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Dragon Rage

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Dragon Rage

I mostly took the idea of the map Swamped Temple.


Map Description

Centaurs, Razormane and Wildkins have lived in peace until a couple of dragons have invaded the north of Barrens and scorched the forest. Now all creatures are enraged. Conquer this lands and your enemy

Neutral buildings


-5 expanding mines
-2 Goblin markets
-1 Gob. Lab
-1 Merc. Camp
-1 Tavern

Creeps

-2 Red
-7 Orange
-8 Green

Map Layout

162880-a38a57646a6907d0fa93767341ca8e02.png



Updates


1) expo, perma L4, changed for Perma L3 + PU L1. Added trees to do some crossroads.
2) Bases and expo more open.
3) red creep expo redifined: now 2 drakes L6 + Centaur melee L4 = L20.
4) Decided to do the map layout.
Contents

Dragon Rage (Map)

Reviews
mafe
It's a solid map, all the "typical" mistakes are avoided. It has a unsual symmetry and combines multiple tilsets, while the creeps and items are mostly well balanced. Therefore map approved. I have a few suggestions how to further improve the map, so...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
It's a solid map, all the "typical" mistakes are avoided. It has a unsual symmetry and combines multiple tilsets, while the creeps and items are mostly well balanced. Therefore map approved.

I have a few suggestions how to further improve the map, so that it maybe offers more possibilities:
-Main bases can only be attack from one angle, through a choke point (but at least a relativily wide one). This could give a bigger-than-usual advantage to the defender. From a player perspective, it sucks if you have an advantage that would normally (i.e. on most other maps) be big enough to finish the game, but here the opponent might still be able to turtle hin his base. The same also applies to the expansions.
-The map is somewhat linear in some areas. Maybe make the four "forests" in the middle of the map smallerby removing 3-4 layers of trees on some edges. You could add some small unpathable doodads in the middle of the current paths, imho that could make pathing more interesting. But it's a matter of personal preference. Here's an example of what I'm meaning:
Dragon Rage suggestion.png
-The lvl 4 permanent item at the expansion is kinda strong, I would prefer lvl 3 permanent + lvl 1 powerup.
-You vary the tiles a little more. It is nice to have the paths indicated by the "Dark Desert" tile (or whatever it is called in english, but imho it looks more natural if you also break this pattern in some places. Also, you could use the "advanced -> modify tileset" option and include some additional tiles to. In particular, this could be used to further give the northeast/southwest areas with the dead trees an even more different look.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hi, thanks for the hints and the approve, (that was fast!!)

So from the 4 items you did 1,2,3,4.

1) Edit: done, bases + open.
2- linear map: I did as you hint in the screen, a 5 trees to cut the road, did that in 4 spots, it can be seen in the map screen.
3- perma L4 in exp mine: changed it as you recommended.
4- Tiles: I broke the pattern in a couple of spots as you said, also I have to practice more that "tile mixing"

thanks again and until next time.
 
Last edited:
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