1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Melee Mapping contest #3 - Poll is up! Vote for the best 4v4 melee maps!
    Dismiss Notice
  3. The 30th edition of the Modeling Contest is finally up! The Portable Buildings need your attention, so come along and have a blast!
    Dismiss Notice
  4. We have a new contest going on right now! Join the 11th Music Contest! You are to make a Cinematic modern sound-track for this contest, so come and compete with other people for fun.
    Dismiss Notice

Northern Felwood

Submitted by mafe
This bundle is marked as pending. It has not been reviewed by a staff member yet.
My entry for Melee Mapping contest #3 - 4 vs 4

General notes about the map:
Many 4v4 follow a layout where players are placed essentially in a circle around the center of the maps (Market Place, Twlight Ruins, Mur'gul Oasis, Deadlock, ...). So of the four players on a team, there are typically two protected central players in the middle of the team, and two more exposed players on the side. Typically, there isnt much difference between both central players, and the same holds for both outside players.
I wanted to create a map where each of the four players has to face a strategic situation that is different from the other players on the same team, and also somewhat different from most other maps. So, what are these?

-The purple/yellow (missing on the automaticall generated minimap) starting positions are central, but on this map they are the ones who are closest to the other team. So I expect that they will be the ones who will be the first choice as a target for the enemy player. But dont be afraid to invest in a few towers: Their goldmines have an extra 2500 gold in it, so if they manage to hold off the enemy attacks, you will be in a good position to win wars of attrition. This also serves as an extre incentive for their teammates to help defend them. Alternatively, they can also take the fight to their opposite number. And while expanding might be difficult if they are under permanent pressure, they can chose between three possible expansion locations.

-The teal/ orange position probably have the most options available to them, but should probably focus primarily on taking the fight to the enemy. They can choose between three enemies to attack early on. Alternatively, they can take a safe backdoor expansionor take the more adventurous route of expanding towards the enemy. If the blue green players expand to the sides, then teal/orange are the only ones who can realistically punish them early on, so scouting should not be neglected. It might also occur that the enemies chose them over purple/yellow as a prime attack target.

-The red/pink position have a very safe position, as they are somewhat hidden between purple/yellow. They are unlikely to ever be under direct attack. If they want to, they can play a relatively passive and quiet game, possibly teching quickly or expanding. But they shouldnt be lured into a false sense of security, the game can be lost even if no enemy ever finds his way into their bases or expansion.S o they a lot of freedom, but they should be ready to help their team, especially purple/yellow, at any moment.

-The blue/green players are the only one who are in a true corner position. Expanding looks very attractive, especially as early one, normally only teal/orange can harass. In particular, they are the only ones who have an expansion available which none of their teammates will claim early on. Or you might participate in an all out rush on purple/yellow. They are the only ones in their team who are far away from the safe backside area in the top left/bottom right, so whatever they do, it will inevitably lead them closer to the enemy.


About the creeps and neutral buildings:
The creep placement mgiht seem chaotic, but actually there is a system behind it.
All players have green satyr camp and an orange dark troll camp next to their starting position. These will give your first hero roughly level 2 and a bit. Then, for each player there is an expansion with another green camp nearby. But most of these expansions are not clearly allocated ot a starting position, so the players should communicate with their teammates to avoid confusion (which is of course a good idea for 4v4 on any map). Alternatively, there are several creep between starting positions, which teammates can share, or "contested" creep camps on the lowground and at the central lab. And a safe backdoor area in the top left/bottom right with a merc camp, which however will not enough resources/creeps to sustain an entire team of four players.
Contents

Northern Felwood (Map)

  1. sentrywiz

    sentrywiz

    Joined:
    Feb 10, 2009
    Messages:
    1,771
    Resources:
    16
    Maps:
    10
    Tutorials:
    6
    Resources:
    16
    Looks nice!
     
  2. fostaa

    fostaa

    Joined:
    Mar 18, 2011
    Messages:
    159
    Resources:
    3
    Maps:
    3
    Resources:
    3
    Goood
     
  3. Cepheid

    Cepheid

    Joined:
    Dec 20, 2018
    Messages:
    1
    Resources:
    0
    Resources:
    0
    I played 4-5 of the maps in various states and this way by far my favourite. Some 4v4 maps (including the current ladder pool) give too much space between the players, this one puts pressure on the centre players but allows the outer players the option of assisting or teching. It made for some very action packed games, one where I was left with only my hero after spawning in the centre pos. Great map!