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Crosing Gates 1.0

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Twilight's
Crossing Gates

Description

Two gates are left in ashenvale and outland. Now the Outland races are now making a new Invasion.

Map Info

Map hase:
-2 Fountains of Mana
-2 Mercenary Camps
-4 Goldminse
-2 Goblin Merchants
-4 Way Gates (Portals)


Screenshots

221980-albums6555-picture73005.bmp

221980-albums6555-picture73004.bmp


Changelog
v1.0
-Released
v2.0
-Improved Terrain (less flat)


Future

For this map:
-2 Tavrens

Special thanks to:


-You for downloading. Hope you like my map, comment or report if there is any bug during playing, Have fun.

Keywords:
Melee
Contents

Crosing Gates 1.0 (Map)

Reviews
19:54, 17th Aug 2013 Orcnet: Remixer's review:

Moderator

M

Moderator

19:54, 17th Aug 2013
Orcnet: Remixer's review:

Remixer;2399298 said:
Remixer's Review
Terrain
Terrain is smooth, however tile variation could be improved. I recommend you to use NewGen Editor when mixing tileset that are very different of each other. Also in the middle area I would recommend you to make it Void/Nothing of Outland tileset instead of having the boundary in there, ofcourse you can also place there pathing blockers. However there are some not that great things in the terrain. First is the custom cliffs, the outland one's looks okay, however the Ashenvale parts cliffs are not so clear and they really need more definion (You can do this easily by adding Rock Tile in NewGen) or even just using Ashenvale original cliffs. Also, you have placed Canopy Trees on Ashenvale side which looks very strange as they are standing on the "plain" areas. I would really prefer having some more wide areas at some parts and make Plain are plain and have the trees in the forests. Also I noticed that it seems like Ashenvale side would have less lumber to access easily, only around 1 row on the edges of the map. As I said you have placed canopy trees strangly on the Ashenvale side, so have you placed rocks oddly on the Outland side. You should prefer making bigger stacks of small doodads instead of having 1 small doodad with pathing every 200 range. Also note that the unplayable areas of the map should be decorate too, currently as the doodad faces the edge of playale map area, they dissappear. It looks very ugly and you should also place terrain and doodads and destructible in the Boundaries of the map.


Creeps
Creeps are nice, however I am not sure if they are balanced as they are from two totally different Tilesets. But I think they are not and they need a bit fixing. For an example the creep camps guarding the Mercenary camps: I think the Outland side is harder, on Ashenvale side the creeps are fighters unlike on the Outland side they are mages, and those certain mages has Chaos attack type and powerful spells. And by the way after testing I noticed that the mage's attack is a splash attack. However I can not really say if the creeps are balanced enough or not, but the item drops needs fixing. They are underrated now, and it seems that almost every creep camp drops a permanent item, and as I counted each player ends up with 4 level 3 permanent items. This is bad since you do not leave any item space for orbs or such items. Also creeps should drop tomes. Fix the item drops. And making creeps drop same level charged items is bad, you just don't need 3 stacks of sentry wards.


Generally
Generally the map is nice gameplay experience with nice idea of two dimensions. Some minor errors which can be fixed, creeping can get frustrating because of same drops camp after camp and too low item drops on the harder camps. Overall nice map with cool idea.

Rating:
Terrain: 2/5
Comment: Terrain needs the edges and more tilevariations, also fix the center area of the map. I recommend you to download NewGen editor to mix tileset properly so you do not have to leave any needed tiles out of your palette.

Creeps: 3/5
Comment: Creeps are nice, I do not know if they are balanced or not so I do not reduce your score for that, however you need to fix the item drops and their facing angles. Also check that purple's creep camp (South from his base) does not dissappear at start, it is dangerously close to my eyes.

Generally: 3/5
Comment: Generally nice refreshing melee map for a quick 2v2 gameplay, very close location of extention gold mines can also make it a longer game because of the two very seperated sides.

Rating: 8/15 (Silver)

Note:
In your description you used blue, it is very hard for me to read in that background, I am not sure if others has the same problem.
 
Level 5
Joined
Jul 8, 2013
Messages
489
Ok here is my opinion

Terrian
Nice looking terrian with many doodads and details.Having some problems moving my armies along the treelines thought.Maybe you should make spaces for passing a bit more wide.Terrian isnt flat but it can be improved.Smoother it a bit.

Descreption
Very good descreption.But a couple of grammar errors.Map hase--->Map has , Goldminse---->Goldmines.

Gameplay
Very nice idea the 2 dimention map.I played on the outland side and i really found it interesting.Creep camps are well placed,neutrals too.Map is Symetric and i think it has to be approved.

