• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Shatterstone Harbor

  • Like
Reactions: deepstrasz
Name: Shatterstone Harbor
Players: 2
Playable size: 104x84
Tileset: Sunken Ruins
I'm not completely set on the name. I've just picked it because it looks like this place from WoW:
If you think you've got something better, let me know.

As you can see, there is only one additional gold mine per player. I will not change that number, but I might alter the tree line at the expo. Also, do you think I should add some cliffs around the expo so nobody can destroy the trees and then hit the peon line?

The three creep camps north of your base (if you're in the red starting position) give you lvl 3. You can also go south for the murlocs, then to the skeletal orc and then to the Goblin Lab, that's lvl 3 as well.

I'm not really sure what to do with the water elemental camps in the corners of the map. Right now they're just kinda sitting there.

As you will notice, there is a little less water in the bottom half of the map. I've made 95% of the area unbuildable so NE can't place an AoW, but it does leave a little room open for farms. Is that a problem?


=== CHANGELOG ===

v01
- created map

v02
- narrowed area around expo
- changed item drop of skeleton orc creep camp from lvl 2 perm to lvl 2 charged
- added some doodads

v03
- made more terrain in front of the Goblin Labs buildable

v04
- remade the red creep camps top and bottom
- remade the Goblin Merchant creep camps
- replaced the Skeletal Orc Grunt with a different creep
- turned some high ground into even level in the center of the map
- added more trees to the center of the map
- replaced Lordaeron Summer Merc Camp with Sunken Ruins Merc Camp
- sealed off back area of the expo with cliffs

v05
- reconstructed the entire center of the map to make it more versatile

v06
- made the starting position tree lines more equal
- moved natural expo closer to the sides of the map to make it less vulnerable to enemy attacks
- moved green Sea Giant Hunter camp a closer to the new natural expo position
- moved red Hydra creep camp to the corner and replaced Gargantuan Sea Turtle with Sea Giant Behemoth
- nerfed green turtle camp next to the starting position / item drop: lvl 1 permanent -> lvl 1 powerup
- nerfed Merc Camp creep camp to make it eligible to AoW creeping and changed it to bandits / item drop: lvl 3 permanent -> lvl 2 charged
- buffed green Murloc creep camp near the starting position / item drop: lvl 1 powerup -> lvl 2 permanent
- nerfed Sea Giant behemoth camp significantly to a Sea Turtle and Sea Elemental/ item drop: lvl 4 permanent -> lvl 3 permanent
- nerfed yellow Murloc creep camp and changed it to Makura / item drop unchanged
- nerfed Goblin Shop creep camp / item drop unchanged
- created new Thunder Lizard lvl 18 creep camp (where the Sea Giant Hunter green camp used to be) / item drop: lvl 4 permanent
- changed Goblin Lab creep camp to Murloc / item drop: lvl 3 charged -> lvl 1 powerup

v07
- removed Goblin Shop creep camp and moved Shop to the Sea Elemental creep camp position

v08
- modified the area around the expo
- beta version for nwc3l
Contents

Shatterstone Harbor v08 (Map)

Reviews
mafe
Looks good. I like how the different aspects fo sunken Ruins are used to create a clear structure on the map. Visually I think it has the right balance between being neither too basic basic nor too over-the top. For gameplay, I have the following...
Level 24
Joined
Nov 9, 2006
Messages
2,558
I would recommend using 1-2 offtile textures just to give the map some flavor.
It's very "ruinsy".


The center looks a little stiff, like rectangular layout.
It could use some trees for sentinel and maybe a few small squares for ancients to hang out.
Personally i would go ham with placing pillars.

The expansion can be attacked from every angle.
Seems unfsafe to expand.

Maybe add a few chokepoints.
So that there are positions of power.

Creeping looks safe, a little difficulty contesting with these distances.
Maybe a UD/Orc favored map for once?

One thing i like i want to see more of is a few undead creeps like the skeleton used here.
It means paladin "might" be played more, with holy bolt.
Just make sure it doesn't mess with DK countercreeping, since he needs to be able to coil important creeps.
 

Attachments

  • 2.jpg
    2.jpg
    1.5 MB · Views: 113
Level 12
Joined
May 12, 2012
Messages
104
Thank you for the thorough review!

You're right about the entrance to the expo being wide open and I've placed some trees where you have suggested it. As for any other choke points, I can always make paths narrower of course. I suppose that's the red dots in your screenshot? I've placed a few doodads in the bottom location you have suggested. There is already a cliff in the top location. Not sure about the middle ones, in the end, you do need some room to maneuver as well. They would make it a little too annoying I think.

Regarding the AoW positioning, I guess you're right about that as well. There's very little room in the center to place it. I would like to keep most of the shallow water though and I think it's okay if not every single location can be AoW-farmed, so that leaves us with making one or two of the camps "available" to nearby construction (plus a few trees).

Terrain style stays as is, I wanted to create some "pure" maps that make the best use of a single tileset.
 
Level 24
Joined
Nov 9, 2006
Messages
2,558
The red dots are obstructions/unwalkable yeah.
You can do it however you like though, that's just how i would have done it.
I don't think open space is bad you know, it's just without the variation maps lack flavor i think?
I sort of how this new approach to game design where if a game isn't fun in open space then it's not really good.
WC3 is one of those games that is really fun in open space, but obstructions add that flavor to it.
I think it's about the change of power dynamic.

I don't think the AOW thingy is super important, but it's something to consider at least.
Just having a lot of water is nice for the looks.
I'm just not sure what i would have done as NE here except keeping expansion in check.
 
Level 12
Joined
May 12, 2012
Messages
104
I've made some additional terrain in front of the Goblin Lab buildable and added more obstacles in the shallow water. I think this pretty much in the spirit of your suggestions.

I'll pitch the map to some players and see how they like it. Fingers crossed!
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Looks good. I like how the different aspects fo sunken Ruins are used to create a clear structure on the map. Visually I think it has the right balance between being neither too basic basic nor too over-the top.
For gameplay, I have the following question marks and/or suggestions:
1. The lvl 2 charged drop at the labs is too weak. Should be lvl 3 charged.
2. General lack of trees in the "ruins" part in the middle, makes it hard not only for AoW creeping (which I think is no problem), but also for the kotg (which I think will be a problem.
3. Imho the highground area around the tavern feels unnecessary.
4. Maybe the area behind the expansions could be unbuildable. In my mind I can see Ancient Protectors eating trough the treeline from behind.
5. About the corners, I agree there could be something to make them more interesting. I again forgot about the details of the new mercs, maybe a sunken ruins merc camps could be placed there?
6. I'm unsure about the feature of several highground creepcamps. But I dont see anything immediately wrong about it either.

So, I strongly suggest you look at issue 1 again, possible also at 2-5. But Given that that otherwise the map is very good already: Map approved.

If you have any further questions, contact me in discord, since I rarely look at maps here again after approving them ;)
 
Top