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(2) Bay of Storms

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Bay of storms
Created by btp|Lancer

Map Info:


Welcum boyz

I've just created a (non) Ladder version map suitable for madness players who never whines about balance stuff..

BRAVE WARRIORS, you will never blame your race anymore (thanks to this map)

Features:

Tileset: Ancient Ruins
Suggested Players: 2
Map Size: 86 x 82
Creep Camps: 8 8 2
Gold Mines: 4
Neutral Buildings: 9
Description: The east of Kalimdor is infested with primitive creatures. The goblins have transformed the coast with buildings of all kinds.

Extra stuff around:
  • All neutral buildings except the SHOP and the TAVERN are randomly picked. Chosen between 2 options: Dragon nest or Mercenary camp. Mana fountain or Health fountain. Goblin lab or market place.
  • Hard creeps on every orange and red camp are ALSO ramdomly chosen between 2 options.

Changelog (v2.0):
  • Random buildings are now group so they are all symmetrical for both players.
  • Fountain golem has target acquisition changed to Normal. Now fountains are also dangerous at night time :)
  • Spawn positions set correctly.

Changelog (v1.0):
  • Swap merc/dragon nest and market/lab
  • Change on red camp: 2 level 4-turtles to a Level 6 golem and a Level 4 Berserker troll
  • Added some extra trees at the end of every base
  • Added 1000 extra gold to expansions (From 12500 to 13500)

Every comment is welcuumed :)

Thanks Rufus for your map description guide again
Contents

Bay of Storms (Map)

Reviews
Nudl9
Few notes: -Put some obstructions between each base so players can't milita rush each other. -Dragons 10 become available 900s in, which is roughly 2 min after main is depleted of gold. Might even be fine balance with dragons if the map is small...
mafe
So..... this is a somewhat experimental map. -Are you aware you use random groups so that the buildings spawning on each side are symmetric? I imagine if one player gets a dragon roos and the other a merc camp, it probably benefits one player more...
mafe
Hey, if you upload a new version, consider removing the old version. Currently there are two maps available with no clear indication as to which one is the new version. Regarding the updates on the map itself: -Random buildings are now symmetric...
Level 24
Joined
Nov 9, 2006
Messages
2,558
Few notes:
-Put some obstructions between each base so players can't milita rush each other.
-Dragons 10 become available 900s in, which is roughly 2 min after main is depleted of gold. Might even be fine balance with dragons if the map is small enough.
-My opinion, have 2 dragons camps, replace labs with summer mercs.
-Put non-sleeping creep on fountain such as a golem
-I would replace mana fountain with healing fountain
-Labs that close to base is asking for disaster = sappers destroy base
-Not a big fan of mana fountain, it gives bigger advantage to blue as mana is worth way more. Also nasty for MK.
I think the map could work well with dragons.
It's a small map so games should be quick and if the games stalls then you can play with dragons.
Needs a bit of polish though and probably mirrored sides.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
So..... this is a somewhat experimental map.
-Are you aware you use random groups so that the buildings spawning on each side are symmetric? I imagine if one player gets a dragon roos and the other a merc camp, it probably benefits one player more than the other.
-Random Creep look ok. They could also be made symmetric.
-If the intention with the golem at the fountains was to prevent using them during the nights, then it does not work. The golems target acquisition range is so small so that units can still get in range of the fountain on the side where the golem is not. Given the location of the fountains, you could set the target acuquision range to normal (not blue) without causing problems, and prevent this potential issue instead.
-Itemdrops are unsual. They are okay-ish, but using such itemdrops comes with downsides which you will be able to read about in my melee mapping guide, once I'm updating it (soon (tm)).
-The terrain of the map is good in some places, but has a lot of room for improvement too.
-I would prefer if there were some valuable camps in central areas of the map. Right, all creeps except for four green camps are along the edges of the map.
-It also say that a starting location is incorrectly placed?

Overall I like the creative ideas, but I think even then, some changes could be made. Therefore I'm setting it to Awaiting update for now.
You might consider changing some of the stuff I mentioned, but if have explanation why don't want to change anything, I might reconsider and approve the map.
 
Level 7
Joined
Oct 15, 2019
Messages
55
Thank you so much for the feedback. I did not aware of random problems. I just fixed the map as you mentioned, but only grouping buildings, not creeps. The golem target acquisition is fixed as well. Now it makes more sense.
Spawning locations had a minor bug and now it works properly.

I will type all the updates on my first post.

Thanks again. It makes me improve map making a lot :D
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hey, if you upload a new version, consider removing the old version. Currently there are two maps available with no clear indication as to which one is the new version.

Regarding the updates on the map itself:
-Random buildings are now symmetric. Good.
-Random units: I guess no everyone will like it, but it should not be a big issue. Maybe the lvl 3 creep near the base should not be a sea giant , as this guy has anchor smash which can be mean to footies/militia.
-It seems still possible to use the fountains at night, despite there being a non-sleeping golem, if you place the units on the other side on the fountain (respective to the golem). This did not work out as I expected. Maybe add another non-sleeping creep? Not sure.
-Terrain in the shawllo water areas ist still kinda monotonous.
-The editor no longer complains about the starting positions.
-Items are ok. Any reason why dou excluded the pendant of energy and the crystal balls from dropping at the expansions?

I also noticed now that there are several small chokepoints. Consider wideing (some of) them.

So as the imho most important part (random buildings) has been fixed, I believe the map is now good enough to be approved. Still, feel free to update it, possibly considering some of the stuff I just mentioned.
 
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