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(8-16)Dilapidated Fortress V1.04

(8)Dilapidated Fortress
Player Suggest: 4v4,2v2v2v2, FFA
Main theme: Raid city, dungeon depth, make use of outland trees, 4th heroes
Map Creator: Zucth
-city look
179345-f9ee81f5b6e13b42bdee38df6d920760.png

-in game minimap
179346-2318860ade8039a09ab6fea6e4188c4e.jpg

-Overview 2/3 of the map [there's a map bug problem so I can't take all of it.]
179352-6c087d0558c70b23dc78bc926c1689c7.png

-Gameplay 4th heroes
179347-3f6b1e8cd765af53a49e316f270c855d.jpg

Map Description:
The dungeon floor fortress was a raid by the devil and start to collapse. The alliance rescue team coming too late. It's time to start camp and take a look for a survivor.

Neutral Building:
28 Expansion Goldmines (Main-12500, Easy Expansion-10500, Hard Expansion-12500, Mid expansion-11500)
4 Tavern [safe area]
4 Goblin Merchant [mid]
4 Marketplace [mid]
4 Goblin Labs
4 Mercenary Camp
-Summer Lordaeran
1 Mana Fountain [mid]

Creep Camp:
24 Green
40 Orange (-8 start base)
13 Red

179344-ad9d1c3ebc5c1cc6b1ac62b3b2c7391e.png


-I did hear this idea from the other people maybe he was just joking but it took my interest. First I was trying to make this method work in 1v1 but the map will get too large[used all of 128x128] and too much of unbalance ++the 1v1 game mostly isn't longer than 20 minutes. So I start to make a move in bigger map.
-4th heroes camp is very very hard [recommend for tier 3 or late late late game time] he won't be in need cause when you defeat him there won't be any creep camp left. lv.1 heroes around 20 minutes game is not a good idea. Else the game become a long game and pit lord got lv.up from trade with enemy. I guess he won't make much difference in a short game.
-From the overview, you will say that he isn't balance and will cause a problem. I do agree but if we looked in detail it's not possible for 4th heroes to level up in the late late late game period. Give it a try before speak negative though, try something new method maybe we could have a new way of melee.

-Why pitlord? because he is a slowest glow heroes and the lowest used in any competitive map or match. I didn't sure of the heroes balance so let start with lowest of problem heroes.

Information:
-late late late game[after t3] 4th heroes [pit lord] available the corner of the map
-small city mid [narrow route]
-narrow path way all around
-for 2v2v2v2 there are 3 possible way to attack enemy
-for 4v4 there are 5 possible way to attack enemy
-allowed safe farming camp for 2v2v2v2 and 4v4
-beware of rush game, the player are near to each other

++I put some WIP in the photo log, in case of people asked me of copying other people map.

-1.03
-remove some doodad in the middle
-remove gate and dalaran tower at city gate
-terrain in some spot
-move middle mines a bit to the wall
-reduce base gold mines amount from 14500>12500
-strength up the 4th heroes camp
from high health creep to do single hit but splash AOE skill.
++also level up the pitlord skill.
-1.04
-fixed merc stuck bug
-replace poison murloc with poison spider [expansion camp goes stronger]
-decrease fire effect around middle area.
-set time to default
-remove the doodad near mid mines that block the way.
[19/02/2023]
-upload 16 players version
>
Contents

(16)Dilapidated Fortress [Arch] (Map)

(8)Dilapidated Fortress (Map)

Reviews
mafe
Ok, regarding my earlier comments: 1. Yes it is most likely gamebreaking on a competitive level. But might be fun for a small number of games. 3 and 4. I'm not 100% sure I remember the previous version correctly but it seems better now. Still the...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok, here are my notes:

1. First of all, I really like the idea of getting a hero as a reward from creeping. However, in terms of balance, this is just completely unpredcitable and in all likelihood will cause issues. It's also something that most players would not consider to be a mechanic they'd expect in a melee map.
2. Itemdrop look fine in general. Howeve, I did not check that each location of creeps and itemdrops is perfectly mirrored.
3. Peronally, I'm not the biggest fan of the visual design of the middle, the flames are just too distracting.
4. The middle are could be more open for teamgames (in particular near the expansions). The outer areas are mostly fine though.
5. Mercs bought at the southwestern merc camp can become stuck.
6. I like the general layout of the map.
7. Aesthetically, I would try to mix at most two different "types" of creeps per camp. But of course, for gameplay this is irrelevant.
8. Overall, I believe that in principle, the concept of the map has a lot of potential, but there are just too many design choices that will probably alienate the majority of wc3 players.

So altogether, there is only one real, but easy-to-fix bug (5). Change that and the map is ready for approval. Until then, map set to Awaiting Update.
 
Level 26
Joined
Jan 4, 2020
Messages
364
Ok, here are my notes:

1. First of all, I really like the idea of getting a hero as a reward from creeping. However, in terms of balance, this is just completely unpredcitable and in all likelihood will cause issues. It's also something that most players would not consider to be a mechanic they'd expect in a melee map.
2. Itemdrop look fine in general. Howeve, I did not check that each location of creeps and itemdrops is perfectly mirrored.
3. Peronally, I'm not the biggest fan of the visual design of the middle, the flames are just too distracting.
4. The middle are could be more open for teamgames (in particular near the expansions). The outer areas are mostly fine though.
5. Mercs bought at the southwestern merc camp can become stuck.
6. I like the general layout of the map.
7. Aesthetically, I would try to mix at most two different "types" of creeps per camp. But of course, for gameplay this is irrelevant.
8. Overall, I believe that in principle, the concept of the map has a lot of potential, but there are just too many design choices that will probably alienate the majority of wc3 players.

So altogether, there is only one real, but easy-to-fix bug (5). Change that and the map is ready for approval. Until then, map set to Awaiting Update.

Let me answer this.
1. Yeah, when I did first heard about this idea from discord I was like just do it and so the come out was like really? Lol, I guess no one expected that I will take it for real. In generally they say it's gamebreaking to have a 4th heroes. And I agree but look for the after effect it comes up with the more skillplay of control you need and many issue like how to level up the heroes. So I guess it still a half-half.
3. Knecht and other do say the same thing, I will try to reduce more of the middle effect.
5. I will look into it.
6. Thanks
7. If I have some time I will look into that.
8. I did consider that most of people will veto this cause the 4th heroes exist and the one way all around. Let look for someone who would like to make used of this then. Else someone who addicted to this idea. Idk~

Quite surprised for the 4th heroes accept from you here :goblin_yeah:
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok, regarding my earlier comments:
1. Yes it is most likely gamebreaking on a competitive level. But might be fun for a small number of games.
3 and 4. I'm not 100% sure I remember the previous version correctly but it seems better now. Still the middle could be a little more open, but it's acceptable.
5. is fixed.

Map approved.
 
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