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Stratholme

Story

Nothing was left of the citizens of Stratholme after Arthas purged the city.
Even though Mal'ganis was defeated, the Scourge controls the area now.
A band of mercenaries has recently settled here to try and take Stratholme back from the undead.

Tactics

Another simple 1v1 map, both players can buy Lordaeron Summer mercs and have relatively easy expansions.
Trees can be destroyed to open new paths or even ambush the enemy's expansion/red creep camp.

Map Specifics

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
2

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
6 10 2

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
5

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
4

keS5Cri.png
3I6HlDA.png
NFrFZSq.png
nqvtr6Q.png
xobm9Vb.png
1Uj1vVC.png

[2018-10-15]-Uploaded

[2018-10-16]-Updated:

-Fire has been been reduced greatly, there's also more variety of fire (normal and small).
-There's now a "hidden" path between the trees near the red creep camp, but you can still break through the trees on the other path to reach there, it's still rather a risky spot but you have more ways to work around now if you get ambushed.
-The amount of trees you have to destroy from the green camp to reach the red camp has been reduced significantly, so it's easier to get through there with siege units.
-The merchant creep camp no longer has non-sleeping units, so now players can buy items at night without problems.
-Fixed some doodads and terrain issues, like mushrooms right inside the city or the merchants being too protected by terrain walls, also added a few more scorched remains in some empty spots.
-Map description improved.

I'll update the screenshots once I don't have to change too much anymore.


Authors Notes

This is my second melee map, based on Stratholme (inspired by both Warcraft 3 and WoW), I focused a lot on the terraining and might have gone too far with the doodads (especially the skeletons) but I like the result. I'll tone them down if it's too much.
The creep camps are probably not perfect either, but I pretty much made this map in one night and part of the morning and I'm really tired so I can't come up with anything better right now, I'll change them later if there's anything wrong with them x)

Hope you enjoy the map, any feedback is welcome and please report any issues you might have with the map so I can fix them :D
Contents

Stratholme (Map)

Reviews
Nudl9
I don't play melee, but the layout seems ok. The fire effects however are hard on the eyes. You don't need fire everywhere to give the impression of a "city on fire". A great tip would be to remove a few fire effects and replace others with "fire...
WolfFarkas
I am glad to see a new map from you!!! Good things: 1) Base layout, neutrals positions. Good amount of wood and gold. 2) Pathing is very good and complex. 3)creep selection: mix of melee and ranged. Mix from different tiles. 4) Good terrain mix...
deepstrasz
Most of them are like that, especially the tougher ones but it's not a problem since most casters are ranged and weak against melee units. Hmm, maybe you could have just replaced those trees with some vision blocking doodad or cliff instead so you'd...
Level 24
Joined
Nov 9, 2006
Messages
2,558
I don't play melee, but the layout seems ok.
The fire effects however are hard on the eyes.
You don't need fire everywhere to give the impression of a "city on fire".
A great tip would be to remove a few fire effects and replace others with "fire small" or smoke smudge.
The camps in the corners are a death trap for anyone going in there.
If you get bodyblocked and don't have any teleport scroll it's game over.
You should open a secondary path there where players can escape.
 
Level 4
Joined
Oct 8, 2018
Messages
29
Updated:

-Fire has been been reduced greatly, there's also more variety of fire (normal and small).
-There's now a "hidden" path between the trees near the red creep camp, but you can still break through the trees on the other path to reach there, it's still rather a risky spot but you have more ways to work around now if you get ambushed.
-The amount of trees you have to destroy from the green camp to reach the red camp has been reduced significantly, so it's easier to get through there with siege units.
-The merchant creep camp no longer has non-sleeping units, so now players can buy items at night without problems.
-Fixed some doodads and terrain issues, like mushrooms right inside the city or the merchants being too protected by terrain walls, also added a few more scorched remains in some empty spots.
-Map description improved.

EDIT: I forgot to update the wall surrounding the merchant camp for both sides, it has already been fixed, sorry.

I'll update the screenshots once I don't have to change too much anymore.
 
Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
I am glad to see a new map from you!!!

Good things:

1) Base layout, neutrals positions. Good amount of wood and gold.
2) Pathing is very good and complex.
3)creep selection: mix of melee and ranged. Mix from different tiles.
4) Good terrain mix, different areas, cliff use, water parts. Map with theme, nice fog.
5) Doodad used like 6000.
6) map with critters for undead creeping.
7) goldmines are easy to camp and follows the HU Vs Un requisite.
8) Loot is good.
9) the mix of buildable terrain and unbuidable terrain allows to build towers but can´t do a proper wall of it, I like it.
10) The trees allows scouting the NE, and also many open paths options.

Things to Improve:


1) You can´t build an age of war near the merc. camp and the goblin shop:
NE try to camp the merc camp or goblin shop with the age of war.

easy fix with 1-2 clicks: make the part near the building buildable.

a very very very miscelaneus thing for competitive melee play:

2) green creeps formed by skeletons archers and skeletons can´t be targeted with death coil of the death knigth.
Same goes for Orange creeps formed by revenants and skeletons

Sugestion: mix with some others units such as deamons or units from outlan like:

voidwalkers, fellbeasts (avoid the mana burn ones).

