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Frozen Nightmare

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Story

A harsh winter that lasted longer than expected caused the hostile creatures to increase their territory, this land was a nice green valley and now have ice everywhere hindering your stay in this area-

Tactics:

This is a big map, but you will have your enemies nearby, the best way to play varies depending on the race you are using.
Here are some tips:


(Orcs):
Take a peasant before your hero comes out and send him to explore the races of your closest enemies. If your enemy is Elf, the best thing is to go through the goblin shop to buy a ring of nobility and return to your side of the map to kill hostile creatures and get level 2 fast, the demon hunter is a strong hero, you must be level 2 and some items so that it does not cause you problems. If your enemies are human, orc or undead, go quickly with your blademaster or far seer to the green points corresponding to other players to steal experience or some object.

(Humans):
Send a militia to recognize the races of your enemies, if they are elves you can choose to try a fast expansion but you must be skillful since it is sure that they will bother you, if they are undead you can choose a king of the mountain and try an expansion. If you have a human enemy nearby, it is risky to try it because they can attack either of the two bases and you will be at a disadvantage. If it's an orc, forget about the expansion and try with archmage level 3 to go kill their farms and come back in tier 2 with a few sorceresses and mountain king. Maybe you manage to finish it right there.

(Undead):
With this race you can start in two ways, you can take your death knight out of quick and go to bother the enemy, or you could take it out a little later but with one fiend at the same time and another almost ready. This will make it easier to kill creeps and get level 2. It is best to expect to have a lich and a ready army and hunt weak players, be opportunistic, then draw a third hero and some air units, the destroyers and ice wyrms are very good in ffa and the silence of the dark ranger is the best. Then you can secure your base by updating the ziggurats without spending 50 food to avoid losing gold, it is risky but if you have your heroes with good level and your base well protected it will be difficult to kill you. Then build more production buildings to have them ready in case you want to remove all your units at once.

(Night Elves):
Night elves can vary their game depending on their hero. You can start with keeper and go to kill enemy peasant but you must be skillful as sonik to do it.
A somewhat easier way is to start with priestess and mass of hunters, you must put pressure on your enemy and not let him breathe. You can also opt for the demon hunter and use it together with naga or keeper in tier 2, plus bears and driades. Also warden and panda i'ts a good combination.
In long game the night elves make sure to have many expansions and then they take out many chimeras and many hippogriffs.




Map Specifics:

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
12

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
24 32 5

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
11

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
24

Author's Notes


Today I bring you an old project finally finished.
I enjoy doing it a lot and I hope you like it as much as I do.
The idea started because I like to play FFA but I could not find a map that I like. Ice Crow does not have the gameplay that I would like and it divides and conquers I like but it lacked creeps fields and the gameplay was limited. That's why I'm inspired to create a map that looks good, but also has good gameplay and balance. In this map no player is locked, has good mobility and it is fun to play an ice map.
You may alter this map in any way you desire, just do not forget to give me credits if you do!


Changelog


-Removed the four mines from the center.
-Removed two laboratories.
-Change of position of the other two laboratories.
-Change of position of the orange field.
-Change of position of the taverns.
-Change of position of some green fields.
-Fixed terrain problems on the cliffs.
-Suggested game change to 3v3v3v3 6v6.
-Change of quantity of gold in mines from 17,000 to 15,000.
-Guard distance of the mines on the cliffs.
-Redesigned terrain.
-Removed unnecessary trigger.



Errors:
* Player 5 did not have a gold mine in its starting position.
* Player 8 did not have a gold mine in its starting position.

