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Gatekeepers

Gatekeepers
4 expansion gold mines
2 shipyards
2 goblin merchants
2 merc camps
1 tavern

2 red camps
12 orange camps
6 green camps
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This map is participating in hive cup melee mapping contest #6

Sharing here some ideas used around the map. I think they're useful for future ship maps and mappers.
Start is designed to lure players to play with boat.

2 green camps are close to each other and in open space so you can pull both at the same time. Other green camp drops only weak lvl 2 tome so the inventory doesn't get full with lvl 1 permas.

If you choose to buy a boat you get acces to lvl 11 orange camp with lvl 2 charged item drop and rune of lesser healing (125 hp). And when you go for the mine the boat can go scout. Early game nothing is stopping the boat to take a good look.
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Boats are clunky. That's why I choose to keep the water's edge very clear. Gray dirt tile only used underwater is good for that but it also has another usage: Making the minimap show water areas very clearly.
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I find it hard to unload a boat fast and secure while playing without these shallow water "unload points". Especially when the area is uncharted and under the fog of war you want to feel secure that your unload click doesn't miss. Unload the boat and go do something else without worry of clicking deep water.

Rocks are covering the edges of the unload points to make it clear that no troops can just walk around the shoreline.
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So you don't like boats ok. Then you go for timber because all of the deepwater areas can be walked around if you take down the weak treelines. Here is half of the map with guiding numbers.

1: To the red camp goldmine.
2. Aow creeping through the woods to the goblin merchant orange camp or even the green camp next to tavern.
3. To the orange camp with charged lvl 2 item drop + rune of lesser healing (125 hp) and route to the merc camp.
4. Backdoor to the goldmine.

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9.9
- minor terrain editing
- map saved on .w3x

28.8
- removed ensnare from lvl 8 crab green camp
- crab camp drops lvl 2 tome instead of lvl 1
- made more space to red camp expos

26.8
- changed terrain around the red camp mines
- red camp is not creepable anymore over water with ranged unit

25.8
- moved green camp bandits to avoid unintended aggro
- moved critters
- decorated deepwater river areas

23.8
- fixed player starting location removing nearby critters from the map
- on natural gold mine camp only troll berserkers are set to non camp acquisition range. This is to help avoid unintended aggro
- added tome drops to lvl 16 orange goblin merchant and natural mine creep camps
- added trees next to western golem camp for equal aow creeping for both sides of the map
- changed lvl 8 green camp gnolls to ice trolls with medium armor ice troll berserker
- changed lvl 21 red camp dragon whelps to ice troll trappers for better antiair
- changed lvl 11 orange camp bandits to tuskarrs with medium armor tuskarr sorcerer
- Tuskarr sorcerer located on island drops lvl 2 charged item and rune of lesser healing (125 hp). This is to encourage early ship usage
Contents

Gatekeepers (Map)

Reviews
mafe
Approved based on the results of the recent melee mapping contest: Hive Cup 2020: Melee Mapping Contest #6 - Results I see you tagged me in the last post, I must have missed that. I think the mid creeps are ok now. For further improvements, the...
Level 24
Joined
Nov 9, 2006
Messages
2,558
This is your best map so far.
Layout is somewhere between AZ and NI.
Creep routes seems a little wierd, i think you'd have to play it to figure it out.
Getting people to test maps with unintuitive layouts can be hard.

It could use some trees on the cliffs.
Maybe a little more decorations, it's very much trees, rocks and water here.
Good enough for a release though.

Don't know if that's a banshee i see, but having drops on a banshee is kind of a "no-no" rule.
You don't want to get gutted from losing an item.
Banshees will attempt possession when below 25%, so you can play around it.
It's used in a zone where creepjacks are less likely though so i don't see players losing units to banshee that often.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Some notes/suggestions for changes of the current version:
1. The rock golem spot in the east is more favorable for AoW-creeping than the one in the west, due to tree location.
2. The (semi-)island expansions should probably have better antiair capabilities. As it stands, gargs can kill them while receiving barely any damage in return.
3. The creepcamp on the island (lvl 2 charged) does not really seem to be worth the effort of buying a boat early on, if that's what you were intending.
4. I would have expected a tome as a secondary drop on various on most of the orange camps that currently dont have one.
5. At the expansions, it would enough to just have the berserkers not on camp stance. This would make it less likely for the camp to aggro by accident.
6. There are no medium armor creeps at all at the creepspots close to main bases. Relative to standard maps, this slows down creeping speed for melee units and increases creeping speed for ranged units.
 
Level 29
Joined
May 21, 2013
Messages
1,635
well Nudl9 and mafe covered the main points, and also they have more experience than me,

I like the map, for a boat map, it feels good. very creative
I like the expandings of the map both the first and the island one,
I like the goblin merchants positions. well conected to both the main base and the expo.
Mercs. positions are interesting, they are far when I always put them near base. I like that
I think is a clever idea to not have gob labs, so zeppelings wont compite with boats, even if that means loose zappers and shedder, I think is better as it is with no gob labs.

upload_2020-8-22_13-15-58.png


I think in the small circles there can be small amount of wood, to limit scouting a bit.
and the river areas, I think you can hide the boat there, but my point is, it feels odd to have those areas as a playable area for boats, I was thinking perhaps limit those areas with rocks, sunken ruins pillars. is to limit the playable area so players wont go there. but is nothing important. I am just fanatic of limiting playable areas.
 
