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(2) Love Island

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Reactions: deepstrasz
Love Island
by

Wardota2 Gamer

An island made with full joy and love!. This island is espical some say that a couple once live in this island then they both live together until death. They say there may be no forever but there is still together..........

Max Players:2

Featuring
  • Smooth Gameplay
  • Full with Love
  • Balanced Item's
  • Fall Environment
Hope you all enjoy my Melee Map! This took me 1 day to make this melee map including the tests! And sorry for the delay! This map is made especially for Valentines Day!

Thank You!




----released----


-moved the mercenary camps (with the current creeps) in both sides of the map
-balanced the item's of the green creep camp and also the orange creep camp
-terrain updated
-added bubbles in the water
-added river rushes in the side of the map
-small units (especially your worker/peon/etc.) cannot walk between the trees [fixed]
-cliffs and more terrain/doodads and other stuff are added in the middle of the map
-balanced the pathways (also the cliffs) in the tavern (middle of the map)
-way gates now have the same color
-added rocks near the trees to prevent unit escaping
-mud golems item's are now perfectly balanced
-changed the goldmine and the red creep camp in the top
-moved the goldmine (along with the creeps) a bit more to the south
-unbuildable terrains in the top side of the map are thinner that before
-Overview Updated


-changed the whole environment into a non flat but bumpy surface
-some terrain changes
-added 2 camps (symmetric) Orange Camp
-Updated the discription
-some doodads fixes
-both of the red camps in the gold mine's range is now increased from 300-500
-new buildings added in the melee map ----> Marketplace
-Overview Updated



Overview
full

6 Green Camps
8 Orange Camps
2 Red Camps

Other Buildings

1 Taverns
4 Goldmine (Including Current)
2 Goblin Merchant
2 Mercenary Camp
2 Way Gates
2 Marketplace

Credits

All credits goes to non other that @Wardota2 Gamer and to Blizzard Entertainment for making this awsome game!
Also thanks to Hiveworkshop.com and to the all Members!
Contents

Love Island (Map)

Reviews
WolfFarkas
Not agree. Doing that is = to make a map from 0. He literally has to remade the map since adding another player means to change the simetry lines. Also copy maps are forbiden in theory, I do not recomend to use the same terrain for diferents versions...
deepstrasz
Approved based on @Ragnaros17's review. However: -terrain is still flat -some shops can be accessed without the guards to notice -:rolleyes: not your fault but the Golems might be returning to their initial spot by traversing the map instead of...
Level 29
Joined
May 21, 2013
Messages
1,635
Make a 3-player version of this.
Not agree. Doing that is = to make a map from 0. He literally has to remade the map since adding another player means to change the simetry lines.
Also copy maps are forbiden in theory, I do not recomend to use the same terrain for diferents versions of a map.

Review
1-Did you tried to build a townhall in the north orge red creep level map?, the unbuildable terrain doesn´t allow it
2-The murlock loot level 9 that loots a charged level 2 and a perma level 1, that too much. Since is a green it should loot only 1 item.
3-Same thing for the orange orge creeps, should be 1 item permanent or charged and 1 power up but no a charged and a permanent.
4-Also the map is designed with agro. So I sugest move the expanding goldmine from the north to the south a bit.
5-Because of the gaps between trees (I really sugest you to stop designing maps with gaps in trees, because fix it later is boring as hell) the gaps between trees allow small units to walk croosing the forest so the wall of trees lose it important funtion. Always check pathing with P.
(Mark may words you may regret it later, I did)
6-Mercenary camps are too open, the disign of the area should be as the goldmines U area form so you have to kill the guards to reach the building,in your map you can reach the building from the lateral and buy units. Not the idea. Also U areas allows to avoid agro (being attacked when you actually want to go to other area. Agro quits a lot of points in competitive melee desing. Also they are level 19 so if you walk there you will have agro by a powerfull creep
7-Way gates should have same color. Multiple colors only should used when many waygates are used 4,6,8
8-The pathing in the region of the tavern is not simetry, you should imagine the line of simetry between blue and red as a perpedicular line(green line image). but the rock arcs are simetry only by a diagonal that goes from the tavern to the red player (yellow line iamge). What I mean is the way to reach the tavern for player red is more wide than player blue. I think is a small thing but again, if simetry is not followed may create undesired effects. (sugestion in violet to keep simetry)
9-All the terrain is flat. no rise and down tool and cliff used. Flat terrain is no good for pro terrainers.
10-Goldmine creeps should not be in camp mode and level 31 for a goldmine of 12500 is too much. Level 25-26 should be a limit and I think the gold of the near one should be diferent from the gold of the far away goldmine. It would be better to have 1 goldmine near each player in the edges of the playable area than only goldmines in the middle and for competition.

upload_2018-2-15_13-47-6.png



An overall sugestion, don´t try to rush and upload 1 map a day because you are making mistakes and then you acumulate maps to fix or maps with no high quality. Is better to take time, be slow, but have solid maps.
I really sugest to try to design or mind for competitive melee play or you will have a reduced public that will play your maps.

