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Deal Breaker

Well i guess here is another one :p

I used lordaeron winter tileset which turned out quite nicly. The design approach was a landscape run over by an orc armie.
there arent enough doodads going in that direction so that didnt really turn out sooo well. anyways...

worked alot on creeprouts so that should be good.

General Info:
Playable Size: 88x96
Players: 1v1
Neutral Buildings: 2 GoblinLabs, 2 Shops, 1 Tavern
Goldmine: 4 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:
Green:
  1. LvL7: LvL1 perma
  2. LvL8: LvL1 perma, LvL1 power
  3. LvL9: LvL2 charged no LS
Orange:
  1. LvL12: LvL2 perma
  2. LvL13: LvL2 perma, LvL2 power
  3. LvL14: LvL3 charged
  4. LvL16: LvL3 perma, LvL1 power
  5. LvL18: LvL4 charged, LvL2 power
  6. LvL18: LvL4 perma, LvL1 power
Red:
  1. LvL23: LvL5 perma, LvL2 power

Update 7.6.20:
- reduced both goldmine creeps to lvl 13
- repositioned Tavern
- swaped skeleton Archers lvl3 with troll berserkers lvl 3 at the Goblin Shop
- added Aow buildingspot at the northern green camp
- added lvl 2 tome at the red spot
- removed some doodads


Update 17.6.20:
- swaped gnoll creepcamp with one of the expansions
- changed creeplvl from 13 to 16 on the new expansion
- added rune of healing to the red spot
- added 1 more skeletal archer to the lvl5 now lvl6 greenspot


Update: 21.10.2020

- removed all unnecessary pathing blockers
- smoothed out the map for clear unit movement
- slightly replaced the second goldmine
- bigger map borders


Update: 11.03.2021
- changed creeps and itemdrops
- changed layout slightly
- replaced Neutral Buildings a bit
Contents

Deal Breaker v1.1 (Map)

Reviews
mafe
Well, it's a good map, where a few details might need a second look however. While on the minimap, it feels definitely very to have all neutral buildings and mines clustered together, I think in practice it's not an issue. -The distances between the...
mafe
So..... 1. Gold mine creep changes, I dont mind them. The western mine has a berserker where the eastern mine has a trapper now though. 2. Tavern: good. Still possible to block the hero with just 2 archers I think, but better then before. 3. Shop...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Have you tried using peasants to cross the map from base to base?
If you have less than a quarter left then rush is too viable.
This is always the case with 96x96 maps unless you go put in effort to diverge the path.
Amazonia is a good example of a rush map, but still cuts milita bar by the trees.
Your map is a straight line from base to base.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well, it's a good map, where a few details might need a second look however. While on the minimap, it feels definitely very to have all neutral buildings and mines clustered together, I think in practice it's not an issue.
-The distances between the bases is ok. Militia will run out of time pretyy much exactly when they reach the enemy base.
-The gold mine locations are certainly unique. Probably some people will complain about expanding being too easy, but that's inevitable anyways. They are probably fine, but I'm not entirely certain about it.
-Having non-sleeping creeps at shops is a notable buff to the blademaster, due to him being the only hero able to buy items without taking damage at night.
-I would have expected a lvl 2 powerup at the red camps, and lvl 1 powerups at the orange camps which already have ones (usually the only orange spot without powerups are lvl 10/11).
-Pathing: One archer is enough to trap a here bought at the tavern here:
upload_2020-6-5_21-1-7.png
And a peasant can start chopping down trees for tower in this location, and an orc with blademaster/grunts cant really prevent it (unless he uses peons to kill the peaseant...):
upload_2020-6-5_21-2-38.png
-An AoW can be built here, but not as close to the respective creepspot in the north:
upload_2020-6-5_21-3-46.png

The map certainly look great in terms of visuals. I'll still put it to Awaiting update because of the small issues, so that I'll be reminded to have another look again ;)
 
Level 12
Joined
Mar 10, 2019
Messages
85
Update 7.6.20:
- reduced both goldmine creeps to lvl 13
- repositioned Tavern
- swaped skeleton Archers lvl3 with troll berserkers lvl 3 at the Goblin Shop
- added Aow buildingspot at the northern green camp
- added lvl 2 tome at the red spot
- removed some doodads
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So.....
1. Gold mine creep changes, I dont mind them. The western mine has a berserker where the eastern mine has a trapper now though.
2. Tavern: good. Still possible to block the hero with just 2 archers I think, but better then before.
3. Shop creeps: good.
4. AoW-creeping is even now. Maybe some nightelves would still complain about having to build the AoW too far from the creeps, but whatever.
5. Tomes: I like tomes.
6. Removed doodads...... yeah, as I could tell xD

Overall, good changes. I trust you will fix the gold mine creeps. Map Approved.
 
Level 21
Joined
Oct 1, 2019
Messages
83
upload_2020-6-17_0-49-49.png


i dont like this goldmine its very close, gives a better item then the other one wich is harder to defend and futher away. They are both lvl 13 and i would same almost have the same difficulty. But the positon of this expo is what i rly dont like its facing to your side and is hard to atack to i think its to strong and u still have a 3rd base also rly close. i think i would remove it or swap it with the gnoll camp.

1 of the green spots close to the base could be a bit harder and give a better item.

The Mud golem on the redspot is a cool idea but 9-6-6 golems are already rly rly damn hard.
Remove it or try somthing different like 9-6-2-2-2
 
Level 12
Joined
Mar 10, 2019
Messages
85
i see your points and i changed quite a bit now.

Update 17.6.20:
- swaped gnoll creepcamp with one of the expansions
- changed creeplvl from 13 to 16 on the new expansion
- added rune of healing to the red spot
- added 1 more skeletal archer to the lvl5 now lvl6 greenspot
 
Last edited:
Level 12
Joined
May 12, 2012
Messages
104
As others have pointed out, the gold mines are an issue. The ones on the left and right are very close to the starting positions and comfortable to defend. Their lvl 13 camps are relatively easy to mop up. However, you could have this map tested a bit and await what players comment.

The item drops are okay except for the power ups that mafe has pointed out: A lvl 18 camp drops a lvl 1 power up, and a lvl 17 camp drops a lvl 2 power up. Should be the other way around I think. Then there's a lvl 9 creep camp that drops a lvl 2 charged and a lvl 12 creep camp that drops a lvl 2 permanent – I would instinctively make them drop the other way round but it's not necessarily a problem.

Four of the creep camps are too aggro:
aggro-1.jpg aggro-2.jpg

===

I like the shallow water rivers, they look very nice. The terrain is generally very pretty, hooray for Lordaeron Winter! The paths are neither too broad nor too narrow. Map size is good, too. Distances between player bases are perfectly fine imo.

Having two taverns is okay, but is there any actual reason for it? The middle is completely empty.

Due to the terrain, it is impossible to siege enemy bases with ancient protectors. You can't place those a little outside, near trees, and then uproot and re-root them closer and closer.
terrain.jpg

These ramps are gonna irritate people:
ramps.jpg
I would rather remove them, even if only for the sake of avoiding lengthy debates.

As mafe has mentioned, there's not enough room around the tavern:
tavern.jpg

These stakes are annoying for AoW creeping:
doodads.jpg
Can't tell you whether this is the primary AoW spot though.

The tree lines in the base might not ideal, because they make the bases relatively narrow. I'm absolutely not sure about this, but you could ask some actual players.

There's an open spot up here, is that intentional?
warden.jpg
 
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