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Dalaran Forest

Hi,

kinda sad to remove the nice presentation now but the map just changed so much i would have to redo it completely.
I think creating a 1v1/2v2 Map is kinda hard to create and in bith playmodes it wont ever be the best so i changed it to a real 2v2 map.
Its slightly bigger and has some layout adjustments, also new creeps and new itemdrops.

General Info:
Playable Size: 100x100
Players: 2v2
Neutral Buildings: 2 GoblinLabs, 2 Shops, 2 Mercs, 2 Tavern
Goldmine: 10 with 12500
Creepcamps: 8 green, 16 orange, 2 red

Creepinfo:
Green:
  1. 4x LvL7: LvL2 power
  2. 4x LvL9: LvL1 perma, lvl1 power
Orange:
  1. LvL11: LvL2 perma, lvl1 power
  2. LvL11: LvL2 charged, lvl1 power
  3. LvL15: LvL3 perma, lvl1 power
  4. LvL16: LvL3 charged, lvl1 power
  5. LvL19: LvL4 perma, lvl2 power
  6. LvL19: LvL4 charged, lvl2 power
Red:

  1. LvL23: LvL5 perma, LvL2 power
Contents

Dalaran Forest v1.1 (Map)

Reviews
mafe
So uhm a Lordaeron Summer map ..... I thought we had banished this tileset for good :D Anyway, the map still looks good and warcraft-ish, with some cozy waterfalls and otherwise unobtrusive but good terrain. Regarding gameplay, well the map simply...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So uhm a Lordaeron Summer map ..... I thought we had banished this tileset for good :D
Anyway, the map still looks good and warcraft-ish, with some cozy waterfalls and otherwise unobtrusive but good terrain.

Regarding gameplay, well the map simply will not work as a 1v1 map right now. Mostly because there are no creeps at the starting location, so both players get a free expansion right from the start. Is this intended or an oversight? I could be an interesting idea, but I cannot predict the consequences, but I think the balance in general is too violatile for this to not cause svere issues.
For 2v2 while I'm personally not the biggest fan of both players spawning close together, there clearly is a place for maps with this feature in the competitive scene.
However, I very much like the idea that the creeps and expansion layout are noticably different for the players in the same team.

Otherwise all the basic features like layout, creeps and itemdrops are fine. The only minors detail that I can be nitpicky about are:
1. At the northern tavern two hidden archers (one at the bottom right corner of the tavern, the other at the bottom left) can trap newly bought heros. Yes it is possible on any map, but here it requires fewer archers.
2. Cliffs behind the base invite zeppelin abuse. Yet again, it is possible on any map even without cliffs, but here it is more convenient than usual. It appears you wanted to prevent this with pathing blockers in some locations. But in the northeast there are some highground areas where siege units can dropped and hit trees from there on create holes in the forest closer to the base. In the southwest this is not the case however.
3. The antiair defense of the red camps could be stronger.
4. At the shops why is the ogre magi in the back while some trolls are in front?

None of these are real bugs, but rather matters of convenience/personal preferences (except for the part of being a 1v1 map). Map approved.
 
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