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Foreign Matters

A secret recluse built by an eccentric aristocrat among the rich exotic lands of the east. Used as a staging ground for war, solely for the purpose of recreation.
Contents

Foreign Matters (Map)

Foreign Matters (Map)

Reviews
eubz
Foreign Matters Submitted by Xanadu - The map is symmetrical. You used doodads and units great and the environment is really nice. The use of tiles is just fine, but the terrain is flat in some places specially in the players' position. You will need...
Ralle
For some reason the map is missing, can you try updating it? Let me know if something does not work.
mafe
Map looks very good in terms of actual looks. The gameplay parts are somewhat lackluster though and should be addressed so that map would not allow too much abuse: -Itemdrops are over the top. Please try looking at blizzard maps, compare the strength...
mafe
Ok, so -Itemdrops are good now. The red camps are hard to judge as there is no real precedent of such big camps on "normal" ladder maps. So I'm ok with them. -Expansion creeps are now on normal aggro range. I realize this means that they are now more...
Foreign Matters
Submitted by Xanadu

- The map is symmetrical. You used doodads and units great and the environment is really nice. The use of tiles is just fine, but the terrain is flat in some places specially in the players' position. You will need to use and Apply Height in those places.

- Item drops should be looked into. Some higher level units drops lower level items which should not be the case. Level the item drops into the level of the unit maybe just one step below but not too much or too low. Also, if there are five units in a group, at least three of them should drop an item, not only one.

- You still have rooms for improvement here. Keep up the good work but at this rate, I would vote for AWAITING UPDATE
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Map looks very good in terms of actual looks.

The gameplay parts are somewhat lackluster though and should be addressed so that map would not allow too much abuse:
-Itemdrops are over the top. Please try looking at blizzard maps, compare the strength of creepspots (i.e. sum of level of the creepspot) to the items they are dropping and then try to put similar itemdrops on your now.
-Creeps at expansions should not be on camp stance (200 target acquisition range), so that it is impossible to build there before creeping the camp.
-Several creep are positioned in such a way that they are likely to attakc units coming from your base to reinforce your army.
-The alleys really look nice, but the vision beyond the trees will be highly confusing. Small units can also walk behind many doodas, while bigger units and heroes cant.
-If you place trees with the regular brush (instead of the circle) tool, you will inevitably create countless of trees where wisps can sit and melee units cannot attack them. At least the forests dont have holes between them, but for future map, try using the size 2 circle tool and make forests this way. For 1v1, this would be a big issue. For 2v2, it is acceptable (since it is also the case on the 4v4 map market place that is even on battlenet ladder).

So at the very least, please fix the items and gold mine creeps. Then I'll have another look. Until then, set to awaiting update.
 
Level 2
Joined
Jul 23, 2019
Messages
5
Map looks very good in terms of actual looks.

The gameplay parts are somewhat lackluster though and should be addressed so that map would not allow too much abuse:
-Itemdrops are over the top. Please try looking at blizzard maps, compare the strength of creepspots (i.e. sum of level of the creepspot) to the items they are dropping and then try to put similar itemdrops on your now.
-Creeps at expansions should not be on camp stance (200 target acquisition range), so that it is impossible to build there before creeping the camp.
-Several creep are positioned in such a way that they are likely to attakc units coming from your base to reinforce your army.
-The alleys really look nice, but the vision beyond the trees will be highly confusing. Small units can also walk behind many doodas, while bigger units and heroes cant.
-If you place trees with the regular brush (instead of the circle) tool, you will inevitably create countless of trees where wisps can sit and melee units cannot attack them. At least the forests dont have holes between them, but for future map, try using the size 2 circle tool and make forests this way. For 1v1, this would be a big issue. For 2v2, it is acceptable (since it is also the case on the 4v4 map market place that is even on battlenet ladder).

So at the very least, please fix the items and gold mine creeps. Then I'll have another look. Until then, set to awaiting update.

Thank you. I'll get right on it.
 

mafe

Map Reviewer
Level 24
Joined
Nov 2, 2013
Messages
869
Ok, so
-Itemdrops are good now. The red camps are hard to judge as there is no real precedent of such big camps on "normal" ladder maps. So I'm ok with them.
-Expansion creeps are now on normal aggro range. I realize this means that they are now more likely to attack player units by accident. But given the expanion location, one thing has to give here.
-However there are still many other creepspots that could aggro unintentionally, in particular the kobolds at the shops and the bandits between the main bases and the mercenary camps.
-The potential problem of units hiding behind trees and other doodads are still there, but I guess it's not too big of an issues unless professionaly players get to play this map.
-Forests have been improved :)

I also just noticed that there are flowers near main bases, which also be there if there's an undead base. Looks kinda silly then.

So now what? I mean the basic design of the map means it will never be viable for ladder otcompetitive play, but I can see how even an "average" melee player might enjoy the map for a few games. Given the interesting design and some good parts, I'll set the map to approved, despite the minor flaws which I'd like to see addressed.
 
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