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Lordaeron Steepe 1.7

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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I am locked_twilight, AKA Shadowsong.

The map is a melee map, meaning, you have to play the traditional melee aspect of WC3.
Perhaps the most successful melee map I've ever created, it reached the 1000th mark in just a few days-time, and soon exceeded that number. It's a fairly good melee map, if you'll ask me. Though, the layout is very chaotic, there's this funny strategy to make your enemy panic...

Lordaeron Steepe has been fought over by tribes of all races, trying to bag its land under their control. Creeps have established their own camp here, and different creatures lurk nearby. A very cold region, indeed.

FEATURES:
-Chaotic lay-out
-Nice Terrain
-You can feel how cold the region is by just looking around you
-There are Goblin Laboratories and Mercenary Camps around every starting location
-The Creeps have a strategic base and defends a gold mine and Fountain of life in the southeastern part of the base
-The north tribes are blessed with very rich gold mines in the steppe
-The south tribes are near the fountain of life guarded by the creep town base
-256x256 map size!
-Some secrets are hidden in the map...
-A hidden Dragon Roost

Players allowed:FFA or 6v6.

Patch notes for Lordaeron Steepe:Battle of the Tribes
Patch Notes:
-added fog effect
-removed the tavern
-changed various parts of the map terrain
-changed the creeps in the southwest part of the map
-added wandering ghosts in the map
-several doodads has been added
-some minor changes
-added/changed creep camps

Keywords:
Lordaeron,Steepe,Battle,of,the,Tribes,melee,12,players,alchemist,goblin,dragon,256x256,map,size,chaos
Contents

Lordaeron Steepe 1.7 (Map)

Reviews
This map had been examined by Alexis Septimus. If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under...

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Review
Notice & Contact
This map had been examined by Alexis Septimus. If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under certain circumstances. It would be selfish to request constantly a mod/admin to keep review your map as there is many other maps waiting for approval as well.

However, if you still insist of another review after it had been review for second time. Feel free to contact other admin.

To contact Alexis Septimus, please click this
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Visitor Message.
Map Review


[Yes] Author & map name
[Yes] Map description
[Yes] THW rules & regulation
[Yes] Map in English language
[Yes] No Error/Crash/Fatal error
[No] Quality are acceptable
[Yes] Not stolen/hack/de-protect map

Status : Review
Condition : Poor
Review : 1

Note : I for once, disagree with the development of this map as there is too many contradiction around it.

One thing for sure is, gold mine should have never stay beside any other type of neutral structure. To make matter worst, some structure are heavily guard while some doesn't been guarded by creep at all. At melee map, all structure except tavern must be guard by creep.

Item drop are not balance as well considering that at some point, all those unit drop item while some only have 1-2 creep drop the item.

As for the terrain, I hardly seen other type of destructible other than tree being use to living up the map.

I would give this resources 2 weeks to get it fix or else I would set it to rejection. As for now, it is unacceptable.

Reminder
The map might not be fully tested, if any user of the map found bug/error or anything else. Feel free to contact Alexis Septimus by clicking this
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Visitor Message.
19:58, 1st Nov 2008
Rui:
Bad quality map – [highlight]Rejected[/code].
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
this map is really good.

the layout isn't chaotic until half way through the game ( until the treees are gone )

and this is 5/5

to add improvements, you should make the maximum hero level 30, and have stronger creeps in secret areas. Mostly the creeps are easy to kill with just one hero ( i recall killing the 3 hydras with my archmage :p )

5/5 !! :D
 
Level 3
Joined
Sep 2, 2008
Messages
22
Wow! Thanks for the comments! :)

@deathunter: It was intended to be normal melee(No changes with game constants whatsoever), so the cap is 10. But I am kind of planning to make customizations with it.
I'm not used to creating custom maps(never done a decent one yet. LOL).

I'm guessing those "mud" monsters were just an easy feat for you. XP
Stronger creeps... Yeah, my younger brother told me that, but I never listened to him.
5 Ancient Hydras and some Wendigo Shaman, anyone? Kidding.

Oh yeah, thanks for grading it a 5. I'm very flattered. Haha...

@screamingflame: When I was editing the map, I tried adding up some ramps. I did add some, but with some areas, I can't. The reason why is because the terrain level is "noised" - it's very hard adding ramps because there are some edges that can't be added with. But I'll try.

Drop items... Maybe you haven't picked up the "Rune of Rebirth" yet? It makes the monster who dropped it become your unit with a set price of food(If I remember correctly, Wendigos cost 5 or 8 food...). And I removed also the Wendigos in the southeastern part of the map which dropped godlike items(searing blade, battlethirst helm or whatever it is called, and some other unexplainable items that shouldn't been there) and exchanged them with Lich' army.

