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The Gates

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
THIS MAP IS GIGANTIC!!!
Playable Naga!


http://postimage.org/app.php

http://postimage.org/

Ever want to play naga as a race? Yeah, me too! Blizzard meant to implement them as a playable race and never did [or so it's been said]... SO I took the liberty of adding their already existing structures and units - from the naga mini-campaign in the frozen throne - as well as three custom naga heroes to a completely original map that I made. The naga heroes I added are showcased above! The naga do not replace any of the other races. they act simply as guns-for-hire. In the interest of preserving some balance, I made naga units available to all races!
Naga workers are hireable from huts near the waygates in between spawn locations and can be used to create naga structures.

http://postimage.org/app.php

Mostly the aim of this map is Warcraft overload

There is a Marketplace, as well as a "Black Market". These are located in the center of the map, where the way gates meet. Players themselves are the guards of the tavern/shops that exist on the center island.


http://postimage.org/app.php

The most notable aspect of Warcraft overload present on this map is the huge upkeep max. It is raised to 150! The upkeep levels are adjusted as well to 70/100/130(with a lumber tax at 130) to help congeal this marvelous circumstance. The best part of this map is of course my meticulous attention to detail when creating it!


http://postimage.org/app.php
There are 6 total waygates that allow players to quickly navigate this MASSIVE map. Their functions are fairly linear, so I won't explain too much on them. In addition there are Portals (they may be demonic in nature) that act as waygates, and take players through a highly rewarding creep scenario.

http://postimage.org/app.php

There is much to experience on this map, and even more for clever players to exploit to bend the odds in their favor!
1v1, 2v2, or FFA. Spawn locations are fixed. This is not relevant in FFA, but in 1v1 or 2v2, Team 2 should be in the 3rd and/or 4th player slots.

**CREDITS**
dark assassin's hero-glow
warcraft model viewer II for loading screen
some basic trigger know-how
information gathered from various posts here!!
~TYSM for being an awesome group of people
other warcraft-related websites

**The large file size accommodates the loading screen image. I don't know how we should all feel about that.

Keywords:
Melee, Naga, Epic, Custom, Upkeep, Chuck, Norris, Chuck Norris
Contents

The Gates (Map)

Reviews
19:57, 17th Aug 2013 Orcnet: Remixer's review

Moderator

M

Moderator

19:57, 17th Aug 2013
Orcnet: Remixer's review

Remixer;2400400 said:
Remixer's Review
Terrain
The maps terrain is lacking. It does not really have different variations which are needed in larger maps like this. Tile using gets very boring, because of usage of the same tiles next to each other the same way, you should mix up tile sets a little in such a large map or you will lack the variations for different ground styles. Also, the terrains basic things as ramps and bridges are made badly. Bridges looks bad since you have picked wrong ones for certain places, you have placed a dirt bridge at a grassy area, this is bad. Also you should very rarely use Dirt Stone Bridges. The terrain needs way more definion: proper tile using and fixing the basic things. Also, the decorating seems a bit weird, you seem to stack same things at certain places. For example the demonic foot prints, you have placed them to a few placed on the map but in those locations there are like 50 of them. You should fix this kind of placements, make more natural looking environment in total. I see your point to make the portals and the demonic creatures to spread around them, however you need to seperate those two different worlds from each other in another way than just stacking one doodad around them. You can change almost everything around them, ground tile, doodads (You can place rocks and stones and all kind of things that can be linked to demons and demonic things. A good Tilesets to look for those things are Dungeon, Black Zitadel and Outland. Another thing that hurts my eyes is the color of water, that is just awful. You should really change that. I make a list now:
1. Improve the tile using.
2. Fix the basic things as ramps and bridges.
3. Seperate two totally different environments better from each other. You should not place a volcano and a snow next to each other (just an example).



