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Northgate Woods

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Name: Northgate Woods
Players: 2
Playable size: 100x84
Tileset: Lordaeron Winter
This may not seem like a very exciting map at first glance, but I might give it a more refined theme later on, like a river in the East.

The most interesting aspect about it are plateaus around the secondary expo spots with each three ramps to access them. That way you can't fully seal them off, but it still allows some play and jukes with different levels.


Any input on neutral buildings and creep camps is very welcome.

=== changelog ===

v01
- posted map

v02
- added water in the east to represent the Northgate River
- set most creeps near gold mines to camp mode to prevent accidental triggering
- altered the terrain to be more visually interesting
- replaced Lordaeron Summer Merc Camps with Lodaeron Winter Merc Camps
- changed item drop of gnoll camp close to starting position from lvl 1 power up to lvl 1 permanent
- buffed furbolg camp close to tavern to lvl 9 and buffed item drop to lvl 2 charged
- changed item drop at primary expo from lvl 2 permanent to lvl 2 charged
- changed item drop at Goblin lab from lvl 2 charged to lvl 2 permanent
- nerfed creep camp at Goblin Merchant from lvl 18 to lvl 17 and reduced item drop from lvl 4 permanent to lvl 3 permanent
- changed item drop at Merc Camp from lvl 3 permanent to lvl 3 charged
- changed item drop at Sasquatch Oracle Camp from lvl 3 charged to lvl 3 permanent
- nerfed secondary expo creep camp from lvl 21 to lvl 19
Contents

Northgate Woods v02 (Map)

Reviews
mafe
Well another well made map. Again, there isnt anything that makes this map particularly remarkable, but that's ok. Thee layout and pathing seems to be "intuitive". Also, I like the mix of standard and unusual creeps. I didnt find any real flaws, but a...
Level 24
Joined
Nov 9, 2006
Messages
2,558
You should play more with the leaves on ground theme, it's the most interesting thing going on here visually.
I feel like the center could be different to break up the monotony visually.
Like having a big pool of shallow water, a raised cliff, a leafy clearing with sunrays, lots of mushrooms.
Something like that.

It looks like players can rush, maybe test the timings with peasants?
I don't know the lore of the map, but playing on the title you could have 2 gates in center.
With like a fraction of hp (150) remaining, so that the initial rush is delayed, but with short distances between players after that.

On the cliffs, press G and place flowers where cliffs start and end in subtle way.
It makes pushing high ground more reliable for players when they know where it begins and end.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Well another well made map. Again, there isnt anything that makes this map particularly remarkable, but that's ok. Thee layout and pathing seems to be "intuitive". Also, I like the mix of standard and unusual creeps.
I didnt find any real flaws, but a few suggestions on how to further improve the map, though some of it basically repearting what @Nudl9 said already:
-While you may have created the map before the recent PTR and the merc changes, may one of the new merc camps would fit in here?
-A lvl 1 powerup for a lvl 6 camp and a lvl 2 powerup for a lvl 8 camp are kinda weak rewards, even though there are precedents for such itemdrops.
-Some visual structure (i.e. make different areas of the map look noticably diifferent) could help to make the map more look more structured and generally more interesting. For example, there could be some snowy parts/snow-covered trees in one half of the map. Imho, such stuff also helps players to judge distances.
-It's currently possible to buy items at the northern shop without killing the creeps.
-Indeed, the distance between the main bases is indeed relatively short. Imho it is still just abotu acceptable.

Overall good map. If you make some further improvements, I think it has potential. Approved.
 
Level 12
Joined
May 12, 2012
Messages
104
Updated it and addressed all issues. The distance between the starting positions should be the same as on any standard map.

Don't really want to give it any wacky theme, but I've worked with hills and improved the terrain a little so it should feel more "orderly".
 
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