Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
Hey guys,
this is my first selfmade Melee Map.
I had a lot of fun to create this, please give it a try and send me some Feedback.
This is a 3vs3 Map !
A Dark Forest, within much valuable Ressources, BUT its the Home of angry creatures which won´t share this so easily. On the other Side of this Forest your Enemys prepare for War! Who will win this Race ?!
Feel free to take a look at the Previews!
--> Examples for my Mapdesign
In this map are available:
- 2 Shops between the starting positons
- 4 Laboratorys on a mountain near the corners
- 2 Taverns between the starting areas
- healing fountains on a hill near the laboratorys and one mana fountain in the middle of the map
- balanced creep camps with decent items
- 6 obtainable Goldmines (except the Starting Mines)
I´ll hope you enjoy the testing of this Map.
Gl HF WP DestinyAngel
My Personal Note: This map is really fun to play on battle.net, i did this very often since i created it. The creeproutes and fighting positions also starting base areas work really well and with the newest changes it feels better and better . Take your own opinion and let me know what do you think about it.
(Bnet Tag: DestinyAngel on Europe Server, feel free to talk to me if there is something that really have to change)
Update: Today i uploaded a new version. (24th June 2019)
Changed:
- the map has now the latest loot table upgrade (means no more Tomes of expirience avaiable and crystal ball moved from lvl 5 to lvl3 drops)
Overall this should be the final form of this map, i played it very often with a full house on battle.net.
It´s really nice to play and there arent any problems anymore that should be fixed. (28th May 2019)
This image should give you a hint on what you need to work more related to symmetry:
You could use the triggers from this map to avoid enemy players spawning near each other when less players than the maximum are in the game: Skeletal Coast v1.3...
You should work more on symmetry (minimap dots: neutral hostile camp and neutral passive building placement).
The terrain is flat and mostly on one tile.
You should put some unbuildable tiles near/on the ramp close to the starting point so that players won't lock themselves in with towers since there is only one way out of the base.
The map is big for 4 players. Militia barely reach the middle before expiring.
Mine guardians should have the longest camp range so you don't build towers or any building somewhere near without them engaging.
There are many narrow places. You should try to widen them up a bit. It's a more than 2 players map, ground units will have problems moving and accessing paths.
All in all a very good start. Please read about melee in some of the links below.
A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
Map thread tags are important. Please use those that fit and not more or none.
This image should give you a hint on what you need to work more related to symmetry:
You could use the triggers from this map to avoid enemy players spawning near each other when less players than the maximum are in the game: Skeletal Coast v1.3
Mine guards still don't have the longest camp range. Select them->properties/double click/Enter and set the camp range at the bottom of the popped up menu. Also, move mine guards nearer to the mine as possible so they won't attack players too easily.
You should ease the middle up a little. Thin the tree lines a bit for proper infantry mobility.
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