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Godstorm

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Godstorm
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Map Description:
An ice-themed melee map using Northrend tileset. Visually altered melee map that offers pleasant melee game for 2 players.

Author Notes: After an extremely long break for melee map making I got inspired by a few threads on the Hive and here we are.


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Change Log
• Uploaded
• Update I

- General balance changes and fixes
• Update II
- Item drop tweaks

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Information
• Creep Camps
- 8 Green Camps
- 6 Orange Camps
- 2 Red Camps
• Neutral Buildings
- 4 Gold Mines
- 2 Goblin Merchants
- 2 Taverns
- 2 Mercenary Camps (Northrend)
Previews
Contents

Godstorm (Map)

Reviews
deepstrasz
1. Usually ladder players complain about fountains and roost neutral buildings. Here, there are two roosts. I understand it might be for the sake of "balance" but imagine having a Shade nearby each of those two. Also, usually Dragon Roosts for two map...
mafe
The maps look great. It has an interesting concept with some paths that can be opened later on to attack the expansions from behind. For the map to be balanced on a competitive level (if this is one of you goals, which it doesnt have to be), a few...
deepstrasz
You needn't have removed the ghosts altogether but just have them near other units to drop loot instead. Changes made, Approved.
WolfFarkas
Now look the Great Remixer has come with a new map! I like your path complex, and oh my some wood break part to sneak attacks. 1) Drops, the red creep trolls loot in a priest, that unit is very easy to kill, a level 4 item should be drop by a level 6...

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. Usually ladder players complain about fountains and roost neutral buildings. Here, there are two roosts. I understand it might be for the sake of "balance" but imagine having a Shade nearby each of those two. Also, usually Dragon Roosts for two map players are kind of meh when matches don't last too long.
2. Creeps don't start with 100% mana. It doesn't work to select them all and set the mana percentage to full. Some of them have to be solely edited.
3. I think the murlocs dropping a tome +2 is a bit too much.
4. Save the map with the latest melee patch option for all tavern heroes to be available. Because of this, items like Boots of Speed start with 0 cooldown.
5. Units with the Possession ability should not drop anything.

I really like the map layout, not very easy to follow if you don't play it a few times.

Awaiting Update.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
1. Usually ladder players complain about fountains and roost neutral buildings. Here, there are two roosts. I understand it might be for the sake of "balance" but imagine having a Shade nearby each of those two. Also, usually Dragon Roosts for two map players are kind of meh when matches don't last too long.
I was aware of this but really liked the thematic value of the roosts, however I have tendency to neglect balance aspects over themetics. Changed the roosts to mercenary camps, but I wonder if the creep camps (also modified) are still too strong.


2. Creeps don't start with 100% mana. It doesn't work to select them all and set the mana percentage to full. Some of them have to be solely edited.
3. I think the murlocs dropping a tome +2 is a bit too much.
4. Save the map with the latest melee patch option for all tavern heroes to be available. Because of this, items like Boots of Speed start with 0 cooldown.
5. Units with the Possession ability should not drop anything.
And here we can see what is the outcome when you "finish" and "polish" the map at 2 AM when you need to go to bed. Fixed.

Thanks for the fast review.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
The maps look great. It has an interesting concept with some paths that can be opened later on to attack the expansions from behind. For the map to be balanced on a competitive level (if this is one of you goals, which it doesnt have to be), a few things should change though:
-Itemdrops include a lvl 1 charged items. These dont exist.
-A lvl 2 charged item is too much for a lvl 5 camp (even though it is in an unattractive position to creep).
-Expansion gold mine creeps are set to camp stance. So it is possible to build towers there before actually creeping the camp. Also as long as the trees behind the expansions are not destroyed, they will be very hard to attack through two consecutive rather narrow choke.
-No AoW creeping possibilies. No creeps near base, which means there a no real safe ways to play the early game, which however might not be a bad thing.
-These dust of appearance drops are a big "f**k you" to nightelves and the blademaster. Basically, it is an item that will only benefit some races, so it might have a noticeable effect on balance.
-Not enough trees near main bases. Walking distance longer than normal means reduced wood income for all races except nightelves. Also not that easy to make wallins to protect gold mine from warden.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,954
-Itemdrops include a lvl 1 charged items. These dont exist.
It is sometimes fascinating what one single millimeter in your cursor's position can do. Fixed.

