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(2) Silvermoon Gates

Silvermoon Gates
Created by btp|Lancer

Map Info:


Hello people!
This is my very first map and my very first post. I came to this website because of the HIVE MELE MAP CONTEST of the last few days. I'm sooo much impressed about the quality of the maps this community has made. I would like to share my map with all of you.

Features:

As part of the amount of features Wc3 editor has, I tried to combine them all to make a mele map. I would like to hear your thoughts about my new map: balance, quality, uniqueness, personality, etc.

  • Tileset: Lordaeron Summer
  • Suggested Players: 2
    208431-68b922c0059b74b0d640282fca7d1f80.jpg
  • Map Size: (116 x 88)
  • Creep Camps: 6 12 2 (creeps on both corners are RED camps, and the green camp closed to it is orange instead. This is due to the fact that blizzard doesn't consider my elven units as creeps)
  • Gold Mines: 4
    208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg

  • Neutral Buildings: 11
    208427-67ced567f320d96ce63cdb2eb304a5d4.jpg

  • Description: The magical region of Silvermoon still holds some of its last walls that protected the city. Elves and mercenaries try to rescue ancient treasures lost during the war.

Extra stuff around:
  • Creeps: Elves can be found as part of the creeps
  • Enviroment: Map is surrounded by high elves houses. I tried to reproduce part of the inner and outer gates of Silvermoon before Arthas arrived.
  • Mercenary camp: As we get bored of the same units, I added two more creeps. One from the same tileset and a new one: BM' Level 1 Hawk. As it was not part of the neutral creeps, I customize it stats as gold cost, wood cost, hit points and vision.


Changelog:
  • Repatched to the latest version of the game
  • Expansion creep vision set to normal (not camp)
  • Forest density fixed on mains and naturals


Every comment is welcomed :)

Thanks Rufus for your map description guide
Contents

Silvermoon Gates (Map)

Reviews
mafe
So, for a first map, this is quite good. However, you also made some typical rookie mistakes. So: Technical issues/mistakes that should be fixed: -The map uses patch 1.07. It's complicated, but to get it to latest patch, you must do one of the...
mafe
Checking for the stuff I mentioned the last time (assuming no further updates). -Map is now "Melee (latest patch)". -Expansion creeps no longer on camp stance. -Trees seem to have few gaps between them (mainly around the main bases). There are some...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So, for a first map, this is quite good. However, you also made some typical rookie mistakes. So:

Technical issues/mistakes that should be fixed:
-The map uses patch 1.07. It's complicated, but to get it to latest patch, you must do one of the following:
1. Remove all changes to items, doodads, etc in the object editor and fix anything else that is mentioned in the mousover text of the "melee map: No" in the bottom right of the editor until it say "melee map: yes".
2. Set game date to "Melee (latest Patch)".
-Creeps at expansion generally should have normal target acquisition range, i.e. they should not be blue. Otherwise you can build right in front of them, and expanding becomes suddenly much more easier if you can build towers before killing the creeps.

Borderline stuff (things I dont like, or generall should be fixed to make a high quality map, but can no longer realistically be changed or dont matter for average players):
-Only place trees by using the size 2 circular tool (which places at most 7 trees). Otherwise you create countless of trees where wisp can sit and not be attacked by melee units.
-The map is generally too large (in terms of distances from main bases to each other and expansions), this is a nerf to harass, rush and fastexpansion strategies.
-Plants and other stuff near gold mines will remain even if an undad builds there, and then they will look womewhat silly on blight.
-Creeps and player units are typically rather different in terms of stats/experience given. Such units might not be balanced for being used as creeps.
-Adding units to merc camps technicall makes this map an altered melee, however I'll just accept it as a melee units, given that these are rather marginal changes.

Good stuff:
-Itemdrops are balanced (maybe a few more tomes here and there could be a further improvement).
-Generally good pathing and structure of places of interest.
-I'm a big fan of the roc campaign and you did a great job of recreating the look of the respective levels.

So altogether, please fix the technical issues and consider if you want to also make some further changes. Until then, map set to Awaiting update.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Checking for the stuff I mentioned the last time (assuming no further updates).
-Map is now "Melee (latest patch)".
-Expansion creeps no longer on camp stance.
-Trees seem to have few gaps between them (mainly around the main bases). There are some "untouchable wisp" location, see this post: Raging River But this only matters at the higest level.
-Map is still large, but that obviously has to be accepted.
-No more "living" doodads near expansions, just some other stuff.
-Still some nonstandard units used as creeps.

Overall, the map is not quite ladder material, but now good enough to be approved. Feel free to make further improvements nevertheless.
 
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