• 🏆 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!

Greenwood Pass

Greenwood Pass


Map Description


Lush forests of the southern Quel'thalas only weeks before the Scourge invasion. Take what you can handle, because after Arthas is done, nothing but dead will be left in this place.

Greenwood Pass is a melee map for 1v1.

Contains:
-11 000g base (2x) 9 000g exp(2x) 13 500g exp(2x)
- 8 green camps
- 10 orange camps
- 2 red camps
- 1 Tavern
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 2 Mercenary Camps​


Screenshots

full


full


full


full




Changelog

[2018-03-19]



    • Map Uploaded.


[2018-03-21]



    • Fixed Mana to 100% for all creeps
    • Buffed "red creeps" droped item
    • Thanks @Ragnaros17 for the feedback :)
    • Also big thanks @Aventine and Thief for help with testing


Author's Notes
Again of my "campaign inspirated" melee maps, this time it's an High elven theme from Undead RoC.

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!
Previews
Contents

Greenwood Pass (Map)

Reviews
WolfFarkas
saw the map -red creeps should have a power up level 2, one tome of experience doesn´t level up you and is admisible since is a red creep level 21, with magic inmu 1500 hp -set mana points to 100 % thats a thing (when you multiple choise, by default...
deepstrasz
1. Neutral units should start with full mana (e.g: Rock Golem and not only). 2. Maybe aura giving items should be the reward of red camps? Found Alleria's Flute of Accuracy after liberating the eastern mine. 3. Maybe Tome +2 on red camps. Found a Tome...
Level 29
Joined
May 21, 2013
Messages
1,635
I saw the screens/minimap and the map is really cool, maybe I can look it inside it later. and rate it.

But as it is I can see is very good by looking the neutrals positions. 2 expandings well placed in a preaty cool way.
I know your level, you tend to do high quality maps

nice work

good luck and see ya.
 
Level 20
Joined
Nov 6, 2013
Messages
280
I saw the screens/minimap and the map is really cool, maybe I can look it inside it later. and rate it.

But as it is I can see is very good by looking the neutrals positions. 2 expandings well placed in a preaty cool way.
I know your level, you tend to do high quality maps

nice work

good luck and see ya.

Glad to see you here. Thanks for the kind words and I would be more than pleased if you can give me any suggestion how to improve it :)
 
Level 29
Joined
May 21, 2013
Messages
1,635
saw the map

-red creeps should have a power up level 2, one tome of experience doesn´t level up you and is admisible since is a red creep level 21, with magic inmu 1500 hp
-set mana points to 100 % thats a thing (when you multiple choise, by default mana is set to 0, click a unit edit select all, put mana 100% to all units.
-Sugestion: I think the "bridges, should have unbluildable terrain to avoid players to tower exploit and make a Termopilas effect (special humans), a bit of unbuildable to block building exploit

you used like 5000 doodads, nice for a 1vs1. Again I really like the distribution of neutrals and creeps.

5/5
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,798
1. Neutral units should start with full mana (e.g: Rock Golem and not only).
2. Maybe aura giving items should be the reward of red camps? Found Alleria's Flute of Accuracy after liberating the eastern mine.
3. Maybe Tome +2 on red camps. Found a Tome of Agility (+1) decimating the northeastern red camp.
4. The middle (where the tavern is) and the bridge zones can be used as choke points for tower building.

Approved.
 
Level 20
Joined
Nov 6, 2013
Messages
280
Approved.

Thanks for the review. Really apeciate it.
1. Neutral units should start with full mana (e.g: Rock Golem and not only).
3. Maybe Tome +2 on red camps. Found a Tome of Agility (+1) decimating the northeastern red camp.

I fixed it in my "hotfix" patch just an hour ago :/ probably missed you by minutes :D

2. Maybe aura giving items should be the reward of red camps? Found Alleria's Flute of Accuracy after liberating the eastern mine.

Not sure about this. Item lvl4 permanent seems as a reasonable drop, since creep camp is lvl 18 in total, while Rock Golem is 700HP imune to magic. (Might change it if more players will feel the same way)
4. The middle (where the tavern is) and the bridge zones can be used as choke points for tower building.

I will try to come up with something to make it unbuildable, not sure how I will implement it.
 
Level 18
Joined
Jun 15, 2012
Messages
498
Really really like the RoC ud Silvermoon campaign style

I am a little tiny bit concerned about the east/west expos, as they seem Really easy to defend due to a combination of the map layout realistically allowing only 1 attack direction and the line of sight being blocked by the trees in front.
But then again the attacker has a shop backing him up, sappers, while the defender has merc support.
I really like this kind of neutral placement.

