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Golden Hills

This bundle is marked as pending. It has not been reviewed by a staff member yet.
Map Description:
Description:
These desolate lands hide bountiful treasures. Seek them out and quash the locals.
Map Type: 1v1 (Melee)
Map Size: 148x116
Tile-set: Barrens, Modified: Includes used Rock(Village Fall) and Vines(Felwood)
General Statement:
The map is of a larger size, for 1v1, and promotes mid to late game play.
Known Issues:
-Computer players of any difficulty that spawn as either Human or Orc, in the top left spawn location, will send their workers to the next closest goldmine. Rather then the one in the starting location. I unfortunately have not figured out how to fix this yet. Fixed 05/17/2024
Neutral Buildings:
Starting Goldmine:
2, 1 per starting player
Neutral Goldmine: 6
Mercenary Camp: 2, Barrens Mercenary Camp
Marketplace: 1
Goblin Shop: 2
Goblin Laboratory: 2
Health Fountain: 2
Tavern: 2
Creep Camps:
Green(Easy): 6, Levels 6-8
Orange(Moderate): 15, Levels 12-18
Red(Hard): 6, Levels 21-27
Item Drops:
Charged:
10
-Level 2: 4, Modified: Crystal Ball, Replenishment Potion, Sentry Ward, Wand of Illusion
-Level 3: 2
-Level 4: 2
-Level 5: 2, Modified: Scroll of Restoration or Potion of Restoration
Permanent: 14
-Level 1: 6, Modified: Cloak of Shadows, Gauntlets of Ogre Strength, Mantle of Intelligence, Ring of Superiority, Slippers of Agility
-Level 2: 6, Modified: Claws of Attack +5, Gloves of Haste, Ring of Protection +4
-Level 3: 4, Modified: Circlet of Nobility, Claws of Attack +8, Pendant of Energy, Periapt of Vitality, Ring of Protection +5, Ring of Regeneration, Talisman of Evasion
-Level 4: 2, Modified: Alleria's Flute of Accuracy, Belt of Giant Strength, Boots of Quel'Thalas, Ring of the Archmagi, Robe of the Magi, Runed Bracers, Scourge Bone Chimes, Sobi Mask, The Lion Horn of Stormwind
-Level 5: 2
Power-up: 16
-Level 1: 12, Modified: Tome of Agility +1, Tome of Intelligence +1, Tome of Strength +1
-Level 2: 4, Modified: Tome of Agility +2, Tome of Intelligence +2, Tome of Knowledge, Tome of Strength +2
Creep Camp Breakdown:
Health Fountain (23+4) XP:620 HP:3,700 Item: Charged 5, Charged 2

