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(2)Dei' Ju'l Island

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Dei' Ju'l Island
This Island is ruled by bandits and wizards,
some say there are way gates that lead you to the middle
but beware there may be other enemies lurking around the island.


  • 4 players
  • 84x84 map size
Creep Camps
14 Green Camps
8 Orange Camps
3 Red Camps
Neutral Buildings:
2 Goblin Laboratories
2 Goblin Merchant
2 Mercenary Camp
1 Tavern

Changelogs
v1.0
-Updated
v1.1
-4 players changed into 2 players
-Decresed the number of green camps
-Fixed the looting
-Fixed other bugs
Previews
Contents

Dei' Ju'l Island (Map)

Reviews
WolfFarkas
96x96 is not a layout ment for 4 player map, and that can be spoted by the lack of space to place things in your map. 1-goblin labs and goblin merchant to near each and to near the goldmines. 2- imposible to expand, you have to take down 2 red creeps...
deepstrasz
A lot of issues still stand like neutral hostile units blocking the way. It's OK if they guard Way Gates. Mine guards should have the longest camp range to avoid towers/buildings being built nearby without them attacking. The map is just too simple...
Level 29
Joined
May 21, 2013
Messages
1,635
96x96 is not a layout ment for 4 player map, and that can be spoted by the lack of space to place things in your map.

1-goblin labs and goblin merchant to near each and to near the goldmines.
2- imposible to expand, you have to take down 2 red creeps in the middle. Good melee maps allows all users to safe expand
3-green creeps isolates the players cuting early pvp.
4- in 96x96 players are too near in the same line edge,
5- good melee maps are designed in such way that you cant see the camara limits with land units.
6- waygates paths are small.
7- no tavern, no merc camps.
8- loot:
items level 2 are to high for a green creep level 5, level 2 items are for orange level 10 and above.
items level 3 are to high for level 6 green camp, level 3 items are for creeps level 15 or above till 18-19.
- when you make a creep camp it should loot 1 permanent or 1 charged not 2 or 3, it crowds you the item inventory.
permanents level 2-3 and charged level 2-3 may be followed also with power ups.
9- gaps between trees, units can hide like wisp, bad for melee

Overall,
problems 1-7 will be solved by increasing size of the map to 128x128, so I strongly sugest you to work in 128x128 so you will have space to do things properly.

read melee tutorials, read melee maps reviews, see competitive melee plays on youtube, gain knoledge before mapping, play ladder maps like Terenas Stand
so you can do good maps in 1 row.

Edit: 2nd review
1) No x4, neutral buildings too near, creeps blocking the paths, creeps too near, the tavern never is guarded in melee. IMO i find myself that violet thing a bit overused and annoying.
upload_2019-4-8_22-8-10.png


2) creeps blocking paths,
upload_2019-4-8_22-10-2.png


3) goldmines creeps should not be in camp mode, L25, wich means in HU vs Undead, human cant win
upload_2019-4-8_22-10-47.png


4)small paths
upload_2019-4-8_22-12-24.png


5) doodad used 970. in terms of terraining and enviroment, a map can be a lot much better.

6) goblin lab is a dead end, while is important to avoid aggro, also zones of interest should allow players to move in different direction to have a strategy or counter the enemy , you are forced to go back.
upload_2019-4-8_22-15-8.png



IMO the main problem of the design of this map is that it has that much deep water, that cuts the walking and manuver options, also neutral buildings are 6 in one spot, while they should be dispersed in all the map, if you see melee maps, the merc camp is in one place and the gob merchant in other place. and you can walk from one place to the other, not like with the goblin lab.

so yup Awaiting Update

an advise to improve, start from 0 a 96x96 1v1 practice put the neutral buildings positions , and again and again, I did that to practice to some contest, it helps to learn the posibilities, limitations, and see from the start what thigs can be well placed beforehand.


good luck and see ya.
 
Last edited by a moderator:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,680
A lot of issues still stand like neutral hostile units blocking the way. It's OK if they guard Way Gates.
Mine guards should have the longest camp range to avoid towers/buildings being built nearby without them attacking.

The map is just too simple: concept, design, balance.
Read some tutorials about melee map making. See links below.

Substandard.


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