other than that its playable and I don't see any unfair advantages in a 1v1.
I prefer this to be played 1v1 since the terrain gives a bit more advantage to where teal's starting position is. You could put ranged units on the ledge while having melee units at the entrance to block off incoming attacks. Red and Blue's starting position seems quite balanced since they merely mirror each other along with the two other goldmines. You should place more trees on the top goldmine guarded by creeps since there is hardly any and when you make a base, you would always have units cutting lumber.
I was originally going for a 1 v 1, but it just somehow ended up putting teal on the top. Il change the terrain a little immediately and remove teal. Thanks for the comments!
You could try to improve the terrain by covering all of them back to snow. After that, add some path to creep camps by using dirt, and then add some grass beside the path. To add more variations, add some rough dirt at the path.
Also, add some grass and dirt at the trees area, player bases, creep camps. Hope you get what I meant.
Edit: Here's what i meant. Please note I have no intenetion to show off or anything, also this is not the best terrain, just some clues.
Step 1
Cover back to snow if you wanted to restart it
Step 2
Adding paths
Step 3
Adding some grass
Step 4
Adding some rough dirts
Step 5
Adding some grassy dirts, you can also add some rock terrains if you want
The grid-like pattern of some tiles is very unappealing - or the straight edges that some tile transitions bolster. Also, the goldmines are not evenly placed it seems.
The grid-like pattern of some tiles is very unappealing - or the straight edges that some tile transitions bolster. Also, the goldmines are not evenly placed it seems.
Map borders (shadows, camera edge, end of the map)
Item Drops (no charged drops for example -.-)
Balance (replace gold mine in shallow water with dragon nest and add some space for build)
[2] North Pole 1.3
Created by Eldubs ; Uploaded by: Eldubs
Your best melee map so far still I don't like:
Map borders (shadows, camera edge, end of the map)
Item Drops (no charged drops for example -.-)
Balance (replace gold mine in shallow water with dragon nest and add some space for build)
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