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The Wild Forest of Ashenvale

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

The Wild Forest of Ashenvale (Map)

Reviews
18:04, 21st Jul 2009, by Rui: While my experience on this map was somewhat fun, it needs several rectifications. My comment explains the problems in detail. Rejected(until updated) with 2/5 (Lacking) rating.

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18:04, 21st Jul 2009, by Rui:
While my experience on this map was somewhat fun, it needs several rectifications. My [self=http://www.hiveworkshop.com/forums/maps-564/the-wild-forest-of-ashenvale-78097/#post1229703]comment[/self] explains the problems in detail. Rejected(until updated) with 2/5 (Lacking) rating.
 
Level 18
Joined
Mar 13, 2009
Messages
1,411
This map got a lot of problems
- There are hardly any creeps and all of them are high leveled
- There is no hero tavern
- Terrain looks random except for the circle in the middle
- The map lacks a description

I don't think any of those will be fixed since the maker has left the Hive so I go with the vote for rejection.
 

Rui

Rui

Level 41
Joined
Jan 7, 2005
Messages
7,550
Rui's review for "The Wild Forest of Ashenvale" (melee map by Windrage)

If improved, this map could prove to be interesting, adjective I can use for the layout, with the exception that the players are not separated by the same distances.The rest of the landscape was bad: only two ground textures used, for what I could see (Grass and Rough Dirt), no elevation use, empty edge boundary, badly placed bridges...
Expansion Gold Mines and the rest of the neutral buildings (maybe I should say Fountains of Health and Mana, since there are no other structures) are all in the center. While this draws the attention to it, I wasn't too fond of the place. The fountains are almost next to each other, and so are the Gold Mines, limiting the strategies highly, as I'm about to say on the next paragraph.
Because of the creeps, which are nonexistent outside the middle area, the game becomes centered on a single strategy: rush. There is no creep-counter option. That is, if you want to have an enjoyable game. The days of turtling in Warcraft II are long gone.The creeps that exist were not totally well picked nor placed, and their drops were wrong. Shadow Orb... isn't that a campaign item? And Claws of Attack +15 and Rings of Protection +5 for relatively easy camps (compared to Gold Mine hostiles)? You've got to rectify this.My suggestion is that you add (various) green creep camps on the forest, perhaps a few yellow ones (remember to make an equal number of every player). A change to the central area also seems necessary, for the reasons I already mentioned, and, of course, a few neutral buildings such as Goblin Merchants and Taverns.
The experience I had in this map (playing with Billy the Cat, M4stah, naamloos123, mare, and water_Knight) was somewhat fun, but it truly needs fixing. My rating is a 2/5 (Lacking). I vote for Rejection until the map is updated.
 
Level 11
Joined
Feb 16, 2009
Messages
760
I think this map can improve a lot.
I liked:
  1. Intresting play posisitions
  2. Balanced tree placement

What needs to improved
  1. Small creep camps
  2. Better terrain
  3. Shops and taverns
  4. Allies equally close to eachother

I also rate this map for 2/5. I hope you can improve this.
 
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Level 18
Joined
Mar 13, 2009
Messages
1,411
Problem is that the maker left the Hive, so I don't suppose we will see any updates.
I doubt this map will work with updates even though it was quite fun to rush once in a while :p

Rated with a 2/5, but I can't see any updates coming.
 
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