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dandylion
12-29-2010, 11:35 AM
Havenwood


Dream Link (http://dream.heroesofnewerth.com/map/dandylion/Havenwood)

Download Most Recent Version (http://www.mediafire.com/?y613wfe1dfx3id1)

It's really just a normal game map, made with the intention of just about everything being equal. I know in the past there have been complaints about caldavar favoring one side or another.

The goal of this map was to create something that was mirrored over Legion/Hellbourne without being bland. Tower locations, bases, neutral camps, and Kongor are placed nearly identically on each side (or in the case of Kongor right in the middle). However, juke spots, and some of the areas in the forests do differ from side to side, however, these don't tend to favor any area.

Right now there are still some buggy areas, some graphical issues, and some minor balancing yet to do. As it is, it is fully playable in practice mode. If you mess around on it and find any major errors or issues, feel free to post and let me know.

Features:
-Raised Fountain Areas for harder spawn camping
-Raised Rune Platforms
-Vision-Blocking grass for juking/ganking/hiding
-Creep Pulls
-More of the same things you loved from FoC

ScreenShots (Screenshots are from version 2.2):

http://img97.imageshack.us/img97/7352/havenwoodv224.jpg
http://img153.imageshack.us/img153/515/havenwoodv221.jpg
http://img163.imageshack.us/img163/3101/havenwoodv222.jpg
http://img577.imageshack.us/img577/6147/havenwoodv223.jpg
Known issues:
-Still lacking added sound effects

Version 1 Changes:
-Bases made a little smaller
-Redid the entire maps terrain textures
-Added houses into both camps
-Many groves and juke spots were changed/improved
-New raised area on east side of map, one near hellbourne base, one near legion base
-Many more props and scenic additions made

Version 2 Changes:
-Kongor Area modified
-Kongor bugs fixed
-Fixed a lot of vision balance issues
-Made all lanes a little more "gankable", reduced vision areas and added new areas which cannot be seen through (fog grass)

Version 2.1 Changes:
-Modified some creep spawns for pulling purposes. The easy camp (yellow) on the left hand side can be pulled to lane and one of the level 2 camps on the right hand side can be pulled as well. For additional pulling purposes, the easy camp has been swapped with the ancients camp.
-A few more props added to the map, and some juke spots re-done/modified as well as some pathing issues resolved.

Version 2.1 Update:
-No major changes, but improvements on juke areas, most of them aren't quite so obvious anymore.
-A few texture retouches, but that's about it.

Version 2.2 Update:
-Fixed Kongor (again), you shouldn't miss him from within his lair anymore
-Small visual tweaks, removed some "dead space"
-Green Lanterns at raised areas made for warding
-Should be effectively balanced and "bug free"
-Hopefully Final Version


Feel free to download the newest version and load it up in practice mode for a spin around the map!

After downloading, move this into your HeroesofNewerth/game/maps folder location, and load it up in practice mode under Havenwood.
Download:
Version 1 (http://www.mediafire.com/?zw3ri7ji8u62v9o)
Version 2 (http://www.mediafire.com/?34uugx2663w95hy)
Version 2.1 (http://www.mediafire.com/?ye25hc8gismefsv)
Version 2.1 Updated (http://www.mediafire.com/?e37995np9fxvyxz)
Version 2.2 (http://www.mediafire.com/?y613wfe1dfx3id1)

Thanks for any feedback you have, and I hope you enjoy!

Luos`
12-29-2010, 02:09 PM
I like it, especially the Rune platforms. One issue I spot quite quickly is that it seems to easy to port to bottom towers and go to Kongor - also, ganking from mid will be quite a bit harder with less tower distance and greater vision in the lanes.

dandylion
12-29-2010, 02:38 PM
There are a lot of places to sneak around, particularly in trees, though stepping into lane will offer a pretty good give away. I know what you're saying with Kong, and I'm not quite sure how to combat that issue, besides having it common strategy to push bottom towers pretty hard early on before a likely Kong would take place.

Mid lane is only about 3 seconds shorter than Caldavar map, and side lanes are only about 1 second longer.

Tamale
12-29-2010, 11:57 PM
screens please?

Trilles
12-30-2010, 12:20 AM
yeah SSs would be nice.