I'll take your comments and edit this map up with those in mind. :)

By the way, have you guys seen the pig(the one in the picture above) and the hidden trolls in the game? Just wanted to ask, they don't mean anything much anyway. LOL
 
Level 3
Joined
Sep 2, 2008
Messages
22
By the way, the drops of the mud monsters are bad... Really bad... Whooops. LOL

No... It became only a 3... Someone voted my map down... ~_~ Oh well.

Hm... So far I have no problems, but what are your map-making skills?
I have a small AOS map, only terrains and custom towers so far, but no triggers and units yet.
 
Level 3
Joined
Sep 2, 2008
Messages
22
Sasquatches...Oh, the Wendigos. The pack of many Wendigos in the SE part... Want me to return them back? They used to drop uberly godlike items.

Man, I really want to terrain now and update the map once again, but my arms hurt(due to my epic wall climbing...LOL).
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
lol

ya the windego's are cool because in AI game, the computers never get it so :D

and in multiplayer, its usually a race to find them , and them kill them for there items, so its more interesting that way.

and the terrain is already nice ( some parts could use a bit of help ) but really the terrain is excellent for a melle map.

I suggest adding some sort of mountain fortress near the top of the map, where all the strong crrps live. . . that would be hot.

but these are just ideas.
 
Level 3
Joined
Sep 2, 2008
Messages
22
Aha! I'm going to apply raising/lowering/smoothing terrain tool to be used as a mountain, and remove the cliff mountains.

Wendigo... Secret base of the Wendigos on top of the base.
If I will have the time to edit my map again, I shall. Thanks for the ideas. XP

(Note: You're unfair with computer opponents... LOL)

EDIT: I will not make any major changes with the map anymore, just a few fixes here and there.
As for the fortress, I may create a new map(if I really have the inspiration to do so).
Lowering the mountain raised by cliffs is hard, and then raising them again(for me that is).
 
Last edited:
Level 4
Joined
Feb 1, 2006
Messages
107
Bullshit, it's fine.

"One thing for sure is, gold mine should have never stay beside any other type of neutral structure. To make matter worst, some structure are heavily guard while some doesn't been guarded by creep at all. At melee map, all structure except tavern must be guard by creep."

What a stupid objection. That's your opinion, it's got nothing to do with how the map SHOULD be, there are no rules anywhere which state a melee map must abide by this.

"Item drop are not balance as well considering that at some point, all those unit drop item while some only have 1-2 creep drop the item."

Gee, what a great observation. Well done on another stupid reason for not approving it. Of course he's going to vary the number of creeps that drop items, blizzard do it on their own maps where you have groups dropping three when there's only five, and other times groups dropping one when there's 7 or 8 of them.

"As for the terrain, I hardly seen other type of destructible other than tree being use to living up the map."

Poor excuse, the terrain is plenty detailed. Other destructibles? Like what? To what extent? What does adding a crate do to the map? Or a cage? Nothing. I've barely noticed them on even Blizzard maps, some I'm certain don't even have any.

I suggest learning how to evaluate maps a little better because this is ridiculous. You haven't pointed out a single flaw with the map, only things you don't like. There's a huge difference. You may have well said "I don't like the Tileset, I'm not approving"
 
Level 4
Joined
Feb 1, 2006
Messages
107
Thanks for censoring my post.

Now, a real problem with the map is that on occassions you'll have two players starting at the same start point. You may want to look in to that.
I also found some Computer players just don't build once they've lost their army. They were harvesting resources but they weren't building any soldiers or reviving heroes. I don't know whether this was a one off in an ai glitch, or the map itself.
 
Level 14
Joined
Apr 21, 2007
Messages
1,465

Bugs & Classification

- This map has a valid author name and is classified in the correct type and category.

- This map has no major errors. However, the Melee AI gets confused at some starting locations and therefore shuts down allowing the player to simply conquer his base with no resistance.

The Review

- The terrain is somewhat average. On one hand you have really nice tile variation but on the other you have a complete lack of any doodads and the map uses noise height variation which isn't very good and makes the terrain too edgy at some places.

- The starting location design is pretty bad. Some starting positions have 1 building and some have 2. Lack of balance is shown here. There is also a big issue of more players starting at the same position plus the AI issue I pointed out earlier.

- The item drops are really badly designed. Some creep camps drop 0 items and at some creep camps I found that every creature dropped and item plus all the buildings that were near the creeps dropped items as well.

