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Trophy Hunters

Hello Hive,
this map is based on the nightelf campaign mission ''Enemies at the Gate''

i kept some of the layout and texturing ideas but changed everything that i wouldnt consider it stealing.

Its kinda narrow and really tiny overall but as long as Last Refuge is in the Ladder Mappool i dont see any problems here. The lvl 18 creepspot has a LvL 3 Charged drop. I Value this higher than both LvL 4 Perma and LvL 4 Charged.

Have Fun :)


General Info:
Playable Size: 96x81
Players: 1v1
Neutral Buildings: 2 GoblinLabs, 2 Shops, 2 Mercs, 1 Tavern
Goldmine: 4 with 12500
Creepcamps: 6 green, 10 orange, 2 red

Creepinfo:
Green:
  1. LvL6: LvL1 perma
  2. LvL7: LvL1 perma
  3. LvL9: LvL2 perma
Orange:
  1. LvL10: LvL2 perma, lvl1 power
  2. LvL13: LvL3 perma
  3. LvL14: LvL3 charged, lvl1 power
  4. LvL18: LvL4 charged, lvl1 power
  5. LvL19: LvL4 perma, lvl2 power
Red:
  1. LvL24: LvL5 perma, LvL2 power


Update: 21.10.2020

- smoothed out the map for better unit movement
- bigger map borders
- new flavor text


Update 11.03.2021
- Changed almost all the itemdrops
- changed some creepspot
- removed the healing Fountains
Contents

Trophy Hunters v1.1 (Map)

Reviews
mafe
So,.... this is a fairly conventional map, in a good way. The tileset is not common, but there are no "bad" creeps or merc camps. In terms of gameplay, I think the following aspects stood out to me, some of which might be worth reconsidering. -Given...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So,.... this is a fairly conventional map, in a good way. The tileset is not common, but there are no "bad" creeps or merc camps.
In terms of gameplay, I think the following aspects stood out to me, some of which might be worth reconsidering.
-Given the rather lackluster options for militia-creeping near the base, humans may consider going for the expansion, even if they dont expand (or the merc amp, if they want to really go full yolo). Nightelves cant do either camp with an AoW as easily, and are therefore at a minor disadvantage in the sense that the will normally have the same creeping options available as humans on other maps.
-Not sure if stacking to healers in one camp is a good idea (the furbolg shaman and troll priest), especially as this camp is necessary to get to lvl 2 if you dont for a big camp.
-I really dislike manaburn creeps. Here at least the serve the purpose of making the fountains very hard to creep though.
-The 3-1-1 satyrs in front of the base might aggro accidentially, luckily their damage is negbligible.
-Itemdrops and creeps are otherwise balance.
-Discounting the fountains, the number of creeps is relatively low.
-The edge of the map is visible from between the main bases and the merc camps, which ideally would be avoided,

In terms of bugs, I only found that one tile of each leading toward the fountains is bugged (i.e. unwalkable). But that isnt enough to require and update. Therefore map approved.

Also I think that you did really well to recreate the spirit of the roc campaign level you had in mind.
 
Level 6
Joined
Dec 31, 2017
Messages
138
1) Excellent environment. Very neat, extremelly warcraftish.

2) Everything seems balanced.

3) Fountains being on the highground is probably not a good idea as healed units are harder to scout.

4) This edge is almost offensive xD
 
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