• 🏆 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!

(2)Ashenvale Forest v1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Ashenvale Forest v1.1 Changelog :

+Added 2 Orange Camp
+Balanced The Blue Side

Story : After The Big War of Mountain Hyjial A part of Ashenvale Has Been Capture By Bad Mad Creeps .Free This Land In The Name Cenaruis .

6 Green Camp

10 Orange Camp

1 Red Camp

2 Goblin Merchant

2 Fountain of Heal And 2 Fountain of Mana

1 Dragon Roost

2 Gold Mines For Players

If It Need Something Change Please Tell Me Any Request Will be Accpect :)

Map By : ~DARK~
Contents

(2)Ashenvale Forest v1.1 (Map)

Reviews
21:02, 18th Jun 2013 Orcnet:

Moderator

M

Moderator

21:02, 18th Jun 2013
Orcnet:
Orcnet;2362654 said:
Well there's a lot of problems with your map right now and that is too simple and monotone release of each field via game play, terrain landscape and totality of the map.

-The map is too wide, dirty looking, and so much space just for a 1v1 map.

-Terrain is flat and wide again, no much detail shown

-The expansion site with a gate and tree wall is just silly, trees can be killed by lumber harvest or siege damage so why need a gate?

-Creep camps are too far away, it looks good for now but a dragon camp with a dragon roost for a 1v1 is too imba

-It doesn't look like an altered melee, its more melee-like actually

So many things to do for this, practice or work yourself at map development thread.
 
Level 10
Joined
Jan 20, 2011
Messages
492
Here we go

Good
- Some terrain areas such as the waterfall are quite good to look at

Bad
- Map is so empty
- The bases are way to small
- No use of raise and lower tool
- Gates will not work with AI
- Please change it to melee, since no units damage was changed (IDC what the editor says if you change size of units, or doodad information it is still melee)
- Not enough trees
- Gold mines all have the same amount in them

Suggestions
- Remove the gates
- FILL IN THE SPACE
- Use the raise and lower
- Increase base size
 
Level 30
Joined
Jul 31, 2010
Messages
5,246
Well there's a lot of problems with your map right now and that is too simple and monotone release of each field via game play, terrain landscape and totality of the map.

-The map is too wide, dirty looking, and so much space just for a 1v1 map.

-Terrain is flat and wide again, no much detail shown

-The expansion site with a gate and tree wall is just silly, trees can be killed by lumber harvest or siege damage so why need a gate?

-Creep camps are too far away, it looks good for now but a dragon camp with a dragon roost for a 1v1 is too imba

-It doesn't look like an altered melee, its more melee-like actually

So many things to do for this, practice or work yourself at map development thread.
 
Top