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(2) Snowy Waste

Snow Waste
by
Wardota2 Gamer


A land only full with snow and waste....Snowy Waste is a place where no one can escape only the ones who are willing to fight and win can escape. So you must fight your way out in this Forsaken Place!

Max Players: 2
Featuring:
  • Smooth Gameplay
  • Snowy Environment
  • Balanced Item's
  • Cool Item's and more!
Hope you all enjoy my Melee Map! This took me 1 day to make this melee map including the tests!
Thank You!



----realeased----


-changed the techtree in the bottom of the map
-changed the location of the green camp in the bottom of the map (Both Left & Right)
-Removed 1 tavern and moved 1 tavern in the middle bottom of the map
-balanced some of the item's in the Red Camp's
-removed some doodad's
-added more water/props in the lake
-added a "Remains Scorched" prop's in the red camp in the middle
-some dark dirt added in the water as pathways
-some bugs fixed in the map


-changed the techtree of the map
-Moved the Mercenary Camp in the bottom into the top for the Blue Team
-Some items balances
-more doodads added in the water
-terrain is improved in the 2 islands in the blue team (both top and bottom)
-made some balances over the blue team side
-some dark dirt added in the water as pathways
-added a cliff in with a few designs in the blue team side
-both sides are not the same in cliffs and adjusts. But I balanced the map so that the unit's creeps buildngs etc. can be symmetrical
-Overview Updated


-updated the terrain
-added markets in the camps in the north (symmetrical)
-balanced a few item's
-trees are now "scout free"


-Updated the Map Title to (2)Snowy Waste
-terrain changes
-some doodads removed
-Changed the creep range in both of the gold mine creeps from 200 to 400
-removed the crates near the goldmine in both top and bottom
-fixed the discription



Overview
full

Creep Camps

4 Green Camps
8 Orange Camps
5 Red Camps

Other Buildings

2 Taverns
4 Goldmine (Including Current)
2 Goblin Merchant
2 Mercenary Camp

This Overview is not updated! See more info's in the Change Log! (Gonna Update the Overview Soon!)

Credits

All credits goes to non other that @Wardota2 Gamer and to Blizzard Entertainment for making this awsome game![/hidden]
Also thanks to Hiveworkshop.com and to the all Members!
Contents

Snowy Waste (Map)

Reviews
WolfFarkas
I like your enthusiasm, the design of this one is quite good, I like the terraining You are getting the idea of fair loot, there still a road to what I call perfect but I think you are going in a good track. Some of your creeps follow a good loting...
The Panda
Cool design, but some things i could find. - Around the water areas, i feel like it could use more terrain love towards them because right now its looks too plain. - The expansions on the top could be edited, instead of having both expansions right...
deepstrasz
Careful with the spaces between trees not to let small units like Wisps/workers/Ghouls get there and spy or whatnot. Careful with the symmetry overall: terrain and neutral unit and building positioning. Same with doodads. Paths should be at least...
Mr.Henci
Well hello there. I will give you few tips which you could implement in this map, but even if you won't, you can use them in your future maps. Paths which are purple will agro the creeps, while the red ones won't. Always remeber, that in melee...
Level 14
Joined
Jan 7, 2017
Messages
466
v1.1 Update

Main Changes
-changed the techtree in the bottom of the map
-changed the location of the green camp in the bottom of the map (Both Left & Right)
-Removed 1 tavern and moved 1 tavern in the middle bottom of the map
-added more water/props in the lake
-added a "Remains Scorched" prop's in the red camp in the middle

Other Changes
-some bugs fixed in the map
-removed some doodad's
-balanced some of the item's in the Red Camp's
-some dark dirt added in the water as pathways


For more information's go to the Change Log!

If you have some problems with the map just don't hesitate to tell me! Thank You!:D:)
 
Level 29
Joined
May 21, 2013
Messages
1,635
I like your enthusiasm, the design of this one is quite good, I like the terraining

You are getting the idea of fair loot, there still a road to what I call perfect but I think you are going in a good track.

Some of your creeps follow a good loting system , I want to give you this list as guide for looting (is subjetive, other users may have other list)

Green creeps: level 4-6 power up level 1, level 7-9 permanent level 1, I think the permanent is a bit more than the power up. But doing it in the other side doesn´t change a thing, this defending nothing

Orange creeps level 10-13: charged up level 2 or permanent level 2, + a power up level 1, if you aim for competitive the charged up should be set manually excluding the electric magic wand. this defending nothing

Orange creep level 14-18: permanent level 3 / charged level 3 + power up level 2 (or two power up level 1) , for competitive power up level 2 manually set excluding the tome of experience. this defending markets, mercenary camps, and goblin labs

Orange creep level 19: is almost red a charged level 4 + power up level two, power up level two and maybe not excluding the tome of experience
tome of experience may do in red creeps or orange high level in less amount.

