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Naomh
04-30-2011, 10:13 PM
In the Far reaches of the Frostfield Mountains, the war between Legion and Hellborne continues. Two neighboring Villages, once firendly, are now being used as basecamps with the old trade route being used as path of war. Take care when battling in this frigid landscape, untamed beasts and and forgotten tribes inhabit the barrens, off the beaten path, as well as an ancient beast now awoken by battle.

Frozen Corridor is a single lane map made for 1v1 up to 3v3. The lane descends slightly from base at mirrored locations until reaching its lowest point where the minions first meet, then rising towards your enemy base. It contains mirrored outposts and secret Shops, as well as creep spawns. Kongor is found in the middle-left, well away from the lane.


http://dream.heroesofnewerth.com/images/assets/art/23686.jpg?1304215065

Check it out on Dream and Tell me what you think :)

http://dream.heroesofnewerth.com/map/Naomh/Frozen Corridor (http://dream.heroesofnewerth.com/map/Naomh/Frozen%20Corridor)

SimeonFifths
05-01-2011, 01:08 AM
beast as **** bro

Sokii
05-03-2011, 06:45 PM
Crazy cool! :D

Naomh
05-03-2011, 08:45 PM
Thanks for the Responses! Don't forget to check it out on Dream and Vote if you like it.

http://dream.heroesofnewerth.com/map/Naomh/Frozen Corridor (http://dream.heroesofnewerth.com/map/Naomh/Frozen%20Corridor)

LightofdaY
05-13-2011, 04:25 AM
how to play map?

Oloko
05-13-2011, 05:58 AM
Download the map from Dream and put it in the "game/maps" folder of your HoN folder.
You can then select this map when creating a game. You will need to choose a practice server or it won't work (since you can't play custom map online yet).

Schm0ftie
05-13-2011, 06:10 AM
Hey Naomh,

I am very happy to see people creating maps for HoN even if there is
only few support for it.

Introduction:

First of all I want to say that I want to help
you to improve your mapping skills and encourage you to improve
your consciousness about maps. So we can expect much more great
work from you. So please don't get me wrong if I criticize you.
After creating a wall of text I decided to have a small sum up and
the long detailed review.

Detailed Review (or Wall of Text INC )

The map is very interesting, the lane concept has a lot of potential
and seems very interesting. I would think that this concept, you allowed
to play this map with maximum 3 vs 3 set up, is only viable in a maximum
2 vs 2 set up. The reason I think so is that the creep spots are spread
over the whole map, the ways between each spot seems way to long
and the fact that the lane is very small ( cliffs to each side ) makes
me afraid of 3 people coming for a gank. There is simply no space to
avoid a Witch Slayer ( :witc: ) Stun or something similar to it.

That leads me to the next point, the lane should be much larger. That
means you should have enough space to move free, be able to hide or
at least break vision with the help of trees, some juke spots / sneak
points would be fit too ( but should be placed carefully ). The lane, as
a path between cliffs is very nice but I think you should try to change
it a little bit. For example use high cliffs to separate the lane from the
surroundings but use a terrain level which is a little bit higher then the
lane itself, but still way lower then the cliffs, for the "jungle".

Now the jungle, as I mentioned it is huge with a lot of places which
have no meanings or in other words are dead ends. Try to change it,
of course not every path should be a way you need but simply have
a look at Forest of Caldaver (yes, I know we create maps to have
something new and not the old Caldaver ) the usage of paths is very
good in it. You could also add a ramp at the beginning of the lane so
people have access to the jungle without running down the whole lane.
If you want to avoid a fast path to Kongor re-path the area so you will
still have to run deep into the jungle to access Kongor. As I mentioned
before use a lower terrain level for the jungle, so the camera doesn't
always jumps up and down. Furthermore try to avoid using predefined
cliffs and use high terrain modifying close to it so you don't get that
hard edges and check everything twice for path blockers, there are a
lot of ways on to the cliffs, I think in most cases it's not wanted. Is
it wanted that you have to stand next to Kongor to avoid all time
miss? I think a little bit more range would be fit better.

Okay let's have a look on the environment or the detail level of the
map.

In fact you use 7 different textures in the whole map ( legion base,
legion lane, legion jungle, hellbourne base, hellbourne lane, hellbourne
jungle and kongor ). That is simply not enough diversity. I know that
there aren't that much textures that fit perfect in your scenario but
try to use your imagination how other textures could fit into your
work. Also please use more and I say much more props. For example
take some rocks/ stones, scale them rotate them use a two prop on
the same point but with different scales or rotations. Something you
should try is to look in detail the maps from S2 games.
The best example I think is the Kongor Lair in Darkwood Vale, have a
look at the cliffs behind/ surrounding him. It is only ONE model of a
rock, but they used it about 20 times in different scales and rotations
and by using smart positioning. The result is impressive ( thats what I
think ) for doing it with 1 model. You can add some critters, mushrooms
or what ever you find in the the editor, use your imagination ( yes, I am
repeating myself :( ).

As a result I want to say that I very like your idea and your concept,
I guess you already spend a lot of time into it but what you have
created is a perfect base ( or a rough diamond ) which you should now
start to polish so it can be shiny.

Short Sum Up:

- terrain level ( way to high in the jungle )
- lane ( way to small, no place for 2 or 3 heroes )
- detail level is completely missing (textures, props, ...)
- no short possibility to access the main jungle
- to much empty space
- main bases ( it looks like you cut of the rest of the world )

++ very nice lane design
++ a very good base for creating something great =)

Additional Notes


For more detailed description read the long description. Furthermore
I used two + symbols to show that these points are very good and
that you don't think your map is just bad because of the fact there is
more negative ( - ) then positive ( + ).

That is just my opinion about your map, if you don't like it or don't
understand me feel free to ask or just ignore it. Please excuse my
bad English =) I was inspired by Moe_Lester's review of Rampage
Runner (http://forums.heroesofnewerth.com/showpost.php?p=13486206&postcount=2) to give a detailed feedback.

Jahjah
05-13-2011, 06:31 AM
I like this concept and i would like to remake the map with your permission. U can look at my other maps in my signature.

Schm0ftie
05-13-2011, 06:39 AM
There is the guy, who cares more about the detai level as about the gameplay ;D
Don't get me wrong love your work Jahjah ^^

Jahjah
05-13-2011, 02:08 PM
There is the guy, who cares more about the detai level as about the gameplay ;D
Don't get me wrong love your work Jahjah ^^

well thats not really true, i just like it when my maps also look good.
i make hand drawn maps first and multiple versions before i am satisfied

Schm0ftie
05-13-2011, 02:23 PM
Yeah sorry, my statement was dumb. In fact I like your maps and everyone
can see that you put a lot of work into it. The map looks always well designed,
keep it up =)

dirrwen
11-30-2011, 10:50 PM
Cool map :glac: