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Terrace Fields v0.3

Entry for Melee Mapping Contest #4 - 2v2.

General Information:

-2v2, 1v1
-160x96 Size


Buildings:
-6 Gold Mine Expansions
-2 Goblin Laboratories
-2 Mercenary Camps
-2 Goblin Shops
-1 Marketplace
-1 Tavern

Camps:
-9 Green camps
-12 Orange camps (+ 6 Gold Mine camps)
-4 Red camps

Description:
Since ancient times these cultivated lands have remained hidden from other civilizations. Until the day it was discovered. Suddenly factions from across the world sought conquer this rich and fertile land, as it was ripe for the harvest.


Testers:
Gusch: stats, twitch (Tester)

Sexytime: stats(80%ish), twitch (Tester)
Notrix: twitch (Tester)
Dandaelpanda: stats, twitch (Tester)
Wtii: stats, twitch (Tester)

Credits:
Buster (Waterfall Model)


Changelog



-Reduced hard expansion to 26 from 28.
-Reduced center shop camps to 16 from 17.
-Reduced fountain camp to 23 from 24.
-Changed rune of speed drop to tome +1.
-Added more grass.
-Clumped together wheat doodads.
-Cleaned up excessive wheat near murlocs.
-Removed flowers near spawn.



-Moved spawns closer to each other by 4 tiles.
-Reduced hard expansion from 30 to 28.
-Added another safe expansion, creeps up from 15 to 18.
-Removed lab and added mercenary camps.
-Level 12 side camp drops rune of speed (modified to be 15s instead of 60s)
-Removed potion of speed



-Doodads: Made waterfalls less intrusive by using custom model.
-Doodads: Lowered the rice field so i could add more rice. Adding for more immersion without being intrusive.
-Minimap: Waterfalls stand less out on the minimap.


-Creeps: Swapped position of Lizard creeps with other units. So that the front unit isn't a lizard. Lizards have evasion and can make pulls fail. Hence the change.


-Terrain: Widened several areas to prevent chokepoints
-Terrain: More landmass near main base.
-Terrain: Made treeline near mercs. weaker so HU or NE can chop trees for easy access.
-Tavern: Moved slightly down, making travel time to Tavern more fair.
-Tavern: A wisp can be placed on a nearby tree.
-Creeps: Streamlined creeps a little to be more like other ladder maps.
-Creeps: Switched golem to a hydra on marketplace.
-Creeps: Switched item drop on goblin shops from Charged 4 to 3, Powerup from 1 to 2. To prevent lots of summons around safe expo.
-Creeps: Made safe expo. easier.
-Creeps: Have full mana.
-Critters. Removed stags and frogs. Stags move too much and frogs are blend too well. Kept some variety though since mechanical critter will be based on tileset.


-Added an extra murloc near spawns so that both easy camps give level 3.
-Made easy expansion drop creep level 6 instead of 5. Doing the easy camps > expansion gives level 3 solo.
-Moved merc camps back and goblin shop to center. This ensures players dont have to keep running back for teleport scrolls. The mercs can be crept by cutting trees after expansion.
-Changed one of the camps into a Gnoll Overseer camp for sake of variation.
-Moved Hydra camp back further, it will take some really bad path calculation and a clumped army to aggro it now.


-Added marketplace back to center
-Added cliffs around main base to limit trees a little
-Added some flavor in terms of terrain
Contents

Terrace Fields (Map)

Reviews
mafe
Approved based on the results of the recent 2v2 Melee mapping contest: Melee Mapping contest #4: 2v2 - Results Some substantial changes made since then. Admittely I havent checked them in the editor, but trusting the changelog, they all look very...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Since the contest have already submitted the entry version to contest.
I might as well upload the fix which adresses the intrusiveness of waterfalls.
It won't really qualify as a melee map by Blizzard standards which was a contest requirement.
But since that doesn't matter anymore i guess i could upload the "real" version i had intended.

Theres a shot by shot comparison
 

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