Interesting how you can have expos on both paths to your main base, though it's very unlikely to have both running at the same time (until a bit later into the game at least).

I don't think the bridges are that big of a problem, but you could add an unbildable tile (village tileset can help) or just (custom) doodads - like pathing blockers maybe.
 
Level 20
Joined
Nov 6, 2013
Messages
280
Really really like the RoC ud Silvermoon campaign style

Thank you! I really tried my best.
I am a little tiny bit concerned about the east/west expos, as they seem Really easy to defend due to a combination of the map layout realistically allowing only 1 attack direction and the line of sight being blocked by the trees in front. But then again the attacker has a shop backing him up, sappers, while the defender has merc support.
I really like this kind of neutral placement.

Thanks again. Thats the reason actually why there is wall from trees closer to the enemy. You can destroy them rather quickly and suprise your enemy this way. Zeppelin attack from the side of the merc is also possiblity.
I don't think the bridges are that big of a problem, but you could add an unbildable tile (village tileset can help) or just (custom) doodads - like pathing blockers maybe.

I am trying to play with roads from village tileset, but it just doesn't fit the terrain in my opinion. I will probably use some doodads in a way you suggested, though I am not sure if players will like it, because the grass on the bridge looks like normal buildable tile, while some unseen object will make it unbuildable. We will see.
 
Level 1
Joined
Apr 23, 2018
Messages
4
I just saw this recently upon signing up. There haven't been Quel'Thalas-based maps often as far as I know. This one is actually good! I really like the high home of the elves. Though there are very few maps like this. Went to view the map via World Editor, it's pretty decent for a melee map. And creative on the bridge right there, Mr.Henci, and some pillars.
 
Level 20
Joined
Nov 6, 2013
Messages
280
I just saw this recently upon signing up. There haven't been Quel'Thalas-based maps often as far as I know. This one is actually good! I really like the high home of the elves. Though there are very few maps like this. Went to view the map via World Editor, it's pretty decent for a melee map. And creative on the bridge right there, Mr.Henci, and some pillars.

Thanks for the kind word. Appreciate it!
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hey I missed it when you first posted the map. A few thoughts, first, what I would've done differently.
-I'm not a fan of having too brights and living doodads in base areas, because they tend to look a little bit silly in an undead base.
-I would add lvl1 tomes to the merc camps and the gnoll-guarded expansions.
-For my liking, the map is somewhat "locally linear" in the sense that in many places you can only move forward of backwards along a path, but not sideways (or if you move sideways, it leads to a dead end, leaving you trapped). It is hard to expain (It is topic I have intended to write about in my melee-guide, see my signature), but it essentially means that it limits the options and could lead to static gameplay..... but mabye I'm wrong. However, as it stands now, the ogre/golem-guarded expansions can only be attacked from one side and through a very narrow choke point. For example, I would think about adding a pathway from the current murloc location towards the merccamps, and slightly move the murlocs.

Now the good news:
-Overall it is nevertheless a very good map.
-All the creeps and items are well balanced.
-You pretty much nailed the Quel-Thalas lok from the campaign.
-Size and distances are good.
 
Level 12
Joined
May 12, 2012
Messages
104
As others have pointed out, the layout is too simple. Scouting wisps, scouting farms and other types of scouting are stronger here than they usually would be. The enemy has no possibility of changing the angle of attack and he's got to go through choke points as well. You'd have to at least make a connection where I drew the arrow in the screenshot to make the map playable. At least that is my guess.
arrow.jpg

The fast expo is a little too close to the starting position. Especially when considering that it's very far away from the enemy starting position. It's generally weird that the map is unusually small yet requires you to walk long distances. This will probably feel weird and might favor flying units.

The rocks in front of some tree lines will be annoying to NE when sieging an expo with towers because you'll have a hard time picking trees to eat. I've uploaded two screenshots to show you which ones I mean.
siege-1.jpg siege-2.jpg

The small gnoll creep camp is very close to your base.


Also, if you attack the red spot golems, you'll be super trapped.
 
Last edited:
Of the recently published melee maps, this one is the best I've played yet. You've truly gone to places with designing the visuals and given each location meaning, not just aesthetics but also strategic ones. The place is very much Quel'thalas, and that makes a rare gem given how well it also plays with fast-expo, and even long-game, very tier 3 strats.


edit: I just realized that this map is 2 years old, and you've got some more recent maps which look amazing as well.

I could go on and on praising. What I'm certain is, I look forward to more creations from you, good sir!
 
Last edited:
Top