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Frozen Pass

Story
The pass was used by merchants to traverse the mountains. Nowadays, it turned into a battleground for its strategic value. Yet some courageous travelers might find other ways to get past the mountaintops.

Tactics
Use the verticality of this map to your advantage. Bombard your foe from atop the mountains or ambush him by going through the narrow mountain passages. But be cautious, the enemy might trap you in them. Some peaks are too high to fly over, thus limiting the movement of flying units.
Goblin laboratories provide you with zeppelins to get hold of the gold mines on top of the mountains.

Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
2

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
6 10 2

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
4

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
6


[2017-09-25]-Version 1.1
-Added more trees, stones, crystals and some cliffs
-Changed item drop from goblin laboratories to lvl3 items
-Updated the overhead screenshot
[2017-09-25]-Version 1.2
-Fixed tree position
-Added some blockers (changed flying to both)


Authors Notes
So I finally uploaded my first map here. I hope you'll enjoy it playing as much as i enjoyed creating it.
Contents

Frozen Pass (Map)

Reviews
Paillan
My oh my are we behind on the review shedule aren't we? Anyway, I tested this map quite a while ago and forgot to make the actual review, my bad :P This is quite an interesting melee and quite fun actually, so I see no reason too keep it here longer...

Deleted member 238589

D

Deleted member 238589

Interesting map design, good work. My only suggestions would be to add more trees at the starting locations (so players can wall off their bases and for general use), and to increase the item level drop of creeps at the Goblin Laboratory.
 
Level 22
Joined
Sep 24, 2017
Messages
150
Updated as fast as I could. If anything needs to be changed, just write it down here and I'll try to improve what I can. This map was made when I didn't even know I could use PgUp/Dn to move objects on the z axis. My newer maps are imo more visually pleasing but it'll take some time for them to be fully done and posted here. The next one should be ready in a week or two, I hope.
 

Deleted member 238589

D

Deleted member 238589

Looking forward to seeing more maps from you. For now there's still one problem I failed to mention before. There shouldn't be any space between trees so people can't exploit them for hiding units. Check the examples below.
 

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Deleted member 238589

D

Deleted member 238589

Make sure that creeps guarding gold mines always have 500 acquisition range, but I'm sure you knew this already. One more thing, avoid making too many tight roads and dead ends in the future. Your map has few of those, but it won't hurt the gameplay too much I feel like, since the map is clearly meant to be traversed by zeppelins.
 
Level 19
Joined
Jan 22, 2011
Messages
3,968
My oh my are we behind on the review shedule aren't we?
Anyway, I tested this map quite a while ago and forgot to make the actual review, my bad :p
This is quite an interesting melee and quite fun actually, so I see no reason too keep it here longer.

Set to Approved
 
Level 22
Joined
Sep 24, 2017
Messages
150
Thank you guys once again. I'm glad you found it fun. I've been quite busy doing college stuff so I haven't been able to do much wc3 stuff now. But hey, a new map is in the making (I had to actually scrap an almost finished map since it couldn't be properly balanced). And if I ever learn how to create models and textures I might be able to make the altered melees that have been sitting in my mind.
As for calculating the shadows - as weird as it sounds, I actually like it without them more since without the shadows, the pass really comes out and isn't as dark. It would be great if there was an option for dynamic shadows as the day passes by but whatevs.

Btw where can I upload the unfinished map to get some feedback on improvements?
 
Level 11
Joined
Sep 12, 2015
Messages
649
Thank you guys once again. I'm glad you found it fun. I've been quite busy doing college stuff so I haven't been able to do much wc3 stuff now. But hey, a new map is in the making (I had to actually scrap an almost finished map since it couldn't be properly balanced). And if I ever learn how to create models and textures I might be able to make the altered melees that have been sitting in my mind.
As for calculating the shadows - as weird as it sounds, I actually like it without them more since without the shadows, the pass really comes out and isn't as dark. It would be great if there was an option for dynamic shadows as the day passes by but whatevs.

Btw where can I upload the unfinished map to get some feedback on improvements?
Press the button on the place you write a comment ''Upload a File'', and you can upload whatever you want. ;)
 
Level 22
Joined
Sep 24, 2017
Messages
150
Press the button on the place you write a comment ''Upload a File'', and you can upload whatever you want. ;)

Thanks, here it is. Just a little something about this map: the gimmick was a shortage in lumber that should create some pvp in the valley with trees. The other idea was an easily approachable market on a map with good loot. I wanted to use the fog effect to "block" vision to other height levels but in the end whe wc3 camera works quite weird when it comes to huge height differences. The creep camps should encourage kiting. The choice in harpys as creeps for the observatory was imo poor but i had no other idea as to make the way around it passable without flying creeps. Also I felt that the undead would be disadvanteged since they need blight to build a graveyard and a NE Grove Keeper would be disadvantaged in a map with almost no trees. The map also had too many tight spots even though I tried to compensate for it by the branching paths. It was intended as a 4 player FFA, 1v1 or perhaps 2v2. Last note: the texturing and the outer areas aren't fully finished.

Edit: I forgot, the trees aren't aligned yet.
 

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