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Hillsbrad Creek

Hillsbrad Creek


Map Description

This map was played in Go2v2Tournament and Comrades in Arms Cup.

Peaceful lands of Hillsbrad Foothills, nearly untouched by the Scourge, will soon be torn by a conflict. Only the strongest will remain standing.

Hillsbrad Creek is 2v2 or FFA map designed for Melee Mapping Contest #4

Contains:
-13 500g base (4x) 12 000g exp(4x)
- 12 green camps
- 12 orange camps
- 4 red camp
- 1 Tavern
- 2 Goblin Merchants
- 4 Mercenary Camps
- 2 Goblin Laboratories​


Screenshots

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Changelog

[2019-04-23]



    • Map Uploaded.

[2019-04-25]



    • Fixed some creep agro problems.
    • Made starting spots more balanced.
    • Green Murloc camp lvl decreased from 9 to 7.
    • some visual cleanup.
    • Thanks @Cigaro ,@Ragnaros17 and @FranzVader_CZ for the feedback


Author's Notes
Tried to combine Lord Summer and Fall with the bits of Ashenvalle. Also, it's my first map with asymmetrical symmetry, - no copy/paste of anything. Big thanks to everyone who helped me with feedback, namly JaleVeliki, Ragnaros17, Isaak and others.

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

Hillsbrad Creek (Map)

Reviews
Cigaro
The map as a whole looks fair and playable. The distances are okay, some areas are narrow and some are wide. The doodads are distributed evenly, and it has a warcraftish look. This is a solid map. === The tree lines at the starting positions are...
mafe
Approved based on the results of the recent 2v2 Melee mapping contest: Melee Mapping contest #4: 2v2 - Results
Level 12
Joined
May 12, 2012
Messages
104
The map as a whole looks fair and playable. The distances are okay, some areas are narrow and some are wide. The doodads are distributed evenly, and it has a warcraftish look. This is a solid map.

===

The tree lines at the starting positions are highly unequal:

base-1.jpg
base-2.jpg

This is definitely a big issue for advanced players.

Generally speaking, the bases are "too deep" inside the forest. It's too easy to close your base with buildings to keep harassing heroes out. Such funnel designs should, if ever, only used with expansion gold mines.

Also, at the top position, you can build behind the gold mine, but that's easily fixed with a tree or two:

burrow.jpg

EDIT: Potentially not a problem, I may be misinformed

===

Personally, I feel that this 'grassy dirt' terrain (I think it's from the Ashenvale tileset) looks weird because it doesn't synergize well with the rest of the terrain:

terrain.jpg

It looks weird both on the green and the red side of the map. I also think that you could've done with less terrain types overall and it still would have looked good, the many types of floors look chaotic in some places.

I'm not too happy with the many varieties of doodads either, it's not my taste. For example, you wouldn't expect this dude to be just standing there:

statue.jpg

It's a statue in the middle of nowhere, with runes and lanterns.

Or consider this next screenshot: The building on the left makes perfect sense. It's placed near a road and there are some crates and hay. But who forgets all their valuable stuff near a random column? Just imagine yourself wandering through the wilderness and suddenly there's lots of carpets literally in a lake. I would have preferred rocks there.

column.jpg

However, I know that this is completely a matter of taste and I'm also nitpicking. All the stuff near the coast looks great, by the way, with the exception of those huge bones, because Blizzard did a poor job with those.

You can blink up the cliff here:

hideout.jpg

Not a huge issue but seemingly the only spot where it is possible, so I assume that you've only overlooked it.

===

There are relatively few critters, particularly in the corners. Ask an UD player whether he agrees with that, I'm not 100% certain. EDIT: Never mind that, there's just none right in front of the expo, which irritated me.

The lvl 9 Murloc camp only drops a lvl 1 permanent. Should be a lvl 2 typically. I recommend to either downgrade the spot to lvl 7 or make it a lvl 2 item.

I feel that there are too few green camps overall.

This camp should be moved a little further back:

creeps-1.jpg

Same goes for the four creep camps in the center of the map, they'll attack unsuspecting units.

===

To sum it up: I don't think the map has any major flaws, all the points I've mentioned can be fixed within reasonable time.

Large parts of the map look very nice, although there are a few things that I would have done differently.
 
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