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West vs. East

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
A simple 10-player Altered Melee map made out of boredom on a semester break.

The players in West force will only start on the west side of the map, and the ones in East will only spawn on east, obviously.
Each side has 12 Goldmines in total, 5 of which has unlimited amount of gold in them (the main base mines). And the other 5 are natural expansions with 12500 gold each. And 2 of them are the outer Goldmines with 15000 gold, they are the ones closest to the river.

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Each side sits on an easily defendable terrain with only one chokepoint through each base. And the 4th and 5th players of each side are elavated on higher ground.

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A shallow river separates the map in two, with a Fountain of Power (regenerates both health and mana), which is protected by very powerful neutral hostile mobs. As such, it could be considered as a very strategically important point on the map.

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Taverns and custom-made Market buildings at the corners of the map behind the trees, accessible by chopping the trees down. The custom market sells bundle of lumber for 1000 gold. (1000 gold to 250 wood converter)

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West vs. East seems like a regular run of the mill 5v5 team-melee map at the first glance, but it has a few humble twists too:

  • The max food is 300 (Low Upkeep starts from 101 and High Upkeep starts from 201)
  • All creeps on the map will respawn after 300 seconds at the Fountain when they are slain

  • A Tome of Knowledge and Bundle of Lumber periodically spawns after each 600 seconds at the Fountain

  • Agility also increases the movement speed of the Heroes
  • Maximum Hero level is 10000

I tried to make the map as symmetrical as possible to make it balanced.
All things considered, this setup might result in very long matches in Multiplayer games, with very defendable terrain, unlimited Gold (even lumber if you take the markets and the spawning bundles of lumber into account) and the respawning creeps. (believe me, when you kill all of the neutral hostiles at the natural goldmines and when they spawn back at the fountain, it makes it quite hard to penetrate through that point.)

It will also work with AI too, obviously. Since I didn't change anything from the races at all. Though their huge armies can momentarily get stuck inbetween the choke points sometimes, but they definitely get out of that situation eventually.

Credits to SkriK for that GUI creep respawn guide.



  • Fixed a weird bug where one of the players wouldn't start the game on the right place
  • Changed creep spawn time from 600 to 300


  • I thought that I had fixed that weird bug, but it turns out I didn't. And I don't have any idea why. Until I find out why the 6th player of the west side spawns on a different goldmine, I'm removing the 6th players from both sides. This should at least work properly now. (it used to be a 6v6 map)
  • Also changed gold amount of the empty goldmines. The ones closest to the river each have 15000 gold now.
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West vs. East (Map)

Level 10
Joined
Dec 19, 2015
Messages
692
Interesting map,
  • Interesting idea. A real map for friends or those who are excellent at teamwork.
  • It can be a faction/racial battle Alliance vs Horde-Undead vs Night Elves.
  • The fountain of power, it can be very useful so one does not have to go to separate fountains.
  • Very Limited Gold and (not that very limited) Lumber(-Night Elves excluded) unless it's 2v2 or 1v1.
  • Only one neutral building which is totally open and useful.
  • Too few creeps and no loot + Creep Camps are too weird, unorganized, and imbalanced.
  • Taverns don't have the complete set and are too far for others, to make things harder, there are trees blocking them, as well as the marketplace, same as the Tavern, but instead of heroes, it only has Lumber, which will be acquired before one get's there.
  • Small space for two bases (Main and Expansion)
  • Too small walk/pathways. Specially in the center.
  • Make it available for 6v6 for more fun.
  • Use creeps from the same tileset and make them face the enemy and not the gold mine.
  • Expand the bases, because their extra gold mines where their supposed to build another base just connects to the main base.
  • Add another neutral building to the north and south of the fountain.
  • More decor.
  • If the team is slow and the other one is fast, the first base is doomed! Add a little more space between the two forces.
  • No Map Description
  • Trees seem to be unorganized

On the other hand, I have never seen or waited long enough for the respawn of creeps. And it probably isn't a good idea with creeps respawning inside the base itself. Still I'd rate this with 3/5
 
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