The Frozen Treeline

The Frozen Treeline is my passionate attempt at capturing different rare elements from my favourite lane-pushing games (also known as AoS-maps and MOBAs) in one creation - most of which are unavailable/almost impossible to get access to outside Korea/hard to find people to play with, and which I miss playing. It takes as a base Draconico/Pardalmadgod/luixmania's attempt to port the old Twisted Treeline map from League of Legends - along with heroes, items and mechanics from that game - but heavily modifies it in a way that the map does no longer resemble LoL in anything but the map layout, adding unique, fun and strong heroes, rarely-used mechanics and objectives, as well as new items. The map gets regular updates with new content and balancing, but the focus here is not competitive play, but pure and utter fun, variety of builds, as well as maximum accessibility possible in Warcraft III's late lane-pushing game. The Frozen Treeline is optimized to be played both 3v3 and 2v2.

Among the noteable universal mechanics that you can expect in this map there is:
• Ability to buy items anywhere on the map, with the exception of one shop at the centre of the playable area. Main shops are at the top of the map, and you can access them quickly through chat commands, which will be listed below.
• All of the items can be sold for 90% of their price, which reduces punishment for a trivial mistake.
• Universal talents, which you can acquire by putting ability points in respective skill through player-specific altair, which also functions as a stash, has its own chat command and can be accessed anywhere on the map. All talents give both positive and negative effects, with the positives usually outweighing the negatives if getting the talents cautiously. However, unlike in most LPGs with talents, they are designed to be optional up to the very end of the game, where you can pick those that cancel-out each other's negative effects.
• Nigh-universal Repel and Dispel, meaning that almost every hero in the game can become invulnerable to most magic for 5 second, but at the same time enemies can remove this effect prematurely, as well as other buffs. Some of the later heroes, however, have other innate abilities in place of Repel and Dispel; others have modified versions of those abilities.
• Each hero in the game has at least one ability, which scales with his main attribute.
• Agility doesn't give armor, only attack and movement speeds, meaning armor is only gained from specific items, and agility heroes can't rely on their natural stats to survive.
• The experience is also gained anywhere on the map from all of the sources (meaning that a creep killed on the top lane will give experience both to the bottom lane's hero and to the jungler, if they're alive of course). This puts big emphasis of the jungler role, who can remain useful to the team even if he farms non-stop (which is usually detremental to the team in other LPGs). Due to that players can also choose one of two jungle intensities before the start of the match - Wild or Mild - effectively deciding whether the match has a jungle role at all or not.
• Gold can be transferred between allied players, just like in vanilla Warcraft III!
• Due to how the game is stuctured, no hero is designed to be a "full support" or a "baby sitter": each can and must farm, each is capeable of duelling, and each can deal damage in teamfights.
• Each team has an invulnerable Miner at the start of the game on the sides of middle forest, which gives 5 gold each 5 seconds to every player. At 5-minute mark, each miner becomes vulnerable, and teams can try to kill enemy miner, capturing its gold income for themselves for at least the next 2 minutes - during this time, a new invulnerable miner is placed, which then becomes vulnerable again for an enemy team to re-capture.
• At the bottom of the map, there is an Elder Lizard, which, when killed, gives every hero of the killer's team permanent bonus of +2 to all stats. The bonus stacks for up to 10 times, and the Lizard respawns every 3 minutes.
• At the top of the map, there is a Buried Giant, which, when killed, instantly respawns and is given under control to the one who killed it. It can be used to safely siege enemy lanes, as this unit can fly over any terrain or objects. It respawns or becomes neutral again 5 minutes after getting killed, but if killed under player control - it will not respawn instantly.
• The main jungle at the top has a Well of Wishes, where each 100 seconds players can come and get ether heal and mana replenishment, a movespeed and attack speed buff, or 100 gold. The middle jungle has a shop with many interesting consumeables, some of which have a restock timer. Both are lesser objectives that are easy to control and can give crucial single-player advantages at different stages of the game.
• Each match has a time limit. If neither team wins by 40 minutes of playtime - the game automatically calculates a winner by comparing the amount of buildings destroyed. If equal amount of buildings is destroyed on either team - the amount of hero kills is compared. If each team has equal amounts of kills - the sudden death is activated, where the next death of a hero loses its owner's team the match.

