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Atul'Aman

Name: Atul'Aman
Players: 2
Playable size: 88 x 100
Tileset: Sunken Ruins
The tileset is actually a mix of Sunken Ruins and Barrens. I've used Barrens creeps but needed the Sunken Ruins cliffs to make the center look fitting. It's supposed to depict an old pyramid partly covered by sand.

It includes the new Barrens Merc Camp, the only one with a flying unit. Overall, they're pretty weak creeps though, and I'm having them guarded by a relatively weak creep camp as well. That camp gives you lvl 2 if you kill the creeps in smart order.

The map hasn't really been playtested yet, and I guess some of the creep camps still need adjustment.

=== changelog ===

v01
- first draft

v02
- beta version

v03
- beta version

v04
- first release
Contents

Atul'Aman v04 (Map)

Reviews
mafe
So this really is a very interesting map. Not perfect yet though. I'm also a big fan of combining Sunken Ruins and Barrens, I think I made at least 3 maps with such combined tileset, even though it looks quite different on my maps. But I really like...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So this really is a very interesting map. Not perfect yet though.
I'm also a big fan of combining Sunken Ruins and Barrens, I think I made at least 3 maps with such combined tileset, even though it looks quite different on my maps. But I really like how it is done here.

Regarding gameplay:
-Getting lvl 2 from the merc camps alone looks kinda strong to me. Given that there seems be very little risk involved.
-At the shops, there is once again an issue with asymmetric itemdrops.
-The access to the 3-1-1 kobolds in front of the the base is too narrow.
-The central area: While I like it, it "feels" like there are too many ramps and/or narrow choke points.
-The rockgolem + double trapper spot should give an additional powerup. Or (one of) the trolls could be downgraded to lvl 2.
-The creeps at the corner expansions dont need to be on camp stance. It is highly unlikely that someone will go there without the intention of killing these creeps.
-Any reason why the "exit area" behind the arch on the west is blocked by pathing blockers, but not in corresponding area in the east?

So beside the asymmetric itemdrop, no other "bugs" to be found. Again, I trust you will fix this quickly. Therefore map approved.
For potential improvements regarding getting this map ladder-worthy, we can talk here or on discord if you want to.
 
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