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(4)Sunken Islands

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(Story)
Lands of water and muck, these islands where created 100 years ago. They have been taken over by unknown creatures known too rupture the isles. Watch your step in these waters, as they may bite back.

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

(Map Specifics)

208431-68b922c0059b74b0d640282fca7d1f80.jpg
Players
4

208430-a0bf11462cec6338b8e882705c9309cd.jpg
Creep Camps
8 22 2

208427-67ced567f320d96ce63cdb2eb304a5d4.jpg
Neutral Buildings
9

208423-626cd1b769e6dcd3ae555e8d52671d6c.jpg
Gold Mines
8

-Uploaded




(Authors Notes)
Please credit me if you use this map anywhere, thank you.
Contents

Sunken Islands (Map)

Reviews
mafe
This map definitely has style. There isnt too much variety but I dont think that this a bad aspect here. It looks like one big muddy swamp to me and it wouldnt make sense to have all sorts of flowers, building or bright trees around. Regarding the...
deepstrasz
1. To avoid enemy players spawning near you in 1v1 you could use the triggers from this map: Skeletal Coast v1.3 2. Are the items in the Marketplace fixed? Shouldn't they randomly generate? The map resembles Turtle Rock. Approved...
Level 18
Joined
Jun 15, 2012
Messages
498
I'm sorry I can only judge by the screenshots at the moment;
Looks like a fun 2v2 map, I assume you intended the lab to also be a secondary (though not too reliable) way of getting into the otherwise 1 entrance main base.
I wonder what kind of drops there are to require a zeppelin investment in order to get to the marketplace (sorry I can't check).
The expos seem a bit narrow, both for defending and sieging, and maybe a bit too close to each other (although it could turn out to be fun).

Just judging by the screenshots I think you should push this as a 2v2 map..
maybe you could try moving the expos on the corners a bit closer to the teams (bottom left expos closer to blue/red, top right to teal/purp)? or just keep it like it is now, can't suggest much without the editor at hand.
 

The Panda

Icon Reviewer
Level 57
Joined
Jun 2, 2008
Messages
8,893
Hey, it's quality one. Depends on screenshots I really advice you to add some fog - it's make a feeling of the map better. I dunno why nobody don't use this cool feature.

Ive experimented with world editor for 6 years so i know a few things, fog in my oppion makes it seem alot slower so i don't really add it towards the map.

I'm sorry I can only judge by the screenshots at the moment;
Looks like a fun 2v2 map, I assume you intended the lab to also be a secondary (though not too reliable) way of getting into the otherwise 1 entrance main base.
I wonder what kind of drops there are to require a zeppelin investment in order to get to the marketplace (sorry I can't check).
The expos seem a bit narrow, both for defending and sieging, and maybe a bit too close to each other (although it could turn out to be fun).

Just judging by the screenshots I think you should push this as a 2v2 map..
maybe you could try moving the expos on the corners a bit closer to the teams (bottom left expos closer to blue/red, top right to teal/purp)? or just keep it like it is now, can't suggest much without the editor at hand.

I agree, the expos are close but yet there is space in the middle of them, i can adjust it a little bit though. The market place has some level 2 items through level 5 i believe.. Also, it can be a 1v1 or 2v2 doesn't really matter, whatever how you want to play it.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
This map definitely has style. There isnt too much variety but I dont think that this a bad aspect here. It looks like one big muddy swamp to me and it wouldnt make sense to have all sorts of flowers, building or bright trees around.
Regarding the tileset, you use only 3 (?) tiles and could think about replacing the unused tiles with tiles from other tileset. But its not necessary, as the limited number of tiles works out quite well.
From a balance point of view, I think humans would struggle in a 1v1 with no realistic fast expansion option. Also most creeps are rather far away from the main bases and the map is large, so it is surely alright for 2v2, but questionable for 1v1.
There are some empty "dry" rises in the shallow water area. Did you originally plan to have creeps on most of them? If you put like 2-3 murlocs/murguls on most of them the map might benefit both from the looks and from gameplay aspects. Just make sure these are not strong creeps as some units might walk though these areas and get attacked (or even ensnared inc ase of murlocs).

Regarding the market place, it is supposed to only sell items that would drop on the map anyway. So in this case it wont sell lvl 5 items as these wont drop anywhere on the map.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
1. To avoid enemy players spawning near you in 1v1 you could use the triggers from this map: Skeletal Coast v1.3
2. Are the items in the Marketplace fixed? Shouldn't they randomly generate?

The map resembles Turtle Rock.

Approved.

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Level 1
Joined
Oct 24, 2017
Messages
5
I didn't go check if the items changed in the market place, just did a FFA computer match.
 
Level 29
Joined
May 21, 2013
Messages
1,635
I just did a random bunch of level 1-5 items in there nothing really special i wish there was a way to make it different each time someone plays the map

How does the Market Place Work?
How does the Market Place Work?


Rui words "Nobody plays melee, huh? Marketplaces sell dropped items. For example if you kill a creep and it drops Slippers of Agility, the Slippers of Agility will also be avaible at the Marketplace."

I have this idea, choose a place where nobody can reach, put a lot of creeps every 1 with 1 item random, kill it by trigger, then delete the items by trigger, if the units killed by trigger spawns random items, then every time you play you will have diferent items because the creeps spawns items randomly. even maybe could be like, kill unit, revive unit wait 5 mins kill, and items will change every 5 mins or something like that.
well just an idea, I am wondering if it will work...
 
Last edited by a moderator:
Level 18
Joined
Jun 15, 2012
Messages
498
^
that is not completely right

marketplace sells random items of the level and type of items dropped by creeps during the game: if a creep drops slippers of agility, then random level 1 permanent items will appear in the marketplace.

Your idea does work, but it doesn't need to drop every item, just the level and type of item you want available at the marketplace (lv1 perm, lv2 perm, lv2 charg, lv3 perm, lv3 charg, and so on).
You can also use a neutral passive unit for it, so it won't show the creep circle on the minimap.
Note, if there are tiers where you want some items to be sold, but not others, there is a field in object editor that can prevent the item to appear at the marketplace (don't remember the field precisely, but you can check books +1)
 
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