Nightriver Valley

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Nightriver Valley
"A distant isle hidden from Ashenvale for centuries has been tainted by the Legion once again. Stride through the forests and reclaim the land."

>Contents<
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Players 2
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Creep Camps 11 green 6 orange 2 red
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Neutral Buildings 2
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Gold Mines 4

>Tactics<
-->There is a lot of opportunities to farm and gain loot before the enemy does. Try to maintain your army and use the Items from the Barrow Dens that could be useful for an assault on the enemy<--


Watchers can be selected when NE is chosen. Every unit has a more purplish tint similar to Naisha's. Techtree is still the same with a new unit called "Sentry". Sentries have the Moonguard and Heal abilities. Every race is still the same but Human Race's Riflemen was changed to Archer.
Enjoy! Leave comment of any improvements! Thank you for downloading!



Previews
Contents

Nightriver Valley (Map)

Reviews
Paillan
Please fix the description, it's painful to read. Just stick to a description template, like the ones I attached in this post. Set to Awaiting update ====================================================================== Always check/recheck the Map...
WolfFarkas
I just recently downloaded the map. Well I will judge the altered melee and the melee properties in different parts. 1) skin color changed. 2) Removed ballista tier 1, added Sentry, a healer like the priest for tier 2. it doesnt attack air (tested...
Level 18
Joined
Jan 22, 2011
Messages
3,968
Please fix the description, it's painful to read. Just stick to a description template, like the ones I attached in this post.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list 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.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 
Level 3
Joined
Sep 4, 2018
Messages
16
Please fix the description, it's painful to read. Just stick to a description template, like the ones I attached in this post.

Set to Awaiting update
======================================================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


Screenshots could attract more players to download your work. Make the best of them.

A credits list 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.

A changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!

Done! Is it better? Also what did you think of the map? Thanks for your thoughts and feedback!
 
Level 18
Joined
Jan 22, 2011
Messages
3,968
Well I am really afraid to say but the map breaks the AI. Without siege units the AI will simply run from any and all towers, allowing you to chip chop their troops slowly, making them waste valuable resources, eventually winning out by resource blocking the AI. I don't know an easy way to fix such a problem since this is how the AI is coded.
That being said another player will probably not have such problems, but the map does not allow two players.
I still need to test the NE.
 
Level 3
Joined
Sep 4, 2018
Messages
16
Well I am really afraid to say but the map breaks the AI. Without siege units the AI will simply run from any and all towers, allowing you to chip chop their troops slowly, making them waste valuable resources, eventually winning out by resource blocking the AI. I don't know an easy way to fix such a problem since this is how the AI is coded.
That being said another player will probably not have such problems, but the map does not allow two players.
I still need to test the NE.

Thanks for ur critique man, I think I will add back in the siege units. But what about air? Would they be fine without it?
 
Level 18
Joined
Jan 22, 2011
Messages
3,968
Indeed. Although missing air should not be as bad of a blow I think... still AI might breap apart and coding it from scratch is probably beyond your skill.
I suggest turning this back into a regular melee and see other types of maps were you can implement your ideas more easily.
 
Level 3
Joined
Sep 4, 2018
Messages
16
Indeed. Although missing air should not be as bad of a blow I think... still AI might breap apart and coding it from scratch is probably beyond your skill.
I suggest turning this back into a regular melee and see other types of maps were you can implement your ideas more easily.
UPDATE: Units have been restored and added a bunch of other doodads in for some detail. Also changed the ground in the water to make it look... "dirty. Added a whole bunch of satyrs around the map for people to kill and added a little green camp of sludge fingers for exp at the sides.
 
Level 27
Joined
May 21, 2013
Messages
1,570
I just recently downloaded the map.

Well I will judge the altered melee and the melee properties in different parts.


