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Outland Hideout

Submitted by Ossavi
This bundle is marked as approved. It works and satisfies the submission rules.
(2)Outland Hideout

General Info:

Players: 1v1
Size: 96x102

Neutral Buildings:
6 Goldmines
1 Shop
1 Marketplace
2 Labs
1 Tavern

Creepcamps:
6 Green
10 Orange
2 Red
(in total 227 creep levels)

Creeproutes:
Level 2 can be achieved by creeping the orange camp in front of the main and the green camp next to the main.
Check out the creeproutes picture below for some Level 3 creeproutes.



Update (03.10.2020):
-Increased Mapsize to increase rush-distance
-added 2 green creep camps in the middle
-changed/added some doodads and terrain
-changed the green camp next to the base: Lvl 3 -> Lvl 5

Update (07.10.2020):
-changed the creepcamp at the goblin shop, it's now a lvl 18 camp, but I'm to lazy to change it in the pictures below right now ;)
Previews
Contents

Outland Hideout (Map)

Reviews
Cigaro
Feels like a pretty wide and open map. Nice for Orc, not so nice for others. Some choke points wouldn't hurt. The base could be a tad wider. Like minus one row of trees. Ask UD. As much as I enjoy the Outland cliffs to nothingness, this entire map...
Mr.Henci
I've looked at your map and here's the review: 1) I really like your tileset, it blends together nicely and has a nice feel to it 2) Creepcamps and itemdrops seems ok in general, I like the contested middle creeps (though one camp has slow, other...
mafe
I mostly agree with @Mr.Henci , but I would like to add a few things to his points: 1) Tileset is nice, but as we talked before in discord, the map looks somewhat bland in some places. Imho you could use the raise/lower tools even more generously....
  1. Zucth

    Zucth

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    Is it a bug? that it showed only one player in suggest and in the map?
     
  2. Ossavi

    Ossavi

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    Oh thanks, I kinda missed that :D fixed it now
     
  3. Cigaro

    Cigaro

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    Feels like a pretty wide and open map. Nice for Orc, not so nice for others. Some choke points wouldn't hurt.

    The base could be a tad wider. Like minus one row of trees. Ask UD.

    As much as I enjoy the Outland cliffs to nothingness, this entire map lacks "soul". It's pretty empty and the few doodads look as if they were dumped there like some minimalist scenery in a theater.

    Regardless, the terrain combination is good because it's not too bright, and the bricks are giving it a nice finishing touch. I also appreciate that you didn't go for the ridiculous mushroom trees.

    I would smooth the terrain in some areas since the floor is very pointy, but perhaps that's intentional?
    floor.jpg

    === CREEPS ===

    The three camps leading to the natural only give 504 exp – 39 too few for lvl 3. This will annoy HU, since they have to reach out to the much more contested Unbroken Camp.
    route.jpg

    Lvl 2 charged drop feels pretty big for a lvl 8 camp (Unbroken).

    The Goblin Shop camp drops a lvl 4 charged but only has a lvl 5 creep to carry it. 600 HP isn't all that much, and there's no ensnare or anything, so it might be relatively easy to snatch the item and leave the rest of the creeps intact.

    There's not a lot that pulls players towards the center of the map. The two orange camps at the shop/market are gonna be uninteresting for a long time. Many of the creep camps are on the very edges of the map so you're stretching it out even further.

    Eight creep camps per side is one less than the average. Adding one just for the statistics would be silly of course, but you could inquire with play testers whether they feel that the map lacks options.
     
  4. Mr.Henci

    Mr.Henci

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    I've looked at your map and here's the review:

    1) I really like your tileset, it blends together nicely and has a nice feel to it
    2) Creepcamps and itemdrops seems ok in general, I like the contested middle creeps (though one camp has slow, other cold arrows - can be a problem if you are caught creeping there imo)
    3) Some creepcamps may agro unintentionally
    4) I think bases could be a bit more open as mentioned by @Cigaro
    5) The late game stages of the game could become boring/stale, as there is only 1 expo per player and as soon as the middle is cleared, there is only one hard camp per player
    6) Undead creeps can't be coiled/can be holy lighted which is unusual for a creep camp

    All in all, the map is really good and I can imagine playing a few games on it. It certainly has everything a standard Warcraft 3 melee map should have and even brings custom tileset to the table.
     
  5. mafe

    mafe

    Map Reviewer

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    I mostly agree with @Mr.Henci , but I would like to add a few things to his points:
    1) Tileset is nice, but as we talked before in discord, the map looks somewhat bland in some places. Imho you could use the raise/lower tools even more generously. Other than that, it simply shows again that outland is hard to work with. Maybe you can find some specific variations of certain doodads that fit.
    2) agreed.
    3) The creeps near the center of the map and for those on the outskirts of the map it is practically irrelevant if they do.
    4) Probably true.
    5) Actually I think that the map is in line with ladder maps like LR or TS_LS in this respect.
    6) As long as it's only small creeps, it shouldnt be an issue. I'd add a critter next to the skeletons though, to get a corpse.
    7) For earlygame creeping, the kobold camp is pretty much the only viable option as a first camp for hu/ne. I'd like to see some more variety.

    So overall, I think this map is perfectly fine as it is, and yet despite the unsual tileset, the wide array of rarely-seen creeps (which nevertheless seem balanced, which is no small feat), I feel there is something missing that would set the map apart from the existing maps in a way. Such as the merc camp on Last Snow. I know this isnt really an objective criticism and I cen certainly understand anyone who would disagree with me here.

    Anyway, map approved.