• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Blood Gulch

Blood Gulch

Based on the famous multiplayer Halo level. Blood Gulch makes its very first appearance on WC 3, carefully designed keeping it much like the original while adding much more enhancements.

Suggested Players: 1v1

Primary Tileset: Barrens
Secondary/Experimental: Ashenvale

Map Size: 98x102
--------------------------------------------------------------------------------------
Created by: Ken-E
Credits: -Kobas-'s Awesome Melee Map Tutorial, Archian's Basic Camera Tutorial for the screenies
Don't forget to rate the map.
Please throw me your honest criticism in order for me to make it a better map
I made this map as a tribute to Halo and its fans, notably my brother, Oscar Mike 2.o
-------------------------------------------------------------------------------------

169218-albums3218-picture56286.jpg
169218-albums3218-picture56287.jpg
169218-albums3218-picture56288.jpg
169218-albums3218-picture56289.jpg



169218-albums3218-picture56290.png

--------------------------------------------------------------------------------------
Changelog
V1:
*Public Release
V2:
*Revised some terrain, added doodads, minor tweaking.
*Added new creep camp.
*Fixed Talisman of Evasion fix item drop.
V.3:
*Added easter egg
--------------------------------------------------------------------------------------
Melee Maps
Altered Melee Maps
Keywords:
Halo, Blood Gulch, 1v1, melee, Ken-E, classic, bad-ass, desert, savannah, experimental, Halo Wars, classic, fan fave, red vs blue, parody, Warcraft 3.
Contents

Blood Gulch (Map)

Reviews
Vengeancekael: Private Message Date: 2012/Mar/04 17:21:32 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object...

Moderator

M

Moderator

Vengeancekael: Private Message
Date: 2012/Mar/04 17:21:32

Reasons:


Other:
Check out the tutorials section: Tutorials
Check out the Map Development Section: Map Development Section
Check out the World Editor Help Zone (Trigger issues, object editor, overall WE issues): WE Help Zone

Comment: This is actually quite an extraordinary melee map, rather fresh and original!
I love the idea of those waypoints at the back of your base, it makes early harassments a lot faster and of course, more fun.
The terrain is really unique, you've used the different terrain tiles well, it may be empty at some spots, but it just looks nice either way.
It's symmetric and meets all of the basic melee map expectations.
Admin Contact - Resource Moderation - Rules
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
At last another epic melee map from you Ken

Map review

Terrain 5/5


You place those tile set the way I should be, not many mappers know that technique, they just place tileset after tileset without modify it. They don't know that it will give the best result,

Also the placement of doodads are perfect, but still I find some empty spot that can be improve by putting some environment doodads, well I guess you know what kind of doodads will fit the environment of your map so I guess I'm not leaving some examples for now. Another placement of the pathing is good, but I guess you miss some spot (below the blue waygate at the left when you are facing the monitor, here it the exact point if you know how to look on it -4391, 5132, 307 but if you don't tell me so I can upload a picture.

Gameplay - 4/5

Let's start at the waygate, this is the part of the gameplay that I really like, many melee map makers forget the sweet gameplay if they use a waygate to create a very strategic gameplay. And for your map that the waygates led to the very back of a players base, it forces the player to not just to attack, but also to play defense. But the only problem here, newbies won't realize that it was a very crucial part of the game, and they just continue to push.

Hmm Neutral buildings - good
Neutral creeps - good
Whoa wait, the goldmine was defended by a red camp creeps? As far as I remember a goldmine shouldn't be defended by a red camp. Someone really known on this website told me that I just can't remember who he is. Hmm I don't really know what should I say about this.

Well anyway total score is 4.5/5 or simply 5/5.

This was not the everyday melee map that you will see as the terrain really broke the rules.(but I guess there were only few people who makes melee maps) simply an epic terrain.
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
Map Review
Blood Gulch (No Version/s Stated)

Rating System:


Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
addrev.gif
addrev.gif
5/591-100A

Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
4/581-90%B

Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
3/575-80%C

Rate
ScorePercentLetter
addrev.gif
addrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
2/570-74%D

Rate
ScorePercentLetter
addrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
th_blankrev.gif
1/550-69%F

Overview:

Gameplay

addrev.gif
addrev.gif
addrev.gif
addrev.gif
addrev.gif


Blood Gulch is based on the Halo: Combat Evolved level, Blood Gulch. Like its namesake, it is set in a vast canyon containing two bases; however, because the genre is real-time strategy, the bases are far more functional than the hollowed-out structures from the original. Between the opposing bases lies a huge, open field with hills, cliffs, and ditches, and rock walls all around. The terrain is mostly desert-like.

"Outstanding map performance for this one, for replicating a map similar to a bad-ass game for a more bad-ass game, also nothing wrong with the in-game balance, and so does to creep difficulty."

Terrain

addrev.gif
addrev.gif
addrev.gif
addrev.gif
addrev.gif


"Remarkably unique design made for the alternation on the cliffs for this map, I really like how you prevented ground units to break in those path blockers(can only be seen in World Editor) too, although the trees are too far away from player locations, you still finished the product by scattering more trees in a proper way."

Management

addrev.gif
addrev.gif
addrev.gif
addrev.gif
th_blankrev.gif


"Over my testings, all I have to say is that this is a decent game and performs well, this map gives a different view to warcraft III melee maps and a must play for 1v1 matches, but something bugs me when I tabbed in the map editor, I think you missed a spot: "

teeter.jpg

Total Score:


Rate
ScorePercentLetter
addrev.gif
addrev.gif
addrev.gif
addrev.gif
addrev.gif
14/1597%A

Status: APPROVED
 
Level 22
Joined
Jul 25, 2009
Messages
3,091
Terrain looks a little, checkered, the trees float on the hills, along with the other doodads, spires etc, the shadow map looks pretty bad... (I don't recommend using it.)

In terms of originality and symmetrical design, it is excellent, like Kael I love the waypoints.
 
Level 6
Joined
Mar 31, 2012
Messages
169
Your link to Shattered Lands leads to Frosty Woods instead. Might want to fix that.

As for his statement on Acolytes, I think lonepair was referring to the fact that you can use the waygates to pop in behind the enemy's gold mine and snipe the workers.
 
Level 15
Joined
Apr 5, 2009
Messages
969
It would have been more interesting if the Way Gates sent the units directly to the enemy's base. Of course, that would have made it a terrible rush festivity.

Really? A lot of people find the Way Gate tug-of-war already hectic as it is, hahaha! Well that's going to be chaotic indeed.

I rather have this way, atleast you can set towers and defense structures on Waygate to counter backdoor rushing. ;)
 
Top