Accessories:
added trees and other complements of the bases of the players (where there were empty places and players could use them to hide units)

Terrain:
-Various changes in the field
-All the terrain in general was smoothed

Units:
-Change in the amount of gold from the gold mines of the players
old players number 15000 new amount 13500 (the reason for the change is because there are many gold mines on the map and if they all have as much gold as the game becomes eternal)
-New amount of gold for protected mines on the cliff
(Before 20000: Now 16000)

* Changed the global weather from snow to rain.
* Added fog.
Contents

Frozen Nightmare (Map)

Reviews
nightelfbuilder
Your map is good and but it have some balance and placement issues like: -Some creep creep camps are too near too each other that they're creating a mass of dots in the mini map. Try placing them further apart or through thick tree walls or cliffs...
WolfFarkas
The only real way to have a competitive melee map for FFA is that every player has equals conditions. This also was talked in mafe map (24 player madness) I wish doing a 12 player melee map for FFA was an easy task but is not. Regarding the FFA If...
mafe
Hi first of all, nice work. It would say this map is better suited for 6v6 or 3v3v3v3 than for FFA. Check out the 24 player FFA map contest which Hightac from the FFA-Mastersleague has annouced a few days ago. He is an expert and gave some hints about...
deepstrasz
Please remove game messages and unnecessary triggers from the map as this should belong to the melee genre. 17000 gold is a bit too much for such a weak camp guarding the mine. The ogre camps in the middle force you to engage them as they don't have a...
Your map is good and but it have some balance and placement issues like:

-Some creep creep camps are too near too each other that they're creating a mass of dots in the mini map. Try placing them further apart or through thick tree walls or cliffs.

- Some creep camps have awkward positioning, try placing them in U or V form and place them wider apart.

-The 4 goldmines in the center are really not necessary, they're unguarded and opens agro from the orange and red camp at the same time and harass from other players.

-Using those rock as walls isn't really a good idea cause they do not block vision naturally like trees or cliff.

Final note: This is a really good map but some places are just to cramp that the camps overlaps each other.
That's all that I have to say and happy modding :)

4/5

This review is based on the current version that is uploaded, If you want me to do an another review feel free to contact me.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
The only real way to have a competitive melee map for FFA is that every player has equals conditions.
This also was talked in mafe map (24 player madness)

I wish doing a 12 player melee map for FFA was an easy task but is not.

upload_2018-2-28_15-12-34.png


Regarding the FFA
If you see player orange is somehow in range to being attack by 4 players
While the edge players as exmaple dark green , is in range of 2 players, while is clear far away from pink and red.
Mind that distances also involes later aerial attacks (humans tend to do a lot o gryphons, orcs wind raiders and so on.
The only way (I know) to have a competitive melee for FFA for 12 players (not using way-gates) is to have a circle and every player has 2 players at each flank and the map will look like a pizza.
There is a reason that why 6 player, 8 player melee maps from Blizzard are ment for team battles and not for FFA,
if you want to aim for FFA study first what means FFA for 12 players, because I think this doesn´t fit for FFA.
I think this map fits for team battles 3vs3
Sugestion: change FFA for 3vs3 battle to be honest to the audience, inner players are unbalanced against the edge players.

Regarding other things
The goldmines near the dragoon nest are not well placed for a melee map (competitive melee or not) and they are unguarded.
Sugestion remove them

The goldmines in cliff, it will be hard to land without being attack, maybe creeps should be in camp mode or there should be more space to land. Also cannon towers there can do a lot of damage from above, thats why cliff are tricky

Overall
I think this map is very good, not ment for FFA but a good choice for team battles. and well a bit of what to do with goldmines, special the near ones dragon nest
 
Last edited by a moderator:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hi first of all, nice work. It would say this map is better suited for 6v6 or 3v3v3v3 than for FFA. Check out the 24 player FFA map contest which Hightac from the FFA-Mastersleague has annouced a few days ago. He is an expert and gave some hints about what is important for FFA maps.

