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(2)Quardra Blitz V1.04

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(2)Quardra Blitz
Player Suggest: 1v1
Inspiration: Terrain Contest 22, -Lightning Element.
Map Creator: Zucth

Map Preview:
183172-c763962365e2171efcbfe9580c7dca64.png

Path view:
183173-72d8630e32b2004958ccf5f9a9490a8f.png

183280-53e9b8a926b817996da0c045509f41d5.png

Map Description:
Lightning element isles cover with mist, where there's a bolt everywhere till ground surface knock off. People believe that the thunder power were flood in these four path, Quardra Blitz.

Neutral Building:
6 Goldmines (stater-12500, first expo-11500, red expo-14000)
2 Tavern
2 Mercenary camp -Ashenvale
2 Goblin Lab
1 Marketplace
1 Goblin Merchant

Creep Camp:
6 Green
10 Orange
3 Red

Information:
-size 93x108
-Underground mixed
-Two side gameplay
-Mid market and shop, with red camp per 5 [without clear route would able to use only night time]
-Tavern outside
-Two side possible creep route to lv3.
-Underground merc, with blizzard guy.
-Gate using to prevent from aggro lab camp early game by any misunderstanding auto-path.
-Green far away because the creep route of this map is 1 green and 2 orange. the creep isn't that strong though, but if compare with competitive I'm not sure.

++There's a WIP down in the photo down there in case you wanna asked of it.

-1.01 change dragonspawn lv3 to Arachnathid lv3 [down the per2 camp difficluty, may change again], per4 camp change infernal contraption lv5 to tuskarr sorcerer lv5 [reduce difficulty] , decrease amount of lightning animation in the map. +added mana to maximum
-1.02 swap green camp[per 1 camp] and orange camp [per3 camp], lv9 per 1>2 due to my mistake. Open up the first mines area due to it range which is a bit too close [ppl say it too hard to attack], also lv7 per1 camp change 2 water ele>2 wolf lv2 [rebalance.], remove some of the lightning bad position, open mid area a bit.
-1.03 added safe spot green camp [lv6 slowx3, drop pw2] early green. it sad that I can't find any other near green spot for human to solo heroes. +change from underground mercenary camp to Ashenvale to support human [underground camp is support orc and undead had blizzard aoe spell/ashenvale have early heal and critical hit unit.]

-1.04 change creep at the red expansion to make it easier and tougher +more anti air(also fixed the too many tribe mixed there). -2 slow change to barb at lv6 green camp. fixed the south camp. fixed the terrain bug at the west lab. Change expo goldmines values. switch lab and shop position, not sure of will this make the game better in switch part and teamfight or create more conflict. down gate hp to 9% from 100%. switch the blizzard guy to the back make the pass units away from his cast range[low chance of aggro].

Creator Note:
-Warning: many animation decorate[such as lightning], may distract. I didn't test this fog with zoom yet. let me know if it still can't see anything. This is underground tile set and light.
Previews
Contents

(2)Quardra Blitz (Map)

Reviews
mafe
Ok well, insert usual comments about tileset viability here. Other than that I think the map looks very nice. Mushrooms fit well near expansions, and there generally are a lto of great details everywhere. Mayb the walkable area could consists of more...
mafe
The missing creep has been added. The red expansion now also have ensnare, good. The middle no longer has ensnare, also good. The general issue of units walking past mid and getting attacked still remains though. Nevertheless, the necessary...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok well, insert usual comments about tileset viability here. Other than that I think the map looks very nice. Mushrooms fit well near expansions, and there generally are a lto of great details everywhere. Mayb the walkable area could consists of more than just 2/3tiles.
Regarding gameplay:
1. The middle is obviously the key question here: To be honest I dont like it since I think there is a high chance that units will past those creeps by accident, even though the early scouting units seem to avoid it. But it also means that the shops arent easily available early on which could further be contentious. Maybe the creeps could be on camp stance, but then the shops could be reached without aggroing the creeps. At least the creeps dont have ensnare or slow. Perhaps even using gates on either side (with reduced max hp) could work for once.
2. There is a creep missing at the southern merc camp I suppose.
3. These sludge minions are relatively strong lvl 1 creeps due to slow. I wouldnt use 3 of them in one spot.
4. Gate at the lab, sensible place to use them.
5. The red expansion camps have relatively low antiair defenses.
6. Otherwise creeps and items look ok.
7. Fastexpanding looks very easy due to the expansion being close and creeps looking scary, but actually being quite harmless.

So with a different, less dark tileset (or maybe also just a different lighting effect), this could be a decent map. Due to the missing creep, I'll still put this to "Awaiting update" for now. Maybe also you can find a way to improve on the mid/red expansions.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
The missing creep has been added. The red expansion now also have ensnare, good. The middle no longer has ensnare, also good. The general issue of units walking past mid and getting attacked still remains though.
Nevertheless, the necessary improvements have been made. Map approved.
 
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