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Durnholde Keep

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Name: Overgrown Castle
Players: 2
Playable size: 100x88
Tileset: Lordaeron Summer
This is a remake of my older map Abandoned Fortress, which was temporarily played on w3arena and nwc3l, I think.
Abandoned Fortress - Liquipedia Warcraft Wiki
(Never uploaded it here though)

I've always felt like my maps from that time were a tad too small, so I started again from scratch. Both the map itself as well as the fortress in the center are now wider. The fortress has got one extra ramp in the north and south, and the ramps on the right and left side have been enlarged. There are two additional camps on that upper level. Note that the Goblin Labs are on the lower level though.

It's probably hard to get lost on this map, as the layout is really simple.
The screenshot with the creep routes is not perfectly logical as of yet. Meaning the colors could be improved.

I'm not sure about the red creep camps in the corners, generally. Any input on that is appreciated.

=== changelog ===

v01
- created

v02
- renamed from Overgrown Castle (working title) to Durnholde Keep
- set all but one creeps at the expo camp to "normal"
- slightly butt and re-compositioned the golem creep camp right next to your base
- slightly nerfed the kobold creep camp
- slightly buffed the Goblin Lab creep camp
- slightly buffed the wolf creep camp and changed item drop from lvl 2 powerup to charged
- re-compositioned the creep camp at the secondary expo
- added a few trees around the primary expo
Contents

Durnholde Keep v02 (Map)

Reviews
mafe
Well, I think this map is quite standard, which has both upsides and downsides. The upside is that I cant really find very minor questionable parts in the gameplay values: -Level 8 creepspots are kinda "toow strong for lvl 1 items, too weak for lvl 2...
Level 24
Joined
Nov 9, 2006
Messages
2,558
The map seems rushed favored.
Taking gold mines seem hard.

Zappers and mercs this close makes aggressive play better.

I have two ideas for the problem:
Place obstacles in the direct path to delay rush.
Or make the base safer by reducing the number of entries or making harder chokepoints.
Having high ground gold mines could be a thing for extra security.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well, I think this map is quite standard, which has both upsides and downsides.

The upside is that I cant really find very minor questionable parts in the gameplay values:
-Level 8 creepspots are kinda "toow strong for lvl 1 items, too weak for lvl 2 items (excluding powerups)". Even a lvl 2 powerup feels underwhelming.... I usually try to avoid these spots for this reason; imho something like a lvl 1 permanent + lvl 1 powerup might the most appropriate drop in my opinion, but it's definitely not a clear-cut case.
- I dont know if I like the large highground area in the center, but it's probably fine.
-The amp avoids almost everything that could alienate conservative wc3 players, due to tileset and creep choice.
-While the map looks small, the distance seem fine in theory.

Downsides:
-Nothing particularly exciting on this map, for me at least. I dont quite see what it would bring to the mappool that we haven seen before.
-There's still a lot of potentail for visual improvements (even though, again, I'm not somebody who should complain about this too loudly).

Overall, map approved.
 
Level 12
Joined
May 12, 2012
Messages
104
Thanks for your input!

Nudl9: I could have the entrance of the secondary gold mine point more towards the starting position. Think that would be an improvement? I cannot do much about the general position of the gold mines and the layout though.

mafe: I've nerfed one of the lvl 8 camps to lvl 7 and buffed the other to lvl 9. That should solve the issue.

Also, I'm not sure about the name yet. I wanted to find ruins of a castle in the Warcraft lore but all that came to mind was Durnholde Keep. Just seems kind of silly to use the name of such a huge structure for a tiny 1vs1 map.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
Changing the angle of the expansion is probably good, it means you can at least screen yourself from the corner a little.

If you can't decide between say a level 2 item drop or level 3 item drop i like to add or increase level of power ups.
Powerups are like decimal level items in my eyes.

I don't know if Dalaren is in the current map pool, but it's similar to this map.
The main problem of that map was that rushing was overincentivised, so it's not that great.
You can see how that plays out.
 
Last edited:
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