Tamale
12-30-2010, 01:45 AM
Downloaded it, here is my feedback:

+ I like the rune ledges
+ Symmetrical is nice
+ Nice terrain choice

- Feels too empty. Lots of open space it seems compared to other maps.
- Jungle doesn't feel 'natural'. It looks more like trees are dividers, not trees (if that makes sense).
- River and base seem too big. Base is wasted space, river being big makes the main pathway too safe.

Overall, good ideas and it looks nice. I would look to tighten it up a little to force more fighting and try to make the terrain look more natural.

dandylion
12-30-2010, 08:45 AM
The base, I've been thinking to shorten up, but it's really only about 4 blocks (400 units or so) bigger than Caldavar bases, it just feels a lot bigger because it's missing all the little houses/meatball type stuff yet.

The jungles in particular could certainly use some spacing out and a terrain change. I've actually considered taking all the current terrain painting out and starting over (tedious, but I learned a lot of things about terrain editing about halfway through the process).

I've also considered making the river a little thinner, and had actually made it about 150 units thinner on each side. I may go a little thinner, and add a few more tree lines to make mid a bit easier to gank.

Thanks for all the feedback, I have screen shots that I will post later today probably.

Tamale
12-30-2010, 11:41 AM
The base, I've been thinking to shorten up, but it's really only about 4 blocks (400 units or so) bigger than Caldavar bases, it just feels a lot bigger because it's missing all the little houses/meatball type stuff yet.

The jungles in particular could certainly use some spacing out and a terrain change. I've actually considered taking all the current terrain painting out and starting over (tedious, but I learned a lot of things about terrain editing about halfway through the process).

I've also considered making the river a little thinner, and had actually made it about 150 units thinner on each side. I may go a little thinner, and add a few more tree lines to make mid a bit easier to gank.

Thanks for all the feedback, I have screen shots that I will post later today probably.

Ah, that could have been it with the base.

The other changes all seem like improvements.

It will be a bit difficult to get more specific feedback until S2 lets us play these somehow. I can walk around it each new version, but its just not the same as playing a game on it and seeing how it unfolds.

dandylion
12-30-2010, 11:49 AM
Ah, that could have been it with the base.

The other changes all seem like improvements.

It will be a bit difficult to get more specific feedback until S2 lets us play these somehow. I can walk around it each new version, but its just not the same as playing a game on it and seeing how it unfolds.

That's exactly it, the only way to really test out alot of things you see in practice mode is to see it in action from every angle. A diverse audience of players can test every nook and cranny and give a lot better feedback than simply one person without any opponents.

Trilles
12-30-2010, 08:11 PM
Srsly S2. Implement this. NOW.

dandylion
12-31-2010, 01:41 PM
New version up for download. Lots of changes. See first post for a list of them.

RedWrath5
12-31-2010, 02:11 PM
In the jungle, instead of large groups of trees make a tall cliff sounded by trees. It helps warding and makes it feel less like there is just random trees everywhere(+landmark factor)

dandylion
12-31-2010, 02:27 PM
In the jungle, instead of large groups of trees make a tall cliff sounded by trees. It helps warding and makes it feel less like there is just random trees everywhere(+landmark factor)

There are at least 3 "pillars" like that in each forest currently, for warding purposes primarily. In each forest, one is located to have river vision/rune, one is on the back side toward lanes, and one is located in the forest for vision over the jungle area. The screenshots posted as well are a little old. I've cleaned it up quite a bit since then. There are more props added as well that can give you a sense of direction and bearing, it just takes a little play to figure out where everything is, something that I'm sure most players have come to recognize in caldavar. New maps are going to feel very "weird" for a while before putting some of that information into memory.

dandylion
01-03-2011, 09:51 AM
New screenshots added, and started creating the dream page.

XIIlT
01-03-2011, 06:27 PM
How can you print screen in map editor?

oww
01-03-2011, 06:41 PM
Just make it you can only enter Kongor's lair from the side of rune platform, it's harder to get there and balanced for both teams. Which is bad is that it's easier to ward (runes + lair). Overall VERY nice map, keep up the good work (Y)

dandylion
01-03-2011, 06:57 PM
How can you print screen in map editor?

I just use the "print screen" button on my keyboard, which copies the screen contents to the clipboard, open MS paint, and paste it there.