-x1 Razormane Chieftain (7) XP:190 HP:950 Item: Charged 5
-x2 Razormane Medicine Man (5) XP:115 HP:600 Item: Charged 2(x1)
-x2 Quillboar Hunter (3) XP:60 HP:375
-x4 Spirit Pig (2) XP:20 HP:200
Khan Camp (23) XP:560 HP:3,600 Item: Charged 4, Power-up 2
-x1 Centaur Khan (8) XP:235 HP:900(x2=1,800) Item: Charged 4
-x1 Centaur Sorcerer (5) XP:115 HP:600 Item: Power-up 2
-x1 Centaur Outrunner (4) XP:85 HP:550
-x1 Centaur Impaler (4) XP:85 HP:350
-x1 Centaur Drudge (2) XP:40 HP:300
Red Goldmine (21) XP:585 HP:3,000 Item: Permanent 5, Power-up 1
-x1 Storm Wyrm (9) XP:285 HP:1,500 Item: Charged 5
-x2 Thunder Lizard (6) XP:150 HP:750 Item: Power-up 1(x1)
Goblin Laboratory (18) XP:450 HP:2,260 Item: Permanent 4, Power-up 1
-x1 Berserk Wildkin (8) XP:235 HP:1,100 Item: Permanent 4
-x1 Storm Hag (5) XP:115 HP:600 Item: Power-up 1
-x1 Harpy Windwitch (3) XP:60 HP:280
-x1 Lightning Lizard (2) XP:40 HP:280
Mercenary Camp (18) XP:400 HP:2,300 Item: Permanent 3, Power-up 1
-x2 Centaur Sorcerer (5) XP:115 HP:600 Item: Permanent 3, Power-up 1
-x2 Centaur Outrunner (4) XP:85 HP:550
Orange Goldmine (17) XP:395 HP:1,920 Item: Charged 3, Power-up 1
-x1 Harpy Queen (7) XP:190 HP:750 Item: Charged 3
-x1 Wildkin (4) XP:85 HP:550 Item: Power-up 1
-x1 Harpy Rogue (3) XP:60 HP:340
-x1 Harpy Windwitch (3) XP:60 HP:280
Tavern Goldmine (15) XP:360 HP:2,205 Item: Permanent 3
-x1 Razormane Chieftain (7) XP:190 HP:950 Item: Permanent 3
-x1 Razormane Brute (3) XP:60 HP:400
-x1 Quillboar Hunter (3) XP:60 HP:375
-x1 Razormane Scout (1) XP:25 HP:240
-x1 Quillboar (1) XP:25 HP:240
Pit Camp (13) XP:285 HP:1,500 Item: Permanent 2
-x1 Centaur Sorcerer (5) XP:115 HP:600 Item: Permanent 2
-x1 Centaur Outrunner (4) XP:85 HP:550
-x1 Centaur Impaler (4) XP:85 HP:350
Marketplace (12) XP:270 HP:2,240 Item: Power-up 1(x2)
-x2 Razormane Brute (3) XP:60 HP:400 Item: Power-up 1(x2)
-x2 Razormane Scout (1) XP:25 HP:240
-x4 Quillboar (1) XP:25 HP:240
Goblin Shop (12) XP:260 HP:1,490 Item: Permanent 2
-x1 Storm Hag (5) XP:115 HP:600 Item: Permanent 2
-x1 Wildkin (4) XP:85 HP:550
-x1 Harpy Rogue (3) XP:60 HP:340
Orange Quillboar Camp (11+2) XP:275 HP:1,750 Item: Power-up 2
-x1 Razormane Medicine Man (5) XP:115 HP:600 Item: Power-up 2
-x2 Quillboar Hunter (3) XP:60 HP:375
-x2 Spirit Pig (2) XP:20 HP:200
Starting Location Camp (8) XP:165 HP:1,150 Item: Permanent 1
-x1 Centaur Outrunner (4) XP:85 HP:550 Item: Permanent 1
-x2 Centaur Archer (2) XP:40 HP:300
Green Centaur Camp (8) XP:165 HP:950 Item: Charged 2
-x1 Centaur Imapler (4) XP:85 HP:350 Item: Charged 2
-x2 Centaur Drudge (2) XP:40 HP:300
Green Murloc Camp (6) XP:125 HP:940 Item: Power-up 1
-x1 Murloc Nightcrawler (3) XP:60 HP:400 Item: Power-up 1
-x1 Muloc Huntsman (2) XP:40 HP:300
-x1 Murloc Tiderunner (1) XP:25 HP:240
Update v02a
Suggestions from OnyxTheDark:

-Adjusted Creep Camps and Item Drops
-Murloc Camp
-(-1) Murloc Huntsman
-(+1) Murloc Tiderunner
-Item Drop from Murloc Nightcrawler changed from Permanent 1 to Power-up 1
-Orange Quillboar Camp
-Item Drop from Razormane Medicine Man changed from Charged 2 to Power-up 2
-Green Centaur Camp
-Item Drop from Centaur Impaler chanced from Permanent 1 to Power-up 1
Update v02:
Suggestions from OnyxTheDark:

-Adjusted Creep Camps
-Green(Easy) -10 Creep Camps
-Orange(Modearte) +1 Creep Camp
-Red(Hard) -2 Creep Camps
-Adjusted Items
-Permanents: -10
-Power-ups: -22 *cough* maybe over did it originally
-Major reduction of Viney Thorns doodad
-Additional and relocation of Tavern
-Reduction and relocation of Marketplace
-Adjusted location of Goldmine near Starting Location
Additional Changes:
-Adjusted size of rock formation terrain blocks
-Adjusted aesthetics of vine terrain
-Terrain Smoothing
-Removed unused terrain Dirty Grass(Village Fall) and Dark Grass(Village Fall)
-Removed Permanent Level 6 items
Bugfix:
-Computer ai no longer sends all peons/peasants to their death.
Contents

Golden Hills (Map)

Level 6
Joined
Jun 15, 2013
Messages
104
Seems like you made quite a lot of efforts to make this map pretty and playable, unfortunatly this bug you pointed is pretty bad, you definitly need to put some range between the starting gold mine and the red gold mine

On the aethetics ... those fountains have too much thorns, way too much, you don't want to spam one doodad at one location
Kinda want to say the same about the blue fire cinematic doodad

Gameplay wise, the tavern feels super far from starting position, the map is quite big, its good for mid to late game, but forces player to go racial hero early

There's way too much item drops, especially on green camps, lvl2 power up on lizard lvl 2? Nah, and the lvl1 perm on lizard 6? Fine if you remove the other drop

Green camps should only drop one item and you always want the higher lvl item on the tankiest creep of the camp
Same thing about the 2 centaurs