-The itemdrops are ok. I'm not a fan of having a lvl 2 powerups as "main" item on a creepspot as it could be a tome of experience, but for team games/FFA it matters much less than for 1v1, so it is no big deal.
-The middle goldmines are are hard to defend, I doubt anyone will take them in a situation where the game isnt practically decided anyway (though I might be wrong for FFA).
-As people need zeppelins to reach some mines, you could make this more convenient by addng trees for wisps /buildabale terrain for a farm or orc shop near the golbin labs.
Then a few points best illustrated by a screenshot:
FrozenNightmare.png

In the yellow areas there are paths for small units which probably shouldnt be there. In long games, people will get zeppelins to reach the mines, and there will be probably also be some siege units in the game. This might give players the idea to drop mortars etc on the cliffs behind the middle main bases (red line), or on the red spots on foot of the cliffs. This can be very annoying and I dont like, so I would use pathing blockers on the cliff, or reshpae so that there is no pathable terrain there anyway. Similarly the outside bases can be sieged from behind the forest by siege units in the orange area. It is not as bad as for the middle bases, but I would also add cliffs/deep water in these locations, as these areas will probably not see much action anyway.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hi first of all, nice work. It would say this map is better suited for 6v6 or 3v3v3v3 than for FFA. Check out the 24 player FFA map contest which Hightac from the FFA-Mastersleague has annouced a few days ago. He is an expert and gave some hints about what is important for FFA maps.

-The itemdrops are ok. I'm not a fan of having a lvl 2 powerups as "main" item on a creepspot as it could be a tome of experience, but for team games/FFA it matters much less than for 1v1, so it is no big deal.
-The middle goldmines are are hard to defend, I doubt anyone will take them in a situation where the game isnt practically decided anyway (though I might be wrong for FFA).
-As people need zeppelins to reach some mines, you could make this more convenient by addng trees for wisps /buildabale terrain for a farm or orc shop near the golbin labs.
Then a few points best illustrated by a screenshot:
View attachment 293044
In the yellow areas there are paths for small units which probably shouldnt be there. In long games, people will get zeppelins to reach the mines, and there will be probably also be some siege units in the game. This might give players the idea to drop mortars etc on the cliffs behind the middle main bases (red line), or on the red spots on foot of the cliffs. This can be very annoying and I dont like, so I would use pathing blockers on the cliff, or reshpae so that there is no pathable terrain there anyway. Similarly the outside bases can be sieged from behind the forest by siege units in the orange area. It is not as bad as for the middle bases, but I would also add cliffs/deep water in these locations, as these areas will probably not see much action anyway.

Glad to see that you agree that this is better for teams battles than FFA, sometimes I feel I am jumping to the cold water alone,
thanks for reviewing too.
 
Last edited by a moderator:
Level 7
Joined
Nov 15, 2017
Messages
60
Hi guys
discuss the issues raised here
Ragnaros:
I do not think the orange player is surrounded, but I think he has a certain disadvantage with respect to the expansion.
As for changing it to 3vs3, it seems like a very good idea. It had not occurred to me and now that you mention it, I think the map is much better suited to 3v3.
With respect to the central mines, I also had my doubts, I was not sure if to put stronger hostile units or leave them equal to the rest of the mines, but removing them seems to be the best option.
The gold mines in the cliff are not a problem, mostly in ffa with mass of chimeras or wyrms of ice are easy targets, but if the map is going to change to 3v3 I will have to consider doing something else with those mines.
mafe:
If you will consider changing it to 6v6 or 3v3v3v3.
The item level 2 enhancer was only because the map was destined to ffa, if it was 1v1 it would not have done that.
I had my doubts about the mines in the center, your opinion helps me to say remove them.
With regard to the laboratories I forgot that point, it is true that humans put a farm to have it always available and the elves use wisp, so that will improve.
Regarding the image, I agree, the first point was an error that I had not noticed, those spaces behind the bases should not be there, and the second point, if it is convenient to add deep waters, to better protect the position of Players.

I thank you very much for your comments and the time they took to analyze the map, I learned what they said and I will take everything into account for next time. :D
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Please remove game messages and unnecessary triggers from the map as this should belong to the melee genre.
  2. 17000 gold is a bit too much for such a weak camp guarding the mine.
  3. The ogre camps in the middle force you to engage them as they don't have a low camping range.

I hope this is a recreation and not an edit of Ice Crown.
You really have to fix what @mafe suggested though.

Awaiting Update.

==========================================================

Neutral hostile units should start with full mana.

Approved.
 
Last edited:
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