🏆 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!
Today, when Warcraft III quits the e-sports world, the "hot" of this map can definitely let you revisit the classics and find the feeling of youth. Maybe this is not a qualified competition map, but it is definitely an exciting stand-alone map. Its special map terrain structure, coupled with computer stupid AI system; Even if you don't have a soldier, you can enjoy the hot war scenes like watching Hollywood war movies! Then you can "compete with Snipes and mussels and benefit from fishing", and experience the pleasure of getting something for nothing and fishing in troubled waters!
The Phat Lewt items from the neutral beast master can be dropped by any player right from the neutral hero's inventory.
The shape of the map is lovely but the terrain is flat and has little tile variation.
There are cliff ramps with visual glitches...
This looks like such a strange and interesting map design, although that's only going on the minimap - I would definitely love to see some ingame screenshots of this, too
The Phat Lewt items from the neutral beast master can be dropped by any player right from the neutral hero's inventory.
The shape of the map is lovely but the terrain is flat and has little tile variation.
There are cliff ramps with visual glitches. They could be replaced.
Base building is rather cramped, little space to even move.
Corrupted Moon Wells can be used by players to restore mana.
A lot of exploits can be done on this map by buying dragons which considerably give advantage to players who buy first.
Once you get in the arena you can't go back and getting items and experience from neutral camp takes too much time.
The pathing is also really thin in a lot of places creating the possibility of blocking units between other enemy ones.
Bases are hard to defend without towers and the bare cliffs right besides the gold mines create annoying strategies like attacking with ranged/siege/summoned units from above as visibility from below is unavailable unless you have flying units or use fog of war dissipating abilities.
It's a nice concept but the way things are positioned creates heavy melee imbalance.
In terms of altered melee, it's a rather simple edit.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
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