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(8)Dread Yard V1.2

(8)Dread Yard
Player Suggest: 4v4
Idea: Rock Quarry, Gold rush
Map Creator: Zucth
186204-1908cc66f496603a8b9079598f08fd84.png
Map Description:
A dead land fill of stone and choke. A different tribe were settle down here in this yard. the hollow tree keep the lives away.
Neutral Building:
20 Goldmines (All -12500, Mid-14500)
4 Tavern
8 Goblin Merchant
8 Goblin Lab
1 Mercenary camp -Northern [mid] unguard
Creep Camp:
20 Green
24 Orange
4 Red [+8 base] -[it yellow but inferno spawn]
Information:
-Map have a large size [148x148]
-present new creep camp Northern. in the mid with how unbalance it is. Unguard.
-the corner player are safer.
-tough expand
-narrow in some place
++There's a WIP down in the photo down there in case you wanna asked of it.
V1.01
-critter added
-more middle space
-block up behind base middle
-space every lab corner
V1.02 -change follow mafe feedback
-move green creep spot 3-2-1 golem-bandit a little
-3-3-3 green camp are now all able to settle AOW
-some floating rock fixed
-shedder stuck fixed
v1.03
-added black-forest version due to re-texture and middle change.
-archimonde middle to create an infinity level pool from archmimonde summon.
v1.1
-nerf archimonde hold item remove arhk of reincanation and sobi mask. [BlackForest]
Creator Note:
-I try to make rock quarry base start style with more variety in the middle and around the place. But also keep how empty the mid is.
Previews
Contents

(8)Black Forest v1.2 (Map)

(8)Dread Yard (Map)

Reviews
mafe
My apologies for the long delay until the review. Looking at the issues from my previous review: 5. was changed, to it's equal for all spawns now. While the previous version was more interesting, now it's definitely without problems. I thought the...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
My first thought when opening the map and going to view entire map: "Wait, why is my editor using reforged graphics now?" It really looks different from "normal" wc3, because it is red, but in a different style than outland. In general, I think the map would make for a good 4v4 map, again the tileset might put off some people though. More specific notes:
1. Undefended merc camp in the middle is interesting, but in the early game going there is a big time investment.
2. The expansion location feels weird in the sense that it isnt entirely obvious which expansion "belongs" to which spawn. But maybe that's an upside rather than a downside.
3. I like the central lategame expansions.
4. Creeps and items are ok. Having a lvl 5 item drop from a lvl 16 spawn at the shops feels weird, but with the unsual creep there which summons an infernal, I suppose it is fine.
5. Interesting that some spawns 3 green spots, while others have 2 + an orange at the shops.
6. Some of the rock spires look like they are floating. You could manually lower them.
7. At lab between red and blue, and possibly also between green and pink, shredders can become stuck.
8. At some spawns, some creeps of the 3-2-1 war golem/bandit spot will be removed due to being too close to the main bases.
9. Imho at all of the 3-3-3 ogre/stormreaver spots it should be possible to build an AoW.

So whle the map has potential, 7 and 8 are bugs that should be fixed. Consider doing something about 6 and 9 too. Until then, map set to Awaiting Update.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
My apologies for the long delay until the review. Looking at the issues from my previous review:
5. was changed, to it's equal for all spawns now. While the previous version was more interesting, now it's definitely without problems. I thought the creeps at the shop might aggro by accident, but in my test it didnt happen. Still, in some unlucky circumstances it will probably happen.
6. Several rock spires still float. Not relevant for gameplay ofc.
7. Shredders no longer can become stuck.
8. is fixed.
9. is fixed.

Overall it is a good map now. The color pallette will nevertheless be controversial with many people. Maybe you can bring it up next time there is a discussion about potential maps for w3c, to see what other people think about it. Map approved.
 
Level 2
Joined
Aug 24, 2016
Messages
12
OK, I'll bite. HOW is one supposed to kill Archimodes in the center? I've put an entire Orc army on him after killing off all of his minions and, even with the Healer Troll making everyone invincible, he STILL wastes me completely without taking more than 10% damage. Is this intentional? Bugged? Some clue that I'm missing?
 
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