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(12)Colandora Castia V1.3

(12)Colandora Castia
Player Suggest: 6v6, 3v3v3v3
recommend [6v6]
Terrain: Village Fall, mostly of the layer are mountain
Theme: Madness Middle

Creeps 32 28 32

Units:
8 Mercenary Camp
-2 Dalaran
-2 Ashenvale
-2 Village
-2 Northland

5 Tavern
1 Mana Fountain
1 Health Fountain
6 Goblin Merchant
6 Gate Way
8 Market Place
38 Goldmines

Information:

-The last update, focus on balance and try to find other different gameplay from the map and merc camp, and teamwork.
-Above orange camp I add low lv. flying unit to compensate the difficulty of the camp and to prevent from one units army or Blademaster farming all weak units. otherwise you need your teamate who play anti-air to help you clear it up.
-Long early game with low lv. green and yellow camp. and the late game red camp with powerful item drop, also the map is pretty big...
-The middle vertical road are full of good itemdrop 6 chance to get 'Ankh of reincarnation' from middle orange camp and permanent 6 from red goldmines. above that is artifact lv.8 at fountain red camp. who ever raid mid the most will take over the game when time pass. And not to make it too much unbalance there are artifact lv.7 at the GobMerch camp outside.
-This map add 3 other merc camp type in case of you wanna play with different strategy.
-Late game in the middle road will be a madness cause the most gold live along the middle road.



Goldmines amount​
Every creep camp​
All itemdrop​
Some of tree gap​
terrain​
terrain balance​
description​
Previews
Contents

(12)Colandora Castia V1.3 (Map)

Reviews
Deserted
0. Some starting positions are at invalid locations. 1. No way there is enough lumber for hour-long game. And some players have more than the others. 2. Guarded taverns are not a good idea, because it blocks hiring the firs hero at a tavern. 3...
mafe
I agree with everything @Deserted wrote. In addition or to explain: 1. Not enough trees: This a starting position on this map: This is a starting position on a "normal" map: do you notice that there are much more trees near the spawning location...
Level 6
Joined
Dec 31, 2017
Messages
138
0. Some starting positions are at invalid locations.

1. No way there is enough lumber for hour-long game.
And some players have more than the others.

2. Guarded taverns are not a good idea, because it blocks hiring the firs hero at a tavern.

3. Passages are too narrow.

4. The huge portion of the map is normally accessible for air units only.
"Mountains" have no doodads on them, looks poor and nothing to restrict ground unit movement.
Fortunatelly, there are no Goblin Labs on the map.

5. Portals, Marketplaces, MercCamps, etc. are Invincible, so assigning item drop to them is pointless.

6. Item drops are imbalanced.
Creep camps look weird as creeps are placed randomly.

7. A Marketplace is more valuable than a Goblin Merchant, so generally they should have stronger guards.
But probably for your map it is not the case, as Merchants offer consistency, your item drops lack so much :)

8. Terrain looks boring.
Huge areas are covered by same texture, there are no doodads except from Autumn Trees.

+ General layout looks good. I mean, I looked at minimap and decided to download the map.

+ Neutral Hostile buildings look interesting.
 
Last edited:
Level 26
Joined
Jan 4, 2020
Messages
364
0. Some starting positions are at invalid locations.

1. No way there is enough lumber for hour-long game.
And some players have more than the others.

2. Guarded taverns are not a good idea, because it blocks hiring the firs hero at a tavern.

3. Passages are too narrow.

4. The huge portion of the map is normally accessible for air units only.
"Mountains" have no doodads on them, looks poor and nothing to restrict ground unit movement.
Fortunatelly, there is no Goblin Labs on the map.

5. Portals, Marketplaces, MercCamps, etc. are Invincible, so assigning item drop to them is pointless.

6. Item drops are imbalanced.
Creep camps look weird as creeps are placed randomly.

7. A Marketplace is more valuable than a Goblin Merchant, so generally they should have stronger guards.
But probably for your map it is not the case, as Merchants offer consistency, your item drops lack so much :)

8. Terrain looks boring.
Huge areas are covered by same texture, there are no doodads except from Autumn Trees.

+ General layout looks good. I mean, I looked at minimap and decided to download the map.

