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Blade's Edge Mountains (Small)

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
-BLADE'S EDGE MOUNTAINS-

# Free hand submission #
** First uploaded version v1.0 **

In the brooding silence, and the whistling winds of the Twisting Nether, the spires of the Blade's Edge Mountains rise. Find your path to a sheltered heartland, or wander on the edge of Nothingness. But watch your step!

Information

Screenshots

Changelog

Credits

Authors Notes


- Players : 2
- Tileset : Modified Barrens
- Gold Mines : 2 per player
- Play Style : Fast

None Yet

[2020-02-15] First uploaded version ver1.0

Created by RFWH.
Plz like and subscribe.
Copyright 2020.

wow
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Contents

Blade's Edge Mountains (Small) (Map)

Reviews
mafe
The map looks quite nice. It's along time since I played tbc, but the terrain is really somewhat reminiscent of that zone. For a mountain zone, the map could be less flat though. Also, there are some ugly ramp-cliff transitions and even a bugged...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
The map looks quite nice. It's along time since I played tbc, but the terrain is really somewhat reminiscent of that zone.

For a mountain zone, the map could be less flat though. Also, there are some ugly ramp-cliff transitions and even a bugged ramp, similar to these screenshots from another map:
BadRamps.png RampBug.png

Regarding gameplay:
-Interesting pathing and unique general layout.
-Itemdrops and creeps are mostly ok. If anything, some creepcamps could drop slightly stronger items (some of those that currently drop lvl 1 items could also drop lvl 2 items), but better this way than the other way around. The lvl 2 charged from the urlocs is too strong however.
-Not really gameplay relevant, but the creeps are facing in random directions. Select them and use CTRL+leftclick to easily make them turn.
-The main bases: It seem kinda hard to make a protective wall around the goldmine, due to trees being slightly further away than usual. This also means that later on, lumber income will slow due to long walking distance (except for ne of course).
-Personally I don't like that to attack the main and expansion, you have to go up a ramp or cross a narrow bridge. Could be too much advantage for the defender. Maybe add one angle from which the attacker can attack as easily as they can on most other maps.
-There could be more connections from the other side of the map towards the inner parts.
-Unfortunately, as with many maps, there are way too many gaps between trees. This would need to be fixed for any "serious" map. The best way to do this is to use the size 2 circular tool and place the trees in such a way that they align perfectly with existing trees.

So, please fix the ramps. While your at it, maybe also consider at lest a few of the other issues I outlined. Until then, map set to Awaiting update.
 
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