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Cloverfield v0.3

General Information:
-1v1, 2v2, 1v1v1v1
-160x160 Size


Buildings:
-12 Gold Mines
-4 Mercenary Camps
-2 Goblin Shops
-2 Goblin Laboratories
-1 Tavern

Camps:
-8 Green camps
-12 Orange camps
-4 Red camps

Description:
Many battles were fought in this land in the past. What little remains is slowly being rebuilt. The farmers have gradually come back and cultivated the land and trolls have found home in the fortress left behind.

Dev. Comment:
The doors have 10% hp and can be taken down in 5 hits by unit or 3 hits by hero. They are there so i can have a two-way street creep camp without having scouts accidentally run through camp and die.

As for the safe expansion is a little tricky because it has force of nature. One cast costs 175 mana, the creep has max 400, but starts with 175. There's many ways of dealing with it:
-Bait out force of nature, creep another camp until it expires. Then come back.
-Detonate with wisp or buy a healing priest from mercs. to cast abolish magic.
-Wait for double force of nature and gets more xp.
-Prevent double force of nature by using disabling creep.
-Or just do it before the creep has more than 350 mana. (2~ min)

Testers:
N/A

Changelog:

-Put level 6 camp closer to middle.
-Added a level 12 camp.




-Pushed corners closer by 8x8.
-Changed expo creeps to same as twisted meadows.

-Swapped mercs for labs.



-Released

Contents

Cloverfield (Map)

Reviews
mafe
Well, I'm kinda late to the party. Anyway, here is my review: 1. Overall solid map. Clearly inspired by TM, but that's not bad. Good call on not having islands. 2. Creeps and items are all good, although very standard. 3. Near the 3-3-1-1 kobolds...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well, I'm kinda late to the party. Anyway, here is my review:
1. Overall solid map. Clearly inspired by TM, but that's not bad. Good call on not having islands.
2. Creeps and items are all good, although very standard.
3. Near the 3-3-1-1 kobolds, it's possible to build AoW at both spot in the north, but in the south they will get attacked. It's not the most attractive AoW-creeping spot, but anyway.
4. Normally I'm not a fan of destructible doodads, but this could be a way to make them work.
5. Generally distance seem relatively long, so creeping will be somewhat slower than usual.
6. I dont really see a point for havin the shallow water area behind the corner expansion, but I dont see any downsides either.
7. Description here is bugged and not up to date atm.

Map Approved.
 
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