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Cold Snap

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
----------Pointyraccoon----------

Cold Snap
Pointyraccoon
Map Info:
A deathly cold, glacial battleground. Take care with harvesting lumber or risk opening your base to your opponents.


Features:
  • 6 Gold Mines - 1 Starting mine per player, 2 extensions.
  • 8 Green Creep Camps
  • 6 Orange Camps
  • 6 Red Camps
  • 1 Tavern
  • 2 Mercenary Camps
  • 2 Goblin Merchants
  • 2 Goblin Labratory

Screenshots:

Map Overview:
249218-albums8582-picture104817.png


Author's notes:

This is the second map I've uploaded to the Hive. My first map didn't quite meet the standards required, but I've learned since and hopefully it meets the hive's standards.

Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Glacier, Cold, Snap, Melee, 2v2, FFA
Contents

Cold Snap (Map)

Reviews
19:24, 20th Mar 2016 Shadow Fury: Map set to needs fix based on my review.
Level 21
Joined
Nov 4, 2013
Messages
2,017
TERRAIN

The terrain could be much better. I noticed you used a lot of tile variation, which is in fact great, but you need to take care of which tiles you put together. Sometimes the contrast between the colour of two tiles could look unattractive. For example, Dark Ice and Dirt don't seem to fit well together. You should consider not putting them together. In addition, don't put too much of one tile in a large area; always vary. Additionally, there are some areas which consist of one tile only (e.g starting locations - only snow), but this is frequently unrecommended. I'd suggest adding some other tiles on them. Variation, variation, variation! That's the key word that should stick to your mind. Doodads-wise, you really need to work harder! The only doodads I could see all around the entire map were trees and few others scattered by the centre, but why? There are many others to plump for!

CREEP CAMPS AND ITEM DROPS

There are multiple mistakes here, mostly regarding item drops. I have only remark about creep camps: why does every creep look in a different direction? All the creeps in a creep camp are supposed to look in the same direction so that they really appear as a group of allied creeps and not just a random ramble. But now let's move to something more critical. Your item drops are not appropriate. The level 10 creeps have no chances of dropping items above level 5, implicating scanty rewards for those who manage to kill them. Furthermore, there should never be chances of dropping nothing! The Item Table "Gold Mine Creeps" includes a set which has a 70% chance of dropping nothing. Considering that the other set only includes a level 4 item, there is a too elevated chance of receiving a skimpy reward from the creeps with this item table. You must balance the items to suit the level of the creeps and the whole level of the creep camp.

LAYOUT OF THE MAP

The map appears to be symmetric and well-balanced. The battlefields are spacious, although the starting locations could use of some widening. Good idea of putting only two expansion gold mines for four players; it encourages teamwork and reciprocal trading of resources, while also creating a sense of challenge for taking over them. However, I don't see the indispensability of the Goblin Laboratories. There's no need to hire its units. I'd recommend replacing them with Marketplaces since lots of players like to purchase their items.

OVERALL RESULT

In conclusion, the map needs to be overhauled before being approved, thus it is set to needs fix until further updates.
 
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