• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Serpent Canyon

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Contents

Serpent Canyon (Map)

Level 22
Joined
May 11, 2004
Messages
2,863
As in accord to the prize of the map contest, this map is awarded the Director's Choice Award. Nice job on this pyrodactyl. The layout is interesting and invlolved many strategic opportunities. Players start out with two avenues of defense, but with alternate routs blocked by trees, so when playerrs develope seige weapons, things change entirely. There are expansion areas on the high grounds for players to retreat to.

A wide variety of textures were used. Although they seems a bit sparratoc in their use, the effort was nonetheless there. Could use some more envirenmental doodads lining the forests, too. Overall nice terraining.
-VGsatomi
 
Level 5
Joined
Jun 9, 2004
Messages
181
Well, i'm really happy that i've won this contest, at least i have two director's choice map now :twisted:

Basically i picked the idea of one of the RoC undead campaign mission, where you had to clear trees to advance. I wanted to make the map really blizzard style, although perhaps in some places the texturing could have been better. The map is either for 1v1 or 2v2, because there's only 1,5 exp/player out there. I placed taverns, because i like neutral heroes :D and i also placed goblin labs, so players can travel quickly if they buy zeppelins. Players can hide Gryphon Aviaries/Chimaera Roosts/Boneyards on the high ground exp, but they are guarded by a red creep camp (i made it this way, so people can't obtain the two hidden exps so easily).

In the design of the map, i picked the "untouched ashenvale" style, with ancient ruins, peaceful fisher homes, narrow canyons (i remade them many times to make them wide enough for units to pass through), and forest areas.

If it's allowed to update the map now, perhaps i'll make some ballance/visual improvements.
 
Level 5
Joined
Jun 9, 2004
Messages
181
Update!

I spent a little time polishing this map, so here is an update:
- Removed a few trees from the north bases' "backdoor" enterance, making more room there.
- Slightly modified height on some places.
- Added some environmental doodads to the forests, and a few rocks to random places.
- Made shadow map.
- Polished texturing on the middle path
 
Level 5
Joined
Jun 9, 2004
Messages
181
OK there's another minor update:
- Added more trees at the upper right base location to fill a gap in the trees
- Added more trees at the lower right side expansion

BTW comments are always nice! (1176 DLs vs 4 comments...)
 
Top