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Description
Life used to be so calm here, nobody disturbed us and we could harvest our farms in peace. Then the greedy goblin corporations discovered that our trees could be turned into gold (their saying).
So we took up arms. It's time to liberate the forest of the goblins and start our own harvesting operation. Let's get rich!
The forest is filled with creeps for early creeping, then it's up to you to kill the other players if you want another gold mine. No market, fountains or dragon roosts as they've been proved to be quite OP in FFA maps.
Minimap icons have been reduced slightly in size, so the minimap should be a little less clustered than before.
Towers can now no longer be built, except for the scout tower and the Ziggurat. This is to prevent the stalemate that often happens in 24 player maps where players just build lots of towers. Yes, Undead players will now be more vulnerable in the early game, that's their loss.
Map is not symmetric by nature, it's not intended to be. So enjoy the chaos of 24 player melee!
Map Specifics
Players
24
Neutral Buildings
34
Gold Mines
24, 40k gold each
Build your base in this peaceful land, enjoy the sunshine and the fresh spirit of the forest.
Then kill the Goblin invaders that are trying to make a profit of the forest. Corrupted greedy fools!
That's better, it's time to get rich! Now to remove the other players who are trying to do the same..
The map is not saved with the latest melee patch (map options) meaning not all heroes available in the Tavern.
Meagre changes to be called altered melee. Here's how it's done:
How to: Create a Full-working Custom Race
Custom Race Creation: Advanced...
I made this map with non-symmetry in mind, to keep it a bit random with the chaos that 24 player maps usually give.
No player should be in a position where they will get an obvious advantage thought.
I made this map with non-symmetry in mind, to keep it a bit random with the chaos that 24 player maps usually give.
No player should be in a position where they will get an obvious advantage thought.
I had to chime in this discussion: Making a melee map symmetrical shouldn't be obligatory. It's just a common practice for competitive maps. Authors shouldn't be forced to make maps like this everytime, they can make them different if they want to - while recognizing it probably won't be a good competitive melee map.
I do enjoy asymmetrical melee a lot (I even have one uploaded here myself), and I don't think people should be denied to upload asymmetrical maps, because if we look closely we even have (6) Jungle Fever and (6) Andorhal in our default Frozen Throne melee maps folder:
Now about this map (24) Harvesting Operations: it's not an... exciting map. Terrain serves it's practical purpose of providing the physical space to the battle, but nothing more. There could've been some eye-candy! And also more interesting routes/paths, like in these examples above. The tile variation work does look good, I'll give you that.
Another important thing for competitive maps is to make the trees around the main gold mine of the player more narrow, so he/she can block it off with buildings early game and protect their gold-mining workers from Blademaster harass in the very first minutes (like how this player is trying to do it here).
The map is not saved with the latest melee patch (map options) meaning not all heroes available in the Tavern.
Meagre changes to be called altered melee. Here's how it's done: How to: Create a Full-working Custom Race Custom Race Creation: Advanced Mechanics UB - Ultimate Battle v1.99c AI+ Deforestation of Felwood v2.1.1 Nightborne v1.04 Planetary Domination v2.04 Sands of Time [v1.9] The Grand Citadel (Racial Issue 1.6)
In terms of melee, maybe it could work as FFA but you'd have to balance things as much as possible and no non-melee things like removing towers and using a Goblin Shredder as a neutral hostile unit.
Some camps drop an awful lot of items.
The terrain is mostly flat.
Why place creeps so far from the mines?
A Granite Golem didn't drop anything and neither its buddies in the south-west.
Too much gold in the mines.
Ghosts should not be alone if they drop items and they certainly shouldn't drop items because they have the Possession ability.
Casters should not be placed in front of a neutral camp.
Some creep camp positioning seems to be kind of random. Might want to mirror them how you can on this map's design.
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