Creeps
Creep camps are weirdly placed I have to say, they block many strategic paths and some of them are out of place. Seconly there is too much creeps I think. The map is unnecessarily large and I think you should drop its size. I know your point that there can be huge armies in it too, however the lay out does not seem to support any strategic paths or plans. The terrain is way too open for strategic purposes and it is filled with small areas however when it has huge plain areas and small passages the terrain starts to look very shattered and it ruins the idea of wars and battles and good tactics. The creeps does not help it, they are placed to all passages to enemy side of the map which already is very shattered. Also the item drops are overrated: Almost every single creature on the map drops an item. Also the item drops are very schematicly done, same drops after each other. Even though the item type would be different the level and class are still the same. The hardest creep camps does not drop good items, they just drop dozens of normal items, this is very bad choice in my opinion.


Generally
Because the map is already lacking, I will not even try the gameplay. However, the idea seems nice. Generally the terrain is very lacking, it does not have any strategical points or plan supporting areas. Its wide open at most parts which does not support any strategies, just a huge blood showers. And at some points it is just small passages which does not support the idea of huge armies at all. You have mixed way too much doodads from different tilesets without mixing tiles and other things, the units and single doodads from other tile sets look very orphan. You need to fix the two major things: strategical lay out and terrain in total.

Rating:
Terrain: 1/5
Comment: Terrain does not need maybe more doodads but the proper use of them. Change the color of the water. Mix the tilesets properly so the ground does not get boring and so that the single doodads does not look out of place. Terrain does not have any strategical points or passages which reduces the score a lot because this is a large map. Re-Heigh the bridges and ramps, they are ankwardly placed right now. You need to re-think the lay out.

Creeps: 1/5
Comment: Creeps has way too many small item drops. You need to have better but less drops at harder creep camps. Some creep camps are very out of place. The creep camps are mostly from felwood, as is the tileset, however the environment is something completely other.

Generally: 1/5
Comment: Generally the map is very lacking due the lack of terrain and very confusing creep camps and environmental decoration. As you first fix the lay out and creep camps and also make the tileset mixing and doodad mixing good I will try out the map and will score it also.

Rating: 3/15 (Unacceptable)
 
Level 20
Joined
Jun 27, 2011
Messages
1,864
Now that's a lot of waygates! :D

  • Hive description is lacking. Either use http://www.hiveworkshop.com/forums/tools-560/map-description-generator-1-2-a-224558/ (Requires Java) or http://www.hiveworkshop.com/forums/miscellaneous-tutorials-456/map-description-templates-171659/.
  • Credit is missing for the author of 'GeneralHeroGlow'.
  • Map preview (optional).
  • Please do mention on what race is the Naga.
  • Terrain is absolutely huge! The volcanoes, lightnings, and those fire don't match with the map theme at the top-left corner.
  • Never use the Noise tool, it makes the terrain looks odd. You could use the Smooth terrain to smooth them.
  • Those cliffs with pathing blockers are imbalance for range units. Ex. Get a zeppelin at a Goblin Laboratory, then put those range units inside them, then drop them at those cliffs, viola, free micro. You could put pathing blockers at the cliffs so they won't be accessible (except for air), of course press P to see the pathings (Pink are for ground units).
  • Putting gates is a bad idea, AIs do not know how to use them. Either create a trigger to make them open once a unit comes close, or remove them.
  • If you're making item drops for unit, be sure to not exceed to more than 3 units having an item to drop, it makes the heroes imbalance.
  • Those waygates does not have team color and is hard to see which waygate you're gonna teleport to.

Well that's all for now, I'll leave the Naga race for others to review.
 
Level 2
Joined
Aug 14, 2013
Messages
6
Thanks for the feedback! The pathing blockers DO make for easier access by air, and exploitation if the treeline is cut in the main base. I do realize this, but feel most players would not! I feel it unlikely that most players would play in such a way! The purpose of the blocker is mostly this air-accessibility, besides assisting with pathing AI. I do appreciate your feedback concerning issues of balance! As for the noise I believe we're simply going to have to keep our different tastes on the matter.
Also, I updated the description. I hope the credits are more clear! Thank you again for all your feedback/assistance!
 
