• 🏆 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!

Dawning Fall

(2)Dawning Fall

This is an entry for the: Hive Workshop Cup Melee Mapping Contest



6 gold mines

  • 2 starting goldmines (12500)
  • 2 expansion goldmines (11500)
  • 2 expansion goldmines (13000)

9 neutral buildings

  • 2 Goblin Merchants
  • 2 Goblin Laboratories
  • 2 Mercenary Camps
  • 2 Marketplaces
  • 1 Tavern

Creeps:

  • 6 (easy)
  • 14 (medium)
  • 2 (hard)



Story:
While a hot summer is coming to an end, a fierce battle is about to unfold on this once peacefull island.


Changelog:
[Oct 05, 2019] uploaded the original map
[Oct 05, 2019] added some critters around the map, terrain edits
[Oct 06, 2019] terrain and item drop adjustments
Previews
Contents

Dawning Fall (Map)

Reviews
mafe
A Lordaeron summer map .... I guess it's a popular tileset for good reason. It's a pretty good map, and the occasional fall trees are a good change, which is necessary due to the tiles being rather monotone in many places. Still, this could be said...
Level 4
Joined
Sep 26, 2019
Messages
15
looks nice but it might have balance issues due to only narrow areas.
maybe better to take some trees away here and there?

imagine 2 80 pop armys trying to fight here, impossible to position well for that with a meele based army
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
A Lordaeron summer map .... I guess it's a popular tileset for good reason.
It's a pretty good map, and the occasional fall trees are a good change, which is necessary due to the tiles being rather monotone in many places. Still, this could be said about many ladder maps. I'm not a fan that the playable area extends right towards the edges of the map. Also, two of the gnolls south of the blue spawn location are looking the "wrong" way.

Regarding gameplay, items and creeps seems fair. There are some unusual itemdrops:
-24%/38%/38% chance, what's the idea here?
-A camp that drops one of scroll of protection/sentry wards/vampire potion. These items have varying gold value and while I seems somewhat balanced, I'm not sure how it will actually affect balance.

It seems that player units will occasionally run into the creeps at the more central gold mines by accident. Also, another map where the majority of neutral buildings/big creep camps are located near the edges of the map, which makes player interaction less likely in the midgame.

So yeah, the map is good enough to be approved, but not yet perfect. Consider making some minor improvements. I'd also like to hear your thoughts about the item drops.
 
Level 5
Joined
Aug 25, 2005
Messages
17
A Lordaeron summer map .... I guess it's a popular tileset for good reason.
It's a pretty good map, and the occasional fall trees are a good change, which is necessary due to the tiles being rather monotone in many places. Still, this could be said about many ladder maps. I'm not a fan that the playable area extends right towards the edges of the map. Also, two of the gnolls south of the blue spawn location are looking the "wrong" way.

Regarding gameplay, items and creeps seems fair. There are some unusual itemdrops:
-24%/38%/38% chance, what's the idea here?
-A camp that drops one of scroll of protection/sentry wards/vampire potion. These items have varying gold value and while I seems somewhat balanced, I'm not sure how it will actually affect balance.

It seems that player units will occasionally run into the creeps at the more central gold mines by accident. Also, another map where the majority of neutral buildings/big creep camps are located near the edges of the map, which makes player interaction less likely in the midgame.

So yeah, the map is good enough to be approved, but not yet perfect. Consider making some minor improvements. I'd also like to hear your thoughts about the item drops.


Thanks mafe,

i did correct the gnolls orientation.

The 24/38/38% creeps are designed with the vampiric potion camp in mind, while i want a lightning shield + vampiric potion rush to be possible and create gameplay variations, i also wanted the 24/38/38% camp to primarily provide early game creeping/ scouting power. The vampiric potion is worth less when you sell it but makes up for this drawback from its actual power and strategic choices, you can do a lot with it on your BM/DH or keep it on your Lich for endgame fights. I just wanted to introduce new strategy options, whether it is balanced enough for high level pro gaming had to be tested.

I did place most of the high value creep camps on the edge of the map since there are a lot of visibility/scouting options for creep jacks in this map, also that way i can have the market and goblin lab in close proximity to opposing players goldmines which can impact fights around the expansions in interesting ways.
 
Top