• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Gold Port



full





full



Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
2

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
8 10 2

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
7

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
6




Story

The greediest merchants of all Azeroth gather here. The stakes are high and often a simple bargain turns into a fistfight






full


The Tavern can be found in the middle of the map and is flanked by two guarding golems. Don´t break the ports laws or you might get into trouble. When killed they drop a Rune of lesser healing as well as a weak permanent item


full






full


There are two shops placed on the Gold Port. Simply buying stuff wont work out that easily since there are other angry customers who waited for the same items for days.


full







full


The greed for gold draws even the wildest races to the port. The Centaurs freshly opened a Goblin Laboratory franchise and hope to make some good bucks


full








full



There are 6 Goldmines in total with different attributes. The mine that lies closest to the base is safely guarded and only holds 8000 gold. The further ones are more exposed and are not clearly assigned to specific players


full

Natural goldmine

full

The other goldmine






full


The two basic Lordaredon Summer Mercenarycamps allow players to add neutral units to their armies.


full









full


When you fight well at this camp one of the dragons might be impressed and switch sides


full


full












full


Green camp

full


Houses

full


Green camp

full


Base layout

full


Parks can be pretty dangerous at night. These thieves linger in the shadows to rob unsuspecting victims but once defeated their strong comradeship can be contagious

full


Green camp next to the base






[2019-10-04] 2.8
Uploaded

[2019-10-07] 2.8.1
-changed the northern camera boundary to avoid game crashes

[2019-10-12] 2.8.2
-changed the northern camera boundary to avoid game crashes







Authors Notes

Entry for the Hivecup Meleecontest
Contents

Gold Port (Map)

Reviews
mafe
Yeah well there is this one controversial issue. I personally dont see how using children as critters brings anything positive, and while hildren can apparently be killed in the campaign, I would bet a fair amount of money that they will be...
Level 1
Joined
Aug 14, 2019
Messages
3
Nice map! Extremly beatiful looking. But i think you should polish it. 1 golem at center with healing rune is too op, for example. If you do this, map will be at ladder maps level. But even now 5/5
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Yeah well there is this one controversial issue. I personally dont see how using children as critters brings anything positive, and while hildren can apparently be killed in the campaign, I would bet a fair amount of money that they will be invulnerable, just like they are in wow.

Moving on, I find nothing else to dislike. My personal opinion is that the neutral houses do not fit into the rest of the wc3 scale and that's why I use them sparingly on my maps. But the small village "scenes" are created with great attention to detail. Also good to stack the vision blockers inside the houses.

Regarding gameplay:
-The map uses mostly standard creeps, and creepcamps and items are good.
-I dont quite understand the purpose of the goblin zeppelins? Are they just for show?
-Rune of spirit link is something I'm quite interested to see.
-Very interesting creepspot with the single lvl 6 golems in the mid. I'm undecided how the runes of healing will impact the gameplay here.
-Runes of rebirth, well, I can imagine many situations where I'd rather destroy the rune than use it. But that's imho a general flaw of the rune. In fact, the use of the rune here looks good to me.

Overall a very good map. Approved.
 

MrRious

M

MrRious

Looks amazing and plays even better! (which is surprising for a city tileset)
 
Level 12
Joined
May 12, 2012
Messages
104
It's a promising map with a very unique design. Definitely one of the most interesting ones out here.

===

I have a feeling that there could be minor improvements to the terrain. The "spots" of grass (and sometimes sand) look weird. Better have similar types of terrain connected. Perhaps it's not a problem with Reforged, but in the old style it's not ideal. The area in the second screenshot looks better than the one in the first. I can't really pin it down though, unfortunately, it's a little tricky. I'm just saying that I see a chance of optimization if you keep playing around with it. Anyway, the combination of thick grass and sand in itself is excellent.
spots-1.jpg spots-2.jpg

Laying siege to the central expo with NE is harder than it would normally be, because there's hardly forest for your Ancient Protector to hide behind during construction and trees to eat during attack. There is some room on the right for that though so it would be an easy fix.
ancient-protector.jpg

Perhaps swap the building and trees here so the AoW is closer to his snack when creeping that tavern camp. That's also how it is designed on the left side.
trees.jpg

There are no trees near the tavern to park a wisp, but I guess the design won't allow it. It's not that much of an issue anyway.

I find the neutral zeppelins rather irritating. They're just gonna be in the way. And if you haven't got your ingame colors set to enemy or whatever that is called, they will look like the color Coal. I also don't think that they add anything to the map, as the boats are completely sufficient.
zeppelins.jpg

The level 24 camp only drops a lvl 4 permanent – which would normally be lvl 5 – but I suppose that's intentional? At any rate, I don't really see the point of the dragon.

Your gold mine placement is rather unusual. You've got one mine that is guarded about averagely for a first expo (lvl 14, although it goes as low as lvl 11), but it's super far out (6,500 units) and only slightly further away from the opposite starting position. HU will have a hard time bringing militia there and the enemy can easily challenge it during construction or later. Then there's another gold mine with a medium strength creep defense that's way closer than it would normally be (only about 4,000 units away), but it's guarded by a nasty lvl 16 camp that will prove to hard to be cleared out in early game. For a HU player, this poses quite a dilemma. This issue would be my primary concern and probably the thing that I would have play tested primarily.

There is no critter right at your top right starting position. UD has to walk around the trees to kill the sheep, then walk back with skeletons to farm. Also, unless I'm mistaken, that sheep is completely missing on the bottom left side.
sheep.jpg no-sheep.jpg

I also think you need one more critter on each side (villagers don't count with their 60 hp). There's nothing available between the aforementioned sheep and the raccoon at the expo.
 
Top