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Cold War

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Cold war , map by MoreHumor

Cold War

Things about the map:
This is the first map that I created for melee players.
This map is 128x128 ( pretty large for 1vs1 )
Stuff on map
There are 10 small camps.
8 medium camps.
and 1 big camp.
Also 2 Fountains of health , 2 Goblin laboratory , 2 Goblin merchants ,2 Taverns at both sides near the base and +3 side gold mines .
Only 1 doodle was change- archway , because it was to small so I made it bigger.

Screen Shots:

cold_war1.png



Capture_PNG11.png



Capture_PNG13.png



Capture_PNG12.png



NOTE-Every map that I created or will create aren't protected so people can freely use them , recreate them and put on other sites , but if you do so please give me credit for making them in the first place.


Version-1.2
V.1.0.0
Map uploaded.
V.1.0.1
Fixed one map problem.
V.1.1.0
Fixed even more problems .Moved tavern to secondary gold mines.
V.1.2.0
Fixed the drops .



Keywords:
Cold, war, coldwar, cold war, snow, temple, melee, snowy, tuskarr.
Contents

Cold War (Map)

Reviews
StoPCampinGn00b 23:36, 21st Feb 2015 Map Moderated - Cold War (1.2) Review Post - Mythic's Review Verdict - Approved, 3/5 Other [TR]Map Submission Rules Staff Contact The Hive's StaffMap Reviewers Description Tutorials
Level 21
Joined
Nov 4, 2013
Messages
2,017
Bad melee map unluckily. Here are the issues:

1- Let's talk about the terrain. Occasionally, I found some flatness such as in the starting locations. Then, the raisings and lowerings you applied were sometimes made badly. Let me guess, you used the noise tool in some places right? Well, the result is almost always terrible when you use it. It makes sharp-pointed raisings (like the ones I found) which look really unnatural. Next thing, I found that the snowy parts were only made of the "Snow" tile while it could've been better to add "Ice" and "Dark Ice". Tile variation man, tile variation!
2- Your items drops are the most exaggerated ones I've ever seen. There are too many damned Power Up items dropped from creeps. This is a melee map not an RPG so it is inappropriate to have too many Power Up drops. Things like Rune of Shielding, Rune of Rebirth and Rune of Greater Resurrection would ruin the balance and harmony of melee maps. But that's not all about your item drops. You've exaggerated with the chances of item drops. I saw some creeps which have chances of dropping 1 of various different items (e.g 20% to get this item, 20% to get that item etc...). The problem? They are of different levels. It's not good to find that once I may get a worthless level 1 item and another time a great level 5 one. Having a quick glance to the central red camp, I also noticed this issue. A level 6 charged item or a level 8 artifact. Dude, this is like the difference between sky and earth! A charged item of level 6 (the maximum level of its category) cannot be compared with a supreme level 8 artifact one!! And may I know why the creep guarding the bottom Goblin Merchant doesn't drop any item while the top one does?
3- Creep camps themselves are a disaster. How can you make a creep camp of total level 60 (yes, the ones in the center of the map)? They are insane to beat. Two 1900-HPed level 10 faceless ones deathbringer that can silence and animate dead + Two 1150-HPed faceless ones terror with sleep and mana shield + four damned 675-HPed faceless ones tricksters with that curse ability (and purge of course). They can cause all my army to have 33% to miss on attacks in few seconds. It was also disappointing to find out that some creep camps do not even drop items (like the one stated above). Look at the bandits camp. Nobody drops items in there. Another problem with that specific creep camp is that when I looked on the opposite side to find the equivalent creep camp, I found tuskarrs, not bandits. What was the surprise? The tuskarrs dropped an item. By doing so, the map is no more balanced. Another similar issue is the one of the Fountains of Health. 4 Unbroken Ragers vs 1 Faceless one Trickster + 2 Unbroken Darkhunters. Once again, you ruined the balance
4- This is a very minor issue nevertheless not to ignore. I don't think the Tavern is in a good position. It is too close to the starting location. Moving it to a greater distance would be better

My conclusion is that the map needs a lot polishing and refining. For that reason, the map is not ready for an approval. I will give it 2/5 and AWAIT UPDATE!
 
Level 6
Joined
Jan 31, 2014
Messages
67
Thank you for your rewiev

Bad melee map unluckily. Here are the issues:

