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Mirkfallon Basin

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Mirkfallon Basin


Map Description


Stonetalon Mountains prove to impenetrable by most armies that have tried to conquer them. This comes in handy for goblin smugglers who found Mirkfallon Basin to be an ideal location to stash their precious contraband.

Mirkfallon Basin is 4 player map suitable for 2v2, 1v1 or FFA.

Contains:
-14 000g base (4x) 13 000g exp(4x) 12 000g exp(4x)
-16 green camps
-20 orange camps
- 8 red camps
- 1 Tavern
- 4 Goblin Merchants
- 4 Goblin Laboratories​


Screenshots

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Changelog

[2019-11-17]



    • Map Uploaded.



Author's Notes
After all those 1v1 I decided to go a big bigger, so here is my take at Barrens 4 player map, which should be able to host standart 2v2 as well as FFA and 1v1.

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

Mirkfallon Basin (Map)

Reviews
mafe
It's a good map again. I don't any obvious flaws, but I agree with the potential issues pointed out for @Nudl9 and @WolfFarkas . The minimap indeed looks kinda hard to understand. Unfortunately this is a issue with many tilesets that cannot really...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Looks good in terms of layout.
I feel like the map needs something visually interesting.
Some organised structures, a flourishing area with green stuff to contrast the boring tileset or just some colors really.
It's easier for players to remember and navigate a map if they can organise the map layout in their mind as, blocks, chunks and points of interest.
It looks a bit generic at the moment, like you kind of "sprinkle a little bit of barrens everywhere".

I think the craters outside the base will cause a lot of problems for gameplay, as these chokepoints are hard on units like dryads that desperately need space and hate chokepoints.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
It's a good map again. I don't any obvious flaws, but I agree with the potential issues pointed out for @Nudl9 and @WolfFarkas .

The minimap indeed looks kinda hard to understand. Unfortunately this is a issue with many tilesets that cannot really be avoided (unless you do stuff like changing the minimap color of trees, but that would lead to "melee map: No").
The map has some visual hints that help to understand where your are (shallow water areas, many rocks in the center), but maybe that could be made more "obvious".
The center also has some really narrow chokepoints, which will make it very hard to with melee against ranged, or dryads against mortars (I suppose this is what you were referring to @Nudl9 , because imho dryads also like chokepoints if they are fighting against melee units). I think the area around the tavern in particular would from being more open. BUt yes, the geysirs might not be ideal for large 2v2 fight either.

Regarding FFA, frankly I think the map won't work here, due to expanding being hard if 4 players are around.
For 1v1, I think that the leftover spawn locations could need more aa, in case a player goes pure air, they will snipe the dragon and then the rest of the creeps are defenseless. With the islands there is already some incentive to go for air units.

For 2v2, it is a very promising map. Maybe you find a way to make further improvements, but map approved anyway.
 
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