Otherwise the map is pretty beautiful for a barren tile map
 
Level 4
Joined
May 28, 2020
Messages
8
Thank you for your feedback, OnyxTheDark.
Seems like you made quite a lot of efforts to make this map pretty and playable, unfortunatly this bug you pointed is pretty bad, you definitly need to put some range between the starting gold mine and the red gold mine

On the aethetics ... those fountains have too much thorns, way too much, you don't want to spam one doodad at one location
Kinda want to say the same about the blue fire cinematic doodad

Gameplay wise, the tavern feels super far from starting position, the map is quite big, its good for mid to late game, but forces player to go racial hero early

There's way too much item drops, especially on green camps, lvl2 power up on lizard lvl 2? Nah, and the lvl1 perm on lizard 6? Fine if you remove the other drop

Green camps should only drop one item and you always want the higher lvl item on the tankiest creep of the camp
Same thing about the 2 centaurs

Otherwise the map is pretty beautiful for a barren tile map

I was afraid I would have to move the red goldmine and reorganize the terrain. I have just made a quick pass on it, and apparently the AI would rather harvest lumber then use their own goldmine, so perhaps I will need to move it farther still...

I would admit that I was a bit over zealous with the viney thorn doodad, I was trying to capture the idea that the thorns created a living dam. If only the doodad could be larger, and cover more area with fewer doodads.

As for the tavern, given the size of the map, perhaps 2 taverns would be the fix I would need. Outside of either shrinking the playing area or moving the starting locations closer. Maybe switching out the central tavern for a single marketplace, and re-adjust the building placements.

Then to touch on the creeps, I will do an adjustment across the board.

If I could ask, how do you feel about the number of creep camps?

Again, I greatly appreciate your feedback. I will hopefully put out an updated version of the map this week, with some of these modifications.
 
Level 6
Joined
Jun 15, 2013
Messages
104
Well, I've been watching a lot of FFA and 1v1s lately
And there's 2 patterns you can point out

On the FFA people tend to creep as much as possible to bring all 3 heroes to lvl 5
While on 1v1, you'd only bring the 2 first, less often 3, to lvl 3

So on this case, for a 1v1, there's definitly WAY TOO MUCH green camps
Remember people don't want infinite looting, they want the best items
And slots are limited, on those 18 slots, most will be occupied with purchasables
Aka, TP, pots, invul pots, scolls
Along with it, orbs, boots of speed, necklace/periapts

Okay so, the optimal way of doing things would be 3-4 green camps per player on a 1v1 map
On a 4v4 you would only get 2 per player

Why 3? 1 lvl1perm, one lvl2 charged, one lvl1 powerup
The 4th can bring another perm on powerup, still lvl1

Right now you got 8 ...

There's also smth called "creeping route"
Not an expert on this matter, but filmting made a tutorial here on THW,
Idea is, first green and first orange camps brings your first hero lvl2, then you creep first expo to get lvl3 and then push opponent

So my suggestions would be : U turn the market into red camps
You had air units on the fountains
You turn shop camp in orange camp
You remove one green camp for each,
And you move/add taverns between market and orange mine
You could even add portals, considering how big the map is for a 1v1
Like, between fountain and mid tavern
OR
You turn map into a 2v2
And that would fix most of the above
 
Level 4
Joined
May 28, 2020
Messages
8
Alrighty, the promised update has gone out and I was able to resolve the human and orc ai problem, with the nearest goldmine. I just had to move it far enough away to stop posing a problem.

Again thank you OnyxTheDark for the suggestions.

I wanted to still maintain this map as a 1v1, and will probably seek to make a smaller barrens style map to make it more suited for quicker play. I hope everyone can enjoy the changes, and look forward to any and all feedback.
 
Level 6
Joined
Jun 15, 2013
Messages
104
Okay added one more star, the work is felt there, map is clearer, more beautiful, more breathable if that's a word

One issue tho I just checked, you have a razormane lvl 11 camp with lvl2 charged
Basically lvl 2 charge = lvl1 perma = lvl 1 power up
So I'd suggest you put a lvl3 charged or lvl2 perma or lvl2 power up

Actually all 3 green camp drop a lvl 1 perma, not good either,
Remove one lvl from the lvl7, make it drop a lvl 1 power up, and then either of the centaurs should drop a lvl2 charged

Good work tho
 
Level 4
Joined
May 28, 2020
Messages
8
I had taken your suggestions again OnyxTheDark, and you have been a large help in giving me better direction for nap making. I felt you deserve credit for helping get the map to this point, and have added you as an author for the map. I hope everyone will enjoy the map, in the state it is in. As always I look forward to any and all feedback. I will probably begin to rough out another smaller melee map here shortly. I am debating on the tileset for the next map, either barrens, dungeon, outland or outland(Zangarmarsh).
 
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