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Northlands

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Northlands

My second attempt. I tried to bring envitomental aspects (Bridges, ramps) into the map. Furthermore, I hope to have avoided some of the "beginners" mistakes with this one. Any criticism or feedback is largely appreciated.

Titleset: modified Dalaran Ruins

Map description:

The land has suffered. Years after the invasion, many residents returned to the village only to find out that their land has been occupied by villainous creatures and men. So a new fight begins.

  • 2 Players
  • 2 Natural expansions
  • 2 Goblin shops
  • 2 Goblin Laboratorys
  • 2 Mercanary-camps
Creeps

  • 6 green creepspots
  • 10 orange creepspots
  • 2 red creepspots
greetings, vara

Changelog
January 21st, 2018
- added critters

January 22nd, 2018
- Replaced doodad bridges with terrain to make the choke wider. made the terrain unbuildable
- Fixed the pathing on the ramps
- Creeps at the shops
- replaced 2 Forest-troll's with 2 Forest-troll trappers, increasing to lvl15 spot
- Changed mana at start to full at the following creeps
- rock-golems at the merc-camps
- renegade-wizards at the natural expansions
- repositioned certain critters
Contents

Northlands (Map)

Reviews
mafe
Another very nice map where all basic things are right. A few comments on things I might have done differently: -Bridges, Ramps: It is tempting to uses these features as they can make the map look very interesting. I recommend being very careful in...
deepstrasz
Approved based on @mafe's review. Looks quite similar to your last.

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Another very nice map where all basic things are right. A few comments on things I might have done differently:
-Bridges, Ramps: It is tempting to uses these features as they can make the map look very interesting. I recommend being very careful in using them, as most competitive maps (assuming this is the goal you have in mind) rarely every use them. And if such and other things are not seen in competitive maps, then this is probably because there would be some negative effects on gameplay. However, I believe on this map the bridges and ramps are used in such a way that I think it just still acceptable.
-However, some of your ramps are buggy. Check pathing (P hotkey) and you will see that some tiles on the ramps are unpathable.
-The should creeps: Level 13 creepspot are weird, too weak for a lvl 3 item, too strong for a lvl2 item. If you look at TS and AZ, they have exactly the same spot but it drops a lvl 2 item. With a lvl 3 item, there is the chance that if a player has mapcontrol, he can get two big consumables very quickly andeasily in the early t2 stage (as the shops are very clos together), which I think would be too strong. I would either reduce the item from lvl 3 to lvl 2, or strengthen the creeps (upgrade 1-2 trolls).
-It appears that you have set all creeps to have 0 mana at start? This is a topic which I havent paid attention to until recently, but my impression is that some, but not all creeps, have 0 mana at start. I'm not sure I have figured out the precise "rules" yet however, if there are any. But a rock golem without mana is only half the threat it usually is, making the merc camp creep relatively comfortable.
-The distance between the starting positions is also very close to being too short. However, this works well to give counterplay to the strong milita creeping opportunities.
-The frogs near the labs might walk to places where nightelves would want to place there AoWs.
 
Level 4
Joined
Jan 5, 2018
Messages
14
Thanks for the feedback

Made a quick update regarding some of these issues. The distance between the starting positions is on the edge of being too close, yes. However i like the fact that otherwise "easy" early creeping is contestable, creating more intresting creeproutes and/or evasive creeping. One of the issues could be tier 2 towerpush in orc vs human. That could be a problem indeed.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Hello there

-You only used 2059 doodads, it can have more work (I have 1vs1 maps with 7000 doodads)
- Fog maybe? You should try dark gray z= 500
-Some parts seems to be flat, and can have a bit of rise/down work
- Carefull with ramps, you can build in ramps, and I don´t think is the idea, a rule to me is ramp = unbuildable terrain, to avoid tower exploit (build towers near up to have vision range to attack while the enemy has to go up to see.
upload_2018-2-18_0-20-49.png

-This highground area could be dangerous to place canon towers
upload_2018-2-18_0-22-37.png

Sugestion = unbuildable terrain, unbuildable terrain is not only for decor is for places where towers can have powerfull efect above a cliff.

- Critters should be near the golems and water elementals, not for decor, necromancer balance thing.

map is solid in basis, a bit more work in flat areas and maybe 2000 doodads more will make this something really great.

is cool as it is, I am sharp with the reviews because I like people to improve their maps raiting 4/5
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
is cool as it is, I am sharp with the reviews because I like people to improve their maps raiting 4/5
Well, imagine if all maps would be made in your vision to not let the Siege Tank be placed in such a zone in StarCraft.
While, I might agree in some way, all races/factions can build towers in any of those places and all of them have unit with siege attack to counter.
 
Level 29
Joined
May 21, 2013
Messages
1,635
Well, imagine if all maps would be made in your vision to not let the Siege Tank be placed in such a zone in StarCraft.

While, I might agree in some way, all races/factions can build towers in any of those places and all of them have unit with siege attack to counter.
In competitive melee, the siege weapons are hardly produced.

Starcraft and Warcraft are quite diferent, Starcraft is ment to have cliff, and since there are race tranports and distance aerial, that can be countered
In warcraft, you main army is on foot and with luck you have 2 or 4 aerial, and there is no race transports (unless goblin lab is placed)
As I said I am being sharp for the better good, since the map has no unbuildable terrain, i could have.

I didn´t quit 1 point for that, I did it mainly because of the flat terrain and the enviroment could have more work. I try to give fair rate, Still is a very good 4/5 well earned.
 
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