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(4) Ancient Forest Grounds

----------MasterTrainer Presents----------

(4) Ancient Forest Grounds
Created by MasterTrainer

Map Info:

Description:
After the Great War took place, this forest was destroyed beyond recognition. But the pity of the Night Elves restored it to what is known as the Ancient Forest mundane people avoid.

Limited Goldmines, this will turn into a bloody battle.

Size: 160X96


Features:

I would really like to put in all the features of the map, but my JNGP somehow can't see the color of the creep camps.

But I can provide you these informations:

  • Contains 6 Gold Mines
  • 2 Taverns
  • 2 Mercenary Camps
  • 1 Goblin Laboratory
  • 1 Goblin merchant
  • 1 Fountain of Mana
  • 1 Fountain of Health




Screenshots and Videos:


2013-05-16%2017_14_15-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg


2013-05-16%2017_16_02-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg


2013-05-16%2017_16_26-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg


2013-05-16%2017_15_05-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg


2013-05-16%2017_15_25-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg



2013-05-16%2017_16_44-Warcraft%20III%20World%20Editor%20-%20%5BC__..._Lenin_Downloads_Ancient%20Forest%20Grounds.jpg




Change Log:




Info:
  • Uploaded the Map



Info:
  • Added more Gold Mines
  • Replaced Fountain of Health and Mana with Hero Tavern
  • Redid the terrain of the starting positions
  • Fixed some doodad placement
  • Fixed Creep Placement
  • Tweaked and adjusted the item table drops
  • Adjusted number of Creeps
  • Fixed some parts of the terrain



Credits:

Special Thanks:
  • -Kobas- (Map Description Template)
  • Hell_Master (For giving initial thoughts and suggestions)
  • sonofjay (Inspiration)
  • EliTe (inpiration)





Keywords:
Ancient Forest, Melee Map, MasterTrainer, Ancient Forest Grounds, Forest Map, Map
Contents

(4) Ancient Forest Grounds (Map)

Reviews
Orcnet10:18, 20th May 2013 Map Approved Ancient Forest Grounds (No Version/s Stated) RateScorePercentLetter 5/591-100A RateScorePercentLetter 4/581-90%B RateScorePercentLetter 3/575-80%C RateScorePercentLetter 2/570-74%D...

Moderator

M

Moderator


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Orcnet10:18, 20th May 2013

Comment

Review

Map Approved
Ancient Forest Grounds (No Version/s Stated)


Rate
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5/591-100A

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4/581-90%B

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3/575-80%C

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2/570-74%D

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1/550-69%F

Overview:

Gameplay

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"Ancient Forest Grounds" is a Melee map for 4 players.

"You manage to fix much of the creep difficulty which is good, but still a storm wyrm and a green dragon is a little too much for an expansion and main base creep camps but it can acceptable though."

Terrain

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"Terrain still needs more work the tiles variation is very scrambled right now, get much info on terrain tuts it will really help."

Management

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"Overall you followed much of my revisions its a good choice but that doesn't stop there, just some practice and some time it can improve you a lot."

Total Score:


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9/1580%C
 
Level 20
Joined
Apr 14, 2012
Messages
2,901
@Almia Yeah. Balancing it was the hardest part, else it would've been a 96x96 map with just 4 gold mines for the four players.

When I put in the terrain tiles I thought that I should make every thing equal, so that if one side had that the other should have that too.

Anyways I'll get to it.

EDIT: @sonofjay I can't see the picture. But I would really like to see your review, as this is my first melee map.
 
Level 20
Joined
Jun 27, 2011
Messages
1,864
Got some time to review this, hmm hmm...
  • Floating rocks everywhere...
    attachment.php
  • Fix those sharp tiles, it kinda uh, hurt some eyes.
  • I've never seen a pack of wolves that can steal items :p
    attachment.php
  • These beasts are pretty weak against air units...
    attachment.php
Well, the symmetric and balance of the terrain is what matters on melee maps. I'll rate this 3/5 and +2 reps of course!
 

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Last edited:
Level 32
Joined
Apr 2, 2013
Messages
3,954
SCN's review

I have just played a 1v1 warpten session of your game.

Terrain should be fixed, the mix tilesets look funky, vines and Lordaeron grass? Not good. WHY THE VINES IN THE BASES??? Their annoying, you cant build on em. :ogre_rage:

The creeps are harder than I expected, and they give high items. I got a +12 damage claw from a green creep camp along with a mana potion. Tweak it down a little bit.

Its really hard getting around the map, due to all the creeps placed near the paths. There are way to many creeps, you should take a few out. I get attacked by them a lot even though sticking to the path. Its a little hard for air to get through the map also.

The map is mostly symmetrical, but the goblin laboratory Is not available on the right side.

Computers play the map well, not much of a problem with them.

The map is sorta fun, just has annoying things in it.

Summary: Fix terrain, Fix creeps, Tweak a few other things also.

I would vote 2/5, but 3/5 if fixed. 4/5 if you went beyond my review. Should definitely be approved if fixed. I guess it should be approved even if it isn't.

NOTE: I am not a reviewer. Not even close to a moderator. Lolz

Happy HiveWorkShmodding fellow bee.
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
SCP's review

I have just played a 1v1 warpten session of your game.

Terrain should be fixed, the mix tilesets look funky, vines and Lordaeron grass? Not good. WHY THE VINES IN THE BASES??? Their annoying, you cant build on em. :ogre_rage:

The creeps are harder than I expected, and they give high items. I got a +12 damage claw from a green creep camp along with a mana potion. Tweak it down a little bit.