I am telling you all this so the sooner you become a pro to design maps, better for you and for the Hive. I don´t call pro myself neither, but I try to have all my maps with the best quality level as posible.

see ya
 
Level 14
Joined
Jan 7, 2017
Messages
466
Not agree. Doing that is = to make a map from 0. He literally has to remade the map since adding another player means to change the simetry lines.
Also copy maps are forbiden in theory, I do not recomend to use the same terrain for diferents versions of a map.

Review
1-Did you tried to build a townhall in the north orge red creep level map?, the unbuildable terrain doesn´t allow it
2-The murlock loot level 9 that loots a charged level 2 and a perma level 1, that too much. Since is a green it should loot only 1 item.
3-Same thing for the orange orge creeps, should be 1 item permanent or charged and 1 power up but no a charged and a permanent.
4-Also the map is designed with agro. So I sugest move the expanding goldmine from the north to the south a bit.
5-Because of the gaps between trees (I really sugest you to stop designing maps with gaps in trees, because fix it later is boring as hell) the gaps between trees allow small units to walk croosing the forest so the wall of trees lose it important funtion. Always check pathing with P.
(Mark may words you may regret it later, I did)
6-Mercenary camps are too open, the disign of the area should be as the goldmines U area form so you have to kill the guards to reach the building,in your map you can reach the building from the lateral and buy units. Not the idea. Also U areas allows to avoid agro (being attacked when you actually want to go to other area. Agro quits a lot of points in competitive melee desing. Also they are level 19 so if you walk there you will have agro by a powerfull creep
7-Way gates should have same color. Multiple colors only should used when many waygates are used 4,6,8
8-The pathing in the region of the tavern is not simetry, you should imagine the line of simetry between blue and red as a perpedicular line(green line image). but the rock arcs are simetry only by a diagonal that goes from the tavern to the red player (yellow line iamge). What I mean is the way to reach the tavern for player red is more wide than player blue. I think is a small thing but again, if simetry is not followed may create undesired effects. (sugestion in violet to keep simetry)
9-All the terrain is flat. no rise and down tool and cliff used. Flat terrain is no good for pro terrainers.
10-Goldmine creeps should not be in camp mode and level 31 for a goldmine of 12500 is too much. Level 25-26 should be a limit and I think the gold of the near one should be diferent from the gold of the far away goldmine. It would be better to have 1 goldmine near each player in the edges of the playable area than only goldmines in the middle and for competition.


An overall sugestion, don´t try to rush and upload 1 map a day because you are making mistakes and then you acumulate maps to fix or maps with no high quality. Is better to take time, be slow, but have solid maps.
I really sugest to try to design or mind for competitive melee play or you will have a reduced public that will play your maps.

I am telling you all this so the sooner you become a pro to design maps, better for you and for the Hive. I don´t call pro myself neither, but I try to have all my maps with the best quality level as posible.

see ya
Thanks for the review will update it soon!
 
Level 29
Joined
May 21, 2013
Messages
1,635
I'd really like to see a 3-player version of this. What's wrong with it?

how you are asking it. He has the right to do with his map what he wants.

If you just said: Hello, I would like to make a 3 player melee map, would you be interested in sending me your map, I promise co-authory of this proyect, If you are interested pm me, see ya.

But no, is like you are just giving him an order (bluntly) "send it to me instead of uploading"
and he has all the right to reject your proposal since he is the terrainer of the map and he can choose what can be done with his map,

So usually when somebody want to do a melee map, asking the terrain to another is very rare. More comon is to ask the map for an altered melee.


see ya
 
Level 14
Joined
Jan 7, 2017
Messages
466
Of course he has the right to reject it and sorry for being too blunt, that's just how I am. I mean no offense. "Send it to me instead of uploading". That was a suggestion not an order.
Non-Offended.....:cool::D:eek::rolleyes:

I am still working in updating this map so it can be approved. I will update it based on @Ragnaros17 's review.....

v1.1 Changes (Few Still in Progress)
-will fix the Ogre Camp (with Goldmine in the Top)
-I will move the Goldmine in the bottom to the South a bit...
-Some terrain changes
-Doodads/Trees will be "scout free"

That will be all for now. still working in the other updates.
 
