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(4)Twain Hail

(4)Twain Hail V1.05
Player Suggest: 2v2
Idea: modify tile set of Evaporate Ocean, back to back mines.
Map Creator: Zucth

WIP4
179717-41fedc222db379de70e7a6f6ec3a8351.png

Minimap Look:
179718-9829164b44debb4256710897ebe45071.jpg

Creep Route:
179737-a04caebe9842e414e76d4149057dfb87.png


Free Screenshot
179715-bc7a29d08dd7729ed5a0c913bd7da731.png

Map Description:
Greet to your friend and hail your enemy! Stay on line, fall back isn't in the behest!

Neutral Building:
6 Expansion Goldmines (Main-11750, Expansion-9750, Mid Expansion-13250)
2 Tavern
2 Goblin Merchant
2 Mercenary camp -Northern
2 Goblin Lab
2 Fountain of Health

Creep Camp:
8 Green
14 Orange
4 Red

photo of all camp
-Charge 2 camp
179727-344503c4247fd53da80aa83b0fc5ad81.png

FOH
179728-1962aa66f8b0eb7bb0ba110a034047a7.png

GL
179729-f6bce74305aa97ebd70ca1144749b53e.png

GM
179730-5aaac4c09e88fc7fc2ab9b62116154eb.png

Hard Mine
179731-ebdbc54cb320585a07c01e204b802613.png

Early Mines
179732-664fb65ecdaab6c2dd8a93ff702b62fb.png

permanent 2 camp
179733-66933631cae11e9715cd46a38af92ed3.png

permanent 4 camp
179734-793c8275d497945069b9706da56352e5.png

Tavern
179735-a30f186a3d39f5aaffeeb400dd62ddbc.png

Main base
179736-86041de9716d6f2a8029752ab39e4054.png

Information:
-Back to back goldmines
-Underwater theme modify
- 2v2 which specially present more duel moment
-itemdrop present instant moved [or what people called game breaking] moment [charge 6 and permanent 6 in game.]
-Range between base is close[militia run 24 second]
-unique tile set 100%

++There's a WIP down in the photo down there in case you wanna asked of it.

179716-907a452979b899123dc3d6c6f02ea6e0.png

1.0 alpha test on melee discord
1.01 add the outsider route + add shop camp[before it was unguard 1 shop 1 tavern], many creep change
1.02 Release on Hive 17/9/20
1.03 shadow added, doodad added.
1.04 added update version followed central mapping discord comment. [which I have several disagree with, so I will leave the old one with no update here in the same bundle.]

1.05 move the base away from mid more. Change merc from northern to sunken ruins, change all the lv6 item down to lv.5. added path blocker in the arch [cliff space bug], buff p4 camp lv16>17. Added fence avoid aggro.
1.06 remove Twain Hail DV

will continued added the doodad later// ++look for gameplay feedback here.

Creator Note:
-the waterfall on top and bottom present as a air push. Not a water flow under the ocean!
-Thank everyone in the melee central discord who help me about game flow. I do want to mention that I did raise the middle terrain up to prevent from scout hope it help instead of block the road.
Contents

(4)Twain Hail (Map)

Reviews
mafe
While this map is very interesting I dont think there is much to dicuss. Again, a unique and also very stylish tileset and visuals. Regarding gameplay: 1. The obvious main idea of the map is the starting position location. I like it a lot, in fact if...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
While this map is very interesting I dont think there is much to dicuss. Again, a unique and also very stylish tileset and visuals. Regarding gameplay:
1. The obvious main idea of the map is the starting position location. I like it a lot, in fact if I decide to participate in the potentially upcoming 4v4 mapping contest, I might borrwo this idea and do something similar. It is really interesting and I like the of two players spawning together, but still going out towards different areas of the map as an improvement over Friends/Synergy. As a consequence, it also allows for stuff that might otherwise not really be seen, like the fountain location or the gold mines towards the sides.
2. A downside might be that the map feels small. Small maps ofc can work in 2v2. While theoretically the map has a playble area of 106x116, a sizeable parts of the area is blocked of on the sides of the map and irrelevant for gameplay.
3. Not much to say about creeps (maybe too many small creeps at the red spawns, accounting for the fact that hydras split on death), items seems fine.
4. It's a bit annoying for nightelves that they have to build their AoWs a few tiles away from the creepspots in front of the base, due to the unbuildable bricks.
5. Also there are safe-wisp-spots.

I cant tell how pros would react to this map. But overall a really creative and well-made map. Approved.
 
Level 26
Joined
Jan 4, 2020
Messages
364
While this map is very interesting I dont think there is much to dicuss. Again, a unique and also very stylish tileset and visuals. Regarding gameplay:
1. The obvious main idea of the map is the starting position location. I like it a lot, in fact if I decide to participate in the potentially upcoming 4v4 mapping contest, I might borrwo this idea and do something similar. It is really interesting and I like the of two players spawning together, but still going out towards different areas of the map as an improvement over Friends/Synergy. As a consequence, it also allows for stuff that might otherwise not really be seen, like the fountain location or the gold mines towards the sides.
2. A downside might be that the map feels small. Small maps ofc can work in 2v2. While theoretically the map has a playble area of 106x116, a sizeable parts of the area is blocked of on the sides of the map and irrelevant for gameplay.
3. Not much to say about creeps (maybe too many small creeps at the red spawns, accounting for the fact that hydras split on death), items seems fine.
4. It's a bit annoying for nightelves that they have to build their AoWs a few tiles away from the creepspots in front of the base, due to the unbuildable bricks.
5. Also there are safe-wisp-spots.

I cant tell how pros would react to this map. But overall a really creative and well-made map. Approved.
I would like to see. What would you do with your new 4v4 map 👀 I also have a friend style idea in my mind for the next 4v4 event that is gonna happen. Also naga confirm 🥴
 
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