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Winterstorm

Hello melee map friends,

as some sort of christmas present, here is an older winter map of mine. I made this several years back, and it was one of the first finished maps which I was happy with. Nowadays, I still like it, but I found a few issues which I would change, but I still like it. Anyway, the map has.
-Slighlty larget than usual size, but distances should still be within acceptable limits (Technically same size as Echo Isles, but a bit less impassable terrain).
-5 possible gold mines, access to one blocked by destructable rocks.
-5 green, 12 orange, 2 red camps. Total combined creep level 252, again a bit more than normal 2-player maps, but less than the 4 player maps that are used for 1v1.
-1 tavern, 2 labs, 1 shop, and 2 merccamps of icecrown type (which I would not use again, as the magnataur is too strong for his cost, and frostarmor creeps are surely also problematic).

Changelog:

v1.01:
-Reduced Hp of destructable doodads near northern mine.
-Added trees on the highground north of the natural expansion.
-Increased buildable terrain near Southeast expansion mine by changing a few tiles and increasing shallow water areas.
Previews
Contents

Winterstorm (Map)

Reviews
deepstrasz
1. I suggest more gold on the exposed mines. 2. Maybe a red or at least orange camp instead of the southern green one. Or did you intend it to be an early game of who gets that little piece of experience first? 3. The only problem with the northern...
Level 29
Joined
May 21, 2013
Messages
1,635
hello there, I saw your map, quite cool,
I have two things that bugs me 1 minor and one mayor

1) the minor: the creeps in the mercenary camps are not 100% well placed, my sugestion is to increase the water path, so you will have space to increase the deep of the forest and have the merc camp more deep so you can place the creeps more in front of the building and not to near the building, but is something minor

2) I think this one is important: if you want this as a competitive melee map. I think the goldmine marked in yellow is not well designed, because is exposed from above and from the lateral. Distance units can attack that building safe, kill the acolites, probably the undead will be the most unbalanced since their building will be destroyed while humans and orcs only need the townhall and it will be placed more safe.
My sugestion is the goldmines put them above the highground and not below.
Redisign the area or change the goldmines location with the goblin labs, the goblin lab area is more standard for a goldmine




upload_2017-12-24_11-54-14.png



what I like of your creep selection is many of them have anti-air counter capacity and can´t be taken down by 1 air unit

about the loot, I am guy who will ask you about the loot and not visceversa,

I like you put permanent level 2 (sometimes level 2 items are missing), maybe a charged level 2 somewhere, I saw you have 2 creeps with permanent level 2, so maybe a charged level 2 for more diversity could be placed but I think is not important at all.

Terrain is quite complex and interesting
raiting 4/5
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. I suggest more gold on the exposed mines.
2. Maybe a red or at least orange camp instead of the southern green one. Or did you intend it to be an early game of who gets that little piece of experience first?
3. The only problem with the northern mine besides having two choke points/ramps leading to it is that there are also chunk of rocks to destroy to get to a potential tower guarded enemy expansion. I suggest reducing the life of the destructibles via double-click/properties.

Approved.

==========================

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mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Wow I really thought I had responded to your comments back then after I first uploaded the map. Anyway, thanks for your feedback.
hello there, I saw your map, quite cool,
I have two things that bugs me 1 minor and one mayor

1) the minor: the creeps in the mercenary camps are not 100% well placed, my sugestion is to increase the water path, so you will have space to increase the deep of the forest and have the merc camp more deep so you can place the creeps more in front of the building and not to near the building, but is something minor

2) I think this one is important: if you want this as a competitive melee map. I think the goldmine marked in yellow is not well designed, because is exposed from above and from the lateral. Distance units can attack that building safe, kill the acolites, probably the undead will be the most unbalanced since their building will be destroyed while humans and orcs only need the townhall and it will be placed more safe.
My sugestion is the goldmines put them above the highground and not below.
Redisign the area or change the goldmines location with the goblin labs, the goblin lab area is more standard for a goldmine





what I like of your creep selection is many of them have anti-air counter capacity and can´t be taken down by 1 air unit

about the loot, I am guy who will ask you about the loot and not visceversa,

I like you put permanent level 2 (sometimes level 2 items are missing), maybe a charged level 2 somewhere, I saw you have 2 creeps with permanent level 2, so maybe a charged level 2 for more diversity could be placed but I think is not important at all.

Terrain is quite complex and interesting
raiting 4/5
1. I get your point, but as I also consider this to be something minor, I'll leave it like that for now ;)
2. I added a few trees to make this more difficult, but not entirely impossible, as you now need to also get vision of the mine somehow. However, I had this possibilty in mind when I first made the map, and therefore want to keep the option, even though I would not make it like this again.

1. I suggest more gold on the exposed mines.
2. Maybe a red or at least orange camp instead of the southern green one. Or did you intend it to be an early game of who gets that little piece of experience first?
3. The only problem with the northern mine besides having two choke points/ramps leading to it is that there are also chunk of rocks to destroy to get to a potential tower guarded enemy expansion. I suggest reducing the life of the destructibles via double-click/properties.

Approved.

==========================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
1. I made the mines less exposed now (see above).
2. Yes, I inteded this camp to encourage early game fights.
3. I lowered the hp.
 
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