Rate
Terrian 3/5
Descreption 3/5
Gameplay 3/5

Total = 3/5
 
Very refreshing concept. This is a nice twist on melee that still belongs squarely in the melee category. I think this is wonderful. Also, nice portals. I would like to see a screenie of the dungeon area. I like the use of environmental effects. This is very creative and I like it! +rep to you!
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,068
Remixer's Review
Terrain
Terrain is smooth, however tile variation could be improved. I recommend you to use NewGen Editor when mixing tileset that are very different of each other. Also in the middle area I would recommend you to make it Void/Nothing of Outland tileset instead of having the boundary in there, ofcourse you can also place there pathing blockers. However there are some not that great things in the terrain. First is the custom cliffs, the outland one's looks okay, however the Ashenvale parts cliffs are not so clear and they really need more definion (You can do this easily by adding Rock Tile in NewGen) or even just using Ashenvale original cliffs. Also, you have placed Canopy Trees on Ashenvale side which looks very strange as they are standing on the "plain" areas. I would really prefer having some more wide areas at some parts and make Plain are plain and have the trees in the forests. Also I noticed that it seems like Ashenvale side would have less lumber to access easily, only around 1 row on the edges of the map. As I said you have placed canopy trees strangly on the Ashenvale side, so have you placed rocks oddly on the Outland side. You should prefer making bigger stacks of small doodads instead of having 1 small doodad with pathing every 200 range. Also note that the unplayable areas of the map should be decorate too, currently as the doodad faces the edge of playale map area, they dissappear. It looks very ugly and you should also place terrain and doodads and destructible in the Boundaries of the map.


Creeps
Creeps are nice, however I am not sure if they are balanced as they are from two totally different Tilesets. But I think they are not and they need a bit fixing. For an example the creep camps guarding the Mercenary camps: I think the Outland side is harder, on Ashenvale side the creeps are fighters unlike on the Outland side they are mages, and those certain mages has Chaos attack type and powerful spells. And by the way after testing I noticed that the mage's attack is a splash attack. However I can not really say if the creeps are balanced enough or not, but the item drops needs fixing. They are underrated now, and it seems that almost every creep camp drops a permanent item, and as I counted each player ends up with 4 level 3 permanent items. This is bad since you do not leave any item space for orbs or such items. Also creeps should drop tomes. Fix the item drops. And making creeps drop same level charged items is bad, you just don't need 3 stacks of sentry wards.


Generally
Generally the map is nice gameplay experience with nice idea of two dimensions. Some minor errors which can be fixed, creeping can get frustrating because of same drops camp after camp and too low item drops on the harder camps. Overall nice map with cool idea.

Rating:
Terrain: 2/5
Comment: Terrain needs the edges and more tilevariations, also fix the center area of the map. I recommend you to download NewGen editor to mix tileset properly so you do not have to leave any needed tiles out of your palette.

Creeps: 3/5
Comment: Creeps are nice, I do not know if they are balanced or not so I do not reduce your score for that, however you need to fix the item drops and their facing angles. Also check that purple's creep camp (South from his base) does not dissappear at start, it is dangerously close to my eyes.

Generally: 3/5
Comment: Generally nice refreshing melee map for a quick 2v2 gameplay, very close location of extention gold mines can also make it a longer game because of the two very seperated sides.

Rating: 8/15 (Silver)

Note:
In your description you used blue, it is very hard for me to read in that background, I am not sure if others has the same problem.
 
Level 30
Joined
Nov 29, 2012
Messages
6,637
Doing my template requires me much work so I'll stay with a basic template review or to be honest just a wall of text.

Ok, so the melee map's concept and form is quite great to be honest. Showing two places namely the Lordaeron Summer and Outland. First the terrain, its quite good though its quite flat. What I can only see raised are those needed to like hills and such. I suggest add some raising and lowering too at the flat grounds to make some variations into it and also dont forget to fill with trees or decors also Map Bounds or the ends because it just looks bad when it is left empty. Next, the gameplay. I love the idea of it though gold mines are quite near to the player loc which I prefer to be more of a challenge and is in some points. Also I do think Merc Camps should not that be heavily guarded with such massive creeps. Lessen the creeps there if I may suggest. Lastly, the players doesnt interact with the Waygates. They dont go to it to reach some places. This is just optional but if you can edit AI to go to the Waygates that wil be much better.

Ok, so overall this looks good to go for me at least. I would rate this 3/5 and +4 REP (GIVE ME TIME TO SPREAD :b) to you!
 
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