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Cold Breath

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Hello hivepeople,
i did a remake of Kingdom of Lordaeron as promised in the old Thread. It has a new Tileset with silverpine Trees and a mixture of Village and Ashenvale Textures.

I removed alot of the highground stuff, changed the creeps, changed and rearanged the layout quite a bit.
Did some Eyecandy with those waterfalls. I hope you like it and have fun playing.

General Info:
Playable Size: 96x96
Players: 1v1
Neutral Buildings: 2 GoblinLabs, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 6 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:
Green:
  1. LvL8: LvL1 perma,LvL1 power
  2. LvL9: lvl2perma
  3. LvL9: lvl2charged no LS
Orange:
  1. LvL11: LvL2 perma, lvl1 power
  2. LvL13: LvL2 perma, lvl2 power
  3. LvL15: LvL3 perma, lvl1 power
  4. LvL16: LvL3 charged, lvl2 power
  5. LvL18: LvL4 perma, lvl1 power
  6. LvL19: LvL4 charged, lvl2 power
Red:
  1. lvl23 lvl5perma, lvl2power

Update: 11.03.2021
-changed alot of creepcamps
Contents

Cold Breath v1.1 (Map)

Reviews
mafe
Ok so.... I remember we talked this map on discord at some point. Because it is definitely a very good map, I'm going to be very nitpicky, in case you intend to further improve on it ;) 1. It definitely looks like I think a wc3 melee map "should"...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok so.... I remember we talked this map on discord at some point. Because it is definitely a very good map, I'm going to be very nitpicky, in case you intend to further improve on it ;)
1. It definitely looks like I think a wc3 melee map "should" look, with some very nice locations like the waterfalls, which I definitely enjoy seeing in reallife.
2. Creeps and items mostly good with the following restrictions. In general it's nice that most of the creeps are nonstandard, and yet they still feel familiar (although ofc the average wc3 player may have different standard of familiarity compared to me).
3. The mutants of dalaran with theit extra gold might have some unforeseen repercussions, as I think was pointed out to you before. On the other hand, this also makes them interesting.
4. Putting two healers in one camp might be annoying to creep.
5. At the shops, why is the melee sasquatch in the back and the ranged units in front? It's the same at the red camp.
6. It should be rather unlikely that nightelves will go for AoW-creeping the merc camp early on. But maybe consider removing the rock-fence combination there just in case.
7. A lvl 2 permanent + lvl 2 powerup at the north/south mines looks underwhelming. Maybe go for lvl 3 items (with lvl 1 powerup, or no powerup at all) there.
8. Mushrooms and dead trees near expansion actually are a nice way to decorate them, as they still fit in even with undead building there.
9. Cursing creeps cause controversy.
10. Creative placement of highground areas.
11. A merc camp without dispell indirectly buffs summon-based heroes. Probably a risk involved here, even though I approve of trying nonstandard mercs since the merc camp patch

Strategically, the standout feature are the option to go for either expansion right from the start. In some ways, this reminds me of Ruins of Azshara (original version). In fact the more I look, the more similarities I see: Merc camp on the route towards expansion, labs on highground, red camps in corner. Ofc this is also somewhat superficial and many other aspects and details ensure that for example creeproutes will not be similar to RoA at all.

Anyway map approved.
 
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