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Snowpearl

snowpearlfront.png


A hill is surrounded by a vast forest. A single tavern stands in the middle of the wilderness. While timber is availible in abundance, gold is extremely scarce.
Scout out your opponent and secure the neutral gold mine! But beware of getting ambushed.


A melee map which, despite having three player slots, is intended for 1v1 matches.
I thought that only having a total of three goldmines would intensify the gameplay, and the fact that one doesn't know where your opponent is starting encourages newer players (such as me :p) to scout.


snowpearlpreviewv3.png



I have implemented item drops, and I would love feedback regarding their balance ;D
Of course, any other kind of feedback is warmly welcome too.


Version 1 22/5 -10
Release!

snowpearl1.png



Version 2 23/5 -10
Thanks to quick feedback, I have been able to do a number of changes to the map ;D

The textures have been changed a bit to give the map a less bland impression.
Some doodads have been added along the cliff sides and in the woods.
The creep camps on the cliff have had the Ogre Warrior and Gnoll Assassin swapped for Mud Golems.
snowpearlpreviewv2.png



Version 3 23/5 -10
One of the posters giving me feedback edited his post adding more feedback instead of submitting another post. Therefore, I didn't notice it until after posting the Version 2.

Item drops have been added to the creeps.
snowpearlpreviewv2.png



Version 4 30/5 -10
Thanks to Vengeancekael, I had a lot of feedback to go from.

The main bases are now on higher ground.
Each main base have had a small barrier of wood added towards each way to the other main bases.
The distance between the forest and the main base has been shortened in the both northern bases.
An additional gold mine has been added for each starting location inside the forest. It should be noted that this goldmine contains very little gold.
Another level 19 creep camp has been added to each of the new gold mines.
Critters added.
snowpearlpreviewv3.png




Keywords:
snow, pearl, snowpearl, melee, winter, Lordaeron
Contents

Snowpearl (Map)

Reviews
20:14, 1st Aug 2010 ap0calypse: Approved
Level 5
Joined
May 20, 2010
Messages
17
As light bolt said, try to blend different types together. Something like you did near a camp with an Ogre, but you could add also to these terrain some short grass. Next thing is that this map is almost empty... I mean that there are only few doodads and if there are any they don't fit! Stone Golem doesn't need crates or cage. You could also add a weather effect (for example snow) in center of the map and place some birds or bats in random places. Adding neutral creeps like sheeps is too a good way to make your map better. One more thing is adding drop items. I suggest you to:

- give random level 4 item to Ogre Lords,
- random level 3 item for Stone Golems,
- and for the rest one or two random items from level 1 or 2.

Overall I'll give you 2-/5. If you want to make my grade (and other people) higher... Than you have to change few things.
 
Level 10
Joined
May 20, 2008
Messages
433
Its a good start, but lacks. Add some more doodads in the empty places (like along the sides) and vary up the terrain tiles. Also, why not add some goldmines in the forest. That way it forces people to do some clear-cutting for income, and might introduce strategies like making paths through the forest to reach your enemy.
 
Level 3
Joined
Jan 31, 2010
Messages
17
light bolt, concerning the presentation, thanks for the reminder, I've it's fixed now. Regarding the amount of starting locations, I didn't know that. Are you speaking competitively or just casual play?

Landmine, games will last much longer if you place gold mines in the forest. Furthermore, bots won't really do great in this map if they will have to cut through woods :p
I might try implementing it after I have gotten the basic map right though.

Terrain: I will work on that as soon as possible. I know it looks very bad, and I'll try mixing several tiles more.

Thanks for your comments and especially your feedback! :D
 
Review coming up.
Edit: Won't be posting my real review, but here's a simple overview:
[+]Nice Map Concept
[-]Trees are way too far from the main
[-]Too open map, you can't build a good base, to prevent for example Blademaster rushes.
[-]Terrain is too flat, use the heighten tool
[-]No additional mines
[-]Unneeded trees
[-]Not very strategic map
[-]Doesn't look very good, not a lot of doodads used
[-]No creeps close to your base
[-]Not balanced, some trees are closer to the main of other players
Rating: - Unacceptable. Hope you'll try to improve your map.
 
Level 3
Joined
Jan 31, 2010
Messages
17
Hahaha, thanks for the input.
'[-]Not very strategic map' I don't know an open map automatically means a non-strategic map.
'[-]Terrain is too flat, use the heighten tool' The terrain is indeed too flat. Thanks for pointing it out, I will be fixing this in the next version.
What do you mean with '[-]Trees are way too far from the main' though? I thought they were close to the base :S
And yeah, the unneeded trees are just there to frame the map. I don't really know why this would be a con.
'[-]No additional mines' Well, that's actually part of the strategy, but since all of you are asking me to add some gold mines I will add one more for each starting location - but they will be low on gold.
'[-]No creeps close to your base' Actually, I flat out disagree with you here. There are two green camps for each player nearby.
'[-]Doesn't look very good, not a lot of doodads used' This is something I am painfully aware of, however, I don't really know how to add doodads in the open without either blocking off stuff or making it look unnatural. But argh, this is a problem on my desk, not your ;P
'[-]Not balanced, some trees are closer to the main of other players' This is something I didn't think of, and will definitively be fixed in the very near future.
 
Last edited:
Level 1
Joined
May 6, 2010
Messages
3
hm map´s oke !?
but maybe you get some more details to your description kk...
+more terrain balance

I only can get you -3/5 sry :/
:)
 
Level 7
Joined
Dec 24, 2009
Messages
257
1/ The thing I don't like the most is the Tavern. The central neutral buildings are usually protected hard with very powerful monsters. But you protect the mining sites too hard and loosen the defense around the tavern. I think you should fix that
2/ I think you should have neutral shops around the map
3/ Trees are not close enough to player's starting point really. Open standard melee maps and compare, you will see what you should do
4/ About the additional gold mines, the tree layers that protect them are too thick; not to mention that there are 2 more creep camps outside, so a player will have to defeat 2-3 quite-powerful creep camps totally to get a gold mine. Too harsh. Please improve this.

These comments are just my opinion. It can be wrong or inaccurate. Just what I feel from this map. 3/5 from me.
 
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