Its really hard getting around the map, due to all the creeps placed near the paths. There are way to many creeps, you should take a few out. I get attacked by them a lot even though sticking to the path. Its a little hard for air to get through the map also.

The map is mostly symmetrical, but the goblin laboratory Is not available on the left side.

Computers play the map well, not much of a problem with them.

The map is sorta fun, just has annoying things in it.

Summary: Fix terrain, Fix creeps, Tweak a few other things also.

I would vote 2/5, but 3/5 if fixed. 4/5 if you went beyond my review. Should definitely be approved if fixed. I guess it should be approved even if it isn't.

NOTE: I am not a reviewer. Not even close to a moderator. Lolz

Happy HiveWorkShmodding fellow bee.

Wow 2/5, seriouslt? That was one low review.... hmmm... when I have the time... I will retest this map. Looks like there is really many problems in this game, once again, I will play this map once again!
 
Level 32
Joined
Apr 2, 2013
Messages
3,954
Wow 2/5, seriouslt? That was one low review.... hmmm... when I have the time... I will retest this map. Looks like there is really many problems in this game, once again, I will play this map once again!

Test it again dude.
No offence to the author intended, but I usually give 4 stars to most maps. I sometimes use a percentage template, but this is melee. Some categories don't fit in melee maps.

I forgot one thing, the creator looked like he actually put time into his map. Sp that's a good thing :thumbs_up:
 
Level 30
Joined
Jul 31, 2010
Messages
5,245
there are a problems going on inside the map, both gameplay and terrain and soon I hope this can help you out:

-your tile variations looks unease and it turns out very monotone you should follow UndeadImmortal's comment or get a closer look to what he's saying here: http://www.hiveworkshop.com/forums/...ials-278/advanced-terraining-tutorial-203428/

-the cliffs looks like an alien made it try reducing the clump like states and build up a more 3d realistic way the link I posted can be of great help

-the doodad don't match each other up all to blame to the tile variations give them some blend like giving your bread butter and jam

-you should carefully place the neutral buildings in a proper and organize order instead of hiding the tavern buildings replace it with goblin laboratories or ditch the whole previous neutral buildings and place gold mines instead because right now you have 4 teams and each player needs an expansion site

-remove the health and mana fountains sticking them together is a bad idea instead place tavern

-the taverns need free space in other words no creep camps that's how the melee generations turned out to be that way

-and lastly decrease your creep difficulty, give in at least a few green camps, less orange camps, and 1 powerful camp. Right now its like you require huge amount of armies just to take out 1 camp

overall needs more workout just vm when you manage to deal it, or to give you time redirect it in the map development thread


EDIT: map updated
 
Last edited:
Level 30
Joined
Nov 29, 2012
Messages
6,637
How do I redirect it to the Map Development?

Just create a thread there and if you will notice Orcnet deleted your resources. Mostly, I have played this again and I am very sorry to all that I didnt review it properly but I do have to agree that the way you mix those tiles are quite bad and also some of the rocks are flying indeed.

Take all the suggestions we have given to considerations and good luck!
 
Level 20
Joined
Apr 14, 2012
Messages
2,901
Oh. Looks like I'll do that.

BUT I will do so later, because right now I am as tired as hell.

EDIT: As of now the map is rejected, and I understand why. But hopefully this update will tip the scales a little bit in my favor.
Things I did:

- Redid the terrain of the four starting locations
- Replaced the two fountains at the center of the map with a Tavern
- Added two Thunder Lizards near the newly placed Tavern
- Replaced the Taverns and Mercenary Camps hidden by trees by Gold Mines (total Gold Mines in Map: 10)
- Tweaked and adjusted the Item Tables for the creeps
- Pushed back most of the creeps near the trees to lengthen creep - player-unit distance
- Reduced number of creeps to hopefully equalize some things
 

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Level 30
Joined
Jul 31, 2010
Messages
5,245
remove the creeps guarding the tavern, tavern buildings are meant to be free from creepos because that's how it should roll, and lastly reduce the creep difficulty of the dark trolls and giant spiders camp in a green level way they're meant to be easy targets since you already made the furbolgs and ogres camp in a intermediate levels

EDIT: map updated
 
Last edited:
Level 20
Joined
Apr 14, 2012
Messages
2,901
remove the creeps guarding the tavern, tavern buildings are meant to be free from creepos because that's how it should roll, and lastly reduce the creep difficulty of the dark trolls and giant spiders camp in a green level way they're meant to be easy targets since you already made the furbolgs and ogres camp in a intermediate levels

Okay. Update in 30 mins.

EDIT: I'm not sure if the creep camps' colors changed because my editor or warcraft won't display them, but hopefully they have: (Now only one unit from the dark trolls and giant spiders camp drop items, reduced number two three, highest level is 4 I think)
 

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Level 32
Joined
Apr 2, 2013
Messages
3,954
SCN's None Score Review

Very, very good improvement. You fixed more things than I listed. One thing, the goblin laboratory is only located on the left side, which I think gives an advantage for others to take expansions easier.

I think you deserve a 3star+, which rounds up to 4 stars. Very good improvement.
 

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,979
attachment.php

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Source.

I have to say that this "Sharp Tile" is wrong. It is not looking ugly as long as you do it in certain limits. Smooth tiling is even uglier than having sharp tiles if you know how to use them.

I use sharp tiles and smooth tiles combined in all my maps (you can check how it looks) and no one has so far told me that it looks bad, actually I've been told that I am a good tile variation user and combiner.
 
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