• Check out the results of the Techtree Contest #19!
  • 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!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Help with my Map

triggers and edits and basically codings are areas that im not really familiar with.

  • Help me

    Votes: 0 0.0%
  • Nah

    Votes: 0 0.0%

  • Total voters
    0
Level 2
Joined
Aug 21, 2019
Messages
7
Hello everyone,

I’m currently working on a custom map for Warcraft 3: The Frozen Throne, and I’d love to ask for some help and feedback from the community. I’ve made good progress, but I know it still needs improvement in areas like terrain design, unit balance, and trigger efficiency.

Right now, I feel like I’ve hit a bit of a wall creatively and technically. That’s why I’m reaching out—any suggestions, tips, or even direct edits would really mean a lot. If you’re experienced with the World Editor and you’re open to helping, I’d be more than happy to send the map file your way. You’re also welcome to make edits and send it back with your improvements or ideas added in.

This is a project I’m really passionate about, and I’m hoping to polish it enough to share with the Warcraft 3 community once it’s ready. Whether it’s testing, fixing bugs, or helping with design, anything you can contribute will be appreciated.

Thank you so much in advance!

– Kurt (Map Creator)
 

Attachments

Your map looks quite developed, you put passion in it. I see here and there flat terrain that can be raised/lowered, maybe more trees etc.
Is that an altered melee map? It looks like a 3v3v3v3 melee map with extra camera control and a leaderboard
I like the different terrain for each team, it's like 4 seasons.
Where the extra raised terrain is (mountains) you could use mountain tileset instead of dirt
Trees are very sparse - wont that be a problem for lumber harvesting?
idea: where the borders of the teams are, you could add un-buildable terrain tiles to better separate them
If this is a supposed to be a Symmetrical map, some teams have more building space than others
 
  • I wouldn't use the rocky snow tile for hills/mountains (it only has 2 variations and looks overall pretty meh).
  • Some mushrooms would look nice.
  • Make it obvious to the player what terrain is traversable - like mountains most of the time should feature steep cliffs.
  • Like stan mentioned, is it supposed to be symmetrical, because building space vastly differs and neutral buildings favor one side over the other.
  • It lacks a river, sea or at least ponds.
  • Mixing 4 biomes is a somewhat advanced task, mainly because of transitioning between the zones - i think you managed that well!
  • Doodad manipulation on the Keeper statue is good too, maybe better with custom rocks
For further inspirations, open the basic campaigns map from Blizzard, they are holding up quite well - especially TFT.
Or/and check out the tutorial/terrain board sections - ofc a distinct and believable terrain/level design doesn't come easy.

Gave it a quick edit, mainly in the southeast region:
 

Attachments

  • I wouldn't use the rocky snow tile for hills/mountains (it only has 2 variations and looks overall pretty meh).
  • Some mushrooms would look nice.
  • Make it obvious to the player what terrain is traversable - like mountains most of the time should feature steep cliffs.
  • Like stan mentioned, is it supposed to be symmetrical, because building space vastly differs and neutral buildings favor one side over the other.
  • It lacks a river, sea or at least ponds.
  • Mixing 4 biomes is a somewhat advanced task, mainly because of transitioning between the zones - i think you managed that well!
  • Doodad manipulation on the Keeper statue is good too, maybe better with custom rocks
For further inspirations, open the basic campaigns map from Blizzard, they are holding up quite well - especially TFT.
Or/and check out the tutorial/terrain board sections - ofc a distinct and believable terrain/level design doesn't come easy.

Gave it a quick edit, mainly in the southeast region:
Thank you so much for taking the time to give such detailed feedback—it really means a lot!

I appreciate all the points you mentioned, especially about the rocky snow tiles and the idea of adding mushrooms for detail. You're right about making traversable terrain more readable; I’ll definitely work on improving that clarity with more natural transitions and proper elevation cues.

Regarding the symmetry question—it's not meant to be symmetrical, but I am aiming for it to be balanced overall in terms of gameplay. I'll revisit the neutral buildings and building space to make sure things are more fair across both sides.

I’m also glad you pointed out the lack of water elements—I hadn’t considered how much a river or ponds could add to both aesthetics and strategic depth, so I’ll be thinking more about that in my next version.

Thanks again for the encouraging words about the biome transitions and Keeper statue doodad work! I’m learning a lot as I go, and your insight helps a ton.

Your map looks quite developed, you put passion in it. I see here and there flat terrain that can be raised/lowered, maybe more trees etc.
Is that an altered melee map? It looks like a 3v3v3v3 melee map with extra camera control and a leaderboard
I like the different terrain for each team, it's like 4 seasons.
Where the extra raised terrain is (mountains) you could use mountain tileset instead of dirt
Trees are very sparse - wont that be a problem for lumber harvesting?
idea: where the borders of the teams are, you could add un-buildable terrain tiles to better separate them
If this is a supposed to be a Symmetrical map, some teams have more building space than others
Your map looks quite developed, you put passion in it. I see here and there flat terrain that can be raised/lowered, maybe more trees etc.
Is that an altered melee map? It looks like a 3v3v3v3 melee map with extra camera control and a leaderboard
I like the different terrain for each team, it's like 4 seasons.
Where the extra raised terrain is (mountains) you could use mountain tileset instead of dirt
Trees are very sparse - wont that be a problem for lumber harvesting?
idea: where the borders of the teams are, you could add un-buildable terrain tiles to better separate them
If this is a supposed to be a Symmetrical map, some teams have more building space than others
Thank you so much for the kind words and for taking the time to give such helpful suggestions!

Yes, it’s an altered melee map, and you're right—it’s set up as a 3v3v3v3 type match with some added features like camera control and a leaderboard. I’m really glad you noticed the “four seasons” theme! I wanted each team to have a unique vibe while still trying to keep things fair.

I agree with you about the terrain—I'll definitely revisit the flat areas and try to raise/lower some spots for more visual interest, and I’ll look into using proper mountain tiles instead of dirt on the elevated regions. The idea about adding more trees for lumber harvesting is spot-on too; I’ll be sure to adjust that so no team feels resource-starved.

Your suggestion to add unbuildable tiles on team borders is super helpful—I hadn’t thought of that, but it makes a lot of sense in keeping team zones more distinct and balanced.

As for symmetry, it’s not meant to be perfectly symmetrical, but I’m aiming for balanced gameplay, so I’ll definitely take another look at the build space to even it out more across all teams.

Again, thank you for your constructive feedback—it really helps me grow and improve this map!

– Kurt
 
Last edited by a moderator:
Back
Top