1) skin color changed.
2) Removed ballista tier 1, added Sentry, a healer like the priest for tier 2. it doesnt attack air (tested they didnt against the dragon).
3) Removed Hippogryph, removed the magic dragon fairy thing, cant remember the name.
4) changed goblin shop for a custom merchant, that sells preset blizzard items.
5) Thunder Lizzard as critter.
6) Mountain gigant model and name changed with a gigant wildkin, same skills and icons and stats.
7) instead of hippogryph now there is a land wildkin but the normal creep unit, with 550 hp.
8) Human Race's Riflemen was changed to Archer. (didnt play as human, so I just copy paste).


So as altered this Watchers new race:
- Lost the only mechanichal siege unit they had, (read altered melee tutorial, 1 mechanical unit per race is needed at least)
- the sentry is IMO an unecesary tier 2 unit, NE have the moonwells, and the druid of the claw has rejuvenation wich is better. Also NE have night HP boost regeneration.
- They lost a lot of aerial options, against other races, or to the dragon level 6, you need to go with the archers, or the druid of the claw in talon form or quimera in tier 3, the hippogryph is critical anti air in tier 2. with no need to research the druid of the talon.

Melee: map desing.
1- green creep loot unbalanced, a lot of power ups for only 1 creep L10. 6 tomes, and L2!!, an orange L10 should drop 1 L 2
2- the new shop is defended with the treants with dissease wich Undead are inmune.
3- the wall of rocks between red creep goldmines, really limits the game and unbalance it, Orcs have tier 1 catapults, undead and Hu have tier 2 siege, but NE lost their siege tier 1, also in melee such blocks are not used.
4- no tavern, no merc camps, no goblin labs.
5- the creeep route seems not that good, I went for the greens, and then when I went to the shop, I had a hard time trying to reduce them, I had to run
the red imposible with the dragon level 6, and no hippogryph, I used the deamon hunter, so thats it,i cant mana burn it,, the dragon makes you to use the keeper of the grove type hero or moon priest hero.

The main problem of the creep route is this, you start with the greens 3 sludge minions L1 each, then 1 isolated satyr with aggro, then the orange level 10,
, and suddenly, the next levels are 16 and 18, there are no orange level 10-14 so if you go blind to the level 16 in a 1v1 you are dead, like it happened to me, and went with archers and hunters (I want the ballista for tier 1).

6- gaps between trees (small units can walk,wisp can hide, bad for melee)
7-base shape to open and exposed, it should have more a form of U region, to exposed you cant protect the peons, tier 2 buildings, the shop.
8-creeps can aggro (attack while passing) they should be in a U region.
9) L18 goldmine creep and shop, creeps cant attack air, by being HU I would rush to tier 2, gryphon aviary, 1 elf air raider can kill them slowly.
10) the drops of the creep in the shop are too random, perma L3 or Charged L4 wich is a lot for L16, Charged L4 or clarity potion wich is cheap.

a L16 creep should loot a charged level 3 and 1 tome Level 1 or 2.

same for goldmine camp, I can loot a charged level 5 spike collar, Alleria flute, perma L5 or a lesser potion of invulnerability L2.
a L18 should loot a charged level 3 or if is a strong L18 it may loot a permanent L4.

11) red player has an un-walkable area and the other not.

Overall: As an altered melee it has few work. And as melee it has many balance situations that should be worked with melee guides.
If you are going to do altered, try to take a balanced map (one from Blizzard Ladder and focus on altered melee and do a new race or new play).
If you want a melee, try to read melee tutorials, read reviews of maps, to learn how to do a good melee map.
this map lacks merc camps, goblin labs, tavern, and the layout offers you few ways of attack or play
(the main problem is the 64x128), 64 is really small size to use in melee. I sugest 96x96 or 96x128
(a good map, the camara limits should not be reached by land units, cliff limiting or deep water limit, the black parts breaks inmersion)

please dont feel discouraged, is hard to do a good 1v1 melee map, from my 23 maps, only 3 are good, the rest are all unbalanced in one way or another.
 
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