Red creep 20-21: permanent level 4 , + power up level 2

Red creep 21-25 a charged level 5 or a permanent level 5/6 + power up level 2
Red creeps are for fountains, dragon roost and market place

goldmines may be defended with orange / red creep, diferent level should mean diferent amount of gold as reward. more level of the creep more gold

The idea is to have items diversity charged and permanent from level 1 to 4, red creeps may not be used,
(to much permanent and you will have to sell the low level ones, so the charged you will use them as soon as you get them if you are agresive)
I never put a charged and a permanent both in a same camp, because can full the item bag

Another rule mine: you followed it I like that: the orange and red with anti air capacity since I like to have air units as soon as I can, if the creep doesn´t have anti air capacity, I can take it down only with an elf flyer.


So I have 2 sugestion one general and other partcular
The general: you can adjust the loot what you have a bit more

The particular the northern red creep composed of trolls and nerubian, I think a high level unit is missing, and a charged item level 5 should be loted by a strong unit, I sugest to remove the two nerubians level 3 and replace it for a stronger nerubian like the nerubian queen level 7,
or replace the trolls and put the ice troll warlord level
an item charged level 5 shouldnt be looted by a healer with only 450 hp.

For competitive gaps between trees should be avoided since small units may walk between them, thats one of the most anoying things to fix. Thats why is better to mind that and do it good from the begining.
In the last competitive melee contest, that cost points in balance.

After all what I said I decided to rate with 4/5 (resting one point only because, I am exigent with the loot) but still very nice work!
 
Last edited by a moderator:

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,893
Cool design, but some things i could find.

- Around the water areas, i feel like it could use more terrain love towards them because right now its looks too plain.
- The expansions on the top could be edited, instead of having both expansions right next to eachother, have one on the top end area and have another on the bottom area. Why, because if both expansions are right next to each it can cause problems since each player knows where they are and most of the battles will be on the top area, if a gold mine is placed on the bottom it makes both players move around the whole map and explore.
- I feel like there could be just one tavern instead of 2 since theirs only 2 players.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Cool design, but some things i could find.

- Around the water areas, i feel like it could use more terrain love towards them because right now its looks too plain.
- The expansions on the top could be edited, instead of having both expansions right next to eachother, have one on the top end area and have another on the bottom area. Why, because if both expansions are right next to each it can cause problems since each player knows where they are and most of the battles will be on the top area, if a gold mine is placed on the bottom it makes both players move around the whole map and explore.
- I feel like there could be just one tavern instead of 2 since theirs only 2 players.

agree

sugestion use the copy paste tool, and rotate 90 twice, so you can fix what the panda says in 2 mins.
 
Level 14
Joined
Jan 7, 2017
Messages
466
I like your enthusiasm, the design of this one is quite good, I like the terraining

You are getting the idea of fair loot, there still a road to what I call perfect but I think you are going in a good track.

Some of your creeps follow a good loting system , I want to give you this list as guide for looting (is subjetive, other users may have other list)

Green creeps: level 4-6 power up level 1, level 7-9 permanent level 1, I think the permanent is a bit more than the power up. But doing it in the other side doesn´t change a thing, this defending nothing

Orange creeps level 10-13: charged up level 2 or permanent level 2, + a power up level 1, if you aim for competitive the charged up should be set manually excluding the electric magic wand. this defending nothing

Orange creep level 14-18: permanent level 3 / charged level 3 + power up level 2 (or two power up level 1) , for competitive power up level 2 manually set excluding the tome of experience. this defending markets, mercenary camps, and goblin labs

Orange creep level 19: is almost red a charged level 4 + power up level two, power up level two and maybe not excluding the tome of experience
tome of experience may do in red creeps or orange high level in less amount.

Red creep 20-21: permanent level 4 , + power up level 2

Red creep 21-25 a charged level 5 or a permanent level 5/6 + power up level 2
Red creeps are for fountains, dragon roost and market place

goldmines may be defended with orange / red creep, diferent level should mean diferent amount of gold as reward. more level of the creep more gold

The idea is to have items diversity charged and permanent from level 1 to 4, red creeps may not be used,
(to much permanent and you will have to sell the low level ones, so the charged you will use them as soon as you get them if you are agresive)
I never put a charged and a permanent both in a same camp, because can full the item bag

Another rule mine: you followed it I like that: the orange and red with anti air capacity since I like to have air units as soon as I can, if the creep doesn´t have anti air capacity, I can take it down only with an elf flyer.


So I have 2 sugestion one general and other partcular
The general: you can adjust the loot what you have a bit more

The particular the northern red creep composed of trolls and nerubian, I think a high level unit is missing, and a charged item level 5 should be loted by a strong unit, I sugest to remove the two nerubians level 3 and replace it for a stronger nerubian like the nerubian queen level 7,
or replace the trolls and put the ice troll warlord level
an item charged level 5 shouldnt be looted by a healer with only 450 hp.

For competitive gaps between trees should be avoided since small units may walk between them, thats one of the most anoying things to fix. Thats why is better to mind that and do it good from the begining.
In the last competitive melee contest, that cost points in balance.

After all what I said I decided to rate with 4/5 (resting one point only because, I am exigent with the loot) but still very nice work!
Your right.....I will try to change this soon...

Cool design, but some things i could find.

