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Wolfrunner Outpost 1.02

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Wolfrunner outpost
154447-2a6f366aab1abd4eff988a7e6bd732ba.png

Brief Description

A 1vs1 Ashenvale melee map with 4 expanding goldmines, 2 mercenary camps, 2 goblin labs, 2 marketplaces, 2 goblin merchants and 1 tavern. It has 6 green creeps, 12 orange creeps and 4 red creeps. I used Ashenvale tiles adding sunken ruin bricks.

Point of Interest


Scouting place ( 4 editor pixel) in hills and shallow water.

Theme

Creeps mostly based with wolfs, also Wolfrunner is a WOW character that lives in Maestra Post, in Ashenvale.

Map Layout


155868-1beb67749acb9fa7223584ac880036c8.png



Changelog
1.00 upload
1.01 changed dragons with thunder lizards
1.02 changed loot sistem in almost all creeps.

Credits

Map made by Ragnaros17

Special thanks to JaleVeliki for his help and hints.

Notes


I designed this map with a new method. Any feedback please I would like to hear it.
(don´t guide with the XY number, I am using other method for simetry)
Contents

Wolfrunner Outpost (Map)

Reviews
deepstrasz
I actually like the doodad stacking. They aren't protrusive. They are lovely in the places they are, not everywhere but in key points as to not only leave terrain and trees on the screen. In no way do they break pathing. Tower rush galore, however...
Level 22
Joined
Sep 24, 2017
Messages
150
Heya, I've been looking at your map for a few days or so. Flows pretty good, item drops seem alright. The merc camp might not see much play with that dragon there but whatever. You went the safe way with the loard.summer mercs, nothing wrong with that, but some other mercs might spice it up and make it more unique (Ashenvale mercs are pretty balanced iirc). A lot of creeps has specific item drops, seems like you're trying to balance blizz's item categories yourself :cgrin: Btw I don't understand why you put creeps on the bases in a 1v1 map. All in all, balance seems pretty good here with the height variation and such.

I would like to bring another issue with your maps I've noticed for a while - aesthetics. Please don't take it too much to your heart. Your terraining looks way too chaotic here and doesn't really work for me. Imo good terrain should show the player where to go and guide the player plus it should create an atmosphere that might get the players into the story, mood, etc, that the creator planned out. Height variation is another thing with your maps. The one block walls you put at some points of interest are there for the sake of balance but they don't look really good. A good design should go hand in hand with balance while still look good as well. Other than terraining, we have doodads to help us with aesthetics. With doodads you can tell stories within your map and further shape the environment. And you somehow how did tell some stories like those rafts and statues etc. But the way you place the doodads isn't too kind for the eye. Basically it seems like you spam them all round the place. Sometimes less is more and using invisible blockers might look better than using the rock spam. Maybe even trees might do a better job than the debris doodad. I'd like to leave on a good note though so let me say that the eggsack thing looks pretty cool.

Balance comes before the aesthetics though (something I should follow) so yours is a pretty balanced melee map.

I'm pretty curious what your "other" method for symmetry is. :cgrin:
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
I actually like the doodad stacking. They aren't protrusive. They are lovely in the places they are, not everywhere but in key points as to not only leave terrain and trees on the screen. In no way do they break pathing.

Tower rush galore, however.

Approved.


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If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
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twojstaryjakcie
Daffa the Mage
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Level 29
Joined
May 21, 2013
Messages
1,635
Heya, I've been looking at your map for a few days or so. Flows pretty good, item drops seem alright. The merc camp might not see much play with that dragon there but whatever. You went the safe way with the loard.summer mercs, nothing wrong with that, but some other mercs might spice it up and make it more unique (Ashenvale mercs are pretty balanced iirc). A lot of creeps has specific item drops, seems like you're trying to balance blizz's item categories yourself :cgrin: Btw I don't understand why you put creeps on the bases in a 1v1 map. All in all, balance seems pretty good here with the height variation and such.

I would like to bring another issue with your maps I've noticed for a while - aesthetics. Please don't take it too much to your heart. Your terraining looks way too chaotic here and doesn't really work for me. Imo good terrain should show the player where to go and guide the player plus it should create an atmosphere that might get the players into the story, mood, etc, that the creator planned out. Height variation is another thing with your maps. The one block walls you put at some points of interest are there for the sake of balance but they don't look really good. A good design should go hand in hand with balance while still look good as well. Other than terraining, we have doodads to help us with aesthetics. With doodads you can tell stories within your map and further shape the environment. And you somehow how did tell some stories like those rafts and statues etc. But the way you place the doodads isn't too kind for the eye. Basically it seems like you spam them all round the place. Sometimes less is more and using invisible blockers might look better than using the rock spam. Maybe even trees might do a better job than the debris doodad. I'd like to leave on a good note though so let me say that the eggsack thing looks pretty cool.

Balance comes before the aesthetics though (something I should follow) so yours is a pretty balanced melee map.

I'm pretty curious what your "other" method for symmetry is. :cgrin:

agree with the dragon, changed with thunder lizards

since neutrals seems in good place, I did the map layout with the icons.


edit: 1.02 changed loot sistem in almost all creeps.
 
Last edited by a moderator:
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