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Gardens of Delight

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Gardens of Delight - 1st update
These gardens of unknown origin are full of powerful magic. Richness of this place attracts plenty of raiders.

Hi all!
I decide to make my first map upload. It is standard meele map for Warcraft 3 TFT. Hope you like it.

General Information:
Maximum players: 4
Suggested players: 2v2 or FFA
Size: Large
Playable Area: 180x180
Tile set: Cityscape
Creepspots: 16 green; 32 orange; 3 red (+ 1 at each start locations)
Expansions: 8x 12500 gold each
Neutral buildings: 4x Tavern; 1x Fountain of Health; 4x Fountain of Mana; 4x Goblin Merchant; 4x Goblin Laboratory; 4x Mercenary Camp (Lordaeron Summer)

Some trivia:
I try to make this map with the idea of some sort of well organised garden park with symmetrical geometry. Map is divided into 4 quarters. All area is enclosed by "walls" with platforms you can use as backdoor way to your enemies. I see many possibilities for harassing. I placed expansion gold mines to quite exposed locations and I expect it will put more pressure on players. There is Fountain of Health in the center of the map protected by really tough creeps. Black dragon drops artifact item. Racing for this creepspot will be one of the most chalenging parts of the gameplay. I found the most funny to play this map as 4 players FFA. I experienced everytime competitive fight for the middle creepspot. You never fight there alone. Creepspots are more dense in the center so it force players to meet there during creeping at some point. 2 orange creepspots in each quarter offer Rune of the Watcher for a bit balancing of backdoor opportunities. More is up to you to explore. Enjoy! ;)



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Contents

Gardens of Delight (Map)

Reviews
Knecht
Hi, it's nice to see new blood in melee mapping. Your map shows some potential. However, there are many flaws that we all did when we started with mapping. -trees have empty space between them, wisps can hide there (press P or N to see pathing)...
deepstrasz
Avoid mountain peak like terrain formations where units walk or build over. It creates visibility issues during battles and not only; doodads looking as if floating and so on. Try not to have creeps right below a cliff so that they could be attacked...
Level 22
Joined
Sep 24, 2017
Messages
150
Hi, it's nice to see new blood in melee mapping. Your map shows some potential. However, there are many flaws that we all did when we started with mapping.

-trees have empty space between them, wisps can hide there (press P or N to see pathing)
-trees are too far from base, might create a slight imbalance with NE
-some creep camps are to close to each other thus attacking a camp may aggro another camp
-some creep compositions are just weird, try to look at blizz maps.
-item drops aren't rewarding enough; some camps don't even have any drops
-lots of chokes and dead ends
-the walls are way too linear and chokey; the idea seems nice on paper but doesn't work that well in game
-8 taverns for 4 players might be too much

Somehow the middle feels like an RPG map. Plus it seems too big for 4 players. My recommendation would be making the map smaller, more open, make some paths wider and using less creep camps.
There's some pretty good guides to get you started:
Competitive Melee Map
Melee mapping - The reasons behind common aspects of competitive 1v1 maps

We'll be having a 2v2 melee map makng contest soon on hive, you can join if you have the time and motivation Melee Mapping Contest #4 - 2v2
 
Level 4
Joined
Jan 27, 2019
Messages
33
Hi, it's nice to see new blood in melee mapping. Your map shows some potential. However, there are many flaws that we all did when we started with mapping.

-trees have empty space between them, wisps can hide there (press P or N to see pathing)
-trees are too far from base, might create a slight imbalance with NE
-some creep camps are to close to each other thus attacking a camp may aggro another camp
-some creep compositions are just weird, try to look at blizz maps.
-item drops aren't rewarding enough; some camps don't even have any drops
-lots of chokes and dead ends
-the walls are way too linear and chokey; the idea seems nice on paper but doesn't work that well in game
-8 taverns for 4 players might be too much

Somehow the middle feels like an RPG map. Plus it seems too big for 4 players. My recommendation would be making the map smaller, more open, make some paths wider and using less creep camps.
There's some pretty good guides to get you started:
Competitive Melee Map
Melee mapping - The reasons behind common aspects of competitive 1v1 maps

We'll be having a 2v2 melee map makng contest soon on hive, you can join if you have the time and motivation Melee Mapping Contest #4 - 2v2

Thank you for review I will try to improve the map. ;) I am just unsure what exactly you mean by "chokes and dead ends"
 
Level 22
Joined
Sep 24, 2017
Messages
150
Here, I made this "analysis" for you.
paths.png
Blue are paths where players can go. Pink are choke points/long winded paths. Circles are obviously creep spots with their level color. When a creep camp has red borders it means it can be aggroed involuntarily. Red arrows show creep camps that can aggro eachother if one camp is crept - they are too close to eachother. Sorry for confusing you by saying "dead-ends", there aren't any.

One thing I should mention is that critters (sheep, frogs, etc) aren't just decoration. Undead can use Rod of Necromancy on their corpses to summon skeletons, therefore critters should be balanced as well.

Tbh, the area around the base is well done for a first map imo - lots of open space, creep camps are far enough from eachother. If only the goblin lab had a better creep composition.

Hopefully, I didn't discourage you from mapmaking. Melee mapping isn't easy with its restrictive nature and even the better map makers on hive struggle with balancing some aspects of warcraft 3. The tutorials I posted should be enough to help you.
 
Level 4
Joined
Jan 27, 2019
Messages
33
Here, I made this "analysis" for you.
View attachment 318488
Blue are paths where players can go. Pink are choke points/long winded paths. Circles are obviously creep spots with their level color. When a creep camp has red borders it means it can be aggroed involuntarily. Red arrows show creep camps that can aggro eachother if one camp is crept - they are too close to eachother. Sorry for confusing you by saying "dead-ends", there aren't any.

One thing I should mention is that critters (sheep, frogs, etc) aren't just decoration. Undead can use Rod of Necromancy on their corpses to summon skeletons, therefore critters should be balanced as well.

Tbh, the area around the base is well done for a first map imo - lots of open space, creep camps are far enough from eachother. If only the goblin lab had a better creep composition.

Hopefully, I didn't discourage you from mapmaking. Melee mapping isn't easy with its restrictive nature and even the better map makers on hive struggle with balancing some aspects of warcraft 3. The tutorials I posted should be enough to help you.

WOW great analysis. ;) I try to make it better.
Hard to think I am a new one after 15 years playing W3 :D (with some breaks). I also made some maps before but not good quality and no large scale publishing.
 

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
  1. Avoid mountain peak like terrain formations where units walk or build over. It creates visibility issues during battles and not only; doodads looking as if floating and so on.
  2. Try not to have creeps right below a cliff so that they could be attacked by spells and ranged units from above.
  3. When using one tile terrain, make it look better either by not leaving it flat or by combining it with at least another tile and or add some doodads.
  4. You should properly encircle neutral camps halfway so that they won't attack scouting units.
  5. Mask of Death on Blademasters near Fountain of Health might be problematic.

Approved.


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