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Greenwood Pass

And another 1v1 map...think this one is really good :)


General Info:
Playable Size: 98x98
Players: 1v1
Neutral Buildings: 2 Markets, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 6 with 12500
Creepcamps: 6 green, 12 orange, 2 red

Creepinfo:
Green:
  1. LvL6: LvL1 perma
  2. LvL7: LvL1 perma, LvL1 power
  3. LvL8: LvL2 charged, LvL1 power
Orange:
  1. LvL11: LvL2 perma, lvl1 power
  2. LvL12: LvL2 perma, lvl2 power
  3. LvL13: LvL3 perma
  4. LvL16: LvL3 charged, lvl1 power
  5. LvL17: LvL4 charged, lvl1 power
  6. LvL18: LvL4 perma, lvl2 power
Red:
  1. LvL25: LvL5 perma, LvL2 power

Update: 11.03.2021
- i think i changed something, i cant really remember :D
Contents

Greenwood Pass v1.1 (Map)

Reviews
mafe
First of all, unfortunately this isnt the first map with this name: https://www.hiveworkshop.com/threads/greenwood-pass.304289/ But naming problems aside, I agree that this map is very good. It looks a lot like the roc undead invasion of Quel'thalas...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
First of all, unfortunately this isnt the first map with this name:

But naming problems aside, I agree that this map is very good. It looks a lot like the roc undead invasion of Quel'thalas missions, but the details in terms of doodads etc are much better.
I'm kinda surprised to see Ashenvale creeps and merc though. In terms of lore they dont quite fit into a high elf place...?

In terms of gameplay I see only one clear issue: The almost complete lack of antiair defense for the red camps.

Regarding other details that could maybe improved anyway:
1. Downscaling some trees would help to avoid creeps being partially hidden behind creeps on some camera angles., for example the wolves/troll camp north of the western tavern.
2. I am rather doubtful that these mercs are fine in terms of balance. I also dont think that they absolutely need to be changed. But my guess it that there are some aspects (movement speed, lack of dispell) of these mercs that would cause balance problems in the hands of pros.
3. You still dont like Lightning Shield as an item? TBH me neither, but with the "recent" changes, I dont think there is an obligation to remove it.
4. The double markets are also unique but might not make much of a difference. If anything, they add more RNG to the game if in the lategame both players creep the red camps, but only one of the market places has useful items available.

Overall, the mercs and creeps are the most important features of this map for me, in comparison to standard maps. While in my opinion the creeps at the market places should be changed, this alone is not enough to send the map to Awaiting Update. Therefore map approved.

Oh, and I think the ingame description has a few unnecessary capital letters, unless they are added intentionally for dramatic effect.
 
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