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Forest Village

Forest Village



Created by z.Ky

Special Thanks to David for his help


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Melee Map based on the Ashenvale and Village tilesets.
It's divided in mainly 2 parts, the village, where there are a shop and the tavern, and the Forest, with expansion mines and a mana fountain.

Creep Camps:

-4x Green Camps
-16x Orange Camps


Mines:
-2x 10500 Starting Mine
-2x 7500 Small Expansion Mine
-2x 12500 Big Expansion Mine

Neutral Buildings:
-1x Shop North
-1x Tavern North
-1x Mana Fountain South

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An Overview

218970-albums5802-picture61614.jpg




The Village
218970-albums5802-picture61615.jpg




The Forest

218970-albums5802-picture61616.jpg




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Made some changes to item drops and gold mines:
-green camp near starting point drops now a lv1 tome
-satyr camp drops lv1 tome instead a lv2 one
-mage camp drops only 1 item + lv1 tome
-southern gold mines have now 9500 gold

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Hope you like it, Suggestions are welcome


Keywords:
Melee, Village, Forest , Forests ,New.
Contents

Forest Village (Map)

Reviews
Vengeancekael Date: 2012/Oct/03 19:10:55 [Please do not send me a message, use Staff Contact] Comment: [Approved] Symmetric, meets the basic melee requirements, the terrain looks pretty good, the environment is filled up and there's a great...

Moderator

M

Moderator

Vengeancekael
Date: 2012/Oct/03 19:10:55
[Please do not send me a message, use Staff Contact]

Comment: [Approved]
Symmetric, meets the basic melee requirements, the terrain looks pretty good, the environment is filled up and there's a great amount of tile variation.
The only thing I'd have to say would be the weird rotation of all the building doodads, but I guess making them look realistic and face one way would make it look stupid.

Staff Contact - Rules
 
Level 28
Joined
Oct 28, 2011
Messages
4,759
Here is a small review.

I'm really impress about the map layout, really balance and it offers a lot of lane for strategic purposes. Terrain design is also impressive, it shows a very classic blizzard terrain using the blizzard cliffs, but the thing that really impress me the most is the great use of tiles, it don't know why, but it looks really fresh to my eyes. And the fact that we can see a few flowers here and there that gives a lot beauty to your terrain. Also the village is well made, one my argue about the random placement of the buildings but seriously it looks better like that since blizzard houses sucks too much. Players have enough resources to build, neutral creep drops seems to be fine, the only thing that I can argue about is the lack of space to build a base. You might want to tweak it a bit.

Other than that it deserves a 5/5.
 
Level 5
Joined
Dec 10, 2012
Messages
84
Excellent melee map. Like sonofjay said, nice terrain/gameplay/realism etc.

My Review:

No bugs found. :thumbs_up:

Suggestions:

For the very first creeps next to the bases you have 3 bandits, no items drop. :nw: I'd suggest a level 1 tome to drop. No bigger then that.

Where you have the dark wizard level 8 and two level 3 rouges with him, and 2 bandits I believe, you have two items drop. Leave the item that drops from the level 8 wizard and maybe change the other item to a level tome. Two items is kinda imbalanced for such a weak camp.

Same situation as before just with the satyrs and timber wolves. Just change the tomes they drop to level 1's instead of level 2s, that way the item drops are more balanced.

Now for the gold mines way down at the end of the map that only have 7500 gold. It just doesn't seem worth expanding down there because they are so far away, creeps are strong considering how much gold you only get, why expand there first when you have a 12500 gold mine to expand to that is half the distance from base. Maybe you can make the amount gold in that mine 15000, or make the gold mine closest to base to 7500 and make the creeps weaker. It's not really a big deal just it doesn't seem worth expanding there when its far away and hard to defend.

Notes: Now I really like the idea of the gate ways, gives it a whole new tactical advantage(s) and stratgey(s) to the map. I would like to use this map in the melee tournament if the tournament happens. I would definitely want to use it if you did consider some of my suggestions.

For now I rate this map 4/5 and +rep. Maybe if you do some modifiactions I'll increase my rating to a 5/5. :D
 
Level 18
Joined
Jun 15, 2012
Messages
498
Excellent melee map. Like sonofjay said, nice terrain/gameplay/realism etc.

My Review:

No bugs found. :thumbs_up:

Suggestions:

For the very first creeps next to the bases you have 3 bandits, no items drop. :nw: I'd suggest a level 1 tome to drop. No bigger then that.

