• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Stormheim

Stormheim


Map Info:

Ancient mountainous regions risen from the depths by a comming invasion. Control of this land is essential to your war efforts in the region, and must be secured at all cost!

Features:
  • 4 Gold Mines - 14000 Main, 12500 Expansions
  • 8 Green Creep Camps
  • 10 Orange Creep Camps
  • 2 Goblin Merchants
  • 2 Goblin Laboratories
  • 2 Mercenary Camps
  • 1 Tavern

Screenshots:
2ni0dbn.png


Videos:


Author Notes:
Timelapse incomming. Was based on, or inspired by the new zone from world of warcraft legion. Tried to make it somewhat competetive, not sure if I succeded. Was hard with the mountainious regions, making everything narrow and taking a buncha space, also kinda getting backish into wc3. Did somewhat decent job doe imo with alternative paths and opening up the terrain. Concerned about tree quantity in main base, might look at increasing.


Keywords:
melee, filmting, stormheim, lordaeron summer, lordaeron, fall, barrens, ashenvale, new, interresting, unique, world of warcraft, wow, bonestorm
Contents

Stormheim (Map)

Reviews
22:19, 7th Mar 2016 Kam: Set to Approved: Review
Level 18
Joined
Jun 15, 2012
Messages
498
I am concerned about the lack of wood in the starting position

Also, 2/3 entrance to the main being bridges, and the 3rd one is lowground, not too sure about it (although i know there is a lot of space in front of the base)
(considering also 2 bridges are path broken, need to be fixed)

The expo.. i dont think such a hard camp is justified in this kind of map, i would tone it down a little

Poor ne, will have a hard time AoW creeping even smaller camps ^^

There are 4 points where the terrain is unpathable when it should, in front of the expos; I would also suggest avoiding small doodads which also block pathing (the things in front of the goblin labs)

A little consideration, air harrass semms hard both on main and expo, due to the small room/sight blockers behind them

Overall i like it, especially the fact that is is quite open, considering the distance between camps it is not that easy to lvlup quickly, and also to control the enemy, also due to the distance between neutral buildings.


Also, change the patch used to "last patch"
 
I like the tileset usage. Try blending the green into the brown.
My primary concerns are:

-Too little lumber
-I do not like when a player comes in contact with "invisible" barriers, or in this case the map bound fog. Try using more visual barriers such as doodads.
-Pathing is an issue. Bridges are an interesting challenge but I think you've overused them here. They are difficult to fight on/around and players may simply opt to take the open grassland route.
 

Attachments

  • (2)StormheimCrit.jpg
    (2)StormheimCrit.jpg
    413 KB · Views: 663
Level 25
Joined
Jul 30, 2013
Messages
2,678
I think you should at least elevate the land parts a bit more to feel more like Stormheim, or maybe you could put stormy parts, I mean not really that rainy but somehow dark. I really wish the Vry'kul are added a bit earlier in Warcraft lol, might made it look better. But for now, it's really nice, I really like how you put some life by adding ships, houses, units, etc.
 
Level 16
Joined
Feb 20, 2013
Messages
280
Map Updated:
* Fixed the broken bridge.
* Added an additional green camp for each player.
* Changed around the creep camps and item drops. Bandit camp is now orange.
* Changed the layout in a few locations to have more open space, such as the center and the shop.
* Added some trees and raised terrain at murloc camp to allow for alternate AoW route.
* Also added some terrain fog.

Also wtii did a review:
 
Last edited:
Top