Using a program like fraps you can do the same thing with whatever hotkey you set it to. That way they're automatically saved as whatever filetype and name you desire.

dandylion
01-03-2011, 06:59 PM
Just make it you can only enter Kongor's lair from the side of rune platform, it's harder to get there and balanced for both teams. Which is bad is that it's easier to ward (runes + lair). Overall VERY nice map, keep up the good work (Y)

Someone else had brought up the entrances to Kongor being too close to the bottom towers, and I had considered making it so the entrance was from rune spawn side. I may take up that in an alternate version and see how it plays out. I'm currently having a few problems with Kongor (won't drop token and never respawns) so I'm a little skeptical at the moment, I don't necessarily want to create two separate issues at the moment. It still needs a little polish and balancing, but it's on it's way there. Thanks for the feedback!

XIIlT
01-03-2011, 07:39 PM
I just use the "print screen" button on my keyboard, which copies the screen contents to the clipboard, open MS paint, and paste it there.

Using a program like fraps you can do the same thing with whatever hotkey you set it to. That way they're automatically saved as whatever filetype and name you desire.

Well yeah, I tried that but it only gives me black. :D
You have time to print screen this? http://forums.heroesofnewerth.com/showthread.php?t=203016 aka http://www.mediafire.com/?v2n78e5mdgnno7z

multipass
01-03-2011, 07:54 PM
that looks awesome

Megakhin
01-04-2011, 05:56 AM
Goddamn good job m8 :D Best wishes :blac:

dandylion
01-05-2011, 10:36 AM
Version 2.0 up, with new Kongor changes, some bug fixes, and better balance! Download it in the main post, or from this link (http://www.mediafire.com/?34uugx2663w95hy) and enjoy! Feedback is always appreciated!

ThomasDo
01-05-2011, 12:10 PM
we need dev wars warlock and shadow ryze wars !!!!!

dandylion
01-06-2011, 05:41 PM
Version 2.1 finished and linked for downloading. Changes logged in the original post. Can also download the map from this link. (http://www.mediafire.com/?ye25hc8gismefsv)

dandylion
01-07-2011, 12:17 PM
Nice map. Feels really polished. I like the Kongor location and the rune areas. Some of the neutral spots feel weird, and they seem a little close together.

:magm::magm:

Hot_To_Go
01-07-2011, 10:19 PM
Nice map. Feels really polished. I like the Kongor location and the rune areas. Some of the neutral spots feel weird, and they seem a little close together.

:magm::magm:


Didn't you make it? Why are you giving yourself feedback lol.

Anyway I really like it, I haven't had a good look around it yet to help you find parts to improve on but I feel like this could easily be a map introduced officially into hon.

dandylion
01-08-2011, 09:59 AM
Didn't you make it? Why are you giving yourself feedback lol.

Anyway I really like it, I haven't had a good look around it yet to help you find parts to improve on but I feel like this could easily be a map introduced officially into hon.

lol. One of my old friends checked it out after I asked him to. He uses my account for forum postings (and trolling) because his was banned way back in beta.

dandylion
01-08-2011, 11:04 AM
More updates in a new version. Lots of improved juke spots, most of them aren't so obvious anymore. A few texture touch ups. Beyond that, it's beginning to feel really finished. Feel free to download here (http://www.mediafire.com/?e37995np9fxvyxz) or in the original post.

McNord
01-16-2011, 12:28 PM
I like the map quite well, it looks bigger then the original map too? But it might be too many gank spots?:) Just my opinion, but we won't know for sure until we can test the map.

BryanFury
01-17-2011, 06:41 AM
Double the towers on each point. The map will be better

dandylion
01-24-2011, 02:20 PM
New Version up! Download it and feel free to give some feedback!

Leetkrew
01-26-2011, 05:07 PM
This map is amazing!

flygarN`
01-29-2011, 05:54 PM
I really liked the map when I tested it. And with all these ledges everywhere like in kongor totally blocking paths you could make some nice escapes with tablet/magmus and DR. One thing I thought was wierd though is that you yourself got uphill to defend your own rax if you TP in or just ressed and the enemy team is beating on them.

Goldensniper
08-12-2011, 05:01 AM
Nice map but I have something Strange the water is not like in your screen shots. I got the water all White. I guess it's because I have the new version of the game and there is an incompatibility or maybe one of my mods.
There is a problem I think most players wouldnt like in your map, its not possible for middle lane to gank..
Except that it is a very nice map.
Did you suggested it to S2?