Warcraft III resources & community, 2003–2006 · archived

Serpent Canyon

4.33 / 5 (6)
Submitted by PyrodactylMelee1,520 downloads4.0 KB
You may think the slow river and the ancient trees are the only thing in this quiet wilderness, but you never know who may be watching behind them...
File Name
(4)Serpent Canyon.w3x
Map Author
Pyrodactyl
Suggested Players
1v1, 2v2
Difficulty
128
Number of Missions
116
Type
.w3x
Tileset
Ashenvale
Playable Map Size
116 x 116
Map Size
128 x 128
Regions
9
Units
166
Doodads
4659
Triggers
1

This map is unprotected.

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Comments

7
OK there's another minor update:
- Added more trees at the upper right base location to fill a gap in the trees
- Added more trees at the lower right side expansion

BTW comments are always nice! (1176 DLs vs 4 comments...)
Update!

I spent a little time polishing this map, so here is an update:
- Removed a few trees from the north bases' "backdoor" enterance, making more room there.
- Slightly modified height on some places.
- Added some environmental doodads to the forests, and a few rocks to random places.
- Made shadow map.
- Polished texturing on the middle path
I hate all melee maps but this one looks like an awsome level.
Yeah, feel free to update all you want now.
-VGsatomi
Well, i'm really happy that i've won this contest, at least i have two director's choice map now :twisted:

Basically i picked the idea of one of the RoC undead campaign mission, where you had to clear trees to advance. I wanted to make the map really blizzard style, although perhaps in some places the texturing could have been better. The map is either for 1v1 or 2v2, because there's only 1,5 exp/player out there. I placed taverns, because i like neutral heroes :D and i also placed goblin labs, so players can travel quickly if they buy zeppelins. Players can hide Gryphon Aviaries/Chimaera Roosts/Boneyards on the high ground exp, but they are guarded by a red creep camp (i made it this way, so people can't obtain the two hidden exps so easily).

In the design of the map, i picked the "untouched ashenvale" style, with ancient ruins, peaceful fisher homes, narrow canyons (i remade them many times to make them wide enough for units to pass through), and forest areas.

If it's allowed to update the map now, perhaps i'll make some ballance/visual improvements.
BEST MELEE MAP I SAW YET :twisted: :twisted: :twisted: :twisted:
As in accord to the prize of the map contest, this map is awarded the Director's Choice Award. Nice job on this pyrodactyl. The layout is interesting and invlolved many strategic opportunities. Players start out with two avenues of defense, but with alternate routs blocked by trees, so when playerrs develope seige weapons, things change entirely. There are expansion areas on the high grounds for players to retreat to.

A wide variety of textures were used. Although they seems a bit sparratoc in their use, the effort was nonetheless there. Could use some more envirenmental doodads lining the forests, too. Overall nice terraining.
-VGsatomi