-A lvl 2 charged item is too much for a lvl 5 camp (even though it is in an unattractive position to creep).
Changed the level 2 charged drop to level 1 permanent (as there wasn't many permanent drops on the map).

-Expansion gold mine creeps are set to camp stance. So it is possible to build towers there before actually creeping the camp. Also as long as the trees behind the expansions are not destroyed, they will be very hard to attack through two consecutive rather narrow choke.
Camp guard distance changed.

-No AoW creeping possibilies. No creeps near base, which means there a no real safe ways to play the early game, which however might not be a bad thing.
Creep camps are quite far away from the main bases, some one might want to pursue expansion and creep near them if AoW creeping is wanted.

-These dust of appearance drops are a big "f**k you" to nightelves and the blademaster. Basically, it is an item that will only benefit some races, so it might have a noticeable effect on balance.
Did not want to have them charged drops as there were so many on the map already and went of very controversial dust, but now that I changed the level 2 charged to a permanent the camps now drop level 2 charged, also added 2 smaller spiders for more concrete drop.

-Not enough trees near main bases. Walking distance longer than normal means reduced wood income for all races except nightelves. Also not that easy to make wallins to protect gold mine from warden.
Do you think I should add more trees, closer to the starting locations?
 
Level 29
Joined
May 21, 2013
Messages
1,635
Now look the Great Remixer has come with a new map! I like your path complex, and oh my some wood break part to sneak attacks.

1) Drops, the red creep trolls loot in a priest, that unit is very easy to kill, a level 4 item should be drop by a level 6 unit to avoid hit and run. It is better to have 4 o 3 powerfull units than a lot of small. For example your market place selection, the level 7 loots level 3, I sugest to follow how you did in the market
2) Goldmines: mind the dragon, for competitive melee talking, humans need fast expansion against undead so, a dragon in the only expansion I dont advise it. Also mind the level, for one expanding, level 18 is to much, level 14-16 would be more ok to me. I don´t know if you are aware but humans use militia to rush the first expanding.
3) I sugest unbuildable terrain in ramps, it tends to be weird build in ramps, and towers above have visual advantage atacking below, unbuildable terrain helps to avoid tower exploits, specially in choke points.
4) For further maps, mind the gaps between trees, that cost points in the last melee contest, and lows the map value. Wisp can hide log safe, small units can hide and big units cant reach them.
5) Have you check the camara bounds?, they are 8960 above and 9472 below, that means when you use the numbers to do simetry, you have a bias, thats why there is more wood in the south than above in the camara edge area.
Because above ends at 8960 but below at 9472. Blue player has that plus of wood. The bias here is minimum, but avoid for further maps, because it can create more powerfulls unbalanced things. Like wide path in an area and choke points in another.
By default when you start a map the camara limits they are always shitty asimetryc and that can lead to terrain blindly and have simetry problems later

Size Sugetions:
- 128x128 is usually ment for 4 players map. So
- For a 128x128 , only one expantion, is like something is missing, unnecesary big, I can put 3 expandings in a 96x96 (see my map Taldaram lake): so sugestion add a couple of expandings to make it interesting, like the need of scout, with one expanding you know where your enemy is expanding.
- I tell you the thing of the size because players have to walk a lot, and is hard to manuver. I think a couple of way-gates could make the thing more interesting to avoid very large walks.
Example I am at the mercenary camp, cleaning it (is a red so middle game), and I got attacked in my base or even worst my expanding, if I don´t have a scroll of teleport, I am done, in 96x96 that effect is reduced in 1vs1. In fact I am thinking in a 128x128 for 3vs3, so a 128x128 for 1vs1 I hardly see it as a good option.

-Add goblin labs, to get the log machine, you have many parts with wood where you can open paths, that would be more interesting if the player can have a couple of saw machines.

Overall is a very worked map with high quality and very minor bugs things. The game play could be expanded by adding more goldmines and goblin labs, but thats your choise

5/5
 
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