• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Bluewater Beach

  • Like
Reactions: deepstrasz
Name: Bluewater Beach
Players: 2
Playable size: 90 x 90
Tileset: Sunken Ruins
I've really enjoyed mapping this, the visual theme feels very consummate. I'll probably recycle it in a future map. It's basically a mix of Sunken Ruins and Lordaeron Fall tilesets with Lordaeron Fall trees and some Barrens doodads. The water is tinted blue, hence the map name.

The map itself is pretty standard but does hold a few surprises:
- I've used Stonemaul Ogre, a one-headed ogre from the campaign – one of the few campaign creeps that actually seem balanced. It's a lvl 6 creep with ensnare, so nothing too crazy. If people dislike it, I'll scrap it though.
- The map center has two green spots that (in combination) give lvl 2. Hopefully they will be of interest.
- There's a Lordaeron Fall merc camp. It sells Mud Golem, Gnoll Brute, Gnoll Warden and Ogre Magi.

I am a little worried that players will stick to one side of the map. Additionally, three big camps (per side) are very close to each other. The creep camps may still need a lot of switching around.

Another concern are narrow the paths in the center, but I could probably fix that if it's an issue.

Enjoy!

=== changelog ===

v02
- first public release
Contents

Bluewater Beach v05 (Map)

Reviews
mafe
Hooray it's a review! First of all I really like the visual theme an in particular the color palette. It's quite unique and works out well. A lot of nice details in some parts too. Regarding gameplay: 1. Layout is good. Maybe a few too many choke...

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Hooray it's a review!
First of all I really like the visual theme an in particular the color palette. It's quite unique and works out well. A lot of nice details in some parts too.
Regarding gameplay:
1. Layout is good. Maybe a few too many choke points in the center.
2. The stonemaul ogre itself seems ok, but with the double buffs from his fellow creeps that camp is quite tanky. But I agree that he seems balanced, very tanky, but not really much damage.
3. It's nice to have two possible expansion spots, but with some upsides and downside.
4. I believe the gnoll warden could be a balance issue, given that he's a unit with a slow, available at t1.
5. As a human player (the secret should be out by now) I'd really like to be able to build next to labs/merc camps.
6. Early game creeping, not sure about it. No medium armor creeps at the most convenient first 2-3 creepspots is unusual. Sea giants pulverize can make for some unluck RNG.
7. The highground behind the bases could be blocked to prevent lame.
8. Interesting tavern location.
9. Yes I also could see players sticking to their side of the map during midgame.
10. Nice composition of mid-lategame creep camps.

So overall a good map. Approved.
 
Level 12
Joined
May 12, 2012
Messages
104
Thanks for the feedback! Much appreciated.

1. I was also wondering about this. Will keep an eye on it in testing phase.
2. You're right. Another thing to look out for!
4. That's Blizzard's responsibility. I guess the new neutral camps have to playtested a bit to approach them with actual suggestions for improvement. I'll see what info I can gather.
5. I had already fixed that in a newer version, the map version uploaded here was slightly outdated. I'll update it now.
6. I've used the Sea Giant before and there had never been complaints about the pulverize. The AoE damage is rather negligible I think? Anyway, about the medium: Another good point that I had already addressed. Sorry for wasting your review time there a bit :p
7. Do you mean blocked by more than trees? Anyway, I've turned it into all-cliff so that should probably solve any issues.
 
Top