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Richer's Hill

Players: 2
Goldmines: 3
Version: 1.3
Playable area: 52x52
Suggested modes: 1v1
Tileset: Lordaeron Summer


This melee map includes: - 3 Gold Mines (Only 1 expansion gold mine)
- 2 Goblin Merchants, 2 Mercenary Camps, 2 Taverns and 1 Marketplace
- 7 Orange creep spots (In the middle, there's a Red Dragon guarding the expansion mine)


Map description: "Only the one who dominates the hill can win. Assemble your forces quickly, seek help from monsters in the corners, and most improntantly - know when to strike."

overviewg.jpg


Keywords:
1v1, Melee
Contents

Richer's Hill (Map)

Reviews
18:43, 6th Jan 2011 ap0calypse: Approved
Level 15
Joined
Sep 17, 2010
Messages
1,449
Ok!

Here is a review only looking at the map from World editor!

[+] Good concept, i like it!
[+] No rules violation.
[-] Bad description.
[-] Low amount of creeps.
[-] If your a night elf, you cant cu to the shops.
[-] Fairly bad terrain.

When you fix theese problems i will rate your map and vote for aproval.
 
Level 2
Joined
Jan 25, 2010
Messages
6
Alright guys, tell me what do you think about the map now. Updated it. Removed the trees blocking the path to shops, added more doodads, improved terrain abit, added 2 more creep camps and more gold in starting gold mines. Also, Eldubs, could you tell me SPECIFICALLY what do you dislike so much about the terrain? If it is it's simplicity then I'll have to disappoint you - its supposed to be like that.

Edit: Also, on the description, I really have nothing more to add... so tell me what to improve about it exactly...
 
Level 23
Joined
Oct 12, 2008
Messages
1,783
Terrain wise its not the aesthetic for me. Its the fact that it cuts off abruptly into nothing. If you look at blizzard melee maps, theres usually a buffer of trees/unpathable stuff that seperates the playing field from the black boundary.

The main thing about this map is balance, the Dragon in the middle pretty much means both sides have to turtle until they have enough forces to take on the dragon. Sure they can bypass by chopping throught he woods. Even so, both methods are very time consuming. Hence any battles early on are effectively impossible.
Not to mention bots will blindly suicide their troops against the dragon.
 
Level 2
Joined
Jan 25, 2010
Messages
6
Terrain wise its not the aesthetic for me. Its the fact that it cuts off abruptly into nothing. If you look at blizzard melee maps, theres usually a buffer of trees/unpathable stuff that seperates the playing field from the black boundary.

The main thing about this map is balance, the Dragon in the middle pretty much means both sides have to turtle until they have enough forces to take on the dragon. Sure they can bypass by chopping throught he woods. Even so, both methods are very time consuming. Hence any battles early on are effectively impossible.
Not to mention bots will blindly suicide their troops against the dragon.

About the terrain/doodads OUTSIDE the map boundaries, you're right; I should work on that as well to make the map appear more whole... and as for the map itself, well whole point of this map is obviously to try to not only TAKE the ONLY expansion on the map but to take advantage of a little thing called "creep acquiring range". If you've opened up the WorldEditor and saw I put all other creeps except Dragon into "camp". This was done on purpose so that only Dragon will be the one who you can effectively trigger against your opponent. After all not all battles need to take place in the middle... I mean, for all I know you can take your entire army trough the middle, ignoring the Dragon - hey you will get a few hits, but he will eventually go away. And the best part is that you don't have to worry about opponent placing towers anywhere nearby the expansion, all thanks for the acquiring range. So yeah, unlike most of the solo melee maps this one plays quite differently. On top of that, if you prefer playing aggressively and want to take on your opponent as early as possible, just makes sure you're the first one to hit tier 2 and get yourself air units such as Wyverns... just bypass Dragon by flying over the trees. As for the Computers, I guess this map isn't right for them. They have same problems on maps like Adrenaline or Islands (by Blizz), but hey those map require diffrent play-style, just like this one.
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
[-] Bad description. Partly Fixed
-Needs atleast a screenshot of the overview! Eye candy such as colors and sizes would make the map more attractive.
[-] Low amount of creeps. Fixed
[-] If your a night elf, you cant cu to the shops. Fixed
[-] Fairly bad terrain. Partly Fixed
-Add more tile variation in the starting bases
 