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Level 13
Joined
May 18, 2019
Messages
101
@WolfFarkas Really good that you brought this up because empty deep water areas might be important for boat maps.

Large water areas are like burrows for peons to boats. You have some safe place where to throw your boat when it gets pressured on. This kind of comfort encourages boat use.

You can also escape there with your hero and troops but it is generally win for the enemy if your army isn't doing anything important. It's also risky to hang around over deep water because air unit can destroy your boat and kill everyone inside.

Awesome that you liked so many things used on map.
 
Level 29
Joined
May 21, 2013
Messages
1,635
@WolfFarkas Really good that you brought this up because empty deep water areas might be important for boat maps.

Large water areas are like burrows for peons to boats. You have some safe place where to throw your boat when it gets pressured on. This kind of comfort encourages boat use.

You can also escape there with your hero and troops but it is generally win for the enemy if your army isn't doing anything important. It's also risky to hang around over deep water because air unit can destroy your boat and kill everyone inside.

Awesome that you liked so many things used on map.

ah so it is to hide the boat, didnt know that, maybe some people is not used to boats, like me, so is good to point that hint.
 
Level 13
Joined
May 18, 2019
Messages
101
Polar bear guarding goblin merchant can swim and it is possible for players to attack it with air unit and make the item be lost in deepwater. I wont change anything here still because players can perform interesting bear pulls over the water if they feel like doing fancy tricks.

Vimeo: Bear Trick

Other cool strategy I call the late boat strat. Here you creep double greens and go for the mine. After the mine you buy boat and go creep tuskkarr island camp where you can heal up your units with lesser heal rune.

I added some decorations to empty parts of the map to get the real kingdom border area feeling going.
 

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Level 20
Joined
Nov 6, 2013
Messages
280
Hey, here is some feedback from a quick look in editor!

- The map file is .w3m while most of the standart maps are .w3x (This can be changed when saving the map by choosing War3 - Expansion option, see picture bellow)
00023.png

- The pathing seems nice, everything in order
- Some creep camps are placed in the middle of a road, meaing they will agro bypassing units, which should not happen.
- Nice idea with the boats, but it seems the only advantage using it would be an endgame expo + 1 short cut, which is not enough imo.
- Endless tree line which goes to the border of the map can be usually abused and should be avoided in your future maps. (Use cliffs, water or undestructible doodads instead)
- Drops and creep spots seems ok in general, maybe add few tomes to lover lvl orange creep camps.
- Natural Expo is hard to get and hold onto, which could be a problem for some matchups.
- Good call on using blockers on map borders.
- While in general the map is on par with Blizz level of detail, some areas seem bland and could use some love.
- A lot of creeps are near spawn, which could lead to stale game.

All in all, the map is ok with some nice ideas implemented into it, my only real concern is its layout which could lead to a passive games, all the other things are a minor/personal flaws.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hey, here is some feedback from a quick look in editor!

- The map file is .w3m while most of the standart maps are .w3x (This can be changed when saving the map by choosing War3 - Expansion option, see picture bellow)

- The pathing seems nice, everything in order
- Some creep camps are placed in the middle of a road, meaing they will agro bypassing units, which should not happen.
- Nice idea with the boats, but it seems the only advantage using it would be an endgame expo + 1 short cut, which is not enough imo.
1- Endless tree line which goes to the border of the map can be usually abused and should be avoided in your future maps. (Use cliffs, water or undestructible doodads instead)
2- Drops and creep spots seems ok in general, maybe add few tomes to lover lvl orange creep camps.
3- Natural Expo is hard to get and hold onto, which could be a problem for some matchups.
- Good call on using blockers on map borders.
- While in general the map is on par with Blizz level of detail, some areas seem bland and could use some love.
4- A lot of creeps are near spawn, which could lead to stale game.

All in all, the map is ok with some nice ideas implemented into it, my only real concern is its layout which could lead to a passive games, all the other things are a minor/personal flaws.

1) It is ideal to develop a map in a way you can not reach camara borders with land units or by logging trees, camara borders breaks inmersion, thats why maps are tend to be surround by cliffs, or deep water.
3) thats an important issue, HU like to fast expand with militia, I think it should be militia posible.
4) this one is hard, it is ideal to design the creeping route with the objetive of get to the center like
perma L4 in the center, 2 early greens going to the center, or Henci trick 1 shop 1 marketplace in the center, passive play is very penaliced.
hacking options are also desired, like steal or hack enemy creep route.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Looking at the current version:
-Getting just a lvl 1 item from 3xlvl 3 creeps feels somewhat underwhelming. With several safe creepcamps near the main bases (which I dont mind on their own), it would be good to give the players an incentive to out onto the map early, to get contested camps before their opponent does.
-It's probably been there before, but I only noticed it now: There are several open areas "behind" some creepamps (or the shipyards) where there is no reason to ever go there. You normally dont see this on ladder maps. It surely isnt a gameplay issue, but it might look weird to some people.
 
Level 13
Joined
May 18, 2019
Messages
101
@mafe
1. Would like to have additional orange midmap camp. It should be better for overall play but it really feels like the enemy can run at me so fast where ever I go creep as the camps are now.
2. yea these areas are probably useless for serious play but just for entertainment Im thinking like hiding workshop behind shipyard and pop out some surprise tanks from boats strats :D

Im open for changes. Really good
 
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