SUPPORT ACCOUNT CLANS
Welcome, Unregistered.
 

Thread: [MAP]*Havenwood* Version 2.2 Up

Page 1 of 2 12 LastLast
Results 1 to 20 of 34
  1. #1
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085

    [MAP]*Havenwood* Version 2.2 Up

    Havenwood


    Dream Link


    Download Most Recent Version


    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):





    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
    Version 2
    Version 2.1
    Version 2.1 Updated
    Version 2.2

    Thanks for any feedback you have, and I hope you enjoy!
    Last edited by dandylion; 01-24-2011 at 02:20 PM.
    HONOR- If you need it defined, you don't have it.

  2. #2
    Offline
    Account Icon
    Chat Symbol
    Join Date
    May 2010
    Location
    London, UK
    Posts
    391
    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.

  3. #3
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    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.
    HONOR- If you need it defined, you don't have it.

  4. #4
    screens please?

  5. #5
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Rio de Janeiro - Brasil
    Posts
    1,373
    yeah SSs would be nice.

    Proud for actually beeing one of the 10 to play the first MatchMaking game.
    And for being one of the first to become a SBT.


  6. #6
    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.

  7. #7
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    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.
    Last edited by dandylion; 12-30-2010 at 09:01 AM.
    HONOR- If you need it defined, you don't have it.

  8. #8
    Quote Originally Posted by dandylion View Post
    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.

  9. #9
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    Quote Originally Posted by Tamale View Post
    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.
    HONOR- If you need it defined, you don't have it.

  10. #10
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Jul 2009
    Location
    Rio de Janeiro - Brasil
    Posts
    1,373
    Srsly S2. Implement this. NOW.

    Proud for actually beeing one of the 10 to play the first MatchMaking game.
    And for being one of the first to become a SBT.


  11. #11
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    New version up for download. Lots of changes. See first post for a list of them.
    HONOR- If you need it defined, you don't have it.

  12. #12
    Offline
    Account Icon
    Chat Symbol
    Join Date
    Aug 2009
    Location
    New Orleans, Louisiana
    Posts
    201
    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)

  13. #13
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    Quote Originally Posted by RedWrath5 View Post
    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.
    HONOR- If you need it defined, you don't have it.

  14. #14
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    New screenshots added, and started creating the dream page.
    HONOR- If you need it defined, you don't have it.

  15. #15
    How can you print screen in map editor?

  16. #16
    Offline
    Account Icon
    Join Date
    Aug 2009
    Location
    Estonia
    Posts
    219
    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)

  17. #17
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    Quote Originally Posted by Downhill View Post
    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.
    HONOR- If you need it defined, you don't have it.

  18. #18
    Offline
    Account Icon
    Join Date
    Jul 2009
    Location
    Minnesnowta
    Posts
    2,085
    Quote Originally Posted by shaman View Post
    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!
    HONOR- If you need it defined, you don't have it.

  19. #19
    Quote Originally Posted by dandylion View Post
    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.
    You have time to print screen this? http://forums.heroesofnewerth.com/sh...d.php?t=203016 aka http://www.mediafire.com/?v2n78e5mdgnno7z

  20. #20
    that looks awesome

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •