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Dark Tropical

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


Description:
At the time when the tropical was dark. Is there something going on here?


Features:
- 4 Gold Mines - 2 Main (12500g), 2 Expansion (10000)
- 2 Goblin Merchants
- 2 Goblin Laboratories
- 1 Fountain of Health
- 1 Tavern

- 4 Green Creep Camps
- 8 Orange Creep Camps
- 2 Red Creep Camps


Map Overview:
277811-1738c55ad43a4986e16339dba9fb72b9.jpg


Changelog:
v1.0
- Map uploaded
v1.1
- Terrain, doodads, and units improved.
v1.1b
- Small improvement.


Author Notes:
If you have questions, suggestions, or criticisms, just leave your comments below!



Previews
Contents

Dark Tropical (Map)

Reviews
Remixer
Review - Dark Tropical (Version February 20th 2024) Synopsis: Dark Tropical is a two-player melee map featuring a mixture of Ashenvale and Sunken Ruins themes. The layout revolves around a single passage over the diagonal river that splits the map...

Remixer

Map Reviewer
Level 31
Joined
Feb 19, 2011
Messages
1,957
Review - Dark Tropical
(Version February 20th 2024)
Synopsis: Dark Tropical is a two-player melee map featuring a mixture of Ashenvale and Sunken Ruins themes. The layout revolves around a single passage over the diagonal river that splits the map between the players, though also Zeppelin can be used to enter the enemy territory.
Map Aesthetics: The aesthetics are pleasing. The tile usage is acceptable, though it looks a little random at times. Still, the environment looks nice and natural - one improvement would be if the trees were placed in a less grid-like manner by misaligning them. Doing that would also improve gameplay quality as wisps would not be able to get out of reach by diagonal harvesting.
Map Layout: The map layout is quite straight forward with the openness combined with a single passage through the map. A rather strange asymmetry is that the creep camps are not mirrored following the mirroring of the neutral buildings, which may lead to an imbalance between the players, with one player having a superior creeping route compared to the other. This could be fixed. The open areas on top of cliffs should be fixed as they allow frustrating and unhealthy gameplay tactics.
Neutral Objectives: The creep camp strength seems fine and in balance with the item drops. The creeps also thematically fit their placement and surroundings. Good job. The expansion gold mine camp is quite strong and it could be a tiny bit easier to take down. The Goblin Merchant could be enclosed from the other side to reduce the openness and access to the shop before killing the creeps.
Map Gameplay: The gameplay is not quite fair due to improper mirroring (the top-left player has weaker expansion as it is more exposed compared to the other one). Still, the gameplay follows the standard melee rules and offers a playable experience. The single passage can be a limiting factor in the strategic plays on the map.

Recommendations:
Fix the open areas on hilltops.
Fix the asymmetry in the map.
I see you have managed to fix the gaps between the trees - one further improvement would be to misalign the tree rows from each other (so that the forest edges have a misalignment of half a tree). This prevents wisps from getting to harvest diagonally accessible trees, which makes the wisps unreachable by melee units. You could also check some guides on water terraining on Hive as the waterfalls on top of the cliffs (rather than coming from the water) looks a little weird. Still, good job on this one.
 
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