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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Greenwood Pass

Submitted by Mr.Henci
This bundle is marked as approved. It works and satisfies the submission rules.
Greenwood Pass

Map Description


Lush forests of the southern Quel'thalas only weeks before the Scourge invasion. Take what you can handle, because after Arthas is done, nothing but dead will be left in this place.

Greenwood Pass is a melee map for 1v1.

Contains:
-11 000g base (2x) 9 000g exp(2x) 13 500g exp(2x)
- 8 green camps
- 10 orange camps
- 2 red camps
- 1 Tavern
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 2 Mercenary Camps​

Screenshots

Screenshot #1
[​IMG]


Screenshot #2
[​IMG]


Screenshot #3
[​IMG]


Screenshot #4
[​IMG]



Changelog

Version 1
[2018-03-19]



    • Map Uploaded.


Version 1.1
[2018-03-21]



    • Fixed Mana to 100% for all creeps
    • Buffed "red creeps" droped item
    • Thanks @Ragnaros17 for the feedback :)
    • Also big thanks @Aventine and Thief for help with testing

Author's Notes
Again of my "campaign inspirated" melee maps, this time it's an High elven theme from Undead RoC.

Have any suggestion? Please write a comment. I am opened to any ideas. Have a nice day!
Previews
Contents

Greenwood Pass (Map)

Reviews
Ragnaros17
saw the map -red creeps should have a power up level 2, one tome of experience doesn´t level up you and is admisible since is a red creep level 21, with magic inmu 1500 hp -set mana points to 100 % thats a thing (when you multiple choise, by default...
deepstrasz
1. Neutral units should start with full mana (e.g: Rock Golem and not only). 2. Maybe aura giving items should be the reward of red camps? Found Alleria's Flute of Accuracy after liberating the eastern mine. 3. Maybe Tome +2 on red camps. Found a Tome...
  1. Ragnaros17

    Ragnaros17

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    I saw the screens/minimap and the map is really cool, maybe I can look it inside it later. and rate it.

    But as it is I can see is very good by looking the neutrals positions. 2 expandings well placed in a preaty cool way.
    I know your level, you tend to do high quality maps

    nice work

    good luck and see ya.
     
  2. Mr.Henci

    Mr.Henci

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    Glad to see you here. Thanks for the kind words and I would be more than pleased if you can give me any suggestion how to improve it :)
     
  3. Ragnaros17

    Ragnaros17

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    saw the map

    -red creeps should have a power up level 2, one tome of experience doesn´t level up you and is admisible since is a red creep level 21, with magic inmu 1500 hp
    -set mana points to 100 % thats a thing (when you multiple choise, by default mana is set to 0, click a unit edit select all, put mana 100% to all units.
    -Sugestion: I think the "bridges, should have unbluildable terrain to avoid players to tower exploit and make a Termopilas effect (special humans), a bit of unbuildable to block building exploit

    you used like 5000 doodads, nice for a 1vs1. Again I really like the distribution of neutrals and creeps.

    5/5
     
  4. deepstrasz

    deepstrasz

    Map Reviewer

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    1. Neutral units should start with full mana (e.g: Rock Golem and not only).
    2. Maybe aura giving items should be the reward of red camps? Found Alleria's Flute of Accuracy after liberating the eastern mine.
    3. Maybe Tome +2 on red camps. Found a Tome of Agility (+1) decimating the northeastern red camp.
    4. The middle (where the tavern is) and the bridge zones can be used as choke points for tower building.

    Approved.
     
  5. Mr.Henci

    Mr.Henci

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    Thanks for the review. Really apeciate it.
    I fixed it in my "hotfix" patch just an hour ago :/ probably missed you by minutes :D

    Not sure about this. Item lvl4 permanent seems as a reasonable drop, since creep camp is lvl 18 in total, while Rock Golem is 700HP imune to magic. (Might change it if more players will feel the same way)
    I will try to come up with something to make it unbuildable, not sure how I will implement it.
     
  6. Arrr

    Arrr

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    Really really like the RoC ud Silvermoon campaign style

    I am a little tiny bit concerned about the east/west expos, as they seem Really easy to defend due to a combination of the map layout realistically allowing only 1 attack direction and the line of sight being blocked by the trees in front.
    But then again the attacker has a shop backing him up, sappers, while the defender has merc support.
    I really like this kind of neutral placement.

    Interesting how you can have expos on both paths to your main base, though it's very unlikely to have both running at the same time (until a bit later into the game at least).

    I don't think the bridges are that big of a problem, but you could add an unbildable tile (village tileset can help) or just (custom) doodads - like pathing blockers maybe.
     
  7. Mr.Henci

    Mr.Henci

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    Thank you! I really tried my best.
    Thanks again. Thats the reason actually why there is wall from trees closer to the enemy. You can destroy them rather quickly and suprise your enemy this way. Zeppelin attack from the side of the merc is also possiblity.
    I am trying to play with roads from village tileset, but it just doesn't fit the terrain in my opinion. I will probably use some doodads in a way you suggested, though I am not sure if players will like it, because the grass on the bridge looks like normal buildable tile, while some unseen object will make it unbuildable. We will see.
     
  8. Zyrus

    Zyrus

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    I just saw this recently upon signing up. There haven't been Quel'Thalas-based maps often as far as I know. This one is actually good! I really like the high home of the elves. Though there are very few maps like this. Went to view the map via World Editor, it's pretty decent for a melee map. And creative on the bridge right there, Mr.Henci, and some pillars.
     
  9. Mr.Henci

    Mr.Henci

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    Thanks for the kind word. Appreciate it!
     
  10. mafe

    mafe

    Map Reviewer

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    Hey I missed it when you first posted the map. A few thoughts, first, what I would've done differently.
    -I'm not a fan of having too brights and living doodads in base areas, because they tend to look a little bit silly in an undead base.
    -I would add lvl1 tomes to the merc camps and the gnoll-guarded expansions.
    -For my liking, the map is somewhat "locally linear" in the sense that in many places you can only move forward of backwards along a path, but not sideways (or if you move sideways, it leads to a dead end, leaving you trapped). It is hard to expain (It is topic I have intended to write about in my melee-guide, see my signature), but it essentially means that it limits the options and could lead to static gameplay..... but mabye I'm wrong. However, as it stands now, the ogre/golem-guarded expansions can only be attacked from one side and through a very narrow choke point. For example, I would think about adding a pathway from the current murloc location towards the merccamps, and slightly move the murlocs.

    Now the good news:
    -Overall it is nevertheless a very good map.
    -All the creeps and items are well balanced.
    -You pretty much nailed the Quel-Thalas lok from the campaign.
    -Size and distances are good.
     
  11. Sxar

    Sxar

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    The doodads set selection was splendid! I loved it.