Where you have the dark wizard level 8 and two level 3 rouges with him, and 2 bandits I believe, you have two items drop. Leave the item that drops from the level 8 wizard and maybe change the other item to a level tome. Two items is kinda imbalanced for such a weak camp.

Same situation as before just with the satyrs and timber wolves. Just change the tomes they drop to level 1's instead of level 2s, that way the item drops are more balanced.

Now for the gold mines way down at the end of the map that only have 7500 gold. It just doesn't seem worth expanding down there because they are so far away, creeps are strong considering how much gold you only get, why expand there first when you have a 12500 gold mine to expand to that is half the distance from base. Maybe you can make the amount gold in that mine 15000, or make the gold mine closest to base to 7500 and make the creeps weaker. It's not really a big deal just it doesn't seem worth expanding there when its far away and hard to defend.

Notes: Now I really like the idea of the gate ways, gives it a whole new tactical advantage(s) and stratgey(s) to the map. I would like to use this map in the melee tournament if the tournament happens. I would definitely want to use it if you did consider some of my suggestions.

For now I rate this map 4/5 and +rep. Maybe if you do some modifiactions I'll increase my rating to a 5/5. :D

Thank you for the review:
1. The green camp with no item drops wasn't intenctional; I mean, in the editor I choosed lv1 Charged instead of Lv1 Activated, was a "missclick"
2. I'll give the lv2 charged item to the lv8 creep, ad a lv 1 book tho the lv3 one; I'll also change the book level that the satyr drops to 1
3. I've thought about that too, and yes, you are right. But, I gave more gold to the mine in the forest 'cause its harder to defend, as the other one has just two ways to be reached, and one of them is passing near the player's base. But, as I said, you're right, and I'll increase the gold from 7500 to 9500
 
Level 5
Joined
Dec 10, 2012
Messages
84
Thank you for the review:
1. The green camp with no item drops wasn't intenctional; I mean, in the editor I choosed lv1 Charged instead of Lv1 Activated, was a "missclick"
2. I'll give the lv2 charged item to the lv8 creep, ad a lv 1 book tho the lv3 one; I'll also change the book level that the satyr drops to 1
3. I've thought about that too, and yes, you are right. But, I gave more gold to the mine in the forest 'cause its harder to defend, as the other one has just two ways to be reached, and one of them is passing near the player's base. But, as I said, you're right, and I'll increase the gold from 7500 to 9500

Thanks for considering my suggestions. Hopefully the melee tournament will happen and I want to see this map in the tournament! I think I didn't mention it in my review, but I can't rate your map yet due to THW requirements. Will rate it 5/5 when can.

Edit: Redownloading the updated map, can't wait to play it!
 
Last edited:
Level 2
Joined
Nov 22, 2012
Messages
10
Excellent melee map. Like sonofjay said, nice terrain/gameplay/realism etc.

My Review:

No bugs found. :thumbs_up:

Suggestions:

For the very first creeps next to the bases you have 3 bandits, no items drop. :nw: I'd suggest a level 1 tome to drop. No bigger then that.

Where you have the dark wizard level 8 and two level 3 rouges with him, and 2 bandits I believe, you have two items drop. Leave the item that drops from the level 8 wizard and maybe change the other item to a level tome. Two items is kinda imbalanced for such a weak camp.

Same situation as before just with the satyrs and timber wolves. Just change the tomes they drop to level 1's instead of level 2s, that way the item drops are more balanced.

Now for the gold mines way down at the end of the map that only have 7500 gold. It just doesn't seem worth expanding down there because they are so far away, creeps are strong considering how much gold you only get, why expand there first when you have a 12500 gold mine to expand to that is half the distance from base. Maybe you can make the amount gold in that mine 15000, or make the gold mine closest to base to 7500 and make the creeps weaker. It's not really a big deal just it doesn't seem worth expanding there when its far away and hard to defend.

Notes: Now I really like the idea of the gate ways, gives it a whole new tactical advantage(s) and stratgey(s) to the map. I would like to use this map in the melee tournament if the tournament happens. I would definitely want to use it if you did consider some of my suggestions.

For now I rate this map 4/5 and +rep. Maybe if you do some modifiactions I'll increase my rating to a 5/5. :D

nice review! +rep for takin your time for the sugestions. also awesome melee map! i played it wit some friends an it was well balacned! u no u could have gave credits for the changes did to this man u no. like um thanks to "pkcrafty" for the suggestions ^_^ sorry for bad english =D

oh and +rep to authour of map very good map!
 

Deleted member 238589

D

Deleted member 238589

Looks great. My favorite melee map :).
 

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