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The Xroad V.1 (6)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This is my map that i call "The Xroad", its a normal Wc3 map with no added models, only the custom thing is the new loading screen.

The "Teams" in this map is:

Silverwing Sentinels Vs Warsong Offensive.
~~~~~~~~~~~~~~~~~~~~~~~~~~

The map was designed for 3 vs 3.

Keywords:
Xroad, Sentinels, Warsong, ruins
Contents

The Xroad V.1 (6) (Map)

Reviews
22:35, 26th Jun 2009, by Linaze The Xroad is a melee map designed for 3vs3, but works just as well with 2vs2, 2vs4 or however you want to divide the players. The map follows all of the Hive's rules, has been scanned for viruses and works flawlessly...

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22:35, 26th Jun 2009, by Linaze
The Xroad is a melee map designed for 3vs3, but works just as well with 2vs2, 2vs4 or however you want to divide the players. The map follows all of the Hive's rules, has been scanned for viruses and works flawlessly. Since this is a melee map there isn't really much that you could add into the description apart from perhaps some screenshots.

There were several neutral buildings such as mercenary camps, but oddly enough they were guarded by red creep camps, and who really needs to hire mercenaries when they've gotten an army big enough to take on red creep camps? There was also quite few green camps, only one for each player if you play a full house game. I suggest making some of the red camps orange and some of the currently orange ones green so it's more balanced. The drops were rather good, but since there were so many red creep camps, it resulted in a lot of good item drops, which made heroes very strong late-game. It's also worth mentioning that four fountains so close to each other is a bit of a waste, there are other buildings you could've used.

The terrain lacked tile variation and the whole map was basically covered in dark grass, apart from a road, which used a brick texture, which was rather odd, since the form of the road made it look like a path rather than a road, but as I mentioned, the tile choice made the road look like it was "built", so these two things kind of went against each other. I also suggest you work on elevation, since the map is really flat right now. You also need more environmental doodads such as flowers and grass since right now, the forests consist only of trees, which looks really unnatural.

To conclude, I didn't comment on many things, but since this is a regular melee map, the only thing that matters really are gameplay, balance and terrain, however, you didn't do that good on those three. The amount of red creep camps and their illogical placement, the drops and the unattractive terrain all together results in a relatively unbalanced and bad looking map.

Rejected with a 2/5 (lacking) rating.
 
Level 24
Joined
Feb 28, 2007
Messages
3,480
The Xroad is a melee map designed for 3vs3, but works just as well with 2vs2, 2vs4 or however you want to divide the players. The map follows all of the Hive's rules, has been scanned for viruses and works flawlessly. Since this is a melee map there isn't really much that you could add into the description apart from perhaps some screenshots.

There were several neutral buildings such as mercenary camps, but oddly enough they were guarded by red creep camps, and who really needs to hire mercenaries when they've gotten an army big enough to take on red creep camps? There was also quite few green camps, only one for each player if you play a full house game. I suggest making some of the red camps orange and some of the currently orange ones green so it's more balanced. The drops were rather good, but since there were so many red creep camps, it resulted in a lot of good item drops, which made heroes very strong late-game. It's also worth mentioning that four fountains so close to each other is a bit of a waste, there are other buildings you could've used.

The terrain lacked tile variation and the whole map was basically covered in dark grass, apart from a road, which used a brick texture, which was rather odd, since the form of the road made it look like a path rather than a road, but as I mentioned, the tile choice made the road look like it was "built", so these two things kind of went against each other. I also suggest you work on elevation, since the map is really flat right now. You also need more environmental doodads such as flowers and grass since right now, the forests consist only of trees, which looks really unnatural.

To conclude, I didn't comment on many things, but since this is a regular melee map, the only thing that matters really are balance and terrain, however, you didn't do that good on those two. The amount of red creep camps and their illogical placement, the drops and the unattractive terrain all together results in a relatively unbalanced and bad looking map.

2/5 (Lacking) - Voted for disapproval.
 
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