At least have 1 target that can be hit with death coil.




3) A maybe (not necesary) sugestion: goblin labs maybe here: for fun you know:
zeppelings, saw log machine.
I can buy the zapper and open a paths, that stuff

upload_2018-10-16_0-21-16.png





Rating 5/5


Such talent to map with balance and creativity... I am wondering wich tile-set would you try next...
(Hint: If you reach 5 melee maps, you can do a melee pack :))
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
2) green creeps formed by skeletons archers and skeletons can´t be targeted with death coil of the death knigth.
Same goes for Orange creeps formed by revenants and skeletons
What's important there I think is for those creeps not to have Death Coil against undead because the Death Knight could just use the coil on allied undead units.
The problem is that there should be critters near undead only neutrals so that undead could make use of the Rod of Necromancy and their reanimation and raise of undead capabilities in general.
voidwalkers, fellbeasts (avoid the mana burn ones).
You have to give reason why. I for one am not against Mana Burn creatures unless there are too many and placed wrongly (in the front of the camp or in early/lower than orange groups).


  1. Caster only neutral camps might be a problem especially for orcs who have healing later unless it is bought from the shop and it is not instant. Such camps are generally stronger than their colour, maybe.
  2. Encircle neutral hostile units, especially ranged ones properly so that they won't be attacked and attack units over/through doodads/destructibles as seen here:
StratholmeMelee01.png

Awaiting Update.


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Last edited:
Level 29
Joined
May 21, 2013
Messages
1,635
You have to give reason why.

Sister-she review of the last year:

"The mercenaries sold there contain mana burn, a rather powerfull spell."
Page 12: Review of the map forgoten realm.

Hive Melee Map Contest

mafe tutorial: merc. cam. part

"Satyr soulstealer have lvl 2 manaburn. The consequences are beyond imagination. If nightelves buy them, they can drain all mana from hero like mk/tc within the first seconds of a fight, and for the other races he could also change the game in unforeseen ways."

Also in Orange videos, he said "that mana burn was an instant veto"... when he reviewed a map


what I mean is, I heard x3 times to avoid mana-burn in very good users (mafe, Sister-she and Orange) but I can´t give a decent reason, I just repeat the warning of avoid it.
 
Last edited by a moderator:
Level 4
Joined
Oct 8, 2018
Messages
29
Updated.

I had to get rid of that camp you posted because there was nowhere I could relocate it without making them aggro easily or without having to change a lot of the map :/, but it shouldn't be a huge deal considering there's still 10 orange camps. I reworked a couple of creep camps loot to make the whole loot more varied (since I had deleted one per side), and reworked the orange creep camp that is on that little space in the long wall because it had the same problem you mentioned with the walls, too. It should be fixed now.

I ended up adding a tiny buildable terrain in front of the mercenary camp near the trees so NE can build ancient of war, I didn't do the same with the goblin merchants because honestly I think you can already build one nearby and even next to the trees. I also moved the mercenary camp a bit backwards near the water because I realized it was easy to aggro those creeps if you just passed by.

Caster only neutral camps might be a problem especially for orcs who have healing later unless it is bought from the shop and it is not instant. Such camps are generally stronger than their colour, maybe.
I'm sorry but which camps are you referring to?

Such talent to map with balance and creativity... I am wondering wich tile-set would you try next...
(Hint: If you reach 5 melee maps, you can do a melee pack :))
Hehe thanks c:
I can't promise anything but the next one might be based on Barrens or Outland tileset.
 
Last edited:

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,837
I'm sorry but which camps are you referring to?
Most of them are like that, especially the tougher ones but it's not a problem since most casters are ranged and weak against melee units.

Hmm, maybe you could have just replaced those trees with some vision blocking doodad or cliff instead so you'd not have had to remove the camps.

Changes made,
approved.

(previous review: Stratholme)
 
Level 29
Joined
May 21, 2013
Messages
1,635
I played the map afterwards and thought you meant neutral hostile units not mercenaries.

I mean both, but I am going to ask

Updated.
Hehe thanks c:
I can't promise anything but the next one might be based on Barrens or Outland tileset.

Those tiles are hard one to do enviroment. I hope you cand do something very unique like the others two maps.
 
Level 4
Joined
Oct 8, 2018
Messages
29
To be honest I had to readjust that camp like 4-5 times while I was making the map and still couldn't make it work, so I'm lowkey happy to see it gone haha.
Those tiles are hard one to do enviroment. I hope you cand do something very unique like the others two maps.
Well, I already have a "theme" for an Outland map, I just need to start to work on it x)
 

Deleted member 247165

D

Deleted member 247165

Mal'Ganis would have been so proud. 4/5
 
Level 2
Joined
Jan 14, 2012
Messages
8
Stratholme, the city where I grew up... lol
The red fog is a bit too much, and I wonder why your maps don't have proper melee status flag, kinda bothers me.
 
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