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Royal Gardens

Now in the W3C 4v4 map pool!

Description: Bandits have invaded the King's Gardens! Protect the city of Stormwind from intruders at all costs! Both teams can clear their own access to central shops and the marketplace.


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Features:
- map is specifically designed for Arranged Team enthusiasts (slightly asymmetrical design in terms of distances to important neutrals or in terms of your specific spawning point, within the same team - but fair between opposing teams)

- variations in each match: adapt and utilize strengths, based on where you spawn within your team while mitigating the weaknesses of that particular spawn point - arrange the best strategy with your team and claim victory (safe corner player goes for macro? Central players help by being aggressive? you decide!)

- central shops and market have double access to the same neutral building - make sure to grab important items from your side before your opponent does

- utilize the chokes to your advantage: vertical hallways that breach into the enemy territory are narrower
- utilize the open spaces to your advantage: 4 map-wide horizontal open paths connect all of your team's main bases, as well as all the expansions


- a combination of Feralas + Market Square
Contents

Royal Gardens (Map)

Reviews
mafe
Well, there isn't much to say except that it's good map with several interesting new (or self-plagiarized ;) ) ideas. -Creeps and items are good. -The shops/market place access in the middle is of course very interesting and could be fun to stare at...
I like how it looks from aesthetics side, but don't you think these entrances to mainbases are too narow? Players located at the edges (red, purple) have much more space in the front of the bases, while players located inside (blue, teal) have only these choke entrances. I think they are too small and I cannot imagine any 4v4 fights located here. 4-player army trying to invade any mainbase (or retreat) will be a pathfinding nightmare :D

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Well, there isn't much to say except that it's good map with several interesting new (or self-plagiarized ;) ) ideas.
-Creeps and items are good.
-The shops/market place access in the middle is of course very interesting and could be fun to stare at the opponent while both are trying to buy items, seeing how can be quicker.
-The neutral buildings between the main place can also make for interesting early game decisions with multiple different mercs available.
-It seems like that almostall areas of the map have something that makes them relevant at any stage of the game.
-Of course, the map looks excellt with great attention to the detail.

Map approved.
 
Apparently this map has a bug, such that in game the top right two green creep camps are so close that the bottom one of those shows up as orange. This does not show in the editor for some reason, but it does in game and means that if you attack the top green camp the bottom one is also aggroed which has impact on the game.

I fixed it by adjusting the top green creep camp a tiny bit upwards.

Below are an image from the editor and one from in-game as well as the fixed map.
 

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