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(4) Dalaran Hills

Dalaran Hills
by

Wardota2 Gamer


Dalaran Hills? more like dalaran mini version. This may look like a hill but it's called hill for a reason..It's bumpy terrain...the founders tried to build a kingdom in this place but it never finished because of it's bumpy terrain....

Max Players:4
Featuring:
  • Smooth Gameplay
  • Awesome terrain
  • Balanced Item's
  • Healthy Environment
Hope you all enjoy my Melee Map! This took me 2 day to make this melee map including the tests!

Thank You!



----released----


-changed the terrain
-the mercenary camp and the goblin merchant distance are now fixed
-added some few terrain changes
-balanced the items of 4 orange camps and 2 green camps
-trees added in the gold mine in the top and also in the bottom
-more designs are added in the map


-added 2 taverns
-removed the water in the south and also in the west
-added 1 mercenary camp in the east
-added 1 mercenary camp in the west
-some terrain changes


-removed the mercenary camps in the top and bottom
-moved the mercenary camp in the right a little bit to the top
-terrain changes
-doodad placement changes
-updated name


-removed the goldmine in the middle and as an exchange a Fountain of Health is now in the middle of the map
-made the surface a little bit high (not flat)
-some terrain changes
-changed the Target Range of the Golem's near the gold mine from (200) to (500) Normal Range
-Item balanced in the middle of the map
-removed both of the Goblin Merchant in the middle of the map
-now added a Goblin Laboratory as an exchange to the removed Goblin Merchant in the middle of the map



Overview
full

6 Green Camps
18 Orange Camps
1 Red Camps

Other Buildings

2 Taverns
10 Goldmine (Including Current)
4 Goblin Merchant
2 Mercenary Camp
2 Marketplace
2 Goblin Laboratory
1 Fountain of Health

This Overview is not updated tune in -- in the next update for more info's!


Credits
All credits goes to non other that @Wardota2 Gamer and to Blizzard Entertainment for making this awesome game!
Also thanks to Hiveworkshop.com and to the all Members!
Contents

Dalaran Hills (Map)

Reviews
WolfFarkas
Short comment: The major thing to fix is that player blue and green have mercenary camp near and player red and blue not Only looking the neutrals in the minimap, it can be spoted that something is going on. the correct form is to put "FFA or 2vs2"...
WolfFarkas
well the mercenary camps, thats the major thing regarding balance, Add taverns , they are needed to balance heroes , specially the night elves, they don´t have strong hero (intelingent and agility only) so the tavern allows NE to get a strong hero...
WolfFarkas
I donwload it and , looked the map, the mercenary camps are not fixed player blue and green have better acces to the mercenary camps while red and violet not, fast sugestion bite the water area (add land) and put the mercenary camps where I put the...
WolfFarkas
the unbalance problem is still there, I think I wasn´t clear in the second review with the arrows, my sugestion was to move the mercenary camps, not to add a couple and leave the others still. Delete the mercenary camps that are unfairy near player...
WolfFarkas
1-The goblin markets at the edges, near the players the creeps are level 16, they are looting charged level 3 and permanent level 1 I think it will be better to loot charged level 3 and power up level. looting charged and permanent on a same creep...
deepstrasz
Terrain is mostly flat. Try lowering/heightening doodads/destructibles when they look weirdly placed on spots especially where there is terrain height difference. I think some camps guarding mines like the golems in the north have low camping range...
deepstrasz
Changes made, Approved.
Level 29
Joined
May 21, 2013
Messages
1,635
Short comment: The major thing to fix is that player blue and green have mercenary camp near and player red and blue not
Only looking the neutrals in the minimap, it can be spoted that something is going on.


the correct form is to put "FFA or 2vs2" ( "4 1vs1" is kinda not)
 
Level 29
Joined
May 21, 2013
Messages
1,635
Ok Ok thanks for the short review!

well the mercenary camps, thats the major thing regarding balance,
Add taverns , they are needed to balance heroes , specially the night elves, they don´t have strong hero (intelingent and agility only) so the tavern allows NE to get a strong hero like Rexar or the pandarem.

loot is pretty ok

I could bore you with the cliff theory and tower exploit but meh.

Regarding visuals, it seems flat and some areas are too empty large areas of green with only some flowers, windmills, houses, farms, could be placed outside. But this is just visuals, it doesn´t affect the game.

I will rate when you update
 
Last edited by a moderator:
Level 14
Joined
Jan 7, 2017
Messages
466
v1.1 Update is Released!

Main Changes
-the mercenary camp and the goblin merchant distance are now fixed
-balanced the items of 4 orange camps and 2 green camps
-trees added in the gold mine in the top and also in the bottom

Other Changes
-more designs are added in the map
-added some few terrain changes
-changed the terrain

Teasers in the next update
-will add a Tavern
-will change the cliffs
-will add more buildings to add more life
-and many more depends on what you think......

For more informations go to the Change Log!
 
Level 29
Joined
May 21, 2013
Messages
1,635
I donwload it and , looked the map, the mercenary camps are not fixed player blue and green have better acces to the mercenary camps while red and violet not,

upload_2018-2-24_10-0-55.png


fast sugestion bite the water area (add land) and put the mercenary camps where I put the arrow in the screen, also that area seem empty of neutral buildings.
 
