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Was making this map for an Altered Melee project (i'm so slow), and have been trying to give it a somewhat campaign-ish look.
I felt like sharing this as a melee map.
It is a Village-Autumn map (i like orange), with a somewhat "silent" feel (i hope you get this feel too)
Features
A 128x128 map, Village Autumn tileset +some barrens.
Map has basic shop/tavern/expo features.
Harras times are so-so, considering the ease of some creeps, but base to base distance is medium.
AoW creeping can be kind of meh in terms of positioning the tree(lot of unbuildable tiles).
Long distance unit creeping should be easy considering the number of easy camps.
Expo is kinda hard, making it right away is not really possible.
There are some small blight areas, where every 60 secs 2 ghoul corpses spawn.
Screenshots
Note:These are screenshots of the 1.0 version, new versions will not vary the map drastically, so these still are quite accurate
Change Log
-v1.0 First release
-Changed filename from Sleeping Hills to (4)Sleeping Hills
-Fixed some creep aggro problems
-Changed merc camp from Village to City
-Minor doodad changes
-Some item drops changes
-moved few critters by a bit (sometimes wouldnt allow aow creeping)
-added few trees near the starting positions to allow for a better closed base
2/6/16
Made the expo camp slightly easier (lv1 kobold instead of lv3 kobold)
(was way too hard to expo in a decent time, so decided to tone the camp down a bit by removing 1 bash)
Gameplay
Creeps has many powerup drops in form of tomes, which is nice. It seems like this map is pretty hero-dependant as you can get pretty nice drops from the creeps. I got a belt of giant strength from a medium camp. I don't think this is unbalanced, just another way of executing a melee map. Higher level creep camps still had even more powerful items, so it is good as it is.
Gold expansions are good aswell. They are very close to your original base, which causes the player to be able to build very strong bases that can protect each other.
No players have unfair positioning advantages.
Aesthetics
A well executed terrain using only standard blizzard doodads. The higher/lower tool has been used expertly, and the blizzzard cliffs that are present in the maps look natural.
I like the touch with the flooded fields in the middle.
The terrain reminds me of the "Scourge of Loraderon" campaign, as there are small undead camps mixed among the more "Normal" creeps such as the numerous bandits.
I like the blighted ground under the undead camps aswell. However, this rants a very slight advantage to players with the undead race. The aesthetics of the given siyuation overrides that detail though, and I think you should keep it as it is.
The symmetry of the map is well hidden, but still there in the background. It doesn't feel very symmetrical, but it is not giving unfair advantages to any player.
The only thing I didn't quite like was the houses placement. i know They are hard to place in a perfect manner, but unfortunately they don't look very good in their current positions. I would experiment more with rotation, and perhaps add a few fences or other props to further decorate them.
Overall, very well done!
Bugs
-
Summary
A good feeling melee map with beautiful terrain with few exceptions. Item drops as well as player locations are balanced.
Overall, a well created melee map.
Gameplay
Creeps has many powerup drops in form of tomes, which is nice. It seems like this map is pretty hero-dependant as you can get pretty nice drops from the creeps. I got a belt of giant strength from a medium camp. I don't think this is unbalanced, just another way of executing a melee map. Higher level creep camps still had even more powerful items, so it is good as it is.
Gold expansions are good aswell. They are very close to your original base, which causes the player to be able to build very strong bases that can protect each other.
No players have unfair positioning advantages.
Aesthetics
A well executed terrain using only standard blizzard doodads. The higher/lower tool has been used expertly, and the blizzzard cliffs that are present in the maps look natural.
I like the touch with the flooded fields in the middle.
The terrain reminds me of the "Scourge of Loraderon" campaign, as there are small undead camps mixed among the more "Normal" creeps such as the numerous bandits.
I like the blighted ground under the undead camps aswell. However, this rants a very slight advantage to players with the undead race. The aesthetics of the given siyuation overrides that detail though, and I think you should keep it as it is.
The symmetry of the map is well hidden, but still there in the background. It doesn't feel very symmetrical, but it is not giving unfair advantages to any player.
The only thing I didn't quite like was the houses placement. i know They are hard to place in a perfect manner, but unfortunately they don't look very good in their current positions. I would experiment more with rotation, and perhaps add a few fences or other props to further decorate them.
Overall, very well done!
Bugs
-
Summary
A good feeling melee map with beautiful terrain with few exceptions. Item drops as well as player locations are balanced.
Overall, a well created melee map.
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