+ Neutral Hostile buildings look interesting.

what does 1. stand for in this map? which area I wanna know that cause the game show me this word everytime and can't find it out what's the problem and can your explain by your meaning?
2. Yeah I have remove that but didn't update it yet
3. I want the game to show a picture of deep narrow mountain, and can't find any of these on pro ladder.
4. yeah I have a problem of using to much tree to decorating maybe will change this later.
5. Okay that's new for me.
6. truth I just put it all up so I can test the game, this is near of test version.
7.I have think of to change it to GL too but still thinking.
8. I kinda new to this community might take a while so I can fixed that XD

Thank for the first look XD
+ Neutral Hostile buildings look interesting. <What does this even mean? Did you mean in the middle?
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
I agree with everything @Deserted wrote. In addition or to explain:
1. Not enough trees: This a starting position on this map:
lackoftrees.png
This is a starting position on a "normal" map:
EmeraldGardensSP.png
do you notice that there are much more trees near the spawning location in the second picutre.
2. The tavern is also far away from some starting positions.
3. If there are many players, there will be large armies. If there are large armies, they need more space than in 1v1 or the ground units of the different players will block each other.
4&8. Yes, there are large parts of the map that are just "empty" and look very boring. It takes a lot of time, make all of a 12 player map look good. But there are a few simply ways to improve, for example it only takes a few seonds to something like this:
simpleMountain.png
It is of course still far from perfect, but surely an improvement.
6. Itemdrops are still very bad and have a huge luck factor. Please also remove then unused item tables.

Also:
-Do not put creeps near portals, they can behave strangely.
-There are too many dead end for my liking.

To be honest, this map looks more like an "alpha" version than a finished product.
I'm putting this map to Awaiting update, but you really have to improve a lot, on all of the problems me and @Deserted mentioned.
 
Level 26
Joined
Jan 4, 2020
Messages
364
I agree with everything @Deserted wrote. In addition or to explain:
1. Not enough trees: This a starting position on this map:
View attachment 346703
This is a starting position on a "normal" map:
View attachment 346704
do you notice that there are much more trees near the spawning location in the second picutre.
2. The tavern is also far away from some starting positions.
3. If there are many players, there will be large armies. If there are large armies, they need more space than in 1v1 or the ground units of the different players will block each other.
4&8. Yes, there are large parts of the map that are just "empty" and look very boring. It takes a lot of time, make all of a 12 player map look good. But there are a few simply ways to improve, for example it only takes a few seonds to something like this:
View attachment 346706
It is of course still far from perfect, but surely an improvement.
6. Itemdrops are still very bad and have a huge luck factor. Please also remove then unused item tables.

Also:
-Do not put creeps near portals, they can behave strangely.
-There are too many dead end for my liking.

To be honest, this map looks more like an "alpha" version than a finished product.
I'm putting this map to Awaiting update, but you really have to improve a lot, on all of the problems me and @Deserted mentioned.
what does dead end meaning here? cause I not really see that in my sight... or is it mean less way to get through mid?
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So.... from my earlier post, the situation for 2 and 4 (also 6) did not change. Therefore again "Awaiting update".

The visual upgrades (more doodads, for example, the cathedral and surround area) are good however.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok, let's see. With respect to my earlier post, it now looks as follows:
1. Starting locations: They are ok now.
2. Taverns are within acceptable range for all players now (It might be possible that a hero can get stuck on the left side of the eastern tavern in extreme circumstances, but whatever).
3. Some chokepoints are still very small. It's objectively not a mistake, but it could make the map unfun to play in lategame situations.
4. Many noticable visual improvements. Of course, it's always possible to do more, but I'm happy you put effort into this, so ok.
6. I didnt check every single item drop, but those which I saw are good now.

Also, no more creeps near portals.

Overall, good improvement. Map approved.
 
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