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Eastern Barrens

Eastern Barrens


Map Description


The Barrens is a hostile savanna, where you pay for mistakes by blood. Many have already paid with their lives, will you be the next?

Eastern Barrens is 1v1 player map.

Contains:
-12 500g base (2x) 10 000g exp(2x) 13 500g exp(1x)
- 6 green camps
-10 orange camps
- 1 red camp
- 1 Tavern
- 1 Goblin Merchant
- 2 Mercenary Camps
- 1 Goblin Laboratory​


Screenshots

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Changelog

[2018-07-29]



    • Map Uploaded.

[2018-08-09]



    • Big thanks @mafe and @Ragnaros17 for the feedback
    • Swaped green camp with orange creeps
    • Changed LorSum Merc with Barrens Merc
    • Increased the gold: Main:11 500g→12 500g; Expo 9 500g→10 000g
    • Split the item drops on Lab creep camp
    • Fixed the pathing round the Market
    • Deleted the lvl2 archer at red camp
    • Fixed the expo bombardment spot
    • Changed lvl7 quillbeast to lvl5 quillbeast

[2019-07-20]



    • Updated the map to the English version of W3, so it is showed as melee in-game.


Author's Notes
The Barrens tileset is quitte charming. This is my first take and I am even thinking about more Barrens maps.

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

Eastern Barrens (Map)

Reviews
mafe
Hi nice to see a new map from you. However, I'm afraid that I dont like it as much as your others from the gameplay: -Only one entry to the base, and highgound advantage will make it hard to attack the main bases. On the other hand, this means that...
deepstrasz
Trolls and Ogres. Welcome to the Barrens! (don't take this seriously). Honestly, this is a lovely map. I'm not as strict as @mafe on the melee side so I may be partially biased on my rating. Approved.
WolfFarkas
Interesting layout. Minor things: 1) The red creep, I would delete a centaur archer level 2 to reduce its level from 27 to 25. In 1 vs 1 going against a red creep is dangerous. 2) I agree about the gold, a bit more would be nice. 3) The orange creep...

Deleted member 238589

D

Deleted member 238589

Looking good. I'd recommend getting rid of those unpathable tiles near the starting location though.
 
Level 20
Joined
Nov 6, 2013
Messages
276
Looking good. I'd recommend getting rid of those unpathable tiles near the starting location though.

Hey, thanks for the feedback. The unbuildable terrain is there, because of ramp. If players would be able to build there, they could tower block it, which wouldn't be enjoyable experience for the opponent.

Hi,not bad but the field too straight, and the desert feel lacks.

Hi and thanks! I will see if more people find it flat. If so, I will work more on the deserty parts.
 

Deleted member 238589

D

Deleted member 238589

The terrain is fine imo. I don't know what @MURDER KING means by straight. There's enough tile variation and usage of raise/lower tools.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hi nice to see a new map from you. However, I'm afraid that I dont like it as much as your others from the gameplay:
-Only one entry to the base, and highgound advantage will make it hard to attack the main bases. On the other hand, this means that there is also only one exit and if you lost mapcontrol, you will have a hard time trying to sneak your army out of base. I think this could lead to relatively stale and predictable games. But it might also be more a matter of what one likes or doesnt like.
-The map layout also makes the first few creepspots a foregone conclusion. Players dont really have much chance to vary here.
-It is harder to tell than usual when you are on high/lowground. I think you intended to make the "ramps" look natural/smooth and not stand out from normal terrain, but this might be a downside.
-The expansions and main bases have relatively little gold. In combination with the tough expansion creeps, I think this gives humans a bad time (it's even worse if the enemy manage to steal the lvl7 quillbeast). However, the expansions also look relatively easy to defend (can only be attacked from one angle) so it might be ok.
-For style (and as long as it isnt the only potential issue), you could change the merc camp to barrens or underground to better fit the map (check the link in my signature for an analysis of the different merc camps).

Of course, you got the itemdrops and creepcamps right. I also like the symmetry and the visual looks of the map.
 
Level 20
Joined
Nov 6, 2013
Messages
276
-Only one entry to the base, and highgound advantage will make it hard to attack the main bases. On the other hand, this means that there is also only one exit and if you lost mapcontrol, you will have a hard time trying to sneak your army out of base. I think this could lead to relatively stale and predictable games. But it might also be more a matter of what one likes or doesnt like.

Well, there is a second entry through the trees, but I understand what you mean. Let's just say that this map is supposed to be more "out of the box" if I could put it like that

-The map layout also makes the first few creepspots a foregone conclusion. Players dont really have much chance to vary here.

Can only agree with that though maybe more courageous players can come up with more interesting creeping route in the middle.

-It is harder to tell than usual when you are on high/lowground. I think you intended to make the "ramps" look natural/smooth and not stand out from normal terrain, but this might be a downside.

I can see why it could be hard for new players, but after 2-3 games . . . I don't know.

-The expansions and main bases have relatively little gold. In combination with the tough expansion creeps, I think this gives humans a bad time (it's even worse if the enemy manage to steal the lvl7 quillbeast). However, the expansions also look relatively easy to defend (can only be attacked from one angle) so it might be ok.

Lover supplies of gold in main and save expo should make the middle gold mine more attractive to players. (Regarding humans: I was able to creep expo with AM+2footies+5militia multiple times, which I would call reasonable)

-For style (and as long as it isnt the only potential issue), you could change the merc camp to barrens or underground to better fit the map (check the link in my signature for an analysis of the different merc camps).


Might do, last time I implemented LordaeronFall merc, there were few players complaining about balance and stuff, so I wasn't sure.

Of course, you got the itemdrops and creepcamps right. I also like the symmetry and the visual looks of the map.

Thanks! I really appreciete the compliments from someone as you.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ah I completely missed the tree-backdoor possibility. That changes thing a bit then. I thought about what changes could be possible, but I didnt have many ideas. Maybe you could swap the orange and green camps which are closest to the main base. This way, if you go for the orange camp, you are already closer to the middle of the map and more encouraged to move on to the mid instead of going back to the green as this would lose you some tempo. And if you go for harass, you might have a better chance of getting to the enemy while he is still doing the orange camp. Especially since stealing one creep shoul prevent the enemy hero from being lvl 2.

Regarding the expansions, the problem isnt that humans can do it with relatively few units, but that they still have a change of creeping it while under harass by a death knight. A lvl 7 creep that can be coiled is really shit load of exp (almost half the exp need to get from lvl 2 to lvl 3) that can stolen by a dk. Seeing such a big creep at an early-game creep spot is very unusual: On one hand, this almost automatically makes sceptic about it, on the other hand, if it works it is a very nice innovation.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Interesting layout.

Minor things:
1) The red creep, I would delete a centaur archer level 2 to reduce its level from 27 to 25. In 1 vs 1 going against a red creep is dangerous.
2) I agree about the gold, a bit more would be nice.
3) The orange creep in the goblin lab, I sugest split the loot, put the level 1 item to one level 4 wildkin.
4) the sunken ruins mushrooms fit perfect in this kind of terrain. You can also put some sunken ruins shells near the shore.
5) I would add pathblockers and rocks in highground where you can land with a zeppeling and even build towers above the cliffs
6) Check the path of the goblin market, a small unit can round the building while a big unit not.

Major thing:
7) See the screen,

upload_2018-8-9_0-8-47.png



I like the map, the layout it self (even if is only one way of atack the base), and the eviroment.

4/5
 
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