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(2)Blizzard Isles

Story - Winter is setting in, blizzards are forming in the sky's. Take shelter and prepare yourself for a wicked snow fall. Protect yourself for anything that comes your way. You have more to worry about, than just the weather.


Map Features -
: 4 Gold Mines
: 8 Orange Camps
: 4 Green Camps
: 0 Red Camps
: 5 Neutral Buildings
: 2 Players

Credits - N/A

Map Type - Melee

Author - The Panda/ItsKrylon
Previews
Contents

Blizzard Isles (Map)

Reviews
twojstaryjakcie
The map seems pretty standard, not that it's a bad thing. The creep camps are well balanced and there's nothing to complain about in that regard. It looks visually pleasing, the symmetry is upheld and the pathing is working perfectly. However, there...
mafe
I'm not sure if the distance between the main bases is that much of an issue. It is about the same distance as on TM (non-crossed position), AZ or TS, which are of course the (competitive) maps with the lowest distance between main bases, but it still...
deepstrasz
1. Terrain is quite flat. 2. Indeed the map is prone to annoying rushes because of its size. 3. I suggest leaving Boots of Speed only on the Ogre Lord and not on the Troll Warlord. I've found two one after the other from these groups. Actually, I...
Level 29
Joined
May 21, 2013
Messages
1,635
When I try to search your other maps or the melee pack, I can´t find them with the Hive search
Also they are not figuring in your profile (yes your icons)

did you delete them or put it to be hidden from the public? Even your contest map Coral reef...


Edit: all my posts in yours maps have dissapeared as well.


please answer, are you being hacked? I have storaged your maps, they can be recovered if that is the case.

this looks really anormal.

edit: you submited the map Rudolf Lane twice, I reviewed it and rated it twice nobody would delete his map, it will mean to loose the rate as well,
and now all your maps are missing?

 
Last edited by a moderator:
Level 8
Joined
Feb 4, 2017
Messages
111
The map seems pretty standard, not that it's a bad thing. The creep camps are well balanced and there's nothing to complain about in that regard. It looks visually pleasing, the symmetry is upheld and the pathing is working perfectly. However, there is one major issue with the map - its size is incredibly small, even too small, I'm afraid, as it allows rush tactics to be very effective, especially when it comes to Humans.

The map is easily exploitable by human players - Militia can arrive at an opponent's base while still having a few seconds left before expiring. This means that tower rushing is very easy to perform and the game might usually end extremely early if any player happens to be human. I'd suggest altering the pathing of the map in a way that will extend the travel time to the opponent's base by at least few seconds.

A part from that one big problem (or small, actually <Get it? 'cause the map is small? I'm sorry.>), I feel like this map is quite well balanced - items drops are exactly what they should be, the close expansion allows humans for their traditional fast expo strategy and the whole layout is on point. It's just the size that matters.
 
Level 29
Joined
May 21, 2013
Messages
1,635
The map seems pretty standard, not that it's a bad thing. The creep camps are well balanced and there's nothing to complain about in that regard. It looks visually pleasing, the symmetry is upheld and the pathing is working perfectly. However, there is one major issue with the map - its size is incredibly small, even too small, I'm afraid, as it allows rush tactics to be very effective, especially when it comes to Humans.

The map is easily exploitable by human players - Militia can arrive at an opponent's base while still having a few seconds left before expiring. This means that tower rushing is very easy to perform and the game might usually end extremely early if any player happens to be human. I'd suggest altering the pathing of the map in a way that will extend the travel time to the opponent's base by at least few seconds.

A part from that one big problem (or small, actually <Get it? 'cause the map is small? I'm sorry.>), I feel like this map is quite well balanced - items drops are exactly what they should be, the close expansion allows humans for their traditional fast expo strategy and the whole layout is on point. It's just the size that matters.

"Militia can arrive at an opponent's base while still having a few seconds left before expiring."

Acording to someone experienced and I am going to tag him,since he is the expert not me, @MysteryMaze , militia have to reach the enemy base with 3 sec. remaining.
I was trying to achieve that in one of my maps with a chronometer, is easy to have 7 secs, 9 secs, and you want 3 secs .
 
Last edited by a moderator:
Level 8
Joined
Feb 4, 2017
Messages
111
@Ragnaros17 This seems pretty reasonable. I checked again how much time the Militia is going to have left after reaching the opponent's base.

It turns out that the Militia, after hitting the opponent's base, has still over 10 seconds left. Such amount of time is sufficient to force your opponent to cancel building construction which is obviously detrimental for the balance of the map.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
I'm not sure if the distance between the main bases is that much of an issue. It is about the same distance as on TM (non-crossed position), AZ or TS, which are of course the (competitive) maps with the lowest distance between main bases, but it still works out.

Regarding gameplay, I'm more worried that the map is a little too small in general, as there is a really small number of creeps and limited pathing options, you will pretty much know without scouting what your enemy is doing. Maybe you could slightly increases the map size a bit, and add 1-2 creepspots per player, and another gnoll to the shops (the 5-3-3 combination is quite common and normally only drops a lvl 2 or lvl2+lvl1). I think several creepspots are positioned in such a way that units would often walk past them and get attacked.

Regarding visuals, I like the style of the map very much. Murlocs that far away from any water are a bit strange.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,806
1. Terrain is quite flat.
2. Indeed the map is prone to annoying rushes because of its size.
3. I suggest leaving Boots of Speed only on the Ogre Lord and not on the Troll Warlord. I've found two one after the other from these groups. Actually, I advise removing it completely form drops since there are two shops from which players can buy them. Not only that but they don't stack and can be sold for gold.
4. One hero for each player does not reach at least level 4 after eliminating all of the creeps on "their side".

Awaiting Update.

=================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!
 

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,912
1. Terrain is quite flat.
2. Indeed the map is prone to annoying rushes because of its size.
3. I suggest leaving Boots of Speed only on the Ogre Lord and not on the Troll Warlord. I've found two one after the other from these groups. Actually, I advise removing it completely form drops since there are two shops from which players can buy them. Not only that but they don't stack and can be sold for gold.
4. One hero for each player does not reach at least level 4 after eliminating all of the creeps on "their side".

Awaiting Update.

=================================

Always check/recheck the Map Submission Rules! (Map Submission Rules)

These will help make a better description:


A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.

If you want more reviews, come here:
The Grand Review Exchange!

I will update soon.
 

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,912
Bump*

1, Fixing some terrain so it isn't as flat.
2, I cant really do much about that I guess next map ill try to make it more of a maze so its not straight forward.
3, I just changed it too lvl 3 charged since people could always use potions and such.
4, I added 2 more orange camps near middle.
 
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