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(2)Yellow Wyrm v1.1

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(2)Yellow Wyrm
Player Suggest: 1v1
Map Creator: Zucth
layout inspiration: Hearthglen hill & Amazonia

216592-1b691f749f29f52643da2883c521b291.jpg

Map Description:
A massive wyvern death body turn into a big rock mountain cutting this place into two.

Neutral Building:
6 Goldmines (All-12500)
2 Tavern
2 Goblin Merchant
2 Lab
1 Dragon Roost - bronze

Creep Camp:
6 Green
10 Orange
1 Red

Information:
-playable size 76x96
-present new item in c2 and c4
-Dragon Roost but very late +the most disgust spicy unit guard it.
-Very fast expo available

v1.1 move Tavern away by 2x2, move some of the doodad and change middle path color a little

-Dragon Roost map but with many early game available camp and open space for melee all in

Creator Note:
-Someone did ask me for a 1v1 map with Dragon Roost
-I think dungeon light work here perfectly
Previews
Contents

(2)Yellow Wyrm v1.1 (Map)

Reviews
mafe
Review time again! I see this as an experimental map, many of the design choices are interesting but will not work once their novelty factor has worn off: 1. Lighting, while having a certain style, can be irritating. 2. Dragon roost: While not being...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Review time again!
I see this as an experimental map, many of the design choices are interesting but will not work once their novelty factor has worn off:
1. Lighting, while having a certain style, can be irritating.
2. Dragon roost: While not being balanced for 1v1, the location is probably means units wil walk past the strong creeps in the mid-lategame.
3. Unconventional items: While I like the scroll of protection, the poition of omniscience (or whatever its correct english name is) has probably too much variance between being either almost useless or sometimes gamewinning with little in between.
4. The creeps near the tavern attack when a hero is hired. Fairly sure this isnt intended to be this way?
5. There is a relative lack of tileset variation in some places, in particular the central hill with the dirt-sand combination looks bland/unpolished. I can understand that you want it to look this way, but I dont think it looks good tbh. In other locations, the situation is similar, but to a much smaller extent.

On a positive note, creeps and items are fine otherwise, and the gates are in fact being used in a very sensible manner.
So overall, there is only the minor "bug" with the tavern, which in some very old maps "pro" maps used to be considered a "feature". So while we have moved on since then, it's still not enough to require and update. Map approved.
 
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