Level 14
Joined
Jan 7, 2017
Messages
466
I donwload it and , looked the map, the mercenary camps are not fixed player blue and green have better acces to the mercenary camps while red and violet not,

View attachment 292612

fast sugestion bite the water area (add land) and put the mercenary camps where I put the arrow in the screen, also that area seem empty of neutral buildings.
DONE! I updated it based in what you said both in the first and your second review....

v1.2 Changes

Main Changes
-added 2 taverns
-removed the water in the south and also in the west
-added 1 mercenary camp in the east
-added 1 mercenary camp in the west

Other Changes
-some terrain changes

For more informations go to the Change Log!
 
Level 29
Joined
May 21, 2013
Messages
1,635
DONE! I updated it based in what you said both in the first and your second review....

v1.2 Changes

Main Changes
-added 2 taverns
-removed the water in the south and also in the west
-added 1 mercenary camp in the east
-added 1 mercenary camp in the west

Other Changes
-some terrain changes

For more informations go to the Change Log!

the unbalance problem is still there, I think I wasn´t clear in the second review with the arrows, my sugestion was to move the mercenary camps, not to add a couple and leave the others still. Delete the mercenary camps that are unfairy near player blue and green, what I mean is that neutrals buildings simetry is one of the most important thing in melee for balance.
 
Last edited by a moderator:
Level 14
Joined
Jan 7, 2017
Messages
466
the unbalance problem is still there, I think I wasn´t clear in the second review with the arrows, my sugestion was to move the mercenary camps, not to add a couple and leave the others still. Delete the mercenary camps that are unfairy near player red and green, what I mean is that neutrals buildings simetry is one of the most important thing in melee for balance.
ohhh, sorry... will release an update soon!
 
Level 29
Joined
May 21, 2013
Messages
1,635
Oh hey ragnaros can you show me what I should delete or improve>?
upload_2018-2-27_20-47-12.png


if I play this game, player green has benefit to reach the neutral building because is near him and far red, idem below so you have to remove those buildings since it creates asimetry and unbalance for players in FFA

also the violet line indicates that buildings are not perfect aligned ( this one is not that notory, you have to look mindfully to spot it, but the other thing yes is important because it can be seen in 2 secs.)

If you want to do good melee maps for competitive melee play, neutral buildings positions must be symetric, when you map, and you have the empty map, first step is to put the neutrals using XY numbers,
 

Attachments

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Level 14
Joined
Jan 7, 2017
Messages
466
v1.3 has been released!

Main Changes:
-removed the mercenary camps in the top and bottom
-moved the mercenary camp in the right a little bit to the top

Some Changes:
-terrain changes
-doodad placement changes
-updated name

For more informations go to the Change Log!
 
Level 29
Joined
May 21, 2013
Messages
1,635
1-The goblin markets at the edges, near the players
the creeps are level 16, they are looting charged level 3 and permanent level 1
I think it will be better to loot charged level 3 and power up level.
looting charged and permanent on a same creep, tends to full the item bag.
2-the center red creep is level 32, maybe low the level to let say 25-26, I think one bandit lord will do instead of two.

With no others things to spot
I rate it 5/5
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Terrain is mostly flat.
  2. Try lowering/heightening doodads/destructibles when they look weirdly placed on spots especially where there is terrain height difference.
  3. I think some camps guarding mines like the golems in the north have low camping range. They should not have at all.
  4. Too many Goblin Merchants. There are a total of 6.
  5. You can only build a Town Hall in the southern part of the mine in the middle zone. That is somewhat problematic as the main building would be right at the southern ramp's edge. You might need to take the trees out there or think of a a way to make space for Town Hall and Great Hall building. Don't test in the editor because it gives the false impression of being able to place the buildings there. Try ingame.

Awaiting Update.
 
Level 14
Joined
Jan 7, 2017
Messages
466
  1. Terrain is mostly flat.
  2. Try lowering/heightening doodads/destructibles when they look weirdly placed on spots especially where there is terrain height difference.
  3. I think some camps guarding mines like the golems in the north have low camping range. They should not have at all.
  4. Too many Goblin Merchants. There are a total of 6.
  5. You can only build a Town Hall in the southern part of the mine in the middle zone. That is somewhat problematic as the main building would be right at the southern ramp's edge. You might need to take the trees out there or think of a a way to make space for Town Hall and Great Hall building. Don't test in the editor because it gives the false impression of being able to place the buildings there. Try ingame.
Awaiting Update.
ok thank you for the review deepstrasz will update this in the next update!
 
Level 14
Joined
Jan 7, 2017
Messages
466
v1.4 is now on the go!

Main Changes:
-removed the goldmine in the middle and as an exchange a Fountain of Health is now in the middle of the map
-changed the Target Range of the Golem's near the gold mine from (200) to (500) Normal Range
-removed both of the Goblin Merchant in the middle of the map
-now added a Goblin Laboratory as an exchange to the removed Goblin Merchant in the middle of the map

Some Changes:
-some terrain changes
-Item balanced in the middle of the map
-made the surface a little bit high (not flat)

For more informations go to the Change Log!

Changes made,
Approved.
Thank you for the approval deepstrasz!
 
Last edited by a moderator:
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