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Trespass Grounds

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Description:
Slumbering tribes see peace no more since the big cats arrived. Everyone gets stomped under the boots of war.

A non-mirrored 6 players melee map. Play with buddies as team in 3v3 match setup. There aren't so many main paths to go around so you have to trespass without asking questions and make sure you stomp all the brute furbolgs and trolls on your way.

Strategy: 12k mines have furbolg trackers guarding them. Trackers cast fearie fire which can be quite tough to deal with at the beginning so you also could take the 10k murloc mine first.

Map size:
Playable 212x212
Full 224x224

Trespass Grounds

6 players
10 expansion mines
4 Goblin Merchants
2 Goblin Laboratories
2 Taverns

18 Green creep camps
36 Orange creep camps
6 Red creep camps
Images:
full
full
full
full

E=mc²
2.5
- 2 more players
- 2 more goblin merchants
- more charged item drops
- 2k more gold to all expansion mines

3.5
-fixed teamgame spawn locations
-cleaned up the enviroment
Contents

Trespass Grounds (Map)

Reviews
WolfFarkas
Impresive map, very original, it has bold moves, it has punch and offers a challange to the mind. I like the enviroment, the tile-mixing the rise and downt tool used, is atractive to be played. Gold mines have good shape and everything seems to be...
mafe
I.....errr...... how dare someone make a non-symmetric melee map! But seriously, it is a good map. I agree with the presvious comments. Of course, asymmetry might come with balance problems, but for 3v3 it shouldn't be that important. But because of...
Level 29
Joined
May 21, 2013
Messages
1,635
Impresive map, very original, it has bold moves, it has punch and offers a challange to the mind.
I like the enviroment, the tile-mixing the rise and downt tool used, is atractive to be played.
Gold mines have good shape and everything seems to be placed mindfully.


But But, but yeah is quite big, I have a 4v4 in 166x192 (192x224) (Estigia)
and even 8FFA can be done in 192x192. (Ruins of Alterac)
so for a 4 player maps, 224x224 is huge. very huge.
In fact 4 player maps usually are made in 128x128 or 160x160.

So that means long walking distances, pasive early play, and with so many creeps no creephack.
in FFA is ideal that walking distances to be as short as posible, because is like 1v1v1v1, so you want to be able to manuver fast in the map, attack A, retreat to B defend yourself, attack again, and so on. Is like a tenis play 1v1 or FFA.
while teams is more hold, hold and make an overwhelming counter with siege tanks, or mortars.

I think this map has ladder chances as a team map. (is very hard to have a map working both for FFA and team battle, there are many team battles maps that wont do as FFA.
. and you can put 6 players (3v3) to have a less empty feeling and mmm, have more action/battle in the map.

my sugestion is as it is, more goblin merchants to be able to buy teleport scrolls, because Teleport scrolls are going to be needed here a lot
(base is under attack: scroll, your expo is under attack : scroll, you ally town is being attack: scroll.

, good luck with this map.
 
Level 13
Joined
May 18, 2019
Messages
101
Noticed little problem
full
Starting locations can be really weird in 3v3 teamgame. I don't know if there is a way to fix this other than using fixed starting locations. It would not be considered as melee map in the editor then.
 
Level 22
Joined
Sep 24, 2017
Messages
150
@Folderz try fixing the ally priorities, that should fix your problem.

I appreciate the non-mirrored layout. It's not easy to pull off right. And it will be even harder to review it, that layout is some quantum mechanics bs :D I feel like the only way to measure it right is to print out the layout on paper and use strings. Anyways I feel like some spawns might benefit different races due to some distancing. Just from looking at the map, it seems harder to judge if some stuff will work or not though. Idk, I guess I'll leave the balance stuff to someone else.

But it seems like it should work, it's also looking somewhat nice visually, felwood tileset is rarely used so I appreciate it.
 
Level 13
Joined
May 18, 2019
Messages
101

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
I.....errr...... how dare someone make a non-symmetric melee map!

But seriously, it is a good map. I agree with the presvious comments.
Of course, asymmetry might come with balance problems, but for 3v3 it shouldn't be that important.
But because of this, and also due to the stuff mentioned below, I dont think the map is quite on ladder-level yet.

For my liking, there should be direct connections between some areas of the map. Having to take long detours instead might not be fun, and could indeed lead to a passive game.
The creeps are fine. Regarding the itemdrops, some of them are somewhat stronger, while otehrs are slightly weaker than on ladder maps (relative to the strength of the creepcamp). But they are withing acceptable limits, although sometimes only just.

Because of this, and the asymmetry, I dont think the map is quite on ladder-level yet. But it no "objective" bugs and obvious mistakes, it's more a matter of what you consider "god" gameplay. As the map is also really well made visually with a lot of attention to detail, I dont notice anything that requires an update. Therefore map approved.
 
Level 29
Joined
May 21, 2013
Messages
1,635
I.....errr...... how dare someone make a non-symmetric melee map!

But seriously, it is a good map. I agree with the presvious comments.
Of course, asymmetry might come with balance problems, but for 3v3 it shouldn't be that important.
But because of this, and also due to the stuff mentioned below, I dont think the map is quite on ladder-level yet.

For my liking, there should be direct connections between some areas of the map. Having to take long detours instead might not be fun, and could indeed lead to a passive game.
The creeps are fine. Regarding the itemdrops, some of them are somewhat stronger, while otehrs are slightly weaker than on ladder maps (relative to the strength of the creepcamp). But they are withing acceptable limits, although sometimes only just.

Because of this, and the asymmetry, I dont think the map is quite on ladder-level yet. But it no "objective" bugs and obvious mistakes, it's more a matter of what you consider "god" gameplay. As the map is also really well made visually with a lot of attention to detail, I dont notice anything that requires an update. Therefore map approved.

I want to clarify, I tend to use the word "ladder" in a very wide way.
my point was to point in my review that this map would suit better for serious play in team 3v3 than 4ffa.
but not ment ladder = blizzard ladder.
 
Level 13
Joined
May 18, 2019
Messages
101
I.....errr...... how dare someone make a non-symmetric melee map!

But seriously, it is a good map. I agree with the presvious comments.
Of course, asymmetry might come with balance problems, but for 3v3 it shouldn't be that important.
But because of this, and also due to the stuff mentioned below, I dont think the map is quite on ladder-level yet.

For my liking, there should be direct connections between some areas of the map. Having to take long detours instead might not be fun, and could indeed lead to a passive game.
The creeps are fine. Regarding the itemdrops, some of them are somewhat stronger, while otehrs are slightly weaker than on ladder maps (relative to the strength of the creepcamp). But they are withing acceptable limits, although sometimes only just.

Because of this, and the asymmetry, I dont think the map is quite on ladder-level yet. But it no "objective" bugs and obvious mistakes, it's more a matter of what you consider "god" gameplay. As the map is also really well made visually with a lot of attention to detail, I dont notice anything that requires an update. Therefore map approved.

Straight to approved! Thank you for that. More open roads and compact layout is better okay. I'll take note on that. To the next challenges
 
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