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(2)Coral Reef

Story: Years ago, these waters were created by ancient tidal gods. The islands hide secrets known to be hidden deep within the reef. Disturbing these secrets will cause destruction upon these lands.

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Players: (Number of players involved in this map) = 2


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Green Camps: 6


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Orange Camps: 14


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Red Camps: 0


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Neutral Buildings: 7


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Gold Mines: 4


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Credits: WaterfallFX
HealingWisps
Glowing Light
Thorn Thirstle - Variation A
Thorn Thirstle - Variation A


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Author Notes: Please credit me if you use this map anywhere, thank you.


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Map Tactics: Build your base and train units to destroy your opponents, kill hostile creeps to help you get stronger in the fight!


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Change Log:


1, Uploaded

2,



Contents

Coral Reef (Map)

Reviews
WolfFarkas
Another nice map, with like 9000 doodads, so the enviroment is really nice. I was looking the map to find things to spot, that may cost you points in the contest . I have this couple of things. here you have a level 11 creep with more loot than...
mafe
Here is some feedback to you map. Of course you know very well how to make a melee map, and this one is very good one too. About the visuals, I really cant teach you anything. One thing that confused me though, is than that after activating "view full...
deepstrasz
Not sure if there's a potential chance when dragging the sea giants guarding the Merchant for the crabs and/or murlocs to come to their aid. Approved. ======================= Always check/recheck the Map Submission Rules! (Map Submission Rules) A...
Level 29
Joined
May 21, 2013
Messages
1,635
Another nice map, with like 9000 doodads, so the enviroment is really nice.


I was looking the map to find things to spot, that may cost you points in the contest . I have this couple of things.


upload_2017-11-18_13-19-38.png



here you have a level 11 creep with more loot than a level 15. The tortoise is guarding the mine so mine reward, meh is not an inmidiate reward like a market or a mercenary camp.
Also the path, I am not very shure what was your intention, if you wanted to block the water creeps with the goldmine creep or to make the water creep optional without the need of raiding the mine creep.
I sugest block it completly or make the path more generous, because as it is, is like an ambiguous thing. You can walk safe in the marked in green line.


upload_2017-11-18_13-26-17.png



Creeps level 14 having same loot than creeps level 17 but in this case the market is a reward itself so I don´t mind it ,but

creeps: the permanent items level 3 two of them you can buy in the market (periapt of vitality, boots of speed), I think the market creep should loot charged items 3, since the market is used to buy the 3 permanent items (2 mentioned and the circlet of nobility), and the mercenary camp should loot permanent items level 3

there are 3 orange creeps looting 3 permanent items level 3 (wich 2 are buyable) and one camp looting charged level 3, maybe the relation should be 1:1
Also charged items you use them in battle while too many permanents items cuts your item bag.

A maybe:
since there isnt red creeps, maybe permanents level 4 and charged level 4 can be attended to have more item diversity.

All this things are minor, actually I think this is a 5/5 map, but I wanted to spot you the loot things, because in the contest item diversity or the paths could be considered to define a quality of a map, with so many good maps, the winner will win by a nose.

rating 5/5

a great map, good luck in the contest
 
Last edited by a moderator:

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Here is some feedback to you map. Of course you know very well how to make a melee map, and this one is very good one too. About the visuals, I really cant teach you anything. One thing that confused me though, is than that after activating "view full screen", there are some weird things happening when zooming out. The left part of the map appears without any doodas and the right part some trees seem to be "dancing" Maybe it is just my editor.

About gameplay, here are some suggestions for improvement (hopefully). Of course, much of it is my opinion and I can be wrong.
-The forests are not dense. Can be abused by hiding wisps, or walking a peasant into the forest, chop down a tree and build towers in the forest near enemy base that cant be seen etc.
-I agree with much of what @Ragnaros17 has posted. Those 5-3-3 spots normally only drop a lvl 2 item (and a lvl 1 tome sometimes), see TM, TS, SV.
-As of now, there really isnt much diversity in items.
-No AoW creeping options available?
-No critters.
-All creeps are rather close to the sides of the map. Some creeps in the mid often make the game more interesting, as players have more reason to fight over those.
-In general, the number of creeps is relatively low, only slightly more than on EI or TS, which are maps very quite ofeten every single creep is killed. Of course, this might very well be exactly your intention.
-Only one entrance to the main is big advantage for the defender. Humans and nighelfs can wall it completely so the enemy cannot scout the base and has no idea what tech they might go for. Also attack the base will be very hard.
-To a lesser extent, the ramps on the expansion also favor the defender a bit. But at least here there two angles from which one can attack the expanions.
-Undeads can make a perfect wall for their goldmine at the northwest main, but not in the southeast.
-Nightelves would like it if they had a tree for a wisp closer to the tavern.
 

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,912
I don't like making my forests dense because it gives players more room to move around..
I don't really think making creeps in the middle of the map really matters.
I don't think adding trees near tavern is needed, I added them and it doesn't look right at all.
Already added critters
Changed items drops
Its really not in my control if people tower there base that's there choice, which would be boring to play against then so be it gonna have to stay as it is.
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
Not sure if there's a potential chance when dragging the sea giants guarding the Merchant for the crabs and/or murlocs to come to their aid.

Approved.

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

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

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!
 
Level 9
Joined
Jul 17, 2007
Messages
82
When you buy mercs at the merc camp mid/up they will be trapped in the trees

Also I think you misunderstood the "tree dense" thing. It is not about how many trees there are on the map or how much you can move around, but if you press P in the editor you can see the pathing of the trees.
The trees should be kind of next to each other and have no holes in the pathing. Otherwise you can run into the forest with small units/hide wisps without a chance of killing them and also the trees in your base will be chopped down way faster.
 
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