- Some units, such as the Hydras are in deep water and you can't reach them but they still drop items. Items don't swim.

- The tree bridge near the blighted village looks kind of dumb, you might want to reposition it.

Overall
- A melee map with bad item setup and complete lack of doodads but with nice tile variation and a lot of variety.

My Advice
- Improve your terrain. Add doodads and add real height variation, not just scroll around with a noise tool.

- Remove the neutral buildings close to the starting positions. It is really awful to see a dark undead base and a happy Goblin Laboratory in the middle of it.

- Don't make so many item drops. I was able to fill my heroes inventory after 1 camp.

- Fix your starting locations so that more players don't appear on the same spot and so that the AI works as it should.

- Either make the Hydra be in shallow water or remove it's item drops.

- Change the tree bridge to another bridge or raise it a bit.

Score
- Approved. Although the neutral buildings are really annoying and the items are messed up this map has a few positive sides such as the atmosphere, the tile variation and the creep variation. 2.5/5.
 
Level 18
Joined
Aug 3, 2008
Messages
1,935
: (

a bad review , that sukz
o well i guess im the only big fan of this map >.>

really you dont need to build armies and crap, i just like to go around with a hero, and go on a little RPG adventure, setting up mines and shit near enemy bases, so that when they walk out of there base... BAM! right in tha KISSER!

lol :p
 
Level 3
Joined
Sep 2, 2008
Messages
22
Back..and gone again


Bugs & Classification

- This map has a valid author name and is classified in the correct type and category.

- This map has no major errors. However, the Melee AI gets confused at some starting locations and therefore shuts down allowing the player to simply conquer his base with no resistance.

The Review

- The terrain is somewhat average. On one hand you have really nice tile variation but on the other you have a complete lack of any doodads and the map uses noise height variation which isn't very good and makes the terrain too edgy at some places.

- The starting location design is pretty bad. Some starting positions have 1 building and some have 2. Lack of balance is shown here. There is also a big issue of more players starting at the same position plus the AI issue I pointed out earlier.

- The item drops are really badly designed. Some creep camps drop 0 items and at some creep camps I found that every creature dropped and item plus all the buildings that were near the creeps dropped items as well.

- Some units, such as the Hydras are in deep water and you can't reach them but they still drop items. Items don't swim.

- The tree bridge near the blighted village looks kind of dumb, you might want to reposition it.

Overall
- A melee map with bad item setup and complete lack of doodads but with nice tile variation and a lot of variety.

My Advice
- Improve your terrain. Add doodads and add real height variation, not just scroll around with a noise tool.

- Remove the neutral buildings close to the starting positions. It is really awful to see a dark undead base and a happy Goblin Laboratory in the middle of it.

- Don't make so many item drops. I was able to fill my heroes inventory after 1 camp.

- Fix your starting locations so that more players don't appear on the same spot and so that the AI works as it should.

- Either make the Hydra be in shallow water or remove it's item drops.

- Change the tree bridge to another bridge or raise it a bit.

Score
- Approved. Although the neutral buildings are really annoying and the items are messed up this map has a few positive sides such as the atmosphere, the tile variation and the creep variation. 2.5/5.

Whoa. Full review.

Whooops, sorry. Happy new year, everyone. Got busy last quarter of 2008.

I really appreciate constructive comments like these.
I've always wanted to have a full review by a fellow user.

Well, anyway, I don't deny those facts, except for the starting locations - because the stacking of players didn't happen to me.

It wasn't originally a tree bridge in the earlier versions, in fact, you can only go there by zepellin. I just recently(?) added that bridge.. Seemed to not work out well. I'll definitely improve the item drops.

I think I'll improve this in summer vacation(It's around April here) or sometime soon, I'm thrilled to have these comments.

Thanks for taking your time playing my third made map, Really going to take those things in consideration. In 1.8, things will go smooth. Maybe.

P.S. And yes, I scrolled around with the nosie tool. I'm LAZY.lol.. I'll use WE unlimited next time.


@gerbal_warfare: Hmm. I'll try to fix this sometime. Yeah, AI seems to malfunction... I don't know why they act like this, though... I thought it was natural. Kinda like a bug or a flaw.

@deathhunter: I don't think it's a bad review at all. :) I'm happy that you're a big fan of this map. It's really heartwarming. xP
I have some three other melee maps, but the two SUCKS. Big time.

And you're right. I also do RPGs with this map..It's huge and has some interesting creeps to play with. XP

Not sure when to resume creation of this map.
 
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