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Dark Covenant

Hello :)

I always wanted to to something with the campaign maps and the Archon Mode Maps gave me the opportunity to use them.
Im not sure if thats actually ok on Hive since its not 100% my own work, but i still invested alot of time and creativity.

Anyway. The Map is based on the Human expansion campaign Misconceptions and A Dark Covenant.
The basic idea was to keep as much as possible from the campaign and still make a standard 1v1 map.

The only 2 unusual choices i left was the green ogre creep camp that lead to the expansion. So you have to either creep it or move around if you want to early expand.
Then i used Manafountain because the campaign had one aswell.

General Information:
Playable Size: 90x86
Players: 1v1
Neutral Buildings: 2 Labs, 2 Shops, 2Mercs, 1 Tavern
Goldmine: 6 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:
Green:
  1. LvL6: LvL2 power
  2. LvL8: LvL1 perma
  3. LvL8: LvL1 perma
Orange:
  1. LvL10: LvL2 perma
  2. LvL11: LvL2 charged no LS
  3. LvL14: LvL3 perma, lvl1 power
  4. LvL16: LvL3 charged, lvl2 power
  5. LvL18: LvL4 charged, lvl1 power
  6. LvL19: LvL4 perma, lvl2 power
Red:
  1. LvL25: LvL5 perma, LvL2 power
This will be the first of many campaign conversions i will do, so stay tuned :)

Update: 5.5.2019

- changed several creepspots, they will no longer attack scouting or units pathing by
- redesigned the empty green area
- opened up the tavern design a little
- small doodad changes
- added critters

Update:

- pushed back creeps as far as possible
- removed all the blight
- reworked natural expand
- changed ogre creepcamp

Update:9.5.2020

- revisited the map
- changed layout of several creepspots
- changed creep composition
- added shop, merc camp and lab
- improved texturing
- replaced mana with health fountain
- opened up some smaller areas
- General and Creepinfo is updated

Update: 21.10.2020

- smoothed out the map for better unit movement
- replaced lvl3 kobolds with lvl 3 bandits on one of the green spots


Update: 11.03.2021

I have to say, this one never really felt in a good spot, more like a Building site. I finally changed that and it actually the first Northrend map for 1v1 ever. I tried using Northrend before but its just so difficult to use. Im especially proud of the Goblin lab Creepspot. Combining different tilesets and Creeps really enhance the visuals and gameplay.

- changed the complete Layout
- all creeps are new
Contents

Dark Covenant v1.1 (Map)

Reviews
Cigaro
It's really nice terraining, and the Dalaran Ruins tileset makes for some great water color here. The amount and type of doodads looks good in most areas (I particularly like the tree stumps), though there are some vast green spces that could need...
WolfFarkas
also consider that players use peons wisp to scout, agro kills scouting. in a paladin vs blademaster battle , blademaster tends to win, or tank heroes win over the mage ones. mmm no, such decoration are not welcome very near the tavern regarding...
deepstrasz
Great! Approved. (previous comments: Dark Covenant)
Level 12
Joined
May 12, 2012
Messages
104
It's really nice terraining, and the Dalaran Ruins tileset makes for some great water color here.

The amount and type of doodads looks good in most areas (I particularly like the tree stumps), though there are some vast green spces that could need some interruptions/islands. Like here:

green.jpg



I'm not a fan of the "doomish" areas on the left and right, but that's a matter of taste.

I would add another one or two green creep camps. You don't have a lot to start with on this map.

Also, many of the creep camps are not defensive enough. They'll attack units that are just walking by to get from the barracks to your main army. Here's what I mean:

ogre-1.jpg


I would always place them in a corner, like so:

ogre-2.jpg


Otherwise you're bound to lose some units unless you pay attention to that spot all the time, and people like to focus on other things while playing.

That's all for the moment, there would be more to comment on, but this is the biggest issue to me.

Again, very cozy terrain, nice job on that.
 
Level 29
Joined
May 21, 2013
Messages
1,635
also consider that players use peons wisp to scout, agro kills scouting.



upload_2019-4-14_23-57-7.png

in a paladin vs blademaster battle , blademaster tends to win, or tank heroes win over the mage ones.
mmm no, such decoration are not welcome very near the tavern regarding gameplay. Put them in other place,

more inside more safe
upload_2019-4-14_23-59-59.png


upload_2019-4-15_0-0-51.png


to exposed you cant protect the harvesting, unless NE advantage. try to do standard expanding similars to the main base + agro

I agree with @Cigaro, agro must be avoided.

IMO charged level 2 in a level 9 creep is very high reward, charged level 2 have 3 powerfull items , it should go in a level 13-14 creep camp


secon time I see this, it may be fun but also seems like very unorthodox way of creeping. is like more easy.
upload_2019-4-15_0-7-18.png




Overall the most important things is the goldmine expandings shape and green creep agro.


nice map
 
Level 12
Joined
Mar 10, 2019
Messages
85
well thanks for taking the time :)

the point is, i tried to stay as close as possible to the original to convey the feeling that you are actually playing the campaign just on a 1v1 map. that includes leaving the creepcamps as they were.
maybe not every 1v1 map has to be the same in creeping patterns and design choices.
i never really liked the way creepcamps are setup anyways. it just feels unnatural that they are all hiding in a tiny cave or whatever... there needs to be a more lorefriendly form to set them up.

anyways im going to change it now, maybe i find a better solution on other maps
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
the point is, i tried to stay as close as possible to the original to convey the feeling that you are actually playing the campaign just on a 1v1 map.
Edits of other maps aren't original and might not get approved.
i never really liked the way creepcamps are setup anyways. it just feels unnatural that they are all hiding in a tiny cave or whatever... there needs to be a more lorefriendly form to set them up.
Maybe you also don't like how pieces move in chess but that's how you play the game, by rules.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. You should push neutral camps a bit backward/inward to not let them any chance to attack scouting units.
  2. Try not to place blight as terrain because it heals undead players faster. Not only that but you can actually build Ziggurats on some patches.
  3. Expansion mines are a bit exposed. Acolytes will have problems not dying to Blademasters and hit and run tactics.
  4. Also, where the ogres and campfire are, you can block the third behind the two in the front and the campfire. Either make more way for the one in the back or replace him with a ranged unit.

Awaiting Update.


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