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Drakkari Domination

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

166858-f1599f03e56fe4ed31ff5ae1df14d52b.png


This is my entry for the 1v1 contest:

Hive Workshop Cup Melee Mapping Contest


Description

A 1v1 melee map.

Before the conquer of Northrend by Arthas, the Drakkari trolls aimed to dominate the continent. With their magic they enslaved many wild creatures including the powerfull nerubians. But to this fierce tribe the war is only beginning...

Drakkari tribe

Neutral Buildings

-1 Tavern
-2 Goblin Merchant
-2 Lordaeron Summer Mercenary Camps (AOW creep option)
-1 Northrend Mercenary camp (red creep)
-1 Marketplace
-1 Goblin Lab
-2 Orange creep (Level 14) expanding goldmine
-2 Red creep (Level 20) expanding goldmines


Creeps

-4 green creeps (2 per player)
-12 orange creeps
-3 red creeps



Screens

Note: I took the screen from above the game camara to show more terrain, so the fog is more intense than seen in a game play.

Pending section


167269-14642f60a5399adee57a470758b2bb9b.png

gonna update it



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Creep L13: 4-4-3-2: Loot Permanent L3 + Powe Up L1

166730-ec0ea1d418a7bcbbe29e8c99746e43f0.png

166736-5737e7b2932009a1428b546c29f27e30.png







Creep L15: 6-3-3-2-1: Loot Charged L3 + Power up L1

166725-067aec4c1ffb11dab68ebb4edcf9bbfc.png





Creep L14: 5-4-3-2: Loot Permanent L3 + Power up L1

166726-6401d6fb000d500b3c24ebd372e45c68.png





Creep L20: 6-6-4-2-2: Loot Permanent L4 + Tome L2 (not experience tome).

166729-edb9347570d1388861a238ae65d853a1.png





Creep L20: 8-3-4-3-2: Loot Charged L2 + x2 Power up L1

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Medium shop: Creep L16: 5-4-4-2-1: Loot Charged L3 + Power up L1

Easy shop: Creep L13: 4-4-3-1-1: Loot Charged L2 + Power up L1

166779-6646e76f1d6068bbd2fd37910d5fda35.png





Creep L16 : 6-4-4-2: Loot Permanent L3 + Power up L1

166728-4ed078b2fdd814bfde58a51db866d8c3.png





Creep L7: 3-2-2: Permanent L1 + Power up L1

166734-8f9c41fe05b0b15185c15c592085b434.png


Creep L7: 3-3-1: Loot Permanent L1 + Power up L1

166735-1386917160654e97e287024ab3d0d5a6.png





Creep L10: 4-3-3: Loot Permanent L2 + Power up L1

166737-9ab0570bc06f6ef5e119fa9e5f8c4d99.png





Creep L12: 4-4-3-1: Charged L2 + Power up L1

166739-02b25e9cbbeb2e1d279e2c30a0558689.png


Creep L10: 4-3-3: Loot Permanent L2 + Power up L1

166740-d76cb61266392c6290de0e96d2b7c1d7.png




166733-799c70b4370a25beb930b61d6937b5e6.png




166723-704c6db658d417a21c90f0f827ca3938.png



Changelog



1- Friday 27 of September: First Upload

2- Saturday 28 of September:
a) Fixed north AOW trees merc. camp.
b) Fixed red creep trees of the northrend merc. camp.
c) Added criters and more doodads.

3-Sunday 29 of September:
a)added land + trees above Gob lab. +more doodads.
b) changed some creeps
c) there was a missing Power up L1 in north green creep near center.

4- Monday 30 of September:
a) I increased the level of the charged L2 creeps, so now they are L12 with 4 units, 4-4-3-1.
b) Added some trees in main bases for + protection.

5-Tuesday 1 of October:
a) I changed some creeps unit position so it can be more clear wich units have the items.
b) Major changes in the orange creep expanding mines, and militia time to reach is decreased. Fixed a gap in trees in both main bases.
c) Improved Marketplace area, improved creeps in first expanding acording armor type 2 heavy and 2 normal.

6-Wednesday 2 of october:
a) replaced all dragonkins for other creeps with no evasion. Map now troll theme.
b) map name and description changed.
c) changed water color from gray to dark gray.
d) changed fog from purple to gray.

7-Thursday 3 of october:
a)fixed green orc skeletal loot, changed gob. merchant creeps.
b) a minor change in gob merchant creeps units positions.

8- Saturday 5 of october:
a) fixed grammar in map description: beginning with double n now.
b) changed fog, + doodads.



Some Notes



1) The AOW spot: I tested with 1 hero, 2 archers and 1 wisp to repair.
I went with the AOW with no wisp, 1 hero, 2 archers, heal it with trees, all ok.
If you fall in unit production, you can compensate hiring 2 mercenaries. I recomend leave the AOW there and build another in base.

2) Militia creeping the mine: I tested with 1 paladin L2, 3 footmans and 1 rifleman and 5 militia. And I could creep it with no casualties. Creep is level 14: 5-4-3-2, armor types 5-3 heavy, 4-2 normal.

