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Devil's Forest

Devil's Forest
Map Description
Very deep caverns of Azeroth hide a corrupted forest full of possessed creatures. Fight your way out or suffer here for eternity.​
Devil's Forest is 2 player map suitable for 1v1.​
Contains:​
-12 500g base (2x) 12 500g exp(4x)​
- 8 green camps​
-12 orange camps​
- 2 (0) red camps​
- 1 Tavern​
- 2 Goblin Merchants​
- 2 Goblin Laboratories​
- 2 Mercenary Camps​
- 2 Fountains of Health​
Screenshots

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Changelog

  • [2021-12-24]

    • Map Uploaded.



  • [2022-03-10]

    • Expo poison creeps changed to trolls
    • Merc troll changed from shaman to berserk
    • Fixed pathing, so camps hopefully won't agro


Author's Notes

This is an older map of mine, tried to do some shenanigans with dungeon tileset. I was never really happy with it that much, but someone might have one or two fun games on it.

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!
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Contents

Devil's Forest (Map)

Reviews
mafe
New conspiracy theory, proven by this map: @Mr.Henci and @Zucth are the same person. So... I'm still not a fan of red-ish maps. Here in particular, the strong red-green contrast is quite stressful for my eyes. Weirdly, it works much better on the...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
New conspiracy theory, proven by this map: @Mr.Henci and @Zucth are the same person.

So... I'm still not a fan of red-ish maps. Here in particular, the strong red-green contrast is quite stressful for my eyes. Weirdly, it works much better on the minimap.
In terms of gameplay:
1. The terms of gameplay, the map feels fairly standard: The usual neutral buildings, fair itemdrops, some highground terrain. The fountainst not that common, but not unheard of either.
2. The big exception of this are of course the creeps, which are mostly.... Ashenvale style? I dont really see why, since according to the description, the map is located in Azeroth. In any case, I dont see an obvious problem with the creep choices. The relatively high number of dark troll high priests can be a nuisance, but not real issue.
3. Unfortunately, (at least) two camps can aggro by accident: The camp at the shop in the south and the northern murloc-elemental camp.
4. I like that there are many possible creep routes right from the start. But maybe some creepcamps are actually too safe to take, with the lab offering highground vision advantage, and at the merc camp the harasser cant really see what he's running into while approaching the camp.

Overall not a bad map, but I'd say it shows that this is an older map of yours. Nevertheless, the minor aggro issus are not enough reason to not approve the map.
 
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