- Around the water areas, i feel like it could use more terrain love towards them because right now its looks too plain.
- The expansions on the top could be edited, instead of having both expansions right next to eachother, have one on the top end area and have another on the bottom area. Why, because if both expansions are right next to each it can cause problems since each player knows where they are and most of the battles will be on the top area, if a gold mine is placed on the bottom it makes both players move around the whole map and explore.
- I feel like there could be just one tavern instead of 2 since theirs only 2 players.
Already fixed the tavern but the water areas and the expantions are not, but I guess I need to put a gold mine as well in the bottom of the map
 
Level 14
Joined
Jan 7, 2017
Messages
466
v1.2 Update

Main Changes:

-changed the techtree of the map
-Moved the Mercenary Camp in the bottom into the top for the Blue Team
-terrain is improved in the 2 islands in the blue team (both top and bottom)
-made some balances over the blue team side
-added a cliff in with a few designs in the blue team side
-both sides are not the same in cliffs and adjusts. But I balanced the map so that the unit's creeps buildngs etc. can be symmetrical

Other Changes:
-Overview Updated
-some dark dirt added in the water as pathways
-more doodads added in the water
-Some items balances


For more information's go to the Change Log!

If you have some problems with the map just don't hesitate to tell me! Thank You!:D:)



 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,709
  1. Careful with the spaces between trees not to let small units like Wisps/workers/Ghouls get there and spy or whatnot.
  2. Careful with the symmetry overall: terrain and neutral unit and building positioning. Same with doodads. Paths should be at least nearly symmetrical between them and others or terrain.
  3. Use CTRL+PAGE UP/DOWN on doodads to have them properly placed on terrain.
  4. Nice optical illusion with the waterfall in the south since the terrain is on the same level there. Not sure about those that come from within solid terrain/cliffs.
  5. Careful with the range of creeps guarding mines. They should have the longest to avoid nigh tower building exploits.

Approved.

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

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

Screenshots could attract more players to download your work. Make the best of them.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 14
Joined
Jan 7, 2017
Messages
466
  1. Careful with the spaces between trees not to let small units like Wisps/workers/Ghouls get there and spy or whatnot.
  2. Careful with the symmetry overall: terrain and neutral unit and building positioning. Same with doodads. Paths should be at least nearly symmetrical between them and others or terrain.
  3. Use CTRL+PAGE UP/DOWN on doodads to have them properly placed on terrain.
  4. Nice optical illusion with the waterfall in the south since the terrain is on the same level there. Not sure about those that come from within solid terrain/cliffs.
  5. Careful with the range of creeps guarding mines. They should have the longest to avoid nigh tower building exploits.
Approved.

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

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

Screenshots could attract more players to download your work. Make the best of them.

If you want more reviews, come here:
The Grand Review Exchange!
Thank's for the aproval deepstrasz!

I will try to make a few udjustments in the next update! And I still need to test the map if there is some paces so that I can avoid scouting trick's. Ofcourse that was the first trick in Warcraft III a long time ago when there where no rules here in Hive but now it's improve, so that Warcraft III Melee Map making will be more balanced.

Once again thank you deepstrasz!

-Improved the doodads
-Added more terrain in the water
-Item's balanced

I still need to balance the item's more especially for the dragons in the middle. If someone complains then I will balance and balance but I guess it's perfect for now.

:goblin_yeah::goblin_boom::ogre_haosis::ogre_datass::vw_unimpressed::vw_love::goblin_wtf::goblin_good_job:
 
Level 14
Joined
Jan 7, 2017
Messages
466
v1.4 Is On the Go!

Main Changes:
-Updated the Map Title to (2)Snowy Waste
-Changed the creep range in both of the gold mine creeps from 200 to 400
-removed the crates near the goldmine in both top and bottom

Some Changes:
-terrain changes
-some doodads removed
-fixed the discription

For more information's go to the Change Log!

If you have some problems with the map just don't hesitate to tell me! Thank You!:D:)


 
Level 20
Joined
Nov 6, 2013
Messages
276
Well hello there. I will give you few tips which you could implement in this map, but even if you won't, you can use them in your future maps.


Creep Agro.jpg


Paths which are purple will agro the creeps, while the red ones won't. Always remeber, that in melee, creeps should be possitioned in "pockets" a.k.a. you should be able to walk anywhere without agroing the creeps. Creeps should attack units only if it was players intesion.

While we are at it, youe map isn't simetrical, which is also esential for melee maps. While there can be small changes like in Echo Isles for example, I wouldn't risk it. You have to be really good at understanding melee gameplay to implement asymmetry. Now back to the your map. While starting possitions are both Northwest and Northeast, expasion are North and South, giving red player huge advantage.

Trees.jpg


You need to be very careful when playing trees. Pockets like these are gamebreaking to some extent. I suggest reworking forrest in this map, if not, than at least try to improv it in future maps. (I can only suggest using circle placement tool when putting trees down)


Unseen road.jpg


My peon was able to ge through "invisible" gap in the trees. Again, I can only suggest opening a map and press "Ctrl + D" to hide Doodads while pressing "P" for pathing view. It is really easy to spot those gaps.

That is from me, you definetly have a good ideas in your head and if you will be able to improve your mapping skills, I will surelly love to play on your maps. :)
 
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