Level 8
Joined
Jun 21, 2009
Messages
324
Originality: I like the idea! Haven’t seen something like this (well, except King of the Hill maps) 5/5
Concept: Very well executed. 5/5
Description [TWH]: A bit short, but it tells stuff that you need to know. Could use some improvement, like adding a screenshot or two. Fixed now, is better, but the screenshot ain't working. Also "Version: 1.0"? Shouldn't it be "Version: 1.2" because you updated it :p (twice, that is) Alright, description's fine now, screenie's working, version's fixed, and stuff, 5/5
Description [In-game]: Blizzard-like, seems okay to me 4/5
Grammar: This is a melee map (obviously), so it doesn’t have custom text besides the description, but it has perfect Grammar. 5/5
Gameplay: Good ol’ melee. Only thing that bothers me is that AI suicides its troops early game to kill the Red Dragon. 4/5
Quality: A very good quality map. 4/5
Replayability: Highly replayable, BUT, mostly against human opponents, AI pretty much is dumb here (more dumb that it usually is, that is). 4/5
Balance: Balanced terrain, doodad placing, creep drops, creep camps, etc. Though, the Red Dragon drops low-level/mid-level items...but then he’s all alone, so he’s not so tough to kill late-game. Dragon Drops fixed. Also, this map seems to be made to test your turtling skills :p Haven’t seen such maps lately, anti-rush maps, that is. Also, Right Player's creep camps are a bit imba compared to the Left Player's...Golems and Ogres compared to Gnolls and Trolls? :/ Fixed. 5/5
Terrain: Good terrain, though, in the players’ bases, near their gold mine, some more variation would be nice, since there’s only grass. (Fixed) Otherwise, it’s okay. 5/5
Violates the Rules?: Nope. 5/5

Overall Rating: 51/60 = 5/5, Vote for Approval and +rep

Pros:
+ Original, well-executed map.
+ Provides different gameplay, as you need to think of some strategies to attack your opponent, bypass the dragon early-game, etc.
+ Good terrain.
+ Balanced.

Neutral:
= The Troll camp has random facing, each troll is facing in a random direction. That doesn’t matter, though, just mentioning.
= A lot of sheep in the middle. (one is even stuck between trees and rocks xD)
= Some variation in the base, near the gold mine, as mentioned above, would be nice xP (Fixed)

Cons:
None.
 
Last edited:
Level 2
Joined
Jan 25, 2010
Messages
6
[-] Bad description. Partly Fixed
-Needs atleast a screenshot of the overview! Eye candy such as colors and sizes would make the map more attractive.
[-] Low amount of creeps. Fixed
[-] If your a night elf, you cant cu to the shops. Fixed
[-] Fairly bad terrain. Partly Fixed
-Add more tile variation in the starting bases

Done. Thanks for the feedback.:grin:
 
Level 9
Joined
Sep 18, 2010
Messages
585
Ok.. here's my opinion
A small map with one of the innovative concepts,The Mid has a Dragon which blocks your way and apparently is the only way to reach your opponent
A similar concept is used in the RoC map known as Ogre Mound, I liked that map and I do like this as well,
Difference would be that Ogre Mound had 3 ways of going to the enemy base
1st at Night when they are sleeping
2nd Buy a Zeplin
3rd Kill em all..

Recommendations
I would recommend that you too add some other way of getting through,this would make the gameplay more interesting.
Add a few more Trees to each base like other melee maps, Otherwise the Orc Blademaster would own any race no problem.
Use some more doodads in the way and ends of cliffs, I the use of them only till the extend of the Map edges and a bit in the middle.
Try to Raise a few places such as the spawning point they can be somewhat a bit over normal level of ground to make things look better.
You might wanna add a few Water Terrain in the End of the Cliffs as well ( where there are Trees and players can see that part w/o having to cut till them )

4/5 +rep :ogre_haosis:
 
Level 8
Joined
Jun 21, 2009
Messages
324
No, actually that wouldn't happen.

The 4 races are fairly balanced at any time during the game.

True...in normal sized maps :p Humans here (early game ofc) can be the best rushers, speed build an altar, get some hero (train Peasants while doing so), Call to Arms, and gogogo! Humans would quite own here if there was no dragon xP

And yep, unique map is unique. But BMs are dominant here :p They walk past the dragon, harass, go back to base for regen, and get to it again :D
 
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