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Spread of Power

SPREAD OF POWER
1v1 melee map by Pr0nogo

The corruption of Felwood and its demonic nature have greatly wounded the local forest spirits. altering them into something else entirely. Fight your way through the thicket to discover the other intruder, but be wary of those who would see you both gone.

Spread of Power is a 1v1 melee map, set in Felwood after the Burning Legion's defeat. It is meant for a fast-paced style of gameplay, with back-and-forth action not just permitted, but encouraged.

Spread of Power is my first melee map, so I am aware that there will no doubt be qualms and issues with it. Please provide constructive criticism and point out what I did wrong and how I could improve; this will allow the map to be at least moderately successful, as well as improve any future melee maps I create.

I mirrored all doodads and terrain almost perfectly, although I'm sure there are a few discrepancies I had with precision. I am strongly considering swapping out the rocks for custom model walls, and getting better-looking tree models.


As Spread of Power is a 1v1 fast-paced melee map, there are several features to encourage a fast-paced opening build, hero leveling off of creeps, and quick routes to the enemy base.

  • The upper-middle area is cordoned off by destructible rocks, placed by Murloc warriors to stop intruders from claiming their Fountain of Health - as well as their captive Goblin Merchant. Destroying these rocks will unblock the passageway, and save you valuable time in crossing to the enemy base.
  • If you opt to take the immediately-available lower-middle path, you will no doubt have to fight your way through a good amount of demons. Two Doom Guards stand in your way, flanked by their vicious Fel Beasts. Be wary, and remember that the Murloc pathway might be more appropriate early-on.
  • While there are quite a few trees left standing, much of the forest is corrupted. Be wary, as Satyrs have occupied nearby Mercenary Camps and several of the forest's corrupted denizens still wander about. Some are uncomfortably close to home...

Spread of Power features a Goblin Merchant, a Tavern, a Fountain of Life, and two Green (Felwood) Mercenary Camps. My aim was not only to give players plenty of options to choose from, as far as tactical advantages go, but to also keep it within reason.

Spread of Power also features the following for creep camp figures.
Green camps: 14
Orange camps: 7
Red camps: 2

The following are figures for Gold Mine values.
Start Locations: 7,500 (strongly considering a small increase)
Naturals: 7,500
Middle: 15,000



SoP2.jpg
SoP1.jpg
SoP4.jpg
SoP3.jpg
SoPoverview.jpg


Special thanks to:

Vikus for his help in the development stages (providing feedback on aesthetics, specifically), and for telling me to get off my ass and work on something for a change.
-Kobas- for his map description templates and his guide on how to make melee maps.
Melee map makers Ken-E and lonepair for serving as inspiration and showing me how a good melee map is structured.



April 25th, 2012
Version 1.0; Public release.
Version 1.01; Small doodad update, calculated shadows.

April 26th, 2012
Version 1.02; Mostly an aesthetic update. Miscellaneous doodad balance modifications; removed several trees that conflicted with pathing. Also recoloured the rocks to match the rest of the map's scheme, and personalised several of the neutral structures with miscellaneous doodads.

April 28th, 2012
Version 1.03; Added a second exit that leads straight into the natural expansion. Lowered the level of the corrupted treant creep camp from 9 to 7. Added a level 10 orange creep camp in the near-centre of the map, on both sides. Made more manoeuvring room when fighting the upper Furbolg camp, the Spitting Spider camp, and the lower Murloc camp. Removed vision blockers around the natural.

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
melee, 1v1, 1, 1-player, player, felwood, power, spread, peanut, butter, jelly, baseball, jobs, steve
Contents

Spread of Power (Map)

Reviews
Vengeancekael - Date: 2012/May/17 00:50:21 Reasons: Other: Check out the tutorials section: Tutorials Check out the Map Development Section: Map Development Section Check out the World Editor Help Zone (Trigger issues, object editor, overall...
Level 6
Joined
Mar 31, 2012
Messages
169
Hey eubz, thanks for that. An overall map preview has been added. I've also updated the map after calculating shadows and adding an exact figure on the creep camps.

Updated the OP with figures on the Gold Mine values.

Updated it again, mostly for aesthetic purposes. Let me know what you guys think.

What's the average wait for a map to be approved, if there aren't any actual issues?
 
Last edited by a moderator:
Level 6
Joined
Mar 31, 2012
Messages
169
Update: said:
April 28th, 2012
Version 1.03; Added a second exit that leads straight into the natural expansion. Lowered the level of the corrupted treant creep camp from 9 to 7. Added a level 10 orange creep camp in the near-centre of the map, on both sides. Made more manoeuvring room when fighting the upper Furbolg camp, the Spitting Spider camp, and the lower Murloc camp. Removed vision blockers around the natural.

Wooh.
 
Level 3
Joined
Aug 24, 2012
Messages
51
I like this map a lot. Everything is on my taste but there's one thing that makes this map unplayable for everyone... that green stuff that is appearing and dissapearing on the ground. The effects are very ok but the game is a bit laggy on the old/slow computers. This effect is something new on a melee map (I've never met it before) and I find it very interesting, but as I said before, it creates lagg.

Overall it's a massive map. Thanks for it!
+1 rep from me :D
 
Level 6
Joined
Mar 31, 2012
Messages
169
Oh wow, I didn't even think it would effect older computers, haha. I could potentially add a dialogue that allows you to enable or disable the effects, I suppose. It's just supposed to show that the forest has been corrupted.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
There are difficulties in reaching the other player with more than 6 units at a time if neutral hostile units are still in the tightened places on the middle map line.

The Tavern does not include all neutral heroes.
 
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