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Nagrand

The idyllic Nagrand is one of the few places in Outland that are still enjoyable. Noble heroes find rest here, but also sinister villains creep the land.

This is a simple Melee. Not the slightest modification, but a nice designed map.
Contents

Nagrand (Map)

Reviews
DesKaladA: A really nice map i love the tile vaeration and the discription i see no flaws so approved 16:50, 15th May 2009, by Rui: If you can live with bad drops, but enjoy an overall average map, this is a map you can... try out. Check comments...

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DesKaladA: A really nice map i love the tile vaeration and the discription
i see no flaws so approved

16:50, 15th May 2009, by Rui:
If you can live with bad drops, but enjoy an overall average map, this is a map you can... try out. Check comments #2 and #3 for full reviews.
Set to Reviewed status with a 2,5 out of 5 rating.
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review on "Nagrand" (melee map by livevil)

The map is somewhat well designed, though I was expecting more, judging from the minimap.

I find it weird that you attempted to incorporate Village Fall with Outland. The fences were unnecessary, in my opinion.
I don't remember seeing elevation, but then with Outland... the ground textures were somewhat varied.

You've got a Tavern at the middle, that's good. The other neutral buildings are also well placed, including Gold Mines.

The worst are the creeps, as usual. I didn't really like seeing bandits on Outland.
Still, the biggest critique falls -- again, as usual -- on the drops. A Voidwalker and a Lesser Voidwalker should give only a lvl1 powerup, in my opinion. So should the bandit camps. The other drops were also slightly overpowered.

The resources are sufficient... I don't remember anything else I should mention.

My rating's a 2,5 out of 5, which rounds up to a 3 (Useful). Still needs updates, but my vote goes for Approved status, even though the drops really destroy the game.
 
Level 18
Joined
Sep 27, 2005
Messages
2,069
bounty hunter2's Review on Nagrand

Nagrand is a four player symmetrical melee map. Thus when I say symmetrical, balance is of no issue, and the map is fairly balanced.

The terrain of the map was quite average. As Rui mentioned, I didn't see those fences fitting in the entire scenery, they just seemed quite limiting to me. Not enough height tool used, aswell as not enough dodoads, it seemed quite plain.

The map concept is somewhat original and interesting. It gives you a good feeling when playing, although I'd made the paths a bit wider at places.

The drops and creeps were done quite lackingly. There were some really to strong creeps, after the green groups. My entire army died afterwards. Aswell as the drops, that are to powerfull and contain to little permanents. I don't see why should the creeps drop so much invurnability potions.

Overall, not a bad melee, still lacking some more work. I would give it, well the same rating Rui gave it, 2.5/5, however I will rate the map with a 2/5 and vote for Approval. Translated to the /10 system it would be 6/10.
 
Level 3
Joined
May 26, 2009
Messages
61
the terrain and the goldmine creeps could be improved
also the grass and trees dont look realistic in the putland
and the exes on the sides suck because you can be creepchecked there in a very nasty way
3/5 because i love the idea and the cliffs
 
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