Level 14
Joined
Jan 7, 2017
Messages
466
v1.1 Update is announced!

Main Changes:
-moved the mercenary camps (with the current creeps) in both sides of the map
-balanced the item's of the green creep camp and also the orange creep camp
-small units (especially your worker/peon/etc.) cannot walk between the trees [fixed]
-cliffs and more terrain/doodads and other stuff are added in the middle of the map
-balanced the pathways (also the cliffs) in the tavern (middle of the map)
-way gates now have the same color
-added rocks near the trees to prevent unit escaping
-mud golems item's are now perfectly balanced
-changed the goldmine and the red creep camp in the top
-moved the goldmine (along with the creeps) a bit more to the south
-unbuildable terrains in the top side of the map are thinner that before

Other Changes:
-terrain updated
-Overview Updated
-added bubbles in the water
-added river rushes in the side of the map

For more information go to the Change Log
Thank You!:D
 

deepstrasz

Map Reviewer
Level 69
Joined
Jun 4, 2009
Messages
18,804
v1.1 Update is announced!
Approved based on @Ragnaros17's review.

However:
-terrain is still flat
-some shops can be accessed without the guards to notice
-:rolleyes: not your fault but the Golems might be returning to their initial spot by traversing the map instead of getting through the Way Gate :D
-why not add a camp in the "village" to the far south?
-creeps near mines shouldn't have their camping range set to lowest because you could build towers near them and they won't notice/attack. Also, because of that, you can tower rush your opponent crossing through the north mine zone
 
Level 14
Joined
Jan 7, 2017
Messages
466
Approved based on @Ragnaros17's review.

However:
-terrain is still flat
-some shops can be accessed without the guards to notice
-:rolleyes: not your fault but the Golems might be returning to their initial spot by traversing the map instead of getting through the Way Gate :D
-why not add a camp in the "village" to the far south?
-creeps near mines shouldn't have their camping range set to lowest because you could build towers near them and they won't notice/attack. Also, because of that, you can tower rush your opponent crossing through the north mine zone
v1.2 Update is now released! Based in @deepstrasz review

Main Changes:

-changed the whole environment into a non flat but bumpy surface
-added 2 camps (symmetric) Orange Camp
-both of the red camps in the gold mine's range is now increased from 300-500
-new buildings added in the melee map ----> Marketplace

Other Changes
-Overview Updated
-some terrain changes
-Updated the discription
-some doodads fixes

For more information's go to the Change Log
Thank You!:D
 
Level 29
Joined
May 21, 2013
Messages
1,635
Approved based on @Ragnaros17's review.

However:
-terrain is still flat
-some shops can be accessed without the guards to notice
-:rolleyes: not your fault but the Golems might be returning to their initial spot by traversing the map instead of getting through the Way Gate :D
-why not add a camp in the "village" to the far south?
-creeps near mines shouldn't have their camping range set to lowest because you could build towers near them and they won't notice/attack. Also, because of that, you can tower rush your opponent crossing through the north mine zone

-Agree with him with the north area /goldmine zone, maybe you can add a cliff mountain and put the access to the goldmine by the south, so you won´t have agro and also you won´t have tower rush exploit. (in theory there is a minimum distance between bases).
- agree with the waygates, they are not ment to be guarded sadly, I fix the same thing in one of my maps.
- a couple of expanding goldmines near base, should be placed (where the mercenary camp is) , because humans need fast expansion against undead.

Is a good map, but the gameplay could be improved. actually is quite easy to fix compared to have gaps between trees in all the map

Rating 3/5 in this state, but I think you can improve it to gain more points from me
 
Level 14
Joined
Jan 7, 2017
Messages
466
-Agree with him with the north area /goldmine zone, maybe you can add a cliff mountain and put the access to the goldmine by the south, so you won´t have agro and also you won´t have tower rush exploit. (in theory there is a minimum distance between bases).
- agree with the waygates, they are not ment to be guarded sadly, I fix the same thing in one of my maps.
- a couple of expanding goldmines near base, should be placed (where the mercenary camp is) , because humans need fast expansion against undead.

Is a good map, but the gameplay could be improved. actually is quite easy to fix compared to have gaps between trees in all the map

Rating 3/5 in this state, but I think you can improve it to gain more points from me
Ok I will fix them later......

Still gonna check out yours thoug!:rolleyes::p:D
 
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