Some unique an interesting hero designs to look out for:
• Derak & Joe, the Ogre Lord, has two sets of basic abilities (each corresponding to each of the character's heads), which can be rapidly swapped through if you want to deal more single-target or more area damage, and even combined with a complex sequence of button presses.
• Armageddon, the Inevitable, has insanely-low respawn time instead of both Repel AND Dispel, as well as an ultimate, which kills the hero, but deals crazy universal damage around him, which scales with his strength.
• Negul, the Swamp Parasite, has a summoned units with their abilities on each of his own skills but one, sort of turning the game back into and RTS with a one-man Naga army type deal.
• Agni Brothers, the Bombardiers from Hell, is an answer to the question nobody asked: "What is Techies from DotA became a hypercarry?". He has only one mine and pretty bad basic stats, but also passive, which splits all of his attacks onto everyone around him, and an ultimate, which deals crazy amounts of area damage to those uncareful enough to walk into it and not repel themselves.
• Darae, the Spirit Warrior, who is a glasscannon assassin, who has extremely-low cooldowns on most of her abilities, and a basic attack, which restores her mana. To have a better chance at survival, she has an ability with bigger cooldown, that either gives any ally invulnerability for an extremely-short amount of time, or lowers enemy defences for a bit longer - that gives her gameplay great dynamic and decision-heaviness.
• Mikasa, the Killer Shark, instead of the Repel ability gains a universal buff when becomes invisible from any source, which increases his movement speed and gives guaranteed critical strike on the next attack - both of those things scale with his level. Each of his abilities gives him invisibility, which breaks with his next attack, and noteably his ultimate allows to permanently steal enemy agility.
• Ingvar, the Royal Paladin, looks like a typical healer and savior type support, but each of his ability cast or item usage gives him a massive guaranteed critical strike on his attack, which - though may make a player a little selfish - creates for a unique dynamic and sequence of actions.
• Elden, the Corrupted Elder Mage, is a mage with the biggest natual intelligence stat and its grow in the game, who relies on his basic attacks to deal big area damage at the cost of big amounts of mana. He doesn't have any disables, so it's easy to escape from him, but he can steal enemy attack speed an deal damage to enemies, which scales with the difference between his and enemies' intelligence. He also can teleport onto allies organic units, increasing their resistsance in that process.
• Rowen, the Gambler, is a reimagined concept from the early 6.0x version of DotA Allstars: a hero, whose abilities cost gold, and who can earn gold at much higher rates that other heroes! His abilities also have random components, though those "gambles" are not overwhelming the total power of the hero. Rowen also greatly combines with the gold transfer mechanic, allowing him to have a flexible role in a match: whether it is a mid-game carry mage, who gains items much quicker than the rest of the players, or a support, who fills another carry with gold.

Many heroes also have singular skills with unique mechanics, such as Tygore's World Ender, which significantly slows every enemy on the map and deals damage to enemy buildings; or Yoshinobu's Blade Spirit, which spawns a separate unit to cast bladestorm, allowing for the hero himself to continue attacking enemies; or Balial's Rift of Hatred, which is an offensive initiating blink ultimate on a hypercarry with a high cooldown, which damages and silences opponents; or Dullahan's One With Nature, which allows him to pass through any terrain or obstacles unobstructed; or Aquasoul's Water Clone, which creates a second hero for the player with all the same basic abilities and a new ultimate.

The items are nothing to write home about, but they are neatly organised, and noteably every starter item in the game is not just sold out, but are upgraded into one of 4 boots, which correspond to hero attribute or class, and every player in the game gains a Starter Talon for free, which gives the ability to instakill a creep once in a minute; it can be sold out for a bonus of 400 gold, but can't be bought back and is a component in jungler's boots.

Important thing to know before going into this map is chat commands. You can write the following letter/number into the chat and it will do the following:
c - restore camera (useful if you're using a pre-Reforged version of WC3 and accidentally scrolled your mouse wheel up)
p - move camera to the position of hero taverns (useful if at the beginning of the match your mouse pointer was near the edge of the screen)
b - move camera to the position of item shops
t - select altar of talents
1 - select starter item shop
2 - select main item shop
3 - select special item shop
4 - select active item shop
q - select strength combinations shop
w - select agility combinations shop
e - select intelligence combinations shop
r - select universal combinations shop
It also works if you use external programs to remap key bindings and set quick chat messages.

