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Frostflow Crossing

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Frostflow Crossing (FC)

Description

Bitter winds sweep across the frozen riverbanks, where ancient paths lie buried beneath the ice.
Control the central crossing or risk being flanked. Only the bold survive the chill of Frostflow.

Map designed for the GoodGame Map Maker Contest.

Neutral Buildings
-1 tavern
-2 goblin merchants
-2 goblin labs
-1 lordaeron summer merc. camp
-1 Marketplace

Creeps
-8 green creeps
-12 orange creeps
-1 red creep

Features
  • Goldmines expansions designed as a mix of Echo Isles and Consealed Hills.
  • One path blocked by destructibles doors leads to marketplace.

Changelog
-1.00 first upload.

Credits
Map designed by Wolffarkas

Special thanks to Figglewig for feedback.
Previews
Contents

Frostflow Crossing (Map)

Level 2
Joined
May 17, 2025
Messages
3
Played a few games in this map, it's quite nice.

Good points I wanted to highlight:
1. I like the idea of having 3 options to expand: 1 safe goldmine but with a harder camp, 1 hard and contested camp, and very easy but contested camp.
2. Hermit guarding his precious marketplace. Nice customer service there.
3. Terrain and doodads looks good, a lot of minor variations that keeps the place looking natural without affecting gameplay.
4. Few creeping route options. Creep-jacking with a level 1 blademaster or DK would require proper scouting, or it would be a coin flip (or just hit their workers I guess).
5. You even put an anti-cheese measure in behind each player's starting position (yeah I tried dropping siege from a zeppelin).
6. The only red camp is in the middle of the map, making it risky to creep. There are tons of contested resources at the middle, which seems to be the theme of the map.

Overall this is a very nice map, with a lot of decorations through doodads and terrain use without affecting the gameplay. The map feels unique to play due to how much of its neutral resources are contested like the center gold mine, merc camp, and red creep camp. Enabling you to take a high risk high reward actions that could help you win a game in a pinch, or spell your doom if your opponent properly react to it:goblin_yeah::goblin_good_job:.
 
Level 30
Joined
May 21, 2013
Messages
1,650
Played a few games in this map, it's quite nice.

Good points I wanted to highlight:
1. I like the idea of having 3 options to expand: 1 safe goldmine but with a harder camp, 1 hard and contested camp, and very easy but contested camp.
2. Hermit guarding his precious marketplace. Nice customer service there.
3. Terrain and doodads looks good, a lot of minor variations that keeps the place looking natural without affecting gameplay.
4. Few creeping route options. Creep-jacking with a level 1 blademaster or DK would require proper scouting, or it would be a coin flip (or just hit their workers I guess).
5. You even put an anti-cheese measure in behind each player's starting position (yeah I tried dropping siege from a zeppelin).
6. The only red camp is in the middle of the map, making it risky to creep. There are tons of contested resources at the middle, which seems to be the theme of the map.

Overall this is a very nice map, with a lot of decorations through doodads and terrain use without affecting the gameplay. The map feels unique to play due to how much of its neutral resources are contested like the center gold mine, merc camp, and red creep camp. Enabling you to take a high risk high reward actions that could help you win a game in a pinch, or spell your doom if your opponent properly react to it:goblin_yeah::goblin_good_job:.
hey, thanks a lot for writting. I also need to beta test this map but I am busy with another map... tight agenda, and life work, thanks for playing it.
 
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