I think you might have something there...
Could be better...
Back to the drawing board you go...
Alright guys. I don't know about you guys but Forests of Caldavar is just getting a little old to me. There is nothing really new in it anymore. So with that in mind, I bring forth a map that I would love to see S2 adopt.
My mission for this map: For S2 to see it as an even competitive map that they can easily integrate it into HoN and allow all their gamers enjoyment on it.
For my mission to be complete though, not only will I have to attract the attention of the developers, but I am also going to need the support of my fellow gamers to agree with this map and help it become the best it can be. With this in mind, please, comment on how the map could be better.
All I have for you guys right now is a basic map concept. Keep in mind that the doodling doesn't give justice to the actual dimensions of the map that will be mad. As far as I can tell this map will definitely be rectangular with its length longer than the width.
Another note is that the map is based off of Watchtower. But with major changes. The way that I look at it being is that the middle lane would be hard to push because it causes the players to be tightly packed where as your enemies could easily surround you or get off a good ult. On the other hand the outside lanes have tons of access to them allow for massive ganking.
A most notable change that I have run into that is not displayed on the concept sketches is where Kongor is located. He is located underneath a bridge that will gap across the middle lane where the Hellbourne and Legion side meet (basically at the towers).
Again: please give me feed back about what you would like to see added or changed.
this is just the basic map layout
this has a little more detail to it and some slight topography
Map Modifications in Question (feel free to comment about any and all of the discussions can be found below):
MID LANE: I would like to get a census of whether I should keep the topographical version or keep the map more simple and use obstructions to get the result wanted.
TELEPORTERS: Should they be included in the map.
Last edited by TheUnsungWar; 02-18-2011 at 12:42 PM.
I managed to fix the link to where it is actually viewable. Sorry about that.
Alright, here is an overlay of the topographical detail of the map with the basic concept of it.
And just for some kicks, and a better understanding of the horribly drawn doodle :3, here is a color scale version. It runs from hot (highest) to cold (lowest).
Note: I did not complete the topographical overlay for the bottom portion of the map doodle so one could still have a sense of where forests and stuff would be. Also if you have noticed I took out the four cliffs just because they got in the way and really served no purpose. It is really hard to see but I have doodled in ramps - they are the cross sectional scratches every now and then in the ridge line.
Seeing this detailed out I have come to the conclusion that navigation up and down the cliffs will be pertinent. But with as many cliffs as there are, creep camps will be a nasty thing to work in correctly (I am not saying that there will be no creeps camps). So I have a situation I have to propose:
1) I can either keep the map in the stage that it is in and keep designing it with the cliffs.
2) I can take out the cliffs, level the map out some more, and build in obstacles (trees, etc.) to make the paths work out as I have laid them out.
I will want input from my fellow players to help me decide, but for now - until the decision is made - I will continue to work on the cliff version for it offers the most unique experience.
So this is just a quick twist on your idea, you can take it or leave it im just adding my two cents. everything should be self explanitory. the one thing I would like the point out is that the "TP"s are the teleporters from grims, to allow more ganking and action even without mids involvment.
edit: cant get my image to post
hmmm.. never thought of the teleporters from grimm. I could definitely integrate that in. Its just from your statement I am unable to see where you suggested to put them. Have you tried uploading the images to a photobucket account? thats what I had to do.
sadly i am without a photobucket, mostly because im too lazy. guess ill have to make one tho
Aha! Alright I understand now. Yes I like the idea that the teleporters can be linked like that to involve ganking from the side lanes. I would have to point out that this would make traversing from one side to the other relatively fast so in the from of defending against an attack would be hard. Now, I dont understand the "transmuter" or "zorgath" parts.
Here is my proposal back to you. Instead of the transmuter/zorgath, the outpost could continue to be located there and instead of having 2 transporters have 4. basically two on each side. Their transport paths wouldnt "x" but would "=" (understand?) Basically it just transports you to the other lane.