1- Let's talk about the terrain. Occasionally, I found some flatness such as in the starting locations. Then, the raisings and lowerings you applied were sometimes made badly. Let me guess, you used the noise tool in some places right? Well, the result is almost always terrible when you use it. It makes sharp-pointed raisings (like the ones I found) which look really unnatural. Next thing, I found that the snowy parts were only made of the "Snow" tile while it could've been better to add "Ice" and "Dark Ice". Tile variation man, tile variation!
2- Your items drops are the most exaggerated ones I've ever seen. There are too many damned Power Up items dropped from creeps. This is a melee map not an RPG so it is inappropriate to have too many Power Up drops. Things like Rune of Shielding, Rune of Rebirth and Rune of Greater Resurrection would ruin the balance and harmony of melee maps. But that's not all about your item drops. You've exaggerated with the chances of item drops. I saw some creeps which have chances of dropping 1 of various different items (e.g 20% to get this item, 20% to get that item etc...). The problem? They are of different levels. It's not good to find that once I may get a worthless level 1 item and another time a great level 5 one. Having a quick glance to the central red camp, I also noticed this issue. A level 6 charged item or a level 8 artifact. Dude, this is like the difference between sky and earth! A charged item of level 6 (the maximum level of its category) cannot be compared with a supreme level 8 artifact one!! And may I know why the creep guarding the bottom Goblin Merchant doesn't drop any item while the top one does?
3- Creep camps themselves are a disaster. How can you make a creep camp of total level 60 (yes, the ones in the center of the map)? They are insane to beat. Two 1900-HPed level 10 faceless ones deathbringer that can silence and animate dead + Two 1150-HPed faceless ones terror with sleep and mana shield + four damned 675-HPed faceless ones tricksters with that curse ability (and purge of course). They can cause all my army to have 33% to miss on attacks in few seconds. It was also disappointing to find out that some creep camps do not even drop items (like the one stated above). Look at the bandits camp. Nobody drops items in there. Another problem with that specific creep camp is that when I looked on the opposite side to find the equivalent creep camp, I found tuskarrs, not bandits. What was the surprise? The tuskarrs dropped an item. By doing so, the map is no more balanced. Another similar issue is the one of the Fountains of Health. 4 Unbroken Ragers vs 1 Faceless one Trickster + 2 Unbroken Darkhunters. Once again, you ruined the balance
4- This is a very minor issue nevertheless not to ignore. I don't think the Tavern is in a good position. It is too close to the starting location. Moving it to a greater distance would be better

My conclusion is that the map needs a lot polishing and refining. For that reason, the map is not ready for an approval. I will give it 2/5 and AWAIT UPDATE!

First - I don't use noise , to messy for me. Second - I have fixed item drops , some units still be dropping heal runes and books . Third- Fixed center , now its lvl 22 instead of 60. Fourth - I moved taverns to secondary gold mines.
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
First - I don't use noise , to messy for me. Second - I have fixed item drops , some units still be dropping heal runes and books . Third- Fixed center , now its lvl 22 instead of 60. Fourth - I moved taverns to secondary gold mines.

It's a relief for me to know that you did not use the noise tool (I wonder why Blizzard created such a stupid tool). Oh, I saw some improvements. Taverns have been moved (more distant than I thought but they're ok), creep camps have been balanced and the central one has been successfully nerfed. Some Ice has been added on the Snowy areas. You took the right path dude :D However, I see the item drops are still as catastrophic as before :pmeh: and they are one of the most important aspects in a melee map. Focus on them in the next update.

Rating raised from 2/5 ---> 2.5/5
 
Level 6
Joined
Jan 31, 2014
Messages
67
It's a relief for me to know that you did not use the noise tool (I wonder why Blizzard created such a stupid tool). Oh, I saw some improvements. Taverns have been moved (more distant than I thought but they're ok), creep camps have been balanced and the central one has been successfully nerfed. Some Ice has been added on the Snowy areas. You took the right path dude :D However, I see the item drops are still as catastrophic as before :pmeh: and they are one of the most important aspects in a melee map. Focus on them in the next update.

Rating raised from 2/5 ---> 2.5/5

Done , I fixed the drops.
 
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Cold War
by Justas
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FEEDBACK
Gameplay & Bugs:

The Tavern might be a little too far from the base now, but it's still safely reachable for a worker.

Pretty cool that you made the center of attraction a high-gold mine instead of the usual fountain stuff. However, the creeps guarding it are too weak. Though a combined level of 60 was indeed too strong as Shadow Fury noted, add a couple of units there to bolster the contested area to ~lvl 34.

11/20
Terrain & Aesthetics:

Creep camps are done in a creative way. The terrain is cool, tile variation is present. However, though there are some uneven grounds (this is a good thing) in the surrounding areas, I suggest you add some in the bases too.

The fog could be visible in game by having lower Z Start and End. I noticed that the snow regions are on places with actual snow on the ground, kudos for realism.

You could add a bit more bats here and there, as well as more rocks and decor. The current amount is however okay.

12/20
Presentation:

Efficient map description.

6/10

Total Score: 37/50​
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Suggestions
Keep in mind that these suggestions are optional; you may choose not to do them.
> Tint the fog a little blue, pure gray looks unnatural.
> Use <Random Items of a Level of Type> instead of dividing percentages yourself. Makes your life easier.​
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VERDICT
29 / 10 = 2.9^ = 3/5; Voting for Approval

http://www.hiveworkshop.com/forums/rules-information-710/map-submission-rules-228244/
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