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Deamonheim

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(6) Deamonheim
-=Description=-
Deamonheim is a frozen Dungeon, found deep in the Heart of the Wilderness. It has taken long time for the Adventurers to explore it, but still inside lies mystical secrets...
full

Features:
Buildings:
-18 Gold Mines (~3 for Each player)
-4 Goblin Merchants (in the Angles)
-1 Ancient Fountain (Center)
-2 Taverns
-2 Mercenary Capms

Creeps:
-16 Easy (green) Creep camps
-18 Medium (Yellow) Creep camps
-7 Hard (Red) Creep camps

1.0 Uploaded.
1.1 Added more Environment, fog, removed 2 of the Taverns and added mercenaies there.
1.2 Added MORE Environment doodads, changed some terrain, removed the taverns and put 2 in the center. Rise / Lower tool used on more places and added 2 Ice rivers x)
25/12/2016 - fixed the overview picture.

Hope you like it. All Comments, bug reports and critism are Welcome!

Keywords:
Frozen, dungeon, melle, deamonheim, runescape, frost, ice, icy, underground, cave, tomb
Contents

Deamonheim (Map)

Reviews
08:38, 28th Jun 2011 -Kobas-: Status: Approved
Level 10
Joined
Mar 16, 2009
Messages
354
nice map ;)


Increase the space between the wall and the gold mine by 1 square at the expansions under the taverns.

Untitl2ed.png


I think it would be a little more natural looking if the corners of trees were arched a little more, and the paths didn't have clean cut ends of trees. And maybe some rocks or other environmental doodads spread around would add some aesthetics; if you use terrain fog and also keep the current global weather dungeon effect, making the terrain fog a similar color, it would create a layered fog effect with light spots and dark spots, because the global weather is not a sheet effect like terrain fog, will also make things outside of vision look more realistic.

Untit3led.png


Purple and teal, red and orange are very close together, if they are on opposing teams then it will be a very unorthodox game, I personally don't think it is too bad, if that is the style of map you were aiming for; however if it were me I would increase the distance, or add a wall, or move the creeps from the goldmine up to prevent lame early game rushes.

that is a sexy fountain in the middle ;)
obviously a lot of work put in, 3.5/5 = 4/5 :D

I want to try and become a good melee map maker, so if you would like to work together on some melee maps give me a shout ;)
 
nice map ;)


Increase the space between the wall and the gold mine by 1 square at the expansions under the taverns.

Untitl2ed.png


I think it would be a little more natural looking if the corners of trees were arched a little more, and the paths didn't have clean cut ends of trees. And maybe some rocks or other environmental doodads spread around would add some aesthetics; if you use terrain fog and also keep the current global weather dungeon effect, making the terrain fog a similar color, it would create a layered fog effect with light spots and dark spots, because the global weather is not a sheet effect like terrain fog, will also make things outside of vision look more realistic.

Untit3led.png


Purple and teal, red and orange are very close together, if they are on opposing teams then it will be a very unorthodox game, I personally don't think it is too bad, if that is the style of map you were aiming for; however if it were me I would increase the distance, or add a wall, or move the creeps from the goldmine up to prevent lame early game rushes.

that is a sexy fountain in the middle ;)
obviously a lot of work put in, 3.5/5 = 4/5 :D

I want to try and become a good melee map maker, so if you would like to work together on some melee maps give me a shout ;)
Thanks for yoru review! its great...
I will add a wall between the gold mine and the tavern...
This map is supposed to have early pvp.
and i forgot to add environment and effects... will be updated soon
thanks again!
 
2 taverns on map middle (up an down are useless)
Item drops can be better, you spammed 2 much with permanent items, also there is no artifact :)

Maybe some work on terrain using rise and lower tools?
Shadows aren't calculated.
Some unit's do not have their target acquisition range set to campaign.
Terrain tiles aren't different below trees, once when you harvest them terrain will look empty and poor.
Map miss large number of environment doodads.

Fix so we can continue discussion about moderation, for now status will be unchanged.
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
Quick Map Review

A fast review for melee maps:

Decrease Tavern buildings (I suggest only 2). like what -Kobas- said, its useless. you release tons of impossible creep camps that are hard to clear out, an example of the expansion sites, while the easiest creep kill would be in the middle, and that would be imbalanced for the map.

Main Lumber resources are fixed due to the detailed cliffs you implemented to your map, remove it as my suggestion for a good harvest.

Terrain is less attractive to me, add more good doodads and environmental displays.

Item Drops are fine to me but please. if a strong item is placed on a destined creep, follow the right style for the drops example: Kobold Tunneler drops Gauntlets of Strength instead of Orb of Fire, you know the drill then do it.

good luck! happy map-making!
 
A fast review for melee maps:

Decrease Tavern buildings (I suggest only 2). like what -Kobas- said, its useless. you release tons of impossible creep camps that are hard to clear out, an example of the expansion sites, while the easiest creep kill would be in the middle, and that would be imbalanced for the map.

Main Lumber resources are fixed due to the detailed cliffs you implemented to your map, remove it as my suggestion for a good harvest.

Terrain is less attractive to me, add more good doodads and environmental displays.

Item Drops are fine to me but please. if a strong item is placed on a destined creep, follow the right style for the drops example: Kobold Tunneler drops Gauntlets of Strength instead of Orb of Fire, you know the drill then do it.

good luck! happy map-making!
Well, 4 taverns are good for me. If i put 2 taverns, 2 of the players will not have a close tavern to them. And the crees are not so strong, would have seen it, if you have played the map before you review. The Trees are good as they are. I'll add more environment doodads to make it lesser monotone and i'll add artifact drop to the center. Thanks for your review.
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
replace the mercenary camp spot and use it for the taverns, while your are it, do it in vice-versa, overall it would be "2 taverns 4 mercenary camps" well that's it, since I don't have any power for moving your map like a mountain, do what you like for your map, and I am glad that your doing a great job for it. anyways have fun for making maps and stuff!.
 
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