The map was developed on 1.27 version of Warcraft III so that as many people as possible could play it, and I tested it on Reforged - it works perfectly. Not sure about pre-1.27 versions though, but considering that the base map was made back in 2011, I suppose it will work either.
Also this map is not protected and never will be. Just as I could develop it using another person's unprotected map as a base and get into WC3 modding, I am perfectly OK if other people would want to use The Frozen Treeline as a base for their project - or just to modify this map to their liking, no need to ask permisssion.
Current version is v19a. Patch notes can be found here. All of the previous ones can be looked up at EpicWar.

Some of the inspirations for my map were: original RoC DotA, WCChaos and its standalone sequel Chaos Online, older versions of DotA Allstars, Eve of the Apocalypse: Twillight, Demigod, obviously Twisted Treeline game mode from League of Legends, Vainglory, and many more.

Credits to:
Draconico/Pardalmadgod/luixmania's Twisted Treeline v1tests (used as a base for The Frozen Treeline map): Twisted Treeline v1tests
Himperion for their Female Death Knight model.
Darkfang for their Avatar of Vengeance skin.
HerrDave for their Rain of Arrows effect.
Deathclaw24 for their Rain of Arrows icon.
Blizzard Entertainment - obviously for the amazing game that is Warcraft III - but also specifically for Terran Marine's voice lines from StarCraft: Brood War, which were imported into the map.
Epic Games for their Unreal Tournament's announcer.
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The Frozen Treeline v19a (Map)

Reviews
deepstrasz
Well, it's a nice map but very reminiscent of DotA and the layout doesn't help that much, quite cramped and repetitive. Approved.

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,200
A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by The Frozen Treeline
You can also upload your map here to generate a list: Asset scanner
Do not add assets as they will be downloaded with the map a well separately. Put links to them instead.

Since you've mentioned inspiration from things like DotA, keep in mind the stuff in the map should not have exact copies from other maps.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

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ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
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A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by The Frozen Treeline
You can also upload your map here to generate a list: Asset scanner
Do not add assets as they will be downloaded with the map a well separately. Put links to them instead.

Since you've mentioned inspiration from things like DotA, keep in mind the stuff in the map should not have exact copies from other maps.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Thank you for reviewing my work! I have a couple of questions:
1. The map I used as a base had a couple of models imported, but I didn't use them in the finished map itself - they are just sitting in the map files. Should I credit them or would it be better if I updated the map removing them altogether?
2. In this map I also used voicelines from StarCraft: Brood War (the marine unit) and - as I just realized - killstreaks from Unreal Tournament. Blizzard and Epic should also be credited in the map description, right?
3. I'm also a little confused: by "map description" you mean the description on HIVE or in WC3 itself?
Thank you again and sorry for throwing so many questions at you, I'm kinda new here and only found rules for non-map resources when uploading the map😅

A credits list in the map description with the names of the authors whose resources you've used is mandatory. That includes models, skins, icons, custom spells, systems. Also, sounds, music and everything outside this site.
This helps you with the models, skins and icons from Hiveworkshop: Resources in use by The Frozen Treeline
You can also upload your map here to generate a list: Asset scanner
Do not add assets as they will be downloaded with the map a well separately. Put links to them instead.

Since you've mentioned inspiration from things like DotA, keep in mind the stuff in the map should not have exact copies from other maps.

Awaiting Update.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
Updated the map and its descriptions. I didn't use much of external resources for it, though I'm planning to and will add them as I get permissions to use them. And, speaking of inspirations and exact copies, as mentioned before, they were mostly thematical inspirations - the kits themselves were designed around hero's needs and overall game balance.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,200
1. The map I used as a base had a couple of models imported, but I didn't use them in the finished map itself - they are just sitting in the map files. Should I credit them or would it be better if I updated the map removing them altogether?
Remove them please if they're not meant to be used.
2. In this map I also used voicelines from StarCraft: Brood War (the marine unit) and - as I just realized - killstreaks from Unreal Tournament. Blizzard and Epic should also be credited in the map description, right?
Yes, please credit the games/companies.
3. I'm also a little confused: by "map description" you mean the description on HIVE or in WC3 itself?
Map thread description. The description where you wrote all those details here on the site/this page.
 
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