3) For the blademaster, the first green camp near base, you can hit the level 1 unit with the hero alone (more fast), retreat, then continue with 1-2 grunts.

4) Melee maps are usually 84x84, this is 98x98, a bit more big than normal. In my experience playing this map, scouting is a bit more important and more rewarding to be prepared. While + distances means less hi-jack enemy creeps, many creeps are in the midle line between players so I think the hi-jack option is compensated.

5) added one more shop.

Contents

Drakkari Domination (Map)

Reviews
Nudl9
-Lightning effects looks corny, i would just remove them. -Too many doodads, it looks cluttered. "Less is more". -Too many doodads from too many tilesets, it looks a bit wierd to have ashenvale bushes with outland bushes. -Use less detailed textures...
mafe
Map set to substandard due to request be the author.
Level 29
Joined
May 21, 2013
Messages
1,635
Needs bigger screenshot.
Go window > toggle off: toolbar, previewer, minimap.
More screen now for good screenshot, then crop so that you get the most of the map.

thanks, yes will do, is just since I am still working on it, beta testing, I would prefer to make it when more or less I am done.
(thats why is a provisory map layout).
 
Level 13
Joined
May 18, 2019
Messages
101
Hi I test played this with bots and I did really enjoy the map. I actually forgot that this is custom map since it was so real blizz like. The layout is cool, theres lot stuff to do. Paths are wide and there's many of them which is nice. I liked that the easy expansion mine has little gold so it fastens the game. Workers at main bases are easy to defend against blademaster so good for that.

Only thing that troubles me is the orange creep camp market in bottom left corner of the map. I was able to beat the creeps with lvl 1 tauren and 3 grunts. Creeps dropped +9 attack and then I was also able to buy some items that popped in the market such as +4 armor ring and pedant of mana +150. I would make market red camp or remove the whole thing. I don't know if you can pull this off in competive 1v1 because items are costy but anyhow its something to think about.
tauren.png

overall well done map
+1 rep lol I cant even give 2 because of limit
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
-Lightning effects looks corny, i would just remove them.
-Too many doodads, it looks cluttered. "Less is more".
-Too many doodads from too many tilesets, it looks a bit wierd to have ashenvale bushes with outland bushes.
-Use less detailed textures. It might look fine in the editor, but you once you move 12 group units over the map sometimes you can't see your units or they don't stand out enough. It's pretty disruptive for gameplay. Player blue with night elf units or or units for example have natural camo.
-Merc camp archway looks cool.
-Narrow the map down thematically. I thought this map had to do with the dragon.
-I like how eye of sargaras is used, that's a cool detail. Remove the other doodads and cliffs and put those at the center of attention.
-Make the center green camps wider. Players need to pull this camp, if they don't then they risk getting blocked inside the hole during creepjack. Ending games prematurely.
-Don't put dragonspawns in the front of camps. They have evasion, so when you pull you might miss your attack. It's funny, but annoying. Put another creep in front that players can more easily pull.
-For competitive play, pros generally frown upon non-conventional creeps such as dragonspawns. I got less points from Lawliet for using them in a 2v2 map contest. Just keep it in mind if you want to make your map for competetive play or make your map a fun party map. Generally creeps with luck factor such as Evasion and Curse might not be the best idea. I think they're acceptable in 3v3 or 4v4 though as those modes are generally more party/fun focused.
 
Level 29
Joined
May 21, 2013
Messages
1,635
thanks both of you for this very important feedback, !!

Hi I test played this with bots and I did really enjoy the map. I actually forgot that this is custom map since it was so real blizz like. The layout is cool, theres lot stuff to do. Paths are wide and there's many of them which is nice. I liked that the easy expansion mine has little gold so it fastens the game. Workers at main bases are easy to defend against blademaster so good for that.

Only thing that troubles me is the orange creep camp market in bottom left corner of the map. I was able to beat the creeps with lvl 1 tauren and 3 grunts. Creeps dropped +9 attack and then I was also able to buy some items that popped in the market such as +4 armor ring and pedant of mana +150. I would make market red camp or remove the whole thing. I don't know if you can pull this off in competive 1v1 because items are costy but anyhow its something to think about.




overall well done map
+1 rep lol I cant even give 2 because of limit

marketplace, working on it, thanks

0-Lightning effects looks corny, i would just remove them.
1-Too many doodads, it looks cluttered. "Less is more".
2-Too many doodads from too many tilesets, it looks a bit wierd to have ashenvale bushes with outland bushes.
3-Use less detailed textures. It might look fine in the editor, but you once you move 12 group units over the map sometimes you can't see your units or they don't stand out enough. It's pretty disruptive for gameplay. Player blue with night elf units or or units for example have natural camo.
4-Merc camp archway looks cool.
5-Narrow the map down thematically. I thought this map had to do with the dragon.
6-I like how eye of sargaras is used, that's a cool detail. Remove the other doodads and cliffs and put those at the center of attention.
7-Make the center green camps wider. Players need to pull this camp, if they don't then they risk getting blocked inside the hole during creepjack. Ending games prematurely.
8-Don't put dragonspawns in the front of camps. They have evasion, so when you pull you might miss your attack. It's funny, but annoying. Put another creep in front that players can more easily pull.
9-For competitive play, pros generally frown upon non-conventional creeps such as dragonspawns. I got less points from Lawliet for using them in a 2v2 map contest. Just keep it in mind if you want to make your map for competetive play or make your map a fun party map. Generally creeps with luck factor such as Evasion and Curse might not be the best idea. I think they're acceptable in 3v3 or 4v4 though as those modes are generally more party/fun focused.