Last edited:
Level 13
Joined
Sep 14, 2012
Messages
437
Comment

The map is very cool, but description needs work, add some color to it, use bb codes, add some screenshots
_______________
Rating:
4/5

Terrain

Terrain is very nice, this is a real Felwood map.
___________________
Rating:
4/5

Gameplay

A simple melee map.
____________________
Rating:
4/5

Final Rating:

Terrain:4/5
Gameplay:4/5
Comment:4/5

FINAL RATING:
4/5

Suggestions
-Fix description
-Add some screenshots
-Terrain can be Improved
 
Level 2
Joined
Aug 14, 2013
Messages
6
Thanks again!

Thanks for all the helpful advice on this post! I've updated with images, a bit more description, and BBCODE! lol. Also, the map file has updated with various minor corrections as well as corrections to the two spelling errors in the previous upload!
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Remixer's Review
Terrain
The maps terrain is lacking. It does not really have different variations which are needed in larger maps like this. Tile using gets very boring, because of usage of the same tiles next to each other the same way, you should mix up tile sets a little in such a large map or you will lack the variations for different ground styles. Also, the terrains basic things as ramps and bridges are made badly. Bridges looks bad since you have picked wrong ones for certain places, you have placed a dirt bridge at a grassy area, this is bad. Also you should very rarely use Dirt Stone Bridges. The terrain needs way more definion: proper tile using and fixing the basic things. Also, the decorating seems a bit weird, you seem to stack same things at certain places. For example the demonic foot prints, you have placed them to a few placed on the map but in those locations there are like 50 of them. You should fix this kind of placements, make more natural looking environment in total. I see your point to make the portals and the demonic creatures to spread around them, however you need to seperate those two different worlds from each other in another way than just stacking one doodad around them. You can change almost everything around them, ground tile, doodads (You can place rocks and stones and all kind of things that can be linked to demons and demonic things. A good Tilesets to look for those things are Dungeon, Black Zitadel and Outland. Another thing that hurts my eyes is the color of water, that is just awful. You should really change that. I make a list now:
1. Improve the tile using.
2. Fix the basic things as ramps and bridges.
3. Seperate two totally different environments better from each other. You should not place a volcano and a snow next to each other (just an example).



Creeps
Creep camps are weirdly placed I have to say, they block many strategic paths and some of them are out of place. Seconly there is too much creeps I think. The map is unnecessarily large and I think you should drop its size. I know your point that there can be huge armies in it too, however the lay out does not seem to support any strategic paths or plans. The terrain is way too open for strategic purposes and it is filled with small areas however when it has huge plain areas and small passages the terrain starts to look very shattered and it ruins the idea of wars and battles and good tactics. The creeps does not help it, they are placed to all passages to enemy side of the map which already is very shattered. Also the item drops are overrated: Almost every single creature on the map drops an item. Also the item drops are very schematicly done, same drops after each other. Even though the item type would be different the level and class are still the same. The hardest creep camps does not drop good items, they just drop dozens of normal items, this is very bad choice in my opinion.


Generally
Because the map is already lacking, I will not even try the gameplay. However, the idea seems nice. Generally the terrain is very lacking, it does not have any strategical points or plan supporting areas. Its wide open at most parts which does not support any strategies, just a huge blood showers. And at some points it is just small passages which does not support the idea of huge armies at all. You have mixed way too much doodads from different tilesets without mixing tiles and other things, the units and single doodads from other tile sets look very orphan. You need to fix the two major things: strategical lay out and terrain in total.

Rating:
Terrain: 1/5
Comment: Terrain does not need maybe more doodads but the proper use of them. Change the color of the water. Mix the tilesets properly so the ground does not get boring and so that the single doodads does not look out of place. Terrain does not have any strategical points or passages which reduces the score a lot because this is a large map. Re-Heigh the bridges and ramps, they are ankwardly placed right now. You need to re-think the lay out.

Creeps: 1/5
Comment: Creeps has way too many small item drops. You need to have better but less drops at harder creep camps. Some creep camps are very out of place. The creep camps are mostly from felwood, as is the tileset, however the environment is something completely other.

Generally: 1/5
Comment: Generally the map is very lacking due the lack of terrain and very confusing creep camps and environmental decoration. As you first fix the lay out and creep camps and also make the tileset mixing and doodad mixing good I will try out the map and will score it also.

Rating: 3/15 (Unacceptable)
 
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