• 🏆 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!

Dragonmaw Lands

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Dragonmaw Lands
156684-4a6f74607cd8b75f5b082f5661aa446d.png



Description


A 1v1 melee map with 4 expanding goldmines, 4 waygates in the corners, 2 mana fountains, 1 tavern, 1 goblin merchant, 1 goblin lab, 1 merc. camp.

-8 green creep camps.
-13 orage creep camps.
-4 red creep camps.

Map was made with Lordaeron tileset, plus 1 village unbuildable tile-set (stone path).
Like 8000 doodads used.

Theme

Dragonmaw clan

Horde, trolls, orcs, orges, dragons.

Map layout


156682-102e16dd3543e5f55a7839863e19f007.png



Changelog

V 1.00 upload

Credits


Map made by Ragnaros17
Contents

Dragonmaw Lands (Map)

Reviews
deepstrasz
Lumber amount is somewhat OK. Building space in bases is cluttered vertically. Fountains right behind the bases, little stress of getting your heroes/units attacked by the enemy; maybe unless they come through the Way Gates. I think you could leave...

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
  1. Lumber amount is somewhat OK.
  2. Building space in bases is cluttered vertically.
  3. Fountains right behind the bases, little stress of getting your heroes/units attacked by the enemy; maybe unless they come through the Way Gates.
  4. I think you could leave only the red (western) Way Gates so that you don't teleport directly toward the enemy's expansion. Or protect the blue ones with an orange camp.
Generally, I've seen in your latest maps, that buildings space especially in the starting places is not sufficient.

Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules


M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
Paillan
twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 29
Joined
May 21, 2013
Messages
1,635
Lumber amount is somewhat OK.
that was a close one

Building space in bases is cluttered vertically.
yeah my problem with that is that I had to pull starting positions , because of the militia, it wasnt my original intention. I screw it with that, and not space left in the edges because there is a road

Fountains right behind the bases, little stress of getting your heroes/units attacked by the enemy; maybe unless they come through the Way Gates.
that was the idea

I think you could leave only the red (western) Way Gates so that you don't teleport directly toward the enemy's expansion. Or protect the blue ones with an orange camp.
thats also the idea,right goldmines it seems a safe expanding, but you can hi-jack the enemy expanding by the gate.
 
Top