Then again looking at the transporting bits, there is just a couple of things I will worry about. Like as mentioned above, "would it make ganking TOO easy" or "would it make it aggrevating and annoying when you cant even kill the blasted hero because they keep teleporting". I have to wonder if a delay in the "next to transport" would be sufficient OR if somehow a cliff could be placed behind the outpost that is tall enough to, when warded, see if an enemy has used the teleporter or not. I like that last one if the teleporters will be used.
And please Scytheman, comment on anything you want. Thats why I have made this thread. I want this map to be known and expected to achieve greatness. I want this map to be adopted into the game. The only way I can see this to be done is if I have my fellow gamers comment and help tweek. Please send the word out it would be much appreciated.
And thanks for your input.
the transmuter and zorgath is because i thought the watchtower bosses would fit with the style of the map. and having one of them could coax your oppenent into trying to take the other. as for the teleporters my picture doesnt really do it justice. i was thinking the ramp would let out on the outside of the map and that there would be a thick treeline between it and the lane. i was also thinking that the treeline should let out behind the tower, so that any ganks performed this way actually turn out being a tower dive of sorts. ill put together a pic later but im busy atm.
Personally I don't like Teleports on Small or mid size maps.
They add a unneeded factor in the game.
I agree with Jran_Sakarra, that transporters seem excessive.
However, if you worked them in the way ScythemaN suggested, with the thick tree line and tower between the lane and transporter, and your idea of a pause between using the transporter, then it could actually add an interesting twist to the already unique map.
So, yeah, I like you concept, and I look forward to seeing any new ideas you guys might come up with, but for now I do like it as is with the cliff design.
Alright. It has been a while and I fear no one really looks at these posts in the manner I wish they would. But that is a different matter. This post is here to inform you fellow thread followers that a new map sketch is coming soon! YAY. Took me forever and a day though. Sorry I had some computer program failures. Look for the new concept posts later on. To discuss the new concept pictures: One is an entirely new layout. So it is actually somewhat to scale. I fear that it will never be to scale until I actually start with the map editor. The second is basically an overlay of the first one with the general idea of where forested/non-forested areas will be. Like always just let me know what you think and
It is the only way I know that my work is turning out ok. Thanks guys.
The concept is interesting, it reminds me still at watchtower because of the top/bottom concept. Can't really say how I should think about it. I will need at least real pictures to evaluate, so I am waitting for you starting with the map editor^^
I would try to help you with mapping/ testing if you want some help.
PS: I think that teleporter won't be good.
Thank you Schm0ftie. I probably would need help in the map making and testing bit, which will be soon. I just have to finalize the creep camp locations. I still believe the hardest thing to do will be to have kong in the middle. Since that will require editting that has not been seen in any map.
And here it is:
This is just a basic layout. I did insert the tree line area in the corners though just for a reference when I was actually drawing it out.
And here is the actual map. It is difficult to interpret where the forests so I did some coloring for you :3
This is the color part. As you see anything colored green will be forest, while everything in the golden yellow will be open land (with the exception of maybe a few trees here and there).
NOW!! Before you start asking me tons of questions and start complaining about too much forest: This map was made with the intentions that the middle lane would be solid fortification and would be hard to push (due to topography and limited direct routes and tons of way to ambush a pushing party), while the outside lanes will have to be very map conscious (due to the high level gankability). But with that noted you can also see that it will be very easy to move in and out of enemy terrain (noting that it isnt warded), so teams will have to be very cautious of backdooring (which I find an acceptable tactic - sorry guys :3)
I will try and work on a color chart for the topography for this concept but honestly I think you are able to follow it pretty well in the second photo, so as of now I will not. Instead I will concentrate my time on creep camp placement. Shoot any suggestions too me. And dont be afraid to augment any "open roads".
Will be very interessting to see the first ingame pictures. Very nice
that you spend a lot of time to create a good planned layout and
not to start simply without any plan =)
Think the concept behind this is pretty interesting. Good luck with this