0- yeah I think I was waiting to someone tell me that, I also hate that lgithining.
1-2- gonna remove the outland bushes, select all special, delete.
3- not shure if I can fix all the map, but will try to think about it.
4- thanks.
5- since I am removing all dragonkins, gonna change the theme to some troll focus.
6-thanks
7-got it, that seems easy.
8-9-gonna remove them

thanks!!
 
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Level 7
Joined
Oct 15, 2019
Messages
55
Map looks amazing. It's hard to make a map with this tileset. Congratulations.
I like having 2 different mercenary camps in the same map. Good to see this.

One small downside.. I tested this map with A.I. I played orc and I found certain problems with some creeps. Many of them are quiet "closed" to the edge/wall, so it makes it difficult for me to sorround the creep or focus with 2 grunts + hero or 3 grunts (especially against range creep units). Did anyone have the same problem?

Overall, a top notch. 4.5/5 . Love it. Keep it up
 
Level 29
Joined
May 21, 2013
Messages
1,635
Map looks amazing. It's hard to make a map with this tileset. Congratulations.
I like having 2 different mercenary camps in the same map. Good to see this.

One small downside.. I tested this map with A.I. I played orc and I found certain problems with some creeps. Many of them are quiet "closed" to the edge/wall, so it makes it difficult for me to sorround the creep or focus with 2 grunts + hero or 3 grunts (especially against range creep units). Did anyone have the same problem?

Overall, a top notch. 4.5/5 . Love it. Keep it up

Thanks,

it may be that some creeps are in small areas. I usually attack the creep with 1 unit and bring it outside.
(I did this map rushing for the contest, so probably has many issues)
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
A very good map. The only real complaint I have is the apparent lack of a good AoW-creeping spot.
So instead, I have just few questions/comments:
-Is there any reason why you think (ice) trolls and skeletons fit together?
-Most of the time dead ends are a bad idea, but here at the merc it just seems to fit. I'm not sure if it works so well at the expansion in the top right though.
-Again, a very detailed map. As you can see from the comments above, it's a matter of taste how much people like it. Really creative idea to combine the ship with the flame traps.
-In any case, nice custom tileset.
-Good layout in general, will make for some interesting games.

Map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
A very good map.

1-The only real complaint I have is the apparent lack of a good AoW-creeping spot.
So instead, I have just few questions/comments:
2-Is there any reason why you think (ice) trolls and skeletons fit together?
3-Most of the time dead ends are a bad idea, but here at the merc it just seems to fit. I'm not sure if it works so well at the expansion in the top right though.
4-Again, a very detailed map. As you can see from the comments above, it's a matter of taste how much people like it. Really creative idea to combine the ship with the flame traps.
5-In any case, nice custom tileset.
6-Good layout in general, will make for some interesting games.

Map approved.

1- I have AOW that merc camp. many times with even no wisp, a 4-4-3-2 easy.

166730-ec0ea1d418a7bcbbe29e8c99746e43f0.png

166736-5737e7b2932009a1428b546c29f27e30.png



2) WOW Northrend Zul Drak, those guys have very nasty dark magic in wow.
3) to far away from enemy, ideal for a base, and scatered-guerrilla warfare.
expo= weird creeps, + distance + easy to defend mine.
4) XanderD original idea with 2 ships burning each other as naval battle. I got inspired to burn corpses and a shipyard.
5-6) thanks and thanks
 
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mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
About the AoW-creeping: Yes theoretically it is possible to go for AoW-creeping there.
It's just that in practice, this location is relatively far away from your main bases and placing the AoW will have a few downsides:
-The hero needs to waste time walking there.
-By having the AoW so far away, you leave yourself more open for ghoul or tower rushes.

Also:
-Whereever you build the AoW, there are only 3-4 trees nearby, which might not be enough.
-Unbuildable terrain means the AoW has to be built in slightly suboptimal locations and could be blocked from rooting by the enemy more easily.

If you look where nightelves typically build there AoW, they rarely go for a creepcamp that is as far away from the main base as this one.
 
Level 29
Joined
May 21, 2013
Messages
1,635
About the AoW-creeping: Yes theoretically it is possible to go for AoW-creeping there.
It's just that in practice, this location is relatively far away from your main bases and placing the AoW will have a few downsides:
-The hero needs to waste time walking there.
-By having the AoW so far away, you leave yourself more open for ghoul or tower rushes.

Also:
-Whereever you build the AoW, there are only 3-4 trees nearby, which might not be enough.
-Unbuildable terrain means the AoW has to be built in slightly suboptimal locations and could be blocked from rooting by the enemy more easily.

If you look where nightelves typically build there AoW, they rarely go for a creepcamp that is as far away from the main base as this one.

aye. distance.
 
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